LocalizationData/english/global.ini
2024-06-14 11:59:31 -05:00

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2019_Ann_Sale_Day1=Expo-hall Day 01
2019_Ann_Sale_Day2=Expo-hall Day 02
2019_Ann_Sale_Day3=Expo-hall Day 03
2019_Ann_Sale_Day4=Expo-hall Day 04
2019_Ann_Sale_Day5=Expo-hall Day 05
2019_Ann_Sale_Day6_01=Expo-hall Day 06_01
2019_Ann_Sale_Day6_02=Expo-hall Day 06_02
2019_Ann_Sale_Day7=Expo-hall Day 07
2019_Ann_Sale_Day8=Expo-hall Day 08
2019_Ann_Sale_Day9=Expo-hall Day 09 - Best of Show
890_J_MissionTest=WIP Disable the hack before it is complete %ls
890_J_Mission_Obj_VIP_Long=WIP - Protect the VIP
890_J_Mission_Obj_VIP_Short=WIP - Protect the VIP
890_J_Mission_WaypointVIP=WIP - Defend VIP
890_J_Mobi_Desc=WIP - Go to Hijacked 890 and stop hijacking / hack
890_J_Mobi_Title=WIP - 890 Jump in danger
890_J_Screen=
@pause_options_esp_zone_inner=Pilot E.S.P. - Inner Zone Size (percent of zone size)
@vehicle_DescGRIN_STV=Manufacturer: Greycat Industrial\nFocus: Transport\n\nGet ready to have some serious fun on the job with the STV from Greycat. This Sport Terrain Vehicle was built by pros for pros and features blazing speed and convenient built-in storage.
ATC_Area18=Area18 Landing Services
ATC_Automated=Automated Landing Services
ATC_Covalex_DC=Covalex Landing Services
ATC_CryAstro=Cry-Astro Vehicle Services
ATC_CryAstro_DC=Cry-Astro Landing Services
ATC_Dupree_DC=Dupree Landing Services
ATC_Greycat_DC=Greycat Landing Services
ATC_GrimHEX=Green Imperial Landing Services
ATC_Hurston_DC=HDPC Landing Services
ATC_Levski=Levski Landing Control
ATC_Lorville=Lorville Landing Services
ATC_Lorville_Gate01=Lorville Gate 01
ATC_Lorville_Gate02=Lorville Gate 02
ATC_Lorville_Gate03=Lorville Gate 03
ATC_Lorville_Gate04=Lorville Gate 04
ATC_Lorville_Gate05=Lorville Gate 05
ATC_Lorville_Gate06=Lorville Gate 06
ATC_Orison=Orison Landing Services
ATC_OutpostArcCorp=ArcCorp Outpost Landing Service
ATC_OutpostGeneric=Outpost Landing Control
ATC_OutpostRayari=Rayari Outpost Landing Service
ATC_OutpostShubin=Shubin Outpost Landing Control
ATC_OutpostTerraMills=Terra Mills Outpost Landing Control
ATC_PlatinumBay=Platinum Bay Landing Services
ATC_PortOlisar=Port Olisar Landing Services
ATC_RandR=R&R Landing Services
ATC_Sakura_DC=Sakura Sun Landing Services
ATC_microTech_DC=Logistics Depot Landing Services
AaronHalo=Aaron Halo
AbandonedOutpost_001=Abandoned Outpost
AbandonedOutpost_001_desc=KEEP OUT. This structure is no longer in active service. Do not use, occupy or enter.
Aciedo_CommArray_desc_shared=Owned and operated by Aciedo, this communication array provides comm coverage and ECN services to this sector of space.
Aciedo_RepUI_Area=UEE
Aciedo_RepUI_Description=Following the conclusion of the First Tevarin War, Humanity was eager to begin exploring the stars again. Aciedo began life as fledging ship manufacturer focused on creating long-range exploration vessels. While they saw moderate success with their initial ship design, it was the included communication drones that stood out for their reliability and transmission success. Captains across the newly formed Empire began asking Aciedo to sell them commdrones directly. Within the first year of offering them, sales skyrocketed, and it wasn't long before Aciedo decided to stop manufacturing ships entirely. Today, they are the UEE's largest communication service provider, handling over 70% of all comms, and operate commrelays, commarrays, and commdrones across the Empire.
Aciedo_RepUI_Focus=Communication Services
Aciedo_RepUI_Founded=2565
Aciedo_RepUI_Headquarters=Quinton, Angeli, Croshaw System
Aciedo_RepUI_Leadership=Narumi Arai, CEO
Aciedo_RepUI_Name=Aciedo Communications
Activation_Off=Revive
Activation_Offline=- Offline -
Activation_On=Reviving
Adagio_BasicSalvage_Desc_01=Attention:\n\nRights to a new Salvage Claim are available for purchase. Exclusive access to the ships verified coordinates in monitored space will be provided upon confirmed credit transfer. The coordinates will remain accessible as long as the accepted contract is active. When you are satisfied with the amount of material you've salvaged, you may abandon the contract early with no penalty to clear the coordinates from your Starmap.\n\nClaim #~mission(ClaimNumber):\n• SHIP: ~mission(Ship)\n• CAUSE OF ACCIDENT: ~mission(ShipStory)\n• LOCATION: ~mission(location)\n\nAdagio Rights Division
Adagio_BasicSalvage_Title_01=Claim #~mission(ClaimNumber): ~mission(Ship) Salvage Rights
Adagio_RepUI_Area=UEE
Adagio_RepUI_Description=Founded by retired Naval logistics personnel, Adagio found success supporting the voracious resource appetite of the Messer-era military-industrial complex through their salvaging operations. After the end of the Messer regime, Adagio, like many other military contractors, lost their contract, and the company was forced to find new sources of revenue. This ultimately led Adagio begin reselling salvage rights theyve acquired to independent captains and other enterprises of various sizes.
Adagio_RepUI_DisplayName=Adagio Holdings
Adagio_RepUI_Focus=Salvaging
Adagio_RepUI_Founded=2577
Adagio_RepUI_HQ=Keene, Killian System
Adagio_RepUI_Leadership=Samoht Rhine, CEO
Adagio_from=Adagio Holdings
Admin_Ask_Work=Have any work?
Admin_Blackbox_Dropoff_Request=Drop off black box.
Admin_Counter_Marker_01=Delivery Drop Off
Admin_Deliver_Marker_01=Deliver
Admin_Delivery_Dropoff_Request=Make a delivery.
Admin_Delivery_Pickup_Request=Make a pickup.
Admin_Goodbye=Goodbye.
Admin_Help_Cargo=Sell some cargo.
Admin_Pickup_Marker_01=Pickup
Admin_Repair_Pickup_Request=Pick up a power core.
Admin_Small_Talk=How's it going?
Advocacy_RepUI_Area=UEE
Advocacy_RepUI_Description=he Advocacy is an inter-system police force overseeing law enforcement in the UEE. Advocacy agents are authorized pursue crimes across jurisdictions within the empire, and often coordinate large scale investigations targeting some of Humanity's worst offenders.
Advocacy_RepUI_Focus=Policing
Advocacy_RepUI_Founded=2523
Advocacy_RepUI_Headquarters=New York, Earth, Sol System
Advocacy_RepUI_Leadership=Thomas D. Carmody, Director
Advocacy_RepUI_Name=UEE Advocacy
Alerts_BeingArrested=Remain Where You Are, Arrest In Progress
Alerts_BeingScanned=Remain Stationary, Scan In Progress
AmbassadorFlights_Allies=Silver Leaf Society
AmbassadorFlights_RepUI_Area=UEE
AmbassadorFlights_RepUI_Description=Ambassador Flights has earned a reputation as the preferred shuttle service of executives and VIPs across the empire. While they operate their own fleet of premium vehicles that are contracted to fly their wealthy clientele around, to expand their services further they also contract with private pilots who meet their high standards of hygiene, comfort, and privacy.
AmbassadorFlights_RepUI_Focus=Livery Services
AmbassadorFlights_RepUI_Founded=2650
AmbassadorFlights_RepUI_Headquarters=New York City, Earth, Sol System
AmbassadorFlights_RepUI_Leadership=Anay Wolfe, CEO
AmbassadorFlights_RepUI_Name=Ambassador Flights
AmbassadorFlights_Rivals=N/A
ApprehendViolentInmate_DescriptionLong,P=Locate and bring to justice this vigilante
ApprehendViolentInmate_DescriptionShort,P=Locate and bring to justice this vigilante
ApprehendViolentInmate_HUD,P=Neutralize ~mission(Target)
ApprehendViolentInmate_Marker,P=Violent Inmate
ApprehendViolentInmate_MissionDescription,P=During their sentence a prison has violated prison rules. This prisoner has been committing violent offences during their sentence and must be stopped. Inmates who are willing to attempt to hunt this violent inmate will be rewarded for apprehending them.
ApprehendViolentInmate_Title,P=Apprehend Violent Inmate
ArcCorp_RepUI_Area=Stanton III
ArcCorp_RepUI_Description=ArcCorp was previously known as the manufacturer of immensely popular quantum drives and thrusters, however, since their purchase of Stanton III from the UEE, their dedication to the creation of a privately-owned manufacturing world has overshadowed the companys other accomplishments.
ArcCorp_RepUI_Focus=Ship Components
ArcCorp_RepUI_Founded=2687
ArcCorp_RepUI_Headquarters=Area01, ArcCorp
ArcCorp_RepUI_Leadership=Bert Astacio, CEO
ArcCorp_RepUI_Name=ArcCorp
ArcCorp_desc_shared=A mining facility owned and operated by ArcCorp.
AstroArmada_Salesperson_Conv_001_1,P=Line 1: blah blah blah
BHG_Certification_Criminal_Desc=Upon the recommendation of one our members, the Bounty Hunters Guild would like to offer you the chance to earn your Suspect Apprehension Certification.\n\nThis would signify that you are qualified to track and apprehend wanted suspects who have proven to be more elusive than typical bounties. They often have advanced piloting skills, difficult to predict behavior, and more resources than your average target, making them a real challenge. \n\nTo successfully complete this certification process, you must apprehend wanted suspect ~mission(TargetName).
BHG_Certification_Criminal_Title=Suspect Apprehension Certification
BHG_Certification_Easy_Desc=Based on an assessment of your developing abilities, the Bounty Hunters Guild would like to offer you the chance to earn your Tracker Beginner's Permit.\n\nThis permit would signify that you are qualified to track and apprehend Low-Risk Targets (LRT). These criminals traditionally fly smaller ships but typically have a few escorts which makes them more challenging.\n\nTo successfully complete this certification process, you must apprehend a LRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).
BHG_Certification_Easy_Title=Tracker Beginner's Permit Certification
BHG_Certification_EscapedConvict_Desc=Due to an increase in escapees in the area, the Bounty Hunters Guild would like to offer you the chance to earn your Fugitive Recovery Certification.\n\nThis would signify that you are qualified to track and apprehend escaped convicts. These desperate individuals can often prove quite difficult to recapture, requiring special skills and heightened intuition.\n\nTo successfully complete this certification process, you must apprehend the fugitive ~mission(TargetName). \n
BHG_Certification_EscapedConvict_Title=Fugitive Recovery Certification
BHG_Certification_Hard_Desc=As your standing in the community continues to grow, the Bounty Hunters Guild would like to offer you the chance to earn a Journeyman Tracker License.\n\nThis license would signify that you are qualified to track and apprehend High-Risk Targets (HRT). These criminals can travel in larger multicrew ships with several escorts. The additional offensive and defensive capabilities make them difficult targets for all but the most skilled guild members.\n\nTo successfully complete this certification process, you must apprehend a HRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).
BHG_Certification_Hard_Title=Journeyman Tracker License Certification
BHG_Certification_Medium_Desc=With the progress you have made in developing your skills, the Bounty Hunters Guild would like to offer you the chance to earn your full Tracker License.\n\nThis license would signify that you are qualified to track and apprehend Moderate-Risk Targets (MRT). These criminals traditionally fly medium-sized ships with several escorts. This class of outlaws make up a bulk of the contracts that typical bounty hunters will encounter.\n\nTo successfully complete this certification process, you must apprehend a MRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).
BHG_Certification_Medium_Title=Tracker License Certification
BHG_Certification_Super_Desc=As acknowledgment of your expertise in the craft, the Bounty Hunters Guild would like to offer you the chance to earn a Master Tracker License.\n\nThis license would signify that you are qualified to track and apprehend Extreme-Risk Targets (ERT). These are criminals who travel in sub-capital ships with heavy escorts. This class of bounty only gets assigned to the most experienced of trackers.\n\nTo successfully complete this certification process, you must apprehend an ERT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).
BHG_Certification_Super_Title=Master Tracker License Certification
BHG_Certification_VeryEasy_Desc=Based on an assessment of your abilities, the Bounty Hunters Guild would like to offer you the chance to earn your Tracker Training Permit.\n\nThis permit would signify that you are qualified to track and apprehend Very Low-Risk Targets (VLRT). These criminals traditionally fly smaller ships and rarely have more than one escort. Ideal for Bounty Hunters who are just starting out.\n\nTo successfully complete this certification process, you must apprehend a VLRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).
BHG_Certification_VeryEasy_Title=Tracker Training Permit Certification
BHG_Certification_VeryHard_Desc=With your proven track record, the Bounty Hunters Guild would like to offer you the chance to earn an Advanced Tracker License.\n\nThis license would signify that you are qualified to track and apprehend Very High-Risk Targets (VHRT). These criminals can travel in larger multicrew ships with heavy escorts. With multiple hostiles to deal with, encounters with these targets can often be lethal.\n\nTo successfully complete this certification process, you must apprehend a VHRT ranked criminal by the name of ~mission(TargetName) last seen at ~mission(Location|Address).
BHG_Certification_VeryHard_Title=Advanced Tracker License Certification
BHG_From=Bounty Hunters Guild
BHG_ReputationJournal_CS3_BodyText=You are hereby certified by the Bounty Hunters Guild for Suspect Apprehension and are qualified to pursue and apprehend elusive individuals wanted by the law.
BHG_ReputationJournal_CS3_ShortTitle=Suspect Apprehension Certification Earned
BHG_ReputationJournal_CS3_Title=Suspect Apprehension Certification
BHG_ReputationJournal_CS4_BodyText,P=Elusive Bounty CS4 License Earned
BHG_ReputationJournal_CS4_ShortTitle,P=Elusive Bounty CS4 License Earned
BHG_ReputationJournal_CS4_Title,P=Elusive Bounty CS4 License Earned
BHG_ReputationJournal_CS5_BodyText,P=Elusive Bounty CS5 License Earned
BHG_ReputationJournal_CS5_ShortTitle,P=Elusive Bounty CS5 License Earned
BHG_ReputationJournal_CS5_Title,P=Elusive Bounty CS5 License Earned
BHG_ReputationJournal_Easy_BodyText=This permit issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Low-Risk Targets (LRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_Easy_ShortTitle=Tracker Beginner's Permit Earned (LRT)
BHG_ReputationJournal_Easy_Title=Tracker Beginner's Permit (LRT)
BHG_ReputationJournal_EscapedConvict_BodyText=You are hereby certified by the Bounty Hunters Guild for Fugitive Recovery and are qualified to pursue and apprehend escaped convicts.
BHG_ReputationJournal_EscapedConvict_ShortTitle=Fugitive Recovery Certification Earned
BHG_ReputationJournal_EscapedConvict_Title=Fugitive Recovery Certification
BHG_ReputationJournal_Hard_BodyText=This license issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend High-Risk Targets (HRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_Hard_ShortTitle=Journeyman Tracker License Earned (HRT)
BHG_ReputationJournal_Hard_Title=Journeyman Tracker License (HRT)
BHG_ReputationJournal_Medium_BodyText=This license issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Moderate-Risk Targets (MRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_Medium_ShortTitle=Tracker License Earned (MRT)
BHG_ReputationJournal_Medium_Title=Tracker License (MRT)
BHG_ReputationJournal_Super_BodyText=This license issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Extreme-Risk Targets (ERT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_Super_ShortTitle=Master Tracker License Earned (ERT)
BHG_ReputationJournal_Super_Title=Master Tracker License (ERT)
BHG_ReputationJournal_VeryEasy_BodyText=This permit issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Very Low-Risk Targets (VLRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_VeryEasy_ShortTitle=Tracker Training Permit Earned (VLRT)
BHG_ReputationJournal_VeryEasy_Title=Tracker Training Permit (VLRT)
BHG_ReputationJournal_VeryHard_BodyText=This license issued by the Bounty Hunters Guild certifies that you are qualified to pursue and apprehend Very High-Risk Targets (VHRT).\n\nYour qualification also allows you to pursue bounties for individuals whose current abilities and resources are unknown (?RT). These should be undertaken with caution.
BHG_ReputationJournal_VeryHard_ShortTitle=Advanced Tracker License Earned (VHRT)
BHG_ReputationJournal_VeryHard_Title=Advanced Tracker License (VHRT)
Bacchus=Bacchus System
Bacchus1=Bacchus I
Bacchus1_Desc=A Super-Earth located close to the system's binary stars resulting in its rocky surface boiling away and the formation of an incredibly hot and smoggy atmosphere.
Bacchus2=Bacchus II
Bacchus2_Desc=An ocean planet dotted by many populated islands and archipelagos featuring a wide variety of climates and biodiversity. Though the Banu have so far not confirmed if Bacchus II is their home-world like some in the UEE theorize, it is known that the planet hosts the 'Gathering'; a special event where Banu congregate to make species-wide decisions.
Bacchus3=Bacchus III
Bacchus3_Desc=A gas giant featuring dynamic swirling clouds and frequent electrical storms.
Bacchus_AsteroidBelt1=Bacchus Belt Alpha
Bacchus_AsteroidBelt1_Desc=Heavily mined by generations of Banu, this asteroid belt has become a junkyard over time.
Bacchus_Desc=Many in the UEE believe that Bacchus, a binary star system, contains the Banu's homeworld, though, to date, the Banu themselves have not been able to or have chosen not to confirm one way or another. Like with most Banu systems, the trade lanes are always packed with travelers from Banu, Human and Xi'an space. A large permanent flotilla in the system's outer reaches is a popular destination for haulers and traders.\n
Bacchus_Flotilla=Bacchus Flotilla
Bacchus_Flotilla_Desc=A large cluster of ships that has become a permanent floating marketplace. Conveniently located near a jump point, it attracts a wide variety of travelers and traders entering and leaving the system.
Bacchus_JumpPoint_Garron=Bacchus - Garron Jump Point
Bacchus_JumpPoint_Garron_Desc=This jump point connects Bachhus to the UEE controlled Garron system.
Bacchus_JumpPoint_Geddon=Bacchus - Geddon Jump Point
Bacchus_JumpPoint_Geddon_Desc=This jump point connects Bachhus to the Geddon system.
Bacchus_Star1=Bacchus A
Bacchus_Star1_Desc=A class-G main sequence star that is part of a binary pairing with Bacchus B.
Bacchus_Star2=Bacchus B
Bacchus_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Bacchus B.
BarMenu_Cognac=Cognac
BarMenu_CubaLibre=Cuba Libre (8 aUEC)
BarMenu_Gin=Gin
BarMenu_GinTonic=Gin and Tonic (8 aUEC)
BarMenu_Rum=Rum
BarMenu_RumCola=Rum and Cola (8 aUEC)
BarMenu_Screwdriver=Screwdriver (8 aUEC)
BarMenu_SubMenu_Beer=Beer
BarMenu_SubMenu_Liquor=Liquor
BarMenu_Tequila=Tequila
BarMenu_Vodka=Vodka
BarMenu_Whiskey=Whiskey
BarMenu_WhiskeyCola=Whiskey and Cola (8 aUEC)
BarMenu_beer_bottle_Hoffdor=Hoffdor Beer Bottle (5 aUEC)
BarMenu_beer_bottle_LibertyAleGen=Gen Liberty Ale Bottle (5 aUEC)
BarMenu_beer_bottle_LibertyAlePike=Pike Liberty Ale Bottle (5 aUEC)
BarMenu_beer_bottle_LibertyAleTerra=Terra Liberty Ale Bottle (5 aUEC)
BarMenu_beer_bottle_SmoltzLight=Smoltz Light Beer Bottle (5 aUEC)
BarMenu_beer_bottle_smoltz=Smoltz Bottle (5 aUEC)
BarMenu_beer_draft_01,P=Draft Beer 1 (7 aUEC)
BarMenu_beer_draft_02,P=Draft Beer 2 (7 aUEC)
BarMenu_beer_draft_03,P=Draft Beer 3 (7 aUEC)
BarMenu_beer_draft_04,P=Draft Beer 4 (7 aUEC)
BarMenu_beer_draft_05,P=Draft Beer 5 (7 aUEC)
BarMenu_beer_draft_06,P=Draft Beer 6 (7 aUEC)
BarMenu_beer_draft_Hoffdor=Hoffdor Beer Draft (7 aUEC)
BarMenu_beer_draft_LibertyAleGen=Gen Liberty Ale Draft (7 aUEC)
BarMenu_beer_draft_LibertyAlePike=Pike Liberty Ale Draft (7 aUEC)
BarMenu_beer_draft_LibertyAleTerra=Terra Liberty Ale Draft (7 aUEC)
BarMenu_beer_draft_SmoltzLight=Smoltz Light Beer Draft (7 aUEC)
BarMenu_beer_draft_smoltz=Smoltz Draft (7 aUEC)
Bartender_Convo_OrderBeer=Beer
Bartender_Convo_OrderNothing=Nothing
Bartender_Convo_OrderWhiskey=Whiskey
Bartender_Greet=Hey, can I get a drink?
BasicSalvage_obj_long_01=Salvage the ~mission(ship) at ~mission(location).
BasicSalvage_obj_marker_01=Salvage Claim
BasicSalvage_subobj_long_01a=Travel to ~mission(location) to find your claim.
BasicSalvage_subobj_long_01b=Salvage the ~mission(ship) at ~mission(location).
BasicSalvage_subobj_short_01a=Travel to ~mission(location)
BasicSalvage_subobj_short_01b=Salvage the ~mission(ship)
Battaglia_Allies=Miners Amalgamated, People's Alliance
Battaglia_Rivals=Dusters
Battaglia_convo_followup_more_work=Got anything else for me?
Battaglia_convo_shopping=Shopping.
Battaglia_convo_visiting=Just visiting.
Battaglia_convo_wanted_to_see_who_you_are=Just wanted to swing by and say hi.
Battaglia_convo_will_come_back_later=Never mind, I'll come back later
Battaglia_convo_work=Looking for work.
BeaconDropoff_ObjectiveMarker=Beacon
BitZeros_RepUI_Area=Stanton
BitZeros_RepUI_Description=A brazen hacker collective rumored to have been started by a group disaffected teens on microTech who bonded over their affinity for old technology. Bored by more serious criminals, they are thrill seekers out to make some money, live large, and stick it to the major corporations in Stanton. With a strong preference for digital infiltration and subterfuge, they have been known to bring in outside help when jobs require a more direct approach.
BitZeros_RepUI_DisplayName=Bit Zeros
BitZeros_RepUI_Focus=Espionage, Theft, Hacking
BitZeros_RepUI_Founded=2951
BitZeros_RepUI_HQ=microTech, Stanton System
BitZeros_RepUI_Leadership=Weevil
BitZeros_from=Bit Zeros
Bitzeroes_bombingrun_dc_desc_001=Weve been trying to access some sensitive data over at ~mission(Location|Address) but there seems to only be one backdoor we can use. The issue is we need someone onsite to trigger it. And I really do mean trigger it.\n\nIf you can head over there and destroy part of their infrastructure, the emergency back up systems will kick online and we should be able to access everything we want. \n\nWish I could see the surprise look on the faces of the lowlifes running the place when it happens.\n\n-Bit Zeros\n
Bitzeroes_bombingrun_dc_title_001=Up in Smoke
Bitzeroes_destroygen_locked_dc_desc_001=I need your help on a job, but I cant get too detailed about the specifics. If that doesnt work for you, than dont worry about it.\n\nYoure going to head to ~mission(Location|Address) and blow up a power generator for us. Now, they keep the gen locked up, so youll have to hunt down the access codes first. Thankfully, they typically keep copies of the code on datapads. (Thinks itll keep em safe from being hacked.)\n\nYou get that generator destroyed, and itll be your bank account blowin up next.\n\n- Bit Zeros\n
Bitzeroes_destroygen_locked_dc_title_001=Mandatory Black Out
Bitzeroes_destroyitem_dc_desc_001=I wont go into the whole long boring story of why, but there are a few bits of ~mission(Location|Address) that we need destroyed. The important part is that I want to pay you a hefty chunk of credits to do it. I almost feel like you should be paying us for this because of how fun its going to be.\n\nDont even care how you get it done. Grenades, rocket launcher, day old Torpedo Burrito, its all the same to us.\n\n-Bit Zeros \n
Bitzeroes_destroyitem_dc_title_001=Major Malfunction
Bitzeroes_destroyservers_locked_dc_desc_001=Hey,\n\nGot a problem we could use your help on. One of our former new-recruits did a complete crap job on a hack and wound up leaving a digital footprint so messy that it might as well be a full confession. \n\nA remote deletions not going to be good enough so I want you to go to ~mission(Location|Address) and make sure their data servers are wiped from existence.\n\nAs if this wasnt a big enough of a mess already, the access codes to the locked server room door are only stored physically on site. That means youre going to have to liberate a datapad with the code on it first before you can even get close to them.\n\nDont worry though. Ill make sure the creds are worth all the hassle. \n\n- Bit Zeros\n
Bitzeroes_destroyservers_locked_dc_title_001=Server Not Found
Bitzeroes_destroystash_dc_desc_001=The muckers over at ~mission(Location|Address) decided that it would be a good idea to interfere with our business, and now we need to let them know unequivocally that they were mistaken. \n\nA little bit of sniffin through their data and we were able to sus out where the idiots keep their stash. Now all we need you to do is head over there and destroy every last bit of it. \n\nFigure that should drive the point home.\n\n- Bit Zeros\n
Bitzeroes_destroystash_dc_title_001=Hit 'Em Where it Hurts
Bitzeroes_eliminateall_dc_desc_001=The slimy little cretins over at ~mission(Location|Address) have been selling us trash data all while trying to double deal. Cant let it stand.\n\nWe want you to go teach them one final lesson and wipe out all the cowards you can find. Last I heard is they were holed up over near the ~mission(Location). \n\nSpill their blood, and well fill your wallet. \n\n-Bit Zeros\n
Bitzeroes_eliminateall_dc_title_001=Permanently Delete
Bitzeroes_heist_buyin_dc_desc_001=Im looking at an inventory transfer record right now that is bursting at the seams with a whole lot of very valuable cargo that is practically begging to be stolen. Sure theres probably a few people there guarding the goods, but the harder the fight the sweeter the loot, right?\n\nNormally, wed be all over a job like this, but we got another target in our sights right now and Id hate for info this good to rot. \n\nWhat do you say? You wanna crack at it? Send me a few creds and the location is all yours.\n\n-Bit Zeros\n
Bitzeroes_heist_buyin_dc_title_001=Spend Cred to Make Cred
Bitzeroes_theft_dc_desc_001=Alright,\n\nOver at ~mission(Location|Address) there a few certain things they have in their possession that need to be liberated. Sure there may be a few guards or concerned individuals youll have to deal with, but for the most part its a relatively straight forward transaction grab the stuff from the ~mission(Location) and take it to us at ~mission(Destination|Address). \n\nSometimes simple is best.\n\n-Bit Zeros \n
Bitzeroes_theft_dc_title_001=Ownership Reassignment
Bitzeroes_theft_mines_dc_desc_001=Im really hoping youre going to agree to do this since there doesnt seem to be too many folks eager to take on a whole bunch of proximity mines. See, theres a score that weve sourced at ~mission(Location|Address) but the physical security is proving more difficult than expected. \n\nIf you can find a way to navigate through the mines or possibly a way to trigger them remotely, it should be relatively easy to grab the goods and make your way out of there. Drop them off at ~mission(Destination|Address) and youll get more than your fair cut of the credits for taking on the risk.\n\n-Bit Zeros\n
Bitzeroes_theft_mines_dc_title_001=Delicate Dealings
BlacJac_Allies=ArcCorp
BlacJac_RepUI_Area=Stanton III, Various
BlacJac_RepUI_Description=BlacJac was founded on Tram by local Jac Ngo as a protection service for businesses struggling with the growing outlaw problem there. Before long, the security group earned a reputation for effectiveness and larger corporations began contracting BlacJac to look after matters on other worlds. At the same time, ArcCorp had tried to establish their own security force to look at their newly purchased world, Stanton III, but after a series of setbacks and budget issues, made the decision to employ BlacJac, who had assisted the company in several other security matters, to take over policing duties for the planet in 2906.
BlacJac_RepUI_Focus=Private Security Firm
BlacJac_RepUI_Founded=2885
BlacJac_RepUI_Headquarters=Tram, Asura, Ferron System
BlacJac_RepUI_Leadership=Jac Ngo, Jr., CEO
BlacJac_RepUI_Name=BlacJac
BlacJac_ReputationJournal_Agent_Demotion_BodyText,P=[Authority] Demotion - Junior Agent
BlacJac_ReputationJournal_Agent_Demotion_ShortTitle,P=[Authority] Demotion - Junior Agent
BlacJac_ReputationJournal_Agent_Demotion_SubHeading,P=[Authority] Demotion - Junior Agent
BlacJac_ReputationJournal_Agent_Demotion_Title,P=[Authority] Demotion - Junior Agent
BlacJac_ReputationJournal_Agent_Promotion_BodyText,P=[Authority] Promotion - Senior Agent
BlacJac_ReputationJournal_Agent_Promotion_ShortTitle,P=[Authority] Promotion - Senior Agent
BlacJac_ReputationJournal_Agent_Promotion_SubHeading,P=[Authority] Promotion - Senior Agent
BlacJac_ReputationJournal_Agent_Promotion_Title,P=[Authority] Promotion - Senior Agent
BlacJac_ReputationJournal_Applicant_Promotion_BodyText,P=[Authority] Probation begun
BlacJac_ReputationJournal_Applicant_Promotion_ShortTitle,P=[Authority] Probation begun
BlacJac_ReputationJournal_Applicant_Promotion_SubHeading,P=[Authority] Probation begun
BlacJac_ReputationJournal_Applicant_Promotion_Title,P=[Authority] Probation begun
BlacJac_ReputationJournal_JuniorAgent_Demotion_BodyText,P=[Authority] On notice - back to Probation
BlacJac_ReputationJournal_JuniorAgent_Demotion_ShortTitle,P=[Authority] On notice - back to Probation
BlacJac_ReputationJournal_JuniorAgent_Demotion_SubHeading,P=[Authority] On notice - back to Probation
BlacJac_ReputationJournal_JuniorAgent_Demotion_Title,P=[Authority] On notice - back to Probation
BlacJac_ReputationJournal_JuniorAgent_Promotion_BodyText,P=[Authority] Promotion - Agent
BlacJac_ReputationJournal_JuniorAgent_Promotion_ShortTitle,P=[Authority] Promotion - Agent
BlacJac_ReputationJournal_JuniorAgent_Promotion_SubHeading,P=[Authority] Promotion - Agent
BlacJac_ReputationJournal_JuniorAgent_Promotion_Title,P=[Authority] Promotion - Agent
BlacJac_ReputationJournal_MasterAgent_Demotion_BodyText,P=[Authority] Demotion - Veteran Agent
BlacJac_ReputationJournal_MasterAgent_Demotion_ShortTitle,P=[Authority] Demotion - Veteran Agent
BlacJac_ReputationJournal_MasterAgent_Demotion_SubHeading,P=[Authority] Demotion - Veteran Agent
BlacJac_ReputationJournal_MasterAgent_Demotion_Title,P=[Authority] Demotion - Veteran Agent
BlacJac_ReputationJournal_Probation_Demotion_BodyText,P=[Authority] Termination of contract -BlacJac
BlacJac_ReputationJournal_Probation_Demotion_ShortTitle,P=[Authority] Termination of contract
BlacJac_ReputationJournal_Probation_Demotion_SubHeading,P=[Authority] Termination of contract
BlacJac_ReputationJournal_Probation_Demotion_Title,P=[Authority] Termination of contract -BlacJac
BlacJac_ReputationJournal_Probation_Promotion_BodyText,P=[Authority] Probation complete - Junior Agent
BlacJac_ReputationJournal_Probation_Promotion_ShortTitle,P=[Authority] Probation complete - Junior Agent
BlacJac_ReputationJournal_Probation_Promotion_SubHeading,P=[Authority] Probation complete - Junior Agent
BlacJac_ReputationJournal_Probation_Promotion_Title,P=[Authority] Probation complete - Junior Agent
BlacJac_ReputationJournal_SeniorAgent_Demotion_BodyText,P=[Authority] Demotion - Agent
BlacJac_ReputationJournal_SeniorAgent_Demotion_ShortTitle,P=[Authority] Demotion - Agent
BlacJac_ReputationJournal_SeniorAgent_Demotion_SubHeading,P=[Authority] Demotion - Agent
BlacJac_ReputationJournal_SeniorAgent_Demotion_Title,P=[Authority] Demotion - Agent
BlacJac_ReputationJournal_SeniorAgent_Promotion_BodyText,P=[Authority] Promotion - Veteran Agent
BlacJac_ReputationJournal_SeniorAgent_Promotion_ShortTitle,P=[Authority] Promotion - Veteran Agent
BlacJac_ReputationJournal_SeniorAgent_Promotion_SubHeading,P=[Authority] Promotion - Veteran Agent
BlacJac_ReputationJournal_SeniorAgent_Promotion_Title,P=[Authority] Promotion - Veteran Agent -BlacJac
BlacJac_ReputationJournal_VeteranAgent_Demotion_BodyText,P=[Authority] Demotion - Senior Agent
BlacJac_ReputationJournal_VeteranAgent_Demotion_ShortTitle,P=[Authority] Demotion - Senior Agent
BlacJac_ReputationJournal_VeteranAgent_Demotion_SubHeading,P=[Authority] Demotion - Senior Agent
BlacJac_ReputationJournal_VeteranAgent_Demotion_Title,P=[Authority] Demotion - Senior Agent
BlacJac_ReputationJournal_VeteranAgent_Promotion_BodyText,P=[Authority] Promotion - Master Agent
BlacJac_ReputationJournal_VeteranAgent_Promotion_ShortTitle,P=[Authority] Promotion - Master Agent
BlacJac_ReputationJournal_VeteranAgent_Promotion_SubHeading,P=[Authority] Promotion - Master Agent
BlacJac_ReputationJournal_VeteranAgent_Promotion_Title,P=[Authority] Promotion - Master Agent
BlacJac_Rivals=Eckhart Security, Northrock Service Group
BoardingGate_Verifying=Verifying
Boarding_Gate_Access_Granted=Access Granted
Boarding_Gate_Automatic_door=Automatic Door
Boarding_Gate_Caution=Caution
Boarding_Gate_Check_ID=please check your ID
Boarding_Gate_Confidential=Confidential
Boarding_Gate_Press_ID=Press ID To Screen
Boarding_Gate_Proceed=Proceed through gate
Boarding_Gate_Thank=Thank you
Boarding_Gate_Title=Gate Screen
Boarding_Gate_Try_Again=Try Again
Boarding_Gate_Wait=wait for confirmation screen
Boarding_Gate_Welcome=Welcome
Boarding_Gate__Access_Denied=Access Denied
BountyHuntersGuild_Allies=Advocacy, Mercenary's Guild
BountyHuntersGuild_RepUI_Area=UEE
BountyHuntersGuild_RepUI_Description=Operating for well over five centuries, the Bounty Hunters Guild has been active for almost as long as there have been outlaws in space. It is primarily a service union that provides its Bounty Hunter members with various resources and benefits such as discounts on supplies, vetting suitable contracts, and career training. Security forces tend to prefer using guild members for bounty work owing to the high standards maintained through their certification program.
BountyHuntersGuild_RepUI_Focus=Service Union, Training, and Certification
BountyHuntersGuild_RepUI_Founded=2387
BountyHuntersGuild_RepUI_Headquarters=New York City, Earth, Sol System
BountyHuntersGuild_RepUI_Leadership=Kristin Sobotka, President
BountyHuntersGuild_RepUI_Name=Bounty Hunters Guild
BountyHuntersGuild_Rivals=N/A
BrightSky_Desc=The CDF has partnered with Anvil Aerospace to find the most capable operatives in the system. \n\nIf you find one of these Platinum certifications, you can redeem the ticket at a ship kiosk at New Deal, Astro Armada or Crusader Showroom for a free F8C. \n\nThe catch is that your identity and location has been shared with participants throughout the system. For everyone else, if you can stop the ticketholder before they get to the kiosk, you can claim the ticket for your own.\n\nWhoever makes it will not only receive this next generation superiority fighter, but also prove that they have what it takes for the toughest CDF assignments.\n\nGood luck.
BrightSky_From=Civilian Defense Force
BrightSky_Hunter_Desc=In an effort to identify the most capable operatives, the CDF have partnered with Anvil Aerospace to give away a handful of F8C Superiority Fighters to anyone who can successfully turn in a platinum certification ticket. \n\nOne of these tickets has just been found by ~mission(PlayerThatFound). They will be attempting to turn it into an eligible ship kiosk at New Deal, Astro Armada, or the Crusader Showroom. Should you accept, you are charged with trying to stop them. If you obtain the ticket yourself and can get to the kiosk, the ship can be yours, but understand that you will be the hunted now.\n\nGood luck.
BrightSky_Hunter_From=Civilian Defense Force
BrightSky_Hunter_Objective_Long=Stop ~mission(PlayerThatFound) from turning in ticket at ship kiosk.
BrightSky_Hunter_Objective_Marker=~mission(PlayerThatFound)
BrightSky_Hunter_Objective_Short=Stop ~mission(PlayerThatFound)
BrightSky_Hunter_Title=The Hunt Begins
BrightSky_Objective_EndReason=All Tickets Redeemed
BrightSky_Objective_Long=Return the platinum ticket to eligible ship kiosk.
BrightSky_Objective_Marker=Ship Kiosk
BrightSky_Objective_Short=Turn in ticket.
BrightSky_TicketsFoundNotification=New Ticket has been found by ~mission(PlayerThatFound)
BrightSky_Title=Running the Gauntlet
BrightSky_Unclaimed_Objective_Long=Retrieve the unclaimed ticket to turn into kiosk.
BrightSky_Unclaimed_Objective_Marker=Unclaimed Ticket
BrightSky_Unclaimed_Objective_Short=Retrieve Ticket
Burrito_Name,P=Burrito
CDF_Allies=Advocacy, UEEN
CDF_RepUI_Area=UEE
CDF_RepUI_Description=Created as part of the Militia Mobilization Initiative, the Civilian Defense Force (CDF) is a volunteer militia that can be called upon by the UEE to provide support during times of crisis and large scale threats. The group is not intended to replace existing security forces, but rather temporarily bolster efforts during emergencies. CDF volunteers are called upon to fulfill a variety of roles from combat to support positions.
CDF_RepUI_Focus=Emergency Support
CDF_RepUI_Founded=2947
CDF_RepUI_Headquarters=Stalford, Rytif, Bremen System
CDF_RepUI_Leadership=Bryce Balewa, Director
CDF_RepUI_Name=Civilian Defense Force
CDF_Rivals=XenoThreat
CThing_LocateObject=Find the pad
CThing_Mission_Desc=Release ~mission(NameSave1)\nRelease ~mission(NameSave2)
CThing_Mission_Obj_1=WIP - Go to location
CThing_Mission_Obj_2_Long=WIP - Eliminate Security Forces
CThing_Mission_Obj_2_Short=Security: %Is
CThing_Mission_Obj_3_Long=Take care of them...
CThing_Mission_Obj_3_Short=Tubes: %Is
CThing_Mission_Title=WIP leak no no
CThing_logofstuff=This is the log of stuff
Cano=Cano System
Cano1=Cano I
Cano1_Desc=This tidally locked mesoplanet rapidly orbits the central star.\n
Cano2=Carteyna
Cano2_Desc=For centuries, geoengineers had tried to terraform this ocean planet with little success due to the difficulty in converting its relatively thick atmosphere, however all attempts were halted when microscopic organism were discovered deep in the water and Carteyna was placed under protective restrictions. Seeking to guard the developing indigenous life form, planetary settlements are strictly regulated.
Cano3=Cano III
Cano3_Desc=Home to a small research station looking into terraforming smog planets.\n
Cano4=Cano IV
Cano4_Desc=A large gas giant comprised of multiple bands of reds and browns. Surveys indicate that the planet suffers from massive storms, some as large as a thousand kilometers in diameter.
Cano_AsteroidBelt1=Cano Belt Alpha
Cano_AsteroidBelt1_Desc=An asteroid belt that saw a significant amount of mining activity while terraforming companies were active on Carteyna. \n
Cano_Desc=Cano is a four-planet UEE star system discovered in 2463. The largest population in the system is located on the the planet Carteyna (Cano II), an ocean world that geoengineers were attempting to terraform until developing life was discovered in the deep oceans. Since then, protective laws have been put into place and the current inhabitants are restricted to living in arcologies under the northern ice cap.
Cano_JumpPoint_Davien=Cano - Davien Jump Point
Cano_JumpPoint_Davien_Desc=This jump point connects Cano to the Davien system.
Cano_JumpPoint_Pyro=Cano - Pyro Jump Point
Cano_JumpPoint_Pyro_Desc=This jump point connects Cano to the unclaimed Pyro system.
Cano_Star=Cano
Cano_Star_Desc=A class-G main sequence star.
Casaba_Salesperson_Conv_001_1,P=Line 1: blah blah blah
Castra=Castra System
Castra1=Castra I
Castra1_Desc=Castra's first planet lacks an atmosphere or any raw materials worth large-scale mining. The UEE Navy stationed in the system used the dead world for bombing runs, earning the nickname 'Bullseye.'
Castra2=Cascom
Castra2_Desc=Originally settled as a forward military base and training facility, Castra II was cleared for civilian habitation after the collapse of the Messer Era.
Castra_Desc=Zoned as a staging area for Naval bombers, Castra was a key military position along the Perry Line during the Xi'an/Human tensions of 2530-2789. Once the Akari Treaty was recognized by Imperator Toi, the UEE military largely demilitarized the system and opened it for public habitation. Castra experienced a boom in population thanks to the inexpensive real estate that opened up in the wake of the military's departure.\n
Castra_JumpPoint_Hadrian=Castra - Hadrian Jump Point
Castra_JumpPoint_Hadrian_Desc=This jump point connects Castra to the Hadrian system.
Castra_JumpPoint_Nyx=Castra - Nyx Jump Point
Castra_JumpPoint_Nyx_Desc=This jump point connects Castra to the unclaimed Nyx system.
Castra_JumpPoint_Oso=Castra - Oso Jump Point
Castra_JumpPoint_Oso_Desc=This jump point connects Castra to the Oso system which is protected by the Fair Chance Act.
Castra_JumpPoint_Oya=Castra - Oya Jump Point
Castra_JumpPoint_Oya_Desc=This jump point connects Castra to the Oya system.
Castra_JumpPoint_Pyro=Castra - Pyro Jump Point
Castra_JumpPoint_Pyro_Desc=This jump point connects Castra to the unclaimed Pyro system.
Castra_Star=Castra
Castra_Star_Desc=Castra
ChainedDeliveryModule_Display_001=Deliveries Made %ls
ChainedDeliveryModule_Drop_Long_001=Deliver ~mission(Item1) to ~mission(Location2|Address).
ChainedDeliveryModule_Drop_Long_002=Deliver ~mission(Item2) to ~mission(Location3|Address).
ChainedDeliveryModule_Drop_Long_003=Deliver ~mission(Item3) to ~mission(Location1|Address).
ChainedDeliveryModule_Drop_Short_001=Deliver To ~mission(Location2).
ChainedDeliveryModule_Drop_Short_002=Deliver To ~mission(Location3).
ChainedDeliveryModule_Drop_Short_003=Deliver To ~mission(Location1).
ChainedDeliveryModule_Long_001=Pick up ~mission(Item1) from ~mission(Location1|Address).
ChainedDeliveryModule_Long_002=Pick up ~mission(Item2) from ~mission(Location2|Address).
ChainedDeliveryModule_Long_003=Pick up ~mission(Item3) from ~mission(Location3|Address).
ChainedDeliveryModule_Main_Long_001=Deliver all packages along the multi-stop route.
ChainedDeliveryModule_Main_Short_001=Deliver All Packages
ChainedDeliveryModule_Short_001=Pick Up ~mission(Item1)
ChainedDeliveryModule_Short_002=Pick Up ~mission(Item2)
ChainedDeliveryModule_Short_003=Pick Up ~mission(Item3)
CharacterCustomizer_Randomize,P=Randomize
CharacterCustomizer_RandomizeAll,P=RandomizeAll
CharacterCustomizer_Redo,P=Redo
CharacterCustomizer_Reset,P=Reset
CharacterCustomizer_Undo,P=Undo
CitCon17_Lorville_QT=Lorville Gateway
CitCon17_Lorville_QT_Desc=WIP
CitizensForPyro_RepUI_Area=Pyro, Stanton
CitizensForPyro_RepUI_Description=Citizens for Pyro is a concerned group of civilians who have taken it upon themselves to tame the infamous outlaw system once and for all. What started as a small posse making occasional forays into Pyro to hunt down criminals has grown into a full resettlement plan. Working closely with local residents, the group provides protection and logistical support to the survivors who call Pyro home.
CitizensForPyro_RepUI_Focus=Security, Community Service
CitizensForPyro_RepUI_Founded=2950
CitizensForPyro_RepUI_Headquarters=Lorville, Hurston
CitizensForPyro_RepUI_Leadership=Madge "Dash" Harford
CitizensForPyro_RepUI_Name=Citizens For Pyro
Civilian_RepUI_Area,P=N/A
Civilian_RepUI_Description,P=A member of the general population, civilians can be found living in almost every star system visited by Humanity.
Civilian_RepUI_Focus,P=Various
Civilian_RepUI_Founded,P=N/A
Civilian_RepUI_Headquarters,P=N/A
Civilian_RepUI_Leadership,P=N/A
Civilian_RepUI_Name,P=Civilian
Clovis_Safe_WIP_Journal_Sub_Heading_Clue_01=Unable to open to safe door please send code
Clovis_Safe_WIP_Journal_Sub_Heading_Clue_02=-FAILED TO SEND MESSAGE-\nThe code to open the safe is 459256
Clovis_Safe_WIP_Journal_Title_Clue_01=Unable to Open Safe
Clovis_Safe_WIP_Journal_Title_Clue_02=RE: Unable to Open Safe
Clovis_Safe_WIP_Mission_Title_Text=Investigate Safe
Clovis_Safe_WIP_Objective-001_Text_Long=Go to the location of the missing safe
Clovis_Safe_WIP_Objective-001a_Text_Long=Find and collect the safe
Clovis_Safe_WIP_Objective-002_Text_Long=Return the safe to the admin
Clovis_Safe_WIP_Objective_001_Text_Short=Go to Safe Location
Clovis_Safe_WIP_Objective_001a_Text_Short=Find Safe
Clovis_Safe_WIP_Objective_002_Text_Short=Return Safe
Clovis_Safe_WIP_Objective_003_Text_Long=Investigate the clues that could provide a code for unlocking the safe
Clovis_Safe_WIP_Objective_003_Text_Short=Investigate Clues
Clovis_Safe_WIP_Objective_003a_Text_Long=Find the second datapad for the safe's code
Clovis_Safe_WIP_Objective_003a_Text_Short=Find the next datapad
Clovis_Safe_WIP_Objective_004_Text_Long=Return to the safe and unlock the chest
Clovis_Safe_WIP_Objective_004_Text_Short=Return to safe
Clovis_Safe_WIP_Objective_005_Text_Long=Return the mission item to the admin
Clovis_Safe_WIP_Objective_005_Text_Short=Return Mission Item
ClovusDarneely_RepUI_Area=Hurston
ClovusDarneely_RepUI_Association=Reclamation & Disposal
ClovusDarneely_RepUI_Biography=Clovus Darneely is a clerk at Reclamation & Disposal, Lorville's main salvage yard. With a reputation for being highly educated and a bit of an erudite, it is unclear among his clients why he works in such a remedial position.
ClovusDarneely_RepUI_Description=Clovus Darneely is a clerk at Reclamation & Disposal, Lorville's main salvage yard, with a reputation for being able to procure hard to find items.
ClovusDarneely_RepUI_Focus=Smuggling, Salvage
ClovusDarneely_RepUI_Founded=N/A
ClovusDarneely_RepUI_Headquarters=Lorville, Hurston, Stanton System
ClovusDarneely_RepUI_Leadership=N/A
ClovusDarneely_RepUI_Location=Lorville, Hurston, Stanton System
ClovusDarneely_RepUI_Name=Clovus Darneely
ClovusDarneely_RepUI_Occupation=Clerk
CollectCryptoKey_Lawful_Desc,P=Lawful: Mission Description
CollectCryptoKey_Lawful_Desc_Long_01,P=Lawful Text Long: Go to UGF Location and collect Crypto Key
CollectCryptoKey_Lawful_Desc_Short_01,P=Lawful Text Short: Collect Crypto Key
CollectCryptoKey_Lawful_Title,P=Lawful: Collect CryptoKey
CollectCryptoKey_ObjvMarker_01,P=Obv Marker: Search UGF
CollectCryptoKey_Unlawful_Desc,P=Unlawful: Mission Description
CollectCryptoKey_Unlawful_Desc_Long_01,P=Unlawful Text Long: Go to UGF Location and collect Crypto Key
CollectCryptoKey_Unlawful_Desc_Short_01,P=Unlawful Text Short: Collect Crypto Key
CollectCryptoKey_Unlawful_Title,P=Unlawful: Collect CryptoKey
CommArrayKill_Desc,P=Kill Target(s) located in the CommArray's visual range before they leave the area
CommArrayKill_Desc_001,P=Kill Player(s) around Comm Array
CommArrayKill_Desc_Long_001,P=Go to Comm Array location
CommArrayKill_Desc_Long_002,P=Kill the selected targets
CommArrayKill_Desc_Short_001,P=Go To Comm Array
CommArrayKill_Desc_Short_002,P=Kill Targets
CommArrayKill_Marker_001,P=Go To Comm Array
CommArrayKill_Marker_002,P=Kill Target
CommArrayKill_Title,P=Kill Target
CommArrayKill_Title_001,P=Kill Players
CommArray_Activate=Activate
CommArray_Deactivate=Deactivate
CommArray_Hack=Hack
CommArray_Login=Login
CommArray_Logout=Logout
CommArray_Repair=Repair
CommArray_desc_001=Wip prevent the hack at ~mission(Location)
CommArray_title_001=Prevent hack at ~mission(Location)
Commissary_Attract=Commissary
Commissary_Click=Click to Browse
Commissary_Collect_001=Thank You\nItem Ready to Collect
Commissary_Collect_Warning_001=Item Waiting\nPlease Claim Before Time Expires
Commissary_Collect_Warning_002=Warning\nUnclaimed Items will be Returned to Inventory
Commissary_Collect_Warning_003=Item Has Been Returned\nMake Another Selection
Commissary_Dispense_001=Dispense
Commissary_Dispensing_001=Standby\nItem Dispensing
Commissary_PlayerMerits=Your Merits:
Commissary_PurchaseItem,P=Purchase
Commissary_ScreenHeader=Make Your Selection
Commissary_SelectItem,P=Select
Commissary_nostock=Out of Stock
Commissary_restocking_001=Restocking
Community_Service_Desc=Remove all the trash from the area
Community_Service_Desc_Long=Trash removed %Is
Community_Service_Title=Clean up the streets
ConstantineHurston_RepUI_Association=Hurston Dynamics
ConstantineHurston_RepUI_Biography=A proud member of the Hurston family, Constantine Hurston has pledged himself to helping his family's legacy continue to grow. However, rather than rely on his name alone, Constantine claims that he prefers to earn any promotions by his own merit. While currently only a Jr. Outsourcing Agent, he firmly believes that he will soon prove his worth and quickly rise through the ranks of Hurston Dynamics.
ConstantineHurston_RepUI_Location=Lorville, Hurston, Stanton System
ConstantineHurston_RepUI_Occupation=Jr. Outsourcing Agent
Constantine_Allies=Hurston Dynamics
Constantine_Rivals=Worker's Party
CovalexIC_Courier=[COURIER] Covalex Independent Contractors
CovalexIC_Data=[DATA] Covalex Independent Contractors
CovalexIC_Haulage=[HAULAGE] Covalex Independent Contractors
CovalexIC_LightGoods=[LIGHT GOODS] Covalex Independent Contractors
Covalex_Allies=N/A
Covalex_Danger_001=One more thing, I'm seeing here that you'll be working in a heightened safety area. I'm sure you always follow best practices, but a little extra caution probably wouldn't be a bad idea. Better safe than sorry, right! 
Covalex_Danger_002=One last thing, it looks like some of our previous operators have reported outlaw activity in the area. Might be a good idea to plan for some extra security precautions. But if you do get into a situation (though you probably won't!), remember Covalex's policy of 'Flight, not fight.' 
Covalex_Danger_003=Also, unfortunately, it seems a security flag has been placed on this contract. Nothing to worry about too much... but that said, you should probably at least be extra careful during this job. Be ready for anything and you'll never be surprised! 
Covalex_Danger_004=One more little wrinkle. The system has flagged this contract as potentially hazardous. It might not mean anything, but don't be too surprised if you run into a bump or two or three while completing this one. 
Covalex_Danger_005=Last thing. This contract has been given a security flag. They add those when there is a higher risk involved. Sometimes it's hazardous routes, sometimes outlaw sightings, but you're going to want to be extra sharp on this one. 
Covalex_LocalDelivery_desc_01=Hi there!\n\nJust got a local delivery that we need taken care of, if you're available. \n\nPACKAGE FOR PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_02=Hello!\n\nAnother run popped into my queue and I figured I'd send it your way. Should be a quick little run with a couple stops.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_03=Hey,\n\nI really hope your free because we are absolutely slammed at the moment. Here's a local run I was hoping you could pick up. \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_04=Hi there,\n\nGot a delivery run with your name on it if you're available. It's a handful, so make sure you got the room.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from ~mission(Pickup4|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to ~mission(Dropoff4|Address)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_05=Hello!\n\nI need a bunch of packages moved if you got the time and space. Here's the list.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from ~mission(Pickup5|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to ~mission(Dropoff5|Address)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_intro=Hi there!\n\nCovalex is currently on the lookout for new delivery contractors. To see if you're Covalex material or not, we've arranged for the below delivery route as evaluation of your skills.\n\nPACKAGE FOR PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\nSuccessfully completing this run will certify you as an official Covalex contractor.\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_rehire=Hi,\n\nSince Covalex has been suffering from an abundance of deliveries and a lack of contractors, I was able to administration to reconsider your status. All you have to do is successfully complete the following delivery and you're back in the rotation.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n\nGood luck. It'd be great to have you on the roster again.\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_header_01=Covalex Local Delivery Route
Covalex_LocalDelivery_title_01=Covalex Local Delivery Route
Covalex_LocalDelivery_title_intro=Covalex Evaluation
Covalex_LocalDelivery_title_rehire=Covalex Re-evaluation
Covalex_LogIn=LOG_IN\nREQUIRED
Covalex_LogInText=PLACE FINGERS ON KEYPAD\nFOR VERIFICATION SCAN
Covalex_Messages=NEW\nMESSAGES\nPENDING
Covalex_QuantumSensitiveDelivery_DescPointer=~mission(Contractor|QuantumSensitiveDeliveryDesc)
Covalex_QuantumSensitiveDelivery_Desc_001=Hi,\n\nWe are in a bit of a tight spot, over here at Covalex. A shipment of Diluthermex was accidentally delivered to the wrong location and we're looking to get it delivered correctly as quickly as possible. It's the least we can do for our clients. \n\nNow the tricky bit of business is that Diluthermex is a bit unstable when exposed to quantum travel.\n\nNormally, we would have a fully kitted cargo ship handle the delivery, but since time is of the essence, I'm hoping you can do it and just not QT while you have it aboard your craft. Not ideal, but as long as you have a full tank of fuel you should be fine.\n\nHere are the details -\n\n~mission(Itinerary)\n\nRemember, slow and steady but as fast as possible!\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_QuantumSensitiveDelivery_Desc_002=Hi,\n\nGot a problem that I'm really hoping you can help me sort out. \n\nA shipment of Diluthermex was mistakenly delivered to the wrong address and they need be correctly delivered as soon as possible. \n\nTo further complicate things, as you may or may not know, Diluthermex is quantum sensitive which means that you either need a properly shielded hold or you can't QT with it onboard. \n\nUsually, I would bring in a contractor who had the proper set up, but with everything already so delayed, I'm just going to trust you to deliver these the old fashion way.\n\nHere are the details -\n\n~mission(Itinerary)\n\nAnd since you're going to be flying at regular speeds, I definitely recommend making sure to top off your fuel tank before heading out. Don't want to get stranded half way.\n\nThanks again for helping me out of this bind!\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_QuantumSensitiveDelivery_Desc_003=Hi,\n\nSo it seems that some forms got processed incorrectly and a shipment of Diluthermex was mistakenly delivered to the wrong address. Unfortunately, we only realized the mistake after the original transport ship left the system and now I need another pilot to correctly finish the delivery.\n\nThe reason why it would have been better for the original ship to take care of this is that delivery was quantum sensitive Diluthermex. Without the proper shielding, I'm afraid you'll have to make the deliveries without using your quantum drives or risk damaging the shipment (and your ship). \n\nHere are the details -\n\n~mission(Itinerary)\n\nBut hey, flying a little bit slower can be nice sometimes. Just think about all the pretty views! As long as you got a full tank of fuel, why not sit back and enjoy the flight. \n\nAppreciate your help,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_QuantumSensitiveDelivery_Itinerary=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Collect all packages from ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Deliver package #~mission(item1|serialnumber) to ~mission(DropOff1|Address)\n · Deliver package #~mission(item2|serialnumber) to ~mission(DropOff2|Address)\n
Covalex_QuantumSensitiveDelivery_Itinerary_Stanton1=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Collect package from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Deliver package to ~mission(DropOff1|Address)\n\n
Covalex_QuantumSensitiveDelivery_Title_001=Shipping Error - QT Sensitive Cargo
Covalex_Reaction_BadStreak_001=You haven't been having much luck out there have you? I don't want to get too overly dramatic, but your performance stats over the last few contracts have been falling well below average. However, your luck hasn't completely run out! Covalex believes firmly in cultivating talent and allowing people to learn from our mistakes ( Thankfully! I probably wouldn't be here otherwise :p ). So, let's put all that behind us as a learning experience and meet the future head on! 
Covalex_Reaction_BadStreak_002=This is part of my job that I do not look forward to. We have to talk about your recent string of contracts. Things have just not been going your way have they? I'm not gonna sugar coat it, your performance stats are not look so hot. But you know what they say, nothing makes up for the past like the present. Let's get you back out there, and see what you can really do. 
Covalex_Reaction_BadToGood_001=Got to say, you really turned it around with that last job! Awesome work! Now, let's just keep it up! 
Covalex_Reaction_BadToGood_002=Congrats on the flipping your performance status around! I was rooting for you, and sure enough, you really proved on that last job that when push comes to shove, you can get it done. Now we just got to keep that momentum going! 
Covalex_Reaction_Bad_001=Hate to do this, but wanted to check in about that last contract. Seems like you had some problems. Now, while we all run into unavoidable obstacles from time to time, I'm going to encourage you to take a moment to think about what went wrong and three things that you can improve upon for your next contract. It's a little exercise that always helps me improve my performance, and isn't that what life is about? Self improvement? All right, back to the exciting new business at hand! 
Covalex_Reaction_Bad_002=To get a bit of business out of the way, I briefly wanted to mention your performance on the last contract. I have in my notes that it was less than satisfactory. Probably just an off day, and I sure know about those, but I would like to strongly encourage you to use this contract as an opportunity to show us just how good you really are. 
Covalex_Reaction_GoodStreak_001=I was looking back through my records and wow! You've been doing a fantastic job recently. I've talked about you to some of the other Jr. Logistics Operators, and you didn't hear it from me, but they're pretty jealous I'm working with such a stellar contractor. Keep this up and we'll both be Covalex stars! 
Covalex_Reaction_GoodStreak_002=First off, I want to let you know how much I, and everyone here at Covalex Shipping, really appreciate the hard work you've been putting in. You've consistently have been completing contracts above and beyond my expectations. Alright, that's probably enough stroking your ego! 
Covalex_Reaction_GoodToBad_001=I'm going to confess, I was a little surprised seeing that report come in from your last contract. You had been doing so well! For now, let's just call it a fluke and focus on the next job, okay? 
Covalex_Reaction_GoodToBad_002=I have to ask - were you as disappointed about that last contract as I was? You had such a good record going! But don't worry. Everyone makes mistakes. It's what we do with those mistakes that matter. It's like that saying - "I'd rather try and fail, than fail to try." 
Covalex_Reaction_Good_001=My records show that you did a great job with that last contract! I personally wanted to say well done. It's that kind of performance that Covalex really loves to see. 
Covalex_Reaction_Good_002=Wanted to take a second to say that you did a stellar job with that last contract and that your hard work is not going unnoticed! 
Covalex_Reaction_LastWarning_001=So, with your recent performance issues, I'm afraid that if you don't turn things around, Covalex will be putting you on a probationary disciplinary period and remove you from active contractor status. But don't worry, this contract is you're chance show us how dedicated you are to meeting Covalex Shipping's high standards. I'm sure you'll do great. 
Covalex_Reaction_LastWarning_002=There's a bit of bad news. I've received notice that your time with Covalex may be transitioning to a less 'active' role. Seems that your track record hasn't been all that satisfactory. Good news is that it's not too late for you to change people's minds! You knock this next contract into the goal, and it'll show you still have some tricks up your sleeves. 
Covalex_Reaction_Renew_001=I know it's been a little while since we last spoke, but I'm happy to report that my manager has agreed to allow you to do another 'Evaluation Trial' to regain active status as a Covalex Independent Contractor. I'm a firm believer in giving people another chance to prove themselves, and this is yours! 
Covalex_Reaction_Renew_002=I've got some good news. We were directed to go through our probationary contractors list and see if there were candidates who we felt deserved to be reconsidered. You immediately came to mind! What do you say? You ready to wipe the slate clean and give it another try? 
Covalex_RepUI_Area=UEE
Covalex_RepUI_Description=Covalex is one of the largest hauling companies in the verse; thanks to its policy of contracting with independent ship operators. They learned early on that owners who fly their own ships are more invested in the success of the company and this commitment ensures a higher level of performance. In most systems, at any given time, a large percentage of the ships flying are working under contract to Covalex.
Covalex_RepUI_Focus=Delivery, Hauling, Courier Services
Covalex_RepUI_Founded=2782
Covalex_RepUI_Headquarters=Angeli, Croshaw System
Covalex_RepUI_Leadership=Gilbert Malagon, CEO
Covalex_RepUI_Name=Covalex
Covalex_Rivals=N/A
Covalex_SignOff_001=Thanks in advance for ensuring prompt service,
Covalex_SignOff_002=Good luck out there!
Covalex_SignOff_003=Talk to you soon,
Covalex_SignOff_004=And as the poster on my wall says, 'Bee Safe, Honey!'
Covalex_SignOff_005=Can't wait to hear how everything goes,
Covalex_SignOff_006=Have a good one,
Covalex_SignOff_007=Happy travels and fly safe!
Covalex_SignOff_008=I'm rooting for you. Make me proud!
Covalex_Timed_001=The order has been flagged as a 'Rush Priority' job, so you will be expected to complete the contract within the designated window. Hope that won't be a problem. 
Covalex_Timed_002=There is a tight deadline on this contract, so be sure to keep an eye on the clock. 
Covalex_Timed_003=Plus, we need everything wrapped up by a specific deadline. Got to keep the customers happy! 
Covalex_Timed_004=This will be a 'Rush Priority' job. That means that we can't afford any delays. 
Covalex_Timed_005=The customer requested 'Rush Priority' so you will have to keep a close eye on the time while you're working. 
Covalex_courier_dc_small_title_001=Covalex Local Shipment Route
Covalex_courier_fromdc_large_desc_001=Hello,\n\nWe have a fairly sizeable shipment waiting in the ~mission(Pickup1) at ~mission(Pickup1|Address) that is ready to be delivered.\n\nWith this number of boxes to transport, it would probably be good to have an extra set of hands to help transfer everything on and off your ship.\n\nPACKAGES FOR PICK UP \n · All Packages in the ~mission(Pickup1) at ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5|Address)\n · Package #~mission(item6|serialnumber) to the ~mission(Dropoff5|Address)\n · Package #~mission(item7|serialnumber) to the ~mission(Dropoff6|Address)\n · Package #~mission(item8|serialnumber) to the ~mission(Dropoff6|Address)\n · Package #~mission(item9|serialnumber) to the ~mission(Dropoff7|Address)\n · Package #~mission(item10|serialnumber) to the ~mission(Dropoff7|Address)\n · Package #~mission(item11|serialnumber) to the ~mission(Dropoff8|Address)\n · Package #~mission(item12|serialnumber) to the ~mission(Dropoff8|Address)\n · Package #~mission(item13|serialnumber) to the ~mission(Dropoff9|Address)\n · Package #~mission(item14|serialnumber) to the ~mission(Dropoff9|Address)\n · Package #~mission(item15|serialnumber) to the ~mission(Dropoff9|Address)\n\nBest of luck,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.\n\n
Covalex_courier_fromdc_med_desc_001=Hi,\n\nGot an decent sized order ready for pick up at the ~mission(Pickup1) at ~mission(Pickup1|Address). Just make sure you got a ship big enough to load it all up! \n\nPACKAGES FOR PICK UP \n · All Packages in the ~mission(Pickup1) at ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5|Address)\n · Package #~mission(item6|serialnumber) to the ~mission(Dropoff5|Address)\n · Package #~mission(item7|serialnumber) to the ~mission(Dropoff6|Address)\n · Package #~mission(item8|serialnumber) to the ~mission(Dropoff6|Address)\n · Package #~mission(item9|serialnumber) to the ~mission(Dropoff7|Address)\n · Package #~mission(item10|serialnumber) to the ~mission(Dropoff7|Address)\n\nHave a great day,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.\n
Covalex_courier_fromdc_small_desc_001=Hey There!\n\nGot a request in to transfer a few packages from the ~mission(Pickup1) at ~mission(Pickup1|Address). \n\nThought you might like this one since its nice to have a simple run to do every once in a while.\n\nPACKAGES FOR PICK UP \n · All Packages in the ~mission(Pickup1) at ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5|Address)\n\nTalk to you soon,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.\n
Covalex_courier_todc_large_desc_001=Hello,\n\nThere is a large shipment of packages that is ready to be brought over to the ~mission(Dropoff1) at ~mission(Dropoff1|Address). With the number of boxes youll be moving, it might make sense to bring a friend along to give you a hand.\n\nPACKAGES FOR PICK UP (ANY ORDER) \n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5|Address)\n · Package #~mission(item6|serialnumber) from the ~mission(Pickup5|Address)\n · Package #~mission(item7|serialnumber) from the ~mission(Pickup6|Address)\n · Package #~mission(item8|serialnumber) from the ~mission(Pickup6|Address)\n · Package #~mission(item9|serialnumber) from the ~mission(Pickup7|Address)\n · Package #~mission(item10|serialnumber) from the ~mission(Pickup7|Address)\n · Package #~mission(item11|serialnumber) from the ~mission(Pickup8|Address)\n · Package #~mission(item12|serialnumber) from the ~mission(Pickup8|Address)\n · Package #~mission(item13|serialnumber) from the ~mission(Pickup9|Address)\n · Package #~mission(item14|serialnumber) from the ~mission(Pickup9|Address)\n · Package #~mission(item15|serialnumber) from the ~mission(Pickup9|Address)\n\nDROP OFF LOCATION\n · All Packages delivered to the ~mission(Pickup1) at ~mission(Pickup1|Address)\n\nHope everything goes smoothly,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.\n
Covalex_courier_todc_med_desc_001=Hi,\n\nGot an decent sized order that needs to be delivered to the ~mission(Dropoff1) at ~mission(Dropoff1|Address). I would suggest bringing a tractor beam, but you do you!\n\nPACKAGES FOR PICK UP (ANY ORDER) \n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5|Address)\n · Package #~mission(item6|serialnumber) from the ~mission(Pickup5|Address)\n · Package #~mission(item7|serialnumber) from the ~mission(Pickup6|Address)\n · Package #~mission(item8|serialnumber) from the ~mission(Pickup6|Address)\n · Package #~mission(item9|serialnumber) from the ~mission(Pickup7|Address)\n · Package #~mission(item10|serialnumber) from the ~mission(Pickup7|Address)\n\nDROP OFF LOCATION\n · All Packages delivered to the ~mission(Dropoff1) at ~mission(Dropoff1|Address)\n\nThanks so much,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.\n
Covalex_courier_todc_small_desc_001=Hey there!\n\nGot a request in to transfer a few packages over to the ~mission(Dropoff1) at ~mission(Dropoff1|Address). Pretty straightforward as these things go.\n\nPACKAGES FOR PICK UP (ANY ORDER) \n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5|Address)\n\nDROP OFF LOCATION\n · All Packages delivered to the ~mission(Dropoff1) at ~mission(Dropoff1|Address)\n\nAppreciate you making the time to tackle this one for me, \n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.\n
Covalex_internaldelivery_dc_desc_001=Hi!\n\nIm in need an extra set of hands at ~mission(Location|Address) to help out moving a few items between some of the storage sites within the facility. When places get this big they need all the logistics help they can get! \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n\nBest of luck!\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.\n
Covalex_internaldelivery_dc_desc_002=Hello,\n\nWere looking for someone at ~mission(Location|Address) to help organize a couple items by transferring them between the facilitys storage sites. \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3)\n\nHope the rest of your day goes well!\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.\n
Covalex_internaldelivery_dc_desc_003=Hi there,\n\nGot a request from ~mission(Location|Address) to help internally relocate a few packages from where theyre currently being stored. Thought you might be willing to tackle it.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4)\n\nHave a good one!\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.\n
Covalex_internaldelivery_dc_desc_004=Hello!\n\nA bunch of packages at ~mission(Location|Address) need to be moved between onsite storage locations there if you got the time. Here's the list.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5)\n\nBest of luck,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.\n
Covalex_internaldelivery_dc_desc_005=Hi,\n\nTheres a whole heap of packages over at ~mission(Location|address) that need to be carted around the facility to their proper storage place. Would mean a lot if you could personally see to it all getting sorted.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5)\n · Package #~mission(item6|serialnumber) from the ~mission(Pickup6)\n\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5)\n · Package #~mission(item6|serialnumber) to the ~mission(Dropoff6)\n\n\nReally appreciate all you do,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.\n
Covalex_internaldelivery_dc_title_001=Covalex Package Handler
Criminal_LocalDelivery_desc_01=We're running low on supply and need an extra pilot to help move things along.\n\nYou'll grab the raw ingredients from the farm, drop it off at the lab, take the refined stuff over to the stash to be cut and packaged, before taking the final product out to our runners. \n\nHere it is laid out plain so you don't get confused -\n\n~mission(Itinerary)\n\nAnd to make sure security doesn't start sniffing around, we arranged a dead-drop for the final hand off. \n\nJust keep it simple and follow the plan and it should be smooth sailing. Take care of everything on the list and you'll get a nice cut of the credits.\n
Criminal_LocalDelivery_desc_02=Things are starting to dry up at ~mission(DropOff1) and we need to get a new batch cooking. \n\nThink you can help us go farm to table on this?\n\n~mission(Itinerary)\n\nOnce you do the final dead-drop to the runners, you'll get rewarded with a nice fat share. \n\nAnd do me a favor. Try not to get arrested.\n
Criminal_LocalDelivery_desc_03=Thanks to an unfortunate accident, we're down a pilot and we got a whole batch that's got to get processed and packaged asap so we can bring it to market before it rots. \n\nHere's what we need -\n\n~mission(Itinerary)\n\nI know that security might be an issue so stay lowkey and try to be subtle when you use the dead-drop at ~mission(DropOff1). \n
Criminal_LocalDelivery_title_01=Supply Re-Up
Criminal_Localdelivery_header_01=Supply Re-Up
Criminal_RepUI_Area,P=[PH] Area
Criminal_RepUI_Description,P=[PH] Criminal Description
Criminal_RepUI_Focus,P=[PH] Criminal Focus
Criminal_RepUI_Founded,P=[PH] N/A
Criminal_RepUI_Headquarters,P=[PH] Criminal Headquarters
Criminal_RepUI_Leadership,P=[PH] Criminal Leadership
Criminal_RepUI_Name,P=[PH] Criminal
Criminal_RetrieveData_Reclaimer_ShipName=Black Kite
Criminal_RetrieveData_Reclaimer_desc=Been hunting down a particular parcel of data and right when I get a break the ship gets attacked by this converted Nine Tails Reclaimer called the Black Kite. I tried to hack into the servers on the Black Kite to see if they copied the data, but couldn't find a way to remotely get past their encryption protocols without the physical key.\n\nThat's where you come in. I need someone to breach their ship, get a hold of their decryption key, and decrypt the server so I can remotely pull down what I need.\n\nYou're smart enough to know who we're dealing with here, so plan accordingly. Since it's gonna ruffle some powerful feathers, let's not leave anything to chance. Destroy the Black Kite when you're done to cover both our asses.\n
Criminal_RetrieveData_Reclaimer_obj_long_01=Board the Black Kite.
Criminal_RetrieveData_Reclaimer_obj_long_02=Find the decryption key.
Criminal_RetrieveData_Reclaimer_obj_long_03=Insert the decryption key into the server.
Criminal_RetrieveData_Reclaimer_obj_long_04=Destroy the Black Kite.
Criminal_RetrieveData_Reclaimer_obj_marker_01=Black Kite
Criminal_RetrieveData_Reclaimer_obj_marker_03=Decryption Key
Criminal_RetrieveData_Reclaimer_obj_short_01=Board the Black Kite
Criminal_RetrieveData_Reclaimer_obj_short_02=Find the Decryption Key.
Criminal_RetrieveData_Reclaimer_obj_short_03=Insert Decryption Key Into Server
Criminal_RetrieveData_Reclaimer_obj_short_04=Destroy the Black Kite
Criminal_RetrieveData_Reclaimer_obj_short_05=Black Kite Self Destruct: %ls
Criminal_RetrieveData_Reclaimer_title=Seize the Data
Criminal_Steal_Danger_Easy_001=Criminal Easy Danger Placeholder text
Criminal_Steal_Danger_Medium_001=Criminal Medium Danger Placeholder text
Criminal_Steal_Easy_Desc_001=Criminal Easy Description Placeholder text ~mission(Danger) (Contractor|StealEasyTimed)
Criminal_Steal_Easy_Title_001=Criminal Easy Title Placeholder text
Criminal_Steal_Medium_Desc_001=Criminal Medium Description Placeholder text ~mission(Danger) (Contractor|StealMediumTimed)
Criminal_Steal_Medium_Title_001=Criminal Medium Title Placeholder text
Criminal_Steal_Timed_Easy_001=Criminal Easy Timed Placeholder text
Criminal_Steal_Timed_Medium_001=Criminal Medium Timed Placeholder text
Criminal_from=SENDER NOT FOUND
Crus_HistMarker_From=Crusader Historical Society
Crus_HistMarker_Text_01=Famed musician Carolyn 'Vortex' Thorson was born here on January 8, 2915. Her family's ship was en route to a nearby outpost when it set down to facilitate her birth. As a teenager, Thorson earned the nickname 'Vortex' for the impressive speed and dexterity she displayed behind the drums. As a founding member of Firmament, she helped redefine popular music, making her the most famous and mimicked drummer in the UEE for over a decade.
Crus_HistMarker_Text_02=Rayari scientists working here at the Hickes Research Outpost created a revolutionary nonsteroidal anti-inflammatory (NSAID) in 2938. The drug, known commonly as Ceprozin, has become widely used during cybernetic replacement surgeries, providing pain relief and curbing inflammation without any of the side effects common with other NSAIDs.
Crus_HistMarker_Text_03=Here, in 2941, Terra Mills researchers combined Cellin's unique soil composition with genetic augmentation to create a new fruit hybrid named the Terraberry. This uniquely tart, purple berry stays ripe longer than most other berries, making it ideal for interstellar shipping.
Crus_HistMarker_Text_04=Here sits the shelter that saved Bastien Nemitz. In 2930, Crusader Industries hired the noted adventurer to promote the beauty and diversity of their moons by hiking around each one and providing daily updates. Following successful journeys around Cellin and Yela, Nemitz failed to upload a daily diary from Yela on June 24th. A search party was organized but failed to find him. Days later, Nemitz contacted Crusader authorities from this shelter. He'd limped here on a shattered ankle suffering during a terrible fall that also destroyed his mobi. After he was rescued, Nemitz recovered and returned to the Talarine Divide shelter to complete his journey around Yela.
Crus_HistMarker_Text_05=This shelter was erected in part due to the generous contributions of Ethan Halton's friends and families. The large boulders and rocks that dot the Nakamura Valley have made it a popular destination for unregulated open canopy racers. Sadly, in 2917, amateur racer Ethan Halton, unable to handle the track's successive tight turns, died from injuries sustained during a racing crash. To help ensure that other racers would not share Ethan's fate, in 2918, this emergency shelter was erected.
Crus_HistMarker_Text_06=Mario Kosso was the first head of Crusader's emergency response unit. Established to provide support and rescue services to those who found themselves in need on Crusader's moons, Kosso lead the response to the team's first distress beacon, which came from this basin. It was named in his honor upon his retirement in 2938.
Crus_HistMarker_Text_07=The famous picture of Yela's ring illuminated against the darkened sky was taken here by noted photographer Juliana Aston in 2918. The vista became so connected to her artwork that in 2928 it was officially named 'Aston Ridge' in her honor.
Crus_HistMarker_Text_08=Situated above a junction of multiple canyons, Wolf Point earned its name thanks to Crusader surveyor Cally Stroble who had noted excitedly in her initial report that "Against all odds, it seems a family of wolf-like creatures somehow has found a way to settle the area. Their cries can be heard for kilometers around." However, when further investigation proved that the wolves were merely a prank by a fellow surveyor, the name stuck.
Crus_HistMarker_Text_09=This ridge was named for Crusader's former CEO August Dunlow. Many credit Dunlow's vision as instrumental into transforming Crusader Industries into the company it is today. With that in mind, Dunlow Ridge, with its expansive view of the Daymar landscape, was named in his honor.
Crus_HistMarker_Text_10=This section of Daymar became known as Eager Flats after an eccentric artist who called it home. Norman Eager gained notoriety in the 2920s for constructing a series of art installations so massive they could be seen by ships flying above the flats. Deemed 'ephemeral art' by Eager, the pieces were not meant to be permanent. Instead, they were slowly degraded and buried by the moon's constantly swirling sands.
Crus_HistMarker_Text_11=The Tamdon Plains were named in honor of Advocacy agent Crista Tamdon, who in 2912 was killed in the line of duty after being ambushed while crossing these plains in pursuit of a suspect.
Crus_HistMarker_Text_12=From 2923 to 2927, a mysterious benefactor took it upon themselves to see that this emergency shelter was stocked with jars of homemade marmalade. First reported by a stranded pilot, as word spread many other travelers would visit the shelter to try the jam for themselves. In 2927, when a reporter attempted to learn who was leaving the sweet treat, the marmalade supply stopped as mysteriously as it began. However, the tradition has been kept alive to this day by the many visitors who continue to leave preserves at the site.
Crus_HistMarker_Text_13=Crusader's former lead ship designer, Shelly Ashburn, became enamored with this location for its picturesque angle of Crusader on the horizon. She often visited the spot to channel her creative energy, earning it the nickname, Ashburn Channel, among her team. Following her retirement in 2940, the site officially adopted the title.
Crus_HistMarker_Text_14=In 2936, Crusader Industries sponsored a competition to find the best travelogue focused on one of their moons. Donnell Flanagan's account of his exciting experiences took top prize and this location, which featured heavily in his adventures, was named in his honor.
Crus_HistMarker_Text_15=Crusader CEO Kelly Caplan loved the landscape on this part of Cellin and requested that this ravine be named for her dog, Julep.
Crus_HistMarker_Text_16=Here on August 25th, 2912, Lakedra Walsh organized and won the first ground vehicle race on Yela. The track became famous among ground vehicle racing enthusiasts and subsequently the site of the first official race track on the moon.
Crus_HistMarker_Text_17=On this site in 2906, Darnell Ajay built the first permanent homestead on Daymar.
Crus_HistMarker_Text_18=On this site in 2906, Phillip Xu built the first permanent homestead on Cellin.
Crus_HistMarker_Text_19=On this site in 2907, Wilma Ivery built the first permanent homestead on Yela.
Crus_HistMarker_Text_20=Advocacy agents, alongside Hurston and Crusader Security forces, pursued Amir Tremaine after he crash-landed into this canyon on Oct. 23, 2929. The wanted fugitive used pieces of his ship to hastily construct a makeshift fortification. Thus began a dramatic, three-day standoff against law enforcement officers which garnered non-stop spectrum coverage up until the final, bloody moments when the Advocacy tried but failed, to take Tremaine alive.
Crus_HistMarker_Text_21=Here on October 2nd, 2904, Chad Fawley ended the first successful solo, circumnavigation of Cellin in a ground vehicle.
Crus_HistMarker_Text_22=In 2934, Esther Hurston was kidnapped and put into a stasis pod by outlaws looking to extract a hefty ransom from her family. The ship holding the twelve-year-old's cryo-pod hid here after its reg-tags were compromised. While one outlaw attempted to procure clean reg-tags, salvager Mac Petrosky discovered the ship. He reported its location and even hid nearby to keep an eye on the ship until authorities arrived on the scene. Petrosky was awarded a Commendation from Crusader Security upon the reunion of Esther and her family.
Crus_HistMarker_Text_23=The infamous Beringer Brothers nicknamed this the "Goodbye Geyser" after repeatedly using it to dispose of those opposed to their criminal enterprises during the early 2920s. It's believed to be the final resting place for at least 14 individuals including famed bounty hunter, Bree Kuznetsov. Attempts to recover remains from the site have proven unsuccessful.
Crus_HistMarker_Text_24=Here in 2909, famed botanist Bryan Shakir began his work cataloguing the diverse flora of Daymar. Published as "Daymar in Bloom: A Flora Field Guide to Stanton 2b," it is still considered by many to be the definitive source on the subject.
Crus_HistMarker_Text_25=Erma Triolo was born on this site in 2909, making her the first person to be born on Yela. Her parents, Albert and Nora Triolo, had traveled to the moon to participate in a race when Nora went into labor. Unable to fly to the nearest medical facilitate for the birth, Albert landed their Constellation at this location and successfully served as midwife.
Crus_HistMarker_Text_26=Prior to Crusader's purchase of the gas giant and its moons, the UEE Navy controlled this part of the system. Here, in 2904, the UEE Navy established a military installation to support and watch over the shipyards perched in Crusader's upper atmosphere. The facilities were retired and relocated in 2908.
Crus_HistMarker_Text_27=Strained relations between Hurston and their workforce in late 2927-2929 resulted in a series of riots. In response, Hurston severely limited traffic to and from the planet for nearly 15 standard months. Many workers wished to escape the dangerous situation, but few had the means. One bright spot was the Hurston Hotline, a comm channel that constantly shifted frequency. Those looking to flee the unrest, and lucky enough to know the current channel frequency, could request help leaving the planet. Specific instructions were delivered in person to volunteer pilots and had to be followed exactly. The network of labor activists responsible for the Hurston Hotline during this tumultuous time used this location to shelter fleeing workers prior to moving them out of the system.
Crus_HistMarker_Text_28=Cellin was named after the youngest sibling in the classic children's story A Gift for Baba,the moon's many dormant volcanoes embodying the character's simmering anger. This dormant volcano, named Cellin's Peak by volcanologists, is carefully watched and monitored as it is believed to have a high chance of one day becoming active.
Crus_HistMarker_Text_29=Daymar was named after the middle brother in A Gift for Baba. Known for his tendency to get lost, the character's name was also given to this twisting canyon by early explorers.
Crus_HistMarker_Text_30=Yela was named after the eldest sibling in A Gift for Baba, who is known for her cool and calculated demeanor. This expansive plain produced the coldest temperature recorded by the first scientific expedition to the moon, earning it the name Yela's Plain.
Crus_HistMarker_Text_31=The study of Cellin's geysers began with an observation station constructed on this location in 2908. Geologist Randell Engler spent nearly a decade investigating these natural wonders. He was first to hypothesize that the moon's geyser played an important role in dispersing vital nutrients and minerals into the soil.
Crus_HistMarker_Text_32=During Imperator Costigan's 2944 trip to the Stanton System, he shared a meal here at Gallete Family Farms. Imperator Costigan hoped his visit would draw attention to the hardworking, independent farmers across the Empire that would benefit from the agricultural subsidies legislation being debated by the Senate at the time.
Crus_HistMarker_Text_33=In 2927, Fakih Borisov introduced a herd of large, genetically modified land crabs to Daymar. Breed to withstand the moon's dry conditions, the crabs roamed this part of Daymar for nearly a decade, but Borisov's dream of turning the moon into a rancher's paradise never came to fruition. A key component to Borisov's plan was for the crab to graze on the moon's limited natural vegetation, yet doing so imbued the animals with an off-putting odor that clung to any products derived from them.
Crus_HistMarker_Text_34=On August 22, 2924, amateur archaeologist Sonny Pak revealed a fossil that he claimed belonged to a new sentient species that inhabited this moon. News of the discovery spread across the spectrum and excited the scientific community. However, instead of allowing scientists to examine the specimen, Sonny took the remains on a publicity tour and even sold tickets to those who wished to view them. His actions were condemned by the scientific community and, after the intervention of the UEE government, the fossil was proven to be a fake.
Crus_HistMarker_Text_35=Romantics believe that lovers who profess their affection for each other on this ledge will be together forever. This legend has its origin in the macabre tale of notorious outlaw couple Akiko 'Jackal' Bazin and Rick 'Shady' Milligan. In 2913, mere moments away from capture, the pair decided to avoid imprisonment and instead leapt to their death while holding hands.
Crus_HistMarker_Text_36=On December 31, 2940, the Stanton Knights sataball team landed here so their ship could undergo emergency repairs. While waiting, the team strategized for their championship match against the Kiel Guardians scheduled for the following day. According to team members, it was here that the Knights conceived of the now famous 'Franklin Flip' play that would propel the team to victory and the first SBPL championship in the club's history.
Crus_HistMarker_Text_37=On March 17, 2904, Meiko Norwood collapsed here while loading soil samples into her ship. She passed away later that day due to complications with an artificial heart valve, making her the first person to die on Daymar.
Crus_HistMarker_Text_38=In 2939, Crusader Security apprehended a fugitive here who was wanted in connection with a massive theft of credit chits. The money wasn't recovered during the arrest, but rumors swirled that the outlaw was in possession of digging implements. Ever since, treasure hunters have flocked here in search of the lost fortune, even though repeated scans have failed to show any sign of it. \n\nCrusader Industries discourages people from digging up the area and asks that any displaced ground be placed back where it came from to preserve the moon's natural beauty.
Crus_HistMarker_Text_39=The long lost Greg Caldwell painting "The Starman's Farewell" was discovered buried underneath a stone cairn on this site in 2908. Stolen from the Terra Museum of Contemporary Art in 2731, it remains a mystery as to how the work of art ended up here. The painting was returned to Terra.
Crus_HistMarker_Text_40=In 2945, independent miner Bruce Amodeo discovered a large serendibite gemstone near this outpost. Its sale at auction to an anonymous buyer broke records for the most credits per carat spent on a serendibite. Ever since, miners have flocked to the region in search of further serendibite deposits.
Crus_HistMarker_Text_41=Tragedy struck the Cuadrado outpost on May 15, 2941, due to a malfunctioning life support system. An excess of oxygen leaking into the outpost was sparked, resulting in an explosion that took nine lives. The catastrophe drove Crusader Industries to tighten regulations on outposts and mandate more frequent maintenance checks on all facilities.
Crus_HistMarker_Text_42=Crusader Industries commends Bountiful Harvest Hydroponics for their extraordinary response to those in need on Vega. Following the horrific Vanduul attacks on October 5, 2945, Bountiful Harvest produced and donated more emergency food supplies for the Vega relief effort than any other outpost on Crusader's moons. This outpost's extraordinary sacrifice serves as a reminder that the UEE will always stand behind those who come face-to-face with the Vanduul threat.
Crus_HistMarker_Text_43=Famed actress and noted naturist, Millicent Silverton, would often come to this remote area to camp in the wilderness. She was so fond of the site that she petitioned for its inclusion in the 2941 film "Onto the Break."
Crus_HistMarker_Text_44=The geysers here feature a unique set of small fissures, that when the pressure builds up to a specific amount, make a sound similar to moaning. It is this phenomenon that has lead to the erroneous rumors that the site is haunted.
Crus_HistMarker_Text_45=In 2932, this site hosted the infamous Slim Chance Rally. This gathering of Greycat buggy enthusiasts come together once a year in a remote location to compete in an illicit destruction derby.
Crus_HistMarker_Text_46=Crusader Industries often uses this location and its irregular terrain to field test their new ship designs' landing systems. It was here on March 25th, 2934, that the first and only landing of the failed Juno ship design occurred.
Crus_HistMarker_Title_01=Birthplace of Vortex Thorson
Crus_HistMarker_Title_02=Creation of Ceprozin
Crus_HistMarker_Title_03=The First Terraberry
Crus_HistMarker_Title_04=The Rescue of Bastien Nemitz
Crus_HistMarker_Title_05=Nakamura Valley Shelter
Crus_HistMarker_Title_06=Kosso Basin
Crus_HistMarker_Title_07=Aston Ridge
Crus_HistMarker_Title_08=Wolf Point
Crus_HistMarker_Title_09=Dunlow Ridge
Crus_HistMarker_Title_10=Eager Flats
Crus_HistMarker_Title_11=Tamdon Plains
Crus_HistMarker_Title_12=Mogote Marmalade
Crus_HistMarker_Title_13=Ashburn Channel
Crus_HistMarker_Title_14=Flanagan's Pass
Crus_HistMarker_Title_15=Julep Ravine
Crus_HistMarker_Title_16=Lakedra's Lap
Crus_HistMarker_Title_17=Darnell Ajay Homestead
Crus_HistMarker_Title_18=Phillip Xu Homestead
Crus_HistMarker_Title_19=Wilma Ivery Homestead
Crus_HistMarker_Title_20=Tremaine's Last Stand
Crus_HistMarker_Title_21=Fawley's Journey
Crus_HistMarker_Title_22=Rescue of Esther Hurston
Crus_HistMarker_Title_23=Goodbye Geyser
Crus_HistMarker_Title_24=Daymar in Bloom
Crus_HistMarker_Title_25=Erma Triolo Birthplace
Crus_HistMarker_Title_26=Alatorres Forward Operating Base
Crus_HistMarker_Title_27=Hurston Hotline
Crus_HistMarker_Title_28=Cellin's Peak
Crus_HistMarker_Title_29=Daymar's Run
Crus_HistMarker_Title_30=Yela's Plain
Crus_HistMarker_Title_31=Engler Observation Station
Crus_HistMarker_Title_32=Imperator Costigan on Cellin
Crus_HistMarker_Title_33=Borisov's Herd
Crus_HistMarker_Title_34=Sonny's Sham
Crus_HistMarker_Title_35=Lover's Ledge
Crus_HistMarker_Title_36=The Franklin Flip
Crus_HistMarker_Title_37=Meiko Norwood Memorial
Crus_HistMarker_Title_38=Looking for Lost Treasure
Crus_HistMarker_Title_39=The Starman's Farewell
Crus_HistMarker_Title_40=Bruce's Bounty
Crus_HistMarker_Title_41=Cuadrado Tragedy
Crus_HistMarker_Title_42=Bountiful Harvest
Crus_HistMarker_Title_43=Silverton Campsite
Crus_HistMarker_Title_44=Ghost Rocks
Crus_HistMarker_Title_45=Slim Chance Rally
Crus_HistMarker_Title_46=Crusader Landing Test Site
CrusaderSecurity_Allies=Advocacy, Crusader Industries
CrusaderSecurity_RepUI_Area=Stanton II
CrusaderSecurity_RepUI_Description=A subdivision of Crusader Industries, Crusader Security was created after the company purchased Stanton II from UEE in 2865 to perform general policing duties for Orison and the surrounding sector. Preferring to maintain a streamlined protective force, Crusader Security relies heavily on security contractors to bolster their peacekeeping efforts. They strive to maintain a professional and courteous demeanor that will make Crusader employees and visitors feel safe and comfortable.
CrusaderSecurity_RepUI_Focus=Police Force
CrusaderSecurity_RepUI_Founded=2865
CrusaderSecurity_RepUI_Headquarters=Orison, Crusader, Stanton System
CrusaderSecurity_RepUI_Leadership=Sasha Rust, Director
CrusaderSecurity_RepUI_Name=Crusader Security
CrusaderSecurity_Rivals=Nine Tails
Crusader_RepUI_Area=Stanton II, UEE
Crusader_RepUI_Description=Makers of an extensive fleet of cutting edge vehicles, Crusader Industries is a titan of the aerospace industry. The prominent company purchased a gas giant in the Stanton system to house its current headquarters and is striving to expand its already prolific profile of ships while dedicating itself to numerous charitable works.
Crusader_RepUI_Focus=Vehicle Manufacturing
Crusader_RepUI_Founded=2799
Crusader_RepUI_Headquarters=Orison, Crusader, Stanton System
Crusader_RepUI_Leadership=Kelly Caplan, CEO
Crusader_RepUI_Name=Crusader Industries
Crusader_ReputationJournal_Agent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Security Associate and as such have been demoted to Junior Security Associate, losing all associated benefits.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_Agent_Demotion_Title=Crusader Security Demotion - Junior Security Associate
Crusader_ReputationJournal_Agent_Promotion_BodyText=Congratulations!\n\nTo acknowledge your continued contributions to Crusader Security, you have been promoted to Senior Security Associate.\n\nAs a benefit, you will now receive a 10% pay increase on your completed contracts. This is Crusader Security's way of letting you know how much we appreciate all you do. \n\nIf you continue to demonstrate your dedication and proficiency, you may earn the title of Security Partner along with additional benefits.\n\nAll of us here at Crusader Security are very proud of everything you've accomplished so far and look forward to a bright future.
Crusader_ReputationJournal_Agent_Promotion_Title=Crusader Security Promotion - Senior Security Associate
Crusader_ReputationJournal_Applicant_Promotion_BodyText=Congratulations! \n\nYou have been authorized to begin work as a Verified Freelancer for Crusader Security.\n\nContracts that match your qualification levels will be offered through your mobiGlas Contract Manager. We encourage you to regularly check for new contracts as they become available. A high completion rate will earn you the chance for promotion and additional benefits like higher pay. \n \nWe look forward to working together to make Crusader and the surrounding sector a safer place.
Crusader_ReputationJournal_Applicant_Promotion_ShortTitle=Crusader Security Work Authorization
Crusader_ReputationJournal_Applicant_Promotion_Title=Crusader Security Verified Freelancer Authorization
Crusader_ReputationJournal_Generic_Demotion_ShortTitle=Crusader Security Demotion
Crusader_ReputationJournal_Generic_Promotion_ShortTitle=Crusader Security Promotion
Crusader_ReputationJournal_JuniorAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of a Junior Security Associate and as such have been demoted to Verified Freelancer.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_JuniorAgent_Demotion_Title=Crusader Security Demotion - Verified Freelancer
Crusader_ReputationJournal_JuniorAgent_Promotion_BodyText=Congratulations!\n\nTo acknowledge your continued contributions to Crusader Security, you have been promoted to Security Associate.\n\nAs a show of our appreciation for all your hard work, you will now receive a 5% pay increase on your completed contracts. \n\nIf you continue to complete contracts and show your dedication to making Crusader safer, you will soon be promoted to a Senior Security Associate and receive an additional payment bonus.\n\nCongratulations again!
Crusader_ReputationJournal_JuniorAgent_Promotion_Title=Crusader Security Promotion - Security Associate
Crusader_ReputationJournal_MasterAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Preferred Security Partner and as such have been demoted to Security Partner. Your pay bonus has likewise returned to 15%.\n\nThis is quite disappointing considering the high level of performance Crusader Security has come to expect from you. Please know that if you manage to change your current trajectory, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_MasterAgent_Demotion_Title=Crusader Security Demotion - Security Partner
Crusader_ReputationJournal_Probation_Demotion_BodyText=This is to notify you that due to your recent performance issues, you are no longer authorized to work for Crusader Security.\n\nWe wish you the best of luck on your future endeavors.\n
Crusader_ReputationJournal_Probation_Demotion_ShortTitle=Crusader Security Termination
Crusader_ReputationJournal_Probation_Demotion_Title=Crusader Security Termination Notice
Crusader_ReputationJournal_Probation_Promotion_BodyText=Congratulations!\n\nTo acknowledge your outstanding work, you have been promoted to Junior Security Associate.\n\nIf you continue to complete contracts and show your dedication to making Crusader safer, you will soon be promoted to a full Security Associate and receive a payment bonus.\n\nKeep up the great work!
Crusader_ReputationJournal_Probation_Promotion_Title=Crusader Security Promotion - Junior Security Associate
Crusader_ReputationJournal_SeniorAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Senior Security Associate and as such have been demoted to Security Associate. Your pay bonus has likewise returned to 5%.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_SeniorAgent_Demotion_Title=Crusader Security Demotion - Security Associate
Crusader_ReputationJournal_SeniorAgent_Promotion_BodyText=Congratulations!\n\nTo acknowledge your continued contributions to Crusader Security, you have been promoted to Security Partner.\n\nAs a benefit, you will now receive a 15% pay increase on your completed contracts. This bonus is Crusader Security's way of letting you know how much we appreciate all you do. \n\nIf you continue to demonstrate your dedication and proficiency, you may earn the title of Preferred Security Partner along with additional benefits.\n\nWell done on all your outstanding work.
Crusader_ReputationJournal_SeniorAgent_Promotion_Title=Crusader Security Promotion - Security Partner
Crusader_ReputationJournal_VeteranAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Security Partner and as such have been demoted to Senior Security Associate. Your pay bonus has likewise returned to 10%.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_VeteranAgent_Demotion_Title=Crusader Security Demotion - Senior Security Associate
Crusader_ReputationJournal_VeteranAgent_Promotion_BodyText=Congratulations!\n\nThanks to your amazing service and dedication to Crusader Security, you have been promoted to Preferred Security Partner. This is the highest title we reward and very much an honor.\n\nAs a much deserved benefit, you will now receive a 20% pay increase on your completed contracts.\n\nOur sincerest thanks for everything you've done and we look forward to our continued mutual success.
Crusader_ReputationJournal_VeteranAgent_Promotion_Title=Crusader Security Promotion - Preferred Security Partner
Crusader_from=Crusader Security
CubbyBlast_Salesperson_Conv_001_1,P=Line 1: blah blah blah
CuriousMonument=Curious Monument
CurrentLoadout=Current Loadout
Customs_Attendant_Conv_001_1,P=Line 1: blah blah blah
Customs_Attendant_Conv_002_1,P=Line 1: blah blah blah
DC_room_cargo_lounge=On-Call Area
DC_room_dead_end=Staging Point
DC_room_fob=Security Compound
DC_room_freight_elevator=Freight Elevator
DC_room_lobby=Lobby
DC_room_miniroom=Supply Room
DC_room_refinery=Exterior Zone 2
DC_room_security=Security Checkpoint
DC_room_security_01=Security Checkpoint 01
DC_room_security_02=Security Checkpoint 02
DC_room_shipping=Shipping Area
DC_room_strorage=Storehouse
DC_room_warehouse=Inventory Center
DXSH_MCAV_Ad_ANVL_Hornet_Commercial,P=Legendary Fighter Pilot Area Riley once said Give me a fully loaded Hornet, and I ll shake the gates of Heaven.\n\nAnvil Aerospaces Hornets have faced Vanduul, Shion, Pirates and Criminals.\n\nAnvil Aerospaces Hornets have logged more combat time and kills in more theatres than any other ship in the history of Space Combat.\n\nBattle Tested in the harshest conditions, the Hornet has proven time and again its ability to withstand damage, and still be able to dish it out.\n\nWith all the punishment it handles on a daily basis, don=t you think the new Hornet can handle yours\n\nAnvil s New Hornet F7C, see your authorized ship dealer for options.
DXSH_MCAV_Ad_CNOU_Mustang_Commercial,P=We are drawn towards the familiar. It is safe, reliable.\n\nBut it can shackle us to the ordinary when in our souls we long to strike out and become something new.\n\nWe started with a simple match. Dare to dream. Dare to challenge the expectations of what has come before. \n\nTo embrace the Unique, to put everything on the line.\n\nOnly when we risk everything can we discover something truly special, and redefine what it means to drive with the stars.\n\nTo explore the farthest reaches, to race on the cutting edge, to Protect what you love.\n\nSay goodbye to the familiar, and welcome the brand new Mustang, where risk, meets reward.
DXSH_MCAV_Ad_ORIG_M50_Commercial,P=Space, the best ships gracefully dance across its expense, the worst clumsily plod across its face. The new M50 doesnt have time for any of that.\n\nInstead, it simply slices its way through.The 2944 M50 was designed with one goal in mind: Make the ship that will win the next Murray Cup.\n\nThe surprising thing is, Origin may have just about done it.\n\nThe stats are an orgy of mind-bending numbers but it comes down to two things. Less weight and more power. Youll notice the nose cone has grown what I can only describe as a mustache, added to stabilize all the additional thrust that the retooled and updated Twin Hammer HM4point3 drives spew out. And the refinement doesnt stop there.\n\nThey ve narrowed the front fuselage, moved the wings forward for better balance, shaved the cockpit viewpane down to the finest it could still be and not shatter in your face.\n\nThe result. A pure flying machine. Each movement on the stick translates directly into unadulterated throttle action. Welcome back to the glory days of flying.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_01,P=The clock winds down, with only 30 seconds left.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_02,P=30 seconds left on the clock.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_03,P=This round is almost over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_04,P=Time for the teams to make their final moves.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Close_01,P=With the gates closing, those combatants better get out there.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Close_02,P=A combatant is lingering in the Ready Room. With the gates closing, gotta wonder what they're waiting for.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Open_01,P=Gates are open!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Open_02,P=The gates open and the teams pour onto the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_01,P=You got to admire skill like that.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_02,P=Team's got to be feeling good about that.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_03,P=It's moments like these that make me love the game.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_04,P=Combatants are putting on a real show today.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_05,P=Today's match of course, proudly sponsored by arena owners AstroArmada. Whem you're looking for a first class ride at a second hand price, make sure to check out all the certified pre-owned crafts at your local AstroArmada dealer.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_06,P=These player's have got to be appreciating the recently renovated features here at the arena. New owners AstroArmada have really done wonders updating the facilities to 30th century standards .
DXSH_MCCV_INDI_SM_BattleArena_Announcer_First_Blood_01,P=And that's the first takedown of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_First_Blood_02,P=Things kick off as the first combatant is taken out.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_First_Blood_03,P=And with that first takedown, things are heating up.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Gain_Player_01,P=A substitution is made, and a new player joins the Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Gain_Player_02,P=A substitution is made, and a new player joins Jata ZGCC.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Game_Objective_Briefing_01,P=Today's match will see both teams battling till all the combatants on either side have have been eliminated.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Game_Objective_Briefing_02,P=Today's face off: Team Elimination, where, to win,the combatants will have take out the entirity of their openants team.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_01,P=That had to hurt.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_02,P=Another combatant down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_03,P=A clean shot.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_04,P=Takedown!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_05,P=Aeros loses another combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_06,P=Jata loses another combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_01,P=Hello and welcome to Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_02,P=Glad you could join us. It's shaping up to be another exciting day here at Astro Arena. Today's match-up pits the Angeli Aeros against Jata ZGCC.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_03,P=Greetings from Astro Arena. And boy, do we have a fight shaping up for you. Jata ZGCC steps up against the Angeli Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_04,P=Let be the first to welcome everyone to the Astro Arena sponsered by AstroArmada.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Kill_01,P=Boom!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Kill_02,P=I love a grenade!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Warning_01,P=Here comes a grenade!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Warning_02,P=And a grenade hits the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Warning_03,P=We've got grenade!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Halftime_01,P=We've reached the halfway mark, as the team's switch starting gates.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Halftime_02,P=Halfway done, the team's switch starting gates.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Kill_Assist_01,P=With a beautiful display of teamwork, this round is that much closer to being over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Kill_Assist_02,P=Working seamlessly together, these combatants are making it look easy.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Kill_Assist_03,P=That take down really shows why this is a team sport.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Killing_Spree_01,P=Looks like there's no stopping this combatant folks.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Killing_Spree_02,P=Hot-streak alert! This combatant is on fire!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Killing_Spree_03,P=One by one this combatant is knocking out the competition.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_01,P=The Aeros have to be feeling confident with only one Jata combatant left on the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_02,P=Jata ZGCC has to be feeling confident with only one Aero combatant left on the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_03,P=The Aeros are down to one last combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_04,P=Jata ZGCC is down to one last combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Confirmation_01,P=With selections made, we're just moments away.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Confirmation_02,P=And as the last gear selections are made, the anticipation grows even higher.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Selection_01,P=Both teams picking their loadouts, this is our first hint at the sort of strategies we'll be seeing in the match to come.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Selection_02,P=When it comes to choosing gear, a lot of pros agree that it all comes down to two things, improving your strengths or compensating for your weaknesses.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Selection_03,P=With a careful eye, the combatants pick their loadouts.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Lose_Player_01,P=Looks like the Aeros are going to continue on with one less combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Lose_Player_02,P=Jata JGCC is going to have to continue on with one less combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_01,P=The match comes to an end.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_02,P=Another game of Team Elimination is over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_03,P=And that was the final round. Thanks for joining us. We'll see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_04,P=A wonderful finish to an exciting match of Team Elimination. Stay tuned for the Empire Report.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_05,P=And that'll bring things to end here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_01,P=Jata ZGCC has got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_02,P=Jata ZGCC tried their best, but this time it just wasn't good enough as the Angeli Aeros claim the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_03,P=After a valiant struggle, Jata ZGCC ultimately falls to the Aeros. Another heart pounding game of Team Elimination here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_04,P=Team Elimination comes to an end, as the Angeli Aeros claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_05,P=They fought hard, but in the end Jata ZGCC just couldn't pull it off. That's it for Team Elimination here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_06,P=So we come to the end and the Angeli Aeros have emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_07,P=As the Aeros claim victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_08,P=Despite a hearty fight from Jata, the Aeros take the match, marking a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_09,P=Now that is what I call Team Elimination! Job well done to the Angeli Aeros for a well-earned victory.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_10,P=An incredible victory here today for the Aeros at Astro Arena. Hope you all will join us again soon.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_01,P=The Angeli Aeros have got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_02,P=The Aeros tried their best, but this time it just wasn't good enough as Jata ZGCC take the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_03,P=After a valiant struggle, the Aeros fail to turn it around and lose the match. Another heart pounding game of Team Elimination here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_04,P=Team Elimination comes to an end, as Jata ZGCC claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_05,P=They fought hard, but in the end the Aeros just couldn't pull it off. That's it for Team Elimination here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_06,P=So we come to the end and Jata has emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_07,P=As Jata ZGCC claims victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_08,P=An exciting blue team victory marks a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_09,P=Now that is what I call Team Elimination! Job well done to Jata ZGCC for a victory well earned.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_10,P=That's it. The match is over with Jata ZGCC defeating the Angeli Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_01,P=With that, the match has begun.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_02,P=That's the start of the game.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_Countdown_01,P=5, 4, 3, 2, 1, and we're off!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_Countdown_02,P=5, 4, 3, 2, 1, and Team Elimination has begun.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_Countdown_03,P=5, 4, 3, 2, 1, and Astro Arena is open for business!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_01,P=Take down like that's hard to watch, but fun to see.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_02,P=It's hard not to take an intimate hit like that personally.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_03,P=A fine example of why this game is so much more than firepower.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_04,P=Oof. That look like it hurt.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Multi_Kill_01,P=Holy smokes. Please tell me you saw that epic multi-kill.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Multi_Kill_02,P=Just like that, a swath of the competition is out of play.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Multi_Kill_03,P=If anyone's keeping track, a whole bunch of combatants just got shut down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_01,P=A combatant's down but not out. Bet they're hoping for a teammate with a medpack right about now.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_02,P=Ooo. That was a hard hit, and we have an injured combatant on the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_03,P=If ever there was a time for a medical assist, it's now.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_04,P=Let's see if someone will be able to heal combatant in time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_One_Enemy_Left_01,P=Only one combatant remains on the Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_One_Enemy_Left_02,P=Only one combatant remains on Jata's team.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_01,P=The round is over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_02,P=That's the end of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_03,P=And the round comes to end.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_04,P=The Angeli Aeros have been eliminated, the round is over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_05,P=With that, Jata ZGCC's final player is out, ending the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_06,P=That's it. A final hit ends of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_01,P=A tough loss on that one, let's see if Jata can do better in the next round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_02,P=The round ends in defeat for Jata ZGCC. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_03,P=With the loss of their last combatant, Jata is handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_04,P=After suffering a defeat that last round, Jata ZGCC will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_05,P=Despite some impressive moves from Jata, the Aeros manage to take the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_06,P=With the Aeros' win that round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_07,P=A decisive round victory for the Aeros as they show what skill and teamwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_08,P=As the Aeros claims the win for that round, they've got to be feeling better about the outlook for this match. Here's hoping that Jata can pull back.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_01,P=The Angeli Aeros absolutely dominated the team from Jata that round. Managing to wipe them out without suffering a single loss.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_02,P=The Aeros viciously showed Jata just who's in charge here at Astro Arena, as they close out that round with a near flawless win.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_03,P=With barely a scratch on them, the Angeli Aeros completely shuts out the competition that round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_04,P=Eliminate! More like dominate! The Aeros take the round with zero combatants down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_05,P=Jata ZGCC closes out that round without a single kill and their fans have got to be disappointed.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_06,P=The Aeros just eradicated the Zata in a decisive victory without a single combatant loss.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_01,P=A tough loss on that one, let's see if the Aeros can do better in the next round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_02,P=The round ends in defeat for the Angeli Aeros. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_03,P=With the loss of their last combatant, the Aeros are handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_04,P=After suffering a defeat that last round, the Aeros will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_05,P=As Jata claims that round, they've got to be feeling better about the outlook for this match. Here's hoping that the Aeros still got some fight in them.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_06,P=Despite some impressive moves from the Aeros, Jata ZGCC takes the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_07,P=A solid win that round for Jata, let's see if they can maintain the momentum as they head into the next.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_08,P=With Jata's win this round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_09,P=Jata managed to overcome the Aeros this round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_10,P=A decisive win for Jata that round as they show what skill and hardwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_01,P=Jata executed that round flawlessly. They managed to take out every single Aero without losing a single player.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_02,P=Jata ZGCC completely dominated that round. The Aeros couldn't make a single dent in their defenses.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_03,P=I don't know if that was a perfectly executed battle plan or the definition of teamwork, but Jata just wiped out the Angeli Aeros without losing a single combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_04,P=With barely a scratch on them, Jata ZGCC completely shuts out the competition that round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_05,P=Eliminate! More like dominate! Jata takes the round with zero combatants down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_06,P=The Aeros close out that round without a single kill and their fans have got to be disappointed.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_01,P=It looks like the round is about to start.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_02,P=The round is underway.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_03,P=Another round kicking off.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_04,P=Here we go with another round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_05,P=That's the start of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_Countdown_01,P=Countdown's going. 5, 4, 3, 2, 1. and the team's are away.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_Countdown_02,P=Here's the countdown, 5, 4, 3, 2, 1. and the round has begun.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Waiting_Room_Cleansing_01,P=With round off to a strong start, the ready room is sterilized.
DXSH_MCCV_INDI_SM_Marine_30_Seconds_Left_01,P=We're running out of time. Let's bring it home.
DXSH_MCCV_INDI_SM_Marine_30_Seconds_Left_02,P=Clock's ticking down, it's now or never.
DXSH_MCCV_INDI_SM_Marine_Encouragement_01,P=Keep up the good work, Marine.
DXSH_MCCV_INDI_SM_Marine_Encouragement_02,P=That's what I like to see.
DXSH_MCCV_INDI_SM_Marine_Encouragement_03,P=Remember your training.
DXSH_MCCV_INDI_SM_Marine_Encouragement_04,P=Maintain focus.
DXSH_MCCV_INDI_SM_Marine_First_Blood_01,P=Quick and clean. You do the corps proud.
DXSH_MCCV_INDI_SM_Marine_First_Blood_02,P=No better way to show we mean business.
DXSH_MCCV_INDI_SM_Marine_First_Blood_03,P=Strike first, strike hard.
DXSH_MCCV_INDI_SM_Marine_Gain_Player_01,P=Looks like we got ourselves a new recruit.
DXSH_MCCV_INDI_SM_Marine_Gain_Player_02,P=Got a new Marine joining our ranks.
DXSH_MCCV_INDI_SM_Marine_Game_Objective_Briefing_01,P=Listen up, we got hostiles inside. This is elimination, we don't go home until they're put down.
DXSH_MCCV_INDI_SM_Marine_Game_Objective_Briefing_02,P=We need this area cleared of all combatants. Terminate every last one of these outlaws with extreme prejudice.
DXSH_MCCV_INDI_SM_Marine_Good_Kill_01,P=That's a kill.
DXSH_MCCV_INDI_SM_Marine_Good_Kill_05,P=Hostile down.
DXSH_MCCV_INDI_SM_Marine_Good_Kill_06,P=Smoked 'em.
DXSH_MCCV_INDI_SM_Marine_Greetings_01,P=All right, Marines, fall in.
DXSH_MCCV_INDI_SM_Marine_Greetings_02,P=Let's get down to business, shall we?
DXSH_MCCV_INDI_SM_Marine_Greetings_03,P=Welcome to the mission, Marines.
DXSH_MCCV_INDI_SM_Marine_Grenade_Kill_01,P=Fragged 'em.
DXSH_MCCV_INDI_SM_Marine_Grenade_Kill_02,P=Target down.
DXSH_MCCV_INDI_SM_Marine_Grenade_Warning_02,P=Grenade inbound!
DXSH_MCCV_INDI_SM_Marine_Grenade_Warning_03,P=Lookout!
DXSH_MCCV_INDI_SM_Marine_Halftime_01,P=We've been assigned a different infilitration point. Let's use it to our advantage.
DXSH_MCCV_INDI_SM_Marine_Halftime_02,P=Time to change tactics. We're moving to a different infiltration point.
DXSH_MCCV_INDI_SM_Marine_Kill_Assist_01,P=Nothing more lethal than teamwork.
DXSH_MCCV_INDI_SM_Marine_Kill_Assist_02,P=This squad's running like a well-oiled machine.
DXSH_MCCV_INDI_SM_Marine_Kill_Assist_03,P=Good looking out for your squadmate.
DXSH_MCCV_INDI_SM_Marine_Killing_Spree_01,P=You're like an unstoppable battalion of one.
DXSH_MCCV_INDI_SM_Marine_Killing_Spree_02,P=Multiple targets down. Fine work, marine.
DXSH_MCCV_INDI_SM_Marine_Killing_Spree_03,P=You are a damn efficient killing machine if I've ever seen one.
DXSH_MCCV_INDI_SM_Marine_Last_Player_Alive_01,P=You're all that's left, Marine. Everyone's counting on you now.
DXSH_MCCV_INDI_SM_Marine_Last_Player_Alive_02,P=You're the last Marine standing. Make their sacrifice mean something.
DXSH_MCCV_INDI_SM_Marine_Loadout_Confirmation_01,P=Got your gear? Head to the readyline.
DXSH_MCCV_INDI_SM_Marine_Loadout_Confirmation_02,P=Good choice. Get ready to roll out.
DXSH_MCCV_INDI_SM_Marine_Loadout_Selection_01,P=Your gear's your life. Think hard on what you're gonna bring into battle.
DXSH_MCCV_INDI_SM_Marine_Loadout_Selection_02,P=You gonna bring the pain? Help your squad? Strike a balance? Pickin' a loadout's all about strategy.
DXSH_MCCV_INDI_SM_Marine_Loadout_Selection_03,P=Choose your equipment carefully. If you bring it, plan to use it.
DXSH_MCCV_INDI_SM_Marine_Lose_Player_01,P=One of your squadmates went off-grid.
DXSH_MCCV_INDI_SM_Marine_Lose_Player_02,P=Orders came in. One of your squadmate's been reassigned.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_01,P=I call that mission a complete failure. I think you're better than that, I think you know that too.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_02,P=You all tried your best, and this time it wasn't good enough. But there's a lesson to be learned in that. Make sure that you learn it.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_03,P=We lost today. No getting around that. The important part is what comes next. Are you going to carry defeat with you, or are you going to rise above it?
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_04,P=I am dissapointed in all of you. You let the UEE and the Marines down. Not just cause those outlaws got the better of us, but because I know you can do better. It's up to you to prove me right.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_05,P=Those outlaws made a mockery of us today. That doesn't sit well with me, and sure as heck hope it doesn't sit well with you either. Remember that feeling next time you go to battle and use it.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_01,P=Let me be the first to say well done. You went in with a job to do, and you sure as heck did it.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_02,P=I've been at this awhile and... well, that was a sight to see. Congrats. First drink's on me tonight.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_03,P=This operation wasn't just a success, it was a thing of beauty. Each and every one of you poured your blood and sweat into it, and let me tell you, that means something. I'm proud of you.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_04,P=Mission accomplished. But that's just what Marines do, isn't it? Pack it up, and let's go home.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_05,P=That was some fine work you did out there today, and thanks to you, those outlaws won't be a problem anymore. All of you should feel proud of yourselves.
DXSH_MCCV_INDI_SM_Marine_Match_Start_01,P=Ready up, op is a go.
DXSH_MCCV_INDI_SM_Marine_Match_Start_02,P=Weapons free. Let's do this.
DXSH_MCCV_INDI_SM_Marine_Match_Start_Countdown_01,P=Breach in 5, 4, 3, 2, 1. Go, go, go!
DXSH_MCCV_INDI_SM_Marine_Match_Start_Countdown_02,P=Op starts in 5, 4, 3, 2, 1. We are go!
DXSH_MCCV_INDI_SM_Marine_Match_Start_Countdown_03,P=Going in 5, 4, 3, 2, 1. Go!
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_01,P=Somebody ain't afraid to get their hands dirty.
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_02,P=Old School, I like it.
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_03,P=Some impressive wet work, Marine.
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_04,P=Nothing wrong with getting up close and personal.
DXSH_MCCV_INDI_SM_Marine_Multi_Kill_01,P=There we go. Who's got time to kill 'em one by one.
DXSH_MCCV_INDI_SM_Marine_Multi_Kill_02,P=Damn. How many was that?
DXSH_MCCV_INDI_SM_Marine_Multi_Kill_03,P=That'll teach them not to bunch together.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_01,P=Marine down and in need of medical.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_02,P=We've got an injured Marine in need of help.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_03,P=Need a medpack, lifesign's critical.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_04,P=Marine down. Marine down.
DXSH_MCCV_INDI_SM_Marine_One_Enemy_Left_01,P=Only one hostile left. End it.
DXSH_MCCV_INDI_SM_Marine_One_Enemy_Left_02,P=We're down to the last target. Take 'em out.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_01,P=No way we let things stand at that. Let's get back out there.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_02,P=They hit us hard, but we got to go back and hit them harder.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_03,P=I ain't gonna surgar coat it, that was a mess. Learn from it. Don't let it happen again.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_04,P=We may've lost the battle, but we sure as hell can still win this war.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_05,P=We lost control of the situation. That can't happen. Next time, we need to focus, and we need to work together.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_Shutout_01,P=That was a complete bloodbath of epic proportions. Consider me dissapointed.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_Shutout_02,P=They completely dismantled our operation six ways from Sunday. We need to be better than that.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_Shutout_03,P=What the hell did I just witness? That went about as wrong as wrong can go.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_01,P=We got them that time, but stay focused. This ain't over yet.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_02,P=And that is how you stop a threat dead in it's tracks. Well done.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_03,P=Mark one in the Win column.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_04,P=That was one heck of a fight, but don't get cocky. There's plenty more work to do..
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_05,P=We put them in their place for now, but that's not going to stop them for long. Just another day on the job. Let's do it again.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_Shutout_01,P=In and out, and not a single Marine down. Couldn't ask for a better op.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_Shutout_02,P=That was near flawlass work, and you all deserve accomendations, but that comes later. Now we need to stay focus, It only takes one lucky shot to change everything.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_Shutout_03,P=All that training really paid off. You put down those outlaws before they even had a chance to know what hit them.
DXSH_MCCV_INDI_SM_Marine_Round_Start_01,P=You waitin' for an invitation?!? Get out there!
DXSH_MCCV_INDI_SM_Marine_Round_Start_02,P=Move out!
DXSH_MCCV_INDI_SM_Marine_Round_Start_03,P=Go! Go! Go!
DXSH_MCCV_INDI_SM_Marine_Round_Start_04,P=We are go!
DXSH_MCCV_INDI_SM_Marine_Round_Start_05,P=Roll out.
DXSH_MCCV_INDI_SM_Marine_Round_Start_Countdown_01,P=Here we go. 5, 4, 3, 2, 1. Move out!
DXSH_MCCV_INDI_SM_Marine_Round_Start_Countdown_02,P=On my mark, 5, 4, 3, 2, 1, Go!
DXSH_MCCV_INDI_SM_Outlaw_30_Seconds_Left_01,P=Time's clickin' out. Step it up.
DXSH_MCCV_INDI_SM_Outlaw_30_Seconds_Left_02,P=Stomp them skags. We're running out of time.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_01,P=Don't punk out now.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_02,P=Take a breath. You got this.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_03,P=It's us or them. Remember that.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_04,P=You really gonna let some Marines stomp us like that?
DXSH_MCCV_INDI_SM_Outlaw_First_Blood_01,P=Way to send a message.
DXSH_MCCV_INDI_SM_Outlaw_First_Blood_02,P=Hit hard and fast, that's what I like to see.
DXSH_MCCV_INDI_SM_Outlaw_First_Blood_03,P=Bet they weren't expecting that.
DXSH_MCCV_INDI_SM_Outlaw_Gain_Player_01,P=Looks like someone finally woke up.
DXSH_MCCV_INDI_SM_Outlaw_Gain_Player_02,P=Got some new blood on the team.
DXSH_MCCV_INDI_SM_Outlaw_Game_Objective_Briefing_01,P=Alright, scumbags, listen up. We got rats in the clubhouse and I need them dead. Every single one.
DXSH_MCCV_INDI_SM_Outlaw_Game_Objective_Briefing_02,P=Here's the roll, we got a Marine team breaching. It's you or them.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_01,P=Got 'em.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_02,P=Tag, you dead.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_04,P=Bye, bye.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_05,P=That was fun to watch.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_06,P=They won't be gettin' up anytime soon.
DXSH_MCCV_INDI_SM_Outlaw_Greetings_01,P=Hey, shut up for a second.
DXSH_MCCV_INDI_SM_Outlaw_Greetings_02,P=Who's ready to have a little fun?
DXSH_MCCV_INDI_SM_Outlaw_Greetings_03,P=Everyone here? Good.
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Kill_01,P=Got 'em
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Kill_02,P=Nice toss.
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Warning_01,P=Frag! Frag!
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Warning_02,P=Grenade!
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Warning_03,P=Run, idiot!
DXSH_MCCV_INDI_SM_Outlaw_Halftime_01,P=We're gonna hit them from a different angle. Get ready.
DXSH_MCCV_INDI_SM_Outlaw_Halftime_02,P=Time to mix it up. Let's go at 'em from the other side.
DXSH_MCCV_INDI_SM_Outlaw_Kill_Assist_01,P=Someone totally nicked your kill.
DXSH_MCCV_INDI_SM_Outlaw_Kill_Assist_02,P=Clippin' 'em ain't the same as finishing 'em, but it's all the same to me.
DXSH_MCCV_INDI_SM_Outlaw_Kill_Assist_03,P=Seems like you couldn't get the job done yourself.
DXSH_MCCV_INDI_SM_Outlaw_Killing_Spree_01,P=That's some bloodlust right there.
DXSH_MCCV_INDI_SM_Outlaw_Killing_Spree_02,P=Ravenous. I like that.
DXSH_MCCV_INDI_SM_Outlaw_Killing_Spree_03,P=Don't stop 'til your heart stops beating.
DXSH_MCCV_INDI_SM_Outlaw_Last_Player_Alive_01,P=Take a sec. Breathe. It's you or nothin'.
DXSH_MCCV_INDI_SM_Outlaw_Last_Player_Alive_02,P=Time to hero up.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Confirmation_01,P=You set? Let's do this.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Confirmation_02,P=Sorted? Good, then rack up.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Selection_01,P=Arm up and get set, people. We got some killin' to do.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Selection_02,P=Grab what you want, we'll sort it later.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Selection_03,P=These are UEE Marines, so pick your load-out carefully.
DXSH_MCCV_INDI_SM_Outlaw_Lose_Player_01,P=Hold on. That son of a bitch skeeved out.
DXSH_MCCV_INDI_SM_Outlaw_Lose_Player_02,P=Wait a second. I lost one of our team.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_01,P=You're lucky they killed you because I wanna do so much worse.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_02,P=(off-mic) I ain't goin' back! (exchange of gunfire)
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_03,P=Go, go, go let's get outta here.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_04,P=I set us up, make a perfect plan, and you just had to go and mess it up didn't you?
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_05,P=Well we got beat, but then again, they're Marines and we're, well, we're us, so its not too big of surprise really.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_01,P=That'll teach 'em to try and roust us.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_02,P=Scav the bodies. You earned it. Make sure you vent 'em when you're done.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_03,P=Fine job, my wonderful scumbags. Those UEE pukes didn't know what hit 'em.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_04,P=And that is why we are still here. Who's drinking?
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_05,P=Trouncing those Marines felt a billion times better than I thought it would. I say this calls for celebration.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_01,P=Alright everyone, let's get this done.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_02,P=Ghost 'em.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_Countdown_01,P=5, 4, 3, 2, 1. Here they come.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_Countdown_02,P=We're going in 5, 4, 3, 2, 1.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_Countdown_03,P=Give 'em hell in 5, 4, 3, 2, 1.
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_01,P=Ain't nothing like it, right?
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_02,P=Drop 'em.
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_03,P=Good night.
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_04,P=Who needs a gun, right?
DXSH_MCCV_INDI_SM_Outlaw_Multi_Kill_01,P=That'll hurt their chances.
DXSH_MCCV_INDI_SM_Outlaw_Multi_Kill_02,P=It's nice when they clump together like that, right?
DXSH_MCCV_INDI_SM_Outlaw_Multi_Kill_03,P=Just mowin' 'em down aint't ya.
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_01,P=One of your people needs some meds.
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_02,P=Dose 'em and get 'em back on their feet.
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_03,P=Another one down? Really?
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_04,P=Will somebody help 'em already?
DXSH_MCCV_INDI_SM_Outlaw_One_Enemy_Left_01,P=There's one left. Hunt them down.
DXSH_MCCV_INDI_SM_Outlaw_One_Enemy_Left_02,P=Almost there. Finish them off.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_01,P=What the hell? You gotta do better than that.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_02,P=Fine. They got lucky this time. Load up and hit 'em again.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_03,P=Alright, okay... no, we still got this.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_04,P=You wanna let those fascist punks walk all over you. Get mad!
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_05,P=I'm paying you for better. Deliver.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_Shutout_01,P=Jesus, people, I just... I don't even know...
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_Shutout_02,P=These are Marines. Did you think this was going to be easy? You better rack your game up or I'll rack your brain with a pipe.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_Shutout_03,P=Another show like that and I'm gonna get out of here.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_01,P=There we go. One down.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_02,P=Hell yeah, people. That's what I like to see.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_03,P=This is our station!
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_04,P=You're getting private stock tonight. Keep it up.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_05,P=That's one for us.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_Shutout_01,P=<laughing> that... <laughing> That was amazing.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_Shutout_02,P=That. That. Just keep doing that.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_Shutout_03,P=There you go, the Empire's finest laid to waste.
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_01,P=Go get 'em.
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_02,P=It's all up to you. Kill 'em or die trying.
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_03,P=Get out there!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_04,P=Go, go!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_05,P=What are you waiting for? Go!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_Countdown_01,P=Going again in 5, 4, 3, 2, 1. Go!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_Countdown_02,P=Mags and frags up in 5, 4, 3, 2, 1.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_1,P=With the Aeros' win that round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_2,P=A decisive round victory for the Aeros as they show what skill and teamwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_3,P=As the Aeros claims the win for that round, they've got to be feeling better about the outlook for this match. Here's hoping that Jata can pull back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_4,P=Jata falls as the Aeros clinch the round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_5,P=Aeros take this one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_1,P=The carrier is taken out with a stun.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_2,P=With the carrier is stunned you got to ask where their team was on that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_3,P=You get that ball and it is basically like painting a big target on yourself.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_4,P=The carrier went for the opening, but wound up with a face full of stun.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_5,P=Yeah, that press is going nowhere with the carrier locked.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_1,P=Slater Vonn used to say use the electric field like it's another teammate.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_2,P=I once saw Soren Redmond score a goal off a field bounce like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_3,P=Using the field like it was intended!
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_4,P=I like a player who uses the whole arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_5_Angeli,P=Angeli's_Jata's going for better ball positioning with a bounce off the field.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_5_Jata,P=Angeli's_Jata's going for better ball positioning with a bounce off the field.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_1,P=Look out. Gotta watch your passways.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_2,P=Don't control your passes and you're going to lose the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_3,P=Right place, right time for the interception.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_4_Angeli,P=A clean snatch. [Jata_Angeli] will be kicking themselves over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_4_Jata,P=A clean snatch. [Jata_Angeli] will be kicking themselves over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_5,P=Beautiful interception.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_1,P=Moving the ball physically instead of using your Kagi can be a great way to defend yourself while in possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_1_Alt,P=Moving the ball physically instead of using your Kagi can be a great way to defend yourself while in possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_2,P=Looks like the ball may have gotten a little away from them there.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_3,P=You got to control that ball by AMP. Any means possible.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_4,P=Going old school, and physically moving that ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_5_Angeli,P=Angeli _ Jata move in and knock the ball back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_5_Jata,P=Angeli _ Jata move in and knock the ball back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_1_Angeli,P=Angeli_Jata has the ball in range of the goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_1_Jata,P=Angeli_Jata has the ball in range of the goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_2,P=The goal is close. How they choose to score is the big question.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_3,P=We're nearing the end of a scoring drive, with the goal in sight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_4,P=I'm seeing the ball very near that goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_5_Angeli,P=Clever play by Angeli_Jata has put their ball in the right place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_5_Jata,P=Clever play by Angeli_Jata has put their ball in the right place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_1,P=It's important to keep that ball moving.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_2,P=Nice pass.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_3,P=Right in the pocket, pass complete.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_4,P=Showing zero fear with that pass.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_5_Angeli,P=A solid throw bypasses the Jata _ Angeli defense.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_5_Jata,P=A solid throw bypasses the Jata _ Angeli defense.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_1,P=CV: Tonight's match pits the Angeli Aeros against Jata ZGCC so it should be a good one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_2A,P=CV: And I'm Cara Vaughn.\n\n
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_2B,P=CV: With the Angeli Aeros and the Jata ZGCC warring it out in the sphere it is shaping up to be one to remember.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_3,P=CV: Cara Vaughn here with Max Seligmann. You are joining us for what looks to be a Sataball match that you do not want to miss.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_4,P=CV: Good to be here, Max. Today's match is one heck of a showdown as the Jata ZGCC look to take down the Angeli Aeros. There has been a lot of speculation flying as who will take it, but I think to say that whichever way it goes, it's going to be fun to watch.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Sample_01,P=CV: Quite a battle going on here.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Sign_Off_1,P=CV: And I'm Cara Vaughn.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Sign_Off_2,P=CV: It's been my pleasure, Max.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Team_A_B_Needs_To_Turn_It_Around_2,P=CV: Get back to basics. Execute plays based on the team your facing tonight, not the one you planned to face.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_1,P=Defense showing some strength.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_2,P=Nice shot.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_3_Angeli,P=Jata _ Angeli really trying to hold the line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_3_Jata,P=Jata _ Angeli really trying to hold the line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_4_Angeli,P=If I was out there I'd be doing just what the Jata _ Angeli are doing. Maintaining the goal with a judicious application of gunwork.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_4_Jata,P=If I was out there I'd be doing just what the Jata _ Angeli are doing. Maintaining the goal with a judicious application of gunwork.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_5_Angeli,P=Jata _ Angeli standing firm in the face of that press.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_5_Jata,P=Jata _ Angeli standing firm in the face of that press.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_1_Angeli,P=A smart play gains Angeli_Jata possession.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_1_Jata,P=A smart play gains Angeli_Jata possession.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_2_Angeli,P=Angeli_Jata takes possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_2_Jata,P=Angeli_Jata takes possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_3_Angeli,P=Moving just a little bit quicker, the ball finds its way into Angeli_Jata hands.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_3_Jata,P=Moving just a little bit quicker, the ball finds its way into Angeli_Jata hands.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_4_Angeli,P=I'm impressed with Angeli_Jata's offense for taking possession so definitively.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_4_Jata,P=I'm impressed with Angeli_Jata's offense for taking possession so definitively.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_5_Angeli,P=We're gonna have a change of possession here. Yep, it's Angeli_Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_5_Jata,P=We're gonna have a change of possession here. Yep, it's Angeli_Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_1,P=Gates are open!
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_2,P=I know this feeling well. As those gates open, your heart is beating a million times a minute.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_3,P=Gates open and both teams take the field.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_4,P=Taking the field can be intimidating, but you need to remember your battleplan, watch where your opponents are positioning themselves.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_5,P=Gates are open and here comes the action.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_1,P=With the gates starting to close, anyone who hasn't left could be looking at a penalty.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_2,P=I'm a little surprised to see that there are some players who have not yet left the gate as it begins to close.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_3,P=I see the gates closing which means things are going to heat up.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_4,P=And the gates are shutting. Let's do this.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_1,P=Coming in hot...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_2_Angeli,P=Angeli_Jata looking to score...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_2_Jata,P=Angeli_Jata looking to score...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_3,P=Attempting a goal and...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_4,P=Lining up the shot...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_5,P=This is it...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_1,P=Afte a block like that, the shooter has got to be fighting back tears.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_2_Angeli,P=Blocked! Jata _ Angeli really stepping up when it counts.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_2_Jata,P=Blocked! Jata _ Angeli really stepping up when it counts.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_3,P=Smacked back hard.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_4_Angeli,P=Denied! Jata _ Angeli are teaching a master class in defense here today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_4_Jata,P=Denied! Jata _ Angeli are teaching a master class in defense here today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_5_Angeli,P=No goal! Angeli _ Jata have to be hurting over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_5_Jata,P=No goal! Angeli _ Jata have to be hurting over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_1,P=Another disappointment!
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_2,P=No goal! The score'll stay where it is.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_3,P=No good - it's wide!
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_4,P=Nope, couldn't pull off the goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_5,P=A solid attempt, but just not enough to score.
DXSH_MCCV_INDI_SM_Sataball_Cara_Hattrick_1,P=I hope you all appreciate the difficulty of what you just saw. Three goals. Color me impressed.
DXSH_MCCV_INDI_SM_Sataball_Cara_Hattrick_2,P=And that's three goals. That right there is something that every player longs to have in their stats.
DXSH_MCCV_INDI_SM_Sataball_Cara_Hattrick_3,P=That was goal number three. An incredible feat for any Sataball player.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_1,P=Right to the head.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_2,P=This is why it is so important to keep your head protected. Those extra seconds add up.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_3,P=An ugly headshot takes that player out.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_4,P=It's harder shot, but if you can get the head it is worth it.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_5,P=A headshot like that is a spirit breaker.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_1,P=This is Cara Vaughn and Max Seligmann coming at you from Astro Arena where we've got one hell of a game of Sataball shaping up. Angeli Aeros versus the Jata ZGCC. The statheads say its going to be close. I say it's going to come down to who wants it more.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_2,P=Welcome to Astro Arena, home of eight consecutive SataBall Championships, and the backdrop for today's exciting matchup between Jata ZGCC and the Angeli Aeros. I'm Cara Vaughn here with Max Seligmann to give you all the play by plays and blow by blows of today's match.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_3,P=Well you have tuned in for the right match, as the Angeli Aeros and Jata ZGCC face off in what is sure to be one hell of a Sataball match. I'm Cara Vaughn high above Astro Arena. Joining me is Max Seligmann and we are moments away from the start of today's action.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_4,P=Thanks for joing us here at Astro Arena. To my right is announcer extraordinaire Max Seligmann, and I'm Cara Vaughn. I have just gotten word that the teams are in place, which means that in just moments the Angeli Aeros and the Jata ZGCC will go head to head for what may turn out to be one of the most exciting Sataball matches this season.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_5,P=It is time again for another fantastic Sataball match up between the Jata ZGCC and the Angeli Aeros. This really could be anyone's game today here at the one and only Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_1,P=Despite some impressive moves from the Aeros, Jata ZGCC takes the round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_2,P=A solid win that round for Jata, let's see if they can maintain the momentum as they head into the next.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_3,P=With Jata's win this round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_4,P=Jata managed to overcome the Aeros this round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_5,P=A decisive win for Jata that round as they show what skill and hardwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Loadout_Selection_1,P=When it comes to choosing gear, to me it always comes down to two things, improving your strengths or compensating for your weaknesses.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_1,P=Distance and accuracy. A dangerous combination in a passer.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_2,P=A lot of teams try to keep their passing game short, I'm a firm believer in spreading out your office and going for those long passes.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_3,P=A risky long throw that pays off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_4,P=Great effort in moving that ball as far up the field as possible.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_5,P=Taken full advantage of the zero g to hurl the ball across the arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_1,P=So we come to the end and the Angeli Aeros have emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_2,P=As the Aeros claim victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_3,P=Despite a hearty fight from Jata, the Aeros take the match, marking a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_4,P=Now that is what I call Sataball! Job well done to the Angeli Aeros for a well-earned victory.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_5,P=An incredible victory here today for the Aeros at Astro Arena. Hope you all will join us again soon.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_1,P=So we come to the end and Jata has emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_2,P=As Jata Club claims victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_3,P=An exciting blue team victory marks a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_4,P=Now that is what I call Sataball! Job well done to Jata ZGCC for a victory well earned.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_5,P=That's it. The match is over with Jata ZGCC defeating the Angeli Aeros.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_1,P=That might be the decisive moment in this match.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_2,P=A great lesson in what not to do, right there.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_3_Angeli,P=[Jata_Angeli] cannot affort to make errors like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_3_Jata,P=[Jata_Angeli] cannot affort to make errors like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_4,P=Rookie mistake.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_5,P=Important thing when you slip is to put it out of your mind and get back in the game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_1,P=You got to admire skill like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_2,P=That's pro right there.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_3,P=That's the kind of play that wins games!
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_4,P=This is what you like to see, a player really getting in there and getting things done.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_5,P=It's those kind of plays that can follow you throughout your career.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_1,P=It's precise shooting like that that makes or breaks games.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_2,P=You got to take out those defenders.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_3_Angeli,P=They are just cutting a path through the [Jata_Aeros'] line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_3_Jata,P=They are just cutting a path through the [Jata_Aeros'] line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_4,P=Good, clean shot.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_5,P=It takes a lot of practice or a lot of luck to shoot like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_1,P=What a devastating turn of events.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_2,P=Pathetic. My first coach would cut anyone who screwed up that bad.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_3,P=(sighs heavily)
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_4,P=This is how good teams lose: by beating themselves.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_5,P=How mortifying. Basic orientation is a skill every player requires.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_1,P=The rivalry between Angeli and Jata has definitely cooled since I was playing, but you still have fans that keep it alive.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_2,P=I really don't know what Jata Club is going to do when Tio Stockton retires at the end of this season, he has completely reinvigorated this team with his managing style.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_3,P=Some have called the Aeros' constant roster rotations as a sign of indecision, but this early in the season, I think they're just testing player combinations, looking for that golden team.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_4,P=I have to say, I'm really excited for this upcoming season of Sataball. I feel like we're going to get a lot of new, exciting players who are just hungry to play the game. That kind of passion and intensity always translates over to the fans watching.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_1,P=So many goals without a substantial response from the opposition.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_2_Angeli,P=[Angeli_Jata] have completely dismantled their opponents as they continue to keep the goals coming.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_2_Jata,P=[Angeli_Jata] have completely dismantled their opponents as they continue to keep the goals coming.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_3,P=What we're seeing now is exactly why you should fear a truly motivated team.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_4_Angeli,P=With yet another goal, [the Aeros continue_Jata continues] to maintain the pressure.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_4_Jata,P=With yet another goal, [the Aeros continue_Jata continues] to maintain the pressure.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_5_Angeli,P=As Angeli _ Jata puts up another point, it goes to show that with a proper offensive strategy the goals will come.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_5_Jata,P=As Angeli _ Jata puts up another point, it goes to show that with a proper offensive strategy the goals will come.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sign_Off_2,P=This is Cara Vaughn and Max Seligmann signing off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_1,P=I can tell you. It is a tough spot to be in, waiting for that stun to burn out.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_2,P=That player is stunned out. Let's hope they can get that time back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_3,P=A strategic stun. We might start seeing some movement here.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_4,P=When your suit locks up like that, its important to use that time to think strategy.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_5,P=Nothing more frustrating than getting stunned on a play like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_1_Angeli,P=[Jata_Angeli] is about to close the book on this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_1_Jata,P=[Jata_Angeli] is about to close the book on this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_2_Angeli,P=With each passing second, a win is looking more and more certain for Jata _ Angeli.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_2_Jata,P=With each passing second, a win is looking more and more certain for Jata _ Angeli.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_3_Angeli,P=Victory is within their grasp, can Angeli _ Jata claim it?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_3_Jata,P=Victory is within their grasp, can Angeli _ Jata claim it?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_4_Angeli,P=With [Angeli_Jata] so close to victory, is that going to invigorate their opponents?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_4_Jata,P=With [Angeli_Jata] so close to victory, is that going to invigorate their opponents?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_5,P=I'll tell you, Max. Those players on both sides have to know that every single shot and move could be the one that seals this game up.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_1_Angeli,P=[Jata_Angeli] isn't taking it lying down - they're coming back to give [Angeli_Jata] a real match!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_1_Jata,P=[Jata_Angeli] isn't taking it lying down - they're coming back to give [Angeli_Jata] a real match!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_2_Angeli,P=[Jata_Angeli] is rising from the ashes of certain defeat!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_2_Jata,P=[Jata_Angeli] is rising from the ashes of certain defeat!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_3_Angeli,P=Apparently [Jata_Angeli] has finally decided to show this crowd what they've got!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_3_Jata,P=Apparently [Jata_Angeli] has finally decided to show this crowd what they've got!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_4,P=Looks like this is still anyone's game!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_5,P=We have a real battle here.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_1_Angeli,P=Everything [Angeli's_Jata's] doing is working tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_1_Jata,P=Everything [Angeli's_Jata's] doing is working tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_2,P=What you're seeing here is simply a breakdown of fundamental mechanics.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_3,P=This is a total rout. I don't see this turning around.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_4_Angeli,P=[Jata_The Aeros] just haven't been able to put together any kind of resistance this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_4_Jata,P=[Jata_The Aeros] just haven't been able to put together any kind of resistance this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_5,P=While these teams are usually evenly matched, that is certainly not the case today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_1_Angeli,P=This game is 90% mental. If the Aeros can't get their head in the game, they'll never turn it around.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_1_Jata,P=This game is 90% mental. If the Aeros can't get their head in the game, they'll never turn it around.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_2,P=Sometimes a team needs to admit that their initial strategy isn't working and adopt a new one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_3_Angeli,P=[Angeli_Jata] need to get angry, get focused, something to snap them out of this skid.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_3_Jata,P=[Angeli_Jata] need to get angry, get focused, something to snap them out of this skid.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_4,P=This is where you really get a sense of the character of the team, how do they turn the tables when victory is getting further away?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_Shutout_1,P=The Astros completely owned this game. They seemed to shut down Jata at every opportunity.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_Shutout_2,P=Sometimes there are days where everything works and then there are days like today. Jata fell in the latter.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_Shutout_3,P=The Angeli Aeros absolutely dominated the team from Jata that round. Managing to wipe them out without suffering a single loss.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_1,P=That's a point. It is clear that the Aeros came here to play.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_2,P=With that goal, you have to admire the Angeli for being able to pull the trigger when it counts.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_3,P=That is how you do it. Jata players take note. The Aeros just showed you how it's done.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_4,P=I think that goal was Aero's response to those who said they couldn't make it this far.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_5,P=And it's in the goal! Angeli's got to be riding high after pulling that play off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_B_Shutout_1,P=Jata was really firing on all cylinders in this match. The Aeros could not shut them down.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_B_Shutout_2,P=With barely a scratch on them, Jata ZGCC completely shuts out the competition that round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_B_Shutout_3,P=The Aeros close out that round without a single point and their fans have got to be disappointed.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_1,P=And it's good. Jata showing some inspired athleticism on the field today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_2,P=That'll do. A point for Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_3,P=Jata takes it to the goal with style.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_4,P=Goal! Jata has really pulled it together and all that training is really paying off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_5,P=That goal could be a game changer for Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_1,P=These are the moments that you live for as a player and a fan, where a team seems to anticipate each other on a subconscious, almost psychic level.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_2,P=That's what I love, when a team is really in sync, it makes their opponents look hopelessly outclassed.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_3,P=Some fantastic handling going on, let's see if they can turn it into points.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_4_Angeli,P=[Jata_the Aeros] have been putting in the hours to train for this match, it's really starting to show.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_4_Jata,P=[Jata_the Aeros] have been putting in the hours to train for this match, it's really starting to show.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_5,P=Effortless coordination here. It's incredible.
DXSH_MCCV_INDI_SM_Sataball_Cara_Time_Running_Out_1,P=That decreasing clock can be a real motivator. Let's see if it's a factor tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Time_Running_Out_2,P=Some players thrive in a time crisis. Let's see if any are playing tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_1,P=Ball turns over. Not a good time to lose possesion.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_2_Angeli,P=Angeli _ Jata has got the ball back. Let's see if they can make something happen.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_2_Jata,P=Angeli _ Jata has got the ball back. Let's see if they can make something happen.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_3,P=Talk about stepping up. Angeli _ Jata takes the ball back like they own the place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_3_Jata,P=Talk about stepping up. Angeli _ Jata takes the ball back like they own the place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_4,P=Turnovers like that can cost you the game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_5,P=The great teams don't let turnovers like that slow them down.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_1,P=A tough loss on that one, let's see if Jata can do better in the next round.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_2,P=The round ends in defeat for Jata ZGCC. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_3,P=With the loss of their last combatant, Jata is handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_4,P=After suffering a defeat that last round, Jata Club will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_5,P=Despite some impressive moves from Jata, the Aeros manage to take the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_1,P=These player's have got to be appreciating the recently renovated features here at the arena. New owners AstroArmada have really done wonders updating the facilities to 30th century standards.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_2,P=Astro Arena used to accomodate live audience viewing boxes just beyond the outer zone of the sphere, but the Banu fans proved to be too disruptive to the game.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_3,P=Personally I will miss the old barriers, I will not, however, miss the old broadcast booth.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_4,P=Astro Arena is also proud to host professional gravity tunnel racing during the off-season. Something to check out!
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_5,P=You may notice something different when you look at the arena today: more than a fresh coat of paint, we're looking at state-of-the-art technology and a completely updated field of play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_1,P=With that decisive shot, the carrier is halted in their tracks.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_2,P=A devastating strike as the carrier's locked.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_3,P=Right as they had something going the carrier is mercilessly taken out.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_4,P=Looks like the ball carrier... yes, yes, he's stunned out.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_5,P=The offense is put on hold as the ball carrier's stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_1,P=And we got a bounce...
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_1_Alt,P=And we got a bounce...
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_2,P=Looks like the field's going to be the one to put the ball back into play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_3,P=Nice bounce off the electric field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_4,P=The field can be your friend or foe.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_4_Alt,P=The field can be your friend or foe.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_5_Angeli,P=The ball bounces back from the field and Angeli still has control.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_5_Jata,P=The ball bounces back from the field and Jata still has control.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_1,P=Mercy, what a snag!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_2,P=What a brilliant steal!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_3_Angeli,P=A disappointing interception for Angeli. No telling when they'll see that ball again.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_3_Jata,P=A disappointing interception for Jata. No telling when they'll see that ball again.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_4,P=Like candy from a baby!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_5_Angeli,P=Angeli ganks the ball mid-play. Nice steal.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_5_Jata,P=Jata ganks the ball mid-play. Nice steal.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_1,P=The ball is given a solid push.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_2,P=And the ball is knocked farther down field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_3_Angeli,P=Angeli getting a little bit physical with the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_3_Jata,P=Jata getting a little bit physical with the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_4,P=We have contact!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_5,P=Getting in close, the ball is knocked away.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_1,P=Things are getting tense...
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_2,P=We may be close to a goal here.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_3_Angeli,P=Angeli must be holding their breath. I smell a goal in the next play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_3_Jata,P=Jata must be holding their breath. I smell a goal in the next play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_4,P=Is the defense aware their goal is in danger?
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_5,P=The offense has maneuvered into good position.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_1_Angeli,P=Angeli moving the ball steadily across the field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_1_Jata,P=Jata moving the ball steadily across the field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_2,P=And the ball is passed.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_3,P=A clean throw.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_4,P=A completed pass and the ball changes hands.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_4_Alt,P=A completed pass and the ball changes hands.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_5,P=A respectable catch and the pass is complete.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_1,P=MS: Hello and welcome. This is Max Seligmann coming to you from Astro Arena and have I got some Sataball for you. Joining me is Hall of Famer Cara Vaughn.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_2A,P=MS: Hi, I'm Max Seligmann.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_2B,P=MS: Welcome to Astro Arena for another exciting match of Sataball.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_3,P=MS: That's right, Cara. With talent like the Angeli Aeros and the Jata ZGCC facing off, there is no telling what may happen here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_3_Alt,P=MS: That's right, Cara. With talent like the Angeli Aeros and the Jata ZGCC facing off, there is no telling what may happen here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_4,P=MS: Welcome back to Astro Arena and another exciting Sataball face off. To my left, giving us the real inside look into the mind of the player is hall of famer Cara Vaughn. What do you think of today's match, Cara?
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sample_01,P=MS: Reminds me of a young Eryll Castro, before the booze and the women.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sign_Off_1,P=MS: Join us next time for more Sataball action at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sign_Off_2A,P=MS: That'll bring us to a close here. Thanks for joining me Cara.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sign_Off_2B,P=MS: Join us next time here at Astro Arena for more Sataball action.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Team_A_B_Need_To_Turn_It_Around_2,P=MS: Cara, you've been in this situation before. What advice would you give?
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_1,P=It takes confidence to block like that!
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_2,P=Jata shuts it down with some solid defensive shooting!
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_3,P=Effective defense there. Not pretty, but it got the job done.
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_4,P=Really tight work from the defensive shooters.
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_5_Angeli,P=With some careful aiming, Angeli lay out a tight defense.
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_5_Jata,P=With some careful aiming, Jata lay out a tight defense.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_1_Angeli,P=Angeli has gained possesion.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_1_Jata,P=Jata has gained possesion.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_2,P=The ball is recovered and we're back to business.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_3_Angeli,P=Possession goes to Angeli.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_3_Jata,P=Possession goes to Jata.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_4,P=Just when you think you know what's coming, the ball changes hands.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_5_Angeli,P=And the ball goes to Angeli. The timing couldn't be better for them.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_5_Jata,P=And the ball goes to Jata. The timing couldn't be better for them.
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_1,P=Gates are open!
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_2,P=The gates open and the teams pour onto the field.
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_3,P=Open sesame. Sataball is about to begin!
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_4,P=Here are our two teams, our gladiators of the match.
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_5,P=Gates are open and excitement is high.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_1,P=With the gates closing, those players better get out there.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_2,P=A player is lingering in the Ready Room. With the gates closing, gotta wonder what they're waiting for.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_3,P=The gates are closing and the round is about to kick off.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_4,P=With the closing of the gates the round is about to get underway.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_1,P=And......
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_2_Angeli,P=Angeli takes the shot...
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_2_Jata,P=Jata takes the shot...
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_3,P=They're going for it!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_4,P=Here we go!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_5,P=This could be it...
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_1,P=Deflected!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_2,P=What a block!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_3,P=Did that defender have eight arms? An incredible save.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_4_Angeli,P=Call the Advocacy, my friends. Angeli just got robbed.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_4_Jata,P=Call the Advocacy, my friends. Jata just got robbed.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_5_Angeli,P=Not on my watch, says Angeli.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_5_Jata,P=Not on my watch, says Jata.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_1,P=So close.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_1_Alt,P=So close.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_2,P=Oh! You can feel the disappointment. That should've been a goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_3,P=A waste of a gorgeous shot!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_4,P=Too bad. But that's why the game is so fun to watch.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_5_Angeli,P=No goal for Angeli, but a heroic attempt.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_5_Jata,P=No goal for Jata, but a heroic attempt.
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_1,P=I don't believe what I just saw! That's goal number three!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_1_Alt,P=I don't believe what I just saw! That's goal number three!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_1_Alt2,P=I don't believe what I just saw! That's goal number three!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_2,P=That makes three. What a performance!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_2_Alt,P=That makes three. What a performance!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_2_Alt2,P=That makes three. What a performance!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_3,P=We have the makings of a legend here, folks. Three goals, one match.
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_3_Alt,P=We have the makings of a legend here, folks. Three goals, one match.
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_3_Alt2,P=We have the makings of a legend here, folks. Three goals, one match.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_1,P=A headshot and this player's out.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_2,P=We're seeing some devastating aim as a headshot lands.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_3,P=That is some surgical shooting right there with a direct shot to the head.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_4,P=We have some precision shooters on the field today.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_5,P=Another shot to the dome...
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_5_Alt,P=Another shot to the dome...
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_5_Alt2,P=Another shot to the dome...
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_1,P=Glad you could join us. Max Seligmann here with Cara Vaughn and it's shaping up to be another exciting day here at Astro Arena. Today's match-up pits the Angeli Aeros against Jata ZGCC.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_2,P=Greetings from Astro Arena. And boy, do we have a fight shaping up for you. Jata ZGCC steps up against the Angeli Aeros.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_3,P=Let me be the first to welcome everyone to the Astro Arena sponsored by AstroArmada. I'm your announcer Max Seligmann, and joining me is hall of famer, Cara Vaughn.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_4,P=Hello ladies and gentlemen, I hope you're ready for SataBall because have we got a match for you. Croshaw's Angeli Aeros are squaring off against Jata ZGCC.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_5,P=Thanks all for joining us at Astro Arena for what promises to be an exciting match between the Angeli Aeros and Jata ZGCC.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_1,P=A tough loss on that one, let's see if the Aeros can do better in the next round.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_2,P=The round ends in defeat for the Angeli Aeros. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_3,P=With the loss of their last combatant, the Aeros are handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_4,P=After suffering a defeat that last round, the Aeros will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_5,P=As Jata claims that round, they've got to be feeling better about the outlook for this match. Here's hoping that the Aeros still got some fight in them.
DXSH_MCCV_INDI_SM_Sataball_Max_Loadout_Selection_1,P=Both teams picking their loadouts, this is our first hint at the sort of strategies we'll be seeing in the match to come.
DXSH_MCCV_INDI_SM_Sataball_Max_Loadout_Selection_2,P=With a careful eye, the combatants pick their loadouts.
DXSH_MCCV_INDI_SM_Sataball_Max_Loadout_Selection_3,P=With selections made, we're just moments away.
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_1,P=Going deep!
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_2,P=Incredible. That pass almost went into orbit.
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_3,P=A beautiful long pass and the ball is in good position.
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_4,P=Terrific pass!
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_4_Alt,P=Terrific pass!
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_5,P=Sailing the distance there with a remarkable throw.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_1,P=Jata Club has got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_2,P=Jata tried their best, but this time it just wasn't good enough as the Angeli Aeros claim the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_3,P=After a valiant struggle, Jata ZGCC ultimately falls to the Aeros. Another heart pounding game of Sataball here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_4,P=Sataball comes to an end, as the Angeli Aeros claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_5,P=They fought hard, but in the end Jata ZGCC just couldn't pull it off. That's it for Sataball here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_1,P=The Angeli Aeros have got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_2,P=The Aeros tried their best, but this time it just wasn't good enough as Jata Club take the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_3,P=After a valiant struggle, the Aeros fail to turn it around and lose the match. Another heart pounding game of Sataball here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_4,P=Sataball comes to an end, as Jata Club claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_5,P=They fought hard, but in the end the Aeros just couldn't pull it off. That's it for Sataball here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_1,P=With that, we're on.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_2,P=With that, the match has begun.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_3,P=That's the start of the game.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_4,P=Here we go!
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_5,P=We are underway.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_1,P=A game can be lost on a silly mistake like that.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_2,P=Oh, I'll bet they wish they could take that one back.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_3,P=Nobody's perfect, I suppose.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_4_Angeli,P=Let's see if Angeli can bounce back after a slip like that.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_4_Jata,P=Let's see if Jata can bounce back after a slip like that.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_5,P=A mis-step. Time will tell how critical it will turn out to be.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_1,P=What a play!
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_2,P=Team's got to be feeling good about that.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_3,P=It's moments like these that make me love the game.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_4,P=Combatants are putting on a real show today.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_5,P=That'll be on a highlight vid somewhere.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_1,P=Pushing their way through the defense, let's see what they can do.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_2_Angeli,P=A bold attack as Angeli makes for the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_2_Jata,P=A bold attack as Jata makes for the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_3,P=Some suppressive fire being laid to clear the way for the carrier.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_4_Angeli,P=Angeli making things happen as they stun their way to the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_4_Jata,P=Jata making things happen as they stun their way to the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_5_Angeli,P=Shooting their way forward, Angeli is making a serious effort here.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_5_Jata,P=Shooting their way forward, Jata is making a serious effort here.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_1,P=Oh... that is embarassing.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_2,P=And there's a... what happened?! Oh no, oh no.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_2_Alt,P=And there's a... what happened?! Oh no, oh no.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_3,P=Someone needs to remind that player which team they're on.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_4,P=Let's hope no one gets hurt in the locker room...
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_5,P=Looks like someone forgot which goal was which.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_1,P=And another round comes to a close.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_2,P=The round is over.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_3,P=That's the end of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_4,P=And the round comes to end.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_5,P=That's it. A final hit ends of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_1,P=The round is underway.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_2,P=Another round kicking off.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_3,P=Here we go with another round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_4,P=That's the start of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_5,P=Both sides are feeling the heat. Let's see how they handle it.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_1,P=Interesting fact, thirteen years ago today, Scopey Walsh broke Hannah Forbes' single-game goal record.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_2,P=In other news around Sataball, analysts predict a big announcement from Vega Olympique this week.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_2_Alt,P=In other news around Sataball, analysts predict a big announcement from Vega Olympique this week.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_3,P=Another interesting fact, thirty-eight years ago, Drop Johnson staged, what many call, one of the greatest solo comebacks in SataBall history. With his entire team frozen, ol' Drop secured and carried the ball to win the match.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_4,P=In the aftermath of what is affectionately known among SataBall historians as the Trade of Doom, Felicity Goan played her first game here in Astro Arena, going on to be a six-time MVP.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_1_Angeli,P=Things are really clicking for Angeli as they score another goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_1_Jata,P=Things are really clicking for Jata as they score another goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_2,P=And another GOAL!!!
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_3_Angeli,P=There is no stopping Angeli as they score again.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_3_Jata,P=There is no stopping Jata as they score again.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_4_Angeli,P=That is another goal. Angeli are on quite a run.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_4_Jata,P=That is another goal. Jata are on quite a run.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_5_Angeli,P=Can you taste that? The sweet tang of a win in the air? With another goal scored, I know Angeli can!
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_5_Jata,P=Can you taste that? The sweet tang of a win in the air? With another goal scored, I know Jata can!
DXSH_MCCV_INDI_SM_Sataball_Max_Sign_Off_1,P=That brings today's match to a close. I've been your announcer Max Seligmann with commentator Cara Vaughn. See you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Sign_Off_2,P=With the match over, it means it's time for us to sign off. As always I'm Max Seligmann. See you next time at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_1,P=Today's match of course, proudly sponsored by arena owners AstroArmada. Whem you're looking for a first class ride at a second hand price, make sure to check out all the certified pre-owned crafts at your local AstroArmada dealer.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_2,P=Today's SpecCam is brought to you by Torreele Foodstuffs, makers of vacuum-sealed, vitamin-rich foodstuffs. Torreele: For the distance.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_3,P=We'd like to welcome our newest sponsor, Clark Defense Systems, makers of commercial and military personal armor solutions. Unsurpassed strength and flexibility for today's toughest jobs.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_4,P=Tonight's game being brought to you by CDS' PAB light armor solution for maximum mobility with superior core protection.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_4_Alt,P=Tonight's game being brought to you by CDS' PAB light armor solution for maximum mobility with superior core protection.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_5,P=This break is brought to you by Voyager Direct. One Stop. Unlimited Options.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_1_Angeli,P=And a Angeli player is stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_1_Jata,P=And a Jata player is stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_2,P=That's a stun!
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_2_Alt,P=That's a stun!
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_2_Alt2,P=That's a stun!
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_3_Angeli,P=Angeli could have done without that player being stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_3_Jata,P=Jata could have done without that player being stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_4_Angeli,P=A suit goes rigid and Angeli is down a player for the moment.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_4_Jata,P=A suit goes rigid and Jata is down a player for the moment.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_5,P=Stunned out, and that player will have a little time to think about letting down their team.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_1_Angeli,P=Angeli Aeros inches closer to victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_1_Jata,P=Jata Club inches closer to victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_2_Angeli,P=Angeli are so close to securing that victory. Let's see if they bring it home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_2_Jata,P=Jata are so close to securing that victory. Let's see if they bring it home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_3,P=Looks like this match is close to over.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_4_Angeli,P=We are in the final stretch of this match folks and it is looking like Angeli may just have about locked up.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_4_Jata,P=We are in the final stretch of this match folks and it is looking like Jata may just have about locked up.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_5_Angeli,P=We are on the threshold of an Angeli victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_5_Jata,P=We are on the threshold of an Jata victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_1_Angeli,P=Aeros take the lead! What a shot.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_1_Jata,P=Jata take the lead! What a shot.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_2_Angeli,P=Angeli Aeros turned the table on Jata Club to grab the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_2_Jata,P=Jata turned the table on Angeli Aeros to grab the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_3,P=Looks like we're gonna get a real game after all!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_4_Angeli,P=With that point, The Aeros seize the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_4_Jata,P=With that point, Jata seizes the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_5,P=And BOOM - they're back in this thing!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_1_Angeli,P=Angeli Aeros are just coasting here.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_1_Jata,P=Jata is just coasting here.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_2_Angeli,P=Things are looking pretty grim for the Aero fans hoping for a comeback
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_2_Jata,P=Things are looking pretty grim for the Jata fans hoping for a comeback
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_3_Angeli,P=The Aeros are just dominating Jata in almost every way, especially the most important one: the score.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_3_Jata,P=Jata are just dominating the Aeros in almost every way, especially the most important one: the score.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_4,P=What a massacre this is turning out to be!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_5_Angeli,P=I don't think there's any doubt that the Aeros are ruling the Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_5_Jata,P=I don't think there's any doubt that Jata is ruling the Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_1_Angeli,P=The Angeli Aeros are looking defeat in the face if they don't change their approach.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_1_Jata,P=Jata is looking defeat in the face if they don't change their approach.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_2_Angeli,P=The Aeros are running out of opportunities to turn this around.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_2_Jata,P=Jata are running out of opportunities to turn this around.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_3_Angeli,P=With another round down, the Aeros need to step up or get ready for a long sad ride home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_3_Jata,P=With another round down, Jata needs to step up or get ready for a long sad ride home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_4_Angeli,P=Angeli is perilously close to letting this match slip away.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_4_Jata,P=Jata is perilously close to letting this match slip away.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_Shutout_1,P=I don't know about you, but I would not want to be in the Jata locker room after that performance.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_Shutout_2,P=The Angeli Astros blank Jata in a decisive victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_Shutout_3,P=The Aeros viciously showed Jata just who's in charge here at Astro Arena, as they close out that round with a near flawless win.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_1,P=Aeros score! Aeros score!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_2,P=Angeli Aeros putting up points and making it look easy.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_3,P=HAPPY BIRTHDAY to Angeli! That point was a GIFT!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_4,P=An unbelievable goal by the Aeros!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_5,P=A beauty of a goal as Angeli puts another point on the board.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_B_Shutout_1,P=Jata had a plan and executed. It's just that simple. They made the Aeros look like an amateur team.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_B_Shutout_2,P=Though they had some opportunities, the Aeros simply couldn't convert them into points.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_1,P=Jata scores!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_2,P=And Jata takes it in!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_3,P=Jata, just owning the goal, plants the ball in deep.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_4,P=The defenders can't hold them off... Jata takes the goal!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_5,P=Jata scores a devasting point.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_1,P=They are moving the ball really well.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_2,P=This team is totally in sync right now.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_3,P=They truly are of one mind today.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_4,P=I almost don't know what to say, I'm transfixed by this seamless teamwork.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_5,P=Classic Sataball on display right now.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_1,P=Time is winding down.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_2,P=Mere seconds left on the clock.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_3,P=This round is almost over.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_4,P=Time for the teams to make their final moves.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_5,P=Coming into the final seconds of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_1,P=That turnover was so fast, I can almost smell the smoke!
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_2,P=The ball's changed hands. Let's see if they can capitalize on the momentum.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_3_Angeli,P=Angeli loses the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_3_Jata,P=Jata loses the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_4,P=Another turnover. It's almost like the don't want the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_5_Angeli,P=Angeli takes the ball in the turnover. Can their offense do something with it?
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_5_Jata,P=Jata takes the ball in the turnover. Can their offense do something with it?
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Collision_08,P=And that's why in racing we have the saying, "ships don't win pretty."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Collision_10,P=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Gen_Chat_NewHorizonSpeedway_06,P=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Doing_Badly_02,P=Some pilots try to win through pure speed, others with percision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Got_Any_Position_04,P="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Got_Any_Position_10,P=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Got_First_Place_06,P=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Taking_Fire_10,P=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0020_Player_Dawdles_03,P=Still waiting...
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0040_Player_Report_To_Pod,P=We're gonna set you up in the ship on the landing pad to your right. Hustle over and let's get going.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0070_Cockpit_Intro_03,P=Let's get ready for takeoff. I'll do this step by step to show you how it's done. Look over at me and watch what I do.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0320_Targeting_Intro_03,P=When pursuing a target, you'll want to keep your speed as close to their as possible. Give it a shot. Make sure I'm targeted and hit Match Speed.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0410_Flight_Match_Speed_Target_Speed_Change,P=Remember, this isn't autopilot, so you still have to steer, but you'll notice that once you're locked, your computer will continue to monitor my speed and adjust. It doesn't matter if I speed up slowly...
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0430_Flight_Axial_Roll_Intro,P=Moving on. Now this is my favourite part of training: the Axial Roll.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0520_Combat_Target_Weapons_Online,P=Now your weapons are online.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0670_Combat_Missile_Hold_For_Lock,P=Hold...
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0820_Combat_Decoupled_Mode_Intro_01,P=If the Drone gets behind you, enter Decoupled mode to disengage your main engines and allow you to spin your ship around while retaining your original vector.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0830_Combat_Decoupled_Mode_Player_Rotates,P=You got your missiles back. Take it out.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0900_Landing_Good_Deploy_Distance,P=This should be close enough.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0970_Landing_Landing_Radar,P=Your radar is replaced by the landing system. It'll guide you to your landing pad and help you perform a safe landing.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_1010_Landing_Bad_Landing,P=<sigh> That needs a lot of work.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_1230_Combat_Intro,P=Hold on, I've got contacts inbound
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Defend_My_Target_01,P=...... fine.
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_01,P=<Formation 1> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_02,P=<Formation 2> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_03,P=<Formation 3> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_04,P=<Formation 4> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Defend_My_Target_02,P=......yes, sir.
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_01,P=<Formation 1> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_02,P=<Formation 2> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_03,P=<Formation 3> confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_04,P=<Formation 4> confirmed
DXSM_MCCV_INDI_SM_Simulator_Announcer_Arena_Doors_Closing_01,P=Warning. The arena gates are now closing.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Arena_Doors_Open_01,P=Attention. The arena gates are not open.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Game_Objective_Briefing_01,P=Round Objective: Completely eliminate the opposing team's forces.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Game_Objective_Briefing_02,P=Team Elimination.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Initial_Loading_01,P=Loading Simulation.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Initial_Loading_02,P=Loading Level.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Initial_Loading_03,P=Loading Team Elimination.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Assist_01,P=Kill Assist.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_First_Blood_01,P=First Blood.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Melee_01,P=Melee Kill.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Multi_01,P=Multi-Kill.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Spree_01,P=Killing Spree.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Confirmation_01,P=Lead-out selection confirmed.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Confirmation_02,P=Equipment selection confirmed.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Selection_01,P=Please select a load-out.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Selection_02,P=Equipment available for selection.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_01,P=Match over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_02,P=Outlaws win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_03,P=Marines win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_04,P=Red team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_05,P=Blue team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_06,P=Game over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Loss_01,P=Your team has been defeated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Loss_02,P=Condolences, your team has lost.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Win_01,P=Your team is victorious.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Win_02,P=Congratulations, your team has won.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_01,P=Team Elimination match is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_02,P=Match is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_Countdown_01,P=Match starting in 5, 4, 3, 2, 1, begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_Countdown_02,P=Team elimination starting in 5, 4, 3, 2, 1, begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_Countdown_03,P=5, 4, 3, 2, 1
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Thirty_Seconds_01,P=Thirty seconds remaining.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Room_Cleansing_01,P=Caution, the ready room will now be steralized.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_01,P=The round is over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_02,P=Round over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_03,P=Team eliminated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_01,P=Your team has been eliminated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_02,P=Your team has lost the round.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_03,P=Outlaws lose.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_04,P=Marines lose.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_05,P=Red team loses.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_06,P=Blue team loses.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_01,P=The opposing team has been eliminated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_02,P=Outlaws win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_03,P=Marines win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_04,P=Red team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_05,P=Blue team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_06,P=Your team has won the round.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_01,P=Round is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_02,P=New round is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_03,P=Final round is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_Countdown_01,P=Round will start in 5, 4, 3, 2, 1 begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_Countdown_02,P=New round starting in 5, 4, 3, 2, 1, begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Thirty_Seconds_01,P=Thirty seconds left in round.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Halftime_Announcement_01,P=The teams are now switching starting points.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Last_One_Standing_01,P=You are the last team member alive.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_One_Enemy_Remaining_01,P=One enemy player remains.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Player_Joined_01,P=A new player has joined your team.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Player_Left_01,P=A player has left your team.
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Conquest_Win_Whitewash,P=Friendlies have captured all zones. This simulation will succeed in...
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Race_Entering_Hotzone,P=Entering Hot-Zone...
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Race_Leaving_Hotzone,P=Leaving Hot-Zone...
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Sim_Init_Swarm,P=Swarm Initiated
DXSM_SSCV_AEGS_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_AEGS_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_AEGS_OEM_UI_Confirmed_Enemy_Target,P=Hostile
DXSM_SSCV_AEGS_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Ready
DXSM_SSCV_AEGS_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Ready
DXSM_SSCV_AEGS_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_AEGS_OEM_UI_Docking_Request_Approved=Docking request approved.
DXSM_SSCV_AEGS_OEM_UI_Docking_Request_Denied=Docking request denied.
DXSM_SSCV_AEGS_OEM_UI_Ejection=
DXSM_SSCV_AEGS_OEM_UI_Engine_Depleted,P=Engines Low
DXSM_SSCV_AEGS_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off request approved
DXSM_SSCV_AEGS_OEM_UI_Generic_Offline_B,P=(system) offline
DXSM_SSCV_AEGS_OEM_UI_HUD_Combat_Mode_Active,P=Weapon mode engaged
DXSM_SSCV_AEGS_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode engaged
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_AEGS_OEM_UI_Landing_Alignment_Off,P=Adjust landing alignment
DXSM_SSCV_AEGS_OEM_UI_Landing_Assisted,P=Assisted landing initiated
DXSM_SSCV_AEGS_OEM_UI_Landing_Automated,P=Automated landing initiated
DXSM_SSCV_AEGS_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_AEGS_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_AEGS_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_AEGS_OEM_UI_Landing_Manual,P=Manual landing initiated
DXSM_SSCV_AEGS_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_AEGS_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_AEGS_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_AEGS_OEM_UI_Launch_Initiated,P=Launch initiated
DXSM_SSCV_AEGS_OEM_UI_Launch_Request_Approved,P=Launch request approved
DXSM_SSCV_AEGS_OEM_UI_Launch_Request_Denied,P=Launch request denied
DXSM_SSCV_AEGS_OEM_UI_Override_Landing_Assist,P=Assisted landing overridden
DXSM_SSCV_AEGS_OEM_UI_Proximity_Aft,P=Proximity Alert Aft
DXSM_SSCV_AEGS_OEM_UI_Proximity_Deck,P=Proximity Alert Deck
DXSM_SSCV_AEGS_OEM_UI_Proximity_Front,P=Proximity Alert Head
DXSM_SSCV_AEGS_OEM_UI_Proximity_Overhead,P=Proximity Alert Overhead
DXSM_SSCV_AEGS_OEM_UI_Proximity_Port,P=Proximity Alert Port
DXSM_SSCV_AEGS_OEM_UI_Proximity_Starboard,P=Proximity Alert Starboard
DXSM_SSCV_AEGS_OEM_UI_QTravel_Disabled=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Scanners_Being_Scanned,P=Incoming Scan
DXSM_SSCV_AEGS_OEM_UI_Scanners_Scanning,P=Begin Scan
DXSM_SSCV_AEGS_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Aborted
DXSM_SSCV_AEGS_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Initiated
DXSM_SSCV_AEGS_OEM_UI_Sensor_Incoming_Ramming,P=Collision Imminent
DXSM_SSCV_AEGS_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_0_Percent,P=Rear Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_25_Percent,P=Danger, Rear Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_50_Percent,P=Rear Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_75_Percent,P=Rear Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_0_Percent,P=Deck Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_25_Percent,P=Danger, Deck Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_50_Percent,P=Deck Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_75_Percent,P=Deck Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Charging,P=Shields Recharging
DXSM_SSCV_AEGS_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_0_Percent,P=Head Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_25_Percent,P=Danger, Head Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_50_Percent,P=Head Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_75_Percent,P=Head shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Full,P=Shields up
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Back,P=Rear shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Bottom,P=Deck shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Front,P=Head shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Left,P=Port shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Right,P=Starboard shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Top,P=Overhead shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_0_Percent,P=Port Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_25_Percent,P=Danger, Port Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_50_Percent,P=Port Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_75_Percent,P=Port Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_0_Percent,P=Starboard Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_25_Percent,P=Danger, Starboard Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_50_Percent,P=Starboard Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_75_Percent,P=Starboard Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_System_Activated,P=(system) active
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_0_Percent,P=Overhead Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_25_Percent,P=Danger, Overhead Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_50_Percent,P=Overhead Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_75_Percent,P=Overhead Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Status_Radiation_Critical,P=Danger, radiation critical
DXSM_SSCV_AEGS_OEM_UI_Systems_Autopilot_Disengaged,P=AP Deactivated
DXSM_SSCV_AEGS_OEM_UI_Systems_Autopilot_Engaged,P=AP Activated
DXSM_SSCV_AEGS_OEM_UI_Systems_Bitchingbetty,P=Actvvv... Reset..... deactv....
DXSM_SSCV_AEGS_OEM_UI_Systems_Bootup,P=Aegis Combat Assist Activated
DXSM_SSCV_AEGS_OEM_UI_Systems_Comms_Jammed,P=Comm Error
DXSM_SSCV_AEGS_OEM_UI_Systems_Communications,P=Comm
DXSM_SSCV_AEGS_OEM_UI_Systems_Coolant,P=Coolant
DXSM_SSCV_AEGS_OEM_UI_Systems_Destruction_Imminent,P=Eject. Eject.
DXSM_SSCV_AEGS_OEM_UI_Systems_Ejection_Offline,P=Ejection system offline
DXSM_SSCV_AEGS_OEM_UI_Systems_Ejection_Online,P=Ejection system online
DXSM_SSCV_AEGS_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines=
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Systems_Flightcontrol,P=Core
DXSM_SSCV_AEGS_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted landing engaged
DXSM_SSCV_AEGS_OEM_UI_Systems_Lifesupport,P=PLSS
DXSM_SSCV_AEGS_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering systems online
DXSM_SSCV_AEGS_OEM_UI_Systems_Objective_Received,P=OBJECTIVE RECEIVED
DXSM_SSCV_AEGS_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Danger, powercore radiation critical
DXSM_SSCV_AEGS_OEM_UI_Systems_Radar,P=Scan
DXSM_SSCV_AEGS_OEM_UI_Systems_Sensors=
DXSM_SSCV_AEGS_OEM_UI_Systems_Shieldgen,P=Shield
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Systems_Systems_Online,P=Systems green
DXSM_SSCV_AEGS_OEM_UI_Systems_Systems_Overheating,P=Danger, system overheating
DXSM_SSCV_AEGS_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_AEGS_OEM_UI_Systems_Weapons,P=OT
DXSM_SSCV_AEGS_OEM_UI_Weapons_Ammunition_Depleted,P=Ammo Depleted
DXSM_SSCV_AEGS_OEM_UI_Weapons_Ammunition_Low,P=Ammo Low
DXSM_SSCV_AEGS_OEM_UI_Weapons_Chaff_Depleted,P=Noise Dry
DXSM_SSCV_AEGS_OEM_UI_Weapons_Chaff_Launched,P=Noise Drop
DXSM_SSCV_AEGS_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Charging,P=Standby for Weapon Charge
DXSM_SSCV_AEGS_OEM_UI_Weapons_Fired_At_Friendly,P=Friendly Target
DXSM_SSCV_AEGS_OEM_UI_Weapons_Flare_Depleted,P=Decoy Dry
DXSM_SSCV_AEGS_OEM_UI_Weapons_Flare_Launched,P=Decoy Drop
DXSM_SSCV_AEGS_OEM_UI_Weapons_Flare_Low,P=Decoy Low
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missile_Lock_Succeeds,P=MISSILE LOCK
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Depleted,P=Missiles Dry
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Offline,P=Missile systems offline
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Online,P=Missile systems online
DXSM_SSCV_AEGS_OEM_UI_Weapons_Offline,P=Weapon systems offline
DXSM_SSCV_AEGS_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapon and missile systems offline
DXSM_SSCV_AEGS_OEM_UI_Weapons_Online,P=Weapon systems online
DXSM_SSCV_AEGS_OEM_UI_Weapons_Overheating=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Target_Destroyed,P=Kill
DXSM_SSCV_AEGS_OEM_UI_Weapons_Targeting_Online,P=Targeting systems online
DXSM_SSCV_ANVL_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_ANVL_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_ANVL_OEM_UI_Confirmed_Enemy_Target,P=Bandit
DXSM_SSCV_ANVL_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Online
DXSM_SSCV_ANVL_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Online
DXSM_SSCV_ANVL_OEM_UI_Critical_Hit_A=
DXSM_SSCV_ANVL_OEM_UI_Critical_Hit_B=
DXSM_SSCV_ANVL_OEM_UI_Ejection=
DXSM_SSCV_ANVL_OEM_UI_Engine_Depleted,P=Propulsion Low
DXSM_SSCV_ANVL_OEM_UI_Flight_TakeOff_Initiated,P=Take-off initiated
DXSM_SSCV_ANVL_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off request approved
DXSM_SSCV_ANVL_OEM_UI_Generic_Offline_A=
DXSM_SSCV_ANVL_OEM_UI_Generic_Offline_B=
DXSM_SSCV_ANVL_OEM_UI_HUD_Combat_Mode_Active,P=Weapon mode engaged
DXSM_SSCV_ANVL_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode engaged
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ANVL_OEM_UI_Landing_Alignment_Off,P=Incorrect alignment
DXSM_SSCV_ANVL_OEM_UI_Landing_Assisted,P=Assisted
DXSM_SSCV_ANVL_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_ANVL_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_ANVL_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_ANVL_OEM_UI_Landing_Gear_Retracted,P=Landing gear raised
DXSM_SSCV_ANVL_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_ANVL_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_ANVL_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_ANVL_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_ANVL_OEM_UI_Launch_Initiated,P=Take-off initiated
DXSM_SSCV_ANVL_OEM_UI_Launch_Request_Approved,P=Take-off request approved
DXSM_SSCV_ANVL_OEM_UI_Launch_Request_Denied,P=Take-off request denied
DXSM_SSCV_ANVL_OEM_UI_Override_Landing_Assist,P=Manual landing initiated
DXSM_SSCV_ANVL_OEM_UI_Proximity_Aft,P=Aft Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Deck,P=Deck Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Front,P=Forward Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Overhead,P=Overhead Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Port,P=Port Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Starboard,P=Starboard Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_ANVL_OEM_UI_Scanners_Scanning=
DXSM_SSCV_ANVL_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_ANVL_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Protocol Accepted
DXSM_SSCV_ANVL_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_ANVL_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Charging=
DXSM_SSCV_ANVL_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Full,P=Shields Full
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Back,P=Aft Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Bottom,P=Deck Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Front,P=Forward Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Left,P=Port Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Right,P=Starboard Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Top,P=Overhead Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_System_Activated=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Status_Radiation_Critical,P=Radiation levels critical
DXSM_SSCV_ANVL_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_ANVL_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_ANVL_OEM_UI_Systems_Bitchingbetty=
DXSM_SSCV_ANVL_OEM_UI_Systems_Bootup=
DXSM_SSCV_ANVL_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_ANVL_OEM_UI_Systems_Communications=
DXSM_SSCV_ANVL_OEM_UI_Systems_Coolant=
DXSM_SSCV_ANVL_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_ANVL_OEM_UI_Systems_Ejection_Offline,P=Ejection system offline
DXSM_SSCV_ANVL_OEM_UI_Systems_Ejection_Online,P=Ejection system online
DXSM_SSCV_ANVL_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines=
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_ANVL_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_ANVL_OEM_UI_Systems_Maneuvering_Online,P=Manoeuvring systems online
DXSM_SSCV_ANVL_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_ANVL_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning: Power plant compromised. Radiation levels exceed safe parameters.
DXSM_SSCV_ANVL_OEM_UI_Systems_Radar=
DXSM_SSCV_ANVL_OEM_UI_Systems_Sensors=
DXSM_SSCV_ANVL_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_ANVL_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ANVL_OEM_UI_Systems_Weapons=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Ammunition_Depleted=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Charging=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_ANVL_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES DRY
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Offline,P=Missiles offline
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Online,P=Missiles online
DXSM_SSCV_ANVL_OEM_UI_Weapons_Offline,P=Weapon offline
DXSM_SSCV_ANVL_OEM_UI_Weapons_Offline_Missiles_Offline,P=Missiles offline. Weapons offline.
DXSM_SSCV_ANVL_OEM_UI_Weapons_Online,P=Weapons online
DXSM_SSCV_ANVL_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Targeting_Online,P=Targeting systems online
DXSM_SSCV_ARGO_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_ARGO_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_ARGO_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_ARGO_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_ARGO_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_ARGO_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_ARGO_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_ARGO_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_ARGO_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_ARGO_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_ARGO_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_ARGO_OEM_UI_Bitching_Betty_Dead,P=<warbled voice>
DXSM_SSCV_ARGO_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_ARGO_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_ARGO_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_ARGO_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_ARGO_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_ARGO_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_ARGO_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_ARGO_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_ARGO_OEM_UI_Communications=
DXSM_SSCV_ARGO_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_ARGO_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_ARGO_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_ARGO_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_ARGO_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_ARGO_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_ARGO_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_ARGO_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_ARGO_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_ARGO_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_ARGO_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_ARGO_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_ARGO_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_ARGO_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_ARGO_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_ARGO_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_ARGO_OEM_UI_Ejection=
DXSM_SSCV_ARGO_OEM_UI_Engines=
DXSM_SSCV_ARGO_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_ARGO_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_ARGO_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_ARGO_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_ARGO_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_ARGO_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_ARGO_OEM_UI_Flight_Control=
DXSM_SSCV_ARGO_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_ARGO_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_ARGO_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_ARGO_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_ARGO_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_ARGO_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_ARGO_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_ARGO_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_ARGO_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_ARGO_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_ARGO_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_ARGO_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_ARGO_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_ARGO_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_ARGO_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ARGO_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_ARGO_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_ARGO_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_ARGO_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_ARGO_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_ARGO_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_ARGO_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_ARGO_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_ARGO_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_ARGO_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_ARGO_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_ARGO_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_ARGO_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_ARGO_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_ARGO_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_ARGO_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_ARGO_OEM_UI_Life_Support=
DXSM_SSCV_ARGO_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_ARGO_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_ARGO_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_ARGO_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_ARGO_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_ARGO_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_ARGO_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_ARGO_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_ARGO_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_ARGO_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_ARGO_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_ARGO_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_ARGO_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_ARGO_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Radar=
DXSM_SSCV_ARGO_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_ARGO_OEM_UI_Scanning=
DXSM_SSCV_ARGO_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_ARGO_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_ARGO_OEM_UI_Sensors=
DXSM_SSCV_ARGO_OEM_UI_Shield_Generator=
DXSM_SSCV_ARGO_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_ARGO_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_ARGO_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_ARGO_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_ARGO_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_ARGO_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_ARGO_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_ARGO_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_ARGO_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_ARGO_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_ARGO_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ARGO_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_ARGO_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_ARGO_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_ARGO_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_ARGO_OEM_UI_Waiting,P=Hold
DXSM_SSCV_ARGO_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_ARGO_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_ARGO_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_ARGO_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_ARGO_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_ARGO_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_ARGO_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ARGO_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_ARGO_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_CNOU_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_CNOU_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_CNOU_OEM_UI_Confirmed_Enemy_Target,P=Hostile Target Confirmed
DXSM_SSCV_CNOU_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Selected
DXSM_SSCV_CNOU_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Selected
DXSM_SSCV_CNOU_OEM_UI_Critical_Hit_A,P=Suffered Critical Hit
DXSM_SSCV_CNOU_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_CNOU_OEM_UI_Docking_Request_Approved=Docking request approved.
DXSM_SSCV_CNOU_OEM_UI_Docking_Request_Denied=Docking request rejected.
DXSM_SSCV_CNOU_OEM_UI_Ejection=
DXSM_SSCV_CNOU_OEM_UI_Engine_Depleted,P=Engine Low
DXSM_SSCV_CNOU_OEM_UI_Flight_TakeOff_Initiated,P=Take-off engaged
DXSM_SSCV_CNOU_OEM_UI_Generic_Offline_B,P=(system) Disabled
DXSM_SSCV_CNOU_OEM_UI_HUD_Combat_Mode_Active,P=Weapons mode activated
DXSM_SSCV_CNOU_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode activated
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_CNOU_OEM_UI_Landing_Alignment_Off,P=Adjust landing alignment
DXSM_SSCV_CNOU_OEM_UI_Landing_Assisted,P=Assisted landing engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Automated,P=Automated landing engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_CNOU_OEM_UI_Landing_Gear_Deployed,P=Landing gear engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_CNOU_OEM_UI_Landing_Manual,P=Manual landing engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_CNOU_OEM_UI_Landing_Request_Denied,P=Landing request rejected
DXSM_SSCV_CNOU_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_CNOU_OEM_UI_Launch_Initiated,P=Launch engaged
DXSM_SSCV_CNOU_OEM_UI_Launch_Request_Approved,P=Launch request approved
DXSM_SSCV_CNOU_OEM_UI_Launch_Request_Denied,P=Launch request rejected
DXSM_SSCV_CNOU_OEM_UI_Override_Landing_Assist,P=Assisted landing overridden
DXSM_SSCV_CNOU_OEM_UI_Proximity_Aft,P=Proximity Alert Rear
DXSM_SSCV_CNOU_OEM_UI_Proximity_Deck,P=Proximity Alert Deck
DXSM_SSCV_CNOU_OEM_UI_Proximity_Front,P=Proximity Alert Front
DXSM_SSCV_CNOU_OEM_UI_Proximity_Overhead,P=Proximity Alert High
DXSM_SSCV_CNOU_OEM_UI_Proximity_Port,P=Proximity Alert Left
DXSM_SSCV_CNOU_OEM_UI_Proximity_Starboard,P=Proximity Alert Right
DXSM_SSCV_CNOU_OEM_UI_QTravel_Disabled=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Scanners_Being_Scanned,P=Incoming Scan
DXSM_SSCV_CNOU_OEM_UI_Scanners_Scanning=
DXSM_SSCV_CNOU_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Disabled
DXSM_SSCV_CNOU_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Activated
DXSM_SSCV_CNOU_OEM_UI_Sensor_Incoming_Ramming,P=Contact on Direct Intercept
DXSM_SSCV_CNOU_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_0_Percent,P=Rear shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_25_Percent,P=Rear Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_50_Percent,P=Rear Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_75_Percent,P=Rear Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_0_Percent,P=Deck Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_25_Percent,P=Deck Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_50_Percent,P=Deck Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_75_Percent,P=Deck Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Charging=
DXSM_SSCV_CNOU_OEM_UI_Shields_Collision_Alert,P=Warning. Imminent Collision
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_0_Percent,P=Front Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_25_Percent,P=Front Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_75_Percent,P=Front Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Full,P=Shield at Full Strength
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Back,P=Rear Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Bottom,P=Deck Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Front,P=Front Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Left,P=Left Shield hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Right,P=Right Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_0_Percent,P=Right Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_25_Percent,P=Right Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_50_Percent,P=Right Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_75_Percent,P=Right Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_0_Percent,P=Left Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_25_Percent,P=Left Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_50_Percent,P=Left Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_75_Percent,P=Left Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_System_Activated,P=(system) Enabled.
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_0_Percent,P=High Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_25_Percent,P=High Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_50_Percent,P=High Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_75_Percent,P=High Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Status_Radiation_Critical,P=Warning, radiation critical
DXSM_SSCV_CNOU_OEM_UI_Systems_Autopilot_Disengaged,P=Flight Assist Disabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Autopilot_Engaged,P=Flight Assist Activated
DXSM_SSCV_CNOU_OEM_UI_Systems_Bitchingbetty,P=Error Error Errorrrr errrrrrrr
DXSM_SSCV_CNOU_OEM_UI_Systems_Bootup,P=Welcome. Your journey begins now.
DXSM_SSCV_CNOU_OEM_UI_Systems_Comms_Jammed,P=Comm Error
DXSM_SSCV_CNOU_OEM_UI_Systems_Communications,P=Comm
DXSM_SSCV_CNOU_OEM_UI_Systems_Coolant,P=Coolant
DXSM_SSCV_CNOU_OEM_UI_Systems_Destruction_Imminent,P=Evacuate. Evacuate.
DXSM_SSCV_CNOU_OEM_UI_Systems_Ejection_Offline,P=Ejection system disabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Ejection_Online,P=Ejection system enabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines,P=Engine
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Online,P=Engines systems enabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Systems_Flightcontrol,P=Flight Control
DXSM_SSCV_CNOU_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted landing engaged
DXSM_SSCV_CNOU_OEM_UI_Systems_Lifesupport,P=Life Systems
DXSM_SSCV_CNOU_OEM_UI_Systems_Maneuvering_Online,P=Manoeuvring systems enabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Objective_Received,P=Objective Received
DXSM_SSCV_CNOU_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning, powercore radiation critical
DXSM_SSCV_CNOU_OEM_UI_Systems_Radar,P=Scans
DXSM_SSCV_CNOU_OEM_UI_Systems_Sensors=
DXSM_SSCV_CNOU_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Systems_Systems_Online,P=All Systems Operational
DXSM_SSCV_CNOU_OEM_UI_Systems_Systems_Overheating,P=(system) failure imminent
DXSM_SSCV_CNOU_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_CNOU_OEM_UI_Systems_Weapons,P=Weapons
DXSM_SSCV_CNOU_OEM_UI_Top_Shield_Taking_Damage,P=High Shield hit
DXSM_SSCV_CNOU_OEM_UI_Weapons_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_CNOU_OEM_UI_Weapons_Ammunition_Low,P=Weapon ammunition low
DXSM_SSCV_CNOU_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Chaff_Launched,P=Noise Deployed
DXSM_SSCV_CNOU_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Charging,P=Standby for Weapon Charge
DXSM_SSCV_CNOU_OEM_UI_Weapons_Fired_At_Friendly,P=Warning. Target is marked as friendly
DXSM_SSCV_CNOU_OEM_UI_Weapons_Flare_Depleted,P=Decoy Empty
DXSM_SSCV_CNOU_OEM_UI_Weapons_Flare_Launched,P=Decoy Deployed
DXSM_SSCV_CNOU_OEM_UI_Weapons_Flare_Low,P=Decoy Low
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missile_Lock_Succeeds,P=Missile Lock
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Offline,P=Missile systems disabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Online,P=Missile systems enabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Offline,P=Weapon systems disabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapon and missile systems disabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Online,P=Weapon systems enabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Overheating=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Target_Destroyed,P=Target has been destroyed
DXSM_SSCV_CNOU_OEM_UI_Weapons_Targeting_Online,P=Targeting systems enabled
DXSM_SSCV_CRUS_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_CRUS_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_CRUS_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_CRUS_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_CRUS_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_CRUS_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_CRUS_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_CRUS_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_CRUS_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_CRUS_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_CRUS_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_CRUS_OEM_UI_Bitching_Betty_Dead,P=<warbled voice>
DXSM_SSCV_CRUS_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_CRUS_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_CRUS_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_CRUS_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_CRUS_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_CRUS_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_CRUS_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_CRUS_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_CRUS_OEM_UI_Communications=
DXSM_SSCV_CRUS_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_CRUS_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_CRUS_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_CRUS_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_CRUS_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_CRUS_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_CRUS_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_CRUS_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_CRUS_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_CRUS_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_CRUS_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_CRUS_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_CRUS_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_CRUS_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_CRUS_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_CRUS_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_CRUS_OEM_UI_Ejection=
DXSM_SSCV_CRUS_OEM_UI_Engines=
DXSM_SSCV_CRUS_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_CRUS_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_CRUS_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_CRUS_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_CRUS_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_CRUS_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_CRUS_OEM_UI_Flight_Control=
DXSM_SSCV_CRUS_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_CRUS_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_CRUS_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_CRUS_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_CRUS_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_CRUS_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_CRUS_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_CRUS_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_CRUS_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_CRUS_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_CRUS_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_CRUS_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_CRUS_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_CRUS_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_CRUS_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_CRUS_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_CRUS_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_CRUS_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_CRUS_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_CRUS_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_CRUS_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_CRUS_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_CRUS_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_CRUS_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_CRUS_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_CRUS_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_CRUS_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_CRUS_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_CRUS_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_CRUS_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_CRUS_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_CRUS_OEM_UI_Life_Support=
DXSM_SSCV_CRUS_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_CRUS_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_CRUS_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_CRUS_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_CRUS_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_CRUS_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_CRUS_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_CRUS_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_CRUS_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_CRUS_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_CRUS_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_CRUS_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_CRUS_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_CRUS_OEM_UI_QTravel_Disabled=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Engaged=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Radar=
DXSM_SSCV_CRUS_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_CRUS_OEM_UI_Scanning=
DXSM_SSCV_CRUS_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_CRUS_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_CRUS_OEM_UI_Sensors=
DXSM_SSCV_CRUS_OEM_UI_Shield_Generator=
DXSM_SSCV_CRUS_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_CRUS_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_CRUS_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_CRUS_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_CRUS_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_CRUS_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_CRUS_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_CRUS_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_CRUS_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_CRUS_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_CRUS_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_CRUS_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_CRUS_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_CRUS_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_CRUS_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_CRUS_OEM_UI_Waiting,P=Hold
DXSM_SSCV_CRUS_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_CRUS_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_CRUS_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_CRUS_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_CRUS_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_CRUS_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_CRUS_OEM_UI_Weapons_Overheating=
DXSM_SSCV_CRUS_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_CRUS_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_DRAK_OEM_UI_Confirmed_Enemy_Target,P=Target aquired
DXSM_SSCV_DRAK_OEM_UI_Countermeasure_Chaff_Selected,P=Your Noise is ready
DXSM_SSCV_DRAK_OEM_UI_Countermeasure_Flare_Selected,P=Your Lures are ready
DXSM_SSCV_DRAK_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_DRAK_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_DRAK_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_DRAK_OEM_UI_Ejection,P=You are now ejecting
DXSM_SSCV_DRAK_OEM_UI_Engine_Depleted,P=Thrusters are running Low
DXSM_SSCV_DRAK_OEM_UI_HUD_Combat_Mode_Active,P=Weapons mode is on
DXSM_SSCV_DRAK_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode is on
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_DRAK_OEM_UI_Landing_Assisted,P=Standby for EDL Assist
DXSM_SSCV_DRAK_OEM_UI_Landing_Automated,P=Automated landing
DXSM_SSCV_DRAK_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_DRAK_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_DRAK_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_DRAK_OEM_UI_Landing_Manual,P=Manual landing
DXSM_SSCV_DRAK_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_DRAK_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_DRAK_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_DRAK_OEM_UI_Launch_Initiated,P=Standby for launch
DXSM_SSCV_DRAK_OEM_UI_Launch_Request_Approved,P=Launch request approved
DXSM_SSCV_DRAK_OEM_UI_Launch_Request_Denied,P=Launch request denied
DXSM_SSCV_DRAK_OEM_UI_Proximity_Aft,P=Rear Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Deck,P=Deck Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Front,P=Front Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Overhead,P=Overhead Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Port,P=Port Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Starboard,P=Starboard Impact Warning
DXSM_SSCV_DRAK_OEM_UI_QTravel_Disabled=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Scanners_Being_Scanned,P=You are being scanned
DXSM_SSCV_DRAK_OEM_UI_Scanners_Scanning,P=Now Scanning
DXSM_SSCV_DRAK_OEM_UI_Self_Destruct_Aborted=
DXSM_SSCV_DRAK_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct sequence is online
DXSM_SSCV_DRAK_OEM_UI_Sensor_Incoming_Ramming,P=Warning. Your about to crash
DXSM_SSCV_DRAK_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_0_Percent,P=Your Rear Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_25_Percent,P=Attention: Rear Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_50_Percent,P=Your rear shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_75_Percent,P=Your rear shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_0_Percent,P=Your Deck Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_25_Percent,P=Attention: Deck Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_50_Percent,P=Your Deck Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_75_Percent,P=Your Deck Shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_Charging,P=Your shields are replenishing
DXSM_SSCV_DRAK_OEM_UI_Shields_Collision_Alert,P=INCOMING
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_0_Percent,P=Your front shield is now offline
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_25_Percent,P=Attention: Front Shield is at 25%.
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_50_Percent,P=Your front shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_75_Percent,P=Your front shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_Full,P=Your shields are now full
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Back,P=Your Rear shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Bottom,P=Your Deck shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Front,P=Your Front shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Left,P=Your Port shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Right,P=Your Starboard shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Top,P=Your Overhead shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Left_0_Percent,P=Your Port Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Left_25_Percent,P=Attention: Port Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Left_50_Percent,P=Your Port Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_0_Percent,P=Your Starboard Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_25_Percent,P=Attention: Starboard Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_50_Percent,P=Your Starboard Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_75_Percent,P=Your Starboard Shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_System_Activated,P=(system) online.
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_0_Percent,P=Your Overhead Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_25_Percent,P=Attention: Overhead Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_50_Percent,P=Your Overhead Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_75_Percent,P=Your Overhead Shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Systems_Autopilot_Disengaged,P=Autopilot is now off.
DXSM_SSCV_DRAK_OEM_UI_Systems_Autopilot_Engaged,P=Autopilot is now on.
DXSM_SSCV_DRAK_OEM_UI_Systems_Bitchingbetty,P=You are... destroyed.
DXSM_SSCV_DRAK_OEM_UI_Systems_Bootup,P=Hello and welcome aboard your Drake Interplanetary craft.
DXSM_SSCV_DRAK_OEM_UI_Systems_Comms_Jammed,P=Comm is offline.
DXSM_SSCV_DRAK_OEM_UI_Systems_Communications=
DXSM_SSCV_DRAK_OEM_UI_Systems_Coolant=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Online=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Systems_Is_Offline,P=System is offline
DXSM_SSCV_DRAK_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_DRAK_OEM_UI_Systems_Objective_Received,P=OBJECTIVE IS MARKED.
DXSM_SSCV_DRAK_OEM_UI_Systems_Radar=
DXSM_SSCV_DRAK_OEM_UI_Systems_Sensors=
DXSM_SSCV_DRAK_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Systems_Systems_Online,P=Your systems are online.
DXSM_SSCV_DRAK_OEM_UI_Systems_Systems_Overheating,P=Attention, system is overheating.
DXSM_SSCV_DRAK_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_DRAK_OEM_UI_Systems_Weapons,P=Weapons System
DXSM_SSCV_DRAK_OEM_UI_Weapons_Ammunition_Depleted,P=You are out of ammo
DXSM_SSCV_DRAK_OEM_UI_Weapons_Ammunition_Low,P=Your ammo is low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Chaff_Depleted,P=You are out of Noise
DXSM_SSCV_DRAK_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Chaff_Low,P=Your Noise is running low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Charging,P=Energy Weapons are charging
DXSM_SSCV_DRAK_OEM_UI_Weapons_Fired_At_Friendly,P=Non-hostile target damaged
DXSM_SSCV_DRAK_OEM_UI_Weapons_Flare_Depleted,P=You are out of flares.
DXSM_SSCV_DRAK_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Flare_Low,P=Your flares are running low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Missile_Lock_Succeeds,P=MISSILE LOCKED
DXSM_SSCV_DRAK_OEM_UI_Weapons_Missiles_Depleted,P=You are out of missiles
DXSM_SSCV_DRAK_OEM_UI_Weapons_Missiles_Low,P=Your missiles are running low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Offline=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Online=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Overheating=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Target_Destroyed,P=Congratulations. Target is destroyed.
DXSM_SSCV_ESPR_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_ESPR_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_ESPR_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_ESPR_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_ESPR_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_ESPR_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_ESPR_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_ESPR_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_ESPR_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_ESPR_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_ESPR_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_ESPR_OEM_UI_Bitching_Betty_Dead,P=<warbled voice>
DXSM_SSCV_ESPR_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_ESPR_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_ESPR_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_ESPR_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_ESPR_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_ESPR_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_ESPR_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_ESPR_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_ESPR_OEM_UI_Communications=
DXSM_SSCV_ESPR_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_ESPR_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_ESPR_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_ESPR_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_ESPR_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_ESPR_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_ESPR_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_ESPR_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_ESPR_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_ESPR_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_ESPR_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_ESPR_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_ESPR_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_ESPR_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_ESPR_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_ESPR_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_ESPR_OEM_UI_Ejection=
DXSM_SSCV_ESPR_OEM_UI_Engines=
DXSM_SSCV_ESPR_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_ESPR_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_ESPR_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_ESPR_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_ESPR_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_ESPR_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_ESPR_OEM_UI_Flight_Control=
DXSM_SSCV_ESPR_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_ESPR_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_ESPR_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_ESPR_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_ESPR_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_ESPR_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_ESPR_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_ESPR_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_ESPR_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_ESPR_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_ESPR_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_ESPR_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_ESPR_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_ESPR_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_ESPR_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ESPR_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_ESPR_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_ESPR_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_ESPR_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_ESPR_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_ESPR_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_ESPR_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_ESPR_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_ESPR_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_ESPR_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_ESPR_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_ESPR_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_ESPR_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_ESPR_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_ESPR_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_ESPR_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_ESPR_OEM_UI_Life_Support=
DXSM_SSCV_ESPR_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_ESPR_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_ESPR_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_ESPR_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_ESPR_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_ESPR_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_ESPR_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_ESPR_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_ESPR_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_ESPR_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_ESPR_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_ESPR_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_ESPR_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_ESPR_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Engaged=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Radar=
DXSM_SSCV_ESPR_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_ESPR_OEM_UI_Scanning=
DXSM_SSCV_ESPR_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_ESPR_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_ESPR_OEM_UI_Sensors=
DXSM_SSCV_ESPR_OEM_UI_Shield_Generator=
DXSM_SSCV_ESPR_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_ESPR_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_ESPR_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_ESPR_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_ESPR_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_ESPR_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_ESPR_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_ESPR_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_ESPR_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_ESPR_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_ESPR_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ESPR_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_ESPR_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_ESPR_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_ESPR_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_ESPR_OEM_UI_Waiting,P=Hold
DXSM_SSCV_ESPR_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_ESPR_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_ESPR_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_ESPR_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_ESPR_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_ESPR_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_ESPR_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ESPR_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_ESPR_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_GRIN_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_GRIN_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_GRIN_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_GRIN_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_GRIN_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_GRIN_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_GRIN_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_GRIN_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_GRIN_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_GRIN_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_GRIN_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_GRIN_OEM_UI_Bitching_Betty_Dead,P=<warbled voice>
DXSM_SSCV_GRIN_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_GRIN_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_GRIN_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_GRIN_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_GRIN_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_GRIN_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_GRIN_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_GRIN_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_GRIN_OEM_UI_Communications=
DXSM_SSCV_GRIN_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_GRIN_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_GRIN_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_GRIN_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_GRIN_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_GRIN_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_GRIN_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_GRIN_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_GRIN_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_GRIN_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_GRIN_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_GRIN_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_GRIN_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_GRIN_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_GRIN_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_GRIN_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_GRIN_OEM_UI_Ejection=
DXSM_SSCV_GRIN_OEM_UI_Engines=
DXSM_SSCV_GRIN_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_GRIN_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_GRIN_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_GRIN_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_GRIN_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_GRIN_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_GRIN_OEM_UI_Flight_Control=
DXSM_SSCV_GRIN_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_GRIN_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_GRIN_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_GRIN_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_GRIN_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_GRIN_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_GRIN_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_GRIN_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_GRIN_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_GRIN_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_GRIN_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_GRIN_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_GRIN_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_GRIN_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_GRIN_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_GRIN_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_GRIN_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_GRIN_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_GRIN_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_GRIN_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_GRIN_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_GRIN_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_GRIN_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_GRIN_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_GRIN_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_GRIN_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_GRIN_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_GRIN_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_GRIN_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_GRIN_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_GRIN_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_GRIN_OEM_UI_Life_Support=
DXSM_SSCV_GRIN_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_GRIN_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_GRIN_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_GRIN_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_GRIN_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_GRIN_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_GRIN_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_GRIN_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_GRIN_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_GRIN_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_GRIN_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_GRIN_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_GRIN_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_GRIN_OEM_UI_QTravel_Disabled=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Engaged=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Radar=
DXSM_SSCV_GRIN_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_GRIN_OEM_UI_Scanning=
DXSM_SSCV_GRIN_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_GRIN_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_GRIN_OEM_UI_Sensors=
DXSM_SSCV_GRIN_OEM_UI_Shield_Generator=
DXSM_SSCV_GRIN_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_GRIN_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_GRIN_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_GRIN_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_GRIN_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_GRIN_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_GRIN_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_GRIN_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_GRIN_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_GRIN_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_GRIN_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_GRIN_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_GRIN_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_GRIN_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_GRIN_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_GRIN_OEM_UI_Waiting,P=Hold
DXSM_SSCV_GRIN_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_GRIN_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_GRIN_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_GRIN_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_GRIN_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_GRIN_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_GRIN_OEM_UI_Weapons_Overheating=
DXSM_SSCV_GRIN_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_GRIN_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_KRIG_OEM_UI_Abort_Landing,P=Landing terminated
DXSM_SSCV_KRIG_OEM_UI_Aftshields_0_Percent,P=Aft shield depleted
DXSM_SSCV_KRIG_OEM_UI_Aftshields_25_Percent,P=Aft shield at 25%
DXSM_SSCV_KRIG_OEM_UI_Aftshields_50_Percent,P=Aft shield at 50%
DXSM_SSCV_KRIG_OEM_UI_Aftshields_75_Percent,P=Aft shield at 75%
DXSM_SSCV_KRIG_OEM_UI_All_Systems_Online,P=All Systems Responsive
DXSM_SSCV_KRIG_OEM_UI_Ammunition_Depleted,P=Ammunition Empty
DXSM_SSCV_KRIG_OEM_UI_Ammunition_Low,P=Ammunition Low
DXSM_SSCV_KRIG_OEM_UI_Approaching_Hanger,P=Continue on path
DXSM_SSCV_KRIG_OEM_UI_Autopilot_Disengaged,P=Autopilot Disengaged
DXSM_SSCV_KRIG_OEM_UI_Autopilot_Engaged,P=Autopilot Activated
DXSM_SSCV_KRIG_OEM_UI_Back_Shield_Taking_Damage,P=Aft shield under attack
DXSM_SSCV_KRIG_OEM_UI_Being_Scanned,P=Ship is being scanned
DXSM_SSCV_KRIG_OEM_UI_Bitching_Betty_Dead,P=Please... check... system...
DXSM_SSCV_KRIG_OEM_UI_Boot_Up,P=Your adventure courtesy of Kruger Intergalactic
DXSM_SSCV_KRIG_OEM_UI_Bottom_Shield_Taking_Damage,P=Deck shield under attack
DXSM_SSCV_KRIG_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_KRIG_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_KRIG_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_KRIG_OEM_UI_Chaff_Selected,P=Noise Selected
DXSM_SSCV_KRIG_OEM_UI_Collision_Alert,P=Warning: Collision
DXSM_SSCV_KRIG_OEM_UI_Comms_Jammed,P=Warning: Comms signal blocked
DXSM_SSCV_KRIG_OEM_UI_Communications=
DXSM_SSCV_KRIG_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_KRIG_OEM_UI_Comstab_Disengaged,P=Comstab Disengaged
DXSM_SSCV_KRIG_OEM_UI_Comstab_Engaged,P=Comstab Activated
DXSM_SSCV_KRIG_OEM_UI_Confirmed_Enemy_Target,P=Hostile Target
DXSM_SSCV_KRIG_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_KRIG_OEM_UI_Critical_Hit_A,P=Significant damage done to (system)
DXSM_SSCV_KRIG_OEM_UI_Critical_Hit_B,P=(system)suffereing significant damage
DXSM_SSCV_KRIG_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_KRIG_OEM_UI_De_Coupled_Mode_Disengaged,P=DeCoupled Mode Disengaged
DXSM_SSCV_KRIG_OEM_UI_De_Coupled_Mode_Engaged,P=Decoupled Mode Activated
DXSM_SSCV_KRIG_OEM_UI_Deckshields_0_Percent,P=Deck shield depleted
DXSM_SSCV_KRIG_OEM_UI_Deckshields_25_Percent,P=Deck shield 25%
DXSM_SSCV_KRIG_OEM_UI_Deckshields_50_Percent,P=Deck shield 50%
DXSM_SSCV_KRIG_OEM_UI_Deckshields_75_Percent,P=Deck shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Destruction_Imminent,P=Destruction of ship impending
DXSM_SSCV_KRIG_OEM_UI_Docking_Complete=Docking concluded.
DXSM_SSCV_KRIG_OEM_UI_Docking_Request_Approved=Request to dock granted.
DXSM_SSCV_KRIG_OEM_UI_Docking_Request_Denied=Request to dock denied.
DXSM_SSCV_KRIG_OEM_UI_Ejection,P=Ejection activated
DXSM_SSCV_KRIG_OEM_UI_Engines=
DXSM_SSCV_KRIG_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_KRIG_OEM_UI_Fired_At_Friendly,P=Friendly Target!
DXSM_SSCV_KRIG_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_KRIG_OEM_UI_Flare_Selected,P=Decoy selected
DXSM_SSCV_KRIG_OEM_UI_Flares_Depleted,P=Flares empty
DXSM_SSCV_KRIG_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_KRIG_OEM_UI_Flight_Control,P=Avoinics
DXSM_SSCV_KRIG_OEM_UI_Flight_TakeOff_Initiated,P=Begin take-off
DXSM_SSCV_KRIG_OEM_UI_Flight_TakeOff_Request_Approved,P=Request to take off granted
DXSM_SSCV_KRIG_OEM_UI_Flight_TakeOff_Request_Denied,P=Request to take-off denied
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_0_Percent,P=Forward shield depleted
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_25_Percent,P=Forward shield 25%
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_50_Percent,P=Forward shield 50%
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_75_Percent,P=Forward shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Front_Shield_Taking_Damage,P=Forward shield under attack
DXSM_SSCV_KRIG_OEM_UI_G_Safe_Disengaged,P=G-Safe Disengaged
DXSM_SSCV_KRIG_OEM_UI_G_Safe_Engaged,P=G-Safe Activated
DXSM_SSCV_KRIG_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_KRIG_OEM_UI_Generic_Offline_A,P=Warning: Unrepsonsive (system)
DXSM_SSCV_KRIG_OEM_UI_Generic_Offline_B,P=(system) is unresponsive
DXSM_SSCV_KRIG_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_KRIG_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_KRIG_OEM_UI_Get_Ship_Oriented,P=Please align ship
DXSM_SSCV_KRIG_OEM_UI_HUD_Combat_Mode_Active,P=HUD combat mode activated
DXSM_SSCV_KRIG_OEM_UI_HUD_Landing_Mode_Active,P=HUD landing mode activated
DXSM_SSCV_KRIG_OEM_UI_Head_To_Landing_Pad,P=Proceed to Landing Pad
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_KRIG_OEM_UI_Incoming_Ramming_Attack,P=Warning: Crash attack
DXSM_SSCV_KRIG_OEM_UI_Landing_Alignment_Off,P=Warning Adjust Landing Alignment
DXSM_SSCV_KRIG_OEM_UI_Landing_Assisted,P=Landing aid activated
DXSM_SSCV_KRIG_OEM_UI_Landing_Automated,P=Auto-land activated
DXSM_SSCV_KRIG_OEM_UI_Landing_Complete,P=Safe Arrival Achieved
DXSM_SSCV_KRIG_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_KRIG_OEM_UI_Landing_Gear_Is_Up,P=Deploy landing gear
DXSM_SSCV_KRIG_OEM_UI_Landing_Gear_Retracted,P=Landing gear raised
DXSM_SSCV_KRIG_OEM_UI_Landing_Manual,P=Manual landing activated
DXSM_SSCV_KRIG_OEM_UI_Landing_Request_Approved,P=Request to land granted
DXSM_SSCV_KRIG_OEM_UI_Landing_Request_Denied,P=Request to land denied
DXSM_SSCV_KRIG_OEM_UI_Launch_Complete,P=Launch successful
DXSM_SSCV_KRIG_OEM_UI_Launch_Initiated,P=Begin launch sequence
DXSM_SSCV_KRIG_OEM_UI_Launch_Request_Approved,P=Request to launch granted
DXSM_SSCV_KRIG_OEM_UI_Launch_Request_Denied,P=Request to launch denied
DXSM_SSCV_KRIG_OEM_UI_Left_Shield_Taking_Damage,P=Left shield under attack
DXSM_SSCV_KRIG_OEM_UI_Life_Support,P=Life support
DXSM_SSCV_KRIG_OEM_UI_Locked_On_To_Landing_Pad,P=Proceed with landing procedure
DXSM_SSCV_KRIG_OEM_UI_Missile_Lock_Succeeds,P=Target lock
DXSM_SSCV_KRIG_OEM_UI_Missiles_Depleted,P=Missiles empty
DXSM_SSCV_KRIG_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_KRIG_OEM_UI_Nearby_Sensor_Acquisition,P=Contact confirmed
DXSM_SSCV_KRIG_OEM_UI_Objective_Received,P=Objective Obtained
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield depleted
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield at 25%
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield at 50%
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Override_Auto_Pilot,P=Manual piloting activated
DXSM_SSCV_KRIG_OEM_UI_Override_Landing_Assist,P=Landing Assist Disengaged
DXSM_SSCV_KRIG_OEM_UI_Portshields_0_Percent,P=Port shield depleted
DXSM_SSCV_KRIG_OEM_UI_Portshields_25_Percent,P=Port shield at 25%
DXSM_SSCV_KRIG_OEM_UI_Portshields_50_Percent,P=Port shield at 50%
DXSM_SSCV_KRIG_OEM_UI_Portshields_75_Percent,P=Port shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Proximity_Aft,P=Warning: rear collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Deck,P=Warning: deck collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Front,P=Warning: front collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Overhead,P=Warning: overhead collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Port,P=Warning: port collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Starboard,P=Warning: starboard collision near
DXSM_SSCV_KRIG_OEM_UI_QTravel_Disabled=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Radar=
DXSM_SSCV_KRIG_OEM_UI_Right_Shield_Taking_Damage,P=Right shield under attack
DXSM_SSCV_KRIG_OEM_UI_Scanning,P=Scan in process
DXSM_SSCV_KRIG_OEM_UI_Self_Destruct_Aborted,P=Self-destruct terminated
DXSM_SSCV_KRIG_OEM_UI_Self_Destruct_Initiated,P=Self-destruct activated
DXSM_SSCV_KRIG_OEM_UI_Sensors=
DXSM_SSCV_KRIG_OEM_UI_Shield_Generator=
DXSM_SSCV_KRIG_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_KRIG_OEM_UI_Shields_Full,P=Charge of shields complete
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields depleted
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields at 25%
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields at 50%
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields at 75%
DXSM_SSCV_KRIG_OEM_UI_Status_Radiation_Critical,P=Radiation levels critical
DXSM_SSCV_KRIG_OEM_UI_Status_Radiation_Nominal,P=Light Radiation detected
DXSM_SSCV_KRIG_OEM_UI_System_Activated,P=System activated
DXSM_SSCV_KRIG_OEM_UI_System_Destroyed_During_Use,P=System damaged
DXSM_SSCV_KRIG_OEM_UI_System_Overheating,P=Major system issues
DXSM_SSCV_KRIG_OEM_UI_Systems_Ejection_Offline,P=Ejection System Disengaged
DXSM_SSCV_KRIG_OEM_UI_Systems_Ejection_Online,P=Ejection System Active
DXSM_SSCV_KRIG_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Online,P=Engine System Active
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Systems_Gravity_Offline,P=Gravity disengaged
DXSM_SSCV_KRIG_OEM_UI_Systems_Gravity_Online,P=Gravity activated
DXSM_SSCV_KRIG_OEM_UI_Systems_Landing_Assist_Engaged,P=Landing Assist Activated
DXSM_SSCV_KRIG_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering Thrusters Active
DXSM_SSCV_KRIG_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning, PowerCore Radiation levels critical
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Systems_Systems_Online,P=Systems Active
DXSM_SSCV_KRIG_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_KRIG_OEM_UI_Target_Destroyed,P=Target destroyed
DXSM_SSCV_KRIG_OEM_UI_Top_Shield_Taking_Damage,P=Top shield under attack
DXSM_SSCV_KRIG_OEM_UI_Touch_Down,P=Safe Arrival
DXSM_SSCV_KRIG_OEM_UI_Wait_For_Dock_Arm=Awaiting docking arm.
DXSM_SSCV_KRIG_OEM_UI_Waiting,P=Patience please
DXSM_SSCV_KRIG_OEM_UI_Weapons_Charging,P=Energy Weapons charging
DXSM_SSCV_KRIG_OEM_UI_Weapons_Missiles_Offline,P=Missiles Disengaged
DXSM_SSCV_KRIG_OEM_UI_Weapons_Missiles_Online,P=Missiles Active
DXSM_SSCV_KRIG_OEM_UI_Weapons_Offline,P=Weapons Disengaged
DXSM_SSCV_KRIG_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles Disengaged
DXSM_SSCV_KRIG_OEM_UI_Weapons_Online,P=Weapons Active
DXSM_SSCV_KRIG_OEM_UI_Weapons_Overheating=
DXSM_SSCV_KRIG_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Weapons_System,P=Weapons system
DXSM_SSCV_KRIG_OEM_UI_Weapons_Targeting_Online,P=Weapon Targeting Active
DXSM_SSCV_MISC_OEM_UI_Abort_Landing,P=Landing terminated
DXSM_SSCV_MISC_OEM_UI_Aftshields_0_Percent,P=Aft shield depleted
DXSM_SSCV_MISC_OEM_UI_Aftshields_25_Percent,P=Aft shield at 25%
DXSM_SSCV_MISC_OEM_UI_Aftshields_50_Percent,P=Aft shield at 50%
DXSM_SSCV_MISC_OEM_UI_Aftshields_75_Percent,P=Aft shield at 75%
DXSM_SSCV_MISC_OEM_UI_All_Systems_Online,P=All Systems Responsive
DXSM_SSCV_MISC_OEM_UI_Ammunition_Depleted,P=Ammunition Empty
DXSM_SSCV_MISC_OEM_UI_Ammunition_Low,P=Ammunition Low
DXSM_SSCV_MISC_OEM_UI_Approaching_Hanger,P=Continue on path
DXSM_SSCV_MISC_OEM_UI_Autopilot_Disengaged,P=Autopilot Disengaged
DXSM_SSCV_MISC_OEM_UI_Autopilot_Engaged,P=Autopilot Activated
DXSM_SSCV_MISC_OEM_UI_Back_Shield_Taking_Damage,P=Aft shield under attack
DXSM_SSCV_MISC_OEM_UI_Being_Scanned,P=Ship is being scanned
DXSM_SSCV_MISC_OEM_UI_Bitching_Betty_Dead,P=Please... check... system...
DXSM_SSCV_MISC_OEM_UI_Boot_Up=
DXSM_SSCV_MISC_OEM_UI_Bottom_Shield_Taking_Damage,P=Deck shield under attack
DXSM_SSCV_MISC_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_MISC_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_MISC_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_MISC_OEM_UI_Chaff_Selected,P=Noise Selected
DXSM_SSCV_MISC_OEM_UI_Collision_Alert,P=Warning: Collision
DXSM_SSCV_MISC_OEM_UI_Comms_Jammed,P=Warning: Comms signal blocked
DXSM_SSCV_MISC_OEM_UI_Communications=
DXSM_SSCV_MISC_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_MISC_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_MISC_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_MISC_OEM_UI_Confirmed_Enemy_Target,P=Bandit
DXSM_SSCV_MISC_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_MISC_OEM_UI_Critical_Hit_A=
DXSM_SSCV_MISC_OEM_UI_Critical_Hit_B=
DXSM_SSCV_MISC_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_MISC_OEM_UI_De_Coupled_Mode_Disengaged,P=DeCoupled Mode Disengaged
DXSM_SSCV_MISC_OEM_UI_De_Coupled_Mode_Engaged,P=Decoupled Mode Activated
DXSM_SSCV_MISC_OEM_UI_Deckshields_0_Percent,P=Deck shield depleted
DXSM_SSCV_MISC_OEM_UI_Deckshields_25_Percent,P=Deck shield 25%
DXSM_SSCV_MISC_OEM_UI_Deckshields_50_Percent,P=Deck shield 50%
DXSM_SSCV_MISC_OEM_UI_Deckshields_75_Percent,P=Deck shield at 75%
DXSM_SSCV_MISC_OEM_UI_Destruction_Imminent,P=Destruction of ship impending
DXSM_SSCV_MISC_OEM_UI_Docking_Complete=Docking concluded.
DXSM_SSCV_MISC_OEM_UI_Docking_Request_Approved=Request to dock granted.
DXSM_SSCV_MISC_OEM_UI_Docking_Request_Denied=Request to dock denied.
DXSM_SSCV_MISC_OEM_UI_Ejection=
DXSM_SSCV_MISC_OEM_UI_Engines=
DXSM_SSCV_MISC_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_MISC_OEM_UI_Extraction_Mode=
DXSM_SSCV_MISC_OEM_UI_Fired_At_Friendly,P=Friendly Target!
DXSM_SSCV_MISC_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_MISC_OEM_UI_Flare_Selected,P=Decoy Selected
DXSM_SSCV_MISC_OEM_UI_Flares_Depleted,P=Flares empty
DXSM_SSCV_MISC_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_MISC_OEM_UI_Flight_Control,P=Avoinics
DXSM_SSCV_MISC_OEM_UI_Flight_TakeOff_Initiated,P=Take-off initiated
DXSM_SSCV_MISC_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off request approved
DXSM_SSCV_MISC_OEM_UI_Flight_TakeOff_Request_Denied,P=Request to take-off denied
DXSM_SSCV_MISC_OEM_UI_Forwardshields_0_Percent,P=Forward shield depleted
DXSM_SSCV_MISC_OEM_UI_Forwardshields_25_Percent,P=Forward shield 25%
DXSM_SSCV_MISC_OEM_UI_Forwardshields_50_Percent,P=Forward shield 50%
DXSM_SSCV_MISC_OEM_UI_Forwardshields_75_Percent,P=Forward shield at 75%
DXSM_SSCV_MISC_OEM_UI_Fracturing_Mode=
DXSM_SSCV_MISC_OEM_UI_Front_Shield_Taking_Damage,P=Forward shield under attack
DXSM_SSCV_MISC_OEM_UI_G_Safe_Disengaged,P=G-Safe Disengaged
DXSM_SSCV_MISC_OEM_UI_G_Safe_Engaged,P=G-Safe Activated
DXSM_SSCV_MISC_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_MISC_OEM_UI_Generic_Offline_A=
DXSM_SSCV_MISC_OEM_UI_Generic_Offline_B=
DXSM_SSCV_MISC_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_MISC_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_MISC_OEM_UI_Get_Ship_Oriented,P=Please align ship
DXSM_SSCV_MISC_OEM_UI_HUD_Combat_Mode_Active,P=Weapon mode engaged
DXSM_SSCV_MISC_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode engaged
DXSM_SSCV_MISC_OEM_UI_Head_To_Landing_Pad,P=Proceed to Landing Pad
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_MISC_OEM_UI_Incoming_Ramming_Attack,P=Warning: Crash attack
DXSM_SSCV_MISC_OEM_UI_Landing_Alignment_Off,P=Incorrect alignment
DXSM_SSCV_MISC_OEM_UI_Landing_Assisted,P=Assisted
DXSM_SSCV_MISC_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_MISC_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_MISC_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_MISC_OEM_UI_Landing_Gear_Is_Up,P=Deploy landing gear
DXSM_SSCV_MISC_OEM_UI_Landing_Gear_Retracted,P=Landing gear raised
DXSM_SSCV_MISC_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_MISC_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_MISC_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_MISC_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_MISC_OEM_UI_Launch_Initiated,P=Take-off initiated
DXSM_SSCV_MISC_OEM_UI_Launch_Request_Approved,P=Take-off request approved
DXSM_SSCV_MISC_OEM_UI_Launch_Request_Denied,P=Take-off request denied
DXSM_SSCV_MISC_OEM_UI_Left_Shield_Taking_Damage,P=Left shield under attack
DXSM_SSCV_MISC_OEM_UI_Life_Support,P=Life support
DXSM_SSCV_MISC_OEM_UI_Locked_On_To_Landing_Pad,P=Proceed with landing procedure
DXSM_SSCV_MISC_OEM_UI_Mining_Mode_Disabled=
DXSM_SSCV_MISC_OEM_UI_Mining_Mode_Enabled=
DXSM_SSCV_MISC_OEM_UI_Missile_Lock_Succeeds,P=Target lock
DXSM_SSCV_MISC_OEM_UI_Missiles_Depleted,P=Missiles empty
DXSM_SSCV_MISC_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_MISC_OEM_UI_Nearby_Sensor_Acquisition,P=Contact confirmed
DXSM_SSCV_MISC_OEM_UI_Objective_Received,P=Objective Obtained
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield depleted
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield at 25%
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield at 50%
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield at 75%
DXSM_SSCV_MISC_OEM_UI_Override_Auto_Pilot,P=Manual piloting activated
DXSM_SSCV_MISC_OEM_UI_Override_Landing_Assist,P=Manual landing initiated
DXSM_SSCV_MISC_OEM_UI_Portshields_0_Percent,P=Port shield depleted
DXSM_SSCV_MISC_OEM_UI_Portshields_25_Percent,P=Port shield at 25%
DXSM_SSCV_MISC_OEM_UI_Portshields_50_Percent,P=Port shield at 50%
DXSM_SSCV_MISC_OEM_UI_Portshields_75_Percent,P=Port shield at 75%
DXSM_SSCV_MISC_OEM_UI_Proximity_Aft,P=Aft Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Deck,P=Deck Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Front,P=Forward Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Overhead,P=Overhead Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Port,P=Port Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Starboard,P=Starboard Proximity Alert
DXSM_SSCV_MISC_OEM_UI_QTravel_Disabled=
DXSM_SSCV_MISC_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_MISC_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_MISC_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_MISC_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Radar=
DXSM_SSCV_MISC_OEM_UI_Right_Shield_Taking_Damage,P=Right shield under attack
DXSM_SSCV_MISC_OEM_UI_Scan_Complete=
DXSM_SSCV_MISC_OEM_UI_Scanning,P=Scan in process
DXSM_SSCV_MISC_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_MISC_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Protocol Accepted
DXSM_SSCV_MISC_OEM_UI_Sensors=
DXSM_SSCV_MISC_OEM_UI_Shield_Generator=
DXSM_SSCV_MISC_OEM_UI_Shields_Charging=
DXSM_SSCV_MISC_OEM_UI_Shields_Full,P=Shields Full
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields depleted
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields at 25%
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields at 50%
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields at 75%
DXSM_SSCV_MISC_OEM_UI_Status_Radiation_Critical,P=Radiation levels critical
DXSM_SSCV_MISC_OEM_UI_Status_Radiation_Nominal,P=Light Radiation detected
DXSM_SSCV_MISC_OEM_UI_System_Activated,P=System activated
DXSM_SSCV_MISC_OEM_UI_System_Destroyed_During_Use,P=System damaged
DXSM_SSCV_MISC_OEM_UI_System_Overheating,P=Major system issues
DXSM_SSCV_MISC_OEM_UI_Systems_Ejection_Offline,P=Ejection system offline
DXSM_SSCV_MISC_OEM_UI_Systems_Ejection_Online,P=Ejection system online
DXSM_SSCV_MISC_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Online,P=Engine
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Systems_Gravity_Offline,P=Gravity disengaged
DXSM_SSCV_MISC_OEM_UI_Systems_Gravity_Online,P=Gravity activated
DXSM_SSCV_MISC_OEM_UI_Systems_Maneuvering_Online,P=Manoeuvring systems online
DXSM_SSCV_MISC_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning: Power plant compromised. Radiation levels exceed safe parameters.
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_MISC_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_MISC_OEM_UI_Target_Destroyed,P=Target destroyed
DXSM_SSCV_MISC_OEM_UI_Top_Shield_Taking_Damage,P=Top shield under attack
DXSM_SSCV_MISC_OEM_UI_Touch_Down,P=Safe Arrival
DXSM_SSCV_MISC_OEM_UI_Wait_For_Dock_Arm=Awaiting docking arm.
DXSM_SSCV_MISC_OEM_UI_Waiting,P=Patience please
DXSM_SSCV_MISC_OEM_UI_Warning_Cargo_Full=
DXSM_SSCV_MISC_OEM_UI_Warning_Deposit_Power_Crit=
DXSM_SSCV_MISC_OEM_UI_Weapons_Charging=
DXSM_SSCV_MISC_OEM_UI_Weapons_Missiles_Offline,P=Missiles offline
DXSM_SSCV_MISC_OEM_UI_Weapons_Missiles_Online,P=Missiles online
DXSM_SSCV_MISC_OEM_UI_Weapons_Offline,P=Weapon offline
DXSM_SSCV_MISC_OEM_UI_Weapons_Offline_Missiles_Offline,P=Missiles offline. Weapons offline.
DXSM_SSCV_MISC_OEM_UI_Weapons_Online,P=Weapons online
DXSM_SSCV_MISC_OEM_UI_Weapons_Overheating=
DXSM_SSCV_MISC_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Weapons_System,P=Weapons system
DXSM_SSCV_MISC_OEM_UI_Weapons_Targeting_Online,P=Targeting systems online
DXSM_SSCV_ORIG_OEM_UI_Ammunition_Depleted=
DXSM_SSCV_ORIG_OEM_UI_Confirmed_Enemy_Target=
DXSM_SSCV_ORIG_OEM_UI_Countermeasure_Chaff_Selected,P=Noise countermeasure active
DXSM_SSCV_ORIG_OEM_UI_Countermeasure_Flare_Selected,P=Decoy countermeasure active
DXSM_SSCV_ORIG_OEM_UI_Critical_Hit_B=
DXSM_SSCV_ORIG_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_ORIG_OEM_UI_Docking_Request_Approved=Docking has been approved.
DXSM_SSCV_ORIG_OEM_UI_Ejection,P=Prepare to Eject
DXSM_SSCV_ORIG_OEM_UI_Engine_Depleted,P=Thrusters depleting rapidly
DXSM_SSCV_ORIG_OEM_UI_Generic_Offline_B=
DXSM_SSCV_ORIG_OEM_UI_HUD_Combat_Mode_Active,P=Weapons mode activate
DXSM_SSCV_ORIG_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode activate
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ORIG_OEM_UI_Landing_Assisted,P=EDL assist initiated
DXSM_SSCV_ORIG_OEM_UI_Landing_Automated,P=Automated landing initiated
DXSM_SSCV_ORIG_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_ORIG_OEM_UI_Landing_Gear_Deployed,P=Deploying landing gear
DXSM_SSCV_ORIG_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_ORIG_OEM_UI_Landing_Manual,P=Manual landing initiated
DXSM_SSCV_ORIG_OEM_UI_Landing_Request_Approved,P=Landing has been approved
DXSM_SSCV_ORIG_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_ORIG_OEM_UI_Proximity_Aft,P=Warning Collision Stern
DXSM_SSCV_ORIG_OEM_UI_Proximity_Deck,P=Warning Collision Nadir
DXSM_SSCV_ORIG_OEM_UI_Proximity_Front,P=Warning Collision Fore
DXSM_SSCV_ORIG_OEM_UI_Proximity_Overhead,P=Warning Collision Zenith
DXSM_SSCV_ORIG_OEM_UI_Proximity_Port,P=Warning Collision Port
DXSM_SSCV_ORIG_OEM_UI_Proximity_Starboard,P=Warning Collision Starboard
DXSM_SSCV_ORIG_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_ORIG_OEM_UI_Scanners_Scanning=
DXSM_SSCV_ORIG_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Deactivated
DXSM_SSCV_ORIG_OEM_UI_Self_Destruct_Initiated,P=Beginning Self-Destruct Procedure
DXSM_SSCV_ORIG_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_ORIG_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Charging=
DXSM_SSCV_ORIG_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Full,P=Shields at full strength
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Back,P=Stern shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Bottom,P=Nadir shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Front,P=Fore shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Left,P=Port shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Right,P=Starboard shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Top,P=Zenith shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_System_Activated=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_ORIG_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_ORIG_OEM_UI_Systems_Bitchingbetty,P=Welcome to ... Origin... I...assist...
DXSM_SSCV_ORIG_OEM_UI_Systems_Bootup=
DXSM_SSCV_ORIG_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_ORIG_OEM_UI_Systems_Communications=
DXSM_SSCV_ORIG_OEM_UI_Systems_Coolant=
DXSM_SSCV_ORIG_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Online=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_ORIG_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_ORIG_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_ORIG_OEM_UI_Systems_Radar=
DXSM_SSCV_ORIG_OEM_UI_Systems_Sensors=
DXSM_SSCV_ORIG_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_ORIG_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ORIG_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Charging=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_ORIG_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES DEPLETED
DXSM_SSCV_ORIG_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Offline=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Online=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_System=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_RSI_OEM_UI_Confirmed_Enemy_Target=
DXSM_SSCV_RSI_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Selected
DXSM_SSCV_RSI_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Selected
DXSM_SSCV_RSI_OEM_UI_Critical_Hit_A=
DXSM_SSCV_RSI_OEM_UI_Critical_Hit_B=
DXSM_SSCV_RSI_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_RSI_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_RSI_OEM_UI_Ejection,P=Ejection Initiated
DXSM_SSCV_RSI_OEM_UI_Engine_Depleted,P=Engines Low
DXSM_SSCV_RSI_OEM_UI_Generic_Offline_B=
DXSM_SSCV_RSI_OEM_UI_HUD_Combat_Mode_Active,P=Engaging weapons mode
DXSM_SSCV_RSI_OEM_UI_HUD_Landing_Mode_Active,P=Engaging landing mode
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_RSI_OEM_UI_Landing_Assisted,P=Activating EDL assist
DXSM_SSCV_RSI_OEM_UI_Landing_Automated,P=Activating automated landing
DXSM_SSCV_RSI_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_RSI_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_RSI_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_RSI_OEM_UI_Landing_Manual,P=Activating manual landing
DXSM_SSCV_RSI_OEM_UI_Landing_Request_Approved,P=Landing approved
DXSM_SSCV_RSI_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_RSI_OEM_UI_Proximity_Aft,P=Collision Alert Rear
DXSM_SSCV_RSI_OEM_UI_Proximity_Deck,P=Collision Alert Low
DXSM_SSCV_RSI_OEM_UI_Proximity_Front,P=Collision Alert Front
DXSM_SSCV_RSI_OEM_UI_Proximity_Overhead,P=Collision Alert High
DXSM_SSCV_RSI_OEM_UI_Proximity_Port,P=Collision Alert Port
DXSM_SSCV_RSI_OEM_UI_Proximity_Starboard,P=Collision Alert Starboard
DXSM_SSCV_RSI_OEM_UI_QTravel_Disabled=
DXSM_SSCV_RSI_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_RSI_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_RSI_OEM_UI_QTravel_Engaged=
DXSM_SSCV_RSI_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_RSI_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_RSI_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_RSI_OEM_UI_Scanners_Scanning=
DXSM_SSCV_RSI_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_RSI_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Activated
DXSM_SSCV_RSI_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_RSI_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Charging,P=Standby for shields
DXSM_SSCV_RSI_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Full,P=Shields Max
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Back,P=Rear shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Bottom,P=Low shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Front,P=Front shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Left,P=Port shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Right,P=Starboard shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Top,P=High shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_System_Activated=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_RSI_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_RSI_OEM_UI_Systems_Bitchingbetty,P=<<<hum>>>
DXSM_SSCV_RSI_OEM_UI_Systems_Bootup=
DXSM_SSCV_RSI_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_RSI_OEM_UI_Systems_Communications=
DXSM_SSCV_RSI_OEM_UI_Systems_Coolant=
DXSM_SSCV_RSI_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_RSI_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_RSI_OEM_UI_Systems_Engines=
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_RSI_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_RSI_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_RSI_OEM_UI_Systems_Radar=
DXSM_SSCV_RSI_OEM_UI_Systems_Sensors=
DXSM_SSCV_RSI_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_RSI_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_RSI_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_RSI_OEM_UI_Systems_Weapons=
DXSM_SSCV_RSI_OEM_UI_Weapons_Ammunition_Depleted=
DXSM_SSCV_RSI_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_RSI_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_RSI_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Charging=
DXSM_SSCV_RSI_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_RSI_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_RSI_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_RSI_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_RSI_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES EMPTY
DXSM_SSCV_RSI_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Offline=
DXSM_SSCV_RSI_OEM_UI_Weapons_Online,P=weapons online
DXSM_SSCV_RSI_OEM_UI_Weapons_Overheating=
DXSM_SSCV_RSI_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_TMBL_OEM_UI_Confirmed_Enemy_Target=
DXSM_SSCV_TMBL_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Selected
DXSM_SSCV_TMBL_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Selected
DXSM_SSCV_TMBL_OEM_UI_Critical_Hit_A=
DXSM_SSCV_TMBL_OEM_UI_Critical_Hit_B=
DXSM_SSCV_TMBL_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_TMBL_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_TMBL_OEM_UI_Ejection,P=Ejection Initiated
DXSM_SSCV_TMBL_OEM_UI_Engine_Depleted,P=Engines Low
DXSM_SSCV_TMBL_OEM_UI_Generic_Offline_B=
DXSM_SSCV_TMBL_OEM_UI_HUD_Combat_Mode_Active,P=Engaging weapons mode
DXSM_SSCV_TMBL_OEM_UI_HUD_Landing_Mode_Active,P=Engaging landing mode
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_TMBL_OEM_UI_Landing_Assisted,P=Activating EDL assist
DXSM_SSCV_TMBL_OEM_UI_Landing_Automated,P=Activating automated landing
DXSM_SSCV_TMBL_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_TMBL_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_TMBL_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_TMBL_OEM_UI_Landing_Manual,P=Activating manual landing
DXSM_SSCV_TMBL_OEM_UI_Landing_Request_Approved,P=Landing approved
DXSM_SSCV_TMBL_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_TMBL_OEM_UI_Proximity_Aft,P=Collision Alert Rear
DXSM_SSCV_TMBL_OEM_UI_Proximity_Deck,P=Collision Alert Low
DXSM_SSCV_TMBL_OEM_UI_Proximity_Front,P=Collision Alert Front
DXSM_SSCV_TMBL_OEM_UI_Proximity_Overhead,P=Collision Alert High
DXSM_SSCV_TMBL_OEM_UI_Proximity_Port,P=Collision Alert Port
DXSM_SSCV_TMBL_OEM_UI_Proximity_Starboard,P=Collision Alert Starboard
DXSM_SSCV_TMBL_OEM_UI_QTravel_Disabled=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Engaged=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_TMBL_OEM_UI_Scanners_Scanning=
DXSM_SSCV_TMBL_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_TMBL_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Activated
DXSM_SSCV_TMBL_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_TMBL_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Charging,P=Standby for shields
DXSM_SSCV_TMBL_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Full,P=Shields Max
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Back,P=Rear shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Bottom,P=Low shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Front,P=Front shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Left,P=Port shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Right,P=Starboard shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Top,P=High shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_System_Activated=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_TMBL_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_TMBL_OEM_UI_Systems_Bitchingbetty,P=<<<hum>>>
DXSM_SSCV_TMBL_OEM_UI_Systems_Bootup=
DXSM_SSCV_TMBL_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_TMBL_OEM_UI_Systems_Communications=
DXSM_SSCV_TMBL_OEM_UI_Systems_Coolant=
DXSM_SSCV_TMBL_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_TMBL_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines=
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_TMBL_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_TMBL_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_TMBL_OEM_UI_Systems_Radar=
DXSM_SSCV_TMBL_OEM_UI_Systems_Sensors=
DXSM_SSCV_TMBL_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_TMBL_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_TMBL_OEM_UI_Systems_Weapons=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Ammunition_Depleted=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Charging=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_TMBL_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES EMPTY
DXSM_SSCV_TMBL_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Offline=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Online,P=weapons online
DXSM_SSCV_TMBL_OEM_UI_Weapons_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_VNCL_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_VNCL_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_VNCL_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_VNCL_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_VNCL_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_VNCL_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_VNCL_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_VNCL_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_VNCL_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_VNCL_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_VNCL_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_VNCL_OEM_UI_Bitching_Betty_Dead,P=<warbled voice>
DXSM_SSCV_VNCL_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_VNCL_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_VNCL_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_VNCL_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_VNCL_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_VNCL_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_VNCL_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_VNCL_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_VNCL_OEM_UI_Communications=
DXSM_SSCV_VNCL_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_VNCL_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_VNCL_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_VNCL_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_VNCL_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_VNCL_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_VNCL_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_VNCL_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_VNCL_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_VNCL_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_VNCL_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_VNCL_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_VNCL_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_VNCL_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_VNCL_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_VNCL_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_VNCL_OEM_UI_Ejection=
DXSM_SSCV_VNCL_OEM_UI_Engines=
DXSM_SSCV_VNCL_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_VNCL_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_VNCL_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_VNCL_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_VNCL_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_VNCL_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_VNCL_OEM_UI_Flight_Control=
DXSM_SSCV_VNCL_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_VNCL_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_VNCL_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_VNCL_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_VNCL_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_VNCL_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_VNCL_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_VNCL_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_VNCL_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_VNCL_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_VNCL_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_VNCL_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_VNCL_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_VNCL_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_VNCL_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_VNCL_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_VNCL_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_VNCL_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_VNCL_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_VNCL_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_VNCL_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_VNCL_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_VNCL_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_VNCL_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_VNCL_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_VNCL_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_VNCL_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_VNCL_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_VNCL_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_VNCL_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_VNCL_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_VNCL_OEM_UI_Life_Support=
DXSM_SSCV_VNCL_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_VNCL_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_VNCL_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_VNCL_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_VNCL_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_VNCL_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_VNCL_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_VNCL_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_VNCL_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_VNCL_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_VNCL_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_VNCL_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_VNCL_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_VNCL_OEM_UI_QTravel_Disabled=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Radar=
DXSM_SSCV_VNCL_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_VNCL_OEM_UI_Scanning=
DXSM_SSCV_VNCL_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_VNCL_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_VNCL_OEM_UI_Sensors=
DXSM_SSCV_VNCL_OEM_UI_Shield_Generator=
DXSM_SSCV_VNCL_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_VNCL_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_VNCL_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_VNCL_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_VNCL_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_VNCL_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_VNCL_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_VNCL_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_VNCL_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_VNCL_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_VNCL_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_VNCL_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_VNCL_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_VNCL_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_VNCL_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_VNCL_OEM_UI_Waiting,P=Hold
DXSM_SSCV_VNCL_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_VNCL_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_VNCL_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_VNCL_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_VNCL_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_VNCL_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_VNCL_OEM_UI_Weapons_Overheating=
DXSM_SSCV_VNCL_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_VNCL_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_XIAN_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_XIAN_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_XIAN_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_XIAN_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_XIAN_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_XIAN_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_XIAN_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_XIAN_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_XIAN_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_XIAN_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_XIAN_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_XIAN_OEM_UI_Bitching_Betty_Dead,P=<warbled voice>
DXSM_SSCV_XIAN_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_XIAN_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_XIAN_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_XIAN_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_XIAN_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_XIAN_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_XIAN_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_XIAN_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_XIAN_OEM_UI_Communications=
DXSM_SSCV_XIAN_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_XIAN_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_XIAN_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_XIAN_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_XIAN_OEM_UI_Coolant,P=Cooling system
DXSM_SSCV_XIAN_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_XIAN_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_XIAN_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_XIAN_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_XIAN_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_XIAN_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_XIAN_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_XIAN_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_XIAN_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_XIAN_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_XIAN_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_XIAN_OEM_UI_Ejection=
DXSM_SSCV_XIAN_OEM_UI_Engines=
DXSM_SSCV_XIAN_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_XIAN_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_XIAN_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_XIAN_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_XIAN_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_XIAN_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_XIAN_OEM_UI_Flight_Control=
DXSM_SSCV_XIAN_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_XIAN_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_XIAN_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_XIAN_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_XIAN_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_XIAN_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_XIAN_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_XIAN_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_XIAN_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_XIAN_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_XIAN_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_XIAN_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_XIAN_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_XIAN_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_XIAN_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_XIAN_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_XIAN_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_XIAN_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_XIAN_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_XIAN_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_XIAN_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_XIAN_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_XIAN_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_XIAN_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_XIAN_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_XIAN_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_XIAN_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_XIAN_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_XIAN_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_XIAN_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_XIAN_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_XIAN_OEM_UI_Life_Support=
DXSM_SSCV_XIAN_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_XIAN_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_XIAN_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_XIAN_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_XIAN_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_XIAN_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_XIAN_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_XIAN_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_XIAN_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_XIAN_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_XIAN_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_XIAN_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_XIAN_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_XIAN_OEM_UI_QTravel_Disabled=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Radar=
DXSM_SSCV_XIAN_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_XIAN_OEM_UI_Scanning=
DXSM_SSCV_XIAN_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_XIAN_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_XIAN_OEM_UI_Sensors=
DXSM_SSCV_XIAN_OEM_UI_Shield_Generator=
DXSM_SSCV_XIAN_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_XIAN_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_XIAN_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_XIAN_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_XIAN_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_XIAN_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_XIAN_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_XIAN_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_XIAN_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_XIAN_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_XIAN_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_XIAN_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_XIAN_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_XIAN_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_XIAN_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_XIAN_OEM_UI_Waiting,P=Hold
DXSM_SSCV_XIAN_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_XIAN_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_XIAN_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_XIAN_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_XIAN_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_XIAN_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_XIAN_OEM_UI_Weapons_Overheating=
DXSM_SSCV_XIAN_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_XIAN_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
Darneely_Allies=N/A
Darneely_Convo_Mission=I'm looking for work.
Darneely_Convo_Scrap=I've got some scrap to sell.
Darneely_Rivals=N/A
DataDownload_From=~mission(Contractor)
DataDownload_Mission_Waypoint=WIP Counterfeit Stations.
DataDownload_Mobi_Description=WIP I have heard you are the right person for this job, so I will cut to the chase. We have located a UEC counterfeiting station at an old wreck site. If you get to the counterfeiting station quickly, you will be able to download the UEC for yourself. They have got some guards defending the wreck site, but I'm sure you'll be able to handle it. Oh and a final heads up. I am not the only person with this information, so expect a fight.
DataDownload_Mobi_Title=WIP Counterfeit Stations.
DataDownload_Obj_LongDescription=Defeat the guards and steal from the counterfeit stations.
DataDownload_Obj_Pool=29900 / 29900
DataDownload_Obj_ShortDescription=Steal from the counterfeit stations.
DataDownload_Screen_Shutdown=Shutdown
DataDownload_Screen_Status_01=Generating
DataDownload_Screen_Status_02=Downloading 
DataDownload_Screen_Withdraw=Withdraw
DataHeist_Complete_UploadedRequiredServers=Uploads Completed
DataHeist_Description,P=~mission(Contractor|DataHeistDescription)
DataHeist_Description_E,P=~mission(Contractor|DataHeistDescription_E)
DataHeist_Description_FileSize_Token_001=but thankfully the data size per file is pretty small.
DataHeist_Description_FileSize_Token_002=but the data size is pretty normal, so you won't be waiting around too long
DataHeist_Description_FileSize_Token_003=and with the large data size, expect the transfer to take a while.
DataHeist_Description_FilesPlural_Token_001,P=file
DataHeist_Description_FilesPlural_Token_002,P=files
DataHeist_Description_H,P=~mission(Contractor|DataHeistDescription_H)
DataHeist_Description_Leeway_Token_001=The facility has loads of backup servers, so dont lose your head if some get destroyed.
DataHeist_Description_Leeway_Token_002=Theres a few backup servers on-site, so we have a small margin for error.
DataHeist_Description_Leeway_Token_003=There's only a single backup server, so make sure it doesnt get destroyed.
DataHeist_Description_Leeway_Token_004=There aren't any backup servers at this facility, so don't mess up.
DataHeist_Description_LengthOfTime_Token_001=Anyways, as far as jobs go, this one should be quick and easy.
DataHeist_Description_LengthOfTime_Token_002=All things considered, the whole thing shouldn't take too long.
DataHeist_Description_LengthOfTime_Token_003=All that in mind, the job could take a while, so prepare accordingly.
DataHeist_Description_LengthOfTime_Token_004=Dont expect this to be a quick job. Plan on being there for a good amount of time.
DataHeist_Description_M,P=~mission(Contractor|DataHeistDescription_M)
DataHeist_Description_Quantity_Token_001=I'm only after one important file here,
DataHeist_Description_Quantity_Token_002=I need to pull a few specific files from their servers,
DataHeist_Description_Quantity_Token_003=I'm looking to get several files they've got locked up,
DataHeist_Description_Quantity_Token_004=I need to download a number of files,
DataHeist_Description_Quantity_Token_005=I'll be downloading a bunch of files,
DataHeist_Description_Tutorial=~mission(Contractor|DataHeistDescriptionTutorial)
DataHeist_Description_VE,P=~mission(Contractor|DataHeistDescription_VE)
DataHeist_Description_VH,P=~mission(Contractor|DataHeistDescription_VH)
DataHeist_ECT_Access=LOCKED - Insert Access Card
DataHeist_ECT_Access_AccessCardInvalid=Invalid Credentials
DataHeist_ECT_Access_CardConfiscated=! Card Confiscated - Contact Admin !
DataHeist_ECT_Access_Denied=Access Denied
DataHeist_ECT_Access_Granted=Access Granted
DataHeist_ECT_Access_InsertAccessCard=Insert Access Card
DataHeist_ECT_Access_ReadingCard=Reading Access Card
DataHeist_ECT_Access_SecurityBreach=! Security Breach Detected - Mainframe Locked Down !
DataHeist_ECT_Access_SystemLockdown=System Lockdown
DataHeist_ECT_Access_TerminalLocked=Terminal Locked
DataHeist_ECT_Access_Welcome=Welcome
DataHeist_ECT_AttentionRequired_TopBarInfo=Attention Required
DataHeist_ECT_Connection_Allow=Accept
DataHeist_ECT_Connection_Info=Incoming Spec.Feed connection:
DataHeist_ECT_Connection_Info_IP=~mission(IPAddress)
DataHeist_ECT_Connection_Lost=Connection Lost
DataHeist_ECT_Connection_Reject=Deny
DataHeist_ECT_Notification_ExternalRequest=! External Request for Access !
DataHeist_ECT_Notification_RemoteConnectionCancelled=! Remote Connection Terminated !
DataHeist_ECT_Notification_SecurityBreach=! Security Breach Detected - Check Local Terminals !
DataHeist_ECT_Notification_ServerDisconnected=! Server Disconnected !
DataHeist_ECT_Notification_ServerNotResponding=! Server Not Responding !
DataHeist_ECT_UploadCancelled=Upload Cancelled
DataHeist_ECT_UploadComplete=Upload Complete
DataHeist_ECT_UploadFailed_TopBarInfo=Upload Failed
DataHeist_ECT_UploadHalted_MiddleInfo=Servers must cool before upload can proceed.
DataHeist_ECT_UploadHalted_TopBarInfo=Upload Halted
DataHeist_ECT_Uploading_MiddleInfo_End= data transfer in progress.
DataHeist_ECT_Uploading_MiddleInfo_Start=Server
DataHeist_ECT_Uploading_MiddleInfo_Total=Total Upload Progress
DataHeist_ECT_Uploading_TopBarInfo=Uploading...
DataHeist_Fail_DeniedConnectionTooManyTimes=Failed to Connect Hacker
DataHeist_Fail_LocationDestroyedData=Data Destroyed
DataHeist_Fail_LostTooManyServer=Necessary Servers Compromised
DataHeist_From=~mission(Contractor|DataHeistFrom)
DataHeist_IP_Generic=2001:0db8:85a3::8a2e:0370:7334
DataHeist_IntT_AdminLine=Reset code to
DataHeist_IntT_DataHeist_IntT_ClimateControlDisabled=Cooling System disabled for Server:
DataHeist_IntT_GarbageLine=Connection terminated - Firewall Activated
DataHeist_IntT_GarbageLine_01=Query active uploads - Active upload from server cluster
DataHeist_IntT_GarbageLine_02=Unlock Cooling System control for server cluster
DataHeist_IntT_GarbageLine_03=Abort upload - Admin access required
DataHeist_IntT_GarbageLine_04=Incoming external connection
DataHeist_IntT_GarbageLine_05=Warning - disabling Cooling System may lead to data corruption
DataHeist_IntT_GarbageLine_07=Are you sure you want to continue Y/N - (Y)
DataHeist_IntT_IntrusionActive_Disconnect_Notify=! FIREWALL ACTIVATED - CONNECTION TERMINATED !
DataHeist_IntT_IntrusionActive_Notify=! UNEXPECTED EXTERNAL CONNECTION !
DataHeist_IntT_IntrusionNotActive_Notify=No Notifications
DataHeist_IntT_WindowName=Remote Console
DataHeist_Obj_01_GetToLocation_Display,P=Access the Mainframe at ~mission(Location)
DataHeist_Obj_01_GetToLocation_Long=Access the mainframe at ~mission(Location|Address) using a cryptokey or other means.
DataHeist_Obj_01_GetToLocation_Marker=Access Mainframe
DataHeist_Obj_01_GetToLocation_Short=Access the Mainframe at ~mission(Location)
DataHeist_Obj_02_GainAccessToMainframe_Display,P=Access Mainframe.
DataHeist_Obj_02_GainAccessToMainframe_Long,P=Gain Access to the Data Mainframe.
DataHeist_Obj_02_GainAccessToMainframe_Marker,P=Mainframe.
DataHeist_Obj_02_GainAccessToMainframe_MarkerB,P=Terminal access slot.
DataHeist_Obj_02_GainAccessToMainframe_Short,P=Access Mainframe.
DataHeist_Obj_02a_GetAHackChip_Long,P=Take a cryptokey in case the mainframe is locked.
DataHeist_Obj_02a_GetAHackChip_Short,P=Take a cryptokey.
DataHeist_Obj_02b_FindAccessCard_Long,P=Find an ID access card on a technician at the location.
DataHeist_Obj_02b_FindAccessCard_Short,P=Loot an ID access card.
DataHeist_Obj_03_DefendHack_Long,P=Defend Mainframe Hack
DataHeist_Obj_03_DefendHack_Short,P=Defend Hack
DataHeist_Obj_04_CommenceUpload_Display,P=Allow connection request on Mainframe
DataHeist_Obj_04_CommenceUpload_Long=Accept the remote connection to the mainframe.
DataHeist_Obj_04_CommenceUpload_Marker=Accept Connection
DataHeist_Obj_04_CommenceUpload_Short=Accept Remote Connection
DataHeist_Obj_05_DefendUpload_Display,P=Defend upload and data servers.
DataHeist_Obj_05_DefendUpload_Long,P=Defend upload and the key data servers.
DataHeist_Obj_05_DefendUpload_Short,P=Defend upload.
DataHeist_Obj_06_ReactivateServerSafetyMeasures_Display=Overheating Servers Remaining: ~mission(IntrusionsAmount)
DataHeist_Obj_06_ReactivateServerSafetyMeasures_Long=Prevent servers from overheating and interrupting the download via their control terminals.
DataHeist_Obj_06_ReactivateServerSafetyMeasures_Short=Prevent Servers Overheating
DataHeist_Obj_07_UploadCount_Display,P=Upload ~mission(NumOfServersUploaded) / ~mission(NumOfServersMinToComplete).
DataHeist_Obj_07_UploadCount_Long=Upload ~mission(NumOfServersUploaded) / ~mission(NumOfServersMinToComplete) servers.
DataHeist_Obj_07_UploadCount_Short=Upload ~mission(NumOfServersUploaded) / ~mission(NumOfServersMinToComplete)
DataHeist_Obj_08_LeaveOrContinue_Display,P=Extract from location or Upload extra server data.
DataHeist_Obj_08_LeaveOrContinue_Long,P=Extract from area to end contract or continue uploading for bonuses.
DataHeist_Obj_08_LeaveOrContinue_Short,P=Extract from location or Upload extra server data.
DataHeist_Obj_DebugCode=~mission(IntrusionKeypadCode)
DataHeist_Obj_Intrusion_IntrusionMarker=Locate Server Access Code
DataHeist_Obj_Intrusion_ServerMarker=Enable Cooling
DataHeist_ServerName_001=S-594
DataHeist_ServerName_002=S-667
DataHeist_ServerName_003=S-317
DataHeist_ServerName_004=S-694
DataHeist_ServerName_005=S-817
DataHeist_ServerName_006=S-156
DataHeist_ServerName_007=S-756
DataHeist_ServerName_008=S-944
DataHeist_ServerName_009=S-445
DataHeist_ServerRackName_001=SR-A
DataHeist_ServerRackName_002=SR-B
DataHeist_ServerRackName_003=SR-C
DataHeist_ServerRackName_004=SR-D
DataHeist_ServerRackName_005=SR-E
DataHeist_SvR_Cooling_Disable=Disable
DataHeist_SvR_Cooling_Disabled=Cooling System Offline
DataHeist_SvR_Cooling_Enable=Enable
DataHeist_SvR_Cooling_Enabled=Cooling System Online
DataHeist_SvR_Cooling_Status=Cooling System:
DataHeist_SvR_Cooling_Status_Off=Offline
DataHeist_SvR_Cooling_Status_Off_Ext=Disabled via Remote Access
DataHeist_SvR_Cooling_Status_On=Online
DataHeist_SvR_DataTransfer=Data Transfer
DataHeist_SvR_Temperature=Temperature
DataHeist_SvR_Terminal_TopInfo=Server Cooling Systems
DataHeist_Title=~mission(Contractor|DataHeistTitle)
DataHeist_Title_E,P=~mission(Contractor|DataHeistTitle_E)
DataHeist_Title_H,P=~mission(Contractor|DataHeistTitle_H)
DataHeist_Title_M,P=~mission(Contractor|DataHeistTitle_M)
DataHeist_Title_VE,P=~mission(Contractor|DataHeistTitle_VE)
DataHeist_Title_VH,P=~mission(Contractor|DataHeistTitle_VH)
Datapad_TextTest=Dont...\nLeak...\nThis...\nMission...\nPlz...
Datapad_general_01_msg=Dear All,\n\nWe would like to remind you that the break room is meant to be enjoyed, but its upkeep falls to all of us. Please dispose of trash in the proper receptacles and wash any dishes or utensils that you use. Also, when warming meals containing fish or other strong smelling foods, please turn on the exhaust fan. Finally, protocol requires that weapons either be kept on your person or stored in your locker and not left lying about common areas. \n\nThanks for your understanding and compliance in the matters above. Only together can we make this workplace better for all!
Datapad_general_01_recipient=To: All Personnel
Datapad_general_01_subject=Subject: Break Room Etiquette
Datapad_general_02_msg=Hi All, \n\nPlease welcome the newest member of our security team, Shoji Cunniff. Before joining us, Shoji worked as an independent security professional with over 15 years of experience in volatile systems, including Charon, Magnus, and Pyro. Shoji spent the past five years exclusively in Nexus providing protection services and running escort missions.\n \nShoji Cunniff is our new Security Professional I, and will be focused on upholding security protocols and defending the site against hostile actors. Shoji looks forward to the comradery that comes with being a part of a team, updating and expanding his skills as a security professional, and getting to know the Stanton system better. \n\nPlease join us in welcoming Shoji to the team!
Datapad_general_02_recipient=To: All Personnel
Datapad_general_02_subject=Subject: Welcome Our Newest Team Member!
Datapad_general_03_msg=Fellow Cass-fanatic, \n\nThe rumors are true! Ellroy Cass is back to deliver the most memorable and intimate experience of his genre-defying career. The legendary multi-hyphenate artist and performer has commandeered an 890 Jump and turned it into the ultimate venue thats part performance space, part art gallery, and a complete sensory experience.\n\nAs a certified Cass-fanatic, Ellroy is offering you the opportunity to purchase a ticket to this exclusive experience. Explore the ship to see some of his most famous and controversial art installations, hop into a simpod to be transported into scenes from some of Ellroys most legendary vid performances, and then dance the day away to an intimate and career-spanning music set. Its guaranteed to be a once-in-a-lifetime event unlike anything youve ever experienced. \n\nIf you are interested in spending a day with Ellroy Cass and a ship full of fellow fanatics, reply to the comm for price and location details. Due to the intimate nature of the event, tickets are extremely limited and cannot be resold or transferred. Dont miss your chance to see the latest masterpiece from this enigmatic, incendiary, and boundary-pushing performer!
Datapad_general_03_recipient=To: CassaNovaKid08
Datapad_general_03_subject=Subject: Ellroy Cass Fan Club: Exclusive Pre-sale!
Datapad_general_04_msg=Happy birthday!! \n\nHoping you had a great day and took some time off to celebrate. You deserve it with how hard you work. Wanted to let you know Im thinking of you, and hope your next year is filled with health, happiness, and a whole lot of luck. \n\nLet me know next time youre in Area18 and Ill buy you dinner to celebrate. \n\nCheers!\nHarrison
Datapad_general_04_recipient=To: Reggie
Datapad_general_04_subject=Subject: Happy Birthday!
Datapad_general_05_msg=Consider this a friendly reminder, since I saw you didnt write any of this down:\n\nRothmans Ginger Elixir (6 pack)\nRecor & Son Firedbrand Extra Spiced Rhum (Please NOT the Original)\nSmoltz (12 pack)\nLiberty Lake (12 pack)\n- Aero Liberty, if possible. Otherwise Pike Liberty works.\nTwo bottles of Miners Gap (One red, one white)\nBottle of Nightingale 12\nBunch of Pips\nRingalings (For Kara)\nHandful of Snaggle Sticks\nMas Ready to Eat (Variety pack)\nCorvium Plus\nZaranex MAX\n\nComm me if you have any questions!\n\nKP\n
Datapad_general_05_recipient=To: Junius
Datapad_general_05_subject=Subject: Shopping List
Debug_Text_Bounty_Intro_Desc=*WIP* Bounty Intro Description
Debug_Text_Bounty_Intro_Title=*WIP* Bounty Intro Title
Debug_Text_Collect=*WIP* Collect
Debug_Text_Destroy=*WIP* Destroy
Debug_Text_DestroyCargo_Description=*WIP* Destroy Cargo Description
Debug_Text_DestroyCargo_Objective_01_Long=*WIP* Go to the location where the communication device was spotted
Debug_Text_DestroyCargo_Objective_01_Short=*WIP* Go to Location
Debug_Text_DestroyCargo_Objective_02_Long=*WIP* Destroy the communication device to prevent any more encoded messages to pass through
Debug_Text_DestroyCargo_Objective_02_Marker=*WIP* Communication Device
Debug_Text_DestroyCargo_Objective_02_Short=*WIP* Destroy the device
Debug_Text_DestroyCargo_Title=*WIP* Destroy Cargo Title
Debug_Text_DropOff=*WIP* Drop off
Debug_Text_EnterVehicle=*WIP* Enter Vehicle
Debug_Text_GoTo=*WIP* Go to
Debug_Text_Interact=*WIP* Interact
Debug_Text_Investigate=*WIP* Investigate
Debug_Text_MissionGiver,P=*WIP* Some Mission Giver
Debug_Text_Mission_Title_001=*WIP* Retrieve Stolen Cargo
Debug_Text_Mission_Title_002=*WIP* Find Missing Rover
Debug_Text_PickUp=*WIP* Pick up
Debug_Text_PlantExplosives_Desc=*WIP* Plant Explosives Description
Debug_Text_PlantExplosives_Obj_01_Long=*WIP* Head over to the outpost and collect the explosive devices
Debug_Text_PlantExplosives_Obj_01_Marker=*WIP* Collect Explosive
Debug_Text_PlantExplosives_Obj_01_Short=*WIP* Head to Outpost
Debug_Text_PlantExplosives_Obj_02_Long=*WIP* Take the explosives to Covalex Shipping Hub to plant them inside.
Debug_Text_PlantExplosives_Obj_02_Short=*WIP* Go To Covalex
Debug_Text_PlantExplosives_Obj_03_Long=*WIP* Place the explosive at the location marked in the station
Debug_Text_PlantExplosives_Obj_03_Short=*WIP* Place Explosive
Debug_Text_PlantExplosives_Title=*WIP* Plant Explosives Title
Debug_Text_Protect=*WIP* Protect
Debug_Text_RemoveExplosives_Desc=*WIP* Remove Explosives Description
Debug_Text_RemoveExplosives_Obj_01_Long=*WIP* Head over to Covalex where there has been reports of explosives planted within the cargo
Debug_Text_RemoveExplosives_Obj_01_Short=*WIP* Head to Covalex
Debug_Text_RemoveExplosives_Obj_02_Long=*WIP* Locate and remove all cargo that appears to be explosive. Listen out for anything different when inspecting the cargo
Debug_Text_RemoveExplosives_Obj_02_Short=*WIP* Locate and remove explosive cargo
Debug_Text_RemoveExplosives_Title=*WIP* Remove Explosives Title
Debug_Text_SellItem_Desc,P=*WIP* Sell Item Description
Debug_Text_SellItem_Obj_01_Long,P=*WIP* Sell item at the marked location
Debug_Text_SellItem_Obj_01_Short,P=*WIP* Sell Item
Debug_Text_SellItem_Title,P=*WIP* Sell Item Title
Debug_Text_Talk=*WIP* Talk
Debug_Text_TravelObjective_Obj_01_Long,P=*WIP* Go to the Location
Debug_Text_TravelObjective_Obj_01_Short,P=*WIP* Go to Location
Delamar=Delamar
Delamar_Desc=A moon-sized asteroid hidden deep within a thick cluster. Anti-UEE activists, political radicals and criminals now occupy Levski, a deserted mining facility built inside this asteroid.
Delamar_Levski=Levski
Delamar_Levski_Desc=This mining facility was abandoned for years before UEE refugees took up residence. Dedicated to creating an egalitarian society, this group of activists wanted to build the kind of community that the Messers had taken away. Levski has evolved into a self-sustaining port of political activists and those wishing to escape the eye of the Empire.
DelantyWIP_024=~mission(TitleDescription|Title)
DelantyWIP_025=~mission(TitleDescription|Description)
Delivery_DeepSpace=Deep Space Delivery
Delivery_Interplanetary=Interplanetary Delivery
Delivery_Interstellar=Interstellar Delivery
Delivery_Local=Local Delivery
Delivery_Tag_Courier=Courier
Delivery_Tag_Data=Data
Delivery_Tag_Haulage=Haulage
Delivery_Tag_LightGoods=Light Goods
Derelict_CleanUp_Marker=Derelict
Derelict_CleanUp_Objective_01=Get to the derelict
Derelict_CleanUp_Objective_02=Neutralize threats
Derelict_CleanUp_desc=Our company offers authentic scavenger experiences for the whole family to feel like a genuine scavenger. \nHowever, one of our derelicts seems to have been taken over by _actual_ scavengers and needs to be cleaned up before our next tour. \nCare to have a look at it? 
Derelict_CleanUp_from=Stanton Experience Tours, Ltd.
Derelict_CleanUp_title=Derelict "preparation" required
DestroyDebris_Desc_001=Reports of a satellite are falling to the planet's surface! We need you to break this satellite up into smaller debris pieces to lower the amount of damage
DestroyDebris_From_001=Some Guy
DestroyDebris_Objective_Long_001=Go to the known location of the satellite falling to the planet
DestroyDebris_Objective_Long_002=Destroy the satellite before it hits the surface
DestroyDebris_Objective_Short_001=Go to Satellite location
DestroyDebris_Objective_Short_002=Destroy Satellite
DestroyDebris_Title_001=Destroy Satellite Debris
DestroyEvidence_MissionFail_LostEvidence=The evidence was not destroyed.
DestroyEvidence_MissionSuccess=The evidence was destroyed.
DestroyEvidence_desc=~mission(Contractor|DestroyEvidenceDescription)
DestroyEvidence_from=~mission(Contractor|DestroyEvidenceFrom)
DestroyEvidence_obj_long_01=Destroy evidence that is currently stored at ~mission(location|address).
DestroyEvidence_obj_marker_01=Destroy Evidence
DestroyEvidence_obj_short_01=Destroy Evidence
DestroyEvidence_title=~mission(Contractor|DestroyEvidenceTitle)
DestroyObj_Text_Long=Go and Rendevous at Port Olisar Station
DestroyObj_Text_Marker=Rendevouz
DestroyObj_Text_Short=Rendezvous At Olisar
DistributionCenter_desc_Covalex_shared=One of many distribution centres that belong to the vast Covalex shipping network, and a key stop in getting your cargo safely to its final destination.
DistributionCenter_desc_Criminal_shared=Private facility. Trespassers will not be tolerated.
DistributionCenter_desc_CryAstro_shared=This processing plant is a vital part of Cry-Astro's fuel network, helping to fuel your future.
DistributionCenter_desc_Greycat_shared=At this production complex, skilled Greycat Industrial workers strive to produce the top-of-the-line products that are used by billions across numerous industrial specializations.
DistributionCenter_desc_Hurst_shared=This Hurston Dynamics Production Center is for authorized personnel and affiliates only.
DistributionCenter_desc_Sakura_shared=Working to make each day better, this workcenter and its employees are proud to be part of the Sakura Sun family.
DistributionCenter_desc_microTech_shared=microTech uses depots like this location to support their large catalogue of consumer electronics.
Dlg_SC_Tutorial_2nd_half_introTraining_1050_2nd_Half_Intro=Topped off. Let's get back out there.
Dlg_SC_Tutorial_2nd_half_launchTraining_1060_2nd_Half_Launch=Take off when you're ready.
Dlg_SC_Tutorial_adjust_backTraining_0250_Take_Off_Player_Adjust_Back=Back a bit.
Dlg_SC_Tutorial_adjust_forwardTraining_0240_Take_Off_Player_Adjust_Forward=A little forward.
Dlg_SC_Tutorial_adjust_leftTraining_0260_Take_Off_Player_Adjust_Left=Left a bit.
Dlg_SC_Tutorial_adjust_rightTraining_0270_Take_Off_Player_Adjust_Right=Right a touch.
Dlg_SC_Tutorial_approach_landing_padTraining_0850_Landing_Gentle_Encouragement=Set her down gently.
Dlg_SC_Tutorial_auto_or_manualTraining_0960_Landing_Auto_Or_Manual_Landing=You can use the automatic EDL landing procedure or do the whole thing manually.
Dlg_SC_Tutorial_average_landingTraining_1000_Landing_Average_Landing=Not bad. You'll get the hang of it.
Dlg_SC_Tutorial_back_to_baseTraining_1460_Training_Complete_Return_To_Base=Let's get you back to base. First round's on me.
Dlg_SC_Tutorial_bad_landingTraining_1010_Landing_Bad_Landing=<sigh> That needs a lot of work.
Dlg_SC_Tutorial_barrel_roll_executedTraining_0440_Flight_Barrel_Roll_Gilly_Executed=Ah... so much fun.
Dlg_SC_Tutorial_barrel_roll_explanationTraining_0450_Flight_Barrel_Roll_Explanation=Rolling is a great way to orient your ship to fit through tight gaps or evade incoming fire. Now you give it a go.
Dlg_SC_Tutorial_barrel_roll_introTraining_0430_Flight_Barrel_Roll_Intro=Moving on. Now this is my favorite part of training: the barrel roll.
Dlg_SC_Tutorial_beckoning_playerTraining_0010_Player_Report_To_Leader=Hey there. Hustle on over.
Dlg_SC_Tutorial_boost_alt_useTraining_1090_Flight_Boost_Alt_Use=You can also use it to overpower you manoeuvring thrusters in order to take tighter corners.
Dlg_SC_Tutorial_boost_introTraining_1080_Flight_Boost_Explanation=If you need to get up to top speed in a hurry, try boosting.
Dlg_SC_Tutorial_boost_rechargeTraining_1100_Flight_Boost_Recharge=You do have a limited amount that takes time to replenish, so don't go nuts with it.
Dlg_SC_Tutorial_chaff_difficultyTraining_0800_Combat_CM_Chaff_Difficulty=Deploying Noise takes more skill than Decoys. To be successful, you need to put it between you and the missile.
Dlg_SC_Tutorial_chaff_explanationTraining_0790_Combat_CM_Chaff_Explanation=Good. Now, a Noise creates a cloud of electromagnetic interference to mask your signature from the missile.
Dlg_SC_Tutorial_chase_player_dawdles_1Training_0580_Combat_Chase_Player_Dawdles_01=What are you waiting for? Go finish it off.
Dlg_SC_Tutorial_chase_player_dawdles_2Training_0580_Combat_Chase_Player_Dawdles_02=Let's go. You're on the clock, rookie.
Dlg_SC_Tutorial_chase_player_dawdles_3Training_0580_Combat_Chase_Player_Dawdles_03=Get a move on.
Dlg_SC_Tutorial_complete_barrel_rollTraining_0460_Flight_Player_Compliment_01=Nice one.
Dlg_SC_Tutorial_comstab_explanationTraining_1170_Flight_Comstab_Explanation=You also have COMSTAB which adjusts your forward velocity so you can make controlled turns. Disabling COMSTAB will allow you maintain your velocity in turns, but you will drift wider..
Dlg_SC_Tutorial_cycleTraining_0780_Combat_CM_Cycle_Countermeasure=He's switched to EM tracking missiles. Cycle to Noise.
Dlg_SC_Tutorial_decoupled_autoTraining_0150_Landing_Mode_Auto_Engage_Decoupled=Activating landing mode restricts you to decoupled mode, meaning only your manoeuvring thrusters fire, which is handy for precise movement in tight areas.
Dlg_SC_Tutorial_decoupled_manualTraining_0150_Landing_Mode_Manual_Engage_Decoupled=I've gone ahead and restricted you to decoupled mode, which makes it much easier to position yourself for a launch. In Decoupled Mode, your main engine is disengaged, allowing you to move more precisely using your manoeuvring thrusters.
Dlg_SC_Tutorial_decoupled_modeTraining_0820_Combat_Decoupled_Mode_Intro_01=Remember Decoupled Mode from taking off? If the Drone gets behind you, enter Decoupled mode to disengage your main engines and allow you to spin your ship around while retaining your original vector.
Dlg_SC_Tutorial_decoupled_player_tryTraining_0820_Combat_Decoupled_Mode_Intro_03=Give it a try, just remember to disengage it when you're done.
Dlg_SC_Tutorial_decoupled_reminder_autoTraining_0880_Landing_Mode_Auto_Engage_Decoupled=Remember, entering Landing Mode will automatically Decouple your ship, so don't activate it too far away from the landing pad as it cuts down your speed.
Dlg_SC_Tutorial_decoupled_reminder_manualTraining_0890_Landing_Mode_Manual_Engage_Decoupled=The flight system automatically cuts down on your speed when you deploy the landing gear, so don't activate it too far away from the landing pad.
Dlg_SC_Tutorial_decoupled_warningTraining_0820_Combat_Decoupled_Mode_Intro_02=It's a great way to dissuade a pursuer, but make sure you've checked your path ahead first.
Dlg_SC_Tutorial_deviate_from_landingTraining_0950_Landing_Deviate_From_Landing=If you raise you landing gear or stray too far from the pad, you'll have to request it again.
Dlg_SC_Tutorial_disabled_controlsTraining_0070_Cockpit_Intro_02=You'll notice the majority of your systems are disabled. I'll be controlling when they are on and offline to simulate potential scenarios in combat situations.
Dlg_SC_Tutorial_doors_openTraining_0110_Take_Off_Doors_Open=Once you're aligned, the tower will open the doors.
Dlg_SC_Tutorial_drone_1_introTraining_0470_Combat_Intro_03=Don't worry - it's just a training drone. It handles just like the real thing, but it's weapons are less lethal. Saying that - they still pack a punch so try not to take any hits you don't have to.
Dlg_SC_Tutorial_drone_2_killedTraining_0840_Combat_Decoupled_Mode_Player_Kill_Drone=Good kill. We're heading back to the landing pad to restock and refuel for the final part of your training.
Dlg_SC_Tutorial_drone_deadTraining_0700_Combat_Drone_Dead=Good kill.
Dlg_SC_Tutorial_drone_fleesTraining_0570_Combat_Fire_Drone_Flees=Yeah, it didn't like that.
Dlg_SC_Tutorial_drone_missileTraining_0720_Combat_Missiles_Incoming=He's got lock. Missiles incoming.
Dlg_SC_Tutorial_drone_shields_downTraining_0650_Combat_Drone_Shields_Down=Its shields are down. Finish it off with a missile.
Dlg_SC_Tutorial_eject_player_dawdles_1Training_1450_Self-Destruct_Eject_Player_Dawdles_01=Come on, bail out.
Dlg_SC_Tutorial_eject_player_dawdles_2Training_1450_Self-Destruct_Eject_Player_Dawdles_02=Get out of there!
Dlg_SC_Tutorial_ejects_before_warning_1Training_1410_Self-Destruct_Player_Hit_Eject_Before_Warning=I can't let you eject without initiating self-destruct.
Dlg_SC_Tutorial_ejects_before_warning_2Training_1420_Self-Destruct_Player_Eject_Prompt_01=It's the only thing I can't do it remotely, kid. You have to initiate. Hurry.
Dlg_SC_Tutorial_ejects_before_warning_3Training_1420_Self-Destruct_Player_Eject_Prompt_02=Your plant's leaking radiation. You need to self-destruct now.
Dlg_SC_Tutorial_ejects_before_warning_4Training_1420_Self-Destruct_Player_Eject_Prompt_03=Hit self-destruct, now!
Dlg_SC_Tutorial_engines_checkTraining_0070_Cockpit_Intro_05=Engines, check.
Dlg_SC_Tutorial_enter_landing_modeTraining_0870_Landing_Entering_Landing_Mode=To enter landing mode you need to lower your landing gear.
Dlg_SC_Tutorial_fails_to_mark_targetTraining_1270_Combat_Player_Did_Not_Mark_Target=You gotta mark a target, kid.
Dlg_SC_Tutorial_fire_player_dawdles_1Training_0550_Combat_Fire_Player_Dawdles_01=This kind of hesitation can get you killed. Fire.
Dlg_SC_Tutorial_fire_player_dawdles_2Training_0550_Combat_Fire_Player_Dawdles_02=Shoot the drone.
Dlg_SC_Tutorial_fire_player_dawdles_3Training_0550_Combat_Fire_Player_Dawdles_03=Let's go. Fire
Dlg_SC_Tutorial_fire_player_doesnt_fireTraining_0540_Combat_Target_Fire_When_Ready_02=Go ahead, shoot. The drone isn't going to mind.
Dlg_SC_Tutorial_flare_durationTraining_0760_Combat_CM_Flare_Duration=Flares have a short lifetime, don't be too quick to fire them.
Dlg_SC_Tutorial_flare_explanationTraining_0740_Combat_CM_Flare_Explanation=Last missile was heat-seeking so equip your flares. Helpful tip, don't boost after dropping a flare. Boosted thrusters are much hotter than a flare.
Dlg_SC_Tutorial_flare_launch_successTraining_0770_Combat_CM_Flare_Launch_Good=Good.
Dlg_SC_Tutorial_free_lookTraining_0070_Cockpit_Intro_01=Alright. First thing's first, take a look around your cockpit and familiarise yourself with the layout. It's imperative to quickly find and access specific controls. Last thing you want to be doing in a scrap is bringing up the instructions.
Dlg_SC_Tutorial_glaive_defeatedTraining_1360_Combat_Vanduul_Glaive_Defeated=Good kill. Glaive's down.
Dlg_SC_Tutorial_glaive_idTraining_1330_Combat_Vanduul_Id_Glaive=That Glaive's a recognised Ace, enemy designation is Tank. We're gonna have to work together to take it down.
Dlg_SC_Tutorial_glaive_id_short_0001=We got more hostiles inbound. Looks like there's a a recognised Ace in the mix.
Dlg_SC_Tutorial_good_alignment_1Training_0230_Take_Off_Player_Good_Alignment_01=Alignment's looking solid.
Dlg_SC_Tutorial_good_alignment_2Training_0230_Take_Off_Player_Good_Alignment_02=That's a good line, pilot.
Dlg_SC_Tutorial_good_distanceTraining_0900_Landing_Good_Deploy_Distance=This should be close enough. Deploy your landing gear.
Dlg_SC_Tutorial_good_landingTraining_0990_Landing_Good_Landing=Touchdown. Great work.
Dlg_SC_Tutorial_gsafe_explanationTraining_1130_Flight_G-Safe_Explanation_01=Still with me, kid? Good job. Now one thing you need to understand, every ship's outfitted with systems to look out for you.
Dlg_SC_Tutorial_gsafe_explanation_2Training_1130_Flight_G-Safe_Explanation_02=That last sharp turn you probably felt your ship clamp down on the turn. That's your G-Safe system kicking in, making sure that you aren't taking too many G-forces and blacking out.
Dlg_SC_Tutorial_gsafe_explanation_3Training_1130_Flight_G-Safe_Explanation_03=If you need to get that extra edge in turning, you can disable G-Safe, but be warned. An unconscious pilot turns into a dead one pretty quick.
Dlg_SC_Tutorial_guns_backTraining_0810_Combat_Guns_Up_Missles_Later=You got your guns back, but I'll need more time to get your missiles up.
Dlg_SC_Tutorial_heavy_damageTraining_0300_Take_Off_Heavy_Damage=Ah, don't sweat it, everybody tags their ship the first time. Your ship is still spaceworthy so I we'll just press on.
Dlg_SC_Tutorial_hudTraining_0140_Take_Off_Hud_Mode_Active=Take note that you're in take-off and landing mode..
Dlg_SC_Tutorial_initiate_self_destructTraining_1430_Self-Destruct_Player_Finally_Initiates=Cutting it close there, kid.
Dlg_SC_Tutorial_introductionTraining_0030_Introduction_01=I'm Lucas Baramsco, but everyone knows me as Gilly. I've served in six squadrons and qualified on almost a dozen ships, so if you put in the time, I'll get you on the path to dogfighting with the best of them.
Dlg_SC_Tutorial_introductionTraining_0030_Introduction_03=Let's get started.
Dlg_SC_Tutorial_introductionTraining_0040_Player_Report_To_Pod=We're gonna set you up in the F7C on the landing pad over there. Hustle over and let's get going.
Dlg_SC_Tutorial_keep_shootingTraining_0630_Combat_Chase_Keep_Shooting=There you go. Keep on the pressure.
Dlg_SC_Tutorial_landing_mode_infoTraining_0910_Landing_Hud_Landing_Specific_Info=Once Landing Mode's active, your HUD's going to swap out your combat systems for landing specific functionality..
Dlg_SC_Tutorial_landing_pad_idTraining_0860_Landing_Id_Landing_Pad=Free landing pads will appear on your HUD.
Dlg_SC_Tutorial_landing_radarTraining_0970_Landing_Landing_Radar=Now that you're on approach, your radar is replaced by the landing system. It'll guide you to your landing pad and help you perform a safe landing.
Dlg_SC_Tutorial_landing_radar_helpTraining_0980_Landing_Landing_Radar_Help=Make sure your ship stays within the bounds of the pad and keep your eye on your pitch and roll.
Dlg_SC_Tutorial_lead_targetTraining_0600_Combat_Hud_Pip_Lead_Target=Okay, try targetting the ship with the PIPs.
Dlg_SC_Tutorial_leader_exitsTraining_0120_Take_Off_Gilly_Exits=That's it. Once I clear out, it'll be your turn.
Dlg_SC_Tutorial_leader_player_dawdles_1Training_0050_Player_Dawdles_01=What are you, on break? Let's move it, rook.
Dlg_SC_Tutorial_leader_player_dawdles_2Training_0050_Player_Dawdles_02=Let's go.
Dlg_SC_Tutorial_leader_player_dawdles_3Training_0050_Player_Dawdles_03=Move it, move it, move it.
Dlg_SC_Tutorial_leader_targetedTraining_0320_Targeting_Intro_02=Good
Dlg_SC_Tutorial_mark_targetTraining_1260_Combat_Player_Mark_Target=Mark your target.
Dlg_SC_Tutorial_marks_targetTraining_1280_Combat_Player_Did_Mark_Target=Copy that. I got the other. Good luck.
Dlg_SC_Tutorial_match_speed_explainTraining_0320_Targeting_Intro_03=When pursuing a target, you'll want to keep your speed as close to their as possible. Give it a shot. Make sure Im targeted and hit Match Speed.
Dlg_SC_Tutorial_match_speed_fast_brakeTraining_0420_Flight_Match_Speed_Fast_Brake=Or stop fast.
Dlg_SC_Tutorial_match_speed_target_speedTraining_0410_Flight_Match_Speed_Target_Speed_Change=Remember, this isn't autopilot, so you still have to steer, but you'll notice that once you're locked, your computer will continue to monitor my speed and adjust. It doesn't matter if I speed up slowly…
Dlg_SC_Tutorial_missile_launchTraining_0680_Combat_Missile_Fire=Launch. Launch.
Dlg_SC_Tutorial_missile_lock_explanationTraining_0660_Combat_Missile_Lock_Explanation=Missile locking sensors are on the nose so keep your target in front of you long enough to lock on.
Dlg_SC_Tutorial_missile_lock_holdTraining_0670_Combat_Missile_Hold_For_Lock=Hold… hold…
Dlg_SC_Tutorial_missile_player_dawdles_1Training_0690_Combat_Missile_Player_Dawdles_01=You have lock. Fire.
Dlg_SC_Tutorial_missiles_backTraining_0830_Combat_Decoupled_Mode_Player_Rotates=Great. You got your missiles back. Take it out.
Dlg_SC_Tutorial_move_it_rookieTraining_0020_Player_Dawdles_06=Let's move it, rookie. You aren't getting paid by the hour.
Dlg_SC_Tutorial_multiple_missilesTraining_1310_Combat_Multiple_Missile=You can lock multiple missiles at once, just don't get too trigger happy.
Dlg_SC_Tutorial_multiple_pipTraining_0590_Combat_Hud_Pip_Multiple_Reticles=Notice you have multiple PIPs with varying lag? Each of those indicates a weapon on your ship. The computer's trying to compensate for the varying speeds between your ballistic and energy projectiles.
Dlg_SC_Tutorial_new_drone_targetTraining_0710_Combat_New_Drone_Target=Let's move on - uh-oh! Looks like he had a friend. Take a look in your rear-view camera.
Dlg_SC_Tutorial_on_the_clockTraining_0020_Player_Dawdles_05=We're on a clock here, let's go.
Dlg_SC_Tutorial_outroTraining_0470_Combat_Intro_01=Well, you seem to be able handle your ship, so let's see if you can handle a bit of combat.
Dlg_SC_Tutorial_performance_averageTraining_1030_1st_Half_Performance_Average=You could use some extra hours in the sim, but you weren't too bad back there.
Dlg_SC_Tutorial_performance_goodTraining_1020_1st_Half_Performance_Good=You did good back there, kid. Let me guess - you're an Arena Commander fan?
Dlg_SC_Tutorial_performance_poorTraining_1040_1st_Half_Performance_Poor=I know it's your first time out there, but you're going to have to try harder if you want your wings.
Dlg_SC_Tutorial_permissionTraining_0940_Landing_Call_For_Permission=Once you've targeted a landing pad, request permission to land.
Dlg_SC_Tutorial_permission_for_launchTraining_0070_Cockpit_Intro_06=Tower, permission for launch
Dlg_SC_Tutorial_pip_explanationTraining_0530_Combat_Target_Pip_Intro=Now you have a target, you will have extra aim reticules. Those are Predicted-Impact-Points or PIPs. They'll show you where to shoot to hit a moving target.
Dlg_SC_Tutorial_pitch_rollTraining_0160_Take_Off_Pitch_Roll_Warning=Make sure you don't pitch or roll. It'll be tough to get back into proper alignment.
Dlg_SC_Tutorial_player_alignedTraining_0210_Take_Off_Player_Aligned_Doors_Open=The tower will open the doors once you're lined up.
Dlg_SC_Tutorial_player_boards_gilly_ship_1Training_0060_Player_Wrong_Pod_01=Easy there, rookie. That's my ride.
Dlg_SC_Tutorial_player_boards_gilly_ship_2Training_0060_Player_Wrong_Pod_02=What are you doing? You're over there.
Dlg_SC_Tutorial_player_causes_damage_1Training_0390_Flight_Player_Causes_Damage_01=Watch it, rookie.
Dlg_SC_Tutorial_player_causes_damage_2Training_0390_Flight_Player_Causes_Damage_02=Careful! These ships aren't cheap.
Dlg_SC_Tutorial_player_causes_damage_3Training_0390_Flight_Player_Causes_Damage_03=What the hell's wrong with you?
Dlg_SC_Tutorial_player_completes_1Training_1160_Race_Player_Completes_01=Nice job.
Dlg_SC_Tutorial_player_completes_2Training_1210_Race_Player_Completes_02=Still with me? Alright, I'm a little impressed.
Dlg_SC_Tutorial_player_damageTraining_0290_Take_Off_No_Damage=Great job. I haven't seen many pull one off on the first try.
Dlg_SC_Tutorial_player_dawdlesTraining_1350_Combat_Vanduul_Player_Dawdles_Target_Glaive=Stop screwing around and target the Glaive.
Dlg_SC_Tutorial_player_dawdles_1Training_0020_Player_Dawdles_01=I'm waiting, rook.
Dlg_SC_Tutorial_player_dawdles_2Training_0020_Player_Dawdles_02=On me. Let's go.
Dlg_SC_Tutorial_player_dawdles_3Training_0020_Player_Dawdles_03=Still waiting…
Dlg_SC_Tutorial_player_fail_line_1Training_0360_Flight_Player_Fail_Line_01=Playtime's over, kid.
Dlg_SC_Tutorial_player_fail_line_2Training_0360_Flight_Player_Fail_Line_02=Shut it down. You're done.
Dlg_SC_Tutorial_player_fail_line_3Training_0360_Flight_Player_Fail_Line_03=I don't have time for this.
Dlg_SC_Tutorial_player_failsTraining_1200_Race_Player_Fails=Okay, that's enough. I don't think you're ready yet.
Dlg_SC_Tutorial_player_falls_behind_1Training_1150_Race_Player_Falls_Behind_01=Come on. You can do better than that.
Dlg_SC_Tutorial_player_falls_behind_2Training_1180_Race_Player_Falls_Behind_02=Let's go, let's go. I'm falling asleep up here.
Dlg_SC_Tutorial_player_falls_behind_warning_1Training_1190_Race_Player_Falls_Behind_Warning_01=Keep up, kid, you're blowing it.
Dlg_SC_Tutorial_player_falls_behind_warning_2Training_1190_Race_Player_Falls_Behind_Warning_02=You gonna give up now? Come on, push yourself.
Dlg_SC_Tutorial_player_falls_off_trailTraining_0620_Combat_Chase_Player_Falls_Off_Trail=Don't lose it. Stay on its tail.
Dlg_SC_Tutorial_player_final_warningTraining_0380_Flight_Player_Final_Warning_01=Last chance.
Dlg_SC_Tutorial_player_flies_away_1Training_0340_Flight_Player_Flies_Away_01=Where are you going?
Dlg_SC_Tutorial_player_flies_away_2Training_0340_Flight_Player_Flies_Away_02=On me, rookie.
Dlg_SC_Tutorial_player_flies_away_3Training_0340_Flight_Player_Flies_Away_03=Get back here.
Dlg_SC_Tutorial_player_flies_away_last_warning_Training_0350_Flight_Player_Flies_Away_Last_Warning=Turn around. I won't say it again.
Dlg_SC_Tutorial_player_general_warning_1Training_0370_Flight_Player_General_Warning_01=Stay focused. Let's get through this.
Dlg_SC_Tutorial_player_general_warning_2Training_0370_Flight_Player_General_Warning_02=Let's get back on track. We got a lot to cover.
Dlg_SC_Tutorial_player_general_warning_3Training_0370_Flight_Player_General_Warning_03=Just so we're clear, kid: you will follow orders or you will fail this training exercise.
Dlg_SC_Tutorial_player_general_warning_4Training_0370_Flight_Player_General_Warning_04=Stay on track, kid.
Dlg_SC_Tutorial_player_general_warning_5Training_0370_Flight_Player_General_Warning_05=Sharpen up, rookie. This isn't going to cut it.
Dlg_SC_Tutorial_player_gets_hitTraining_0640_Combat_Drone_Player_Gets_Hit=You're taking hits. Check your HUD for shield and damage status.
Dlg_SC_Tutorial_player_hits_droneTraining_0560_Combat_Fire_Player_Hits_Shields=Good shot. See its shields weakening on your HUD?
Dlg_SC_Tutorial_player_lags_1Training_0330_Flight_Player_Lags_01=Come on. Keep up
Dlg_SC_Tutorial_player_lags_2Training_0330_Flight_Player_Lags_02=You're lagging, kid. Hurry up.
Dlg_SC_Tutorial_player_lags_3Training_0330_Flight_Player_Lags_03=You reading me? What the hell's wrong with you?
Dlg_SC_Tutorial_player_lags_4Training_0330_Flight_Player_Lags_04=Waiting on you, kid.
Dlg_SC_Tutorial_player_lags_5Training_0330_Flight_Player_Lags_05=Any time.
Dlg_SC_Tutorial_player_lags_6Training_0330_Flight_Player_Lags_06=Stop wasting my time, rook.
Dlg_SC_Tutorial_player_lined_upTraining_0220_Take_Off_Player_In_Correct_Position=You're lined up.
Dlg_SC_Tutorial_player_match_speedTraining_0400_Flight_Player_Has_Matched_Speed=Great, you're locked on.
Dlg_SC_Tutorial_player_no_weaponsTraining_0730_Combat_No_Weapons=That hit took out your weapons. You'll have to hold out until they come back online. Countermeasures are still online. Use them.
Dlg_SC_Tutorial_player_off_centreTraining_0200_Take_Off_Player_Off-Centre=Don't align yourself with the middle of the doors. You'd be surprised how many 'cruits forget that the cockpit is not the centre of the ship.
Dlg_SC_Tutorial_player_strafe_forwardTraining_0180_Take_Off_Player_Move_Forward=Okay. Now strafe forward onto the taxiway. If you need it, the tower should have lit up your path.
Dlg_SC_Tutorial_player_take_offTraining_0170_Take_Off_Player_Dust_Off=Nice, you're clear of the pad.
Dlg_SC_Tutorial_player_testTraining_1120_Race_Challenge_01=Think you can put all this together? Let's see.
Dlg_SC_Tutorial_player_turningTraining_0190_Take_Off_Player_Turning=Don't turn too much. You don't want to fall out of alignment.
Dlg_SC_Tutorial_players_turnTraining_0130_Take_Off_Players_Turn=Ready? I'm enabling your systems and will monitor your progress from up here.
Dlg_SC_Tutorial_power_plant_warningTraining_1390_Power_Plant_Warning=I'm getting erratic power spikes from your ship. They must have hit your power plant!
Dlg_SC_Tutorial_race_introTraining_1220_Race_Challenge_02=Race you to the Spire.
Dlg_SC_Tutorial_race_intro_2Training_1070_Race_Intro=Think you can stay on my tail?
Dlg_SC_Tutorial_radar_checkTraining_0470_Combat_Intro_02=Check your radar. You should have a contact.
Dlg_SC_Tutorial_select_landing_padTraining_0930_Landing_Select_Landing_Pad=Go ahead and pick a landing pad.
Dlg_SC_Tutorial_selecting_landing_padTraining_0920_Landing_Hud_Selecting_Landing_Pad=You can cycle through available landing pads the same as cycling through targets.
Dlg_SC_Tutorial_self_destruct_introTraining_1400_Self-Destruct_Intro=Your ship's loaded with military intel, so we can't let it fall into enemy hands. You'll have to initiate self-destruct before you eject.
Dlg_SC_Tutorial_ship_checkTraining_0070_Cockpit_Intro_03=Let's get ready for takeoff. I'll do this step by step to show you how it's done. Systems, check. Engines, check. Tower, permission for launch.
Dlg_SC_Tutorial_ship_menu_groupsTraining_1490_Ship_Config_Menu_Intro_02=In there you'll see your weapon groups, shield configuration and power distribution.
Dlg_SC_Tutorial_ship_menu_introTraining_1480_Ship_Config_Menu_Intro_01=While we're waiting, feel free to take a look at your ship's setup.
Dlg_SC_Tutorial_ship_menu_warningsTraining_1500_Ship_Config_Menu_Intro_03=I wouldn't mess around with them during training.
Dlg_SC_Tutorial_ship_positionTraining_0750_Combat_CM_Ship_Position=Another pro tip: countermeasures are fired backward so never fly at a missile head-on, launch a countermeasure and expect it to work.
Dlg_SC_Tutorial_shortcutTraining_1140_Race_Shortcut=Think fast.
Dlg_SC_Tutorial_somedamageTraining_0280_Take_Off_Some_Damage=A little shaky, but vertical take-offs take some practice.
Dlg_SC_Tutorial_space_brake_introTraining_1110_Flight_Space_Brake_Explanation=If you need to cut speed in a hurry, use your space brake - it's much quicker than dialing back your engines and the moment you let go of it you'll automatically accelerate back up to your previous speed.
Dlg_SC_Tutorial_spire_fillerTraining_1470_Filler_And_Foreshadow_The_Spire=That, my friend, is the Spire. Isn't she a beauty?
Dlg_SC_Tutorial_strafe_forwardTraining_0090_Take_Off_Move_Forward=Now that I'm clear I can strafe forward onto the taxiway.
Dlg_SC_Tutorial_strafe_sidewaysTraining_0100_Take_Off_Center_Under_Doors=Now I square my ship up with the ceiling doors ready for a vertical take-off.
Dlg_SC_Tutorial_successful_targetTraining_0520_Combat_Target_Weapons_Online=Good. Now your weapons are online.
Dlg_SC_Tutorial_system_checkTraining_0070_Cockpit_Intro_04=Systems, check.
Dlg_SC_Tutorial_takes_damageTraining_1290_Combat_Player_Hull_Damage=You're taking a lot of hull damage. Try and keep a shield between you and the enemy.
Dlg_SC_Tutorial_target_closestTraining_0480_Combat_Target_Enemy_01=Use your targeting system to quickly target the closest enemy.
Dlg_SC_Tutorial_target_glaiveTraining_1340_Combat_Vanduul_Target_Glaive=Target the Glaive.
Dlg_SC_Tutorial_target_hitTraining_0610_Combat_Hud_Pip_Fire_On_Target=Good hit. Keep firing.
Dlg_SC_Tutorial_target_hudTraining_0480_Combat_Target_Enemy_02=Use your targeting system to target the closest enemy.
Dlg_SC_Tutorial_target_hud_explanationTraining_0490_Combat_Target_Enemy_Hud_Explanation_01=Okay, now look at the top right of your HUD. You should see you target displayed. This will show realtime damage, shield status and a few other things.
Dlg_SC_Tutorial_target_hud_explanation_2Training_0490_Combat_Target_Enemy_Hud_Explanation_02=Shields are drawn as panels floating around the ship. They'll shrink as they weaken until they disappear completely. At that point, your shots will hit the hull and cause lasting damage.
Dlg_SC_Tutorial_target_leaderTraining_0320_Targeting_Intro_01=I've just enabled your targeting system. Use it to target me.
Dlg_SC_Tutorial_target_lines_upTraining_0540_Combat_Target_Fire_When_Ready_01=Line up your target and fire when you're ready.
Dlg_SC_Tutorial_target_player_dawdles_1Training_0500_Combat_Target_Player_Dawdles_01=Come on, select nearest target.
Dlg_SC_Tutorial_target_player_dawdles_2Training_0500_Combat_Target_Player_Dawdles_02=Target the drone.
Dlg_SC_Tutorial_target_player_failTraining_0510_Combat_Target_Player_Fail_01=Let's head back. Guess you need more time in the sims.
Dlg_SC_Tutorial_told_to_eject_0001=Eject!
Dlg_SC_Tutorial_too_much_damageTraining_0310_Take_Off_Too_Much_Damage=Yeah, I don't think your ship can take any more. I think we'll need to get it patched up and try again.
Dlg_SC_Tutorial_tower_permissionTraining_0070_Cockpit_Intro_07=Copy that, tower.
Dlg_SC_Tutorial_vanduul_all_deadTraining_1380_Combat_Vanduul_All_Dead=We're clear. Hell of a training session, huh.
Dlg_SC_Tutorial_vanduul_freefireTraining_1370_Combat_Vanduul_Freefire=You're cleared to engage the rest. Good luck.
Dlg_SC_Tutorial_vanduul_intro_1Training_1230_Combat_Intro=Hold on, I've got contacts inbound…
Dlg_SC_Tutorial_vanduul_intro_2Training_1240_Combat_Vanduul_Contact=Contact! Vanduul fighter, dead ahead.
Dlg_SC_Tutorial_vanduul_intro_3Training_1250_Combat_All_Weapon_Systems_Active=This is not a drill. I repeat, this is not a drill. All your systems are active. This is a live-fire encounter.
Dlg_SC_Tutorial_vanduul_wave_2Training_1320_Combat_Vanduul_Wave_Two=Stay sharp. We got more hostiles inbound. Looks like there's a Glaive in the mix.
Dlg_SC_Tutorial_vertical_lift_offTraining_0080_Take_Off_Dust_Off=Alright, first I want to lift vertically until I'm just clear of the landing pad.
Dlg_SC_Tutorial_waitingTraining_0020_Player_Dawdles_04=What are you waiting for?
Dlg_SC_Tutorial_warningTraining_0030_Introduction_02=Don't think you can slink your way through this. You need to focus and execute my commands because there is zero room for error in the black. We clear?
Dlg_SC_Tutorial_weapons_hotTraining_1300_Combat_Player_Weapons_Overheating_01=Ease up. Your weapons are getting hot.
Dlg_SC_Tutorial_weapons_overheat_adviceTraining_1300_Combat_Player_Weapons_Overheating_02=Fire in controlled bursts and give your weapons time to cool or they'll overheat.
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=My zone is contested
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=I need help over here
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0550=My zone is contested
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0551=I need help over here
Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zone_0570=Lost the zone
Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_01=Point to us
Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_02=Good job everyone.
Dlg_SC_ac_bludgeon_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_bludgeon_ctc_allies_score_point_0541=Good job everyone.
Dlg_SC_ac_bludgeon_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_bludgeon_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Point to them
Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=I can do better.
Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0530=Point to them
Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0531=I can do better.
Dlg_SC_ac_bludgeon_ctc_player_has_coreCTC_Player_Has_Core=Nice one. Get the core back
Dlg_SC_ac_bludgeon_ctc_player_has_core_0500=Nice one. Get the core back
Dlg_SC_ac_bludgeon_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core
Dlg_SC_ac_bludgeon_ctc_this_ai_has_core_0520=I have the core
Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_01=No, sir.
Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_02=Negative.
Dlg_SC_ac_bludgeon_generic_response_no_0310=No, sir.
Dlg_SC_ac_bludgeon_generic_response_no_0311=Negative.
Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_02=Roger that
Dlg_SC_ac_bludgeon_generic_response_yes_0300=Copy
Dlg_SC_ac_bludgeon_generic_response_yes_0301=Roger that
Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll cover you
Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Standby, Flying in.
Dlg_SC_ac_bludgeon_player_order_assistance_required_0120=I'll cover you
Dlg_SC_ac_bludgeon_player_order_assistance_required_0121=Stand by. Flying in.
Dlg_SC_ac_bludgeon_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Target confirmed
Dlg_SC_ac_bludgeon_player_order_attack_my_target_0100=Target confirmed
Dlg_SC_ac_bludgeon_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_bludgeon_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_bludgeon_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
Dlg_SC_ac_bludgeon_player_order_break_and_engage_0210=Breaking and engaging
Dlg_SC_ac_bludgeon_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood, Defending target
Dlg_SC_ac_bludgeon_player_order_defend_my_target_0110=Understood, Defending target
Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting your target
Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy. Moving to escort.
Dlg_SC_ac_bludgeon_player_order_escort_my_target_0220=Escorting your target
Dlg_SC_ac_bludgeon_player_order_escort_my_target_0221=Copy. Moving to escort.
Dlg_SC_ac_bludgeon_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Instituting 'don't get shot' parameters.
Dlg_SC_ac_bludgeon_player_order_evasive_manoeuvers_0200=Copy. Instituting 'don't get shot' parameters.
Dlg_SC_ac_bludgeon_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Falling in on your position.
Dlg_SC_ac_bludgeon_player_order_form_up_on_me_0130=Falling in on your position.
Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
Dlg_SC_ac_bludgeon_player_order_return_to_base_0240=Heading home
Dlg_SC_ac_bludgeon_player_order_return_to_base_0241=Heading back
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=Formation 1 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=Formation 2 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=Formation 3 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=Formation 4 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0251=Formation 1 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0252=Formation 2 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0253=Formation 3 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0254=Formation 4 confirmed
Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bogey's down
Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile destroyed
Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0400=Bogey's down
Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0401=Hostile destroyed
Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your targets
Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fire_0480=Check your targets
Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My fault. Rookie mistake.
Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fire_0490=My fault. Rookie mistake.
Dlg_SC_ac_bludgeon_reaction_ejectReaction_Eject=I'm sorry, it won't happen again.
Dlg_SC_ac_bludgeon_reaction_eject_0470=I'm sorry, it won't happen again.
Dlg_SC_ac_bludgeon_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly unit lost
Dlg_SC_ac_bludgeon_reaction_friendly_gets_killed_0450=Friendly unit lost
Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles approaching
Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0420=Hostiles inbound
Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0421=Hostiles approaching
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back. I'm sorry.
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sorry, I'm too damaged.
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0440=Falling back. I'm sorry.
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0441=Sorry, I'm too damaged.
Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shot
Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0410=Nice kill
Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0411=Good shot
Dlg_SC_ac_bludgeon_reaction_rejoining_battleReaction_Rejoining_Battle=Back on the line.
Dlg_SC_ac_bludgeon_reaction_rejoining_battle_0430=Back on the line.
Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_01=Need support.
Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_02=Maybe my callsign should be Bullet Sponge.
Dlg_SC_ac_bludgeon_reaction_taking_damage_0460=Need support.
Dlg_SC_ac_bludgeon_reaction_taking_damage_0461=Maybe my callsign should be Bullet Sponge.
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Ral chawin, bring alls. (People are messing with us. Bring everybody)
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Come ons, alls, where bein (Come on, people, where are you?)
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0550=Ral chawin, bring alls. (People are messing with us. Bring everybody)
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0551=Come ons, alls, where bein (Come on, people, where are you?)
Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=All slick, is loss (Nice job, [we] lost it)
Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zone_0570=All slick, is loss (Nice job, [we] lost it)
Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Gras it. (Grabbed it)
Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zone_0560=Gras it. (Grabbed it)
Dlg_SC_ac_bullseye_ctc_allies_score_pointCTC_Allies_Score_Point=Shan, peeps. (Shiny, people)
Dlg_SC_ac_bullseye_ctc_allies_score_point_0540=Shan, peeps. (Shiny, people)
Dlg_SC_ac_bullseye_ctc_enemy_has_coreCTC_Enemy_Has_Core=Skrum bassad willin billaball (Scum bastards took the core)
Dlg_SC_ac_bullseye_ctc_enemy_has_core_0510=Skrum bassad willin billaball (Scum bastards took the core)
Dlg_SC_ac_bullseye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Kuiza, man. Dez winn. (%$*&, man. They're winning)
Dlg_SC_ac_bullseye_ctc_enemy_scores_point_0530=Kuiza, man. Dez winn. (%$*&, man. They're winning)
Dlg_SC_ac_bullseye_ctc_player_has_coreCTC_Player_Has_Core=You wit billaball (You have the core)
Dlg_SC_ac_bullseye_ctc_player_has_core_0500=You wit billaball (You have the core)
Dlg_SC_ac_bullseye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I wit billaball (I have the core)
Dlg_SC_ac_bullseye_ctc_this_ai_has_core_0520=I wit billaball (I have the core)
Dlg_SC_ac_bullseye_generic_response_noGeneric_Response_No_01=Nah
Dlg_SC_ac_bullseye_generic_response_no_0310=Nah
Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_01=Yeah
Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_02=Keen
Dlg_SC_ac_bullseye_generic_response_yes_0300=Yeah
Dlg_SC_ac_bullseye_generic_response_yes_0301=Keen
Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On 'em.
Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Yeah.
Dlg_SC_ac_bullseye_player_order_assistance_required_0120=On 'em.
Dlg_SC_ac_bullseye_player_order_assistance_required_0121=Yeah.
Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I's on 'em (I'm on them)
Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Skrum's mah. (Scum's mine)
Dlg_SC_ac_bullseye_player_order_attack_my_target_0100=I's on 'em (I'm on them)
Dlg_SC_ac_bullseye_player_order_attack_my_target_0101=Skrum's mah. (Scum's mine)
Dlg_SC_ac_bullseye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Leverin' the bi kill. (Delivering the big kill)
Dlg_SC_ac_bullseye_player_order_bomb_my_target_0230=Leverin' the bi kill. (Delivering the big kill)
Dlg_SC_ac_bullseye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Lesen all dem to beddewan. (Leave them to us)
Dlg_SC_ac_bullseye_player_order_break_and_engage_0210=Lesen all dem to beddewan. (Leave them to us)
Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Em laz is mah laz. (Their lasers are my lasers)
Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Scoddi don' wa. (Covering them)
Dlg_SC_ac_bullseye_player_order_escort_my_target_0220=Em laz is mah laz. (Their lasers are my lasers)
Dlg_SC_ac_bullseye_player_order_escort_my_target_0221=Scoddi don' wa. (Covering them)
Dlg_SC_ac_bullseye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Tazen on them waggle. (Taking them on a ride)
Dlg_SC_ac_bullseye_player_order_evasive_manoeuvers_0200=Tazen on them waggle. (Taking them on a ride)
Dlg_SC_ac_bullseye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Flyin on.
Dlg_SC_ac_bullseye_player_order_form_up_on_me_0130=Flyin on.
Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Seatin' offa the collapsin (Heading back to crash)
Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Hearin' an' backin (Copy. Heading back)
Dlg_SC_ac_bullseye_player_order_return_to_base_0240=Seatin' offa the collapsin (Heading back to crash)
Dlg_SC_ac_bullseye_player_order_return_to_base_0241=Hearin' an' backin (Copy. Heading back)
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got yas! (Got you)
Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Spattered 'em.
Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0400=Got yas! (Got you)
Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0401=Spattered 'em.
Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Ay! Seem wan keesher (Hey! Watch yourself)
Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fire_0480=Ay! Seem wan keesher (Hey! Watch yourself)
Dlg_SC_ac_bullseye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Haha. Don ge agro (Don't get mad)
Dlg_SC_ac_bullseye_reaction_commiting_friendly_fire_0490=Haha. Don ge agro (Don't get mad)
Dlg_SC_ac_bullseye_reaction_ejectReaction_Eject=Fallin ou' (Bailing out)
Dlg_SC_ac_bullseye_reaction_eject_0470=Fallin ou' (Bailing out)
Dlg_SC_ac_bullseye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Loss em (Lost one)
Dlg_SC_ac_bullseye_reaction_friendly_gets_killed_0450=Loss em (Lost one)
Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Blots on scren (Contacts on my screen)
Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Whole buncha comin nah (Whole lot [of people] coming in.
Dlg_SC_ac_bullseye_reaction_incoming_enemies_0420=Blots on scren (Contacts on my screen)
Dlg_SC_ac_bullseye_reaction_incoming_enemies_0421=Whole buncha comin nah (Whole lot [of people] coming in.)
Dlg_SC_ac_bullseye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Outta (I'm out of here)
Dlg_SC_ac_bullseye_reaction_leaving_battle_retreating_0440=Outta (I'm out of here)
Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Real devil. (A phrase of endearment)
Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Frizza nice (Exploded real nice)
Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0410=Real devil. (A phrase of endearment)
Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0411=Frizza nice (Exploded real nice)
Dlg_SC_ac_bullseye_reaction_rejoining_battleReaction_Rejoining_Battle=YAAAAAAA. (Battle Charge)
Dlg_SC_ac_bullseye_reaction_rejoining_battle_0430=YAAAAAAA. (Battle Charge)
Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_01=Skrums follin' mah dingo. (Scumbags right on my ass)
Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_02=Bucho mat (Son of a bitch)
Dlg_SC_ac_bullseye_reaction_taking_damage_0460=Skrums follin' mah dingo. (Scumbags right on my ass)
Dlg_SC_ac_bullseye_reaction_taking_damage_0461=Bucho mat (Son of a bitch)
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone critical.
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need help
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0550=Zone critical.
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0551=Need help
Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_deadeye_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
Dlg_SC_ac_deadeye_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_deadeye_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
Dlg_SC_ac_deadeye_ctc_enemy_has_core_0510=They got the core
Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They score
Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0530=They score
Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_deadeye_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_deadeye_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_deadeye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core acquired, on me.
Dlg_SC_ac_deadeye_ctc_this_ai_has_core_0520=Core acquired, on me.
Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_01=No
Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_02=Nyet
Dlg_SC_ac_deadeye_generic_response_no_0310=No
Dlg_SC_ac_deadeye_generic_response_no_0311=Nyet
Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_01=Yes….sir
Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_02=Da
Dlg_SC_ac_deadeye_generic_response_yes_0300=Yes….sir
Dlg_SC_ac_deadeye_generic_response_yes_0301=Da
Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I will help you
Dlg_SC_ac_deadeye_player_order_assistance_required_0120=On my way.
Dlg_SC_ac_deadeye_player_order_assistance_required_0121=I will help you
Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=With pleasure.
Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
Dlg_SC_ac_deadeye_player_order_attack_my_target_0100=With pleasure.
Dlg_SC_ac_deadeye_player_order_attack_my_target_0101=I have them in sight
Dlg_SC_ac_deadeye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_bomb_my_target_0230=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_break_and_engage_0210=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'll think about it.
Dlg_SC_ac_deadeye_player_order_defend_my_target_0110=I'll think about it.
Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=…copy that.
Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_deadeye_player_order_escort_my_target_0220=…copy that.
Dlg_SC_ac_deadeye_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive action
Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0200=Evading now
Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0201=Evasive action
Dlg_SC_ac_deadeye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation now
Dlg_SC_ac_deadeye_player_order_form_up_on_me_0130=Moving to formation now
Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Scope's clear. Return to base
Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
Dlg_SC_ac_deadeye_player_order_return_to_base_0240=Scope's clear. Return to base
Dlg_SC_ac_deadeye_player_order_return_to_base_0241=Heading back
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Dead.
Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Ghosted
Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0400=Dead.
Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0401=Ghosted
Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=I am a friendly! Idiots
Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fire_0480=I am a friendly! Idiots
Dlg_SC_ac_deadeye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=I apologise
Dlg_SC_ac_deadeye_reaction_commiting_friendly_fire_0490=I apologise
Dlg_SC_ac_deadeye_reaction_ejectReaction_Eject=Going down.
Dlg_SC_ac_deadeye_reaction_eject_0470=Going down.
Dlg_SC_ac_deadeye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Ally destroyed
Dlg_SC_ac_deadeye_reaction_friendly_gets_killed_0450=Ally destroyed
Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Target inbound
Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostile approaching
Dlg_SC_ac_deadeye_reaction_incoming_enemies_0420=Target inbound
Dlg_SC_ac_deadeye_reaction_incoming_enemies_0421=Hostile approaching
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Regrouping.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sustained too much damage.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0440=Regrouping.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0441=Sustained too much damage.
Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill
Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice killing
Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0410=Good kill
Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0411=Nice killing
Dlg_SC_ac_deadeye_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
Dlg_SC_ac_deadeye_reaction_rejoining_battle_0430=I'm back
Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_01=Taking fire.
Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_02=Getting chewed up.
Dlg_SC_ac_deadeye_reaction_taking_damage_0460=Taking fire.
Dlg_SC_ac_deadeye_reaction_taking_damage_0461=Getting chewed up.
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=You gonna help me take this zone or what?
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Pull your finger out you lot, help me!
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0550=You gonna help me take this zone or what?
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0551=Pull your finger out you lot, help me!
Dlg_SC_ac_dodger_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
Dlg_SC_ac_dodger_conquest_lost_control_of_a_zone_0570=Lost the zone
Dlg_SC_ac_dodger_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Got the zone
Dlg_SC_ac_dodger_conquest_taken_control_of_a_zone_0560=Got the zone
Dlg_SC_ac_dodger_ctc_allies_score_pointCTC_Allies_Score_Point=Up yours! We scored!
Dlg_SC_ac_dodger_ctc_allies_score_point_0540=Up yours! We scored!
Dlg_SC_ac_dodger_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our sodding core!
Dlg_SC_ac_dodger_ctc_enemy_has_core_0510=They got our sodding core!
Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Bugger. They scored
Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_dodger_ctc_enemy_scores_point_0530=Bugger. They scored
Dlg_SC_ac_dodger_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_dodger_ctc_player_has_coreCTC_Player_Has_Core=Core is yours, take her home
Dlg_SC_ac_dodger_ctc_player_has_core_0500=Core is yours, take her home
Dlg_SC_ac_dodger_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I got the core. Watch me back fellas
Dlg_SC_ac_dodger_ctc_this_ai_has_core_0520=I got the core. Watch me back fellas
Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_01=No
Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_02=Are you kidding? Nah
Dlg_SC_ac_dodger_generic_response_no_0310=No
Dlg_SC_ac_dodger_generic_response_no_0311=Are you kidding? Nah
Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_01=Roger
Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_02=Yeah, Yeah
Dlg_SC_ac_dodger_generic_response_yes_0300=Roger
Dlg_SC_ac_dodger_generic_response_yes_0301=Yeah, Yeah
Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Here to save your arse
Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help ya
Dlg_SC_ac_dodger_player_order_assistance_required_0120=Here to save your arse
Dlg_SC_ac_dodger_player_order_assistance_required_0121=I'll help ya
Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=He's mine.
Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Coming in loud and proud
Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=Target locked in,
Dlg_SC_ac_dodger_player_order_attack_my_target_0100=He's mine.
Dlg_SC_ac_dodger_player_order_attack_my_target_0101=Coming in loud and proud
Dlg_SC_ac_dodger_player_order_attack_my_target_0102=Target locked in,
Dlg_SC_ac_dodger_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run
Dlg_SC_ac_dodger_player_order_bomb_my_target_0230=Bombing run
Dlg_SC_ac_dodger_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation to engage
Dlg_SC_ac_dodger_player_order_break_and_engage_0210=Breaking formation to engage
Dlg_SC_ac_dodger_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'm a nanny, good job mate
Dlg_SC_ac_dodger_player_order_defend_my_target_0110=I'm a nanny, good job mate
Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll get them where they're going.
Dlg_SC_ac_dodger_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_dodger_player_order_escort_my_target_0221=I'll get them where they're going.
Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Consider 'em lost.
Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0200=Consider 'em lost.
Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0201=Evasive maneouvers
Dlg_SC_ac_dodger_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On my way.
Dlg_SC_ac_dodger_player_order_form_up_on_me_0130=On my way.
Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_01=I'll head back and repair
Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_02=Going back to base
Dlg_SC_ac_dodger_player_order_return_to_base_0240=I'll head back and repair
Dlg_SC_ac_dodger_player_order_return_to_base_0241=Going back to base
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_01=Ghosted.
Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_02=Merked 'em, boss.
Dlg_SC_ac_dodger_reaction_Gets_a_kill_0400=Ghosted.
Dlg_SC_ac_dodger_reaction_Gets_a_kill_0401=Merked 'em, boss.
Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Bloody hell, you muppet.
Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fire_0480=Bloody hell, you muppet.
Dlg_SC_ac_dodger_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it, sorry
Dlg_SC_ac_dodger_reaction_commiting_friendly_fire_0490=Damn it, sorry
Dlg_SC_ac_dodger_reaction_ejectReaction_Eject=Spent up. Ejecting.
Dlg_SC_ac_dodger_reaction_eject_0470=Spent up. Ejecting.
Dlg_SC_ac_dodger_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly in smoke
Dlg_SC_ac_dodger_reaction_friendly_gets_killed_0450=Friendly in smoke
Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts, coming in fast
Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys inbound
Dlg_SC_ac_dodger_reaction_incoming_enemies_0420=Multiple contacts, coming in fast
Dlg_SC_ac_dodger_reaction_incoming_enemies_0421=Bogeys inbound
Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bug out a minute
Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Keep the fight warm. I'll be back.
Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0440=Gotta bug out a minute
Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0441=Keep the fight warm. I'll be back.
Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good shooting.
Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one.
Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0410=Good shooting.
Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0411=Nice one.
Dlg_SC_ac_dodger_reaction_rejoining_battleReaction_Rejoining_Battle=Dodger's here, don't worry
Dlg_SC_ac_dodger_reaction_rejoining_battle_0430=Dodger's here, don't worry
Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_01=They're smacking the shit outta me here!
Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_02=How 'bout lending a hand?!
Dlg_SC_ac_dodger_reaction_taking_damage_0460=They're smacking the shit outta me here!
Dlg_SC_ac_dodger_reaction_taking_damage_0461=How 'bout lending a hand?!
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Enemies in my zone, need immediate assistance
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested, help please.
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0550=Enemies in my zone, need immediate assistance
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0551=Zone contested, help please.
Dlg_SC_ac_grudge_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
Dlg_SC_ac_grudge_conquest_lost_control_of_a_zone_0570=We lost the zone.
Dlg_SC_ac_grudge_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
Dlg_SC_ac_grudge_conquest_taken_control_of_a_zone_0560=We took the zone
Dlg_SC_ac_grudge_ctc_allies_score_pointCTC_Allies_Score_Point=Scored!
Dlg_SC_ac_grudge_ctc_allies_score_point_0540=Scored!
Dlg_SC_ac_grudge_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core
Dlg_SC_ac_grudge_ctc_enemy_has_core_0510=They got our core
Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Surprise, surprise.
Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Whatever, they got a point
Dlg_SC_ac_grudge_ctc_enemy_scores_point_0530=Surprise, surprise.
Dlg_SC_ac_grudge_ctc_enemy_scores_point_0531=Whatever, they got a point
Dlg_SC_ac_grudge_ctc_player_has_coreCTC_Player_Has_Core=Nice snag, sir, get the core back
Dlg_SC_ac_grudge_ctc_player_has_core_0500=Nice snag, sir, get the core back
Dlg_SC_ac_grudge_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Help! Help! I got the core!
Dlg_SC_ac_grudge_ctc_this_ai_has_core_0520=Help! Help! I got the core!
Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_01=Nah, sorry
Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_02=There's no point doing that
Dlg_SC_ac_grudge_generic_response_no_0310=Nah, sorry
Dlg_SC_ac_grudge_generic_response_no_0311=There's no point doing that
Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_02=I guess.
Dlg_SC_ac_grudge_generic_response_yes_0300=Copy
Dlg_SC_ac_grudge_generic_response_yes_0301=I guess.
Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm coming
Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Moving to assist you
Dlg_SC_ac_grudge_player_order_assistance_required_0120=I'm coming
Dlg_SC_ac_grudge_player_order_assistance_required_0121=Moving to assist you
Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I see them.
Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging.
Dlg_SC_ac_grudge_player_order_attack_my_target_0100=I see them.
Dlg_SC_ac_grudge_player_order_attack_my_target_0101=Engaging.
Dlg_SC_ac_grudge_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Stand by. Bomb run initialised
Dlg_SC_ac_grudge_player_order_bomb_my_target_0230=Stand by. Bomb run initialised
Dlg_SC_ac_grudge_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to engage
Dlg_SC_ac_grudge_player_order_break_and_engage_0210=Breaking to engage
Dlg_SC_ac_grudge_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Sure.
Dlg_SC_ac_grudge_player_order_defend_my_target_0110=Sure.
Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escort confirmed
Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_grudge_player_order_escort_my_target_0220=Escort confirmed
Dlg_SC_ac_grudge_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can't shake them.
Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evading now
Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0200=I can't shake them.
Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0201=Evading now
Dlg_SC_ac_grudge_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01_01=Falling in line.
Dlg_SC_ac_grudge_player_order_form_up_on_me_0130=Falling in line.
Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base
Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
Dlg_SC_ac_grudge_player_order_return_to_base_0240=Heading back to base
Dlg_SC_ac_grudge_player_order_return_to_base_0241=I'm out.
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_01=Splash one bogey
Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_02=Got one.
Dlg_SC_ac_grudge_reaction_Gets_a_kill_0400=Splash one bogey
Dlg_SC_ac_grudge_reaction_Gets_a_kill_0401=Got one.
Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Alright, which one of you idiots hit me?
Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fire_0480=Alright, which one of you idiots hit me?
Dlg_SC_ac_grudge_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops, sorry.
Dlg_SC_ac_grudge_reaction_commiting_friendly_fire_0490=Whoops, sorry.
Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_02=Bailing out.
Dlg_SC_ac_grudge_reaction_eject_0470=Ejecting
Dlg_SC_ac_grudge_reaction_eject_0471=Bailing out.
Dlg_SC_ac_grudge_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
Dlg_SC_ac_grudge_reaction_friendly_gets_killed_0450=Friendly down
Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company
Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Scope's full.
Dlg_SC_ac_grudge_reaction_incoming_enemies_0420=We got company
Dlg_SC_ac_grudge_reaction_incoming_enemies_0421=Scope's full.
Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Copy that. Falling back.
Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0440=Retreating
Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0441=Copy that. Falling back.
Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill
Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice
Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0410=Not a bad kill
Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0411=Nice
Dlg_SC_ac_grudge_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
Dlg_SC_ac_grudge_reaction_rejoining_battle_0430=I'm back
Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_01=Where's my back-up?
Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_02=Shields holding, but I'm taking fire
Dlg_SC_ac_grudge_reaction_taking_damage_0460=Where's my back-up?
Dlg_SC_ac_grudge_reaction_taking_damage_0461=Shields holding, but I'm taking fire
Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist=Zone contested. All ships converge.
Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. All ships converge.
Dlg_SC_ac_hitman_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_hitman_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_hitman_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_hitman_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_hitman_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
Dlg_SC_ac_hitman_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_hitman_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get it back
Dlg_SC_ac_hitman_ctc_enemy_has_core_0510=They got our core. Get it back
Dlg_SC_ac_hitman_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Point to them
Dlg_SC_ac_hitman_ctc_enemy_scores_point_0530=Point to them
Dlg_SC_ac_hitman_ctc_player_has_coreCTC_Player_Has_Core=Get the core back to base
Dlg_SC_ac_hitman_ctc_player_has_core_0500=Get the core back to base
Dlg_SC_ac_hitman_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Assist me
Dlg_SC_ac_hitman_ctc_this_ai_has_core_0520=I have the core. Assist me
Dlg_SC_ac_hitman_generic_response_noGeneric_Response_No_01=Negative
Dlg_SC_ac_hitman_generic_response_no_0310=Negative
Dlg_SC_ac_hitman_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_hitman_generic_response_yes_0300=Copy
Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Hang tight
Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Incoming.
Dlg_SC_ac_hitman_player_order_assistance_required_0120=Hang tight
Dlg_SC_ac_hitman_player_order_assistance_required_0121=Incoming.
Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attack. Right
Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=You got it.
Dlg_SC_ac_hitman_player_order_attack_my_target_0100=Attack. Right
Dlg_SC_ac_hitman_player_order_attack_my_target_0101=You got it.
Dlg_SC_ac_hitman_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run locked in
Dlg_SC_ac_hitman_player_order_bomb_my_target_0230=Bomb run locked in
Dlg_SC_ac_hitman_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now.
Dlg_SC_ac_hitman_player_order_break_and_engage_0210=Breaking now.
Dlg_SC_ac_hitman_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
Dlg_SC_ac_hitman_player_order_defend_my_target_0110=Defending
Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target
Dlg_SC_ac_hitman_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_hitman_player_order_escort_my_target_0221=Escorting target
Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0200=Evading
Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0201=Evasive maneouvers
Dlg_SC_ac_hitman_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy that. En route to you.
Dlg_SC_ac_hitman_player_order_form_up_on_me_0130=Copy that. En route to you.
Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_01=Going back
Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
Dlg_SC_ac_hitman_player_order_return_to_base_0240=Going back
Dlg_SC_ac_hitman_player_order_return_to_base_0241=Heading back
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_hitman_reaction_Gets_a_killReaction_Gets_A_Kill=Hostile destroyed
Dlg_SC_ac_hitman_reaction_Gets_a_kill_0400=Hostile destroyed
Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your fire. Friendly.
Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fire_0480=Check your fire. Friendly.
Dlg_SC_ac_hitman_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry. My fault.
Dlg_SC_ac_hitman_reaction_commiting_friendly_fire_0490=Sorry. My fault.
Dlg_SC_ac_hitman_reaction_ejectReaction_Eject=Ejecting, good luck
Dlg_SC_ac_hitman_reaction_eject_0470=Ejecting, good luck
Dlg_SC_ac_hitman_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
Dlg_SC_ac_hitman_reaction_friendly_gets_killed_0450=Friendly down
Dlg_SC_ac_hitman_reaction_incoming_enemiesReaction_Incoming_Enemies=Hostiles inbound
Dlg_SC_ac_hitman_reaction_incoming_enemies_0420=Hostiles inbound
Dlg_SC_ac_hitman_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating
Dlg_SC_ac_hitman_reaction_leaving_battle_retreating_0440=Retreating
Dlg_SC_ac_hitman_reaction_player_gets_a_killReaction_Player_Gets_A_Kill=Good kill
Dlg_SC_ac_hitman_reaction_player_gets_a_kill_0410=Good kill
Dlg_SC_ac_hitman_reaction_rejoining_battleReaction_Rejoining_Battle=Hitman, back in the battle
Dlg_SC_ac_hitman_reaction_rejoining_battle_0430=Hitman, back in the battle
Dlg_SC_ac_hitman_reaction_taking_damageReaction_Taking_Damage=Under fire. Repeat. Under fire.
Dlg_SC_ac_hitman_reaction_taking_damage_0460=Under fire. Repeat. Under fire.
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=We're getting swarmed here.
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Converge on zone. Now!
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0550=We're getting swarmed here.
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0551=Converge on zone. Now!
Dlg_SC_ac_outback_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
Dlg_SC_ac_outback_conquest_lost_control_of_a_zone_0570=We lost the zone
Dlg_SC_ac_outback_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
Dlg_SC_ac_outback_conquest_taken_control_of_a_zone_0560=We took the zone
Dlg_SC_ac_outback_ctc_allies_score_pointCTC_Allies_Score_Point=Hell yeah, people.
Dlg_SC_ac_outback_ctc_allies_score_point_0540=Hell yeah, people.
Dlg_SC_ac_outback_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
Dlg_SC_ac_outback_ctc_enemy_has_core_0510=Enemy has the core!
Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Come on, people, they scored.
Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Enemy have a point.
Dlg_SC_ac_outback_ctc_enemy_scores_point_0510=Enemy have a point.
Dlg_SC_ac_outback_ctc_enemy_scores_point_0511=Come on, people, they scored.
Dlg_SC_ac_outback_ctc_player_has_coreCTC_Player_Has_Core=Take the core back to base
Dlg_SC_ac_outback_ctc_player_has_core_0500=Take the core back to base
Dlg_SC_ac_outback_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
Dlg_SC_ac_outback_ctc_this_ai_has_core_0520=I've got the core, sir
Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_01=No
Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_02=Think I'll pass.
Dlg_SC_ac_outback_generic_response_no_0310=No
Dlg_SC_ac_outback_generic_response_no_0311=Think I'll pass.
Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_01=Yeah. No problem.
Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_02=All right
Dlg_SC_ac_outback_generic_response_yes_0300=Yeah. No problem.
Dlg_SC_ac_outback_generic_response_yes_0301=All right
Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Since you asked so nice...
Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Alright. Stop whining.
Dlg_SC_ac_outback_player_order_assistance_required_0120=Since you asked so nice...
Dlg_SC_ac_outback_player_order_assistance_required_0121=Alright. Stop whining.
Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Not yet.
Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target acquired.
Dlg_SC_ac_outback_player_order_attack_my_target_0100=Not yet.
Dlg_SC_ac_outback_player_order_attack_my_target_0101=Target acquired.
Dlg_SC_ac_outback_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Crunching firing solution, sir
Dlg_SC_ac_outback_player_order_bomb_my_target_0230=Crunching firing solution, sir
Dlg_SC_ac_outback_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I got this.
Dlg_SC_ac_outback_player_order_break_and_engage_0210=I got this.
Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em covered.
Dlg_SC_ac_outback_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_outback_player_order_defend_my_target_0111=I got 'em covered.
Dlg_SC_ac_outback_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_outback_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=I'll dump 'em easy.
Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0200=Evading now
Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0201=I'll dump 'em easy.
Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Usually I'm in the lead.
Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation.
Dlg_SC_ac_outback_player_order_form_up_on_me_0130=Usually I'm in the lead.
Dlg_SC_ac_outback_player_order_form_up_on_me_0131=Moving into formation.
Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy. Zeroing home.
Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
Dlg_SC_ac_outback_player_order_return_to_base_0240=Copy. Zeroing home.
Dlg_SC_ac_outback_player_order_return_to_base_0241=I'm out.
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target eliminated.
Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_02=I got one.
Dlg_SC_ac_outback_reaction_Gets_a_kill_0400=Target eliminated.
Dlg_SC_ac_outback_reaction_Gets_a_kill_0401=I got one.
Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, ya bloody idiot, watch your aim
Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fire_0480=Hey, ya bloody idiot, watch your aim
Dlg_SC_ac_outback_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Clear my line of fire.
Dlg_SC_ac_outback_reaction_commiting_friendly_fire_0490=Clear my line of fire.
Dlg_SC_ac_outback_reaction_ejectReaction_Eject_01=I gotta bail
Dlg_SC_ac_outback_reaction_ejectReaction_Eject_02=Ejecting!
Dlg_SC_ac_outback_reaction_eject_0470=I gotta bail
Dlg_SC_ac_outback_reaction_eject_0471=Ejecting!
Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We're down one.
Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=That's on you.
Dlg_SC_ac_outback_reaction_friendly_gets_killed_0450=We're down one.
Dlg_SC_ac_outback_reaction_friendly_gets_killed_0451=That's on you.
Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company!
Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
Dlg_SC_ac_outback_reaction_incoming_enemies_0420=We got company!
Dlg_SC_ac_outback_reaction_incoming_enemies_0421=Incoming!
Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm pulling out
Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Bugging out.
Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0440=I'm pulling out
Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0441=Bugging out.
Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Beaut. Good kill
Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one mate.
Dlg_SC_ac_outback_reaction_player_gets_a_kill_0410=Beaut. Good kill
Dlg_SC_ac_outback_reaction_player_gets_a_kill_0411=Nice one mate.
Dlg_SC_ac_outback_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging,
Dlg_SC_ac_outback_reaction_rejoining_battle_0430=Re-engaging,
Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_02=Shit, I'm taking damage.
Dlg_SC_ac_outback_reaction_taking_damage_0460=Taking fire
Dlg_SC_ac_outback_reaction_taking_damage_0461=Shit, I'm taking damage.
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here!
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance required in this zone!
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0550=I need help over here!
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0551=Assistance required in this zone!
Dlg_SC_ac_powpow_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir!
Dlg_SC_ac_powpow_conquest_lost_control_of_a_zone_0570=We lost the zone, sir!
Dlg_SC_ac_powpow_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone secured, sir
Dlg_SC_ac_powpow_conquest_taken_control_of_a_zone_0560=Zone secured, sir
Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_01=Yeah! Way to go guys. One point to us!
Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_02=Score one for us…
Dlg_SC_ac_powpow_ctc_allies_score_point_0540=Yeah! Way to go guys. One point to us!
Dlg_SC_ac_powpow_ctc_allies_score_point_0541=Score one for us…
Dlg_SC_ac_powpow_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy have the core, sir!
Dlg_SC_ac_powpow_ctc_enemy_has_core_0510=Enemy have the core, sir!
Dlg_SC_ac_powpow_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn, they got the core home
Dlg_SC_ac_powpow_ctc_enemy_scores_point_0530=Damn, they got the core home
Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_01=Take her home, sir
Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_02=You got it. Go!
Dlg_SC_ac_powpow_ctc_player_has_core_0500=Take her home, sir
Dlg_SC_ac_powpow_ctc_player_has_core_0501=You got it. Go!
Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I…I…got the core, protect me!
Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Core retreived, help me
Dlg_SC_ac_powpow_ctc_this_ai_has_core_0520=I…I…got the core, protect me!
Dlg_SC_ac_powpow_ctc_this_ai_has_core_0521=Core retreived, help me
Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_01=Sorry sir, I can't
Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_02=I can't do that right now, sir
Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_03=Really sorry sir, no can do!
Dlg_SC_ac_powpow_generic_response_no_0310=Sorry sir, I can't
Dlg_SC_ac_powpow_generic_response_no_0311=I can't do that right now, sir
Dlg_SC_ac_powpow_generic_response_no_0312=Really sorry sir, no can do!
Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_01=Yes, sir!
Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_02=Will do.
Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_03=All copy.
Dlg_SC_ac_powpow_generic_response_yes_0300=Yes, sir!
Dlg_SC_ac_powpow_generic_response_yes_0301=Will do.
Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Ill try and help out, sir
Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang in there sir, Im coming!
Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_03=Copy. Copy! On my way!
Dlg_SC_ac_powpow_player_order_assistance_required_0120=Ill try and help out, sir
Dlg_SC_ac_powpow_player_order_assistance_required_0121=Hang in there sir, Im coming!
Dlg_SC_ac_powpow_player_order_assistance_required_0122=Copy. Copy! On my way!
Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Acquiring target, sir...
Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Yes, sir
Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=I'll…I'll engage, sir
Dlg_SC_ac_powpow_player_order_attack_my_target_0100=Copy. Acquiring target, sir...
Dlg_SC_ac_powpow_player_order_attack_my_target_0101=Yes, sir
Dlg_SC_ac_powpow_player_order_attack_my_target_0102=I'll…I'll engage, sir
Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Prepping bomb run on your target, sir
Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_02=Bombing run engaged on your target, sir
Dlg_SC_ac_powpow_player_order_bomb_my_target_0230=Prepping bomb run on your target, sir
Dlg_SC_ac_powpow_player_order_bomb_my_target_0231=Bombing run engaged on your target, sir
Dlg_SC_ac_powpow_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now, sir
Dlg_SC_ac_powpow_player_order_break_and_engage_0210=Breaking now, sir
Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target, sir
Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Course locked for defend, sir
Dlg_SC_ac_powpow_player_order_defend_my_target_0110=Defending your target, sir
Dlg_SC_ac_powpow_player_order_defend_my_target_0111=Course locked for defend, sir
Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Moving to escort your target, sir
Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Confirmed escort to your target, sir
Dlg_SC_ac_powpow_player_order_escort_my_target_0220=Moving to escort your target, sir
Dlg_SC_ac_powpow_player_order_escort_my_target_0221=Confirmed escort to your target, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy that. Evasive manoeuvres, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasion pattern... Delta... initialised, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_03=Evasive manoeuvres confirmed, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0200=Copy that. Evasive manoeuvres, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0201=Evasive manoeuvres confirmed, sir
Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you, sir
Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation, sir
Dlg_SC_ac_powpow_player_order_form_up_on_me_0130=Forming up on you, sir
Dlg_SC_ac_powpow_player_order_form_up_on_me_0131=Moving into formation, sir
Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_01=Return and Repair confirmed, sir
Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back for Repair, sir
Dlg_SC_ac_powpow_player_order_return_to_base_0240=Return and Repair confirmed, sir
Dlg_SC_ac_powpow_player_order_return_to_base_0241=Heading back for Repair, sir
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_02=Yeah!
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_03=Scratch one bogie!
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0400=Got one!
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0401=Yeah!
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0402=Scratch one bogie!
Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey! Watch your aim
Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fire_0480=Hey! Watch your aim
Dlg_SC_ac_powpow_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit. Sorry. It won't happen again.
Dlg_SC_ac_powpow_reaction_commiting_friendly_fire_0490=Shit. Sorry. It won't happen again.
Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_01=Help!
Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_02=I'm bailing out, sir!
Dlg_SC_ac_powpow_reaction_eject_0470=Help!
Dlg_SC_ac_powpow_reaction_eject_0471=I'm bailing out, sir!
Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=NO!
Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Damn it, we're losing people
Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0450=NO!
Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0451=Damn it, we're losing people
Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound, sir
Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts!
Dlg_SC_ac_powpow_reaction_incoming_enemies_0420=Enemies inbound, sir
Dlg_SC_ac_powpow_reaction_incoming_enemies_0421=Multiple contacts!
Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Combat ineffective, sir.
Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0440=Combat ineffective, sir.
Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0441=Retreating, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice shooting, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Wooh! You got him, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0410=Nice shooting, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0411=Wooh! You got him, sir
Dlg_SC_ac_powpow_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
Dlg_SC_ac_powpow_reaction_rejoining_battle_0430=Re-engaging, sir
Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_01=I'm under fire, sir!
Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_02=Getting hit, sir
Dlg_SC_ac_powpow_reaction_taking_damage_0460=I'm under fire, sir!
Dlg_SC_ac_powpow_reaction_taking_damage_0461=Getting hit, sir
Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0550=Requesting help securing zone
Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0551=Assistance needed over here
Dlg_SC_ac_pro_conquest_lost_control_of_a_zone_0570=Zone lost, sir.!
Dlg_SC_ac_pro_conquest_taken_control_of_a_zone_0560=Zone taken, sir
Dlg_SC_ac_pro_ctc_allies_score_point_0540=Well done people, we scored.
Dlg_SC_ac_pro_ctc_allies_score_point_0541=One point to us.
Dlg_SC_ac_pro_ctc_enemy_has_core_0510=Hostile has the mark.
Dlg_SC_ac_pro_ctc_enemy_scores_point_0530=Damn it, they got it back
Dlg_SC_ac_pro_ctc_player_has_core_0500=Get it back safely, sir
Dlg_SC_ac_pro_ctc_this_ai_has_core_0520=I have the mark, sir
Dlg_SC_ac_pro_ctc_this_ai_has_core_0521=Mark retrieved. On me.
Dlg_SC_ac_pro_generic_response_no_0310=Cannot comply, sir.
Dlg_SC_ac_pro_generic_response_no_0311=No, sir.
Dlg_SC_ac_pro_generic_response_yes_0300=Roger that
Dlg_SC_ac_pro_generic_response_yes_0301=Copy
Dlg_SC_ac_pro_generic_response_yes_0302=Copy that.
Dlg_SC_ac_pro_player_order_assistance_required_0120=On my way.
Dlg_SC_ac_pro_player_order_assistance_required_0121=Hold tight, I'll help out.
Dlg_SC_ac_pro_player_order_attack_my_target_0100=Yeah, on it.
Dlg_SC_ac_pro_player_order_attack_my_target_0101=Target engaged.
Dlg_SC_ac_pro_player_order_bomb_my_target_0230=Bombing run locked in.
Dlg_SC_ac_pro_player_order_break_and_engage_0210=Breaking formation.
Dlg_SC_ac_pro_player_order_break_and_engage_0211=Break, break.
Dlg_SC_ac_pro_player_order_defend_my_target_0110=Defending the target
Dlg_SC_ac_pro_player_order_defend_my_target_0111=I'll keep him safe
Dlg_SC_ac_pro_player_order_escort_my_target_0220=Escorting, sir
Dlg_SC_ac_pro_player_order_escort_my_target_0221=I'll protect it
Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0200=Evasive manoeuvres...
Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
Dlg_SC_ac_pro_player_order_form_up_on_me_0130=Moving to formation.
Dlg_SC_ac_pro_player_order_form_up_on_me_0131=Moving to your wing.
Dlg_SC_ac_pro_player_order_return_to_base_0240=Returning to base
Dlg_SC_ac_pro_player_order_return_to_base_0241=Heading back to base
Dlg_SC_ac_pro_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_pro_reaction_Gets_a_kill_0400=Contact eliminated.
Dlg_SC_ac_pro_reaction_Gets_a_kill_0401=Enemy down
Dlg_SC_ac_pro_reaction_Gets_a_kill_0402=Threat neutralised.
Dlg_SC_ac_pro_reaction_being_hit_by_friendly_fire_0480=Oy. Watch your fire
Dlg_SC_ac_pro_reaction_commiting_friendly_fire_0490=Damn it. Sorry.
Dlg_SC_ac_pro_reaction_eject_0470=What the hell?!.
Dlg_SC_ac_pro_reaction_eject_0471=Ejecting!
Dlg_SC_ac_pro_reaction_friendly_gets_killed_0450=Damn it.
Dlg_SC_ac_pro_reaction_friendly_gets_killed_0451=Friendly down, sir!
Dlg_SC_ac_pro_reaction_incoming_enemies_0420=Threat sighted, sir
Dlg_SC_ac_pro_reaction_incoming_enemies_0421=Enemies incoming
Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0440=Moving to safe distance, sir
Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0441=Retreating, sir
Dlg_SC_ac_pro_reaction_player_gets_a_kill_0410=Nice move, sir
Dlg_SC_ac_pro_reaction_player_gets_a_kill_0411=Good shooting, sir
Dlg_SC_ac_pro_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_pro_reaction_taking_damage_0460=Help! Help!
Dlg_SC_ac_pro_reaction_taking_damage_0461=Hostile on my six.
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here guys
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help. Zone contested
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0550=I need help over here guys
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0551=Help. Zone contested
Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took this zone
Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zone_0560=We took this zone
Dlg_SC_ac_rocksteady_ctc_allies_score_pointCTC_Allies_Score_Point=Yeah! We got a point!
Dlg_SC_ac_rocksteady_ctc_allies_score_point_0540=Yeah! We got a point!
Dlg_SC_ac_rocksteady_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_rocksteady_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They scored
Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0530=They scored
Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_rocksteady_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_rocksteady_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_rocksteady_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived
Dlg_SC_ac_rocksteady_ctc_this_ai_has_core_0520=Core retreived
Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_01=No, sir.
Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_02=I can't do that, sir.
Dlg_SC_ac_rocksteady_generic_response_no_0310=No, sir.
Dlg_SC_ac_rocksteady_generic_response_no_0311=I can't do that, sir.
Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_01=Copy that
Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_rocksteady_generic_response_yes_0300=Copy that
Dlg_SC_ac_rocksteady_generic_response_yes_0301=You got it.
Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Keep twisting. I'm on my way.
Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help you out
Dlg_SC_ac_rocksteady_player_order_assistance_required_0120=Keep twisting. I'm on my way.
Dlg_SC_ac_rocksteady_player_order_assistance_required_0121=I'll help you out
Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Stand by. Confirming attack.
Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging your mark
Dlg_SC_ac_rocksteady_player_order_attack_my_target_0100=Stand by. Confirming attack.
Dlg_SC_ac_rocksteady_player_order_attack_my_target_0101=Engaging your mark
Dlg_SC_ac_rocksteady_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_rocksteady_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_rocksteady_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=B&E, confirm.
Dlg_SC_ac_rocksteady_player_order_break_and_engage_0210=B&E, confirm.
Dlg_SC_ac_rocksteady_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_rocksteady_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=I got 'em, sir.
Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy, moving to escort.
Dlg_SC_ac_rocksteady_player_order_escort_my_target_0220=I got 'em, sir.
Dlg_SC_ac_rocksteady_player_order_escort_my_target_0221=Copy, moving to escort.
Dlg_SC_ac_rocksteady_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
Dlg_SC_ac_rocksteady_player_order_evasive_manoeuvers_0200=Evading
Dlg_SC_ac_rocksteady_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
Dlg_SC_ac_rocksteady_player_order_form_up_on_me_0130=Moving into formation
Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy, RTB.
Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir.
Dlg_SC_ac_rocksteady_player_order_return_to_base_0240=Copy, RTB.
Dlg_SC_ac_rocksteady_player_order_return_to_base_0241=Heading back, sir.
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Requesting help securing zone
Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance needed over here
Dlg_SC_ac_rocksteady_pro_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost, sir.!
Dlg_SC_ac_rocksteady_pro_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken, sir
Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_01=Well done people, we scored.
Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_02=One point to us.
Dlg_SC_ac_rocksteady_pro_ctc_enemy_has_coreCTC_Enemy_Has_Core=Hostile has the mark.
Dlg_SC_ac_rocksteady_pro_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn it, they got it back
Dlg_SC_ac_rocksteady_pro_ctc_player_has_coreCTC_Player_Has_Core=Get it back safely, sir
Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I have the mark, sir
Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Mark retrieved. On me.
Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_01=Cannot comply, sir.
Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_02=No, sir.
Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_01=Roger that
Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_02=Copy
Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_03=Copy that.
Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold tight, I'll help out.
Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Yeah, on it.
Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target engaged.
Dlg_SC_ac_rocksteady_pro_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in.
Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation.
Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_02=Break, break.
Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending the target
Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I'll keep him safe
Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting, sir
Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll protect it
Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive manoeuvres...
Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation.
Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to your wing.
Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back to base
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_01=Contact eliminated.
Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_03=Threat neutralised.
Dlg_SC_ac_rocksteady_pro_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Oy. Watch your fire
Dlg_SC_ac_rocksteady_pro_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it. Sorry.
Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_01=What the hell?!.
Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_02=Ejecting!
Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Damn it.
Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Threat sighted, sir
Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies incoming
Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Moving to safe distance, sir
Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice move, sir
Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shooting, sir
Dlg_SC_ac_rocksteady_pro_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_01=Help! Help!
Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_02=Hostile on my six.
Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bagged one
Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0400=Bagged one
Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0401=Enemy down
Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting at me
Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fire_0480=Stop shooting at me
Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn, sorry.
Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fire_0490=Damn, sorry.
Dlg_SC_ac_rocksteady_reaction_ejectReaction_Eject=Ejecting!
Dlg_SC_ac_rocksteady_reaction_eject_0470=Ejecting!
Dlg_SC_ac_rocksteady_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Dammit! Friendly down!
Dlg_SC_ac_rocksteady_reaction_friendly_gets_killed_0450=Dammit! Friendly down!
Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound
Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts approaching
Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0420=Enemies inbound
Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0421=Multiple contacts approaching
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Need to fall back.
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0440=Retreating
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0441=Need to fall back.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Kill confirmed.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Cool. You got one
Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0410=Kill confirmed.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0411=Cool. You got one
Dlg_SC_ac_rocksteady_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_rocksteady_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_01=Under fire!
Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_02=On me. Need help.
Dlg_SC_ac_rocksteady_reaction_taking_damage_0460=Under fire!
Dlg_SC_ac_rocksteady_reaction_taking_damage_0461=On me. Need help.
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Could do with some help in this zone
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=On me! Zone's being contested.
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0550=Could do with some help in this zone
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0551=On me! Zone's being contested.
Dlg_SC_ac_sarc_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone.
Dlg_SC_ac_sarc_conquest_lost_control_of_a_zone_0570=Lost the zone.
Dlg_SC_ac_sarc_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_sarc_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_sarc_ctc_allies_score_pointCTC_Allies_Score_Point=Get in there! Point to us.
Dlg_SC_ac_sarc_ctc_allies_score_point_0540=Get in there! Point to us.
Dlg_SC_ac_sarc_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
Dlg_SC_ac_sarc_ctc_enemy_has_core_0510=They have our core
Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Lucky bastards scored
Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
Dlg_SC_ac_sarc_ctc_enemy_scores_point_0530=Lucky bastards scored
Dlg_SC_ac_sarc_ctc_enemy_scores_point_0531=They got a point
Dlg_SC_ac_sarc_ctc_player_has_coreCTC_Player_Has_Core=Get the core home, now
Dlg_SC_ac_sarc_ctc_player_has_core_0500=Get the core home, now
Dlg_SC_ac_sarc_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Got the core. Cover me.
Dlg_SC_ac_sarc_ctc_this_ai_has_core_0520=Got the core. Cover me.
Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_01=Piss off
Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_02=I think that's ill-advised, sir.
Dlg_SC_ac_sarc_generic_response_no_0310=Piss off
Dlg_SC_ac_sarc_generic_response_no_0311=I think that's ill-advised, sir.
Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_01=Aye
Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_02=Copy that.
Dlg_SC_ac_sarc_generic_response_yes_0300=Aye
Dlg_SC_ac_sarc_generic_response_yes_0301=Copy that.
Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Need help eh? I'm on my way
Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=There in a flash.
Dlg_SC_ac_sarc_player_order_assistance_required_0120=Need help eh? I'm on my way
Dlg_SC_ac_sarc_player_order_assistance_required_0121=There in a flash.
Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Target acquired.
Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=He'll be a goner.
Dlg_SC_ac_sarc_player_order_attack_my_target_0100=Target acquired.
Dlg_SC_ac_sarc_player_order_attack_my_target_0101=He'll be a goner.
Dlg_SC_ac_sarc_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing maneouver
Dlg_SC_ac_sarc_player_order_bomb_my_target_0230=Bombing maneouver
Dlg_SC_ac_sarc_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I'm breaking off now
Dlg_SC_ac_sarc_player_order_break_and_engage_0210=I'm breaking off now
Dlg_SC_ac_sarc_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
Dlg_SC_ac_sarc_player_order_defend_my_target_0110=Defending
Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_sarc_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_sarc_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll lose this little shit
Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Happily.
Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0200=I'll lose this little shit
Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0201=Happily.
Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Getting into formation now
Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to formation
Dlg_SC_ac_sarc_player_order_form_up_on_me_0130=Getting into formation now
Dlg_SC_ac_sarc_player_order_form_up_on_me_0131=Moving to formation
Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. Heading home.
Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_02=Gladly, sir.
Dlg_SC_ac_sarc_player_order_return_to_base_0240=Copy that. Heading home.
Dlg_SC_ac_sarc_player_order_return_to_base_0241=Gladly, sir.
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_01=Crash and burn, ya bastard!
Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_02=Blasted.
Dlg_SC_ac_sarc_reaction_Gets_a_kill_0400=Crash and burn, ya bastard!
Dlg_SC_ac_sarc_reaction_Gets_a_kill_0401=Blasted.
Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Adjust fire, you bloody idiot
Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fire_0480=Adjust fire, you bloody idiot
Dlg_SC_ac_sarc_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=You're in my way!
Dlg_SC_ac_sarc_reaction_commiting_friendly_fire_0490=You're in my way!
Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_02=Ship's lost!
Dlg_SC_ac_sarc_reaction_eject_0470=Ejecting
Dlg_SC_ac_sarc_reaction_eject_0471=Ship's lost!
Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost a friendly
Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down
Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0450=We lost a friendly
Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0451=Friendly down
Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming!
Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_02=More enemies inbound
Dlg_SC_ac_sarc_reaction_incoming_enemies_0420=Incoming!
Dlg_SC_ac_sarc_reaction_incoming_enemies_0421=More enemies inbound
Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta go
Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0440=Gotta go
Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0441=Retreating.
Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill, sunshine
Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill
Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0410=Nice kill, sunshine
Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0411=Good kill
Dlg_SC_ac_sarc_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the fray
Dlg_SC_ac_sarc_reaction_rejoining_battle_0430=I'm back in the fray
Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_01=Bastards got a line on me!
Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_02=Taking hits
Dlg_SC_ac_sarc_reaction_taking_damage_0460=Bastards got a line on me!
Dlg_SC_ac_sarc_reaction_taking_damage_0461=Taking hits
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Could do with a hand in this zone
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone's getting overrun.
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0550=Could do with a hand in this zone
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0551=Zone's getting overrun.
Dlg_SC_ac_showboat_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_showboat_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_showboat_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_showboat_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_showboat_ctc_allies_score_pointCTC_Allies_Score_Point=We scored. That's cos of me you know...
Dlg_SC_ac_showboat_ctc_allies_score_point_0540=We scored. That's cos of me you know...
Dlg_SC_ac_showboat_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get them.
Dlg_SC_ac_showboat_ctc_enemy_has_core_0510=They got our core. Get them.
Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Hey newbies, you're letting them score!
Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=This is bullshit
Dlg_SC_ac_showboat_ctc_enemy_scores_point_0530=Hey newbies, you're letting them score!
Dlg_SC_ac_showboat_ctc_enemy_scores_point_0531=This is bullshit
Dlg_SC_ac_showboat_ctc_player_has_coreCTC_Player_Has_Core=You got the core, go! Go!
Dlg_SC_ac_showboat_ctc_player_has_core_0500=You got the core, go! Go!
Dlg_SC_ac_showboat_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, watch me fly.
Dlg_SC_ac_showboat_ctc_this_ai_has_core_0520=I have the core, watch me fly.
Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_01=Negative
Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_02=Waste of my talents.
Dlg_SC_ac_showboat_generic_response_no_0310=Negative
Dlg_SC_ac_showboat_generic_response_no_0311=Waste of my talents.
Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_02=Yuuup!
Dlg_SC_ac_showboat_generic_response_yes_0300=Copy
Dlg_SC_ac_showboat_generic_response_yes_0301=Yuuup!
Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Don't worry, I'll save you!
Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=You owe me for this one.
Dlg_SC_ac_showboat_player_order_assistance_required_0120=Don't worry, I'll save you!
Dlg_SC_ac_showboat_player_order_assistance_required_0121=You owe me for this one.
Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Leave it to me.
Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Doesn't stand a chance.
Dlg_SC_ac_showboat_player_order_attack_my_target_0100=Leave it to me.
Dlg_SC_ac_showboat_player_order_attack_my_target_0101=Doesn't stand a chance.
Dlg_SC_ac_showboat_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Lighting 'em up
Dlg_SC_ac_showboat_player_order_bomb_my_target_0230=Lighting 'em up
Dlg_SC_ac_showboat_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Break and Bake!
Dlg_SC_ac_showboat_player_order_break_and_engage_0210=Break and Bake!
Dlg_SC_ac_showboat_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I got 'em. Don't worry.
Dlg_SC_ac_showboat_player_order_defend_my_target_0110=I got 'em. Don't worry.
Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_showboat_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_showboat_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can dodge this guy in my sleep
Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Shaking him off
Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0200=I can dodge this guy in my sleep
Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0201=Shaking him off
Dlg_SC_ac_showboat_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Engaging formation
Dlg_SC_ac_showboat_player_order_form_up_on_me_0130=Engaging formation
Dlg_SC_ac_showboat_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to LZ
Dlg_SC_ac_showboat_player_order_return_to_base_0240=Returning to LZ
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_01=Did you see that!? Woooooh!
Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_02=Suck it, losers.
Dlg_SC_ac_showboat_reaction_Gets_a_kill_0400=Did you see that!? Woooooh!
Dlg_SC_ac_showboat_reaction_Gets_a_kill_0401=Suck it, losers.
Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=You rookies. Stop shooting me!
Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fire_0480=You rookies. Stop shooting me!
Dlg_SC_ac_showboat_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Who shot you?
Dlg_SC_ac_showboat_reaction_commiting_friendly_fire_0490=Who shot you?
Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_01=Punching out
Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_02=Cheats! I have to bail
Dlg_SC_ac_showboat_reaction_eject_0470=Punching out
Dlg_SC_ac_showboat_reaction_eject_0471=Cheats! I have to bail
Dlg_SC_ac_showboat_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=I knew they'd be next.
Dlg_SC_ac_showboat_reaction_friendly_gets_killed_0450=I knew they'd be next.
Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles approaching
Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bunch of notches for the kill list incoming.
Dlg_SC_ac_showboat_reaction_incoming_enemies_0420=Hostiles approaching
Dlg_SC_ac_showboat_reaction_incoming_enemies_0421=Bunch of notches for the kill list incoming.
Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=They got lucky, need repairs
Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Back soon, gotta repair
Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0440=They got lucky, need repairs
Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0441=Back soon, gotta repair
Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=You're nearly as good as me
Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Well that took you long enough!
Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0410=You're nearly as good as me
Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0411=Well that took you long enough!
Dlg_SC_ac_showboat_reaction_rejoining_battleReaction_Rejoining_Battle=Rejoining the battle
Dlg_SC_ac_showboat_reaction_rejoining_battle_0430=Rejoining the battle
Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_01=They're getting some lucky shots in here
Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_02=Took a bit of damage here
Dlg_SC_ac_showboat_reaction_taking_damage_0460=They're getting some lucky shots in here
Dlg_SC_ac_showboat_reaction_taking_damage_0461=Took a bit of damage here
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Some help in this zone please?
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance in my zone please.
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_03=Ich bitte um Entschuldigung, etwas Hilfe?
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0550=Some help in this zone please?
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0551=Assistance in my zone please.
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0552=Ich bitte um Entschuldigung, etwas Hilfe?
Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zone_0570=Zone lost.
Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_sidearm_ctc_allies_score_pointCTC_Allies_Score_Point=Yes! We got a point
Dlg_SC_ac_sidearm_ctc_allies_score_point_0540=Yes! We got a point
Dlg_SC_ac_sidearm_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_sidearm_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Enemy have scored.
Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Not acceptable. They scored
Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0530=Enemy have scored.
Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0531=Not acceptable. They scored
Dlg_SC_ac_sidearm_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_sidearm_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_sidearm_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=The core is on me
Dlg_SC_ac_sidearm_ctc_this_ai_has_core_0520=The core is on me
Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_01=Negative, sir
Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_02=I'm afraid not.
Dlg_SC_ac_sidearm_generic_response_no_0310=Negative, sir
Dlg_SC_ac_sidearm_generic_response_no_0311=I'm afraid not.
Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_01=Copy, sir
Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_02=Natürlich
Dlg_SC_ac_sidearm_generic_response_yes_0300=Copy, sir
Dlg_SC_ac_sidearm_generic_response_yes_0301=Natürlich
Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll be right there
Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Assistance incoming.
Dlg_SC_ac_sidearm_player_order_assistance_required_0120=I'll be right there
Dlg_SC_ac_sidearm_player_order_assistance_required_0121=Assistance incoming.
Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Engaging enemy
Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Um… copy. Engaging...
Dlg_SC_ac_sidearm_player_order_attack_my_target_0100=Engaging enemy
Dlg_SC_ac_sidearm_player_order_attack_my_target_0101=Um… copy. Engaging...
Dlg_SC_ac_sidearm_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in
Dlg_SC_ac_sidearm_player_order_bomb_my_target_0230=Bombing run locked in
Dlg_SC_ac_sidearm_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Understood. Will find a good approach.
Dlg_SC_ac_sidearm_player_order_break_and_engage_0210=Understood. Will find a good approach.
Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Moving to defensive position.
Dlg_SC_ac_sidearm_player_order_defend_my_target_0110=Defending
Dlg_SC_ac_sidearm_player_order_defend_my_target_0111=Moving to defensive position.
Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_sidearm_player_order_escort_my_target_0220=Sticking close to target
Dlg_SC_ac_sidearm_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers engaged
Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Ducking them, sir.
Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0200=Evasive maneouvers engaged
Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0201=Ducking them, sir.
Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you
Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Lead the way.
Dlg_SC_ac_sidearm_player_order_form_up_on_me_0130=Forming up on you
Dlg_SC_ac_sidearm_player_order_form_up_on_me_0131=Lead the way.
Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
Dlg_SC_ac_sidearm_player_order_return_to_base_0240=Returning to base
Dlg_SC_ac_sidearm_player_order_return_to_base_0241=Heading home
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_01=Enemy destroyed.
Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_02=Target eliminated.
Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0400=Enemy destroyed.
Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0401=Target eliminated.
Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me.
Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fire_0480=Stop shooting me.
Dlg_SC_ac_sidearm_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Verdammt nochmal!
Dlg_SC_ac_sidearm_reaction_commiting_friendly_fire_0490=Verdammt nochmal!
Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_02=Auswerfen!
Dlg_SC_ac_sidearm_reaction_eject_0470=Ejecting
Dlg_SC_ac_sidearm_reaction_eject_0471=Auswerfen!
Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost one.
Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Scheiße! Ally destroyed
Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0450=We lost one.
Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0451=Scheiße! Ally destroyed
Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming enemies
Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_02=We have contact. Multiple contacts.
Dlg_SC_ac_sidearm_reaction_incoming_enemies_0420=Incoming enemies
Dlg_SC_ac_sidearm_reaction_incoming_enemies_0421=We have contact. Multiple contacts.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back, sir.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0440=Falling back, sir.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0441=Retreating.
Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Great shot sir
Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill.
Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0410=Great shot sir
Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0411=Good kill.
Dlg_SC_ac_sidearm_reaction_rejoining_battleReaction_Rejoining_Battle=Rearmed, sir
Dlg_SC_ac_sidearm_reaction_rejoining_battle_0430=Rearmed, sir
Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_01=Get this Scheiße-Kopf away from me!
Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_02=I am hit!
Dlg_SC_ac_sidearm_reaction_taking_damage_0460=Get this Scheiße-Kopf away from me!
Dlg_SC_ac_sidearm_reaction_taking_damage_0461=I am hit!
Dlg_SC_ac_simulator_afterburners_offlineRace_Afterburners_Offline=Boost Offline
Dlg_SC_ac_simulator_afterburners_offline_2170=Boost Offline
Dlg_SC_ac_simulator_afterburners_onlineRace_Afterburners_Online=Boost Online
Dlg_SC_ac_simulator_afterburners_online_2160=Boost Online
Dlg_SC_ac_simulator_ally_team_scores_1380=You have seized the enemy core
Dlg_SC_ac_simulator_assist_killSim_Game_Player_Assist_Kill=Assist
Dlg_SC_ac_simulator_assist_kill_1290=Assist
Dlg_SC_ac_simulator_blue_core_dropped_1400=Blue Core abandoned
Dlg_SC_ac_simulator_blue_core_returned_1360=Blue Core restored
Dlg_SC_ac_simulator_blue_losingConquest_Blue_Losing=Blue Team has fallen behind
Dlg_SC_ac_simulator_blue_losing_1440=Blue Team has fallen behind
Dlg_SC_ac_simulator_checkpointRace_Checkpoint=Checkpoint
Dlg_SC_ac_simulator_checkpoint_1900=Checkpoint
Dlg_SC_ac_simulator_competitor_destroyedRace_Competitor_Destroyed=Competitor destroyed
Dlg_SC_ac_simulator_competitor_destroyed_1980=Competitor destroyed
Dlg_SC_ac_simulator_confirmed_killSim_Game_Player_Has_Confirmed_Kill=Hostile destroyed
Dlg_SC_ac_simulator_confirmed_kill_1280=Hostile destroyed
Dlg_SC_ac_simulator_death_in_spaceSim_Player_Death_In_Space=Session restarting. Please hold
Dlg_SC_ac_simulator_death_in_space_1510=Session restarting. Please hold
Dlg_SC_ac_simulator_drill_capturedConquest_Item_Captured=…captured.
Dlg_SC_ac_simulator_drill_capturedConquest_Item_Drill=Drill…
Dlg_SC_ac_simulator_drill_captured_1620=…captured.
Dlg_SC_ac_simulator_drill_captured_1640=Drill…
Dlg_SC_ac_simulator_drill_contestedConquest_Item_Contested=…contested.
Dlg_SC_ac_simulator_drill_contestedConquest_Item_Drill=Drill…
Dlg_SC_ac_simulator_drill_contested_1610=…contested.
Dlg_SC_ac_simulator_drill_contested_1640=Drill…
Dlg_SC_ac_simulator_drill_lostConquest_Item_Drill=Drill…
Dlg_SC_ac_simulator_drill_lostConquest_Item_Lost=…lost.
Dlg_SC_ac_simulator_drill_lost_1620=…lost.
Dlg_SC_ac_simulator_drill_lost_1640=Drill…
Dlg_SC_ac_simulator_eighth_placeRace_Eighth_Place=8th Place
Dlg_SC_ac_simulator_eighth_place_2070=8th Place
Dlg_SC_ac_simulator_enemy_core_capturedCTC_Enemy_Core_Captured=Core Captured
Dlg_SC_ac_simulator_enemy_core_droppedCTC_Player_Lost_Enemy_Core=The core has been dropped
Dlg_SC_ac_simulator_enemy_core_returnedCTC_Enemy_Core_Returned=The core has been returned
Dlg_SC_ac_simulator_enemy_final_killBattleRoyale_Enemy_Final_Kill=An enemy requires a final kill
Dlg_SC_ac_simulator_enemy_final_killSquadronBattle_Enemy_Team_Final_Kill=Enemy team requires a final kill
Dlg_SC_ac_simulator_enemy_has_coreCTC_Enemy_Has_Core=The enemy has your core
Dlg_SC_ac_simulator_enemy_team_scores_1370=Hostile forces have acquired your core
Dlg_SC_ac_simulator_enemy_team_wonSquadronBattle_Enemy_Team_Won=Your team lost
Dlg_SC_ac_simulator_entering_hotzoneRace_Entering_Hotzone=Entering Hot-Zone…
Dlg_SC_ac_simulator_entering_hotzone_1920=Entering Hot-Zone…
Dlg_SC_ac_simulator_fifth_placeRace_Fifth_Place=5th Place
Dlg_SC_ac_simulator_fifth_place_2040=5th Place
Dlg_SC_ac_simulator_final_lapRace_Final_Lap=Final Lap
Dlg_SC_ac_simulator_final_lap_1850=Final Lap
Dlg_SC_ac_simulator_finish_lapRace_Finish_Lap=Lap Complete
Dlg_SC_ac_simulator_finish_lap_1830=Lap Complete
Dlg_SC_ac_simulator_first_killSim_Game_Player_Makes_First_Kill=First Blood
Dlg_SC_ac_simulator_five_killsSim_Game_Player_Makes_Five_Kills=You have achieved Ace status
Dlg_SC_ac_simulator_fourth_placeRace_Fourth_Place=4th Place
Dlg_SC_ac_simulator_fourth_place_2030=4th Place
Dlg_SC_ac_simulator_friendly_core_capturedCTC_Friendly_Core_Captured=The enemy captured your core
Dlg_SC_ac_simulator_friendly_core_droppedCTC_Friendly_Core_Dropped=The enemy dropped your core
Dlg_SC_ac_simulator_friendly_core_returnedCTC_Friendly_Core_Returned=Your core has been returned
Dlg_SC_ac_simulator_friendly_final_killSquadronBattle_Friendly_Final_Kill=Your team requires a final kill
Dlg_SC_ac_simulator_friendly_team_wonSquadronBattle_Friendly_Team_Won=Your team won
Dlg_SC_ac_simulator_game_overSim_Game_Over=Simulation deactivated
Dlg_SC_ac_simulator_game_over_1270=Simulation deactivated
Dlg_SC_ac_simulator_game_startSim_Game_Start=Simulation activated
Dlg_SC_ac_simulator_game_start_1260=Simulation activated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Battle_Royale=Battle Royale initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Capture_The_Core=Capture the Core initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Conquest=Conquest initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Free_Flight=Free-Flight Mode initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Squadron_Battle=Squadron Battle initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Vanduul_Swarm=Vanduul Swarm initiated
Dlg_SC_ac_simulator_game_type_initiated_1000=Squadron Battle initiated
Dlg_SC_ac_simulator_game_type_initiated_1010=Battle Royale initiated
Dlg_SC_ac_simulator_game_type_initiated_1020=Capture the Core initiated
Dlg_SC_ac_simulator_game_type_initiated_1030=Conquest initiated
Dlg_SC_ac_simulator_game_type_initiated_1040=Free-Flight Mode initiated
Dlg_SC_ac_simulator_game_type_initiated_1050=Vanduul Swarm Engaged
Dlg_SC_ac_simulator_got_enemy_coreCTC_Player_Got_Enemy_Core=You have obtained the enemy core
Dlg_SC_ac_simulator_got_enemy_core_1340=You have obtained the enemy core
Dlg_SC_ac_simulator_hazardRace_Hazard=Hazard
Dlg_SC_ac_simulator_hazard_1890=Hazard
Dlg_SC_ac_simulator_init_blitz_modeRace_Blitz_Mode=Initiating Murray Cup Race Simulator: Blitz mode
Dlg_SC_ac_simulator_init_blitz_mode_1790=Initiating Murray Cup Race Simulator: Blitz mode
Dlg_SC_ac_simulator_init_rush_modeRace_Rush_Mode=Initiating Murray Cup Race Simulator: Rush mode
Dlg_SC_ac_simulator_init_rush_mode_1780=Initiating Murray Cup Race Simulator: Rush mode
Dlg_SC_ac_simulator_iris_closingRace_Iris_Closing=Warning: Checkpoint iris closing
Dlg_SC_ac_simulator_iris_closing_2190=Warning: Checkpoint iris closing
Dlg_SC_ac_simulator_lap_recordRace_Lap_Record=New personal lap record
Dlg_SC_ac_simulator_lap_record_1840=New personal lap record
Dlg_SC_ac_simulator_laps_remainingRace_Lap_Remaining=Laps remaining
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_01=One
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_02=Two
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_03=Three
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_04=Four
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_05=Five
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_06=Six
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_07=Seven
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_08=Eight
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_09=Nine
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_10=Ten
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remaining=Lap remaining
Dlg_SC_ac_simulator_laps_remaining_2180=Laps remaining
Dlg_SC_ac_simulator_laps_remaining_2181=Lap remaining
Dlg_SC_ac_simulator_laps_remaining_2200=One
Dlg_SC_ac_simulator_laps_remaining_2210=Two
Dlg_SC_ac_simulator_laps_remaining_2220=Three
Dlg_SC_ac_simulator_laps_remaining_2230=Four
Dlg_SC_ac_simulator_laps_remaining_2240=Five
Dlg_SC_ac_simulator_laps_remaining_2250=Six
Dlg_SC_ac_simulator_laps_remaining_2260=Seven
Dlg_SC_ac_simulator_laps_remaining_2270=Eight
Dlg_SC_ac_simulator_laps_remaining_2280=Nine
Dlg_SC_ac_simulator_laps_remaining_2290=Ten
Dlg_SC_ac_simulator_leading_raceRace_Leading_Race=You are leading the race
Dlg_SC_ac_simulator_leading_race_1860=You are leading the race
Dlg_SC_ac_simulator_leaving_hotzoneRace_Leaving_Hotzone=Leaving Hot-Zone…
Dlg_SC_ac_simulator_leaving_hotzone_1930=Leaving Hot-Zone…
Dlg_SC_ac_simulator_leaving_mapSim_Player_Leaving_Map=Warning. You are approaching simulation boundary
Dlg_SC_ac_simulator_leaving_map_1480=Warning. You are approaching simulation boundary
Dlg_SC_ac_simulator_lose_whitewashConquest_Lose_Whitewash=Hostiles have captured all zones. This simulation will fail in...
Dlg_SC_ac_simulator_lose_whitewash_1460=Hostiles have captured all zones. This simulation will fail in...
Dlg_SC_ac_simulator_lost_ally_core_1330=Your team has lost the core
Dlg_SC_ac_simulator_lost_leadRace_Lost_Lead=You have lost the lead
Dlg_SC_ac_simulator_lost_lead_1870=You have lost the lead
Dlg_SC_ac_simulator_lost_raceRace_Lost_Race=You lost the race
Dlg_SC_ac_simulator_lost_race_2080=You lost the race
Dlg_SC_ac_simulator_multiplayer_introductionRace_Blitz_Mode=Initiating Murray Cup Race Simulation
Dlg_SC_ac_simulator_new_lap_recordRace_New_Lap_Record=New lap record
Dlg_SC_ac_simulator_new_lap_record_2110=New lap record
Dlg_SC_ac_simulator_new_personal_race_recordRace_New_Race_Record_02=New race record
Dlg_SC_ac_simulator_player_ace_killedSim_Game_Player_Is_Ace_Killed=Your Ace status has been revoked
Dlg_SC_ac_simulator_player_final_killBattleRoyale_Player_Final_Kill=You require a final kill
Dlg_SC_ac_simulator_player_kills_aceSim_Game_Player_Kills_Ace=Ace Killed
Dlg_SC_ac_simulator_player_losesBattleRoyale_Player_Loses=You Lost!
Dlg_SC_ac_simulator_player_winsBattleRoyale_Player_Wins=You are Victorious
Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Captured=…captured.
Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Pylon=Pylon…
Dlg_SC_ac_simulator_pylon_captured_1600=Pylon…
Dlg_SC_ac_simulator_pylon_captured_1620=…captured.
Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Contested=…contested.
Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Pylon=Pylon…
Dlg_SC_ac_simulator_pylon_contested_1600=Pylon…
Dlg_SC_ac_simulator_pylon_contested_1610=…contested.
Dlg_SC_ac_simulator_pylon_lostConquest_Item_Lost=…lost.
Dlg_SC_ac_simulator_pylon_lostConquest_Item_Pylon=Pylon…
Dlg_SC_ac_simulator_pylon_lost_1600=Pylon…
Dlg_SC_ac_simulator_pylon_lost_1620=…lost.
Dlg_SC_ac_simulator_race_abandonedRace_Abandoned=Race Abandoned
Dlg_SC_ac_simulator_race_abandoned_1950=Race Abandoned
Dlg_SC_ac_simulator_race_completeRace_Complete=Race Complete
Dlg_SC_ac_simulator_race_complete_1880=Race Complete
Dlg_SC_ac_simulator_race_mode_initialiseRace_Mode_Initialise=Initiating Murray Cup Race Simulator
Dlg_SC_ac_simulator_race_mode_initialise_1810=Initiating Murray Cup Race Simulator
Dlg_SC_ac_simulator_race_startRace_Start=3,2,1... Start
Dlg_SC_ac_simulator_race_start_1820=3,2,1... Start
Dlg_SC_ac_simulator_racer_quitRace_Racer_Quit=Competitor has left the race
Dlg_SC_ac_simulator_racer_quit_1960=Competitor has left the race
Dlg_SC_ac_simulator_rearming_shipRace_Rearming_Ship=Re-arming Ship
Dlg_SC_ac_simulator_rearming_ship_2100=Re-arming Ship
Dlg_SC_ac_simulator_red_core_dropped_1390=Red Core abandoned
Dlg_SC_ac_simulator_red_core_returned_1350=Red Core restored
Dlg_SC_ac_simulator_red_losingConquest_Red_Losing=Red Team has fallen behind
Dlg_SC_ac_simulator_red_losing_1450=Red Team has fallen behind
Dlg_SC_ac_simulator_repairs_initiatedRace_Repairs_Initiated=Repairs Initiated
Dlg_SC_ac_simulator_repairs_initiated_2090=Repairs Initiated
Dlg_SC_ac_simulator_respawnSim_Player_Respawn=Standbv for reintegration
Dlg_SC_ac_simulator_respawn_1500=Stand by for reintegration
Dlg_SC_ac_simulator_second_placeRace_Second_Place=2nd Place
Dlg_SC_ac_simulator_second_place_2010=2nd Place
Dlg_SC_ac_simulator_seventh_placeRace_Seventh_Place=7th Place
Dlg_SC_ac_simulator_seventh_place_2060=7th Place
Dlg_SC_ac_simulator_shields_offlineRace_Shields_Offline=Shields Offline
Dlg_SC_ac_simulator_shields_offline_2150=Shields Offline
Dlg_SC_ac_simulator_shields_onlineRace_Shields_Online=Shields Online
Dlg_SC_ac_simulator_shields_online_2140=Shields Online
Dlg_SC_ac_simulator_single_player_introductionRace_Rush_Mode=Initiating Murray Cup Practice Simulation
Dlg_SC_ac_simulator_sixth_placeRace_Sixth_Place=6th Place
Dlg_SC_ac_simulator_sixth_place_2050=6th Place
Dlg_SC_ac_simulator_survival_all_allies_lostSurvival_All_Allies_Lost=All allies lost
Dlg_SC_ac_simulator_survival_all_allies_lost_1100=All allies lost
Dlg_SC_ac_simulator_survival_ally_lostSurvival_Ally_Lost=Ally eliminated
Dlg_SC_ac_simulator_survival_ally_lost_1110=Ally eliminated
Dlg_SC_ac_simulator_survival_boss_wave_defeatedSurvival_Boss_Wave_Defeated=Elite units eliminated.
Dlg_SC_ac_simulator_survival_boss_wave_defeated_1140=Elite units eliminated.
Dlg_SC_ac_simulator_survival_boss_wave_incomingSurvival_Boss_Wave_Incoming=Contact: Elite units en-route.
Dlg_SC_ac_simulator_survival_boss_wave_incoming_1130=Contact: Elite units en-route.
Dlg_SC_ac_simulator_survival_destroyed_waveSurvival_Destroyed_Wave=Zero hostile contacts remaining
Dlg_SC_ac_simulator_survival_destroyed_wave_1080=Zero hostile contacts remaining
Dlg_SC_ac_simulator_survival_game_overSurvival_Game_Over=Simulation Over
Dlg_SC_ac_simulator_survival_game_over_1120=Simulation Over
Dlg_SC_ac_simulator_survival_player_defeatSurvival_Player_Defeat=Objective not achieved
Dlg_SC_ac_simulator_survival_player_defeat_1090=Objective not achieved
Dlg_SC_ac_simulator_survival_repairs_commenceSurvival_Repairs_Commence=Hold for automated repairs.
Dlg_SC_ac_simulator_survival_repairs_commence_1150=Hold for automated repairs.
Dlg_SC_ac_simulator_survival_wave_incomingSurvival_Wave_Incoming=Warning: There are multiple hostiles inbound
Dlg_SC_ac_simulator_survival_wave_incoming_1060=
Dlg_SC_ac_simulator_team_joinTeam_Join_01=Blue Team
Dlg_SC_ac_simulator_team_joinTeam_Join_02=Linked to...
Dlg_SC_ac_simulator_team_joinTeam_Win_01=Red Team
Dlg_SC_ac_simulator_team_join_1300=Red Team
Dlg_SC_ac_simulator_team_join_1310=Blue Team
Dlg_SC_ac_simulator_team_join_1490=Linked to...
Dlg_SC_ac_simulator_team_winTeam_Join_01=Blue Team
Dlg_SC_ac_simulator_team_winTeam_Win_01=Red Team
Dlg_SC_ac_simulator_team_winTeam_Win_03=is victorious
Dlg_SC_ac_simulator_team_win_1300=Red Team
Dlg_SC_ac_simulator_team_win_1310=Blue Team
Dlg_SC_ac_simulator_team_win_1320=is victorious
Dlg_SC_ac_simulator_third_placeRace_Third_Place=3rd Place
Dlg_SC_ac_simulator_third_place_2020=3rd Place
Dlg_SC_ac_simulator_time_extensionRace_Time_Extension=Time extension
Dlg_SC_ac_simulator_time_extension_1990=Time extension
Dlg_SC_ac_simulator_weapons_disabledRace_Weapons_Disabled=Weapons Disabled
Dlg_SC_ac_simulator_weapons_disabled_2130=Weapons Disabled
Dlg_SC_ac_simulator_weapons_enabledRace_Weapons_Enabled=Weapons Enabled
Dlg_SC_ac_simulator_weapons_enabled_2120=Weapons Enabled
Dlg_SC_ac_simulator_weapons_lockedRace_Weapons_Locked=Race Mode Initiated: Weapon safeties enabled
Dlg_SC_ac_simulator_weapons_locked_1800=Race Mode Initiated: Weapon safeties enabled
Dlg_SC_ac_simulator_win_raceRace_Win_Race=You have won the race!
Dlg_SC_ac_simulator_win_race_2000=You have won the race!
Dlg_SC_ac_simulator_win_whitewashConquest_Win_Whitewash=Friendlies have captured all zones. This simulation will succeed in…
Dlg_SC_ac_simulator_win_whitewash_1470=Friendlies have captured all zones. This simulation will succeed in…
Dlg_SC_ac_simulator_wrong_directionRace_Wrong_Direction=Wrong Direction
Dlg_SC_ac_simulator_wrong_direction_1910=Wrong Direction
Dlg_SC_ac_simulator_zone_number_contestedCount_00=Zero
Dlg_SC_ac_simulator_zone_number_contestedCount_01=One
Dlg_SC_ac_simulator_zone_number_contestedCount_02=Two
Dlg_SC_ac_simulator_zone_number_contestedCount_03=Three
Dlg_SC_ac_simulator_zone_number_contestedCount_04=Four
Dlg_SC_ac_simulator_zone_number_contestedCount_05=Five
Dlg_SC_ac_simulator_zone_number_contestedCount_06=Six
Dlg_SC_ac_simulator_zone_number_contestedCount_07=Seven
Dlg_SC_ac_simulator_zone_number_contestedCount_08=Eight
Dlg_SC_ac_simulator_zone_number_contestedCount_09=Nine
Dlg_SC_ac_simulator_zone_number_contestedCount_10=Ten
Dlg_SC_ac_simulator_zone_number_contestedZone_Number_Contested=Hostiles attacking zone
Dlg_SC_ac_simulator_zone_number_contested_1160=Ten
Dlg_SC_ac_simulator_zone_number_contested_1170=Nine
Dlg_SC_ac_simulator_zone_number_contested_1180=Eight
Dlg_SC_ac_simulator_zone_number_contested_1190=Seven
Dlg_SC_ac_simulator_zone_number_contested_1200=Six
Dlg_SC_ac_simulator_zone_number_contested_1210=Five
Dlg_SC_ac_simulator_zone_number_contested_1220=Four
Dlg_SC_ac_simulator_zone_number_contested_1230=Three
Dlg_SC_ac_simulator_zone_number_contested_1240=Two
Dlg_SC_ac_simulator_zone_number_contested_1250=One
Dlg_SC_ac_simulator_zone_number_contested_1251=Zero
Dlg_SC_ac_simulator_zone_number_contested_1410=Hostiles attacking zone
Dlg_SC_ac_simulator_zone_number_lostCount_00=Zero
Dlg_SC_ac_simulator_zone_number_lostCount_01=One
Dlg_SC_ac_simulator_zone_number_lostCount_02=Two
Dlg_SC_ac_simulator_zone_number_lostCount_03=Three
Dlg_SC_ac_simulator_zone_number_lostCount_04=Four
Dlg_SC_ac_simulator_zone_number_lostCount_05=Five
Dlg_SC_ac_simulator_zone_number_lostCount_06=Six
Dlg_SC_ac_simulator_zone_number_lostCount_07=Seven
Dlg_SC_ac_simulator_zone_number_lostCount_08=Eight
Dlg_SC_ac_simulator_zone_number_lostCount_09=Nine
Dlg_SC_ac_simulator_zone_number_lostCount_10=Ten
Dlg_SC_ac_simulator_zone_number_lostZone_Number_Lost=Hostile element have seized zone
Dlg_SC_ac_simulator_zone_number_lost_1160=Ten
Dlg_SC_ac_simulator_zone_number_lost_1170=Nine
Dlg_SC_ac_simulator_zone_number_lost_1180=Eight
Dlg_SC_ac_simulator_zone_number_lost_1190=Seven
Dlg_SC_ac_simulator_zone_number_lost_1200=Six
Dlg_SC_ac_simulator_zone_number_lost_1210=Five
Dlg_SC_ac_simulator_zone_number_lost_1220=Four
Dlg_SC_ac_simulator_zone_number_lost_1230=Three
Dlg_SC_ac_simulator_zone_number_lost_1240=Two
Dlg_SC_ac_simulator_zone_number_lost_1250=One
Dlg_SC_ac_simulator_zone_number_lost_1251=Zero
Dlg_SC_ac_simulator_zone_number_lost_1420=Hostile elements have seized zone
Dlg_SC_ac_simulator_zone_number_takenCount_00=Zero
Dlg_SC_ac_simulator_zone_number_takenCount_01=One
Dlg_SC_ac_simulator_zone_number_takenCount_02=Two
Dlg_SC_ac_simulator_zone_number_takenCount_03=Three
Dlg_SC_ac_simulator_zone_number_takenCount_04=Four
Dlg_SC_ac_simulator_zone_number_takenCount_05=Five
Dlg_SC_ac_simulator_zone_number_takenCount_06=Six
Dlg_SC_ac_simulator_zone_number_takenCount_07=Seven
Dlg_SC_ac_simulator_zone_number_takenCount_08=Eight
Dlg_SC_ac_simulator_zone_number_takenCount_09=Nine
Dlg_SC_ac_simulator_zone_number_takenCount_10=Ten
Dlg_SC_ac_simulator_zone_number_takenTeam_Join_01=Blue Team
Dlg_SC_ac_simulator_zone_number_takenTeam_Win_01=Red Team
Dlg_SC_ac_simulator_zone_number_takenZone_Number_Taken=have captured zone
Dlg_SC_ac_simulator_zone_number_taken_1160=Ten
Dlg_SC_ac_simulator_zone_number_taken_1170=Nine
Dlg_SC_ac_simulator_zone_number_taken_1180=Eight
Dlg_SC_ac_simulator_zone_number_taken_1190=Seven
Dlg_SC_ac_simulator_zone_number_taken_1200=Six
Dlg_SC_ac_simulator_zone_number_taken_1210=Five
Dlg_SC_ac_simulator_zone_number_taken_1220=Four
Dlg_SC_ac_simulator_zone_number_taken_1230=Three
Dlg_SC_ac_simulator_zone_number_taken_1240=Two
Dlg_SC_ac_simulator_zone_number_taken_1250=One
Dlg_SC_ac_simulator_zone_number_taken_1251=Zero
Dlg_SC_ac_simulator_zone_number_taken_1300=Red Team
Dlg_SC_ac_simulator_zone_number_taken_1310=Blue Team
Dlg_SC_ac_simulator_zone_number_taken_1430=have captured zone
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need some help in this zone please.
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=They're trying to take this zone. Some help guys?
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0550=Need some help in this zone please.
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0551=They're trying to take this zone. Some help guys?
Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zone_0570=We lost the zone.
Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_01=Great job, people!
Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_02=Kick ass!
Dlg_SC_ac_slingshot_ctc_allies_score_point_0540=Great job, people!
Dlg_SC_ac_slingshot_ctc_allies_score_point_0541=Kick ass!
Dlg_SC_ac_slingshot_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_slingshot_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Opposition scored.
Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=We're letting them score!
Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0530=Opposition scored.
Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0531=We're letting them score!
Dlg_SC_ac_slingshot_ctc_player_has_coreCTC_Player_Has_Core=You got the core, sir
Dlg_SC_ac_slingshot_ctc_player_has_core_0500=You got the core, sir
Dlg_SC_ac_slingshot_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
Dlg_SC_ac_slingshot_ctc_this_ai_has_core_0520=I've got the core, sir
Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_01=Errr…That's a negative
Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_02=I can't follow that order, sir.
Dlg_SC_ac_slingshot_generic_response_no_0310=Errr…That's a negative
Dlg_SC_ac_slingshot_generic_response_no_0311=I can't follow that order, sir.
Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_01=Roger that
Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_02=Yes, sir
Dlg_SC_ac_slingshot_generic_response_yes_0300=Roger that
Dlg_SC_ac_slingshot_generic_response_yes_0301=Yes, sir
Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Copy. Inbound.
Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang tight. Assistance incoming.
Dlg_SC_ac_slingshot_player_order_assistance_required_0120=Copy. Inbound.
Dlg_SC_ac_slingshot_player_order_assistance_required_0121=Hang tight. Assistance incoming.
Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target
Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Moving in
Dlg_SC_ac_slingshot_player_order_attack_my_target_0100=Attacking target
Dlg_SC_ac_slingshot_player_order_attack_my_target_0101=Moving in
Dlg_SC_ac_slingshot_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_slingshot_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_slingshot_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Leaving formation, commencing attack
Dlg_SC_ac_slingshot_player_order_break_and_engage_0210=Leaving formation, commencing attack
Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Definding your target
Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=You got it. I'll make sure they're safe.
Dlg_SC_ac_slingshot_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_slingshot_player_order_defend_my_target_0111=You got it. I'll make sure they're safe.
Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking up escort.
Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_slingshot_player_order_escort_my_target_0220=Taking up escort.
Dlg_SC_ac_slingshot_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Slip and clip.
Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Hope they're ready for this.
Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0200=Copy. Slip and clip.
Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0201=Hope they're ready for this.
Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation
Dlg_SC_ac_slingshot_player_order_form_up_on_me_0130=Forming up
Dlg_SC_ac_slingshot_player_order_form_up_on_me_0131=Moving into formation
Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. See you back at the base.
Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_02=Affirmative. Heading back
Dlg_SC_ac_slingshot_player_order_return_to_base_0240=Copy that. See you back at the base.
Dlg_SC_ac_slingshot_player_order_return_to_base_0241=Affirmative. Heading back
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target's been handled.
Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_02=One Bogey Pk.
Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0400=Target's been handled.
Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0401=One Bogey Pk.
Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Argh! Watch it!
Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fire_0480=Argh! Watch it!
Dlg_SC_ac_slingshot_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry, sorry
Dlg_SC_ac_slingshot_reaction_commiting_friendly_fire_0490=Sorry, sorry
Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_01=Ejecting now
Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_02=Ship's FUBAR. Gotta bounce.
Dlg_SC_ac_slingshot_reaction_eject_0470=Ejecting now
Dlg_SC_ac_slingshot_reaction_eject_0471=Ship's FUBAR. Gotta bounce.
Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost someone
Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Shit, pilot down
Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0450=We lost someone
Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0451=Shit, pilot down
Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We have incoming
Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies Inbound
Dlg_SC_ac_slingshot_reaction_incoming_enemies_0420=We have incoming
Dlg_SC_ac_slingshot_reaction_incoming_enemies_0421=Enemies Inbound
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm bugging out
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating. I'll be back
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0440=I'm bugging out
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0441=Retreating. I'll be back
Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=(no line)
Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=(no line)
Dlg_SC_ac_slingshot_reaction_player_gets_a_kill_0410=(no line)
Dlg_SC_ac_slingshot_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_slingshot_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_01=Getting hit here.
Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_02=Taking enemy fire!
Dlg_SC_ac_slingshot_reaction_taking_damage_0460=Getting hit here.
Dlg_SC_ac_slingshot_reaction_taking_damage_0461=Taking enemy fire!
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help securing this shit
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Little help?
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0550=I need help securing this shit
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0551=Little help?
Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir
Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zone_0570=We lost the zone, sir
Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours!
Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zone_0560=Zone is ours!
Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_01=Woooh! Way to go
Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_02=Point to us.
Dlg_SC_ac_spitfire_ctc_allies_score_point_0540=Woooh! Way to go
Dlg_SC_ac_spitfire_ctc_allies_score_point_0541=Point to us.
Dlg_SC_ac_spitfire_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
Dlg_SC_ac_spitfire_ctc_enemy_has_core_0510=Enemy has the core!
Dlg_SC_ac_spitfire_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Mierda!
Dlg_SC_ac_spitfire_ctc_enemy_scores_point_0530=Mierda!
Dlg_SC_ac_spitfire_ctc_player_has_coreCTC_Player_Has_Core=You got the core!
Dlg_SC_ac_spitfire_ctc_player_has_core_0500=You got the core!
Dlg_SC_ac_spitfire_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, sir
Dlg_SC_ac_spitfire_ctc_this_ai_has_core_0520=I have the core, sir
Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_01=Negativo
Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_02=Não posso
Dlg_SC_ac_spitfire_generic_response_no_0310=Negativo
Dlg_SC_ac_spitfire_generic_response_no_0311=Não posso
Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_01=Yes, sir.
Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_02=Roger
Dlg_SC_ac_spitfire_generic_response_yes_0300=Yes, sir.
Dlg_SC_ac_spitfire_generic_response_yes_0301=Roger
Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Responding.
Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
Dlg_SC_ac_spitfire_player_order_assistance_required_0120=Responding.
Dlg_SC_ac_spitfire_player_order_assistance_required_0121=I got you.
Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking.
Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot, sir.
Dlg_SC_ac_spitfire_player_order_attack_my_target_0100=Attacking.
Dlg_SC_ac_spitfire_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bringing the thunder.
Dlg_SC_ac_spitfire_player_order_bomb_my_target_0230=Bringing the thunder.
Dlg_SC_ac_spitfire_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Hunting now, sir.
Dlg_SC_ac_spitfire_player_order_break_and_engage_0210=Hunting now, sir.
Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Nobody's gonna get near them, sir
Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got their back, sir.
Dlg_SC_ac_spitfire_player_order_defend_my_target_0110=Nobody's gonna get near them, sir
Dlg_SC_ac_spitfire_player_order_defend_my_target_0111=I got their back, sir.
Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking them in, sir.
Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now, sir
Dlg_SC_ac_spitfire_player_order_escort_my_target_0220=Taking them in, sir.
Dlg_SC_ac_spitfire_player_order_escort_my_target_0221=Escorting target now, sir
Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll shake 'em off
Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0200=I'll shake 'em off
Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up.
Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Formation set, sir.
Dlg_SC_ac_spitfire_player_order_form_up_on_me_0130=Forming up.
Dlg_SC_ac_spitfire_player_order_form_up_on_me_0131=Formation set, sir.
Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base, sir
Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir
Dlg_SC_ac_spitfire_player_order_return_to_base_0240=Heading back to base, sir
Dlg_SC_ac_spitfire_player_order_return_to_base_0241=Heading back, sir
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_01=I… I got one.
Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_02=Inimigo destruído
Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0400=I… I got one.
Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0401=Inimigo destruído
Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, watch it!
Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fire_0480=Hey, watch it!
Dlg_SC_ac_spitfire_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit! That was a stupid shot. Sorry.
Dlg_SC_ac_spitfire_reaction_commiting_friendly_fire_0490=Shit! That was a stupid shot. Sorry.
Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_01=Mierda! I'm out...
Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_02=Bailing out!
Dlg_SC_ac_spitfire_reaction_eject_0470=Mierda! I'm out...
Dlg_SC_ac_spitfire_reaction_eject_0471=Bailing out!
Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Man down.
Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0450=Man down.
Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0451=Friendly down, sir!
Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got hostiles.
Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys incoming!
Dlg_SC_ac_spitfire_reaction_incoming_enemies_0420=We got hostiles.
Dlg_SC_ac_spitfire_reaction_incoming_enemies_0421=Bogeys incoming!
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Disengaging combat, sir
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=I'm out of here.
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0440=Disengaging combat, sir
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0441=I'm out of here.
Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice going, sir
Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some!
Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0410=Nice going, sir
Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0411=Get some!
Dlg_SC_ac_spitfire_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
Dlg_SC_ac_spitfire_reaction_rejoining_battle_0430=Re-engaging, sir
Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_01=Help!
Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_02=Filho da puta!
Dlg_SC_ac_spitfire_reaction_taking_damage_0460=Help!
Dlg_SC_ac_spitfire_reaction_taking_damage_0461=Filho da puta!
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need help in this zone!
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help me out in this zone, anyone?
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0550=Need help in this zone!
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0551=Help me out in this zone, anyone?
Dlg_SC_ac_tanto_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
Dlg_SC_ac_tanto_conquest_lost_control_of_a_zone_0570=We lost the zone
Dlg_SC_ac_tanto_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=The zone is ours
Dlg_SC_ac_tanto_conquest_taken_control_of_a_zone_0560=The zone is ours
Dlg_SC_ac_tanto_ctc_allies_score_pointCTC_Allies_Score_Point=Great job!
Dlg_SC_ac_tanto_ctc_allies_score_point_0540=Great job!
Dlg_SC_ac_tanto_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
Dlg_SC_ac_tanto_ctc_enemy_has_core_0510=They have our core
Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Good effort, all
Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
Dlg_SC_ac_tanto_ctc_enemy_scores_point_0530=Good effort, all
Dlg_SC_ac_tanto_ctc_enemy_scores_point_0531=They got a point
Dlg_SC_ac_tanto_ctc_player_has_coreCTC_Player_Has_Core=You got the core. Go for it.
Dlg_SC_ac_tanto_ctc_player_has_core_0500=You got the core. Go for it.
Dlg_SC_ac_tanto_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. On me!
Dlg_SC_ac_tanto_ctc_this_ai_has_core_0520=I have the core. On me!
Dlg_SC_ac_tanto_generic_response_noGeneric_Response_No_01=Are you sure?
Dlg_SC_ac_tanto_generic_response_no_0310=Are you sure?
Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_01=Aye, sir.
Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_tanto_generic_response_yes_0300=Aye, sir.
Dlg_SC_ac_tanto_generic_response_yes_0301=You got it.
Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Be right there!
Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold on, sir.
Dlg_SC_ac_tanto_player_order_assistance_required_0120=Be right there!
Dlg_SC_ac_tanto_player_order_assistance_required_0121=Hold on, sir.
Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Target acquired.
Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Attacking your mark
Dlg_SC_ac_tanto_player_order_attack_my_target_0100=Copy. Target acquired.
Dlg_SC_ac_tanto_player_order_attack_my_target_0101=Attacking your mark
Dlg_SC_ac_tanto_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run starting
Dlg_SC_ac_tanto_player_order_bomb_my_target_0230=Bombing run starting
Dlg_SC_ac_tanto_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=10-4, breaking.
Dlg_SC_ac_tanto_player_order_break_and_engage_0210=10-4, breaking.
Dlg_SC_ac_tanto_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_tanto_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Copy. Moving to escort.
Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_tanto_player_order_escort_my_target_0220=Copy. Moving to escort.
Dlg_SC_ac_tanto_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Let's go for a ride.
Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0200=Evasive maneouvers
Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0221=Let's go for a ride.
Dlg_SC_ac_tanto_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation, sir
Dlg_SC_ac_tanto_player_order_form_up_on_me_0130=Moving into formation, sir
Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_01=Back to base
Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
Dlg_SC_ac_tanto_player_order_return_to_base_0240=Back to base
Dlg_SC_ac_tanto_player_order_return_to_base_0241=Heading home
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_01=One down, sir
Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy neutralised, sir
Dlg_SC_ac_tanto_reaction_Gets_a_kill_0400=One down, sir
Dlg_SC_ac_tanto_reaction_Gets_a_kill_0401=Enemy neutralised, sir
Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Careful. You hit me just then
Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fire_0480=Careful. You hit me just then
Dlg_SC_ac_tanto_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Apologies, sir. That was me.
Dlg_SC_ac_tanto_reaction_commiting_friendly_fire_0490=Apologies, sir. That was me.
Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_02=Going for a space-walk.
Dlg_SC_ac_tanto_reaction_eject_0470=Ejecting
Dlg_SC_ac_tanto_reaction_eject_0471=Going for a space-walk.
Dlg_SC_ac_tanto_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=We lost a friendly!
Dlg_SC_ac_tanto_reaction_friendly_gets_killed_0450=We lost a friendly!
Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got contacts.
Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
Dlg_SC_ac_tanto_reaction_incoming_enemies_0420=We got contacts.
Dlg_SC_ac_tanto_reaction_incoming_enemies_0421=Incoming!
Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bounce, I'm pretty tore up.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Falling back.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0440=Gotta bounce, I'm pretty tore up.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0441=Falling back.
Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Threat neutralized.
Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Clean shot, sir.
Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0410=Threat neutralized.
Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0411=Clean shot, sir.
Dlg_SC_ac_tanto_reaction_rejoining_battleReaction_Rejoining_Battle=Don't worry, I'm back!
Dlg_SC_ac_tanto_reaction_rejoining_battle_0430=Don't worry, I'm back!
Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_01=Taking fire, sir
Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_02=I'm hit!
Dlg_SC_ac_tanto_reaction_taking_damage_0460=Taking fire, sir
Dlg_SC_ac_tanto_reaction_taking_damage_0461=I'm hit!
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone contested. Help if you can
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need some backup, now!
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. Help if you can
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0551=Need some backup, now!
Dlg_SC_ac_thunder_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_thunder_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_thunder_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_thunder_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_thunder_ctc_allies_score_pointCTC_Allies_Score_Point=Oh, shit! That's one.
Dlg_SC_ac_thunder_ctc_allies_score_point_0540=Oh, shit! That's one.
Dlg_SC_ac_thunder_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has our core!
Dlg_SC_ac_thunder_ctc_enemy_has_core_0510=Enemy has our core!
Dlg_SC_ac_thunder_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=They scored a point
Dlg_SC_ac_thunder_ctc_enemy_scores_point_0530=They scored a point
Dlg_SC_ac_thunder_ctc_player_has_coreCTC_Player_Has_Core=You got the core
Dlg_SC_ac_thunder_ctc_player_has_core_0500=You got the core
Dlg_SC_ac_thunder_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is on me.
Dlg_SC_ac_thunder_ctc_this_ai_has_core_0520=Core is on me.
Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_01=No can do
Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_02=Negative
Dlg_SC_ac_thunder_generic_response_no_0310=No can do
Dlg_SC_ac_thunder_generic_response_no_0311=Negative
Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_01=Roger that
Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_02=Copy that
Dlg_SC_ac_thunder_generic_response_yes_0300=Roger that
Dlg_SC_ac_thunder_generic_response_yes_0301=Copy that
Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm all over it
Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got your back.
Dlg_SC_ac_thunder_player_order_assistance_required_0120=I'm all over it
Dlg_SC_ac_thunder_player_order_assistance_required_0121=I got your back.
Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target.
Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Gonna drop that pain.
Dlg_SC_ac_thunder_player_order_attack_my_target_0100=Attacking target.
Dlg_SC_ac_thunder_player_order_attack_my_target_0101=Gonna drop that pain.
Dlg_SC_ac_thunder_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Target confirmed.
Dlg_SC_ac_thunder_player_order_bomb_my_target_0230=Target confirmed.
Dlg_SC_ac_thunder_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
Dlg_SC_ac_thunder_player_order_break_and_engage_0210=Breaking and engaging
Dlg_SC_ac_thunder_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Copy that. On my way.
Dlg_SC_ac_thunder_player_order_defend_my_target_0110=Copy that. On my way.
Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Falling in pattern, sir.
Dlg_SC_ac_thunder_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_thunder_player_order_escort_my_target_0221=Falling in pattern, sir.
Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Losing 'em.
Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0200=Evasive maneouvers
Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0201=Losing 'em.
Dlg_SC_ac_thunder_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
Dlg_SC_ac_thunder_player_order_form_up_on_me_0130=Forming up
Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
Dlg_SC_ac_thunder_player_order_return_to_base_0240=Heading back
Dlg_SC_ac_thunder_player_order_return_to_base_0241=Confirm, returning to base
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
Dlg_SC_ac_thunder_reaction_Gets_a_kill_0400=Got one!
Dlg_SC_ac_thunder_reaction_Gets_a_kill_0401=Enemy down
Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check fire! Im a friendly, dammit
Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fire_0480=Check fire! Im a friendly, dammit
Dlg_SC_ac_thunder_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Ah, get out my way man
Dlg_SC_ac_thunder_reaction_commiting_friendly_fire_0490=Ah, get out my way man
Dlg_SC_ac_thunder_reaction_ejectReaction_Eject=Ejecting
Dlg_SC_ac_thunder_reaction_eject_0470=Ejecting
Dlg_SC_ac_thunder_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down.
Dlg_SC_ac_thunder_reaction_friendly_gets_killed_0450=Friendly down.
Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts!
Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
Dlg_SC_ac_thunder_reaction_incoming_enemies_0420=Multiple contacts!
Dlg_SC_ac_thunder_reaction_incoming_enemies_0421=Incoming hostiles
Dlg_SC_ac_thunder_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating now
Dlg_SC_ac_thunder_reaction_leaving_battle_retreating_0440=Retreating now
Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill!
Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some.
Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0410=Good kill!
Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0411=Get some.
Dlg_SC_ac_thunder_reaction_rejoining_battleReaction_Rejoining_Battle=Miss me?
Dlg_SC_ac_thunder_reaction_rejoining_battle_0430=Miss me?
Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_01=I can't shake 'em.
Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_02=Enemy is locked on me
Dlg_SC_ac_thunder_reaction_taking_damage_0460=I can't shake 'em.
Dlg_SC_ac_thunder_reaction_taking_damage_0461=Enemy is locked on me
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Help me fight for this zone, will ya?
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Help me take it!
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0550=Help me fight for this zone, will ya?
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Help me take it!
Dlg_SC_ac_vixen_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We've lost the zone
Dlg_SC_ac_vixen_conquest_lost_control_of_a_zone_0570=We've lost the zone
Dlg_SC_ac_vixen_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We've taken the zone
Dlg_SC_ac_vixen_conquest_taken_control_of_a_zone_0560=We've taken the zone
Dlg_SC_ac_vixen_ctc_allies_score_pointCTC_Allies_Score_Point=We got a point
Dlg_SC_ac_vixen_ctc_allies_score_point_0540=We got a point
Dlg_SC_ac_vixen_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core. Waste them.
Dlg_SC_ac_vixen_ctc_enemy_has_core_0510=They have our core. Waste them.
Dlg_SC_ac_vixen_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Enemy scored
Dlg_SC_ac_vixen_ctc_enemy_scores_point_0530=Enemy scored
Dlg_SC_ac_vixen_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_vixen_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_vixen_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Cut me a path.
Dlg_SC_ac_vixen_ctc_this_ai_has_core_0520=I have the core. Cut me a path.
Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_01=No can do
Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_02=Negative
Dlg_SC_ac_vixen_generic_response_no_0310=No can do
Dlg_SC_ac_vixen_generic_response_no_0311=Negative
Dlg_SC_ac_vixen_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_vixen_generic_response_yes_0300=Copy
Dlg_SC_ac_vixen_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll get them.
Dlg_SC_ac_vixen_player_order_assistance_required_0120=I'll get them.
Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=On it.
Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=They're mine.
Dlg_SC_ac_vixen_player_order_attack_my_target_0100=On it.
Dlg_SC_ac_vixen_player_order_attack_my_target_0101=They're mine.
Dlg_SC_ac_vixen_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run confirmed
Dlg_SC_ac_vixen_player_order_bomb_my_target_0230=Bombing run confirmed
Dlg_SC_ac_vixen_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=About time.
Dlg_SC_ac_vixen_player_order_break_and_engage_0210=About time.
Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=…… fine.
Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Easy there, chief.
Dlg_SC_ac_vixen_player_order_defend_my_target_0110=…… fine.
Dlg_SC_ac_vixen_player_order_defend_my_target_0111=Easy there, chief.
Dlg_SC_ac_vixen_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=You're kidding, right?
Dlg_SC_ac_vixen_player_order_escort_my_target_0220=You're kidding, right?
Dlg_SC_ac_vixen_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Rolling.
Dlg_SC_ac_vixen_player_order_evasive_manoeuvers_0200=Rolling.
Dlg_SC_ac_vixen_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
Dlg_SC_ac_vixen_player_order_form_up_on_me_0130=Moving into formation
Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirming return to base
Dlg_SC_ac_vixen_player_order_return_to_base_0240=Heading back
Dlg_SC_ac_vixen_player_order_return_to_base_0241=Confirming return to base
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one
Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
Dlg_SC_ac_vixen_reaction_Gets_a_kill_0400=Got one
Dlg_SC_ac_vixen_reaction_Gets_a_kill_0401=Hostile down
Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey moron, I'm on your team.
Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fire_0480=Hey moron, I'm on your team.
Dlg_SC_ac_vixen_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops.
Dlg_SC_ac_vixen_reaction_commiting_friendly_fire_0490=Whoops.
Dlg_SC_ac_vixen_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
Dlg_SC_ac_vixen_reaction_deathReaction_Death_03=Ahh AHHHHHH!
Dlg_SC_ac_vixen_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_death_0600=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_death_0601=Noo! NooooOOOOO!
Dlg_SC_ac_vixen_reaction_death_0602=Ahh AHHHHHH!
Dlg_SC_ac_vixen_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_01=Bailing
Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_02=Ejecting
Dlg_SC_ac_vixen_reaction_eject_0470=Bailing
Dlg_SC_ac_vixen_reaction_eject_0471=Ejecting
Dlg_SC_ac_vixen_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Uh! We lost a friendly.
Dlg_SC_ac_vixen_reaction_friendly_gets_killed_0450=Uh! We lost a friendly.
Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming Enemy
Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles inbound
Dlg_SC_ac_vixen_reaction_incoming_enemies_0420=Incoming Enemy
Dlg_SC_ac_vixen_reaction_incoming_enemies_0421=Hostiles inbound
Dlg_SC_ac_vixen_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=I need to rearm.
Dlg_SC_ac_vixen_reaction_leaving_battle_retreating_0440=I need to rearm.
Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice.
Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Yeah!
Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0410=Nice.
Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0411=Yeah!
Dlg_SC_ac_vixen_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
Dlg_SC_ac_vixen_reaction_rejoining_battle_0430=I'm back
Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_02=I've got one on me
Dlg_SC_ac_vixen_reaction_taking_damage_0460=Taking fire
Dlg_SC_ac_vixen_reaction_taking_damage_0461=I've got one on me
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I'm in contested zone. Help appreciated
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Assistance required
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0550=I'm in contested zone. Help appreciated
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Assistance required
Dlg_SC_ac_warlord_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_warlord_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_warlord_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_warlord_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_warlord_ctc_allies_score_pointCTC_Allies_Score_Point=Nice. We scored
Dlg_SC_ac_warlord_ctc_allies_score_point_0540=Nice. We scored
Dlg_SC_ac_warlord_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core!
Dlg_SC_ac_warlord_ctc_enemy_has_core_0510=They got our core!
Dlg_SC_ac_warlord_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=One point to them
Dlg_SC_ac_warlord_ctc_enemy_scores_point_0530=One point to them
Dlg_SC_ac_warlord_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_warlord_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_warlord_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived.
Dlg_SC_ac_warlord_ctc_this_ai_has_core_0520=Core retreived.
Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_01=Negative
Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_02=Will not comply, sir
Dlg_SC_ac_warlord_generic_response_no_0310=Negative
Dlg_SC_ac_warlord_generic_response_no_0311=Will not comply, sir
Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_01=Copy that
Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_warlord_generic_response_yes_0300=Copy that
Dlg_SC_ac_warlord_generic_response_yes_0301=You got it.
Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Assistance request, confirmed
Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Warlord inbound.
Dlg_SC_ac_warlord_player_order_assistance_required_0120=Warlord inbound.
Dlg_SC_ac_warlord_player_order_assistance_required_0121=Assistance request, confirmed
Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy, sir. On it.
Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
Dlg_SC_ac_warlord_player_order_attack_my_target_0100=Copy, sir. On it.
Dlg_SC_ac_warlord_player_order_attack_my_target_0101=I have them in sight
Dlg_SC_ac_warlord_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Ordinance set.
Dlg_SC_ac_warlord_player_order_bomb_my_target_0230=Ordinance set.
Dlg_SC_ac_warlord_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to intercept
Dlg_SC_ac_warlord_player_order_break_and_engage_0210=Breaking to intercept
Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood. Defending
Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=……yes, sir.
Dlg_SC_ac_warlord_player_order_defend_my_target_0110=Understood. Defending
Dlg_SC_ac_warlord_player_order_defend_my_target_0111=……yes, sir.
Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_warlord_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_warlord_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_warlord_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
Dlg_SC_ac_warlord_player_order_evasive_manoeuvers_0200=Evasive maneouvers
Dlg_SC_ac_warlord_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy, folding in.
Dlg_SC_ac_warlord_player_order_form_up_on_me_0130=Copy, folding in.
Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
Dlg_SC_ac_warlord_player_order_return_to_base_0240=Confirm, returning to base
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_01=Hostile eliminated
Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
Dlg_SC_ac_warlord_reaction_Gets_a_kill_0400=Hostile eliminated
Dlg_SC_ac_warlord_reaction_Gets_a_kill_0401=Hostile down
Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me, you idiot.
Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0480=Blue on blue!
Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0481=Stop shooting me, you idiot.
Dlg_SC_ac_warlord_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My mistake. Sorry
Dlg_SC_ac_warlord_reaction_commiting_friendly_fire_0490=My mistake. Sorry
Dlg_SC_ac_warlord_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
Dlg_SC_ac_warlord_reaction_deathReaction_Death_03=Ahh AHHHHHH!
Dlg_SC_ac_warlord_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_death_0600=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_death_0601=Noo! NooooOOOOO!
Dlg_SC_ac_warlord_reaction_death_0602=Ahh AHHHHHH!
Dlg_SC_ac_warlord_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_ejectReaction_Eject=Bailing out.
Dlg_SC_ac_warlord_reaction_eject_0470=Bailing out.
Dlg_SC_ac_warlord_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
Dlg_SC_ac_warlord_reaction_friendly_gets_killed_0450=Friendly down
Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
Dlg_SC_ac_warlord_reaction_incoming_enemies_0420=Hostiles inbound
Dlg_SC_ac_warlord_reaction_incoming_enemies_0421=Incoming hostiles
Dlg_SC_ac_warlord_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Bugging out
Dlg_SC_ac_warlord_reaction_leaving_battle_retreating_0440=Bugging out
Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice shooting
Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0410=Nice kill
Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0411=Nice shooting
Dlg_SC_ac_warlord_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the mix
Dlg_SC_ac_warlord_reaction_rejoining_battle_0430=I'm back in the mix
Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_01=Taking fire!
Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_02=Need support.
Dlg_SC_ac_warlord_reaction_taking_damage_0460=Need support.
Dlg_SC_ac_warlord_reaction_taking_damage_0461=Taking fire!
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Hold the zone, people.
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Hey! Zone contested on my position.
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0550=Hold the zone, people.
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0551=Hey! Zone contested on my position.
Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zone_0570=Zone lost.
Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We got the zone
Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zone_0560=We got the zone
Dlg_SC_ac_wreckingball_ctc_allies_score_pointCTC_Allies_Score_Point=One for the home team!
Dlg_SC_ac_wreckingball_ctc_allies_score_point_0540=One for the home team!
Dlg_SC_ac_wreckingball_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
Dlg_SC_ac_wreckingball_ctc_enemy_has_core_0510=They got the core
Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Damn it people, they scored
Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Awww dammit man.
Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0530=Damn it people, they scored
Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0531=Awww dammit man.
Dlg_SC_ac_wreckingball_ctc_player_has_coreCTC_Player_Has_Core=You fly. I'll cover.
Dlg_SC_ac_wreckingball_ctc_player_has_core_0500=You fly. I'll cover.
Dlg_SC_ac_wreckingball_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is mine. Need a hand here.
Dlg_SC_ac_wreckingball_ctc_this_ai_has_core_0520=Core is mine. Need a hand here.
Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_01=Nope! That's stupid
Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_02=No way
Dlg_SC_ac_wreckingball_generic_response_no_0310=Nope! That's stupid
Dlg_SC_ac_wreckingball_generic_response_no_0311=No way
Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_01=All copy, sir.
Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_02=Sir
Dlg_SC_ac_wreckingball_generic_response_yes_0300=All copy, sir.
Dlg_SC_ac_wreckingball_generic_response_yes_0301=Sir
Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Help's on the way
Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
Dlg_SC_ac_wreckingball_player_order_assistance_required_0120=Help's on the way
Dlg_SC_ac_wreckingball_player_order_assistance_required_0121=I got you.
Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=One corpse, coming up.
Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot.
Dlg_SC_ac_wreckingball_player_order_attack_my_target_0100=One corpse, coming up.
Dlg_SC_ac_wreckingball_player_order_attack_my_target_0101=Weapons hot.
Dlg_SC_ac_wreckingball_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run initiated
Dlg_SC_ac_wreckingball_player_order_bomb_my_target_0230=Bomb run initiated
Dlg_SC_ac_wreckingball_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation
Dlg_SC_ac_wreckingball_player_order_break_and_engage_0210=Breaking formation
Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Yeah, fine, guess I'll babysit
Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em. Don't sweat it.
Dlg_SC_ac_wreckingball_player_order_defend_my_target_0110=Yeah, fine, guess I'll babysit
Dlg_SC_ac_wreckingball_player_order_defend_my_target_0111=I got 'em. Don't sweat it.
Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=They are now under my protection.
Dlg_SC_ac_wreckingball_player_order_escort_my_target_0220=Sticking close to target
Dlg_SC_ac_wreckingball_player_order_escort_my_target_0221=They are now under my protection.
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Class is in session.
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0200=Evading
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0201=Class is in session.
Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On you
Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Forming up.
Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0130=On you
Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0131=Forming up.
Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_01=Wrapping up.
Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home I guess
Dlg_SC_ac_wreckingball_player_order_return_to_base_0240=Wrapping up.
Dlg_SC_ac_wreckingball_player_order_return_to_base_0241=Heading home I guess
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=<Formation 1> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=<Formation 2> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=<Formation 3> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=<Formation 4> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0251=<Formation 1> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0252=<Formation 2> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0253=<Formation 3> confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0254=<Formation 4> confirmed
Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_01=That's what happens!
Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_02=I just can't be stopped.
Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0400=That's what happens!
Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0401=I just can't be stopped.
Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your damn targets.
Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fire_0480=Check your damn targets.
Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Stay outta my line of fire!
Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fire_0490=Stay outta my line of fire!
Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_01=Punching out
Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_02=Shit! I gotta bail.
Dlg_SC_ac_wreckingball_reaction_eject_0470=Punching out
Dlg_SC_ac_wreckingball_reaction_eject_0471=Shit! I gotta bail.
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=They wasted one of ours
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Screw you! We lost one of our own
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0450=They wasted one of ours
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0451=Screw you! We lost one of our own
Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies spotted
Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_02=It's on now.
Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0420=Enemies spotted
Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0421=It's on now.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm off.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0440=I'm off.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0441=Retreating.
Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill, but no class. Haha!
Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Alright, okay, that wasn't bad.
Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0410=Not a bad kill, but no class. Haha!
Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0411=Alright, okay, that wasn't bad.
Dlg_SC_ac_wreckingball_reaction_rejoining_battleReaction_Rejoining_Battle=Don't panic, people. I'm back...
Dlg_SC_ac_wreckingball_reaction_rejoining_battle_0430=Don't panic, people. I'm back...
Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_01=That all you got?!
Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_02=Oh, I'm gonna take my time with you!
Dlg_SC_ac_wreckingball_reaction_taking_damage_0460=That all you got?!
Dlg_SC_ac_wreckingball_reaction_taking_damage_0461=Oh, I'm gonna take my time with you!
Dlg_SC_bb_bb_factory_ANVL_confirmed_enemy_target_0110=
Dlg_SC_bb_bb_factory_ANVL_critical_hit_0500=Critical systems damage
Dlg_SC_bb_bb_factory_ANVL_scanners_being_scanned_0210=Warning, incoming scan
Dlg_SC_bb_bb_factory_ANVL_scanners_scanning_0200=Scanning
Dlg_SC_bb_bb_factory_ANVL_sensor_incoming_ramming_0120=Hostile proximity warning
Dlg_SC_bb_bb_factory_ANVL_sensor_nearby_acquisition_0100=Bogey
Dlg_SC_bb_bb_factory_ANVL_shields_back_0_0580=Alert: Aft Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_back_25_0570=Warning, Aft Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_back_50_0560=Aft Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_back_75_0550=Aft Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_0_0740=Alert: Deck Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_25_0730=Warning, Deck Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_50_0720=Deck Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_75_0710=Deck Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_charging_0507=Shields Charging
Dlg_SC_bb_bb_factory_ANVL_shields_collision_alert_0760=Collision
Dlg_SC_bb_bb_factory_ANVL_shields_front_0_0540=Alert: Forward Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_front_25_0530=Warning, Forward Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_front_50_0520=Forward Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_front_75_0510=Forward Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_left_0_0620=Alert: Port Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_left_25_0610=Warning, Port Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_left_50_0600=Port Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_left_75_0590=Port Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_right_0_0660=Alert: Starboard Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_right_25_0650=Warning, Starboard Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_right_50_0640=Starboard Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_right_75_0630=Starboard Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_system_activated_0750=activated
Dlg_SC_bb_bb_factory_ANVL_shields_top_0_0700=Alert: Overhead Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_top_25_0690=Warning, Overhead Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_top_50_0680=Overhead Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_top_75_0670=Overhead Shields 75%
Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_disengaged_0930=Autopilot Disengaged
Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_engaged_0920=Autopilot Engaged
Dlg_SC_bb_bb_factory_ANVL_systems_bitchingbetty_0840=BZZZzzzzzzuuuuppp
Dlg_SC_bb_bb_factory_ANVL_systems_bootup_0971=Anvil Aerospace
Dlg_SC_bb_bb_factory_ANVL_systems_comms_jammed_0960=Warning: Communications system is being jammed
Dlg_SC_bb_bb_factory_ANVL_systems_communications_0800=Comms
Dlg_SC_bb_bb_factory_ANVL_systems_coolant_0890=Cooling System
Dlg_SC_bb_bb_factory_ANVL_systems_destruction_imminent_0900=Eject
Dlg_SC_bb_bb_factory_ANVL_systems_engines_0820=Propulsion
Dlg_SC_bb_bb_factory_ANVL_systems_flightcontrol_0850=Avionics
Dlg_SC_bb_bb_factory_ANVL_systems_is_offline_0505=...is offline.
Dlg_SC_bb_bb_factory_ANVL_systems_lifesupport_0810=Life Support
Dlg_SC_bb_bb_factory_ANVL_systems_objective_received_0910=Data
Dlg_SC_bb_bb_factory_ANVL_systems_offline_0780=...offline
Dlg_SC_bb_bb_factory_ANVL_systems_radar_0870=Radar
Dlg_SC_bb_bb_factory_ANVL_systems_sensors_0860=Sensors
Dlg_SC_bb_bb_factory_ANVL_systems_shieldgen_0830=Shield Generator
Dlg_SC_bb_bb_factory_ANVL_systems_systems_online_0970=All systems are online
Dlg_SC_bb_bb_factory_ANVL_systems_systems_overheating_0950=Warning: Systems Overheating
Dlg_SC_bb_bb_factory_ANVL_systems_weapons_0880=Weapons Systems
Dlg_SC_bb_bb_factory_ANVL_warning_0770=Warning:
Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_depleted_0320=Ballistics Dry
Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_low_0310=Ballistics Low
Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_depleted_0400=Noise Out
Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_launched_0350=Noise
Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_low_0380=Noise Low
Dlg_SC_bb_bb_factory_ANVL_weapons_charging_0330=Charging Energy Weapons
Dlg_SC_bb_bb_factory_ANVL_weapons_fired_at_friendly_0405=Check Fire.
Dlg_SC_bb_bb_factory_ANVL_weapons_flare_depleted_0390=Flares Out
Dlg_SC_bb_bb_factory_ANVL_weapons_flare_launched_0360=Decoy
Dlg_SC_bb_bb_factory_ANVL_weapons_flare_low_0370=Flares Low
Dlg_SC_bb_bb_factory_ANVL_weapons_missile_lock_succeeds_0300=Lock
Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_depleted_0420=Missiles Dry.
Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_low_0410=Missiles Low.
Dlg_SC_bb_bb_factory_ANVL_weapons_target_destroyed_0340=Target Destroyed
Dlg_SC_bb_bb_factory_ORIG_confirmed_enemy_target_0110=Hostile Identified
Dlg_SC_bb_bb_factory_ORIG_scanners_being_scanned_0210=Ship has been scanned.
Dlg_SC_bb_bb_factory_ORIG_scanners_scanning_0200=Scan Initiated
Dlg_SC_bb_bb_factory_ORIG_sensor_incoming_ramming_0120=Evasive manuevers, hostile inbound.
Dlg_SC_bb_bb_factory_ORIG_sensor_nearby_acquisition_0100=Contact
Dlg_SC_bb_bb_factory_ORIG_shields_back_0_0580=Stern shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_back_25_0570=Stern shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_back_50_0560=Stern shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_back_75_0550=Stern shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_0_0740=Nadir shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_25_0730=Nadir shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_50_0720=Nadir shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_75_0710=Nadir shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_charging_0507=Refreshing Shields
Dlg_SC_bb_bb_factory_ORIG_shields_collision_alert_0760=PROXIMITY ALERT
Dlg_SC_bb_bb_factory_ORIG_shields_front_0_0540=Fore-shield depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_front_25_0530=Fore-shield at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_front_50_0520=Fore-shield at half strength
Dlg_SC_bb_bb_factory_ORIG_shields_front_75_0510=Fore-shield at 75% strength
Dlg_SC_bb_bb_factory_ORIG_shields_left_0_0620=Port shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_left_25_0610=Port shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_left_50_0600=Port shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_left_75_0590=Port shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_right_0_0660=Starboard shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_right_25_0650=Starboard shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_right_50_0640=Starboard shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_right_75_0630=Starboard shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_system_activated_0750=operational.
Dlg_SC_bb_bb_factory_ORIG_shields_top_0_0700=Zenith shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_top_25_0690=Zenith shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_top_50_0680=Zenith shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_top_75_0670=Zenith shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_disengaged_0930=Resuming pilot control.
Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_engaged_0920=Pilot Assist on.
Dlg_SC_bb_bb_factory_ORIG_systems_bitchingbetty_0840=Welcome to ... Origin… I…assist…
Dlg_SC_bb_bb_factory_ORIG_systems_bootup_0971=Origin Jumpworks at your service.
Dlg_SC_bb_bb_factory_ORIG_systems_comms_jammed_0960=Cannot establish communication
Dlg_SC_bb_bb_factory_ORIG_systems_communications_0800=Communications
Dlg_SC_bb_bb_factory_ORIG_systems_coolant_0890=Cooling System
Dlg_SC_bb_bb_factory_ORIG_systems_destruction_imminent_0900=Catastrophic failure imminent.
Dlg_SC_bb_bb_factory_ORIG_systems_engines_0820=Thrusters
Dlg_SC_bb_bb_factory_ORIG_systems_flightcontrol_0850=Avionics
Dlg_SC_bb_bb_factory_ORIG_systems_is_offline_0505=...have received catastrophic damage.
Dlg_SC_bb_bb_factory_ORIG_systems_lifesupport_0810=ECLSS
Dlg_SC_bb_bb_factory_ORIG_systems_objective_received_0910=MARKER PLACED
Dlg_SC_bb_bb_factory_ORIG_systems_offline_0780=...disabled.
Dlg_SC_bb_bb_factory_ORIG_systems_radar_0870=Radar
Dlg_SC_bb_bb_factory_ORIG_systems_sensors_0860=Sensors
Dlg_SC_bb_bb_factory_ORIG_systems_shieldgen_0830=Shield System
Dlg_SC_bb_bb_factory_ORIG_systems_systems_online_0970=Core systems operational
Dlg_SC_bb_bb_factory_ORIG_systems_systems_overheating_0950=Coolant malfunction. Core system reaching unsafe temperature
Dlg_SC_bb_bb_factory_ORIG_systems_weapons_0880=Weapons Systems
Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_depleted_0320=Ballistics requires reload
Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_low_0310=Ballistics depleting rapidly
Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_depleted_0400=NOISE DEPLETED
Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_launched_0350=NOISE Launched
Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_low_0380=RELOAD NOISE
Dlg_SC_bb_bb_factory_ORIG_weapons_charging_0330=Refreshing Energy Weapons
Dlg_SC_bb_bb_factory_ORIG_weapons_fired_at_friendly_0405=Check Fire.
Dlg_SC_bb_bb_factory_ORIG_weapons_flare_depleted_0390=FLARES DEPLETED
Dlg_SC_bb_bb_factory_ORIG_weapons_flare_launched_0360=DECOY Launched
Dlg_SC_bb_bb_factory_ORIG_weapons_flare_low_0370=RELOAD DECOY
Dlg_SC_bb_bb_factory_ORIG_weapons_missile_lock_succeeds_0300=ACHIEVED MISSILE LOCK
Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_depleted_0420=Missiles Depleted.
Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_low_0410=Reload Missiles.
Dlg_SC_bb_bb_factory_ORIG_weapons_target_destroyed_0340=Hostile eliminated
Dlg_SC_bb_bb_factory_RSI_confirmed_enemy_target_0110=Enemy Target
Dlg_SC_bb_bb_factory_RSI_critical_hit_0500=Critical strike:
Dlg_SC_bb_bb_factory_RSI_scanners_being_scanned_0210=We are being scanned
Dlg_SC_bb_bb_factory_RSI_scanners_scanning_0200=Standby, scanning
Dlg_SC_bb_bb_factory_RSI_sensor_incoming_ramming_0120=Hostile on collision course
Dlg_SC_bb_bb_factory_RSI_sensor_nearby_acquisition_0100=Radar contact
Dlg_SC_bb_bb_factory_RSI_shields_back_0_0580=Rear shield is down
Dlg_SC_bb_bb_factory_RSI_shields_back_25_0570=Alert: Rear shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_back_50_0560=Rear shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_back_75_0550=Rear shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_bottom_0_0740=Low shield is down
Dlg_SC_bb_bb_factory_RSI_shields_bottom_25_0730=Alert: Low Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_bottom_50_0720=Low Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_bottom_75_0710=Low Shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_charging_0507=Standby shields
Dlg_SC_bb_bb_factory_RSI_shields_collision_alert_0760=IMPACT
Dlg_SC_bb_bb_factory_RSI_shields_front_0_0540=Front shield is down
Dlg_SC_bb_bb_factory_RSI_shields_front_25_0530=Alert: Front Shields at 25%.
Dlg_SC_bb_bb_factory_RSI_shields_front_50_0520=Front shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_front_75_0510=Front shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_left_0_0620=Port Shield is down
Dlg_SC_bb_bb_factory_RSI_shields_left_25_0610=Alert: Port Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_left_50_0600=Port Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_left_75_0590=Port Shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_right_0_0660=Starboard Shield is down.
Dlg_SC_bb_bb_factory_RSI_shields_right_25_0650=Alert: Starboard Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_right_50_0640=Starboard Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_right_75_0630=Starboard Shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_system_activated_0750=online.
Dlg_SC_bb_bb_factory_RSI_shields_top_0_0700=High shield is down
Dlg_SC_bb_bb_factory_RSI_shields_top_25_0690=Alert: High Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_top_50_0680=Overhead Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_top_75_0670=Overhead Shield at 75%
Dlg_SC_bb_bb_factory_RSI_systems_autopilot_disengaged_0930=Disengaging Autopilot
Dlg_SC_bb_bb_factory_RSI_systems_autopilot_engaged_0920=Engaging Autopilot
Dlg_SC_bb_bb_factory_RSI_systems_bitchingbetty_0840=<<<hum>>>
Dlg_SC_bb_bb_factory_RSI_systems_bootup_0971=Welcome to Roberts Space Industries. Enjoy the ride.
Dlg_SC_bb_bb_factory_RSI_systems_comms_jammed_0960=Comm failure
Dlg_SC_bb_bb_factory_RSI_systems_communications_0800=Communications
Dlg_SC_bb_bb_factory_RSI_systems_coolant_0890=Cooling System
Dlg_SC_bb_bb_factory_RSI_systems_destruction_imminent_0900=Please evacuate ship.
Dlg_SC_bb_bb_factory_RSI_systems_engines_0820=Engines
Dlg_SC_bb_bb_factory_RSI_systems_flightcontrol_0850=Avionics
Dlg_SC_bb_bb_factory_RSI_systems_is_offline_0505=...damaged.
Dlg_SC_bb_bb_factory_RSI_systems_lifesupport_0810=Life Support
Dlg_SC_bb_bb_factory_RSI_systems_objective_received_0910=OBJECTIVE MARKED
Dlg_SC_bb_bb_factory_RSI_systems_offline_0780=...deactivated
Dlg_SC_bb_bb_factory_RSI_systems_radar_0870=Radar
Dlg_SC_bb_bb_factory_RSI_systems_sensors_0860=Sensors
Dlg_SC_bb_bb_factory_RSI_systems_shieldgen_0830=Shields
Dlg_SC_bb_bb_factory_RSI_systems_systems_online_0970=System check.
Dlg_SC_bb_bb_factory_RSI_systems_systems_overheating_0950=System Critical.
Dlg_SC_bb_bb_factory_RSI_systems_weapons_0880=Weapons Systems
Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_depleted_0320=Ballistics out of ammo
Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_low_0310=Ballistics ammo low
Dlg_SC_bb_bb_factory_RSI_weapons_chaff_depleted_0400=Noise empty
Dlg_SC_bb_bb_factory_RSI_weapons_chaff_launched_0350=Noise away
Dlg_SC_bb_bb_factory_RSI_weapons_chaff_low_0380=Low Noise
Dlg_SC_bb_bb_factory_RSI_weapons_charging_0330=Standby for Energy Weapons
Dlg_SC_bb_bb_factory_RSI_weapons_fired_at_friendly_0405=Check Fire.
Dlg_SC_bb_bb_factory_RSI_weapons_flare_depleted_0390=Flares Empty
Dlg_SC_bb_bb_factory_RSI_weapons_flare_launched_0360=Decoy Away
Dlg_SC_bb_bb_factory_RSI_weapons_flare_low_0370=Low flares
Dlg_SC_bb_bb_factory_RSI_weapons_missile_lock_succeeds_0300=TARGET ACQUIRED
Dlg_SC_bb_bb_factory_RSI_weapons_missiles_depleted_0420=Missiles Empty.
Dlg_SC_bb_bb_factory_RSI_weapons_missiles_low_0410=Low Missiles.
Dlg_SC_bb_bb_factory_RSI_weapons_target_destroyed_0340=Enemy down
Dlg_SC_mc_collisionCollision_01=These pilots are not holding back.
Dlg_SC_mc_collisionCollision_02=While crashing into the other pilots may stop them from winning, it often has the adverse affect of causing you to lose as well.
Dlg_SC_mc_collisionCollision_03=They clipped! Hopefully they can maintain control.
Dlg_SC_mc_collisionCollision_04=I don't know the exact maths, but I am fairly certain that two objects hitting at these speeds is equal to about a metric ton of uh-oh.
Dlg_SC_mc_collisionCollision_05=They're bumping each other like they're at a club on Terra Prime.
Dlg_SC_mc_collisionCollision_06=I don't know how many more hits like that they can take.
Dlg_SC_mc_collisionCollision_07=Ouch! Someone's going to need some medgel after this race.
Dlg_SC_mc_collisionCollision_08=And that's why in racing we have the saying, "ships don't win pretty."
Dlg_SC_mc_collisionCollision_09=Now that's what I call a bang up job.
Dlg_SC_mc_collisionCollision_10=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
Dlg_SC_mc_collision_1101=These pilots are not holding back.
Dlg_SC_mc_collision_1102=While crashing into the other pilots may stop them from winning, it often has the adverse affect of causing you to lose as well.
Dlg_SC_mc_collision_1103=They clipped! Hopefully they can maintain control.
Dlg_SC_mc_collision_1104=I don't know the exact maths, but I am fairly certain that two objects hitting at these speeds is equal to about a metric ton of uh-oh.
Dlg_SC_mc_collision_1105=They're bumping each other like they're at a club on Terra Prime.
Dlg_SC_mc_collision_1106=I don't know how many more hits like that they can take.
Dlg_SC_mc_collision_1107=Ouch! Someone's going to need some medgel after this race.
Dlg_SC_mc_collision_1108=And that's why in racing we have the saying, "ships don't win pretty."
Dlg_SC_mc_collision_1109=Now that's what I call a bang up job.
Dlg_SC_mc_collision_1110=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
Dlg_SC_mc_entering_weaponsfree_zoneEntering_WeaponsFree_Zone=Get ready. Things are about to get lethal.
Dlg_SC_mc_entering_weaponsfree_zone_2501=Get ready. Things are about to get lethal.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_01=Final lap. Time for things to get interesting.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_02=It all comes down to this last lap.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_03=Racers are entering the final lap.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_04=Last lap and time to use whatever they got left in the tank.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_05=This is the beginning of the end! The Last lap! The final bow! The ultimate circle. The big... okay I ran out of things but you get the idea. The race is almost over.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_06=We got one lap remaining, and one last chance for these pilots to prove themselves.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_07=Heading into the final stretch and it still could be anybody's race. Well not anybody's. Some of these pilots are not very good.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_08=It's the final lap, and here is where you start to see just how good these pilot's engineering crews are, as the ships have been taking a beating.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_09=The qualifier is winding down as we start the last lap.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_10=And with that lap, the end draws near.
Dlg_SC_mc_final_lap_begins_1501=Final lap. Time for things to get interesting.
Dlg_SC_mc_final_lap_begins_1502=It all comes down to this last lap.
Dlg_SC_mc_final_lap_begins_1503=Racers are entering the final lap.
Dlg_SC_mc_final_lap_begins_1504=Last lap and time to use whatever they got left in the tank.
Dlg_SC_mc_final_lap_begins_1505=This is the beginning of the end! The Last lap! The final bow! The ultimate circle. The big... okay I ran out of things but you get the idea. The race is almost over.
Dlg_SC_mc_final_lap_begins_1506=We got one lap remaining, and one last chance for these pilots to prove themselves.
Dlg_SC_mc_final_lap_begins_1507=Heading into the final stretch and it still could be anybody's race. Well not anybody's. Some of these pilots are not very good.
Dlg_SC_mc_final_lap_begins_1508=It's the final lap, and here is where you start to see just how good these pilots' engineering crews are, as the ships have been taking a beating.
Dlg_SC_mc_final_lap_begins_1509=The qualifier is winding down as we start the last lap.
Dlg_SC_mc_final_lap_begins_1510=And with that lap, the end draws near.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_01=New Horizon is really proving itself to be a thinking man's racetrack.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_02=My understanding is that Consolidate Outlands owner, Silas Koerner, is enjoying the race today from his luxury box. Let me just say, Silas, if you are on the market for a new best friend, I am available.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_03=The MCRs recently implemented enhanced saftey protocals are on full display. Sure it makes the race a little less exciting, but I guess some people would argue that's worth the price of saving some lives. Not me persay, but some people.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_04=With the season rapidly approaching, it'll be interesting to see who, if anyone, really establishes themselves as a racer to watch.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_05=With Kale Sonora's qualifier win at Issigon last week, everyone's asking if any of today's competition will knock her out of the top slot.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_06=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2301=New Horizon is really proving itself to be a thinking man's racetrack.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2302=My understanding is that Consolidated Outlands owner, Silas Koerner, is enjoying the race today from his luxury box. Let me just say, Silas, if you are on the market for a new best friend, I am available.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2303=The MCRs recently implemented enhanced safety protocols are on full display. Sure it makes the race a little less exciting, but I guess some people would argue that's worth the price of saving some lives. Not me per se, but some people.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2304=With the season rapidly approaching, it'll be interesting to see who, if anyone, really establishes themselves as a racer to watch.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2305=With Kale Sonora's qualifier win at Issigon last week, everyone's asking if any of today's competition will knock her out of the top slot.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2306=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_01=No!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_02=Oof!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_03=Come on!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_04=What the hell?!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_05=I can't believe I'm watching this!
Dlg_SC_mc_gen_chat_exclamations_negative_2007=No!
Dlg_SC_mc_gen_chat_exclamations_negative_2008=Oof!
Dlg_SC_mc_gen_chat_exclamations_negative_2009=Come on!
Dlg_SC_mc_gen_chat_exclamations_negative_2012=What the hell?!
Dlg_SC_mc_gen_chat_exclamations_negative_2015=I can't believe I'm watching this!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_01=Well I'll be damned.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_02=Yes!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_03=There we go!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_04=Now it's a race!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_05=Excellent!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_06=That was hot.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_07=Absolutely Incredible.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_08=Nicely done.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_09=Look at it.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_10=That's a great sight.
Dlg_SC_mc_gen_chat_exclamations_positive_2001=Well I'll be damned.
Dlg_SC_mc_gen_chat_exclamations_positive_2002=Yes!
Dlg_SC_mc_gen_chat_exclamations_positive_2003=There we go!
Dlg_SC_mc_gen_chat_exclamations_positive_2004=Now it's a race!
Dlg_SC_mc_gen_chat_exclamations_positive_2005=Excellent!
Dlg_SC_mc_gen_chat_exclamations_positive_2006=That was hot.
Dlg_SC_mc_gen_chat_exclamations_positive_2010=Absolutely Incredible.
Dlg_SC_mc_gen_chat_exclamations_positive_2011=Nicely done.
Dlg_SC_mc_gen_chat_exclamations_positive_2013=Look at it.
Dlg_SC_mc_gen_chat_exclamations_positive_2014=That's a great sight.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_01=One of the great things about Murray racing is how the debate over speed vs. agility vs. firepower vs defense still rages to this day.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_02=It really is austounding how there seems to be no one way to win this race. Having the fastest ship means nothing if you're going to get your ass blown off.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_03=I'm reminded of a similar race in 2938 where all the ships also went around a track very fast.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_04=Hard to believe that there was a time when the Murray Cup was just a cup owned by a guy named Murray.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_05=New Horizon, a recent edition to the Cup, has been devisive amongst pilots as they strive to master all its nuances.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_06=It's hard to imagine what those original Murray Cup racers, using planets to mark the course, would think of today's track innovations.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_07=For those of you watching who are interested in getting involved with Murray Cup racing, it really comes down to two things, practice, and a ton of credits to buy a ship.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_08=Dealing with the sheer difficulty of this New Horizon course is a common theme in these Murray Cup qualifiers.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_09=Dealing with stress and fatigue may almost be as important in a race like this as is the ship you fly.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_10=This course is not one you want to fight against. The best bet is to close your eyes and just go along for the ride.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_11=Little known fact, this raceway was designed from the ground up to make these pilots gently weep to themselves as they fly.
Dlg_SC_mc_gen_chat_murray_cup_lore_2101=One of the great things about Murray racing is how the debate over speed vs. agility vs. firepower vs defense still rages to this day.
Dlg_SC_mc_gen_chat_murray_cup_lore_2102=It really is austounding how there seems to be no one way to win this race. Having the fastest ship means nothing if you're going to get your ass blown off.
Dlg_SC_mc_gen_chat_murray_cup_lore_2103=I'm reminded of a similar race in 2938 where all the ships also went around a track very fast.
Dlg_SC_mc_gen_chat_murray_cup_lore_2104=Hard to believe that there was a time when the Murray Cup was just a cup owned by a guy named Murray.
Dlg_SC_mc_gen_chat_murray_cup_lore_2105=New Horizon, a recent edition to the Cup, has been divisive amongst pilots as they strive to master all its nuances.
Dlg_SC_mc_gen_chat_murray_cup_lore_2106=It's hard to imagine what those original Murray Cup racers, using planets to mark the course, would think of today's track innovations.
Dlg_SC_mc_gen_chat_murray_cup_lore_2107=For those of you watching who are interested in getting involved with Murray Cup racing, it really comes down to two things: practice, and a ton of credits to buy a ship.
Dlg_SC_mc_gen_chat_murray_cup_lore_2108=Dealing with the sheer difficulty of this New Horizon course is a common theme in these Murray Cup qualifiers.
Dlg_SC_mc_gen_chat_murray_cup_lore_2109=Dealing with stress and fatigue may almost be as important in a race like this as is the ship you fly.
Dlg_SC_mc_gen_chat_murray_cup_lore_2110=This course is not one you want to fight against. The best bet is to close your eyes and just go along for the ride.
Dlg_SC_mc_gen_chat_murray_cup_lore_2111=Little known fact, this raceway was designed from the ground up to make these pilots gently weep to themselves as they fly.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_01=Another ring cleared.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_02=To the pilots in this race I ask, can you go faster? And if yes, then please, go faster.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_03=New Horizon Raceway known throughout the circuit for its tricky turns and of course its new horizons.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_04=As an announcer it is important that I remain impartial, however as a race fan I got to say, I hope someone crashes soon.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_05=With a race track this huge, it can sometimes be difficult for pilots to get a full handle on the pacing they need to set for themselves.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_06=That's when you know the ships are really handling well, when they can pull a ring like that and manage to hold the line.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_07=Today's race is turning out to be a real stick breaker.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_08=You'll often hear people grunting over max engine output, but give me precise maneuvering thrusters any day.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_09=Many of the pilots have switched from drinking water during the race to a hydrating gel, just to shave off those few precious grams from their ships weight.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_10=Big risk there. We'll have to see if they made their move a little too early.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_11=With barely meters to spare, these rings pose a significant risk to ships at these intense speeds.
Dlg_SC_mc_gen_chat_race_banter_1901=Another ring cleared.
Dlg_SC_mc_gen_chat_race_banter_1902=To the pilots in this race I ask, can you go faster? And if yes, then please, go faster.
Dlg_SC_mc_gen_chat_race_banter_1903=New Horizon Raceway is known throughout the circuit for its tricky turns and of course its new horizons.
Dlg_SC_mc_gen_chat_race_banter_1904=As an announcer it is important that I remain impartial, however as a race fan I got to say, I hope someone crashes soon.
Dlg_SC_mc_gen_chat_race_banter_1905=With a race track this huge, it can sometimes be difficult for pilots to get a full handle on the pacing they need to set for themselves.
Dlg_SC_mc_gen_chat_race_banter_1906=That's when you know the ships are really handling well, when they can pull a ring like that and manage to hold the line.
Dlg_SC_mc_gen_chat_race_banter_1907=Today's race is turning out to be a real stick breaker.
Dlg_SC_mc_gen_chat_race_banter_1908=You'll often hear people grunting over max engine output, but give me precise maneuvering thrusters any day.
Dlg_SC_mc_gen_chat_race_banter_1909=Many of the pilots have switched from drinking water during the race to a hydrating gel, just to shave off those few precious grams from their ship's weight.
Dlg_SC_mc_gen_chat_race_banter_1910=Big risk there. We'll have to see if they made their move a little too early.
Dlg_SC_mc_gen_chat_race_banter_1911=With barely meters to spare, these rings pose a significant risk to ships at these intense speeds.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_01=And... now there is a pilot flying in the wrong direction.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_02=We have one pilot going the wrong way round the track, so it may be worth specifying that the direction in which you cross the finish line does in fact matter.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_03=Attention to the pilot going the wrong way, you are going the wrong way.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_04=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_05=You're going the wrong way!
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_06=As a pilot heads in the wrong direction, we are once again reminded that drug screening has still yet to be perfected.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_07=Race fans, we may be moments away from a crash, as a pilot with no regards for their own life or the lives of others, flies in the wrong direction.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_08=Seems we have a contrarian in the race.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_09=This is so incredibly dangerous but I will not turn away.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_10=Someone's helmet must be too tight because they are flying backwards.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_11=What are you doing!
Dlg_SC_mc_going_wrong_way_0601=And... now there is a pilot flying in the wrong direction.
Dlg_SC_mc_going_wrong_way_0602=We have one pilot going the wrong way round the track, so it may be worth specifying that the direction in which you cross the finish line does in fact matter.
Dlg_SC_mc_going_wrong_way_0603=Attention to the pilot going the wrong way, you are going the wrong way.
Dlg_SC_mc_going_wrong_way_0604=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
Dlg_SC_mc_going_wrong_way_0605=You're going the wrong way!
Dlg_SC_mc_going_wrong_way_0606=As a pilot heads in the wrong direction, we are once again reminded that drug screening has still yet to be perfected.
Dlg_SC_mc_going_wrong_way_0607=Race fans, we may be moments away from a crash, as a pilot with no regard for their own life or the lives of others flies in the wrong direction.
Dlg_SC_mc_going_wrong_way_0608=Seems we have a contrarian in the race.
Dlg_SC_mc_going_wrong_way_0609=This is so incredibly dangerous, but I will not turn away.
Dlg_SC_mc_going_wrong_way_0610=Someone's helmet must be too tight because they are flying backwards.
Dlg_SC_mc_going_wrong_way_0611=What are you doing?
Dlg_SC_mc_introduction_startingIntroduction_Starting_01=Racers are lined up and ready to go.
Dlg_SC_mc_introduction_startingIntroduction_Starting_02=Pilots are in place, and the ships are set.
Dlg_SC_mc_introduction_startingIntroduction_Starting_03=Mechanics are making the final adjustments before we get underway.
Dlg_SC_mc_introduction_startingIntroduction_Starting_04=Engines hum and thrusters burn as they wait for that final count.
Dlg_SC_mc_introduction_startingIntroduction_Starting_05=Ships are at the line, and you can feel the excitement.
Dlg_SC_mc_introduction_startingIntroduction_Starting_06=Ships are at their start positions.
Dlg_SC_mc_introduction_startingIntroduction_Starting_07=Pilots are ready at the gates.
Dlg_SC_mc_introduction_startingIntroduction_Starting_08=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
Dlg_SC_mc_introduction_startingIntroduction_Starting_09=Last chance to make final adjustments as we are near the start.
Dlg_SC_mc_introduction_startingIntroduction_Starting_10=The wait is almost over as the ships are primed.
Dlg_SC_mc_introduction_starting_0201=Racers are lined up and ready to go.
Dlg_SC_mc_introduction_starting_0202=Pilots are in place, and the ships are set.
Dlg_SC_mc_introduction_starting_0203=Mechanics are making the final adjustments before we get underway.
Dlg_SC_mc_introduction_starting_0204=Engines hum and thrusters burn as they wait for that final count.
Dlg_SC_mc_introduction_starting_0205=Ships are at the line, and you can feel the excitement.
Dlg_SC_mc_introduction_starting_0206=Ships are at their start positions.
Dlg_SC_mc_introduction_starting_0207=Pilots are ready at the gates.
Dlg_SC_mc_introduction_starting_0208=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
Dlg_SC_mc_introduction_starting_0209=Last chance to make final adjustments as we are near the start.
Dlg_SC_mc_introduction_starting_0210=The wait is almost over as the ships are primed.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_01=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_02=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_03=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_04=Welcome back to Murray Cup racing. Hello, I'm Trevor Basque and let's go straight away to today's qualifier.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_05=If you've got Murray Cup fever, then you've come to the right place. I'll be your doctor, Trevor Basque, but instead of a cure, I'll be dosing out just more racing fever, or something. I am not a real doctor. On to the race!
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_06=This is Trevor Basque for Murray Cup racing. Let's go now to today's qualifier.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_07=We are back and racing in New Horizon. Im Shawn Walker for GSN Murray Cup coverage.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_08=Faster, harder, and better than ever. Whether you're describing this Murray Cup's season, or me, your host Trevor Basque, you'd be right. Welcome to the New Horizon Qualifiers.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_09=You can feel the excitment here at New Horizon as we gear up for another Murray Cup race. I'm Shawn Walker, and welcome to the Qualifiers.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_10=Do you feel that? That need to feel g-forces pull blood from your brain? Well, look no further. Racing season is back.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_11=Hello ladies and gentlmen, welcome to the New Horizon Speedway in lovely Ellis System for another Murray Cup Qualifier.
Dlg_SC_mc_introduction_welcome_0101=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
Dlg_SC_mc_introduction_welcome_0102=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
Dlg_SC_mc_introduction_welcome_0103=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
Dlg_SC_mc_introduction_welcome_0104=Welcome back to Murray Cup racing. Hello, I'm Trevor Basque and let's go straight away to today's qualifier.
Dlg_SC_mc_introduction_welcome_0105=If you've got Murray Cup fever, then you've come to the right place. I'll be your doctor, Trevor Basque, but instead of a cure, I'll be dosing out just more racing fever, or something. I am not a real doctor. On to the race!
Dlg_SC_mc_introduction_welcome_0106=
Dlg_SC_mc_introduction_welcome_0107=We are back and racing in New Horizon. I'm Shawn Walker for GSN Murray Cup coverage.
Dlg_SC_mc_introduction_welcome_0108=Faster, harder, and better than ever. Whether you're describing this Murray Cup's season, or me, your host Trevor Basque, you'd be right. Welcome to the New Horizon Qualifiers.
Dlg_SC_mc_introduction_welcome_0109=You can feel the excitment here at New Horizon as we gear up for another Murray Cup race. I'm Shawn Walker, and welcome to the Qualifiers.
Dlg_SC_mc_introduction_welcome_0110=Do you feel that? That need to feel g-forces pull blood from your brain? Well, look no further. Racing season is back.
Dlg_SC_mc_introduction_welcome_0111=Hello ladies and gentlmen, welcome to the New Horizon Speedway in lovely Ellis System for another Murray Cup Qualifier.
Dlg_SC_mc_lap_completeLap_Complete_01=One down.
Dlg_SC_mc_lap_completeLap_Complete_02=Another lap in the log.
Dlg_SC_mc_lap_completeLap_Complete_03=Mark that lap done.
Dlg_SC_mc_lap_completeLap_Complete_04=With that lap done, this is where strategy is really going to start coming into play.
Dlg_SC_mc_lap_completeLap_Complete_05=Clearing a lap, you've got to wonder if this is the point where racers will begin to make their move.
Dlg_SC_mc_lap_completeLap_Complete_06=And that circuit's complete.
Dlg_SC_mc_lap_completeLap_Complete_07=Lets see if the pilots will be making adjustments as they head into the next lap.
Dlg_SC_mc_lap_completeLap_Complete_08=And around we go for another lap.
Dlg_SC_mc_lap_completeLap_Complete_09=And the ships clear a lap.
Dlg_SC_mc_lap_completeLap_Complete_10=Unlike Synthworld, that lap is done.
Dlg_SC_mc_lap_complete_0801=One down.
Dlg_SC_mc_lap_complete_0802=Another lap in the log.
Dlg_SC_mc_lap_complete_0803=Mark that lap done.
Dlg_SC_mc_lap_complete_0804=With that lap done, this is where strategy is really going to start coming into play.
Dlg_SC_mc_lap_complete_0805=Clearing a lap, you've got to wonder if this is the point where racers will begin to make their move.
Dlg_SC_mc_lap_complete_0806=And that circuit's complete.
Dlg_SC_mc_lap_complete_0807=Lets see if the pilots will be making adjustments as they head into the next lap.
Dlg_SC_mc_lap_complete_0808=And around we go for another lap.
Dlg_SC_mc_lap_complete_0809=And the ships clear a lap.
Dlg_SC_mc_lap_complete_0810=Unlike Synthworld, that lap is done.
Dlg_SC_mc_launchLaunch_01=They're off!
Dlg_SC_mc_launchLaunch_02=And another race, underway.
Dlg_SC_mc_launchLaunch_03=And a clean launch out of the gate.
Dlg_SC_mc_launchLaunch_04=Gates open, throttles down.
Dlg_SC_mc_launchLaunch_05=And there's the start.
Dlg_SC_mc_launchLaunch_06=And away we go.
Dlg_SC_mc_launchLaunch_07=And here they come.
Dlg_SC_mc_launchLaunch_08=And the Qualifier is kicked off.
Dlg_SC_mc_launchLaunch_09=And an aggressive start.
Dlg_SC_mc_launchLaunch_10=And here we go, now.
Dlg_SC_mc_launch_0301=They're off!
Dlg_SC_mc_launch_0302=And another race, underway.
Dlg_SC_mc_launch_0303=And a clean launch out of the gate.
Dlg_SC_mc_launch_0304=Gates open, throttles down.
Dlg_SC_mc_launch_0305=And there's the start.
Dlg_SC_mc_launch_0306=And away we go.
Dlg_SC_mc_launch_0307=And here they come.
Dlg_SC_mc_launch_0308=And the Qualifier is kicked off.
Dlg_SC_mc_launch_0309=And an aggressive start.
Dlg_SC_mc_launch_0310=And here we go, now.
Dlg_SC_mc_leaving_trackLeaving_Track_01=Can someone please make sure the pilots know how racing is supposed to work?
Dlg_SC_mc_leaving_trackLeaving_Track_02=Those racing guides are there for a reason, you know.
Dlg_SC_mc_leaving_trackLeaving_Track_03=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
Dlg_SC_mc_leaving_trackLeaving_Track_04=Anyone want to nudge them back on course?
Dlg_SC_mc_leaving_trackLeaving_Track_05=With the trouble these pilots are having staying on the course, you might suspect that they don't actually want to be in the race.
Dlg_SC_mc_leaving_trackLeaving_Track_06=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
Dlg_SC_mc_leaving_trackLeaving_Track_07=Careful. Careful!
Dlg_SC_mc_leaving_trackLeaving_Track_08=What is going on here? They're off the track!
Dlg_SC_mc_leaving_trackLeaving_Track_09=That racer went wide... real wide... off the track wide.
Dlg_SC_mc_leaving_trackLeaving_Track_10=Looks like we have a rebel, who's not going to be penned in by your racing lines.
Dlg_SC_mc_leaving_track_0701=Can someone please make sure the pilots know how racing is supposed to work?
Dlg_SC_mc_leaving_track_0702=Those racing guides are there for a reason, you know.
Dlg_SC_mc_leaving_track_0703=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
Dlg_SC_mc_leaving_track_0704=Anyone want to nudge them back on course?
Dlg_SC_mc_leaving_track_0705=With the trouble these pilots are having staying on the course, you might suspect that they don't actually want to be in the race.
Dlg_SC_mc_leaving_track_0706=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
Dlg_SC_mc_leaving_track_0707=Careful. Careful!
Dlg_SC_mc_leaving_track_0708=What is going on here? They're off the track!
Dlg_SC_mc_leaving_track_0709=That racer went wide... real wide... off the track wide.
Dlg_SC_mc_leaving_track_0710=Looks like we have a rebel, who's not going to be penned in by your racing lines.
Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_01=Safeties enabled.
Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_02=Out of the danger zone, looks like there's still a handful of competitors.
Dlg_SC_mc_leaving_weaponsfree_zone_2401=Safeties enabled.
Dlg_SC_mc_leaving_weaponsfree_zone_2402=Out of the danger zone, looks like there's still a handful of competitors.
Dlg_SC_mc_lose_positionLose_Position_01=That pilot's got some work to do to make up for lost ground.
Dlg_SC_mc_lose_positionLose_Position_02=Use it or lose it, and that pilot clearly chose lose it.
Dlg_SC_mc_lose_positionLose_Position_03=There you go, lose focus for even a second, and another pilot is there to pick up the slack.
Dlg_SC_mc_lose_positionLose_Position_04=You've got to ask how a pilot could just give up their position like that.
Dlg_SC_mc_lose_positionLose_Position_05=That is going to be a costly mistake.
Dlg_SC_mc_lose_positionLose_Position_06=Falling behind. Not something you want to do in races or in taxes for that matter.
Dlg_SC_mc_lose_positionLose_Position_07=That's either a rough bit of luck, or a great bit of luck, dependant, of course, on who you are cheering for.
Dlg_SC_mc_lose_positionLose_Position_08=As pilots are eclipsed by their competitors, you can really tell who's got what it takes, and who's got to get their resume into shape.
Dlg_SC_mc_lose_positionLose_Position_09=It's make or break time, and some of these pilots are just plain broken.
Dlg_SC_mc_lose_positionLose_Position_10=A qualifier as important as this, it's so important to keep your head in the game.
Dlg_SC_mc_lose_positionLose_Position_11=That could be it, that could be the decisive turn of this race.
Dlg_SC_mc_lose_position_1401=That pilot's got some work to do to make up for lost ground.
Dlg_SC_mc_lose_position_1402=Use it or lose it, and that pilot clearly chose lose it.
Dlg_SC_mc_lose_position_1403=There you go, lose focus for even a second, and another pilot is there to pick up the slack.
Dlg_SC_mc_lose_position_1404=You've got to ask how a pilot could just give up their position like that.
Dlg_SC_mc_lose_position_1405=That is going to be a costly mistake.
Dlg_SC_mc_lose_position_1406=Falling behind. Not something you want to do in races or in taxes for that matter.
Dlg_SC_mc_lose_position_1407=That's either a rough bit of luck, or a great bit of luck, dependant, of course, on who you are cheering for.
Dlg_SC_mc_lose_position_1408=As pilots are eclipsed by their competitors, you can really tell who's got what it takes, and who's got to get their resume into shape.
Dlg_SC_mc_lose_position_1409=It's make or break time, and some of these pilots are just plain broken.
Dlg_SC_mc_lose_position_1410=A qualifier as important as this, it's so important to keep your head in the game.
Dlg_SC_mc_lose_position_1411=That could be it, that could be the decisive turn of this race.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_01=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_02=We've got a change in position and a reminder that nothing is certain till they cross that final line.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_03=We've got a pilot making their move.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_04=Aggressive flying on full display at New Horizon today.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_05=Some expert handling as a pilot advances.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_06=We've got movement in the pack as a racer slips ahead.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_07=That is one pilot who's got to be pleased with themselves.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_08=Some clear gains being made as racers settle in.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_09=And that racefans, is why nothing's settled till the finish line is crossed.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_10=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_11=That was a surgical move right there to slip past their competition.
Dlg_SC_mc_moving_up_position_1201=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
Dlg_SC_mc_moving_up_position_1202=We've got a change in position and a reminder that nothing is certain till they cross that final line.
Dlg_SC_mc_moving_up_position_1203=We've got a pilot making their move.
Dlg_SC_mc_moving_up_position_1204=Aggressive flying on full display at New Horizon today.
Dlg_SC_mc_moving_up_position_1205=Some expert handling as a pilot advances.
Dlg_SC_mc_moving_up_position_1206=We've got movement in the pack as a racer slips ahead.
Dlg_SC_mc_moving_up_position_1207=That is one pilot who's got to be pleased with themselves.
Dlg_SC_mc_moving_up_position_1208=Some clear gains being made as racers settle in.
Dlg_SC_mc_moving_up_position_1209=And that racefans, is why nothing's settled till the finish line is crossed.
Dlg_SC_mc_moving_up_position_1210=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
Dlg_SC_mc_moving_up_position_1211=That was a surgical move right there to slip past their competition.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_01=It's a battle for the ages.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_02=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_03=They are really jockeying for position.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_04=These racers seemed determined to not give each other any breathing room.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_05=This is looking like it's going to be too close to call.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_06=Neither of these pilots seems ready to let go of the lead.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_07=We are nosecone to nosecone as these pilots try desperately to find some more speed.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_08=This is one tight race.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_09=With a race this close, I bet these pilots are regretting not removing that bobblehead from the dash.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_10=Who's it gonna be? Who's it gonna be?!?
Dlg_SC_mc_neck_and_neck_1301=It's a battle for the ages.
Dlg_SC_mc_neck_and_neck_1302=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
Dlg_SC_mc_neck_and_neck_1303=They are really jockeying for position.
Dlg_SC_mc_neck_and_neck_1304=These racers seemed determined to not give each other any breathing room.
Dlg_SC_mc_neck_and_neck_1305=This is looking like it's going to be too close to call.
Dlg_SC_mc_neck_and_neck_1306=Neither of these pilots seems ready to let go of the lead.
Dlg_SC_mc_neck_and_neck_1307=We are nosecone to nosecone as these pilots try desperately to find some more speed.
Dlg_SC_mc_neck_and_neck_1308=This is one tight race.
Dlg_SC_mc_neck_and_neck_1309=With a race this close, I bet these pilots are regretting not removing that bobblehead from the dash.
Dlg_SC_mc_neck_and_neck_1310=Who's it gonna be? Who's it gonna be?!?
Dlg_SC_mc_new_personal_race_recordRace_New_Race_Record_01=New Personal Race Record
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_01=Have I said recently how grateful I am they added guns to this sport?
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_02=A warning shot fired across the bow, or rather, straight into it.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_03=The real trick here is maintaing target lock, while not letting up on the throttle.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_04=Pick your shots. Everyone hates spray and pray. So undignified.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_05=We're seeing some real offensive flying. No love lost here.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_06=YES! Yes! That was a marvelous shot. If the race continues like this, not sure how much longer my voice will last.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_07=In Murray Cup racing, the ships are fast, but the guns are often faster.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_08=Shots are fired and the competition is thinned.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_09=Another competitor falls.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_10=It was a battle for the ages, but someone had to go down in flames.
Dlg_SC_mc_open_fire_ship_destroyed_0901=Have I said recently how grateful I am they added guns to this sport?
Dlg_SC_mc_open_fire_ship_destroyed_0902=A warning shot fired across the bow, or rather, straight into it.
Dlg_SC_mc_open_fire_ship_destroyed_0903=The real trick here is maintaing target lock, while not letting up on the throttle.
Dlg_SC_mc_open_fire_ship_destroyed_0904=Pick your shots. Everyone hates spray and pray. So undignified.
Dlg_SC_mc_open_fire_ship_destroyed_0905=We're seeing some real offensive flying. No love lost here.
Dlg_SC_mc_open_fire_ship_destroyed_0906=YES! Yes! That was a marvelous shot. If the race continues like this, not sure how much longer my voice will last.
Dlg_SC_mc_open_fire_ship_destroyed_0907=In Murray Cup racing, the ships are fast, but the guns are often faster.
Dlg_SC_mc_open_fire_ship_destroyed_0908=Shots are fired and the competition is thinned.
Dlg_SC_mc_open_fire_ship_destroyed_0909=Another competitor falls.
Dlg_SC_mc_open_fire_ship_destroyed_0910=It was a battle for the ages, but someone had to go down in flames.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_01=This... this is just dreadful flying.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_02=Some pilots try to win through pure speed, others with percision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_03=The pack is really starting to seperate.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_04=There are so many drivers in the rear of this pack who have just not had opportunity yet to show what they can do.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_05=Looks like some of the pilots have chosen to hang back and avoid the whole 'struggling to win' all together.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_06=We are seeing lots of ships struggling to get a hold of this track today.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_07=Some pilots, really having an off race. They may want to rethink any plans to buy a lottery ticket today.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_08=As the race goes on, pilots are really beginning to fade.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_09=At this level of competition, seeing flying this shoddy is almost a rare treat.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_10=To those of you thinking of becoming pilots, this race should be considered a prime example of how not to win races.
Dlg_SC_mc_player_doing_badly_0501=This... this is just dreadful flying.
Dlg_SC_mc_player_doing_badly_0502=Some pilots try to win through pure speed, others with precision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
Dlg_SC_mc_player_doing_badly_0503=The pack is really starting to separate.
Dlg_SC_mc_player_doing_badly_0504=There are so many drivers in the rear of this pack who have just not had the opportunity yet to show what they can do.
Dlg_SC_mc_player_doing_badly_0505=Looks like some of the pilots have chosen to hang back and avoid the whole 'struggling to win' altogether.
Dlg_SC_mc_player_doing_badly_0506=We are seeing lots of ships struggling to get a hold of this track today.
Dlg_SC_mc_player_doing_badly_0507=Some pilots, really having an off race. They may want to rethink any plans to buy a lottery ticket today.
Dlg_SC_mc_player_doing_badly_0508=As the race goes on, pilots are really beginning to fade.
Dlg_SC_mc_player_doing_badly_0509=At this level of competition, seeing flying this shoddy is almost a rare treat.
Dlg_SC_mc_player_doing_badly_0510=To those of you thinking of becoming pilots, this race should be considered a prime example of how not to win races.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_01=The competition is being absolutely dominated right now.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_02=I have never seen anything like this. This is a clinic of precision and skill.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_03=The leader is simply outmatching everyone. It's like they're on a whole other level.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_04=If I've said once, I've said it a hundred times. Perfecting the foundations of racing will always dominate tech.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_05=There are no guarantees in Murray Cup, but this race is starting to look like a sure thing.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_06=It is astounding that these pilots have been able maintain this pace.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_07=The pilots leading this race have to be wondering, is this the time to play it cautious, or is it the time to really go for it?
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_08=There is some exemplary flying happening here today. A real treat.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_09=Everything is looking neat and tidy as these pilots show off why they are the best in the empire.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_10=Look at that precision flying.
Dlg_SC_mc_player_doing_well_0401=The competition is being absolutely dominated right now.
Dlg_SC_mc_player_doing_well_0402=I have never seen anything like this. This is a clinic of precision and skill.
Dlg_SC_mc_player_doing_well_0403=The leader is simply outmatching everyone. It's like they're on a whole other level.
Dlg_SC_mc_player_doing_well_0404=If I've said once, I've said it a hundred times. Perfecting the foundations of racing will always dominate tech.
Dlg_SC_mc_player_doing_well_0405=There are no guarantees in Murray Cup, but this race is starting to look like a sure thing.
Dlg_SC_mc_player_doing_well_0406=It is astounding that these pilots have been able to maintain this pace.
Dlg_SC_mc_player_doing_well_0407=The pilots leading this race have to be wondering, is this the time to play it cautious, or is it the time to really go for it?
Dlg_SC_mc_player_doing_well_0408=There is some exemplary flying happening here today. A real treat.
Dlg_SC_mc_player_doing_well_0409=Everything is looking neat and tidy as these pilots show off why they are the best in the empire.
Dlg_SC_mc_player_doing_well_0410=Look at that precision flying.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_01=With over 500 years of Murray Cup racing history, I can firmly say that this race was most certainly, pretty inconsequential.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_02=Congratulations to the winners. Condolences to the losers. And to those in the middle... I got nothing.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_03=There you have it, another mediocre race comes to a bland conclusion, and I die a little inside.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_04="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_05=(Yawns). Hmm? Oh, it's finished? Someone's supposed to wake me before the end of the boring ones.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_06=With results like these... there's always next year, I suppose.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_07=I encourage these pilots to use today's results as an opportunity for some serious soul searching. Is racing really what I am meant to do?
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_08=Well, the one thing you get say about that race is at least it's finally over.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_09=The sound and the fury has come to an end, and all we are left with is a lot of depressed pilots.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_10=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
Dlg_SC_mc_player_got_any_position_1801=With over 500 years of Murray Cup racing history, I can firmly say that this race was most certainly, pretty inconsequential.
Dlg_SC_mc_player_got_any_position_1802=Congratulations to the winners. Condolences to the losers. And to those in the middle... I got nothing.
Dlg_SC_mc_player_got_any_position_1803=There you have it, another mediocre race comes to a bland conclusion, and I die a little inside.
Dlg_SC_mc_player_got_any_position_1804="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
Dlg_SC_mc_player_got_any_position_1805=(Yawns). Hmm? Oh, it's finished? Someone's supposed to wake me before the end of the boring ones.
Dlg_SC_mc_player_got_any_position_1806=With results like these... there's always next year, I suppose.
Dlg_SC_mc_player_got_any_position_1807=I encourage these pilots to use today's results as an opportunity for some serious soul searching. Is racing really what I am meant to do?
Dlg_SC_mc_player_got_any_position_1808=Well, the one thing you can say about that race is at least it's finally over.
Dlg_SC_mc_player_got_any_position_1809=The sound and the fury has come to an end, and all we are left with is a lot of depressed pilots.
Dlg_SC_mc_player_got_any_position_1810=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_01=That race, ladies and gentleman, will be the new thing I picture while making love to my wife.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_02=What a finish! I think we may have just witnessed the making of a legend.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_03=Remember where you were this day race fans. You're grandkids are going to be asking about it.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_04=People ask how we're ever going to make peace with the Vanduul and I say make them watch a race like that. I'll be damned if seeing flying that good doesn't make everyone just want to hug it out.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_05=Done! I'm calling it! It's over! Not just this race! But all racing ever! That's how good that finish was. They didn't just win a race, they won racing itself.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_06=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_07=If ever there was a time for the death threats against me to come to fruition, let it be now, 'cause racing does not get much better than that my friends.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_08=Start to finish, that was a well executed race.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_09=And across the line! That has got to be one pilot who is pleased with themselves.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_10=After watching that performance, it may be safe to say that we could be looking at our next Murray Cup champion.
Dlg_SC_mc_player_got_first_place_1601=That race, ladies and gentleman, will be the new thing I picture while making love to my wife.
Dlg_SC_mc_player_got_first_place_1602=What a finish! I think we may have just witnessed the making of a legend.
Dlg_SC_mc_player_got_first_place_1603=Remember where you were this day, race fans. Your grandkids are going to be asking about it.
Dlg_SC_mc_player_got_first_place_1604=People ask how we're ever going to make peace with the Vanduul and I say make them watch a race like that. I'll be damned if seeing flying that good doesn't make everyone just want to hug it out.
Dlg_SC_mc_player_got_first_place_1605=Done! I'm calling it! It's over! Not just this race! But all racing ever! That's how good that finish was. They didn't just win a race, they won racing itself.
Dlg_SC_mc_player_got_first_place_1606=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
Dlg_SC_mc_player_got_first_place_1607=If ever there was a time for the death threats against me to come to fruition, let it be now, 'cause racing does not get much better than that my friends.
Dlg_SC_mc_player_got_first_place_1608=Start to finish, that was a well executed race.
Dlg_SC_mc_player_got_first_place_1609=And across the line! That has got to be one pilot who is pleased with themselves.
Dlg_SC_mc_player_got_first_place_1610=After watching that performance, it may be safe to say that we could be looking at our next Murray Cup champion.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_01=We can't all be racers I guess.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_02=I haven't witnessed a finish that dissapointing since my first date with Rashida Collins.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_03=Maybe do a hard reset before it saves.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_04=And an abyssmal race comes to an abyssmal end, absolutely ruining all of our lives.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_05=The call it a qualifier, but after watching that dissapointing performance it is looking like almost none of these pilots are in fact qualified.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_06=You know you love a sport when you see a race that bad and you're still willing to watch it ever again.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_07=Is it over?
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_08=And it's over. If you need to cry, please, go ahead. It's not a reasonable reaction, but I'm afraid it's a natural one after a race like that.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_09=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_10=That race is finally over, and the healing process can finally begin.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_11=It is rare to see a beating this bad outside of an Advocacy crime scene.
Dlg_SC_mc_player_got_last_place_1701=We can't all be racers I guess.
Dlg_SC_mc_player_got_last_place_1702=I haven't witnessed a finish that disappointing since my first date with Rashida Collins.
Dlg_SC_mc_player_got_last_place_1703=Maybe do a hard reset before it saves.
Dlg_SC_mc_player_got_last_place_1704=And an abysmal race comes to an abysmal end, absolutely ruining all of our lives.
Dlg_SC_mc_player_got_last_place_1705=They call it a qualifier, but after watching that disappointing performance it is looking like almost none of these pilots are in fact qualified.
Dlg_SC_mc_player_got_last_place_1706=You know you love a sport when you see a race that bad and you're still willing to watch it ever again.
Dlg_SC_mc_player_got_last_place_1707=Is it over?
Dlg_SC_mc_player_got_last_place_1708=And it's over. If you need to cry, please, go ahead. It's not a reasonable reaction, but I'm afraid it's a natural one after a race like that.
Dlg_SC_mc_player_got_last_place_1709=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
Dlg_SC_mc_player_got_last_place_1710=That race is finally over, and the healing process can finally begin.
Dlg_SC_mc_player_got_last_place_1711=It is rare to see a beating this bad outside of an Advocacy crime scene.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_01=That will do it for me, Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_02=And so we conclude another step in the immortal journey of man and machine. Another display of technical prowess and raw instinct. Another chance to watch stuff blow up. Good night.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_03=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_04=And with that, today's qualifier comes to a close. I've been Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_05=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_06=A pleasure as always race fans. Goodbye and keep flying.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_07=As another race day winds down, I hope you all had as much fun as I did. See you soon, racefans.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_08=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_09=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_10=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
Dlg_SC_mc_sendoff_lines_conclusion_2201=That will do it for me, Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusion_2202=And so we conclude another step in the immortal journey of man and machine. Another display of technical prowess and raw instinct. Another chance to watch stuff blow up. Good night.
Dlg_SC_mc_sendoff_lines_conclusion_2203=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
Dlg_SC_mc_sendoff_lines_conclusion_2204=And with that, today's qualifier comes to a close. I've been Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusion_2205=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
Dlg_SC_mc_sendoff_lines_conclusion_2206=A pleasure as always race fans. Goodbye and keep flying.
Dlg_SC_mc_sendoff_lines_conclusion_2207=As another race day winds down, I hope you all had as much fun as I did. See you soon, racefans.
Dlg_SC_mc_sendoff_lines_conclusion_2208=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
Dlg_SC_mc_sendoff_lines_conclusion_2209=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
Dlg_SC_mc_sendoff_lines_conclusion_2210=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
Dlg_SC_mc_taking_fireTaking_Fire_01=Careful.
Dlg_SC_mc_taking_fireTaking_Fire_02=Advice to the pilots getting shot at, stop getting shot at.
Dlg_SC_mc_taking_fireTaking_Fire_03=They are really getting torn up out there.
Dlg_SC_mc_taking_fireTaking_Fire_04=Maybe start avoiding the incoming fire? Just an idea.
Dlg_SC_mc_taking_fireTaking_Fire_05=Many people focus on hull integrity while getting shot, but they shouldn't forget each impact is like applying a little tiny brake.
Dlg_SC_mc_taking_fireTaking_Fire_06=Nothing motivates a pilot to go a little faster better than getting shot at.
Dlg_SC_mc_taking_fireTaking_Fire_07=Shields are lighting up as some serious damage is dealt.
Dlg_SC_mc_taking_fireTaking_Fire_08=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
Dlg_SC_mc_taking_fireTaking_Fire_09=Taking damage like this is not something any pilot can afford.
Dlg_SC_mc_taking_fireTaking_Fire_10=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
Dlg_SC_mc_taking_fire_1001=Careful.
Dlg_SC_mc_taking_fire_1002=Advice to the pilots getting shot at, stop getting shot at.
Dlg_SC_mc_taking_fire_1003=They are really getting torn up out there.
Dlg_SC_mc_taking_fire_1004=Maybe start avoiding the incoming fire? Just an idea.
Dlg_SC_mc_taking_fire_1005=Many people focus on hull integrity while getting shot, but they shouldn't forget each impact is like applying a little tiny brake.
Dlg_SC_mc_taking_fire_1006=Nothing motivates a pilot to go a little faster better than getting shot at.
Dlg_SC_mc_taking_fire_1007=Shields are lighting up as some serious damage is dealt.
Dlg_SC_mc_taking_fire_1008=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
Dlg_SC_mc_taking_fire_1009=Taking damage like this is not something any pilot can afford.
Dlg_SC_mc_taking_fire_1010=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
DownloadConnectivity_HTTP=HTTP
DownloadConnectivity_None=No Connection
DownloadConnectivity_P2P=P2P
DownloadConnectivity_P2P_HTTP=HTTP + P2P
DownloadError_AlreadyDownloading=Already downloading
DownloadError_DownloadFailed=Download failed
DownloadError_InvalidMetafile=Unable to load metafile
DownloadError_InvalidSource=Invalid source found
DownloadError_None=No download error detected
DownloadError_NotEnoughSpace=Not enough disk space
DownloadError_UnacceptableSource=Unacceptable source found
DownloadError_Unknown=Unknown download error
DownloadError_UserAbort=User abort
DownloadStalled_ContentWrite=Content write failed
DownloadStalled_None=Download stalled
DownloadStalled_PeerListEmpty=Peer list empty
DownloadStalled_PeerNoGoodOnes=No valid peers
DownloadStalled_ReliableSourceBadIntegrity=Reliable source serving corrupt data
DownloadStalled_ReliableSourceContact=Unable to contact reliable source
DownloadStalled_ReliableSourceNotSpecified=Reliable source not specified
DownloadStalled_TrackerContact=Unable to contact tracker
DownloadStalled_TrackerListEmpty=Tracker list empty
DownloadStalled_TrackerNotSpecified=Tracker not specified
DownloadStalled_TransportHttp=HTTP request failed
DownloadStalled_TransportHttpClient=Downloading Stalled...Please Wait!
DownloadStalled_TransportSocket=Socket transport failed
DownloadState_Checking=Checking Download
DownloadState_Complete=Download Complete
DownloadState_Creating=Creating Download
DownloadState_Downloading=Downloading
DownloadState_DownloadingChecking=Downloading/Checking
DownloadState_DownloadingStalled=Downloading Stalled
DownloadState_Failure=Download Failure
DownloadState_Idle=Download Idle
DownloadState_Initializing=Download Initializing
DownloadState_Paused=Download Paused
DownloadState_Resuming=Download Resuming
DownloadState_Seeding=Download Seeding
DownloadState_Starting=Download Starting
DownloadState_Stopping=Download Stopping
DownloadState_Unknown=Download Unknown
Download_BrowseForFolder=Choose folder
DumpersDepot_Salesperson_Conv_001_1,P=Line 1: blah blah blah
Dusters_RepUI_Area=Stanton System
Dusters_RepUI_Description=A criminal gang based in the Stanton System specializing in mining related crimes such as robbing miners and illegally operating on other people's claims.
Dusters_RepUI_Focus=Piracy, Mining
Dusters_RepUI_Founded=2936
Dusters_RepUI_Headquarters=N/A
Dusters_RepUI_Leadership=Flynn "Dusty" Mathis, Founder
Dusters_RepUI_Name=Dusters
DynamicEvent_FleetWeek2022_Admin_RegainAntiAir_long=Neutralize the Admin Center's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Admin_RegainAntiAir_short=Neutralize Admin Center's Anti-Air Defenses
DynamicEvent_FleetWeek2022_BargeCode_Long=Investigate locked shipping containers on Barge with code: ~mission(bargeCode)
DynamicEvent_FleetWeek2022_BargeCode_Short=Investigate Barge Containers: ~mission(bargeCode)
DynamicEvent_FleetWeek2022_Barge_codeHUD=Barge Container Code: ~mission(bargeCode)
DynamicEvent_FleetWeek2022_BoardIntroShuttle_Long=Board the shuttle departing from the Crusader Showroom rooftop.
DynamicEvent_FleetWeek2022_BoardIntroShuttle_Marker=Crusader Showroom Shuttle
DynamicEvent_FleetWeek2022_BoardIntroShuttle_Short=Board Crusader Showroom Rooftop Shuttle
DynamicEvent_FleetWeek2022_Brushwood_RegainAntiAir_long=Neutralize Brushwood's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Brushwood_RegainAntiAir_short=Neutralize Brushwood's Anti-Air Defenses
DynamicEvent_FleetWeek2022_Description=*FOR IMMEDIATE SYSTEM-WIDE RELEASE*\n\nAttention, Nine Tails forces have seized control of several commercial platforms near Orison. Using an Identity Friend or Foe Inverter (IFFI), they have taken over the restricted air space surrounding the platforms and only Nine Tails affiliated ships can gain access to the area. This has severely hampered Crusader Security's initial attempts at retaking the platforms. As such, Crusader has requested that CDF forces assist in shutting down the inverter and eliminating all hostile presence. Any available CDF volunteers are encouraged to provide support.\n\nAdditional Intel:\n* While the inverter is active and the airspace inaccessible, CDF has managed to gain control of a local shuttle system and route it to access Solanki Platform without the Nine Tails knowledge. Volunteers will need to head to the Crusader Industries Showroom on the Commercial Platform and get to the rooftop to find the shuttle that will travel to the occupied platforms.\n* The IFFI is believed to be located in a locked storage container on a cargo barge docked at the central Admin Center.\n* Access codes for the IFFI container are in the possession of the leader of the Nine Tails forces, Mendo Ren. \n* Past experience with Mendo Ren indicates that he is unlikely to show his face and risk capture. However, if all his lieutenants are neutralized, we believe he will have no choice but to take command of the forces in person and provide us the opportunity to retrieve the codes from him.\n* In addition to the shuttle system, Crusader Security has informed us that there are several vehicles on the platforms available for CDF to commandeer. These vehicles will be the only way of reaching the Admin Center. NOTE - If all of the vehicles within the restricted air space are destroyed before the inverter can be shut down, then there will be no way of reaching the cargo barge and the CDF will be forced to retreat.\n* The platforms are protected by Nine Tails controlled Anti-Air weapons.\n\nPlease be aware that SAIC Rowena Dulli from the Advocacy is the official attaché to the CDF and will be running the operation.
DynamicEvent_FleetWeek2022_EasyCode_Long=Investigate locked shipping containers on Solanki with code: ~mission(EasyCode)
DynamicEvent_FleetWeek2022_EasyCode_Short=Investigate Solanki Containers: ~mission(EasyCode)
DynamicEvent_FleetWeek2022_Easy_codeHUD=Solanki Container Code: ~mission(EasyCode)
DynamicEvent_FleetWeek2022_EliminatCommander_long=Locate and Eliminate all Nine Tails lieutenants to draw out the Nine Tails leader, Mendo Ren.
DynamicEvent_FleetWeek2022_EliminatCommander_short=Eliminate Remaining Lieutenants on Other Platforms
DynamicEvent_FleetWeek2022_EliminateCommander_Easy_long=Eliminate the Nine Tails lieutenant on Solanki Platform.
DynamicEvent_FleetWeek2022_EliminateCommander_Easy_short=Eliminate Lieutenant on Solanki
DynamicEvent_FleetWeek2022_EliminateCommander_Hard_long=Eliminate the Nine Tails lieutenant on Hartmoore Platform.
DynamicEvent_FleetWeek2022_EliminateCommander_Hard_short=Eliminate Lieutenant on Hartmoore
DynamicEvent_FleetWeek2022_EliminateCommander_Medium_long=Eliminate the Nine Tails lieutenant on Brushwood Platform.
DynamicEvent_FleetWeek2022_EliminateCommander_Medium_short=Eliminate Lieutenant on Brushwood
DynamicEvent_FleetWeek2022_EliminateCommander_VeryHard_long=Eliminate the Nine Tails lieutenant at the Admin Center.
DynamicEvent_FleetWeek2022_EliminateCommander_VeryHard_short=Eliminate Lieutenant on Admin Center
DynamicEvent_FleetWeek2022_FailReason_DetrimentalAction=Performed an action detrimental to the contract's completion.
DynamicEvent_FleetWeek2022_FailReason_DidntLeaveArea=Failed to leave area.
DynamicEvent_FleetWeek2022_FailReason_LastChanceFailed=All CDF on Admin Center have been lost.
DynamicEvent_FleetWeek2022_FailReason_MissionCriticalShipsLost=All contract critical ships destroyed.
DynamicEvent_FleetWeek2022_Generic_ClearIsland_long=Clear all remaining Nine Tails forces from this platform.
DynamicEvent_FleetWeek2022_Generic_ClearIsland_short=Clear Platform of Hostiles
DynamicEvent_FleetWeek2022_Generic_IslandBossMarker=Neutralize
DynamicEvent_FleetWeek2022_Generic_MopUpHUD=Eliminate Platform's Hostiles:
DynamicEvent_FleetWeek2022_Generic_RegainAntiAir_long=Neutralize the platform's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Generic_RegainAntiAir_short=Neutralize Platform's Anti-Air Defenses
DynamicEvent_FleetWeek2022_Generic_SearchCargo_Barge_long=Search the Pressley Party Supply cargo containers on the barge for the IFFI using the code ~mission(BargeCode).
DynamicEvent_FleetWeek2022_Generic_SearchCargo_Barge_short=Search Cargo Containers for IFFI
DynamicEvent_FleetWeek2022_HardCode_Long=Investigate locked shipping containers on Hartmoore with code: ~mission(HardCode)
DynamicEvent_FleetWeek2022_HardCode_Short=Investigate Hartmoore Containers: ~mission(HardCode)
DynamicEvent_FleetWeek2022_Hard_codeHUD=Hartmoore Container Code: ~mission(HardCode)
DynamicEvent_FleetWeek2022_Hartmoore_RegainAntiAir_long=Neutralize Hartmoore's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Hartmoore_RegainAntiAir_short=Neutralize Hartmoore's Anti-Air Defenses
DynamicEvent_FleetWeek2022_IFFIMarker=Possible IFFI Location
DynamicEvent_FleetWeek2022_IslandMarker_EasyIsland=Solanki Platform
DynamicEvent_FleetWeek2022_IslandMarker_HardIsland=Hartmoore Platform
DynamicEvent_FleetWeek2022_IslandMarker_MediumIsland=Brushwood Platform
DynamicEvent_FleetWeek2022_IslandMarker_VeryHardIsland=Admin Center
DynamicEvent_FleetWeek2022_KillSympathiser_Long=Nine Tails Sympathizers Neutralized: ~mission(CurrentNTSimpsKilled)
DynamicEvent_FleetWeek2022_KillSympathiser_Marker=Nine Tails Sympathizer
DynamicEvent_FleetWeek2022_KillSympathiser_Short=Neutralize the Sympathizer
DynamicEvent_FleetWeek2022_LeaveAreaHUD=Leave the Area
DynamicEvent_FleetWeek2022_LiberateAllIslands_HUD=Liberate All Platforms
DynamicEvent_FleetWeek2022_LiberateEasyIsland_long=Liberate Solanki Platform from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateEasyIsland_short=Liberate Solanki Platform
DynamicEvent_FleetWeek2022_LiberateHardIsland_long=Liberate Hartmoore Platform from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateHardIsland_short=Liberate Hartmoore Platform
DynamicEvent_FleetWeek2022_LiberateMediumIsland_long=Liberate Brushwood Platform from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateMediumIsland_short=Liberate Brushwood Platform
DynamicEvent_FleetWeek2022_LiberateVeryHardIsland_long=Liberate the Admin Center and docked cargo barge from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateVeryHardIsland_short=Liberate Admin Center and Barge
DynamicEvent_FleetWeek2022_LocateCommander_long=Eliminate Mendo Ren and obtain his access code.
DynamicEvent_FleetWeek2022_LocateCommander_short=Eliminate Mendo Ren
DynamicEvent_FleetWeek2022_MediumCode_Long=Investigate locked shipping containers on Brushwood with code: ~mission(MediumCode)
DynamicEvent_FleetWeek2022_MediumCode_Short=Investigate Brushwood Containers: ~mission(MediumCode)
DynamicEvent_FleetWeek2022_Medium_codeHUD=Brushwood Container Code: ~mission(MediumCode)
DynamicEvent_FleetWeek2022_PreIFFIFound_Marker=Potential AA Controls Location
DynamicEvent_FleetWeek2022_PreventTransfer_long=Halt the Nine Tails data theft before the upload can complete.
DynamicEvent_FleetWeek2022_PreventTransfer_short=Halt Data Theft
DynamicEvent_FleetWeek2022_ReachAndWait=Wait for Instructions at the Crusader Showroom Lobby: %ls
DynamicEvent_FleetWeek2022_ReachEasyIslandShuttle_long=Travel to Solanki Platform via the shuttle.
DynamicEvent_FleetWeek2022_ReachEasyIslandShuttle_short=Travel to Solanki Platform via Shuttle
DynamicEvent_FleetWeek2022_ReachEasyIsland_marker=Shuttle to Solanki Platform
DynamicEvent_FleetWeek2022_ReachIntroIsland_marker=Cloudview Center in Orison
DynamicEvent_FleetWeek2022_ReachIntro_long=Travel to Cloudview Center in Orison.
DynamicEvent_FleetWeek2022_ReachIntro_short=Travel to Cloudview Center in Orison
DynamicEvent_FleetWeek2022_RestoreControl_long=Disable the IFFI to restore control of the restricted airspace to Crusader and their allies.
DynamicEvent_FleetWeek2022_RestoreControl_marker=Disable
DynamicEvent_FleetWeek2022_RestoreControl_short=Disable IFFI
DynamicEvent_FleetWeek2022_RestoreRestrictedArea_long=Shut down Identity Friend or Foe Inverter (IFFI) to allow ally access to the restricted air space and prevent Nine Tails reinforcement.
DynamicEvent_FleetWeek2022_RestoreRestrictedArea_short=Shut Down IFFI
DynamicEvent_FleetWeek2022_SearchCommander_long=Search Mendo Ren for the locked storage container access code.
DynamicEvent_FleetWeek2022_SearchCommander_marker=Search
DynamicEvent_FleetWeek2022_SearchCommander_short=Search Mendo Ren for Access Code
DynamicEvent_FleetWeek2022_ShipResource_Pisces_long=Remaining Pisces = ~mission(CurrentPiscesCount)
DynamicEvent_FleetWeek2022_ShipResource_Pisces_short=Remaining Pisces = ~mission(CurrentPiscesCount)
DynamicEvent_FleetWeek2022_ShipResource_StarFighter_long=Remaining Ares Star Fighters = ~mission(CurrentStarFighterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarFighter_short=Remaining Ares Star Fighters = ~mission(CurrentStarFighterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarLifters_long=Remaining Hercules Starlifters = ~mission(CurrentStarlifterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarLifters_short=Remaining Hercules Starlifters = ~mission(CurrentStarlifterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarRunner_long=Remaining Mercury Star Runners = ~mission(CurrentStarRunnerCount)
DynamicEvent_FleetWeek2022_ShipResource_StarRunner_short=Remaining Mercury Star Runners = ~mission(CurrentStarRunnerCount)
DynamicEvent_FleetWeek2022_ShipResource_header_long=Preserve the air capability of allied forces by ensuring that there are ships available to reach the Admin Center.
DynamicEvent_FleetWeek2022_ShipResource_header_short=Preserve Air Capability
DynamicEvent_FleetWeek2022_ShuttleToBrushwood=Shuttle to Brushwood
DynamicEvent_FleetWeek2022_ShuttleToHartmoore=Shuttle to Hartmoore
DynamicEvent_FleetWeek2022_ShuttleToOrison=Shuttle to Orison
DynamicEvent_FleetWeek2022_ShuttleToSolanki=Shuttle to Solanki
DynamicEvent_FleetWeek2022_Solanki_RegainAntiAir_long=Neutralize Solanki's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Solanki_RegainAntiAir_short=Neutralize Solanki's Anti-Air Defenses
DynamicEvent_FleetWeek2022_Title=End Nine Tails' Occupation at Orison
DynamicEvent_FleetWeek2022_TransferTerminal_keypadtitle=Disable Upload
DynamicEvent_FleetWeek2022_TransitCallButton_EasyToHard_Description=ERROR - CONNECTION LOST\n\nTo Reconnect Shuttle Link,\nPlease Consult Hartmoore Terminal.
DynamicEvent_FleetWeek2022_TransitCallButton_Offline=Offline
DynamicEvent_FleetWeek2022_TransitCallButton_Reboot=Reboot Shuttle Link
DynamicEvent_FleetWeek2022_TransitCallButton_Rebooting=Reconnecting Shuttle Link...
DynamicEvent_FleetWeek2022_VeryHardCode_Long=Investigate locked shipping containers on Admin with code: ~mission(VeryHardCode)
DynamicEvent_FleetWeek2022_VeryHardCode_Short=Investigate Admin Containers: ~mission(VeryHardCode)
DynamicEvent_FleetWeek2022_VeryHard_codeHUD=Admin Container Code: ~mission(VeryHardCode)
DynamicEvent_FleetWeek2022_test,P=Test Test
EA_FriendToAll_RepUI_Area,P=[PH] Area
EA_FriendToAll_RepUI_Description,P=[PH] EA_FriendToAll Description
EA_FriendToAll_RepUI_Focus,P=[PH] EA_FriendToAll Focus
EA_FriendToAll_RepUI_Founded,P=[PH] N/A
EA_FriendToAll_RepUI_Headquarters,P=[PH] EA_FriendToAll Headquarters
EA_FriendToAll_RepUI_Leadership,P=[PH] EA_FriendToAll Leadership
EA_FriendToAll_RepUI_Name,P=[PH] EA_FriendToAll
EckhartSecurity_RepUI_Area=UEE
EckhartSecurity_RepUI_Description=Founded by Army veteran Miles Eckhart, Eckhart Security offers a wide variety of mercenary services across multiple systems - from security escorts, to defensive outpost deployments, to theft pevention and recovery. With over two decades of experience, Eckhart Security has earned itself a reputation for taking on the jobs that other security firms would shy away from.
EckhartSecurity_RepUI_Focus=Private Security Firm
EckhartSecurity_RepUI_Founded=2929
EckhartSecurity_RepUI_Headquarters=Lorville, Hurston, Stanton System
EckhartSecurity_RepUI_Leadership=Miles Eckhart, CEO
EckhartSecurity_RepUI_Name=Eckhart Security
Eckhart_Allies=Eckhart Security
Eckhart_AskForMoreWork_Neg=You got any other jobs?
Eckhart_AskForMoreWork_Pos=Got anything else for me?
Eckhart_Assassin_Sync_E_Desc_001=A price has been set on the heads of ~mission(TargetName) and ~mission(TargetName2). \n\nWhile having to hit two targets isn't that weird, the client wants to send a very specific message, so they need to targets hit at the exact same moment. The extra credits should make up for the hassle.\n\nAnd unfortunately since the pair aren't traveling together, it goes without saying that to pull it off you're gonna need some help. Make sure you bring people you trust can handle more than one ships since the targets are known to travel with backup. \n\n
Eckhart_Assassin_Sync_E_Title_001=Double Tap
Eckhart_Assassin_Sync_H_Desc_001=Contract's for two targets that need to be taken out at the same time. \n\nGuess the client is worried that if they aren't eliminated together, one of them will go dark and try to get some revenge.\n\nThey go by ~mission(TargetName) and ~mission(TargetName2).\n\nFind yourself a team, divide and conquer.\n\nAnd make sure whoever it is has got skills, because these two have a reputation for holding their own in a fight and they for sure won't be alone. Be ready for them to give you some trouble.
Eckhart_Assassin_Sync_H_Title_001=Two In The Head
Eckhart_Assassin_Sync_Intro_Desc_001=Interesting assignment came my way. I need two separate targets taken out: ~mission(TargetName) and ~mission(TargetName2) \n\nProblem is, either one gets word about the other being hit, theyll go to ground. Cant risk losing either of them. \n\nItll take considerable coordination, but I want you to hit them both at the same exact time. \n\nAnd since you cant be in two places at once, youll need to find someone you can trust to help on this.\n\nThankfully, my intel says that both the targets should be traveling alone. That should help make things a bit easier on you.
Eckhart_Assassin_Sync_Intro_Title_001=Coordinated Takedown
Eckhart_Assassin_Sync_M_Desc_001=Got a contract to take out two up and comers who've been stirring up trouble. It has to be clean, both done at the same time, or else they might cause even more trouble. Long story short, you'll need some help on this one.\n\nBoth ~mission(TargetName) and ~mission(TargetName2) know how to handle themselves, and the people they fly with aren't no joke either. You can expect each of them to be guarded by a few ships.
Eckhart_Assassin_Sync_M_Title_001=Double Elimination
Eckhart_Assassin_Sync_S_Desc_001=Normally, the pair of ~mission(TargetName) and ~mission(TargetName2) would be too much to take on together. They both are about as good as it gets when it comes to dogfighting and the crew they fly with are almost as good.\n\nBut recently they split - not sure why - and are flying separate for the moment. Someone thinks this may be the best chance to take them out. \n\nGather some personnel you can trust and plan a simultaneous raid against both targets. It's too dangerous to risk one of them living after such a direct move against them.
Eckhart_Assassin_Sync_S_Title_001=Divide and Conquer
Eckhart_Assassin_Sync_VE_Desc_001=Have another pair that need to be eliminated:\n~mission(TargetName) and ~mission(TargetName2)\n\nThey've been in the wind for a few days now, but just popped up. If we don't get them now, I'm not sure we will get another chance. You need to enlist a partner to make sure both targets are hit at the same time.\n\nAs far as them putting up resistance, ~mission(TargetName) is known to bring along a friend to watch their back, and I suspect ~mission(TargetName2) will do likewise.
Eckhart_Assassin_Sync_VE_Title_001=One-Two Combo
Eckhart_Assassin_Sync_VH_Desc_001=~mission(TargetName) and ~mission(TargetName2).\n\nTwo serious operators who've recently decided to make a move against their boss. Each of the pair are traveling with a small, highly trained armada and cutting deep into territory that doesn't belong to them.\n\nYou, and whoever you recruit to help, are going to take them out and it has to be both at the same time so they can't regroup.
Eckhart_Assassin_Sync_VH_Title_001=Deadly Combination
Eckhart_Assassination_description_E=~mission(Contractor|BountyDescriptionEasy)
Eckhart_Assassination_description_H=~mission(Contractor|BountyDescriptionHard)
Eckhart_Assassination_description_M=~mission(Contractor|BountyDescriptionMedium)
Eckhart_Assassination_description_S=~mission(Contractor|BountyDescriptionSuper)
Eckhart_Assassination_description_VE=~mission(Contractor|BountyDescriptionVeryEasy)
Eckhart_Assassination_description_VH=~mission(Contractor|BountyDescriptionVeryHard)
Eckhart_DoIKnowYou,P=Do I Know You?
Eckhart_GotMoreWork_Timid,P=Ok, show me what you got.
Eckhart_HasNewMission_Bad=I'm listening...
Eckhart_HasNewMission_Good=I'm interested...
Eckhart_HasNewMission_GoodForBad=Work is work, right?
Eckhart_IDontLikeYou,P=I know you but don't like you.
Eckhart_ILikeYou,P=I know you and like you.
Eckhart_InitialVisit,P=Is Initial Visit
Eckhart_MissionCompleted=Job's done.
Eckhart_MissionFailed=I had an issue with the job.
Eckhart_NotInterested,P=I'm not interested right now.
Eckhart_ReturnVisit_Greeting=Hey, I'm back. Got anything that needs handling?
Eckhart_Revisit,P=Follow Up Visit
Eckhart_Rivals=BlacJac, Northrock Service Group
Eckhart_Test_AfterInitialComms=Hey, you told me to swing by?
Eckhart_Test_FailedLastMission,P=Sorry I failed that last mission but I'm still looking for work if you got any...
Eckhart_Test_LookingForMoreWork=Got any more jobs?
Eckhart_Test_MidMissionResponse,P=I know I'm already doing some work for you but...  Got anything else?
Eckhart_Test_MissionAccepted=Sounds good.
Eckhart_Test_MissionDeclined=I think I'll pass.
Eckhart_Test_NeverMind=I can't right now.
EliminateB_Boss_Long,P=Eliminate the UGFs boss
EliminateB_Boss_Prepare,P=Prepare for the boss
EliminateB_Boss_Short,P=Eliminate Boss
EliminateB_Grunt,P=Grunts Remaning %ls
EliminateB_Grunt_Long,P=Eliminate all the grunts to draw out the boss
EliminateB_Grunt_Short,P=Eliminate all the grunts
EliminateB_Marker,P=Eliminate Boss
ElliotWIP_EmailMainMenu=Email
ElliotWIP_EmailSettings=Settings
ElliotWIP_Email_Contents=Hey the sever is down again, this keeps occuring any chance on getting a ETA on reboot time?
ElliotWIP_Email_From=Frank Spencer
ElliotWIP_Email_Title=Sever Down
ElliotWIP_Email_To=John
ElliotWIP_SecondMenu=
ElliotWIP_doorhack_001=Rate
ElliotWIP_doorhack_002=Frequency
ElliotWip_bigbennys_001=Normal
ElliotWip_bigbennys_002=Spicy
ElliotWip_bigbennys_003=BBQ
ElliotWip_bigbennys_004=Sweet Chilli
Ellis=Ellis System
Ellis1=Ellis I
Ellis10=Bombora
Ellis10_Desc=The second gas giant in Ellis system, Ellis X features a consistently turbulent atmosphere. It was this chaotic nature that led to its local nickname of Bombora.
Ellis11=Ellis XI recently suffered a cataclysmic collision with one of its moons. Astrophysicists speculate that the planet will continue to splinter and ultimately form a new asteroid belt.
Ellis11_Desc=
Ellis12=Judecca
Ellis12_Desc=A ball of ice, Ellis XII (also known as Judecca) is occasionally used for ice-mining expeditions.
Ellis13=Pinecone\n
Ellis13_Desc=Though technically not a planet, Ellis XIII is considered a local mascot. This protoplanet's unique shape has given it the nickname Pinecone.
Ellis1_Desc=This protoplanet is a scorched, barren ball of rock and bubbling magma due to its extreme proximity to the star. While the possibility exists that there are major deposits of minerals on the planet, mining them would be far too risky.
Ellis2=Ellis II
Ellis2_Desc=Ellis II's large size, proximity to its sun, and surprisingly thick atmosphere has left its entire surface a massive desert, marked with strange swirls and ridges created by frequent massive storms on the planet's surface.
Ellis3=Green
Ellis3_Desc=The vast oceanic world is mostly known as the primary resort destination for racegoers who enjoy Green's high-end mega-resorts. In an effort to protect the elaborate underwater reefs, ships landing on the planet are directed towards specific landing zones.
Ellis4=Kampos
Ellis4_Desc=Named after the large sea creatures that once stalked its deep oceans, Kampos was the first world settled and continues to boast the highest population center in the system.
Ellis5=Noble
Ellis5_Desc=The emerald jewel of the system, Noble is known for the vast stretches of woodland, evoking many comparisons to an undeveloped Earth. The local Governors Council has made sustaining the planet's natural beauty a priority.
Ellis5a=Ellis 5a
Ellis5a_Desc=The regolith of this moon is slightly pink, making it a popular subject for lunar photography.
Ellis5b=Ellis 5b
Ellis5b_Desc=A tidally locked moon, the planet-facing side is pristine while the star-facing side is pocked with craters.
Ellis6_Desc=A terrestrial planet located just outside the system's green band. Although the planet is technically uninhabited, Ellis VI has been used to conduct studies about human habitation.
Ellis7_Desc=A corrosive and poisonous atmosphere covers this planet making it impossible to terraform or even land on.
Ellis8_Desc=The smallest planet in the system, Ellis VIII boasts a micro atmosphere and little else.\n
Ellis9=Walleye
Ellis9_Desc=Nicknamed Walleye by long-distance haulers, Ellis IX is a swirling gas giant that intermittently suffers from massive storms visible from space.
Ellis_AsteroidBelt1=Ellis Belt Alpha
Ellis_AsteroidBelt1_Desc=Perhaps the best known asteroid belt in the UEE, the Ellis Belt became famous for being a Murray Cup racetrack. Over the years, the Murray Cup has sought to acquire all rights to the belt, making mining strictly prohibited. \n
Ellis_Desc=This thirteen-planet system contains a wide habitable zone thanks to its F-type main sequence star. Ellis is mostly known as the home of the UEE's most famous race, the Murray Cup. What began as way to kill time during the terraforming process has become big business; fueling the economy for the three terraformed planets -- Green (Ellis III), Kampos (Ellis IV), and Noble (Ellis V). Ellis' eleventh planet recently collided with its moon, leaving an asteroid belt in the former orbital path.
Ellis_JumpPoint_Kilian=Ellis - Kilian Jump Point
Ellis_JumpPoint_Kilian_Desc=This jump point connects Ellis to the Kilian system.
Ellis_JumpPoint_Magnus=Ellis - Magnus Jump Point
Ellis_JumpPoint_Magnus_Desc=This jump point connects Ellis to the Magnus system.
Ellis_JumpPoint_Min=Ellis - Min Jump Point
Ellis_JumpPoint_Min_Desc=This jump point connects Ellis to the unclaimed Min system.
Ellis_JumpPoint_Nexus=Ellis - Nexus Jump Point
Ellis_JumpPoint_Nexus_Desc=This jump point connects Ellis to the Nexus system.
Ellis_JumpPoint_Taranis=Ellis - Taranis Jump Point
Ellis_JumpPoint_Taranis_Desc=This jump point connects Ellis to the unclaimed Taranis system.
Ellis_Star=Ellis
Ellis_Star_Desc=Ellis
Enroll_Screen_001=WORK RELEASE
Enroll_Screen_002=TRY OUR WORK RELEASE PROGRAM \nEARN A SHORTER SENTENCE!
Enroll_Screen_003=ONLY INMATES PARTICIPATING IN WORK RELEASE PROGRAM ARE PERMITTED TO LEAVE CELLS
Enroll_Screen_EnrollButton=ENROLL
Enroll_Screen_Info_001=KLESCHER WORK RELEASE PROGRAM DETAILS
Enroll_Screen_Info_002=Klescher Rehabilitation Facilities is excited to share with you an opportunity to participate in our industry leading Work Release Program. It's pretty simple, lots of fun, and teaches you a valuable skill. \n\nYou have already been provided with a multi-tool to help you get started, but if you ever need a replacement, more are available for purchase at the commissary unit. Once youre equipped and ready, proceed into one of the authorized mining tunnels. \n\nLook for any potentially valuable minerals and harvest them with the multi-tool. Deposit them in one of the mineral deposit hoppers and you'll be issued a time reduction chit or "merit" based on the total value of the deposit*.\n\nThe more you mine, the quicker you can pay back your debt to society. And as we say here at Klescher Rehabilitation, "keeping busy is a great way to keep on the right path!"
Enroll_Screen_Info_003=START MINING TODAY!
Enroll_Screen_Info_SmallText=* Mineral prices are static and set by Klescher Rehabilitation Facilities and do not reflect real-world commodity prices.
Exit_Screen_AttractTitle_001=Release Processing
Exit_Screen_Click_001=Touch to start
Exit_Screen_Report_001=Finish Sentence
Exit_Screen_Report_002=Release Progress
Exit_Screen_merit_001=Merits:
FLOOR_Flair_Items=--------------- Floor Flair Items - Dev Use Only ------------------------
FPSPVEVS_EasyScenario_Objective01=Kill pirates.
FPSPVEVS_EasyScenario_Objective01_Desc=Kill all the pirates on the asteroid base.
FPSPVEVS_Mission_Desc,P=UEE forces really want to capture this sweet asteroid base. 
FPSPVEVS_Mission_Title=Assault The Asteroid Base
FPS_AI_Description=*WIP* Pirates have been reported to have taken an outpost, we need somebody to secure it again
FPS_AI_From=*WIP* Edward Fuller
FPS_AI_Obj_Long_01=*WIP* Go to the outpost
FPS_AI_Obj_Long_02=*WIP* Eliminate the Pirates
FPS_AI_Obj_Marker_01=*WIP* Outpost
FPS_AI_Obj_Marker_02=*WIP* Eliminate the Pirates
FPS_AI_Obj_Short_01=*WIP* Go to the outpost
FPS_AI_Obj_Short_02=*WIP* Eliminate the Pirates
FPS_AI_Title=*WIP* Outpost Lost to Pirates
FTL_Courier=[COURIER] FTL Assignment
FTL_Danger_001=Due to this being a potentially riskier route, please ensure that you do not allow hostiles to delay the contract's completion. 
FTL_Danger_002=Since this route may take you through hostile areas, plan accordingly. 
FTL_Danger_003=With this route in particular, several other FTL contractors have encountered hostiles in the past. We trust that you'll be appropriately prepared. 
FTL_Danger_004=It is recommended that you select something with ready defensive capabilities owing to this route's higher than average risk assessment. 
FTL_Danger_005=Be aware that this run takes you through a route with a higher risk rating. We trust that you will see to it that you are delayed for any reason, including hostiles. 
FTL_Data=[DATA] FTL Assignment
FTL_Haulage=[HAULAGE] FTL Assignment
FTL_LightGoods=[LIGHT GOODS] FTL Assignment
FTL_SignOff_001=Good luck and good speed, courier! 
FTL_SignOff_002=And remember, at FTL Courier Services we always try our best to deliver the best! 
FTL_SignOff_003=Thanks for helping FTL remain the #1 courier service in the Empire! 
FTL_SignOff_004=And don't forget, you are representing FTL! A smile and a kind word are some of the best tools a courier can have. 
FTL_SignOff_005=We hope you have a speedy and safe journey! 
FTL_Timed_001=The delivery must be made before the deadline expires. 
FTL_Timed_002=Be sure to make note of the deadline. Prompt contract fulfillment is very important to FTL. 
FTL_Timed_003=This is an urgent contract and must be completed before the deadline. No exceptions. 
FTL_Timed_004=Punctuality is an important part of FTL's renowned customer service. Be sure to adhere to the stated deadline. 
FTL_Timed_005=This is an FTL 'Sprint' order with a tight deadline. Keep an eye on the clock to make sure you finish on time. 
FTL_delivery_desc_0001=ATTENTION ALL FTL COURIERS\nNEW RUN AVAILABLE FOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \n\nPICKUP LOCATION - The shipment is waiting for collection at ~mission(Location|Address). \n\nDROPOFF LOCATION - It will need to be delivered to ~mission(Destination|Address). \n\nDELIVERY WINDOW - ~mission(Contractor|Timed)\n\nTRAVEL - All transportation needs should be arranged by courier. ~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
FTL_delivery_desc_intro=FTL COURIER SERVICES IS HIRING!\n\nAre you a committed, industrious and punctual individual who enjoys travel and is looking to work independently? \nIf your answer is yes, then FTL Courier Services may have the ideal opportunity for you!\n\nHandling over a billion collections and deliveries every year, FTL has been consistently rated the Empire's most trusted courier service by providing businesses and consumers a safe and reliable way to send and receive their shipments wherever, whenever.\n\nTo make all this happen, FTL contracts with thousands of self-employed couriers across every system in the UEE and we are currently looking for new people to join our ranks. \n\nFTL offers:\n* Great earning potential based on how many deliveries you complete.\n* Convenience of selecting only the routes that appeal to you. Stay local or explore father, the choice is yours.\n* Flexibility to accept multiple contracts, even from other companies. With our non-exclusive employment agreements, we leave it up to you to maximize your schedule.\n \nIn order to apply youll need:\n* Your own means of insured travel.\n* The right to work in the UEE and no current CrimeStat rating.\n* Excellent time management skills and the ability to plan your own travel routes.\n* Successful completion of the below Employment Evaluation.\n\nEMPLOYMENT EVALUATION\nTo make sure that you're a good fit for our company, we would like to see you in action! This trial contract will have you collect a package from ~mission(Location|Address) and deliver it to ~mission(Destination|Address). ~mission(Contractor|Timed)This is a paid evaluation. Participation is not a guarantee of any future work with FTL or FTL associates.\n\nDont wait! Complete your Employment Evaluation today and start your journey with FTL Courier Services.
FTL_delivery_title_001=FTL Courier Assignment
FTL_delivery_title_intro=FTL Courier Employment Evaluation
FW2022_DatapadScreen_Convo_1,P=Richardson. This is your last warning. No more movie quotes as passwords. It's not secure. I don't want to have to tell you again.
FW2022_DatapadScreen_Convo_2,P=You talking to me?
FW2022_DatapadScreen_Convo_3,P=Yes Richardson. You are the Richardson I was referring to.
FW2022_DatapadScreen_Convo_4,P=Nah, that was a movie quote boss. You started him up again.
FW2022_DatapadScreen_Convo_5,P=How does Richardson know movie quotes from the 20th century?
FW2022_DatapadScreen_Convo_6,P=He's gotta ducktick mind
FW2022_DatapadScreen_Convo_7,P=Didactic, you idiot.
FW2022_DatapadScreen_Convo_8,P=Watever
FW2022_DatapadScreen_Date,P=Date
FW2022_DatapadScreen_GroupMembersTitle,P=Group Members:
FW2022_DatapadScreen_GroupName,P=Nine Tails Wagon
FW2022_DatapadScreen_GroupNameTitle,P=Group Name:
FW2022_DatapadScreen_Name_1,P=Todd W.
FW2022_DatapadScreen_Name_2,P=Harold R.
FW2022_DatapadScreen_Name_3,P=Benjamin D.
FW2022_DatapadScreen_Name_4,P=Jon H.
FW2022_DatapadScreen_Time_1,P=13:57
FW2022_DatapadScreen_Time_2,P=14:01
FW2022_DatapadScreen_Time_3,P=14:02
FW2022_DatapadScreen_Time_4,P=14:07
FW2022_DatapadScreen_Time_5,P=14:08
FW2022_DatapadScreen_Time_6,P=14:09
FW2022_DatapadScreen_Time_7,P=14:11
FW2022_DatapadScreen_Time_8,P=14:12
FW2022_IFFIscreen_CEASEFIRE=Disconnect
FW2022_IFFIscreen_FirebaseBravo=Identity Friend or Foe Inverter
FW2022_IFFIscreen_Fluff_1=01
FW2022_IFFIscreen_Fluff_10=10
FW2022_IFFIscreen_Fluff_2=02
FW2022_IFFIscreen_Fluff_3=03
FW2022_IFFIscreen_Fluff_4=04
FW2022_IFFIscreen_Fluff_5=05
FW2022_IFFIscreen_Fluff_6=06
FW2022_IFFIscreen_Fluff_7=07
FW2022_IFFIscreen_Fluff_8=08
FW2022_IFFIscreen_Fluff_9=09
FW2022_IFFIscreen_Fluff_Activity=Activity
FW2022_IFFIscreen_Fluff_Decouple=Decouple
FW2022_IFFIscreen_Fluff_Diagnostics=Diagnostics
FW2022_IFFIscreen_Fluff_Engaging=Engaging Enemy
FW2022_IFFIscreen_Fluff_GunBattery=AA Battery
FW2022_IFFIscreen_Fluff_JUDAS=ARC1234_IFFI_SYS_MK01.3
FW2022_IFFIscreen_Fluff_Online=Inverted
FW2022_IFFIscreen_Fluff_Power=Power
FW2022_IFFIscreen_Fluff_Status=Status
FW2022_IFFIscreen_Fluff_TurretCoverage_1=FOF: 182, -32, 0 // 23r
FW2022_IFFIscreen_Fluff_TurretCoverage_2=FOF: 13, 80, 0 // 27r
FW2022_IFFIscreen_Fluff_TurretCoverage_3=FOF: 121, 30, 1 // 82r
FW2022_IFFIscreen_Fluff_TurretCoverage_4=FOF: 71, -123, 0 // 82r
FW2022_IFFIscreen_Fluff_TurretCoverage_5=FOF: 6, 4, 0 // 82r
FW2022_IFFIscreen_Fluff_TurretCoverage_6=FOF: 90, 90, 0 // 150r
FW2022_IFFIscreen_Fluff_TurretStatus=ID:
FW2022_IFFIscreen_Fluff_TurretStatus_0=Unverified
FW2022_IFFIscreen_Fluff_TurretStatus_100=Verified
FW2022_IFFIscreen_GunBatteriesTitle=Active Contacts
FW2022_IFFIscreen_ID_01=R3T6A3F
FW2022_IFFIscreen_ID_02=VP9JH01
FW2022_IFFIscreen_ID_03=EXT16L4
FW2022_IFFIscreen_ID_04=M982MAS
FW2022_IFFIscreen_ID_05=LRQ51PK
FW2022_IFFIscreen_Zone=Zone
FW2022_TransferScreen_AccountName=Admin
FW2022_TransferScreen_AppName=DATA UPLOAD MANAGER
FW2022_TransferScreen_Cancel=CANCEL TRANSFER
FW2022_TransferScreen_Failure=Data Transfer Incomplete
FW2022_TransferScreen_Fluff_Filename_1=KLEP_5SCDJSN9
FW2022_TransferScreen_Fluff_Filename_10=KCaplanNotes 510802
FW2022_TransferScreen_Fluff_Filename_11=SecProtocols GSL
FW2022_TransferScreen_Fluff_Filename_12=Stormwal Celebration
FW2022_TransferScreen_Fluff_Filename_13=TISC_NGIHM7
FW2022_TransferScreen_Fluff_Filename_14=TISC_OTUZTA
FW2022_TransferScreen_Fluff_Filename_15=MeetingNotes CST
FW2022_TransferScreen_Fluff_Filename_16=ORSN_1AYCLP15
FW2022_TransferScreen_Fluff_Filename_17=NineTails Concerns
FW2022_TransferScreen_Fluff_Filename_18=Bonus Payments
FW2022_TransferScreen_Fluff_Filename_19=KCaplanNotes 500401
FW2022_TransferScreen_Fluff_Filename_2=KLEP_TS61S00N
FW2022_TransferScreen_Fluff_Filename_20=ParRoute FLWK
FW2022_TransferScreen_Fluff_Filename_21=Trace Log
FW2022_TransferScreen_Fluff_Filename_22=Link63wif
FW2022_TransferScreen_Fluff_Filename_23=Order33 HalfMeasure
FW2022_TransferScreen_Fluff_Filename_24=DNLW_WVGOVL9F
FW2022_TransferScreen_Fluff_Filename_25=DNLW_QZGCVLZO
FW2022_TransferScreen_Fluff_Filename_26=DNLW_MH026KV5
FW2022_TransferScreen_Fluff_Filename_27=Kareah Station
FW2022_TransferScreen_Fluff_Filename_28=QUIP_NQ900EFP
FW2022_TransferScreen_Fluff_Filename_29=QUIP_KB2U6Q13
FW2022_TransferScreen_Fluff_Filename_3=ADJU_JD1Q5D
FW2022_TransferScreen_Fluff_Filename_30=Calibration Results
FW2022_TransferScreen_Fluff_Filename_31=BIN64
FW2022_TransferScreen_Fluff_Filename_32=Screenshots
FW2022_TransferScreen_Fluff_Filename_33=USER
FW2022_TransferScreen_Fluff_Filename_34=GAME CFG
FW2022_TransferScreen_Fluff_Filename_35=DATA P4k
FW2022_TransferScreen_Fluff_Filename_36=KCaplanNotes 490526
FW2022_TransferScreen_Fluff_Filename_37=Finley Spec
FW2022_TransferScreen_Fluff_Filename_38=HERC 2953 RVMP
FW2022_TransferScreen_Fluff_Filename_39=ORSN_QN6LS33A
FW2022_TransferScreen_Fluff_Filename_4=ADJU_D898E9
FW2022_TransferScreen_Fluff_Filename_40=ORSN_RDHGR2F8
FW2022_TransferScreen_Fluff_Filename_41=ORSN_YUFRMYHC
FW2022_TransferScreen_Fluff_Filename_42=ORSN_PA9YINAN
FW2022_TransferScreen_Fluff_Filename_43=ORSN_ILV33HPF
FW2022_TransferScreen_Fluff_Filename_44=Platform Maintenance U1D
FW2022_TransferScreen_Fluff_Filename_45=FinancialPlan2953
FW2022_TransferScreen_Fluff_Filename_46=LIM_EEET
FW2022_TransferScreen_Fluff_Filename_47=LIM_J5GU
FW2022_TransferScreen_Fluff_Filename_48=LIM_ANPJ
FW2022_TransferScreen_Fluff_Filename_49=SyndctUpdt URGENT
FW2022_TransferScreen_Fluff_Filename_5=ADJU_UKSG0G
FW2022_TransferScreen_Fluff_Filename_50=TLXCore_001
FW2022_TransferScreen_Fluff_Filename_51=TLXCore_002
FW2022_TransferScreen_Fluff_Filename_52=MSalte Appraisal
FW2022_TransferScreen_Fluff_Filename_53=Recall Notice LMN087
FW2022_TransferScreen_Fluff_Filename_54=DunlowLWT
FW2022_TransferScreen_Fluff_Filename_55=Senate 2949-03-19
FW2022_TransferScreen_Fluff_Filename_56=XenoThreat Update
FW2022_TransferScreen_Fluff_Filename_57=StrFght Proc Mod
FW2022_TransferScreen_Fluff_Filename_58=KCaplanNotes 500901
FW2022_TransferScreen_Fluff_Filename_59=FuelStats GNS
FW2022_TransferScreen_Fluff_Filename_6=ADJU_9K4CYP
FW2022_TransferScreen_Fluff_Filename_60=EMPLY CredData
FW2022_TransferScreen_Fluff_Filename_61=Client Records 2948
FW2022_TransferScreen_Fluff_Filename_62=Stratus Incident Report
FW2022_TransferScreen_Fluff_Filename_63=XRDrivePrototype
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FW2022_TransferScreen_Fluff_Filename_65=BR_CG_55MZ
FW2022_TransferScreen_Fluff_Filename_66=KCaplanNotes 511220
FW2022_TransferScreen_Fluff_Filename_67=Charity Fundraiser Gala
FW2022_TransferScreen_Fluff_Filename_68=HullMTR_09
FW2022_TransferScreen_Fluff_Filename_69=FabricationMSTR
FW2022_TransferScreen_Fluff_Filename_7=New Ship Proposals
FW2022_TransferScreen_Fluff_Filename_70=2953 Release Schedule v3
FW2022_TransferScreen_Fluff_Filename_71=Q4 Overlook
FW2022_TransferScreen_Fluff_Filename_72=CrashHandler
FW2022_TransferScreen_Fluff_Filename_73=O2R_4Z_N73
FW2022_TransferScreen_Fluff_Filename_74=Imprint Concerns
FW2022_TransferScreen_Fluff_Filename_75=8BS_QV_T5G
FW2022_TransferScreen_Fluff_Filename_8=CAN_A00001
FW2022_TransferScreen_Fluff_Filename_9=CAN_A00002
FW2022_TransferScreen_Fluff_Filetype_1=TLP
FW2022_TransferScreen_Fluff_Filetype_10=LQI
FW2022_TransferScreen_Fluff_Filetype_2=VPD
FW2022_TransferScreen_Fluff_Filetype_3=DDF
FW2022_TransferScreen_Fluff_Filetype_4=XSC
FW2022_TransferScreen_Fluff_Filetype_5=XSR
FW2022_TransferScreen_Fluff_Filetype_6=CLK
FW2022_TransferScreen_Fluff_Filetype_7=DRV
FW2022_TransferScreen_Fluff_Filetype_8=BOB
FW2022_TransferScreen_Fluff_Filetype_9=NYN
FW2022_TransferScreen_InProgress=Transfer In Progress
FW2022_TransferScreen_LoggedInNotifier=Logged in as:
FW2022_TransferScreen_Logout=Log Out
FW2022_TransferScreen_OwnerName=Crusader Industries
FW2022_TransferScreen_ProgressIndicator=Progress:
FW2022_TransferScreen_ProgressPercentGlyph=%
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FW22_NT_Datapad_Admin_MSG_01=Here's your code, Stax.
FW22_NT_Datapad_Admin_MSG_02=~mission(VeryHardCode)
FW22_NT_Datapad_Admin_MSG_03=Thanks, Mendo. How you feeling?
FW22_NT_Datapad_Admin_MSG_04=I give us solid odds. The plan is as good as they come and the IFFI tech's impressive. Only question is if we got the right people to pull it off.
FW22_NT_Datapad_Admin_MSG_05=Is this about me bailing for that stormwal tour?
FW22_NT_Datapad_Admin_MSG_06=Come on, man. You know I didn't mean you. Just worried about the download.
FW22_NT_Datapad_Admin_MSG_07=It's gonna go fine. Even if they find out what's going on, it'll be too late to do anything.
FW22_NT_Datapad_Admin_MSG_08=Yeah, especially since I got the system locked tight with a password generated from the first digit of all your codes.
FW22_NT_Datapad_Admin_MSG_09=Well, there you go. Pretty much the only way they'd be able to stop us is if they pull a Globy and guess the damn thing.
FW22_NT_Datapad_Admin_MSG_10=Out of curiosity, how was the tour?
FW22_NT_Datapad_Admin_MSG_11=Shit was crazy. Saw two of them out there in the last second.
FW22_NT_Datapad_Admin_MSG_12=Crazy.
FW22_NT_Datapad_Admin_MSG_13=Yeah, yeah. I know you don't give a shit.
FW22_NT_Datapad_Admin_MSG_14=Let's get through this and maybe I'll start.
FW22_NT_Datapad_Admin_MSG_15=Deal.
FW22_NT_Datapad_Admin_Time_01=12:53
FW22_NT_Datapad_Admin_Time_02=12:53
FW22_NT_Datapad_Admin_Time_03=12:54
FW22_NT_Datapad_Admin_Time_04=12:56
FW22_NT_Datapad_Admin_Time_05=12:57
FW22_NT_Datapad_Admin_Time_06=12:58
FW22_NT_Datapad_Admin_Time_07=13:01
FW22_NT_Datapad_Admin_Time_08=13:03
FW22_NT_Datapad_Admin_Time_09=13:04
FW22_NT_Datapad_Admin_Time_10=13:07
FW22_NT_Datapad_Admin_Time_11=13:08
FW22_NT_Datapad_Admin_Time_12=13:09
FW22_NT_Datapad_Admin_Time_13=13:10
FW22_NT_Datapad_Admin_Time_14=13:12
FW22_NT_Datapad_Admin_Time_15=13:12
FW22_NT_Datapad_Admin_Title=Party Supplies - Admin
FW22_NT_Datapad_Brushwood_MSG_01=~mission(MediumCode)
FW22_NT_Datapad_Brushwood_MSG_02=Here's your code. Now, I want you focused on keeping Brushwood safe and those AAs gunning.
FW22_NT_Datapad_Brushwood_MSG_03=Yeah, fine.
FW22_NT_Datapad_Brushwood_MSG_04=We're not going to have a problem are we? I don't need another Della happening today.
FW22_NT_Datapad_Brushwood_MSG_05=Last time I checked, Nine Tails still got paid for the Della.
FW22_NT_Datapad_Brushwood_MSG_06=That was a rain drop in the ocean compared to this job. Which is why I need you focused. We clear?
FW22_NT_Datapad_Brushwood_MSG_07=Sure. Whatever you say, Mendo.
FW22_NT_Datapad_Brushwood_Time_01=13:39
FW22_NT_Datapad_Brushwood_Time_02=13:41
FW22_NT_Datapad_Brushwood_Time_03=13:52
FW22_NT_Datapad_Brushwood_Time_04=13:53
FW22_NT_Datapad_Brushwood_Time_05=13:55
FW22_NT_Datapad_Brushwood_Time_06=13:57
FW22_NT_Datapad_Brushwood_Time_07=14:04
FW22_NT_Datapad_Brushwood_Title=Party Supplies - Brushwood
FW22_NT_Datapad_ChatMembers=CHAT MEMBERS:
FW22_NT_Datapad_ChatTitle=CHAT NAME:
FW22_NT_Datapad_Hartmoore_MSG_01=Here's the code for the containers.
FW22_NT_Datapad_Hartmoore_MSG_02=~mission(HardCode)
FW22_NT_Datapad_Hartmoore_MSG_03=Thanks.
FW22_NT_Datapad_Hartmoore_MSG_04=You ready for this?
FW22_NT_Datapad_Hartmoore_MSG_05=Yeah, sure. Why wouldn't I be?
FW22_NT_Datapad_Hartmoore_MSG_06=Just want to make sure that we'll have enough cover to get the job done.
FW22_NT_Datapad_Hartmoore_MSG_07=Not sure what you're getting so worked up about. With us owning the skies, it all seems pretty straight forward to me.
FW22_NT_Datapad_Hartmoore_MSG_08=Right. Let's just keep on task and not get creative.
FW22_NT_Datapad_Hartmoore_MSG_09=This again? I keep telling you, mate. If you want to scare people, you gotta do some scary shit.
FW22_NT_Datapad_Hartmoore_MSG_10=Is that what you call gutting Hender's whole family one by one?
FW22_NT_Datapad_Hartmoore_MSG_11=Look, I get it. You don't like getting your hands dirty. Fine. But how about you worry about doing your job and stay the hell out of my business.
FW22_NT_Datapad_Hartmoore_MSG_12=My job is making sure you do yours. That's why I got picked to run things and not you. Don't forget it.
FW22_NT_Datapad_Hartmoore_MSG_13=Yeah... I won't.
FW22_NT_Datapad_Hartmoore_Time_01=13:16
FW22_NT_Datapad_Hartmoore_Time_02=13:16
FW22_NT_Datapad_Hartmoore_Time_03=13:18
FW22_NT_Datapad_Hartmoore_Time_04=13:19
FW22_NT_Datapad_Hartmoore_Time_05=13:21
FW22_NT_Datapad_Hartmoore_Time_06=13:22
FW22_NT_Datapad_Hartmoore_Time_07=13:27
FW22_NT_Datapad_Hartmoore_Time_08=13:28
FW22_NT_Datapad_Hartmoore_Time_09=13:30
FW22_NT_Datapad_Hartmoore_Time_10=13:32
FW22_NT_Datapad_Hartmoore_Time_11=13:34
FW22_NT_Datapad_Hartmoore_Time_12=13:36
FW22_NT_Datapad_Hartmoore_Time_13=13:39
FW22_NT_Datapad_Hartmoore_Title=Party Supplies - Hartmoore
FW22_NT_Datapad_Mendo_MSG_01=Here.
FW22_NT_Datapad_Mendo_MSG_02=~mission(bargeCode)
FW22_NT_Datapad_Mendo_MSG_03=Thanks for the codes.
FW22_NT_Datapad_Mendo_MSG_04=How's it looking over there?
FW22_NT_Datapad_Mendo_MSG_05=Everything is set up. Expect things to kick off on schedule.
FW22_NT_Datapad_Mendo_MSG_06=Good luck.
FW22_NT_Datapad_Mendo_MSG_07=Who needs luck? Those IFFIs are impressive bits of tech. Thanks for the hookup.
FW22_NT_Datapad_Mendo_MSG_08=Glad you like the new toys. Onto business, that special package I prepped for you should match pretty seamlessly with their system.
FW22_NT_Datapad_Mendo_MSG_09=No doubt. I'll let you know once the transfer's complete.
FW22_NT_Datapad_Mendo_Time_01=12:24
FW22_NT_Datapad_Mendo_Time_02=12:24
FW22_NT_Datapad_Mendo_Time_03=12:26
FW22_NT_Datapad_Mendo_Time_04=12:30
FW22_NT_Datapad_Mendo_Time_05=12:34
FW22_NT_Datapad_Mendo_Time_06=12:37
FW22_NT_Datapad_Mendo_Time_07=12:39
FW22_NT_Datapad_Mendo_Time_08=12:43
FW22_NT_Datapad_Mendo_Time_09=12:46
FW22_NT_Datapad_Mendo_Title=Pressley Party Supplies
FW22_NT_Datapad_Name_01=Ren
FW22_NT_Datapad_Name_02=Phoenix
FW22_NT_Datapad_Name_03=Scorch
FW22_NT_Datapad_Name_04=N_Acker
FW22_NT_Datapad_Name_05=Stax
FW22_NT_Datapad_Name_06=ACR1234
FW22_NT_Datapad_Solanki_MSG_01=Here's the code for the containers on your platform.
FW22_NT_Datapad_Solanki_MSG_02=~mission(EasyCode)
FW22_NT_Datapad_Solanki_MSG_03=Hell yeah! Crusader's gonna be kipo surprised when we take over.
FW22_NT_Datapad_Solanki_MSG_04=Kipo?
FW22_NT_Datapad_Solanki_MSG_05=You know, like really surprised.
FW22_NT_Datapad_Solanki_MSG_06=Whatever. Just focus on doing your part and everything should be fine.
FW22_NT_Datapad_Solanki_MSG_07=No worries, boss. I'll keep 'em busy enough to get the job done. Doesn't matter how many times they regen me.
FW22_NT_Datapad_Solanki_MSG_08=We talked about this. It's better if you don't need a regen.
FW22_NT_Datapad_Solanki_MSG_09=Yeah, yeah. Aces.
FW22_NT_Datapad_Solanki_MSG_10=But if I do regen, you remember you swore to get my armor, right?
FW22_NT_Datapad_Solanki_MSG_11=Right?
FW22_NT_Datapad_Solanki_MSG_12=Don't die and I won't have to.
FW22_NT_Datapad_Solanki_Time_01=14:07
FW22_NT_Datapad_Solanki_Time_02=14:07
FW22_NT_Datapad_Solanki_Time_03=14:08
FW22_NT_Datapad_Solanki_Time_04=14:14
FW22_NT_Datapad_Solanki_Time_05=14:15
FW22_NT_Datapad_Solanki_Time_06=14:21
FW22_NT_Datapad_Solanki_Time_07=14:22
FW22_NT_Datapad_Solanki_Time_08=14:25
FW22_NT_Datapad_Solanki_Time_09=14:28
FW22_NT_Datapad_Solanki_Time_10=14:33
FW22_NT_Datapad_Solanki_Time_11=14:39
FW22_NT_Datapad_Solanki_Time_12=14:41
FW22_NT_Datapad_Solanki_Title=Party Supplies - Solanki
FW22_NT_Journal_Body_01=CHAT NAME: \nParty Supplies - Solanki\n\nCHAT MEMBERS:\nRen\nPhoenix\n\nRen [14:07]: \nHere's the code for the containers on your platform.\nRen [14:07]: \n~mission(EasyCode)\n\nPhoenix [14:08]: \nHell yeah! Crusader's gonna be kipo surprised when we take over.\n\nRen [14:14]: \nKipo?\n\nPhoenix [14:15]: \nYou know, like really surprised.\n\nRen [14:21]: \nWhatever. Just focus on doing your part and everything should be fine.\n\nPhoenix [14:22]: \nNo worries, boss. I'll keep 'em busy enough to get the job done. Doesnt matter how many times they regen me\n\nRen [14:25]: \nWe talked about this. It's better if you dont need a regen. \n\nPhoenix [14:28]: \nYeah, yeah. Aces\nPhoenix [14:33]: \nBut if I do regen, you remember you swore to get my armor, right?\nPhoenix [14:39]: \nRight?\n\nRen [14:41]: \nDon't die and I won't have to.\n
FW22_NT_Journal_Body_02=CHAT NAME: \nParty Supplies - Brushwood\n\nCHAT MEMBERS:\nRen\nScorch\n\nRen [13:39]: \n~mission(MediumCode)\nRen [13:41]: \nHere's your code. Now, I want you focused on keeping Brushwood safe and those AAs gunning. \n\nScorch [13:52]: \nYeah, fine. \n\nRen [13:53]: \nWe're not going to have a problem are we? I don't need another Della happening today.\n\nScorch [13:55]: \nLast time I checked, Nine Tails still got paid for the Della.\n\nRen [13:57]: \nThat was a rain drop in the ocean compared to this job. Which is why I need you focused. We clear?\n\nScorch [14:04}: \nSure. Whatever you say, Mendo.\n
FW22_NT_Journal_Body_03=CHAT NAME: \nParty Supplies - Hartmoore\n\nCHAT MEMBERS:\nRen\nN_Acker\n\nRen [13:16]: \nHere's the code for the containers. \nRen [13:16]: \n~mission(HardCode)\n\nN_Acker [13:18]: \nThanks.\n\nRen [13:19]: \nYou ready for this?\n\nN_Acker [13:21]: \nYeah, sure. Why wouldn't I be? \n\nRen [13:22]: \nJust want to make sure that we'll have enough cover to get the job done.\n\nN_Acker [13:27]: \nNot sure what you're getting so worked up about. With us owning the skies, it all seems pretty straight forward to me.\n\nRen [13:28]: \nRight. Let's just keep on task and not get creative.\n\nN_Acker [13:30]: \nThis again? I keep telling you, mate. If you want to scare people, you gotta do some scary shit.\n\nRen [13:32]: \nIs that what you call gutting Hender's whole family one by one?\n\nN_Acker [13:34]: \nLook, I get it. You don't like getting your hands dirty. Fine. But how about you worry about doing your job and stay the hell out my business. \n\nRen {13:36]: \nMy job is making sure you do yours. That's why I got picked to run things and not you. Don't forget it.\n\nN_Acker [13:39]: \nYeah… I won't.\n
FW22_NT_Journal_Body_04=CHAT NAME: \nParty Supplies - Admin\n\nCHAT MEMBERS:\nRen\nStax\n\nRen [12:53]: \nHere's your code, Stax.\nRen [12:53]: \n~mission(VeryHardCode)\n\nStax [12:54]: \nThanks, Mendo. How you feeling?\n\nRen [12:56]: \nI give us solid odds. The plan is as good as they come and the IFFI tech's impressive. Only question is if we got the right people to pull it off.\n\nStax [12:57]: \nIs this about me bailing for that stormwal tour?\n\nRen [12:58]: \nCome on, man. You know I didn't mean you.\n\nStax [13:01]: \nYeah, I know. Anything I can do?\n\nRen [13:03]: \nNah, I'm all set. You can just focus on the Admin Center. It's good knowing that I got you keeping an eye on things for me down there.\n\nStax [13:04]: \nHere to help, you know.\n\nRen {13:07]: \nHow was the tour?\n\nStax [13:08]: \nShit was crazy. Saw two of them out there in the last second.\n\nRen [13:09]: \nCrazy.\n\nStax [13:10]: \nYeah, yeah, I know you don't give a shit.\n\nRen [13:12]: \nLet's get through this and maybe I'll start.\n\nStax [13:12]: \nDeal.\n
FW22_NT_Journal_Body_05=CHAT NAME: \nPressley Party Supplies\n\nCHAT MEMBERS:\nRen\nACR1234\n\nACR1234 [12:24]: \nHere.\nACR1234 [12:24]: \n~mission(bargeCode)\n\nRen [12:26]: \nThanks for the codes.\n\nACR1234 [12:30]: \nHow's it looking over there?\n\nRen [12:34]: \nEverything is set up. Expect things to kick off on schedule.\n\nACR1234 [12:37]: \nGood luck.\n\nRen [12:39]: \nWho needs luck? Those IFFIs are impressive bits of tech. Thanks for the hookup. \n\nACR1234 [12:43]: \nGlad you like the new toys. Onto business, that special package I prepped for you should match pretty seamlessly with their system.\n\nRen [12:46]: \nNo doubt. I'll let you know once the transfer's complete.\n
FW22_NT_Journal_Title_01=Party Supplies - Solanki
FW22_NT_Journal_Title_02=Party Supplies - Brushwood
FW22_NT_Journal_Title_03=Party Supplies - Hartmoore
FW22_NT_Journal_Title_04=Party Supplies - Admin
FW22_NT_Journal_Title_05=Pressley Party Supplies
FW_QuantumMarker_Desc=During Invictus Launch week, meet the brave defenders and awe-inspiring ships of the UEE Naval fleet up close and personal as military vessels dock at stations above ArcCorp, Hurston, and microTech.
FW_QuantumMarker_Name=Invictus Launch Fleet
F_Ind_FullyCharged,P=Fully Charged
F_Ind_HackingFluff,P=namespace Hacking\n{\n //////////////////////////////////////////////////////////////////////////\n bool CHackingAbilityLineShift::CanActivate()\n {\n const CHackingGameboard& gameboard = m_hackingSession.GetGameboard();\n if (m_owner.GetSpareNodeId() == INVALID_NODE_ID || gameboard.IsNodeRotating(m_owner.GetSpareNodeId()) || !gameboard.CanShiftLine(m_targetLine, m_shiftDir, m_params.chargeUpTime))\n {\n return false;\n }\n \n return CHackingAbilityBase::CanActivate();\n }\n \n //////////////////////////////////////////////////////////////////////////\n bool CHackingAbilityLineShift::TryActivate()\n {\n const float shiftRate = m_params.duration > 0.0f ? (1.0f / m_params.duration) : 0.0f;\n if (CanActivate() && m_hackingSession.GetGameboard().StartLineShift(m_owner.GetId(), m_shiftDir, m_targetLine, m_owner.GetSpareNodeId(), m_params.chargeUpTime, shiftRate))\n {\n Activate();\n return true;\n }\n \n return false;\n }\n \n //////////////////////////////////////////////////////////////////////////\n void CHackingAbilityLineShift::HandleEvent(const SHackingEvtBase& evt)\n {\n switch (evt.type)\n {\n case EHackingEvtType::PC_InsertedNodeRotationRequested:\n {\n CHackingGameboard& gameboard = m_hackingSession.GetGameboard();\n const SHackingEvt_PlayerControlInsertedNodeRotationRequested controlEvt = static_cast<const SHackingEvt_PlayerControlInsertedNodeRotationRequested&>(evt);\n if (m_owner.GetSpareNodeId() != INVALID_NODE_ID && controlEvt.agentId == m_owner.GetId() && !gameboard.IsNodeRotating(m_owner.GetSpareNodeId()) && \n m_currentState != EHackingAbilityState::Active && m_currentState != EHackingAbilityState::ChargeUp)\n {\n gameboard.StartNodeRotation(m_owner.GetSpareNodeId(), controlEvt.bRotateClockwise, NODE_ROTATION_RATE);\n }\n \n break;\n }\n \n case EHackingEvtType::LineShiftStatusChanged:\n {\n CHackingGameboard& gameboard = m_hackingSession.GetGameboard();\n const SHackingEvt_LineShiftStatusChanged lineShiftEvt = static_cast<const SHackingEvt_LineShiftStatusChanged&>(evt);\n if (m_owner.GetSpareNodeId() != INVALID_NODE_ID && m_owner.GetSpareNodeId() == lineShiftEvt.insertedNodeId)\n {\n if (lineShiftEvt.IsShiftStarting() && GetAbilityState() != EHackingAbilityState::Active)\n {\n SwitchToState(EHackingAbilityState::Active);\n }\n else if (!lineShiftEvt.IsShiftStarting())\n {\n m_owner.SetSpareNodeId(lineShiftEvt.removedNodeId);\n if (GetAbilityState() != EHackingAbilityState::Cooldown)\n {\n SwitchToState(EHackingAbilityState::Cooldown);\n }\n }\n }\n break;\n }\n }\n }\n \n //////////////////////////////////////////////////////////////////////////\n void CHackingAbilityLineShift::SetTarget(const uint16 targetLine, const EPathPatternType shiftDir)\n {\n m_targetLine = targetLine;\n m_shiftDir = shiftDir;\n }\n}
F_Ind_Nominal,P=Nominal
Factions_Advocacy_DisplayName=Advocacy
Factions_BlacJac_DisplayName=BlacJac Security
Factions_CrusaderSecurity_DisplayName=Crusader Security
Factions_HurstonSecurity_DisplayName=Hurston Security
Factions_MTProt_DisplayName=MT Protection Services
Factions_Navy_DisplayName=UEE Navy
Factions_NineTail_DisplayName=Nine Tails
Factions_NorthRock_DisplayName=Northrock
Factions_XenoThreat_DisplayName=XenoThreat
Fines_Early=Early
Fines_Escalated=Escalated
Fines_Neglected=Neglected
FireMode_Burst=[BURST]
FireMode_Charge=[CHARGE]
FireMode_Rapid=[AUTO]
FireMode_Shotgun=[SHOTGUN]
FireMode_Single=[SEMI]
FleetWeek2950_Dioramas_999_Desc=We push boundaries.\nTo test the limits of what we can do.\nTo say the impossible can not define us.\nTo move us all beyond where we thought we could go.\nTo be the first. \nThe fastest. \nThe best. \n\nIt is not easy.\nLuck is as important as skill.\nFailure as important as success.\nBut we get better. \nAnd we learn.\nAnd we get back up and try again.\nAnd we carry on when others cant.\nWe carry on so others can.\n
FleetWeek2950_Dioramas_999_SubTitle=A poem by former 999th Squadron pilot Lt. Ralph Kinoi
FleetWeek2950_Dioramas_999_Title=THE WRECKLESS
FleetWeek2950_Family_Body_01=Your loved one has just taken the first step towards a proud life in Naval service. You may have questions about what they will experience in basic training, the safety of your relative/friend, and what kind of contact you can expect during their training and subsequent deployment.\n\nWe know that this can be a scary time for some people and hope that this will offer some peace of mind about the wonderful opportunities that can result from this decision.\n
FleetWeek2950_Family_Body_02=Standard training begins as the recruits arrive on MacArthur via Naval transport. They are immediately given a choice, known as the Rubicon, which is a final opportunity to reconsider the enlistment. After which, the recruits will be divided into groups and assigned to their training camp, known as a Forge. They will also meet their Divisional Officer who will be their first mentor to train them for Naval Service.\n\nAfter an extended period of intense drilling, physical fitness, and education in military theory and technology, the recruits will transition into the Candidacy phase of their training. During this time, they will undergo a series of physical, psychological, and intellectual tests to determine where in the Navy they would be the best fit for. Some may move to the flight academy, some to research, a few may even be detailed for Marine training.\n\nFrom this point on, the recruit will receive dedicated training into whatever discipline theyve been selected for. This will account for the remainder of their training and will end with their first ship assignment which will coincide with the next Invictus week unless there is a need for more specialized training. \nAfter that, they will deploy.\n
FleetWeek2950_Family_Body_03=We understand that the first few weeks away from the recruit are the most difficult for family and friends, but we ask that you refrain from attempting to contact them. \n\nTo help, all recruits will send a comm to let their family know that theyve arrived on MacArthur safely, but as a common practice, we want to keep the recruits focused on these initial phases of their training as they can be crucial in their development. Therefore, we will restrict any inbound communications until after this blackout period ends. After that, you will be able to contact them on a more regular basis as comm access is a weekly privilege.\n
FleetWeek2950_Family_Body_04=A Starmans deployment experience will vary based on their ship assignment and specialty. Many of these can take place far away from active combat zones or in dangerous areas of operations but some of these do end up placing them in harms way. You must understand that all of our service men and women will be trained to endure in these high intensity situations.\n\nThe Navy does offer several programs for friends and family who are having difficulty coping with a loved one on deployment, so feel free to contact the outreach department at your local Naval station to speak with a counselor who can walk you through the best options to put you at ease. \n
FleetWeek2950_Family_Body_05=While many of our personnel find that the Navy can offer a complete career, some are happy to take their experience and training back into the private sector as a Citizen. Youll be pleased to know that honorable service in the Navy opens a variety of opportunities that may not have been available before such as continuing their education on one of the Empires many institutions or transforming their newfound skills into a high-paying career in the civilian world.\n\nRegardless of which path they choose, your loved one will be well-equipped to handle all the challenges that life throws at them, knowing that they have loving friends and family like yourselves, and a forever family in the Navy.\n
FleetWeek2950_Family_Title_01=FRIENDS & FAMILY OF NEW RECRUITS
FleetWeek2950_Family_Title_02=WHAT CAN NEW RECRUITS EXPECT?
FleetWeek2950_Family_Title_03=KEEPING IN TOUCH WITH RECRUITS
FleetWeek2950_Family_Title_04=THE FIRST DEPLOYMENT
FleetWeek2950_Family_Title_05=OPPORTUNITIES AFTER SERVICE
FleetWeek2950_History_Body_01=The UEE uses Invictus Launch Week as an opportunity to not only congratulate the latest graduating class of starmen and pilots, but also celebrate this newest group of recruits gathering to set off for training. All over the Empire, sons, daughters, partners, brothers, and sisters say goodbye to their loved ones before embarking to MacArthur to start their next journey in life: \n\nThe adventure of service in the UEE military.\n\nDuring this time, Naval vessels dock around the Empire and let the populace see these brave defenders and awe-inspiring ships up close. Invictus is also a wonderful opportunity for the community to come together with local governments, businesses, and law enforcement to talk about planetary security and outreach.\n
FleetWeek2950_History_Body_02=This may come as a surprise, but Invictus actually goes back several centuries to the days when the UEE was known as the United Planets of Earth (UPE). Shortly after the First Tevarin War began in 2541, Humanity suddenly found itself in need of an organized military force at a size previously unneeded. To this point, aside from the hostage situation with the Xian in 2530, there had only been local security forces under the control of the central Human government.\n\nWith Humanity facing an imminent and overwhelming threat, a fleet needed to be raised and trained quickly. The Tribunal sent out an immediate call for recruits to create this army.\n\nTransport ships on each of the settled planets would load up these volunteers and travel to a training facility on Mars known as Invictus. \n\nOn the morning of 2542-10-12, families and communities gathered at launch pads around the UPE territories to celebrate those that were going to defend against the alien invaders. As the conflict continued, more recruits would gather on that day to travel to Invictus to begin their training.\n\nOver the centuries, as the Empire has expanded, space travel has become even more accessible and most recruits are able to self-report, the need for Invictus Launch Weeks has diminished. The spirit of it, however, is stronger than ever.\n\nInvictus is a time to celebrate each other. To celebrate bravery, duty, and commitment to the goals that define Humanity at its finest.\n\nWelcome to Invictus.\n
FleetWeek2950_History_Title_01=WHAT IS INVICTUS LAUNCH WEEK?
FleetWeek2950_History_Title_02=WHEN DID INVICTUS START?
FleetWeek2950_Testimonial_Body_01="To me, it was never really a choice. I know a lot of people grapple with the decision, but honestly, it never crossed my mind. I mean, both my parents got their Citizenship from military service, so maybe that was a factor. There was a moment though when I touched down on the tarmac, I was suddenly seized with this fear that I wasnt going to be able to make the cut. That was the scariest thing to me; being afraid that I was going to let down my parents and all the people who proudly wore the uniform before me. Thankfully, the Navy isnt about me. My brothers and sisters built me up and made me the starman that I am today."
FleetWeek2950_Testimonial_Body_02="Growing up, I never really thought that I would be military. I was a rambunctious kid, to put it mildly. Wasnt great with authority. To be honest, I was on a bad road and by all accounts probably wouldve stayed on it, until a Judge Advocate set me straight instead of sending me to jail. Once I was in, I managed to find the one thing that had been eluding me all my life: a family."
FleetWeek2950_Testimonial_Body_03=“Im sure youre talking to a lot of people who joined up wanting to be Aria Reilly or Cal Mason or something, but me? I wanted to learn. To me, all the wonder of the universe was found in nuts and bolts, in shaving fuel efficiency by three percent. That was my rush. If you want to get your hands on the latest in cutting edge technology and work with some of the greatest minds, the UEE Navy is the place to go.”
FleetWeek2950_Testimonial_Body_04=“Ill just come right out and say it, the second after I signed up, it felt like I got hit by a ship because it was real now. Was I going to have to fight a Vanduul face-to-face? Hell, was I even going to make it through boot? I mean, I struggled to do a pull-up when I was a kid. What the hell was I thinking? Maybe I could try to get out of it. All these thoughts just ambushed me from that moment up to my Invictus. There was this Lieutenant monitoring all the recruits who mustve seen how terrified I was. I was fumbling with the seat belt when suddenly the Lieutenant was right in front of me. All he said was “Calm down.” I dont know. It was part consolation, mostly order, but whatever magic he used. It worked. I wasnt totally calm when I hit my forge, but I found out everybody was freaking out too. That was our first bond.”
FleetWeek2950_Testimonial_SubTitle_01=Starman, UEES Drago
FleetWeek2950_Testimonial_SubTitle_02=Lieutenant JG, UEES Cestus
FleetWeek2950_Testimonial_SubTitle_03=Leading Starman, UEES Croshaw
FleetWeek2950_Testimonial_SubTitle_04=Lieutenant JG, 128th Squadron
FleetWeek2950_Testimonial_SubTitle_General=Real Testimonials on UEEN Service
FleetWeek2950_Testimonial_Title_01=Marshall Winter
FleetWeek2950_Testimonial_Title_02=Dina Rhogen
FleetWeek2950_Testimonial_Title_03=Niklaus Boone
FleetWeek2950_Testimonial_Title_04=Terrence Mally
FleetWeek2950_Testimonial_Title_General=THE NAVAL EXPERIENCE
ForceDepletionUnlawful_Desc,P=Thin out the security in this system. 750 UEC per head, with a 1500 UEC bonus upon completion.\n\nAny members of the following Organizations will count towards this mission:\n\nBlackJac Security\nCrusader Security\nHurston Security\nAdvocacy
ForceDepletionUnlawful_Title,P=Eliminate Security Forces
ForceDepletion_Desc,P=Eliminate members of the Nine Tails Organization. \n\nFor each member neutralized, you'll be paid 500 UEC, with a 1000 UEC bonus upon completion.
ForceDepletion_HUD,P=Force Depletion
ForceDepletion_LongDesc,P=Eliminate members of the Nine Tails Organization
ForceDepletion_Obj,P=Forces Remaining %ls
ForceDepletion_ShortDesc,P=Eliminate members of the Nine Tails Organization
ForceDepletion_Title,P=Eliminate members of the Nine Tails Organization
ForceDepletion_Unlawful_LongDesc,P=Eliminate members of any Private Security
ForceDepletion_Unlawful_ShortDesc,P=Eliminate members of any Private Security
FreightElevator_1SCU,P=1 SCU
FreightElevator_1SCU_Container,P=1 SCU Container
FreightElevator_4SCU,P=4 SCU
FreightElevator_8SCU,P=Location:
FreightElevator_Alert,P=Alert!
FreightElevator_AutoArrange,P=Auto Arrange
FreightElevator_ClearAll,P=Clear Filters
FreightElevator_ContractOrderDescription,P=Mission will be completed upon lowering the platform.
FreightElevator_ContractOrderPayout,P=You will receive
FreightElevator_DeliverToWarehouse,P=Deliver To Warehouse
FreightElevator_DepositItems,P=Deposit Items
FreightElevator_EmptyAllContainers,P=Empty All Containers
FreightElevator_ExtendItenBankView,P=Extend Storage
FreightElevator_ExtendPlatformView,P=Extend Platform
FreightElevator_ExtendWarehouseView,P=Extend Warehouse
FreightElevator_FetchingData,P=Fetching Data
FreightElevator_FilledWithContainers,P=Filled with containers
FreightElevator_FreightPlatform,P=Freight Platform
FreightElevator_HangarService,P=Hangar Service
FreightElevator_InWarehouse,P=In Warehouse
FreightElevator_ItemBankService,P=Gear Storage Service
FreightElevator_ItemBankTitle,P=Gear Storage
FreightElevator_ItemStats,P=Item Stats
FreightElevator_KioskInUse,P=Kiosk in Use
FreightElevator_LowerThePlatform=Lower Platform
FreightElevator_MainTitle,P=Cargo
FreightElevator_OfflineForMaintenance,P=Offline for Maintenance
FreightElevator_OnPlatform,P=On Platform
FreightElevator_PendingCargoSellOrder,P=Contract Orders
FreightElevator_Platform,P=Platform
FreightElevator_Platform3DView,P=3D View
FreightElevator_PlatformInventory,P=Platform Item List
FreightElevator_PlatformIsEmpty=Platform Empty
FreightElevator_PlatformIsEmpty_Description=Please load items onto the platform if you wish to store them in the warehouse. Lower the platform to access the warehouse inventory.
FreightElevator_PlatformListView,P=List View
FreightElevator_PlatformObstructed,P=Alert! Platform Obstructed
FreightElevator_Quit=Quit
FreightElevator_RemainingSpace,P=Remaining Space After Transfer
FreightElevator_RequestItems,P=Request Items
FreightElevator_SelectAll,P=Select All
FreightElevator_SendToItemBank,P=Send To Gear Storage
FreightElevator_SendToPlatform,P=Send To Platform
FreightElevator_SendToWarehouse,P=Send To Warehouse
FreightElevator_Sort_A-Z,P=A - Z
FreightElevator_Sort_Added,P=Added
FreightElevator_Sort_First-Last,P=First - Last
FreightElevator_Sort_Largest-Smallest,P=Largest - Smallest
FreightElevator_Sort_Last-First,P=Last - First
FreightElevator_Sort_Name,P=Name
FreightElevator_Sort_Size,P=Size - SCU Value
FreightElevator_Sort_Smallest-Largest,P=Smallest - Largest
FreightElevator_Sort_Z-A,P=Z - A
FreightElevator_TogglePlatformView,P=Toggle View
FreightElevator_TotalOwnedAtLocation,P=Total Owned at Location
FreightElevator_UnableToDeliver,P=Unable To Deliver
FreightElevator_UnselectAll,P=Unselect All
FreightElevator_UseElevator,P=Request Platform
FreightElevator_UserName,P=User Name
FreightElevator_ViewControl_Pan,P=Pan
FreightElevator_ViewControl_ResetView,P=Reset View
FreightElevator_Warehouse,P=Warehouse
FreightElevator_WarehouseStorage,P=Warehouse Storage
FreightElevator_WelcomeMessage,P=Please select an option to proceed.
FreightElevator_WelcomeTitle,P=Welcome
FreightElevator_WithdrawItems,P=Withdraw Items
Frontend_Add=Add Friends
Frontend_Cancel_Friend_Invite=Cancel Invite
Frontend_CheckboxEquip=Equip Rental Item
Frontend_CheckboxRenew=Auto-Renew
Frontend_CompareItem=Compare Item
Frontend_CompareShip=Compare Ship
Frontend_ConfirmRental=Confirm Rental
Frontend_Contacts=Friends
Frontend_Context_AbleJoinContact=Join Friend
Frontend_Context_AbleJoinParty=Join Party
Frontend_Context_JoinUnavailable=Join (Unavailable)
Frontend_Context_NotAbleJoinContact=Cannot Join (Server Full)
Frontend_Context_NotAbleJoinParty=Cannot Join (Server Full)
Frontend_Continue=Continue Last Save
Frontend_DeleteAll=Clear Inactive
Frontend_Equip=Equip Item
Frontend_Equipped=Equipped
Frontend_Error=Error
Frontend_ExtendRental=Extend Rental
Frontend_FirstSpawn_Cancel=Select Different Location
Frontend_FirstSpawn_Confirm=Confirm
Frontend_FirstSpawn_Warning=This location will become your primary residence. \nAre you sure about this?
Frontend_IsLeader=(Leader)
Frontend_ItemRented=Item Rented
Frontend_ItemSelectionText=Select an item from the left to view its details.
Frontend_Join_Party_Session=Join Leader
Frontend_LabelCost=Cost /week:
Frontend_LabelCurrentBalance=Current Balance:
Frontend_LabelCurrentQuantity=Quantity
Frontend_LabelFinalBalance=Final Balance:
Frontend_LabelQuantity=Quantity:
Frontend_LabelRentalPeriod=Rental Period:
Frontend_LevelSelect=Level Select
Frontend_LoadSave=Load Save
Frontend_Login_CharactersUpdate=Character Retrieval and Readiness
Frontend_Login_Concat=%ls\n%ls
Frontend_Login_EntitlementUpdate=Entitlement Processing
Frontend_Login_Error_During=This was encountered during the phase of %ls
Frontend_Login_Phase_Character_Retrieval=Character Retrieval
Frontend_Login_Phase_Entitlement=Entitlement
Frontend_Login_Phase_Initiation=Initiation
Frontend_Login_Phase_Legacy=Hub Authentication
Frontend_Login_Phase_Queue=Queue
Frontend_Login_QueueUpdate=You're in the login queue %S.\nYou're in position %u\nETA: Less than a minute.
Frontend_Login_QueueUpdate_Hours=You're in the login queue %S.\nYou're in position %u\nETA: %u hours %u minutes.
Frontend_Login_QueueUpdate_Long=You're in the login queue %S.\nYou're in position %u\nETA: More than 5 hours.
Frontend_Login_QueueUpdate_Minutes=You're in the login queue %S.\nYou're in position %u\nETA: %u minutes.
Frontend_Login_Started=Login Started
Frontend_Login_Waiting_Repair_Reset=Your character is in repair or reset. We will resume login shortly.
Frontend_MissingFriendList_Message=To unlock your friends list, select a Primary Residence in the Persistent Universe.
Frontend_NewGame=New Game
Frontend_Notifications=Notifications
Frontend_OEM=OEM
Frontend_Options=Options
Frontend_PU_CurrentHomeBase=Primary Residence
Frontend_PU_FindingLocations=Finding Locations...
Frontend_PU_FindingSystems=Finding Systems...
Frontend_PU_HomeBaseExplained1=Please select the starting location for your character. Not only will you initially spawn here, but this location will serve as your primary residence where all your ships and items will be stored.\n\n
Frontend_PU_HomeBaseExplained2=Any future items or ships that are purchased on the website or gifted through programs like Subscriber Flair, will be delivered to this location.
Frontend_PU_LoadingHomeBase=Retrieving Residence Data...
Frontend_PU_LocationSelection=Primary Residence Selection
Frontend_PU_PlayerCurrentLocation=Current Location
Frontend_PU_ReenterPU=Enter Star Citizen Universe
Frontend_PU_SelectHome=Play Game
Frontend_PU_SelectLocation=Select Location
Frontend_PU_SelectRegion=Select Region
Frontend_PU_SelectSystem=Select System
Frontend_PU_ServerLocation=Server Location
Frontend_PU_SubHeader=Module Selection
Frontend_PU_SubHeader_Desc=Choose an option from the following Star Citizen experiences.
Frontend_PU_Version,P=3.23 - Adventure Beckons
Frontend_PartyInviteMessage=%S has invited you to join a party. Press ~action(ui_notification|ui_notification_accept) to join or ~action(ui_notification|ui_notification_decline) to decline.
Frontend_Popup_PermanentSuspension_CodeOfConduct=Code of conduct:
Frontend_Popup_PermanentSuspension_CodeOfConductURL=https://support.robertsspaceindustries.com/hc/en-us/articles/4409491235351-Rules-of-Conduct
Frontend_Popup_PermanentSuspension_EA_Message=Due to gameplay violations confirmed by Cloud Imperium Games, your access to the online game modes of Arena Commander has been permanently suspended.
Frontend_Popup_PermanentSuspension_PU_Message=Due to gameplay violations confirmed by Cloud Imperium Games, your access to the Persistent Universe game mode has been permanently suspended.
Frontend_Popup_PermanentSuspension_Title=Permanent Suspension
Frontend_Popup_TemporarySuspension_AccessWillBeRestoredAt=Your access will be restored in
Frontend_Popup_TemporarySuspension_CodeOfConduct=Code of conduct:
Frontend_Popup_TemporarySuspension_CodeOfConductURL=https://support.robertsspaceindustries.com/hc/en-us/articles/4409491235351-Rules-of-Conduct
Frontend_Popup_TemporarySuspension_EA_Message=Due to gameplay violations confirmed by Cloud Imperium Games, your access to the offline game modes of Arena Commander has been temporarily suspended.
Frontend_Popup_TemporarySuspension_PU_Message=Due to gameplay violations confirmed by Cloud Imperium Games, your access to the Persistent Universe game mode has been temporarily suspended.
Frontend_Popup_TemporarySuspension_Title=Temporary Suspension
Frontend_Presence_AC=In Arena Commander
Frontend_Presence_Away=Away
Frontend_Presence_Busy=Busy
Frontend_Presence_InMenu=In Menus
Frontend_Presence_Offline=Offline
Frontend_Presence_OnSpectrum=On Spectrum
Frontend_Presence_PU=In PU
Frontend_Presence_SM=In Star Marine
Frontend_Rent=Rent
Frontend_RentItem=Rent Item
Frontend_RentShip=Rent Ship
Frontend_Rental=Rental
Frontend_RentalHeader=Rental Items
Frontend_RentalPricePeriod=/week
Frontend_Rented=Rented
Frontend_Search_NoResults=No Results
Frontend_Search_ServiceUnavailable=Service Unavailable
Frontend_SelectItem=Select Item
Frontend_SelectRentShip=Select/Rent Ship
Frontend_SelectShip=Select Ship
Frontend_Selected=Selected
Frontend_ShipCustomization=Ship Customization
Frontend_ShipRentalHeader=Rental Ships
Frontend_ShipRented=Ship Rented
Frontend_ShipSelect=Ship Rental/Select
Frontend_ShipSelectionText=Select a ship from the left to view its details.
Frontend_SoloPlay_Warning=Your party leader has yet to launch you into a server! Do you still wish to continue?
Frontend_StarCitizen=Star Citizen
Frontend_Unequip=Unequip Item
Frontend_VisitHangar=Visit Hangar
Frontend_VisitLocation=Visit Location
Frontend_Warning=Warning
Frontend_login_queue_position=You are connected to Login Server #%i.\n\nYour current position in the queue is %i.
GLoc_Bartender_Conv_001_1,P=How can I help you?
GLoc_Bartender_Conv_001_2,P=No problem. I've got just the thing.
GLoc_Bartender_Conv_001_3,P=Things have been quiet lately, sorry.
GLoc_Bartender_Conv_001_4,P=You let me know if there's anything else I can get you.
GLoc_Bartender_Conv_001_5,P=Thirsty...
GLoc_Bartender_Conv_001_6,P=Rumors...
GMCapture_Desc=To test the preparedness of our response teams, we would like volunteers to simulate an assault against a CDF Idris by neutralizing and taking control of the vessel.\n\nTo be clear, the goal of the exercise is not to destroy the Idris, but for you to attempt to board the craft and maintain control of it as long as possible. Volunteers should expect to meet full resistance from the Idris' highly trained crew and are encouraged to get an updated imprint beforehand.\n\nCoordinates will be provided upon confirming your participation.\n\nThanks and good luck.
GMCapture_From=Civilian Defense Force
GMCapture_HUD=Capture Idris
GMCapture_Marker=Capture Idris
GMCapture_Obj_Long=Capture the Idris.
GMCapture_Obj_Short=Capture Idris
GMCapture_Title=Idris War Game
GarethWIP_CaveMission=CAVE MISSION
GarethWIP_CaveMissionAssa_Stanton1=CAVE MISSION ASSA STANTON1
GarethWIP_CaveMissionAssa_Stanton1b=CAVE MISSION ASSA STANTON1B
GarethWIP_CaveMissionAssa_Stanton2b=CAVE MISSION ASSA STANTON2B
GarethWIP_CaveMissionBounty_Stanton1=CAVE MISSION BOUNTY STANTON1
GarethWIP_CaveMissionBounty_Stanton1b=CAVE MISSION BOUNTY STANTON1b
GarethWIP_CaveMissionBounty_Stanton2b=CAVE MISSION BOUNTY STANTON2b
GarethWIP_CaveMissionClearAll_Stanton1=CAVE MISSION CLEAR ALL STANTON1
GarethWIP_CaveMissionClearAll_Stanton1b=CAVE MISSION CLEAR ALL STANTON1B
GarethWIP_CaveMissionClearAll_Stanton2b=CAVE MISSION CLEAR ALL STANTON2B
GarethWIP_CaveName=Cave
Gathering_Desc=Gather some things. Might be crates, might be data. Who knows?! [WIP]
Gathering_MissionGiver=The Gathering Gang [WIP]
Gathering_Objective_01_Long=First Objective Long [WIP]
Gathering_Objective_01_Short=First Objective Short [WIP]
Gathering_Objective_02_Long=Second Objective Long [WIP]
Gathering_Objective_02_Short=Second Objective Short [WIP]
Gathering_Objective_02_Timer=Download Remaining: %ls [WIP]
Gathering_Title=A Gathering Mission [WIP]
GenResponse_LookingForMoreWork=Got any more work?
GenResponse_LookingForWork=I'm looking for work.
GenResponse_cant_right_now=I can't right now.
Gen_NPC_Conv_0001_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0001_2,P=Line 2: blah blah blah
Gen_NPC_Conv_0002_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0002_2,P=Line 2: blah blah blah
Gen_NPC_Conv_0003_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0003_2,P=Line 2: blah blah blah
Gen_NPC_Conv_0004_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0004_2,P=Line 2: blah blah blah
GenericLanding2_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_6,P=I'm sorry, you have insufficient credits to land.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_1,P=I'm sorry. Your regtags have been flagged for protocol violations. You are prohibited from landing at this facility.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_2,P=Stand by while we check for available hangar space.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_3,P=Landing Pad assigned.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_4,P=The owners of this facility have implemented a mandatory landing fee.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_5,P=Payment accepted.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_6,P=I'm sorry, you have insufficient credits to land.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_7,P=All of our landing pads are currently full. Please hold for pad assignment.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_8,P=I'm sorry. Your vessel exceeds the size limitations for our hangars.
GenericLanding_Encouragement_1,P=Please exit the hangar in a timely fashion. Thank you.
GenericLanding_Encouragement_2,P=You are clear to launch.
GenericLanding_Encouragement_3,P=Stop by the main office for information about fuel, repair and restocking services.
GenericLanding_Encouragement_4,P=Please request ships using the landing terminal.
GenericLanding_HangarIsMarkedOnThePlayersHud_1,P=Please proceed to assigned landing bay.
GenericLanding_HangarIsMarkedOnThePlayersHud_2,P=Stand by for EDL tractor assist.
GenericLanding_HangarIsMarkedOnThePlayersHud_3,P=Landing complete. Have a pleasant stay.
GenericLanding_IfHangarSpaceIsAvailable_1,P=Your ship has been delivered to the following landing bay.
GenericLanding_IfHangarSpaceIsNotAvailable_1,P=I'm sorry, we have no available landing bays. Your request has been processed and your ship will be delivered in the next available hangar.
GenericLanding_IfHangarSpaceIsNotAvailable_2,P=Request denied due to outstanding landing fees.
GenericLanding_IfHangarSpaceIsNotAvailable_3,P=Thank you and please visit again.
GenericLanding_IfPlayerKeepsGriefingLandingIsRevoked_1,P=Due to repeated violations of hangar safety protocols, your landing privileges have been revoked.
GenericLanding_IfThePlayerAndCrewAreLingeringInTheHangar_1,P=All personnel are expected to vacate hangar as soon as possible to accommodate fellow travellers.
GenericLanding_OncePlayerHasSelectedAShip_1,P=Standby, retrieving ship info.
GenericLanding_OverComms_1,P=Hello and thank you for contacting EDL landing assist.
GenericLanding_PlayerIsBlockingTheFlightLane_1,P=Warning. You are blocking an active flight lane. Please vacate the vicinity.
GenericLanding_PlayerIsBlockingTheFlightLane_2,P=Warning. You are in violation of hangar safety protocols.
Goss=Goss System
Goss1=Goss I
Goss1_Desc=The abundant farmlands that cover most of this planet's massive mono-continent are used to exclusively feed the large population on neighboring planet, Cassel. \n
Goss2=Cassel
Goss2_Desc=Hundreds of millions of tourists from all over the universe come to visit the beautiful coastlines of this biodiverse world. \n
Goss3=Goss III
Goss3_Desc=Access to this large sub-tropical world is restricted to those who receive clearance from the military base on its surface. \n
Goss_Desc=Generally regarded as one of the most visually stunning parts of the Empire, Goss is a binary star system situated near the massive stellar phenomenon known as the Olympus Pool. Consequently, the bulk of the system's economy comes from tourism, but Gossians pride themselves on being self sufficient as the system produces its raw materials internally, mining and harvesting resources on their own.\n
Goss_JumpPoint_Helios=Goss - Helios Jump Point
Goss_JumpPoint_Helios_Desc=This jump point connects Goss to the Helios system.
Goss_JumpPoint_Osiris=Goss - Osiris Jump Point
Goss_JumpPoint_Osiris_Desc=This jump point connects Goss to the Osiris system which is protected by the Fair Chance Act.
Goss_JumpPoint_Tayac=Goss - Tayac Jump Point
Goss_JumpPoint_Tayac_Desc=This jump point connects Goss to the Tayac system.
Goss_JumpPoint_Terra=Goss - Terra Jump Point
Goss_JumpPoint_Terra_Desc=This jump point connects Goss to the Terra system.
Goss_JumpPoint_Tyrol=Goss - Tyrol Jump Point
Goss_JumpPoint_Tyrol_Desc=This jump point connects Goss to the unclaimed Tyrol system.
Goss_Star1=Goss A
Goss_Star1_Desc=A class-K main sequence star that is part of a binary pairing with Goss B.
Goss_Star2=Goss B
Goss_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Goss A.
GraceWarnings_IllegalVehicleTowing_001=Illegal Tow, Disconnect Towing Beam Now
GraceWarnings_NoFly_001=Restricted Area, Alter Flight Path
GraceWarnings_NoFly_002=No Public Access, Change Course Now
GraceWarnings_Trespassing1stDegree_001=Government Property, No Trespassing
GraceWarnings_Trespassing1stDegree_002=WARNING: Felony Trespassing, Leave Now
GraceWarnings_Trespassing_001=Private Property, Please Leave
GraceWarnings_Trespassing_002=Trespassers Will Be Prosecuted, Vacate Now
GraceWarnings_Velocity_001=Halt Current Velocity: %im/s
Greeter_EndConversation=That's All
Greeter_RequestInfo_City=Ask About the City
Greeter_RequestInfo_Greeter=Ask About the Greeter
Greeter_RequestInfo_Location=Ask About the Location
Greeter_RequestInfo_Planet=Ask About the Planet
Greeter_RequestJoke=Ask for Joke
GrimhexLanding_Approaching,P=Helloooo and wellll-come to-Grim HEX!Would youuuuuu like to land?
GuideStarTaxi_Allies=Silver Leaf Society
GuideStarTaxi_RepUI_Area=UEE
GuideStarTaxi_RepUI_Description=GuideStar began life as a service that would rent private ships that were stored in ASOP, so that owners could offset storage costs. The program did not prove as popular as GuideStar's secondary service of offering a safe and secure ride share program matching people in the need of transportation to available pilots. Today, the company has thousands of verified contractors across all systems in the UEE who affordably shuttle millions of passengers.
GuideStarTaxi_RepUI_Focus=Livery Services
GuideStarTaxi_RepUI_Founded=2912
GuideStarTaxi_RepUI_Headquarters=Fujin City, Saisei, Centauri System
GuideStarTaxi_RepUI_Leadership=Taj Walburn, CEO
GuideStarTaxi_RepUI_Name=GuideStar Taxi
GuideStarTaxi_Rivals=Sidekick Shuttles
HUD_Visor_DataDownload_Batch_label,P=SHIP LOG - 2737SHD
HUD_Visor_DataDownload_DataPacket_Label,P=SNNCJ000344989_SJJHHAJ
HUD_Visor_DataDownload_Process_Status_Complete,P=Complete
HUD_Visor_DataDownload_Process_Status_Corrupt,P=Corrupt
HUD_Visor_DataDownload_Process_Status_Downloading,P=Downloading
HUD_Visor_DataDownload_Widget_label,P=DATA TRANSFER > LOCAL STORAGE
Hadrian=Hadrian System
Hadrian1=Hadrian I
Hadrian1_Desc=A gas planet with a rocky core, Hadrian I's atmosphere is too volatile to terraform.\n
Hadrian2=Hadrian II
Hadrian2_Desc=A Class III gas giant, Hadrian II is a featureless blue globe.
Hadrian3=The Watcher
Hadrian3_Desc=Nicknamed "the Watcher" thanks to the large dark spot in the planet's otherwise pale color, Hadrian III is a massive ice giant on the fringe of the system.\n
Hadrian_AsteroidBelt1=Hadrian Belt Alpha
Hadrian_AsteroidBelt1_Desc=Located near a jump point, there are still some undetonated anti-ship mines lurking about in here lingering from the cold war. As such, the asteroids were never mined, so daring miners will risk it. A path between the Terra jump point and the remaining jumps was cleared through the belt (buoys were placed to make sure people stayed on the path).\n
Hadrian_Desc=Known as "No Man's Land", Hadrian's location near Xi'an space made it a militarily strategic system during the cold war. Now it is famous for being a main shipping checkpoint between the UEE and Xi'an Empire. Travelers are advised to stay in the system's safe space lanes, which are demarcated by buoys. Those who ignore the space lanes are liable to encounter unexploded anti-ship mines left over from the cold war.\n
Hadrian_Flotilla=Kedsu Reef
Hadrian_Flotilla_Desc=On the lagrange point of Hadrian II, there's a mini-mall cluster of former military stations that have been converted into a massive bazaar. Some newer trade stations have opened in recent years as the site has become a mecca of trade to the Xi'an.
Hadrian_JumpPoint_Castra=Hadrian - Castra Jump Point
Hadrian_JumpPoint_Castra_Desc=This jump point connects Hadrian to the Castra system.
Hadrian_JumpPoint_Gurzil=Hadrian - Gurzil Jump Point
Hadrian_JumpPoint_Gurzil_Desc=This jump point connects Hadrian to the Gurzil system.
Hadrian_JumpPoint_Kiel=Hadrian - Kiel Jump Point
Hadrian_JumpPoint_Kiel_Desc=This jump point connects Hadrian to the Kiel system.
Hadrian_JumpPoint_Oya=Hadrian - Oya Jump Point
Hadrian_JumpPoint_Oya_Desc=This jump point connects Hadrian to the Oya system.
Hadrian_JumpPoint_Pyro=Hadrian - Pyro Jump Point
Hadrian_JumpPoint_Pyro_Desc=This jump point connects Hadrian to the unclaimed Pyro system.
Hadrian_JumpPoint_Terra=Hadrian - Terra Jump Point
Hadrian_JumpPoint_Terra_Desc=This jump point connects Hadrian to the Terra system.
Hadrian_Star=Hadrian
Hadrian_Star_Desc=A class-M red giant star.
HeadHunters_RepUI_Area=Pyro
HeadHunters_RepUI_Description=One of the oldest gangs in the Pyro System, the Headhunters have earned themselves a reputation for being ruthless and respected. Unlike many outlaws, when the Headhunters strike a deal they're known for keeping their word. Especially if they promise to kill someone. They are currently seeking to wrest control of Ruin Station away from XenoThreat.
HeadHunters_RepUI_Focus=Piracy, Racketeering
HeadHunters_RepUI_Founded=27th Century
HeadHunters_RepUI_Headquarters=N/A
HeadHunters_RepUI_Leadership=Kima "Bats" Farrell
HeadHunters_RepUI_Name=Headhunters
Headhunters_bounty_desc_001=The Headhunters recently loaned credits to ~mission(TargetName) under some clear conditions. Specifically, pay us back or well kill you. Wild to think that wasnt enough of an incentive, but here we are past the payment deadline. Now as much as we like ~mission(TargetName|First), I need you to make good on our promise.\n\n~mission(TargetName|Last) was last seen at ~mission(Location|Address). Track em down, ghost em, and get paid. Its as simple as that. \n\nStows out.
Headhunters_bounty_desc_002=Time is up for ~mission(TargetName). The skav is way past due on paying back the Headhunters, so I need you to punch them out. \n\nKill em, not hit em, just in case thats unclear. \n\nSomeone recently spotted ~mission(TargetName|Last) around ~mission(Location|Address), so head there and take em out. \n\nFull disclosure, weve gotten reports they used some of our creds to hire extra protection. Prepare accordingly. \n\nStows out.
Headhunters_bounty_desc_003=~mission(TargetName) borrowed a bunch of creds from the Headhunters and thought the smart move was to try and hide instead of paying us back, so I need someone to make an example of ~mission(TargetName|Last).\n\nThey were just spotted at ~mission(Location|Address), so Id recommend heading there now before the trail goes cold. ~mission(TargetName|Last) is a paranoid sort, so dont be surprised if theyre not alone. Handle it however you want as long as ~mission(TargetName|Last) is dust when youre done. \n\nStows out.
Headhunters_bounty_title_001=Deadbeat
Headhunters_bounty_title_002=Past Due
Headhunters_bounty_title_003=Collection Notice
Headhunters_bounty_xenothreat_desc_001=Headhunters got word theres a XenoThreat op in the works that's targeting one of our crews. We dont have precise details about the plan but we know that ~mission(TargetName) is organizing it. Instead of sitting back and waiting for something to happen, weve decided to be proactive. \n\n~mission(TargetName|Last) was just spotted with others around ~mission(Location|Address). We cant mobilize anyone fast enough to get there. I want you to rush there and deliver a preemptive strike. \n\nStows out.
Headhunters_bounty_xenothreat_desc_002=XenoThreat recently hit a Headhunters' stronghold. Ill spare you the details, but they did some truly heinous shit to our crew. Weve identified the leader of the op as ~mission(TargetName) and are looking for a little payback. We dont care what you do to get the job done. Only that ~mission(TargetName|Last) is dead. \n\nA source just told us that you can track down this XenoThreat scum over at ~mission(Location|Address). This sickos a pro and never travels alone, so dont expect taking them out to be a walk in the park. \n\nStows out.
Headhunters_bounty_xenothreat_desc_003=~mission(TargetName) was recently revealed to be a mole for XenoThreat. It all makes sense now because the skav was a major asshole. Unfortunately, they split before we could handle it ourselves. \n\nBased on all they learned about our ops, we need em taken out pronto. They see one of us coming and theyll just run again, but I figured someone like you has a better chance of getting close enough for a killshot. \n\nWe just got word ~mission(TargetName|Last) was hanging around ~mission(Location|Address). Looks like theres other ships around protecting em too. Think you got the skill to rid the verse of a traitorous bastard and their bastard friends? \n\nStows out.\n
Headhunters_bounty_xenothreat_title_001=Preemptive Strike
Headhunters_bounty_xenothreat_title_002=Payback
Headhunters_bounty_xenothreat_title_003=Exact Justice
Headhunters_claimsweep_desc_easy=Some numbskull is trying to dig up dirt on the Headhunters. Some orbital sentries were dropped at ~mission(location|address) to spy on us. Weve also spotted a ship checking on them. Simple proposition for you. Go wipe out the sentries there and well pay you for it. That sound like something youd be into?\n\nAs for the ship, you can do whatever you want with it, but if it spots you, dont be surprised if it tries to go get some back up. Thats just how these things go.\n\nStows out.
Headhunters_claimsweep_desc_hard=Some idiots think they can blatantly spy on the Headhunters and get away with it. Theyve set up several orbital sentries at ~mission(location|address) and have a few ships patrolling the area. We dont know whos behind it but we honestly dont care. We just need it gone. \n\nLet us know if you feel like putting some real brash bastards in their place. Well pay you well and deliver the creds the second the job is done. \n\nKeep in mind that its really only the sentries we care about. The ships they got patrolling are only a concern if they get in your way or if they try to call in some friends to stop you. \n \nStows out.
Headhunters_claimsweep_desc_intro=Got a minor annoyance the Headhunters need dealt with. There's an orbital sentry at ~mission(location|address) that some pesky little troublemaker set up to spy on our ops. Want to make some easy creds and go blow it up for us?\n\nStows out.
Headhunters_claimsweep_desc_medium=Headhunters are looking for a merc to do a little clean up for us. Found out that someones trying to spy on us over at ~mission(location|address). Cant let that stand. We need a skilled operator to take care of the orbital sentries they dropped there, and if needed, deal with any of their ships that get in your way. Seems like a decently run op, so hitting it might not be easy but it sure should be fun. \n\nLet us know if youre the right one for the gig. Creds will be transferred once our scans show its gone. \n\nStows out.
Headhunters_claimsweep_desc_rand=Headhunters recently discovered some orbital sentries focused on our operations and we dont like it one bit. Im looking to pay someone to go to ~mission(location|address) and make it abundantly clear they should stay the hell out of our business. Doubt theyll be receptive to a discussion about it, so Id be prepared to evict them with extreme force. \n\nBased on our scans, this wont be a walk in the park. Wouldnt be a bad idea to come prepared with plenty of ammo. Payment will be sent promptly once the job is done. \n\nStows out.
Headhunters_claimsweep_title_easy=Eliminate Eavesdroppers
Headhunters_claimsweep_title_hard=Exterminate Eavesdroppers
Headhunters_claimsweep_title_intro=Erase Eavesdropper
Headhunters_claimsweep_title_medium=Eradicate Eavesdroppers
Headhunters_claimsweep_title_rand=Execute Eavesdroppers
Headhunters_destroy_server_CFP_desc_01=Guess these Citizen for Pyro skids are trying to make a case for the UEE to come into Pyro and have been gathering info on Headhunter “criminal activity and heinous wrongdoing.” Seems no one explained that theres no such thing as criminal activity out here since there aint no laws.\n\nEither way, its info wed rather the UEE not get their hands on. Figure the simplest solution is to hire you to head over to ~mission(location|address) and destroy the data servers Citizens for Pyro are storing the info on. \n\nBoom. No more problem.\n\nNow, my understanding is that the locals didnt know what the servers are for, so if it were up to me Id say keep the collateral damage to a minimum, but hell, if they try to stop you, do what you have to.\n\n-Stows\n
Headhunters_destroy_server_CFP_title_01=Explosive Evidence
Headhunters_eliminateall_caves_desc_01=Hey,\n\nSome two-bit thugs are holed up in ~mission(location|address). Wouldnt pay them any mind, except the arrogant skags tried to hit an outpost under our protection.\n\nWe chased 'em off with little trouble, but we can't let that kind of disrespect go unpunished. Our Clips are busy with some bigger fish, so we'd like you to take care of this for us. \n\n~mission(Location|CaveSize) And seeing as these bastards are already underground, you wont even need to bother burying them when you're done.\n\nStows out.
Headhunters_eliminateall_caves_title_01=A Swift Reprisal
Headhunters_eliminatespecific_caves_desc_01=Listen up,\n\nIve had my eyes on an independent crew based in ~mission(location|address). They could be good recruits for us, but their leaders getting in the way.\n\nThe prick in charge is ~mission(targetname). Word is theyve got no love for us and are making overtures to XenoThreat. Thats a problem. Wed like to hire you to take em out and make space for someone else to lead them in a more acceptable direction. \n\n~mission(Location|CaveSize) Id prefer if you limited the collateral damage, but I wont hold you to it. \n\n- Stows
Headhunters_eliminatespecific_caves_title_01=Course Correction
Headhunters_salvage_open_nochicken_desc_001=A Headhunter crew scored big on a passing merchant convoy near ~mission(location|address), but there was a lot left over after we had our fill.\n\nLucky for you, most of the ship remains are in decent enough condition to be salvaged. We took what we want, so were selling the location to anyone who wants it. If thats you, send us your credits and well transfer the coordinates. Theyll remain in your map until you abandon the contract.\n\nThe faster you decide, the faster you get to start tearing apart these ships before the competition does.\n\nStows out.
Headhunters_salvage_open_nochicken_title_001=Convoy Clean Up
Headhunters_salvage_open_rivalchicken_desc_001=One of our crews just had a run-in near ~mission(location|address) with some assholes who thought they could step to us. I think they learned their lesson, but now theres several ships worth of salvage ready for anyone who wants it.\n\nIm selling the coords so buy in, salvage, cancel the contract when youre done. Should be a decent payday depending on how many others decide to show.\n\nTheres a chance that these nobodies mightve had friends so I wouldnt be surprised if some of their people started sniffin round. Handle em quick and you should be fine. Just more to salvage, right?\n\n- Stows
Headhunters_salvage_open_rivalchicken_title_001=Salvage Free-for-All
Headhunters_salvage_open_xenothreat_desc_001=Read fast. Lots of credits on the line. \n\nXenoThreat came after a Headhunter crew recently and it wasnt pretty. Lots of ships went down near ~mission(location|address) and I got wind that those bastards are out there trying to recover their ships and ours so they can use the parts again or whatever those assholes do. All I know is Id rather someone else clean em out first.\n\nThats why Im selling the coords to all any friends who want em. Wont even make it too expensive. Salvage as much as you can and whenever youre satisfied, cancel the contract and call it a day.\n\nLast bit of advice you might want to bring some back-up these nutjobs field some serious firepower.\n\nStows out.
Headhunters_salvage_open_xenothreat_title_001=XenoThreat Salvage for Grabs
Headhunters_theft_outpost_xenothreat_desc_001=XenoThreat recently destroyed one of our supply ships. Not sure if they thought it was filled with alien-made weapons, Tevarin settlers, or whatever, but now were running low on some things. Seems only right that XenoThreat pay up for what they did. \n\nI need someone to grab the ~mission(item) from ~mission(Pickup1|Address) and deliver it to ~mission(Dropoff1|Address).\n\nHighly doubt these assholes will let you get your hands on these crates without putting up a fight. Probably best to put together a crew and gear up before heading out.\n\nStows out
Headhunters_theft_outpost_xenothreat_title_001=Return the Favor
Heads_Male_01=Face 01
Heads_Male_02=Face 02
Heads_Male_03=Face 03
Heads_Male_04=Face 04
Heads_Male_05=Face 05
Heads_Male_06=Face 06
Heads_Male_07=Face 07
Heads_Male_08=Face 08
Heads_Male_09=Face 09
HexPenetrator_Bounty_Obj_01_Long=Go to last known position and neutralize the target
HexPenetrator_Bounty_Obj_02_Long=Pickup the Encryption key
HexPenetrator_Bounty_Obj_02_Marker=Encryption Key
HexPenetrator_Bounty_Obj_03_Long=Deliver the Encryption key to a delivery locker
HexPenetrator_Bounty_desc=Our analysts have examined the intel seized from those XenoThreat recon teams but the data appears to be locked behind a sophisticated encryption system and requires a custom cryptokey to access.\n\nWe've managed to locate several XenoThreat lieutenants operating in the system, you are to find and engage the suspects and see if they are in possession of a cryptokey that will allows us to access the intel.\n\nAs a reminder, the military has generously donated some old F7A Hornets for CDF members who see this initiative through to the end.
HexPenetrator_Bounty_from=Civilian Defense Force
HexPenetrator_Bounty_title=Overdrive Initiative: PRIORITY TARGETS
HexPenetrator_Comm_Description=One of the suspects captured during the recent attacks revealed that XenoThreat is looking to remotely access a number of comm arrays around the system.\n\nHaving XenoThreat listening into comms is extremely dangerous for the people living here, so the CDF has been enlisted to reset the comm array, then defend it from any XenoThreat Vanguards that will attempt to reconnect to the servers. \n\nOnce those Vanguards have been defeated, clear out any remaining hostile ships in the area.\n\nAs a reminder, the military has generously donated some old F7A Hornets for CDF members who see this initiative through to the end.
HexPenetrator_Comm_From=Civilian Defense Force
HexPenetrator_Comm_Title=Overdrive Initiative: XENOTHREAT SURVEILLANCE
HexPenetrator_Comm_obj_display_03=Reconnecting ~mission(Location)
HexPenetrator_Comm_obj_display_04=Prevent XenoThreat Override
HexPenetrator_Comm_obj_display_04_prio=XenoThreat Accessing System
HexPenetrator_Comm_obj_display_05=Neutralize Xenothreat
HexPenetrator_DataHeist_Success=Intel delivered
HexPenetrator_DataHeist_description=We've received tips that XenoThreat's intending to launch another attack on Stanton system. The CDF has petitioned the Advocacy to create a new initiative called Operation Overdrive to stop this attack before it happens. \n\nThe CDF is dispatching volunteers to infiltrate and obtain any intel that could give insight into what they're planning. Needless to say, expect heavy resistance from any XenoThreat on site.\n\nAs an added incentive, the military has generously donated some old F7A Hornets for CDF members who see this initiative through to the end.
HexPenetrator_DataHeist_from=Civilian Defense Force
HexPenetrator_DataHeist_title=Overdrive Initiative: INTEL RAID
HexPenetrator_Incursion_Desc=Waves of XenoThreat ships have been pushing into Stanton system and attacking random civilians. We can't tell if this is an isolated attack or a reaction to our recent initiatives, but we need them stopped.\n\nAs a reminder, the military has generously donated some old F7A Hornets for CDF members who see this initiative through to the end.
HexPenetrator_Incursion_Failure_CrimeRating=Received CrimeStat
HexPenetrator_Incursion_Failure_Death=Operator died
HexPenetrator_Incursion_Failure_NoParticipation=Due to inaction
HexPenetrator_Incursion_Failure_OutOfTime=Time expired
HexPenetrator_Incursion_From=Civilian Defense Force
HexPenetrator_Incursion_Success=XenoThreat defeated.
HexPenetrator_Incursion_Title=Overdrive Initiative: XENOTHREAT INCURSION
HexPenetrator_Incursion_obj_hud_02=Neutralize all XenoThreat ships: %ls
HexPenetrator_Incursion_obj_long_01=Travel to incursion site and stop XenoThreat hostiles.
HexPenetrator_Incursion_obj_long_02=Neutralize all XenoThreat ships in the area.
HexPenetrator_Incursion_obj_marker_01=Incursion Site
HexPenetrator_Incursion_obj_marker_02a=High Value Target
HexPenetrator_Incursion_obj_marker_02b=Target
HexPenetrator_Incursion_obj_short_01=Travel to Incursion Site
HexPenetrator_Incursion_obj_short_02=Neutralize all XenoThreat ships
HexPenetrator_Kareah_Desc=Attention all CDF volunteers, we received a distress call from Security Post Kareah. It turns out XenoThreat used the comm arrays as a distraction to lure law enforcement away so they could launch an attack on the station.\n\nWe've learned that they're attempting to access their systems, so all volunteers must immediately divert to retake Kareah and clear out all XenoThreat forces.\n\nAs a reminder, the military has generously donated some old F7A Hornets for CDF members who see this initiative through to the end.
HexPenetrator_Kareah_From=Civilian Defense Force
HexPenetrator_Kareah_Title=Overdrive Initiative: EMERGENCY AT KAREAH
HexPenetrator_Kareah_obj_long_01=Reach Security Post Kareah to secure station.
HexPenetrator_Kareah_obj_long_02=Abort the XenoThreat hack attempt.
HexPenetrator_Kareah_obj_long_03=Gain access to the Criminal Database.
HexPenetrator_Kareah_obj_long_04=Reset the Criminal Database.
HexPenetrator_Kareah_obj_long_05=Neutralize all remaining XenoThreat attackers.
HexPenetrator_Kareah_obj_marker_01=Security Post Kareah
HexPenetrator_Kareah_obj_marker_02=Abort
HexPenetrator_Kareah_obj_marker_03a=Access
HexPenetrator_Kareah_obj_marker_03b=Hacking Chip
HexPenetrator_Kareah_obj_marker_04=Reset
HexPenetrator_Kareah_obj_marker_05=Target
HexPenetrator_Kareah_obj_short_01=Reach Kareah
HexPenetrator_Kareah_obj_short_02=Abort the hack
HexPenetrator_Kareah_obj_short_03=Gain access to Database
HexPenetrator_Kareah_obj_short_04=Reset Criminal Database
HexPenetrator_Kareah_obj_short_05=Neutralize XenoThreat
HexPenetrator_RecoverDeliver_description=Attention CDF volunteers, XenoThreat's gone off the grid. We suspect that they have gone dark in order to prep for the final phase of their plan. \n\nHistory has proven that XenoThreat like to fight so it stands to reason that this might be an attack of some kind so we're calling on volunteers to deliver supplies to the Gateway station near the Stanton-Pyro jump point to shore up for a potential assault.\n\nAs a reminder, the military has generously donated some old F7A Hornets for CDF members who see this initiative through to the end.
HexPenetrator_RecoverDeliver_from=Civilian Defense Force
HexPenetrator_RecoverDeliver_title=Overdrive Initiative: SUPPLY REQUEST
HexPenetrator_RewardRecord_Desc=Thank you for your diligence on this Overdrive Initiative. \n\nAs promised, we've approved you for an upgrade from a civilian F7C mk ii to a military grade F7A mk ii if you have one.\n\nIn addition, you've been given a temporary rental of a military F7A mk ii that you can access in your ASOP.\n\n\n_________________\n\nTo upgrade, visit the RSI website to apply the token, then restart the game and access the ship.
HexPenetrator_RewardRecord_EndReason=Ship Transfer Complete
HexPenetrator_RewardRecord_Long=CDF is submitting your request to the ship transfer.
HexPenetrator_RewardRecord_Short=Processing
HexPenetrator_RewardRecord_Title=Overdrive Initiative: Reward
Hexpenetrator_Comm_Obj_04_long=Prevent XenoThreat Vanguard ships from remotely overriding the Comm Array.
Hexpenetrator_Comm_Obj_04_short=Neutralize Vanguard
Hexpenetrator_Comm_Obj_05_long=Neutralize all remaining XenoThreat ships around ~mission(Location).
Hexpenetrator_Comm_Obj_05_short=Neutralize
Hints_ADSContext01_Gamepad=To hold breath use ~action(player|stabilize).\nTo zoom use ~action(player|zoom_in_out).
Hints_ASOP1=Fleet Manager kiosks located in stations, spaceports and hangars, allow you to retrieve any of the vehicles you own or are currently renting.
Hints_ASOP2=Pass through an Airlock to reach the landing pads. Follow the AR waypoint on your visor to locate your ship.
Hints_ASOP3=While interacting with the Fleet Manager kiosk, select 'Retrieve' on the vehicle you wish to have brought to a hangar.
Hints_ASOP_Title=Vehicle Retrieval
Hints_ATC1=To receive a hangar assignment or permission to take-off, contact landing services via the Comms menu on your MFD or in your mobiGlas.
Hints_ATC2=Select the Comms icon next to the landing service to make the request.
Hints_ATC3=Select the Comms icon next to the landing service to request take-off.
Hints_ATC_Title=Air Traffic Control (ATC)
Hints_ActorStatusBleeding_Title=Bleeding
Hints_ActorStatusBuffApplied=A "+" or "-" symbol next to a HUD icon represents an active buff or debuff is being applied to that system.
Hints_ActorStatusBuff_Title=Player Buffs & Debuffs
Hints_ActorStatusClothingChanged=Some armor and clothing can protect against extreme temperatures as detailed in their descriptions.
Hints_ActorStatusCorpseMarkerShown=Your previous body and any items on it can be found at the Corpse marker. To dismiss, open the Personal Inner Thought menu, and go to Actions, Player.
Hints_ActorStatusCorpseMarkerShown_Title=Corpse Retrieval
Hints_ActorStatusDeadlyInjuryStarted=You have received a severe injury. Use medications to relieve symptoms, and a Tier 1 Medical Bed to fully treat any issues.
Hints_ActorStatusDigestionAbsorptionEmpty=Eat and drink regularly to avoid negative effects as your Nutrition and Hydration levels decrease.
Hints_ActorStatusDownedEnter=While incapacitated, ask others in your party, in chat, or through rescue service beacons to revive you before the 'Time to Death' timer expires.
Hints_ActorStatusDowned_Title=Incapacitated
Hints_ActorStatusEating_Title=Eating & Drinking
Hints_ActorStatusEffectArmsLockCannotClimbLadder=You cannot climb ladders while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotMantle=You cannot mantle while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotSteerShip=You cannot pilot ships while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotTakeDown=You cannot perform a take down while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotUseMountedGun=You cannot use a mounted gun while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotUseTrolley=You cannot use a trolley while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockDropItem=You cannot carry heavy objects while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockLowerWeapon=You cannot raise weapons while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockStart=You arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectBleedStart=You are bleeding and will continue to lose health over time. Use a coagulant like Hemozal to reduce the effects.
Hints_ActorStatusEffectProneLockStart=Your legs are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusFoodDrinkItemHeld=While equipped food can often be eaten in a single bite, beverages can be consumed in small sips or a long continuous drink until the meter is empty.
Hints_ActorStatusFoodDrinkItemInInventory=Use your personal inventory menu to view consumables and equip or discard them.
Hints_ActorStatusHospitalEnter=To gain access to a medical bed, use a lobby check-in terminal to receive a medical room assignment.
Hints_ActorStatusHospitalRoomReserved=For help navigating to your medical room, check nearby signs for directions. It may be on a different floor and require the use of an elevator.
Hints_ActorStatusHospital_Title=Hospitals & Clinics
Hints_ActorStatusHungerThirstDamageStarted=When Nutrition and Hydration levels are too low, you will take damage and eventually become unconscious. Eat and drink to replenish your levels.
Hints_ActorStatusHungerThirstDeath=Your depleted Nutrition and Hydration levels have rendered you unconscious. Remember to eat and drink to replenish them.
Hints_ActorStatusHungerThirstFull=When Nutrition and Hydration levels are full, consuming items no longer grants the full effect. Consider saving them until you are hungry or thirsty.
Hints_ActorStatusHungerThirstStatusStarted=You are suffering ill effects from low Nutrition and / or Hydration levels. Consume food and drinks as soon as possible to restore your levels.
Hints_ActorStatusHunger_Title=Hunger & Thirst
Hints_ActorStatusHyperthermiaDamageStarted=Your body temperature is too high and you're taking damage from hyperthermia. Seek shelter or equip clothing and armor able to withstand the heat.
Hints_ActorStatusHyperthermiaStarted=You are too hot and hyperthermia is beginning to set in. Seek shelter or equip clothing and armor able to withstand the heat.
Hints_ActorStatusHypothermiaDamageStarted=Your body temperature is too low and you are taking damage from hypothermia. Seek shelter or equip clothing and armor able to withstand the cold.
Hints_ActorStatusHypothermiaStarted=You are too cold and hypothermia is beginning to set in. Seek shelter or equip clothing and armor able to withstand the cold.
Hints_ActorStatusInjuryMinor_Title=Minor Injuries
Hints_ActorStatusInjuryModerate_Title=Moderate Injuries
Hints_ActorStatusInjurySevere_Title=Severe Injuries
Hints_ActorStatusInjuryStarted=You have received a minor injury. Use medications to relieve symptoms, and a Tier 3 Medical Bed to fully treat any issues.
Hints_ActorStatusIntoxicatedEnter=An elevated Blood Drug Level can cause feelings of intoxication, making getting around or piloting a vehicle difficult and potentially dangerous.
Hints_ActorStatusIntoxicated_Title=Blood Drug Level (BDL)
Hints_ActorStatusMajorInjuryStarted=You have received a moderate injury. Use medications to relieve symptoms, and a Tier 2 Medical Bed to fully treat any issues.
Hints_ActorStatusMedBedEnter=The bed has restored your health and reset your BDL. Use the Treatment tab to heal injuries (depending on tier), and the Medication tab for dosage.
Hints_ActorStatusMedBed_Title=Medical Bed
Hints_ActorStatusOverdoseEnter=A high Blood Drug Level (BDL) can make you stunned, losing health, and eventually incapacitated. BDL lowers naturally but a dose of Resurgia can help.
Hints_ActorStatusOverdose_Title=Overdose
Hints_ActorStatusPartialParalysis_Title=Partial Paralysis
Hints_ActorStatusRegenerationLocation_Title=Regeneration - Location
Hints_ActorStatusRespawnCriminal=Due to your current CrimeStat, you have been regenerated at the nearest facility outside of the UEE's jurisdiction.
Hints_ActorStatusRespawnCriminal_Title=Regeneration - CrimeStat
Hints_ActorStatusRespawnLocationSet=To reset your regen location to your primary residence, use a terminal at any medical bed or insurance office.
Hints_ActorStatusRespawnMedBed=By default, you'll regen at your primary residence, but a new location can be selected via medical beds or at insurance offices.
Hints_ActorStatusRespawnPrison=Due to your current CrimeStat, local authorities have incarcerated you after regeneration.
Hints_ActorStatusRespawnPrison_Title=Regeneration - Prison
Hints_ActorStatusTemperatureAboveMaxResistance=You're experiencing high temperatures and are at risk of hyperthermia. Seek shelter or equip clothing and armor able to withstand the heat.
Hints_ActorStatusTemperatureBelowMinResistance=You're experiencing low temperatures and are at risk of hypothermia. Seek shelter or equip clothing and armor able to withstand the cold.
Hints_ActorStatusTemperatureDeath=To avoid negative effects and becoming unconscious, remember to equip clothing or armor rated for the temperature you are in.
Hints_ActorStatusTemperature_Title=Player Temperature
Hints_ActorStatusWearingHelmetConsume=You must remove your helmet to consume food or drink.
Hints_ActorStatusWeatherLocomotionEntered=Be aware that severe weather and strong winds can drop temperatures and make it difficult to move. Have equipment ready in case a storm breaks out.
Hints_ActorStatus_PITMenuDrugs=The mobiGlas health app displays all current injuries along with active medications, their duration, and what symptoms they're relieving.
Hints_ActorStatus_PITMenuDrugs_Title=Medication
Hints_ActorStatus_PITMenuInjury=To review a full list of your current injuries, symptoms and their severity, along with current medications, use the mobiGlas Health app.
Hints_ActorStatus_PITMenuInjury_Title=Injuries
Hints_Airlocks_Title=Airlocks
Hints_BodyDrag_DropBody=To let go, use Interaction Mode and select “Drop Body.” Actions like sprint, jump, crouch, or using two-handed items will automatically drop the body.
Hints_BodyDrag_Title=Body Dragging
Hints_BodyDrag_WhilstDragging=Move at a walking pace to drag the body along with you. You may use one-handed weapons without detaching from the body.
Hints_Camera1=While piloting a vehicle, you have the option to cycle through multiple camera views.
Hints_Camera1_Title=Camera
Hints_Cargo_Align=To transfer cargo, maintain alignment of your ship in the loading area. If your deck assignment is revoked, contact Cargo Services for a new one.
Hints_Cargo_Align_Title=Cargo Transfer - Alignment
Hints_Cargo_Collect=Ships like the Hull C require loading and unloading through the Cargo Transfer system. Contact Cargo Services to be assigned an open cargo deck.
Hints_Cargo_Collect_Title=Cargo Transfer - Purchases
Hints_Cargo_Deliver=To transfer cargo with ships like the Hull C, contact Cargo Services to be assigned a cargo deck. Payment will be sent when the transfer is complete.
Hints_Cargo_Deliver_Title=Cargo Transfer Sold Items
Hints_Cargo_Forfeit=If you exit the area before finishing the transfer, contact Cargo Services to resume. Depart entirely and your remaining cargo lost.
Hints_Cargo_Forfeit_Title=Cargo Transfer - Interrupted
Hints_Cargo_Hail=To transfer cargo, contact Cargo Services from the Commlink in your mobiGlas or the Comms menu on your ships multi-function displays (MFDs).
Hints_Cargo_Hail_Title=Cargo Services
Hints_Cargo_Interrupt_Transfer=Cargo transfers can be halted by things like: moving or exiting your ship, retracting the cargo spindles, or an obstructed loading area.
Hints_Cargo_Interrupt_Transfer_Title=Cargo Transfer - Halted
Hints_Cargo_Invalid_Ship=Cargo Services can only accommodate larger vehicles that support exterior loading, such as the Hull series of ships.
Hints_Cargo_Invalid_Ship_Title=Cargo Services Vehicle Size
Hints_Cargo_Loading_Revoked=If you fail to report to your assigned cargo deck in a timely manner your loading area will be revoked. Contact Cargo Services for a new deck assignment.
Hints_Cargo_Loading_Revoked_Title=Cargo Transfer - Revoked
Hints_Cargo_Spindles=To load cargo onto the Hull series of ships, the cargo spindles must be extended.
Hints_Cargo_Spindles_Title=Cargo Spindles
Hints_Chat1=While you can chat with others using the mobiGlas Comms app, or by opening the chat window on your visor.
Hints_Chat_Title=Chat
Hints_Criminality1=You've gained a CrimeStat level by committing an infraction in monitored space. Your current CrimeStat level is displayed on your HUD.
Hints_Criminality2=The higher your CrimeStat level, the more hostility you'll encounter from local Security.
Hints_Criminality3=Your CrimeStat level can limit which contracts are available. Crimestat levels can be legally removed by paying fines or serving jail time.
Hints_Criminality_Title=CrimeStat
Hints_CryAstro1=For a price, your ship's damage, fuel, and ammo supplies can be fixed and topped up at many landing areas via the mobiGlas Landing app.
Hints_CryAstro2=Find an available landing platform to land on to start your transaction.
Hints_CryAstro_Title=Repair, Refuel, Restock
Hints_DefaultItemActions_AttemptToCustomizeUncustomizable=This item's actions cannot be customized while being held.
Hints_DefaultItemActions_AttemptToCustomizeUncustomizable_Title=Default Actions
Hints_Emergency_Treatment_Title=Emergency Treatment
Hints_EnterBedNoPlayersNear=Logging Out\nWhen no other people are in the area, your ship will despawn from the server
Hints_EnterBedNotPlayersShip=Logging Out\nYou'll respawn on another player's ship if it is available on the server\nOtherwise, you'll respawn at the last station you stored a ship at
Hints_EnterBedPlayersNear=Logging Out\nWhen people are nearby, your ship remains on the server for a short time\nDuring this time there is a risk of it being destroyed or stolen
Hints_EnterBedPlayersOnShip=Logging Out\nIf there are people aboard, your ship will not despawn until it is empty\nDuring this time there is a risk of it being destroyed or stolen
Hints_Exit_Bed_Title=Exit Bed
Hints_FPSHarvesting_Collection_Title=FPS Harvesting - Collection
Hints_FPSHarvesting_OnFPSHarvestableItemInHandBackpackNotFull=You have successfully harvested an item. To add it to your personal inventory, interact with the item and choose to store it.
Hints_FPSHarvesting_OnHarvestableItemLootedIntoBackpack=Items that you collect in your inventory can be sold at various locations. To maximize your profits, consider collecting until your inventory is full.
Hints_FPSHarvesting_OnHarvestableStowed=You have successfully collected and stored an item. Collected mineables and harvestables can be sold at trading consoles for profit.
Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemBackpackNotFull=You have found a harvestable item. To collect it, simply interact with it.
Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemNoBackpack=You have found a harvestable item but you don't have an armor with an inventory equipped. You cannot store this item without one.
Hints_FPSMining_Collection_Title=FPS Mining - Collection
Hints_FPSMining_Deposits_Title=FPS Mining - Deposits
Hints_FPSMining_Fracturing_Title=FPS Mining - Fracturing
Hints_FPSMining_OnPlayerBackpackFull=Your inventory is full. You cannot store any more shards until you empty it or sell its contents.
Hints_FPSMining_OnPlayerFinishedScanningRock=Once scanned, prepare the deposit for collection by fracturing it with energy from your mining tool.
Hints_FPSMining_OnPlayerLooksAtFPSRock=You have found a harvestable deposit. To collect the valuable shards, the rock will first need to be fractured with energy from a mining tool.
Hints_FPSMining_OnPlayerOwningMiningTool=This mining tool allows for the collection of valuable materials from smaller ore deposits too delicate to be harvested by larger mining vehicles.
Hints_FPSMining_OnPlayerSelectingMiningTool=To find deposits suitable for use with the mining tool, search caves, moons, planets, and asteroids for rocks embedded with crystals.
Hints_FPSMining_OnPlayerShootMiningToolAtEnvironment=Trying to use the tool for anything other than mining will have little effect. Find a suitable ore deposit to use the tool properly. 
Hints_FPSMining_OnPlayerStartMining=Throttle the mining tool's power to keep the rock's energy level optimal. High instability needs more adjustment. High resistance needs more energy.  
Hints_FPSMining_OnPlayerTargetsFPSRock=To scan an ore deposit, hold ~action(player|zoom) with the mining tool equipped. The compositional details provided are critical to successful mining.
Hints_FPSMining_OnRockEnterDangerZone=Careful. Overcharging a rock can result in a dangerous and even lethal explosion.
Hints_FPSMining_OnRockEnterOptimalZone=Once a deposit has been charged with the optimal amount of energy for enough time, they will soon fracture.
Hints_FPSMining_OnRockSuccessfulyFractured=Now that the rock has been fractured, interact with the shards to store them in your personal inventory.
Hints_FPSMining_OnShardLootedIntoBackpack=Collected shards in your inventory can be sold at various locations. To maximize your profits, consider collecting until your inventory is full.
Hints_FPSMining_Scanning_Title=FPS Mining - Scanning
Hints_FPSMining_Title=FPS Mining
Hints_FPSMining_Tool_Title=FPS Mining Tool
Hints_ForceReaction_KnockDown_FirstTime=Large impacts can knock you prone. Press or hold ~action(player|zoom) mid-fall to recover and gain weapon control sooner.
Hints_ForceReaction_KnockDown_Title=Force Reaction - Knockdowns
Hints_Fuel1=Refuel at a hangar with your Landing mobi-app from the pilot's seat. If your ship has intakes, limit your speed to refill over time.
Hints_Fuel2=To refeul, park at a pad or hangar and use your Landing mobi-app from the pilots seat.
Hints_Fuel3=If your spaceship has fuel intakes, limit your maneuvering to refill over time.
Hints_Fuel_Title=Low Fuel
Hints_Green_Zone1=You have left the confines of the Armistice Zone and entered open space. The combat restrictions of the Armistice Zone are no longer in effect.
Hints_Green_Zone_Title=Exiting Armistice Zone
Hints_Grenades_Indicator_Title=Grenades Indicator
Hints_Grenades_Priming_Title=Grenades Priming
Hints_Heal1=Your health is low. If you have a MedPen in your inventory, equip it to use it to heal. You can purchase more MedPens from shops.
Hints_Heal2=If you have a MedPen in your inventory, equip it to use it heal. You can purchase more MedPens from shops.
Hints_Heal_Title=Heal
Hints_Hint_System1=You can disable the Hints at any time via the Game Settings.
Hints_Hint_System_Title=Hints
Hints_Interaction_Condition_Carry=This item is too heavy to pick up.
Hints_Interaction_Condition_Generic=Some interaction options can become unavailable based on context. Use the inner thought text or hint to help resolve the blocking condition.
Hints_Interaction_Condition_Helmet=You cannot use this interaction while wearing a helmet. Remove your helmet through mobiGlas or Personal Inner Thought menu and try again.
Hints_Interaction_Condition_Helmet_Consume=Remove your helmet to eat or drink.
Hints_Interaction_Condition_Standing=You must be standing in order to use this interaction.
Hints_Interaction_Condition_Title=Blocked Interactions
Hints_Inventory_ClosedExternalInventoryOutOfRange=Moving too far away from a source or container will close the inventory screen. To reopen, move back within range.
Hints_Inventory_Clothing_Title=Clothing & Armor
Hints_Inventory_ContainerFull=Storage Containers have capacity limits. When full or almost full, you cannot add items that would exceed the limit.
Hints_Inventory_ContainerSizeLimits=Storage containers have size limits. Items that are too large cannot be placed inside.
Hints_Inventory_ContainerSizeLimits_Title=Storage Containers
Hints_Inventory_HomeItemAdded=A new item(s) has been added to your primary residence's local storage and can accessed while there via the inventory.
Hints_Inventory_HomeItemAdded_Title=New Item In Inventory
Hints_Inventory_InvalidClothingArmorEquip=Clothing and undersuits (and thus armor) cannot be equipped at the same time.
Hints_Inventory_InvalidClothingArmorEquip_Title=Clothing & Undersuits
Hints_Inventory_ItemPurchased=Your purchase has been transferred to your local storage and can be accessed while at this location via the inventory.
Hints_Inventory_ItemPurchased_Title=Local Storage
Hints_Inventory_Open=Drag and drop items to transfer them between storage containers and personal storage; including any items being worn or held.
Hints_Inventory_OpenInVehicle=Navigate between your personal inventory and various storage containers using the tabs on the sides of the screen.
Hints_Inventory_OpenWithNoContainer=Equip clothing, armor, and backpacks to manage their storage. Visit a container to manage its inventory. To drop items, drag them to the drop hand icon.
Hints_Inventory_SpawnPointExit=To find where your items are being stored, use the mobiGlas Asset app to track all your belongings and their current whereabouts.
Hints_Inventory_SpawnPointExit_2=Use your inventory to equip and unequip items, weapons, clothing, and armor by dragging and dropping.
Hints_Inventory_Title=Inventory
Hints_Inventory_Tracking_Title=Inventory - Tracking
Hints_Inventory_UndersuitClothingIncompatible=You must wear an undersuit to equip armor pieces. Since undersuits can't be worn with clothing, you are unable to pair clothing with armor.
Hints_Inventory_VehicleDestroyed=When a vehicle is destroyed, some items aboard have a chance of surviving. To recover, search the wreckage. (A tractor beam may be helpful.)
Hints_Inventory_VehicleStorageUsed=To find the locations of your belongings, use the mobiGlas Asset app.
Hints_Inventory_VehicleStorage_Title=Vehicle Storage
Hints_Item_Collection_Title=Item Collecting
Hints_Items1_Priming=Equipped grenades can be primed to begin a detonation countdown. Be sure to throw or cancel the priming before the grenade explodes.
Hints_Items2=Watch out for the grenade icon that indicates when a grenade has been thrown near to you.
Hints_Journal1=The Journal app is for reviewing your correspondence and collected data.
Hints_Journal_Title=Journal
Hints_Keybinding1=If a Hint action is UNBOUND you should remap it in the Keybinding menu. Find the Keybinding menu in the Options.
Hints_Keybinding_Title=Keybindings
Hints_LogInBedSpawnFailGeneric=The bed you last logged out from is currently unavailable on this server. Instead, you have respawned at your previous location.
Hints_LogInBedSpawnFailGeneric_Title=Bed Unavailable
Hints_LoggingOut=While in your ship's bed, interact with it to see the option to log out.
Hints_LoggingOut_Title=Logging Out
Hints_LogoutAIShip=Only ships owned by a player can be used as an initial spawn location.
Hints_LogoutEnteredNoPlayersAround=When no other people are in the area, your ship will despawn from the server.
Hints_LogoutEnteredNonOwned=You can spawn on another player's ship if it is available on the server. Otherwise, your initial spawn will be the last location you stored a ship at.
Hints_LogoutEnteredPlayersAround=When people are nearby, your ship remains on the server for a short time. During this time there is a risk of it being destroyed or stolen.
Hints_LogoutEnteredPlayersInShip=If there are people aboard, your ship will not despawn until it is empty. During this time there is a risk of it being destroyed or stolen.
Hints_LogoutShipWithinShip=Vehicles stored on another ship's landing area are not available for player spawning. 
Hints_Logout_Title=Logging Out
Hints_MFD1=Manage your ship's power, heat, weapons and shields via the interactive screens in your cockpit.
Hints_MFD2=Use Interaction Mode to switch between and manipulate the information displayed on screen.
Hints_MFD3=Take the time to get accustomed to the options available here. Being able to quickly navigate these screens will be vital later.
Hints_MFD_Title=Multi-Function Displays
Hints_Map01=From your mobiGlas Map you can set destinations, place markers, and plan routes.
Hints_Map01_Gamepad=From your mobiGlas Map you can set destinations, place markers, and plan routes.
Hints_Map_Title=Maps
Hints_MedBeam_FireMode=Choose who to heal by toggling between targeting yourself and other injured individuals.
Hints_MedBeam_MT_BDLCrit=The Multi-Tool Healing Attachment cannot heal targets with a Critical Blood Drug Level (BDL).
Hints_MedBeam_MT_TargetRequired=You can heal a target over a short distance using the Multi-Tool Healing Attachment.
Hints_MedBeam_MT_Title=Multi-Tool Healing
Hints_MedBeam_Medgun_AdvMode=In Advanced Mode you can adjust the drug types and dosages delivered to your target.
Hints_MedBeam_Medgun_AdvModeButtons=Press the Auto button to automatically set the target dosages. Press Clear to reset the target Dosage.
Hints_MedBeam_Medgun_AdvModeCritBDLBypass=Advanced Mode bypasses BDL safety limits and should be used with caution. Administering Resurgera will reduce a targets BDL faster over time.
Hints_MedBeam_Medgun_BDLCrit=Medical Devices cannot heal targets with a critical Blood Drug Level (BDL) when in Basic Mode. Use Advanced Mode to bypass the BDL safety limits.
Hints_MedBeam_Medgun_TargetRequired=You can heal and apply drugs to a target over a short distance using a Medical Device.
Hints_MedBeam_Medgun_ToggleAdvMode=Toggle to the Advanced Mode to access more drug application options.
Hints_MedBeam_MedicalDeviceDosage_Title=Medical Device - Dosage
Hints_MedBeam_MedicalDeviceModes_Title=Medical Device - Modes
Hints_MedBeam_Title=Medical Beam
Hints_MedBeam_ValidTargetAcquired=Additional information regarding a target's current health status can found in the Medical Device's AR display.
Hints_MedBeam_ValidTargetAcquired_Hurt=Apply drugs to alleviate injury symptoms and improve the health of an injured target. Note that this increases the targets Blood Drug Level (BDL).
Hints_Medical_Device_Title=Medical Device
Hints_MedpenStabBlockedInGreenZone=Medical pens cannot be used to inject others while in a armistice zone.
Hints_MedpenStabBlockedInGreenZone_Title=Armistice Zone - Medication
Hints_Melee_Blocking=To successfully block, turn to face the incoming attack.
Hints_Melee_Combat_Title=Melee Combat
Hints_Melee_ComboAttacks=To perform combinations, alternate left and right attacks.
Hints_Melee_HeavyHaymaker=To throw a Haymaker, preform a heavy punch with the opposite hand after performing a Jab.
Hints_Melee_Stun=When hit by fists you will suffer stun damage. This is not lethal, but get hit too much and you will be knocked down.
Hints_Melee_Uppercut=To throw an Uppercut, follow up a hook with an attack from the alternate hand.
Hints_MiningConsumables_OnConsumableExpired=An Active Mining Module has expired and its effects have ended. However, they can be activated multiple times until they're depleted.
Hints_MiningConsumables_OnConsumableExpiredNoCharges=An Active Mining Module has expired and is now fully depleted. Return to a mining equipment supplier to purchase more.
Hints_MiningConsumables_OnConsumableUsed=Each type of Mining Module has different effects and durations. Experiment with Modules to find what works best for you in various situations.
Hints_MiningConsumables_OnFirstMiningConsumableBought=Purchased Mining Modules can be equipped on compatible mining lasers. Assign the module to an available slot via the Vehicle Manager.
Hints_MiningConsumables_OnFirstMiningWithConsumablesEquipped=Passive Mining Modules are always functional. For Active Mining Modules, use Interaction Mode on the Mining Module Panel on your Dashboard.
Hints_Mining_Cargo_Title=Mining - Cargo
Hints_Mining_Difficulty_Title=Mining - Difficulty
Hints_Mining_Extraction_Title=Mining - Extraction
Hints_Mining_Fracture_Title=Mining - Fracture
Hints_Mining_Intro_Title=Mining - Intro
Hints_Mining_Mode_Welcome_Title=Welcome to Mining
Hints_Mining_Modules_Title=Mining Modules
Hints_Mining_Scanning_Title=Mining - Scanning
Hints_Mining_Title=Mining
Hints_Missions_Title=Missions
Hints_Monitored1=Local security forces uphold monitored space zones throughout the system. Any area where the satellite icon is displayed on your visor is monitored.
Hints_Monitored2=Working Comm Arrays are required to maintain monitored space.
Hints_Monitored3=You have passed outside of the local security's monitored zone.
Hints_Monitored_Title=Monitored Space
Hints_OnProspectorCargoFull=Your cargo hold is full. Any additional minerals extracted will be lost. Travel to a rest stop with a Refinery to refine or sell your materials.
Hints_OnProspectorCargoHalfFull=Your cargo hold is half full.
Hints_OnProspectorEngineStart=To start mining, travel above the surface of a planet, moon, or asteroid and use your vehicle's radar ping to find and identify mineral deposits.
Hints_OnProspectorExtractableRockTargetted=Once the rock is small enough to harvest, it will have a purple outline. Target the rock and switch to Extraction Mode to extract the minerals inside the rock.
Hints_OnProspectorFracturableRockTargetted=Target a rock to scan it, collecting more data over time. Switch to Fracture Mode to use the Mining Laser, adjusting the throttle as needed.
Hints_OnProspectorInLowOrbitOverMoon=To find valuable materials, switch to your scanning mode and use the radar ping to locate potential mineral deposits.
Hints_OnProspectorMiningModeSwitch=Mining is split into two phases: Fracture and Extraction. Fracture Mode is used to shatter rocks into smaller pieces while Extraction mode is used to extract minerals from the smallest rocks.
Hints_OnProspectorMiningNoProgress=Some deposits are too resistant or big for your current equipment. Try upgrading your laser, finding different deposits, or teaming up with others.
Hints_OnProspectorRadarBlobFound=Mineral deposit detected. Fly closer to narrow down its position and identify what it is.
Hints_OnProspectorRockExtracted=You have extracted your first valuable materials. You can continue to mine resources until your cargo hold is full.
Hints_OnProspectorRockFractured=Now that the rock has fractured, keep shattering the fragments (yellow) until they become small enough to be extracted (purple).
Hints_OnProspectorRockInPassiveRadar=You have found a rock rich in ore. Get close and switch your ship to Mining Mode to begin the fracturing and extraction process.
Hints_OnProspectorRockPowerDangerLevel=If a rock being mined reaches dangerous levels (red) it will potentially explode, damaging everything nearby.
Hints_OnProspectorRockPowerOptimalLevel=Keeping the energy level inside the rock's optimal window (green) will cause a controlled fracture to occur.
Hints_Oxygen1=To refill your oxygen tank when its low, equip an OxyPen from your inventory and then use it. OxyPens are available for purchase at shops.
Hints_Oxygen2=Your oxygen's running low. Equip an OxyPen from your inventory and use it to refill your tank. OxyPens are available for purchase at shops.
Hints_Oxygen3=Your oxygen tank's very low. Equip an OxyPen from your inventory and use it to refill your tank. OxyPens are available for purchase at shops.
Hints_Oxygen4=Your Oxygen Tank is running low. Return to an environment with life support or use an OxyPen to replenish it.
Hints_Oxygen6=Your Oxygen Tank is very low. Quickly return to an environment with life support or use an OxyPen to replenish it.
Hints_Oxygen_Title=Oxygen
Hints_PIT_FlightModeSelect_Menu=Highlight a segment and release to toggle a mode on or off. Tapping will toggle the last selected Flight Mode.
Hints_PIT_FlightModeSelect_Open=In the Flight Mode Select menu, hold to select and release to perform the action.
Hints_PIT_FlightModeSelect_Title=Flight Mode Select Menu
Hints_PIT_Menu_Favorites=Favorites are contextual and only available when in the correct state. For example, the Quantum Travel toggle is only available when in a ship seat.
Hints_PIT_Menu_Inactive=Contextual actions will be greyed out and inactive when they are not applicable. For example, equipping a weapon within an Armistice Zone.
Hints_PIT_Menu_Inactive_Title=PIT Menu - Inactive
Hints_PIT_Menu_Navigation=Select an action or navigate to a category with Left Mouse Button\nTo open a highlighted segment's contextual menu or return to the previous menu hierarchy, use Right Mouse Button.
Hints_PIT_Menu_Navigation_Title=PIT Menu - Navigation
Hints_PIT_Menu_Open=Managing your avatar's behavior and carriable inventory is done through the Personal Inner Thoughts menu.
Hints_PIT_Menu_Summary=From the PIT menu, you can trigger contextual actions, set hot keys, and assign favorites.
Hints_Personal_Inner_Thought1=Use Interaction Mode (~action(player_choice|pc_interaction_mode)) and press ~action(player_choice|pc_personal_thought) to open your Personal Inner Thought menu.
Hints_Personal_Inner_Thought_Title=Personal Inner Thought (PIT)
Hints_Personal_Inventory01=To open your Full Inventory press (~action(player_choice|pc_pit_inventory)). To open the Quick Inventory use ~action(player_choice|pc_pit_looting).
Hints_Personal_Inventory_Title=Personal Inventory
Hints_Pickups1=When enemies are defeated, they drop pickups that replenish your spaceship. There are four different kinds: Fuel, Ammo, Missiles and Repair.
Hints_Pickups2=The pickups offer larger rewards to the players that dealt the most damage.
Hints_Pickups_Title=Pickups
Hints_Port_Olisar3=Before attempting to pass through any External Airlock, check you've an undersuit and helmet equipped.
Hints_Private_Match1=Private matches are unranked meaning your scores aren't recorded.
Hints_Private_Match_Title=Private Matches
Hints_Quantum_Drive_CoolDown_Title=Quantum Drive - Cool-Down
Hints_Quantum_Drive_Cooldown1=After you QT, your drive will need to cooldown. How long of a cooldown depends on the distance Quantum Travelled.
Hints_Quantum_Drive_Spooling1=Ships must fully spool up their Quantum Drives in order to Quantum Travel.
Hints_Quantum_Drive_Spooling2=Spooling your Quantum Drive will expose nearby navigation markers if nothing is selected in the Map.\n
Hints_Quantum_Drive_Spooling3=Your Quantum Drive's spooling status shows on your Flight HUD and the Calibration UI.
Hints_Quantum_Drive_Spooling4=Spooling your Quantum Drive will draw power from other elements in your ship; most notably, your ship's Weapons and Shields.
Hints_Quantum_Drive_Spooling_Title=Quantum Drive - Spooling
Hints_Quantum_Drive_Title=Quantum Drive
Hints_Quantum_Linking1=Once linked, you will be able to initiate QT for the group. Nearby group members that are aligned and spooled will travel with you.
Hints_Quantum_Linking_Title=Quantum Linking
Hints_Quantum_Travel1=Once you've set a destination in the Map, a waypoint will appear on your visor. Align your ship to the waypoint to calibrate for QT.
Hints_Quantum_Travel2=Your destination is obstructed and Quantum Travel cannot be initiated. You may need to travel somewhere else first to find a clear path.
Hints_Quantum_Travel_Calibration1=Align to a Nav Marker to start Calibrating your QT Target.
Hints_Quantum_Travel_Calibration3=Spooling your Quantum Drive will allow you to Quantum Travel to any marked destination once calibrated.
Hints_Quantum_Travel_Calibration4=Once your Quantum Drive is aligned and calibrated you will be able initiate Quantum Travel.
Hints_Quantum_Travel_Calibration_Title=Quantum Travel - Calibration
Hints_Quantum_Travel_Cancel1=While Quantum Travel can be cancelled mid-route, it must be done PRIOR to starting the deceleration phase.
Hints_Quantum_Travel_Cancel_Title=Quantum Travel - Cancel
Hints_Quantum_Travel_Title=Quantum Travel
Hints_RepairBeam_AmmoEmpty=Repairing consumes Recycled Material Composite (RMC), which can be acquired in shops or by using the Salvage Beam.
Hints_RepairBeam_HullOverview=The Repair Beam can partially repair damage done to a hull as long as the ship or vehicle's shields are deactivated.
Hints_RepairBeam_HullOverview_Title=Repair - Hull Restoration
Hints_RepairBeam_Repairing=The repair capabilities of the Cambio-Lite SRT Attachment are limited. It won't produce a pristine hull but field repairs can be vital for survival.
Hints_RepairBeam_Title=Multi-Tool - Repair
Hints_RepairBeam_VehicleTargetAquired=Use Repair mode to patch a damaged hull by moving the beam at a steady pace and targeting damaged areas.
Hints_Respawn_MedBed_ClearAllRespawn=If an imprint is removed from a vehicle's medical bed, or that vehicle's not available, they will regen at their primary residence facility.
Hints_Respawn_MedBed_ClearRespawn=Make a new imprint to set medical facility as your regen location. Reset your location to reassign your imprint to your primary residence facility.
Hints_Respawn_MedBed_FirstUnavailable=If your regen preference is unavailable at time of respawn, you will instead regen at the facility closest to your primary residence.
Hints_Respawn_MedBed_OutOfRange=Regen locations have a maximum range at which they can function. Dying outside of this range will result in your being respawned elsewhere.
Hints_Respawn_MedBed_SetRespawn=Create an imprint at a location to regen there after you die. You'll regen there until your location's reset or a new imprint's made.
Hints_RestrictedAreaNavigation_Title=Restricted Area - Navigation
Hints_RestrictedAreaTunnelActivatedLanding=Safely traverse through Restricted Areas via the designated AR Marker Tunnels.
Hints_RestrictedAreaTunnelActivatedTakeOff=Safely traverse through Restricted Areas via the designated AR Marker Tunnels.
Hints_RestrictedAreaTunnelEdge=Stay within the AR Marker Tunnel to traverse through the Restricted Area safely.
Hints_RestrictedAreaTunnelNearby=To safely traverse the Restricted Area, locate the nearby AR Marker Tunnel and fly along its path.
Hints_SalvageBeam_AmmoFull=The Cambio-Lite SRT Attachment converts scrap into Recycled Material Composite (RMC), which can be sold or used to repair damaged hulls.
Hints_SalvageBeam_HullOverview=The Salvage Beam strips vehicle hulls into Recycled Material Composite (RMC). Collected material can be sold or used to repair damaged hulls.
Hints_SalvageBeam_HullOverview_Title=Salvage - Hull Scraping
Hints_SalvageBeam_MaterialDepleeted=Move the Salvage Beam across the surface at a steady pace to ensure the collection of all the salvageable material in an area.
Hints_SalvageBeam_Salvaging=Salvaging turns various materials into Recycled Material Composite (RMC) and stores it in the accompanying canister until it's full.
Hints_SalvageBeam_Salvaging_Title=Multi-Tool - Salvage
Hints_SalvageBeam_VehicleTargetAquired=Salvaging the hull weakens the structural integrity of that part of the ship or vehicle.
Hints_SalvageBeam_VehicleTargetAquired_Title=Salvage - FPS Hull Scraping
Hints_SalvageRepairBeam_Shields=The Salvage or Repair process is ineffective if the ship or vehicle's shields are active.
Hints_SalvageRepairBeam_Shields_Title=FPS Salvage & Repair - Shields
Hints_Scheduler1=Objectives are tracked via the Contract Manager app.
Hints_Scheduler2=Completed contracts are also shown here.
Hints_Security1=Unless prior authorization has been given, entering a Comm Array is considered trespassing.
Hints_Security_Title=Comm Arrays
Hints_Ship_Ammo1=Ballistic weapons are running low on ammo.
Hints_Ship_Ammo2=You are almost out of missiles.
Hints_Ship_Ammo_Title=Ship Ammo
Hints_Ship_Combat2=Your shields are down. You will be more vulnerable to weapons until they recharge.
Hints_Ship_Combat4=Your spaceship's energy weapons will run out of power when used too frequently. Allow them time to recharge.
Hints_Ship_Combat5=Your spaceship's weapons are overheating from too much use. Allow them time to cool down.
Hints_Ship_Combat7=Once you have a target, enter Missile Mode to launch any armed missiles.
Hints_Ship_Combat_Title=Ship Combat
Hints_Ship_Customization1=The changes made here will only affect your spaceship's setup in Arena Commander.
Hints_Ship_Customization_Title=Ship Customization
Hints_Ship_Defense1=Launching countermeasures allow you to avoid missiles. Cycle between Decoy or Noise types to select the correct countermeasure for the situation.
Hints_Ship_Defense2=Match your countermeasure selection to the missile lock icon. Timing is important and varies for each type of countermeasure.
Hints_Ship_Health1=Your spaceship's hull integrity is dangerously low.
Hints_Ship_Movement3=Remember to raise the landing gear to fly at full speed.
Hints_Ship_Movement5=Decoupled mode means your ship is no longer correcting your trajectory and will fly under Newtonian laws. Not recommended for beginner pilots.
Hints_Ship_Movement6=Activate your ship's boost to overclock your thrusters for higher maneuverability. Maintaining this for too long can burnout and damage your ship.
Hints_Ship_Movement_Title=Ship Movement
Hints_Ship_Startup1=Look for the Engage Systems dashboard button to start your system, or press ~action(spaceship_general|v_flightready).
Hints_Ship_Startup2=Look for the Engage Systems dashboard button to start your system, or press ~action(spaceship_general|v_flightready).
Hints_Ship_Startup_Title=Ship Startup
Hints_Shopping1=Shops are available throughout most stations. Use them to buy items and equipment before a journey.
Hints_Shopping2=Make a purchase by selecting the 'Buy' option via Interaction Mode or using the shop's kiosk.
Hints_Shopping3=You can also 'Try On' or 'Inspect' items in a shop before purchasing.
Hints_Shopping_Title=Shopping
Hints_SignatureSystem_EmissionHUD_01=The HUD Emission Bars indicate the strength of your signature vs. the current ambient signature. Signatures lower than the ambient are hard to detect.
Hints_SignatureSystem_EmissionHUD_Title=Emissions HUD
Hints_SignatureSystem_EmissionsHUD_02=Lower your vehicle's power usage to decrease EM signature, present a smaller profile to decrease your CS, and lower your temperature to decrease IR.
Hints_SignatureSystem_Ping=Pinging will highlight new contacts or areas worth investigating, but will temporarily increase your EM signature making you more detectable.
Hints_SignatureSystem_PingAngleChanged=Lowering the Pings angle reduces the area the wave will cover while increasing its amplification of encountered signatures.
Hints_SignatureSystem_PingAngle_Title=Radar Ping Angle
Hints_SignatureSystem_PingTriggered_01=When pinging, a wave accelerates outwards from your radar, highlighting any new contacts or areas worth investigating.\n
Hints_SignatureSystem_PingTriggered_02=The Ping can be adjusted from an expanding sphere to a smaller projected cone. The narrower the Ping, the more it will amplify encountered signatures.
Hints_SignatureSystem_Ping_Title=Radar's Ping
Hints_SignatureSystem_ScanAbandoned=The Scan Progress Bar shows how much information you've obtained. Once full, you have acquired all the available information.
Hints_SignatureSystem_ScanCompleted_01=If the Signature Strength Bar is not full, there may be more information available. Try getting closer to the target and/or increase your Scan Focus.
Hints_SignatureSystem_ScanCompleted_02=Scan Noise is indicated by the top of the Signature Strength Bar being red. Mitigate Scan Noise by increasing Scan Focus or upgrading your Scanner.
Hints_SignatureSystem_ScanModeEntered_01=To analyze a target, first adjust your direction so that the desired target is within the Scan Reticle, then scan until the Scan Progress Bar is full.
Hints_SignatureSystem_ScanModeEntered_02=You can increase or decrease your Scan Focus to adjust which objects you're trying to analyze.
Hints_SignatureSystem_ScanStarted=The Scan Progress fills as information is obtained. Keep scanning to receive all currently available info.
Hints_SignatureSystem_ScanZoomChanged=To improve a target's Signature Strength, try increasing your Scan Focus. Note, increased Focus may make targets difficult to follow.
Hints_SignatureSystem_Scanning_Title=Scan Mode
Hints_Sim_Cab1=Arena Commander allows you to practice your combat encounters from the safety of a Sim Cab.
Hints_Sim_Cab_Title=Sim Cab
Hints_Spawn01=Press ~action(default|pl_exit) to stand up.
Hints_Stamina1=Monitor your Heart Rate to avoid becoming fatigued. Running and jumping will increase your Heart Rate.
Hints_Stamina2=Your Heart Rate is very high. Rest to allow it time to return to normal rates.
Hints_Stamina_Title=Stamina
Hints_StowContractItem=To store an item you're holding, interact with the item and select 'Store' or use the inventory screen.
Hints_StowContractItem_Title=Storing Personal Items
Hints_Take-off_Demo1=Grav-Lev vehicles automatically hover when powered on.
Hints_Take-off_Demo1_Axis=Grav-Lev vehicles automatically hover when powered on.
Hints_Take-off_Title=Take-Off
Hints_TeamElimination1=Scavenge for OxyPens to survive. Central locations have the most oxygen resources.
Hints_TeamElimination_Title=Team Elimination
Hints_TractorBeam_OnTetherBreak_Distance=Both weight and distance factor into the tractor beam's ability to tether to a target. The heavier the object, the shorter the tether will need to be.
Hints_TractorBeam_OnTetherBreak_LineOfSight=If the tractor beam path to the target is interrupted or blocked, the tether will break. Move carefully to prevent accidental release.
Hints_TractorBeam_OnTetherBroke_ViewCone=Attempting to move a tethered object at too sharp an angle will sever the tractor beam. Adjust carefully to prevent accidental release.
Hints_TractorBeam_TargetCantLift_Mass=The tractor beam is unable to safely target objects that are too distant or heavy (in gravity). Use the multi-tool's HUD to see viable targets.
Hints_TractorBeam_TargetCantLift_Size=Some objects are too large for the tractor beam to safely manipulate. The multi-tool's HUD will indicate if an object is an appropriate target.
Hints_TractorBeam_Title=Multi-Tool - Tractor Beam
Hints_TractorBeam_ZeroGTraversal=While in zero-g, tethering to a large enough object (like a ship or station) will pull you towards it.
Hints_Trade_Kiosks1=Purchase commodities for trade or sell commodities you own from vehicles stored here or the local warehouse.
Hints_Trade_Kiosks2=The Local Market Value tab will let you know which commodities will net you the most profit.
Hints_Trade_Kiosks_Title=Trading and Shipping Console
Hints_VolatileCargo_Collection_Title=Volatile Cargo - Collection
Hints_VolatileCargo_Jettisoned_Title=Volatile Cargo - Jettisoned
Hints_VolatileCargo_OnVolatileCargoCollected=Your vehicle is now transporting volatile cargo. Use caution and avoid damage to keep the cargo stable.
Hints_VolatileCargo_OnVolatileCargoCollectedFirstTime=Volatile cargo stored aboard your vehicle can become unstable if it takes damage. If it becomes critically unstable, it may explode.
Hints_VolatileCargo_OnVolatileCargoCritical=Your volatile cargo is about to explode! Jettison all cargo via the 'Cargo Warning' panel now!
Hints_VolatileCargo_OnVolatileCargoExplodedNoDeath=Your volatile cargo has exploded and severely damaged your vehicle.
Hints_VolatileCargo_OnVolatileCargoJettisoned=You have jettisoned the contents of your hold and your 'Cargo Warning' light is now deactivated.
Hints_VolatileCargo_OnVolatileCargoLightOnCritical=Your volatile cargo is critically unstable and may explode. Consider jettisoning the entire contents of your cargo hold via the 'Cargo Warning' panel.
Hints_VolatileCargo_OnVolatileCargoLightOnWarning=Your volatile cargo has become unstable and may explode. Consider jettisoning the volatile cargo if its stability drops further.
Hints_VolatileCargo_Title=Volatile Cargo
Hints_VolatileCargo_Warning_Title=Volatile Cargo - Warning
Hostile_RepUI_Area,P=[PH] Area
Hostile_RepUI_Description,P=[PH] Hostile Description
Hostile_RepUI_Focus,P=[PH] Hostile Focus
Hostile_RepUI_Founded,P=[PH] N/A
Hostile_RepUI_Headquarters,P=[PH] Hostile Headquarters
Hostile_RepUI_Leadership,P=[PH] Hostile Leadership
Hostile_RepUI_Name,P=[PH] Hostile
Human_Crew_Titles_001=Captain
Human_Crew_Titles_002=Pilot
Human_Crew_Titles_003=Copilot
Human_Crew_Titles_004=First Officer
Human_Crew_Titles_005=Second Officer
Human_Crew_Titles_006=Navigator
Human_Crew_Titles_007=Gunner
Human_Crew_Titles_008=Engineer
Human_Crew_Titles_009=Assistant Engineer
Human_Crew_Titles_010=Chief Engineer
Human_Crew_Titles_011=Mechanic
Human_Crew_Titles_012=Comms Officer
Human_Crew_Titles_013=Shield Tech
Human_Crew_Titles_014=Systems Tech
Human_Crew_Titles_015=Security Officer
Human_Crew_Titles_016=Security Guard
Human_Crew_Titles_017=Bosun
Human_Crew_Titles_018=Electrician
Human_Crew_Titles_019=Deckhand
Human_Crew_Titles_020=Medic
Human_Crew_Titles_021=Ensign
Human_Crew_Titles_022=Scan Tech
Human_Crew_Titles_023=Technician
Human_Crew_Titles_024=Operator
Human_Crew_Titles_025=Lead Operator
Human_Crew_Titles_026=Refinery Operator
Human_Crew_Titles_027=Field Tech
Human_Crew_Titles_028=Cook
Human_Crew_Titles_029=Cargo Officer
Human_Crew_Titles_030=Cargo Handler
Human_First_Names_F_0001=Cherie
Human_First_Names_F_0002=Leah
Human_First_Names_F_0003=Roisin
Human_First_Names_F_0004=Aadya
Human_First_Names_F_0005=Aarin
Human_First_Names_F_0006=Aarthi
Human_First_Names_F_0007=Abbie
Human_First_Names_F_0008=Abby
Human_First_Names_F_0009=Abelina
Human_First_Names_F_0010=Abida
Human_First_Names_F_0011=Abigail
Human_First_Names_F_0012=Abrar
Human_First_Names_F_0013=Abril
Human_First_Names_F_0014=Abryann
Human_First_Names_F_0015=Ada
Human_First_Names_F_0016=Adair
Human_First_Names_F_0017=Adama
Human_First_Names_F_0018=Addie
Human_First_Names_F_0019=Addison
Human_First_Names_F_0020=Adel
Human_First_Names_F_0021=Adela
Human_First_Names_F_0022=Adelae
Human_First_Names_F_0023=Adeline
Human_First_Names_F_0024=Adi
Human_First_Names_F_0025=Adia
Human_First_Names_F_0026=Adianka
Human_First_Names_F_0027=Adina
Human_First_Names_F_0028=Adisa
Human_First_Names_F_0029=Adrean
Human_First_Names_F_0030=Adrian
Human_First_Names_F_0031=Adriana
Human_First_Names_F_0032=Adrianne
Human_First_Names_F_0033=Aeon
Human_First_Names_F_0034=Afra
Human_First_Names_F_0035=Agam
Human_First_Names_F_0036=Agnes
Human_First_Names_F_0037=Agra
Human_First_Names_F_0038=Ahanti
Human_First_Names_F_0039=Ai
Human_First_Names_F_0040=Aida
Human_First_Names_F_0041=Aidynn
Human_First_Names_F_0042=Aika
Human_First_Names_F_0043=Aikira
Human_First_Names_F_0044=Aiko
Human_First_Names_F_0045=Aila
Human_First_Names_F_0046=Aileen
Human_First_Names_F_0047=Ailsa
Human_First_Names_F_0048=Aimee
Human_First_Names_F_0049=Aimi
Human_First_Names_F_0050=Aina
Human_First_Names_F_0051=Airele
Human_First_Names_F_0052=Airen
Human_First_Names_F_0053=Airi
Human_First_Names_F_0054=Aisha
Human_First_Names_F_0055=Aiva
Human_First_Names_F_0056=Aiyana
Human_First_Names_F_0057=Ajai
Human_First_Names_F_0058=Akari
Human_First_Names_F_0059=Akeely
Human_First_Names_F_0060=Akemi
Human_First_Names_F_0061=Akeno
Human_First_Names_F_0062=Akhila
Human_First_Names_F_0063=Aki
Human_First_Names_F_0064=Akie
Human_First_Names_F_0065=Akiko
Human_First_Names_F_0066=Akili
Human_First_Names_F_0067=Akina
Human_First_Names_F_0068=Aksa
Human_First_Names_F_0069=Alaia
Human_First_Names_F_0070=Alaina
Human_First_Names_F_0071=Alana
Human_First_Names_F_0072=Alani
Human_First_Names_F_0073=Alba
Human_First_Names_F_0074=Albana
Human_First_Names_F_0075=Alberta
Human_First_Names_F_0076=Albina
Human_First_Names_F_0077=Aldean
Human_First_Names_F_0078=Aleena
Human_First_Names_F_0079=Alejandra
Human_First_Names_F_0080=Aleksandra
Human_First_Names_F_0081=Alena
Human_First_Names_F_0082=Alenka
Human_First_Names_F_0083=Alesia
Human_First_Names_F_0084=Alex
Human_First_Names_F_0085=Alexa
Human_First_Names_F_0086=Alexandra
Human_First_Names_F_0087=Alexandria
Human_First_Names_F_0088=Alexis
Human_First_Names_F_0089=Alexy
Human_First_Names_F_0090=Alfreda
Human_First_Names_F_0091=Ali
Human_First_Names_F_0092=Alice
Human_First_Names_F_0093=Alicia
Human_First_Names_F_0094=Alija
Human_First_Names_F_0095=Alika
Human_First_Names_F_0096=Alima
Human_First_Names_F_0097=Aline
Human_First_Names_F_0098=Alisa
Human_First_Names_F_0099=Alisha
Human_First_Names_F_0100=Alison
Human_First_Names_F_0101=Alissa
Human_First_Names_F_0102=Aliza
Human_First_Names_F_0103=Allacia
Human_First_Names_F_0104=Allie
Human_First_Names_F_0105=Allison
Human_First_Names_F_0106=Allyson
Human_First_Names_F_0107=Alma
Human_First_Names_F_0108=Almer
Human_First_Names_F_0109=Aloma
Human_First_Names_F_0110=Alondra
Human_First_Names_F_0111=Alta
Human_First_Names_F_0112=Althea
Human_First_Names_F_0113=Alva
Human_First_Names_F_0114=Alvia
Human_First_Names_F_0115=Aly
Human_First_Names_F_0116=Alya
Human_First_Names_F_0117=Alycia
Human_First_Names_F_0118=Alysha
Human_First_Names_F_0119=Alyson
Human_First_Names_F_0120=Alyssa
Human_First_Names_F_0121=Amadi
Human_First_Names_F_0122=Amaira
Human_First_Names_F_0123=Amalia
Human_First_Names_F_0124=Amalie
Human_First_Names_F_0125=Amanda
Human_First_Names_F_0126=Amandeep
Human_First_Names_F_0127=Amane
Human_First_Names_F_0128=Amara
Human_First_Names_F_0129=Amari
Human_First_Names_F_0130=Amber
Human_First_Names_F_0131=Ambika
Human_First_Names_F_0132=Amel
Human_First_Names_F_0133=Amelia
Human_First_Names_F_0134=Amelija
Human_First_Names_F_0135=Ami
Human_First_Names_F_0136=Amie
Human_First_Names_F_0137=Amil
Human_First_Names_F_0138=Amina
Human_First_Names_F_0139=Amita
Human_First_Names_F_0140=Amori
Human_First_Names_F_0141=Amory
Human_First_Names_F_0142=Amparo
Human_First_Names_F_0143=Amrit
Human_First_Names_F_0144=Amrita
Human_First_Names_F_0145=Amy
Human_First_Names_F_0146=An
Human_First_Names_F_0147=Ana
Human_First_Names_F_0148=Ananya
Human_First_Names_F_0149=Anastasia
Human_First_Names_F_0150=Anasuya
Human_First_Names_F_0151=Anay
Human_First_Names_F_0152=Anaya
Human_First_Names_F_0153=Anber
Human_First_Names_F_0154=Anda
Human_First_Names_F_0155=Andrea
Human_First_Names_F_0156=Andreaka
Human_First_Names_F_0157=Andrijana
Human_First_Names_F_0158=Andy
Human_First_Names_F_0159=Aneta
Human_First_Names_F_0160=Anett
Human_First_Names_F_0161=Angela
Human_First_Names_F_0162=Angelica
Human_First_Names_F_0163=Angelina
Human_First_Names_F_0164=Angelique
Human_First_Names_F_0165=Angelita
Human_First_Names_F_0166=Angie
Human_First_Names_F_0167=Ani
Human_First_Names_F_0168=Anijah
Human_First_Names_F_0169=Anika
Human_First_Names_F_0170=Anita
Human_First_Names_F_0171=Anitra
Human_First_Names_F_0172=Anjali
Human_First_Names_F_0173=Ankita
Human_First_Names_F_0174=Ann
Human_First_Names_F_0175=Anna
Human_First_Names_F_0176=Annabella
Human_First_Names_F_0177=Annabelle
Human_First_Names_F_0178=Annalisa
Human_First_Names_F_0179=Anne
Human_First_Names_F_0180=Annette
Human_First_Names_F_0181=Annie
Human_First_Names_F_0182=Annika
Human_First_Names_F_0183=Annmarie
Human_First_Names_F_0184=Anthea
Human_First_Names_F_0185=Antoinette
Human_First_Names_F_0186=Antonella
Human_First_Names_F_0187=Antonia
Human_First_Names_F_0188=Antra
Human_First_Names_F_0189=Anya
Human_First_Names_F_0190=Anzu
Human_First_Names_F_0191=Aolani
Human_First_Names_F_0192=Apolena
Human_First_Names_F_0193=April
Human_First_Names_F_0194=Ara
Human_First_Names_F_0195=Arabella
Human_First_Names_F_0196=Arbana
Human_First_Names_F_0197=Ardell
Human_First_Names_F_0198=Arden
Human_First_Names_F_0199=Ardie
Human_First_Names_F_0200=Areon
Human_First_Names_F_0201=Aretha
Human_First_Names_F_0202=Aria
Human_First_Names_F_0203=Ariana
Human_First_Names_F_0204=Ariane
Human_First_Names_F_0205=Arie
Human_First_Names_F_0206=Ariel
Human_First_Names_F_0207=Arielle
Human_First_Names_F_0208=Arien
Human_First_Names_F_0209=Aries
Human_First_Names_F_0210=Arin
Human_First_Names_F_0211=Aris
Human_First_Names_F_0212=Arleen
Human_First_Names_F_0213=Arleigh
Human_First_Names_F_0214=Armani
Human_First_Names_F_0215=Armari
Human_First_Names_F_0216=Arnedra
Human_First_Names_F_0217=Arpita
Human_First_Names_F_0218=Arti
Human_First_Names_F_0219=Artie
Human_First_Names_F_0220=Ary
Human_First_Names_F_0221=Asako
Human_First_Names_F_0222=Asami
Human_First_Names_F_0223=Ashanique
Human_First_Names_F_0224=Ashby
Human_First_Names_F_0225=Ashkira
Human_First_Names_F_0226=Ashlee
Human_First_Names_F_0227=Ashley
Human_First_Names_F_0228=Astrid
Human_First_Names_F_0229=Asuka
Human_First_Names_F_0230=Asumi
Human_First_Names_F_0231=Athena
Human_First_Names_F_0232=Atley
Human_First_Names_F_0233=Atsuko
Human_First_Names_F_0234=Atsumi
Human_First_Names_F_0235=Aubrey
Human_First_Names_F_0236=Audra
Human_First_Names_F_0237=Audrey
Human_First_Names_F_0238=Augusta
Human_First_Names_F_0239=Augustina
Human_First_Names_F_0240=Augustine
Human_First_Names_F_0241=Aundra
Human_First_Names_F_0242=Aurea
Human_First_Names_F_0243=Aurelia
Human_First_Names_F_0244=Aurora
Human_First_Names_F_0245=Austin
Human_First_Names_F_0246=Autumn
Human_First_Names_F_0247=Ava
Human_First_Names_F_0248=Avarie
Human_First_Names_F_0249=Avery
Human_First_Names_F_0250=Avice
Human_First_Names_F_0251=Avigail
Human_First_Names_F_0252=Avis
Human_First_Names_F_0253=Avishan
Human_First_Names_F_0254=Aviva
Human_First_Names_F_0255=Avrey
Human_First_Names_F_0256=Avry
Human_First_Names_F_0257=Aya
Human_First_Names_F_0258=Ayako
Human_First_Names_F_0259=Ayame
Human_First_Names_F_0260=Ayana
Human_First_Names_F_0261=Ayleanna
Human_First_Names_F_0262=Ayo
Human_First_Names_F_0263=Ayumi
Human_First_Names_F_0264=Azahara
Human_First_Names_F_0265=Azariah
Human_First_Names_F_0266=Aziah
Human_First_Names_F_0267=Azumi
Human_First_Names_F_0268=Bailey
Human_First_Names_F_0269=Bao
Human_First_Names_F_0270=Barbara
Human_First_Names_F_0271=Barbra
Human_First_Names_F_0272=Barrie
Human_First_Names_F_0273=Bay
Human_First_Names_F_0274=Baylin
Human_First_Names_F_0275=Bea
Human_First_Names_F_0276=Beatrice
Human_First_Names_F_0277=Beatrix
Human_First_Names_F_0278=Becki
Human_First_Names_F_0279=Becky
Human_First_Names_F_0280=Bela
Human_First_Names_F_0281=Belinda
Human_First_Names_F_0282=Belle
Human_First_Names_F_0283=Benita
Human_First_Names_F_0284=Bennett
Human_First_Names_F_0285=Bera
Human_First_Names_F_0286=Bergen
Human_First_Names_F_0287=Berkley
Human_First_Names_F_0288=Berlin
Human_First_Names_F_0289=Bernadeta
Human_First_Names_F_0290=Bernadette
Human_First_Names_F_0291=Bernadine
Human_First_Names_F_0292=Bernice
Human_First_Names_F_0293=Berta
Human_First_Names_F_0294=Bertha
Human_First_Names_F_0295=Bertie
Human_First_Names_F_0296=Beryl
Human_First_Names_F_0297=Bess
Human_First_Names_F_0298=Bessie
Human_First_Names_F_0299=Beth
Human_First_Names_F_0300=Bethany
Human_First_Names_F_0301=Betsy
Human_First_Names_F_0302=Bette
Human_First_Names_F_0303=Bettie
Human_First_Names_F_0304=Betty
Human_First_Names_F_0305=Beverly
Human_First_Names_F_0306=Bianca
Human_First_Names_F_0307=Billie
Human_First_Names_F_0308=Bipasha
Human_First_Names_F_0309=Birdie
Human_First_Names_F_0310=Blair
Human_First_Names_F_0311=Blanca
Human_First_Names_F_0312=Blanche
Human_First_Names_F_0313=Blayke
Human_First_Names_F_0314=Bless
Human_First_Names_F_0315=Blythe
Human_First_Names_F_0316=Bobbi
Human_First_Names_F_0317=Bobbie
Human_First_Names_F_0318=Bonita
Human_First_Names_F_0319=Bonnie
Human_First_Names_F_0320=Bora
Human_First_Names_F_0321=Braden
Human_First_Names_F_0322=Brady
Human_First_Names_F_0323=Brae
Human_First_Names_F_0324=Braelin
Human_First_Names_F_0325=Brandi
Human_First_Names_F_0326=Brandy
Human_First_Names_F_0327=Braylin
Human_First_Names_F_0328=Bree
Human_First_Names_F_0329=Brenda
Human_First_Names_F_0330=Brenn
Human_First_Names_F_0331=Breslin
Human_First_Names_F_0332=Breyann
Human_First_Names_F_0333=Bria
Human_First_Names_F_0334=Briana
Human_First_Names_F_0335=Bridget
Human_First_Names_F_0336=Bridgette
Human_First_Names_F_0337=Brighten
Human_First_Names_F_0338=Brigita
Human_First_Names_F_0339=Britain
Human_First_Names_F_0340=Britney
Human_First_Names_F_0341=Britt
Human_First_Names_F_0342=Brooke
Human_First_Names_F_0343=Brooklyn
Human_First_Names_F_0344=Bryden
Human_First_Names_F_0345=Burnice
Human_First_Names_F_0346=Cabrina
Human_First_Names_F_0347=Cache
Human_First_Names_F_0348=Caden
Human_First_Names_F_0349=Cadence
Human_First_Names_F_0350=Caelin
Human_First_Names_F_0351=Cagney
Human_First_Names_F_0352=Caidyn
Human_First_Names_F_0353=Cailyn
Human_First_Names_F_0354=Caitlin
Human_First_Names_F_0355=Callan
Human_First_Names_F_0356=Callaway
Human_First_Names_F_0357=Callie
Human_First_Names_F_0358=Cally
Human_First_Names_F_0359=Camari
Human_First_Names_F_0360=Camdyn
Human_First_Names_F_0361=Camella
Human_First_Names_F_0362=Cameron
Human_First_Names_F_0363=Camila
Human_First_Names_F_0364=Camille
Human_First_Names_F_0365=Candice
Human_First_Names_F_0366=Capria
Human_First_Names_F_0367=Cara
Human_First_Names_F_0368=Carey
Human_First_Names_F_0369=Carissa
Human_First_Names_F_0370=Carla
Human_First_Names_F_0371=Carlin
Human_First_Names_F_0372=Carlota
Human_First_Names_F_0373=Carly
Human_First_Names_F_0374=Carmella
Human_First_Names_F_0375=Carmen
Human_First_Names_F_0376=Carol
Human_First_Names_F_0377=Carolina
Human_First_Names_F_0378=Caroline
Human_First_Names_F_0379=Carolyn
Human_First_Names_F_0380=Carrie
Human_First_Names_F_0381=Carson
Human_First_Names_F_0382=Casandra
Human_First_Names_F_0383=Casey
Human_First_Names_F_0384=Cassidy
Human_First_Names_F_0385=Cassie
Human_First_Names_F_0386=Catalina
Human_First_Names_F_0387=Catharine
Human_First_Names_F_0388=Catherine
Human_First_Names_F_0389=Cathie
Human_First_Names_F_0390=Cathleen
Human_First_Names_F_0391=Cathryn
Human_First_Names_F_0392=Cathy
Human_First_Names_F_0393=Catlynne
Human_First_Names_F_0394=Cayden
Human_First_Names_F_0395=Cecile
Human_First_Names_F_0396=Cecilia
Human_First_Names_F_0397=Celeste
Human_First_Names_F_0398=Celia
Human_First_Names_F_0399=Celina
Human_First_Names_F_0400=Celinda
Human_First_Names_F_0401=Celine
Human_First_Names_F_0402=Chae
Human_First_Names_F_0403=Chanara
Human_First_Names_F_0404=Chandra
Human_First_Names_F_0405=Chanita
Human_First_Names_F_0406=Channing
Human_First_Names_F_0407=Charity
Human_First_Names_F_0408=Charlene
Human_First_Names_F_0409=Charley
Human_First_Names_F_0410=Charlie
Human_First_Names_F_0411=Charlize
Human_First_Names_F_0412=Charlotte
Human_First_Names_F_0413=Chelsea
Human_First_Names_F_0414=Cheri
Human_First_Names_F_0415=Cheryl
Human_First_Names_F_0416=Chesiree
Human_First_Names_F_0417=Chiharu
Human_First_Names_F_0418=Chiho
Human_First_Names_F_0419=Chisato
Human_First_Names_F_0420=Chiyo
Human_First_Names_F_0421=Chloe
Human_First_Names_F_0422=Christa
Human_First_Names_F_0423=Christi
Human_First_Names_F_0424=Christie
Human_First_Names_F_0425=Christina
Human_First_Names_F_0426=Christine
Human_First_Names_F_0427=Christy
Human_First_Names_F_0428=Cindy
Human_First_Names_F_0429=Clair
Human_First_Names_F_0430=Claire
Human_First_Names_F_0431=Clara
Human_First_Names_F_0432=Clarice
Human_First_Names_F_0433=Clarissa
Human_First_Names_F_0434=Claudette
Human_First_Names_F_0435=Claudia
Human_First_Names_F_0436=Claudine
Human_First_Names_F_0437=Clementine
Human_First_Names_F_0438=Cleo
Human_First_Names_F_0439=Clover
Human_First_Names_F_0440=Codi
Human_First_Names_F_0441=Colette
Human_First_Names_F_0442=Colleen
Human_First_Names_F_0443=Connie
Human_First_Names_F_0444=Constance
Human_First_Names_F_0445=Consuelo
Human_First_Names_F_0446=Cora
Human_First_Names_F_0447=Coralee
Human_First_Names_F_0448=Corin
Human_First_Names_F_0449=Corina
Human_First_Names_F_0450=Corley
Human_First_Names_F_0451=Cosette
Human_First_Names_F_0452=Courtney
Human_First_Names_F_0453=Crista
Human_First_Names_F_0454=Cristina
Human_First_Names_F_0455=Cristy
Human_First_Names_F_0456=Cynthia
Human_First_Names_F_0457=Cypress
Human_First_Names_F_0458=Dai
Human_First_Names_F_0459=Daisy
Human_First_Names_F_0460=Dakala
Human_First_Names_F_0461=Dakota
Human_First_Names_F_0462=Dalal
Human_First_Names_F_0463=Daliana
Human_First_Names_F_0464=Dallas
Human_First_Names_F_0465=Dalyn
Human_First_Names_F_0466=Dana
Human_First_Names_F_0467=Danah
Human_First_Names_F_0468=Daniella
Human_First_Names_F_0469=Danielle
Human_First_Names_F_0470=Daniz
Human_First_Names_F_0471=Danny
Human_First_Names_F_0472=Daphne
Human_First_Names_F_0473=Darcy
Human_First_Names_F_0474=Daria
Human_First_Names_F_0475=Darla
Human_First_Names_F_0476=Darlene
Human_First_Names_F_0477=Darrisha
Human_First_Names_F_0478=Davea
Human_First_Names_F_0479=Davi
Human_First_Names_F_0480=Dawn
Human_First_Names_F_0481=Day
Human_First_Names_F_0482=Deb
Human_First_Names_F_0483=Debbie
Human_First_Names_F_0484=Debora
Human_First_Names_F_0485=Deborah
Human_First_Names_F_0486=Debra
Human_First_Names_F_0487=Dee
Human_First_Names_F_0488=Deepa
Human_First_Names_F_0489=Deirdre
Human_First_Names_F_0490=Delanna
Human_First_Names_F_0491=Delia
Human_First_Names_F_0492=Deliana
Human_First_Names_F_0493=Della
Human_First_Names_F_0494=Delores
Human_First_Names_F_0495=Demi
Human_First_Names_F_0496=Deniz
Human_First_Names_F_0497=Denosha
Human_First_Names_F_0498=Denyse
Human_First_Names_F_0499=Deone
Human_First_Names_F_0500=Derivia
Human_First_Names_F_0501=Deshay
Human_First_Names_F_0502=Deshondra
Human_First_Names_F_0503=Desiree
Human_First_Names_F_0504=Destiny
Human_First_Names_F_0505=Devanshi
Human_First_Names_F_0506=Devanta
Human_First_Names_F_0507=Devine
Human_First_Names_F_0508=Dezi
Human_First_Names_F_0509=Dharia
Human_First_Names_F_0510=Diamond
Human_First_Names_F_0511=Diana
Human_First_Names_F_0512=Diane
Human_First_Names_F_0513=Dita
Human_First_Names_F_0514=Dixie
Human_First_Names_F_0515=Dollie
Human_First_Names_F_0516=Dolly
Human_First_Names_F_0517=Dolores
Human_First_Names_F_0518=Dominica
Human_First_Names_F_0519=Dominique
Human_First_Names_F_0520=Dona
Human_First_Names_F_0521=Donna
Human_First_Names_F_0522=Donnelle
Human_First_Names_F_0523=Dontae
Human_First_Names_F_0524=Dora
Human_First_Names_F_0525=Doreen
Human_First_Names_F_0526=Doris
Human_First_Names_F_0527=Dorothy
Human_First_Names_F_0528=Dorthy
Human_First_Names_F_0529=Dot
Human_First_Names_F_0530=Dottie
Human_First_Names_F_0531=Drew
Human_First_Names_F_0532=Dylan
Human_First_Names_F_0533=Eaden
Human_First_Names_F_0534=Earlie
Human_First_Names_F_0535=Eastyn
Human_First_Names_F_0536=Ebba
Human_First_Names_F_0537=Eda
Human_First_Names_F_0538=Edie
Human_First_Names_F_0539=Edith
Human_First_Names_F_0540=Edna
Human_First_Names_F_0541=Edris
Human_First_Names_F_0542=Edwina
Human_First_Names_F_0543=Effie
Human_First_Names_F_0544=Eiko
Human_First_Names_F_0545=Eileen
Human_First_Names_F_0546=Eimi
Human_First_Names_F_0547=Eisha
Human_First_Names_F_0548=Elaine
Human_First_Names_F_0549=Eleanor
Human_First_Names_F_0550=Elena
Human_First_Names_F_0551=Elenor
Human_First_Names_F_0552=Elfi
Human_First_Names_F_0553=Eli
Human_First_Names_F_0554=Elidee
Human_First_Names_F_0555=Elinor
Human_First_Names_F_0556=Elisa
Human_First_Names_F_0557=Elisabeth
Human_First_Names_F_0558=Elise
Human_First_Names_F_0559=Elisha
Human_First_Names_F_0560=Elissa
Human_First_Names_F_0561=Eliza
Human_First_Names_F_0562=Elizabeth
Human_First_Names_F_0563=Ella
Human_First_Names_F_0564=Ellen
Human_First_Names_F_0565=Ellie
Human_First_Names_F_0566=Ellington
Human_First_Names_F_0567=Eloise
Human_First_Names_F_0568=Elsa
Human_First_Names_F_0569=Elsie
Human_First_Names_F_0570=Ema
Human_First_Names_F_0571=Emanuelle
Human_First_Names_F_0572=Emari
Human_First_Names_F_0573=Emelie
Human_First_Names_F_0574=Emerson
Human_First_Names_F_0575=Emery
Human_First_Names_F_0576=Emi
Human_First_Names_F_0577=Emiko
Human_First_Names_F_0578=Emilia
Human_First_Names_F_0579=Emily
Human_First_Names_F_0580=Emma
Human_First_Names_F_0581=Enid
Human_First_Names_F_0582=Erica
Human_First_Names_F_0583=Ericka
Human_First_Names_F_0584=Erika
Human_First_Names_F_0585=Eriko
Human_First_Names_F_0586=Erin
Human_First_Names_F_0587=Erma
Human_First_Names_F_0588=Ernestine
Human_First_Names_F_0589=Esma
Human_First_Names_F_0590=Esmeralda
Human_First_Names_F_0591=Esperanza
Human_First_Names_F_0592=Essie
Human_First_Names_F_0593=Estella
Human_First_Names_F_0594=Estelle
Human_First_Names_F_0595=Ester
Human_First_Names_F_0596=Esther
Human_First_Names_F_0597=Ethel
Human_First_Names_F_0598=Etti
Human_First_Names_F_0599=Eula
Human_First_Names_F_0600=Eunice
Human_First_Names_F_0601=Eva
Human_First_Names_F_0602=Evangelia
Human_First_Names_F_0603=Evangelina
Human_First_Names_F_0604=Evangeline
Human_First_Names_F_0605=Eve
Human_First_Names_F_0606=Evelyn
Human_First_Names_F_0607=Evette
Human_First_Names_F_0608=Evie
Human_First_Names_F_0609=Fabia
Human_First_Names_F_0610=Fatima
Human_First_Names_F_0611=Fay
Human_First_Names_F_0612=Faye
Human_First_Names_F_0613=Felicia
Human_First_Names_F_0614=Feliz
Human_First_Names_F_0615=Fen
Human_First_Names_F_0616=Ferlisha
Human_First_Names_F_0617=Fern
Human_First_Names_F_0618=Fey
Human_First_Names_F_0619=Finley
Human_First_Names_F_0620=Fiona
Human_First_Names_F_0621=Fionna
Human_First_Names_F_0622=Flannery
Human_First_Names_F_0623=Flora
Human_First_Names_F_0624=Florence
Human_First_Names_F_0625=Flynn
Human_First_Names_F_0626=Fran
Human_First_Names_F_0627=Francesca
Human_First_Names_F_0628=Francine
Human_First_Names_F_0629=Frankie
Human_First_Names_F_0630=Freddi
Human_First_Names_F_0631=Frederique
Human_First_Names_F_0632=Freja
Human_First_Names_F_0633=Frida
Human_First_Names_F_0634=Fujiko
Human_First_Names_F_0635=Fukumi
Human_First_Names_F_0636=Fumiko
Human_First_Names_F_0637=Gabija
Human_First_Names_F_0638=Gabriela
Human_First_Names_F_0639=Gabrielle
Human_First_Names_F_0640=Gail
Human_First_Names_F_0641=Galenka
Human_First_Names_F_0642=Garnett
Human_First_Names_F_0643=Gayle
Human_First_Names_F_0644=Gena
Human_First_Names_F_0645=Genesis
Human_First_Names_F_0646=Genevieve
Human_First_Names_F_0647=George
Human_First_Names_F_0648=Georgette
Human_First_Names_F_0649=Georgia
Human_First_Names_F_0650=Geraldine
Human_First_Names_F_0651=Gerri
Human_First_Names_F_0652=Gertrude
Human_First_Names_F_0653=Gilda
Human_First_Names_F_0654=Gillian
Human_First_Names_F_0655=Gina
Human_First_Names_F_0656=Ginger
Human_First_Names_F_0657=Ginny
Human_First_Names_F_0658=Gisele
Human_First_Names_F_0659=Glenda
Human_First_Names_F_0660=Gloria
Human_First_Names_F_0661=Goldie
Human_First_Names_F_0662=Grace
Human_First_Names_F_0663=Gracie
Human_First_Names_F_0664=Gratia
Human_First_Names_F_0665=Greta
Human_First_Names_F_0666=Gretchen
Human_First_Names_F_0667=Gretta
Human_First_Names_F_0668=Guadalupe
Human_First_Names_F_0669=Gurpreet
Human_First_Names_F_0670=Gwen
Human_First_Names_F_0671=Gwendolyn
Human_First_Names_F_0672=Gwyneth
Human_First_Names_F_0673=Hadley
Human_First_Names_F_0674=Hadyn
Human_First_Names_F_0675=Hailey
Human_First_Names_F_0676=Hala
Human_First_Names_F_0677=Halen
Human_First_Names_F_0678=Haley
Human_First_Names_F_0679=Hana
Human_First_Names_F_0680=Hanita
Human_First_Names_F_0681=Hannah
Human_First_Names_F_0682=Harley
Human_First_Names_F_0683=Harlyn
Human_First_Names_F_0684=Harper
Human_First_Names_F_0685=Harriet
Human_First_Names_F_0686=Hartley
Human_First_Names_F_0687=Haruko
Human_First_Names_F_0688=Haruyo
Human_First_Names_F_0689=Hattie
Human_First_Names_F_0690=Hayden
Human_First_Names_F_0691=Hazel
Human_First_Names_F_0692=Heather
Human_First_Names_F_0693=Heidi
Human_First_Names_F_0694=Helen
Human_First_Names_F_0695=Helena
Human_First_Names_F_0696=Helga
Human_First_Names_F_0697=Helma
Human_First_Names_F_0698=Henrietta
Human_First_Names_F_0699=Hentie
Human_First_Names_F_0700=Hermione
Human_First_Names_F_0701=Hero
Human_First_Names_F_0702=Hester
Human_First_Names_F_0703=Hetty
Human_First_Names_F_0704=Hideko
Human_First_Names_F_0705=Hilary
Human_First_Names_F_0706=Hildegard
Human_First_Names_F_0707=Hildur
Human_First_Names_F_0708=Hiroko
Human_First_Names_F_0709=Hisaya
Human_First_Names_F_0710=Hitomi
Human_First_Names_F_0711=Hollie
Human_First_Names_F_0712=Holly
Human_First_Names_F_0713=Hope
Human_First_Names_F_0714=Hortense
Human_First_Names_F_0715=Hudson
Human_First_Names_F_0716=Hunter
Human_First_Names_F_0717=Hyun
Human_First_Names_F_0718=Ichiko
Human_First_Names_F_0719=Ida
Human_First_Names_F_0720=Idina
Human_First_Names_F_0721=Ikumi
Human_First_Names_F_0722=Ilana
Human_First_Names_F_0723=Ilene
Human_First_Names_F_0724=Imogene
Human_First_Names_F_0725=Ina
Human_First_Names_F_0726=Indigo
Human_First_Names_F_0727=Indira
Human_First_Names_F_0728=Indrani
Human_First_Names_F_0729=Ines
Human_First_Names_F_0730=Inez
Human_First_Names_F_0731=Ingrid
Human_First_Names_F_0732=Ioanna
Human_First_Names_F_0733=Irena
Human_First_Names_F_0734=Irene
Human_First_Names_F_0735=Iris
Human_First_Names_F_0736=Irma
Human_First_Names_F_0737=Isa
Human_First_Names_F_0738=Isabel
Human_First_Names_F_0739=Isabella
Human_First_Names_F_0740=Isabelle
Human_First_Names_F_0741=Ishawna
Human_First_Names_F_0742=Isidora
Human_First_Names_F_0743=Isobel
Human_First_Names_F_0744=Itsumi
Human_First_Names_F_0745=Ivana
Human_First_Names_F_0746=Ivita
Human_First_Names_F_0747=Ivonne
Human_First_Names_F_0748=Ivy
Human_First_Names_F_0749=Jackie
Human_First_Names_F_0750=Jacklyn
Human_First_Names_F_0751=Jaclyn
Human_First_Names_F_0752=Jacqueline
Human_First_Names_F_0753=Jacquie
Human_First_Names_F_0754=Jada
Human_First_Names_F_0755=Jaden
Human_First_Names_F_0756=Jae
Human_First_Names_F_0757=Jaime
Human_First_Names_F_0758=Jakeline
Human_First_Names_F_0759=Jaki
Human_First_Names_F_0760=Jalani
Human_First_Names_F_0761=Jaleen
Human_First_Names_F_0762=Jalen
Human_First_Names_F_0763=Jamani
Human_First_Names_F_0764=Jami
Human_First_Names_F_0765=Jamie
Human_First_Names_F_0766=Jan
Human_First_Names_F_0767=Jana
Human_First_Names_F_0768=Jane
Human_First_Names_F_0769=Janelle
Human_First_Names_F_0770=Janet
Human_First_Names_F_0771=Janette
Human_First_Names_F_0772=Janice
Human_First_Names_F_0773=Janine
Human_First_Names_F_0774=Janis
Human_First_Names_F_0775=Janna
Human_First_Names_F_0776=Jara
Human_First_Names_F_0777=Jari
Human_First_Names_F_0778=Jarmila
Human_First_Names_F_0779=Jashanna
Human_First_Names_F_0780=Jasmine
Human_First_Names_F_0781=Jax
Human_First_Names_F_0782=Jayne
Human_First_Names_F_0783=Jaynie
Human_First_Names_F_0784=Jaz
Human_First_Names_F_0785=Jazmin
Human_First_Names_F_0786=Jean
Human_First_Names_F_0787=Jeanette
Human_First_Names_F_0788=Jeanie
Human_First_Names_F_0789=Jelinda
Human_First_Names_F_0790=Jemisha
Human_First_Names_F_0791=Jemma
Human_First_Names_F_0792=Jen
Human_First_Names_F_0793=Jenifer
Human_First_Names_F_0794=Jenna
Human_First_Names_F_0795=Jenni
Human_First_Names_F_0796=Jennica
Human_First_Names_F_0797=Jennifer
Human_First_Names_F_0798=Jenny
Human_First_Names_F_0799=Jeri
Human_First_Names_F_0800=Jerri
Human_First_Names_F_0801=Jerzy
Human_First_Names_F_0802=Jess
Human_First_Names_F_0803=Jessica
Human_First_Names_F_0804=Jessie
Human_First_Names_F_0805=Jewel
Human_First_Names_F_0806=Jianni
Human_First_Names_F_0807=Jill
Human_First_Names_F_0808=Jillian
Human_First_Names_F_0809=Jing
Human_First_Names_F_0810=Jinny
Human_First_Names_F_0811=Jo
Human_First_Names_F_0812=Joan
Human_First_Names_F_0813=Joana
Human_First_Names_F_0814=Joanie
Human_First_Names_F_0815=Joann
Human_First_Names_F_0816=Joanne
Human_First_Names_F_0817=Jocelyn
Human_First_Names_F_0818=Jodi
Human_First_Names_F_0819=Jodie
Human_First_Names_F_0820=Jody
Human_First_Names_F_0821=Joey
Human_First_Names_F_0822=Johana
Human_First_Names_F_0823=Johari
Human_First_Names_F_0824=Jolena
Human_First_Names_F_0825=Jolene
Human_First_Names_F_0826=Joni
Human_First_Names_F_0827=Jordan
Human_First_Names_F_0828=Josefina
Human_First_Names_F_0829=Josefine
Human_First_Names_F_0830=Josephine
Human_First_Names_F_0831=Josie
Human_First_Names_F_0832=Joslin
Human_First_Names_F_0833=Joy
Human_First_Names_F_0834=Joyce
Human_First_Names_F_0835=Juanita
Human_First_Names_F_0836=Judi
Human_First_Names_F_0837=Judie
Human_First_Names_F_0838=Judith
Human_First_Names_F_0839=Judy
Human_First_Names_F_0840=Jules
Human_First_Names_F_0841=Julia
Human_First_Names_F_0842=Julian
Human_First_Names_F_0843=Juliana
Human_First_Names_F_0844=Julianne
Human_First_Names_F_0845=Julie
Human_First_Names_F_0846=Juliet
Human_First_Names_F_0847=June
Human_First_Names_F_0848=Justina
Human_First_Names_F_0849=Justine
Human_First_Names_F_0850=Kadasha
Human_First_Names_F_0851=Kadian
Human_First_Names_F_0852=Kadrea
Human_First_Names_F_0853=Kahley
Human_First_Names_F_0854=Kaidyn
Human_First_Names_F_0855=Kailanni
Human_First_Names_F_0856=Kaimi
Human_First_Names_F_0857=Kaitlin
Human_First_Names_F_0858=Kala
Human_First_Names_F_0859=Kalahni
Human_First_Names_F_0860=Kalea
Human_First_Names_F_0861=Kalin
Human_First_Names_F_0862=Kaliope
Human_First_Names_F_0863=Kam
Human_First_Names_F_0864=Kamali
Human_First_Names_F_0865=Kamani
Human_First_Names_F_0866=Kamari
Human_First_Names_F_0867=Kamdyn
Human_First_Names_F_0868=Kamie
Human_First_Names_F_0869=Kamila
Human_First_Names_F_0870=Kana
Human_First_Names_F_0871=Kanika
Human_First_Names_F_0872=Kao
Human_First_Names_F_0873=Kara
Human_First_Names_F_0874=Karen
Human_First_Names_F_0875=Kari
Human_First_Names_F_0876=Karin
Human_First_Names_F_0877=Karina
Human_First_Names_F_0878=Karla
Human_First_Names_F_0879=Karolina
Human_First_Names_F_0880=Karsen
Human_First_Names_F_0881=Kary
Human_First_Names_F_0882=Kasey
Human_First_Names_F_0883=Kassidy
Human_First_Names_F_0884=Katarina
Human_First_Names_F_0885=Kate
Human_First_Names_F_0886=Katelyn
Human_First_Names_F_0887=Katey
Human_First_Names_F_0888=Katharine
Human_First_Names_F_0889=Katherine
Human_First_Names_F_0890=Katheryn
Human_First_Names_F_0891=Kathie
Human_First_Names_F_0892=Kathleen
Human_First_Names_F_0893=Kathlyn
Human_First_Names_F_0894=Kathrine
Human_First_Names_F_0895=Kathy
Human_First_Names_F_0896=Katie
Human_First_Names_F_0897=Katrina
Human_First_Names_F_0898=Katy
Human_First_Names_F_0899=Kavita
Human_First_Names_F_0900=Kay
Human_First_Names_F_0901=Kaydin
Human_First_Names_F_0902=Kayla
Human_First_Names_F_0903=Kaylee
Human_First_Names_F_0904=Keegan
Human_First_Names_F_0905=Keiko
Human_First_Names_F_0906=Keisha
Human_First_Names_F_0907=Kelley
Human_First_Names_F_0908=Kelli
Human_First_Names_F_0909=Kellie
Human_First_Names_F_0910=Kelly
Human_First_Names_F_0911=Kelsey
Human_First_Names_F_0912=Kemani
Human_First_Names_F_0913=Kendal
Human_First_Names_F_0914=Kendra
Human_First_Names_F_0915=Kennedy
Human_First_Names_F_0916=Keri
Human_First_Names_F_0917=Kerri
Human_First_Names_F_0918=Khali
Human_First_Names_F_0919=Khinara
Human_First_Names_F_0920=Kiana
Human_First_Names_F_0921=Kiandra
Human_First_Names_F_0922=Kiko
Human_First_Names_F_0923=Kileyna
Human_First_Names_F_0924=Kim
Human_First_Names_F_0925=Kimani
Human_First_Names_F_0926=Kimberly
Human_First_Names_F_0927=Kimiko
Human_First_Names_F_0928=Kinsey
Human_First_Names_F_0929=Kira
Human_First_Names_F_0930=Kirsten
Human_First_Names_F_0931=Kirsty
Human_First_Names_F_0932=Kishana
Human_First_Names_F_0933=Kitt
Human_First_Names_F_0934=Kizzie
Human_First_Names_F_0935=Klara
Human_First_Names_F_0936=Kodi
Human_First_Names_F_0937=Konomi
Human_First_Names_F_0938=Korah
Human_First_Names_F_0939=Kris
Human_First_Names_F_0940=Krista
Human_First_Names_F_0941=Kristen
Human_First_Names_F_0942=Kristi
Human_First_Names_F_0943=Kristie
Human_First_Names_F_0944=Kristin
Human_First_Names_F_0945=Kristina
Human_First_Names_F_0946=Kristine
Human_First_Names_F_0947=Kristy
Human_First_Names_F_0948=Kumi
Human_First_Names_F_0949=Kyri
Human_First_Names_F_0950=Lacara
Human_First_Names_F_0951=Lacey
Human_First_Names_F_0952=Ladell
Human_First_Names_F_0953=Lakedra
Human_First_Names_F_0954=Lakeisha
Human_First_Names_F_0955=Lakoda
Human_First_Names_F_0956=Lamari
Human_First_Names_F_0957=Lana
Human_First_Names_F_0958=Landon
Human_First_Names_F_0959=Landry
Human_First_Names_F_0960=Lane
Human_First_Names_F_0961=Lanie
Human_First_Names_F_0962=Lara
Human_First_Names_F_0963=Laren
Human_First_Names_F_0964=Larissa
Human_First_Names_F_0965=Larkin
Human_First_Names_F_0966=Lashaya
Human_First_Names_F_0967=Latasha
Human_First_Names_F_0968=Latavia
Human_First_Names_F_0969=Latika
Human_First_Names_F_0970=Latisha
Human_First_Names_F_0971=Latoya
Human_First_Names_F_0972=Laura
Human_First_Names_F_0973=Laurel
Human_First_Names_F_0974=Lauren
Human_First_Names_F_0975=Laurie
Human_First_Names_F_0976=Laverne
Human_First_Names_F_0977=Lawanda
Human_First_Names_F_0978=Laylani
Human_First_Names_F_0979=Lea
Human_First_Names_F_0980=Leandra
Human_First_Names_F_0981=Leanne
Human_First_Names_F_0982=Lee
Human_First_Names_F_0983=Leela
Human_First_Names_F_0984=Leelannee
Human_First_Names_F_0985=Leia
Human_First_Names_F_0986=Leigh
Human_First_Names_F_0987=Leila
Human_First_Names_F_0988=Leilani
Human_First_Names_F_0989=Leisha
Human_First_Names_F_0990=Leisley
Human_First_Names_F_0991=Lena
Human_First_Names_F_0992=Lenka
Human_First_Names_F_0993=Lenora
Human_First_Names_F_0994=Lenore
Human_First_Names_F_0995=Lenzie
Human_First_Names_F_0996=Leona
Human_First_Names_F_0997=Leonie
Human_First_Names_F_0998=Leslee
Human_First_Names_F_0999=Lesley
Human_First_Names_F_1000=Lesli
Human_First_Names_F_1001=Leslie
Human_First_Names_F_1002=Lexington
Human_First_Names_F_1003=Leyla
Human_First_Names_F_1004=Liana
Human_First_Names_F_1005=Lianne
Human_First_Names_F_1006=Liddy
Human_First_Names_F_1007=Lidia
Human_First_Names_F_1008=Liesl
Human_First_Names_F_1009=Lili
Human_First_Names_F_1010=Liliana
Human_First_Names_F_1011=Lillian
Human_First_Names_F_1012=Lillie
Human_First_Names_F_1013=Lilly
Human_First_Names_F_1014=Lilo
Human_First_Names_F_1015=Lily
Human_First_Names_F_1016=Lin
Human_First_Names_F_1017=Lina
Human_First_Names_F_1018=Lincoln
Human_First_Names_F_1019=Linda
Human_First_Names_F_1020=Lindsey
Human_First_Names_F_1021=Lisa
Human_First_Names_F_1022=Livia
Human_First_Names_F_1023=Liz
Human_First_Names_F_1024=Lizzie
Human_First_Names_F_1025=Logan
Human_First_Names_F_1026=Lois
Human_First_Names_F_1027=Lola
Human_First_Names_F_1028=Loni
Human_First_Names_F_1029=Lora
Human_First_Names_F_1030=Loraine
Human_First_Names_F_1031=Lorene
Human_First_Names_F_1032=Loretta
Human_First_Names_F_1033=Lori
Human_First_Names_F_1034=Lorna
Human_First_Names_F_1035=Lou
Human_First_Names_F_1036=Louella
Human_First_Names_F_1037=Louisa
Human_First_Names_F_1038=Louise
Human_First_Names_F_1039=Lovelle
Human_First_Names_F_1040=Luana
Human_First_Names_F_1041=Luann
Human_First_Names_F_1042=Lucille
Human_First_Names_F_1043=Lucinda
Human_First_Names_F_1044=Lucy
Human_First_Names_F_1045=Ludmila
Human_First_Names_F_1046=Luella
Human_First_Names_F_1047=Luisa
Human_First_Names_F_1048=Luiza
Human_First_Names_F_1049=Lupe
Human_First_Names_F_1050=Luverne
Human_First_Names_F_1051=Lydia
Human_First_Names_F_1052=Lynda
Human_First_Names_F_1053=Lynn
Human_First_Names_F_1054=Mabel
Human_First_Names_F_1055=Mackinley
Human_First_Names_F_1056=Maddy
Human_First_Names_F_1057=Maddyx
Human_First_Names_F_1058=Madeline
Human_First_Names_F_1059=Madge
Human_First_Names_F_1060=Madison
Human_First_Names_F_1061=Magdalena
Human_First_Names_F_1062=Maggie
Human_First_Names_F_1063=Magnolia
Human_First_Names_F_1064=Mahari
Human_First_Names_F_1065=Mai
Human_First_Names_F_1066=Maiko
Human_First_Names_F_1067=Maja
Human_First_Names_F_1068=Makayla
Human_First_Names_F_1069=Malaya
Human_First_Names_F_1070=Malia
Human_First_Names_F_1071=Malinda
Human_First_Names_F_1072=Maliyah
Human_First_Names_F_1073=Mallory
Human_First_Names_F_1074=Malone
Human_First_Names_F_1075=Malou
Human_First_Names_F_1076=Mana
Human_First_Names_F_1077=Mandy
Human_First_Names_F_1078=Maneet
Human_First_Names_F_1079=Manjula
Human_First_Names_F_1080=Mara
Human_First_Names_F_1081=Marcella
Human_First_Names_F_1082=Marci
Human_First_Names_F_1083=Marcia
Human_First_Names_F_1084=Marcy
Human_First_Names_F_1085=Margaret
Human_First_Names_F_1086=Margery
Human_First_Names_F_1087=Margie
Human_First_Names_F_1088=Margot
Human_First_Names_F_1089=Margret
Human_First_Names_F_1090=Maria
Human_First_Names_F_1091=Mariam
Human_First_Names_F_1092=Mariana
Human_First_Names_F_1093=Maribelle
Human_First_Names_F_1094=Marie
Human_First_Names_F_1095=Marietta
Human_First_Names_F_1096=Marilyn
Human_First_Names_F_1097=Marisa
Human_First_Names_F_1098=Marji
Human_First_Names_F_1099=Marjorie
Human_First_Names_F_1100=Marla
Human_First_Names_F_1101=Marlena
Human_First_Names_F_1102=Marley
Human_First_Names_F_1103=Marrion
Human_First_Names_F_1104=Marsha
Human_First_Names_F_1105=Marta
Human_First_Names_F_1106=Martha
Human_First_Names_F_1107=Marviana
Human_First_Names_F_1108=Mary
Human_First_Names_F_1109=Maryann
Human_First_Names_F_1110=Marylou
Human_First_Names_F_1111=Mason
Human_First_Names_F_1112=Matavia
Human_First_Names_F_1113=Matilda
Human_First_Names_F_1114=Matsuko
Human_First_Names_F_1115=Mattie
Human_First_Names_F_1116=Maude
Human_First_Names_F_1117=Maura
Human_First_Names_F_1118=Maureen
Human_First_Names_F_1119=Maven
Human_First_Names_F_1120=Mavis
Human_First_Names_F_1121=Max
Human_First_Names_F_1122=Maxine
Human_First_Names_F_1123=Maya
Human_First_Names_F_1124=Maybelle
Human_First_Names_F_1125=Mayumi
Human_First_Names_F_1126=Meagan
Human_First_Names_F_1127=Meg
Human_First_Names_F_1128=Megan
Human_First_Names_F_1129=Meghan
Human_First_Names_F_1130=Megumi
Human_First_Names_F_1131=Mei
Human_First_Names_F_1132=Meiko
Human_First_Names_F_1133=Mel
Human_First_Names_F_1134=Melania
Human_First_Names_F_1135=Melanie
Human_First_Names_F_1136=Melicia
Human_First_Names_F_1137=Melinda
Human_First_Names_F_1138=Melissa
Human_First_Names_F_1139=Mell
Human_First_Names_F_1140=Melly
Human_First_Names_F_1141=Melody
Human_First_Names_F_1142=Memphis
Human_First_Names_F_1143=Meredith
Human_First_Names_F_1144=Micah
Human_First_Names_F_1145=Michelle
Human_First_Names_F_1146=Miki
Human_First_Names_F_1147=Mila
Human_First_Names_F_1148=Mildred
Human_First_Names_F_1149=Miley
Human_First_Names_F_1150=Millicent
Human_First_Names_F_1151=Millie
Human_First_Names_F_1152=Milly
Human_First_Names_F_1153=Mimi
Human_First_Names_F_1154=Mina
Human_First_Names_F_1155=Mindy
Human_First_Names_F_1156=Mineko
Human_First_Names_F_1157=Minerva
Human_First_Names_F_1158=Minnie
Human_First_Names_F_1159=Mira
Human_First_Names_F_1160=Mirabel
Human_First_Names_F_1161=Miranda
Human_First_Names_F_1162=Miriam
Human_First_Names_F_1163=Missy
Human_First_Names_F_1164=Mitzi
Human_First_Names_F_1165=Miyabi
Human_First_Names_F_1166=Mizuki
Human_First_Names_F_1167=Moana
Human_First_Names_F_1168=Mollie
Human_First_Names_F_1169=Molly
Human_First_Names_F_1170=Mona
Human_First_Names_F_1171=Monica
Human_First_Names_F_1172=Monique
Human_First_Names_F_1173=Monroe
Human_First_Names_F_1174=Montana
Human_First_Names_F_1175=Morgan
Human_First_Names_F_1176=Muriel
Human_First_Names_F_1177=Myra
Human_First_Names_F_1178=Nadia
Human_First_Names_F_1179=Nadine
Human_First_Names_F_1180=Naila
Human_First_Names_F_1181=Nakala
Human_First_Names_F_1182=Nalani
Human_First_Names_F_1183=Nancy
Human_First_Names_F_1184=Nandi
Human_First_Names_F_1185=Nanette
Human_First_Names_F_1186=Naomi
Human_First_Names_F_1187=Narumi
Human_First_Names_F_1188=Nasiah
Human_First_Names_F_1189=Natale
Human_First_Names_F_1190=Natalia
Human_First_Names_F_1191=Natalie
Human_First_Names_F_1192=Natasha
Human_First_Names_F_1193=Natroya
Human_First_Names_F_1194=Natsume
Human_First_Names_F_1195=Nedaara
Human_First_Names_F_1196=Neema
Human_First_Names_F_1197=Nelinka
Human_First_Names_F_1198=Nell
Human_First_Names_F_1199=Nellie
Human_First_Names_F_1200=Nelly
Human_First_Names_F_1201=Neomi
Human_First_Names_F_1202=Nerissa
Human_First_Names_F_1203=Nevada
Human_First_Names_F_1204=Nia
Human_First_Names_F_1205=Nichole
Human_First_Names_F_1206=Nicole
Human_First_Names_F_1207=Nikita
Human_First_Names_F_1208=Nikki
Human_First_Names_F_1209=Nikola
Human_First_Names_F_1210=Nina
Human_First_Names_F_1211=Noelle
Human_First_Names_F_1212=Nora
Human_First_Names_F_1213=Noreen
Human_First_Names_F_1214=Noriko
Human_First_Names_F_1215=Norma
Human_First_Names_F_1216=Nozomi
Human_First_Names_F_1217=Octavia
Human_First_Names_F_1218=Odessa
Human_First_Names_F_1219=Okalani
Human_First_Names_F_1220=Olanda
Human_First_Names_F_1221=Olga
Human_First_Names_F_1222=Oliana
Human_First_Names_F_1223=Olive
Human_First_Names_F_1224=Olivia
Human_First_Names_F_1225=Ollie
Human_First_Names_F_1226=Onnie
Human_First_Names_F_1227=Onyx
Human_First_Names_F_1228=Opal
Human_First_Names_F_1229=Ophelia
Human_First_Names_F_1230=Oriana
Human_First_Names_F_1231=Orion
Human_First_Names_F_1232=Ozie
Human_First_Names_F_1233=Paiden
Human_First_Names_F_1234=Paige
Human_First_Names_F_1235=Pallavi
Human_First_Names_F_1236=Pam
Human_First_Names_F_1237=Pamela
Human_First_Names_F_1238=Parker
Human_First_Names_F_1239=Parvati
Human_First_Names_F_1240=Pasha
Human_First_Names_F_1241=Pat
Human_First_Names_F_1242=Patricia
Human_First_Names_F_1243=Patsy
Human_First_Names_F_1244=Patti
Human_First_Names_F_1245=Patty
Human_First_Names_F_1246=Paula
Human_First_Names_F_1247=Paulette
Human_First_Names_F_1248=Paulina
Human_First_Names_F_1249=Pauline
Human_First_Names_F_1250=Pavla
Human_First_Names_F_1251=Pavlina
Human_First_Names_F_1252=Pavlinka
Human_First_Names_F_1253=Paxton
Human_First_Names_F_1254=Payton
Human_First_Names_F_1255=Pearl
Human_First_Names_F_1256=Peggy
Human_First_Names_F_1257=Penelope
Human_First_Names_F_1258=Penny
Human_First_Names_F_1259=Petra
Human_First_Names_F_1260=Phoebe
Human_First_Names_F_1261=Phoenix
Human_First_Names_F_1262=Phylicity
Human_First_Names_F_1263=Phyllis
Human_First_Names_F_1264=Piper
Human_First_Names_F_1265=Pippa
Human_First_Names_F_1266=Polina
Human_First_Names_F_1267=Polly
Human_First_Names_F_1268=Poppy
Human_First_Names_F_1269=Posey
Human_First_Names_F_1270=Preet
Human_First_Names_F_1271=Prima
Human_First_Names_F_1272=Priscilla
Human_First_Names_F_1273=Priya
Human_First_Names_F_1274=Priyanka
Human_First_Names_F_1275=Quinn
Human_First_Names_F_1276=Rachael
Human_First_Names_F_1277=Rachel
Human_First_Names_F_1278=Rachelle
Human_First_Names_F_1279=Radana
Human_First_Names_F_1280=Radmila
Human_First_Names_F_1281=Rae
Human_First_Names_F_1282=Rain
Human_First_Names_F_1283=Raleigh
Human_First_Names_F_1284=Ramona
Human_First_Names_F_1285=Ranisha
Human_First_Names_F_1286=Raquel
Human_First_Names_F_1287=Rashi
Human_First_Names_F_1288=Rati
Human_First_Names_F_1289=Reagan
Human_First_Names_F_1290=Reba
Human_First_Names_F_1291=Rebecca
Human_First_Names_F_1292=Rebeka
Human_First_Names_F_1293=Rebekah
Human_First_Names_F_1294=Rebel
Human_First_Names_F_1295=Reese
Human_First_Names_F_1296=Regina
Human_First_Names_F_1297=Reika
Human_First_Names_F_1298=Remy
Human_First_Names_F_1299=Rena
Human_First_Names_F_1300=Rhiannon
Human_First_Names_F_1301=Rhoda
Human_First_Names_F_1302=Rhonda
Human_First_Names_F_1303=Ricki
Human_First_Names_F_1304=Rihanna
Human_First_Names_F_1305=Rika
Human_First_Names_F_1306=Riley
Human_First_Names_F_1307=Rio
Human_First_Names_F_1308=Rita
Human_First_Names_F_1309=River
Human_First_Names_F_1310=Robbie
Human_First_Names_F_1311=Roberta
Human_First_Names_F_1312=Robin
Human_First_Names_F_1313=Roma
Human_First_Names_F_1314=Ronie
Human_First_Names_F_1315=Rory
Human_First_Names_F_1316=Rosa
Human_First_Names_F_1317=Rosalie
Human_First_Names_F_1318=Rosalind
Human_First_Names_F_1319=Rosalyn
Human_First_Names_F_1320=Rosanna
Human_First_Names_F_1321=Rosario
Human_First_Names_F_1322=Rose
Human_First_Names_F_1323=Rosemarie
Human_First_Names_F_1324=Rosemary
Human_First_Names_F_1325=Roxanne
Human_First_Names_F_1326=Roxie
Human_First_Names_F_1327=Ruby
Human_First_Names_F_1328=Ruth
Human_First_Names_F_1329=Ryoko
Human_First_Names_F_1330=Sabina
Human_First_Names_F_1331=Sabrina
Human_First_Names_F_1332=Sadie
Human_First_Names_F_1333=Safa
Human_First_Names_F_1334=Sage
Human_First_Names_F_1335=Sakura
Human_First_Names_F_1336=Salem
Human_First_Names_F_1337=Salenna
Human_First_Names_F_1338=Sallie
Human_First_Names_F_1339=Sally
Human_First_Names_F_1340=Sam
Human_First_Names_F_1341=Samantha
Human_First_Names_F_1342=Samara
Human_First_Names_F_1343=Sammy
Human_First_Names_F_1344=Sandra
Human_First_Names_F_1345=Sandy
Human_First_Names_F_1346=Sara
Human_First_Names_F_1347=Sarah
Human_First_Names_F_1348=Sasha
Human_First_Names_F_1349=Satomi
Human_First_Names_F_1350=Savannah
Human_First_Names_F_1351=Savitri
Human_First_Names_F_1352=Sawyer
Human_First_Names_F_1353=Scarlett
Human_First_Names_F_1354=Selby
Human_First_Names_F_1355=Selena
Human_First_Names_F_1356=Selma
Human_First_Names_F_1357=Seneca
Human_First_Names_F_1358=Serafina
Human_First_Names_F_1359=Serena
Human_First_Names_F_1360=Shamari
Human_First_Names_F_1361=Shana
Human_First_Names_F_1362=Shanaya
Human_First_Names_F_1363=Shaniqua
Human_First_Names_F_1364=Shannon
Human_First_Names_F_1365=Shaquira
Human_First_Names_F_1366=Sharlene
Human_First_Names_F_1367=Sharon
Human_First_Names_F_1368=Shauna
Human_First_Names_F_1369=Shawndell
Human_First_Names_F_1370=Shay
Human_First_Names_F_1371=Sheila
Human_First_Names_F_1372=Shelby
Human_First_Names_F_1373=Shell
Human_First_Names_F_1374=Shelley
Human_First_Names_F_1375=Shelly
Human_First_Names_F_1376=Sheri
Human_First_Names_F_1377=Sherrie
Human_First_Names_F_1378=Sherry
Human_First_Names_F_1379=Sheryl
Human_First_Names_F_1380=Shia
Human_First_Names_F_1381=Shira
Human_First_Names_F_1382=Siah
Human_First_Names_F_1383=Silvia
Human_First_Names_F_1384=Simona
Human_First_Names_F_1385=Simone
Human_First_Names_F_1386=Sky
Human_First_Names_F_1387=Skyler
Human_First_Names_F_1388=Sloan
Human_First_Names_F_1389=Sofia
Human_First_Names_F_1390=Sofie
Human_First_Names_F_1391=Solvita
Human_First_Names_F_1392=Sonnie
Human_First_Names_F_1393=Sonya
Human_First_Names_F_1394=Sophia
Human_First_Names_F_1395=Sophie
Human_First_Names_F_1396=Stacey
Human_First_Names_F_1397=Staci
Human_First_Names_F_1398=Stacie
Human_First_Names_F_1399=Stacy
Human_First_Names_F_1400=Stefanie
Human_First_Names_F_1401=Steffi
Human_First_Names_F_1402=Stella
Human_First_Names_F_1403=Steph
Human_First_Names_F_1404=Stephanie
Human_First_Names_F_1405=Stephie
Human_First_Names_F_1406=Sterling
Human_First_Names_F_1407=Stevie
Human_First_Names_F_1408=Sue
Human_First_Names_F_1409=Suellen
Human_First_Names_F_1410=Summer
Human_First_Names_F_1411=Susan
Human_First_Names_F_1412=Susannah
Human_First_Names_F_1413=Susie
Human_First_Names_F_1414=Suzana
Human_First_Names_F_1415=Suzanne
Human_First_Names_F_1416=Suzette
Human_First_Names_F_1417=Svetlana
Human_First_Names_F_1418=Sybil
Human_First_Names_F_1419=Sylvia
Human_First_Names_F_1420=Tabatha
Human_First_Names_F_1421=Tahje
Human_First_Names_F_1422=Tai
Human_First_Names_F_1423=Talia
Human_First_Names_F_1424=Tallulah
Human_First_Names_F_1425=Talyn
Human_First_Names_F_1426=Tamara
Human_First_Names_F_1427=Tamera
Human_First_Names_F_1428=Tami
Human_First_Names_F_1429=Tamiko
Human_First_Names_F_1430=Tammie
Human_First_Names_F_1431=Tammy
Human_First_Names_F_1432=Tania
Human_First_Names_F_1433=Tanisha
Human_First_Names_F_1434=Tanya
Human_First_Names_F_1435=Tara
Human_First_Names_F_1436=Tasha
Human_First_Names_F_1437=Tavena
Human_First_Names_F_1438=Tavi
Human_First_Names_F_1439=Tawny
Human_First_Names_F_1440=Taylor
Human_First_Names_F_1441=Tea
Human_First_Names_F_1442=Teagan
Human_First_Names_F_1443=Teresa
Human_First_Names_F_1444=Teri
Human_First_Names_F_1445=Tessa
Human_First_Names_F_1446=Thea
Human_First_Names_F_1447=Thelma
Human_First_Names_F_1448=Theresa
Human_First_Names_F_1449=Tia
Human_First_Names_F_1450=Tianna
Human_First_Names_F_1451=Tiffany
Human_First_Names_F_1452=Tillie
Human_First_Names_F_1453=Tina
Human_First_Names_F_1454=Tonya
Human_First_Names_F_1455=Tory
Human_First_Names_F_1456=Tracey
Human_First_Names_F_1457=Traci
Human_First_Names_F_1458=Tracy
Human_First_Names_F_1459=Tricia
Human_First_Names_F_1460=Trina
Human_First_Names_F_1461=Tris
Human_First_Names_F_1462=Trish
Human_First_Names_F_1463=Trisha
Human_First_Names_F_1464=Trudy
Human_First_Names_F_1465=Twyla
Human_First_Names_F_1466=Tyler
Human_First_Names_F_1467=Ulla
Human_First_Names_F_1468=Ursula
Human_First_Names_F_1469=Vail
Human_First_Names_F_1470=Valarie
Human_First_Names_F_1471=Valen
Human_First_Names_F_1472=Valentine
Human_First_Names_F_1473=Valerie
Human_First_Names_F_1474=Vanesa
Human_First_Names_F_1475=Velma
Human_First_Names_F_1476=Vendela
Human_First_Names_F_1477=Vera
Human_First_Names_F_1478=Veronica
Human_First_Names_F_1479=Vicki
Human_First_Names_F_1480=Vickie
Human_First_Names_F_1481=Vicky
Human_First_Names_F_1482=Victoria
Human_First_Names_F_1483=Viktoria
Human_First_Names_F_1484=Vilma
Human_First_Names_F_1485=Viola
Human_First_Names_F_1486=Violet
Human_First_Names_F_1487=Virginia
Human_First_Names_F_1488=Vivian
Human_First_Names_F_1489=Wanda
Human_First_Names_F_1490=Wendi
Human_First_Names_F_1491=Wendy
Human_First_Names_F_1492=Whitney
Human_First_Names_F_1493=Willow
Human_First_Names_F_1494=Wilma
Human_First_Names_F_1495=Winifred
Human_First_Names_F_1496=Winnie
Human_First_Names_F_1497=Wynn
Human_First_Names_F_1498=Yalonda
Human_First_Names_F_1499=Yannis
Human_First_Names_F_1500=Yasmine
Human_First_Names_F_1501=Yi
Human_First_Names_F_1502=Ying
Human_First_Names_F_1503=Yolanda
Human_First_Names_F_1504=Yuki
Human_First_Names_F_1505=Yumi
Human_First_Names_F_1506=Yvette
Human_First_Names_F_1507=Yvonne
Human_First_Names_F_1508=Zahra
Human_First_Names_F_1509=Zaketa
Human_First_Names_F_1510=Zamari
Human_First_Names_F_1511=Zanda
Human_First_Names_F_1512=Zandra
Human_First_Names_F_1513=Zara
Human_First_Names_F_1514=Zekera
Human_First_Names_F_1515=Zena
Human_First_Names_F_1516=Zima
Human_First_Names_F_1517=Zoe
Human_First_Names_F_1518=Zora
Human_First_Names_F_1519=Zorana
Human_First_Names_F_1520=Zuleika
Human_First_Names_M_0001=Aadi
Human_First_Names_M_0002=Aarav
Human_First_Names_M_0003=Aaron
Human_First_Names_M_0004=Aban
Human_First_Names_M_0005=Abasi
Human_First_Names_M_0006=Abbas
Human_First_Names_M_0007=Abdul
Human_First_Names_M_0008=Abe
Human_First_Names_M_0009=Abel
Human_First_Names_M_0010=Abraham
Human_First_Names_M_0011=Abram
Human_First_Names_M_0012=Adam
Human_First_Names_M_0013=Adamo
Human_First_Names_M_0014=Adan
Human_First_Names_M_0015=Addae
Human_First_Names_M_0016=Addi
Human_First_Names_M_0017=Ade
Human_First_Names_M_0018=Adil
Human_First_Names_M_0019=Adolfo
Human_First_Names_M_0020=Adovardo
Human_First_Names_M_0021=Adrian
Human_First_Names_M_0022=Afram
Human_First_Names_M_0023=Agnolo
Human_First_Names_M_0024=Agostino
Human_First_Names_M_0025=Ahmad
Human_First_Names_M_0026=Ahmed
Human_First_Names_M_0027=Akaar
Human_First_Names_M_0028=Akahito
Human_First_Names_M_0029=Akash
Human_First_Names_M_0030=Akello
Human_First_Names_M_0031=Akeno
Human_First_Names_M_0032=Aki
Human_First_Names_M_0033=Akihiro
Human_First_Names_M_0034=Akihisa
Human_First_Names_M_0035=Akihito
Human_First_Names_M_0036=Akikazu
Human_First_Names_M_0037=Akinari 
Human_First_Names_M_0038=Akinori 
Human_First_Names_M_0039=Akio
Human_First_Names_M_0040=Akira 
Human_First_Names_M_0041=Akoni
Human_First_Names_M_0042=Aksel
Human_First_Names_M_0043=Al
Human_First_Names_M_0044=Alamanno
Human_First_Names_M_0045=Alan
Human_First_Names_M_0046=Albert
Human_First_Names_M_0047=Alberto
Human_First_Names_M_0048=Albizzo
Human_First_Names_M_0049=Alden
Human_First_Names_M_0050=Aldo
Human_First_Names_M_0051=Alec
Human_First_Names_M_0052=Aleix
Human_First_Names_M_0053=Alejandro
Human_First_Names_M_0054=Alerion
Human_First_Names_M_0055=Alessandro
Human_First_Names_M_0056=Alesso
Human_First_Names_M_0057=Alex
Human_First_Names_M_0058=Alexander
Human_First_Names_M_0059=Alexei
Human_First_Names_M_0060=Alezan
Human_First_Names_M_0061=Alfonso
Human_First_Names_M_0062=Alfonzo
Human_First_Names_M_0063=Alfred
Human_First_Names_M_0064=Alfredo
Human_First_Names_M_0065=Ali
Human_First_Names_M_0066=Alin
Human_First_Names_M_0067=Allan
Human_First_Names_M_0068=Allen
Human_First_Names_M_0069=Alonso
Human_First_Names_M_0070=Alonzo
Human_First_Names_M_0071=Alphonso
Human_First_Names_M_0072=Alton
Human_First_Names_M_0073=Alva
Human_First_Names_M_0074=Alvaro
Human_First_Names_M_0075=Alvin
Human_First_Names_M_0076=Alyas
Human_First_Names_M_0077=Amado
Human_First_Names_M_0078=Aman
Human_First_Names_M_0079=Amandev
Human_First_Names_M_0080=Amani
Human_First_Names_M_0081=Amida
Human_First_Names_M_0082=Amin
Human_First_Names_M_0083=Amir
Human_First_Names_M_0084=Amish
Human_First_Names_M_0085=Amos
Human_First_Names_M_0086=Ampelio
Human_First_Names_M_0087=Amrit
Human_First_Names_M_0088=Amund
Human_First_Names_M_0089=An
Human_First_Names_M_0090=Anatoly
Human_First_Names_M_0091=Ancil
Human_First_Names_M_0092=Ander
Human_First_Names_M_0093=Anders
Human_First_Names_M_0094=Anderson
Human_First_Names_M_0095=Andor
Human_First_Names_M_0096=Andre
Human_First_Names_M_0097=Andrea
Human_First_Names_M_0098=Andrei
Human_First_Names_M_0099=Andres
Human_First_Names_M_0100=Andrew
Human_First_Names_M_0101=Andy
Human_First_Names_M_0102=Anella
Human_First_Names_M_0103=Angel
Human_First_Names_M_0104=Angelo
Human_First_Names_M_0105=Angorit
Human_First_Names_M_0106=Anibal
Human_First_Names_M_0107=Anichino
Human_First_Names_M_0108=Anis
Human_First_Names_M_0109=Ankoma
Human_First_Names_M_0110=Ansari
Human_First_Names_M_0111=Anson
Human_First_Names_M_0112=Anthony
Human_First_Names_M_0113=Antoine
Human_First_Names_M_0114=Anton
Human_First_Names_M_0115=Antonio
Human_First_Names_M_0116=Antony
Human_First_Names_M_0117=Antwan
Human_First_Names_M_0118=Apollo
Human_First_Names_M_0119=Aran
Human_First_Names_M_0120=Arata
Human_First_Names_M_0121=Archie
Human_First_Names_M_0122=Aren
Human_First_Names_M_0123=Ariel
Human_First_Names_M_0124=Aritomo 
Human_First_Names_M_0125=Arkin
Human_First_Names_M_0126=Armaan
Human_First_Names_M_0127=Armand
Human_First_Names_M_0128=Armando
Human_First_Names_M_0129=Arnold
Human_First_Names_M_0130=Arron
Human_First_Names_M_0131=Art
Human_First_Names_M_0132=Arthur
Human_First_Names_M_0133=Artur
Human_First_Names_M_0134=Arturo
Human_First_Names_M_0135=Arun
Human_First_Names_M_0136=Asad
Human_First_Names_M_0137=Asadel
Human_First_Names_M_0138=Ashley
Human_First_Names_M_0139=Ashraf
Human_First_Names_M_0140=Asier
Human_First_Names_M_0141=Asim
Human_First_Names_M_0142=Askel
Human_First_Names_M_0143=Atieno
Human_First_Names_M_0144=Aubrey
Human_First_Names_M_0145=Audun
Human_First_Names_M_0146=August
Human_First_Names_M_0147=Augustine
Human_First_Names_M_0148=Augustus
Human_First_Names_M_0149=Austin
Human_First_Names_M_0150=Averardo
Human_First_Names_M_0151=Averill
Human_First_Names_M_0152=Avery
Human_First_Names_M_0153=Axel
Human_First_Names_M_0154=Ayinde
Human_First_Names_M_0155=Azizi
Human_First_Names_M_0156=Azmera
Human_First_Names_M_0157=Badi
Human_First_Names_M_0158=Badri
Human_First_Names_M_0159=Badru
Human_First_Names_M_0160=Badu
Human_First_Names_M_0161=Bae
Human_First_Names_M_0162=Bagamba
Human_First_Names_M_0163=Bahij
Human_First_Names_M_0164=Bahir
Human_First_Names_M_0165=Baiko
Human_First_Names_M_0166=Bailey
Human_First_Names_M_0167=Bakari
Human_First_Names_M_0168=Bakri
Human_First_Names_M_0169=Balan
Human_First_Names_M_0170=Bali
Human_First_Names_M_0171=Baligh
Human_First_Names_M_0172=Banco
Human_First_Names_M_0173=Bandar
Human_First_Names_M_0174=Bandele
Human_First_Names_M_0175=Baptiste
Human_First_Names_M_0176=Barakah
Human_First_Names_M_0177=Baran
Human_First_Names_M_0178=Bard
Human_First_Names_M_0179=Bardo
Human_First_Names_M_0180=Barir
Human_First_Names_M_0181=Barnard
Human_First_Names_M_0182=Barney
Human_First_Names_M_0183=Barone
Human_First_Names_M_0184=Barry
Human_First_Names_M_0185=Bart
Human_First_Names_M_0186=Barton
Human_First_Names_M_0187=Barun
Human_First_Names_M_0188=Bashir
Human_First_Names_M_0189=Basho 
Human_First_Names_M_0190=Basil
Human_First_Names_M_0191=Basim
Human_First_Names_M_0192=Baste
Human_First_Names_M_0193=Bastien
Human_First_Names_M_0194=Battista
Human_First_Names_M_0195=Bayana
Human_First_Names_M_0196=Bayani
Human_First_Names_M_0197=Bayhas
Human_First_Names_M_0198=Baylee
Human_First_Names_M_0199=Beale
Human_First_Names_M_0200=Beau
Human_First_Names_M_0201=Beaumont
Human_First_Names_M_0202=Beauregard
Human_First_Names_M_0203=Bellamy
Human_First_Names_M_0204=Ben
Human_First_Names_M_0205=Benedetto
Human_First_Names_M_0206=Benedict
Human_First_Names_M_0207=Benino
Human_First_Names_M_0208=Benito
Human_First_Names_M_0209=Benjamin
Human_First_Names_M_0210=Benjiro
Human_First_Names_M_0211=Benkei 
Human_First_Names_M_0212=Bennett
Human_First_Names_M_0213=Bennie
Human_First_Names_M_0214=Benny
Human_First_Names_M_0215=Beppe
Human_First_Names_M_0216=Berger
Human_First_Names_M_0217=Bernaba
Human_First_Names_M_0218=Bernard
Human_First_Names_M_0219=Bernardo
Human_First_Names_M_0220=Bernie
Human_First_Names_M_0221=Berry
Human_First_Names_M_0222=Bert
Human_First_Names_M_0223=Bertino
Human_First_Names_M_0224=Berto
Human_First_Names_M_0225=Bettino
Human_First_Names_M_0226=Betto
Human_First_Names_M_0227=Bhagwan
Human_First_Names_M_0228=Bhuvik
Human_First_Names_M_0229=Biagio
Human_First_Names_M_0230=Bianco
Human_First_Names_M_0231=Biel
Human_First_Names_M_0232=Bilal
Human_First_Names_M_0233=Bill
Human_First_Names_M_0234=Billie
Human_First_Names_M_0235=Billy
Human_First_Names_M_0236=Bindo
Human_First_Names_M_0237=Bing
Human_First_Names_M_0238=Bình
Human_First_Names_M_0239=Bir
Human_First_Names_M_0240=Bishr
Human_First_Names_M_0241=Bjorn
Human_First_Names_M_0242=Blaine
Human_First_Names_M_0243=Blair
Human_First_Names_M_0244=Blaize
Human_First_Names_M_0245=Blake
Human_First_Names_M_0246=Bob
Human_First_Names_M_0247=Bobbie
Human_First_Names_M_0248=Bobby
Human_First_Names_M_0249=Bogdan
Human_First_Names_M_0250=Bojing
Human_First_Names_M_0251=Bokkai
Human_First_Names_M_0252=Bonino
Human_First_Names_M_0253=Bono
Human_First_Names_M_0254=Bonsi
Human_First_Names_M_0255=Booker
Human_First_Names_M_0256=Boris
Human_First_Names_M_0257=Botan
Human_First_Names_M_0258=Bourey
Human_First_Names_M_0259=Boyce
Human_First_Names_M_0260=Boyd
Human_First_Names_M_0261=Brad
Human_First_Names_M_0262=Bradford
Human_First_Names_M_0263=Bradley
Human_First_Names_M_0264=Bradly
Human_First_Names_M_0265=Brady
Human_First_Names_M_0266=Braj
Human_First_Names_M_0267=Branden
Human_First_Names_M_0268=Brandon
Human_First_Names_M_0269=Brant
Human_First_Names_M_0270=Brayan
Human_First_Names_M_0271=Brede
Human_First_Names_M_0272=Brendan
Human_First_Names_M_0273=Brendon
Human_First_Names_M_0274=Brent
Human_First_Names_M_0275=Brenton
Human_First_Names_M_0276=Bret
Human_First_Names_M_0277=Brett
Human_First_Names_M_0278=Brian
Human_First_Names_M_0279=Brice
Human_First_Names_M_0280=Brock
Human_First_Names_M_0281=Broderick
Human_First_Names_M_0282=Bron
Human_First_Names_M_0283=Brooks
Human_First_Names_M_0284=Bruce
Human_First_Names_M_0285=Brunelle
Human_First_Names_M_0286=Bruno
Human_First_Names_M_0287=Bryan
Human_First_Names_M_0288=Bryant
Human_First_Names_M_0289=Bryce
Human_First_Names_M_0290=Bryon
Human_First_Names_M_0291=Brys
Human_First_Names_M_0292=Brysen
Human_First_Names_M_0293=Buccio
Human_First_Names_M_0294=Bud
Human_First_Names_M_0295=Buddy
Human_First_Names_M_0296=Buford
Human_First_Names_M_0297=Bunzo
Human_First_Names_M_0298=Burcet
Human_First_Names_M_0299=Burl
Human_First_Names_M_0300=Burnell
Human_First_Names_M_0301=Burrell
Human_First_Names_M_0302=Burt
Human_First_Names_M_0303=Burton
Human_First_Names_M_0304=Buto
Human_First_Names_M_0305=Byron
Human_First_Names_M_0306=Caleb
Human_First_Names_M_0307=Calix
Human_First_Names_M_0308=Calvin
Human_First_Names_M_0309=Cambino
Human_First_Names_M_0310=Cambio
Human_First_Names_M_0311=Cameron
Human_First_Names_M_0312=Camilo
Human_First_Names_M_0313=Camryn
Human_First_Names_M_0314=Canaan
Human_First_Names_M_0315=Carden
Human_First_Names_M_0316=Carey
Human_First_Names_M_0317=Carl
Human_First_Names_M_0318=Carlo
Human_First_Names_M_0319=Carlos
Human_First_Names_M_0320=Carlton
Human_First_Names_M_0321=Carmelo
Human_First_Names_M_0322=Carmen
Human_First_Names_M_0323=Carmine
Human_First_Names_M_0324=Carol
Human_First_Names_M_0325=Carroll
Human_First_Names_M_0326=Carson
Human_First_Names_M_0327=Carter
Human_First_Names_M_0328=Cary
Human_First_Names_M_0329=Casey
Human_First_Names_M_0330=Castello
Human_First_Names_M_0331=Castiel
Human_First_Names_M_0332=Cavell
Human_First_Names_M_0333=Cecco
Human_First_Names_M_0334=Cecil
Human_First_Names_M_0335=Cedric
Human_First_Names_M_0336=Cemal
Human_First_Names_M_0337=Cenni
Human_First_Names_M_0338=Cesar
Human_First_Names_M_0339=Chace
Human_First_Names_M_0340=Chad
Human_First_Names_M_0341=Chadwick
Human_First_Names_M_0342=Chakir
Human_First_Names_M_0343=Chance
Human_First_Names_M_0344=Chang
Human_First_Names_M_0345=Changpu
Human_First_Names_M_0346=Chanler
Human_First_Names_M_0347=Chante
Human_First_Names_M_0348=Chappel
Human_First_Names_M_0349=Charles
Human_First_Names_M_0350=Charley
Human_First_Names_M_0351=Charlie
Human_First_Names_M_0352=Chase
Human_First_Names_M_0353=Chasen
Human_First_Names_M_0354=Chason
Human_First_Names_M_0355=Chauncey
Human_First_Names_M_0356=Chemin
Human_First_Names_M_0357=Chen
Human_First_Names_M_0358=Chene
Human_First_Names_M_0359=Cheng
Human_First_Names_M_0360=Chester
Human_First_Names_M_0361=Chet
Human_First_Names_M_0362=Chevalier
Human_First_Names_M_0363=Cheyne
Human_First_Names_M_0364=Chi
Human_First_Names_M_0365=Chiaro
Human_First_Names_M_0366=Chikao
Human_First_Names_M_0367=Chiko
Human_First_Names_M_0368=Chimenti
Human_First_Names_M_0369=Chin
Human_First_Names_M_0370=Chinan
Human_First_Names_M_0371=Chintak
Human_First_Names_M_0372=Chioke
Human_First_Names_M_0373=Chitundu
Human_First_Names_M_0374=Cho
Human_First_Names_M_0375=Chomei
Human_First_Names_M_0376=Chris
Human_First_Names_M_0377=Christian
Human_First_Names_M_0378=Christopher
Human_First_Names_M_0379=Chuanli
Human_First_Names_M_0380=Chuck
Human_First_Names_M_0381=Chuichi
Human_First_Names_M_0382=Chung
Human_First_Names_M_0383=Cino
Human_First_Names_M_0384=Clarence
Human_First_Names_M_0385=Clark
Human_First_Names_M_0386=Claude
Human_First_Names_M_0387=Clay
Human_First_Names_M_0388=Clayton
Human_First_Names_M_0389=Clemence
Human_First_Names_M_0390=Clement
Human_First_Names_M_0391=Cleo
Human_First_Names_M_0392=Cleveland
Human_First_Names_M_0393=Cliff
Human_First_Names_M_0394=Clifford
Human_First_Names_M_0395=Clifton
Human_First_Names_M_0396=Clint
Human_First_Names_M_0397=Clinton
Human_First_Names_M_0398=Clyde
Human_First_Names_M_0399=Cody
Human_First_Names_M_0400=Coffie
Human_First_Names_M_0401=Colby
Human_First_Names_M_0402=Cole
Human_First_Names_M_0403=Coleman
Human_First_Names_M_0404=Colin
Human_First_Names_M_0405=Collin
Human_First_Names_M_0406=Cong
Human_First_Names_M_0407=Connie
Human_First_Names_M_0408=Conrad
Human_First_Names_M_0409=Constantine
Human_First_Names_M_0410=Coral
Human_First_Names_M_0411=Corban
Human_First_Names_M_0412=Corbin
Human_First_Names_M_0413=Corey
Human_First_Names_M_0414=Cornelius
Human_First_Names_M_0415=Cornell
Human_First_Names_M_0416=Corrado
Human_First_Names_M_0417=Corso
Human_First_Names_M_0418=Cort
Human_First_Names_M_0419=Cory
Human_First_Names_M_0420=Cosmin
Human_First_Names_M_0421=Coty
Human_First_Names_M_0422=Courtney
Human_First_Names_M_0423=Craig
Human_First_Names_M_0424=Cristian
Human_First_Names_M_0425=Cristofano
Human_First_Names_M_0426=Cristopher
Human_First_Names_M_0427=Cruz
Human_First_Names_M_0428=Curt
Human_First_Names_M_0429=Curtis
Human_First_Names_M_0430=Cygne
Human_First_Names_M_0431=Cyril
Human_First_Names_M_0432=Cyrus
Human_First_Names_M_0433=Dabir
Human_First_Names_M_0434=Dae
Human_First_Names_M_0435=Dag
Human_First_Names_M_0436=Dahak
Human_First_Names_M_0437=Dai
Human_First_Names_M_0438=Daiki
Human_First_Names_M_0439=Daisetsu 
Human_First_Names_M_0440=Daisuke
Human_First_Names_M_0441=Dale
Human_First_Names_M_0442=Dallas
Human_First_Names_M_0443=Dalton
Human_First_Names_M_0444=Damian
Human_First_Names_M_0445=Damien
Human_First_Names_M_0446=Damion
Human_First_Names_M_0447=Damon
Human_First_Names_M_0448=Dan
Human_First_Names_M_0449=Dandre
Human_First_Names_M_0450=Dane
Human_First_Names_M_0451=Daniel
Human_First_Names_M_0452=Daniello
Human_First_Names_M_0453=Danjuro
Human_First_Names_M_0454=Danladi
Human_First_Names_M_0455=Dannie
Human_First_Names_M_0456=Danno
Human_First_Names_M_0457=Danny
Human_First_Names_M_0458=Dante
Human_First_Names_M_0459=Dara
Human_First_Names_M_0460=Darby
Human_First_Names_M_0461=Daren
Human_First_Names_M_0462=Dariel
Human_First_Names_M_0463=Darien
Human_First_Names_M_0464=Darin
Human_First_Names_M_0465=Dario
Human_First_Names_M_0466=Darius
Human_First_Names_M_0467=Darl
Human_First_Names_M_0468=Darnell
Human_First_Names_M_0469=Darrel
Human_First_Names_M_0470=Darrell
Human_First_Names_M_0471=Darren
Human_First_Names_M_0472=Darrin
Human_First_Names_M_0473=Darryl
Human_First_Names_M_0474=Darshal
Human_First_Names_M_0475=Darwin
Human_First_Names_M_0476=Darwish
Human_First_Names_M_0477=Daryl
Human_First_Names_M_0478=Daudi
Human_First_Names_M_0479=Dave
Human_First_Names_M_0480=Davet
Human_First_Names_M_0481=David
Human_First_Names_M_0482=Davie
Human_First_Names_M_0483=Davin
Human_First_Names_M_0484=Davis
Human_First_Names_M_0485=Davon
Human_First_Names_M_0486=Davy
Human_First_Names_M_0487=Dawit
Human_First_Names_M_0488=Dawud
Human_First_Names_M_0489=Dax
Human_First_Names_M_0490=Daxesh
Human_First_Names_M_0491=Dayo
Human_First_Names_M_0492=Dayu 
Human_First_Names_M_0493=Dean
Human_First_Names_M_0494=Deandre
Human_First_Names_M_0495=Decha
Human_First_Names_M_0496=Dee
Human_First_Names_M_0497=Deegan
Human_First_Names_M_0498=Deepesh
Human_First_Names_M_0499=Deg
Human_First_Names_M_0500=Dego
Human_First_Names_M_0501=Delice
Human_First_Names_M_0502=Delmar
Human_First_Names_M_0503=Delmer
Human_First_Names_M_0504=Delmon
Human_First_Names_M_0505=Delun
Human_First_Names_M_0506=Dembe
Human_First_Names_M_0507=Demetrius
Human_First_Names_M_0508=Denbe 
Human_First_Names_M_0509=Denby
Human_First_Names_M_0510=Denis
Human_First_Names_M_0511=Deniz
Human_First_Names_M_0512=Dennis
Human_First_Names_M_0513=Denny
Human_First_Names_M_0514=Denver
Human_First_Names_M_0515=Denzel
Human_First_Names_M_0516=Deo
Human_First_Names_M_0517=Deon
Human_First_Names_M_0518=Derek
Human_First_Names_M_0519=Derick
Human_First_Names_M_0520=Derrick
Human_First_Names_M_0521=Deshi
Human_First_Names_M_0522=Desmond
Human_First_Names_M_0523=Destin
Human_First_Names_M_0524=Dev
Human_First_Names_M_0525=Devansh
Human_First_Names_M_0526=Devin
Human_First_Names_M_0527=Devon
Human_First_Names_M_0528=Dewayne
Human_First_Names_M_0529=Dewei
Human_First_Names_M_0530=Dewey
Human_First_Names_M_0531=Dewitt
Human_First_Names_M_0532=Dexter
Human_First_Names_M_0533=Dhakir
Human_First_Names_M_0534=Dhakwan
Human_First_Names_M_0535=Dhilan
Human_First_Names_M_0536=Dhven
Human_First_Names_M_0537=Diedi
Human_First_Names_M_0538=Diego
Human_First_Names_M_0539=Dillon
Human_First_Names_M_0540=Dinkar
Human_First_Names_M_0541=Dino
Human_First_Names_M_0542=Dion
Human_First_Names_M_0543=Dirar
Human_First_Names_M_0544=Dirk
Human_First_Names_M_0545=Disai
Human_First_Names_M_0546=Divit
Human_First_Names_M_0547=Dmitry
Human_First_Names_M_0548=Doffo
Human_First_Names_M_0549=Doi
Human_First_Names_M_0550=Domenico
Human_First_Names_M_0551=Domingo
Human_First_Names_M_0552=Dominic
Human_First_Names_M_0553=Dominick
Human_First_Names_M_0554=Don
Human_First_Names_M_0555=Donald
Human_First_Names_M_0556=Donalt
Human_First_Names_M_0557=Donatien
Human_First_Names_M_0558=Donato
Human_First_Names_M_0559=Donn
Human_First_Names_M_0560=Donnell
Human_First_Names_M_0561=Donnie
Human_First_Names_M_0562=Donnino
Human_First_Names_M_0563=Donny
Human_First_Names_M_0564=Donovan
Human_First_Names_M_0565=Doppo 
Human_First_Names_M_0566=Dorian
Human_First_Names_M_0567=Doug
Human_First_Names_M_0568=Douglas
Human_First_Names_M_0569=Doyle
Human_First_Names_M_0570=Drago
Human_First_Names_M_0571=Dreng
Human_First_Names_M_0572=Drew
Human_First_Names_M_0573=Du
Human_First_Names_M_0574=Duane
Human_First_Names_M_0575=Duccio
Human_First_Names_M_0576=Dudley
Human_First_Names_M_0577=Duke
Human_First_Names_M_0578=Dulana
Human_First_Names_M_0579=Dulani
Human_First_Names_M_0580=Dumaka
Human_First_Names_M_0581=Dumitru
Human_First_Names_M_0582=Duncan
Human_First_Names_M_0583=Dunham
Human_First_Names_M_0584=Dustin
Human_First_Names_M_0585=Dusty
Human_First_Names_M_0586=Dwayne
Human_First_Names_M_0587=Dwight
Human_First_Names_M_0588=Dylan
Human_First_Names_M_0589=Earl
Human_First_Names_M_0590=Earle
Human_First_Names_M_0591=Earnest
Human_First_Names_M_0592=Ebizo
Human_First_Names_M_0593=Ed
Human_First_Names_M_0594=Eddie
Human_First_Names_M_0595=Eddy
Human_First_Names_M_0596=Edgar
Human_First_Names_M_0597=Edmond
Human_First_Names_M_0598=Edmund
Human_First_Names_M_0599=Eduard
Human_First_Names_M_0600=Eduardo
Human_First_Names_M_0601=Edward
Human_First_Names_M_0602=Edwin
Human_First_Names_M_0603=Efren
Human_First_Names_M_0604=Egil
Human_First_Names_M_0605=Eichi
Human_First_Names_M_0606=Eichiro
Human_First_Names_M_0607=Eien 
Human_First_Names_M_0608=Eiji 
Human_First_Names_M_0609=Eijiro
Human_First_Names_M_0610=Einar
Human_First_Names_M_0611=Eirik
Human_First_Names_M_0612=Eisaku
Human_First_Names_M_0613=Eisen 
Human_First_Names_M_0614=Eishi 
Human_First_Names_M_0615=Eisuke 
Human_First_Names_M_0616=Eita
Human_First_Names_M_0617=Eitoku
Human_First_Names_M_0618=Eizan 
Human_First_Names_M_0619=Eizo
Human_First_Names_M_0620=Ekagra
Human_First_Names_M_0621=Ekiken 
Human_First_Names_M_0622=Ekundayo
Human_First_Names_M_0623=Elbert
Human_First_Names_M_0624=Eldon
Human_First_Names_M_0625=Elewa
Human_First_Names_M_0626=Eli
Human_First_Names_M_0627=Elias
Human_First_Names_M_0628=Elijah
Human_First_Names_M_0629=Eliott
Human_First_Names_M_0630=Eliseo
Human_First_Names_M_0631=Elliot
Human_First_Names_M_0632=Elliott
Human_First_Names_M_0633=Ellis
Human_First_Names_M_0634=Elmer
Human_First_Names_M_0635=Elmo
Human_First_Names_M_0636=Elon
Human_First_Names_M_0637=Eloy
Human_First_Names_M_0638=Elroy
Human_First_Names_M_0639=Elton
Human_First_Names_M_0640=Elvin
Human_First_Names_M_0641=Elvis
Human_First_Names_M_0642=Elwood
Human_First_Names_M_0643=Emanuel
Human_First_Names_M_0644=Emerson
Human_First_Names_M_0645=Emery
Human_First_Names_M_0646=Emil
Human_First_Names_M_0647=Emile
Human_First_Names_M_0648=Emilio
Human_First_Names_M_0649=Emir
Human_First_Names_M_0650=Emmanuel
Human_First_Names_M_0651=Emmett
Human_First_Names_M_0652=Emory
Human_First_Names_M_0653=Enani
Human_First_Names_M_0654=Enrique
Human_First_Names_M_0655=Enzo
Human_First_Names_M_0656=Eric
Human_First_Names_M_0657=Erik
Human_First_Names_M_0658=Erin
Human_First_Names_M_0659=Erlend
Human_First_Names_M_0660=Erling
Human_First_Names_M_0661=Ernest
Human_First_Names_M_0662=Ernesto
Human_First_Names_M_0663=Ernie
Human_First_Names_M_0664=Errol
Human_First_Names_M_0665=Ervin
Human_First_Names_M_0666=Erwan
Human_First_Names_M_0667=Erwin
Human_First_Names_M_0668=Eshan
Human_First_Names_M_0669=Eskil
Human_First_Names_M_0670=Espen
Human_First_Names_M_0671=Essien
Human_First_Names_M_0672=Esteban
Human_First_Names_M_0673=Etalon
Human_First_Names_M_0674=Ethan
Human_First_Names_M_0675=Etsuya
Human_First_Names_M_0676=Eugene
Human_First_Names_M_0677=Eui
Human_First_Names_M_0678=Evan
Human_First_Names_M_0679=Everett
Human_First_Names_M_0680=Evgeny
Human_First_Names_M_0681=Ezra
Human_First_Names_M_0682=Fa
Human_First_Names_M_0683=Fabian
Human_First_Names_M_0684=Fabron
Human_First_Names_M_0685=Fadi
Human_First_Names_M_0686=Fadil
Human_First_Names_M_0687=Fahad
Human_First_Names_M_0688=Fai
Human_First_Names_M_0689=Faiyaz
Human_First_Names_M_0690=Fakhir
Human_First_Names_M_0691=Fakih
Human_First_Names_M_0692=Falih
Human_First_Names_M_0693=Faraj
Human_First_Names_M_0694=Fareeq
Human_First_Names_M_0695=Farhan
Human_First_Names_M_0696=Farid
Human_First_Names_M_0697=Fariji
Human_First_Names_M_0698=Farook
Human_First_Names_M_0699=Fathi
Human_First_Names_M_0700=Fatik
Human_First_Names_M_0701=Fede
Human_First_Names_M_0702=Federico
Human_First_Names_M_0703=Felice
Human_First_Names_M_0704=Felipe
Human_First_Names_M_0705=Felix
Human_First_Names_M_0706=Feng
Human_First_Names_M_0707=Feo
Human_First_Names_M_0708=Ferdinand
Human_First_Names_M_0709=Fernando
Human_First_Names_M_0710=Ferran
Human_First_Names_M_0711=Fida
Human_First_Names_M_0712=Fidel
Human_First_Names_M_0713=Fikri
Human_First_Names_M_0714=Filbert
Human_First_Names_M_0715=Filip
Human_First_Names_M_0716=Finn
Human_First_Names_M_0717=Fletcher
Human_First_Names_M_0718=Florent
Human_First_Names_M_0719=Florian
Human_First_Names_M_0720=Florin
Human_First_Names_M_0721=Floyd
Human_First_Names_M_0722=Fontaine
Human_First_Names_M_0723=Forest
Human_First_Names_M_0724=Forrest
Human_First_Names_M_0725=Fortune
Human_First_Names_M_0726=Foster
Human_First_Names_M_0727=Frances
Human_First_Names_M_0728=Francis
Human_First_Names_M_0729=Francisco
Human_First_Names_M_0730=Franco
Human_First_Names_M_0731=Frank
Human_First_Names_M_0732=Frankie
Human_First_Names_M_0733=Franklin
Human_First_Names_M_0734=Frans
Human_First_Names_M_0735=Fraser
Human_First_Names_M_0736=Fred
Human_First_Names_M_0737=Freddie
Human_First_Names_M_0738=Freddy
Human_First_Names_M_0739=Frederic
Human_First_Names_M_0740=Frederick
Human_First_Names_M_0741=Fredric
Human_First_Names_M_0742=Fredrick
Human_First_Names_M_0743=Fredrik
Human_First_Names_M_0744=Freeman
Human_First_Names_M_0745=Fritz
Human_First_Names_M_0746=Frosino
Human_First_Names_M_0747=Fudo
Human_First_Names_M_0748=Fujimaro
Human_First_Names_M_0749=Fujio
Human_First_Names_M_0750=Fujita
Human_First_Names_M_0751=Fumiaki
Human_First_Names_M_0752=Fumihiko
Human_First_Names_M_0753=Fumihiro
Human_First_Names_M_0754=Fumio
Human_First_Names_M_0755=Fynn
Human_First_Names_M_0756=Gabbriello
Human_First_Names_M_0757=Gabin
Human_First_Names_M_0758=Gabriel
Human_First_Names_M_0759=Gadil
Human_First_Names_M_0760=Gael
Human_First_Names_M_0761=Gage
Human_First_Names_M_0762=Gaige
Human_First_Names_M_0763=Gainde
Human_First_Names_M_0764=Gale
Human_First_Names_M_0765=Galen
Human_First_Names_M_0766=Galt
Human_First_Names_M_0767=Gamali
Human_First_Names_M_0768=Gaman
Human_First_Names_M_0769=Gan
Human_First_Names_M_0770=Ganya
Human_First_Names_M_0771=Gao
Human_First_Names_M_0772=Gaousik
Human_First_Names_M_0773=Garland
Human_First_Names_M_0774=Garner
Human_First_Names_M_0775=Garrett
Human_First_Names_M_0776=Garth
Human_First_Names_M_0777=Gary
Human_First_Names_M_0778=Gaston
Human_First_Names_M_0779=Gauge
Human_First_Names_M_0780=Gavin
Human_First_Names_M_0781=Gavriil
Human_First_Names_M_0782=Geir
Human_First_Names_M_0783=Gempachi 
Human_First_Names_M_0784=Gen
Human_First_Names_M_0785=Genaro
Human_First_Names_M_0786=Gene
Human_First_Names_M_0787=Genjo
Human_First_Names_M_0788=Gennai
Human_First_Names_M_0789=Genpaku
Human_First_Names_M_0790=Geoffrey
Human_First_Names_M_0791=George
Human_First_Names_M_0792=Georgio
Human_First_Names_M_0793=Gerald
Human_First_Names_M_0794=Gerard
Human_First_Names_M_0795=Gerhard
Human_First_Names_M_0796=Geri
Human_First_Names_M_0797=Germain
Human_First_Names_M_0798=Germaine
Human_First_Names_M_0799=Gerry
Human_First_Names_M_0800=Gervaise
Human_First_Names_M_0801=Gezan
Human_First_Names_M_0802=Ghalib
Human_First_Names_M_0803=Ghanim
Human_First_Names_M_0804=Ghassan
Human_First_Names_M_0805=Ghazi
Human_First_Names_M_0806=Ghazwan
Human_First_Names_M_0807=Gihei 
Human_First_Names_M_0808=Gil
Human_First_Names_M_0809=Gilad
Human_First_Names_M_0810=Gilbert
Human_First_Names_M_0811=Giles
Human_First_Names_M_0812=Gino
Human_First_Names_M_0813=Giorgio
Human_First_Names_M_0814=Giovanni
Human_First_Names_M_0815=Giri
Human_First_Names_M_0816=Gitan
Human_First_Names_M_0817=Giuseppe
Human_First_Names_M_0818=Givon
Human_First_Names_M_0819=Gleb
Human_First_Names_M_0820=Glen
Human_First_Names_M_0821=Glenn
Human_First_Names_M_0822=Go 
Human_First_Names_M_0823=Goemon 
Human_First_Names_M_0824=Gombei 
Human_First_Names_M_0825=Gonkuro
Human_First_Names_M_0826=Gonshiro
Human_First_Names_M_0827=Gonza
Human_First_Names_M_0828=Gordon
Human_First_Names_M_0829=Goro
Human_First_Names_M_0830=Govinda
Human_First_Names_M_0831=Gowon
Human_First_Names_M_0832=Grady
Human_First_Names_M_0833=Graham
Human_First_Names_M_0834=Grant
Human_First_Names_M_0835=Greg
Human_First_Names_M_0836=Gregers
Human_First_Names_M_0837=Gregg
Human_First_Names_M_0838=Gregor
Human_First_Names_M_0839=Gregory
Human_First_Names_M_0840=Grey
Human_First_Names_M_0841=Grigory
Human_First_Names_M_0842=Grover
Human_First_Names_M_0843=Guang
Human_First_Names_M_0844=Guangli
Human_First_Names_M_0845=Guccio
Human_First_Names_M_0846=Guillermo
Human_First_Names_M_0847=Guiren
Human_First_Names_M_0848=Gundeep
Human_First_Names_M_0849=Guozhi
Human_First_Names_M_0850=Gus
Human_First_Names_M_0851=Gustavo
Human_First_Names_M_0852=Guy
Human_First_Names_M_0853=Guzman
Human_First_Names_M_0854=Gyan
Human_First_Names_M_0855=Gyasi
Human_First_Names_M_0856=Gyukudo
Human_First_Names_M_0857=Habbab
Human_First_Names_M_0858=Habib
Human_First_Names_M_0859=Hachigoro
Human_First_Names_M_0860=Hachiro
Human_First_Names_M_0861=Hadad
Human_First_Names_M_0862=Hai
Human_First_Names_M_0863=Haji
Human_First_Names_M_0864=Hajime 
Human_First_Names_M_0865=Hakim
Human_First_Names_M_0866=Hakon
Human_First_Names_M_0867=Hakuseki
Human_First_Names_M_0868=Hal
Human_First_Names_M_0869=Halldor
Human_First_Names_M_0870=Hallvard
Human_First_Names_M_0871=Halstein
Human_First_Names_M_0872=Halvard
Human_First_Names_M_0873=Halvdan
Human_First_Names_M_0874=Halvor
Human_First_Names_M_0875=Hamadi
Human_First_Names_M_0876=Hamal
Human_First_Names_M_0877=Hamalah
Human_First_Names_M_0878=Hamid
Human_First_Names_M_0879=Hanbal
Human_First_Names_M_0880=Hanif
Human_First_Names_M_0881=Hank
Human_First_Names_M_0882=Hannes
Human_First_Names_M_0883=Hans
Human_First_Names_M_0884=Hanshiro
Human_First_Names_M_0885=Harald
Human_First_Names_M_0886=Harbinder
Human_First_Names_M_0887=Harlan
Human_First_Names_M_0888=Harley
Human_First_Names_M_0889=Harold
Human_First_Names_M_0890=Harris
Human_First_Names_M_0891=Harrison
Human_First_Names_M_0892=Harry
Human_First_Names_M_0893=Harsh
Human_First_Names_M_0894=Harshu
Human_First_Names_M_0895=Haru
Human_First_Names_M_0896=Haruhiko
Human_First_Names_M_0897=Haruhiro
Human_First_Names_M_0898=Haruki
Human_First_Names_M_0899=Haruko
Human_First_Names_M_0900=Haruma
Human_First_Names_M_0901=Harumi 
Human_First_Names_M_0902=Harunobu 
Human_First_Names_M_0903=Haruto
Human_First_Names_M_0904=Harvey
Human_First_Names_M_0905=Hasim
Human_First_Names_M_0906=Hassan
Human_First_Names_M_0907=Hatim
Human_First_Names_M_0908=Havard
Human_First_Names_M_0909=Havelock
Human_First_Names_M_0910=Hayato
Human_First_Names_M_0911=Hazim
Human_First_Names_M_0912=Heath
Human_First_Names_M_0913=Hector
Human_First_Names_M_0914=Heiji 
Human_First_Names_M_0915=Heizo
Human_First_Names_M_0916=Hem
Human_First_Names_M_0917=Heng
Human_First_Names_M_0918=Henri
Human_First_Names_M_0919=Henry
Human_First_Names_M_0920=Herbert
Human_First_Names_M_0921=Herman
Human_First_Names_M_0922=Herschel
Human_First_Names_M_0923=Hershel
Human_First_Names_M_0924=Hetal
Human_First_Names_M_0925=Hibah
Human_First_Names_M_0926=Hideaki 
Human_First_Names_M_0927=Hidehira 
Human_First_Names_M_0928=Hidekazu
Human_First_Names_M_0929=Hideki
Human_First_Names_M_0930=Hideo
Human_First_Names_M_0931=Hikaru
Human_First_Names_M_0932=Hilel
Human_First_Names_M_0933=Hinata
Human_First_Names_M_0934=Hiram
Human_First_Names_M_0935=Hiran
Human_First_Names_M_0936=Hiro
Human_First_Names_M_0937=Hiroaki
Human_First_Names_M_0938=Hirokazu
Human_First_Names_M_0939=Hirokichi
Human_First_Names_M_0940=Hirokumi
Human_First_Names_M_0941=Hiromi
Human_First_Names_M_0942=Hiroshi
Human_First_Names_M_0943=Hirotaka
Human_First_Names_M_0944=Hiroto
Human_First_Names_M_0945=Hiroya
Human_First_Names_M_0946=Hiroyasu
Human_First_Names_M_0947=Hiroyuki
Human_First_Names_M_0948=Hisahsi 
Human_First_Names_M_0949=Hisanobu 
Human_First_Names_M_0950=Hisato
Human_First_Names_M_0951=Hitomaro
Human_First_Names_M_0952=Hitoshi 
Human_First_Names_M_0953=Hoc
Human_First_Names_M_0954=Hogai 
Human_First_Names_M_0955=Hoitsu 
Human_First_Names_M_0956=Hokichi
Human_First_Names_M_0957=Holland
Human_First_Names_M_0958=Hollis
Human_First_Names_M_0959=Hong
Human_First_Names_M_0960=Honzo
Human_First_Names_M_0961=Hop
Human_First_Names_M_0962=Horace
Human_First_Names_M_0963=Horacio
Human_First_Names_M_0964=Hoshi 
Human_First_Names_M_0965=Hoshiko
Human_First_Names_M_0966=Houston
Human_First_Names_M_0967=Howard
Human_First_Names_M_0968=Huan
Human_First_Names_M_0969=Hubert
Human_First_Names_M_0970=Hugh
Human_First_Names_M_0971=Hugo
Human_First_Names_M_0972=Hui
Human_First_Names_M_0973=Hulin
Human_First_Names_M_0974=Humberto
Human_First_Names_M_0975=Hunter
Human_First_Names_M_0976=Hyun
Human_First_Names_M_0977=Iacopo
Human_First_Names_M_0978=Ian
Human_First_Names_M_0979=Iben
Human_First_Names_M_0980=Ibrahim
Human_First_Names_M_0981=Ibuki
Human_First_Names_M_0982=Ichibei
Human_First_Names_M_0983=Ichiro
Human_First_Names_M_0984=Ichiyo
Human_First_Names_M_0985=Ichizo
Human_First_Names_M_0986=Ignacio
Human_First_Names_M_0987=Igor
Human_First_Names_M_0988=Ihsan
Human_First_Names_M_0989=Ikemoto 
Human_First_Names_M_0990=Ikku
Human_First_Names_M_0991=Ilia
Human_First_Names_M_0992=Ilias
Human_First_Names_M_0993=Ilom
Human_First_Names_M_0994=Imasu
Human_First_Names_M_0995=Immanuel
Human_First_Names_M_0996=Indus
Human_First_Names_M_0997=Inejiro
Human_First_Names_M_0998=Iqbal
Human_First_Names_M_0999=Ira
Human_First_Names_M_1000=Irfan
Human_First_Names_M_1001=Irvin
Human_First_Names_M_1002=Irving
Human_First_Names_M_1003=Irwin
Human_First_Names_M_1004=Irya
Human_First_Names_M_1005=Isaac
Human_First_Names_M_1006=Isaiah
Human_First_Names_M_1007=Isamu
Human_First_Names_M_1008=Isar
Human_First_Names_M_1009=Isiah
Human_First_Names_M_1010=Isidro
Human_First_Names_M_1011=Ismael
Human_First_Names_M_1012=Isoshi  
Human_First_Names_M_1013=Issa
Human_First_Names_M_1014=Issac
Human_First_Names_M_1015=Itembe
Human_First_Names_M_1016=Itsuki
Human_First_Names_M_1017=Ivan
Human_First_Names_M_1018=Ivar
Human_First_Names_M_1019=Iwao
Human_First_Names_M_1020=Iwao 
Human_First_Names_M_1021=Izan
Human_First_Names_M_1022=Izzy
Human_First_Names_M_1023=Ja
Human_First_Names_M_1024=Jabbar
Human_First_Names_M_1025=Jabir
Human_First_Names_M_1026=Jack
Human_First_Names_M_1027=Jackie
Human_First_Names_M_1028=Jackson
Human_First_Names_M_1029=Jacob
Human_First_Names_M_1030=Jacques
Human_First_Names_M_1031=Jagesh
Human_First_Names_M_1032=Jahi
Human_First_Names_M_1033=Jailesh
Human_First_Names_M_1034=Jaime
Human_First_Names_M_1035=Jake
Human_First_Names_M_1036=Jakob
Human_First_Names_M_1037=Jalal
Human_First_Names_M_1038=Jaleel
Human_First_Names_M_1039=Jalil
Human_First_Names_M_1040=Jamal
Human_First_Names_M_1041=Jamar
Human_First_Names_M_1042=Jamel
Human_First_Names_M_1043=James
Human_First_Names_M_1044=Jamie
Human_First_Names_M_1045=Jan
Human_First_Names_M_1046=Jannik
Human_First_Names_M_1047=Jannis
Human_First_Names_M_1048=Janu
Human_First_Names_M_1049=Janvier
Human_First_Names_M_1050=Jardan
Human_First_Names_M_1051=Jared
Human_First_Names_M_1052=Jarek
Human_First_Names_M_1053=Jarred
Human_First_Names_M_1054=Jarrett
Human_First_Names_M_1055=Jarrod
Human_First_Names_M_1056=Jarvis
Human_First_Names_M_1057=Jason
Human_First_Names_M_1058=Jasper
Human_First_Names_M_1059=Jata
Human_First_Names_M_1060=Jatinder
Human_First_Names_M_1061=Jaul
Human_First_Names_M_1062=Javier
Human_First_Names_M_1063=Jay
Human_First_Names_M_1064=Jaye
Human_First_Names_M_1065=Jayson
Human_First_Names_M_1066=Jean
Human_First_Names_M_1067=Jed
Human_First_Names_M_1068=Jeff
Human_First_Names_M_1069=Jefferey
Human_First_Names_M_1070=Jefferson
Human_First_Names_M_1071=Jeffery
Human_First_Names_M_1072=Jeffrey
Human_First_Names_M_1073=Jeffry
Human_First_Names_M_1074=Jehan
Human_First_Names_M_1075=Jemond
Human_First_Names_M_1076=Jens
Human_First_Names_M_1077=Jerald
Human_First_Names_M_1078=Jeremiah
Human_First_Names_M_1079=Jeremy
Human_First_Names_M_1080=Jermaine
Human_First_Names_M_1081=Jerold
Human_First_Names_M_1082=Jerome
Human_First_Names_M_1083=Jerrod
Human_First_Names_M_1084=Jerry
Human_First_Names_M_1085=Jess
Human_First_Names_M_1086=Jesse
Human_First_Names_M_1087=Jessie
Human_First_Names_M_1088=Jiang
Human_First_Names_M_1089=Jianyu
Human_First_Names_M_1090=Jibade
Human_First_Names_M_1091=Jim
Human_First_Names_M_1092=Jimmie
Human_First_Names_M_1093=Jimmy
Human_First_Names_M_1094=Jin
Human_First_Names_M_1095=Jing
Human_First_Names_M_1096=Jinhai
Human_First_Names_M_1097=Jiro
Human_First_Names_M_1098=Jo
Human_First_Names_M_1099=Joaquin
Human_First_Names_M_1100=Jody
Human_First_Names_M_1101=Joe
Human_First_Names_M_1102=Joel
Human_First_Names_M_1103=Joesph
Human_First_Names_M_1104=Joey
Human_First_Names_M_1105=Johann
Human_First_Names_M_1106=Johannes
Human_First_Names_M_1107=John
Human_First_Names_M_1108=Johnathan
Human_First_Names_M_1109=Johnathon
Human_First_Names_M_1110=Johnie
Human_First_Names_M_1111=Johnnie
Human_First_Names_M_1112=Johnny
Human_First_Names_M_1113=Joji
Human_First_Names_M_1114=Jomei
Human_First_Names_M_1115=Jon
Human_First_Names_M_1116=Jona
Human_First_Names_M_1117=Jonah
Human_First_Names_M_1118=Jonas
Human_First_Names_M_1119=Jonathan
Human_First_Names_M_1120=Jonathon
Human_First_Names_M_1121=Jordan
Human_First_Names_M_1122=Jordi
Human_First_Names_M_1123=Jordy
Human_First_Names_M_1124=Jorge
Human_First_Names_M_1125=Jorgen
Human_First_Names_M_1126=Jose
Human_First_Names_M_1127=Josef
Human_First_Names_M_1128=Joseph
Human_First_Names_M_1129=Josh
Human_First_Names_M_1130=Joshua
Human_First_Names_M_1131=Josiah
Human_First_Names_M_1132=Jotaro
Human_First_Names_M_1133=Juan
Human_First_Names_M_1134=Judson
Human_First_Names_M_1135=Jules
Human_First_Names_M_1136=Julian
Human_First_Names_M_1137=Julio
Human_First_Names_M_1138=Juma
Human_First_Names_M_1139=Jun
Human_First_Names_M_1140=Junichi
Human_First_Names_M_1141=Junior
Human_First_Names_M_1142=Juro
Human_First_Names_M_1143=Justin
Human_First_Names_M_1144=Juzo
Human_First_Names_M_1145=Kabil
Human_First_Names_M_1146=Kadeen
Human_First_Names_M_1147=Kadeer
Human_First_Names_M_1148=Kadin
Human_First_Names_M_1149=Kadir
Human_First_Names_M_1150=Kado
Human_First_Names_M_1151=Kafu
Human_First_Names_M_1152=Kahil
Human_First_Names_M_1153=Kaito
Human_First_Names_M_1154=Kakuzo
Human_First_Names_M_1155=Kalel
Human_First_Names_M_1156=Kalesh
Human_First_Names_M_1157=Kalil
Human_First_Names_M_1158=Kaliq
Human_First_Names_M_1159=Kamal
Human_First_Names_M_1160=Kami
Human_First_Names_M_1161=Kan
Human_First_Names_M_1162=Kanbe
Human_First_Names_M_1163=Kane
Human_First_Names_M_1164=Kang
Human_First_Names_M_1165=Kanish
Human_First_Names_M_1166=Kanjiro
Human_First_Names_M_1167=Kanko
Human_First_Names_M_1168=Kano
Human_First_Names_M_1169=Kansuke
Human_First_Names_M_1170=Kantaro
Human_First_Names_M_1171=Kare
Human_First_Names_M_1172=Kareb
Human_First_Names_M_1173=Kareem
Human_First_Names_M_1174=Karif
Human_First_Names_M_1175=Karim
Human_First_Names_M_1176=Karl
Human_First_Names_M_1177=Kaseem
Human_First_Names_M_1178=Kasem
Human_First_Names_M_1179=Kasib
Human_First_Names_M_1180=Kasim
Human_First_Names_M_1181=Kasozi
Human_First_Names_M_1182=Kata
Human_First_Names_M_1183=Katai
Human_First_Names_M_1184=Katashi
Human_First_Names_M_1185=Katsu
Human_First_Names_M_1186=Katsuro
Human_First_Names_M_1187=Katuramu
Human_First_Names_M_1188=Katzumi
Human_First_Names_M_1189=Kave
Human_First_Names_M_1190=Kavin
Human_First_Names_M_1191=Kayin
Human_First_Names_M_1192=Kaz
Human_First_Names_M_1193=Kazu
Human_First_Names_M_1194=Kazuhiro
Human_First_Names_M_1195=Kazuki
Human_First_Names_M_1196=Kazuma
Human_First_Names_M_1197=Kedar
Human_First_Names_M_1198=Kei 
Human_First_Names_M_1199=Keiji
Human_First_Names_M_1200=Keishi
Human_First_Names_M_1201=Keisuke 
Human_First_Names_M_1202=Keitaro
Human_First_Names_M_1203=Keith
Human_First_Names_M_1204=Keizo
Human_First_Names_M_1205=Kelly
Human_First_Names_M_1206=Kelsey
Human_First_Names_M_1207=Kelvin
Human_First_Names_M_1208=Ken
Human_First_Names_M_1209=Kendall
Human_First_Names_M_1210=Kendrick
Human_First_Names_M_1211=Kenji
Human_First_Names_M_1212=Kenjiro
Human_First_Names_M_1213=Kenko
Human_First_Names_M_1214=Kenneth
Human_First_Names_M_1215=Kennith
Human_First_Names_M_1216=Kenny
Human_First_Names_M_1217=Kent
Human_First_Names_M_1218=Kentaro
Human_First_Names_M_1219=Kenton
Human_First_Names_M_1220=Kenzan 
Human_First_Names_M_1221=Kenzo
Human_First_Names_M_1222=Kerry
Human_First_Names_M_1223=Kesse
Human_First_Names_M_1224=Keven
Human_First_Names_M_1225=Kevin
Human_First_Names_M_1226=Khalil
Human_First_Names_M_1227=Ki
Human_First_Names_M_1228=Kichiro
Human_First_Names_M_1229=Kieth
Human_First_Names_M_1230=Kigongo
Human_First_Names_M_1231=Kijuro
Human_First_Names_M_1232=Kilian
Human_First_Names_M_1233=Kim
Human_First_Names_M_1234=Kin
Human_First_Names_M_1235=Kinji 
Human_First_Names_M_1236=Kinnojo 
Human_First_Names_M_1237=Kintu
Human_First_Names_M_1238=Kinzo
Human_First_Names_M_1239=Kip
Human_First_Names_M_1240=Kirby
Human_First_Names_M_1241=Kiri
Human_First_Names_M_1242=Kirk
Human_First_Names_M_1243=Kisho 
Human_First_Names_M_1244=Kito
Human_First_Names_M_1245=Kiv
Human_First_Names_M_1246=Kiyohira
Human_First_Names_M_1247=Kiyoshi
Human_First_Names_M_1248=Knute
Human_First_Names_M_1249=Kobe
Human_First_Names_M_1250=Kobo
Human_First_Names_M_1251=Koetsu
Human_First_Names_M_1252=Kohei
Human_First_Names_M_1253=Kohen
Human_First_Names_M_1254=Komea
Human_First_Names_M_1255=Konyo
Human_First_Names_M_1256=Korin
Human_First_Names_M_1257=Kory
Human_First_Names_M_1258=Kosaku
Human_First_Names_M_1259=Kosami
Human_First_Names_M_1260=Koshiro
Human_First_Names_M_1261=Kota
Human_First_Names_M_1262=Kotaro
Human_First_Names_M_1263=Koto
Human_First_Names_M_1264=Kovan
Human_First_Names_M_1265=Koyo
Human_First_Names_M_1266=Kozue
Human_First_Names_M_1267=Kris
Human_First_Names_M_1268=Kristian
Human_First_Names_M_1269=Kristopher
Human_First_Names_M_1270=Kuma
Human_First_Names_M_1271=Kunimichi
Human_First_Names_M_1272=Kunitaro
Human_First_Names_M_1273=Kuri
Human_First_Names_M_1274=Kuro
Human_First_Names_M_1275=Kurt
Human_First_Names_M_1276=Kurtis
Human_First_Names_M_1277=Kushanu
Human_First_Names_M_1278=Kwame
Human_First_Names_M_1279=Kwan
Human_First_Names_M_1280=Kyle
Human_First_Names_M_1281=Kyo
Human_First_Names_M_1282=Kyoden
Human_First_Names_M_1283=Kyoji
Human_First_Names_M_1284=Kyu
Human_First_Names_M_1285=Kyuichi
Human_First_Names_M_1286=Kyuso
Human_First_Names_M_1287=Kyuwa
Human_First_Names_M_1288=Lado
Human_First_Names_M_1289=Lafayette
Human_First_Names_M_1290=Lahar
Human_First_Names_M_1291=Lamar
Human_First_Names_M_1292=Lamond
Human_First_Names_M_1293=Lamont
Human_First_Names_M_1294=Lance
Human_First_Names_M_1295=Landis
Human_First_Names_M_1296=Lando
Human_First_Names_M_1297=Landon
Human_First_Names_M_1298=Landry
Human_First_Names_M_1299=Lane
Human_First_Names_M_1300=Langston
Human_First_Names_M_1301=Laniyan
Human_First_Names_M_1302=Lanny
Human_First_Names_M_1303=Lao
Human_First_Names_M_1304=Larenzo
Human_First_Names_M_1305=Laron
Human_First_Names_M_1306=Larrimore
Human_First_Names_M_1307=Larry
Human_First_Names_M_1308=Lars
Human_First_Names_M_1309=Lasse
Human_First_Names_M_1310=Laurence
Human_First_Names_M_1311=Laurens
Human_First_Names_M_1312=Laurent
Human_First_Names_M_1313=Lawrence
Human_First_Names_M_1314=Layth
Human_First_Names_M_1315=Lazaro
Human_First_Names_M_1316=Lee
Human_First_Names_M_1317=Leggett
Human_First_Names_M_1318=Lei
Human_First_Names_M_1319=Leif
Human_First_Names_M_1320=Leland
Human_First_Names_M_1321=Lema
Human_First_Names_M_1322=Lemuel
Human_First_Names_M_1323=Lenard
Human_First_Names_M_1324=Lennard
Human_First_Names_M_1325=Lennox
Human_First_Names_M_1326=Lenny
Human_First_Names_M_1327=Leo
Human_First_Names_M_1328=Leon
Human_First_Names_M_1329=Leonard
Human_First_Names_M_1330=Leonardo
Human_First_Names_M_1331=Leonel
Human_First_Names_M_1332=Lerenzo
Human_First_Names_M_1333=Leron
Human_First_Names_M_1334=Leroy
Human_First_Names_M_1335=Les
Human_First_Names_M_1336=Leslie
Human_First_Names_M_1337=Lester
Human_First_Names_M_1338=Lev
Human_First_Names_M_1339=Leverett
Human_First_Names_M_1340=Levi
Human_First_Names_M_1341=Levin
Human_First_Names_M_1342=Lewis
Human_First_Names_M_1343=Li
Human_First_Names_M_1344=Liam
Human_First_Names_M_1345=Lian
Human_First_Names_M_1346=Liang
Human_First_Names_M_1347=Lincoln
Human_First_Names_M_1348=Lindsey
Human_First_Names_M_1349=Linus
Human_First_Names_M_1350=Linwood
Human_First_Names_M_1351=Lionel
Human_First_Names_M_1352=Liu
Human_First_Names_M_1353=Lloyd
Human_First_Names_M_1354=Logan
Human_First_Names_M_1355=Lokesh
Human_First_Names_M_1356=Lon
Human_First_Names_M_1357=Long
Human_First_Names_M_1358=Longwei
Human_First_Names_M_1359=Lonnie
Human_First_Names_M_1360=Loren
Human_First_Names_M_1361=Lorenzo
Human_First_Names_M_1362=Loretto
Human_First_Names_M_1363=Lotto
Human_First_Names_M_1364=Louie
Human_First_Names_M_1365=Louis
Human_First_Names_M_1366=Lowell
Human_First_Names_M_1367=Loyd
Human_First_Names_M_1368=Luc
Human_First_Names_M_1369=Luca
Human_First_Names_M_1370=Lucas
Human_First_Names_M_1371=Lucian
Human_First_Names_M_1372=Lucio
Human_First_Names_M_1373=Luigi
Human_First_Names_M_1374=Luis
Human_First_Names_M_1375=Lukas
Human_First_Names_M_1376=Luke
Human_First_Names_M_1377=Luther
Human_First_Names_M_1378=Lyle
Human_First_Names_M_1379=Lyman
Human_First_Names_M_1380=Lynn
Human_First_Names_M_1381=Maahir
Human_First_Names_M_1382=Mac
Human_First_Names_M_1383=Maccio
Human_First_Names_M_1384=Mace
Human_First_Names_M_1385=Mack
Human_First_Names_M_1386=Madan
Human_First_Names_M_1387=Madani
Human_First_Names_M_1388=Maffeo
Human_First_Names_M_1389=Magnar
Human_First_Names_M_1390=Magnus
Human_First_Names_M_1391=Magomu
Human_First_Names_M_1392=Mahdi
Human_First_Names_M_1393=Mahindra
Human_First_Names_M_1394=Mahir
Human_First_Names_M_1395=Mahmud
Human_First_Names_M_1396=Maison
Human_First_Names_M_1397=Major
Human_First_Names_M_1398=Makar
Human_First_Names_M_1399=Makker
Human_First_Names_M_1400=Malcolm
Human_First_Names_M_1401=Malik
Human_First_Names_M_1402=Malone
Human_First_Names_M_1403=Mamoru 
Human_First_Names_M_1404=Manabu 
Human_First_Names_M_1405=Manato
Human_First_Names_M_1406=Manay
Human_First_Names_M_1407=Manobu
Human_First_Names_M_1408=Mantel
Human_First_Names_M_1409=Marat
Human_First_Names_M_1410=Marc
Human_First_Names_M_1411=Marcel
Human_First_Names_M_1412=Marco
Human_First_Names_M_1413=Marcos
Human_First_Names_M_1414=Marcus
Human_First_Names_M_1415=Marian
Human_First_Names_M_1416=Marid
Human_First_Names_M_1417=Marino
Human_First_Names_M_1418=Mario
Human_First_Names_M_1419=Maris
Human_First_Names_M_1420=Marius
Human_First_Names_M_1421=Mark
Human_First_Names_M_1422=Markis
Human_First_Names_M_1423=Marlin
Human_First_Names_M_1424=Marlon
Human_First_Names_M_1425=Maro
Human_First_Names_M_1426=Marquise
Human_First_Names_M_1427=Marshall
Human_First_Names_M_1428=Marti
Human_First_Names_M_1429=Martin
Human_First_Names_M_1430=Marty
Human_First_Names_M_1431=Marvin
Human_First_Names_M_1432=Mary
Human_First_Names_M_1433=Masahiko
Human_First_Names_M_1434=Masahiro
Human_First_Names_M_1435=Masakazu
Human_First_Names_M_1436=Masaki
Human_First_Names_M_1437=Masaru
Human_First_Names_M_1438=Masato
Human_First_Names_M_1439=Mashiro
Human_First_Names_M_1440=Maslin
Human_First_Names_M_1441=Mason
Human_First_Names_M_1442=Masu 
Human_First_Names_M_1443=Masud
Human_First_Names_M_1444=Matabei
Human_First_Names_M_1445=Matei
Human_First_Names_M_1446=Mateo
Human_First_Names_M_1447=Mathew
Human_First_Names_M_1448=Mathias
Human_First_Names_M_1449=Mathieu
Human_First_Names_M_1450=Matsu 
Human_First_Names_M_1451=Matsuo 
Human_First_Names_M_1452=Matt
Human_First_Names_M_1453=Matteo
Human_First_Names_M_1454=Matthew
Human_First_Names_M_1455=Matthieu
Human_First_Names_M_1456=Maurice
Human_First_Names_M_1457=Mauro
Human_First_Names_M_1458=Max
Human_First_Names_M_1459=Maxim
Human_First_Names_M_1460=Maximilian
Human_First_Names_M_1461=Maxwell
Human_First_Names_M_1462=Maynard
Human_First_Names_M_1463=Mayson
Human_First_Names_M_1464=Mazi
Human_First_Names_M_1465=Medarno
Human_First_Names_M_1466=Mehdi
Human_First_Names_M_1467=Meiji
Human_First_Names_M_1468=Mel
Human_First_Names_M_1469=Melvin
Human_First_Names_M_1470=Merle
Human_First_Names_M_1471=Merlin
Human_First_Names_M_1472=Merrill
Human_First_Names_M_1473=Mervin
Human_First_Names_M_1474=Micah
Human_First_Names_M_1475=Michael
Human_First_Names_M_1476=Micheal
Human_First_Names_M_1477=Michel
Human_First_Names_M_1478=Mickey
Human_First_Names_M_1479=Miguel
Human_First_Names_M_1480=Mihir
Human_First_Names_M_1481=Mika
Human_First_Names_M_1482=Mike
Human_First_Names_M_1483=Miki
Human_First_Names_M_1484=Miles
Human_First_Names_M_1485=Milford
Human_First_Names_M_1486=Millard
Human_First_Names_M_1487=Milo
Human_First_Names_M_1488=Milton
Human_First_Names_M_1489=Min
Human_First_Names_M_1490=Ming
Human_First_Names_M_1491=Minh
Human_First_Names_M_1492=Mino
Human_First_Names_M_1493=Minoru 
Human_First_Names_M_1494=Misao 
Human_First_Names_M_1495=Mitch
Human_First_Names_M_1496=Mitchel
Human_First_Names_M_1497=Mitchell
Human_First_Names_M_1498=Mito 
Human_First_Names_M_1499=Mitsuhide 
Human_First_Names_M_1500=Mitsuo
Human_First_Names_M_1501=Mitul
Human_First_Names_M_1502=Momoru
Human_First_Names_M_1503=Monroe
Human_First_Names_M_1504=Montague
Human_First_Names_M_1505=Montaro
Human_First_Names_M_1506=Monte
Human_First_Names_M_1507=Montgomery
Human_First_Names_M_1508=Montreal
Human_First_Names_M_1509=Montrel
Human_First_Names_M_1510=Monty
Human_First_Names_M_1511=Monzal
Human_First_Names_M_1512=Moore
Human_First_Names_M_1513=Morel
Human_First_Names_M_1514=Morgan
Human_First_Names_M_1515=Moritz
Human_First_Names_M_1516=Morris
Human_First_Names_M_1517=Mortimer
Human_First_Names_M_1518=Morty
Human_First_Names_M_1519=Moses
Human_First_Names_M_1520=Moyo
Human_First_Names_M_1521=Munoto 
Human_First_Names_M_1522=Murray
Human_First_Names_M_1523=Muwanga
Human_First_Names_M_1524=Mwake
Human_First_Names_M_1525=Myles
Human_First_Names_M_1526=Myron
Human_First_Names_M_1527=Myung
Human_First_Names_M_1528=Nabeel
Human_First_Names_M_1529=Nabhan
Human_First_Names_M_1530=Nadim
Human_First_Names_M_1531=Nadir
Human_First_Names_M_1532=Nahid
Human_First_Names_M_1533=Naizen
Human_First_Names_M_1534=Najeeb
Human_First_Names_M_1535=Nakazo
Human_First_Names_M_1536=Naldo
Human_First_Names_M_1537=Namboku
Human_First_Names_M_1538=Namir
Human_First_Names_M_1539=Nampo
Human_First_Names_M_1540=Narahiko
Human_First_Names_M_1541=Nardo
Human_First_Names_M_1542=Nasib
Human_First_Names_M_1543=Nasir
Human_First_Names_M_1544=Nasser
Human_First_Names_M_1545=Nassor
Human_First_Names_M_1546=Nathan
Human_First_Names_M_1547=Nathaniel
Human_First_Names_M_1548=Natsu
Human_First_Names_M_1549=Natsume
Human_First_Names_M_1550=Neal
Human_First_Names_M_1551=Ned
Human_First_Names_M_1552=Neil
Human_First_Names_M_1553=Nello
Human_First_Names_M_1554=Nels
Human_First_Names_M_1555=Nelson
Human_First_Names_M_1556=Nencio
Human_First_Names_M_1557=Neri
Human_First_Names_M_1558=Nestor
Human_First_Names_M_1559=Newton
Human_First_Names_M_1560=Nhan
Human_First_Names_M_1561=Niccolo
Human_First_Names_M_1562=Nicholas
Human_First_Names_M_1563=Nick
Human_First_Names_M_1564=Nickolas
Human_First_Names_M_1565=Nico
Human_First_Names_M_1566=Nicolas
Human_First_Names_M_1567=Nigel
Human_First_Names_M_1568=Nikash
Human_First_Names_M_1569=Nikki
Human_First_Names_M_1570=Niklas
Human_First_Names_M_1571=Nil
Human_First_Names_M_1572=Nils
Human_First_Names_M_1573=Nimit
Human_First_Names_M_1574=Nirav
Human_First_Names_M_1575=Noah
Human_First_Names_M_1576=Nobu
Human_First_Names_M_1577=Nobuhito
Human_First_Names_M_1578=Noel
Human_First_Names_M_1579=Nolan
Human_First_Names_M_1580=Nori
Human_First_Names_M_1581=Norman
Human_First_Names_M_1582=Norris
Human_First_Names_M_1583=Norville
Human_First_Names_M_1584=Nozzo
Human_First_Names_M_1585=Numbers
Human_First_Names_M_1586=Nuto
Human_First_Names_M_1587=Obadele
Human_First_Names_M_1588=Oban
Human_First_Names_M_1589=Octavio
Human_First_Names_M_1590=Oda
Human_First_Names_M_1591=Odell
Human_First_Names_M_1592=Odis
Human_First_Names_M_1593=Okakura
Human_First_Names_M_1594=Ola
Human_First_Names_M_1595=Olav
Human_First_Names_M_1596=Oleg
Human_First_Names_M_1597=Olen
Human_First_Names_M_1598=Olin
Human_First_Names_M_1599=Oliver
Human_First_Names_M_1600=Ollie
Human_First_Names_M_1601=Omar
Human_First_Names_M_1602=Omkar
Human_First_Names_M_1603=Orlando
Human_First_Names_M_1604=Orville
Human_First_Names_M_1605=Osamu
Human_First_Names_M_1606=Oscar
Human_First_Names_M_1607=Oskar
Human_First_Names_M_1608=Osman
Human_First_Names_M_1609=Otis
Human_First_Names_M_1610=Ottar
Human_First_Names_M_1611=Otto
Human_First_Names_M_1612=Owen
Human_First_Names_M_1613=Oystein
Human_First_Names_M_1614=Pablo
Human_First_Names_M_1615=Pace
Human_First_Names_M_1616=Pacho
Human_First_Names_M_1617=Pallav
Human_First_Names_M_1618=Param
Human_First_Names_M_1619=Paran
Human_First_Names_M_1620=Park
Human_First_Names_M_1621=Parker
Human_First_Names_M_1622=Parnell
Human_First_Names_M_1623=Pascal
Human_First_Names_M_1624=Pat
Human_First_Names_M_1625=Pathik
Human_First_Names_M_1626=Patrice
Human_First_Names_M_1627=Patrick
Human_First_Names_M_1628=Paul
Human_First_Names_M_1629=Pavel
Human_First_Names_M_1630=Pedro
Human_First_Names_M_1631=Peng
Human_First_Names_M_1632=Pepe
Human_First_Names_M_1633=Percival
Human_First_Names_M_1634=Percy
Human_First_Names_M_1635=Pernell
Human_First_Names_M_1636=Perry
Human_First_Names_M_1637=Pete
Human_First_Names_M_1638=Peter
Human_First_Names_M_1639=Phil
Human_First_Names_M_1640=Philip
Human_First_Names_M_1641=Philipe
Human_First_Names_M_1642=Phillip
Human_First_Names_M_1643=Pich
Human_First_Names_M_1644=Piero
Human_First_Names_M_1645=Pierre
Human_First_Names_M_1646=Pieter
Human_First_Names_M_1647=Pietro
Human_First_Names_M_1648=Ping
Human_First_Names_M_1649=Pippo
Human_First_Names_M_1650=Pol
Human_First_Names_M_1651=Pomeroy
Human_First_Names_M_1652=Pravit
Human_First_Names_M_1653=Preston
Human_First_Names_M_1654=Pricha
Human_First_Names_M_1655=Puccio
Human_First_Names_M_1656=Purvis
Human_First_Names_M_1657=Qadim
Human_First_Names_M_1658=Qadir
Human_First_Names_M_1659=Quentin
Human_First_Names_M_1660=Quincy
Human_First_Names_M_1661=Quinn
Human_First_Names_M_1662=Quintin
Human_First_Names_M_1663=Radu
Human_First_Names_M_1664=Rafael
Human_First_Names_M_1665=Rafaelle
Human_First_Names_M_1666=Rafid
Human_First_Names_M_1667=Ragnar
Human_First_Names_M_1668=Rahul
Human_First_Names_M_1669=Rai
Human_First_Names_M_1670=Raj
Human_First_Names_M_1671=Raja
Human_First_Names_M_1672=Ralph
Human_First_Names_M_1673=Rami
Human_First_Names_M_1674=Ramiro
Human_First_Names_M_1675=Ramon
Human_First_Names_M_1676=Ramzi
Human_First_Names_M_1677=Randal
Human_First_Names_M_1678=Randall
Human_First_Names_M_1679=Randell
Human_First_Names_M_1680=Randolph
Human_First_Names_M_1681=Randy
Human_First_Names_M_1682=Ranger
Human_First_Names_M_1683=Raoul
Human_First_Names_M_1684=Raphael
Human_First_Names_M_1685=Rashad
Human_First_Names_M_1686=Rasin
Human_First_Names_M_1687=Raul
Human_First_Names_M_1688=Rawlins
Human_First_Names_M_1689=Ray
Human_First_Names_M_1690=Rayan
Human_First_Names_M_1691=Raymond
Human_First_Names_M_1692=Raymundo
Human_First_Names_M_1693=Raynard
Human_First_Names_M_1694=Razan 
Human_First_Names_M_1695=Reagan
Human_First_Names_M_1696=Reed
Human_First_Names_M_1697=Reggie
Human_First_Names_M_1698=Reginald
Human_First_Names_M_1699=Rei
Human_First_Names_M_1700=Reid
Human_First_Names_M_1701=Reinaldo
Human_First_Names_M_1702=Remi
Human_First_Names_M_1703=Ren
Human_First_Names_M_1704=Renard
Human_First_Names_M_1705=Renardo
Human_First_Names_M_1706=Rene
Human_First_Names_M_1707=Renzo
Human_First_Names_M_1708=Reuben
Human_First_Names_M_1709=Rex
Human_First_Names_M_1710=Reyes
Human_First_Names_M_1711=Reynaldo
Human_First_Names_M_1712=Reynard
Human_First_Names_M_1713=Ricardo
Human_First_Names_M_1714=Ricco
Human_First_Names_M_1715=Rich
Human_First_Names_M_1716=Richard
Human_First_Names_M_1717=Richie
Human_First_Names_M_1718=Rick
Human_First_Names_M_1719=Rickey
Human_First_Names_M_1720=Rickie
Human_First_Names_M_1721=Ricky
Human_First_Names_M_1722=Rico
Human_First_Names_M_1723=Ridolfo
Human_First_Names_M_1724=Riley
Human_First_Names_M_1725=Rimon
Human_First_Names_M_1726=Rinaldo
Human_First_Names_M_1727=Rio
Human_First_Names_M_1728=Rob
Human_First_Names_M_1729=Robbie
Human_First_Names_M_1730=Robby
Human_First_Names_M_1731=Robert
Human_First_Names_M_1732=Roberto
Human_First_Names_M_1733=Robin
Human_First_Names_M_1734=Rocco
Human_First_Names_M_1735=Rocky
Human_First_Names_M_1736=Rod
Human_First_Names_M_1737=Roderick
Human_First_Names_M_1738=Rodger
Human_First_Names_M_1739=Rodney
Human_First_Names_M_1740=Rodolfo
Human_First_Names_M_1741=Rodrick
Human_First_Names_M_1742=Roger
Human_First_Names_M_1743=Rohit
Human_First_Names_M_1744=Roland
Human_First_Names_M_1745=Rolf
Human_First_Names_M_1746=Rolland
Human_First_Names_M_1747=Roman
Human_First_Names_M_1748=Romeo
Human_First_Names_M_1749=Ron
Human_First_Names_M_1750=Ronald
Human_First_Names_M_1751=Rondel
Human_First_Names_M_1752=Ronin
Human_First_Names_M_1753=Ronnie
Human_First_Names_M_1754=Ronny
Human_First_Names_M_1755=Rory
Human_First_Names_M_1756=Roscoe
Human_First_Names_M_1757=Ross
Human_First_Names_M_1758=Rowen
Human_First_Names_M_1759=Roy
Human_First_Names_M_1760=Royce
Human_First_Names_M_1761=Ru
Human_First_Names_M_1762=Ruben
Human_First_Names_M_1763=Rubin
Human_First_Names_M_1764=Rudolph
Human_First_Names_M_1765=Rudy
Human_First_Names_M_1766=Rufus
Human_First_Names_M_1767=Ruhi
Human_First_Names_M_1768=Rupert
Human_First_Names_M_1769=Rush
Human_First_Names_M_1770=Russ
Human_First_Names_M_1771=Russel
Human_First_Names_M_1772=Russell
Human_First_Names_M_1773=Rusty
Human_First_Names_M_1774=Ruy
Human_First_Names_M_1775=Ryan
Human_First_Names_M_1776=Ryo
Human_First_Names_M_1777=Ryoko
Human_First_Names_M_1778=Ryoma
Human_First_Names_M_1779=Ryota
Human_First_Names_M_1780=Ryozo
Human_First_Names_M_1781=Ryu 
Human_First_Names_M_1782=Ryuki
Human_First_Names_M_1783=Ryuto
Human_First_Names_M_1784=Saad
Human_First_Names_M_1785=Sabastien
Human_First_Names_M_1786=Sabir
Human_First_Names_M_1787=Sadid
Human_First_Names_M_1788=Sadiq
Human_First_Names_M_1789=Sahib
Human_First_Names_M_1790=Sahir
Human_First_Names_M_1791=Sal
Human_First_Names_M_1792=Saleh
Human_First_Names_M_1793=Salomon
Human_First_Names_M_1794=Salvador
Human_First_Names_M_1795=Salvadore
Human_First_Names_M_1796=Salvatore
Human_First_Names_M_1797=Salvi
Human_First_Names_M_1798=Sam
Human_First_Names_M_1799=Sameer
Human_First_Names_M_1800=Sami
Human_First_Names_M_1801=Sammie
Human_First_Names_M_1802=Sammy
Human_First_Names_M_1803=Samo
Human_First_Names_M_1804=Samuel
Human_First_Names_M_1805=Sandy
Human_First_Names_M_1806=Sanford
Human_First_Names_M_1807=Sang
Human_First_Names_M_1808=Sanjiro
Human_First_Names_M_1809=Sanjit
Human_First_Names_M_1810=Santiago
Human_First_Names_M_1811=Santos
Human_First_Names_M_1812=Satoru
Human_First_Names_M_1813=Saul
Human_First_Names_M_1814=Sayer
Human_First_Names_M_1815=Scot
Human_First_Names_M_1816=Scott
Human_First_Names_M_1817=Scottie
Human_First_Names_M_1818=Scotty
Human_First_Names_M_1819=Sean
Human_First_Names_M_1820=Sebastian
Human_First_Names_M_1821=Seibei
Human_First_Names_M_1822=Seiji
Human_First_Names_M_1823=Seison
Human_First_Names_M_1824=Sekayi
Human_First_Names_M_1825=Sen
Human_First_Names_M_1826=Senichi
Human_First_Names_M_1827=Sergei
Human_First_Names_M_1828=Sergio
Human_First_Names_M_1829=Seth
Human_First_Names_M_1830=Seyed
Human_First_Names_M_1831=Seymour
Human_First_Names_M_1832=Shadi
Human_First_Names_M_1833=Shane
Human_First_Names_M_1834=Shannon
Human_First_Names_M_1835=Shaun
Human_First_Names_M_1836=Shawn
Human_First_Names_M_1837=Shay
Human_First_Names_M_1838=Shelby
Human_First_Names_M_1839=Sheldon
Human_First_Names_M_1840=Shelton
Human_First_Names_M_1841=Shen
Human_First_Names_M_1842=Sherman
Human_First_Names_M_1843=Shigeki
Human_First_Names_M_1844=Shigematsu
Human_First_Names_M_1845=Shigemori
Human_First_Names_M_1846=Shigeru
Human_First_Names_M_1847=Shihei
Human_First_Names_M_1848=Shijo
Human_First_Names_M_1849=Shik
Human_First_Names_M_1850=Shin
Human_First_Names_M_1851=Shingen
Human_First_Names_M_1852=Shino
Human_First_Names_M_1853=Shinobu
Human_First_Names_M_1854=Shintaro
Human_First_Names_M_1855=Shiro
Human_First_Names_M_1856=Shoji
Human_First_Names_M_1857=Shumei
Human_First_Names_M_1858=Shun
Human_First_Names_M_1859=Shunji
Human_First_Names_M_1860=Shunsen
Human_First_Names_M_1861=Sidney
Human_First_Names_M_1862=Sigurd
Human_First_Names_M_1863=Silas
Human_First_Names_M_1864=Silvio
Human_First_Names_M_1865=Simba
Human_First_Names_M_1866=Simon
Human_First_Names_M_1867=Sinclair
Human_First_Names_M_1868=Sindre
Human_First_Names_M_1869=Skipp
Human_First_Names_M_1870=Solomon
Human_First_Names_M_1871=Soma
Human_First_Names_M_1872=Sonny
Human_First_Names_M_1873=Sook
Human_First_Names_M_1874=Sora
Human_First_Names_M_1875=Sotan
Human_First_Names_M_1876=Sotaro
Human_First_Names_M_1877=Sovann
Human_First_Names_M_1878=Sozen
Human_First_Names_M_1879=Spencer
Human_First_Names_M_1880=Stacey
Human_First_Names_M_1881=Stan
Human_First_Names_M_1882=Stanislav
Human_First_Names_M_1883=Stanley
Human_First_Names_M_1884=Stefan
Human_First_Names_M_1885=Stein
Human_First_Names_M_1886=Stephan
Human_First_Names_M_1887=Stephen
Human_First_Names_M_1888=Sterling
Human_First_Names_M_1889=Steve
Human_First_Names_M_1890=Steven
Human_First_Names_M_1891=Stevie
Human_First_Names_M_1892=Stewart
Human_First_Names_M_1893=Stuart
Human_First_Names_M_1894=Sully
Human_First_Names_M_1895=Sumio
Human_First_Names_M_1896=Sunay
Human_First_Names_M_1897=Sung
Human_First_Names_M_1898=Sutherland
Human_First_Names_M_1899=Sydney
Human_First_Names_M_1900=Sylvester
Human_First_Names_M_1901=Tad
Human_First_Names_M_1902=Tadamasa
Human_First_Names_M_1903=Tadashi
Human_First_Names_M_1904=Taddeo
Human_First_Names_M_1905=Taiga
Human_First_Names_M_1906=Taikan
Human_First_Names_M_1907=Taisei
Human_First_Names_M_1908=Taj
Human_First_Names_M_1909=Tajiri
Human_First_Names_M_1910=Takafumi
Human_First_Names_M_1911=Takahashi
Human_First_Names_M_1912=Takahiro
Human_First_Names_M_1913=Takeo
Human_First_Names_M_1914=Taki
Human_First_Names_M_1915=Takuji
Human_First_Names_M_1916=Talal
Human_First_Names_M_1917=Talbot
Human_First_Names_M_1918=Talon
Human_First_Names_M_1919=Tamir
Human_First_Names_M_1920=Taneesh
Human_First_Names_M_1921=Tango
Human_First_Names_M_1922=Tanner
Human_First_Names_M_1923=Tanzan
Human_First_Names_M_1924=Tapy
Human_First_Names_M_1925=Taro
Human_First_Names_M_1926=Tashiro
Human_First_Names_M_1927=Taylor
Human_First_Names_M_1928=Ted
Human_First_Names_M_1929=Teddy
Human_First_Names_M_1930=Temin
Human_First_Names_M_1931=Tenshin
Human_First_Names_M_1932=Teppo
Human_First_Names_M_1933=Terrance
Human_First_Names_M_1934=Terrell
Human_First_Names_M_1935=Terry
Human_First_Names_M_1936=Tessai 
Human_First_Names_M_1937=Tetsu 
Human_First_Names_M_1938=Tetsuya 
Human_First_Names_M_1939=Thad
Human_First_Names_M_1940=Thaddeus
Human_First_Names_M_1941=Thatcher
Human_First_Names_M_1942=Theo
Human_First_Names_M_1943=Theodor
Human_First_Names_M_1944=Theodore
Human_First_Names_M_1945=Theron
Human_First_Names_M_1946=Thoki 
Human_First_Names_M_1947=Thomas
Human_First_Names_M_1948=Thurman
Human_First_Names_M_1949=Thurston
Human_First_Names_M_1950=Tiennan
Human_First_Names_M_1951=Tilak
Human_First_Names_M_1952=Till
Human_First_Names_M_1953=Tim
Human_First_Names_M_1954=Timmy
Human_First_Names_M_1955=Timo
Human_First_Names_M_1956=Timothy
Human_First_Names_M_1957=Timur
Human_First_Names_M_1958=Tin
Human_First_Names_M_1959=Tobar
Human_First_Names_M_1960=Toben
Human_First_Names_M_1961=Tobias
Human_First_Names_M_1962=Toby
Human_First_Names_M_1963=Tod
Human_First_Names_M_1964=Todd
Human_First_Names_M_1965=Toichi
Human_First_Names_M_1966=Toju 
Human_First_Names_M_1967=Toki 
Human_First_Names_M_1968=Tokimune 
Human_First_Names_M_1969=Tokuma
Human_First_Names_M_1970=Tolomer
Human_First_Names_M_1971=Tom
Human_First_Names_M_1972=Toma
Human_First_Names_M_1973=Tomas
Human_First_Names_M_1974=Tombe
Human_First_Names_M_1975=Tommy
Human_First_Names_M_1976=Tony
Human_First_Names_M_1977=Tor
Human_First_Names_M_1978=Torger
Human_First_Names_M_1979=Tormod
Human_First_Names_M_1980=Toru
Human_First_Names_M_1981=Tory
Human_First_Names_M_1982=Toshiaki
Human_First_Names_M_1983=Toshiro
Human_First_Names_M_1984=Tracey
Human_First_Names_M_1985=Tracy
Human_First_Names_M_1986=Tramaine
Human_First_Names_M_1987=Travis
Human_First_Names_M_1988=Trent
Human_First_Names_M_1989=Trenton
Human_First_Names_M_1990=Trevor
Human_First_Names_M_1991=Trey
Human_First_Names_M_1992=Tristan
Human_First_Names_M_1993=Troy
Human_First_Names_M_1994=Truman
Human_First_Names_M_1995=Tsuneo 
Human_First_Names_M_1996=Ty
Human_First_Names_M_1997=Tyler
Human_First_Names_M_1998=Tyrell
Human_First_Names_M_1999=Tyrone
Human_First_Names_M_2000=Tyson
Human_First_Names_M_2001=Uberto
Human_First_Names_M_2002=Udar
Human_First_Names_M_2003=Udo
Human_First_Names_M_2004=Ugo
Human_First_Names_M_2005=Ukon
Human_First_Names_M_2006=Ulysses
Human_First_Names_M_2007=Umar
Human_First_Names_M_2008=Unai
Human_First_Names_M_2009=Uriel
Human_First_Names_M_2010=Vadim
Human_First_Names_M_2011=Valentin
Human_First_Names_M_2012=Valere
Human_First_Names_M_2013=Vallis
Human_First_Names_M_2014=Van
Human_First_Names_M_2015=Vance
Human_First_Names_M_2016=Varg
Human_First_Names_M_2017=Vasile
Human_First_Names_M_2018=Vasily
Human_First_Names_M_2019=Vaughn
Human_First_Names_M_2020=Vendan
Human_First_Names_M_2021=Ventura
Human_First_Names_M_2022=Vern
Human_First_Names_M_2023=Vernon
Human_First_Names_M_2024=Vicente
Human_First_Names_M_2025=Victor
Human_First_Names_M_2026=Vidal
Human_First_Names_M_2027=Viktor
Human_First_Names_M_2028=Vince
Human_First_Names_M_2029=Vincent
Human_First_Names_M_2030=Vincenzo
Human_First_Names_M_2031=Vinesh
Human_First_Names_M_2032=Virgil
Human_First_Names_M_2033=Vito
Human_First_Names_M_2034=Vlad
Human_First_Names_M_2035=Vladimir
Human_First_Names_M_2036=Vladislav
Human_First_Names_M_2037=Wade
Human_First_Names_M_2038=Wadi
Human_First_Names_M_2039=Waldo
Human_First_Names_M_2040=Wali
Human_First_Names_M_2041=Walid
Human_First_Names_M_2042=Walker
Human_First_Names_M_2043=Wallace
Human_First_Names_M_2044=Walter
Human_First_Names_M_2045=Ward
Human_First_Names_M_2046=Warren
Human_First_Names_M_2047=Wayne
Human_First_Names_M_2048=Wen
Human_First_Names_M_2049=Wendell
Human_First_Names_M_2050=Wesley
Human_First_Names_M_2051=Weston
Human_First_Names_M_2052=Wilbert
Human_First_Names_M_2053=Wilbur
Human_First_Names_M_2054=Wilburn
Human_First_Names_M_2055=Wiley
Human_First_Names_M_2056=Wilford
Human_First_Names_M_2057=Wilfred
Human_First_Names_M_2058=Will
Human_First_Names_M_2059=Willard
Human_First_Names_M_2060=William
Human_First_Names_M_2061=Willie
Human_First_Names_M_2062=Willis
Human_First_Names_M_2063=Wilmer
Human_First_Names_M_2064=Wilson
Human_First_Names_M_2065=Wilton
Human_First_Names_M_2066=Win
Human_First_Names_M_2067=Winston
Human_First_Names_M_2068=Woodrow
Human_First_Names_M_2069=Wyatt
Human_First_Names_M_2070=Xavier
Human_First_Names_M_2071=Xin
Human_First_Names_M_2072=Xiu
Human_First_Names_M_2073=Yago
Human_First_Names_M_2074=Yair
Human_First_Names_M_2075=Yakov
Human_First_Names_M_2076=Yakumo
Human_First_Names_M_2077=Yamato
Human_First_Names_M_2078=Yamir
Human_First_Names_M_2079=Yanis
Human_First_Names_M_2080=Yao
Human_First_Names_M_2081=Yaroslav
Human_First_Names_M_2082=Yasahiro
Human_First_Names_M_2083=Yasen
Human_First_Names_M_2084=Yasuhiko
Human_First_Names_M_2085=Yataro
Human_First_Names_M_2086=Yazan
Human_First_Names_M_2087=Yong
Human_First_Names_M_2088=Yoritomo
Human_First_Names_M_2089=Yosai
Human_First_Names_M_2090=Yoshida
Human_First_Names_M_2091=Yoshiro
Human_First_Names_M_2092=Yoshitaka
Human_First_Names_M_2093=Young
Human_First_Names_M_2094=Youssef
Human_First_Names_M_2095=Yozo
Human_First_Names_M_2096=Yuki
Human_First_Names_M_2097=Yuma
Human_First_Names_M_2098=Yury
Human_First_Names_M_2099=Yushiro
Human_First_Names_M_2100=Zachariah
Human_First_Names_M_2101=Zachary
Human_First_Names_M_2102=Zachery
Human_First_Names_M_2103=Zafar
Human_First_Names_M_2104=Zaid
Human_First_Names_M_2105=Zakhar
Human_First_Names_M_2106=Zane
Human_First_Names_M_2107=Zarek
Human_First_Names_M_2108=Zarif
Human_First_Names_M_2109=Zawadi
Human_First_Names_M_2110=Zhen
Human_First_Names_M_2111=Mendo
Human_First_Names_M_2112=Remy
Human_Nicknames_0001=Ace
Human_Nicknames_0002=Afterburn
Human_Nicknames_0003=Any-port
Human_Nicknames_0004=APB
Human_Nicknames_0005=Apples
Human_Nicknames_0006=Aspic
Human_Nicknames_0007=Astro
Human_Nicknames_0008=Baby
Human_Nicknames_0009=Bags
Human_Nicknames_0010=Bakka
Human_Nicknames_0011=Beater
Human_Nicknames_0012=Big Rig
Human_Nicknames_0013=Biter
Human_Nicknames_0014=Blato
Human_Nicknames_0015=Bleeder
Human_Nicknames_0016=Blitz
Human_Nicknames_0017=Blowback
Human_Nicknames_0018=Bones
Human_Nicknames_0019=Bonks
Human_Nicknames_0020=Bonzo
Human_Nicknames_0021=Boom
Human_Nicknames_0022=Boomer
Human_Nicknames_0023=Bounceback
Human_Nicknames_0024=Boyo
Human_Nicknames_0025=Breezy
Human_Nicknames_0026=Bullseye
Human_Nicknames_0027=Burner
Human_Nicknames_0028=Buster
Human_Nicknames_0029=Butcher
Human_Nicknames_0030=Chivo
Human_Nicknames_0031=Chopper
Human_Nicknames_0032=Clacks
Human_Nicknames_0033=Clamps
Human_Nicknames_0034=Cleansheet
Human_Nicknames_0035=Clipper
Human_Nicknames_0036=Covey
Human_Nicknames_0037=Crankshaft
Human_Nicknames_0038=Crash
Human_Nicknames_0039=Crawl
Human_Nicknames_0040=Creeper
Human_Nicknames_0041=Crock
Human_Nicknames_0042=Crow
Human_Nicknames_0043=Crowbar
Human_Nicknames_0044=Crusher
Human_Nicknames_0045=Crypto
Human_Nicknames_0046=Cutch
Human_Nicknames_0047=Cutty
Human_Nicknames_0048=Dancer
Human_Nicknames_0049=Dash
Human_Nicknames_0050=Deadeye
Human_Nicknames_0051=Demo
Human_Nicknames_0052=Diablo
Human_Nicknames_0053=Dimples
Human_Nicknames_0054=Distro
Human_Nicknames_0055=Dopple
Human_Nicknames_0056=Doubledown
Human_Nicknames_0057=Doubletap
Human_Nicknames_0058=Double-Z
Human_Nicknames_0059=Downtown
Human_Nicknames_0060=Drifter
Human_Nicknames_0061=Dropshot
Human_Nicknames_0062=Druff
Human_Nicknames_0063=Duke
Human_Nicknames_0064=Dumper
Human_Nicknames_0065=Dunzo
Human_Nicknames_0066=Dustoff
Human_Nicknames_0067=Dynamo
Human_Nicknames_0068=Dyno
Human_Nicknames_0069=Eclipse
Human_Nicknames_0070=Edge
Human_Nicknames_0071=Epoch
Human_Nicknames_0072=Eyeball
Human_Nicknames_0073=Fang
Human_Nicknames_0074=Faust
Human_Nicknames_0075=Files
Human_Nicknames_0076=Fissure
Human_Nicknames_0077=Flex
Human_Nicknames_0078=Flip
Human_Nicknames_0079=Gastro
Human_Nicknames_0080=Gator
Human_Nicknames_0081=Gizmo
Human_Nicknames_0082=Glut
Human_Nicknames_0083=Gob
Human_Nicknames_0084=Goose
Human_Nicknames_0085=Griefer
Human_Nicknames_0086=Grumpy
Human_Nicknames_0087=Gutter
Human_Nicknames_0088=Guvnor
Human_Nicknames_0089=Half-Pint
Human_Nicknames_0090=Hammer
Human_Nicknames_0091=Hanger
Human_Nicknames_0092=Happy
Human_Nicknames_0093=Hasmat
Human_Nicknames_0094=Hawk
Human_Nicknames_0095=Heater
Human_Nicknames_0096=Herc
Human_Nicknames_0097=Hibrow
Human_Nicknames_0098=High-Low
Human_Nicknames_0099=Hock
Human_Nicknames_0100=Hogtie
Human_Nicknames_0101=Hogwash
Human_Nicknames_0102=Hoofer
Human_Nicknames_0103=Hotrod
Human_Nicknames_0104=Huffer
Human_Nicknames_0105=Hydro
Human_Nicknames_0106=Iggy
Human_Nicknames_0107=Jackal
Human_Nicknames_0108=Jigsaw
Human_Nicknames_0109=JoJo
Human_Nicknames_0110=K-9
Human_Nicknames_0111=Kettle
Human_Nicknames_0112=Killface
Human_Nicknames_0113=Kismet
Human_Nicknames_0114=Klepto
Human_Nicknames_0115=Knocks
Human_Nicknames_0116=Lefty
Human_Nicknames_0117=Liplock
Human_Nicknames_0118=Lippy
Human_Nicknames_0119=Little Benny
Human_Nicknames_0120=Little Bo
Human_Nicknames_0121=Livewire
Human_Nicknames_0122=Lockjaw
Human_Nicknames_0123=Lockout
Human_Nicknames_0124=Loco
Human_Nicknames_0125=Lowbrow
Human_Nicknames_0126=Lowdown
Human_Nicknames_0127=Lulu
Human_Nicknames_0128=Luster
Human_Nicknames_0129=Mad Dog
Human_Nicknames_0130=Mambo
Human_Nicknames_0131=Marbles
Human_Nicknames_0132=Mayday
Human_Nicknames_0133=Mendo
Human_Nicknames_0134=Miggy
Human_Nicknames_0135=Minty
Human_Nicknames_0136=Mondo
Human_Nicknames_0137=Mookie
Human_Nicknames_0138=Moose
Human_Nicknames_0139=Motormouth
Human_Nicknames_0140=Mumbles
Human_Nicknames_0141=Murph
Human_Nicknames_0142=Musk
Human_Nicknames_0143=Musty
Human_Nicknames_0144=Mutt
Human_Nicknames_0145=Nails
Human_Nicknames_0146=Necktie
Human_Nicknames_0147=Necro
Human_Nicknames_0148=Newport
Human_Nicknames_0149=Nighthawk
Human_Nicknames_0150=Nitro
Human_Nicknames_0151=Nokeys
Human_Nicknames_0152=Nomad
Human_Nicknames_0153=Nosedive
Human_Nicknames_0154=No-zone
Human_Nicknames_0155=Nuff
Human_Nicknames_0156=Nugs
Human_Nicknames_0157=Nuk
Human_Nicknames_0158=Ol' J
Human_Nicknames_0159=One-sec
Human_Nicknames_0160=Onesie
Human_Nicknames_0161=One-Two
Human_Nicknames_0162=Oppa
Human_Nicknames_0163=OptOut
Human_Nicknames_0164=Original
Human_Nicknames_0165=Padre
Human_Nicknames_0166=Painter
Human_Nicknames_0167=Peeler
Human_Nicknames_0168=Phantom
Human_Nicknames_0169=Pickles
Human_Nicknames_0170=Pisto
Human_Nicknames_0171=Piston
Human_Nicknames_0172=Pitstop
Human_Nicknames_0173=Placebo
Human_Nicknames_0174=Plaster
Human_Nicknames_0175=Pops
Human_Nicknames_0176=Potshot
Human_Nicknames_0177=Powder
Human_Nicknames_0178=Preacher
Human_Nicknames_0179=Professor
Human_Nicknames_0180=Pudge
Human_Nicknames_0181=Putt-Putt
Human_Nicknames_0182=Quakes
Human_Nicknames_0183=Raindrop
Human_Nicknames_0184=Ratbag
Human_Nicknames_0185=Ratchet
Human_Nicknames_0186=Raven
Human_Nicknames_0187=Rebound
Human_Nicknames_0188=Red
Human_Nicknames_0189=Regs
Human_Nicknames_0190=Reject
Human_Nicknames_0191=Repo
Human_Nicknames_0192=Retro
Human_Nicknames_0193=Rift
Human_Nicknames_0194=Riptide
Human_Nicknames_0195=Rocket
Human_Nicknames_0196=Rooftop
Human_Nicknames_0197=Ropeburn
Human_Nicknames_0198=Ruffles
Human_Nicknames_0199=Rusty
Human_Nicknames_0200=Sandman
Human_Nicknames_0201=Scabs
Human_Nicknames_0202=Scoops
Human_Nicknames_0203=Scooter
Human_Nicknames_0204=Seabass
Human_Nicknames_0205=Servo
Human_Nicknames_0206=Shady
Human_Nicknames_0207=Shanks
Human_Nicknames_0208=Shiner
Human_Nicknames_0209=Silkscreen
Human_Nicknames_0210=Sinkhole
Human_Nicknames_0211=Skeever
Human_Nicknames_0212=Slags
Human_Nicknames_0213=Slappy
Human_Nicknames_0214=Slash
Human_Nicknames_0215=Slim
Human_Nicknames_0216=Slinger
Human_Nicknames_0217=Slip
Human_Nicknames_0218=Slipstream
Human_Nicknames_0219=Slops
Human_Nicknames_0220=Slowclap
Human_Nicknames_0221=Smiley
Human_Nicknames_0222=Smokey
Human_Nicknames_0223=Snacks
Human_Nicknames_0224=Snaps
Human_Nicknames_0225=Socket
Human_Nicknames_0226=Soggy
Human_Nicknames_0227=Sparks
Human_Nicknames_0228=Specs
Human_Nicknames_0229=Spitfire
Human_Nicknames_0230=Splashback
Human_Nicknames_0231=Spud
Human_Nicknames_0232=Squeaks
Human_Nicknames_0233=Stanks
Human_Nicknames_0234=Starkiller
Human_Nicknames_0235=Stonewall
Human_Nicknames_0236=Stretch
Human_Nicknames_0237=Striker
Human_Nicknames_0238=Stroke
Human_Nicknames_0239=Sunny
Human_Nicknames_0240=Sunny Jim
Human_Nicknames_0241=Swabs
Human_Nicknames_0242=Tangles
Human_Nicknames_0243=Tango
Human_Nicknames_0244=TapTap
Human_Nicknames_0245=T-dog
Human_Nicknames_0246=Teak
Human_Nicknames_0247=Temple
Human_Nicknames_0248=The Dentist
Human_Nicknames_0249=Thrasher
Human_Nicknames_0250=Threesheets
Human_Nicknames_0251=Tick-Tock
Human_Nicknames_0252=Tiny
Human_Nicknames_0253=Tinkles
Human_Nicknames_0254=Tiptoe
Human_Nicknames_0255=Toerag
Human_Nicknames_0256=Tonks
Human_Nicknames_0257=Topknot
Human_Nicknames_0258=Toto
Human_Nicknames_0259=Tracer
Human_Nicknames_0260=Trickshot
Human_Nicknames_0261=Triptych
Human_Nicknames_0262=Tufo
Human_Nicknames_0263=Tug
Human_Nicknames_0264=Tugger
Human_Nicknames_0265=Twist
Human_Nicknames_0266=Undertow
Human_Nicknames_0267=Uptown
Human_Nicknames_0268=Vaco
Human_Nicknames_0269=Vents
Human_Nicknames_0270=Wacko
Human_Nicknames_0271=Waggles
Human_Nicknames_0272=Wednesday
Human_Nicknames_0273=Whisper
Human_Nicknames_0274=Whistler
Human_Nicknames_0275=Winge
Human_Nicknames_0276=ZigZag
Human_Nicknames_0277=Brick
Human_Nicknames_0278=Vortex
Human_Nicknames_0279=Kid Carnivorous
Human_Nicknames_0280=Terrordactyl
Human_Nicknames_0281=Savage
Human_Nicknames_0282=Scourge
Human_Nicknames_0283=Baron
Human_Nicknames_0284=Velo
Human_Nicknames_0285=Highball
Human_Nicknames_0286=Rizzo
Human_Nicknames_0287=Screwtop
Human_Nicknames_0288=Fumbles
Human_Nicknames_0289=Flattop
Human_Nicknames_0290=Hot Shot
Human_Nicknames_0291=Blades
Human_Nicknames_0292=Rumples
Human_Nicknames_0293=Dropout
Human_Nicknames_0294=Nozone
Human_Nicknames_0295=Sniffer
Human_Nicknames_0296=Wrecker
Human_Nicknames_0297=Splatters
Human_Nicknames_0298=Bumper
Human_Nicknames_0299=Dongle
Human_Nicknames_0300=FX
Human_Nicknames_0301=Alpha
Human_Nicknames_0302=Cado
Human_Nicknames_0303=Quicksand
Human_Nicknames_0304=Chowder
Human_Nicknames_0305=Puck
Human_Nicknames_0306=Gnashers
Human_Nicknames_0307=Spitshine
Human_Nicknames_0308=Tanker
Human_Nicknames_0309=Hoss
Human_Nicknames_0310=Bugout
Human_Nicknames_0311=Sunshine
Human_Nicknames_0312=Magic
Human_Nicknames_0313=Boneyard
Human_Nicknames_0314=Trunks
Human_Nicknames_0315=Pigpen
Human_Nicknames_0316=Chiller
Human_Nicknames_0317=Streaker
Human_Nicknames_0318=Flashback
Human_Nicknames_0319=King
Human_Nicknames_0320=Flush
Human_Nicknames_0321=Doc
Human_Nicknames_0322=Peaches
Human_Nicknames_0323=Jaws
Human_Nicknames_0324=Hash
Human_Nicknames_0325=Bomber
Human_Nicknames_0326=Zoo
Human_Nicknames_0327=Reaper
Human_Nicknames_0328=Hacksaw
Human_Nicknames_0329=Snake
Human_Nicknames_0330=Full Stop
Human_Nicknames_0331=Ice
Human_Nicknames_0332=The Demon
Human_Nicknames_0333=Flow
Human_Nicknames_0334=Slider
Human_Nicknames_0335=Stomper
Human_Nicknames_0336=Blinks
Human_Nicknames_0337=Foghorn
Human_Nicknames_0338=Nukes
Human_Nicknames_0339=Noodles
Human_Nicknames_0340=Radar
Human_Nicknames_0341=Lucky
Human_Nicknames_0342=Donuts
Human_Nicknames_0343=Swampy
Human_Nicknames_0344=Crabby
Human_Nicknames_0345=Burndown
Human_Nicknames_0346=Hotflash
Human_Nicknames_0347=Domino
Human_Nicknames_0348=Lightning
Human_Nicknames_0349=Thunder
Human_Nicknames_0350=Alphabet
Human_Nicknames_0351=Slow Jam
Human_Nicknames_0352=Crashcourse
Human_Nicknames_0353=Cookie
Human_Nicknames_0354=Dodo
Human_Nicknames_0355=Fingers
Human_Nicknames_0356=Top Hat
Human_Nicknames_0357=Meatball
Human_Nicknames_0358=Spoons
Human_Nicknames_0359=Stinky
Human_Nicknames_0360=Sleepy
Human_Nicknames_0361=Squints
Human_Nicknames_0362=Hairball
Human_Nicknames_0363=Marathon
Human_Nicknames_0364=Tumbles
Human_Nicknames_0365=Lights Out
Human_Nicknames_0366=Punch 'N Pie
Human_Nicknames_0367=Joker
Human_Nicknames_0368=Pitbull
Human_Nicknames_0369=Dubs
Human_Nicknames_0370=Downpour
Human_Nicknames_0371=Wags
Human_Nicknames_0372=Scruff
Human_Nicknames_0373=Tinker
Human_Nicknames_0374=Sizzle
Human_Nicknames_0375=Knuckles
Human_Nicknames_0376=Sonic
Human_Nicknames_0377=Buzz
Human_Nicknames_0378=Scratch
Human_Nicknames_0379=Hiccup
Human_Nicknames_0380=Lampshade
Human_Nicknames_0381=Hardtack
Human_Nicknames_0382=Maverick
Human_Nicknames_0383=Iceman
Human_Nicknames_0384=Hopper
Human_Nicknames_0385=Viper
Human_Nicknames_0386=Jester
Human_Nicknames_0387=Cougar
Human_Nicknames_0388=Merlin
Human_Nicknames_0389=Sundown
Human_Nicknames_0390=Stinger
Human_Nicknames_0391=Chipper
Human_Nicknames_0392=Rat
Human_Nicknames_0393=Tombstone
Human_Nicknames_0394=Boots
Human_Nicknames_0395=Bruiser
Human_Nicknames_0396=Dynamite
Human_Nicknames_0397=The Hammer
Human_Nicknames_0398=Jumper
Human_Nicknames_0399=The Snake
Human_Nicknames_0400=Bad News
Human_Nicknames_0401=The Dragon
Human_Nicknames_0402=Gorilla
Human_Nicknames_0403=The Butcher
Human_Nicknames_0404=Spinout
Human_Nicknames_0405=Slapdash
Human_Nicknames_0406=Skipper
Human_Nicknames_0407=Deadbolt
Human_Nicknames_0408=Razor
Human_Nicknames_0409=Pipes
Human_Nicknames_0410=Guppy
Human_Nicknames_0411=Phoenix
Human_Nicknames_0412=Scorch
Human_Nicknames_0413=Stax
Human_Security_Titles_001=Officer
Human_Security_Titles_001_abv=Ofc.
Human_Security_Titles_002=Senior Officer
Human_Security_Titles_002_abv=Sr. Ofc.
Human_Security_Titles_003=Captain
Human_Security_Titles_003_abv=Cpt.
Human_Security_Titles_004=Chief
Human_Security_Titles_004_abv=Chf.
Human_Security_Titles_005=Director
Human_Security_Titles_005_abv=Dir.
Human_Surnames_0001=Aarons
Human_Surnames_0002=Aaronson
Human_Surnames_0003=Aasen
Human_Surnames_0004=Abad
Human_Surnames_0005=Abadie
Human_Surnames_0006=Abalos
Human_Surnames_0007=Abarca
Human_Surnames_0008=Abbas
Human_Surnames_0009=Abbasi
Human_Surnames_0010=Abbate
Human_Surnames_0011=Abbey
Human_Surnames_0012=Abbi
Human_Surnames_0013=Abbot
Human_Surnames_0014=Abdalla
Human_Surnames_0015=Abdo
Human_Surnames_0016=Abdullah
Human_Surnames_0017=Abe
Human_Surnames_0018=Abebe
Human_Surnames_0019=Abed
Human_Surnames_0020=Abell
Human_Surnames_0021=Abelson
Human_Surnames_0022=Aberg
Human_Surnames_0023=Aberle
Human_Surnames_0024=Abernathy
Human_Surnames_0025=Abeyta
Human_Surnames_0026=Abhati
Human_Surnames_0027=Able
Human_Surnames_0028=Abney
Human_Surnames_0029=Abovyan
Human_Surnames_0030=Abraham
Human_Surnames_0031=Abramowitz
Human_Surnames_0032=Abrams
Human_Surnames_0033=Abrego
Human_Surnames_0034=Absher
Human_Surnames_0035=Abshire
Human_Surnames_0036=Abston
Human_Surnames_0037=Abuladze
Human_Surnames_0038=Aburami
Human_Surnames_0039=Aburto
Human_Surnames_0040=Accardi
Human_Surnames_0041=Acedo
Human_Surnames_0042=Acero
Human_Surnames_0043=Aceto
Human_Surnames_0044=Acevedo
Human_Surnames_0045=Acharya
Human_Surnames_0046=Achebe
Human_Surnames_0047=Achenbach
Human_Surnames_0048=Acheson
Human_Surnames_0049=Achrekar
Human_Surnames_0050=Acker
Human_Surnames_0051=Ackerman
Human_Surnames_0052=Ackerson
Human_Surnames_0053=Ackley
Human_Surnames_0054=Acklin
Human_Surnames_0055=Ackman
Human_Surnames_0056=Acoba
Human_Surnames_0057=Acord
Human_Surnames_0058=Acosta
Human_Surnames_0059=Acre
Human_Surnames_0060=Acton
Human_Surnames_0061=Acuna
Human_Surnames_0062=Adachi
Human_Surnames_0063=Adair
Human_Surnames_0064=Adams
Human_Surnames_0065=Adamson
Human_Surnames_0066=Adani
Human_Surnames_0067=Addams
Human_Surnames_0068=Addington
Human_Surnames_0069=Addis
Human_Surnames_0070=Addison
Human_Surnames_0071=Addy
Human_Surnames_0072=Ade
Human_Surnames_0073=Adelman
Human_Surnames_0074=Adelson
Human_Surnames_0075=Ademola
Human_Surnames_0076=Adendorff
Human_Surnames_0077=Adeoye
Human_Surnames_0078=Adey
Human_Surnames_0079=Adeyemi
Human_Surnames_0080=Adhikari
Human_Surnames_0081=Adie
Human_Surnames_0082=Adiga
Human_Surnames_0083=Adin
Human_Surnames_0084=Adjei
Human_Surnames_0085=Adkins
Human_Surnames_0086=Adkinson
Human_Surnames_0087=Adler
Human_Surnames_0088=Adlett
Human_Surnames_0089=Adley
Human_Surnames_0090=Adnett
Human_Surnames_0091=Adrian
Human_Surnames_0092=Adriano
Human_Surnames_0093=Advani
Human_Surnames_0094=Afzal
Human_Surnames_0095=Agan
Human_Surnames_0096=Agard
Human_Surnames_0097=Agarkar
Human_Surnames_0098=Agarwal
Human_Surnames_0099=Agawa
Human_Surnames_0100=Agbayani
Human_Surnames_0101=Agcaoili
Human_Surnames_0102=Aggarwal
Human_Surnames_0103=Aghamiri
Human_Surnames_0104=Aghayan
Human_Surnames_0105=Agnew
Human_Surnames_0106=Agnihotri
Human_Surnames_0107=Agosta
Human_Surnames_0108=Agostini
Human_Surnames_0109=Agrawal
Human_Surnames_0110=Aguado
Human_Surnames_0111=Aguayo
Human_Surnames_0112=Agudelo
Human_Surnames_0113=Aguero
Human_Surnames_0114=Aguiar
Human_Surnames_0115=Aguila
Human_Surnames_0116=Aguilar
Human_Surnames_0117=Aguilera
Human_Surnames_0118=Aguinaga
Human_Surnames_0119=Aguinaldo
Human_Surnames_0120=Aguirre
Human_Surnames_0121=Agustin
Human_Surnames_0122=Ahart
Human_Surnames_0123=Ahern
Human_Surnames_0124=Ahlawat
Human_Surnames_0125=Ahlberg
Human_Surnames_0126=Ahlquist
Human_Surnames_0127=Ahlstrom
Human_Surnames_0128=Ahluwalia
Human_Surnames_0129=Ahmed
Human_Surnames_0130=Ahn
Human_Surnames_0131=Ahsan
Human_Surnames_0132=Ahumada
Human_Surnames_0133=Aida
Human_Surnames_0134=Aiello
Human_Surnames_0135=Aikawa
Human_Surnames_0136=Aikens
Human_Surnames_0137=Aikin
Human_Surnames_0138=Aino
Human_Surnames_0139=Ainscough
Human_Surnames_0140=Ainsley
Human_Surnames_0141=Ainsworth
Human_Surnames_0142=Aispuro
Human_Surnames_0143=Aitchison
Human_Surnames_0144=Aitkens
Human_Surnames_0145=Aitkins
Human_Surnames_0146=Aizawa
Human_Surnames_0147=Ajay
Human_Surnames_0148=Ajayi
Human_Surnames_0149=Akabori
Human_Surnames_0150=Akaboshi
Human_Surnames_0151=Akagi
Human_Surnames_0152=Akai
Human_Surnames_0153=Akamatsu
Human_Surnames_0154=Akamine
Human_Surnames_0155=Akane
Human_Surnames_0156=Akao
Human_Surnames_0157=Akashi
Human_Surnames_0158=Akbar
Human_Surnames_0159=Akeda
Human_Surnames_0160=Akehurst
Human_Surnames_0161=Akemi
Human_Surnames_0162=Akenzua
Human_Surnames_0163=Akerele
Human_Surnames_0164=Akerman
Human_Surnames_0165=Akey
Human_Surnames_0166=Akhtar
Human_Surnames_0167=Akiloye
Human_Surnames_0168=Akin
Human_Surnames_0169=Akins
Human_Surnames_0170=Akita
Human_Surnames_0171=Akiyama
Human_Surnames_0172=Akram
Human_Surnames_0173=Akridge
Human_Surnames_0174=Aksu
Human_Surnames_0175=Akter
Human_Surnames_0176=Akunyili
Human_Surnames_0177=Akutagawa
Human_Surnames_0178=Alam
Human_Surnames_0179=Alamillo
Human_Surnames_0180=Alaniz
Human_Surnames_0181=Alatorre
Human_Surnames_0182=Alatorres
Human_Surnames_0183=Alba
Human_Surnames_0184=Albano
Human_Surnames_0185=Albarado
Human_Surnames_0186=Albarran
Human_Surnames_0187=Albaugh
Human_Surnames_0188=Albee
Human_Surnames_0189=Alber
Human_Surnames_0190=Alberson
Human_Surnames_0191=Alberto
Human_Surnames_0192=Alberts
Human_Surnames_0193=Albertson
Human_Surnames_0194=Albertus
Human_Surnames_0195=Albor
Human_Surnames_0196=Albrecht
Human_Surnames_0197=Albright
Human_Surnames_0198=Alby
Human_Surnames_0199=Alcala
Human_Surnames_0200=Alcantar
Human_Surnames_0201=Alcantara
Human_Surnames_0202=Alcaraz
Human_Surnames_0203=Alcazar
Human_Surnames_0204=Alcorn
Human_Surnames_0205=Alcorta
Human_Surnames_0206=Alcott
Human_Surnames_0207=Alda
Human_Surnames_0208=Aldaco
Human_Surnames_0209=Alday
Human_Surnames_0210=Alden
Human_Surnames_0211=Alder
Human_Surnames_0212=Alderman
Human_Surnames_0213=Alderson
Human_Surnames_0214=Aldred
Human_Surnames_0215=Aldrete
Human_Surnames_0216=Aldrich
Human_Surnames_0217=Aldridge
Human_Surnames_0218=Aldrin
Human_Surnames_0219=Alegre
Human_Surnames_0220=Alejandre
Human_Surnames_0221=Alejandro
Human_Surnames_0222=Alejo
Human_Surnames_0223=Aleksanian
Human_Surnames_0224=Alemu
Human_Surnames_0225=Aleshire
Human_Surnames_0226=Alessi
Human_Surnames_0227=Aletta
Human_Surnames_0228=Alewine
Human_Surnames_0229=Alexander
Human_Surnames_0230=Alexandre
Human_Surnames_0231=Alfaro
Human_Surnames_0232=Alfonsi
Human_Surnames_0233=Alfonso
Human_Surnames_0234=Alford
Human_Surnames_0235=Alfred
Human_Surnames_0236=Alfrey
Human_Surnames_0237=Algarin
Human_Surnames_0238=Alger
Human_Surnames_0239=Ali
Human_Surnames_0240=Alicea
Human_Surnames_0241=Aliff
Human_Surnames_0242=Alix
Human_Surnames_0243=Aliyev
Human_Surnames_0244=Alkire
Human_Surnames_0245=Allain
Human_Surnames_0246=Allaire
Human_Surnames_0247=Allan
Human_Surnames_0248=Allard
Human_Surnames_0249=Allbright
Human_Surnames_0250=Alldredge
Human_Surnames_0251=Alleman
Human_Surnames_0252=Allen
Human_Surnames_0253=Allende
Human_Surnames_0254=Allender
Human_Surnames_0255=Allensworth
Human_Surnames_0256=Allerton
Human_Surnames_0257=Alley
Human_Surnames_0258=Alleyne
Human_Surnames_0259=Allgood
Human_Surnames_0260=Alling
Human_Surnames_0261=Allison
Human_Surnames_0262=Allister
Human_Surnames_0263=Allman
Human_Surnames_0264=Alloway
Human_Surnames_0265=Allu
Human_Surnames_0266=Alluri
Human_Surnames_0267=Ally
Human_Surnames_0268=Allyn
Human_Surnames_0269=Almanza
Human_Surnames_0270=Almanzar
Human_Surnames_0271=Almaraz
Human_Surnames_0272=Almazan
Human_Surnames_0273=Almeda
Human_Surnames_0274=Almendarez
Human_Surnames_0275=Almodovar
Human_Surnames_0276=Almond
Human_Surnames_0277=Almonte
Human_Surnames_0278=Almquist
Human_Surnames_0279=Almy
Human_Surnames_0280=Alongi
Human_Surnames_0281=Alonso
Human_Surnames_0282=Alonzo
Human_Surnames_0283=Alpert
Human_Surnames_0284=Alpizar
Human_Surnames_0285=Alred
Human_Surnames_0286=Alsip
Human_Surnames_0287=Alsop
Human_Surnames_0288=Alston
Human_Surnames_0289=Alsup
Human_Surnames_0290=Alt
Human_Surnames_0291=Altamirano
Human_Surnames_0292=Alter
Human_Surnames_0293=Altera
Human_Surnames_0294=Althaus
Human_Surnames_0295=Altheim
Human_Surnames_0296=Altherr
Human_Surnames_0297=Althoff
Human_Surnames_0298=Althouse
Human_Surnames_0299=Altieri
Human_Surnames_0300=Altizer
Human_Surnames_0301=Altman
Human_Surnames_0302=Alton
Human_Surnames_0303=Alvarado
Human_Surnames_0304=Alvarez
Human_Surnames_0305=Alverson
Human_Surnames_0306=Alves
Human_Surnames_0307=Alvey
Human_Surnames_0308=Alviar
Human_Surnames_0309=Alvidrez
Human_Surnames_0310=Alvis
Human_Surnames_0311=Alvizo
Human_Surnames_0312=Alvord
Human_Surnames_0313=Alward
Human_Surnames_0314=Alway
Human_Surnames_0315=Alzate
Human_Surnames_0316=Amado
Human_Surnames_0317=Amador
Human_Surnames_0318=Amaki
Human_Surnames_0319=Amane
Human_Surnames_0320=Amano
Human_Surnames_0321=Amar
Human_Surnames_0322=Amari
Human_Surnames_0323=Amaro
Human_Surnames_0324=Ambani
Human_Surnames_0325=Ambler
Human_Surnames_0326=Ambriz
Human_Surnames_0327=Ambrocio
Human_Surnames_0328=Ambroise
Human_Surnames_0329=Ambrose
Human_Surnames_0330=Ambuja
Human_Surnames_0331=Amburn
Human_Surnames_0332=Amendola
Human_Surnames_0333=Amerson
Human_Surnames_0334=Amezcua
Human_Surnames_0335=Amherst
Human_Surnames_0336=Amini
Human_Surnames_0337=Amiri
Human_Surnames_0338=Amo
Human_Surnames_0339=Amod
Human_Surnames_0340=Amodeo
Human_Surnames_0341=Amoroso
Human_Surnames_0342=Amory
Human_Surnames_0343=Amparan
Human_Surnames_0344=Amrutham
Human_Surnames_0345=Amsden
Human_Surnames_0346=Amsler
Human_Surnames_0347=Amstutz
Human_Surnames_0348=An
Human_Surnames_0349=Anami
Human_Surnames_0350=Anand
Human_Surnames_0351=Anchan
Human_Surnames_0352=Andaya
Human_Surnames_0353=Anderson
Human_Surnames_0354=Andino
Human_Surnames_0355=Ando
Human_Surnames_0356=Andrada
Human_Surnames_0357=Andres
Human_Surnames_0358=Andrews
Human_Surnames_0359=Andrieux
Human_Surnames_0360=Andry
Human_Surnames_0361=Andujar
Human_Surnames_0362=Aneja
Human_Surnames_0363=Anello
Human_Surnames_0364=Anenih
Human_Surnames_0365=Ang
Human_Surnames_0366=Angel
Human_Surnames_0367=Angelini
Human_Surnames_0368=Angelo
Human_Surnames_0369=Angleton
Human_Surnames_0370=Anglin
Human_Surnames_0371=Angstadt
Human_Surnames_0372=Anguiano
Human_Surnames_0373=Angulo
Human_Surnames_0374=Ankney
Human_Surnames_0375=Ankrom
Human_Surnames_0376=Annandale
Human_Surnames_0377=Anno
Human_Surnames_0378=Anosov
Human_Surnames_0379=Ansari
Human_Surnames_0380=Ansell
Human_Surnames_0381=Ansley
Human_Surnames_0382=Anson
Human_Surnames_0383=Anstead
Human_Surnames_0384=Anstey
Human_Surnames_0385=Antal
Human_Surnames_0386=Antillon
Human_Surnames_0387=Antley
Human_Surnames_0388=Antoinette
Human_Surnames_0389=Antone
Human_Surnames_0390=Antonelli
Human_Surnames_0391=Antonio
Human_Surnames_0392=Antonov
Human_Surnames_0393=Antonucci
Human_Surnames_0394=Antunez
Human_Surnames_0395=Anumula
Human_Surnames_0396=Anwar
Human_Surnames_0397=Anzai
Human_Surnames_0398=Anzalone
Human_Surnames_0399=Aoki
Human_Surnames_0400=Aomori
Human_Surnames_0401=Aoyama
Human_Surnames_0402=Aparicio
Human_Surnames_0403=Apgar
Human_Surnames_0404=Aponius
Human_Surnames_0405=Aponte
Human_Surnames_0406=Appel
Human_Surnames_0407=Appiah
Human_Surnames_0408=Applebaum
Human_Surnames_0409=Applegate
Human_Surnames_0410=Appleton
Human_Surnames_0411=Apresyan
Human_Surnames_0412=Aquino
Human_Surnames_0413=Arai
Human_Surnames_0414=Araiza
Human_Surnames_0415=Arakawa
Human_Surnames_0416=Araki
Human_Surnames_0417=Aral
Human_Surnames_0418=Aramaki
Human_Surnames_0419=Arambula
Human_Surnames_0420=Arana
Human_Surnames_0421=Arango
Human_Surnames_0422=Arata
Human_Surnames_0423=Arauz
Human_Surnames_0424=Araya
Human_Surnames_0425=Arballo
Human_Surnames_0426=Arbaugh
Human_Surnames_0427=Arboleda
Human_Surnames_0428=Arbuckle
Human_Surnames_0429=Arcand
Human_Surnames_0430=Arce
Human_Surnames_0431=Arceo
Human_Surnames_0432=Archer
Human_Surnames_0433=Archibald
Human_Surnames_0434=Archila
Human_Surnames_0435=Arcilla
Human_Surnames_0436=Arcuri
Human_Surnames_0437=Ard
Human_Surnames_0438=Arden
Human_Surnames_0439=Arel
Human_Surnames_0440=Arellano
Human_Surnames_0441=Arencibia
Human_Surnames_0442=Arendse
Human_Surnames_0443=Arendt
Human_Surnames_0444=Arevalo
Human_Surnames_0445=Arey
Human_Surnames_0446=Arguello
Human_Surnames_0447=Argueta
Human_Surnames_0448=Arguijo
Human_Surnames_0449=Argumedo
Human_Surnames_0450=Arias
Human_Surnames_0451=Arif
Human_Surnames_0452=Arioka
Human_Surnames_0453=Arispe
Human_Surnames_0454=Arista
Human_Surnames_0455=Arita
Human_Surnames_0456=Ariza
Human_Surnames_0457=Arizaga
Human_Surnames_0458=Arjona
Human_Surnames_0459=Arkwright
Human_Surnames_0460=Armaly
Human_Surnames_0461=Armand
Human_Surnames_0462=Armendariz
Human_Surnames_0463=Armer
Human_Surnames_0464=Armfield
Human_Surnames_0465=Armijo
Human_Surnames_0466=Armine
Human_Surnames_0467=Armistead
Human_Surnames_0468=Armitage
Human_Surnames_0469=Armstead
Human_Surnames_0470=Armstrong
Human_Surnames_0471=Arnaud
Human_Surnames_0472=Arndt
Human_Surnames_0473=Arner
Human_Surnames_0474=Arnette
Human_Surnames_0475=Arney
Human_Surnames_0476=Arnoux
Human_Surnames_0477=Arquette
Human_Surnames_0478=Arredondo
Human_Surnames_0479=Arreguin
Human_Surnames_0480=Arriaga
Human_Surnames_0481=Arrieta
Human_Surnames_0482=Arrington
Human_Surnames_0483=Arrow
Human_Surnames_0484=Arrowood
Human_Surnames_0485=Arrowsmith
Human_Surnames_0486=Arroyo
Human_Surnames_0487=Arruda
Human_Surnames_0488=Arsenyev
Human_Surnames_0489=Arshad
Human_Surnames_0490=Arteaga
Human_Surnames_0491=Arter
Human_Surnames_0492=Artiaga
Human_Surnames_0493=Artman
Human_Surnames_0494=Artrip
Human_Surnames_0495=Artz
Human_Surnames_0496=Arvelo
Human_Surnames_0497=Arvidson
Human_Surnames_0498=Arvin
Human_Surnames_0499=Arvizo
Human_Surnames_0500=Arwood
Human_Surnames_0501=Arya
Human_Surnames_0502=Arzate
Human_Surnames_0503=Arzola
Human_Surnames_0504=Asad
Human_Surnames_0505=Asagiri
Human_Surnames_0506=Asahina
Human_Surnames_0507=Asakawa
Human_Surnames_0508=Asakura
Human_Surnames_0509=Asano
Human_Surnames_0510=Asante
Human_Surnames_0511=Asare
Human_Surnames_0512=Asbury
Human_Surnames_0513=Aschenbach
Human_Surnames_0514=Ascher
Human_Surnames_0515=Asencio
Human_Surnames_0516=Ash
Human_Surnames_0517=Ashar
Human_Surnames_0518=Ashbaugh
Human_Surnames_0519=Ashbrook
Human_Surnames_0520=Ashburn
Human_Surnames_0521=Ashby
Human_Surnames_0522=Ashcroft
Human_Surnames_0523=Ashida
Human_Surnames_0524=Ashikaga
Human_Surnames_0525=Ashraf
Human_Surnames_0526=Ashton
Human_Surnames_0527=Ashworth
Human_Surnames_0528=Asif
Human_Surnames_0529=Askin
Human_Surnames_0530=Assaf
Human_Surnames_0531=Astacio
Human_Surnames_0532=Astaire
Human_Surnames_0533=Asthana
Human_Surnames_0534=Astier
Human_Surnames_0535=Astley
Human_Surnames_0536=Aston
Human_Surnames_0537=Astor
Human_Surnames_0538=Ater
Human_Surnames_0539=Atherton
Human_Surnames_0540=Atienza
Human_Surnames_0541=Atilano
Human_Surnames_0542=Atkins
Human_Surnames_0543=Atkinson
Human_Surnames_0544=Atri
Human_Surnames_0545=Attah
Human_Surnames_0546=Attal
Human_Surnames_0547=Attanasio
Human_Surnames_0548=Attaway
Human_Surnames_0549=Attenborough
Human_Surnames_0550=Atterton
Human_Surnames_0551=Attia
Human_Surnames_0552=Atwal
Human_Surnames_0553=Atwater
Human_Surnames_0554=Atwood
Human_Surnames_0555=Aubin
Human_Surnames_0556=Aubry
Human_Surnames_0557=Auburn
Human_Surnames_0558=Auclair
Human_Surnames_0559=Audette
Human_Surnames_0560=Audley
Human_Surnames_0561=Auer
Human_Surnames_0562=Auerbach
Human_Surnames_0563=Augusta
Human_Surnames_0564=Austin
Human_Surnames_0565=Autry
Human_Surnames_0566=Auxier
Human_Surnames_0567=Auyeung
Human_Surnames_0568=Avakian
Human_Surnames_0569=Avallone
Human_Surnames_0570=Avalos
Human_Surnames_0571=Avant
Human_Surnames_0572=Avelar
Human_Surnames_0573=Avellaneda
Human_Surnames_0574=Avendano
Human_Surnames_0575=Avera
Human_Surnames_0576=Averett
Human_Surnames_0577=Averill
Human_Surnames_0578=Avery
Human_Surnames_0579=Avilez
Human_Surnames_0580=Avina
Human_Surnames_0581=Avitia
Human_Surnames_0582=Avril
Human_Surnames_0583=Awan
Human_Surnames_0584=Awasthi
Human_Surnames_0585=Awolowo
Human_Surnames_0586=Awruk
Human_Surnames_0587=Ax
Human_Surnames_0588=Axelrod
Human_Surnames_0589=Axson
Human_Surnames_0590=Axtell
Human_Surnames_0591=Axton
Human_Surnames_0592=Ayakawa
Human_Surnames_0593=Ayala
Human_Surnames_0594=Ayano
Human_Surnames_0595=Aybar
Human_Surnames_0596=Ayer
Human_Surnames_0597=Ayers
Human_Surnames_0598=Ayim
Human_Surnames_0599=Ayon
Human_Surnames_0600=Ayotte
Human_Surnames_0601=Ayres
Human_Surnames_0602=Azam
Human_Surnames_0603=Aziz
Human_Surnames_0604=Azuma
Human_Surnames_0605=Azumano
Human_Surnames_0606=Azure
Human_Surnames_0607=Baba
Human_Surnames_0608=Babayan
Human_Surnames_0609=Baber
Human_Surnames_0610=Babich
Human_Surnames_0611=Babineaux
Human_Surnames_0612=Babson
Human_Surnames_0613=Baca
Human_Surnames_0614=Bacani
Human_Surnames_0615=Bacchus
Human_Surnames_0616=Bach
Human_Surnames_0617=Bacher
Human_Surnames_0618=Bachman
Human_Surnames_0619=Backlund
Human_Surnames_0620=Backman
Human_Surnames_0621=Backstrom
Human_Surnames_0622=Badenhorst
Human_Surnames_0623=Badgley
Human_Surnames_0624=Badgujar
Human_Surnames_0625=Badhwar
Human_Surnames_0626=Badillo
Human_Surnames_0627=Badua
Human_Surnames_0628=Bae
Human_Surnames_0629=Baehr
Human_Surnames_0630=Baek
Human_Surnames_0631=Baert
Human_Surnames_0632=Baeza
Human_Surnames_0633=Baffin
Human_Surnames_0634=Bafna
Human_Surnames_0635=Bagby
Human_Surnames_0636=Bagley
Human_Surnames_0637=Bagwell
Human_Surnames_0638=Bahena
Human_Surnames_0639=Bahl
Human_Surnames_0640=Bai
Human_Surnames_0641=Baid
Human_Surnames_0642=Baier
Human_Surnames_0643=Bailey
Human_Surnames_0644=Bain
Human_Surnames_0645=Bainbridge
Human_Surnames_0646=Baines
Human_Surnames_0647=Bair
Human_Surnames_0648=Baird
Human_Surnames_0649=Baisley
Human_Surnames_0650=Baize
Human_Surnames_0651=Bajan
Human_Surnames_0652=Bak
Human_Surnames_0653=Baker
Human_Surnames_0654=Bakewell
Human_Surnames_0655=Bakos
Human_Surnames_0656=Bakshi
Human_Surnames_0657=Bal
Human_Surnames_0658=Bala
Human_Surnames_0659=Balaban
Human_Surnames_0660=Balboa
Human_Surnames_0661=Balcazar
Human_Surnames_0662=Baldauf
Human_Surnames_0663=Balderas
Human_Surnames_0664=Balderrama
Human_Surnames_0665=Balderson
Human_Surnames_0666=Baldi
Human_Surnames_0667=Baldini
Human_Surnames_0668=Baldridge
Human_Surnames_0669=Balducci
Human_Surnames_0670=Baldwin
Human_Surnames_0671=Balentine
Human_Surnames_0672=Balewa
Human_Surnames_0673=Balfour
Human_Surnames_0674=Balk
Human_Surnames_0675=Ballard
Human_Surnames_0676=Ballou
Human_Surnames_0677=Balmer
Human_Surnames_0678=Balmont
Human_Surnames_0679=Balog
Human_Surnames_0680=Balogun
Human_Surnames_0681=Baloyi
Human_Surnames_0682=Balser
Human_Surnames_0683=Baltazar
Human_Surnames_0684=Baltz
Human_Surnames_0685=Balzac
Human_Surnames_0686=Balzano
Human_Surnames_0687=Bam
Human_Surnames_0688=Bamberg
Human_Surnames_0689=Bamford
Human_Surnames_0690=Bamonti
Human_Surnames_0691=Ban
Human_Surnames_0692=Banahan
Human_Surnames_0693=Bancroft
Human_Surnames_0694=Bandaru
Human_Surnames_0695=Bane
Human_Surnames_0696=Banfield
Human_Surnames_0697=Banh
Human_Surnames_0698=Banich
Human_Surnames_0699=Banister
Human_Surnames_0700=Banks
Human_Surnames_0701=Bankston
Human_Surnames_0702=Bannerman
Human_Surnames_0703=Banning
Human_Surnames_0704=Bannister
Human_Surnames_0705=Bannon
Human_Surnames_0706=Bansal
Human_Surnames_0707=Banta
Human_Surnames_0708=Banton
Human_Surnames_0709=Bantwal
Human_Surnames_0710=Banuelos
Human_Surnames_0711=Bao
Human_Surnames_0712=Baraga
Human_Surnames_0713=Barajas
Human_Surnames_0714=Baraka
Human_Surnames_0715=Baranowski
Human_Surnames_0716=Baranski
Human_Surnames_0717=Baratta
Human_Surnames_0718=Barbaro
Human_Surnames_0719=Barber
Human_Surnames_0720=Barboza
Human_Surnames_0721=Barcelo
Human_Surnames_0722=Barcena
Human_Surnames_0723=Barcia
Human_Surnames_0724=Barclay
Human_Surnames_0725=Barco
Human_Surnames_0726=Barcomb
Human_Surnames_0727=Bard
Human_Surnames_0728=Bardet
Human_Surnames_0729=Bardin
Human_Surnames_0730=Bardsley
Human_Surnames_0731=Bardwell
Human_Surnames_0732=Barger
Human_Surnames_0733=Bargo
Human_Surnames_0734=Barham
Human_Surnames_0735=Barker
Human_Surnames_0736=Barkley
Human_Surnames_0737=Barksdale
Human_Surnames_0738=Barley
Human_Surnames_0739=Barlow
Human_Surnames_0740=Barnette
Human_Surnames_0741=Barnhill
Human_Surnames_0742=Barnum
Human_Surnames_0743=Baro
Human_Surnames_0744=Barocio
Human_Surnames_0745=Baron
Human_Surnames_0746=Barot
Human_Surnames_0747=Barr
Human_Surnames_0748=Barraclough
Human_Surnames_0749=Barragan
Human_Surnames_0750=Barranco
Human_Surnames_0751=Barras
Human_Surnames_0752=Barratt
Human_Surnames_0753=Barraza
Human_Surnames_0754=Barre
Human_Surnames_0755=Barreau
Human_Surnames_0756=Barrera
Human_Surnames_0757=Barresi
Human_Surnames_0758=Barret
Human_Surnames_0759=Barreto
Human_Surnames_0760=Barrick
Human_Surnames_0761=Barriga
Human_Surnames_0762=Barringer
Human_Surnames_0763=Barrington
Human_Surnames_0764=Barrios
Human_Surnames_0765=Barron
Human_Surnames_0766=Barrow
Human_Surnames_0767=Barrymore
Human_Surnames_0768=Barstow
Human_Surnames_0769=Barta
Human_Surnames_0770=Bartel
Human_Surnames_0771=Barter
Human_Surnames_0772=Barth
Human_Surnames_0773=Bartle
Human_Surnames_0774=Bartlett
Human_Surnames_0775=Bartlow
Human_Surnames_0776=Bartolo
Human_Surnames_0777=Barton
Human_Surnames_0778=Bartowski
Human_Surnames_0779=Bartz
Human_Surnames_0780=Barua
Human_Surnames_0781=Barwick
Human_Surnames_0782=Basa
Human_Surnames_0783=Basaldua
Human_Surnames_0784=Basco
Human_Surnames_0785=Basden
Human_Surnames_0786=Basford
Human_Surnames_0787=Basham
Human_Surnames_0788=Bashir
Human_Surnames_0789=Basinger
Human_Surnames_0790=Baskerville
Human_Surnames_0791=Baskett
Human_Surnames_0792=Baskin
Human_Surnames_0793=Basler
Human_Surnames_0794=Basquez
Human_Surnames_0795=Bassett
Human_Surnames_0796=Bassi
Human_Surnames_0797=Bassler
Human_Surnames_0798=Basu
Human_Surnames_0799=Basurto
Human_Surnames_0800=Bates
Human_Surnames_0801=Batey
Human_Surnames_0802=Bathurst
Human_Surnames_0803=Batiste
Human_Surnames_0804=Battaglia
Human_Surnames_0805=Baud
Human_Surnames_0806=Bauder
Human_Surnames_0807=Baudet
Human_Surnames_0808=Baudin
Human_Surnames_0809=Baugh
Human_Surnames_0810=Baum
Human_Surnames_0811=Bauman
Human_Surnames_0812=Baumbach
Human_Surnames_0813=Baumer
Human_Surnames_0814=Baun
Human_Surnames_0815=Baur
Human_Surnames_0816=Bax
Human_Surnames_0817=Baxley
Human_Surnames_0818=Baxter
Human_Surnames_0819=Bayard
Human_Surnames_0820=Bayer
Human_Surnames_0821=Bayfield
Human_Surnames_0822=Bayles
Human_Surnames_0823=Bayona
Human_Surnames_0824=Bazan
Human_Surnames_0825=Baze
Human_Surnames_0826=Bazin
Human_Surnames_0827=Beacham
Human_Surnames_0828=Beacon
Human_Surnames_0829=Beadle
Human_Surnames_0830=Beagle
Human_Surnames_0831=Beale
Human_Surnames_0832=Bean
Human_Surnames_0833=Beardsley
Human_Surnames_0834=Beasley
Human_Surnames_0835=Beaton
Human_Surnames_0836=Beau
Human_Surnames_0837=Beaudette
Human_Surnames_0838=Beauford
Human_Surnames_0839=Beaumont
Human_Surnames_0840=Beauregard
Human_Surnames_0841=Beazley
Human_Surnames_0842=Becerra
Human_Surnames_0843=Bechard
Human_Surnames_0844=Becher
Human_Surnames_0845=Bechtel
Human_Surnames_0846=Beck
Human_Surnames_0847=Becker
Human_Surnames_0848=Beckerman
Human_Surnames_0849=Beckett
Human_Surnames_0850=Beckford
Human_Surnames_0851=Beckham
Human_Surnames_0852=Bedi
Human_Surnames_0853=Beecher
Human_Surnames_0854=Beechtree
Human_Surnames_0855=Beekman
Human_Surnames_0856=Beeks
Human_Surnames_0857=Behan
Human_Surnames_0858=Behar
Human_Surnames_0859=Behler
Human_Surnames_0860=Behm
Human_Surnames_0861=Behr
Human_Surnames_0862=Behringer
Human_Surnames_0863=Beitzel
Human_Surnames_0864=Bekele
Human_Surnames_0865=Bekker
Human_Surnames_0866=Belair
Human_Surnames_0867=Beland
Human_Surnames_0868=Belcastro
Human_Surnames_0869=Belcher
Human_Surnames_0870=Belden
Human_Surnames_0871=Belding
Human_Surnames_0872=Belford
Human_Surnames_0873=Belgarde
Human_Surnames_0874=Belgrave
Human_Surnames_0875=Beliveau
Human_Surnames_0876=Belk
Human_Surnames_0877=Bell
Human_Surnames_0878=Bellamy
Human_Surnames_0879=Bellet
Human_Surnames_0880=Belli
Human_Surnames_0881=Bellingham
Human_Surnames_0882=Bellini
Human_Surnames_0883=Bellucci
Human_Surnames_0884=Belmont
Human_Surnames_0885=Belser
Human_Surnames_0886=Beltz
Human_Surnames_0887=Belvin
Human_Surnames_0888=Belz
Human_Surnames_0889=Belzoni
Human_Surnames_0890=Bembry
Human_Surnames_0891=Benbow
Human_Surnames_0892=Bendel
Human_Surnames_0893=Benedict
Human_Surnames_0894=Benegal
Human_Surnames_0895=Beneventi
Human_Surnames_0896=Benford
Human_Surnames_0897=Benko
Human_Surnames_0898=Bennett
Human_Surnames_0899=Benning
Human_Surnames_0900=Benninger
Human_Surnames_0901=Beno
Human_Surnames_0902=Benoit
Human_Surnames_0903=Bensen
Human_Surnames_0904=Bentley
Human_Surnames_0905=Benton
Human_Surnames_0906=Beppu
Human_Surnames_0907=Bequette
Human_Surnames_0908=Beran
Human_Surnames_0909=Berardi
Human_Surnames_0910=Beresford
Human_Surnames_0911=Berezovsky
Human_Surnames_0912=Berg
Human_Surnames_0913=Bergan
Human_Surnames_0914=Berger
Human_Surnames_0915=Berggren
Human_Surnames_0916=Bergin
Human_Surnames_0917=Berglund
Human_Surnames_0918=Bergman
Human_Surnames_0919=Bergner
Human_Surnames_0920=Bergquist
Human_Surnames_0921=Bergstrom
Human_Surnames_0922=Beringer
Human_Surnames_0923=Berisha
Human_Surnames_0924=Berk
Human_Surnames_0925=Berker
Human_Surnames_0926=Berkheimer
Human_Surnames_0927=Berkley
Human_Surnames_0928=Berkman
Human_Surnames_0929=Berlanga
Human_Surnames_0930=Berlin
Human_Surnames_0931=Berlusconi
Human_Surnames_0932=Berman
Human_Surnames_0933=Bermeo
Human_Surnames_0934=Bernabe
Human_Surnames_0935=Bernhardt
Human_Surnames_0936=Berrett
Human_Surnames_0937=Berrian
Human_Surnames_0938=Berroa
Human_Surnames_0939=Berry
Human_Surnames_0940=Berti
Human_Surnames_0941=Bertolini
Human_Surnames_0942=Bertram
Human_Surnames_0943=Bertrand
Human_Surnames_0944=Bertucci
Human_Surnames_0945=Beshara
Human_Surnames_0946=Bessant
Human_Surnames_0947=Bessler
Human_Surnames_0948=Besson
Human_Surnames_0949=Best
Human_Surnames_0950=Beswick
Human_Surnames_0951=Beville
Human_Surnames_0952=Bey
Human_Surnames_0953=Beyer
Human_Surnames_0954=Bezuidenhout
Human_Surnames_0955=Bhakri
Human_Surnames_0956=Bhakta
Human_Surnames_0957=Bhandari
Human_Surnames_0958=Bhanushali
Human_Surnames_0959=Bhat
Human_Surnames_0960=Bhatia
Human_Surnames_0961=Bhatti
Human_Surnames_0962=Bhimani
Human_Surnames_0963=Bibbs
Human_Surnames_0964=Bice
Human_Surnames_0965=Bickel
Human_Surnames_0966=Bickerstaff
Human_Surnames_0967=Bickett
Human_Surnames_0968=Bickford
Human_Surnames_0969=Bickham
Human_Surnames_0970=Biddle
Human_Surnames_0971=Bidwell
Human_Surnames_0972=Bier
Human_Surnames_0973=Bigby
Human_Surnames_0974=Bigelow
Human_Surnames_0975=Biggins
Human_Surnames_0976=Billet
Human_Surnames_0977=Billings
Human_Surnames_0978=Billingsley
Human_Surnames_0979=Billington
Human_Surnames_0980=Bilzerian
Human_Surnames_0981=Binford
Human_Surnames_0982=Binkley
Human_Surnames_0983=Binner
Human_Surnames_0984=Binswanger
Human_Surnames_0985=Biondi
Human_Surnames_0986=Birbeck
Human_Surnames_0987=Birch
Human_Surnames_0988=Birchfield
Human_Surnames_0989=Bird
Human_Surnames_0990=Birdsong
Human_Surnames_0991=Birge
Human_Surnames_0992=Birkholz
Human_Surnames_0993=Birmingham
Human_Surnames_0994=Biro
Human_Surnames_0995=Bischoff
Human_Surnames_0996=Bishop
Human_Surnames_0997=Bissell
Human_Surnames_0998=Bissett
Human_Surnames_0999=Bitar
Human_Surnames_1000=Bitner
Human_Surnames_1001=Bittle
Human_Surnames_1002=Bitz
Human_Surnames_1003=Bivens
Human_Surnames_1004=Bivona
Human_Surnames_1005=Bixby
Human_Surnames_1006=Bixler
Human_Surnames_1007=Biyani
Human_Surnames_1008=Bjornson
Human_Surnames_1009=Blachman
Human_Surnames_1010=Black
Human_Surnames_1011=Blackard
Human_Surnames_1012=Blackburn
Human_Surnames_1013=Blackstone
Human_Surnames_1014=Blagg
Human_Surnames_1015=Blaine
Human_Surnames_1016=Blair
Human_Surnames_1017=Blais
Human_Surnames_1018=Blaise
Human_Surnames_1019=Blakely
Human_Surnames_1020=Blanc
Human_Surnames_1021=Blanchet
Human_Surnames_1022=Blanco
Human_Surnames_1023=Blandford
Human_Surnames_1024=Blauser
Human_Surnames_1025=Blaylock
Human_Surnames_1026=Blaze
Human_Surnames_1027=Bledsoe
Human_Surnames_1028=Bleeker
Human_Surnames_1029=Bliss
Human_Surnames_1030=Bliven
Human_Surnames_1031=Blomberg
Human_Surnames_1032=Blomquist
Human_Surnames_1033=Bloodworth
Human_Surnames_1034=Bloom
Human_Surnames_1035=Bloomberg
Human_Surnames_1036=Bloomfield
Human_Surnames_1037=Blosser
Human_Surnames_1038=Blubaugh
Human_Surnames_1039=Blue
Human_Surnames_1040=Blum
Human_Surnames_1041=Blumberg
Human_Surnames_1042=Blumenfeld
Human_Surnames_1043=Blumenthal
Human_Surnames_1044=Blundell
Human_Surnames_1045=Blunk
Human_Surnames_1046=Blythe
Human_Surnames_1047=Bocchino
Human_Surnames_1048=Bock
Human_Surnames_1049=Bockman
Human_Surnames_1050=Boden
Human_Surnames_1051=Bodendorf
Human_Surnames_1052=Bodie
Human_Surnames_1053=Bodin
Human_Surnames_1054=Bodkin
Human_Surnames_1055=Boehler
Human_Surnames_1056=Boehmer
Human_Surnames_1057=Boen
Human_Surnames_1058=Bogard
Human_Surnames_1059=Bogdan
Human_Surnames_1060=Boggs
Human_Surnames_1061=Bogle
Human_Surnames_1062=Bohan
Human_Surnames_1063=Bohl
Human_Surnames_1064=Bohler
Human_Surnames_1065=Bohlman
Human_Surnames_1066=Bohner
Human_Surnames_1067=Bohr
Human_Surnames_1068=Boisson
Human_Surnames_1069=Bok
Human_Surnames_1070=Bolan
Human_Surnames_1071=Boles
Human_Surnames_1072=Bolger
Human_Surnames_1073=Bolin
Human_Surnames_1074=Bolingbroke
Human_Surnames_1075=Bolstad
Human_Surnames_1076=Boltz
Human_Surnames_1077=Bolyard
Human_Surnames_1078=Boman
Human_Surnames_1079=Bonacci
Human_Surnames_1080=Bondy
Human_Surnames_1081=Bonelli
Human_Surnames_1082=Bonin
Human_Surnames_1083=Bonnard
Human_Surnames_1084=Bonnett
Human_Surnames_1085=Bonneville
Human_Surnames_1086=Bonura
Human_Surnames_1087=Booker
Human_Surnames_1088=Boone
Human_Surnames_1089=Booth
Human_Surnames_1090=Borden
Human_Surnames_1091=Borek
Human_Surnames_1092=Borel
Human_Surnames_1093=Borelli
Human_Surnames_1094=Borgen
Human_Surnames_1095=Borgia
Human_Surnames_1096=Borisov
Human_Surnames_1097=Borkowski
Human_Surnames_1098=Borland
Human_Surnames_1099=Boros
Human_Surnames_1100=Borrayo
Human_Surnames_1101=Bosch
Human_Surnames_1102=Bosco
Human_Surnames_1103=Boseman
Human_Surnames_1104=Bosler
Human_Surnames_1105=Bosley
Human_Surnames_1106=Bosque
Human_Surnames_1107=Boster
Human_Surnames_1108=Bostrom
Human_Surnames_1109=Bostwick
Human_Surnames_1110=Bosworth
Human_Surnames_1111=Botello
Human_Surnames_1112=Botero
Human_Surnames_1113=Bouchard
Human_Surnames_1114=Bouchet
Human_Surnames_1115=Boudet
Human_Surnames_1116=Boughton
Human_Surnames_1117=Bouma
Human_Surnames_1118=Bourassa
Human_Surnames_1119=Bowden
Human_Surnames_1120=Bowen
Human_Surnames_1121=Bower
Human_Surnames_1122=Boyd
Human_Surnames_1123=Boyer
Human_Surnames_1124=Boyle
Human_Surnames_1125=Bozek
Human_Surnames_1126=Bracewell
Human_Surnames_1127=Brack
Human_Surnames_1128=Bracken
Human_Surnames_1129=Bradburn
Human_Surnames_1130=Bradbury
Human_Surnames_1131=Braden
Human_Surnames_1132=Bradford
Human_Surnames_1133=Bradshaw
Human_Surnames_1134=Bragdon
Human_Surnames_1135=Bramble
Human_Surnames_1136=Bramwell
Human_Surnames_1137=Bran
Human_Surnames_1138=Brancato
Human_Surnames_1139=Branch
Human_Surnames_1140=Brandel
Human_Surnames_1141=Brandenburg
Human_Surnames_1142=Brandis
Human_Surnames_1143=Brandow
Human_Surnames_1144=Brandt
Human_Surnames_1145=Branigan
Human_Surnames_1146=Brannigan
Human_Surnames_1147=Branning
Human_Surnames_1148=Branson
Human_Surnames_1149=Brant
Human_Surnames_1150=Brantner
Human_Surnames_1151=Brasel
Human_Surnames_1152=Brasher
Human_Surnames_1153=Bratanek
Human_Surnames_1154=Bratten
Human_Surnames_1155=Brault
Human_Surnames_1156=Braverman
Human_Surnames_1157=Braxton
Human_Surnames_1158=Brayson
Human_Surnames_1159=Brazier
Human_Surnames_1160=Breckenridge
Human_Surnames_1161=Brehmer
Human_Surnames_1162=Brekke
Human_Surnames_1163=Bremner
Human_Surnames_1164=Brendel
Human_Surnames_1165=Brent
Human_Surnames_1166=Brentano
Human_Surnames_1167=Breon
Human_Surnames_1168=Breslin
Human_Surnames_1169=Bressler
Human_Surnames_1170=Brett
Human_Surnames_1171=Brewer
Human_Surnames_1172=Brewster
Human_Surnames_1173=Breyer
Human_Surnames_1174=Breytenbach
Human_Surnames_1175=Briand
Human_Surnames_1176=Briar
Human_Surnames_1177=Brickley
Human_Surnames_1178=Brickner
Human_Surnames_1179=Bridges
Human_Surnames_1180=Briganti
Human_Surnames_1181=Briggs
Human_Surnames_1182=Brighton
Human_Surnames_1183=Brillhart
Human_Surnames_1184=Brimer
Human_Surnames_1185=Brindle
Human_Surnames_1186=Brink
Human_Surnames_1187=Brinkerhoff
Human_Surnames_1188=Brinkley
Human_Surnames_1189=Briscoe
Human_Surnames_1190=Brissette
Human_Surnames_1191=Bristow
Human_Surnames_1192=Britton
Human_Surnames_1193=Brixton
Human_Surnames_1194=Broad
Human_Surnames_1195=Brocato
Human_Surnames_1196=Brochard
Human_Surnames_1197=Brock
Human_Surnames_1198=Brockmeyer
Human_Surnames_1199=Brockway
Human_Surnames_1200=Brode
Human_Surnames_1201=Brodie
Human_Surnames_1202=Bronson
Human_Surnames_1203=Bronte
Human_Surnames_1204=Brooker
Human_Surnames_1205=Brookhart
Human_Surnames_1206=Brookings
Human_Surnames_1207=Brooks
Human_Surnames_1208=Brophy
Human_Surnames_1209=Bross
Human_Surnames_1210=Brotkopf
Human_Surnames_1211=Broughton
Human_Surnames_1212=Broward
Human_Surnames_1213=Brown
Human_Surnames_1214=Brownfield
Human_Surnames_1215=Browning
Human_Surnames_1216=Broz
Human_Surnames_1217=Brubaker
Human_Surnames_1218=Brucker
Human_Surnames_1219=Bruhn
Human_Surnames_1220=Brumbaugh
Human_Surnames_1221=Brumley
Human_Surnames_1222=Brummel
Human_Surnames_1223=Brunetti
Human_Surnames_1224=Brungardt
Human_Surnames_1225=Brunk
Human_Surnames_1226=Brunson
Human_Surnames_1227=Bryant
Human_Surnames_1228=Bryce
Human_Surnames_1229=Bryer
Human_Surnames_1230=Bucci
Human_Surnames_1231=Buchanan
Human_Surnames_1232=Bucher
Human_Surnames_1233=Buchholtz
Human_Surnames_1234=Bucio
Human_Surnames_1235=Buckler
Human_Surnames_1236=Buckley
Human_Surnames_1237=Buckner
Human_Surnames_1238=Budai
Human_Surnames_1239=Budnick
Human_Surnames_1240=Budzinski
Human_Surnames_1241=Buelna
Human_Surnames_1242=Buendia
Human_Surnames_1243=Buerger
Human_Surnames_1244=Bufford
Human_Surnames_1245=Bugbee
Human_Surnames_1246=Buhari
Human_Surnames_1247=Buhler
Human_Surnames_1248=Buisson
Human_Surnames_1249=Bukowski
Human_Surnames_1250=Bulgakov
Human_Surnames_1251=Bullard
Human_Surnames_1252=Bullock
Human_Surnames_1253=Bunch
Human_Surnames_1254=Bundy
Human_Surnames_1255=Bunker
Human_Surnames_1256=Bunsen
Human_Surnames_1257=Burba
Human_Surnames_1258=Burbage
Human_Surnames_1259=Burbank
Human_Surnames_1260=Burch
Human_Surnames_1261=Burchard
Human_Surnames_1262=Burchell
Human_Surnames_1263=Burdette
Human_Surnames_1264=Burel
Human_Surnames_1265=Buresh
Human_Surnames_1266=Burkart
Human_Surnames_1267=Burke
Human_Surnames_1268=Burlingham
Human_Surnames_1269=Burnett
Human_Surnames_1270=Burns
Human_Surnames_1271=Burnside
Human_Surnames_1272=Burrell
Human_Surnames_1273=Burrough
Human_Surnames_1274=Burrows
Human_Surnames_1275=Burton
Human_Surnames_1276=Burwell
Human_Surnames_1277=Burzynski
Human_Surnames_1278=Busby
Human_Surnames_1279=Bushnell
Human_Surnames_1280=Bustillo
Human_Surnames_1281=Buterbaugh
Human_Surnames_1282=Butler
Human_Surnames_1283=Butner
Human_Surnames_1284=Butterfield
Human_Surnames_1285=Byeon
Human_Surnames_1286=Byers
Human_Surnames_1287=Byng
Human_Surnames_1288=Byram
Human_Surnames_1289=Byrd
Human_Surnames_1290=Byron
Human_Surnames_1291=Caba
Human_Surnames_1292=Caballero
Human_Surnames_1293=Caban
Human_Surnames_1294=Cabe
Human_Surnames_1295=Cabello
Human_Surnames_1296=Cabot
Human_Surnames_1297=Cacho
Human_Surnames_1298=Caddell
Human_Surnames_1299=Cadena
Human_Surnames_1300=Cadman
Human_Surnames_1301=Cadwell
Human_Surnames_1302=Cafaro
Human_Surnames_1303=Caffrey
Human_Surnames_1304=Cage
Human_Surnames_1305=Caggiano
Human_Surnames_1306=Cagney
Human_Surnames_1307=Cahill
Human_Surnames_1308=Caine
Human_Surnames_1309=Calabrese
Human_Surnames_1310=Calabro
Human_Surnames_1311=Calahan
Human_Surnames_1312=Calderon
Human_Surnames_1313=Caldwell
Human_Surnames_1314=Calero
Human_Surnames_1315=Calfee
Human_Surnames_1316=Calhoon
Human_Surnames_1317=Caliendo
Human_Surnames_1318=Calix
Human_Surnames_1319=Callahan
Human_Surnames_1320=Callaway
Human_Surnames_1321=Callow
Human_Surnames_1322=Calloway
Human_Surnames_1323=Calo
Human_Surnames_1324=Calton
Human_Surnames_1325=Calvo
Human_Surnames_1326=Calzada
Human_Surnames_1327=Camacho
Human_Surnames_1328=Camarillo
Human_Surnames_1329=Cambra
Human_Surnames_1330=Camden
Human_Surnames_1331=Cameron
Human_Surnames_1332=Campanelli
Human_Surnames_1333=Campo
Human_Surnames_1334=Cancino
Human_Surnames_1335=Candela
Human_Surnames_1336=Cane
Human_Surnames_1337=Cannata
Human_Surnames_1338=Canning
Human_Surnames_1339=Cannon
Human_Surnames_1340=Canter
Human_Surnames_1341=Cantley
Human_Surnames_1342=Canton
Human_Surnames_1343=Cantrell
Human_Surnames_1344=Cantwell
Human_Surnames_1345=Cao
Human_Surnames_1346=Capasso
Human_Surnames_1347=Capehart
Human_Surnames_1348=Capelle
Human_Surnames_1349=Caperton
Human_Surnames_1350=Capistran
Human_Surnames_1351=Capizzi
Human_Surnames_1352=Caplan
Human_Surnames_1353=Capon
Human_Surnames_1354=Cappiello
Human_Surnames_1355=Caprell
Human_Surnames_1356=Caraballo
Human_Surnames_1357=Caraveo
Human_Surnames_1358=Caraway
Human_Surnames_1359=Carbaugh
Human_Surnames_1360=Carbone
Human_Surnames_1361=Carden
Human_Surnames_1362=Cardew
Human_Surnames_1363=Cardillo
Human_Surnames_1364=Cardoza
Human_Surnames_1365=Cargill
Human_Surnames_1366=Carini
Human_Surnames_1367=Carlberg
Human_Surnames_1368=Carlin
Human_Surnames_1369=Carlisle
Human_Surnames_1370=Carlson
Human_Surnames_1371=Carlstrom
Human_Surnames_1372=Carlucci
Human_Surnames_1373=Carmadie
Human_Surnames_1374=Carmichael
Human_Surnames_1375=Carnegie
Human_Surnames_1376=Carollo
Human_Surnames_1377=Carpenter
Human_Surnames_1378=Carpino
Human_Surnames_1379=Carr
Human_Surnames_1380=Carranza
Human_Surnames_1381=Carraway
Human_Surnames_1382=Carrell
Human_Surnames_1383=Carreon
Human_Surnames_1384=Carrey
Human_Surnames_1385=Carrigan
Human_Surnames_1386=Carrington
Human_Surnames_1387=Carson
Human_Surnames_1388=Carstens
Human_Surnames_1389=Carter
Human_Surnames_1390=Cartwright
Human_Surnames_1391=Carver
Human_Surnames_1392=Casado
Human_Surnames_1393=Casady
Human_Surnames_1394=Casey
Human_Surnames_1395=Casler
Human_Surnames_1396=Casner
Human_Surnames_1397=Caso
Human_Surnames_1398=Cass
Human_Surnames_1399=Cassano
Human_Surnames_1400=Cassara
Human_Surnames_1401=Cassell
Human_Surnames_1402=Cassidy
Human_Surnames_1403=Castaldo
Human_Surnames_1404=Castaneda
Human_Surnames_1405=Castano
Human_Surnames_1406=Castellano
Human_Surnames_1407=Castelo
Human_Surnames_1408=Caster
Human_Surnames_1409=Castillo
Human_Surnames_1410=Castle
Human_Surnames_1411=Castner
Human_Surnames_1412=Castorena
Human_Surnames_1413=Caswell
Human_Surnames_1414=Catano
Human_Surnames_1415=Cathcart
Human_Surnames_1416=Catlett
Human_Surnames_1417=Cato
Human_Surnames_1418=Catron
Human_Surnames_1419=Caudell
Human_Surnames_1420=Caudillo
Human_Surnames_1421=Caufield
Human_Surnames_1422=Cavaliere
Human_Surnames_1423=Cavallaro
Human_Surnames_1424=Cavanaugh
Human_Surnames_1425=Cavazos
Human_Surnames_1426=Cavendish
Human_Surnames_1427=Caverly
Human_Surnames_1428=Cavitt
Human_Surnames_1429=Caxton
Human_Surnames_1430=Cella
Human_Surnames_1431=Cepero
Human_Surnames_1432=Cera
Human_Surnames_1433=Cerezo
Human_Surnames_1434=Cerny
Human_Surnames_1435=Cerrato
Human_Surnames_1436=Cerrone
Human_Surnames_1437=Cervantes
Human_Surnames_1438=Cesario
Human_Surnames_1439=Chabbria
Human_Surnames_1440=Chace
Human_Surnames_1441=Chacko
Human_Surnames_1442=Chadalavada
Human_Surnames_1443=Chadwick
Human_Surnames_1444=Chaffee
Human_Surnames_1445=Chagoya
Human_Surnames_1446=Chaisson
Human_Surnames_1447=Chalk
Human_Surnames_1448=Chamberlin
Human_Surnames_1449=Chambers
Human_Surnames_1450=Champlain
Human_Surnames_1451=Chan
Human_Surnames_1452=Chancey
Human_Surnames_1453=Chandler
Human_Surnames_1454=Chandra
Human_Surnames_1455=Chang
Human_Surnames_1456=Channing
Human_Surnames_1457=Chao
Human_Surnames_1458=Chaphekar
Human_Surnames_1459=Chaplin
Human_Surnames_1460=Chapling
Human_Surnames_1461=Chapman
Human_Surnames_1462=Chappel
Human_Surnames_1463=Chappelle
Human_Surnames_1464=Charmaine
Human_Surnames_1465=Charron
Human_Surnames_1466=Charter
Human_Surnames_1467=Chase
Human_Surnames_1468=Chastain
Human_Surnames_1469=Chateau
Human_Surnames_1470=Chatfield
Human_Surnames_1471=Chatterjee
Human_Surnames_1472=Chau
Human_Surnames_1473=Chaucer
Human_Surnames_1474=Chauhan
Human_Surnames_1475=Chauncey
Human_Surnames_1476=Chauvet
Human_Surnames_1477=Chavarria
Human_Surnames_1478=Chavez
Human_Surnames_1479=Che
Human_Surnames_1480=Cheadle
Human_Surnames_1481=Cheever
Human_Surnames_1482=Chen
Human_Surnames_1483=Cheng
Human_Surnames_1484=Chengyu
Human_Surnames_1485=Chenoweth
Human_Surnames_1486=Cheong
Human_Surnames_1487=Cheramie
Human_Surnames_1488=Cherian
Human_Surnames_1489=Chernov
Human_Surnames_1490=Chesney
Human_Surnames_1491=Chesnut
Human_Surnames_1492=Chester
Human_Surnames_1493=Cheswick
Human_Surnames_1494=Chevalier
Human_Surnames_1495=Chevez
Human_Surnames_1496=Chien
Human_Surnames_1497=Chikamoto
Human_Surnames_1498=Childers
Human_Surnames_1499=Chilton
Human_Surnames_1500=Chin
Human_Surnames_1501=Ching
Human_Surnames_1502=Chino
Human_Surnames_1503=Chiron
Human_Surnames_1504=Chisholm
Human_Surnames_1505=Chisum
Human_Surnames_1506=Chittum
Human_Surnames_1507=Cho
Human_Surnames_1508=Chock
Human_Surnames_1509=Choi
Human_Surnames_1510=Choksi
Human_Surnames_1511=Chomsky
Human_Surnames_1512=Chong
Human_Surnames_1513=Chopin
Human_Surnames_1514=Chopra
Human_Surnames_1515=Chow
Human_Surnames_1516=Choy
Human_Surnames_1517=Chu
Human_Surnames_1518=Chubb
Human_Surnames_1519=Chumley
Human_Surnames_1520=Chun
Human_Surnames_1521=Chung
Human_Surnames_1522=Chupp
Human_Surnames_1523=Churchill
Human_Surnames_1524=Ciaccio
Human_Surnames_1525=Cianci
Human_Surnames_1526=Ciesla
Human_Surnames_1527=Cikanowick
Human_Surnames_1528=Cimino
Human_Surnames_1529=Cincotta
Human_Surnames_1530=Cintron
Human_Surnames_1531=Ciotti
Human_Surnames_1532=Cipriani
Human_Surnames_1533=Cirino
Human_Surnames_1534=Claggett
Human_Surnames_1535=Claiborne
Human_Surnames_1536=Clairmont
Human_Surnames_1537=Clancy
Human_Surnames_1538=Clapman
Human_Surnames_1539=Clapper
Human_Surnames_1540=Clarke
Human_Surnames_1541=Clarkson
Human_Surnames_1542=Clatterbuck
Human_Surnames_1543=Claudel
Human_Surnames_1544=Clause
Human_Surnames_1545=Claussen
Human_Surnames_1546=Claxton
Human_Surnames_1547=Clay
Human_Surnames_1548=Clayborn
Human_Surnames_1549=Clayden
Human_Surnames_1550=Claypool
Human_Surnames_1551=Clayton
Human_Surnames_1552=Cleary
Human_Surnames_1553=Cleese
Human_Surnames_1554=Cleghorn
Human_Surnames_1555=Clemente
Human_Surnames_1556=Clements
Human_Surnames_1557=Clemons
Human_Surnames_1558=Clifton
Human_Surnames_1559=Cline
Human_Surnames_1560=Clinger
Human_Surnames_1561=Clingerman
Human_Surnames_1562=Clinton
Human_Surnames_1563=Clodfelter
Human_Surnames_1564=Clover
Human_Surnames_1565=Clyburn
Human_Surnames_1566=Clyne
Human_Surnames_1567=Cobb
Human_Surnames_1568=Cochran
Human_Surnames_1569=Codington
Human_Surnames_1570=Cody
Human_Surnames_1571=Coen
Human_Surnames_1572=Coffer
Human_Surnames_1573=Coffield
Human_Surnames_1574=Cogan
Human_Surnames_1575=Cogburn
Human_Surnames_1576=Coggins
Human_Surnames_1577=Cogswell
Human_Surnames_1578=Cohen
Human_Surnames_1579=Colbert
Human_Surnames_1580=Colby
Human_Surnames_1581=Coldwell
Human_Surnames_1582=Cole
Human_Surnames_1583=Coleman
Human_Surnames_1584=Coletta
Human_Surnames_1585=Colfax
Human_Surnames_1586=Collado
Human_Surnames_1587=Colletti
Human_Surnames_1588=Collier
Human_Surnames_1589=Colligan
Human_Surnames_1590=Collins
Human_Surnames_1591=Collinsworth
Human_Surnames_1592=Colmenero
Human_Surnames_1593=Colson
Human_Surnames_1594=Colt
Human_Surnames_1595=Colton
Human_Surnames_1596=Coltrane
Human_Surnames_1597=Colucci
Human_Surnames_1598=Columbus
Human_Surnames_1599=Colvard
Human_Surnames_1600=Combes
Human_Surnames_1601=Combrink
Human_Surnames_1602=Comeaux
Human_Surnames_1603=Comfort
Human_Surnames_1604=Compton
Human_Surnames_1605=Comstock
Human_Surnames_1606=Conard
Human_Surnames_1607=Conejo
Human_Surnames_1608=Coney
Human_Surnames_1609=Cong
Human_Surnames_1610=Conkle
Human_Surnames_1611=Conlee
Human_Surnames_1612=Connelly
Human_Surnames_1613=Connors
Human_Surnames_1614=Conover
Human_Surnames_1615=Conrad
Human_Surnames_1616=Constantino
Human_Surnames_1617=Contino
Human_Surnames_1618=Contreras
Human_Surnames_1619=Conway
Human_Surnames_1620=Coogan
Human_Surnames_1621=Cook
Human_Surnames_1622=Coolidge
Human_Surnames_1623=Cooper
Human_Surnames_1624=Cooperman
Human_Surnames_1625=Copeland
Human_Surnames_1626=Copenhaver
Human_Surnames_1627=Copley
Human_Surnames_1628=Coplin
Human_Surnames_1629=Copperfield
Human_Surnames_1630=Corado
Human_Surnames_1631=Corbin
Human_Surnames_1632=Corbo
Human_Surnames_1633=Corchado
Human_Surnames_1634=Cordaro
Human_Surnames_1635=Cordero
Human_Surnames_1636=Cordova
Human_Surnames_1637=Corgan
Human_Surnames_1638=Corker
Human_Surnames_1639=Corley
Human_Surnames_1640=Cormack
Human_Surnames_1641=Corman
Human_Surnames_1642=Cornelius
Human_Surnames_1643=Cornell
Human_Surnames_1644=Corning
Human_Surnames_1645=Corral
Human_Surnames_1646=Correa
Human_Surnames_1647=Corrigan
Human_Surnames_1648=Cortez
Human_Surnames_1649=Corvin
Human_Surnames_1650=Corzo
Human_Surnames_1651=Cosentino
Human_Surnames_1652=Cosgrove
Human_Surnames_1653=Costa
Human_Surnames_1654=Costello
Human_Surnames_1655=Costigan
Human_Surnames_1656=Costilla
Human_Surnames_1657=Costlow
Human_Surnames_1658=Cotner
Human_Surnames_1659=Cotto
Human_Surnames_1660=Cottonwood
Human_Surnames_1661=Coughlin
Human_Surnames_1662=Council
Human_Surnames_1663=Countryman
Human_Surnames_1664=Courson
Human_Surnames_1665=Court
Human_Surnames_1666=Courtright
Human_Surnames_1667=Cousar
Human_Surnames_1668=Cousin
Human_Surnames_1669=Coutant
Human_Surnames_1670=Coutts
Human_Surnames_1671=Couturier
Human_Surnames_1672=Covell
Human_Surnames_1673=Coverdale
Human_Surnames_1674=Covey
Human_Surnames_1675=Coviello
Human_Surnames_1676=Covington
Human_Surnames_1677=Cowell
Human_Surnames_1678=Cowen
Human_Surnames_1679=Cowley
Human_Surnames_1680=Cowling
Human_Surnames_1681=Cox
Human_Surnames_1682=Cozad
Human_Surnames_1683=Cozza
Human_Surnames_1684=Crabb
Human_Surnames_1685=Crabtree
Human_Surnames_1686=Crader
Human_Surnames_1687=Craft
Human_Surnames_1688=Craine
Human_Surnames_1689=Crampton
Human_Surnames_1690=Crandell
Human_Surnames_1691=Crane
Human_Surnames_1692=Cranford
Human_Surnames_1693=Cranston
Human_Surnames_1694=Craven
Human_Surnames_1695=Craw
Human_Surnames_1696=Crawford
Human_Surnames_1697=Cray
Human_Surnames_1698=Crayton
Human_Surnames_1699=Creed
Human_Surnames_1700=Creek
Human_Surnames_1701=Creighton
Human_Surnames_1702=Crenshaw
Human_Surnames_1703=Crespin
Human_Surnames_1704=Creswell
Human_Surnames_1705=Crews
Human_Surnames_1706=Cribb
Human_Surnames_1707=Crichton
Human_Surnames_1708=Crider
Human_Surnames_1709=Crigler
Human_Surnames_1710=Criollo
Human_Surnames_1711=Crisp
Human_Surnames_1712=Critchfield
Human_Surnames_1713=Critelli
Human_Surnames_1714=Crivello
Human_Surnames_1715=Crocker
Human_Surnames_1716=Crockett
Human_Surnames_1717=Croft
Human_Surnames_1718=Croghan
Human_Surnames_1719=Croll
Human_Surnames_1720=Cromwell
Human_Surnames_1721=Cronin
Human_Surnames_1722=Cronk
Human_Surnames_1723=Cropp
Human_Surnames_1724=Cropper
Human_Surnames_1725=Crosby
Human_Surnames_1726=Croskey
Human_Surnames_1727=Crossdale
Human_Surnames_1728=Croston
Human_Surnames_1729=Croucher
Human_Surnames_1730=Crowder
Human_Surnames_1731=Crowe
Human_Surnames_1732=Crowley
Human_Surnames_1733=Croxton
Human_Surnames_1734=Croy
Human_Surnames_1735=Crudup
Human_Surnames_1736=Crull
Human_Surnames_1737=Crumb
Human_Surnames_1738=Crumbley
Human_Surnames_1739=Crumpler
Human_Surnames_1740=Crusoe
Human_Surnames_1741=Crutchfield
Human_Surnames_1742=Cruz
Human_Surnames_1743=Crystal
Human_Surnames_1744=Cuadrado
Human_Surnames_1745=Cubero
Human_Surnames_1746=Cuccia
Human_Surnames_1747=Cuddy
Human_Surnames_1748=Cuello
Human_Surnames_1749=Cuervo
Human_Surnames_1750=Cuesta
Human_Surnames_1751=Cuevas
Human_Surnames_1752=Culberson
Human_Surnames_1753=Culbert
Human_Surnames_1754=Cullen
Human_Surnames_1755=Culligan
Human_Surnames_1756=Cullum
Human_Surnames_1757=Cully
Human_Surnames_1758=Culpepper
Human_Surnames_1759=Culver
Human_Surnames_1760=Cumberland
Human_Surnames_1761=Cunniff
Human_Surnames_1762=Cunningham
Human_Surnames_1763=Cuomo
Human_Surnames_1764=Curley
Human_Surnames_1765=Currin
Human_Surnames_1766=Curtis
Human_Surnames_1767=Curzon
Human_Surnames_1768=Cushing
Human_Surnames_1769=Cutler
Human_Surnames_1770=Cutter
Human_Surnames_1771=Cyrus
Human_Surnames_1772=Czaja
Human_Surnames_1773=Czajkowski
Human_Surnames_1774=Czumak
Human_Surnames_1775=Dabney
Human_Surnames_1776=Dabrowski
Human_Surnames_1777=Dabson
Human_Surnames_1778=Dacanay
Human_Surnames_1779=Dacosta
Human_Surnames_1780=Dacruz
Human_Surnames_1781=Dade
Human_Surnames_1782=Daffey
Human_Surnames_1783=Dafoe
Human_Surnames_1784=Daggett
Human_Surnames_1785=Dagostino
Human_Surnames_1786=Dahal
Human_Surnames_1787=Dahl
Human_Surnames_1788=Dahlgren
Human_Surnames_1789=Dahlquist
Human_Surnames_1790=Dahlstrom
Human_Surnames_1791=Dai
Human_Surnames_1792=Daicho
Human_Surnames_1793=Daido
Human_Surnames_1794=Daijo
Human_Surnames_1795=Daily
Human_Surnames_1796=Daitoku
Human_Surnames_1797=Daiwa
Human_Surnames_1798=Daiyo
Human_Surnames_1799=Dakin
Human_Surnames_1800=Dalal
Human_Surnames_1801=Dalby
Human_Surnames_1802=Dale
Human_Surnames_1803=Dallas
Human_Surnames_1804=Dalton
Human_Surnames_1805=Dalvi
Human_Surnames_1806=Damato
Human_Surnames_1807=Damelio
Human_Surnames_1808=Damiani
Human_Surnames_1809=Damico
Human_Surnames_1810=Damon
Human_Surnames_1811=Danford
Human_Surnames_1812=Dangel
Human_Surnames_1813=Dangler
Human_Surnames_1814=Daniels
Human_Surnames_1815=Danielson
Human_Surnames_1816=Danjuma
Human_Surnames_1817=Danko
Human_Surnames_1818=Danley
Human_Surnames_1819=Danner
Human_Surnames_1820=Dansby
Human_Surnames_1821=Dantzler
Human_Surnames_1822=Danvers
Human_Surnames_1823=Darby
Human_Surnames_1824=Darcy
Human_Surnames_1825=Dare
Human_Surnames_1826=Darji
Human_Surnames_1827=Darling
Human_Surnames_1828=Darnell
Human_Surnames_1829=Darosa
Human_Surnames_1830=Darrington
Human_Surnames_1831=Darrow
Human_Surnames_1832=Dartez
Human_Surnames_1833=Darwin
Human_Surnames_1834=Dasgupta
Human_Surnames_1835=Dasilva
Human_Surnames_1836=Dass
Human_Surnames_1837=Daswani
Human_Surnames_1838=Daugherty
Human_Surnames_1839=Daulton
Human_Surnames_1840=Davanzo
Human_Surnames_1841=Davenport
Human_Surnames_1842=Davidson
Human_Surnames_1843=Davies
Human_Surnames_1844=Davis
Human_Surnames_1845=Dawes
Human_Surnames_1846=Dawkins
Human_Surnames_1847=Dawley
Human_Surnames_1848=Dawson
Human_Surnames_1849=Day
Human_Surnames_1850=Dayton
Human_Surnames_1851=Deacon
Human_Surnames_1852=Deaton
Human_Surnames_1853=Decarlo
Human_Surnames_1854=Deckard
Human_Surnames_1855=Decker
Human_Surnames_1856=Decosta
Human_Surnames_1857=Deegan
Human_Surnames_1858=Deepak
Human_Surnames_1859=Defoe
Human_Surnames_1860=Degawa
Human_Surnames_1861=Deguzman
Human_Surnames_1862=Dehart
Human_Surnames_1863=Deighton
Human_Surnames_1864=Dejong
Human_Surnames_1865=Delacruz
Human_Surnames_1866=Delaney
Human_Surnames_1867=Delapaz
Human_Surnames_1868=Delaporte
Human_Surnames_1869=Delarosa
Human_Surnames_1870=Deleon
Human_Surnames_1871=Delgado
Human_Surnames_1872=Delk
Human_Surnames_1873=Dellucci
Human_Surnames_1874=Delmas
Human_Surnames_1875=Delmundo
Human_Surnames_1876=Delong
Human_Surnames_1877=Delorenzo
Human_Surnames_1878=Delport
Human_Surnames_1879=Delrio
Human_Surnames_1880=Deltoro
Human_Surnames_1881=Deluca
Human_Surnames_1882=Deluna
Human_Surnames_1883=Demarco
Human_Surnames_1884=Dempsey
Human_Surnames_1885=Dendy
Human_Surnames_1886=Denham
Human_Surnames_1887=Denholm
Human_Surnames_1888=Dent
Human_Surnames_1889=Denton
Human_Surnames_1890=Denver
Human_Surnames_1891=Depalma
Human_Surnames_1892=Dermott
Human_Surnames_1893=Derosa
Human_Surnames_1894=Derrien
Human_Surnames_1895=Desai
Human_Surnames_1896=Desbois
Human_Surnames_1897=Deshi
Human_Surnames_1898=Deshima
Human_Surnames_1899=Deshimaru
Human_Surnames_1900=Desilva
Human_Surnames_1901=Desmet
Human_Surnames_1902=Desouza
Human_Surnames_1903=Destefano
Human_Surnames_1904=Destin
Human_Surnames_1905=Detweiler
Human_Surnames_1906=Deutsch
Human_Surnames_1907=Devadiga
Human_Surnames_1908=Devall
Human_Surnames_1909=Devan
Human_Surnames_1910=Devaux
Human_Surnames_1911=Devera
Human_Surnames_1912=Devereaux
Human_Surnames_1913=Deville
Human_Surnames_1914=Devin
Human_Surnames_1915=Devitt
Human_Surnames_1916=Devlin
Human_Surnames_1917=Devore
Human_Surnames_1918=Devos
Human_Surnames_1919=Dewalt
Human_Surnames_1920=Dewberry
Human_Surnames_1921=Dewey
Human_Surnames_1922=Dewitt
Human_Surnames_1923=Dezaki
Human_Surnames_1924=Dhaliwal
Human_Surnames_1925=Dhawan
Human_Surnames_1926=Dhoni
Human_Surnames_1927=Dhumal
Human_Surnames_1928=Diamond
Human_Surnames_1929=Dibben
Human_Surnames_1930=Dibbles
Human_Surnames_1931=Dicarlo
Human_Surnames_1932=Dickens
Human_Surnames_1933=Dickenson
Human_Surnames_1934=Dickerson
Human_Surnames_1935=Diedrich
Human_Surnames_1936=Diez
Human_Surnames_1937=Digby
Human_Surnames_1938=Diggles
Human_Surnames_1939=Diggs
Human_Surnames_1940=Dillard
Human_Surnames_1941=Dillinger
Human_Surnames_1942=Dillon
Human_Surnames_1943=Dilorenzo
Human_Surnames_1944=Dilworth
Human_Surnames_1945=Dimaggio
Human_Surnames_1946=Dimarco
Human_Surnames_1947=Dimopoulos
Human_Surnames_1948=Dinardo
Human_Surnames_1949=Dinh
Human_Surnames_1950=Dinklage
Human_Surnames_1951=Dion
Human_Surnames_1952=Diorio
Human_Surnames_1953=Disalvo
Human_Surnames_1954=Distefano
Human_Surnames_1955=Dix
Human_Surnames_1956=Dixit
Human_Surnames_1957=Dixson
Human_Surnames_1958=Dobbing
Human_Surnames_1959=Dobbins
Human_Surnames_1960=Dobbs
Human_Surnames_1961=Dobby
Human_Surnames_1962=Dobson
Human_Surnames_1963=Dodd
Human_Surnames_1964=Dodge
Human_Surnames_1965=Dodgens
Human_Surnames_1966=Dodson
Human_Surnames_1967=Doherty
Human_Surnames_1968=Dohm
Human_Surnames_1969=Dokgo
Human_Surnames_1970=Dolan
Human_Surnames_1971=Dolin
Human_Surnames_1972=Dolph
Human_Surnames_1973=Domanski
Human_Surnames_1974=Dombrowski
Human_Surnames_1975=Domingo
Human_Surnames_1976=Dominguez
Human_Surnames_1977=Donaghy
Human_Surnames_1978=Donatelli
Human_Surnames_1979=Donati
Human_Surnames_1980=Dondero
Human_Surnames_1981=Doner
Human_Surnames_1982=Donlan
Human_Surnames_1983=Donoho
Human_Surnames_1984=Donovan
Human_Surnames_1985=Doohan
Human_Surnames_1986=Doolan
Human_Surnames_1987=Dooley
Human_Surnames_1988=Doppler
Human_Surnames_1989=Dorame
Human_Surnames_1990=Dorazio
Human_Surnames_1991=Dorsey
Human_Surnames_1992=Dougal
Human_Surnames_1993=Dougan
Human_Surnames_1994=Douglas
Human_Surnames_1995=Dover
Human_Surnames_1996=Dowd
Human_Surnames_1997=Dowden
Human_Surnames_1998=Dowdy
Human_Surnames_1999=Downey
Human_Surnames_2000=Downing
Human_Surnames_2001=Downs
Human_Surnames_2002=Doyle
Human_Surnames_2003=Drager
Human_Surnames_2004=Drake
Human_Surnames_2005=Drakeford
Human_Surnames_2006=Draper
Human_Surnames_2007=Dray
Human_Surnames_2008=Drayton
Human_Surnames_2009=Drennen
Human_Surnames_2010=Drescher
Human_Surnames_2011=Dressel
Human_Surnames_2012=Drexler
Human_Surnames_2013=Dreyfus
Human_Surnames_2014=Driscoll
Human_Surnames_2015=Driver
Human_Surnames_2016=Drucker
Human_Surnames_2017=Drummond
Human_Surnames_2018=Drury
Human_Surnames_2019=Dryden
Human_Surnames_2020=Drysdale
Human_Surnames_2021=Dubay
Human_Surnames_2022=Dubinsky
Human_Surnames_2023=Dubois
Human_Surnames_2024=Duchamp
Human_Surnames_2025=Dudeney
Human_Surnames_2026=Dudley
Human_Surnames_2027=Duffey
Human_Surnames_2028=Dufrene
Human_Surnames_2029=Dugan
Human_Surnames_2030=Duguay
Human_Surnames_2031=Duhart
Human_Surnames_2032=Duke
Human_Surnames_2033=Dulaney
Human_Surnames_2034=Dumas
Human_Surnames_2035=Dumond
Human_Surnames_2036=Dumont
Human_Surnames_2037=Dunaway
Human_Surnames_2038=Dunbar
Human_Surnames_2039=Duncan
Human_Surnames_2040=Dunch
Human_Surnames_2041=Dunfee
Human_Surnames_2042=Dunford
Human_Surnames_2043=Dunkelberger
Human_Surnames_2044=Dunkle
Human_Surnames_2045=Dunlap
Human_Surnames_2046=Dunleavy
Human_Surnames_2047=Dunmire
Human_Surnames_2048=Dunn
Human_Surnames_2049=Dunstan
Human_Surnames_2050=Duong
Human_Surnames_2051=Dupond
Human_Surnames_2052=Dupree
Human_Surnames_2053=Durand
Human_Surnames_2054=Durden
Human_Surnames_2055=Durkin
Human_Surnames_2056=Durso
Human_Surnames_2057=Dutra
Human_Surnames_2058=Dutton
Human_Surnames_2059=Duvall
Human_Surnames_2060=Dwyer
Human_Surnames_2061=Dylan
Human_Surnames_2062=Eagan
Human_Surnames_2063=Eaker
Human_Surnames_2064=Eames
Human_Surnames_2065=Earhart
Human_Surnames_2066=Earley
Human_Surnames_2067=Earnhardt
Human_Surnames_2068=Earnshaw
Human_Surnames_2069=Earwood
Human_Surnames_2070=East
Human_Surnames_2071=Easterly
Human_Surnames_2072=Eastin
Human_Surnames_2073=Eastman
Human_Surnames_2074=Eaton
Human_Surnames_2075=Ebbert
Human_Surnames_2076=Eberly
Human_Surnames_2077=Ebner
Human_Surnames_2078=Ebrahim
Human_Surnames_2079=Eckart
Human_Surnames_2080=Ecklund
Human_Surnames_2081=Eddington
Human_Surnames_2082=Edelman
Human_Surnames_2083=Edgecomb
Human_Surnames_2084=Edgeworth
Human_Surnames_2085=Edington
Human_Surnames_2086=Edler
Human_Surnames_2087=Edmund
Human_Surnames_2088=Edmundson
Human_Surnames_2089=Edogawa
Human_Surnames_2090=Edsall
Human_Surnames_2091=Edwards
Human_Surnames_2092=Effinger
Human_Surnames_2093=Efird
Human_Surnames_2094=Egan
Human_Surnames_2095=Egerton
Human_Surnames_2096=Eichhorn
Human_Surnames_2097=Eichler
Human_Surnames_2098=Eichman
Human_Surnames_2099=Eidson
Human_Surnames_2100=Eifert
Human_Surnames_2101=Einhorn
Human_Surnames_2102=Eisen
Human_Surnames_2103=Eisenhauer
Human_Surnames_2104=Eisenstein
Human_Surnames_2105=Eisner
Human_Surnames_2106=Ekstrom
Human_Surnames_2107=Elamin
Human_Surnames_2108=Elbaz
Human_Surnames_2109=Eldridge
Human_Surnames_2110=Elgin
Human_Surnames_2111=Elizondo
Human_Surnames_2112=Elkin
Human_Surnames_2113=Ellerbee
Human_Surnames_2114=Ellery
Human_Surnames_2115=Ellingsworth
Human_Surnames_2116=Ellington
Human_Surnames_2117=Ellis
Human_Surnames_2118=Ellison
Human_Surnames_2119=Ellwood
Human_Surnames_2120=Els
Human_Surnames_2121=Elsayed
Human_Surnames_2122=Elswick
Human_Surnames_2123=Embleton
Human_Surnames_2124=Embrey
Human_Surnames_2125=Emerick
Human_Surnames_2126=Emerson
Human_Surnames_2127=Emery
Human_Surnames_2128=Emmanuel
Human_Surnames_2129=Emmett
Human_Surnames_2130=Endicott
Human_Surnames_2131=Endo
Human_Surnames_2132=Endrizzi
Human_Surnames_2133=Enfield
Human_Surnames_2134=Engel
Human_Surnames_2135=Engelman
Human_Surnames_2136=Engler
Human_Surnames_2137=Engram
Human_Surnames_2138=Engstrom
Human_Surnames_2139=Enoshima
Human_Surnames_2140=Enright
Human_Surnames_2141=Enriquez
Human_Surnames_2142=Ensley
Human_Surnames_2143=Eppard
Human_Surnames_2144=Epps
Human_Surnames_2145=Epstein
Human_Surnames_2146=Erasmus
Human_Surnames_2147=Erby
Human_Surnames_2148=Erickson
Human_Surnames_2149=Eriksen
Human_Surnames_2150=Ernst
Human_Surnames_2151=Erskine
Human_Surnames_2152=Escalante
Human_Surnames_2153=Escalera
Human_Surnames_2154=Eschenbach
Human_Surnames_2155=Escobar
Human_Surnames_2156=Eslinger
Human_Surnames_2157=Esparza
Human_Surnames_2158=Espejo
Human_Surnames_2159=Espinoza
Human_Surnames_2160=Esposito
Human_Surnames_2161=Essen
Human_Surnames_2162=Essex
Human_Surnames_2163=Estacio
Human_Surnames_2164=Esteban
Human_Surnames_2165=Estevez
Human_Surnames_2166=Estrada
Human_Surnames_2167=Etherton
Human_Surnames_2168=Ethridge
Human_Surnames_2169=Etzel
Human_Surnames_2170=Eubanks
Human_Surnames_2171=Evans
Human_Surnames_2172=Everett
Human_Surnames_2173=Everly
Human_Surnames_2174=Everson
Human_Surnames_2175=Exley
Human_Surnames_2176=Ezura
Human_Surnames_2177=Fabela
Human_Surnames_2178=Faber
Human_Surnames_2179=Fabre
Human_Surnames_2180=Fackler
Human_Surnames_2181=Fadden
Human_Surnames_2182=Fadikar
Human_Surnames_2183=Fagan
Human_Surnames_2184=Fahey
Human_Surnames_2185=Fahringer
Human_Surnames_2186=Fain
Human_Surnames_2187=Fairchild
Human_Surnames_2188=Fairfax
Human_Surnames_2189=Fairley
Human_Surnames_2190=Fakier
Human_Surnames_2191=Falana
Human_Surnames_2192=Falk
Human_Surnames_2193=Falkowski
Human_Surnames_2194=Faller
Human_Surnames_2195=Fallin
Human_Surnames_2196=Falls
Human_Surnames_2197=Fambro
Human_Surnames_2198=Fanelli
Human_Surnames_2199=Fankhauser
Human_Surnames_2200=Fanning
Human_Surnames_2201=Fannon
Human_Surnames_2202=Fansekar
Human_Surnames_2203=Fansler
Human_Surnames_2204=Fantini
Human_Surnames_2205=Fanucci
Human_Surnames_2206=Faraday
Human_Surnames_2207=Faria
Human_Surnames_2208=Farish
Human_Surnames_2209=Farley
Human_Surnames_2210=Farlow
Human_Surnames_2211=Farnum
Human_Surnames_2212=Farooq
Human_Surnames_2213=Farrah
Human_Surnames_2214=Farrell
Human_Surnames_2215=Farren
Human_Surnames_2216=Farrington
Human_Surnames_2217=Farris
Human_Surnames_2218=Farrow
Human_Surnames_2219=Fatima
Human_Surnames_2220=Fauntleroy
Human_Surnames_2221=Fawley
Human_Surnames_2222=Faxon
Human_Surnames_2223=Faz
Human_Surnames_2224=Featherstone
Human_Surnames_2225=Federico
Human_Surnames_2226=Feeley
Human_Surnames_2227=Feeney
Human_Surnames_2228=Feinberg
Human_Surnames_2229=Feingold
Human_Surnames_2230=Feinstein
Human_Surnames_2231=Feldman
Human_Surnames_2232=Felix
Human_Surnames_2233=Felker
Human_Surnames_2234=Fender
Human_Surnames_2235=Feng
Human_Surnames_2236=Fenton
Human_Surnames_2237=Fenwick
Human_Surnames_2238=Ferguson
Human_Surnames_2239=Fermi
Human_Surnames_2240=Fernandez
Human_Surnames_2241=Ferrand
Human_Surnames_2242=Ferrel
Human_Surnames_2243=Ferretti
Human_Surnames_2244=Fessler
Human_Surnames_2245=Fetterman
Human_Surnames_2246=Fetzer
Human_Surnames_2247=Fibonacci
Human_Surnames_2248=Fichtner
Human_Surnames_2249=Fidler
Human_Surnames_2250=Fiedler
Human_Surnames_2251=Fielding
Human_Surnames_2252=Fields
Human_Surnames_2253=Figueroa
Human_Surnames_2254=Filbin
Human_Surnames_2255=Filipiak
Human_Surnames_2256=Filkins
Human_Surnames_2257=Fillion
Human_Surnames_2258=Fillmore
Human_Surnames_2259=Finau
Human_Surnames_2260=Finch
Human_Surnames_2261=Fincher
Human_Surnames_2262=Finkel
Human_Surnames_2263=Finkelstein
Human_Surnames_2264=Finley
Human_Surnames_2265=Finnegan
Human_Surnames_2266=Finney
Human_Surnames_2267=Finnigan
Human_Surnames_2268=Fiorentino
Human_Surnames_2269=Fiorini
Human_Surnames_2270=Fischbach
Human_Surnames_2271=Fischer
Human_Surnames_2272=Fisher
Human_Surnames_2273=Fisk
Human_Surnames_2274=Fitch
Human_Surnames_2275=Fitchley
Human_Surnames_2276=Fitzgerald
Human_Surnames_2277=Fitzhugh
Human_Surnames_2278=Fitzroy
Human_Surnames_2279=Fizer
Human_Surnames_2280=Flaherty
Human_Surnames_2281=Flanery
Human_Surnames_2282=Flanigan
Human_Surnames_2283=Flatley
Human_Surnames_2284=Flaubert
Human_Surnames_2285=Flavin
Human_Surnames_2286=Fleetwood
Human_Surnames_2287=Fleischer
Human_Surnames_2288=Fleischman
Human_Surnames_2289=Flemming
Human_Surnames_2290=Fletcher
Human_Surnames_2291=Flores
Human_Surnames_2292=Flowers
Human_Surnames_2293=Flynn
Human_Surnames_2294=Flynt
Human_Surnames_2295=Fogel
Human_Surnames_2296=Foland
Human_Surnames_2297=Foley
Human_Surnames_2298=Fong
Human_Surnames_2299=Fontaine
Human_Surnames_2300=Fontana
Human_Surnames_2301=Forero
Human_Surnames_2302=Forester
Human_Surnames_2303=Forrest
Human_Surnames_2304=Forsyth
Human_Surnames_2305=Fortner
Human_Surnames_2306=Fossler
Human_Surnames_2307=Foster
Human_Surnames_2308=Foust
Human_Surnames_2309=Fowler
Human_Surnames_2310=Fowski
Human_Surnames_2311=Fox
Human_Surnames_2312=Foxworth
Human_Surnames_2313=Foye
Human_Surnames_2314=Frady
Human_Surnames_2315=Fraizer
Human_Surnames_2316=Fraker
Human_Surnames_2317=Frampton
Human_Surnames_2318=Francis
Human_Surnames_2319=Francisco
Human_Surnames_2320=Franco
Human_Surnames_2321=Francois
Human_Surnames_2322=Frankel
Human_Surnames_2323=Franklin
Human_Surnames_2324=Franson
Human_Surnames_2325=Franz
Human_Surnames_2326=Franzen
Human_Surnames_2327=Frasier
Human_Surnames_2328=Fray
Human_Surnames_2329=Fredericks
Human_Surnames_2330=Freedman
Human_Surnames_2331=Fremont
Human_Surnames_2332=Frenette
Human_Surnames_2333=Frey
Human_Surnames_2334=Friberg
Human_Surnames_2335=Frink
Human_Surnames_2336=Fritz
Human_Surnames_2337=Frobisher
Human_Surnames_2338=Froelich
Human_Surnames_2339=Froman
Human_Surnames_2340=Fronk
Human_Surnames_2341=Frost
Human_Surnames_2342=Fry
Human_Surnames_2343=Fu
Human_Surnames_2344=Fuchizawa
Human_Surnames_2345=Fuentes
Human_Surnames_2346=Fuerte
Human_Surnames_2347=Fujihara
Human_Surnames_2348=Fujimoto
Human_Surnames_2349=Fujisaki
Human_Surnames_2350=Fujita
Human_Surnames_2351=Fuller
Human_Surnames_2352=Fullerton
Human_Surnames_2353=Fulp
Human_Surnames_2354=Fulton
Human_Surnames_2355=Funderburg
Human_Surnames_2356=Furlow
Human_Surnames_2357=Furst
Human_Surnames_2358=Fusco
Human_Surnames_2359=Gabbard
Human_Surnames_2360=Gabriel
Human_Surnames_2361=Gackle
Human_Surnames_2362=Gad
Human_Surnames_2363=Gadkari
Human_Surnames_2364=Gaffney
Human_Surnames_2365=Gage
Human_Surnames_2366=Gagner
Human_Surnames_2367=Gainer
Human_Surnames_2368=Gainey
Human_Surnames_2369=Gallagher
Human_Surnames_2370=Galland
Human_Surnames_2371=Gallardo
Human_Surnames_2372=Gallaway
Human_Surnames_2373=Galligan
Human_Surnames_2374=Gallina
Human_Surnames_2375=Gallivan
Human_Surnames_2376=Gallo
Human_Surnames_2377=Gallucci
Human_Surnames_2378=Galton
Human_Surnames_2379=Gamarra
Human_Surnames_2380=Gambrel
Human_Surnames_2381=Gamero
Human_Surnames_2382=Gannon
Human_Surnames_2383=Gant
Human_Surnames_2384=Gantz
Human_Surnames_2385=Garapati
Human_Surnames_2386=Garbarino
Human_Surnames_2387=Garcia
Human_Surnames_2388=Gardner
Human_Surnames_2389=Garfinkel
Human_Surnames_2390=Garibay
Human_Surnames_2391=Garin
Human_Surnames_2392=Garland
Human_Surnames_2393=Garlington
Human_Surnames_2394=Garner
Human_Surnames_2395=Garnett
Human_Surnames_2396=Garofalo
Human_Surnames_2397=Garrett
Human_Surnames_2398=Garrido
Human_Surnames_2399=Garrigan
Human_Surnames_2400=Garrison
Human_Surnames_2401=Garrity
Human_Surnames_2402=Garvey
Human_Surnames_2403=Garvin
Human_Surnames_2404=Garza
Human_Surnames_2405=Gaskin
Human_Surnames_2406=Gaston
Human_Surnames_2407=Gates
Human_Surnames_2408=Gatica
Human_Surnames_2409=Gatz
Human_Surnames_2410=Gautier
Human_Surnames_2411=Gawley
Human_Surnames_2412=Gearhart
Human_Surnames_2413=Geddes
Human_Surnames_2414=Gehlot
Human_Surnames_2415=Gehrig
Human_Surnames_2416=Geiger
Human_Surnames_2417=Geise
Human_Surnames_2418=Geissler
Human_Surnames_2419=Geller
Human_Surnames_2420=Gelman
Human_Surnames_2421=Gencarelli
Human_Surnames_2422=Gendron
Human_Surnames_2423=Geng
Human_Surnames_2424=Gengler
Human_Surnames_2425=Genin
Human_Surnames_2426=Genovese
Human_Surnames_2427=Gentry
Human_Surnames_2428=Gerhart
Human_Surnames_2429=Gerken
Human_Surnames_2430=Gerst
Human_Surnames_2431=Gerstner
Human_Surnames_2432=Gertz
Human_Surnames_2433=Gervasi
Human_Surnames_2434=Gessler
Human_Surnames_2435=Getty
Human_Surnames_2436=Getz
Human_Surnames_2437=Ghani
Human_Surnames_2438=Giannetti
Human_Surnames_2439=Gibbons
Human_Surnames_2440=Gibbs
Human_Surnames_2441=Gibney
Human_Surnames_2442=Gibson
Human_Surnames_2443=Giesler
Human_Surnames_2444=Gilbertson
Human_Surnames_2445=Gilder
Human_Surnames_2446=Gilford
Human_Surnames_2447=Gilkerson
Human_Surnames_2448=Gillam
Human_Surnames_2449=Gillespie
Human_Surnames_2450=Gillum
Human_Surnames_2451=Gilmore
Human_Surnames_2452=Gilroy
Human_Surnames_2453=Gilson
Human_Surnames_2454=Gimbel
Human_Surnames_2455=Ginsberg
Human_Surnames_2456=Givens
Human_Surnames_2457=Gladstone
Human_Surnames_2458=Glassman
Human_Surnames_2459=Glauber
Human_Surnames_2460=Glazier
Human_Surnames_2461=Gleason
Human_Surnames_2462=Glickman
Human_Surnames_2463=Glidewell
Human_Surnames_2464=Glinka
Human_Surnames_2465=Glinski
Human_Surnames_2466=Glover
Human_Surnames_2467=Goddard
Human_Surnames_2468=Goering
Human_Surnames_2469=Goggins
Human_Surnames_2470=Gohad
Human_Surnames_2471=Gokey
Human_Surnames_2472=Goldberg
Human_Surnames_2473=Goldberger
Human_Surnames_2474=Goldbloom
Human_Surnames_2475=Goldenthal
Human_Surnames_2476=Goldfarb
Human_Surnames_2477=Goldfeld
Human_Surnames_2478=Golding
Human_Surnames_2479=Goldsmith
Human_Surnames_2480=Golightly
Human_Surnames_2481=Golovkin
Human_Surnames_2482=Gomez
Human_Surnames_2483=Gonzaga
Human_Surnames_2484=Gooch
Human_Surnames_2485=Goodall
Human_Surnames_2486=Goodman
Human_Surnames_2487=Gopal
Human_Surnames_2488=Gordillo
Human_Surnames_2489=Gorham
Human_Surnames_2490=Goring
Human_Surnames_2491=Gorman
Human_Surnames_2492=Gosling
Human_Surnames_2493=Gossard
Human_Surnames_2494=Gossett
Human_Surnames_2495=Gotts
Human_Surnames_2496=Goulding
Human_Surnames_2497=Goulet
Human_Surnames_2498=Govan
Human_Surnames_2499=Govea
Human_Surnames_2500=Gowen
Human_Surnames_2501=Gower
Human_Surnames_2502=Grabowski
Human_Surnames_2503=Gracey
Human_Surnames_2504=Graddy
Human_Surnames_2505=Graham
Human_Surnames_2506=Grainger
Human_Surnames_2507=Granado
Human_Surnames_2508=Granatelli
Human_Surnames_2509=Grand
Human_Surnames_2510=Grant
Human_Surnames_2511=Graves
Human_Surnames_2512=Graybill
Human_Surnames_2513=Grayson
Human_Surnames_2514=Greaney
Human_Surnames_2515=Greaves
Human_Surnames_2516=Greely
Human_Surnames_2517=Green
Human_Surnames_2518=Greenblatt
Human_Surnames_2519=Greenfield
Human_Surnames_2520=Greenhill
Human_Surnames_2521=Greenleaf
Human_Surnames_2522=Greenspan
Human_Surnames_2523=Grey
Human_Surnames_2524=Gribble
Human_Surnames_2525=Griesinger
Human_Surnames_2526=Griffin
Human_Surnames_2527=Griffith
Human_Surnames_2528=Griggs
Human_Surnames_2529=Grigsby
Human_Surnames_2530=Grimaldi
Human_Surnames_2531=Grimes
Human_Surnames_2532=Grimshaw
Human_Surnames_2533=Grindle
Human_Surnames_2534=Grisham
Human_Surnames_2535=Griswold
Human_Surnames_2536=Groat
Human_Surnames_2537=Grochowski
Human_Surnames_2538=Grogg
Human_Surnames_2539=Grohl
Human_Surnames_2540=Gross
Human_Surnames_2541=Grossman
Human_Surnames_2542=Groth
Human_Surnames_2543=Grubbs
Human_Surnames_2544=Gruber
Human_Surnames_2545=Grundy
Human_Surnames_2546=Grunewald
Human_Surnames_2547=Grymes
Human_Surnames_2548=Guardado
Human_Surnames_2549=Guest
Human_Surnames_2550=Guevarra
Human_Surnames_2551=Guillermo
Human_Surnames_2552=Gulati
Human_Surnames_2553=Gulledge
Human_Surnames_2554=Gully
Human_Surnames_2555=Gundersen
Human_Surnames_2556=Gunning
Human_Surnames_2557=Gupta
Human_Surnames_2558=Gurkin
Human_Surnames_2559=Gurney
Human_Surnames_2560=Gursahani
Human_Surnames_2561=Gusman
Human_Surnames_2562=Gustavson
Human_Surnames_2563=Gutenberg
Human_Surnames_2564=Guthrie
Human_Surnames_2565=Gutierrez
Human_Surnames_2566=Haas
Human_Surnames_2567=Habeck
Human_Surnames_2568=Haber
Human_Surnames_2569=Haberman
Human_Surnames_2570=Hackett
Human_Surnames_2571=Hackley
Human_Surnames_2572=Hackworth
Human_Surnames_2573=Hadden
Human_Surnames_2574=Haddock
Human_Surnames_2575=Haden
Human_Surnames_2576=Hadfield
Human_Surnames_2577=Hadi
Human_Surnames_2578=Hadley
Human_Surnames_2579=Hafford
Human_Surnames_2580=Hagan
Human_Surnames_2581=Hagerty
Human_Surnames_2582=Haile
Human_Surnames_2583=Haines
Human_Surnames_2584=Haislip
Human_Surnames_2585=Hajdu
Human_Surnames_2586=Hajek
Human_Surnames_2587=Hakim
Human_Surnames_2588=Hakuta
Human_Surnames_2589=Halbrook
Human_Surnames_2590=Hale
Human_Surnames_2591=Haley
Human_Surnames_2592=Halford
Human_Surnames_2593=Hallenbeck
Human_Surnames_2594=Halpert
Human_Surnames_2595=Halsted
Human_Surnames_2596=Hamada
Human_Surnames_2597=Hamanaka
Human_Surnames_2598=Hamberg
Human_Surnames_2599=Hamblin
Human_Surnames_2600=Hamby
Human_Surnames_2601=Hamid
Human_Surnames_2602=Hamilton
Human_Surnames_2603=Hamlin
Human_Surnames_2604=Hammill
Human_Surnames_2605=Hammond
Human_Surnames_2606=Hampton
Human_Surnames_2607=Hanaori
Human_Surnames_2608=Hanawa
Human_Surnames_2609=Handley
Human_Surnames_2610=Hanisch
Human_Surnames_2611=Hankins
Human_Surnames_2612=Hanley
Human_Surnames_2613=Hann
Human_Surnames_2614=Hannigan
Human_Surnames_2615=Hansen
Human_Surnames_2616=Hansford
Human_Surnames_2617=Harada
Human_Surnames_2618=Haramatsu
Human_Surnames_2619=Harber
Human_Surnames_2620=Hardaway
Human_Surnames_2621=Hardcastle
Human_Surnames_2622=Harden
Human_Surnames_2623=Hargrave
Human_Surnames_2624=Harker
Human_Surnames_2625=Harkins
Human_Surnames_2626=Harkness
Human_Surnames_2627=Harlan
Human_Surnames_2628=Harlowe
Human_Surnames_2629=Harper
Human_Surnames_2630=Harrison
Human_Surnames_2631=Hart
Human_Surnames_2632=Hartford
Human_Surnames_2633=Hartwick
Human_Surnames_2634=Harville
Human_Surnames_2635=Harwood
Human_Surnames_2636=Hashemi
Human_Surnames_2637=Hashim
Human_Surnames_2638=Hashmi
Human_Surnames_2639=Haskell
Human_Surnames_2640=Haskins
Human_Surnames_2641=Hasler
Human_Surnames_2642=Haslett
Human_Surnames_2643=Hassan
Human_Surnames_2644=Hastings
Human_Surnames_2645=Hatcher
Human_Surnames_2646=Hatchett
Human_Surnames_2647=Hatfield
Human_Surnames_2648=Hathaway
Human_Surnames_2649=Haubert
Human_Surnames_2650=Hauser
Human_Surnames_2651=Haver
Human_Surnames_2652=Hawke
Human_Surnames_2653=Hawkings
Human_Surnames_2654=Hawkins
Human_Surnames_2655=Hawthorne
Human_Surnames_2656=Hayashi
Human_Surnames_2657=Hayashida
Human_Surnames_2658=Hayden
Human_Surnames_2659=Hayes
Human_Surnames_2660=Haynes
Human_Surnames_2661=Hayward
Human_Surnames_2662=Hayworth
Human_Surnames_2663=Hazare
Human_Surnames_2664=Hazeltine
Human_Surnames_2665=Hazelton
Human_Surnames_2666=Hazuki
Human_Surnames_2667=Hearne
Human_Surnames_2668=Hearst
Human_Surnames_2669=Hedberg
Human_Surnames_2670=Hedley
Human_Surnames_2671=Hefer
Human_Surnames_2672=Hegarty
Human_Surnames_2673=Heiberg
Human_Surnames_2674=Heidecker
Human_Surnames_2675=Height
Human_Surnames_2676=Heim
Human_Surnames_2677=Heineman
Human_Surnames_2678=Heinrich
Human_Surnames_2679=Heintz
Human_Surnames_2680=Heller
Human_Surnames_2681=Helman
Human_Surnames_2682=Helms
Human_Surnames_2683=Hemingway
Human_Surnames_2684=Hempel
Human_Surnames_2685=Hemsworth
Human_Surnames_2686=Henderson
Human_Surnames_2687=Hendricks
Human_Surnames_2688=Hendry
Human_Surnames_2689=Henkle
Human_Surnames_2690=Hennigan
Human_Surnames_2691=Henriksen
Human_Surnames_2692=Henshaw
Human_Surnames_2693=Hensler
Human_Surnames_2694=Hepburn
Human_Surnames_2695=Hepner
Human_Surnames_2696=Herber
Human_Surnames_2697=Herbert
Human_Surnames_2698=Herman
Human_Surnames_2699=Hernandez
Human_Surnames_2700=Herschberger
Human_Surnames_2701=Hershel
Human_Surnames_2702=Heselton
Human_Surnames_2703=Heslin
Human_Surnames_2704=Hessler
Human_Surnames_2705=Heston
Human_Surnames_2706=Hetzel
Human_Surnames_2707=Heung
Human_Surnames_2708=Hewes
Human_Surnames_2709=Hewitt
Human_Surnames_2710=Heyburn
Human_Surnames_2711=Heyward
Human_Surnames_2712=Hibbert
Human_Surnames_2713=Hibble
Human_Surnames_2714=Hibbs
Human_Surnames_2715=Hickes
Human_Surnames_2716=Hidalgo
Human_Surnames_2717=Hiebert
Human_Surnames_2718=Hiedler
Human_Surnames_2719=Higashi
Human_Surnames_2720=Higgins
Human_Surnames_2721=Higgs
Human_Surnames_2722=Highfield
Human_Surnames_2723=Hight
Human_Surnames_2724=Hightower
Human_Surnames_2725=Higuchi
Human_Surnames_2726=Hikari
Human_Surnames_2727=Hildebrand
Human_Surnames_2728=Hilgar
Human_Surnames_2729=Hillard
Human_Surnames_2730=Hills
Human_Surnames_2731=Hindle
Human_Surnames_2732=Hines
Human_Surnames_2733=Hinkel
Human_Surnames_2734=Hinkley
Human_Surnames_2735=Hirschfeld
Human_Surnames_2736=Hirwani
Human_Surnames_2737=Hitch
Human_Surnames_2738=Hitchens
Human_Surnames_2739=Hixenbaugh
Human_Surnames_2740=Hoback
Human_Surnames_2741=Hobart
Human_Surnames_2742=Hobbins
Human_Surnames_2743=Hobbs
Human_Surnames_2744=Hodder
Human_Surnames_2745=Hodges
Human_Surnames_2746=Hodgins
Human_Surnames_2747=Hoelscher
Human_Surnames_2748=Hoffer
Human_Surnames_2749=Hoffman
Human_Surnames_2750=Hogarth
Human_Surnames_2751=Hogle
Human_Surnames_2752=Hoglund
Human_Surnames_2753=Hohenstein
Human_Surnames_2754=Holbrook
Human_Surnames_2755=Holden
Human_Surnames_2756=Holderfield
Human_Surnames_2757=Holdridge
Human_Surnames_2758=Holford
Human_Surnames_2759=Holiday
Human_Surnames_2760=Holkar
Human_Surnames_2761=Holland
Human_Surnames_2762=Hollaway
Human_Surnames_2763=Hollenbeck
Human_Surnames_2764=Hollister
Human_Surnames_2765=Holmes
Human_Surnames_2766=Holsinger
Human_Surnames_2767=Holstein
Human_Surnames_2768=Holt
Human_Surnames_2769=Hommel
Human_Surnames_2770=Honeycutt
Human_Surnames_2771=Hong
Human_Surnames_2772=Hooper
Human_Surnames_2773=Hopewell
Human_Surnames_2774=Hopkins
Human_Surnames_2775=Hopper
Human_Surnames_2776=Hopwood
Human_Surnames_2777=Horak
Human_Surnames_2778=Horimoto
Human_Surnames_2779=Horio
Human_Surnames_2780=Horner
Human_Surnames_2781=Hornsby
Human_Surnames_2782=Horowitz
Human_Surnames_2783=Horton
Human_Surnames_2784=Hoshiyama
Human_Surnames_2785=Hosmer
Human_Surnames_2786=Hostetter
Human_Surnames_2787=Houlihan
Human_Surnames_2788=Houston
Human_Surnames_2789=Howell
Human_Surnames_2790=Howser
Human_Surnames_2791=Hoyle
Human_Surnames_2792=Hubbard
Human_Surnames_2793=Hubert
Human_Surnames_2794=Huckaby
Human_Surnames_2795=Hudson
Human_Surnames_2796=Hughes
Human_Surnames_2797=Hugo
Human_Surnames_2798=Hukins
Human_Surnames_2799=Hultgren
Human_Surnames_2800=Humbert
Human_Surnames_2801=Humboldt
Human_Surnames_2802=Hummell
Human_Surnames_2803=Humphreys
Human_Surnames_2804=Hunter
Human_Surnames_2805=Hurley
Human_Surnames_2806=Hurlock
Human_Surnames_2807=Hurtado
Human_Surnames_2808=Hutchins
Human_Surnames_2809=Huxley
Human_Surnames_2810=Hyam
Human_Surnames_2811=Hyde
Human_Surnames_2812=Hyeong
Human_Surnames_2813=Hyland
Human_Surnames_2814=Hymel
Human_Surnames_2815=Hyrtl
Human_Surnames_2816=Iannucci
Human_Surnames_2817=Ianson
Human_Surnames_2818=Ibanez
Human_Surnames_2819=Ibarra
Human_Surnames_2820=Ibbs
Human_Surnames_2821=Ibison
Human_Surnames_2822=Ibori
Human_Surnames_2823=Ibrahim
Human_Surnames_2824=Ichimura
Human_Surnames_2825=Idle
Human_Surnames_2826=Igarashi
Human_Surnames_2827=Igawa
Human_Surnames_2828=Iglesias
Human_Surnames_2829=Ignacio
Human_Surnames_2830=Ikegami
Human_Surnames_2831=Imai
Human_Surnames_2832=Imler
Human_Surnames_2833=Immelman
Human_Surnames_2834=Imoto
Human_Surnames_2835=Impett
Human_Surnames_2836=Inada
Human_Surnames_2837=Ingham
Human_Surnames_2838=Ingram
Human_Surnames_2839=Ingrassia
Human_Surnames_2840=Inman
Human_Surnames_2841=Inskeep
Human_Surnames_2842=Insley
Human_Surnames_2843=Iqbal
Human_Surnames_2844=Ireland
Human_Surnames_2845=Irion
Human_Surnames_2846=Irons
Human_Surnames_2847=Irvine
Human_Surnames_2848=Irving
Human_Surnames_2849=Isaacs
Human_Surnames_2850=Isaacson
Human_Surnames_2851=Isenberg
Human_Surnames_2852=Ishida
Human_Surnames_2853=Ishiguro
Human_Surnames_2854=Ishihara
Human_Surnames_2855=Ishimoto
Human_Surnames_2856=Ishizaki
Human_Surnames_2857=Isler
Human_Surnames_2858=Itagaki
Human_Surnames_2859=Ito
Human_Surnames_2860=Ivers
Human_Surnames_2861=Iverson
Human_Surnames_2862=Ivery
Human_Surnames_2863=Ives
Human_Surnames_2864=Iwamoto
Human_Surnames_2865=Iwata
Human_Surnames_2866=Izard
Human_Surnames_2867=Ja
Human_Surnames_2868=Jaber
Human_Surnames_2869=Jablonski
Human_Surnames_2870=Jackett
Human_Surnames_2871=Jackman
Human_Surnames_2872=Jacknowitz
Human_Surnames_2873=Jackson
Human_Surnames_2874=Jacobs
Human_Surnames_2875=Jacobson
Human_Surnames_2876=Jadeja
Human_Surnames_2877=Jaffe
Human_Surnames_2878=Jaggs
Human_Surnames_2879=Jahn
Human_Surnames_2880=Jain
Human_Surnames_2881=Jakande
Human_Surnames_2882=Jakobsen
Human_Surnames_2883=Jalbert
Human_Surnames_2884=Jamal
Human_Surnames_2885=James
Human_Surnames_2886=Jamieson
Human_Surnames_2887=Janak
Human_Surnames_2888=Janeway
Human_Surnames_2889=Jang
Human_Surnames_2890=Janney
Human_Surnames_2891=Janson
Human_Surnames_2892=January
Human_Surnames_2893=Jaquez
Human_Surnames_2894=Jaramillo
Human_Surnames_2895=Jardim
Human_Surnames_2896=Jardine
Human_Surnames_2897=Jarvis
Human_Surnames_2898=Jasinski
Human_Surnames_2899=Jasper
Human_Surnames_2900=Jayne
Human_Surnames_2901=Jeffers
Human_Surnames_2902=Jefferson
Human_Surnames_2903=Jeffries
Human_Surnames_2904=Jenkins
Human_Surnames_2905=Jenks
Human_Surnames_2906=Jennings
Human_Surnames_2907=Jeon
Human_Surnames_2908=Jeong
Human_Surnames_2909=Jepson
Human_Surnames_2910=Jessop
Human_Surnames_2911=Jewell
Human_Surnames_2912=Jhaveri
Human_Surnames_2913=Jihara
Human_Surnames_2914=Jillette
Human_Surnames_2915=Jing
Human_Surnames_2916=Jinks
Human_Surnames_2917=Jinmei
Human_Surnames_2918=Johan
Human_Surnames_2919=Johannsen
Human_Surnames_2920=Johnson
Human_Surnames_2921=Johnstone
Human_Surnames_2922=Joiner
Human_Surnames_2923=Jonas
Human_Surnames_2924=Jones
Human_Surnames_2925=Jonovich
Human_Surnames_2926=Jordan
Human_Surnames_2927=Jorgensen
Human_Surnames_2928=Jovel
Human_Surnames_2929=Joyner
Human_Surnames_2930=Juarez
Human_Surnames_2931=Judd
Human_Surnames_2932=Judge
Human_Surnames_2933=Jullien
Human_Surnames_2934=Juneau
Human_Surnames_2935=Jung
Human_Surnames_2936=Juniper
Human_Surnames_2937=Juretzko
Human_Surnames_2938=Jurgensen
Human_Surnames_2939=Kabir
Human_Surnames_2940=Kaczynski
Human_Surnames_2941=Kadam
Human_Surnames_2942=Kady
Human_Surnames_2943=Kaelin
Human_Surnames_2944=Kagan
Human_Surnames_2945=Kahl
Human_Surnames_2946=Kahler
Human_Surnames_2947=Kahn
Human_Surnames_2948=Kaiba
Human_Surnames_2949=Kaiser
Human_Surnames_2950=Kaito
Human_Surnames_2951=Kaler
Human_Surnames_2952=Kalish
Human_Surnames_2953=Kamara
Human_Surnames_2954=Kaminsky
Human_Surnames_2955=Kanan
Human_Surnames_2956=Kanayama
Human_Surnames_2957=Kaneda
Human_Surnames_2958=Kang
Human_Surnames_2959=Kanter
Human_Surnames_2960=Kapur
Human_Surnames_2961=Karlson
Human_Surnames_2962=Karpinski
Human_Surnames_2963=Karpov
Human_Surnames_2964=Kasbarian
Human_Surnames_2965=Kaser
Human_Surnames_2966=Kashino
Human_Surnames_2967=Kasparov
Human_Surnames_2968=Katz
Human_Surnames_2969=Kaufman
Human_Surnames_2970=Kavanagh
Human_Surnames_2971=Kawamoto
Human_Surnames_2972=Kazmi
Human_Surnames_2973=Keagan
Human_Surnames_2974=Kealy
Human_Surnames_2975=Keane
Human_Surnames_2976=Kearns
Human_Surnames_2977=Keating
Human_Surnames_2978=Keaton
Human_Surnames_2979=Keats
Human_Surnames_2980=Kedzie
Human_Surnames_2981=Keefer
Human_Surnames_2982=Kegler
Human_Surnames_2983=Keiser
Human_Surnames_2984=Keller
Human_Surnames_2985=Kellerman
Human_Surnames_2986=Kelly
Human_Surnames_2987=Kelsey
Human_Surnames_2988=Kelvin
Human_Surnames_2989=Kempf
Human_Surnames_2990=Kendall
Human_Surnames_2991=Kenton
Human_Surnames_2992=Keplinger
Human_Surnames_2993=Kepner
Human_Surnames_2994=Keppler
Human_Surnames_2995=Kerkorian
Human_Surnames_2996=Kerrick
Human_Surnames_2997=Kesler
Human_Surnames_2998=Kestner
Human_Surnames_2999=Kettering
Human_Surnames_3000=Keyes
Human_Surnames_3001=Khalid
Human_Surnames_3002=Kharasch
Human_Surnames_3003=Khouri
Human_Surnames_3004=Khumalo
Human_Surnames_3005=Kibbe
Human_Surnames_3006=Kidd
Human_Surnames_3007=Kiesling
Human_Surnames_3008=Kilbourne
Human_Surnames_3009=Kiley
Human_Surnames_3010=Kilian
Human_Surnames_3011=Kilmer
Human_Surnames_3012=Kim
Human_Surnames_3013=Kimball
Human_Surnames_3014=Kimoto
Human_Surnames_3015=Kinard
Human_Surnames_3016=Kincaid
Human_Surnames_3017=King
Human_Surnames_3018=Kingsley
Human_Surnames_3019=Kingston
Human_Surnames_3020=Kinkade
Human_Surnames_3021=Kinnard
Human_Surnames_3022=Kinney
Human_Surnames_3023=Kinsey
Human_Surnames_3024=Kirby
Human_Surnames_3025=Kirkman
Human_Surnames_3026=Kirsanov
Human_Surnames_3027=Kittredge
Human_Surnames_3028=Klaus
Human_Surnames_3029=Kleckner
Human_Surnames_3030=Klein
Human_Surnames_3031=Klemp
Human_Surnames_3032=Kline
Human_Surnames_3033=Klinger
Human_Surnames_3034=Knopes
Human_Surnames_3035=Kobayashi
Human_Surnames_3036=Koen
Human_Surnames_3037=Kogan
Human_Surnames_3038=Kojima
Human_Surnames_3039=Kolakowski
Human_Surnames_3040=Kolb
Human_Surnames_3041=Kolberg
Human_Surnames_3042=Koller
Human_Surnames_3043=Komatsu
Human_Surnames_3044=Komori
Human_Surnames_3045=Koning
Human_Surnames_3046=Konkle
Human_Surnames_3047=Kono
Human_Surnames_3048=Koontz
Human_Surnames_3049=Korbel
Human_Surnames_3050=Korman
Human_Surnames_3051=Kosaka
Human_Surnames_3052=Kosinski
Human_Surnames_3053=Kovac
Human_Surnames_3054=Kovarik
Human_Surnames_3055=Kowalsky
Human_Surnames_3056=Kramer
Human_Surnames_3057=Krantz
Human_Surnames_3058=Kraus
Human_Surnames_3059=Kravitz
Human_Surnames_3060=Krawczyk
Human_Surnames_3061=Krebs
Human_Surnames_3062=Krell
Human_Surnames_3063=Krieger
Human_Surnames_3064=Krikorian
Human_Surnames_3065=Kristoff
Human_Surnames_3066=Kroeger
Human_Surnames_3067=Kroll
Human_Surnames_3068=Kruger
Human_Surnames_3069=Kubo
Human_Surnames_3070=Kuebler
Human_Surnames_3071=Kulesza
Human_Surnames_3072=Kulkarni
Human_Surnames_3073=Kumar
Human_Surnames_3074=Kumiko
Human_Surnames_3075=Kurosawa
Human_Surnames_3076=Kurtz
Human_Surnames_3077=Kuznetsov
Human_Surnames_3078=Kwan
Human_Surnames_3079=Kyte
Human_Surnames_3080=Kyzer
Human_Surnames_3081=Labar
Human_Surnames_3082=Labat
Human_Surnames_3083=Labelle
Human_Surnames_3084=Laborde
Human_Surnames_3085=Labriola
Human_Surnames_3086=Lacasse
Human_Surnames_3087=Lacava
Human_Surnames_3088=Lachman
Human_Surnames_3089=Lackner
Human_Surnames_3090=Lacroix
Human_Surnames_3091=Lafata
Human_Surnames_3092=Lafferty
Human_Surnames_3093=Lafond
Human_Surnames_3094=Laforge
Human_Surnames_3095=Lagrange
Human_Surnames_3096=Lahey
Human_Surnames_3097=Laine
Human_Surnames_3098=Lake
Human_Surnames_3099=Lakhani
Human_Surnames_3100=Lalani
Human_Surnames_3101=Lamar
Human_Surnames_3102=Lamont
Human_Surnames_3103=Lampert
Human_Surnames_3104=Lamping
Human_Surnames_3105=Lancaster
Human_Surnames_3106=Landers
Human_Surnames_3107=Landis
Human_Surnames_3108=Landry
Human_Surnames_3109=Laney
Human_Surnames_3110=Lang
Human_Surnames_3111=Langenhoven
Human_Surnames_3112=Langford
Human_Surnames_3113=Langley
Human_Surnames_3114=Langston
Human_Surnames_3115=Lankershim
Human_Surnames_3116=Lappin
Human_Surnames_3117=Larabee
Human_Surnames_3118=Larkin
Human_Surnames_3119=Laroche
Human_Surnames_3120=Larosa
Human_Surnames_3121=Larsen
Human_Surnames_3122=Lasalle
Human_Surnames_3123=Lascano
Human_Surnames_3124=Lasiter
Human_Surnames_3125=Laska
Human_Surnames_3126=Laskowski
Human_Surnames_3127=Lategan
Human_Surnames_3128=Latimer
Human_Surnames_3129=Lauderdale
Human_Surnames_3130=Laughlin
Human_Surnames_3131=Laux
Human_Surnames_3132=Lavelle
Human_Surnames_3133=Lavender
Human_Surnames_3134=Laverty
Human_Surnames_3135=Lavine
Human_Surnames_3136=Lawler
Human_Surnames_3137=Lawrence
Human_Surnames_3138=Layden
Human_Surnames_3139=Layman
Human_Surnames_3140=Lazaro
Human_Surnames_3141=Leano
Human_Surnames_3142=Leary
Human_Surnames_3143=Leatherwood
Human_Surnames_3144=Leblanc
Human_Surnames_3145=Lebouef
Human_Surnames_3146=Lechner
Human_Surnames_3147=Ledbetter
Human_Surnames_3148=Lederman
Human_Surnames_3149=Ledger
Human_Surnames_3150=Leeman
Human_Surnames_3151=Leet
Human_Surnames_3152=Lefebvre
Human_Surnames_3153=Lefler
Human_Surnames_3154=Leibowitz
Human_Surnames_3155=Leigh
Human_Surnames_3156=Leister
Human_Surnames_3157=Leland
Human_Surnames_3158=Lelong
Human_Surnames_3159=Lemanski
Human_Surnames_3160=Lembo
Human_Surnames_3161=Lemley
Human_Surnames_3162=Lemond
Human_Surnames_3163=Leong
Human_Surnames_3164=Lesniak
Human_Surnames_3165=Lessing
Human_Surnames_3166=Levenson
Human_Surnames_3167=Leventhal
Human_Surnames_3168=Leverett
Human_Surnames_3169=Levine
Human_Surnames_3170=Leyland
Human_Surnames_3171=Li
Human_Surnames_3172=Lian
Human_Surnames_3173=Licari
Human_Surnames_3174=Lichtenberg
Human_Surnames_3175=Licona
Human_Surnames_3176=Liedtke
Human_Surnames_3177=Lightner
Human_Surnames_3178=Lilienthal
Human_Surnames_3179=Lillard
Human_Surnames_3180=Lincoln
Human_Surnames_3181=Lindberg
Human_Surnames_3182=Lindell
Human_Surnames_3183=Lindholm
Human_Surnames_3184=Lindo
Human_Surnames_3185=Lindquist
Human_Surnames_3186=Ling
Human_Surnames_3187=Lirette
Human_Surnames_3188=Liriano
Human_Surnames_3189=Litchfield
Human_Surnames_3190=Little
Human_Surnames_3191=Litvinov
Human_Surnames_3192=Liu
Human_Surnames_3193=Livingston
Human_Surnames_3194=Lizardo
Human_Surnames_3195=Locke
Human_Surnames_3196=Lockhart
Human_Surnames_3197=Lodge
Human_Surnames_3198=Loman
Human_Surnames_3199=Lombardi
Human_Surnames_3200=London
Human_Surnames_3201=Longfellow
Human_Surnames_3202=Loomis
Human_Surnames_3203=Looper
Human_Surnames_3204=Lopez
Human_Surnames_3205=Lor
Human_Surnames_3206=Lorenz
Human_Surnames_3207=Lorenzo
Human_Surnames_3208=Lorusso
Human_Surnames_3209=Lovecraft
Human_Surnames_3210=Lowden
Human_Surnames_3211=Lowell
Human_Surnames_3212=Lowenthal
Human_Surnames_3213=Loyola
Human_Surnames_3214=Lu
Human_Surnames_3215=Lubbock
Human_Surnames_3216=Lubinski
Human_Surnames_3217=Lucatero
Human_Surnames_3218=Lucciano
Human_Surnames_3219=Luciani
Human_Surnames_3220=Ludwig
Human_Surnames_3221=Lumley
Human_Surnames_3222=Lundgren
Human_Surnames_3223=Lupian
Human_Surnames_3224=Luther
Human_Surnames_3225=Lydon
Human_Surnames_3226=Lyons
Human_Surnames_3227=Mabasa
Human_Surnames_3228=Mabena
Human_Surnames_3229=MacArthur
Human_Surnames_3230=MacBain
Human_Surnames_3231=MacCawley
Human_Surnames_3232=MacCloud
Human_Surnames_3233=Macdonald
Human_Surnames_3234=Mackenzie
Human_Surnames_3235=Mackey
Human_Surnames_3236=Macleod
Human_Surnames_3237=MacManus
Human_Surnames_3238=MacMillan
Human_Surnames_3239=Macormack
Human_Surnames_3240=Macpherson
Human_Surnames_3241=MacTavish
Human_Surnames_3242=Maddock
Human_Surnames_3243=Madison
Human_Surnames_3244=Magana
Human_Surnames_3245=Magdaleno
Human_Surnames_3246=Magellan
Human_Surnames_3247=Maglione
Human_Surnames_3248=Magnusson
Human_Surnames_3249=Magoro
Human_Surnames_3250=Magruder
Human_Surnames_3251=Mahabir
Human_Surnames_3252=Mahler
Human_Surnames_3253=Mahmud
Human_Surnames_3254=Mahony
Human_Surnames_3255=Maillard
Human_Surnames_3256=Maison
Human_Surnames_3257=Majola
Human_Surnames_3258=Makar
Human_Surnames_3259=Makarov
Human_Surnames_3260=Makwana
Human_Surnames_3261=Malagon
Human_Surnames_3262=Malek
Human_Surnames_3263=Malin
Human_Surnames_3264=Malkin
Human_Surnames_3265=Mallapur
Human_Surnames_3266=Mallard
Human_Surnames_3267=Mallari
Human_Surnames_3268=Mallery
Human_Surnames_3269=Mallow
Human_Surnames_3270=Malone
Human_Surnames_3271=Maloney
Human_Surnames_3272=Maloof
Human_Surnames_3273=Manabe
Human_Surnames_3274=Manalo
Human_Surnames_3275=Mance
Human_Surnames_3276=Mancini
Human_Surnames_3277=Maner
Human_Surnames_3278=Mangano
Human_Surnames_3279=Mangrum
Human_Surnames_3280=Manix
Human_Surnames_3281=Mankin
Human_Surnames_3282=Mansfield
Human_Surnames_3283=Manzano
Human_Surnames_3284=Manzer
Human_Surnames_3285=Maple
Human_Surnames_3286=Marceau
Human_Surnames_3287=Marcello
Human_Surnames_3288=Marchetti
Human_Surnames_3289=Marez
Human_Surnames_3290=Margolin
Human_Surnames_3291=Marinelli
Human_Surnames_3292=Markley
Human_Surnames_3293=Markowitz
Human_Surnames_3294=Marlin
Human_Surnames_3295=Marlow
Human_Surnames_3296=Maron
Human_Surnames_3297=Marquez
Human_Surnames_3298=Marsden
Human_Surnames_3299=Martel
Human_Surnames_3300=Martelli
Human_Surnames_3301=Martindale
Human_Surnames_3302=Martucci
Human_Surnames_3303=Maruyama
Human_Surnames_3304=Marx
Human_Surnames_3305=Marzano
Human_Surnames_3306=Mason
Human_Surnames_3307=Massenburg
Human_Surnames_3308=Masterson
Human_Surnames_3309=Masuda
Human_Surnames_3310=Matherly
Human_Surnames_3311=Mathison
Human_Surnames_3312=Matsuda
Human_Surnames_3313=Matthews
Human_Surnames_3314=Mattox
Human_Surnames_3315=Maxfield
Human_Surnames_3316=May
Human_Surnames_3317=Mayfield
Human_Surnames_3318=Mayhew
Human_Surnames_3319=Maynard
Human_Surnames_3320=Mayweather
Human_Surnames_3321=Mazaki
Human_Surnames_3322=Mbatha
Human_Surnames_3323=McAdams
Human_Surnames_3324=McAllister
Human_Surnames_3325=Mcbride
Human_Surnames_3326=McCaffrey
Human_Surnames_3327=Mccall
Human_Surnames_3328=Mccarthy
Human_Surnames_3329=McCloud
Human_Surnames_3330=Mcclure
Human_Surnames_3331=Mcconnell
Human_Surnames_3332=Mccormick
Human_Surnames_3333=McCracken
Human_Surnames_3334=McCreary
Human_Surnames_3335=Mcdaniel
Human_Surnames_3336=Mcdonald
Human_Surnames_3337=Mcdowell
Human_Surnames_3338=Mcfarland
Human_Surnames_3339=Mcguire
Human_Surnames_3340=McGurk
Human_Surnames_3341=Mckay
Human_Surnames_3342=McKinley
Human_Surnames_3343=McManus
Human_Surnames_3344=Mcneil
Human_Surnames_3345=McPhearson
Human_Surnames_3346=Meacham
Human_Surnames_3347=Meade
Human_Surnames_3348=Meadows
Human_Surnames_3349=Medcalf
Human_Surnames_3350=Medford
Human_Surnames_3351=Medina
Human_Surnames_3352=Meekins
Human_Surnames_3353=Meinhardt
Human_Surnames_3354=Meiser
Human_Surnames_3355=Melcher
Human_Surnames_3356=Melkonian
Human_Surnames_3357=Melley
Human_Surnames_3358=Melnik
Human_Surnames_3359=Melville
Human_Surnames_3360=Mendell
Human_Surnames_3361=Mendelson
Human_Surnames_3362=Mendez
Human_Surnames_3363=Mendoza
Human_Surnames_3364=Mercado
Human_Surnames_3365=Meriwether
Human_Surnames_3366=Mesner
Human_Surnames_3367=Messick
Human_Surnames_3368=Meyers
Human_Surnames_3369=Mhlongo
Human_Surnames_3370=Mian
Human_Surnames_3371=Michaels
Human_Surnames_3372=Michalski
Human_Surnames_3373=Mickelsen
Human_Surnames_3374=Middleton
Human_Surnames_3375=Mikov
Human_Surnames_3376=Milani
Human_Surnames_3377=Miller
Human_Surnames_3378=Millhouse
Human_Surnames_3379=Milligan
Human_Surnames_3380=Milner
Human_Surnames_3381=Milton
Human_Surnames_3382=Ming
Human_Surnames_3383=Minick
Human_Surnames_3384=Minkowski
Human_Surnames_3385=Minsky
Human_Surnames_3386=Mitchum
Human_Surnames_3387=Mitzel
Human_Surnames_3388=Miyagawa
Human_Surnames_3389=Miyamoto
Human_Surnames_3390=Mizushima
Human_Surnames_3391=Moffit
Human_Surnames_3392=Mohanty
Human_Surnames_3393=Molden
Human_Surnames_3394=Molinari
Human_Surnames_3395=Molino
Human_Surnames_3396=Moloney
Human_Surnames_3397=Monico
Human_Surnames_3398=Monroe
Human_Surnames_3399=Montgomery
Human_Surnames_3400=Montilla
Human_Surnames_3401=Montoya
Human_Surnames_3402=Moody
Human_Surnames_3403=Morales
Human_Surnames_3404=Morden
Human_Surnames_3405=Morello
Human_Surnames_3406=Morelock
Human_Surnames_3407=Morris
Human_Surnames_3408=Morrison
Human_Surnames_3409=Morrow
Human_Surnames_3410=Morse
Human_Surnames_3411=Morton
Human_Surnames_3412=Moulton
Human_Surnames_3413=Mouser
Human_Surnames_3414=Mowry
Human_Surnames_3415=Moxley
Human_Surnames_3416=Moyer
Human_Surnames_3417=Muldoon
Human_Surnames_3418=Mulhern
Human_Surnames_3419=Mulholland
Human_Surnames_3420=Mullaney
Human_Surnames_3421=Mulligan
Human_Surnames_3422=Mumford
Human_Surnames_3423=Munch
Human_Surnames_3424=Munn
Human_Surnames_3425=Munsey
Human_Surnames_3426=Muntz
Human_Surnames_3427=Murayama
Human_Surnames_3428=Murdock
Human_Surnames_3429=Murphy
Human_Surnames_3430=Murry
Human_Surnames_3431=Musgrave
Human_Surnames_3432=Musso
Human_Surnames_3433=Mussolini
Human_Surnames_3434=Mustafa
Human_Surnames_3435=Myers
Human_Surnames_3436=Myung
Human_Surnames_3437=Abent
Human_Surnames_3438=Apsara
Human_Surnames_3439=Adarak
Human_Surnames_3440=Adwick
Human_Surnames_3441=Ahuja
Human_Surnames_3442=Alborough
Human_Surnames_3443=Airinei
Human_Surnames_3444=Akstinas
Human_Surnames_3445=Alluru
Human_Surnames_3446=Andolini
Human_Surnames_3447=Andivero
Human_Surnames_3448=Appell
Human_Surnames_3449=Bachiller
Human_Surnames_3450=Baigent
Human_Surnames_3451=Bakari
Human_Surnames_3452=Ballantyne
Human_Surnames_3453=Barnes
Human_Surnames_3454=Banninga
Human_Surnames_3455=Banyard
Human_Surnames_3456=Bateren
Human_Surnames_3457=Bauer
Human_Surnames_3458=Baynard
Human_Surnames_3459=Baikov
Human_Surnames_3460=Beausejour
Human_Surnames_3461=Beccu
Human_Surnames_3462=Benson
Human_Surnames_3463=Bales
Human_Surnames_3464=Beverley
Human_Surnames_3465=Bhasin
Human_Surnames_3466=Bien
Human_Surnames_3467=Billemont
Human_Surnames_3468=Beneviti
Human_Surnames_3469=Kamaka
Human_Surnames_3470=Akana
Human_Surnames_3471=Bode
Human_Surnames_3472=Bolte
Human_Surnames_3473=Bombard
Human_Surnames_3474=Boparai
Human_Surnames_3475=Bourn
Human_Surnames_3476=Bratel
Human_Surnames_3477=Brenk
Human_Surnames_3478=Brennon
Human_Surnames_3479=Nguyen
Human_Surnames_3480=Broussard
Human_Surnames_3481=Patel
Human_Surnames_3482=Brox
Human_Surnames_3483=Brushwood
Human_Surnames_3484=Khan
Human_Surnames_3485=Campbell
Human_Surnames_3486=Sun
Human_Surnames_3487=Kwon
Human_Surnames_3488=Cerquone
Human_Surnames_3489=Challis
Human_Surnames_3490=Kalani
Human_Surnames_3491=Mahelona
Human_Surnames_3492=Chander
Human_Surnames_3493=Cheung
Human_Surnames_3494=Papadopoulos
Human_Surnames_3495=Marinos
Human_Surnames_3496=Coffin
Human_Surnames_3497=Stavros
Human_Surnames_3498=Belanger
Human_Surnames_3499=Bouche
Human_Surnames_3500=Conklin
Human_Surnames_3501=Coons
Human_Surnames_3502=Greenwald
Human_Surnames_3503=Corbetta
Human_Surnames_3504=Courtemanche
Human_Surnames_3505=Craig
Human_Surnames_3506=Crewe
Human_Surnames_3507=Merrick
Human_Surnames_3508=Crow
Human_Surnames_3509=Caffey
Human_Surnames_3510=Cuthbert
Human_Surnames_3511=Czubinksi
Human_Surnames_3512=Dadley
Human_Surnames_3513=Elsner
Human_Surnames_3514=Dalston
Human_Surnames_3515=Dammrau
Human_Surnames_3516=Danks
Human_Surnames_3517=Mondt
Human_Surnames_3518=Manse
Human_Surnames_3519=Delamourd
Human_Surnames_3520=Delanty
Human_Surnames_3521=Olson
Human_Surnames_3522=Speltzer
Human_Surnames_3523=Legrand
Human_Surnames_3524=Rousseau
Human_Surnames_3525=Elms
Human_Surnames_3526=Ely
Human_Surnames_3527=Laurent
Human_Surnames_3528=Espinosa
Human_Surnames_3529=Morel
Human_Surnames_3530=Lambert
Human_Surnames_3531=Exkersley
Human_Surnames_3532=Ezair
Human_Surnames_3533=Fardel
Human_Surnames_3534=Farnan
Human_Surnames_3535=Lemaire
Human_Surnames_3536=Farkas
Human_Surnames_3537=Forster
Human_Surnames_3538=Lakatos
Human_Surnames_3539=Fodor
Human_Surnames_3540=Lindgren
Human_Surnames_3541=Hellstrom
Human_Surnames_3542=Gaither
Human_Surnames_3543=Galasso
Human_Surnames_3544=Gallopain
Human_Surnames_3545=Galway
Human_Surnames_3546=Ivarsson
Human_Surnames_3547=Gardiner
Human_Surnames_3548=Peric
Human_Surnames_3549=Ruiz
Human_Surnames_3550=Geese
Human_Surnames_3551=Herrera
Human_Surnames_3552=Molina
Human_Surnames_3553=Gill
Human_Surnames_3554=Romano
Human_Surnames_3555=Goldfinch
Human_Surnames_3556=Goldstein
Human_Surnames_3557=Goodey
Human_Surnames_3558=Rivero
Human_Surnames_3559=Maldonado
Human_Surnames_3560=Grebby
Human_Surnames_3561=Chakma
Human_Surnames_3562=Guerrero
Human_Surnames_3563=Kumari
Human_Surnames_3564=Gundlach
Human_Surnames_3565=Gurbani
Human_Surnames_3566=Mandal
Human_Surnames_3567=Sasaki
Human_Surnames_3569=Park
Human_Surnames_3570=Mun
Human_Surnames_3571=Hallman
Human_Surnames_3572=Harcarik
Human_Surnames_3573=Harris
Human_Surnames_3574=Hatton
Human_Surnames_3575=Bautista
Human_Surnames_3576=Kaya
Human_Surnames_3577=Baumgartner
Human_Surnames_3578=Hernando
Human_Surnames_3579=Herzeg
Human_Surnames_3580=Hesse
Human_Surnames_3581=Schuster
Human_Surnames_3582=Hilditch
Human_Surnames_3583=Hireche
Human_Surnames_3584=Hoba
Human_Surnames_3585=Hasanov
Human_Surnames_3586=Babayev
Human_Surnames_3587=Hackney
Human_Surnames_3588=Hoskings
Human_Surnames_3589=Katzarov
Human_Surnames_3590=Howes
Human_Surnames_3591=Howlett
Human_Surnames_3592=Horvat
Human_Surnames_3593=Humaj
Human_Surnames_3594=Madsen
Human_Surnames_3595=Hung
Human_Surnames_3596=Hwang
Human_Surnames_3597=Hyun
Human_Surnames_3598=Intrieri
Human_Surnames_3599=Irmler
Human_Surnames_3600=Jacevicius
Human_Surnames_3601=Jaeger
Human_Surnames_3602=Jelinek
Human_Surnames_3603=Jennett
Human_Surnames_3604=Johansson
Human_Surnames_3605=Kask
Human_Surnames_3606=Virtanen
Human_Surnames_3607=Joustra
Human_Surnames_3608=Jutley
Human_Surnames_3609=Kain
Human_Surnames_3610=Kakusho
Human_Surnames_3611=Kam
Human_Surnames_3612=Kamenstsky
Human_Surnames_3613=Kamran
Human_Surnames_3614=Karciauskas
Human_Surnames_3615=Karlsson
Human_Surnames_3616=Katsaros
Human_Surnames_3617=Kay
Human_Surnames_3618=Salonen
Human_Surnames_3619=Kearney
Human_Surnames_3620=Keilich
Human_Surnames_3621=Bianchi
Human_Surnames_3622=Kinglake
Human_Surnames_3623=Kirkham
Human_Surnames_3624=Klatt
Human_Surnames_3625=Kneale
Human_Surnames_3626=Konecny
Human_Surnames_3627=Konig
Human_Surnames_3628=Kooper
Human_Surnames_3629=Kozlowski
Human_Surnames_3630=Ku
Human_Surnames_3631=Kullmann
Human_Surnames_3632=Kurschner
Human_Surnames_3633=Kyles
Human_Surnames_3634=Ladyman
Human_Surnames_3635=Lambourne
Human_Surnames_3636=Varga
Human_Surnames_3637=Lassort
Human_Surnames_3638=Lazarides
Human_Surnames_3639=Lee
Human_Surnames_3640=Lefevre
Human_Surnames_3641=Lennie
Human_Surnames_3642=Lesnik
Human_Surnames_3643=Giordano
Human_Surnames_3644=Lewin
Human_Surnames_3645=Moretti
Human_Surnames_3646=Leone
Human_Surnames_3647=Lightfoot
Human_Surnames_3648=Lind
Human_Surnames_3649=Link
Human_Surnames_3650=Lonsdale
Human_Surnames_3651=Lovatt
Human_Surnames_3652=Mackay
Human_Surnames_3653=Maiden
Human_Surnames_3654=Malhotra
Human_Surnames_3655=Manning
Human_Surnames_3656=Manzanares
Human_Surnames_3657=Marquardt
Human_Surnames_3658=Marschal
Human_Surnames_3659=Lombardo
Human_Surnames_3660=Mathern
Human_Surnames_3661=Welter
Human_Surnames_3662=McCrea
Human_Surnames_3663=McCue
Human_Surnames_3664=McCulloch
Human_Surnames_3665=McKibben
Human_Surnames_3666=McKinney
Human_Surnames_3667=McKinnon
Human_Surnames_3668=McLean
Human_Surnames_3669=McMonnies
Human_Surnames_3670=Meaden
Human_Surnames_3671=Meinl
Human_Surnames_3672=Meissner
Human_Surnames_3673=Meller
Human_Surnames_3674=Meunier
Human_Surnames_3675=Mierostawska
Human_Surnames_3676=Mihalanche
Human_Surnames_3677=Milander
Human_Surnames_3678=Mizio
Human_Surnames_3679=Montenegro
Human_Surnames_3680=Kowalski
Human_Surnames_3681=Moore
Human_Surnames_3682=Morgan
Human_Surnames_3683=Muir
Human_Surnames_3684=Murray
Human_Surnames_3685=Nabar
Human_Surnames_3686=Nadar
Human_Surnames_3687=Nadeem
Human_Surnames_3688=Nadella
Human_Surnames_3689=Naff
Human_Surnames_3690=Nagasaka
Human_Surnames_3691=Nagato
Human_Surnames_3692=Naidu
Human_Surnames_3693=Najarro
Human_Surnames_3694=Nakahara
Human_Surnames_3695=Nakajima
Human_Surnames_3696=Nakamoto
Human_Surnames_3697=Nam
Human_Surnames_3698=Nanami
Human_Surnames_3699=Nanda
Human_Surnames_3700=Nandamuri
Human_Surnames_3701=Nang
Human_Surnames_3702=Napier
Human_Surnames_3703=Napolitano
Human_Surnames_3704=Nassif
Human_Surnames_3705=Nathanson
Human_Surnames_3706=Natoli
Human_Surnames_3707=Naughten
Human_Surnames_3708=Naughton
Human_Surnames_3709=Navarro
Human_Surnames_3710=Naya
Human_Surnames_3711=Nayak
Human_Surnames_3712=Nazari
Human_Surnames_3713=Nealey
Human_Surnames_3714=Neblett
Human_Surnames_3715=Nechifor
Human_Surnames_3716=Needham
Human_Surnames_3717=Neiman
Human_Surnames_3718=Nekoya
Human_Surnames_3719=Nelson
Human_Surnames_3720=Nemitz
Human_Surnames_3721=Nesbitt
Human_Surnames_3722=Nessler
Human_Surnames_3723=Neubauer
Human_Surnames_3724=Neuman
Human_Surnames_3725=Neville
Human_Surnames_3726=Newberg
Human_Surnames_3727=Newhart
Human_Surnames_3728=Newlin
Human_Surnames_3729=Newton
Human_Surnames_3730=Nicholson
Human_Surnames_3731=Nickels
Human_Surnames_3732=Nickleby
Human_Surnames_3733=Nicoletti
Human_Surnames_3734=Nightingale
Human_Surnames_3735=Nighy
Human_Surnames_3736=Nihalani
Human_Surnames_3737=Nimoy
Human_Surnames_3738=Nisbet
Human_Surnames_3739=Nishida
Human_Surnames_3740=Nishimura
Human_Surnames_3741=Nix
Human_Surnames_3742=Nobbs
Human_Surnames_3743=Noble
Human_Surnames_3744=Nolan
Human_Surnames_3745=Noland
Human_Surnames_3746=Nolin
Human_Surnames_3747=Nolte
Human_Surnames_3748=Nonaka
Human_Surnames_3749=Nong
Human_Surnames_3750=Noonan
Human_Surnames_3751=Nordberg
Human_Surnames_3752=Nordquist
Human_Surnames_3753=Noro
Human_Surnames_3754=Norrington
Human_Surnames_3755=Norris
Human_Surnames_3756=Northam
Human_Surnames_3757=Northrup
Human_Surnames_3758=Norton
Human_Surnames_3759=Norwood
Human_Surnames_3760=Novak
Human_Surnames_3761=Novelli
Human_Surnames_3762=Novikov
Human_Surnames_3763=Nowell
Human_Surnames_3764=Nunes
Human_Surnames_3765=Nusbaum
Human_Surnames_3766=Nyberg
Human_Surnames_3767=Nye
Human_Surnames_3768=Nygren
Human_Surnames_3769=Oakes
Human_Surnames_3770=Oates
Human_Surnames_3771=O'Bannon
Human_Surnames_3772=Oberlin
Human_Surnames_3773=Oberschneider
Human_Surnames_3774=O'Brien
Human_Surnames_3775=Ochi
Human_Surnames_3776=O'Connell
Human_Surnames_3777=O'Conner
Human_Surnames_3778=Oda
Human_Surnames_3779=Odell
Human_Surnames_3780=Odom
Human_Surnames_3781=O'Donnell
Human_Surnames_3782=Oeart
Human_Surnames_3783=Ogawa
Human_Surnames_3784=Ogden
Human_Surnames_3785=O'Grady
Human_Surnames_3786=O'Hara
Human_Surnames_3787=Oishi
Human_Surnames_3788=Oka
Human_Surnames_3789=Okazaki
Human_Surnames_3790=O'Keeffe
Human_Surnames_3791=Okiro
Human_Surnames_3792=Okubo
Human_Surnames_3793=Okunis
Human_Surnames_3794=Oldham
Human_Surnames_3795=Oldman
Human_Surnames_3796=O'Leary
Human_Surnames_3797=Oliphant
Human_Surnames_3798=Oliveras
Human_Surnames_3799=Olofsson
Human_Surnames_3800=Olsen
Human_Surnames_3801=O'Malley
Human_Surnames_3802=Omar
Human_Surnames_3803=O'Neil
Human_Surnames_3804=Ong
Human_Surnames_3805=Onishi
Human_Surnames_3806=Onogi
Human_Surnames_3807=Onwudiwe
Human_Surnames_3808=Opperman
Human_Surnames_3809=Oram
Human_Surnames_3810=Orchard
Human_Surnames_3811=O'Reilly
Human_Surnames_3812=Orminston
Human_Surnames_3813=Ormond
Human_Surnames_3814=Ortega
Human_Surnames_3815=Ortiz
Human_Surnames_3816=Orwell
Human_Surnames_3817=Osborne
Human_Surnames_3818=Osgood
Human_Surnames_3819=Oshiro
Human_Surnames_3820=Osler
Human_Surnames_3821=Osmond
Human_Surnames_3822=Ososke
Human_Surnames_3823=Oto
Human_Surnames_3824=O'Toole
Human_Surnames_3825=Overby
Human_Surnames_3826=Overton
Human_Surnames_3827=Owens
Human_Surnames_3828=Ozaki
Human_Surnames_3829=Ozawa
Human_Surnames_3830=Pablo
Human_Surnames_3831=Pace
Human_Surnames_3832=Pacelli
Human_Surnames_3833=Pacheco
Human_Surnames_3834=Packard
Human_Surnames_3835=Packwood
Human_Surnames_3836=Paddington
Human_Surnames_3837=Padgett
Human_Surnames_3838=Padua
Human_Surnames_3839=Pagano
Human_Surnames_3840=Page
Human_Surnames_3841=Painter
Human_Surnames_3842=Paisley
Human_Surnames_3843=Pajak
Human_Surnames_3844=Paladino
Human_Surnames_3845=Palazzo
Human_Surnames_3846=Paley
Human_Surnames_3847=Palmer
Human_Surnames_3848=Palomera
Human_Surnames_3849=Pandher
Human_Surnames_3850=Pang
Human_Surnames_3851=Panganiban
Human_Surnames_3852=Panjwani
Human_Surnames_3853=Panza
Human_Surnames_3854=Paolucci
Human_Surnames_3855=Papin
Human_Surnames_3856=Pappenheim
Human_Surnames_3857=Papy
Human_Surnames_3858=Paquet
Human_Surnames_3859=Parada
Human_Surnames_3860=Pardue
Human_Surnames_3861=Parker
Human_Surnames_3862=Parr
Human_Surnames_3863=Parratt
Human_Surnames_3864=Parry
Human_Surnames_3865=Parsons
Human_Surnames_3866=Partridge
Human_Surnames_3867=Paruk
Human_Surnames_3868=Pascal
Human_Surnames_3869=Pasha
Human_Surnames_3870=Pasternak
Human_Surnames_3871=Patankar
Human_Surnames_3872=Paterson
Human_Surnames_3873=Patino
Human_Surnames_3874=Patton
Human_Surnames_3875=Pavlichuk
Human_Surnames_3876=Pavlovic
Human_Surnames_3877=Paxman
Human_Surnames_3878=Payne
Human_Surnames_3879=Pazyck
Human_Surnames_3880=Pearce
Human_Surnames_3881=Pearlman
Human_Surnames_3882=Pease
Human_Surnames_3883=Pedrosa
Human_Surnames_3884=Peebles
Human_Surnames_3885=Peele
Human_Surnames_3886=Peirce
Human_Surnames_3887=Pelham
Human_Surnames_3888=Pellegrin
Human_Surnames_3889=Pells
Human_Surnames_3890=Pemberton
Human_Surnames_3891=Pembroke
Human_Surnames_3892=Pendergast
Human_Surnames_3893=Pendleton
Human_Surnames_3894=Peng
Human_Surnames_3895=Penrose
Human_Surnames_3896=Penton
Human_Surnames_3897=Peplinski
Human_Surnames_3898=Perales
Human_Surnames_3899=Peralta
Human_Surnames_3900=Pereira
Human_Surnames_3901=Perez
Human_Surnames_3902=Perkins
Human_Surnames_3903=Pernot
Human_Surnames_3904=Perring
Human_Surnames_3905=Peterman
Human_Surnames_3906=Peterson
Human_Surnames_3907=Petree
Human_Surnames_3908=Petrosky
Human_Surnames_3909=Petrovitch
Human_Surnames_3910=Pettit
Human_Surnames_3911=Pewitt
Human_Surnames_3912=Pfaffner
Human_Surnames_3913=Phalen
Human_Surnames_3914=Phan
Human_Surnames_3915=Phang
Human_Surnames_3916=Phelps
Human_Surnames_3917=Phillipson
Human_Surnames_3918=Phoenix
Human_Surnames_3919=Phong
Human_Surnames_3920=Piatek
Human_Surnames_3921=Picard
Human_Surnames_3922=Pickard
Human_Surnames_3923=Pickering
Human_Surnames_3924=Pickford
Human_Surnames_3925=Pierce
Human_Surnames_3926=Pietro
Human_Surnames_3927=Pike
Human_Surnames_3928=Pilkington
Human_Surnames_3929=Pinder
Human_Surnames_3930=Pinkerton
Human_Surnames_3931=Pinkman
Human_Surnames_3932=Pinter
Human_Surnames_3933=Pippen
Human_Surnames_3934=Pisani
Human_Surnames_3935=Pisanu
Human_Surnames_3936=Pitkin
Human_Surnames_3937=Pivnenko
Human_Surnames_3938=Pixley
Human_Surnames_3939=Plath
Human_Surnames_3940=Platon
Human_Surnames_3941=Plotkin
Human_Surnames_3942=Plummer
Human_Surnames_3943=Plunkett
Human_Surnames_3944=Poirot
Human_Surnames_3945=Polanco
Human_Surnames_3946=Pollard
Human_Surnames_3947=Pomeroy
Human_Surnames_3948=Poncet
Human_Surnames_3949=Pond
Human_Surnames_3950=Poole
Human_Surnames_3951=Popovic
Human_Surnames_3952=Poroshenko
Human_Surnames_3953=Portman
Human_Surnames_3954=Portnoy
Human_Surnames_3955=Posavec
Human_Surnames_3956=Posey
Human_Surnames_3957=Potter
Human_Surnames_3958=Powell
Human_Surnames_3959=Powers
Human_Surnames_3960=Pradhan
Human_Surnames_3961=Prajapati
Human_Surnames_3962=Prasad
Human_Surnames_3963=Pratchett
Human_Surnames_3964=Pratt
Human_Surnames_3965=Prescott
Human_Surnames_3966=Pressley
Human_Surnames_3967=Preston
Human_Surnames_3968=Price
Human_Surnames_3969=Primm
Human_Surnames_3970=Pritchard
Human_Surnames_3971=Pritchett
Human_Surnames_3972=Proctor
Human_Surnames_3973=Provost
Human_Surnames_3974=Pruitt
Human_Surnames_3975=Pryor
Human_Surnames_3976=Puckett
Human_Surnames_3977=Puente
Human_Surnames_3978=Pueyo
Human_Surnames_3979=Puhl
Human_Surnames_3980=Pulaski
Human_Surnames_3981=Pusateri
Human_Surnames_3982=Putnam
Human_Surnames_3983=Pyeon
Human_Surnames_3984=Qi
Human_Surnames_3985=Quackenbush
Human_Surnames_3986=Quadri
Human_Surnames_3987=Quam
Human_Surnames_3988=Quang
Human_Surnames_3989=Quantrill
Human_Surnames_3990=Queen
Human_Surnames_3991=Quezada
Human_Surnames_3992=Quick
Human_Surnames_3993=Quimby
Human_Surnames_3994=Quintero
Human_Surnames_3995=Quist
Human_Surnames_3996=Qureshi
Human_Surnames_3997=Rabinowitz
Human_Surnames_3998=Racine
Human_Surnames_3999=Radcliff
Human_Surnames_4000=Radford
Human_Surnames_4001=Radley
Human_Surnames_4002=Radomski
Human_Surnames_4003=Raffa
Human_Surnames_4004=Raffray
Human_Surnames_4005=Raghavan
Human_Surnames_4006=Rahaman
Human_Surnames_4007=Rahimi
Human_Surnames_4008=Raine
Human_Surnames_4009=Rainier
Human_Surnames_4010=Raja
Human_Surnames_4011=Rakowski
Human_Surnames_4012=Raleigh
Human_Surnames_4013=Ralston
Human_Surnames_4014=Ramesh
Human_Surnames_4015=Ramirez
Human_Surnames_4016=Ramsey
Human_Surnames_4017=Rand
Human_Surnames_4018=Randolph
Human_Surnames_4019=Raoul
Human_Surnames_4020=Raposa
Human_Surnames_4021=Rappaport
Human_Surnames_4022=Rardin
Human_Surnames_4023=Rashad
Human_Surnames_4024=Rashid
Human_Surnames_4025=Rasmussen
Human_Surnames_4026=Rasnick
Human_Surnames_4027=Ratcliff
Human_Surnames_4028=Rathbone
Human_Surnames_4029=Rather
Human_Surnames_4030=Raulston
Human_Surnames_4031=Rauscher
Human_Surnames_4032=Rautenbach
Human_Surnames_4033=Ravenscroft
Human_Surnames_4034=Ravi
Human_Surnames_4035=Rawal
Human_Surnames_4036=Rawley
Human_Surnames_4037=Rawlins
Human_Surnames_4038=Rayden
Human_Surnames_4039=Rayman
Human_Surnames_4040=Rayner
Human_Surnames_4041=Reacher
Human_Surnames_4042=Read
Human_Surnames_4043=Reardon
Human_Surnames_4044=Rechter
Human_Surnames_4045=Redd
Human_Surnames_4046=Redfield
Human_Surnames_4047=Redford
Human_Surnames_4048=Redington
Human_Surnames_4049=Redmond
Human_Surnames_4050=Reed
Human_Surnames_4051=Reeves
Human_Surnames_4052=Regalado
Human_Surnames_4053=Reichman
Human_Surnames_4054=Reid
Human_Surnames_4055=Reilly
Human_Surnames_4056=Reindell
Human_Surnames_4057=Reindl
Human_Surnames_4058=Reinhardt
Human_Surnames_4059=Reininger
Human_Surnames_4060=Reisner
Human_Surnames_4061=Rembert
Human_Surnames_4062=Remington
Human_Surnames_4063=Remotti
Human_Surnames_4064=Remy
Human_Surnames_4065=Renard
Human_Surnames_4066=Reneau
Human_Surnames_4067=Renner
Human_Surnames_4068=Renquiest
Human_Surnames_4069=Renshaw
Human_Surnames_4070=Renwick
Human_Surnames_4071=Reschetnik
Human_Surnames_4072=Resnick
Human_Surnames_4073=Retana
Human_Surnames_4074=Revis
Human_Surnames_4075=Rexford
Human_Surnames_4076=Rexroth
Human_Surnames_4077=Reyes
Human_Surnames_4078=Reynolds
Human_Surnames_4079=Rhodes
Human_Surnames_4080=Ribera
Human_Surnames_4081=Riccardi
Human_Surnames_4082=Ricci
Human_Surnames_4083=Rice
Human_Surnames_4084=Richards
Human_Surnames_4085=Richardson
Human_Surnames_4086=Richmond
Human_Surnames_4087=Rickard
Human_Surnames_4088=Rickman
Human_Surnames_4089=Ridden
Human_Surnames_4090=Riddick
Human_Surnames_4091=Rider
Human_Surnames_4092=Ridinger
Human_Surnames_4093=Ridley
Human_Surnames_4094=Rieger
Human_Surnames_4095=Rifkin
Human_Surnames_4096=Rigby
Human_Surnames_4097=Riggs
Human_Surnames_4098=Rigsby
Human_Surnames_4099=Riker
Human_Surnames_4100=Riley
Human_Surnames_4101=Rimmer
Human_Surnames_4102=Rinaldi
Human_Surnames_4103=Riordan
Human_Surnames_4104=Ripley
Human_Surnames_4105=Riser
Human_Surnames_4106=Rissolo
Human_Surnames_4107=Ristovski
Human_Surnames_4108=Riter
Human_Surnames_4109=Rittle
Human_Surnames_4110=Ritz
Human_Surnames_4111=Rivers
Human_Surnames_4112=Rizzo
Human_Surnames_4113=Rizzuto
Human_Surnames_4114=Roache
Human_Surnames_4115=Roark
Human_Surnames_4116=Robbins
Human_Surnames_4117=Roberts
Human_Surnames_4118=Robertson
Human_Surnames_4119=Robin
Human_Surnames_4120=Robins
Human_Surnames_4121=Robinson
Human_Surnames_4122=Robles
Human_Surnames_4123=Robson
Human_Surnames_4124=Roca
Human_Surnames_4125=Roccucci
Human_Surnames_4126=Rochelle
Human_Surnames_4127=Rochester
Human_Surnames_4128=Rockhill
Human_Surnames_4129=Rodden
Human_Surnames_4130=Rodenburg
Human_Surnames_4131=Rodgers
Human_Surnames_4132=Rodriguez
Human_Surnames_4133=Roehl
Human_Surnames_4134=Rogalski
Human_Surnames_4135=Rogan
Human_Surnames_4136=Rohan
Human_Surnames_4137=Rohde
Human_Surnames_4138=Rohrbach
Human_Surnames_4139=Rojo
Human_Surnames_4140=Rokuda
Human_Surnames_4141=Rokutanda
Human_Surnames_4142=Roland
Human_Surnames_4143=Rollins
Human_Surnames_4144=Romanelli
Human_Surnames_4145=Romanoff
Human_Surnames_4146=Romero
Human_Surnames_4147=Ronk
Human_Surnames_4148=Ronquillo
Human_Surnames_4149=Roocroft
Human_Surnames_4150=Rooker
Human_Surnames_4151=Rooks
Human_Surnames_4152=Rooney
Human_Surnames_4153=Roop
Human_Surnames_4154=Roose
Human_Surnames_4155=Roper
Human_Surnames_4156=Rosado
Human_Surnames_4157=Rosalez
Human_Surnames_4158=Roscoe
Human_Surnames_4159=Roselli
Human_Surnames_4160=Rosenbach
Human_Surnames_4161=Rosenblatt
Human_Surnames_4162=Rosenthal
Human_Surnames_4163=Roshan
Human_Surnames_4164=Rosner
Human_Surnames_4165=Ross
Human_Surnames_4166=Rossum
Human_Surnames_4167=Roth
Human_Surnames_4168=Rothschild
Human_Surnames_4169=Rotolo
Human_Surnames_4170=Rotterman
Human_Surnames_4171=Roundtree
Human_Surnames_4172=Rourke
Human_Surnames_4173=Rousey
Human_Surnames_4174=Roux
Human_Surnames_4175=Rouyer
Human_Surnames_4176=Rowan
Human_Surnames_4177=Rowling
Human_Surnames_4178=Royle
Human_Surnames_4179=Royston
Human_Surnames_4180=Ruben
Human_Surnames_4181=Rucker
Human_Surnames_4182=Rudd
Human_Surnames_4183=Rudge
Human_Surnames_4184=Rudnicki
Human_Surnames_4185=Rueda
Human_Surnames_4186=Ruffin
Human_Surnames_4187=Rufino
Human_Surnames_4188=Ruger
Human_Surnames_4189=Rukavina
Human_Surnames_4190=Rumley
Human_Surnames_4191=Rumsby
Human_Surnames_4192=Rundell
Human_Surnames_4193=Runk
Human_Surnames_4194=Rusk
Human_Surnames_4195=Russell
Human_Surnames_4196=Russo
Human_Surnames_4197=Russom
Human_Surnames_4198=Rutgers
Human_Surnames_4199=Rutherford
Human_Surnames_4200=Rutkowski
Human_Surnames_4201=Rutledge
Human_Surnames_4202=Ruybal
Human_Surnames_4203=Ruzicka
Human_Surnames_4204=Rybakov
Human_Surnames_4205=Ryder
Human_Surnames_4206=Ryker
Human_Surnames_4207=Ryusaki
Human_Surnames_4208=Saad
Human_Surnames_4209=Sabado
Human_Surnames_4210=Sabatino
Human_Surnames_4211=Sabia
Human_Surnames_4212=Sabin
Human_Surnames_4213=Sabir
Human_Surnames_4214=Sadarangani
Human_Surnames_4215=Sadiq
Human_Surnames_4216=Sadler
Human_Surnames_4217=Saeed
Human_Surnames_4218=Safford
Human_Surnames_4219=Saftoiu
Human_Surnames_4220=Sagara
Human_Surnames_4221=Saito
Human_Surnames_4222=Sakamoto
Human_Surnames_4223=Sakata
Human_Surnames_4224=Saklani
Human_Surnames_4225=Salah
Human_Surnames_4226=Salazar
Human_Surnames_4227=Saldana
Human_Surnames_4228=Salgado
Human_Surnames_4229=Salguero
Human_Surnames_4230=Salinas
Human_Surnames_4231=Salk
Human_Surnames_4232=Saltzman
Human_Surnames_4233=Salvaggio
Human_Surnames_4234=Salvato
Human_Surnames_4235=Samford
Human_Surnames_4236=Sampson
Human_Surnames_4237=Samuels
Human_Surnames_4238=Samuelson
Human_Surnames_4239=Sanchez
Human_Surnames_4240=Sandberg
Human_Surnames_4241=Sanders
Human_Surnames_4242=Sandusky
Human_Surnames_4243=Sanford
Human_Surnames_4244=Sanir
Human_Surnames_4245=Sankar
Human_Surnames_4246=Sanmiguel
Human_Surnames_4247=Sanna
Human_Surnames_4248=Sanpedro
Human_Surnames_4249=Santelli
Human_Surnames_4250=Santiago
Human_Surnames_4251=Santini
Human_Surnames_4252=Santos
Human_Surnames_4253=Sanzari
Human_Surnames_4254=Saunders
Human_Surnames_4255=Savage
Human_Surnames_4256=Savakar
Human_Surnames_4257=Saville
Human_Surnames_4258=Sawada
Human_Surnames_4259=Sawtelle
Human_Surnames_4260=Sawyer
Human_Surnames_4261=Scaglione
Human_Surnames_4262=Scarpelli
Human_Surnames_4263=Schafer
Human_Surnames_4264=Schieber
Human_Surnames_4265=Schiefelbein
Human_Surnames_4266=Schimmel
Human_Surnames_4267=Schisler
Human_Surnames_4268=Schlegel
Human_Surnames_4269=Schmidt
Human_Surnames_4270=Schneider
Human_Surnames_4271=Schrader
Human_Surnames_4272=Schreiber
Human_Surnames_4273=Schroder
Human_Surnames_4274=Schroeder
Human_Surnames_4275=Schrute
Human_Surnames_4276=Schultz
Human_Surnames_4277=Schumacher
Human_Surnames_4278=Schwartz
Human_Surnames_4279=Scofield
Human_Surnames_4280=Scoggins
Human_Surnames_4281=Scoville
Human_Surnames_4282=Scranton
Human_Surnames_4283=Scrivner
Human_Surnames_4284=Scruggs
Human_Surnames_4285=Seaborn
Human_Surnames_4286=Seabury
Human_Surnames_4287=Sedano
Human_Surnames_4288=Sedgewick
Human_Surnames_4289=Seedat
Human_Surnames_4290=Seeger
Human_Surnames_4291=Seeley
Human_Surnames_4292=Segal
Human_Surnames_4293=Seiber
Human_Surnames_4294=Seidel
Human_Surnames_4295=Selig
Human_Surnames_4296=Sellars
Human_Surnames_4297=Selleck
Human_Surnames_4298=Sellers
Human_Surnames_4299=Sellner
Human_Surnames_4300=Selwyn
Human_Surnames_4301=Semler
Human_Surnames_4302=Semper
Human_Surnames_4303=Senecal
Human_Surnames_4304=Seng
Human_Surnames_4305=Sengupta
Human_Surnames_4306=Senior
Human_Surnames_4307=Senter
Human_Surnames_4308=Seong
Human_Surnames_4309=September
Human_Surnames_4310=Sepulveda
Human_Surnames_4311=Serafin
Human_Surnames_4312=Serino
Human_Surnames_4313=Serkis
Human_Surnames_4314=Serrano
Human_Surnames_4315=Setzer
Human_Surnames_4316=Seward
Human_Surnames_4317=Shackelford
Human_Surnames_4318=Shade
Human_Surnames_4319=Shaders
Human_Surnames_4320=Shadwick
Human_Surnames_4321=Shafer
Human_Surnames_4322=Shahin
Human_Surnames_4323=Shaker
Human_Surnames_4324=Shakir
Human_Surnames_4325=Shankar
Human_Surnames_4326=Shapiro
Human_Surnames_4327=Sharif
Human_Surnames_4328=Sharpe
Human_Surnames_4329=Shatner
Human_Surnames_4330=Shaw
Human_Surnames_4331=Shay
Human_Surnames_4332=Shearer
Human_Surnames_4333=Shedlock
Human_Surnames_4334=Shelby
Human_Surnames_4335=Sheldrake
Human_Surnames_4336=Shelton
Human_Surnames_4337=Shepard
Human_Surnames_4338=Sheridan
Human_Surnames_4339=Sherman
Human_Surnames_4340=Sherwin
Human_Surnames_4341=Shetty
Human_Surnames_4342=Shibata
Human_Surnames_4343=Shields
Human_Surnames_4344=Shimada
Human_Surnames_4345=Shimura
Human_Surnames_4346=Shin
Human_Surnames_4347=Shinjo
Human_Surnames_4348=Shipley
Human_Surnames_4349=Shirai
Human_Surnames_4350=Shively
Human_Surnames_4351=Sholokhov
Human_Surnames_4352=Showalter
Human_Surnames_4353=Shrader
Human_Surnames_4354=Shriver
Human_Surnames_4355=Shubert
Human_Surnames_4356=Shumaker
Human_Surnames_4357=Sibbe
Human_Surnames_4358=Sibeko
Human_Surnames_4359=Sibisi
Human_Surnames_4360=Sickler
Human_Surnames_4361=Sidwell
Human_Surnames_4362=Siegler
Human_Surnames_4363=Sigman
Human_Surnames_4364=Siler
Human_Surnames_4365=Silva
Human_Surnames_4366=Silverman
Human_Surnames_4367=Silverton
Human_Surnames_4368=Simmons
Human_Surnames_4369=Simms
Human_Surnames_4370=Simoneaux
Human_Surnames_4371=Simonov
Human_Surnames_4372=Simonson
Human_Surnames_4373=Sinclair
Human_Surnames_4374=Singer
Human_Surnames_4375=Singh
Human_Surnames_4376=Sirianni
Human_Surnames_4377=Sirrelle
Human_Surnames_4378=Sisco
Human_Surnames_4379=Sisemore
Human_Surnames_4380=Sitwell
Human_Surnames_4381=Skaggs
Human_Surnames_4382=Skelton
Human_Surnames_4383=Skinner
Human_Surnames_4384=Sklar
Human_Surnames_4385=Skolnick
Human_Surnames_4386=Skosana
Human_Surnames_4387=Sky
Human_Surnames_4388=Slabber
Human_Surnames_4389=Slade
Human_Surnames_4390=Slager
Human_Surnames_4391=Slattery
Human_Surnames_4392=Slavik
Human_Surnames_4393=Slawson
Human_Surnames_4394=Sledge
Human_Surnames_4395=Sloane
Human_Surnames_4396=Slocum
Human_Surnames_4397=Slovenski
Human_Surnames_4398=Sluder
Human_Surnames_4399=Smalls
Human_Surnames_4400=Smead
Human_Surnames_4401=Smeltzer
Human_Surnames_4402=Smiley
Human_Surnames_4403=Smit
Human_Surnames_4404=Smith
Human_Surnames_4405=Smithers
Human_Surnames_4406=Smoak
Human_Surnames_4407=Smythe
Human_Surnames_4408=Snape
Human_Surnames_4409=Snead
Human_Surnames_4410=Snell
Human_Surnames_4411=Snider
Human_Surnames_4412=Snodgrass
Human_Surnames_4413=Snow
Human_Surnames_4414=Snyder
Human_Surnames_4415=Solari
Human_Surnames_4416=Soldano
Human_Surnames_4417=Soliday
Human_Surnames_4418=Sollaneck
Human_Surnames_4419=Solomon
Human_Surnames_4420=Somerville
Human_Surnames_4421=Somoza
Human_Surnames_4422=Song
Human_Surnames_4423=Sonoda
Human_Surnames_4424=Sontag
Human_Surnames_4425=Soon
Human_Surnames_4426=Soper
Human_Surnames_4427=Sorensen
Human_Surnames_4428=Soriano
Human_Surnames_4429=Sorkin
Human_Surnames_4430=Sorrentino
Human_Surnames_4431=Sotomayor
Human_Surnames_4432=Southall
Human_Surnames_4433=Souza
Human_Surnames_4434=Spada
Human_Surnames_4435=Spadaro
Human_Surnames_4436=Spade
Human_Surnames_4437=Spalding
Human_Surnames_4438=Spangler
Human_Surnames_4439=Spano
Human_Surnames_4440=Sparks
Human_Surnames_4441=Sparrow
Human_Surnames_4442=Speak
Human_Surnames_4443=Spears
Human_Surnames_4444=Speicher
Human_Surnames_4445=Speranza
Human_Surnames_4446=Spero
Human_Surnames_4447=Spielberg
Human_Surnames_4448=Spiker
Human_Surnames_4449=Spinella
Human_Surnames_4450=Spinney
Human_Surnames_4451=Spino
Human_Surnames_4452=Spiro
Human_Surnames_4453=Spisak
Human_Surnames_4454=Spitzer
Human_Surnames_4455=Spivak
Human_Surnames_4456=Spivey
Human_Surnames_4457=Spooner
Human_Surnames_4458=Sprague
Human_Surnames_4459=Spranger
Human_Surnames_4460=Sprankle
Human_Surnames_4461=Springer
Human_Surnames_4462=Sprouse
Human_Surnames_4463=Sprunger
Human_Surnames_4464=Spurlin
Human_Surnames_4465=Spurlock
Human_Surnames_4466=Sridhar
Human_Surnames_4467=Stabler
Human_Surnames_4468=Stackhouse
Human_Surnames_4469=Stadler
Human_Surnames_4470=Stafford
Human_Surnames_4471=Stahlman
Human_Surnames_4472=Stalder
Human_Surnames_4473=Stamtsi
Human_Surnames_4474=Standifer
Human_Surnames_4475=Standish
Human_Surnames_4476=Stanford
Human_Surnames_4477=Stanhope
Human_Surnames_4478=Stanley
Human_Surnames_4479=Stansel
Human_Surnames_4480=Stapleton
Human_Surnames_4481=Star
Human_Surnames_4482=Stark
Human_Surnames_4483=Starling
Human_Surnames_4484=Stasik
Human_Surnames_4485=Statham
Human_Surnames_4486=Statler
Human_Surnames_4487=Stearns
Human_Surnames_4488=Steckler
Human_Surnames_4489=Stedman
Human_Surnames_4490=Steele
Human_Surnames_4491=Stefanelli
Human_Surnames_4492=Stefanski
Human_Surnames_4493=Steiger
Human_Surnames_4494=Stein
Human_Surnames_4495=Steinbeck
Human_Surnames_4496=Steinfeld
Human_Surnames_4497=Stelling
Human_Surnames_4498=Stenhouse
Human_Surnames_4499=Stephan
Human_Surnames_4500=Stephens
Human_Surnames_4501=Stephenson
Human_Surnames_4502=Sterling
Human_Surnames_4503=Stetson
Human_Surnames_4504=Stevens
Human_Surnames_4505=Stewart
Human_Surnames_4506=Stigler
Human_Surnames_4507=Stiller
Human_Surnames_4508=Stilwell
Human_Surnames_4509=Stiner
Human_Surnames_4510=Stingley
Human_Surnames_4511=Stinson
Human_Surnames_4512=Stockard
Human_Surnames_4513=Stoker
Human_Surnames_4514=Stolte
Human_Surnames_4515=Stoltz
Human_Surnames_4516=Stone
Human_Surnames_4517=Storm
Human_Surnames_4518=Stott
Human_Surnames_4519=Stottlemyer
Human_Surnames_4520=Stover
Human_Surnames_4521=Stowe
Human_Surnames_4522=Strader
Human_Surnames_4523=Strahan
Human_Surnames_4524=Strange
Human_Surnames_4525=Stratford
Human_Surnames_4526=Straub
Human_Surnames_4527=Strauss
Human_Surnames_4528=Strayer
Human_Surnames_4529=Stricklin
Human_Surnames_4530=Stringer
Human_Surnames_4531=Stroble
Human_Surnames_4532=Stromberg
Human_Surnames_4533=Strong
Human_Surnames_4534=Strub
Human_Surnames_4535=Stubbs
Human_Surnames_4536=Stumbo
Human_Surnames_4537=Stumpf
Human_Surnames_4538=Stunkard
Human_Surnames_4539=Stuppler
Human_Surnames_4540=Styles
Human_Surnames_4541=Suarez
Human_Surnames_4542=Subera
Human_Surnames_4543=Subia
Human_Surnames_4544=Sudo
Human_Surnames_4545=Sugihara
Human_Surnames_4546=Suhr
Human_Surnames_4547=Suliman
Human_Surnames_4548=Sullivan
Human_Surnames_4549=Summers
Human_Surnames_4550=Sumner
Human_Surnames_4551=Sundaram
Human_Surnames_4552=Sung
Human_Surnames_4553=Suniga
Human_Surnames_4554=Sussex
Human_Surnames_4555=Sussman
Human_Surnames_4556=Sutcliffe
Human_Surnames_4557=Sutter
Human_Surnames_4558=Sutton
Human_Surnames_4559=Svensson
Human_Surnames_4560=Swacker
Human_Surnames_4561=Swadesh
Human_Surnames_4562=Swafford
Human_Surnames_4563=Swank
Human_Surnames_4564=Swanson
Human_Surnames_4565=Swayze
Human_Surnames_4566=Swearingen
Human_Surnames_4567=Sweeny
Human_Surnames_4568=Swift
Human_Surnames_4569=Swiger
Human_Surnames_4570=Swinton
Human_Surnames_4571=Switzer
Human_Surnames_4572=Swofford
Human_Surnames_4573=Sykes
Human_Surnames_4574=Szkotak
Human_Surnames_4575=Szymanski
Human_Surnames_4576=Tabares
Human_Surnames_4577=Taber
Human_Surnames_4578=Tabler
Human_Surnames_4579=Tabor
Human_Surnames_4580=Tachibana
Human_Surnames_4581=Tack
Human_Surnames_4582=Tadlock
Human_Surnames_4583=Tafoya
Human_Surnames_4584=Taft
Human_Surnames_4585=Tagata
Human_Surnames_4586=Tagawa
Human_Surnames_4587=Taggart
Human_Surnames_4588=Tahiliani
Human_Surnames_4589=Tahir
Human_Surnames_4590=Takada
Human_Surnames_4591=Takagi
Human_Surnames_4592=Takahashi
Human_Surnames_4593=Takamura
Human_Surnames_4594=Takanawa
Human_Surnames_4595=Takei
Human_Surnames_4596=Talarico
Human_Surnames_4597=Talbot
Human_Surnames_4598=Talgeri
Human_Surnames_4599=Talmage
Human_Surnames_4600=Talton
Human_Surnames_4601=Tam
Human_Surnames_4602=Tamashiro
Human_Surnames_4603=Tamblin
Human_Surnames_4604=Tan
Human_Surnames_4605=Tanabe
Human_Surnames_4606=Tanaka
Human_Surnames_4607=Tandy
Human_Surnames_4608=Tankersley
Human_Surnames_4609=Tanner
Human_Surnames_4610=Tansey
Human_Surnames_4611=Tapley
Human_Surnames_4612=Tapper
Human_Surnames_4613=Tardif
Human_Surnames_4614=Tarkanian
Human_Surnames_4615=Tarver
Human_Surnames_4616=Tasker
Human_Surnames_4617=Tate
Human_Surnames_4618=Tatman
Human_Surnames_4619=Tatum
Human_Surnames_4620=Tau
Human_Surnames_4621=Taub
Human_Surnames_4622=Tavera
Human_Surnames_4623=Taylor
Human_Surnames_4624=Tebogo
Human_Surnames_4625=Tegan
Human_Surnames_4626=Tejada
Human_Surnames_4627=Tejwani
Human_Surnames_4628=Telfer
Human_Surnames_4629=Temple
Human_Surnames_4630=Templeton
Human_Surnames_4631=Tenenbaum
Human_Surnames_4632=Teng
Human_Surnames_4633=Tennant
Human_Surnames_4634=Tennison
Human_Surnames_4635=Terada
Human_Surnames_4636=Terrell
Human_Surnames_4637=Tesch
Human_Surnames_4638=Thach
Human_Surnames_4639=Thames
Human_Surnames_4640=Than
Human_Surnames_4641=Thao
Human_Surnames_4642=Thatcher
Human_Surnames_4643=Thaxton
Human_Surnames_4644=Thomason
Human_Surnames_4645=Thomasson
Human_Surnames_4646=Thomson
Human_Surnames_4647=Thoreau
Human_Surnames_4648=Thornberg
Human_Surnames_4649=Thornberry
Human_Surnames_4650=Thorne
Human_Surnames_4651=Thorpe
Human_Surnames_4652=Thorson
Human_Surnames_4653=Thorwald
Human_Surnames_4654=Threadgill
Human_Surnames_4655=Thruston
Human_Surnames_4656=Thwala
Human_Surnames_4657=Tibbins
Human_Surnames_4658=Tibbles
Human_Surnames_4659=Tibbs
Human_Surnames_4660=Tidmore
Human_Surnames_4661=Tidwell
Human_Surnames_4662=Tien
Human_Surnames_4663=Tierney
Human_Surnames_4664=Tighe
Human_Surnames_4665=Tilak
Human_Surnames_4666=Tildsley
Human_Surnames_4667=Tilford
Human_Surnames_4668=Tillery
Human_Surnames_4669=Tillman
Human_Surnames_4670=Tilton
Human_Surnames_4671=Timmins
Human_Surnames_4672=Timms
Human_Surnames_4673=Tinajero
Human_Surnames_4674=Tinch
Human_Surnames_4675=Tindell
Human_Surnames_4676=Ting
Human_Surnames_4677=Tingey
Human_Surnames_4678=Tingler
Human_Surnames_4679=Tinibu
Human_Surnames_4680=Tinker
Human_Surnames_4681=Tinley
Human_Surnames_4682=Tipper
Human_Surnames_4683=Tirrell
Human_Surnames_4684=Tiscareno
Human_Surnames_4685=Tiwari
Human_Surnames_4686=Tober
Human_Surnames_4687=Tobin
Human_Surnames_4688=Todaro
Human_Surnames_4689=Toguchi
Human_Surnames_4690=Tokarev
Human_Surnames_4691=Toland
Human_Surnames_4692=Toledo
Human_Surnames_4693=Tolentino
Human_Surnames_4694=Toliver
Human_Surnames_4695=Tolkien
Human_Surnames_4696=Tollefson
Human_Surnames_4697=Tomada
Human_Surnames_4698=Tomasello
Human_Surnames_4699=Tomczyk
Human_Surnames_4700=Tome
Human_Surnames_4701=Tomes
Human_Surnames_4702=Tominaga
Human_Surnames_4703=Tomita
Human_Surnames_4704=Tomkins
Human_Surnames_4705=Tomlin
Human_Surnames_4706=Tompkins
Human_Surnames_4707=Tompson
Human_Surnames_4708=Tong
Human_Surnames_4709=Tonks
Human_Surnames_4710=Topham
Human_Surnames_4711=Topper
Human_Surnames_4712=Toral
Human_Surnames_4713=Torbica
Human_Surnames_4714=Toriyama
Human_Surnames_4715=Torkelson
Human_Surnames_4716=Torrence
Human_Surnames_4717=Torrez
Human_Surnames_4718=Toscani
Human_Surnames_4719=Toshima
Human_Surnames_4720=Toth
Human_Surnames_4721=Touchet
Human_Surnames_4722=Toussaint
Human_Surnames_4723=Tovar
Human_Surnames_4724=Townsend
Human_Surnames_4725=Townshend
Human_Surnames_4726=Tozer
Human_Surnames_4727=Traeger
Human_Surnames_4728=Tram
Human_Surnames_4729=Tran
Human_Surnames_4730=Trapp
Human_Surnames_4731=Trask
Human_Surnames_4732=Trattner
Human_Surnames_4733=Trautman
Human_Surnames_4734=Travers
Human_Surnames_4735=Treacher
Human_Surnames_4736=Treadwell
Human_Surnames_4737=Tredway
Human_Surnames_4738=Trejo
Human_Surnames_4739=Tremaine
Human_Surnames_4740=Trembley
Human_Surnames_4741=Tressler
Human_Surnames_4742=Trevena
Human_Surnames_4743=Trevino
Human_Surnames_4744=Trevisani
Human_Surnames_4745=Tribble
Human_Surnames_4746=Trimble
Human_Surnames_4747=Trimmer
Human_Surnames_4748=Trinh
Human_Surnames_4749=Triolo
Human_Surnames_4750=Tripp
Human_Surnames_4751=Trisler
Human_Surnames_4752=Trogdon
Human_Surnames_4753=Trombly
Human_Surnames_4754=Trotsky
Human_Surnames_4755=Troughton
Human_Surnames_4756=Trovato
Human_Surnames_4757=Troyer
Human_Surnames_4758=Trudeau
Human_Surnames_4759=Trufin
Human_Surnames_4760=Truitt
Human_Surnames_4761=Truman
Human_Surnames_4762=Trumbo
Human_Surnames_4763=Tsai
Human_Surnames_4764=Tsang
Human_Surnames_4765=Tsao
Human_Surnames_4766=Tsuda
Human_Surnames_4767=Tubbs
Human_Surnames_4768=Tucker
Human_Surnames_4769=Tuller
Human_Surnames_4770=Tully
Human_Surnames_4771=Tumlin
Human_Surnames_4772=Turberfield
Human_Surnames_4773=Turlington
Human_Surnames_4774=Turner
Human_Surnames_4775=Turnquist
Human_Surnames_4776=Tuttle
Human_Surnames_4777=Tyrrell
Human_Surnames_4778=Ubai
Human_Surnames_4779=Ubaraki
Human_Surnames_4780=Uchida
Human_Surnames_4781=Uchiha
Human_Surnames_4782=Udagawa
Human_Surnames_4783=Udell
Human_Surnames_4784=Uhler
Human_Surnames_4785=Uhrig
Human_Surnames_4786=Ullah
Human_Surnames_4787=Umali
Human_Surnames_4788=Umanzor
Human_Surnames_4789=Umeda
Human_Surnames_4790=Umeno
Human_Surnames_4791=Underhill
Human_Surnames_4792=Underwood
Human_Surnames_4793=Unger
Human_Surnames_4794=Upshaw
Human_Surnames_4795=Upton
Human_Surnames_4796=Urayama
Human_Surnames_4797=Utagawa
Human_Surnames_4798=Utley
Human_Surnames_4799=Uzumaki
Human_Surnames_4800=Vaca
Human_Surnames_4801=Vaccaro
Human_Surnames_4802=Vaden
Human_Surnames_4803=Vadhra
Human_Surnames_4804=Vail
Human_Surnames_4805=Vaillancourt
Human_Surnames_4806=Vaillant
Human_Surnames_4807=Valadez
Human_Surnames_4808=Valderrama
Human_Surnames_4809=Valdez
Human_Surnames_4810=Valenciano
Human_Surnames_4811=Valentine
Human_Surnames_4812=Valero
Human_Surnames_4813=Vallejo
Human_Surnames_4814=Vallin
Human_Surnames_4815=Vanallen
Human_Surnames_4816=Vanatta
Human_Surnames_4817=Vanbrocklin
Human_Surnames_4818=Vanburen
Human_Surnames_4819=Vance
Human_Surnames_4820=Vandam
Human_Surnames_4821=Vandenberg
Human_Surnames_4822=Vanderbilt
Human_Surnames_4823=Vandermark
Human_Surnames_4824=Vanderwal
Human_Surnames_4825=Vanek
Human_Surnames_4826=Vanhorn
Human_Surnames_4827=Vann
Human_Surnames_4828=Vansteenkiste
Human_Surnames_4829=Vanwyk
Human_Surnames_4830=Vanzant
Human_Surnames_4831=Vaquero
Human_Surnames_4832=Vargas
Human_Surnames_4833=Varley
Human_Surnames_4834=Varner
Human_Surnames_4835=Vasko
Human_Surnames_4836=Vasquez
Human_Surnames_4837=Vass
Human_Surnames_4838=Vaswani
Human_Surnames_4839=Vaughn
Human_Surnames_4840=Vaux
Human_Surnames_4841=Vavilov
Human_Surnames_4842=Vecellio
Human_Surnames_4843=Vecoli
Human_Surnames_4844=Vedder
Human_Surnames_4845=Velankar
Human_Surnames_4846=Velasco
Human_Surnames_4847=Velazquez
Human_Surnames_4848=Venkatesh
Human_Surnames_4849=Venter
Human_Surnames_4850=Ventura
Human_Surnames_4851=Verde
Human_Surnames_4852=Verdugo
Human_Surnames_4853=Vergara
Human_Surnames_4854=Verhoeven
Human_Surnames_4855=Vermillion
Human_Surnames_4856=Verner
Human_Surnames_4857=Vetoreti
Human_Surnames_4858=Vetrano
Human_Surnames_4859=Vicari
Human_Surnames_4860=Vicario
Human_Surnames_4861=Vicencio
Human_Surnames_4862=Vickers
Human_Surnames_4863=Vicuna
Human_Surnames_4864=Vidal
Human_Surnames_4865=Vidana
Human_Surnames_4866=Viernes
Human_Surnames_4867=Viggiano
Human_Surnames_4868=Villamar
Human_Surnames_4869=Villani
Human_Surnames_4870=Villicana
Human_Surnames_4871=Vincoli
Human_Surnames_4872=Vinh
Human_Surnames_4873=Virani
Human_Surnames_4874=Visconti
Human_Surnames_4875=Visser
Human_Surnames_4876=Vizcaino
Human_Surnames_4877=Voelker
Human_Surnames_4878=Vogan
Human_Surnames_4879=Vogel
Human_Surnames_4880=Voight
Human_Surnames_4881=Volkman
Human_Surnames_4882=Voorhees
Human_Surnames_4883=Voroshilov
Human_Surnames_4884=Vos
Human_Surnames_4885=Vosburg
Human_Surnames_4886=Vossler
Human_Surnames_4887=Vudatha
Human_Surnames_4888=Vuuren
Human_Surnames_4889=Wadsworth
Human_Surnames_4890=Wafford
Human_Surnames_4891=Wagler
Human_Surnames_4892=Wagner
Human_Surnames_4893=Wagstaff
Human_Surnames_4894=Wahlberg
Human_Surnames_4895=Wai
Human_Surnames_4896=Wainwright
Human_Surnames_4897=Wakabayashi
Human_Surnames_4898=Wakamoto
Human_Surnames_4899=Wakana
Human_Surnames_4900=Wakefield
Human_Surnames_4901=Walburn
Human_Surnames_4902=Walcott
Human_Surnames_4903=Walden
Human_Surnames_4904=Waldrup
Human_Surnames_4905=Walker
Human_Surnames_4906=Waller
Human_Surnames_4907=Wallis
Human_Surnames_4908=Walpole
Human_Surnames_4909=Walsh
Human_Surnames_4910=Walters
Human_Surnames_4911=Walton
Human_Surnames_4912=Waltz
Human_Surnames_4913=Wan
Human_Surnames_4914=Ward
Human_Surnames_4915=Wardlaw
Human_Surnames_4916=Waring
Human_Surnames_4917=Warner
Human_Surnames_4918=Warren
Human_Surnames_4919=Warrick
Human_Surnames_4920=Warton
Human_Surnames_4921=Washburn
Human_Surnames_4922=Washio
Human_Surnames_4923=Watabe
Human_Surnames_4924=Watanabe
Human_Surnames_4925=Waterbury
Human_Surnames_4926=Waters
Human_Surnames_4927=Watkins
Human_Surnames_4928=Watley
Human_Surnames_4929=Watson
Human_Surnames_4930=Watts
Human_Surnames_4931=Waxman
Human_Surnames_4932=Waybright
Human_Surnames_4933=Wazir
Human_Surnames_4934=Weatherby
Human_Surnames_4935=Weathers
Human_Surnames_4936=Weatherwax
Human_Surnames_4937=Weaver
Human_Surnames_4938=Webb
Human_Surnames_4939=Webster
Human_Surnames_4940=Wedge
Human_Surnames_4941=Weeks
Human_Surnames_4942=Wegman
Human_Surnames_4943=Weingart
Human_Surnames_4944=Weisenthal
Human_Surnames_4945=Weiss
Human_Surnames_4946=Weissbaum
Human_Surnames_4947=Welborn
Human_Surnames_4948=Welcker
Human_Surnames_4949=Welk
Human_Surnames_4950=Wellington
Human_Surnames_4951=Wells
Human_Surnames_4952=Welsh
Human_Surnames_4953=Wen
Human_Surnames_4954=Wendt
Human_Surnames_4955=Weng
Human_Surnames_4956=Wentworth
Human_Surnames_4957=Wentz
Human_Surnames_4958=Wenzel
Human_Surnames_4959=Werkheiser
Human_Surnames_4960=Wernisch
Human_Surnames_4961=Wesner
Human_Surnames_4962=West
Human_Surnames_4963=Westbrook
Human_Surnames_4964=Westfield
Human_Surnames_4965=Westlake
Human_Surnames_4966=Wetzel
Human_Surnames_4967=Wexler
Human_Surnames_4968=Wharton
Human_Surnames_4969=Wheaton
Human_Surnames_4970=Wheeler
Human_Surnames_4971=Whicker
Human_Surnames_4972=Whistler
Human_Surnames_4973=Whitaker
Human_Surnames_4974=White
Human_Surnames_4975=Whiting
Human_Surnames_4976=Whitley
Human_Surnames_4977=Whitman
Human_Surnames_4978=Wi
Human_Surnames_4979=Widmer
Human_Surnames_4980=Wiesenthal
Human_Surnames_4981=Wieser
Human_Surnames_4982=Wiggins
Human_Surnames_4983=Wightman
Human_Surnames_4984=Wilbourn
Human_Surnames_4985=Wilcox
Human_Surnames_4986=Wilder
Human_Surnames_4987=Wilding
Human_Surnames_4988=Wiley
Human_Surnames_4989=Wilford
Human_Surnames_4990=Wilke
Human_Surnames_4991=Wilkens
Human_Surnames_4992=Wilkerson
Human_Surnames_4993=Wilkes
Human_Surnames_4994=Wilkie
Human_Surnames_4995=Wilkinson
Human_Surnames_4996=Williams
Human_Surnames_4997=Willis
Human_Surnames_4998=Willson
Human_Surnames_4999=Wilmer
Human_Surnames_5000=Wilmington
Human_Surnames_5001=Wilmore
Human_Surnames_5002=Wilshire
Human_Surnames_5003=Wilson
Human_Surnames_5004=Wimbley
Human_Surnames_5005=Winchester
Human_Surnames_5006=Windham
Human_Surnames_5007=Winger
Human_Surnames_5008=Winkleman
Human_Surnames_5009=Winkler
Human_Surnames_5010=Winnett
Human_Surnames_5011=Winslow
Human_Surnames_5012=Winstead
Human_Surnames_5013=Winters
Human_Surnames_5014=Wise
Human_Surnames_5015=Withers
Human_Surnames_5016=Witkin
Human_Surnames_5017=Witman
Human_Surnames_5018=Wodehouse
Human_Surnames_5019=Wolak
Human_Surnames_5020=Wolfe
Human_Surnames_5021=Wollaston
Human_Surnames_5022=Woller
Human_Surnames_5023=Womack
Human_Surnames_5024=Wong
Human_Surnames_5025=Wood
Human_Surnames_5026=Woodard
Human_Surnames_5027=Woodbury
Human_Surnames_5028=Woodford
Human_Surnames_5029=Woodman
Human_Surnames_5030=Woodrow
Human_Surnames_5031=Woodward
Human_Surnames_5032=Worster
Human_Surnames_5033=Worth
Human_Surnames_5034=Worthington
Human_Surnames_5035=Wren
Human_Surnames_5036=Wright
Human_Surnames_5037=Wrigley
Human_Surnames_5038=Wu
Human_Surnames_5039=Wyland
Human_Surnames_5040=Xi
Human_Surnames_5041=Xiang
Human_Surnames_5042=Xiao
Human_Surnames_5043=Xin
Human_Surnames_5044=Xu
Human_Surnames_5045=Yabuki
Human_Surnames_5046=Yacoub
Human_Surnames_5047=Yadav
Human_Surnames_5048=Yaeger
Human_Surnames_5049=Yagami
Human_Surnames_5050=Yagi
Human_Surnames_5051=Yagnik
Human_Surnames_5052=Yakamoto
Human_Surnames_5053=Yamada
Human_Surnames_5054=Yamago
Human_Surnames_5055=Yamaguchi
Human_Surnames_5056=Yamato
Human_Surnames_5057=Yan
Human_Surnames_5058=Yancy
Human_Surnames_5059=Yang
Human_Surnames_5060=Yap
Human_Surnames_5061=Yazawa
Human_Surnames_5062=Yee
Human_Surnames_5063=Yeung
Human_Surnames_5064=Ying
Human_Surnames_5065=Yoder
Human_Surnames_5066=Yonai
Human_Surnames_5067=Yoon
Human_Surnames_5068=Yorke
Human_Surnames_5069=Yoshimura
Human_Surnames_5070=Yost
Human_Surnames_5071=Young
Human_Surnames_5072=Youssef
Human_Surnames_5073=Yu
Human_Surnames_5074=Yue
Human_Surnames_5075=Zaan
Human_Surnames_5076=Zabala
Human_Surnames_5077=Zafar
Human_Surnames_5078=Zagorski
Human_Surnames_5079=Zahid
Human_Surnames_5080=Zahir
Human_Surnames_5081=Zaleski
Human_Surnames_5082=Zamora
Human_Surnames_5083=Zamzow
Human_Surnames_5084=Zang
Human_Surnames_5085=Zavala
Human_Surnames_5086=Zeigler
Human_Surnames_5087=Zeiss
Human_Surnames_5088=Zelinski
Human_Surnames_5089=Zellner
Human_Surnames_5090=Zentani
Human_Surnames_5091=Zhan
Human_Surnames_5092=Zhu
Human_Surnames_5093=Zimmer
Human_Surnames_5094=Zimmerman
Human_Surnames_5095=Zoeller
Human_Surnames_5096=Zuckerman
Human_Surnames_5097=Zuma
Human_Surnames_5098=Zurovec
Human_Surnames_5099=Zuylen
Human_Surnames_5100=Zwick
Human_Surnames_5101=Ren
Human_Surnames_5102=Kettle
Human_Surnames_5103=Marcus
Human_Surnames_5104=Maltby
HurDynDrugUGF_desc_shared=This Hurston Dynamics Storage Facility (HDSF) is currently not active and is strictly off-limits.
HurDynMining_desc_shared=This Hurston Dynamics Mining Station (HDMS) is a proud member of the Hurston Dynamics family.  
HurDynUGF_desc_shared=This Hurston Dynamics Storage Facility (HDSF) may contain hazardous materials. Authorized personnel only.
HurstonSecurity_Allies=Hurston Dynamics
HurstonSecurity_RepUI_Area=Stanton I
HurstonSecurity_RepUI_Description=As Hurston Dynamics continued to expand their manufacturing operations in the 25th century, it became necessary to hire more security personnel to protect valuable stock, monitor employee safety, and guard shipments. Rather than shoulder the continued expense of outsourcing, Hurston would create an internal security force to take over these duties. When Hurston acquired the rights to Stanton I in 2865, it was only natural for their own security personnel to take over the responsibility of ensuring the peace and safety of the planet. A common sight on the streets of Lorville, members of Hurston Security are an imposing presence able to quickly respond when the need arises.
HurstonSecurity_RepUI_Focus=Corporate and Planetary Security
HurstonSecurity_RepUI_Founded=2446
HurstonSecurity_RepUI_Headquarters=Lorville, Hurston, Stanton System
HurstonSecurity_RepUI_Leadership=Calah Hurston, Inspector General
HurstonSecurity_RepUI_Name=Hurston Security
HurstonSecurity_Rivals=Worker's Party
Hurston_JumpPoint_MicroTech,P=Hurston - MicroTech Jump Point
Hurston_JumpPoint_MicroTech_Desc,P=This jump point connects Hurston to Microtech within the Stanton system
Hurston_RepUI_Area=Stanton I, UEE
Hurston_RepUI_Description=With a history stretching back over five hundred years, Hurston Dynamics is noteworthy for being not only one of the oldest continuously-operated family businesses in the Empire, but more recently for owning its own planet in the Stanton system. Over the course of fifteen generations of Hurstons, the company made its fortune selling a wide range of weapons to the military and civilians. In addition, Hurston Dynamics produces many of the refined materials and components that other weapon manufacturers rely on.
Hurston_RepUI_Focus=Arms Manufacturing
Hurston_RepUI_Founded=2438
Hurston_RepUI_Headquarters=Lorville, Hurston, Stanton System
Hurston_RepUI_Leadership=Gavin E. Hurston, CEO
Hurston_RepUI_Name=Hurston Dynamics
Hurston_ReputationJournal_Agent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of CONTRACTOR.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Senior Contractor.
Hurston_ReputationJournal_Agent_Demotion_Title=Hurston Dynamics Demotion: Contractor
Hurston_ReputationJournal_Agent_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics OPERATIVE and that they are entitled to all related privileges including a 10% payment bonus.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the rank of Advanced Operative with additional privileges.
Hurston_ReputationJournal_Agent_Promotion_Title=Hurston Dynamics Operative Authorization
Hurston_ReputationJournal_Applicant_Promotion_BodyText=This document signifies the recipient is an authorized Hurston Dynamics ASSOCIATE CONTRACTOR and that they are entitled to all related privileges.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time, they will either be terminated or granted the rank of Contractor with additional privileges.
Hurston_ReputationJournal_Applicant_Promotion_ShortTitle=Hurston Dynamics Work Authorization
Hurston_ReputationJournal_Applicant_Promotion_Title=Hurston Dynamics Associate Contractor Authorization
Hurston_ReputationJournal_Demotion_ShortTitle=Hurston Dynamics Demotion
Hurston_ReputationJournal_JuniorAgent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of ASSOCIATE CONTRACTOR.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Contractor.
Hurston_ReputationJournal_JuniorAgent_Demotion_Title=Hurston Dynamics Demotion: Associate Contractor
Hurston_ReputationJournal_JuniorAgent_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics SENIOR CONTRACTOR and that they are entitled to all related privileges including a 5% payment bonus.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the rank of Operative with additional privileges.
Hurston_ReputationJournal_JuniorAgent_Promotion_Title=Hurston Dynamics Senior Contractor Authorization
Hurston_ReputationJournal_MasterAgent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of ADVANCED OPERATIVE along with a decrease to a 15% payment bonus.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Elite Operative.
Hurston_ReputationJournal_MasterAgent_Demotion_Title=Hurston Dynamics Demotion: Advanced Operative
Hurston_ReputationJournal_Probation_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking against the expectations of Hurston Dynamics.\n\nAll employment with Hurston Dynamics is hereby terminated.\n\n
Hurston_ReputationJournal_Probation_Demotion_ShortTitle=Hurston Dynamics Authorization Terminated
Hurston_ReputationJournal_Probation_Demotion_Title=Hurston Dynamics Authorization Terminated
Hurston_ReputationJournal_Probation_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics CONTRACTOR and that they are entitled to all related privileges.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the rank of Senior Contractor with additional privileges.
Hurston_ReputationJournal_Probation_Promotion_Title=Hurston Dynamics Contractor Authorization
Hurston_ReputationJournal_Promotion_ShortTitle=Hurston Dynamics Promotion
Hurston_ReputationJournal_SeniorAgent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of SENIOR CONTRACTOR along with a decrease to a 5% payment bonus.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Operative.
Hurston_ReputationJournal_SeniorAgent_Demotion_Title=Hurston Dynamics Demotion: Senior Contractor
Hurston_ReputationJournal_SeniorAgent_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics ADVANCED OPERATIVE and that they are entitled to all related privileges including a 15% payment bonus.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the rank of Elite Operative with additional privileges.
Hurston_ReputationJournal_SeniorAgent_Promotion_Title=Hurston Dynamics Advanced Operative Authorization
Hurston_ReputationJournal_VeteranAgent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of OPERATIVE along with a decrease to a 10% payment bonus.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Advanced Operative.
Hurston_ReputationJournal_VeteranAgent_Demotion_Title=Hurston Dynamics Demotion: Operative
Hurston_ReputationJournal_VeteranAgent_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics ELITE OPERATIVE and that they are entitled to all related privileges including a 20% payment bonus.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the right to maintain this title.
Hurston_ReputationJournal_VeteranAgent_Promotion_Title=Hurston Dynamics Elite Operative Authorization
Hurston_bounty_boss_dc_desc_001=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Bounty Collection\nOUTSOURCE MANAGER: I. Takao\nRISK ASSESSMENT: High Risk Target (Armed Support)\n\nHurston Dynamics is seeking a contractor to complete a bounty for ~mission(TargetName). This bounty has proven extremely elusive so far, but intel reports have tracked the target and a cohort of their known associates to ~mission(Location|Address). \n\nHowever, there is a strong chance that ~mission(TargetName|Last) will not risk a confrontation unless absolutely forced to. It is our recommendation that you neutralize a significant portion of the criminals allies first in order to draw them out. The report indicates that a large party of these hostiles are currently near the ~mission(Location).\n\nPayment will be released only after the bounty has been deemed complete.\n\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
Hurston_bounty_boss_dc_title_001=Elusive Bounty: ~mission(TargetName) (HRT)
Hurston_bounty_multiboss_dc_desc_001=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Bounty Collection\nOUTSOURCE MANAGER: I. Takao\nRISK ASSESSMENT: Very High Risk Target (Armed Support)\n\nHurston Dynamics is seeking a contractor to complete a bounty for ~mission(TargetName). This target and the large hostile force they are traveling with have just been reported raiding ~mission(Location|Address). \n\nHowever, if their MO holds true, ~mission(TargetName|Last) has typically remained hidden during attacks, preferring to direct their forces from afar. It is our recommendation that you focus on thinning out their allies first, and once their numbers have been significantly weakened, ~mission(TargetName|Last) will have no choice but to confront you directly. \n\nPayment will be released only after the bounty has been deemed complete.\n\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
Hurston_bounty_multiboss_dc_title_001=Evasive Bounty: ~mission(TargetName) (VHRT)
Hurston_destroystash_dc_desc_001=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Destroy Contraband\nOUTSOURCE MANAGER: I. Takao\nRISK ASSESSMENT: Medium\n\nIt has been brought to our attention that a large store of contraband materials are being housed at ~mission(Location|Address). Hurston Security is in need of a contractor to head to the site and ensure that all the illegal materials are destroyed before they can circulate more widely.\n\nIt is believed that hostile forces are guarding the contraband, and may have to be dealt with accordingly, but be mindful that they are not the primary target. \n\nPayment will be prorated per the amount of contraband destroyed. \n\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n\n
Hurston_destroystash_dc_title_001=Destroy Contraband
Hurston_eliminateall_dc_desc_001=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Neutralize Hostile Force\nOUTSOURCE MANAGER: T. Dalik\nRISK ASSESSMENT: High\n\nOur security forces have been notified of an ongoing outlaw incursion at ~mission(Location|Address), and we are in need of an independent operator capable of clearing out the hostile actors. \n\nAccording to onsite personnel, the outlaws are currently holed up near the ~mission(Location). Approach with caution and be prepared to use lethal force if the outlaws resist being removed.\n\nPayment will only be authorized once the location has been effectively cleared.\n\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
Hurston_eliminateall_dc_title_001=Neutralize Outlaw Incursion
Hurston_eliminatespecifc_dc_desc_001=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Bounty Collection\nOUTSOURCE MANAGER: T. Davik\nRISK ASSESSMENT: Moderate Risk Target\n\nHurston Dynamics is seeking a contractor to complete a bounty for ~mission(TargetName). Intel reports have tracked the target to ~mission(Location|Address) where they were last seen near the ~mission(Location). \n\nBe prepared for them to resist apprehension and for the use of lethal force if required.\n\nPayment will be released only after the bounty has been deemed complete.\n \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
Hurston_eliminatespecifc_dc_title_001=Bounty Located: ~mission(TargetName) (MRT)
Hurston_killcreatureslocation_onetype_multilocation_desc_01=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Pest Extermination\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: G. Livingston\nRISK ASSESSMENT: Medium\nRUSH CONTRACT: No\n\nHurston is seeking a contractor willing to exterminate several nests that have been preventing departments from surveying the relevant caves for resources. We are prepared to offer generous payment for the eradication of these various pests.\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
Hurston_killcreatureslocation_onetype_multilocation_title_01=Eradicate All Nests
Hurston_killcreatureslocation_onetype_onelocation_desc_01=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Pest Extermination\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: G. Livingston\nRISK ASSESSMENT: Medium\nRUSH CONTRACT: No\n\nHurston is seeking a contractor willing to exterminate ~mission(Creature) that have taken up residence inside ~mission(location|address). They have become an issue, and we need a professional to resolve the situation. Payment will be sent once the nest has been eliminated.\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
Hurston_killcreatureslocation_onetype_onelocation_title_01=Exterminate Nest of ~mission(Creature)
Hurston_searchbody_dc_desc_001=HURSTON DYNAMICS OUTSOURCING\nCONTRACT: Locate Missing Individual\nOUTSOURCE MANAGER: I. Takao\nRISK ASSESSMENT: Low\n\nThe staff at ~mission(Location|Address) has recently filed a missing persons report for one ~mission(TargetName). They have been missing for several days and were last seen heading to the ~mission(Location).\n\nYou are being contracted to conduct an onsite search for ~mission(TargetName|Last) and see if you can determine their whereabouts. \n\nPayment is dependent on returning a record of their current location, alive or dead.\n\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
Hurston_searchbody_dc_title_001=Missing Person Report: ~mission(TargetName)
IAE2951_Sign_Aegis_01_body=Few companies have had as tumultuous a history as Aegis Dynamics. From its earliest days manufacturing iconic warships of the First Tevarin War through the darkest days of the Messer regime, Aegis ships have found a resurgence in the public eye for their versatility and robust construction.
IAE2951_Sign_Aegis_01_title=ICONIC VERSATILITY
IAE2951_Sign_Aegis_02_body=No ship manufacturer personifies this year's theme better than Aegis Dynamics. Whether you're running cargo in a Retaliator or providing security in a Gladius, Aegis ships are putting in work in every corner of the 'verse. Regardless of the controversies that have plagued them over the centuries, pilots continue to trust their lives and livelihood to their tried and true designs.
IAE2951_Sign_Aegis_02_title=TRIED AND TRUE
IAE2951_Sign_Aegis_03_body=Establishing fire superiority can be the key to victory. Aegis designers consulted with both active and former members of the UEE military as well as security forces to find out what was and wasn't currently represented in the latest generation of combat gunships. The result? The Aegis Redeemer. Originally debuted years ago, Aegis made the somewhat controversial decision to delay the release of this battlefield equalizer to redesign the interior.
IAE2951_Sign_Aegis_03_title=KEY TO VICTORY
IAE2951_Sign_Anvil_01_body=Anvil Aerospace may have made a name for itself along the frontlines with its masterfully built fleet of military craft, but more and more of the company's civilian craft have captured the imagination of the Empire. Look no further than the Anvil Carrack to see a ship that has transitioned easily from its Naval origins to the very edges of space as pilots use the ship to chart new territory.
IAE2951_Sign_Anvil_01_title=CHART NEW TERRITORY
IAE2951_Sign_Anvil_02_body=As the war against the Vanduul continues, many pilots find themselves seeking a way to protect their home and loved ones during these uncertain times. Anvil Aerospace has been a strong ally in this endeavor, creating civilian versions of their popular military craft, like the Hornet F7-C, to protect you and the ones you care about.
IAE2951_Sign_Anvil_02_title=STRONG ALLY
IAE2951_Sign_Anvil_03_body=Despite the Aerospace in its name, Anvil has hardly been limited to the skies. For example, the tough and rugged Atlas vehicle platform was developed to help conquer the unforgiving landscape found on moons and planets alike. Both the Ballista and the Spartan were both built from this design foundation, proving its adaptability.
IAE2951_Sign_Anvil_03_title=TOUGH AND RUGGED
IAE2951_Sign_Argo_01_body=Contrary to popular belief, Argo Astronautics name doesn't come from the ancient water craft of Earth mythology, but rather is derived from the initials of the company's founder Alana Redmond and is attributed to her mother.
IAE2951_Sign_Argo_01_title=TRUE ORIGINS
IAE2951_Sign_Argo_02_body=If you're looking to crack into the cargo hauling market, look no further than Argo's new RAFT. This small multi-crew ship utilizes Argo's experience in the industrial ship market and a versatile design to create an affordable entry-level ship that's ready for the long haul.
IAE2951_Sign_Argo_02_title=VERSATILE EXPERIENCE
IAE2951_Sign_Banu_body=It's not uncommon for Human manufacturers to offer unique features and designs to make their ships stand out from the crowd, but the Banu take a slightly different approach when it comes to crafting their vehicles. Heavily and freely borrowing from each other and even other species, Banu ships are made by combining the best features and best technology that they can get their hands on.
IAE2951_Sign_Banu_title=BORROWED FREELY
IAE2951_Sign_Best_body=Selected by popular vote, the IAE Best in Show line up is a chance for your favorite ships to take center stage at the expo. At least most of the time. At the 2938 Expo, that year's winners were all ships too large to actually fit inside the show hall!
IAE2951_Sign_Best_title=BIGGER ISN'T ALWAYS BETTER
IAE2951_Sign_CO_body=One of the newer ship manufacturers to debut at the IAE, Consolidated Outlands has already made its mark on the Expo when it introduced the first ever mobile construction yard in 2947. The Pioneer opened up exciting opportunities for planetary settlement by allowing settlers to create their own modular structures, and forever changing the idea of what a spacecraft could do.
IAE2951_Sign_CO_title=MODULAR IDEAS
IAE2951_Sign_Crusader_01_body=Crusader Industries continues to surprise ship enthusiasts around the empire. Initially known for their commercial transports like the Genesis Starliner and the Hercules Starlifter, Crusader has been expanding into the civilian market with the introduction of their Ares Star Fighter and Mercury Star Runner. Needless to say, the future is bright for this titan of astro-engineering.
IAE2951_Sign_Crusader_01_title=BRIGHT FUTURE
IAE2951_Sign_Crusader_02_body=Unlike many of their competitors, Crusader Industries dedicates as much effort on their employees as they do on their products. Recognized as one of the UEE's best employers in 2943 and 2946, Crusader not only offers competitive pay and benefit programs to all employees, but also houses extensive in-house training and education programs to foster talent and take their workers to the next level of their career.
IAE2951_Sign_Crusader_02_title=TOP TALENT
IAE2951_Sign_Crusader_03_body=Although Crusader Industries might be best known for their transports, their recent introduction of the Ares Star Fighter shows that the charity-minded manufacturer is taking a new approach to helping citizens across the Empire, and more specifically those who live on Crusader itself. With recent attacks by well outfitted groups like XenoThreat and the Nine Tails becoming all too common, its easy to see why a powerhouse like the Ares was added to their line-up.
IAE2951_Sign_Crusader_03_title=NEW POWERHOUSE
IAE2951_Sign_Drake_01_body=Mention the name Drake Interplanetary in a room and you're sure to kick off some debate. To some, they're villains, arming the most dangerous elements in the 'verse with the tools to wreak havoc. But did you know that this criminal connection was only made possible because Drake ships were so common? In the infamous Kesselring Heist of 2903, a Drake caterpillar was used specifically because it was easy to blend in with the masses in flight.
IAE2951_Sign_Drake_01_title=ONE OF THE CROWD
IAE2951_Sign_Drake_02_body=No one brings the thunder to IAE quite like Drake Interplanetary. Love 'em or hate 'em, their ships have become versatile and affordable options for everyone from security and militia forces to haulers trying to scrape a living out in the black. The Drake Red medic ship was recently recognized for the 'most lives saved' thanks to the ship's usage in medstations and hospitals around the UEE.
IAE2951_Sign_Drake_02_title=LIFESAVER
IAE2951_Sign_Drake_03_body=Introduced in 2887, Drake's Buccaneer almost begs its pilots to pick a fight. While it doesn't have the versatility of something like the Hornet, the Bucc's got heart... and enough firepower to make it a serious threat in any engagement. Though it's been associated with multiple crimes throughout the Empire, it's also become a mainstay for local security forces and militias looking to keep the peace.
IAE2951_Sign_Drake_03_title=READY TO FIGHT
IAE2951_Sign_Esperia_body=Though the Expo attracts the latest innovations and technological wonders, Esperia is constantly paving the way forward with their reverence of the past. Preserving important historical craft and xeno-vehicles, Esperia defines spaceflight in entirely new ways by providing unique experiences that would otherwise be unavailable to modern pilots.
IAE2951_Sign_Esperia_title=HISTORICAL REVERENCE
IAE2951_Sign_FPS_body=You may be wondering why an Expo focused on vehicles and spacecraft would want to highlight personal armor and weapons. While its true that getting there is half the fun, what you do when you arrive is just as important. Having the perfect gear on board will help ensure that a landed pilot will be ready to take off again soon.
IAE2951_Sign_FPS_title=GEAR UP
IAE2951_Sign_Greycat_body=Greycat Industrial holds the distinction of having the most ever vehicles at a single IAE when in 2926 a thousand buggy parade was driven through the streets of Severus. The highlight was when all of the buggy's sounded their horns together to play a rendition of the Imperial anthem.
IAE2951_Sign_Greycat_title=IMPERIAL PRIDE
IAE2951_Sign_MISC_01_body=It's common knowledge that MISC builds some of the hardest working ships around, but to get that tough a lot of thought and careful consideration had to go into even the smallest of details. To find the best panel adhesive, MISC ran over a million thermocycle shock tests at their R&D center. The winner alone was able to survive tens of thousands of cycles without failing. Talk about being built to last.
IAE2951_Sign_MISC_01_title=CAREFUL CONSIDERATION
IAE2951_Sign_MISC_02_body=Represented in almost every industry, MISC continues to create reliable, durable, and versatile ships at a variety of pricepoints. One of their toughest tests is known affectionately as the "Meat Grinder." Though the specifics of the test are a proprietary secret, insiders claim that the test aims to inundate the prototype ship with nearly three dozen adverse conditions, sometimes attacking with three to four at the same time in an effort to prove that their ship can survive the harshest of the harsh conditions.
IAE2951_Sign_MISC_02_title=DURABLE RELIABILITY
IAE2951_Sign_MISC_03_body=MISC's latest addition to their already impressive line of ships perfectly encapsulates the spirit of this year's IAE. Push the boundaries of the known universe with their new multi-crew wayfarer ship, the Odyssey. Get a sneak peek in the holoviewer room. Only at the IAE.
IAE2951_Sign_MISC_03_title=BOUNDARY PUSHING
IAE2951_Sign_Origin_01_body=Luxury. Elegance. Performance. These are only a handful of the terms that are regularly associated with Origin Jumpworks ships. Since the 28th century, Origin has consistently pushed the boundaries of speed and sophistication, but did you know that their controversial decision to uproot their headquarters from Earth to Terra in 2913 nearly sank the company?
IAE2951_Sign_Origin_01_title=SPEED AND SOPHISTICATION
IAE2951_Sign_Origin_02_body=Perpetually expanding what's possible when it comes to high-end performance vehicles, Origin Jumpworks is a fan favorite at the IAE and this year's lineup is sure to impress. When attempting to design a new addition to their roster, Origin engineers have looked for inspiration from a variety of sources. For example, when initially brainstorming designs that would ultimately become the X1, Engineering Director Alberto Vara looked to musical notes to dictate the potential shape language of the open-canopy racer.
IAE2951_Sign_Origin_02_title=ENDLESS INSPIRATION
IAE2951_Sign_Origin_03_body=Initially concepted to be a competitor for RSI's classic Constellation line, Origin's 400i quickly developed its own singular identity. Utilizing Origin's usual high standards of performance and comfort, the 400i evolved into a ship for explorers who didn't feel the need to 'rough it' while pushing the boundaries of the known.
IAE2951_Sign_Origin_03_title=SINGULAR IDENTITY
IAE2951_Sign_Pilots_body=While it may be commonplace to sail through the stars, we should never lose sight of the wonders of space flight from discovering new jump points, unearthing lost ruins, or setting new speed records. Famed artist, Aruto Divani, created this unique portrait series as a tribute to the diverse array of people who eagerly climb aboard their ships and 'Dare to Fly.'
IAE2951_Sign_Pilots_title=SAIL THE STARS
IAE2951_Sign_RSI_01_body=Some historians credit Roberts Space Industries with the invention of modern spaceflight. For founder Chris Roberts, the prospect of making space travel more accessible was a lifelong dream and when his company unveiled their prototype Quantum Core Engine in 2075, suddenly, space travel didnt seem that fantastical anymore.
IAE2951_Sign_RSI_01_title=DREAMS ACCOMPLISHED
IAE2951_Sign_RSI_02_body=It's pretty amazing to think that RSI makes one of the smallest ships on the market and one of the biggest. It would take about 50 Auroras laid end to end to equal the length of one mighty Bengal carrier.
IAE2951_Sign_RSI_02_title=SMALLEST TO BIGGEST
IAE2951_Sign_RSI_03_body=Since its introduction in 2712, the RSI Constellation has been reimagined countless times, proving itself as varied and long-lived as Roberts Space Industries itself. It has been a cargo hauler, an explorer, a luxury liner, and more. When asked what's next for the Constellation, RSI Designer Deshondra Lewin said "Whatever it is, we will always strive to balance innovation with the tested features that pilots have come to rely upon."
IAE2951_Sign_RSI_03_title=RELIABLE INNOVATION
IAE2951_Sign_Theme_body=The theme of this year's expo is "Dare to Fly" which celebrates the courage of pilots everywhere who boldly take flight to discover new thrills, to seek adventure, and to push boundaries farther than ever imagined. With the right ship and the right frame of mind, anything is possible.
IAE2951_Sign_Theme_title=DARE TO FLY
IAE2951_Sign_Welcome_body=Hello and welcome to the 2951 Intergalactic Aerospace Expo. This special audio presentation will be your guide to the ins and outs of the various halls and provide unique insight about the vehicles and manufacturers on display. Thanks for listening and we hope you enjoy your time with us here at this year's IAE.
IAE2951_Sign_Welcome_title=WELCOME
IAE2951_Sign_Xian_body=Xi'an ships are becoming a more common sight across the UEE, but it wasn't too long ago that their sale was completely forbidden by the Xi'an Emperor. Now, thanks to growing trade between our two species, Xi'an manufacturers like Gatac and Aopoa are producing vehicles specifically for Humans to pilot. Even more promising, some new ships have been designed for Human and Xi'an crew to serve along side each other.
IAE2951_Sign_Xian_title=FLYABLE DIPLOMACY
IAE2952_Sign_CDFHeroes_body=For this year's IAE, we would like to honor the brave volunteers of the Civilian Defense Force who never fail to rise to whatever occasion calls for them.\n\nDriven by a sense of duty and a desire to protect their community, these heroes put their lives on the line as they foiled the Nine Tails' Siege of Orison, defended the INS Jericho from XenoThreat's attack, and provided humanitarian aid in the immediate aftermath of the catastrophic storm that struck Borea's western continent earlier this year.\n\nShould the need rise again, let the courage of these CDF volunteers be a reminder that we all have the potential to be heroes.
IAE2952_Sign_CDFHeroes_title=THE HEROES AMONG US
IAE2952_Sign_CDFHistory_body="A system's best defense will always come from its residents."\n\nSpecial Agent-in-Charge Bryce Balewa argued this point for years before becoming a leading proponent for the Civilian Defense Force (CDF), a volunteer militia called upon by the UEE military and Advocacy to provide support during times of crisis. His extensive experience in law enforcement convinced him a strong and trusted partnership between not only local security forces, the Advocacy, and the Navy, but also skilled individuals, would be the best security option for helping to safeguard the people of the UEE. In 2944, Balewa gave a speech at the Civilian Security Summit on this exact subject and was approached after by Amanda Xiang, a prominent lawyer and militia rights activist. Together, Balewa and Xiang drafted a proposal calling for the formation of the CDF so locals, either independently or as part of a militia, could be quickly deputized as provisional law enforcement in times of an emergency. The Civilian Defense Force was officially created in January of 2947 and after months of intensive planning, the fledgling organization had its first mission to help evacuate people on Tangaroa (Helios II) threatened by sudden and intense volcanic activity. Whether its defending shipping lanes from raids by increasingly aggressive outlaw packs or running relief to those affected by natural disasters, the CDF has quickly proven to be a vital part of system security across the empire and has become a beacon of the peoples power to overcome adversity when they work together.
IAE2952_Sign_CDFHistory_title=CREATING A BETTER DEFENSE
IAE2952_Sign_WarAtHome_body=THE LATEST FRONT IN THE FIGHT FOR SAFETY\n\nWhile the brave forces of the UEE work diligently to protect all of us from Empire-level threats, there are still ever-present dangers lurking closer to home. Millions of innocent people across every system find themselves in a daily struggle for their very lives against a surge of crime at a level unprecedented in the history of Humanity. \n\nConsidered trivial by some, compared to the Empires war against the Vanduul, this growing wave of violence has remained unchecked for far too long. With the recent heinous actions of criminal gangs like the Nine Tails and XenoThreat, Drake Interplanetary has partnered with the Intergalactic Aerospace Expo to bring attention to this ongoing struggle, and to provide you with the resources you need to claim your strength and protect what's yours. \n\nTogether, and armed with the right ships and equipment, we can take the power back and win this war.
IAE2952_Sign_WarAtHome_title=THE WAR AT HOME
IAE952_Sign_Commander_body=This armor set is an accurate reproduction of the one worn by the infamous leader of the XenoThreat terrorist group simply known as "Commander." With their true identity currently unknown, they are believed to be still at large in the Pyro system.
IAE952_Sign_Commander_title=Armor of XenoThreat Commander
IAE952_Sign_Mendo_body=This detailed reproduction faithfully recreates the armor worn by Mendo Ren, a longtime member of the Nine Tails had been tied to dozens of robberies and murders across the Stanton system before leading the recent Siege of Orison.
IAE952_Sign_Mendo_title=Armor of Mendo Ren
IAE952_Sign_Pressley_body=A small New Babbage event rental service that went out of business in 2944, the Nine Tails used crates belonging to the defunct Pressley Party Supply Co. to smuggle in weapons and technology onto Inspiration Park in preparation for their recent attack.
IAE952_Sign_Pressley_title=Pressley Party Supply Co.
IAE952_Sign_Resupply_body=After a brutal XenoThreat attack against Naval supply ships, CDF Volunteers were instrumental in restocking INS-Jericho with much needed crates of Zeta Prolanide, Diluthermex, and Acryliplex despite the difficulty in transporting such sensitive materials.
IAE952_Sign_Resupply_title=Resupply of INS-Jericho
IT_Shared_Agree,P=I agree.
IT_Shared_AskAboutOtherOptions,P=Got any other options?
IT_Shared_AskForWork1stTime,P=You got some work for me?
IT_Shared_AskedToVisit=Hey, you told me to swing by?
IT_Shared_Disagree,P=I disagree.
IT_Shared_LookingForMoreWork=Got any more jobs?
IT_Shared_MissionAccepted=Sounds good.
IT_Shared_MissionComplete=Job's done.
IT_Shared_MissionDeclined=I think I'll pass.
IT_Shared_MissionFailed=I had an issue with the job.
IT_Shared_Nevermind,P=Nevermind.
IT_Shared_No,P=No.
IT_Shared_NotInterested,P=I'm not interested right now.
IT_Shared_TellMeMoreAboutMissions,P=Tell me more...
IT_Shared_Temp_WhatsTheDeal,P=So what's the deal?
IT_Shared_Yes,P=Yes.
Imperilled_FindASeat,P=Find a seat
Imperilled_FollowMe,P=Follow me
Imperilled_StopHere,P=Wait here
Info_Kiosks_AttractTitle_001=Inmate Information
Info_Kiosks_CriteriaMet_001=Congratulations, you are eligible for release
Info_Kiosks_CriteriaNotMet_001=Release criteria not met
Info_Kiosks_Handbook_Desc_001=PRISONER HANDBOOK\n\nHello and welcome to this Klescher Rehabilitation Facility. While you serve out your sentence, we hope this handbook helps make your experience here more productive by answering a few key questions.\n\n1. HOW CAN I LEARN MORE ABOUT MY SENTENCE?\n\nIf you ever would like to find out information regarding your sentence, feel free to check the 'YOUR SENTENCE' tab on the information terminal. From this tab you can check:\n\n• Merits Earned: Keep track of the number of merits earned through our work-release program.\n\n• Remaining Time Until Release: An accurate countdown until your release. \n\n• Time Served: The amount of time youve been a guest in our facility.\n\n• Sentence Extensions: If your original sentence has been extended due to guideline infractions, you can find a list of those extensions and the reasons. \n\n2. CAN I SHORTEN MY STAY?\n\nThis Klescher Rehabilitation Facility offers a variety of work-release programs that will keep our guests busy during their stay. \n\n• Mining: This underground Klescher facility offers our guests a unique opportunity to earn merits and shave time off their sentence by mining commodities in the nearby tunnels and depositing them in the mineral deposit hoppers. You will be issued a time reduction chit or "merit" based on the total value of the deposit.*\n\n• Maintenance Tasks: We will pay guests in merits to fix up faulty equipment around the facility. \n\nFurther details can be found on your mobiGlas.\n\n3. WHAT IF I NEED SUPPLIES?\n\nCommissary Dispensers contain a selection of food, drinks, and other useful items to make your stay more comfortable that may be purchased with merits earned through our work-release programs. These dispensers are conveniently placed around the entrances to the work mines.\n\n4. IS VIOLENCE EVER THE ANSWER?\n\nViolence is never the answer. Any violence committed against Klescher personnel or your fellow guests is strictly forbidden and will result in an immediate extension of your original sentence.\n\n5. WHAT IF I WANT TO ESCAPE?\n\nWhile we understand the desire, any attempt to prematurely end your term in our facility is strictly forbidden, as is using your mobiGlas to communicate with anyone outside the facility. Failing to adhere to either of these guidelines will result in an extension of your original sentence.\n\n*Mineral prices are static and set by Klescher Company and do not reflect real-world commodity prices.\n
Info_Kiosks_Handbook_Title_001=Handbook
Info_Kiosks_Header_001=Your Sentence
Info_Kiosks_Info_001=Time Served
Info_Kiosks_Info_002=Merit Contribution
Info_Kiosks_Info_003=Original Sentence
Info_Kiosks_Info_004=Sentence Extension
Info_Kiosks_LogoScreen_001=Touch to start
Info_Kiosks_Merits_001=Merits
Info_Kiosks_Prisoner_001=Inmate ID
Info_Kiosks_SubCriteriaMet_001=Report to inmate processing to complete your sentence
Info_Kiosks_Time_001=Projected time until release
Infractions_Desc_001=The deliberate and unlawful infliction of mortal harm to another being.
Infractions_Desc_002=The intentional or negligent discharge of a weapon inside a designated safety zone.
Infractions_Desc_003=Drawing or exhibiting any deadly weapon, except in self-defense, in a rude, angry, or threatening manner inside a designated safety zone.
Infractions_Desc_004=Parking or idling in a designated hangar, garage, or landing zone without the authorization of its owner or sanctioned traffic controller.
Infractions_Desc_005=The destruction of public or private property caused by a being who is not the owner through neglectful or intentional action.
Infractions_Desc_006=Physical damage to public or private property caused by a being who is not the owner through neglectful or intentional action.
Infractions_Desc_007=Intentionally carrying, or stowing inside a vehicle they are operating, an item that has been deemed a 'prohibited good' by the UEE and / or the local municipality.
Infractions_Desc_008=Willfully entering and remaining on private or public property that they do not own nor have they been granted permission from the owner.
Infractions_Desc_009=The willful destruction, severing, contamination, or disruption of vital imperial-defense materials or public safety utilities such as, but not limited to, communication networks (comm arrays, comm relays, comm drones, etc.), fuel infrastructure, power grids, and life support systems.
Infractions_Desc_010=The attempted infliction of deadly harm to security personnel attempting to lawfully arrest or detain them.
Infractions_Desc_011=Possessing significant quantities (in excess of .125 SCU) of materials that has been deemed a 'Class A Controlled Substance' by the UEE and / or the local municipality with a clear intent to traffick, sell, or distribute said materials.
Infractions_Desc_012=Intentionally carrying or stowing inside a vehicle they are operating, a material that has been deemed a 'Class A Controlled Substance' by the UEE and / or the local municipality.
Infractions_Desc_013=Possessing significant quantities (in excess of 1 SCU) of items that are known, or can be reasonably suspected, to be stolen with a clear intent to traffick, sell, or distribute said stolen property.
Infractions_Desc_014=Intentionally carrying or stowing inside a vehicle they are operating, an item that is known, or can be reasonably suspected, to be stolen.
Infractions_Desc_015=The harboring or concealment of any individual who is known to have, or can be reasonably suspected of, committing a criminal offense.
Infractions_Desc_016=The operation of, including being transported aboard, a vehicle they do not own nor have they been granted permission from the owner to operate.
Infractions_Desc_017=The infliction of harm onto another being with a deadly weapon either willfully or accidentally.
Infractions_Desc_018=The attempted infliction of deadly harm to security personnel in the lawful discharge of their duties.
Infractions_Desc_019=Intentionally attempting to elude or flee from security personnel attempting to lawfully arrest or detain them.
Infractions_Desc_020=Failure to comply with requests or commands of security personnel in the lawful discharge of their duties.
Infractions_Desc_021=The illegal accessing of a computer system, through either forceful intrusion, crypto-cracking or other means, by a being who is not the owner nor has been granted permission from the owner.
Infractions_Desc_022=Possessing significant quantities (in excess of .125 SCU) of materials that has been deemed a 'Class B Controlled Substance' by the UEE and / or the local municipality with a clear intent to traffick, sell, or distribute said materials.
Infractions_Desc_023=Possessing significant quantities (in excess of .125 SCU) of materials that has been deemed a 'Class C Controlled Substance' by the UEE and / or the local municipality with a clear intent to traffick, sell, or distribute said materials.
Infractions_Desc_024=Intentionally carrying or stowing inside a vehicle they are operating, a material that has been deemed a 'Class B Controlled Substance' by the UEE and / or the local municipality.
Infractions_Desc_025=Intentionally carrying or stowing inside a vehicle they are operating, a material that has been deemed a 'Class C Controlled Substance' by the UEE and / or the local municipality.
Infractions_Desc_026=The destruction of a privately or publicly owned vehicle caused by a being who is not the owner through neglectful or intentional action.
Infractions_Desc_027=The collision of two or more vehicles attributed to the negligent operation of one of the involved vehicles by a being demonstrating a willful or wanton disregard for safety.
Infractions_Desc_028=Willfully failed to make sufficient bona fide efforts to fully pay criminal monetary penalties and allowed fines to accumulate to such a degree that compulsory repayment is required.
Infractions_Desc_029=The illegal usage of a non-destructive device to interfere with a privately or publicly owned vehicles ability to function or travel, such as, but not limited to, Quantum Enforcement Devices.
Infractions_Desc_030=Willfully entering and remaining on property designated by the UEE and local governance as off limits to unauthorized personnel, with the intent to commit a crime therein.
Infractions_Desc_031=Willful application of force through physical or chemical means to another being without that person's consent.
Infractions_Desc_032=Willful application of force through physical or chemical means to another being such that it causes bodily harm up to or past the point of rendering them stunned or incapacitated.
Infractions_Desc_033=Currently sentenced to a designated prison or holding facility as punishment for convicted crimes.
Infractions_Desc_034=Escaping from the custody of the UEE and / or local municipality by an individual before their scheduled release, through any means such as force, subterfuge or violence.
Infractions_Desc_035=The taking of substantial and willful steps to attempt an escape from the custody of the UEE and / or local municipality by an individual before their scheduled release, through any means such as force, subterfuge or violence.
Infractions_Desc_036=Willfully making false or exaggerated claims of stolen, lost, or damaged property to a licensed insurance provider in order to seek compensation to which they are not actually entitled.
Infractions_Desc_037=The infliction of mortal harm to another incarcerated person through direct or indirect means.
Infractions_Desc_038=Operating a vehicle with a wanton disregard for the safety or property of others in a manner that would be obviously considered dangerous by a competent individual.
Infractions_Desc_039=The infliction of mortal harm of another being through reckless or negligent behavior such as, but not limited to, improper usage of a vehicle, improper handling of dangerous materials, or improper usage of life support systems.
Infractions_Desc_040=The committing of reckless or violent acts within the established boundaries of an Armistice Zone; a protected area of non-hostility as designated by the UEE Armistice Initiative.
Infractions_Desc_041=The infliction of damage onto another being's property either willfully or recklessly, often with the intent to cause physical harm to others.
Infractions_Desc_042=Willful application of force through physical or chemical means to another being such that it causes severe bodily harm that renders them unconscious.
Infractions_Desc_043=Willfully committing harm to any being who is unconscious or otherwise unable to defended themselves with the intent to cause death.
Infractions_Desc_044=Willfully and fraudulently taking a person's registered vehicle without their permission. Also known as "shipjacking."
Infractions_Desc_045=Losing or abandoning Klescher equipment whether intentionally or accidentally can result in punishment. This can be rectified by locating and returning this equipment.
Infractions_Desc_046=Willfully and fraudulently taking a person's registered property without their permission.
Infractions_Desc_047=Towing a vehicle without permission from the legal owner.
Infractions_Grace_044=You are carrying a stolen item. Please drop it %ls
Infractions_Name_001=Homicide
Infractions_Name_002=Unlawful Discharge of a Weapon
Infractions_Name_003=Brandishing a Weapon
Infractions_Name_004=Parking Violation
Infractions_Name_005=Destruction of Property
Infractions_Name_006=Damage of Property
Infractions_Name_007=Possession of Prohibited Goods
Infractions_Name_008=Trespassing (Second Degree)
Infractions_Name_009=Sabotage
Infractions_Name_010=Resisting Arrest
Infractions_Name_011=Trafficking of Class A Controlled Substance
Infractions_Name_012=Possession of Class A Controlled Substance
Infractions_Name_013=Trafficking of Stolen Property
Infractions_Name_014=Possession of Stolen Property
Infractions_Name_015=Harboring a Fugitive
Infractions_Name_016=Operating a Stolen Vehicle
Infractions_Name_017=Aggravated Assault
Infractions_Name_018=Assaulting Security Personnel
Infractions_Name_019=Evading Arrest
Infractions_Name_020=Failure to Comply
Infractions_Name_021=Unauthorized Computer Access
Infractions_Name_022=Trafficking of Class B Controlled Substance
Infractions_Name_023=Trafficking of Class C Controlled Substance
Infractions_Name_024=Possession of Class B Controlled Substance
Infractions_Name_025=Possession of Class C Controlled Substance
Infractions_Name_026=Destruction of Vehicle
Infractions_Name_027=Vehicular Collision
Infractions_Name_028=Delinquent Restitution
Infractions_Name_029=Unauthorized Interdiction
Infractions_Name_030=Trespassing (First Degree)
Infractions_Name_031=Battery (Second Degree)
Infractions_Name_032=Battery (First Degree)
Infractions_Name_033=Actively Incarcerated
Infractions_Name_034=Escaped from Custody
Infractions_Name_035=Attempted Escape from Custody
Infractions_Name_036=Insurance Fraud
Infractions_Name_037=Inmate Homicide
Infractions_Name_038=Reckless Vehicle Operation
Infractions_Name_039=Negligent Homicide
Infractions_Name_040=Armistice Violation
Infractions_Name_041=Aggravated Criminal Damage
Infractions_Name_042=Grievous Bodily Harm
Infractions_Name_043=Attempted Homicide
Infractions_Name_044=Vehicle Theft
Infractions_Name_045=Abandoning Klescher Equipment
Infractions_Name_046=Property Theft
Infractions_Name_047=Illegal Towing
Inner_Thought_Conversation_Icon=θ
Inner_Thought_SpoolQD=Spool Quantum Drive
Inner_Thought_UnSpoolQD=Shut Down Quantum Drive
InstancedObjective,P=Test Instance Objective
Interaction_InteractionMode=~action(player_choice|pc_interaction_mode)
Interaction_Select=~action(player_choice|pc_select)
Interaction_eat=Eat
Interplanetary_Delivery_Description,P=Take some stuff far away
Interplanetary_Delivery_Title,P=Interplanetary Delivery
Investigation_JournalEntry_Fail_Body,P=The information submitted by you was found to be incorrect or insubstantial based of a 3rd ajudicator
Investigation_JournalEntry_Fail_ShortTitle,P=Investigation Result - Lacking Critical Evidence
Investigation_JournalEntry_Fail_Title,P=Investigation Result - Lacking Critical Evidence
Investigation_JournalEntry_Win_Body,P=The information submitted by you was found to be accurate based of a 3rd ajudicator
Investigation_JournalEntry_Win_ShortTitle,P=Investigation Result - Decision Approved
Investigation_JournalEntry_Win_Title,P=Investigation Result - Decision Approved
Investigation_Submit_Pending_long=Information is being reviewed please notification will be sent when information is verified
Investigation_Submit_Pending_short=Information is being reviewed please notification will be sent when information is verified
Invictus2951_JavelinTourScreens_MidDeck_01_Body=Lovingly referred to as "warhalwa" by the crew, the UEES War Hammer has had one special dish on its mess hall menu since the ship entered service in 2832. This carrot halwa, a sweet, cardamom-spiced pudding, was the special request by the War Hammers first Captain, Omar Singh, in celebration of his birthday. It has since become a tradition among the crew to eat this dessert on special occasions and celebrations. Lt. Con Timway credited the carrots in the dish for setting the new naval accuracy record in 2902.
Invictus2951_JavelinTourScreens_MidDeck_01_Title=THE WAR HAMMERS SIGNATURE DESSERT
Invictus2951_JavelinTourScreens_MidDeck_02_Body=On July 7, 2884, the UEES War Hammer was part of the naval defensive action against the Vanduul now commonly known as the "Fall of Caliban." While providing cover for the civilian evacuation of the system, the turrets were fired so frequently and for such an extended duration that XO Sander Freelins after action report noted that "turret support struts had begun to warp from the heat of the sustained fire." Gunner Tobin Lemk commented in a letter home, "I could hear my sweat sizzle as it dripped off me." As a result, Aegis Dynamics reworked the cooling systems in future Javelin models.
Invictus2951_JavelinTourScreens_MidDeck_02_Title=THE FALL OF CALIBAN
Invictus2951_JavelinTourScreens_MidDeck_03_Body=While no sign of the incursion remains, the UEES War Hammer was boarded in a surprise assault on June 25, 2861 when a Vanduul boarding ship, known in the Navy as "Spikes," made it past the UEES War Hammers point defense systems and punctured the hull. While five off-duty starmen tragically perished in the first moments of the assault, the crew were able to rally and overwhelm the Vanduul boarders before they managed to gain control of any vital parts of the ship. These brave starmen were instrumental in the War Hammers eventual victory that day.
Invictus2951_JavelinTourScreens_MidDeck_03_Title=IN MEMORY OF THOSE LOST
Invictus2951_JavelinTourScreens_MidDeck_04_Body=Among the crew of the UEES War Hammer, the first step of this stairwell is commonly known as the "Skip Step." For a brief period in 2928, the gravity plate located directly below the step was intermittently malfunctioning. This resulted in numerous starmen tripping and stumbling as they used the stairwell. As a health hazard, repairs were immediately done but despite numerous attempts at correcting the issue, the problem kept returning. During this time the crew formed a habit of not utilizing the first step as a precaution. In the end, it turned out to be a software issue in the gravity controls, but the tradition of hopping over the "skip step" remains today.
Invictus2951_JavelinTourScreens_MidDeck_04_Title=ONE SMALL STEP
Invictus2951_JavelinTourScreens_TopDeck_01_Body=Ever since the lines introduction in 2690, the Javelin has been a brawler. Unlike other ships that can fulfill multiple roles like transport, the engineers at Aegis Dynamics clearly intended for this ship to put itself in harms way. Aside from the turret installations that line these halls, the Javelin comes fully stocked with heavy ordnance to challenge capital ships and a complement of Marines to raise hell on the ground. Simply put, the Javelin is a fighter.
Invictus2951_JavelinTourScreens_TopDeck_01_Title=A HEAVY HITTER ON THE BATTLEFIELD
Invictus2951_JavelinTourScreens_TopDeck_02_Body="I remember the exact moment that I stepped aboard the UEES War Hammer for the first time. To me, it was already a legendary ship. Sure, most people dream about serving aboard the Krugeri or something, but Id grown up hearing about the War Hammer. My dad served on it immediately after graduation, so I think the thing that struck me most was its sense of history. This was a ship thats distinguished itself in some of the biggest military operations of the past hundred years and the crew always seemed to carry that shared sense of duty to live up to the high standards set by the last generation of crewmembers. I could see why it had such a profound effect on my father and why it continues to have a profound effect on me."\n- Adelle Marker, Leading Starman
Invictus2951_JavelinTourScreens_TopDeck_02_Title=A PROUD LINEAGE
Invictus2951_JavelinTourScreens_TopDeck_03_Body=As youve been exploring the halls of this famed vessel, here are some facts that you might not have known:\n\n- Since its sealing in 2832, over 5000 Naval and Marine personnel have served aboard the War Hammer. Some notable crew members include: Ari Barber (actor, served as gunner 2854-2857), Natalya Jesui (pilot, served as navigator 2905-2911), Lee Cardenza (Sataball player, served as mechanic 2932-2935).\n\n- Theres a tradition among Captains of the War Hammer to leave a bottle of liquor and a blank paper journal in their quarters for their successor. This originated with Captain Lionel Ross, who took over from Captain Singh, as the War Hammers second captain.\n\n- The Aegis Javelin uses over six million meters of cable for its electrical, data, and automation systems. Thats almost the distance from Moscow to Shanghai on Earth.\n
Invictus2951_JavelinTourScreens_TopDeck_03_Title=DID YOU KNOW?
Invictus2954_IdrisTourScreens_ArgoHangar_ArgoMPUV_Body=This dedicated hangar is intended to hold the ARGO Astronautics MPUV-1C (commonly Argo Cargo). The dedicated transfer ship is meant to help the Idris resupply while on long expeditions, without needing to land on planets or drydocks, increasing the ships operational time and providing repair support for issues that may arise.
Invictus2954_IdrisTourScreens_ArgoHangar_ArgoMPUV_Title=CARGO SUPPORT
Invictus2954_IdrisTourScreens_ArgoHangar_GravityRoom_Body=This room holds the Idris artificial gravity generator. Like with all other ship systems, the crew regularly perform drills to ensure their readiness in the case of critical component failure. However, few drills are as infamous as the “Gravity Check” a drill in which the ships gravity generator is turned off to simulate a sudden failure. Crewmates are only given a 10-second warning to secure themselves before the drill initiates.
Invictus2954_IdrisTourScreens_ArgoHangar_GravityRoom_Title=GRAVITY CHECK
Invictus2954_IdrisTourScreens_Bridge_Body=The captain and officers in command of the vessel lead from the bridge, the nerve center of the ship, where every electrical, data, and automation system comes together. In cases of duress, a skeleton crew of 8 people can operate all the ships essential functions, though not as efficiently as a full complement of crew would manage.
Invictus2954_IdrisTourScreens_Bridge_Title=BRIDGE DECK
Invictus2954_IdrisTourScreens_MainDeck_BriefingRoom_Body=This briefing room provides ample space for the captain to outline parameters for upcoming combat missions, provide a forum for the ships command staff to brief the crew, or even host social events for off-duty personnel. The holo-projectors integrated into the room allow ship command to patch into communications or pull up any data they need to reference during a briefing, such as starmaps or operational strategies.
Invictus2954_IdrisTourScreens_MainDeck_BriefingRoom_Title=MILITARY COMMUNICATIONS
Invictus2954_IdrisTourScreens_MainDeck_Brig_Body=Holding facilities such as this are used to detain private individuals caught in criminal acts as well as military personnel convicted of infracting the UEEs military code of justice. Prisoners serve their time in the brig before either resuming their service or being transferred to command for trial.
Invictus2954_IdrisTourScreens_MainDeck_Brig_Title=DISCIPLINARY CORRECTIONS
Invictus2954_IdrisTourScreens_MainDeck_CaptainsQuarters_Body=Captains of the UEE Navy are experienced officers who have demonstrated the leadership and resolve necessary to command powerful ships like the Idris-M. On these vessels, Captains enjoy private quarters in which to unwind from the stresses of their post.
Invictus2954_IdrisTourScreens_MainDeck_CaptainsQuarters_Title=CAPTAINS RETREAT
Invictus2954_IdrisTourScreens_MainDeck_CargoBay1_Body=While Idris-M frigates are usually found serving as part of larger battle group formations within the UEE Navy, they are still expected to maintain the necessary provisions to operate independently for extended periods of time. Before launch, it is up to the Quartermaster to ensure the cargo bay is fully stocked and item usage is carefully tracked.
Invictus2954_IdrisTourScreens_MainDeck_CargoBay1_Title=MILITARY PROVISIONS
Invictus2954_IdrisTourScreens_MainDeck_CargoBay2_Body=In addition to this standard version of the Idris frigate, the UEE also employs a “peacekeeper” variant designed for patrol services that strips the standard vessels ship-to-ship gun and spinal mount in favor of superior speed and additional cargo capacity for confiscated contraband.
Invictus2954_IdrisTourScreens_MainDeck_CargoBay2_Title=CRIMINAL CONTRABAND
Invictus2954_IdrisTourScreens_MainDeck_CargoBay3_Body=After beginning development during the First Tevarin war, the first Idris frigate was commissioned in 2551 in a ceremony at an Aegis factory in the Idris system. Named in honor of the militarys recent victory over the Tevarin forces at Idris IV, the ship would go on to have a long and storied history protecting the empire.
Invictus2954_IdrisTourScreens_MainDeck_CargoBay3_Title=WARTIME ORIGINS
Invictus2954_IdrisTourScreens_MainDeck_EVASuits_Body=When deployed, the ship is stocked with a full supply of EVA suits, most often used by technicians to inspect the hull for damage that evades the notice of the ships computers and to perform any precise repairs that cannot wait until the ship returns to port.
Invictus2954_IdrisTourScreens_MainDeck_EVASuits_Title=EXTRAVEHICULAR ACTIVITIES
Invictus2954_IdrisTourScreens_MainDeck_EngineRoom_Body=Unlike many of its capital ship counterparts, the Idris trades heavier armor for more powerful engines and a large array of thrusters, making the ship surprisingly maneuverable for its size.
Invictus2954_IdrisTourScreens_MainDeck_EngineRoom_Title=SPEED AND POWER
Invictus2954_IdrisTourScreens_MainDeck_ForwardEscapePods_Body=While no one wants to anticipate the worst, escape pods are a necessary component of any naval ship. The ones aboard the Idris are crafted to safely protect multiple crewmembers in the unlikely scenario of a catastrophic emergency. Once ejected, these pods can sustain crewmembers for a period of time and alert nearby ships for rescue.
Invictus2954_IdrisTourScreens_MainDeck_ForwardEscapePods_Title=FORWARD ESCAPE PODS
Invictus2954_IdrisTourScreens_MainDeck_MedBay_Body=Navy Medical Staff are responsible for the health and wellbeing of all personnel aboard the ship. To support them in carrying out this important responsibility, the UEE spares no expense in equipping them with the latest in cutting-edge medical technology.
Invictus2954_IdrisTourScreens_MainDeck_MedBay_Title=MEDICAL MARVELS
Invictus2954_IdrisTourScreens_MainDeck_MessHall_Body=Too often in the past, the rigors of military life led to members of the armed forces skipping meals, or otherwise failing to meet food intake standards needed for a healthy diet. As a result, the Navy has implemented a nutritional plan designed to improve physical fitness and cognitive abilities, with a delicious taste guaranteed to have starmen eagerly awaiting their next meal.
Invictus2954_IdrisTourScreens_MainDeck_MessHall_Title=MILITARY NUTRITION
Invictus2954_IdrisTourScreens_MainDeck_MissileRoom_Body=The missile bay of the Idris-M commands an intimidating arsenal of ordnance to tackle a variety of combat situations. The crewmen responsible for these missiles perform daily drills to ensure they can manage the sensitive payload of these precision strike torpedoes with great care and efficiency.
Invictus2954_IdrisTourScreens_MainDeck_MissileRoom_Title=MAXIMUM STOPPING POWER
Invictus2954_IdrisTourScreens_MainDeck_PilotQuarters_Body=As the frontline fighters of naval engagements, pilots take on additional risk in service of the UEE and the protection of its people. For their service, combat pilots enjoy numerous benefits, including separate sleeping quarters aboard Navy vessels.
Invictus2954_IdrisTourScreens_MainDeck_PilotQuarters_Title=RISK & REWARD
Invictus2954_IdrisTourScreens_MainDeck_RearEscapePods_Body=The main deck holds two bays of escape pods along the port & starboard corridors of the ship, ensuring the crew, no matter where they are stationed, has an accessible escape route in case they are ever required to abandon ship.
Invictus2954_IdrisTourScreens_MainDeck_RearEscapePods_Title=REAR ESCAPE PODS
Invictus2954_IdrisTourScreens_MainDeck_ShootingRange_Body=The Master-At-Arms of a vessel is responsible for managing crewmembers access to the ships weapon and ammunition stores. They also oversee the shooting range, where crewmembers can receive additional firearm training and earn certifications to use specialized equipment.
Invictus2954_IdrisTourScreens_MainDeck_ShootingRange_Title=FIREARMS TRAINING
Invictus2954_IdrisTourScreens_MainDeck_SleepingQuarters_Body=These dormitory style sleeping quarters house most members of the ships crew. In addition to a bed, crewmembers are assigned a locker in which to keep their personal effects. Many lifelong friendships have been formed by starmen who bunked together during tours of duty.
Invictus2954_IdrisTourScreens_MainDeck_SleepingQuarters_Title=SLEEPING QUARTERS
Invictus2954_IdrisTourScreens_MainHangar_Gladius_Body=Aegis Dynamics is responsible for the design of not only the Idris itself, but also the Gladius, a small fixed-wing light fighter, commonly chosen to support the Idris for its reliable performance as an interceptor or escort ship that is capable of punching far above its weight class.
Invictus2954_IdrisTourScreens_MainHangar_Gladius_Title=GLADIUS
Invictus2954_IdrisTourScreens_MainHangar_HangarOperations_Body=In developing the Idris, the UEE directed Aegis Dynamics to ensure the ship could dock a pair of patrol fighters to support its operation. While Gladius are common, the size of the hangar allows the Idris-M to carry a variety of ships allowing for greater mission flexibility.
Invictus2954_IdrisTourScreens_MainHangar_HangarOperations_Title=FIGHTER SUPPORT
Invictus2954_IdrisTourScreens_UpperHangar_ControlRoom_Body=To be certified to operate the stations within the control room, members of the Navy must pass a rigorous training and certification program. It requires personnel to have an exhaustive understanding of numerous equipment configurations, weather and spatial anomalies, and military procedures.
Invictus2954_IdrisTourScreens_UpperHangar_ControlRoom_Title=CAREFUL COORDINATION
Invictus2954_IdrisTourScreens_UpperHangar_ExerciseRoom_Body=Being a Navy starman not only requires a high level of technical competency, but also demands a high standard of physical and mental health. Medical staff aboard Navy ships ensure crewmembers maintain that standard so they can adequately endure and respond to the physical and mental stresses of their chosen profession.
Invictus2954_IdrisTourScreens_UpperHangar_ExerciseRoom_Title=THE DEMANDS OF SPACEFLIGHT
Invictus_999SquadTerm=SQUADRON 999 F8 LIGHTNING\n\nThe F8 Lightning was developed by Anvil Aerospace as a replacement for the previous generation F7A Hornet fighter. The UEE selected the Anvil Lightning for production because of the Hornet's string of military successes and its overall familiarity with active pilots. The Lightning was developed specifically to counter what the military saw as the rising Vanduul threat of the 2940s, intended to outfly and outfight the current generation of Scythe and Glaive spacecraft. \n\nTo put this new craft through its paces, the Navy's elite test unit, Squadron 999 were given full access to these next generation fighters. After dozens of flights and simulated battles, the skilled "Wreckless" pilots of the 999 provided valuable feedback that helped hone the Lightning into this imposing vehicle poised to make history.
Invictus_ArrivingAt=Arriving Soon
Invictus_Connector_at=at
Invictus_Connector_docked=Docked At
Invictus_Dates,P=May 17th - May 29th
Invictus_Dates_2021=May 20th - May 31st
Invictus_Dates_2023=May 19th - May 26th
Invictus_Expo,P=Area18, ArcCorp
Invictus_Expo_Location=Bevic Center, Area18, ArcCorp
Invictus_Flyby_ComingSoon=Coming Soon
Invictus_Flyby_Finished=Finished
Invictus_Flyby_Happening=In Progress
Invictus_Flyby_NoFlyby=Fly-by Cancelled
Invictus_Flyby_Polaris=Navy Polaris Fly-by
Invictus_Flyby_Start=Navy Bengal Fly-by
Invictus_Javelin_SeeTheDock=Come Visit
Invictus_ShipTour_Closed=Closed
Invictus_ShipTour_Idris=Navy Idris Tour
Invictus_ShipTour_NoTour=Tour Cancelled
Invictus_ShipTour_Start=Navy Javelin Tour
Invictus_TimeConnector_Open=Open For
Invictus_TimeConnector_Start=Begins In
Invictus_Timetable_Header=Invictus Schedule
Invictus_TourSoon=Invictus Coming Soon
Invictus_VisitFleetweek,P=Visit the expo
ItemPort_port_NameCooler=Cooler
ItemPort_port_NameTractorMount=Tractor Mount
ItemPort_port_NameTractorTurret=Tractor Turret
Item_DescAEGS_Idris_Main_01_CIV,P=Main Thruster
Item_DescAEGS_Idris_Main_01_MIL,P=Main Thruster
Item_DescAEGS_Idris_Main_01_PIR,P=Main Thruster
Item_DescAEGS_Idris_Main_02_CIV,P=Twin Main Thruster
Item_DescAEGS_Idris_Main_02_MIL,P=Twin Main Thruster
Item_DescAEGS_Idris_Main_02_PIR,P=Twin Main Thruster
Item_DescAEGS_Idris_Main_Fixed_01_CIV,P=Main Thruster
Item_DescAEGS_Idris_Main_Fixed_01_MIL,P=Main Thruster
Item_DescAEGS_Idris_Main_Fixed_01_PIR,P=Main Thruster
Item_DescAEGS_Idris_Mav_Fixed_CIV,P=Fixed Mav Thruster
Item_DescAEGS_Idris_Mav_Fixed_MIL,P=Fixed Mav Thruster
Item_DescAEGS_Idris_Mav_Fixed_PIR,P=Fixed Mav Thruster
Item_DescAEGS_Idris_Retro_CIV,P=Retro Thruster
Item_DescAEGS_Idris_Retro_MIL,P=Retro Thruster
Item_DescAEGS_Idris_Retro_PIR,P=Retro Thruster
Item_DescBEHR_LaserCannon_S4=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 4\n\nBehring's M6A is a versatile high velocity energy autocannon, designed to provide to keep your enemy at range without sacrificing your stopping power.
Item_DescFlair_mug_stella_fortuna_1_a=Featuring a clover motif with an antique finish, this pewter and brass tankard is perfect for making a traditional Stella Fortuna toast to "Tempt Fate."
Item_DescFlair_mug_stella_fortuna_1_b=Beautifully crafted from genuine wood with pewter accents, this Stella Fortuna themed tankard features a compass star and a reminder that "Luck Favors the Bold."
Item_DescGRIN_CraftingStation_001=Item Type: Manufacturing Station\nManufacturer: Greycat Industrial\nClass: Industrial\n\nThe ReCast ship-based manufacturing station that can store raw materials into custom crafted containers, as well as use those same resources to craft several useful items, like multitools, allowing for longer expeditions and more sustainable operations.
Item_DescGRIN_SalvageField_001=Item Type: Field Emitter\nManufacturer: Greycat Industrial\nClass: Industrial\n\nDesigned to easily break down debris and vehicles into material composite, the Renovar XTR Salvage Beam has become the industry-standard for structural salvage. It alternates between two field modes: Fracture, which uses high-frequency vibrations to break objects apart, and Disintegration, which reduces the pieces into a usable resource.
Item_DescReclaimer_CraftingStorage=Item Type: Storage\nManufacturer: Aegis Dynamics\nCapacity: 360 SCU\n\nThis internal storage space contains all raw materials a Reclaimer collects until they are fed into the ships manufacturing stations.
Item_DescReclaimer_SalvageClaw=Item Type: Manipulator\nManufacturer: Aegis Dynamics\nClass: Industrial\n\nThis heavy-duty claw allows an onboard technician to manipulate and collect salvage.
Item_DescSTOR_opencontainer_shared=Designed by one of the most trusted names in cargo pods, the Stor*All Self-Storage Container provides a convenient place to keep anything too cumbersome to carry on your person. Its durable impact-resistant construction is sealed to survive the vacuum of space.
Item_DescSyulen_Paint_Chiing_WhiteGold=Make your Syulen stand out from the crowd with the Ch.iing livery thats white marbled with gold accents.
Item_DescSyulen_Paint_chuia_BlueGold=Make your Syulen stand out from the crowd with the Chuiā livery thats blue marbled with gold accents and evokes passing waves.
Item_DescSyulen_Paint_taomoa_BlackBronze=Make your Syulen stand out from the crowd with the Taomoa livery thats obsidian black marbled with bronze accents.
Item_DescSyulen_Paint_thlun_PurpleBronze=Make your Syulen stand out from the crowd with the Thlūn livery thats purple marbled with bronze accents.
Item_DescVulture_CraftingStorage=Item Type: Storage\nManufacturer: Drake Interplanetary\nCapacity: 14 SCU\n\nThis internal storage space contains all raw materials a Vulture collects until they are fed into the ships manufacturing station.
Item_Desc_987_shirt_04=This classic tank by 987 is made with moisture-wicking fabric to keep you cool when you're at your most active. Each shirt comes with a bracer and a bandolier to create a bold and aggressive style.
Item_Desc_sch_monocle_01=As part of their Dafne collection, Derion is proud to present the Jacopo monocle. This diamond-laminate accessory features a tungsten chain and features the latest upgradable optiVis interface for unmatched comfort.
Item_Desc_sch_tophat_01=As part of their Dafne collection, Derion is proud to present the Jacopo tophat. Perfect for an elegant night on the town, this gossamer-lined top hat was commissioned in honor of the Port Renatus Metropolitan Opera House Quincentennial.
Item_Desc_srvl_armor_heavy_arms_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 8K µSCU\nTemp. Rating: -77 / 107 °C\n\nSalvaged pieces of disused protective gear were welded together to make this intimidating armor set.
Item_Desc_vgl_advocacy_undersuit_base_01=Item Type: Undersuit\nDamage Reduction: 10%\n\nVirgil's Guardian is a multi-purpose undersuit that features basic reinforced plates for impact protection as well as natural integration with compatible armor sets.
Item_Desc_vpw_bouncer_gloves_01_01_01=The 2Tuf features an ultrasoft cloth lining paired with a durable lab-grown leather exterior for comfort and unrestricted mobility. Thanks to a simple design with reinforced stitching, the glove can survive a rough night on the streets and still be ready for elegant evening out.
Item_NameAEGS_Idris_Mav_Fixed_CIV=Fixed Mav Thruster
Item_NameAEGS_Idris_Mav_Fixed_MIL=Fixed Mav Thruster
Item_NameAEGS_Idris_Mav_Fixed_PIR=Fixed Mav Thruster
Item_NameAEGS_Idris_Retro_CIV=Retro Thruster
Item_NameAEGS_Idris_Retro_MIL=Retro Thruster
Item_NameAEGS_Idris_Retro_PIR=Retro Thruster
Item_NameFlair_mug_stella_fortuna_1_a=2954 Tempt Fate Tankard
Item_NameFlair_mug_stella_fortuna_1_b=2954 Luck's Favor Tankard
Item_NameGRIN_CraftingStation_001=ReCast Station
Item_NameGRIN_SalvageField_001=Renovar XTR Salvage Beam
Item_NameReclaimer_CraftingStorage=Reclaimer Material Depot
Item_NameReclaimer_SalvageClaw=Midas Salvage Claw
Item_NameSTOR_opencontainer_1SCU=Stor*All 1 SCU Self-Storage Container
Item_NameSTOR_opencontainer_2SCU=Stor*All 2 SCU Self-Storage Container
Item_NameSTOR_opencontainer_4SCU=Stor*All 4 SCU Self-Storage Container
Item_NameSTOR_opencontainer_8SCU=Stor*All 8 SCU Self-Storage Container
Item_NameSyulen_Paint_chuia_BlueGold=Syulen Chuiā Livery
Item_NameSyulen_Paint_taomoa_BlackBronze=Syulen Taomoa Livery
Item_NameSyulen_Paint_thlun_PurpleBronze=Syulen Thlūn Livery
Item_NameVulture_CraftingStorage=Vulture Material Depot
Item_Name_sch_monocle_01=Jacopo Monocle
Item_Name_sch_tophat_01=Jacopo Tophat
Item_Name_vgl_advocacy_undersuit_base_01=Guardian Undersuit
Item_Name_vpw_bouncer_gloves_01_01_01=2Tuf Gloves
Item_ObjectiveMarker=~mission(Item)
Item_descQDRV_TARS_S03_Ranger_SCItem=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 3\nGrade: B\nClass: Civilian\n\nRely on the Ranger to guide you through the stars. The quality and reliability of this classic Tarsus quantum drive has made it a ship staple for centuries.
JournalEntry_CrewMember_01_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\n[Comm set to auto-send at 18:00:00]\n\nTo: Adena Freund\nFrom: Jameis Freund\nSubject: Im sorry\n\nHey, Adena… if I know you at all, youre probably not talking to me.\n\nFirst, Im sorry I didnt tell you about the meeting with Avivar. I knew youd be against talking to them, but I couldnt risk it not happening. You have every right to be angry at me for keeping it from you, but you know how you get sometimes. Honestly, I dont know how to handle you when you get all worked up. Youve been that way since we were kids. Remember that incident with Moms Cutlass? Guess I wanted to avoid all that drama until everything was official. \n\nSee... dammit, its hard to admit this to you ... Freund Family Fuel is running deep in the red and I dont see a way out. I did… I did everything I could to try and find a way out, put the house up as collateral for a loan… but nothing worked. Just dumb luck I guess. \n\nSelling to Avivar is our only option to stay flying with some creds in our pockets and a shred of dignity. I know youd argue with all your heart against it, but you dont know the numbers like I do. This systems a different place since Dad started all of this. Dad never had to hire a full time turret gunner for protection. Competitions grown so fierce that the low fuel prices cant cover our skyrocketing costs. At least if we operate under Avivars banner well have some support during these tough times. The business may not be in our name after this, but itll still be ours.\n\nI know you hate me right now, but just remember that, as your brother, I love you and only want to do whats best for all of us. Well, whenever youre ready to talk, Ill be here.\n\n- J \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_01_SubTitle=Freund Family Fuel Employee Datapad - Jameis Freund
JournalEntry_CrewMember_01_Title=J. Freund - Recovered Comm
JournalEntry_CrewMember_02_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Adena Freund\nFrom: Christina Clark\nSubject: Im done\n\nSeriously, screw you guys. Three runs. Ive done three runs for you and still havent gotten paid. You arent the only ones with debts to pay and while this may be your family business, it sure as hell isnt mine. \n\nMaybe if you guys actually made sure your clients paid on time this wouldnt happen. More than once Ive seen Jameis tell clients to pay him whenever its convenient. Guess I shouldnt be surprised this happened. Freund Family Fuel may be fine with doing a hard days work and not getting paid, but the hell if I am. Ill be filing a breach of contract or lost wages complaint or whatever the hell theyre called against you both the second Im off this tub. \n\n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_02_SubTitle=Freund Family Fuel Employee Datapad - Adena Freund
JournalEntry_CrewMember_02_Title=A. Freund - Recovered Comm
JournalEntry_CrewMember_03_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Ben Totland\nFrom: Simon Totland\nRE: Checking in\n\nHey man,\n\nI got chewed out again today. Guess I didnt get to the turret fast enough. Adena kept yelling at me that wed all be dead if the ship was really under attack. \n\nBut its not like I was dragging my heels. Ive just never been on a ship this size before. Its so easy to get turned around on this thing. Almost feels like someone designed this ship specifically for people to get lost on.\n\nTy keeps telling me not to worry about it. He keeps reminding me that nobodys first run goes smoothly. Told me yesterday that “the only way you learn is by living.” This would all be super overwhelming if he wasnt here. Not to say its not nice to talk to you about these things too, but by the time the message reaches you and you have the time to respond, sometimes the moments passed. \n\nHeard the Captain and his sister arguing again last night. Im not sure if they realize how loud they are or maybe they dont care. Had to crank up the volume on my mobi to drown them out, but then I got worried Id miss a call to get to the turret, so I turned it back down. Still not sleeping very well. Every little bump wakes me up, then it takes forever to get back to sleep. \n\nAt least Im making some creds and gaining some experience. Once I get paid, Ill send a portion to Mom. Maybe now that both of us are working things will be a bit easier for her. Oh, did you ever find out how much experience deckhands need on your ship? How great would that be to work this same ship. Sure Mom would love it too. Both her boys, exploring the stars together. Just like she always dreamed. \n\nCrap … gotta run. Talk again soon, brother. \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_03_SubTitle=Freund Family Fuel Employee Datapad - Simon Totland
JournalEntry_CrewMember_03_Title=S. Totland - Recovered Comm
JournalEntry_CrewMember_04_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Jameis Freund\nFrom: Ty Moyo\nRE: Ship Evaluation\n\nHey, Jameis. \n\nSo, I did what you asked. Ive done a full assessment of the ship in its current state and come to a ballpark value. It … well, theres a lot more work to be done around here than I first thought. I added about half a dozen other fixes to my punch list today... you know what, we should probably talk about this in person. That way I can explain how I got to my total. Fair warning, I dont think youll be thrilled with the news.\n\nI know you told me to hold off on repairs for the time being, but I noticed something today thats a little worrying. The power plants having power spikes under normal operations. Could be a busted regulator or something, but its best not to strain the system until I figure out whats going on. Might have to do with those repairs I did to the shield genny the other day. Wont know until I run a full diagnostic.\n\nAlso, I tweaked a few things on the turret for the kid. He wouldnt stop complaining about how slow and unresponsive it was, so I made a few minor adjustments just to keep him quiet about it. Kids eager, and works his tail off, but hes as green as they come. \n\nOne last thing, Ive been thinking about your last message, taking Avivars buyout seems like the best plan. Know your Dad wouldnt be happy about it, but hed understand. \n\nOh, and tell your sister before you go through with it. She definitely wont like it, but you owe her that much. \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_04_SubTitle=Freund Family Fuel Employee Datapad - Ty Moyo
JournalEntry_CrewMember_04_Title=T. Moyo - Recovered Comm
JournalEntry_CrewMember_05_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Matias Devi\nFrom: Patricia Sarafian\nSubject: Status Report\n\nHi, Mr. Devi, its Patricia with my weekly check-in. This has been a good week for Avivar in the Stanton System. I closed that contract I was telling you about last week. Had to cut them a deal, but like you say, once they experience Avivars amazing service, weve got em for good. That gives us three in the system. A few more clients like this and well be turning a profit in no time. \n\nIn other good news, Ive been able to convince a local fuel concern, Freund Family Fuel, to meet with me about a possible buyout. Theyve been around for decades and have a number of primo contracts. Ive drafted the offer so it allows them to operate under the Avivar name as long as they maintain our standards. Considering the state of their ship and employee records, it shouldnt be hard to get rid of them following the first performance review. Its their contracts that we really want. Not their aging Starfarer. Will let you know when Im closing in on a deal so you can give it final approval. \n\nI know Ive only been here a few months, but I see a lot of potential for Avivar in Stanton and have some big plans. Just give me the time and Ill give you this system. \n\nIll be in touch next week. \n\n- Patricia \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_05_SubTitle=Aviar Employee Datapad - Patricia Sarafian
JournalEntry_CrewMember_05_Title=P. Sarafian - Recovered Comm 
JournalEntry_CrewMember_06_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Keyon Tyler\nFrom: Matias Devi\nSubject: Request\n\nMr. Tyler,\n\nOver the previous few months, Ive been tracking the progress you and Patricia Sarafian have been making in the Stanton System on behalf of Avivar. I dont have to tell you how important it is for the company that our expansion into the system succeeds. \n\nWith that in mind, I must say that I have my concerns over how Ms. Sarafian is handling the situation. One of my main problems in making an educated assessment is a lack of good information. Ms. Sarafian, despite a number of subtle and not to subtle requests, only submits her required weekly report for me to review. \n\nThats where I was hoping you could come in. For here forward, I need you to provide me with a day-by-day accounting of Avivars happenings in the system without informing Ms. Sarafian that you are doing so. I reviewed your personnel file and see that you have been an excellent Avivar employee over the years. Since you have been so good to us, you can expect Avivar to be good to you for your assistance and discretion in this matter. \n\n- MD \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_06_SubTitle=Aviar Employee Datapad - Keyon Tyler
JournalEntry_CrewMember_06_Title= K. Tyler - Recovered Comm
JournalEntry_CrewMember_07_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Christina Clark\nFrom: Adena Freund\nSubject: Guess what?\n\nChristina … I know its you, and I have the dates to prove it. Bet you think it was so slick of you to sell info on our operations to Avivar. Dont think Im going to let you get away with it either. You best watch your back, because one day youll turn around and see me standing there. Then youll have to answer for what you did to me and my family. \n \nConsider this comm a courtesy. Stop shelling out info on us to Avivar, and get out of Stanton as fast as you can. Cause if we ever cross paths, it wont end well for you. \n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_07_SubTitle=Aviar Employee Datapad - Christina Clark
JournalEntry_CrewMember_07_Title=C. Clark - Recovered Comm
JournalEntry_CrewMember_08_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Summer Davis\nFrom: Galen Walsh\nRE: 3rd Draft Revisions \n\nSummer, I think I figured it out. I was just on the bridge for the last few hours, bored outta my mind, and it hit me like a lightning bolt. Had to sneak away so I could get this idea to you before I forgot it. \n\nWhat if, at the end of the party scene, we reveal the ship has a smugglers compartment that Hector didnt know about. So hes had the magical relic on board the entire time. Thats why the pirates dont want to damage the ship and destroy whats onboard. \n\nPlus, it gives em a reason to board the ship and take him hostage instead of blowing him out of the sky. Then we can keep that scene we love where hes locked in that cell and ...\n\nI gotta run. Cap keeps yelling for me over comm. But you get the idea, right? Roll that around in your mind for a bit, and Ill call you the second Cap gets off my back. \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_08_SubTitle=Aviar Employee Datapad - Galen Walsh
JournalEntry_CrewMember_08_Title=G. Walsh - Recovered Comm
JournalEntry_Starfarer1_Blackbox_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\n16:54:24 [CAP. JAMEIS FREUND] Adena, sending you coordinates. Make sure we quantum in just shy so we can run some scans and approach cautiously.\n\n16:54:36 [PILOT ADENA FREUND] Thats the middle of nowhere. What are we looking for?\n\n16:54:41 [CAP. JAMEIS FREUND] Just get us there. Then Ill explain everything. \n\n16:54:45 [PILOT ADENA FREUND] Jeez, fine. Dont need to bite my head off. Just thought it might be good to for the pilot to know what were getting into. \n\n16:54:55 [PILOT ADENA FREUND] Quantum complete.\n\n16:55:14 [CAP. JAMEIS FREUND] Proceed to the coordinates while I run some scans. \n\n16:55:19 [PILOT ADENA FREUND] Enough with the all the mystery, J. You finally gonna tell me what this is all about?\n\n16:55:23 [SCANS IDENTIFY STARFARER WITH AVIVAR ALLIANCE REG-TAG] \n\n16:55:25 [PILOT ADENA FREUND] The hell are they doing here? Kid, you in the turret? We got some unwanted company up ahead.\n\n16:55:27 [GUNNER SIMON TOTLAND] In position and tracking the ship. \n\n16:55:30 [CAP. JAMEIS FREUND] Everyone, calm down. Were here to meet them. \n\n16:55:34 [PILOT ADENA FREUND] The hell you talking about, Jameis? Why are we meeting the buggers thatve been stealing our clients?\n\n16:55:40 [CAP. JAMEIS FREUND] They just want to talk about ....\n\n16:55:41 [PILOT ADENA FREUND] This is why you wouldnt tell me where were going. We got nothing to say to these scumbags.\n\n16:55:45 [MECHANIC TY MOYO] (unintelligible) from the power plant. \n\n16:55:48 [CAP. JAMEIS FREUND] Hey, Ty. You dropped out at the start there. Can you repeat?\n\n16:55:51 [PILOT ADENA FREUND] Avivars done nothing but attack our business since they showed up in system. For all we know theyre here to finally wipe us out, pushing shields to max.\n\n16:55:54 [CAP. JAMEIS FREUND] Adena, wait. Ty, can you repeat what you just said?\n\n16:55:55 [POWER TO SHIELDS INCREASED]\n\n16:55:58 [POWER PLANT WARNING — OVERHEAT CRITICAL DAMAGE]\n\n16:55:59 [EMERGENCY SIRENS TRIGGERED]\n\n16:56:00 [GUNNER SIMON TOTLAND] Were under attack! Opening fire! \n\n16:56:03 [CAP. JAMEIS FREUND] Hold your fire. \n\n16:56:04 [PILOT ADENA FREUND] Ive got —\n//**TRANSCRIPTION_END**//
JournalEntry_Starfarer1_Blackbox_SubTitle=Ship RegTag #SC4V-L8212R / Freund Family Fuel
JournalEntry_Starfarer1_Blackbox_Title=Emergency Flight Data (EDR-7D093)
JournalEntry_Starfarer2_Blackbox_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\n16:52:39 [GUNNER CHRISTINA CLARK] Weve been sitting here for almost two hours. Whats going on Cap? \n\n16:52:44 [CAPTAIN PATRICIA SARAFIAN] Shouldnt be much longer.\n\n16:52:50 [GUNNER CHRISTINA CLARK] Uh huh.\n\n16:55:03 [SCANNER DETECTS OBJECT IN DISTANCE]\n\n16:55:05 [CAPTAIN PATRICIA SARAFIAN] Scans just picked up something. You see it, Keyon? Swing us in that direction while I focus in.\n\n16:55:08 [PILOT KEYON TYLER] Im on it. \n\n16:55:13 [PILOT KEYON TYLER] Walsh, whered you disappear to? Need you at the shield station, pronto.\n\n16:55:19 [MISC CREW GALEN WALSH] On my way. Something I ate last night didnt quite agree with me.\n\n16:55:23 [SCANS IDENTIFY STARFARER WITH FREUND FAMILY FUEL REG-TAG]\n\n16:55:24 [CAPTAIN PATRICIA SARAFIAN] This is them. Kill all non-essential chatter. Bring us in good and close. \n\n16:55:28 [PILOT KEYON TYLER] Copy that.\n\n16:55:30 [GUNNER CHRISTINA CLARK] Hey, am I reading these scans right? Is that Freund Family Fuel?\n\n16:55:34 [CAPTAIN PATRICIA SARAFIAN] I said cut the chatter. \n\n16:55:37 [GUNNER CHRISTINA CLARK] What are they doing here?\n\n16:55:42 [CAPTAIN PATRICIA SARAFIAN] Thats not your concern. \n\n16:55:45 [GUNNER CHRISTINA CLARK] But Cap--\n\n16:55:46 [CAPTAIN PATRICIA SARAFIAN] I said dont worry about it. \n\n16:55:54 [CAPTAIN PATRICIA SARAFIAN] Walsh? I need you here now!\n\n16:55:57 [MISC CREW GALEN WALSH] Almost there …\n\n16:55:58 [SCANS PICK UP SUDDEN INCREASED HEAT SIGNATURE FROM STARFARER WITH FREUND FAMILY FUEL REG-TAG]\n\n16:55:59 [PILOT KEYON TYLER] Woah … anyone else catch that sig spike? What the … incoming fire! \n\n16:56:00 [GUNNER CHRISTINA CLARK] I knew this was a trap. Giving em everything I got. \n\n16:56:02 [CAPTAIN PATRICIA SARAFIAN] Walsh … \n\n16:56:03 [PILOT KEYON TYLER] Were too close --\n\n16:56:04 [FRONT SHIELD DEPLETED] \n\n //**TRANSCRIPTION_END**//
JournalEntry_Starfarer2_Blackbox_SubTitle=Ship RegTag #ST3L-309T0U  / Aviar 
JournalEntry_Starfarer2_Blackbox_Title=Emergency Flight Data (EDR-163F3)
JournalText=WIP -\nPrisoner 1: ID: ~mission(AIIntegerSave1) - Name: ~mission(NameSave1)\nPrisoner 2: ID: ~mission(AIIntegerSave2) - Name: ~mission(NameSave2)
Journal_General_ContractManagerTutorial_Content=Welcome to the new Contract Manager!\n\nWith your mobiGlas 2.5 network software update, you may have noticed some improvements made to the Contract Manager application. Its now easier to search through available jobs, accept contracts, and keep all your ongoing work organized. Happy Job Hunting!\n_______________________________________\n\nKEEPING TABS\n\nThe first thing you may notice when you open the Contract Manager from the mG Homespace is that there are now four tabs located along the top of your holo-display.\n\nGeneral - This tab gathers and displays available local contracts which have been Business and Labor Administration (BLA) certified to meet UEE and local law requirements. \nPersonal - These are offers being sent to your account specifically. Users are encouraged to be cautious accepting unsolicited contracts from unknown sources.\nAccepted - Once you accept an offer, the contract is moved to this tab so that you can quickly access important information relating to it.\nHistory - When a contract comes to end, either through successful completion or by other means, the record of it is kept here for reference.\n\nNEW CONTRACT CATEGORIES\n\nWe have introduced new Contract Categories that automatically group offers by type to make it easier to find the type of job youre interested in. \n\nAppointments - These are typically offers used to coordinate and schedule in person meetings.\nBounty Hunter - Contracts to pursue and track down specific, possibly dangerous individuals.\nECN - Contracts received through the Emergency Communication Network system.\nDelivery - Transport-related contracts to move cargo and goods between locations.\nInvestigation - Used by insurance companies and individuals to acquire information. (This update also improves the data submission tool to allow users to submit applicable information to the client from the Accepted tab*.)\nMaintenance - Jobs that require manual labor and trade skills such as repair work or hazardous material handling. \nMercenary - Offers in which the contractor is expected to have combat training, such as escort and security work.\n\nACCEPTING CONTRACTS\n\nWith the Contract Manager, after carefully reading all the information, you can apply for and accept job offers** directly from your mobiGlas. Once you have accepted a contract, from the Accepted tab you will be able to see a detailed list of objectives, and can now also track and untrack contracts to have it sync with your StarMap app, as well as cancel contracts already in progress***.\n_______________________________________\n\n* Users may choose to submit their data to the client at any point, whether the matter has been fully investigated or not. Any complications to arise from this are the solely the responsibility of the user.\n** microTech and mobiGlas do not endorse or guarantee any contracts listed in the Contract Manager and are not responsible for any risks associated with accepting uncertified contracts. \n*** microTech and mobiGlas are not accountable for any and all repercussions related to abandoning contracts.
Journal_General_ContractManagerTutorial_From=mobiGlas
Journal_General_ContractManagerTutorial_Title=Updated Contract Manager
Journal_General_CriminalRecord_Content=Crimes Committed:\n\n~law(committedCrimes)\n\nNote that fines may be paid through the Fines & Citations Payment System terminals located at many rest stops and landing zones.
Journal_General_CriminalRecord_Title=Criminal Record
Journal_General_CrusaderBountyCongrats_Content=Congratulations!\n\nYour name has been added to Crusader Security's Authorized Operator list, a prime hiring resource for the numerous security firms operating in this sector. Inclusion on this list confirms your status as a skilled operator and your ability to handle bounty collection and other security related contracts.\n\nSafe Travels & Good Hunting,\n\nSasha Rust\nSecurity Director, Crusader Industries\n 
Journal_General_CrusaderBountyCongrats_From=Crusader Security
Journal_General_CrusaderBountyCongrats_Title=Bounty Collection Authorization
Journal_General_CrusaderBountyRevoke_Content=Due to recent criminal activity, Crusader Security has revoked your status as an Authorized Operator effective immediately. 
Journal_General_CrusaderBountyRevoke_From=Crusader Security
Journal_General_CrusaderBountyRevoke_Title=Bounty Collection Authorization - REVOKED
Journal_General_CrusaderCrimeTutorial_Content=Like many who travel to the Stanton System, you may be wondering how the laws and regulations of the four megacorps compare to the laws in the rest of the UEE. While our status as an independent planet allows us latitude to govern as we see fit, you may be surprised to learn that Crusader Industries adheres to many of the legal guidelines set forth by the Empire in order to provide a safe and secure environment for all. \n\nHere are few tips to remember while visiting Crusader and its surrounding sectors:\n\n* While the level of crime here is typically no higher than many places in the Empire, visitors should be cautious traveling to more remote areas such as the asteroid belt around the moon Yela since outlaw attacks have been known to occur.\n\n* Even though you are in Crusader Security patrolled space, damaging another individuals ship or interfering with public landing areas are still considered misdemeanors. Note that repeated offenses will be taken very seriously. \n\n* Beware of contract offers that involve the disabling of comm arrays. Unsavory individuals often try to lure unsuspecting victims to do this illegal task for them under false pretenses, and many travellers have fallen for this scam. Know that TAMPERING WITH COMM ARRAYS IS AGAINST THE LAW and endangers other peoples lives. Anyone caught disabling a comm array will be prosecuted to the fullest extent of the law.\n\n* The moons of Crusader are home to many beautiful sights, and touring them is a must while visiting the area. Just be sure to avoid unmarked outposts, bring plenty of fuel and oxygen, and always locate your closest emergency shelter before setting out an expedition.\n\n* Crusader Security encourages individuals to join us in helping promote a safe environment. Whether you help track down a wanted criminal, assist in patrolling nearby sectors, or respond to ECN alerts to help ships in distress, any contributions you make to the communitys overall security will be noted in your records and may go a long way in making up for any previous minor infractions. By working together we can all make Crusader a better place to visit.
Journal_General_CrusaderCrimeTutorial_From=Crusader Security Team
Journal_General_CrusaderCrimeTutorial_Title=A Visitors Guide to Crusader Security
Journal_General_Hangar_Content=With your recent acquisition of a Personal Hangar, we here at Landing Services wanted to take a moment to let you know of some of the benefits that come with being a hangar owner and what you can expect when traveling away from home.\n\n* Your Personal Hangar *\n\n- For your convenience, all hangars, Personal and Public, come equipped with a Fleet Manager terminal that can be used to exchange vehicles via the lift. Please be sure to stand clear while the platform is in motion.\n- When shopping at local stores or fulfilling local contracts, all acquired goods will be stored in the areas warehouse. All hangars, Personal and Public, have a Freight Elevator which can be used to transfer items to and from the warehouse. Note that smaller items can be accessed via the Gear Storage System.\n- As this is a private space only accessible to you and your invited guests, you can feel safe in storing your personal belongings not only within the provided warehouse storage, but in the hangar itself.\n- Your Personal Hangar is capable of accommodating any of the vehicles that were part of your fleet at the time of it being assigned but be mindful that if you acquire larger vehicles in the future, you may need to use a Public Hangar to access them.\n\n* Public Hangars *\n\n- When visiting a location away from home, or accessing vehicles that your Personal Hangar cant accommodate, a Public Hangar will temporarily be assigned to you.\n- Be mindful upon departure, that items left inside a Public Hangar or its local warehouse will be considered abandoned and will become the property of the local landing services. \n\nCongratulations again, and we hope that you enjoy your Personal Hangar for years to come.\n
Journal_General_Hangar_From=Landing Services
Journal_General_Hangar_Title=Congratulations on Your Personal Hangar!
Journal_General_Healing_Content=Since its recent introduction, theres no denying that regeneration technology has changed modern medicine for the better. Across the Empire, patients can now recover from injuries that would have been fatal in the past. However, as impressive as regeneration is, it is not a replacement for traditional care and treatments.\n\nBelow, we will outline a few important tips on regeneration along with some basic medical practices to help safeguard your health.\n\n--REGENERATION--\n\nRegeneration is the medical process in which a holistic bioscan known as an imprint is used to recreate a near perfect copy of someone down to their memories. Because of the unique properties of the imprint, it maintains a remote connection to its source at all times and ensures that it can only regenerate someone after they experience a fatal event. \n\nThis connection, known as an echo, also means that traumatic experiences lower an Imprints Viability Score (IVS). Repeated regeneration may produce irregularities during the regeneration process and eventually render the imprint unusable. \n\nTo create your very own imprint, visit a Tier 1 or Tier 2 medical facility and register on a kiosk. Once complete, that site will then be where you next regenerate. You can also store an imprint aboard a properly equipped vehicle. If the location or vehicle where your imprint is stored becomes unavailable, a back-up will always be available at your primary residence and you will regenerate there. Please note that having an active CrimeStat may have an impact on your regeneration site.\n\nHowever, because of the effect of imprint echoes on the regeneration process, it is important to remember that receiving first aid and medical treatment is always preferable to being regenerated. The following breakdown outlines basic first aid to deal with a variety of injuries to help avoid needing to regenerate.\n\n--FIRST AID--\n\nThe first step when dealing with an injury is to identify how serious it is using a visor HUD, a self-evaluation (i.e. PIT), or if assisting someone else, a medical device. All injuries can be divided into three severity categories:\n\n- Minor injuries can be treated by Tier 3 (T3) medical facilities and are highlighted purple.\n\n- Moderate injuries can be treated Tier 2 (T2) medical facilities and are highlighted mauve.\n\n- Severe injuries can be treated by Tier 1 (T1) medical facilities and are highlighted pink.\n\nTo fully treat an injury, seek out an appropriately tiered facility at a rest stop, landing zone, or medically equipped vehicle. Attempting treatment at an incorrectly tiered facility can temporarily relieve symptoms, but the injury itself will remain. If you are alone and in need of transportation to a medical facility, you should contact a trusted acquaintance or use your mobiGlas to create a rescue service beacon.\n\nWhile injuries can only be treated at an appropriate medical facility, medication can be administered on site to temporarily alleviate associated symptoms. Before heading out a trip, its smart to bring along single dose pens, medical attachments, or full healing device with you.\n\nInjection pens are easy to carry and administer, but you will need to bring multiple pens to cover various symptoms and they can only be used once.\n\nSmaller medical attachments, like the LifeGuard for the Pyro Multi-Tool, allow for diagnostic scans and can administer a healing agent like Hemozal, but cannot treat other symptoms. They are typically used in conjunction with injection pens. \n\nFull medical devices like the ParaMed from CureLife provide detailed diagnostic scans and allows for the administration of multiple medicines along with full control of the dosage. However, it can be bulkier and more expensive than other options.\n\nFor ease of reference, here is an alphabetical list of common symptoms and the recommended medicines to relieve them.\n\n--COMMON SYMPTOMS--\n\n- Concussion Caused by an impact to the head, individuals with a concussion will experience slower reaction times and have a harder time maintaining their balance. Can be relieved with an adrenaline like Demexatrine. \n\n- Health Loss As displayed on your mobiGlas or bioscan, your health is a simplified diagnostic number derived by combining information from several important monitored vitals. Sustaining injuries will cause you to lose health. Health can be restored by administering a healing agent like Hemozal.\n\n- Impaired Mobility Caused by injuries to the limbs, torso or head, impaired mobility will make getting around difficult. Can be relieved with an opioid like Roxaphen.\n\n- Incapacitation Individuals who are incapacitated have had their health levels reduced to zero and will be unable to move. This is a potentially fatal condition and a healing agent like Hemozal must be applied must be applied in order to restore mobility. The amount of time until the condition is irreversible will be displayed on your mobiGlas. Note that factors like sustaining additional injures or having other confounding medical issues may impact how long you have. \n\n- Muscle Fatigue Caused by injuries to the limbs, those suffering from muscle fatigue will move slower and have their refined motor skills affected. Can be relieved with an adrenaline like Demexatrine. \n\n- Muscle Weakness Caused by injuries to the arms, muscle weakness makes it difficult to do activities that require strength. Can be relieved with a corticosteroid like Sterogen.\n\n- Ocular Inflammation Caused by injuries to the head and results in vision obscured by inflamed blood vessels. Can be relieved by a corticosteroid like Sterogen.\n\n- Partial Paralysis Caused by injures to the limbs, partial paralysis makes it so the affected area is severely impaired resulting in the loss of the ability to do activities like running, climbing, and interacting with objects. Can be relieved with an opioid like Roxaphen.\n\n- Respiratory Damage Caused by injuries to the torso, this affects lung capacity and makes breathing or prolonged physical exertion very difficult. Can be relieved with a corticosteroid like Sterogen.\n\n- Stunned A temporary loss of consciousness that leaves the individual unable to move for the duration. Will relieve itself after enough time passes and consciousness is regained.\n\n--BLOOD DRUG LEVEL AND OVERDOSE RISK—\n\nWhile giving first aid is vital, know that it comes with its own risks. Administering medication will increase an individuals Blood Drug Level (BDL) as will imbibing recreational drugs or alcohol. \n\nA high BDL can create a feeling of intoxication and may result in difficulty moving, blurred vision, and loss of refined motor skills. For your safety and other, it is strongly recommended that you avoid operating a vehicle while intoxicated.\n\nOnce your BDL reaches a dangerous level it is called an overdose. Individuals experiencing an overdose will be stunned and will gradually lose health until they become incapacitated.\n\nFortunately, BDL will reduce naturally over time. Administering a detoxicant like Resurgera will speed the process and make it so you are no longer stunned. \n
Journal_General_Healing_From=Empire Health Services
Journal_General_Healing_Title=Regeneration and Basic First Aid
Journal_General_Medical_Content=Whether you havent been sleeping well, experienced a traumatic injury, or have , most modern digital assistants like mobiGlas include a wide variety of health monitoring capabilities to make staying healthy simpler than ever.\n\nBy constantly monitoring your key vitals, the software is able to make preliminary diagnoses and alert you about dozens of afflictions you may be experiencing. These alerts, when used properly, can offer guidance and help you know when to make lifestyle adjustments, administer self-treatment options, or seek assistance from a medical professional. \n\nBelow we have highlighted a few of the more common medical alerts that you may see:\n\nConcussed -\nA mild brain injury that results in temporary loss of cognitive function. Early warning signs of a concussion can include double vision, loss of balance, and ringing in the ears.\n\nDehydrated - \nWhen the body does not have enough water to function normally. Symptoms can include thirst, dry mouth, headaches, deteriorating health, exhaustion, and blurred vision.\n\nHemorrhage - \nInternal or external bleeding. It is recommended that you try to stem the loss of blood as soon as possible to minimize deterioration of health.\n\nHyperthermia - \nThe bodys core temperature has risen above safe levels and can no longer compensate leading towards fatigue, severe headaches and migraines, difficulty breathing, deteriorating health, and increased thirst. \n\nHypothermia - \nThe bodys core temperature has fallen below safe levels and can no longer compensate leading towards severe fatigue, shivering, weakness of the limbs, deteriorating health, increased appetite, light sensitivity, hearing impairment and a risk of paradoxical undressing.\n\nMalnourished - \nWhen the body does not have enough nutrients to function normally. Symptoms can include weakness, deteriorating health, irritability, hearing and vision impairment. \n\nSevere Injury - \nA general term used to describe when very serious trauma has been inflicted to the body. Often accompanied by vision loss. Requires immediate medical attention.\n\nUnconscious -\nWhen trauma is severe enough, an individual may experience a syncope, lose consciousness and become unable to respond to stimuli. \n\n
Journal_General_Medical_From=Empire Health Services
Journal_General_Medical_Title=Monitoring Your Health
Journal_General_Nutrition_Content=We all lead busy lives, and sometimes making good nutrition choices can be a daunting challenge to say the least! \n\nThankfully, by using the NDR and HEI ratings assigned to most commercially available food and drinks, taking better care of yourself has never been easier. Just remember, the *higher* the score, the better the nutrition, and the better you'll feel. \n\nNutritional Density Rating (NDR)\nDevised by Empire Health Services to help people eat healthier, the Nutritional Density Rating (NDR) takes into consideration the foods concentration of nutrients per 100kcal, the breadth and diversity of nutrients contained, and the nutritional bioavailability. The higher an NDR score, the better a food item is for your overall health. However, it is important to remember that no single food contains all the nutrients a single person needs, so along with eating high-scoring food, the second most important thing an individual can do is consume a wide variety of foods. Heres to good eating and good health! \n\nHydration Efficacy Index (HEI)\nOriginally created by a team of nutritionists at the University of Jalan to compare the effects of beverage choice on hydration levels during long haul space flights, the Hydration Efficacy Index (HEI) has since been adapted by Empire Health Services as the standard measure by which various drink selections can be compared. By considering such factors as moisture retention, absorbency rates, osmolality, caloric count, and electrolyte levels (specifically sodium and potassium), a beverage can be graded using one standardized index. The higher the score, the more effective the beverage is at keeping the consumer hydrated for longer. Substances like caffeine and alcohol have the potential to decrease the index score by increasing the rate of water loss from the body. Standard filtration system water has a baseline score of 80. \n\nDietary Effects\nIn addition to the baseline scores, many foods and drinks have been additionally labeled with keywords to provide extra information about the potential effects that item will have on your health. Take a look at the list below for some of the most common effects and what they mean.\n\nHypertrophic - Provides additional blood flow and nutrients to key muscle groups to make them perform optimally.\n\nAtrophic - Restricts blood flow, negatively affecting the muscles, making tasks seem harder.\n\nEnergizing - Provides a boost to your energy levels, allowing you to be active for longer.\n\nFatiguing - Has a draining effect, causing lethargy and general sense of exhaustion.\n\nCognitive Boosting - Encourages brain function by allowing additional focus while performing complicated tasks.\n\nCognitive Impairing - Stymies brain activity making it difficult to focus for long durations. \n\nHypometabolic - Digests slowly, making you feel satisfied for longer.\n\nHypermetabolic - Digests quickly, increasing the likelihood you'll be hungry sooner.\n\nHydrating - Helps your body to better absorb water, allowing you to satisfy your thirst for longer.\n\nDehydrating - Causes your body to lose water, making you thirstier.\n\nHealing - Provides vital nutrients to help your body naturally repair itself. \n\nToxic - Contains elements that are detrimental to your health and can cause damage if consumed in large quantities. \n\nImmune Boosting - Helps your body stay healthy when exposed to harmful elements.\n\nImmune Suppressing - Weakens your body's ability to fight off harmful elements.\n\n\n
Journal_General_Nutrition_From=Empire Health Services
Journal_General_Nutrition_Title=Better Nutrition, Better You
Journal_General_StarmapQuantumTutorial_Content=Now that your mobiGlas has installed to the new 2.5 network update, you are ready to use the StarMap app to travel the stars in a whole new way. For the past year, the engineers at microTech have been working with industry-leading quantum drive manufacturers to allow our award winning StarMap app to seamlessly integrate with most consumer navigation software. This means you can now set quantum travel routes directly from inside the Starmap you are ready to use the StarMap to set quantum travel routes directly. \n\nTo get started using these new features, follow the quickstart guide below.\n\nSafe Travels!\n\nThe StarMap App Dev Team\n\n_______________________________________\n\n\nSTARMAP QUANTUM TRAVEL QUICKSTART GUIDE\n\n1. From your cockpit chair, open up the StarMap app either by accessing it through your mobiGlas or your ships holo-display.\n\n2. Use the StarMaps controls to pan and zoom around the map, till you see the destination you wish to travel to. (Remember, you may have to zoom in or out to locate a particular destination.)\n\n3. Click on the destination to see a route from your current location highlighted with a green scrolling dashed line. (If the route is inaccessible by a single quantum, it will appear a red static dashed line. If this is the case, you may have to travel to an accessible location first before traveling to your ultimate destination or refill your quantum fuel tank. For any additional issues, contact your quantum drive manufacturer.) \n\n4. Once you have your route selected, you can use the button on the lower left labeled “Set As Destination” to transfer these coordinates to your quantum drives navigational computer. The route will now be highlighted by green scrolling arrows.\n\n5. Close the StarMap and you are now set to begin quantum travel. After spooling your quantum drive in preparation, rotate your ship so that your prow is aimed at the diamond-shaped destination marker on your AR display to calibrate the navigational computer. Once spooled and calibrated, you will be able to initiate quantum to your set location. (Remember, you will not be able to quantum travel again till your drives cooldown period ends.)
Journal_General_StarmapQuantumTutorial_From=mobiGlas
Journal_General_StarmapQuantumTutorial_Title=Improved StarMap Quantum Integration
Journal_General_Wildlife_Content=Beyond the bustling cities, the Stanton system has plenty of opportunities to get up close with nature. This guide will highlight some of Stantons most interesting animals and where you can find them. \n\n*WILDLIFE OF STANTON*\n\nKOPION\nOriginally from Nul V (Ashana) Kopion are fast, carnivorous animals that quickly evolve specialized traits, to thrive in differing environments, by reproducing quickly and in large litters. Without careful monitoring, the Kopion often becomes invasive. Fortunately, the horn of the Kopion is made of a unique combination of bone and naturally occurring carbon nanomaterials that, when processed, can be used to aid in bone regeneration, making it a valuable commodity to harvest.\n\nMAROK\nMarok are omnivorous birds often introduced to terraformed worlds as ecological stabilizers, due to their reliability as large predators. Marok owes their adaptability to their powerful gizzards, which secrete a substance during digestion that hardens into a large stone that helps the Marok digest their food more efficiently. These stones have unique conductive properties that make them sought-after for use in the production of microprocessors.\n\n*STATON HABITATS AND BIOMES*\nReady to go out and meet some these animals yourself? The following list of biomes will serve as a handy guide on where to begin your safari.\n\nTundras of Stanton I (microTech) \n• These vast, treeless plains are home to numerous herds of Kopion and flocks of Marok.\n\nForests of Stanton I (microTech)\n• The tall trees provide shelter and shade for the Kopion and Marok that inhabit these forests.\n\nCaves of Stanton IV (Hurston)\n• Herds of Kopion have flourished in these deep underground caverns. We recommend caution while exploring as the naturally aggressive Kopion can become dangerous when cornered in a confined space.
Journal_General_Wildlife_From=Stanton Wildlife Federation
Journal_General_Wildlife_Title=Guide to Stanton Wildlife
Journal_System_Stanton_Stanton2_Covalex_EngineerMelDoor_Author=Covalex Investigation - Door Codes
Journal_System_Stanton_Stanton2_Covalex_EngineerMelDoor_Body=To: Genevieve Miko\nFrom: Dennis Gethart\nRe: Door Codes\n2945.09.22 14:31SET\n \n \nHey Gen,\n \nNo, havent touched it. I checked with Ava though. She said to just leave it, Ososky isnt a person of interest in the investigation. Clean-up teams will reset the code when they sweep the station.\n \nDennis\n \n>To: Dennis Gethart\n>From: Genevieve Miko\n>Re: Door Codes\n>2945.09.22 14:27SET\n>\n>Melanie Ososky.\n>\n>To: Genevieve Miko\n>From: Dennis Gethart\n>Re: Door Codes\n>2945.09.22 14:26SET\n>\n>Hey Gen,\n>\n>Whos hab is this?\n>\n>Dennis\n>\n>To: Dennis Gethart\n>From: Genevieve Miko\n>Subject: Door Codes\n2945.09.22 14:22SET\n>\n>\n>Hey, Dennis\n>\n>Im supposed to be packing up these habs, but cant seem to access one of the doors. The code on file isnt working. Did you change it?\n>\n>Gen\n>
Journal_System_Stanton_Stanton2_Covalex_EngineerMelDoor_Title=D.Gethart - Recovered Data
Journal_System_Stanton_Stanton2_Covalex_InvestigatorDarnellDoor_Author=Covalex Investigation - Security Seal
Journal_System_Stanton_Stanton2_Covalex_InvestigatorDarnellDoor_Body=HAB: WARD, DARNELL\n \n<b>** SECURITY SEAL **</b>\n DO NOT TAMPER\nThis room has been sealed as a crime scene. All persons are forbidden to enter without express permission from lead Investigator.
Journal_System_Stanton_Stanton2_Covalex_InvestigatorDarnellDoor_Title=DO NOT TAMPER
Journal_System_Stanton_Stanton2_Covalex_InvestigatorPreliminaryReport_Author=Covalex Investigation - Preliminary Findings
Journal_System_Stanton_Stanton2_Covalex_InvestigatorPreliminaryReport_Body=To: Ava Skenning\nFrom: Ava Skenning\nSub: Preliminary Findings\n2945.09.23 15:46SET\n \n<b><<< EXECUTIVES ONLY: NOT FOR DISTRIBUTION >>></b>\n \nIncident Report #GJC-99091\n \nTo members of the Executive Team,\n \nI am in the process of preparing a complete summary, but wanted to give you a high level overview of our findings. \n \nOn 2945-08-27, Covalex Station Gundo suffered a catastrophic system overload which triggered an explosion that resulted in the deaths of sixteen employees and millions in structural damage.\n \nInitial investigation into the stations server logs found that one of the Maintenance workers (WARD, DARNELL File#438956) had been running stress tests throughout the day to address a power runoff issue. System login indicates that Ward attempted another stress test at 1400 SET on day of accident, but didnt ever turn the system off. Station systems went critical without the local failsafes and an explosion was inevitable.\n \nReviewing Wards personnel file indicated that hed had addiction issues in the past and had even been suspended previously for negligence. Though supervisor reviews indicated hed cleaned up since his return, our teams found evidence that he slipped back into bad habits shortly before the accident.\n \nTo perform our due diligence, weve exhausted other potential causes, but this one seems to be the most likely. As I mentioned, Im still compiling my final report, which you will have when I make my presentation to the board.\n \n \nAva Skenning\nInvestigator\nCorporate Security - Covalex\n \n<i>The information contained in this message is confidential and only intended for the recipients. If you have received this message in error, please notify Covalex Corporate Security team and they will guide you through proper deletion protocol. Distributing, releasing or holding this private company communication is strictly prohibited.</i>
Journal_System_Stanton_Stanton2_Covalex_InvestigatorPreliminaryReport_Title=A.Skenning - Recovered Data
Journal_System_Stanton_Stanton2_Covalex_TechnicianDoorCodes_Author=Covalex Investigation - Hab Code List
Journal_System_Stanton_Stanton2_Covalex_TechnicianDoorCodes_Body=To: Ava Skenning\nFrom: Dennis Gethart\nSubject: Hab Codes\n2945.09.21 16:53SET\n \nAva,\n \nPulled the Hab door codes from the SysAdmins terminal and tested them out. Heres the list:\n \nHab 1: Hammell, Scott = 1170\nHab 2: Biollo, Ross = 3633\nHab 3: Ososky, Mel = 1352 (*** Note: This code seems to be outdated. Didnt work on the door)\nHab 4: Santos, Kyomi = 9898\nHab 5: Theolone, Nico = 1318\nHab 7: Besser, Claudia = 7871\nHab 8: Temp Housing = 2231\n\nAnd heres the specific one you wanted:\n \nHab 6: Ward, Darnell = 6682\n\n \nLet me know if you need anything else,\n \nDennis
Journal_System_Stanton_Stanton2_Covalex_TechnicianDoorCodes_Title=D. Gethart - Recovered Data
Journal_System_Stanton_Stanton2_Covalex_TechnicianServerFindings_Author=Covalex Investigation - Server Assessment
Journal_System_Stanton_Stanton2_Covalex_TechnicianServerFindings_Body=To: Ava Skenning\nFrom: Dennis Gethart\nSubject: Server Assessment\n2945.09.23 14:11SET\n \n \nHi Ava,\n \nI went through the data logs from the server and managed to put together a rough timeline of events that led up to the crash. I know the initial speculation was criminal sabotage, but based on this, it looked like worker negligence. Sad as it is to say.\n \nAnyway, Ive attached a series of files to help illustrate my points and so you dont have to sift through three million lines of data text.\n \n**/Excerpt_1 ATTACHED/**\n \nIve pulled together some sample readings from the Power Distribution logs. As you can see, over the past year, the station has been suffering from sporadic power drains. Maintenance reports theorized that there was a power drain somewhere, but to me, it looks like faulty switchers. These 2920s were notorious for power flow issues.\n \n**/Excerpt_2 ATTACHED/**\n \nSo here is the initial stress test that Darnell Ward ran the day of the incident. Everything after <i>RUNPROTOCOL stresstest_v3.dnn</i> is the test taking effect. Everything looks good, right? Then, and I havent figured out why yet, but a few hours later (and in the middle of the stress test) he runs this <i>all_monitor_silence.dnn</i> protocol. Maybe he was trying to bring monitoring systems offline to see if they were causing the drain. I dont really know. Anyway, it was a stupid move, because he basically removed his only way to see that the power plant was about to go critical. \n \nIll keep digging and keep you apprised.\n \nDennis
Journal_System_Stanton_Stanton2_Covalex_TechnicianServerFindings_Title=D. Gethart - Recovered Data
Journal_System_Stanton_Stanton2_Covalex_UnfinishedLetter_Author=Personal Datapad - Darnell Ward
Journal_System_Stanton_Stanton2_Covalex_UnfinishedLetter_Body=From: Darnell Ward\nTo: Elaine Ward\nSubject: I messed up\n2945.08.27 05:13SET\n>> UNSENT DRAFT\n \nSo… I dont know why this is so tough... Dr. Colby said that I shouldnt get too down on myself if I stumbled in my treatment, but I cant bring myself to believe him. I know I could probably just sleep it off, wake up tomorrow and commit myself to starting fresh, but I dont know… something just feels wrong about that. Wrong not telling you. Then it feels like itd be sweeping it under the rug. Like it never happened. I think about all the things I put you, put the kids through, and I just dont know why I cant figure this out. \n \nI guess you know where this is going. There was a birthday party tonight and somebody had been saving a bottle of Esquire. It was easy to say yes. I almost didnt even think about it. What that word would mean. I guess… I think I went back ten years ago, like when we were at school. When having a few drinks didnt lead to waking up in a medstation or with blood on my clothes. But in that moment, I was the me back then. Just a guy celebrating a birthday with some coworkers…\n \nBut Im not that guy. And it kills me.\n \nI dont know who I am anymore. Its late now. Im drunk. Drunk and ashamed that I keep letting you down.\n \nI guess all I want is
Journal_System_Stanton_Stanton2_Covalex_UnfinishedLetter_Title=D.Ward - Recovered Data
Jumptown2_Criminal_MBroker_desc=Got some good news for you. As we speak, theres an automated facility that is churning out package after package of primo product thats pretty much ripe for the taking.\n\nAll you have to do is swoop down there, deal with a thug or two, grab whatever you can, and sell it for a huge profit. Shouldnt be a problem at all. And there are plenty of people around who would pay good creds to take product like that off your hands.\n\nSpeaking of credits, Im not gonna just give out the coordinates of this facility out of the kindness of my heart. I think its only fair to ask a finders fee for info this good.\n\nI wouldnt wait too long. Not sure how long the site will be left running.\n\n-Ruto\n
Jumptown2_Criminal_MBroker_name=Ripe for the Taking
Jumptown2_Criminal_obj_long=Steal from the production facility at ~mission(Location|Address).
Jumptown2_Criminal_obj_marker=Recommended Buyer
Jumptown2_Criminal_obj_short=Steal Product
Jumptown2_DrugLabLocation_obj_marker=Production Facility
Jumptown2_Lawful_MBroker_desc_BlacJac=ATTN: Verified Mercenary Operators\n\nWeve been able to trace a recent surge of contraband to an automated production facility at ~mission(Location|Address). We cant be sure how much longer the site will be up and running, so BlacJac needs someone on site to sweep through, secure the contraband, and transport it to us at ~mission(Destination|Address). Once there, you can use the administrative commodity terminal to transfer the contraband to us and collect your reward.\n\nWe havent been able to determine what kind of hostile force will be present, but whatever you encounter, youre authorized to use lethal force as necessary. \n\nThe more contraband you manage to bring to us, the more credits youll earn.\n\nThanks,\nLt. Aaron Riegert\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
Jumptown2_Lawful_MBroker_desc_CruSec=Crusader Security has learned that an illegal production facility at ~mission(Location|Address) is currently being used to manufacture contraband. \n\nWe are seeking a contractor to secure the site, confiscate any contraband, and deliver it to us at ~mission(Destination|Address). The administrative commodity terminal will allow you to submit the contraband into our evidence hold and collect your payment.\n\nNow, this is an automated facility so its not clear how long theyll be manufacturing for, or even how many people may be on site. To be safe, I would go in expecting to meet heavy resistance.\n\nYour total compensation will be based on how packages are safely delivered into evidence.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Vanzant\nID# 712L921P\n
Jumptown2_Lawful_MBroker_desc_Hurston=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Confiscate Contraband\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: T. Odington\nRISK ASSESSMENT: High\nRUSH CONTRACT: No\n\nHurston Security has learned of an active, illegal automated production facility at ~mission(Location|Address) and is seeking a contractor to secure the site and confiscate as many packages of contraband as possible for delivery to a Hurston Security facility ~mission(Destination|Address) for immediate disposal. Transfer of the contraband and attribution of your reward payment should be done through the administrative commodity terminal there.\n\nYou are authorized to use any force necessary to complete your objective. Payment will be based on the amount of contraband secured. \n\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
Jumptown2_Lawful_MBroker_desc_MicroTech=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented security professional who can assist us in securing contraband from an illegal automated production site at ~mission(Location|Address). The packages will then need to be taken to ~mission(Destination|Address) and transferred into our possession for destruction via the administrative commodity terminal. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Manage any hostiles found within the site; using force as necessary.\n• Secure contraband and deliver it the commodity terminals at ~mission(Destination|Address)\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n
Jumptown2_Lawful_MBroker_name_BlacJac=Confiscate Contraband
Jumptown2_Lawful_MBroker_name_CruSec=Confiscate Contraband
Jumptown2_Lawful_MBroker_name_Hurston=Confiscate Contraband
Jumptown2_Lawful_MBroker_name_MicroTech=Confiscate Contraband
Jumptown2_Lawful_obj_long=Confiscate and secure packages of contraband from ~mission(Location|Address) and deliver them to ~mission(Destination|Address) using the administrative commodity terminal.
Jumptown2_Lawful_obj_marker=Contraband Drop Off
Jumptown2_Lawful_obj_short=Secure Contraband Packages
JurisdictionJournals_ArcCorp_BodyText=UEE JURISDICTION NOTIFICATION\n** ARCCORP **\n\nWhile traveling within ARCCORP governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_ArcCorp_SubHeading=ArcCorp
JurisdictionJournals_ArcCorp_Title=Jurisdiction: ArcCorp
JurisdictionJournals_CrusaderIndustries_SubHeading=Crusader Industries
JurisdictionJournals_CrusaderIndustries_Title=Jurisdiction: Crusader Industries
JurisdictionJournals_CrusadrIndustries_BodyText=UEE JURISDICTION NOTIFICATION\n** CRUSADER INDUSTRIES **\n\nWhile traveling within CRUSADER INDUSTRIES governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are fineable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_GrimHex_BodyText=Welcome to Green Imperial HEX.\n\n** NO JURISDICTIONAL INFORMATION AVAILABLE **\n\n** MONITORING OFFLINE **\n\n** ENTER AT OWN RISK **
JurisdictionJournals_GrimHex_SubHeading=Green Imperial HEX
JurisdictionJournals_GrimHex_Title=Jurisdiction: Green Imperial
JurisdictionJournals_HurstonDynamics_BodyText=UEE JURISDICTION NOTIFICATION\n** HURSTON DYNAMICS **\n\nWhile traveling within HURSTON DYNAMICS governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_HurstonDynamics_SubHeading=Hurston Dynamics
JurisdictionJournals_HurstonDynamics_Title=Jurisdiction: Hurston Dynamics
JurisdictionJournals_Klescher_BodyText=UEE JURISDICTION NOTIFICATION\n** Klescher Rehabilitation Facilities **\n\n Klescher Rehabilitation Facilities is a private corrections provider who's committed to providing safe, secure rehabilitation facilities for local planets. Our fully automated correction sites include housing, security, and work release opportunities to allow our guests to be productive while paying their debt to society. Be sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_Klescher_SubHeading=Klescher Rehabilitation Facilities
JurisdictionJournals_Klescher_Title=Jurisdiction: Klescher Rehabilitation
JurisdictionJournals_Microtech_BodyText=UEE JURISDICTION NOTIFICATION\n** MICROTECH **\n\nWhile traveling within MICROTECH governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_Microtech_SubHeading=Microtech
JurisdictionJournals_Microtech_Title=Jurisdiction: Microtech
JurisdictionJournals_PeoplesAlliance_BodyText=JURISDICTION NOTIFICATION\n** PEOPLE'S ALLIANCE **\n\nWe, the Peoples Alliance of Levski, are dedicated to the creation and continual development of a truly egalitarian community, where all sentients may feel safe and free to express ideas while supporting each other towards the communal goal of enlightened self-sufficiency.\n\nVisitors are expected to respect our beliefs and are encouraged to adopt them into their own life after theyve gone.\n\nAll visitors should:\n- Never denigrate anothers views or ideas. We are all entitled to our own beliefs.\n- Not attempt to profit from, exploit or instigate plans to deprive anyone of their goods or health.\n- Not pursue a UEE agenda while within our community.\n- Agree to resolve conflicts in a nonviolent manner.\n- Agree to spend time (no matter how little) thinking about what you have done today to make the universe a better place.\n- Even if you disagree with us, you will respect our right to life.\n\nAdditionally, any person found engaging in the following infractions will be met with fair but swift justice. If you seek further understanding and guidance, we have included an appendix below for your enlightenment.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered to be the most serious of crimes.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions that require monetary restitution.\n\n~law(misdemeanors|details)
JurisdictionJournals_PeoplesAlliance_SubHeading=People's Alliance
JurisdictionJournals_PeoplesAlliance_Title=Jurisdiction: People's Alliance
JurisdictionJournals_UEE_BodyText=JURISDICTION NOTIFICATION\n** UNITED EMPIRE OF EARTH **\n\nWhile traveling within UNITED EMPIRE OF EARTH (UEE) governed space, be mindful that you are subject to all UEE laws and if you violate them, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nUEE Military and Advocacy Agents can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n
JurisdictionJournals_UEE_SubHeading=UEE
JurisdictionJournals_UEE_Title=Jurisdiction: UEE
Jurisdictions_Name_001=UEE
Jurisdictions_Name_002=Crusader Industries
Jurisdictions_Name_003=Hurston Dynamics
Jurisdictions_Name_004=ArcCorp
Jurisdictions_Name_005=microTech
Jurisdictions_Name_006=Green Imperial
Jurisdictions_Name_007=People's Alliance
Jurisdictions_Name_008=Klescher Rehabilitation
Kareah_EnterCode=Enter Code
Kareah_ItemLoading=Loading evidence in elevator...
Kareah_ItemRetrievalAborted=Evidence Retrieval Cancelled by User
Kareah_ItemRetrievalComplete=Evidence Retrieval Complete
Kareah_RecallItems=Retrieve Evidence
Kareah_TimedItemDispenser_Activator=Activate Evidence Inventory System
Kareah_TimedItemDispenser_Case=Case # -
Kareah_TimedItemDispenser_InProgress=Evidence retrieval in progress...
Kareah_TimedItemDispenser_InfoScreen=The Evidence Inventory System secures our stations evidence in a de-oxygenated vault which can only be accessed through this terminal. \n\nTo verify evidence, use the access code you have been provided. The system will proceed to retrieve random pieces of evidence from the vault at short intervals for you to verify against existing records. Use this process to ensure the Evidence Inventory System is functioning properly. \n\nSpecific evidence pertaining to a particular case can only be retrieved with the proper legal authorization code. \n\nThe terminals Security Override can be used to end the verification process at any time. \n\nOnce a code has been used to begin the verification process it will become invalid. The system will generate a new code which will be sent to all authorized security personnel. To begin the verification process again, enter the new code.
Kareah_TimedItemDispenser_LogOut=Exit
Kareah_TimedItemDispenser_NextItem=Resetting Retrieval System
Kareah_TimedItemDispenser_ShutDown=Cancel Retrieval
Kareah_TimedItemDispenser_TimeOut=Session Timeout
Kareah_TimedItemDispenser_Title=Evidence Inventory System
KeypadButton_000=0
KeypadButton_001=1
KeypadButton_002=2
KeypadButton_003=3
KeypadButton_004=4
KeypadButton_005=5
KeypadButton_006=6
KeypadButton_007=7
KeypadButton_008=8
KeypadButton_009=9
KeypadDisplay_000=*
KeypadDisplay_001=0000
KeypadDisplay_002=----
KeypadDisplay_003=---
KeypadDisplay_004=--
KeypadDisplay_Unlocked=Unlocked
Kill_Civ_Desc_001,P=Kill the drug dealer who has been taking more than his cut on the profits
Kill_Civ_Desc_Long_001,P=Go an collect weapon from Loot Container
Kill_Civ_Desc_Long_002,P=Go to the last know location of Drug Dealer
Kill_Civ_Desc_Long_003,P=Assassinate Drug Dealer
Kill_Civ_Desc_Marker_001,P=Get Weapon
Kill_Civ_Desc_Marker_002,P=Kill Target
Kill_Civ_Desc_Marker_003,P=Last Known Location
Kill_Civ_Desc_Short_001,P=Collect Weapon
Kill_Civ_Desc_Short_002,P=Go to Location
Kill_Civ_Desc_Short_003,P=Kill Drug Dealer
Kill_Civ_Title_001,P=Kill Drug Dealer
Klescher_RepUI_Area=UEE
Klescher_RepUI_Description=Klescher Rehabilitation Facilities is a private corrections provider who's committed to building secure sites that ensure their incarcerated guests safe housing with multiple work release opportunities; allowing them to be productive while paying their debt to society.
Klescher_RepUI_Focus=Prisons
Klescher_RepUI_Founded=2913
Klescher_RepUI_Headquarters=Severus, Kiel System
Klescher_RepUI_Leadership=Leland Wingard, Founder
Klescher_RepUI_Name=Klescher Rehabilitation Facilities
Klim_Allies=Eddie Par, Michael Shaw, Nine Tails
Klim_Rivals=Tecia Pacheco
LOC_BADSTRING=<= BAD STRING =>
LOC_BADTOKEN=<= BAD TOKEN =>
LOC_DEBUG=<= DEBUG =>
LOC_EMPTY=
LOC_FONTAUDITLETTERS,P=The quick brown fox jumps over the lazy dog
LOC_FONTAUDITNUMBERS,P=0123456789
LOC_FORWARDSLASH=/
LOC_INVALID=
LOC_NOINNERTHOUGHT=<= INTENTIONALLY DO NOT SHOW INNER THOUGHT FOR THIS INTERACTION =>
LOC_PLACEHOLDER=<= PLACEHOLDER =>
LOC_TESTJOURNALPARSING=Your name is [~playername()], your bedroom is [~bedroom()], and a landing pad number is [~padnumber()], test extended manager: [~action(spaceship_view|v_view_freelook_mode)]
LOC_UNINITIALIZED=<= UNINITIALIZED =>
LandingPad_A00=A00
LandingPad_A01=A01
LandingPad_A02=A02
LandingPad_A03=A03
LandingPad_A04=A04
LandingPad_A05=A05
LandingPad_A06=A06
LandingPad_A07=A07
LandingPad_A08=A08
LandingPad_A09=A09
LandingPad_A10=A10
LandingPad_B00=B00
LandingPad_B01=B01
LandingPad_B02=B02
LandingPad_B03=B03
LandingPad_B04=B04
LandingPad_B05=B05
LandingPad_B06=B06
LandingPad_B07=B07
LandingPad_B08=B08
LandingPad_B09=B09
LandingPad_B10=B10
LandingPad_C00=C00
LandingPad_C01=C01
LandingPad_C02=C02
LandingPad_C03=C03
LandingPad_C04=C04
LandingPad_C05=C05
LandingPad_C06=C06
LandingPad_C07=C07
LandingPad_C08=C08
LandingPad_C09=C09
LandingPad_C10=C10
LandingPad_D00=D00
LandingPad_D01=D01
LandingPad_D02=D02
LandingPad_D03=D03
LandingPad_D04=D04
LandingPad_D05=D05
LandingPad_D06=D06
LandingPad_D07=D07
LandingPad_D08=D08
LandingPad_D09=D09
LandingPad_D10=D10
LandingPad_Generic=Landing Pad
Levski_Shop_Teach=Teach's Ship Shop
LingFamily_Danger_001=Also, some of the family has run into trouble doing similar contracts recently. I would be extra careful. You know it's dangerous when cousin Maggi even says it. 
LingFamily_Danger_002=Also, a word of caution. I've got several reports highlighting this particular stretch as potentially dangerous. I don't think anything will happen, but just be ready in case trouble shows up. 
LingFamily_Danger_003=One more thing. I don't want to raise a false alarm, but there's a small chance that this contract may wind up being riskier than usual. Nothing concrete, but I've got a contact in Crusader Security who gave me a heads up. Should be fine, but be careful. 
LingFamily_Danger_004=And I probably don't have to say this, but Crusader's been having some security issues lately. It's not as safe as it once was, especially where you'll be going for this job. Be smart out there and stay safe. 
LingFamily_Family_001=My brother, Ricki, was supposed to handle this job but unfortunately his cooler blew. He's getting it fixed, but in the meanwhile we're hoping you can step in. 
LingFamily_Family_002=My brother, Ricki, was supposed to handle this job but his power plant's been having issues. He's getting it fixed, it'd be great if you can take this one. 
LingFamily_Family_003=My brother, Ricki, was scheduled to handle this, but the quantum drive on his Lancer decided to stop working today. It's being repaired, but in the meanwhile we're hoping you can handle it. 
LingFamily_Family_004=My brother, Ricki, is down for the count today owing to his life support system being on its last breath. He's getting it fixed, but in the meanwhile we're hoping you can fill in. 
LingFamily_Family_005=Ricki got caught up on the opposite side of Stanton doing a long haul, so we need someone else to handle this job. 
LingFamily_Family_006=I originally had Ricki slated for this, but a leaky fuel line means he's not going to get back in time. Hopefully, you're available. 
LingFamily_Family_007=Fabian, my cousin, commed in sick again. Guess his suit actuator failed while he was doing a drop on Yela and he caught a cold. So we need someone to pick up the slack today. 
LingFamily_Family_008=Got a last minute comm from my cousin Fabian that he isn't feeling well again. Seems he picked up a stomach bug from a bad burrito and can't fly. Would be great if you could cover for him. 
LingFamily_Family_009=Hoping that you'll be able to fill in for my cousin Fabian. Not sure exactly what happened, but seems like his arm is on the fritz and he can't fly till he sees a cybernetician. You'll definitely be helping us out if you're available. 
LingFamily_Family_010=You ever hear of Dolphin Tongue? Well, my cousin Fabian woke up with it. Half his face is swollen to the size of burstmelon. Would you be free to take over for him today? 
LingFamily_Family_011=My cousin Maggi had some trouble with the Nine Tails and is filing a report with Crusader right now. Of course, that could wind up taking all afternoon so I need someone to handle this job for her. 
LingFamily_Family_012=I thought that my cousin Maggi was going to be able to do this one, but she has to chase down a missing order. Hoping that it wasn't stolen. Either way, she's going to be tied up for a while. 
LingFamily_Family_013=Fabian caught a stomach bug and now the rest of the family seems to have got it. To be honest, I'm not feeling so great, but I'm hanging in for now. Since they're all busy making their own "deliveries" until the medicine kicks in, I was thinking you might be able to take care of this job. 
LingFamily_Family_014=A bunch of the family headed over to New Babbage for the day to celebrate another cousin's birthday. And guess who didn't get to go? Anyway, still plenty of work around here that needs doing. 
LingFamily_LocalDelivery_desc_01=Hi,\n\nI hope you're available to do a delivery. ~mission(Contractor|Family)\n\nPACKAGE FOR PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\nLet me know if you can do it.\n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_02=Hi,\n\nWe need someone to do a delivery run. ~mission(Contractor|Family)\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n\nHope you're available.\n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_03=Hey,\n\nWe need you to run a shipment for us. ~mission(Contractor|Family). Here's a breakdown:\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_04=Got a delivery request that could use you.\n~mission(Contractor|Family)\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from ~mission(Pickup4|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to ~mission(Dropoff4|Address)\n\nThanks,\nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_05=Hello,\n\nI know Conni usually handles this stuff, but she's away for the afternoon. Anyway, got a descent sized run for you.\n\nAnyway, if I'm reading the invoice correctly, the shipment is - \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from ~mission(Pickup5|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to ~mission(Dropoff5|Address)\n\nGood luck out there.\n\n-Davi Ling\nProprietor \nLing Family Hauling
LingFamily_LocalDelivery_desc_intro=Hi,\n\nWe're a small family owned and operated delivery company that's currently seeking new contractors in the Crusader area. \n\nIf you're interested in working with us, the following delivery would be a great trial to see if you're a good match for the company.\n\nPACKAGE FOR PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\nIf all goes well, you'll become the newest member of Ling Family Hauling.\n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_rehire=Hello,\n\nI'm not thrilled to have to do this, but we have a shortage of contractors and more deliveries than ever. I'm willing to give you another shot, but you need to complete the following delivery. \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_header_01=Ling Family Local Delivery Route
LingFamily_LocalDelivery_title_01=Ling Family Local Delivery Route
LingFamily_LocalDelivery_title_intro=Ling Family Seeking New Contractors
LingFamily_LocalDelivery_title_rehire=Ling Contractor Re-evaluation
LingFamily_Reaction_BadStreak_001=After that last contract, how many screw ups was that? You know what? I don't want to scold you like you're some kid. I'm just gonna say do better and leave it at that. 
LingFamily_Reaction_BadStreak_002=Seems like you've been having a really hard time getting through these contracts. Last few jobs we've thrown you're way haven't exactly gone as planned. We're not a big company so these setbacks really hurt our bottom line. You're just going to have to do better, okay? Having said that... 
LingFamily_Reaction_BadToGood_001=Guess you're a diamond in the rough, after all. Had a bet going with my sister Linda that you would screw up that last contract. Now I have to make her dinner, but hey, it's better than having to clean up your mess again. Anyway... 
LingFamily_Reaction_BadToGood_002=Way to turn it around. I was getting worried about you, but that last contract showed you got potential. We'll have to see if you can keep it up... 
LingFamily_Reaction_Bad_001=Rough time on that last contract, huh? It happens. Important thing is not focus on it too much, and get back out there - 
LingFamily_Reaction_Bad_002=Hard to say exactly where you went wrong on that last contract, but it wasn't pretty. Let's do better this time, Okay? 
LingFamily_Reaction_GoodStreak_001=Got to say, you've really been killing it out there. Even Davi's been impressed and he's been doing this for decades. Anyway... 
LingFamily_Reaction_GoodStreak_002=I'm starting to think we got pretty lucky finding you. You've been giving Ling Family Hauling a good name out there with all the recent work you've been doing for us. Speaking of... 
LingFamily_Reaction_GoodToBad_001=That last contract got away from you or what? Don't worry though. Screwing up every once in a while is what being part of the Ling Family is all about. (Don't tell them I said that.) 
LingFamily_Reaction_GoodToBad_002=Tough break on that last job. Can't be perfect all the time, I guess. Unless your my sister Linda. But let's not talk about her right now... 
LingFamily_Reaction_Good_001=You did good on that last contract. Nice stuff. 
LingFamily_Reaction_Good_002=Real quick, wanted to mention the last contract you did. Saw that it went well. Good work. That said... 
LingFamily_Reaction_LastWarning_001=So far, I think as a whole, Ling Family Hauling has been more than fair with you. But this contract is the end. Either you get it right, or we're done working with you. That simple. That said... 
LingFamily_Reaction_LastWarning_002=Listen, this contract here? This is your last chance. We can't afford to risk any more business on you unless you find a way to turn things around. That said... 
LingFamily_Reaction_Renew_001=Okay. So, I'm gonna tell you straight. If it had been up to me, we would have burned your contact, but dad seems to think you deserve another chance, so here we are... 
LingFamily_Reaction_Renew_002=Here's what's happening. We had a family meeting and decided that maybe you deserve another chance. I hope you make the most of it. That said... 
LingFamily_Timed_001=Unfortunately, we're on a bit of a tight schedule with this one. Need it taken care of ASAP. 
LingFamily_Timed_002=Be sure to keep in mind that this job has a firm deadline. Not much wiggle room. 
LingFamily_Timed_003=Make sure to keep an eye on clock when you're out there. Don't want you missing the deadline. 
LingFamily_Timed_004=Make sure to be mindful of the time while you're working. Our business depends on us being punctual. 
LingFamily_UGF_collect_desc_001=Hey,\n\nWe need you to grab a delivery for us over at ~mission(Location|Address) and then take it to ~mission(Destination|Address).\n\nI was originally going to send my brother Ricki to handle this, but he said the areas too dangerous. Guess theres been a bunch of security warnings around there, but as long as youre careful and bring some guns or whatever, Im sure youll be fine. You probably wont even run into anything. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling\n
LingFamily_UGF_collect_title_001=Package Delivery for Ling
LingFamily_delivery_desc_0001=Hi,\n\n~mission(Contractor|Reaction)Got another delivery for you. ~mission(Contractor|Family)\n\nThe shipment is waiting for pick up at ~mission(Location|Address) to be dropped off at ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_delivery_desc_0002=Hey,\n\n~mission(Contractor|Reaction)We need you to run a shipment for us. \n\n~mission(Contractor|Family)The delivery is over at ~mission(Location|Address) and is scheduled to be taken to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger) \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_delivery_desc_0003=~mission(Contractor|Reaction)Got an upcoming delivery scheduled that could use you.\n\n~mission(Contractor|Family)The shipment is heading from ~mission(Location|Address) over to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\nThanks,\nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_delivery_desc_0004=Hello,\n\nConni normally does these so you'll have to bear with me. Still trying to wrap my head around the system she set up. Believe it or not, I used to handle all of this myself! Thank heavens for Conni though. She's so good at all this stuff. \n\nAnyway, if I'm reading the invoice correctly, the shipment is at ~mission(Location|Address) and needs to be hauled over to ~mission(Destination|Address). Simple enough. \n\nGood luck out there. Make the Ling family proud!\n\n-Davi Ling\nProprietor \nLing Family Hauling
LingFamily_delivery_desc_intro=Have you always been interested in trying your hand at being a delivery pilot but didn't know where to start? \nAre you sick of being taken advantage of by the large faceless shipping conglomerates? \nDo you want to further your career by gaining on-the-job experience with a top-reviewed family own company? \n\nIf you answered yes to any of these questions, then Ling Family Hauling may be right for you. \n\n----------------------------------\n\nHi,\n\nI'm Davi Ling, proud owner and proprietor of Ling Family Hauling. For the past three years, my family has been making a name for ourselves delivering packages and hauling shipments in the greater Crusader area. But now we need your help. \n\nTo keep up with our growing list of clients, we've been seeking additional pilots to help our family to keep expanding. Right now, we have a shipment waiting at ~mission(Location|Address) to be taken to ~mission(Destination|Address). The perfect opportunity for a new pilot. No prior experience necessary. Whether this is your first time flying a route, or your thousandth, all we ask is that you work hard and try your best. That's the Ling Family way.\n\nSincerely,\nDavi Ling\nProprietor\nLing Family Hauling
LingFamily_delivery_title_001=Ling Shipment Delivery
LingFamily_delivery_title_intro=Job Opportunity with Ling Hauling
Ling_Allies=N/A
Ling_Courier=[COURIER] Ling Shipment Delivery
Ling_Data=[DATA] Ling Shipment Delivery
Ling_Haulage=[HAULAGE] Ling Shipment Delivery
Ling_LightGoods=[LIGHT GOODS] Ling Shipment Delivery
Ling_RepUI_Area=Stanton II
Ling_RepUI_Description=Founded by Davi Ling, Ling Family Hauling has been making a name for itself delivering packages and hauling shipments in the greater Crusader area. An experienced hauling pilot with over 30 years of experience, Davi decided to start his own shipping company in Crusader in order to spend more time with his family and less time flying.
Ling_RepUI_Focus=Delivery, Hauling, Courier Services
Ling_RepUI_Founded=2945
Ling_RepUI_Headquarters=Daymar (Stanton 2b), Crusader, Stanton System
Ling_RepUI_Leadership=Davi Ling, Proprietor
Ling_RepUI_Name=Ling Family Hauling
Ling_Rivals=N/A
LocalDelivery_DrugProd_desc_01=~mission(Contractor|LocalDeliveryDrugProdDesc)
LocalDelivery_DrugProd_dropoff_obj_long_01=Deliver raw material to ~mission(Pickup2|Address).
LocalDelivery_DrugProd_dropoff_obj_long_02=Deliver refined product to ~mission(Pickup3|Address).
LocalDelivery_DrugProd_dropoff_obj_long_03=Deliver finished goods to ~mission(Dropoff1|Address).
LocalDelivery_DrugProd_dropoff_obj_marker_00=Delivery Drop Off
LocalDelivery_DrugProd_dropoff_obj_short_01=Deliver Raw Material
LocalDelivery_DrugProd_dropoff_obj_short_02=Deliver Refined Product
LocalDelivery_DrugProd_dropoff_obj_short_03=Deliver Finished Goods
LocalDelivery_DrugProd_from_01=~mission(Contractor|LocalDeliveryDrugProdFrom)
LocalDelivery_DrugProd_header_01=Current Contract: ~mission(Contractor|LocalDeliveryDrugProdTitle)
LocalDelivery_DrugProd_mgtitle_01=~mission(Contractor|LocalDeliveryDrugProdTitle) - ~mission(Reward)
LocalDelivery_DrugProd_pickup_obj_long_01=Pick up raw material from ~mission(Pickup1|Address).
LocalDelivery_DrugProd_pickup_obj_long_02=Pick up refined product from ~mission(Pickup2|Address).
LocalDelivery_DrugProd_pickup_obj_long_03=Pick up finished goods from ~mission(Pickup3|Address).
LocalDelivery_DrugProd_pickup_obj_marker_00=Pick Up
LocalDelivery_DrugProd_pickup_obj_marker_01=Raw Material
LocalDelivery_DrugProd_pickup_obj_marker_02=Refined Product
LocalDelivery_DrugProd_pickup_obj_marker_03=Finished Goods
LocalDelivery_DrugProd_pickup_obj_short_01=Pick Up Raw Material
LocalDelivery_DrugProd_pickup_obj_short_02=Pick Up Refined Product
LocalDelivery_DrugProd_pickup_obj_short_03=Pick Up Finished Goods
LocalDelivery_DrugProd_title_01=~mission(Contractor|LocalDeliveryDrugProdTitle)
LocalDelivery_desc=~mission(Contractor|LocalDeliveryDesc)
LocalDelivery_dropoff_obj_long_01=Deliver Package #~mission(item|serialnumber) to ~mission(Destination|Address).
LocalDelivery_dropoff_obj_marker_01=Delivery Drop Off
LocalDelivery_dropoff_obj_short_01=Deliver Package #~mission(Item)
LocalDelivery_from=~mission(Contractor|LocalDeliveryFrom)
LocalDelivery_header=Current Contract: ~mission(Contractor|LocalDeliveryTitle)
LocalDelivery_itinerary_drugproduction=* TO-DO LIST *\n\n1. PROCESSING - Take the raw material from ~mission(Pickup1|Address) to ~mission(Pickup2|Address)\n2. PACKAGING - Take the refined product from ~mission(Pickup2|Address) to ~mission(Pickup3|Address)\n3. DISTRIBUTION - Take the finished goods from ~mission(Pickup3|Address) to ~mission(DropOff1|Address)\n
LocalDelivery_itinerary_multidropoff=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Collect all packages from ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Deliver package #~mission(item1|serialnumber) to ~mission(DropOff1|Address)\n · Deliver package #~mission(item2|serialnumber) to ~mission(DropOff2|Address)\n · Deliver package #~mission(item3|serialnumber) to ~mission(DropOff3|Address)\n
LocalDelivery_itinerary_multipickup=DELIVERY ITINERARY\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATION\n · Deliver ALL packages to ~mission(Dropoff1|Address)
LocalDelivery_itinerary_singlepackage=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Deliver packages to ~mission(Dropoff1|Address)
LocalDelivery_pickup_obj_long_01=Pick up Package #~mission(item|serialnumber) from ~mission(Location|Address).
LocalDelivery_pickup_obj_marker_01=Pick Up
LocalDelivery_pickup_obj_short_01=Pick Up Package #~mission(Item)
LocalDelivery_title=~mission(Contractor|LocalDeliveryTitle) - ~mission(Reward)
Local_Delivery_DrugProduction_Description,P=Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. \n\n* ~mission(Item1|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(Pickup2)\n* ~mission(Item2|Capitalized)\n * Collect from ~mission(Pickup2)\n * Deliver to ~mission(Pickup3)\n* ~mission(Item3|Capitalized)\n * Collect from ~mission(Pickup3)\n * Deliver to ~mission(DropOff1)\n\nUt enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. \n
Local_Delivery_DrugProduction_Title,P=Full Production Run (Drug Delivery) - ~mission(Reward)
Local_Delivery_Multiple_Dropoff,P=Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. \n\n* ~mission(Item1|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(DropOff1)\n* ~mission(Item2|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(DropOff2)\n* ~mission(Item3|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(DropOff3)\n\nUt enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
Local_Delivery_Multiple_Pickup,P=Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. \n\n* ~mission(Item1|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(DropOff1)\n* ~mission(Item2|Capitalized)\n * Collect from ~mission(Pickup2)\n * Deliver to ~mission(DropOff1)\n* ~mission(Item3|Capitalized)\n * Collect from ~mission(Pickup3)\n * Deliver to ~mission(DropOff1)\n\nUt enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
Local_Delivery_Title,P=Courier\nLocal Multi-Stop Delivery\nReward
Lorville_Destination_Central_Business_District=Central Business District
Lorville_Destination_City_Gates_01=City Gates 01
Lorville_Destination_City_Gates_02=City Gates 02
Lorville_Destination_City_Gates_03=City Gates 03
Lorville_Destination_City_Gates_04=City Gates 04
Lorville_Destination_City_Gates_05=City Gates 05
Lorville_Destination_City_Gates_06=City Gates 06
Lorville_Destination_Floor01=Floor 01
Lorville_Destination_Floor02=Floor 02
Lorville_Destination_Floor03=Floor 03
Lorville_Destination_Floor04=Floor 04
Lorville_Destination_Floor05=Floor 05
Lorville_Destination_Floor06=Floor 06
Lorville_Destination_Floor07=Floor 07
Lorville_Destination_Floor08=Floor 08
Lorville_Destination_Floor09=Floor 09
Lorville_Destination_Floor10=Floor 10
Lorville_Destination_Ground_Floor=Ground Floor
Lorville_Destination_Leavsden_Station=Leavsden Station
Lorville_Destination_Metro_Center=Metro Center
Lorville_Destination_Teasa_Spaceport=Teasa Spaceport
MG_Debug_has_done_missions_false=I have never accepted a mission from this MG
MG_Debug_has_done_missions_true=I have previously won or lost a mission for this MG
MG_Debug_has_met_false=I have not met this MG (warning: sets false for ALL MGs)
MG_Debug_has_met_true=I have met this MG (warning: sets true for ALL MGs)
MG_Debug_last_mission_failed=I failed my last mission
MG_Debug_last_mission_succeeded=I succeeded at my last mission
MG_Debug_mission_count_0=Mission giver has no missions
MG_Debug_mission_count_1=Mission giver has one mission
MG_Debug_mission_count_2=Mission giver has multiple missions
MG_Debug_mission_is_lawful_false=The available mission is unlawful
MG_Debug_mission_is_lawful_true=The available mission is lawful
MG_Debug_on_mission_false=I am not currently on a mission for MG
MG_Debug_on_mission_true=I am already on a mission for MG
MG_Debug_qualify_false=I do not have an invitation to meet this MG
MG_Debug_qualify_true=I have an invitation to meet this MR
MG_Debug_start_options=Choose history and mission details
MG_Debug_start_random=Randomize history and mission details
MG_Hurston_from=Constantine Hurston
MG_hurston_invite_desc=PLACEHOLDER
MG_hurston_invite_from=Hurston - PLACEHOLDER
MG_hurston_invite_marker=Constantine - PLACEHOLDER
MG_hurston_invite_obj_long=PLACEHOLDER
MG_hurston_invite_obj_short=PLACEHOLDER
MG_hurston_invite_title=Hurston Invite - PLACEHOLDER
MKTG_CUSTOMS1_CV_Access_Allow_IG_003_YoureClearMove=You're clear. Move along.
MTPS_destroystash_dc_desc_001=ABOUT THE JOB\nmicroTech Protection Services is seeking a qualified contractor to coordinate the eradication of contraband materials from ~mission(Location|Address). We have learned that there are outlaws using the site for the storage of these illegal items and it is vital that they are destroyed before that can be utilized.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|address).\n• Destroy any and all illegal items currently being stored at the site.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with demolition.\n
MTPS_destroystash_dc_title_001=Eradicate Illegal Stash
MTPS_eliminateall_dc_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary professional who can quickly and safely assist us in the complete removal of the outlaw group who have temporarily gained control of the ~mission(Location) at ~mission(Location|Address).\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Remove all members of the hostile outlaw force; using force as necessary. \n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n
MTPS_eliminateall_dc_title_001=Remove Hostile Force
MTPS_eliminateboss_dc_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend ~mission(TargetName) who has so far been able to evade capture. They are coordinating an active raid at ~mission(Location|Address), and we believe that they may finally be lured out of hiding if their forces there attacking the ~mission(Location) are faced with strong enough resistance. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName)s criminal associates near the ~mission(Location) to draw the target into the open.\n• Neutralize ~mission(TargetName); using force if necessary.\n\nMINIMUM QUALIFICATIONS\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
MTPS_eliminateboss_dc_title_001=Apprehend Bounty: ~mission(TargetName) (HRT)
MTPS_eliminateboss_multi_dc_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend ~mission(TargetName) who has so far been able to evade capture. They are coordinating an active raid that has spread throughout ~mission(Location|Address). \n\nOur hope is that you may be able to finally draw them out of hiding if you confront their forces at several different attack points. With their numbers sufficiently weakened, ~mission(TargetName|Last) will most likely risk exposure and you will be able to confront them directly.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n•Confront ~mission(TargetName)s criminal associates to draw the target into the open.\n• Neutralize ~mission(TargetName); using force if necessary.\n\nMINIMUM QUALIFICATIONS\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
MTPS_eliminateboss_multi_dc_title_001=Secure Bounty: ~mission(TargetName) (VHRT)
MTPS_eliminatespecific_dc_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend ~mission(TargetName) from ~mission(Location|Address). They were recently spotted near the ~mission(Location) and are believed to still be in that area.\n\nWhile there may be other criminals active at the site, your main focus should be on completing the bounty.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
MTPS_eliminatespecific_dc_title_001=Active Bounty: ~mission(TargetName) (MRT)
MTPS_searchbody_danger_dc_desc_001=ABOUT THE JOB\nmicroTech Protection Services is seeking a qualified contractor to assist in the search for ~mission(TargetName) who was last seen near the ~mission(Location) at ~mission(Location|Address) but who's current whereabouts are unknown. \n\nOur preliminary investigation has led us to suspect foul play may be behind their disappearance. As such, heightened caution is advised as there may be hostile actors involved.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|address).\n• Confirm the location of ~mission(TargetName) and if they are still alive.\n\nMINIMUM QUALIFICATIONS\n• 2 years security experience.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with conducting missing person investigations.\n• Ability to handle high pressure situations.\n
MTPS_searchbody_danger_dc_title_001=~mission(TargetName) Whereabouts Unknown
MTPS_searchbody_dc_desc_001=ABOUT THE JOB\nAfter receiving a report that ~mission(TargetName) has been missing, microTech Protection Services is seeking a qualified contractor to begin an onsite search of ~mission(Location|Address) to learn their current whereabouts. The missing individual was last seen entering the ~mission(Location) so it's recommended to begin the search there.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|address).\n• Confirm the location of ~mission(TargetName) and if they are still alive.\n\nMINIMUM QUALIFICATIONS\n• 2 years security experience.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with conducting missing person investigations.\n
MTPS_searchbody_dc_title_001=~mission(TargetName) Reported Missing
MTProtection_RepUI_Area=Stanton IV
MTProtection_RepUI_Description=When the city of New Babbage was first designed, microTech had hoped that they would be able to use advanced monitoring systems combined with automatic response units to handle most security issues that would arise. Unfortunately, as the city flourished so to did criminal elements looking to take advantage of the growing wealth and affluence there. To more efficiently deal with this growing criminal trend, in 2891 MT Protection Services was formed. While they still rely heavily on tech and remote monitoring, MT Protection Services employs a small force of security professionals who are able to deal with matters requiring a more hands on approach.
MTProtection_RepUI_Focus=Police Force
MTProtection_RepUI_Founded=2891
MTProtection_RepUI_Headquarters=New Babbage, microTech, Stanton System
MTProtection_RepUI_Leadership=Yann Bostrom, Lead Administrator
MTProtection_RepUI_Name=MT Protection Services
MTProtectiveServices_Allies=Advocacy, microTech
MTProtectiveServices_Rivals=Ruto
Magnus=Magnus System
Magnus1=Magnus I
Magnus1_Desc=A small rocky planet with no atmosphere. Some astrogeologists speculate that Magnus I was formerly a Hot Jupiter that migrated to this orbit before having its atmosphere stripped away by the star.
Magnus2=Borea
Magnus2_Desc=The former home to the UEE's shipbuilding facilities until they moved to Kilian, Borea suffered an economic depression for decades. Things have recently begun to improve with ship manufacturer Drake Interplanetary's decision to be headquartered on the planet.
Magnus3=Magnus III
Magnus3_Desc=Classified as a Super Jupiter, Magnus III is a large multi-colored gas giant situated on the outskirts of the system.
Magnus4=Triggerfish
Magnus4_Desc=The fourth planet of the Magnus system, Triggerfish is rumored to be home to a secret, lost UEE Navy vault that has yet to be re-discovered. Landing on the planet is difficult due to its lush jungle cover.
Magnus_Desc=The shipyards of Magnus system used to be one of the iconic locations of the Empire. When the Navy moved operations to Kilian System, the system's economy was unable to recover. The resulting decades of economic downturn and criminal activity is only now being slowly reversed in large part due to the ship manufacturer Drake Interplanetary establishing their corporate headquarters here.
Magnus_JumpPoint_Ellis=Magnus - Ellis Jump Point
Magnus_JumpPoint_Ellis_Desc=This jump point connects Magnus to the Ellis system.
Magnus_JumpPoint_Stanton=Magnus - Stanton Jump Point
Magnus_JumpPoint_Stanton_Desc=This jump point connects Magnus to the Stanton system.
Magnus_JumpPoint_Terra=Magnus - Terra Jump Point
Magnus_JumpPoint_Terra_Desc=This jump point connects Magnus to the Terra system.
Magnus_Star=Magnus
Magnus_Star_Desc=A class-K main sequence star.
Map_Header_PartyMembers,P=Party Members
Maps_AllMarkersHeader,P=All Results
Maps_Amenities_Armor,P=Buy Armor
Maps_Amenities_BuyRentVehicles,P=Buy/Rent Vehicles
Maps_Amenities_BuyVehicles,P=Buy Vehicles
Maps_Amenities_CargoFreightElevator,P=Commodity Trading
Maps_Amenities_CargoLoadingDock,P=Loading Dock
Maps_Amenities_Clinic,P=Clinic
Maps_Amenities_Clothing,P=Buy Clothing
Maps_Amenities_Docking,P=Docking
Maps_Amenities_Event,P=Event
Maps_Amenities_FoodCourt,P=Food Court
Maps_Amenities_Garage,P=Garage
Maps_Amenities_HangarL,P=Hangar (L)
Maps_Amenities_HangarM,P=Hangar (M)
Maps_Amenities_HangarS,P=Hangar (S)
Maps_Amenities_HangarXL,P=Hangar (XL)
Maps_Amenities_Hospital,P=Hospital
Maps_Amenities_LandingPadL,P=Landing Pad (L)
Maps_Amenities_LandingPadM,P=Landing Pad (M)
Maps_Amenities_LandingPadS,P=Landing Pad (S)
Maps_Amenities_LandingPadXL,P=Landing Pad (XL)
Maps_Amenities_Refinery,P=Refinery
Maps_Amenities_RentVehicles,P=Rent Vehicles
Maps_Amenities_ShipItems,P=Buy Ship Items/Weapons
Maps_Amenities_VehicleServices,P=Vehicle Services
Maps_Amenities_Weapons,P=Buy Weapons
Maps_CancelRoute,P=Cancel
Maps_Databank_NoMarkers,P=No markers
Maps_Drag,P=Drag
Maps_Filter_View=Filter View
Maps_Focus_Parent=Focus on Parent
Maps_Focus_Player=My Location
Maps_Focus_Selection=Focus on Selection
Maps_Header_Pins,P=Pins
Maps_KeyBind_C,P=C
Maps_KeyBind_E,P=E
Maps_KeyBind_Q,P=Q
Maps_KeyBind_R,P=R
Maps_KeyBind_T,P=T
Maps_KeyBind_Tab,P=Tab
Maps_KeyBind_X,P=X
Maps_KeyHint_CancelRoute,P=Cancel Route
Maps_KeyHint_CrossSectionView,P=Cross-Section View
Maps_KeyHint_FullView,P=Full View
Maps_KeyHint_GoToSelection,P=Go To Selection
Maps_KeyHint_LocalMap,P=Local Map
Maps_KeyHint_MyLocation=My Location
Maps_KeyHint_NextSection,P=Next Section
Maps_KeyHint_NextZone,P=Next Zone
Maps_KeyHint_Ping,P=Ping
Maps_KeyHint_PreviousSection,P=Previous Section
Maps_KeyHint_PreviousZone,P=Previous Zone
Maps_KeyHint_SetMarker,P=Place Pin
Maps_KeyHint_SetRoute,P=Set Route
Maps_KeyHint_StepBack,P=Step Back
Maps_Locations,P=Locations
Maps_MarkerDropdownHeading,P=Marker Databank
Maps_MarkerPromptCoordinates,P=Coordinates
Maps_MarkerPromptDate,P=Date
Maps_MarkerPromptInputDefaultText,P=Enter a marker name
Maps_MarkerPromptTitle,P=Set Marker Details
Maps_Move_Down=Move Down
Maps_Move_Up=Move Up
Maps_MyLocation,P=My Location
Maps_Objectives_NoTracked,P=No Tracked Objectives
Maps_Objectives_Tracked,P=Tracked Objectives
Maps_Orbit,P=Orbit
Maps_Ping,P=Ping
Maps_QuantumPathObstructed,P=Obstructed
Maps_Quantum_NotInShip,P=Need ship for routing
Maps_Quantum_RouteNotAvailable,P=Routing not available
Maps_RecentMarkersHeader,P=Recent
Maps_Search_NoResults,P=No results for
Maps_Search_Prompt,P=Search locations...
Maps_Search_Results,P=Results
Maps_Search_Suggestions,P=Top Suggestions
Maps_SetMarker,P=Set Marker
Maps_SetRoute,P=Route
Maps_Tooltips_Info=Toggle Selected Info Panel.
Maps_Tooltips_Markers=Toggle Marker List.
Maps_Tooltips_Mission=Toggle Mission Info.
Maps_Tooltips_MyLocation=You can't Route to your current location.
Maps_Tooltips_NoShip=You can only set a Quantum Route from the seat of a ship.
Maps_Tooltips_NotValid=Not a valid target.
Maps_Tooltips_Obstructed=This location is obstructed, reposition and retry.
Maps_Tooltips_Parent=Move View to Parent of Selected Location.
Maps_Tooltips_Quantum=Toggle Quantum Info.
Maps_Tooltips_Route=Route to this location.
Maps_Tooltips_Selected=Move View to Selected Location.
Maps_Zoom,P=Zoom
Maps_Zoom_In=Zoom In
Maps_Zoom_Out=Zoom Out
Maps_Zoom_Selection=Zoom to Selection
Marker_Classification_CurrentPlayer,P=You
Marker_Classification_Objective,P=Objective
Marker_Classification_PartyMember,P=Party Member
Marker_Hail=Hail
Marker_Mark=Mark
Marker_Navigate=Navigate
Marker_Pin=Pin
Marker_Target=Target
Markers_Locker=Locker
Markers_Subtext_Anomaly=Anomaly
Markers_Subtext_Asteroid=Asteroid
Markers_Subtext_LagrangePoint,P=Lagrange Point
Markers_Subtext_LandingZone,P=Settlement
Markers_Subtext_Manmade=Manmade
Markers_Subtext_Moon=Moon
Markers_Subtext_Outpost,P=Outpost
Markers_Subtext_Planet=Planet
Markers_Subtext_Star=Star
MercenaryGuild_Allies=Advocacy, Crusader Security, BlacJac, Bounty Hunter Guild, Northrock Service Group
MercenaryGuild_RepUI_Area=UEE, Unaffiliated Systems
MercenaryGuild_RepUI_Description=As Humanity entered its first interspecies war against the Tevarin in 2541, space travel became a lot more dangerous and private security firms found themselves providing services that had formally be regulated to more official channels. In order to navigate these uncharted waters, and better establish the role of modern mercenaries, some of the largest firms banded together to form the first iteration of the Mercenary Guild. Since then, the Guild has helped ensure the rights of mercenary and security forces to operate with the UEE by protecting their members from fraudulent companies, offering advanced training, providing access to specialist supplies, and lobbying for members who run into legal complications.
MercenaryGuild_RepUI_Focus=Private Security
MercenaryGuild_RepUI_Founded=2542
MercenaryGuild_RepUI_Headquarters=Tanys, Locke, Idris System
MercenaryGuild_RepUI_Leadership=Carey Sun, President
MercenaryGuild_RepUI_Name=Mercenary Guild
MercenaryGuild_Rivals=Nine Tails, XenoThreat
MicroTech_JumpPoint_Hurston,P=MicroTech - Hurston Jump Point
MicroTech_JumpPoint_Hurston_Desc,P=This jump point connects Microtech to Hurston within the Stanton system
MilesEckhart_IntroCommLawful_1,P=Hey, how are you? Miles Eckhart, Eckhart Security. A friend over at Crusader Security said you've building quite a rep. I run a modest security outfit and am always on the lookout for capable people who don't rattle. If you're interested in picking up some extra work, we should talk. I'll send my details.
MilesEckhart_IntroInPersonLawful_1,P=Hey there, sport. Grab a seat. Sorry for the locale, don't look like much but the homemade stuff has some kick. Anyway, I've been hearing good things about you. Real stand-up sort. Just the type of people I like to know. As I mentioned, I run a small security outfit, we handle all sorts of ops, so I'm always on the lookout for people who know how to handle themselves in a scrap.
MilesEckhart_LawfulKillCaptorsattackersWhilstKeepingHostagesattackedAlive_2,P=We've just been hired to retrieve another poor bastard who's been abducted. Same drill as before, keep the hostage alive, whatever happens to the captors happens.
MilesEckhart_LawfulKillCriminal_2,P=Another bounty came over the spec if you're interested. Have a look.
MilesEckhart_LawfulKillCriminal_4,P=This one came straight from the Guild. It's a high value, high risk target. Watch yourself with this one.
MilesEckhart_LawfulPlayersAreGivenTheLocationOfSeveralWrecksSurroundedByPirates_1,P=A contract just came through to go look into several ship wrecks in the area. One problem. The people responsible for making the wrecks are still in the area and they might take issue with you, so expect a fight.
MilesEckhart_LawfulPlayersAreGivenTheLocationOfSeveralWrecksSurroundedByPirates_3,P=High risk retrieval just came in. Check out out the details and see if you're interested, otherwise I'll pass it along.
MilesEckhart_LawfulPlayersAreGivenTheLocationOfSeveralWrecksToInvestigate_1,P=Been getting a lot of requests to chase down ship wrecks. Usually they're a sleepwalk, but they can get dicey real quick depending on which area they're sending you to. I'll send you the request from the insurance company, just follow their instructions and collect your creds.
MilesEckhart_LawfulPlayersAreGivenTheLocationOfSeveralWrecksToInvestigate_3,P=Guess some idiot pilot went and got themself killed, so we've got another contract to find the wreck.
MilesEckhart_LawfulPlayersMustDeliverOnemultiplePackageInAGivenTime_2,P=Just got pinged from another delivery. It's time sensitive so don't take the gig if you can't make the deadline.
MilesEckhart_LawfulPlayersMustDeliverOnemultiplePackages_2,P=Need another delivery if you got the time.
MilesEckhart_LawfulPlayersMustDropOffAndPickUpItems_1,P=This one's gonna be a hand-off. Client's a bit worried about the folks on the other side of the deal, so figured a little muscle to handle the trade would be smart. It'll be on you to make sure the transfer runs smooth as ice.
MilesEckhart_LawfulPlayersMustEscortAShipFromAToB_1,P=An escort job just tumbled free and wondered if you might be available. Should be easy money, but keep your eyes open.
MilesEckhart_LawfulPlayersMustEscortAShipFromAToB_2,P=Need a babysitter for a ship run. Take a look and see if you're interested.
MilesEckhart_LawfulPlayersMustEscortAShipOnASeriesOfLocations_1,P=It's a basic escort mission, the client's got a handful of stops they need to make. You follow and keep them out of trouble. Not too tough, right?
MilesEckhart_LawfulPlayersMustGoToALocationAndPrepareForAssaultLocationsMustBeVagueStationCommArrayServiceStationOutpost_1,P=We've gotten word that an assault's building against some honest-to-god law-abiding folks and they need some help. Pay's not great, but hey, it's not always about the money, right? I'm kidding.
MilesEckhart_LawfulPlayersMustGoToALocationAndPrepareToAttackLocationsMustBeVagueStationServiceStationAsteroidField_1,P=We've got a target that we need to take down. I've coordinated with local law and bounty hunters so it's totally above board. Anyway, you aren't going to be able to take them in a stand up fight, so you'll need to trap them.
MilesEckhart_LawfulPlayersMustGoToALocationAndPrepareToAttackLocationsMustBeVagueStationServiceStationAsteroidField_2,P=Got another scumbag who's ready for the swift hand of justice... and worth a sizeable bounty. Up for another ambush?
MilesEckhart_LawfulPlayersMustHelpAShipKillOtherShipsWhilstKeepingTheEscortedShipAlive_1,P=Here's the deal, I've managed to secure a retainer for local law enforcement agencies. I just got word that they're moving on some criminal elements and want some backup.
MilesEckhart_LawfulPlayersMustTakeAnNpcAboardAndDeliverHimToALocationSafely_2,P=Another chaffeur job just came across the spec. Have a look and see if you're interested.
MilesEckhart_LawfulRecoverStolenCargoGuardedByCriminals_2,P=Law enforcement and Advocacy have been cracking down on cargo theft across the systems and are paying operators for the safe retrieval of stolen cargo. Anyway, I put the squeeze on a couple local scumbags and got a line on some hot merch in the area.
MilesEckhart_LawfulSearchAWreckForCorpseOrEvidence_1,P=This job's a retrieval op. Need to collect a special bit of- let's say "salvage." I'm gonna give you the honor of going to the wreck, and finding it.
MilesEckhart_MissionFail_6,P=The whole thing's gone div and I'm left holding the stick. Hope you're proud of yourself.
MilesEckhart_OncePlayerSits_1,P=So... don't look like much, do ya? Just kidding. So here's my boilerplate pitch, Eckhart Security handles escorts, VIP protection, hostile extractions and even some militia work when they can afford us. Anyway, a job came in late last night. Some idiot hauler thought it'd be a good idea to shave some flight time by cutting through low-sec space and got his crew vented. Company needs to retrieve the ship's blackbox to claim insurance on the lost cargo. Should be a romper job: get in, get out, but all my people are tied up with bigger ops, so I figured I could use this as a chance to make a new friend. I'll send the details, look them over on your own time and if you're interested, hit me back.
MilesEckhart_RepUI_Association=Eckhart Security
MilesEckhart_RepUI_Biography=After leaving the Army, Miles Eckhart missed the excitement of his former life and decided to try mercenary work. He took to it so well that before long he started his own company, Eckhart Security. Specializing in operations in unclaimed and hostile systems like Nyx, Miles remains fully independent and unaffiliated with the Mercenary Guild.
MilesEckhart_RepUI_Location=Lorville, Hurston, Stanton System
MilesEckhart_RepUI_Occupation=CEO, Security Consultant
MilesEckhart_RevisitYoureCurrentlyOnAMission_2,P=You got the details, so get moving.
MilesEckhart_SitsInTheCornerOfTheDarkBarHePerksUpWhenHeSeesYou_1,P=Hey! Over here. How you been? Grab a seat. Come on. Get in here....
MilesEckhart_UnlawfulAtPrisonHard_2,P=Got a dangerous one for you. Probably the less I talk about it the better.
MilesEckhart_UnlawfulAtSecurityPost_1,P=Seems one of our clients has been picked up by some two-bit security outfit who fancy themselves real do-gooders. Anyway, our enterprise doesn't benefit with this client incarcerated, so I need you to get them out.
MilesEckhart_UnlawfulAtSecurityPost_3,P=I swear, I don't know how some of these idiots have stayed alive long enough to make enough money to keep us on retainer. Anyway, we've got another client cooling their heels in a low-sec clink. You free to boost them?
MilesEckhart_UnlawfulKillInnocentOrRivalCriminal_3,P=Hey killer, feel like earning some extra creds? Got another target that's living on borrowed breath.
MilesEckhart_UnlawfulPlayersAreGivenTheLocationOfSeveralWrecksSurroundedByPirates_2,P=Since they're in the stealing mood, I figure no one will mind if we help ourselves. If they do, I trust you'll handle them.
MilesEckhart_UnlawfulPlayersAreGivenTheLocationOfSeveralWrecksToInvestigate_1,P=Clients are looking for someone to track down some ships they lost. I don't know if they're trying to retrieve evidence before the law does or what. To be honest, I didn't ask.
MilesEckhart_UnlawfulPlayersMustDeliverOnemultiplePackageInAGivenTime_1,P=Contact of mine just hit me up. He's got some product he needs moved quick and quiet. I'm talking invisible here, no scans, no checkpoints. You get pinched with this, you're on your own.
MilesEckhart_UnlawfulPlayersMustDeliverOnemultiplePackages_2,P=Need some low profile product that needs to be moved. I'd skirt any heavy security scans if you get my meaning.
MilesEckhart_UnlawfulPlayersMustDropOffABomb_2,P=Exciting news, slick. Something needs blowing up, and you get to be the lucky one to do it.
MilesEckhart_UnlawfulPlayersMustDropOffAndPickUpItems_2,P=So one of my shakier clients is a little nervous and wants us to handle a hand-off. You give 'em ours. We take theirs. And if they try anything... well, you take care of it.
MilesEckhart_UnlawfulPlayersMustEscortAShipFromAToB_2,P=You free for another protection op? Got a client who needs a heavy hitter on their wing.
MilesEckhart_UnlawfulPlayersMustEscortAShipOnASeriesOfLocations_2,P=You got time for an escort op? It's another staggered one so you'll hit multiple spots. Have a look.
MilesEckhart_UnlawfulPlayersMustFindOnemultipleItemsByScavengingOrKillingAndLootingNoHelpIsGivenFindingTheItems_1,P=Got a retrieval op for you. Now, you should know that the owners of the items in question are going to be resistent to the idea of giving up their cargo. I trust you'll be able to change their mind.
MilesEckhart_UnlawfulPlayersMustGoToALocationAndPrepareForAssaultLocationsMustBeVagueStationCommArrayServiceStationOutpost_2,P=So one of my more - lets say verbal - clients has apparently pissed off the wrong people. Needs some protection and defenses laid down to help in case they retaliate. Hoping you could handle it.
MilesEckhart_UnlawfulPlayersMustGoToALocationAndPrepareToAttackLocationsMustBeVagueStationServiceStationAsteroidField_2,P=Got another name that needs to be marked off. I've worked out the time and place for the ambush, just need a trigger to do the deed.
MilesEckhart_UnlawfulPlayersMustHelpAShipKillOtherShipsWhilstKeepingTheEscortedShipAlive_2,P=It's another muscle job, back up the client and shoot up whoever they want shot up.
MilesEckhart_UnlawfulPlayersMustTakeAnNpcAboardAndDeliverHimToALocationSafely_2,P=Got another passenger that's looking for low profile transport.
Miners_RepUI_Area,P=[PH] Area
Miners_RepUI_Description,P=[PH] Miners Description
Miners_RepUI_Focus,P=[PH] Miners Focus
Miners_RepUI_Founded,P=[PH] N/A
Miners_RepUI_Headquarters,P=[PH] Miners Headquarters
Miners_RepUI_Leadership,P=[PH] Miners Leadership
Miners_RepUI_Name,P=[PH] Miners
MiningClaimLawful_Description_001=**WIP** Lawful Description
MiningClaimLawful_From_001=**WIP** Lawful From
MiningClaimLawful_ObjectiveMarker_001=**WIP** Go to ~mission(Location)
MiningClaimLawful_ObjectiveMarker_002=**WIP** Search this area
MiningClaimLawful_ObjectiveMarker_003=**WIP** Return to search area
MiningClaimLawful_Objective_Long_001=**WIP** Investigate some mining activity that has been taking place at ~mission(Location)
MiningClaimLawful_Objective_Long_002=**WIP** Search for the sentries and destroy them
MiningClaimLawful_Objective_Long_003=**WIP** Return to ~mission(location)
MiningClaimLawful_Objective_Short_001=**WIP** Go to ~mission(Location)
MiningClaimLawful_Objective_Short_002=**WIP** Destroy sentries
MiningClaimLawful_Objective_Short_003=**WIP** Return to ~mission(Location)
MiningClaimLawful_Title_001=**WIP** Lawful Title
MiningClaimUnlawful_Description_001=**WIP** Unlawful Description
MiningClaimUnlawful_From_001=**WIP** Unlawful From
MiningClaimUnlawful_ObjectiveMarker_001=**WIP** Go to ~mission(Location)
MiningClaimUnlawful_ObjectiveMarker_002=**WIP** Search this area
MiningClaimUnlawful_ObjectiveMarker_003=**WIP** Return to search area
MiningClaimUnlawful_Objective_Long_001=**WIP** Free up some space for our boys to come and mine some good resources at ~mission(Location)
MiningClaimUnlawful_Objective_Long_002=**WIP** Search for the sentries and destroy them
MiningClaimUnlawful_Objective_Long_003=**WIP** Return to ~mission(Location)
MiningClaimUnlawful_Objective_Short_001=**WIP** Go and investigate private mining area
MiningClaimUnlawful_Objective_Short_002=**WIP** Destroy sentries
MiningClaimUnlawful_Objective_Short_003=**WIP** Return to ~mission(Location)
MiningClaimUnlawful_Title_001=**WIP** Unlawful Title
MiningClaim_NB1_001=Mining Claim #JK7-L0L
MiningClaim_NB1_002=Mining Claim #TWU-19T
MiningClaim_NB1_003=Mining Claim #N4I-FN8
MiningClaim_NB1_004=Mining Claim #Y55-06R
MiningClaim_NB1_005=Mining Claim #8PB-H2A
MiningClaim_NB1_006=Mining Claim #A2J-2LQ
MiningClaim_NB1_007=Mining Claim #N0S-4R2
MiningClaim_NB1_008=Mining Claim #R2D-C3P
MiningClaim_S1L1_001=Mining Claim #5GU-TMT
MiningClaim_S1L1_002=Mining Claim #252-RDC
MiningClaim_S1L1_003=Mining Claim #SA0-62G
MiningClaim_S1L1_004=Mining Claim #LW2-QQA
MiningClaim_S1L1_005=Mining Claim #89K-011
MiningClaim_S1L1_006=Mining Claim #W80-8T2
MiningClaim_S1L1_007=Mining Claim #PCV-664
MiningClaim_S1L1_008=Mining Claim #564-AT7
MiningClaim_S1L2_001=Mining Claim #L7X-O1Z
MiningClaim_S1L2_002=Mining Claim #46K-104
MiningClaim_S1L2_003=Mining Claim #117-P8P
MiningClaim_S1L2_004=Mining Claim #407-4F2
MiningClaim_S1L2_005=Mining Claim #26X-9QI
MiningClaim_S1L2_006=Mining Claim #117-6KR
MiningClaim_S1L2_007=Mining Claim #17D-NF2
MiningClaim_S1L2_008=Mining Claim #1P2-O6W
MiningClaim_S1L3_001=Mining Claim #MHP-7R3
MiningClaim_S1L3_002=Mining Claim #7Y5-2BL
MiningClaim_S1L3_003=Mining Claim #3EH-MR5
MiningClaim_S1L3_004=Mining Claim #286-T23
MiningClaim_S1L3_005=Mining Claim #M9Q-1JW
MiningClaim_S1L3_006=Mining Claim #H29-61U
MiningClaim_S1L3_007=Mining Claim #X79-361
MiningClaim_S1L3_008=Mining Claim #T9P-B90
MiningClaim_S1L4_001=Mining Claim #P0C-84M
MiningClaim_S1L4_002=Mining Claim #OXK-LWP
MiningClaim_S1L4_003=Mining Claim #IG2-PUS
MiningClaim_S1L4_004=Mining Claim #5P7-CB5
MiningClaim_S1L4_005=Mining Claim #5TP-9LV
MiningClaim_S1L4_006=Mining Claim #K16-4PN
MiningClaim_S1L4_007=Mining Claim #U7S-YF2
MiningClaim_S1L4_008=Mining Claim #0A3-EB6
MiningClaim_S1L5_001=Mining Claim #62W-6FF
MiningClaim_S1L5_002=Mining Claim #031-L6W
MiningClaim_S1L5_003=Mining Claim #H08-C6Q
MiningClaim_S1L5_004=Mining Claim #P4S-50Z
MiningClaim_S1L5_005=Mining Claim #69H-T0M
MiningClaim_S1L5_006=Mining Claim #9R4-US2
MiningClaim_S1L5_007=Mining Claim #PY9-010
MiningClaim_S1L5_008=Mining Claim #2ZK-92P
MiningClaim_S2L1_001=Mining Claim #LOW-9SW
MiningClaim_S2L1_002=Mining Claim #M77-B9R
MiningClaim_S2L1_003=Mining Claim #RDM-570
MiningClaim_S2L1_004=Mining Claim #U3Z-O5M
MiningClaim_S2L1_005=Mining Claim #Q02-658
MiningClaim_S2L1_006=Mining Claim #6QU-VLF
MiningClaim_S2L1_007=Mining Claim #187-EK3
MiningClaim_S2L1_008=Mining Claim #2JR-IH4
MiningClaim_S2L2_001=Mining Claim #A28-8FL
MiningClaim_S2L2_002=Mining Claim #35D-O40
MiningClaim_S2L2_003=Mining Claim #JMH-ZE9
MiningClaim_S2L2_004=Mining Claim #MEY-8X6
MiningClaim_S2L2_005=Mining Claim #B60-06N
MiningClaim_S2L2_006=Mining Claim #1EM-8KZ
MiningClaim_S2L2_007=Mining Claim #659-7F9
MiningClaim_S2L2_008=Mining Claim #0ND-1C6
MiningClaim_S2L3_001=Mining Claim #SNS-133
MiningClaim_S2L3_002=Mining Claim #7BH-6IB
MiningClaim_S2L3_003=Mining Claim #B93-ECE
MiningClaim_S2L3_004=Mining Claim #1WF-8Q2
MiningClaim_S2L3_005=Mining Claim #233-0BG
MiningClaim_S2L3_006=Mining Claim #5QZ-EVL
MiningClaim_S2L3_007=Mining Claim #2AO-YXA
MiningClaim_S2L3_008=Mining Claim #6VQ-R0L
MiningClaim_S2L4_001=Mining Claim #PWG-V76
MiningClaim_S2L4_002=Mining Claim #MJF-18Z
MiningClaim_S2L4_003=Mining Claim #3S4-69I
MiningClaim_S2L4_004=Mining Claim #IF4-44E
MiningClaim_S2L4_005=Mining Claim #4QI-L3K
MiningClaim_S2L4_006=Mining Claim #YNV-4N2
MiningClaim_S2L4_007=Mining Claim #36Y-F4E
MiningClaim_S2L4_008=Mining Claim #BU8-982
MiningClaim_S2L5_001=Mining Claim #A83-1XB
MiningClaim_S2L5_002=Mining Claim #714-SK2
MiningClaim_S2L5_003=Mining Claim #Z8V-6O0
MiningClaim_S2L5_004=Mining Claim #J2P-9P8
MiningClaim_S2L5_005=Mining Claim #35F-7IY
MiningClaim_S2L5_006=Mining Claim #J5B-CJZ
MiningClaim_S2L5_007=Mining Claim #W70-48O
MiningClaim_S2L5_008=Mining Claim #UU1-PPU
MiningClaim_S3L1_001=Mining Claim #6G3-YNQ
MiningClaim_S3L1_002=Mining Claim #LH7-KP4
MiningClaim_S3L1_003=Mining Claim #10E-4EX
MiningClaim_S3L1_004=Mining Claim #0K8-HE1
MiningClaim_S3L1_005=Mining Claim #95S-AN6
MiningClaim_S3L1_006=Mining Claim #H20-5FY
MiningClaim_S3L1_007=Mining Claim #9WB-MTS
MiningClaim_S3L1_008=Mining Claim #X1A-79O
MiningClaim_S3L2_001=Mining Claim #489-YQ1
MiningClaim_S3L2_002=Mining Claim #Z4O-0M1
MiningClaim_S3L2_003=Mining Claim #2FC-DQ3
MiningClaim_S3L2_004=Mining Claim #19F-MUY
MiningClaim_S3L2_005=Mining Claim #05D-PZR
MiningClaim_S3L2_006=Mining Claim #FJ2-26X
MiningClaim_S3L2_007=Mining Claim #9OE-85E
MiningClaim_S3L2_008=Mining Claim #29N-704
MiningClaim_S3L3_001=Mining Claim #Q97-6C7
MiningClaim_S3L3_002=Mining Claim #581-679
MiningClaim_S3L3_003=Mining Claim #4V3-M95
MiningClaim_S3L3_004=Mining Claim #761-0K4
MiningClaim_S3L3_005=Mining Claim #T8B-OA8
MiningClaim_S3L3_006=Mining Claim #SR3-8DH
MiningClaim_S3L3_007=Mining Claim #6H0-FUN
MiningClaim_S3L3_008=Mining Claim #LD7-2A3
MiningClaim_S3L4_001=Mining Claim #FUR-603
MiningClaim_S3L4_002=Mining Claim #91Y-6R6
MiningClaim_S3L4_003=Mining Claim #A69-9BQ
MiningClaim_S3L4_004=Mining Claim #44L-158
MiningClaim_S3L4_005=Mining Claim #8Y9-8K5
MiningClaim_S3L4_006=Mining Claim #D00-PR7
MiningClaim_S3L4_007=Mining Claim #KY3-74D
MiningClaim_S3L4_008=Mining Claim #EOB-B9F
MiningClaim_S3L5_001=Mining Claim #H9G-ZHJ
MiningClaim_S3L5_002=Mining Claim #MY9-2O0
MiningClaim_S3L5_003=Mining Claim #1TM-U9Z
MiningClaim_S3L5_004=Mining Claim #L9N-MH5
MiningClaim_S3L5_005=Mining Claim #QR4-25Q
MiningClaim_S3L5_006=Mining Claim #09W-2GR
MiningClaim_S3L5_007=Mining Claim #9GW-F38
MiningClaim_S3L5_008=Mining Claim #287-UMO
MiningClaim_S4L1_001=Mining Claim #L7D-UG3
MiningClaim_S4L1_002=Mining Claim #57M-5RP
MiningClaim_S4L1_003=Mining Claim #36Z-097
MiningClaim_S4L1_004=Mining Claim #45C-BPM
MiningClaim_S4L1_005=Mining Claim #623-1V4
MiningClaim_S4L1_006=Mining Claim #960-5X4
MiningClaim_S4L1_007=Mining Claim #1A0-R16
MiningClaim_S4L1_008=Mining Claim #5O8-Q79
MiningClaim_S4L2_001=Mining Claim #4S4-27T
MiningClaim_S4L2_002=Mining Claim #GU2-7X3
MiningClaim_S4L2_003=Mining Claim #09F-C90
MiningClaim_S4L2_004=Mining Claim #18H-T53
MiningClaim_S4L2_005=Mining Claim #656-VXK
MiningClaim_S4L2_006=Mining Claim #O36-381
MiningClaim_S4L2_007=Mining Claim #UR6-090
MiningClaim_S4L2_008=Mining Claim #KA3-ON4
MiningClaim_S4L3_001=Mining Claim #6D4-4XP
MiningClaim_S4L3_002=Mining Claim #FR8-8XV
MiningClaim_S4L3_003=Mining Claim #2R5-806
MiningClaim_S4L3_004=Mining Claim #5Z4-1YV
MiningClaim_S4L3_005=Mining Claim #I13-200
MiningClaim_S4L3_006=Mining Claim #IUP-MT4
MiningClaim_S4L3_007=Mining Claim #X31-V3V
MiningClaim_S4L3_008=Mining Claim #D82-461
MiningClaim_S4L4_001=Mining Claim #ZGA-66M
MiningClaim_S4L4_002=Mining Claim #LX4-224
MiningClaim_S4L4_003=Mining Claim #L86-O64
MiningClaim_S4L4_004=Mining Claim #P15-YC2
MiningClaim_S4L4_005=Mining Claim #5NN-VVJ
MiningClaim_S4L4_006=Mining Claim #LCU-0CH
MiningClaim_S4L4_007=Mining Claim #DAV-F2K
MiningClaim_S4L4_008=Mining Claim #38L-OJB
MiningClaim_S4L5_001=Mining Claim #0O3-77D
MiningClaim_S4L5_002=Mining Claim #260-K0V
MiningClaim_S4L5_003=Mining Claim #94T-Y5T
MiningClaim_S4L5_004=Mining Claim #N03-CF2
MiningClaim_S4L5_005=Mining Claim #1OD-G13
MiningClaim_S4L5_006=Mining Claim #2NB-SH5
MiningClaim_S4L5_007=Mining Claim #3UB-W93
MiningClaim_S4L5_008=Mining Claim #2A5-7XY
MiningClaims_Desc_001=A privately owned mining claim that has been registered with the UEE Bureau of Resource Management. No unauthorized access allowed.
MissingPersons_Crew_01=Locate Captain
MissingPersons_Crew_010=Locate Co-pilot
MissingPersons_Crew_010a=Locate Co-pilot ~mission(TargetName)
MissingPersons_Crew_011=Locate Scan Tech
MissingPersons_Crew_011a=Locate Scan Tech ~mission(TargetName)
MissingPersons_Crew_012=Locate Chief Engineer
MissingPersons_Crew_012a=Locate Chief Engineer ~mission(TargetName)
MissingPersons_Crew_01a=Locate Captain ~mission(TargetName)
MissingPersons_Crew_02=Locate Pilot
MissingPersons_Crew_02a=Locate Pilot ~mission(TargetName)
MissingPersons_Crew_03=Locate Navigator
MissingPersons_Crew_03a=Locate Navigator ~mission(TargetName)
MissingPersons_Crew_04=Locate Engineer
MissingPersons_Crew_04a=Locate Engineer ~mission(TargetName)
MissingPersons_Crew_05=Locate Security Officer
MissingPersons_Crew_05a=Locate Security Officer ~mission(TargetName)
MissingPersons_Crew_06=Locate Cargo Officer
MissingPersons_Crew_06a=Locate Cargo Officer ~mission(TargetName)
MissingPersons_Crew_07=Locate Refinery Operator
MissingPersons_Crew_07a=Locate Refinery Operator ~mission(TargetName)
MissingPersons_Crew_08=Locate Gunner
MissingPersons_Crew_08a=Locate Gunner ~mission(TargetName)
MissingPersons_Crew_09=Locate Assistant Engineer
MissingPersons_Crew_09a=Locate Assistant Engineer ~mission(TargetName)
MissionGivers_ClovusDarneely=Clovus Darneely
MissionGivers_ConstantineHurston=Constantine Hurston
MissionGivers_MilesEckhart=Miles Eckhart
MissionGivers_ReccoBattaglia=Recco Battaglia
MissionGivers_Ruto=Ruto
MissionGivers_WallaceKlim=Wallace Klim
MissionManager_BennyNoodle_Description=Description
MissionManager_BennyNoodle_Objective01_Long=Objective 1 Long
MissionManager_BennyNoodle_Objective01_Short=Objective 1 Short
MissionManager_BennyNoodle_Objective02_Long=Objective 2 Long
MissionManager_BennyNoodle_Objective02_Short=Objective 2 Short
MissionManager_BennyNoodle_Objective03_Long=Objective03_Long
MissionManager_BennyNoodle_Objective03_Short=Objective03_Short
MissionManager_BennyNoodle_Title=Title
MissionManager_BennyNoodle_Title_Short=Title Short
MissionManager_BravoStation_Hackers_Markerer_Server=Server Terminal
MissionManager_BravoStation_Hackers_Objective00_Long=The servers are physically inside the station, you need to board the station first.
MissionManager_BravoStation_Hackers_Objective00_Short=Enter Kareah Station
MissionManager_BravoStation_Hackers_Objective01_Long=Hack the servers and defend them against security interception
MissionManager_BravoStation_Hackers_Objective01_Short=Hack the servers
MissionManager_BravoStation_Hackers_Objective02_Long=Prepare whilst the servers reset. (LONG)
MissionManager_BravoStation_Hackers_Objective02_Short=Prepare whilst the servers reset
MissionManager_BravoStation_Hackers_Title=Criminal Hacking Collective: Vulnerable Servers Terminals
MissionManager_BravoStation_Hackers_Title_Description=Will pay handsomely for any hacking of the server terminals located on Kareah station. Better pay the longer you can remain logged in. - CHC
MissionManager_BravoStation_Hackers_Title_Short=Hack Kareah Servers
MissionManager_BravoStation_Security_Marker_Server=Server Terminal
MissionManager_BravoStation_Security_Objective00_Long=You must physically enter the station to use the terminal and accept the security contract.
MissionManager_BravoStation_Security_Objective00_Short=Enter Kareah Station
MissionManager_BravoStation_Security_Objective01_Long=Login with the Security Terminal at security post Kareah.
MissionManager_BravoStation_Security_Objective01_Short=Report for Duty.
MissionManager_BravoStation_Security_Objective02_Long=Defend the Server terminals from unauthorized criminal hackers.
MissionManager_BravoStation_Security_Objective02_Short=Defend the Server Terminals
MissionManager_BravoStation_Security_Objective03_Long=Defend the station from trespassers.
MissionManager_BravoStation_Security_Objective03_Short=Defend the station
MissionManager_BravoStation_Security_Objective04_Long=To end your contract early, report back to the security terminal and sign out.
MissionManager_BravoStation_Security_Objective04_Short=End Contract
MissionManager_BravoStation_Security_Title=Crusader Security: Private Security Opportunity
MissionManager_BravoStation_Security_Title_Description=Private security contractors wanted.  Kareah Station is in need of private security contractors to defend the server terminals integrity against criminal hackers.  You will be rewarded for the accumulated up time of the servers and for eliminating criminal trespassers.
MissionManager_BravoStation_Security_Title_Short=Security Post Kareah Station
MissionManager_CryAstroCrime_1_Description=Just heard from those friends of mine. They were super impressed with your work. Now, theyve run into a problem on this job and could use an extra hand eliminating that problem. If you dont mind getting a little messy, I think youre the perfect person for the job. \n\nIve attached some details on the problem they need taken care of.\n\n-Ruto
MissionManager_CryAstroCrime_1_Objective01_Long=Eliminate the target.
MissionManager_CryAstroCrime_1_Objective01_Short=Eliminate
MissionManager_CryAstroCrime_1_Title=A Little Bit of WetWork
MissionManager_CryAstroCrime_1_Title_Short=Eliminate A Problem
MissionManager_CryAstroCrime_2_Description=Just heard from those friends of mine. They were super impressed with your work. Now, theyve run into a problem on this job and could use an extra hand eliminating that problem. If you dont mind getting a little messy, I think youre the perfect person for the job. \n\nIve attached some details on the problem they need taken care of.\n\n-Ruto
MissionManager_CryAstroCrime_2_Objective01_Long=Eliminate the target.
MissionManager_CryAstroCrime_2_Objective01_Short=Eliminate
MissionManager_CryAstroCrime_2_Title=A Little Bit of WetWork
MissionManager_CryAstroCrime_2_Title_Short=Eliminate A Problem
MissionManager_CryAstroCrime_3_Description=Just heard from those friends of mine. They were super impressed with your work. Now, theyve run into a problem on this job and could use an extra hand eliminating that problem. If you dont mind getting a little messy, I think youre the perfect person for the job. \n\nIve attached some details on the problem they need taken care of.\n\n-Ruto
MissionManager_CryAstroCrime_3_Objective01_Long=Eliminate the target.
MissionManager_CryAstroCrime_3_Objective01_Short=Eliminate
MissionManager_CryAstroCrime_3_Title=A Little Bit of WetWork
MissionManager_CryAstroCrime_3_Title_Short=Eliminate A Problem
MissionManager_DisableCommArrays_1_Objective01_Long=Disable uplink at Comm Array 126.
MissionManager_DisableCommArrays_1_Objective01_Short=Disable Uplink
MissionManager_DisableCommArrays_1_Objective02_Long=Disable uplink at Comm Array 275.
MissionManager_DisableCommArrays_1_Objective02_Short=Disable Uplink
MissionManager_DisableCommArrays_1_Objective03_Long=Destroy the delivery.
MissionManager_DisableCommArrays_1_Objective03_Short=Destroy
MissionManager_DisableCommArrays_1_Title=Help Some Friends Find Privacy
MissionManager_DisableCommArrays_1_Title_Short=Silence the ECN
MissionManager_DisableCommArrays_2_Objective01_Long=Disable uplink at Comm Array 472.
MissionManager_DisableCommArrays_2_Objective01_Short=Disable Uplink
MissionManager_DisableCommArrays_2_Objective02_Long=Disable uplink at Comm Array 556.
MissionManager_DisableCommArrays_2_Objective02_Short=Disable Uplink
MissionManager_DisableCommArrays_2_Objective03_Long=
MissionManager_DisableCommArrays_2_Title=Help Some Friends Find Privacy
MissionManager_DisableCommArrays_2_Title_Short=Silence the ECN
MissionManager_DisableCommArrays_3_Objective01_Long=Disable uplink at Comm Array 625.
MissionManager_DisableCommArrays_3_Objective01_Short=Disable Uplink
MissionManager_DisableCommArrays_3_Objective02_Long=Disable uplink at Comm Array 730.
MissionManager_DisableCommArrays_3_Objective02_Short=Disable Uplink
MissionManager_DisableCommArrays_3_Title=Help Some Friends Find Privacy
MissionManager_DisableCommArrays_3_Title_Short=Silence the ECN
MissionManager_DisableCommArrays_Description=Hey,\n\nSo I may have heard from a friend of a friend, that this things going down. Theyre looking to keep it nice and quiet, so theyre willing to pay for their privacy. How about lending them a hand to make sure nobodys listening?\n\n-Ruto
MissionManager_GrimHEX_Race_Description=Enter the Grim HEX Race and you could win some serious credits. Make your way to the Race Lobby now for entry.
MissionManager_GrimHEX_Race_Reach_The_Lobby_Long=Reach the Race Lobby. Registration closes in %ls
MissionManager_GrimHEX_Race_Reach_The_Lobby_Short=The Race Lobby
MissionManager_GrimHEX_Race_Title=Enter the Grim HEX Race
MissionManager_GrimHEX_Race_Title_Short=Grim HEX Race
MissionManager_GrimHEX_Registration_Wait_Long=Race entry terminals will activate soon.  Registrations opens in %ls
MissionManager_GrimHEX_Registration_Wait_Short=Race entry opening soon!
MissionManager_GrimHEX_Use_Terminal_Long=Use a terminal to sign up for the next GrimHEX Race!  Registration Closes in %ls
MissionManager_GrimHEX_Use_Terminal_Short=Press to enter the GrimHEX Race
MissionManager_GrimHex_Race_Checkpoint_Long=Reach the next checkpoint.
MissionManager_GrimHex_Race_Checkpoint_Short=Checkpoint
MissionManager_KillCommTechs_Description=So, it seems that Aciedo hasnt really appreciated their comm arrays mysteriously shutting off, and in a move I am sure they are going to come to regret, theyve decided to start hiring technicians to reactivate the uplinks. Thats really not going to work for us. \n\nWeve really come to appreciate all the peace and quiet in the area, and want to keep it that way. \n\nWith your people skills being what they are, I was hoping that maybe you could convince these techs to leave well enough alone. In the permanent sort of way.\n\nAnd for all your trouble, therell be a small thank you gift for each Aciedo tech you put an end to.\n\nHave a great day,\n\n-Ruto
MissionManager_KillCommTechs_Objective01_Long=Eliminate Aciedo technicians at disabled comm arrays.
MissionManager_KillCommTechs_Objective01_Short=Eliminate
MissionManager_KillCommTechs_Title=Keep the Comm Arrays Offline
MissionManager_KillCommTechs_Title_Short=Stop Aciedo Techs
MissionModules_Rendezvous_obj_long=~mission(RendezvousObjLong)
MissionModules_Rendezvous_obj_marker=~mission(RendezvousObjMarker)
MissionModules_Rendezvous_obj_short=~mission(RendezvousObjShort)
Mission_Contractor_0057=Eckhart Security
Mission_Contractor_0058=Hurston Security
Mission_Item_0145=Shipment A
Mission_Item_0146=Shipment B
Mission_Item_0147=Shipment C
Mission_Item_0148=Uncut SLAM
Mission_Item_0149=Evidence
Mission_Item_0150=Basketball
Mission_Item_0151,P=family heirloom
Mission_Patrol_SurveyShip=Crusader Surveillance
Mission_TokenItem_01=~mission(Item)
Missions_Patrol_Description=Patrol Mission Description
Missions_Patrol_Objective_Long=Patrol Objective Long
Missions_Patrol_Objective_Short=Patrol Objective Short
Missions_Patrol_PatrolPoint1=Patrol Point 1
Missions_Patrol_PatrolPoint2=Patrol Point 2
Missions_Patrol_PatrolPoint3=Patrol Point 3
Missions_Patrol_PatrolPoint4=Patrol Point 4
Missions_Patrol_PatrolPoint5=Patrol Point 5
Missions_Patrol_PatrolPoint6=Patrol Point 6
Missions_Patrol_PatrolPoint7=Patrol Point 7
Missions_Patrol_PatrolPoint8=Patrol Point 8
Missions_Patrol_Title=Patrol Mission Title
Missions_Patrol_TitleShort=Patrol Mission Short Title
Mtps_killallcreatures_multitype__easy_desc_01=ABOUT THE JOB\nmicroTech Protection Services need a professional to eliminate several creatures of various species. This is a preventative measure to ensure their population size doesnt increase beyond acceptable parameters.\n\nRESPONSIBILITIES\n• Provide own transportation. \n• Locate the target species on ~mission(Location).\n• Use force as necessary to eliminate the animals.\n\nMINIMUM QUALIFICATIONS\n• 1 year of relevant mercenary and/or security experience.\n• Access to combat equipment.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with extermination.\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.
Mtps_killallcreatures_multitype_easy_title_01=Wildlife Population Adjustment
Mtps_killallcreatures_multitype_hard_desc_01=ABOUT THE JOB\nmicroTech Protection Services desires to bring balance back to microTechs wildlife ecosystem. Several different species of animals have had massive population growths well beyond safe parameters. We require a professional hunter to swiftly reduce their numbers, before the creatures become a hazard.\n\nRESPONSIBILITIES\n• Provide own transportation. \n• Locate the target species on ~mission(Location).\n• Identify specified animal species.\n• Use force as necessary to eliminate the animals.\n\nMINIMUM QUALIFICATIONS\n• 2-3 years of relevant mercenary and/or security experience.\n• Access to combat equipment.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with extermination.\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.
Mtps_killallcreatures_multitype_hard_title_01=Wildlife Population Management
Mtps_killallcreatures_multitype_medium_desc_01=ABOUT THE JOB\nmicroTech Protection Services need a professional hunter to cull some of the wildlife around microTech. Population sizes of local creatures are increasing quickly and must be brought under control before the situation spirals out of control.\n\nRESPONSIBILITIES\n• Provide own transportation. \n• Locate the target species on ~mission(Location).\n• Identify specified animal species.\n• Use force as necessary to eliminate the animals.\n\nMINIMUM QUALIFICATIONS\n• 1-2 years of relevant mercenary and/or security experience.\n• Access to combat equipment.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with extermination.\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.
Mtps_killallcreatures_multitype_medium_title_01=Wildlife Population Control
Mtps_killallcreatures_onetype_desc_01=ABOUT THE JOB\nmicroTech Protection Services need a professional to bring the number of ~mission(Creature) in the wild back to within acceptable parameters. Their population is increasing too quickly, and culling some of their numbers will help ensure the situation doesnt spiral out of control.\n\nRESPONSIBILITIES\n• Provide own transportation.\n• Locate the ~mission(Creature) on ~mission(Location).\n• Use force as necessary to eliminate the ~mission(Creature).\n\nMINIMUM QUALIFICATIONS\n• 1 year of relevant mercenary and/or security experience.\n• Access to combat equipment.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with extermination\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.
Mtps_killallcreatures_onetype_title_01=Wildlife Control: ~mission(Creature)
MurderSpree_KillTime_001=60 minutes
MurderSpree_amountreq_001=8
NB_FactoryLine_ARLens_desc=Approved by the EHS for extended wear, the innovative crystal flex material developed for the Reverie prevents user fatigue and eye irritation while its incorporated display constantly adjusts to your ocular needs throughout the day.
NB_FactoryLine_ARLens_name=Reverie AR Lens
NB_FactoryLine_VISpecs_desc=Information is only useful if you can access it when it's most needed. From hospitals to boardrooms, optiVis provides new ways to access the data you need most, when you need it with an embedded invisible liquid display.
NB_FactoryLine_VISpecs_name=optiVis VI Specs
NB_FactoryLine_avionics_desc=Featuring unlocked nexeron process-cores, the latest microTech avionic platforms push the boundaries of performance flight and can handle the advanced computational needs of the modern vehicles being manufactured today.
NB_FactoryLine_avionics_name=optiCore Avionics
NB_FactoryLine_boosterblade_desc=Dedicated mem-trace computation architecture supports concurrent returns across a wide range of active functions to allow the memVio to greatly increase your ship's moment to moment data output.
NB_FactoryLine_boosterblade_name=memVio Booster Blade
NB_FactoryLine_cryptokey_desc=There is no time for guesswork when it comes to getting your system back online and running. The cross-link 3-rep dateline with a pinpoint response TAC can not only provide faster access, it can do it without interrupting vital stackflows.
NB_FactoryLine_cryptokey_name=icePick Cryptokey
NB_FactoryLine_datapad_desc=Elevate your performance without sacrificing portability. The latest Glas features lightning fast 7th generation interlaced processors that scored 97 points on the prestigious Crowder test making it the current best-in-class in handheld computing.
NB_FactoryLine_datapad_name=Glas Datapad
NB_FactoryLine_diagnosticcart_desc=With more powerful simulation capabilities, the GW-9 can identify problems faster than ever before while locating potential issue with an improved margin of error, doing more than save time on costly repairs, it can save lives.
NB_FactoryLine_diagnosticcart_name=GW-9 Diagnostics Cart
NB_FactoryLine_glasOS_desc=The latest OS update allows developers more ways to harness and unlock the suite of powerful PX tools to improve app integration, allow for seamless security updates, and create dynamic notifications.
NB_FactoryLine_glasOS_name=GlasOS Blizzard
NB_FactoryLine_holoprojector_desc=Making holograms that look great in perfect conditions is easy. Designing a projection system with smoother motion and increased depth of view that could be visible in real world conditions with this kind of clarity was nothing short of a technological marvel.
NB_FactoryLine_holoprojector_name=Mirage Holo-Projector
NB_FactoryLine_holosphere_desc=You rely on accurate data to analyze situations and make critical decisions. That's why we overhauled the Strata to make interfacing with our holosphere as intuitive as possible under even the most severe conditions so you can keep your focus on what matters.
NB_FactoryLine_holosphere_name=Strata Holosphere
NB_FactoryLine_holotable_desc=Whether you're reviewing quarterly financials, analyzing a structural plan, or coordinating strategic movements, the Meran is about sharing information in real time in the real world. The latest model introduces a new level of interactivity thanks to its multi-user focus that provides your team the tools they need for productive discussions.
NB_FactoryLine_holotable_name=Meran Holotable
NB_FactoryLine_mobiGlas_desc=From a clearer and brighter holoscreen to improved gesture controls that are now more sensitive than ever, the next generation of mobiGlas features a host of hardware upgrades that keep you more connected than ever before.
NB_FactoryLine_mobiGlas_name=mobiGlas 2.0
NB_FactoryLine_simpod_desc=To faithfully recreate another world, we have revolutionized our projectors to create a color density more vibrant and images more detailed to create an immersive experience never before seen in a simpod.
NB_FactoryLine_simpod_name=Muse Simpod
NB_FactoryLine_wristmount_name=mobiGlas Wrist Mount
NB_FactoryLine_writstmount_desc=Why choose between comfort and style? With stay cool nano-breezeways woven throughout and and the introduction of our longWear latching system, your mobiGlas now feels as good as it looks.
NB_Holograms_Calliope_Desc=Remember to always strive for pure expression of thought.
NB_Holograms_Calliope_Name=Calliope
NB_Holograms_Clio_Desc=Remember that your work stands on those who came before you.
NB_Holograms_Clio_Name=Clio
NB_Holograms_Euterpe_Desc=Remember to be guided by the natural rhythm of the universe in your designs.
NB_Holograms_Euterpe_Name=Euterpe
NB_IceSculpture_Desc="Mistakes feed the furnace of innovation." - Magnus Tobin, microTech CEO\n\n\nCreated: 2891\nMaterial: Ice\nArtist: Fay Womak\nDescription: A reflection of the city around it, Sublimate evokes the interplay between cold and creativity that are the hallmarks of life in New Babbage.
NB_IceSculpture_Name=Sublimate
NB_Plant_Desc_001=Created to be able to survive in near no-light conditions. The resulting altered chlorophyll structure gives the plant its dark coloring and unique woven-like texture. It is hoped that this research will help populate worlds with long night cycles.
NB_Plant_Desc_002=Related to the colocasia, this plant features enormous broad leaves that are pliable and water resistant making it an ideal plastic substitute on remote worlds. Additionally, its sprawling root structure is an edible starch when cooked.
NB_Plant_Desc_003=Derived from a Xi'an desert plant, the many ridges along its trunk are ideal for capturing early morning dew in arid climates. The internal storage cells can collect up to a gallon of drinking water a day in the right conditions.
NB_Plant_Desc_004=The unique fractal structure of the violet curcuma's leaves help convert shorter light-waves into a frequency more suitable for photosynthesis. This allows it to flourish in systems where stars are in the later stages of their life and not producing ideal growth light. Its rhizomes also have culinary and medical uses.
NB_Plant_Desc_005=The unique leaves of this palm variant show a huge leap in bio-engineering possibilities thanks to their meticulously designed aerodynamic structure that allows the plant to endure hurricane strength winds.
NB_Plant_Desc_006=This carnivorous plant catches insects with the sticky resin it secretes, allowing it to not only act as an exterminator for unwanted pests, but also survive in severely nitrogen depleted soil.
NB_Plant_Desc_007=The closely woven structure of the Haldor lily provides it with extreme strength and durability. Suitable for planets plagued with torrential storms or swarming insects, this lily is one of the hardier plants ever fabricated.
NB_Plant_Desc_008=With a strong, thin trunk, the sky palm was designed to grow on worlds with thicker atmospheres where it would be able to collect more of the available sunlight at high elevations.
NB_Plant_Desc_009=The thick trunk of this barrel palm tree is able to hold considerable moisture drawn in from the soil offering a possible water conservation solution to settlers living in arid climates.
NB_Plant_Desc_010=The weaver palm was designed to produce a renewable, strong, lightweight, and flexible material that would serve a variety of purposes for settlers of a new world. Low maintenance and hardy, the plant can grow successfully in a variety of conditions.
NB_Plant_Desc_011=The designers of this plant wanted to protect it from as many herbivore tactics as possible to ensure that its harvest could reach full maturity undisturbed while leaving it non-toxic. The spikes along the trunk makes climbing difficult, the bark appears diseased and dead, and the leaves contain barbed alkaloids that cause extreme pain with skin contact. DO NOT TOUCH.
NB_Plant_Desc_012=Designed to be grown in wet soil and marshland, the dracaena pura acts as a natural aquifer, cleaning water as it passes through its root system. The height of the plant helps it distribute the pollutants it collects to a lower toxicity level to which it can successfully cope.
NB_Plant_Desc_013=When worlds are first being settled, high winds can be a serious issue until enough plant life can take hold. The grand flabellum with its wide leaf structure and deep root system act as erosion breaks helping to protect more delicate plants and structures.
NB_Plant_Desc_014=The leaves of this plant were crafted by engineers to excrete an oil that serves as a natural insect repellent. It is hoped that by planting it in symbiosis with other more valuable crops that it can serve as a deterrent to harmful pests.
NB_Plant_Desc_015=Created to help alleviate symptoms caused by other airborne allergens, the pollen from the flight-of-fancy's bright flowers is a natural antihistamine and is capable of blocking histamine receptors. As a bonus, its large broad leaves provide ample shade making them ideal to plant near habitat areas.
NB_Plant_Desc_General=Genetically crafted by Rayari Inc., the species of plants on display throughout the city will serve to inspire a whole new generation of terraformational expansion.
NB_Plant_Name_001=Midnight Calathea
NB_Plant_Name_002=Sail Casia
NB_Plant_Name_003=Yellow Puglath
NB_Plant_Name_004=Violet Curcuma
NB_Plant_Name_005=Storm Rider Palm
NB_Plant_Name_006=Elysian Bloom
NB_Plant_Name_007=Haldor Lily
NB_Plant_Name_008=Sky Palm
NB_Plant_Name_009=Barrel Palm
NB_Plant_Name_010=Weaver Palm
NB_Plant_Name_011=Fortress Palm
NB_Plant_Name_012=Dracaena Pura
NB_Plant_Name_013=Grand Flabellum
NB_Plant_Name_014=Giboshi Bane
NB_Plant_Name_015=Flight-of-Fancy
NB_Plant_Name_General=Growing the Plants of Tomorrow
NB_Plants_Desc_Separator=Description
NB_Weather_001=Extreme Cold Temperatures
NB_Weather_002=Wear Protective Clothing
NB_Weather_003=Minimize Exposure Time
NB_Weather_004=Hypothermia Risk High
NB_Weather_005=Snow Storms Possible
NB_Weather_Title=WEATHER CONDITIONS
NPC_Interact_Generic_Talk=Talk
NPE_Fail_LeftTutorialArea,P=Left ~mission(Location|Name) Area
NPE_Fail_RentRanOut,P=Tutorial Ship Rent Duration Ended
NPE_ReturnToArea_HUD,P=Leaving ~mission(Location|Name) Area! Please Return: %ls
NTLockdown_FleetDestroy_Antagonist_BlockadeTarget_obj_marker=Blockade Runner
NTLockdown_FleetDestroy_Antagonist_DestroyFlagship_obj_long=Protect the Nine Tails Flagship.
NTLockdown_FleetDestroy_Antagonist_DestroyFlagship_obj_marker=Nine Tails Flagship
NTLockdown_FleetDestroy_Antagonist_DestroyFlagship_obj_short=Protect Nine Tails Flagship
NTLockdown_FleetDestroy_Antagonist_GoToFleet_obj_long=Go to the location of the Nine Tails fleet.
NTLockdown_FleetDestroy_Antagonist_GoToFleet_obj_marker=Nine Tails Fleet
NTLockdown_FleetDestroy_Antagonist_GoToFleet_obj_short=Go To Nine Tails Fleet
NTLockdown_FleetDestroy_Antagonist_MBroker_desc=Now that Crusaders found their fleet, it seems the Nine Tails finally realized just how useful a bit of extra help can be.\n\nLong story short, theyre looking for some hired muscle to keep Crusader at bay. Youll and everyone else who volunteers get a payout for every security ship you take down. \n\nAnd on top of that, if all of you keep Crusader occupied long enough for the Nine Tails to finish up whatever the hell it is that theyre up to with this quantum blockade, youll get a big fat bonus.\n
NTLockdown_FleetDestroy_Antagonist_MBroker_name=Aid The Blockade
NTLockdown_FleetDestroy_Antagonist_Primary_display=Time Remaining: %ls
NTLockdown_FleetDestroy_Antagonist_Primary_obj_long=Collectively protect the Nine Tails fleet from Crusader Security forces.
NTLockdown_FleetDestroy_Antagonist_Primary_obj_short=[Collective] Protect Fleet
NTLockdown_FleetDestroy_DestroyFlagship_obj_long=Destroy the Nine Tails Flagship.
NTLockdown_FleetDestroy_DestroyFlagship_obj_marker=Nine Tails Flagship
NTLockdown_FleetDestroy_DestroyFlagship_obj_short=Destroy Nine Tails Flagship
NTLockdown_FleetDestroy_GoToFleet_obj_marker=Nine Tails Fleet
NTLockdown_FleetDestroy_MBroker_desc=Crusader Security has confirmed the location of the outlaw Nine Tails fleet responsible and is mobilizing now to end the quantum blockade of ~mission(Location).\n\nWe are again seeking trained security professionals to join with our emergency response efforts and assist in neutralizing this dangerous threat.\n\nBefore accepting, please be aware that the Nine Tails are fully expected to offer considerable resistance and that until the blockade is ended, quantum travel will not be possible in the sector.\n\nCONTRACT AUTHORIZED BY:\nDirector Sasha Rust\nID# 122L964G\n
NTLockdown_FleetDestroy_MBroker_name=Illegal Blockade - Neutralizing Nine Tails Fleet
NTLockdown_FleetDestroy_Primary_obj_long=Collectively neutralize the Nine Tails fleet and end the quantum blockade.
NTLockdown_FleetDestroy_Primary_obj_short=[Collective] Neutralize Fleet
NTLockdown_FleetFind_Antagonist_BlockadeTarget_obj_long=OPTIONAL: Destroy ships attempting to bring cargo to the blockaded station.
NTLockdown_FleetFind_Antagonist_BlockadeTarget_obj_short=OPTIONAL: Destroy Blockade Runners
NTLockdown_FleetFind_Antagonist_MBroker_desc=I told the Nine Tails that blocking quantum travel to hold a whole area hostage was gonna attract the wrong kind of attention, but do they listen to me? No. Now Crusaders got dozens of scanning ships out there poking their noses into things Id rather stay hidden. \n\nThats why I'm trying to hire as many people as I can to help me out. I wanna pay you for each Crusader scanning ship you take out. \n\nIn fact, Ill even up your rate per-ship if all of you hit a certain number of kills. Call it a performance incentive.\n\nAnd if you're really feeling like an overachiever, take out any fools brave enough to try running cargo to the blockaded station. I've got some suppliers who'll be appreciative of the extra demand.\n
NTLockdown_FleetFind_Antagonist_MBroker_name=Away From Prying Eyes
NTLockdown_FleetFind_ClearScanPoint_obj_long=Clear the scan point of any hostiles in preperation for the scan ships arriving.
NTLockdown_FleetFind_ClearScanPoint_obj_short=Clear Scan Point of Hostiles
NTLockdown_FleetFind_DestroyScanShips_display=[Collective] Scan Ships Destroyed: ~mission(ScanShipsDestroyedCurrent)/~mission(ScanShipsDestroyedGoal)
NTLockdown_FleetFind_DestroyScanShips_obj_long=Collectively destroy Crusader scanning ships to prevent them from uncovering sensitive information.
NTLockdown_FleetFind_DestroyScanShips_obj_marker=Scanning Ship
NTLockdown_FleetFind_DestroyScanShips_obj_short=Destroy Scanning Ships
NTLockdown_FleetFind_GoToFleet_obj_long=Go to the area where the Crusader is scanning.
NTLockdown_FleetFind_GoToFleet_obj_short=Go To Scan Area
NTLockdown_FleetFind_GoToScanPoint_obj_long=Rendezvous at the assigned scan point and engage any hostiles.
NTLockdown_FleetFind_GoToScanPoint_obj_marker=Scan Point
NTLockdown_FleetFind_GoToScanPoint_obj_short=Rendezvous at Scan Point
NTLockdown_FleetFind_MBroker_desc=Crusader Security has learned that the criminal organization known as the Nine Tails have set an illegal blockade around ~mission(Location) and stopped all incoming and outgoing quantum traffic in the sector.\n\nThe outlaw fleet must be located, and the blockade terminated.\n\nWe are urgently requesting any trained security professionals in the system to join Crusader Security forces and protect our scanning ships as they seek out the location of the Nine Tails fleet causing this blockade.\n\nPlease bear in mind that with quantum travel disabled and numerous hostiles in the area, this should be considered a high-risk operation. Proper equipment and a full tank of fuel is strongly recommended for all pilots joining this emergency response effort. \n\nCONTRACT AUTHORIZED BY:\nDirector Sasha Rust\nID# 122L964G\n
NTLockdown_FleetFind_MBroker_name=Illegal Blockade - Seeking Nine Tails Fleet Responsible
NTLockdown_FleetFind_PotentialThreat_obj_marker=Potential Threat
NTLockdown_FleetFind_Primary_obj_long=Collectively assist Crusader Security in learning the location of the Nine Tails fleet.
NTLockdown_FleetFind_Primary_obj_short=[Collective] Locate Nine Tails
NTLockdown_FleetFind_ProtectScanShips_obj_long=Protect the scanning ships until they finish collecting data.
NTLockdown_FleetFind_ProtectScanShips_obj_marker=Scanning Ship
NTLockdown_FleetFind_ProtectScanShips_obj_short=Protect Scanning Ships
NTLockdown_FleetFind_ScanProgress_Display=Crusader Scan Progress
NTLockdown_FleetFind_WaitScanShips_obj_long=Wait for Crusader to deploy scanning ships.
NTLockdown_FleetFind_WaitScanShips_obj_short=Wait For Scanning Ships
NTLockdown_StarMapObject_name=ALERT: ILLEGAL BLOCKADE
NTLockdown_StarmMapObject_desc=This is a Crusader Security alert. The Nine Tails have illegally blockaded this sector preventing all quantum travel in or out. Security Forces are already working to address the issue, but all travelers are advised to avoid the area.
NTLockdown_StationSupply_MBroker_desc=The illegal quantum blockade of ~mission(Location) has interrupted normal trade routes and essentials are in short supply. \n\nCrusader Security is looking for traders and haulers to provide much needed medical supplies to the station. \n\nPrices offered by the station administration will be adjusted to reflect the situation with the Nine Tails, and in addition, Crusader will provide a hazard bonus upon successful transfer of the medical supplies because of the increased risk. \n\nThank you in advance for your support during these difficult times.\n\nCONTRACT AUTHORIZED BY:\nDirector Sasha Rust\nID# 122L964G\n
NTLockdown_StationSupply_MBroker_name=Illegal Blockade Medical Supplies Needed
NTLockdown_StationSupply_marker=Medical Supplies Needed
NTLockdown_StationSupply_obj_long=Use the Trading and Shipping Console at the administration desk to provide medical supplies to ~mission(Location).
NTLockdown_StationSupply_obj_short=Provide Medical Supplies To Station
Name1=Jerry
Name2=Ed Boi
Name3=Jarek
Name_NT_ArtKelvin=Art "Stax" Kelvin
Name_NT_DevinMarcus=Devin "Scorch" Marcus
Name_NT_MendoRen=Mendo Ren
Name_NT_NolanAcker=Nolan Acker
Name_NT_RemyKettle=Remy "Phoenix" Kettle
Name_NavySupply=UEEN Supply Ship
Name_NesCalloway=Nes Calloway
Name_PotentialAnimalLocation_01=Potential Wildlife Location
Name_SAICDulli=SAIC Dulli
Name_SAICDulli_CDF=CDF - Rowena Dulli
Name_Security_Blacjac=BlacJac Security
Name_Security_Crusader=Crusader Security
Name_Security_Hurston=Hurston Security
Name_Security_MTProt=MT Protection Services
Name_ServiceBeacon_Requestor=Service Requester
NavBeacon_Delamar_LZ_01=Levski
NavPoint_AsteroidNavigation=Asteroid Navigation Test
NavPoint_AsteroidTurret=Asteroid Turret Field
NavPoint_BomberVsCapship=Bomber vs CapShip
NavPoint_CapShipVsCapShip=CapShip vs CapShip
NavPoint_Escort=Escort Test
NavPoint_FighterVsCapship=Fighter vs CapShip
NavPoint_FighterVsFighter_Easy=Fighter vs Fighter Easy
NavPoint_FighterVsFighter_Hard=Fighter vs Fighter Hard
NavPoint_FighterVsFighter_Medium=Fighter vs Fighter Medium
NavPoint_GunShipVsFighter_Easya=GunShip vs Fighter Easy
NavPoint_GunShipVsFighter_Hard=GunShip vs Fighter Hard
NavPoint_GunShipVsFighter_Medium=GunShip vs Fighter Medium
NavPoint_PatrolArea=Patrol Area Test
NavPoint_QuantumTravel_01=Quantum Travel Test 01
NavPoint_QuantumTravel_02=Quantum Travel Test 02
Nav_1=OM-1
Nav_2=OM-2
Nav_3=OM-3
Nav_4=OM-4
Nav_5=OM-5
Nav_6=OM-6
Nav_Desc_Shared=Orbital markers for quantum travel navigation around planets and moons.
Nav_Geodesic=GM
Nav_Geodesic_Desc_Shared=Geodesic markers for quantum travel navigation to the upper atmosphere of planets and moons.
Navpoint_FighterVsFighter=Fighter vs Fighter
Navpoint_UEEVsVanduul=UEE vs Vanduul
Neutral_RepUI_Area,P=[PH] Area
Neutral_RepUI_Description,P=[PH] Neutral Description
Neutral_RepUI_Focus,P=[PH] Neutral Focus
Neutral_RepUI_Founded,P=[PH] N/A
Neutral_RepUI_Headquarters,P=[PH] Neutral Headquarters
Neutral_RepUI_Leadership,P=[PH] Neutral Leadership
Neutral_RepUI_Name,P=[PH] Neutral
NewLoadout=New Loadout
NineTails_RepUI_Area=Stanton System
NineTails_RepUI_Description=A criminal organization that has been gaining a larger foothold in the Stanton System from its base of operations, the infamous Grim HEX station near Crusader. They are organized and ruthless, but are willing to share the wealth as long as other outlaws contract with them.
NineTails_RepUI_Focus=Piracy
NineTails_RepUI_Founded=2938
NineTails_RepUI_Headquarters=Grim HEX, Stanton System
NineTails_RepUI_Leadership=N/A
NineTails_RepUI_Name=Nine Tails
NorthRock_Delivery_Local_DerelictOutpost_Desc_01=Here's the deal a client of ours (who should have spent the extra credits for a Northrock escort) had one of their ships attacked and now they need us to run point on a retrieval op for an important package that was stolen.\n\nThankfully, we caught a break and were able to track down the people responsible to ~mission(Pickup1|Address). We need you to head there and recover the package. You'll be able to ID it by its serial number: #~mission(item1|serialnumber).\n\nI expect that the outlaws are going to put up a fight, but just remember that they aren't the priority.\n\nOnce you got the package, fly it back to the client at ~mission(Dropoff1|Address). \n\nOne last thing, make sure you bring a ship that has enough room for some cargo. Don't want you getting all the way there in your Gladius or whatever only to have to turn back.\n\nDo us proud,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group\n\n*RETRIEVAL OPERATION SUMMARY*\n* Recover Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n* Deliver to ~mission(Dropoff1|Address)\n
NorthRock_Delivery_Local_DerelictOutpost_Desc_02=Here's the deal a client of ours (who should have spent the extra credits for a Northrock escort) had one of their ships attacked and now they need us to run point on a retrieval op for some important packages that were stolen.\n\nThankfully, we caught a break and were able to track down the people responsible to ~mission(Pickup1|Address). We need you to head there and recover the packages. You'll be able to ID them by their serial numbers: #~mission(item1|serialnumber),\n#~mission(item2|serialnumber) and\n#~mission(item3|serialnumber).\n\nI expect that the outlaws are going to put up a fight, but just remember that they aren't the priority.\n\nOnce you got the packages, deliver them to their respective destinations: ~mission(Dropoff1|Address), ~mission(Dropoff2|Address) and ~mission(Dropoff3|Address). \n\nOne last thing, make sure you bring a ship that has enough room for the cargo. Don't want you getting all the way there in your Gladius or whatever only to have to turn back.\n\nDo us proud,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group\n\n*RETRIEVAL OPERATION SUMMARY*\n* Recover Packages #~mission(item1|serialnumber), #~mission(item2|serialnumber) and #~mission(item3|serialnumber) from ~mission(Pickup1|Address)\n* Deliver to ~mission(Dropoff1|Address), ~mission(Dropoff2|Address) and ~mission(Dropoff3|Address)\n
NorthRock_Delivery_Local_DerelictOutpost_Desc_03=Here's the deal a client of ours (who should have spent the extra credits for a Northrock escort) had one of their ships attacked and now they need us to run point on a retrieval op for some important packages that were stolen.\n\nThankfully, we caught a break and were able to track down the people responsible to different derelict outposts. We need you to head there and recover the packages. You'll be able to ID them by their serial numbers: #~mission(item1|serialnumber), #~mission(item2|serialnumber) and #~mission(item3|serialnumber).\n\nI expect that the outlaws are going to put up a fight, but just remember that they aren't the priority.\n\nOnce you got the packages, fly them back to the client at ~mission(Dropoff1|Address). \n\nOne last thing, make sure you bring a ship that has enough room for the cargo. Don't want you getting all the way there in your Gladius or whatever only to have to turn back.\n\nDo us proud,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group\n\n*RETRIEVAL OPERATION SUMMARY*\n* Recover Packages #~mission(item1|serialnumber), #~mission(item2|serialnumber) and #~mission(item3|serialnumber) from ~mission(Pickup1|Address)\n* Deliver to ~mission(Dropoff1|Address)\n
NorthRock_Delivery_Local_DerelictOutpost_Title_01=Retrieval Op
NorthRock_Delivery_Local_DropOff=All Packages
NorthRock_RepUI_Area=Various
NorthRock_RepUI_Description=Dedicated to sourcing only the most qualified, trained personnel, Northrock has a proven track record of providing the highest level of protection to their exclusive clientele. Started primarily as bodyguard service, Northrock has expanded their operations to also offer bounty hunting and mercenary services. Many police forces and corporations have come to trust Northrock to handle more difficult cases that they might not otherwise have the resources to deal with.
NorthRock_RepUI_Focus=Private Security Firm
NorthRock_RepUI_Founded=2846
NorthRock_RepUI_Headquarters=New Austin, Terra, Terra System
NorthRock_RepUI_Leadership=Earl Chisum, CEO
NorthRock_RepUI_Name=Northrock Service Group
NorthRock_ReputationJournal_Agent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to ASSOCIATE.\n\nAt this employment tier you are entitled to the following benefits:\nN/A\n\nContinued negative performance reviews will result in your status and benefits being downgraded to a lower tier.
NorthRock_ReputationJournal_Agent_Demotion_Title=Northrock Employment Status: Associate
NorthRock_ReputationJournal_Agent_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to SENIOR SECURITY AGENT.\n\nAt this employment tier you are entitled to the following benefits:\n10% Pay Bonus\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_Agent_Promotion_Title=Northrock Employment Status: Senior Security Agent
NorthRock_ReputationJournal_Applicant_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to JUNIOR ASSOCIATE.\n\nAt this employment tier you are entitled to the following benefits:\nN/A\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_Applicant_Promotion_ShortTitle=Northrock Employment Status
NorthRock_ReputationJournal_Applicant_Promotion_Title=Northrock Employment Status: Junior Associate
NorthRock_ReputationJournal_Generic_Demotion_ShortTitle=Northrock Demotion
NorthRock_ReputationJournal_Generic_Promotion_ShortTitle=Northrock Promotion
NorthRock_ReputationJournal_JuniorAgent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to JUNIOR ASSOCIATE.\n\nAt this employment tier you are entitled to the following benefits:\nN/A\n\nContinued negative performance reviews will result in your employment status being terminated.
NorthRock_ReputationJournal_JuniorAgent_Demotion_Title=Northrock Employment Status: Junior Associate
NorthRock_ReputationJournal_JuniorAgent_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to SECURITY AGENT.\n\nAt this employment tier you are entitled to the following benefits:\n5% Pay Bonus\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_JuniorAgent_Promotion_Title=Northrock Employment Status: Security Agent
NorthRock_ReputationJournal_MasterAgent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to SECURITY SPECIALIST.\n\nAt this employment tier you are entitled to the following benefits:\n15% Pay Bonus\n\nContinued negative performance reviews will result in your status and benefits being downgraded to a lower tier.
NorthRock_ReputationJournal_MasterAgent_Demotion_Title=Northrock Employment Status: Security Specialist
NorthRock_ReputationJournal_Probation_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock employment status be TERMINATED.\n\nYou are no longer eligible to perform contracts on behalf of Northrock Service Group and any attempt to do so will not be tolerated.
NorthRock_ReputationJournal_Probation_Demotion_ShortTitle=Northrock Employment Terminated
NorthRock_ReputationJournal_Probation_Demotion_Title=Northrock Employment Status: Terminated
NorthRock_ReputationJournal_Probation_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to ASSOCIATE.\n\nAt this employment tier you are entitled to the following benefits:\nN/A\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_Probation_Promotion_Title=Northrock Employment Status: Associate
NorthRock_ReputationJournal_SeniorAgent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to SECURITY AGENT.\n\nAt this employment tier you are entitled to the following benefits:\n5% Pay Bonus\n\nContinued negative performance reviews will result in your status and benefits being downgraded to a lower tier.
NorthRock_ReputationJournal_SeniorAgent_Demotion_Title=Northrock Employment Status: Security Agent
NorthRock_ReputationJournal_SeniorAgent_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to SECURITY SPECIALIST.\n\nAt this employment tier you are entitled to the following benefits:\n15% Pay Bonus\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_SeniorAgent_Promotion_Title=Northrock Employment Status: Security Specialist
NorthRock_ReputationJournal_VeteranAgent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to SENIOR SECURITY AGENT.\n\nAt this employment tier you are entitled to the following benefits:\n10% Pay Bonus\n\nContinued negative performance reviews will result in your status and benefits being downgraded to a lower tier.
NorthRock_ReputationJournal_VeteranAgent_Demotion_Title=Northrock Employment Status: Senior Security Agent
NorthRock_ReputationJournal_VeteranAgent_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to LEAD SECURITY SPECIALIST.\n\nAt this employment tier you are entitled to the following benefits:\n20% Pay Bonus\n\nContinued positive performance reviews will result in your maintaining this current high tier and benefits.
NorthRock_ReputationJournal_VeteranAgent_Promotion_Title=Northrock Employment Status: Lead Security Specialist
Northrock_Allies=Advocacy, Bounty Hunters Guild, Mercenary's Guild
Northrock_Rivals=BlacJac, Eckhart Security
Nyx=Nyx System
Nyx1=Nyx I
Nyx1_Desc=Nyx I is a coreless world that has been mined clean. \n
Nyx2=Nyx II
Nyx2_Desc=A high-pressure atmosphere and thick clouds of acid and carbon dioxide make Nyx II not worth terraforming. \n
Nyx3=Nyx III
Nyx3_Desc=Nyx III is an ice giant that lacks a breathable atmosphere or any valuable minerals. \n
Nyx_AsteroidBelt1=Glaciem Ring
Nyx_AsteroidBelt1_Desc=A dense asteroid belt that lacks resources but is full of places to hide. Delamar, a particularly large asteroid, houses both criminals and a large anti-UEE population. \n
Nyx_AsteroidBelt2=Keeger Belt
Nyx_AsteroidBelt2_Desc=A sparse belt located on the edge of the system depleted of resources. \n
Nyx_Desc=Discovered in 2582, the Nyx System was left unclaimed by the UEE after deciding its three planets were not terraforming candidates and an attempts to mine the dense Glaciem Ring were deemed too dangerous. In 2618, a group of political activists and refugees, fleeing the Messer regime, moved into a vacated mining facility located in Delamar, a moon-sized asteroid deep within the system's asteroid belt.\n
Nyx_JumpPoint_Bremen=Nyx - Bremen Jump Point
Nyx_JumpPoint_Bremen_Desc=This jump point connects Nyx to the UEE controlled Bremen system.
Nyx_JumpPoint_Castra=Nyx - Castra Jump Point
Nyx_JumpPoint_Castra_Desc=This jump point connects Nyx to the UEE controlled Castra system.
Nyx_JumpPoint_Odin=Nyx - Odin Jump Point
Nyx_JumpPoint_Odin_Desc=This jump point connects Nyx to the UEE controlled Odin system.
Nyx_JumpPoint_Pyro=Nyx - Pyro Jump Point
Nyx_JumpPoint_Pyro_Desc=This jump point connects Nyx to the Pyro system.
Nyx_JumpPoint_Tohil=Nyx - Tohil Jump Point
Nyx_JumpPoint_Tohil_Desc=This jump point connects Nyx to the UEE controlled Tohil system.
Nyx_JumpPoint_Virgil=Nyx - Virgil Jump Point
Nyx_JumpPoint_Virgil_Desc=This jump point connects Nyx to the Vanduul controlled Virgil system.
Nyx_Star=Nyx
Nyx_Star_Desc=
OlympusPrincipal_RepUI_Area=UEE
OlympusPrincipal_RepUI_Description=Headquartered in Terra, Olympus Principal provides all manner of insurance policies for everything from ships and vehicles to residence and business protections. Thanks to their broad portfolio of subsidiary corporations, Olympus Principal forged strong ties with the UEE and secured contracts to insure government employees, expanding its name recognition and securing its position as one of the leading insurance companies in the universe.
OlympusPrincipal_RepUI_Focus=Insurance, Investment
OlympusPrincipal_RepUI_Founded=2231
OlympusPrincipal_RepUI_Headquarters=Prime, Terra
OlympusPrincipal_RepUI_Leadership=Leona Zion, CEO
OlympusPrincipal_RepUI_Name=Olympus Principal
Orison_CRUShowroom_StarFighter_001_desc=Whether heading up a crew or hunting big ships solo, the Ares Star Fighter is a force to be reckoned with. Available in two distinct variants, the ballistic Gatling-equipped Ares Inferno tears through gunship armor and turns smaller fighters to dust in seconds, while the laser-equipped Ares Ion sparks fear in the most formidable foes by delivering extremely powerful shots to quickly disable the shields of even the biggest enemy vessels.
Orison_CRUShowroom_StarFighter_001_title=ARES STAR FIGHTER
Orison_CRUShowroom_StarRunner_001_desc=If you need it there fast and unscathed, the Mercury checks all the boxes expected of a dependable courier vessel and then some. Built with the same engineering and design principals that have made Crusader Industries the go-to manufacturer for galactic transport on any scale, the Mercury Star Runner will let you stay ahead of schedule, trouble, and the competition.
Orison_CRUShowroom_StarRunner_001_title=MERCURY STAR RUNNER
Orison_CRUShowroom_Starlifter_001_desc=Utilizing a patented military-grade spaceframe and expanded cargo capacity, without sacrificing any firepower, the Hercules has taken the private sector by storm. Starlifters have become the industry standard transport craft for racing teams, ship dealers and manufacturers, construction orgs, mining corporations, and even large-scale touring entertainment outfits.
Orison_CRUShowroom_Starlifter_001_title=HERCULES STARLIFTER
Orison_Destination_AugustDunlowConventionHangar=August Dunlow Exhibition Hall
Orison_Destination_AugustDunlowSpaceport=August Dunlow Spaceport
Orison_Destination_CloudviewCenter=Cloudview Center
Orison_Destination_ConventionCenter=Vision Center
Orison_Destination_ProvidencePlatform=Providence Platform
Orison_DiscoverySpot_001_desc=To achieve the perfect level of atmospheric comfort, the vibrant city of Orison carefully maintains its precise orbital height above the gas giant Crusader through controlled firing of the Seraph-class thrusters situated below each platform. Precisely timed to prevent shearing and destabilization of the connected network of struts, each thruster is activated for a short burst allowing Orison to stay firmly in place. Crusader locals often describe the gentle vibrations that accompany the periodic adjustments as "Orisons free massage." Be sure to hold on and enjoy!
Orison_DiscoverySpot_001_title=How Does Orison Stay in the Clouds?
Orison_DiscoverySpot_002_desc=Though its common knowledge that Crusader Industries works with the Navy on a handful of contracts, its less well known that Providence Platform was originally constructed as a Naval drydock in 2855 to take advantage of the lower gravity and breathable atmosphere found here. It was these same reasons that made the world such a great choice to be Crusaders new headquarters. When the company purchased Stanton II in 2865, Providence Platform underwent major renovations to transform it into the cutting edge manufacturing center that it is today. Of course, while it may not be an official Navy site any longer, Crusader is proud to carry on the tradition of working to help people across the empire.
Orison_DiscoverySpot_002_title=Was Providence Platform Built by the Navy?
Orison_DiscoverySpot_003_desc=While being a floating city may make for absolutely stunning vistas, it can be a bit tricky getting from platform to platform. No walking to work here! For Crusader employees and visitors alike the solution is Orison Skyway Shuttle Service. Providing connections to all major platforms, Crusader offers free and convenient transit shuttles made right here in Orison. These recently redesigned shuttles feature signature crystal canopies that provide amazing views of the city as you travel, helping to make getting there half the fun.
Orison_DiscoverySpot_003_title=What's the Best Way to Visit Other Platforms?
Orison_DiscoverySpot_004_desc=Cutting a stark contrast against the vibrant sky, the sweeping lines of Orisons signature stormwal sculpture captures the grace and beauty of the gentle creatures it portrays. Formally titled "Until Again,"artist Bipasha Zhu says that she was inspired by the citys harmony and weightless strength. To better understand her bashful subjects, Bipasha spent a week living in a cloud submersible studying the stormwals up close. Talk about taking your art to new depths! Art aficionados and visitors to Orison who want to get their own firsthand stormwal encounter should jump on board the next Orison Discovery Tour shuttle.
Orison_DiscoverySpot_004_title=What's the Story Behind Orison's Stormwal?
Orison_DiscoverySpot_005_desc=Orison is a city unlike any other and when it came to designing its gardens, only the perfect tree would do. Something that was well adapted to high winds and low humidity, that could self-pollinate, and most importantly, was beautiful. So which tree won? None of them. After a lot of searching, Crusaders gardeners would have to create the perfect tree themselves. A cross-combination of flowering dogwoods and taverbark pines, the Hosanna tree features strong roots, flexible branches, delicately scented pink flowers, and the ability to make just about any walk in the park a memorable one.
Orison_DiscoverySpot_005_title=Why are Orison's Trees so Special?
Orison_DiscoverySpot_006_desc=The name Crusader Industries actually has two meanings. First, it represents a commitment to stay on the forefront of ship manufacturing ideas. Though the company got its start building reliable planetary shuttles. The teams of engineers constantly looked to push the commercial ship market. Whether it was by developing a new feature of engineering or simply looking to fulfill a new area of public demand. Secondly, the name references the company's commitment to vigorously advocate for what is morally right across the Empire. Company founder August Dunlow has made giving back a cornerstone of the company ever since its inception in 2799. That means when you support Crusader Industries, you're supporting a company dedicated to improving the empire for all.
Orison_DiscoverySpot_006_title=What's the Meaning Behind Crusaders' Name?
Orison_DiscoverySpot_007_desc=More than just the name of a spaceport, Crusader Industries founder August Dunlow led a memorable and incredible life. Born on Angeli in the Croshaw system, he was orphaned in the aftermath of the bloody Khanos Stadium coup that ousted Imperator Messer X. Saved from the streets by a local charity, Dunlow was able to pursue his academics while volunteering in his spare time. Upon graduating from University of Angeli, he became a prominent anti-Messer activist and civil rights advocate pushing for government reform. August founded Crusader Industries in 2799 on the principle that a business truly thrives when it gives back to society. Today you stand among these majestic clouds thanks to his incredible vision that a company can be both financially profitable and a force for good.
Orison_DiscoverySpot_007_title=Who was August Dunlow?
Orison_DiscoverySpot_008_desc=Keeping Orison supplied and the shipyards stocked is an incredible operation in and of itself. On a normal day, over a quarter of a million SCU worth of cargo is moved between manufacturing platforms, shipyards, and support facilities with the help of Crusaders Atlas-class cargo ferries. Specifically designed with an open top to expedite the loading and unloading of cargo, these barges run all day long and are the lifeblood of production on Orison. Over 5,000 Crusader employees focus solely on the logistics that keep these barges full and flying to their next drop point. This beautiful ballet of people, ships, and cargo ensures that everything in Orison is running as effectively and efficiently as possible.
Orison_DiscoverySpot_008_title=Why does Orison have so many Transport Ships?
Orison_DiscoverySpot_009_desc=It takes a special kind of person to join the Crusader Industries family. Not only do employees have to be highly qualified and skilled, but most importantly, they have to be passionate about what they do. CEO Kelly Caplan always says "Crusader makes the best ships because we have the best employees"and its true! Just look at the 'Crusader Cares' charity initiative spearheaded by the generous workers here at Orison which has made a difference in the lives of people all over. Seems like theyre trying to make the rest of the empire as happy as they are!
Orison_DiscoverySpot_009_title=Who are the People Working for Crusader?
Orison_DiscoverySpot_010_desc=Believe it or not, building large spaceships is hard! If you attempted to build them in traditional factories on a planet with Earth-like gravity, youd be faced with a massive amount of challenges just to arrange the ships pieces into place and keep them from collapsing during construction. Sometimes these larger ships cant even leave the atmosphere after theyre done which is why most larger ships are finished in space. But space has its own set of issues, sure, you dont have to worry about weight, but all your engineers and mechanics have to work in spacesuits which is potentially more dangerous. On Crusader, our employees get the best of both techniques. Lower gravity and they can work in-atmosphere. No wonder people love working here!
Orison_DiscoverySpot_010_title=Why Does Crusader Build Ships in Orison?
Oso=Oso System
Oso1=Oso I
Oso1_Desc=This tidally locked planet features a lightside that is a churning sea of lava while its darkside is a cold, stark iron-rich landscape.
Oso2=Oso II
Oso2_Desc=The planet has a lush biosphere and breathable atmosphere that would make it ideal for Human habitation if it weren't for the discovery of the Osonians. This multi-limbed, primitive creature is one of many unusual species found to inhabit the Fair Chance Act protected world.
Oso3=Oso III
Oso3_Desc=This gas giant is believed to have been a rogue Jupiter that was pulled into orbit around Oso's star. It is slightly green and white in color due to silicate clouds.
Oso4=Oso IV
Oso4_Desc=A planet lacking both a core and an atmosphere. While initial scans showed its surface was rich in minerals, recent scans show those reserves much depleted causing speculation that miners have found their way past the UEE patrols in the system.
Oso5=Oso V
Oso5_Desc=An ice giant with a highly lethal atmosphere of ammonia vapor.
Oso6=Oso VI
Oso6_Desc=A rocky dwarf planet completely lacking in resources.
Oso_Desc=The most advanced primitive species ever discovered by the UEE lives in the Oso System and is a source of endless fascination for scientists. Because the native species is so advanced, the UEE has built Observation Base Chimera to monitor traffic in the system. \n
Oso_JumpPoint_Castra=Oso - Castra Jump Point
Oso_JumpPoint_Castra_Desc=This jump point connects Oso to the Castra system.
Oso_JumpPoint_Kallis=Oso - Kallis Jump Point
Oso_JumpPoint_Kallis_Desc=This jump point connects Oso to the Kallis system which is protected by the Fair Chance Act.
Oso_JumpPoint_Pyro=Oso - Pyro Jump Point
Oso_JumpPoint_Pyro_Desc=This jump point connects Oso to the unclaimed Pyro system.
Oso_Star=Oso
Oso_Star_Desc=A class-F main sequence star.
Out_of_Quantum_fuel=Quantum Fuel Depleted
Outcasts_RepUI_Area,P=[PH] Area
Outcasts_RepUI_Description,P=[PH] Outcasts Description
Outcasts_RepUI_Focus,P=[PH] Outcasts Focus
Outcasts_RepUI_Founded,P=[PH] N/A
Outcasts_RepUI_Headquarters,P=[PH] Outcasts Headquarters
Outcasts_RepUI_Leadership,P=[PH] Outcasts Leadership
Outcasts_RepUI_Name,P=[PH] Outcasts
OutlawSweep_desc=~mission(Description)
OutlawSweep_from=~mission(Contractor)
OutlawSweep_title=~mission(Title)
Outlaw_RepUI_Area=N/A
Outlaw_RepUI_Description=These criminals are unaffiliated with any of the known gangs or syndicates, but still pose a threat to individuals across the empire.
Outlaw_RepUI_Focus=Piracy
Outlaw_RepUI_Founded=N/A
Outlaw_RepUI_Headquarters=N/A
Outlaw_RepUI_Leadership=N/A
Outlaw_RepUI_Name=Outlaws
Outpost_CleanUp_Marker_01=Outpost
Outpost_CleanUp_Objective_01=Get to the outpost
Outpost_CleanUp_Objective_02=Neutralize threats
Outpost_CleanUp_desc=We've got an outpost on Daymar that is currently occupied by some rather unsavory characters. We need someone to... "clean up" there if you catch my drift.
Outpost_CleanUp_from=A worried outpost owner
Outpost_CleanUp_title=Outpost "clean up" required
Oxygen_Screen_ ErrorButtonMessage=Vent
Oxygen_Screen_DispenseSub_001=click to use wip
Oxygen_Screen_Dispense_001=Transfer Oxygen
Oxygen_Screen_DispensingSub_001=Stop Transfer
Oxygen_Screen_Dispensing_001=Currently Transferring Oxygen
Oxygen_Screen_PercentSymbol=%
Oxygen_Screen_Refilling_001=Oxygen Supply Refilling
Oxygen_Screen_ScreenHeader_001=Oxygen
Oxygen_Screen_System_EmptySub_001=Please Wait
Oxygen_Screen_System_Empty_001=Oxygen Supply Empty
Oxygen_Screen_baseInfo_001=Oxygen Ready to Transfer
Oxygen_Screen_userTankSub_Filled=
Oxygen_Screen_userTank_Filled=Suit Storage Tank Full
Oxygen_Screen_userTank_Label=Suit Storage Tank Levels
PAUSE_OPTIONS_HIGH=High
PAUSE_OPTIONS_LOW=Low
PAUSE_OPTIONS_MEDIUM=Medium
PAUSE_OPTIONS_VERY_HIGH=Very High
PBay_01=PB_01
PBay_02=PB_02
PH_PU_ADMIN3_SK_PlaceDelivery_Encourage_IG_001=Let's go. Don't have all day.
PH_PU_ADMIN3_SK_PlaceDelivery_Encourage_IG_002=Put the delivery down.
PH_PU_ADMIN3_SK_PlaceDelivery_Encourage_IG_003=You gonna drop this off or what?
PH_PU_ADMIN3_SK_PlaceDelivery_IG_001=Alright. Place it here.
PH_PU_ADMIN3_SK_PlaceDelivery_IG_002=Set it down. Let's see what you got.
PH_PU_ADMIN3_SK_PlaceDelivery_IG_003=Go ahead and set it down.
PH_PU_ADMIN3_SK_PlaceDelivery_Timeout_IG_001=Fine. Nevermind.
PH_PU_ADMIN3_SK_PlaceDelivery_Timeout_IG_002=Hell with it.
PH_PU_ADMIN3_SK_PlaceDelivery_Timeout_IG_003=Screw it. Goddamn couriers ...
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_001,P=On it.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_002,P=Yeah, fine.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_003,P=Goddammit, okay.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_001,P=Yeah.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_002,P=Okay.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_003,P=Sure.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_001,P=Got it.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_002,P=Fine.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_003,P=Yeah.
PH_PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_001,P=That's it!
PH_PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_002,P=Nice one!
PH_PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_003,P=That's what I like to see!
PH_PU_GENOUTLAW1_M_BS_General_Choking_Death_IG_EX_001,P=< choked to death >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Death_IG_EX_002,P=< choked to death >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Death_IG_EX_003,P=< choked to death >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Struggle_IG_EX_001,P=< choking >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Struggle_IG_EX_002,P=< choking >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Struggle_IG_EX_003,P=< choking >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_001,P=< death from explosion >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_002,P=< death from explosion >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_003,P=< death from explosion >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_001,P=< bleeding out death >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_002,P=< bleeding out death >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_003,P=< bleeding out death >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Angry_IG_EX_001,P=< angry sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Angry_IG_EX_002,P=< angry sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Angry_IG_EX_003,P=< angry sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Elation_IG_EX_001,P=< happy sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Elation_IG_EX_002,P=< happy sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Elation_IG_EX_003,P=< happy sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Frustrated_IG_EX_001,P=< frustrated sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Frustrated_IG_EX_002,P=< frustrated sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Frustrated_IG_EX_003,P=< frustrated sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_IdleFidget_IG_EX_001,P=< idling sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_IdleFidget_IG_EX_002,P=< cough >
PH_PU_GENOUTLAW1_M_BS_General_Emote_IdleFidget_IG_EX_003,P=< throat clear >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Mocking_IG_EX_001,P=< mocking sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Mocking_IG_EX_002,P=< mocking sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Mocking_IG_EX_003,P=< mocking sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_001,P=< pain sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_002,P=< pain sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_003,P=< pain sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Puzzled_IG_EX_001,P=< puzzled sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Puzzled_IG_EX_002,P=< puzzled sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Puzzled_IG_EX_003,P=< puzzled sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Surprised_IG_EX_001,P=< surprised sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Surprised_IG_EX_002,P=< surprised sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Surprised_IG_EX_003,P=< surprised sound >
PH_PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_001,P=Oh you bastard!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_002,P=Shit!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_003,P=Dammit!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_001,P=Dammit.
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_002,P=Shit...
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_003,P=Well, hell...
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_001,P=Shit!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_002,P=What the hell?!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_003,P=Jeez!
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_001,P=< hit by something big >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_002,P=< hit by something big >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_003,P=< hit by something big >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_001,P=< hit by something small >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_002,P=< hit by something small >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_003,P=< hit by something small >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_High_IG_EX_001,P=< big punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_High_IG_EX_002,P=< big punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_High_IG_EX_003,P=< big punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_Low_IG_EX_001,P=< punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_Low_IG_EX_002,P=< punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_Low_IG_EX_003,P=< punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_001,P=What? No!
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_002,P=Hell no!
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_003,P=Piss off!
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_001,P=No.
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_002,P=Nope.
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_003,P=I don't think so.
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_001,P=No
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_002,P=Yeah, no.
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_003,P=Uh... no.
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001,P=How do you like that shit!
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002,P=Hahaha, rot in hell!
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003,P=They died no problem.
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001,P=Goddammit!
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002,P=We lost one!
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003,P=Oh shit! Lost one!
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoDeny_IG_001,P=Can't spare it.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoDeny_IG_002,P=Can't. I'm low too.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoDeny_IG_003,P=No can do.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoProvide_IG_001,P=I'll put this on your tab.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoProvide_IG_002,P=Here!
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoProvide_IG_003,P=Got you!
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoRequest_High_IG_001,P=Anybody got some ammo?
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoRequest_High_IG_002,P=I need some ammo?
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoRequest_High_IG_003,P=Anybody got a mag?
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoThanks_IG_001,P=Thanks.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoThanks_IG_002,P=Alright. Here we go.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoThanks_IG_003,P=Hell yeah.
PH_PU_GENOUTLAW1_M_CB_Combat_BackupDeny_High_IG_001,P=Nope!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupDeny_High_IG_002,P=Good luck!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupDeny_High_IG_003,P=Got my own problems!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupProvide_High_IG_001,P=Flying in!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupProvide_High_IG_002,P=I got you!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupProvide_High_IG_003,P=Yeah, I guess I could help
PH_PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_001,P=Hey, get some back up here!
PH_PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_002,P=Anybody got any friends they can call?
PH_PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_003,P=Somebody call somebody!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_001,P=Moving forward!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_002,P=Moving!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_003,P=Pushing up!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_001,P=This cover sucks.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_002,P=Hell with this.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_003,P=Dammit, dammit, dammit
PH_PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_001,P=Goddammit, I'm pinned down!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_002,P=I can't fuckin' move!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_003,P=Bastard's got me boxed in.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_001,P=I got ya.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_002,P=Yeah, you owe me though.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_003,P=You got it.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_001,P=Need some cover!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_002,P=Can anybody cover me?
PH_PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_003,P=Someone cover me!
PH_PU_GENOUTLAW1_M_CB_Combat_DefendTheArea_High_IG_001,P=I better not see a single one of you fall back!
PH_PU_GENOUTLAW1_M_CB_Combat_DefendTheArea_High_IG_002,P=We aren't giving up this ground. You hear?
PH_PU_GENOUTLAW1_M_CB_Combat_DefendTheArea_High_IG_003,P=Dig in! We aren't going anywhere.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_001,P=Why hello! Got some people inbound.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_002,P=Look alive, there are some real mean lookin' sombitches heading our way.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_003,P=<Alert whistle> Ready up! Trouble.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_001,P=Shit, they're right here!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_002,P=They're right on me!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_003,P=Right here!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_001,P=Light 'em up!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_002,P=Give 'em hell!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_003,P=Eat this!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_001,P=How the hell did you get in here?
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_002,P=Intruder!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_003,P=Look out! We aren't alone.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001,P=Found 'em!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002,P=There you are!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003,P=I see 'em.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001,P=They're up top!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002,P=Up there!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003,P=Up high! See 'em?
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001,P=Dammit, they're behind us!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002,P=Watch your back!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003,P=Behind, behind!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001,P=They're down there!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002,P=There! Down below!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003,P=They're under us!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001,P=Up close.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002,P=They're right on us.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003,P=Oh shit, right here!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001,P=Over there!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002,P=Oh, I see 'em.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003,P=There they are!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001,P=On the left.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002,P=There! Left!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003,P=Eyes left.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001,P=On the right.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002,P=There! Right!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003,P=Right side!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001,P=They busted out the big guns!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002,P=Looks like someone loaded up to fight.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003,P=They got a... damn that gun's big.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001,P=Uh.... they got a ship!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002,P=We got problems!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003,P=Ship coming in!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001,P=Looks like they got a ride.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002,P=We got a vehicle problem.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003,P=Guess someone brought their ride.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001,P=Is that a rocket launcher?!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002,P=Um... I think they got a rocket launcher.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003,P=Careful. They got some big guns.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001,P=They got a sniper.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002,P=Uh oh, they got a marksman!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003,P=Careful. There's a sniper.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001,P=Oh damn... they got a Titan.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002,P=I think we got a problem.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003,P=Titan!
PH_PU_GENOUTLAW1_M_CB_Combat_Fallback_High_IG_001,P=Dammit, regroup!
PH_PU_GENOUTLAW1_M_CB_Combat_Fallback_High_IG_002,P=Fall back!
PH_PU_GENOUTLAW1_M_CB_Combat_Fallback_High_IG_003,P=Back, back, back!
PH_PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_001,P=Go around!
PH_PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_002,P=Hit 'em from the side.
PH_PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_003,P=Flank 'em.
PH_PU_GENOUTLAW1_M_CB_Combat_FollowMe_High_IG_001,P=Follow me.
PH_PU_GENOUTLAW1_M_CB_Combat_FollowMe_High_IG_002,P=You stay on me.
PH_PU_GENOUTLAW1_M_CB_Combat_FollowMe_High_IG_003,P=Let's go.
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_001,P=What the hell are you doing?!
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_002,P=I'm on your side!
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_003,P=Hey! Stop shooting me!
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_001,P=<grunt> Shit, that hurts.
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_002,P=I'm hit!
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_003,P=Ah dammit!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_002,P=Shit, grenade!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_003,P=Down! Grenade!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_001,P=See how they like this!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_002,P=Fire in the hole!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_003,P=Grenade out!
PH_PU_GENOUTLAW1_M_CB_Combat_HealDeny_IG_001,P=I'm out.
PH_PU_GENOUTLAW1_M_CB_Combat_HealDeny_IG_002,P=Used my last one.
PH_PU_GENOUTLAW1_M_CB_Combat_HealDeny_IG_003,P=Don't got any meds.
PH_PU_GENOUTLAW1_M_CB_Combat_HealProvide_IG_001,P=Here you go.
PH_PU_GENOUTLAW1_M_CB_Combat_HealProvide_IG_002,P=Enjoy!
PH_PU_GENOUTLAW1_M_CB_Combat_HealProvide_IG_003,P=Be healed!
PH_PU_GENOUTLAW1_M_CB_Combat_HealRequest_High_IG_001,P=Anybody got some meds?
PH_PU_GENOUTLAW1_M_CB_Combat_HealRequest_High_IG_002,P=I need some drugs!
PH_PU_GENOUTLAW1_M_CB_Combat_HealRequest_High_IG_003,P=Meds... now...
PH_PU_GENOUTLAW1_M_CB_Combat_HealThanks_IG_001,P=Thanks for the juice.
PH_PU_GENOUTLAW1_M_CB_Combat_HealThanks_IG_002,P=Thanks for the meds.
PH_PU_GENOUTLAW1_M_CB_Combat_HealThanks_IG_003,P=Got it. Healing up.
PH_PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_001,P=Give 'em all you got!
PH_PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_002,P=Wreck 'em.
PH_PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_003,P=It's us or them!
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_001,P=You think I'm scared? I'll show you scared.
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_002,P=Oh, it's really on now!
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_003,P=Screw it, I work better alone.
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_001,P=So uh... maybe we can work something out?
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_002,P=You know I was just kidding, right?
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_003,P=How about we all just forget this thing happened...
PH_PU_GENOUTLAW1_M_CB_Combat_LastOfThem_IG_001,P=Was that it?
PH_PU_GENOUTLAW1_M_CB_Combat_LastOfThem_IG_002,P=Oh, we killed 'em all? It was just getting fun.
PH_PU_GENOUTLAW1_M_CB_Combat_LastOfThem_IG_003,P=Well, that was anticlimactic.
PH_PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_001,P=Dammit, I lost 'em!
PH_PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_002,P=Um... anyone know where they went?
PH_PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_003,P=So... yeah... they're gone.
PH_PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_001,P=Out of ammo!
PH_PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_002,P=I'm out!
PH_PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_003,P=I'm dry!
PH_PU_GENOUTLAW1_M_CB_Combat_Overheating_High_IG_001,P=Dammit, gun ran hot.
PH_PU_GENOUTLAW1_M_CB_Combat_Overheating_High_IG_002,P=I'm overheating!
PH_PU_GENOUTLAW1_M_CB_Combat_Overheating_High_IG_003,P=Gun's down for a tick.
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsArrive_High_IG_001,P=Hey, there they are!
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsArrive_High_IG_002,P=What took you all so long?
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsArrive_High_IG_003,P=Backup's here!
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_001,P=Good news everybody. Help is on the way.
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_002,P=Guess what? Got some friends coming in.
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_003,P=Calvary's on the way!
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001,P=Hey, uh, anybody out there come help?
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002,P=Yeah, we need some backup here.
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003,P=Hey! Get your asses over here.
PH_PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_001,P=Reloading!
PH_PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_002,P=Come on, come on...
PH_PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_003,P=Loaded!
PH_PU_GENOUTLAW1_M_CB_Combat_Retreat_High_IG_001,P=Screw this!
PH_PU_GENOUTLAW1_M_CB_Combat_Retreat_High_IG_002,P=Retreat!
PH_PU_GENOUTLAW1_M_CB_Combat_Retreat_High_IG_003,P=Let's get the hell out of here!
PH_PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_001,P=Spread the hell out.
PH_PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_002,P=You're bunching up.
PH_PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_003,P=Let's have some room, yeah?
PH_PU_GENOUTLAW1_M_CB_Combat_StayClose_High_IG_001,P=Don't wander.
PH_PU_GENOUTLAW1_M_CB_Combat_StayClose_High_IG_002,P=Keep it close.
PH_PU_GENOUTLAW1_M_CB_Combat_StayClose_High_IG_003,P=Don't stray, alright?
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_001,P=I'm gonna hurt you for so long you're gonna think it's a career.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_002,P=After I kill you, I'm gonna kill your family. Then your dog. Then burn your hab to the ground!
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_003,P=You wanted this fight. Now you're gonna feel every second of it.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_001,P=Seriously. Come on out. I'll make it quick.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_002,P=We can work this out. Honest.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_003,P=You can't hide out forever.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_001,P=You picked the wrong guy to screw with.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_002,P=I'm gonna slice you thin enough to fry.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_003,P=Let's see what you got!
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_001,P=What the hell? Are my sights off?
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_002,P=Hey, who messed with my gun!
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_003,P=Hold still, goddammit.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_001,P=Nice try, dumb ass.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_002,P=Missed me!
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_003,P=You wanna try again?
PH_PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001,P=We're all good.
PH_PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002,P=Looked into it. Nothing.
PH_PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003,P=Didn't find anything.
PH_PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_001,P=Nope. Nothing here.
PH_PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_002,P=Well, that was a waste of time.
PH_PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_003,P=Yeah, didn't see anything.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001,P=Something's not right here.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002,P=Look alive. I think we got something.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003,P=Hey, wake up. Get on the clock.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001,P=Think I might have something here.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002,P=Hey, yeah, something's definitely going on.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003,P=Yeah, gonna keep looking.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001,P=Nevermind. False alarm.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002,P=Don't sweat it. It wasn't anything worth worrying about.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003,P=Turned out to be nothing.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001,P=Never mind.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002,P=Yeah, we're clear here.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003,P=So that thing? Yeah, it wasn't a problem.
PH_PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001,P=Go take a look.
PH_PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002,P=Maybe you should go check it out.
PH_PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003,P=It's all you. Go.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_001,P=Gonna go take a look.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_002,P=Be right back.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_003,P=Just gonna check this out.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001,P=Hey, I think I might'a heard something.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002,P=I'm gonna go check on something.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003,P=Hey, looking into something real quick.
PH_PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_001,P=Keep looking.
PH_PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_002,P=What are you on break? Find them.
PH_PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_003,P=We're aren't stopping until they're dead or we are.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_001,P=Dammit! I don't see 'em.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_002,P=Where the hell'd they go?
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_003,P=Are you kidding me? How'd we lose 'em?
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001,P=Yeah, I don't know what happened, but they're gone.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002,P=Hey, totally lost them. Yeah, I don't know.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003,P=Yeah, we don't have them anymore. How the hell should I know?
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_001,P=That was weird.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_002,P=You see anything? Me neither.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_003,P=Yeah, I didn't see anything.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001,P=Yeah, hey, I didn't find anything.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002,P=Yeah, took a look and nothing.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003,P=Hey, whatever it was must be gone now.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001,P=Spread out. The bastard might still be here.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002,P=Goddammit. I want whoever did this found.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003,P=Shit. <louder> Found 'em. <pause> Look alive. I want a net on this son of a bitch.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001,P=Found a body. Gonna sweep the area.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002,P=Hey, they didn't make it. <pause> Goddamn right I'm hunting down whoever did this.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003,P=I got a friendly on ice. Gonna secure the area.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_001,P=Dammit, we need find where they went.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_002,P=Where ever they are, I want them found.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_003,P=We need find them, now.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001,P=Can't find 'em anymore. But don't worry. I'll get 'em.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002,P=Yeah, they gave me the slip. But not for long.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003,P=Goddammit. <pause> Hey, it's me. Whoever it was is gone now. Gonna see if I can pick up their trail.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_001,P=Let's go, let's go.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_002,P=Get on the clock, people.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_003,P=Come on, let's do this.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001,P=Yeah, we got something here. Heading in.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002,P=On the hunt. I'll let you know what I catch.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003,P=Hey, think I got some troublemakers here. Gonna find out.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_001,P=Let's take a look.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_002,P=Look alive.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_003,P=Let's head out.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001,P=Gonna take a look around.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002,P=Gonna see what I can find.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003,P=Got something. Looking into it.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_001,P=Where'd you go? I thought you wanted to play.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_002,P=Come back. We were having so much fun.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_003,P=You know, I was just getting into this.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_001,P=Hello? You can come out. We're friends.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_002,P=Excuse me, I'm lost and looking for directions. Do you know how to get to Kel-To?
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_003,P=Come on out. We're not gonna hurt you.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001,P=Whoa, takin' fire!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002,P=What the hell?!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003,P=Look out! Someone's shootin'!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001,P=Ooooooh shit.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002,P=That's not good.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003,P=I don't think I did that...
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001,P=Oh damn!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002,P=Got one down!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003,P=Taking shots!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001,P=Yo, yo, look out!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002,P=Shit, grenade!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003,P=Bomb!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001,P=Oh hello, who's out there?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002,P=Sounds like somebody's getting frisky.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003,P=Who's shooting?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001,P=Get down!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002,P=What the... rocket!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003,P=Rocket!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001,P=Down! Down!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002,P=Someone's shooting!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003,P=Sniper!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001,P=Oh come on.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002,P=I said, who's there?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003,P=You better come out.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001,P=Yeah, what the hell was that?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002,P=I got bad feeling about this.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003,P=Yeah, something's not right.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000,P=You're hallucinating.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002,P=Come on, there's nothing there.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003,P=Quit playing.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001,P=<chuckle> It's on now.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002,P=Guess we're fighting.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003,P=Okay. Let's do this.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001,P=Something's out there.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002,P=What was that?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003,P=I think we might have company.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004,P=Huh?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005,P=What?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001,P=Oh shit!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002,P=Hey!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003,P=Hey, what is that?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001,P=Yeah, I heard that.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002,P=Yeah... heard something.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003,P=I heard it too.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001,P=You're losing it.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002,P=I didn't hear anything.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003,P=What are you talking about?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001,P=The hell?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002,P=Hmm?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003,P=You hear something?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001,P=Yeah, yeah, I saw it too.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002,P=You saw something?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003,P=Who's out there?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001,P=Huh? No, I didn't see nothin.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002,P=I don't see anything.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003,P=You're tripping again.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001,P=Shit, you see that?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002,P=Who's there?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003,P=You see that?
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_001,P=Most def!
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_002,P=Oh, yeah!
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_003,P=Absolutely!
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_001,P=Sure.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_002,P=Alright.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_003,P=Yup.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_001,P=Got it.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_002,P=That's a yes.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_003,P=Of course.
PH_PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_001,P=Hell, yeah!
PH_PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_002,P=Nice!
PH_PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_003,P=There we go!
PH_PU_GENOUTLAW2_M_BS_General_Choking_Death_IG_EX_001,P=< choked to death >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Death_IG_EX_002,P=< choked to death >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Death_IG_EX_003,P=< choked to death >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Struggle_IG_EX_001,P=< choking >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Struggle_IG_EX_002,P=< choking >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Struggle_IG_EX_003,P=< choking >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_001,P=< death from explosion >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_002,P=< death from explosion >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_003,P=< death from explosion >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_001,P=< bleeding out death >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_002,P=< bleeding out death >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_003,P=< bleeding out death >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Angry_IG_EX_001,P=< angry sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Angry_IG_EX_002,P=< angry sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Angry_IG_EX_003,P=< angry sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Elation_IG_EX_001,P=< happy sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Elation_IG_EX_002,P=< happy sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Elation_IG_EX_003,P=< happy sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Frustrated_IG_EX_001,P=< frustrated sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Frustrated_IG_EX_002,P=< frustrated sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Frustrated_IG_EX_003,P=< frustrated sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_IdleFidget_IG_EX_001,P=< idling sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_IdleFidget_IG_EX_002,P=< cough >
PH_PU_GENOUTLAW2_M_BS_General_Emote_IdleFidget_IG_EX_003,P=< throat clear >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Mocking_IG_EX_001,P=< mocking sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Mocking_IG_EX_002,P=< mocking sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Mocking_IG_EX_003,P=< mocking sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Pain_IG_EX_001,P=< pain sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Pain_IG_EX_002,P=< pain sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Pain_IG_EX_003,P=< pain sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Puzzled_IG_EX_001,P=< puzzled sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Puzzled_IG_EX_002,P=< puzzled sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Puzzled_IG_EX_003,P=< puzzled sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Surprised_IG_EX_001,P=< surprised sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Surprised_IG_EX_002,P=< surprised sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Surprised_IG_EX_003,P=< surprised sound >
PH_PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_001,P=Shit!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_002,P=Bastard!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_003,P=Dammit!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_001,P=Seriously?
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_002,P=What the hell?
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_003,P=Well... shit.
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_001,P=Damnit!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_002,P=Oh, shit!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_003,P=You gotta be shitting me.
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_001,P=< hit by something big >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_002,P=< hit by something big >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_003,P=< hit by something big >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_001,P=< hit by something small >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_002,P=< hit by something small >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_003,P=< hit by something small >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_High_IG_EX_001,P=< big punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_High_IG_EX_002,P=< big punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_High_IG_EX_003,P=< big punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_Low_IG_EX_001,P=< punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_Low_IG_EX_002,P=< punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_Low_IG_EX_003,P=< punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_001,P=No way.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_002,P=Over my dead body!
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_003,P=Not happening!
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_001,P=No way.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_002,P=Naw.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_003,P=Not happening.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_001,P=Negative.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_002,P=No.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_003,P=Nope.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001,P=Did you see that? I killed one!
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002,P=They're not getting back up.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003,P=Credit me with another kill.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001,P=They bastards bagged one.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002,P=Holy shit, they just killed 'em.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003,P=They got your cousin!
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoDeny_IG_001,P=Fuck no.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoDeny_IG_002,P=None to spare.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoDeny_IG_003,P=Can't give any up.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoProvide_IG_001,P=Got you covered.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoProvide_IG_002,P=You owe me one.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoProvide_IG_003,P=Use it wisely.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoRequest_High_IG_001,P=Need ammo, now!
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoRequest_High_IG_002,P=Who's got extra ammo?
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoRequest_High_IG_003,P=Who can spare a mag?
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoThanks_IG_001,P=Now I'm back in business.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoThanks_IG_002,P=Great!
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoThanks_IG_003,P=Thanks!
PH_PU_GENOUTLAW2_M_CB_Combat_BackupDeny_High_IG_001,P=Sorry, can't make it to you.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupDeny_High_IG_002,P=It's everyone for themselves, right now.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupDeny_High_IG_003,P=You're on your own.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupProvide_High_IG_001,P=On my way.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupProvide_High_IG_002,P=I can help.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupProvide_High_IG_003,P=I got your back.
PH_PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_001,P=I need backup!
PH_PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_002,P=How about some backup?
PH_PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_003,P=I need some help!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_001,P=Moving up!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_002,P=Advancing!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_003,P=I'm pushing!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_001,P=Can't stay here!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_002,P=Gotta find new cover.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_003,P=Need some more cover!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_001,P=Can't move!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_002,P=Locked down!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_003,P=Taking heavy fire.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_001,P=I got you. Go, go!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_002,P=Laying down covering fire.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_003,P=I've got you covered.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_001,P=Give me some cover.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_002,P=Need covering fire.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_003,P=Could use a distraction.
PH_PU_GENOUTLAW2_M_CB_Combat_DefendTheArea_High_IG_001,P=We stop them here and now. All right?
PH_PU_GENOUTLAW2_M_CB_Combat_DefendTheArea_High_IG_002,P=We gotta hold this ground or die trying.
PH_PU_GENOUTLAW2_M_CB_Combat_DefendTheArea_High_IG_003,P=Nothing gets past us, understand?
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_001,P=We've got trouble coming right for us!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_002,P=Let's help these bastards meet their maker.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_003,P=Enemies advancing our way!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_001,P=What the hell!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_002,P=They're right here!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_003,P=Contact!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_001,P=Fire away!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_002,P=Attack!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_003,P=Take 'em out!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_001,P=Intruders!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_002,P=We've been breached!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_003,P=Bastards got in!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001,P=Found us some target practice.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002,P=Contact ahead.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003,P=We've got company.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001,P=Shots from above!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002,P=They got some high ground.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003,P=Above us, look out!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001,P=They circled behind!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002,P=On your six!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003,P=Shit, behind!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001,P=Below us, watch it!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002,P=Below, below!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003,P=Shots from below!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001,P=They're crowding us!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002,P=Bastards are closing in.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003,P=Damn, they're on top of us.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001,P=Got em! Over there!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002,P=Look! There!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003,P=Head's up. They're over there.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001,P=Watch left!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002,P=Check left!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003,P=Left, dammit!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001,P=Watch right!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002,P=Check right!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003,P=Right, dammit!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001,P=Look out! They got heavy weapons.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002,P=Heavy fire, coming our way!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003,P=Heavy weapons!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001,P=Yeah, that's a ship!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002,P=Ship! These bastards mean business.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003,P=Ship incoming!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001,P=They're rolling in with a vehicle.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002,P=They got a vehicle!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003,P=Vehicle coming this way.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001,P=Damn it. Rocket launcher!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002,P=These bastards ain't messin' around!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003,P=They got a frickin' rocket launcher!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001,P=Watch out, sniper!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002,P=Sniper's scopin' us!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003,P=Sharpshooter!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001,P=Shit, titan suit!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002,P=That's one big bastard!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003,P=Titan, coming this way!
PH_PU_GENOUTLAW2_M_CB_Combat_Fallback_High_IG_001,P=Fall back!
PH_PU_GENOUTLAW2_M_CB_Combat_Fallback_High_IG_002,P=We gotta drop back and regroup.
PH_PU_GENOUTLAW2_M_CB_Combat_Fallback_High_IG_003,P=We gotta fall back.
PH_PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_001,P=Flank 'em!
PH_PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_002,P=Attack their flank!
PH_PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_003,P=Pinch 'em tight!
PH_PU_GENOUTLAW2_M_CB_Combat_FollowMe_High_IG_001,P=Get behind me and let's go!
PH_PU_GENOUTLAW2_M_CB_Combat_FollowMe_High_IG_002,P=We're moving out!
PH_PU_GENOUTLAW2_M_CB_Combat_FollowMe_High_IG_003,P=Let's go, now!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_001,P=Stop shooting me, you idiot!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_002,P=Friendly, friendly!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_003,P=Watch your damn fire!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_001,P=Got tagged!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_002,P=Shit, that hurt!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_003,P=I'm wounded!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_002,P=Get down, grenade!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_003,P=Grenade, watch out!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_001,P=Special delivery!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_002,P=Throwing!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_003,P=Gift for ya!
PH_PU_GENOUTLAW2_M_CB_Combat_HealDeny_IG_001,P=Can't help.
PH_PU_GENOUTLAW2_M_CB_Combat_HealDeny_IG_002,P=Don't have any.
PH_PU_GENOUTLAW2_M_CB_Combat_HealDeny_IG_003,P=All out!
PH_PU_GENOUTLAW2_M_CB_Combat_HealProvide_IG_001,P=Here.
PH_PU_GENOUTLAW2_M_CB_Combat_HealProvide_IG_002,P=Take one.
PH_PU_GENOUTLAW2_M_CB_Combat_HealProvide_IG_003,P=Use this.
PH_PU_GENOUTLAW2_M_CB_Combat_HealRequest_High_IG_001,P=Who's got a medpen?
PH_PU_GENOUTLAW2_M_CB_Combat_HealRequest_High_IG_002,P=Need a heal, now!
PH_PU_GENOUTLAW2_M_CB_Combat_HealRequest_High_IG_003,P=I need a medpen.
PH_PU_GENOUTLAW2_M_CB_Combat_HealThanks_IG_001,P=Thanks for the heal.
PH_PU_GENOUTLAW2_M_CB_Combat_HealThanks_IG_002,P=Healed up, thanks!
PH_PU_GENOUTLAW2_M_CB_Combat_HealThanks_IG_003,P=Awesome, thanks!
PH_PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_001,P=Keep it up!
PH_PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_002,P=Come on, we got this!
PH_PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_003,P=Fuckin' kill 'em. Yeah!
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_001,P=Now for the fun part.
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_002,P=Odds are still in my favor.
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_003,P=Leave, now! Before I take you all down.
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_001,P=Come on, come on. I got this!
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_002,P=No, no, no. I'm not dying today...
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_003,P=Damn it! This can't be it...
PH_PU_GENOUTLAW2_M_CB_Combat_LastOfThem_IG_001,P=Killed 'em all!
PH_PU_GENOUTLAW2_M_CB_Combat_LastOfThem_IG_002,P=All clear!
PH_PU_GENOUTLAW2_M_CB_Combat_LastOfThem_IG_003,P=That was all of 'em, right?
PH_PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_001,P=Where the hell they go?
PH_PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_002,P=Can't find 'em anymore.
PH_PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_003,P=Bastard slipped away.
PH_PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_001,P=Shit, I'm out!
PH_PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_002,P=Out of ammo.
PH_PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_003,P=Empty!
PH_PU_GENOUTLAW2_M_CB_Combat_Overheating_High_IG_001,P=Damn gun overheated.
PH_PU_GENOUTLAW2_M_CB_Combat_Overheating_High_IG_002,P=Need a second to cool down!
PH_PU_GENOUTLAW2_M_CB_Combat_Overheating_High_IG_003,P=Shit, going magma.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsArrive_High_IG_001,P=Backup finally made it.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsArrive_High_IG_002,P=Welcome to the shitshow!
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsArrive_High_IG_003,P=Thought you'd never arrive.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_001,P=Finally! Reinforcements en route.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_002,P=Backup's close.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_003,P=Reinforcements have been deployed.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001,P=We need support! Now!
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002,P=Hello? Send backup before it's too late.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003,P=Won't last much longer without that damn backup!
PH_PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_001,P=Gotta reload.
PH_PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_002,P=Putting in fresh.
PH_PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_003,P=Reloading!
PH_PU_GENOUTLAW2_M_CB_Combat_Retreat_High_IG_001,P=Get the hell outta here!
PH_PU_GENOUTLAW2_M_CB_Combat_Retreat_High_IG_002,P=Retreat!
PH_PU_GENOUTLAW2_M_CB_Combat_Retreat_High_IG_003,P=Shit, we're being overrun!
PH_PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_001,P=Everyone spread out.
PH_PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_002,P=Stretch it out.
PH_PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_003,P=Put a little more space between us.
PH_PU_GENOUTLAW2_M_CB_Combat_StayClose_High_IG_001,P=Keep it close.
PH_PU_GENOUTLAW2_M_CB_Combat_StayClose_High_IG_002,P=Tighten up.
PH_PU_GENOUTLAW2_M_CB_Combat_StayClose_High_IG_003,P=Stay on me.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_001,P=You're so dead!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_002,P=Do the smart thing and kill yourself now! Cause if I find you, you'll regret it.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_003,P=Enough of this shit!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_001,P=Thought you wanted this fight!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_002,P=Come on out. Let's just talk this through.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_003,P=No wonder you're still alive. You're a damn coward!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_001,P=This ain't gonna end well for you!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_002,P=I'll bet you wish you could go back and play this different.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_003,P=You screwed with the wrong people.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_001,P=Got a whole clip here with your name on it.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_002,P=Yeah, keep moving. Tire yourself out.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_003,P=Dodge all you want. This ends with you dead!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_001,P=You see that? You can't even hit me.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_002,P=Did you just learn how to shoot that thing?
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_003,P=Gotta get you a better gun.
PH_PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001,P=We're clear.
PH_PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002,P=Couldn't find anything out here.
PH_PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003,P=Nothing to worry about.
PH_PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_001,P=Knew it. It's nothing.
PH_PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_002,P=Huh, not a thing.
PH_PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_003,P=Didn't see a damn thing.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001,P=I knew there was something.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002,P=Someone else is around here, I swear.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003,P=Better look again.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001,P=There's some kind of issue here. I'll keep you updated.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002,P=Gonna keep searching.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003,P=Hey, I think I'm on to something. Get ready just in case.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001,P=Forget it. False alarm.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002,P=Got all worked up over nothing.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003,P=Well, that wasn't what I expected.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001,P=It was a false alarm.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002,P=All good. Forget about it.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003,P=Hey, everyone can relax.
PH_PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001,P=Find out what's there and report back.
PH_PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002,P=This one's all you.
PH_PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003,P=What? I got that last one.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_001,P=I'll give it a glance.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_002,P=Looking into it.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_003,P=Let's see what's going on.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001,P=Investigating something unusual. It's probably nothing,
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002,P=Gonna check something out real quick.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003,P=Something's going on. Taking a look.
PH_PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_001,P=They're around here somewhere. Keep at it.
PH_PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_002,P=No one stops looking until we find the bastard.
PH_PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_003,P=We don't let anyone get away, understand?
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_001,P=Who let them get away?
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_002,P=Disgraceful, letting 'em get away like that.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_003,P=Letting 'em escape is unacceptable, damn it!
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001,P=Don't know what to say, but they're gone.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002,P=They got away, and I wouldn't be surprised if someone around here helped 'em.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003,P=I agree. Them escaping is not ideal, but I don't know what the hell else to do about it.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_001,P=Whatever it was its gone now.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_002,P=Shit, I swear they were right here.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_003,P=That's impossible... nothing's there.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001,P=Hey, nothing's there.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002,P=Yeah, strangest thing, I can't find anything.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003,P=The investigation didn't turn up anything.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001,P=Someone's gonna to pay for dropping this body.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002,P=Get those guns locked and loaded. Whoever did this is probably still here.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003,P=Start searching. Can't let whoever did this get away.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001,P=Got a ghost. Starting a sweep to find the bastard responsible.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002,P=Came across a body. Gonna investigate the area.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003,P=Someone got dropped. Gonna look around and get to the bottom.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_001,P=Don't let the bastard escape. Find 'em.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_002,P=Shit, wherever they are, they won't get away long.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_003,P=Damn, they're gone. Let's find 'em.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001,P=Bastards slipped our surveillance, but I'll find 'em.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002,P=The're gone, probably not far. I'll keep looking.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003,P=Yeah, they're either gone or hiding real good. I'll do another sweep.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_001,P=Find 'em! Kill 'em!
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_002,P=Move out, find 'em!
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_003,P=Let's get the jump on 'em!
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001,P=Moving out to investigate.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002,P=Yeah, I'll get to the bottom of it.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003,P=If something's here, I'm gonna find it.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_001,P=Better check that out.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_002,P=Let's go to work.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_003,P=That's worth checking out.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001,P=Heads up. Taking a walk around. Think we might have an audience.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002,P=Maybe got something. Kicking off a patrol to look into it.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003,P=Something's up. I'll get to the bottom of it and let you know.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_001,P=Hide all you want. It's better this way. More fun.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_002,P=Go on, keep hiding. The hunt's my favorite part.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_003,P=I'll spend all day hunting you down if I have to.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_001,P=The harder I have to look for you the angrier I get.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_002,P=Just come on out, and we can keep this from becoming a bigger deal than it is.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_003,P=Come on. Come on out. No one needs to get hurt here.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001,P=Taking fire!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002,P=Shit, that was close.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003,P=Some bastard's after me!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001,P=Found a frickin' body.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002,P=Wonder what this one did wrong.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003,P=Who killed 'em? Was this one of you?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001,P=Someone got knocked!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002,P=Taking injuries!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003,P=We're gettin' hit!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001,P=That's a damn grenade!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002,P=Incoming! Look out!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003,P=Grenade, shit!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001,P=Shots fired!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002,P=Shit! Those shots are close.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003,P=Who the hell's shooting?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001,P=Hit the floor!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002,P=Down, down, rocket!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003,P=Rocket coming this way.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001,P=Sniper shots!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002,P=Someone's headhunting!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003,P=Sniper!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001,P=Seriously, what's going on?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002,P=Come on, again?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003,P=Someone better not be messing with me.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001,P=Something's not right.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002,P=The hell? Any idea what that was?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003,P=I don't like this one damn bit.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000,P=Quit bugging me over nothing.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002,P=Stop messing around and stay focused.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003,P=You're in your head. Nothing's there.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001,P=Someone wants to tussle.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002,P=Bring it!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003,P=Today just got interesting.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001,P=What is that?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002,P=Hello?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003,P=Someone there?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004,P=Huh?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005,P=What?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001,P=Okay. That's not good.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002,P=The hell!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003,P=Don't like this one damn bit.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001,P=Definitely heard something.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002,P=Yeah, I heard it too.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003,P=Yeah. What was that?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001,P=Settle down. I didn't hear shit.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002,P=Damn you're paranoid.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003,P=You better not be high again.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001,P=You hear that noise?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002,P=Did you hear something?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003,P=Swear I heard something.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001,P=Saw that too.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002,P=What'd you see? I couldn't make it out.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003,P=Spotted it too.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001,P=What you going on about?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002,P=I didn't see shit.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003,P=Don't get all worked up over nothing.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001,P=I just saw something.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002,P=Think i spotted something over there.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003,P=Did you see that?
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_001,P=Hell yeah!
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_002,P=You got it!
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_003,P=Yeah, that's it!
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_001,P=Got it.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_002,P=Yeah.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_003,P=Okay.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_001,P=Affirmative.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_002,P=Yes.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_003,P=Sure thing.
PH_PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_001,P=I live for this shit.
PH_PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_002,P=Yeah, that's right!
PH_PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_003,P=How 'bout that?
PH_PU_GENOUTLAW3_M_BS_General_Choking_Death_IG_EX_001,P=< choked to death >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Death_IG_EX_002,P=< choked to death >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Death_IG_EX_003,P=< choked to death >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Struggle_IG_EX_001,P=< choking >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Struggle_IG_EX_002,P=< choking >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Struggle_IG_EX_003,P=< choking >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_001,P=< death from explosion >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_002,P=< death from explosion >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_003,P=< death from explosion >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_001,P=< bleeding out death >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_002,P=< bleeding out death >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_003,P=< bleeding out death >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Angry_IG_EX_001,P=< angry sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Angry_IG_EX_002,P=< angry sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Angry_IG_EX_003,P=< angry sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Elation_IG_EX_001,P=< happy sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Elation_IG_EX_002,P=< happy sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Elation_IG_EX_003,P=< happy sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Frustrated_IG_EX_001,P=< frustrated sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Frustrated_IG_EX_002,P=< frustrated sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Frustrated_IG_EX_003,P=< frustrated sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_IdleFidget_IG_EX_001,P=< idling sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_IdleFidget_IG_EX_002,P=< cough >
PH_PU_GENOUTLAW3_M_BS_General_Emote_IdleFidget_IG_EX_003,P=< throat clear >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Mocking_IG_EX_001,P=< mocking sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Mocking_IG_EX_002,P=< mocking sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Mocking_IG_EX_003,P=< mocking sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Pain_IG_EX_001,P=< pain sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Pain_IG_EX_002,P=< pain sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Pain_IG_EX_003,P=< pain sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Puzzled_IG_EX_001,P=< puzzled sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Puzzled_IG_EX_002,P=< puzzled sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Puzzled_IG_EX_003,P=< puzzled sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Surprised_IG_EX_001,P=< surprised sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Surprised_IG_EX_002,P=< surprised sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Surprised_IG_EX_003,P=< surprised sound >
PH_PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_001,P=Shit!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_002,P=Dammit!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_003,P=Stupid skag!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_001,P=Oh, come on...
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_002,P=That sucks.
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_003,P=Frickin' ridiculous.
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_001,P=Shit!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_002,P=What the hell?!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_003,P=Oh shit!
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_001,P=< hit by something big >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_002,P=< hit by something big >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_003,P=< hit by something big >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_001,P=< hit by something small >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_002,P=< hit by something small >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_003,P=< hit by something small >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_High_IG_EX_001,P=< big punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_High_IG_EX_002,P=< big punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_High_IG_EX_003,P=< big punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_Low_IG_EX_001,P=< punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_Low_IG_EX_002,P=< punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_Low_IG_EX_003,P=< punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_001,P=Hell no!
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_002,P=Forget it.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_003,P=Not a chance!
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_001,P=Nope.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_002,P=No way.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_003,P=Naw.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_001,P=No.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_002,P=Nope.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_003,P=Negative.
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001,P=Got one!
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002,P=One less to worry about!
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003,P=Target eliminated.
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001,P=Shit, we're down one.
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002,P=Friendly down!
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003,P=We lost one.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoDeny_IG_001,P=Can't spare any.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoDeny_IG_002,P=Shit, I'm running low too.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoDeny_IG_003,P=Almost out myself.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoProvide_IG_001,P=Here's some.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoProvide_IG_002,P=Got some spare.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoProvide_IG_003,P=Fine. But this is the last time.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoRequest_High_IG_001,P=I need some ammo!
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoRequest_High_IG_002,P=Hey, give me a mag!
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoRequest_High_IG_003,P=Ammo? Who's got extra?
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoThanks_IG_001,P=Thanks!
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoThanks_IG_002,P=Owe you one!
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoThanks_IG_003,P=Next kill's in your honor!
PH_PU_GENOUTLAW3_M_CB_Combat_BackupDeny_High_IG_001,P=Can't help now.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupDeny_High_IG_002,P=Got to hold 'em off yourself.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupDeny_High_IG_003,P=Stay strong. You got this.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupProvide_High_IG_001,P=Support, incoming.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupProvide_High_IG_002,P=Here to help.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupProvide_High_IG_003,P=I got you.
PH_PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_001,P=How about some help here?
PH_PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_002,P=Need some support.
PH_PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_003,P=Requesting backup!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_001,P=Let's go!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_002,P=Pushing!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_003,P=Move up!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_001,P=Won't last long here. Moving position.
PH_PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_002,P=Changing cover!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_003,P=This cover sucks!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_001,P=I'm pinned down!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_002,P=Shit, I'm boxed in!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_003,P=It's raining bullets over here!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_001,P=Got you covered!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_002,P=I'll cover you.
PH_PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_003,P=Go! I got your back.
PH_PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_001,P=Need some cover!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_002,P=Cover me!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_003,P=Keep 'em off me!
PH_PU_GENOUTLAW3_M_CB_Combat_DefendTheArea_High_IG_001,P=Hold this ground.
PH_PU_GENOUTLAW3_M_CB_Combat_DefendTheArea_High_IG_002,P=Stand firm. Can't let 'em overrun us.
PH_PU_GENOUTLAW3_M_CB_Combat_DefendTheArea_High_IG_003,P=Don't back down now.
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_001,P=Enemies on their way!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_002,P=Here comes trouble!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_003,P=We've got company!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_001,P=I got 'em!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_002,P=Contact! Contact!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_003,P=Over here!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_001,P=Hit 'em!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_002,P=Ghost 'em!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_003,P=Kill 'em all!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_001,P=Got some unwelcome guests!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_002,P=Doesn't anybody fuckin' knock?
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_003,P=Somebody broke in!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001,P=Enemies spotted!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002,P=Over here. Contact, contact!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003,P=Got eyes on hostiles!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001,P=They're above us!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002,P=It's over! They have the high ground!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003,P=Watch the high ground!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001,P=Behind us!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002,P=Watch your back!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003,P=Behind!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001,P=Down below!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002,P=They're below us!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003,P=Enemies down below!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001,P=They're getting close!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002,P=Shit, they're pushing in!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003,P=You wanna dance?!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001,P=Spotted them! Over there!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002,P=They're lurkin' over there!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003,P=Found 'em. They're over there!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001,P=Left!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002,P=On the left!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003,P=Look left!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001,P=Right!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002,P=On the right!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003,P=Look right!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001,P=Got a beast bearing down.
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002,P=Heavy inbound!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003,P=Heavy coming. Ready up!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001,P=That's doesn't really seem fair.
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002,P=Ship coming in hot.
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003,P=Look out, ship!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001,P=Vehicle!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002,P=They're trying to ride us down!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003,P=Vehicle incoming!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001,P=Rocket launcher!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002,P=Shit, rocket launcher! Get down!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003,P=Watch it, rocket launcher!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001,P=Sniper!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002,P=Sniper! Grab cover!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003,P=They got a sniper rifle!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001,P=They got a titan!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002,P=Titan!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003,P=What kind of assholes bring a Titan?
PH_PU_GENOUTLAW3_M_CB_Combat_Fallback_High_IG_001,P=Drop back!
PH_PU_GENOUTLAW3_M_CB_Combat_Fallback_High_IG_002,P=Back to the rally point!
PH_PU_GENOUTLAW3_M_CB_Combat_Fallback_High_IG_003,P=Fall back and regroup.
PH_PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_001,P=Hit their flank!
PH_PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_002,P=Let's flank 'em!
PH_PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_003,P=Circle around and hit their flank.
PH_PU_GENOUTLAW3_M_CB_Combat_FollowMe_High_IG_001,P=Come on, let's go!
PH_PU_GENOUTLAW3_M_CB_Combat_FollowMe_High_IG_002,P=Follow me!
PH_PU_GENOUTLAW3_M_CB_Combat_FollowMe_High_IG_003,P=Let's move out!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_001,P=I'm not the enemy!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_002,P=Shoot one more time, and we're gonna have a fuckin' problem.
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_003,P=Watch your damn aim!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_001,P=I'm hit!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_002,P=I got clipped!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_003,P=I'm shot!
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_002,P=Grenade! Take cover!
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_003,P=Incoming!
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_001,P=Tossing one their way.
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_002,P=Let's see how they like this.
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_003,P=Hot rock!
PH_PU_GENOUTLAW3_M_CB_Combat_HealDeny_IG_001,P=Can't spare one.
PH_PU_GENOUTLAW3_M_CB_Combat_HealDeny_IG_002,P=I'm out too.
PH_PU_GENOUTLAW3_M_CB_Combat_HealDeny_IG_003,P=Then you should have brought some!
PH_PU_GENOUTLAW3_M_CB_Combat_HealProvide_IG_001,P=I got you.
PH_PU_GENOUTLAW3_M_CB_Combat_HealProvide_IG_002,P=Got a heal for you.
PH_PU_GENOUTLAW3_M_CB_Combat_HealProvide_IG_003,P=See if this helps.
PH_PU_GENOUTLAW3_M_CB_Combat_HealRequest_High_IG_001,P=Need a heal!
PH_PU_GENOUTLAW3_M_CB_Combat_HealRequest_High_IG_002,P=Anyone got a medpen?
PH_PU_GENOUTLAW3_M_CB_Combat_HealRequest_High_IG_003,P=Need a medpen, quick!
PH_PU_GENOUTLAW3_M_CB_Combat_HealThanks_IG_001,P=I owe you.
PH_PU_GENOUTLAW3_M_CB_Combat_HealThanks_IG_002,P=Thanks!
PH_PU_GENOUTLAW3_M_CB_Combat_HealThanks_IG_003,P=You saved my ass.
PH_PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_001,P=Keep up the pressure.
PH_PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_002,P=Take it to them.
PH_PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_003,P=Don't let up now.
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_001,P=Come on! You scared or something? Let's finish this!
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_002,P=This isn't over! I'm just getting started.
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_003,P=If I'm going down then I'm bring you skags with me!
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_001,P=Shit, shit, shit.
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_002,P=You can do this.
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_003,P=Keep it together...
PH_PU_GENOUTLAW3_M_CB_Combat_LastOfThem_IG_001,P=Threat eliminated!
PH_PU_GENOUTLAW3_M_CB_Combat_LastOfThem_IG_002,P=All the skags are dead.
PH_PU_GENOUTLAW3_M_CB_Combat_LastOfThem_IG_003,P=We're clear.
PH_PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_001,P=Shit, they're gone!
PH_PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_002,P=Careful, I lost 'em.
PH_PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_003,P=I lost eyes on them.
PH_PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_001,P=Ammo's empty.
PH_PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_002,P=I'm out.
PH_PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_003,P=Gone dry!
PH_PU_GENOUTLAW3_M_CB_Combat_Overheating_High_IG_001,P=Cooling down!
PH_PU_GENOUTLAW3_M_CB_Combat_Overheating_High_IG_002,P=Crap. I went red!
PH_PU_GENOUTLAW3_M_CB_Combat_Overheating_High_IG_003,P=No, no, no... Damn it.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsArrive_High_IG_001,P=Support's here.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsArrive_High_IG_002,P=Backup has arrived.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsArrive_High_IG_003,P=Finally, we got reinforcements.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_001,P=Reinforcements should be here soon.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_002,P=Backup is on the way.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_003,P=Help's almost here.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001,P=Send some support, over.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002,P=Backup needed, over!
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003,P=Where's that backup?
PH_PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_001,P=Reup!
PH_PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_002,P=Reloading!
PH_PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_003,P=Switching out.
PH_PU_GENOUTLAW3_M_CB_Combat_Retreat_High_IG_001,P=Retreat!
PH_PU_GENOUTLAW3_M_CB_Combat_Retreat_High_IG_002,P=Run for your life!
PH_PU_GENOUTLAW3_M_CB_Combat_Retreat_High_IG_003,P=Move out! We won't last long here.
PH_PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_001,P=Fan out.
PH_PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_002,P=Let's spread out.
PH_PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_003,P=Make a spread.
PH_PU_GENOUTLAW3_M_CB_Combat_StayClose_High_IG_001,P=Stay close.
PH_PU_GENOUTLAW3_M_CB_Combat_StayClose_High_IG_002,P=Don't wander off.
PH_PU_GENOUTLAW3_M_CB_Combat_StayClose_High_IG_003,P=Keep it tight.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_001,P=I'm gonna enjoy this.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_002,P=Oh... I am going to make you pay for this!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_003,P=Time to reap the whirlwind, fucker.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_001,P=Somone's too scared to come out and fight.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_002,P=<whistles> Come out and play.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_003,P=Why you hiding?
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_001,P=Time for the fun part!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_002,P=I'm going to mess you up!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_003,P=Believe me, this is going to hurt.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_001,P=Stay still, damn it!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_002,P=Shit, missed.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_003,P=Time to end this!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_001,P=You feel that? Your fear's getting the better of you.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_002,P=You're in way over your head.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_003,P=You couldn't shoot straight if you tried.
PH_PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001,P=I'm done looking around. Nothing here.
PH_PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002,P=Not seeing anything. It was probably nothing.
PH_PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003,P=Yeah, couldn't find anything.
PH_PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_001,P=Maybe I'm going crazy.
PH_PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_002,P=Guess it's nothing to worry about.
PH_PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_003,P=Huh. Nothing...
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001,P=I'm going to take a closer look.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002,P=Stay alert, something's not right.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003,P=Huh... better keep looking.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001,P=Hey, looks like my grandma's tracking skills are paying off. Think I'm on the right path.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002,P=Yeah, Maybe got something. going to keep looking.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003,P=So, looks like my hunch was right. Still searching, but I'll find them.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001,P=Everybody can relax. False alarm.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002,P=Well, that was a waste of time.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003,P=Nothing to be concerned about.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001,P=Hey, false alarm.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002,P=Turns out it was nothing to worry about.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003,P=Nothing to report, over.
PH_PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001,P=You're up.
PH_PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002,P=Go see what that is.
PH_PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003,P=Hustle up and take a look.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_001,P=I'll check it out.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_002,P=Guess I should look into it.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_003,P=I'll take this one.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001,P=Think something up. I'll check it out.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002,P=Gonna go take a look around. Be right back.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003,P=Hey, I'm gonna check on something. If you don't hear back from me, I've been murdered.
PH_PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_001,P=Keep looking. They're here someplace.
PH_PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_002,P=Let's spread out and cover more ground.
PH_PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_003,P=We'll find 'em. They couldn't have gone far.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_001,P=Shit, can't find any trace of 'em.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_002,P=Must be gone.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_003,P=How the hell the get away from us?
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001,P=Can't find 'em anywhere. Think they slipped.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002,P=Looked everywhere. Must've vacated.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003,P=Came up empty. No idea where the skag went.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_001,P=Damn, where'd they go?
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_002,P=Nothing. Hmmm...
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_003,P=Didn't find a thing.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001,P=Search turned up nothing, over.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002,P=Nothing to report.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003,P=Yeah, they must be gone.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001,P=Search the area. Find the snake responsible.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002,P=Got a dead one here. Everyone watch out.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003,P=Eyes wide everyone. Find who did this.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001,P=Found a body, searching the area.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002,P=Put out a word of warning. I found a body. Looking around now.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003,P=There's a body here. Gonna find who did the deed.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_001,P=Skag slipped me. Can't let 'em get away.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_002,P=They're gone. Better search high and low to find 'em.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_003,P=Someone get eyes on this slippery bastard, now.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001,P=Lost track of the target. Starting a sweep now.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002,P=They snuck off. Going to track 'em down.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003,P=Listen. I'm going to find this skag and make 'em regret giving me the slip.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_001,P=Let's track 'em down, quick.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_002,P=Come on, who wants first crack?
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_003,P=Time's a wastin'. Let's go.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001,P=Taking a sweep through. Find whoever the hell this is.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002,P=Bit of ruckus. On my way to find out the cause.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003,P=Got some trouble brewing. Looking into it now.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_001,P=Better look into this.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_002,P=That's not right. I'm going to check it out.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_003,P=That's worth investigating.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001,P=Something's up. Checking it out, over.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002,P=Not sure exactly what's going on, but I'm gonna investigate.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003,P=Some strange ass stuff is going on. Gonna look into it.
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_001,P=Cowards hide. You a coward? You scared?
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_002,P=Is this how you want to spend your final moments? Hiding scared?
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_003,P=Wonder how long you can keep quiet?
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_001,P=Show yourself already. You can't be that ugly.
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_002,P=Quit wasting my time and come out. It'll be better for both of us.
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_003,P=Come on out. I'm over this cat and mouse shit.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001,P=I'm under fire!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002,P=Someone tried to blast me.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003,P=I'm getting shot at!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001,P=Oh damn, this poor bastard's dead!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002,P=Got a dead one!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003,P=The hell happened here?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001,P=We're taking casualities!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002,P=Someone just got blasted.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003,P=Oh shit, man down!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002,P=Oh shit, grenade!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003,P=Grenade, watch out!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001,P=Those are shots!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002,P=We've got company.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003,P=Shots nearby!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001,P=Rocket!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002,P=Get down, rocket!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003,P=That's a damn rocket!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001,P=Sniper!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002,P=Sniper attack!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003,P=We're getting sniped!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001,P=There it is again.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002,P=Again?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003,P=What's going on 'round here?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001,P=Weird, what was that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002,P=I noticed it too.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003,P=That's concerning.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000,P=I'm sure it's nothing.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002,P=Don't think anything's there.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003,P=I didn't notice anything.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001,P=It's going down!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002,P=We got trouble!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003,P=It's popping off!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001,P=What's that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002,P=Something's over there I think.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003,P=Hey, someone over there?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004,P=Huh?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005,P=What?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001,P=Damn. What the hell was that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002,P=Something's up 'round here.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003,P=That don't seem right.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001,P=Heard it too.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002,P=Think I heard something coming from over there.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003,P=Yeah, that sounded suspicious.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001,P=Didn't hear a thing but I'll keep my ears open.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002,P=You're hearing things.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003,P=I didn't hear anything.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001,P=Did you hear that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002,P=You hear like a sound or something?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003,P=Was that a noise?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001,P=Any idea what that was?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002,P=Yeah, saw something too.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003,P=Something definitely moved in my periphery.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001,P=You sure you saw something?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002,P=Your eyes are playing tricks on you.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003,P=Didn't see a thing.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001,P=You see that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002,P=Over there. Look.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003,P=Swear I just saw something.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_001,P=Yes!
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_002,P=Oh yeah!
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_003,P=Definitely!
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_001,P=Sounds good.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_002,P=All right.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_003,P=Sure.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_001,P=Got it.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_002,P=Sure. Why not.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_003,P=Understood.
PH_PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_001,P=Outstanding!
PH_PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_002,P=<laugh> Nice one.
PH_PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_003,P=There you go!
PH_PU_GENOUTLAW4_M_BS_General_Choking_Death_IG_EX_001,P=< choked to death >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Death_IG_EX_002,P=< choked to death >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Death_IG_EX_003,P=< choked to death >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Struggle_IG_EX_001,P=< choking >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Struggle_IG_EX_002,P=< choking >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Struggle_IG_EX_003,P=< choking >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_001,P=< death from explosion >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_002,P=< death from explosion >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_003,P=< death from explosion >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_001,P=< bleeding out death >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_002,P=< bleeding out death >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_003,P=< bleeding out death >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Angry_IG_EX_001,P=< angry sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Angry_IG_EX_002,P=< angry sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Angry_IG_EX_003,P=< angry sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Elation_IG_EX_001,P=< happy sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Elation_IG_EX_002,P=< happy sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Elation_IG_EX_003,P=< happy sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Frustrated_IG_EX_001,P=< frustrated sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Frustrated_IG_EX_002,P=< frustrated sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Frustrated_IG_EX_003,P=< frustrated sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_IdleFidget_IG_EX_001,P=< idling sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_IdleFidget_IG_EX_002,P=< cough >
PH_PU_GENOUTLAW4_M_BS_General_Emote_IdleFidget_IG_EX_003,P=< throat clear >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Mocking_IG_EX_001,P=< mocking sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Mocking_IG_EX_002,P=< mocking sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Mocking_IG_EX_003,P=< mocking sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Pain_IG_EX_001,P=< pain sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Pain_IG_EX_002,P=< pain sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Pain_IG_EX_003,P=< pain sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Puzzled_IG_EX_001,P=< puzzled sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Puzzled_IG_EX_002,P=< puzzled sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Puzzled_IG_EX_003,P=< puzzled sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Surprised_IG_EX_001,P=< surprised sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Surprised_IG_EX_002,P=< surprised sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Surprised_IG_EX_003,P=< surprised sound >
PH_PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_001,P=You bastard!
PH_PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_002,P=Dammit!
PH_PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_003,P=Son of a bitch!
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_001,P=Bugger.
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_002,P=Shit...
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_003,P=Damn...
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_001,P=What the?!
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_002,P=Seriously?
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_003,P=No bloody way!
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_001,P=< hit by something big >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_002,P=< hit by something big >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_003,P=< hit by something big >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_001,P=< hit by something small >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_002,P=< hit by something small >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_003,P=< hit by something small >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_High_IG_EX_001,P=< big punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_High_IG_EX_002,P=< big punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_High_IG_EX_003,P=< big punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_Low_IG_EX_001,P=< punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_Low_IG_EX_002,P=< punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_Low_IG_EX_003,P=< punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_001,P=No way!
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_002,P=No chance!
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_003,P=Hell no!
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_001,P=No.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_002,P=No way.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_003,P=Can't help you.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_001,P=Sorry, no.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_002,P=Not likely.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_003,P=Negative.
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001,P=I got one? I got one!
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002,P=Took out my target.
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003,P=Did you see that? What a shot.
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001,P=Shit, they just killed 'em.
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002,P=Lost one!
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003,P=One of ours just got cut down.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoDeny_IG_001,P=I'm sorry, I don't have one.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoDeny_IG_002,P=Looks like I don't have one to spare.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoDeny_IG_003,P=I'm running low myself.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoProvide_IG_001,P=Here, I've got you.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoProvide_IG_002,P=Ammunition flying in.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoProvide_IG_003,P=Here's a mag.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoRequest_High_IG_001,P=Anyone got a mag?
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoRequest_High_IG_002,P=So uh... I need some ammo.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoRequest_High_IG_003,P=I don't suppose anyone has a mag they can spare.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoThanks_IG_001,P=Many thanks.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoThanks_IG_002,P=I'm back in this.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoThanks_IG_003,P=Ah. Thanks. I appreciate it.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupDeny_High_IG_001,P=I'm a little busy at the moment.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupDeny_High_IG_002,P=I can't do it.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupDeny_High_IG_003,P=Give me a little bit.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupProvide_High_IG_001,P=The calvary has arrived.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupProvide_High_IG_002,P=I got you!
PH_PU_GENOUTLAW4_M_CB_Combat_BackupProvide_High_IG_003,P=Flying in!
PH_PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_001,P=I need help!
PH_PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_002,P=Can someone back me up!
PH_PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_003,P=Somebody help me!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_001,P=Charge!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_002,P=Moving up!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_003,P=Advancing!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_001,P=Hell with it!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_002,P=Displacing!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_003,P=Repositioning!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_001,P=I can't move!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_002,P=Little help?!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_003,P=Come on, give me a chance!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_001,P=I'll cover you!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_002,P=Go ahead!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_003,P=I'll keep 'em occupied.
PH_PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_001,P=Someone cover me?
PH_PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_002,P=Can anyone cover me?
PH_PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_003,P=Keep 'em off me for a sec.
PH_PU_GENOUTLAW4_M_CB_Combat_DefendTheArea_High_IG_001,P=This is our turf. Ours!
PH_PU_GENOUTLAW4_M_CB_Combat_DefendTheArea_High_IG_002,P=Don't you give them an inch!
PH_PU_GENOUTLAW4_M_CB_Combat_DefendTheArea_High_IG_003,P=We gotta hold this ground!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_001,P=We've got company coming in.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_002,P=Got a fight bearing down on us.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_003,P=Trouble, coming in hot!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_001,P=Shit. Over here!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_002,P=What the hell?!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_003,P=Got somebody!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_001,P=Give 'em all you got!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_002,P=Unleash hell!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_003,P=Don't give 'em any mercy.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_001,P=We're compromised!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_002,P=Got intruders!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_003,P=Intruders!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001,P=I found 'em. RIght here!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002,P=Here they are!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003,P=Over here! Look!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001,P=I see them. They're up there.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002,P=Look up top!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003,P=They're above us.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001,P=Turn around.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002,P=Look behind!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003,P=They're on our six.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001,P=They're below us.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002,P=Down low.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003,P=They're under us.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001,P=They're right on me!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002,P=Oh shit, they're right here!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003,P=On me!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001,P=I see them. They're over there.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002,P=Look over there.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003,P=Got 'em. Over there!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001,P=Eyes left.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002,P=Enemy left.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003,P=On the left!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001,P=Eyes right.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002,P=Enemy right.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003,P=On the right!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001,P=Heavy weapon!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002,P=Eyes on a big ass gun.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003,P=I don't know what kind of gun that is but it's big.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001,P=Oh come on, really?!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002,P=Enemy ship!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003,P=Enemy ship inbound!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001,P=They have vehicle support.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002,P=Incoming vehicle!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003,P=Look out, they got a ride.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001,P=I think they got a rocket launcher.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002,P=Yeah, that's a rocket launcher!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003,P=Is that a -- rocket launcher!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001,P=Sniper!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002,P=They got a sharpshooter.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003,P=Careful, there's a sniper.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001,P=Titan suit!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002,P=Sweet mercy, they got a titan!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003,P=That seems unnecessary.
PH_PU_GENOUTLAW4_M_CB_Combat_Fallback_High_IG_001,P=Let's step back a bit. You know, reassess.
PH_PU_GENOUTLAW4_M_CB_Combat_Fallback_High_IG_002,P=Let's fall back.
PH_PU_GENOUTLAW4_M_CB_Combat_Fallback_High_IG_003,P=Fall back! Fall back!
PH_PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_001,P=Circle their flanks!
PH_PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_002,P=We should hit them on the sides.
PH_PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_003,P=Let's sneak around and attack the flank.
PH_PU_GENOUTLAW4_M_CB_Combat_FollowMe_High_IG_001,P=Quick, follow me!
PH_PU_GENOUTLAW4_M_CB_Combat_FollowMe_High_IG_002,P=Let's go.
PH_PU_GENOUTLAW4_M_CB_Combat_FollowMe_High_IG_003,P=On me. Let's move.
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_001,P=I'm on your side!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_002,P=What are you doing?!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_003,P=Have you gone blind?!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_001,P=Oh shit! I'm hit!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_002,P=They got me. They really got me!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_003,P=Ow! Dammit that hurts!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_002,P=Everybody down!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_003,P=Get out of the way!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_001,P=And here we go!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_002,P=Let's see how they like this!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_003,P=Might want to stay down for this!
PH_PU_GENOUTLAW4_M_CB_Combat_HealDeny_IG_001,P=I can't. Put pressure on it.
PH_PU_GENOUTLAW4_M_CB_Combat_HealDeny_IG_002,P=I don't think I have any.
PH_PU_GENOUTLAW4_M_CB_Combat_HealDeny_IG_003,P=Yeah, I'm all out.
PH_PU_GENOUTLAW4_M_CB_Combat_HealProvide_IG_001,P=Be healed!
PH_PU_GENOUTLAW4_M_CB_Combat_HealProvide_IG_002,P=Here you go!
PH_PU_GENOUTLAW4_M_CB_Combat_HealProvide_IG_003,P=Take this!
PH_PU_GENOUTLAW4_M_CB_Combat_HealRequest_High_IG_001,P=I need some meds!
PH_PU_GENOUTLAW4_M_CB_Combat_HealRequest_High_IG_002,P=Anyone spare a medpen?
PH_PU_GENOUTLAW4_M_CB_Combat_HealRequest_High_IG_003,P=Someone! Anyone! I need a heal.
PH_PU_GENOUTLAW4_M_CB_Combat_HealThanks_IG_001,P=Thank you, thank you.
PH_PU_GENOUTLAW4_M_CB_Combat_HealThanks_IG_002,P=You're a lifesaver.
PH_PU_GENOUTLAW4_M_CB_Combat_HealThanks_IG_003,P=Healing up and I'm back in this.
PH_PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_001,P=Come on. Don't give up now.
PH_PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_002,P=Dig in. We got this.
PH_PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_003,P=Let's go, let's go! They don't stand a chance.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_001,P=You think I'm scared? You just killed the dead weight.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_002,P=This is far from over.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_003,P=That's it? I'm just getting started.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_001,P=This is fine. Everything's fine.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_002,P=Okay. Getting a little worried now.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_003,P=This is not good.
PH_PU_GENOUTLAW4_M_CB_Combat_LastOfThem_IG_001,P=That wasn't so bad was it?
PH_PU_GENOUTLAW4_M_CB_Combat_LastOfThem_IG_002,P=There we go. Problem sorted.
PH_PU_GENOUTLAW4_M_CB_Combat_LastOfThem_IG_003,P=I think that was all of them.
PH_PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_001,P=They fuckin' vanished.
PH_PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_002,P=Where the hell are they?
PH_PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_003,P=They're gone.
PH_PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_001,P=I'm out!
PH_PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_002,P=Weapon's dry!
PH_PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_003,P=Dammit, my ammo's gone
PH_PU_GENOUTLAW4_M_CB_Combat_Overheating_High_IG_001,P=Hold on. I think I shot too much.
PH_PU_GENOUTLAW4_M_CB_Combat_Overheating_High_IG_002,P=Dammit, what is wrong with this thing.
PH_PU_GENOUTLAW4_M_CB_Combat_Overheating_High_IG_003,P=Ow. Hot, hot hot!
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsArrive_High_IG_001,P=They actually showed up.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsArrive_High_IG_002,P=Hey, our backup arrived.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsArrive_High_IG_003,P=Those look like allies!
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_001,P=Call's in. Help's on the way.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_002,P=Alright. Let's see if they show up.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_003,P=They said they'd send people.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001,P=Hey, I need some reinforcements.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002,P=Send backup. Sooner would be better.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003,P=Hey, send some help. Now.
PH_PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_001,P=One sec!
PH_PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_002,P=Reloading!
PH_PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_003,P=Give me a sec.
PH_PU_GENOUTLAW4_M_CB_Combat_Retreat_High_IG_001,P=Let's get the hell out of here!
PH_PU_GENOUTLAW4_M_CB_Combat_Retreat_High_IG_002,P=Are you insane? Run!
PH_PU_GENOUTLAW4_M_CB_Combat_Retreat_High_IG_003,P=Screw this. I'm out!
PH_PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_001,P=Maybe we should spread out.
PH_PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_002,P=We should cover some more ground.
PH_PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_003,P=Let's fan out.
PH_PU_GENOUTLAW4_M_CB_Combat_StayClose_High_IG_001,P=Keep close.
PH_PU_GENOUTLAW4_M_CB_Combat_StayClose_High_IG_002,P=I don't think you should wander.
PH_PU_GENOUTLAW4_M_CB_Combat_StayClose_High_IG_003,P=We should stick together.
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_001,P=You little insignificant pissant! I'm gonna ruin you!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_002,P=I'm gonna bring an epic amout of hurt down on you!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_003,P=You're really starting to piss me off.
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_001,P=Seriously? Hiding? You're just being difficult now.
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_002,P=How bout I hide and you come find me?
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_003,P=Where you hiding now?!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_001,P=Can you beileve today's the day you die?
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_002,P=Try not to get shot in anything valuable!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_003,P=This fight is giving me some serious deja vu right now!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_001,P=Why won't you die?!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_002,P=How lucky can you be?!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_003,P=Come on! That one should've hit!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_001,P=Can't wait till I tell my friends I met the worst shot in the 'verse!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_002,P=Do you want to call a time out so you can go practice?
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_003,P=Bet you're having second thoughts now.
PH_PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001,P=So, didn't find anything.
PH_PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002,P=Everything looks like it should.
PH_PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003,P=Area seems clear.
PH_PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_001,P=Huh... okay...
PH_PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_002,P=Bit anticlimactic.
PH_PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_003,P=Feel a bit silly coming over here for nothing.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001,P=Here we go. Got something. Keep looking.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002,P=Someone's definitely here. Just need to find them.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003,P=On the right track.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001,P=Found something. Gonna keep looking.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002,P=Might be on to something. Let you know.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003,P=Someone's here. Don't know who... yet.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001,P=False alarm, everyone.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002,P=Forget it. Not gonna be a fight.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003,P=Nevermind. Nothing exciting.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001,P=False alarm. Go about your business.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002,P=Hey, you can tell everyone to calm down.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003,P=Nevermind. False alarm.
PH_PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001,P=Why don't you go see what the hell it is?
PH_PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002,P=How about you get off your ass and take a look.
PH_PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003,P=If you're so concerned, go see what it is.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_001,P=Guess I'll go take look... I do everything around here.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_002,P=Keep an eye out, I'm gonna see what the fuss is.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_003,P=All right. Let's see what we got.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001,P=Hey, might have something over here. Might not. I'll let you know.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002,P=Gonna take a look around.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003,P=Something's a bit off. Gonna take a look.
PH_PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_001,P=Keep searching. They've got to be close.
PH_PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_002,P=Focus. They're here somewhere.
PH_PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_003,P=Check everywhere. I want to find this asshole.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_001,P=Where the hell could they have gone?
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_002,P=Did they fall into a jump point? Where the fuck did they go?
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_003,P=What the hell? People don't just dissapear.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001,P=Hate to be the bearer of bad news, but the bastard got away.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002,P=No sign of them. They're in the wind.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003,P=Hell if I know where they went. But they sure as hell ain't here.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_001,P=Well ain't that strange. All that smoke and no fire.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_002,P=Really? Nothing?
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_003,P=Okay, I give up. There's nothing here.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001,P=Try as I might, didn't find anything.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002,P=Search turned up empty. Whatever was out here, I'm not seeing it.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003,P=I'm calling it. Nothing here.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001,P=Let's see if we can't say hello to the sicko who did this.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002,P=Gotta track down this killer before they can do it again.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003,P=Bastard probably couldn't have gotten far.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001,P=Got a corpse I didn't kill. Looking for the responsible party now.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002,P=Head's up. Someone's dropping bodies over here. We need to find the creeper fast.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003,P=Hey, hunting down some murderous skag. Will let you know if we find 'em.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_001,P=Well, isn't this an elusive prey.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_002,P=The bleeder shook me, but don't worry, I'll find them.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_003,P=Not sure where they went, but they couldn't have gone far.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001,P=They pulled a runner on me. Gonna find them now.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002,P=Tracking down where this slippery bugger went now.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003,P=Where ever the hell this gunter went, I'm gonna find 'em.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_001,P=Duty calls.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_002,P=Think we got company.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_003,P=Come on. Let's get to work.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001,P=We got visitors. Finding them now.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002,P=Guests have arrived. Gonna go greet them.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003,P=Seems like the party's starting. Come on. Don't want to be late.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_001,P=Let's see what the hell that was.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_002,P=Well, that definitely wasn't nothing.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_003,P=Good time to take a walk.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001,P=Hey, I'm gonna stretch my legs and see if anything's going on.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002,P=Get the feelin' like something's about to go down. Gonna take a look.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003,P=Hey, checking something out. Hopefully it's nothing.
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_001,P=I don't appreciate you wasting my time!
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_002,P=This is a lot of build up for me putting a bullet into your skull.
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_003,P=Get out here! Or shoot me! Just do something already!
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_001,P=Hey, who's ever hiding out there, come out now and we can work something out. Promise. Won't even be mad.
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_002,P=Olly, olly, oxen free. Come out. Come out.
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_003,P=Where you hiding, you little bugger?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001,P=They're shooting at me!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002,P=Under fire!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003,P=I'm gettin' gunned!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001,P=That's a bit of a mess.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002,P=Great. A bloody corpse.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003,P=Who the hell ghosted this bastard?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001,P=Ah geez! We're getting poached!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002,P=Shit! We're under attack!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003,P=Damn it! We're hit!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001,P=Crap! Grenade!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002,P=Grenade! Run!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003,P=Grenade! Get back!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001,P=Shots!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002,P=Who the hell's shooting?!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003,P=Looks like we got a party!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001,P=Crap! Rocket!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002,P=Rocket! Down!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003,P=Rocket! Go!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001,P=Shit! Sniper!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002,P=Got a sniper!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003,P=Sniper! Get down!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001,P=There it is again.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002,P=There. It's back.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003,P=This again?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001,P=Yeah, what was that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002,P=Definitely something.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003,P=Damn well better not be someone hiding.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000,P=There's nothing there.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002,P=You having a laugh? Nothing's there.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003,P=What you going on about?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001,P=Got a problem!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002,P=Here we go!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003,P=Cutters! Look lively!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001,P=What was that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002,P=Someone lurkin'?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003,P=Over there.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004,P=Huh?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005,P=What?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001,P=Something's up.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002,P=Do I wanna know what that was?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003,P=That's not good.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001,P=That noise? Yeah.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002,P=Yeah, I think I heard something.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003,P=From over there. I heard it.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001,P=Nope. Didn't hear a thing.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002,P=Think your ears are playing tricks on you.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003,P=How the hell should I know what you heard?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001,P=I thought I heard something?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002,P=What was that sound?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003,P=You hear that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001,P=Yeah, I think I saw it too.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002,P=Only caught a glimpse, but I'm sure I saw something.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003,P=What the heck was that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001,P=I didn't see nothing.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002,P=I must've missed it.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003,P=What? No.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001,P=Anyone else see that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002,P=I think something just moved over there.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003,P=There. I saw something.
PIT_ACFlightSystems=Flight Systems
PIT_ACPlayerActions=Player
PIT_ACShipSystems=Ship Systems 
PIT_ACVehicleSystems=Vehicle
PIT_ACWeaponSelection=Weapon Selection
PIT_ACWeaponSystems=Weapon Systems
PIT_Actions=Actions
PIT_Back=Back
PIT_Cannot_drop_green_zone=Commodities cannot be dropped in Green Zones.
PIT_CarryPrevious=Carry previous
PIT_Combstab=Comstab
PIT_ContractItem=Contract item - %s
PIT_Decoupled=Decoupled
PIT_Eject=Eject
PIT_Emote=Emote
PIT_Emote_Agree=Agree
PIT_Emote_Come=Come
PIT_Emote_Cry=Cry
PIT_Emote_Dance=Dance
PIT_Emote_Disagree=Disagree
PIT_Emote_Flex=Flex
PIT_Emote_Point=Point
PIT_Emote_Salute=Salute
PIT_Emote_Sit=Sit
PIT_EquipPrevious=Equip previous
PIT_Exit_seat=Exit seat
PIT_Flight=Flight Options
PIT_GSafe=GSafe
PIT_HeldItem=Held Item
PIT_Inventory=Inventory
PIT_Inventory_EVA_Thrusters=Toggle EVA thrusters
PIT_Inventory_Flashlight=Toggle flashlight
PIT_Inventory_Helmet=Toggle helmet
PIT_ItemActions=Item Actions
PIT_Knife=Knife
PIT_Landing=Landing System
PIT_Lights=Lights
PIT_MiningMode=Mining Mode
PIT_Mobiglas=mobiGlas
PIT_More=More
PIT_Quantum=Quantum Drive System
PIT_Scan=Scan Mode
PIT_Self_Destruct=Self Destruct
PIT_Weapon=Weapon
PIT_Weapon_Gadget=Gadget
PIT_Weapon_Gadget_Area_Denial=Area denial
PIT_Weapon_Gadget_Decoy=Decoy
PIT_Weapon_Gadget_Deployable_Shield=Deployable shield
PIT_Weapon_Gadget_Medipen=MedPen
PIT_Weapon_Gadget_Multi_Tool=Multi-Tool
PIT_Weapon_Holster=Holster
PIT_Weapon_Knife=Knife
PIT_Weapon_Primary=Primary
PIT_Weapon_Secondary=Secondary
PIT_Weapon_Sidearm=Sidearm
PIT_Wingman=Wingman
PIT_Wingman_Attack=Attack
PIT_Wingman_Attack_Search_Destroy=Search and destroy
PIT_Wingman_Defend=Defend
PIT_Wingman_Defend_My_Location=My location
PIT_Wingman_Fly=Fly
PIT_Wingman_Fly_Break_Away=Break away
PIT_Wingman_Fly_Go_Dark=Go dark
PIT_Wingman_Fly_Hold_Position=Hold position
PIT_Wingman_Fly_Scramble=Scramble
PIT_Wingman_Fly_Stay_Close=Stay close
PIT_Wingman_Report=Report
PIT_Wingman_Report_Ship_Status=Ship status
PIT_Wingman_Report_Threat=Threat
PIT_Wingman_Retreat=Retreat
PIT_Wingman_Weapons=Weapons
PIT_Wingman_Weapons_Conserve_Missiles=Conserve missiles
PIT_Wingman_Weapons_Do_Not_Engage=Do not engage
PIT_Wingman_Weapons_Free_Missiles=Free missiles
PIT_Wingman_Weapons_Free_To_Engage=Free to engage
PKill1=~missions(AIName_Kill) - ~missions(TokenKillClue)
PSave1=~missions(AIName_Save1) - ~missions(TokenBonusFlavour1)
PSave2=~missions(AIName_Save2) - ~missions(TokenBonusFlavour1)
PSave3=~missions(AIName_Save3) - ~missions(TokenBonusFlavour1)
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_HeyThisIs=Hey, this is BlacJac Security calling. I?m Lieutenant Riegert, I'm handling this op. You should have already received the mission parameters, but here's a high-level. An automated production facility's gonna be kicking out contraband for a limited time. We need operators to get down there and destroy whatever's being produced. There are a lot of credits on the line here so prep for a fight.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_ThisIsLieutenant=This is Lieutenant Riegert with BlacJac Security. I've sent you details for the mission but here's the deal, a bunch of illegal contraband is going to start being produced at a facility, we need you to secure the site and destroy anything created. Make sure you're armed up as there'll probably be hostile elements there.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyMyNames=Hey, my name's Riegert, I'm with BlacJac Security. Your mobi should have the details on the mission you accepted, but here's a quick rundown. You need to head to an automated production facility and destroy any illegal contraband you find on site. Expect heavy combat. Good luck.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_ThisIsLt=This is Lt. Riegert with BlacJac Security. I passed on the mission details to your mobi, but here's the gist, we got a tip that a facility's gonna start kicking out packages of contraband. We need you to head down there and seize as many of these packages as you can then deliver them to one of our security kiosks. I'd expect the AO to be pretty hot, so make sure you're tooled up.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_BlacJacSecurityCalling=BlacJac Security calling. This is Lt. Riegert and I'll be your contact on this op. Long story short, there's an automated facility that's going to be producing contraband for a limited time. We need you to get down there, secure whatever packages you can, and deliver them to a BlacJac kiosk. We'll take it from there. Good luck.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_HeyThisIs=Hey. This is Riegert with BlacJac Security following up on the contract you just accepted. I sent the details, but in case you don't feel like reading, here's the deal. Production facility is going to be kicking out some illegal contraband for a limited time. I need you to get down there and seize as many packages as you can then take them to a BlacJac kiosk. Odds are, this is going to be brawl, so make sure you're armed up.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HeyThisIs=Hey, this is Riegert with BlacJac. Glad to see you're back. Anyway, you know the deal. I sent the mission info, so you should have everything you need.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_002_ItsRiegertWith=It's Riegert with BlacJac. Glad to see you're back. I've sent you all the details to knock out this contract. I'll keep you posted on any updates.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_003_HeyItsLt=Hey, it's Lt. Riegert with BlacJac Security, just calling to follow up on the contract you accepted. I'm sending you all the mission data. You've worked with us before, so you know the deal.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_001_BlacjacSecurityCalling=BlacJac Security calling. This is Lt. Riegert. I'll be running this mission. Sending you the mission details now so you should be good to go. Good luck.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_002_ThisIsLt=This is Lt. Riegert with BlacJac. I'll be your contact for this op. You should have everything you need on your mobi. Good luck out there.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_003_HeyThisIs=Hey, this is Lt. Riegert calling from BlacJac Security about the contract you just accepted. Just wanted to reach out and say that I'll be running the op on this side. You should have everything you need in your mobi, so good luck.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_004_ThisIsBlacjac=This is BlacJac Security. I'll be your handler on this side. I've sent all the mission details to your mobi, so get to it.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_005_MyNamesRiegert=My name's Riegert and I'll be your rep with BlacJac for this contract. Your mobi should be all loaded up with the mission details, so get out there and knock this out.
PU_ACSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_001_RiegertHereYoure=Riegert here. You're gonna need to take any confiscated contraband to a BlacJac Security kiosk. We'll take care of it from there. I've flagged your reg so you should clear any security stops without getting pinched for trafficking illegal goods. You're welcome.
PU_ACSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_002_ThisIsRiegert=This is Riegert with BlacJac. Remember to take any seized contraband to an authorized BlacJac kiosk for transfer. I've notified our people that you're on mission so you won't get tagged for trafficking illegal cargo while in transit.
PU_ACSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_003_ThisIsRiegert=This is Riegert calling. Just a reminder that any contraband needs to be dropped off at an authorized kiosk. Not just any kiosk. A BlacJac one. We'll cash you out when you make the drop.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_RiegertHereLooks=Riegert here. Looks like the facility's stopped kicking out packages. Have a look and see if there's any remaining contraband that needs to be destroyed. But otherwise, you should be good.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_ThisIsRiegert=This is Riegert with BlacJac. Local intel from the site says that the facility's stopped producing contraband. Be sure to destroy any packages that are still on the scene.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_ThisIsBlacjac=This is BlacJac calling. Word is that the production facility has stopped producing contraband. Do a sweep and see if there's any packages that need to be destroyed.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_WhatsUpThis=What's up, this is Riegert. Got a tip that the facility's finished its production run, so grab what you can and get it to the security kiosk for disposal.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_HeyRiegertHere=Hey, Riegert here. Contact of mine said that the factory's shut down, so there won't be any more packages coming out of there. I'd take whatever you got and drop it off at the BlacJac kiosk.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_ThisIsRiegert=This is Riegert with BlacJac, looks like that production facility has finished its run of contraband. Take what you got to the security kiosk and I can forward along your creds.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_001_ThisIsBlacjac=This is BlacJac Security. We're gonna have to cut you loose. Maybe next time.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_002_HeyItsRiegert=Hey. It's Riegert at BlacJac. Due to poor field performance, I gotta terminate your contract with the company.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_003_ThisIsRiegert=This is Riegert. I hate to do this, but I have to cancel our contract with you. You just haven't been operating at the level we need our contractors to perform at. Sorry.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_004_RiegertHereWith=Riegert here with BlacJac. I'm pulling the job from you. You just aren't cutting it, performance-wise.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_005_ThisIsRiegert=This is Riegert over at BlacJac. Sorry, but I'm gonna have to cut you loose. You're just not delivering at the level we expect.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_001_YouThereIts=You there? It's Riegert with BlacJac. Just found out you pulled a CrimeStat. I know thing's get messy out there in the black, but we can't have wanted criminals working contracts with us, so I gotta cut you loose.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_002_ThisIsRiegert=This is Riegert with BlacJac. You can't be going around committing crimes while you're working for us. Do you have any idea how terrible that looks? I gotta cut you from your contract until you sort this out.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_003_ThisIsBlacjac=This is BlacJac Security. We're gonna need to pull your current contract from you. Our contractors can't have active CrimeStats, so my hands are tied.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_004_RiegertHereWith=Riegert here with BlacJac. I just learned you got pinged with a CrimeStat. I can't have an active operator that's also a wanted criminal, so I'm pulling your contract. Get it sorted and we can talk.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_005_RiegertFromBlacjac=Riegert from BlacJac calling. I don't know what the hell you think you're doing, but you can't be committing crimes while working for us. Go and sort this out and maybe we'll bring you back for another job.
PU_ACSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_001_HeyThisIs=Hey, this is Riegert with BlacJac. What the hell are you doing? You can't offload that shit there. We hired you to bring the contraband to us, not put it back in the market.
PU_ACSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_002_ThisIsBlacjac=This is BlacJac. Word is you just sold a bunch of seized contraband to a black market dealer. That was not part of the arrangement and now we gotta clean up your mess. You're off this contract. Effective immediately.
PU_ACSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_003_YeahThisIs=Yeah, this is Riegert from BlacJac. Have you lost your mind? You were supposed to transfer that contraband to one of our sites, not some rando scumbag. I'm cutting you out of the op.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_001_HeyItsRiegert=Hey, it's Riegert with BlacJac. Some idiot in charge screwed up some of the details of the mission you're on. Looks like we're gonna have to cancel the whole thing. Sorry for the screwup.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_002_ThisIsBlacjac=This is BlacJac Security. Due to some bullshit, we're gonna have to pull this job from you. Don't worry, it's not because of anything you did. Anyway, thanks and sorry.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_003_ThisIsRiegert=This is Riegert over at BlacJac. Got some bad news for you. We're gonna have to pull your contract. It's not your fault. I'm told it's some kind of administrative error on our side. Sorry.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_004_HeyThisIs=Hey, this is Riegert with BlacJac. I hate to do this, but I'm gonna have to pull your contract. It's not because of anything you did. Some crossed wires on our side. Or so I'm told. Anyway, sorry to jerk you around like that.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_005_ThisIsRiegert=This is Riegert at BlacJac. There's been a problem with your current contract and we're gonna have to cancel it. You didn't do anything wrong, so we'll see you on the next one. Sorry for the trouble.
PU_ACSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_001_ThisIsRiegert=This is Riegert with BlacJac. We?re cutting you loose. You're just not up to snuff for what we need to get done.
PU_ACSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_002_HeyRiegertHere=Hey. Riegert here. Just wanted to call and say that we're cancelling our contract with you. Sorry.
PU_ACSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_003_HeyThisIs=Hey, this is BlacJac Security. You haven't been delivering the kind of quality that we expect from our operators, so I'm gonna have to cancel this contract.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_001_RiegertHereJust=Riegert here. Just checking in, you're tracking really well on the contract. If we close this out quick enough, I can make happy hour, so keep it up.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_002_HeyItsRiegert=Hey, it's Riegert over at BlacJac. Helluva job on the mission so far. Still got a bit to go, so don't get too cocky. There are plenty of chances for things to go to hell.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_003_WhatsUpIts=What's up, it's Riegert. I'm bored as hell over here, so I figured I'd check in. You seem to be doing good, so yeah? not much to discuss I guess. Keep it up.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_004_ThisIsRiegert=This is Riegert with BlacJac. You're making good progress on the contract. Just wanted to give a shout and tell you to keep it up.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_005_HeyRiegertCalling=Hey, Riegert calling. Just checking in. Looking over your progress and we seem to be on track. So yeah, not really much to comment on. Just keep doing what you're doing.
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_001_WhatsUpIts=What's up. It's Riegert with BlacJac. Heard you got tuned up a bit. Anyway, mission's still a go, so get back out there.
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_002_ThisIsRiegert=This is Riegert calling from BlacJac. Glad to hear you're back on your feet. Let's get back out there and finish this contract off. Sound good?
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_003_ItsBlacjacCalling=It's BlacJac calling. Welcome back to the land of the living. Once you finish getting patched up, let's get back out there. We still got a job to do.
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_004_HeyItsRiegert=Hey. It's Riegert over at BlacJac. Whenever you feel good enough to get back out there, we still got a job to do.
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_005_HeyItsRiegert=Hey, it's Riegert calling from BlacJac. That was a close one, huh? Anyway, once you're up for it, I need you to get back out there and finish the contract.
PU_ACSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_001_ThisIsBlacJac=This is BlacJac. Just heard you made a drop at the security kiosk. Great job. Should be worth a nice chunk of creds.
PU_ACSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_002_HeyThisIs=Hey, this is Riegert. Just got word of your drop. Shame it's slated for the incinerator. Anyway, sent your payment.
PU_ACSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_003_RiegertHereSaw=Riegert here. Saw you made a drop at the kiosk. Approving the payment now.
PU_ACSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_ThisIsRiegert=This is Riegert with BlacJac. Looks like all the contraband's been destroyed. Great job.
PU_ACSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_HeyBlacjacSecurity=Hey. BlacJac Security calling. It's been confirmed that all the illegal packages have been destroyed. Thanks for your help.
PU_ACSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyItsRiegert=Hey, it's Riegert. All the contraband's been destroyed. Looks like the situation's been resolved for now. Thanks.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_001_RiegertHereDid=Riegert here. Did a good job on that mission. I'm completing your contract and sending your payment. Talk to you next time.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_002_HeyItsBlacjac=Hey, it's BlacJac Security. Congrats on completing that contract. Higher-ups over here are pretty pleased, so I'm sending along the credits.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_003_ItsRiegertOver=It's Riegert over at BlacJac. Everything seems to be in order, so I'm sending over your payment. Great job on this contract.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_004_WhatsGoingOn=What's going on. It's Riegert. Saw that you just closed out your contract. Great work. I'll see you get your creds. Thanks again.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_005_BlacjacSecurityCalling=BlacJac Security calling. Everything looks really solid on this last contract, so I think we're all good. I'll push your invoice through accounting and get you paid. Thanks for the hustle.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_001_HeyBlacjacCalling=Hey, BlacJac calling. What the hell are you doing? Get back on mission.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_002_HeyItsRiegert=Hey, it's Riegert. Looks like you're diverting from the mission parameters. I'm gonna need you to get back on track.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_003_ThisIsBlacjac=This is BlacJac Security. I'm gonna need you to get back on mission.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_004_ThisIsRiegert=This is Riegert with BlacJac, what are you doing? You know you're supposed to complete the contract in order to get paid, right? Do the job we hired you for.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_005_HeyItsBlacjac=Hey, it's BlacJac. Looks like you're breaking from the appropriate mission protocol. I'm gonna need you to get focused and get back on track, okay? Don't make me call you again.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_001_ThisIsRiegert=This is Riegert with BlacJac. I'm not going to tell you again to get back on mission. Do it. Now.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_002_HeyThisIs=Hey, this is Riegert again. I need you to get back on mission. Last chance.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_003_AllRightListen=All right, listen up. You need to finish the job we hired you to do. I'm not going to say it again.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_004_ThisIsYour=This is your final warning. Get back on task and finish the mission as described. I'm running out of patience.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_005_HeyStopScrewing=Hey. Stop screwing around and finish the job. This is your last chance.
PU_ADMIN1_SK_Busy_IG_001_ImALittle=I'm a little busy at the moment.
PU_ADMIN1_SK_Busy_IG_002_ItsNotA=It's not really a great time to talk.
PU_ADMIN1_SK_Busy_IG_003_SorryIKinda=Sorry, I kinda have to focus here.
PU_ADMIN1_SK_CallSecurity_High_IG_001_Security=Security!
PU_ADMIN1_SK_CallSecurity_High_IG_002_Help=Help!
PU_ADMIN1_SK_CallSecurity_High_IG_003_SomebodyHelpMe=Somebody, help me!
PU_ADMIN1_SK_CallSecurity_Low_IG_001_SecurityHiCould=Security? Oh hi, could you swing by?
PU_ADMIN1_SK_CallSecurity_Low_IG_002_HeyItsMe=Hey, it's me. Yeah, I've got something for you to take a look at.
PU_ADMIN1_SK_CallSecurity_Low_IG_003_SecurityYeahCan=Security. Yeah, can you swing by Admin when you get a chance? Okay, thanks.
PU_ADMIN1_SK_CalmDown_IG_001_TakeABreath=Take a breath and calm down.
PU_ADMIN1_SK_CalmDown_IG_002_ThinkForA=Think for a second. You don't want to do this.
PU_ADMIN1_SK_CalmDown_IG_003_YouNeedTo=You need to relax, okay?
PU_ADMIN1_SK_DeliveryConfiscated_IG_001_ImSorryBut=I'm sorry, but I'm going to need to seize this.
PU_ADMIN1_SK_DeliveryConfiscated_IG_002_ThisPackageIs=This package is clearly in violation of protocol.
PU_ADMIN1_SK_DeliveryConfiscated_IG_003_ImAfraidI=I'm afraid I can't let you keep this.
PU_ADMIN1_SK_DeliveryRejected_IG_001_ImReallySorry=I'm really sorry. I don't have this listed on the import manifest.
PU_ADMIN1_SK_DeliveryRejected_IG_002_NoIDont=No, I don't think that belongs here.
PU_ADMIN1_SK_DeliveryRejected_IG_003_ExcuseMeI=Excuse me, I think you've got the wrong place.
PU_ADMIN1_SK_DenyHelp_IG_001_SorryICant=Sorry, I can't help you.
PU_ADMIN1_SK_DenyHelp_IG_002_ImAfraidI=I'm afraid I don't know.
PU_ADMIN1_SK_DenyHelp_IG_003_YoudHaveTo=You'd have to ask someone else.
PU_ADMIN1_SK_DirectTerm_Cargo_IG_001_YouShouldGo=You should go check the cargo terminal.
PU_ADMIN1_SK_DirectTerm_Cargo_IG_002_CargoTerminalShould=Cargo terminal should sort you out.
PU_ADMIN1_SK_DirectTerm_Cargo_IG_003_IfYouNeed=If you need help with cargo, I'd suggest trying the terminal.
PU_ADMIN1_SK_DirectTerm_Vehicle_IG_001_AllVehicleRelatedIssues=All vehicle-related issues are handled by the terminal.
PU_ADMIN1_SK_DirectTerm_Vehicle_IG_002_IfYouNeed=If you need a vehicle, you should check out the ASOP terminal.
PU_ADMIN1_SK_DirectTerm_Vehicle_IG_003_SorryICant=Sorry, I can't help you. Have a look at the vehicle terminal.
PU_ADMIN1_SK_Farewell_IG_001_TakeCare=Take care.
PU_ADMIN1_SK_Farewell_IG_002_Bye=Bye.
PU_ADMIN1_SK_Farewell_IG_003_SeeYa=See ya.
PU_ADMIN1_SK_GetHits_IG_EX_001=<grunt>
PU_ADMIN1_SK_GetHits_IG_EX_002=<whimper, cough>
PU_ADMIN1_SK_GetHits_IG_EX_003=<grunt>
PU_ADMIN1_SK_GetHits_IG_EX_004=<grunt>
PU_ADMIN1_SK_GetHits_IG_EX_005=<grunt>
PU_ADMIN1_SK_GetHits_IG_EX_006=<grunt>
PU_ADMIN1_SK_GetHits_IG_EX_007=<grunt>
PU_ADMIN1_SK_GetHits_IG_EX_008=<grunt>
PU_ADMIN1_SK_GetHits_IG_EX_009=<grunt>
PU_ADMIN1_SK_GetHits_IG_EX_010=<grunt>
PU_ADMIN1_SK_GetHits_IG_EX_011=<grunt>
PU_ADMIN1_SK_Greeting_IG_001_Hi=Hi.
PU_ADMIN1_SK_Greeting_IG_002_Hey=Hey.
PU_ADMIN1_SK_Greeting_IG_003_HowsItGoing=How's it going?
PU_ADMIN1_SK_Greeting_IG_004_YouAlright=You alright?
PU_ADMIN1_SK_MoveOutOfWay_IG_001_ExcuseMe=Excuse me.
PU_ADMIN1_SK_MoveOutOfWay_IG_002_SorryCanI=Sorry, can I get past?
PU_ADMIN1_SK_MoveOutOfWay_IG_003_YouMind=You mind?
PU_ADMIN1_SK_OfferHelp_IG_001_CanIHelp=Can I help you?
PU_ADMIN1_SK_OfferHelp_IG_002_SomethingICan=Something I can help you with?
PU_ADMIN1_SK_OfferHelp_IG_003_WhatCanI=What can I do for you?
PU_ADMIN1_SK_PhysicalBump_IG_001_ExcuseMe=Ah, excuse me.
PU_ADMIN1_SK_PhysicalBump_IG_002_WhoaCarefulThere=Whoa, careful there.
PU_ADMIN1_SK_PhysicalBump_IG_003_OhMyFault=Oh, my fault.
PU_ADMIN1_SK_PickupDirections_IG_001_HereYouGo=Here you go. Enjoy.
PU_ADMIN1_SK_PickupDirections_IG_002_ThatsYours=That's yours.
PU_ADMIN1_SK_PickupDirections_IG_003_ThisOnesYours=This one's yours.
PU_ADMIN1_SK_PlayerActingStrange_IG_001_WhatAreYou=Uhh, what are you doing?
PU_ADMIN1_SK_PlayerActingStrange_IG_002_UmmHello=Umm... hello?
PU_ADMIN1_SK_PlayerActingStrange_IG_003_YouOkay=You okay?
PU_ADMIN1_SK_PlayerThreatensNPC_IG_001_WhatAreYou=What are you doing?!
PU_ADMIN1_SK_PlayerThreatensNPC_IG_002_Shit=Shit!
PU_ADMIN1_SK_PlayerThreatensNPC_IG_003_PleaseDont=No, please, don't!
PU_ADMIN1_SK_PlayerThrowsBoxAtNPC_IG_001_Whoa=Whoa!
PU_ADMIN1_SK_PlayerThrowsBoxAtNPC_IG_002_Hey=Hey!
PU_ADMIN1_SK_PlayerThrowsBoxAtNPC_IG_003_Shit=Shit!
PU_ADMIN1_SK_PlayerTrespassing_IG_001_SorryYouCant=Sorry, you can't be back here.
PU_ADMIN1_SK_PlayerTrespassing_IG_002_ThisIsA=This is a restricted area.
PU_ADMIN1_SK_PlayerTrespassing_IG_003_ImAfraidYoure=I'm afraid you're trespassing.
PU_ADMIN1_SK_RandomWorkComments_IG_001_AnotherDayIn=Another day in paradise, right?
PU_ADMIN1_SK_RandomWorkComments_IG_002_TheFunnyThing=The funny thing is it looks a lot more boring than it is.
PU_ADMIN1_SK_RandomWorkComments_IG_003_MightNotLook=You know, might not look like much, but we've had some pretty interesting breakthroughs here. You might be hearing about them real soon...
PU_ADMIN1_SK_RequestDeliveryRemoval_High_IG_001_ImSorryYoure=I'm sorry, you're going to have to take that away.
PU_ADMIN1_SK_RequestDeliveryRemoval_High_IG_002_LookIHate=Uh, I hate to be 'that guy,' but you can't leave that here.
PU_ADMIN1_SK_RequestDeliveryRemoval_High_IG_003_ImNotGoing=I'm not going to ask again, please remove that.
PU_ADMIN1_SK_RequestDeliveryRemoval_High_IG_003b_ImNotGoing=I'm not going to ask again, please remove that.
PU_ADMIN1_SK_RequestDeliveryRemoval_Low_IG_001_ImSorryYoure=I'm sorry, you're gonna have to take that away.
PU_ADMIN1_SK_RequestDeliveryRemoval_Low_IG_002_LookIHate=I hate to be 'that guy,' but you can't leave that here.
PU_ADMIN1_SK_RequestDeliveryRemoval_Low_IG_003_ImNotGoing=I'm not going to ask again, please remove that.
PU_ADMIN1_SK_RequestToLeave_IG_001_ImSorryBut=I'm sorry, but you have to leave.
PU_ADMIN1_SK_RequestToLeave_IG_002_HonestlyYouCant=Honestly, you can't be here right now.
PU_ADMIN1_SK_RequestToLeave_IG_003_YouGottaGo=You gotta go. Now.
PU_ADMIN1_SK_Thanks_Delivery_IG_001_ThanksForThe=Thanks for the delivery.
PU_ADMIN1_SK_Thanks_Delivery_IG_002_EverythingLooksGood=Everything looks good. Thanks.
PU_ADMIN1_SK_Thanks_Delivery_IG_003_IllCheckThat=I'll check that in. Thanks.
PU_ADMIN1_SK_Thanks_Repair_IG_001_ThanksForTaking=Thanks for taking care of that.
PU_ADMIN1_SK_Thanks_Repair_IG_002_ThatsGreatI=Ah, that's great. I never thought we'd get that fixed.
PU_ADMIN1_SK_Thanks_Repair_IG_003_OhYouFixed=Oh, you fixed it. That's awesome. Thanks.
PU_ADMIN2_SK_Busy_IG_001_SorryCantReally=Sorry, can't really talk right now.
PU_ADMIN2_SK_Busy_IG_002_ImPrettyBusy=I'm pretty busy right now.
PU_ADMIN2_SK_Busy_IG_003_DontReallyHave=Don't really have time to talk.
PU_ADMIN2_SK_Busy_IG_004_SorryImOn=Sorry, I'm on the clock right now.
PU_ADMIN2_SK_Busy_IG_005_GotABunch=Got a bunch of stuff to take care of so now's not a good time.
PU_ADMIN2_SK_CallSecurity_High_IG_001_Security=Security!
PU_ADMIN2_SK_CallSecurity_High_IG_002_HelpSecurity=Help! Security!
PU_ADMIN2_SK_CallSecurity_High_IG_003_INeedSecurity=I need security now!
PU_ADMIN2_SK_CallSecurity_Low_IG_001_SecurityGotA=Security, got a bit of a problem over here.
PU_ADMIN2_SK_CallSecurity_Low_IG_002_HeyINeed=Hey, yeah, I need securtiy to take a look at something.
PU_ADMIN2_SK_CallSecurity_Low_IG_003_HeySecurityGot=Hey Security. I've got a situation I could use a hand with.
PU_ADMIN2_SK_CalmDown_IG_001_ImGonnaNeed=Now I'm gonna need you to calm down.
PU_ADMIN2_SK_CalmDown_IG_002_YouSeemLike=You seem like you're getting agitated. Maybe, take a second and breathe.
PU_ADMIN2_SK_CalmDown_IG_003_YouNeedTo=You need to relax and think about what you're doing.
PU_ADMIN2_SK_DeliveryConfiscated_IG_001_YouCantBring=You can't bring this sort of stuff in here.
PU_ADMIN2_SK_DeliveryConfiscated_IG_002_WhatTheHell=What the hell are you thinking bring this in here? Do you know how many laws you're violating?
PU_ADMIN2_SK_DeliveryConfiscated_IG_003_LookIHate=Look, I hate to do it, but I'm gonna have to confiscate this.
PU_ADMIN2_SK_DeliveryRejected_IG_001_SorryThisIsnt=Sorry, this isn't one of ours.
PU_ADMIN2_SK_DeliveryRejected_IG_002_IThinkTheres=Uh, think there's been a mistake. This delivery isn't for here.
PU_ADMIN2_SK_DeliveryRejected_IG_003_UhOhLooks=Uh oh, looks like this shipment is for someone else.
PU_ADMIN2_SK_DenyHelp_IG_001_ImNotReally=I'm not really the one you should be asking.
PU_ADMIN2_SK_DenyHelp_IG_002_YoureGoingTo=You're going have to find someone else to help you.
PU_ADMIN2_SK_DenyHelp_IG_003_ThatIsntMy=That isn't my department. Good luck though.
PU_ADMIN2_SK_DirectTerm_Cargo_IG_001_TheresACargo=There's a cargo terminal over there that should sort you out.
PU_ADMIN2_SK_DirectTerm_Cargo_IG_002_ForAnythingCargo=For anything cargo related, the terminal's your best bet.
PU_ADMIN2_SK_DirectTerm_Cargo_IG_003_IfYoureHere=If you're here for cargo, that terminal over there is what you want.
PU_ADMIN2_SK_DirectTerm_Vehicle_IG_001_IfYoureLooking=If you're looking for the vehicle terminal, it's right over there.
PU_ADMIN2_SK_DirectTerm_Vehicle_IG_002_IfYouNeed=If you need the vehicle terminal, there's one that way that you can use.
PU_ADMIN2_SK_DirectTerm_Vehicle_IG_003_OhVehicleStuff=Oh, vehicle stuff? You can use the terminal there.
PU_ADMIN2_SK_Farewell_IG_001_AllRightSee=All right, see you later.
PU_ADMIN2_SK_Farewell_IG_002_GoodToSee=Good to see you.
PU_ADMIN2_SK_Farewell_IG_003_IllSeeYou=See you around.
PU_ADMIN2_SK_Farewell_IG_003b_IllSeeYou=See you around.
PU_ADMIN2_SK_Farewell_IG_004_Later=Later.
PU_ADMIN2_SK_Farewell_IG_005_HaveAGood=Have a good one.
PU_ADMIN2_SK_GetHits_IG_EX_001=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_002=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_003=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_004=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_005=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_006=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_007=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_008_Fuck=Fuck!
PU_ADMIN2_SK_GetHits_IG_EX_009_Cunt=Cunt!
PU_ADMIN2_SK_GetHits_IG_EX_010_Bastard=Bastard!
PU_ADMIN2_SK_GetHits_IG_EX_011=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_012=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_013=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_014=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_015=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_016=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_017=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_018=<Grunt>
PU_ADMIN2_SK_GetHits_IG_EX_019=<Grunt>
PU_ADMIN2_SK_Greeting_IG_001_Hey=Hey.
PU_ADMIN2_SK_Greeting_IG_002_HowsItGoing=How's it going?
PU_ADMIN2_SK_Greeting_IG_003_YouAlright=You all right?
PU_ADMIN2_SK_Greeting_IG_004_HeyThere=Hey there.
PU_ADMIN2_SK_Greeting_IG_005_EverythingGood=Everything good?
PU_ADMIN2_SK_MoveOutOfWay_IG_001_ExcuseMe=Excuse me.
PU_ADMIN2_SK_MoveOutOfWay_IG_002_INeedTo=I need to get by.
PU_ADMIN2_SK_MoveOutOfWay_IG_003_YoureInThe=You're in the way.
PU_ADMIN2_SK_OfferHelp_IG_001_YouNeedHelp=You need help with something?
PU_ADMIN2_SK_OfferHelp_IG_002_IsThereSomething=Is there something you need?
PU_ADMIN2_SK_OfferHelp_IG_003_AnythingICan=Anything that can help you with?
PU_ADMIN2_SK_PhysicalBump_IG_001_Easy=Easy.
PU_ADMIN2_SK_PhysicalBump_IG_002_Careful=Careful.
PU_ADMIN2_SK_PhysicalBump_IG_003_ExcuseMe=Excuse me.
PU_ADMIN2_SK_PickupDirections_IG_001_HereYouGo=Here you go.
PU_ADMIN2_SK_PickupDirections_IG_002_ThisOnesFor=This one's for you.
PU_ADMIN2_SK_PickupDirections_IG_003_LooksLikeThis=It looks like this is the one you're supposed to take.
PU_ADMIN2_SK_PlayerActingStrange_IG_001_AreYouFeeling=Um, are you feeling okay?
PU_ADMIN2_SK_PlayerActingStrange_IG_002_SomethingWrongYoure=Something wrong? You're acting kinda strange.
PU_ADMIN2_SK_PlayerActingStrange_IG_003_ImNotSure=I'm not sure what you're trying to do...
PU_ADMIN2_SK_PlayerActingStrange_IG_004_EverythingAlright=Is everything alright?
PU_ADMIN2_SK_PlayerActingStrange_IG_005_YoureStartingTo=You're starting to weird me out.
PU_ADMIN2_SK_PlayerThreatensNPC_IG_001_WhatTheHell=What the hell is your problem?
PU_ADMIN2_SK_PlayerThreatensNPC_IG_002_WoahWoah=Woah. Woah.
PU_ADMIN2_SK_PlayerThreatensNPC_IG_003_HeyNoNeed=Hey! No need for that!
PU_ADMIN2_SK_PlayerThrowsBoxAtNPC_IG_001_WoahYouCrazy=Woah! Are you crazy?
PU_ADMIN2_SK_PlayerThrowsBoxAtNPC_IG_002_HeyYouTrying=Hey! You trying to kill me?
PU_ADMIN2_SK_PlayerThrowsBoxAtNPC_IG_003_GeezWhatThe=Geez! What the hell was that for.
PU_ADMIN2_SK_PlayerTrespassing_IG_001_DontThinkYoure=Don't think you're supposed to be back here.
PU_ADMIN2_SK_PlayerTrespassing_IG_002_ExcuseMeThis=Excuse me, this area is for personnel only.
PU_ADMIN2_SK_PlayerTrespassing_IG_003_ThisAreasOff=This area's off limit.
PU_ADMIN2_SK_RandomWorkComments_IG_001_YeahIveBeen=Yeah I've been good. Heard from my boy. God knows where they have him deployed these days, but he had a lot to say...
PU_ADMIN2_SK_RandomWorkComments_IG_001b_ItsBeenGood=It's been good. Heard from my boy. God knows where they have him deployed these days, but Eugene certainly had a lot to say...
PU_ADMIN2_SK_RandomWorkComments_IG_002_NotToComplain=Not to complain, but sometimes I think I'd rather be doing anything else than this job.
PU_ADMIN2_SK_RandomWorkComments_IG_003_YouShouldHave=You should have seen how busy it was in here last week. Couldn't even take a break.
PU_ADMIN2_SK_RandomWorkComments_IG_004_TodaysBeenPretty=Today's been pretty good so far. Can't really complain.
PU_ADMIN2_SK_RandomWorkComments_IG_005_IReallyNeed=I really need to start being more careful with my back. Not sure if I slept on it wrong, or if I lifted something, but it's just been bugging me like crazy.
PU_ADMIN2_SK_RequestDeliveryRemoval_High_IG_001_HeyYouCant=Hey, can't leave this here.
PU_ADMIN2_SK_RequestDeliveryRemoval_High_IG_002_YouNeedTo=You need to take this with you.
PU_ADMIN2_SK_RequestDeliveryRemoval_High_IG_003_WhatImSupposed=What am I supposed to do with this?
PU_ADMIN2_SK_RequestDeliveryRemoval_Low_IG_001_HeyYouCant=Hey, you can't leave this here.
PU_ADMIN2_SK_RequestDeliveryRemoval_Low_IG_002_YouNeedTo=You need to take this with you.
PU_ADMIN2_SK_RequestDeliveryRemoval_Low_IG_003_WhatImSupposed=Well, what am I supposed to do with this?
PU_ADMIN2_SK_RequestToLeave_IG_001_ThatsItYou=That's it, you've got to leave.
PU_ADMIN2_SK_RequestToLeave_IG_002_EnoughYouNeed=Enough. You need to leave right now.
PU_ADMIN2_SK_RequestToLeave_IG_003_NoICant=No, no, I can't take anymore of this crap. You've gotta go right now.
PU_ADMIN2_SK_Thanks_Delivery_IG_001_AppreciateTheDelivery=Appreciate the delivery.
PU_ADMIN2_SK_Thanks_Delivery_IG_002_ThanksForThe=Thanks for the drop off.
PU_ADMIN2_SK_Thanks_Delivery_IG_003_IllMarkDown=I'll mark down that we got the shipment.
PU_ADMIN2_SK_Thanks_Repair_IG_001_GoodWorkOn=Good work on the repair.
PU_ADMIN2_SK_Thanks_Repair_IG_002_EverythingSeemsTo=Everything seems to be running now. Thanks.
PU_ADMIN2_SK_Thanks_Repair_IG_003_ThanksForThe=Thanks for the repair.
PU_ADMIN3_SK_Busy_IG_001_ImInThe=I'm in the middle of something.
PU_ADMIN3_SK_Busy_IG_002_ThisIsntThe=This isn't the time.
PU_ADMIN3_SK_Busy_IG_003_ICantTalk=I can't talk right now.
PU_ADMIN3_SK_Busy_IG_003b_ICantTalk=I can't talk right now.
PU_ADMIN3_SK_Busy_IG_004_ImBusy=I'm busy.
PU_ADMIN3_SK_Busy_IG_005_ComeBackLater=Come back later.
PU_ADMIN3_SK_CallSecurity_High_IG_001_Security=Security!
PU_ADMIN3_SK_CallSecurity_High_IG_002_INeedSecurity=I need security. Now.
PU_ADMIN3_SK_CallSecurity_High_IG_003_NeedSomeBackup=Need some backup.
PU_ADMIN3_SK_CallSecurity_Low_IG_001_INeedSecurity=I need security over to Admin.
PU_ADMIN3_SK_CallSecurity_Low_IG_002_SecurityItsMe=Security? It's me. Got something for you.
PU_ADMIN3_SK_CallSecurity_Low_IG_003_SecurityComeBy=Security? Come by Admin when you can.
PU_ADMIN3_SK_CalmDown_IG_001_YouNeedTo=You need to relax.
PU_ADMIN3_SK_CalmDown_IG_002_CalmTheHell=Calm the hell down.
PU_ADMIN3_SK_CalmDown_IG_003_YouBetterCheck=You better check yourself.
PU_ADMIN3_SK_DeliveryConfiscated_IG_001_ImGoingTo=I'm going to need to confiscate this.
PU_ADMIN3_SK_DeliveryConfiscated_IG_002_ThisDelivery=This delivery is in violation of UEE law.
PU_ADMIN3_SK_DeliveryConfiscated_IG_003_IllNeedTo=I'll need to hold onto this.
PU_ADMIN3_SK_DeliveryRejected_IG_001_IDontHave=I don't have this on my delivery list.
PU_ADMIN3_SK_DeliveryRejected_IG_002_ICantAccept=I can't accept this delivery.
PU_ADMIN3_SK_DeliveryRejected_IG_003_IDontKnow=I don't know what that is.
PU_ADMIN3_SK_DenyHelp_IG_001_ICantHelp=I can't help you.
PU_ADMIN3_SK_DenyHelp_IG_002_YouGotThe=You got the wrong person.
PU_ADMIN3_SK_DenyHelp_IG_003_IThinkYoure=I think you're confused.
PU_ADMIN3_SK_DirectTerm_Cargo_IG_001_YoureLookingFor=You're looking for the Cargo Terminal. It's over there.
PU_ADMIN3_SK_DirectTerm_Cargo_IG_002_TryTheCargo=Try the Cargo Terminal.
PU_ADMIN3_SK_DirectTerm_Cargo_IG_003_CheckTheCargo=Check the Cargo Terminal. That should sort you out.
PU_ADMIN3_SK_DirectTerm_Vehicle_IG_001_TryTheVehicle=Try the Vehicle Terminal.
PU_ADMIN3_SK_DirectTerm_Vehicle_IG_002_YoureLooking=You're looking for the Vehicle Terminal.
PU_ADMIN3_SK_DirectTerm_Vehicle_IG_003_TheVehicleTerminal=The Vehicle Terminal should handle that.
PU_ADMIN3_SK_Farewell_IG_001_Bye=Bye.
PU_ADMIN3_SK_Farewell_IG_002_ThatsAll=That's all.
PU_ADMIN3_SK_Farewell_IG_003_WereDoneHere=We're done here.
PU_ADMIN3_SK_GetHits_IG_EX_001=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_002=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_003=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_004=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_005=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_006=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_007=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_008=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_009=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_010=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_011=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_012=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_013=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_014=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_015=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_016=<Grunt>
PU_ADMIN3_SK_GetHits_IG_EX_017=<Grunt>
PU_ADMIN3_SK_Greeting_IG_001_Hello=Hello.
PU_ADMIN3_SK_Greeting_IG_002_Welcome=Welcome.
PU_ADMIN3_SK_Greeting_IG_003_Hi=Hi.
PU_ADMIN3_SK_Greeting_IG_004_Hey=Hey.
PU_ADMIN3_SK_MoveOutOfWay_IG_001_Move=Move.
PU_ADMIN3_SK_MoveOutOfWay_IG_002_OutOfThe=Out of the way.
PU_ADMIN3_SK_MoveOutOfWay_IG_003=<Clears throat>
PU_ADMIN3_SK_OfferHelp_IG_001_SomethingICan=Something I can help you with?
PU_ADMIN3_SK_OfferHelp_IG_002_WhatCanI=What can I do for you?
PU_ADMIN3_SK_OfferHelp_IG_003_NeedSomething=Need something?
PU_ADMIN3_SK_PhysicalBump_IG_001_HeyWatchIt=Hey. Watch it.
PU_ADMIN3_SK_PhysicalBump_IG_002_LookWhereYoure=Look where you're going.
PU_ADMIN3_SK_PhysicalBump_IG_003_YouMind=You mind?
PU_ADMIN3_SK_PickupDirections_IG_001_ThereYouGo=There you go.
PU_ADMIN3_SK_PickupDirections_IG_002_ThatsYours=That's yours.
PU_ADMIN3_SK_PickupDirections_IG_003_GoOnTake=Go on. Take it.
PU_ADMIN3_SK_PlayerActingStrange_IG_001_AhOkay=Okay...
PU_ADMIN3_SK_PlayerActingStrange_IG_002_Right=Right...
PU_ADMIN3_SK_PlayerActingStrange_IG_003_AhIDont=Uh, I don't know what that is.
PU_ADMIN3_SK_PlayerActingStrange_IG_004_WhatsGoingOn=What's going on?
PU_ADMIN3_SK_PlayerActingStrange_IG_005_WhatIsWrong=What is wrong with you?
PU_ADMIN3_SK_PlayerThreatensNPC_IG_001_WhatYouThink=What do you think you're doing?
PU_ADMIN3_SK_PlayerThreatensNPC_IG_002_PutThatAway=Put that away.
PU_ADMIN3_SK_PlayerThreatensNPC_IG_003_ThinkVeryCarefully=Think very carefully about what you're doing.
PU_ADMIN3_SK_PlayerThrowsBoxAtNPC_IG_001_WhatThe=Hey, what the-
PU_ADMIN3_SK_PlayerThrowsBoxAtNPC_IG_002_WhatsYourProblem=What's your problem?
PU_ADMIN3_SK_PlayerThrowsBoxAtNPC_IG_003_WhatTheHell=What the hell?
PU_ADMIN3_SK_PlayerTrespassing_IG_001_GetOutOf=Get out of here.
PU_ADMIN3_SK_PlayerTrespassing_IG_002_YoureInA=You're in a restricted area.
PU_ADMIN3_SK_PlayerTrespassing_IG_003_YouArentSupposed=You aren't supposed to be here.
PU_ADMIN3_SK_RandomWorkComments_IG_001_IDontKnow=I don't know. Same as any other day, I guess.
PU_ADMIN3_SK_RandomWorkComments_IG_002_ItsFineIts=It's fine. It's not like this is a really exciting job or anything. They ain't making spectrum shows about what I do.
PU_ADMIN3_SK_RandomWorkComments_IG_003_ImOkayJust=I'm okay. Just working...
PU_ADMIN3_SK_RandomWorkComments_IG_004_YeahFine=Yeah, fine.
PU_ADMIN3_SK_RandomWorkComments_IG_005_YouKnowLiving=You know, living the dream.
PU_ADMIN3_SK_RequestDeliveryRemoval_High_IG_002_HeyTakeYour=Hey. Take your shit.
PU_ADMIN3_SK_RequestDeliveryRemoval_High_IG_003_INeedThis=Hey. I need this gone. Now.
PU_ADMIN3_SK_RequestDeliveryRemoval_Low_IG_001_ImNotGoing=I'm not going to tell you again.
PU_ADMIN3_SK_RequestDeliveryRemoval_Low_IG_002_HeyTakeYour=Hey. Take your shit.
PU_ADMIN3_SK_RequestDeliveryRemoval_Low_IG_003_INeedThis=I need this gone. Now.
PU_ADMIN3_SK_RequestToLeave_IG_001_GetOutOfHere=Get out of here.
PU_ADMIN3_SK_RequestToLeave_IG_002_LeaveNow=Leave. Now.
PU_ADMIN3_SK_RequestToLeave_IG_003_GetTheHell=Get the hell out of here.
PU_ADMIN3_SK_Thanks_Delivery_IG_001_IllSeeThis=I'll see this gets where it's going.
PU_ADMIN3_SK_Thanks_Delivery_IG_002_EverythingLooksGood=Everything looks good.
PU_ADMIN3_SK_Thanks_Delivery_IG_003_CheckedInThanks=Checked in. Thanks.
PU_ADMIN3_SK_Thanks_Repair_IG_001_GladWeGot=Glad we got that fixed.
PU_ADMIN3_SK_Thanks_Repair_IG_002_AppreciateTheRepair=Appreciate the repair job. Thing's been bugging me all week.
PU_ADMIN3_SK_Thanks_Repair_IG_003_IsItFixed=Is it fixed? Good.
PU_ADMIN4_SK_Busy_IG_001_SorryImNot=Sorry, I'm not supposed to have a break yet.
PU_ADMIN4_SK_Busy_IG_002_IAmCrazy=I am crazy busy.
PU_ADMIN4_SK_Busy_IG_003_DontHaveTime=Don't have time to talk right now.
PU_ADMIN4_SK_Busy_IG_004_IHaveA=I have a tight deadline I'm dealing with, so if you'll excuse me...
PU_ADMIN4_SK_Busy_IG_005_YouWouldNot=You would not believe the day I'm having. Super busy.
PU_ADMIN4_SK_CallSecurity_High_IG_001_Security=Security!
PU_ADMIN4_SK_CallSecurity_High_IG_002_HelpSecurity=Help! Security!
PU_ADMIN4_SK_CallSecurity_High_IG_003_INeedSecurity=I need security now!
PU_ADMIN4_SK_CallSecurity_Low_IG_001_SecurityComeBy=Security? Come by when you can.
PU_ADMIN4_SK_CallSecurity_Low_IG_002_SecurityToAdmin=Security to Admin. Thanks.
PU_ADMIN4_SK_CallSecurity_Low_IG_003_SecurityWheneverYou=Security, whenever you can, I need you to check something out.
PU_ADMIN4_SK_CalmDown_IG_001_WhoahEasyEasy=Woah, woah. Easy. Easy. Just relax.
PU_ADMIN4_SK_CalmDown_IG_002_LookJustCalm=Look. Just calm down. Everything's fine.
PU_ADMIN4_SK_CalmDown_IG_003_HeyItsOkay=Hey, it's okay. Deep breathes. Nice and easy.
PU_ADMIN4_SK_DeliveryConfiscated_IG_001_WhatWereYou=What you thinking bring this here? Totally not allowed.
PU_ADMIN4_SK_DeliveryConfiscated_IG_002_YouKnowThis=You know this stuff is illegal, right? I have to confiscate it.
PU_ADMIN4_SK_DeliveryConfiscated_IG_003_SorryToTell=Sorry to tell you this, but I have to confiscate this package.
PU_ADMIN4_SK_DeliveryRejected_IG_001_ImPrettySure=I'm pretty sure that's not supposed to go there.
PU_ADMIN4_SK_DeliveryRejected_IG_002_IThinkYou=I think you got the wrong delivery address.
PU_ADMIN4_SK_DeliveryRejected_IG_003_NotSureWhat=Not sure what went wrong, but that shipment's not for us.
PU_ADMIN4_SK_DenyHelp_IG_001_WishICould=I wish I could help you, but I can't. Sorry.
PU_ADMIN4_SK_DenyHelp_IG_002_ImNotReally=I'm not really supposed to deal with this kind of stuff.
PU_ADMIN4_SK_DenyHelp_IG_003_IfYouNeed=If you need help, I'm not the one to ask.
PU_ADMIN4_SK_DirectTerm_Cargo_IG_001_TheCargoTerminal=The cargo terminal over there is probably what you're looking for.
PU_ADMIN4_SK_DirectTerm_Cargo_IG_002_ForCargoStuff=For cargo stuff, try that terminal.
PU_ADMIN4_SK_DirectTerm_Cargo_IG_003_CargoItsThat=Cargo? It's that terminal over there.
PU_ADMIN4_SK_DirectTerm_Vehicle_IG_001_TheVehicleTerminal=The vehicle terminal is right that way. You're welcome to use it.
PU_ADMIN4_SK_DirectTerm_Vehicle_IG_002_IfYouNeed=If you need a vehicle terminal, you can use the one over there.
PU_ADMIN4_SK_DirectTerm_Vehicle_IG_003_ForVehicleStuff=For vehicle stuff, try accessing the terminal right over there.
PU_ADMIN4_SK_Farewell_IG_001_HaveAGood=Have a good one.
PU_ADMIN4_SK_Farewell_IG_002_Later=Later.
PU_ADMIN4_SK_Farewell_IG_003_ShouldBeAll=Should be all set.
PU_ADMIN4_SK_Farewell_IG_004_SeeYouAround=See you around.
PU_ADMIN4_SK_Farewell_IG_005_AllRightSee=All right, yeah. See you later.
PU_ADMIN4_SK_GetHits_IG_EX_001=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_002=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_003=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_004=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_005=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_006=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_007=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_008=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_009=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_010=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_011=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_012=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_013=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_014=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_015=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_016=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_017=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_018=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_019=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_020=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_021=<Grunt>
PU_ADMIN4_SK_GetHits_IG_EX_022=<Grunt>
PU_ADMIN4_SK_Greeting_IG_001_Hey=Hey.
PU_ADMIN4_SK_Greeting_IG_002_HowsItGoing=How's it going?
PU_ADMIN4_SK_Greeting_IG_003_YouAllRight=You all right?
PU_ADMIN4_SK_Greeting_IG_004_HeyThere=Hey there.
PU_ADMIN4_SK_Greeting_IG_005_EverythingGood=Everything good?
PU_ADMIN4_SK_MoveOutOfWay_IG_001_PardonMe=Pardon me.
PU_ADMIN4_SK_MoveOutOfWay_IG_002_CouldYouMove=Could you move?
PU_ADMIN4_SK_MoveOutOfWay_IG_003_HotStuffComing=Hot stuff, coming through.
PU_ADMIN4_SK_OfferHelp_IG_001_YouNeedHelp=You need help with something?
PU_ADMIN4_SK_OfferHelp_IG_002_IsThereSomething=Is there something you need?
PU_ADMIN4_SK_OfferHelp_IG_003_AnythingThatYou=Anything you need help with?
PU_ADMIN4_SK_PhysicalBump_IG_001_WalkMuch=Walk much?
PU_ADMIN4_SK_PhysicalBump_IG_002_PayAttention=Pay attention.
PU_ADMIN4_SK_PhysicalBump_IG_003_WhoaHey=Woah! Hey.
PU_ADMIN4_SK_PickupDirections_IG_001_ThisIsFor=This is for you.
PU_ADMIN4_SK_PickupDirections_IG_002_HereYouGo=Here you go. All yours.
PU_ADMIN4_SK_PickupDirections_IG_003_AlrightHeresYour=Alright. Here's your pick up.
PU_ADMIN4_SK_PlayerActingStrange_IG_001_AhSoYoure=Ah... so you're one of those kinds of people.
PU_ADMIN4_SK_PlayerActingStrange_IG_002_WhyDoThe=Why do the weird ones always find me?
PU_ADMIN4_SK_PlayerActingStrange_IG_003_OkayThen=Okay then...
PU_ADMIN4_SK_PlayerActingStrange_IG_004_AreYouFeeling=Are you feeling alright?
PU_ADMIN4_SK_PlayerActingStrange_IG_005_YeahIDont=Yup... I don't really know what you're trying to do there.
PU_ADMIN4_SK_PlayerThreatensNPC_IG_001_TheresNoNeed=There's no need for that.
PU_ADMIN4_SK_PlayerThreatensNPC_IG_002_IDontWant=I don't want any trouble.
PU_ADMIN4_SK_PlayerThreatensNPC_IG_003_WhatCrawledUp=What crawled up your butt?
PU_ADMIN4_SK_PlayerThrowsBoxAtNPC_IG_001_HeyWhatsYour=Hey! What's your problem?
PU_ADMIN4_SK_PlayerThrowsBoxAtNPC_IG_002_WhatDidI=What did I do to deserve that?
PU_ADMIN4_SK_PlayerThrowsBoxAtNPC_IG_003_YouCouldOf=You could of really hurt me with that.
PU_ADMIN4_SK_PlayerTrespassing_IG_001_IDontThink=I don't think you're supposed to be back here.
PU_ADMIN4_SK_PlayerTrespassing_IG_002_YouLostThis=You lost? This area's for employees only.
PU_ADMIN4_SK_PlayerTrespassing_IG_003_ThisAreasOff=This area's off limits.
PU_ADMIN4_SK_RandomWorkComments_IG_001_WhenIFirst=When I first took this job I thought it would be... well let's just say this isn't what I expected.
PU_ADMIN4_SK_RandomWorkComments_IG_002_ThereIsOne=There is one great part about this job. Usually people don't try to bother me.
PU_ADMIN4_SK_RandomWorkComments_IG_003_ICannotWait=I cannot wait for this shift to be over.
PU_ADMIN4_SK_RandomWorkComments_IG_004_SometimesItCan=Sometimes it can get a bit lonely out here, but for the most part I like the quiet.
PU_ADMIN4_SK_RandomWorkComments_IG_005_ManSomethingAt=Oh man, something at lunch did not agree with me at all.
PU_ADMIN4_SK_RequestDeliveryRemoval_High_IG_001_HeyYouCant=Hey, you can't leave that here.
PU_ADMIN4_SK_RequestDeliveryRemoval_High_IG_002_YouNeedTo=You need to take that with you.
PU_ADMIN4_SK_RequestDeliveryRemoval_High_IG_003_HeyYoureForgetting=Hey. You're forgetting something.
PU_ADMIN4_SK_RequestDeliveryRemoval_Low_IG_001_HeyYouCant=Hey, you can't leave that here.
PU_ADMIN4_SK_RequestDeliveryRemoval_Low_IG_002_YouNeedTo=You need to take that with you.
PU_ADMIN4_SK_RequestDeliveryRemoval_Low_IG_003_HeyYoureForgetting=Hey. You're forgetting something.
PU_ADMIN4_SK_RequestToLeave_IG_001_IThinkYou=I think you should go.
PU_ADMIN4_SK_RequestToLeave_IG_002_INeedYou=I need you to leave the premises.
PU_ADMIN4_SK_RequestToLeave_IG_003_OkayINeed=Okay, you need to get of here, right now.
PU_ADMIN4_SK_Thanks_Delivery_IG_001_WellTakeIt=We'll take it from here. Thanks.
PU_ADMIN4_SK_Thanks_Delivery_IG_002_AllSetOn=All set on the delivery. You're good.
PU_ADMIN4_SK_Thanks_Delivery_IG_003_EverythingChecksOut=Everything checks out. Thanks.
PU_ADMIN4_SK_Thanks_Repair_IG_001_RepairLooksGood=Repair looks good.
PU_ADMIN4_SK_Thanks_Repair_IG_002_SystemsAllUp=System's all up and running. Thanks.
PU_ADMIN4_SK_Thanks_Repair_IG_003_ItsGreatTo=It's great to have everything fixed and working again.
PU_ADMIN5_M_SK_Convo_ConsultTerm_IG_001_NowLetsSee=Now, let's see what we've got.
PU_ADMIN5_M_SK_Convo_ConsultTerm_IG_002_IllJustGive=I'll just give it a quick check.
PU_ADMIN5_M_SK_Convo_ConsultTerm_IG_003_AlrightLetsSee=Alright, let's see what the system says.
PU_ADMIN5_M_SK_Convo_EncourageJobOffer_IG_001_AreYouGoing=Are you going to take it? Or do you not want it anymore?
PU_ADMIN5_M_SK_Convo_EncourageJobOffer_IG_002_ImGettingThe=I'm getting the sense that you don't want this delivery.
PU_ADMIN5_M_SK_Convo_EncourageJobOffer_IG_003_SoDoesThis=So, does this mean you don't want to do the delivery?
PU_ADMIN5_M_SK_Convo_EncouragePlaceDelivery_IG_001_MaybeYouDidnt=Maybe you didn't hear me. Right there is good.
PU_ADMIN5_M_SK_Convo_EncouragePlaceDelivery_IG_002_SeriouslyYouCan=Seriously. You can just place it there. It's fine.
PU_ADMIN5_M_SK_Convo_EncouragePlaceDelivery_IG_003_ImNotGonna=I'm not gonna be able to process it till you put it down.
PU_ADMIN5_M_SK_Convo_HandOver_IG_001_OkayYeahI=Okay, yeah. I can take care of that for you.
PU_ADMIN5_M_SK_Convo_HandOver_IG_002_ThenLetsGet=Then let's get you sorted.
PU_ADMIN5_M_SK_Convo_HandOver_IG_003_LetsSeeWhat=Let's see what you brought.
PU_ADMIN5_M_SK_Convo_Interrupt_IG_001_UhIsSomething=Uh, is something wrong?
PU_ADMIN5_M_SK_Convo_Interrupt_IG_002_WhatWhatHappened=What? What happened?
PU_ADMIN5_M_SK_Convo_Interrupt_IG_003_NevermindThen=Nevermind then...
PU_ADMIN5_M_SK_Convo_PlaceDelivery_IG_001_OkaySureYou=Okay, sure. You can put it down there.
PU_ADMIN5_M_SK_Convo_PlaceDelivery_IG_002_YouCameTo=You came to the right person. Just set it down here.
PU_ADMIN5_M_SK_Convo_PlaceDelivery_IG_003_GreatPlaceIt=Great. Place it over there for me?
PU_ADMIN5_M_SK_Convo_Thanks_Comply_IG_001_Perfect=Perfect.
PU_ADMIN5_M_SK_Convo_Thanks_Comply_IG_002_ThatWorks=That works.
PU_ADMIN5_M_SK_Convo_Thanks_Comply_IG_003_YeahThatsGood=Yeah, that's good.
PU_ADMIN5_M_SK_Convo_TimeoutJobOffer_IG_001_FineIllJust=Fine. I'll just make a note that you didn't want it.
PU_ADMIN5_M_SK_Convo_TimeoutJobOffer_IG_002_WhyDontWe=Why don't we just forget the whole thing.
PU_ADMIN5_M_SK_Convo_TimeoutJobOffer_IG_003_OhSureWaste=Oh sure, waste all our time. Nothing wrong about that.
PU_ADMIN5_M_SK_Convo_TimeoutPlaceDelivery_IG_001_YouKnowWhat=You know what? Why don't you let me know when you're ready.
PU_ADMIN5_M_SK_Convo_TimeoutPlaceDelivery_IG_002_OkayNotA=Okay... not a delivery I guess.
PU_ADMIN5_M_SK_Convo_TimeoutPlaceDelivery_IG_003_WellLetMe=Well, let me know when you figure out what you're doing.
PU_ADMIN5_M_SK_General_DeathThroes_Scream_IG_EX_001=< Scream >
PU_ADMIN5_M_SK_General_DeathThroes_Scream_IG_EX_002=< Scream >
PU_ADMIN5_M_SK_General_DeathThroes_Scream_IG_EX_003=< Scream >
PU_ADMIN5_M_SK_General_DeathThroes_Scream_IG_EX_004=< Scream >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_001=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_002=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_003=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_004=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_005=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_006=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_007=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_008=< Grunt >
PU_ADMIN5_M_SK_General_Effort_Drop_Light_IG_EX_001=< light grunt >
PU_ADMIN5_M_SK_General_Effort_Drop_Light_IG_EX_002=< light grunt >
PU_ADMIN5_M_SK_General_Effort_Lift_Light_IG_EX_001=< light grunt >
PU_ADMIN5_M_SK_General_Effort_Lift_Light_IG_EX_002=< light grunt >
PU_ADMIN5_M_SK_General_Effort_Lift_Light_IG_EX_003=< light grunt >
PU_ADMIN5_M_SK_General_Effort_Lift_Light_IG_EX_004=< light grunt >
PU_ADMIN5_M_SK_General_Idles_AudioFidget_IG_EX_001=< Cough >
PU_ADMIN5_M_SK_General_Idles_AudioFidget_IG_EX_002=< Throat clear >
PU_ADMIN5_M_SK_General_Idles_AudioFidget_IG_EX_003=< Throat clear >
PU_ADMIN5_M_SK_General_Idles_AudioFidget_IG_EX_004=< Throat clear >
PU_ADMIN5_M_SK_General_Idles_AudioFidget_IG_EX_005=< Sigh >
PU_ADMIN5_M_SK_General_Idles_AudioFidget_IG_EX_006=< Throat clear >
PU_ADMIN5_M_SK_General_Idles_CheckMobi_IG_EX_002=< Figdet >
PU_ADMIN5_M_SK_General_Idles_CleanDesk_IG_EX_001=< Figdet >
PU_ADMIN5_M_SK_General_Idles_CleanDesk_IG_EX_003=< Figdet >
PU_ADMIN5_M_SK_General_Idles_InteractTerminal_IG_EX_001=< Figdet >
PU_ADMIN5_M_SK_General_Idles_InteractTerminal_IG_EX_002=< Figdet >
PU_ADMIN5_M_SK_General_Idles_LookAround_IG_EX_001=< Figdet >
PU_ADMIN5_M_SK_General_Idles_LookAround_IG_EX_002=< Figdet >
PU_ADMIN5_M_SK_General_Idles_LookAround_IG_EX_003=< Figdet >
PU_ADMIN5_M_SK_General_Idles_LookAround_IG_EX_004=< Figdet >
PU_ADMIN5_M_SK_General_Idles_LookAround_IG_EX_005=< Figdet >
PU_ADMIN5_M_SK_General_Idles_LookAround_IG_EX_006=< Figdet >
PU_ADMIN5_M_SK_General_Idles_TakeMobiCall_IG_001_HelloYesWell=Hello... Yes when do you need that by?... I can do that... Okay, thank you.
PU_ADMIN5_M_SK_General_Idles_TakeMobiCall_IG_002_HelloYesI=Hello... Yes, I can do that for you. Can I call you back?... Thank you, yes. Bye bye.
PU_ADMIN5_M_SK_General_Idles_TakeMobiCall_IG_003_HelloYesOh=Hello... Yes... Oh, that's brilliant news... Yes, I'll be there tomorrow... Okay, thank you. Bye bye.
PU_ADMIN5_M_SK_General_Idles_TakeMobiCall_IG_004_HelloYesFantastic=Hello... Yes... Fantastic. I'll pick it up later on today... Yes, thank you. Bye bye.
PU_ADMIN5_M_SK_General_PlayerApproach_Bored_IG_001_DearMeOh=< Yawn > Dear me... Oh!
PU_ADMIN5_M_SK_General_PlayerApproach_Bored_IG_002=< Stretch >
PU_ADMIN5_M_SK_General_PlayerApproach_Bored_IG_003_OhHello=< Fidget > Oh, hello.
PU_ADMIN5_M_SK_General_PlayerApproach_Bored_IG_004_OhGosh=< Stretch > Oh, gosh.
PU_ADMIN5_SK_Busy_IG_001_CouldYouGive=Could you just give me a second?
PU_ADMIN5_SK_Busy_IG_002_SorryImA=Sorry, I'm a little swamped right now.
PU_ADMIN5_SK_Busy_IG_003_IJustNeed=I just need a couple of minutes to clear this up.
PU_ADMIN5_SK_Busy_IG_004_ImSoSorry=I'm so sorry, I can't help you right now.
PU_ADMIN5_SK_Busy_IG_005_ImBusyAt=I'm busy at the moment.
PU_ADMIN5_SK_CallSecurity_High_IG_001_Security=Security!
PU_ADMIN5_SK_CallSecurity_High_IG_002_HelpPoliceSomebody=Help! Police! Somebody! Anybody!
PU_ADMIN5_SK_CallSecurity_High_IG_003_SecurityHelpMe=Security! Help me!
PU_ADMIN5_SK_CallSecurity_Low_IG_001_HiSecurityHi=Hi, security? Hi. Could you come by? Whenever you get a chance. Thanks.
PU_ADMIN5_SK_CallSecurity_Low_IG_002_INeedSecurity=I need security, please. Thanks. No rush.
PU_ADMIN5_SK_CallSecurity_Low_IG_003_SecurityToAdmin=Security to Admin please. Thank you.
PU_ADMIN5_SK_CalmDown_IG_001_WillYouPlease=Will you please calm down?
PU_ADMIN5_SK_CalmDown_IG_002_ImGoingTo=I'm going to need you to calm down.
PU_ADMIN5_SK_CalmDown_IG_003_ImSorryBut=I'm sorry, but can you just relax?
PU_ADMIN5_SK_DeliveryConfiscated_IG_001_OhMyGod=Oh my god, is that... you can't bring that here.
PU_ADMIN5_SK_DeliveryConfiscated_IG_002_ImSorryBut=I'm sorry, but I need to confiscate this.
PU_ADMIN5_SK_DeliveryConfiscated_IG_003_UmYouCant=Um... you can't walk out of here with this. I'm sorry, but my hands are tied.
PU_ADMIN5_SK_DeliveryRejected_IG_001_ImReallySorry=Ahh, I'm really sorry, but I can't take that.
PU_ADMIN5_SK_DeliveryRejected_IG_002_HmmTheSystem=Hmm. The system doesn't have that delivery listed.
PU_ADMIN5_SK_DeliveryRejected_IG_003_IDontHave=I don't have that on any of my manifests.
PU_ADMIN5_SK_DenyHelp_IG_001_YeahSorryI=Yeah, uhh, sorry, I can't really help you.
PU_ADMIN5_SK_DenyHelp_IG_002_ThatsNotReally=That's not really my thing, you know?
PU_ADMIN5_SK_DenyHelp_IG_003_IdLoveTo=I'd love to help, I would, but I... can't.
PU_ADMIN5_SK_DirectTerm_Cargo_IG_001_OhYesYoure=Oh, yes. You're looking for the Cargo Terminal.
PU_ADMIN5_SK_DirectTerm_Cargo_IG_002_ActuallyIDont=Actually, I don't handle that sort of thing. The Cargo Terminal usually tackles that stuff.
PU_ADMIN5_SK_DirectTerm_Cargo_IG_003_SorryYeahI=Sorry, yeah, I think you want the Cargo Terminal. That should help you.
PU_ADMIN5_SK_DirectTerm_Vehicle_IG_001_AhIfYoure=Ah. If you're looking for vehicles, you should go to the Vehicle Terminal there.
PU_ADMIN5_SK_DirectTerm_Vehicle_IG_002_ImAfraidIm=I'm afraid I'm not cleared to coordinate vehicle deliveries. There's a terminal for that.
PU_ADMIN5_SK_DirectTerm_Vehicle_IG_003_WhatYouWant=What you want is right over there. The vehicle terminal. That can help you out.
PU_ADMIN5_SK_Farewell_IG_001_TakeCare=Take care.
PU_ADMIN5_SK_Farewell_IG_002_ThankYou=Thank you.
PU_ADMIN5_SK_Farewell_IG_003_HaveAGood=Have a good one.
PU_ADMIN5_SK_Farewell_IG_004_StaySafe=Stay safe.
PU_ADMIN5_SK_Farewell_IG_005_Bye=Bye.
PU_ADMIN5_SK_GetHits_IG_EX_001_OhGod=<Grunt> Oh god!
PU_ADMIN5_SK_GetHits_IG_EX_002_OhGod=Oh god!
PU_ADMIN5_SK_GetHits_IG_EX_003_OhGodOh=<Grunt> Oh god! Oh god!
PU_ADMIN5_SK_GetHits_IG_EX_004_IsThatBlood=<Grunt> Is that blood?
PU_ADMIN5_SK_GetHits_IG_EX_005_ThatsBlood=That's blood!
PU_ADMIN5_SK_GetHits_IG_EX_006_IsThatBlood=Is that blood?! That's blood!
PU_ADMIN5_SK_GetHits_IG_EX_007=<Grunt>
PU_ADMIN5_SK_GetHits_IG_EX_008=<Grunt>
PU_ADMIN5_SK_GetHits_IG_EX_009=<Grunt>
PU_ADMIN5_SK_GetHits_IG_EX_010=<Grunt>
PU_ADMIN5_SK_GetHits_IG_EX_011=<Grunt>
PU_ADMIN5_SK_GetHits_IG_EX_012=<Grunt>
PU_ADMIN5_SK_GetHits_IG_EX_013_OhGod=Oh god!
PU_ADMIN5_SK_GetHits_IG_EX_014=<Grunt>
PU_ADMIN5_SK_GetHits_IG_EX_015=<Grunt>
PU_ADMIN5_SK_GetHits_IG_EX_016=<Grunt>
PU_ADMIN5_SK_GetHits_IG_EX_017=<Grunt>
PU_ADMIN5_SK_GetHits_IG_EX_018=<Grunt>
PU_ADMIN5_SK_GetHits_IG_EX_019=<Grunt>
PU_ADMIN5_SK_GetHits_IG_EX_020=<Grunt>
PU_ADMIN5_SK_Greeting_IG_001_Hello=Hello.
PU_ADMIN5_SK_Greeting_IG_002_Hi=Hi.
PU_ADMIN5_SK_Greeting_IG_003_MorningOrAfternoon=Morning... or afternoon.
PU_ADMIN5_SK_Greeting_IG_004_HiThere=Hi there.
PU_ADMIN5_SK_Greeting_IG_005_Hiya=Hiya.
PU_ADMIN5_SK_MoveOutOfWay_IG_001_UmHello=Um... <clears throat> <pause> hello?
PU_ADMIN5_SK_MoveOutOfWay_IG_002_SorryCanI=Sorry, can I just...
PU_ADMIN5_SK_MoveOutOfWay_IG_003_HeySorryI=Hey, uh, sorry... I just need to... get through here.
PU_ADMIN5_SK_OfferHelp_IG_001_CanIHelp=Can I help you?
PU_ADMIN5_SK_OfferHelp_IG_001b_CanIHelp=Can I help you?
PU_ADMIN5_SK_OfferHelp_IG_002_SomethingICan=Something I can do for you?
PU_ADMIN5_SK_OfferHelp_IG_002b_SomethingICan=Something I can do for you?
PU_ADMIN5_SK_OfferHelp_IG_003_WhatBringsYou=What brings you in today?
PU_ADMIN5_SK_PhysicalBump_IG_001_OhImSo=Oh, I'm so sorry.
PU_ADMIN5_SK_PhysicalBump_IG_002_MyFault=My fault.
PU_ADMIN5_SK_PhysicalBump_IG_003_HeyIApologize=Hey... Oh, I apologize.
PU_ADMIN5_SK_PickupDirections_IG_001_AlrightYoureAll=Alright. You're all set.
PU_ADMIN5_SK_PickupDirections_IG_002_IveGotA=I've got a pickup for you.
PU_ADMIN5_SK_PickupDirections_IG_003_HereYouGo=Here you go. This one's yours.
PU_ADMIN5_SK_PlayerActingStrange_IG_001_IsThisA=<laughs uncomfortably> um, Is this a joke?
PU_ADMIN5_SK_PlayerActingStrange_IG_002_WhatsAmI=What's... am I on Fake Out?
PU_ADMIN5_SK_PlayerActingStrange_IG_003_WhatsGoingOn=What's going on?
PU_ADMIN5_SK_PlayerActingStrange_IG_004_HiSorryAre=Hi, sorry, uh, are you okay?
PU_ADMIN5_SK_PlayerActingStrange_IG_005_WhatsHappeningIm=What's happening? I'm lost.
PU_ADMIN5_SK_PlayerThreatensNPC_IG_001_WhatWhatAre=What... what are you doing?!
PU_ADMIN5_SK_PlayerThreatensNPC_IG_002_OhMyGod=Oh my god. Stop.
PU_ADMIN5_SK_PlayerThreatensNPC_IG_003_OhPleasePlease=Oh please, please, please, don't.
PU_ADMIN5_SK_PlayerThrowsBoxAtNPC_IG_001_Hey=Hey!
PU_ADMIN5_SK_PlayerThrowsBoxAtNPC_IG_002_WhatThe=What the-
PU_ADMIN5_SK_PlayerThrowsBoxAtNPC_IG_003=<Yelp>
PU_ADMIN5_SK_PlayerTrespassing_IG_001_UmExcuseMe=Um... excuse me? Hello? Sorry, you can't be back here.
PU_ADMIN5_SK_PlayerTrespassing_IG_002_HeyHiI=Hey, hi, I guess you missed the sign, but this is a restricted area.
PU_ADMIN5_SK_PlayerTrespassing_IG_003_ImSorryThis=I'm sorry, this area is for employees only.
PU_ADMIN5_SK_RandomWorkComments_IG_001_SomePeopleThink=Some people think this job's boring. Not me. I like the challenge.
PU_ADMIN5_SK_RandomWorkComments_IG_002_YeahWellIm=Yeah, well, I'm actually juggling a lot of really important tasks right now. Let's just say it's a pretty exciting time to be an administrator.
PU_ADMIN5_SK_RandomWorkComments_IG_003_WeveHadA=We've had a little bit of a cold spell this morning, but I had several packets of vitamin supplements. I'm all vitamin-ed out, if you get me.
PU_ADMIN5_SK_RandomWorkComments_IG_004_WellActuallyWere=Well, actually, we're rapidly approaching our bi-annual inventory assessment. It's very exciting.
PU_ADMIN5_SK_RandomWorkComments_IG_005_ItsBestTo=It's best to think of this as a daily puzzle. You have to like puzzles to do this job. If you don't, I don't know why you'd even apply. Sorry, I forgot the question.
PU_ADMIN5_SK_RequestDeliveryRemoval_High_IG_001_ImReallySorry=I'm really sorry, but you can't leave that here.
PU_ADMIN5_SK_RequestDeliveryRemoval_High_IG_002_ExcuseMeHello=Excuse me? Hello? You're going to need to take that.
PU_ADMIN5_SK_RequestDeliveryRemoval_High_IG_003_HeyLookYou=Hey look, you gotta take this before my supervisor sees it.
PU_ADMIN5_SK_RequestDeliveryRemoval_Low_IG_001_ImReallySorry=I'm really sorry, but you can't leave that here.
PU_ADMIN5_SK_RequestDeliveryRemoval_Low_IG_002_ExcuseMeHello=Excuse me? Hello? You're gonna need to take that.
PU_ADMIN5_SK_RequestDeliveryRemoval_Low_IG_003_HeyLookYou=Hey look, you gotta take this before my supervisor sees it.
PU_ADMIN5_SK_RequestToLeave_IG_001_ExcuseMeExcuse=Excuse me? Excuse me. You have to leave.
PU_ADMIN5_SK_RequestToLeave_IG_002_PardonMeYou=Pardon me. You have to go. I will not repeat myself.
PU_ADMIN5_SK_RequestToLeave_IG_003_ImSorryBut=I'm sorry, but I'm tired of asking nicely. You need to leave.
PU_ADMIN5_SK_Thanks_Delivery_IG_001_DeliveryAccepted=Delivery accepted!
PU_ADMIN5_SK_Thanks_Delivery_IG_002_ThankYouVery=Thank you very much.
PU_ADMIN5_SK_Thanks_Delivery_IG_003_EverythingLooksGood=Everything looks good. Thanks.
PU_ADMIN5_SK_Thanks_Repair_IG_001_YouFixedIt=You fixed it. That's amazing.
PU_ADMIN5_SK_Thanks_Repair_IG_002_ItsBeenA=It's been a nightmare having that broken. Thanks for fixing it.
PU_ADMIN5_SK_Thanks_Repair_IG_003_ThanksForTaking=Thanks for taking care of that. I've been meaning to get to it.
PU_ADVREP01_F_DEH_Accepted_Mission_CriminalStat_Resupply_aEnemy_tPlayer_FromEnemy_IG_001_INoticedYouve=I noticed you've got an active crime stat. I'll level with you. We need the help, but if you show up, there's a chance you'll be mistaken for XenoThreat. Resolve that crime stat or show up at your own risk.
PU_ADVREP01_F_DEH_Accepted_Mission_CriminalStat_Resupply_aEnemy_tPlayer_FromEnemy_IG_002_AppreciateYouVolunteering=Appreciate you volunteering, but I wanted to warn you - showing up with an active crimestat puts you at high risk of being target yourself. I recommend sorting that first before reporting for duty.
PU_ADVREP01_F_DEH_Accepted_Mission_CriminalStat_Resupply_aEnemy_tPlayer_FromEnemy_IG_003_MySystemFlagged=My system flagged you as having an active crimestat. While you're still welcome to volunteer, I strongly recommend that you clear your legal standing first or risk becoming a target yourself during the heat of battle.
PU_ADVREP01_F_DEH_Accepted_Mission_CriminalStat_Showdown_aEnemy_tPlayer_FromEnemy_IG_001_ThanksForVolunteering=Thanks for volunteering, but I'll be honest, your active crime stat is gonna be a problem. I'd take care of that before you show up or the Navy might think you're XenoThreat. It's your call though.
PU_ADVREP01_F_DEH_Accepted_Mission_CriminalStat_Showdown_aEnemy_tPlayer_FromEnemy_IG_002_ThanksForStepping=Thanks for stepping up, but with your active crime stat, the Navy might think you're allied with XenoThreat. Either take care of that or take your chances.
PU_ADVREP01_F_DEH_Accepted_Mission_CriminalStat_Showdown_aEnemy_tPlayer_FromEnemy_IG_003_ImGoingTo=I'm going to level with you. With your crime stat, the Navy might mix you up with XenoThreat. I can't stop you if you still want to help and we could use it, but you should know the risk.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpReg_IG_001_HeyThereSpecial=Hey there, Special Agent Dulli here. Glad you're able to come back and help out. I'll send you the details. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpReg_IG_002_DulliHereSaw=Dulli here. Saw you just accepted the mission. Having CDF regulars out there is always good for the new recruits. I'll see you out there.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpReg_IG_003_ThisIsDulli=This is Dulli. Always good to see a CDF regular lending a hand. I'll send the mission details over so we can get you out there. Thanks again. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpRook_IG_001_SpecialAgentDulli=Special Agent Dulli here. Thanks for signing up again. I'm sending over the details for the op now. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpRook_IG_002_HeyDulliHere=Hey, Dulli here. Glad to have you back. I'll get you the details for the mission, but you should be used to how this is gonna operate. Out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpRook_IG_003_HeyItsSpecial=Hey, it's Special Agent Dulli. Glad to see you're joining the CDF again. I've sent over the op details to get you started. Good luck out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HeyThereIts=Hey there,it's Dulli. We need our best out there so I'm glad you're able to help out. I'll send you the details. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpVet_IG_002_DulliHereGlad=Dulli here. Glad you're on board for this. Ops like this always go a lot smoother when there are battle-tested vets out there. Thanks again for doing your part. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_ExpVet_IG_003_ThisIsDulli=This is Dulli. Heard you were able to sign up. I'll be honest, I feel a lot more confident knowing that we're gonna have one of our best out there. Thanks again. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_001_AppreciateTheHelp=Appreciate the help. I'm sending the details now.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_002_ExcellentToHave=Excellent to have you onboard. CDF needs all the volunteers we can get. Sending the details over.
PU_ADVREP01_F_DEH_Accepted_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_003_CivilianDefenseForce=Civilian Defense Force is glad to have your help, pilot. Sending info on the op now.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HeyDulliHere=Hey, Dulli here. Just wanted to reach out and say that I'm glad you signed up. We could really use your experience with XenoThreat. Their attacks seem to be getting worse as they break out heavier ships to throw at us, so we need to stop them, now. You should have the op details on your mobi. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_ExpVet_IG_002_ThisIsDully=This is Dulli. Glad to see we're getting some battle-tested CDF members out there. XenoThreat's fleet is just getting tougher, so it'll be good to have your help turning the tide. I sent the details, so you should be good to go. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_ExpVet_IG_003_SpecialAgentDulli=Special Agent Dulli here. Glad to have you back. I'll be honest, the situation's been pretty dire, but I feel a lot better knowing that our veterans are getting involved. I've sent you the mission details, so get out there and do what you do. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_IG_001_ThisIsDulli=This is Dulli with the CDF. Thanks for signing up. We're gonna need all the help we can get. XenoThreat's using heavier ships ever since they torched the Navy, so it's gonna be a tough fight. Watch your back out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_IG_002_ThisIsSpecial=This is Special Agent Dulli calling. I just wanted to give you a head's up that after wrecking the Navy, XenoThreat's winning. They're even breaking out heavier ships, so we're in for a real fight. I sent over the mission details so you should be good to go. Be careful. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_IG_003_DulliHereWe=Dulli here. We need you to get to the front ASAP. The Navy hasn't been able to hold off Xenothreat. Now it looks like XenoThreat's bulking up their fleet with tougher ships, so we're in for a helluva fight. Watch your six out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_IG_004_SpecialAgentDulli=Special Agent Dulli here. XenoThreat's just overwhelmed the Navy so we need to pull out all the stops this time. Intel suggests that XenoThreat's fleet is only going to get tougher, but it's up to us to stop to them. If we stick together, we'll get through this. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFailHard_aAlly_tPlayer_FromAlly_IG_005_ThisIsDulli=This is Dulli with the CDF. You should know, XenoThreat's only gotten stronger since they overran the Navy, so be careful. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_ExpVet_IG_001_ThisIsSpecial=This is Special Agent Dulli. XenoThreat's been hitting us pretty hard, so it'll be good to get some CDF elite into the mix. You should have all the mission details, so get out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_ExpVet_IG_002_HeyItsDulli=Hey, it's Dulli. Glad to see you signed up. I'll level with you, XenoThreat's been punching our ticket recently, so I'm hoping you can help turn that around. Mission details are on your mobi. I'll see you out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_ExpVet_IG_003_SpecialAgentDulli=Special Agent Dulli here. Just saw your name come up on the volunteer list. We can really use your experience here. XenoThreat's been beating the hell out of us. Time to turn the tide. You should have all the mission details. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_IG_001_DulliHereThanks=Dulli here. Thanks for volunteering. Like I said, XenoThreat's made a hard push, so we could really use your help. I sent the mission info, so go on and get out there. Good luck. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_IG_002_SpecialAgentDulli=Special Agent Dulli here. Thanks for volunteering. Navy's just got tuned up by XenoThreat, so we gotta make a stand. You should have all the mission data you need. Good luck. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_IG_003_ThisIsDulli=This is Dulli with the CDF. Navy's been suffering some big losses, so we can really use your help. I sent over the mission details, so I'll see you out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_IG_004_SpecialAgentDulli=Special Agent Dulli here. Appreciate your help. The Navy's taken some serious losses, but if we come together and do our part, I'm sure we can push back XenoThreat this time. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseFail_aAlly_tPlayer_FromAlly_IG_005_ThisIsDulli=This is Dulli. Appreciate you stepping up. We're in real trouble if we don't turn this fight around and push XenoThreat back. I've sent the mission details, so get involved. Thanks again. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HeyDulliHere=Hey, Dulli here. Glad to see you signed up. XenoThreat's been getting tuned up so they've been throwing everything they've got at us. I need my best people on this to keep pushing them back. You got the details. I'll see you out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_ExpVet_IG_002_ItsDulliGood=It's Dulli. Good to see you're able to lend a hand. XenoThreat's been hitting us with heavier and heavier ships, so I need my best out there. You should have the latest intel, so get moving. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_ExpVet_IG_003_SpecialAgentDulli=Special Agent Dulli here. Thanks for volunteering. My sources tell me that XenoThreat's about to throw everything they've got at us, so I'm glad that our veterans are stepping up. Mission details should be in your mobi. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_IG_001_DulliHereThanks=Dulli here. Thanks for volunteering. We got XenoThreat on the run but they've hitting us with heavier ships, so watch your back. Head on out to the front and thanks. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_IG_002_ThisIsDulli=This is Dulli with the CDF. You should have all the mission details you need, but just wanted to give you a head's up. Seems like XenoThreat aren't going quietly and have been throwing heavier ships at us, so watch your six out there, hear? Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_IG_003_SpecialAgentDulli=Special Agent Dulli with the CDF. We need to keep up the pressure and push XenoThreat back for good. They're digging in for a fight and throwing everything they got at us. So watch yourself out there and I'll see you on the flip side. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_IG_004_SpecialAgentDulli=Special Agent Dulli here. Just wanted to give you a head's up, my sources tell me that XenoThreat's breaking out heavier ships so they're not looking to go quietly. Good luck. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccessHard_aAlly_tPlayer_FromAlly_IG_005_ThisIsSA=This is SA Dulli with the CDF. With this heavy push on XenoThreat, they're unleashing their full arsenal at us, so watch your back. Good luck. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_ExpVet_IG_001_SpecialAgentDulli=Special Agent Dulli here. XenoThreat's getting beaten up, so we could really use someone like you to help secure the win. I've sent you the details so get out there ASAP. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_ExpVet_IG_002_ThisIsDulli=This is Dulli. Great to have you. We've been pushing XenoThreat back, but we can definitely use elite CDF members like you. You should have all the info you need. See you out there. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_ExpVet_IG_003_DulliHereI=Dulli here. I was hoping you'd sign up. XenoThreat's been taking a beating so this is our chance to push them back for good. Sending over the mission details, so get out there and do what you do. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_IG_001_ThisIsDulli=This is Dulli. Thanks for volunteering. We got them on the run now so head out to the front. I'll talk to you later. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_IG_002_SpecialAgentDulli=Special Agent Dulli here. Appreciate you volunteering. We got XenoThreat on the back foot, so we need to hit them now. I've sent the details so head on out as soon as you can. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_IG_003_ThisIsDulli=This is Dulli with the CDF. Navy's pushing hard against XenoThreat, so we need to capitalize on this momentum. You should have all the mission info, so get out there ASAP. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_IG_004_ThisIsSpecial=This is Special Agent Dulli. The Javelin's back in this fight, so we got a good chance to push XenoThreat back for good. Sent along the mission details so you should be good to go. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_PrevPhaseSuccess_aAlly_tPlayer_FromAlly_IG_005_DulliHereThanks=Dulli here. Thanks for signing up. We got XenoThreat on the ropes now. Sent you the mission details so head on out as soon as you can. Dulli out.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_001_ThanksForVolunteering=Thanks for volunteering. Head to the front line ASAP. They'll definitely need your help.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_002_ThanksForThe=Thanks for the assist. Head out to the fight. They need your help
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_003_SentYouThe=Sent you the details. Grab your ship and get ready for a fight.
PU_ADVREP01_F_DEH_Accepted_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_004_ThanksForYour=Thanks for your help. Grab your ship and get on site.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpReg_IG_001_HiThisIs=Hi, this is Dulli. Glad to see you stepped up for another emergency. We're still not entirely clear why, but the Nine Tails have taken over the Restricted Airspace around several Crusader platforms and we need you help us regain control. While their inverter device is running, only Nine Tails ships have access, so for now our only way in is via shuttle. Once inside however, there should be several vehicles already in the restricted area that will be operational and should help you disable the inverter. Head to the shuttle as soon as you're ready.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpReg_IG_002_ThisIsSpecial=This is Special Agent Dulli. Thanks for lending us a hand again. So far, all we know is that Nine Tails have taken over several Crusader platforms by using an inverter to control the Restricted Airspace. We haven't heard any demands so we don't know if they're after something in particular or just causing chaos. What we do know is that until the inverter is shut down only Nine Tails ships and any vehicles already on the platforms have access. That means our ships don't work and we'll need to shuttle you in. I'll provide more details as they come, but for now, head over to the shuttle as soon as you're ready.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpReg_IG_003_DulliHereThanks=Dulli here. Thanks for volunteering again. Here's the situation. A large group of armed outlaws known as the Nine Tails have seized control of four Crusader platforms using a Restricted Airspace inverter. This makes it impossible for any non-Nine Tails ships to approach until the inverter is deactivated so that will be your primary job. We've gone ahead and commadeered a shuttle to get you to platform, and once you're inside you should hopefully be able to find a vehicle within the Restricted Area to use. Head to the station once you're ready.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpRook_IG_001_ThisIsSpecial=This is Special Agent Dulli with the CDF. Just wanted to thank you for volunteering. Anyway, we need your help taking back some Crusader platforms from the outlaw gang known as the Nine Tails. They have set up an inverter to seize control of the platform's Restricted Airspace so only their ships can access the area. Since we can't fly in ourselves, we got a shuttle ready to take you to the platforms where we want you to deactivate the inverter. Gather any gear you need and make your way to the station. I'd also recommend creating an imprint at Orison General in case you need to regen. Talk to you soon and thanks again.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpRook_IG_002_HelloThisIs=Hello, this is Dulli with the CDF. Thanks for volunteering. Here's the situation. Nine Tails are currently controlling four platforms and the Restricted Airspace around them, preventing anybody but their own ships from approaching. We need you to get inside to find and deactivate the inverter. We're currently using a nearby shuttle station to send our forces to the closest platform. Gather any gear you need and head there now. You should also create an imprint at Orison General in case you need to regen. Thanks again and talk to you soon.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpRook_IG_003_ThisIsDulli=This is Dulli with the CDF. I appreciate the help. Here's the current sit-rep. A large group of armed Nine Tails operatives have taken control of the Restricted Airspace around several Crusader platforms using an inverter system, making it so only their ships can fly into the area. This means a conventional assault's impossible. Instead we're using a shuttle from a nearby station to get our people on site in order to shut down the inverter. Grab your gear and we'll send you over. Oh, I generally advise all CDF volunteers to set their regen at the local medstation in case things go bad, so I'd recommend hitting up Orison General before you come out. Thanks again.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpVet_IG_001_JustSawYou=Just saw you signed up and wanted to say I'm glad we have some veterans answering the call. We're going to need experienced volunteers like yourself since the Nine Tails have gained control of the Restricted Airspace around several Crusader platforms. We need you to head there as soon as you can to help us take it back. Head to the shuttle once you're ready.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpVet_IG_002_GladToHear=Glad to hear you're going to be joining us for another operation. The Nine Tails have managed to take control of the Restricted Airspace around several Crusader platforms. We're counting on you to shuttle over to the platforms and help us take them back. Make your way there as soon as you're ready.
PU_ADVREP01_F_DEH_Accepted_Mission_Siege_ExpVet_IG_003_ItsDulliJust=It's Dulli. Just wanted to thank you for volunteering. Having tried and tested operators on our side is always beneficial for the new recruits. Long story short, Nine Tails have seized control of the Restricted Airspace around multiple Crusader platforms. We can't launch a full aerial assault until you fight your way through and help us retake it. Take the shuttle to the platform as soon as you can.
PU_ADVREP01_F_DEH_Accepted_Mission_WithCrimeStat_Siege_IG_001_ThisIsSpecial=This is Special Agent Dulli. I appreciate the effort, but it looks like you've got an active CrimeStat. If you're able to clear that up, we'd be happy to have you. Otherwise, there's too great a chance you'd get mistaken as one of the Nine Tails.
PU_ADVREP01_F_DEH_Accepted_Mission_WithCrimeStat_Siege_IG_002_ThisIsDulli=This is Dulli with the CDF. Thanks for volunteering, but we can't accept anyone who's got an active CrimeStat. There's a chance that you could be mistaken for an outlaw in the heat of battle. Get it resolved and we can talk.
PU_ADVREP01_F_DEH_Accepted_Mission_WithCrimeStat_Siege_IG_003_HeyThisIs=Hey, this is Special Agent Dulli with the CDF. Unfortunately, we can't let you volunteer on this one until you resolve your current CrimeStat. We've tried it in the past but there are just too many instances where allies get mistaken for criminals. Anyway, come back when you get it squared away.
PU_ADVREP01_F_DEH_Announce_Departure_Flagship_aAlly_tPlayer_FromAlly_IG_001_JavelinsAllStocked=Javelin's all stocked up and heading out. Might take out a few XenoThreat as it does.
PU_ADVREP01_F_DEH_Announce_Departure_Flagship_aAlly_tPlayer_FromAlly_IG_002_JavelinsDisengagedFrom=Javelin's disengaged from Jericho and might lend a hand with the stragglers.
PU_ADVREP01_F_DEH_Announce_Departure_Flagship_aAlly_tPlayer_FromAlly_IG_003_JavelinsClearFrom=Javelin's clear from the station and ready to engage XenoThreat.
PU_ADVREP01_F_DEH_Announce_DisplayPOI_IAE_IG_001_MyNamesSpecial=My name's Special Agent Rowena Dulli. Since becoming attached to Stanton's Civilian Defense Force, I've had the honor to work with the most courageous and selfless people the Empire has to offer. Over the past few years, the CDF has proven to not only be an effective way to support local security, but also an incredible way to build a community. I would like to thank the IAE for the opportunity to recognize our past and present volunteers who make the system a safer place.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_001_ConvoyJustDropped=Convoy just dropped off their supplies. Thanks for your help.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_002_DontThinkThat=Don't think that supply ship would have made it without CDF help. Nicely done.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_003_ConvoyWantedTo=Convoy wanted to send along their thanks for your help.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_004_WantedToPass=Wanted to pass along the thanks of the supply ship crew. They said they never would have made it if it weren't for the CDF. Something to be proud of.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_005_NavyJustSent=Navy just sent a comm to say that the supply ship just made the drop at Jericho. Thanks for the help.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_006_ReceivedConfirmationThat=Received confirmation that the supply ship made it through safely. CDF could use more pilots like you.
PU_ADVREP01_F_DEH_Announce_Dropoff_SupplyShip_aAlly_tPlayer_FromAlly_IG_007_ThanksForSeeing=Thanks for seeing to it that the supply ship made it through. XenoThreat would have gotten them for sure if it wasn't for you.
PU_ADVREP01_F_DEH_Announce_MissionObj_Barge_Siege_DefeatMainPOI_IG_001_AllRightPeople=All right, people. The Nine Tails inverter has been located. Let's get it shut down and reset the restricted airspace.
PU_ADVREP01_F_DEH_Announce_MissionObj_Barge_Siege_DefeatMainPOI_IG_002_WeGotThe=We got the location of where the Nine Tails hid their inverter. I want it shut down ASAP.
PU_ADVREP01_F_DEH_Announce_MissionObj_Barge_Siege_DefeatMainPOI_IG_003_WeNowHave=We now have access to the inverter on the barge the Nine Tails were using to control the restricted airspace. Just need a CDF volunteer to shut it down so we can get our ships flying again.
PU_ADVREP01_F_DEH_Announce_MissionObj_Barge_Siege_FindBossIntel_BossDead_IG_001_TheNineTails=The Nine Tails commander has been neutralized. He should have the access codes we need on him. Search the body and see if you can find them.
PU_ADVREP01_F_DEH_Announce_MissionObj_Barge_Siege_FindBossIntel_BossDead_IG_002_MendoRenHas=Mendo Ren has been eliminated. We believe that he was carrying the access codes we need on his person. Search the body and see what you can find.
PU_ADVREP01_F_DEH_Announce_MissionObj_Barge_Siege_FindBossIntel_BossDead_IG_003_ImHappyTo=I'm happy to report that the Nine Tails commander has been dealt with, but we still need someone to find the access codes he was carrying. They should still be on him.
PU_ADVREP01_F_DEH_Announce_MissionPOI_HackComplete_Siege_IG_001_AttentionCdfOur=Attention, CDF. Our volunteers discovered evidence of what looks like a Nine Tails hack into Crusader's secure networks. We're trying to sort out the details, but whatever they were looking for they must have found.
PU_ADVREP01_F_DEH_Announce_MissionPOI_HackComplete_Siege_IG_002_WantedToGive=Wanted to give you a heads up that the Nine Tails managed to successfully breach a secure Crusader network from a terminal on the platform. The ones responsible seem to have gotten away clean, but if anyone learns any additional information about it, please let me know.
PU_ADVREP01_F_DEH_Announce_MissionPOI_HackComplete_Siege_IG_003_AllCdfVolunteers=All CDF Volunteers, it is unfortunate, but it seems the Nine Tails were able to steal data from a hacked Crusader terminal. There's no clear indicator of the breadth of the breach, but we will let you know if there's any additional information.
PU_ADVREP01_F_DEH_Announce_MissionPOI_HackStopped_Siege_IG_001_AttentionOneOf=Attention, one of our recruits discovered that Nine Tails were actively downloading corporate data from Crusader's private network. To show their thanks, Crusader's authoritzed additional compensation.
PU_ADVREP01_F_DEH_Announce_MissionPOI_HackStopped_Siege_IG_002_AllCdfVolunteers=All CDF volunteers, this is Dulli. Nine Tails were attempting to illegally access a Crusader network from a terminal on the platform. Thankfully, a CDF volunteer was on hand to stop the transfer. In appreciation, all personnel will be receiving a bonus payment from Crusader.
PU_ADVREP01_F_DEH_Announce_MissionPOI_HackStopped_Siege_IG_003_AttentionAllVolunteers=Attention all volunteers. Good news. The Nine Tails had been caught trying to steal sensitive Crusader data and the CDF was able to stop them. As thanks to the Volunteer responsible, we have been authorized to issue a bonus to all CDF members assisting today.
PU_ADVREP01_F_DEH_Announce_Mission_CombatOnly_Showdown_aNeutral_tPlayer_FromNeutral_IG_001_AttentionAttentionThis=Attention, attention. This is Special Agent Dulli with the Advocacy. The Navy's requested CDF support against XenoThreat forces. I need any available combat pilots to volunteer. Contact me for details.
PU_ADVREP01_F_DEH_Announce_Mission_CombatOnly_Showdown_aNeutral_tPlayer_FromNeutral_IG_002_AttentionTheCDF=Attention. The CDF needs all available combat pilots to fight XenoThreat. Contact me for details.
PU_ADVREP01_F_DEH_Announce_Mission_CombatOnly_Showdown_aNeutral_tPlayer_FromNeutral_IG_003_CDFIsCalling=CDF is calling for all combat pilots to immediately assist the Navy against XenoThreat. Friendly forces are currently engaged and need support. Contact me for details.
PU_ADVREP01_F_DEH_Announce_Mission_CombatOnly_Showdown_aNeutral_tPlayer_FromNeutral_IG_004_AttentionStantonSystem=Attention Stanton System. This is a warning that Naval and CDF forces are currently engaged with XenoThreat hostiles. Any combat pilots willing to provide assistance should contact me immediately.
PU_ADVREP01_F_DEH_Announce_Mission_CombatOnly_Showdown_aNeutral_tPlayer_FromNeutral_IG_005_CDFNeedsCombat=CDF needs combat pilots for immediate deployment against XenoThreat. We're backing up the Navy here, so reach out as soon as you can.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_NavyJustNotified=Navy just notified me that a supply convoy just got ambushed en route to Jericho. I need any CDF to support.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_XenothreatJustJumped=XenoThreat just jumped a Navy supply convoy. Need combat support scrambled immediately.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_ASupplyConvoy=A supply convoy just got attacked by XenoThreat forces. I need any available combat support to help.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_004_AnyAvailableCDF=Any available CDF combat pilots, the Navy needs assistance protecting one of their supply convoys.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_005_XenothreatJustHit=XenoThreat just hit a Navy convoy. I need any available combat pilots to go help them out.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_006_OneOfThe=One of the Navy's supply convoys got ambushed on a run to Jericho. Any combat pilots are requested to help.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_FirstOccur_IG_007_ANavalConvoy=A Naval convoy just got attacked while heading to Jericho. I need combat fighters scrambled there ASAP.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_001_SomeMoreSupply=Some more supply ships got jumped. We need combat support to get out there.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_002_NavyJustLet=Navy just let me know there's another supply shipment just got ambushed. Get out there and help them out.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_003_GotAnotherSupply=Got another supply ship headed towards Jericho that could use some protection.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_004_NavyPassedOver=Navy passed over another supply ship that's been ambushed.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_005_AnotherNavySupply=Another Navy supply shipment is under attack. I need combat support to help them out.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_006_XenothreatJustAmbushed=XenoThreat just ambushed some Navy supply ships. Scrambling combat support to help.
PU_ADVREP01_F_DEH_Announce_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_007_NeedFightersScrambled=Need fighters scrambled to support some supply ships inbound to Jericho. They just got ambushed by XenoThreat and need help.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tPlayer_FromNeutral_IG_001_ThisIsRowena=This is Rowena Dulli of the Advocacy. The UEE Navy have requested Civilian Defense Force support to fight XenoThreat. We need all available pilots to report for duty. We're counting on volunteers like you.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tPlayer_FromNeutral_IG_002_ImSAICRowena=I'm SAIC Rowena Dulli of the Advocacy. The Civilian Defense Force needs volunteers to help support the UEE Navy. Help from a pilot like you could make all the difference. Report for duty when you can.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tPlayer_FromNeutral_IG_003_TheCivilianDefense=The Civilian Defense Force has issued a call to action at the request of the UEE Navy. We need any pilots we can get to help stop an incursion of XenoThreat outlaws into the Stanton system. If you decide to volunteer, report for duty as soon as possible.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_001_AttentionThisIs=Attention, this is Rowena Dulli of the Advocacy. The UEE Navy have requested civilian support to fight XenoThreat. We need all available CDF members to report for duty. Any other able pilots are encouraged to join as well.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_002_AttentionStantonSystem=Attention Stanton system, this is Rowena Dulli of the Advocacy. The Civilian Defense Force needs volunteers to help support the UEE Navy. Contact me for details.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_003_AttentionThisIs=Attention. This is a CDF call to action for the Stanton system at the request of the UEE Navy. All pilots, existing CDF members and new volunteers, are to report for duty. Contact me, SAIC Rowena Dulli, to receive a detailed briefing.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_004_AttentionThisIs=Attention. This is SAIC Rowena Dulli with an emergency CDF broadcast. The UEE Navy has requested immediate support and assistance. All Civilian Defense Force members and any pilots available to volunteer should sign up as soon as possible.
PU_ADVREP01_F_DEH_Announce_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_005_AttentionAllMembers=Attention all members of the Civilian Defense Force. This is Special Agent Rowena Dulli, Advocacy attache for the CDF. The UEE Navy is in urgent need of assistance. CDF pilots, or those volunteers who wish to become CDF members, are hereby requested to report for duty.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseFail_aAlly_tSystem_FromAlly_IG_001_SpecialAgentDulli=Special Agent Dulli here. XenoThreat just kicked the hell out of the Navy and are pushing forward. I need any volunteers to step up and fight back. Sign up through your Contract Manager if you're willing and available. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseFail_aAlly_tSystem_FromAlly_IG_002_ThisIsDulli=This is Dulli with the CDF. I'm looking for any and all volunteers to fight back against XenoThreat. They've pushed the Navy back and are threatening the safety of the whole system. Check the listing in the Contract Manager for details. Dulli Out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseFail_aAlly_tSystem_FromAlly_IG_003_ThisIsThe=This is the CDF for a system wide announcement. XenoThreat just hit the Navy, hard, so I need any volunteers to contact me immediately and help push XenoThreat out of the system. Details are in your Contract Manager. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseFail_aAlly_tSystem_FromAlly_IG_004_SpecialAgentDulli=Special Agent Dulli with the CDF. We need volunteers to help support the Navy in the fight against XenoThreat. I won't lie, they're kicking our ass right now, so we need anyone who can fight. Sign up in your Contract Manager. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseFail_aAlly_tSystem_FromAlly_IG_005_ThisIsSpecial=This is Special Agent Dulli of the CDF. I need volunteers to step up and drive XenoThreat out of Stanton. They've been hammering the Navy until now, but it's time to change that. Consult your Contract Manager to sign up. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseSuccess_aAlly_tSystem_FromAlly_IG_001_ThisIsSpecial=This is Special Agent Dulli, the Navy's putting out the call for any and all CDF support. We got XenoThreat on the run, so sign up in the Contract Manager if you're looking to volunteer. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseSuccess_aAlly_tSystem_FromAlly_IG_002_SpecialAgentDulli=Special Agent Dulli with the CDF here. Javelin's back up and ready to dish out some punishment so the Navy's looking for CDF volunteers to keep up the pressure. We posted a listing in the Contract Manager. Hit it up to volunteer. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseSuccess_aAlly_tSystem_FromAlly_IG_003_AttentionStantonSystem=Attention Stanton system. SA Dulli here. CDF needs any available volunteers to support the Navy against XenoThreat. We got them on the back foot, so it's now or never. There's a sign-up in the Contract Manager if you're interested. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseSuccess_aAlly_tSystem_FromAlly_IG_004_StantonSystemThis=Stanton system, this is Special Agent Dulli. Navy's put out the call for more CDF support. XenoThreat's starting to fall back, so they want to finish the job. Sign up in the Contract Manager. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_PrevPhaseSuccess_aAlly_tSystem_FromAlly_IG_005_ThisIsSpecial=This is Special Agent Dulli of the CDF. We've got XenoThreat on the run, so the Navy wants more volunteers to keep up the pressure. Consult your Contract Manager to sign up. Dulli out.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aAlly_tSystem_FromAlly_IG_001_TheNavysMaking=The Navy's making a push against XenoThreat and has requested CDF support. We need any and all combat pilots to volunteer. Contact me for details.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aAlly_tSystem_FromAlly_IG_002_INeedAny=I need any available CDF recruits to report for duty. The Navy's making a push against XenoThreat.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aAlly_tSystem_FromAlly_IG_003_INeedAll=I need all CDF combat pilots to report for duty. Navy needs some backup taking out XenoThreat. Moment of truth, people.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aAlly_tSystem_FromAlly_IG_004_DueToIncreased=Due to increased XenoThreat activity, the Navy is requesting support from any available CDF recruits.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aAlly_tSystem_FromAlly_IG_005_TheNavyNeeds=The Navy needs your help going up against XenoThreat. I'm looking for any CDF recruits willing to support this effort and help keep this system safe for everyone.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aNeutral_tPlayer_FromNeutral_IG_001_AttentionThis=Attention. This is Special Agent Dulli with the Advocacy. The Navy's making a push against XenoThreat and has requested CDF support. I need combat pilots and anyone capable of transporting cargo to volunteer. Contact me for details.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aNeutral_tPlayer_FromNeutral_IG_002_AttentionPilotsThis=Attention, pilots. This is Rowena Dulli at the Advocacy. The Navy has requested CDF to retrieve supplies and provide combat support against XenoThreat. Contact me if you're available to help.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aNeutral_tPlayer_FromNeutral_IG_003_AttentionTheCDF=Attention, the CDF has been conscripted by the Navy to help out with the XenoThreat crisis. We need any and all pilots capable of fighting or retrieving cargo to volunteer. Reach out if you can help.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aNeutral_tPlayer_FromNeutral_IG_004_CDFIsLooking=CDF is looking for any available pilots who want to help with this XenoThreat situation. We need volunteers to help retrieve cargo or provide combat support. Contact me if you're available.
PU_ADVREP01_F_DEH_Announce_Mission_Showdown_aNeutral_tPlayer_FromNeutral_IG_005_AttentionStantonCDF=Attention, Stanton. CDF needs combat and cargo retrieval volunteers to assist the Navy. Reach out for details.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_PreMission_IG_001_AttentionThisIs,P=Attention, this is Rowena Dulli with the CDF. We've been getting chatter through some of our contacts about an imminent threat. I'm currently waiting for clearance to activate the CDF if the need arises, but will keep you posted.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_PreMission_IG_001_AttentionThisIs_Edit=Attention, this is Rowena Dulli with the CDF. We've been getting chatter through some of our contacts about an imminent threat. I'm currently waiting for clearance to activate the CDF if the need arises, but will keep you posted.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_PreMission_IG_002_AttentionStantonSystem,P=Attention, Stanton system. This is Rowena Dulli with the CDF. I've been getting unsubstantiated reports of a potential emergency on Crusader. If verified, it may require CDF assistance.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_PreMission_IG_002_AttentionStantonSystem_Edit=Attention, Stanton system. This is Rowena Dulli with the CDF. I've been getting unsubstantiated reports of a potential emergency on Crusader. If verified, it may require CDF assistance.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_PreMission_IG_003_AttentionAnElevated,P=Attention, an elevated threat level is being issued for Crusader. We are unable to share details at this time, but if you are a CDF Volunteer or are interested in volunteering, please make your way to Orison.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_aNeutral_tPlayer_FromNeutral_IG_001_AttentionThisIs=Attention. This is Special Agent Dulli with the CDF. The outlaw group Nine Tails have taken over several platforms on Crusader and the CDF is seeking for volunteers to help re-secure them. Check your contract manager for details.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_aNeutral_tPlayer_FromNeutral_IG_002_AttentionThisIs=Attention. The is Special Agent Rowena Dulli. The CDF has been activated to assist with a local emergency on the planet of Crusader. The Nine Tails gang have seized control of several platforms outside of Orison and the CDF needs any available volunteers to help re-secure them. Consult your contract manager to sign up.
PU_ADVREP01_F_DEH_Announce_Mission_Siege_aNeutral_tPlayer_FromNeutral_IG_003_ThisIsRowena=This is Rowena Dulli with the CDF with an emergency announcement. Outlaws belonging to the Nine Tails gang have taken over several commercial platforms on Crusader. The CDF needs any available volunteers to sign up via their contract manager.
PU_ADVREP01_F_DEH_Announce_Retreat_Resupply_aAlly_tPlayer_FromAlly_IG_001_TheJavelinsTaken=The Javelin's taken too much damage. Navy's getting it the hell out of here.
PU_ADVREP01_F_DEH_Announce_Retreat_Resupply_aAlly_tPlayer_FromAlly_IG_002_NavysPullingThe=Navy's pulling the Javelin out. It's taken too much damage
PU_ADVREP01_F_DEH_Announce_Retreat_Resupply_aAlly_tPlayer_FromAlly_IG_003_JustGotWord=Just got word. The Javelin's getting pulled.
PU_ADVREP01_F_DEH_Announce_Retreat_Resupply_aAlly_tPlayer_FromAlly_IG_004_JavelinsOnThe=Javelin's on the move. They're taking too much fire.
PU_ADVREP01_F_DEH_Announce_Retreat_Resupply_aAlly_tPlayer_FromAlly_IG_005_GotWordThe=Got word. The Javelin can't hold out any longer. A retreat's been ordered.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AlmostThere_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_001_ThatIdrisShould=That Idris should hit Jericho any second now. Let's get that support inbound and lend a hand.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AlmostThere_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_002_XenothreatsMomentsAway=XenoThreat's moments away from Jericho. Get ready for a fight.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AlmostThere_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_003_XenothreatIsAlmost=XenoThreat is almost on site. I need that combat support.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AlmostThere_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_004_ScansAreShowing=Scans are showing that XenoThreat are closing in fast. Could be any moment now. Be ready.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AlmostThere_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_005_EnemyIdrisIncoming=Enemy Idris incoming fast. Ready up, people.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AtDestination_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_001_ContactContactXenothreat=Contact. Contact. XenoThreat Idris is on site.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AtDestination_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_002_GotEyesOn=Got eyes on the hostile Idris.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AtDestination_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_003_XenothreatsOnSite=XenoThreat's on site and ready to throw down.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AtDestination_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_004_XenothreatIdrisJust=XenoThreat Idris just arrived. Hit 'em.
PU_ADVREP01_F_DEH_Announce_XenoIdris_AtDestination_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_005_XenothreatCameOut=XenoThreat came out of QT at Jericho. Weapons free y'all.
PU_ADVREP01_F_DEH_Announce_XenoIdris_GettingCloser_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_001_HostileCapshipIs=Hostile capship is still inbound to INS Jericho. I need all combat support to get there ASAP.
PU_ADVREP01_F_DEH_Announce_XenoIdris_GettingCloser_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_002_ConfirmedWeStill=Confirmed. We still got a XenoThreat capship burning towards Jericho station. All combat support, get there as soon as you can.
PU_ADVREP01_F_DEH_Announce_XenoIdris_GettingCloser_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_003_ThatXenothreatCapships=That XenoThreat capship's getting closer. Get a move on, people.
PU_ADVREP01_F_DEH_Announce_XenoIdris_GettingCloser_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_004_LetsGetA=Let's get a move on. That XenoThreat Idris is probably a couple minutes out from Jericho station.
PU_ADVREP01_F_DEH_Announce_XenoIdris_GettingCloser_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_005_XenothreatIsStill=XenoThreat is still en route to Jericho station. Get there as soon as you can.
PU_ADVREP01_F_DEH_Approach_AAInactive_Siege_IG_001_JustWantedTo=Just wanted to give you a head's up, that platform's anti-air's been taken down.
PU_ADVREP01_F_DEH_Approach_AAInactive_Siege_IG_002_HeyInCase=Hey, in case you were wondering, that platform's anti-air defenses are deactivated.
PU_ADVREP01_F_DEH_Approach_AAInactive_Siege_IG_003_YouShouldBe=You should be good to approach that platform, there aren't any active anti-air.
PU_ADVREP01_F_DEH_Approach_EnemyCleared_Siege_IG_001_ThisPlatformsSecure=This platform's secure, so do whatever you gotta do here and move onto the ones that aren't secure.
PU_ADVREP01_F_DEH_Approach_EnemyCleared_Siege_IG_002_WereAllSet=We're all set with this platform, so unless you have pressing business here, I'd get to one of the unsecured platforms.
PU_ADVREP01_F_DEH_Approach_EnemyCleared_Siege_IG_003_ThisPlatformHas=This platform has been secured, so make your way to the next island and help clear that.
PU_ADVREP01_F_DEH_Approach_EnemyPresent_Siege_IG_001_WeveNearlyGot=We've nearly got this platform secured. All anti-air and Restricted Air devices are offline, but there are still Nine Tails footsoldiers. Clear them out to finally secure the platform.
PU_ADVREP01_F_DEH_Approach_EnemyPresent_Siege_IG_002_WeveTakenOut=We've taken out the lieutenant and shut down the anti-air, now we just need to mop up any Nine Tails still on the platform.
PU_ADVREP01_F_DEH_Approach_EnemyPresent_Siege_IG_003_WeveManagedTo=We've managed to nearly secure this platform, all that's left is to sweep through and engage any remaining Nine Tails.
PU_ADVREP01_F_DEH_Approach_HardIsland_Siege_FirstOccur_IG_001_OkaySoThis=Okay, so this one's the Hartmoore Platform, where they bring reps from military, security, or law enforcement to showcase their military ships. If you're able to secure any of the vehicles that are on display, you're cleared to commandeer them to help take back the platforms.
PU_ADVREP01_F_DEH_Approach_HardIsland_Siege_FirstOccur_IG_002_YoureComingUp=You're coming up on Hartmoore Platform. This platform's used exclusively for showcasing ships for their military and security clients. Feel free to commandeer any of the vehicles as you see fit.
PU_ADVREP01_F_DEH_Approach_HardIsland_Siege_FirstOccur_IG_003_ThisOnesCalled=This one's called Hartmoore Platform, they use it to showcase ships to the military, security firms, and planetary law enforcement. Just like the other platforms, you're clear to commandeer any vehicles on site to help push out the Nine Tails.
PU_ADVREP01_F_DEH_Approach_MedIsland_Siege_FirstOccur_IG_001_HeyItsMe=Hey, it's me. Just wanted to give you a little intel about where you're headed. This is Brushwood Platform. Crusader says it's primarily used to showcase commercial and civilian ships to private sector buyers. Good news is Crusader's cleared the CDF to commandeer any of these ships to help take back the other platforms.
PU_ADVREP01_F_DEH_Approach_MedIsland_Siege_FirstOccur_IG_002_YoureNowEn=You're now en route to Brushwood Platform. Crusader uses this to show off their new ships for commercial or civilian buyers. If you secure the island, you can feel free to commandeer any of the floor models to help take back the rest of the platforms.
PU_ADVREP01_F_DEH_Approach_MedIsland_Siege_FirstOccur_IG_003_ComingUpYou=Coming up, you got Brushwood Platform. It's where Crusader likes to wine and dine potential buyers for the commercial and civilian ships. We've been given clearance to commandeer any of the floor models to help retake the platforms from Nine Tails, so grab one if you want.
PU_ADVREP01_F_DEH_Approach_MissionArea_HardIsland_Siege_DefeatAA_MiniBossDead_IG_001_HeresTheSituation,P=Here's the situation. The lieutenant on this platform's been taken out, but the anti-air is still online. You aren't going to find a shuttle to get to the Admin Center, so you'll need to get the anti-air offline and commandeer a vehicle to get there.
PU_ADVREP01_F_DEH_Approach_MissionArea_HardIsland_Siege_DefeatAA_MiniBossDead_IG_002_WantedToGive,P=Wanted to give you a quick update. CDF volunteers have taken out this platform's lieutenant but the anti-air's still active. Since there isn't a direct shuttle between this platform and the Admin Center, you'll need to take out this AA in order to safely commandeer a ship.
PU_ADVREP01_F_DEH_Approach_MissionArea_HardIsland_Siege_DefeatAA_MiniBossDead_IG_003_JustAHeads,P=Just a head's up. The lieutenant on Hartmoore's been taken out, but its anti-air system is still active. You'll need to take that out before you can commandeer a vehicle to get to Admin Center. You won't find any shuttles that'll take you there.
PU_ADVREP01_F_DEH_Approach_MissionArea_Siege_AreaObjCleared_IG_001_TheLieutenantAnd,P=The lieutenant and anti-air on this platform have both been taken care of. You should be good to move onto the next one.
PU_ADVREP01_F_DEH_Approach_MissionArea_Siege_AreaObjCleared_IG_002_ThisPlatformsLieutenant,P=This platform's lieutenant has been neutralized and the anti-air secured, so you can move on.
PU_ADVREP01_F_DEH_Approach_MissionArea_Siege_AreaObjCleared_IG_003_WithTheAntiAir,P=With the anti-air secure and the Lieutenant dealt with, there's not much left to do on the platform. Go ahead and move onto one of the active areas.
PU_ADVREP01_F_DEH_Approach_MissionArea_Siege_DefeatAA_MiniBossDead_IG_001_JustAHeads,P=Just a head's up, the Nine Tails lieutenant on this island's been dealt with, but the anti-air is still online. You'll need to disable that if you want to commandeer a ship to the next island. Otherwise, you'll need to take the shuttle.
PU_ADVREP01_F_DEH_Approach_MissionArea_Siege_DefeatAA_MiniBossDead_IG_002_ThisPlatformsLieutenant,P=This platform's lieutenant has been taken care of, but you won't be able to safely commandeer any ships unless you disable the anti-air. The shuttles are still active to take you to the other platforms though.
PU_ADVREP01_F_DEH_Approach_MissionArea_Siege_DefeatAA_MiniBossDead_IG_003_JustWantedTo,P=Just wanted to send the latest intel. The lieutenant on this platform's been neutralized but the anti-air net's still online. If you want to commandeer a ship from here you'll need to disable it. Otherwise, there's an active shuttle to the next platform.
PU_ADVREP01_F_DEH_Approach_MissionArea_VeryHardIsland_Siege_DefeatAA_MiniBossDead_IG_001_QuickStatusUpdate,P=Quick status update. The Admin Center's lieutenant has been taken out. There's still anti-air coverage but latest intel suggests the IFFI for this platform is located on the barge, not this island. So you'll need to go there to shut it down. You can still destroy the turrets up close if you want.
PU_ADVREP01_F_DEH_Approach_MissionArea_VeryHardIsland_Siege_DefeatAA_MiniBossDead_IG_002_HeresTheLowdown,P=Here's the lowdown. The lieutenant of this platform's already been neutralized but the anti-air is still operational. We think the IFFI controlling this airspace is located on the barge, so you can either find it there or take out the turrets yourself.
PU_ADVREP01_F_DEH_Approach_MissionArea_VeryHardIsland_Siege_DefeatAA_MiniBossDead_IG_003_JustSomeIntel,P=Just some intel as you approach Admin Center. The lieutenant's been taken out but CDF volunteers haven't found an IFFI here. We think that the anti-air is being controlled from the barge, so I'd start searching there unless you want to blow them up yourself.
PU_ADVREP01_F_DEH_Approach_MissionObj_Barge_Siege_DefeatBoss_IG_001_WeveGotEyes=We got eyes on the Commander. I want Mendo Ren taken out!
PU_ADVREP01_F_DEH_Approach_MissionObj_Barge_Siege_DefeatBoss_IG_002_ThereMendoRen=There! Mendo Ren! I knew we'd draw him out. Now let's put him down and get those codes.
PU_ADVREP01_F_DEH_Approach_MissionObj_Barge_Siege_DefeatBoss_IG_003_LooksLikeOur=Looks like our strategey worked. The commander is out on the barge. We take out Mendo Ren and we can shut down the inverter.
PU_ADVREP01_F_DEH_Approach_MissionObj_EasyIsland_Siege_DefeatMiniBoss_IG_001_TheNineTails=The Nine Tails lieutenant has been identified. Name's Remy Kettle. Got a lot of minor crimes; theft, vandalism, an assault or two. Guess he's stepping up his game.
PU_ADVREP01_F_DEH_Approach_MissionObj_EasyIsland_Siege_DefeatMiniBoss_IG_002_RanThisLieutenant=Ran this Lieutenant through the system and ID'd him as Remy Kettle. Pretty thin rap sheet, but a long list of criminal associates. Must be new to the Nine Tails.
PU_ADVREP01_F_DEH_Approach_MissionObj_HardIsland_Siege_DefeatMiniBoss_IG_001_ShitThatsNolan=Shit? that's Nolan Acker. Guy worked Area18 as a security contractor for BlacJac until they discovered he was moonlighting as an enforcer-for-hire for criminals. Watch yourself with this one.
PU_ADVREP01_F_DEH_Approach_MissionObj_HardIsland_Siege_DefeatMiniBoss_IG_002_ThatNineTails=That Nine Tails lieutenant is Nolan Acker. File says he's a former security officer with extensive combat experience, so watch yourself out there.
PU_ADVREP01_F_DEH_Approach_MissionObj_MedIsland_Siege_DefeatMiniBoss_IG_001_GotAnId=Got an ID. That's Devin Marcus. Guy's wanted in Odin system for blowing up his mining crew. Been on the run and got multiple warrants after that.
PU_ADVREP01_F_DEH_Approach_MissionObj_MedIsland_Siege_DefeatMiniBoss_IG_002_JustIddThat=Just ID'd that lieutenant. His name's Devin Marcus. Was a demo expert for a mining company before he killed his entire crew. Apparently been plying his trade to criminals ever since.
PU_ADVREP01_F_DEH_Approach_MissionObj_Siege_DefeatMiniBoss_IG_001_NineTailsLieutenant=Nine Tails lieutenant identified.
PU_ADVREP01_F_DEH_Approach_MissionObj_Siege_DefeatMiniBoss_IG_002_ThatMustBe=That must be their lieutenant for this platform.
PU_ADVREP01_F_DEH_Approach_MissionObj_Siege_DefeatMiniBoss_IG_003_GotConfirmationThats=Got confirmation that's the Nine Tail lieutenant we're looking for. You're clear to engage.
PU_ADVREP01_F_DEH_Approach_MissionObj_VeryHardIsland_Siege_DefeatMiniBoss_IG_001_TheLieutenantStationed=The lieutenant stationed on this platform is Art "Stax" Kelvin. A career criminal from the looks of it. Has been with the Nine Tails for almost as long as they've been operating. You don't last that long unless you're a survivor. Use caution.
PU_ADVREP01_F_DEH_Approach_MissionObj_VeryHardIsland_Siege_DefeatMiniBoss_IG_002_ManagedToPull=Managed to pull an ID on this guy. Name's Art Kelvin. Did time in QuarterDeck and a slew of other prisons around the UEE. Guy's got an arrest record that goes back twenty years. Watch yourself.
PU_ADVREP01_F_DEH_Approach_MissionObj_WithSuppliesAboard_aPlayer_tAlly_FromAlly_FirstOccur_IG_001_LooksLikeYoure,P=Looks like you're almost at Jericho. To get any supplies you have unloaded faster, use one of the kiosks and the Quartermaster will offload the cargo for you.
PU_ADVREP01_F_DEH_Approach_MissionObj_WithSuppliesAboard_aPlayer_tAlly_FromAlly_FirstOccur_IG_002_TheQuartermasterOf,P=The Quartermaster of Jericho station requested you use the kiosks so they can get those supplies unloaded faster.
PU_ADVREP01_F_DEH_Approach_MissionObj_WithSuppliesAboard_aPlayer_tAlly_FromAlly_FirstOccur_IG_003_ISeeYoure,P=I see you're approaching Jericho, so I wanted to inform you that the Quartermaster requested you use the kiosks to unload your cargo.
PU_ADVREP01_F_DEH_Approach_NFZActive_Siege_IG_001_ThisPlatformHas=This platform has mostly been cleared out, we just need to reverse the Restricted Air to stop them from reinforcing.
PU_ADVREP01_F_DEH_Approach_NFZActive_Siege_IG_002_AllOfThe=All the active objectives for this platform have been cleared, you just need to deactivate Nine Tails' control of the Restricted Air to stop them from reinforcing.
PU_ADVREP01_F_DEH_Approach_NFZActive_Siege_IG_003_TheLieutenantsBeen=The lieutenant's been handled, so you don't have anything to do on this platform until the Restricted Air is returned to Crusader.
PU_ADVREP01_F_DEH_Approach_Siege_MiniBossesAlive_FirstOccur_IG_001_WeveStillGot=We've still got an active Nine Tails lieutenant on this platform. You'll need to find and neutralize them in order to draw out the commander and shut down the inverter.
PU_ADVREP01_F_DEH_Approach_Siege_MiniBossesAlive_FirstOccur_IG_002_OperativesHaventBeen=Operatives haven't been able to draw out the Nine Tails lieutenant yet. Once they show up, you'll need to neutralize them.
PU_ADVREP01_F_DEH_Approach_Siege_MiniBossesAlive_FirstOccur_IG_003_TheresANine=There's a Nine Tails lieutenant on this platform. If we want to draw out the commander and shut down the inverter, we need to deal with them first.
PU_ADVREP01_F_DEH_Approach_Siege_MiniBossesAlive_RepeatOccur_IG_001_ThatPlatformsLieutenant=That platform's lieutenant is still at large. Take them out.
PU_ADVREP01_F_DEH_Approach_Siege_MiniBossesAlive_RepeatOccur_IG_002_TheNineTails=The Nine Tails lieutenant on this platform is still active. Neutralize them so we can draw out the commander.
PU_ADVREP01_F_DEH_Approach_Siege_MiniBossesAlive_RepeatOccur_IG_003_WereStillTrying=We're still trying to take down this platform's lieutenant. We need to get them taken care of if we want to shut down the inverter.
PU_ADVREP01_F_DEH_Approach_VeryHardIsland_Siege_FirstOccur_IG_001_IActuallyDont=I actually don't know if this platform has a name. Crusader's just referenced it as the Admin Center. There aren't any ships to commandeer here, but if you're able to take it back from the Nine Tails, you should be able to make your way to the cargo barge by foot.
PU_ADVREP01_F_DEH_Approach_VeryHardIsland_Siege_FirstOccur_IG_002_ThisIsThe=This is the Admin Center. I'm not entirely sure what it's used for, probably Admin, but Crusader says there aren't any ships here, so you should be able to get to the barge by foot.
PU_ADVREP01_F_DEH_Approach_VeryHardIsland_Siege_FirstOccur_IG_003_ThisLastPlatforms=This last platform's the Admin Center. I guess it handles infrastructure or something. Anyway, there won't be any vehicles to commandeer here, but you should have the ability to get to the cargo barge by foot.
PU_ADVREP01_F_DEH_Approach_WreckSite_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_AllRightYoure=All right. You're coming up on one of the wrecks. I?d suggest scanning the debris if you haven?t already. Xenothreat want these supplies as badly as we do so you never know who's lurking on there or how many supplies are left aboard.
PU_ADVREP01_F_DEH_Approach_WreckSite_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_YouShouldBe=You should be nearing one of the ship wrecks. General course of action is to do a quick scan of the debris. That should tell you what kind of supplies are still aboard and whether there are any hostiles waiting for you.
PU_ADVREP01_F_DEH_Approach_WreckSite_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_ThereShouldBe=There should be a wreck nearby. You're gonna want to do a scan of the debris to see if there are any supplies remaining. XenoThreat have been known to hide out in the ships too. Last thing you want are any surprises.
PU_ADVREP01_F_DEH_Cancelled_Mission_PlayerOutside_Siege_IG_001_HeyIKnow,P=Hey, I know you're en route, but we have the situation contained and should be wrapping up the operation soon. I don't want to waste your time, so I'm going to dismiss you early. The CDF appreciates you volunteering.
PU_ADVREP01_F_DEH_Cancelled_Mission_PlayerOutside_Siege_IG_002_ThisIsDulli,P=This is Dulli. I know you're heading to the AO but the operation is going to be wrapping up soon. Thanks for volunteering anyway. You are dismissed.
PU_ADVREP01_F_DEH_Cancelled_Mission_PlayerOutside_Siege_IG_003_HeyHateTo,P=Hey, hate to change things up on you after you volunteered, but our people have been making such great progress against the Nine Tails, that logistically it doesn't make much sense for you to join the operation. You are dismissed. Be safe out there and thanks again.
PU_ADVREP01_F_DEH_Cancelled_Mission_Siege_IG_001_AttentionCdfVolunteers,P=Attention, CDF Volunteers. Crusader Security has decided to take back control of this operation effective immediately. I need all CDF to vacate the platforms and clear the area.
PU_ADVREP01_F_DEH_Cancelled_Mission_Siege_IG_002_AllCdfVolunteers,P=All CDF Volunteers, this is an important update. Effective immediately, Crusader Security will be assuming control of this operation. Please clear the combat area and depart at once.
PU_ADVREP01_F_DEH_Cancelled_Mission_Siege_IG_003_AttentionCrusaderIs,P=Attention. Crusader is reclaiming jurisidiction over this operation. They need all CDF volunteers to vacate the area immediately.
PU_ADVREP01_F_DEH_Comment_PlayerShip_C2Starlifter_Siege_IG_001_HappyToSee=Happy to see a Starlifter. With the C2, we could potentially strengthen our ground position on the other platforms by transferring ground vehicles between them. Just need to be careful of any active AA.
PU_ADVREP01_F_DEH_Comment_PlayerShip_C2Starlifter_Siege_IG_002_ThisC2Could=This C2 could make a big difference to the Op. Not only can the starlifter hold its in own, but being able to move ground vehicles could come in real handy. As long as you can avoid any remaining anti-air defenses that is.
PU_ADVREP01_F_DEH_Comment_PlayerShip_C2Starlifter_Siege_IG_003_NiceAC2=Nice, a C2. The CDF has worked with these on other operations. They're sturdy and the cargo space gives a lot of flexibility. Looking forward to seeing what you can do with it. Just be sure to keep an eye out for any remaining Nine Tails AA when you're flying.
PU_ADVREP01_F_DEH_Comment_PlayerShip_M2Starlifter_Siege_IG_001_TheStarlifterIs=The Starlifter is an impressive piece of military hardware. More that a few battles have been won with the M2s help. Will be good to have one in the air. Just be careful engaging with any remaining AA defenses.
PU_ADVREP01_F_DEH_Comment_PlayerShip_M2Starlifter_Siege_IG_001_TheStarlifterIs_edit=The Starlifter is an impressive piece of military hardware. Will be good to have one in the air. Just be careful engaging with any remaining AA defenses.
PU_ADVREP01_F_DEH_Comment_PlayerShip_M2Starlifter_Siege_IG_002_AHeavyShip=A heavy ship like this M2 should help if you encounter any Anti-Air defenses still under Nine Tails control and provide the right leverage to access any heavily defended platforms.
PU_ADVREP01_F_DEH_Comment_PlayerShip_M2Starlifter_Siege_IG_002_AHeavyShip_edit=A heavy ship like this should help if you encounter any Anti-Air defenses still under Nine Tails control and provide the right leverage to access any heavily defended platforms.
PU_ADVREP01_F_DEH_Comment_PlayerShip_M2Starlifter_Siege_IG_003_AllRightAn=All right, an M2. Exactly what we needed. These are some of the toughest ships Crusader makes. Just the sight of one should be enough to get these Nine Tails quaking in their boots. Avoid any AA fire and head to the next area.
PU_ADVREP01_F_DEH_Comment_PlayerShip_M2Starlifter_Siege_IG_003_AllRightAn_edit=All right, exactly what we needed. These are some of the toughest ships Crusader makes. Just the sight of one should be enough to get these Nine Tails quaking in their boots. Avoid any AA fire and head to the next area.
PU_ADVREP01_F_DEH_Comment_PlayerShip_PiscesShuttle_Siege_IG_001_NotSureHow=Not sure how the Pisces is going to do here. It's light and nimble, which is good, but with the AA defenses on these platforms still active something with more armor might make sense.
PU_ADVREP01_F_DEH_Comment_PlayerShip_PiscesShuttle_Siege_IG_002_SeeYouFound=See you found a Pisces. As long as you avoid any direct AA fire, a smaller craft like this could be a good choice for infilitrating the platforms. But if you find an option with more armor that might be the safer choice.
PU_ADVREP01_F_DEH_Comment_PlayerShip_PiscesShuttle_Siege_IG_003_IWouldHave=I would have gone for something with a bit more armor than a Pisces, but then I'm not the best pilot. In the right hands, a smaller craft could be a smart option for navigating the platforms. Guess we'll see.
PU_ADVREP01_F_DEH_Comment_PlayerShip_StarRunner_Siege_IG_001_YeahStarRunner=Yeah, Star Runner could be a good choice to move some people to other platforms.
PU_ADVREP01_F_DEH_Comment_PlayerShip_StarRunner_Siege_IG_002_YouEverFlown=You ever flown one of these before? Manuevering thrusters stick a bit too much for my liking, but we'll take whatever we can get.
PU_ADVREP01_F_DEH_Comment_PlayerShip_StarRunner_Siege_IG_003_GreatGetThat=Great. Get that Star Runner up and out. We need air support to move other operatives and take on the Nine Tails and their AA.
PU_ADVREP01_F_DEH_Comment_PlayerShip_Starfighter_Siege_IG_001_YeahThatsA=Yeah, that's a good choice. You can do some serious damage to AA or Nine Tails ships with that thing.
PU_ADVREP01_F_DEH_Comment_PlayerShip_Starfighter_Siege_IG_002_ThoseAresAre=Those Ares are nasty as hell in a fight. Advocacy's been integrating them into their raids the past couple years.
PU_ADVREP01_F_DEH_Comment_PlayerShip_Starfighter_Siege_IG_003_LetsGetThis=Let's get this thing up and helping defend the air. You'll need to be careful of any AA defenses.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_001_EveryoneDefendThe=Everyone defend the Javelin. One of its shields are down.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_002_TheJavelinsShields=The Javelin's shields are down. Defend it.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_003_JavelinsLostA=Javelin's lost a shield.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_004_OneOfThe=One of the Javelin's shields just went down.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_005_JavelinShieldDown=Javelin shield down. All ships. Defensive positions.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Idris_Showdown_aAlly_tEnemy_FromAlly_IG_001_IdrisHasGot=Idris has got a shield down. Focus fire while you can.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Idris_Showdown_aAlly_tEnemy_FromAlly_IG_002_WeGotA=We got a shield down on the Idris. Hit it while you can.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Idris_Showdown_aAlly_tEnemy_FromAlly_IG_003_ThatIdrisLost=That Idris lost a shield.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Idris_Showdown_aAlly_tEnemy_FromAlly_IG_004_IdrisLostSome=Idris lost some shields. Focus fire on it.
PU_ADVREP01_F_DEH_DamageDealt_LostShield_Idris_Showdown_aAlly_tEnemy_FromAlly_IG_005_AllCDFThe=All CDF, the Idris lost a shield. Take it out.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_ProtectFlagship_aEnemy_tAlly_FromAlly_TargetAlone_IG_001_AttentionThisIs=Attention, this is Special Agent Dulli of the Advocacy. INS Jericho is currently under attack from XenoThreat forces. I need any pilots able to lend a hand to get to the station immediately.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_ProtectFlagship_aEnemy_tAlly_FromAlly_TargetAlone_IG_002_AttentionThisIs=Attention, this is Special Agent Dulli of the Advocacy. This is a system-wide alert. We got XenoThreat attacking the Jericho Naval station right now. I need any and all pilots to get over here ASAP.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_ProtectFlagship_aEnemy_tAlly_FromAlly_TargetAlone_IG_003_AttentionThisIs=Attention, this is Special Agent Dulli of the Advocacy. The Navy's taking fire at INS Jericho. We need support scrambled there immediately.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_ProtectFlagship_aEnemy_tAlly_FromAlly_TargetAlone_IG_004_AttentionThisIs=Attention, this is Special Agent Dulli of the Advocacy. XenoThreat has launched an assault against Naval forces at Jericho station. I need all CDF and any combat pilots to lend a hand.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_ProtectFlagship_aEnemy_tAlly_FromAlly_TargetAlone_IG_005_AttentionThisIs=Attention, this is SAIC Dulli with the CDF. The Naval forces at INS Jericho are being targeted by hostile XenoThreat outlaws. Any available combat support report for duty immediately.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_BadVehicleState_IG_001_TheJavelinsGetting=The Javelin's getting torn up out there. We're gonna have to displace it if it keeps taking hits.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_BadVehicleState_IG_002_YouNeedTo=You need to start protecting that Javelin or they're gonna have to get out of here.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_BadVehicleState_IG_003_NavySaysThat=Navy says that Javelin's barely hanging on. Get in there and help them out.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_BadVehicleState_IG_004_ThatJavelinsAbout=That Javelin's about to get pulled out of the system. Defend it.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_BadVehicleState_IG_005_WereGettingDamage=We're getting damage reports from the Javelin. They're not going to last much longer.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_GoodVehicleState_IG_001_OkayPeopleThat=Okay, people, that Javelin's taking a lot more damage than I'd like. Let's protect it.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_GoodVehicleState_IG_002_XenothreatsTaggingThat=XenoThreat's tagging that Javelin. Keep them off it.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_GoodVehicleState_IG_003_NavysRequestingSome=Navy's requesting some help defending the Javelin.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_GoodVehicleState_IG_004_JavelinsTakingSome=Javelin's taking some fire. Get those outlaws off 'em.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_GoodVehicleState_IG_005_WeCantLet=We can't let the Javelin keep taking fire like this. Step it up people.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_001_JavelinsTakingFire=Javelin's taking fire.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_002_JavelinsGettingChewed=Javelin's getting chewed up.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_003_HelpOutThe=Help out the Javelin.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_004_XenothreatsAllOver=XenoThreat's all over the Javelin.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_IG_005_DirectHitOn=Direct hit on the Javelin.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_MedVehicleState_IG_001_ComeOnLets=Come on, let's get some of those XenoThreat punks off that Javelin.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_MedVehicleState_IG_002_JavelinsTakingA=Javelin's taking a beating. Look out for them. Copy?
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_MedVehicleState_IG_003_TryToKeep=Try to keep XenoThreat off that Javelin. It's getting lit up.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_MedVehicleState_IG_004_JavelinsBeenTaking=Javelin's been taking some heavy hits. Start protecting it.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_Flagship_Resupply_aEnemy_tAlly_FromAlly_MedVehicleState_IG_005_XenothreatsStartingTo=XenoThreat's starting to get the upper hand. Focus on protecting the Javelin.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_NavyShip_aPlayer_tAlly_FromAlly_IG_001_CheckYourFire=Check your fire. That's a Navy ship.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_NavyShip_aPlayer_tAlly_FromAlly_IG_002_CarefulThatsOne=Careful! That's one of ours.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_NavyShip_aPlayer_tAlly_FromAlly_IG_003_StopFiringOn=Stop firing on friendlies!
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_NavyShip_aPlayer_tAlly_FromAlly_IG_004_BackOffThats=Back off, that's a Navy ship.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_NavyShip_aPlayer_tAlly_FromAlly_IG_005_CeaseFireThats=Cease fire! That's a Navy ship.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_001_WatchWhereYoure=Watch where you're shooting. That's a friendly.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_002_CheckYourFire=Check your fire, pilot.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_003_ThatsAFriendly=That's a friendly target. Watch your fire.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_004_FriendlyTargetRepeat=Friendly target. Repeat. Friendly target.
PU_ADVREP01_F_DEH_DamageDealt_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_005_WatchItTheyre=Watch it, they're on your side.
PU_ADVREP01_F_DEH_DamageDealt_XenoIdris_FocusOnFighters_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_001_IDontThink=I don't think you're gonna put a dent in that thing. Focus on the support ships.
PU_ADVREP01_F_DEH_DamageDealt_XenoIdris_FocusOnFighters_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_002_LetsTakeCare=Let's take care of the support ships first.
PU_ADVREP01_F_DEH_DamageDealt_XenoIdris_FocusOnFighters_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_003_YoureWastingAmmo=You're wasting ammo on the Idris. Can't take it down yourself.
PU_ADVREP01_F_DEH_DamageDealt_XenoIdris_FocusOnFighters_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_004_BestToTake=Best to take out the support ships first before hitting the Idris.
PU_ADVREP01_F_DEH_DamageDealt_XenoIdris_FocusOnFighters_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_005_RefocusFireOn=Refocus fire on the support ships.
PU_ADVREP01_F_DEH_Delayed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_001_ImStillTracking,P=I'm still tracking those enemy reinforcements. Just stand firm and be ready when they arrive.
PU_ADVREP01_F_DEH_Delayed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_002_DamnILost,P=Damn. I lost contact with those reinforcements. This smells like a trick. I want everyone ready for a surprise attack.
PU_ADVREP01_F_DEH_Delayed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_003_ThoseXenothreatReinforcements,P=Those XenoThreat reinforcements are taking their sweet time getting here. I want everyone to hold their positions until they arrive.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_OneLeft_Siege_IG_001_TheresOnlyOne=There's only one ship left. Let's make it count!
PU_ADVREP01_F_DEH_Destroyed_MissionShip_OneLeft_Siege_IG_002_EasyEveryoneWere=Easy everyone. We're down to our last ship. Let's focus and get this done.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_OneLeft_Siege_IG_003_OkayDontPanic=Okay, don't panic or anything, but we only got one ship left. We can still do this.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_OthersLastHope_Siege_IG_001_OkayOkayWeve=Okay, okay. We've lost all of the ships Crusader had on the platforms but thankfully we got CDF volunteers on the central platform. If they can manage to reset the Restricted Airspace, we still might be able to pull off this mission. Hang in there and let's see what happens.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_OthersLastHope_Siege_IG_002_GotBadNews=Got bad news and good news. Bad news is we just lost the last ship we had. Good news is we managed to get CDF volunteers on to the central platform. We still might be able to beat the Nine Tails if they manage to reset the Restricted Airspace. If you got anything you do for good luck, now's the time.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_OthersLastHope_Siege_IG_003_GotAnImportant=Got an important update for everyone. We have lost all of the available ships inside the restricted zone, but thankfully not before we were able to get some of our personnel onto the central platform. We just have to wait and see if they can get that inverter shut down before its too late.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_PlayerLastHope_Siege_IG_001_IWantedTo=I wanted to let you know that we've lost all of the ships within the Restricted Airspace. That means there won't be any more CDF volunteers coming to help you until you shut down the Inverter. You'll be fine though. Just focus on the task at hand, and get it done.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_PlayerLastHope_Siege_IG_002_NowIDont=Now, I don't want to stress you out, but I feel like it's important that you know we've lost all our ships. That means no one else is going to be able to make it out to the central platform unless you successfully reset the Restricted Airspace. I just want to tell you good luck. We're all counting on you.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_PlayerLastHope_Siege_IG_003_HeyListenUp=Hey, listen up. You're officially on your own out there. All the ships have been destroyed so we can't get any more of our people to the central platform until the Restricted Airspace is reset. I need you to step up and get it done. You got this.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_FirstOccur_IG_001_WeLostOne=We lost one of the commandeered ships. We have more we can use, but we need to be careful. Once we lose all the ships on the platforms, that's it - the mission's over.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_FirstOccur_IG_002_OneOfThe=One of the ships Crusader provided us was just lost. There's still plenty out on the platforms, but please remember that they're in limited supply and the mission is counting on them.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_FirstOccur_IG_003_ShitWereDown=Shit, we're down a ship. Let's see if we can take better care of the rest. We need them to be able to fly to the central platform.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_FirstThresh_IG_001_LooksLikeWeve=Looks like we've lost about a quarter of our ships so far. Nothing major, but it could be a problem if the trend continues. Don't forget that we're going to need these ships to get to the central platform and reset the Restricted Airspace.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_FirstThresh_IG_002_IWantedTo=I wanted to give everyone a heads up that we've lost about a quarter of our available fleet on the platforms. And while there's plenty left, I just want to remind y'all that having flyable ships is vital to us reaching the inverter and resetting the Restricted Airspace. Let's try to keep any additional losses to a minimum.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_FirstThresh_IG_003_OkayWeJust=Okay, we just did a quick check and it seems that we've already lost about a quarter of the ships we have available. That may not seem like a lot, but since we can't retake these platforms without them, it's vital that we try to avoid any additional losses.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_LastThresh_IG_001_ThisIsBad=This is bad, people. We've almost lost all the ships we have. If the last few get taken out, then it's mission over. I want to see some defensive flying out there.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_LastThresh_IG_002_NotGoodDown=Not good. Down to our last few ships. We lose these and the Nine Tails win. I want all pilots to operating at 110 percent, clear?
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_LastThresh_IG_003_ComeOnPeople=Come on, people! We only have a handful of ships left. If anything happen to them then this mission will be over. Got that? Lets do better.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_MidThresh_IG_001_ByMyCount=By my count we've lost around half the vehicles Crusader had on these platforms. We need to be extra careful with the half we have left. This mission counts on us being airborne and until the Restricted Airspace is reset, we won't be able to bring in more.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_MidThresh_IG_002_WereLosingToo=We're losing too many ships. Over half of them are gone, and if we lose the second half that's it. We won't be able to retake the platforms. So please, use caution.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_MidThresh_IG_003_AnotherShipGone=Another ship gone and now we've got less than half left. That's not a lot of wiggle room if we want to reset the Restricted Airspace and retake these platforms. Everyone needs to stay focused out there.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_RepeatOccur_IG_001_ThatsAnotherOf=That's another of Crusader's ships destroyed. Not good.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_RepeatOccur_IG_002_WeveLostAnother=We've lost another of the commandeered ships. Let's try and not lose anymore.
PU_ADVREP01_F_DEH_Destroyed_MissionShip_Siege_RepeatOccur_IG_003_AnotherOfOur=Another of our ships went down. We need to be more careful out there.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_001_LostANavy=Lost a Navy fighter.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_002_WeLostAn=We lost an ally.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_003_AhNavyShip=Ah! Navy ship down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_004_NavyDownRepeat=Navy down. Repeat. Navy down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_005_OneOfOurs=One of ours got taken out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_006_FriendlyDown=Friendly down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Fighter_Showdown_aEnemy_tAlly_FromAlly_IG_007_LostAFriendly=Lost a friendly.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedHighHealth_aAlly_tPlayer_FromAlly_IG_001_HowTheHell=How the hell did XenoThreat take out a battle ready Javelin?
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedHighHealth_aAlly_tPlayer_FromAlly_IG_002_WeGotA=We got a problem if XenoThreat can take on a fully stocked Javelin and win.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedHighHealth_aAlly_tPlayer_FromAlly_IG_003_JavelinJustGot=Javelin just got taken out. Everyone watch yourself out there. Anyone that can take out a fully operational Javelin shouldn't be taken lightly.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedHighHealth_aAlly_tPlayer_FromAlly_IG_004_ThatWasA=That was a fully stocked Javelin that just went down. Don't lose your shit, people. We still got a job to do.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedHighHealth_aAlly_tPlayer_FromAlly_IG_005_IfTheyCan=If they can take out a fully repaired Javelin, XenoThreat's a lot more dangerous than we thought. We gotta stop them here and now.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedLowHealth_aAlly_tPlayer_FromAlly_IG_001_JavelinsDownRepeat=Javelin's down. Repeat. Javelin's down. It was barely holding together when it got here.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedLowHealth_aAlly_tPlayer_FromAlly_IG_002_XenothreatTookOut=XenoThreat took out the Javelin. Considering how beat up it was when it got here, that thing put up a helluva fight.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedLowHealth_aAlly_tPlayer_FromAlly_IG_003_JavelinsOutOf=Javelin's out of this. With all the damage it had taken, I'm surprised it lasted as long as it did.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedLowHealth_aAlly_tPlayer_FromAlly_IG_004_JavelinGotTaken=Javelin got taken out. It was already pretty torn up, but still, this is not good.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_ArrivedLowHealth_aAlly_tPlayer_FromAlly_IG_005_GoddammitWeLost=Goddammit. We lost the Javelin. They never should've sent it to fight in the condition it was in.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_aEnemy_tAlly_FromAlly_IG_001_JavelinsDownRepeat=Javelin's down. Repeat. The Javelin's down. Navy's scrambling to find some reinforcements, but you gotta hold XenoThreat here.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_aEnemy_tAlly_FromAlly_IG_002_JavelinsBeenTaken=Javelin's been taken out. Repeat, the Javelin's been taken out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_aEnemy_tAlly_FromAlly_IG_003_IThinkWe=I think we just lost the Javelin. Shit?
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_aEnemy_tAlly_FromAlly_IG_004_BeAwareXenothreat=Be aware. XenoThreat just took out the Navy Javelin.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Flagship_Showdown_aEnemy_tAlly_FromAlly_IG_005_GoddammitTheJavelin=Goddammit. The Javelin just got blasted.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_001_EnemyGunshipHas=Enemy Gunship has been taken out. Great job.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_002_XenothreatGunshipsBeen=XenoThreat gunship's been taken out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_003_ThatXenothreatGunships=That XenoThreat gunship's done for. Good kill.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_004_ScratchOneXenothreat=Scratch one XenoThreat gunship.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_005_EnemyGunshipDown=Enemy gunship down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_006_ThatGunshipsBeen=That gunship's been ghosted.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Gunship_Showdown_aAlly_tEnemy_FromAlly_IG_007_XenothreatGunshipsBeen=XenoThreat gunship's been eliminated.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_001_WeveGotA=We've got a Hammerhead down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_002_NavyHammerheadJust=Navy Hammerhead just got punched out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_003_NavyLostA=Navy lost a Hammerhead.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_004_HammerheadDownRepeat=Hammerhead down. Repeat. Hammerhead down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_005_XenothreatJustTook=XenoThreat just took out an Hammerhead.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_006_FriendlyHammerheadJust=Friendly Hammerhead just went down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Hammerhead_Showdown_aEnemy_tAlly_FromAlly_IG_007_OneOfOur=One of our Hammerheads got ghosted.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_001_XenothreatIdrisDestroyed=XenoThreat Idris destroyed. Great job everyb- hold up, hold up! Got more contacts coming in hot.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_002_IdrisDownHelluva=Idris down! Helluva job, people! Now all we [gotta do]?.... Contact. Contact. Got hostiles inbound.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_003_CapshipDestroyedXenothreats=Capship destroyed, XenoThreat's gonna have to?. Wait. Yeah, confirmed. Got more hostiles incoming.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_004_GreatJobTaking=Great job taking out that Idris? hold up. Got contacts inbound. Don't look friendly.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetIncoming_IG_005_ThatsAGood=That's a good kill on that Idris. We got a problem though. Looks like they have some buddies inbound. Look sharp.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_001_GreatJobThat=Great job. That was the last Idris.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_002_LooksLikeThats=Looks like that's all their capships.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_003_LastIdrisHas=Last Idris has been taken out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_004_ThatsItThats=That's it. That's all of their capships.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_005_AllIdrisDestroyed=All Idris' destroyed. Repeat. All Idris' destroyed.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_FirstOccur_IG_001_FirstXenothreatIdris=First XenoThreat Idris has been destroyed. Repeat. First Idris destroyed.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_FirstOccur_IG_002_GotOurFirst=Got our first Idris down. Keep it up.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_FirstOccur_IG_003_TheresAnIdris=There's an Idris down. Let's keep up the pressure.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_FirstOccur_IG_004_BaggedOurFirst=Bagged our first Idris. Still got some work to do though.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_FirstOccur_IG_005_FirstIdrisGhosted=First Idris ghosted. Let's keep hitting them.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_IG_001_ThatsAnotherIdris=That's another Idris down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_IG_002_AnotherIdrisJust=Another Idris just got ghosted.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_IG_003_XenothreatIdrisHas=XenoThreat Idris has been destroyed.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_IG_004_HostileIdrisHas=Hostile Idris has been taken out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetNotAlone_IG_005_LooksLikeSomeone=Looks like someone poached a XenoThreat Idris.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetWasOnly_IG_001_XenothreatIdrisIs=XenoThreat Idris is down. Repeat. XenoThreat Idris is down. Helluva job everyone.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetWasOnly_IG_002_WeDidIt=We did it. XenoThreat Idris is down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetWasOnly_IG_003_ThatsItIdris=That's it! Idris is destroyed! Repeat. XenoThreat Idris has been dusted.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetWasOnly_IG_004_EnemyCapshipDown=Enemy capship down. Helluva job, people.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aAlly_tEnemy_FromAlly_TargetWasOnly_IG_005_ThatWasIt=That was it. XenoThreat idris destroyed.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aEnemy_tAlly_FromAlly_IG_001_NavyReportThat=Navy report that they lost an Idris.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aEnemy_tAlly_FromAlly_IG_002_OhShitXenothreat=Oh shit... XenoThreat blew up an Idris.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aEnemy_tAlly_FromAlly_IG_003_NavyIdrisIs=Navy Idris is down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aEnemy_tAlly_FromAlly_IG_004_WeLostAn=We lost an idris.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Idris_Showdown_aEnemy_tAlly_FromAlly_IG_005_TheyJustTook=They just took out of our Idrises.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_001_WordOfWarning,P=Word of warning, we seem to have a third party in the area attacking CDF ships. Keep an eye out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_002_HeadsUpWere,P=Heads up. We're getting reports that unaffiliated ships are attacking CDF volunteers. Be careful.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_PlayerShip_aPlayer_tAlly_FromAlly_IG_003_AsIfWe,P=As if we didn't have enough to worry about, it seems we got interlopers attacking our ships. They dont' seem to be XenoThreat, but they're very much a threat. Be on guard.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_001_GoodKillHelluva=Good kill. Helluva shot.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_002_ThatsAKill=That's a kill.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_003_EnemyDown=Enemy down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_004_ThatsWhatI=That's what I like to see.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_ProtectFlagship_aPlayer_tEnemy_FromAlly_IG_005_OneLastXenothreat=One less XenoThreat to worry about.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aAlly_tEnemy_FromAlly_IG_001_GotAHostile=Got a hostile ship down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aAlly_tEnemy_FromAlly_IG_002_GoodKill=Good kill.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aAlly_tEnemy_FromAlly_IG_003_XenothreatShipDestroyed=XenoThreat ship destroyed.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aAlly_tEnemy_FromAlly_IG_004_EnemyShipDestroyed=Enemy ship destroyed.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aAlly_tEnemy_FromAlly_IG_005_XenothreatShipDown=XenoThreat ship down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_001_TargetDownNice=Target down. Nice job.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_002_GoodKill=Good kill.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_003_NiceShotPilot=Nice shot, pilot.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_004_HostileDown=Hostile down.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_005_TargetEliminated=Target eliminated.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_006_HostileEliminated=Hostile eliminated.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_Showdown_aPlayer_tEnemy_FromAlly_IG_007_ThatsAKill=That's a kill.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_001_StillGotA=Still got a lot of hostile fighters out there. Let's take them out.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_002_KeepAtIt=Keep at it. We're cutting down their numbers.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_003_StillPlentyOf=Still plenty of hostiles to kill.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_004_WereMakingProgress=We're making progress on depleting their forces. They're down to about 70- 75% of their strength.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_005_AboutAQuarter=About a quarter of their forces have been eliminated. That's still a lot of XenoThreat left. Keep going.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_001_ItsLookingLike=It's looking like XenoThreat forces are down to half strength. Keep on 'em.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_002_YouveCutXenothreat=You've cut XenoThreat fighters in half. Keep it up.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_003_IveGotHalf=I've got half the number of hostiles remaining. Keep doing what you're doing.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_004_ThatsAboutHalf=That's about half their forces gone. Don?t let up.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_005_EnemyForcesAre=Enemy forces are looking severly depleted. Barely half of them left. Nice work.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_001_JustAHandful=Just a handful of Xeno fighters remaining.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_002_GettingCloseNot=Getting close. Not many hostiles left.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_003_TheyreHurtingNow=They're hurting now. Let's clear out the rest.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_004_TheCounteroffensivesWorking=The counteroffensive's working. We got them on the ropes.
PU_ADVREP01_F_DEH_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_005_TheresOnlyAbout=There's only about a quarter of their forces left. They can't hold out much longer.
PU_ADVREP01_F_DEH_Encourage_MissionObj_ProtectFlagship_UntilQT_aAlly_tPlayer_FromAlly_IG_001_TheJavelinIs,P=The Javelin is wondering where their protection detail is. Get going.
PU_ADVREP01_F_DEH_Encourage_MissionObj_ProtectFlagship_UntilQT_aAlly_tPlayer_FromAlly_IG_002_TheJavelinIs,P=The Javelin is the priority right now. Go and protect them until they've jumped.
PU_ADVREP01_F_DEH_Encourage_MissionObj_ProtectFlagship_UntilQT_aAlly_tPlayer_FromAlly_IG_003_INeedYou,P=I need you to stay with the Javelin. Watch their back until they QT.
PU_ADVREP01_F_DEH_Encourage_MissionObj_Siege_StopHack_IG_001_YouNeedTo=You need to stop that transfer before it finishes.
PU_ADVREP01_F_DEH_Encourage_MissionObj_Siege_StopHack_IG_002_QuickSeeIf=Quick. See if you can figure out a way to halt the transfer.
PU_ADVREP01_F_DEH_Encourage_MissionObj_Siege_StopHack_IG_003_GoAheadAnd=Go ahead and try to stop the Nine Tails override before it completes.
PU_ADVREP01_F_DEH_Enter_MissionArea_Resupply_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_ThisIsYour=This is your general AO. You can check in with the rest stop medstation so they can revive you there if things go south.
PU_ADVREP01_F_DEH_Enter_MissionArea_Resupply_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_WelcomeToThe=Welcome to the AO. CDF recommends checking in with the medical staff at the rest stop before heading out. That way we have you covered if anything goes wrong.
PU_ADVREP01_F_DEH_Enter_MissionArea_Resupply_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_GoodToHave=Good to have you here. Before you get started, check in with medical down on the rest stop. Want to have your information sorted if the worse happens and we need to revive you.
PU_ADVREP01_F_DEH_Enter_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_001_YoureOnSite=You're on site and weapons free. Check your fire and give 'em hell.
PU_ADVREP01_F_DEH_Enter_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_002_HereWeGo=Here we go. You're cleared to engage.
PU_ADVREP01_F_DEH_Enter_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_003_YouReadyHere=You ready? Here we go.
PU_ADVREP01_F_DEH_Enter_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_004_YoureAtThe=You're at the AO. Weapons free and keep an eye out for civvies.
PU_ADVREP01_F_DEH_Enter_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_005_ReadyOrNot=Ready or not, here we go.
PU_ADVREP01_F_DEH_Enter_MissionPOI_HackComplete_Siege_IG_001_WhatTheHells=What the hell's going on here? This doesn't look like part of a Nine Tails smash and grab. Whatever they were doing seems to be done?
PU_ADVREP01_F_DEH_Enter_MissionPOI_HackComplete_Siege_IG_002_ThisSystemSeems=This system seems to have been breached by the Nine Tails. It's a shame we didn't get here in time to stop whatever it is they were up to.
PU_ADVREP01_F_DEH_Enter_MissionPOI_HackComplete_Siege_IG_003_DamnThisWas=Damn. This was a secure Crusader terminal. Whatever the Nine Tails managed' to take, it won't be good for us.
PU_ADVREP01_F_DEH_Enter_MissionPOI_HackInProg_Siege_IG_001_WhatTheHell=What the hell is this? Are they hooked into Crusader's network? See if you can shut it down.
PU_ADVREP01_F_DEH_Enter_MissionPOI_HackInProg_Siege_IG_002_WhatIsGoing=What is going on here? Looks like the Nine Tails are plugged right into Crusader's network. Try and shut it down.
PU_ADVREP01_F_DEH_Enter_MissionPOI_HackInProg_Siege_IG_003_NotSureWhy=Not sure why the Nine Tails are accessing these systems, but it can't be for anything good. Try and sever the connection if you can.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_BossDead_RepeatOccur_IG_001_OkayHeresAn=Okay, here's an update on the op as you head back to the AO. We've been making good progress. All of the Nine Tails command have been dealt with and we just need to find their inverter to restore control of the Restricted Airspace back to Crusader. Get down there and get it done. If you need any more details, check your mobi.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_BossDead_RepeatOccur_IG_002_ItsLookingLike=It's looking like we're very close to getting control of the Restricted Airpsace. The Nine Tails commander and lieutenants are all neutralized. Now we just need to find and disable their inverter on the cargo barge to stop their reinforcements and allow our ships access again. Your mobi has been updated with all the details.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_BossDead_RepeatOccur_IG_003_HeresAQuick=Here's a quick brief. The Nine Tails Commander and Lieutenants have been dealt with. We're just searching the barge for that inverter to restore command of the Restricted Airspace to Crusader. Any questions, check your mobiGlas for a full breakdown.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_FirstOccur_IG_001_AllRightWelcome=All right, welcome to the operation. Here's the situation. A short while ago, Nine Tails outlaws infiltrated and attacked these commercial platforms. Your primary goal is to return control of the Restricted Airspace to Crusader, that way we can grant our ships access and block Nine Tails from bringing reinforcements to the platforms. \n\nWe know that the Nine Tails are using an Identity Friend or Foe Inverter to control vehicle permissions, so that's your target. We think it's being stored somewhere on the central cargo barge in a locked storage container. Unfortunately, the Nine Tail in charge of this mess has been identified as Mendo Ren, a longtime member tied to dozens of robberies and murders. \n\nBased on his M.O., we know he'll keep a low profile until we eliminate the other Senior Level Nine Tails. So travel to each of the platforms, neutralize the Nine Tail Lieutenant there, then engage Mendo once he comes out of hiding to get his access codes and shut down the inverter. Right now, the platform you're heading towards is Solanki Platform, it's some kind of commercial residencey for visiting VIPs. You might find a few small ships stored there. Crusader's given us permission to commandeer them. You're going to need them to reach the cargo barge when it's time as the platform's shuttle system doesn't directly connect to it. I'll provide updates as you progress. Good luck.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_FirstOccur_IG_002_NowThatYoure=Now that you're here, I wanted to get you up to speed on the operation. You're approaching a small network of platforms that Crusader uses for VIP Sales. Nine Tails outlaws have seized control of the air and platforms and we need to take them back. Your first objective will be to return control of the Restricted Airspace back to Crusader. The Nine Tails are using a device called an Identity Friend or Foe Inverter so they can bring in reinforcements while our own ships are locked out. \n\nWe know that the device is being hidden in a locked storage container somewhere on the cargo barge docked at central platform. It seems however that the only person with the container's access codes is Mendo Ren, a veteran Nine Tails outlaw, who is in charge of this attack. Having dealt with him before, we believe that he will stay hidden until he is forced to get involved. This means that to get to Ren, you will first have to neutralize the Nine Tails lieutenants he's assigned to each of the platforms. Once you take them out, you can get the codes from Ren, and shut down the inverter. \n\nThe platform you're headed to now is Solanki Platform. I'm told Crusader uses it to house VIPs that are visiting Orison. There should be a few small ships here that we have permission to use. Comandeering vehicles will be vital to us reaching the central platform as it is disconnected from the shuttle system. I'll make sure to update you if anything changes. With your help, I have faith the CDF is going to come out on top today.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_FirstOccur_IG_003_BeforeYouArrive=Before you arrive at the platform, let me give you a high level brief of the situation. Members of the Nine Tails outlaw pack seized control of five platforms outside Orison. Our biggest concern at the moment and your main objective will be regaining control of the Restricted Airspace. The Nine Tails have smuggled an Identity Friend or Foe Inverter into that area which is keeping all our ships out and letting theirs in. \n\nWe need to get the Inverter shut down as soon as possible, but doing so is going to be a bit tricky. The device is being stored in the cargo barge docked at the central platform, and the only one with the codes to access it is the Nine Tails commander, Mendo Ren. Now, from the intel we gathered, Ren will stay out of sight unless necessary. That means we will need to remove the Nine Tails Lieutenants from the platforms to draw him out. Once we take him down, we can get the codes from him and take the inverter offline. \n\nCurrently you are headed towards Solanki platform, which is used by Crusader to host visiting VIPs. Thankfully, there are several small craft stored there that we'll be able use to move between platforms. We're going to need them to reach the central platform and the cargo barge when the time comes since the shuttle system doesn't connect there, so don't waste the ships. That should be all the info you need for now. I'll check back in soon. The full mission details and current status will be updated in your mobiGlas. Stay focused, watch yourself, and let's get this done.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_MiniBossesDead_FirstOccur_IG_001_AllRightWelcome=All right, welcome to the operation. Your mobi should have the latest updates but here's a quick rundown. Nine Tails outlaws seized control of these commercial platforms and have been causing chaos. Your primary goal is to return control of the Restricted Airspace to Crusader, that way we can grant our ships access and stop Nine Tails reinforcements from reaching the platforms. We know that the Nine Tails are using an Indentity Friend or Foe Inverter or IFFI to control vehicle permissions so that's your target. It's being stored somewhere on the central cargo barge in a locked storage container. Unfortunately, the only one with the access codes is the Nine Tail in charge of this mess, Mendo Ren. \n\nFinding him and getting the codes is your first task. Once you have them we can finally shut down the inverter. Right now, the platform you're heading towards is Solanki Platform, it's some kind of commercial residencey for visiting VIPs. You might find a few small ships stored there that Crusader's given us permission to commandeer. You're going to need them to reach the cargo barge when it's time as the the platform's shuttle system doesn't connect to it, so use them wisely. I'll check in with any updates as you progress. Good luck.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_MiniBossesDead_FirstOccur_IG_002_NowThatYoure=Now that you're here, I wanted to get you up to speed on the operation. You can always check your mobi for the latest details, but our first objective will be to return control of the Restricted Airspace back to Crusader. Currently the Nine Tails are using an Identity Friend or Foe Inverter to make it so they can bring in reinforcements while our own ships are locked out. We know that the device is being hidden in a locked storage container somewhere on the cargo barge docked at central platform. It seems however that the only person with the container's access codes is Mendo Ren, a veteran Nine Tails outlaw who's in charge of this attack. I want you to focus on finding him and getting those codes so we can shut down the inverter. \n\nThe platform you're headed to now is Solanki Platform. Crusader uses it to house VIPs visiting Orison. There should be a few small ships here that we have permission to use. Comandeering vehicles will be vital to us reaching the central platform as it is disconnected from the shuttle system. I'll make sure to update you if anything changes. With your help, I have faith the CDF is going to come out on top today.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZActive_Siege_MiniBossesDead_FirstOccur_IG_003_IfYouHave=If you have a moment, I'd like to brief you on the current situation before you arrive at the platform. For full details on the mission, everything should be up to date in your mobiGlas. Our biggest concern at the moment is regaining control of the Restricted Airspace. The Nine Tails have smuggled in an Identity Friend or Foe Inverter that's granting their ships access while blocking ours. This is allowing them to bring in their reinforcements to the platforms. We need to get the Inverter shut down as soon as possible, but doing so is going to be a bit tricky. \n\nThe device is being stored in the cargo barge docked at the central platform, but the only one with the codes to access it is the Nine Tails commander, Mendo Ren. I want you focused on tracking down Ren and getting the codes off of him. \n\nCurrently, you are headed towards Solanki platform, which is used by Crusader to host visiting VIPs. Thankfully, there are several small craft that we will be able use to reach the central platform and the cargo barge since the shuttle system doesn't connect there. That should be all the info you need for now. I'll check back in soon. Just stay focused, and let's get this done.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZInactive_Siege_FirstOccur_IG_001_AllRightWelcome=All right, welcome to the operation. Your mobi should have the latest updates but here's a quick rundown. We have managed to return control of the Restricted Airspace to Crusader, but there's still plenty of work to do. All remaining Nine Tails forces and anti-air defenses under their control need to be dealt with before we can fully regain the platforms. \n\nRight now, you're heading towards Solanki Platform, it's some kind of commercial residency for visiting VIPs. If you don't want to use your own vehicle, you might find a few small ships stored there that Crusader's given us permission to commandeer. You could also use the platform's shuttle system to get around if need be. I leave it up to you. I'll check in with any further updates as you progress. Good luck.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZInactive_Siege_FirstOccur_IG_002_NowThatYoure=Now that you're here, I wanted to get you up to speed on the operation, but you can always check your mobi for the latest details. Currently, we have managed to regain control of the Restricted Airspace and have blocked the Nine Tails from bringing in any more reinforcements. All that's left for us to do is clear each of the platforms of any remaining Nine Tails defenses. \n\nThe platform you're headed to now is Solanki Platform. Crusader uses it when the have VIPs visiting Orison. You're welcome to use your own ship, but if not, there should be a few small ships here that we have permission to use. I'll make sure to update you if anything changes. With your help, I have faith the CDF is going to come out on top today.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZInactive_Siege_FirstOccur_IG_003_NowThatYoure=Now that you're en route, here's a brief of the current situation before you arrive at the platform. For full details on the mission, check your mobi. Everything should be up to date in there. Now that we've regained control of the Restricted Airspace, our biggest concern at the moment is clearing out any remaining Nine Tails and whatever defenses they have left. \n\nCurrently you are headed towards Solanki platform, which is used by Crusader to host visiting VIPs. You're welcome to use your ship to get around, but if needed, there should be several small craft stored there that you could use as well. That should be all the info you need for now. I'll check back in soon. Just stay focused, and let's get this done.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZInactive_Siege_RepeatOccur_IG_001_WelcomeBackTo=Welcome back to the combat zone. The full details of the operation's current status are in your mobi, but the main gist is that with the Restricted Airspace back under Crusader control, the CDF is now focusing on clearing any remaining Nine Tails and hostile Anti-Air defenses from the platforms. Counting on your help to get it done.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZInactive_Siege_RepeatOccur_IG_002_NiceToHave=Nice to have you back in the fight. With the Restricted Airspace inverter shut down, your main focus is going to be on clearing any remaining Nine Tails and their defenses from the platforms. If you want the specifics, check your mobi.
PU_ADVREP01_F_DEH_Enter_Shuttle_NFZInactive_Siege_RepeatOccur_IG_003_AsYoureHeading=As you're heading back in, here's what you need to know. The Restricted Airspace is back under our control, so all CDF volunteers are now tasked with clearing out the last of the Nine Tails forces from the platforms. I've updated your mobiGlas with all the details.
PU_ADVREP01_F_DEH_Enter_Shuttle_NoMission_Siege_IG_001_HeyNotSure=Hey, not sure where you think you're going, but I don't have time to deal with some vigilante who wants to rush in where they're not wanted. Either sign up to help the CDF through your contract manager, or stay the hell out of the way.
PU_ADVREP01_F_DEH_Enter_Shuttle_NoMission_Siege_IG_002_IToldYou=I told you that shuttle has been commandeered for official CDF personnel only. Either sign up through your contract manager or leave. If you get off that shuttle, you'll be trespassing in a combat zone.
PU_ADVREP01_F_DEH_Enter_Shuttle_NoMission_Siege_IG_003_HeyITold=Hey, I told you we can't have random bystanders wandering around an active crisis area. If you aren't going to volunteer, don't get off that shuttle. Get me?
PU_ADVREP01_F_DEH_Enter_Shuttle_PostMission_Siege_IG_001_HeyITold=Hey, I told you not to board the shuttle. Crusader's in control of the scene now and they'll arrest any trespassers they find. If you exit the shuttle on the platform, I can't help you.
PU_ADVREP01_F_DEH_Enter_Shuttle_PostMission_Siege_IG_002_AreYouNot=Are you not copying? The mission's over. Crusader Security's currently securing the platforms and they don't need your help. In fact, they'll actually arrest you if you step off that shuttle.
PU_ADVREP01_F_DEH_Enter_Shuttle_PostMission_Siege_IG_003_WhatArentYou=What aren't you understanding here? Crusader Security doesn't need your help anymore. In fact, if you get off that shuttle, they'll probably arrest you for trespassing.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_BossAlive_RepeatOccur_IG_001_HeyWantedTo=Hey, wanted to give you an update on the operation as you head back to the platforms. The CDF needs all volunteers to focus on taking down Mendo Ren and getting his access codes for the inverter. We won't be able to reset the Restricted airspace and stop the Nine Tails until we have them. Your mobi has a full breakdown of all the details.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_BossAlive_RepeatOccur_IG_002_AllRightHeres=All right, here is the rundown on where the op stands. It looks like Ren, the Nine Tails Commander, is still out there. We need to find him and take him out if we want to get the codes to restore control of the Restricted Airspace to Crusader. Check your mobi if you need any more details.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_BossAlive_RepeatOccur_IG_003_SinceYoureHeaded=Since you're headed back into the fight, here's where we're at. Latest intel suggests Ren is still down there. We need to neutralize him to get the codes that will allow us to shut down the inverter and regain control of the Restricted Airspace. There's a full up to date breakdown of the mission in your mobi.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_ExpNeg_IG_001_ListenImAfraid=Listen, I'm afraid that with the way things currently stand, the CDF doesn't want your help on this mission. You've just proved too unreliable in the past. Return to Orison immediately or else you will be charged with trespassing in a combat zone.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_ExpNeg_IG_002_HeyThisShuttle=Hey, this shuttle is supposed to be for active volunteers only. With your current CDF standing, there's just no place for you on this mission. I respectfully ask that you return to Orison as soon as possible, and stay out of our way. Otherwise, you could be charged with trespassing.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_ExpNeg_IG_003_ImNotSure=I'm not sure what you're planning, but the CDF doesn't need your assistance on this current mission. It could be different in the future, but right now we just can't trust you to perform as needed. Please head back to Orison before you get yourself into trouble.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_MiniBossesAlive_RepeatOccur_IG_001_GoodWasWaiting=Good. Was waiting for you to show back up. We still need the Nine Tails lieutenants to be eliminated before we can deal with their commander and get the codes to the access the Restricted Airspace inverter. Check your mobi for the full details.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_MiniBossesAlive_RepeatOccur_IG_002_OkayLetMe=Okay, let me update you on the current situation. The Nine Tails lieutenants are still a problem. We need all of them neutralized in order to draw out their commander and get his access codes to shut down the inverter. If you want more specifics, check your mobiGlas.
PU_ADVREP01_F_DEH_Enter_Shuttle_Siege_MiniBossesAlive_RepeatOccur_IG_003_EvenThoughYou=Even though you have all the details in your mobi, I wanted to personally bring you back up to speed on the operation. We're still hunting for the Nine Tails lieutenants so that should be your focus. Once we wipe them out, their commander will have no choice but to engage us. Then we can finally get the codes to shut down the inverter.
PU_ADVREP01_F_DEH_Enter_StationArea_Resupply_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_WelcomeToINS=Welcome to INS Jericho. That Javelin's been out pulverizing XenoThreat and needs to restock. Unfortunately, XenoThreat's been intercepting our supply ships, so we'll need you to get out there and salvage whatever supplies you can.
PU_ADVREP01_F_DEH_Enter_StationArea_Resupply_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_TheNavyWelcomes=The Navy welcomes you to INS Jericho. Don't have much time for pleasantries though, so I'll get right to it. They docked the Javelin here to resupply it, but XenoThreat are now targeting our supply ships to stop that from happening. We could use your help tracking down any of our destroyed ships and grabbing whatever supplies you find.
PU_ADVREP01_F_DEH_Enter_StationArea_Resupply_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_YouveMadeIt=You've made it to INS Jericho. The station's the supply depot for the operation against XenoThreat. The Javelin's in the process of being restocked before heading back out to fight. Problem is XenoThreat started attacking our supply ships. Need you hunt down some of those wrecks and salvage any remaining supplies.
PU_ADVREP01_F_DEH_Enter_StationArea_Resupply_aAlly_tPlayer_FromAlly_inCombat_FirstOccur_IG_001_ThisIsGoing=This is going to seem like we're throwing you in the deep end, but we've got a situation. You're approaching INS Jericho, the Naval station responsible for resupplying the Naval forces. XenoThreat just launched an attack against the Javelin that's docked there, so I need you to help them fend them off.
PU_ADVREP01_F_DEH_Enter_StationArea_Resupply_aAlly_tPlayer_FromAlly_inCombat_FirstOccur_IG_002_YoureAboutTo=You're about to arrive at Jericho station, but we've got a situation. XenoThreat forces are trying to destroy the Javelin that's getting resupplied. Get in there and push them back before they do too much damage.
PU_ADVREP01_F_DEH_Enter_StationArea_Resupply_aAlly_tPlayer_FromAlly_inCombat_FirstOccur_IG_003_GladYouMade=Glad you made it. INS Jericho, the Navy's main resupply station is just ahead, but XenoThreat forces ambushed the station and are trying to destroy the Javelin that's docked there. I'm gonna need you to get in there and help defend it.
PU_ADVREP01_F_DEH_Enter_Station_HospNotSet_Siege_IG_001_HeyBeforeYou=Hey, before you head out to the platforms, you might want to think about making an imprint at Orison General. If worse comes to worse and you need to regen, it'll make things a lot easier for you.
PU_ADVREP01_F_DEH_Enter_Station_HospNotSet_Siege_IG_002_WordOfWarning=Word of warning. These platforms are a warzone, so you probably want to have an imprint at Orison General if you haven't already. Save yourself a longer trip back.
PU_ADVREP01_F_DEH_Enter_Station_HospNotSet_Siege_IG_003_HeresATip=Here's a tip before you head out. Make sure you've set your imprint to Orison General, so you can get back to the fight quickly if things go wrong.
PU_ADVREP01_F_DEH_Enter_Station_NFZInactive_Siege_IG_001_WithTheRestricted=With the Restricted Airspace back under our control, you can take your own ship instead of the shuttle if you prefer. Either way we need all the remaining Nine Tails and their defenses cleared before we can fully take back the platforms.
PU_ADVREP01_F_DEH_Enter_Station_NFZInactive_Siege_IG_002_JustAHeads=Just a head's up, now that the Restricted Air is under Crusader control, you can take your own ship if don't want to use the shuttle. There are still active hostiles on the platforms, so we still got some work to do.
PU_ADVREP01_F_DEH_Enter_Station_NFZInactive_Siege_IG_003_FyiNowThat=FYI, now that we've retaken control of the Restricted Airspace around the platforms, you can take your own ship instead of the shuttle if you want. Just watch out for any active anti-air defenses.
PU_ADVREP01_F_DEH_Enter_Station_NoMission_Siege_IG_001_ListenIGet=Listen, I get that you're eager to join the fight, but I can only allow official CDF volunteers to use the shuttle. Sign up through your contract manager if you're really interested in helping.
PU_ADVREP01_F_DEH_Enter_Station_NoMission_Siege_IG_002_SorryThisShuttle=Sorry, this shuttle is for CDF volunteers only. We still need help so feel free to sign up through your contract manager.
PU_ADVREP01_F_DEH_Enter_Station_NoMission_Siege_IG_003_EasyThereWe=Easy there. We can only take validated CDF volunteers on that shuttle, so if you're looking to help, sign up through your contract manager. Otherwise, you should steer clear of that shuttle for your own safety.
PU_ADVREP01_F_DEH_Enter_Station_PostMission_Siege_MissionLost_IG_001_WeveShutDown=We've shut down the CDF operation since we were unable to stop the Nine Tails. Don't get on that shuttle. Crusader's on site now picking up the pieces.
PU_ADVREP01_F_DEH_Enter_Station_PostMission_Siege_MissionLost_IG_002_LookTheresNo=Look, there's no reason for you to get on that shuttle. The operation's over. I've turned the scene over to Crusader Security so they can do their assessment and start cleaning up.
PU_ADVREP01_F_DEH_Enter_Station_PostMission_Siege_MissionLost_IG_003_IWouldntGet=I wouldn't get aboard that shuttle. There's nothing for you out on those platforms. The mission's over, Nine Tails won. Crusader Security's closed up the area for their investigation and they don't need any help.
PU_ADVREP01_F_DEH_Enter_Station_PostMission_Siege_MissionWon_IG_001_HeyYouDont=Hey, you don't need to board that shuttle. CDF forces were able to drive out the Nine Tails. Crusader Security's locking down the platforms as a crime scene.
PU_ADVREP01_F_DEH_Enter_Station_PostMission_Siege_MissionWon_IG_002_IAppreciateThe=I appreciate the enthusiasm, but the mission's over. We managed to get Nine Tails off the platforms.
PU_ADVREP01_F_DEH_Enter_Station_PostMission_Siege_MissionWon_IG_003_WereAllGood=We're all good here. CDF was able to take care of the Nine Tails situation so there's no need to board that shuttle. I'd advise against going out there since Crusader Security has already taken over the scene.
PU_ADVREP01_F_DEH_Enter_WreckSiteArea_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_WeLostContact=We lost contact with some of the supply ships somewhere nearby. You'll need to scan for the debris then retrieve any supply crates that may have survived the attack. Keep an eye out for XenoThreat though. They might still be around.
PU_ADVREP01_F_DEH_Enter_WreckSiteArea_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_SomeOfOur=Some of our supply ships came under attack around here. They're not responding to comms so they're either severely damaged or destroyed. See if your scans pick up any debris or XenoThreat still in the area. And if you do find a wreck, be sure to grab any supply crates that are still in one piece.
PU_ADVREP01_F_DEH_Enter_WreckSiteArea_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_TimeToPut=Time to put your scanner to good use. XenoThreat attacked a few of our supply ships nearby and we lost touch with them. Search the area for wreckage and pick up any supply crates you might find. And remember to stay vigiliant, there's a good chance XenoThreat might still be lurking in the area.
PU_ADVREP01_F_DEH_Enter_Wreck_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_OkayIHope=Okay, I hope you scanned before exiting your ship. Another CDF member saw XenoThreat around that debris. Good luck in there
PU_ADVREP01_F_DEH_Enter_Wreck_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_DidYouScan=Did you scan that wreck? XenoThreat's been raiding these debris fields so there's a good chance they're still on board. Be careful.
PU_ADVREP01_F_DEH_Enter_Wreck_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_IveBeenGetting=I've been getting reports that XenoThreat are hiding out on some of the wrecks. I hope you scanned so you know what you're walking into.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_XenothreatJustPopped=XenoThreat just popped up with a milspec Idris. Get in there and keep them off the Javelin.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_WeveGotAn=We've got an Idris inbound. Let's get to work and run it off.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_XenosMustBe=Xenos must be itching for a fight. They just called in an Idris. Let's give 'em what they want and protect that Javelin.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_FirstOccur_IG_004_NeedHelpDefending=Need help defending the Javelin. XenoThreat's here and they brought a damn Idris.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_FirstOccur_IG_005_GottaProtectThat=Gotta protect that Javelin from the Xenos. Do whatever's necessary to get that Idris out of here.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_001_GotAVisual=Got a visual on that Idris. You know what to do.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_002_DealingWithAn=Dealing with an Idris here. Need any help we can get to keep that Javelin safe.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_003_TimeToTussle=Time to tussle. Xenos came to play with an Idris.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_004_XenothreatBroughtIn=XenoThreat brought in an Idris to go after that Javelin. We can't let them take it out.
PU_ADVREP01_F_DEH_Enter_XenoIdrisArea_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_005_XenosThinkThey=Xenos think they can scare us off with an Idris. Let's show 'em we're not intimidated.
PU_ADVREP01_F_DEH_Exit_RestrictedArea_NFZActive_Siege_IG_001_DammitITold=Dammit, I told you that would happen. I'll try to get them to disable it remotely, but I don't think there's enough time.
PU_ADVREP01_F_DEH_Exit_RestrictedArea_NFZActive_Siege_IG_002_ShitYourSelf=Shit, your self-destruct's kicked in. I'm trying to get Crusader on comms to try and shut it down, but I think we're gonna run out of time.
PU_ADVREP01_F_DEH_Exit_RestrictedArea_NFZActive_Siege_IG_003_YourShipJust=Your ship just initiated a self-destruct. I'm gonna see if Crusader Security can remotely disable it, but you should get out of there.
PU_ADVREP01_F_DEH_Exit_RestrictedArea_NFZInactive_Siege_IG_001_IToldYou=I told you this would happen. Get back into the restricted area before it's too late.
PU_ADVREP01_F_DEH_Exit_RestrictedArea_NFZInactive_Siege_IG_002_TurnAroundNow=Turn around now. If you get back into the restricted area, that should shut off the self-destruct.
PU_ADVREP01_F_DEH_Exit_RestrictedArea_NFZInactive_Siege_IG_003_ShitGetThat=Shit. Get that ship back in the restricted area before that timer counts down.
PU_ADVREP01_F_DEH_Exit_Shuttle_NoMission_EasyIsland_Siege_IG_001_AllRightI=Alright, I warned you. Now you're officially trespassing in a combat zone.
PU_ADVREP01_F_DEH_Exit_Shuttle_NoMission_EasyIsland_Siege_IG_002_FineHaveIt=Fine, have it your way. You're officially trespassing in an active crisis area and will be flagged as a combatant.
PU_ADVREP01_F_DEH_Exit_Shuttle_NoMission_EasyIsland_Siege_IG_003_GoddammitWhyThe=Goddammit, why the hell did you get off that shuttle? you're now officially trespassing in a crisis area and will be flagged as a combatant.
PU_ADVREP01_F_DEH_Failed_MissionObj_Siege_StopHack_IG_001_GodDammitWe=Goddammit. We were too late. Nine Tails got whatever it was they were trying to steal.
PU_ADVREP01_F_DEH_Failed_MissionObj_Siege_StopHack_IG_002_WeCouldntStop=We couldn't stop the hack. Whatever it was the Nine Tails were trying to steal, they got it.
PU_ADVREP01_F_DEH_Failed_MissionObj_Siege_StopHack_IG_003_ShitThatNine=Shit. That Nine Tails hack completed. God knows what they just got away with.
PU_ADVREP01_F_DEH_Failed_Mission_Invictus_aAlly_tSystem_FromAlly_IG_001_AttentionThisIs=Attention, this is SAIC Rowena Dulli with the CDF with an unfortunate update. Our volunteer forces were unable to stop the Nine Tails, however the platforms are once again under Crusader control and Invictus can continue on impededed. Thank you.
PU_ADVREP01_F_DEH_Failed_Mission_LastHopeDied_Siege_IG_001_AllCdfPersonnel=All CDF personnel on the central platform have been eliminated and we've lost any hope of resetting the Restricted Airspace. I'm aborting the mission and ordering everyone to evacuate the platforms. Make your way to the shuttle now.
PU_ADVREP01_F_DEH_Failed_Mission_LastHopeDied_Siege_IG_002_WeJustLost=We just lost the last CDF volunteer that was still on the central platform. Without them we can't reset the Restricted Airspace. I wish there was any other option, but I'm afraid I have to abort the operation. All volunteers are to report back to Orison via the shuttle.
PU_ADVREP01_F_DEH_Failed_Mission_LastHopeDied_Siege_IG_003_IAmSad=I am sad to report that there are no more CDF personnel within range of the inverter. And without any ships to get us there, I've got to pull us out. Head to the shuttles now. The mission's over.
PU_ADVREP01_F_DEH_Failed_Mission_NoLongerPossible_Siege_IG_001_DamnItTheres=Damn it! There's no more ships to commandeer on any of the platforms. We won't be able to reach the inverter to shut it down. I've got no choice. I'm pulling all CDF volunteers out. Operation's over. Get back on the shuttle now.
PU_ADVREP01_F_DEH_Failed_Mission_NoLongerPossible_Siege_IG_002_AttentionImSorry=Attention, I'm sorry to say but we've lost the last available ship and failed to retake the platforms. All CDF volunteers are ordered to return to Orison. Head to the shuttles now.
PU_ADVREP01_F_DEH_Failed_Mission_NoLongerPossible_Siege_IG_003_AllCdfPersonnel=All CDF personnel are hereby ordered to immediately vacate the platforms and return to Orison. We lost the entire fleet of available ships which leaves us no viable ways of resetting the Restricted Airspace. The Nine Tails win.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_001_WeveLostOne=We've lost one of our supply ships.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_002_XenothreatTookOut=XenoThreat took out one of the Navy supply ships.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_003_JustGotWord=Just got word a supply ship was taken out.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_004_NavalSupplyShip=Naval supply ship went down.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_005_XenothreatAmbushedOne=XenoThreat ambushed one of the Navy's supply ships.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_006_ASupplyShip=A supply ship headed to Jericho was destroyed.
PU_ADVREP01_F_DEH_Failed_Mission_NotTakePart_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_007_XenothreatTookOut=XenoThreat took out a supply ship en route to Jericho.
PU_ADVREP01_F_DEH_Failed_Mission_Orison_Siege_aAlly_tSystem_FromAlly_IG_001_AttentionThoughThe=Attention, though the CDF forces were unable to stop them, thankfully the Nine Tails have withdrawn from Orison and the platforms have once again returned to Crusader control. I promise you that we will redouble our efforts to stop the Nine Tails should anything like this ever happen again.
PU_ADVREP01_F_DEH_Failed_Mission_Orison_Siege_aAlly_tSystem_FromAlly_IG_002_AttentionThisIs=Attention, this is Rowena Dulli with the CDF. Nine Tails forces have vacated the platforms outside Orison. While CDF forces did their best to stop the criminals, their overall campaign was a failure. We will all need to redouble our efforts should a crisis like this arise again.
PU_ADVREP01_F_DEH_Failed_Mission_Orison_Siege_aAlly_tSystem_FromAlly_IG_003_AttentionImSorry=Attention, I'm sorry to say that the CDF was unable to drive off the Nine Tails aggressors on Orison. Thankfully, the criminals left on their own accord after causing as much damage as they could. Though control has returned to Crusader, we will work to make sure that a failure like this doesn't happen again.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_001_LostASupply=Lost a supply ship.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_002_NavySupplyShip=Navy supply ship just went down.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_003_XenothreatTookOut=XenoThreat took out a supply ship.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_004_FriendlySupplyShip=Friendly supply ship destroyed.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_005_JustLostOne=Just lost one of the convoy.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_006_NavyConvoyShip=Navy convoy ship just got destroyed by XenoThreat.
PU_ADVREP01_F_DEH_Failed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_007_FriendlyConvoyShip=Friendly convoy ship just got taken out.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_001_ImGonnaBe=I'm gonna be straight with you. That was a mess. I need everyone to bring their A-game next time or a lot of people in this system are going to suffer.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_002_ThisWasA=This was a bust. We need to be better next time or XenoThreat's going to keep walking all over us.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_003_ImNotGoing=I'm not going to bullshit you. We gotta do better. If the Navy needs our help, we gotta give it to them.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_004_WeLostToday=We lost today. People need to be better so the Navy can get back out there.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_005_ThatWasDissapointing=That was dissapointing. Going to be hard for people to trust the CDF if we don't do better than that next time the Navy needs us.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_001_AttentionStantonSystem=Attention Stanton system, this is Dulli with the Advocacy. XenoThreat forces launched a coordinated attack against Naval station Jericho and overwhelmed the defenses. The Navy's been forced to extract from the system. Although this is far from over, watch yourself out there.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_002_ThisIsSAIC=This is SAIC Dulli with an update on the recent XenoThreat hostilities. Unfortunately, Naval Station Jericho was overwhelmed by outlaw attacks and has retreated from the Stanton system. All ships are encouraged to take extra precautions while traveling.
PU_ADVREP01_F_DEH_Failed_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_003_AttentionThisIs=Attention. This is a Civilian Defense Force update. After an attack by the outlaw group known as XenoThreat, the UEE Naval forces stationed within the Stanton System have been temporarily forced to withdraw and the system remains on high alert. Travel with caution.
PU_ADVREP01_F_DEH_Farewell_aAlly_tPlayer_FromAlly_IG_001_DulliOut=Dulli out.
PU_ADVREP01_F_DEH_Farewell_aAlly_tPlayer_FromAlly_IG_002_OverAndOut=Over and out.
PU_ADVREP01_F_DEH_Farewell_aAlly_tPlayer_FromAlly_IG_003_TalkToYou=Talk to you later. Dulli out.
PU_ADVREP01_F_DEH_Farewell_aAlly_tPlayer_FromAlly_IG_004_SigningOff=Signing off.
PU_ADVREP01_F_DEH_Farewell_aAlly_tPlayer_FromAlly_IG_005_CommOut=Comm out.
PU_ADVREP01_F_DEH_Gained_CrimeStat_DestroyedVehicle_Siege_IG_001_IDontKnow=I don't know if the Nine Tails got you on their payroll or if you're just a lousy shot, but either way I can't afford to have you around destroying vehicles. You're off the mission.
PU_ADVREP01_F_DEH_Gained_CrimeStat_DestroyedVehicle_Siege_IG_002_HeyITold=Hey, I told you we need those vehicles to help take back the barge, so I can't have you blowing them up. Next time, learn to follow orders.
PU_ADVREP01_F_DEH_Gained_CrimeStat_DestroyedVehicle_Siege_IG_003_WhatTheHell=What the hell are you doing? Those ships are a crucial part of our success. Anyone under my command needs to follow orders so consider yourself dismissed.
PU_ADVREP01_F_DEH_Gained_CrimeStat_KilledNeutral_Siege_IG_001_ThatWasA=That was a civilian you killed. I won't send psychos to fight psychos. You're done.
PU_ADVREP01_F_DEH_Gained_CrimeStat_KilledNeutral_Siege_IG_002_TheCdfIs=The CDF is here to protect the public, not kill them. You're gonna go down for what you did.
PU_ADVREP01_F_DEH_Gained_CrimeStat_KilledNeutral_Siege_IG_003_ICantBelieve=I can't believe you're as bad as the criminals we're supposed to stop. I've notified the authorities, but you're off my team.
PU_ADVREP01_F_DEH_Gained_CrimeStat_KilledPlayer_Siege_IG_001_HowTheHell=How the hell can you kill one of your own? You're lucky we have our hands full out here or I'd be dealing with you myself. Just know that the proper authorities have been notified. Now get the hell out of here.
PU_ADVREP01_F_DEH_Gained_CrimeStat_KilledPlayer_Siege_IG_002_DoYouHave=Do you have any idea what you just did? That was your ally! They trusted you! You're done with the CDF. I let the local authorities know where they can find you.
PU_ADVREP01_F_DEH_Gained_CrimeStat_KilledPlayer_Siege_IG_003_ICantBelieve=I can't believe you just did that. Killing another volunteer goes against everything the CDF stands for. I've let the authorities know, and I hope I never have to see you again.
PU_ADVREP01_F_DEH_Gained_CrimeStat_Siege_IG_001_WhatTheHell=What the hell are you doing? I can't have people under my command committing crimes. I'm cutting you loose until you get that sorted.
PU_ADVREP01_F_DEH_Gained_CrimeStat_Siege_IG_002_DulliHereYou=Dulli here. You can't be committing crimes while working for the CDF. Aside from the fact that it's just wrong, you could appear as a criminal to another volunteer and they could open fire. I'm pulling the contract from you until you clear your record.
PU_ADVREP01_F_DEH_Gained_CrimeStat_Siege_IG_003_WorkingForThe=Working for the CDF isn't an excuse to go commiting crimes. I'm kicking you from this mission until you get that sorted out.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_IG_001_ListenUpThis=Listen up. This is SAIC Dulli with the CDF.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_IG_002_SpecialAgentDulli=Special Agent Dulli with the CDF here.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_IG_003_ThisIsDulli=This is Dulli with the CDF.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_IG_004_SAICDulliHere=SAIC Dulli here.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_IG_005_ThisIsDulli=This is Dulli. Listen up.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_inCombat_IG_001_DulliHere=Dulli here.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_inCombat_IG_002_CDFYouCopy=CDF, do you copy? It's Dulli.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_inCombat_IG_003_YouCopyDulli=You copy? Dulli here.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_inCombat_IG_004_DulliHereListen=Dulli here. Listen up.
PU_ADVREP01_F_DEH_Greet_aAlly_tPlayer_FromAlly_inCombat_IG_005_HeyDulliHere=Hey, Dulli here.
PU_ADVREP01_F_DEH_Hint_Exit_CargoBayDoor_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_001_JustAHeads=Just a head's up, some of the other CDF volunteers have been telling me that XenoThreat's set up ways to open the cargo doors even if the power's out. Try looking for that if you're having trouble getting out.
PU_ADVREP01_F_DEH_Hint_Exit_CargoBayDoor_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_002_IfTheWreck=If the wreck has lost power, XenoThreat might have rigged up something to open the cargo door.
PU_ADVREP01_F_DEH_Hint_Exit_CargoBayDoor_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_003_IveBeenHearing=I've been hearing that XenoThreat's been offloading through the cargo bay. They must have rigged up something to open the door. Might be helpful if you're looking for a way out.
PU_ADVREP01_F_DEH_Hint_MissionObj_Barge_Siege_FindBossIntel_IG_001_WeveConfirmedThe=We've confirmed the Commander has the access code to these locked containers. You'll have to take him out first to get it.
PU_ADVREP01_F_DEH_Hint_MissionObj_Barge_Siege_FindBossIntel_IG_002_SourcesIndicateThat=Sources indicate that Menlo Ren has the access code to these containers. You'll need to take him down to obtain them.
PU_ADVREP01_F_DEH_Hint_MissionObj_Barge_Siege_FindBossIntel_IG_003_WordIsThat=Word is that Mendo Ren's carrying the access codes to these containers. You're gonna need to draw him out and take him down to get them.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_DefeatAA_FirstOccur_IG_001_AttentionAllCdf=Attention, all CDF volunteers. The Nine Tails are controlling each platform's anti-air defenses from an inverter hidden in one of the party supply crates. If you can get the access code, you can shut down the AA defenses directly.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_DefeatAA_FirstOccur_IG_002_GotSomeUseful=Got some useful news. The Nine Tails are controlling the AA defenses using devices stashed inside the Pressley's Party Supply crates. The Lieutenants on each platform will have the codes to access the containers. Could be easier than having to manually destroy each one.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_DefeatAA_FirstOccur_IG_003_AllRightEveryone=All right, everyone. We figured out how the Nine Tails are controlling the AA. They've stashed inverters inside party supply containers on each platform. Get the access code from the Lieutenant there and you shut them down.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindAltSolution_IG_001_LooksLikeAll=Looks like the shuttle controls are busted. You're going to have to find another way around.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindAltSolution_IG_002_ThoseShuttleControls=Those shuttle controls are jacked. You'll have to find another way.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindAltSolution_IG_003_NoWayYoure=No way you're getting those controls working. You'll need another way.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindContainer_FirstOccur_IG_001_AttentionItLooks=Attention, it looks like the Nine Tails might have used those Pressley's Party Supplies containers to bring some additional ammo and medical supplies in case they needed to restock. Looks like you'll have to find an access code to unlock it though.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindContainer_FirstOccur_IG_002_WeveBeenLooking=We've been looking into these containers from Pressley's Party Supplies and it turns out the company shut down years ago. Our current theory is that the Nine Tails used these to smuggle themselves and their supplies on to the platforms. Might be worth seeing if you can find a code to unlock the ones on this platform.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindContainer_FirstOccur_IG_003_GuessWhatTurns=Guess what? Turns out Pressley's Party Supplies doesn't exist anymore. I'm guessing whatever's inside these locked containers has something to do with the Nine Tails attack. If you can find the code to access them, could be useful to take a look inside.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindContainer_RepeatOccur_IG_001_WeNowKnow=We now know that Nine Tails lieutenants have the access codes for the Pressley's Party Supplies containers they smuggled in. If you want to access the ones on this platform, you'll have to deal with the lieutenant first.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindContainer_RepeatOccur_IG_002_IfTheseContainers=If these containers are anything like the ones on the other platform than you're going to have to get the code off the Lieutenant to open them. Might be worthwhile since the Nine Tails packed all sorts of useful things inside of them.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindContainer_RepeatOccur_IG_003_SeemsTheOnly=Seems the only way to open these Pressley's Party Supplies containers that the Nine Tails smuggled here is to get the code off the Lieutenant on this platform. Could be good to see if there's anything useful inside.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindIntel_FirstOccur_IG_001_WithTheLieutenant=With the lieutenant on this platform dealt with, it might be worthwhile to search their body and see if you can find any usable intel.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindIntel_FirstOccur_IG_002_NowThatThe=Now that the lieutenant on this platform has been neutralized, I'd suggest searching him for any possible intel. He might have something useful on him.
PU_ADVREP01_F_DEH_Hint_MissionObj_Siege_FindIntel_FirstOccur_IG_003_TrySearchingThe=Try searching the body of this platform's lieutenant. Never know what useful intel he might have had on him.
PU_ADVREP01_F_DEH_Hint_Mission_FocusOnFighters_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_001_DoesntLookLike=Doesn't look like you're making a dent on that Idris. Try focusing on the fighters.
PU_ADVREP01_F_DEH_Hint_Mission_FocusOnFighters_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_002_WeNeedTo=We need to knock out more of XenoThreat's support ships if we want any chance of taking out their Idris.
PU_ADVREP01_F_DEH_Hint_Mission_FocusOnFighters_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_003_TheresStillToo=There's still too many hostile ships for us to be effective. Focus on thinning their numbers.
PU_ADVREP01_F_DEH_Hint_Mission_FocusOnFighters_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_004_TheyreGoingTo=They're going to overwhelm us if we don't take out more of their support ships soon.
PU_ADVREP01_F_DEH_Hint_Mission_FocusOnFighters_ProtectFlagship_aAlly_tPlayer_FromAlly_IG_005_TargetTheXeno=Target the Xeno support ships. Without their cover, the Idris won't stand a chance.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_PrevPhaseFail_aAlly_tAlly_FromAlly_IG_001_GoodNewsNavy=Good news. Navy just said the Javelin's been repaired and restocked. They're heading back to the fight.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_PrevPhaseFail_aAlly_tAlly_FromAlly_IG_002_NavyJustSent=Navy just sent word. The Javelin's been patched up and is heading back to the AO.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_PrevPhaseFail_aAlly_tAlly_FromAlly_IG_003_NavySaidThe=Navy said the Javelin's been repaired and is heading back to the front.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_PrevPhaseFail_aAlly_tAlly_FromAlly_IG_004_NavyJustFinished=Navy just finished repairing the Javelin. They're dispatching it back to the front now.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_PrevPhaseFail_aAlly_tAlly_FromAlly_IG_005_ReadyUpNavy=Ready up. Navy finished restocking the Javelin and they're sending it back to fight.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_001_GoodNewsNavy=Good news. Navy just said the Javelin's heading to the fight.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_002_ListenUpJust=Listen up. Just got word. Navy reinforcements are inbound.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_003_ReadyUpNavys=Ready up. Navy's got a Javelin inbound to lend a hand.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_004_NavyJustLet=Navy just let me know, they're scrambling a Javelin to the fight.
PU_ADVREP01_F_DEH_Inform_ReinforcementsCall_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_005_JavelinsHeadingIn=Javelin's heading in. This is about to get interesting.
PU_ADVREP01_F_DEH_Inform_SwitchToHostile_CriminalStat_Resupply_aEnemy_tPlayer_FromEnemy_IG_001_YouveBeenFlagged=You've been flagged with a crime stat. I'd go take care of that right now before someone mistakes you for XenoThreat.
PU_ADVREP01_F_DEH_Inform_SwitchToHostile_CriminalStat_Resupply_aEnemy_tPlayer_FromEnemy_IG_002_LookWellTake=Look, we'll take any help we can get but watch yourself. With that crime stat, someone might think you're XenoThreat.
PU_ADVREP01_F_DEH_Inform_SwitchToHostile_CriminalStat_Resupply_aEnemy_tPlayer_FromEnemy_IG_003_SaysHereYouve=Says here you've got a crime stat. Either clear it or fight at your own risk. Can't promise someone won't mistake you for one of the bad guys.
PU_ADVREP01_F_DEH_Inform_SwitchToHostile_CriminalStat_Showdown_aEnemy_tPlayer_FromEnemy_IG_001_HowTheHell=How the hell did you pick up a crime stat? Look, you need to get rid of that or people might mistake you for a target.
PU_ADVREP01_F_DEH_Inform_SwitchToHostile_CriminalStat_Showdown_aEnemy_tPlayer_FromEnemy_IG_002_HeyYouCant=Hey, you can't be pulling crimes while you're working for the law. Fix it.
PU_ADVREP01_F_DEH_Inform_SwitchToHostile_CriminalStat_Showdown_aEnemy_tPlayer_FromEnemy_IG_003_JustBecauseYoure=Just because you're CDF doesn't make you above the law. Resolve that crime stat or someone might mistake you for XenoThreat.
PU_ADVREP01_F_DEH_Intro_MissionObj_Siege_FindTerminalCode_IG_001_NotTooMuch,P=Not too much of a surprise that they locked their system. Maybe see if you can find a code somewhere.
PU_ADVREP01_F_DEH_Intro_MissionObj_Siege_FindTerminalCode_IG_002_ShitLooksLike,P=Shit, looks like you need a code to access the terminal. You're gonna have to find it somewhere.
PU_ADVREP01_F_DEH_Intro_MissionObj_Siege_FindTerminalCode_IG_003_LockedYouMight,P=Locked... You might be able to find the access code somewhere.
PU_ADVREP01_F_DEH_Leave_MissionArea_Resupply_aAlly_tPlayer_FromAlly_IG_001_WeStillNeed=We still need your help. Get back here as soon as you can.
PU_ADVREP01_F_DEH_Leave_MissionArea_Resupply_aAlly_tPlayer_FromAlly_IG_002_WhereYouGoing=Where you going? Our work's not done here.
PU_ADVREP01_F_DEH_Leave_MissionArea_Resupply_aAlly_tPlayer_FromAlly_IG_003_EverythingOkYoure=Everything ok? You're headed in the wrong direction.
PU_ADVREP01_F_DEH_Leave_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_001_TheFightsStill=The fight's still going on. Get back here as soon as you can.
PU_ADVREP01_F_DEH_Leave_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_002_FightAintDone=Fight ain't done. Where the hell are you going?
PU_ADVREP01_F_DEH_Leave_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_003_WhatTheHell=What the hell are you doing, pilot? Get back in there.
PU_ADVREP01_F_DEH_Leave_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_004_ThisIsntOver=This isn't over, sport. Get back in the fight.
PU_ADVREP01_F_DEH_Leave_MissionArea_Showdown_aAlly_tPlayer_FromAlly_IG_005_YoureHeadedThe=You're headed the wrong way. Go towards the battle.
PU_ADVREP01_F_DEH_Open_MissionPOI_AAControls_Siege_IG_001_ThisLooksLike=This looks like a smaller version of the IFFI, but seems like it's dedicated to controlling this platform's anti-air defenses.
PU_ADVREP01_F_DEH_Open_MissionPOI_AAControls_Siege_IG_002_PerfectYouFound=Perfect, you found the inverter that's controlling this platform's AA defenses. Shut it down.
PU_ADVREP01_F_DEH_Open_MissionPOI_AAControls_Siege_IG_003_GreatThatInverter=Great, that inverter's controlling the anti-air on this platform. Shut it down to make the skies safe.
PU_ADVREP01_F_DEH_Open_MissionPOI_BoobyTrap_Siege_IG_001_AttentionAllCdf=Attention, all CDF volunteers. Some of the Nine Tails containers have been trapped, so be careful when opening them.
PU_ADVREP01_F_DEH_Open_MissionPOI_BoobyTrap_Siege_IG_002_BeAdvisedIm=Be advised. I'm getting reports that the Nine Tails have trapped some of their containers. Watch yourselves.
PU_ADVREP01_F_DEH_Open_MissionPOI_BoobyTrap_Siege_IG_003_ThisIsDulli=This is Dulli. Listen up, looks like some of the Nine Tails containers have traps installed, so watch your step.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCMedSupplies_Siege_IG_001_TheNineTails=The Nine Tails will probably mind if you help yourself to some of their meds.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCMedSupplies_Siege_IG_002_JesusTheyBrought=Jesus, they brought a bunch of meds to this thing.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCMedSupplies_Siege_IG_003_WhatHaveWe=What have we got here? Looks like a bunch of meds.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCVehicle_Siege_IG_001_ThatVehicleShould=That vehicle should come in handy.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCVehicle_Siege_IG_002_SeemsTheNine=Seems the Nine Tails brought a little of everything for this raid.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCVehicle_Siege_IG_003_SeemsOnlyFitting=Seems only fitting we use the Nine Tails' own vehicles to bring them down.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCWeaponsAmmo_Siege_IG_001_NineTailsMust=Nine Tails must be using this container to load up on ammo.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCWeaponsAmmo_Siege_IG_002_LooksLikeYou=Looks like you found a Nine Tails ammo cache.
PU_ADVREP01_F_DEH_Open_MissionPOI_HCWeaponsAmmo_Siege_IG_003_TheyBroughtEnough=They brought enough ammo to go to war?
PU_ADVREP01_F_DEH_Open_MissionPOI_Massacre_Siege_IG_001_WhatTheHell=What the hell is this?.
PU_ADVREP01_F_DEH_Open_MissionPOI_Massacre_Siege_IG_002_AllThesePeople=All these people? it's a massacre?
PU_ADVREP01_F_DEH_Open_MissionPOI_Massacre_Siege_IG_003_WhatTheHell=What the hell happened here?
PU_ADVREP01_F_DEH_Order_DefendTarget_QTSpooling_Resupply_aAlly_tPlayer_FromAlly_IG_001_JavelinsPreppingTo=Javelin's prepping to spin up the Q drive out of here. Protect it until they make the jump.
PU_ADVREP01_F_DEH_Order_DefendTarget_QTSpooling_Resupply_aAlly_tPlayer_FromAlly_IG_002_CoverTheJavelin=Cover the Javelin until it gets out of here.
PU_ADVREP01_F_DEH_Order_DefendTarget_QTSpooling_Resupply_aAlly_tPlayer_FromAlly_IG_003_JavelinsSpinningUp=Javelin's spinning up. I want everyone protecting them until they launch.
PU_ADVREP01_F_DEH_Order_DefendTarget_QTSpooling_Resupply_aAlly_tPlayer_FromAlly_IG_004_KeepXenothreatOff=Keep Xenothreat off that Javelin until it can quantum out of here.
PU_ADVREP01_F_DEH_Order_DefendTarget_QTSpooling_Resupply_aAlly_tPlayer_FromAlly_IG_005_QuantumDrivesAre=Quantum drives are spinning up on the Javelin. I want cover fire until they're ready to QT.
PU_ADVREP01_F_DEH_Pickup_DestructibleSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_001_NotSureHow=Not sure how much you've handled Acryliplex, but be careful. They're really unstable and will go up if damaged.
PU_ADVREP01_F_DEH_Pickup_DestructibleSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_002_JustAHeads=Just a head's up, Acryliplex will explode if damaged, so be extra careful with that crate.
PU_ADVREP01_F_DEH_Pickup_DestructibleSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_003_YoullNeedTo=You'll need to be careful with that crate. Acryliplex is really unstable, so things will get really messy if that crate's damaged.
PU_ADVREP01_F_DEH_Pickup_QuantumSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_001_WordOfWarning=Word of warning, Diluthermex becomes violently unstable when in quantum travel, so you'll need to use conventional engines to get it back to Jericho.
PU_ADVREP01_F_DEH_Pickup_QuantumSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_002_JustAReminder=Just a reminder that Diluthermex becomes violently unstable in Quantum travel, so don't do it. Use conventional thrusters only.
PU_ADVREP01_F_DEH_Pickup_QuantumSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_003_BeCarefulWith=Be careful with that Diluthermex. It will explode during Quantum travel, so you'll need to use regular thrusters to get it back to Jericho.
PU_ADVREP01_F_DEH_Pickup_Supplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_NowThatYou,P=Now that you got your hands on some supplies, I need you to bring those back to Jericho as soon as you can.
PU_ADVREP01_F_DEH_Pickup_Supplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_OnceYoureDone,P=Once you're done hunting for supplies, go ahead and bring everything back to Jericho. They're waiting for you.
PU_ADVREP01_F_DEH_Pickup_Supplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_AsSoonAs,P=As soon as you're done searching for supplies, I want you to rush whatever you found back to Jericho and get it unloaded.
PU_ADVREP01_F_DEH_Pickup_TimedSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_001_QuickRundownOn=Quick rundown on transporting Zeta-Prolonide. That timer on the crate is tracking the mineral's decay. Make sure you deliver it before it runs out or the crate's useless.
PU_ADVREP01_F_DEH_Pickup_TimedSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_002_NotSureIf=Not sure if you've transported Zeta-Prolonide before, but make sure you deliver it to Jericho quick. If that timer on the box runs out, the mineral's useless.
PU_ADVREP01_F_DEH_Pickup_TimedSupplies_aAlly_tPlayer_FromAlly_inRelaxed_FirstOccur_IG_003_JustAHeads=Just a head's up if you've never moved Zeta-Prolanide before, that timer on the box tracks the mineral's decay. Make sure you deliver it before the timer runs out or the mineral's useless.
PU_ADVREP01_F_DEH_Quit_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_001_IDontKnow=I don't know why you bailed on us, but we still need your help. Hit me up if you really want to lend a hand.
PU_ADVREP01_F_DEH_Quit_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_002_YouAbandoningThe=You abandoning the mission? What could be more important than dealing with the XenoThreat right now?
PU_ADVREP01_F_DEH_Quit_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_003_LookIKnow=Look, I know not everyone's cut out for this but we could really use your help. Let me know if you change your mind.
PU_ADVREP01_F_DEH_Quit_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_001_LookInThe=Look, in the future, don't volunteer unless you're gonna see this through to the end.
PU_ADVREP01_F_DEH_Quit_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_002_INeedAll=I need all volunteers to give their all. If you're not up to that, fine.
PU_ADVREP01_F_DEH_Quit_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_003_IKnowXenothreats=I know XenoThreat's scary, but we all have to stand up to them if we want to keep our system safe.
PU_ADVREP01_F_DEH_ReactDamage_MissionShip_Siege_IG_001_EasyOnThe=Easy on the vehicles. Until the Restricted Airspace is reset, they're all we're going to get and we need them to reach the Nine Tails inverter.
PU_ADVREP01_F_DEH_ReactDamage_MissionShip_Siege_IG_002_YoullNeedTo=You'll need to be careful with that vehicle. We only have a fixed number to work with until that main inverter is shut off.
PU_ADVREP01_F_DEH_ReactDamage_MissionShip_Siege_IG_003_MightWannaBe=Might want to be extra careful with these comandeered ships. They're our only way of getting to central platform and regaining control of the Restricted Airspace.
PU_ADVREP01_F_DEH_React_Arrest_Trespassing_Siege_IG_001_CrusaderSecurityIs=Crusader Security is taking you into custody for trespassing.
PU_ADVREP01_F_DEH_React_Arrest_Trespassing_Siege_IG_002_StandDownCrusader=Stand down. Crusader Security's taking you into custody.
PU_ADVREP01_F_DEH_React_Arrest_Trespassing_Siege_IG_003_YouAreBeing=You are being detained for trespassing on an active crime scene.
PU_ADVREP01_F_DEH_React_MissionObj_MassacreTaunt_Siege_IG_001_YouFindHim=You find him and put him down. Make it hurt.
PU_ADVREP01_F_DEH_React_MissionObj_MassacreTaunt_Siege_IG_002_GodDammitPeople=Goddammit? people claim Vanduul are the brutal ones, but Humans can be just as bad? if not worse?
PU_ADVREP01_F_DEH_React_MissionObj_MassacreTaunt_Siege_IG_003_IveSeenA=I've seen a lot of tragedy in my life, but this? You make sure Acker goes down.
PU_ADVREP01_F_DEH_Received_DestructibleSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_001_JustGotWord=Just got word that we hit our quota for AcryliPlex. Keep those other supplies coming.
PU_ADVREP01_F_DEH_Received_DestructibleSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_002_ReceivedConfirmationThat=Received confirmation that the Navy has received a full stock of AcryliPlex. Efforts should be focused on completing the other supply runs.
PU_ADVREP01_F_DEH_Received_DestructibleSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_003_ItSeemsOur=Its seems our efforts are paying off. The Navy now has a full supply of AcryliPlex. Let's focus on finishing up the rest of what they need.
PU_ADVREP01_F_DEH_Received_OverallSupplies_BarelySupplies_aAlly_tPlayer_FromAlly_IG_001_WereOnOur=We're on our way with the resupply but still got a way to go.
PU_ADVREP01_F_DEH_Received_OverallSupplies_BarelySupplies_aAlly_tPlayer_FromAlly_IG_002_SuppliesAreStarting=Supplies are starting to come in.
PU_ADVREP01_F_DEH_Received_OverallSupplies_BarelySupplies_aAlly_tPlayer_FromAlly_IG_003_LetsKeepThose=Let's keep those supplies coming.
PU_ADVREP01_F_DEH_Received_OverallSupplies_BarelySupplies_aAlly_tPlayer_FromAlly_IG_004_WereGoingTo=We're going to need a lot more supplies to deal with XenoThreat. Let's keep it going.
PU_ADVREP01_F_DEH_Received_OverallSupplies_BarelySupplies_aAlly_tPlayer_FromAlly_IG_005_NavysHappyWith=Navy's happy with the supplies being delivered, but there's still plenty of work to do. Don't stop now.
PU_ADVREP01_F_DEH_Received_OverallSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_001_JavelinsBeenSuccessfully=Javelin's been successfully resupplied. Repeat. The Javelin's been resupplied. Thanks for the hustle.
PU_ADVREP01_F_DEH_Received_OverallSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_002_NavysFullySupplied=Navy's fully supplied. Thanks for all the hard work, people.
PU_ADVREP01_F_DEH_Received_OverallSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_003_JustGotA=Just got a comm from the Navy. They've got all the supplies they need for now.
PU_ADVREP01_F_DEH_Received_OverallSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_004_NavyReachedOut=Navy reached out to say that they're full up on supplies.
PU_ADVREP01_F_DEH_Received_OverallSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_005_NiceJobAll=Nice job, all. The Navy has been fully resupplied and send their thanks.
PU_ADVREP01_F_DEH_Received_OverallSupplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_001_WereOverThe=We're over the hump, people. Let's keep those supply drops coming.
PU_ADVREP01_F_DEH_Received_OverallSupplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_002_LookLikeWere=Looks like we're three-quarters of the way there on our supply drops.
PU_ADVREP01_F_DEH_Received_OverallSupplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_003_QuartermasterOnThe=Quartermaster on the Jericho said they just hit seventy-five percent of the supplies they need.
PU_ADVREP01_F_DEH_Received_OverallSupplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_001_JustWantedTo=Just wanted to send along an update. We're doing good with supplies, but still need a lot to be fully restocked.
PU_ADVREP01_F_DEH_Received_OverallSupplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_002_StillGotA=Still got a while to go until we're resupplied.
PU_ADVREP01_F_DEH_Received_OverallSupplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_003_NavyJustSent=Navy just sent an update. They're about twenty-five percent restocked, so let's keep it coming.
PU_ADVREP01_F_DEH_Received_OverallSupplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_004_WeveFulfilled25=We've fulfilled 25% of the Navy's supply request. That's good, but we can't let up now.
PU_ADVREP01_F_DEH_Received_OverallSupplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_005_JustSpokeWith=Just spoke with the Navy quartermaster. 25% of the supplies accounted for. It's a start, but there's still a lot more needed.
PU_ADVREP01_F_DEH_Received_OverallSupplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_001_ResupplyEffortsJust=Resupply efforts just crossed the halfway mark. Keep it up.
PU_ADVREP01_F_DEH_Received_OverallSupplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_002_NavyJustDropped=Navy just dropped a comm. They're about halfway full.
PU_ADVREP01_F_DEH_Received_OverallSupplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_003_StatusUpdateNavys=Status update. Navy's got half of what they need.
PU_ADVREP01_F_DEH_Received_OverallSupplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_004_SeemsThatWe=Seems that we hit the halfway point on fulfilling the supply requisition. We've got to keep going.
PU_ADVREP01_F_DEH_Received_OverallSupplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_005_GoodNewsSupply=Good news. Supply stock is halfway to being full. Let's focus and deliver the rest.
PU_ADVREP01_F_DEH_Received_OverallSupplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_001_QuickUpdateWeve=Quick update. We've almost completed the resupply. Let's get those last deliveries in.
PU_ADVREP01_F_DEH_Received_OverallSupplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_002_WeGotA=We got a good flow of supplies coming in. Navy's almost got everything they need.
PU_ADVREP01_F_DEH_Received_OverallSupplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_003_NavyCommdThat=Navy comm'd that they almost have all the supplies they need. One final push and we'll be done.
PU_ADVREP01_F_DEH_Received_OverallSupplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_GotOurFirst=Got our first supply drop. Let's keep them coming.
PU_ADVREP01_F_DEH_Received_OverallSupplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_NavyJustSaid=Navy just said they got their first supply drop.
PU_ADVREP01_F_DEH_Received_OverallSupplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_FirstDropsBeen=First drop's been made. We're off and running, people.
PU_ADVREP01_F_DEH_Received_OverallSupplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_004_QuickUpdateTo=Quick update to let you know that we've had our first supply drop.
PU_ADVREP01_F_DEH_Received_OverallSupplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_005_ConfirmationFirstSupply=Confirmation. First supply drop has been received. Good work.
PU_ADVREP01_F_DEH_Received_QuantumSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_001_HeresAStatus=Here's a status update. The station said they're full up on Diluthermex.
PU_ADVREP01_F_DEH_Received_QuantumSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_002_WantedToInform=Wanted to inform you that the Navy is good on stores of Diluthermex. They want us to focus on the other supplies for now.
PU_ADVREP01_F_DEH_Received_QuantumSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_003_NavyJustCommd=Navy just comm'd. Diluthermex stores are now replenished. Just need to finish the rest of the resupply.
PU_ADVREP01_F_DEH_Received_Supplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_001_NavySaidThey=Navy said they don't need any more of that supply crate, so you don't need to keep dropping it off.
PU_ADVREP01_F_DEH_Received_Supplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_002_WereAllStocked=We're all stocked up on that. Any other supplies you can bring in?
PU_ADVREP01_F_DEH_Received_Supplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_003_GoodWorkBut=Good work, but we hit our quota for that type of supply crate.
PU_ADVREP01_F_DEH_Received_Supplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_004_WhatElseCan=What else can you haul in? Navy said that type of supply crate is all stocked up.
PU_ADVREP01_F_DEH_Received_Supplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_005_JavelinsAtCapacity=Javelin's at capacity for that supply. No need for it anymore.
PU_ADVREP01_F_DEH_Received_Supplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_001_NavysOverHalfway=Navy's over halfway there. Let's keep those drops coming.
PU_ADVREP01_F_DEH_Received_Supplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_002_WerePastThe=We're past the halfway point. Keep up the good work.
PU_ADVREP01_F_DEH_Received_Supplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_003_ImHearingThe=I'm hearing the Javelin's over half full. We're getting close here.
PU_ADVREP01_F_DEH_Received_Supplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_004_KeepTheCrates=Keep the crates coming. Navy's saying the ship's over half capacity.
PU_ADVREP01_F_DEH_Received_Supplies_GoodSupplies_aAlly_tPlayer_FromAlly_IG_005_WeveGotOver=We've got over half the supplies we need. Keep bringing in those crates and let's get this done.
PU_ADVREP01_F_DEH_Received_Supplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_001_GotWordOn=Got word on your latest drop. Keep them coming. Got a long way to go.
PU_ADVREP01_F_DEH_Received_Supplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_002_KeepThoseSupplies=Keep those supplies coming in. We've got a way to go before the Javelin's fully re-stocked.
PU_ADVREP01_F_DEH_Received_Supplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_003_NiceWorkBut=Nice work, but the Navy needs you back out there to haul in any supplies you can.
PU_ADVREP01_F_DEH_Received_Supplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_004_WereJustGetting=We're just getting started here. Long way to go before the Javelin has all the supplies it needs.
PU_ADVREP01_F_DEH_Received_Supplies_LowSupplies_aAlly_tPlayer_FromAlly_IG_005_NavyNeedsYou=Navy needs you to keep hauling in crates. Ship's not close to being fully stocked.
PU_ADVREP01_F_DEH_Received_Supplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_001_NavyJustTold=Navy just told me that they're nearly halfway supplied. Good work.
PU_ADVREP01_F_DEH_Received_Supplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_002_JavelinsFillingUp=Javelin's filling up but there's still a way to go.
PU_ADVREP01_F_DEH_Received_Supplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_003_StillPlentyOf=Still plenty of room on the ship, so keep bringing those crates in.
PU_ADVREP01_F_DEH_Received_Supplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_004_JustGotA=Just got a quick update, Javelin's not even at half capacity. Let's keep those supplies flowing in.
PU_ADVREP01_F_DEH_Received_Supplies_MedSupplies_aAlly_tPlayer_FromAlly_IG_005_KeepItUp=Keep it up. Javelin's getting close to half full.
PU_ADVREP01_F_DEH_Received_Supplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_001_JavelinsAlmostFully=Javelin's almost fully resupplied. Navy said they only need a couple more drops.
PU_ADVREP01_F_DEH_Received_Supplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_002_WereGettingClose=We're getting close here. Just a few more drops and we'll be resupplied.
PU_ADVREP01_F_DEH_Received_Supplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_003_KeepUpThe=Keep up the good work. Javelin's almost resupplied.
PU_ADVREP01_F_DEH_Received_Supplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_004_NavySaidThey=Navy said they only need a few more crates and the Javelin will be all stocked up.
PU_ADVREP01_F_DEH_Received_Supplies_NearlySupplies_aAlly_tPlayer_FromAlly_IG_005_NavysReportingThat=Navy's reporting that the resupply is almost complete. Let's get this done quick.
PU_ADVREP01_F_DEH_Received_Supplies_SignificantAmount_aAlly_tPlayer_FromAlly_IG_001_TheQuartermasterOn=The quartermaster on Jericho just told me about your last drop. You trying to set a record or something? Seriously though. Good job.
PU_ADVREP01_F_DEH_Received_Supplies_SignificantAmount_aAlly_tPlayer_FromAlly_IG_002_SureGladYou=Sure glad you showed up. That's a hellva haul you brought in.
PU_ADVREP01_F_DEH_Received_Supplies_SignificantAmount_aAlly_tPlayer_FromAlly_IG_003_FolksAreTalking=Folks are talking about that last shipment you delivered. Impressive work.
PU_ADVREP01_F_DEH_Received_Supplies_SignificantAmount_aAlly_tPlayer_FromAlly_IG_004_ThatWasQuite=That was quite the drop you just made. We'd be done a lot faster if everyone was that efficient.
PU_ADVREP01_F_DEH_Received_Supplies_SignificantAmount_aAlly_tPlayer_FromAlly_IG_005_TheJerichoQuartermaster=The Jericho quartermaster was impressed with your last delivery. Keep up the good work.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_001_LetsKeepThem=Let's keep them coming.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_002_NiceFirstDelivery=Nice first delivery. Now get back out there.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_FirstOccur_IG_003_GladToHave=Glad to have you helping out.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_001_ThoseSuppliesLook=Those supplies look good. Get back out there.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_002_KeepBringingIn=Keep bringing in crates so we can get this ship stocked.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_003_ThanlsCouldntDo=Thanks. Couldn't do this without you and the rest of the CDF.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_004_QuartermasterKeepsSaying=Quartermaster keeps saying they can stack crates faster than we bring them in. Let's put that to the test.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_005_NeedYouTo=Need you to bring another haul in. The sooner we get this Javelin fully supplied the better.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_006_GonnaNeedSome=Gonna need some more supplies brought in.
PU_ADVREP01_F_DEH_Received_Supplies_aAlly_tPlayer_FromAlly_IG_007_StillGotA=Still got a bunch more supplies to haul in. Let's get back out there.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_001_ShipmentReceived=Shipment received.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_002_ShipmentSecured=Shipment secured.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_003_DeliveryCounted=Delivery counted.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_004_ReceivedShipment=Received shipment.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_005_GotTheShipment=Got the shipment.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_006_ShipmentsBeenLogged=Shipment's been logged.
PU_ADVREP01_F_DEH_Received_Supplies_aPlayer_tAlly_FromAlly_IG_007_GotTheSupplies=Got the supplies.
PU_ADVREP01_F_DEH_Received_TimedSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_001_WeveGotThe=We've got the minimum amount of Zeta-Prolanide requested.
PU_ADVREP01_F_DEH_Received_TimedSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_002_JustConfirmedThat=Just confirmed that the station has all the Zeta-Prolanide they need. Let's hurry up and deliver the rest.
PU_ADVREP01_F_DEH_Received_TimedSupplies_FullSupplies_aAlly_tPlayer_FromAlly_IG_003_AccordingToThe=According to the Navy, Zeta-Prolanide has been completely restocked. We're good on that for now and should work on the other supplies.
PU_ADVREP01_F_DEH_Remind_DestructibleSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_001_TheNavyNeeds=The Navy needs more AcryliPlex. Keep an eye out and drop off what you can.
PU_ADVREP01_F_DEH_Remind_DestructibleSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_002_PrioritizeAcryliplexIn=Prioritize AcryliPlex in those supply runs. Navy needs that more than the others.
PU_ADVREP01_F_DEH_Remind_DestructibleSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_003_QuartermasterJustGave=Quartermaster just gave me a head's up. They need more AcryliPlex.
PU_ADVREP01_F_DEH_Remind_DestructibleSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_004_IfYouCan=If you can, prioritize AcrylicPlex when you're out scavenging. Navy needs a lot more of that.
PU_ADVREP01_F_DEH_Remind_DestructibleSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_005_NeedMoreAcryliplex=Need more AcryliPlex. Navy says they haven't been getting shipments of that.
PU_ADVREP01_F_DEH_Remind_MissionArea_Resupply_aAlly_tPlayer_FromAlly_IG_001_WhatsYouTwenty=What's your twenty? We need your help out here.
PU_ADVREP01_F_DEH_Remind_MissionArea_Resupply_aAlly_tPlayer_FromAlly_IG_002_NotSureWhat=Not sure what you're playing at, but I need you on site ASAP.
PU_ADVREP01_F_DEH_Remind_MissionArea_Resupply_aAlly_tPlayer_FromAlly_IG_003_ClocksTickingWe=Clock's ticking. We need all pilots on site now.
PU_ADVREP01_F_DEH_Remind_MissionArea_Siege_IG_001_HeyJustWanted=Hey, just wanted you to know that we could really use you out there. Make your way to the shuttle station as soon as you can. I got it marked on your map for you.
PU_ADVREP01_F_DEH_Remind_MissionArea_Siege_IG_002_WeNeedThis=We need this situation resolved ASAP so get to the shuttle. You should have the location.
PU_ADVREP01_F_DEH_Remind_MissionArea_Siege_IG_003_FinishWhateverYoure=Finish whatever you're doing and get to the shuttle as soon as you can. We need all volunteers on site as quick as possible.
PU_ADVREP01_F_DEH_Remind_MissionObj_Barge_Siege_DefeatMiniBoss_IG_001_HeyItsNo=Hey, it's no good coming here until we finish dealing with the rest of the Nine Tails Lieutenants. Take care of them first, and then we can focus on the finding the inverter.
PU_ADVREP01_F_DEH_Remind_MissionObj_Barge_Siege_DefeatMiniBoss_IG_002_IAppreciateThat=I appreciate that you want to search the cargo barge for the inverter, but first things first. We need the lieutenants eliminated from the other platforms if we want any chance of getting access to the commander's codes.
PU_ADVREP01_F_DEH_Remind_MissionObj_Barge_Siege_DefeatMiniBoss_IG_003_LooksTheresNo=Look, there's no point in assaulting the barge while there are Nine Tails lieutenants still in play. Ren's not going to show himself until they're all taken care of.
PU_ADVREP01_F_DEH_Remind_MissionObj_Barge_Siege_FindMainPOI_IG_001_IWantEveryone=I want everyone searching for the cargo container housing the inverter. It's got to be on the barge somewhere. We have the codes to access it, so all that's left is to find it and shut it down.
PU_ADVREP01_F_DEH_Remind_MissionObj_Barge_Siege_FindMainPOI_IG_002_ListenUpPeople=Listen up, people. We need to find the cargo container with the IFFI device on it. We've got the code to unlock it, so let's shut it down and return the airspace to Crusader control.
PU_ADVREP01_F_DEH_Remind_MissionObj_Barge_Siege_FindMainPOI_IG_003_WeveGotRens=We've got Ren's access code for the containers on this island. Main priority is to find the one that has the inverter controlling the Restricted Air and shut it down.
PU_ADVREP01_F_DEH_Remind_MissionObj_Siege_DefeatEnemy_IG_001_HeyCrusaderIs=Hey, Crusader is still waiting on us to clear out the remaining Nine Tails and AA. Check your mobi and lets get the remaining platforms taken care of.
PU_ADVREP01_F_DEH_Remind_MissionObj_Siege_DefeatEnemy_IG_002_WeveStillGot=We still got platforms with hostile forces and anti-air defenses that need to be sorted. Check your mobi and let's wrap this operation up.
PU_ADVREP01_F_DEH_Remind_MissionObj_Siege_DefeatEnemy_IG_003_ComeOnPeople=Come on, people. We're close to a win here. Just need to clear out that last of the Nine Tails and AA from all the platforms. Check your mobiGlas and let's finish the job.
PU_ADVREP01_F_DEH_Remind_MissionObj_Siege_DefeatMainPOI_IG_001_DamnMoreNine=Damn. More Nine Tails reinforcements. They're just going to keep coming until we can take that inverter offline.
PU_ADVREP01_F_DEH_Remind_MissionObj_Siege_DefeatMainPOI_IG_002_WeGotMore=We got more Nine Tails inbound. You need to focus on shutting down the main IFFI so we can stop them from reinforcing.
PU_ADVREP01_F_DEH_Remind_MissionObj_Siege_DefeatMainPOI_IG_003_JustPickedUp=Just picked up additional Nine Tails heading to our location. We got to get control of the Restricted Airspace or they're going to keep sending in more reinforcements.
PU_ADVREP01_F_DEH_Remind_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_001_INeedCombat=I need combat support to help out those supply ships.
PU_ADVREP01_F_DEH_Remind_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_002_AnyAvailableCombat=Any available combat pilots. Naval supply ships are currently under attack and need help.
PU_ADVREP01_F_DEH_Remind_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_003_ThisIsA=This is a priority call. Go help that Naval convoy.
PU_ADVREP01_F_DEH_Remind_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_004_IStillNeed=I still need pilots to help out that Naval supply convoy. Drop what you're doing and get out there.
PU_ADVREP01_F_DEH_Remind_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_005_INeedMore=I need more combat ships to help out the Navy supply convoy. Let's move, people.
PU_ADVREP01_F_DEH_Remind_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_001_WhatsTheStatus=What's the status on those deliveries? We've been slacking on the dropoffs.
PU_ADVREP01_F_DEH_Remind_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_002_NavySaysThey=Navy says they haven't received any supplies in a while. Let's get out there, people.
PU_ADVREP01_F_DEH_Remind_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_003_TheNavysBeen=The Navy's been waiting on supply drops. Let's hustle up.
PU_ADVREP01_F_DEH_Remind_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_004_JustHeardFrom=Just heard from the Navy Quartermaster, they haven't had a supply drop recently. Let's keep them coming.
PU_ADVREP01_F_DEH_Remind_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_005_NeedsMoreSupplies=Need more supplies dropped off at Jericho. We've been slipping.
PU_ADVREP01_F_DEH_Remind_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_001_LetsGetA=Let's get a move on. Battle's not going to wait on you to start.
PU_ADVREP01_F_DEH_Remind_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_002_LetsGoLets=Let's go. Let's go. We got people fighting.
PU_ADVREP01_F_DEH_Remind_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_003_WhereTheHell=Where the hell are you? We need help here.
PU_ADVREP01_F_DEH_Remind_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_004_TheNavyIs=The Navy's currently engaged and we need combat support now.
PU_ADVREP01_F_DEH_Remind_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_005_HeyWeNeed=Hey, we need you in this fight. Hustle up.
PU_ADVREP01_F_DEH_Remind_QuantumSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_001_LookOutFor=Look out for any Diluthermex out there. The Navy definitely needs more.
PU_ADVREP01_F_DEH_Remind_QuantumSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_002_NavyNeedsMore=Navy needs more Diluthermex. Prioritize that on your next supply run.
PU_ADVREP01_F_DEH_Remind_QuantumSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_003_JustHeardFrom=Just heard from the Navy, they need more Diluthermex.
PU_ADVREP01_F_DEH_Remind_QuantumSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_004_ToAllOf=To all of you on supply runs, Navy needs Diluthermex more than the others right now.
PU_ADVREP01_F_DEH_Remind_QuantumSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_005_GrabSomeDiluthermex=Grab some Diluthermex if you can. Navy says they need that more than the others.
PU_ADVREP01_F_DEH_Remind_TimedSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_001_IfYouCan=If you can, prioritize Zeta-Prolanide when you're scavenging for supplies. Navy needs that more than the others.
PU_ADVREP01_F_DEH_Remind_TimedSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_002_IfYoureOut=If you're out there scavenging supplies, the Navy's looking for Zeta-Prolanide over the others.
PU_ADVREP01_F_DEH_Remind_TimedSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_003_TheNavyNeeds=The Navy needs more Zeta-Prolanide. Keep an eye out if you're out on a supply run.
PU_ADVREP01_F_DEH_Remind_TimedSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_004_NavyQuartermasterJust=Navy Quartermaster just gave me a head's up. They need more Zeta-Prolanide.
PU_ADVREP01_F_DEH_Remind_TimedSupplies_Resupply_aAlly_tPlayer_FromAlly_IG_005_LookOutFor=Look out for any Zeta-Prolanide out there. The Navy definitely needs more.
PU_ADVREP01_F_DEH_Request_MissionObj_ProtectFlagship_UntilQT_aAlly_tPlayer_FromAlly_IG_001_TheJavelinIs,P=The Javelin is preparing to QT, I want you to guard them and provide protection until they're away.
PU_ADVREP01_F_DEH_Request_MissionObj_ProtectFlagship_UntilQT_aAlly_tPlayer_FromAlly_IG_002_AlrightTheJavelin,P=Alright, the Javelin is almost ready to QT. Need you to protect them until they've quantumed away from the station. Don't want to risk anything happening to them now.
PU_ADVREP01_F_DEH_Request_MissionObj_ProtectFlagship_UntilQT_aAlly_tPlayer_FromAlly_IG_003_GotWordFrom,P=Got word from the captain that the Javelin is in final preperations to quantum travel. I want you with them as a protection detail until they've QT'd away.
PU_ADVREP01_F_DEH_Request_Support_Resupply_aNeutral_tSystem_FromNeutral_IG_001_AttentionStantonSystem=Attention Stanton system, this is Rowena Dulli of the Advocacy. A large XenoThreat fleet has been sighted approaching Naval station Jericho. We need any volunteers capable of combat or cargo retrieval to support Navy and CDF forces.
PU_ADVREP01_F_DEH_Request_Support_Resupply_aNeutral_tSystem_FromNeutral_IG_002_AttentionAllExperienced=Attention all experienced pilots, the CDF has received word that Naval Station Jericho is being targeted by XenoThreat. Able forces are to report for combat and cargo retrieval operations.
PU_ADVREP01_F_DEH_Request_Support_Resupply_aNeutral_tSystem_FromNeutral_IG_003_AttentionThisIs=Attention. This is a CDF alert. Naval Station Jericho is under immediate risk of XenoThreat attack. All combat pilots and cargo retireval experts are needed to assist in emergency operations. Please report for service.
PU_ADVREP01_F_DEH_Request_Support_Resupply_aNeutral_tSystem_FromNeutral_IG_004_AttentionAllCombat=Attention all combat pilots and trained cargo retrieval operators. The Civilian Defense Force requires volunteers to assist with hostile XenoThreat actions near Naval Station Jericho. All available ships should report as soon as possible.
PU_ADVREP01_F_DEH_Respawn_Mission_HospNotSet_Siege_IG_001_GladYoureBack=Glad you're back on your feet. We could still really use your help. Head on over to Crusader as soon as you can. You might even want to take a minute when you get here to update your imprint location at Orison General just in case you need to regen again.
PU_ADVREP01_F_DEH_Respawn_Mission_HospNotSet_Siege_IG_002_WelcomeBackIf=Welcome back. If you're heading to the platforms, you should stop off and log an imprint at Orison General on the way. Should save you some time if you have to regen again.
PU_ADVREP01_F_DEH_Respawn_Mission_HospNotSet_Siege_IG_003_HeyHopeYour=Hey, hope your regen went okay. Still need your help clearing out the last of the Nine Tails. You should log an imprint at Orison General when you get back to save yourself from doing this trip again.
PU_ADVREP01_F_DEH_Respawn_Mission_NFZInactive_Siege_IG_001_HappyToSee=Happy to see you're more or less in one piece. Now that we've gained control of the Restricted Airspace again, as soon as you're ready you can fly straight to the platforms and help us clear out the rest of the Nine Tails.
PU_ADVREP01_F_DEH_Respawn_Mission_NFZInactive_Siege_IG_002_GladToSee=Glad to see you're mobile again. Hope you can get back quick to clear out the remaining Nine Tails forces. Just a head's up that since we've retaken control of the Restricted Airspace, the approach is safe if you want to take your own ship.
PU_ADVREP01_F_DEH_Respawn_Mission_NFZInactive_Siege_IG_003_WeCanDefinitely=We can definitely use you to help clear out the remaining Nine Tails. Since the Restricted Airpsace has been retaken, you won't need to use the shuttle if you don't want to. You can fly your own ship. Just check your mobi to see if there are anti-air still active.
PU_ADVREP01_F_DEH_Respawn_Mission_Siege_IG_001_YouAllRight=You all right? Heard you got punched out. Take your time get back on your feet, but we can still use your help out there if you're up to it.
PU_ADVREP01_F_DEH_Respawn_Mission_Siege_IG_002_HeyItsDulli=Hey, it's Dulli. Welcome back. Hope the regen wasn't too bad. Don't want to rush you, but the operation's still active if you want to get back out there.
PU_ADVREP01_F_DEH_Respawn_Mission_Siege_IG_003_DulliHereI=Dulli here. I just heard you got hit. Hope you're recovering. If you'd like a little revenge, we could still use your help out there.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_001_ThatIdrisIs=That Idris is charging up its main gun.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_002_ImGettingAn=I'm getting an energy buildup on that Idris.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_003_ThatIdrisIs=That Idris is getting ready to shoot.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_004_LookAliveIdris=Look alive. Idris' main gun is charging up.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_005_GetReadyXenothreats=Get ready. XenoThreat's charging their main gun.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_006_IdrisMainGun=Idris' main gun is activating.
PU_ADVREP01_F_DEH_Spotted_Railgun_Charging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_007_IdrisIsReadying=Idris is readying their main gun. Not good.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_001_IdrisJustTagged=Idris just tagged the Javelin.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_002_DammitXenothreatJust=Dammit, XenoThreat just blasted the Javelin with their Idris.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_003_JavelinJustTook=Javelin just took a massive shot from that Idris.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_004_ThatXenothreatIdris=That XenoThreat idris just tagged the Javelin.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_005_MainGunHit=Main gun hit on the Javelin.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_006_DammitThatWas=Dammit, that was a monster hit.
PU_ADVREP01_F_DEH_Spotted_Railgun_Engaging_ProtectFlagship_aEnemy_tAlly_FromAlly_IG_007_JavelinJustTook=Javelin just took one from the main gun.
PU_ADVREP01_F_DEH_Spotted_Reinforcements_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_001_BetThatsA=Bet that's a sight for sore eyes.
PU_ADVREP01_F_DEH_Spotted_Reinforcements_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_002_JavelinsOnSite=Javelin's on site and engaging targets.
PU_ADVREP01_F_DEH_Spotted_Reinforcements_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_003_JavelinsHereTime=Javelin's here. Time to dish out some punishment.
PU_ADVREP01_F_DEH_Spotted_Reinforcements_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_004_JavelinsOnDeck=Javelin's on deck. XenoThreat's in for it now.
PU_ADVREP01_F_DEH_Spotted_Reinforcements_Flagship_Showdown_aAlly_tAlly_FromAlly_IG_005_JavelinsJumpingIn=Javelin's jumping in and ready to rock.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyFinishedQT_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_001_XenothreatIdrisIs=XenoThreat Idris is away.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyFinishedQT_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_002_ScopesClearIdris=Scope's clear. Idris is gone.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyFinishedQT_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_003_IdrisAway=Idris away.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyFinishedQT_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_004_HostileIdrisHas=Hostile Idris has completed quantum. They're gone.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyFinishedQT_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_005_HostileCapitalShip=Hostile capital ship away.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyStarting_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_001_XenothreatsFallingBack=XenoThreat's falling back!
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyStarting_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_002_LooksLikeXenothreats=Looks like XenoThreat's retreating!
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyStarting_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_003_LookTheyrePulling=Look! They're pulling back! We've got them on the run.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyStarting_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_004_XenothreatAreMaking=XenoThreat are making a break for it.
PU_ADVREP01_F_DEH_Spotted_Retreat_EnemyStarting_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_005_TheEnemyIdris=The enemy Idris... it's disengaging. We got them!
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_001_IJustDetected=I just detected an unidentified cap ship burning towards Jericho station. I need all available combat personnel to support. Looks like XenoThreat's making a play.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_002_GotAnUnknown=Got an unknown contact headed for the station. It's big? might be a cap ship? I need all combat CDF forces to get to Jericho, now.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_003_UnknownContactInbound=Unknown contact inbound. CS looks like it might be a capship. All available CDF combat personnel scramble to Jericho station.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_004_ImTrackingAn=I'm tracking an unknown capship on a trajectory to Jericho station. I think it might be hostile. I want CDF combat forces to head there now.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_IG_005_TheresAnUnknown=There's an unknown capship heading for Jericho. I don't like the look of it. I want CDF combat support to intercept just in case.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_RepeatOccur_IG_001_JustPickedUp=Just picked up a XenoThreat Idris headed towards Jericho. Combat support needed.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_RepeatOccur_IG_002_GotAnotherXenothreat=Got another XenoThreat cap ship heading towards Jericho station.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_RepeatOccur_IG_003_LooksLikeAnother=Looks like another Idris is heading towards Jericho. How many of these things have they got?
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_RepeatOccur_IG_004_PickedUpAnother=Picked up another unknown capship, got the same fake reg-tags as the other XenoThreat Idris, so get over to Jericho.
PU_ADVREP01_F_DEH_Spotted_XenoIdris_ProtectFlagship_aAlly_tEnemy_FromAlly_RepeatOccur_IG_005_XenothreatsGotAnother=XenoThreat's got another Idris burning to Jericho. Get over there and get ready for a fight.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatAA_IG_001_TheBargesAnti=The barge's anti-air defense have been destroyed. Aerial approach should be clear.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatAA_IG_002_CdfVolunteersYou=CDF Volunteers, you are clear to approach the barge. Anti-Air defenses have been destroyed.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatAA_IG_003_ThatsTheLast=That's the last of the anti-air defenses on the barge. CDF ships, lets move in.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatBoss_IG_001_CongratulationsOnTaking=Congratulations on taking down Mendo. A lot people have been after him for a long time. It's a real feather in your cap. Now, search the body and let's see if we can find the codes to gain access to the controls for the Restricted flight space.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatBoss_IG_002_ImpressiveWorkOut=Impressive work out there. I bet Mendo Ren wasn't counting on running into the likes of you. The CDF needs more volunteers of your caliber. Now, see if you can find the commander's access codes.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatBoss_IG_003_IWishWe=I wish we could stop and celebrate you taking out a bastard like Mendo Ren, but I need you to find the access codes he was carrying first. We won't be able to reset the restricted flight area without them.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatEnemy_IG_001_AllHostileForces=All hostile forces on the barge have been eliminated.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatEnemy_IG_002_TheScansAre=The scans are showing that the barge is clear of all Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatEnemy_IG_003_LooksLikeThe=Looks like the last of the outlaws aboard the barge have been neutralized.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatMainPOI_IG_001_ExcellentIKnew=Excellent. I knew I could count on you to get the flight restrictions sorted.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatMainPOI_IG_002_FantasticJobResetting=Fantastic job resetting the flight restrictions. With the Nine Tails cut off from their reinforcements we should be able to clear out any outlaws left. You and the rest of the CDF volunteers will now be able to use your personal ships to access the platforms so we should be able to get everything secured in no time.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_DefeatMainPOI_IG_003_ThanksToYou=Thanks to you, the Nine Tails are now blocked from flying in reinforcements. Let's get out there and clear out any remaining outlaws still holed up on the platforms. You can even use your own ship now if you prefer.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_FindBossIntel_IG_001_ImSendingEveryone=I'm sending everyone the codes for the Nine Tails storage containers on the barge. Let's find the one with the inverter and get their override systems shut down.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_FindBossIntel_IG_002_HereAreThe=Here are the Commander's access codes. Use them to get into the storage conainer on the barge housing the Nine Tails' inverter.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_FindBossIntel_IG_003_NowThatWe=Now that we have the codes to access the Nine Tails' storage containers on the Barge, I need all hands trying to find the inverter's location.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_FindMainPOI_IG_001_GoodYouveFound=Good, you found the Nine Tails inverter. Shut it down and get the restricted flight zone reset.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_FindMainPOI_IG_002_YouNowHave=You now have access to the inverter system the Nine Tails are using to control the restricted airspace. Shut it down so we can get our ships back in action.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_FindMainPOI_IG_003_GoodWorkFinding=Good work finding the Nine Tails storage container housing the inverter. Go ahead and shut it off so we can restore the flight permissions.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_SecureArea_IG_001_GoodWorkYall=Good work, y'all. The barge has been retaken and the Nine Tails forces there dealt with.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_SecureArea_IG_002_WeHaveConfirmation=We have confirmation that the barge is now back under Crusader control. Nicely done.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Barge_Siege_SecureArea_IG_003_AttentionCdfThe=Attention CDF, the barge has been secured and the outlaw forces eliminated. Good work.
PU_ADVREP01_F_DEH_Succeed_MissionObj_CodeGuessed_Siege_FindIntel_IG_001_DidYouJust=Did you just guess that? Holy shit? that's insane.
PU_ADVREP01_F_DEH_Succeed_MissionObj_CodeGuessed_Siege_FindIntel_IG_002_WaitHowDid=Wait, how did you do that? You know what, I don't even want to know. Great job.
PU_ADVREP01_F_DEH_Succeed_MissionObj_CodeGuessed_Siege_FindIntel_IG_003_IDontKnow=I don't know what kind of magic tech skills you have, but getting access into that system was real impressive.
PU_ADVREP01_F_DEH_Succeed_MissionObj_CodeProvided_Siege_FindIntel_IG_001_GoodNewsEverybody=Good news everybody. One of our techs was able to crack this platform's access code. Sending it to you all now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_CodeProvided_Siege_FindIntel_IG_002_HeyEverybodyQuick=Hey everybody, quick update. We managed to crack the platform's access code since the original was irretrievable. Gonna pass it along to you now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_CodeProvided_Siege_FindIntel_IG_003_WeGotA=We got a bit of a break. The tech team was able to decipher this platform's access code and we're transmitting it to all CDF personnel. You should be able to shut down the controls now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatAA_IG_001_AaDefensesHave=AA defenses have been secured. Airspace above Solanki should be safe for friendlies now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatAA_IG_002_TheCdfHave=The CDF has regained control of Solanki's anti-air system.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatAA_IG_003_SolankiPlatformsAirspace=Solanki platform's airspace is now secure.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatEnemy_IG_001_AllRightAll=All right, all of the Nine Tails on Solanki have been neutralized. Let's get the AA taken care of next.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatEnemy_IG_002_TheSolankiPlatform=The Solanki Platform has been swept clear of all remaining Nine Tails forces. I want you to focus on shutting down the AA next.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatEnemy_IG_003_WeveConfirmedThat=We've confirmed that CDF volunteers have eliminated all the Nine Tails on Solanki. Your next task will be clearing the Anti-Air defenses.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatMiniBoss_IG_001_WeHaveConfirmation=We have confirmation that Remy Kettle has been neutralized.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatMiniBoss_IG_002_AllCdfVolunteers=All CDF volunteers, the Nine Tails lieutenant on Solanki has now been dealt with and is no longer a threat.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_DefeatMiniBoss_IG_003_AttentionRemyKettle=Attention, Remy Kettle was just eliminated. That's one less Nine Tail that we have to worry about.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_SecureArea_IG_001_GoodWorkThats=Good work. That's Solanki Platform secure.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_SecureArea_IG_002_AllRightPeople=All right, people. Solanki Platform is now back under our control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_EasyIsland_Siege_SecureArea_IG_003_OurVolunteersHave=Our volunteers have now liberated Solanki Platform from Nine Tails control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatAA_IG_001_AttentionWeveSecured=Attention, we've secured the device controlling the anti-air on Hartmoore platform. The airspace should be safe now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatAA_IG_002_AllVolunteersBe=All volunteers, be aware, the anti-air defense system on Hartmoore platform has been returned to Crusader control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatAA_IG_003_AttentionThanksTo=Attention, thanks to CDF volunteers, we've restored control of the anti-air on Hartmoore back to Crusader control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatEnemy_IG_001_CdfForcesHave=CDF forces have cleared Hartmoore platform of all remaining Nine Tails. We just need the Anti-Air defenses taken care of now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatEnemy_IG_002_WeHaveGotten=We have gotten confirmation that all Nine Tails have been eliminated from Hartmoore platform. All that remains are the AA defenses.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatEnemy_IG_003_ThatWasThe=That was the last of the Nine Tails forces on the Hartmoore platform. Should be clear to focus on the Anti-Air defenses now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatMiniBoss_IG_001_NolanAckerHas=Nolan Acker has been eliminated.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatMiniBoss_IG_002_AttentionCdfForces=Attention, CDF forces just took down Nolan Acker on Hartmoore platform.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_DefeatMiniBoss_IG_003_WeJustTook=We just took out the Nine Tails lieutenant on Hartmoore platform.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_SecureArea_IG_001_WeveGotHartmoore=We've got Hartmoore platform back under our control. It wasn't easy, but we did it. Nicely done.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_SecureArea_IG_002_ListenUpHartmoore=Listen up, Hartmoore platform has been secured. Great job everyone.
PU_ADVREP01_F_DEH_Succeed_MissionObj_HardIsland_Siege_SecureArea_IG_003_GoodNewsEveryone=Good news everyone. Hartmoore platform has been cleared of all Nine Tails and anti-air is back under our control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatAA_IG_001_AttentionTheAnti=Attention. The anti-air defenses on Brushwood platform have been secured and returned to Crusader control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatAA_IG_002_BeAwareBrushwood=Be aware. Brushwood platform's anti-air defenses have been deactivated, so the airspace should be safe.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatAA_IG_003_AllUnitsBrushwoods=All units, Brushwood's anti-air defenses have just been returned to Crusader control. Good work.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatEnemy_IG_001_ThanksToOur=Thanks to our forces, all remaining Nine Tails on Brushwood platform have been eliminated. We just have to shut down their Anti-Air defenses now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatEnemy_IG_002_IHaveReceived=I have received word that the remaining Nine Tails on Brushwood have been cleared. All that's left to do is shut down the AA and the platform's ours.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatEnemy_IG_003_AllHostilesOn=All hostiles on Brushwood platform have been neutralized, and we can now focus on getting those Anti-Air defenses offline.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatMiniBoss_IG_001_AttentionTheNine=Attention, the Nine Tails lieutenant on Brushwood platform was just neutralized.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatMiniBoss_IG_002_AttentionAllVolunteers=Attention all volunteers. Devin Marcus, the Nine Tails member in charge of Brushwood platform was just taken out.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_DefeatMiniBoss_IG_003_ThatsAnotherNine=That's another Nine Tails lieutenant eliminated. Repeat. Devin Marcus was just neutralized on Brushwood platform.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_SecureArea_IG_001_BrushwoodPlatformIs=Brushwood Platform is now under CDF control. Let's keep the momentum going and finish this mission out.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_SecureArea_IG_002_ThanksToAll=Thanks to all your efforts, we've got Brushwood platform back from the Nine Tails. Let's keep pushing.
PU_ADVREP01_F_DEH_Succeed_MissionObj_MedIsland_Siege_SecureArea_IG_003_AttentionBrushwoodPlatform=Attention. Brushwood Platform has been secured from the Nine Tails. Thanks to all the volunteers who helped take it back.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_EasyIsland_Siege_DefeatAA_IG_001_AaDefencesHave=AA defenses have been secured. Airspace above Solanki should be safe for friendlies now. All that's left is to clear out the last of the Nine Tails forces.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_EasyIsland_Siege_DefeatAA_IG_002_TheCdfHas=The CDF has regained control of Solanki's anti-air system. Will make clearing out the rest of the Nine Tails there that much easier.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_EasyIsland_Siege_DefeatAA_IG_003_SolankiPlatformsAirspace=Solanki platform's airspace is now secure. Focus on neutralizing any remaining hostiles.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_HardIsland_Siege_DefeatAA_IG_001_AttentionWeveSecured=Attention, we've secured the device controlling the anti-air on Hartmoore platform. The airspace should be safe now. Let's move in any available units and clear out the remaining Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_HardIsland_Siege_DefeatAA_IG_002_AllVolunteersBe=All volunteers, be aware, the anti-air defense system on Hartmoore platform has been returned to Crusader control. Now's the time to focus on clearing out the last of the Nine Tails forces.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_HardIsland_Siege_DefeatAA_IG_003_AttentionThanksTo=Attention, thanks to CDF volunteers, we've restored control of the anti-air on Hartmoore back to Crusader control. All that's left to do on the platform is clear out any remaining Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_MedIsland_Siege_DefeatAA_IG_001_AttentionTheAnti=Attention. The anti-air defenses on Brushwood platform have been secured and returned to Crusader control. All that's left is to neutralize the remaining Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_MedIsland_Siege_DefeatAA_IG_002_BeAwareBrushwood=Be aware. Brushwood platform's anti-air defenses have been deactivated, so the airspace should be safe. Lets focus now on clearing out the rest of the Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_NFZInactive_MedIsland_Siege_DefeatAA_IG_003_AllUnitsBrushwoods=All units, Brushwood's anti-air defenses have just been returned to Crusader control. Good work. Next step is clear out any of the remaining Nine Tails forces.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerOutside_Siege_DefeatMainPOI_IG_001_TheFlightRestrictions=The flight restrictions have been reset and CDF approved ships can now access the platforms. Additionally, the Nine Tails should no longer be able to fly in reinforcements. Lets eliminate the remaining forces while we have the advantage.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerOutside_Siege_DefeatMainPOI_IG_001_TheFlightRestrictions_edit=Good news. I've just received the official all clear. The flight restrictions have been reset and CDF approved ships can now access the platforms. Additionally, the Nine Tails should no longer be able to fly in reinforcements. The CDF appreciates your help in settling the matter. Crusader personnel will be moving in to secure the area. Dismissed.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerOutside_Siege_DefeatMainPOI_IG_002_AttentionAllCdf=Attention all CDF ships. The restricted flight paths has been reset and we now have full access to platforms. Get down there and clear out any remining Nine Tails. With the proper restrictions in place they won't be able to call for reinforcements.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerOutside_Siege_DefeatMainPOI_IG_003_WantedToLet=Wanted to let you know that the CDF forces on the barge have managed to reset the restricted flight zone. Fly to the platforms as soon as you can and help clear out any remaining Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerResponsible_Siege_DefeatNFZ_IG_001_ExcellentIKnew,P=Excellent. I knew I could count on you to get the flight restrictions sorted.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerResponsible_Siege_DefeatNFZ_IG_002_FantasticJobResetting,P=Fantastic job resetting the flight restrictions.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerResponsible_Siege_DefeatNFZ_IG_003_GoodWorkResetting,P=Good work resetting the flight restrictions.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerWithin_Siege_DefeatMainPOI_IG_001_AllFlightRestrictions=All flight restrictions have been reset and the Nine Tails are locked out. Use whatever ship you want but I want you focused on neutralizing any remaining outlaws in the area. Happy hunting y'all.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerWithin_Siege_DefeatMainPOI_IG_001_AllFlightRestrictions_edit=Good news. I've just received the official all clear. The flight restrictions have been reset and CDF approved ships can now access the platforms. Additionally, the Nine Tails should no longer be able to fly in reinforcements. The CDF appreciates your help in settling the matter. Crusader personnel will be moving in to secure the area, so clear out as soon as you are able. Dismissed.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerWithin_Siege_DefeatMainPOI_IG_002_TheTidesHave=The tides have turned people. The flight path is back under our control and the Nine Tails can't get in any more reinforcements. I want all the ships we can muster out there cleaning up any of the outlaws left behind.
PU_ADVREP01_F_DEH_Succeed_MissionObj_PlayerWithin_Siege_DefeatMainPOI_IG_003_ItTookA=It took a lot of hard work, but CDF volunteers can finally fly private ships into the restricted area. Best part is now the Nine Tails are locked out. I want all volunteers in the area hunting down any remaining outlaws they can find. Let's wrap this up, people.
PU_ADVREP01_F_DEH_Succeed_MissionObj_ProtectFlagship_ContNextPoint_aAlly_tPlayer_FromAlly_IG_001_JavelinIsAway,P=Javelin is away. Join up at its location and lets put an end to this.
PU_ADVREP01_F_DEH_Succeed_MissionObj_ProtectFlagship_ContNextPoint_aAlly_tPlayer_FromAlly_IG_002_JavelinIsAlready,P=Javelin is already en route. Go on and get after them.
PU_ADVREP01_F_DEH_Succeed_MissionObj_ProtectFlagship_ContNextPoint_aAlly_tPlayer_FromAlly_IG_003_YouJustMissed,P=You just missed the Javelin. Head back to the front now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatAA_LastThresh_IG_001_ThatsTheLast=That's the last AA. All the platforms should be safe for aerial approach now. Get out there and find the rest of the Nine Tails.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatAA_LastThresh_IG_002_FinalAntiAir=Final Anti-Air defense is now offline. All volunteers shift focus to clearing out any remaining hostiles.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatAA_LastThresh_IG_003_TheNineTails=The Nine Tails' AA Defenses have been neutralized. Let's finish the job and eliminate any remaining outlaws on the platforms.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatEnemy_LastThresh_IG_001_AllTheRemaining=All remaining Nine Tails have been dealt with. Now we just have to finish taking care of the remaining Anti-Air defenses.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatEnemy_LastThresh_IG_002_ThePlatformsAre=The platforms are now clear of all hostiles. Just need to shut down any remaining AA and we can return control to Crusader.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatEnemy_LastThresh_IG_003_HappyToReport=Happy to report that was the last of the Nine Tails forces. With them eliminated, all we have to do is clear out the remaining Anti-Air defenses.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatMiniBoss_LastThresh_IG_001_SeemsLikeThe=Seems like the plan worked. All CDF head to the cargo barge and engage with Ren. Once we neutralize him, we can get his access code and shut down the inverter.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatMiniBoss_LastThresh_IG_002_NowThatRen=Now that Ren has decided to show his face, I want all CDF volunteers to focus on taking him out. Head to the barge and get his access codes.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_DefeatMiniBoss_LastThresh_IG_003_IKnewIt=I knew it was only a matter of time before we forced Ren's hand. All CDF - make your way to the cargo barge and find him. I want his access code.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_FindIntel_IG_001_GoodNewsAccess=Good news. Access codes for the locked cargo containers on this platform were sucessfully recovered from the Lieutenant's body. I've gone ahead and passed it along to all CDF volunteers.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_FindIntel_IG_002_PerfectTheLieutenant=Perfect. The Lieutenant had the access codes for this platform's locked cargo containers on his body. Transmitting it out to the team now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_FindIntel_IG_003_SearchingTheLieutenants=Searching the Lieutenant's body paid off. We found the access code for the containers on this platform. Passing it along now.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_StopHack_IG_001_GoodWorkWho=Good work. Who knows what the Nine Tails were trying to steal.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_StopHack_IG_002_NiceOneCrusader=Nice one. Crusader got really freaked out when I told them what was happening. Hopefully this'll put them at ease.
PU_ADVREP01_F_DEH_Succeed_MissionObj_Siege_StopHack_IG_003_ImRelievedYou=I'm relieved you were able to stop this system breach in time. Crusader's going to be thrilled when I tell them the good news.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_DefeatAA_IG_001_AttentionTheAnti=Attention, the anti-air defenses on the Admin Center platform have been disabled.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_DefeatAA_IG_002_ListenUpThe=Listen up. Admin Center's anti-air defense network has been taken down. Good job.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_DefeatAA_IG_003_BeAdvisedAnti=Be advised, anti-air defenses on the Admin Center have been disabled.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_DefeatMiniBoss_IG_001_BeAdvisedThe=Be advised, the Nine Tails lieutenant in charge of the Admin Center's been taken down.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_DefeatMiniBoss_IG_002_JustConfirmedThat=Just confirmed that Art Kelvin was just taken out on the Admin Center.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_DefeatMiniBoss_IG_003_ThatsAConfirmed=That's a confirmed kill. Quite an end for a longtime criminal like Kelvin.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_SecureArea_IG_001_TheAdminCenter=The Admin Center is now 100% secure and under CDF control.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_SecureArea_IG_002_ICanNow=I can now confirm that the Admin Center has been completely secured.
PU_ADVREP01_F_DEH_Succeed_MissionObj_VeryHardIsland_Siege_SecureArea_IG_003_WereMakingGreat=We're making great progress and have now secured the Admin Center.
PU_ADVREP01_F_DEH_Succeed_Mission_Invictus_aAlly_tSystem_FromAlly_IG_001_AttentionThisIs=Attention, this is SAIC Rowena Dulli with the CDF with an update. I'm pleased to announce that the emergency situation has been resolved thanks to the tireless efforts and bravery of our volunteers. We thank you for your patience and hope you enjoy your Invictus celebrations.
PU_ADVREP01_F_DEH_Succeed_Mission_Orison_Siege_aAlly_tSystem_FromAlly_IG_001_ThisIsRowena=This is Rowena Dulli with the CDF. I am pleased to announce that the current crisis on Orison has been resolved and the Nine Tails have been effectively routed from the planet. I'd like to thank all our CDF volunteers who bravely battled to take back these platforms and prevent the loss of further life. We couldn't have done it without them. Thank you.
PU_ADVREP01_F_DEH_Succeed_Mission_Orison_Siege_aAlly_tSystem_FromAlly_IG_002_AttentionTheCDF=Attention. The CDF is pleased to announce that thanks to the hardwork and diligence of our brave volunteers, the Nine Tails have been dealt with and the current crisis on Crusader has been resolved. You are now free to safely resume travel in the area. Thank you.
PU_ADVREP01_F_DEH_Succeed_Mission_Orison_Siege_aAlly_tSystem_FromAlly_IG_003_AttentionOnBehalf=Attention, on behalf of our brave volunteer forces, the CDF is pleased to announce that the Nine Tails incursion into Orison has been successfully resolved. The hostile forces have been eliminated and the platforms in question once again secured. A hearty congratulations to everyone who assisted. We couldn't have done it without you.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_001_GreatJobProtecting=Great job protecting that supply ship. Captain said it was a helluva fight.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_002_XenothreatForcesAre=XenoThreat forces are clear. Thanks for the assist.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_003_BetTheXenothreat=Bet the XenoThreat thought that supply ship was going to be easy pickings. This'll teach 'em to think twice before tangling with the CDF.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_004_LooksLikeThe=Looks like the supply ship's in the clear. Thanks for backing them up.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_005_GoodWorkDefending=Good work defending the supply ship. Just shows how much the CDF can make a difference.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_006_LastHostileEliminated=Last hostile eliminated. Good job looking out for that supply ship.
PU_ADVREP01_F_DEH_Succeed_Mission_ProtectSupplyShip_aAlly_tPlayer_FromAlly_IG_007_ScopesClearLooks=Scope's clear. Looks like the convoy ship can finish its run.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_001_JavelinsHeadingBack=Javelin's heading back to the AO. Navy said they'll be sure to hit XenoThreat extra hard for you.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_002_JavelinsSpinningUp=Javelin's spinning up to head back to the front.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_003_JavelinsGettingTheir=Javelin's getting their Quantum online to get back out there.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aAlly_tPlayer_FromAlly_IG_004_NavyJustUpdated=Navy just updated me, the Javelin's on the move, heading back out to fight.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_001_AttentionStantonSystem=Attention Stanton system, this is Dulli with the Advocacy. Thanks to the efforts of the Civilian Defense Force, the XenoThreat fleet was repelled. The Navy sends their thanks.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_002_ThisIsSpecial=This is Special Agent Dulli with an update on the recent XenoThreat hostilities. Thanks to a joint response from the UEE Navy and the Civilian Defense Force, Stanton System has been successfully defended and the threat has been neutralized. We owe a debt of gratitude to the brave pilots who performed so valiantly.
PU_ADVREP01_F_DEH_Succeed_Mission_Resupply_aNeutral_tSystem_FromNeutral_IG_003_AttentionThisIs=Attention. This is a Civilian Defense Force update. UEE Naval forces in a combined effort with the CDF have successfully defended the Stanton System and stopped an assault by the outlaw group known as XenoThreat. Normal travel may now resume.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_001_ScopesClearIt=Scope's clear. It looks like all hostiles have been taken care of. Helluva job everyone.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_002_YouDidIt=You did it. Navy's given the all clear. Fine flying out there.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tPlayer_FromAlly_IG_003_TablesClearedI=Table's cleared. I got nothing else on my scope. Great job everybody.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tSystem_FromAlly_IG_001_AttentionStantonSystem=Attention Stanton system. Thanks to coordinated efforts of the UEE Navy and Civilian Defense Force, the XenoThreat fleet was defeated and fled back to Pyro system. You should still execute caution when traveling in case there are lingering hostiles hiding out in the system.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tSystem_FromAlly_IG_002_AttentionTheXenothreat=Attention, the XenoThreat incursion into the Stanton system has been repelled thanks to the UEE Navy and Civilian Defense Force. Please still exercise caution when traveling through the system.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tSystem_FromAlly_IG_003_AttentionTheNavy=Attention, the Navy and Civilian Defense Force have successfully defended Stanton from XenoThreat. Travel throughout the system is now safe but please remain vigilant of any remaining hostiles.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tSystem_FromAlly_IG_004_PeopleOfStanton=People of Stanton, the system threat level has returned to normal. Hostile XenoThreat forces have fled back to Pyro thanks to the brave work done by the UEE Navy and Civilian Defense Force.
PU_ADVREP01_F_DEH_Succeed_Mission_Showdown_aAlly_tSystem_FromAlly_IG_005_PeopleOfStanton=People of Stanton, your system is safe again thanks to the UEE Navy and the brave volunteers from Civilian Defense Force. Our combined forces have pushed XenoThreat out of the system and back into Pyro. Travel freely but cautious of any hostiles still hiding in-system.
PU_ADVREP01_F_DEH_Succeed_Mission_Siege_IG_001_AttentionEveryoneIm=Attention everyone. I'm proud to announce that the Nine Tails have been successfully neutralized and all platforms returned to Crusader control. Well done, everyone. Dismissed.
PU_ADVREP01_F_DEH_Succeed_Mission_Siege_IG_002_GoodNewsIve=Good news. I've just received the official all clear. The Nine Tails are neutralized and the threat is over. The CDF appreciates your help in settling the matter. Crusader personnel will be moving in to secure the area, so clear out as soon as you're able. Dismissed.
PU_ADVREP01_F_DEH_Succeed_Mission_Siege_IG_003_HelloEveryoneThis=Hello everyone, this is Dulli. Thanks to your tireless efforts, the Nine Tails threat has been eliminated and the platforms have been restored to Crusader's control. Make your way out of the AO so local security forces can secure the area. Dismissed.
PU_ADVREP01_F_DEH_Succeed_Mission_aAlly_tSystem_FromAlly_IG_001_AttentionThisIs=Attention, this is Special Agent Dulli with the CDF. Thanks to the bravery of our volunteers, the emergency situation has been resolved. We thank you for your patience.
PU_ADVREP01_F_DEH_Succeed_Mission_aAlly_tSystem_FromAlly_IG_002_AttentionTheCDF=Attention. The CDF is pleased to announce that thanks to the hardwork and diligence of our brave volunteers, the current crisis has been resolved. Feel free to resume your normal activities. Thank you.
PU_ADVREP01_F_DEH_Succeed_Mission_aAlly_tSystem_FromAlly_IG_003_AttentionTheOngoing=Attention, the ongoing emergency situation has now been resolved thanks to the dedicated support of CDF volunteers. This sector should once again be safe for normal travel. Thank you.
PU_ADVREP01_F_DEH_Thanks_Mission_Participated_Siege_MissionWon_IG_001_HeyJustWanted,P=Hey, just wanted to thank you for stepping up and helping resolve this situation. The CDF is only effective because of volunteers like you.
PU_ADVREP01_F_DEH_Thanks_Mission_Participated_Siege_MissionWon_IG_002_ThisIsDulli,P=This is Dulli, just wanted to drop a line and thank you for your help back there. We wouldn't have been able to retake those platforms without you.
PU_ADVREP01_F_DEH_Thanks_Mission_Participated_Siege_MissionWon_IG_003_IJustWanted,P=I just wanted you to know that you made a real difference today. Thanks. Now go try and relax, you've earned it.
PU_ADVREP01_F_DEH_Update_MissionObj_LocationsMarked_Siege_FindMainPOI_IG_001_LookingAtThe,P=Looking at the latest info coming in, we've narrowed down some potential locations of this platform's IFFI device. Sending them now.
PU_ADVREP01_F_DEH_Update_MissionObj_LocationsMarked_Siege_FindMainPOI_IG_002_WeMightHave,P=We might have a couple leads on this platform's IFFI. Marking them now.
PU_ADVREP01_F_DEH_Update_MissionObj_LocationsMarked_Siege_FindMainPOI_IG_003_JustGotSome,P=Just got some intel that might help you find the IFFI on this platform. Sending you the data now.
PU_ADVREP01_F_DEH_Warn_FlyingShip_AAActive_Siege_IG_001_BeCarefulThe=Be careful, the anti-air defenses are still active on that platform.
PU_ADVREP01_F_DEH_Warn_FlyingShip_AAActive_Siege_IG_002_ImStillSeeing=I'm still seeing Nine Tail controlled anti-air defenses on that platform. Use caution approaching.
PU_ADVREP01_F_DEH_Warn_FlyingShip_AAActive_Siege_IG_003_WatchItThat=Watch it. That platform's anti-air is still active. Be careful as you get closer.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_FirstOccur_IG_001_AlrightPeopleLets=Alright, people. Let's start vacating the platforms and get back to Orison. Crusader Security's trying to get in and start cleaning up the space.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_FirstOccur_IG_002_GreatJobEverybody=Great job everybody, but I need you all to move the celebration back to Orison. Crusader Security's looking to lock down these platforms for a damage assessment and start their cleanup.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_FirstOccur_IG_003_ImGonnaNeed=I'm gonna need everyone to start packing it up and making their way out of the mission area. We need to clear the path for Crusader Security to reclaim the platforms and start their investigation and cleanup.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_LastOccur_IG_001_ThisIsA=This is a final warning to all CDF volunteers. You need to leave the Crusader platforms and airspace immediately so Crusader Security can do their work. If you stick around, you will be arrested, regardless of the help you provided.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_LastOccur_IG_002_INeedAny=I need any CDF personnel to leave the platforms immediately. Anyone sticking around can be arrested for trespassing. This is your final warning.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_LastOccur_IG_003_ThisIsYour=This is your last chance. I need all CDF personnel to immediately leave the former mission area. Anyone caught after Crusader Security close off the area will be arrested for trespassing.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_RepeatOccur_IG_001_AttentionINeed=Attention, I need all CDF personnel to vacate the platforms. Crusader's chomping at the bit to secure the scene.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_RepeatOccur_IG_002_CrusaderSecurityIs=Crusader Security is harassing me to take control of the platforms to investigate and start clean up, so I need all CDF to get out of the mission area as soon as possible.
PU_ADVREP01_F_DEH_Warn_MissionArea_PostMission_Siege_RepeatOccur_IG_003_ListenUpPeople=Listen up, people. I'm gonna need y'all to vacate the mission area. Our job is done here and it's time for Crusader Security to do their thing. They've already said they'll arrest anyone who's still on site. I wouldn't test them on this.
PU_ADVREP01_F_DEH_Warn_NFZActive_Siege_IG_001_HeyTheAirspace=Hey, the airspace around those platforms is under Nine Tails control right now. You need to use the shuttle if you want to access the platforms.
PU_ADVREP01_F_DEH_Warn_NFZActive_Siege_IG_002_BeCarefulThat=Be careful. That Restricted Area is still under Nine Tails control. The only way you can get in is using the shuttle.
PU_ADVREP01_F_DEH_Warn_NFZActive_Siege_IG_003_YouCantFly=You can't fly into that Restricted Airspace right now. Nine Tails are still controlling it. Set down and take the shuttle instead.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_IG_001_AHostileOperative,P=A hostile operative just took out one of our volunteers. They don't seem to be Nine Tails. I'll try to mark them, but be careful.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_IG_002_ShitANine,P=Shit, a Nine Tails sympathizer just killed a CDF member. I've tagged them for you so you can keep an eye out.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_IG_003_GotANew,P=Got a new hostile in the area. I don't think they're Nine Tails. Sending you their location now.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_RepeatOccur_IG_001_GoddammitAnotherNine,P=Goddammit, another Nine Tails sympathizer's in the area. Marked 'em for you.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_RepeatOccur_IG_002_HereImFlagging,P=Here. I'm flagging another independent hostile for you. Steer clear or take them down.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_RepeatOccur_IG_003_DontKnowWhere,P=Don't know where all these bastards keep coming from, but we got another independant attacking our people. Marking them now.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_TargetMultiple_IG_001_BeAdvisedYou,P=Be advised, you have multiple Nine Tails sympathizers operating on that platform.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_TargetMultiple_IG_002_AttentionCdfSeveral,P=Attention, CDF. Several Nine Tail sympathizers have been identified on your platform. Be careful.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyMarked_Siege_TargetMultiple_IG_003_SeemsWeHave,P=Seems we have a new threat to deal with; multiple unaffiliated hostiles are attacking CDF volunteers on this platform.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyPresent_Siege_IG_001_JustAHeads,P=Just a head's up, I've been getting reports that there are non-Nine Tails hostiles attacking CDF volunteers.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyPresent_Siege_IG_002_WordOfWarning,P=Word of warning. We got reports of independent operators attacking CDF volunteers. Keep an eye out for unexpected hostiles.
PU_ADVREP01_F_DEH_Warn_PVP_EnemyPresent_Siege_IG_003_AsIfThis,P=As if this situation wasn't bad enough, seems some unaffiliated hostiles are attacking our people. Just know that the Nine Tails aren't the only threat down there.
PU_ADVREP01_F_DEH_Warn_ParkedShip_AAActive_Siege_IG_001_HeyImStill=Hey, I'm still showing that there are active Anti-Aircraft defenses nearby. It's going to be dangerous to take off before they're disabled so use extreme caution.
PU_ADVREP01_F_DEH_Warn_ParkedShip_AAActive_Siege_IG_002_BeforeYouTake=Before you take off, wanted to remind you the platform's AA defenses are still under Nine Tails control. You'll need to be extremely careful trying to fly before they're disabled.
PU_ADVREP01_F_DEH_Warn_ParkedShip_AAActive_Siege_IG_003_WordOfCaution=Word of caution. It's going to be dangerous for you to take off while the Nine Tails controlled AA systems on this platform are still online.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_PostMission_Siege_IG_001_IKnowYoure=I know you're still coming down after all the excitement, but you should really start gathering your things and moving out. Crusader needs the platforms clear. All right, safe travels.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_PostMission_Siege_IG_002_NotToCut=Not to cut the celebration short, but Crusader is pretty eager to get everything cleaned up and sorted on their end. They're asking that all CDF volunteers leave the platforms as quickly as possible.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_PostMission_Siege_IG_003_HeyIfYou=Hey, if you could, I'd appreciate you leaving the platforms now. Crusader really wants the area clear.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_PostMission_Siege_LastOccur_IG_001_NotGonnaWarn=Not going warn you again. You no longer have persmission to be in the area. Leave or Crusader will have you charged with trespassing.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_PostMission_Siege_LastOccur_IG_002_ListenCrusaderReally=Listen, Crusader really wants all CDF personnel to clear out. They're even threatening tresspassing charges if you don't leave, so this is your last warning to head out of there.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_PostMission_Siege_LastOccur_IG_003_LookItsNot=Look, it's not that Crusader doesn't appreciate what the CDF did here today, but they really need you to leave the platforms ASAP, and they're going to charge you with tresspassing if you don't. We clear?
PU_ADVREP01_F_DEH_Warn_RestrictedArea_Siege_IG_001_BeCarefulYoure=Be careful, you're heading for the end of the Restricted Air and Crusader has an anti-theft countermeasure installed that will trigger the self-destruct if you cross that barrier, so I'd turn around.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_Siege_IG_002_HeyWatchIt=Hey, watch it. If you take those ships outside the Restricted Air, Crusader's got them rigged to auto trigger the self-destruct.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_Siege_IG_003_WordOfWarning=Word of warning. Those ships have an anti-theft countermeasure installed that will trigger the self-destruct once you leave the Restricted Airspace, so I'd turn around.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_Siege_LastOccur_IG_001_DoYouCopy=Do you copy? You need to turn around before the self-destruct activates.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_Siege_LastOccur_IG_002_DidYouHear=Did you hear me? That ship's self-destruct will kick in if you go much further. Turn around.
PU_ADVREP01_F_DEH_Warn_RestrictedArea_Siege_LastOccur_IG_003_IWasntKidding=I wasn't kidding. If you get outside that Restricted Air, the ship's self-destruct will activate.
PU_ADVREP01_F_DEH_Warn_TurretsActive_Barge_Siege_IG_001_CarefulWithYour=Careful with your approach. The barge still has active turrets in place.
PU_ADVREP01_F_DEH_Warn_TurretsActive_Barge_Siege_IG_002_HeadsUpThere=Heads up there are still active turrets covering the approach to the barge. I don't want you to get shot down just blindly rushing in.
PU_ADVREP01_F_DEH_Warn_TurretsActive_Barge_Siege_IG_003_TheNineTails=The Nine Tails got the barge rigged with AA turrets. Be careful.
PU_BANISTER_MG_Celebrate_IG_001_Incredible=Incredible.
PU_BANISTER_MG_Celebrate_IG_002_Fantastic=Fantastic.
PU_BANISTER_MG_Celebrate_IG_002b_Fantastic=Fantastic.
PU_BANISTER_MG_Celebrate_IG_003_LoveIt=Love it!
PU_BANISTER_MG_Celebrate_IG_004_Yes=Yes!
PU_BANISTER_MG_Celebrate_IG_005_ThatIsSo=That is so good.
PU_BANISTER_MG_Celebrate_IG_005b_ThatIsSo=That is so good.
PU_BANISTER_MG_CommMsg_JobOffer_2ndChance_IG_001_SoIveBeen=So, I've been thinking over the way we ended things and well, maybe I was a bit too harsh. I mean, we all make mistakes right? Look at me, I wound up buying the last Ellroy Cass album. Talk about unforgiveable. Anyway, if you come by, maybe we can try again.
PU_BANISTER_MG_CommMsg_JobOffer_2ndChance_IG_002_OkayIKnow=Okay, I know we didn't exactly end things on the best note, but I figured it's worth giving us another try. Second time's the charm, right? Oh wait, it's third time's the charm, isn't it? Guess we get to look forward to doing this at least once more. But first things first. Come pay me a visit if you're interested.
PU_BANISTER_MG_CommMsg_JobOffer_2ndChance_IG_003_HeyListenIf=Hey, listen, if you think you might be ready to really give it a go this time - like really, really try - then I might be willing to give you another shot. When you're ready, come and see me.
PU_BANISTER_MG_CommMsg_JobOffer_IG_001_HelloItsMe=Hello. It's me. Tessa. Junior Cartographer. Stop by when you can. I have something for you.
PU_BANISTER_MG_CommMsg_JobOffer_IG_002_HiItsTessa=Hi, it's Tessa. I was hoping you might have a second to swing by. Have something you might be interested in.
PU_BANISTER_MG_CommMsg_JobOffer_IG_003_HeyThereTessa=Hey there. Tessa here. Hope I'm not catching you at a bad time. Something popped up and I thought of you. Be great if you could come by.
PU_BANISTER_MG_CommMsg_JobOffer_IG_004_HeyItsTessa=Hey, it's Tessa. Have something I could use you for. Well, use is a bad word. Anyway, if you're free, stop by.
PU_BANISTER_MG_CommMsg_JobOffer_IG_005_HeyThereGuess=Hey there. Guess who. Came across something that I think you'll be interested in. Come by when you can.
PU_BANISTER_MG_CommMsg_ReturnProperty_FailSecurity_IG_001_ListenIDidnt=Listen, I didn't want it to come to this, but there's a warrant on you for that property you stole. Sorry.
PU_BANISTER_MG_CommMsg_ReturnProperty_FailSecurity_IG_002_WellYouDidnt=Well, you didn't return the property, and now we had to report it stolen. I think that technically makes you a thief, so you might want to take care of that.
PU_BANISTER_MG_CommMsg_ReturnProperty_IG_001_HeyEhYou=Hey, eh, you still have some property of mine. I'm gonna need you to return it.
PU_BANISTER_MG_CommMsg_ReturnProperty_IG_002_LooksLikeYou=Looks like you have still have some property of mine. Be great if you can bring it back.
PU_BANISTER_MG_CommMsg_ReturnProperty_LastWarning_IG_001_HeyIfYou=Hey, if you don't return the ICC's property, I'm gonna have to report you.
PU_BANISTER_MG_CommMsg_ReturnProperty_LastWarning_IG_002_JustAWord=Just a word of warning. The ICC is going to report you if you don't return their property.
PU_BANISTER_MG_CommMsg_UnderAttack_IG_001_HeyEhLong=Hey. Eh, Long story short, I'm being attacked right now, and I really need some help. Please, hurry. And bring some weapons. A lot of weapons.
PU_BANISTER_MG_CommMsg_UnderAttack_IG_002_MaydayThisIs=Mayday. This is Tessa Banister. I am under attack. Assistance is needed. Mayday. S.O.S. Emergency. Also, it's realy weird finally making one of these.
PU_BANISTER_MG_CommMsg_UnderAttack_IG_003_HeyEhHope=Hey. Eh, Hope you're not busy, because there's a bunch of ships shooting at me right now and it would great if you could stop them. Thanks! Hurry!
PU_BANISTER_MG_EncourageDecision_IG_001_SeemsLikeA=Seems like a good fit for you. What do you think?
PU_BANISTER_MG_EncourageDecision_IG_002_YouThinkIts=You think it's something you want to do?
PU_BANISTER_MG_EncourageDecision_IG_003_IfYouDont=If you don't want the job, you totally don't have to do it.
PU_BANISTER_MG_EncourageDecision_IG_004_PrettyStraightForward=Pretty straight forward, right?
PU_BANISTER_MG_EncourageDecision_IG_005_SoYouThink=So, you think you'll do it?
PU_BANISTER_MG_EndRelationship_IG_001_IHateTo=I hate to say it, but I don't think this is going to work.
PU_BANISTER_MG_EndRelationship_IG_002_SoAsHard=So as hard as this is, I think it might be for the best if we just called it quits.
PU_BANISTER_MG_EndRelationship_IG_003_LookITried=Look, I tried to make this work, I really did, but sometimes you just have to accept that some things are a lost cause.
PU_BANISTER_MG_Expletives_IG_001_Crap=Crap!
PU_BANISTER_MG_Expletives_IG_001b_Crap=Crap!
PU_BANISTER_MG_Expletives_IG_002_DamnIt=Damn it!
PU_BANISTER_MG_Expletives_IG_003_Shit=Shit!
PU_BANISTER_MG_Expletives_IG_004_OhNo=Oh no!
PU_BANISTER_MG_Expletives_IG_005_Seriously=Seriously?
PU_BANISTER_MG_Farewell_Bad_IG_001_Later=Later.
PU_BANISTER_MG_Farewell_Bad_IG_002_YeahBetterGet=Yeah better get going.
PU_BANISTER_MG_Farewell_Bad_IG_003_SeeYouAround=See you around.
PU_BANISTER_MG_Farewell_Bad_IG_004_IThinkThats=I think that's everything.
PU_BANISTER_MG_Farewell_Bad_IG_005_AlrightSigningOff=Alright. Signing off.
PU_BANISTER_MG_Farewell_Good_IG_001_AlrightTalkTo=Alright, Talk to you soon.
PU_BANISTER_MG_Farewell_Good_IG_002_BeCarefulOut=Be careful out there.
PU_BANISTER_MG_Farewell_Good_IG_003_FlySafe=Fly safe.
PU_BANISTER_MG_Farewell_Good_IG_004_HopefullyIllSee=Hopefully I'll see you again soon.
PU_BANISTER_MG_Farewell_Good_IG_005_GoodLuck=Good luck.
PU_BANISTER_MG_FriendlyFire_CallSecurity_IG_001_ThatsItIm=That's it! I'm reporting you.
PU_BANISTER_MG_FriendlyFire_CallSecurity_IG_002_FineConsiderYourself=Fine! Consider yourself reported.
PU_BANISTER_MG_FriendlyFire_CallSecurity_IG_003_OhYouBastard=Oh, you bastard. The authorities are going to hear about this.
PU_BANISTER_MG_FriendlyFire_IG_001_WatchYourAim=Watch your aim!
PU_BANISTER_MG_FriendlyFire_IG_002_YoureNotSupposed=You're not supposed to shoot that!
PU_BANISTER_MG_FriendlyFire_IG_003_HoldYourFire=Hold your fire!
PU_BANISTER_MG_GenericChatter_IG_001_YouKnowWhats=You know what's strange? I had a fly in here the other day. No idea how it got in or where it came from. Maybe it was in one my foodpacks? Drove me nuts till I chased it into an airlock.
PU_BANISTER_MG_GenericChatter_IG_002_IKeepRunning=I keep running into these people who think stellar cartography is dull. Can you believe it? Cartography! I mean, if you think precisely scanning star systems and charting every single astronomical feature is dull, then I don't even know what to say to you.
PU_BANISTER_MG_GenericChatter_IG_003_HeresSomethingYou=Here's something you may find interesting - my surname, Banister, came from the fact that my ancestors like forty or so generations back were master stair craftsmen. All the wealthiest people couldn't get enough of their stairs. My family crest actually looks like one of those 'in case of emergency' signs.
PU_BANISTER_MG_GenericChatter_IG_004_LetMeBounce=Let me bounce something off you. I'm debating going to either Cassel or to Green for my vacation and you know what, nevermind. I just decided. Tangaroa it is.
PU_BANISTER_MG_GenericChatter_IG_005_HeresAQuick=Here's a quick tidbit for you. Never eat toast with the gravity turned off. I have never seen so many crumbs in my life. Huge mistake.
PU_BANISTER_MG_Greeting_1stX_IG_001_TessaToRandom=Tessa to random ship. Come in random ship.
PU_BANISTER_MG_Greeting_Bad_IG_001_OhHey=Oh. Hey.
PU_BANISTER_MG_Greeting_Bad_IG_002_HeyLookWho=Hey, look who it is... you...
PU_BANISTER_MG_Greeting_Bad_IG_003_HeyYouAlright=Hey, you alright?
PU_BANISTER_MG_Greeting_Bad_IG_004_AndThereYou=And there you are. Great.
PU_BANISTER_MG_Greeting_Bad_IG_005_OkayRightHi=Okay, right. Hi.
PU_BANISTER_MG_Greeting_Beacon_Bad_IG_001_WellSinceYoure=Well, since you're here, I guess you'll have to do.
PU_BANISTER_MG_Greeting_Beacon_Bad_IG_002_OhItsYou=Oh, it's you. I guess that's fine. It doesn't pay to be to choosy at times like this.
PU_BANISTER_MG_Greeting_Beacon_Bad_IG_003_HeyImIn=Hey, I'm in a bit of a bind here, so I'm hoping you can help.
PU_BANISTER_MG_Greeting_Beacon_Bad_IG_004_HeyListen=Hey listen. There's something I need you do.
PU_BANISTER_MG_Greeting_Beacon_Bad_IG_005_HeyImRunning=Hey, I'm running low on options, so maybe you can help. Any port in a storm, right?
PU_BANISTER_MG_Greeting_Beacon_Good_IG_001_YesIAm=Yes! I am so happy to see you.
PU_BANISTER_MG_Greeting_Beacon_Good_IG_002_PerfectJustThe=Perfect. Just the pilot I was hoping to see.
PU_BANISTER_MG_Greeting_Beacon_Good_IG_003_HeyGotSomething=Hey! Got something for you.
PU_BANISTER_MG_Greeting_Beacon_Good_IG_004_TalkAboutGood=Talk about good timing.
PU_BANISTER_MG_Greeting_Beacon_Good_IG_005_FinallyIWas=Finally! I was hoping you'd show.
PU_BANISTER_MG_Greeting_Beacon_Good_IG_006_HeyYouBusy=Hey, you busy?
PU_BANISTER_MG_Greeting_GoAway_IG_001_ListenIThought=Listen, I thought I made myself clear, but I'd appreciate it if you didn't come around here anymore. It's just not working out.
PU_BANISTER_MG_Greeting_GoAway_IG_002_IllBeHonest=I'll be honest, I'm not sure what you think you're doing here. I definitely can't trust you to help, and if I'm being upfront with you, I really don't want to chat with someone I can't trust. It'd be better if you just go.
PU_BANISTER_MG_Greeting_GoAway_IG_003_LookImNot=Look, I'm not saying it's going to be this way forever, but right now I think it'd be better for both of us if you stopped coming here. You go do your stuff. I'll do mine. And if anything changes, I'll let you know.
PU_BANISTER_MG_Greeting_Good_IG_001_TessaHere=Tessa here.
PU_BANISTER_MG_Greeting_Good_IG_002_HeyThereStranger=Hey there, stranger.
PU_BANISTER_MG_Greeting_Good_IG_003_Hello=Hello!
PU_BANISTER_MG_Greeting_Good_IG_004_WoahARepeat=Woah. A repeat visit. I should probably be less impressed by that shouldn't I?
PU_BANISTER_MG_Greeting_Good_IG_005_NiceToSee=Nice to see a familiar face around.
PU_BANISTER_MG_Greeting_Good_IG_006_WelcomeBackTo=Welcome back to the probe.
PU_BANISTER_MG_Greeting_Good_IG_007_HiAgain=Hi again!
PU_BANISTER_MG_Greeting_Good_IG_008_HeyItsYou=Hey, its you.
PU_BANISTER_MG_Greeting_Good_IG_009_HopeEverythingsBeen=Hope everything's been going alright out there.
PU_BANISTER_MG_Intro_1stX_IG_001_HiWelcomeTo=Hi! Welcome to the neighborhood. 2nd Class Junior Cartographer Tessa Banister reporting in. I'm the eyes behind all the ICC scan probes in the\narea. What these little guys see, I see. Which, yes, means I can totally see you. Right. Now... <pause> Anyway, there was actually a reason to why I\ncomm'd. I'm sorta not allowed to leave my post, important jump point scanning and all, so I was hoping you might be able to help me with something.
PU_BANISTER_MG_LastMission_Beacon_FailStreak_IG_001_AnotherFailedRescue=Another failed rescue, huh? You haven't crossed a shaman or something, have you? Not that I believe in curses, but in the face of overwhelming evidence it might not hurt to re-evaluate that stance.
PU_BANISTER_MG_LastMission_Beacon_FailStreak_IG_002_WeKeepTrying=We keep trying to help these people in these distress beacons, but what good is it when these outlaws are getting more and more ruthless. Maybe we have to accept that it's a lost cause.
PU_BANISTER_MG_LastMission_Beacon_FailStreak_IG_003_HowManyIs=How many is it that we've lost now? After that last distress beacon, I'm starting to wonder why we even try.
PU_BANISTER_MG_LastMission_Beacon_FailTurnAround_IG_001_ReallyAShame=Really a shame that about that last distress beacon, but you know, you can't win them all. Still sad though.
PU_BANISTER_MG_LastMission_Beacon_FailTurnAround_IG_002_ListenIKnow=Listen, I know we lost that last pilot, but you can't focus on that. You've helped a lot of people out there.
PU_BANISTER_MG_LastMission_Beacon_FailTurnAround_IG_003_OnThatLast=On that last distress beacon, don't blame yourself for what happened. You were just trying to help.
PU_BANISTER_MG_LastMission_Beacon_Fail_IG_001_EvenThoughYou=Even though you weren't able to save that ship from before, it was pretty nice of you to try.
PU_BANISTER_MG_LastMission_Beacon_Fail_IG_002_IHeardWhat=I heard what happened with that last distress call. Messed up stuff.
PU_BANISTER_MG_LastMission_Beacon_Fail_IG_003_ItWasToo=It was too bad about that ship you tried to help. I guess sometimes our best just isn't good enough.
PU_BANISTER_MG_LastMission_Beacon_Fail_IG_004_IWasSorry=I was sorry to hear about that last ship. Really sucks. At least you're okay.
PU_BANISTER_MG_LastMission_Beacon_Fail_IG_005_WantedToLet=Wanted to let you know that I appreciate you risking your life to help those people, even if it ended the way it did.
PU_BANISTER_MG_LastMission_Beacon_Ignored_IG_001_IWasA=I was a little surprised you decided not to help that last pilot. Guess I was silly for thinking you were the kind of person who cared about people in trouble.
PU_BANISTER_MG_LastMission_Beacon_Ignored_IG_002_ItWasTooBad=It was too bad you weren't able to make it to that last distress beacon in time. I'm thinking about sending the pilot's family a fruit basket. A nice one though, one that isn't all melon.
PU_BANISTER_MG_LastMission_Beacon_Ignored_IG_003_OhYouRemember=Oh, you remember that last distress beacon? The one you didn't check out? Yeah, so I've been trying to find out what happened to them, but it seems we might have been the last people to have been in contact with them. I guess we were their last hope.
PU_BANISTER_MG_LastMission_Beacon_SuccessStreak_IG_001_HowManyShips=How many ships have you rescued at this point? Got to be some kind of record. You're like a one person Advocacy force.
PU_BANISTER_MG_LastMission_Beacon_SuccessStreak_IG_002_ImKindaBlown=I'm kinda blown away by the number of people you've helped out there. It's like you're some kind of insurance fairy, saving hulls before premiums can go up.
PU_BANISTER_MG_LastMission_Beacon_SuccessStreak_IG_003_AtTheRisk=At the risk of giving you a big ego, it's pretty impressive how many ships you've helped rescue. Good job.
PU_BANISTER_MG_LastMission_Beacon_SuccessTurnAround_IG_001_WayToActually=Way to actually rescue someone! I was starting to think they may be better off if you didn't answer the distress beacons. I'm glad to see I was wrong.
PU_BANISTER_MG_LastMission_Beacon_SuccessTurnAround_IG_002_CongratsOnThat=Congrats on that last successful rescue! That must feel pretty good after that string of bad luck you had.
PU_BANISTER_MG_LastMission_Beacon_SuccessTurnAround_IG_003_WantedToSay=Wanted to say nicely done on that last rescue. You heard someone needed help, you went and tried to help them, and in a surprise turn of events it actually worked. Hopefully this is the start of a trend.
PU_BANISTER_MG_LastMission_Beacon_Success_IG_001_ItWasNice=It was nice of you to help that ship out.
PU_BANISTER_MG_LastMission_Beacon_Success_IG_002_HeardYouGot=Heard you got hit by some trouble out there. Glad you scraped through.
PU_BANISTER_MG_LastMission_Beacon_Success_IG_003_WithThatShip=With that ship in trouble... I mean, space is dangerous, but it's good to know there's people like you out there too.
PU_BANISTER_MG_LastMission_Beacon_Success_IG_004_AppreciateThatYou=Appreciate that you put yourself on the line to help that ship out. I don't know if there's a lot of people who would have done that.
PU_BANISTER_MG_LastMission_Beacon_Success_IG_005_ISawThat=I saw that you saved that ship. Kind of amazing that you can change someone's whole life like that.
PU_BANISTER_MG_LastMission_Canceled_IG_001_GuessYouWerent=Guess you weren't able to finish that last job. Bit embarrassing, when you think about it. Saying you're going to do something, then changing your mind.
PU_BANISTER_MG_LastMission_Canceled_IG_002_ImSuprisedYou=I'm surprised you canceled on that last job. Must be that modern work ethic my nan was always complaining about.
PU_BANISTER_MG_LastMission_Canceled_IG_003_SawThatYou=Saw that you canceled the last job. That's too bad. I'm guessing you have your reasons but still... oh well.
PU_BANISTER_MG_LastMission_Generic_Fail_IG_001_OhItWas=Oh It was too bad to hear that last job didn't work out. I feel sort of responsible since I was the one who set you up with it. Oh well, guess these things happen.
PU_BANISTER_MG_LastMission_Generic_Fail_IG_002_SeemsLikeThings=Seems like things didn't go that smoothly on the last job. Live and learn as nan used to say. She also used to loved eating citrus. Always had an orange or a pomelo on her. I miss her a lot.
PU_BANISTER_MG_LastMission_Generic_Fail_IG_003_LooksLikeYou=Looks like you didn't have a lot of luck on that last job. You'll get 'em next time.
PU_BANISTER_MG_LastMission_Generic_Success_IG_001_IHeardThat=I heard that the last job went well.
PU_BANISTER_MG_LastMission_Generic_Success_IG_002_IWasVery=I was very glad to hear that the last gig worked out all right.
PU_BANISTER_MG_LastMission_Generic_Success_IG_003_CongratsOnPulling=Congrats on pulling off that last job. I'm sure that felt satisfying.
PU_BANISTER_MG_LastMission_Probe_FailStreak_IG_001_SoMyBoss=So, my boss has started asking me about where all the probes I've requisitioned keep ending up. I think I'm good for now, but we can't really afford to lose any more.
PU_BANISTER_MG_LastMission_Probe_FailStreak_IG_002_LostAnotherProbe=Lost another probe, huh? I guess what they say is true. More probes, more problems.
PU_BANISTER_MG_LastMission_Probe_FailStreak_IG_003_YoureReallyNot=You're really not having any luck with these probes. Like none. It's almost impressive.
PU_BANISTER_MG_LastMission_Probe_Fail_IG_001_NoLuckOn=No luck on that last probe, huh? Eh...I guess we'll just have to make do without for now.
PU_BANISTER_MG_LastMission_Probe_Fail_IG_002_ItsTooBad=It's too bad you're weren't able to deploy that last probe. It would have come in handy.
PU_BANISTER_MG_LastMission_Probe_Fail_IG_003_IDidntThink=I didn't think deploying a probe would be that hard, but I guess it's just one of those things that depends on who's doing it.
PU_BANISTER_MG_LastMission_Probe_Fail_IG_004_LooksLikeYou=Looks like you ran into some trouble placing that probe. I will admit, I'm a bit disappointed. I was really hoping to see the data it would've provided.
PU_BANISTER_MG_LastMission_Probe_Fail_IG_005_ShameThatWe=Shame that we couldn't get that last probe deployed. The ICC really counts on those scans.
PU_BANISTER_MG_LastMission_Probe_SuccessStreak_IG_001_ThoseLastFew=Those last few probes you helped me with, we've been getting some really fanastic data. Who knows, maybe at this rate I'll be a first class junior cartographer soon!
PU_BANISTER_MG_LastMission_Probe_SuccessStreak_IG_002_TheMoreOf=The more of those probes you deploy for us, the clearer picture we're getting of the system. It's been a huge help.
PU_BANISTER_MG_LastMission_Probe_SuccessStreak_IG_003_YoureTurningInto=You're turning into quite the probe expert, aren't you.
PU_BANISTER_MG_LastMission_Probe_Success_IG_001_QuickUpdateFor=Quick update for you, that probe you deployed has been working out great so far.
PU_BANISTER_MG_LastMission_Probe_Success_IG_002_InCaseYoure=In case you're interested, we've been pulling a ton of really useful data from the last probe you set up, so thanks again for your help on that.
PU_BANISTER_MG_LastMission_Probe_Success_IG_003_YouShouldSee=You should see some of the scans coming in from the last probe you deployed. I mean, it would probably just look like a jumble of numbers to you, but take it from me, it's very exciting.
PU_BANISTER_MG_LastMission_Probe_Success_IG_004_WantedToLet=Wanted to let you know that we've gotten some really interesting data from the last probe, so thanks again for deploying it.
PU_BANISTER_MG_LastMission_Probe_Success_IG_005_IveBeenSpending=I've been spending a lot of my shift pouring over scans from that last probe. There's some really intriguing stuff coming through.
PU_BANISTER_MG_LastMission_UnderAttack_Fail_IG_001_DecidedToCome=Decided to come back and see if I was still alive? Well, despite a certain someone, I luckily am.
PU_BANISTER_MG_LastMission_UnderAttack_Fail_IG_002_IveBeenThinking=I've been thinking about how that last attack went down and I have to say, it might be worth spending a few more hours training in a flight sim. You know, so you don't let down the next person who relies on you.
PU_BANISTER_MG_LastMission_UnderAttack_Fail_IG_003_JustThoughtId=Just thought I'd tell you that I forgive you for what happened during the attack. You tried, and that's what matters.
PU_BANISTER_MG_LastMission_UnderAttack_Success_IG_001_IJustWanted=I just wanted to say again how much I appreciate your help with those outlaws. I don't what I would have done if you hadn't shown up when you did.
PU_BANISTER_MG_LastMission_UnderAttack_Success_IG_002_ThanksAgainFor=Thanks again for the help with that attack. I'm still a bit shaken up. I keep jumping at the smallest thing. There was a commercial for popcorn on last night and I nearly had a heart attack.
PU_BANISTER_MG_LastMission_UnderAttack_Success_IG_003_IKeepThinking=I keep thinking about the attack, imagining how many different ways it could have gone wrong... Kind of amazing how many things had to go right for both of us to get through that alive.
PU_BANISTER_MG_LastMission_Unkown_Fail_IG_001_GuessYouWere=Guess you were too busy to check out that unknown reading for me. That's fine. Could have been a huge discovery and we'll never know, but I understand.
PU_BANISTER_MG_LastMission_Unkown_Fail_IG_002_YouKnowThat=You know that thing I wanted you to scan for me? The one you didn't do? Well turns out someone else did. Their name's going to be in the Galactapedia now. Bet that feels nice for them, huh?
PU_BANISTER_MG_LastMission_Unkown_Fail_IG_003_DidntEndUp=Didn't end up doing that scan, huh? That's too bad. Would have been interesting to see what was actually out there.
PU_BANISTER_MG_LastMission_Unkown_Success_IG_001_ThanksForLooking=Thanks for looking into that for me. Really helpful.
PU_BANISTER_MG_LastMission_Unkown_Success_IG_002_AppreciateYouLooking=Appreciate you looking into that scan for me. Between me and you I had been hoping we might discover a new lifeform, like a sentient rock or something, but what you found was pretty neat too.
PU_BANISTER_MG_LastMission_Unkown_Success_IG_003_ThanksAgainFor=Thanks again for checking into that unknown reading.
PU_BANISTER_MG_LastMission_Unkown_Success_IG_004_IGottaSay=I gotta say, for just being someone who flew by one day, you've proven pretty useful so far.
PU_BANISTER_MG_LastMission_Unkown_Success_IG_005_KeepHelpingMe=Keep helping me out like that, and I just might make you an honorary Junior Cartographer.
PU_BANISTER_MG_MidMission_Probe_Complete_IG_001_OhGreatYou=Oh great! You placed the probe! Let me just try to sync with its signal and... there. Full connection. Oh, just look at all that data.
PU_BANISTER_MG_MidMission_Probe_Complete_IG_002_IHopeYouDidnt=I hope you didn't run into too much trouble placing that probe. I'll connect to it now and make sure we're good. <beat> Hey, look at that. Synched on the first try. You are a natural at placing things.
PU_BANISTER_MG_MidMission_Probe_Complete_IG_003_WellSinceThe=Well, since the probe is in position, let me just bring it online. Oh, look at that. Data's just pouring in. Nicely done. Well probed. Which actually might be the first time anyone's used that as a compliment.
PU_BANISTER_MG_MidMission_Probe_Complete_IG_004_LooksLikeThe=Looks like the probe is in place. All that's left is to sync my systems and we are up and running. Excellent.
PU_BANISTER_MG_MidMission_Probe_Complete_IG_005_OkayStepOne=Okay. Step one was deploy the probe. You took care of that. All that's left is step two, me remotely connecting to it. Finger's crossed. There we go. Step two complete! Don't we make quite the team.
PU_BANISTER_MG_MidMission_Probe_EncourageFinish_IG_001_JustOutOf=Just out of curiosity, I did ask you to place a probe for me, right? I'm pretty sure I did, but maybe I just thought about doing it, and.. oh wait, no, have it here in my notes. Probe. Awesome. As soon as you have it in position, let me know.
PU_BANISTER_MG_MidMission_Probe_EncourageFinish_IG_002_NotThatI=Not that I don't appreciate the visit, but I think you're supposed to be dropping a probe for me. Once you get it in place, come and let me know.
PU_BANISTER_MG_MidMission_Probe_EncourageFinish_IG_003_AnyLuckWith=Any luck with that probe, yet? It'll be exciting to start scanning as soon as you have it set up.
PU_BANISTER_MG_MidMission_Probe_EncourageRepos_IG_001_LooksLikeYou=Looks like you placed the probe! Let me just try to sync with my system and... oh, that's not good. The scan is off. I really hate to do this, but I think we might need to redeploy it in a slightly different position. Here, this should do it.
PU_BANISTER_MG_MidMission_Probe_EncourageRepos_IG_002_GreatSinceThe=Great. Since the probe is in place, all that's left is to sync the signal and ... I don't understand. It should be sending - Ohhhh. I think I know what's wrong. It's the positioning. Looks like you're going to have to go back and deploy it somewhere else. Here, let me update the coordinates.
PU_BANISTER_MG_MidMission_Probe_EncourageRepos_IG_003_OkayTheProbes=Okay, the probe is in position, so let me run a quick diagnostic. <pause> Crap. That's not gonna work. Looks like we might have to reposition the probe a bit. You mind going back and adjusting its positioning? I'm really sorry.
PU_BANISTER_MG_MissionBriefs_Beacon_1stXIntro_IG_001_SeeSometimesI=See, sometimes I accidentally pick up distress beacons that are outside of ECN range, but if I went chasing after all of them, I'd totally lose my job, not to mention get blown up by outlaws. But on the other hand, it's not like I can just sit here and do nothing, so I try to pass them along and get help when I can. And that's where you come in. If I give you the coordinates, I was hoping you could maybe see if there's anything you could do?
PU_BANISTER_MG_MissionBriefs_Beacon_Generic_IG_001_ShootingYouThe=Shooting you the location of a distress beacon. It is going off hard. You gotta help them. Code of space and all, right?
PU_BANISTER_MG_MissionBriefs_Beacon_Generic_IG_002_ADistressBeacon=A distress beacon just went off. Here are the coordinates. Go. Save.
PU_BANISTER_MG_MissionBriefs_Beacon_Generic_IG_003_TheresADB=There's a DB blinking like crazy on my screen. Here. I sent you the location. If you take a look its a win-win. They get help and I get to stop hearing the damn thing go beep beep beep every freaking second. Oh, and DB stands for distress beacon by the way. Cause I realized I might be the only who calls them DB. Feel free to start using it.
PU_BANISTER_MG_MissionBriefs_Beacon_Generic_IG_004_DropWhateverYour=Drop whatever your doing. Two words. Distress bacon. Beacon. Distress beacon. Sorry. I didn't have breakfast. Forget it. Just go help, okay?
PU_BANISTER_MG_MissionBriefs_Beacon_Generic_IG_005_ImPickingUp=I'm picking up a faint distress beacon on my scanners. I'll send you the coordiates. Might wanna be careful though, I was just reading about an outlaw pack that liked to use them to lure people into ambushes. Not that it should stop you from looking. Just, you know, don't get ambushed.
PU_BANISTER_MG_MissionBriefs_Beacon_Generic_IG_006_PickingUpA=Picking up a distress beacon signal at these coordinates. If you check it out, be careful.
PU_BANISTER_MG_MissionBriefs_Beacon_PostMsg_IG_001_ItDoesNot=It does not sound good. Sending you the location of the signal. I think you should go try to help. I mean, you don't have to. You can do what you want, or whatever. But after hearing this - are you really not going to?
PU_BANISTER_MG_MissionBriefs_Beacon_PostMsg_IG_002_TheyreUnderAttack=They're under attack. Here are the coordinates. You've gotta hurry!
PU_BANISTER_MG_MissionBriefs_Beacon_PostMsg_IG_003_MaybeYouCan=Maybe you can go help? Sending location now.
PU_BANISTER_MG_MissionBriefs_Beacon_PostMsg_IG_004_YeahNightmaresFor=Yeah, nightmares for a week. Please, these are the cords, if you think you can help them out, it would be pretty nice of you.
PU_BANISTER_MG_MissionBriefs_Beacon_PostMsg_IG_005_ImSendingYou=I'm sending you their location, though to be honest, by the time you get there, not sure how much good you'll be... And I just won the pessismist of the year award. Sorry. Good luck, okay?
PU_BANISTER_MG_MissionBriefs_Beacon_PostMsg_IG_006_ItsComingFrom=It's coming from these coordinates. You should help if you can.
PU_BANISTER_MG_MissionBriefs_Beacon_PreMsg_IG_001_ListenToThis=Listen to this.
PU_BANISTER_MG_MissionBriefs_Beacon_PreMsg_IG_002_IJustGot=(frantic) I just got a comm. Here -
PU_BANISTER_MG_MissionBriefs_Beacon_PreMsg_IG_003_QuickQuestionFor=Quick question for you. This sounds serious, right?
PU_BANISTER_MG_MissionBriefs_Beacon_PreMsg_IG_004_ReadyForYour=Ready for your unsettling comm of the day? And, yeah. Nightmares for a week.
PU_BANISTER_MG_MissionBriefs_Beacon_PreMsg_IG_005_JustWhenYou=Just when you start to forget that space can be pretty terrible you hear something like this-
PU_BANISTER_MG_MissionBriefs_Beacon_PreMsg_IG_006_EmergencyCommJust=Emergency comm just came in -
PU_BANISTER_MG_MissionBriefs_Generic_IG_001_IPickedUp=I picked up this job posting off the public spec and thought it might be your kinda thing. Sending it over.
PU_BANISTER_MG_MissionBriefs_Generic_IG_002_FiguredIdPass=Figured I'd pass this along in case your interested in some extra work.
PU_BANISTER_MG_MissionBriefs_Generic_IG_003_IDontKnow=I don't know if you're busy or just out coasting, but check this out.
PU_BANISTER_MG_MissionBriefs_Generic_IG_004_SawAJob=Saw a job that you might be interested in. I'll send it over.
PU_BANISTER_MG_MissionBriefs_Generic_IG_005_IfYoureOn=If you're on the hunt for some credits, and I mean, who doesn't need credits, there's a local posting that could be perfect for you. Here.
PU_BANISTER_MG_MissionBriefs_NoAvailable_IG_001_ImSorryTo=I'm sorry to say, but I don't really have anything exciting to tell you at the moment. Pretty boring here, actually. Well, other than the varied and exciting opportunties afforded me as an employee of the ICC, of course.
PU_BANISTER_MG_MissionBriefs_NoAvailable_IG_002_GuessWhatTheres=Guess what? There's absolutely nothing going on at the moment. To be honest, if you hadn't shown up when you did, I'd probably be taking a desk nap right now.
PU_BANISTER_MG_MissionBriefs_NoAvailable_IG_003_IDontReally=I don't really have anything to give you right now. Unless of course, you're in the mood to do some laundry. Just kidding, I don't actually want you to do my laundry.
PU_BANISTER_MG_MissionBriefs_Probe_1stXIntro_IG_001_IfYoureInterested=If you're interested, I could use a hand deploying one of our smaller scan probes. They're what we use to survey the areas that the large probes have a hard time seeing. All you'd have to do is pick one up from the depot, deploy it at the specified coordinates, and then come back here so I can do the final sync and verify everything's working. Best part is, I have a budget to hire contractors with, so you'd actually get paid. Take a look and see what you think.
PU_BANISTER_MG_MissionBriefs_Probe_Generic_IG_001_IHaveA=I have a new location that we need a probe deployed to. Think you can help?
PU_BANISTER_MG_MissionBriefs_Probe_Generic_IG_002_JustGotThe=Just got the coordinates for a new probe deployment site. Any interest?
PU_BANISTER_MG_MissionBriefs_Probe_Generic_IG_003_IfYouHappen=If you happen to be in the mood to deploy some scan probes, today is your lucky day. Take a look.
PU_BANISTER_MG_MissionBriefs_Probe_Generic_IG_004_SomeNewAnalysis=Some new analysis came in and it seems we need some more detailed scans for a particular sector. I was hoping you could deploy the probe for me. What do you say?
PU_BANISTER_MG_MissionBriefs_Probe_Generic_IG_005_WereTryingTo=We're trying to get a more detailed picture of a sector, which means additional scan probes need to be deployed, which means potential work for you. What do you think?
PU_BANISTER_MG_MissionBriefs_Probe_LostRecover_IG_001_WeLostContact=We lost contact with one of the probes before it could transfer all of its scan data. I need someone to go recover it and take it to the depot, so we can salvage what we can. Here, I'm sending you the specifics.
PU_BANISTER_MG_MissionBriefs_Probe_LostRecover_IG_002_TheresAScan=There's a scan probe on the fritz. I was hoping you could grab it and take it to the depot for me. What do you think?
PU_BANISTER_MG_MissionBriefs_Probe_LostRecover_IG_003_SoItSeems=So it seems that a scan probe - one of my favorites by the way - is having a few problems. Signal's going in an out. Weird anomalous readings. The works. But I'm hoping that we can still salvage the little guy. You up for grabbing it and taking it to the depot for me?
PU_BANISTER_MG_MissionBriefs_Probe_LostReplace_IG_001_OneOfOur=One of our probes went down and needs to be replaced. Straightforward enough except that whatever took out the probe in the first place might still be there. Maybe outlaws? Maybe a storm? I don't know. Here, take a look.
PU_BANISTER_MG_MissionBriefs_Probe_LostReplace_IG_002_GotAReport=Got a report this morning that one of the probes went offline. Not sure what happened. One minute it was humming away nicely. Next minute, nothing. Would be lovely if you could deploy a replacement. Just might want to be extra careful when you out there. Interested?
PU_BANISTER_MG_MissionBriefs_Probe_LostReplace_IG_003_ANewBlind=A new blindspot just appeared in the grid. Seems that a probe went down. It's actually a little suspicious if you ask me. Probes don't usually just switch off like that on their own. Either way, the end result is the same. We have to replace it ASAP. You up for a run?
PU_BANISTER_MG_MissionBriefs_Probe_Repos_IG_001_IveBeenGetting=I've been getting a bit of interference on one of the scan probes and I was hoping that you might be able to move into a better position for me. Here are the details.
PU_BANISTER_MG_MissionBriefs_Probe_Repos_IG_002_AllTheData=All the data I'm getting back from one of the scan probes isn't making much sense. I think it might need to be repositioned. Here, have a look.
PU_BANISTER_MG_MissionBriefs_Probe_Repos_IG_003_IveBeenScratching=I've been scratching my head over this distorted data set that we've been getting from one of the scan probes. I've tried everything on this end, but at this point, I think the only way to sort it is to physicaly reposition the probe itself. Which, as you may be guessing, is why I'm mentioning it to you. Feel like doing a bit of reorganizing for me?
PU_BANISTER_MG_MissionBriefs_Unknown_IG_001_NotToSound=Not to sound mysterious or anything, but I'm picking up some really weird pings on my scanners. I don't know if you'd want to check it out and tell me what the hell it is. I would myself, but, you know, I can't leave. <pause> Sorry, forgot the coordinates.
PU_BANISTER_MG_MissionBriefs_Unknown_IG_002_SomethingKindaOdd=Something kinda odd just popped up on my screen and it might be worth checking out. I mean, you don't have to. Might be something cool though... or it could be a chunk of aluminium. I don't know. But I guess that's the point right? Neither of us will know unless you go and see.
PU_BANISTER_MG_MissionBriefs_Unknown_IG_003_SoImGetting=So I'm getting a strange signal on my scan. It's saying it can't ID it. That's odd, right? ID'ing stuff is kind of what scans do. Anyway, not mine apparently, cause I have no clue what they found. Giving you the cords if you're interested in scoping it out.
PU_BANISTER_MG_MissionBriefs_Unknown_IG_004_OneOfMy=One of my probes... God, that's a weird lead-off... I just picked up an odd reading. Might be worth checking out.
PU_BANISTER_MG_MissionBriefs_Unknown_IG_005_IfYouHave=If you have a second. Could you check out these coordiates? Scans are saying something's there, but can't ID it.
PU_BANISTER_MG_MissionBriefs_Unknown_IG_006_MySystemsStuck=My system's stuck processing an unknown reading. I'd love to be able to provide more information on my report than just like five question marks in a row. Think you could take a look at what's at this location?
PU_BANISTER_MG_PerformanceWarning_IG_001_ImNotReally=I'm not really sure what's going on with you. I keep thinking you're going to be able to handle stuff, but then I keep finding out that stuff has definitely not been handled and it's beginning to make me wonder if I should maybe not be giving you stuff at all. But who knows, maybe this time's the charm.
PU_BANISTER_MG_PerformanceWarning_IG_002_IReallyAppreciate=I really appreciate that you're trying to help me out, but at a certain point you're starting to become more of a hinderance. If you can't actually start helping, I'm going to stop asking.
PU_BANISTER_MG_PerformanceWarning_IG_003_ThisIsA=This is a bit awkward, but I got to say it, you've been having a really hard time out there and it seems like no matter what I ask for your help with, it's just not happening. I think you can do better, but if you can't then, well... then I might have to just accept that it's not going to work.
PU_BANISTER_MG_PlayerAcceptsMission_IG_001_GreatGladYoure=Great, glad you're the one handling it.
PU_BANISTER_MG_PlayerAcceptsMission_IG_002_SoundsGood=Sounds good.
PU_BANISTER_MG_PlayerAcceptsMission_IG_003_Fantastic=Fantastic.
PU_BANISTER_MG_PlayerAcceptsMission_IG_004_HappyToHear=Happy to hear.
PU_BANISTER_MG_PlayerAcceptsMission_IG_005_ThoughtYoudLike=Thought you'd like it.
PU_BANISTER_MG_PlayerActingStrange_IG_001_AreYouFeeling=Are you feeling alright? You're acting a bit... odd.
PU_BANISTER_MG_PlayerActingStrange_IG_002_OkImPretty=Okay. I'm pretty sure that's not normal.
PU_BANISTER_MG_PlayerActingStrange_IG_003_IsThisA=Is this a joke? Are you messing with me?
PU_BANISTER_MG_PlayerCollides_IG_001_WoahWatchIt=Woah! Watch it!
PU_BANISTER_MG_PlayerCollides_IG_002_HeyCarefulWith=Hey, careful with the equipment!
PU_BANISTER_MG_PlayerCollides_IG_003_AndIThoughtI=And I thought I was bad at flying.
PU_BANISTER_MG_PlayerDeclinesMission_IG_001_OkayNoWorries=Okay. No worries.
PU_BANISTER_MG_PlayerDeclinesMission_IG_002_ThatsFineI=That's fine. I can hopefully find someone else to handle it.
PU_BANISTER_MG_PlayerDeclinesMission_IG_003_IfYouThink=If you think that's best.
PU_BANISTER_MG_PlayerDeclinesMission_IG_004_GotItNot=Got it. Not for you. Understood.
PU_BANISTER_MG_PlayerDeclinesMission_IG_005_NotThisTime=Not this time. No problem.
PU_BANISTER_MG_PlayerDeclinesMission_OpenEnded_IG_001_IfYouChange=If you change your mind, let me know.
PU_BANISTER_MG_PlayerDeclinesMission_OpenEnded_IG_002_LetMeKnow=Let me know if you have second thoughts.
PU_BANISTER_MG_PlayerDeclinesMission_OpenEnded_IG_003_GimmeAHeads=Gimme a heads up if you end up deciding you want it after all.
PU_BANISTER_MG_Reward_IG_001_HereMyWay=Here. My way of saying thanks.
PU_BANISTER_MG_Reward_IG_002_IWantYou=I want you to have this. It's the least I could do.
PU_BANISTER_MG_Reward_IG_003_HereALittle=Here. A little something to show my gratitude.
PU_BANISTER_MG_SendPayment_IG_001_IllTransferThe=I'll transfer the credits to you now.
PU_BANISTER_MG_SendPayment_IG_002_AllRightSending=All right, sending your payment. Don't spend it all in one place. Unless you're in a bank. Then it's just good financial prudence.
PU_BANISTER_MG_SendPayment_IG_003_HereYouveEarned=Here. You've earned this.
PU_BANISTER_MG_SendPayment_IG_004_IllJustGo=I'll just go ahead and send over your payment.
PU_BANISTER_MG_SendPayment_IG_005_OkayEverythingSeems=Okay. Everything seems good on my end, let's get you paid.
PU_BANISTER_MG_Transition_IG_001_Anyway=Anyway ...
PU_BANISTER_MG_Transition_IG_002_EnoughAboutThat=Enough about that ...
PU_BANISTER_MG_Transition_IG_003_OkayMovingOn=Okay, moving on ...
PU_BANISTER_MG_Transition_IG_004_OhIHad=Oh, I had something else to discuss... what was it... oh! Right ...
PU_BANISTER_MG_Transition_IG_005_AnywayChangingSubjects=Anyway, changing subjects...
PU_BANISTER_MG_UnderAttack_AllClear_IG_001_WaitIsThat=Wait. Is that it? Are they gone? Cause the scans are clear. Did we actually make it. I can't believe we made it.
PU_BANISTER_MG_UnderAttack_AllClear_IG_002_ThatWasIt=That was it! That was the last of them. We made it!
PU_BANISTER_MG_UnderAttack_AllClear_IG_003_LooksLikeIts=Looks like it's over for now.
PU_BANISTER_MG_UnderAttack_EncourageDefend_IG_001_YoureDoingGreat=You're doing great. Just keep shooting them.
PU_BANISTER_MG_UnderAttack_EncourageDefend_IG_002_NotToRush=Not to rush you, but the faster we take them out, the less likely they are to blow stuff up.
PU_BANISTER_MG_UnderAttack_EncourageDefend_IG_003_ThatsItGet=That's it. Get the bastards!
PU_BANISTER_MG_UnderAttack_EncourageDefend_IG_004_StayOnThem=Stay on them! You can do it.
PU_BANISTER_MG_UnderAttack_EncourageDefend_IG_005_ComeOnKeep=Come on! Keep it up!
PU_BANISTER_MG_UnderAttack_HostilesArrive_More_IG_001_OhNoLooks=Oh no. Looks like they called in some friends. That can't be good for us.
PU_BANISTER_MG_UnderAttack_HostilesArrive_More_IG_002_IJustPicked=I just picked up some more trouble coming our way, and - oh, they're here already.
PU_BANISTER_MG_UnderAttack_HostilesArrive_More_IG_003_ReinforcementsLikeThings=Reinforcements! Like things weren't bad enough already.
PU_BANISTER_MG_UnderAttack_HostilesKilled_IG_001_YesYouGot=Yes! You got one!
PU_BANISTER_MG_UnderAttack_HostilesKilled_IG_002_HahTakeThat=Ha! Take that you creep!
PU_BANISTER_MG_UnderAttack_HostilesKilled_IG_003_BetTheyDidnt=Bet they didn't like that.
PU_BANISTER_MG_UnderAttack_HostilesKilled_IG_004_ThatllTeachThem=That'll teach them not to mess with the ICC!
PU_BANISTER_MG_UnderAttack_HostilesKilled_IG_005_IGottaSay=I gotta say, you're not half bad at this combat stuff.
PU_BANISTER_MG_UnderAttack_PlayerArrives_IG_001_YouActuallyCame=You actually came. I thought you would, but still.
PU_BANISTER_MG_UnderAttack_PlayerArrives_IG_002_YesSoHappy=Yes. So happy to see you right now.
PU_BANISTER_MG_UnderAttack_PlayerArrives_IG_003_ThankGodYou=Thank god. You got here just in time.
PU_BANISTER_MG_UnderAttack_PlayerLeaves_IG_001_AreYouActually=Are you actually running away, right now? Like seriously?
PU_BANISTER_MG_UnderAttack_PlayerLeaves_IG_002_WhereAreYou=Where are you going? All the shooting's over here!
PU_BANISTER_MG_UnderAttack_PlayerLeaves_IG_003_HeyYouCant=Hey, you can't just leave me like this!
PU_BANISTER_MG_UnderAttack_Thanks_IG_001_ICannotTell=I can not tell you enough how much I appreciate your help. I'm still not sure why they attacked. Maybe there's something they didn't want the ICC to scan? I just hope they don't come back.
PU_BANISTER_MG_UnderAttack_Thanks_IG_002_ThatWasClose=That was close. I don't know what I would have done if you hadn't shown up when you did. Still can't believe we were attacked. Were they trying to loot the probe? I guess there's some tech equipment that's worth something, but still... I think I deserve some time off after this.
PU_BANISTER_MG_UnderAttack_Thanks_IG_003_WellThatEnded=Well, that ended a lot better than I thought it was going to. I can't help but wonder why they attacked in the first place. I thought everyone loved the ICC? I mean, who can hate a cartographer?
PU_BARTENDER1_SK_Gruff_Busy_IG_001_IllBeWith=Be with you in a minute.
PU_BARTENDER1_SK_Gruff_Busy_IG_002_EaseUpIm=Ease up. I'm in the middle of something.
PU_BARTENDER1_SK_Gruff_Busy_IG_003_OneSecondAlright=One second all right.
PU_BARTENDER1_SK_Gruff_Busy_IG_004_BackOffBuddy=Back off buddy. I'll get to you when I get to you.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_001_UhHuh=Uh huh.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_001b_UhHuh=Mm hmm.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_006_Right=Right.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_007_Really=Oh really?
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_008_SurelyNot=Surely not.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_009_YouThink=You think?
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_010_ItsNotWhat=Its not what I would've done.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_011_YeahYeahYeah=Yeah yeah yeah yeah...
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_012_WellIDont=Well I don't know about that.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_013_HeyImJust=Hey, I'm just a barman. I don't know about these kinda things.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_014_Mmhh=Mmhh...
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_015_WellImSorry=Well, I'm sorry to hear that.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_016_Yeah=Yeah.
PU_BARTENDER1_SK_Gruff_ConvoCont_IG_017_OkayGoodStory=Okay, good story.
PU_BARTENDER1_SK_Gruff_EnoughToDrink_IG_001_YouKnowWhat=You know what mate, think you're done.
PU_BARTENDER1_SK_Gruff_EnoughToDrink_IG_002_IThinkYouve=I think you've had enough. Good damn amateurs.
PU_BARTENDER1_SK_Gruff_EnoughToDrink_IG_003_WhyDontYou=Why don't you pack it in? You're embarrassing yourself.
PU_BARTENDER1_SK_Gruff_Farewell_IG_001_Later=Later.
PU_BARTENDER1_SK_Gruff_Farewell_IG_001b_SeeYouLater=See you later.
PU_BARTENDER1_SK_Gruff_Farewell_IG_002_HaveAGood=Have a good one.
PU_BARTENDER1_SK_Gruff_Farewell_IG_002b_HaveAGood=Have a goodun.
PU_BARTENDER1_SK_Gruff_Farewell_IG_004_GoodRiddance=Good riddance.
PU_BARTENDER1_SK_Gruff_Farewell_IG_004b_GoodFuckingRiddance=Good fuckin riddance.
PU_BARTENDER1_SK_Gruff_Farewell_IG_005_Sniff=<Sniff>
PU_BARTENDER1_SK_Gruff_Farewell_IG_006_AlrightWellGood=Alright, well good to talk to you. Mind how you go.
PU_BARTENDER1_SK_Gruff_Farewell_IG_006b_WellItsBeen=Well, its been a pleasure. Mind how you go. Have a good night, see ya.
PU_BARTENDER1_SK_Gruff_Farewell_IG_007_Sniff=<Sniff>
PU_BARTENDER1_SK_Gruff_Farewell_IG_008_Pleasure=Pleasure.
PU_BARTENDER1_SK_Gruff_GiveDrink_IG_001_ThereYouGo=There you go?
PU_BARTENDER1_SK_Gruff_GiveDrink_IG_001b_ThereYouGo=There you go, enjoy.
PU_BARTENDER1_SK_Gruff_GiveDrink_IG_002_SeeHowYou=See how you get on with that. Cheers.
PU_BARTENDER1_SK_Gruff_GiveDrink_IG_003_WellHopefullyThat=Well, hopefully that'll help. Cheers.
PU_BARTENDER1_SK_Gruff_GiveDrink_IG_004_ThereYouGo=There you go. Cheers.
PU_BARTENDER1_SK_Gruff_Greetings_IG_001_Hey=Hey.
PU_BARTENDER1_SK_Gruff_Greetings_IG_001b_Hey=Hey.
PU_BARTENDER1_SK_Gruff_Greetings_IG_002_YouAlright=You alright?
PU_BARTENDER1_SK_Gruff_Greetings_IG_003_HowsItGoing=How's it going?
PU_BARTENDER1_SK_Gruff_Greetings_IG_004_HowYouDoing=How you doing?
PU_BARTENDER1_SK_Gruff_Greetings_IG_005_WhatsUp=What's up.
PU_BARTENDER1_SK_Gruff_Greetings_IG_005b_WhatsUp=What's up.
PU_BARTENDER1_SK_Gruff_Greetings_IG_007_Evening=Evening.
PU_BARTENDER1_SK_Gruff_OfferDrink_Another_IG_001_AnotherRound=Another round?
PU_BARTENDER1_SK_Gruff_OfferDrink_Another_IG_001b_Another=Another?
PU_BARTENDER1_SK_Gruff_OfferDrink_Another_IG_002_OneMore=One more?
PU_BARTENDER1_SK_Gruff_OfferDrink_Another_IG_003_HowYouFeeling=How you feeling? Another?
PU_BARTENDER1_SK_Gruff_OfferDrink_Another_IG_005_WhatsThatAnother=What's that, another? Yeah no problem, give me one sec. What'll it be?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_001_WhatDoYou=What do you want?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_002_YouWantA=You want a drink or something?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_003_WhatCanI=What can I getcha?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_003b_WhatCanI=What can I getcha?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_004_NeedSomething=Need something?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_005_WhatllItBe=What'll it be?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_005b_EveningWhatItll=Evening, what it'll be?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_005c_EveningWhatCan=Evening, what can I do you for?
PU_BARTENDER1_SK_Gruff_OfferDrink_IG_005d_EveningFellasWhat=Evening fellas, what can I do you for?
PU_BARTENDER1_SK_Gruff_OfferDrink_Specific_IG_001_WhatDoYou=What do you want? Whiskey? Beer? Or... whiskey?
PU_BARTENDER1_SK_Gruff_OfferDrink_Specific_IG_001b_WhatDoYou=What do you want? Whiskey? Beer? Or... whiskey?
PU_BARTENDER1_SK_Gruff_OfferDrink_Specific_IG_002_YouWantA=You want a whiskey?
PU_BARTENDER1_SK_Gruff_OfferDrink_Specific_IG_003_WhiskeyIGot=Whiskey? I've got some local stuff that's not half bad. Or if you want something fancier I can do you a shot of Radegast.
PU_BARTENDER1_SK_Gruff_OfferDrink_Specific_IG_004_WhatYouSee=What you see is what I got. Though I may have a bottle of Rust somewhere if you want it.
PU_BARTENDER1_SK_Gruff_OfferDrink_Specific_IG_005_HowAboutA=How about a beer?
PU_BARTENDER1_SK_Gruff_OfferDrink_Specific_IG_006_HowAboutA=How about a beer? I got Smoltz and... That's about it.
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_001_WatchIt=Watch it.
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_001b_WatchIt=Watch it.
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_001c_WatchIt=Watch it.
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_LEFT_002_WhatTheHell=What the hell?
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_LEFT_002b_WhatTheHell=What the hell?
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_LEFT_003_Easy=Easy.
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_LEFT_003b_Easy=Easy.
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_RIGHT_002_WhatTheHell=What the hell?
PU_BARTENDER1_SK_Gruff_PhysicalBump_IG_RIGHT_003_Easy=Easy.
PU_BARTENDER1_SK_Gruff_PlayerBehindBar_IG_001_HeyWhatThe=Hey hey hey, what the hell do you think you're doing?
PU_BARTENDER1_SK_Gruff_PlayerBehindBar_IG_001b_HeyWhatThe=Hey hey, what do you think you're doing? Go on, fuck off.
PU_BARTENDER1_SK_Gruff_PlayerBehindBar_IG_002_YouOutNow=You. Out. Now.
PU_BARTENDER1_SK_Gruff_PlayerBehindBar_IG_002b_OutNow=Out. Now.
PU_BARTENDER1_SK_Gruff_PlayerBehindBar_IG_003_ThatsItYoure=That's it. You're done.
PU_BARTENDER1_SK_Gruff_PlayerBehindBar_IG_003b_ThatsItYoure=That's it. You're done.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_001_SureThing=Sure thing.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_002_ComingRightUp=Coming right up.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_002b_ComingRightUp=Coming right up.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_002c_ComingRightUp=Coming right up.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_002d_YupComingRight=Yup, coming right up.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_003_AlrightHoldOn=All right. Hold on.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_004_WithIceNo=With ice? No problem.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_005_GoodChoice=Good choice.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_005b_GoodChoice=Good choice.
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_006_SingleOrDouble=Single or double?
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_007_Double=Double?
PU_BARTENDER1_SK_Gruff_PlayerOrdersDrink_IG_008_NotHavingA=Not having a good day there?
PU_BARTENDER1_SK_Gruff_PlayerTurnsDownDrink_IG_001_Fine=Fine.
PU_BARTENDER1_SK_Gruff_PlayerTurnsDownDrink_IG_002_NoSweatOff=No sweat off my back.
PU_BARTENDER1_SK_Gruff_PlayerTurnsDownDrink_IG_003_YouKnowThis=You do know this is a bar right? For drinking?
PU_BARTENDER1_SK_Gruff_PlayerTurnsDownDrink_IG_004_IfYouArent=If you aren't drinking I'm not making a living.
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_001_OkayTellMe=Okay, stop me if you've heard this one. Alright so, a Banu a Tevar and a Xi'an are sitting at a bar and the bartender asks, "Which one of you ordered the beer?" The Xi'an all proper like says, "I did not order your disgusting Human beer." Then the Tevar goes, "I can't afford a beer." And finally the Banu reaches over grabs the beer, chugs it in one gulp. The bartender goes, "Guess you ordered the beer then." And the Banu goes, "What beer?" ... You get it?
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_002_TheseSataballPlayers=These Sataball players these days. All they do is bitch and moan. Credits this. Safety that. I tell you can have the lot of them. Not one of them would've lasted five minutes against the players we had growing up.
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_003_YouveBeenFollowing=You've been following the races? Some good line-ups this year.
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_004_TheseVanduulMake=These Vanduul make me sick. The sooner we wipe them out the better.
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_005_ThinkingAboutPicking=I've been thinking about picking up a Dragonfly. Been hearing good things. Whitley's gave it a helluva review.
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_006_SoTheOther=So, the other day this kid comes in and asks me to change the music. I asked him if he preferred hearing bells ring and smacked him on the head. Fuckin nerve of some people.
PU_BARTENDER1_SK_Gruff_RandomChatter_IG_007_SickOfHearing=You know, I'm sick of hearing all this election news. You ask me there ain't no such thing as a good politician. Only bad and worse.
PU_BARTENDER2_SK_Friendly_Busy_IG_001_IllBeWith=I'll be with you in a minute.
PU_BARTENDER2_SK_Friendly_Busy_IG_002_GiveMeOne=Give me one moment okay.
PU_BARTENDER2_SK_Friendly_Busy_IG_003_SorryIllHelp=Sorry I'll help you in a second.
PU_BARTENDER2_SK_Friendly_ConvoCont_IG_001_UhHuh=Uh huh.
PU_BARTENDER2_SK_Friendly_ConvoCont_IG_002_Serious=Serious?
PU_BARTENDER2_SK_Friendly_ConvoCont_IG_003_OhYeah=Oh yeah?
PU_BARTENDER2_SK_Friendly_ConvoCont_IG_004_OhWow=Wow.
PU_BARTENDER2_SK_Friendly_EnoughToDrink_IG_001_IThinkYou=I think you might have had enough to drink.
PU_BARTENDER2_SK_Friendly_EnoughToDrink_IG_002_MaybeSlowDown=Maybe slow down for a bit and see how you're feeling.
PU_BARTENDER2_SK_Friendly_EnoughToDrink_IG_003_SorryIHave=Sorry I have to cut you off.
PU_BARTENDER2_SK_Friendly_Farewell_IG_001_ThanksForComing=Thanks for coming.
PU_BARTENDER2_SK_Friendly_Farewell_IG_002_HaveAGood=Have a good one.
PU_BARTENDER2_SK_Friendly_Farewell_IG_003_SeeYouAgain=See you again okay.
PU_BARTENDER2_SK_Friendly_Farewell_IG_004_AllRightCatch=All right catch you later.
PU_BARTENDER2_SK_Friendly_Greetings_IG_001_HeyWelcome=Hey, welcome.
PU_BARTENDER2_SK_Friendly_Greetings_IG_002_EverythingGoingAlright=Everything going alright?
PU_BARTENDER2_SK_Friendly_Greetings_IG_003_HowYouDoing=How you doing?
PU_BARTENDER2_SK_Friendly_Greetings_IG_004_HiThere=Hi there.
PU_BARTENDER2_SK_Friendly_Greetings_ReturnVisit_IG_001_GoodToSee=Good to see you again.
PU_BARTENDER2_SK_Friendly_Greetings_ReturnVisit_IG_002_WelcomeBack=Welcome back.
PU_BARTENDER2_SK_Friendly_Greetings_ReturnVisit_IG_003_YoureBecomingA=You're becoming a real regular here, aren't you?
PU_BARTENDER2_SK_Friendly_Greetings_ReturnVisit_IG_004_HeyHowHave=Hey, how you been?
PU_BARTENDER2_SK_Friendly_OfferDrink_Another_IG_001_CareForSomething=Care for something else?
PU_BARTENDER2_SK_Friendly_OfferDrink_Another_IG_002_HowYoureDoing=How you doing? Ready for another round?
PU_BARTENDER2_SK_Friendly_OfferDrink_Another_IG_003_CanIGet=Can I get you another?
PU_BARTENDER2_SK_Friendly_OfferDrink_Another_IG_004_AnotherOne=Another one?
PU_BARTENDER2_SK_Friendly_OfferDrink_Another_IG_005_YouGood=You good?
PU_BARTENDER2_SK_Friendly_OfferDrink_IG_001_WhatllItBe=What'll it be?
PU_BARTENDER2_SK_Friendly_OfferDrink_IG_002_CareForA=Care for a drink?
PU_BARTENDER2_SK_Friendly_OfferDrink_IG_003_AnythingICan=Anything I can get you?
PU_BARTENDER2_SK_Friendly_OfferDrink_IG_004_YouLookLike=You look like you could use a drink.
PU_BARTENDER2_SK_Friendly_OfferDrink_IG_005_WhatCanI=What can I get you?
PU_BARTENDER2_SK_Friendly_OfferDrink_Specific_IG_001_SomethingFruityLike=Something fruity like a Lemon Lush? Or if you want something more exotic, I can do a Crimson Blitz.
PU_BARTENDER2_SK_Friendly_OfferDrink_Specific_IG_002_IMakeA=I can make a mean Terran Tea if you're looking to unwind. Strong, but goes down easy.
PU_BARTENDER2_SK_Friendly_OfferDrink_Specific_IG_003_YouEverTry=You ever try a Banu Firesale? It's a pretty popular shot around here.
PU_BARTENDER2_SK_Friendly_OfferDrink_Specific_IG_004_AlsoIfYoure=Also, if you're interested, we've got an all-day drink special: half off Cassellitos.
PU_BARTENDER2_SK_Friendly_PhysicalBump_IG_LEFT_001_WhoaYouOkay=Whoa you okay there?
PU_BARTENDER2_SK_Friendly_PhysicalBump_IG_LEFT_002_OhSorryAbout=Oh. Sorry about that.
PU_BARTENDER2_SK_Friendly_PhysicalBump_IG_LEFT_003_MyFault=My fault.
PU_BARTENDER2_SK_Friendly_PhysicalBump_IG_RIGHT_001_WhoaYouOkay=Whoa you okay there?
PU_BARTENDER2_SK_Friendly_PhysicalBump_IG_RIGHT_002_OhSorryAbout=Oh. Sorry about that.
PU_BARTENDER2_SK_Friendly_PhysicalBump_IG_RIGHT_003_MyFault=My fault.
PU_BARTENDER2_SK_Friendly_PlayerBehindBar_IG_001_ExcuseMeYoure=Excuse me you're not supposed to be back here.
PU_BARTENDER2_SK_Friendly_PlayerBehindBar_IG_002_CustomersNeed=Customers need to stay on the other side of the bar.
PU_BARTENDER2_SK_Friendly_PlayerBehindBar_IG_003_ImSorryBut=I'm sorry but I'm going to have to ask you to leave.
PU_BARTENDER2_SK_Friendly_PlayerOrdersDrink_IG_001_ComingRightUp=Coming right up.
PU_BARTENDER2_SK_Friendly_PlayerOrdersDrink_IG_002_SureThing=Sure thing.
PU_BARTENDER2_SK_Friendly_PlayerOrdersDrink_IG_003_ExcellentChoice=Ah, excellent choice.
PU_BARTENDER2_SK_Friendly_PlayerOrdersDrink_IG_004_PerfectLetMe=Perfect. Let me get that for you.
PU_BARTENDER2_SK_Friendly_PlayerOrdersDrink_IG_005_YouGotIt=You got it.
PU_BARTENDER2_SK_Friendly_PlayerTurnsDownDrink_IG_001_OkayLetMe=Okay. Let me know if you change your mind.
PU_BARTENDER2_SK_Friendly_PlayerTurnsDownDrink_IG_002_NoWorries=No worries.
PU_BARTENDER2_SK_Friendly_PlayerTurnsDownDrink_IG_003_IllBeHere=I'll be here if you need anything.
PU_BARTENDER2_SK_Friendly_PlayerTurnsDownDrink_IG_004_MaybeLaterThen=Maybe later then.
PU_BARTENDER2_SK_Friendly_RandomChatter_IG_001_HadToTake=Had to take a HOV into work today... can be rough not having your own transport.
PU_BARTENDER2_SK_Friendly_RandomChatter_IG_002_HowAboutThat=How about that Jata lineup? Last night was one hell of a match.
PU_BARTENDER2_SK_Friendly_RandomChatter_IG_003_IHearThis=I hear this Murray Cup season's shaping up. Got a lot of new pilots in the ranks.
PU_BARTENDER2_SK_Friendly_RandomChatter_IG_004_YouCatchThat=You catch that speech that Admiral Bishop gave a little while back? Pretty intense right? I almost thought of signing up.
PU_BARTENDER2_SK_Friendly_RandomChatter_IG_005_LoveThisSong=Uh, I love this song.
PU_BARTENDER2_SK_Friendly_RandomChatter_IG_006_IThinkWe=I think we might be starting one of those trivia nights here soon. Could be fun.
PU_BARTENDER3_SK_Friendly_Busy_IG_001_IllBeWith=I'll be with you in a minute.
PU_BARTENDER3_SK_Friendly_Busy_IG_002_GiveMeOne=Give me one moment okay.
PU_BARTENDER3_SK_Friendly_Busy_IG_003_SorryIllHelp=Sorry I'll help you in a second.
PU_BARTENDER3_SK_Friendly_ConvoCont_IG_001_UhHuh=Uh huh.
PU_BARTENDER3_SK_Friendly_ConvoCont_IG_002_Serious=Serious?
PU_BARTENDER3_SK_Friendly_ConvoCont_IG_003_OhYeah=Oh yeah?
PU_BARTENDER3_SK_Friendly_ConvoCont_IG_004_Wow=Wow.
PU_BARTENDER3_SK_Friendly_EnoughToDrink_IG_001_IThinkYou=I think you might've had enough to drink.
PU_BARTENDER3_SK_Friendly_EnoughToDrink_IG_002_MaybeSlowDown=Maybe slow down for a bit and see how you're feeling.
PU_BARTENDER3_SK_Friendly_EnoughToDrink_IG_003_SorryBuddyI=Sorry buddy, I have to cut you off.
PU_BARTENDER3_SK_Friendly_Farewell_IG_001_ThanksForComing=Thanks for coming.
PU_BARTENDER3_SK_Friendly_Farewell_IG_002_HaveAGood=Have a good one.
PU_BARTENDER3_SK_Friendly_Farewell_IG_003_SeeYouAgain=See you again okay.
PU_BARTENDER3_SK_Friendly_Farewell_IG_004_AlrightCatchYou=All right catch you later.
PU_BARTENDER3_SK_Friendly_Greetings_IG_001_HeyWelcome=Hey, welcome.
PU_BARTENDER3_SK_Friendly_Greetings_IG_002_EverythingGoingAlright=Everything going alright?
PU_BARTENDER3_SK_Friendly_Greetings_IG_003_HowYouGoing=How you doing?
PU_BARTENDER3_SK_Friendly_Greetings_IG_004_WellHeyThere=Well, hey there.
PU_BARTENDER3_SK_Friendly_Greetings_ReturnVisit_IG_001_YeahItsGood=Well, it's good to see you again.
PU_BARTENDER3_SK_Friendly_Greetings_ReturnVisit_IG_002_WelcomeBack=Welcome back.
PU_BARTENDER3_SK_Friendly_Greetings_ReturnVisit_IG_003_YoureBecomingA=You're becoming a real regular here, aren't you?
PU_BARTENDER3_SK_Friendly_Greetings_ReturnVisit_IG_004_HeyHowHave=Hey, how you been?
PU_BARTENDER3_SK_Friendly_OfferDrink_Another_IG_001_CareForSomething=You care for something else?
PU_BARTENDER3_SK_Friendly_OfferDrink_Another_IG_002_HowYouDoing=How you doing? Ready for another round?
PU_BARTENDER3_SK_Friendly_OfferDrink_Another_IG_003_CanIGet=Can I get you another?
PU_BARTENDER3_SK_Friendly_OfferDrink_Another_IG_004_AnotherOne=Another one?
PU_BARTENDER3_SK_Friendly_OfferDrink_Another_IG_005_YouGood=You good?
PU_BARTENDER3_SK_Friendly_OfferDrink_IG_001_WhatllItBe=What'll it be?
PU_BARTENDER3_SK_Friendly_OfferDrink_IG_002_CareForA=You care for a drink?
PU_BARTENDER3_SK_Friendly_OfferDrink_IG_003_AnythingICan=Anything I can get you?
PU_BARTENDER3_SK_Friendly_OfferDrink_IG_004_YouLookLike=You look like you could use a drink.
PU_BARTENDER3_SK_Friendly_OfferDrink_IG_005_WhatCanI=Well, what can I get you?
PU_BARTENDER3_SK_Friendly_OfferDrink_Specific_IG_001_YouWantSomething=You want something fruity like a Lemon Lush? Or if you want something more exotic, I can do a Crimson Blitz.
PU_BARTENDER3_SK_Friendly_OfferDrink_Specific_IG_002_IMakeA=I make a mean Terran Tea if you're looking to unwind. Strong, but goes down easy.
PU_BARTENDER3_SK_Friendly_OfferDrink_Specific_IG_003_YouEverTry=You ever try an Banu Firesale? It's a pretty popular shot around here.
PU_BARTENDER3_SK_Friendly_OfferDrink_Specific_IG_004_AlsoIfYoure=Also, if you're interested, we've got an all-day drink special: half off Cassellitos.
PU_BARTENDER3_SK_Friendly_PhysicalBump_IG_LEFT_001_WhoaYouOkay=Whoa, you okay?
PU_BARTENDER3_SK_Friendly_PhysicalBump_IG_LEFT_002_OhSorryAbout=Oh. Sorry about that.
PU_BARTENDER3_SK_Friendly_PhysicalBump_IG_LEFT_003_MyFault=My fault.
PU_BARTENDER3_SK_Friendly_PhysicalBump_IG_RIGHT_001_WhoaYouOkay=Whoa you okay there?
PU_BARTENDER3_SK_Friendly_PhysicalBump_IG_RIGHT_002_OhSorryAbout=Oh. Sorry about that.
PU_BARTENDER3_SK_Friendly_PhysicalBump_IG_RIGHT_003_MyFault=Whoa my fault.
PU_BARTENDER3_SK_Friendly_PlayerBehindBar_IG_001_ExcuseMeYoure=Excuse me you're not supposed to be back here.
PU_BARTENDER3_SK_Friendly_PlayerBehindBar_IG_002_CustomersNeedTo=Customers need to stay on the other side of the bar.
PU_BARTENDER3_SK_Friendly_PlayerBehindBar_IG_003_ImSorryBut=I'm sorry but I'm going to have to ask you to leave.
PU_BARTENDER3_SK_Friendly_PlayerOrdersDrink_IG_001_ComingRightUp=Coming right up.
PU_BARTENDER3_SK_Friendly_PlayerOrdersDrink_IG_002_SureThing=Sure thing.
PU_BARTENDER3_SK_Friendly_PlayerOrdersDrink_IG_003_ExcellentChoice=Excellent choice.
PU_BARTENDER3_SK_Friendly_PlayerOrdersDrink_IG_004_PerfectLetMe=Perfect. Let me get that for you.
PU_BARTENDER3_SK_Friendly_PlayerOrdersDrink_IG_005_YouGotIt=You got it.
PU_BARTENDER3_SK_Friendly_PlayerTurnsDownDrink_IG_001_OkayLetMe=Okay. You let me know if you change your mind.
PU_BARTENDER3_SK_Friendly_PlayerTurnsDownDrink_IG_002_NoWorries=No worries.
PU_BARTENDER3_SK_Friendly_PlayerTurnsDownDrink_IG_003_IllBeHere=I'll be here if you need anything.
PU_BARTENDER3_SK_Friendly_PlayerTurnsDownDrink_IG_004_MaybeLaterThen=Maybe later then.
PU_BARTENDER3_SK_Friendly_RandomChatter_IG_001_HadToTake=Had to take a HOV into work today... can be rough not having your own transport.
PU_BARTENDER3_SK_Friendly_RandomChatter_IG_002_HowAboutThat=How about that Jata lineup? Last night was one hell of a match.
PU_BARTENDER3_SK_Friendly_RandomChatter_IG_003_IHearThis=I hear this Murray Cup season's shaping up. Got a lot of new pilots in the ranks.
PU_BARTENDER3_SK_Friendly_RandomChatter_IG_004_YouCatchThat=You catch that speech that Admiral Bishop gave a while back? Pretty intense right? I almost thought of signing up.
PU_BARTENDER3_SK_Friendly_RandomChatter_IG_005_LoveThisSong=Oh, I love this song.
PU_BARTENDER3_SK_Friendly_RandomChatter_IG_006_IThinkWe=I think we might be starting one of those trivia nights here soon. Could be fun.
PU_BATTAGLIA_MG_Busy_IG_001_ImInThe,P=I'm in the thick of it. Maybe some other time.
PU_BATTAGLIA_MG_Busy_IG_002_DoMeA,P=Do me a favor and come around some other time, all right?
PU_BATTAGLIA_MG_Chosen_PlayerAcceptMission_IG_001_ItsAllYours,P=It's all yours.
PU_BATTAGLIA_MG_Chosen_PlayerAcceptMission_IG_002_Good,P=Good.
PU_BATTAGLIA_MG_Chosen_PlayerDeclineMission_IG_001_BetterToSay,P=Better to say no then to take on a job you can't handle.
PU_BATTAGLIA_MG_Chosen_PlayerDeclineMission_IG_002_FairEnough,P=Fair enough.
PU_BATTAGLIA_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_001_IfYouChange,P=If you change your mind, let me know.
PU_BATTAGLIA_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_TheJobWill,P=The job will most likely be here for a little while if you reconsider.
PU_BATTAGLIA_MG_Comms_Farewell_IG_001_Later,P=Later.
PU_BATTAGLIA_MG_Comms_Farewell_IG_002_ImOut,P=I'm out.
PU_BATTAGLIA_MG_Comms_ForgivesPlayer_IG_001_IveBeenGoing,P=I've been going back and forth on this, but if you think you can pull your shit together, then I'm willing to give you another go.
PU_BATTAGLIA_MG_Comms_ForgivesPlayer_IG_002_WereBothAdults,P=We're both adults right? I'm willing to leave the past in the past if you're willing to really commit yourself this time. No excuses. Just hard work. If that sounds good, then maybe we can figure something out.
PU_BATTAGLIA_MG_Comms_InstructVisit_IG_001_LetsHaveA,P=Let's have a talk about it. Hit me up as soon as you can.
PU_BATTAGLIA_MG_Comms_InstructVisit_IG_002_ComeOnOver,P=Come on over when you can and I'll tell you about it.
PU_BATTAGLIA_MG_Comms_MissionComplete_IG_001_LetsGoAhead,P=Let's go ahead and call that last job done.
PU_BATTAGLIA_MG_Comms_MissionComplete_IG_002_WantedToLet,P=Wanted to let you know that everything checked out. Consider the contract complete.
PU_BATTAGLIA_MG_Comms_NewMission_IG_001_GotWordOf,P=Got word of a new job that I like you for.
PU_BATTAGLIA_MG_Comms_NewMission_IG_002_ThingsArePretty,P=Things are pretty busy right now and I could use someone like you.
PU_BATTAGLIA_MG_Comms_PaymentSent_IG_001_PuttingYourPayment,P=Putting your payment through.
PU_BATTAGLIA_MG_Comms_PaymentSent_IG_002_UploadingYourPay,P=Uploading your pay to you now.
PU_BATTAGLIA_MG_Comms_ReturnItems_FailBounty_IG_001_YouDidntReturn,P=You didn't return the property, and now there's people coming to collect. Hope you're happy.
PU_BATTAGLIA_MG_Comms_ReturnItems_FailBounty_IG_002_HopeThatMissing,P=Hope that missing property was worth the bounty I just placed on you. You should have returned it when you had the chance.
PU_BATTAGLIA_MG_Comms_ReturnItems_LastWarning_IG_001_WhatsTheWord,P=What's the word on that missing property? Anymore delays and I'll have to use a more direct method of collection.
PU_BATTAGLIA_MG_Comms_ReturnItems_LastWarning_IG_002_WhyDontYou,P=Why don't you make things easy on yourself and return that missing property. I don't want to have to do things the hard way.
PU_BATTAGLIA_MG_Comms_ReturnItems_Reminder_IG_001_YouStillHave,P=You still have some of my property from that last job. I'm gonna need you to return it ASAP.
PU_BATTAGLIA_MG_Comms_ReturnItems_Reminder_IG_002_IllNeedYou,P=I'll need you to go ahead and return all the property from that last job right away.
PU_BATTAGLIA_MG_ConvoRejoin_IG_001_DecidedToGive,P=Decided to give it another go, huh?
PU_BATTAGLIA_MG_ConvoRejoin_IG_002_YouReadyTo,P=You ready to listen now?
PU_BATTAGLIA_MG_Decide_EncourageLookAndDecide_IG_001_HaveALook,P=Have a look, see if it's right for you.
PU_BATTAGLIA_MG_Decide_EncourageLookAndDecide_IG_002_ReadThroughAnd,P=Read through and let me know.
PU_BATTAGLIA_MG_Decide_MissionTimeout_IG_001_ForgetIt,P=Forget it.
PU_BATTAGLIA_MG_Decide_WarningMissionTimeout_IG_001_ImGoingTo,P=I'm going to need a decision.
PU_BATTAGLIA_MG_Decide_WarningMissionTimeout_IG_002_WhatDoYou,P=What do you say?
PU_BATTAGLIA_MG_Idles_IG_001_ICanAlways,P=I can always tell when someone's got a good strike or not. Just by how the fly in.
PU_BATTAGLIA_MG_Idles_IG_002_IHeardAn,P=I heard an old timer say once that you loved to watch the dance. Stuck with me.
PU_BATTAGLIA_MG_Idles_IG_003_IShouldBe,P=I should be used to it by now, but I can't help getting a bit anxious when a team's running a bit late. 99% of the time it's nothing.
PU_BATTAGLIA_MG_Idles_IG_004_PrettyAintIt,P=Pretty ain't it?
PU_BATTAGLIA_MG_Interrupt_IG_001_AreYouEven,P=Are you even listening?
PU_BATTAGLIA_MG_Interrupt_IG_001b_AreYouEven,P=Are you even listening?
PU_BATTAGLIA_MG_Interrupt_IG_002_ComeOnNow,P=Come on now. That's how it's gonna be?
PU_BATTAGLIA_MG_Interrupt_IG_002b_ComeOnNow,P=Come on now. That's how it's gonna be?
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_D1_001_YeahNotMuch=Yeah? Not much to see, but the bar serves up a solid bit of firejuice. Just be sure not to lose all your wits, or your belongings might go with them.
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_D2_001_AsLongAs=As long as you're not too particular the market might do for you. We have the bare necessities, but every few cycles someone will dig up something more interesting.
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_D3_A_001_GreatIllTake=Great. I'll take a scan through now.
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_D3_B_001_WellIfYou=Well if you change your mind, you know where to find me.
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_D3_SUBSTART_001_AhThenYoull=Ah. Then you'll be wanting to see me. Name's Recco. I see to the boring fiddlybits for most of the miners working the area. Dig site claims, equipment orders, ore transfers, and the like. For most jobs, the terminal will set you up, but if you're after something with some hair on it, best to talk to me direct.
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_D3_SUBSTART_002_IfYoudLike=If you'd like I can see to setting you up with something now. Nothing too big, but it'll let us see how we feel about working together. Sound all right to you?
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_RESOLVE_001_AllRightIf=All right. If you need anything else, let me know.
PU_BATTAGLIA_MG_Intro_1stTime_V_WP_START_001_DontThinkIve=Don't think I've seen your face around these parts before. We get our fair bit of traffic but I make a point of knowing who's who. What brings you around?
PU_BATTAGLIA_MG_LastMissionComment_FailStreak_IG_001_IDontKnow=I don't know how it's possible to screw up as much as you have.
PU_BATTAGLIA_MG_LastMissionComment_FailStreak_IG_002_HowManyJobs=How many jobs have you've managed to bungle now? I don't even want to think about it.
PU_BATTAGLIA_MG_LastMissionComment_Fail_Good_IG_001_SeemsLikeYou=Seems like you had a hiccup on that last job. Hopefully that was just a one time thing.
PU_BATTAGLIA_MG_LastMissionComment_Fail_Good_IG_002_IThinkYoure=I think you're better than how you did on that last contract. Don't let that one mistake ruin your potential.
PU_BATTAGLIA_MG_LastMissionComment_Fail_NeutralBad_IG_001_DontKnowExactly=Don't know exactly where you went wrong on that last job, but oh boy, did you go wrong.
PU_BATTAGLIA_MG_LastMissionComment_Fail_NeutralBad_IG_002_ImSureYoure=I'm sure you're well aware how much you botched that last job, so we'll just leave it at that.
PU_BATTAGLIA_MG_LastMissionComment_LastChance_IG_001_IShouldntBe=I shouldn't be doing this, but I'm going to give you one more chance. But that's it. You screw this, you're done.
PU_BATTAGLIA_MG_LastMissionComment_LastChance_IG_002_YouDontReally=You don't really deserve it, but I'm gonnago ahead and give you one last chance.
PU_BATTAGLIA_MG_LastMissionComment_NoLonger_IG_001_IfItWere,P=If it were just you and me that'd be one thing, but every time you screw up, you're hurting all those sods who go out everyday and work their fingers to the bone. I won't let you do that. Not anymore. You're done here.
PU_BATTAGLIA_MG_LastMissionComment_NoLonger_IG_002_ITriedTo,P=I tried to make this work, but it's just no good. I'm done working with you. That's final.
PU_BATTAGLIA_MG_LastMissionComment_Robbed_IG_001_BadLuckOn=Bad luck on that last job. Glad you managed to get back on your feet though. What doesn't kill, right?
PU_BATTAGLIA_MG_LastMissionComment_Robbed_IG_002_GuessYoureWalking=Guess you're walking proof that we live in dangerous times. Was sorry to hear about what went down in that last mission. Hopefully next time, you'll be a bit more prepared.
PU_BATTAGLIA_MG_LastMissionComment_SuccessStreak_IG_001_BelieveItOr=Believe it or not, I was just talking about you, told some of my other contractors of how a little bit of hard work and right thinking can pay off.
PU_BATTAGLIA_MG_LastMissionComment_SuccessStreak_IG_002_HowManyCompleted=How many completed contracts in a row is that for you? Enough to colour me impressed, I'll say that much.
PU_BATTAGLIA_MG_LastMissionComment_Success_Exceptional_IG_001_YouShouldBe=You should be proud of that last contract. It wasn't something that anybody could've pulled off.
PU_BATTAGLIA_MG_LastMissionComment_Success_Exceptional_IG_002_GottaSayThat=Gotta say, that last contract was a damn work of art. Impressive that.
PU_BATTAGLIA_MG_LastMissionComment_Success_Good_IG_001_IAppreciateThe=I appreciate a hard worker, nice work on that last job.
PU_BATTAGLIA_MG_LastMissionComment_Success_Good_IG_002_IWantedTo=I wanted to say that you did a good job on that last contract.
PU_BATTAGLIA_MG_LastMissionComment_TryHarder_IG_001_ImNotGoing=I'm not going pad around it. Things keep going like they have been, and I won't be able to give you any more work. Nothing personal, but I need you to do better.
PU_BATTAGLIA_MG_LastMissionComment_TryHarder_IG_002_LookItsTough=Look, it's tough enough making a living out here without the complications you've been bringing to the table. Turn it around or I'm gonna have to cut you loose.
PU_BATTAGLIA_MG_MidMission_Deactivate_IG_001_HateToTell,P=Hate to tell you, but the contract's been pulled.
PU_BATTAGLIA_MG_MidMission_Deactivate_IG_002_BadNewsJobs,P=Bad news, job's no good. Gonna have to cancel the contract on you.
PU_BATTAGLIA_MG_MidMission_Fail_IG_001_SoIGuess,P=So I guess this job's a complete bust. Great. Just great.
PU_BATTAGLIA_MG_MidMission_Fail_IG_002_WhatTheHell,P=What the hell? If you say you can do a job, I damn well expect you to do it.
PU_BATTAGLIA_MG_MidMission_Greetings_IG_001_YouThereIts,P=You there? It's Recco.
PU_BATTAGLIA_MG_MidMission_Greetings_IG_002_ItsReccoListen,P=It's Recco, listen up.
PU_BATTAGLIA_MG_MidMission_ObjUpdate_IG_001_GotSomeNew,P=Got some new info about your contract. Sending you the details.
PU_BATTAGLIA_MG_MidMission_ObjUpdate_IG_002_SomethingsComeUp,P=Something's come up. Uploading details to you now.
PU_BATTAGLIA_MG_MidMission_PlayerQuit_IG_001_ThatsTooBad,P=That's too bad. I'll let everyone know.
PU_BATTAGLIA_MG_MidMission_PlayerQuit_IG_002_RealSorryTo,P=Real sorry to hear that. I'll pass the word on.
PU_BATTAGLIA_MG_MidMission_ReceiveData_IG_001_GotTheUpload,P=Got the upload you sent.
PU_BATTAGLIA_MG_MidMission_ReceiveData_IG_002_DataCameThrough,P=Data came through fine.
PU_BATTAGLIA_MG_MidMission_WarningFail_IG_001_ThisJobIs,P=This job is going to slip through your fingers if you're not careful.
PU_BATTAGLIA_MG_MidMission_WarningFail_IG_002_YoureCuttingIt,P=You're cutting it real close on this contract.
PU_BATTAGLIA_MG_MissionBriefs_Defend_Generic_IG_001_SomeOutlawsHave,P=Some outlaws have been using a local stretch as their own hunting ground. Need you to look after some people of mine out there.
PU_BATTAGLIA_MG_MissionBriefs_Defend_Generic_IG_002_ALotOf,P=A lot of people have been running into trouble nearby. Figured you could go out and take a look at it.
PU_BATTAGLIA_MG_MissionBriefs_Defend_Miners_IG_001_UnUnluckyGroup,P=An unlucky group of miners keep getting hit at their dig site. Figured you could help protect them.
PU_BATTAGLIA_MG_MissionBriefs_Defend_Miners_IG_002_SomerMinersAre,P=Some miners are staking a new claim, but the area's been known to have it's fair share of trouble. Would be good if you could go and keep an eye on them.
PU_BATTAGLIA_MG_MissionBriefs_Deliver_Generic_IG_001_INeedSomeone,P=I need someone to take care of this shipment for me.
PU_BATTAGLIA_MG_MissionBriefs_Deliver_Generic_IG_002_HereIveGot,P=Here, I've got some cargo that needs to be moved.
PU_BATTAGLIA_MG_MissionBriefs_Deliver_Ore_Hard_IG_001_GotAValuable,P=Got a valuable ore shipment that needs to be delivered to the refinery. This stuffs a bit on the rare side so you might run into a greedy bastard or two out there if you're not careful.
PU_BATTAGLIA_MG_MissionBriefs_Deliver_Ore_Hard_IG_002_SomeLuckyMiners,P=Some lucky miners struck a rich load. Unfortunately word's gotten out, so hauling this stuff to the refinery might catch an unwanted glance or two.
PU_BATTAGLIA_MG_MissionBriefs_Deliver_Ore_IG_001_HaveSomeOre,P=Have some ore that needs to be taken to be refined.
PU_BATTAGLIA_MG_MissionBriefs_Deliver_Ore_IG_002_OneOfThe,P=One of the local mining teams is looking to have their ore taken to the refinery.
PU_BATTAGLIA_MG_MissionBriefs_Deliver_Pickup_IG_001_GotAHauling,P=Got a hauling job, and it comes with a return trip booked for a bonus.
PU_BATTAGLIA_MG_MissionBriefs_Deliver_Pickup_IG_002_INeedYou,P=I need you to drop something off, and do a pick up for a second leg once you get there.
PU_BATTAGLIA_MG_MissionBriefs_Deliver_Risky_IG_001_AndIllAdmit,P=And I'll admit the route's a little riskier than I'd like.
PU_BATTAGLIA_MG_MissionBriefs_Deliver_Risky_IG_002_PlusTheArea,P=Plus, the area you'll be flying in isn't the most friendly.
PU_BATTAGLIA_MG_MissionBriefs_Deliver_Timed_IG_001_GotAHaul,P=Got a haul here that's a rush job.
PU_BATTAGLIA_MG_MissionBriefs_Deliver_Timed_IG_002_HaveAShipment,P=Have a shipment that needs to get where it's going fast.
PU_BATTAGLIA_MG_MissionBriefs_Escort_Generic_IG_001_HaveSomeoneWhos,P=Have someone who's looking for a bit of extra protection on a job they're doing.
PU_BATTAGLIA_MG_MissionBriefs_Escort_Generic_IG_002_TheresALocal,P=There's a local group that's looking to hire an escort.
PU_BATTAGLIA_MG_MissionBriefs_Escort_Haulers_IG_001_GotACargo,P=Got a cargo run that I don't want to see have any problems. Hoping to have someone provide extra security.
PU_BATTAGLIA_MG_MissionBriefs_Escort_Haulers_IG_002_HaveABig,P=Have a big shipment moving out of here, and they could use some help keeping an eye out for trouble.
PU_BATTAGLIA_MG_MissionBriefs_Escort_Miners_IG_001_GotARequest,P=Got a request in from some miners who are moving locations. They could use some extra security while they shift all that expensive gear around.
PU_BATTAGLIA_MG_MissionBriefs_Escort_Miners_IG_002_HaveAMining,P=Have a mining team that needs extra protection.
PU_BATTAGLIA_MG_MissionBriefs_Generic_Hard_IG_001_ThisOneHeres,P=This one here's a toughie, but you should be able to handle it.
PU_BATTAGLIA_MG_MissionBriefs_Generic_Hard_IG_002_ThereIsThis,P=There is this contract here, right? It's a little more tricky than average, but that's not necessarily a bad thing.
PU_BATTAGLIA_MG_MissionBriefs_Generic_IG_001_HeresAJob,P=Here's a job that should suit you.
PU_BATTAGLIA_MG_MissionBriefs_Generic_IG_002_ThisContractCould,P=This contract could be a good fit.
PU_BATTAGLIA_MG_MissionBriefs_NoMission_IG_001_UnfortunatelyThingsAre,P=Unfortunately, things are a bit slow right now. I'll keep you in mind if anything turns up though.
PU_BATTAGLIA_MG_MissionBriefs_NoMission_IG_002_ImNotSeeing,P=I'm not seeing anything I can give you. Things should pick up soon enough though.
PU_BATTAGLIA_MG_MissionBriefs_Rescue_Generic_IG_001_HaveSomePeople,P=Have some people in distress who could use a helping hand.
PU_BATTAGLIA_MG_MissionBriefs_Rescue_Generic_IG_002_PickingUpA,P=Picking up a nearby emergency comm. Sounds like they could use someone to help them out.
PU_BATTAGLIA_MG_MissionBriefs_Rescue_Miners_IG_001_JustGotA,P=Just got a commfrom a nearby mining outpost. There's been an incident and they need someone to help with the rescue ASAP.
PU_BATTAGLIA_MG_MissionBriefs_Rescue_Miners_IG_002_DamnItA,P=Damn it. A mining outfit's ran into trouble. They're gonnaneed help. The faster the better. Every second counts out there.
PU_BATTAGLIA_MG_Mission_Farewell_MissionAccepted_IG_001_FlySafe,P=Fly safe.
PU_BATTAGLIA_MG_Mission_Farewell_MissionAccepted_IG_002_KeepYourWits,P=Keep your wits about you, you hear?
PU_BATTAGLIA_MG_Mission_Farewell_MissionDeclined_IG_001_HopeYouFind,P=Hope you find something that suits you.
PU_BATTAGLIA_MG_Mission_Farewell_MissionDeclined_IG_002_SeeYouAround,P=See you around.
PU_BATTAGLIA_MG_Mission_Greetings_Bad_IG_001_WasntSureIf=Wasn't sure if you'd be showing up again.
PU_BATTAGLIA_MG_Mission_Greetings_Bad_IG_002_IveGotMore=I've got more than my fair share to deal with at the moment, so let's keep this quick.
PU_BATTAGLIA_MG_Mission_Greetings_Good_IG_001_NiceToSee=Nice to see you again.
PU_BATTAGLIA_MG_Mission_Greetings_Good_IG_002_HeyIWas=Hey, I was hoping you'd swing around again.
PU_BATTAGLIA_MG_Mission_Greetings_NoLonger_IG_001_IDontHave=I don't have any more work for you. Now clear off.
PU_BATTAGLIA_MG_Mission_Greetings_NoLonger_IG_002_NahDontIve=Nah, don't. I've made up my mind. You won't be getting any more contracts off of me.
PU_BATTAGLIA_MG_Mission_Greetings_StillMission_IG_001_WhatAreYou=What are you doin' here? Figured you'd be out finishing up the contract by now.
PU_BATTAGLIA_MG_Mission_Greetings_StillMission_IG_002_TakingYourSweet=Taking your sweet time on that contract, aren't you?
PU_BATTAGLIA_MG_Mission_Greetings_WrongDelivery_IG_001_AppreciateTheEffort=Appreciate the effort and all, but it'd be better if you take that on to the proper drop off.
PU_BATTAGLIA_MG_Mission_Greetings_WrongDelivery_IG_002_DidntYouRead=Didn't you read your contract, huh? You're not supposed to bring that here.
PU_BATTAGLIA_MG_MultipleMissionOffer_IG_001_TheresABunch,P=There's a bunch of stuff cooking right now. If one works for you, you're welcome to it.
PU_BATTAGLIA_MG_MultipleMissionOffer_IG_002_GitALot,P=Got a lot of contracts that need doing. You can take your pick of the litter.
PU_BATTAGLIA_MG_PhysicalBump_IG_LEFT_002_Easy,P=Easy.
PU_BATTAGLIA_MG_PhysicalBump_IG_RIGHT_002_Easy,P=Easy.
PU_BATTAGLIA_MG_PlayerGoofsOff_IG_001_WhatTheHells,P=What the hell's the matter with you?
PU_BATTAGLIA_MG_PlayerGoofsOff_IG_002_AreYouFeeling,P=Are you feeling all right?
PU_BATTAGLIA_MG_RequestNewMission_Searches_IG_001_ThereMayBe,P=There may be a contract I could toss your way.
PU_BATTAGLIA_MG_RequestNewMission_Searches_IG_002_LetsSeeWhat,P=Let's see what I can dig up.
PU_BATTAGLIA_MG_SendingMissionDetails_IG_001_HereAreThe,P=Here are the details for you.
PU_BATTAGLIA_MG_SendingMissionDetails_IG_002_UploadingTheContract,P=Uploading the contract to you now.
PU_BATTAGLIA_MG_SuggestTerm_IG_001_IfYouWant,P=If you want, you can always take a look through the terminal. Nothing fancy, but its steady work.
PU_BATTAGLIA_MG_SuggestTerm_IG_002_TheTerminalMight,P=The terminal might have one or two things you'd be interested in. Worth having a look at least.
PU_BATTAGLIA_MG_Transition_CommentToGiving_IG_001_AllRightLets,P=All right, let's get down to business...
PU_BATTAGLIA_MG_Transition_CommentToGiving_IG_002_ButYoureNot,P=But you're not here to listen to me chatter are you...
PU_BCCANN01_M_LPA_Announce_Halls_EmergencyExit_IG_001_AttentionThisIs=Attention. This is an emergency announcement. All guests are instructed to calmly make their way to the nearest exit. Thank you.
PU_BCCANN01_M_LPA_Announce_Halls_EmergencyResolve_IG_001_AttentionWeThank=Attention. We thank you for your patience while we resolved the recent unexpected issue. All guests are now free to go about their day.
PU_BCCANN01_M_LPA_Announce_Halls_EmergencyStay_IG_001_AttentionThisIs=Attention. This is an emergency announcement. All guests are instructed to calmly remain where they are. Thank you.
PU_BCCANN01_M_LPA_Announce_Halls_EmergencyUpdate_IG_001_AttentionBevicConvention=Attention. Bevic Convention Center appreciates your full cooperation during this ongoing emergency. We hope to have the matter resolved shortly. Thank you.
PU_BCCANN01_M_LPA_Announce_Halls_Goodbye_IG_001_ThankYouFor=Thank you for visiting the Bevic Convention Center. Have a great rest of your day.
PU_BCCANN01_M_LPA_Announce_Halls_Info_IG_001_DontLetHunger=Don't let hunger and thirst slow you down. While enjoying your day, be sure to treat yourself with a stop at one of the Bevic Convention Center's refreshment stands.
PU_BCCANN01_M_LPA_Announce_Halls_Info_IG_002_BevicWouldLike=Bevic would like to thank all our guests for keeping the Convention Center a stim free environment.
PU_BCCANN01_M_LPA_Announce_Halls_Info_IG_003_WhileEveryoneIs=While everyone is welcome to the Bevic Convention Center to enjoy a day of refreshing fun, their trash and litter is not. Thanks for doing your part to keep the Convention Center clean.
PU_BCCANN01_M_LPA_Announce_Halls_NowOpen_IG_001_GreatNewsThe=Great news! The show floor is now open and all guests are invited to make their way to the halls. Enjoy!
PU_BCCANN01_M_LPA_Announce_Halls_Opening_IG_001_ExcitedToGet=Excited to get started? Today's event will be starting in a few moments. Thank you for your patience.
PU_BCCANN01_M_LPA_Announce_Halls_Welcome_IG_001_HelloAndWelcome=Hello and Welcome to the Bevic Convtion Center, ArcCorp's leading destination for live events and refreshing fun.
PU_BCCANN01_M_LPA_Warn_Halls_Arresting_IG_001_AttentionBeAdvised=Attention. Be advised that in coordination with local law enforcement, any unauthorized individuals found on the premises are considered trespassing. Thank you for your future cooperation in this matter.
PU_BCCANN01_M_LPA_Warn_Halls_Closing_IG_001_AttentionBevicConvention=Attention, Bevic Convention Center will be closing shortly. We ask all visitors to make their way to the nearest exit. Thank you.
PU_BCCANN01_M_LPA_Warn_Halls_Closing_LastOccur_IG_001_FinalReminderThe=Final reminder, the Convention Center is closing. All visitors need to leave immediately. Any guests remaining after closing hours will be trespassing.
PU_BCCANN01_M_LPA_Warn_Halls_Closing_RepeatOccur_IG_001_ReminderBevicConvention=Reminder, Bevic Convention Center will be closing soon. Please head to the nearest exit now. Thank you.
PU_BCCANN01_M_LPA_Warn_Halls_Trespassing_IG_001_BevicConventionCenter=Bevic Convention Center is now closed. Any remaining guests are now trespassing.
PU_BIGBENNY1_SK_FRIENDLY_SERVING_MOTIONS_001,P=<Breathing>
PU_BIGBENNY1_SK_FRIENDLY_SERVING_MOTIONS_002,P=<Breathing>
PU_BIGBENNY1_SK_Friendly_AnythingElse_IG_001_AnythingElse=Anything else?
PU_BIGBENNY1_SK_Friendly_AnythingElse_IG_002_IsThatAll=Is that all?
PU_BIGBENNY1_SK_Friendly_AnythingElse_IG_003_AnyInterestIn=Any interest in making that a combo?
PU_BIGBENNY1_SK_Friendly_Busy_IG_001_SorryItllBe=Sorry, it'll be just one second.
PU_BIGBENNY1_SK_Friendly_Busy_IG_002_HoldOnBe=Hold on. Be right with you.
PU_BIGBENNY1_SK_Friendly_ComingUp_IG_001_ComingRightUp=Coming right up.
PU_BIGBENNY1_SK_Friendly_ComingUp_IG_002_GreatItllJust=Great. It'll just be a second.
PU_BIGBENNY1_SK_Friendly_CustomerProblem_IG_001_IfYouCant=If you can't control yourself, I'm going to have to ask you to leave.
PU_BIGBENNY1_SK_Friendly_CustomerProblem_IG_002_CanYouPlease=Can you please calm down?
PU_BIGBENNY1_SK_Friendly_CustomerProblem_IG_003_WhatAreYou=What are you doing?
PU_BIGBENNY1_SK_Friendly_CustomerProblem_IG_004_YouNeedTo=You need to leave. Now.
PU_BIGBENNY1_SK_Friendly_Farewell_IG_001_ThanksForComing=Thanks for coming to Big Benny's.
PU_BIGBENNY1_SK_Friendly_Farewell_IG_002_ThanksForComing=Thanks for coming.
PU_BIGBENNY1_SK_Friendly_Farewell_IG_003_HaveAGood=Have a good day.
PU_BIGBENNY1_SK_Friendly_Farewell_IG_004_Thanks=Thanks.
PU_BIGBENNY1_SK_Friendly_Farewell_IG_005_HopeYouEnjoy=Hope you enjoy your meal.
PU_BIGBENNY1_SK_Friendly_Greetings_IG_001_HiAndWelcome=Hi and welcome to Big Benny's. Home of Kacho to Go.
PU_BIGBENNY1_SK_Friendly_Greetings_IG_002_WelcomeToBig=Welcome to Big Benny's.
PU_BIGBENNY1_SK_Friendly_Greetings_IG_003_Hi=Hi.
PU_BIGBENNY1_SK_Friendly_Greetings_IG_004_Welcome=Welcome.
PU_BIGBENNY1_SK_Friendly_Request_Affirm_IG_001_IDunnoI=I dunno. I just work here.
PU_BIGBENNY1_SK_Friendly_Request_Affirm_IG_002_IReallyCouldnt=I really couldn't say.
PU_BIGBENNY1_SK_Friendly_Request_Affirm_IG_003_Sure=Sure.
PU_BIGBENNY1_SK_Friendly_Request_Affirm_IG_004_Okay=Okay.
PU_BIGBENNY1_SK_Friendly_Request_Affirm_IG_006_IDontThink=I don't think so
PU_BIGBENNY1_SK_Friendly_SuggestSalesTerm_IG_001_IfYouPlace=If you place your order in the terminal, we'll get it going.
PU_BIGBENNY1_SK_Friendly_SuggestSalesTerm_IG_002_PleaseOrderThrough=Please order through the terminal.
PU_BIGBENNY1_SK_Friendly_TakeOrder_IG_001_WhatCanI=What can I get for you?
PU_BIGBENNY1_SK_Friendly_TakeOrder_IG_002_WhatWouldYou=What would you like?
PU_BIGBENNY1_SK_Friendly_TakeOrder_IG_003_DoYouKnow=Do you know what you'd like to order?
PU_BIGBENNY1_SK_Friendly_ThereYouGo_IG_001_ThereYouGo=There you go.
PU_BIGBENNY1_SK_Friendly_ThereYouGo_IG_002_HeresYourOrder=Here's your order.
PU_BIGBENNY1_SK_Friendly_ThereYouGo_IG_003_OrderUp=Order up.
PU_BIGBENNY1_SK_Friendly_ThereYouGo_IG_004_FoodsReady=Food's ready.
PU_BIGBENNY2_SK_Gruff_AnythingElse_IG_001_ThatIt=That it?
PU_BIGBENNY2_SK_Gruff_AnythingElse_IG_002_ThatEverything=That everything?
PU_BIGBENNY2_SK_Gruff_Busy_IG_001_HangOnHang=Hang on. Hang on.
PU_BIGBENNY2_SK_Gruff_Busy_IG_002_YeahYeahTake=Yeah, yeah, take it easy.
PU_BIGBENNY2_SK_Gruff_Busy_IG_003_GiveMeA=Give me a second. I've only got two hands.
PU_BIGBENNY2_SK_Gruff_ComingUp_IG_001_AllRightOne=All right. One second.
PU_BIGBENNY2_SK_Gruff_ComingUp_IG_002_FineHoldOn=Fine. Hold on.
PU_BIGBENNY2_SK_Gruff_CustomerProblem_IG_001_WhatDoYou=What do you think you're doing?
PU_BIGBENNY2_SK_Gruff_CustomerProblem_IG_002_UhUhYou=Uh uh. You can't do that in here.
PU_BIGBENNY2_SK_Gruff_CustomerProblem_IG_003_GetTheHell=Get the hell out of here.
PU_BIGBENNY2_SK_Gruff_Greetings_IG_001_WelcomeToBig=Welcome to Big Benny's.
PU_BIGBENNY2_SK_Gruff_Greetings_IG_002_Welcome=Welcome.
PU_BIGBENNY2_SK_Gruff_PhysicalBump_IG_001_WatchIt=Watch it.
PU_BIGBENNY2_SK_Gruff_PhysicalBump_IG_002_Hey=Hey!
PU_BIGBENNY2_SK_Gruff_PlayerLingers_IG_001_EitherOrderFood=Either order food or get out.
PU_BIGBENNY2_SK_Gruff_PlayerLingers_IG_002_ImNotHere=I'm not here to be your friend.
PU_BIGBENNY2_SK_Gruff_Request_Affirm_IG_001_Sure=Sure.
PU_BIGBENNY2_SK_Gruff_Request_Affirm_IG_002_Fine=Fine.
PU_BIGBENNY2_SK_Gruff_Request_DontKnow_IG_001_IDontKnow=I don't know.
PU_BIGBENNY2_SK_Gruff_Request_DontKnow_IG_002_NoIdea=No idea.
PU_BIGBENNY2_SK_Gruff_Request_Neg_IG_001_YeahRightI=Yeah, right. I don't think so.
PU_BIGBENNY2_SK_Gruff_Request_Neg_IG_002_NotGonnaHappen=Not gonna happen.
PU_BIGBENNY2_SK_Gruff_SuggestSalesTerm_IG_001_IfYouWant=If you want something, use the terminal.
PU_BIGBENNY2_SK_Gruff_SuggestSalesTerm_IG_002_YouNeverBeen=You never been to a restaurant? Use the terminal!
PU_BIGBENNY2_SK_Gruff_TakeOrder_2ndPrompt_IG_001_DoYouKnow=Do you know what you want or not?
PU_BIGBENNY2_SK_Gruff_TakeOrder_2ndPrompt_IG_002_ComeOnOrder=Come on. Order already.
PU_BIGBENNY2_SK_Gruff_TakeOrder_IG_001_WhatDoYou=What do you want?
PU_BIGBENNY2_SK_Gruff_TakeOrder_IG_002_WhatreYouHaving=What're you having?
PU_BIGBENNY2_SK_Gruff_TakeOrder_IG_003_WhatsYourOrder=What's your order.
PU_BIGBENNY2_SK_Gruff_ThereYouGo_IG_001_There=There.
PU_BIGBENNY2_SK_Gruff_ThereYouGo_IG_002_FoodsUp=Food's up.
PU_BIGBENNY2_SK_Gruff_ThereYouGo_IG_003_OrderUp=Order up.
PU_BIGBENNY2_SK_Gruff_ThereYouGo_IG_004_FoodsReady=Food's ready.
PU_BIGBENNY3_SK_Gruff_AnythingElse_IG_001_ThatIt=That it?
PU_BIGBENNY3_SK_Gruff_AnythingElse_IG_002_ThatEverything=That everything?
PU_BIGBENNY3_SK_Gruff_Busy_IG_001_HangOnHang=Hang on. Hang on.
PU_BIGBENNY3_SK_Gruff_Busy_IG_002_YeahYeahTake=Yeah, yeah, take it easy.
PU_BIGBENNY3_SK_Gruff_Busy_IG_003_GiveMeA=Give me a second. I've only got two hands.
PU_BIGBENNY3_SK_Gruff_ComingUp_IG_001_AllRightOne=All right. One second.
PU_BIGBENNY3_SK_Gruff_ComingUp_IG_002_FineHoldOn=Fine. Hold on.
PU_BIGBENNY3_SK_Gruff_CustomerProblem_IG_001_WhatDoYou=What do you think you're doing?
PU_BIGBENNY3_SK_Gruff_CustomerProblem_IG_002_UhUhYou=Uh uh. You can't do that in here.
PU_BIGBENNY3_SK_Gruff_CustomerProblem_IG_003_GetTheHell=Get the hell out of here.
PU_BIGBENNY3_SK_Gruff_Greetings_IG_001_WelcomeToBig=Welcome to Big Benny's.
PU_BIGBENNY3_SK_Gruff_Greetings_IG_002_Welcome=Welcome.
PU_BIGBENNY3_SK_Gruff_PhysicalBump_IG_001_WatchIt=Watch it.
PU_BIGBENNY3_SK_Gruff_PhysicalBump_IG_002_Hey=Hey!
PU_BIGBENNY3_SK_Gruff_PlayerLingers_IG_001_EitherOrderFood=Either order food or get out.
PU_BIGBENNY3_SK_Gruff_PlayerLingers_IG_002_ImNotHere=I'm not here to be your friend.
PU_BIGBENNY3_SK_Gruff_Request_Affirm_IG_001_Sure=Sure.
PU_BIGBENNY3_SK_Gruff_Request_Affirm_IG_002_Fine=Fine.
PU_BIGBENNY3_SK_Gruff_Request_DontKnow_IG_001_IDontKnow=I don't know.
PU_BIGBENNY3_SK_Gruff_Request_DontKnow_IG_002_NoIdea=No idea.
PU_BIGBENNY3_SK_Gruff_Request_Neg_IG_001_YeahRightI=Yeah, right. I don't think so.
PU_BIGBENNY3_SK_Gruff_Request_Neg_IG_002_NotGonnaHappen=Not gonna happen.
PU_BIGBENNY3_SK_Gruff_SuggestSalesTerm_IG_001_IfYouWant=If you want something, use the terminal.
PU_BIGBENNY3_SK_Gruff_SuggestSalesTerm_IG_002_YouNeverBeen=You never been to a restaurant? Use the terminal!
PU_BIGBENNY3_SK_Gruff_TakeOrder_2ndPrompt_IG_001_DoYouKnow=Do you know what you want or not?
PU_BIGBENNY3_SK_Gruff_TakeOrder_2ndPrompt_IG_002_ComeOnOrder=Come on. Order already.
PU_BIGBENNY3_SK_Gruff_TakeOrder_IG_001_WhatDoYou=What do you want?
PU_BIGBENNY3_SK_Gruff_TakeOrder_IG_002_WhatreYouHaving=What're you having?
PU_BIGBENNY3_SK_Gruff_TakeOrder_IG_003_WhatsYourOrder=What's your order.
PU_BIGBENNY3_SK_Gruff_ThereYouGo_IG_001_There=There.
PU_BIGBENNY3_SK_Gruff_ThereYouGo_IG_002_FoodsUp=Food's up.
PU_BIGBENNY3_SK_Gruff_ThereYouGo_IG_003_OrderUp=Order up.
PU_BIGBENNY3_SK_Gruff_ThereYouGo_IG_004_FoodsReady=Food's ready.
PU_BRUNT_MG_Busy_IG_001_NotNowIm=Not now, I'm getting ready for the next race.
PU_BRUNT_MG_Busy_IG_002_WhateverItIs=Whatever it is you want, save it. I've got enough to deal with.
PU_BRUNT_MG_Chosen_PlayerAcceptMission_IG_001_ThatsGood=That's good.
PU_BRUNT_MG_Chosen_PlayerAcceptMission_IG_003_ThatsWhatI=That's what I like to hear.
PU_BRUNT_MG_Chosen_PlayerAcceptMission_IG_004_GoodCall=Good call.
PU_BRUNT_MG_Chosen_PlayerDeclineMission_IG_002_YoureCall=Your call.
PU_BRUNT_MG_Chosen_PlayerDeclineMission_IG_003_AnotherTimeThen=Another time then.
PU_BRUNT_MG_Chosen_PlayerDeclineMission_IG_004_NoSweat=No sweat.
PU_BRUNT_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_001_IfYouChange=If you change your mind, let me know quick, but the offer isn't gonna stick around long.
PU_BRUNT_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_LetMeKnow=Let me know if you have second thoughts. We still might be able to work things out.
PU_BRUNT_MG_Comms_Farewell_IG_001_Later=Later.
PU_BRUNT_MG_Comms_Farewell_IG_002_Bye=Bye.
PU_BRUNT_MG_Comms_ForgivesPlayer_IG_001_AlrightMaybeI=Alright, maybe I was a little hasty with the whole 'we're done' thing. Maybe it's time to make your racing comeback.
PU_BRUNT_MG_Comms_ForgivesPlayer_IG_002_IveBeenThinking=I've been thinking things over and maybe you deserve one more chance.
PU_BRUNT_MG_Comms_InstructVisit_IG_001_StopByTheTrack=Stop by the track when you can.
PU_BRUNT_MG_Comms_InstructVisit_IG_002_MakeSureYou=Make sure you come see me, okay?
PU_BRUNT_MG_Comms_InstructVisit_IG_003_SwingByAnd=Swing by and we'll talk.
PU_BRUNT_MG_Comms_MissionComplete_IG_001_ThatWasSome=That was some nice flying.
PU_BRUNT_MG_Comms_MissionComplete_IG_002_CongratsYouPulled=Congrats. You pulled it off.
PU_BRUNT_MG_Comms_MissionComplete_IG_004_ThatsWhatI=That's what I like to see. Good race.
PU_BRUNT_MG_Comms_NewMission_IG_001_GotAnotherRace=Got another race coming up that I could use you for.
PU_BRUNT_MG_Comms_NewMission_IG_003_ThisNextRace=This next race could use your special touch.
PU_BRUNT_MG_Comms_NewMission_IG_004_IMightHave=I might have something for you.
PU_BRUNT_MG_Comms_PaymentSent_IG_001_SendingOverYour=Sending over your credits now.
PU_BRUNT_MG_Comms_PaymentSent_IG_003_HeresYourCredits=Here's your credits. You earned them.
PU_BRUNT_MG_ConvoRejoin_IG_001_TryToPay=Try to pay attention this time.
PU_BRUNT_MG_ConvoRejoin_IG_002_NowYouWant=Now you want to listen? Fine...
PU_BRUNT_MG_Decide_EncourageLookAndDecide_IG_001_LetMeKnow=Let me know if you're interested.
PU_BRUNT_MG_Decide_EncourageLookAndDecide_IG_002_ThinkItOver=Think it over.
PU_BRUNT_MG_Decide_MissionTimeout_IG_001_ForgetIt=Forget it.
PU_BRUNT_MG_Decide_MissionTimeout_IG_002_YouKnowWhat=You know what, never mind.
PU_BRUNT_MG_Decide_WarningMissionTimeout_IG_001_HurryUpThe=Hurry up, the race is gonna start soon.
PU_BRUNT_MG_Decide_WarningMissionTimeout_IG_002_ComeOnTimes=Come on. Time's a wasting.
PU_BRUNT_MG_Farewell_Neutral_IG_001_Later=Later.
PU_BRUNT_MG_Greetings_Neutral_IG_001_Hey=Hey.
PU_BRUNT_MG_Interrupt_IG_001_YouGotA=You got a problem?
PU_BRUNT_MG_Interrupt_IG_002_HeyWhereYou=Hey! Where you going?
PU_BRUNT_MG_Intro_Approach_V_WP_D1_001_YeahNothingQuite=Yeah. Nothing quite like it. I tried to make a go of it myself, but I didn't have that 'thing.' You know? Anyway, good luck out there, Okay?
PU_BRUNT_MG_Intro_Approach_V_WP_D2_A_001_MakeAnUncertain=Make an uncertain world a little more certain. That's all I can say tilI I know if you're in or not.
PU_BRUNT_MG_Intro_Approach_V_WP_D2_B_001_SureFreeEmpire=Sure. Free empire, right? Good luck in your next race
PU_BRUNT_MG_Intro_Approach_V_WP_D2_C_001_GoodGetReady=Good. Get ready for your next race and I'll explain the details once you're in the cockpit.
PU_BRUNT_MG_Intro_Approach_V_WP_D2_SUBSTART_001_YeahIHear=Yeah. I hear that. Find something you're good at and then milk it for all it's worth. Almost seems a shame that, with as good as you are, we can't find a way for you to earn even more.
PU_BRUNT_MG_Intro_Approach_V_WP_D2_SUBSTART_002_IsThatSomething=Is that something you'd be interested in? More credits?
PU_BRUNT_MG_Intro_Approach_V_WP_START_001_ThanksForSwinging=Thanks for swinging by.
PU_BRUNT_MG_Intro_Approach_V_WP_START_002_ITryTo=I try to stay current on all the upcoming racers, especially when they've been doing as well as you. The way you handled the course? Thing of beauty. Actually, if you don't mind me asking, I'm always curious, what got you into racing?
PU_BRUNT_MG_Intro_WinRace_1stTime_V_WP_001_HeyWhatA=Hey!
PU_BRUNT_MG_Intro_WinRace_1stTime_V_WP_002_WhatAFinish=What a finish! Wanted to say congrats.
PU_BRUNT_MG_Intro_WinRace_1stTime_V_WP_003_IDontThink=I don't think we've been formally introduced yet. I'm Luca. I run the book here, and I was hoping that you might pay me a visit before your next race. It'd be great to talk.
PU_BRUNT_MG_JobOfferExplained_1stTime_V_WP_001_NowImSure=Now, I'm sure you wondering what I want you to do, but I'm gonna hold off. See, I won't know the spread until the pilots sign up and I want to be sure you don't tip any one off while they can still place bets, so you're not gonna know the details until right before the race. Don't like it, don't do it. What I can tell you though is what the job's gonna pay.
PU_BRUNT_MG_JobOfferExplained_1stTime_V_WP_002_Here=Here.
PU_BRUNT_MG_LastMissionComment_FailStreak_IG_001_DoYouHave=Do you have any idea how much this losing streak of yours is costing me?
PU_BRUNT_MG_LastMissionComment_FailStreak_IG_002_WithHowMuch=With how much you've been screwing things up recently, I'm starting to think that I'd make more credits betting against you.
PU_BRUNT_MG_LastMissionComment_Fail_Good_IG_001_ListenYouveBeen=Listen, you've been pretty dependable, but we can't let what happened last race happen again.
PU_BRUNT_MG_LastMissionComment_Fail_Good_IG_002_IKnowYouve=I know you've done some good work for me, so I'm willing to chalk that last race up as a fluke. Let's not make it a habit okay?
PU_BRUNT_MG_LastMissionComment_Fail_NeutralBad_IG_001_WhatHappenedThat=What happened that last race? I gave you one small task and you couldn't even handle that.
PU_BRUNT_MG_LastMissionComment_Fail_NeutralBad_IG_004_ImStillTrying=I'm still trying to wrap my head around on how that last race went so sideways.
PU_BRUNT_MG_LastMissionComment_Killed_IG_001_ToughBreakIn=Tough break in that last race. Glad to see you're back on your feet.
PU_BRUNT_MG_LastMissionComment_Killed_IG_002_YoureLookingPretty=You're looking pretty good considering what happened to you\nlast race.
PU_BRUNT_MG_LastMissionComment_LastChance_IG_003_AgainstMyBetter=Against my better judgement, I'm gonna give you one more try.
PU_BRUNT_MG_LastMissionComment_NoLonger_IG_001_IfICant=If I can't count on you, then we got nothing to talk about, so we're done.
PU_BRUNT_MG_LastMissionComment_NoLonger_IG_002_YouLetMe=You let me down too many times. You're no good to me anymore.
PU_BRUNT_MG_LastMissionComment_SuccessStreak_IG_001_YouveBeenOn=You've been on a bit of a hot streak for me with these last few races.
PU_BRUNT_MG_LastMissionComment_SuccessStreak_IG_003_AfterThatLast=After that last race, starting to think there isn't nothing you can't do.
PU_BRUNT_MG_LastMissionComment_Success_Exceptional_IG_003_ThatWasSome=That was some sick flying last race. I knew I could count on you.
PU_BRUNT_MG_LastMissionComment_Success_Exceptional_IG_004_YouShouldveHeart=You should've heard all the talk after the last race you did for me. Those other pilots didn't know what hit 'em.
PU_BRUNT_MG_LastMissionComment_Success_Good_IG_001_YouKnowI=You know, I cleaned up quite nicely on that last race you did.
PU_BRUNT_MG_LastMissionComment_Success_Good_IG_003_BangUpJob=Bang up job on that last race.
PU_BRUNT_MG_LastMissionComment_TryHarder_IG_002_IDontKnow=I don't know what's gotten into you, but, whatever it is, fix it.
PU_BRUNT_MG_LastMissionComment_TryHarder_IG_003_IsThisReally=Is this really the best you can do? Because, if it is, then save us both some time and just walk away.
PU_BRUNT_MG_MidMission_Fail_IG_001_DamnItThe=Damn it, the race is over. Way to go, champ.
PU_BRUNT_MG_MidMission_Fail_IG_002_DoYouHave=Do you have any idea how many creds you just cost me?
PU_BRUNT_MG_MidMission_Greetings_IG_001_Hey=Hey.
PU_BRUNT_MG_MidMission_Greetings_IG_002_YouThere=You there?
PU_BRUNT_MG_MidMission_ObjUpdate_IG_001_PlansHaveChanged=Plans have changed.
PU_BRUNT_MG_MidMission_ObjUpdate_IG_002_TheresBeenA=There's been a change of plans.
PU_BRUNT_MG_MidMission_PlayerQuit_IG_001_SeriouslyYoureGonna=Seriously? You're gonna screw me like that.
PU_BRUNT_MG_MidMission_PlayerQuit_IG_002_WhatTheHell=What the hell do you think you're doing? You can't drop out like that.
PU_BRUNT_MG_MidMission_WarningFail_IG_002_YoureRunningOut=You're running out of time. You need to do this now.
PU_BRUNT_MG_MidMission_WarningFail_IG_004_NotMuchTrack=Not much track left. Time to make your move.
PU_BRUNT_MG_MissionBriefs_Generic_IG_001_YouInterestedIn=You interested in helping me on this next race?
PU_BRUNT_MG_MissionBriefs_Generic_IG_002_GotARace=Got a race coming up that I could use your skills on. Sound good?
PU_BRUNT_MG_MissionBriefs_Generic_IG_006_HaveAnotherRace=Have another race that calls for someone with your expertise.
PU_BRUNT_MG_MissionBriefs_Generic_IG_007_ThisNextRace=This next race. I want you flying in it for me.
PU_BRUNT_MG_MissionBriefs_Generic_IG_008_DontWantTo=Don't want to leave this next race to chance, so how about you fly and\nact as my good luck charm.
PU_BRUNT_MG_MissionBriefs_NoMission_IG_002_IGotNothing=I got nothing cooking for you right now, but I'll keep you in mind when\nI do.
PU_BRUNT_MG_MissionBriefs_NoMission_IG_003_NoWorkFor=No work for you. Too soon after your last job. Got to let some of\nthe races run their own course.
PU_BRUNT_MG_Mission_Farewell_MissionAccepted_IG_001_HurryAndGet=Hurry and get to your ship. I'll be in touch before the race.
PU_BRUNT_MG_Mission_Farewell_MissionAccepted_IG_003_IllSendYou=I'll send you the details once you're down on the race course.
PU_BRUNT_MG_Mission_Farewell_MissionDeclined_IG_002_AnywayIThink=Anyway, I think we're done here.
PU_BRUNT_MG_Mission_Farewell_MissionDeclined_IG_003_IllSeeYou=I'll see you later okay.
PU_BRUNT_MG_Mission_Greetings_Bad_IG_001_LetsGetThis=Let's get this over with.
PU_BRUNT_MG_Mission_Greetings_Bad_IG_002_ImBusySo=I'm busy, so let's make this quick.
PU_BRUNT_MG_Mission_Greetings_Bad_IG_003_ComeOnLets=Come on, let's hurry and wrap this up.
PU_BRUNT_MG_Mission_Greetings_Good_IG_001_HeyGoodTo=Hey, good to see you.
PU_BRUNT_MG_Mission_Greetings_Good_IG_002_WellIfIt=Well, if isn't my lucky charm.
PU_BRUNT_MG_Mission_Greetings_Good_IG_004_YouDoingAlright=You doing alright? Everything good?
PU_BRUNT_MG_Mission_Greetings_NoLonger_IG_002_WhatTheHell=What the hell aren't you getting here? I'm done working with you.
PU_BRUNT_MG_Mission_Greetings_NoLonger_IG_004_IfYoureHere=If you're here to race or gamble fine, but don't expect anything else from me.
PU_BRUNT_MG_Mission_Greetings_StillMission_IG_001_ShouldntYouBe=Shouldn't you be getting your ship for the race? What the hell you waiting for?
PU_BRUNT_MG_Mission_Greetings_StillMission_IG_002_YouForgetYoure=You forget? You're supposed to be racing. Right now.
PU_BRUNT_MG_Mission_Greetings_StillMission_IG_004_WhyArentYou=Why aren't you getting ready for the race? Get out of here.
PU_BRUNT_MG_PhysicalBump_IG_LEFT_001_WatchIt=Watch it.
PU_BRUNT_MG_PhysicalBump_IG_LEFT_002_LookWhereYoure=Look where you're going.
PU_BRUNT_MG_PhysicalBump_IG_RIGHT_001_WatchIt=Watch it.
PU_BRUNT_MG_PhysicalBump_IG_RIGHT_002_LookWhereYoure=Look where you're going.
PU_BRUNT_MG_PlayerGoofsOff_IG_001_YouGotCrossed=You got crossed circuits?
PU_BRUNT_MG_PlayerGoofsOff_IG_002_WhatTheHell=What the hell's wrong with you?
PU_BRUNT_MG_PreRace_GoodLuck_IG_001_RaceIsStarting=Race is starting. Good luck.
PU_BRUNT_MG_PreRace_GoodLuck_IG_003_TimersAboutTo=Timer's about to go. See you at the finish line.
PU_BRUNT_MG_PreRace_Greetings_IG_001_AllRightListen=All right, listen up.
PU_BRUNT_MG_PreRace_Greetings_IG_002_PayAttentionOkay=Pay attention okay.
PU_BRUNT_MG_PreRace_RaceInstruct_FirstPlaceLastLapLose_IG_001_INeedEveryone=I need everyone to think you're gonna win until the very last moment. You start the last lap in first, and then you cross the finish line in last.
PU_BRUNT_MG_PreRace_RaceInstruct_FirstPlaceLastLapLose_IG_002_ImGonnaHave=I'm gonna have you pull what's known as a RamtonRoll. You need to be in first place for the final lap, but instead of winning, you come in dead last.
PU_BRUNT_MG_PreRace_RaceInstruct_LastPlaceLastLapWin_IG_001_WereGonnaGive=We're gonna give everyone what they Love You start the final lap in last place, and the race ahead for the win.
PU_BRUNT_MG_PreRace_RaceInstruct_LastPlaceLastLapWin_IG_002_ThisIsGonna=This is gonna get their hearts pounding. You're gonna start the final lap in last place, but then out of no where you're gonna win the whole thing.
PU_BRUNT_MG_PreRace_RaceInstruct_LastPlace_IG_001_INeedYou=I need you to lose.
PU_BRUNT_MG_PreRace_RaceInstruct_LastPlace_IG_002_ItMightHurt=It might hurt your ego a bit, but I need you to come in last place.
PU_BRUNT_MG_PreRace_RaceInstruct_LookGood_IG_001_JustMakeSure=Just make sure it looks good, okay.
PU_BRUNT_MG_PreRace_RaceInstruct_LookGood_IG_002_AndDontBe=And don't be sloppy. If people catch on to what we're doing it won't be good.
PU_BRUNT_MG_PreRace_RaceInstruct_SomeoNewins_IG_001_INeedYou=I need you to make sure one of your fellow racers wins.
PU_BRUNT_MG_PreRace_RaceInstruct_SomeoNewins_IG_002_IveGotA=I've got a lot riding on one of the other pilots winning. You're going to make sure it happens.
PU_BRUNT_MG_PreRace_RaceInstruct_SomeoneLoses_IG_001_YoureGoingTo=You're going to see it to it that one of you opponents doesn't finish the race.
PU_BRUNT_MG_PreRace_RaceInstruct_SomeoneLoses_IG_004_IWantYou=I want you to make sure that one of the pilots doesn't cross that finish line.
PU_BRUNT_MG_PreRace_RaceInstruct_SpecificPlace_IG_001_NeedYouTo=Need to cover the spread, you're gonna finish the race how I say, clear?
PU_BRUNT_MG_PreRace_RaceInstruct_SpecificPlace_IG_003_IPickedOut=I picked out what place you're going to finish the race in.
PU_BRUNT_MG_PreRace_RaceInstruct_WinRace_IG_001_INeedYou=I need you to win the race. That Simple.
PU_BRUNT_MG_PreRace_RaceInstruct_WinRace_IG_002_YoureGoingTo=You're going to come in first,understood?
PU_BRUNT_MG_PreRace_RaceInstruct_WinWithoutFiring_IG_001_NeedYouTo=Need you to play the pacifist and win the race without firing a shot.
PU_BRUNT_MG_PreRace_RaceInstruct_WinWithoutFiring_IG_002_YoureGoingTo=You're going to win the race, but you got to do it with out firing a shot. Not a single one.
PU_BRUNT_MG_PreRace_SendingDetails_IG_001_SendingTheInfo=Sending the info now.
PU_BRUNT_MG_PreRace_SendingDetails_IG_005_HereAreAll=Here are all the details.
PU_BRUNT_MG_Race_AnswerMobi_IG_001_YeahWhat=Yeah. What.
PU_BRUNT_MG_Race_AnswerMobi_IG_002_ItsLucaMake=It's Luca. Make if fast.
PU_BRUNT_MG_Race_AnswerMobi_IG_003_YeahICan=Yeah, I can hear you. Go ahead.
PU_BRUNT_MG_Race_BettingClosed_IG_001_NoMoreBets=No more bets. Race is about to start.
PU_BRUNT_MG_Race_BettingOpen_IG_001_BooksAreOpen=Books are open.
PU_BRUNT_MG_Race_CommBookies_IG_001_ItsLucaI=It's Luca. I wanna talk to you.
PU_BRUNT_MG_Race_CommBookies_IG_002_YouPayingAttention=You paying attention? Good.
PU_BRUNT_MG_Race_CommBookies_IG_003_HeyYouThere=Hey, you there?
PU_BRUNT_MG_Race_GamblingTalk_IG_002_IDontCare=I don't care how they do it in Goss, this is how we do it here. You don't like, go there.
PU_BRUNT_MG_Race_GamblingTalk_IG_003_ImAlreadyBleeding=I'm already bleeding on the vig. I don't know what else you want.
PU_BRUNT_MG_Race_GamblingTalk_IG_004_IDontDecide=I don't decide who wins. You don't like losing credits, start making better bets.
PU_BRUNT_MG_Race_GoodLuck_IG_001_GoodLuck=Good luck.
PU_BRUNT_MG_Race_GoodLuck_IG_002_HaveAGood=Have a good race.
PU_BRUNT_MG_Race_HangingUp_IG_001_Later=Later.
PU_BRUNT_MG_Race_HangingUp_IG_002_WereThroughHere=We're through here.
PU_BRUNT_MG_Race_HasStarted_IG_001_CantTalkNow=Can't talk now. The race is Starting.
PU_BRUNT_MG_Race_HasStarted_IG_002_ComeBackAfter=Come back after the race.
PU_BRUNT_MG_Race_LastBetLost_IG_001_ToughBreakOn=Tough break on that last race.
PU_BRUNT_MG_Race_LastBetLost_IG_002_BadLuckOn=Bad luck on that last race. Guess that's why they call it gambling.
PU_BRUNT_MG_Race_LastBetWon_IG_001_CongratsThatLast=Congrats. That last bet was quite the windfall
PU_BRUNT_MG_Race_LastBetWon_IG_002_YouPulledSome=You pulled some serious credits on that last one. Good for you.
PU_BRUNT_MG_Race_RegClosed_IG_001_RegistrationsClosed=Registration's closed.
PU_BRUNT_MG_Race_RegLastCall_IG_001_LastChanceFor=Last chance for the pilots to register.
PU_BRUNT_MG_Race_RegOpen_IG_001_GoAheadAnd=Go ahead and start pilot registration.
PU_BRUNT_MG_Race_SomeoneLingers_IG_001_IfYouWanna=If you wanna place a bet use the terminal or talk to one of the other bookies.
PU_BRUNT_MG_Race_SomeoneLingers_IG_002_IfYoureLooking=If you're looking to race, that's what the terminal is for. Sign up over there.
PU_BRUNT_MG_Race_Start_IG_001_GoStartThe=Go. Start the race.
PU_BRUNT_MG_Routine_SmokingStim_IG_001_IThoughtI=I thought I just sparked this thing?
PU_BRUNT_MG_Routine_SmokingStim_IG_002_OhThatsBetter=Oh, that's better.
PU_BRUNT_MG_Routine_SmokingStim_IG_003_GottaCutBack=Gotta cut back.
PU_BRUNT_MG_SelectBet_DirectTerm_IG_001_IfYouWant=If you want to place a bet though, or race for yourself, feel free to hit up the terminals.
PU_BRUNT_MG_SelectBet_DirectTerm_IG_003_ImBusyBut=I'm busy, but the terminals should help you with anything else.
PU_BRUNT_MG_SendingPaymentDetails_IG_001_HeresWhatIt=Here's what it pays.
PU_BRUNT_MG_SendingPaymentDetails_IG_002_TakeALook=Take a look at the offer.
PU_BRUNT_MG_Transition_CommentToGiving_IG_001_Anyway=Anyway...
PU_BRUNT_MG_Transition_CommentToGiving_IG_003_LetsMoveOn=Let's move on to business...
PU_BUREAUCRAT1_SK_AllSet_IG_001_ThereYouShould=There you should be all set.
PU_BUREAUCRAT1_SK_AllSet_IG_002_ThatShouldTake=That should take care of everything for you.
PU_BUREAUCRAT1_SK_AllSet_IG_003_AllRightyThen=All righty then, everything should be now sorted.
PU_BUREAUCRAT1_SK_CallSecurity_IG_001_Security=Security!
PU_BUREAUCRAT1_SK_CallSecurity_IG_002_Help=Help!
PU_BUREAUCRAT1_SK_CanIHelp_EZHab_IG_001_AreYouLooking=Are you looking for a room?
PU_BUREAUCRAT1_SK_CanIHelp_EZHab_IG_002_DoYouNeed=Do you need a room?
PU_BUREAUCRAT1_SK_CanIHelp_IG_001_WhatCanI=What can I help you with?
PU_BUREAUCRAT1_SK_CanIHelp_IG_002_IsThereSomething=Is there something I can do for you?
PU_BUREAUCRAT1_SK_ContactManager_IG_001_IllAlertA=I'll alert a manager to your situation and they'll contact you later.
PU_BUREAUCRAT1_SK_ContactManager_IG_002_IWillMake=I will make sure that a manager contacts you.
PU_BUREAUCRAT1_SK_ConvoCont_IG_001_UhHuh=Uh huh.
PU_BUREAUCRAT1_SK_ConvoCont_IG_002_Okay=Okay.
PU_BUREAUCRAT1_SK_ConvoCont_IG_003_Sure=Sure.
PU_BUREAUCRAT1_SK_DealWithClient_Angry_IG_001_ImSorryTo=I'm sorry to hear that.
PU_BUREAUCRAT1_SK_DealWithClient_Angry_IG_002_ThatMustBe=That must be very frustrating.
PU_BUREAUCRAT1_SK_DealWithClient_Angry_IG_003_IPromiseYou=I promise you, this is the first time we've had an issue like this.
PU_BUREAUCRAT1_SK_DealWithClient_Angry_IG_004_ImSurprisedTo=I'm surprised to hear that happened. Usually it's not an issue.
PU_BUREAUCRAT1_SK_DealWithClient_Angry_IG_005_WeApologizeFor=We apologize for any undue stress.
PU_BUREAUCRAT1_SK_DealWithClient_Covalex_IG_001_SorryToHear=Sorry to hear about the trouble with your delivery.
PU_BUREAUCRAT1_SK_DealWithClient_Covalex_IG_002_HopefullyYouWere=Hopefully you were insured against just such an incident.
PU_BUREAUCRAT1_SK_DealWithClient_Covalex_IG_003_SomeOfOur=Some of our routes are more dangerous than others.
PU_BUREAUCRAT1_SK_DealWithClient_TDD_IG_001_TheCurrentPrices=The current prices are listed on the boards.
PU_BUREAUCRAT1_SK_DealWithClient_TDD_IG_002_AsStatedIn=As stated in our conditions, commodity prices are subject to change.
PU_BUREAUCRAT1_SK_DealWithClient_TDD_IG_003_TheMarketIs=The market is prone to volatile shifts.
PU_BUREAUCRAT1_SK_EZHab_NoVacancy_IG_001_ImAfraidWe=I'm afraid we no longer have any rooms available.
PU_BUREAUCRAT1_SK_EZHab_NoVacancy_IG_002_WeUnfortunatelySeem=We unfortunately seem to be full up at the moment. Sorry for the inconvenience.
PU_BUREAUCRAT1_SK_EZHab_Vacancy_IG_001_FoundAPerfect=Found a perfect room for you.
PU_BUREAUCRAT1_SK_EZHab_Vacancy_IG_002_WeDoStill=We do still have a room available.
PU_BUREAUCRAT1_SK_Farewell_IG_001_GladToHave=Glad to have been of service.
PU_BUREAUCRAT1_SK_Farewell_IG_002_HaveAGreat=Have a great day.
PU_BUREAUCRAT1_SK_Farewell_IG_003_HaveAGood=Have a good one.
PU_BUREAUCRAT1_SK_Greetings_Covalex_IG_001_WelcomeToCovalex=Welcome to Covalex.
PU_BUREAUCRAT1_SK_Greetings_EZHab_IG_001_HiWelcomeTo=Hi, welcome to EZ Hab.
PU_BUREAUCRAT1_SK_Greetings_IG_002_Welcome=Welcome.
PU_BUREAUCRAT1_SK_Greetings_TDD_IG_001_HelloAndWelcome=Hello, and welcome to Jobwell.
PU_BUREAUCRAT1_SK_Greetings_TDD_IG_002_HelloWelcomeTo=Hello, welcome to the TDD.
PU_BUREAUCRAT1_SK_NextCustomer_IG_001_Next=Next.
PU_BUREAUCRAT1_SK_NoHelp_IG_001_ImSorryUnfortunately=I'm sorry, unfortunately there's nothing I can do about that.
PU_BUREAUCRAT1_SK_NoHelp_IG_002_ImVerySorry=I'm very sorry, that's a bit outside my area of expertise.
PU_BUREAUCRAT1_SK_NoHelp_IG_003_IAppreciateThat=I appreciate that, but I'm afraid there's nothing I can do.
PU_BUREAUCRAT1_SK_NotEnoughCredits_IG_001_ImSorryIt=I'm sorry, it seems you don't have enough funds to complete that transaction.
PU_BUREAUCRAT1_SK_NotEnoughCredits_IG_002_HmmLooksLike=Hmm, looks like you don't have enough credits at the moment.
PU_BUREAUCRAT1_SK_NothingElse_IG_001_ImAfraidTheres=I'm afraid there's nothing else I can do for you.
PU_BUREAUCRAT1_SK_RequestLeave_IG_001_WellImAfraid=Well I'm afraid I am going to have to ask you leave.
PU_BUREAUCRAT1_SK_RequestLeave_IG_002_PleaseStepBack=Please, step back. There are other people waiting.
PU_BUREAUCRAT1_SK_SendingDetails_IG_001_LetMeSend=Let me send the details to your mobi.
PU_BUREAUCRAT1_SK_SendingDetails_IG_002_IWillSend=I will send the information to you mobi.
PU_BUREAUCRAT1_SK_SuggestTerm_IG_001_YoureBestBet=You're best bet would be to use the terminal.
PU_BUREAUCRAT1_SK_SuggestTerm_IG_002_TheTerminalShould=The terminal should sort you right out.
PU_BUREAUCRAT1_SK_SuggestTerm_IG_003_IRecommendConsulting=I recommend consulting the terminal.
PU_BUREAUCRAT1_SK_SuggestTerm_IG_004_ThereAreTerminals=There are terminals right over there.
PU_BUREAUCRAT1_SK_TakeALook_IG_001_LetMeSee=Let me see what I can do.
PU_BUREAUCRAT1_SK_TakeALook_IG_002_AllRightLet=All right. Let me take a look.
PU_BUREAUCRAT1_SK_TakeALook_IG_003_LetsSeeIf=Let's see if we can't get you sorted.
PU_BUREAUCRAT1_SK_TakeALook_IG_004_HappyToHelp=Happy to help.
PU_BUREAUCRAT1_SK_WaitYourTurn_IG_001_YouHaveTo=You have to wait in line like everyone else.
PU_BUREAUCRAT1_SK_WaitYourTurn_IG_002_PleaseWaitYour=Please, wait your turn.
PU_BUREAUCRAT2_SK_AllSet_IG_001_ThereYouShould=There you should be all set.
PU_BUREAUCRAT2_SK_AllSet_IG_002_ThatShouldTake=That should take care of everything for you.
PU_BUREAUCRAT2_SK_AllSet_IG_003_AllRightEverything=All right, everything should be all sorted.
PU_BUREAUCRAT2_SK_CallSecurity_IG_001_Security=Security!
PU_BUREAUCRAT2_SK_CallSecurity_IG_002_Help=Help!
PU_BUREAUCRAT2_SK_CanIHelp_EZHab_IG_001_AreYouLooking=Are you looking for a room?
PU_BUREAUCRAT2_SK_CanIHelp_EZHab_IG_002_DoYouNeed=Do you need a room?
PU_BUREAUCRAT2_SK_CanIHelp_IG_001_WhatCanI=What can I help you with?
PU_BUREAUCRAT2_SK_CanIHelp_IG_002_IsThereSomething=Is there something I can do for you?
PU_BUREAUCRAT2_SK_ContactManager_IG_001_IllAlertA=I'll alert a manager to your situation and they'll contact you later.
PU_BUREAUCRAT2_SK_ContactManager_IG_002_IWillMake=I will make sure that a manager contacts you.
PU_BUREAUCRAT2_SK_ConvoCont_IG_001_UhHuh=Uh huh.
PU_BUREAUCRAT2_SK_ConvoCont_IG_002_Okay=Okay.
PU_BUREAUCRAT2_SK_ConvoCont_IG_003_Sure=Sure.
PU_BUREAUCRAT2_SK_DealWithClient_Angry_IG_001_ImSorryTo=I'm sorry to hear that.
PU_BUREAUCRAT2_SK_DealWithClient_Angry_IG_002_ThatMustBe=That must be very frustrating.
PU_BUREAUCRAT2_SK_DealWithClient_Angry_IG_003_IPromiseYou=I promise you, this is the first time we've had an issue like that.
PU_BUREAUCRAT2_SK_DealWithClient_Angry_IG_004_ImSurprisedTo=I'm surprised to hear that happened. Usually it's not an issue.
PU_BUREAUCRAT2_SK_DealWithClient_Angry_IG_005_WeApologizeFor=We apologize for any undue stress.
PU_BUREAUCRAT2_SK_DealWithClient_Covalex_IG_001_SorryToHear=Sorry to hear about the trouble with your delivery.
PU_BUREAUCRAT2_SK_DealWithClient_Covalex_IG_002_HopefullyYouWere=Hopefully you were insured against just such an incident
PU_BUREAUCRAT2_SK_DealWithClient_Covalex_IG_003_SomeOfOur=Some of our routes are more dangerous than others.
PU_BUREAUCRAT2_SK_DealWithClient_TDD_IG_001_TheCurrentPrices=The current prices are listed on the boards.
PU_BUREAUCRAT2_SK_DealWithClient_TDD_IG_002_AsStatedIn=As stated in our conditions, commodity prices are subject to change.
PU_BUREAUCRAT2_SK_DealWithClient_TDD_IG_003_TheMarketIs=The market is prone to volatile shifts.
PU_BUREAUCRAT2_SK_EZHab_NoVacancy_IG_001_ImAfraidWe=I'm afraid we no longer have any rooms available.
PU_BUREAUCRAT2_SK_EZHab_NoVacancy_IG_002_WeUnfortunatelySeem=We unfortunately seem to be full up at the moment. Sorry for the inconvenience.
PU_BUREAUCRAT2_SK_EZHab_Vacancy_IG_001_AhFoundA=Ah, Found a perfect room for you.
PU_BUREAUCRAT2_SK_EZHab_Vacancy_IG_002_WeDoStill=We do still have a room available.
PU_BUREAUCRAT2_SK_Farewell_IG_001_GladToHave=Glad to have been of service.
PU_BUREAUCRAT2_SK_Farewell_IG_002_HaveAGreat=Have a great day.
PU_BUREAUCRAT2_SK_Farewell_IG_003_HaveAGood=Have a good one.
PU_BUREAUCRAT2_SK_Greetings_Covalex_IG_001_WelcomeToCovalex=Welcome to Covalex.
PU_BUREAUCRAT2_SK_Greetings_EZHab_IG_001_HiWelcomeTo=Hi, welcome to EZ Hab.
PU_BUREAUCRAT2_SK_Greetings_IG_001_Hello=Hello.
PU_BUREAUCRAT2_SK_Greetings_IG_002_Welcome=Welcome.
PU_BUREAUCRAT2_SK_Greetings_TDD_IG_001_HelloWelcomeTo=Hello, welcome to Jobwell.
PU_BUREAUCRAT2_SK_Greetings_TDD_IG_002_HelloWelcomeTo=Hello, welcome to the TDD.
PU_BUREAUCRAT2_SK_NextCustomer_IG_001_Next=Next
PU_BUREAUCRAT2_SK_NoHelp_IG_001_ImSorryUnfortunately=I'm sorry, unfortunately there's nothing I can do about that.
PU_BUREAUCRAT2_SK_NoHelp_IG_002_ImVerySorry=I'm very sorry, that's a bit outside my area of expertise.
PU_BUREAUCRAT2_SK_NoHelp_IG_003_IAppreciateThat=I appreciate that, but I'm afraid there's nothing I can do.
PU_BUREAUCRAT2_SK_NotEnoughCredits_IG_001_ImSorryIt=I'm sorry, it seems you don't have enough funds to complete that transaction.
PU_BUREAUCRAT2_SK_NotEnoughCredits_IG_002_HmmLooksLike=Hmm, looks like you don't have enough credits at the moment.
PU_BUREAUCRAT2_SK_NothingElse_IG_001_ImAfraidTheres=I'm afraid there's nothing else I can do for you.
PU_BUREAUCRAT2_SK_NothingElse_IG_002_TheresReallyNothing=There's really nothing else I can do.
PU_BUREAUCRAT2_SK_RequestLeave_IG_001_ImAfraidI=I'm afraid I am going to have to ask you leave.
PU_BUREAUCRAT2_SK_RequestLeave_IG_002_PleaseStepBack=Please, step back. There are other people waiting.
PU_BUREAUCRAT2_SK_SendingDetails_IG_001_LetMeSend=Let me send the details to your mobi.
PU_BUREAUCRAT2_SK_SendingDetails_IG_002_IllSendThe=I'll send the information to you mobi.
PU_BUREAUCRAT2_SK_SuggestTerm_IG_001_YoureBestBet=You're best bet will be to use the terminal.
PU_BUREAUCRAT2_SK_SuggestTerm_IG_002_TheTerminalShould=The terminal should sort you right out.
PU_BUREAUCRAT2_SK_SuggestTerm_IG_003_IRecommendConsulting=I recommend consulting the terminal.
PU_BUREAUCRAT2_SK_SuggestTerm_IG_004_ThereAreTerminals=There are terminals right over there.
PU_BUREAUCRAT2_SK_TakeALook_IG_001_LetMeSee=Let me see what I can do.
PU_BUREAUCRAT2_SK_TakeALook_IG_002_AllRightLet=All right. Let me take a look.
PU_BUREAUCRAT2_SK_TakeALook_IG_003_LetsSeeIf=Let's see if we can't get you sorted.
PU_BUREAUCRAT2_SK_TakeALook_IG_004_HappyToHelp=Happy to help.
PU_BUREAUCRAT2_SK_WaitYourTurn_IG_001_YouHaveTo=You have to wait in line like everyone else.
PU_BUREAUCRAT2_SK_WaitYourTurn_IG_002_PleaseWaitYour=Please, wait your turn.
PU_BUREAUCRAT3_SK_Bored_AllSet_IG_001_ThereAllDone=There, all done.
PU_BUREAUCRAT3_SK_Bored_AllSet_IG_002_ThatsEverything=That's everything.
PU_BUREAUCRAT3_SK_Bored_CallSecurity_IG_001_Security=Security!
PU_BUREAUCRAT3_SK_Bored_CallSecurity_IG_002_Help=Help!
PU_BUREAUCRAT3_SK_Bored_CanIHelp_EZHab_IG_001_YouWantThe=You want a room or what?
PU_BUREAUCRAT3_SK_Bored_CanIHelp_EZHab_IG_002_LetMeGuess=Let me guess, you want a room.
PU_BUREAUCRAT3_SK_Bored_CanIHelp_IG_001_WhatDoYou=What do you want?
PU_BUREAUCRAT3_SK_Bored_CanIHelp_IG_002_YouNeedSomething=You need something?
PU_BUREAUCRAT3_SK_Bored_ContactManager_IG_001_ImGoingTo=I'm gonna let my manager deal with you. Wait over there.
PU_BUREAUCRAT3_SK_Bored_ContactManager_IG_002_FineIllLet=Fine. I'll let my manager know. They'll send you a comm or something.
PU_BUREAUCRAT3_SK_Bored_ConvoCont_IG_001_UhHuh=Uh huh.
PU_BUREAUCRAT3_SK_Bored_ConvoCont_IG_002_Okay=Okay.
PU_BUREAUCRAT3_SK_Bored_ConvoCont_IG_003_Sure=Sure.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Angry_IG_001_IDontKnow=I don't know what to tell you.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Angry_IG_002_YouWantTo=You want to watch your tone there?
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Angry_IG_003_YeahIHave=Yeah, I have no idea what you're talking about.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Angry_IG_004_NobodyElseSeems=Nobody else seems to have a problem with that.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Angry_IG_005_YouNeedTo=You need to calm down.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Covalex_IG_001_SucksAboutYour=Sucks about your delivery.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Covalex_IG_002_ManISure=Man, I sure hope you had insurance.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_Covalex_IG_003_ThatsWhyYou=That's why you were hired, to deal with stuff like that.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_TDD_IG_001_ThePricesAre=The prices are listed on the boards.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_TDD_IG_002_AsStatedIn=As stated in our conditions, commodity prices are subject to change.
PU_BUREAUCRAT3_SK_Bored_DealWithClient_TDD_IG_003_ThatsHowThe=That's how the market works.
PU_BUREAUCRAT3_SK_Bored_EZHab_NoVacancy_IG_001_WereFullyBooked=We're fully booked.
PU_BUREAUCRAT3_SK_Bored_EZHab_NoVacancy_IG_002_YeahWeGot=Yeah, we got nothing available.
PU_BUREAUCRAT3_SK_Bored_EZHab_Vacancy_IG_001_FoundARoom=Found a room.
PU_BUREAUCRAT3_SK_Bored_EZHab_Vacancy_IG_002_HereGotA=Here. Got a room for you.
PU_BUREAUCRAT3_SK_Bored_Farewell_EZHab_IG_001_EnjoyYourStay=Enjoy your stay.
PU_BUREAUCRAT3_SK_Bored_Farewell_IG_001_YouCanGo=You can go now.
PU_BUREAUCRAT3_SK_Bored_Farewell_IG_002_HaveAGreat=Have a great day.
PU_BUREAUCRAT3_SK_Bored_Greetings_Covalex_IG_001_WelcomeToCovalex=Welcome to Covalex.
PU_BUREAUCRAT3_SK_Bored_Greetings_EZHab_IG_001_WelcomeToEz=Welcome to EZ Hab.
PU_BUREAUCRAT3_SK_Bored_Greetings_IG_001_Hey=Hey.
PU_BUREAUCRAT3_SK_Bored_Greetings_IG_002_Welcome=Welcome.
PU_BUREAUCRAT3_SK_Bored_Greetings_TDD_IG_001_WelcomeToJobwell=Welcome to Jobwell.
PU_BUREAUCRAT3_SK_Bored_Greetings_TDD_IG_002_WelcomeToThe=Welcome to the TDD.
PU_BUREAUCRAT3_SK_Bored_NextCustomer_IG_001_Next=Next.
PU_BUREAUCRAT3_SK_Bored_NoHelp_IG_001_NoCantDo=No, can't do anything for you.
PU_BUREAUCRAT3_SK_Bored_NoHelp_IG_002_YeahNotA=Yeah, not a chance of that happening. You're pretty much out of luck.
PU_BUREAUCRAT3_SK_Bored_NoHelp_IG_003_SorryTheresNothing=Sorry, there's nothing I can do.
PU_BUREAUCRAT3_SK_Bored_NotEnoughCredits_IG_001_YouCantPay=You can't pay for that if you don't have enough credits.
PU_BUREAUCRAT3_SK_Bored_NotEnoughCredits_IG_002_WhatAreYou=What are you trying to pull? We're not running a charity here.
PU_BUREAUCRAT3_SK_Bored_NothingElse_IG_001_ICantDo=I can't do anything else for you.
PU_BUREAUCRAT3_SK_Bored_NothingElse_IG_002_DontKnowWhat=Don't know what else you expect me to do.
PU_BUREAUCRAT3_SK_Bored_RequestLeave_IG_001_IveHadEnough=I've had enough you. You're done. Get out of here.
PU_BUREAUCRAT3_SK_Bored_RequestLeave_IG_002_YouKnowYoure=You know you're not the most important person in the 'verse. There are other people waiting.
PU_BUREAUCRAT3_SK_Bored_SendingDetails_IG_001_IllSendYou=I'll send you the details.
PU_BUREAUCRAT3_SK_Bored_SendingDetails_IG_002_ImSendingIt=I'm sending it to your mobi.
PU_BUREAUCRAT3_SK_Bored_SuggestTerm_IG_001_JustUseThe=Just use the terminal.
PU_BUREAUCRAT3_SK_Bored_SuggestTerm_IG_002_UhWhatDo=Uh, what do you think those terminals for?
PU_BUREAUCRAT3_SK_Bored_SuggestTerm_IG_003_TerminalsAreOver=Terminals are over there. Figure it out.
PU_BUREAUCRAT3_SK_Bored_TakeALook_IG_001_OkayYeahGive=Okay, yeah. Give me a second.
PU_BUREAUCRAT3_SK_Bored_TakeALook_IG_002_AllRightLet=All right. Let me take a look.
PU_BUREAUCRAT3_SK_Bored_TakeALook_IG_003_FineIllSee=Fine. I'll see what I can do.
PU_BUREAUCRAT3_SK_Bored_TakeALook_IG_004_YeahYeahI=Yeah, yeah. I get it. Hold on.
PU_BUREAUCRAT3_SK_Bored_WaitYourTurn_IG_001_WaitInLine=Wait in line like everyone else.
PU_BUREAUCRAT3_SK_Bored_WaitYourTurn_IG_002_YouHaveTo=You have to wait in line.
PU_BUREAUCRAT4_SK_Bored_AllSet_IG_001_ThereAllDone=There, all done.
PU_BUREAUCRAT4_SK_Bored_AllSet_IG_002_ThatsEverything=That's everything.
PU_BUREAUCRAT4_SK_Bored_CallSecurity_IG_001_Security=Security!
PU_BUREAUCRAT4_SK_Bored_CallSecurity_IG_002_Help=Help!
PU_BUREAUCRAT4_SK_Bored_CanIHelp_EZHab_IG_001_YouWantA=You want a room or what?
PU_BUREAUCRAT4_SK_Bored_CanIHelp_EZHab_IG_002_LetMeGuess=Let me guess, you want a room.
PU_BUREAUCRAT4_SK_Bored_CanIHelp_IG_001_WhatDoYou=What do you want?
PU_BUREAUCRAT4_SK_Bored_CanIHelp_IG_002_YouNeedSomething=You need something?
PU_BUREAUCRAT4_SK_Bored_ContactManager_IG_001_ImGonnaLet=I'm gonna let my manager deal with you. Wait over there.
PU_BUREAUCRAT4_SK_Bored_ContactManager_IG_002_FineIllLet=Fine. I'll let my manager know. They'll send you a comm or something.
PU_BUREAUCRAT4_SK_Bored_ConvoCont_IG_001_UhHuh=Uh huh.
PU_BUREAUCRAT4_SK_Bored_ConvoCont_IG_002_Okay=Okay.
PU_BUREAUCRAT4_SK_Bored_ConvoCont_IG_003_Sure=Sure.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Angry_IG_001_IDontKnow=I don't know what to tell you.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Angry_IG_002_YouWantTo=You want to watch your tone there?
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Angry_IG_003_YeahIHave=Yeah, I have no idea what you're talking about.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Angry_IG_004_NoboyElseSeems=Nobody else seems to have a problem with that.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Angry_IG_005_YouNeedTo=You need to calm down.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Covalex_IG_001_SucksAboutYour=Sucks about your delivery.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Covalex_IG_002_ManISure=Man, I sure hope you had insurance.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_Covalex_IG_003_ThatsWhyYou=That's why you were hired, to deal with stuff like that.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_TDD_IG_001_ThePricesAre=The prices are listed on the boards.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_TDD_IG_002_AsStatedIn=As stated in our conditions, commodity prices are subject to change.
PU_BUREAUCRAT4_SK_Bored_DealWithClient_TDD_IG_003_ThatsHowThe=That's how the market works.
PU_BUREAUCRAT4_SK_Bored_EZHab_NoVacancy_IG_001_WereFullyBooked=We're fully booked.
PU_BUREAUCRAT4_SK_Bored_EZHab_NoVacancy_IG_002_YeahWeGot=Yeah, we got nothing available.
PU_BUREAUCRAT4_SK_Bored_EZHab_Vacancy_IG_001_FoundARoom=Found a room.
PU_BUREAUCRAT4_SK_Bored_EZHab_Vacancy_IG_002_HereGotA=Here. Got a room for you.
PU_BUREAUCRAT4_SK_Bored_Farewell_EZHab_IG_001_EnjoyYourStay=Enjoy your stay.
PU_BUREAUCRAT4_SK_Bored_Farewell_IG_001_YouCanGo=You can go now.
PU_BUREAUCRAT4_SK_Bored_Farewell_IG_002_HaveAGreat=Have a great day.
PU_BUREAUCRAT4_SK_Bored_Greetings_Covalex_IG_001_WelcomeToCovalex=Welcome to Covalex.
PU_BUREAUCRAT4_SK_Bored_Greetings_EZHab_IG_001_WelcomeToEz=Welcome to EZ Hab.
PU_BUREAUCRAT4_SK_Bored_Greetings_IG_001_Hey=Hey.
PU_BUREAUCRAT4_SK_Bored_Greetings_IG_002_Welcome=Welcome.
PU_BUREAUCRAT4_SK_Bored_Greetings_TDD_IG_001_WelcomeToJobwell=Welcome to Jobwell.
PU_BUREAUCRAT4_SK_Bored_Greetings_TDD_IG_002_WelcomeToThe=Welcome to the TDD.
PU_BUREAUCRAT4_SK_Bored_NextCustomer_IG_001_Next=Next.
PU_BUREAUCRAT4_SK_Bored_NoHelp_IG_001_NoCantDo=No, can't do anything for you.
PU_BUREAUCRAT4_SK_Bored_NoHelp_IG_002_YeahNotA=Yeah, not a chance of that happening. You're pretty much out of luck.
PU_BUREAUCRAT4_SK_Bored_NoHelp_IG_003_SorryTheresNothing=Sorry, there's nothing I can do.
PU_BUREAUCRAT4_SK_Bored_NotEnoughCredits_IG_001_YouCantPay=You can't pay for that if you don't have enough credits.
PU_BUREAUCRAT4_SK_Bored_NotEnoughCredits_IG_002_WhatAreYou=What are you trying to pull? We're not running a charity here.
PU_BUREAUCRAT4_SK_Bored_NothingElse_IG_001_ICantDo=I can't do anything else for you.
PU_BUREAUCRAT4_SK_Bored_NothingElse_IG_002_DontKnowWhat=Don't know what else you expect me to do.
PU_BUREAUCRAT4_SK_Bored_RequestLeave_IG_001_IveHadEnough=I've had enough you. You're done. Get out of here.
PU_BUREAUCRAT4_SK_Bored_RequestLeave_IG_002_YouKnowYoure=You know you're not the most important person in the 'verse. There are other people waiting.
PU_BUREAUCRAT4_SK_Bored_SendingDetails_IG_001_IllSendYou=I'll send you the details.
PU_BUREAUCRAT4_SK_Bored_SendingDetails_IG_002_ImSendingIt=I'm sending it to your mobi.
PU_BUREAUCRAT4_SK_Bored_SuggestTerm_IG_001_JustUseThe=Just use the terminal.
PU_BUREAUCRAT4_SK_Bored_SuggestTerm_IG_002_UhWhatDo=Uh, what do you think those terminals are for?
PU_BUREAUCRAT4_SK_Bored_SuggestTerm_IG_003_TerminalsAreOver=Terminals are over there. Figure it out.
PU_BUREAUCRAT4_SK_Bored_TakeALook_IG_001_OkayYeahGive=Okay, yeah. Give me a second.
PU_BUREAUCRAT4_SK_Bored_TakeALook_IG_002_AllRightLet=All right. Let me take a look.
PU_BUREAUCRAT4_SK_Bored_TakeALook_IG_003_FineIllSee=Fine. I'll see what I can do.
PU_BUREAUCRAT4_SK_Bored_TakeALook_IG_004_YeahYeahI=Yeah, yeah. I get it. Hold on.
PU_BUREAUCRAT4_SK_Bored_WaitYourTurn_IG_001_WaitInLine=Wait in line like everyone else.
PU_BUREAUCRAT4_SK_Bored_WaitYourTurn_IG_002_YouHaveTo=You have to wait in line.
PU_CACAPTAIN01_M_BS_Boarding_AnnounceThreat_aAlly_tEnemy_FromAlly_IG_001_DamnItThe=Damn it! The bastards are on my ship!
PU_CACAPTAIN01_M_BS_Boarding_AnnounceThreat_aAlly_tEnemy_FromAlly_IG_002_ImGettingBoarded=I'm getting boarded!
PU_CACAPTAIN01_M_BS_Boarding_AnnounceThreat_aAlly_tEnemy_FromAlly_IG_003_GotBoardersOn=Got boarders on my ship.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inAlerted_IG_001_TellYouOne=Tell you one thing. I am counting down the days till I can finally retire. There's a fishing hover with my name on it. Never go into space again if I can help it.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inAlerted_IG_002_SometimesIWonder=Sometimes I wonder why I chose this life. Guess being an accountant wasn't stressful enough.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inAlerted_IG_003_AsSoonAs=As soon as I touch down, I am heading straight for the nearest bar, tell you that much.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inCombat_IG_001_IAmSo=I am so sick of these freeloaders trying to make a quick cred off my hard work.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inCombat_IG_002_WithTheAmount=With the amount of fighting I'm doing these days I might as well have joined the Navy.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inCombat_IG_003_FeelsLikeThese=Feels like these outlaws take over more of the Empire every year.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inCombat_IG_004_WheresADamn=Where's a damn Navy fleet when you need one.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aAlly_FromAlly_inCombat_IG_005_WithAllThese=With all these attacks it's almost getting to the point where it would cost me less just to hire a squad of mercs.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_001_ListenIfYoure=Listen, if you're down on credits there's got to be a better way earn them than this.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_002_IDontKnow=I don't know what kind of personal shit you got going on, but what you're doing isn't right. And I think deep down you know that.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_003_ItsNotToo=It's not too late you know. You could still fly away from this.
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_004_HowManyBad=How many bad decisions did you have to make to wind up here?
PU_CACAPTAIN01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_005_MaybeServingA=Maybe serving a stretch will help you get your head back on straight.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_LostThrusters_aAlly_FromAlly_inAlerted_IG_001_MyThrustersAre=My thrusters are really torn up.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_LostThrusters_aAlly_FromAlly_inAlerted_IG_002_OurThrustersAre=Our thrusters are barely hanging on.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_LostThrusters_aAlly_FromAlly_inCombat_IG_001_ThrustersAreBarely=Thrusters are barely holding on.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_LostThrusters_aAlly_FromAlly_inCombat_IG_002_ThrustersHaveTaken=Thrusters have taken a beating.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_BadVehicleState_IG_001_ShesALittle=She's a little chewed up, but functional.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_BadVehicleState_IG_002_DefinitelyBeenBetter=Definitely been better, but at least we're still flying, right?
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_BadVehicleState_IG_003_WereHoldingTogether=We're holding together.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_DisabledVehicleState_IG_001_DammitWereDown=Dammit, we're down. I said, we're down.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_DisabledVehicleState_IG_002_WereDeadIn=We're dead in the water.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_DisabledVehicleState_IG_003_IveGotNot=I've got not control. Repeat. No control.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LastMissile_IG_001_OnlyGotOne=Only got one missile left.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LastMissile_IG_002_GonnaNeedTo=Gonna need to make this missile count.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LostEngines_IG_001_MyEnginesAre=My engines are really torn up.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LostEngines_IG_002_OurEnginesAre=Our engines are barely hanging on.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LostShields_IG_001_ShieldGennyIs=Shield genny is down.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LostShields_IG_002_OurShieldGenerators=Our shield generator's offline.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LowAmmo_IG_001_LooksLikeOur=Looks like our ammo count's real low.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LowAmmo_IG_002_DontHaveA=Don't have a lot of shots left.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LowFuel_IG_001_WereRunningLow=We're running low on fuel.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LowFuel_IG_002_YeahImRunning=Yeah, I'm running on fumes here.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LowMissiles_IG_001_IOnlyGot=I only got a couple missiles left.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_LowMissiles_IG_002_KindaLightOn=Kinda light on missiles at the moment.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_NoAmmo_IG_001_JeezOurAmmo=Jeez, our ammo counters really go.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_NoAmmo_IG_002_WereOutOf=We're out of ammo.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_NoMissiles_IG_001_WereOutOf=We're out of missiles.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inAlerted_NoMissiles_IG_002_WeGotZero=We got zero ordnance.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_BadVehicleState_IG_001_ShipsPrettyTore=Ship's pretty tore up.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_BadVehicleState_IG_002_IveBeenBetter=I've been better.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_BadVehicleState_IG_003_KickedAroundA=Kicked around a lot more than I'd like.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_DisabledVehicleState_IG_001_DammitWeLost=Dammit. We lost mobility.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_DisabledVehicleState_IG_002_ShitWereDead=Shit, we're dead in the water.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_DisabledVehicleState_IG_003_LostControlRepeat=Lost control. Repeat. Got no control.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_GoodVehicleState_IG_001_SystemsAreAll=System's are all green.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_GoodVehicleState_IG_002_WereGood=We're good.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_GoodVehicleState_IG_003_YeahShesStaying=Yeah, she's staying strong.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LastMissile_IG_001_HereWeGo=Here we go. Last missile.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LastMissile_IG_002_LastMissile=Last missile.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LostEngines_IG_001_EnginesAreBarely=Engines are barely holding on.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LostEngines_IG_002_EnginesHaveTaken=Engines have taken a beating.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LostShields_IG_001_DammitWeLost=Dammit. We lost our shield generator.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LostShields_IG_002_ShieldGennysToast=Shield genny's toast.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LowAmmo_IG_001_AmmoCountsLow=Ammo count's low.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LowAmmo_IG_002_LittleLightOn=Little light on ammo.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LowFuel_IG_001_KindaLowOn=Kinda low on fuel.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LowFuel_IG_002_FuelsBottomingOut=Fuel's bottoming out.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LowMissiles_IG_001_GettingLowOn=Getting low on missiles.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_LowMissiles_IG_002_AlmostOutOf=Almost out of missiles.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_MedVehicleState_IG_001_ItllTakeA=It'll take a lot more than that to take her down.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_MedVehicleState_IG_002_TakenSomeHits=Taken some hits, but still kicking.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_MedVehicleState_IG_003_DontWorryAbout=Don't worry about us.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_NoAmmo_IG_001_AmmosOut=Ammo's out.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_NoAmmo_IG_002_WeaponsDry=Weapons dry.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_NoMissiles_IG_001_ImOutOf=I'm out of missiles.
PU_CACAPTAIN01_M_BS_Chatter_StatusUpdate_aAlly_FromAlly_inCombat_NoMissiles_IG_002_ThatsAllOur=That's all our missiles.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_NegativeRatio_IG_001_WithTheAmount=With the amount of force they have, this is gonna be a tough fight. Be careful and for the love of god, use your head.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_NegativeRatio_IG_002_TheyMayBe=They may be stronger than us, but... well, I'm not sure what the but is. We just have to do the best we can.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_NegativeRatio_IG_003_IThinkWe=I think we might be a bit outgunned here.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_NeutralRatio_IG_001_HardToSay=Hard to say who's gonna come out on top here. It's gonna be a close one.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_NeutralRatio_IG_002_ThisLooksLike=This looks like it's shaping up to be a long drawn out brawl. Pace yourselves.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_NeutralRatio_IG_003_WeSeemPretty=We seem pretty evenly matched. This is gonna come down to experience and keeping a level head.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_PositiveRatio_IG_001_ItMayLook=It may look like we got them outclassed, but stay sharp. Mistakes destroy more ships than missiles do.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_PositiveRatio_IG_002_IKnowIt=I know it seems like we got them dead to rights, but overconfidence is a hell of a way to wind up dead.
PU_CACAPTAIN01_M_BS_Chatter_TacticalSituation_aAlly_tPlayer_FromAlly_PositiveRatio_IG_003_GeezTheyMust=Geez. They must be pretty desperate to be jumping all of us.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aEnemy_tPlayer_FromEnemy_inCombat_HeavyDamage_IG_001_YouCantShake=You can't shake me.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aEnemy_tPlayer_FromEnemy_inCombat_HeavyDamage_IG_002_NextOneWont=Next one won't be so gentle.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aEnemy_tPlayer_FromEnemy_inCombat_HeavyDamage_IG_003_TooSlow=Too slow!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inAlerted_IG_001_HeyWatchIt=Hey, watch it.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inAlerted_IG_002_WatchWhereYoure=Watch where you're flying.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inAlerted_IG_003_LookWhereYoure=Look where you're going!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inAlerted_LastOccur_IG_001_DoThatOne=Do that one more time and we're gonna have a problem.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inAlerted_LastOccur_IG_002_ISwearIf=I swear if you hit me one more time...
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inAlerted_LastOccur_IG_003_WhyTheHell=Why the hell do you keep doing that?
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_001_Careful=Careful!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_002_LookOutLook=Look out. Look out!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_003_WatchIt=Watch it!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_LastOccur_IG_001_DamnItWhose=Damn it! Whose side are you on?
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_LastOccur_IG_002_GettingRealTired=Getting real tired of you hitting me.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_LastOccur_IG_003_YouSeriouslyHit=You seriously hit me again? Enough already!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_001_GreatFlyingJackass=Great flying, jackass.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_002_YouForgetHow=You forget how your trigger works?
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_003_YouSureYou=You sure you wanna do this?
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_001_SomeoneLikesTo=Someone likes to fight dirty.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_002_FightMeLike=Fight me like a real pilot, coward.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_003_GetYourselfA=Get yourself a damn Vanduul ship if you like to fight like this.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_CheckYourFlight=Check your flight path!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_EaseUp=Ease up!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_WheredYouLearn=Where'd you learn to fly?
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_001_YouRamMe=You ram me one more time, and I swear that's it!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_002_YouDoThat=You do that again and you'll regret it.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_003_IWontTell=I won't tell you again, keep clear of my ship.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_IG_001_OutOfMy=Out of my way!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_IG_002_ClearOut=Clear out!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_IG_003_IAintGot=I ain't got time to deal with your nonsense!
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_LastOccur_IG_001_IllFightYou=I'll fight you too if I have to.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_LastOccur_IG_002_HitMeAgain=Hit me again and you're asking for it.
PU_CACAPTAIN01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_LastOccur_IG_003_YouHitMe=You hit me again, and we're gonna have a problem.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromAlly_inAlerted_3rdParty_IG_001_DamnThatLooks=Damn, that looks like it hurt. You good?
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromAlly_inAlerted_3rdParty_IG_002_OhShitCareful=Oh shit, careful.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromAlly_inAlerted_3rdParty_IG_003_WatchYourselfYou=Watch yourself. You gotta be careful.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromAlly_inCombat_3rdParty_IG_001_ShitYouOkay=Shit, you okay?
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromAlly_inCombat_3rdParty_IG_002_WhatsYourStatus=What's your status? That looked nasty.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromAlly_inCombat_3rdParty_IG_003_HellOfA=Hell of a bump. Hope you're okay.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromEnemy_3rdParty_IG_001_HellIMight=Hell, I might just sit back and let you kill yourself.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromEnemy_3rdParty_IG_002_OhDamnThat=Oh damn, that looked painful.
PU_CACAPTAIN01_M_BS_Collided_aPlayer_tAny_FromEnemy_3rdParty_IG_003_YouShouldThink=You should think about doing that again, but harder.
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_BadVehicleState_IG_001_IveGotFaith=I've got faith in you. Just get it done.
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_BadVehicleState_IG_002_WeveSurvivedWorse=We've survived worse than this.
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_BadVehicleState_IG_003_JustDigIn=Just dig in and lash out.
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_HeavyDamage_IG_001_YoureNotDone=You're not done yet!
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_HeavyDamage_IG_002_StayInThis=Stay in this!
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_HeavyDamage_IG_003_HangOnAnd=Hang on and focus!
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_IG_001_NotTheTime=Not the time to lose faith.
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_IG_002_KeepItTogether=Keep it together.
PU_CACAPTAIN01_M_BS_Commentary_DamageDealt_aEnemy_tAlly_FromAlly_IG_003_DontWorryWere=Don't worry, we're in this together.
PU_CACAPTAIN01_M_BS_Commentary_DestroyedVehicle_aAny_tEnemy_FromAlly_BadVehicleState_TargetNoGroup_IG_001_ThatWasCloser=That was closer than I would've liked.
PU_CACAPTAIN01_M_BS_Commentary_DestroyedVehicle_aAny_tEnemy_FromAlly_BadVehicleState_TargetNoGroup_IG_002_GeezIWas=Geez. I was worried I wasn't gonna make it out in one piece.
PU_CACAPTAIN01_M_BS_Commentary_DestroyedVehicle_aAny_tEnemy_FromAlly_BadVehicleState_TargetNoGroup_IG_003_AnyFightYou=Any fight you can walk away from, right?
PU_CACAPTAIN01_M_BS_Commentary_DestroyedVehicle_aAny_tEnemy_FromAlly_TargetNoGroup_IG_001_DamnHappyThats=Damn happy that's over.
PU_CACAPTAIN01_M_BS_Commentary_DestroyedVehicle_aAny_tEnemy_FromAlly_TargetNoGroup_IG_002_ThatWasHarrowing=That was harrowing, huh?
PU_CACAPTAIN01_M_BS_Commentary_DestroyedVehicle_aAny_tEnemy_FromAlly_TargetNoGroup_IG_003_ManMyHands=Man, my hands are shaking from all the adrenaline.
PU_CACAPTAIN01_M_BS_Commentary_EngageArrivingReinforcement_aAlly_tPlayer_FromAlly_IG_001_DamnHappyTo=Damn happy to see you.
PU_CACAPTAIN01_M_BS_Commentary_EngageArrivingReinforcement_aAlly_tPlayer_FromAlly_IG_002_ThankGodYoure=Thank god you're here.
PU_CACAPTAIN01_M_BS_Commentary_EngageArrivingReinforcement_aAlly_tPlayer_FromAlly_IG_003_LetsSeeIf=Let's see if we can't teach these scavs a lesson.
PU_CACAPTAIN01_M_BS_Commentary_EngageArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_001_ComeOnGet=Come on, get to it.
PU_CACAPTAIN01_M_BS_Commentary_EngageArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_002_GoodYouHere=Good. You here. Now get busy.
PU_CACAPTAIN01_M_BS_Commentary_EngageArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_003_LetsFocusOn=Let's focus on the problem at hand.
PU_CACAPTAIN01_M_BS_Commentary_EngageOpenHostilities_aAlly_tEnemy_FromAlly_IG_001_MakeYourShots=Make your shots count.
PU_CACAPTAIN01_M_BS_Commentary_EngageOpenHostilities_aAlly_tEnemy_FromAlly_IG_002_HereWeGo=Here we go people.
PU_CACAPTAIN01_M_BS_Commentary_EngageOpenHostilities_aAlly_tEnemy_FromAlly_IG_003_RightBehindYa=Right behind ya.
PU_CACAPTAIN01_M_BS_Commentary_EngageOpenHostilities_aEnemy_tAlly_FromEnemy_IG_001_KeepItTogether=Keep it together and don't get sloppy.
PU_CACAPTAIN01_M_BS_Commentary_EngageOpenHostilities_aEnemy_tAlly_FromEnemy_IG_002_AllRightLets=All right, Let's work together and show these scavs how it's done.
PU_CACAPTAIN01_M_BS_Commentary_EngageOpenHostilities_aEnemy_tAlly_FromEnemy_IG_003_ThisIsIt=This is it. Stay sharp.
PU_CACAPTAIN01_M_BS_Confirms_CombatAction_aAlly_FromAlly_inAlerted_IG_001_NoProblem=No problem.
PU_CACAPTAIN01_M_BS_Confirms_CombatAction_aAlly_FromAlly_inAlerted_IG_002_SureThing=Sure thing.
PU_CACAPTAIN01_M_BS_Confirms_CombatAction_aAlly_FromAlly_inAlerted_IG_003_OnIt=On it.
PU_CACAPTAIN01_M_BS_Confirms_CombatAction_aAlly_FromAlly_inCombat_IG_001_GotIt=Got it!
PU_CACAPTAIN01_M_BS_Confirms_CombatAction_aAlly_FromAlly_inCombat_IG_002_Okay=Okay!
PU_CACAPTAIN01_M_BS_Confirms_CombatAction_aAlly_FromAlly_inCombat_IG_003_Roger=Roger.
PU_CACAPTAIN01_M_BS_Confirms_Help_aAlly_FromAlly_IG_001_OnOurWay=On our way.
PU_CACAPTAIN01_M_BS_Confirms_Help_aAlly_FromAlly_IG_002_IllSeeWhat=I'll see what I can do.
PU_CACAPTAIN01_M_BS_Confirms_Help_aAlly_FromAlly_IG_003_HeadingYourWay=Heading your way now.
PU_CACAPTAIN01_M_BS_DamageDealt_IG_EX_001=get hit exertion
PU_CACAPTAIN01_M_BS_DamageDealt_IG_EX_002=get hit exertion
PU_CACAPTAIN01_M_BS_DamageDealt_IG_EX_003=get hit exertion
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_001_MyShieldsAre=My shields are down. Need some cover fire!
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_002_ShieldsNeedTo=Shields need to recharge. Cover me!
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_003_GiveMeA=Give me a hand! I'm recharging my shields.
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_001_LetsSeeHow=Let's see how you fair without any shields.
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_002_NotGonnaLast=Not gonna last long without your shields.
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_003_ThereGoYour=There go your shields. The rest of your ship's next.
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_001_YeahYouGot=Yeah, you got my shields, so what?
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_002_ComeOnCome=Come on, come on, recharge.
PU_CACAPTAIN01_M_BS_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_003_YouThinkI=You think I need shields against you?
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_BadVehicleState_IG_001_WereOnOur=We're on our last legs. Need support now before it's too late.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_BadVehicleState_IG_002_WontLastMuch=Won't last much longer without some back-up!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_BadVehicleState_IG_003_HelpBeforeWere=Help before we're blown to bits!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_GroundDamage_IG_001_WatchOutTheyve=Watch out. They've got ground support.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_GroundDamage_IG_002_CarefulTakingDamage=Careful, taking damage from planetside!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_GroundDamage_IG_003_GotHitBy=Got hit by ground fire!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_HeavyDamage_IG_001_DammitThatOne=Dammit, that one hurt.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_HeavyDamage_IG_002_WereGettingRipped=We're getting ripped to shreds here.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_HeavyDamage_IG_003_GetThisBastard=Get this bastard off of us!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_IG_001_TakingDamage=Taking damage!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_IG_002_ComingUnderFire=Coming under fire.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tAlly_FromAlly_IG_003_WeGotHit=We got hit.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_001_YouShouldLeave=You should leave while you still can.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_002_TimeForYou=Time for you to find a new line of work.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_003_YoureADamn=You're a damn fool for picking a fight with me.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_HeavyDamage_IG_001_NotSuchAn=Not such an easy target, am I?
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_HeavyDamage_IG_002_RememberThisAll=Remember, this all your fault.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_HeavyDamage_IG_003_LooksLikeYoure=Looks like you're gonna need a new ship.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_001_ImGonnaPick=I'm gonna pick you apart.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_002_ThereYouAre=There you are.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_003_YouDeserveEvery=You deserve every bit of this.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_004_HowsThatFeel=How's that feel?
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_005_RightThere=Right there!
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_001_IToldYou=I told you to leave me alone.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_002_RethinkingThingsNow=Rethinking things now, I bet.
PU_CACAPTAIN01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_003_BetYouThought=Bet you thought I was easy pickings.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_3rdParty_IG_001_HeyTheyreWith=Hey! They're with us!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_3rdParty_IG_002_CeaseFireThats=Cease fire. That's a friendly.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_3rdParty_IG_003_CheckYourTarget=Check your target. That's a friend.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_IG_001_HeyWhatThe=Hey, what the hell are you shooting at?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_IG_002_WhatTheHell=What the hell?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_IG_003_HeyLayOff=Hey! Lay off the trigger!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_LastOccur_IG_001_LookImNot=Look, I'm not telling you again.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_LastOccur_IG_002_DoThatAgain=Do that again and I'm returning fire.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inAlerted_LastOccur_IG_003_IllDefendMyself=I'll defend myself if I have to.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_001_CheckYourFire=Check your fire!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_002_ImAFriendly=I'm a friendly.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_003_ImOnYour=I'm on your side!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_LastOccur_IG_001_HaveYouLost=Have you lost your mind?! Stop shooting.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_LastOccur_IG_002_WhatTheHells=What the hell's your problem? We're on the same side.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_LastOccur_IG_003_StopShootingRepeat=Stop shooting. Repeat. Stop shooting. Or I'll return fire.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromAlly_BadVehicleState_IG_001_GoOnFinish=Go on. Finish them off!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromAlly_BadVehicleState_IG_002_CarefulThatShips=Careful, that ship's busted but still deadly.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromAlly_BadVehicleState_IG_003_CleanItUp=Clean it up quick before they can strike back.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromAlly_HeavyDamage_IG_001_NiceShooting=Nice shooting.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromAlly_HeavyDamage_IG_002_ThatWasA=That was a thing of beauty.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromAlly_HeavyDamage_IG_003_GoodWorkThey=Good work. They won't last much longer.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_001_YouSureYou=You sure you want to do this?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_002_StopPlease=Stop... please.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_003_ISwearIf=I swear, if I go, you're coming with me.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_001_YeahYoureReal=Yeah, you're real bad, hitting a ship that can't hit back.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_001_YouAintGotta=You ain't gotta do this. Please. I got people waiting on me.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_002_EnoughWereNo=Enough! We're no threat to you now!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_002_WhatKindOf=What kind of sick bastard shoots a disabled ship?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_003_IllMakeSure=I'll make sure you're hunted to the end of the 'verse for this.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_003_StopWeCant=Stop! We can't fly. We can't shoot. There's no cause for this.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_HeavyDamage_IG_001_GoodButNot=Good, but not good enough.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_HeavyDamage_IG_002_GottaAdmitThat=Gotta admit, that one hurt.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_HeavyDamage_IG_003_LookWhatYou=Look what you did my ship!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_001_NothingANew=Nothing a new paint job won't fix.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_002_ThatllBuffRight=That'll buff right out.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_003_EnjoyItWhile=Enjoy it while you can.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_004_ComeOnCome=Come on, come on!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_005_Shit=Shit!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_001_YouArentGiving=You aren't giving up, are ya?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_002_TimeToReturn=Time to return the favor.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_003_YoureNotHalf=You're not half bad.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_TargetNotAlone_IG_001_LetsSeeHow=Let's see how you handle dealing with them too!
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_TargetNotAlone_IG_002_LuckyForMe=Lucky for me, I'm not alone.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_TargetNotAlone_IG_003_GuessWhosGot=Guess who's got back up?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromAlly_3rdParty_IG_001_HeyWatchYour=Hey, watch your targeting.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromAlly_3rdParty_IG_002_CarefulWhereYoure=Careful, where you're shooting.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromAlly_3rdParty_IG_003_TheHellYou=The hell you shooting them for?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_WhatTheHell=What the hell? Was that on purpose?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_WhatYouMessing=What you messing with me for?
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_CheckYourDamn=Check your damn targeting.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_001_HitMeAgain=Hit me again and we won't be so friendly.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_002_StopShootingMe=Stop shooting me. I won't say it again.
PU_CACAPTAIN01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_003_ImNotYour=I'm not your enemy, but hit me again and I will be.
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_BadVehicleState_IG_001_CantTakeToo=Can't take too much more!
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_BadVehicleState_IG_002_WontLastLong=Won't last long at this rate!
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_BadVehicleState_IG_003_ShipsToastedNot=Ship's toasted. Not much left in her!
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_HeavyDamage_IG_001_ShitThatReally=Shit! That really hurt.
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_HeavyDamage_IG_002_WereGettingTorn=We're getting torn apart!
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_HeavyDamage_IG_003_DammitThatWasnt=Dammit. That wasn't good.
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_IG_001_TakingDamage=Taking damage!
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_IG_002_DamnIt=Damn it!
PU_CACAPTAIN01_M_BS_DamageDealt_tAlly_FromAlly_IG_003_NotGood=Not good!
PU_CACAPTAIN01_M_BS_Denies_CombatAction_aAlly_FromAlly_inAlerted_IG_001_YeahNotRight=Yeah, not right now.
PU_CACAPTAIN01_M_BS_Denies_CombatAction_aAlly_FromAlly_inAlerted_IG_002_HoldOffA=Hold off a sec.
PU_CACAPTAIN01_M_BS_Denies_CombatAction_aAlly_FromAlly_inAlerted_IG_003_Cant=Can't.
PU_CACAPTAIN01_M_BS_Denies_CombatAction_aAlly_FromAlly_inCombat_IG_001_NoSorry=No. Sorry.
PU_CACAPTAIN01_M_BS_Denies_CombatAction_aAlly_FromAlly_inCombat_IG_002_CantRightNow=Can't right now.
PU_CACAPTAIN01_M_BS_Denies_CombatAction_aAlly_FromAlly_inCombat_IG_003_KindaInThe=Kinda in the middle of something.
PU_CACAPTAIN01_M_BS_Denies_Help_aAlly_FromAlly_IG_001_GotMyHands=Got my hands full!
PU_CACAPTAIN01_M_BS_Denies_Help_aAlly_FromAlly_IG_002_YoureOnYour=You're on your own!
PU_CACAPTAIN01_M_BS_Denies_Help_aAlly_FromAlly_IG_003_GotMyOwn=Got my own problems!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_LongDuration_IG_EX_001=drawn-out death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_LongDuration_IG_EX_002=drawn-out death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_LongDuration_IG_EX_003=drawn-out death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_MedDuration_IG_EX_001=medium-length death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_MedDuration_IG_EX_002=medium-length death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_MedDuration_IG_EX_003=medium-length death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_ShortDuration_IG_EX_001=short death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_ShortDuration_IG_EX_002=short death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_ShortDuration_IG_EX_003=short death scream
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_001_OneLessTo=One less to worry about!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_002_YouSeeThat=You see that? Took one of them out!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_003_ImJustGetting=I'm just getting warmed up!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tAlly_FromEnemy_TargetAlone_IG_001_YoureAllAlone=You're all alone now. You sure you want to do this?
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tAlly_FromEnemy_TargetAlone_IG_002_YouSawWhat=You saw what happened to your friends. No reason it has to be your fate too.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tAlly_FromEnemy_TargetAlone_IG_003_HereWeGo=Here we go. Last call.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromAlly_TargetAlone_IG_001_OnlyOneOf=Only one of them left.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromAlly_TargetAlone_IG_002_TheyreDownTo=They're down to their last ship.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromAlly_TargetAlone_IG_003_LastOneLets=Last one. Let's finish this.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromAlly_TargetNoGroup_IG_001_IThinkThats=I think that's all of them.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromAlly_TargetNoGroup_IG_002_AreaLooksClear=Area looks clear. That might've been it.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromAlly_TargetNoGroup_IG_003_ScansLookGood=Scans look good. I think we made it through.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromEnemy_TargetAlone_IG_001_GuessItsDown=Guess it's down to just us then.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromEnemy_TargetAlone_IG_002_IfYouThink=If you think I'm scared to fight on my own, you thought wrong.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromEnemy_TargetAlone_IG_003_YoureGonnaHave=You're gonna have to go ahead and take me out too. I ain't giving up.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromAlly_3rdParty_IG_001_CrapWereDown=Crap! We're down a ship.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromAlly_3rdParty_IG_002_WeCantLet=We can't let them take out any more of us!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromAlly_3rdParty_IG_003_DamnItNo=Damn it! No! That was one of ours.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_001_YouBroughtThis=You brought this on yourself.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_002_YouCanStill=You can still stop this before I have to hurt any more of ya.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_003_YouStartedThis=You started this, but I'm damn well gonna settle it.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tAlly_FromAlly_3rdParty_IG_001_HaveYouCompletely=Have you completely lost it?
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tAlly_FromAlly_3rdParty_IG_002_YouFuckerWhat=You fucker! What was that?!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tAlly_FromAlly_3rdParty_IG_003_WhatInThe=What in the 'verse possessed you to do that?!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_AssistedAlly_IG_001_IOweYou=I owe you one for that.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_AssistedAlly_IG_002_YeahTargetsDown=Yeah, target's down.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_AssistedAlly_IG_003_ThatllTeachEm=That'll teach 'em for messing with us.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_001_NiceOne=Nice one.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_002_GoodJob=Good job.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_003_HateToSee=Hate to see it, but it needed to be done.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromEnemy_3rdParty_IG_001_YouWontGet=You won't get away with that.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromEnemy_3rdParty_IG_002_IllSeeYou=I'll see you burn for that!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromEnemy_3rdParty_IG_003_YouScavThey=You scav! They didn't deserve to go like that.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromNeutral_AssistedNeutral_IG_001_CheersAppreciateIt=Cheers! Appreciate it!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromNeutral_AssistedNeutral_IG_002_ThankYouNice=Thank you! Nice to know there's still good folks out here.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tEnemy_FromNeutral_AssistedNeutral_IG_003_YoureALife=You're a life saver!
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tNeutral_FromAlly_3rdParty_IG_001_WeJustKilling=We just killing anybody now?
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tNeutral_FromAlly_3rdParty_IG_002_WhatTheDid=What the- Did I miss something? Why'd you do that?
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tNeutral_FromAlly_3rdParty_Illegal_IG_001_YouCantGo=You can't go around just killing anybody you want. There's gonna be consequences.
PU_CACAPTAIN01_M_BS_Destroyed_Vehicle_aPlayer_tNeutral_FromAlly_3rdParty_Illegal_IG_002_WhoaWhyThe=Whoa, why the hell did you do that?
PU_CACAPTAIN01_M_BS_Engage_ArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_001_LetsSeeIf=Let's see if I can't help even the odds.
PU_CACAPTAIN01_M_BS_Engage_ArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_002_LooksLikeYoure=Looks like you're causing some trouble.
PU_CACAPTAIN01_M_BS_Engage_ArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_003_LetsSeeHow=Let's see how you like it when someone picks on you.
PU_CACAPTAIN01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromAlly_IG_001_TheyGotThe=They got the drop on us!
PU_CACAPTAIN01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromAlly_IG_002_LookOutTheyre=Look out! They're right on us!
PU_CACAPTAIN01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromAlly_IG_003_DamnItWhere=Damn it! Where the hell did these neekos come from?
PU_CACAPTAIN01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromEnemy_IG_001_ThatsWhatYou=That's what you get for not paying attention!
PU_CACAPTAIN01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromEnemy_IG_002_LooksLikeYou=Looks like you need a better radar on that thing!
PU_CACAPTAIN01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromEnemy_IG_003_YoureNotThe=You're not the most observant, are you?
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_FromNeutral_inRelaxed_IG_001_WhatYouSee=What. You see something?
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_FromNeutral_inRelaxed_IG_002_WhatAreYou=What are you shooting at?
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_FromNeutral_inRelaxed_IG_003_MyScannersClear=My scanner's clear. You got something?
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_tEnemy_FromAlly_inCombat_3rdParty_LowHitRate_IG_001_AreYouEven=Are you even trying to hit them?
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_tEnemy_FromAlly_inCombat_3rdParty_LowHitRate_IG_002_ComeOnOpen=Come on, open your eyes and hit something!
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_tEnemy_FromAlly_inCombat_3rdParty_LowHitRate_IG_003_WithTheAmount=With the amount you're missing I'm starting to think you're on their side.
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_tEnemy_FromAlly_inCombat_3rdParty_MedHitRate_IG_001_MakeYourShots=Make your shots count!
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_tEnemy_FromAlly_inCombat_3rdParty_MedHitRate_IG_002_NoPointIn=No point in wasting ammo.
PU_CACAPTAIN01_M_BS_Engage_MissALot_aPlayer_tEnemy_FromAlly_inCombat_3rdParty_MedHitRate_IG_003_YouArentGonna=You aren't gonna scare 'em off with missing them.
PU_CACAPTAIN01_M_BS_Engage_OpenHostilities_aAlly_tEnemy_FromAlly_IG_001_NoTimeLike=No time like the present.
PU_CACAPTAIN01_M_BS_Engage_OpenHostilities_aAlly_tEnemy_FromAlly_IG_002_LetsGetThis=Let's get this over with.
PU_CACAPTAIN01_M_BS_Engage_OpenHostilities_aAlly_tEnemy_FromAlly_IG_003_AllRightShow=All right. Show them who they're dealing with.
PU_CACAPTAIN01_M_BS_Engage_OpenHostilities_aEnemy_tPlayer_FromEnemy_IG_001_TimeToSettle=Time to settle this.
PU_CACAPTAIN01_M_BS_Engage_OpenHostilities_aEnemy_tPlayer_FromEnemy_IG_002_LetsSeeWhat=Let's see what you got.
PU_CACAPTAIN01_M_BS_Engage_OpenHostilities_aEnemy_tPlayer_FromEnemy_IG_003_ReadyOrNot=Ready or not. Let's do this.
PU_CACAPTAIN01_M_BS_Engage_SwitchToHostile_aAlly_FromAlly_PlayerPerp_IG_001_OhThatIs=Oh that is fucking it. I've had enough.
PU_CACAPTAIN01_M_BS_Engage_SwitchToHostile_aAlly_FromAlly_PlayerPerp_IG_002_ScrewItIm=Screw it. I'm tired of your shit.
PU_CACAPTAIN01_M_BS_Engage_SwitchToHostile_aNeutral_FromNeutral_PlayerPerp_IG_001_ThatsItI=That's it. I have had enough of you.
PU_CACAPTAIN01_M_BS_Engage_SwitchToHostile_aNeutral_FromNeutral_PlayerPerp_IG_002_EnoughYouCrossed=Enough! You crossed a line.
PU_CACAPTAIN01_M_BS_Engage_SwitchToHostile_aNeutral_FromNeutral_PlayerPerp_IG_003_IveStayedMy=I've stayed my hand long enough. This ends.
PU_CACAPTAIN01_M_BS_Evaded_Missile_aEnemy_tPlayer_FromEnemy_IG_001_ThisAintMy=This ain't my first rodeo, punk.
PU_CACAPTAIN01_M_BS_Evaded_Missile_aEnemy_tPlayer_FromEnemy_IG_002_NiceTry=Nice try.
PU_CACAPTAIN01_M_BS_Evaded_Missile_aEnemy_tPlayer_FromEnemy_IG_003_NotThisTime=Not this time, asshole.
PU_CACAPTAIN01_M_BS_Evaded_Missile_aPlayer_tEnemy_FromEnemy_IG_001_GotSomeMoves=Got some moves, huh?
PU_CACAPTAIN01_M_BS_Evaded_Missile_aPlayer_tEnemy_FromEnemy_IG_002_NotBad=Not bad.
PU_CACAPTAIN01_M_BS_Evaded_Missile_aPlayer_tEnemy_FromEnemy_IG_003_AllRightI=All right. I see how it's gonna be.
PU_CACAPTAIN01_M_BS_Interdicted_aAlly_FromAlly_IG_001_DamnItThey=Damn it! They got a net up!
PU_CACAPTAIN01_M_BS_Interdicted_aAlly_FromAlly_IG_002_ShitWeveBeen=Shit, we've been grabbed.
PU_CACAPTAIN01_M_BS_Interdicted_aAlly_FromAlly_IG_003_LookSharpThey=Look sharp. They got an interdiction field up.
PU_CACAPTAIN01_M_BS_Launched_Missile_aAlly_tEnemy_FromAlly_inCombat_IG_001_MissileAway=Missile away.
PU_CACAPTAIN01_M_BS_Launched_Missile_aAlly_tEnemy_FromAlly_inCombat_IG_002_LetsSeeHow=Let's see how they like that.
PU_CACAPTAIN01_M_BS_Launched_Missile_aAlly_tEnemy_FromAlly_inCombat_IG_003_MissileLaunched=Missile launched!
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromAlly_IG_001_MissileComingYour=Missile coming your way!
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromAlly_IG_002_MissileOnYou=Missile on you!
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromAlly_IG_003_MissilesTrackingYou=Missile's tracking you.
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_001_GotSomethingFor=Got something for you.
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_002_TangleWithThis=Tangle with this.
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_003_TryThisOn=Try this on for size.
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_004_YouShouldaJust=You should'a just left us alone.
PU_CACAPTAIN01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_005_YouPickedThe=You picked the wrong ship to mess with!
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tAlly_FromAlly_3rdParty_IG_001_WhyTheHell=Why the hell you firing at them?
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tAlly_FromAlly_3rdParty_IG_002_HeyTheyreOn=Hey, they're on our side.
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tAlly_FromAlly_3rdParty_IG_003_WhatAreYou=What are you doing? That's a friendly.
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tAlly_FromAlly_inCombat_IG_001_OhComeOn=Oh come on. Shoot them, not me!
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tAlly_FromAlly_inCombat_IG_002_ShootMissilesAt=Shoot missiles at the bad people.
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tAlly_FromAlly_inCombat_IG_003_WatchWhereYoure=Watch where you're launching those!
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tEnemy_FromEnemy_IG_001_OhISee=Oh, I see. Making this serious.
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tEnemy_FromEnemy_IG_002_GoddammitISee=Goddammit, I see how it is.
PU_CACAPTAIN01_M_BS_Launched_Missile_aPlayer_tEnemy_FromEnemy_IG_003_ThatsUncalledFor=That's uncalled for if you ask me.
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_001_GiveMeSome=Give me some space!
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_002_WhyDontYou=Why don't you back off a bit!
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_003_HeyImTrying=Hey, I'm trying to fly here!
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_001_SeriouslyGetAway=Seriously, get away from me!
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_002_GoFlySomewhere=Go fly somewhere else!
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_003_HowAboutYou=How about you give me some god damn room!
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_IG_001_YouMindWatching=You mind watching where you're going?
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_IG_002_KeepToYour=Keep to your own flight lane, okay?
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_IG_003_HeyHowAbout=Hey, how about a little space?
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_RepeatOccur_IG_001_ImNotGonna=I'm not gonna tell you again, back off.
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_RepeatOccur_IG_002_LastTimeIm=Last time I'm gonna say it, get away from me.
PU_CACAPTAIN01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_RepeatOccur_IG_003_WhatDontYou=What don't you understand, fly the hell back.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_BadVehicleState_IG_001_MyShipCant=My ship can't take much more. Sorry, I need get out of here while I still can.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_BadVehicleState_IG_002_ThisShipIs=This ship is hanging on by a bolt and a prayer. I got to go before it's too late.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_IG_001_ImSorryBut=I'm sorry, but I can't deal with this. Good luck.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_IG_002_ThisIsGetting=This is getting out of hand. I'm done here.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_KilledAlly_PlayerPerp_IG_001_NoWayIn=No way in hell I'm working with you after that crap you just pulled.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_KilledAlly_PlayerPerp_IG_002_GetTheHell=Get the hell away from me you murdering piece of shit.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_PlayerPerp_IG_001_IveHadJust=I've had just about enough of you. We're through.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_PlayerPerp_IG_002_IThinkIve=I think I've taken all I can of your shit. Consider this relationship over.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_WantedStatus_PlayerPerp_IG_001_ICantBe=I can't be flying with no criminal. We're done.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_WantedStatus_PlayerPerp_IG_002_IfYouWant=If you want to go around breaking the law, that's on you, but I ain't going to be a part of it.
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_inCombat_IG_001_FaceItWere=Face it! We're losing. This is over!
PU_CACAPTAIN01_M_BS_Quit_Contract_aAlly_FromAlly_inCombat_IG_002_WeAintGot=We ain't got a chance in hell of pulling this off. I'm done.
PU_CACAPTAIN01_M_BS_Quit_Contract_aPlayer_FromAlly_IG_001_SeriouslyYoureJust=Seriously? You're just gonna leave me hanging?
PU_CACAPTAIN01_M_BS_Quit_Contract_aPlayer_FromAlly_IG_002_YouGotTo=You got to be kidding me. You're just gonna leave me high and dry like that?
PU_CACAPTAIN01_M_BS_Quit_Contract_aPlayer_FromAlly_inCombat_IG_001_HeyIThought=Hey! I thought we were in this together!
PU_CACAPTAIN01_M_BS_Quit_Contract_aPlayer_FromAlly_inCombat_IG_002_WhatTheHell=What the hell? We had a deal!
PU_CACAPTAIN01_M_BS_Requests_Help_aAlly_FromAlly_IG_001_NeedAHand=Need a hand!
PU_CACAPTAIN01_M_BS_Requests_Help_aAlly_FromAlly_IG_002_CouldReallyUse=Could really use some help!
PU_CACAPTAIN01_M_BS_Requests_Help_aAlly_FromAlly_IG_003_NeedAssistance=Need assistance!
PU_CACAPTAIN01_M_BS_Requests_Rearm_aAlly_FromAlly_IG_001_IShouldProbably=I should probably stop and restock, just in case.
PU_CACAPTAIN01_M_BS_Requests_Rearm_aAlly_FromAlly_IG_002_DontKnowAbout=Don't know about you, but I need to stock up.
PU_CACAPTAIN01_M_BS_Requests_Rearm_aAlly_FromAlly_IG_003_INeedTo=I need to restock my weapons.
PU_CACAPTAIN01_M_BS_Requests_Refuel_aAlly_FromAlly_IG_001_INeedTo=I need to refuel before we do anything else.
PU_CACAPTAIN01_M_BS_Requests_Refuel_aAlly_FromAlly_IG_002_ImGonnaHave=I'm gonna have to stop and refuel soon.
PU_CACAPTAIN01_M_BS_Requests_Refuel_aAlly_FromAlly_IG_003_GonnaNeedTo=Gonna need to top off my fuel soon.
PU_CACAPTAIN01_M_BS_Requests_Repair_aAlly_FromAlly_IG_001_INeedTo=I need to hit up a repair shop.
PU_CACAPTAIN01_M_BS_Requests_Repair_aAlly_FromAlly_IG_002_ShipCouldUse=Ship could use a repair if we pass one.
PU_CACAPTAIN01_M_BS_Requests_Repair_aAlly_FromAlly_IG_003_ImGonnaHave=I'm gonna have to repair my ship.
PU_CACAPTAIN01_M_BS_Searching_Continue_aEnemy_tPlayer_FromEnemy_IG_001_StopHidingAnd=Stop hiding and let's get this over with.
PU_CACAPTAIN01_M_BS_Searching_Continue_aEnemy_tPlayer_FromEnemy_IG_002_WhatAreYou=What are you playing at? Come on out!
PU_CACAPTAIN01_M_BS_Searching_Continue_aEnemy_tPlayer_FromEnemy_IG_003_WheredYouGo=Where'd you go? I don't got time for this nonsense.
PU_CACAPTAIN01_M_BS_Searching_LostContact_aAlly_tEnemy_FromAlly_IG_001_YouSeeWhere=You see where they went?
PU_CACAPTAIN01_M_BS_Searching_LostContact_aAlly_tEnemy_FromAlly_IG_002_ILostEm=I lost 'em. Anyone have eyes?
PU_CACAPTAIN01_M_BS_Searching_LostContact_aAlly_tEnemy_FromAlly_IG_003_NotSeeingEm=Not seeing 'em on my radar.
PU_CACAPTAIN01_M_BS_Searching_LostContact_aEnemy_tPlayer_FromEnemy_IG_001_GuessYouFinally=Guess you finally smartened up.
PU_CACAPTAIN01_M_BS_Searching_LostContact_aEnemy_tPlayer_FromEnemy_IG_002_GoodIHave=Good. I have better things to do than fight your sorry ass.
PU_CACAPTAIN01_M_BS_Searching_LostContact_aEnemy_tPlayer_FromEnemy_IG_003_YeahYouBetter=Yeah, you better get out of here...
PU_CACAPTAIN01_M_BS_Spotted_DangerousEnvironment_aAlly_FromAlly_IG_001_CarefulFlyingIn=Careful flying in there.
PU_CACAPTAIN01_M_BS_Spotted_DangerousEnvironment_aAlly_FromAlly_IG_002_ComingUpOn=Coming up on a tricky patch.
PU_CACAPTAIN01_M_BS_Spotted_DangerousEnvironment_aAlly_FromAlly_IG_003_BeCarefulFlying=Be careful flying through here. It's a bit hairy.
PU_CACAPTAIN01_M_BS_Spotted_EMPBuildUp_aAlly_tEnemy_FromAlly_IG_001_TheyrePrimingAn=They're priming an EMP!
PU_CACAPTAIN01_M_BS_Spotted_EMPBuildUp_aAlly_tEnemy_FromAlly_IG_002_EmpChargingGet=EMP charging! Get ready!
PU_CACAPTAIN01_M_BS_Spotted_EnemyFinishedRetreatQT_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_001_TheyQuantumedOut=They quantumed out.
PU_CACAPTAIN01_M_BS_Spotted_EnemyFinishedRetreatQT_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_002_YeahTheyreGone=Yeah, they're gone.
PU_CACAPTAIN01_M_BS_Spotted_EnemyFinishedRetreatQT_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_003_TheyQtdOut=They QT'd out. Good riddance.
PU_CACAPTAIN01_M_BS_Spotted_EnemyFinishedRetreat_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_001_DontLetThe=Don't let the airlock pinch you on the way out!
PU_CACAPTAIN01_M_BS_Spotted_EnemyFinishedRetreat_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_002_HopeThatsThe=Hope that's the last I see of their sorry face.
PU_CACAPTAIN01_M_BS_Spotted_EnemyFinishedRetreat_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_003_SoLongYou=So long you criminal piece of shit!
PU_CACAPTAIN01_M_BS_Spotted_EnemyStartingRetreatQT_aAlly_tEnemy_FromAlly_IG_001_TheyreSpoolingUp=They're spooling up their quantum drive!
PU_CACAPTAIN01_M_BS_Spotted_EnemyStartingRetreatQT_aAlly_tEnemy_FromAlly_IG_002_LooksLikeTheyre=Looks like they're spooling to QT!
PU_CACAPTAIN01_M_BS_Spotted_EnemyStartingRetreatQT_aAlly_tEnemy_FromAlly_IG_003_ImPickingUp=I'm picking up some signatures from their QT drive!
PU_CACAPTAIN01_M_BS_Spotted_EnemyStartingRetreat_aAlly_tEnemy_FromAlly_IG_001_LooksLikeTheyre=Looks like they're leaving.
PU_CACAPTAIN01_M_BS_Spotted_EnemyStartingRetreat_aAlly_tEnemy_FromAlly_IG_002_SomeonesRunningScared=Someone's running scared.
PU_CACAPTAIN01_M_BS_Spotted_EnemyStartingRetreat_aAlly_tEnemy_FromAlly_IG_003_GuessTheyDecided=Guess they decided they had enough.
PU_CACAPTAIN01_M_BS_Spotted_MissileClostToImpact_aAlly_tEnemy_FromAlly_BadVehicleState_IG_001_HelpGetIt=Help! Get it off me.
PU_CACAPTAIN01_M_BS_Spotted_MissileClostToImpact_aAlly_tEnemy_FromAlly_BadVehicleState_IG_002_ShitICant=Shit. I can't shake it.
PU_CACAPTAIN01_M_BS_Spotted_MissileClostToImpact_aAlly_tEnemy_FromAlly_BadVehicleState_IG_003_DammitMissilesGot=Dammit. Missile's got me dead to rights.
PU_CACAPTAIN01_M_BS_Spotted_MissileClostToImpact_aAlly_tEnemy_FromAlly_IG_001_MissilesLockedOn=Missile's locked on me!
PU_CACAPTAIN01_M_BS_Spotted_MissileClostToImpact_aAlly_tEnemy_FromAlly_IG_002_MissileOnMy=Missile on my tail!
PU_CACAPTAIN01_M_BS_Spotted_MissileClostToImpact_aAlly_tEnemy_FromAlly_IG_003_MissileComingIn=Missile, coming in hot.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aAlly_tAlly_FromAlly_IG_001_GotSomeHelp=Got some help coming our way.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aAlly_tAlly_FromAlly_IG_002_DamnGladTo=Damn glad to see some reinforcements.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aAlly_tAlly_FromAlly_IG_003_HelpIsInbound=Help is inbound, Thank god.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aAlly_tEnemy_FromAlly_IG_001_CrapLooksLike=Crap. Looks like they called for reinforcements.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aAlly_tEnemy_FromAlly_IG_002_DamnItWe=Damn it. We got more ships coming in.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aAlly_tEnemy_FromAlly_IG_003_ShitTheyCalled=Shit, they called for back up.
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aEnemy_tPlayer_FromEnemy_IG_001_CalledForBack=Called for back up, huh? Not good enough to finish the job yourself?
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aEnemy_tPlayer_FromEnemy_IG_002_WhereTheHell=Where the hell did you find more idiots willing to help you?
PU_CACAPTAIN01_M_BS_Spotted_Reinforcements_aEnemy_tPlayer_FromEnemy_IG_003_GreatTheresMore=Great. There's more of you.
PU_CACAPTAIN01_M_BS_Spotted_Signal_aAlly_tAny_FromAlly_inAlerted_IG_001_PickingUpSomething=Picking up something.
PU_CACAPTAIN01_M_BS_Spotted_Signal_aAlly_tAny_FromAlly_inAlerted_IG_002_GotSomethingOn=Got something on radar.
PU_CACAPTAIN01_M_BS_Spotted_Signal_aAlly_tAny_FromAlly_inAlerted_IG_003_HuhThinkI=Huh... think I got something on my scanner.
PU_CACAPTAIN01_M_BS_Spotted_Signal_aAlly_tAny_FromAlly_inCombat_IG_001_GotASignal=Got a signal!
PU_CACAPTAIN01_M_BS_Spotted_Signal_aAlly_tAny_FromAlly_inCombat_IG_002_RadarsGotSomething=Radar's got something!
PU_CACAPTAIN01_M_BS_Spotted_Signal_aAlly_tAny_FromAlly_inCombat_IG_003_PickingUpA=Picking up a signal!
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_001_IfYouAll=If you all are thinking about attacking me, let me just say that'd be a mistake.
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_002_AndHereI=And here I was thinking this might be a relatively quiet trip.
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_003_WellLetsGet=Well... let's get this over with.
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_ShortDistance_IG_001_AintNiceTo=Ain't nice to sneak up on someone like that.
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_ShortDistance_IG_002_WoahWhereThe=Woah, where the hell you come from.
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_ShortDistance_IG_003_SneakyBastards=Sneaky bastards!
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_TargetAlone_IG_001_IsThatSmart=Is that smart? You being out here by yourself?
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_TargetAlone_IG_002_AndHereI=And here I was hoping I wouldn't run into any more scum.
PU_CACAPTAIN01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_TargetAlone_IG_003_LookWeCan=Look, we can just pass on by, don't need no trouble.
PU_CACAPTAIN01_M_CA_Chatter_DangerousSector_aAlly_tPlayer_FromAlly_inCombat_IG_001_ThisIsMy=This is my own damn fault for flying through here. Should have known better.
PU_CACAPTAIN01_M_CA_Chatter_DangerousSector_aAlly_tPlayer_FromAlly_inCombat_IG_002_LastTwoTimes=Last two times I came through this area, nothing, but I guess my luck had to run out sooner or later.
PU_CACAPTAIN01_M_CA_Chatter_DangerousSector_aAlly_tPlayer_FromAlly_inCombat_IG_003_InHindsightI=In hindsight, I should never have come through this way. It was a goddamn rookie move flying through an area this dangerous.
PU_CACAPTAIN01_M_CA_Chatter_SafeSector_aAlly_tPlayer_FromAlly_inCombat_IG_001_WhatTheHells=What the hell's the point of flying through secured sectors if you're just gonna get jumped anyway?
PU_CACAPTAIN01_M_CA_Chatter_SafeSector_aAlly_tPlayer_FromAlly_inCombat_IG_002_HereIAm=Here I am paying taxes, and those government bastards can't even bother to keep the shipping lanes safe.
PU_CACAPTAIN01_M_CA_Chatter_SafeSector_aAlly_tPlayer_FromAlly_inCombat_IG_003_ThisWholeSectors=This whole sector's going to hell. Can't even fly the shipping lanes without running into scav bastards.
PU_CACAPTAIN01_M_CA_Chatter_SmallCombatArea_aAlly_tPlayer_FromAlly_inCombat_IG_001_ItsTooDamn=It's too damn tight in here. Barely have room to think, let alone move.
PU_CACAPTAIN01_M_CA_Chatter_SmallCombatArea_aAlly_tPlayer_FromAlly_inCombat_IG_002_CouldTheyHave=Could they have picked a worse place to fight?
PU_CACAPTAIN01_M_CA_Chatter_SmallCombatArea_aAlly_tPlayer_FromAlly_inCombat_IG_003_DamnItI=Damn it. I need more space to maneuver.
PU_CACAPTAIN01_M_CA_Chatter_ValuableCargo_aAlly_tPlayer_FromAlly_inCombat_IG_001_ImCarryingAbout=I'm carrying about ten times the creds I normally haul. I can't afford to lose it.
PU_CACAPTAIN01_M_CA_Chatter_ValuableCargo_aAlly_tPlayer_FromAlly_inCombat_IG_002_IWorkedToo=I worked too damn long and hard to lose a haul this valuable. There's no way I'm just gonna hand it over to these creeps.
PU_CACAPTAIN01_M_CA_Chatter_VolatileCargo_aAlly_tPlayer_FromAlly_inCombat_IG_001_NotThatYou=Not that you need anymore to worry about, but the material in my hold isn't the most stable. I take too big of a hit and the whole thing could go.
PU_CACAPTAIN01_M_CA_Chatter_VolatileCargo_aAlly_tPlayer_FromAlly_inCombat_IG_002_IllBeFrank=I'll be frank with you. I'm carrying a shit-ton of explosives onboard. If I take too big a hit... well, it won't be good for anybody.
PU_CACAPTAIN01_M_CA_Confirms_FollowUpMission_aPlayer_tAlly_FromAlly_inCombat_BadVehicleState_IG_001_ThankYouI=Thank you! I knew I could count on you.
PU_CACAPTAIN01_M_CA_Confirms_FollowUpMission_aPlayer_tAlly_FromAlly_inCombat_BadVehicleState_IG_002_GoodThatsReal=Good. That's real good.
PU_CACAPTAIN01_M_CA_Confirms_FollowUpMission_aPlayer_tAlly_FromAlly_inRelaxed_IG_001_GreatHappyTo=Great. Happy to hear that.
PU_CACAPTAIN01_M_CA_Confirms_FollowUpMission_aPlayer_tAlly_FromAlly_inRelaxed_IG_002_PerfectIKnew=Perfect. I knew I could count on you.
PU_CACAPTAIN01_M_CA_DamageDealt_aEnemy_tAlly_FromAlly_inCombat_BadVehicleState_FirstOccur_IG_001_ImInA=I'm in a bad way. Need you to step up and handle this.
PU_CACAPTAIN01_M_CA_DamageDealt_aEnemy_tAlly_FromAlly_inCombat_BadVehicleState_FirstOccur_IG_002_ThingsAreLooking=Things are looking pretty dire. If you got something up your sleeve, now's the time.
PU_CACAPTAIN01_M_CA_DamageDealt_aEnemy_tAlly_FromAlly_inCombat_BadVehicleState_FirstOccur_IG_003_YouNeedTo=You need to make a stand right here, right now. This is it.
PU_CACAPTAIN01_M_CA_Denies_FollowUpMission_aPlayer_tAlly_FromAlly_inCombat_BadVehicleState_IG_001_FineThatsOn=Fine. That's on you.
PU_CACAPTAIN01_M_CA_Denies_FollowUpMission_aPlayer_tAlly_FromAlly_inCombat_BadVehicleState_IG_002_WellShit=Well... shit.
PU_CACAPTAIN01_M_CA_Denies_FollowUpMission_aPlayer_tAlly_FromAlly_inRelaxed_IG_001_FairEnough=Fair enough.
PU_CACAPTAIN01_M_CA_Denies_FollowUpMission_aPlayer_tAlly_FromAlly_inRelaxed_IG_002_IWasHoping=I was hoping you'd say otherwise, but no hard feelings.
PU_CACAPTAIN01_M_CA_Farewell_aAlly_tPlayer_FromAlly_inRelaxed_IG_001_AllRightI=All right. I need to head out. Schedule to keep and all that.
PU_CACAPTAIN01_M_CA_Farewell_aAlly_tPlayer_FromAlly_inRelaxed_IG_002_OkayTimeWe=Okay, time we should be moving on. Be good.
PU_CACAPTAIN01_M_CA_Farewell_aAlly_tPlayer_FromAlly_inRelaxed_IG_003_GuessIShould=Guess I should be on my way. Stay safe.
PU_CACAPTAIN01_M_CA_Inform_RepairsAlmostDone_aAlly_tPlayer_FromAlly_inCombat_IG_001_AlmostDoneWith=Almost done with the repairs.
PU_CACAPTAIN01_M_CA_Inform_RepairsAlmostDone_aAlly_tPlayer_FromAlly_inCombat_IG_002_RepairsAreAlmost=Repairs are almost done. Shouldn't be much longer.
PU_CACAPTAIN01_M_CA_Inform_RepairsAlmostDone_aAlly_tPlayer_FromAlly_inCombat_IG_003_ItsAlmostFixed=It's almost fixed. Just give us a little more time!
PU_CACAPTAIN01_M_CA_Inform_RepairsDone_aAlly_tPlayer_FromAlly_inCombat_IG_001_ThereWereBack=There! We're back in this!
PU_CACAPTAIN01_M_CA_Inform_RepairsDone_aAlly_tPlayer_FromAlly_inCombat_IG_002_AhThankHeavens=Ah, thank heavens. We're up and running!
PU_CACAPTAIN01_M_CA_Inform_RepairsDone_aAlly_tPlayer_FromAlly_inCombat_IG_003_AllFixedFor=All fixed! For now at least.
PU_CACAPTAIN01_M_CA_Inform_Repairs_aAlly_tPlayer_FromAlly_inCombat_IG_001_HitABit=Hit a bit of a hiccup on the repairs, gonna need some more time!
PU_CACAPTAIN01_M_CA_Inform_Repairs_aAlly_tPlayer_FromAlly_inCombat_IG_002_DamnOverflowBacked=Damn overflow backed up on us! Repairs are gonna be a bit longer!
PU_CACAPTAIN01_M_CA_Inform_Repairs_aAlly_tPlayer_FromAlly_inCombat_IG_003_BackupBlewWhen=Backup blew when we tried to restart the system. Gonna take a little more time to fix.
PU_CACAPTAIN01_M_CA_Launched_Missile_aPlayer_tEnemy_FromAlly_InefficientBehavior_IG_001_GodDamnThats=God damn that's a lot of ordnance.
PU_CACAPTAIN01_M_CA_Launched_Missile_aPlayer_tEnemy_FromAlly_InefficientBehavior_IG_002_ImNotOne=I'm not one to tell people how to live, but you shot a shit-ton of missiles there.
PU_CACAPTAIN01_M_CA_Launched_Missile_aPlayer_tEnemy_FromAlly_InefficientBehavior_IG_003_HellOfA=Hell of a doomsday spread you just launched.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionContinue_aAlly_tPlayer_FromAlly_inCombat_BadVehicleState_IG_001_IfIDont=If I don't make it out of here, you have to finish my job. It's vital, you hear me?
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionContinue_aAlly_tPlayer_FromAlly_inCombat_BadVehicleState_IG_002_IfThoseBastards=If those bastards finish me off, I want you to carry on and finish my job. Can you do that?
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionContinue_aAlly_tPlayer_FromAlly_inCombat_BadVehicleState_IG_003_WhateverHappensTo=Whatever happens to me, this job's got to be finished. Can I trust you to see it through to the end?
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionEscort_aAlly_tPlayer_FromAlly_inRelaxed_IG_001_WeTookCare=We took care of those scavs, but I was hoping you'd keep flying with me just in case anymore trouble is lurking.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionEscort_aAlly_tPlayer_FromAlly_inRelaxed_IG_002_HeyAnyInterest=Hey, any interest in seeing me the rest of the way? Seems like we work pretty well together and it'd give me some piece of mind.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionEscort_aAlly_tPlayer_FromAlly_inRelaxed_IG_003_JustAnIdea=Just an idea, if you aren't too busy, how about hiring you as an extra set of eyes the rest of the way? I can get you some proper pay.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionGeneric_aAlly_tPlayer_FromAlly_inCombat_BadVehicleState_IG_001_ListenIfI=Listen, if I don't make it. There's something I need you to do for me.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionGeneric_aAlly_tPlayer_FromAlly_inCombat_BadVehicleState_IG_002_HeyImNot=Hey, I'm not sure I'm getting out of here. And if I don't, there's something I need you to do.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionGeneric_aAlly_tPlayer_FromAlly_inCombat_BadVehicleState_IG_003_ListenIfSomething=Listen, if something happens, can I trust you take care of something for me?
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionGeneric_aAlly_tPlayer_FromAlly_inRelaxed_IG_001_JustToChange=Just to change subjects, a friend of mine's been looking for someone with your skills for a gig.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionGeneric_aAlly_tPlayer_FromAlly_inRelaxed_IG_002_YouKnowIm=You know, I'm not sure what your schedule's like, but I might have a job for you if you're interested.
PU_CACAPTAIN01_M_CA_Offer_FollowUpMission_MissionGeneric_aAlly_tPlayer_FromAlly_inRelaxed_IG_003_IKnowTimes=I know times are pretty lean these days, so I gotta ask. There's a job I got sent that I can't do. You can snag it if you want.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inAlerted_IG_001_YouShouldHit=You should hit the objective.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inAlerted_IG_002_ObjectivesAllYou=Objective's all you. Take 'em down.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inAlerted_IG_003_YouAttackThe=You attack the objective.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inCombat_IG_001_HitTheObjective=Hit the objective.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inCombat_IG_002_KnockOutThe=Knock out the objective.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inCombat_IG_003_YouTakeOut=You take out the objective.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_001_YouGottaTake=You gotta take out the objective now.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_002_ObjectivesAllYou=Objective's all you. Let's go.
PU_CACAPTAIN01_M_CA_Order_AttackObjective_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_003_NeedYouTo=Need you to hit the objective. Get to it.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inAlerted_IG_001_HereAssigningYou=Here. Assigning you a target.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inAlerted_IG_002_SendingTargetNow=Sending target now.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inAlerted_IG_003_GotATarget=Got a target for you.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inCombat_IG_001_NeedYourHelp=Need your help on my target.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inCombat_IG_002_HitMyTarget=Hit my target.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inCombat_IG_003_LetsTakeOut=Let's take out my target.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_001_ComeOnI=Come on. I need your help here.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_002_ICantDo=I can't do it alone. Help me take 'em out.
PU_CACAPTAIN01_M_CA_Order_AttackTarget_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_003_GetOnThe=Get on the clock! Let's take 'em out.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inAlerted_IG_001_WatchOutFor=Watch out for the target.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inAlerted_IG_002_GonnaNeedYou=Gonna need you to protect the target.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inAlerted_IG_003_DefendTheTarget=Defend the target.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inCombat_IG_001_DefendThem=Defend them.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inCombat_IG_002_YouProtectThe=You protect the target.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inCombat_IG_003_TargetsUnderYour=Target's under your watch.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_001_WhatAreYou=What are you doing? Help them.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_002_DidntYouHear=Didn't you hear me? Defend the target.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_003_ISaidProtect=I said protect the target.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inStealth_IG_001_ProtectTheTarget=Protect the target. Make sure you stay out of sight though.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inStealth_IG_002_KeepAnEye=Keep an eye on the target. But keep quiet.
PU_CACAPTAIN01_M_CA_Order_DefendTarget_aAlly_tPlayer_FromAlly_inStealth_IG_003_YouWatchThe=You watch the target. Low sig. Get me?
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inAlerted_IG_001_HoldUpFor=Hold up for a second.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inAlerted_IG_002_HoldYourPosition=Hold your position.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inAlerted_IG_003_HangBackFor=Hang back for a bit.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inAlerted_RepeatOccur_IG_001_ISaidWait=I said, wait.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inAlerted_RepeatOccur_IG_002_StopMovingIm=Stop moving. I'm serious.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inAlerted_RepeatOccur_IG_003_HeyISaid=Hey, I said to stay where you are.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inCombat_IG_001_HoldStill=Hold still.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inCombat_IG_002_DontMove=Don't move.
PU_CACAPTAIN01_M_CA_Order_HoldPosition_aAlly_tPlayer_FromAlly_inCombat_IG_003_WaitHere=Wait here.
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inAlerted_IG_001_WeShouldGet=We should get out of here.
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inAlerted_IG_002_ImThinkingWe=I'm thinking we should fall back.
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inAlerted_IG_003_ImNotLiking=I'm not liking the look of this. We should bounce.
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inCombat_IG_001_ScrewItLets=Screw it. Let's go!
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inCombat_IG_002_GetOutOf=Get out of here. Go!
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inCombat_IG_003_HellWithIt=Hell with it. Run!
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_001_WhatTheHell=What the hell are you doing? Get out of there!
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_002_YouWannaDie=You wanna die? Run.
PU_CACAPTAIN01_M_CA_Order_Retreat_aAlly_tPlayer_FromAlly_inCombat_RepeatOccur_IG_003_HaveYouLost=Have you lost your mind? Get the hell out of there.
PU_CACAPTAIN01_M_CA_Order_StayClose_aAlly_tPlayer_FromAlly_inAlerted_IG_001_KeepClose=Keep close.
PU_CACAPTAIN01_M_CA_Order_StayClose_aAlly_tPlayer_FromAlly_inAlerted_IG_002_LetsStickTogether=Let's stick together.
PU_CACAPTAIN01_M_CA_Order_StayClose_aAlly_tPlayer_FromAlly_inAlerted_IG_003_DontWanderToo=Don't wander too far.
PU_CACAPTAIN01_M_CA_Order_StayClose_aAlly_tPlayer_FromAlly_inCombat_IG_001_StayClose=Stay close.
PU_CACAPTAIN01_M_CA_Order_StayClose_aAlly_tPlayer_FromAlly_inCombat_IG_002_DontWander=Don't wander!
PU_CACAPTAIN01_M_CA_Order_StayClose_aAlly_tPlayer_FromAlly_inCombat_IG_003_KeepItTight=Keep it tight.
PU_CACAPTAIN01_M_CA_Quit_GiveIn_aAlly_tPlayer_FromAlly_IG_001_HellWithIt=Hell with it. I'm just gonna give 'em what they want.
PU_CACAPTAIN01_M_CA_Quit_GiveIn_aAlly_tPlayer_FromAlly_IG_002_IHateTo=I hate to do this, but I don't think I have a choice. I'm gonna give in to their demands.
PU_CACAPTAIN01_M_CA_Quit_GiveIn_aAlly_tPlayer_FromAlly_IG_003_EnoughIfThat=Enough. If that want this so bad... they can just take it. I'd rather be alive.
PU_CACAPTAIN01_M_CA_Requests_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_IG_001_AttentionIfYou=Attention! If you hear this, we are under attack and are in desperate need of help. Not sure how long we can hold out.
PU_CACAPTAIN01_M_CA_Requests_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_IG_002_MaydayMaydayWere=Mayday, mayday. We're under attack and need assistance.
PU_CACAPTAIN01_M_CA_Requests_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_IG_003_AnyoneOutThere=Anyone out there. We got some angry SOB's punching holes in our hull. Could use some assistance.
PU_CACAPTAIN01_M_CA_Requests_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_IG_004_WeAreIn=We are in dire need of combat assistance. I got bogies with bad intentions swarming around me.
PU_CACAPTAIN01_M_CA_Requests_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_IG_005_EmergencyCommI=Emergency comm. I am under attack and need immediate assistance. Any combat support would be appreciated.
PU_CACAPTAIN01_M_CA_Retreating_Announce_aAlly_tPlayer_FromAlly_IG_001_ICantHold=I can't hold out any longer. Cover me and I'll try to make a run out of here.
PU_CACAPTAIN01_M_CA_Retreating_Announce_aAlly_tPlayer_FromAlly_IG_002_ImGonnaMake=I'm gonna make a break for it. Cover me, would you?
PU_CACAPTAIN01_M_CA_Retreating_Announce_aAlly_tPlayer_FromAlly_IG_003_AllRightWere=All right, we're going to see if we can get out of here. Can you cover our exit?
PU_CACAPTAIN01_M_CA_Spotted_ReinforcementsLate_aAlly_tPlayer_FromAlly_IG_001_AboutTimeYou=About time you showed up. Now you ready to help or not?
PU_CACAPTAIN01_M_CA_Spotted_ReinforcementsLate_aAlly_tPlayer_FromAlly_IG_002_IWasWorried=I was worried you weren't coming. Hope you're ready to jump into this.
PU_CACAPTAIN01_M_CA_Spotted_ReinforcementsLate_aAlly_tPlayer_FromAlly_IG_003_TookYourTime=Took your time, didn't ya. Better late than never I guess.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_DisabledVehicleState_IG_001_YoureASight=You're a sight for sore eyes. My ships offline, but we're working on it. Keep us clear and we should be able to get up and running again.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_DisabledVehicleState_IG_002_IllBeDamned=I'll be damned. I was getting a little worried you weren't gonna show. Keep them distracted while we fix our ship up.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_DisabledVehicleState_IG_003_TheVerseJust=The 'verse just keeps on surprising me. Here's the situation, we're dead in the water but trying to get her back online. I need you to take some of the pressure off us while we work.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_DisabledVehicleState_IG_004_YouMadeIt=You made it. Here's the deal, we've already taken some monster hits so we're trying to get functions back online. Think you can tangle with them while we work?
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_DisabledVehicleState_IG_005_NotAMoment=Not a moment too soon. They've done a number on our ship. Now that you're here, we can try and get her back online while you keep 'em busy.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_IG_001_DamnHappyTo=Damn happy to see you. These bastards need a good seeing to.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_IG_002_ThanksForShowing=Thanks for showing up. You ready to show these bastards what's what?
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_IG_003_AppreciateTheAssist=Appreciate the assist. Hope you like a good fight, cause we got one.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_IG_004_GladToHave=Glad to have ya. Might have to skip the introductions, we got a fight going on.
PU_CACAPTAIN01_M_CA_Spotted_Reinforcements_aAlly_tPlayer_FromAlly_IG_005_ThanksForThe=Thanks for the help. With you here, this shouldn't take long.
PU_CACAPTAIN01_M_CA_Thanks_WithPayment_aAlly_tPlayer_FromAlly_inRelaxed_IG_001_YouDidGood=You did good by me. I like to do the same. Here. Something for your trouble.
PU_CACAPTAIN01_M_CA_Thanks_WithPayment_aAlly_tPlayer_FromAlly_inRelaxed_IG_002_ThanksForAll=Thanks for all your help. Sending over a little something for putting your neck on the line.
PU_CACAPTAIN01_M_CA_Thanks_WithPayment_aAlly_tPlayer_FromAlly_inRelaxed_IG_003_AppreciateTheHelp=Appreciate the help. Now this don't begin to cover what you done, but I'm sending a little something as a thank you.
PU_CACAPTAIN01_M_CA_Thanks_aAlly_tPlayer_FromAlly_inRelaxed_IG_001_ThanksForBailing=Thanks for bailing us out.
PU_CACAPTAIN01_M_CA_Thanks_aAlly_tPlayer_FromAlly_inRelaxed_IG_002_AppreciateAllYou=Appreciate all you did for us. Not a lot of folks these days would.
PU_CACAPTAIN01_M_CA_Thanks_aAlly_tPlayer_FromAlly_inRelaxed_IG_003_ThanksForThe=Thanks for the help. You're a literal lifesaver.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Begin_IG_001_AlrightCargoIs=Alright, cargo is being transferred.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Begin_IG_002_HoldTightWere=Hold tight. We're starting to transfer your cargo.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Begin_IG_003_CoolStartCargo=Cool, start cargo transfer now.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Finish_IG_001_AlrightYoureLoaded=Alright, you're loaded up. Have a good one.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Finish_IG_002_AllCargosBeen=All cargo's been transferred. Safe flying.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Finish_IG_003_TransferCompleteYoure=Transfer complete. You're good to go.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Interrupted_IG_001_WhoaGotAn=Whoa, got an issue. Double check your position and that the loading area is clear.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Interrupted_IG_002_ImGettingAn=I'm getting an error on your cargo. Check your position and make sure the area's clear and we can continue.
PU_CARGOATC01_F_ATC_Announce_CargoTransfer_Interrupted_IG_003_GotAnError=Got an error so I'm stopping the transfer. Make sure you're in the right position and the area's clear so we can keep going.
PU_CARGOATC01_F_ATC_Announce_Deck_ArrivalSuccess_IG_001_AlrightIveGot=Alright, I've got you in the loading area. Get into place and we'll start loading your cargo.
PU_CARGOATC01_F_ATC_Announce_Deck_ArrivalSuccess_IG_002_ImTrackingYou=I'm tracking you. Go ahead and get into position to get your cargo transferred.
PU_CARGOATC01_F_ATC_Announce_Deck_ArrivalSuccess_IG_003_WelcomeToThe=Welcome to the loading area, if you get into position, we can get started.
PU_CARGOATC01_F_ATC_Call_Security_IG_001_IveContactedArea=I've contacted area security.
PU_CARGOATC01_F_ATC_Call_Security_IG_002_DontDoAnything=Don't do anything crazy. Security's on the way.
PU_CARGOATC01_F_ATC_Call_Security_IG_003_YouMessedUp=You messed up now. I've flagged you with security.
PU_CARGOATC01_F_ATC_Decline_Deck_AlreadyHave_IG_001_UhYouAlready=Uh... you already have a spot.
PU_CARGOATC01_F_ATC_Decline_Deck_AlreadyHave_IG_002_IGaveYou=I gave you a spot already.
PU_CARGOATC01_F_ATC_Decline_Deck_AlreadyHave_IG_003_TheresAlreadyA=There's already a slot assigned to you.
PU_CARGOATC01_F_ATC_Decline_Deck_CrimeStat_IG_001_SorryICant=Sorry, I can't give you a spot with an active CrimeStat.
PU_CARGOATC01_F_ATC_Decline_Deck_CrimeStat_IG_002_HeyYouNeed=Hey, you need to take care of that CrimeStat before you can land here.
PU_CARGOATC01_F_ATC_Decline_Deck_CrimeStat_IG_003_ImNotAllowed=I'm not allowed to assign a slot to wanted criminals.
PU_CARGOATC01_F_ATC_Decline_Deck_NoPermission_IG_001_SorryButYouve=Sorry but you've been denied access to this facility.
PU_CARGOATC01_F_ATC_Decline_Deck_NoPermission_IG_002_HateToDo=Hate to do this, but I can't let you dock here.
PU_CARGOATC01_F_ATC_Decline_Deck_NoPermission_IG_003_LookIDont=Look, I don't think I'm gonna be able to help you.
PU_CARGOATC01_F_ATC_Decline_Deck_NoValidSize_IG_001_HeyImSorry=Hey, I'm sorry but we can't accommodate that vehicle here.
PU_CARGOATC01_F_ATC_Decline_Deck_NoValidSize_IG_002_IDontThink=I don't think we're kitted out to handle that vehicle here. Sorry.
PU_CARGOATC01_F_ATC_Decline_Deck_NoValidSize_IG_003_WeCantHandle=We can't handle that vehicle here. Sorry about that.
PU_CARGOATC01_F_ATC_Despawn_Ship_IG_001_YouAskedFor=You asked for it. Landing systems are taking control of your systems.
PU_CARGOATC01_F_ATC_Despawn_Ship_IG_002_AlrightFineLocking=Alright, fine. Locking down your vehicle now.
PU_CARGOATC01_F_ATC_Despawn_Ship_IG_003_OkayFineWell=Okay, fine, we'll do this hard way. Taking over control of your vehicle.
PU_CARGOATC01_F_ATC_Give_Deck_Cargo_IG_001_SendingYouA=Sending you a deck assignment.
PU_CARGOATC01_F_ATC_Give_Deck_Cargo_IG_002_OkayHeresYour=Okay, here's your deck assignment.
PU_CARGOATC01_F_ATC_Give_Deck_Cargo_IG_003_GotADeck=Got a deck assignment for you.
PU_CARGOATC01_F_ATC_Queue_Deck_Cargo_IG_001_LooksLikeWere=Looks like we're full up at the moment. Stand by.
PU_CARGOATC01_F_ATC_Queue_Deck_Cargo_IG_002_IDontActually=I don't actually have any free spots. Hold tight for a sec.
PU_CARGOATC01_F_ATC_Queue_Deck_Cargo_IG_003_ALittleSlammed=A little slammed right now, give me a minute and I'll get you a spot.
PU_CARGOATC01_F_ATC_Request_Deck_Cargo_IG_001_CargoServicesLet=Cargo services, let me see what we've got...
PU_CARGOATC01_F_ATC_Request_Deck_Cargo_IG_002_ThanksForContacting=Thanks for contacting cargo services, checking for an open slot.
PU_CARGOATC01_F_ATC_Request_Deck_Cargo_IG_003_HeyThisIs=Hey, this is cargo services. Let me see what we got.
PU_CARGOATC01_F_ATC_Revoke_Deck_AlignFailed_IG_001_WereOnA=We're on a tight schedule, I can't transfer cargo unless you're in place. Please vacate the area and request again.
PU_CARGOATC01_F_ATC_Revoke_Deck_AlignFailed_IG_002_WeCantKeep=We can't keep waiting for you to get into place. You're gonna have to leave.
PU_CARGOATC01_F_ATC_Revoke_Deck_AlignFailed_IG_003_OkayLookI=Okay, look, I can't wait anymore for you to get in place, you'll have to clear the area.
PU_CARGOATC01_F_ATC_Revoke_Deck_ArrivalFailed_IG_001_SorryICant=Sorry, I can't hold your deck spot any longer.
PU_CARGOATC01_F_ATC_Revoke_Deck_ArrivalFailed_IG_002_ImPullingYour=I'm pulling your deck assignment. Next time get there quicker.
PU_CARGOATC01_F_ATC_Revoke_Deck_ArrivalFailed_IG_003_LookWerePretty=Look, we're pretty busy here, so I can't hold onto your spot if you aren't gonna use it.
PU_CARGOATC01_F_ATC_Revoke_Deck_IG_001_ImPullingYour=I'm pulling your deck assignment.
PU_CARGOATC01_F_ATC_Revoke_Deck_IG_002_AlrightImVoiding=Alright, I'm voiding your deck assignment.
PU_CARGOATC01_F_ATC_Revoke_Deck_IG_003_SorryButI=Sorry but I canceled your assignment.
PU_CARGOATC01_F_ATC_Warn_Deck_AlignTimeLimit_IG_001_JustWaitingOn=Just waiting on you to get in place.
PU_CARGOATC01_F_ATC_Warn_Deck_AlignTimeLimit_IG_002_WeCantStart=We can't start transferring your cargo until you're in position.
PU_CARGOATC01_F_ATC_Warn_Deck_AlignTimeLimit_IG_003_CouldYouGet=Could you get your ship in place so we can start transferring? Thanks.
PU_CARGOATC01_F_ATC_Warn_Deck_ArrivalTimeLimit_IG_001_GonnaNeedYou=Gonna need you to get to your deck assignment.
PU_CARGOATC01_F_ATC_Warn_Deck_ArrivalTimeLimit_IG_002_CanYouHead=Can you head to your deck assignment if you still need it.
PU_CARGOATC01_F_ATC_Warn_Deck_ArrivalTimeLimit_IG_003_WereBusyToday=We're busy today, get to your assigned deck.
PU_CARGOATC01_F_ATC_Warn_Deck_Clear_IG_001_YoureAllDone=You're all done here, so I'm gonna need the deck for another pilot.
PU_CARGOATC01_F_ATC_Warn_Deck_Clear_IG_002_HeyImGonna=Hey, I'm gonna need you to clear out.
PU_CARGOATC01_F_ATC_Warn_Deck_Clear_IG_003_CouldYouHead=Could you head on out of here? I got someone looking to use the deck.
PU_CARGOATC01_F_ATC_Warn_ShipState_InvalidConfig_IG_001_HeyImGonna=Hey, I'm gonna need you to shift your vehicle configuration to accept cargo.
PU_CARGOATC01_F_ATC_Warn_ShipState_InvalidConfig_IG_002_YouNeedTo=You need to shift your vehicle into the other configuration before we can load cargo.
PU_CARGOATC01_F_ATC_Warn_ShipState_InvalidConfig_IG_003_ICantStart=I can't start loading until you adjust your ship configuration.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_IG_001_LookYouCant=Look, you can't be here. Get out or we'll lock down your vehicle.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_IG_002_YouArentAuthorized=You aren't authorized to be here. Get the hell out or you vehicle will be seized.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_IG_003_HeyYoureTrespassing=Hey, you're trespassing. Landing services will seize your ship if you don't get out of here.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_LastOccur_IG_001_ImNotGonna=I'm not gonna tell you again. Get the hell out of here or we'll lock down your vehicle.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_LastOccur_IG_002_IfYouDont=If you don't leave, you're gonna be in violation of landing protocols.
PU_CARGOATC01_F_ATC_Warn_Ship_Obstructing_LastOccur_IG_003_LastChanceYou=Last chance. You better leave or landing's gonna take control of your vehicle.
PU_CARGOATC02_M_ATC_Announce_CargoTransfer_Begin_IG_001_CargoTransferInitiated=Cargo transfer initiated.
PU_CARGOATC02_M_ATC_Announce_CargoTransfer_Finish_IG_001_CargoTransferComplete=Cargo transfer complete.
PU_CARGOATC02_M_ATC_Announce_CargoTransfer_Interrupted_IG_001_ErrorCargoTransfer=Error. Cargo transfer halted. Vehicle must be aligned and loading area clear to continue.
PU_CARGOATC02_M_ATC_Announce_Deck_ArrivalSuccess_IG_001_VehicleMustBe=Vehicle must be aligned properly to begin cargo transfer.
PU_CARGOATC02_M_ATC_Call_Security_IG_001_AttentionSecurityHas=Attention. Security has been notified.
PU_CARGOATC02_M_ATC_Decline_Deck_AlreadyHave_IG_001_ActiveCargoService=Active cargo service request in progress. Complete before making additional requests.
PU_CARGOATC02_M_ATC_Decline_Deck_NoPermission_IG_001_YouAreNot=You are not authorized to use this cargo facility.
PU_CARGOATC02_M_ATC_Decline_Deck_NoValidSize_IG_001_CargoServiceRequest=Cargo service request denied. Unable to accommodate vehicle.
PU_CARGOATC02_M_ATC_Despawn_Ship_IG_001_YourVehicleIs=Your vehicle is now locked down. Standby.
PU_CARGOATC02_M_ATC_Give_Deck_Cargo_IG_001_CargoDeckAssigned=Cargo deck assigned.
PU_CARGOATC02_M_ATC_Queue_Deck_Cargo_IG_001_CargoServiceRequest=Cargo service request pending. No current space available. Standby.
PU_CARGOATC02_M_ATC_Request_Deck_Cargo_IG_001_CargoServiceRequest=Cargo service request acknowledged. Standby.
PU_CARGOATC02_M_ATC_Revoke_Deck_AlignFailed_IG_001_VehicleNotAligned=Vehicle not aligned. Assigned cargo deck has been revoked.
PU_CARGOATC02_M_ATC_Revoke_Deck_ArrivalFailed_IG_001_AssignedCargoDeck=Assigned cargo deck has been revoked.
PU_CARGOATC02_M_ATC_Revoke_Deck_IG_001_AssignedCargoDeck=Assigned cargo deck has been revoked.
PU_CARGOATC02_M_ATC_Warn_Deck_AlignTimeLimit_IG_001_AlignVehicleOr=Align vehicle or assigned cargo deck will be revoked.
PU_CARGOATC02_M_ATC_Warn_Deck_ArrivalTimeLimit_IG_001_WarningAssignedCargo=Warning. Assigned cargo deck will be revoked if not utilized.
PU_CARGOATC02_M_ATC_Warn_Deck_Clear_IG_001_VehiclesNotTransferring=Vehicles not transferring cargo must vacate the cargo deck.
PU_CARGOATC02_M_ATC_Warn_ShipState_InvalidConfig_IG_001_AdjustingVehicleConfiguration=Adjusting vehicle configuration for cargo transfer.
PU_CARGOATC02_M_ATC_Warn_Ship_Obstructing_IG_001_WarningYourVehicle=Warning. Your vehicle is not authorized for cargo deck use. Vacate or your vehicle will be locked down.
PU_CARGOATC02_M_ATC_Warn_Ship_Obstructing_LastOccur_IG_001_WarningVacateThe=Warning. Vacate the cargo deck or your vehicle will be locked down.
PU_CIVMED1_SK_Busy_IG_001_ImVerySorry=I'm very sorry. I'm with a patient at the moment.
PU_CIVMED1_SK_ConvoCont_IG_001_Understood=Understood.
PU_CIVMED1_SK_ConvoCont_IG_002_UhHuh=Uh huh.
PU_CIVMED1_SK_ConvoCont_IG_003_Okay=Okay.
PU_CIVMED1_SK_Farewell_IG_001_ThankYou=Thank you.
PU_CIVMED1_SK_Farewell_IG_002_TakeCare=Take care.
PU_CIVMED1_SK_Greetings_IG_001_Hello=Hello.
PU_CIVMED1_SK_Greetings_IG_002_GoodDay=Good day.
PU_CIVMED1_SK_Greetings_IG_003_HowAreYou=How are you?
PU_CIVMED1_SK_Greetings_MedStation_IG_001_WelcomeToMediunit=Welcome to MediUnit. How may I help you?
PU_CIVMED1_SK_Greetings_MedStation_IG_002_WelcomeToThe=Welcome to the Crusader Health Clinic.
PU_CIVMED1_SK_HealthComment_IG_001_DoYouRequire=Do you require assistance?
PU_CIVMED1_SK_HealthComment_IG_002_AreYouAlright=Are you alright? Can we help?
PU_CIVMED1_SK_IDLES_GENERAL,P=<breathing>
PU_CIVMED1_SK_PlayerWakes_DuringOp_IG_001_AlrightClampIt=Alright, clamp it. Adding an anticoagulant, so keep an eye on their vitals.
PU_CIVMED1_SK_PlayerWakes_Recovery_IG_001_HiYoureOkay=Hi, you're okay. You're safe. You suffered a catastrophic injury, but you're okay now. Now don't rush anything, but you're free to go when you feel comfortable.
PU_CIVMED1_SK_Request_Affirm_IG_001_YesDoctor=Yes, doctor.
PU_CIVMED1_SK_Request_Affirm_IG_002_IWill=I will.
PU_CIVMED1_SK_Request_Neg_IG_002_ThatSimplyWont=That simply won't be possible.
PU_CIVMED1_SK_SuggestTerm_IG_001_AhYesThe=Ah, yes. The terminals should be able to handle your needs.
PU_CIVMED1_SK_SuggestTerm_IG_002_YesOfCourse=Yes of course. Please check with the terminal.
PU_CIVMED1_SK_SuggestTerm_IG_003_YouShouldConsult=You should consult the terminal for that.
PU_CIVMED2_SK_Busy_IG_001_ImVerySorry=I'm very sorry. I'm with a patient at the moment.
PU_CIVMED2_SK_Busy_IG_001b_ImVerySorry=I'm very sorry. I'm with a patient at the moment.
PU_CIVMED2_SK_ConvoCont_IG_001_Understood=Understood.
PU_CIVMED2_SK_ConvoCont_IG_002_UhHuh=Uh huh.
PU_CIVMED2_SK_ConvoCont_IG_003_Okay=Okay.
PU_CIVMED2_SK_Farewell_IG_001_ThankYou=Thank you.
PU_CIVMED2_SK_Farewell_IG_002_TakeCare=Take care.
PU_CIVMED2_SK_Greetings_IG_001_Hello=Hello.
PU_CIVMED2_SK_Greetings_IG_002_GoodDay=Good day.
PU_CIVMED2_SK_Greetings_IG_003_HowAreYou=How are you?
PU_CIVMED2_SK_Greetings_MedStation_IG_001_WelcomeToMediunit=Welcome to MediUnit. How may I help you?
PU_CIVMED2_SK_Greetings_MedStation_IG_002_WelcomeToThe=Welcome to the Crusader Health Clinic.
PU_CIVMED2_SK_Greetings_MedStation_IG_003_WelcomeToMaria=Welcome to Maria, Pure of Heart.
PU_CIVMED2_SK_HealthComment_IG_001_DoYouRequire=Do you require assistance?
PU_CIVMED2_SK_IDLES_GENERAL,P=<Breathing>
PU_CIVMED2_SK_PlayerWakes_DuringOp_IG_001_AlrightClampIt=Alright, clamp it. Adding an, anticoagulant, so keep an eye on their vitals.
PU_CIVMED2_SK_PlayerWakes_Recovery_IG_002_HelloWelcomeBack=Hello. Welcome back. You had us a little worried there. Your system's reacted well to the treatment. Now you may experience some slight vertigo, but you have been cleared to leave.
PU_CIVMED2_SK_Request_Affirm_IG_001_YesDoctor=Yes, doctor.
PU_CIVMED2_SK_Request_Neg_IG_001_ImAfraidI=I'm afraid I can't.
PU_CIVMED2_SK_Request_Neg_IG_002_ThatSimplyWont=That simply won't be possible.
PU_CIVMED2_SK_SuggestTerm_IG_001_AhYesThe=Ah, yes. The terminals should be able to handle your needs.
PU_CIVMED2_SK_SuggestTerm_IG_002_OfCoursePlease=Of course. Please check with the terminal.
PU_CIVMED2_SK_SuggestTerm_IG_003_YouShouldConsult=You should consult the terminal for that.
PU_COMMARRAY1_M_SY_InnerRing_Trespass_Alerted_IG_001_AlertYouAre=Alert: You are in violation of the CommArray Protection Act. Security Protocols are now active. Authorities have been notified.
PU_COMMARRAY1_M_SY_MiddleRing_Trespass_Warning_IG_001_WarningTrespassingIn=Warning: Trespassing in CommArray space is against UEE Law. Vacate immediately.
PU_COMMARRAY1_M_SY_OuterRing_StationClosed_IG_001_AttentionCommarrayAccess=Attention: CommArray access is for Authorized Personnel only. Vacate the area immediately.
PU_COMMARRAY1_M_SY_Station_ComputerHack_Warning_IG_001_AlertTamperingWith=Alert: Tampering with a CommArray is an Imperial Crime. Violators will be prosecuted to fullest extent of the law.
PU_COMMARRAY1_M_SY_Station_EncourageVacate_IG_001_AttentionStandardCommarray=Attention: Standard CommArray security protocols will activate shortly. Please vacate the area immediately.
PU_COMMARRAY1_M_SY_Station_SystemReactivated_IG_001_CommarrayIsBack=CommArray is back online. ECN services restored. Re-initializing security protocols. Please use this time to vacate to a safe distance.
PU_COMMARRAY1_M_SY_Station_Trespass_Alerted_IG_001_WarningTrespasserDetected=Warning: Trespasser detected. Security Protocols engaged.
PU_CRATECOMP1_M_SY_General_Caution_Closing_IG_001_NowClosingPlease=Now closing. Please stand clear.
PU_CRATECOMP1_M_SY_General_Caution_Closing_IG_002_ClosingStandClear=Closing. Stand clear of panels.
PU_CRATECOMP1_M_SY_General_Caution_IG_001_CautionStandClear=Caution. Stand Clear.
PU_CRATECOMP1_M_SY_General_Caution_IG_002_CautionPleaseStand=Caution. Please stand clear.
PU_CRATECOMP1_M_SY_General_Caution_IG_003_CautionStandClear=Caution. Stand clear of panels.
PU_CRATECOMP1_M_SY_General_Caution_Opening_IG_001_NowOpeningPlease=Now opening. Please stand clear.
PU_CRATECOMP1_M_SY_General_Caution_Opening_IG_002_OpeningStandClear=Opening. Stand clear of panels.
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_001=Ah... come on, come on no, no no please... no... < Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_002=No... < Struggle>... < Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_003=No, no no... Come on, come on... No < Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_004=No, come on... Please, please... No, I can't take it < Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_005=Come on... Come on... Ah, no we are going down. We are going down. System failure < Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_006=I'm out. I'm out. Help. Please help!
PU_CRUPATROL1_M_CV_General_DeathThroes_Scream_IG_EX_007=< Struggle >... No. Please Noooo!
PU_CRUPATROL1_M_CV_General_DeathThroes_Sudden_IG_EX_001=< Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Sudden_IG_EX_002=< Scream >
PU_CRUPATROL1_M_CV_General_DeathThroes_Sudden_IG_EX_003=< Scream >
PU_CRUPATROL1_M_CV_General_FriendlyFire_Handler_IG_001_CheckYourFire=Check your fire! I'm on your side.
PU_CRUPATROL1_M_CV_General_FriendlyFire_Handler_IG_002_WatchWhereYoure=Watch where you're shooting.
PU_CRUPATROL1_M_CV_General_FriendlyFire_Handler_IG_003_HeyYouHit=Hey! You hit me!
PU_CRUPATROL1_M_CV_General_FriendlyFire_Teammate_IG_001_CheckYourFire=Check your fire! They're on your side.
PU_CRUPATROL1_M_CV_General_FriendlyFire_Teammate_IG_002_ThatTargetIs=That target is a friendly.
PU_CRUPATROL1_M_CV_General_FriendlyFire_Teammate_IG_003_StopYoureShooting=Stop, you're shooting your teammates.
PU_CRUPATROL1_M_CV_General_FriendlyTurnsHostile_IG_001_GetReadyLooks=Okay, get ready. Looks like we've got a new hostile to take care of.
PU_CRUPATROL1_M_CV_General_FriendlyTurnsHostile_IG_002_AfterRepeatedViolations=After repeated violations, I'm declaring your teammate a hostile.
PU_CRUPATROL1_M_CV_General_FriendlyTurnsHostile_IG_003_SeemsOneOf=Seems one of our own's turned against us. Do what you gotta do, everybody.
PU_CRUPATROL1_M_CV_General_GetHits_IG_EX_001=< Grunt >
PU_CRUPATROL1_M_CV_General_GetHits_IG_EX_002=< Grunt >
PU_CRUPATROL1_M_CV_General_GetHits_IG_EX_003=< Grunt >
PU_CRUPATROL1_M_CV_General_Killed_Hostile_IG_001_HostileEliminated=Hostile eliminated.
PU_CRUPATROL1_M_CV_General_Killed_Hostile_IG_002_GotATarget=Got a target down.
PU_CRUPATROL1_M_CV_General_Killed_Hostile_IG_003_GoodKill=Good kill.
PU_CRUPATROL1_M_CV_General_Killed_Teammate_IG_001_LostOneOf=Lost one of ours. Damn it.
PU_CRUPATROL1_M_CV_General_Killed_Teammate_IG_002_LostAShip=Lost a ship.
PU_CRUPATROL1_M_CV_General_Killed_Teammate_IG_003_PilotDownRepeat=Pilot down. Repeat, pilot down.
PU_CRUPATROL1_M_CV_General_Killed_Teammate_IG_004_WereTakingCasualties=We're taking casualties.
PU_CRUPATROL1_M_CV_General_PlayerAdandons_High_IG_001_YouGotA=You got a lotta nerve quitting on me right now.
PU_CRUPATROL1_M_CV_General_PlayerAdandons_High_IG_002_InCaseYou=In case you hadn't noticed, this is a pretty crap time to bail on us.
PU_CRUPATROL1_M_CV_General_PlayerAdandons_High_IG_003_NotReallyThe=Not really the best time to bail on a job.
PU_CRUPATROL1_M_CV_General_PlayerAdandons_Low_IG_001_YouKnowI=You know, I can't stand people who bail on a job before it's done.
PU_CRUPATROL1_M_CV_General_PlayerAdandons_Low_IG_002_PieceOfAdvice=Piece of advice, don't take a job unless you're gonna finish it.
PU_CRUPATROL1_M_CV_General_PlayerAdandons_Low_IG_003_YoureQuittingGreat=You're quitting? Great. Thanks for wasting my time.
PU_CRUPATROL1_M_CV_General_PlayerTurnsHostile_IG_001_OkayFineYou=Okay, fine. You want trouble? Well, now you got it.
PU_CRUPATROL1_M_CV_General_PlayerTurnsHostile_IG_002_EnoughYouCant=Enough. You can't get away with acting like this.
PU_CRUPATROL1_M_CV_General_PlayerTurnsHostile_IG_003_ThatsItYoure=That's it. You're done.
PU_CRUPATROL1_M_CV_General_ShipBumps_IG_001_Careful=Careful!
PU_CRUPATROL1_M_CV_General_ShipBumps_IG_002_WatchWhereYoure=Watch where you're flying.
PU_CRUPATROL1_M_CV_General_ShipBumps_IG_003_LookOut=Look out!
PU_CRUPATROL1_M_CV_General_UnderAttack_IG_001_WhereTheHell=Where the hell did these assholes come from?
PU_CRUPATROL1_M_CV_General_UnderAttack_IG_002_ThatAllYou=That all you got? Huh? That all you got?!
PU_CRUPATROL1_M_CV_General_UnderAttack_IG_003_ComeOnCome=Come on, come on. You got this...
PU_CRUPATROL1_M_CV_MidMission_ArriveScanningStart_IG_001_AlrightLetsHave=Alright. Let's have a look around ...
PU_CRUPATROL1_M_CV_MidMission_ArriveScanningStart_IG_002_ScanningTheArea=Scanning the area now ...
PU_CRUPATROL1_M_CV_MidMission_ArriveScanningStart_IG_003_GonnaRunA=Gonna run a scan ...
PU_CRUPATROL1_M_CV_MidMission_ArriveScanningStart_IG_004_StartingScan=Starting scan...
PU_CRUPATROL1_M_CV_MidMission_ArriveScanningStart_IG_005_ScanningNow=Scanning... now.
PU_CRUPATROL1_M_CV_MidMission_BackupRequested_IG_001_ChangeOfPlans=Change of plans. A swarm of hostiles are moving on my position. Need you back here ASAP.
PU_CRUPATROL1_M_CV_MidMission_BackupRequested_IG_002_DamnItEnemy=Damn it. Enemy contacts heading my way. Gonna need some immediate combat assistance.
PU_CRUPATROL1_M_CV_MidMission_BackupRequested_IG_003_MyScopesBlowing=My scopes blowing up. Outlaws must've found my position. Get your ass back here, now.
PU_CRUPATROL1_M_CV_MidMission_Derelict_CorpseFound_IG_001_GotItThanks=Got it, thanks. This should really help with the paperwork.
PU_CRUPATROL1_M_CV_MidMission_Derelict_CorpseFound_IG_002_ThanksIllForward=Thanks. I'll forward these on to the appropriate channels.
PU_CRUPATROL1_M_CV_MidMission_Derelict_CorpseFound_IG_003_GotItIll=Got it. I'll make sure this info gets processed.
PU_CRUPATROL1_M_CV_MidMission_Derelict_FindCapt_IG_001_DoYouThink=Do you think you could EVA over and ID the captain's remains? And be careful while you're out there, the perps responsible could still be nearby.
PU_CRUPATROL1_M_CV_MidMission_Derelict_FindCapt_IG_002_HeadOverAnd=Head over and try to pull the captain's ID. Stay alert though. There's a chance whoever did this could come back.
PU_CRUPATROL1_M_CV_MidMission_Derelict_FindCapt_IG_003_CorporateWantsUs=Corporate wants us to pull an ID on the captain. Head over and check it out but keep your eyes open, okay? No telling who's lurking around.
PU_CRUPATROL1_M_CV_MidMission_Derelict_FindPilot_IG_001_INeedYou=I need you to head over and log the pilot's remains for the incident report. And be careful, the perps responsible could still be nearby.
PU_CRUPATROL1_M_CV_MidMission_Derelict_FindPilot_IG_002_EvaToThe=EVA to the wreckage and see if you can ID the pilot's body. And stay alert, there's a chance who ever did this could come back.
PU_CRUPATROL1_M_CV_MidMission_Derelict_FindPilot_IG_003_WeNeedYou=We need you to pull an ID off the pilot. But keep your eyes open, okay? No telling who could still be lurking around out here.
PU_CRUPATROL1_M_CV_MidMission_Derelict_NoObjective_IG_001_WeHaveTo=We have to keep moving. I've forwarded the wreck onto a retrieval team.
PU_CRUPATROL1_M_CV_MidMission_Derelict_NoObjective_IG_002_YouKnowI=You know, I moved out here to get away from all this crime. Let's keep moving.
PU_CRUPATROL1_M_CV_MidMission_Derelict_NoObjective_IG_003_CorporatesTellingUs=Corporate's telling us to leave the wreck for now. They want us finishing the patrol.
PU_CRUPATROL1_M_CV_MidMission_EncourageNextPatrolPoint_IG_001_ComeOnLets=Come on, let's keep it moving.
PU_CRUPATROL1_M_CV_MidMission_EncourageNextPatrolPoint_IG_002_ISaidYoure=I said you're done here. Let's go.
PU_CRUPATROL1_M_CV_MidMission_EncourageNextPatrolPoint_IG_003_ISentThe=I sent the point. Time to go.
PU_CRUPATROL1_M_CV_MidMission_EncourageNextPatrolPoint_Urgent_IG_001_WhatAreYou=What are you waiting for? Move.
PU_CRUPATROL1_M_CV_MidMission_EncourageNextPatrolPoint_Urgent_IG_002_HurryUpAnd=Hurry up and get going.
PU_CRUPATROL1_M_CV_MidMission_EncourageNextPatrolPoint_Urgent_IG_003_QuitStallingAlready=Quit stalling already and get moving.
PU_CRUPATROL1_M_CV_MidMission_FriendlyAdandons_IG_001_LooksLikeWere=Looks like we're down a ship. Let's go ahead and finish without them.
PU_CRUPATROL1_M_CV_MidMission_FriendlyAdandons_IG_002_OneOfThe=One of the contractors didn't work out so the rest of the patrol is just us.
PU_CRUPATROL1_M_CV_MidMission_FriendlyAdandons_IG_003_FyiYoureGoing=FYI. You're going to have to finish the patrol with one less ship helping.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointComplete_HostilesElim_IG_001_AreasSecure=Area's secure.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointComplete_HostilesElim_IG_002_IThinkThats=I think that's the last of them.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointComplete_HostilesElim_IG_003_WeClearWere=We clear? We're clear.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointComplete_HostilesElim_IG_004_AllRightI=All right. I think you're good.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointComplete_HostilesElim_IG_005_HostilesDownWere=Hostiles down. We're good.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointComplete_HostilesElim_IG_006_ScopesClearThink=Scope's clear. Think you're secure.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointHold_Last_IG_001_AlrightLetMe=Alright. Let me get the last patrol point ready for you.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointHold_Last_IG_002_ThisNextPoints=This next point's the last stop. Should have it for you in a moment.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointHold_Last_IG_003_GiveMeA=Give me a sec and I'll send you the final patrol point.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointHold_Next_IG_001_StandByCalling=Stand by. Calling up next point.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointHold_Next_IG_002_HoldOnA=Hold on a sec. I'm sending the next patrol point.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointHold_Next_IG_003_ThatShouldDo=That should do it. Hang on. I'm plotting our next stop.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointSet_Next_IG_001_ThereYouGo=There you go. Marker sent.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointSet_Next_IG_002_OkayLetsMove=Okay, let's move on.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointSet_Next_IG_003_GoOnHead=Go on, head on out.
PU_CRUPATROL1_M_CV_MidMission_PatrolPointSet_Next_IG_004_HeadToThe=Head to the next marker.
PU_CRUPATROL1_M_CV_MidMission_PlayerKicked_IG_001_HeyThePatrol=Hey, the patrol can't wait any longer, so I'm gonna go ahead and cancel your contract. Good luck, though.
PU_CRUPATROL1_M_CV_MidMission_PlayerKicked_IG_002_HeyWantedTo=Hey, wanted to let you know that since you're not here to do the work, I've got to cancel your contract. Sorry.
PU_CRUPATROL1_M_CV_MidMission_PlayerKicked_IG_003_ListenYourContracts=Listen, your contract's been canceled. Official policy. Only contractors on active patrol get paid. Just the way it is.
PU_CRUPATROL1_M_CV_MidMission_PlayerOutOfZone_High_IG_001_WhereTheHeck=Where the heck are you going?
PU_CRUPATROL1_M_CV_MidMission_PlayerOutOfZone_High_IG_002_YouBetterNot=You better not be running.
PU_CRUPATROL1_M_CV_MidMission_PlayerOutOfZone_High_IG_003_GetBackOn=Get back on course, pilot!
PU_CRUPATROL1_M_CV_MidMission_PlayerOutOfZone_Low_IG_001_HeyThatsNot=Hey, that's not our patrol route. Let's stay on task.
PU_CRUPATROL1_M_CV_MidMission_PlayerOutOfZone_Low_IG_002_CheckYourCourse=Check your course. You're heading's all wrong.
PU_CRUPATROL1_M_CV_MidMission_PlayerOutOfZone_Low_IG_003_WatchYourFlight=Watch your flight path. You're drifting off course.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_None_IG_001_BadNewsHelp=Bad news. Help ain't coming.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_None_IG_002_ShitAlrightLook=Shit... alright, look, it's a no-go on backup. You're your own for this one.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_None_IG_003_CorporateSaysThey=Corporate says they don't have any available support units. Sorry.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_Sending_IG_001_CommandsTaskingSome=Command's tasking some reinforcements to help out.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_Sending_IG_002_ReinforcementsComingIn=Reinforcements. Coming in.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_Sending_IG_003_GotSomeHelp=Got some help. Stand by.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_Sending_IG_004_DontDieIm=Don't die. I'm sending help.
PU_CRUPATROL1_M_CV_MidMission_Reinforcements_Sending_IG_005_IJustGot=I just got clearance to send reinforcements.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_BigThreat_IG_001_UmThisIs=Um... this is not good. I've got heavily armed hostiles headed your way. Let me see if I can get you some backup.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_BigThreat_IG_002_GotHostilesThese=Got hostiles. These guys look really strapped. I'll contact Command and see if I can pull up some support. Watch yourself in the meantime.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_BigThreat_IG_003_IJustPicked=I just picked up a significant enemy force heading your way. You know, I'm not liking these odds. Let me see if I can dredge up some help.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_DerelictFound_IG_001_PickingUpA=Picking up a contact... looks destroyed.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_DerelictFound_IG_002_HuhThatsNot=Huh... That's not good... Black box signal coming from nearby.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_DerelictFound_IG_003_ScansShowingA=Scans showing a lot of debris nearby. Probably a downed ship.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_Hostiles_IG_001_ContactContactGot=Contact, contact. Got hostiles on site.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_Hostiles_IG_002_ImPickingUp=I'm picking up hostile contacts. Get ready. It's about to get interesting.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_Hostiles_IG_003_ReadyUpYou=Ready up. You've got hostiles inbound.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_Hostiles_IG_004_GetFocusedGot=Get focused. Got unknown contacts heading your way.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_Hostiles_IG_005_OkayLooksPretty=Okay... looks pretty- Contact! Contact! Hostiles inbound.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_Hostiles_IG_006_GotEnemyContacts=Got enemy contacts. Weapons free.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_ScopeClear_IG_001_OkayLooksPretty=Okay... looks pretty good... Yeah, I don't see anyone.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_ScopeClear_IG_002_ScopesLookingClear=Scope's looking clear... let's give it a second to confirm... Yeah, we're good.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_ScopeClear_IG_003_MyScopesClear=My scope's clear... Yeah. I think we're clear.
PU_CRUPATROL1_M_CV_MidMission_ScanResult_ScopeClear_IG_004_NothingNothingYeah=Nothing... Nothing... Yeah. We are all clear.
PU_CRUPATROL1_M_CV_MidMission_Thanks_Rescued_IG_001_IThinkWere=I think we're clear. Appreciate the assist.
PU_CRUPATROL1_M_CV_MidMission_Thanks_Rescued_IG_002_LooksLikeThat=Looks like that was all of them. Hey, thanks for saving my ass.
PU_CRUPATROL1_M_CV_MidMission_Thanks_Rescued_IG_003_WereGoodThanks=We're good. Thanks for help.
PU_CRUPATROL1_M_CV_MissionStart_Briefing_IG_001_SoHeresHow=So here's how this is gonna work, I'll be here running the op over comms. You head to a patrol point. You clear it. I send you the next one.
PU_CRUPATROL1_M_CV_MissionStart_Briefing_IG_002_QuickOutlineOf=Quick outline of how this is gonna work. I send you the patrol points. You check out each of those points while I monitor from here. Anyone takes a shot. You handle it.
PU_CRUPATROL1_M_CV_MissionStart_Briefing_IG_003_BeforeWeGet=Before we get started, let me break down how this patrol will work. We'll check each point to make sure it's clear. Then move on. Simple. Corporate, in all their wisdom, have ordered us to run these ops remotely, so I'll stay here and monitor you.
PU_CRUPATROL1_M_CV_MissionStart_PatrolPointSet_First_IG_001_HeresTheFirst=Here's the first patrol point. Move out.
PU_CRUPATROL1_M_CV_MissionStart_PatrolPointSet_First_IG_002_SendingTheFirst=Sending the first patrol point. Get going.
PU_CRUPATROL1_M_CV_MissionStart_PatrolPointSet_First_IG_003_YouShouldBe=You should be seeing the first patrol point now.
PU_CRUPATROL1_M_CV_MissionStart_RendezvousComplete_IG_001_LooksLikeYoure=Looks like you're all cleared to go.
PU_CRUPATROL1_M_CV_MissionStart_RendezvousComplete_IG_002_AllRightYoure=All right. You're all set. Get ready to move out.
PU_CRUPATROL1_M_CV_MissionStart_RendezvousComplete_IG_003_AlrightThePatrols=Alright, the patrol's been cleared. Ready up.
PU_CRUPATROL1_M_CV_PostMission_Thanks_MissionComplete_IG_001_WereAllDone=We're all done. Thanks for the help.
PU_CRUPATROL1_M_CV_PostMission_Thanks_MissionComplete_IG_002_AllPatrolPoints=All patrol points clear. Thanks for the assist.
PU_CRUPATROL1_M_CV_PostMission_Thanks_MissionComplete_IG_003_OkayIThink=Okay, I think that about does it. Contract complete. Thanks.
PU_CRUPATROL1_M_CV_PreMission_Greeting_IG_001_HeyYoureHere=Hey, you're here for the patrol, right? Great. Hang out for a sec, we'll get going shortly.
PU_CRUPATROL1_M_CV_PreMission_Greeting_IG_002_HeyImAssuming=Hey. I'm assuming you're here for the op. I'm gonna be your handler. Just waiting for final clearance and then we can get started.
PU_CRUPATROL1_M_CV_PreMission_Greeting_IG_003_HeyYouMust=Hey, you must be the contractor. Nice to have you on board. I'll be handling logistics for you. Once we get the all clear from HQ, I'll let you know.
PU_CRUPATROL1_M_CV_PreMission_WaitLonger_IG_001_SorryStillClearing=Sorry, still clearing up some paperwork for the bosses.
PU_CRUPATROL1_M_CV_PreMission_WaitLonger_IG_002_SorryForThe=Sorry for the delay. We still haven't gotten official 'go' from the higher ups.
PU_CRUPATROL1_M_CV_PreMission_WaitLonger_IG_003_HeyLookThe=Hey look. The geniuses in charge still haven't approved the patrol path. Shouldn't be much longer.
PU_CRUPILOT1_CV_AllClear_IG_001_AreasClear,P=Area's clear.
PU_CRUPILOT1_CV_AllClear_IG_002_ScansArentShowing,P=Scans aren't showing anything. We're clear.
PU_CRUPILOT1_CV_AllClear_IG_003_ThatWasThe,P=That was the last of them, I think.
PU_CRUPILOT1_CV_AllClear_IG_004_LooksLikeThat,P=Looks like that was all of them.
PU_CRUPILOT1_CV_AllClear_IG_005_HostilesEliminated,P=Hostiles eliminated.
PU_CRUPILOT1_CV_Celebrate_IG_001_Yeah,P=Yeah!
PU_CRUPILOT1_CV_Celebrate_IG_002_ThatsIt,P=That's it!
PU_CRUPILOT1_CV_Celebrate_IG_003_Yes,P=Yes!
PU_CRUPILOT1_CV_Celebrate_IG_004_Beautiful,P=Beautiful!
PU_CRUPILOT1_CV_Celebrate_IG_005_ThereWeGo,P=There we go.
PU_CRUPILOT1_CV_DeathCry_IG_001_NoNo,P=No. No!
PU_CRUPILOT1_CV_DeathCry_IG_002_EX,P=<SCREAM>
PU_CRUPILOT1_CV_Frustrate_IG_001_Crap,P=Crap!
PU_CRUPILOT1_CV_Frustrate_IG_002_DamnIt,P=Damn it!
PU_CRUPILOT1_CV_Frustrate_IG_003_Shit,P=Shit!
PU_CRUPILOT1_CV_Frustrate_IG_004_NotGood,P=Not good!
PU_CRUPILOT1_CV_Frustrate_IG_005_No,P=No!
PU_CRUPILOT1_CV_Greeting_IG_001_HeyThisIs,P=Hey, this is Crusader Security, wanted to give you a heads up that we're just doing a routine sweep of the area. Nothing to be worried about.
PU_CRUPILOT1_CV_Greeting_IG_002_HiThereHope,P=Hi there, hope everything's going all right. Crusader Security has us patroling the area, so let us know if you need anything.
PU_CRUPILOT1_CV_Greeting_IG_003_CrusaderSecurityTo,P=Crusader Security to pilot. You are currently in Crusader controlled space. You run into any problems while we're on patrol here, just give us a comm.
PU_CRUPILOT1_CV_Greeting_IG_004_AttentionPilotThis,P=Attention Pilot. This is Crusader Security. We've had reports of outlaws in the area. Haven't come across anything during this patrol yet, but caution is advised. Thanks.
PU_CRUPILOT1_CV_Greeting_IG_005_PilotCrusaderSecurity,P=Pilot, Crusader Security here. Be advised that we're conducting sweeps of the area. Appreciate your cooperation.
PU_CRUPILOT1_CV_MovingOn_IG_001_WereAllDone,P=We're all done in this sector. Stay safe, all right.
PU_CRUPILOT1_CV_MovingOn_IG_002_HeyThisArea,P=Hey, this area looks all clear, so we're moving on. Good flying.
PU_CRUPILOT1_CV_MovingOn_IG_003_CrusaderSecurityTo,P=Crusader Security to Pilot. Wanted to let you know that everything looks good around here. Gonna head out now, but feel free to carry on with your business.
PU_CRUPILOT1_CV_MovingOn_IG_004_HeyTherePilot,P=Hey there Pilot, finished our scans and nothing suspicious to report. Have yourself a good one.
PU_CRUPILOT1_CV_MovingOn_IG_005_ThatAboutWraps,P=That about wraps it up for us out here. Enjoy the rest of your time in Crusader.
PU_CRUPILOT1_CV_NeedRepairs_IG_001_DammitImPretty,P=Dammit, I'm pretty banged up. Gonna need some repairs before continuing.
PU_CRUPILOT1_CV_NeedRepairs_IG_002_TheyDidA,P=They did a real number on me. Gonna have to visit a service station.
PU_CRUPILOT1_CV_NeedRepairs_IG_003_AfterThatFight,P=After that fight, I better drag over to a Cry-Astro.
PU_CRUPILOT1_CV_NeedRepairs_IG_004_TookABit,P=Took a bit a damage there. Probably should re-up while I can.
PU_CRUPILOT1_CV_OutlawsAttack_IG_001_PilotBeAdvised,P=Pilot, be advised, we've got hostile contacts!
PU_CRUPILOT1_CV_OutlawsAttack_IG_002_PilotThisIs,P=Pilot, this is Crusader Security, watch yourself. We've got outlaws incoming.
PU_CRUPILOT1_CV_OutlawsAttack_IG_003_AlertFullAlert,P=Alert! Full alert! Hostiles inbound to sector.
PU_CRUPILOT1_CV_OutlawsAttack_IG_004_HeyYouMight,P=Hey, you might want to get out of here while you can. We've got trouble coming.
PU_CRUPILOT1_CV_OutlawsAttack_IG_005_GotOutlaws,P=Got outlaws!
PU_CRUPILOT1_CV_OutlawsEscape_IG_001_DangersOverFor,P=Danger's over for now.
PU_CRUPILOT1_CV_OutlawsEscape_IG_002_TheyreGoneFor,P=They're gone... for now at least.
PU_CRUPILOT1_CV_OutlawsEscape_IG_003_WellThatSent,P=Well that sent them running.
PU_CRUPILOT1_CV_OutlawsEscape_IG_004_LookAtThose,P=Look at those bastards run.
PU_CRUPILOT1_CV_OutlawsEscape_IG_005_GuessWellMark,P=Guess we'll mark that one down as 'to be continued.'
PU_CRUPILOT1_CV_PlayerAttacks_IG_001_WhatTheHell,P=What the hell?!?
PU_CRUPILOT1_CV_PlayerAttacks_IG_002_StandDownNow,P=Stand down! Now!
PU_CRUPILOT1_CV_PlayerAttacks_IG_003_CeaseFire,P=Cease fire!
PU_CRUPILOT1_CV_PlayerAttacks_IG_004_ImUnderAttack,P=I'm under attack!
PU_CRUPILOT1_CV_PlayerAttacks_IG_005_YouBastard,P=You bastard!
PU_CRUPILOT1_CV_RequestHelp_IG_001_MaydayMaydayIm,P=Mayday! Mayday! I'm in need of assistance.
PU_CRUPILOT1_CV_RequestHelp_IG_002_AttentionAllShips,P=Attention! All ships in the area. Crusader Security vessel in need of assistance.
PU_CRUPILOT1_CV_RequestHelp_IG_003_ThisIsAn,P=This is an emergency comm. Back up requested.
PU_CRUPILOT1_CV_RequestHelp_IG_004_AlertAllPilots,P=Alert, all pilots. This is a Crusader Security ship requesting emergency combat assistance.
PU_CRUPILOT1_CV_RequestHelp_IG_005_EmergencyCrusaderSecurity,P=Emergency! Crusader Security under attack! I need help!
PU_CRUPILOT1_CV_Retreat_IG_001_Fallback,P=Fallback!
PU_CRUPILOT1_CV_Retreat_IG_002_Retreat,P=Retreat!
PU_CRUPILOT1_CV_Retreat_IG_003_WereDoneWe,P=We're done. We gotta go.
PU_CRUPILOT1_CV_Retreat_IG_004_ItsNoGood,P=It's no good! Initiate emergency jump protocols.
PU_CRUPILOT1_CV_Retreat_IG_005_FallbackToBase,P=Fallback to base.
PU_CRUPILOT1_CV_StandClear_IG_001_PilotStandClear,P=Pilot, stand clear of the engagement.
PU_CRUPILOT1_CV_StandClear_IG_002_PilotFallBack,P=Pilot, fall back. We don't want any civilian casualties here.
PU_CRUPILOT1_CV_StandClear_IG_003_ThisIsCrusader,P=This is Crusader Security. We need civilians to clear the area.
PU_CRUPILOT1_CV_StandClear_IG_004_PilotCrusaderSecurity,P=Pilot, Crusader Security here. You don't want to tangle with these bastards.
PU_CRUPILOT1_CV_StandClear_IG_005_DoNotEngage,P=Do not engage, Pilot. Leave this to the professionals.
PU_CRUPILOT1_CV_Thanks_IG_001_AppreciateTheAssist,P=Appreciate the assist back there.
PU_CRUPILOT1_CV_Thanks_IG_002_ThanksForThe,P=Thanks for the hand.
PU_CRUPILOT1_CV_Thanks_IG_003_ThatWasSome,P=That was some good flying.
PU_CRUPILOT1_CV_Thanks_IG_004_GottaSayYoure,P=Gotta say, you're pretty good at this sort of thing.
PU_CRUPILOT1_CV_Thanks_IG_005_ThanksForThe,P=Thanks for the help.
PU_CRUPILOT2_CV_1stFightNoHelp_IG_001_GladYouWerent,P=Glad you weren't hurt. If you got a second, we could actually use your help with something. Outlaws keep shutting down comm Arrays in the area. Think dirsupting information flow will give them an edge. We need to guard the perimeter in case they come back. Think you could EVA down and reboot the Array for us?
PU_CRUPILOT2_CV_1stXPlayerHelps_IG_001_OhManThanks,P=Oh man, thanks for the assist. Things were looking a little tight. If you got a second, we could use your help with one more thing. Outlaws keep shutting down comm Arrays in the area. Think dirsupting information flow will give them an edge. We need to guard the perimeter in case they come back. Think you could EVA down and reboot the Array for us?
PU_CRUPILOT2_CV_Farewell_IG_001_SeeYouAround,P=See you around.
PU_CRUPILOT2_CV_Farewell_IG_002_KeepYourNose,P=Keep your nose clean.
PU_CRUPILOT2_CV_Farewell_IG_003_StayOutOf,P=Stay out of trouble.
PU_CRUPILOT2_CV_Farewell_IG_004_HeyBeSafe,P=Hey, be safe out there.
PU_CRUPILOT2_CV_Farewell_IG_005_FlySafe,P=Fly safe!
PU_CRUPILOT2_CV_FutureWork_IG_001_NowThatYou,P=Now that you know how its done, if you come across any more downed Arrays, go ahead and reset them. Only if it's safe though. Don't want you tangling with outlaws.
PU_CRUPILOT2_CV_FutureWork_IG_002_IfYouSee,P=If you see any more Arrays like this one, wouldn't mind you reactivating them. Unofficialy of course.
PU_CRUPILOT2_CV_FutureWork_IG_003_ImNotThe,P=I'm not the one telling you this, if you get me, but they've been hitting a lot of the other Arrays in the area and our manpower's stretched pretty thin. You reset more of these yourself, no one would mind thats for damn sure.
PU_CRUPILOT2_CV_MistakenTech_IG_001_AhHeyYou,P=Ah hey, you must be the tech from Aciedo. The area's clear so you're good to go down and reset the Array.
PU_CRUPILOT2_CV_MistakenTech_IG_002_AreYouOne,P=Are you one of the Aciedo techs? It doesn't look like there's going to be any more trouble for now so feel free to go down and bring the Array back online.
PU_CRUPILOT2_CV_MistakenTech_IG_003_ManIWish,P=Man I wish those outlaws would stop messing with these Arrays. Must have you techs running around like crazy. Don't let me hold you up though, huh. Feel free to get started resetting the Arrays
PU_CRUPILOT2_CV_MistakenTech_IG_004_GladYouTechnicians,P=Glad you technicians got here so quick. Things are quiet now so you might as well get started reconnecting the Array.
PU_CRUPILOT2_CV_OutlawsAttack_IG_001_MultipleContactsIncoming,P=Multiple contacts. Incoming.
PU_CRUPILOT2_CV_OutlawsAttack_IG_001b_MultipleContactsIncoming,P=Multiple contacts. Incoming.
PU_CRUPILOT2_CV_OutlawsAttack_IG_002_ContactContactDefinitely,P=Contact! Contact! Definitely not friendlies.
PU_CRUPILOT2_CV_OutlawsAttack_IG_003_OutlawsInbound,P=Outlaws inbound!
PU_CRUPILOT2_CV_OutlawsAttack_IG_004_HostilesComingAre,P=Hostiles coming are way!
PU_CRUPILOT2_CV_OutlawsAttack_IG_005_HereTheyCome,P=Here they come!
PU_CRUPILOT2_CV_PlayerAttacks_IG_001_WhatTheHell,P=What the hell are you doing?!
PU_CRUPILOT2_CV_PlayerAttacks_IG_002_YoureOneOf,P=You're one of them?!
PU_CRUPILOT2_CV_PlayerAttacks_IG_002b_YoureOneOf,P=You're one of them?!
PU_CRUPILOT2_CV_PlayerAttacks_IG_003_Gambit3ToCentral,P=Gambit-3 to Central! We need backup here.
PU_CRUPILOT2_CV_PlayerAttacks_IG_004_OhYouWant,P=Oh, you want some too?
PU_CRUPILOT2_CV_PlayerAttacks_IG_005_Traitor,P=Traitor.
PU_CRUPILOT2_CV_PlayerAttacks_IG_006_LetsJustShoot,P=Let's just shoot everybody.
PU_CRUPILOT2_CV_PlayerEnters_High_IG_001_AttentionPilotStand,P=Attention pilot, stand clear and do not engage.
PU_CRUPILOT2_CV_PlayerEnters_High_IG_003_HeyNotSure,P=Hey, not sure what you're business here is, but now's not the time.
PU_CRUPILOT2_CV_PlayerEnters_High_IG_004_ThisAreaIs,P=This area is not safe. Please move along.
PU_CRUPILOT2_CV_PlayerEnters_Low_IG_001_AttentionPilotStand,P=Attention pilot, stand clear and do not engage.
PU_CRUPILOT2_CV_PlayerEnters_Low_IG_002_ThisIsCrusader,P=This is Crusader Security. We've got the situation handled.
PU_CRUPILOT2_CV_PlayerEnters_Low_IG_004_ThisAreaIs,P=This area is not safe. Please keep moving.
PU_CRUPILOT2_CV_PlayerHelps_IG_001_ThatsTheLast,P=That's the last of them. Go ahead and restart the system. We'll keep an eye out.
PU_CRUPILOT2_CV_PlayerHelps_IG_002_ScansClearWell,P=Scan's clear. We'll set up a perimeter, can you land and bring the Array back online?
PU_CRUPILOT2_CV_PlayerHelps_IG_003_IfYouWant,P=If you want to keep helping, EVA down and reset the Array. We'll watch your back.
PU_CRUPILOT2_CV_PlayerHelps_IG_004_YouSeemLike,P=You seem like you can handle yourself pretty well. How about you bring the Array online? We'll make sure no one jumps you while you're EVAing.
PU_CRUPILOT2_CV_PlayerHelps_IG_005_HeyThatWas,P=Hey, that was some pretty decent flying. How are you at EVA? We need to guard the perimeter, but if you could reset the Array, that'd be great.
PU_CRUPILOT2_CV_PlayerLeaves_IG_001_WhereYouGoing,P=Where you going?
PU_CRUPILOT2_CV_PlayerLeaves_IG_002_NotGonnaHelp,P=Not gonna help?
PU_CRUPILOT2_CV_PlayerLeaves_IG_003_AlrightNeverMind,P=Alright, never mind then.
PU_CRUPILOT2_CV_PlayerLeaves_IG_004_FineWellTake,P=Fine. We'll take it from here.
PU_CRUPILOT2_CV_RebootRequest_IG_001_PhewThatsThe,P=Phew, that's the last of 'em. It's too bad the damn technicians won't be here for a few days. The whole department's backed up since those outlaw bastards started shutting down Arrays. I'll tell you what, if you're up for it, you could EVA to the Array and restart it. I'd do it myself but you know, corporate politics. Anyway, it's up to you.
PU_CRUPILOT2_CV_RebootRequest_IG_002_ScansClearBut,P=Scan's clear but we're not going to be able to wait around much longer. If you wanted to you could go land and bring the Array back online. Not that I'm asking you to do that but it'd be a pretty nice thing to do if you get me.
PU_CRUPILOT2_CV_RebootRequest_IG_003_IfYouWant,P=If you want to keep helping you could EVA down and reset the Array. We'll pretend we didn't see anything.
PU_CRUPILOT2_CV_RebootRequest_IG_004_AhYouSeem,P=Ah, you seem like you can handle yourself pretty well. How about you go down and bring the Array online? Not officially or anything but it'd help us out.
PU_CRUPILOT2_CV_ReminderPrompt_IG_001_AreaLooksClear,P=Area looks clear. Go ahead and reset the Array.
PU_CRUPILOT2_CV_ReminderPrompt_IG_002_YoullHaveTo,P=You'll have to EVA down to get to the Array control panel.
PU_CRUPILOT2_CV_ReminderPrompt_IG_003_GoAheadAnd,P=Go ahead and EVA to the control panel.
PU_CRUPILOT2_CV_ReminderPrompt_IG_004_YouGonnaBring,P=You gonna bring the Array back online or not?
PU_CRUPILOT2_CV_ReminderPrompt_IG_005_WhatsTheHold,P=What's the hold up?
PU_CRUPILOT2_CV_Thanks_IG_001_Thanks,P=Thanks.
PU_CRUPILOT2_CV_Thanks_IG_002_AppreciateIt,P=Appreciate it.
PU_CRUPILOT2_CV_Thanks_IG_003_GoodWork,P=Good work.
PU_CRUPILOT2_CV_Thanks_IG_004_NicelyDone,P=Nicely done.
PU_CRUPILOT2_CV_Thanks_IG_005_NotBadNot,P=Not bad. Not bad at all.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetBattle_aPlayer_tAlly_FromAlly_IG_001_SendingYouThe=Sending you the coordinates for the Nine Tails fleet generating the quantum blockade. We need to take them out if we want to restore regular travel to the area. Head there and be ready to engage the enemy.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetBattle_aPlayer_tAlly_FromAlly_IG_002_HeresTheLocation=Here's the location of the Nine Tails fleet. These ships are the ones behind this quantum blockade. If we can eliminate them, then the station will be safe again. They're not going to go easy though. Expect a full out brawl when you arrive.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetBattle_aPlayer_tAlly_FromAlly_IG_003_UpdatingYouWith=Updating you with the Nine Tails fleet coordinates. I need you to head there and clear out the hostiles responsible for powering the quantum dampener. We take them out, and the blockade will be over.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetBattle_aPlayer_tAlly_FromAlly_IG_004_ThanksForSigning=Thanks for signing up. Every bit of help we get makes it that much more likely we can put a stop to the Nine Tails blockade. Here are the coordinates. This outlaw fleet is the one responsible for the quantum dampening. We take them out and the area should be clear again.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetBattle_aPlayer_tAlly_FromAlly_IG_005_GladYoureWith=Glad you're with us on this. Not going to be easy facing down this Nine Tails fleet, but we take these ships out and we take the quantum dampener out with them. Then this damn blockade will finally be over. Head to the coordinates and let's get this done.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousAbandon_aPlayer_tAlly_FromAlly_IG_001_LookHereI=Look here. I know that last time the Nine Tails blockaded a station and you volunteered to assist Crusader Security things didn't exactly work out. I'm willing to give you another chance though. Head to the first scan area and I expect you to help secure the site. Don't let me down this time.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousAbandon_aPlayer_tAlly_FromAlly_IG_002_AllRightPilot=All right, pilot. Let's not beat around the bush - last time you offered to help with a Nine Tails blockade you were less than reliable. But these bastards are at it again, and I need every ship I can get. Head to the first scan point, and lets see if you can help us locate their fleet.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousAbandon_aPlayer_tAlly_FromAlly_IG_003_ThisIsCommander=This is Commander Herdsman. I'm surprised to see you're volunteering again. Last time there was a Nine Tails blockade you left us high and dry. But if there's one thing I've learned is that if someone asks for a chance to prove themselves, you might as well let them try. If you're serious about helping this time, we need to secure the first scan point so we can try and locate the main fleet. We'll see if you can do better this time around.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousFail_aPlayer_tAlly_FromAlly_IG_001_CommanderHerdsmanHere=Commander Herdsman here. Thanks for volunteering. I know the last time the Nine Tails blockaded a station we weren't able to capture those responsible, but I'm confident that we can do better this time around. First we got to find their fleet, though. I'm sending you the coordinates for the first scan location. See you there.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousFail_aPlayer_tAlly_FromAlly_IG_002_ThisIsCommander=This is Commander Herdsman. Thanks for offering to help end this blockade. I know the Nine Tails got the better of us last time, but that was then and this is now. If we focus and give a hundred and ten percent, I have every confidence that we can stop them. First though, we have to secure the initial scan point so we can locate their fleet. Head over there now.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousFail_aPlayer_tAlly_FromAlly_IG_003_ISeeThat=I see that you'll be joining us to put an end to the lastest Nine Tails' blockade attempt. Here's hoping things go better for us this time. I sent you the coordinates for our first scan point. Make your way to the site. We will need to secure it to begin searching for their fleet.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousSucceedWell_aPlayer_tAlly_FromAlly_IG_001_IWasDamn=I was damn glad to see your name pop up. Crusader Security hasn't forgotten your vital contributions to shutting down the Nine Tails last time they tried something like this. Head to the first scan area and let's see if we cant end this blockade like we did the last one.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousSucceedWell_aPlayer_tAlly_FromAlly_IG_002_RealHappyTo=Real happy to have you with us again. With you on board, I'm sure we'll be just as successful shutting down the Nine Tails blockade this time around. Head to the first scan area and we'll start hunting for their fleet's location. See you there.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousSucceedWell_aPlayer_tAlly_FromAlly_IG_003_NiceToHave=Nice to have you fighting with us again. Hopefully we can destroy their fleet as successfully as we did last time. Sending you the location of the first point we will need to scan. Head to the coordinates and secure the site.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousSucceed_aPlayer_tAlly_FromAlly_IG_001_ThisIsCommander=This is Commander Herdsman. Very happy to see that you're voluteering again. Nine Tails seem to think they'll have a better chance this time around, but with pilots like you rejoining the fight they're sorely mistaken. First things first, we got to secure the initial scan point before we can locate their fleet. I'll see you there.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousSucceed_aPlayer_tAlly_FromAlly_IG_002_CommanderHerdsmanHere=Commander Herdsman, here. Glad to have you back on board. With how we successfully dealt with the Nine Tails last time around, I have every bit of faith that this current blockade will be shut down with the same efficiency. Let's not waste any time, head to the first scan point and we'll begin our search for the Nine Tails fleet.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_PreviousSucceed_aPlayer_tAlly_FromAlly_IG_003_ThisIsCommander=This is Commander Herdsman. I hoped the Nine Tails would've learned their lesson after we took care of their last blockade. Guess I shouldn't be surprised they're at it again. But just like last time, we'll shut them down again. Head to the first scan point and we'll begin searching for their main fleet.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_aPlayer_tAlly_FromAlly_FirstOccur_IG_001_GladYoullBe=Glad you'll be joining us. We need all the help we can get. I'm Commander Herdsman with Crusader Security and I'll be overseeing this op. The plan is to use scan ships to help us locate whatever the Nine Tails are using to block quantum travel, but we can't do that until we clear a safe zone for the scanners to operate. You have the coordinates of the first scan site. Make your way there now.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_aPlayer_tAlly_FromAlly_IG_001_CommanderHerdsmanHere=Commander Herdsman here. Good to have you with us. Crusader Security needs to trace the current location of the main Nine Tails fleet, but can't get our scan ships into position until active hostiles have been cleared. Head to the coordinates now.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_aPlayer_tAlly_FromAlly_IG_002_ThisIsCommander=This is Commander Herdsman. Nice to see you will be joining Crusader Security for this operation. I have scan ships at the ready to help us locate the main Nine Tails fleet and put an end to this blockade, but we can't begin the scans until we can secure the location. Report to the provided coordinates.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_aPlayer_tAlly_FromAlly_IG_003_ThisIsCommander=This is Commander Herdsman of Crusader Security. I'm coordinating a protective detail to secure a scan site so we can locate the source of this Nine Tails blockade. Head to the location provided now. And be ready for a fight.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_aPlayer_tAlly_FromAlly_IG_004_CommanderHerdsmanHere=Commander Herdsman here. I'm happy to see you're joining Crusader Security's efforts to end this blockade. First step will be to ascertain the Nine Tails fleet's location using scan ships. But it will be too risky to deploy them until we can fully secure the scan site. Head there now to assist with clearing any hostiles.
PU_CSCDR01_M_DEH_Accepted_Mission_FleetFind_aPlayer_tAlly_FromAlly_IG_005_CommanderHerdsmanHere=Commander Herdsman here. You've got the coordinates of the scan site I need you to clear. Once we are sure there are no active hostiles we can begin scanning, find the Nine Tails fleet, and hopefully put a stop to this blockade once and for all. Report to the site as soon as possible.
PU_CSCDR01_M_DEH_Affirm_ToChief_aAlly_tPlayer_FromAlly_Neg_IG_001_YesSir=Yes Sir (defeated)
PU_CSCDR01_M_DEH_Affirm_ToChief_aAlly_tPlayer_FromAlly_Neg_IG_002_YesSir=Yes Sir (defeated)
PU_CSCDR01_M_DEH_Affirm_ToChief_aAlly_tPlayer_FromAlly_Neg_IG_003_YesSir=Yes Sir (defeated)
PU_CSCDR01_M_DEH_Affirm_ToChief_aAlly_tPlayer_FromAlly_Pos_IG_001_YesSir=Yes Sir (upbeat)
PU_CSCDR01_M_DEH_Affirm_ToChief_aAlly_tPlayer_FromAlly_Pos_IG_002_YesSir=Yes Sir (upbeat)
PU_CSCDR01_M_DEH_Affirm_ToChief_aAlly_tPlayer_FromAlly_Pos_IG_003_YesSir=Yes Sir (upbeat)
PU_CSCDR01_M_DEH_Announce_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_CommanderHerdsmanHere=Commander Herdsman, here. We have the blockade's location and are moving in to engage. If you're willing to sign up, Crusader could sure use your help putting these bastards down.
PU_CSCDR01_M_DEH_Announce_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_ThisIsCommander=This is Commander Herdsman. We were able to ID the location of the main Nine Tails fleet. I'm hoping you'll sign up to help us put an end to this blockade.
PU_CSCDR01_M_DEH_Announce_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_ComeInPilot=Come in pilot, this is Commander Herdsman. The location of the Nine Tails fleet has been found. I'm hoping you'll sign up to lend us a hand in shutting them down.
PU_CSCDR01_M_DEH_Announce_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_ThisIsCommander=This is Commander Herdsman. Wanted to inform you that we have discovered the main Nine Tails fleet's whereabouts. It'll be difficult but I'm hoping I can count on your assistance in dealing with them.
PU_CSCDR01_M_DEH_Announce_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_PilotWeHave=Pilot, we have word on where the Nine Tails fleet is. I'm hoping to send as many ships as I can there now. Sign up, if you want to help us take these bastards down.
PU_CSCDR01_M_DEH_DamageDealt_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_001_GotAScanning=Got a scanning ship in trouble. Help them out.
PU_CSCDR01_M_DEH_DamageDealt_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_002_ScanShipTaking=Scan ship taking damage.
PU_CSCDR01_M_DEH_DamageDealt_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_003_ScanningShipUnder=Scanning ship under fire.
PU_CSCDR01_M_DEH_DamageDealt_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_004_NineTailsAre=Nine Tails are chewing up the scan ships. Help them.
PU_CSCDR01_M_DEH_DamageDealt_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_005_ScanShipIn=Scan ship in need of immediate assistance.
PU_CSCDR01_M_DEH_Deactivated_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_FirstOccur_IG_001_HoldOnQuantum=Hold on... Quantum is back. They shut down the dampeners. What the hell are they up to?... Damn it. I've got a contact inbound. Looks big... All units, get ready for some heavy fire.
PU_CSCDR01_M_DEH_Deactivated_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_001_WaitTheyrePowering=Wait? they're powering down the array. Something's up? Bad news, we're picking up reinforcements quantuming to your location. They've called something big. Ready up.
PU_CSCDR01_M_DEH_Deactivated_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_002_WhatHappenedThe=What happened? The array just shut down? Wait, let me check? Yeah. Looks like they shut down the blockade to call in reinforcements. I'm tracking a large Nine Tails signal heading to our location. Stay alert.
PU_CSCDR01_M_DEH_Deactivated_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_003_HeadsUpThe=Heads up. The array just went dark. I think they're calling in back up? Got it. Reinforcements confirmed. Be ready. Things are going to get intense.
PU_CSCDR01_M_DEH_Deactivated_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_004_LookTheyTurned=Look. They turned off the array. If this is like last time that means... There. Our scans just picked up a quantum signature headed your way. The Nine Tails are calling in the big guns. All ships, get ready.
PU_CSCDR01_M_DEH_Deactivated_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_005_NotGoodThey=Not good, they turned the array off. They're probably got reinforcements ready to quantum in. Checking? Confirmed. Nine Tails force enroute now. Not sure what's coming, but be ready for anything.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_001_GoodStartEveryone=Good start everyone. Seems our combined efforts across the sector are paying off and their numbers are starting to thin. Keep it up.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_002_GettingReportsIn=Getting reports in from across the sector and we're starting to see results. Lets keep the pressure up.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetBigGroup_IG_003_AllRightEveryone=All right, everyone. Early reports from across the sector are looking good. We keep this up and I don't think the Nine Tails stand a chance.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_001_NineTailsAre=Nine Tails are starting to take heavy losses across the sector. Their blockade won't last much longer. Don't let up. We can do this.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_002_IveGottenWord=I've gotten word from multiple sources - The Nine Tails are taking heavy losses across the sector. Focus up. This is our chance to shutdown this Quantum Blockade for good.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetMedGroup_IG_003_WereSeeingHeavy=We're seeing heavy Nine Tails losses from all over the sector. It's now or never, people! Let's end this blockade!
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_001_WeveGotThem=We've got them against the ropes. The array is starting to weaken. Focus and finish them.
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_002_TheresNotMuch=There's not much fight left in them now. This should be the last of their forces. Let's put an end to this blockade!
PU_CSCDR01_M_DEH_Destroyed_FleetBattle_aAlly_tEnemy_FromAlly_TargetSmallGroup_IG_003_AllRightPeople=All right, people. My reports are saying the array is barely hanging on. Let's take them down.
PU_CSCDR01_M_DEH_Destroyed_MainObj_FleetBattle_aPlayer_tEnemy_FromAlly_IG_001_QuantumDampeningShip=Quantum dampening ship down. Excellent.
PU_CSCDR01_M_DEH_Destroyed_MainObj_FleetBattle_aPlayer_tEnemy_FromAlly_IG_002_NiceJobTaking=Nice job taking out that quantum dampener. Keep it up.
PU_CSCDR01_M_DEH_Destroyed_MainObj_FleetBattle_aPlayer_tEnemy_FromAlly_IG_003_GoodThatsAnother=Good. That's another ship in the quantum dampening array eliminated.
PU_CSCDR01_M_DEH_Destroyed_MainObj_FleetBattle_aPlayer_tEnemy_FromAlly_IG_004_AnotherShipIn=Another ship in the array taken out. Good shooting.
PU_CSCDR01_M_DEH_Destroyed_MainObj_FleetBattle_aPlayer_tEnemy_FromAlly_IG_005_QuantumDampenerShip=Quantum dampener ship destroyed.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_001_DamnItWe=Damn it. We lost a scanning ship. Don't let it happen it again.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_002_ScanningShipDown=Scanning ship down. We can't afford to lose another.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_003_NineTailsTook=Nine Tails took out a scan ship. Would somebody please stop these bastards?
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_004_ScanShipLost=Scan ship lost. Let's do better people.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_IG_005_DamnScanShip=Damn. Scan ship down. Focus up! I don't want to lose any more.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetAlone_IG_001_WereDownTo=We're down to our last scanning ship. Protect it at all costs.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetAlone_IG_002_OnlyOneScanning=Only one scanning ship left, people. Get on them!
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetAlone_IG_003_IWantAll=I want all pilots guarding the last scanning ship!
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetAlone_IG_004_ScanShipDown=Scan ship down! We can't let the Nine Tails get the last one!
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetAlone_IG_005_NineTailsTook=Nine Tails took out another scan ship. Only one left. We can't lose it.
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetNoGroup_IG_001_AllScanningShips=All scanning ships down. We're going to have to move on to the next scan point. Stand by for coordinates?
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetNoGroup_IG_002_DamnItThat=Damn it, that was the last scan ship, people. No choice. We got to retreat to the next scan point. Stand by for coordinates?
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetNoGroup_IG_003_NineTailsGot=Nine Tails got the final scan ship. We're done here. Let's move on to the next scan point and try again. Stand by for coordinates?
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetNoGroup_IG_004_WereOutOf=We're out of scanning ships. This area's lost. All pilots ready to move to the next scan area. Stand by for coordinates?
PU_CSCDR01_M_DEH_Destroyed_ScanShip_3rdParty_FleetFind_aEnemy_tAlly_FromAlly_TargetNoGroup_IG_005_ThatWasOur=That was our last scanning ship. Pilots prepare to retreat to the next scan point. Stand by for coordinates?
PU_CSCDR01_M_DEH_Destroyed_Turret_FleetBattle_aPlayer_tEnemy_FromAlly_IG_001_TurretEliminated=Turret eliminated.
PU_CSCDR01_M_DEH_Destroyed_Turret_FleetBattle_aPlayer_tEnemy_FromAlly_IG_002_HostileTurretDestroyed=Hostile turret destroyed.
PU_CSCDR01_M_DEH_Destroyed_Turret_FleetBattle_aPlayer_tEnemy_FromAlly_IG_003_EnemyTurretDestroyed=Enemy turret destroyed. Nicely done.
PU_CSCDR01_M_DEH_Destroyed_Turret_FleetBattle_aPlayer_tEnemy_FromAlly_IG_004_NineTailsTurret=Nine Tails turret eliminated.
PU_CSCDR01_M_DEH_Destroyed_Turret_FleetBattle_aPlayer_tEnemy_FromAlly_IG_005_ThereHostileTurret=There. Hostile turret down.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_CruiserShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_001_NineTailsCruiser=Nine Tails cruiser destroyed! That's gotta have them shaking.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_CruiserShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_002_ConfirmedHostileCruiser=Confirmed. Hostile cruiser destroyed!
PU_CSCDR01_M_DEH_Destroyed_Vehicle_CruiserShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_003_EnemyCruiserEliminated=Enemy cruiser eliminated.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_CruiserShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_004_LooksLikeThat=Looks like that Nine Tails cruiser's done for.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_CruiserShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_005_HostileCruiserDown=Hostile cruiser down.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FighterShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_001_EnemyFighterDown=Enemy fighter down. Nice work.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FighterShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_002_ExcellentNineTails=Excellent. Nine Tails fighter destroyed.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FighterShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_003_HostileFighterDestroyed=Hostile fighter destroyed.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FighterShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_004_EnemyFighterEliminated=Enemy fighter eliminated.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FighterShip_FleetBattle_aPlayer_tEnemy_FromAlly_IG_005_NineTailsFighter=Nine Tails fighter destroyed.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_001_YouDidIt=You did it! Nine Tails flagship is down! We got the bastards.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_002_ThatsItFlagships=That's it! Flagship's destroyed and the blockade is offline! We won!
PU_CSCDR01_M_DEH_Destroyed_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_003_YesFlagshipEliminated=Yes! Flagship eliminated! That should teach the Nine Tails not to mess with Crusader.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_004_ThereWeGot=There! We got them! Nine Tails are running scared! That'll teach them.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_005_IllBeDamned=I'll be damned, you did it! Flagship's down, blockade's over, and we got the bastards on the run.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_IG_001_HostileDown=Hostile down.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_IG_002_ThatsOneLess=That's one less Nine Tails to worry about.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_IG_003_EnemyEliminatedGood=Enemy eliminated. Good work.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_IG_004_NiceFlying=Nice flying.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_IG_005_WellDoneKeep=Well done. Keep it up and these Nine Tails will be done before they know it.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_001_RadarsClearPeople=Radar's clear, people. That looks like the last of them. For now at least.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_002_AreasClearOf=Area's clear of hostiles. Good work.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_003_ThatsItRadar=That's it. Radar is clear of enemies. Area secure.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_004_LooksLikeThat=Looks like that might have been the last of them. Stay on alert in case more arrive.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_005_IThinkThat=I think that was the last of them for now. Be we need to be vigilant. Keep patrolling the area just in case.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_006_NotSeeingAny=Not seeing any more Nine Tails in the area. Think we?re good for now.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_007_AllHostilesDown=All hostiles down. Go ahead and catch your breath but be ready in case the Nine Tails try again.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_008_HostilesEliminatedWere=Hostiles eliminated. We're all clear.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_009_ConfirmedAllNine=Confirmed. All Nine Tails in the area eliminated. Stay sharp in case they send more our way.
PU_CSCDR01_M_DEH_Destroyed_Vehicle_FleetFind_aAny_tEnemy_FromAlly_TargetNoGroup_IG_010_ThatDidIt=That did it, people. Hostiles are clear and the radar looks good.
PU_CSCDR01_M_DEH_Encourage_Mission_Return_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_WeCouldReally=We could really use you out here with us. I want you to rejoin the operation as soon as you can.
PU_CSCDR01_M_DEH_Encourage_Mission_Return_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_WereMakingProgress=We're making progress against the Nine Tails, but could use you back in action. Get over here as quick as you can. The sooner, the better.
PU_CSCDR01_M_DEH_Encourage_Mission_Return_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_TheOperationIs=The operation is still underway and we're dealing with these Nine Tails best we can, but it would be going a whole lot better with a few extra hands. Hurry up, and report back here ASAP.
PU_CSCDR01_M_DEH_Encourage_Mission_Return_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_ISincerelyHope=I sincerely hope you're making your way back to the operation. We need all the pilots we can get. Your help could make all the difference.
PU_CSCDR01_M_DEH_Encourage_Mission_Return_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_JustCheckingIn=Just checking in to make sure you're on your way. I need every ship out here fighting if we're going to deal with these Nine Tails.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_001_WelcomeToThe=Welcome to the mix. We?ve identified the array of ships responsible for generating the quantum dampening field. Focus your fire on taking them out. Fly fast, aim true, and good luck.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_002_GoodToHave=Good to have you here. Turns out the Nine Tails are generating the quantum dampening field using an array of ships. Those are our priority, but any hostile is fair game. It's going to take everything we got to put these Nine Tails down.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_003_SeemsLikeTheres=Seems like there's more than enough of these Nine Tails to go around, but your priority is the array of ships responsible for generating the quantum dampening field. Take your pick and take them down.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_004_YourOrdersAre=Your orders are simple - neutralize the array of ships responsible for generating the quantum dampening field. Good luck.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_005_WithAFleet=With a fleet this size, I'm a bit surprised at how well they managed to stay hidden. But now that we got them, I'm counting on you to take out the array of ships responsible for generating the quantum dampening field. Make me proud.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_RepeatOccur_IG_001_GladToHave=Glad to have you back. Get in there and let's end this.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_RepeatOccur_IG_002_WelcomeBackFind=Welcome back. Find a target, and let them know you mean business.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_RepeatOccur_IG_003_GoodYoureBack=Good. You're back. Get in there and help where you can.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_RepeatOccur_IG_004_NiceToHave=Nice to have you back. Now get to work and make your shots count.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_RepeatOccur_IG_005_HopingYoudCome=Hoping you'd come back. We can use all the help we can get. Find a target and show these Nine Tails what you can do.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_IG_001_ThisSiteLooks=This site looks clear. No hostiles on radar. Sending for the scan ships now.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_IG_002_AreasQuietSending=Area's quiet. Sending for the scan ships now and let's get them into position.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_IG_003_GoodNewsNo=Good news. No Nine Tails in sight. Hold position while the scan ships make their way here.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_IG_004_ImNotSeeing=I'm not seeing any Nine Tails on radar. Sending for the scan ships now.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_IG_005_TheScanArea=The scan area appears to be clear. Deploying the scanning ships to our location now.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_inCombat_IG_001_ShouldntBeSurprised=Shouldn't be surprised the Nine Tails were waiting for us. Bastards are crawling all over the area. We need to clear them out before we scan.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_inCombat_IG_002_WeNeedTo=We need to secure this area before we can redeploy the scanning ships. I want all Nine Tails eliminated.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_inCombat_IG_003_LookAlivePeople=Look alive, people. Let's get this area secured and these Nine Tails taken care of.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_inCombat_IG_004_AllRightWere=All right. We're not going to be able to scan the area until the Nine Tails are eliminated so let's get it done.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NewPointArrived_aPlayer_tAlly_FromAlly_inCombat_IG_005_LookAliveI=Look alive. I want all hostiles cleared out of the scan area ASAP.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NoObj_aPlayer_tAlly_FromAlly_inCombat_IG_001_GoodYoureHere=Good, you're here. Need you to clear those Nine Tails out before the scan ships can move into position.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NoObj_aPlayer_tAlly_FromAlly_inCombat_IG_002_AllRightPilot=All right, pilot. We need all hostiles in the area cleared before we can begin scanning. Get to work.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NoObj_aPlayer_tAlly_FromAlly_inCombat_IG_003_YourPriorityIs=Your priority is to engage the Nine Tails. We can't move the scan ships into position until all hostiles are clear.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NoObj_aPlayer_tAlly_FromAlly_inCombat_IG_004_PilotINeed=Pilot. I need you to clear these Nine Tails out. As soon as the area is secure we can move the scan ships into position.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_NoObj_aPlayer_tAlly_FromAlly_inCombat_IG_005_GoodYoureHere=Good, you're here. We need all hostiles eliminated and the area secured. The sooner it's safe the sooner we can scan for the main fleet.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_IG_001_WelcomePilotWere=Welcome pilot. We're underway with the scan, but until it's complete, I want you sweeping the area in case any Nine Tails arrive.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_IG_002_HeyThereThe=Hey there. The scan ships are doing their thing. Until they finish, I need you patrolling. If any Nine Tails show up, handle them.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_IG_003_AllRightPilot=All right, pilot. We've started scanning this area. It's quiet for now, but be ready for action just in case. I wouldn't be surprised if the Nine Tails tried to shut us down before we can find their fleet's location.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_IG_004_GladYouCould=Glad you could make it. The scan ships have begun collecting their data. I want you protecting them if any Nine Tails decide to attack. Stay ready.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_IG_005_ThanksForJoining=Thanks for joining us. The scans are already underway, so I need you on full alert. Nine Tails could attack at any moment.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_RepeatOccur_IG_001_GoodToSee=Good to see you back in action. You're on protection duty. See that no one interferes with the scan ships.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_RepeatOccur_IG_002_YoureBackGood=You're back. Good timing. We could use the extra firepower. Protect the scan ships at all cost.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_RepeatOccur_IG_003_GladYouMade=Glad you made it back. I want you guarding those scan ships, clear? Get to it.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_RepeatOccur_IG_004_NowThatYoure=Now that you're back in action, I need you to guard the scanning ships from the Nine Tails. Make sure nothing happens to them.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_RepeatOccur_IG_005_WelcomeBackPilot=Welcome back, pilot. We definitely could use the extra support in guarding the scanning ships. Be on the alert for Nine Tails.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_IG_001_ScansAreLooking=Scans are looking good but I need those Nine Tails taken care of now.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_IG_002_WelcomeToThe=Welcome to the fray pilot. I need you to protect those scanning ships so they can do their job.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_IG_003_TheScanningShips=The scanning ships are going to be in trouble if we don't take care of these Nine Tails. Go.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_IG_004_YourPriorityIs=Your priority is to engage the Nine Tails and keep the scan ships safe. We're going to need them if we want to find the main fleet.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_IG_005_YouGotHere=You got here just in time. The Nine Tails are trying to take out our scanning ships. Protect them at all costs.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_001_YoureBackPerfect=You're back. Perfect timing. Now how about giving those Nine Tails a hearty hello?
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_002_GladToSee=Glad to see ya. Go on and give those Nine Tail bastards everything you got.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_003_AboutTimeYou=About time you got back. We need the help. Focus fire on those Nine Tails.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_004_GoodYoureBack=Good. You're back. Get in there. I need these Nine Tails put down now.
PU_CSCDR01_M_DEH_Enter_MissionArea_FleetFind_aPlayer_tAlly_FromAlly_inCombat_RepeatOccur_IG_005_WelcomeBackLets=Welcome back. Let's see if you can't teach those Nine Tails a lesson.
PU_CSCDR01_M_DEH_Failed_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_ThatsItThe=That's it. The operation is over. You're free to go about your business. Thank you.
PU_CSCDR01_M_DEH_Failed_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_WereAllDone=We're all done here. You can go.
PU_CSCDR01_M_DEH_Failed_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_NothingLeftTo=Nothing left to do here. You're free to head out.
PU_CSCDR01_M_DEH_Failed_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_IDontThink=I don't think there's anything left for you to do here. Feel free to go.
PU_CSCDR01_M_DEH_Failed_Mission_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_OperationsDoneYoure=Operation's done. You're dismissed.
PU_CSCDR01_M_DEH_Failed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_DirectorRustThe=Director Rust. The blockade is over but the Nine Tails... they escaped, sir. We tried, but? it wasn't enough.
PU_CSCDR01_M_DEH_Failed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_DirectorRustWe=Director Rust. We weren't able to eliminate the fleet, sir. Good news is that the quantum blockade is over for now.
PU_CSCDR01_M_DEH_Failed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_DirectorRustSorry=Director Rust. Sorry to report, but the Nine Tails managed to slip away, sir. The blockade is over, but I am afraid that the threat isn't fully contained yet.
PU_CSCDR01_M_DEH_Failed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_DirectorRustApologies=Director Rust. Apologies, sir. We were unable to successfully contain the Nine Tails. At the very least though, the blockade is over.
PU_CSCDR01_M_DEH_Failed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_DirectorRustSome=Director Rust. Some bad news, sir. We were unable to capture the ones responsible. They turned off the blockade and escaped.
PU_CSCDR01_M_DEH_Failed_Warning_15Mins_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_ListenUpIntel=Listen up. Intel picked up some comm traffic. Seems the Nine Tails might try to make a break for it. Crusader can't afford to let them get away. We need to step up the pressure and put an end to this, now.
PU_CSCDR01_M_DEH_Failed_Warning_15Mins_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_AttentionPilotsWere=Attention, pilots. We're getting intel that the Nine Tails are going to run for ground if we don't stop them soon. That can't happen. Crusader needs them stopped here and now. We're counting on you.
PU_CSCDR01_M_DEH_Failed_Warning_15Mins_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_BadNewsSeems=Bad news. Seems if we don't put an end to things soon, the Nine Tails are going to try to run. That's unacceptable. Do what you have to, but I want them stopped.
PU_CSCDR01_M_DEH_Failed_Warning_5Mins_FleetBattle_BlockadeOff_aAlly_tPlayer_FromAlly_IG_001_SeemsLikeTheyre=Seems like they're gearing up to make a run for it. This is the final push. Don't let them get away.
PU_CSCDR01_M_DEH_Failed_Warning_5Mins_FleetBattle_BlockadeOff_aAlly_tPlayer_FromAlly_IG_002_ListenUpPeople=Listen up, people. I don't think the Nine Tails are going to wait around all day for us to finish them. We can't let them escape. If you're holding anything back, now's the time to use it.
PU_CSCDR01_M_DEH_Failed_Warning_5Mins_FleetBattle_BlockadeOff_aAlly_tPlayer_FromAlly_IG_003_ComeOnPeople=Come on, people. Don't know about you but I want to see these criminals pay for their actions. That's not going to happen if we let them get away. Let's end this while we can.
PU_CSCDR01_M_DEH_Failed_Warning_5Mins_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_TheyTurnedOff=They turned off the blockade! Quantum travel's back. I think they're going to make a run for it. We can't let them get away. I'll call in reinforcements but do what you can to stop them.
PU_CSCDR01_M_DEH_Failed_Warning_5Mins_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_TheQuantumDampener=The quantum dampener is off! They're going to try to run. We need to stop the Nine Tails! Crusader reinforcements are inbound but it may be too late.
PU_CSCDR01_M_DEH_Failed_Warning_5Mins_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_WaitTheyTurned=Wait. They turned off the dampener. I think they're going to try to quantum out of here. I'll call in reinforcements, but it's going to be up to us to stop them from running.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_001_HeresTheLocation=Here's the location of the next scan point. Head there now and secure the site.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_002_SendingTheNext=Sending the next scan point location. Everyone roll out and secure the area.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_003_ThatsTheNext=That's the next scan location. All pilots head there now. Weapons ready. Nine Tails may be waiting for us.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_004_GotTheNext=Got the next scan area. Fly there and secure the site.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_005_HeresTheNext=Here's the next area that needs to be scanned. It's up to us to secure it. Move out.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_inCombat_IG_001_SendingTheLocation=Sending the location of our next scan point. Break off engagement and head there now.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_inCombat_IG_002_SendingTheCoordinates=Sending the coordinates of our next scan point. Break engagement and relocate to the next site now.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_inCombat_IG_003_GotTheLocation=Got the location of the next scan area. Hostiles here are no longer a priority. We need to get to the site and secure it.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_inCombat_IG_004_JustSentThe=Just sent the location of the next scanning site. All pilots should disengage and head there now.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_inCombat_IG_005_ThisIsThe=This is the next scan site. Securing it takes priority. Break engagement and fly there now.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjArrived_aAlly_tPlayer_FromAlly_IG_001_ScanningShipsAre=Scanning ships are moving into position now. Keep the Nine Tails away from them.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjArrived_aAlly_tPlayer_FromAlly_IG_002_ShipsHaveArrived=Ships have arrived and are preparing to scan. This data's the only way we're going to find the Nine Tails main fleet and stop the quantum blockade. I'm counting on all of you to make sure that happens.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjArrived_aAlly_tPlayer_FromAlly_IG_003_ShipsMovingInto=Ships moving into scanning positions now. Let's establish a perimeter around them and get ready in case the Nine Tails decide to show.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjArrived_aAlly_tPlayer_FromAlly_IG_004_WithTheScan=With the scan ships here we'll begin collecting data soon. Hopefully, it'll help us find the main Nine Tails fleet. Until then, I want eyes open for any threats.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjArrived_aAlly_tPlayer_FromAlly_IG_005_ScanShipsHave=Scan ships have arrived so everyone be on high alert for threats. We can't let anything happen to them.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjEnRoute_aAlly_tPlayer_FromAlly_IG_001_TheScanShips=The scan ships just deployed from base. They should be here momentarily.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjEnRoute_aAlly_tPlayer_FromAlly_IG_002_ScanShipsDeployed=Scan ships deployed. Prepare for their arrival.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjEnRoute_aAlly_tPlayer_FromAlly_IG_003_ScanShipsAre=Scan ships are en route now. Stand by.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjEnRoute_aAlly_tPlayer_FromAlly_IG_004_AllRightScan=All right. Scan ships are making their way to us now.
PU_CSCDR01_M_DEH_Inform_Mission_FleetFind_ObjEnRoute_aAlly_tPlayer_FromAlly_IG_005_ScanShipsAre=Scan ships are heading our way. Look alive, people.
PU_CSCDR01_M_DEH_Inform_Mission_LastFail_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_001_ListenTheNine=Listen, the Nine Tails got the better of us and we had to abandon the scan. Hopefully our ships will do better at the next site. Updating the coordinates. Get there as soon as you can.
PU_CSCDR01_M_DEH_Inform_Mission_LastFail_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_002_BadNewsWe=Bad news. We got overrun at the last scan point. I need you to head to the next site and help us deal with these Nine Tails. Only way we're going to put an end to this blockade.
PU_CSCDR01_M_DEH_Inform_Mission_LastFail_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_003_WantedToLet=Wanted to let you know that Nine Tails forced us out of the previous scan area. Had no choice but to reconvene at the next set of coordinates. Make your way there.
PU_CSCDR01_M_DEH_Inform_Mission_LastFail_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_004_HeyTheNine=Hey, the Nine Tails wiped out our scanning ships. I'm ordering everyone to regroup at the next scan location and we'll see if we can fare better. I'm expecting you onsite on lend a hand.
PU_CSCDR01_M_DEH_Inform_Mission_LastFail_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_005_IKnowYouve=I know you've been out of the fight, but things haven't been going our way. We lost the last scan point to the Nine Tails. I need you at the next set of coordinates ASAP, geared up and ready to fight.
PU_CSCDR01_M_DEH_Inform_Mission_LastSuccess_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_001_AllRightPilot=All right, pilot. We finished up at the last scan site, and are making our way to the next. Updating the coordinates.
PU_CSCDR01_M_DEH_Inform_Mission_LastSuccess_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_002_GoodNewsWe=Good news. We were able to complete our scan at the last location and are now moving on to the next site. See you there.
PU_CSCDR01_M_DEH_Inform_Mission_LastSuccess_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_003_WantedToGive=Wanted to give you a heads up that we finished collecting data at the last scan area. Need you to head to the next scan point.
PU_CSCDR01_M_DEH_Inform_Mission_LastSuccess_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_004_HeyTheScanning=Hey, the scanning ships just finished their pass at the current location, so we're going to head to the next scan point. Meet us there.
PU_CSCDR01_M_DEH_Inform_Mission_LastSuccess_FleetFind_NewPoint_aAlly_tPlayer_FromAlly_IG_005_LooksLikeWere=Looks like we're all set with the last scan point. Need you to head to the next coordinates and help us secure the site there.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_001_ScanningShipsAre=Scanning ships are beginning their sweep of the area. It's going to draw attention, so be on the look out for hostile action.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_002_ScanningHasBegun=Scanning has begun. Nine Tails aren't going to be happy about it, so get ready.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_003_ScanningIsUnderway=Scanning is underway. All ships be on alert for a Nine Tails response.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_004_TheShipsHave=The ships have started their scans. I want everyone at the ready in case the Nine Tails decide to attack.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_005_ScanOfThe=Scan of the area is now underway. All pilots ready up for a possible Nine Tails response.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_006_ScanningShipsHave=Scanning ships have begun collecting data. All pilots, stand ready in case of attack.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_007_AllRightScans=All right. Scans have started. Combat ships, eyes open in case the Nine Tails come back.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_008_ScansAreBeing=Scans are being carried out. Patrol the area and make sure those ships are protected.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_009_OkayScansHave=Okay. Scans have kicked off. While the ships are gathering info, everyone else needs to be on the look out for hostile interference.
PU_CSCDR01_M_DEH_Inform_Scanning_Begin_FleetFind_aAlly_tPlayer_FromAlly_IG_010_ShipsAreNow=Ships are now actively scanning. Everyone else, you're on high alert for any Nine Tails attack.
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_IG_001_ScanIsComplete=Scan is complete. Good work. They'll report to back to base so we can process the data and find the Nine Tails fleet. Meanwhile, we need to secure the next scan point. Stand by for coordinates?
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_IG_002_ScansOfThis=Scans of this area are done and the data's ready to be analyzed back at base while we head to the next scan area. Stand by for coordinates?
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_IG_003_ThatsItScans=That's it. Scans for the area complete. Nice work everyone. They'll bring the data back to base for analysis while we secure the next scan area. Stand by for coordinates?
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_IG_004_AllRightScans=All right. Scans are complete. Data needs to be brought back to base so it can be analyzed while we secure the next location. Stand by for coordinates?
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_IG_005_GoodScanningsDone=Good. Scanning's done. While the data is being brought back for analysis, we'll head out to secure the next scanning area. Stand by for coordinates?
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_001_ScanCompleteRecalling=Scan complete. Recalling them back to base now. Protect them until they're clear.
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_002_ScansHaveFinished=Scans have finished. Ships will head back to base so the data can be processed.
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_003_ScansAreDone=Scans are done. Fall back and protect them until they're clear.
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_004_ScansAreAll=Scans are all done. Cover them so they can fall back to base with the data.
PU_CSCDR01_M_DEH_Inform_Scanning_Done_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_005_AreaScansComplete=Area scans complete and data's ready to return to base. Keep the Nine Tails off of them until they clear the area.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_001_ScansAreProgressing=Scans are progressing nicely. Should be just a bit longer.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_002_WereMakingGood=We're making good progress on the scans. Maintain the perimeter until I give the all clear.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_003_ScansShouldBe=Scans should be done soon. Continue patrolling the area for hostile threats.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_004_ScanDataCollection=Scan data collection is still progressing. Stay alert. Nine Tails could attack at any moment.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_005_WereGatheringSolid=We're gathering solid data from the scan, but need more time. Everyone stay alert.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_006_DataCollectionIs=Data collection is still proceeding along. Shouldn't be much longer, now.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_007_KeepUpThe=Keep up the good work everyone. We should be done scanning the area soon.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_008_EverythingStillSeems=Everything still seems quiet, but don't get comfortable. We still need a bit more time scanning, and the Nine Tails could crash the party at any moment.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_009_LetsStaySharp=Let's stay sharp, people. Scans are making good progress, but we're not done yet.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_IG_010_ScanningShipsAre=Scanning ships are making good headway. Not much longer now.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_001_ScansProgressingBut=Scans progressing, but we need more time! Keep those Nine Tails clear.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_002_TheScansAre=The scans are still going. Protect those ships!
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_003_WereScanningAs=We're scanning as fast as we can, but we need more time. Hold the Nine Tails off!
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_004_KeepTheNine=Keep the Nine Tails off the scanning ships, or they won't be able to finish!
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_005_IWantThese=I want these Nine Tails dealt with, people. The scan ships have to finish collecting data.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_006_WeNeedMore=We need more time to finish the scans! I want these Nine Tails cleared!
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_007_ProtectTheScanning=Protect the scanning ships! They need more time to finish!
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_008_ScanningShipsNeed=Scanning ships need more time. Keep these damn Nine Tails busy until they can finish.
PU_CSCDR01_M_DEH_Inform_Scanning_InProgress_FleetFind_aAlly_tPlayer_FromAlly_inCombat_IG_009_ScansAreMaking=Scans are making good progress but it won't matter if we don't protect them.
PU_CSCDR01_M_DEH_Inform_Scanning_Interference_FleetFind_aAlly_tPlayer_FromAlly_IG_001_WereGettingSome=We're getting some interference on the scan data. Going to reposition the scanning ships to a new formation to try and compensate. Stay with them.
PU_CSCDR01_M_DEH_Inform_Scanning_Interference_FleetFind_aAlly_tPlayer_FromAlly_IG_002_TheScanShips=The scan ships need to recalibrate their positions. Stay on them as they reposition.
PU_CSCDR01_M_DEH_Inform_Scanning_Interference_FleetFind_aAlly_tPlayer_FromAlly_IG_003_TheShipsAre=The ships are going to adjust their formation to improve the scan data. Cover them.
PU_CSCDR01_M_DEH_Inform_Scanning_Interference_FleetFind_aAlly_tPlayer_FromAlly_IG_004_SignalsRunningInto=Signal's running into issues. Need to adjust the scan ships. Repositioning now.
PU_CSCDR01_M_DEH_Inform_Scanning_Interference_FleetFind_aAlly_tPlayer_FromAlly_IG_005_WereGoingTo=We're going to have reposition the scan ships to compensate for some interference. Keep them covered.
PU_CSCDR01_M_DEH_Kicked_Mission_CriminalStat_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_LooksLikeYou=Looks like you got yourself a crimestat. Crusader Security can't use you until you get that sorted. My advice? Turn yourself in. Commander Herdsman, out.
PU_CSCDR01_M_DEH_Kicked_Mission_CriminalStat_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_AttentionPilotIndividuals=Attention, pilot. Individuals with crimestats can't be a part of any Crusader Security operations. Simple as that.
PU_CSCDR01_M_DEH_Kicked_Mission_CriminalStat_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_ThisIsA=This is a formal notice that as of now Cursader Security is going to sever its ties with you on this operation. We can't be working with active criminals.
PU_CSCDR01_M_DEH_Kicked_Mission_CriminalStat_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_ThisIsTo=This is to let you know that due to your current crimestat, Crusader Security will no longer be requiring your assistance.
PU_CSCDR01_M_DEH_Kicked_Mission_CriminalStat_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_INeedTo=I need to inform you that because of your crimestat, you will no long be able to assist Crusader Security with this operation. I strongly recommend you do the right thing and sort that out.
PU_CSCDR01_M_DEH_Leave_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_001_YoureBailingOn=You're bailing on us? Not surprised really. Just disappointed.
PU_CSCDR01_M_DEH_Leave_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_002_CantBelieveYoure=Can't believe you're not going to see this through. Guess I was wrong about you.
PU_CSCDR01_M_DEH_Leave_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_003_YoureLeavingThe=You're leaving the operation? Just like that? Fine. We're better off without you.
PU_CSCDR01_M_DEH_Leave_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_004_IllAdmitI=I'll admit. I didn't think you were the type to just leave a fight. Seems I was wrong.
PU_CSCDR01_M_DEH_Leave_MissionArea_FleetBattle_aPlayer_tAlly_FromAlly_IG_005_WhereDoYou=Where do you think you're going? We're in the middle of a operation. (pause) I'm not going to stop you but know that Crusader Security will remember what happened when we were counting on you.
PU_CSCDR01_M_DEH_Reactived_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_001_TheyveReactivatedThe=They've reactivated the quantum blockade! Figures it was too good to last.
PU_CSCDR01_M_DEH_Reactived_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_002_DamnItThe=Damn it. The quantum dampening array is back online!
PU_CSCDR01_M_DEH_Reactived_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_003_TheyBroughtThe=They brought the quantum blockade back online. Guess they want to stay and fight.
PU_CSCDR01_M_DEH_Reactived_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_004_TheQuantumDampeners=The quantum dampeners are back up! We need to take this damn array out.
PU_CSCDR01_M_DEH_Reactived_MainObj_FleetBattle_aEnemy_tAlly_FromAlly_IG_005_DampeningArrayIs=Dampening array is back online. No more quantum travel until we take it down.
PU_CSCDR01_M_DEH_Respawned_MainObj_FleetBattle_aAlly_tEnemy_FromAlly_IG_001_TheyreReinforcingThe=They're reinforcing the quantum dampener array.
PU_CSCDR01_M_DEH_Respawned_MainObj_FleetBattle_aAlly_tEnemy_FromAlly_IG_002_DetectingMoreQuantum=Detecting more quantum dampening ships. They're not letting this blockade go easy.
PU_CSCDR01_M_DEH_Respawned_MainObj_FleetBattle_aAlly_tEnemy_FromAlly_IG_003_NineTailsAre=Nine Tails are sending in more ships to strengthen the array.
PU_CSCDR01_M_DEH_Respawned_MainObj_FleetBattle_aAlly_tEnemy_FromAlly_IG_004_LookAlivePeople=Look alive, people. Got more quantum dampening ships joining the array.
PU_CSCDR01_M_DEH_Respawned_MainObj_FleetBattle_aAlly_tEnemy_FromAlly_IG_005_NineTailsAre=Nine Tails are bringing in more ships to maintain the quantum dampening array.
PU_CSCDR01_M_DEH_Spotted_Escape_Done_FleetBattle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_001_DamnItAll=Damn it all. They're gone. Can't believe we let them slip away.
PU_CSCDR01_M_DEH_Spotted_Escape_Done_FleetBattle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_002_ItWasntEnough=It wasn't enough. They got away.
PU_CSCDR01_M_DEH_Spotted_Escape_Done_FleetBattle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_003_HowTheHell=How the hell could we let them escape.
PU_CSCDR01_M_DEH_Spotted_Escape_Done_FleetBattle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_004_EveryoneStandDown=Everyone stand down. We lost them.
PU_CSCDR01_M_DEH_Spotted_Escape_Done_FleetBattle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_005_ItsOverThe=[Sigh] It's over. The bastards managed to get away.
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetBattle_aAlly_tEnemy_FromAlly_IG_001_WeveGotMore=We've got more Nine Tails inbound!
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetBattle_aAlly_tEnemy_FromAlly_IG_002_HeadsUpMore=Heads up! More Nine Tails on the way!
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetBattle_aAlly_tEnemy_FromAlly_IG_003_RadarsShowingNine=Radar's showing Nine Tails reinforcements inbound.
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetBattle_aAlly_tEnemy_FromAlly_IG_004_AdditionalNineTails=Additional Nine Tails forces coming your way. Ready up.
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetBattle_aAlly_tEnemy_FromAlly_IG_005_NineTailsReinforcements=Nine Tails reinforcements! Get ready!
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetFind_aAlly_tEnemy_FromAlly_IG_001_HeadsUpWeve=Heads up! We've got more Nine Tails coming in hot.
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetFind_aAlly_tEnemy_FromAlly_IG_002_LookAlivePeople=Look alive people. Nine Tails reinforcements inbound.
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetFind_aAlly_tEnemy_FromAlly_IG_003_MoreNineTails=More Nine Tails headed your way!
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetFind_aAlly_tEnemy_FromAlly_IG_004_HostileReinforcementsInbound=Hostile reinforcements inbound!
PU_CSCDR01_M_DEH_Spotted_Reinforcements_FleetFind_aAlly_tEnemy_FromAlly_IG_005_ContactEnemyReinforcements=Contact! Enemy reinforcements!
PU_CSCDR01_M_DEH_Spotted_Retreat_Begin_FleetBattle_aAlly_tEnemy_FromAlly_IG_001_HellYesThat=Hell yes! That did it. We got them on the run!
PU_CSCDR01_M_DEH_Spotted_Retreat_Begin_FleetBattle_aAlly_tEnemy_FromAlly_IG_002_ThatsItTheyre=That's it! They're giving up! We did it!
PU_CSCDR01_M_DEH_Spotted_Retreat_Begin_FleetBattle_aAlly_tEnemy_FromAlly_IG_003_LookTheyreLeaving=Look, they're leaving! We won!
PU_CSCDR01_M_DEH_Spotted_Retreat_Begin_FleetBattle_aAlly_tEnemy_FromAlly_IG_004_ThatDidIt=That did it! They're on the run and the station's safe!
PU_CSCDR01_M_DEH_Spotted_Retreat_Begin_FleetBattle_aAlly_tEnemy_FromAlly_IG_005_TheyreRetratingThe=They're retreating! The Nine Tails blockade's done for good!
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_AfterCompletion_aAlly_tEnemy_FromAlly_IG_001_NineTailsFlagship=Nine Tails flagship! It's going to cover their retreat! Take them out!
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_AfterCompletion_aAlly_tEnemy_FromAlly_IG_002_TheNineTails=The Nine Tails are going to use their flagship to get as many ships out as they can. We can't let them get away.
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_AfterCompletion_aAlly_tEnemy_FromAlly_IG_003_TheFlagshipsTheir=The flagship's their cover! The slippery bastards are going to try to use it to escape. That can't happen.
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_001_NineTailsFlagship=Nine Tails flagship! Watch its fire!
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_002_LookAliveNine=Look alive! Nine Tails cap ship on site!
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_003_ThisIsIt=This is it! Nine Tails flagship. Don't let that thing catch you out.
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_004_CrapNineTails=Crap. Nine Tails flagship.
PU_CSCDR01_M_DEH_Spotted_Vehicle_Flagship_FleetBattle_aAlly_tEnemy_FromAlly_IG_005_FlagshipSightedThese=Flagship sighted! These Nine Tails mean business.
PU_CSCDR01_M_DEH_Spotted_Vehicle_FleetFind_aAlly_tEnemy_FromAlly_IG_001_HostilesInbound=Hostiles inbound!
PU_CSCDR01_M_DEH_Spotted_Vehicle_FleetFind_aAlly_tEnemy_FromAlly_IG_002_NineTailsEn=Nine Tails en route.
PU_CSCDR01_M_DEH_Spotted_Vehicle_FleetFind_aAlly_tEnemy_FromAlly_IG_003_EnemiesApproaching=Enemies approaching!
PU_CSCDR01_M_DEH_Spotted_Vehicle_FleetFind_aAlly_tEnemy_FromAlly_IG_004_PilotsAtThe=Pilots, at the ready. We got Nine Tails headed our way.
PU_CSCDR01_M_DEH_Spotted_Vehicle_FleetFind_aAlly_tEnemy_FromAlly_IG_005_RadarsShowingHostile=Radar's showing hostile contacts. Get ready.
PU_CSCDR01_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_001_ListenUpPeople=Listen up, people. The scans paid off and we know where the bastards are hiding. Let's go and shut them down once and for all.
PU_CSCDR01_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_002_AllRightEveryone=All right, everyone. We did it. We found the Nine Tails fleet. Time to put an end to this blockade. Let's move out.
PU_CSCDR01_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_003_WeGotWhat=We got what we were waiting for. Location of the Nine Tails fleet. All pilots move out. Let's finish this.
PU_CSCDR01_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_004_NowThatWe=Now that we know the location of the Nine Tails fleet we can finally take these bastards down. All pilots, move out.
PU_CSCDR01_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_005_OkayPeopleOur=Okay, people. Our data techs came through and we got the location of where the Nine Tails are hiding the quantum dampener. I expect you all to help us take these bastards out.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_DirectorRustThe=Director Rust, the blockade is cleared, sir. Nine Tails have been eliminated.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_DirectorRustWe=Director Rust, we did it. The Nine Tails blockade is over, sir.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_DirectorRustCommander=Director Rust. Commander Herdsman, here. The Nine Tails have been dealt with, sir.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_DirectorRustThis=Director Rust. This is Commander Herdsman. Good news. The Nine Tails threat has been taken care of.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_DirectorRustI=Director Rust. I am proud to say that our forces were able to overcome the Nine Tails and neutralized the threat, sir.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetFind_aAlly_tPlayer_FromAlly_IG_001_ExcellentSirWe=Excellent, sir. We will move to engage.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetFind_aAlly_tPlayer_FromAlly_IG_002_RelievedToHear=Relieved to hear it, sir. You can count on us.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetFind_aAlly_tPlayer_FromAlly_IG_003_GladTheScans=Glad the scans worked out, sir. Those Nine Tails won't know what hit them.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetFind_aAlly_tPlayer_FromAlly_IG_004_GoodNewsIndeed=Good news indeed, sir. This blockade is all but over.
PU_CSCDR01_M_DEH_Succeed_Mission_ToChief_FleetFind_aAlly_tPlayer_FromAlly_IG_005_WonderfulSirIll=Wonderful, sir. I'll let you know when the threat has been dealt with.
PU_CSCDR01_M_DEH_Thanks_WithPayment_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_OnBehalfOf=On behalf of Crusader, I want to thank you for everything. You all stepped up when you didn't have to and I won't forget it. Here. You've earned this.
PU_CSCDR01_M_DEH_Thanks_WithPayment_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_ISincerelyWant=I sincerely want to thank everyone for what we accomplished here. We all came together and we won. Here. You've earned this.
PU_CSCDR01_M_DEH_Thanks_WithPayment_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_CongratulationsPilotsIt=Congratulations, pilots. It was a hard fought victory and you all deserve the thanks and appreciation of the people of Crusader. Well done.
PU_CSCDR01_M_DEH_Thanks_WithPayment_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_WhatWeDid=What we did here today, could not have been done with out the help of all of you. This was a momentous effort and you have my appreciation. Thank you.
PU_CSCDR01_M_DEH_Thanks_WithPayment_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_OnBehalfOf=On behalf of myself and all of Crusader Security. I want to thank you for your help in dealing with this Nine Tails threat. You have earned our gratitude and more.
PU_CSCHIEF01_F_DEH_Accepted_Mission_Trade_aPlayer_tAlly_FromAlly_IG_001_HelloCrusaderSecurity=Hello. Crusader Security Director Rust, here. I was informed that you've agreed to help bring supplies to our beleaguered station. I wanted to personally let you know how much your effort will mean in our fight against the Nine Tails. I wish you speed and good fortune. We're counting on you.
PU_CSCHIEF01_F_DEH_Accepted_Mission_Trade_aPlayer_tAlly_FromAlly_IG_002_GreetingsThisIs=Greetings. This is Crusader Security Director Rust. I wanted to let you know that your assistance to resupply the blocked station is extremely appreciated. Those supplies will be vital to our effort and cannot be delivered soon enough. Good luck and safe flying.
PU_CSCHIEF01_F_DEH_Accepted_Mission_Trade_aPlayer_tAlly_FromAlly_IG_003_ThisIsDirector=This is Director Rust for Crusader Security. I wanted to personally express my thanks for volunteering to do a supply run to the blockaded station. Those supplies will mean a lot to the people there. Hopefully, everything will go well and they will be restocked before too long. Good luck.
PU_CSCHIEF01_F_DEH_Accepted_Mission_Trade_aPlayer_tAlly_FromAlly_IG_004_HelloThisIs=Hello. This is Security Director Rust with Crusader. Was told that you'd agreed to help the blockaded station by doing a supply run. Know that your assistance could make all the difference to the people there. Safe flying out there. We're counting on you.
PU_CSCHIEF01_F_DEH_Accepted_Mission_Trade_aPlayer_tAlly_FromAlly_IG_005_ThisIsSecurity=This is Crusader Security Director Rust and I'm contacting you to say how much all of us here at Crusader appreciate you contributing to the effort. Resupplying the blockaded station is of the utmost importance. Best of luck and safe flying.
PU_CSCHIEF01_F_DEH_Announce_Mission_Trade_aNeutral_tSector_FromNeutral_IG_001_ThisIsCrusader=This is Crusader Security Director Rust. I am calling upon any traders and haulers in the sector for assistance during these ongoing hostilities. With regular quantum traffic currently offline, the people of the blockaded station are in dire need of emergency supplies. Fair compensation will be offered as thanks for undertaking such risk during these trying times.
PU_CSCHIEF01_F_DEH_Announce_Mission_Trade_aNeutral_tSector_FromNeutral_IG_002_TradersAndHaulers=Traders and Haulers of Crusader. Your community needs you. The station currently being blockaded by the Nine Tails is in desperate need of supplies. Crusader Security requests all ships able to make the run to do so. Compensation will be adjusted to match the additional risk.
PU_CSCHIEF01_F_DEH_Announce_Mission_Trade_aNeutral_tSector_FromNeutral_IG_003_SecurityUpdateThe=Security Update. The ongoing Nine Tails blockade means that normal trade routes have been interrupted and essentials are in short supply. Crusader is calling on those traders and haulers who are able to deliver much needed supplies to the station. Prices will be adjusted to reflect the ongoing hostilities. Thank you in advance.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L1Area_aNeutral_tSector_FromNeutral_IG_001_PeopleOfCrusader=People of Crusader. The criminal group known as the Nine Tails have cut off all quantum travel around Ambitious Dream Station. Crusader Security has dispatched forces to resolve this issue. Until then, we advise all civilian ships to avoid this area until further notification and request that all qualified mercenary forces assist us during this emergency. Thank you.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L1Area_aNeutral_tSector_FromNeutral_IG_002_AttentionThisIs=Attention. This is a Crusader Security high alert. The Nine Tails outlaw gang has blockaded Ambitious Dream Station preventing all quantum travel in or out. All travelers are advised to avoid the area. Security Forces are already working to address the issue, but if there are additional trained security professionals available to assist, please do so. Further information will be released when available.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L1Area_aNeutral_tSector_FromNeutral_IG_003_AttentionPleaseThis=Attention, please. This is Crusader Security Director Sasha Rust with a vital security alert. The criminal gang known as the Nine Tails have launched an illegal blockade of Ambitious Dream Station. At this time, all travelers are advised to avoid the affected area until Quantum Travel can be restored. To aid with our efforts, Crusader Security is calling upon any trained security professionals in the area to assist. Stand by for further announcements.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L4Area_aNeutral_tSector_FromNeutral_IG_001_PeopleOfCrusader=People of Crusader. The criminal group known as the Nine Tails have cut off all quantum travel around Shallow Fields Station. Crusader Security has dispatched forces to resolve this issue. Until then, we advise all civilian ships to avoid this area until further notification and request that all qualified mercenary forces assist us during this emergency. Thank you.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L4Area_aNeutral_tSector_FromNeutral_IG_002_AttentionThisIs=Attention. This is a Crusader Security high alert. The Nine Tails outlaw gang has blockaded Shallow Fields Station preventing all quantum travel in or out. All travelers are advised to avoid the area. Security Forces are already working to address the issue, but if there are additional trained security professionals available to assist, please do so. Further information will be released when available.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L4Area_aNeutral_tSector_FromNeutral_IG_003_AttentionPleaseThis=Attention, please. This is Crusader Security Director Sasha Rust with a vital security alert. The criminal gang known as the Nine Tails have launched an illegal blockade of Shallow Fields Station. At this time, all travelers are advised to avoid the affected area until Quantum Travel can be restored. To aid with our efforts, Crusader Security is calling upon any trained security professionals in the area to assist. Stand by for further announcements.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L5Area_aNeutral_tSector_FromNeutral_IG_001_PeopleOfCrusader=People of Crusader. The criminal group known as the Nine Tails have cut off all quantum travel around Bountiful Glen Station. Crusader Security has dispatched forces to resolve this issue. Until then, we advise all civilian ships to avoid this area until further notification and request that all qualified mercenary forces assist us during this emergency. Thank you.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L5Area_aNeutral_tSector_FromNeutral_IG_002_AttentionThisIs=Attention. This is a Crusader Security high alert. The Nine Tails outlaw gang has blockaded Bountiful Glen Station preventing all quantum travel in or out. All travelers are advised to avoid the area. Security Forces are already working to address the issue, but if there are additional trained security professionals available to assist, please do so. Further information will be released when available.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_L5Area_aNeutral_tSector_FromNeutral_IG_003_AttentionPleaseThis=Attention, please. This is Crusader Security Director Sasha Rust with a vital security alert. The criminal gang known as the Nine Tails have launched an illegal blockade of Bountiful Glen Station. At this time, all travelers are advised to avoid the affected area until Quantum Travel can be restored. To aid with our efforts, Crusader Security is calling upon any trained security professionals in the area to assist. Stand by for further announcements.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_OnGoing_aNeutral_tSector_FromNeutral_IG_001_HelloThisIs=Hello. This is Sasha Rust, director of Crusader Security and I wanted to provide an update on the current crisis. While the Nine Tails are still blockading quantum travel, know that security forces and a highly skilled group of volunteers are hard at work cleaning out the outlaw elements. All of us at Crusader Industries appreciate your cooperation during these trying times.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_OnGoing_aNeutral_tSector_FromNeutral_IG_002_AttentionAllPeople=Attention all people of Crusader. This is a security update regarding the ongoing outlaw blockade. Efforts are underway to arrest those responsible and restore quantum travel to the affected station as soon as possible. Until such a time, travel to the sector is considered to be high-risk. Your patience in this matter is appreciated.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_OnGoing_aNeutral_tSector_FromNeutral_IG_003_AttentionPleaseThis=Attention, please. This is a Crusader Security update. Unfortunately, the outlaw blockade is still prohibiting quantum travel through the sector and we are continuing to advise ships to avoid the area. But rest assured that we are working diligently to resolve the situation and arrest the Nine Tails responsible. We will continue to provide updates as new information arises. Thank you.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_aNeutral_tSector_FromNeutral_IG_001_PeopleOfCrusader=People of Crusader. The criminal group known as the Nine Tails have cut off all quantum travel around one of this sector's stations. Crusader Security has dispatched forces to resolve this issue. Until then, we advise all civilian ships to avoid this area until further notification and request that any qualified mercenary forces willing to assist contact our outsource managers. Thank you.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_aNeutral_tSector_FromNeutral_IG_002_AttentionThisIs=Attention. This is a Crusader Security high alert. The Nine Tails outlaw gang have blockaded a local station preventing all quantum travel in or out. Security Forces are already working to address the issue, but all travelers are advised to avoid the area. Any support from trained security professionals would be appreciated. Further information will be released when available.
PU_CSCHIEF01_F_DEH_Announce_NewsAlert_aNeutral_tSector_FromNeutral_IG_003_AttentionPleaseThis=Attention, please. This is Crusader Security Director Sasha Rust with a vital security alert. The criminal gang known as the Nine Tails have launched an illegal blockade of one the sector's stations. At this time, all travelers are advised to avoid the affected area until Quantum Travel can be restored. To aid with our efforts, Crusader Security is calling upon any trained security professionals in the area to assist. Stand by for further announcements.
PU_CSCHIEF01_F_DEH_Announce_Warning_HighCrimeRate_aNeutral_tSector_FromNeutral_FirstOccur_IG_001_PeopleOfCrusader=People of Crusader, guests and residents. This is Sasha Rust, director of Crusader Security. We have received viable intelligence concerning possible outlaw threats in the area. Though we are working diligently to maintain security, I must ask that you use caution while traveling through the sector and to report anything suspicious. Your safety is a top priority for all of us at Crusader Industries. Thank you.
PU_CSCHIEF01_F_DEH_Announce_Warning_HighCrimeRate_aNeutral_tSector_FromNeutral_IG_001_PeopleOfCrusader=People of Crusader, guests and residents. I have an important security update. We have once again received word that outlaw elements are plotting to move against a station in our sector. Although it is my belief that Security forces will be able to deal with this threat before it emerges, it is encouraged that you take extra precautions while traveling. Thank you.
PU_CSCHIEF01_F_DEH_Announce_Warning_HighCrimeRate_aNeutral_tSector_FromNeutral_IG_002_AttentionCrusaderThis=Attention Crusader. This is Director Rust with an important update regarding possible hostile activity in the sector. We have received credible reports that outlaws may once again be planning a show of force. Crusader Security is doing everything in our power to ensure the safe travel through the area. I will keep you posted if there are any new updates. Thank you.
PU_CSCHIEF01_F_DEH_Announce_Warning_HighCrimeRate_aNeutral_tSector_FromNeutral_IG_003_AttentionPleaseCrusader=Attention, please. Crusader Security has new information regarding another possible outlaw attack and would like to strongly encourage all those traveling through the sector to use extra caution. While we have no specifics to share at this time, rest assured that we are diligently working to stop any such threat before it occurs. Thank you for your time.
PU_CSCHIEF01_F_DEH_Failed_Event_aNeutral_tSector_FromNeutral_FirstOccur_IG_001_HelloThisMessage=Hello. This message is to inform you that Crusader Security has regained control of the sector and quantum travel can proceed as normal. However, even though the immediate threat may be over, I urge all ships to take extra precautions as efforts continue to stop the Nine Tails once and for all. Finally, I would like to offer a moment of silence for all those who lost their lives trying to defend us... Thank you.
PU_CSCHIEF01_F_DEH_Failed_Event_aNeutral_tSector_FromNeutral_IG_001_AttentionCrusaderSecurity=Attention. Crusader Security has verified that the recent blockade is over, and quantum travel can again resume. Though those responsible remain at large, rest assured that we will continue to do everything we can to make sure that these Nine Tails are punished for their actions. Until then, be safe.
PU_CSCHIEF01_F_DEH_Failed_Event_aNeutral_tSector_FromNeutral_IG_002_AttentionThisIs=Attention. This is Director Rust of Crusader Security. While those responsible still remain at large, the quantum travel blockade is now over. We are doing everything we can to keep you safe, but strongly advise extra caution as traffic resumes. That is all.
PU_CSCHIEF01_F_DEH_Failed_Event_aNeutral_tSector_FromNeutral_IG_003_AttentionPeopleOf=Attention, people of Crusader. The recent blockade of quantum travel has been ended. And while travel may resume as normal, the culprits behind this attack are unfortunately still on the loose. We at Crusader Security will continue to pursue justice but we kindly ask that you please use extra caution when traveling to ensure your safety. Thank you.
PU_CSCHIEF01_F_DEH_Failed_Event_aNeutral_tSector_FromNeutral_IG_004_AttentionTheRecent=Attention. The recent illegal blockade of a station in Crusader space has been concluded. As we continue to work to bring those responsible to justice, please use extra caution as you resume normal travel. That is all.
PU_CSCHIEF01_F_DEH_Failed_Event_aNeutral_tSector_FromNeutral_IG_005_AttentionQuantumTravel=Attention. Quantum travel can once again resume freely in the sector. Crusader Security is working to find and arrest those responsible for this criminal blockade, but until such a time, please continue to prioritize safety and caution while traveling. Thank you.
PU_CSCHIEF01_F_DEH_Failed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_ThatIsDissapointing=That is disappointing, Commander. At least the blockade is over for now. I want to see you in my office when you get back. Director Rust, out.
PU_CSCHIEF01_F_DEH_Failed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_UnfortunateButAt=Unfortunate, but at least travel to the station can resume. Report back to HQ immediately. The board will want to know why we failed to stop the Nine Tails. Director Rust, out.
PU_CSCHIEF01_F_DEH_Failed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_AShameCommander=A shame, Commander. I'm sure you did what you could, but this is what happens when we're forced to rely on civilians. Now that traffic can resume to the station, I want a full report on my desk before end of shift. Director Rust, out.
PU_CSCHIEF01_F_DEH_Failed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_ThatsTooBad=That's too bad. The board is going to be disappointed to say the least. Hopefully the blockade ending will overshadow the Nine Tails' escape. Return to HQ, Commander. I expect a full report ASAP.
PU_CSCHIEF01_F_DEH_Failed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_NotExactlyThe=Not exactly the news I was hoping for. With the Nine Tails in the wind its only a matter of time before they take action again. Still, the blockade is ended for now and that was the more pressing concern. I expect you to report to my office upon your return Commander.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_25Completion_aAlly_tPlayer_FromAlly_IG_001_ThisIsCrusader=This is Crusader Security Director Rust. Wanted to let you know that we're starting to get good data back from the scan ships. I'm confident we will be able to track down the source of the blockade if we keep this up.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_25Completion_aAlly_tPlayer_FromAlly_IG_002_ThisIsCrusader=This is Crusader Security Director Rust. I received word from our data techs that preliminary scans are looking hopeful. We will need more information to get a clearer picture of where the blockade is hiding, but we're on the right track.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_25Completion_aAlly_tPlayer_FromAlly_IG_003_ThisIsCrusader=This is Crusader Security Director Rust. We have begun processing the scan information. No sign of the blockade's location yet, but it's only a matter of time. If we keep scanning, I'm sure we'll be able to track the Nine Tails down.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_50Completion_aAlly_tPlayer_FromAlly_IG_001_DirectorRustHere=Director Rust, here. Thanks to the scans, we are beginning to narrow down the potential source of the Nine Tails blockade. If we keep scanning, it'll only be a matter of time.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_50Completion_aAlly_tPlayer_FromAlly_IG_002_DirectorRustHere=Director Rust, here with an update. Our techs are hard at work figuring out the source of the quantum dampening field, but they still need more scan data. We're counting on you.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_50Completion_aAlly_tPlayer_FromAlly_IG_003_DirectorRustHere=Director Rust, here. We're making good progress on analyzing the scan data. It seems that if we keep gathering intelligence at this rate, we should soon be able to track down the source of the blockade.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_75Completion_aAlly_tPlayer_FromAlly_IG_001_DirectorRustAgain=Director Rust, again. Good news. We are getting very close to finding the Nine Tails fleet that are operating the blockade. Just a few more scans and we should have them.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_75Completion_aAlly_tPlayer_FromAlly_IG_002_DirectorRustAgain=Director Rust, again. The technicians are telling me that we are just a few scans away from determining the location of the Nine Tails fleet. Keep at it and we'll be able to shut down this blockade for good.
PU_CSCHIEF01_F_DEH_Inform_Mission_StatusUpdate_FleetFind_75Completion_aAlly_tPlayer_FromAlly_IG_003_DirectorRustAgain=Director Rust, again with another update. We only need a bit more scan data and we should finally be able to locate the source of the blockade and deal with these Nine Tails once and for all. This is it. We're close.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_FirstOccur_IG_001_IWasJust=I was just informed of your successful delivery, pilot. Happy you were able to lend a hand. Anything else you're able to contribute will be very appreciated.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_FirstOccur_IG_002_JustTakingA=Just taking a moment to tell you good job on the first delivery, pilot. Fighting may get all the headlines, but it?s the efforts of people like you that make everything we do possible. Keep up the effort.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_FirstOccur_IG_003_GoodWorkOn=Good work on completing a supply dropoff. You wouldn't believe how many people say they're going to help and never deliver. You should feel proud of yourself and keep up the hard work.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_FirstOccur_IG_004_ThankYouFor=Thank you for completing a delivery, pilot. Crusader is counting on folks like yourself to help end this terrible blockade. Anything else you could resupply the station with would be much appreciated.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_FirstOccur_IG_005_ReachingOutTo=Reaching out to personally thank you for completing your first delivery. And as badly as these supplies are needed, hopefully it's the first of many.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_IG_001_WantedToLet=Wanted to let you know how much these deliveries are helping our efforts. Your hard work is not going unnoticed. Keep it up.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_IG_002_IMustSay=I must say, I've been impressed by your ongoing work to resupply the station. It shows real dedication. Every contribution makes a difference.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_IG_003_PilotIWanted=Pilot, I wanted to check in and let you know that your continuing efforts to resupply the station are exactly what's needed during these difficult times. You've done a great job so far.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_IG_004_WellDonePilot=Well done, pilot. Another successful delivery. These supplies are very much needed, so stay the course.
PU_CSCHIEF01_F_DEH_Received_Supplies_Trade_aPlayer_tAlly_FromAlly_IG_005_ISeeHere=I see here that you've completed another delivery. Excellent. Every supply you bring to the station is very much needed, so carry on.
PU_CSCHIEF01_F_DEH_Succeed_Event_aNeutral_tSector_FromNeutral_FirstOccur_IG_001_ToAllMy=To all my fellow Crusaders, this is Director Rust. I am pleased to announce that the Nine Tails threat has been resolved and quantum travel can now resume. Thank you for your patience during these trying times and thank you to the brave individuals who assisted our security forces in defeating this scourge. Crusader Industries prides itself on providing safe travel for all.
PU_CSCHIEF01_F_DEH_Succeed_Event_aNeutral_tSector_FromNeutral_IG_001_PeopleOfCrusader=People of Crusader, once again the Nine Tails have been pushed back and normal travel restored. I would like to personally thank Crusader Security and every civilian who contributed to this noble effort. You have my eternal gratitude.
PU_CSCHIEF01_F_DEH_Succeed_Event_aNeutral_tSector_FromNeutral_IG_002_AttentionPleaseOn=Attention, please. On behalf of Crusader Security, this is Director Rust with some good news to share. The blockade is over, the Nine Tails have been dealt a decisive blow, and quantum travel can once again resume. I want to offer my sincerest thanks to everyone who contributed to this successful resolution. For all of us at Crusader, have a wonderful day.
PU_CSCHIEF01_F_DEH_Succeed_Event_aNeutral_tSector_FromNeutral_IG_003_ThisIsA=This is a security update from Director Rust and I am pleased to share some good news. The latest Nine Tails blockade has been decisively concluded by our fearless security personnel and the brave private contractors who assisted the effort. We all owe them a debt of gratitude. Feel free to resume normal travel.
PU_CSCHIEF01_F_DEH_Succeed_Event_aNeutral_tSector_FromNeutral_IG_004_AttentionThisIs=Attention. This is Security Director Rust. I am thrilled to announce that the Nine Tails outlaw group has once again been repelled and safe travel through Crusader space can resume thanks to the tireless efforts of our hardworking security forces and contractors. Whatever challenges arise in the future, I feel confident in our ability to meet them head on. Thank you all.
PU_CSCHIEF01_F_DEH_Succeed_Event_aNeutral_tSector_FromNeutral_IG_005_ThisIsA=This is a security update on the recent quantum blockade of Crusader space. I am pleased to announce that our skilled security forces and contractors have successfully dealt with the perpetrators and regular travel can resume once again. Thank you all for your perseverance during these trying times. All of us here at Crusader wish you safe travels.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_001_ExcellentIKnew=Excellent. I knew I could count on you. The people of Crusader will be very happy to hear the good news. Be sure that any civilians who assisted are rewarded for their hard work and I'll expect to be debriefed when you get back to Orison, Commander.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_002_WellDoneCommander=Well done, Commander. A hearty congratulations to you and the volunteer force. Rest assured that they will be provided due compensation for all their brave efforts. The board and I look forward to speaking with you in person when you return. Until then Commander, Director Rust, out.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_003_WonderfulNewsI=Wonderful news. I only hope that we've put a stop to the Nine Tails once and for all. Make sure to compensate all the volunteers who assisted, and then report back to headquarters. See you soon, Commander.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_004_ThatsARelief=That's a relief to hear. I know putting a stop to these Nine Tails was no easy feat. You should be proud. As should all the civilians who helped. See to it that they are duly rewarded for their efforts. Last thing before I let you go, the board's requested a personal debrief, so I'll need you to return to Orison as soon as you're able. Good work, Commander.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetBattle_aAlly_tPlayer_FromAlly_IG_005_FantasticCommanderThe=Fantastic, Commander. The board will be thrilled to hear. Reward the volunteers for their efforts and report back to headquarters. Director Rust, out.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetFind_aAlly_tPlayer_FromAlly_IG_001_IHaveGood=I have good news, Commander. All your hard work has paid off. We have the location of the Nine Tails fleet. Head there now. We're putting an end to this once and for all.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetFind_aAlly_tPlayer_FromAlly_IG_002_IHaveAn=I have an update, Commander. The scan information has paid off and we have the location of the main hostile fleet. I want you to engage the Nine Tails as soon as possible and end this. Good luck to you and all your forces.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetFind_aAlly_tPlayer_FromAlly_IG_003_CommanderWeHave=Commander. We have finished analyzing the latest scans and determined the location of the Nine Tails' fleet. Head to their position ASAP. You have my permission to engage.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetFind_aAlly_tPlayer_FromAlly_IG_004_CommanderJustReceived=Commander. Just received word on the latest scan data. We found the bastards. Sending you the location of the main Nine Tails fleet now. Head to their position and put an end to this blockade once and for all.
PU_CSCHIEF01_F_DEH_Succeed_Mission_ToCdr_FleetFind_aAlly_tPlayer_FromAlly_IG_005_CommanderTheData=Commander. The data team has successfully analyzed the scans and isolated the Nine Tails fleet location. I'm authorizing you to head there now and shut this blockade down immediately. Good luck.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_NotTakePart_aAlly_tAlly_FromAlly_IG_001_ThisIsDirector=This is Director Rust. The blockaded station has been resupplied so we wont be needing your assistance any longer. Crusader appreciates your offer to help. Safe flying.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_NotTakePart_aAlly_tAlly_FromAlly_IG_002_ThisIsCrusader=This is Crusader Security Director Rust. Wanted to inform you that we no longer need your assistance in restocking the station. It's all been taken care of. We'll definitely let you know if we need any further assistance in the future.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_NotTakePart_aAlly_tAlly_FromAlly_IG_003_AttentionThe=Attention. The station has been successfully restocked. No further assistance with supplies is needed at this time. Thank you for your offer to help.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_aPlayer_tAlly_FromAlly_IG_001_HelloIWas=Hello. I was just informed that the blockaded station has been resupplied thanks to you. Not an easy task. Please trust that they will be going towards a good cause. You have my and Crusader's gratitude. Safe flying.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_aPlayer_tAlly_FromAlly_IG_002_CongratulationsOnA=Congratulations on a successful supply run. Your effort has done a lot of good for that station. On behalf of Crusader, thanks.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_aPlayer_tAlly_FromAlly_IG_003_ThisIsDirector=This is Director Rust. Wanted to let you know that the station resupply was successful and not a moment too soon. Your assistance in this matter was much appreciated.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_aPlayer_tAlly_FromAlly_IG_004_DirectorRustHere=Director Rust here. I have an update on the station resupply. Just got word that they have everything they need. Thanks for contributing to the effort.
PU_CSCHIEF01_F_DEH_Succeed_Mission_Trade_aPlayer_tAlly_FromAlly_IG_005_ThisIsDirector=This is Director Rust. I've got good news. The blockaded station has been completely resupplied. Should make quite a difference to our efforts there. Crusader appreciates your help with the matter.
PU_CSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_HeyThereLiaison=Hey there. Liaison Officer Vanzant with Crusader Security. I'm the one managing your contract with us to - says here, "Destroy Illegal Contraband." Ah, right. Basically, criminals have been setting up these automated production facilities that can just keep turning out product like its nothing. We got coordinates on one of these sites, and we want you to go destroy all the contraband they make. We even got a nice little bonus scheme set up where we'll pay you based on how much product you manage to take off the market. You'll be doing good for the community, and getting a good salary to do it. Nothing wrong with that, right?
PU_CSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_HiImYour=Hi, I'm your Crusader Security Liaison Officer for this contract. That means I'll be supervising while you deal with this automated facility. You should have the details, but the idea is that you'll infiltrate the compound and destroy the packages as they come off the production line, preventing them from getting out into the wild. While the manufacturing process takes care of itself, I wouldn't be surprised if you run into some outlaw resistance anyway. Go in prepared, and you should come out alright. Good luck.
PU_CSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyLiaisonOfficer=Hey, Liaison Officer Vanzant here. Thanks for agreeing to help us deal with this illegal production facility. Crusader Security is very eager to make sure that whatever products are coming off the line don't make it onto market. Once you're on site, deal with whatever resistance there is, and destroy as much of the contraband as you can. Ideally all of it. I sent you the details so you should be all set to go. Safe flying.
PU_CSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_HiThisIs=Hi, this is Liaison Officer Vanzant with Crusader Security. I'll be overseeing your contract with us. Appreciate your help in dealing with this illegal production facility. As outlined, the hope is that you'll be able to secure the site and confiscate any contraband you find for delivery to our evidence hold. Now, these so-called criminal geniuses have managed to automate a lot of the production, so its unclear how long they'll be manufacturing product for or how many outlaws will be on site, but I'd go in ready to face some serious resistance. Could get pretty nasty... Sure you'll be fine though. I'll check in on you later.
PU_CSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_GreetingsImA=Greetings. I'm a Liaison Officer with Crusader Security and I'll be supervising your work in helping us deal with this illegal production facility today. It's one of the newer automated style where it's pretty much hands free for the outlaws. Crazy how advanced these things are getting. We'd like you to go there and secure as many of the crates of contraband as you can and bring them to us for processing and disposal. And of course, if there any hostile forces present, you're expected to deal with them as appropriate. And remember, caution is the keyword all around.
PU_CSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_HeyThereCrusader=Hey there. Crusader Security Officer Vanzant comming you about the contract work. Just wanted to make sure everything was clear. You're going to be headed to an automated production facility and grabbing all the contraband that comes off the line. Once you have it secured, you're to bring them to the appointed location so we can properly analyze and dispose of it. Not sure what exactly you can expect in terms of hostile resistance, but it usually pays to be ready for a fight. And just to say it, I'm really happy we hired you for this. Will be great to get all this contraband off the market before it does any damage.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HiThereLiaison=Hi there. Liaison Officer Vanzant. Happy to see you'll be helping Crusader Security out with this contract. With the work you've been doing so far, I'm sure you'll be able to take care of this one no problem. Updating you with all the details now.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_002_HeyGreatTo=Hey! Great to see your name pop up on this contract. Always appreciate having experienced and dependable operators handling things. Okay, I've updated all the info and you should be good to go. Good luck out there and I'll check in with you later.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_003_HiOfficerVanzant=Hi! Officer Vanzant here. You've been working with Crusader Security for a bit now, so I won't hold your hand too much. Check the details, use your best judgment, and I'll catch up with you later. Thanks.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_001_HiThisIs=Hi, this is Liaison Officer Vanzant with Crusader Security. I'll be managing your contract on this upcoming job. Sending you the important info now so you can get on your way.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_002_HiThereIm=Hi there. I'm the Crusader Security Liaison Officer overseeing your contract. You should have all the important details now, and I'll be monitoring you're progress as you go. Good luck out there.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_003_HeyImOfficer=Hey, I'm Officer Vanzant with Crusader Security. Thanks for taking this contract. I'm updating the details for you now but it should all be pretty clear. Just remember to keep your head down and be safe. Don't want to lose anybody on my watch. All right, get to it and I'll check in on you later.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_004_HeyCommingYou=Hey, comming you on behalf of Crusader Security. I'll be supervising your current contract with us. All the details have been forwarded so hopefully that covers everything you need to get started. I'll check in with you periodically, but until then, good luck and be safe.
PU_CSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_005_HeyThereThis=Hey there, this is Crusader Security Liaison Officer Vanzant comming about the contract. I'll be your point of contact on this job but it should hopefully be straightforward. You have all details so feel free to get going right away. Just make sure to stock up on any supplies you'll need. Nothing worse than being caught unprepared. Good luck.
PU_CSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_001_HeyItsOfficer=Hey, it's Officer Vanzant again. Just wanted to pass along that the Crusader Security personnel on patrol in your sector have been notified that you're delivering some contraband to our evidence hold for us. You shouldn't run into any problem as you make your way there. At least from us. There's probably a few outlaws out there who'd like to get their product back. Actually, might be a good idea for you make the delivery as fast as you can. Won't be safe flying around too long with this stuff.
PU_CSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_002_HeyThereOfficer=Hey there. Officer Vanzant. Wanted to let you know that I notified the local patrols that you'd be heading through the sector. Didn't want them to be surprised when a ship carting a bunch of contraband turned up. Also told them to keep an eye out for anybody who might be trying to get their hands on that stash you're hauling. Hopefully you won't have any trouble on your way to the drop off.
PU_CSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_003_HiLiaisonOfficer=Hi, Liaison Officer Vanzant here. Didn't want you to run into any trouble on your way to the evidence hold, so I've gone ahead and alerted Crusader Security patrols in the area that you're authorized to be traveling with contraband aboard. Should make things easier for you. Now all you have to do is avoid any outlaws trying to take their drugs back and you'll be fine.
PU_CSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_SoJustGot=So, just got a tip hot off the wire. Seems these perps didn?t like us interfering and the site's been ordered offline. Since, they won't be producing any more contraband, destroy whatever's left before heading off.
PU_CSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_WantedToPass=Wanted to pass along an update. The production line's going to be shutting down. Guess these bastards decided to count their losses or lick their wounds or whatever. Go ahead and finish destroying whatever contraband is still on site and then we should be all set.
PU_CSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyGotA=Hey, got a report from an informant that the production line's going dark. They probably figured there's no point in making more if we're just going to destroy all of it. Speaking of, finishing destroying whatever you can find left down there and then you're good to clear out.
PU_CSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_HeyOneOf=Hey, one of our contacts just let us know that the people operating the site got word of our operation and ordered it to go dark. Collect whatever you can, and bring it to the evidence hold. It's not worth you hanging around there longer than you have to.
PU_CSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_HeyIfThis=Hey, if this report I got is right, that production line should be shutting down any moment now. Finish collecting whatever contraband you can get your hands on and go ahead and bring it to the drop off.
PU_CSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_SoLooksLike=So, looks like they're going to be deactivating the production line at the sight. Guess the criminals finally got word of what we were up to. Since their won't be any more contraband coming off the line, finish collecting whatever there is and bring it to the evidence hold. Thanks.
PU_CSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_001_OfficerVanzantHere=Officer Vanzant here. I was rooting for you, but with your performance I have no choice but to unfortunately terminate your contract. Sorry, it didn't work out.
PU_CSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_002_LookImGonna=Look, I'm gonna give it to you straight. You just weren't up to snuff this time around. Nothing you can't overcome with a bit of a hard work and practice, but for now I'm going to have to terminate the contract. Hopefully things turn around for you soon.
PU_CSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_003_HeySoFrom=Hey. So from what I'm seeing your performance isn't up to Crusader Security standards. Gonna go ahead and cancel your contract. Guess you just weren't the right person for this job, huh?
PU_CSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_004_ThisIsOfficer=This is Officer Vanzant again. It's not good. Your performance has been sub-par and I'm canceling the contract. Nothing personal. Have a good one, okay.
PU_CSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_005_AllRightTheres=All right, there's no easy way to say this, but I'm terminating your contract. Your performance just wasn't meeting our requirements for this job. That's it. Good luck out there.
PU_CSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_001_GeezWhatAre=Geez, what are you thinking? That just because you're working for us you can break the law? That's not how it works, buddy. Contract's canceled, and you can forget about working with Crusader Security until you get your life sorted.
PU_CSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_002_AmIReading=Am I reading this right? Did you actually get a crimestat while working as a security contractor? Talk about not knowing which way your feet are facing. It goes without saying, but we can't have an active criminal on the payroll, so you're fired. Good luck with your legal problems.
PU_CSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_003_HeyNotSure=Hey, not sure what the hell happened, but an active crimestat means you can't work for Crusader Security. I gotta cut you loose. Contract's over.
PU_CSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_004_LookIfWe=Look, if we knew you were going to be out there breaking the law, Crusader Security never would have hired you in the first place. That crimestat means you're terminated. That's just how it is.
PU_CSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_005_DidYouSeriously=Did you seriously just get a crimestat? I know things can get tricky out there but I expected you to be more careful than this. Whatever happened, I'm gonna have to cut you loose. Crusader Security doesn't employ criminals. All right, contract's terminated.
PU_CSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_001_WoahYoureGoing=Woah, you're going around selling this stuff? I can't believe you'd betray our trust like that. You can forget about the contract. Hell, you can forget about working for Crusader again for a very long time.
PU_CSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_002_HeyDidYou=Hey! Did you actually think selling the illegal contraband we hired you to collect was a good idea? Unbelievable! You are so fired. I can't even comprehend what was going through your mind. You know what, I don't care. I'm done with you.
PU_CSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_003_IDidntWant=I didn't want to believe it at first, but I can't argue with the evidence. I can't believe you'd stab me in the back like this. Do you have any idea what kind of damage that contraband you sold will do to the community? Forget it. There's no point in talking to someone like you.
PU_CSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_001_HeyHateTo=Hey, hate to do this, but it seems that Crusader Security isn't going to need your help on this contract after all. Don't worry though. This won't reflect on you at all. Next contract, we'd be happy to have you back. Safe flying until then.
PU_CSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_002_HeyCommingWith=Hey, comming with a bit of bad news. I have to close out the contract. You didn't do anything wrong, it?s just the higher ups have decided our resources will be better spent elsewhere. Apologies. Hopefully this won't happen again.
PU_CSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_003_HeyItsVanzant=Hey, it's Vanzant. Wanted to let you know that I have to cancel the contract. It's not your fault in the slightest, just one of those things. Crap luck really. Anyway, hopefully we'll have another job for you soon and we can make it up to you. All right. Have a good one.
PU_CSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_004_HeyReallyHate=Hey, really hate to do this to you, but I'm canceling the contract. The situation's changed and we won't be needing you after all. Hope you're not too mad. Would love to have you on another job in the future. Okay. Sorry again.
PU_CSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_005_OkayDontShoot=Okay, don't shoot the messenger here, but Crusader Security is terminating this contract. Nothing you did. It just happens sometimes and you unfortunately got the short straw. Hopefully, next time you work with us things will go smoother.
PU_CSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_001_ListenUpThis=Listen up. This is Security Officer Vanzant and it is my obligation to hereby notify you that due to breach of contract, your employment is hereby terminated.
PU_CSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_002_AttentionContractorHaving=Attention contractor. Having failed in your obligations to Crusader Security, I am hereby authorized to terminate your employment. Effective immediately.
PU_CSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_003_LookIDont=Look, I don't want to do this but with the way you've been acting, you've given me no choice. I'm canceling your contract. Sorry.
PU_CSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_001_HeyJustChecking=Hey, just checking in. Looks like you're making solid progress. Keep it up and we should have everything wrapped up soon.
PU_CSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_002_WantedToLet=Wanted to let you know how happy I am that you're making good progress on the contract. Seems like we got the right person for the job. Now you just need to do the rest. Shouldn't be a problem, right?
PU_CSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_003_HeyHopeIm=Hey, hope I'm not interrupting anything. Had gotten a status update on your progress and wanted to say that it seems you're more or less on target. Just keep doing what you've been doing and we'll be all set.
PU_CSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_004_HeyThereIts=Hey there, it's Officer Vanzant. Just hopping on the comm to say good work so far. All the progress updates I've gotten have been pretty much on track, so that's great. Hopefully, we'll be able to close this thing out soon. Keep it up.
PU_CSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_005_HeyHowsIt=Hey, how's it going? Everything's pretty good on my end. Really liking these status reports I'm seeing on your progress. Crusader Security always appreciates contractors who can stay on task and get a job done. At this rate, the whole contract should be finished before too long. And then the best part, getting paid! Okay, I'll check in again later.
PU_CSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_001_WelcomeBackHope=Welcome back. Hope the regen wasn't too rough on you. Now that you have some extra life experience under your belt, I'm sure you'll clear out this contract no problem. Good luck.
PU_CSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_002_HeyGladYoure=Hey, glad you're back on your feet. Contract is still open, so if you're up for it, could use your help in closing it out. I'm sure you'll do great this time.
PU_CSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_003_HeyLookWhos=Hey, look who's back in action! Was worried about you. Not to rush your recovery, but the contract's still waiting. Would be great if you can head back out and take care of it. Better luck this time.
PU_CSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_004_IKnewIt=I knew it! I knew you'd pull through. I tried to send you flowers, but there was a whole thing, but anyway, I'm glad you?re feeling better now. The contract is still yours if you want it. And hopefully you can get it taken care of this time while staying in one piece! Just kidding. Be safe and good luck.
PU_CSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_005_HeyFeelingBetter=Hey, feeling better? This regen stuff's a real miracle isn't it? Anyway, now that you're moving about again, the contract is still waiting for you to finish. Figured you'd appreciate the chance to close it out. Just try and be a little more careful this time, okay?
PU_CSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_001_HeyAgainOfficer=Hey again. Officer Vanzant. Just saw the confirmation that you dropped off the contraband. Great work. Crusader Security thanks you for your effort.
PU_CSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_002_HeyWantedTo=Hey, wanted to say thanks for getting that contraband delivered to us. Your hard work is very appreciated. I'll make note of it on the final comments section of your contract when I close it out. Have a good rest of your day.
PU_CSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_003_HiOfficerVanzant=Hi, Officer Vanzant here. Looks like all the contraband you dropped off made it safely into the evidence hold. I'll make sure the higher ups know about how much you helped. Thanks again.
PU_CSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_GoodNewsGot=Good news. Got reports that all the contraband on the site has been destroyed. Appreciate all your help in keeping Crusader safe.
PU_CSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_HeyLooksLike=Hey, looks like all the contraband at the site have been destroyed. That means your contract's complete. Thanks for your help on this. You should be proud of what we accomplished.
PU_CSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyItsVanzant=Hey, it's Vanzant. Just got word that the site has been completely cleared of all contraband so on behalf of Crusader Security, thanks for a job well done. Hopefully we'll get to work together again soon.
PU_CSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_001_LookAtThat=Look at that, contract's all done. Great job. Appreciate you making my life easier, and actually doing what we hired you for. You would not believe some of the people I have to deal with. Anyway, Crusader Security thanks you for your effort and you should receive your payment shortly.
PU_CSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_002_HeyCongratsOn=Hey, congrats on wrapping up the contract. Good work. Crusader needs people we can count on. Hopefully we can do it again sometime soon.
PU_CSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_003_HiThisIs=Hi, this is Officer Vanzant. Just saw that the contract was all wrapped up and wanted to say on behalf of Crusader Security job well done. Safe flying out there.
PU_CSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_004_HeyWantedTo=Hey, wanted to let you know I received confirmation that you got the contract all taken care of. We should be all set now, and I'll make sure your payment gets processed. Oh, and feel free to hit up Crusader Security next time you're looking for work, okay? Be safe.
PU_CSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_005_HeyYouPulled=Hey! You pulled it off! Nice work out there. Between you and me, Crusader Security needs all the help we can get so this was great. Maybe we'll work together again soon. All right, I better get back to it. Later.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_001_HeyOfficerVanzant=Hey, Officer Vanzant here. Couldn't help but notice that you seem to be getting a bit off track. It'd be great if you could go ahead and focus on getting the contract done. Appreciate it.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_002_HeyItsOfficer=Hey, it's Officer Vanzant. Looks like you might be getting a bit turned around. You should check the contract again and try to get back on track. Thanks.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_003_HiThereI=Hi there. I was just checking on your status and it's looking like you might be a little lost or something? Not sure exactly, but it'd be good if you can check your bearings. Would love to get this contract closed out.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_004_HeyAreYou=Hey are you okay? It looks like you?re a bit off course. Probably should get your headings sorted so you can finish off the contract. All right, I'll leave you to it. Thanks.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_005_HeyNotSure=Hey, not sure if this is right, but from my end it looks like you're headed in the wrong direction. It's probably nothing, but figured it couldn't hurt to check. Okay, that was it. Talk to you again in a bit.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_001_OkayLookIf=Okay, look. If you're going to keep messing around, I'm gonna have to give the contract to someone else. I think neither of us wants that. Get it together, and get it done.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_002_ImStartingTo=I'm starting to run out of patience with you. Either get on task and take care of this job, or I'm gonna pull the contract. Your choice.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_003_DidYouGet.wav=Did you get hit on the head or something? You're still way off course. Get yourself sorted, or I'm pulling you off the job. It's that simple.
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_004_IDontWant=I don't want to be the bad guy here, but if you're not going to take this job seriously, I'm not gonna waste my time dealing with you. Get on track, or you're gone. Understand me?
PU_CSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_005_ListenImTrying=Listen, I'm trying to help you out but you're not making it easy on me with the way you're acting. I need you to get back on track with this contract, okay? If you can't do that for me, I'm afraid my hands are tied. I'll have to let you go.
PU_CUSTOMS1_SK_Access_Allow_IG_001_YoureCleared=You're cleared.
PU_CUSTOMS1_SK_Access_Allow_IG_002_YouCanGo=You can go.
PU_CUSTOMS1_SK_Access_Allow_IG_003_YoureClearMove=You're clear. Move along.
PU_CUSTOMS1_SK_Access_Deny_IG_001_HoldForA=Hold for a second.
PU_CUSTOMS1_SK_Access_Deny_IG_002_SorryYourAccess=Sorry, your access has been denied
PU_CUSTOMS1_SK_CheckID_IG_001_StandStill=Stand still.
PU_CUSTOMS1_SK_CheckID_IG_001b_StandStill=Stand still.
PU_CUSTOMS1_SK_CheckID_IG_002_StandByStarting=Stand by. Starting to scan.
PU_CUSTOMS1_SK_CheckID_IG_002b_StandByStarting=Stand by. Starting to scan.
PU_CUSTOMS1_SK_CheckID_IG_003_HoldForScan=Hold for scan.
PU_CUSTOMS1_SK_CheckID_IG_003b_HoldForScan=Hold for scan.
PU_CUSTOMS1_SK_Encourage_IG_001_LetsGo=Let's go.
PU_CUSTOMS1_SK_Encourage_IG_002_ComeOnMove=Come on. Move.
PU_CUSTOMS1_SK_Encourage_IG_003_KeepItMoving=Keep it moving, people.
PU_CUSTOMS1_SK_RequestLeave_IG_001_PleaseVacateThe=Please vacate the area.
PU_CUSTOMS1_SK_RequestLeave_IG_002_LetsGo=Let's go.
PU_CUSTOMS1_SK_RequestLeave_IG_002b_LetsGo=Let's go.
PU_CUSTOMS1_SK_WaveForward_IG_001_AlrightNext=Alright, next.
PU_CUSTOMS1_SK_WaveForward_IG_002_NextUp=Next up.
PU_CUSTOMS1_SK_WaveForward_IG_003_YouYoureUp=You. You're up.
PU_CUSTOMS2_SK_Access_Allow_IG_001_YoureCleared=You're cleared.
PU_CUSTOMS2_SK_Access_Allow_IG_002_YouCanGo=You can go.
PU_CUSTOMS2_SK_Access_Allow_IG_003_YoureClearMove=You're clear. Move along.
PU_CUSTOMS2_SK_Access_Deny_IG_001_HoldForA=Hold for a second.
PU_CUSTOMS2_SK_Access_Deny_IG_002_SorryYouveBeen=Sorry, you've been denied access.
PU_CUSTOMS2_SK_CheckID_IG_001_StandStill=Stand still.
PU_CUSTOMS2_SK_CheckID_IG_002_StandByeStarting=Stand by. Starting scan.
PU_CUSTOMS2_SK_CheckID_IG_003_HoldForScan=Hold for scan.
PU_CUSTOMS2_SK_Encourage_IG_001_LetsGo=Let's go.
PU_CUSTOMS2_SK_Encourage_IG_002_ComeOnMove=Come on. Move.
PU_CUSTOMS2_SK_Encourage_IG_003_KeepItMoving=Keep it moving, people.
PU_CUSTOMS2_SK_RequestLeave_IG_001_PleaseVacateThe=Please vacate the area.
PU_CUSTOMS2_SK_RequestLeave_IG_001b_PleaseVacateThe=Please vacate the area.
PU_CUSTOMS2_SK_RequestLeave_IG_002_LetsGo=Let's go.
PU_CUSTOMS2_SK_WaveForward_IG_001_AlrightNext=Alright, next.
PU_CUSTOMS2_SK_WaveForward_IG_002_NextUp=Next up.
PU_CUSTOMS2_SK_WaveForward_IG_003_YouYoureUp=You. You're up.
PU_CUSTOMS3_SK_Access_Allow_IG_001_YouCleared=You're cleared.
PU_CUSTOMS3_SK_Access_Allow_IG_002_YouCanGo=You can go.
PU_CUSTOMS3_SK_Access_Allow_IG_003_YouClearMove=You're clear. Move along.
PU_CUSTOMS3_SK_Access_Deny_IG_001_HoldForA=Hold for a second.
PU_CUSTOMS3_SK_Access_Deny_IG_002_SorryYouveBeen=Sorry, you've been denied access.
PU_CUSTOMS3_SK_CheckID_IG_001_StandStill=Stand still.
PU_CUSTOMS3_SK_CheckID_IG_002_StandByeStarting=Stand by. Starting scan.
PU_CUSTOMS3_SK_CheckID_IG_003_HoldForScan=Hold for scan.
PU_CUSTOMS3_SK_Encourage_IG_001_LetsGo=Let's go.
PU_CUSTOMS3_SK_Encourage_IG_002_ComeOnMove=Come on. Move.
PU_CUSTOMS3_SK_Encourage_IG_003_KeepItMoving=Keep it moving, people.
PU_CUSTOMS3_SK_RequestLeave_IG_001_PleaseVacateThe=Please vacate the area.
PU_CUSTOMS3_SK_RequestLeave_IG_002_LetsGo=Let's go.
PU_CUSTOMS3_SK_WaveForward_IG_001_AlrightNext=Alright, next.
PU_CUSTOMS3_SK_WaveForward_IG_002_NextUp=Next up.
PU_CUSTOMS3_SK_WaveForward_IG_003_YouYoureUp=You. You're up.
PU_CUSTOMS4_SK_Access_Allow_IG_001_YoureCleared=You're cleared.
PU_CUSTOMS4_SK_Access_Allow_IG_002_YouCanGo=You can go.
PU_CUSTOMS4_SK_Access_Allow_IG_003_YoureClearMove=You're clear. Move along.
PU_CUSTOMS4_SK_Access_Deny_IG_001_HoldForA=Hold for a second.
PU_CUSTOMS4_SK_Access_Deny_IG_002_SorryYourAccess=Sorry, your access has been denied
PU_CUSTOMS4_SK_CheckID_IG_001_StandStill=Stand still.
PU_CUSTOMS4_SK_CheckID_IG_002_StandByStarting=Stand by. Starting scan.
PU_CUSTOMS4_SK_CheckID_IG_003_HoldForScan=Hold for scan.
PU_CUSTOMS4_SK_Encourage_IG_001_LetsGo=Let's go.
PU_CUSTOMS4_SK_Encourage_IG_002_ComeOnMove=Come on. Move.
PU_CUSTOMS4_SK_Encourage_IG_003_KeepItMoving=Keep it moving, people.
PU_CUSTOMS4_SK_RequestLeave_IG_001_PleaseVacateThe=Please vacate the area.
PU_CUSTOMS4_SK_RequestLeave_IG_002_LetsGo=Let's go.
PU_CUSTOMS4_SK_RequestLeave_IG_002b_LetsGo=Let's go.
PU_CUSTOMS4_SK_WaveForward_IG_001_AlrightNext=Alright, next.
PU_CUSTOMS4_SK_WaveForward_IG_002_NextUp=Next up.
PU_CUSTOMS4_SK_WaveForward_IG_003_YouYoureUp=You. You're up.
PU_DARNEELY_MG_Busy_IG_001_MyApologiesToo=My apologies, too much to do.
PU_DARNEELY_MG_Busy_IG_003_WeShallHave=We shall have to talk later. I am positively overwhelmed at the moment.
PU_DARNEELY_MG_Chosen_PlayerAcceptsMission_IG_001_Splendid=Splendid.
PU_DARNEELY_MG_Chosen_PlayerAcceptsMission_IG_002_Wonderful=Wonderful.
PU_DARNEELY_MG_Chosen_PlayerDeclineMission_IG_001_IAppreciateYour=I appreciate your honesty. Most would have taken the job and let it languish.
PU_DARNEELY_MG_Chosen_PlayerDeclineMission_IG_002_ThatOfCourse=That, of course, is your prerogative.
PU_DARNEELY_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_001_PerhapsIfYour=Perhaps if your schedule clears you will reconsider.
PU_DARNEELY_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_ComeBackIf=Come back if you change your mind. Sadly, I will still be here.
PU_DARNEELY_MG_Comms_Farewell_IG_001_GoodDay=Good day.
PU_DARNEELY_MG_Comms_Farewell_IG_002_Farewell=Farewell.
PU_DARNEELY_MG_Comms_Farewell_IG_002b_Farewell=Farewell.
PU_DARNEELY_MG_Comms_ForgivesPlayer_IG_001_HelloHowAre=Hello, how are you? It's Clovus, by the way. I trust you're well. I know we didn't leave things under the best of circumstances, but I am in need of assistance and have exhausted my usual rogue's gallery.
PU_DARNEELY_MG_Comms_ForgivesPlayer_IG_002_HelloThereIts=Hello there. It's been a while. We both did things we regret, you and I. Maybe it's time to try and move on. It's Clovus by the way.
PU_DARNEELY_MG_Comms_InstructVisit_IG_001_ComeSeeMe=Come see me in Lorville if you're free.
PU_DARNEELY_MG_Comms_InstructVisit_IG_003_PleaseVisitLorville=Please visit. Lorville is lovely this time of year. I kid. It's dreadful as always, but you should come by.
PU_DARNEELY_MG_Comms_MissionComplete_IG_001_YesThisAll=Yes, this all seems to be in order. Thank you.
PU_DARNEELY_MG_Comms_MissionComplete_IG_004_WonderfulAllIs=Wonderful, all i's dotted and t's crossed so to speak. Your efforts are appreciated.
PU_DARNEELY_MG_Comms_NewMission_IG_003_WhyHelloIve=Why hello. I've just received word about some exciting employment opportunities.
PU_DARNEELY_MG_Comms_NewMission_IG_004_HelloThereIts=Hello there, it's your friend and benefactor, Clovus Darneely. Seems an opportunity has arisen that could profit both of us.
PU_DARNEELY_MG_Comms_PaymentSent_IG_002_TheCreditsYou=The credits you are owed have been issued.
PU_DARNEELY_MG_Comms_PaymentSent_IG_003_IWillSend=I will send you your fee at once.
PU_DARNEELY_MG_Comms_ReturnItems_FailBounty_IG_001_ThisIsTo=This is notify you that I have officially placed a bounty for the return of the goods you absconded with. I have asked that they do not harm you, but that is ultimately for fate and yourself to decide.
PU_DARNEELY_MG_Comms_ReturnItems_FailBounty_IG_003_DespiteMyAttempts=Despite my attempts to be civil, you have forced my hand. A bounty has been placed for the retrieval of my stolen property.
PU_DARNEELY_MG_Comms_ReturnItems_FailBounty_Stolen_IG_001_FairWarningThere=Fair warning, there are now professionals hunting you down to collect what is mine.
PU_DARNEELY_MG_Comms_ReturnItems_LastWarning_IG_001_YouStillHave=You still have not returned my property. If that oversight is not rectified shortly, I will be forced to take action.
PU_DARNEELY_MG_Comms_ReturnItems_LastWarning_IG_003_IfYouDo=If you do not return my property at once, there will be consequences. You should know that I am not one to make idle threats.
PU_DARNEELY_MG_Comms_ReturnItems_Reminder_IG_001_OfCourseYou=Of course, you will have to return any property that rightfully belongs to me.
PU_DARNEELY_MG_Comms_ReturnItems_Reminder_IG_003_NeedIRemind=Need I remind you that any property of mine that is currently in your possesion will need to be returned post haste.
PU_DARNEELY_MG_ConvoRejoin_IG_002_WhereWasI=Where was I... oh yes.
PU_DARNEELY_MG_ConvoRejoin_IG_003_OhYouveReturned=Oh, you've returned. Splendid. As I was saying...
PU_DARNEELY_MG_Decide_EncourageLookAndDecide_IG_001_PleaseReviewAt=Please review at your convenience and let me know.
PU_DARNEELY_MG_Decide_EncourageLookAndDecide_IG_003_Interested=Interested?
PU_DARNEELY_MG_Decide_MissionTimeout_IG_001_IShallTake=I shall take your inaction as a no.
PU_DARNEELY_MG_Decide_MissionTimeout_IG_002_YourHesitancySpeaks=Your hesitancy speaks volumes. Say no more. Consider the offer null.
PU_DARNEELY_MG_Decide_WarningMissionTimeout_IG_001_IWillNeed=I will need an answer.
PU_DARNEELY_MG_Decide_WarningMissionTimeout_IG_002_IAwaitYour=I await your decision.
PU_DARNEELY_MG_Interupt_IG_001_IBelieveI=I believe I was speaking...
PU_DARNEELY_MG_Interupt_IG_003_WhereAreYou=Where are you going?
PU_DARNEELY_MG_Intro_1stTime_IG_001_ApologiesTheAir=Apologies, the air is especially dreadful today. There, still alive. I think?
PU_DARNEELY_MG_Intro_1stTime_IG_002_HelloAndWelcome=Hello and welcome to Reclamation & Disposal. My name is Clovus Darneely. Wonderful to meet you.
PU_DARNEELY_MG_LastMissionComment_FailStreak_IG_001_LikeSisyphusYou=Like Sisyphus, you seem to be perpetually locked in an uphill struggle only to fail time and time again.
PU_DARNEELY_MG_LastMissionComment_FailStreak_IG_002_ThatLastAssignment=That last assignment marks yet another failure in what seems destined to inevitably be a very long line of failures. Dissappointing to say the least.
PU_DARNEELY_MG_LastMissionComment_Fail_Good_IG_001_DoNotBe=Do not be too disheartened by the outcome of our last arrangement. Even the gods themselves stumble from time to time. Actually quite often, if the texts are to be believed.
PU_DARNEELY_MG_LastMissionComment_Fail_Good_IG_002_ApologiesOnYour=Apologies on your last assignment. You were on the cusp of success, but I guess that's why the prevailing wisdom espouses that you can't win them all.
PU_DARNEELY_MG_LastMissionComment_Fail_NeutralBad_IG_001_IHopeWeve=I hope we've learned from our mistakes on that last assignment.
PU_DARNEELY_MG_LastMissionComment_Fail_NeutralBad_IG_003_FailureIsSomething=Failure is something we all have to learn to cope with. More to the point, after your last assignment, failure is something you have to cope with specifically.
PU_DARNEELY_MG_LastMissionComment_LastChance_IG_001_ToBeQuite=To be quite frank with you, you have bumbled most heroically despite entrusting you with multiple opportunities, but my father said I was too generous, so I'm going to give you one more chance.
PU_DARNEELY_MG_LastMissionComment_LastChance_IG_002_DespiteMyBetter=Despite my better judgment, I am inclinded to grant you one more chance to turn the tide of your misfortunes.
PU_DARNEELY_MG_LastMissionComment_NoLonger_IG_001_ThereAreNo=There are no options left for us, I am afraid. This partnership, if it ever could be called such, is henceforth null and void. I wish you good day.
PU_DARNEELY_MG_LastMissionComment_NoLonger_IG_003_ItWouldSeem=It would seem that I have no choice. Effective immediately and for all perpetuity, you and I will no longer work our special little jobs together. Use the salvage facilities if you must, but otherwise, consider our relationship dissolved.
PU_DARNEELY_MG_LastMissionComment_Robbed_IG_002_IAmRelieved=I am relieved to see you back on your feet after your misfortune during the last job.
PU_DARNEELY_MG_LastMissionComment_Robbed_IG_003_ItIsFortuitous=It is fortuitous that you emerged, life intact, after being accosted by such scoundrels. The sooner we put the previous assignment behind us the better I say.
PU_DARNEELY_MG_LastMissionComment_SuccessStreak_IG_002_IMustSay=I must say, it seems there is nary an egg that your touch cannot turn to gold.
PU_DARNEELY_MG_LastMissionComment_SuccessStreak_IG_004_YourEffortsOf=Your efforts of late have not gone unnoticed. Truely, I could not be more ecstatic about our little arrangement.
PU_DARNEELY_MG_LastMissionComment_Success_Exceptional_IG_002_IWasReflecting=I was reflecting upon the completion of your most recent task. Fantastic work. Really.
PU_DARNEELY_MG_LastMissionComment_Success_Exceptional_IG_004_IfIMay=If I may say so, you accomplished your task with Porthos' grace and Icarus' speed.
PU_DARNEELY_MG_LastMissionComment_Success_Good_IG_002_FullMarksFor=Full marks for that last bit of work you saw to.
PU_DARNEELY_MG_LastMissionComment_Success_Good_IG_004_IWantedTo=I wanted to take a moment to congratulate you on your recent work. As my mother always canted, "A good job, deserves a good word."
PU_DARNEELY_MG_LastMissionComment_TryHarder_IG_001_IImploreYou=I implore you, reach deep into yourself and find new strength with which to pursue our fortunes.
PU_DARNEELY_MG_LastMissionComment_TryHarder_IG_003_YouMustTry=You must try harder. You simply must. Otherwise, I must cast my employment services elsewhere.
PU_DARNEELY_MG_MidMission_Deactivate_IG_001_ThisIsEmbarassing=This is embarassing, but I'm afraid I must cancel our arrangement. Apologies for the inconvenience.
PU_DARNEELY_MG_MidMission_Deactivate_IG_003_DueToA=Due to a cavalcade of unforseen circumstances, I must render our agreement null.
PU_DARNEELY_MG_MidMission_Fail_IG_001_ImAfraidYou=I'm afraid you've thoroughly fumbled this opportunity.
PU_DARNEELY_MG_MidMission_Fail_IG_003_ImNotGoing=I'm not going to yell. I'm not. But this... is most disappointing.
PU_DARNEELY_MG_MidMission_Greetings_IG_002_WhyHello=Why hello.
PU_DARNEELY_MG_MidMission_Greetings_IG_003_AThousandSalutations=A thousand salutations.
PU_DARNEELY_MG_MidMission_ObjUpdate_IG_001_ThisIsVery=This is very exciting, but things have gotten a little more complicated. Have a look. Very exciting indeed.
PU_DARNEELY_MG_MidMission_ObjUpdate_IG_004_NewInformationPertaining=New information pertaining to your current task has come to light.
PU_DARNEELY_MG_MidMission_PlayerQuit_IG_001_IAmMost=I am most dismayed to hear that. When you agree to perform a service, one assumes that you will see it through to the end.
PU_DARNEELY_MG_MidMission_PlayerQuit_IG_002_ThisIsMost=This is most unprofessional. Most unprofessional...
PU_DARNEELY_MG_MidMission_ReceiveData_IG_001_IReceivedYour=I received your upload. Many thanks.
PU_DARNEELY_MG_MidMission_ReceiveData_IG_002_ThankYouFor=Thank you for the transfer, my friend.
PU_DARNEELY_MG_MidMission_WarningFail_IG_003_ItMayBe=It may be that I am growing nervous with age, but ideally you should be getting close to wrapping up this job for me, correct?
PU_DARNEELY_MG_MidMission_WarningFail_IG_004_YouAreNearing=You are nearing completion on your current assignment for me, are you not? Not that I'm checking in. I trust you. I'm sure everything is fine.
PU_DARNEELY_MG_MissionBriefs_Generic_Hard_IG_001_IfYouAre=If you are up for a challenge, I may know of something that would fit the bill.
PU_DARNEELY_MG_MissionBriefs_Generic_Hard_IG_002_WouldYouDescribe=Would you describe yourself as high in confidence, but low on funds? If so, there is an assignment that I think you would be ideal for.
PU_DARNEELY_MG_MissionBriefs_Generic_IG_002_IHaveProcured=I have procured quite a little adventure for profit and gain.
PU_DARNEELY_MG_MissionBriefs_Generic_IG_003_AnotherSootFilled=Another soot-filled, chemical stained sunrise brings another chance to avail ourselves of our current situation.
PU_DARNEELY_MG_MissionBriefs_NoMission_IG_003_IAmLoathe=I am loathe to dash your hopes, but the job well seems to have run dry for the moment.
PU_DARNEELY_MG_MissionBriefs_NoMission_IG_004_AnExcellentQuestion=An excellent question, with a dissapointing answer I'm afraid. I regrettably have nothing to offer.
PU_DARNEELY_MG_MissionBriefs_Salvage_Find_IG_001_HurstonSecurityWas=Hurston Security was kind enough to notify me of several wreckage sites in the area and I find myself in need of a pilot to retrieve the detritus. Unfortunately, it might require some searching on your part.
PU_DARNEELY_MG_MissionBriefs_Salvage_Find_IG_003_IReceivedAnother=I received another tip about some salvage. Sadly, they were not as forthcoming about exactly where it could be found.
PU_DARNEELY_MG_MissionBriefs_Salvage_Generic_IG_001_IHaveReceived=I have received word that there is salvage to be had. Very exciting, I know.
PU_DARNEELY_MG_MissionBriefs_Salvage_Generic_IG_002_IRequireThe=I require the retrieval of some salvage. If you are willing, you shall go fetch it.
PU_DARNEELY_MG_MissionBriefs_Salvage_Investigate_IG_001_IHaveSeveral=I have several confidants within Hurston Security who notify me when conflicts have been 'resolved' around the planet. They have no interest in salvaging the wreckage themselves, but pass along the location to me, for a nice cut of the sale.
PU_DARNEELY_MG_MissionBriefs_Salvage_Investigate_IG_002_AnotherDayAnother=Another day, another cluster of opportunity. I have received a list of potential salvage sites and if you agree, they shall be yours for the taking.
PU_DARNEELY_MG_MissionBriefs_Salvage_Pirates_IG_001_SecurityWereJust=Security were just notified of a battle going on this very moment. They aren't going to intervene until the conflict is resolved, but I was thinking it might be beneficial to get up there before anyone else does. There might still be some aggressors in the area... but that shouldn't be a problem for someone like you, right?
PU_DARNEELY_MG_MissionBriefs_Salvage_Pirates_IG_003_IMayKnow=I may know of some very fresh salvage. Unfortunately, you might have to battle your way to it. Thrilling, yes?
PU_DARNEELY_MG_MissionBriefs_Steal_Generic_IG_001_IfYoureNot=If you're not particularly concerned with shades of morality, I may have a lead on some... well, let's just call it questionable materials in need of forceful collection.
PU_DARNEELY_MG_MissionBriefs_Steal_Generic_IG_002_IOftenFind=I often find people are too preoccupied with material concerns. I own this and you own that. Who is to say who owns what? I mean, if you were to bring me some salvage, woudn't that technically make it ours? Even if someone else said it was there's?
PU_DARNEELY_MG_MissionBriefs_Steal_Retrieve_IG_001_FeelFreeTo=Feel free to say no, but a little bird gave me the location of some unfortunates who have been attacking convoys heading through the system. Now, should you eliminate them, it seems like that would produce some salvageable materials, no?
PU_DARNEELY_MG_MissionBriefs_Steal_Retrieve_IG_003_TruthBeTold=Truth be told, I have been in dire need of some very specific salvage. Dire enough to encourage you to go ahead and create the salvage yourself.
PU_DARNEELY_MG_Mission_Farewell_MissionAccepted_IG_001_ExcellentGoodLuck=Excellent. Good luck on your charge and I will speak to you soon.
PU_DARNEELY_MG_Mission_Farewell_MissionAccepted_IG_002_WonderfulBestOf=Wonderful. Best of luck.
PU_DARNEELY_MG_Mission_Farewell_MissionDeclined_IG_001_IUnderstandPerhaps=I understand. Perhaps next time.
PU_DARNEELY_MG_Mission_Farewell_MissionDeclined_IG_003_IWillBid=I will bid you a fond day then.
PU_DARNEELY_MG_Mission_Greetings_Bad_IG_001_WellLookWho=Well, look who it is...
PU_DARNEELY_MG_Mission_Greetings_Bad_IG_004_What=What...
PU_DARNEELY_MG_Mission_Greetings_Good_IG_001_AhMyOld=Ah, my old friend, it's been too long.
PU_DARNEELY_MG_Mission_Greetings_Good_IG_002_AtLastSomeone=At last, someone interesting. This day has been absolutely dragging.
PU_DARNEELY_MG_Mission_Greetings_Good_IG_003_WelcomeWelcomeMy=Welcome, welcome. My soul vaults to the heavens to see you again.
PU_DARNEELY_MG_Mission_Greetings_NoLonger_IG_001_IfYouAre=If you are here for reclamation services you may avail yourself at the terminal, otherwise, kindly leave me alone.
PU_DARNEELY_MG_Mission_Greetings_NoLonger_IG_002_IHaventA=I haven't a single thing I wish to discuss with you. Good day.
PU_DARNEELY_MG_Mission_Greetings_StillMission_IG_001_TimeIsFleeting=Time is fleeting and unfortunately, so is your charge. Perhaps you should expedite things.
PU_DARNEELY_MG_Mission_Greetings_StillMission_IG_004_WhatAreYou=What are you doing here? Off you go. There's no time to waste.
PU_DARNEELY_MG_Mission_Greetings_WrongDelivery_IG_002_IBelieveYou=I believe you are mistaken. That doesn't come here.
PU_DARNEELY_MG_Mission_Greetings_WrongDelivery_IG_003_ImNotQuite=I'm not quite sure what you expect me to do with that. I suggest you take it to a more suitable destination.
PU_DARNEELY_MG_MultipleMissionOffer_IG_001_IAmSimply=I am simply overwhelmed with the prospects of employment. Far too many to keep track of. Let me know if you may alleviate me.
PU_DARNEELY_MG_MultipleMissionOffer_IG_002_LikeNiscesHerself=Like Nisces herself, I have become a confluence of opportunity. See for yourself.
PU_DARNEELY_MG_PlayerGoofsOff_IG_001_WhatPerplexingBehaviour=What perplexing behaviour.
PU_DARNEELY_MG_PlayerGoofsOff_IG_003_AreYouFeeling=Are you feeling quite all right?
PU_DARNEELY_MG_Prompt_MissionOrScrap_IG_001_WhatCanI=What can I do for you on this fine day?
PU_DARNEELY_MG_Prompt_MissionOrScrap_IG_003_AndHowMay=And how may I help you?
PU_DARNEELY_MG_RandomToNPC_LocationComments_IG_001_DoYouKnow=Do you know I've met four generations of Hurstons? And just like my favourite cheeses they get softer and more repugnant with age.
PU_DARNEELY_MG_RandomToNPC_LocationComments_IG_003_ItSaddensMe=It saddens me to see good people toil so hard and have so little to show for it. But that is our lot in life is it not?
PU_DARNEELY_MG_RandomToNPC_LocationComments_IG_004_SurroundedBySuch=Surrounded by such Human industry, I am both profoundly awed and deeply saddened.
PU_DARNEELY_MG_SelectMission_Searches_IG_001_LetMeThink=Let me think...
PU_DARNEELY_MG_SelectMission_Searches_IG_002_AnExcellentQuestion=An excellent question...
PU_DARNEELY_MG_SelectScrap_DirectTerminal_IG_002_AhYesMore=Ah. Yes. More metal for the pile, I say. Well, the terminal will be able to sort you out.
PU_DARNEELY_MG_SelectScrap_DirectTerminal_IG_003_WellThenAccess=Well then, access the terminal over there and we'll get you started.
PU_DARNEELY_MG_SelectScrap_DirectTerminal_IG_004_MightIDirect=Might I direct you to consult with my colleague over there. The terminal is most accommodating.
PU_DARNEELY_MG_SendingMissionDetails_IG_001_HereAreThe=Here are the particulars to this little excursion.
PU_DARNEELY_MG_SendingMissionDetails_IG_002_TheDevilsIn=The devil's in the details, I believe. Read them well.
PU_DARNEELY_MG_SendingMissionDetails_IG_003_IHaveA=I have a list of the pertinent details for you to peruse.
PU_DARNEELY_MG_Transition_CommentToGiving_IG_002_ButISuppose=But I suppose that hearing an old man's opinions was not the real focus of your visit, correct?
PU_DARNEELY_MG_Transition_CommentToGiving_IG_003_ButLetUs=But let us move on, shall we...
PU_DATAHEISTSV01_F_AttentionServerOffline=Attention. Server Offline.
PU_DATAHEISTSV01_F_ServerCoolingEnabled=Server cooling enabled. Temperature returning to normal.
PU_DATAHEISTSV01_F_WarningServerOverheating=Warning. Server Overheating. Attention Required
PU_DATAHEISTSV01_F_WarningServerTemperature=Warning. Server Temperature Critical. Data Loss Imminent.
PU_DATAHEISTSV01_M_WarningSecurityBreach=Warning. Security Breach. Response Team has been dispatched.
PU_DCANN01_F_LPA_Announce_Halls_NowOpen_IG_001_DefenseConIs=DefenseCon is a go, people. Enjoy yourselves.
PU_DCANN01_F_LPA_Announce_Halls_NowOpen_IG_002_AndWereOff=And we're off. DefenseCon is open for business.
PU_DCANN01_F_LPA_Announce_Halls_NowOpen_IG_003_DefenseConIs=DefenseCon is now open. Thanks and enjoy your day.
PU_DCANN01_F_LPA_Announce_Halls_Opening_IG_001_HelloEveryoneDefense=Hello everyone, DefenseCon will be opening really soon.
PU_DCANN01_F_LPA_Announce_Halls_Opening_IG_002_GladToSee=Glad to see you all. DefenseCon will be open soon.
PU_DCANN01_F_LPA_Announce_Halls_Opening_IG_003_HeyThereEverybody=Hey there, everybody. Thanks for waiting, DefenseCon will be opening shortly.
PU_DCANN01_F_LPA_Warn_Arresting_IG_001_HeyIWasnt=Hey, I wasn't joking. You aren't meant to be here. You better sit tight for security.
PU_DCANN01_F_LPA_Warn_Arresting_IG_002_UmYoureNot=Um, you're not allowed to be in here. I hate to narc you out, but rules are rules.
PU_DCANN01_F_LPA_Warn_Arresting_IG_003_WhatTheHell=What the hell are you doing? You really should have left when you had the chance. Sorry, but I've got to send security to pick you up. Do yourself a favor and go quietly.
PU_DCANN01_F_LPA_Warn_Halls_Closing_IG_001_HeyEverybodyWere=Hey everybody, we're gonna be closing up soon.
PU_DCANN01_F_LPA_Warn_Halls_Closing_IG_002_HiAllJust=Hi all, just a head's up that DefenseCon going to be closing soon. No rush, but start making your way to the exits.
PU_DCANN01_F_LPA_Warn_Halls_Closing_IG_003_JustWantedTo=Just wanted to let you know that DefenseCon will be closing up soon, so start making your way to the exit.
PU_DCANN01_F_LPA_Warn_Halls_Closing_LastOccur_IG_001_LastChanceTo=Last chance to get out of here. We can't have any attendees in the halls, so you've gotta leave.
PU_DCANN01_F_LPA_Warn_Halls_Closing_LastOccur_IG_002_DefenseConIs=DefenseCon is about to close so this is your last chance to head out. Anyone caught after we've closed will be charged with trespassing. We don't make the rules.
PU_DCANN01_F_LPA_Warn_Halls_Closing_LastOccur_IG_003_ThisIsA=This is a final call. DefenseCon's gonna be closing very, very soon, so this is your last chance to head out of here. Unfortunately we gotta get the law involved if you stick around.
PU_DCANN01_F_LPA_Warn_Halls_Closing_RepeatOccur_IG_001_HeyAllWere=Hey all, we're closing up soon so you'll have to head out.
PU_DCANN01_F_LPA_Warn_Halls_Closing_RepeatOccur_IG_002_JustAQuick=Just a quick announcement, the event's due to close up soon. You don't have to go home but you can't stay here.
PU_DCANN01_F_LPA_Warn_Halls_Closing_RepeatOccur_IG_003_AnotherReminderThat=Another reminder that DefenseCon will be closing soon. I know it's tough to leave, but you've got to.
PU_DCANN01_F_LPA_Warn_Trespassing_IG_001_AlrightThatsIt=All right, that's it. DefenseCon is closed. I hope everybody listened to my previous announcements and got out.
PU_DCANN01_F_LPA_Warn_Trespassing_IG_002_DefenseConIs=DefenseCon is now closed for the day. Really hope that nobody stuck around after they locked the doors.
PU_DCANN01_F_LPA_Warn_Trespassing_IG_003_AlrightDoorsAre=Alright, doors are locked. Great work everybody and I really hope none of our attendees thought they'd be clever and hide out in here.
PU_DERELICT1_CV_AskForMoney_IG_SIT_001_SpareSomeCredits=Spare some credits?
PU_DERELICT1_CV_AskForMoney_IG_STAND_001_SpareSomeCredits=Spare some credits?
PU_DERELICT1_CV_AskForMoney_IG_STAND_002_GotAnyMoney=Got any money?
PU_DERELICT1_CV_AskForMoney_IG_STAND_003_CanYouHelp=Can you help me buy some food?
PU_DERELICT1_CV_AskForMoney_IG_STAND_004_IReallyCould=I really could use a few creds.
PU_DERELICT1_CV_AskForMoney_IG_STAND_005_AnythingYouCould=Anything you could spare would really help me out.
PU_DERELICT1_CV_Drunk_IG_001_HeyWhereYou=Hey! Where you going?
PU_DERELICT1_CV_Drunk_IG_002_ThisIsNothing=This is nothing. I'm gonna be fine.
PU_DERELICT1_CV_PlayerGivesMoney_IG_SIT_001_Thanks=Thanks
PU_DERELICT1_CV_PlayerGivesMoney_IG_STAND_001_ThankYouThank=Thank you. Thank you.
PU_DERELICT1_CV_PlayerGivesMoney_IG_STAND_003_SafeJourneys=Safe journeys.
PU_DERELICT1_CV_PlayerGivesMoney_IG_STAND_004_YoureOneOf=You're one of the good ones.
PU_DERELICT1_CV_PlayerWalksPast_IG_STAND_001_NoWorries=No worries.
PU_DERELICT1_CV_PlayerWalksPast_IG_STAND_002_HaveAGood=Have a good one.
PU_DERELICT1_CV_PlayerWalksPast_IG_STAND_003_ScrewYou=Screw you.
PU_DERELICT1_CV_PlayerWalksPast_IG_STAND_004_YeahPretendLike=Yeah, pretend like you don't see me.
PU_DERELICT1_CV_PlayerWalksPast_IG_STAND_005_YeahSureJust=Yeah sure, just keep walking.
PU_DERELICT2_CV_AskForMoney_IG_SIT_001_SpareSomeCredits=Spare some credits sweetheart?
PU_DERELICT2_CV_AskForMoney_IG_SIT_002_GotAnyMoney=Got any money love?
PU_DERELICT2_CV_AskForMoney_IG_SIT_003_CanYouHelp=Can you help me buy some food?
PU_DERELICT2_CV_AskForMoney_IG_SIT_004_ReallyCouldUse=Really could use a few creds.
PU_DERELICT2_CV_AskForMoney_IG_SIT_005_AnythingYouCould=Anything you could spare would really help me out.
PU_DERELICT2_CV_AskForMoney_IG_STAND_001_SpareSomeCredits=Spare some credits love?
PU_DERELICT2_CV_PlayerGivesMoney_IG_SIT_001_AwThankYou=Aw Thank you. Thank you.
PU_DERELICT2_CV_PlayerGivesMoney_IG_SIT_001b_AwThankYou=Aw Thank you. Thank you.
PU_DERELICT2_CV_PlayerGivesMoney_IG_SIT_002_FortuneFindYou=Fortune find you love
PU_DERELICT2_CV_PlayerGivesMoney_IG_SIT_003_SafeJourneys=Safe journeys.
PU_DERELICT2_CV_PlayerGivesMoney_IG_SIT_004_AwYoureOne=Aw you're one of the good ones love
PU_DERELICT2_CV_PlayerGivesMoney_IG_STAND_001_Thanks=Thanks
PU_DERELICT2_CV_PlayerWalksPast_IG_SIT_001_NoWorries=No worries
PU_DERELICT2_CV_PlayerWalksPast_IG_SIT_002_HaveAGood=Have a good one sweetheart
PU_DERELICT2_CV_PlayerWalksPast_IG_SIT_003_YeahYeahScrew=Yeah yeah, screw you.
PU_DERELICT2_CV_PlayerWalksPast_IG_SIT_004_YeahPretendLike=Yeah, pretend like you don't see me.
PU_DERELICT2_CV_PlayerWalksPast_IG_SIT_005_SureSweetheartJust=Sure sweetheart, just keep walking.
PU_DERELICT3_CV_AskForMoney_IG_SIT_001_CanYouSpare=Can you spare some credits?
PU_DERELICT3_CV_AskForMoney_IG_STAND_001_SpareSomeCredits=Spare some credits?
PU_DERELICT3_CV_AskForMoney_IG_STAND_002_GotAnyMoney=Got any money?
PU_DERELICT3_CV_AskForMoney_IG_STAND_003_CanYouHelp=Can you help me buy some food friend?
PU_DERELICT3_CV_AskForMoney_IG_STAND_004_ReallyCouldUse=Really could use a few creds.
PU_DERELICT3_CV_AskForMoney_IG_STAND_005_AnythingYouCould=Anything you could spare would really help me out y'know.
PU_DERELICT3_CV_Drunk_IG_001_AyAyWhere=Ay!, Ay, where you going?
PU_DERELICT3_CV_Drunk_IG_002_NahImAlright=Nah Im alright, coz I got a second wind now
PU_DERELICT3_CV_PlayerGivesMoney_IG_SIT_001_Thanks=Thanks
PU_DERELICT3_CV_PlayerGivesMoney_IG_STAND_001_ThankYouThank=Thank you. Thank you.
PU_DERELICT3_CV_PlayerGivesMoney_IG_STAND_002_FortuneFindYou=Fortune find you.
PU_DERELICT3_CV_PlayerGivesMoney_IG_STAND_003_SafeJourneys=Safe journeys.
PU_DERELICT3_CV_PlayerGivesMoney_IG_STAND_004_YoureOneOf=You're one of the good ones.
PU_DERELICT3_CV_PlayerWalksPast_IG_STAND_001_EhNoNo=Eh no, No worries.
PU_DERELICT3_CV_PlayerWalksPast_IG_STAND_001b_NoWorries=No worries, yeah.
PU_DERELICT3_CV_PlayerWalksPast_IG_STAND_002_HaveAGood=Have a good one.
PU_DERELICT3_CV_PlayerWalksPast_IG_STAND_003_YeahScrewYou=Yeah? Screw you.
PU_DERELICT3_CV_PlayerWalksPast_IG_STAND_004_YeahYouPretend=Yeah, you pretend like you don't see me.
PU_DERELICT3_CV_PlayerWalksPast_IG_STAND_005_SureYouJust=Sure, you just keep walking.
PU_DERELICT4_CV_AskForMoney_IG_SIT_001_SpareSomeCredits=Spare some credits?
PU_DERELICT4_CV_AskForMoney_IG_SIT_002_GotAnyMoney=Got any money?
PU_DERELICT4_CV_AskForMoney_IG_SIT_003_CanYouHelp=Can you help me buy some food?
PU_DERELICT4_CV_AskForMoney_IG_SIT_004_ReallyCouldUse=Really could use a few creds.
PU_DERELICT4_CV_AskForMoney_IG_SIT_005_AnythingYouCan=Anything you can spare would really help me out.
PU_DERELICT4_CV_AskForMoney_IG_STAND_001_SpareSomeCredits=Spare some credits?
PU_DERELICT4_CV_PlayerGivesMoney_IG_SIT_001_ThankYouThank=Thank you. Thank you.
PU_DERELICT4_CV_PlayerGivesMoney_IG_SIT_002_FortuneFindYou=Fortune find you.
PU_DERELICT4_CV_PlayerGivesMoney_IG_SIT_003_SafeJourneys=Safe journeys.
PU_DERELICT4_CV_PlayerGivesMoney_IG_SIT_004_YoureOneOf=You're one of the good ones.
PU_DERELICT4_CV_PlayerGivesMoney_IG_STAND_001_Thanks=Thanks
PU_DERELICT4_CV_PlayerWalksPast_IG_SIT_001_NoWorries=No worries.
PU_DERELICT4_CV_PlayerWalksPast_IG_SIT_002_HaveAGood=Have a good one yeah
PU_DERELICT4_CV_PlayerWalksPast_IG_SIT_003_ScrewYou=Screw you.
PU_DERELICT4_CV_PlayerWalksPast_IG_SIT_004_YeahPretendLike=Yeah, pretend like you don't see me.
PU_DERELICT4_CV_PlayerWalksPast_IG_SIT_005_SureJustKeep=Sure, just keep walking.
PU_ECKHART_MG_Farewell_IG_001_LaterSlick=Later, slick.
PU_ECKHART_MG_Farewell_IG_002_AllRightI=All right, I got stuff to do. I'll catch you later.
PU_ECKHART_MG_Farewell_IG_003_YouBeGood=You be good, okay.
PU_ECKHART_MG_Farewell_IG_004_GoodTalkSlick=Good talk, slick.
PU_ECKHART_MG_Farewell_MissionAccepted_Comm_IG_001_GoodLuckAnd=Good luck and all that.
PU_ECKHART_MG_Farewell_MissionAccepted_IG_001_GoodLuckAnd=Good luck and all that.
PU_ECKHART_MG_Farewell_MissionAccepted_IG_002_ThanksGetOut=Thanks. Get out there.
PU_ECKHART_MG_Farewell_MissionAccepted_IG_003_LetMeKnow=Let me know when it's done.
PU_ECKHART_MG_Farewell_MissionDeclined_IG_001_FineComeBack=Fine. Come back when you actually want to work.
PU_ECKHART_MG_Farewell_MissionDeclined_IG_002_YourLossTalk=Your loss. Talk to you later.
PU_ECKHART_MG_Farewell_MissionDeclined_IG_003_NextTimeI=Next time, I guess.
PU_ECKHART_MG_Farewell_MissionDeclined_IG_004_FairEnoughSee=Fair enough. See you later.
PU_ECKHART_MG_GCIntro_AcceptsMission_V_WP_001_GreatHeresThe=Great. Here's the tracking address for the ship. Let me know once you have the blackbox data.
PU_ECKHART_MG_GCIntro_Comm_V_WP_001_HeyHowAre=Hey, how are you? Miles Eckhart.
PU_ECKHART_MG_GCIntro_Comm_V_WP_002_AFriendOver=A friend over at Crusader Security said you've building quite a rep. I run a modest security outfit and I'm always on the lookout for capable people who don't rattle.
PU_ECKHART_MG_GCIntro_Comm_V_WP_003_IfYoureInterested=If you're interested in picking up some extra work, we should talk. I'll send my details.
PU_ECKHART_MG_GCIntro_LeavesMoon_V_WP_001_SoFindAnything=So... find anything good?
PU_ECKHART_MG_GCIntro_LeavesMoon_V_WP_002_IfYouDont=If you don't mind, I'll just have a look myself.
PU_ECKHART_MG_GCIntro_PlayerSits_V_WP_001_SorryForThe=Sorry for the locale, don't look like much but the homemade stuff has some kick.
PU_ECKHART_MG_GCIntro_PlayerSits_V_WP_002_AnywayAJob=Anyway, a job came in late last night. Some idiot hauler cut through low-sec space, got his crew vented. Company needs to retrieve the ship's blackbox to claim insurance on the lost cargo. Should be a romper job: get in, get out, but all my people are tied up with bigger ops, so I figured I could use this as a chance to make a new friend.
PU_ECKHART_MG_GCIntro_PlayerSits_V_WP_003_IllSendThe=I'll send the details. Let me know if you're interested.
PU_ECKHART_MG_GCIntro_SentBBData_V_WP_001_GotTheBlack=Got the blackbox data and verified it. I'll send it off. Great job.
PU_ECKHART_MG_GCIntro_SentBBData_V_WP_002_YouKnowIm=You know... I'm just going to throw this out, but I ended up talking to a couple contacts of mine, turns out the pack that hit that ship are squatting in an old facility on that nearby moon.
PU_ECKHART_MG_GCIntro_SentBBData_V_WP_003_ImJustTalking=I'm just talking here, but it's not crazy to think that they're keeping the cargo there. These outlaws are scum, so it's not like anyone'll miss 'em and the company is gonna claim the insurance, so it wouldn't technically be stealing if you happened to head on down and take it.
PU_ECKHART_MG_GCIntro_SentBBData_V_WP_004_AgainImNot=Again, I'm not saying anything here, I'm just gonna send along a location on that moon and... do what you want.
PU_ECKHART_MG_GCIntro_SpotsPlayer_V_WP_001_GladYouCould=Glad you could make it, grab a seat.
PU_ECKHART_MG_Greetings_Bad_IG_001_TheFuckYou=The fuck you want?
PU_ECKHART_MG_Greetings_Bad_IG_002_KeepOnRolling=Keep on rolling, slick.
PU_ECKHART_MG_Greetings_Bad_IG_003_OhYou=Oh, you.
PU_ECKHART_MG_Greetings_Bad_IG_004_IAintGot=I ain't got time for your shit right now.
PU_ECKHART_MG_Greetings_Good_IG_001_Hey=Hey.
PU_ECKHART_MG_Greetings_Good_IG_002_GoodToSee=Good to see you.
PU_ECKHART_MG_Greetings_Good_IG_003_HeySlick=Hey, slick.
PU_ECKHART_MG_Greetings_Good_IG_004_BackAgain=Back again?
PU_ECKHART_MG_IdleConvo_V_001_YeahSpeak=Yeah, speak.
PU_ECKHART_MG_IdleConvo_V_002_UhHuh=Uh huh.
PU_ECKHART_MG_IdleConvo_V_003_WellTellHim=Tell him if he doesn't like the prices, he doesn't have to pay them. I'm sure some other cut-rate outfit will run an escort for less, just don't come running back to me when they shit their pants at the first sight of outlaws. If he survives the attack, of course...
PU_ECKHART_MG_IdleConvo_V_004_NoImSerious=No, I'm serious, tell him that. I'll wait.
PU_ECKHART_MG_IdleConvo_V_005_YeahThoughtSo=Yeah, thought so. Do me a favor, next time your boss tries to grow some balls, remind him of this conversation or I'll come by his office and remind him how binding our contract is.
PU_ECKHART_MG_IdleConvo_V_006_Prick=Prick.
PU_ECKHART_MG_Intro_Comm_V_WP_Bad_001_HeyThereA=Hey there. A couple associates of mine passed me your name. If you're looking for some strongarm stuff, I'm always looking for good soldiers. Here's my details.
PU_ECKHART_MG_Intro_PlayerSits_V_WP_Bad_001_FromTimeTo=From time to time, jobs find their way to me that aren't "orthodox" requests.
PU_ECKHART_MG_Intro_PlayerSits_V_WP_Bad_002_TheresABetter=There's a better way to say that... but let's just say they aren't the kind of ops you can give to just anyone. They require a very specific type of person.
PU_ECKHART_MG_Intro_PlayerSits_V_WP_Bad_003_NowMutualFriends=Now, mutual friends have told me that you might be one of those precious few who are capable of completing a contract without question.
PU_ECKHART_MG_Intro_PlayerSits_V_WP_Bad_004_IfImWrong=If I'm wrong, we can leave it at that. Enjoy a drink in my spectacular company for a few minutes then we'll part ways with the understanding that this meeting never happened.
PU_ECKHART_MG_Intro_PlayerSits_V_WP_Bad_005_IfImRight=But if I'm right, then I might just have a gig that I could use you for.
PU_ECKHART_MG_Intro_PlayerSits_V_WP_Good_001_SorryForThe=Sorry for the locale, don't look like much but the homemade stuff has some kick. Anyway, I've been hearing good things about you. Real stand-up sort. Just the type of people I like to know. As I mentioned, I run a small security outfit, we handle all sorts of ops, so I'm always on the lookout for people who know how to handle themselves in a scrap.
PU_ECKHART_MG_Intro_TakeSeat_V_WP_Bad_001_TakeASeat=Take a seat.
PU_ECKHART_MG_Intro_TakeSeat_V_WP_Good_001_HeyThereSport=Hey there, sport. Grab a seat.
PU_ECKHART_MG_Intro_V_WP_Unknown_001_YouLookingFor=You looking for somebody?
PU_ECKHART_MG_MidMission_ObjComplete_IG_001_YoureMakingGood=You're making good progress. Keep it up.
PU_ECKHART_MG_MidMission_ObjComplete_IG_002_KeepGoingSlick=Keep going, slick. I want this whole thing wrapped up soon.
PU_ECKHART_MG_MidMission_ObjComplete_IG_003_ClientWillBe=Client will be glad to know we're making progress.
PU_ECKHART_MG_MidMission_ObjComplete_IG_004_ThatPartsDone=That part's done. Now you just got to handle the rest.
PU_ECKHART_MG_MidMission_ObjFail_IG_001_HowTheHell=How the hell did you lose it?
PU_ECKHART_MG_MidMission_ObjFail_IG_002_YouLetEm=You let 'em get away?
PU_ECKHART_MG_MidMission_ObjFail_IG_003_YouLostThe=You lost the package! What the hell.
PU_ECKHART_MG_MidMission_ObjFail_IG_004_Seriously=Seriously? You didn't get it? What is this? Amateur hour?
PU_ECKHART_MG_MidMission_ObjFail_IG_005_HowCouldYou=How could you let it slip through your fingers?
PU_ECKHART_MG_MidMission_ObjUpdate_IG_001_LittleChangeOf=Little change of plans. Here.
PU_ECKHART_MG_MidMission_ObjUpdate_IG_002_MissionParametersHave=Mission parameters have changed. Updating you now.
PU_ECKHART_MG_MidMission_ObjUpdate_IG_003_GotAnUpdate=Got an update for you, slick. Things got a little more complicated.
PU_ECKHART_MG_MidMission_Quit_IG_001_FineYouDont=Fine. You don't want the job, forget it.
PU_ECKHART_MG_MidMission_Quit_IG_002_DidntTakeYou=Didn't take you for a quitter. Guess I was wrong.
PU_ECKHART_MG_MidMission_Quit_IG_003_YoureJustGonna=You're just gonna walk away? Just like that? Real nice.
PU_ECKHART_MG_MissionBriefs_Ambush_Hostage_Good_IG_001_WeJustReceived=We just received a bid for a forced extraction. Client's being held against their will and it's up to us to secure their freedom and make sure that the abductors are duly punished.
PU_ECKHART_MG_MissionBriefs_Ambush_Kill_Bad_IG_001_ClientsNeedTo=Client's need to get someone gone. They've provided a detailed analysis of the target's movements and want you to set up an ambush.
PU_ECKHART_MG_MissionBriefs_Ambush_Kill_Good_IG_003_WordIsThat=Word is that a High Value Target has come out of hiding. Don't ask me how, but I got a line on their flight path, so we're gonna hit 'em. Well, you are.
PU_ECKHART_MG_MissionBriefs_Bounty_Good_IG_001_IEverTell=I ever tell you that I started out as a bounty hunter? Yeah, after three tours, I guess I wasn't ready for the dogfighting to end. Couldn't stomach the thought of being a cop though. Too many bad run-ins as a kid, you know? I started hunting down criminals. Seemed like a decent compromise. Anyway, although we've moved mostly into security roles, I still keep tabs on open bounties.
PU_ECKHART_MG_MissionBriefs_Bounty_Good_IG_003_IfYoureLooking=If you're looking for some easy creds, got another bounty wasting away on the pile.
PU_ECKHART_MG_MissionBriefs_Breakout_Prison_Bad_IG_001_TheresNoEasy=There's no easy way to say this so I'm just gonna come out and say it... I need you to knock over a prison. Yeah, yeah, it's kinda messed up, I know. We've got a client locked inside who's paying good money to get sprung. It's a whole lotta heat if this goes bad, so you gotta be sure you can pull this off.
PU_ECKHART_MG_MissionBriefs_Breakout_SecurityPost_Bad_IG_002_AnotherClientsGone=Another client's gone and gotten pinched. They're currently being held at a security post. Would you mind retrieving them?
PU_ECKHART_MG_MissionBriefs_Collect_Find_Bad_IG_002_TheresSomeCargo=There's some cargo I'm looking to get ahold of. Only snag is that the owner is unwilling to part with it. I'm sure that won't stop someone like you.
PU_ECKHART_MG_MissionBriefs_Collect_Find_Good_IG_001_IveGotSome=I've got some clients who've lost some property. They're sparing no expense to get it back if it hasn't been destroyed. They've sent along a rough area where you can start your search. You're to find, retrieve and bring back this property intact.
PU_ECKHART_MG_MissionBriefs_Collect_Find_Good_IG_002_GotAnotherLine=Got another line on some cargo on the drift. I'll send the details if you're interested.
PU_ECKHART_MG_MissionBriefs_Collect_Investigate_Bad_IG_002_HeresTheDeal=Here's the deal. There's a couple wrecks on the drift and you're going to go take for look for the client. See what you can find. Report back. Simple as can be.
PU_ECKHART_MG_MissionBriefs_Collect_Investigate_Good_IG_002_WeveBeenHired=We've been hired to check out some wrecks in the area. If you got some time, I'll send the details.
PU_ECKHART_MG_MissionBriefs_Collect_Pirates_Bad_IG_001_HeresARetrieval=Here's a retrieval opportunity for you. Outlaws hit a hauling convoy recently and they've been taking their time picking at the carcass. There is a piece that I'd like you to retrieve before they discover it.
PU_ECKHART_MG_MissionBriefs_Collect_Pirates_Good_IG_002_GotARetrieval=Got a retrieval op for you. Word from the client is that enemy contacts are still in the area, so watch yourself.
PU_ECKHART_MG_MissionBriefs_ContractKilling_Bad_IG_001_ClientJustCame=Client just came through with a job. This is a straight-up ghosting. Find the target and eliminate. You'll be paid accordingly. And don't even think about getting caught.
PU_ECKHART_MG_MissionBriefs_ContractKilling_Bad_IG_002_GotAnotherEmpty=Got another empty casket come over the comm. You busy?
PU_ECKHART_MG_MissionBriefs_Defend_Bad_IG_001_IKnowYoure=I know you're pretty good at taking people down, but how are you with defense? I've got a gig that's pretty heavy on digging in and holding out against an assault.
PU_ECKHART_MG_MissionBriefs_Defend_Good_IG_002_WeveBeenHired=We've been hired to help bulk up defenses against a prospective assault. Take a look at the op specs, see if it's something you can help with.
PU_ECKHART_MG_MissionBriefs_Deliver_Bad_IG_001_IveGotSome=Hmm ... I've got some cargo that needs to move through the system without a lot of extra scrutiny, if you catch my meaning.
PU_ECKHART_MG_MissionBriefs_Deliver_Bomb_Bad_IG_001_BitOfAn=Bit of an unusual request came in, clients want a problem taken care of in the noisiest way possible. I trust you're comfortable working with explosives? Pretty much just like dropping off a regular package if you think about it.
PU_ECKHART_MG_MissionBriefs_Deliver_Good_IG_001_GotAStraight=Got a straight delivery run for you. Cargo needs to get there untouched and intact. Details will follow, but there's a possibility of enemy contact, so eyes open.
PU_ECKHART_MG_MissionBriefs_Deliver_Pickup_Bad_IG_001_GotAnExchange=Got an exchange going down that needs a bagman. You give them something. They give you something back. Easy. Now these people aren't the most trustworthy sorts, so be ready if they get any bright ideas.
PU_ECKHART_MG_MissionBriefs_Deliver_Pickup_Good_IG_002_OneOfMy=One of my usual guys fell through, you think you could do a run? They might have something for you to pick up as well.
PU_ECKHART_MG_MissionBriefs_Deliver_Timed_Bad_IG_002_NeedAnotherRunner=Need another runner job. You'd be on a clock, so don't mess around.
PU_ECKHART_MG_MissionBriefs_Deliver_Timed_Good_IG_001_GotARush=Got a rush delivery. You'll need to get the package to the location on time, no exceptions. Have a look at the route and see if it's feasible.
PU_ECKHART_MG_MissionBriefs_Escort_AToB_Bad_IG_001_HeyIGot=Hey, I got a client who's looking for an escort. Standard deal: keep a low profile and make sure they arrive alive, okay?
PU_ECKHART_MG_MissionBriefs_Escort_AToB_Good_IG_003_GotAClient=Got a client that needs an escort. Way the universe's been going to shit, I figure this isn't going to be for show, so stay sharp.
PU_ECKHART_MG_MissionBriefs_Escort_Passenger_Bad_IG_001_IMightNeed=I might need you to take on a passenger. Make sure they got a comfy seat and don't ask any questions. The less you know, the better.
PU_ECKHART_MG_MissionBriefs_Escort_Passenger_Good_IG_001_YouGotA=You got a ship that can carry passengers, right? I got a client that's looking for a transport. Should be easy credits.
PU_ECKHART_MG_MissionBriefs_Escort_Several_Bad_IG_001_GotAComm=Got a comm from a client looking for a little extra protection while they make their rounds. Should be pretty straightforward: keep your mouth shut and follow their lead.
PU_ECKHART_MG_MissionBriefs_Escort_Several_Good_IG_002_IveGotA=I've got a VIP who needs a bodyguard for a series of stops.
PU_ECKHART_MG_MissionBriefs_Escort_Survive_Bad_IG_001_ClientNeedsA=Client needs a heavy-hitter to back them up. You're going to be muscle and escort, so tune up the target while keeping the client alive.
PU_ECKHART_MG_MissionBriefs_Escort_Survive_Bad_IG_003_YouBusyI=You busy? I need somebody who's willing to crack some heads. I'll send the details.
PU_ECKHART_MG_MissionBriefs_Escort_Survive_Good_IG_002_LocalLawsBeen=Local Law's been calling and need some more backup. I'll send the location and target.
PU_ECKHART_MG_MissionBriefs_Investigate_Collect_Good_IG_001_ToGiveYou=To give you some backstory here, one of the many services Eckhart Security provides is as independent investigators. Sometimes that means extracting blackbox data, pulling datapads from wrecks or even looking for missing persons. Different day, different job. That's what my dad always said.
PU_ECKHART_MG_MissionBriefs_Investigate_Collect_Good_IG_002_IHaveAnother=I have another snoop job if you're interested.
PU_ECKHART_MG_MissionBriefs_Investigate_Search_Good_IG_002_TheAdvocacyAint=The advocacy ain't doing their job, so we get to pick up the slack. There's a wreck with some evidence on it that could get one of our clients off the hook. And since a client's worth more out of jail than in it, I need you to go fetch it.
PU_ECKHART_MG_MissionBriefs_Recover_Good_IG_001_GotATip=Got a tip that some smugglers have set up a planetside dead drop. No telling what kind of stolen swag they got down there, but might be good for a reward or something.
PU_ECKHART_MG_MissionBriefs_Steal_Bad_IG_001_TheresSomeCargo=There's some cargo I need. I've made them some generous offers, but they don't seem interested in selling. I'd like you to get it for me.
PU_ECKHART_MG_MissionBriefs_Steal_Bad_IG_002_TheresTalkThat=There's talk that some valuable cargo got snatched. I've got a fence already lined up, so I need you to get it for me.
PU_ECKHART_MG_MissionBriefs_Steal_Bad_IG_003_GotAnotherBoost=Got another boost job if you got the time.
PU_ECKHART_MG_MissionComplete_Comm_IG_001_GreatJob=Great job.
PU_ECKHART_MG_MissionComplete_Comm_IG_002_IThinkWere=I think we're good. Transferring the funds.
PU_ECKHART_MG_MissionComplete_Comm_IG_003_ThanksForTaking=Thanks for taking care of that. We're all set. Nice work.
PU_ECKHART_MG_MissionComplete_Comm_IG_004_IllSendYour=I'll send your pay. Go buy something nice.
PU_ECKHART_MG_MissionComplete_Comm_IG_005_IllLetThe=I'll let the client know... thanks.
PU_ECKHART_MG_MissionComplete_IG_001_GreatJob=Great job.
PU_ECKHART_MG_MissionComplete_IG_002_IThinkWere=I think we're good. Transferring the funds.
PU_ECKHART_MG_MissionComplete_IG_003_ThanksForTaking=Thanks for taking care of that. We're all set. Nice work.
PU_ECKHART_MG_MissionComplete_IG_004_IllSendYour=I'll send your pay. Go buy something nice.
PU_ECKHART_MG_MissionDeactivated_IG_001_YouWinSome=You win some, you lose some. I guess we weren't the only outfit the job got shopped too.
PU_ECKHART_MG_MissionDeactivated_IG_002_YouShouldveMoved=You should've moved a little faster.
PU_ECKHART_MG_MissionDeactivated_IG_003_SorrySituationsGotten=Sorry, situation's gotten more complicated, so I gotta pull the plug on the op.
PU_ECKHART_MG_MissionFail_IG_001_WhatTheHell=What the hell happened out there?
PU_ECKHART_MG_MissionFail_IG_002_DamnItYou=Damn it. You really screwed me on this. Not good, Slick. Not good.
PU_ECKHART_MG_MissionFail_IG_003_IGaveYou=I gave you a simple job and you boned me.
PU_ECKHART_MG_MissionFail_IG_004_DoYouHave=Do you have any idea how many creds you just cost us?
PU_ECKHART_MG_MissionFail_IG_005_ITrustedYou=I trusted you to handle this and you really dropped the ball.
PU_ECKHART_MG_NewMission_Bad_IG_001_IveGotSomething=I've got something for you.
PU_ECKHART_MG_NewMission_Bad_IG_002_SoItTurns=So, it turns out, I might be in need of your services.
PU_ECKHART_MG_NewMission_Bad_IG_003_AnotherJobsPopped=Another job's popped up. Thought you'd be a good fit.
PU_ECKHART_MG_NewMission_Bad_IG_004_HeySlickOpportunitys=Hey slick. Opportunity's knocking.
PU_ECKHART_MG_NewMission_GoodForBad_IG_001_GotANew=Got a new gig for you. This one's straight-up legit, so be on your best behavior.
PU_ECKHART_MG_NewMission_GoodForBad_IG_002_ImReallyShorthanded=I'm really shorthanded and I've got an op that needs handling that's outside your usual purview, but hey, credits are credits, right?
PU_ECKHART_MG_NewMission_GoodForBad_IG_003_GotABit=Got a bit of business that needs doing. Figured I'd toss it your way.
PU_ECKHART_MG_NewMission_GoodForBad_IG_004_IfYoureLooking=If you're looking to make a few creds, here's your chance.
PU_ECKHART_MG_NewMission_Good_IG_001_GotANew=Got a new job if you're interested.
PU_ECKHART_MG_NewMission_Good_IG_002_DontKnowWhat=Don't know what your sched is looking like, but I got a gig.
PU_ECKHART_MG_NewMission_JobBoard_IG_001_SoHeresThe=So here's the deal, business has been booming, which is great because I'm trying to snag this swank seaside property on Casell, but I've got more gigs than operators at the moment. Have a look and see if there's any you'd like to take off my plate.
PU_ECKHART_MG_NewMission_JobBoard_IG_002_KindaBusyAt=Kinda busy at the moment, slick, but I got jobs if you're looking, so tell me which you want. You know what to do.
PU_ECKHART_MG_NewMission_JobBoard_IG_003_TellMeIf=Tell me if there's an op you want to take.
PU_ECKHART_MG_ReVisit_CurrentlyOnMission_IG_001_LetsGetOn=Let's get on the clock, come on.
PU_ECKHART_MG_ReVisit_CurrentlyOnMission_IG_002_YouGotThe=You got the details, so get moving.
PU_ECKHART_MG_ReVisit_CurrentlyOnMission_IG_003_ThisShitAint=This shit ain't gonna sort itself out. Let's go.
PU_ECKHART_MG_ReVisit_CurrentlyOnMission_IG_004_ImNotPaying=I'm not paying you to stand around.
PU_ECKHART_MG_ReVisit_FailedLastChance_IG_001_IfIWasnt=If I wasn't so short-handed, I wouldn't even be talking to you, but I'm in a bind, so this is your lucky day. You do whatever you gotta do to get your head right because if you fuck this up, I'll break your goddamn legs.
PU_ECKHART_MG_ReVisit_FailedLastMission_IG_001_IllBeHonest=I'll be honest with you. I'm hurt. More than a little annoyed, but mostly disappointed in myself for misjudging you. I'm gonna give you a shot to redeem yourself.
PU_ECKHART_MG_ReVisit_FailedLastMission_IG_002_ITakeA=I take a lot of time setting up these missions, so don't take them if you can't deliver. You have no idea how much it pisses me off watching credits slip away.
PU_ECKHART_MG_ReVisit_NegMissionRep_IG_001_NoImDone=No, I'm done with you.
PU_ECKHART_MG_ReVisit_NegMissionRep_IG_002_WeAintGot=We ain't got nothing to talk about.
PU_ECKHART_MG_ReVisit_NegMissionRep_IG_003_GetOutOf=Get out of here. Now.
PU_ECKHART_MG_ReVisit_NoMission_IG_001_DontHaveAnything=Don't have anything at the moment. Check back with me later.
PU_ECKHART_MG_ReVisit_NoMission_IG_002_ImKickingSome=I'm kicking some bushes, trying to scare up some gigs, but I'm a little light right now.
PU_ECKHART_MG_ReVisit_NoMission_IG_003_HitMeUp=Hit me up some other time.
PU_ECKHART_MG_ReVisit_SucceededLastMission_IG_001_BeforeWeGet=Before we get down to business, I gotta say, helluva job on that last run.
PU_ECKHART_MG_ReVisit_SucceededLastMission_IG_002_WereMakingQuite=We're making quite a team here. Couple more of these and I might treat myself.
PU_ECKHART_MG_ReVisit_SucceededLastMission_IG_003_GreaJobOn=Great job on that last op.
PU_ECKHART_MG_SendingDetails_IG_001_HaveALook=Have a look.
PU_ECKHART_MG_SendingDetails_IG_002_SendingYouThe=Sending you the details.
PU_ECKHART_MG_SendingDetails_IG_003_CheckYourMobi=Check your mobi.
PU_ECKHART_MG_SendingDetails_IG_004_HeresABreakdown=Here's a breakdown of the op.
PU_ECKHART_MG_SendingDetails_IG_005_HereYouGo=Here you go.
PU_ECKHART_MG_SendingDetails_IG_006_IllSendThe=I'll send the details.
PU_ECKHART_MG_SendingDetails_IG_007_DetailsSent=Details sent.
PU_ECKHART_MG_SendingDetails_IG_008_IllSendThe=I'll send the files.
PU_ECKHART_MG_WantsTransitionToBad_V_WP_001_IveBeenHearing=I've been hearing some interesting things about you, slick. People, I won't say who, but people have been saying you've been pulling jobs on the side. Now, I don't know if you're just acting out, I don't know and I'm not judging, just be careful. You drift too long outside the law, it gets tougher to come back... but there's money to be made. Just saying.
PU_EDL1_FO_Approaching_GrimHex_Hacked_G_001_HelloAndWelcome=Hello and welcome to ... GrimHEX!
PU_EDL1_FO_Approaching_GrimHex_IG_001_HelloAndWelcome=Hello and welcome to Green Imperial Housing Exchange. Would you like to land?
PU_EDL1_FO_Approaching_IG_001_HelloAndThank=Hello and thank you for contacting EDL landing assist.
PU_EDL1_FO_CheckLandingBay_IG_001_StandByWhile=Stand by while we check for available hangar space.
PU_EDL1_FO_ClearToLaunch_IG_001_YouAreClear=You are clear to launch.
PU_EDL1_FO_Denied_BannedFromLanding_IG_001_ImSorryYour=I'm sorry. Your regtags have been flagged for protocol violations. You are prohibited from landing at this facility.
PU_EDL1_FO_Denied_HangarFull_IG_001_AllOfOur=All of our landing pads are currently full. Please hold for hangar assignment.
PU_EDL1_FO_Denied_NotEnoughCredits_IG_001_ImSorryYou=I'm sorry, you have insufficient credits to land.
PU_EDL1_FO_Denied_ShipTooBig_IG_001_ImSorryYour=I'm sorry. Your vessel exceeds the size limitations for our hangars.
PU_EDL1_FO_EncourageVacateHangar_IG_001_PleaseExitThe=Please exit the hangar in a timely fashion. Thank you.
PU_EDL1_FO_EncourageVacateHangar_IG_002_PleaseVacateThe=Please vacate the hangar.
PU_EDL1_FO_Farewell_IG_001_ThankYouAnd=Thank you and please visit again.
PU_EDL1_FO_FuelRepairRestock_IG_001_StopByThe=Stop by the main office for information about fuel, repair and restocking services.
PU_EDL1_FO_LandingBayAssigned_IG_001_LandingPadAssigned=Landing Pad assigned.
PU_EDL1_FO_LandingComplete_IG_001_LandingCompleteHave=Landing complete. Have a pleasant stay.
PU_EDL1_FO_Paid_IG_001_PaymentaAccepted=Payment accepted.
PU_EDL1_FO_ProceedToLandingBay_IG_001_PleaseProceedTo=Please proceed to assigned landing bay.
PU_EDL1_FO_RevokeLanding_IG_001_DueToRepeated=Due to repeated violations of hangar safety protocols, your landing privileges have been revoked.
PU_EDL1_FO_RevokeLanding_IG_002_YourLandingPrivileges=Your landing privileges have been revoked.
PU_EDL1_FO_ShipRequests_Delivered_IG_001_YourShipHas=Your ship has been delivered to the following landing bay.
PU_EDL1_FO_ShipRequests_NoAvailableBays_IG_001_ImSorryWe=I'm sorry, we have no available landing bays. Your request has been processed and your ship will be delivered in the next available hangar.
PU_EDL1_FO_ShipRequests_OutstandingFees_IG_001_RequestDeniedDue=Request denied due to outstanding landing fees.
PU_EDL1_FO_ShipRequests_Selected_IG_001_StandbyRetrievingShip=Standby, retrieving ship information.
PU_EDL1_FO_ShipRequests_Terminal_IG_001_PleaseRequestShips=Please request ships using the landing terminal.
PU_EDL1_FO_SwitchToTractorAssist_IG_001_StandByFor=Stand by for EDL tractor assist.
PU_EDL1_FO_TakePayment_IG_001_TheOwnersOf=The owners of this facility have implemented a mandatory landing fee.
PU_EDL1_FO_VacateHangar_IG_001_AllPersonnelAre=All personnel are expected to vacate the hangar as soon as possible to accommodate fellow travellers.
PU_EDL1_FO_Warning_BlockingFlightLane_IG_001_WarningYouAre=Warning. You are blocking an active flight lane. Please vacate the vicinity.
PU_EDL1_FO_Warning_ViolateProtocol_IG_001_WarningYouAre=Warning. You are in violation of hangar safety protocols.
PU_EDL2_FO_AlreadyGranted_IG_001_ThatRequestHas=That request has already been granted.
PU_EDL2_FO_Approaching_GrimHex_Hacked_IG_001_HelloAndWelcome,P=Hello and welcome to ... GrimHEX!!!
PU_EDL2_FO_Approaching_GrimHex_IG_001_HelloAndWelcome=Hello and welcome to Green Imperial Housing Exchange. Would you like to land?
PU_EDL2_FO_Approaching_IG_001_HelloAndThank=Hello and thank you for contacting EDL landing assist.
PU_EDL2_FO_Assigned_Garage_IG_001_GarageAssigned=Garage assigned.
PU_EDL2_FO_Assigned_Hangar_IG_001_HangerAssigned=Hangar assigned.
PU_EDL2_FO_Assigned_Pad_IG_001_LandingPadAssigned=Landing Pad assigned.
PU_EDL2_FO_Assignments_00_IG_001_Zero=Zero.
PU_EDL2_FO_Assignments_01_IG_001_One=One.
PU_EDL2_FO_Assignments_02_IG_001_Two=Two.
PU_EDL2_FO_Assignments_03_IG_001_Three=Three.
PU_EDL2_FO_Assignments_04_IG_001_Four=Four.
PU_EDL2_FO_Assignments_05_IG_001_Five=Five.
PU_EDL2_FO_Assignments_06_IG_001_Six=Six.
PU_EDL2_FO_Assignments_07_IG_001_Seven=Seven.
PU_EDL2_FO_Assignments_08_IG_001_Eight=Eight.
PU_EDL2_FO_Assignments_09_IG_001_Nine=Nine.
PU_EDL2_FO_Assignments_A_IG_001_A=A
PU_EDL2_FO_Assignments_B_IG_001_B=B
PU_EDL2_FO_Assignments_C_IG_001_C=C
PU_EDL2_FO_Assignments_D_IG_001_D=D
PU_EDL2_FO_Assignments_E_IG_001_E=E
PU_EDL2_FO_Assignments_F_IG_001_F=F
PU_EDL2_FO_Assignments_G_IG_001_G=G
PU_EDL2_FO_Assignments_H_IG_001_H=H
PU_EDL2_FO_Assignments_I_IG_001_I=I
PU_EDL2_FO_Assignments_J_IG_001_J=J
PU_EDL2_FO_Assignments_K_IG_001_K=K
PU_EDL2_FO_CheckLandingBay_IG_001_StandByWhile,P=Stand by while we check for available hangar space.
PU_EDL2_FO_CheckLandingSpace_IG_001_StandByWhile=Stand by while we check for available landing space.
PU_EDL2_FO_ClearToLaunch_IG_001_YouAreClear=You are clear to launch.
PU_EDL2_FO_Denied_BannedFromLanding_IG_001_ImSorryYour=I'm sorry. Your regtags have been flagged for protocol violations. You are prohibited from landing at this facility.
PU_EDL2_FO_Denied_BannedFromLanding_IG_002_YouAreProhibited=You are prohibited from landing at this facility.
PU_EDL2_FO_Denied_HangarFull_IG_001_AllOfOur,P=All of our landing pads are currently full. Please hold for hangar assignment.
PU_EDL2_FO_Denied_LandingFull_IG_001_AllOfOur=All of our landing areas are currently full. Please hold for assignment.
PU_EDL2_FO_Denied_NotEnoughCredits_IG_001_ImSorryYou=I'm sorry, you have insufficient credits to land.
PU_EDL2_FO_Denied_ShipTooBig_Hangar_IG_001_ImSorryYour=I'm sorry. Your vessel exceeds the size limitations for our hangars.
PU_EDL2_FO_Denied_ShipTooBig_Pad_IG_001_ImSorryYour=I'm sorry. Your vessel exceeds the size limitations for our pads.
PU_EDL2_FO_EncourageVacateHangar_IG_001_PleaseExitThe,P=Please exit the hangar in a timely fashion. Thank you.
PU_EDL2_FO_EncourageVacateHangar_IG_002_PleaseVacateThe,P=Please vacate the hangar.
PU_EDL2_FO_EncourageVacateLandingArea_IG_001_PleaseExitIn=Please exit in a timely fashion. Thank you.
PU_EDL2_FO_EncourageVacateLandingArea_IG_002_PleaseVacateThe=Please vacate the landing area.
PU_EDL2_FO_Farewell_IG_001_ThankYouAnd=Thank you and please visit again.
PU_EDL2_FO_FuelRepairRestock_IG_001_StopByThe=Stop by the main office for information about fuel, repair and restocking services.
PU_EDL2_FO_InvalidRequest_IG_001_ImSorryI=I'm sorry. I don't understand that request.
PU_EDL2_FO_LandingBayAssigned_IG_001_LandingPadAssigned,P=Landing Pad assigned.
PU_EDL2_FO_LandingComplete_IG_001_LandingCompleteHave=Landing complete. Have a pleasant stay.
PU_EDL2_FO_OperatorStandBy_IG_001_StandByFor=Stand by for landing operator.
PU_EDL2_FO_OperatorStandBy_IG_002_WereSorryAll=We're sorry, all of our landing assistants are currently occupied with other customers. Please stand by.
PU_EDL2_FO_OutOfTime_Landing_IG_001_ImSorryDue=I'm sorry. Due to inactivity, we have been forced to assign your landing zone to another customer.
PU_EDL2_FO_OutOfTime_Takeoff_IG_001_WereSorryYou=We're sorry. You have exceeded the allotted time to depart. We will have to return your ship to storage.
PU_EDL2_FO_Paid_IG_001_PaymentAccepted=Payment accepted.
PU_EDL2_FO_ProceedToLandingBay_IG_001_PleaseProceedTo=Please proceed to assigned landing bay.
PU_EDL2_FO_ProceedTo_Garage_IG_001_PleaseProceedTo=Please proceed to garage...
PU_EDL2_FO_ProceedTo_Hangar_IG_001_PleaseProceedTo=Please proceed to hangar...
PU_EDL2_FO_ProceedTo_Pad_IG_001_PleaseProceedTo=Please proceed to pad...
PU_EDL2_FO_RevokeLanding_IG_001_DueToRepeated=Due to repeated violations of hangar safety protocols, your landing privileges have been revoked.
PU_EDL2_FO_RevokeLanding_IG_002_YourLandingPrivileges=Your landing privileges have been revoked.
PU_EDL2_FO_ShipRequests_Delivered_Hangar_IG_001_YourShipHas=Your ship has been delivered to the following hangar.
PU_EDL2_FO_ShipRequests_Delivered_IG_001_YourShipHas,P=Your ship has been delivered to the following landing bay.
PU_EDL2_FO_ShipRequests_Delivered_Pad_IG_001_YourShipHas=Your ship has been delivered to the following landing pad.
PU_EDL2_FO_ShipRequests_NoAvailableBays_IG_001_ImSorryWe=I'm sorry, we have no available landing bays. Your request has been processed and your ship will be delivered in the next available hangar.
PU_EDL2_FO_ShipRequests_OutstandingFees_IG_001_RequestDeniedDue=Request denied due to outstanding landing fees.
PU_EDL2_FO_ShipRequests_Selected_IG_001_StandByRetrieving=Standby, retrieving ship information.
PU_EDL2_FO_ShipRequests_Terminal_IG_001_PleaseRequestShips=Please request ships using the landing terminal.
PU_EDL2_FO_ShipStorageProcedure_IG_001_InitiatingShipStorage=Initiating ship storage procedure. For your safety, please vacate the area. Thank you for your cooperation.
PU_EDL2_FO_SwitchToTractorAssist_IG_001_StandByFor=Stand by for EDL tractor assist.
PU_EDL2_FO_TakePayment_IG_001_TheOwnersOf=The owner of this facility have implemented a mandatory landing fee.
PU_EDL2_FO_VacateHangar_IG_001_AllPersonnelAre,P=All personnel are expected to vacate the hangar as soon as possible to accommodate fellow travellers.
PU_EDL2_FO_VacateLandingArea_IG_001_AllPersonnelAre=All personnel are expected to vacate the landing area as soon as possible to accommodate fellow travellers.
PU_EDL2_FO_Warning_BlockingFlightLane_IG_001_WarningYouAre=Warning. You are blocking an active flight lane. Please vacate the vicinity.
PU_EDL2_FO_Warning_TimeLimit_IG_001_ImSorryYou=I'm sorry. You have exceeded the allotted time.
PU_EDL2_FO_Warning_TimeLimit_Landing_IG_001_PleaseProceedTo=Please proceed to landing assignment. Continued delays will result in forfeiture of landing permission.
PU_EDL2_FO_Warning_TimeLimit_Takeoff_IG_001_PleaseLaunchFrom=Please launch from the landing platform in a timely manner. Thank you for your assistance.
PU_EDL2_FO_Warning_ViolateProtocol_IG_001_WarningYouAre=Warning. You are in violation of hangar safety protocols.
PU_EDL2_GHEX_FO_AlreadyGranted_IG_001_ThatRequestHas=That request has already been granted.
PU_EDL2_GHEX_FO_Approaching_IG_001_HelloAndWelcome=Hello and welcome to Gre- (person shouting) Grim HEX!
PU_EDL2_GHEX_FO_Assigned_Garage_IG_001_GarageAssigned=Garage assigned.
PU_EDL2_GHEX_FO_Assigned_Hangar_IG_001_HangerAssigned=Hangar assigned.
PU_EDL2_GHEX_FO_Assigned_Pad_IG_001_LandingPadAssigned=Landing Pad assigned.
PU_EDL2_GHEX_FO_Assignments_00_IG_001_Zero=Zero.
PU_EDL2_GHEX_FO_Assignments_01_IG_001_One=One.
PU_EDL2_GHEX_FO_Assignments_02_IG_001_Two=Two.
PU_EDL2_GHEX_FO_Assignments_03_IG_001_Three=Three.
PU_EDL2_GHEX_FO_Assignments_04_IG_001_Four=Four.
PU_EDL2_GHEX_FO_Assignments_05_IG_001_Five=Five.
PU_EDL2_GHEX_FO_Assignments_06_IG_001_Six=Six.
PU_EDL2_GHEX_FO_Assignments_07_IG_001_Seven=Seven.
PU_EDL2_GHEX_FO_Assignments_08_IG_001_Eight=Eight.
PU_EDL2_GHEX_FO_Assignments_09_IG_001_Nine=Nine.
PU_EDL2_GHEX_FO_Assignments_A_IG_001_A=A
PU_EDL2_GHEX_FO_Assignments_B_IG_001_B=B
PU_EDL2_GHEX_FO_Assignments_C_IG_001_C=C
PU_EDL2_GHEX_FO_Assignments_D_IG_001_D=D
PU_EDL2_GHEX_FO_Assignments_E_IG_001_E=E
PU_EDL2_GHEX_FO_Assignments_F_IG_001_F=F
PU_EDL2_GHEX_FO_Assignments_G_IG_001_G=G
PU_EDL2_GHEX_FO_Assignments_H_IG_001_H=H
PU_EDL2_GHEX_FO_Assignments_I_IG_001_I=I
PU_EDL2_GHEX_FO_Assignments_J_IG_001_J=J
PU_EDL2_GHEX_FO_Assignments_K_IG_001_K=K
PU_EDL2_GHEX_FO_CheckLandingSpace_IG_001_StandByWhile=Stand by while we check for available landing space.
PU_EDL2_GHEX_FO_ClearToLaunch_IG_001_YouAreClear=You are clear to launch.
PU_EDL2_GHEX_FO_Denied_BannedFromLanding_IG_001_ImSorryYour=I'm sorry. You are prohibited from landing... (cackling laughter) Find somewhere else, muppet.
PU_EDL2_GHEX_FO_Denied_LandingFull_IG_001_AllOfOur=All of our landing areas are currently full. Please hold for assignment.
PU_EDL2_GHEX_FO_Denied_NotEnoughCredits_IG_001_ImSorryYou=I'm sorry, you have insufficient credits to land.
PU_EDL2_GHEX_FO_Denied_ShipTooBig_Hangar_IG_001_ImSorryYour=I'm sorry. Your vessel exceeds the size limitations for our hangars.
PU_EDL2_GHEX_FO_Denied_ShipTooBig_Pad_IG_001_ImSorryYour=I'm sorry. Your vessel exceeds the size limitations for our pads.
PU_EDL2_GHEX_FO_EncourageVacateLandingArea_IG_001_PleaseExitIn=Please exit in a timely fashion. Thank you.
PU_EDL2_GHEX_FO_EncourageVacateLandingArea_IG_002_PleaseVacateThe=Please vacate the landing area.
PU_EDL2_GHEX_FO_Farewell_IG_001_ThankYouAnd=Thank you and please visit again.
PU_EDL2_GHEX_FO_FuelRepairRestock_IG_001_StopByThe=Stop by the main office for information about fuel, repair and restocking services.
PU_EDL2_GHEX_FO_InvalidRequest_IG_001_ImSorryI=I'm sorry. I don't understand that request.
PU_EDL2_GHEX_FO_LandingComplete_IG_001_LandingCompleteHave=Landing complete. Have a pleasant stay.
PU_EDL2_GHEX_FO_OperatorStandBy_IG_001_StandByFor=Stand by for landing operator.
PU_EDL2_GHEX_FO_OperatorStandBy_IG_002_WereSorryAll=We're sorry, all of our landing assistants are currently occupied with other customers. Please stand by.
PU_EDL2_GHEX_FO_OutOfTime_Landing_IG_001_ImSorryDue=I'm sorry. Due to inactivity, we have been forced... (person screaming) You lost your pad, genius!
PU_EDL2_GHEX_FO_OutOfTime_Takeoff_IG_001_WereSorryYou=We're sorry. You have exceeded the allotted time to depart. We will have to return your ship to storage.
PU_EDL2_GHEX_FO_Paid_IG_001_PaymentAccepted=Payment accepted.
PU_EDL2_GHEX_FO_ProceedToLandingBay_IG_001_PleaseProceedTo=Please proceed to assigned landing bay.
PU_EDL2_GHEX_FO_ProceedTo_Garage_IG_001_PleaseProceedTo=Please proceed to garage...
PU_EDL2_GHEX_FO_ProceedTo_Hangar_IG_001_PleaseProceedTo=Please proceed to hangar...
PU_EDL2_GHEX_FO_ProceedTo_Pad_IG_001_PleaseProceedTo=Please proceed to pad...
PU_EDL2_GHEX_FO_RevokeLanding_IG_001_DueToRepeated=Due to repeated violations of hangar safety protocols, your landing privileges have been revoked.
PU_EDL2_GHEX_FO_RevokeLanding_IG_002_YourLandingPrivileges=Your landing privileges have been revoked.
PU_EDL2_GHEX_FO_ShipRequests_Delivered_Hangar_IG_001_YourShipHas=Your ship has been delivered to the following hangar.
PU_EDL2_GHEX_FO_ShipRequests_Delivered_Pad_IG_001_YourShipHas=Your ship has been delivered to the following landing pad.
PU_EDL2_GHEX_FO_ShipRequests_NoAvailableBays_IG_001_ImSorryWe=I'm sorry, we have no available landing bays. Your request has been processed and your ship will be delivered in the next available hangar.
PU_EDL2_GHEX_FO_ShipRequests_OutstandingFees_IG_001_RequestDeniedDue=Request denied due to outstanding landing fees. (person yelling) Pay us the creds!
PU_EDL2_GHEX_FO_ShipRequests_Selected_IG_001_StandByRetrieving=Standby, retrieving ship information.
PU_EDL2_GHEX_FO_ShipRequests_Terminal_IG_001_PleaseRequestShips=Please request ships using the landing terminal.
PU_EDL2_GHEX_FO_ShipStorageProcedure_IG_001_InitiatingShipStorage=Initiating ship storage procedure. For your safety, please vacate the area. Thank you for your cooperation.
PU_EDL2_GHEX_FO_SwitchToTractorAssist_IG_001_StandByFor=Stand by for EDL tractor assist.
PU_EDL2_GHEX_FO_TakePayment_IG_001_TheOwnersOf=The owner of this facility have implemented a mandatory landing fee.
PU_EDL2_GHEX_FO_VacateLandingArea_IG_001_AllPersonnelAre=All personnel are expected to vacate the landing area as soon as possible to accommodate fellow travellers.
PU_EDL2_GHEX_FO_Warning_BlockingFlightLane_IG_001_WarningYouAre=Warning. You are blocking an active flight lane. (person yelling) You dick!
PU_EDL2_GHEX_FO_Warning_TimeLimit_IG_001_ImSorryYou=I'm sorry. You have exceeded the allotted time.
PU_EDL2_GHEX_FO_Warning_TimeLimit_Landing_IG_001_PleaseProceedTo=Please proceed to landing assignment. Continued delays will result in forfeiture of landing permission.
PU_EDL2_GHEX_FO_Warning_TimeLimit_Takeoff_IG_001_PleaseLaunchFrom=Please launch from the landing platform in a timely manner. Thank you for your assistance.
PU_EDL2_GHEX_FO_Warning_ViolateProtocol_IG_001_WarningYouAre=Warning. You are in violation of hangar safety protocols.
PU_EHSDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_001_StandByTriage=Stand by, triage. Emergency rescue team inbound. Full ready.
PU_EHSDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_002_CodeBlueCode=Code Blue. Code Blue. Cybernetic response to Emergency. Cybernetics to Emergency.
PU_EHSDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_003_CodeYellowCode=Code Yellow. Code Yellow. Need a level two decom team to surgery three.
PU_EHSDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_004_SecurityToSouth=Security to south wing, level four. Security to south wing, level four.
PU_EHSDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_005_CrashTeamTo=Crash team to emergency five. Crash team to emergency five.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_001_RemainderThatStims=Reminder that stims are not allowed in exam rooms. Please restrict stim use to designated areas.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_002_DrWarrickYoure=Dr. Warrick, you're needed in diagnostics. Dr. Warrick to diagnostics.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_003_TechnicianKarpovTo=Technician Karpov to imaging services. Technician Karpov, please report to imaging services.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_004_ElonCadenaPlease=Elon Cadena, please contact imprint storage. Elon Cadena, contact imprint storage.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_005_DrSenguptaTo=Dr. Sengupta to the nanobiology lab. Dr. Sengupta, to the nanobiology lab.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_006_WouldPatientNichole=Would patient Nichole Armine please return to the Neurology department? Patient Nichole Armine, the Neurology department is looking for you.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_007_DrManabeSurgery=Dr. Manabe, surgery two is ready for you. Dr. Manabe, surgery two is ready.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_008_HamalDejongYoure=Hamal Dejong, you're needed in admissions. Hamal Dejong, to admissions.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_009_WouldTheFamily=Would the family of Monroe Devitt please come to the recovery ward? Would the family of Monroe Devitt please come to recovery.
PU_EHSDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_010_ReminderPleaseKeep=Reminder, please keep an eye on your belongings. EHS is not responsible for lost items.
PU_EHSHOSP01_M_LPA_Announce_Hospital_CheckIn_IG_001_AttentionAllArriving=Attention, all arriving patients should please check in at a self service kiosk to receive a medical room assignment.
PU_EHSHOSP01_M_LPA_Announce_Hospital_GeneralInfo_EHS_IG_001_TheEHSIs=The EHS is a Bias Free Zone. We urge all patients to be open and honest with their health provider.
PU_EHSHOSP01_M_LPA_Announce_Hospital_GeneralInfo_EHS_IG_002_TheEHSNeeds=The EHS needs your help. We're recruiting medical professionals for a variety of positions. If you're interested in a career with Empire Health Services, contact us on spectrum.
PU_EHSHOSP01_M_LPA_Announce_Hospital_GeneralInfo_EHS_IG_003_EmpireHealthServices=Empire Health Services pledges to prioritize the health and wellbeing of our patients while remaining respectful of their wishes and concerns. We're all partners in making the Empire feel its best.
PU_EHSHOSP01_M_LPA_Announce_Hospital_GeneralInfo_EHS_IG_004_AsAProud=As a proud part of the UEE, Empire Health Services is here to provide equal and fair medical treatment to all.
PU_EHSHOSP01_M_LPA_Announce_Hospital_WellnessInfo_IG_001_ForYourConvenience=For your convenience, there are sanitizing stations located throughout the facility. With your help, we can stop the spread of germs.
PU_EHSHOSP01_M_LPA_Announce_Hospital_WellnessInfo_IG_002_PleaseRememberThat=Please remember that regeneration doesn't fix everything. As advanced as current technology is, there's no substitute for caution and prevention. When in doubt, just stop. It's not worth the risk.
PU_EHSHOSP01_M_LPA_Announce_Hospital_WellnessInfo_IG_003_WhenItComes=When it comes to addiction, you don't have to suffer alone. If you or someone you know is experiencing issues of addiction, contact the EHS Addiction Center and get the help you need.
PU_EHSHOSP01_M_LPA_Announce_Hospital_WellnessInfo_IG_004_EveryoneDeservesA=Everyone deserves a chance at a better life. Sign up today to become a cybernetic donor and give someone less fortunate the greatest gift of all.
PU_EHSHOSP01_M_LPA_Warn_Emergency_Done_IG_001_AttentionTheEmergency=Attention. The emergency situation has been resolved. Repeat. The emergency has been resolved. You are free to go about your business.
PU_EHSHOSP01_M_LPA_Warn_Emergency_InProgress_IG_001_AttentionWeAre=Attention. We are currently working to resolve the emergency situation. Please continue to follow all instructions and obey staff. Thank you.
PU_EHSHOSP01_M_LPA_Warn_Emergency_Remain_IG_001_AttentionThisIs=Attention. This is an emergency alert. Please remain where you are until the situation is resolved. Repeat, please remain where you are.
PU_EHSHOSP01_M_LPA_Warn_Emergency_Vacate_IG_001_AttentionThisIs=Attention. This is an emergency alert. Please vacate the premises in a calm manner. Repeat. Please vacate the premises.
PU_EHSHOSP01_M_LPA_Welcome_Hospital_EHS_IG_001_WelcomeToEmpire=Welcome to Empire Health Services. Dedicated to providing better care for all for over three centuries.
PU_FWDRAKPA02_M_LPA_Announce_DrakeHall_GeneralInfo_IG_001_WelcomeToDefensecon=Welcome to DefenseCon. While we at Drake Interplanetary celebrate the brave men and women in the UEE Navy, I think we all know that while they're protecting our borders from Vanduul incursions, Drake is continuing to provide security at home with our affordable and reliable line of ships. Whether you need to haul cargo across the 'verse or protect your homestead from outlaw packs, Drake's got your back.
PU_FWDRAKPA02_M_LPA_Announce_DrakeHall_GeneralInfo_IG_002_WeveAllBeen=We've all been there. Some ships pop up on your scanner and they don't look friendly. Sure, you could try to call local law or the Navy, but who are you kidding, you'll be blown up and picked clean long before they show up. Stock up on any one of Drake's versatile, combat-tested ships, and it'll be the outlaws that'll be hollering for the law.
PU_FWDRAKPA02_M_LPA_Announce_DrakeHall_GeneralInfo_IG_003_TheseAreDangerous=These are dangerous times. That's why Drake Interplanetary builds ships that not only provide function and power at a price that we can all afford, but provide peace of mind. For you. For your family.
PU_FWDRAKPA02_M_LPA_Announce_DrakeHall_GeneralInfo_IG_004_DefenseconsAGreat=DefenseCon's a great opportunity to take a look at the real ships that are out there every day, defending your freedom and moving the gears of this Empire.
PU_FWMILPA02_M_LPA_Announce_Diorama_IG_001_WhileTrainingAt=While training at one of the Navy Forges on MacArthur, recruits will push themselves to their physical and mental limits, but the real lesson that our Divisional Officers will impart is that the Navy doesn't excel based on the individual, but as a team working together.
PU_FWMILPA02_M_LPA_Announce_GeneralInfo_IG_001_AlthoughInvictusIs=Although Invictus is a celebration of the men and woman who are about to ship off to begin their training, Launch Week not only provides an opportunity to celebrate our recent graduates, but also gives our active service members much needed recreational leave. Be sure to thank a starman today.
PU_FWMILPA02_M_LPA_Announce_GeneralInfo_IG_002_ForCenturiesInvictus=For centuries, Invictus has been a time for friends and family to come together and celebrate the pillars of duty, service, and civic pride.
PU_FWMILPA02_M_LPA_Announce_GeneralInfo_IG_003_ForThoseWith=For those with loved ones setting off today to begin their life in the Navy, stop by our Friends and Family booth to get a better understanding of what they have to look forward to in Naval service.
PU_FWMILPA02_M_LPA_Announce_ShipHall_Aegis_IG_001_TheUeeNavy=The UEE Navy and Roberts Space Industries have worked together since the earliest days of space expansion. Utilizing their timeless designs to push the boundaries of our universe with ships like to Carrack to defending Humanity with the majesty of the Bengal Carrier, we are proud to have RSI as partners and invite you to see the latest additions to the fleet from this innovative pioneer.
PU_FWMILPA02_M_LPA_Announce_ShipHall_Aegis_IG_002_TheUeeNavy=The UEE Navy has always tried to stay at the forefront of innovation. To that end, Consolidated Outland has started to create exciting new opportunities to the Naval fleet with their line of spacecraft.
PU_FWMILPA02_M_LPA_Announce_ShipHall_Aegis_IG_003_TheUeeNavy=The UEE Navy and Origin Jumpworks might not seem like the most obvious combination, but their dynamic innovation in pushing the limits of speed provides the backbone for many of the Naval interception and reconaissance units carrying out operations throughout the Empire and beyond.
PU_FWMILPA02_M_LPA_Announce_ShipHall_Anvil_IG_001_AegisDynamicsIs=Aegis Dynamics is committed to improving the pilot experience. More so than any other manufacturer, Their reps and engineers are a common fixture at the academy and Naval bases to try and get first-hand accounts of what works and what doesn't in their ships.
PU_FWMILPA02_M_LPA_Announce_ShipHall_Anvil_IG_002_AlthoughTheNavy=Although the Navy is commonly known for the awe-inspiring Bengal and the dynamic Hornet, it's really the utility ships that allow the Navy to function day in and day out. ARGO Astronautics has been one of our valued partners for centuries and can be found on almost all of our capital ships, space stations, and even ground facilities.
PU_FWMILPA02_M_LPA_Announce_ShipHall_Anvil_IG_003_CapitalizingOnA=Capitalizing on a relationship that's been cemented over centuries, Roberts Space Industries has been there since the very first Invictus and looks forward to working closely with the Navy to develop the next generation of protectors for the Empire.
PU_FWMILPA02_M_LPA_Announce_ShipHall_ArgoCnouCrusMISC_IG_001_InvictusMightBe=Invictus might be an odd place to reveal a new vehicle type, but Origin's new G12 impressed our test squadrons by operating in a variety of hostile atmospheres and environments. Our Pathfinder units are eager to get their hands on these new rovers.
PU_FWMILPA02_M_LPA_Announce_ShipHall_ArgoCnouCrusMISC_IG_002_AlthoughCrusaderIndustries=Although Crusader Industries has been one of the leading manufacturers of commercial transports for a long time, but did you know that they are also responsible for creating military transports? Whether we're moving troops, vehicles or supplies, Crusader ships have been loyal members of the Navy fleet for years and will continue for years to come.
PU_FWMILPA02_M_LPA_Announce_ShipHall_ArgoCnouCrusMISC_IG_003_ACommonSight=A common sight with our brothers and sisters in the UEE Army, Tumbril Land Systems were responsible for such dependable and versatile ground vehicles that even the Navy found it beneficial to add them to our fleet to secure landing zones in combat operations.
PU_FWMILPA02_M_LPA_Announce_ShipHall_ArgoCnouCrusMISC_IG_004_SomeOfThe=Some of the most valuable members of the UEE Navy never see a moment of combat. Logistics, Support, and Supply ships are the backbone of our fleet as they keep our frontline forces equipped to handle any threat that comes their way. The Navy is proud to count MISC ships as a valuable ally in maintaining combat readiness.
PU_FWMILPA02_M_LPA_Announce_ShipHall_GeneralInfo_IG_001_InvictusLaunchWeek=Invictus Launch Week is a great opportunity to see your taxes at work. As members of the Empire, it's your right to inspect the latest acquisitions of the UEE Navy.
PU_FWMILPA02_M_LPA_Announce_ShipHall_GeneralInfo_IG_002_WhileFightersLike=While fighters like the Hornet and Gladius have become synonymous with the UEE Navy. The truth is that with the variety of operations over the vastness of the Empire, the Navy utilize a variety of ships including some models made for the private sector.
PU_FWMILPA02_M_LPA_Announce_ShipHall_GeneralInfo_IG_003_TheUeeNavys=The UEE Navy's small, but elite group of vehicle operators train for a variety of operations, but for their Combat Search & Rescue training, they are some of the few non-Marine military personnel who are invited to train with the Marines on the hostile environments of Corin.
PU_FWMILPA02_M_LPA_Announce_ShipHall_RSIOrigin_IG_001_ThoughNotNearly=Though not nearly at the numbers that our UEE Army brethren order, the Navy maintains an active, versatile fleet of ground vehicles as well, whether for logistics, transport, or even exploration operations.
PU_FWMILPA02_M_LPA_Announce_ShipHall_RSIOrigin_IG_002_TheUeeNavy=The UEE Navy couldn't be prouder of our partnership with Anvil Aerospace. Their fighters, exploration ships, and transports are on the front-line every day keeping the Empire safe. We look forward to our continued relationship with them and invite you to take a look at their work up close.
PU_FWMILPA02_M_LPA_Announce_ShipHall_RSIOrigin_IG_003_EverSinceAnvil=Ever since Anvil Aerospace emerged with the Terrapin, pilots and politicians alike have cited their spacecraft and vehicles for hundreds of operations from combat to exploration to logistics.
PU_FWMILPA02_M_LPA_Announce_VehicleHall_RSIOriginTumbrilAnvil_IG_001_TheUeeNavy=The UEE Navy is proud to announce that Anvil Aerospace has been invited to a joint engineering research facility that will be opening on MacArthur in the new year. Together Naval and Anvil engineers and scientists are looking to develop the next generation of ship technology.
PU_FWMILPA02_M_LPA_Announce_VehicleHall_RSIOriginTumbrilAnvil_IG_002_TheUeeNavy=The UEE Navy is proud to welcome Aegis Dynamics back to Invictus Launch Week. Though they have created some of the most iconic and decorated Naval ships in our history, their past was draped in shadow for decades. We are thrilled to see that they have truly committed themselves to building a brighter future.
PU_FWMILPA02_M_LPA_Announce_VehicleHall_RSIOriginTumbrilAnvil_IG_003_TheLatestLine=The latest line of defenders from Aegis Dynamics have already been battle-tested throughout the Empire and beyond. With that kind of success, it's no wonder that the Navy expanded their roster of Aegis ships in their fleet.
PU_FWMILPA02_M_LPA_Welcome_ConventionEntrance_IG_001_ATimeHonoredTradition=A time-honored tradition since 2541, Invictus Launch Week is an opportunity for the public and the UEE Navy to celebrate the next generation of men and women who are about to join our ranks to defend the Empire and give you an opportunity to see the latest additions to our fleet of defenders. Please enjoy your day.
PU_FWMILPA02_M_LPA_Welcome_ShipHall_IG_001_WelcomeToThe=Welcome to the Invictus Ship Hall. All of the vehicles you see on display are this year's additions to the fleet. With the expanding nature of operations throughout the systems, have a look to see how each of these ships will help defend the Empire.
PU_FWMILPA02_M_LPA_Welcome_TramStation_IG_001_DutyTraditionService=Duty. Tradition. Service. We salute those taking their first step to their new life in the UEE Navy. Welcome to Invictus Launch Week.
PU_FWMILPA02_M_LPA_Welcome_TramStation_IG_002_TheUeeNavy=The UEE Navy would like to welcome you to the Invictus Expo Hall. Make your way inside for a look at the latest and greatest additions to the Navy fleet.
PU_FWMILPA02_M_LPA_Welcome_TramStation_IG_003_HelloAndWelcome=Hello and welcome to Invcictus Launch Week, a celebration of the men and women stepping forward to defend the Empire.
PU_FWMILPA02_M_LPA_Welcome_TramStation_IG_004_ThisIsThe=This is the Invictus Launch Week Expo Hall, an opportunity to celebrate the people and ships that are joining the UEE Navy in their ongoing mission to protect the Empire.
PU_GENASOP02_M_ATC_Inform_Deck_Obstructing_aNeutral_tPlayer_FromNeutral_IG_001_ObstructionOnVehicle=Obstruction on vehicle platform detected. Please clear.
PU_GENASOP02_M_ATC_Inform_FleetManager_Begin_aNeutral_tPlayer_FromNeutral_IG_001_FleetManagerInitiating=Fleet Manager initiating. Accessing your records.
PU_GENASOP02_M_ATC_Inform_FleetManager_Finish_aNeutral_tPlayer_FromNeutral_IG_001_FleetManagerServices=Fleet Manager services complete Terminating connection.
PU_GENASOP02_M_ATC_Inform_InsuranceClaim_aNeutral_tPlayer_FromNeutral_IG_001_InsuranceClaimSubmitted=Insurance claim submitted.
PU_GENASOP02_M_ATC_Inform_Retrieval_AlreadyHave_aNeutral_tPlayer_FromNeutral_IG_001_ThatVehicleHas=That vehicle has already been retrieved and is no longer in storage.
PU_GENASOP02_M_ATC_Inform_Retrieval_Begin_aNeutral_tPlayer_FromNeutral_IG_001_ProcessingVehicleSelection=Processing vehicle selection.
PU_GENASOP02_M_ATC_Inform_Retrieval_Cargo_aNeutral_tPlayer_FromNeutral_IG_001_StandByRetrieving=Stand by. Retrieving cargo.
PU_GENASOP02_M_ATC_Inform_Retrieval_Finish_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleHas=Your vehicle has been retrieved.
PU_GENASOP02_M_ATC_Inform_Retrieval_Impounded_aNeutral_tPlayer_FromNeutral_IG_001_VehicleSelectionDenied=Vehicle selection denied. Vehicle currently impounded.
PU_GENASOP02_M_ATC_Inform_Retrieval_InQueue_aNeutral_tPlayer_FromNeutral_IG_001_VehicleRetrievalPending=Vehicle retrieval pending. No available space. Standby.
PU_GENASOP02_M_ATC_Inform_Retrieval_Invalid_aNeutral_tPlayer_FromNeutral_IG_001_VehicleSelectionDenied=Vehicle selection denied. Invalid request.
PU_GENASOP02_M_ATC_Inform_Retrieval_Paid_aNeutral_tPlayer_FromNeutral_IG_001_PaymentReceivedVehicle=Payment received. Vehicle is now available for retrieval.
PU_GENASOP02_M_ATC_Inform_Retrieval_Storage_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleHas=Your vehicle has been moved into storage.
PU_GENASOP02_M_ATC_Inform_Retrieval_TooBig_aNeutral_tPlayer_FromNeutral_IG_001_VehicleSelectionDenied=Vehicle selection denied. Unable to accommodate vehicle size.
PU_GENASOP02_M_ATC_Inform_Retrieval_Vehicle_aNeutral_tPlayer_FromNeutral_IG_001_StandByRetrieving=Stand by. Retrieving vehicle.
PU_GENATC01_M_ATC_Approved_Departure_aNeutral_tPlayer_FromNeutral_IG_001_YouAreCleared=You are cleared to leave.
PU_GENATC01_M_ATC_Assigned_Storage_aNeutral_tPlayer_FromNeutral_IG_002_AnAvailableSpace=An available space has been located.
PU_GENATC01_M_ATC_Decline_Payment_aNeutral_tPlayer_FromNeutral_IG_001_PaymentDeclinedThank=Payment declined. Thank you for contacting EDL automated vehicle services.
PU_GENATC01_M_ATC_Farewell_aNeutral_tPlayer_FromNeutral_IG_001_ThankYouFor=Thank you for visiting. Safe travels.
PU_GENATC01_M_ATC_Give_Payment_aNeutral_tPlayer_FromNeutral_IG_001_ThankYouPayment=Thank you. Payment received. Please proceed to the designated location.
PU_GENATC01_M_ATC_Impounded_Vehicle_aNeutral_tPlayer_FromNeutral_IG_001_ThisIsTo=This is to inform you that your vehicle has been impounded. Consult an ASOP terminal to retrieve it.
PU_GENATC01_M_ATC_Inform_Arrival_Complete_aNeutral_tPlayer_FromNeutral_IG_001_ArrivalCompleteWelcome=Arrival complete. Welcome.
PU_GENATC01_M_ATC_Inform_Banned_CrimeStat_aNeutral_tPlayer_FromNeutral_IG_001_AttentionThisVehicles=Attention. This vehicle's registered owner has an active crimestat. Use of this facility is not permitted. Please leave the area as soon as possible.
PU_GENATC01_M_ATC_Inform_Banned_StolenVehicle_aNeutral_tPlayer_FromNeutral_IG_001_AttentionThisVehicle=Attention. This vehicle has been reported stolen. Use of this facility is not permitted. Please leave the area as soon as possible.
PU_GENATC01_M_ATC_Inform_Banned_aNeutral_tPlayer_FromNeutral_IG_001_AttentionYouDo=Attention. You do not have permission to use this facility. Please leave the area as soon as possible.
PU_GENATC01_M_ATC_Inform_NewBabbage_Closed_aNeutral_tPlayer_FromNeutral_IG_001_TheNewBabbage=The New Babbage Spaceport is currently closed for construction. Please check back in a few months
PU_GENATC01_M_ATC_Inform_Storage_NotAvailable_aNeutral_tPlayer_FromNeutral_IG_001_ApologiesThisFacility=Apologies. This facility currently does not have any available space. Please stand by and one will be assigned when available.
PU_GENATC01_M_ATC_Inform_Storage_NotPossible_aNeutral_tPlayer_FromNeutral_IG_001_ApologiesThisFacility=Apologies. This facility cannot accommodate vehicles of that type. Please seek alternative landing services.
PU_GENATC01_M_ATC_Inform_Vehicle_NotDetected_aNeutral_tPlayer_FromNeutral_IG_001_ApologiesEdlServices=Apologies. EDL Services can only assist customers actively operating a vehicle.
PU_GENATC01_M_ATC_Inform_Vehicle_TooBig_aNeutral_tPlayer_FromNeutral_IG_001_ApologiesThisFacility=Apologies. This facility cannot accommodate vehicles of that size. Please seek alternative landing services.
PU_GENATC01_M_ATC_Inform_Zone_Closed_aNeutral_tPlayer_FromNeutral_IG_001_ImSorryDue=I'm sorry. Due to unforeseen technical complications, this landing zone is unable to accept new visitors at this time.
PU_GENATC01_M_ATC_Inform_Zone_Closed_aNeutral_tPlayer_FromNeutral_IG_002_ThisLandingZone=This landing zone has been quarantined by order of Empire Health Services.
PU_GENATC01_M_ATC_Inform_Zone_Closed_aNeutral_tPlayer_FromNeutral_IG_003_ErrorCannotConnect=Error: Cannot connect.
PU_GENATC01_M_ATC_Request_Departure_aNeutral_tPlayer_FromNeutral_IG_001_ExitProtocolsInitiated=Exit protocols initiated. Please stand by, final preperations underway.
PU_GENATC01_M_ATC_Request_Payment_aNeutral_tPlayer_FromNeutral_IG_001_ToUtilizeThis=To utilize this space, please pay the necessary fees.
PU_GENATC01_M_ATC_Request_Storage_AlreadyGranted_aNeutral_tPlayer_FromNeutral_IG_001_ThisVehicleAlready=This vehicle already has a space assigned. Please proceed to the designated location.
PU_GENATC01_M_ATC_Request_Storage_aNeutral_tPlayer_FromNeutral_IG_001=Thank you for contacting EDL automated vehicle services. Stand by for a space assignment.
PU_GENATC01_M_ATC_Revoked_Storage_CrimeStat_aNeutral_tPlayer_FromNeutral_IG_001_AttentionThisVehicles=Attention. This vehicle's registered owner has an active crimestat. Use of this facility is not permitted. Your space assignment has been revoked.
PU_GENATC01_M_ATC_Revoked_Storage_aNeutral_tPlayer_FromNeutral_IG_001_YourSpaceAssignment=Your space assignment has been revoked. To acquire a new assignment, please contact EDL services again.
PU_GENATC01_M_ATC_Stored_Vehicle_DepartTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_ThisIsTo=This is to inform you that your vehicle has been stored. Please consult an ASOP terminal to retrieve it.
PU_GENATC01_M_ATC_Warn_Storage_ArriveTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_AttentionPleaseUtilize=Attention. Please utilize your assigned space or it will be revoked and assigned to a different customer.
PU_GENATC01_M_ATC_Warn_Storage_DepartTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_AttentionPleaseLeave=Attention. Please leave the space as soon as possible or this vehicle will be placed into storage.
PU_GENATC01_M_ATC_Warn_Storage_StorageTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_AttentionThisVehicle=Attention. This vehicle will be moved into storage to accommodate other customers. Please clear the area as soon as possible.
PU_GENATC01_M_ATC_Warn_Vehicle_Obstructing_aNeutral_tPlayer_FromNeutral_IG_001_WarningYourVehicle=Warning. Your vehicle is blocking a critical path. Please clear the area or it will be impounded.
PU_GENATC02_M_ATC_Approved_Departure_aNeutral_tPlayer_FromNeutral_IG_001_ExitApprovedSafe=Exit approved. Safe travels.
PU_GENATC02_M_ATC_Assigned_Storage_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request approved. Storage space assigned.
PU_GENATC02_M_ATC_Decline_Payment_aNeutral_tPlayer_FromNeutral_IG_001_PaymentDeclinedVehicle=Payment declined. Vehicle storage request denied.
PU_GENATC02_M_ATC_Farewell_aNeutral_tPlayer_FromNeutral_IG_001_ServiceCompleteConnection=Service complete. Connection terminating.
PU_GENATC02_M_ATC_Give_Payment_aNeutral_tPlayer_FromNeutral_IG_001_PaymentAcceptedVehicle=Payment accepted. Vehicle storage request approved.
PU_GENATC02_M_ATC_Impounded_Vehicle_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleHas=Your vehicle has been impounded.
PU_GENATC02_M_ATC_Inform_Arrival_Complete_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleIs=Your vehicle is now stored.
PU_GENATC02_M_ATC_Inform_Banned_aNeutral_tPlayer_FromNeutral_IG_001_YouAreNot=You are not authorized to use this facility. Vacate immediately.
PU_GENATC02_M_ATC_Inform_Cargo_Clear_aNeutral_tPlayer_FromNeutral_IG_001_AirSpaceIs=Air space is clear. Stand by for launch.
PU_GENATC02_M_ATC_Inform_Cargo_Congested_aNeutral_tPlayer_FromNeutral_IG_001_AirSpaceIs=Air space is too congested to launch. Stand by.
PU_GENATC02_M_ATC_Inform_Cargo_Warning_aNeutral_tPlayer_FromNeutral_IG_001_AttentionLooseCargo=Attention, loose cargo has been detected in the hangar. Any cargo left behind will be considered abandoned.
PU_GENATC02_M_ATC_Inform_JumpPoint_CrimeStat_aNeutral_tPlayer_FromNeutral_IG_001_AttentionYouHave=Attention, you have an active criminal rating. Security forces have been dispatched.
PU_GENATC02_M_ATC_Inform_JumpPoint_Encourage_aNeutral_tPlayer_FromNeutral_IG_001_ScansIndicateThe=Scans indicate the jump point is open. Please proceed forward.
PU_GENATC02_M_ATC_Inform_JumpPoint_Proceed_aNeutral_tPlayer_FromNeutral_IG_001_YouAreNow=You are now authorized to access the jump point.
PU_GENATC02_M_ATC_Inform_JumpPoint_QueueEnter_aNeutral_tPlayer_FromNeutral_IG_001_StandByFor=Stand by for authorization to access jump point.
PU_GENATC02_M_ATC_Inform_JumpPoint_QueueKicked_aNeutral_tPlayer_FromNeutral_IG_001_YouHaveForfeited=You have forfeited your position in this queue.***** Used the same for Timer Expired *****
PU_GENATC02_M_ATC_Inform_JumpPoint_QueueLeave_aNeutral_tPlayer_FromNeutral_IG_001_YouAreLeaving=You are leaving the accepted waiting area. Please return or risk losing your position in the queue.
PU_GENATC02_M_ATC_Inform_JumpPoint_QueueTimer_aNeutral_tPlayer_FromNeutral_IG_001_YouHaveForfeited=You have forfeited your position in this queue.
PU_GENATC02_M_ATC_Inform_JumpPoint_Queue_aNeutral_tPlayer_FromNeutral_IG_001_ThisJumpPoint=This jump point is experiencing higher than usual traffic. Stay close until cleared to access jump point.
PU_GENATC02_M_ATC_Inform_Storage_NotAvailable_aNeutral_tPlayer_FromNeutral_IG_001_StorageSpaceIs=Storage space is not currently available. Stand by.
PU_GENATC02_M_ATC_Inform_Storage_NotPossible_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request denied. Unable to accommodate vehicle type.
PU_GENATC02_M_ATC_Inform_Vehicle_NotDetected_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request denied. No vehicle detected.
PU_GENATC02_M_ATC_Inform_Vehicle_TooBig_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request denied. Vehicle too large.
PU_GENATC02_M_ATC_Inform_Zone_Closed_aNeutral_tPlayer_FromNeutral_IG_001_ErrorVehicleStorage=Error. Vehicle storage not currently available.
PU_GENATC02_M_ATC_Request_Departure_aNeutral_tPlayer_FromNeutral_IG_001_ExitRequestAcknowledged=Exit request acknowledged. Stand by.
PU_GENATC02_M_ATC_Request_Payment_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request pending. Awaiting payment.
PU_GENATC02_M_ATC_Request_Storage_AlreadyGranted_aNeutral_tPlayer_FromNeutral_IG_001_ActiveVehicleStorage=Active vehicle storage in progress. Complete before making additional requests.
PU_GENATC02_M_ATC_Request_Storage_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request acknowledged. Standby.
PU_GENATC02_M_ATC_Revoked_Storage_aNeutral_tPlayer_FromNeutral_IG_001_AssignedStorageSpace=Assigned storage space has been revoked.
PU_GENATC02_M_ATC_Stored_Vehicle_DepartTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleHas=Your vehicle has been placed into storage. Use fleet manager terminal to gain access.
PU_GENATC02_M_ATC_Warn_Storage_ArriveTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_WarningAssignedStorage=Warning. Assigned storage space will be revoked if not utilized.
PU_GENATC02_M_ATC_Warn_Storage_DepartTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_WarningExitThe=Warning. Exit the facility or your vehicle will be placed into storage.
PU_GENATC02_M_ATC_Warn_Storage_StorageTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_WarningRelocateYour=Warning. Relocate your vehicle immediately or it will be placed into storage.
PU_GENATC02_M_ATC_Warn_Vehicle_Obstructing_aNeutral_tPlayer_FromNeutral_IG_001_WarningRelocateYour=Warning. Relocate your vehicle or it will be impounded.
PU_GENCIVCHAT01_F_LBG_Accept_Drink_ToBuy_IG_001_YeahThanksThats=Yeah. Thanks. That's really nice of you.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutChoice_IG_001_DangICant=Dang, I can't decide what I want.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutChoice_IG_002_ISawA=I saw a review for these on spectrum last week. Not sure which one I should get.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutDay_Neg_IG_001_IllBeHonest=I'll be honest, today was a tough one. Glad I'm finally able to relax.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutDay_Neg_IG_002_ThisWeekHas=This week has just been dragging. Can not wait for it to be over.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutDay_Pos_IG_001_ISetA=I set a new record on the line today. If that doesn't call for a little bit of celebration, I don't know what does.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutDay_Pos_IG_002_IDontWant=I don't want to jinx anything before it's official, but I think that project I've been trying to get off the ground might finally be happening.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutDrink_IG_001_YeahThisIs=Yeah, this is good. What do you think about your drink?
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutDrink_IG_002_TheBartendersHere=The bartenders here knows what they're doing. This drink's amazing.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutGreeting_IG_001_HeyIThought=Hey! I thought that was you. How's it going? It's been a while.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutGreeting_IG_002_HeyLongTime=Hey, long time no see. How's it going?
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutLeaving_IG_001_OkayIGotta=Okay, I gotta head out. But it was great seeing you.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutLeaving_IG_002_IShouldProbably=I should probably get going. Let's get together soon though, okay?
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutLocation_Orison_IG_001_YouKnowI=You know, I don't think the view here is ever going to get old.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutLocation_Orison_IG_002_IThoughtIt=I thought it was all hype, but now that I've spent time in Orison, gotta say, it's pretty darn nice.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutShopItem_Neg_IG_001_HmmIDont=Hmm. I don't know... this seems a little overpriced.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutShopItem_Neg_IG_002_IReallyLike=I really like this, I just wish they had it in a different color.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutShopItem_Pos_IG_001_OhThisIs=Oh, this is perfect. I think this is exactly what I was looking for.
PU_GENCIVCHAT01_F_LBG_Chat_Comment_AboutShopItem_Pos_IG_002_ThisIsReally=This is really nice. A friend of mine got this a few weeks back and I've been thinking about getting one of my own.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutChoice_IG_001_DontLookAt=Don't look at me, you know which one I'd pick.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutChoice_IG_002_IfPriceIs=If price is a factor, then probably that one.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutDay_Neg_IG_001_YeahIHear=Yeah, I hear that. I'm definitely in the mood to try and forget my problems for a bit.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutDay_Neg_IG_002_IFeelYou=I feel you. It's nice to be able kick back for a little while. Take your mind off things.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutDay_Pos_IG_001_OhDamnSounds=(Laughing) Oh damn. Sounds like you should be buying the next round.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutDay_Pos_IG_002_CongratsThatsGreat=Congrats. That's great to hear.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutDrink_IG_001_MyDrinksOkay=My drink's okay, but I think I'll order something else next time.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutDrink_IG_002_ImReallyLiking=I'm really liking what I ordered. Never tried it before, but I'd get it again.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutGreeting_IG_001_JobsGoodFamilys=Job's good, family's good. Pretty much good all around.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutGreeting_IG_002_SameAsAlways=Same as always. You know me.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutLeaving_IG_001_NoWorriesMaybe=No worries. Maybe we can meet up early next week or something.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutLeaving_IG_002_YeahIShould=Yeah, I should probably get going too.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutLocation_Orison_IG_001_TellMeAbout=Tell me about it. These sunsets take my breath away every time.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutLocation_Orison_IG_002_YeahOrisonIs=Yeah, Orison is great. Even that Stormwal mascot is starting to grow on me.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutShopItem_Neg_IG_001_YeahIdWait=Yeah, I'd wait and see if you can find something cheaper.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutShopItem_Neg_IG_002_IfYoureNot=If you're not feeling it, you don't have to get it.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutShopItem_Pos_IG_001_AgreedYouTotally=Agreed. You totally should get it.
PU_GENCIVCHAT01_F_LBG_Chat_Response_AboutShopItem_Pos_IG_002_IMightHave=I might have to get one of those for myself too.
PU_GENCIVCHAT01_F_LBG_Decline_Drink_ToBuy_IG_001_ImGoodRight=I'm good right now. But feel free to get another for yourself.
PU_GENCIVCHAT01_F_LBG_Offer_Drink_ToBuy_IG_001_NextRoundsOn=Next round's on me. Can I get you anything?
PU_GENCIVCHAT01_F_LBG_Offer_Drink_ToBuy_IG_002_ImReadyFor=I'm ready for another drink. You want one?
PU_GENCIVCHAT02_M_LBG_Accept_Drink_ToBuy_IG_001_IWouldLove=I would love another one of these.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutChoice_IG_001_IWonderWhich=I wonder which of these I should get? This one seems better, but a lot of people swear by that brand.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutChoice_IG_002_IDontKnow=I don't know. Should I get this one, or spend the few extra credits for this one?
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutDay_Neg_IG_001_NotSureIf=Not sure if you heard, but my partner and I broke up. It'll be fine, but I am definitely ready for some drinks.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutDay_Neg_IG_002_ImNotGonna=I'm not gonna get into it, but today could have gone a lot better. If I ever needed a drink, it's right now.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutDay_Pos_IG_001_SoABit=So a bit of good news. You know how my ship was acting up? Turns out it was a real easy fix. Flying like new now.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutDay_Pos_IG_002_UghLooksLike=Ugh, looks like that annoying coworker of mine might finally be transferred to another department next week. It's going to make work so much better.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutDrink_IG_001_OhThisBeer=Oh, this beer's a little stale. Think they need to clean their tap or something. Your's okay?
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutDrink_IG_002_UrghIShouldnt=I shouldn't have ordered this drink. It's way too sweet for me. Maybe I'll get what you're having next time.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutGreeting_IG_001_HeyImSorry=Hey, I'm sorry I'm late. Hope you weren't waiting too long. How's everything?
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutGreeting_IG_002_HeyWhatsUp=Hey, what's up. You doing alright?
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutLeaving_IG_001_OhGeezI=Oh geez, I didn't realize how late it was. I gotta get back. I'll see you later okay?
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutLeaving_IG_002_HateToDo=Hate to do this, but I gotta head out. It was great catching up, though.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutLocation_Orison_IG_001_CrusaderSureKnows=Crusader sure knows how to take care of their people. Out of all the places in Stanton, this is where I would want to live.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutLocation_Orison_IG_002_SureCrusaderCould=Sure, Crusader could be doing a bit better about handling these outlaws, but for the most part, they're doing a good job. I love living here.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutShopItem_Neg_IG_001_IHaveNo=I have no idea who would actually buy this thing.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutShopItem_Neg_IG_002_UghTheUpdated=Ugh, the updated version of this is terrible. Why couldn't they just leave it as is?
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutShopItem_Pos_IG_001_OooILike=Ooo, I like this a lot. I might have to get it.
PU_GENCIVCHAT02_M_LBG_Chat_Comment_AboutShopItem_Pos_IG_002_IHaveOne=I have one of these, but it's a little worn out. Maybe it's time for an upgrade.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutChoice_IG_001_IfItWas=If it was me, I would definitely go for that one.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutChoice_IG_002_WellIfYoure=Well if you're not sure, you can always just wait.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutDay_Neg_IG_001_YeahWellHopefully=Yeah. Well hopefully a few rounds will improve your outlook.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutDay_Neg_IG_002_OhIveBeen=Oh I've been there. Let me get the next round. Help cheer you up.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutDay_Pos_IG_001_ThatsFantasticCheers=That's fantastic. Cheers to that.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutDay_Pos_IG_002_GoodForYou=Good for you. About time someone got a bit of good news.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutDrink_IG_001_IDidntThink=I didn't think I was going to like my drink as much as I do, but this was exactly what I was in the mood for.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutDrink_IG_002_ILoveWhat=I love what I got. It's my favorite drink here. You should try it.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutGreeting_IG_001_OhHeyEverythings=Oh hey! Everything's good. Not much to report.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutGreeting_IG_002_ToBeHonest=To be honest, I've been better but I don't really want to get into it right now.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutLeaving_IG_001_AllRightYou=All right, you have a good one.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutLeaving_IG_002_TotallyThisWas=Totally. This was great.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutLocation_Orison_IG_001_WhatsNotTo=What's not to like? Between the gardens, incredible views, and the people, I'll take Orison any day.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutLocation_Orison_IG_002_IDontKnow=I don't know, if I'm being completely honest, I find this place a bit cloying, you know? Like they're trying too hard or something.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutShopItem_Neg_IG_001_ReallyIKinda=Really? I kinda like it.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutShopItem_Neg_IG_002_YeahIWouldnt=Yeah, I wouldn?t get it if I were you.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutShopItem_Pos_IG_001_YouSureI=You sure? I think it's a bit much to be honest.
PU_GENCIVCHAT02_M_LBG_Chat_Response_AboutShopItem_Pos_IG_002_IfYouLike=If you like it, I say go ahead and buy it.
PU_GENCIVCHAT02_M_LBG_Decline_Drink_ToBuy_IG_001_NoIShould=No, I should probably stop now. Got an important meeting tomorrow.
PU_GENCIVCHAT02_M_LBG_Offer_Drink_ToBuy_IG_001_LooksLikeYou=Looks like you could use another round. How you feeling?
PU_GENCIVCHAT02_M_LBG_Offer_Drink_ToBuy_IG_002_HmmNotSure=Hmm, not sure if I want another drink or not. What about you? You want one?
PU_GENCIVCHAT03_F_LBG_Accept_Drink_ToBuy_IG_002_SureWhyNot=Sure. Why not.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutChoice_IG_001_IHateHaving=I hate having to decide which one to get.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutChoice_IG_002_OkaySoI=Okay. So, I was planning on getting this one, but seeing this other one? I'm not so sure anymore.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutDay_Neg_IG_001_IllSpareYou=I'll spare you the details, but trust me when I say that today was absolute trash.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutDay_Neg_IG_002_MyDaysBeen=My day's been a non-stop mess. Woke up late this morning, and everything just went downhill from there.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutDay_Pos_IG_001_SoGuessWhat=So, guess what? I found that helmet I thought I'd lost. Turns out it was still in storage.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutDay_Pos_IG_002_GuessWhatGot=Guess what? Got all my test results back, and they were completely clear. Looks like I'm not going to need that surgery afterall.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutDrink_IG_001_OhYeahI=Oh, yeah. I really was in the mood for this. How's your drink?
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutDrink_IG_002_HmmThisIs=Hmm, this is almost too good. I'm drinking it way too fast. How's yours?
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutGreeting_IG_001_OkayIThought=Okay, I thought that was you. How have you been?
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutGreeting_IG_002_HeyThereYou=Hey! There you are. How are you?
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutLeaving_IG_001_IHaveTo=I have to get going, but we should try to make plans sometime or something.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutLeaving_IG_002_ImGonnaGo=I'm gonna go, but I hope you have an awesome day.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutLocation_Orison_IG_001_IllAdmitIm=I'll admit, I'm glad I gave Orison a chance. It's pretty wonderful here.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutLocation_Orison_IG_002_IReallyDidnt=I really didn't think I was going to like Crusader as much as I do.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutShopItem_Neg_IG_001_TheReviewsHave=The reviews have been a bit mixed on this one. Maybe I should wait, just in case.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutShopItem_Neg_IG_002_IsItJust=Is it just me, or does this feel a bit... cheap?
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutShopItem_Pos_IG_001_IWasntSure=I wasn't sure about this brand, but looking at it, it seems pretty nice.
PU_GENCIVCHAT03_F_LBG_Chat_Comment_AboutShopItem_Pos_IG_002_IDontThink=I don't think I've ever seen this one before. It's great.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutChoice_IG_001_JustMakeA=Just make a decision already.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutChoice_IG_002_YouKnowYou=You know, you don't have to get either one.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutDay_Neg_IG_001_GoodThingIm=Good thing I'm here then. Perfect thing to cheer you up.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutDay_Neg_IG_002_UrghThatSounds=Urgh, that sounds rough. Here's hoping things pick up.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutDay_Pos_IG_001_SeriouslyThatsSo=Seriously? That's so great.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutDay_Pos_IG_002_WhoaThatsGreat=Woah. That's great. Seriously.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutDrink_IG_001_IThoughtMy=I thought my drink was going to be a little bit sweeter, but it's fine.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutDrink_IG_002_OhDamnThis=Oh damn, this is stronger than I thought. Definitely gonna need to pace myself after I finish this one.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutGreeting_IG_001_ImDoingOkay=I'm doing okay. Been keeping busy.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutGreeting_IG_002_ProbablyNotAs=Probably not as good as you, but I've been getting by.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutLeaving_IG_001_SureThingWell=Sure thing. We'll talk soon.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutLeaving_IG_002_OhNoProblem=Oh, no problem. I have to get going too.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutLocation_Orison_IG_001_IJustHope=I just hope it doesn't get any more crowded here. Too many tourists kill places for me.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutLocation_Orison_IG_002_ILoveThe=I love the air here. The whole place smells great.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutShopItem_Neg_IG_001_IfImBeing=If I'm being honest, I wouldn't get any of these.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutShopItem_Neg_IG_002_ReallyIThought=Really? I thought that was pretty good.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutShopItem_Pos_IG_001_IfYouGot=If you got the creds, I say go for it.
PU_GENCIVCHAT03_F_LBG_Chat_Response_AboutShopItem_Pos_IG_002_YeahLooksPretty=Yeah, looks pretty good to me.
PU_GENCIVCHAT03_F_LBG_Decline_Drink_ToBuy_IG_001_IMightWait=I might wait a bit and see how I'm doing.
PU_GENCIVCHAT03_F_LBG_Offer_Drink_ToBuy_IG_001_CanIGet=Can I get you another round?
PU_GENCIVCHAT03_F_LBG_Offer_Drink_ToBuy_IG_002_HowAboutAnother=How about another drink?
PU_GENCIVCHAT04_M_LBG_Accept_Drink_ToBuy_IG_001_OhYeahThatd=Oh, yeah, that'd be great.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutChoice_IG_001_HmmThisOne=Hmm. This one has the better price. But this one's closer to what I'm looking for.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutChoice_IG_002_NotSureWhich=Not sure which one of these I should get?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutDay_Neg_IG_001_YouWouldNot=You would not believe the day I've having. Talk about needing a drink.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutDay_Neg_IG_002_ThisDayI=This day... I don't even know. Hopefully, things start to turn around.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutDay_Pos_IG_001_GotABit=Got a bit of good news today. My brother finally put a down payment on that ship he's been eyeballing.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutDay_Pos_IG_002_NotSureIf=Not sure if you heard yet, but I think I'm going to be able to take that vacation next month.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutDrink_IG_001_IDidntRecognize=I didn't recognize the drink you ordered. Any good?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutDrink_IG_002_ImTryingTo=I'm trying to decide what drink to get next. You liking what you ordered?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutGreeting_IG_001_HeyThereYou=Hey there! You made it! How are you?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutGreeting_IG_002_HeyLookWho=Hey! Look who it is. How's it going? You alright?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutLeaving_IG_001_ItsGettingA=It's getting a little late, so I'm gonna get going. Definitely hit me up on spectrum, okay?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutLeaving_IG_002_WoopsLostTrack=Woops, lost track of the time. I should really get going.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutLocation_Orison_IG_001_ThePicturesReally=The pictures really don't do Orison justice.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutLocation_Orison_IG_002_TheseViewsAre=These views are just so pretty. They almost don't seem real.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutShopItem_Neg_IG_001_OofTheyReally=Oof. They really expect people to pay this much for this?
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutShopItem_Neg_IG_002_GottaSayThe=Gotta say, the selection's a bit disappointing.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutShopItem_Pos_IG_001_ILikeThis=I like this a lot. Price isn't too bad either.
PU_GENCIVCHAT04_M_LBG_Chat_Comment_AboutShopItem_Pos_IG_002_OohILike=Ooh, I like this one. This could work out great.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutChoice_IG_001_GetThatOne=Get that one. 100%.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutChoice_IG_002_WhatsTheProblem=What's the problem? That one is clearly better.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutDay_Neg_IG_001_DefinitelySoundsLike=Definitely sounds like you deserve a bit of a break.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutDay_Neg_IG_002_WellYoureIn=Well you're in luck. This place is usually my go-to cure for a bad day.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutDay_Pos_IG_001_WhatThatsAwesome=What! That's awesome. Congrats.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutDay_Pos_IG_002_ThatsReallyGood=That's really good news.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutDrink_IG_001_ThisRemindsMe=This reminds me of a drink I used to order back when I was still a teenager. Can't decide if that?s good or bad.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutDrink_IG_002_TheresSomethingA=There's something a bit weird about this drink. I can't exactly put my finger on it. It's not bad, just different.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutGreeting_IG_001_SameOldSame=Same old, same old. No complaints.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutGreeting_IG_002_YeahImDoing=Yeah, I'm doing good. Really, really good.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutLeaving_IG_001_SoundsGoodIll=Sounds good. I'll see you around.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutLeaving_IG_002_OkayItWas=Okay. It was great running into you.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutLocation_Orison_IG_001_YeahIJust=Yeah. I just try not to think about the fact we're not standing on solid ground or I get a bit queasy.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutLocation_Orison_IG_002_ImJustThankful=I'm just thankful that my allergies stopped acting up around all these trees.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutShopItem_Neg_IG_001_WellMaybeYoull=Well, maybe you'll have better luck somewhere else.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutShopItem_Neg_IG_002_YeahIDefinitely=Yeah, I definitely wouldn't get that.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutShopItem_Pos_IG_001_GoAheadAnd=Go ahead and get it then.
PU_GENCIVCHAT04_M_LBG_Chat_Response_AboutShopItem_Pos_IG_002_OhYeahMaybe=Oh yeah? Maybe I should get one.
PU_GENCIVCHAT04_M_LBG_Decline_Drink_ToBuy_IG_001_IProbablyShouldnt=I probably shouldn?t? but what the hell. Let's do it.
PU_GENCIVCHAT04_M_LBG_Offer_Drink_ToBuy_IG_001_ImGettingAnother=I'm getting another drink. You need one?
PU_GENCIVCHAT04_M_LBG_Offer_Drink_ToBuy_IG_002_YouNeedAnother=You need another drink? It's on me.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutConvention_IAE_IG_001_ThisIsThe=This is the first time I've been to one of these. I'm so excited.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutConvention_IAE_IG_002_IveBeenPretty=I've been pretty blown away by everything on the show floor this year.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutItemVehicle_IG_001_WowLookAt=Wow, look at this beauty. How fun would it be own one?
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutItemVehicle_IG_002_IveBeenWaiting=I've been waiting so long to see one of these. It's even better than I thought.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutManufacturer_IG_001_FromWhatIve=From what I've seen so far, I really think this is the manufacturer to beat this year.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutManufacturer_IG_002_HardToBelieve=Hard to believe that the same manufacturer makes all of these. Pretty impressive.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutMovingOn_IG_001_ImGoingTo=I'm going to move on to the next hall I think.
PU_GENCONVCHAT01_F_LBG_Chat_Comments_AboutMovingOn_IG_002_OkayIThink=Okay, I think I'm about done here.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutConvention_IAE_IG_001_ItSeemsLike=It seems like it's going to be a great show this year.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutConvention_IAE_IG_002_ImGladYou=I'm glad you came. It's always better exploring the show with someone else.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutItemVehicle_IG_001_SeeingItIn=Seeing it in person is a lot different than I imagined.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutItemVehicle_IG_002_ICantImagine=I can't imagine buying one, but it would definitely be fun to use for a weekend.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutManufacturer_IG_001_IThinkTheyve=I think they've somehow outdone themselves with their latest line up.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutManufacturer_IG_002_IReallyAppreciate=I really appreciate that they've got some of their classic designs on display.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutMovingOn_IG_001_YeahImAbout=Yeah, I'm about ready too. Let's go.
PU_GENCONVCHAT01_F_LBG_Chat_Response_AboutMovingOn_IG_002_IThinkI=I think I might stay here a bit longer. Haven't seen everything yet.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutConvention_IAE_IG_001_AnotherYearAnother=Another year, another IAE. I'm not sure why I keep coming to these.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutConvention_IAE_IG_002_IWonderHow=I wonder how this show's gonna compare to the last one I went to.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutItemVehicle_IG_001_YeahICould=Yeah, I could see wanting to buy something like this.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutItemVehicle_IG_002_IfIHad=If I had the credits, I'd probably get one of these for myself.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutManufacturer_IG_001_DidntReallyThink=Didn't really think this manufacturer was my style, but I'm kinda of into what they're showing this year.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutManufacturer_IG_002_ItsNotThe=It's not the best I've seen from this manufacturer, but still a pretty solid showing.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutMovingOn_IG_001_IThinkIve=I think I've seen enough of these. Time for the next hall.
PU_GENCONVCHAT02_M_LBG_Chat_Comments_AboutMovingOn_IG_002_ImGonnaGo=I'm gonna go and see if I can find anything more interesting.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutConvention_IAE_IG_001_ThisYearIs=This year is pretty good. You should have seen last year though. Now that was a show.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutConvention_IAE_IG_002_LookingAroundIt=Looking around, it seems like a lot of people are enjoying themselves.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutItemVehicle_IG_001_IActuallyRented=I actually rented one of these. Wasn't for me, but maybe you'd like it.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutItemVehicle_IG_002_ToBeHonest=To be honest, I'm not exactly sure what the designers were thinking with this one.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutManufacturer_IG_001_ICanSee=I can see why some people love this style, but it's not for me.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutManufacturer_IG_002_IHaveTo=I have to say, I kind of think they're a bit over rated as a manufacturer to be honest.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutMovingOn_IG_001_IReallyHope=I really hope the other halls are better than this one.
PU_GENCONVCHAT02_M_LBG_Chat_Response_AboutMovingOn_IG_002_ImJustGoing=I'm just going to stay here. Don't really feel like seeing much else.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutConvention_IAE_IG_001_EvenWithThe=Even with the crowds, I definitely think the IAE is worth going to.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutConvention_IAE_IG_002_ITellYa=I tell ya, there's nothing like being at an IAE.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutItemVehicle_IG_001_WowWhatA=Wow. What a real beauty. You can really see the influence of some classic designers in the lines.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutItemVehicle_IG_002_StuffLikeThis=Stuff like this is exactly why I love going to the IAE so much.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutManufacturer_IG_001_AsAManufacturer=As a manufacturer, I think this might be one of their strongest showings to date.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutManufacturer_IG_002_GotToTip=Got to tip my hat to them as a manufacturer. Everything they have on the show floor is pretty impressive.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutMovingOn_IG_001_AllRightIf=All right, if I'm going to keep to the schedule I made, I better head to the next exhibit.
PU_GENCONVCHAT03_M_LBG_Chat_Comments_AboutMovingOn_IG_002_OkayIThink=Okay, I think I've absorbed about as much as I can for now. Time to hit the next hall.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutConvention_IAE_IG_001_ILoveGoing=I love going to shows like this. It's such a good chance to see all my favorite vehicles in one place.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutConvention_IAE_IG_002_HardToBelieve=Hard to believe that I've been getting to go to these for almost a decade now.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutItemVehicle_IG_001_ActuallyDidYou=Actually, did you know that this wasn't the original design? I've seen pictures of some of the earlier versions and they were pretty out there.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutItemVehicle_IG_002_IDontKnow=I don't know... I don't think this is as good as some of their other work.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutManufacturer_IG_001_YeahTheyveDone=Yeah, they've done a good job. And knowing their full history makes what they're showing extra impressive.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutManufacturer_IG_002_IHeardThat=I heard that their CEO is actually here in the hall. I've been keeping an eye out but no luck yet.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutMovingOn_IG_001_ActuallyIMight=Actually, I might stay here for a while and do another loop to make sure I didn't miss anything.
PU_GENCONVCHAT03_M_LBG_Chat_Response_AboutMovingOn_IG_002_IfYouWant=If you want to go on ahead that's fine. I'll catch up with you later.
PU_GENHDRCHAT01_F_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_001_SadlyTheInfection=Sadly, the infection has spread throughout your system.
PU_GENHDRCHAT01_F_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_002_UnfortunatelyTheMedicine=Unfortunately, the medicine doesn't seem to be working. I'm afraid we might have try surgery.
PU_GENHDRCHAT01_F_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_001_LookingThroughYour=Looking through your scans, and I'm seeing some promising signs here.
PU_GENHDRCHAT01_F_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_002_IBelieveYoure=I believe you're suffering from a very minor form of IOC. Very common and nothing to be too worried about.
PU_GENHDRCHAT01_F_LBG_Chat_Comments_TreatmentInstruction_IG_001_LetsHaveYou=Let's have you take it easy for a few days, and we'll take a look at you again then.
PU_GENHDRCHAT01_F_LBG_Chat_Comments_TreatmentInstruction_IG_002_TheresAFew=There's a few more tests we can run and lets discuss our options after that.
PU_GENHDRCHAT01_F_LBG_Chat_Requests_EmergencyOrder_IG_001_INeedA=I need a crash cart in here stat!
PU_GENHDRCHAT01_F_LBG_Chat_Requests_EmergencyOrder_IG_002_LetsGoPeople=Let's go people! I need those scans now!
PU_GENHDRCHAT01_F_LBG_Chat_Requests_MedicalOrder_IG_001_ImGoingTo=I'm going to need a few cc's of demexatrine stat.
PU_GENHDRCHAT01_F_LBG_Chat_Requests_MedicalOrder_IG_002_LetsRotateThe=Let's rotate the drain blocker and see if that clears it.
PU_GENHDRCHAT02_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_001_ImGoingTo=I'm going to be honest with you. It's not good. One of counselors is going to come by to speak to you about imprint options.
PU_GENHDRCHAT02_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_002_TheImplantIs=The implant is not taking and I'm afraid we're running out of options.
PU_GENHDRCHAT02_M_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_001_EverythingIsLooking=Everything is looking great, and with the swelling down, I think the bandages can come off next week.
PU_GENHDRCHAT02_M_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_002_HappyToSay=Happy to say that we're expecting you to make a full recovery.
PU_GENHDRCHAT02_M_LBG_Chat_Comments_TreatmentInstruction_IG_001_ButBeforeWe=But before we make any decisions, let's get you in for a round of OTR later today and see what we can learn.
PU_GENHDRCHAT02_M_LBG_Chat_Comments_TreatmentInstruction_IG_002_IdLikeFor=I'd like for you to start taking Sterogen twice a day, starting after your next meal.
PU_GENHDRCHAT02_M_LBG_Chat_Requests_EmergencyOrder_IG_001_GiveMeThat=Give me that! I'll do it myself. It's like working with a bunch of first years.
PU_GENHDRCHAT02_M_LBG_Chat_Requests_EmergencyOrder_IG_002_ClampsSuctionWere=Clamps! Suction! We're almost there, people.
PU_GENHDRCHAT02_M_LBG_Chat_Requests_MedicalOrder_IG_001_GiveMeTwo=Give me two recs of the latanol and let's monitor the reaction.
PU_GENHDRCHAT02_M_LBG_Chat_Requests_MedicalOrder_IG_002_LetsGetTheir=Let's get their KLN up to two hundred and I want them off Roxaphen.
PU_GENHDRCHAT03_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_001_ImAfraidIts=I'm afraid it's genetic. Regeneration or not, there's not much we can do for you.
PU_GENHDRCHAT03_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_002_ItsYourLungs=It's your lungs. They're in a pretty aggressive decline and most likely, it's just going to get worse.
PU_GENHDRCHAT03_M_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_001_GotSomeGood=Got some good news for you. The tests all came back negative.
PU_GENHDRCHAT03_M_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_002_TheBiopsyResults=The biopsy results came back and I'm happy to say, everything was benign.
PU_GENHDRCHAT03_M_LBG_Chat_Comments_TreatmentInstruction_IG_001_ImGoingTo=I'm going to prescribe some inhibitors and once they have a few days to get going, we'll check again.
PU_GENHDRCHAT03_M_LBG_Chat_Comments_TreatmentInstruction_IG_002_LetsGoAhead=Let's go ahead and flush your system and see if you don't feel a bit better after that.
PU_GENHDRCHAT03_M_LBG_Chat_Requests_EmergencyOrder_IG_001_ComeOnWere=Come on! We're losing them!
PU_GENHDRCHAT03_M_LBG_Chat_Requests_EmergencyOrder_IG_002_INeedMore=I need more light! I can't see anything in here.
PU_GENHDRCHAT03_M_LBG_Chat_Requests_MedicalOrder_IG_001_AllRightI=All right, I want a full diagnostic panel run, and let's see about getting a bio-read as well.
PU_GENHDRCHAT03_M_LBG_Chat_Requests_MedicalOrder_IG_002_WereGoingTo=We're going to need to get an R3P suite ready, and let's see if Dr. Walko is free for a consult.
PU_GENHDRCHAT04_F_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_001_SadlyWeStill=Sadly, we still don't know what's wrong. All the tests we've done have come back negative.
PU_GENHDRCHAT04_F_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_002_UnfortunatelyItsWhat=Unfortunately, it's what we expected.
PU_GENHDRCHAT04_F_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_001_ItTurnsOut=It turns out it was a false alarm. You're going to be fine.
PU_GENHDRCHAT04_F_LBG_Chat_Comments_AboutDiagnosis_Pos_IG_002_ItsAnEasily=It's an easily correctable problem. We have to do a small procedure, but after that you should be as good as new.
PU_GENHDRCHAT04_F_LBG_Chat_Comments_TreatmentInstruction_IG_001_ForNowIm=For now, I'm going to arrange for you to talk to a colleague of mine who will be able to give you a bit more specialized care.
PU_GENHDRCHAT04_F_LBG_Chat_Comments_TreatmentInstruction_IG_002_WereGonnaGet=We're gonna get you on a regimented diet and exercise plan and see if that helps at all.
PU_GENHDRCHAT04_F_LBG_Chat_Requests_EmergencyOrder_IG_001_INeedFull=I need full prep of the laterial! And where the hell is that lap scope? I want it in here now!
PU_GENHDRCHAT04_F_LBG_Chat_Requests_EmergencyOrder_IG_002_DamnItYoure=Damn it! You're not gonna die on my watch!
PU_GENHDRCHAT04_F_LBG_Chat_Requests_MedicalOrder_IG_001_LetsHaveSomeone=Let's have someone prep the patient for the T-Sec, and get Dr. Randell on comms for me.
PU_GENHDRCHAT04_F_LBG_Chat_Requests_MedicalOrder_IG_002_IWantFour=I want four cc's of Constallex and a bag of NR7 swapped in every two hours.
PU_GENHNUCHAT01_F_LBG_Chat_Accepts_MedicalOrder_IG_001_OfCourseDoctor=Of course, doctor.
PU_GENHNUCHAT01_F_LBG_Chat_Accepts_MedicalOrder_IG_002_YesDoctorRight=Yes, doctor. Right away.
PU_GENHNUCHAT02_M_LBG_Chat_Accepts_MedicalOrder_IG_001_RightAwayDoctor=Right away, doctor.
PU_GENHNUCHAT02_M_LBG_Chat_Accepts_MedicalOrder_IG_002_IllGetIt=I'll get it sorted.
PU_GENHNUCHAT03_M_LBG_Chat_Accepts_MedicalOrder_IG_001_UnderstoodDoctor=Understood, doctor.
PU_GENHNUCHAT03_M_LBG_Chat_Accepts_MedicalOrder_IG_002_IllGetIt=I'll get it taken care of.
PU_GENHNUCHAT04_F_LBG_Chat_Accepts_MedicalOrder_IG_001_OnIt=On it.
PU_GENHNUCHAT04_F_LBG_Chat_Accepts_MedicalOrder_IG_002_RightAway=Right away.
PU_GENHPTCHAT01_F_LBG_AudioFidget_Cough_IG_EX_001=[ Coughing ]
PU_GENHPTCHAT01_F_LBG_AudioFidget_Cough_IG_EX_002=[ Coughing ]
PU_GENHPTCHAT01_F_LBG_AudioFidget_Cough_IG_EX_003=[ Coughing ]
PU_GENHPTCHAT01_F_LBG_AudioFidget_Groan_IG_EX_001=[ Groaning ]
PU_GENHPTCHAT01_F_LBG_AudioFidget_Groan_IG_EX_002=[ Groaning ]
PU_GENHPTCHAT01_F_LBG_AudioFidget_Groan_IG_EX_003=[ Groaning ]
PU_GENHPTCHAT01_F_LBG_Chat_Asks_AboutDiagnosis_IG_001_SoDoctorHow=So doctor, how does it look?
PU_GENHPTCHAT01_F_LBG_Chat_Asks_AboutDiagnosis_IG_002_HiDoctorThanks=Hi Doctor, thanks for seeing me.
PU_GENHPTCHAT01_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_001_IsntThereAnything=Isn't there anything we can do?
PU_GENHPTCHAT01_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_002_IWasWorried=I was worried that's what you were going say.
PU_GENHPTCHAT01_F_LBG_Chat_Response_AboutDiagnosis_Pos_IG_001_ThatsGreatNews=That's great news.
PU_GENHPTCHAT01_F_LBG_Chat_Response_AboutDiagnosis_Pos_IG_002_ThatsReallyA=That's really a relief to hear.
PU_GENHPTCHAT01_F_LBG_Chat_Response_TreatmentInstruction_IG_001_Okay=Okay.
PU_GENHPTCHAT01_F_LBG_Chat_Response_TreatmentInstruction_IG_002_WillDo=Will do.
PU_GENHPTCHAT02_M_LBG_AudioFidget_Cough_IG_EX_001=[ Coughing ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Cough_IG_EX_002=[ Coughing ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Cough_IG_EX_003=[ Coughing ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Cough_IG_EX_004=[ Coughing ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Cough_IG_EX_005=[ Coughing ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Cough_IG_EX_006=[ Coughing ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_001=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_002=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_003=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_004=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_005=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_006=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_AudioFidget_Groan_IG_EX_007=[ Groaning ]
PU_GENHPTCHAT02_M_LBG_Chat_Asks_AboutDiagnosis_IG_001_SoHaveThe=So have the results come in, doctor?
PU_GENHPTCHAT02_M_LBG_Chat_Asks_AboutDiagnosis_IG_002_AnyNewsDoctor=Any news, doctor?
PU_GENHPTCHAT02_M_LBG_Chat_Response_AboutDiagnosis_Neg_IG_001_IGuessIm=I guess I'm happy just to know one way or the other.
PU_GENHPTCHAT02_M_LBG_Chat_Response_AboutDiagnosis_Neg_IG_002_FiguredItWas=Figured it was only a matter of time.
PU_GENHPTCHAT02_M_LBG_Chat_Response_AboutDiagnosis_Pos_IG_001_ICantWait=I can't wait to tell the kids. They've been so worried about me.
PU_GENHPTCHAT02_M_LBG_Chat_Response_AboutDiagnosis_Pos_IG_002_ThatsWonderfulThank=That's wonderful. Thank you.
PU_GENHPTCHAT02_M_LBG_Chat_Response_TreatmentInstruction_IG_001_AllRight=All right.
PU_GENHPTCHAT02_M_LBG_Chat_Response_TreatmentInstruction_IG_002_IfYouThink=If you think that's best.
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_001=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_002=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_003=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_004=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_005=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_006=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Cough_IG_EX_007=[ Coughing ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_001=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_002=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_003=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_004=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_005=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_006=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_007=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_008=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_AudioFidget_Groan_IG_EX_009=[ Groaning ]
PU_GENHPTCHAT03_M_LBG_Chat_Asks_AboutDiagnosis_IG_001_JustGiveIt=Just give it to me straight, doc. How bad is it?
PU_GENHPTCHAT03_M_LBG_Chat_Asks_AboutDiagnosis_IG_002_WhatsTheDiagnosis=What's the diagnosis, doc? And don't sugar coat it.
PU_GENHPTCHAT03_M_LBG_Chat_Response_AboutDiagnosis_Neg_IG_001_WellThatsA=Well, that's a real kick in the gut.
PU_GENHPTCHAT03_M_LBG_Chat_Response_AboutDiagnosis_Neg_IG_002_ThatsAllYou=That's all you can say? What the hell am I paying you for?
PU_GENHPTCHAT03_M_LBG_Chat_Response_AboutDiagnosis_Pos_IG_001_WellIllBe=Well, I'll be. I was expecting a lot worse than that.
PU_GENHPTCHAT03_M_LBG_Chat_Response_AboutDiagnosis_Pos_IG_002_GuessIWont=Guess I won't be dying just yet then.
PU_GENHPTCHAT03_M_LBG_Chat_Response_TreatmentInstruction_IG_001_IfYouSay=If you say so, doc.
PU_GENHPTCHAT03_M_LBG_Chat_Response_TreatmentInstruction_IG_002_Fine=Fine.
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_001=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_002=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_003=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_004=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_005=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_006=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Cough_IG_EX_007=[ Coughing ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_001=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_002=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_003=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_004=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_005=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_006=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_007=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_008=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_009=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_010=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_011=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_012=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_013=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_AudioFidget_Groan_IG_EX_014=[ Groaning ]
PU_GENHPTCHAT04_F_LBG_Chat_Asks_AboutDiagnosis_IG_001_DoctorThankYou=Doctor, thank you for seeing me.
PU_GENHPTCHAT04_F_LBG_Chat_Asks_AboutDiagnosis_IG_002_HaveYouGotten=Have you gotten the results back, doctor?
PU_GENHPTCHAT04_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_001_YouGotTo=You got to be kidding me.
PU_GENHPTCHAT04_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_002_WellThatsJust=Well, that's just great.
PU_GENHPTCHAT04_F_LBG_Chat_Response_AboutDiagnosis_Pos_IG_001_ThatsFantasticI=That's fantastic. I could hug you right now.
PU_GENHPTCHAT04_F_LBG_Chat_Response_AboutDiagnosis_Pos_IG_002_OkayGreatThats=Okay. Great. That's good to hear.
PU_GENHPTCHAT04_F_LBG_Chat_Response_TreatmentInstruction_IG_001_SureIfThats=Sure, if that's what's best.
PU_GENHPTCHAT04_F_LBG_Chat_Response_TreatmentInstruction_IG_002_SoundsLikeIts=Sounds like it's worth a shot.
PU_GENNPC1_CV_Friendly_Affirm_IG_001_Sure=Sure.
PU_GENNPC1_CV_Friendly_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC1_CV_Friendly_Affirm_IG_003_Totally=Totally.
PU_GENNPC1_CV_Friendly_Affirm_IG_004_Okay=Okay.
PU_GENNPC1_CV_Friendly_Affirm_IG_005_AllRight=All right.
PU_GENNPC1_CV_Friendly_AirlockComments_IG_001_CanYouHold=Can you hold the airlock?
PU_GENNPC1_CV_Friendly_AirlockComments_IG_002_HoldTheAirlock=Hold the airlock!
PU_GENNPC1_CV_Friendly_BarComments_IG_001_DrinkPlease=Drink, please.
PU_GENNPC1_CV_Friendly_BarComments_IG_002_IllHaveA=I'll have a beer.
PU_GENNPC1_CV_Friendly_BarComments_IG_003_Whiskey=Whiskey.
PU_GENNPC1_CV_Friendly_BarComments_IG_004_GodImThirsty=God, I'm thirsty.
PU_GENNPC1_CV_Friendly_BarComments_IG_005_ThisIsReally=This is really good.
PU_GENNPC1_CV_Friendly_BarComments_IG_006_IllTakeAnother=I'll take another one.
PU_GENNPC1_CV_Friendly_BarComments_IG_007_OneMoreRound=One more round.
PU_GENNPC1_CV_Friendly_BarComments_IG_008_ImGoodThanks=I'm good, thanks.
PU_GENNPC1_CV_Friendly_BarComments_IG_009_NoThatsIt=No, that's it for me.
PU_GENNPC1_CV_Friendly_BarComments_IG_010_TodayWasCrazy=Today was crazy.
PU_GENNPC1_CV_Friendly_BarComments_IG_011_WhatsThisSong=What's this song?
PU_GENNPC1_CV_Friendly_BarComments_IG_012_MusicIsABit=Music is a bit loud.
PU_GENNPC1_CV_Friendly_BarComments_IG_013_LooksALittle=Looks a little busier than normal.
PU_GENNPC1_CV_Friendly_BarComments_IG_014_ThingsSeemTo=Things seem to be picking up around here.
PU_GENNPC1_CV_Friendly_BarComments_IG_015_PrettyQuietIn=Pretty quiet in here.
PU_GENNPC1_CV_Friendly_ConvoCont_Bored_IG_001_Yup=Yup.
PU_GENNPC1_CV_Friendly_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC1_CV_Friendly_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC1_CV_Friendly_ConvoCont_Bored_IG_004_WhatOfIt=What of it?
PU_GENNPC1_CV_Friendly_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC1_CV_Friendly_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC1_CV_Friendly_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC1_CV_Friendly_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC1_CV_Friendly_ConvoCont_Sarcastic_IG_001_YeahSure=Yeah. Sure.
PU_GENNPC1_CV_Friendly_ConvoCont_Sarcastic_IG_002_WhateverYouSay=Whatever you say.
PU_GENNPC1_CV_Friendly_ConvoCont_Sarcastic_IG_003_ThatsReallyGreat=That's really great.
PU_GENNPC1_CV_Friendly_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC1_CV_Friendly_ConvoCont_Serious_IG_001_HellNo=Hell no.
PU_GENNPC1_CV_Friendly_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC1_CV_Friendly_ConvoCont_Serious_IG_003_IDontThink=I don't think so.
PU_GENNPC1_CV_Friendly_ConvoCont_Serious_IG_004_YeahRight=Yeah, right.
PU_GENNPC1_CV_Friendly_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC1_CV_Friendly_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC1_CV_Friendly_ConvoCont_Surprise_IG_003_YouSerious=You serious?
PU_GENNPC1_CV_Friendly_ConvoCont_Surprise_IG_004_Crazy=Crazy.
PU_GENNPC1_CV_Friendly_ConvoCont_Upbeat_IG_001_Nice=Nice!
PU_GENNPC1_CV_Friendly_ConvoCont_Upbeat_IG_002_Awesome=Awesome!
PU_GENNPC1_CV_Friendly_ConvoCont_Upbeat_IG_003_ThatsGreat=That's great!
PU_GENNPC1_CV_Friendly_ConvoCont_Upbeat_IG_004_Wow=Wow!
PU_GENNPC1_CV_Friendly_Farewell_IG_001_IllCatchYOu=I'll catch you later.
PU_GENNPC1_CV_Friendly_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC1_CV_Friendly_Farewell_IG_003_Later=Later.
PU_GENNPC1_CV_Friendly_Farewell_IG_004_AllRightI=All right, I gotta head out.
PU_GENNPC1_CV_Friendly_Farewell_IG_005_SeeYouAround=See you around.
PU_GENNPC1_CV_Friendly_Farewell_IG_006_NiceSeeingYou=Nice seeing you.
PU_GENNPC1_CV_Friendly_Farewell_IG_007_TakeItEasy=Take it easy.
PU_GENNPC1_CV_Friendly_Farewell_IG_008_HaveAGood=Have a good one.
PU_GENNPC1_CV_Friendly_FoodComments_IG_001_IAmStarving=I am starving.
PU_GENNPC1_CV_Friendly_FoodComments_IG_002_ImNotSuper=I'm not super hungry, so maybe something light.
PU_GENNPC1_CV_Friendly_FoodComments_IG_003_HmmLetsSee=Hmm... Let's see.
PU_GENNPC1_CV_Friendly_FoodComments_IG_004_WhatToHave=What to have... What to have...
PU_GENNPC1_CV_Friendly_FoodComments_IG_005_IHadThat=I had that yesterday, so maybe something else.
PU_GENNPC1_CV_Friendly_FoodComments_IG_006_IRememberThere=I remember there was something I really liked last time, but I can't remember?
PU_GENNPC1_CV_Friendly_FoodComments_IG_007_DoYouDo=Do you do substitutions?
PU_GENNPC1_CV_Friendly_FoodComments_IG_008_WouldYouRecommend=Would you recommend anything?
PU_GENNPC1_CV_Friendly_Greetings_IG_001_Hey=Hey.
PU_GENNPC1_CV_Friendly_Greetings_IG_002_HeyThere=Hey there.
PU_GENNPC1_CV_Friendly_Greetings_IG_003_Hi=Hi.
PU_GENNPC1_CV_Friendly_Greetings_IG_004_HowsItGoing=How's it going?
PU_GENNPC1_CV_Friendly_Greetings_IG_005_EverythingGood=Everything good?
PU_GENNPC1_CV_Friendly_Greetings_IG_006_HeyWhatsUp=Hey, what's up.
PU_GENNPC1_CV_Friendly_Neg_IG_001_No=No.
PU_GENNPC1_CV_Friendly_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC1_CV_Friendly_Neg_IG_003_SorryCant=Sorry, can't.
PU_GENNPC1_CV_Friendly_Neg_IG_004_NotSure=Not sure.
PU_GENNPC1_CV_Friendly_Neg_IG_005_IDontKnow=I don't know.
PU_GENNPC1_CV_Friendly_Neg_IG_006_NotReally=Not really.
PU_GENNPC1_CV_Friendly_PhysicalBump_IG_001_Whoops=Whoops.
PU_GENNPC1_CV_Friendly_PhysicalBump_IG_002_Sorry=Sorry.
PU_GENNPC1_CV_Friendly_PhysicalBump_IG_003_ExcuseMe=Excuse me.
PU_GENNPC1_CV_Friendly_PhysicalBump_IG_004_Pardon=Pardon.
PU_GENNPC1_CV_Friendly_PhysicalBump_IG_005_WatchIt=Watch it!
PU_GENNPC1_CV_Friendly_PlayerLingers_IG_001_YouNeedSomething=You need something?
PU_GENNPC1_CV_Friendly_PlayerLingers_IG_002_CanIHelp=Can I help you?
PU_GENNPC1_CV_Friendly_PlayerLingers_IG_003_What=What?
PU_GENNPC1_CV_Friendly_PlayerLingers_IG_004_WeGotA=We got a problem?
PU_GENNPC1_CV_Friendly_RandomChatter_IG_001_HowAboutThe=How about the traffic today? Took me twice as long to get here.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_002_ThisPlaceHas=This place has really gone downhill.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_003_WhyCantPeople=Why can't people clean up after themselves?
PU_GENNPC1_CV_Friendly_RandomChatter_IG_004_NotToJinx=Not to jinx it, but I got a job offer yesterday. I don't want to say anything just in case I don't get it, but it could be a big deal.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_005_AFriendOf=A friend of mine was telling me they got stopped by the Advocacy the other day for no reason. One moment they're flying, the next they're stopped and scanned. Worst part is I'm not even surprised.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_006_YouHearAbout=You hear about what's happening on Charon Three? As if Vanduul weren't bad enough, we got these people going out of their way to kill each other.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_007_BishopEveryoneThinks=Bishop... Everyone think's he's so great, but you ask me, I think Costigan and his cronies are just trying to distract us from the real issues.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_008_CanYouBelieve=Can you believe it? A Tevarin senator. Never though I'd see the day.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_009_IWasReading=I was reading on the spec earlier that Elroy Cass crashed a ship into a Cry-Astro. Five creds says he's back in rehab tomorrow.
PU_GENNPC1_CV_Friendly_RandomChatter_IG_010_YouCatchFake=You catch 'Fake Outs' a few weeks ago. Hid a guy in a Vanduul costume inside some poor joe's Aurora. Thought he was going to have a heart attack right then and there.
PU_GENNPC1_CV_Friendly_ShipComments_IG_001_IDontUnderstand=Uh, I don't... I don't understand. How can you just lose a ship.
PU_GENNPC1_CV_Friendly_ShipComments_IG_002_HowLongDoes=How long does it take to get a ship out of storage. This is ridiculous.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_001_HmmImHaving=Hmm. I'm having a really hard time deciding.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_002_ToBeHonest=To be honest, I'm not quite sure...
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_003_YeahIDont=(Indecisive) Yeah, I don't know... I don't know?
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_004_DoYouHave=Do you have this in any other sizes?
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_005_IsThisAll=Is this all you have?
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_006_ImLookingFor=I'm looking for something for my friend's birthday. Not sure what yet.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_007_ThesePricesSeem=These prices seem a little high.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_008_ThisOnesPretty=This one's pretty nice.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_009_ILikeThe=I like the looks of this one.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_010_YeahThisIs=Yeah, this is alright.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_011_JustBrowsingThanks=Just browsing, thanks.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_012_ImNotReally=I'm not really seeing anything I like.
PU_GENNPC1_CV_Friendly_ShoppingComments_IG_013_LoveThisOne=Love this one a lot.
PU_GENNPC1_CV_Friendly_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC1_CV_Friendly_Thanks_IG_002_ThankYou=Thank you.
PU_GENNPC1_CV_Friendly_Thanks_IG_003_AppreciateIt=Appreciate it.
PU_GENNPC1_CV_Friendly_YoureWelcome_IG_001_SureThing=Sure thing.
PU_GENNPC1_CV_Friendly_YoureWelcome_IG_002_NoProblem=No problem.
PU_GENNPC1_CV_Friendly_YoureWelcome_IG_003_YoureWelcome=You're welcome.
PU_GENNPC1_CV_Friendly_YoureWelcome_IG_004_GladToHelp=Glad to help.
PU_GENNPC1_CV_Gruff_Affirm_IG_001_Sure=Sure.
PU_GENNPC1_CV_Gruff_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC1_CV_Gruff_Affirm_IG_003_Okay=Okay.
PU_GENNPC1_CV_Gruff_Affirm_IG_003b_Okay=Okay.
PU_GENNPC1_CV_Gruff_Affirm_IG_004_Fine=Fine.
PU_GENNPC1_CV_Gruff_Affirm_IG_006_AllRight=All right.
PU_GENNPC1_CV_Gruff_AirlockComments_IG_001_HoldTheDoor=Hold the door.
PU_GENNPC1_CV_Gruff_BarComments_IG_001_GiveMeSomething=Give me something strong.
PU_GENNPC1_CV_Gruff_BarComments_IG_002_BeerMe=Beer me.
PU_GENNPC1_CV_Gruff_BarComments_IG_003_GimmeABeer=Gimme a beer.
PU_GENNPC1_CV_Gruff_BarComments_IG_004_Whiskey=Whiskey.
PU_GENNPC1_CV_Gruff_BarComments_IG_005_StiffDrinkAnd=Stiff drink and keep 'em coming.
PU_GENNPC1_CV_Gruff_BarComments_IG_006_Another=Another.
PU_GENNPC1_CV_Gruff_BarComments_IG_007_HitMeAgain=Hit me again.
PU_GENNPC1_CV_Gruff_BarComments_IG_008_ThatsItFor=That's it for me.
PU_GENNPC1_CV_Gruff_BarComments_IG_009_NahImDone=Nah, I'm done.
PU_GENNPC1_CV_Gruff_BarComments_IG_010_ManImWiped=Man, I'm wiped.
PU_GENNPC1_CV_Gruff_BarComments_IG_011_LongDay=Long day.
PU_GENNPC1_CV_Gruff_BarComments_IG_012_DefinitelyNeededA=Definitely needed a drink.
PU_GENNPC1_CV_Gruff_ConvoCont_Bored_IG_001_Yup=Yup.
PU_GENNPC1_CV_Gruff_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC1_CV_Gruff_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC1_CV_Gruff_ConvoCont_Bored_IG_004_WhatOfIt=What of it?
PU_GENNPC1_CV_Gruff_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC1_CV_Gruff_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC1_CV_Gruff_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC1_CV_Gruff_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC1_CV_Gruff_ConvoCont_Sarcastic_IG_001_YeahSure=Yeah. Sure.
PU_GENNPC1_CV_Gruff_ConvoCont_Sarcastic_IG_002_WhateverYouSay=Whatever you say.
PU_GENNPC1_CV_Gruff_ConvoCont_Sarcastic_IG_003_ThatsReallyGreat=That's really great.
PU_GENNPC1_CV_Gruff_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC1_CV_Gruff_ConvoCont_Serious_IG_001_HellNo=Hell no.
PU_GENNPC1_CV_Gruff_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC1_CV_Gruff_ConvoCont_Serious_IG_003_IDontThink=I don't think so.
PU_GENNPC1_CV_Gruff_ConvoCont_Serious_IG_004_YeahRight=Yeah, right
PU_GENNPC1_CV_Gruff_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC1_CV_Gruff_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC1_CV_Gruff_ConvoCont_Surprise_IG_003_YouSerious=You serious?
PU_GENNPC1_CV_Gruff_ConvoCont_Surprise_IG_004_FuckingHell=Fucking hell.
PU_GENNPC1_CV_Gruff_ConvoCont_Upbeat_IG_001_ThatsGood=That's good.
PU_GENNPC1_CV_Gruff_ConvoCont_Upbeat_IG_002_Nice=Nice.
PU_GENNPC1_CV_Gruff_ConvoCont_Upbeat_IG_003_Great=Great.
PU_GENNPC1_CV_Gruff_ConvoCont_Upbeat_IG_004_NotBad=Not bad.
PU_GENNPC1_CV_Gruff_Farewell_IG_001_IllCatchYou=I'll catch you later.
PU_GENNPC1_CV_Gruff_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC1_CV_Gruff_Farewell_IG_003_Later=Later.
PU_GENNPC1_CV_Gruff_Farewell_IG_004_SeeYouAround=See you around.
PU_GENNPC1_CV_Gruff_FoodComments_IG_001_IveFlushedThings=I've flushed things that look more appealing.
PU_GENNPC1_CV_Gruff_FoodComments_IG_002_OneThingIs=One thing is as good as the rest, really. It all goes to the same place.
PU_GENNPC1_CV_Gruff_FoodComments_IG_003_WhenWasThis=When was this cooked?
PU_GENNPC1_CV_Gruff_FoodComments_IG_004_GiveMeA=Give me a damn second, I'm deciding.
PU_GENNPC1_CV_Gruff_FoodComments_IG_005_HowLongDoes=How long does it take to make some food?
PU_GENNPC1_CV_Gruff_Greetings_IG_001_Hey=Hey.
PU_GENNPC1_CV_Gruff_Greetings_IG_002_HeyThere=Hey there.
PU_GENNPC1_CV_Gruff_Greetings_IG_003_HowsItGoing=How's it going?
PU_GENNPC1_CV_Gruff_Greetings_IG_004_HeyWhatsUp=Hey, what's up.
PU_GENNPC1_CV_Gruff_Neg_IG_001_No=No.
PU_GENNPC1_CV_Gruff_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC1_CV_Gruff_Neg_IG_003_NotGonnaHappen=Not gonna happen.
PU_GENNPC1_CV_Gruff_Neg_IG_004_ForgetIt=Forget it.
PU_GENNPC1_CV_Gruff_Neg_IG_005_FuckOff=Fuck off.
PU_GENNPC1_CV_Gruff_Neg_IG_006_NotAChance=Not a chance.
PU_GENNPC1_CV_Gruff_PhysicalBump_IG_001_WhatTheHell=What the hell!
PU_GENNPC1_CV_Gruff_PhysicalBump_IG_002_WatchIt=Watch it.
PU_GENNPC1_CV_Gruff_PhysicalBump_IG_003_Easy=Easy.
PU_GENNPC1_CV_Gruff_PhysicalBump_IG_004_LookWhereYoure=Look where you're going.
PU_GENNPC1_CV_Gruff_PhysicalBump_IG_004b_LookWhereYoure=Look where you're going.
PU_GENNPC1_CV_Gruff_PhysicalBump_IG_005_Hey=Hey!
PU_GENNPC1_CV_Gruff_PlayerLingers_IG_001_WhatTheHell=What the hell you looking at?
PU_GENNPC1_CV_Gruff_PlayerLingers_IG_002_What=What?
PU_GENNPC1_CV_Gruff_PlayerLingers_IG_003_WeGotA=We got a problem?
PU_GENNPC1_CV_Gruff_RandomChatter_IG_001_IsItJust=Is it just me or is the drift getting more crowded? Seems I can hardly find room to think these days.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_002_YouHearAbout=You hear about Skeller? Advos nabbed 'em. Damn shame.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_003_LookEitherYou=Look, either you get it or you don't. I'm not gonna explain it again.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_004_IHaulMy=I haul my ass through two separate systems just to have the price fall out? Talk about taking one sideways.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_005_HalfMyAge=Half my age and acts like he knows everything. Let's see how much he knows when he gets a bullet through the eye.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_006_AllImSaying=All I'm saying is if you hire me for a job, you damn well be ready to pay what you owe. One way or the another.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_007_YouShouldHave=You should have seen his face. Looked like he had swallowed a bug. Thought he was gonna cry. It was hilarious.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_008_SameShitDifferent=Same shit, different day.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_009_SoTheseHunkers=So these hunkers were blasting this noise right outside my window. I tell them to turn it down and they tell me it's the Leedos. Like I give a crap what cruddy band it is. I was this close to setting off an EMP just to shut 'em up.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_010_YouGoingTo=You going to Teller's funeral? Can't decide if I want to go.
PU_GENNPC1_CV_Gruff_RandomChatter_IG_011_FoodMightBe=Food might be good.
PU_GENNPC1_CV_Gruff_ShipComments_IG_001_YouBetterFigure=You better figure out where my ship is, and you better do it now.
PU_GENNPC1_CV_Gruff_ShipComments_IG_002_HowLongDoes=How long does it take to get a ship out of storage. This is ridiculous.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_001_WhatALot=What a lot of crap.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_002_IsThisAll=Is this all you got?
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_003_ThatsKindaOkay=That's kinda okay.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_004_ThisOnesNot=This one's not too bad.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_005_SomeNerveCharging=Some nerve. Charging these prices for this tritus.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_006_IdBeBetter=I'd be better off just going to get it myself.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_007_ILikeThe=I like the looks of this.
PU_GENNPC1_CV_Gruff_ShoppingComments_IG_008_BackOffIm=Back off, I'm just looking.
PU_GENNPC1_CV_Gruff_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC2_CV_Friendly_Affirm_IG_001_Sure=Sure.
PU_GENNPC2_CV_Friendly_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC2_CV_Friendly_Affirm_IG_003_Totally=Totally.
PU_GENNPC2_CV_Friendly_Affirm_IG_004_Okay=Okay.
PU_GENNPC2_CV_Friendly_Affirm_IG_005_AllRight=All right.
PU_GENNPC2_CV_Friendly_AirlockComments_IG_001_CanYouHold=Can you hold the airlock?
PU_GENNPC2_CV_Friendly_AirlockComments_IG_002_HoldTheAirlock=Hold the airlock!
PU_GENNPC2_CV_Friendly_BarComments_IG_001_DrinkPlease=Drink, please.
PU_GENNPC2_CV_Friendly_BarComments_IG_002_IllHaveA=I'll have a beer.
PU_GENNPC2_CV_Friendly_BarComments_IG_003_Whiskey=Whiskey.
PU_GENNPC2_CV_Friendly_BarComments_IG_004_GodImThirsty=God, I'm thirsty.
PU_GENNPC2_CV_Friendly_BarComments_IG_005_ThisIsReally=This is really good.
PU_GENNPC2_CV_Friendly_BarComments_IG_006_IllTakeAnother=I'll take another one.
PU_GENNPC2_CV_Friendly_BarComments_IG_007_OneMoreAround=One more round.
PU_GENNPC2_CV_Friendly_BarComments_IG_008_ImGoodThanks=I'm good, thanks.
PU_GENNPC2_CV_Friendly_BarComments_IG_009_NoThatsIt=No, that's it for me.
PU_GENNPC2_CV_Friendly_BarComments_IG_010_TodayWasCrazy=Today was crazy.
PU_GENNPC2_CV_Friendly_BarComments_IG_011_WhatsThisSong=What's this song?
PU_GENNPC2_CV_Friendly_BarComments_IG_012_MusicIsA=Music is a bit loud.
PU_GENNPC2_CV_Friendly_BarComments_IG_013_LooksALittle=Looks a little busier than normal.
PU_GENNPC2_CV_Friendly_BarComments_IG_014_ThingsSeemTo=Things seem to be picking up around here.
PU_GENNPC2_CV_Friendly_BarComments_IG_015_PrettyQuietIn=Pretty quiet in here.
PU_GENNPC2_CV_Friendly_ConvoCont_Bored_IG_001_Yup=Yup.
PU_GENNPC2_CV_Friendly_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC2_CV_Friendly_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC2_CV_Friendly_ConvoCont_Bored_IG_004_WhatOfIt=What of it?
PU_GENNPC2_CV_Friendly_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC2_CV_Friendly_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC2_CV_Friendly_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC2_CV_Friendly_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC2_CV_Friendly_ConvoCont_Sarcastic_IG_001_YeahSure=Yeah. Sure.
PU_GENNPC2_CV_Friendly_ConvoCont_Sarcastic_IG_002_WhateverYouSay=Whatever you say.
PU_GENNPC2_CV_Friendly_ConvoCont_Sarcastic_IG_003_ThatsReallyGreat=That's really great.
PU_GENNPC2_CV_Friendly_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC2_CV_Friendly_ConvoCont_Serious_IG_001_HellNo=Hell no.
PU_GENNPC2_CV_Friendly_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC2_CV_Friendly_ConvoCont_Serious_IG_003_IDontThink=I don't think so.
PU_GENNPC2_CV_Friendly_ConvoCont_Serious_IG_004_YeahRight=Yeah, right.
PU_GENNPC2_CV_Friendly_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC2_CV_Friendly_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC2_CV_Friendly_ConvoCont_Surprise_IG_003_YouSerious=You serious?
PU_GENNPC2_CV_Friendly_ConvoCont_Surprise_IG_004_Crazy=Crazy.
PU_GENNPC2_CV_Friendly_ConvoCont_Upbeat_IG_001_Nice=Nice!
PU_GENNPC2_CV_Friendly_ConvoCont_Upbeat_IG_002_Awesome=Awesome!
PU_GENNPC2_CV_Friendly_ConvoCont_Upbeat_IG_003_ThatsGreat=That's great!
PU_GENNPC2_CV_Friendly_ConvoCont_Upbeat_IG_004_Wow=Wow!
PU_GENNPC2_CV_Friendly_Farewell_IG_001_IllCatchYou=I'll catch you later.
PU_GENNPC2_CV_Friendly_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC2_CV_Friendly_Farewell_IG_003_Later=Later.
PU_GENNPC2_CV_Friendly_Farewell_IG_004_AllRightI=All right, I gotta head out.
PU_GENNPC2_CV_Friendly_Farewell_IG_005_SeeYouAround=See you around.
PU_GENNPC2_CV_Friendly_Farewell_IG_006_NiceSeeingYou=Nice seeing you.
PU_GENNPC2_CV_Friendly_Farewell_IG_007_TakeItEasy=Take it easy.
PU_GENNPC2_CV_Friendly_Farewell_IG_008_HaveAGood=Have a good one.
PU_GENNPC2_CV_Friendly_FoodComments_IG_001_IAmStarving=I am starving.
PU_GENNPC2_CV_Friendly_FoodComments_IG_002_ImNotSuper=I'm not super hungry, so maybe something light.
PU_GENNPC2_CV_Friendly_FoodComments_IG_003_HmmLetsSee=Hmm... Let's see.
PU_GENNPC2_CV_Friendly_FoodComments_IG_004_WhatToHave=What to have... What to have...
PU_GENNPC2_CV_Friendly_FoodComments_IG_005_IHadThat=I had that yesterday, so maybe something else.
PU_GENNPC2_CV_Friendly_FoodComments_IG_006_IRememberThere=I remember there was something I really liked last time, but I can't remember?
PU_GENNPC2_CV_Friendly_FoodComments_IG_007_DoYouDo=Do you do substitutions?
PU_GENNPC2_CV_Friendly_FoodComments_IG_008_WouldYouRecommend=Would you recommend anything?
PU_GENNPC2_CV_Friendly_Greetings_IG_001_Hey=Hey.
PU_GENNPC2_CV_Friendly_Greetings_IG_002_HeyThere=Hey there.
PU_GENNPC2_CV_Friendly_Greetings_IG_003_Hi=Hi.
PU_GENNPC2_CV_Friendly_Greetings_IG_004_HowsItGoing=How's it going?
PU_GENNPC2_CV_Friendly_Greetings_IG_005_EverythingGood=Everything good?
PU_GENNPC2_CV_Friendly_Greetings_IG_006_HeyWhatsUp=Hey, what's up.
PU_GENNPC2_CV_Friendly_Neg_IG_001_No=No.
PU_GENNPC2_CV_Friendly_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC2_CV_Friendly_Neg_IG_003_SorryCant=Sorry, can't.
PU_GENNPC2_CV_Friendly_Neg_IG_004_NotSure=Not sure.
PU_GENNPC2_CV_Friendly_Neg_IG_005_IDontKnow=I don't know.
PU_GENNPC2_CV_Friendly_Neg_IG_006_NotReally=Not really.
PU_GENNPC2_CV_Friendly_PhysicalBump_IG_001_Whoops=Whoops.
PU_GENNPC2_CV_Friendly_PhysicalBump_IG_002_Sorry=Sorry.
PU_GENNPC2_CV_Friendly_PhysicalBump_IG_003_ExcuseMe=Excuse me.
PU_GENNPC2_CV_Friendly_PhysicalBump_IG_004_Pardon=Pardon.
PU_GENNPC2_CV_Friendly_PhysicalBump_IG_005_WatchIt=Watch it!
PU_GENNPC2_CV_Friendly_PlayerLingers_IG_001_YouNeedSomething=You need something?
PU_GENNPC2_CV_Friendly_PlayerLingers_IG_002_CanIHelp=Can I help you?
PU_GENNPC2_CV_Friendly_PlayerLingers_IG_003_What=What?
PU_GENNPC2_CV_Friendly_PlayerLingers_IG_004_WeGotA=We got a problem?
PU_GENNPC2_CV_Friendly_RandomChatter_IG_001_HowAboutThe=How about the traffic today? Took me twice as long to get here.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_002_ThisPlaceHas=This place has really gone downhill.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_003_WhyCantPeople=Why can't people clean up after themselves?
PU_GENNPC2_CV_Friendly_RandomChatter_IG_004_NotToJinx=Not to jinx it, but I got a job offer yesterday. I don't want to say anything just in case I don't get it, but it could be a big deal.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_005_AFriendOfMine=A friend of mine was telling me they got stopped by the Advocacy the other day for no reason. One moment they're flying, the next they're stopped and scanned. Worst part is I'm not even surprised.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_006_YouHearAbout=You hear about what's happening on Charon Three? As if Vanduul weren't bad enough, we got these people going out of their way to kill each other.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_007_BishopEveryoneThinks=Bishop... Everyone think's he's so great, but you ask me, I think Costigan and his cronies are just trying to distract us from the real issues.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_008_CanYouBelieve=Can you believe it? a Tevarin senator. Never though I'd see the day.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_009_IWasReally=I was reading on the spec earlier that Elroy Cass crashed a ship into a Cry-Astro. Five creds says he's back in rehab tomorrow.
PU_GENNPC2_CV_Friendly_RandomChatter_IG_010_YouCatchFake=You catch 'Fake Outs' a few weeks ago. Hid a guy in a Vanduul costume inside some poor joe's Aurora. Thought he was going to have a heart attack right then and there.
PU_GENNPC2_CV_Friendly_ShipComments_IG_001_IDontUnderstand=I don't understand. How can you just lose a ship.
PU_GENNPC2_CV_Friendly_ShipComments_IG_002_HowLongsDoes=How long does it take to get a ship out of storage. This is ridiculous.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_001_HmmImHaving=Hmm. I'm having a really hard time deciding.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_002_ToBeHonest=To be honest, I'm not quite sure...
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_003_YeahIDont=(indecisive) Yeah, I don't know... I don't know?
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_004_DoYouHave=Do you have this in any other sizes?
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_005_IsThisAll=Is this all you have?
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_006_ImLookingFor=I'm looking for something for my friend's birthday. Not sure what yet.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_007_ThesePricesSeem=These prices seem a little high.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_008_ThisOnesPretty=This one's pretty nice.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_009_ILikeThe=I like the looks of this one.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_010_YeahThisIs=Yeah, this is alright.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_011_JustBrowsingThanks=Just browsing, thanks.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_012_ImNotReally=I'm not really seeing anything I like.
PU_GENNPC2_CV_Friendly_ShoppingComments_IG_013_LoveThisOne=Love this one a lot.
PU_GENNPC2_CV_Friendly_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC2_CV_Friendly_Thanks_IG_002_ThankYou=Thank you.
PU_GENNPC2_CV_Friendly_Thanks_IG_003_AppreciateIt=Appreciate it.
PU_GENNPC2_CV_Friendly_YoureWelcome_IG_001_SureThing=Sure thing.
PU_GENNPC2_CV_Friendly_YoureWelcome_IG_002_NoProblem=No problem.
PU_GENNPC2_CV_Friendly_YoureWelcome_IG_003_YoureWelcome=You're welcome.
PU_GENNPC2_CV_Friendly_YoureWelcome_IG_004_GladToHelp=Glad to help.
PU_GENNPC2_CV_Gruff_Affirm_IG_001_Sure=Sure.
PU_GENNPC2_CV_Gruff_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC2_CV_Gruff_Affirm_IG_003_Okay=Okay.
PU_GENNPC2_CV_Gruff_Affirm_IG_004_Fine=Fine.
PU_GENNPC2_CV_Gruff_Affirm_IG_005_Okay=Okay.
PU_GENNPC2_CV_Gruff_Affirm_IG_006_AllRight=All right.
PU_GENNPC2_CV_Gruff_AirlockComments_IG_001_HoldTheDoor=Hold the door.
PU_GENNPC2_CV_Gruff_BarComments_IG_001_GiveMeSomething=Give me something strong.
PU_GENNPC2_CV_Gruff_BarComments_IG_002_BeerMe=Beer me.
PU_GENNPC2_CV_Gruff_BarComments_IG_003_GimmeABeer=Gimme a beer.
PU_GENNPC2_CV_Gruff_BarComments_IG_004_Whiskey=Whiskey.
PU_GENNPC2_CV_Gruff_BarComments_IG_005_StiffDrinkAnd=Stiff drink and keep 'em coming.
PU_GENNPC2_CV_Gruff_BarComments_IG_006_Another=Another.
PU_GENNPC2_CV_Gruff_BarComments_IG_007_HitMeAgain=Hit me again.
PU_GENNPC2_CV_Gruff_BarComments_IG_008_ThatsItForMe=That's it for me.
PU_GENNPC2_CV_Gruff_BarComments_IG_009_NahImDone=(after thinking it over) Nah, I'm done.
PU_GENNPC2_CV_Gruff_BarComments_IG_010_ManImWiped=Man, I'm wiped.
PU_GENNPC2_CV_Gruff_BarComments_IG_011_LongDay=Long day.
PU_GENNPC2_CV_Gruff_BarComments_IG_012_DefinitelyNeededA=Definitely needed a drink.
PU_GENNPC2_CV_Gruff_ConvoCont_Bored_IG_001_Yup=Yup.
PU_GENNPC2_CV_Gruff_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC2_CV_Gruff_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC2_CV_Gruff_ConvoCont_Bored_IG_004_WhatOfIt=What of it?
PU_GENNPC2_CV_Gruff_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC2_CV_Gruff_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC2_CV_Gruff_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC2_CV_Gruff_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC2_CV_Gruff_ConvoCont_Sarcastic_IG_001_YeahSure=Yeah. Sure.
PU_GENNPC2_CV_Gruff_ConvoCont_Sarcastic_IG_002_WhateverYouSay=Whatever you say.
PU_GENNPC2_CV_Gruff_ConvoCont_Sarcastic_IG_003_ThatsReallyGreat=That's really great.
PU_GENNPC2_CV_Gruff_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC2_CV_Gruff_ConvoCont_Serious_IG_001_HellNo=Hell no.
PU_GENNPC2_CV_Gruff_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC2_CV_Gruff_ConvoCont_Serious_IG_003_IDontThink=I don't think so.
PU_GENNPC2_CV_Gruff_ConvoCont_Serious_IG_004_YeahRight=Yeah, right
PU_GENNPC2_CV_Gruff_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC2_CV_Gruff_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC2_CV_Gruff_ConvoCont_Surprise_IG_003_YouSerious=You serious?
PU_GENNPC2_CV_Gruff_ConvoCont_Surprise_IG_004_FuckingHell=Fucking hell.
PU_GENNPC2_CV_Gruff_ConvoCont_Upbeat_IG_001_ThatsGood=That's good.
PU_GENNPC2_CV_Gruff_ConvoCont_Upbeat_IG_002_Nice=Nice.
PU_GENNPC2_CV_Gruff_ConvoCont_Upbeat_IG_003_Great=Great.
PU_GENNPC2_CV_Gruff_ConvoCont_Upbeat_IG_004_NotBad=Not bad.
PU_GENNPC2_CV_Gruff_Farewell_IG_001_IllCatchYou=I'll catch you later.
PU_GENNPC2_CV_Gruff_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC2_CV_Gruff_Farewell_IG_003_Later=Later.
PU_GENNPC2_CV_Gruff_Farewell_IG_004_SeeYouAround=See you around.
PU_GENNPC2_CV_Gruff_FoodComments_IG_001_IveFlushedThings=I've flushed things that look more appealing.
PU_GENNPC2_CV_Gruff_FoodComments_IG_002_OneThingIs=One thing is as good as the rest, really. It all goes to the same place.
PU_GENNPC2_CV_Gruff_FoodComments_IG_003_WhenWasThis=When was this cooked?
PU_GENNPC2_CV_Gruff_FoodComments_IG_004_GiveMeA=Give me a damn second, I'm deciding.
PU_GENNPC2_CV_Gruff_FoodComments_IG_005_HowLongDoes=How long does it take to make some food?
PU_GENNPC2_CV_Gruff_Greetings_IG_001_Hey=Hey.
PU_GENNPC2_CV_Gruff_Greetings_IG_002_HeyThere=Hey there.
PU_GENNPC2_CV_Gruff_Greetings_IG_003_HowsItGoing=How's it going?
PU_GENNPC2_CV_Gruff_Greetings_IG_004_Hey=Hey, what's up.
PU_GENNPC2_CV_Gruff_Neg_IG_001_No=No.
PU_GENNPC2_CV_Gruff_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC2_CV_Gruff_Neg_IG_003_NotGonnaHappen=Not gonna happen.
PU_GENNPC2_CV_Gruff_Neg_IG_004_ForgetIt=Forget it.
PU_GENNPC2_CV_Gruff_Neg_IG_005_FuckOff=Fuck off.
PU_GENNPC2_CV_Gruff_Neg_IG_006_NotAChance=Not a chance.
PU_GENNPC2_CV_Gruff_PhysicalBump_IG_002_WatchIt=Watch it.
PU_GENNPC2_CV_Gruff_PhysicalBump_IG_003_Easy=Easy.
PU_GENNPC2_CV_Gruff_PhysicalBump_IG_004_LookWhereYoure=Look where you're going.
PU_GENNPC2_CV_Gruff_PhysicalBump_IG_005_Hey=Hey!
PU_GENNPC2_CV_Gruff_PlayerLingers_IG_001_WhatTheHell=What the hell are you looking at?
PU_GENNPC2_CV_Gruff_PlayerLingers_IG_002_What=What?
PU_GENNPC2_CV_Gruff_PlayerLingers_IG_003_WeGotA=We got a problem?
PU_GENNPC2_CV_Gruff_RandomChatter_IG_001_IsItJust=Is it just me or is the drift getting more crowded? Seems I can hardly find room to think these days.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_002_YouHearAbout=You hear about Skeller? Advos nabbed 'em. Damn shame.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_003_LookEitherYou=Look, either you get it or you don't. I'm not gonna explain it again.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_004_IHaulMy=I haul my ass through two separate systems just to have the price fall out? Talk about taking one sideways.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_005_HalfMyAge=Half my age and acts like he knows everything. Let's see how much he knows when he gets a bullet through the eye.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_006_AllImSaying=All I'm saying is if you hire me for a job, you damn well better be ready to pay what you owe. One way or another.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_007_YouShouldHave=You should have seen his face. Looked like he had swallowed a bug. Thought he was gonna cry. It was hilarious.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_008_SameShitDifferent=Same shit, different day.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_009_SoTheseHunkers=So these hunkers were blasting this noise right outside my window. I tell them to turn it down and they tell me it's the Leedos. Like I give a crap what cruddy band it is. I was this close to setting off an EMP just to shut 'em up.
PU_GENNPC2_CV_Gruff_RandomChatter_IG_010_YouGoingTo=You going to Teller's funeral? Can't decide if I want to go. (pause) Food might be good.
PU_GENNPC2_CV_Gruff_ShipComments_IG_001_YouBetterFigure=You better figure out where my ship is, and you better do it now.
PU_GENNPC2_CV_Gruff_ShipComments_IG_002_HowLongDoes=How long does it take to get a ship out of storage. This is ridiculous.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_001_WhatALot=What a lot of crap.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_002_IsThisAll=Is this all you got?
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_003_ThatsKindaOkay=That's kinda okay.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_004_ThisOnesNot=This one's not too bad.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_005_SomeNerveCharging=Some nerve. Charging these prices for this tritus.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_006_IdBeBetter=I'd be better off just going to get it myself.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_007_ILikeThe=I like the looks of this.
PU_GENNPC2_CV_Gruff_ShoppingComments_IG_008_BackOffIm=Back off, I'm just looking.
PU_GENNPC2_CV_Gruff_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC3_CV_Friendly_Affirm_IG_001_Sure=Sure.
PU_GENNPC3_CV_Friendly_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC3_CV_Friendly_Affirm_IG_003_Definitely=Definitely.
PU_GENNPC3_CV_Friendly_Affirm_IG_004_Okay=Okay.
PU_GENNPC3_CV_Friendly_Affirm_IG_005_AllRight=All right.
PU_GENNPC3_CV_Friendly_AirlockComments_IG_001_CanYouHold=Can you hold the airlock?
PU_GENNPC3_CV_Friendly_AirlockComments_IG_002_HoldTheAirlock=Hold the airlock!
PU_GENNPC3_CV_Friendly_BarComments_IG_001_DrinkPlease=Drink, please.
PU_GENNPC3_CV_Friendly_BarComments_IG_002_IllHaveA=I'll have a beer.
PU_GENNPC3_CV_Friendly_BarComments_IG_003_Whiskey=Whiskey.
PU_GENNPC3_CV_Friendly_BarComments_IG_004_AfterTheDay=After the day I had, I really need a drink.
PU_GENNPC3_CV_Friendly_BarComments_IG_005_OhThatTastes=Oh, that taste's so good.
PU_GENNPC3_CV_Friendly_BarComments_IG_006_IllHaveOne=I'll have one more.
PU_GENNPC3_CV_Friendly_BarComments_IG_007_AnotherRoundPlease=Another round, please.
PU_GENNPC3_CV_Friendly_BarComments_IG_008_ImGoodRight=I'm good, right now.
PU_GENNPC3_CV_Friendly_BarComments_IG_009_NoIThink=No, I'm think done.
PU_GENNPC3_CV_Friendly_BarComments_IG_010_ThisPlaceHas=This place has a great vibe.
PU_GENNPC3_CV_Friendly_BarComments_IG_011_ILoveThis=I love this song.
PU_GENNPC3_CV_Friendly_BarComments_IG_012_ThisCrowdsPretty=This crowd's pretty... interesting.
PU_GENNPC3_CV_Friendly_BarComments_IG_013_WhereIsEveryone=Where is everyone?
PU_GENNPC3_CV_Friendly_ConvoCont_Bored_IG_001_HuhYeah=Huh? Yeah.
PU_GENNPC3_CV_Friendly_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC3_CV_Friendly_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC3_CV_Friendly_ConvoCont_Bored_IG_004_YourPoint=You're point?
PU_GENNPC3_CV_Friendly_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC3_CV_Friendly_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC3_CV_Friendly_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC3_CV_Friendly_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC3_CV_Friendly_ConvoCont_Sarcastic_IG_001_OhSure=Oh, sure.
PU_GENNPC3_CV_Friendly_ConvoCont_Sarcastic_IG_002_IfYouSay=If you say so.
PU_GENNPC3_CV_Friendly_ConvoCont_Sarcastic_IG_003_ThatSo=That so?
PU_GENNPC3_CV_Friendly_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC3_CV_Friendly_ConvoCont_Serious_IG_001_ThatsAwful=That's awful.
PU_GENNPC3_CV_Friendly_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC3_CV_Friendly_ConvoCont_Serious_IG_003_Unbelievable=Unbelievable.
PU_GENNPC3_CV_Friendly_ConvoCont_Serious_IG_004_YouCantBe=You can't be serious.
PU_GENNPC3_CV_Friendly_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC3_CV_Friendly_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC3_CV_Friendly_ConvoCont_Surprise_IG_003_Seriously=Seriously?
PU_GENNPC3_CV_Friendly_ConvoCont_Surprise_IG_003b_Seriously=Seriously?
PU_GENNPC3_CV_Friendly_ConvoCont_Surprise_IG_004_ThatsNuts=That's nuts.
PU_GENNPC3_CV_Friendly_ConvoCont_Upbeat_IG_001_OhGreat=Great!
PU_GENNPC3_CV_Friendly_ConvoCont_Upbeat_IG_002_Awesome=Awesome!
PU_GENNPC3_CV_Friendly_ConvoCont_Upbeat_IG_003_OhThatsFantastic=That's fantastic!
PU_GENNPC3_CV_Friendly_ConvoCont_Upbeat_IG_004_ReallyGreat=Really great.
PU_GENNPC3_CV_Friendly_Farewell_IG_001_IllCatchYou=I'll catch you later.
PU_GENNPC3_CV_Friendly_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC3_CV_Friendly_Farewell_IG_003_Later=Later.
PU_GENNPC3_CV_Friendly_Farewell_IG_004_AllRightI=All right, I better be going.
PU_GENNPC3_CV_Friendly_Farewell_IG_005_ISeeYou=See you around.
PU_GENNPC3_CV_Friendly_Farewell_IG_006_NiceSeeingYou=Nice seeing you.
PU_GENNPC3_CV_Friendly_Farewell_IG_007_TakeItEasy=Take it easy.
PU_GENNPC3_CV_Friendly_Farewell_IG_008_HaveAGood=Have a good one.
PU_GENNPC3_CV_Friendly_FoodComments_IG_001_ImSoHungry=I'm so hungry.
PU_GENNPC3_CV_Friendly_FoodComments_IG_002_MaybeJustA=Maybe just a snack...
PU_GENNPC3_CV_Friendly_FoodComments_IG_003_HmmLetsSee=Hmm... Let's see.
PU_GENNPC3_CV_Friendly_FoodComments_IG_004_WhatDoI=What do I want...
PU_GENNPC3_CV_Friendly_FoodComments_IG_005_MaybeIShould=Maybe I should try something new today?
PU_GENNPC3_CV_Friendly_FoodComments_IG_006_ICantRemember=I can't remember what I ordered last time?
PU_GENNPC3_CV_Friendly_FoodComments_IG_007_WhatsPopularHere=What's popular here?
PU_GENNPC3_CV_Friendly_Greetings_IG_001_Hey=Hey.
PU_GENNPC3_CV_Friendly_Greetings_IG_002_Hello=Hello.
PU_GENNPC3_CV_Friendly_Greetings_IG_003_Hi=Hi.
PU_GENNPC3_CV_Friendly_Greetings_IG_004_HowsItGoing=How's it going?
PU_GENNPC3_CV_Friendly_Greetings_IG_005_EverythingGood=Everything good?
PU_GENNPC3_CV_Friendly_Greetings_IG_006_YouAlright=You alright?
PU_GENNPC3_CV_Friendly_Neg_IG_001_No=No.
PU_GENNPC3_CV_Friendly_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC3_CV_Friendly_Neg_IG_003_SorryCant=Sorry, can't.
PU_GENNPC3_CV_Friendly_Neg_IG_004_ImNotSure=Not sure.
PU_GENNPC3_CV_Friendly_Neg_IG_005_IDontKnow=I don't know.
PU_GENNPC3_CV_Friendly_Neg_IG_005b_IDontKnow=I don't know.
PU_GENNPC3_CV_Friendly_Neg_IG_006_ProbablyNot=Probably not.
PU_GENNPC3_CV_Friendly_PhysicalBump_IG_001_Whoops=Whoops.
PU_GENNPC3_CV_Friendly_PhysicalBump_IG_002_Sorry=Sorry.
PU_GENNPC3_CV_Friendly_PhysicalBump_IG_003_ExcuseMe=Excuse me.
PU_GENNPC3_CV_Friendly_PhysicalBump_IG_004_Pardon=Pardon.
PU_GENNPC3_CV_Friendly_PhysicalBump_IG_005_Easy=Easy!
PU_GENNPC3_CV_Friendly_PlayerLingers_IG_001_YouNeedSomething=You need something?
PU_GENNPC3_CV_Friendly_PlayerLingers_IG_002_What=What?
PU_GENNPC3_CV_Friendly_PlayerLingers_IG_003_SomethingWrong=Something wrong?
PU_GENNPC3_CV_Friendly_RandomChatter_IG_001_SometimesIThink=Sometimes I think about throwing my mobi away. We're so connected all the time that we're almost disconnected, you know?
PU_GENNPC3_CV_Friendly_RandomChatter_IG_002_ImCompletelyOff=I'm completely off stims. Been about a week now. First few days were rough, but I'm feeling a lot better.
PU_GENNPC3_CV_Friendly_RandomChatter_IG_003_IThinkIts=I think it's a bit backwards that more people streamed the Sataball championship than the last election. People need to get their priorities straight.
PU_GENNPC3_CV_Friendly_RandomChatter_IG_004_ImThinkingAbout=I'm thinking about going on one of those Starliner cruises. I'm a little worried about being cooped up on a ship that long, but I hear the vistas are stunning.
PU_GENNPC3_CV_Friendly_RandomChatter_IG_005_YouHearAbout=You hear about the latest Vanduul raid? I try not to let it get to me, but sometimes I just can't help think, what if that happened here?
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_001_ICantDecide=I can't decide...
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_002_ThisIsAPretty=This is a pretty great selection...
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_003_HmmICould=Hmm... I could go with this one? But maybe the other one's better?
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_004_DoYouHave=Do you have any other options for this?
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_005_OutOfCuriosity=Out of curiosity, are there any other stores that sell this sort of thing nearby?
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_006_IHaveA=I have a friend who's really into all this stuff.
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_007_AreTheseThe=Are these the normal prices?
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_008_OhILike=I like this one a lot.
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_009_NotBadNot=Not bad. Not bad at all
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_010_ThisIsPretty=This is pretty good.
PU_GENNPC3_CV_Friendly_ShoppingComments_IG_011_ImGoodIm=(to shopkeep) I'm good. Just looking around.
PU_GENNPC3_CV_Friendly_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC3_CV_Friendly_Thanks_IG_002_ThankYou=Thank you.
PU_GENNPC3_CV_Friendly_Thanks_IG_003_AppreciateIt=I appreciate it.
PU_GENNPC3_CV_Friendly_YoureWelcome_IG_001_OfCourse=Of course.
PU_GENNPC3_CV_Friendly_YoureWelcome_IG_002_NoProblem=No problem.
PU_GENNPC3_CV_Friendly_YoureWelcome_IG_003_YoureWelcome=You're welcome.
PU_GENNPC3_CV_Friendly_YoureWelcome_IG_004_HappyToHelp=Happy to help.
PU_GENNPC4_CV_Friendly_Affirm_IG_001_Sure=Sure.
PU_GENNPC4_CV_Friendly_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC4_CV_Friendly_Affirm_IG_003_Definitely=Definitely.
PU_GENNPC4_CV_Friendly_Affirm_IG_004_Okay=Okay.
PU_GENNPC4_CV_Friendly_Affirm_IG_005_AllRight=All right.
PU_GENNPC4_CV_Friendly_AirlockComments_IG_002_HoldTheAirlock=Hold the airlock!
PU_GENNPC4_CV_Friendly_BarComments_IG_001_DrinkPlease=Drink, please.
PU_GENNPC4_CV_Friendly_BarComments_IG_002_IllHaveA=I'll have a beer.
PU_GENNPC4_CV_Friendly_BarComments_IG_003_Whiskey=Whiskey.
PU_GENNPC4_CV_Friendly_BarComments_IG_004_AfterTheDay=After the day I had, I really need a drink.
PU_GENNPC4_CV_Friendly_BarComments_IG_005_OhThatTastes=Oh, that taste's so good.
PU_GENNPC4_CV_Friendly_BarComments_IG_006_IllHaveOne=I'll have one more.
PU_GENNPC4_CV_Friendly_BarComments_IG_007_AnotherRoundPlease=Another round, please.
PU_GENNPC4_CV_Friendly_BarComments_IG_008_ImGoodRight=I'm good, right now.
PU_GENNPC4_CV_Friendly_BarComments_IG_009_NoIThink=No, I'm think done.
PU_GENNPC4_CV_Friendly_BarComments_IG_010_ThisPlaceHas=This place has a great vibe.
PU_GENNPC4_CV_Friendly_BarComments_IG_011_ILoveThis=I love this song.
PU_GENNPC4_CV_Friendly_BarComments_IG_012_ThisCrowdsPretty=This crowd's pretty... interesting.
PU_GENNPC4_CV_Friendly_BarComments_IG_013_WhereIsEverybody=Where is everyone?
PU_GENNPC4_CV_Friendly_ConvoCont_Bored_IG_001_HuhYeah=Huh? Yeah.
PU_GENNPC4_CV_Friendly_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC4_CV_Friendly_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC4_CV_Friendly_ConvoCont_Bored_IG_004_YourPoint=You're point?
PU_GENNPC4_CV_Friendly_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC4_CV_Friendly_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC4_CV_Friendly_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC4_CV_Friendly_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC4_CV_Friendly_ConvoCont_Sarcastic_IG_001_OhSure=Oh, sure.
PU_GENNPC4_CV_Friendly_ConvoCont_Sarcastic_IG_002_IfYouSay=If you say so.
PU_GENNPC4_CV_Friendly_ConvoCont_Sarcastic_IG_003_ThatSo=That so?
PU_GENNPC4_CV_Friendly_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC4_CV_Friendly_ConvoCont_Serious_IG_001_ThatsAwful=That's awful.
PU_GENNPC4_CV_Friendly_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC4_CV_Friendly_ConvoCont_Serious_IG_003_Unbelievable=Unbelievable.
PU_GENNPC4_CV_Friendly_ConvoCont_Serious_IG_004_YouCantBe=You can't be serious.
PU_GENNPC4_CV_Friendly_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC4_CV_Friendly_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC4_CV_Friendly_ConvoCont_Surprise_IG_003_Seriously=Seriously?
PU_GENNPC4_CV_Friendly_ConvoCont_Surprise_IG_004_ThatsCrazy=That's nuts.
PU_GENNPC4_CV_Friendly_ConvoCont_Upbeat_IG_001_Great=Great!
PU_GENNPC4_CV_Friendly_ConvoCont_Upbeat_IG_002_Awesome=Awesome!
PU_GENNPC4_CV_Friendly_ConvoCont_Upbeat_IG_003_ThatsFantastic=That's fantastic!
PU_GENNPC4_CV_Friendly_ConvoCont_Upbeat_IG_004_ReallyGreat=Really great.
PU_GENNPC4_CV_Friendly_Farewell_IG_001_IllCatchYou=I'll catch you later.
PU_GENNPC4_CV_Friendly_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC4_CV_Friendly_Farewell_IG_003_Later=Later.
PU_GENNPC4_CV_Friendly_Farewell_IG_004_AllRightI=All right, I better be going.
PU_GENNPC4_CV_Friendly_Farewell_IG_005_SeeYouAround=See you around.
PU_GENNPC4_CV_Friendly_Farewell_IG_006_NiceSeeingYou=Nice seeing you.
PU_GENNPC4_CV_Friendly_Farewell_IG_007_TakeItEasy=Take it easy.
PU_GENNPC4_CV_Friendly_Farewell_IG_008_HaveAGood=Have a good one.
PU_GENNPC4_CV_Friendly_FoodComments_IG_001_ImSoHungry=I'm so hungry.
PU_GENNPC4_CV_Friendly_FoodComments_IG_002_MaybeJustA=Maybe just a snack...
PU_GENNPC4_CV_Friendly_FoodComments_IG_003_HmmLetsSee=Hmm... Let's see.
PU_GENNPC4_CV_Friendly_FoodComments_IG_004_WhatDoI=What do I want...
PU_GENNPC4_CV_Friendly_FoodComments_IG_005_MaybeIShould=Maybe I should try something new today?
PU_GENNPC4_CV_Friendly_FoodComments_IG_006_ICantRemember=I can't remember what I ordered last time?
PU_GENNPC4_CV_Friendly_FoodComments_IG_007_WhatsPopularHere=What's popular here?
PU_GENNPC4_CV_Friendly_Greetings_IG_001_Hey=Hey.
PU_GENNPC4_CV_Friendly_Greetings_IG_002_Hello=Hello.
PU_GENNPC4_CV_Friendly_Greetings_IG_003_Hi=Hi.
PU_GENNPC4_CV_Friendly_Greetings_IG_004_HowsItGoing=How's it going?
PU_GENNPC4_CV_Friendly_Greetings_IG_005_EverythingGood=Everything good?
PU_GENNPC4_CV_Friendly_Greetings_IG_006_YouAlright=You alright?
PU_GENNPC4_CV_Friendly_Neg_IG_001_No=No.
PU_GENNPC4_CV_Friendly_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC4_CV_Friendly_Neg_IG_003_SorryCant=Sorry, can't.
PU_GENNPC4_CV_Friendly_Neg_IG_004_NotSure=Not sure.
PU_GENNPC4_CV_Friendly_Neg_IG_005_IDontKnow=I don't know.
PU_GENNPC4_CV_Friendly_Neg_IG_006_ProbablyNot=Probably not.
PU_GENNPC4_CV_Friendly_PhysicalBump_IG_001_Whoops=Whoops.
PU_GENNPC4_CV_Friendly_PhysicalBump_IG_002_Sorry=Sorry.
PU_GENNPC4_CV_Friendly_PhysicalBump_IG_003_ExcuseMe=Excuse me.
PU_GENNPC4_CV_Friendly_PhysicalBump_IG_004_Pardon=Pardon.
PU_GENNPC4_CV_Friendly_PhysicalBump_IG_005_Easy=Easy!
PU_GENNPC4_CV_Friendly_PlayerLingers_IG_001_YouNeedSomething=You need something?
PU_GENNPC4_CV_Friendly_PlayerLingers_IG_002_What=What?
PU_GENNPC4_CV_Friendly_PlayerLingers_IG_003_SomethingWrong=Something wrong?
PU_GENNPC4_CV_Friendly_RandomChatter_IG_001_SometimesIThink=Sometimes I think about throwing my mobi away. We're so connected all the time that we're almost disconnected, you know?
PU_GENNPC4_CV_Friendly_RandomChatter_IG_002_ImCompletelyOff=I'm completely off stims. Been about a week now. First few days were rough, but I'm feeling a lot better.
PU_GENNPC4_CV_Friendly_RandomChatter_IG_003_IThinkIts=I think it's a bit backwards that more people streamed the Sataball championship than the last election. People need to get their priorities straight.
PU_GENNPC4_CV_Friendly_RandomChatter_IG_005_DidYouHear=You hear about the latest Vanduul raid? I try not to let it get to me, but sometimes I just can't help think, what if that happened here?
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_001_ICantDecide=I can't decide...
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_002_ThisIsA=This is a pretty great selection...
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_003_HmmICould=Hmm... I could go with this one? But maybe the other one's better?
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_004_DoYouHave=Do you have any other options for this?
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_006_IHaveA=I have a friend who's really into all this stuff.
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_007_AreTheseThe=Are these the normal prices?
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_008_ILikeThis=I like this one a lot.
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_009_NotBadNot=Not bad. Not bad at all
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_010_ThisIsPretty=This is pretty good.
PU_GENNPC4_CV_Friendly_ShoppingComments_IG_011_ImFineThanks=I'm fine thanks. Just looking around.
PU_GENNPC4_CV_Friendly_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC4_CV_Friendly_Thanks_IG_002_ThankYou=Thank you.
PU_GENNPC4_CV_Friendly_Thanks_IG_003_AppreciateIt=Appreciate it.
PU_GENNPC4_CV_Friendly_YoureWelcome_IG_001_OfCourse=Of course.
PU_GENNPC4_CV_Friendly_YoureWelcome_IG_002_NoProblem=No problem.
PU_GENNPC4_CV_Friendly_YoureWelcome_IG_003_YoureWelcome=You're welcome.
PU_GENNPC4_CV_Friendly_YoureWelcome_IG_004_HappyToHelp=Happy to help.
PU_GENNPC5_CV_Friendly_Affirm_IG_001_Sure=Sure.
PU_GENNPC5_CV_Friendly_Affirm_IG_002_Yeah=Yeah.
PU_GENNPC5_CV_Friendly_Affirm_IG_003_Definitely=Definitely.
PU_GENNPC5_CV_Friendly_Affirm_IG_004_Okay=Okay.
PU_GENNPC5_CV_Friendly_Affirm_IG_005_AllRight=All right.
PU_GENNPC5_CV_Friendly_AirlockComments_IG_001_CanYouHold=Can you hold the airlock?
PU_GENNPC5_CV_Friendly_AirlockComments_IG_002_HoldTheAirlock=Hold the airlock!
PU_GENNPC5_CV_Friendly_BarComments_IG_001_DrinkPlease=Drink, please.
PU_GENNPC5_CV_Friendly_BarComments_IG_002_IllHaveA=I'll have a beer.
PU_GENNPC5_CV_Friendly_BarComments_IG_003_Whiskey=Whiskey.
PU_GENNPC5_CV_Friendly_BarComments_IG_004_AfterTheDay=After the day I had, I really need a drink.
PU_GENNPC5_CV_Friendly_BarComments_IG_005_OhThatTastes=Oh, that taste's so good.
PU_GENNPC5_CV_Friendly_BarComments_IG_006_IllHaveOne=I'll have one more.
PU_GENNPC5_CV_Friendly_BarComments_IG_007_AnotherRoundPlease=Another round, please.
PU_GENNPC5_CV_Friendly_BarComments_IG_008_ImGoodRight=I'm good, right now.
PU_GENNPC5_CV_Friendly_BarComments_IG_009_NoIThink=No, I'm think done.
PU_GENNPC5_CV_Friendly_BarComments_IG_010_ThisPlaceHas=This place has a great vibe.
PU_GENNPC5_CV_Friendly_BarComments_IG_011_OhILove=I love this song.
PU_GENNPC5_CV_Friendly_BarComments_IG_012_ThisCrowdsPretty=This crowd's pretty... interesting.
PU_GENNPC5_CV_Friendly_BarComments_IG_013_WhereIsEveryone=Where is everyone?
PU_GENNPC5_CV_Friendly_ConvoCont_Bored_IG_001_HuhYeah=Huh? Yeah.
PU_GENNPC5_CV_Friendly_ConvoCont_Bored_IG_002_So=So?
PU_GENNPC5_CV_Friendly_ConvoCont_Bored_IG_003_And=And?
PU_GENNPC5_CV_Friendly_ConvoCont_Bored_IG_004_YourPoint=You're point?
PU_GENNPC5_CV_Friendly_ConvoCont_Neutral_IG_001_Okay=Okay.
PU_GENNPC5_CV_Friendly_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_GENNPC5_CV_Friendly_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_GENNPC5_CV_Friendly_ConvoCont_Neutral_IG_004_ThenWhat=Then what?
PU_GENNPC5_CV_Friendly_ConvoCont_Neutral_IG_004b_ThenWhat=Then what?
PU_GENNPC5_CV_Friendly_ConvoCont_Sarcastic_IG_001_OhSure=Oh, sure.
PU_GENNPC5_CV_Friendly_ConvoCont_Sarcastic_IG_002_IfYouSay=If you say so.
PU_GENNPC5_CV_Friendly_ConvoCont_Sarcastic_IG_003_ThatSo=That so?
PU_GENNPC5_CV_Friendly_ConvoCont_Sarcastic_IG_004_GoodForYou=Good for you.
PU_GENNPC5_CV_Friendly_ConvoCont_Serious_IG_001_ThatsAwful=That's awful.
PU_GENNPC5_CV_Friendly_ConvoCont_Serious_IG_002_NoWay=No way.
PU_GENNPC5_CV_Friendly_ConvoCont_Serious_IG_003_Unbelievable=Unbelievable.
PU_GENNPC5_CV_Friendly_ConvoCont_Serious_IG_004_YouCantBe=You can't be serious.
PU_GENNPC5_CV_Friendly_ConvoCont_Surprise_IG_001_What=What!
PU_GENNPC5_CV_Friendly_ConvoCont_Surprise_IG_002_NoWay=No way!
PU_GENNPC5_CV_Friendly_ConvoCont_Surprise_IG_003_Seriously=Seriously?
PU_GENNPC5_CV_Friendly_ConvoCont_Surprise_IG_004_ThatsNuts=That's nuts.
PU_GENNPC5_CV_Friendly_ConvoCont_Upbeat_IG_001_Great=Great!
PU_GENNPC5_CV_Friendly_ConvoCont_Upbeat_IG_002_Awesome=Awesome!
PU_GENNPC5_CV_Friendly_ConvoCont_Upbeat_IG_003_ThatsFantastic=That's fantastic!
PU_GENNPC5_CV_Friendly_ConvoCont_Upbeat_IG_004_ReallyGreat=Really great.
PU_GENNPC5_CV_Friendly_Farewell_IG_001_IllCatchYou=I'll catch you later.
PU_GENNPC5_CV_Friendly_Farewell_IG_002_SeeYouLater=See you later.
PU_GENNPC5_CV_Friendly_Farewell_IG_003_Later=Later.
PU_GENNPC5_CV_Friendly_Farewell_IG_004_AllRightI=All right, I better be going.
PU_GENNPC5_CV_Friendly_Farewell_IG_005_SeeYouAround=See you around.
PU_GENNPC5_CV_Friendly_Farewell_IG_006_NiceSeeingYou=Nice seeing you.
PU_GENNPC5_CV_Friendly_Farewell_IG_007_TakeItEasy=Take it easy.
PU_GENNPC5_CV_Friendly_Farewell_IG_008_HaveAGood=Have a good one.
PU_GENNPC5_CV_Friendly_FoodComments_IG_001_ImSoHungry=I'm so hungry.
PU_GENNPC5_CV_Friendly_FoodComments_IG_002_MaybeJustA=Maybe just a snack...
PU_GENNPC5_CV_Friendly_FoodComments_IG_003_HmmLetsSee=Hmm... Let's see.
PU_GENNPC5_CV_Friendly_FoodComments_IG_004_WhatDoI=What do I want...
PU_GENNPC5_CV_Friendly_FoodComments_IG_005_MaybeIShould=Maybe I should try something new today?
PU_GENNPC5_CV_Friendly_FoodComments_IG_006_ICantRemember=I can't remember what I ordered last time?
PU_GENNPC5_CV_Friendly_FoodComments_IG_007_WhatsPopularHere=What's popular here?
PU_GENNPC5_CV_Friendly_Greetings_IG_001_Hey=Hey.
PU_GENNPC5_CV_Friendly_Greetings_IG_002_Hello=Hello.
PU_GENNPC5_CV_Friendly_Greetings_IG_003_Hi=Hi.
PU_GENNPC5_CV_Friendly_Greetings_IG_004_HowsItGoing=How's it going?
PU_GENNPC5_CV_Friendly_Greetings_IG_005_EverythingGood=Everything good?
PU_GENNPC5_CV_Friendly_Greetings_IG_006_YouAlright=You alright?
PU_GENNPC5_CV_Friendly_Neg_IG_001_No=No.
PU_GENNPC5_CV_Friendly_Neg_IG_002_NoCanDo=No can do.
PU_GENNPC5_CV_Friendly_Neg_IG_003_SorryCant=Sorry, can't.
PU_GENNPC5_CV_Friendly_Neg_IG_004_NotSure=Not sure.
PU_GENNPC5_CV_Friendly_Neg_IG_005_IDontKnow=I don't know.
PU_GENNPC5_CV_Friendly_Neg_IG_006_ProbablyNot=Probably not.
PU_GENNPC5_CV_Friendly_PhysicalBump_IG_001_Whoops=Whoops.
PU_GENNPC5_CV_Friendly_PhysicalBump_IG_002_Sorry=Sorry.
PU_GENNPC5_CV_Friendly_PhysicalBump_IG_003_ExcuseMe=Excuse me.
PU_GENNPC5_CV_Friendly_PhysicalBump_IG_004_Pardon=Pardon.
PU_GENNPC5_CV_Friendly_PhysicalBump_IG_005_Easy=Easy!
PU_GENNPC5_CV_Friendly_PlayerLingers_IG_001_YouNeedSomething=You need something?
PU_GENNPC5_CV_Friendly_PlayerLingers_IG_002_What=What?
PU_GENNPC5_CV_Friendly_PlayerLingers_IG_003_SomethingWrong=Something wrong?
PU_GENNPC5_CV_Friendly_RandomChatter_IG_001_SometimesIThink=Sometimes I think about throwing my mobi away. We're so connected all the time that we're almost disconnected, you know?
PU_GENNPC5_CV_Friendly_RandomChatter_IG_002_ImCompletelyOff=I'm completely off stims. Been about a week now. First few days were rough, but I'm feeling a lot better.
PU_GENNPC5_CV_Friendly_RandomChatter_IG_003_IThinkIts=I think it's a bit backwards that more people streamed the Sataball championship than the last election. People need to get their priorities straight.
PU_GENNPC5_CV_Friendly_RandomChatter_IG_004_ImThinkingAbout=I'm thinking about going on one of those Starliner cruises. I'm a little worried about being cooped up on a ship that long, but I hear the vistas are stunning.
PU_GENNPC5_CV_Friendly_RandomChatter_IG_005_YouHearAbout=You hear about the latest Vanduul raid? I try not to let it get to me, but sometimes I just can't help think, what if that happened here?
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_001_ICantDecide=I can't decide...
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_002_ThisIsA=This is a pretty great selection...
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_003_HmmICould=Hmm... I could go with this one? But maybe the other one's better?
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_004_DoYouHave=Do you have any other options for this?
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_005_OutOfCuriosity=Out of curiosity, are there any other stores that sell this sort of thing nearby?
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_006_IHaveA=I have a friend who's really into all this stuff.
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_007_AreTheseThe=(to shopkeep) Are these the normal prices?
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_008_ILikeThis=I like this one a lot.
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_009_NotBadNot=Not bad. Not bad at all
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_010_ThisIsPretty=This is pretty good.
PU_GENNPC5_CV_Friendly_ShoppingComments_IG_011_ImGoodJust=I'm good. Just looking around.
PU_GENNPC5_CV_Friendly_Thanks_IG_001_Thanks=Thanks.
PU_GENNPC5_CV_Friendly_Thanks_IG_002_ThankYou=Thank you.
PU_GENNPC5_CV_Friendly_Thanks_IG_003_AppreciateIt=Appreciate it.
PU_GENNPC5_CV_Friendly_YoureWelcome_IG_001_OfCourse=Of course.
PU_GENNPC5_CV_Friendly_YoureWelcome_IG_002_NoProblem=No problem.
PU_GENNPC5_CV_Friendly_YoureWelcome_IG_003_YoureWelcome=You're welcome.
PU_GENNPC5_CV_Friendly_YoureWelcome_IG_004_HappyToHelp=Happy to help.
PU_GENOUTLAW1_M_BS_Chat_ProcConvo_GenSet_Question_IG_001_EverythingAlright=Everything alright?
PU_GENOUTLAW1_M_BS_Chat_ProcConvo_GenSet_Reaction_Neg_IG_001_ToughOneThat=Tough one that. They never said bein' an outlaw was easy.
PU_GENOUTLAW1_M_BS_Chat_ProcConvo_GenSet_Reaction_Pos_IG_001_ThatSoundsLike=That sounds like a bit of alright.
PU_GENOUTLAW1_M_BS_Chat_ProcConvo_GenSet_ResponseDeflect_IG_001_FineHowAbout=Fine. How about you?
PU_GENOUTLAW1_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_001_WeAintBeing=We ain't being paid to talk.
PU_GENOUTLAW1_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_002_ShutTheHell=Shut the hell up.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_001_OnIt=On it.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_002_YeahFine=Yeah, fine.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_003_GoddammitOkay=Goddammit, okay.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_001_Yeah=Yeah.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_002_Okay=Okay.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_003_Sure=Sure.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_001_GotIt=Got it.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_002_Fine=Fine.
PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_003_Yeah=Yeah.
PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_001_ThatsIt=That's it!
PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_002_NiceOne=Nice one!
PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_003_ThatsWhatI=That's what I like to see!
PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_001=< death from explosion >
PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_002=< death from explosion >
PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_003=< death from explosion >
PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_004=< Scream >
PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_005=< Scream >
PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_006=< Scream >
PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_001=< bleeding out death >
PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_002=< bleeding out death >
PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_003=< bleeding out death >
PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_004=< Moans >
PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_005=< Moans >
PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_006=< Moans >
PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_001=< pain sound >
PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_002=< pain sound >
PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_003=< pain sound >
PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_001_OhYouBastard=Oh you bastard!
PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_002_Shit=Shit!
PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_003_Dammit=Dammit!
PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_001_Dammit=Dammit.
PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_002_Shit=Shit...
PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_003_WellHell=Well, hell...
PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_001_Shit=Shit!
PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_002_WhatTheHell=What the hell?!
PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_003_Jeez=Jeez!
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_001=< hit by something big >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_002=< hit by something big >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_003=< hit by something big >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_004=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_005=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_006=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_007=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_008=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_009=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_001=< hit by something small >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_002=< hit by something small >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_003=< hit by something small >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_004=< Grunt >
PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_005=< Grunt >
PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_001_WhatNo=What? No!
PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_002_HellNo=Hell no!
PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_003_PissOff=Piss off!
PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_001_No=No.
PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_002_Nope=Nope.
PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_003_IDontThink=I don't think so.
PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_001_No=No
PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_002_YeahNo=Yeah, no.
PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_003_UhNo=Uh... no.
PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001_HowDoYou=How do you like that shit!
PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002_HahahaRotIn=Hahaha, rot in hell!
PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003_TheyDiedNo=They died no problem.
PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001_Goddammit=Ah, goddammit!
PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002_WeLostOne=Yeah, we lost one!
PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003_OhShitLost=Oh shit! Lost one!
PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_001_HeyGetSome=Hey, get some back up here!
PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_002_AnybodyGotAny=Anybody got any friends they can call?
PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_003_SomebodyCallSomebody=Somebody call somebody!
PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_001_MovingForward=Moving forward!
PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_002_Moving=Moving!
PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_003_PushingUp=Pushing up!
PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_001_ThisCoverSucks=This cover sucks.
PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_002_HellWithThis=Oh hell with this.
PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_003_DammitDammitDammit=Dammit, dammit, dammit
PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_001_GoddammitImPinned=Goddammit, I'm pinned down!
PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_002_ICantFuckin=I can't fuckin' move!
PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_003_BastardsGotMe=The bastard's got me boxed in.
PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_001_IGotYa=Yeah, I got ya.
PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_002_YeahYouOwe=Yeah, you owe me though.
PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_003_YouGotIt=You got it.
PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_001_NeedSomeCover=I need some cover!
PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_002_CanAnybodyCover=Can anybody cover me?
PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_003_SomeoneCoverMe=Someone cover me!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_001_WhyHelloGot=Why hello! Got some people inbound.
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_002_LookAliveThere=Look alive, there are some real mean lookin' sombitches heading our way.
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_003_ReadyUpTrouble=Ready up! Trouble.
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_001_ShitTheyreRight=Shit, they're right here!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_002_TheyreRightOn=They're right on me!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_003_RightHere=Right here!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_001_LightEmUp=Light 'em up!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_002_GiveEmHell=Give 'em hell!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_003_EatThis=Eat this!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_001_HowTheHell=How the hell did you get in here?
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_002_Intruder=Intruder!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_003_LookOutWe=Look out! We aren't alone.
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001_FoundEm=Found 'em!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002_ThereYouAre=There you are!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003_ISeeEm=I see 'em.
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001_TheyreUpTop=They're up top!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002_UpThere=Up there!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003_UpHighSee=Up high! See 'em?
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001_TheyGotA=They got a sniper.
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002_UhOhThey=Uh oh, they got a marksman!
PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003_CarefulTheresA=Careful. There's a sniper.
PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_001_GoAround=Go around!
PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_002_HitEmFrom=Hit 'em from the side.
PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_003_FlankEm=Flank 'em.
PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_001_WhatTheHell=What the hell are you doing?!
PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_002_ImOnYour=I'm on your side!
PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_003_HeyStopShooting=Hey! Stop shooting me!
PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_001_ShitThatHurts=Shit, that hurts.
PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_002_ImHit=I'm hit!
PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_003_AhDammit=Ah dammit!
PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_001_Grenade=Grenade!
PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_002_ShitGrenade=Shit, grenade!
PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_003_DownGrenade=Down! Grenade!
PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_001_SeeHowThey=See how they like this!
PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_002_FireInThe=Fire in the hole!
PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_003_GrenadeOut=Grenade out!
PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_001_GiveEmAll=Give 'em all you got!
PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_002_WreckEm=Wreck 'em.
PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_003_ItsUsOr=It's us or them!
PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_001_YouThinkIm=You think I'm scared? I'll show you scared.
PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_002_OhItsReally=Oh, it is really on now!
PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_003_ScrewItI=Screw it, I work better alone.
PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_001_SoUhMaybe=So uhm... maybe we can work something out?
PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_002_YouKnowI=You know I was just kidding, right?
PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_003_HowAboutWe=How about we all just forget this thing happened...
PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_001_DammitILost=Dammit, I lost 'em!
PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_002_UmAnyoneKnow=Uh... does anyone know where they went?
PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_003_SoYeahTheyre=So, yeah... yeah... they're gone.
PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_001_OutOfAmmo=Out of ammo!
PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_002_ImOut=I'm out!
PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_003_ImDry=And I'm dry!
PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_001_GoodNewsEverybody=Good news everybody. Help is on the way.
PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_002_GuessWhatGot=Guess what? Got some friends coming in.
PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_003_CalvarysOnThe=Calvary's on the way!
PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_001_Reloading=Reloading!
PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_002_ComeOnCome=Come on, come on...
PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_003_Loaded=Loaded!
PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_001_SpreadTheHell=Spread the hell out.
PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_002_YoureBunchingUp=You're bunching up.
PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_003_LetsHaveSome=Let's have some room, yeah?
PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_001_ImGonnaHurt=I'm gonna hurt you for so long you're gonna think it's a career.
PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_002_AfterIKill=Oh! After I kill you, I'm gonna kill your family. Then your dog. Then burn your hab to the ground!
PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_003_YouWantedThis=You wanted this fight. Now you're gonna feel every second of it.
PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_001_SeriouslyComeOn=Seriously. Come on out. I'll make it quick.
PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_002_WeCanWork=Look, we can work this out. Honest.
PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_003_YouCantHide=You can't hide out forever.
PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_001_YouPickedThe=You picked the wrong guy to screw with.
PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_002_ImGonnaSlice=I'm gonna slice you thin enough to fry.
PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_003_LetsSeeWhat=Let's see what you've got!
PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_001_WhatTheHell=What the hell? Are my sights off?
PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_002_HeyWhoMessed=Hey, who messed with my gun!
PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_003_HoldStillGoddammit=Hold still, goddammit.
PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_001_NiceTryDumb=Nice try, dumb ass.
PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_002_MissedMe=Missed me!
PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_003_YouWannaTry=You wanna try again?
PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001_WereAllGood=We're all good.
PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002_LookedIntoIt=Looked into it. Nothing.
PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003_DidntFindAnything=Didn't find anything.
PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_001_NopeNothingHere=Nope. Nothing here.
PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_002_WellThatWas=Well, that was a waste of time.
PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_003_YeahDidntSee=Yeah, didn't see anything.
PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001_SomethingsNotRight=Something's not right here.
PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002_LookAliveI=Look alive. I think we got something.
PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003_HeyWakeUp=Hey, wake up. Get on the clock.
PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001_ThinkIMight=Think I might have something here.
PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002_HeyYeahSomethings=Hey, yeah, something's definitely going on.
PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003_YeahGonnaKeep=Yeah, gonna keep looking.
PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001_NevermindFalseAlarm=Nevermind. False alarm.
PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002_DontSweatIt=Don't sweat it. It wasn't anything to worrying about.
PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003_TurnedOutTo=Turned out to be nothing.
PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001_NeverMind=Never mind.
PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002_YeahWereClear=Yeah, we're clear here.
PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003_SoThatThing=So that thing? Yeah, it wasn't a problem.
PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001_GoTakeA=Go take a look.
PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002_MaybeYouShould=Maybe you should go check it out.
PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003_ItsAllYou=It's all you. Go.
PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_001_GonnaGoTake=Gonna go take a look.
PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_002_BeRightBack=Be right back.
PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_003_JustGonnaCheck=Just gonna go and check this out.
PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001_HeyIThink=Hey, I think I might'a heard something.
PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002_ImGonnaGo=I'm gonna go check on something.
PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003_HeyLookingInto=Hey, looking into something real quick.
PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_001_KeepLooking=Keep looking.
PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_002_WhatAreYou=What are you on break? Find them.
PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_003_WereArentStopping=We're aren't stopping until they're dead or we are.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_001_DammitIDont=Dammit! I don't see 'em.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_002_WhereTheHelld=Where the hell'd they go?
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_003_AreYouKidding=Are you kidding me? How'd we lose 'em?
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001_YeahIDont=Yeah, I don't know what happened, but they're gone.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002_HeyTotallyLost=Hey, totally lost them. Yeah, I don't know.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003_YeahWeDont=Yeah, we don't have them anymore. How the hell should I know?
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_001_ThatWasWeird=That was weird.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_002_YouSeeAnything=You see anything? Me neither.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_003_YeahIDidnt=Yeah, I didn't see anything.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001_YeahHeyI=Hey, yeah, I didn't find anything.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002_YeahTookA=Yeah, took a look and nothing.
PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003_HeyWhateverIt=Hey, whatever it was must be gone now.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_001_DammitWeNeed=Dammit, we need to find where they went.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_002_WhereEverThey=Where ever they are, I want them found.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_003_WeNeedFind=We need find them, now.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001_CantFindEm=Can't find 'em anymore. But don't worry. I'll get 'em.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002_YeahTheyGave=Yeah, they gave me the slip. But not for long.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003_GoddammitHeyIts=Goddammit. Yeah, hey, it's me. Whoever it was is gone now. Gonna see if I can pick up their trail.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_001_LetsGoLets=Let's go, let's go.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_002_GetOnThe=Get on the clock, people.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_003_ComeOnLets=Come on, let's do this.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001_YeahWeGot=Yeah, we got something here. Heading in.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002_OnTheHunt=On the hunt. I'll let you know what I catch.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003_HeyThinkI=Hey, think I got some troublemakers here. Gonna find out.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_001_LetsTakeA=Let's take a look.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_002_LookAlive=Look alive.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_003_LetsHeadOut=Let's head out.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001_GonnaTakeA=Gonna take a look around.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002_GonnaSeeWhat=Gonna see what I can find.
PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003_GotSomethingLooking=Got something. Looking into it.
PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_001_WheredYouGo=Where'd you go? I thought you wanted to play.
PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_002_ComeBackWe=Come back. We were having so much fun.
PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_003_YouKnowI=You know, I was just getting into this.
PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_001_HelloYouCan=Hello? You can come out. We're friends.
PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_002_ExcuseMeIm=Excuse me, I'm lost, I'm looking for directions. Do you know how to get to Kel-To?
PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_003_ComeOnOut=Come on out. We're not gonna hurt you.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001_WhoaTakinFire=Whoa, takin' fire!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002_WhatTheHell=What the hell?!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003_LookOutSomeones=Look out! Someone's shootin'!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001_OooooohShit=Ooooooh shit.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002_ThatsNotGood=That's not good.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003_IDontThink=I don't think I did that...
PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001_OhDamn=Oh damn!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002_GotOneDown=Got one down!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003_TakingShots=Taking shots!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001_YoYoLook=Yo, yo, look out!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002_ShitGrenade=Shit, grenade!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003_Bomb=Bomb!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001_OhHelloWhos=Oh hello, who's out there?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002_SoundsLikeSomebodys=Sounds like somebody's getting frisky.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003_WhosShooting=Who's shooting?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001_GetDown=Get down!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002_WhatTheRocket=What the... rocket!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003_Rocket=Rocket!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001_DownDown=Down! Down!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002_SomeonesShooting=Someone's shooting!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003_Sniper=Sniper!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001_OhComeOn=Oh come on.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002_ISaidWhos=I said, who's there?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003_YouBetterCome=You better come out.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001_YeahWhatThe=Yeah, what the hell was that?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002_IGotBad=I got bad feeling about this.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003_YeahSomethingsNot=Yeah, something's not right.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000_YoureHallucinating=You're hallucinating.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002_ComeOnTheres=Come on, there's nothing there.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003_QuitPlaying=Quit playing.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001_ItsOnNow=It's on now.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002_GuessWereFighting=Guess we're fighting.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003_OkayLetsDo=Okay. Let's do this.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001_SomethingsOutThere=Something's out there.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002_WhatWasThat=What was that?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003_IThinkWe=I think we might have company.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004_Huh=Huh?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005_What=What?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001_OhShit=Oh shit!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002_Hey=Hey!
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003_HeyWhatIs=Hey, what is that?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001_YeahIHeard=Yeah, I heard that.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002_YeahHeardSomething=Yeah... heard something.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003_IHeardIt=I heard it too.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001_YoureLosingIt=You're losing it.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002_IDidntHear=I didn't hear anything.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003_WhatAreYou=What are you talking about?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001_TheHell=The hell?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002_Hmm=Huh?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003_YouHearSomething=You hear something?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001_YeahYeahI=Yeah, yeah, I saw it too.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002_YouSawSomething=You saw something?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003_WhosOutThere=Who's out there?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001_HuhNoI=Huh? No, I didn't see nothin.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002_IDontSee=I don't see anything.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003_YoureTrippingAgain=You are tripping again.
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001_ShitYouSee=Shit, you see that?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002_WhosThere=Who's there?
PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003_YouSeeThat=You see that?
PU_GENOUTLAW1_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Neg_IG_001_YouKnowWhen=You know, when the Nine Tails took over Grim, I thought it was going to be the start of something big time. But everybody seems so tied with running the station that we're barely pulling off anything decent. I mean are we outlaws, or are we station admins, you know?
PU_GENOUTLAW1_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Pos_IG_001_JustGotA=Yeah, I just got a comm from a buddy over on New Babbage. He's looking for some primo sherm and is willing to pay double what you can get on ArcCorp. I guess the rich idiots spend their creds as quick as they earn 'em.
PU_GENOUTLAW1_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Neg_IG_001_WhatReallySucks=What really sucks is Johan came down with a case of rot foot. The whole shower unit is gonna have to be scrubbed with some maxed-out chems before it's safe to use again. Gonna be a few days at least.
PU_GENOUTLAW1_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Pos_IG_001_IThinkThe=I mean the real exciting bit is that if I play my cards right, the boss might bring me in on a special job next week. Now I don't know all the details, but it's sound like it could be a real windfall.
PU_GENOUTLAW1_M_CP_Chat_ProcConvo_OutlawSet_Response_Neg_IG_001_GottaSayIm=Yeah, I gotta say, I'm a bit bored. Seems like ages since I've had any real action. Sure a spat here and there, nothing really to curl your toes. Might as well worked at my Aunt's dealership at this rate.
PU_GENOUTLAW1_M_CP_Chat_ProcConvo_OutlawSet_Response_Pos_IG_001_DamnExcitedAbout=Damn excited about that last haul. Cause once it clears the fence, I've basically got those creds spent: new helmet, finally get some new boots that won't pinch, and a bottle of Mezcal made from a succulent that only grows underground on Hyperion. Costs a load, but it's worth it.
PU_GENOUTLAW2_M_BS_Chat_ProcConvo_GenSet_Question_IG_001_YouOkay=You okay?
PU_GENOUTLAW2_M_BS_Chat_ProcConvo_GenSet_Reaction_Neg_IG_001_JustBeThankful=Just be thankful you're not dealing with half the tritus that I got going.
PU_GENOUTLAW2_M_BS_Chat_ProcConvo_GenSet_Reaction_Pos_IG_001_AtLeastThings=At least things are going good for you.
PU_GENOUTLAW2_M_BS_Chat_ProcConvo_GenSet_ResponseDeflect_IG_001_ImOkayYou=I'm okay. You good?
PU_GENOUTLAW2_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_001_SaveTheSmall=Save the small talk, all right?
PU_GENOUTLAW2_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_002_NotInThe=Not in the mood.
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_001_MostDef=Most def!
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_002_OhYeah=Oh, yeah!
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_003_Absolutely=Absolutely!
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_001_Sure=Sure.
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_002_Alright=Alright.
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_003_Yup=Yup.
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_001_GotIt=Got it.
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_002_ThatsAYes=That's a yes.
PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_003_OfCourse=Of course.
PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_001_HellYeah=Hell, yeah!
PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_002_Nice=Nice!
PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_003_ThereWeGo=There we go!
PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_001=< Scream >
PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_002=< Scream >
PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_003=< Scream >
PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_004=< Scream >
PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_005=< Scream >
PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_006=< Scream >
PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_001=< Moans >
PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_002=< Moans >
PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_003=< Moans >
PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_004=< Moans >
PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_001_Shit=Shit!
PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_002_Bastard=Bastard!
PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_003_Dammit=Dammit!
PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_001_Seriously=Seriously?
PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_002_WhatTheHell=What the hell?
PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_003_WellShit=Well... shit.
PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_001_Damnit=Damnit!
PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_002_OhShit=Oh, shit!
PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_003_YouGottaBe=You gotta be shitting me.
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_001=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_002=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_003=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_004=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_005=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_006=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_007=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_001=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_002=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_003=< Grunt >
PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_004=< Grunt >
PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_001_NoWay=No way.
PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_002_OverMyDead=Over my dead body!
PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_003_NotHappening=Not happening!
PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_001_NoWay=No way.
PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_002_Naw=Naw.
PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_003_NotHappening=Not happening.
PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_001_Negative=Negative.
PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_002_No=No.
PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_003_Nope=Nope.
PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001_DidYouSee=Did you see that? I killed one!
PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002_TheyreNotGetting=They're not getting back up.
PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003_CreditMeWith=Credit me with another kill.
PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001_TheyBastardsBagged=They bastards bagged one.
PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002_HolyShitThey=Holy shit, they just killed 'em.
PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003_TheyGotYour=They got your cousin!
PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_001_INeedBackup=I need backup!
PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_002_HowAboutSome=How about some backup?
PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_003_INeedSome=I need some help!
PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_001_MovingUp=Moving up!
PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_002_Advancing=Advancing!
PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_003_ImPushing=I'm pushing!
PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_001_CantStayHere=Can't stay here!
PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_002_GottaFindNew=Gotta find new cover.
PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_003_NeedSomeMore=Need some more cover!
PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_001_CantMove=Can't move!
PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_002_LockedDown=Locked down!
PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_003_TakingHeavyFire=Taking heavy fire.
PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_001_IGotYou=I got you. Go, go!
PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_002_LayingDownCovering=Laying down covering fire.
PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_003_IveGotYou=I've got you covered.
PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_001_GiveMeSome=Give me some cover.
PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_002_NeedCoveringFire=Need covering fire.
PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_003_CouldUseA=Could use a distraction.
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_001_WeveGotTrouble=We've got trouble coming right for us!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_002_LetsHelpThese=Let's help these bastards meet their maker.
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_003_EnemiesAdvancingOur=Enemies advancing our way!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_001_WhatTheHell=What the hell!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_002_TheyreRightHere=They're right here!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_003_Contact=Contact!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_001_FireAway=Fire away!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_002_Attack=Attack!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_003_TakeEmOut=Take 'em out!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_001_Intruders=Intruders!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_002_WeveBeenBreached=We've been breached!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_003_BastardsGotIn=Bastards got in!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001_FoundUsSome=Found us some target practice.
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002_ContactAhead=Contact ahead.
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003_WeveGotCompany=We've got company.
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001_ShotsFromAbove=Shots from above!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002_TheyGotSome=They got some high ground.
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003_AboveUsLook=Above us, look out!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001_WatchOutSniper=Watch out, sniper!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002_SnipersScopinUs=Sniper's scopin' us!
PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003_Sharpshooter=Sharpshooter!
PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_001_FlankEm=Flank 'em!
PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_002_AttackTheirFlank=Attack their flank!
PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_003_PinchEmTight=Pinch 'em tight!
PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_001_StopShootingMe=Stop shooting me, you idiot!
PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_002_FriendlyFriendly=Friendly, friendly!
PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_003_WatchYourDamn=Watch your damn fire!
PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_001_GotTagged=Got tagged!
PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_002_ShitThatHurt=Shit, that hurt!
PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_003_ImWounded=I'm wounded!
PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_001_Grenade=Grenade!
PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_002_GetDownGrenade=Get down, grenade!
PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_003_GrenadeWatchOut=Grenade, watch out!
PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_001_SpecialDelivery=Special delivery!
PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_002_Throwing=Throwing!
PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_003_GiftForYa=Gift for ya!
PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_001_KeepItUp=Keep it up!
PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_002_ComeOnWe=Come on, we got this!
PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_003_FuckinKillEm=Fuckin' kill 'em. Yes!
PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_001_NowForThe=Now for the fun part.
PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_002_OddsAreStill=Odds are still in my favor.
PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_003_LeaveNowBefore=Leave, now! Before I take you all down.
PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_001_ComeOnCome=Come on, come on. I got this!
PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_002_NoNoNo=No, no, no. I'm not dying today...
PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_003_DamnItThis=Damn it! This can't be it...
PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_001_WhereTheHell=Where the hell they go?
PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_002_CantFindEm=Shit. Can't find 'em anymore.
PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_003_BastardSlippedAway=Bastard slipped away.
PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_001_ShitImOut=Shit, I'm out!
PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_002_OutOfAmmo=Out of ammo.
PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_003_Empty=Empty!
PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_001_FinallyReinforcementsEn=Finally! Reinforcements en route.
PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_002_BackupsClose=Backup's close.
PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_003_ReinforcementsHaveBeen=Reinforcements have been deployed.
PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_001_GottaReload=Gotta reload.
PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_002_PuttingInFresh=Putting in fresh.
PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_003_Reloading=Reloading!
PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_001_EveryoneSpreadOut=Everyone spread out.
PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_002_StretchItOut=Stretch it out.
PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_003_PutALittle=Put a little more space between us.
PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_001_YoureSoDead=You're so dead!
PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_002_DoTheSmart=Do the smart thing and kill yourself now! Cause if I find you, you'll regret it.
PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_003_EnoughOfThis=Enough of this shit!
PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_001_ThoughtYouWanted=Thought you wanted this fight!
PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_002_ComeOnOut=Come on out. Let's just talk this through.
PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_003_NoWonderYoure=No wonder you're still alive. You're a damn coward!
PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_001_ThisAintGonna=This ain't gonna end well for you!
PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_002_IllBetYou=I'll bet you wish you could go back and play this different.
PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_003_YouScrewedWith=You screwed with the wrong people.
PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_001_GotAWhole=Got a whole clip here with your name on it.
PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_002_YeahKeepMoving=Yeah, keep moving. Tire yourself out.
PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_003_DodgeAllYou=Dodge all you want. This ends with you dead!
PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_001_YouSeeThat=You see that? You can't even hit me.
PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_002_DidYouJust=Did you just learn how to shoot that thing?
PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_003_GottaGetYou=Gotta get you a better gun.
PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001_WereClear=We're clear.
PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002_CouldntFindAnything=Couldn't find anything out here.
PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003_NothingToWorry=Nothing to worry about.
PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_001_KnewItIts=Knew it. It's nothing.
PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_002_HuhNotA=Huh, not a thing.
PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_003_DidntSeeA=Didn't see a damn thing.
PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001_IKnewThere=I knew there was something.
PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002_SomeoneElseIs=Someone else is around here, I swear.
PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003_BetterLookAgain=Better look again.
PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001_TheresSomeKind=There's some kind of issue here. I'll keep you updated.
PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002_GonnaKeepSearching=Gonna keep searching.
PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003_HeyIThink=Hey, I think I'm on to something. Get ready just in case.
PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001_ForgetItFalse=Forget it. False alarm.
PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002_GotAllWorked=Got all worked up over nothing.
PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003_WellThatWasnt=Well, that wasn't what I expected.
PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001_ItWasA=It was a false alarm.
PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002_AllGoodForget=All good. Forget about it.
PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003_HeyEveryoneCan=Hey, everyone can relax.
PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001_FindOutWhats=Find out what's there and report back.
PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002_ThisOnesAll=This one's all you.
PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003_WhatIGot=What? I got that last one.
PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_001_IllGiveIt=I'll give it a glance.
PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_002_LookingIntoIt=Looking into it.
PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_003_LetsSeeWhats=Let's see what's going on.
PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001_InvestigatingSomethingUnusual=Investigating something unusual. It's probably nothing,
PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002_GonnaCheckSomething=Gonna check something out real quick.
PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003_SomethingsGoingOn=Something's going on. Taking a look.
PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_001_TheyreAroundHere=They're around here somewhere. Keep at it.
PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_002_NoOneStops=No one stops looking until we find the bastard.
PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_003_WeDontLet=We don't let anyone get away, understand?
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_001_WhoLetThem=Who let them get away?
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_002_DisgracefulLettingEm=Disgraceful, letting 'em get away like that.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_003_LettingEmEscape=Letting 'em escape is unacceptable, damn it!
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001_DontKnowWhat=Don't know what to say, but they're gone.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002_TheyGotAway=They got away, and I wouldn't be surprised if someone around here helped 'em.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003_IAgreeThem=I agree. Them escaping is not ideal, but I don't know what the hell else to do about it.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_001_WhateverItWas=Whatever it was its gone now.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_002_ShitISwear=Shit, I swear they were right here.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_003_ThatsImpossibleNothings=That's impossible... nothing's there.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001_HeyNothingsThere=Hey, nothing's there.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002_YeahStrangestThing=Yeah, strangest thing, I can't find anything.
PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003_TheInvestigationDidnt=The investigation didn't turn up anything.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_001_DontLetThe=Don't let the bastard escape. Find 'em.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_002_ShitWhereverThey=Shit, wherever they are, they won't get away long.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_003_DamnTheyreGone=Damn, they're gone. Let's find 'em.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001_BastardsSlippedOur=Bastards slipped our surveillance, but I'll find 'em.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002_ThereGoneProbably=The're gone, probably not far. I'll keep looking.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003_YeahTheyreEither=Yeah, they're either gone or hiding real good. I'll do another sweep.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_001_FindEmKill=Find 'em! Kill 'em!
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_002_MoveOutFind=Move out, find 'em!
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_003_LetsGetThe=Let's get the jump on 'em!
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001_MovingOutTo=Moving out to investigate.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002_YeahIllGet=Yeah, I'll get to the bottom of it.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003_IfSomethingsHere=If something's here, I'm gonna find it.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_001_BetterCheckThat=Better check that out.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_002_LetsGoTo=Let's go to work.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_003_ThatsWorthChecking=That's worth checking out.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001_HeadsUpTaking=Heads up. Taking a walk around. Think we might have an audience.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002_MaybeGotSomething=Maybe got something. Kicking off a patrol to look into it.
PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003_SomethingsUpIll=Something's up. I'll get to the bottom of it and let you know.
PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_001_HideAllYou=Hide all you want. It's better this way. More fun.
PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_002_GoOnKeep=Go on, keep hiding. The hunt's my favorite part.
PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_003_IllSpendAll=I'll spend all day hunting you down if I have to.
PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_001_TheHarderI=The harder I have to look for you the angrier I get.
PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_002_JustComeOn=Just come on out, and we can keep this from becoming a bigger deal than it is.
PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_003_ComeOnCome=Come on. Come on out. No one needs to get hurt here.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001_TakingFire=Taking fire!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002_ShitThatWas=Shit, that was close.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003_SomeBastardsAfter=Some bastard's after me!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001_FoundAFrickin=Found a frickin' body.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002_WonderWhatThis=Wonder what this one did wrong.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003_WhoKilledEm=Who killed 'em? Was this one of you?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001_SomeoneGotKnocked=Someone got knocked!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002_TakingInjuries=Taking injuries!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003_WereGettinHit=We're gettin' hit!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001_ThatsADamn=That's a damn grenade!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002_IncomingLookOut=Incoming! Look out!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003_GrenadeShit=Grenade, shit!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001_ShotsFired=Shots fired!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002_ShitThoseShots=Shit! Those shots are close.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003_WhoTheHells=Who the hell's shooting?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001_HitTheFloor=Hit the floor!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002_DownDownRocket=Down, down, rocket!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003_RocketComingThis=Rocket coming this way.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001_SniperShots=Sniper shots!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002_SomeonesHeadhunting=Someone's headhunting!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003_Sniper=Sniper!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001_SeriouslyWhatsGoing=Seriously, what's going on?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002_ComeOnAgain=Come on, again?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003_SomeoneBetterNot=Someone better not be messing with me.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001_SomethingsNotRight=Something's not right.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002_TheHellAny=The hell? Any idea what that was?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003_IDontLike=I don't like this one damn bit.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000_QuitBuggingMe=Quit bugging me over nothing.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002_StopMessingAround=Stop messing around and stay focused.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003_YoureInYour=You're in your head. Nothing's there.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001_SomeoneWantsTo=Someone wants to tussle.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002_BringIt=Bring it!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003_TodayJustGot=Today just got interesting.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001_WhatIsThat=What is that?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002_Hello=Hello?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003_SomeoneThere=Someone there?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004_Huh=Huh?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005_What=What?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001_OkayThatsNot=Okay. That's not good.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002_TheHell=The hell!
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003_DontLikeThis=Don't like this one damn bit.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001_DefinitelyHeardSomething=Definitely heard something.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002_YeahIHeard=Yeah, I heard it too.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003_YeahWhatWas=Yeah. What was that?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001_SettleDownI=Settle down. I didn't hear shit.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002_DamnYoureParanoid=Damn you're paranoid.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003_YouBetterNot=You better not be high again.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001_YouHearThat=You hear that noise?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002_DidYouHear=Did you hear something?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003_SwearIHeard=Swear I heard something.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001_SawThatToo=Saw that too.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002_WhatdYouSee=What'd you see? I couldn't make it out.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003_SpottedItToo=Spotted it too.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001_WhatYouGoing=What are you going on about?
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002_IDidntSee=I didn't see shit.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003_DontGetAll=Don't get all worked up over nothing.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001_IJustSaw=I just saw something.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002_ThinkISpotted=I think I spotted something over there.
PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003_DidYouSee=Did you see that?
PU_GENOUTLAW2_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Neg_IG_001_YouHearThey=You hear they put a price out on Pointy? Bastard dimed us to Crusader Security, so now Nine Tails gonna carve him up. Sniveling little creep deserves everything coming to him.
PU_GENOUTLAW2_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Pos_IG_001_ManImSo=Man, I'm so glad I broke my Hurston contract to join you guys. This is way better.
PU_GENOUTLAW2_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Neg_IG_001_YeahWellAt=Yeah, well at the end of the day we're all just flesh and blood. Just gotta keep that blood on the inside as long as possible.
PU_GENOUTLAW2_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Pos_IG_001_OhGetThis=Oh! Get this! Banger said she might be able to remove the overheat safety off my Behring. Once that's gone, I'll be able to fire the thing till my hands catch fire. Should be epic.
PU_GENOUTLAW2_M_CP_Chat_ProcConvo_OutlawSet_Response_Neg_IG_001_IWasJust=I was just thinking about the first cutter I ever killed. It happened somewhere just like this. Kill was good. Problem was he wound up being the wrong guy. The crew made fun of me for days for that cock up.
PU_GENOUTLAW2_M_CP_Chat_ProcConvo_OutlawSet_Response_Pos_IG_001_DontKnowAbout=Don't know about you, but nothing makes me feel better than having a fully loaded weapon at hand. It's like that dog I always wanted as kid but never got.
PU_GENOUTLAW3_M_BS_Chat_ProcConvo_GenSet_Question_IG_001_YouGood=You good?
PU_GENOUTLAW3_M_BS_Chat_ProcConvo_GenSet_Reaction_Neg_IG_001_ThingsCouldAlways=Eh... things could always be worse.
PU_GENOUTLAW3_M_BS_Chat_ProcConvo_GenSet_Reaction_Pos_IG_001_ArentYouLucky=Aren't you lucky.
PU_GENOUTLAW3_M_BS_Chat_ProcConvo_GenSet_ResponseDeflect_IG_001_ItsAllRight=It's all right. What about you?
PU_GENOUTLAW3_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_001_CutTheChatter=Look, cut the chatter and keep your eyes open.
PU_GENOUTLAW3_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_002_StayFocusedOn=Stay focused on the job, alright?
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_001_HellYeah=Hell yeah!
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_002_YouGotIt=You got it!
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_003_YeahThatsIt=Yeah, that's it!
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_001_GotIt=Got it.
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_002_Yeah=Yeah.
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_003_Okay=Okay.
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_001_Affirmative=Affirmative.
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_002_Yes=Yes.
PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_003_SureThing=Sure thing.
PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_001_ILiveFor=I live for this shit.
PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_002_YeahThatsRight=Yeah, that's right!
PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_003_HowBoutThat=How 'bout that?
PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_001=< Scream >
PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_002=< Scream >
PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_001=< Grunt >
PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_002=< Grunt >
PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_003=< Grunt >
PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_004=< Grunt >
PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_001_Shit=Shit!
PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_002_Dammit=Dammit!
PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_003_StupidSkag=Stupid skag!
PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_001_OhComeOn=Oh, come on...
PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_002_ThatSucks=Oh, that sucks.
PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_003_FrickinRidiculous=This is frickin' ridiculous.
PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_001_Shit=Shit!
PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_002_WhatTheHell=What the hell?!
PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_003_OhShit=Oh shit!
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_001=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_002=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_003=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_004=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_001=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_002=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_003=< Grunt >
PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_004=< Grunt >
PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_001_HellNo=Hell no!
PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_002_ForgetIt=Forget it.
PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_003_NotAChance=Not a chance!
PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_001_Nope=Nope.
PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_002_NoWay=No way.
PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_003_Naw=Naw.
PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_001_No=No.
PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_002_Nope=Nope.
PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_003_Negative=Negative.
PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001_GotOne=Yeah, got one!
PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002_OneLessTo=One less to worry about!
PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003_TargetEliminated=Target eliminated.
PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001_ShitWereDown=Shit, we're down one.
PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002_FriendlyDown=Friendly down!
PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003_WeLostOne=We lost one.
PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_001_HowAboutSome=How about some help over here?
PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_002_NeedSomeSupport=I need some support.
PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_003_RequestingBackup=Requesting backup!
PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_001_LetsGo=Let's go!
PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_002_Pushing=Pushing!
PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_003_MoveUp=Move up!
PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_001_WontLastLong=I won't last long here. Moving position.
PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_002_ChangingCover=Changing cover!
PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_003_ThisCoverSucks=This cover's shit!
PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_001_ImPinnedDown=I'm pinned down!
PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_002_ShitImBoxed=Shit, I'm boxed in!
PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_003_ItsRainingBullets=It's raining bullets over here!
PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_001_GotYouCovered=I got you covered!
PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_002_IllCoverYou=I'll cover you.
PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_003_GoIGot=Go! Go! I got your back.
PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_001_NeedSomeCover=I need some cover!
PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_002_CoverMe=Cover me!
PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_003_KeepEmOff=Keep 'em off me!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_001_EnemiesOnTheir=Enemies on their way!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_002_HereComesTrouble=Here comes trouble!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_003_WeveGotCompany=We got company!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_001_IGotEm=I got 'em!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_002_ContactContact=Contact! Contact!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_003_OverHere=Over here!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_001_HitEm=Come on, hit 'em!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_002_GhostEm=Ghost 'em!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_003_KillEmAll=Kill 'em all!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_001_GotSomeUnwelcome=Got some unwelcome guests!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_002_DoesntAnybodyFuckin=Doesn't anybody fuckin' knock?
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_003_SomebodyBrokeIn=Somebody broke in!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001_EnemiesSpotted=Enemies spotted!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002_OverHereContact=Over there. Contact, contact!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003_GotEyesOn=Got eyes on hostiles!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001_TheyreAboveUs=They're above us!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002_ItsOverThey=It's over! They have the high ground!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003_WatchTheHigh=Watch the high ground!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001_Sniper=Sniper!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002_SniperGrabCover=Sniper! Grab cover!
PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003_TheyGotA=They got a sniper rifle!
PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_001_HitTheirFlank=Hit their flank!
PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_002_LetsFlankEm=Let's flank 'em!
PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_003_CircleAroundAnd=Circle around and hit their flank.
PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_001_ImNotThe=I am not the enemy!
PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_002_ShootOneMore=Shoot one more time, and we're gonna have a fuckin' problem.
PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_003_WatchYourDamn=Watch your damn aim!
PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_001_ImHit=I'm hit!
PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_002_IGotClipped=I've been clipped!
PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_003_ImShot=I'm shot!
PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_001_Grenade=Grenade!
PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_002_GrenadeTakeCover=Grenade! Take cover!
PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_003_Incoming=Incoming!
PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_001_TossingOneTheir=Yeah, tossing one their way.
PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_002_LetsSeeHow=Let's see how they like this.
PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_003_HotRock=Hot rock!
PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_001_KeepUpThe=Come on, keep up the pressure.
PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_002_TakeItTo=Take it to them.
PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_003_DontLetUp=Don't let up now.
PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_001_ComeOnYou=Come on! You scared or something? Let's finish this!
PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_002_ThisIsntOver=This isn't over! I'm just getting started.
PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_003_IfImGoing=If I'm going down then I'm bring you skags with me!
PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_001_ShitShitShit=Shit, shit, shit.
PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_002_YouCanDo=You can do this.
PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_003_KeepItTogether=Keep it together...
PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_001_ShitTheyreGone=Shit, they're gone!
PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_002_CarefulILost=Be careful, I lost 'em.
PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_003_ILostEyes=I lost eyes on them.
PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_001_AmmosEmpty=Ammo's empty.
PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_002_ImOut=I'm out.
PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_003_GoneDry=Gone dry!
PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_001_ReinforcementsShouldBe=Reinforcements should be here soon.
PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_002_BackupIsOn=Backup on the way.
PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_003_HelpsAlmostHere=Help's almost here.
PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_001_Reup=Reup!
PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_002_Reloading=Reloading!
PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_003_SwitchingOut=Switching out.
PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_001_FanOut=Fan out.
PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_002_LetsSpreadOut=Let's spread out.
PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_003_MakeASpread=Make a spread.
PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_001_ImGonnaEnjoy=I'm gonna enjoy this.
PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_002_OhIAm=Oh, I am going to make you pay for this!
PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_003_TimeToReap=Time to reap the whirlwind, fucker.
PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_001_SomonesTooScared=Somone's too scared to come out and fight.
PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_002_ComeOutAnd=< Whistle > Come out and play.
PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_003_WhyYouHiding=Why you hiding?
PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_001_TimeForThe=Time for the fun part!
PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_002_ImGoingTo=I'm going to mess you up!
PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_003_BelieveMeThis=Believe me, this is going to hurt.
PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_001_StayStillDamn=Stay still, damn it!
PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_002_ShitMissed=Shit, missed.
PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_003_TimeToEnd=Time to end this!
PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_001_YouFeelThat=Can you feel that? That's your fear's getting the better of you.
PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_002_YoureInWay=You're in way over your head.
PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_003_YouCouldntShoot=You couldn't shoot straight if you tried.
PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001_ImDoneLooking=I'm done looking around. There's nothing here.
PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002_NotSeeingAnything=Well, I'm not seeing anything. Probably nothing.
PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003_YeahCouldntFind=Yeah, couldn't find anything.
PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_001_MaybeImGoing=Maybe I'm going crazy.
PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_002_GuessItsNothing=Guess it's nothing to worry about.
PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_003_HuhNothing=Huh. Nothing...
PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001_ImGoingTo=I'm going to go take a closer look.
PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002_StayAlertSomethings=Stay alert, something's not right.
PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003_HuhBetterKeep=Better keep looking.
PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001_HeyLooksLike=Hey, looks like my grandma's tracking skills are paying off. Think I'm on the right path.
PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002_YeahMaybeGot=Yeah, Maybe got something. going to keep looking.
PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003_SoLooksLike=So, looks like my hunch was right. Still searching, but I'll find them.
PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001_EverybodyCanRelax=Everybody just relax. False alarm.
PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002_WellThatWas=Well, that was a waste of time.
PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003_NothingToBe=It's nothing to be concerned about.
PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001_HeyFalseAlarm=Hey, false alarm.
PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002_TurnsOutIt=Turns out it was nothing to worry about.
PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003_NothingToReport=Nothing to report, over.
PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001_YoureUp=You're up.
PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002_GoSeeWhat=Go see what that is.
PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003_HustleUpAnd=Hustle up and take a look.
PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_001_IllCheckIt=I'll check it out.
PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_002_GuessIShould=Guess I should look into it.
PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_003_IllTakeThis=I'll take this one.
PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001_ThinkSomethingUp=Think something up. I'll check it out.
PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002_GonnaGoTake=Gonna go take a look around. Be right back.
PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003_HeyImGonna=Hey, I'm just gonna go check on something. If you don't hear back from me, probably been murdered.
PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_001_KeepLookingTheyre=Keep looking. They're here someplace.
PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_002_LetsSpreadOut=Let's spread out, cover more ground.
PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_003_WellFindEm=We'll find 'em. They couldn't have gone too far.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_001_ShitCantFind=Shit, can't find any trace of 'em.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_002_MustBeGone=Must be gone.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_003_HowTheHell=How the hell did they get away from us?
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001_CantFindEm=Can't find 'em anywhere. Think they slipped.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002_LookedEverywhereMustve=Looked for 'em everywhere. Must've vacated.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003_CameUpEmpty=Came up empty. No idea where that skag went.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_001_DamnWheredThey=Shit, where did they go?
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_002_NothingHmmm=Nothing. Hmmm...
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_003_DidntFindA=Didn't find a thing.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001_SearchTurnedUp=Search turned up nothing, over.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002_NothingToReport=Nothing to report.
PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003_YeahTheyMust=Yeah, they must be gone.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_001_SkagSlippedMe=The skag slipped me. We can't let 'em get away.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_002_TheyreGoneBetter=They're gone. So we better search high and low to find 'em.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_003_SomeoneGetEyes=Someone get eyes on this slippery bastard, now.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001_LostTrackOf=Lost track of the target. Starting a sweep now.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002_TheySnuckOff=They snuck off. Going to track 'em down.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003_ListenImGoing=Listen. I'm going to go find this skag and make 'em regret giving me the slip.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_001_LetsTrackEm=Let's track 'em down, quick.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_002_ComeOnWho=Come on then, who wants first crack?
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_003_TimesAWastin=Time's a wastin'. Let's go.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001_TakingASweep=Taking a sweep through. Find out whoever the hell this is.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002_BitOfRuckus=Bit of ruckus. On my way to find out the cause.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003_GotSomeTrouble=Got some trouble brewing. Looking into it now.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_001_BetterLookInto=Better look into this.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_002_ThatsNotRight=That's not right. I'm going to go check it out.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_003_ThatsWorthInvestigating=That's defo worth investigating.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001_SomethingsUpChecking=Something's up. Gonna check it out now, over.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002_NotSureExactly=Not sure exactly what's going on, but I'm gonna investigate.
PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003_SomeStrangeAss=Some strange ass stuff going on here. Gonna look into it.
PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_001_CowardsHideYou=Cowards hide. You a coward? You scared?
PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_002_IsThisHow=Is this how you want to spend your final moments? Hiding scared?
PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_003_WonderHowLong=Wonder how long you can keep quiet?
PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_001_ShowYourselfAlready=Come on, show yourself already. You can't be that ugly.
PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_002_QuitWastingMy=Quit wasting my time and come out. It'll be better for the both of us.
PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_003_ComeOnOut=Come on out. I'm over this cat and mouse shit.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001_ImUnderFire=I'm under fire!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002_SomeoneTriedTo=Someone tried to blast me.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003_ImGettingShot=I'm getting shot at!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001_OhDamnThis=Oh damn, this poor bastard's dead!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002_GotADead=Got a dead one!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003_TheHellHappened=What the hell happened here?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001_WereTakingCasualities=We're taking casualities!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002_SomeoneJustGot=Someone just got blasted.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003_OhShitMan=Oh shit, shit, man down!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001_Grenade=Grenade!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002_OhShitGrenade=Oh shit, grenade!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003_GrenadeWatchOut=Grenade, watch out!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001_ThoseAreShots=Those are shots!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002_WeveGotCompany=We got company.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003_ShotsNearby=Shots nearby!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001_Rocket=Rocket!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002_GetDownRocket=Get down, rocket!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003_ThatsADamn=That's a damn rocket!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001_Sniper=Sniper!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002_SniperAttack=Sniper attack!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003_WereGettingSniped=We're getting sniped!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001_ThereItIs=There it is again.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002_Again=Again?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003_WhatsGoingOn=What is going on 'round here?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001_WeirdWhatWas=Weird, what was that?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002_INoticedIt=I noticed it too.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003_ThatsConcerning=That's concerning.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000_ImSureIts=I'm sure it's nothing.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002_DontThinkAnythings=Don't think anything's there.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003_IDidntNotice=I didn't notice anything.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001_ItsGoingDown=It's going down!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002_WeGotTrouble=We got trouble!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003_ItsPoppingOff=It's about to pop off!
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001_WhatsThat=What's that?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002_SomethingsOverThere=Something's over there I think.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003_HeySomeoneOver=Hey, is there someone over there?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004_Huh=Huh?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005_What=What?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001_DamnWhatThe=Damn. What the hell was that?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002_SomethingsUpRound=Something's up 'round here.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003_ThatDontSeem=That don't seem right.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001_HeardItToo=Heard it too.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002_ThinkIHeard=Think I heard something coming from over there.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003_YeahThatSounded=Yeah, that sounded suspicious.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001_DidntHearA=Didn't hear a thing but I'll keep my ears open.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002_YoureHearingThings=You're hearing things.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003_IDidntHear=I didn't hear anything.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001_DidYouHear=Did you hear that?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002_YouHearLike=You hear like a sound or something?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003_WasThatA=Was that a noise?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001_AnyIdeaWhat=Any idea what that was?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002_YeahSawSomething=Yeah, saw something too.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003_SomethingDefinitelyMoved=Something definitely moved in my periphery.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001_YouSureYou=You sure you saw something?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002_YourEyesAre=Your eyes are playing tricks on you.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003_DidntSeeA=Didn't see a thing.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001_YouSeeThat=You see that?
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002_OverThereLook=Over there. Look.
PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003_SwearIJust=Swear I just saw something then.
PU_GENOUTLAW3_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Neg_IG_001_IThinkWere=I think we're ramping up too hard, too fast here. I don't know. Normally, we don't start hitting security forces til much later, until we're much more dug in. It's seems kinda mental bashing them outright. That kinda shit attracts a lot of attention really fast.
PU_GENOUTLAW3_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Pos_IG_001_BossWantsUs=Boss wants us casing ArcCorp next week. I'll bet you a grand that we're gonna send a team there to start recruiting. Me? I can't wait. I prefer cities. You can get away with anything there if you got half a brain.
PU_GENOUTLAW3_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Neg_IG_001_IgnoringAllThat=Ignoring all that though, the Crashers got a match this weekend, so at least I have that to look forward to.
PU_GENOUTLAW3_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Pos_IG_001_WhatImReally=What I'm really hoping is for those shares I bought in Consolidated Outlands to keep going up. Fat little payday that'll be. Always good to invest in more than booze and bullets.
PU_GENOUTLAW3_M_CP_Chat_ProcConvo_OutlawSet_Response_Neg_IG_001_TheresSomethingAbout=There's something about this place... I don't know... something's off. You been in the game as long as I have, you trust your instincts.
PU_GENOUTLAW3_M_CP_Chat_ProcConvo_OutlawSet_Response_Pos_IG_001_HeresSomethingI=Here's something. I went to get my ship filled up a few weeks back but my reg-tag spoof failed, just as I was leaving. Alarms started blaring, the works. Long story short. Ended up getting free fuel.
PU_GENOUTLAW4_M_BS_Chat_ProcConvo_GenSet_Question_IG_001_HowsItGoing=How's it going?
PU_GENOUTLAW4_M_BS_Chat_ProcConvo_GenSet_Reaction_Neg_IG_001_WellAsThe=Well, as the Banu like to say "One day we'll all be dead." Bleak, but comforting.
PU_GENOUTLAW4_M_BS_Chat_ProcConvo_GenSet_Reaction_Pos_IG_001_AintNothingBetter=Ain't nothing better than when things turn your way.
PU_GENOUTLAW4_M_BS_Chat_ProcConvo_GenSet_ResponseDeflect_IG_001_OhYouKnow=Oh, you know, how about you?
PU_GENOUTLAW4_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_001_JustLeaveIt=Just leave it, alright?
PU_GENOUTLAW4_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_002_GreatIDont=Great, I don't really care.
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_001_Yes=Yes!
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_002_OhYeah=Oh yeah!
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_003_Definitely=Definitely!
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_001_SoundsGood=Sounds good.
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_002_AllRight=All right.
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_003_Sure=Sure.
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_001_GotIt=Got it.
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_002_SureWhyNot=Sure. Why not.
PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_003_Understood=Understood.
PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_001_Outstanding=Outstanding!
PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_002_NiceOne=Nice one.
PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_003_ThereYouGo=There you go!
PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_001=< Scream >
PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_002=< Scream >
PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_003=< Scream >
PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_004=< Scream >
PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_005=< Scream >
PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_006=< Scream >
PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_001=< Grunt >
PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_002=< Grunt >
PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_003=< Grunt >
PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_004=< Grunt >
PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_001_YouBastard=You bastard!
PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_002_Dammit=Dammit!
PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_003_SonOfA=You son of a bitch!
PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_001_Bugger=Bugger.
PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_002_Shit=Shit...
PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_003_Damn=Damn...
PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_001_WhatThe=What the?!
PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_002_Seriously=Seriously?
PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_003_NoBloodyWay=No bloody way!
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_001=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_002=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_003=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_004=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_005=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_006=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_007=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_008=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_009=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_010=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_011=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_001=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_002=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_003=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_004=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_005=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_006=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_007=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_008=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_009=< Grunt >
PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_010=< Grunt >
PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_001_NoWay=No way!
PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_002_NoChance=No chance!
PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_003_HellNo=Hell no!
PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_001_No=No.
PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_002_NoWay=No way.
PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_003_CantHelpYou=Can't help you.
PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_001_SorryNo=Sorry, no.
PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_002_NotLikely=Not likely.
PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_003_Negative=Negative.
PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001_IGotOne=I got one? I got one!
PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002_TookOutMy=Took out my target.
PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003_DidYouSee=Did you see that? What a shot.
PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001_ShitTheyJust=Shit, they just killed 'em.
PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002_LostOne=Lost one!
PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003_OneOfOurs=One of ours just got cut down.
PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_001_INeedHelp=I need help!
PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_002_CanSomeoneBack=Can someone back me up!
PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_003_SomebodyHelpMe=Somebody help me!
PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_001_Charge=Charge!
PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_002_MovingUp=Moving up!
PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_003_Advancing=Advancing!
PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_001_HellWithIt=To hell with it!
PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_002_Displacing=Displacing!
PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_003_Repositioning=Repositioning!
PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_001_ICantMove=I can't move!
PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_002_LittleHelp=Little help?!
PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_003_ComeOnGive=Come on, give me a chance!
PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_001_IllCoverYou=I'll cover you!
PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_002_GoAhead=Go ahead!
PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_003_IllKeepEm=I'll keep 'em occupied.
PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_001_SomeoneCoverMe=Someone cover me?
PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_002_CanAnyoneCover=Can anyone cover me?
PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_003_KeepEmOff=Keep 'em off me for a sec.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_001_WeveGotCompany=We've got company coming in.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_002_GotAFight=Got a fight bearing down on us.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_003_TroubleComingIn=Trouble, coming in hot!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_001_ShitOverHere=Shit. Over here!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_002_WhatTheHell=What the hell?!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_003_GotSomebody=Got somebody!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_001_GiveEmAll=Give 'em all you got!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_002_UnleashHell=Unleash hell!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_003_DontGiveEm=Don't give 'em any mercy.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_001_WereCompromised=We're compromised!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_002_GotIntruders=Got intruders!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_003_Intruders=Intruders!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001_IFoundEm=I found 'em. Right here!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002_HereTheyAre=Here they are!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003_OverHereLook=Over here! Look!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001_ISeeThem=I see them. They're up there.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002_LookUpTop=Look up top!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003_TheyreAboveUs=They're above us.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001_Sniper=Sniper!
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002_TheyGotA=They got a sharpshooter.
PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003_CarefulTheresA=Careful, there's a sniper.
PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_001_CircleTheirFlanks=Circle their flanks!
PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_002_WeShouldHit=We should hit them on the sides.
PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_003_LetsSneakAround=Let's sneak around and attack the flank.
PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_001_ImOnYour=I'm on your side!
PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_002_WhatAreYou=What are you doing?!
PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_003_HaveYouGone=Have you gone blind?!
PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_001_OhShitIm=Oh shit! I'm hit!
PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_002_TheyGotMe=They got me. They really got me!
PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_003_OwDammitThat=Ah! Dammit that hurts!
PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_001_Grenade=Grenade!
PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_002_EverybodyDown=Everybody down!
PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_003_GetOutOf=Get out of the way!
PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_001_AndHereWe=And here we go!
PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_002_LetsSeeHow=Let's see how they like this!
PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_003_MightWantTo=Might want to stay down for this!
PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_001_ComeOnDont=Come on. Don't give up now.
PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_002_DigInWe=Dig in. We got this.
PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_003_LetsGoLets=Let's go, let's go! They don't stand a chance.
PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_001_YouThinkIm=You think I'm scared? You just killed the dead weight.
PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_002_ThisIsFar=This is far from over.
PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_003_ThatsItIm=That's it? I'm just getting started.
PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_001_ThisIsFine=This is fine. Everything's fine.
PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_002_OkayGettingA=Okay. Getting a little worried now.
PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_003_ThisIsNot=This is not good.
PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_001_TheyFuckinVanished=They fuckin' vanished.
PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_002_WhereTheHell=Where the hell are they?
PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_003_TheyreGone=They're gone.
PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_001_ImOut=I'm out!
PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_002_WeaponsDry=Weapon's dry!
PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_003_DammitMyAmmos=Dammit, my ammo's gone
PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_001_CallsInHelps=Call's in. Help's on the way.
PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_002_AlrightLetsSee=Alright. Let's see if they show up.
PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_003_TheySaidTheyd=They said they'd send people.
PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_001_OneSec=One sec!
PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_002_Reloading=Reloading!
PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_003_GiveMeA=Give me a sec.
PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_001_MaybeWeShould=Maybe we should spread out.
PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_002_WeShouldCover=We should cover some more ground.
PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_003_LetsFanOut=Let's fan out.
PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_001_YouLittleInsignificant=You little insignificant pissant! I'm gonna ruin you!
PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_002_ImGonnaBring=I'm gonna bring an epic amout of hurt down on you!
PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_003_YoureReallyStarting=You're really starting to piss me off.
PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_001_SeriouslyHidingYoure=Seriously? Hiding? You're just being difficult now.
PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_002_HowBoutI=How bout I hide and you come find me?
PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_003_WhereYouHiding=Where you hiding now?!
PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_001_CanYouBeileve=Can you beileve today's the day you die?
PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_002_TryNotTo=Try not to get shot in anything valuable!
PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_003_ThisFightIs=This fight is giving me some serious deja vu right now!
PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_001_WhyWontYou=Why won't you die?!
PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_002_HowLuckyCan=How lucky can you be?!
PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_003_ComeOnThat=Come on! That one should've hit!
PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_001_CantWaitTill=Can't wait to tell my friends I met the worst shot in the 'verse!
PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_002_DoYouWant=Do you want to call a time out so you can go practice?
PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_003_BetYoureHaving=Bet you're having second thoughts now.
PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001_SoDidntFind=So, didn't find anything.
PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002_EverythingLooksLike=Everything looks like it should.
PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003_AreaSeemsClear=Area seems clear.
PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_001_HuhOkay=Uhm... okay...
PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_002_BitAnticlimactic=Bit anticlimactic.
PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_003_FeelABit=Feel a bit silly coming over here for nothing.
PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001_HereWeGo=Here we go. Got something. Keep looking.
PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002_SomeonesDefinitelyHere=Someone's definitely here. Just need to find them.
PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003_OnTheRight=On the right track.
PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001_FoundSomethingGonna=Found something. Gonna keep looking.
PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002_MightBeOn=Might be on to something. I'll let you know.
PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003_SomeonesHereDont=Someone's here. Don't know who... yet.
PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001_FalseAlarmEveryone=False alarm, everyone.
PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002_ForgetItNot=Forget it. Not gonna be a fight.
PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003_NevermindNothingExciting=Nevermind. Nothing exciting.
PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001_FalseAlarmGo=False alarm. Go about your business.
PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002_HeyYouCan=Hey, you can tell everyone to calm down.
PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003_NevermindFalseAlarm=Nevermind. False alarm.
PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001_WhyDontYou=Why don't you go see what the hell it is?
PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002_HowAboutYou=How about you get off your ass and take a look.
PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003_IfYoureSo=If you're so concerned, go see what it is.
PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_001_GuessIllGo=Guess I'll go take a look... I do everything around here.
PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_002_KeepAnEye=Keep an eye out, I'm gonna see what the fuss is.
PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_003_AllRightLets=All right. Let's see what we got.
PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001_HeyMightHave=Hey, I might have something over here. Might not. I'll let you know.
PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002_GonnaTakeA=Gonna take a look around.
PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003_SomethingsABit=Something's a bit off. Gonna take a look.
PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_001_KeepSearchingTheyve=Keep searching. They've got to be close.
PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_002_FocusTheyreHere=Focus. They're here somewhere.
PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_003_CheckEverywhereI=Check everywhere. I want to find this asshole.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_001_WhereTheHell=Where the hell could they have gone?
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_002_DidTheyFall=Did they fall into a jump point? Where the fuck did they go?
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_003_WhatTheHell=What the hell? People don't just dissapear.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001_HateToBe=Hate to be the bearer of bad news, but the bastard got away.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002_NoSignOf=No sign of them. They're in the wind.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003_HellIfI=Hell if I know where they went. But they sure as hell ain't here.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_001_WellAintThat=Well ain't that strange. All that smoke and no fire.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_002_ReallyNothing=Really? Nothing?
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_003_OkayIGive=Okay, I give up. There's nothing here.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001_TryAsI=Try as I might, didn't find anything.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002_SearchTurnedUp=Search turned up empty. Whatever was out here, I'm not seeing it.
PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003_ImCallingIt=I'm calling it. Nothing here.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_001_WellIsntThis=Well, isn't this an elusive prey.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_002_TheBleederShook=The bleeder shook me, but don't worry, I'll find them.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_003_NotSureWhere=I'm not sure where they went, but they couldn't have gone far.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001_TheyPulledA=They pulled a runner on me. Gonna find them now.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002_TrackingDownWhere=I'm tracking down where this slippery bugger went now.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003_WhereEverThe=Where ever the hell this gunter went, I'm gonna find 'em.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_001_DutyCalls=Duty calls.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_002_ThinkWeGot=Think we got company.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_003_ComeOnLets=Come on. Let's get to work.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001_WeGotVisitors=We got visitors. Finding them now.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002_GuestsHaveArrived=Guests have arrived. Gonna go greet them.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003_SeemsLikeThe=Seems like the party's starting. Come on. Don't want to be late.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_001_LetsSeeWhat=Let's see what the hell that was.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_002_WellThatDefinitely=Well, that definitely wasn't nothing.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_003_GoodTimeTo=Good time to take a walk.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001_HeyImGonna=Hey, I'm gonna stretch my legs and see if anything's going on.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002_GetTheFeelin=Get the feelin' like something's about to go down. Gonna take a look.
PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003_HeyCheckingSomething=Hey, checking something out. Hopefully it's nothing.
PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_001_IDontAppreciate=I don't appreciate you wasting my time!
PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_002_ThisIsA=This is a lot of build up for me putting a bullet into your skull.
PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_003_GetOutHere=Get out here! Or shoot me! Just do something already!
PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_001_HeyWhosEver=Hey, whoever's hiding out there, come out now and we can work something out. Promise. Won't even be mad.
PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_002_OllyOllyOxen=Olly, olly, oxen free. Come out. Come out.
PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_003_WhereYouHiding=Where are you hiding, you little bugger?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001_TheyreShootingAt=They're shooting at me!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002_UnderFire=Under fire!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003_ImGettinGunned=I'm gettin' gunned!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001_ThatsABit=That's a bit of a mess.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002_GreatABloody=Great. A bloody corpse.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003_WhoTheHell=Who the hell ghosted this bastard?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001_AhGeezWere=Ah geez! We're getting poached!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002_ShitWereUnder=Shit! We're under attack!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003_DamnItWere=Damn it! We're hit!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001_CrapGrenade=Crap! Grenade!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002_GrenadeRun=Grenade! Run!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003_GrenadeGetBack=Grenade! Get back!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001_Shots=Shots!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002_WhoTheHells=Who the hell's shooting?!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003_LooksLikeWe=Looks like we got a party!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001_CrapRocket=Crap! Rocket!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002_RocketDown=Rocket! Down!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003_RocketGo=Rocket! Go!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001_ShitSniper=Shit! Sniper!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002_GotASniper=Got a sniper!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003_SniperGetDown=Sniper! Get down!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001_ThereItIs=There it is again.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002_ThereItsBack=There. It's back.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003_ThisAgain=This again?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001_YeahWhatWas=Yeah, what was that?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002_DefinitelySomething=Definitely something.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003_DamnWellBetter=Damn well better not be someone hiding.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000_TheresNothingThere=There's nothing there.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002_YouHavingA=You having a laugh? Nothing's there.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003_WhatYouGoing=What you going on about?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001_GotAProblem=Got a problem!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002_HereWeGo=Here we go!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003_CuttersLookLively=Cutters! Look lively!
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001_WhatWasThat=What was that?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002_SomeoneLurkin=Someone lurkin'?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003_OverThere=Over there.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004_Huh=Huh?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005_What=What?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001_SomethingsUp=Something's up.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002_DoIWanna=Do I wanna know what that was?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003_ThatsNotGood=That's not good.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001_ThatNoiseYeah=That noise? Yeah.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002_YeahIThink=Yeah, I think I heard something.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003_FromOverThere=From over there. I heard it.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001_NopeDidntHear=Nope. Didn't hear a thing.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002_ThinkYourEars=Think your ears are playing tricks on you.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003_HowTheHell=How the hell should I know what you heard?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001_IThoughtI=Thought I heard something?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002_WhatWasThat=What was that sound?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003_YouHearThat=You hear that?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001_YeahIThink=Yeah, I think I saw it too.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002_OnlyCaughtA=Only caught a glimpse, but I'm sure I saw something.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003_WhatTheHeck=What the heck was that?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001_IDidntSee=Didn't see nothing.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002_IMustveMissed=I must've missed it.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003_WhatNo=What? No.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001_AnyoneElseSee=Anyone else see that?
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002_IThinkSomething=I think something just moved over there.
PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003_ThereISaw=There. I saw something.
PU_GENOUTLAW4_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Neg_IG_001_ImStillA=I'm still a little anoyed about yesterday. Went down to Crusader to meet a contact, and my favorite cap blew over the rail. I had that thing since I was 15 and now it's crushed in the core of a gas giant. Shit luck that.
PU_GENOUTLAW4_M_CP_Chat_Ninetails_ProcConvo_OutlawSet_Response_Pos_IG_001_GetThisLast=Get this, last week I was at Kareah and I found a blank security badge. Still debating what to do with it. Should be able to cook up a solid scam or two with that kind of ID.
PU_GENOUTLAW4_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Neg_IG_001_YeahIDont=Yeah, I don't know. I've also been getting this rash. Milo thinks it's cause I pulled the undersuit off that corpsicle we found on that derelict. I thought I washed it enough. Guess I'll ride it out and see.
PU_GENOUTLAW4_M_CP_Chat_ProcConvo_OutlawSet_FollowUp_Pos_IG_001_ToBeHonest=To be honest though, better than all that is the fact I got that crack in my helmet patched up finally. Bugged the hell out of me, but for whatever reason I just kept putting it off. Ecstatic now it's gone.
PU_GENOUTLAW4_M_CP_Chat_ProcConvo_OutlawSet_Response_Neg_IG_001_ImSoPissed=I'm so pissed at Sharps. The idiot knocked over a bordello from Sol that I'd been saving for months. He tried making it up to me with a bottle of blue shit that clangers drink. He'll be lucky if I don't cut something off while he's sleeping tonight.
PU_GENOUTLAW4_M_CP_Chat_ProcConvo_OutlawSet_Response_Pos_IG_001_DidYouHear=Did you hear what was in that last haul? A crate of Konjio coffee beans from Rhetor. Just about the smoothest brew this side of sol and nutty as hell. Got a stash in me bunk. I'll drip you a cup when we get back.
PU_GENPILOT1_CV_AnnounceAttack_IG_001_ThisIsA=This is a raid. Act accordingly. Screaming is preferred, but not required.
PU_GENPILOT1_CV_AnnounceAttack_IG_002_AhLookWhat=Ah, look what we have here...
PU_GENPILOT1_CV_AnnounceAttack_IG_003_YeahThisIs=Yeah, this is one of those 'wrong place, wrong time' scenarios. Nothing personal.
PU_GENPILOT1_CV_AnnounceAttack_IG_004_YeahWeHad=Yeah, we had a bit of a long day, all armed up and no one to shoot.
PU_GENPILOT1_CV_AnnounceAttack_IG_005_DoUsA=Do us a favor and fight back. I don't like it when people just roll over.
PU_GENPILOT1_CV_BountyHunter_Greeting_IG_001_WhatYouCome=What, you come to collect?
PU_GENPILOT1_CV_BountyHunter_Greeting_IG_002_IfYouThink=If you think I'm gonna roll over for some two-bit bounty hunter then you are very mistaken.
PU_GENPILOT1_CV_BountyHunter_Greeting_IG_003_YeahIWas=Yeah I was wondering when somebody'd have the sack to try and cash me out.
PU_GENPILOT1_CV_BountyHunter_Greeting_IG_004_YouTheySent=You. They sent you to get me. Jeez, I think people undervalue me.
PU_GENPILOT1_CV_BountyHunter_Greeting_IG_005_ThisIsNot=This is not a fight you want. No amount of credits is worth this kind of trouble.
PU_GENPILOT1_CV_DeathThroe_Scream_IG_EX_001=<Grunt>
PU_GENPILOT1_CV_DeathThroe_Scream_IG_EX_002=<Grunt>
PU_GENPILOT1_CV_DeathThroe_Scream_IG_EX_003=<Grunt>
PU_GENPILOT1_CV_DeathThroe_Scream_IG_EX_004=<Grunt>
PU_GENPILOT1_CV_DeathThroe_Scream_IG_EX_005=<Grunt>
PU_GENPILOT1_CV_DeathThroe_Scream_IG_EX_006=<Grunt>
PU_GENPILOT1_CV_Distress_AlmostDone_UnderAttack_IG_001_AlmostThereAlmost=Almost there, almost there...
PU_GENPILOT1_CV_Distress_AlmostDone_UnderAttack_IG_002_JustNeedA=Just need a few more seconds!
PU_GENPILOT1_CV_Distress_AlmostDone_UnderAttack_IG_003_JustOneMore=Just one... more... second...
PU_GENPILOT1_CV_Distress_Arrive_Combat_IG_001_YouHeardMy=You heard my comm? That's amazing. I need some help mopping up these bastards.
PU_GENPILOT1_CV_Distress_Arrive_Combat_IG_002_AhICant=Ah, I can't believe someone actually showed up. I need a hand taking out these scumbags. You in?
PU_GENPILOT1_CV_Distress_Arrive_Combat_IG_003_IWasLittle=I was little worried no one would show. Now that you're here, you wanna dust some outlaws?
PU_GENPILOT1_CV_Distress_Arrive_ShipBroken_IG_001_AhThankGod=Ah, thank god somebody came. My ship's completely offline. Can you cover me while I fix it?
PU_GENPILOT1_CV_Distress_Arrive_ShipBroken_IG_002_AwYoureA=Aw, you're a lifesaver. These bastards crippled my ship. Can you keep 'em busy while I fix it?
PU_GENPILOT1_CV_Distress_Arrive_ShipBroken_IG_003_HeyCanYou=Hey! Can you handle these fighters while I fix my ship?
PU_GENPILOT1_CV_Distress_BegForLife_IG_001_PleaseDontKill=Please don't kill me.
PU_GENPILOT1_CV_Distress_BegForLife_IG_002_LeaveMeThe=Leave me the hell alone!
PU_GENPILOT1_CV_Distress_BegForLife_IG_003_StopAlrightStop=Stop, alright?! Just stop!
PU_GENPILOT1_CV_Distress_Call_Comm_IG_001_HelpMePlease=Help me, please. I'm under attack.
PU_GENPILOT1_CV_Distress_Call_Comm_IG_002_CanAnybodyHear=Can anybody hear me? I need help.
PU_GENPILOT1_CV_Distress_Call_Comm_IG_003_MaydaMaydayOutlaws=Mayday, mayday. Outlaws are attacking my ship.
PU_GENPILOT1_CV_Distress_Call_Comm_IG_004_AnybodyOutThere=Anybody out there? I need help!
PU_GENPILOT1_CV_Distress_Call_Comm_IG_005_IfAnyoneCan=If anyone can hear this, I'm under attack. Send help!
PU_GENPILOT1_CV_Distress_Call_UnderAttack_IG_001_AllChannelsIm=All channels! I'm under attack! Please! If you hear this, help me!
PU_GENPILOT1_CV_Distress_Call_UnderAttack_IG_002_AllChannelsAll=All channels, all channels. I'm under attack and need help.
PU_GENPILOT1_CV_Distress_Call_UnderAttack_IG_003_PleaseSomebodyHelp=Please, somebody help. These outlaws came out of nowhere and opened fire.
PU_GENPILOT1_CV_Distress_Call_UnderAttack_IG_004_AnybodyOutThere=Anybody out there?! I've got pirates all over me. Need assistance here!
PU_GENPILOT1_CV_Distress_Call_UnderAttack_IG_005_MaydayMaydayIm=Mayday, mayday, I'm dead in the water and got outlaws circling. I need help.
PU_GENPILOT1_CV_Distress_Farewell_Bad_IG_001_Bye=Bye.
PU_GENPILOT1_CV_Distress_Farewell_Bad_IG_002_ImThroughPushing=I'm through pushing my luck. Later.
PU_GENPILOT1_CV_Distress_Farewell_Bad_IG_003_LeavingNow=Leaving now.
PU_GENPILOT1_CV_Distress_Farewell_Good_IG_001_ImHeadingOut=I'm heading out. Take care.
PU_GENPILOT1_CV_Distress_Farewell_Good_IG_002_IllSeeYou=I'll see you later.
PU_GENPILOT1_CV_Distress_Farewell_Good_IG_003_StaySafe=Stay safe.
PU_GENPILOT1_CV_Distress_FightOver_Bad_IG_001_HolyShitI=Holy shit... I thought that was it. I thought I was done for.
PU_GENPILOT1_CV_Distress_FightOver_Bad_IG_002_OhICant=I can't believe we made it.
PU_GENPILOT1_CV_Distress_FightOver_Bad_IG_003_IsThatReally=Is that really it? It's over?
PU_GENPILOT1_CV_Distress_FightOver_Good_IG_001_ThankYouI=Thank you. I thought we were done for.
PU_GENPILOT1_CV_Distress_FightOver_Good_IG_002_IThoughtI=I thought I was a goner. Thanks.
PU_GENPILOT1_CV_Distress_FightOver_Good_IG_003_YouReallySaved=You really saved me back there. Appreciate it.
PU_GENPILOT1_CV_Distress_FightOver_OfferPayment_IG_001_HereSomethingFor=Here. Something for your trouble.
PU_GENPILOT1_CV_Distress_FightOver_OfferPayment_IG_002_TakeThisIts=Take this, it's the least I can do.
PU_GENPILOT1_CV_Distress_FightOver_OfferPayment_IG_003_HereItsNot=Here. It's not much, but I figure I owe you.
PU_GENPILOT1_CV_Distress_FinishedRepairs_UnderAttack_IG_001_BackOnline=Back online!
PU_GENPILOT1_CV_Distress_FinishedRepairs_UnderAttack_IG_002_ThatsItWere=That's it! We're good to go.
PU_GENPILOT1_CV_Distress_FinishedRepairs_UnderAttack_IG_003_UpAndRunning=Up and running!
PU_GENPILOT1_CV_Distress_NeedMoreTime_Repairing_IG_001_SystemsStillOffline=System's still offline. Just need a little more time to fix it.
PU_GENPILOT1_CV_Distress_NeedMoreTime_Repairing_IG_002_WereWorkingAs=We're working as fast as we can.
PU_GENPILOT1_CV_Distress_NeedMoreTime_Repairing_IG_003_AhItsNot=Ah, it's not good enough. Systems are still down.
PU_GENPILOT1_CV_Distress_OfferBribeForLife_IG_001_IllGiveYou=I'll give you whatever you want.
PU_GENPILOT1_CV_Distress_OfferBribeForLife_IG_002_WhatYouWant=What, you want money? I'll give you money. Just leave me alone.
PU_GENPILOT1_CV_Distress_OfferBribeForLife_IG_003_PleaseIllPay=Please, I'll pay, then you go your way and I'll go mine.
PU_GENPILOT1_CV_Distress_PlayerAttacks_IG_001_WhatTheHell=What the hell are you doing?
PU_GENPILOT1_CV_Distress_PlayerAttacks_IG_002_StopShootingAt=Stop shooting at us!
PU_GENPILOT1_CV_Distress_PlayerAttacks_IG_003_HeyWatchYour=Hey! Watch your fire!
PU_GENPILOT1_CV_Distress_PlayerCollideShip_IG_001_Hey=Hey!
PU_GENPILOT1_CV_Distress_PlayerCollideShip_IG_002_LookOut=Look out!
PU_GENPILOT1_CV_Distress_PlayerCollideShip_IG_003_OhWhatThe=Oh, what the hell?!
PU_GENPILOT1_CV_Distress_PlayerFliesTooClose_IG_001_WhoaCareful=Whoa! Careful!
PU_GENPILOT1_CV_Distress_PlayerFliesTooClose_IG_002_BraceForImpact=Brace for impact!
PU_GENPILOT1_CV_Distress_PlayerFliesTooClose_IG_003_WatchWhereYoure=Watch where you're flying.
PU_GENPILOT1_CV_Distress_TakingTooMuchDamage_IG_001_YouveGottaKeep=You've gotta keep them off us so we can work.
PU_GENPILOT1_CV_Distress_TakingTooMuchDamage_IG_002_WereTakingToo=We're taking too much damage. We can't work like this.
PU_GENPILOT1_CV_Distress_TakingTooMuchDamage_IG_003_KeepTheFighters=Keep the fighters off me so I can work.
PU_GENPILOT1_CV_Distress_UrgentQTravel_LeaveCombat_IG_001_SpoolingUp=Spooling up!
PU_GENPILOT1_CV_Distress_UrgentQTravel_LeaveCombat_IG_002_WereOutOf=We're out of here. Thanks for the assist.
PU_GENPILOT1_CV_Distress_UrgentQTravel_LeaveCombat_IG_003_LetsGoLets=Let's go. Let's go.
PU_GENPILOT1_CV_EnemiesToPlayerArrive_IG_001_HeyThereBoys=Hey there, boys, thanks for the assist.
PU_GENPILOT1_CV_EnemiesToPlayerArrive_IG_002_ShitsAboutTo=Shit's about to get real now.
PU_GENPILOT1_CV_EnemiesToPlayerArrive_IG_003_IToldYou=I told you, you should've walked away.
PU_GENPILOT1_CV_Escort_AllShipsDestroyed_IG_001_IThinkThats=I think that's all of them.
PU_GENPILOT1_CV_Escort_AllShipsDestroyed_IG_002_IGotZero=I got zero hostiles on the scope.
PU_GENPILOT1_CV_Escort_AllShipsDestroyed_IG_003_ThatsEveryoneRight=That's everyone, right?
PU_GENPILOT1_CV_Escort_AllShipsDestroyed_IG_004_WhoaOkayLets=Whoa! <nervous laugh> Okay, let's not do that again... okay?
PU_GENPILOT1_CV_Escort_AllShipsDestroyed_IG_005_IDontSee=I don't see any more. I think we're good.
PU_GENPILOT1_CV_Escort_AlmostDead_IG_001_ImNotGonna=I'm not going to last much longer.
PU_GENPILOT1_CV_Escort_AlmostDead_IG_002_MaydayMaydayIm=Mayday, mayday, I'm going down.
PU_GENPILOT1_CV_Escort_AlmostDead_IG_003_ICantHold=I can't... hold out... much longer.
PU_GENPILOT1_CV_Escort_AlmostDead_IG_004_ShipsOnIts=Ship's on its last legs.
PU_GENPILOT1_CV_Escort_AlmostDead_IG_005_WhateverYoureGonna=Whatever you're gonna do, do it now!
PU_GENPILOT1_CV_Escort_AlmostDone_IG_001_JustALittle=Just a little longer.
PU_GENPILOT1_CV_Escort_AlmostDone_IG_002_WereWrappingUp=We're wrapping up.
PU_GENPILOT1_CV_Escort_AlmostDone_IG_003_ShouldntBeToo=Shouldn't be too long now.
PU_GENPILOT1_CV_Escort_AlmostDone_IG_004_NearlyThere=Nearly there.
PU_GENPILOT1_CV_Escort_AlmostDone_IG_005_AlmostFinishedHere=Almost finished here.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_001_ArrivingAtNav=Arriving at nav point.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_001b_ArrivingAtNav=Arriving at nav point.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_002_HereOurNav=Here. Our nav point's coming up.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_002b_HereOurNav=Here. Our nav point's coming up.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_003_WereHere=We're here.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_004_HeresOurTarget=Here's our target.
PU_GENPILOT1_CV_Escort_ArriveAtDest_IG_005_ComingUpOn=Coming up on destination.
PU_GENPILOT1_CV_Escort_Celebrate_IG_001_Woohoo=Woohoo
PU_GENPILOT1_CV_Escort_Celebrate_IG_002_ThereWeGo=There we go!
PU_GENPILOT1_CV_Escort_Celebrate_IG_003_AlrightYeah=All right! Yeah!
PU_GENPILOT1_CV_Escort_Celebrate_IG_004_NiceOne=Nice one.
PU_GENPILOT1_CV_Escort_Celebrate_IG_004b_NiceOne=(Laughs) Nice one!
PU_GENPILOT1_CV_Escort_Celebrate_IG_005_WellDone=Well done.
PU_GENPILOT1_CV_Escort_EncourageAttack_IG_001_KeepThemOff=Keep them off me.
PU_GENPILOT1_CV_Escort_EncourageAttack_IG_002_ImGonnaNeed=I'm gonna need you to take care of them.
PU_GENPILOT1_CV_Escort_EncourageAttack_IG_003_YoureGonnaHave=You're gonna have to cover me.
PU_GENPILOT1_CV_Escort_EncourageAttack_IG_004_ItsAllYou=It's all you. Handle them.
PU_GENPILOT1_CV_Escort_EncourageAttack_IG_005_YoureUpTime=You're up. Time to show what you got.
PU_GENPILOT1_CV_Escort_EnemiesArrive_IG_001_UhOhThey=Uh oh. They don't look friendly.
PU_GENPILOT1_CV_Escort_EnemiesArrive_IG_002_GotSomeContacts=Got some contacts with bad intentions inbound.
PU_GENPILOT1_CV_Escort_EnemiesArrive_IG_003_LookOutWe=Look out. We got company.
PU_GENPILOT1_CV_Escort_EnemiesArrive_IG_004_ReadyUpContacts=Ready up. Contacts inbound.
PU_GENPILOT1_CV_Escort_EnemiesArrive_IG_005_HmmImGonna=Hmm. I'm gonna guess they aren't here to help.
PU_GENPILOT1_CV_Escort_EnemiesArrive_More_IG_001_GotMoreBad=Got more bad guys on my scope.
PU_GENPILOT1_CV_Escort_EnemiesArrive_More_IG_002_ReadyUpMore=Ready up. More shitheads inbound.
PU_GENPILOT1_CV_Escort_EnemiesArrive_More_IG_003_GotMoreContacts=Got more contacts!
PU_GENPILOT1_CV_Escort_EnemyShipDestroyed_IG_001_EnemyDown=Enemy down.
PU_GENPILOT1_CV_Escort_EnemyShipDestroyed_IG_002_EnemyShipDestroyed=Enemy ship destroyed.
PU_GENPILOT1_CV_Escort_EnemyShipDestroyed_IG_003_GoodKill=Good kill!
PU_GENPILOT1_CV_Escort_EnemyShipDestroyed_IG_004_BadGuyDown=Bad guy down.
PU_GENPILOT1_CV_Escort_EnemyShipDestroyed_IG_005_OneDown=One down.
PU_GENPILOT1_CV_Escort_Expletives_IG_001_ShitShit=Shit. Shit!
PU_GENPILOT1_CV_Escort_Expletives_IG_002_Dammit=Dammit!
PU_GENPILOT1_CV_Escort_Expletives_IG_003_OhYouGoddamn=Goddamn bastard.
PU_GENPILOT1_CV_Escort_Expletives_IG_004_SonOfA=Son of a bitch.
PU_GENPILOT1_CV_Escort_Expletives_IG_004b_SonOfA=Son of a bitch.
PU_GENPILOT1_CV_Escort_Farewell_Bad_IG_001_ThanksIMean=Thanks? I mean, we're alive, so I guess that's a win.
PU_GENPILOT1_CV_Escort_Farewell_Bad_IG_002_WeDoneCool=We done? Cool.
PU_GENPILOT1_CV_Escort_Farewell_Bad_IG_003_WellThatCouldve=Well, that could've gone better. Anyway, I'm out.
PU_GENPILOT1_CV_Escort_Farewell_Bad_IG_004_IfThatsEverything=If that's everything, I think we're done here.
PU_GENPILOT1_CV_Escort_Farewell_Bad_IG_005_ImGoingTo=I'm going to go collapse somewhere.
PU_GENPILOT1_CV_Escort_Farewell_Good_IG_001_ThanksForThe=Thanks for the assist. Take care.
PU_GENPILOT1_CV_Escort_Farewell_Good_IG_002_ItsBeenGood=It's been good having you on my six. Stay safe.
PU_GENPILOT1_CV_Escort_Farewell_Good_IG_003_ThanksForThe=Thanks for the cover. Later.
PU_GENPILOT1_CV_Escort_Farewell_Good_IG_004_LetsDoThis=Let's do this again sometime.
PU_GENPILOT1_CV_Escort_Farewell_Good_IG_005_ThanksForEverything=Thanks for everything. I'll see you around.
PU_GENPILOT1_CV_Escort_FightOver_Bad_IG_001_HolyShitThat=Holy shit that was close.
PU_GENPILOT1_CV_Escort_FightOver_Bad_IG_002_WowLetsNot=< relieved laughter > Wow... let's not do that again.
PU_GENPILOT1_CV_Escort_FightOver_Bad_IG_003_OkayThatWas=Okay. That was a little closer than I would've liked.
PU_GENPILOT1_CV_Escort_FightOver_Bad_IG_004_ICantBelieve=I can't believe we made it out of there.
PU_GENPILOT1_CV_Escort_FightOver_Bad_IG_005_ThatWasA=That was a little nerve-wracking.
PU_GENPILOT1_CV_Escort_FightOver_Good_IG_001_WereAllHere=We're all here? Good.
PU_GENPILOT1_CV_Escort_FightOver_Good_IG_002_JustWhatI=Just what I like to see, a nice, clean victory.
PU_GENPILOT1_CV_Escort_FightOver_Good_IG_003_LooksLikeWere=Looks like we're in the clear.
PU_GENPILOT1_CV_Escort_FightOver_Good_IG_004_ISeeI=I see I didn't waste my credits on you.
PU_GENPILOT1_CV_Escort_FightOver_Good_IG_005_HelluvaJob=(Sighs) Helluva job.
PU_GENPILOT1_CV_Escort_FriendlyFire_IG_001_CheckYourFire=Check your fire!
PU_GENPILOT1_CV_Escort_FriendlyFire_IG_002_HeyWatchYour=Hey! Watch your fire.
PU_GENPILOT1_CV_Escort_FriendlyFire_IG_003_StopShootingMe=Stop shooting me. I'm on your side.
PU_GENPILOT1_CV_Escort_FriendlyFire_Player_IG_001_AhShitSorry=Ah shit! Sorry, that was me.
PU_GENPILOT1_CV_Escort_FriendlyFire_Player_IG_002_OhMyBad=Oh my bad! Didn't mean to hit you.
PU_GENPILOT1_CV_Escort_FriendlyFire_Player_IG_003_SorryIThought=Sorry, I thought you were the bad guy.
PU_GENPILOT1_CV_Escort_FriendlyShipDestroyed_IG_001_ShitWeLost=Shit, we lost one of our own.
PU_GENPILOT1_CV_Escort_FriendlyShipDestroyed_IG_002_FriendlyDownRepeat=Friendly down. Repeat. Friendly down.
PU_GENPILOT1_CV_Escort_FriendlyShipDestroyed_IG_003_HolyShitThat=Holy shit, that was one of our ships.
PU_GENPILOT1_CV_Escort_Greeting_IG_001_HeyYouMy=Hey, you my escort?
PU_GENPILOT1_CV_Escort_Greeting_IG_002_Hi=Hi.
PU_GENPILOT1_CV_Escort_Greeting_IG_003_HeyThereYou=Hey there. You must be the escort. Good to meet you.
PU_GENPILOT1_CV_Escort_Greeting_IG_004_YoYouReady=Yo. You ready to do some escortin'?
PU_GENPILOT1_CV_Escort_Greeting_IG_005_HowsItGoing=How's it going?
PU_GENPILOT1_CV_Escort_KeepLookOut_IG_001_WatchOurBack=Watch our back, okay?
PU_GENPILOT1_CV_Escort_KeepLookOut_IG_002_KeepAnEye=Keep an eye out.
PU_GENPILOT1_CV_Escort_KeepLookOut_IG_003_CoverMe=Cover me.
PU_GENPILOT1_CV_Escort_KeepLookOut_IG_004_YoureUpKeep=You're up. Keep a look out for anything that looks unfriendly.
PU_GENPILOT1_CV_Escort_KeepLookOut_IG_005_TimeToEarn=Time to earn your creds. Keep a look out.
PU_GENPILOT1_CV_Escort_LetsGo_IG_001_LetsHeadOff=Let's head off.
PU_GENPILOT1_CV_Escort_LetsGo_IG_002_LetsGo=Let's go.
PU_GENPILOT1_CV_Escort_LetsGo_IG_003_LetsRollOut=Let's roll out.
PU_GENPILOT1_CV_Escort_LetsGo_IG_004_LetsGetStarted=Let's get started.
PU_GENPILOT1_CV_Escort_LetsGo_IG_005_TimeToGo=Time to go.
PU_GENPILOT1_CV_Escort_LetsGo_Urgent_IG_001_ComeOnCome=Come on, come on. Let's go!
PU_GENPILOT1_CV_Escort_LetsGo_Urgent_IG_002_LetsGetThe=Let's get the hell out of here!
PU_GENPILOT1_CV_Escort_LetsGo_Urgent_IG_003_GoGoGo=Go, go, go!
PU_GENPILOT1_CV_Escort_LetsGo_Urgent_IG_004_MoveIt=Move it!
PU_GENPILOT1_CV_Escort_LetsGo_Urgent_IG_005_LetsMoveLets=Let's move. Let's move.
PU_GENPILOT1_CV_Escort_LetsMoveOn_IG_001_MovingOn=Moving on.
PU_GENPILOT1_CV_Escort_LetsMoveOn_IG_002_LetsKeepGoing=Let's keep going.
PU_GENPILOT1_CV_Escort_LetsMoveOn_IG_003_OkayNextPoint=Okay. Next point.
PU_GENPILOT1_CV_Escort_LetsMoveOn_IG_004_LetsRoll=Let's roll.
PU_GENPILOT1_CV_Escort_LetsMoveOn_IG_005_OkayShallWe=Okay, shall we continue?
PU_GENPILOT1_CV_Escort_MissionFailed_Fired_IG_001_FineWereDone=Fine. We're done.
PU_GENPILOT1_CV_Escort_MissionFailed_Fired_IG_002_ThatsWhatYou=That's what you want? You're fired.
PU_GENPILOT1_CV_Escort_MissionFailed_Fired_IG_003_KissYourCredits=Kiss your credits goodbye.
PU_GENPILOT1_CV_Escort_MissionFailed_IG_001_YouKnowWhat=You know what? Never mind. I'll find somebody else.
PU_GENPILOT1_CV_Escort_MissionFailed_IG_002_JobsOverThanks=Job's over. Thanks for wasting my time.
PU_GENPILOT1_CV_Escort_MissionFailed_IG_003_ThisIsntGonna=This isn't gonna work, is it? Screw it, we're done.
PU_GENPILOT1_CV_Escort_MissionFailed_IG_004_YouHadYour=You had your chance. You blew it.
PU_GENPILOT1_CV_Escort_MissionFailed_IG_005_ScrewItIm=Screw it. I'm done waiting for you.
PU_GENPILOT1_CV_Escort_MissionFailed_Leave_IG_001_ScrewItIm=Screw it. I'm out.
PU_GENPILOT1_CV_Escort_MissionFailed_Leave_IG_002_HellWithThis=Hell with this.
PU_GENPILOT1_CV_Escort_MissionFailed_Leave_IG_003_ItsTooDangerous=It's too dangerous. I'm done.
PU_GENPILOT1_CV_Escort_NeedASecond_IG_001_WellHeadOff=We'll head off in a sec. Just sorting some stuff out.
PU_GENPILOT1_CV_Escort_NeedASecond_IG_002_WeAreGonna=We are gonna need a minute or two.
PU_GENPILOT1_CV_Escort_NeedASecond_IG_003_WereMakingSome=We're making some last minute adjustments.
PU_GENPILOT1_CV_Escort_NeedASecond_IG_004_WellLeaveSoon=We'll leave soon. Just waiting on one more thing.
PU_GENPILOT1_CV_Escort_NeedASecond_IG_005_SorryToDo=Sorry to do this, but we got a couple things to lock down before we head off.
PU_GENPILOT1_CV_Escort_NeedHelp_IG_001_TakingFire=Taking fire!
PU_GENPILOT1_CV_Escort_NeedHelp_IG_002_NeedSomeHelp=Need some help here!
PU_GENPILOT1_CV_Escort_NeedHelp_IG_003_HelpMe=Help me.
PU_GENPILOT1_CV_Escort_NeedHelp_IG_004_NeedHelp=Need help!
PU_GENPILOT1_CV_Escort_NeedHelp_IG_005_ICouldUse=I could use a hand here.
PU_GENPILOT1_CV_Escort_NeedMoreTime_IG_001_WeCantLeave=We can't leave yet, I'm still working.
PU_GENPILOT1_CV_Escort_NeedMoreTime_IG_002_GonnaNeedA=Gonna need a little more time.
PU_GENPILOT1_CV_Escort_NeedMoreTime_IG_003_WereAlmostDone=We're almost done here. It'll just be a little longer.
PU_GENPILOT1_CV_Escort_NeedMoreTime_IG_004_JustGonnaNeed=Just gonna need a little more time.
PU_GENPILOT1_CV_Escort_NeedMoreTime_IG_005_StillCrunchingAway=Still crunching away over here. Might be a little longer.
PU_GENPILOT1_CV_Escort_NeedMoreTime_UnderAttack_IG_001_ImGonnaNeed=I'm gonna need more time.
PU_GENPILOT1_CV_Escort_NeedMoreTime_UnderAttack_IG_002_KeepEmOff=Keep 'em off me. We're still working.
PU_GENPILOT1_CV_Escort_NeedMoreTime_UnderAttack_IG_003_AhJustA=Ah, just a little longer...
PU_GENPILOT1_CV_Escort_NeedMoreTime_UnderAttack_IG_004_AlmostThere=Almost... there...
PU_GENPILOT1_CV_Escort_NeedMoreTime_UnderAttack_IG_005_WeAlmostGot=We've almost got it. Just need a little more time.
PU_GENPILOT1_CV_Escort_PlayerCollideShip_IG_001_AhWatchIt=Ah, watch it!
PU_GENPILOT1_CV_Escort_PlayerCollideShip_IG_002_WhatTheHell=What the hell?
PU_GENPILOT1_CV_Escort_PlayerCollideShip_IG_003_WatchWhereYoure=Watch where you're flying!
PU_GENPILOT1_CV_Escort_PlayerCollideShip_IG_004_ImHit=I'm hit!
PU_GENPILOT1_CV_Escort_PlayerCollideShip_IG_005_ArghDammitThats=Argh, dammit, that's gonna leave a mark.
PU_GENPILOT1_CV_Escort_PlayerFliesTooClose_IG_001_DriftingALittle=Drifting a little close, aren't you?
PU_GENPILOT1_CV_Escort_PlayerFliesTooClose_IG_002_CarefulYoureGonna=Careful, you're gonna hit me.
PU_GENPILOT1_CV_Escort_PlayerFliesTooClose_IG_003_YouMindBacking=You mind backing off a bit?
PU_GENPILOT1_CV_Escort_PlayerFliesTooClose_IG_004_HeyWatchYour=Hey, watch your proximity.
PU_GENPILOT1_CV_Escort_PlayerFliesTooClose_IG_005_CarefulYoureFlying=Careful, you're flying a little too close.
PU_GENPILOT1_CV_Escort_PlayerLateScolding_IG_001_GetLost=Get lost?
PU_GENPILOT1_CV_Escort_PlayerLateScolding_IG_002_ThereYouAre=There you are. Thought we were gonna need to send a search party.
PU_GENPILOT1_CV_Escort_PlayerLateScolding_IG_003_AboutTimeI=About time. I was getting worried.
PU_GENPILOT1_CV_Escort_QTravelDest_IG_001_SendingQTPoint=Sending QT point.
PU_GENPILOT1_CV_Escort_QTravelDest_IG_002_StandByFor=Stand by for quantum travel point.
PU_GENPILOT1_CV_Escort_QTravelDest_IG_003_HeresTheNav=Here's the nav point.
PU_GENPILOT1_CV_Escort_QTravelDest_IG_004_SendingTheQT=Sending the QT marker.
PU_GENPILOT1_CV_Escort_QTravelDest_IG_005_HereAreThe=Here are the coordinates.
PU_GENPILOT1_CV_Escort_QTravelDest_Next_IG_001_NextNavPoint=Next nav point, coming up.
PU_GENPILOT1_CV_Escort_QTravelDest_Next_IG_002_MovingOntoOur=Moving onto our next QT point.
PU_GENPILOT1_CV_Escort_QTravelDest_Next_IG_003_SendingTheNext=Sending the next nav point.
PU_GENPILOT1_CV_Escort_QTravelSpooling_IG_001_SpoolingUpQuantum=Spooling up Quantum Drive.
PU_GENPILOT1_CV_Escort_QTravelSpooling_IG_002_LetsSpinUp=Let's spin up and head out.
PU_GENPILOT1_CV_Escort_QTravelSpooling_IG_003_DestinationLockedHeading=Destination locked. Heading out now.
PU_GENPILOT1_CV_Escort_QTravelSpooling_IG_004_SpinningUp=Spinning up.
PU_GENPILOT1_CV_Escort_QTravelSpooling_IG_005_StandByFor=Stand by for quantum travel.
PU_GENPILOT1_CV_Escort_ReadyToGo_IG_001_ThatsItWere=That's it. We're all good.
PU_GENPILOT1_CV_Escort_ReadyToGo_IG_002_OkayThanksFor=Okay, thanks for waiting. We're all set here.
PU_GENPILOT1_CV_Escort_ReadyToGo_IG_003_ThatllDoIt=That'll do it. Sorry for the delay.
PU_GENPILOT1_CV_Escort_ReadyToGo_IG_004_DoneGoodTo=Done. Good to go.
PU_GENPILOT1_CV_Escort_ReadyToGo_IG_005_AllSetHere=All set here.
PU_GENPILOT1_CV_Escort_ReturnToStart_IG_001_AndThatsThat=And that's that. Let's head back.
PU_GENPILOT1_CV_Escort_ReturnToStart_IG_002_WereAllGood=We're all good here. Heading home.
PU_GENPILOT1_CV_Escort_ReturnToStart_IG_003_ThatsTheLast=That's the last of 'em.
PU_GENPILOT1_CV_Escort_ReturnToStart_IG_004_IThinkThats=I think that's everything. We can head back.
PU_GENPILOT1_CV_Escort_ReturnToStart_IG_005_AndWereDone=And we're done. Wasn't too bad, right?
PU_GENPILOT1_CV_Escort_StartWork_IG_001_StartingScan=Starting scan.
PU_GENPILOT1_CV_Escort_StartWork_IG_002_LetsGetTo=Let's get to work.
PU_GENPILOT1_CV_Escort_StartWork_IG_003_GreatLetsGet=Great. Let's get started.
PU_GENPILOT1_CV_Escort_StartWork_IG_004_AlrightWellGet=Alright. We'll get started.
PU_GENPILOT1_CV_Escort_StartWork_IG_005_ClockStartsNow=Clock starts... now.
PU_GENPILOT1_CV_Escort_StayClose_High_IG_001_WhereTheHell=Where the hell you going?
PU_GENPILOT1_CV_Escort_StayClose_High_IG_002_GetBackHere=Get back here. Now.
PU_GENPILOT1_CV_Escort_StayClose_High_IG_003_ErrFightsOver=Err, fight's over here, genius.
PU_GENPILOT1_CV_Escort_StayClose_Low_IG_001_DontWanderOff=Don't wander off.
PU_GENPILOT1_CV_Escort_StayClose_Low_IG_002_WhereYouGoing=Where you going?
PU_GENPILOT1_CV_Escort_StayClose_Low_IG_003_GetBackHere=Get back here. You're supposed to be guarding me.
PU_GENPILOT1_CV_Escort_StayClose_Low_IG_004_ComeOnGet=Come on. Get back here.
PU_GENPILOT1_CV_Escort_StayClose_Low_IG_005_HeyImGonna=Hey, I'm gonna need you back here.
PU_GENPILOT1_CV_Escort_Thanks_IG_001_Thanks=Thanks.
PU_GENPILOT1_CV_Escort_Thanks_IG_002_ThankYou=Thank you.
PU_GENPILOT1_CV_Escort_Thanks_IG_003_AppreciateIt=Appreciate it.
PU_GENPILOT1_CV_Escort_UnderAttack_High_IG_001_ALittleHelp=A little help here!
PU_GENPILOT1_CV_Escort_UnderAttack_High_IG_002_TakingHeavyFire=Taking heavy fire.
PU_GENPILOT1_CV_Escort_UnderAttack_High_IG_003_CouldDefinitelyUse=Could definitely use some support about now.
PU_GENPILOT1_CV_Escort_UnderAttack_Low_IG_001_GettingChewedUp=Getting chewed up here!
PU_GENPILOT1_CV_Escort_UnderAttack_Low_IG_002_OhShitI=Oh shit. I probably needed that.
PU_GENPILOT1_CV_Escort_UnderAttack_Low_IG_003_NeedHelpIm=Need help. I'm losing ship systems.
PU_GENPILOT1_CV_Escort_UnderAttack_Low_IG_004_TakingFire=Taking fire.
PU_GENPILOT1_CV_Escort_UnderAttack_Low_IG_005_OwThatHurt=Ow. That hurt.
PU_GENPILOT1_CV_Escort_WaitedTooLong_IG_001_YouKnowWhat=You know what? I think we've waited long enough.
PU_GENPILOT1_CV_Escort_WaitedTooLong_IG_002_ScrewItWell=Screw it. We'll have to make do.
PU_GENPILOT1_CV_Escort_WaitedTooLong_IG_003_IGuessThey=I guess they aren't showing up.
PU_GENPILOT1_CV_Escort_WaitedTooLong_IG_004_HmmWeMight=Hmm. We might have to get going without them.
PU_GENPILOT1_CV_Escort_WaitedTooLong_IG_005_ThatSucksI=That sucks. I wonder where they are...
PU_GENPILOT1_CV_Escort_WaitingForOthers_IG_001_WereWaitingOn=We're waiting on some other people.
PU_GENPILOT1_CV_Escort_WaitingForOthers_IG_002_WellHeadOut=We'll head out when everyone's here.
PU_GENPILOT1_CV_Escort_WaitingForOthers_IG_003_StillWaitingOn=Still waiting on a couple people.
PU_GENPILOT1_CV_Escort_WaitingForOthers_IG_004_GotAFew=Got a few more showing up.
PU_GENPILOT1_CV_Escort_WaitingForOthers_IG_005_HangOutFor=Hang out for a sec, we aren't all here.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Hit_High_IG_001_DammitStopHitting=Dammit. Stop hitting me! Stop it or this is over.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Hit_High_IG_002_StopMessingUp=Stop messing up my ship. Last chance.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Hit_High_IG_003_ICantBelieve=I can't believe I have to say this, but stop wrecking my ship.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Low_IG_001_LetsGetBack=Let's get back on mission, okay?
PU_GENPILOT1_CV_Escort_WarningMissionFail_Low_IG_002_ComeOnWeve=Come on, we've got a job to do. I'm getting tired of saying it.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Low_IG_003_LookLetsGet=Look, let's get this done, okay? I'm not gonna say it again.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Low_IG_004_IfYouDont=If you don't do the job, you won't get paid. Understand?
PU_GENPILOT1_CV_Escort_WarningMissionFail_Low_IG_005_IveHiredYou=I've hired you to do a job. If you won't do it, we need to reconsider your employment.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Wander_High_IG_001_GetYourAss=Get your ass back here or you're fired.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Wander_High_IG_002_YouFlyAway=You fly away from me and we are done. You hear me?
PU_GENPILOT1_CV_Escort_WarningMissionFail_Wander_High_IG_003_HeyIHired=Hey, I hired your to protect me. Now get back here and protect me!
PU_GENPILOT1_CV_Escort_WarningMissionFail_Wander_Low_IG_001_GetBackOver=Get back over here, okay? I'm not going to tell you again.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Wander_Low_IG_002_StopWanderingOff=Stop wandering off, we got a job to do.
PU_GENPILOT1_CV_Escort_WarningMissionFail_Wander_Low_IG_003_LookIfYou=Look, if you don't get back here right now, I will seriously reconsider your employment status.
PU_GENPILOT1_CV_Escort_WereAllHere_IG_001_EveryoneHereCool=Everyone here? Cool.
PU_GENPILOT1_CV_Escort_WereAllHere_IG_002_AndThatsEverybody=And that's everybody.
PU_GENPILOT1_CV_Escort_WereAllHere_IG_003_WereAllHere=We're all here.
PU_GENPILOT1_CV_Escort_WereAllHere_IG_004_ThatsTheLast=That's the last.
PU_GENPILOT1_CV_Escort_WereAllHere_IG_005_ThatsItEveryone=That's it. Everyone's here.
PU_GENPILOT1_CV_Escort_WorkFinished_IG_001_ThereWeShould=There. We should be good now.
PU_GENPILOT1_CV_Escort_WorkFinished_IG_002_WereAllSet=We're all set on this end.
PU_GENPILOT1_CV_Escort_WorkFinished_IG_003_AndComplete=Aaaaaand... complete.
PU_GENPILOT1_CV_Escort_WorkFinished_IG_004_Done=Done.
PU_GENPILOT1_CV_Escort_WorkFinished_IG_005_ThatllDoIt=That'll do it.
PU_GENPILOT1_CV_Escort_WorkFinished_UnderAttack_IG_001_DoneGo=Done! Go!
PU_GENPILOT1_CV_Escort_WorkFinished_UnderAttack_IG_002_AllSet=All set!
PU_GENPILOT1_CV_Escort_WorkFinished_UnderAttack_IG_003_Finished=Finished!
PU_GENPILOT1_CV_Escort_WorkFinished_UnderAttack_IG_004_GotIt=Got it.
PU_GENPILOT1_CV_Escort_WorkFinished_UnderAttack_IG_005_ThatsIt=That's it.
PU_GENPILOT1_CV_FriendliesToPlayerArrive_IG_001_CalledInThe=Called in the calvary, huh?
PU_GENPILOT1_CV_FriendliesToPlayerArrive_IG_002_BringAllThe=Bring all the backup you want, won't change a thing.
PU_GENPILOT1_CV_FriendliesToPlayerArrive_IG_003_NahBroughtMore=Nah, brought more people to die, huh?
PU_GENPILOT1_CV_GetHits_IG_EX_001=<Grunt>
PU_GENPILOT1_CV_GetHits_IG_EX_002=<Grunt>
PU_GENPILOT1_CV_GetHits_IG_EX_003=<Grunt>
PU_GENPILOT1_CV_GetHits_IG_EX_004=<Grunt>
PU_GENPILOT1_CV_GetHits_IG_EX_005=<Grunt>
PU_GENPILOT1_CV_GetHits_IG_EX_006=<Grunt>
PU_GENPILOT1_CV_GetHits_IG_EX_007=<Grunt>
PU_GENPILOT1_CV_LosingFrustration_IG_001_WhyWontYou=Why won't you die?!
PU_GENPILOT1_CV_LosingFrustration_IG_002_YouLittleShit=You little shit.
PU_GENPILOT1_CV_LosingFrustration_IG_003_LookMaybeWe=Look, maybe we can work something out.
PU_GENPILOT1_CV_MindYourBusiness_IG_001_DriftOnYou=Drift on. You don't want any part of this.
PU_GENPILOT1_CV_MindYourBusiness_IG_002_JustTurnAround=Just turn around and fly away.
PU_GENPILOT1_CV_MindYourBusiness_IG_003_ImGonnaDo=I'm gonna do you a favor here. Ready? Piss off.
PU_GENPILOT1_CV_MindYourBusiness_IG_004_NothingToSee=Nothing to see here, sport. If you catch my meaning.
PU_GENPILOT1_CV_MindYourBusiness_IG_005_YouJustWandered=You just wandered into what I like to call, a potentially lethal scenario. I'd advise leaving. Now.
PU_GENPILOT1_CV_MindYourBusiness_Salvage_IG_001_WhatsTheSaying=What's the saying? Finder's keepers... well we found it first, so keep on flying.
PU_GENPILOT1_CV_MindYourBusiness_Salvage_IG_002_IfYouThink=If you think you're gonna snag any of this sweet 'tritus, you got another thing coming.
PU_GENPILOT1_CV_MindYourBusiness_Salvage_IG_003_NothingToSee=Nothing to see here. Just move the hell along.
PU_GENPILOT1_CV_PlayerAttackFirst_IG_001_OhSoThats=Oh (laughs), so that's how it's gonna be.
PU_GENPILOT1_CV_PlayerAttackFirst_IG_002_OhYouWanna=Oh, you wanna fight? You got one now.
PU_GENPILOT1_CV_PlayerAttackFirst_IG_003_BigMistake=Big mistake.
PU_GENPILOT1_CV_PlayerAttackFirst_IG_004_NowWhydYou=(Sighs) Now why'd you have to go and do that?
PU_GENPILOT1_CV_PlayerAttackFirst_IG_005_YouJustMade=You just made one of those life-changing mistakes.
PU_GENPILOT1_CV_Retreat_IG_001_YouKnowWhat=You know what? Hell with it. I'm out of here.
PU_GENPILOT1_CV_Retreat_IG_002_JeezNeverMind=Jeez, never mind. I'll rob someone easier.
PU_GENPILOT1_CV_Retreat_IG_003_OkayOkayIm=Okay, okay. I'm going.
PU_GENPILOT1_CV_RevengePosse_Greeting_IG_001_WellLookWho=Well, look who we got here. Took a while to find you, bounty hunter.
PU_GENPILOT1_CV_RevengePosse_Greeting_IG_002_YoureGonnaPay=You're gonna pay for what you did to our friend.
PU_GENPILOT1_CV_RevengePosse_Greeting_IG_003_YouThinkYou=You think you can just kill our friend and not expect payback?
PU_GENPILOT1_CV_Target_Chase_IG_001_WhereDoYou=(Laughs) Where do you think you're going?
PU_GENPILOT1_CV_Target_Chase_IG_002_YouHadYour=You had your chance to leave. Can't change your mind now.
PU_GENPILOT1_CV_Target_Chase_IG_003_ImNotThrough=I'm not through with you yet.
PU_GENPILOT1_CV_Target_Greet_IG_001_AhThereYou=Ah! There you are. Been paid quite a lot of money to take you down. Shall we get started?
PU_GENPILOT1_CV_Target_Greet_IG_002_ImNotOne=I'm not one to get poetic, but it's been quite a long road to get to you. Time to collect.
PU_GENPILOT1_CV_Target_Greet_IG_003_AlrightImSure=Alright. I'm sure you know the routine; we can do this the easy way or the hard way. I'll be honest, you've already been such a hassle, I'm hoping for the latter.
PU_GENPILOT1_CV_Target_Taunt_IG_001_HonestlyThisIsnt=Honestly, this isn't going to end well for you.
PU_GENPILOT1_CV_Target_Taunt_IG_002_LookYouveHad=Look, you've had your fun, now give up before I really have to hurt you.
PU_GENPILOT1_CV_Target_Taunt_IG_003_IThoughtYou=I thought you were supposed to be tough!
PU_GENPILOT1_CV_Target_Taunt_IG_004_ICantBelieve=I can't believe someone's actually paying to take you out. I am seriously overcharging.
PU_GENPILOT1_CV_Target_Taunt_IG_005_DontThinkYoull=Don't think you'll get out of this one.
PU_GENPILOT1_CV_Taunt_BountyHunter_IG_001_WhatDidYou=What, did you think this was gonna be easy?
PU_GENPILOT1_CV_Taunt_BountyHunter_IG_002_HateToBreak=Hate to break this to you, but you might be a little over your head.
PU_GENPILOT1_CV_Taunt_BountyHunter_IG_003_DoYouThink=Do you think you're the first bounty hunter I've had to deal with?
PU_GENPILOT1_CV_Taunt_General_IG_001_ThatAllYou=That all you got?
PU_GENPILOT1_CV_Taunt_General_IG_001b_ThatAllYou=(Laughs) That all you got?
PU_GENPILOT1_CV_Taunt_General_IG_002_ComeOnLets=Come on, let's see what you're made of.
PU_GENPILOT1_CV_Taunt_General_IG_003_ThisIsNothing=This is nothing personal. Honestly. We all have to eat, you know?
PU_GENPILOT1_CV_Taunt_General_IG_004_IHateTo=I hate to say this, but you don't think you can win, do you?
PU_GENPILOT1_CV_Taunt_General_IG_005_YouShouldveLeft=You should've left us alone.
PU_GENPILOT1_CV_Taunt_Kill_IG_001_NiceOne=Haha, nice one!
PU_GENPILOT1_CV_Taunt_Kill_IG_002_ImReallySorry=I'm really sorry it had to come to this.
PU_GENPILOT1_CV_Taunt_Kill_IG_003_OhNoThat=Oh no (laughing)... that had to hurt.
PU_GENPILOT1_CV_Taunt_Kill_IG_004_YouSureYou=You sure you still wanna fight?
PU_GENPILOT1_CV_Taunt_Kill_IG_005_AwThatWas=Aw, that was one of yours. Wasn't it?
PU_GENPILOT1_CV_Taunt_Missile_IG_001_GotSomethingFor=Got something for you.
PU_GENPILOT1_CV_Taunt_Missile_IG_002_HereYouGo=Here you go.
PU_GENPILOT1_CV_Taunt_Missile_IG_003_HeresSomethingWith=Here's something with your name on it.
PU_GENPILOT1_CV_Taunt_WarningAttack_IG_001_ThisIsYour=This is your last chance.
PU_GENPILOT1_CV_Taunt_WarningAttack_IG_002_YeahYouDont=Yeah, you don't want this kind of trouble.
PU_GENPILOT1_CV_Taunt_WarningAttack_IG_003_ImNotGonna=I'm not gonna repeat myself.
PU_GENPILOT1_CV_Taunt_WarningAttack_IG_004_IsThisReally=Is this really what you want?
PU_GENPILOT1_CV_Taunt_WarningAttack_IG_005_YoureAboutTo=You're about to enter a world of pain. Don't say I didn't warn you.
PU_GENPILOT2_CV_AnnounceAttack_IG_001_WellWhatYou=Well what you do you know. Seems we're going to make some creds today after all.
PU_GENPILOT2_CV_AnnounceAttack_IG_002_OhHereWe=Oh, here we go. Some nice, juicy victims. That's what I like to see.
PU_GENPILOT2_CV_AnnounceAttack_IG_003_CongratulationsLooksLike=Congratulations, looks like you are going to make the news tomorrow.
PU_GENPILOT2_CV_AnnounceAttack_IG_004_JustWhenI=Just when I think it's going to be a shit day, I come across a nice score like you.
PU_GENPILOT2_CV_AnnounceAttack_IG_005_HeyJustWanted=Hey, just wanted to let you know that this isn't personal, strictly business.
PU_GENPILOT2_CV_BountyHunter_Greeting_IG_001_ReallyTheySent=Really? They sent you to take me down?
PU_GENPILOT2_CV_BountyHunter_Greeting_IG_002_WhateverThePrice=Whatever the price on my head is, I hope its worth your life.
PU_GENPILOT2_CV_BountyHunter_Greeting_IG_003_IfYouActually=If you actually think you can collect on me, I'm telling you, it's not gonna happen.
PU_GENPILOT2_CV_BountyHunter_Greeting_IG_004_IGuessSomeone=I guess someone was actually brave enough to try to collect on my bounty. Big mistake.
PU_GENPILOT2_CV_BountyHunter_Greeting_IG_005_WhatAreYou=What are you supposed to be? Some kind of Bounty Hunter? Good luck with that.
PU_GENPILOT2_CV_DeathThroe_Scream_IG_EX_001=<Grunt>
PU_GENPILOT2_CV_DeathThroe_Scream_IG_EX_002=<Grunt>
PU_GENPILOT2_CV_DeathThroe_Scream_IG_EX_003=<Grunt>
PU_GENPILOT2_CV_DeathThroe_Scream_IG_EX_004=<Grunt>
PU_GENPILOT2_CV_DeathThroe_Scream_IG_EX_005=<Grunt>
PU_GENPILOT2_CV_DeathThroe_Sudden_IG_EX_001=<Grunt>
PU_GENPILOT2_CV_DeathThroe_Sudden_IG_EX_002=<Grunt>
PU_GENPILOT2_CV_Distress_AlmostDone_UnderAttack_IG_001_AlmostDoneJust=Almost done. Just a bit more.
PU_GENPILOT2_CV_Distress_AlmostDone_UnderAttack_IG_002_WereAlmostBack=We're almost back online. Hold on.
PU_GENPILOT2_CV_Distress_AlmostDone_UnderAttack_IG_003_JustALittle=Just a little bit longer. We're getting close.
PU_GENPILOT2_CV_Distress_Arrive_Combat_IG_001_ArentYouA=Aren't you a sight for sore eyes. If you can fight, I could sure use the hand.
PU_GENPILOT2_CV_Distress_Arrive_Combat_IG_002_ManImHappy=Man, I'm happy you're here. Maybe together we stand chance in this fight.
PU_GENPILOT2_CV_Distress_Arrive_Combat_IG_003_OhGodI=Oh god. I didn't think anyone was coming. Hurry and help me take them out.
PU_GENPILOT2_CV_Distress_Arrive_Combat_IG_004_CantBelieveSomeone=Can't believe someone actually heard my distress call! Now we can turn the table on these lowlifes.
PU_GENPILOT2_CV_Distress_Arrive_Combat_IG_005_DamnIAm=Damn, I am so glad to see a friendly face. Let's teach these assholes a lesson.
PU_GENPILOT2_CV_Distress_Arrive_ShipBroken_IG_001_ThankGoodnessYoure=Thank goodness you're here. Cover me while I fix my ship.
PU_GENPILOT2_CV_Distress_Arrive_ShipBroken_IG_002_YesIWas=Yes! I was worried no one was coming! Now you can fight them while I do repairs.
PU_GENPILOT2_CV_Distress_Arrive_ShipBroken_IG_003_ThankGodYou=Thank god you came. I need some cover while I bring ship back online.
PU_GENPILOT2_CV_Distress_Arrive_ShipBroken_IG_004_DamnIAm=Damn. I am so happy to see you. I can fix my ship but I need you to watch my back.
PU_GENPILOT2_CV_Distress_Arrive_ShipBroken_IG_005_ICantBelieve=I can't believe someone actually showed. If you hold them off for long enough, I can get my ship running again.
PU_GENPILOT2_CV_Distress_BegForLife_IG_001_PleaseDontDo=Please. Don't do this.
PU_GENPILOT2_CV_Distress_BegForLife_IG_002_YouDontHave=You don't have to do this.
PU_GENPILOT2_CV_Distress_BegForLife_IG_003_ThisIsSome=This is some kind of misunderstanding. Please.
PU_GENPILOT2_CV_Distress_Call_Comm_IG_001_HelpAnyoneIm=Help. Anyone. I'm under attack. Repeat, I'm under attack.
PU_GENPILOT2_CV_Distress_Call_Comm_IG_002_ThisIsA=This is a distress call. I am in immediate need of assistance.
PU_GENPILOT2_CV_Distress_Call_Comm_IG_003_AllShipsIn=All ships in range. I'm under attack. Please. Please help me.
PU_GENPILOT2_CV_Distress_Call_Comm_IG_004_AlertAttackIn=Alert! Attack in progress! Send help now!
PU_GENPILOT2_CV_Distress_Call_Comm_IG_005_HeyIfAnyone=Hey... if anyone can hear this, I'm being attacked and well... things are looking pretty dire over here. I damn sure could use some help and I mean now.
PU_GENPILOT2_CV_Distress_Call_UnderAttack_IG_001_ThisIsAn=This is an emergency comm. I am under attack and in need of assistance. Come back.
PU_GENPILOT2_CV_Distress_Call_UnderAttack_IG_002_AllShipsThis=All ships. This is an emergency. I'm being attacked.
PU_GENPILOT2_CV_Distress_Call_UnderAttack_IG_003_SOSImUnder=S.O.S. I'm under attack. I don't how much longer I can hold out! If you hear this, send help!
PU_GENPILOT2_CV_Distress_Call_UnderAttack_IG_004_HelpImBeing=Help! I'm being attack! Repeat, some assholes are trying to kill me!
PU_GENPILOT2_CV_Distress_Call_UnderAttack_IG_005_MaydayMaydayBeing=Mayday! Mayday! Being attacked and I need assistance!
PU_GENPILOT2_CV_Distress_Farewell_Bad_IG_001_AllRightIm=All right, I'm getting out of here before something else goes wrong.
PU_GENPILOT2_CV_Distress_Farewell_Bad_IG_002_AnywayCantSit=Anyway, can't sit around here all day.
PU_GENPILOT2_CV_Distress_Farewell_Bad_IG_003_IShouldGo=I should go before anything else happens.
PU_GENPILOT2_CV_Distress_Farewell_Bad_IG_004_WellHellIf=Well, hell if I'm going to wait around here any longer.
PU_GENPILOT2_CV_Distress_Farewell_Bad_IG_005_OkayImGonna=Okay. I'm gonna go while I still can.
PU_GENPILOT2_CV_Distress_Farewell_Good_IG_001_AllRightI=All right, I better head out. Fly safe.
PU_GENPILOT2_CV_Distress_Farewell_Good_IG_002_IShouldGet=I should get going. See you around.
PU_GENPILOT2_CV_Distress_Farewell_Good_IG_003_WellIBetter=Well, I better get moving along. Good luck out there.
PU_GENPILOT2_CV_Distress_Farewell_Good_IG_004_AnywayHopeYou=Anyway, hope you have better luck than I did out there. Fly safe.
PU_GENPILOT2_CV_Distress_Farewell_Good_IG_005_OkayIBetter=Okay. I better go and check in and let everyone know I'm fine. Be good.
PU_GENPILOT2_CV_Distress_FightOver_Bad_IG_001_ICantBelieve=I can't believe we came out the other side of that one.
PU_GENPILOT2_CV_Distress_FightOver_Bad_IG_002_DamnThatWas=Damn, that was close. I swear we were done for.
PU_GENPILOT2_CV_Distress_FightOver_Bad_IG_003_IThoughtWe=I thought we were goners for sure.
PU_GENPILOT2_CV_Distress_FightOver_Bad_IG_004_IDontKnow=I don't know how we got through that alive, but I'm sure glad we pulled it off.
PU_GENPILOT2_CV_Distress_FightOver_Bad_IG_005_ThatWasSome=That was some impressive flying. I think those bastards will think twice before attacking and innocent pilot again.
PU_GENPILOT2_CV_Distress_FightOver_Good_IG_001_ThanksForThe=Thanks for the help. I don't know what we would have done if you hadn't shown up.
PU_GENPILOT2_CV_Distress_FightOver_Good_IG_002_SeriouslyAppreciateAll=Seriously appreciate all your help. We would have been dead for sure.
PU_GENPILOT2_CV_Distress_FightOver_Good_IG_003_TheWayYou=The way you handled that? Color me impressed.
PU_GENPILOT2_CV_Distress_FightOver_OfferPayment_IG_001_HereIWant=Here. I want you to have this.
PU_GENPILOT2_CV_Distress_FightOver_OfferPayment_IG_002_PleaseTakeThis=Please, take this. It's the least I can do.
PU_GENPILOT2_CV_Distress_FightOver_OfferPayment_IG_003_IKnowIts=I know it's not much, but I want you to have this.
PU_GENPILOT2_CV_Distress_FightOver_OfferPayment_IG_004_HereALittle=Here. A little something for all your trouble.
PU_GENPILOT2_CV_Distress_FightOver_OfferPayment_IG_005_ToShowJust=To show just how much I appreciate the help, here.
PU_GENPILOT2_CV_Distress_FightOver_UrgentQTravel_IG_001_TimeToGet=Time to get the hell out of here.
PU_GENPILOT2_CV_Distress_FightOver_UrgentQTravel_IG_002_LetsGoCome=Let's go. Come on!
PU_GENPILOT2_CV_Distress_FightOver_UrgentQTravel_IG_003_QuantumOutNow=Quantum out, now! Go!
PU_GENPILOT2_CV_Distress_FinishedRepairs_UnderAttack_IG_001_WereDoneWe=We're done! We did it!
PU_GENPILOT2_CV_Distress_FinishedRepairs_UnderAttack_IG_002_RepairsFinished=Repairs finished!
PU_GENPILOT2_CV_Distress_FinishedRepairs_UnderAttack_IG_003_ThatsItWere=That's it! We're all set!
PU_GENPILOT2_CV_Distress_NeedMoreTime_Repairing_IG_001_AlmostDoneWith=Almost done with repairs, just need a bit more time.
PU_GENPILOT2_CV_Distress_NeedMoreTime_Repairing_IG_002_WereTryingTo=We're trying to get the ship up and running, but it's going to take some time.
PU_GENPILOT2_CV_Distress_NeedMoreTime_Repairing_IG_003_GotRepairsUnderway=Got repairs underway to try to get out of here, but we can't finish with these assholes hounding us.
PU_GENPILOT2_CV_Distress_OfferBribeForLife_IG_001_ListenWhatDo=Listen, what do you want? Credits? I'll give you credits.
PU_GENPILOT2_CV_Distress_OfferBribeForLife_IG_002_IfYouWant=If you want money, I can pay you. Just, please stop.
PU_GENPILOT2_CV_Distress_OfferBribeForLife_IG_003_YouWinIll=You win, I'll pay. Here, take it and just go.
PU_GENPILOT2_CV_Distress_PlayerAttacks_IG_001_WhatTheHell=What the hell are you doing?
PU_GENPILOT2_CV_Distress_PlayerAttacks_IG_002_YouAsshole=You asshole!
PU_GENPILOT2_CV_Distress_PlayerAttacks_IG_003_IDontBelieve=I don't believe this shit.
PU_GENPILOT2_CV_Distress_PlayerCollideShip_IG_001_SeriouslyYouveBeen=Seriously? You've been drinking or something?
PU_GENPILOT2_CV_Distress_PlayerCollideShip_IG_002_YouDidNot=You did not just do that.
PU_GENPILOT2_CV_Distress_PlayerCollideShip_IG_003_LearnToFly=Learn to fly!
PU_GENPILOT2_CV_Distress_PlayerFliesTooClose_IG_001_WoahWatchIt=Woah. Watch it.
PU_GENPILOT2_CV_Distress_PlayerFliesTooClose_IG_002_ThatWasA=That was a close one.
PU_GENPILOT2_CV_Distress_PlayerFliesTooClose_IG_003_WatchWhereYoure=Watch where you're going.
PU_GENPILOT2_CV_Distress_TakingTooMuchDamage_IG_001_CantWorkLike=Can't work like this. Get them off us.
PU_GENPILOT2_CV_Distress_TakingTooMuchDamage_IG_002_ClearUsSome=Clear us some space to work!
PU_GENPILOT2_CV_Distress_TakingTooMuchDamage_IG_003_IfTheyKeep=If they keep this up, we're not going to finish!
PU_GENPILOT2_CV_EnemiesToPlayerArrive_IG_001_TheyreHereTo=They're here to help me take out the rest of you idiots.
PU_GENPILOT2_CV_EnemiesToPlayerArrive_IG_002_AboutTimeThey=About time they showed up. Now, we can finish this.
PU_GENPILOT2_CV_EnemiesToPlayerArrive_IG_003_NowYoureDone=Now you're done for sure.
PU_GENPILOT2_CV_Escort_AllShipsDestroyed_IG_001_IThinkWere=I think we're clear.
PU_GENPILOT2_CV_Escort_AllShipsDestroyed_IG_002_ThatsTheEnd=That's the end of them.
PU_GENPILOT2_CV_Escort_AllShipsDestroyed_IG_003_RadarsClearI=Radar's clear. I think that was the last of those assholes.
PU_GENPILOT2_CV_Escort_AllShipsDestroyed_IG_004_IsThatIt=Is that it? Is that all of them?
PU_GENPILOT2_CV_Escort_AllShipsDestroyed_IG_005_ICantSee=I can't see any more of them. I think we're good.
PU_GENPILOT2_CV_Escort_AlmostDead_IG_001_NotGonnaHold=Not gonna hold out much longer!
PU_GENPILOT2_CV_Escort_AlmostDead_IG_002_GonnaBeGoners=Gonna be goners in a second!
PU_GENPILOT2_CV_Escort_AlmostDead_IG_003_CantTakeMuch=Can't take much more of this!
PU_GENPILOT2_CV_Escort_AlmostDead_IG_004_ShipsStartingTo=Ship's starting to break apart!
PU_GENPILOT2_CV_Escort_AlmostDead_IG_005_ImDeadIf=I'm dead if you don't do something!
PU_GENPILOT2_CV_Escort_AlmostDone_IG_001_JustAboutDone=Just about done over here. Stay alert.
PU_GENPILOT2_CV_Escort_AlmostDone_IG_002_AlmostFinishedShouldnt=Almost finished. Shouldn't be too much longer.
PU_GENPILOT2_CV_Escort_AlmostDone_IG_003_WrappingUpNow=Wrapping up now. Stand by.
PU_GENPILOT2_CV_Escort_AlmostDone_IG_004_NotTooMuch=Not too much left to do now.
PU_GENPILOT2_CV_Escort_AlmostDone_IG_005_TakingCareOf=Taking care of the last few things and then we can go.
PU_GENPILOT2_CV_Escort_ArriveAtDest_IG_001_TheresTheJob=There's the job site.
PU_GENPILOT2_CV_Escort_ArriveAtDest_IG_002_HereWeAre=Here we are.
PU_GENPILOT2_CV_Escort_ArriveAtDest_IG_003_ThisIsOur=This is our stop.
PU_GENPILOT2_CV_Escort_ArriveAtDest_IG_004_LookSharpWere=Look sharp, we're here.
PU_GENPILOT2_CV_Escort_ArriveAtDest_IG_005_AllRightEveryone=All right, everyone. This is us.
PU_GENPILOT2_CV_Escort_Celebrate_IG_001_Yes=Yes!
PU_GENPILOT2_CV_Escort_Celebrate_IG_002_NicelyDone=Nicely done.
PU_GENPILOT2_CV_Escort_Celebrate_IG_003_ThatsIt=That's it!
PU_GENPILOT2_CV_Escort_Celebrate_IG_004_ThatsWhatI=That's what I like to see!
PU_GENPILOT2_CV_Escort_Celebrate_IG_005_HellYeah=Hell yes!
PU_GENPILOT2_CV_Escort_EncourageAttack_IG_001_TakeCareOf=Take care of these bastards.
PU_GENPILOT2_CV_Escort_EncourageAttack_IG_002_FullAttackOpen=Full attack. Open fire.
PU_GENPILOT2_CV_Escort_EncourageAttack_IG_003_YouNeedTo=You need to stop these creeps before it's too late.
PU_GENPILOT2_CV_Escort_EncourageAttack_IG_004_TakeEmOut=Take 'em out while we still can.
PU_GENPILOT2_CV_Escort_EncourageAttack_IG_005_DoYourJob=Do your job and end these assholes.
PU_GENPILOT2_CV_Escort_EnemiesArrive_IG_001_GetReadyWeve=Get ready. We've got incoming.
PU_GENPILOT2_CV_Escort_EnemiesArrive_IG_002_DamnItWe=Damn it. We got company.
PU_GENPILOT2_CV_Escort_EnemiesArrive_IG_003_LookSharpTrouble=Look sharp. Trouble.
PU_GENPILOT2_CV_Escort_EnemiesArrive_IG_004_HeadsUpEveryone=Heads up everyone.
PU_GENPILOT2_CV_Escort_EnemiesArrive_IG_005_GuessItWas=Guess it was too much to hope we'd get off easy.
PU_GENPILOT2_CV_Escort_EnemiesArrive_More_IG_001_MoreEnemiesInbound=More enemies inbound!
PU_GENPILOT2_CV_Escort_EnemiesArrive_More_IG_002_HereComeReEnforcements=Here come re-enforcements!
PU_GENPILOT2_CV_Escort_EnemiesArrive_More_IG_003_WeveGotMore=We've got more ships heading our way!
PU_GENPILOT2_CV_Escort_EnemyShipDestroyed_IG_001_OneDown=One down.
PU_GENPILOT2_CV_Escort_EnemyShipDestroyed_IG_002_TakeThatYou=Take that, you bastard.
PU_GENPILOT2_CV_Escort_EnemyShipDestroyed_IG_003_OneLessProblem=One less problem.
PU_GENPILOT2_CV_Escort_EnemyShipDestroyed_IG_004_GoodLetsDo=Good. Let's do it again.
PU_GENPILOT2_CV_Escort_EnemyShipDestroyed_IG_005_YeahThatsWhat=Yeah, that's what you get.
PU_GENPILOT2_CV_Escort_Expletives_IG_001_DamnIt=Damn it!
PU_GENPILOT2_CV_Escort_Expletives_IG_001b_DamnIt=Damn it!
PU_GENPILOT2_CV_Escort_Expletives_IG_002_Shit=Shit!
PU_GENPILOT2_CV_Escort_Expletives_IG_003_Crap=Crap.
PU_GENPILOT2_CV_Escort_Expletives_IG_003b_Crap=Crap.
PU_GENPILOT2_CV_Escort_Expletives_IG_004_AhHell=Ah, hell.
PU_GENPILOT2_CV_Escort_Expletives_IG_004b_AhHell=Ah, hell.
PU_GENPILOT2_CV_Escort_Expletives_IG_005_YouDirtyMother=You dirty mother!
PU_GENPILOT2_CV_Escort_Farewell_Bad_IG_001_ImOff=I'm off.
PU_GENPILOT2_CV_Escort_Farewell_Bad_IG_002_TakeItEasy=Take it easy.
PU_GENPILOT2_CV_Escort_Farewell_Bad_IG_003_Later=Later.
PU_GENPILOT2_CV_Escort_Farewell_Bad_IG_004_IfTheresNothing=If there's nothing else, I think we should call it there.
PU_GENPILOT2_CV_Escort_Farewell_Bad_IG_005_IveGotNothing=I've got nothing else for you, so you can take off.
PU_GENPILOT2_CV_Escort_Farewell_Good_IG_001_ItWasGood=It was good running with you. I'll see you around.
PU_GENPILOT2_CV_Escort_Farewell_Good_IG_002_BeSafeOut=Be safe out there, okay.
PU_GENPILOT2_CV_Escort_Farewell_Good_IG_003_ImHeadingOff=I'm heading off, but you be good.
PU_GENPILOT2_CV_Escort_Farewell_Good_IG_004_ItWasA=It was a pleasure flying with you. Good luck.
PU_GENPILOT2_CV_Escort_Farewell_Good_IG_005_NiceDoingBusiness=Nice doing business with you.
PU_GENPILOT2_CV_Escort_FightOver_Bad_IG_001_TalkAboutA=Talk about a close one. Didn't think we were going to make it.
PU_GENPILOT2_CV_Escort_FightOver_Bad_IG_002_IHaveHad=I have had some close calls before, but shit... that was close.
PU_GENPILOT2_CV_Escort_FightOver_Bad_IG_003_DontKnowAbout=Don't know about you, but I thought we were done for back there.
PU_GENPILOT2_CV_Escort_FightOver_Bad_IG_004_WeAreLucky=We are lucky to be in one piece after that fight.
PU_GENPILOT2_CV_Escort_FightOver_Bad_IG_005_ThatWasTouch=That was touch and go for a while. Still not sure how we pulled it off.
PU_GENPILOT2_CV_Escort_FightOver_Good_IG_001_LooksLikeWe=Looks like we managed to pull it off.
PU_GENPILOT2_CV_Escort_FightOver_Good_IG_002_SeemsWeGot=Seems we got off pretty easy this time.
PU_GENPILOT2_CV_Escort_FightOver_Good_IG_003_WeDidOkay=We did okay for ourselves in that one. Not too bad at all.
PU_GENPILOT2_CV_Escort_FightOver_Good_IG_004_ThatWasAbout=That was about as good of an outcome as you could hope for there.
PU_GENPILOT2_CV_Escort_FightOver_Good_IG_005_WereStillFlying=We're still flying, so I'd call that a success.
PU_GENPILOT2_CV_Escort_FriendlyFire_IG_001_WatchWhereYoure=Watch where you're shooting!
PU_GENPILOT2_CV_Escort_FriendlyFire_IG_002_HoldYouFire=Hold you fire!
PU_GENPILOT2_CV_Escort_FriendlyFire_IG_003_ImOnYour=I'm on your side!
PU_GENPILOT2_CV_Escort_FriendlyFire_Player_IG_001_SorryShotGot=Sorry. Shot got away from me.
PU_GENPILOT2_CV_Escort_FriendlyFire_Player_IG_002_SorryAboutThat=Sorry about that. Didn't mean to shoot you.
PU_GENPILOT2_CV_Escort_FriendlyFire_Player_IG_003_ThatOnesOn=That one's on me.
PU_GENPILOT2_CV_Escort_FriendlyShipDestroyed_IG_001_ThatWasOne=That was one of ours!
PU_GENPILOT2_CV_Escort_FriendlyShipDestroyed_IG_002_WeCantLose=We can't lose anyone else.
PU_GENPILOT2_CV_Escort_FriendlyShipDestroyed_IG_002b_WeCantLose=We can't lose anyone else.
PU_GENPILOT2_CV_Escort_FriendlyShipDestroyed_IG_003_ThoseBastardsTheyre=Those bastards. They're going to pay for that.
PU_GENPILOT2_CV_Escort_Greeting_IG_001_HeyYouMust=Hey, you must be my escort.
PU_GENPILOT2_CV_Escort_Greeting_IG_002_HeyWelcome=Hey, welcome.
PU_GENPILOT2_CV_Escort_Greeting_IG_003_YoureTheEscort=You're the escort, right? Nice to meet you.
PU_GENPILOT2_CV_Escort_Greeting_IG_004_HeyThereGood=Hey there. Good to finally put a face to the contract.
PU_GENPILOT2_CV_Escort_Greeting_IG_005_HeyThanksFor=Hey, thanks for coming out.
PU_GENPILOT2_CV_Escort_KeepLookOut_IG_001_KeepAnEye=Keep an eye out for trouble.
PU_GENPILOT2_CV_Escort_KeepLookOut_IG_002_MakeSureWere=Make sure we're not bothered while we're working.
PU_GENPILOT2_CV_Escort_KeepLookOut_IG_003_IfYouSee=If you see any trouble, take care of it.
PU_GENPILOT2_CV_Escort_KeepLookOut_IG_004_AnyoneTriesTo=Anyone tries to mess with us, you handle it.
PU_GENPILOT2_CV_Escort_KeepLookOut_IG_005_WatchYourRadar=Watch your radar and make sure no one catches us off guard.
PU_GENPILOT2_CV_Escort_LetsGo_IG_001_TimeToHead=Time to head out.
PU_GENPILOT2_CV_Escort_LetsGo_IG_002_LetsGetGoing=Let's get going.
PU_GENPILOT2_CV_Escort_LetsGo_IG_003_LetsMoveOut=Let's move out.
PU_GENPILOT2_CV_Escort_LetsGo_IG_004_TimeToGo=Time to go.
PU_GENPILOT2_CV_Escort_LetsGo_IG_005_OkayLetsGo=Okay, let's go.
PU_GENPILOT2_CV_Escort_LetsGo_Urgent_IG_001_LetsGoLets=Let's go! Let's go!
PU_GENPILOT2_CV_Escort_LetsGo_Urgent_IG_002_GoGoGo=Go! Go! Go!
PU_GENPILOT2_CV_Escort_LetsGo_Urgent_IG_003_MoveNow=Move! Now!
PU_GENPILOT2_CV_Escort_LetsMoveOn_IG_001_LetsMoveOn=Let's move on.
PU_GENPILOT2_CV_Escort_LetsMoveOn_IG_002_LetsGoTo=Let's go to the next stop.
PU_GENPILOT2_CV_Escort_LetsMoveOn_IG_003_GotAnotherStop=Got another stop up next.
PU_GENPILOT2_CV_Escort_LetsMoveOn_IG_004_WeShouldHead=We should head out to the next stop.
PU_GENPILOT2_CV_Escort_LetsMoveOn_IG_005_IfEveryonesReady=If everyone's ready, we got another stop to make.
PU_GENPILOT2_CV_Escort_MissionFailed_Fired_IG_001_ForgetItIm=Forget it. I'm better off without you!
PU_GENPILOT2_CV_Escort_MissionFailed_Fired_IG_002_ThatsItYoure=That's it. You're fired!
PU_GENPILOT2_CV_Escort_MissionFailed_Fired_IG_003_FineContractsCanceled=Fine! Contract's canceled, asshole.
PU_GENPILOT2_CV_Escort_MissionFailed_IG_001_ForgetItI=Forget it. I can't work with you.
PU_GENPILOT2_CV_Escort_MissionFailed_IG_002_IveHadEnough=I've had enough. Contract's canceled.
PU_GENPILOT2_CV_Escort_MissionFailed_IG_003_YouKnowWhat=You know what? We're done. Job's canceled.
PU_GENPILOT2_CV_Escort_MissionFailed_IG_004_ICantTake=I can't take this. You're fired.
PU_GENPILOT2_CV_Escort_MissionFailed_IG_005_ThisIsntGoing=This isn't going to work out. You're done. Fired.
PU_GENPILOT2_CV_Escort_MissionFailed_Leave_IG_001_LetsGetThe=Let's get the hell out of here!
PU_GENPILOT2_CV_Escort_MissionFailed_Leave_IG_002_ForgetItIts=Forget it. It's not worth the credits!
PU_GENPILOT2_CV_Escort_MissionFailed_Leave_IG_003_EnoughOfThis=Enough of this shit. Everyone bail before it's too late.
PU_GENPILOT2_CV_Escort_NeedASecond_IG_001_WellGetOn=We'll get on our way in a moment, just need to finish squaring away a thing or two.
PU_GENPILOT2_CV_Escort_NeedASecond_IG_002_ImAlmostReady=I'm almost ready to head out, just wrapping up some last minute preparations.
PU_GENPILOT2_CV_Escort_NeedASecond_IG_003_ImGonnaNeed=I'm gonna need a second or two before we go, so just sit tight.
PU_GENPILOT2_CV_Escort_NeedASecond_IG_004_ImFinishingUp=I'm finishing up one last thing, but we should get going in a second.
PU_GENPILOT2_CV_Escort_NeedASecond_IG_005_GiveMeA=Give me a minute and we can roll out.
PU_GENPILOT2_CV_Escort_NeedHelp_IG_001_NeedAssistanceOver=Need assistance over here!
PU_GENPILOT2_CV_Escort_NeedHelp_IG_002_Help=Help!
PU_GENPILOT2_CV_Escort_NeedHelp_IG_003_NeedAHand=Need a hand!
PU_GENPILOT2_CV_Escort_NeedHelp_IG_004_Mayday=Mayday!
PU_GENPILOT2_CV_Escort_NeedHelp_IG_005_INeedHelp=I need help!
PU_GENPILOT2_CV_Escort_NeedMoreTime_IG_001_WereMakingGood=We're making good progress, but were gonna need a bit more time.
PU_GENPILOT2_CV_Escort_NeedMoreTime_IG_002_EverythingsUnderwayIf=Everything's underway. If we don't run into any problems, we should be done in a few.
PU_GENPILOT2_CV_Escort_NeedMoreTime_IG_003_GotOffTo=Got off to a solid start. I don't expect the job to take too long.
PU_GENPILOT2_CV_Escort_NeedMoreTime_IG_004_ThoughtIdLet=Thought I'd let you know that everything's looking good so far on our end.
PU_GENPILOT2_CV_Escort_NeedMoreTime_IG_005_SoYouKnow=So you know, we had slight hiccup. We can sort it, but it's going to take some time. I'll keep you updated.
PU_GENPILOT2_CV_Escort_NeedMoreTime_UnderAttack_IG_001_BuyUsSome=Buy us some time, we're almost done.
PU_GENPILOT2_CV_Escort_NeedMoreTime_UnderAttack_IG_002_WeNeedMore=We need more time. Keep them busy.
PU_GENPILOT2_CV_Escort_NeedMoreTime_UnderAttack_IG_003_GoingAsFast=Going as fast as we can, but we need more time.
PU_GENPILOT2_CV_Escort_NeedMoreTime_UnderAttack_IG_003b_GoingAsFast=Going as fast as we can, but we need more time.
PU_GENPILOT2_CV_Escort_NeedMoreTime_UnderAttack_IG_004_SeeIfYou=See if you can occupy them long enough for us to finish.
PU_GENPILOT2_CV_Escort_NeedMoreTime_UnderAttack_IG_005_AlmostFinishedHere=Almost finished here. Just give us some cover.
PU_GENPILOT2_CV_Escort_PlayerCollideShip_IG_001_WoahWatchIt=Woah! Watch it!
PU_GENPILOT2_CV_Escort_PlayerCollideShip_IG_002_WhereTheHell=Where the hell did you learn to fly?
PU_GENPILOT2_CV_Escort_PlayerCollideShip_IG_003_GeezYouTrying=Geez! You trying kill someone?
PU_GENPILOT2_CV_Escort_PlayerCollideShip_IG_004_WhatTheHell=What the hell are you thinking?
PU_GENPILOT2_CV_Escort_PlayerCollideShip_IG_005_DamnItCareful=Damn it! Careful!
PU_GENPILOT2_CV_Escort_PlayerFliesTooClose_IG_001_HowAboutGiving=How about giving me some space?
PU_GENPILOT2_CV_Escort_PlayerFliesTooClose_IG_002_HeyYoureFlying=Hey, you're flying a bit close.
PU_GENPILOT2_CV_Escort_PlayerFliesTooClose_IG_003_WatchWhereYoure=Watch where you're flying, okay?
PU_GENPILOT2_CV_Escort_PlayerFliesTooClose_IG_004_CarefulPayAttention=Careful. Pay attention to where you're going.
PU_GENPILOT2_CV_Escort_PlayerFliesTooClose_IG_005_EaseUpYoure=Ease up. You're awfully close.
PU_GENPILOT2_CV_Escort_PlayerLateScolding_IG_001_IDontLike=I don't like being kept waiting.
PU_GENPILOT2_CV_Escort_PlayerLateScolding_IG_002_NotVeryProfessional=Not very professional to leave your client waiting.
PU_GENPILOT2_CV_Escort_PlayerLateScolding_IG_003_NiceOfYou=Nice of you to finally join us.
PU_GENPILOT2_CV_Escort_QTravelDest_IG_001_ImUploadingCoordinates=I'm uploading coordinates to you now.
PU_GENPILOT2_CV_Escort_QTravelDest_IG_001b_ImUploadingCoordinates=I'm uploading coordinates to you now.
PU_GENPILOT2_CV_Escort_QTravelDest_IG_002_HereSendingYou=Here. Sending you the quantum nav point.
PU_GENPILOT2_CV_Escort_QTravelDest_IG_003_GotTheQt=Got the QT marker queued up. Sending now.
PU_GENPILOT2_CV_Escort_QTravelDest_IG_004_SendingYouThe=Sending you the QT info.
PU_GENPILOT2_CV_Escort_QTravelDest_IG_005_TransferringQuantumPoint=Transferring quantum point over to your nav.
PU_GENPILOT2_CV_Escort_QTravelDest_Next_IG_001_HaveOurNext=Have our next nav point for you.
PU_GENPILOT2_CV_Escort_QTravelDest_Next_IG_002_SendingYouThe=Sending you the next coordinates.
PU_GENPILOT2_CV_Escort_QTravelDest_Next_IG_003_TransferringTheNext=Transferring the next nav info over to you now.
PU_GENPILOT2_CV_Escort_QTravelSpooling_IG_001_PreparingToQt=Preparing to QT.
PU_GENPILOT2_CV_Escort_QTravelSpooling_IG_002_SpoolingUpThe=Spooling up the drive.
PU_GENPILOT2_CV_Escort_QTravelSpooling_IG_003_PreppingForQuantum=Prepping for quantum. Get ready.
PU_GENPILOT2_CV_Escort_QTravelSpooling_IG_004_PoweringQuantumDrive=Powering quantum drive, stand by.
PU_GENPILOT2_CV_Escort_QTravelSpooling_IG_005_FinalPrepFor=Final prep for QT underway.
PU_GENPILOT2_CV_Escort_ReadyToGo_IG_001_AllRightThats=All right, that's everything.
PU_GENPILOT2_CV_Escort_ReadyToGo_IG_002_ThereWeGo=There we go. All set.
PU_GENPILOT2_CV_Escort_ReadyToGo_IG_003_ThatShouldAbout=That should about do it.
PU_GENPILOT2_CV_Escort_ReadyToGo_IG_004_SorryForThe=Sorry for the wait.
PU_GENPILOT2_CV_Escort_ReadyToGo_IG_005_OkayReadyNow=Okay, ready now.
PU_GENPILOT2_CV_Escort_ReturnToStart_IG_001_ThatsItFor=That's it for us. Time to head back.
PU_GENPILOT2_CV_Escort_ReturnToStart_IG_002_AllRightLets=All right. Let's call it a day and head back.
PU_GENPILOT2_CV_Escort_ReturnToStart_IG_003_IThinkWere=I think we're done for the day. Time to head back.
PU_GENPILOT2_CV_Escort_ReturnToStart_IG_004_LetsWrapThings=Let's wrap things up and head back.
PU_GENPILOT2_CV_Escort_ReturnToStart_IG_005_IThinkThats=I think that's enough for today. Let's head back.
PU_GENPILOT2_CV_Escort_StartWork_IG_001_LetsGetDown=Let's get down to business.
PU_GENPILOT2_CV_Escort_StartWork_IG_002_TimeToGet=Time to get to work.
PU_GENPILOT2_CV_Escort_StartWork_IG_003_LetsGetStarted=Let's get started.
PU_GENPILOT2_CV_Escort_StartWork_IG_004_TimeToGet=Time to get on the clock, people.
PU_GENPILOT2_CV_Escort_StartWork_IG_005_QuickerWeGet=Quicker we get started, quicker we can get going.
PU_GENPILOT2_CV_Escort_StayClose_High_IG_001_WhereDoYou=Where do you think you're going?
PU_GENPILOT2_CV_Escort_StayClose_High_IG_002_YoureJustGonna=You're just gonna leave us here to die?
PU_GENPILOT2_CV_Escort_StayClose_High_IG_003_WhereYouFlying=Where you flying off to?
PU_GENPILOT2_CV_Escort_StayClose_Low_IG_001_YoureSupposedTo=You're supposed to be escorting me, or did you forget?
PU_GENPILOT2_CV_Escort_StayClose_Low_IG_002_StayOnMe=Stay on me, you're drifting off course.
PU_GENPILOT2_CV_Escort_StayClose_Low_IG_003_WhereAreYou=Where are you going? I need you to stay on me.
PU_GENPILOT2_CV_Escort_StayClose_Low_IG_004_NeedYouTo=Need you to follow my lead, stay close to me.
PU_GENPILOT2_CV_Escort_StayClose_Low_IG_005_WhereAreYou=Where are you going? Job's not over yet. Stay close.
PU_GENPILOT2_CV_Escort_Thanks_IG_001_AppreciateIt=Appreciate it.
PU_GENPILOT2_CV_Escort_Thanks_IG_002_Thanks=Thanks.
PU_GENPILOT2_CV_Escort_Thanks_IG_003_NiceWork=Nice work.
PU_GENPILOT2_CV_Escort_UnderAttack_High_IG_001_GetThemOff=Get them off us!
PU_GENPILOT2_CV_Escort_UnderAttack_High_IG_002_KeepThemBack=Keep them back!
PU_GENPILOT2_CV_Escort_UnderAttack_High_IG_003_TheyreClosingIn=They're closing in!
PU_GENPILOT2_CV_Escort_UnderAttack_Low_IG_001_TakingDamage=Taking damage!
PU_GENPILOT2_CV_Escort_UnderAttack_Low_IG_002_ImHit=I'm hit!
PU_GENPILOT2_CV_Escort_UnderAttack_Low_IG_003_TheyreLightingMe=They're lighting me up!
PU_GENPILOT2_CV_Escort_UnderAttack_Low_IG_004_GettingToreInto=Getting tore into!
PU_GENPILOT2_CV_Escort_UnderAttack_Low_IG_005_DammitTheyGot=Dammit, they got me.
PU_GENPILOT2_CV_Escort_WaitedTooLong_IG_001_YeahIfThey=Yeah, if they haven't turned up yet, I don't think they're going to.
PU_GENPILOT2_CV_Escort_WaitedTooLong_IG_002_WellWeCant=Well, we can't wait around all day. We're going to have to go ahead without them.
PU_GENPILOT2_CV_Escort_WaitedTooLong_IG_003_GreatLooksLike=Great. Looks like they're a no-show.
PU_GENPILOT2_CV_Escort_WaitedTooLong_IG_004_WereGonnaFall=We're gonna fall behind schedule at this rate. Guess we got to make do shorthanded.
PU_GENPILOT2_CV_Escort_WaitedTooLong_IG_005_ThatsItIm=That's it. I'm calling it.
PU_GENPILOT2_CV_Escort_WaitingForOthers_IG_001_JustWaitingNow=Just waiting now for the rest of the group to arrive.
PU_GENPILOT2_CV_Escort_WaitingForOthers_IG_002_OnceTheRest=Once the rest of the convoy arrives, we'll head out.
PU_GENPILOT2_CV_Escort_WaitingForOthers_IG_003_GotAFew=Got a few more ships on their way and then we'll get going.
PU_GENPILOT2_CV_Escort_WaitingForOthers_IG_004_WereJustWaiting=We're just waiting on a few more to arrive before we go.
PU_GENPILOT2_CV_Escort_WaitingForOthers_IG_005_WeGotTo=We got to wait for the rest of the ships to arrive.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Hit_High_IG_001_YouHitMe=You hit me any more, and you can forget this job.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Hit_High_IG_002_EnoughDoThat=Enough. Do that again, and you're done.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Hit_High_IG_003_HitMeOne=Hit me one more time, and that is it.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Low_IG_001_YouKeepThat=You keep that up, and you can forget this job.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Low_IG_002_KeepScrewingAround=Keep screwing around and I'm pulling the plug.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Low_IG_003_JustWarningYou=Just warning you now, I got no tolerance for people acting like that.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Low_IG_004_ImGettingTired=I'm getting tired of this. I need you to start acting like you actually want this job.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Low_IG_005_ImNotGoing=I'm not going to say this again. Shape up or I'm cutting you loose.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Wander_High_IG_001_GetBackHere=Get back here now, or you're fired.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Wander_High_IG_002_GetOverHere=Get over here or you can forget getting paid!
PU_GENPILOT2_CV_Escort_WarningMissionFail_Wander_High_IG_003_YouKeepGoing=You keep going, and I will fire you.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Wander_Low_IG_001_ListenEitherYoure=Listen. Either you're flying with us or not. I can't wait around for you to make up your mind.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Wander_Low_IG_002_YouFlyingAll=You flying all over the place is getting pretty old fast. Pull it together or you can forget being paid.
PU_GENPILOT2_CV_Escort_WarningMissionFail_Wander_Low_IG_003_IDontKnow=I don't know what you think you're doing, but you need to course correct or this job's over for you.
PU_GENPILOT2_CV_Escort_WereAllHere_IG_001_ThatsEveryone=That's everyone.
PU_GENPILOT2_CV_Escort_WereAllHere_IG_002_LooksLikeThats=Looks like that's the whole group.
PU_GENPILOT2_CV_Escort_WereAllHere_IG_003_ThatsTheLast=That's the last ship.
PU_GENPILOT2_CV_Escort_WereAllHere_IG_004_GreatThatsAll=Great. That's all of us.
PU_GENPILOT2_CV_Escort_WereAllHere_IG_005_ThereAllHere=There. All here.
PU_GENPILOT2_CV_Escort_WorkFinished_IG_001_AllRightThats=All right, that's everything.
PU_GENPILOT2_CV_Escort_WorkFinished_IG_002_AndDone=And done.
PU_GENPILOT2_CV_Escort_WorkFinished_IG_003_ThereWeAre=There we are. All finished.
PU_GENPILOT2_CV_Escort_WorkFinished_IG_004_LooksLikeWere=Look's like we're good here.
PU_GENPILOT2_CV_Escort_WorkFinished_IG_005_ThatWasThe=That was the last of it. All done.
PU_GENPILOT2_CV_Escort_WorkFinished_UnderAttack_IG_001_WereDone=We're done!
PU_GENPILOT2_CV_Escort_WorkFinished_UnderAttack_IG_002_JobsDone=Job's done!
PU_GENPILOT2_CV_Escort_WorkFinished_UnderAttack_IG_003_WereClear=We're clear!
PU_GENPILOT2_CV_Escort_WorkFinished_UnderAttack_IG_004_AllSet=All set!
PU_GENPILOT2_CV_Escort_WorkFinished_UnderAttack_IG_005_ThatsIt=That's it!
PU_GENPILOT2_CV_FriendliesToPlayerArrive_IG_001_YourFriendsArent=Your friends aren't going to help you out of this one.
PU_GENPILOT2_CV_FriendliesToPlayerArrive_IG_002_IDontCare=I don't care how many of you there are, it's not gonna help.
PU_GENPILOT2_CV_FriendliesToPlayerArrive_IG_003_MoreShipsJust=More ships just mean I get a bigger payday.
PU_GENPILOT2_CV_GetHits_IG_EX_001=<Grunt>
PU_GENPILOT2_CV_GetHits_IG_EX_002=<Grunt>
PU_GENPILOT2_CV_GetHits_IG_EX_003=<Grunt>
PU_GENPILOT2_CV_GetHits_IG_EX_004=<Grunt>
PU_GENPILOT2_CV_GetHits_IG_EX_005=<Grunt>
PU_GENPILOT2_CV_GetHits_IG_EX_006=<Grunt>
PU_GENPILOT2_CV_GetHits_IG_EX_007=<Grunt>
PU_GENPILOT2_CV_GetHits_IG_EX_008=<Grunt>
PU_GENPILOT2_CV_GetHits_IG_EX_009=<Grunt>
PU_GENPILOT2_CV_LosingFrustration_IG_001_YouThinkYou=You think you have me, but this isn't over.
PU_GENPILOT2_CV_LosingFrustration_IG_002_DontStartCelebrating=Don't start celebrating. I got plent of fight still in me.
PU_GENPILOT2_CV_LosingFrustration_IG_003_YouMayBe=You may be doing alright now, but tides about to turn.
PU_GENPILOT2_CV_MindYourBusiness_IG_001_ThisHasNothing=This has nothing to do with you. Get out of here while you can still fly.
PU_GENPILOT2_CV_MindYourBusiness_IG_002_TakeMyAdvice=Take my advice and turn around while you still can.
PU_GENPILOT2_CV_MindYourBusiness_IG_003_IDontKnow=I don't know what you think you're doing here, but trust me it ain't worth it.
PU_GENPILOT2_CV_MindYourBusiness_IG_004_HeyWhoeverThe=Hey, whoever the hell you are, get out of here now.
PU_GENPILOT2_CV_MindYourBusiness_IG_005_TurnAroundAnd=Turn around and leave now, before we do something you'll regret.
PU_GENPILOT2_CV_MindYourBusiness_Salvage_IG_001_ThisTritusIs=This tritus is ours. Keep on flying before you get hurt.
PU_GENPILOT2_CV_MindYourBusiness_Salvage_IG_002_ThisSalvageIs=This salvage is ours and we got the guns to prove it.
PU_GENPILOT2_CV_MindYourBusiness_Salvage_IG_003_YouMightWant=You might want to rethink if you want you're doing here.
PU_GENPILOT2_CV_PlayerAttackFirst_IG_001_WhatTheHell=What the hell?
PU_GENPILOT2_CV_PlayerAttackFirst_IG_002_YouWantTo=You want to throw. Fine. Let's throw.
PU_GENPILOT2_CV_PlayerAttackFirst_IG_003_ItsOnNow=It's on now.
PU_GENPILOT2_CV_PlayerAttackFirst_IG_004_GuessYouMade=Guess you made your choice.
PU_GENPILOT2_CV_PlayerAttackFirst_IG_005_ThatWasA=That was a mistake.
PU_GENPILOT2_CV_Retreat_IG_001_YoureNotWorth=You're not worth the trouble.
PU_GENPILOT2_CV_Retreat_IG_002_DontThinkIm=Don't think I'm gonna forget this.
PU_GENPILOT2_CV_Retreat_IG_003_EnoughOfThis=Enough of this shit.
PU_GENPILOT2_CV_RevengePosse_Greeting_IG_001_YouTookOne=You took one of ours. That's not something we can let stand.
PU_GENPILOT2_CV_RevengePosse_Greeting_IG_002_YouMadeA=You made a mistake, hitting one of ours. Now you're going to pay.
PU_GENPILOT2_CV_RevengePosse_Greeting_IG_003_WeHeardWhat=We heard what you did to our friends. You're gonna regret that.
PU_GENPILOT2_CV_Target_Chase_IG_001_YouThinkYou=You think you can run? Think again.
PU_GENPILOT2_CV_Target_Chase_IG_002_WhyDoThey=Why do they always try to run?
PU_GENPILOT2_CV_Target_Chase_IG_003_ImNotDone=I'm not done with you, yet.
PU_GENPILOT2_CV_Target_Greet_IG_001_IveBeenLooking=I've been looking everywhere for you, and now I am gonna finally collect.
PU_GENPILOT2_CV_Target_Greet_IG_002_InCaseYou=In case you didn't know, there's a price on your head. One I'm looking to collect.
PU_GENPILOT2_CV_Target_Greet_IG_003_HeyBitOf=Hey, bit of advice. Next time you have a contract on your head, you might want to be a bit been more careful about flying around.
PU_GENPILOT2_CV_Target_Taunt_IG_001_YouMightAs=You might as well go ahead and give up now.
PU_GENPILOT2_CV_Target_Taunt_IG_002_ComeOnAnd=Come on and take your punishment. Enough wasting my time.
PU_GENPILOT2_CV_Target_Taunt_IG_003_YoureNotWeasling=You're not weasling your way out of this one.
PU_GENPILOT2_CV_Target_Taunt_IG_004_WhyDontYou=Why don't you just let me end this already?
PU_GENPILOT2_CV_Target_Taunt_IG_005_AllThisFightings=All this fighting's just a waste of time. Only one way this is going to go.
PU_GENPILOT2_CV_Taunt_BountyHunter_IG_001_KeepTryingYoull=Keep trying. You'll never take me.
PU_GENPILOT2_CV_Taunt_BountyHunter_IG_002_ImNotGonna=I'm not gonna the easy payday you were hoping for, am I?
PU_GENPILOT2_CV_Taunt_BountyHunter_IG_003_StartingToRegret=Starting to regret taking contract on me, aren't ya?
PU_GENPILOT2_CV_Taunt_General_IG_001_DoesntMatterThe=Doesn't matter the ship, doesn't matter the guns. No way you're beating me.
PU_GENPILOT2_CV_Taunt_General_IG_002_DontWorryThis=Don't worry. This will be over soon enough.
PU_GENPILOT2_CV_Taunt_General_IG_003_YoureLivingA=You're living a fantasy if you think this is gonna go your way.
PU_GENPILOT2_CV_Taunt_General_IG_004_ImNotDone=I'm not done with you yet.
PU_GENPILOT2_CV_Taunt_General_IG_005_IHateTo=I hate to imagine what your flight suit must smell like right now.
PU_GENPILOT2_CV_Taunt_Kill_IG_001_YoureGonnaBe=You're gonna be next.
PU_GENPILOT2_CV_Taunt_Kill_IG_002_ThatsWhatI=That's what I like to see.
PU_GENPILOT2_CV_Taunt_Kill_IG_003_YouCanTake=You can take some comfort that they we're killed by professionals.
PU_GENPILOT2_CV_Taunt_Kill_IG_004_TargetDown=Target down.
PU_GENPILOT2_CV_Taunt_Kill_IG_005_ThatsAnotherOne=That's another one for us.
PU_GENPILOT2_CV_Taunt_Missile_IG_001_LetsSeeHow=Let's see how you like this.
PU_GENPILOT2_CV_Taunt_Missile_IG_002_GotSomethingFor=Got something for you.
PU_GENPILOT2_CV_Taunt_Missile_IG_003_ThisllShutYou=This'll shut you up.
PU_GENPILOT2_CV_Taunt_WarningAttack_IG_001_GetReadyHere=Get ready, here I come.
PU_GENPILOT2_CV_Taunt_WarningAttack_IG_002_WhatEverHappens=What ever happens now, is on you.
PU_GENPILOT2_CV_Taunt_WarningAttack_IG_003_LetsSeeHow=Let's see how good you really are.
PU_GENPILOT2_CV_Taunt_WarningAttack_IG_004_HopeYourInsurance=Hope your insurance is paid up.
PU_GENPILOT2_CV_Taunt_WarningAttack_IG_005_EnoughWastingTime=Enough wasting time.
PU_GENPILOT3_CV_AnnounceAttack_IG_001_WellWellWell=Well, well, well, look what we got here.
PU_GENPILOT3_CV_AnnounceAttack_IG_002_ListenUpThis=Listen up. This is a robbery. Rules are very simple: do what we say and maybe you won't die. But you probably will.
PU_GENPILOT3_CV_AnnounceAttack_IG_003_ThisIsntYour=This isn't your day, is it? It's just going to get worse from here.
PU_GENPILOT3_CV_AnnounceAttack_IG_004_HeresHowThis=Here's how this is going to break down. First, I kill you. Second, I pick your corpse for drinking money.
PU_GENPILOT3_CV_AnnounceAttack_IG_005_StrapInThis=Strap in. This is about to get deadly.
PU_GENPILOT3_CV_BountyHunter_Greeting_IG_001_HeyWhatsThe=What's the price on my head up to? Between you and me, it's not enough for the trouble you got now.
PU_GENPILOT3_CV_BountyHunter_Greeting_IG_003_IFiguredSomeone=I figured someone would come for me sooner or later. Let's see what you got.
PU_GENPILOT3_CV_BountyHunter_Greeting_IG_004_GoddamnBountyHunters=Goddamn bounty hunters are like roaches. You stomp one and two more show up.
PU_GENPILOT3_CV_BountyHunter_Greeting_IG_005_YouPickedThe=You picked the wrong bounty, asshole.
PU_GENPILOT3_CV_DeathThroe_Scream_IG_EX_001_SystemsFailingSystems=Systems failing, systems failing, I'm taking too much fire no no no no no no no!
PU_GENPILOT3_CV_DeathThroe_Scream_IG_EX_002_ICantHold=I can't hold it, systems failing somebody get these off me, nooooo!
PU_GENPILOT3_CV_DeathThroe_Scream_IG_EX_003_ICantHold=I can't hold it there's too many of them, argh!
PU_GENPILOT3_CV_DeathThroe_Sudden_IG_EX_001_SystemsFailingSystems=Systems failing! Systems failing! I can't hold it! I can't hold it!
PU_GENPILOT3_CV_DeathThroe_Sudden_IG_EX_002_ICantHold=I can't hold it, I can't hold it, systems failing I'm taking too much fire, I'm taking too much fire!
PU_GENPILOT3_CV_DeathThroe_Sudden_IG_EX_003_ImTakingToo=I'm taking too much fire, taking too much fire! No, no, no!
PU_GENPILOT3_CV_Distress_AlmostDone_UnderAttack_IG_001_AlmostDoneKeep=Almost done. Keep 'em off me.
PU_GENPILOT3_CV_Distress_AlmostDone_UnderAttack_IG_002_StillWorking=Still working over here.
PU_GENPILOT3_CV_Distress_AlmostDone_UnderAttack_IG_003_KeepThemBusy=Keep them busy. I'm almost there.
PU_GENPILOT3_CV_Distress_Arrive_Combat_IG_001_AhSomebodyCame=Ah. Somebody came. Up for a scrap?
PU_GENPILOT3_CV_Distress_Arrive_Combat_IG_002_GladYouCould=Glad you could make it. This evens the odds a little. That is, if you feel like fighting.
PU_GENPILOT3_CV_Distress_Arrive_Combat_IG_003_HeyThereYou=Hey there. You up for venting some scumbags?
PU_GENPILOT3_CV_Distress_Arrive_Combat_IG_004_SomeoneLikesTo=Someone likes to make dramatic entrances. You mind lending me a hand teaching these assholes a lesson?
PU_GENPILOT3_CV_Distress_Arrive_Combat_IG_005_ThisIsA=This is a first, someone responds to a distress call. You wanna help ghost these scumbags?
PU_GENPILOT3_CV_Distress_Arrive_ShipBroken_IG_001_HeyMyShip=Hey. My ship's dead. I need some time to get it back online. Can you cover me?
PU_GENPILOT3_CV_Distress_Arrive_ShipBroken_IG_002_ICantBelieve=I can't believe somebody came. I need you to engage the hostiles while I get back up and running.
PU_GENPILOT3_CV_Distress_Arrive_ShipBroken_IG_003_ThisIsAFirst=This is a first, someone responds to a distress call. Look, I need some cover while I get these systems back online.
PU_GENPILOT3_CV_Distress_Arrive_ShipBroken_IG_004_WellSomeoneLikes=Well, someone likes dramatic entrances. You mind keep them off me while I fix my ship?
PU_GENPILOT3_CV_Distress_Arrive_ShipBroken_IG_005_GladYouCould=Glad you could make it. Ship's a little worse for wear. You mind keeping them busy while I work?
PU_GENPILOT3_CV_Distress_BegForLife_IG_001_ComeOnDo=Come on, do it.
PU_GENPILOT3_CV_Distress_BegForLife_IG_002_WhatYouWant=What, you want me to beg? Screw you.
PU_GENPILOT3_CV_Distress_BegForLife_IG_003_YouHaveYour=You have your shot. Take it.
PU_GENPILOT3_CV_Distress_Call_Comm_IG_001_GenCommsGen=Gen comms, gen comms. I'm under attack. Repeat. I'm under attack.
PU_GENPILOT3_CV_Distress_Call_Comm_IG_002_AnyoneOutThere=Anyone out there? I'm taking fire and need assistance. Is anyone out there? I'm taking fire and need assistance.
PU_GENPILOT3_CV_Distress_Call_Comm_IG_003_MaydayMaydayHostile=Mayday, mayday. Hostile contact. Need help.
PU_GENPILOT3_CV_Distress_Call_Comm_IG_004_IfAnyonesListening=If anyone's listening, I need a hand.
PU_GENPILOT3_CV_Distress_Call_Comm_IG_005_AllShipsThis=All ships. This is an emergency comm. I'm under attack and need assistance.
PU_GENPILOT3_CV_Distress_Call_UnderAttack_IG_001_AllChannelsMy=All channels. My ship is being attacked. Need assistance. Over.
PU_GENPILOT3_CV_Distress_Call_UnderAttack_IG_002_GenCommsUnder=Gen comms. Under attack from multiple hostiles. Need backup.
PU_GENPILOT3_CV_Distress_Call_UnderAttack_IG_003_AttentionImIn=Attention. I'm in danger and need help. Come back.
PU_GENPILOT3_CV_Distress_Call_UnderAttack_IG_004_AnybodyOutThere=Anybody out there. I'm engaged with multiple contacts and need assistance.
PU_GENPILOT3_CV_Distress_Call_UnderAttack_IG_005_MaydayMaydayMayday=Mayday, mayday, mayday. I am under attack and need of assistance. Please respond.
PU_GENPILOT3_CV_Distress_Farewell_Bad_IG_001_IShouldGo=I should go.
PU_GENPILOT3_CV_Distress_Farewell_Bad_IG_002_WeDoneHere=We done here? Good.
PU_GENPILOT3_CV_Distress_Farewell_Bad_IG_003_DontThinkTheres=Don't think there's anything else to say.
PU_GENPILOT3_CV_Distress_Farewell_Bad_IG_004_ThatsThatI=That's that. I guess.
PU_GENPILOT3_CV_Distress_Farewell_Bad_IG_005_TimeToGo=Time to go.
PU_GENPILOT3_CV_Distress_Farewell_Good_IG_001_ImOutTake=I'm out. Take care.
PU_GENPILOT3_CV_Distress_Farewell_Good_IG_002_ImGonnaHead=I'm gonna head off. Stay safe.
PU_GENPILOT3_CV_Distress_Farewell_Good_IG_003_SeeYouAround=See you around.
PU_GENPILOT3_CV_Distress_Farewell_Good_IG_004_Later=Later.
PU_GENPILOT3_CV_Distress_Farewell_Good_IG_005_YouTakeIt=You take it easy.
PU_GENPILOT3_CV_Distress_FightOver_Bad_IG_001_WereClearThat=We're clear. <long pause> That was close.
PU_GENPILOT3_CV_Distress_FightOver_Bad_IG_002_ImSurprisedWe=I'm surprised we survived that.
PU_GENPILOT3_CV_Distress_FightOver_Bad_IG_003_BarelyScrapedThat=Barely scraped that one, huh.
PU_GENPILOT3_CV_Distress_FightOver_Bad_IG_004_TheCloseFights=The close fights are always the toughest to forget.
PU_GENPILOT3_CV_Distress_FightOver_Bad_IG_005_YouThinkIts=You think it's bad now, wait til the adrenaline wears off.
PU_GENPILOT3_CV_Distress_FightOver_Good_IG_001_YouMadeShort=You made short work of them.
PU_GENPILOT3_CV_Distress_FightOver_Good_IG_002_HaventSeenThat=Haven't seen that kind of efficiency since the military.
PU_GENPILOT3_CV_Distress_FightOver_Good_IG_003_TheyDidntStand=They didn't stand a chance, huh.
PU_GENPILOT3_CV_Distress_FightOver_Good_IG_004_DispatchedThemWith=Dispatched them with ease, huh?
PU_GENPILOT3_CV_Distress_FightOver_Good_IG_005_HandledYourselfPretty=Handled yourself pretty well there.
PU_GENPILOT3_CV_Distress_FightOver_OfferPayment_IG_001_GonnaSendYou=Gonna send you a little something for your help.
PU_GENPILOT3_CV_Distress_FightOver_OfferPayment_IG_002_HereTakeThis=Here. Take this.
PU_GENPILOT3_CV_Distress_FightOver_OfferPayment_IG_003_HereIHope=Here. I hope this helps with repairs.
PU_GENPILOT3_CV_Distress_FightOver_OfferPayment_IG_004_TransferringSomeCredits=Transferring some credits. You earned it.
PU_GENPILOT3_CV_Distress_FightOver_OfferPayment_IG_005_HeyHeresA=Hey, here's a little extra thanks.
PU_GENPILOT3_CV_Distress_FinishedRepairs_UnderAttack_IG_001_BackOnline=Back online.
PU_GENPILOT3_CV_Distress_FinishedRepairs_UnderAttack_IG_002_SystemsUp=System's up.
PU_GENPILOT3_CV_Distress_FinishedRepairs_UnderAttack_IG_003_ImGoodTo=I'm good to go.
PU_GENPILOT3_CV_Distress_NeedMoreTime_Repairing_IG_001_ShipsStillDown=Ship's still down. Need a bit more time.
PU_GENPILOT3_CV_Distress_NeedMoreTime_Repairing_IG_002_StillWorkingOn=Still working on the repairs. Gonna be a little longer.
PU_GENPILOT3_CV_Distress_NeedMoreTime_Repairing_IG_003_RepairsAreTaking=Repairs are taking longer than anticipated.
PU_GENPILOT3_CV_Distress_OfferBribeForLife_IG_001_WhatYouWant=What, you want money?
PU_GENPILOT3_CV_Distress_OfferBribeForLife_IG_002_IDontHave=I don't have time for this. What'll it take for you to go away?
PU_GENPILOT3_CV_Distress_OfferBribeForLife_IG_003_HowAboutI=How about I make it worth your while to let me go?
PU_GENPILOT3_CV_Distress_PlayerAttacks_IG_001_CheckYourFire=Check your fire.
PU_GENPILOT3_CV_Distress_PlayerAttacks_IG_002_ImAFriendly=I'm a friendly.
PU_GENPILOT3_CV_Distress_PlayerAttacks_IG_003_StopShootingMe=Stop shooting me.
PU_GENPILOT3_CV_Distress_PlayerCollideShip_IG_001_Impact=Impact!
PU_GENPILOT3_CV_Distress_PlayerCollideShip_IG_002_Careful=Careful!
PU_GENPILOT3_CV_Distress_PlayerFliesTooClose_IG_001_WatchIt=Watch it.
PU_GENPILOT3_CV_Distress_PlayerFliesTooClose_IG_002_Easy=Easy...
PU_GENPILOT3_CV_Distress_PlayerFliesTooClose_IG_003_YoureTooClose=You're too close.
PU_GENPILOT3_CV_Distress_TakingTooMuchDamage_IG_001_WereTakingToo=We're taking too many hits to work. Handle them.
PU_GENPILOT3_CV_Distress_TakingTooMuchDamage_IG_002_IWasntKidding=I wasn't kidding when I said keep them off me. I can't work like this.
PU_GENPILOT3_CV_Distress_TakingTooMuchDamage_IG_003_ICantWork=I can't work if I'm getting shot up.
PU_GENPILOT3_CV_Distress_UrgentQTravel_LeaveCombat_IG_001_SpinningUpLets=Spinning up. Let's get out of here.
PU_GENPILOT3_CV_Distress_UrgentQTravel_LeaveCombat_IG_002_SpoolUpWere=Spool up. We're oscar mike.
PU_GENPILOT3_CV_Distress_UrgentQTravel_LeaveCombat_IG_003_TimeToGo=Time to go.
PU_GENPILOT3_CV_EnemiesToPlayerArrive_IG_001_YoureOutClassed=Your out classed. No way out now.
PU_GENPILOT3_CV_EnemiesToPlayerArrive_IG_002_YoureProbablyReconsidering=You're probably reconsidering your approach to this situation right about now.
PU_GENPILOT3_CV_EnemiesToPlayerArrive_IG_003_BetYoureRegretting=Bet you're regretting tangling with us now.
PU_GENPILOT3_CV_Escort_AllShipsDestroyed_IG_001_ScopesClear=Scope's clear.
PU_GENPILOT3_CV_Escort_AllShipsDestroyed_IG_002_ThatLooksLike=That looks like all of them.
PU_GENPILOT3_CV_Escort_AllShipsDestroyed_IG_003_NoOtherHostiles=No other hostiles sighted.
PU_GENPILOT3_CV_Escort_AllShipsDestroyed_IG_004_WereClearHostiles=We're clear. Hostiles eliminated.
PU_GENPILOT3_CV_Escort_AllShipsDestroyed_IG_005_DontSeeAny=Don't see any more.
PU_GENPILOT3_CV_Escort_AlmostDead_IG_001_YouOnABreak=You on a break or something?! I'm dying here.
PU_GENPILOT3_CV_Escort_AlmostDead_IG_002_SystemsAreAbout=Systems are about to go critical!
PU_GENPILOT3_CV_Escort_AlmostDead_IG_003_ICantHold=I can't hold out much longer.
PU_GENPILOT3_CV_Escort_AlmostDead_IG_004_IGotSecondsLeft=I got seconds left unless you do something fast!
PU_GENPILOT3_CV_Escort_AlmostDead_IG_004b_IGotSecondsLeft=I got seconds left unless you do something fast!
PU_GENPILOT3_CV_Escort_AlmostDead_IG_005_HowAboutSome=How about some goddamn help? I'm almost done for.
PU_GENPILOT3_CV_Escort_AlmostDead_IG_005b_HowAboutSome=How about some goddamn help? I'm almost done for.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_001_GettingClose=Getting close.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_002_AlmostFinishedHere=Almost finished here.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_003_NeedALittle=Need a little longer.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_004_NearlyThere=Nearly there.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_004b_NearlyThere=Nearly there.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_005_AlmostThere=Almost there.
PU_GENPILOT3_CV_Escort_AlmostDone_IG_005b_AlmostThere=Almost there.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_001_OkayWereGetting=Okay. We're getting close.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_002_ThatsWhereWere=That's where we're headed.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_003_StayCloseWere=Stay close. We're almost there.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_004_ThatsItComing=That's it coming up.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_004b_ThatsItComing=That's it coming up.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_005_ItsJustUp=It's just up here.
PU_GENPILOT3_CV_Escort_ArriveAtDest_IG_005b_ItsJustUp=It's just up here.
PU_GENPILOT3_CV_Escort_Celebrate_IG_001_NiceOne=Nice one.
PU_GENPILOT3_CV_Escort_Celebrate_IG_002_OkayOkayLets=Okay, okay, let's not get too cocky.
PU_GENPILOT3_CV_Escort_Celebrate_IG_003_Good=Good.
PU_GENPILOT3_CV_Escort_Celebrate_IG_004_NotBad=Not bad.
PU_GENPILOT3_CV_Escort_Celebrate_IG_004b_NotBad=Not bad.
PU_GENPILOT3_CV_Escort_Celebrate_IG_005_ThatWasOkay=That was okay.
PU_GENPILOT3_CV_Escort_Celebrate_IG_005b_ThatWasOkay=That was okay.
PU_GENPILOT3_CV_Escort_EncourageAttack_IG_001_WeaponsFree=Weapons free.
PU_GENPILOT3_CV_Escort_EncourageAttack_IG_002_TakeThemOut=Take them out.
PU_GENPILOT3_CV_Escort_EncourageAttack_IG_003_YoureClearedTo=You're cleared to engage.
PU_GENPILOT3_CV_Escort_EncourageAttack_IG_004_TheyreAllYours=They're all yours.
PU_GENPILOT3_CV_Escort_EncourageAttack_IG_005_YoureUpTake=You're up. Take them down.
PU_GENPILOT3_CV_Escort_EnemiesArrive_IG_001_Contact=Contact.
PU_GENPILOT3_CV_Escort_EnemiesArrive_IG_002_GotHostilesIncoming=Got hostiles incoming.
PU_GENPILOT3_CV_Escort_EnemiesArrive_IG_003_GetOnThe=Get on the clock. Hostiles inbound.
PU_GENPILOT3_CV_Escort_EnemiesArrive_IG_004_EnemiesInbound=Enemies inbound.
PU_GENPILOT3_CV_Escort_EnemiesArrive_IG_005_BaddiesOnThe=Baddies on the scope.
PU_GENPILOT3_CV_Escort_EnemiesArrive_More_IG_001_ShitTheyCalled=Shit, they called in some more.
PU_GENPILOT3_CV_Escort_EnemiesArrive_More_IG_002_GotMoreContacts=Got more contacts coming in.
PU_GENPILOT3_CV_Escort_EnemiesArrive_More_IG_003_LookAliveMore=Look alive. More hostiles inbound.
PU_GENPILOT3_CV_Escort_EnemyShipDestroyed_IG_001_TargetDown=Target down.
PU_GENPILOT3_CV_Escort_EnemyShipDestroyed_IG_002_EnemyDown=Enemy down.
PU_GENPILOT3_CV_Escort_EnemyShipDestroyed_IG_003_GoodKill=Good kill.
PU_GENPILOT3_CV_Escort_EnemyShipDestroyed_IG_004_HostileDown=Hostile down.
PU_GENPILOT3_CV_Escort_EnemyShipDestroyed_IG_005_TargetEliminated=Target eliminated.
PU_GENPILOT3_CV_Escort_Expletives_IG_001_Shit=Shit.
PU_GENPILOT3_CV_Escort_Expletives_IG_002_Dammit=Dammit.
PU_GENPILOT3_CV_Escort_Expletives_IG_003_AhHell=Ah hell...
PU_GENPILOT3_CV_Escort_Expletives_IG_003b_AhHell=Ah hell...
PU_GENPILOT3_CV_Escort_Expletives_IG_004_Asshole=Asshole.
PU_GENPILOT3_CV_Escort_Expletives_IG_004b_Asshole=Asshole.
PU_GENPILOT3_CV_Escort_Expletives_IG_005_Bastard=Bastard.
PU_GENPILOT3_CV_Escort_Farewell_Bad_IG_001_WeDoneHere=We done here? Good.
PU_GENPILOT3_CV_Escort_Farewell_Bad_IG_002_ImOut=I'm out.
PU_GENPILOT3_CV_Escort_Farewell_Bad_IG_003_ThatItGlad=That it? Glad to hear it.
PU_GENPILOT3_CV_Escort_Farewell_Good_IG_001_TilNextTime=Til next time.
PU_GENPILOT3_CV_Escort_Farewell_Good_IG_002_StaySafe=Stay safe.
PU_GENPILOT3_CV_Escort_Farewell_Good_IG_003_SeeYouAround=See you around.
PU_GENPILOT3_CV_Escort_Farewell_Good_IG_004_StayFrosty=Stay frosty.
PU_GENPILOT3_CV_Escort_Farewell_Good_IG_005_Later=Later.
PU_GENPILOT3_CV_Escort_FightOver_Bad_IG_001_ALittleCloser=A little closer than I would have liked.
PU_GENPILOT3_CV_Escort_FightOver_Bad_IG_002_WellThatWas=Well... that was tense.
PU_GENPILOT3_CV_Escort_FightOver_Bad_IG_003_WeGotLucky=We got lucky there. Remember that.
PU_GENPILOT3_CV_Escort_FightOver_Bad_IG_004_WellThatllWake=Well, that'll wake you up.
PU_GENPILOT3_CV_Escort_FightOver_Bad_IG_005_NothingLIkeA=Nothing like a brush with death to kick off your day.
PU_GENPILOT3_CV_Escort_FightOver_Good_IG_001_WellDone=Well done.
PU_GENPILOT3_CV_Escort_FightOver_Good_IG_002_HopefullyThereWont=Hopefully there won't be any more distractions.
PU_GENPILOT3_CV_Escort_FightOver_Good_IG_003_HandledYourselfWell=Handled yourself well back there.
PU_GENPILOT3_CV_Escort_FightOver_Good_IG_004_SolidFightingThere=Solid fighting there.
PU_GENPILOT3_CV_Escort_FightOver_Good_IG_005_YeahThatWas=Yeah. That was good.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_001_ImOnYour=I'm on your side.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_001b_ImOnYour=I'm on your side.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_002_CheckYourFire=Check your fire.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_002b_CheckYourFire=Check your fire.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_003_WatchItAsshole=Watch it, asshole.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_003b_WatchItAsshole=Watch it, asshole.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_004_BlueOnBlue=Blue on blue.
PU_GENPILOT3_CV_Escort_FriendlyFire_IG_005_ImAFriendly=I'm a friendly.
PU_GENPILOT3_CV_Escort_FriendlyFire_Player_IG_001_SorryMyFault=Sorry, my fault.
PU_GENPILOT3_CV_Escort_FriendlyFire_Player_IG_002_AhThatWas=Oh... that was me.
PU_GENPILOT3_CV_Escort_FriendlyFire_Player_IG_003_Oops=Oops.
PU_GENPILOT3_CV_Escort_FriendlyShipDestroyed_IG_001_FriendlyShipDown=Friendly ship down.
PU_GENPILOT3_CV_Escort_FriendlyShipDestroyed_IG_002_DammitWeLost=Dammit. We lost one of ours.
PU_GENPILOT3_CV_Escort_FriendlyShipDestroyed_IG_003_ShitWeLost=Shit. We lost one.
PU_GENPILOT3_CV_Escort_FriendlyShipDestroyed_IG_003b_ShitWeLost=Shit. We lost one.
PU_GENPILOT3_CV_Escort_Greeting_IG_001_SoYoureThe=So, you're the escort, huh? Okay.
PU_GENPILOT3_CV_Escort_Greeting_IG_002_AboutTimeYou=About time you showed up.
PU_GENPILOT3_CV_Escort_Greeting_IG_003_HeyThanksFor=Hey. Thanks for coming.
PU_GENPILOT3_CV_Escort_Greeting_IG_004_YouTheEscort=You the escort? Good.
PU_GENPILOT3_CV_Escort_Greeting_IG_005_HowsItGoing=How's it going? Escort, right? Good.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_001_WatchMyBack=Watch my back.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_002_KeepAnEye=Keep an eye out.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_003_TimeToEarn=Time to earn your money. Keep a look out.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_004_LookOutFor=Look out for trouble.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_004b_LookOutFor=Look out for trouble.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_005_StaySharp=Stay sharp.
PU_GENPILOT3_CV_Escort_KeepLookOut_IG_005b_StaySharp=Stay sharp.
PU_GENPILOT3_CV_Escort_LetsGo_IG_001_LetsGetThis=Let's get this show on the road.
PU_GENPILOT3_CV_Escort_LetsGo_IG_002_TimeToGo=Time to go.
PU_GENPILOT3_CV_Escort_LetsGo_IG_003_LetsDoThis=Let's do this.
PU_GENPILOT3_CV_Escort_LetsGo_IG_004_Done=Done.
PU_GENPILOT3_CV_Escort_LetsGo_IG_004b_Done=Done.
PU_GENPILOT3_CV_Escort_LetsGo_IG_005_LetsRoll=Let's roll.
PU_GENPILOT3_CV_Escort_LetsGo_IG_005b_LetsRoll=Let's roll.
PU_GENPILOT3_CV_Escort_LetsGo_Urgent_IG_001_LetsGoLets=Let's go. Let's go.
PU_GENPILOT3_CV_Escort_LetsGo_Urgent_IG_002_MoveOut=Move out.
PU_GENPILOT3_CV_Escort_LetsGo_Urgent_IG_003_SpinUpAnd=Spin up and go. Now
PU_GENPILOT3_CV_Escort_LetsGo_Urgent_IG_004_WereOscarMike=We're Oscar Mike.
PU_GENPILOT3_CV_Escort_LetsGo_Urgent_IG_005_MoveMoveMove=Move, move, move.
PU_GENPILOT3_CV_Escort_LetsMoveOn_IG_001_LetsGetBack=Let's get back on mission.
PU_GENPILOT3_CV_Escort_LetsMoveOn_IG_002_ComeOnWe=Come on. We got shit to do.
PU_GENPILOT3_CV_Escort_LetsMoveOn_IG_003_LetsGoWere=Let's go, we're on a clock.
PU_GENPILOT3_CV_Escort_LetsMoveOn_IG_003b_LetsGoWere=Let's go, we're on a clock.
PU_GENPILOT3_CV_Escort_LetsMoveOn_IG_004_MoveOut=Move out.
PU_GENPILOT3_CV_Escort_LetsMoveOn_IG_005_LetsKeepIt=Let's keep it moving.
PU_GENPILOT3_CV_Escort_MissionFailed_Fired_IG_001_ThatsItJobs=That's it. Job's over.
PU_GENPILOT3_CV_Escort_MissionFailed_Fired_IG_002_DoneWithYou=Done with you.
PU_GENPILOT3_CV_Escort_MissionFailed_Fired_IG_003_YouAintGetting=You ain't getting shit from me.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_001_ThatsItIm=That's it. I'm done with you.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_002_ForgetItJobs=Forget it. Job's over.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_003_WereDoneI=We're done. I don't work with amateurs.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_004_YoureOut=You're out.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_004b_YoureOut=You're out.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_005_WereDone=We're done.
PU_GENPILOT3_CV_Escort_MissionFailed_IG_005b_WereDone=We're done.
PU_GENPILOT3_CV_Escort_MissionFailed_Leave_IG_001_DoMeA=Do me a favor. Handle them.
PU_GENPILOT3_CV_Escort_MissionFailed_Leave_IG_002_IllBeRight=I'll be right back.
PU_GENPILOT3_CV_Escort_MissionFailed_Leave_IG_003_ScrewThisIm=Screw this. I'm out.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_001_StillWrappingA=Still wrapping a few things up. It'll be a few.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_002_EntertainYourselfFor=Entertain yourself for a few. I need to make some final checks.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_003_WereNotLeaving=We're not leaving yet.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_004_ItllBeA=It'll be a minute or two.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_004b_IllBeA=It'll be a minute or two.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_005_RelaxWellBe=Relax. We'll be a little bit.
PU_GENPILOT3_CV_Escort_NeedASecond_IG_005b_RelaxWellBe=Relax. We'll be a little bit.
PU_GENPILOT3_CV_Escort_NeedHelp_IG_001_NeedBackUp=Need backup.
PU_GENPILOT3_CV_Escort_NeedHelp_IG_002_WhereTheHell=Where the hell are you?
PU_GENPILOT3_CV_Escort_NeedHelp_IG_003_MaydayMayday=Mayday, mayday.
PU_GENPILOT3_CV_Escort_NeedHelp_IG_004_LittleHelpOver=Little help over here.
PU_GENPILOT3_CV_Escort_NeedHelp_IG_004b_LittleHelpOver=Little help over here.
PU_GENPILOT3_CV_Escort_NeedHelp_IG_005_AnytimeYoudLike=Anytime you'd like to help.
PU_GENPILOT3_CV_Escort_NeedHelp_IG_005b_AnytimeYoudLike=Anytime you'd like to help.
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_001_ImNotDone=I'm not done yet.
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_002_TakingALittle=Taking a little longer than expected. Hold tight.
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_003_ItllBeA=It'll be a little longer. I'm still working
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_004_StillWorkingNeed=Still working. Need time.
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_004b_StillWorkingNeed=Still working. Need time.
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_005_StillInProgress=Still in progress.
PU_GENPILOT3_CV_Escort_NeedMoreTime_IG_005b_StillInProgress=Still in progress.
PU_GENPILOT3_CV_Escort_NeedMoreTime_UnderAttack_IG_001_KeepEmOff=Keep 'em off me. I'm almost done.
PU_GENPILOT3_CV_Escort_NeedMoreTime_UnderAttack_IG_002_ImNotDone=I'm not done yet. You're gonna have to cover me.
PU_GENPILOT3_CV_Escort_NeedMoreTime_UnderAttack_IG_003_INeedThese=I need these ships cleared. I'm still working.
PU_GENPILOT3_CV_Escort_NeedMoreTime_UnderAttack_IG_004_GonnaNeedSome=Gonna need some more cover. Almost there.
PU_GENPILOT3_CV_Escort_NeedMoreTime_UnderAttack_IG_005_KeepEmClear=Keep 'em clear. I'm still working.
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_001_WhatTheHell=What the hell!
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_002_YouGoddamnIdiot=You goddamn idiot!
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_003_WereHit=We're hit!
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_004_GoddammitWhatdI=Goddammit, what'd I say?
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_004b_GoddammitWhatdI=Goddammit, what'd I say?
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_005_IToldYou=I told you to look out.
PU_GENPILOT3_CV_Escort_PlayerCollideShip_IG_005b_IToldYou=I told you to look out.
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_001_BackTheHell=Back the hell off.
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_002_Careful=Careful...
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_003_WatchWhereYoure=Watch where you're flying.
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_004_WatchOut=Watch out.
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_004b_WatchOut=Watch out.
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_005_EasyThereSport=Easy there, sport.
PU_GENPILOT3_CV_Escort_PlayerFliesTooClose_IG_005b_EasyThereSport=Easy there, sport.
PU_GENPILOT3_CV_Escort_PlayerLateScolding_IG_001_DontEverKeep=Don't ever keep me waiting like that again.
PU_GENPILOT3_CV_Escort_PlayerLateScolding_IG_002_LookWhenYou=Look, when you work for me, you work on my timetable.
PU_GENPILOT3_CV_Escort_PlayerLateScolding_IG_003_WhereTheHell=Where the hell were you? I hired you to escort me, not hang around and keep me waiting.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_001_HeresWhereWere=Here's where we're going.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_002_SendingQTCoordinates=Sending QT coordinates.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_003_PrepForQuantum=Prep for quantum travel. Here's where we're going.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_004_StandByFor=Stand by for coordinates.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_004b_StandByFor=Stand by for coordinates.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_005_HoldForQT=Hold for QT point.
PU_GENPILOT3_CV_Escort_QTravelDest_IG_005b_HoldForQT=Hold for QT point.
PU_GENPILOT3_CV_Escort_QTravelDest_Next_IG_001_AlrightNextQuantum=Alright, next quantum travel point.
PU_GENPILOT3_CV_Escort_QTravelDest_Next_IG_002_OkayHeresOur=Okay. Here's our next stop.
PU_GENPILOT3_CV_Escort_QTravelDest_Next_IG_003_SendingNextQT=Sending next QT point.
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_001_SpoolUpQuantum=Spool up quantum drive.
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_002_TimeToGo=Time to go.
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_003_HeadingOut=Heading out.
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_004_QuantumInThree=Quantum in three... two... one...
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_004b_QuantumInThree=Quantum in three... two... one...
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_005_ActivatingQuantumDrive=Activating quantum drive.
PU_GENPILOT3_CV_Escort_QTravelSpooling_IG_005b_ActivatingQuantumDrive=Activating quantum drive.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_001_OkayDone=Okay. Done.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_002_AllSet=All set.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_003_ReadyUp=Ready up.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_004_OkayLetsGo=Okay. Let's go.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_004b_OkayLetsGo=Okay. Let's go.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_005_TimeToGo=Time to go.
PU_GENPILOT3_CV_Escort_ReadyToGo_IG_005b_TimeToGo=Time to go.
PU_GENPILOT3_CV_Escort_ReturnToStart_IG_001_WereDoneHeading=We're done. Heading home.
PU_GENPILOT3_CV_Escort_ReturnToStart_IG_002_GotWhatI=Got what I need. Prep to head back.
PU_GENPILOT3_CV_Escort_ReturnToStart_IG_003_ThatsTheLast=That's the last one. Let's head home.
PU_GENPILOT3_CV_Escort_ReturnToStart_IG_004_WereGoodTime=We're good. Time to wrap this up.
PU_GENPILOT3_CV_Escort_ReturnToStart_IG_005_ThatWasIt=That was it. Let's head back.
PU_GENPILOT3_CV_Escort_StartWork_IG_001_StandBy=Stand by.
PU_GENPILOT3_CV_Escort_StartWork_IG_002_StartingScans=Starting scans.
PU_GENPILOT3_CV_Escort_StartWork_IG_003_OkayGoingOffline=Okay. Going offline line for a bit while we work.
PU_GENPILOT3_CV_Escort_StartWork_IG_004_LetsGetThis=Let's get this done.
PU_GENPILOT3_CV_Escort_StartWork_IG_004b_LetsGetThis=Let's get this done.
PU_GENPILOT3_CV_Escort_StartWork_IG_005_OkayLetsGet=Okay, let's get to it.
PU_GENPILOT3_CV_Escort_StartWork_IG_005b_OkayLetsGet=Okay, let's get to it.
PU_GENPILOT3_CV_Escort_StayClose_High_IG_001_YoureDriftingGet=You're drifting. Get back in this.
PU_GENPILOT3_CV_Escort_StayClose_High_IG_002_YouCantJust=You can't just fly away like that.
PU_GENPILOT3_CV_Escort_StayClose_High_IG_003_WhereAreYou=Where you going? Come back and fight.
PU_GENPILOT3_CV_Escort_StayClose_Low_IG_001_DontWander=Don't wander.
PU_GENPILOT3_CV_Escort_StayClose_Low_IG_002_StayClose=Stay close.
PU_GENPILOT3_CV_Escort_StayClose_Low_IG_003_GetBackHere=Get back here.
PU_GENPILOT3_CV_Escort_StayClose_Low_IG_004_DontFlyOff=Don't fly off.
PU_GENPILOT3_CV_Escort_StayClose_Low_IG_005_StayOnMe=Stay on me.
PU_GENPILOT3_CV_Escort_Thanks_IG_001_ThanksForThe=Thanks for the backup.
PU_GENPILOT3_CV_Escort_Thanks_IG_002_Thanks=Thanks.
PU_GENPILOT3_CV_Escort_Thanks_IG_003_AppreciateIt=Appreciate it.
PU_GENPILOT3_CV_Escort_UnderAttack_High_IG_001_KeepEmOff=Keep 'em off me.
PU_GENPILOT3_CV_Escort_UnderAttack_High_IG_002_WhatAmI=What am I paying you for? Protect me.
PU_GENPILOT3_CV_Escort_UnderAttack_High_IG_003_INeedBackup=I need backup. Now.
PU_GENPILOT3_CV_Escort_UnderAttack_Low_IG_001_ImHit=I'm hit.
PU_GENPILOT3_CV_Escort_UnderAttack_Low_IG_002_TakingFire=Taking fire.
PU_GENPILOT3_CV_Escort_UnderAttack_Low_IG_003_ShitThatHurt=Shit... that hurt.
PU_GENPILOT3_CV_Escort_UnderAttack_Low_IG_004_ThisIsStarting=This is starting to piss me off.
PU_GENPILOT3_CV_Escort_UnderAttack_Low_IG_005_Ow=Ow.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_001_ScrewItWere=Screw it. We're leaving.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_002_ImDoneWaiting=I'm done waiting.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_003_HellWithIt=Hell with it.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_004_ThinkWeveWaited=Think we've waited long enough.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_004b_ThinkWeveWaited=Think we've waited long enough.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_005_TheyArentComing=They aren't coming.
PU_GENPILOT3_CV_Escort_WaitedTooLong_IG_005b_TheyArentComing=They aren't coming.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_001_WereWaitingFor=We're waiting on a couple more.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_001b_WereWaitingOn=We're waiting on a couple more.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_002_HoldOnFor=Hold on for a sec. There are a few others inbound.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_003_GotAFew=Got a few more people coming.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_004_WeHaveA=We have a few more on our team showing up.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_004b_WeHaveA=We have a few more on our team showing up.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_005_WeArentAll=We aren't all here yet.
PU_GENPILOT3_CV_Escort_WaitingForOthers_IG_005b_WeArentAll=We aren't all here yet.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Hit_High_IG_001_LastGoddamnTime=Last goddamn time: Stop. Hitting. Me.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Hit_High_IG_002_HitMeOne=Hit me one more time and I'll pull the plug on all this.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Hit_High_IG_003_YouKeepHitting=You keep hitting me and we're done.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Low_IG_001_LetsFocusAnd=Let's focus and get this job done. I don't have time for this.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Low_IG_002_HeyYouDoing=Hey, you doing this job or what?
PU_GENPILOT3_CV_Escort_WarningMissionFail_Low_IG_003_WereOnA=We're on a clock here. Let's stay on track.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Low_IG_004_IfYouveGot=If you got other things you'd rather be doing, I can just fire you.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Low_IG_005_ThisIsYour=This is your last chance. Shape up or we're done.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_High_IG_001_YouGetBack=You get back here and help me out. Otherwise, your contract's dead.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_High_IG_002_WhatAreYou=What, are you on a break? Get back here or find another job.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_High_IG_002b_WhatAreYou=What, are you on a break? Get back here or find another job.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_High_IG_003_LastChanceGet=Last chance: get back here or I wash my hands of you.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_Low_IG_001_YouRealiseI=You realize I didn't hire you to wander around, right? Do the job.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_Low_IG_002_GetOverHere=Get over here. I'm not telling you again.
PU_GENPILOT3_CV_Escort_WarningMissionFail_Wander_Low_IG_003_TheJobWas=The job was to escort me. Which means you have to be near me. Don't make me revisit our arrangement.
PU_GENPILOT3_CV_Escort_WereAllHere_IG_001_ThatsEveryone=That's everyone.
PU_GENPILOT3_CV_Escort_WereAllHere_IG_002_WereAllHere=We're all here.
PU_GENPILOT3_CV_Escort_WereAllHere_IG_003_EveryoneHereGood=Everyone here? Good.
PU_GENPILOT3_CV_Escort_WereAllHere_IG_004_ThatsAllOf=That's all of us.
PU_GENPILOT3_CV_Escort_WereAllHere_IG_005_WholeGroupsHere=Whole group's here.
PU_GENPILOT3_CV_Escort_WereAllHere_IG_005b_WholeGroupsHere=Whole group's here.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_001_ThatsIt=That's it.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_002_AllDone=All done.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_003_WereFinishedHere=We're finished here.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_004_Done=Done.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_004b_Done=Done.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_005_Finished=Finished.
PU_GENPILOT3_CV_Escort_WorkFinished_IG_005b_Finished=Finished.
PU_GENPILOT3_CV_Escort_WorkFinished_UnderAttack_IG_001_ThatsItDone=That's it. Done.
PU_GENPILOT3_CV_Escort_WorkFinished_UnderAttack_IG_002_Finished=Finished!
PU_GENPILOT3_CV_Escort_WorkFinished_UnderAttack_IG_003_ThereGotIt=There. Got it!
PU_GENPILOT3_CV_Escort_WorkFinished_UnderAttack_IG_004_Done=Done.
PU_GENPILOT3_CV_Escort_WorkFinished_UnderAttack_IG_005_GotIt=Got it.
PU_GENPILOT3_CV_FriendliesToPlayerArrive_IG_001_YouCouldBring=You could bring a hundred ships. It's not going to change anything.
PU_GENPILOT3_CV_FriendliesToPlayerArrive_IG_002_HereComesThe=Here comes the calvary, huh?
PU_GENPILOT3_CV_FriendliesToPlayerArrive_IG_003_AhJustIn=Just in the nick of time...
PU_GENPILOT3_CV_GetHits_IG_EX_001=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_002=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_003=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_004=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_005=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_006=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_007=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_008=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_009=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_010_NoNoNo=No no no.
PU_GENPILOT3_CV_GetHits_IG_EX_011=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_012=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_013=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_014=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_015=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_016=<Grunt>
PU_GENPILOT3_CV_GetHits_IG_EX_017_AhShit=Ah shit.
PU_GENPILOT3_CV_GetHits_IG_EX_018=<Grunt>
PU_GENPILOT3_CV_LosingFrustration_IG_001_ImNotDead=I'm not dead yet, you bitch.
PU_GENPILOT3_CV_LosingFrustration_IG_002_YouThinkYou=You think you got me? Well, come on!
PU_GENPILOT3_CV_LosingFrustration_IG_003_imJustGetting=I'm just getting started.
PU_GENPILOT3_CV_MindYourBusiness_IG_001_DriftOnThis=Drift on. This doesn't concern you.
PU_GENPILOT3_CV_MindYourBusiness_IG_002_YoureGonnaWanna=You're gonna want to keep on flyin'.
PU_GENPILOT3_CV_MindYourBusiness_IG_003_YouDontWant=You don't want to get involved in this.
PU_GENPILOT3_CV_MindYourBusiness_IG_004_ThisAdviceIs=This advice is free. Turn around and forget what you saw here.
PU_GENPILOT3_CV_MindYourBusiness_IG_005_ThinkRealHard=Think real hard about what you do here. These are the moments where lives are decided.
PU_GENPILOT3_CV_MindYourBusiness_Salvage_IG_001_DriftThisIs=Drift. This is our scavenge.
PU_GENPILOT3_CV_MindYourBusiness_Salvage_IG_002_YouMindYour=You mind your scrap and we'll mind ours. You got a problem with that, we're happy to settle it.
PU_GENPILOT3_CV_MindYourBusiness_Salvage_IG_003_JustKeepOn=Just keep on drifting, this here's our scrap heap.
PU_GENPILOT3_CV_PlayerAttackFirst_IG_001_BigMistake=Big mistake.
PU_GENPILOT3_CV_PlayerAttackFirst_IG_002_YouWannaFight=Oh, you want a fight? Well, shit...
PU_GENPILOT3_CV_PlayerAttackFirst_IG_003_SomeonesFeelingFrisky=Someone's feeling frisky.
PU_GENPILOT3_CV_PlayerAttackFirst_IG_004_FineThatsHow=Fine. That's how it's going to be.
PU_GENPILOT3_CV_PlayerAttackFirst_IG_005_LetsSeeWhat=Let's see what you got.
PU_GENPILOT3_CV_Retreat_IG_001_FallBack=Fall back.
PU_GENPILOT3_CV_Retreat_IG_002_LetsGetThe=Let's get the hell out of here.
PU_GENPILOT3_CV_Retreat_IG_003_ScrewItIts=Screw it. It's not worth it.
PU_GENPILOT3_CV_RevengePosse_Greeting_IG_001_YouThinkYou=You think you can kill one of mine without consequence?
PU_GENPILOT3_CV_RevengePosse_Greeting_IG_002_WhatYouThought=What, you thought you could just cash in on my people and walk away?
PU_GENPILOT3_CV_RevengePosse_Greeting_IG_003_ItTookSome=It took some time, but I finally found you. Now you're gonna pay for what you've done.
PU_GENPILOT3_CV_Target_Chase_IG_001_YouCantRun=You can't run now.
PU_GENPILOT3_CV_Target_Chase_IG_002_WhereAreYou=Where are you going?
PU_GENPILOT3_CV_Target_Chase_IG_003_OhYouThink=Oh, you think you can just walk away now? I don't think so.
PU_GENPILOT3_CV_Target_Greet_IG_001_IveBeenLooking=I've been looking for you. I forgot to see if the contract wanted you alive or dead or alive, so I'll assume the former.
PU_GENPILOT3_CV_Target_Greet_IG_002_WeMeetAt=We meet at last.
PU_GENPILOT3_CV_Target_Greet_IG_003_SomeonesWillingTo=Someone's willing to pay a nice little sum for you.
PU_GENPILOT3_CV_Target_Taunt_IG_001_ThisAllYouGot=This all you got? How the hell did you last this long?
PU_GENPILOT3_CV_Target_Taunt_IG_002_ForWhatTheyre=For what they're paying for you, can't say I'm impressed.
PU_GENPILOT3_CV_Target_Taunt_IG_003_YouReadyTo=You ready to reconsider giving yourself up?
PU_GENPILOT3_CV_Target_Taunt_IG_004_OfAllThe=Of all the people I've hunted, you're barely cracking the top fifty.
PU_GENPILOT3_CV_Target_Taunt_IG_005_ThisBarelyCounts=Ha! This barely counts a job. Standards today are slipping.
PU_GENPILOT3_CV_Taunt_BountyHunter_IG_001_ISurvivedOn=I survived on the fringe for decades, you won't be the end of me.
PU_GENPILOT3_CV_Taunt_BountyHunter_IG_002_ImGonnaMake=I'm gonna make you earn every credit of that bounty.
PU_GENPILOT3_CV_Taunt_BountyHunter_IG_003_YouPickedThe=You picked the wrong bounty, friend.
PU_GENPILOT3_CV_Taunt_General_IG_001_SavorTheseLast=Savor these last moments.
PU_GENPILOT3_CV_Taunt_General_IG_002_DontWorryItll=Don't worry. It'll be over soon.
PU_GENPILOT3_CV_Taunt_General_IG_003_YouFeelIt=You feel it, don't you. That growing fear that this is the end.
PU_GENPILOT3_CV_Taunt_General_IG_004_JustLetIt=Just let it happen. It's easier this way.
PU_GENPILOT3_CV_Taunt_General_IG_005_YoureRunningOut=You're running out of time.
PU_GENPILOT3_CV_Taunt_Kill_IG_001_ThatsAFriend=That a friend of yours?
PU_GENPILOT3_CV_Taunt_Kill_IG_002_ThatOneBlew=That one blew up good.
PU_GENPILOT3_CV_Taunt_Kill_IG_003_YourFriendsAre=Your friends are dropping like flies.
PU_GENPILOT3_CV_Taunt_Kill_IG_004_WowAnotherFriend=Wow. Another friend dead.
PU_GENPILOT3_CV_Taunt_Kill_IG_005_YoureRunningLow=You're running low on allies.
PU_GENPILOT3_CV_Taunt_Missile_IG_001_HaveFunWith=Have fun with that.
PU_GENPILOT3_CV_Taunt_Missile_IG_002_GotSomethingFor=Got something for you.
PU_GENPILOT3_CV_Taunt_Missile_IG_003_EatThis=Eat this.
PU_GENPILOT3_CV_Taunt_WarningAttack_IG_001_EnoughTalk=Enough talk.
PU_GENPILOT3_CV_Taunt_WarningAttack_IG_002_MomentOfTruth=Moment of truth.
PU_GENPILOT3_CV_Taunt_WarningAttack_IG_003_LetsDance=Let's dance.
PU_GENPILOT3_CV_Taunt_WarningAttack_IG_004_LetsDoThis=Let's do this.
PU_GENPILOT3_CV_Taunt_WarningAttack_IG_005_IThinkWeve=I think we've talked enough.
PU_GENPILOT4_CV_AnnounceAttack_IG_001_HeyGuessWhat=Hey! Guess what! I'm totally going to blow you up and take all your stuff.
PU_GENPILOT4_CV_AnnounceAttack_IG_002_ChaChingLooks=Cha ching. Looks like I hit a gold mine with you lot.
PU_GENPILOT4_CV_AnnounceAttack_IG_003_JustToLet=Just to let you know how this works. Step one is I kill you. Step two, I sell all your belongings. Pretty straight forward, really.
PU_GENPILOT4_CV_AnnounceAttack_IG_004_WhatDoWe=What do we have here? A nice big fat payday for yours truly.
PU_GENPILOT4_CV_AnnounceAttack_IG_005_CanYouBelieve=Can you believe it? I just happen to stumble across some easy pickings like you. Talk about lucky.
PU_GENPILOT4_CV_BountyHunter_Greeting_IG_001_HeyNowLet=Hey now. Let me guess, you thought you'd show up and collect some easy credits off my head. Guess what? It's not gonna be that easy.
PU_GENPILOT4_CV_BountyHunter_Greeting_IG_002_WhateverTheyrePaying=Whatever they're paying you for me, I can tell you now it's not nearly enough.
PU_GENPILOT4_CV_BountyHunter_Greeting_IG_003_OhLookAt=Oh look at that. Another punk who thinks they can take me down. What makes you think you're gonna do better than everyone else who's tried to collect on me?
PU_GENPILOT4_CV_BountyHunter_Greeting_IG_004_ArentYouBrave=Aren't you brave trying to collect the price on me. Brave or really stupid.
PU_GENPILOT4_CV_BountyHunter_Greeting_IG_005_IWonderHow=I wonder how much the price on me is going to go up after I take you down?
PU_GENPILOT4_CV_DeathThroe_Scream_IG_EX_001_YoureNotResponding=You're not responding, you're not, you're not resp... argh!
PU_GENPILOT4_CV_DeathThroe_Scream_IG_EX_002_MaydayMayday=May day, may day, may day may...argh!!
PU_GENPILOT4_CV_DeathThroe_Scream_IG_EX_002b_MaydayMayday=May day, may day, may day may argh!
PU_GENPILOT4_CV_DeathThroe_Scream_IG_EX_003_TheyreGettingClose=They're getting close, they're getting close argh!
PU_GENPILOT4_CV_DeathThroe_Scream_IG_EX_004_HesComingOut=He's coming at you, he's... argh!
PU_GENPILOT4_CV_DeathThroe_Scream_IG_EX_005_MaydayMaydayAnyone=May day? May day, may day may day, anyone there, hey, anyone... argh!
PU_GENPILOT4_CV_DeathThroe_Scream_IG_EX_006_CanYouHear=Can you hear me? Can you? Can you? Argh!
PU_GENPILOT4_CV_DeathThroe_Sudden_IG_EX_001_HelpHelp=Help, help, help! Argh!
PU_GENPILOT4_CV_DeathThroe_Sudden_IG_EX_002_ICantI=I can't, I can't, I, Argh!
PU_GENPILOT4_CV_DeathThroe_Sudden_IG_EX_003_NoNoNo=<Grunt>
PU_GENPILOT4_CV_DeathThroe_Sudden_IG_EX_004_YeahYeahIts=It's going to work, It's going to work, I will die I swear, argh!
PU_GENPILOT4_CV_DeathThroe_Sudden_IG_EX_005_OhPleasePlease=Oh please, please, please, please, please, please, please, please, please, argh!
PU_GENPILOT4_CV_DeathThroe_Sudden_IG_EX_006_PleasePleasePlease=Please, please, please, argh!
PU_GENPILOT4_CV_Distress_AlmostDone_UnderAttack_IG_001_WereGettingClose=We're getting close. A little bit longer.
PU_GENPILOT4_CV_Distress_AlmostDone_UnderAttack_IG_002_AlmostThereKeep=Almost there. Keep going.
PU_GENPILOT4_CV_Distress_AlmostDone_UnderAttack_IG_003_RepairsAlmostDone=Repairs almost done. You're doing great.
PU_GENPILOT4_CV_Distress_Arrive_Combat_IG_001_HolyShitIm=Holy shit, am I glad to see you. Hope you're in the mood for a fight.
PU_GENPILOT4_CV_Distress_Arrive_Combat_IG_002_YesIThought=Yes! I thought no one was coming! Now you can help me fight.
PU_GENPILOT4_CV_Distress_Arrive_Combat_IG_003_OhThankGod=Oh, thank god you came. Now maybe I have shot against these assholes.
PU_GENPILOT4_CV_Distress_Arrive_Combat_IG_004_DamnSomeoneActually=Damn. Someone actually responded. I might actually get out of this alive. Come on, let's take 'em out.
PU_GENPILOT4_CV_Distress_Arrive_Combat_IG_005_GeezIThought=Geez. I thought I was hallucinating when you got here. I hope you're ready to fight.
PU_GENPILOT4_CV_Distress_Arrive_ShipBroken_IG_001_YouAreA=You are a god send. Hold off these assholes while I do repairs.
PU_GENPILOT4_CV_Distress_Arrive_ShipBroken_IG_002_ICannotTell=I cannot tell you how happy I am you're here. My ship's broken, but I can fix it if you can buy me some time.
PU_GENPILOT4_CV_Distress_Arrive_ShipBroken_IG_003_OhGodI=Oh god. I didn't think anyone was coming. Try to hold them off while I fix my ship.
PU_GENPILOT4_CV_Distress_Arrive_ShipBroken_IG_004_SomeoneActuallyHeard=Someone actually heard my distress call! Listen, I'm bring my systems back online, but I can't do it while these prats are attacking me. See what you can do.
PU_GENPILOT4_CV_Distress_Arrive_ShipBroken_IG_005_DamnIAm=Damn, I am so glad to see a friendly face. My ship's dead in the water, but if you hold them off, I can get it up and running again.
PU_GENPILOT4_CV_Distress_BegForLife_IG_001_HeyItDoesnt=Hey, it doesn't have to be like this.
PU_GENPILOT4_CV_Distress_BegForLife_IG_002_DontDoAnything=Don't do anything you're going to regret, okay?
PU_GENPILOT4_CV_Distress_BegForLife_IG_003_ThisIsJust=This is just some big misunderstanding.
PU_GENPILOT4_CV_Distress_Call_Comm_IG_001_IfAnyoneCan=If anyone can hear this. I am in immediate need of assistance.
PU_GENPILOT4_CV_Distress_Call_Comm_IG_002_MaydayShipUnder=Mayday. Ship under fire. Help is requested.
PU_GENPILOT4_CV_Distress_Call_Comm_IG_003_EmergencyEmergencyIm=Emergecy! Emergency! I'm in serious trouble.
PU_GENPILOT4_CV_Distress_Call_Comm_IG_004_AnybodyPleaseRespond=Anybody! Please respond! They're going to kill me!
PU_GENPILOT4_CV_Distress_Call_Comm_IG_005_HelloCanAnyone=Hello? Can anyone hear me? Hello? Oh god. I'm gonna die.
PU_GENPILOT4_CV_Distress_Call_UnderAttack_IG_001_GenCommsMy=Gen Comms. My vessel is under attack. Assistance is needed. Please respond.
PU_GENPILOT4_CV_Distress_Call_UnderAttack_IG_002_AttentionIfYou=Attention. If you can hear this, I need combat assistance. I don't know how much longer I can hold on for.
PU_GENPILOT4_CV_Distress_Call_UnderAttack_IG_003_MaydayEmergencyAssistance=Mayday! Emergency assistance desperately needed. Send help.
PU_GENPILOT4_CV_Distress_Call_UnderAttack_IG_004_AllShipsOutlaws=All ships. Outlaws attack in progress. Send help to my coordinates immediately.
PU_GENPILOT4_CV_Distress_Call_UnderAttack_IG_005_HelpAnybodyPlease=Help! Anybody! Please for the love of god, help me!
PU_GENPILOT4_CV_Distress_Farewell_Bad_IG_001_AnywayIGotta=Anyway. I gotta go.
PU_GENPILOT4_CV_Distress_Farewell_Bad_IG_002_IThinkWere=I think we're done here.
PU_GENPILOT4_CV_Distress_Farewell_Bad_IG_003_OkayImOut=Okay. I'm out of here.
PU_GENPILOT4_CV_Distress_Farewell_Bad_IG_004_IShouldGo=I should go.
PU_GENPILOT4_CV_Distress_Farewell_Bad_IG_005_AllRightLater=All right. Later.
PU_GENPILOT4_CV_Distress_Farewell_Good_IG_001_OkayIBetter=Okay, I better get going. Be good.
PU_GENPILOT4_CV_Distress_Farewell_Good_IG_002_IShouldProbably=I should probably go. Stay safe, okay.
PU_GENPILOT4_CV_Distress_Farewell_Good_IG_003_IHaveTo=I have head out, but who knows, maybe I can repay you the favor one day. Not that I want you to get attacked by outlaws or anything... I'm just gonna go.
PU_GENPILOT4_CV_Distress_Farewell_Good_IG_004_IBetterGet=I better get ship seen to. I'll see you around.
PU_GENPILOT4_CV_Distress_Farewell_Good_IG_005_ListenTakeCare=Listen. Take care of yourself out there.
PU_GENPILOT4_CV_Distress_FightOver_Bad_IG_001_IDidntThink=I didn't think I'd live to see another day. I was sure I was dead, but I guess miracles do happen.
PU_GENPILOT4_CV_Distress_FightOver_Bad_IG_002_IDontKnow=I don't know about you, but after that, I'd be happy to never fly again.
PU_GENPILOT4_CV_Distress_FightOver_Bad_IG_003_HowTheHell=How the hell did we survive that?
PU_GENPILOT4_CV_Distress_FightOver_Bad_IG_004_GeezTheyTell=Geez. They tell you it's dangerous flying out here, but you just never think it's gonna happen to you.
PU_GENPILOT4_CV_Distress_FightOver_Bad_IG_005_WellItWas=Well, it was close, but at least we're still alive, right?
PU_GENPILOT4_CV_Distress_FightOver_Good_IG_001_WayToKick=Way to kick some ass.
PU_GENPILOT4_CV_Distress_FightOver_Good_IG_002_CrapAmI=Crap. Am I glad you answered my distress call.
PU_GENPILOT4_CV_Distress_FightOver_Good_IG_003_ThatWasSome=That was some pretty fantastic flying you just did.
PU_GENPILOT4_CV_Distress_FightOver_Good_IG_004_IDontKnow=I don't know where you learned how to do that, but I'm so glad you did.
PU_GENPILOT4_CV_Distress_FightOver_Good_IG_005_TheWayYou=The way you just rescued me? That was like something straight out of a vid. I still don't believe it.
PU_GENPILOT4_CV_Distress_FightOver_OfferPayment_IG_001_HereTakeThis=Here. Take this. You've earned it.
PU_GENPILOT4_CV_Distress_FightOver_OfferPayment_IG_002_ThisIsntMuch=This isn't much, but I want you to have it.
PU_GENPILOT4_CV_Distress_FightOver_OfferPayment_IG_003_ImSendingYou=I'm sending you a little something for your trouble.
PU_GENPILOT4_CV_Distress_FightOver_OfferPayment_IG_004_EveryGoodTurn=Every good turn deserves another, so here.
PU_GENPILOT4_CV_Distress_FightOver_OfferPayment_IG_005_IReallyCant=I really can't tell you how much I appreciate what you did. Here, I hope this makes us a little bit more even.
PU_GENPILOT4_CV_Distress_FinishedRepairs_UnderAttack_IG_001_SystemsOnline=System's online.
PU_GENPILOT4_CV_Distress_FinishedRepairs_UnderAttack_IG_002_WereBackUp=We're back up!
PU_GENPILOT4_CV_Distress_FinishedRepairs_UnderAttack_IG_003_ThatsItWere=That's it! We're good!
PU_GENPILOT4_CV_Distress_NeedMoreTime_Repairing_IG_001_StillWorkingOn=Still working on the repairs. Gonna be a little longer.
PU_GENPILOT4_CV_Distress_NeedMoreTime_Repairing_IG_002_WereWorkingAs=We're working as fast as we can, but we need more time.
PU_GENPILOT4_CV_Distress_NeedMoreTime_Repairing_IG_003_ItsSlowGoing=It's slow going. Just hold them off a bit more.
PU_GENPILOT4_CV_Distress_OfferBribeForLife_IG_001_LookDoYou=Look, do you want credits? I can give you credits.
PU_GENPILOT4_CV_Distress_OfferBribeForLife_IG_002_PleaseIfYou=Please. If you leave me alone, I'll make it worth your time.
PU_GENPILOT4_CV_Distress_OfferBribeForLife_IG_003_OkayOkayHow=Okay. Okay. How about I pay you?
PU_GENPILOT4_CV_Distress_PlayerAttacks_IG_001_WatchYourAim=Watch your aim!
PU_GENPILOT4_CV_Distress_PlayerAttacks_IG_002_WhosSideAre=Whose side are you on?
PU_GENPILOT4_CV_Distress_PlayerAttacks_IG_003_WhatTheHells=What the hell's wrong with you?
PU_GENPILOT4_CV_Distress_PlayerCollideShip_IG_001_YouCrazy=You crazy?
PU_GENPILOT4_CV_Distress_PlayerCollideShip_IG_002_YouTryingTo=You tryin' to get us killed?
PU_GENPILOT4_CV_Distress_PlayerCollideShip_IG_003_ComeOnSeriously=Come on! Seriously?
PU_GENPILOT4_CV_Distress_PlayerFliesTooClose_IG_001_Careful=Careful.
PU_GENPILOT4_CV_Distress_PlayerFliesTooClose_IG_002_WatchIt=Watch it.
PU_GENPILOT4_CV_Distress_PlayerFliesTooClose_IG_003_BackOff=Back off.
PU_GENPILOT4_CV_Distress_TakingTooMuchDamage_IG_001_DamnItWe=Damn it, we took more damage. We can't finish if we keep getting hit.
PU_GENPILOT4_CV_Distress_TakingTooMuchDamage_IG_002_GetThemOff=Get them off us, or we're never gonna finish.
PU_GENPILOT4_CV_Distress_TakingTooMuchDamage_IG_003_ItsNoGood=It's no good. We can't work as long as they keep targeting us.
PU_GENPILOT4_CV_Distress_UrgentQTravel_LeaveCombat_IG_001_SpoolingNowLets=Spooling, now. Let's get out of here.
PU_GENPILOT4_CV_Distress_UrgentQTravel_LeaveCombat_IG_002_ComeOnTime=Come on, time to go.
PU_GENPILOT4_CV_Distress_UrgentQTravel_LeaveCombat_IG_003_LetsGetGoing=Let's get going while we still can.
PU_GENPILOT4_CV_EnemiesToPlayerArrive_IG_001_WellTheTables=Well, the tables are turned now!
PU_GENPILOT4_CV_EnemiesToPlayerArrive_IG_002_ThatsRightIve=That's right. I got friends, and they're gonna kick you're ass.
PU_GENPILOT4_CV_EnemiesToPlayerArrive_IG_003_SeemsLikeEveryone=Seems like everyone in the 'verse is as eager to take you down as I am.
PU_GENPILOT4_CV_Escort_AllShipsDestroyed_IG_001_HateToJinx=Hate to jinx it, but I think they're all gone.
PU_GENPILOT4_CV_Escort_AllShipsDestroyed_IG_002_HeyLookAt=Hey! Look at that. I think we might have actually survived.
PU_GENPILOT4_CV_Escort_AllShipsDestroyed_IG_003_IsThisReally=Is that really it? I was not expecting to actually win that.
PU_GENPILOT4_CV_Escort_AllShipsDestroyed_IG_004_ScopesClearWe=Scope's clear. We might have pulled it off.
PU_GENPILOT4_CV_Escort_AllShipsDestroyed_IG_005_CantBelieveIm=Can't believe I'm saying this, but hostiles clear. I think we're safe for now.
PU_GENPILOT4_CV_Escort_AlmostDead_IG_001_ImNotGonna=I'm not gonna last longer.
PU_GENPILOT4_CV_Escort_AlmostDead_IG_002_IfAnyoneHas=If anyone has a hail mary up their sleeves, now's the time.
PU_GENPILOT4_CV_Escort_AlmostDead_IG_003_IfIDont=If I don't make it through this, tell my mom I never forgave her.
PU_GENPILOT4_CV_Escort_AlmostDead_IG_004_HateToSay=Hate to say it, but I think we're losing.
PU_GENPILOT4_CV_Escort_AlmostDead_IG_005_ThingsAreLooking=Things are looking pretty damn dire right now.
PU_GENPILOT4_CV_Escort_AlmostDone_IG_001_WereInThe=We're in the final stretch. Shouldn't be too much longer.
PU_GENPILOT4_CV_Escort_AlmostDone_IG_002_AlmostFinishedWrapping=Almost finished. Wrapping up now.
PU_GENPILOT4_CV_Escort_AlmostDone_IG_003_GotOnlyA=Got only a few more things to take care of. Should be done in a second or two.
PU_GENPILOT4_CV_Escort_AlmostDone_IG_004_WereApproachingThe=We're approaching the finish line on our side. Won't be much longer, now.
PU_GENPILOT4_CV_Escort_AlmostDone_IG_005_NearTheEnd=Near the end now. Should be able to move on soon.
PU_GENPILOT4_CV_Escort_ArriveAtDest_IG_001_TheresTheJob=There's the job site.
PU_GENPILOT4_CV_Escort_ArriveAtDest_IG_002_HereWeAre=Here we are.
PU_GENPILOT4_CV_Escort_ArriveAtDest_IG_003_ThisIsUs=This is us.
PU_GENPILOT4_CV_Escort_ArriveAtDest_IG_004_AllRightWe=All right, we made it.
PU_GENPILOT4_CV_Escort_ArriveAtDest_IG_005_WereHere=We're here.
PU_GENPILOT4_CV_Escort_Celebrate_IG_001_ItsLikeWatching=It's like watching an artist at work.
PU_GENPILOT4_CV_Escort_Celebrate_IG_002_Brilliant=Brilliant.
PU_GENPILOT4_CV_Escort_Celebrate_IG_004_CalMasonCouldnt=Cal Mason couldn't have done it better.
PU_GENPILOT4_CV_Escort_Celebrate_IG_005_VeryNice=Very nice.
PU_GENPILOT4_CV_Escort_EncourageAttack_IG_001_ItsAllYou=It's all you now. Take them out.
PU_GENPILOT4_CV_Escort_EncourageAttack_IG_002_WeaponsFreeOr=Weapons free or whatever the term is.
PU_GENPILOT4_CV_Escort_EncourageAttack_IG_003_TimeToUnleash=Time to unleash a little hell.
PU_GENPILOT4_CV_Escort_EncourageAttack_IG_004_GoAheadAnd=Go ahead and kill them. It's easy. Just pretend like you're playing Arena Commander.
PU_GENPILOT4_CV_Escort_EncourageAttack_IG_005_YouHaveMy=You have my full permission to kick their ass.
PU_GENPILOT4_CV_Escort_EnemiesArrive_IG_001_WeGotParty=We got party crashers.
PU_GENPILOT4_CV_Escort_EnemiesArrive_IG_002_WhoInvitedThese=Who invited these assholes?
PU_GENPILOT4_CV_Escort_EnemiesArrive_IG_003_DamnAndEverything=Damn. And everything was going so well.
PU_GENPILOT4_CV_Escort_EnemiesArrive_IG_004_GuessYoureGonna=Guess you're gonna get a chance to earn your pay.
PU_GENPILOT4_CV_Escort_EnemiesArrive_IG_005_HeadsUpWe=Heads up. We got trouble.
PU_GENPILOT4_CV_Escort_EnemiesArrive_More_IG_001_AndLookEven=And look. Even more assholes.
PU_GENPILOT4_CV_Escort_EnemiesArrive_More_IG_002_ReinforcementsJustWhat=Re-enforcements. Just what we need.
PU_GENPILOT4_CV_Escort_EnemiesArrive_More_IG_003_OfCourseLike=Of course. Like thing's weren't bad enough.
PU_GENPILOT4_CV_Escort_EnemyShipDestroyed_IG_001_ThatsOneForUs=That's one for us.
PU_GENPILOT4_CV_Escort_EnemyShipDestroyed_IG_002_AnotherPointFor=Another point for our team.
PU_GENPILOT4_CV_Escort_EnemyShipDestroyed_IG_003_SureHopeThey=Sure hope they had their affairs in order.
PU_GENPILOT4_CV_Escort_EnemyShipDestroyed_IG_004_AndAnotherOne=And another one bites the dust.
PU_GENPILOT4_CV_Escort_EnemyShipDestroyed_IG_005_YouThinkAnyones=You think anyone's gonna miss them?
PU_GENPILOT4_CV_Escort_Expletives_IG_001_Shit=Shit.
PU_GENPILOT4_CV_Escort_Expletives_IG_001b_Shit=Shit.
PU_GENPILOT4_CV_Escort_Expletives_IG_002_Damn=Damn.
PU_GENPILOT4_CV_Escort_Expletives_IG_003_SonOfA=Son of a bitch.
PU_GENPILOT4_CV_Escort_Expletives_IG_003b_SonOfA=Son of a bitch.
PU_GENPILOT4_CV_Escort_Expletives_IG_004_NoGoodRotten=No good, rotten piece of shit!
PU_GENPILOT4_CV_Escort_Expletives_IG_004b_NoGoodRotten=No good, rotten piece of shit!
PU_GENPILOT4_CV_Escort_Expletives_IG_005_GreatJustGreat=Great, just great!
PU_GENPILOT4_CV_Escort_Farewell_Bad_IG_001_WishICould=I wish I could say it was nice flying with you, but I can't. So, I'm just gonna go.
PU_GENPILOT4_CV_Escort_Farewell_Bad_IG_002_WhyDoYou=Why do you say we don't drag this out any longer, and just head our seperate ways.
PU_GENPILOT4_CV_Escort_Farewell_Bad_IG_003_ImGonnaCall=I'm gonna call it quits. Later.
PU_GENPILOT4_CV_Escort_Farewell_Bad_IG_004_WereAllDone=We're all done. You can go.
PU_GENPILOT4_CV_Escort_Farewell_Bad_IG_005_AndSoConcludes=And so concludes that disaster of a run. Good luck with the rest of your life.
PU_GENPILOT4_CV_Escort_Farewell_Good_IG_001_AllRightIt=All right. It was a pleasure doing business with you.
PU_GENPILOT4_CV_Escort_Farewell_Good_IG_002_ItWasNice=It was nice flying with you. See ya.
PU_GENPILOT4_CV_Escort_Farewell_Good_IG_003_IGottaGo=I gotta go. Take care of yourself, okay?
PU_GENPILOT4_CV_Escort_Farewell_Good_IG_004_OkayIHave=Okay, I have to head out, but fly safe.
PU_GENPILOT4_CV_Escort_Farewell_Good_IG_005_ImGonnaGo=I'm gonna go. Have a good one.
PU_GENPILOT4_CV_Escort_FightOver_Bad_IG_001_AnyoneElseSee=Anyone else see their life flash before their eyes back there?
PU_GENPILOT4_CV_Escort_FightOver_Bad_IG_002_ZeroPointsFor=Zero points for style, but full marks for us not being dead.
PU_GENPILOT4_CV_Escort_FightOver_Bad_IG_003_ImNotGoing=I'm not gonna be able to sleep for days after that. Crap that was close.
PU_GENPILOT4_CV_Escort_FightOver_Bad_IG_004_DontKnowAbout=Don't know about you, but I could use a change of flight suit after that.
PU_GENPILOT4_CV_Escort_FightOver_Bad_IG_005_IDidntThink=I didn't think we were going to make it out of that. Talk about snatching victory from the jaws of defeat.
PU_GENPILOT4_CV_Escort_FightOver_Good_IG_001_NothingLikeKicking=Nothing like kicking some ass to make you feel alive.
PU_GENPILOT4_CV_Escort_FightOver_Good_IG_002_ThatRightThere=That right there is why you always pay the extra credits for an escort.
PU_GENPILOT4_CV_Escort_FightOver_Good_IG_003_TheWayYou=The way you handled yourself? Stuff of legends. People are going to be singing about our epic battle for years to come.
PU_GENPILOT4_CV_Escort_FightOver_Good_IG_004_IAdmitI=I'll admit I was a bit worried when you first showed up, but you have been credits well spent so far.
PU_GENPILOT4_CV_Escort_FightOver_Good_IG_005_GottaSayShort=Gotta say, short of not being attack at all, that went pretty well.
PU_GENPILOT4_CV_Escort_FriendlyFire_IG_001_AreYouSeriously=Are you seriously shooting me?
PU_GENPILOT4_CV_Escort_FriendlyFire_IG_002_KnockItOff=Knock it off!
PU_GENPILOT4_CV_Escort_FriendlyFire_IG_003_HeyAssholeWere=Hey, asshole! We're on the same side.
PU_GENPILOT4_CV_Escort_FriendlyFire_IG_004_WatchWhereYoure=Watch where your shooting!
PU_GENPILOT4_CV_Escort_FriendlyFire_IG_005_HoldFire=Hold fire!
PU_GENPILOT4_CV_Escort_FriendlyFire_Player_IG_001_WhoopsFingerSlipped=Whoops. Finger slipped.
PU_GENPILOT4_CV_Escort_FriendlyFire_Player_IG_002_MyBadThats=My bad. That's on me.
PU_GENPILOT4_CV_Escort_FriendlyFire_Player_IG_003_SorryWasntShooting=Sorry! Wasn't shooting at you.
PU_GENPILOT4_CV_Escort_FriendlyShipDestroyed_IG_001_DamnThatWas=Damn, that was one of ours.
PU_GENPILOT4_CV_Escort_FriendlyShipDestroyed_IG_002_CrapWeCant=Crap. We can't affort to lose any one else.
PU_GENPILOT4_CV_Escort_FriendlyShipDestroyed_IG_003_TheseBastardsArent=These bastards aren't messing around.
PU_GENPILOT4_CV_Escort_Greeting_IG_001_OkayYoureEither=Okay, you're either an outlaw or my escort, and since you haven't shot me yet, I'm guessing escort.
PU_GENPILOT4_CV_Escort_Greeting_IG_002_HeyYoureMy=Hey, you're my escort right? Welcome.
PU_GENPILOT4_CV_Escort_Greeting_IG_003_AlrightTheEscort=All right. The escort has arrived.
PU_GENPILOT4_CV_Escort_Greeting_IG_004_WelcomeIfYoure=Welcome. If you're going to be my escort, I'm gonna need you to swear a blood oath to protect me with your life. Just kidding, the contract was fine.
PU_GENPILOT4_CV_Escort_Greeting_IG_005_HeyThanksFor=Hey, thanks for keeping an eye on us. Hopefully it'll be smooth sailing, but if we do hit stormy seas, it's nice to know you'll blow them up.
PU_GENPILOT4_CV_Escort_KeepLookOut_IG_001_IWantYou=I want you to keep an eye out for anything that look's suspicious. Like a ship shooting at us or something.
PU_GENPILOT4_CV_Escort_KeepLookOut_IG_002_PatrolTheArea=Patrol the area and make sure no one gets the jump on us.
PU_GENPILOT4_CV_Escort_KeepLookOut_IG_003_AnyUnexpectedVisitors=Any unexpected visitors show, you take care of them, okay?
PU_GENPILOT4_CV_Escort_KeepLookOut_IG_004_KeepAnEye=Keep an eye on your scanner in case any trouble shows up.
PU_GENPILOT4_CV_Escort_KeepLookOut_IG_005_ItsGonnaBe=It's gonna be easier to focus knowing you're watching our backs.
PU_GENPILOT4_CV_Escort_LetsGo_IG_001_MoveOut=Move out!
PU_GENPILOT4_CV_Escort_LetsGo_IG_002_LetsHitThe=Let's hit the road.
PU_GENPILOT4_CV_Escort_LetsGo_IG_003_LetsGetGoing=Let's get going.
PU_GENPILOT4_CV_Escort_LetsGo_IG_004_LetsDoThis=Let's do this.
PU_GENPILOT4_CV_Escort_LetsGo_IG_005_TimeToGo=Time to go.
PU_GENPILOT4_CV_Escort_LetsGo_Urgent_IG_001_ComeOnLets=Come on, let's go!
PU_GENPILOT4_CV_Escort_LetsGo_Urgent_IG_002_WeGottaGo=We gotta go now!
PU_GENPILOT4_CV_Escort_LetsGo_Urgent_IG_003_TimeToGo=Time to go! Time, to, Go!
PU_GENPILOT4_CV_Escort_LetsGo_Urgent_IG_004_ComeOnLets=C'mon, let's get the hell out of here!
PU_GENPILOT4_CV_Escort_LetsGo_Urgent_IG_005_WeAreLeaving=We are leaving!
PU_GENPILOT4_CV_Escort_LetsMoveOn_IG_001_LetsGetGoing=Let's get going to the next stop.
PU_GENPILOT4_CV_Escort_LetsMoveOn_IG_002_WeShouldMove=We should move on to the next stop.
PU_GENPILOT4_CV_Escort_LetsMoveOn_IG_003_GotAnotherStop=Got another stop up next.
PU_GENPILOT4_CV_Escort_LetsMoveOn_IG_004_LetsHeadOver=Let's head over to the next stop.
PU_GENPILOT4_CV_Escort_LetsMoveOn_IG_005_WeGotAnother=We got another stop, so let's get going.
PU_GENPILOT4_CV_Escort_MissionFailed_Fired_IG_001_YoureDoneGet=You're done. Get away from me.
PU_GENPILOT4_CV_Escort_MissionFailed_Fired_IG_002_NoOnesGonna=No one's gonna hire you again after this.
PU_GENPILOT4_CV_Escort_MissionFailed_Fired_IG_003_EnoughYoureFired=Enough! You're fired.
PU_GENPILOT4_CV_Escort_MissionFailed_IG_001_YouKnowWhat=You know what, why don't you just go escort yourself the hell out of here.
PU_GENPILOT4_CV_Escort_MissionFailed_IG_002_ThatsItIve=That's it. I've had enough. Contract's canceled.
PU_GENPILOT4_CV_Escort_MissionFailed_IG_003_YouWantTo=You want to be an asshole? Fine. But I'm not paying you for it. Job's canceled.
PU_GENPILOT4_CV_Escort_MissionFailed_IG_004_GuessWhatYoure=Guess what? You're fired. Have a great life.
PU_GENPILOT4_CV_Escort_MissionFailed_IG_005_NopeNoWay=Nope. No way. Not gonna deal your crap any more. Job's over.
PU_GENPILOT4_CV_Escort_MissionFailed_Leave_IG_001_ScrewThisIm=Screw this. I'm gone.
PU_GENPILOT4_CV_Escort_MissionFailed_Leave_IG_002_ForgetItNo=Forget it. No credits are worth this.
PU_GENPILOT4_CV_Escort_MissionFailed_Leave_IG_003_NoChoiceGotta=No choice. Gotta run while we still can.
PU_GENPILOT4_CV_Escort_NeedASecond_IG_001_WereFinishingFinal=We're finishing final prep, right now. I'll ping you when we're ready to go.
PU_GENPILOT4_CV_Escort_NeedASecond_IG_002_HopeYouBrought=Hope you brought something to read, cause we're going to need a few more moments before we can go.
PU_GENPILOT4_CV_Escort_NeedASecond_IG_003_JustWrappingUp=Just wrapping up a few last things. Should be ready to leave soon.
PU_GENPILOT4_CV_Escort_NeedASecond_IG_004_GotToFinish=Got to finish our prep before we can head out. Sit tight for now.
PU_GENPILOT4_CV_Escort_NeedASecond_IG_005_ImWorkingMy=I'm working my way through the last pre-checks before we start, a.k.a. I need use the bathroom. We'll get going in two seconds.
PU_GENPILOT4_CV_Escort_NeedHelp_IG_001_HowAboutSome=How about some help over here!
PU_GENPILOT4_CV_Escort_NeedHelp_IG_002_Help=Help!
PU_GENPILOT4_CV_Escort_NeedHelp_IG_003_NeedAHand=Need a hand!
PU_GENPILOT4_CV_Escort_NeedHelp_IG_004_Mayday=Mayday!
PU_GENPILOT4_CV_Escort_NeedHelp_IG_005_INeedHelp=I need help!
PU_GENPILOT4_CV_Escort_NeedMoreTime_IG_001_MakingGoodProgress=Making good progress, but we're not quite finished here yet.
PU_GENPILOT4_CV_Escort_NeedMoreTime_IG_002_ThingsAreUnderway=Things are underway, but it'll be a while yet.
PU_GENPILOT4_CV_Escort_NeedMoreTime_IG_003_ThingsAreGoing=Things are going good so far, but looks like we'll need a little more time.
PU_GENPILOT4_CV_Escort_NeedMoreTime_IG_004_GotAGood=Got a good solid start. I think we'll be able to finish on schedule.
PU_GENPILOT4_CV_Escort_NeedMoreTime_IG_005_WeHitA=We hit a snag or two so far, but I don't think it'll slow us down too much. Should be able to get out of here soon.
PU_GENPILOT4_CV_Escort_NeedMoreTime_UnderAttack_IG_001_WereGoingAs=We're going as fast as we can, but we need more time.
PU_GENPILOT4_CV_Escort_NeedMoreTime_UnderAttack_IG_002_YouNeedTo=You need to buy us some time so we can finish up.
PU_GENPILOT4_CV_Escort_NeedMoreTime_UnderAttack_IG_003_IDontCare=I don't care how you do it, just hold them off so we can finish.
PU_GENPILOT4_CV_Escort_NeedMoreTime_UnderAttack_IG_004_IfYouCan=If you can keep them off us a little longer, we'll finish as fast as we can.
PU_GENPILOT4_CV_Escort_NeedMoreTime_UnderAttack_IG_005_WereGettingClose=We're getting close. Just hold them back a bit longer.
PU_GENPILOT4_CV_Escort_PlayerCollideShip_IG_001_HeyWatchIt=Hey! Watch it!
PU_GENPILOT4_CV_Escort_PlayerCollideShip_IG_002_DamnItI=Damn it, I just had hull fixed.
PU_GENPILOT4_CV_Escort_PlayerCollideShip_IG_003_WhatTheHell=What the hell!
PU_GENPILOT4_CV_Escort_PlayerCollideShip_IG_004_SeriouslyYouGot=Seriously? You got to be kidding me!
PU_GENPILOT4_CV_Escort_PlayerCollideShip_IG_005_WellThatSucked=Well that sucked.
PU_GENPILOT4_CV_Escort_PlayerFliesTooClose_IG_001_HowAboutSome=How about some personal space?
PU_GENPILOT4_CV_Escort_PlayerFliesTooClose_IG_002_MindBackingOff=Mind backing off a bit?
PU_GENPILOT4_CV_Escort_PlayerFliesTooClose_IG_003_YoureFlyingReally=You're flying really close there.
PU_GENPILOT4_CV_Escort_PlayerFliesTooClose_IG_004_OkayThatsToo=Okay, that's too close.
PU_GENPILOT4_CV_Escort_PlayerFliesTooClose_IG_005_AnyCloserAnd=Any closer and you're going to be inside my ship.
PU_GENPILOT4_CV_Escort_PlayerLateScolding_IG_001_ThereYouAre=There you are. Was getting worried about you.
PU_GENPILOT4_CV_Escort_PlayerLateScolding_IG_002_DamnYouShowing=Damn. You showing up cost me five creds. I bet that you were late cause you were dead. Oh well, glad you're alive, I guess.
PU_GENPILOT4_CV_Escort_PlayerLateScolding_IG_003_YouHadMe=You had me worried sick, showing up that late. Shame on you. Shame.
PU_GENPILOT4_CV_Escort_QTravelDest_IG_001_HereImUploading=Here. I'm uploading coordinates to you.
PU_GENPILOT4_CV_Escort_QTravelDest_IG_002_SendingYourNave=Sending your nave the quantum data.
PU_GENPILOT4_CV_Escort_QTravelDest_IG_003_HavetheQTMarker=Have the QT marker ready. Sending now.
PU_GENPILOT4_CV_Escort_QTravelDest_IG_004_TransferringYouThe=Transferring you the Quantum info.
PU_GENPILOT4_CV_Escort_QTravelDest_IG_005_SendingQTOver=Sending QT over to your nav.
PU_GENPILOT4_CV_Escort_QTravelDest_Next_IG_001_GotTheNext=Got the next nav point for you.
PU_GENPILOT4_CV_Escort_QTravelDest_Next_IG_002_TransferringYouThe=Transferring you the next coordinates.
PU_GENPILOT4_CV_Escort_QTravelDest_Next_IG_003_SendingTheNext=Sending the next nav info over to you now.
PU_GENPILOT4_CV_Escort_QTravelSpooling_IG_001_AllRightQuantum=All right. Quantum time.
PU_GENPILOT4_CV_Escort_QTravelSpooling_IG_002_SpoolingUpThe=Spooling up the drive.
PU_GENPILOT4_CV_Escort_QTravelSpooling_IG_003_PreppingTheQT=Prepping the QT. Get ready.
PU_GENPILOT4_CV_Escort_QTravelSpooling_IG_004_PoweringUpThe=Powering up the drive for quantum, get ready.
PU_GENPILOT4_CV_Escort_QTravelSpooling_IG_005_QTSpoolUnderway=QT spool underway.
PU_GENPILOT4_CV_Escort_ReadyToGo_IG_001_OkayReadyTo=Okay, ready to go.
PU_GENPILOT4_CV_Escort_ReadyToGo_IG_002_AllRightReady=All right. Ready.
PU_GENPILOT4_CV_Escort_ReadyToGo_IG_003_WereAllSet=We're all set to leave.
PU_GENPILOT4_CV_Escort_ReadyToGo_IG_004_ThatsEverythingLets=That's everything. Let's go.
PU_GENPILOT4_CV_Escort_ReadyToGo_IG_005_DontKnowAbout=Don't know about you, but I'm ready to get this party started.
PU_GENPILOT4_CV_Escort_ReturnToStart_IG_001_AllDoneI=All done. I think we can head back.
PU_GENPILOT4_CV_Escort_ReturnToStart_IG_002_ThatsEverythingLets=That's everything. Let's call it a day and head back.
PU_GENPILOT4_CV_Escort_ReturnToStart_IG_003_WeAreDone=We are done for the day, and I for one am ready to head back.
PU_GENPILOT4_CV_Escort_ReturnToStart_IG_004_OkayIThink=Okay, I think that's it. Let's head back.
PU_GENPILOT4_CV_Escort_ReturnToStart_IG_005_NothingElseOn=Nothing else on the schedule which means it's quiting time.
PU_GENPILOT4_CV_Escort_StartWork_IG_001_TimeToRoll=Time to roll up our sleeves and get down to business.
PU_GENPILOT4_CV_Escort_StartWork_IG_002_NowWeJust=Now, we just have to do a bunch of work.
PU_GENPILOT4_CV_Escort_StartWork_IG_003_LetsGetStarted=Let's get started.
PU_GENPILOT4_CV_Escort_StartWork_IG_004_TimeToEarn=Time to earn some credits.
PU_GENPILOT4_CV_Escort_StartWork_IG_005_WhosReadyTo=Who's ready to do some work?
PU_GENPILOT4_CV_Escort_StayClose_High_IG_001_HeyGetBack=Hey, get back here. You're supposed protect me!
PU_GENPILOT4_CV_Escort_StayClose_High_IG_002_WhereYouGoing=Where you going? You get hit in the head?
PU_GENPILOT4_CV_Escort_StayClose_High_IG_003_WhatKindOf=What kind of escort leaves in the middle of a fight?
PU_GENPILOT4_CV_Escort_StayClose_Low_IG_001_YoureNotThinking=You're not thinking about leaving already, are you? Cause otherwise you need to actually fly with me.
PU_GENPILOT4_CV_Escort_StayClose_Low_IG_002_HeyHotShot=Hey hot shot, we're over here. Stay close.
PU_GENPILOT4_CV_Escort_StayClose_Low_IG_003_IfYoureGoing=If you're going to try to sneak off, you could at least try to be more subtle about it.
PU_GENPILOT4_CV_Escort_StayClose_Low_IG_004_HeyYouMind=Hey, you mind staying close till the job's over?
PU_GENPILOT4_CV_Escort_StayClose_Low_IG_005_IfItsNot=If it's not too much trouble, you think you could stop randomly wandering off in the middle of a contract. Thanks.
PU_GENPILOT4_CV_Escort_Thanks_IG_001_AppreciateTheHelp=Appreciate the help.
PU_GENPILOT4_CV_Escort_Thanks_IG_002_Thanks=Thanks.
PU_GENPILOT4_CV_Escort_Thanks_IG_003_ThanksForEverything=Thanks for everything.
PU_GENPILOT4_CV_Escort_Thanks_IG_004_YouDidPretty=You did pretty good out there.
PU_GENPILOT4_CV_Escort_Thanks_IG_005_YouDidGreat=You did great on that contract. Don't be surprised when I name one of my children after you.
PU_GENPILOT4_CV_Escort_UnderAttack_High_IG_001_GetTheseClowns=Get these clowns off me!
PU_GENPILOT4_CV_Escort_UnderAttack_High_IG_002_WouldSomebodyShoot=Would somebody shoot these people, please?
PU_GENPILOT4_CV_Escort_UnderAttack_High_IG_003_TheyreAllOver=They're all over me!
PU_GENPILOT4_CV_Escort_UnderAttack_Low_IG_001_TakingDamage=Taking damage.
PU_GENPILOT4_CV_Escort_UnderAttack_Low_IG_002_ImHit=I'm hit.
PU_GENPILOT4_CV_Escort_UnderAttack_Low_IG_003_ThereGoesMy=There goes my insurance premium.
PU_GENPILOT4_CV_Escort_UnderAttack_Low_IG_004_NotGonnaLie=Not gonna lie, that one hurt.
PU_GENPILOT4_CV_Escort_UnderAttack_Low_IG_005_ThatsGonnaLeave=That's gonna leave a mark.
PU_GENPILOT4_CV_Escort_WaitedTooLong_IG_001_IDontThink=I don't think anyone else is showing. It's like my ninth birthday party all over again.
PU_GENPILOT4_CV_Escort_WaitedTooLong_IG_002_WeGaveThem=We gave them a chance, but we can't wait around here all day.
PU_GENPILOT4_CV_Escort_WaitedTooLong_IG_003_HuhGuessTheyre=Huh. I guess they're not coming. Talk about an auspicious start. Oh well.
PU_GENPILOT4_CV_Escort_WaitedTooLong_IG_004_StillNotHere=Still not here. Seems like the other escorts should've hired escorts.
PU_GENPILOT4_CV_Escort_WaitedTooLong_IG_005_IfTheyreNot=If they're not here by now, I don't think they're coming.
PU_GENPILOT4_CV_Escort_WaitingForOthers_IG_001_WeJustNeed=We just need to wait for the others to show, and then we can head out.
PU_GENPILOT4_CV_Escort_WaitingForOthers_IG_002_ThisIsntA=This isn't a comment on your abilities, but we're waiting on few more escorts before we start.
PU_GENPILOT4_CV_Escort_WaitingForOthers_IG_003_IHaveA=I have a few more people showing up, so we have to wait for them.
PU_GENPILOT4_CV_Escort_WaitingForOthers_IG_004_AlmostReadyTo=Almost ready to go, just have to wait for the rest of everyone to get here.
PU_GENPILOT4_CV_Escort_WaitingForOthers_IG_005_AboutReadyTo=About ready to leave, just have to figure what the heck's taking everyone else so long to get here.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Hit_High_IG_001_IWontSay=I won't say this again. Hit me again, and you're done.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Hit_High_IG_002_KeepUpWith=Keep up with this crap and you're gonna be out on your ass.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Hit_High_IG_003_ImCancelingThe=I'm canceling the contract if you hit me again.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Low_IG_001_ListenIfYoure=Listen, if you're not going to take this job seriously, I'm gonna have to let you go.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Low_IG_002_ImStartingTo=I'm starting to feel like you don't want this job. That maybe I should find someone else to do it.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Low_IG_003_NotToBe=Not to be one of those people, but you keep messing around, I'm gonna cancel your contract.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Low_IG_004_YouveUsedUp=You've used up most of my patience, and that's really saying something with me.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Low_IG_005_IDontKnow=I don't know how much longer I can put up with you.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Wander_High_IG_001_IfYouDont=If you don't get back here right now, you can forget this job.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Wander_High_IG_002_LastChanceGet=Last chance. Get your ass over here now.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Wander_High_IG_003_GetBackHere=Get back here. Do you want to get paid or not?
PU_GENPILOT4_CV_Escort_WarningMissionFail_Wander_Low_IG_001_SeemsLikeYoure=Seems like you're either terrible at following directions or you're bad at navigating. Whichever one it is, I'm not sure if I want to keep flying with you.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Wander_Low_IG_002_OkaySeriouslyNow=Okay, seriously now, start flying like you're an actual paid escort or you can forget this job.
PU_GENPILOT4_CV_Escort_WarningMissionFail_Wander_Low_IG_003_YoPersonIm=Yo, person I am paying to escort me, if you don't change course, don't expect to keep this job.
PU_GENPILOT4_CV_Escort_WereAllHere_IG_001_ThatsEveryone=Right, that's everyone.
PU_GENPILOT4_CV_Escort_WereAllHere_IG_002_EveryonesHereTime=Everyone's here. Time to get this party started.
PU_GENPILOT4_CV_Escort_WereAllHere_IG_003_AllHere=All here.
PU_GENPILOT4_CV_Escort_WereAllHere_IG_004_AllShipsAccounted=All ships accounted for.
PU_GENPILOT4_CV_Escort_WereAllHere_IG_005_WellIDont=Well, I don't really want to wait any longer so I'm just going to say that we're all here.
PU_GENPILOT4_CV_Escort_WorkFinished_IG_001_ThatsItWere=That's it. We're all done here.
PU_GENPILOT4_CV_Escort_WorkFinished_IG_002_AndFinished=And finished.
PU_GENPILOT4_CV_Escort_WorkFinished_IG_003_OkayThatsEverything=Okay, that's everything. We're done here.
PU_GENPILOT4_CV_Escort_WorkFinished_IG_004_DoneAndDone=Done and done.
PU_GENPILOT4_CV_Escort_WorkFinished_IG_005_ThatShouldDo=That should do it.
PU_GENPILOT4_CV_Escort_WorkFinished_UnderAttack_IG_001_Finished=Finished!
PU_GENPILOT4_CV_Escort_WorkFinished_UnderAttack_IG_002_Done=Done!
PU_GENPILOT4_CV_Escort_WorkFinished_UnderAttack_IG_003_AllSet=All set!
PU_GENPILOT4_CV_Escort_WorkFinished_UnderAttack_IG_004_ThatsItWere=That's it! We're done!
PU_GENPILOT4_CV_Escort_WorkFinished_UnderAttack_IG_005_YesWeDid=Yes! We did it!
PU_GENPILOT4_CV_FriendliesToPlayerArrive_IG_001_YouThinkSome=You think some extra fire power is going to get you out of this?
PU_GENPILOT4_CV_FriendliesToPlayerArrive_IG_002_OoooIfThey=Oooo. If they fly anything like you, I'm real scared.
PU_GENPILOT4_CV_FriendliesToPlayerArrive_IG_003_CantBelieveYou=Can't believe you invited more people here to watch you get taken out.
PU_GENPILOT4_CV_GetHits_IG_EX_001=<Grunt>
PU_GENPILOT4_CV_GetHits_IG_EX_002=<Grunt>
PU_GENPILOT4_CV_GetHits_IG_EX_003=<Grunt>
PU_GENPILOT4_CV_GetHits_IG_EX_004=<Grunt>
PU_GENPILOT4_CV_GetHits_IG_EX_005=<Grunt>
PU_GENPILOT4_CV_GetHits_IG_EX_006=<Grunt>
PU_GENPILOT4_CV_GetHits_IG_EX_007=<Grunt>
PU_GENPILOT4_CV_GetHits_IG_EX_008=<Grunt>
PU_GENPILOT4_CV_LosingFrustration_IG_001_AllRightSo=All right. So maybe you're not such a push over.
PU_GENPILOT4_CV_LosingFrustration_IG_002_WellThisIsnt=Well this isn't so fun anymore.
PU_GENPILOT4_CV_LosingFrustration_IG_003_IBetYou=I bet you think you're so great, don't you?
PU_GENPILOT4_CV_MindYourBusiness_IG_001_HeyThereBit=Hey there. Bit of friendly advice. Get the hell out of here while you can still fly.
PU_GENPILOT4_CV_MindYourBusiness_IG_002_YouKnowThe=You know the saying wrong place at the wrong time? Well let me tell you, it doesn't get much wronger than this.
PU_GENPILOT4_CV_MindYourBusiness_IG_003_LetMeGuess=Let me guess, you're lost. And if you're not. Then you should damn well get lost. Understand me?
PU_GENPILOT4_CV_MindYourBusiness_IG_004_UnlessYouveGot=Unless you've got a death wish, you'll want to turn that ship around.
PU_GENPILOT4_CV_MindYourBusiness_IG_005_IllMakeThis=I'll make this easy for ya. Leave now, or we'll kill you. I'm happy either way.
PU_GENPILOT4_CV_MindYourBusiness_Salvage_IG_001_HateToBreak=Hate to break it to you, but this our turf.
PU_GENPILOT4_CV_MindYourBusiness_Salvage_IG_002_YouCanStop=You can stop right there. This claim is ours.
PU_GENPILOT4_CV_MindYourBusiness_Salvage_IG_003_YouCanGo=You can go ahead and forget what your scans say. The only thing you're gonna find here is a shit ton of trouble.
PU_GENPILOT4_CV_PlayerAttackFirst_IG_001_OhLooksLike=Oh, looks like we got ourselves a hero.
PU_GENPILOT4_CV_PlayerAttackFirst_IG_002_YoureGonnaRegret=You're gonna regret that.
PU_GENPILOT4_CV_PlayerAttackFirst_IG_003_YouJustHad=You just had to do things the hard way.
PU_GENPILOT4_CV_PlayerAttackFirst_IG_004_ItsOnNow=It's on now!
PU_GENPILOT4_CV_PlayerAttackFirst_IG_005_BringIt=Bring it.
PU_GENPILOT4_CV_Retreat_IG_001_ScrewThisIm=Screw this. I'm out of here.
PU_GENPILOT4_CV_Retreat_IG_002_WhateverYouThink=Whatever. You think I care about any of this? Guess again.
PU_GENPILOT4_CV_Retreat_IG_003_FineYouWin=Fine. You win. Happy?
PU_GENPILOT4_CV_RevengePosse_Greeting_IG_001_IGotA=I got message for you. Mess with one of ours and you die.
PU_GENPILOT4_CV_RevengePosse_Greeting_IG_002_YouThoughtYou=You thought you could get away with taking one of ours, but you thought wrong.
PU_GENPILOT4_CV_RevengePosse_Greeting_IG_003_BeforeWeKill=Before we kill ya, know that this is payback for what you did to my friend.
PU_GENPILOT4_CV_Target_Chase_IG_001_WhatYouDont=What? You don't play with me anymore?
PU_GENPILOT4_CV_Target_Chase_IG_002_YoureNotGonna=You're not gonna get away that easy.
PU_GENPILOT4_CV_Target_Chase_IG_003_OhNoYoure=Oh no. You're not going anywhere.
PU_GENPILOT4_CV_Target_Greet_IG_001_NotSureWhat=Not quite sure what you did, but it must have been pretty bad if they sent me.
PU_GENPILOT4_CV_Target_Greet_IG_002_NowWhileIm=Now, while I am here to take you down extreme prejudice, just want you to know I'm only doing it for the credits.
PU_GENPILOT4_CV_Target_Greet_IG_003_JustSoYou=Just so you know before we do this, the credits I'm getting for taking you down are going to a very worth cause.
PU_GENPILOT4_CV_Target_Taunt_IG_001_AllYoureDoing=All you're doing is wasting my time.
PU_GENPILOT4_CV_Target_Taunt_IG_002_YouKnowWhats=You know what's funny? I bet you're trying to figure a way out of this mess, and here I am thinking about how I'm gonna spend all the credits I get for you.
PU_GENPILOT4_CV_Target_Taunt_IG_003_IBetYoure=I bet you're starting to rethink whatever bad life decisions got you here.
PU_GENPILOT4_CV_Target_Taunt_IG_004_WouldYouLook=Would you look at that. You're fighting like you actually have chance here.
PU_GENPILOT4_CV_Target_Taunt_IG_005_BeliveItOr=Believe it or not, I actually like it when you fight back. Gives me greater job satisfaction. Feel like I really earn my credits.
PU_GENPILOT4_CV_Taunt_BountyHunter_IG_001_ImABit=I'm a bit insulted that they'd someone like you after me.
PU_GENPILOT4_CV_Taunt_BountyHunter_IG_002_GeezDidThey=Geez. Did they just let any clown with a ship take the contract on me? It's embarassing.
PU_GENPILOT4_CV_Taunt_BountyHunter_IG_003_IWonderIf=I wonder if the next person they send will do better than you're doing. They'd pretty much have to.
PU_GENPILOT4_CV_Taunt_General_IG_001_OnTheBright=On the bright side, think about the free time you're going to have in the hospital.
PU_GENPILOT4_CV_Taunt_General_IG_002_AmIOn=What? Am I on Fake Outs? No one could possibly fly this bad in real life.
PU_GENPILOT4_CV_Taunt_General_IG_003_AreYouTrying=Are you trying to lose on purpose? Cause that's what it looks like.
PU_GENPILOT4_CV_Taunt_General_IG_004_IllTellYou=I'll tell you what, if you intentionally crash your ship and survive, I'll let you walk... <long pause> <chuckle> Sorry, I was hoping you'd do it.
PU_GENPILOT4_CV_Taunt_General_IG_005_ThisIsJust=This is just painful to watch. Putting you down will be doing you a favor.
PU_GENPILOT4_CV_Taunt_Kill_IG_001_IHopeYou=I hope you weren't too close to them.
PU_GENPILOT4_CV_Taunt_Kill_IG_002_WhatASpectacular=What a spectacular end to a miserable little shit.
PU_GENPILOT4_CV_Taunt_Kill_IG_003_ThatsAnotherOne=That's another one for us.
PU_GENPILOT4_CV_Taunt_Kill_IG_004_DidYouSee=Did you see that? One minute your friend's flying around, next they're space trash. Crazy, right?
PU_GENPILOT4_CV_Taunt_Kill_IG_005_YouGotTo=You got to be feeling a bit worried after that.
PU_GENPILOT4_CV_Taunt_Missile_IG_001_ChokeOnThat=Choke on that.
PU_GENPILOT4_CV_Taunt_Missile_IG_002_GotASurprise=Got a surprise for you.
PU_GENPILOT4_CV_Taunt_Missile_IG_003_TryToDodge=Try to dodge that.
PU_GENPILOT4_CV_Taunt_WarningAttack_IG_001_GuessYouLike=Guess you like being shot.
PU_GENPILOT4_CV_Taunt_WarningAttack_IG_002_TheresNoHelping=There's no helping some people.
PU_GENPILOT4_CV_Taunt_WarningAttack_IG_003_IveBeenWanting=I've been wanting some target practice.
PU_GENPILOT4_CV_Taunt_WarningAttack_IG_004_LooksLikeI=Looks like I get to have some fun today, afterall.
PU_GENPILOT4_CV_Taunt_WarningAttack_IG_005_HopeAllOf=Hope all of your affairs are in order.
PU_GENPILOT5_CV_AnnounceAttack_IG_001_OkayImOnly=Okay, I'm only gonna say this once. We're very dangerous people, so don't screw with us.
PU_GENPILOT5_CV_AnnounceAttack_IG_002_YouFlewInto=You flew into the wrong corner of space.
PU_GENPILOT5_CV_AnnounceAttack_IG_003_WellWellWell=Well, well, well, look what we got here.
PU_GENPILOT5_CV_AnnounceAttack_IG_004_ListenUpEverything=Listen up. Everything you got is ours now. That means your stuff... and your life...
PU_GENPILOT5_CV_AnnounceAttack_IG_005_YoureOnOur=You're on our turf. You gotta pay the price now.
PU_GENPILOT5_CV_Arrive_EnemiesToPlayer_IG_001_OhThankGod=Oh thank god. Now you're in trouble.
PU_GENPILOT5_CV_Arrive_EnemiesToPlayer_IG_002_AboutFrickinTime=About frickin' time they showed up.
PU_GENPILOT5_CV_Arrive_EnemiesToPlayer_IG_003_FinallyNowYoure=Finally. Now you're gonna pay.
PU_GENPILOT5_CV_Arrive_FriendliesToPlayer_IG_001_WhoTheHell=Who the hell are these people? That's a little unfair, don't you think?
PU_GENPILOT5_CV_Arrive_FriendliesToPlayer_IG_002_AlrightLookWeve=Alright, look, we've both done things we regret, maybe we just reconsider our position here.
PU_GENPILOT5_CV_Arrive_FriendliesToPlayer_IG_003_YouThinkThis=You think this scares me? I... uh... I mean, you could bring twenty ships... it's... it's not going to save you.
PU_GENPILOT5_CV_BountyHunter_Chase_IG_001_NowYouWant=Now you want to run?!
PU_GENPILOT5_CV_BountyHunter_Chase_IG_002_YouKnowIf=You know, if you'd just given me what I wanted, it wouldn't have come to this.
PU_GENPILOT5_CV_BountyHunter_Chase_IG_003_WhereDoYou=Where do you think you're going?
PU_GENPILOT5_CV_BountyHunter_Greeting_IG_001_AttentionIGot=Attention, I got paid good money to hunt you down. And that's what I intend to do.
PU_GENPILOT5_CV_BountyHunter_Greeting_IG_002_YourDaysOf=Your days of doing... whatever it is you did... are over.
PU_GENPILOT5_CV_BountyHunter_Greeting_IG_003_TheTimeHas=The time has come for a reckoning. A reckoning of justice.
PU_GENPILOT5_CV_BountyHunter_Taunt_IG_001_SubmitSubmit=Submit! Submit!
PU_GENPILOT5_CV_BountyHunter_Taunt_IG_002_FeelThePower=Feel the power of righteousness.
PU_GENPILOT5_CV_BountyHunter_Taunt_IG_003_YouCannotEscape=You cannot escape justice's gaze.
PU_GENPILOT5_CV_BountyHunter_Taunt_IG_004_ThisIsFor=This is... for whatever you did.
PU_GENPILOT5_CV_BountyHunter_Taunt_IG_005_YouKnewThis=You knew this day would come, didn't you?
PU_GENPILOT5_CV_Bounty_Greeting_IG_001_WhatYoureHere=What, you're here for me? Gotta be some kinda mistake.
PU_GENPILOT5_CV_Bounty_Greeting_IG_002_IThinkYou=I think you got the wrong guy.
PU_GENPILOT5_CV_Bounty_Greeting_IG_003_NopeNoCriminals=Nope, no criminals here. If I see any, I'll let you know.
PU_GENPILOT5_CV_Bounty_Greeting_IG_004_YouPickedThe=You picked the wrong guy. You hear me? You should...you should just get out of here.
PU_GENPILOT5_CV_Bounty_Greeting_IG_005_YouThinkYoure=You think you're the first person to hunt me down? Well, you're not and you'll end up like the others. They're dead.
PU_GENPILOT5_CV_DeathThroe_Scream_IG_EX_001=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Scream_IG_EX_002=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Scream_IG_EX_003=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Scream_IG_EX_004=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Scream_IG_EX_005=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Scream_IG_EX_006=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Scream_IG_EX_007=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Scream_IG_EX_008=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Sudden_IG_EX_001=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Sudden_IG_EX_002=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Sudden_IG_EX_003=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Sudden_IG_EX_004=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Sudden_IG_EX_005=<Grunt>
PU_GENPILOT5_CV_DeathThroe_Sudden_IG_EX_006=<Grunt>
PU_GENPILOT5_CV_Distress_AlmostDone_UnderAttack_IG_001_JustALittle=Just a little while longer.
PU_GENPILOT5_CV_Distress_AlmostDone_UnderAttack_IG_002_ImNotDone=I'm not done. I'm not done!
PU_GENPILOT5_CV_Distress_AlmostDone_UnderAttack_IG_003_GotThatAnd=Got that... and that... and that... we're almost back up.
PU_GENPILOT5_CV_Distress_Arrive_Combat_IG_001_SomebodyCameThank=Somebody came! Thank you. Thank you. You have to help me fight.
PU_GENPILOT5_CV_Distress_Arrive_Combat_IG_002_OhMyGod=Oh my god. I thought I was done for. These outlaws just attacked. I need help.
PU_GENPILOT5_CV_Distress_Arrive_Combat_IG_003_PleaseYouHave=Please, you have to help me. I can't die like this.
PU_GENPILOT5_CV_Distress_Arrive_Combat_IG_004_YouHeardMy=You heard my call! Please, you gotta help me fight.
PU_GENPILOT5_CV_Distress_Arrive_Combat_IG_005_OhThankGod=Oh thank god. Help me against these lawless reprobates. Please.
PU_GENPILOT5_CV_Distress_Arrive_ShipBroken_IG_001_HelloYourHeard=Hello! Your heard my call! My ship's dead in the water. You gotta keep 'em off me.
PU_GENPILOT5_CV_Distress_Arrive_ShipBroken_IG_002_SomebodyCameYou=Somebody came! You gotta protect me. I'm trying to get my ship working again.
PU_GENPILOT5_CV_Distress_Arrive_ShipBroken_IG_003_OhThankGod=Oh thank god. You take care of them. I'll get back to repairing the ship.
PU_GENPILOT5_CV_Distress_Arrive_ShipBroken_IG_004_ICantFly=I can't fly! I can't fly! Keep them away so I can fix it.
PU_GENPILOT5_CV_Distress_Arrive_ShipBroken_IG_005_IThoughtI=I thought I was done for. These bastards won't let me fix my ship.
PU_GENPILOT5_CV_Distress_BegForLife_IG_001_PleaseDontKill=Please don't kill me. I'm begging you. Please don't kill me.
PU_GENPILOT5_CV_Distress_BegForLife_IG_002_ICantGo=I can't go out like this. Not out here. In space. Alone. Please don't.
PU_GENPILOT5_CV_Distress_BegForLife_IG_003_WaitWaitWait=Wait, wait, wait. Wait! You don't have to do this. You can just let me go. I won't say a thing.
PU_GENPILOT5_CV_Distress_Call_Comm_IG_001_SomebodyPleaseHelp=Somebody please help me!
PU_GENPILOT5_CV_Distress_Call_Comm_IG_002_HelpImUnder=Help! I'm under attack!
PU_GENPILOT5_CV_Distress_Call_Comm_IG_003_AnybodyMyShips=Anybody?! My ship's under attack. Please help me!
PU_GENPILOT5_CV_Distress_Call_Comm_IG_004_HelpHelpI=Help! Help! I got... there are ships... a lot of ships... I need help!
PU_GENPILOT5_CV_Distress_Call_Comm_IG_005_CanAnybodyHear=Can anybody hear me?! I'm under attack and need help.
PU_GENPILOT5_CV_Distress_Call_UnderAttack_IG_001_PleaseSomebodyHelp=Please, somebody help me! I'm being attacked.
PU_GENPILOT5_CV_Distress_Call_UnderAttack_IG_002_INeedHelp=I need help! They're everywhere! Help!
PU_GENPILOT5_CV_Distress_Call_UnderAttack_IG_003_HelloHelloI=Hello?! Hello?! I got fighters all over me and need help.
PU_GENPILOT5_CV_Distress_Call_UnderAttack_IG_004_IsAnyoneOut=Is anyone out there? This is a major emergency!
PU_GENPILOT5_CV_Distress_Call_UnderAttack_IG_005_HelpHelpGoddamit=Help! Help goddamit! I got fighters all over me.
PU_GENPILOT5_CV_Distress_Farewell_Bad_IG_001_ScrewThisIm=Screw this. I'm done.
PU_GENPILOT5_CV_Distress_Farewell_Bad_IG_002_IUhI=I, uh... I gotta go.
PU_GENPILOT5_CV_Distress_Farewell_Bad_IG_003_ImGoingTo=I'm going to leave now.
PU_GENPILOT5_CV_Distress_Farewell_Bad_IG_004_IHaveTo=I have to go.
PU_GENPILOT5_CV_Distress_Farewell_Bad_IG_005_ImGoingHome=I'm going home.
PU_GENPILOT5_CV_Distress_Farewell_Good_IG_001_TakeItEasy=Take it easy.
PU_GENPILOT5_CV_Distress_Farewell_Good_IG_002_SeeYouLater=See you later.
PU_GENPILOT5_CV_Distress_Farewell_Good_IG_003_HaveAGood=Have a good one.
PU_GENPILOT5_CV_Distress_Farewell_Good_IG_004_TakeCare=Take care.
PU_GENPILOT5_CV_Distress_Farewell_Good_IG_005_FlySafe=Fly safe.
PU_GENPILOT5_CV_Distress_FightOver_Bad_IG_001_ICantBelieve=I can't believe we made it. Oh god. I can't stop shaking. I think I might have a heart attack. <pause> Okay, I'm better now.
PU_GENPILOT5_CV_Distress_FightOver_Bad_IG_002_IUhI=I, uh, I... shit that was close.
PU_GENPILOT5_CV_Distress_FightOver_Bad_IG_003_IDontKnow=I don't know how I'm not dead.
PU_GENPILOT5_CV_Distress_FightOver_Bad_IG_004_ICantBe=I can't be out here anymore. I can't do it.
PU_GENPILOT5_CV_Distress_FightOver_Bad_IG_005_IDontEven=I don't even know where to start... I guess we're alive, so that's something...
PU_GENPILOT5_CV_Distress_FightOver_Good_IG_001_ThankYouThank=Thank you, thank you. You totally saved my life there.
PU_GENPILOT5_CV_Distress_FightOver_Good_IG_002_AreTheyGone=Are they gone? Is that it? Did we win? We won!
PU_GENPILOT5_CV_Distress_FightOver_Good_IG_003_ImAliveI=I'm alive! I don't believe it! <relieved laughter> Thank you.
PU_GENPILOT5_CV_Distress_FightOver_Good_IG_004_IThoughtI=I thought I was dead, for sure. You're a lifesaver! Or a saint! Or both! I don't know. I'm alive!
PU_GENPILOT5_CV_Distress_FightOver_Good_IG_005_ICantBelieve=I can't believe I'm alive. I thought I was dead for sure.
PU_GENPILOT5_CV_Distress_FightOver_OfferPayment_IG_001_ItsNotNearly=It's not nearly enough, but here's something for saving my life.
PU_GENPILOT5_CV_Distress_FightOver_OfferPayment_IG_002_HeresALittle=Here's a little something. Don't say no. I insist.
PU_GENPILOT5_CV_Distress_FightOver_OfferPayment_IG_003_TakeThisYouve=Take this. You've totally earned it.
PU_GENPILOT5_CV_Distress_FightOver_OfferPayment_IG_004_ICanKeep=I can keep thanking you, but honestly I think this'll say it better.
PU_GENPILOT5_CV_Distress_FightOver_OfferPayment_IG_005_YouHaveTo=You have to take this. I insist.
PU_GENPILOT5_CV_Distress_FinishedRepairs_UnderAttack_IG_001_Done=Done!
PU_GENPILOT5_CV_Distress_FinishedRepairs_UnderAttack_IG_002_ShipsBackUp=Ship's back up!
PU_GENPILOT5_CV_Distress_FinishedRepairs_UnderAttack_IG_003_IDidIt=I did it!
PU_GENPILOT5_CV_Distress_NeedMoreTime_Repairing_IG_001_ImNotDone=I'm not done yet. Give me a second.
PU_GENPILOT5_CV_Distress_NeedMoreTime_Repairing_IG_002_ICantBring=I can't bring the ship online. Something else must be broken. I need more time.
PU_GENPILOT5_CV_Distress_NeedMoreTime_Repairing_IG_003_ImWorkingIm=I'm working! I'm working! More time!
PU_GENPILOT5_CV_Distress_OfferBribeForLife_IG_001_IllPayYou=I'll pay you. How does that sound? Here's everything I've got.
PU_GENPILOT5_CV_Distress_OfferBribeForLife_IG_002_WhatllItTake=What'll it take? Credits? Here take them. Just let me go.
PU_GENPILOT5_CV_Distress_OfferBribeForLife_IG_003_WhatYouWant=What, you want credits? Fine. I don't care. Here.
PU_GENPILOT5_CV_Distress_PlayerAttacks_IG_001_HolyShitAre=Holy shit! Are you one of them!
PU_GENPILOT5_CV_Distress_PlayerAttacks_IG_002_Aaah=Aaah!
PU_GENPILOT5_CV_Distress_PlayerAttacks_IG_003_WhatWasThat=What was that?!
PU_GENPILOT5_CV_Distress_PlayerCollideShip_IG_001_OhMyGod=Oh my god!
PU_GENPILOT5_CV_Distress_PlayerCollideShip_IG_002_WhatWasThat=What was that?!
PU_GENPILOT5_CV_Distress_PlayerCollideShip_IG_003_YouHitMe=You hit me!
PU_GENPILOT5_CV_Distress_PlayerFliesTooClose_IG_001_UmHello=Um... hello?
PU_GENPILOT5_CV_Distress_PlayerFliesTooClose_IG_001b_UmHello=Um... hello?
PU_GENPILOT5_CV_Distress_PlayerFliesTooClose_IG_002_CuttingItA=Cutting it a little close there, huh?
PU_GENPILOT5_CV_Distress_PlayerFliesTooClose_IG_003_ExcuseMeYoure=Excuse me? You're... uh... gonna hit my ship.
PU_GENPILOT5_CV_Distress_TakingTooMuchDamage_IG_001_ICantFix=I can't fix the ship if they keep shooting me! Keep 'em off me.
PU_GENPILOT5_CV_Distress_TakingTooMuchDamage_IG_002_GoddammitAnotherSystem=Goddammit! Another system down. How about some protection!
PU_GENPILOT5_CV_Distress_TakingTooMuchDamage_IG_003_GiveMeA=Give me a second! How the hell am I supposed to fix this if we keep taking damage?
PU_GENPILOT5_CV_Distress_UrgentQTravel_LeaveCombat_IG_001_LetsGetThe=Let's get the hell out of here!
PU_GENPILOT5_CV_Distress_UrgentQTravel_LeaveCombat_IG_002_Ruuuuuuuun=Ruuuuuuuun!
PU_GENPILOT5_CV_Distress_UrgentQTravel_LeaveCombat_IG_003_GoGoGo=Go, go, go!
PU_GENPILOT5_CV_Escort_AllShipsDestroyed_IG_001_IsThatIt=Is that it? That everyone?
PU_GENPILOT5_CV_Escort_AllShipsDestroyed_IG_002_ThatsAllOf=That's all of them, right?
PU_GENPILOT5_CV_Escort_AllShipsDestroyed_IG_003_WaitIsIt=Wait... is it over? Did we get them?
PU_GENPILOT5_CV_Escort_AllShipsDestroyed_IG_004_IsThatReally=Is that really all of them?
PU_GENPILOT5_CV_Escort_AllShipsDestroyed_IG_005_ThatItDid=That it? Did we win?
PU_GENPILOT5_CV_Escort_AlmostDead_IG_001_PleaseYouGotta=Please, you gotta do something!
PU_GENPILOT5_CV_Escort_AlmostDead_IG_002_OhMyGod=Oh my god, help me, please.
PU_GENPILOT5_CV_Escort_AlmostDead_IG_003_ImGonnaDie=I'm gonna die. I'm gonna die.
PU_GENPILOT5_CV_Escort_AlmostDead_IG_004_ICantDie=I can't die like this. Do something!
PU_GENPILOT5_CV_Escort_AlmostDead_IG_005_PleaseDontLet=Please don't let them kill me.
PU_GENPILOT5_CV_Escort_AlmostDone_IG_001_SorryImStill=Sorry, I'm still working. I should be done soon.
PU_GENPILOT5_CV_Escort_AlmostDone_IG_002_JustACouple=Just a couple more things to do.
PU_GENPILOT5_CV_Escort_AlmostDone_IG_003_AlmostThereEveryone=Almost there, everyone. Sorry it's taking so long.
PU_GENPILOT5_CV_Escort_AlmostDone_IG_004_JustASecond=Just a second longer.
PU_GENPILOT5_CV_Escort_AlmostDone_IG_005_NearlyThere=Nearly there.
PU_GENPILOT5_CV_Escort_ArriveAtDest_IG_001_OkayWereHere=Okay. We're here.
PU_GENPILOT5_CV_Escort_ArriveAtDest_IG_002_ShouldBeJust=Should be just up here.
PU_GENPILOT5_CV_Escort_ArriveAtDest_IG_003_AllRightWere=All right. We're pretty close to our next stop.
PU_GENPILOT5_CV_Escort_ArriveAtDest_IG_004_ThatsWhereWe=That's where we headed.
PU_GENPILOT5_CV_Escort_ArriveAtDest_IG_005_OkayOurDestinations=Okay. Our destination's coming up.
PU_GENPILOT5_CV_Escort_Celebrate_IG_001_EX=<Laughs>
PU_GENPILOT5_CV_Escort_Celebrate_IG_002_Yes=Yes!
PU_GENPILOT5_CV_Escort_Celebrate_IG_003_ThatsAwesome=That's awesome!
PU_GENPILOT5_CV_Escort_Celebrate_IG_003b_ThatsAwesome=That's awesome!
PU_GENPILOT5_CV_Escort_Celebrate_IG_004_Nice=Nice!
PU_GENPILOT5_CV_Escort_Celebrate_IG_005_QuiteExcellent=Quite excellent.
PU_GENPILOT5_CV_Escort_EncourageAttack_IG_001_SoHeresWhere=So here's where you need to defend me.
PU_GENPILOT5_CV_Escort_EncourageAttack_IG_002_OkayMomentOf=Okay, moment of truth. Good luck with the fight.
PU_GENPILOT5_CV_Escort_EncourageAttack_IG_003_Attack=Attack!
PU_GENPILOT5_CV_Escort_EncourageAttack_IG_004_TimeToDo=Time to do what you do.
PU_GENPILOT5_CV_Escort_EncourageAttack_IG_005_ItsUsOr=It's us or them. I'm not a violent person typically, but please make sure it's them.
PU_GENPILOT5_CV_Escort_EnemiesArrive_IG_001_UhTheyDont=Uh... they don't look friendly.
PU_GENPILOT5_CV_Escort_EnemiesArrive_IG_002_UmHelloIt=Um... hello? It, uh, looks like we got company.
PU_GENPILOT5_CV_Escort_EnemiesArrive_IG_003_OhShitTheres=Oh shit. There's, um, some ships coming in really fast.
PU_GENPILOT5_CV_Escort_EnemiesArrive_IG_004_WhoAreThey=Who are they?
PU_GENPILOT5_CV_Escort_EnemiesArrive_IG_005_IveGotSomething=I've got something on my scans... uh oh.
PU_GENPILOT5_CV_Escort_EnemiesArrive_More_IG_001_NoNoNo=No, no, no, there's more of them.
PU_GENPILOT5_CV_Escort_EnemiesArrive_More_IG_002_OhComeOn=Oh come on. How many of them are there?
PU_GENPILOT5_CV_Escort_EnemiesArrive_More_IG_003_LookOutI=Look out! I got even more coming in.
PU_GENPILOT5_CV_Escort_EnemyShipDestroyed_IG_001_Wow=Wow...
PU_GENPILOT5_CV_Escort_EnemyShipDestroyed_IG_002_YouGotOne=You got one!
PU_GENPILOT5_CV_Escort_EnemyShipDestroyed_IG_003_YeahThatsWhat=Yeah! That's what you get!
PU_GENPILOT5_CV_Escort_EnemyShipDestroyed_IG_004_IToldYou=I told you not to mess with me!
PU_GENPILOT5_CV_Escort_EnemyShipDestroyed_IG_005_ExcellentWork=Excellent work.
PU_GENPILOT5_CV_Escort_Expletives_IG_001_Shit=Shit!
PU_GENPILOT5_CV_Escort_Expletives_IG_001b_Shit=Shit!
PU_GENPILOT5_CV_Escort_Expletives_IG_002_NoNoNo=No, no, no!
PU_GENPILOT5_CV_Escort_Expletives_IG_003_OhGod=Oh god.
PU_GENPILOT5_CV_Escort_Expletives_IG_004_Dammit=Dammit!
PU_GENPILOT5_CV_Escort_Expletives_IG_005_YouBastard=You bastard!
PU_GENPILOT5_CV_Escort_Farewell_Bad_IG_001_IGottaGet=I gotta get out of here.
PU_GENPILOT5_CV_Escort_Farewell_Bad_IG_002_IReallyNeed=I really need to find a new line of work.
PU_GENPILOT5_CV_Escort_Farewell_Bad_IG_003_WellThatWas=Well, that was horrifying. Take care.
PU_GENPILOT5_CV_Escort_Farewell_Bad_IG_004_ICantStop=I can't stop shaking...
PU_GENPILOT5_CV_Escort_Farewell_Bad_IG_005_YouDontNeed=You don't need anything else from me, right? Good.
PU_GENPILOT5_CV_Escort_Farewell_Good_IG_001_HopefullyIllSee=Hopefully, I'll see you around.
PU_GENPILOT5_CV_Escort_Farewell_Good_IG_002_TakeCare=Take care.
PU_GENPILOT5_CV_Escort_Farewell_Good_IG_003_StaySafe=Stay safe.
PU_GENPILOT5_CV_Escort_Farewell_Good_IG_004_UntilNextTime=Until next time.
PU_GENPILOT5_CV_Escort_Farewell_Good_IG_005_PartingIsSuch=Parting is such sweet sorrow <nervous chuckle> Okay, bye.
PU_GENPILOT5_CV_Escort_FightOver_Bad_IG_001_YouUhHoly=You... uh... holy shit that was close.
PU_GENPILOT5_CV_Escort_FightOver_Bad_IG_002_TooCloseToo=Too close.... too close...
PU_GENPILOT5_CV_Escort_FightOver_Bad_IG_003_IUhDont=I... uh... don't really... I'm not really good with high intensity situations... yeah...
PU_GENPILOT5_CV_Escort_FightOver_Bad_IG_004_ThatWasThat=That was... that was terrible! How can people choose this as a job? It's mental.
PU_GENPILOT5_CV_Escort_FightOver_Bad_IG_005_WellThatllBe=Well, that'll be something to talk about in therapy.
PU_GENPILOT5_CV_Escort_FightOver_Good_IG_001_ThatWasThat=That was... that was crazy. A little exciting, I'll admit, but crazy.
PU_GENPILOT5_CV_Escort_FightOver_Good_IG_002_WowThatWas=Wow. That was intense. Right? I'm not used to that kind of... excitement? Give me a second here.
PU_GENPILOT5_CV_Escort_FightOver_Good_IG_003_DidWeLose=Did we lose them? I'm not usually into combat... my heart can't really take it... but that was... no, nevermind, that was terrifying.
PU_GENPILOT5_CV_Escort_FightOver_Good_IG_004_CanIJust=Can I just say, you are worth every credit. That was... that was incredible.
PU_GENPILOT5_CV_Escort_FightOver_Good_IG_005_WhatARush=What a rush? I can totally see how people can choose this as a job.
PU_GENPILOT5_CV_Escort_FriendlyFire_IG_001_HeyImOn=Hey! I'm on your side.
PU_GENPILOT5_CV_Escort_FriendlyFire_IG_002_DontShootMe=Don't shoot me!
PU_GENPILOT5_CV_Escort_FriendlyFire_IG_003_WhyAreYou=Why are you shooting me!
PU_GENPILOT5_CV_Escort_FriendlyFire_IG_004_WhatAreYou=What are you doing?!
PU_GENPILOT5_CV_Escort_FriendlyFire_IG_005_DoILook=Do I look like an outlaw?!
PU_GENPILOT5_CV_Escort_FriendlyFire_Player_IG_001_OhShitIm=Oh shit, I'm so sorry.
PU_GENPILOT5_CV_Escort_FriendlyFire_Player_IG_002_ThatWasMe=That was me. Sorry.
PU_GENPILOT5_CV_Escort_FriendlyFire_Player_IG_003_IDidntMean=I didn't mean to do that! I thought you were one of them.
PU_GENPILOT5_CV_Escort_FriendlyShipDestroyed_IG_001_OhShitThat=Oh shit, that was one of ours.
PU_GENPILOT5_CV_Escort_FriendlyShipDestroyed_IG_002_YouBastards=You bastards!
PU_GENPILOT5_CV_Escort_FriendlyShipDestroyed_IG_003_WeLostOne=We lost one.
PU_GENPILOT5_CV_Escort_Greeting_IG_001_HiHelloYoure=Hi. Hello. You're here for the escort job, right?
PU_GENPILOT5_CV_Escort_Greeting_IG_002_ExcuseMeHi=Excuse me. Hi. Sorry to bug you, but I think you're my escort.
PU_GENPILOT5_CV_Escort_Greeting_IG_003_HiThereHello=Hi there. Hello. Thanks for showing up.
PU_GENPILOT5_CV_Escort_Greeting_IG_004_WellHelloYou=Well, hello. You must be my escort. Shall we to the dance? <nervous laughter> I'm kidding.
PU_GENPILOT5_CV_Escort_Greeting_IG_005_HailFellowPilot=Hail, fellow pilot. I'm guessing you're my escort, right? It'd be kinda coincidental otherwise, right? Randomly running into another ship all the way out here? Yeah...
PU_GENPILOT5_CV_Escort_KeepLookOut_IG_001_SoUhDo=So, uh, do you mind keeping an eye out?
PU_GENPILOT5_CV_Escort_KeepLookOut_IG_002_LetMeKnow=Let me know if we attract any unwanted attention, okay?
PU_GENPILOT5_CV_Escort_KeepLookOut_IG_003_GonnaBeA=Gonna be a little occupied with my work, so do me a favor and keep a lookout, okay?
PU_GENPILOT5_CV_Escort_KeepLookOut_IG_004_SoWhileIm=So, while I'm working, keep a look out for anything dangerous. Or suspicious. Or out of place.
PU_GENPILOT5_CV_Escort_KeepLookOut_IG_005_AllRightMy=All right, my dutiful escort. Time to fulfill your escorting duty. <nervous laugh>
PU_GENPILOT5_CV_Escort_LetsGo_IG_001_IThinkWe=I think we should go, right? Sorry, that's my call. Let's go.
PU_GENPILOT5_CV_Escort_LetsGo_IG_002_AlrightIHope=Alright, I hope everybody went to the bathroom because we aren't stopping. <forced laugh> I'm kidding. We can stop if someone's got an emergency. Sorry. Let's go.
PU_GENPILOT5_CV_Escort_LetsGo_IG_003_LetsHeadOut=Let's head out, okay? Okay.
PU_GENPILOT5_CV_Escort_LetsGo_IG_004_OkayLetsDo=Okay. Let's do this.
PU_GENPILOT5_CV_Escort_LetsGo_IG_005_LetsGetGoing=Let's get going. Okay? Okay.
PU_GENPILOT5_CV_Escort_LetsGo_Urgent_IG_001_ComeOnCome=Come on, come on. Let's go.
PU_GENPILOT5_CV_Escort_LetsGo_Urgent_IG_002_LetsGetThe=Let's get the hell out of here.
PU_GENPILOT5_CV_Escort_LetsGo_Urgent_IG_003_GoGoGo=Go, go, go.
PU_GENPILOT5_CV_Escort_LetsGo_Urgent_IG_004_WhatAreYou=What are you waiting for? Run!
PU_GENPILOT5_CV_Escort_LetsGo_Urgent_IG_005_Run=Run!
PU_GENPILOT5_CV_Escort_LetsMoveOn_IG_001_ShallWePress=Shall we press on?
PU_GENPILOT5_CV_Escort_LetsMoveOn_IG_002_OnwardsAndUpwards=Onwards and upwards.
PU_GENPILOT5_CV_Escort_LetsMoveOn_IG_003_WeShouldKeep=We should keep going.
PU_GENPILOT5_CV_Escort_LetsMoveOn_IG_004_NextOne=Next one?
PU_GENPILOT5_CV_Escort_LetsMoveOn_IG_005_WeShouldProbably=We should probably go.
PU_GENPILOT5_CV_Escort_MissionFailed_Fired_IG_001_YoureOutFinished=You're out. Finished.
PU_GENPILOT5_CV_Escort_MissionFailed_Fired_IG_002_HellWithIt=Hell with it. I'm done with you!
PU_GENPILOT5_CV_Escort_MissionFailed_Fired_IG_003_ScrewThisJobs=Screw this. Job's over.
PU_GENPILOT5_CV_Escort_MissionFailed_IG_001_LookImSorry=Look, I'm sorry, but this isn't working out. I think it's best if we just part ways.
PU_GENPILOT5_CV_Escort_MissionFailed_IG_002_IHateTo=I hate to do this, but I'm cancelling your contract.
PU_GENPILOT5_CV_Escort_MissionFailed_IG_003_IDontKnow=I don't know what's happening with you, but I don't think you're in a place to focus on a job like this. I'm sorry.
PU_GENPILOT5_CV_Escort_MissionFailed_IG_004_ImSorryI=I'm sorry, I tried to be reasonable, but I have my limits.
PU_GENPILOT5_CV_Escort_MissionFailed_IG_005_ThatsItIm=That's it. I'm not paying you.
PU_GENPILOT5_CV_Escort_MissionFailed_Leave_IG_001_ImSorryI=I'm sorry... I just can't.
PU_GENPILOT5_CV_Escort_MissionFailed_Leave_IG_002_ItsJustToo=It's just too hot. I can't stay here. You're okay, right?
PU_GENPILOT5_CV_Escort_MissionFailed_Leave_IG_003_ICantDo=I can't do it anymore. It's not worth it. I'm sorry.
PU_GENPILOT5_CV_Escort_NeedASecond_IG_001_ImReallySorry=I'm really sorry, but we can't leave yet.
PU_GENPILOT5_CV_Escort_NeedASecond_IG_002_ItsJustBe=It's just be a little bit longer. I'm so sorry.
PU_GENPILOT5_CV_Escort_NeedASecond_IG_003_CanYouHang=Can you hang out for a bit? Just sorting some last minute issues out.
PU_GENPILOT5_CV_Escort_NeedASecond_IG_004_WellHeadOut=We'll head out soon.
PU_GENPILOT5_CV_Escort_NeedASecond_IG_005_SoIveGot=So I've got about a dozen things going on. Maybe relax for a second. I'm sorry. We'll be ready soon.
PU_GENPILOT5_CV_Escort_NeedHelp_IG_001_YouGottaHelp=You gotta help me!
PU_GENPILOT5_CV_Escort_NeedHelp_IG_002_WhereAreYou=Where are you?! Help me!
PU_GENPILOT5_CV_Escort_NeedHelp_IG_003_INeedHelp=I need help! Now!
PU_GENPILOT5_CV_Escort_NeedHelp_IG_004_OhGodOh=Oh god, oh god, help me please.
PU_GENPILOT5_CV_Escort_NeedHelp_IG_005_WhatAmI=What am I paying you for?! Help!
PU_GENPILOT5_CV_Escort_NeedMoreTime_IG_001_JustWantedTo=Just wanted to give an update, we're still working, so it might be a little longer.
PU_GENPILOT5_CV_Escort_NeedMoreTime_IG_002_GonnaBeJust=Gonna be just a little longer, okay?
PU_GENPILOT5_CV_Escort_NeedMoreTime_IG_003_StillChuggingAway=Still chugging away over here. Might need a little more time.
PU_GENPILOT5_CV_Escort_NeedMoreTime_IG_004_JustGoingTo=Just going to need some more time.
PU_GENPILOT5_CV_Escort_NeedMoreTime_IG_005_StillHardAt=Still hard at work. I'll let you know when we've finished.
PU_GENPILOT5_CV_Escort_NeedMoreTime_UnderAttack_IG_001_INeedA=I need a little more time.
PU_GENPILOT5_CV_Escort_NeedMoreTime_UnderAttack_IG_002_KeepEmOff=Keep 'em off me, okay? I'm not done.
PU_GENPILOT5_CV_Escort_NeedMoreTime_UnderAttack_IG_003_ImNotReady=I'm not ready! I'm not ready! I just need more time.
PU_GENPILOT5_CV_Escort_NeedMoreTime_UnderAttack_IG_004_ProtectMeA=Protect me a little longer. We're nearly there.
PU_GENPILOT5_CV_Escort_NeedMoreTime_UnderAttack_IG_005_JustAnotherSecond=Just another second! We've almost got it.
PU_GENPILOT5_CV_Escort_PlayerCollideShip_IG_001_WatchItWatch=Watch it, watch it!
PU_GENPILOT5_CV_Escort_PlayerCollideShip_IG_002_OhMyGod=Oh my god!
PU_GENPILOT5_CV_Escort_PlayerCollideShip_IG_003_LookOut=Look out!
PU_GENPILOT5_CV_Escort_PlayerCollideShip_IG_004_YouHitMe=You hit me!
PU_GENPILOT5_CV_Escort_PlayerCollideShip_IG_005_IToldYou=I told you not to fly so close.
PU_GENPILOT5_CV_Escort_PlayerFliesTooClose_IG_001_UmHello=Um... hello?
PU_GENPILOT5_CV_Escort_PlayerFliesTooClose_IG_002_FlyingALittle=Flying a little close, aren't ya?
PU_GENPILOT5_CV_Escort_PlayerFliesTooClose_IG_003_BeCarefulPlease=Be careful. Please?
PU_GENPILOT5_CV_Escort_PlayerFliesTooClose_IG_004_IfYoureTrying=If you're trying to show off your precision flying, I believe you.
PU_GENPILOT5_CV_Escort_PlayerFliesTooClose_IG_005_YouCanStop=You can stop now. You're going to hit me.
PU_GENPILOT5_CV_Escort_PlayerLateScolding_IG_001_DidYouStop=Did you stop off for a meal or something? I'm just kidding, but we're kinda on a schedule here.
PU_GENPILOT5_CV_Escort_PlayerLateScolding_IG_002_IsEverythingCool=Is everything cool? It's just that you took a long time to get here. Anyway, you're here. Never mind.
PU_GENPILOT5_CV_Escort_PlayerLateScolding_IG_003_ItsNoBig=It's no big deal, but we should just make sure we all quantum together. It's easy to get separated in the black, you know?
PU_GENPILOT5_CV_Escort_QTravelDest_IG_001_SendingQuantumPoint=Sending Quantum point.
PU_GENPILOT5_CV_Escort_QTravelDest_IG_002_StandbyImGonna=Standby, I'm gonna send over the quantum travel coordinates.
PU_GENPILOT5_CV_Escort_QTravelDest_IG_003_HoldForQt=Hold for QT point.
PU_GENPILOT5_CV_Escort_QTravelDest_IG_004_SendingTheQt=Sending the QT data.
PU_GENPILOT5_CV_Escort_QTravelDest_IG_005_HeresTheCoordinates=Here's the coordinates.
PU_GENPILOT5_CV_Escort_QTravelDest_Next_IG_001_HeresOurNext=Here's our next stop.
PU_GENPILOT5_CV_Escort_QTravelDest_Next_IG_002_OkayMovingOn=Okay, moving on. Here's our next POI.
PU_GENPILOT5_CV_Escort_QTravelDest_Next_IG_003_ReadyForAnother=Ready for another travel point? Here you go.
PU_GENPILOT5_CV_Escort_QTravelSpooling_IG_001_StandBySpinning=Stand by, spinning up quantum drive.
PU_GENPILOT5_CV_Escort_QTravelSpooling_IG_002_EveryoneReadyTo=Everyone ready to go? Cool. Let's go.
PU_GENPILOT5_CV_Escort_QTravelSpooling_IG_003_OkayEverybodyStart=Okay. Everybody start spooling your quantum drives.
PU_GENPILOT5_CV_Escort_QTravelSpooling_IG_004_PreppingForQuantum=Prepping for quantum travel.
PU_GENPILOT5_CV_Escort_QTravelSpooling_IG_005_EverybodyGetReady=Everybody get ready. It's quantum time.
PU_GENPILOT5_CV_Escort_ReadyToGo_IG_001_HeyItsMe=Hey, it's me again. We're all set to go.
PU_GENPILOT5_CV_Escort_ReadyToGo_IG_002_HelloHiIf=Hello? Hi. If you're ready, I'm ready.
PU_GENPILOT5_CV_Escort_ReadyToGo_IG_003_SorryAboutThe=Sorry about the delay. We should be good to go.
PU_GENPILOT5_CV_Escort_ReadyToGo_IG_004_OkayIThink=Okay. I think we're set here.
PU_GENPILOT5_CV_Escort_ReadyToGo_IG_005_AllRightAll=All right. All set. We can go.
PU_GENPILOT5_CV_Escort_ReturnToStart_IG_001_LetsHeadOn=Let's head on back, shall we?
PU_GENPILOT5_CV_Escort_ReturnToStart_IG_002_LooksLikeThats=Looks like that's it. Let's head on home.
PU_GENPILOT5_CV_Escort_ReturnToStart_IG_003_BackToThe=Back to the homefront.
PU_GENPILOT5_CV_Escort_ReturnToStart_IG_004_IveGotWhat=I've got what I need. We can wrap this up.
PU_GENPILOT5_CV_Escort_ReturnToStart_IG_005_IShouldBe=I should be good from here. Let's head on back.
PU_GENPILOT5_CV_Escort_StartWork_IG_001_AlrightWereGoing=Alright. We're going to get started here.
PU_GENPILOT5_CV_Escort_StartWork_IG_002_OkayTimeTo=Okay. Time to start scanning.
PU_GENPILOT5_CV_Escort_StartWork_IG_003_LetsGetTo=Let's get to work.
PU_GENPILOT5_CV_Escort_StartWork_IG_004_SleevesUpTime=Sleeves up. Time to work.
PU_GENPILOT5_CV_Escort_StartWork_IG_005_LetsGetThis=Let's get this going, shall we?
PU_GENPILOT5_CV_Escort_StayClose_High_IG_001_WhereAreYou=Where are you going?! You gotta help me.
PU_GENPILOT5_CV_Escort_StayClose_High_IG_002_GetBackHere=Get back here! Right! Now!
PU_GENPILOT5_CV_Escort_StayClose_High_IG_003_YouCantLeave=You can't leave me!
PU_GENPILOT5_CV_Escort_StayClose_Low_IG_001_WouldYouBe=Would you be able to stay close?
PU_GENPILOT5_CV_Escort_StayClose_Low_IG_002_DontFlyOff=Don't fly off, okay?
PU_GENPILOT5_CV_Escort_StayClose_Low_IG_003_IfItsCool=If it's cool with you, could you stick close? Thanks.
PU_GENPILOT5_CV_Escort_StayClose_Low_IG_004_SorryButI=Sorry, but I need you to keep a little closer than that.
PU_GENPILOT5_CV_Escort_StayClose_Low_IG_005_ExcuseMeBut=Excuse me, but you can't wander off like that.
PU_GENPILOT5_CV_Escort_Thanks_IG_001_ThankYouFor=Thank you for all your help.
PU_GENPILOT5_CV_Escort_Thanks_IG_002_ThanksSoMuch=Thanks so much.
PU_GENPILOT5_CV_Escort_Thanks_IG_003_IReallyAppreciate=I really appreciate this.
PU_GENPILOT5_CV_Escort_Thanks_IG_004_YouveBeenAmazing=You've been amazing. Thank you.
PU_GENPILOT5_CV_Escort_Thanks_IG_005_ThatWasAce=That was ace. Thank you.
PU_GENPILOT5_CV_Escort_UnderAttack_High_IG_001_HelpHelpKeep=Help! Help! Keep 'em off me!
PU_GENPILOT5_CV_Escort_UnderAttack_High_IG_002_YouGottaHelp=You gotta help me!
PU_GENPILOT5_CV_Escort_UnderAttack_High_IG_003_AhhhShitTheyre=Ahhh shit! They're all over me!
PU_GENPILOT5_CV_Escort_UnderAttack_Low_IG_001_ImHitOh=I'm hit! Oh god, I'm hit!
PU_GENPILOT5_CV_Escort_UnderAttack_Low_IG_002_TheyreKillingMe=They're killing me!
PU_GENPILOT5_CV_Escort_UnderAttack_Low_IG_003_ThatOneHit=That one hit. That one hit!
PU_GENPILOT5_CV_Escort_UnderAttack_Low_IG_004_ImTakingSo=I'm taking so much damage!
PU_GENPILOT5_CV_Escort_UnderAttack_Low_IG_005_TheyGotMe=They got me!
PU_GENPILOT5_CV_Escort_WaitedTooLong_IG_001_IJustI=I just... I don't know. We can't wait any longer.
PU_GENPILOT5_CV_Escort_WaitedTooLong_IG_002_ImSoSorry=I'm so sorry. I don't know where they are. This is really frustrating. Screw it. Let's just go, okay?
PU_GENPILOT5_CV_Escort_WaitedTooLong_IG_003_SoIDont=So I don't know what's going on. They said they'd be here. I think we should probably go. Sorry about this.
PU_GENPILOT5_CV_Escort_WaitedTooLong_IG_004_ThisIsVery=This is very unprofessional. I'm so sorry to keep you waiting. We'll head out. Very unprofessional.
PU_GENPILOT5_CV_Escort_WaitedTooLong_IG_005_WellIGuess=Well, I guess they aren't coming. That's very disappointing.
PU_GENPILOT5_CV_Escort_WaitingForOthers_IG_001_WereStillWaiting=We're still waiting on some people.
PU_GENPILOT5_CV_Escort_WaitingForOthers_IG_002_WeArentAll=We aren't all here yet.
PU_GENPILOT5_CV_Escort_WaitingForOthers_IG_003_WaitingOnA=Waiting on a couple more ships. I'm sure they'll be here soon.
PU_GENPILOT5_CV_Escort_WaitingForOthers_IG_004_SorryButThere=Sorry, but there are still a couple ships coming. I wonder where they are...
PU_GENPILOT5_CV_Escort_WaitingForOthers_IG_005_ItMightBe=It might be a minute or two. There be a few more showing up. I'm sorry about this.
PU_GENPILOT5_CV_Escort_WarningMissionFail_Hit_High_IG_001_WhyAreYou=Why are you doing this to me?!
PU_GENPILOT5_CV_Escort_WarningMissionFail_Hit_High_IG_002_WhatAreYou=What, are you helping them?! I'm the one who's paying you!
PU_GENPILOT5_CV_Escort_WarningMissionFail_Hit_High_IG_003_ImNotPaying=I'm not paying you to blow up my ship.
PU_GENPILOT5_CV_Escort_WarningMissionFail_Low_IG_001_HeyIHate=Hey, I hate to do this, but I'm gonna need you to get back on task.
PU_GENPILOT5_CV_Escort_WarningMissionFail_Low_IG_002_IDontWant=I don't want to tell you how to do your job, but I kinda need you to do your job.
PU_GENPILOT5_CV_Escort_WarningMissionFail_Low_IG_003_INeedYou=I need you to start taking this job seriously or... or I don't know... I'll just have to find someone else, okay?
PU_GENPILOT5_CV_Escort_WarningMissionFail_Low_IG_004_LookImSorry=Look, I'm sorry to get all authoritative, but you have to start taking this job seriously.
PU_GENPILOT5_CV_Escort_WarningMissionFail_Low_IG_005_IfYouDont=If you don't focus on the job, I'm going to have to do something drastic. And I will.
PU_GENPILOT5_CV_Escort_WarningMissionFail_Wander_High_IG_001_ISaidCome=I said come back. Come back or you're fired.
PU_GENPILOT5_CV_Escort_WarningMissionFail_Wander_High_IG_002_INeedYour=I need your help here. Not over there. Help me or... or you don't get paid.
PU_GENPILOT5_CV_Escort_WarningMissionFail_Wander_High_IG_003_NoYouWill=No! You will get back here and help me. I am your employer and I demand to be treated as such.
PU_GENPILOT5_CV_Escort_WarningMissionFail_Wander_Low_IG_001_HeySorryI=Hey, sorry. I kinda need you to stay close to my ship. Part of the job, you know?
PU_GENPILOT5_CV_Escort_WarningMissionFail_Wander_Low_IG_002_WheredYouGo=Where'd you go? I love exploring as much as the next guy, but we have a job to do.
PU_GENPILOT5_CV_Escort_WarningMissionFail_Wander_Low_IG_003_WeNeedTo=We need to get back to the job, okay? Could you please meet up so we can finish it?
PU_GENPILOT5_CV_Escort_WereAllHere_IG_001_LooksLikeEveryones=Looks like everyone's here. Great.
PU_GENPILOT5_CV_Escort_WereAllHere_IG_002_IsThatEverybody=Is that everybody? <long pause> Yeah, looks like it.
PU_GENPILOT5_CV_Escort_WereAllHere_IG_003_HiEveryoneSo=Hi everyone, so I think we're all here.
PU_GENPILOT5_CV_Escort_WereAllHere_IG_004_ThatsTheLast=That's the last one. Very exciting.
PU_GENPILOT5_CV_Escort_WereAllHere_IG_005_ThatShouldDo=That should do it. All present and accounted for.
PU_GENPILOT5_CV_Escort_WorkFinished_IG_001_OkayAllDone=Okay. All done. Thanks for waiting.
PU_GENPILOT5_CV_Escort_WorkFinished_IG_002_ThereFinished=There. Finished.
PU_GENPILOT5_CV_Escort_WorkFinished_IG_003_ThatShouldDo=That should do it.
PU_GENPILOT5_CV_Escort_WorkFinished_IG_004_AllRightFinished=All right. Finished.
PU_GENPILOT5_CV_Escort_WorkFinished_IG_005_ThatllDoIt=That'll do it.
PU_GENPILOT5_CV_Escort_WorkFinished_UnderAttack_IG_001_ThatsItIm=That's it! I'm done.
PU_GENPILOT5_CV_Escort_WorkFinished_UnderAttack_IG_002_Done=Done!
PU_GENPILOT5_CV_Escort_WorkFinished_UnderAttack_IG_003_ThereGotIt=There. Got it!
PU_GENPILOT5_CV_Escort_WorkFinished_UnderAttack_IG_004_ThereFinishedDone=There! Finished! Done!
PU_GENPILOT5_CV_Escort_WorkFinished_UnderAttack_IG_005_ImDoneIm=I'm done. I'm done!
PU_GENPILOT5_CV_GetHits_IG_EX_001=<Grunt>
PU_GENPILOT5_CV_GetHits_IG_EX_002=<Grunt>
PU_GENPILOT5_CV_GetHits_IG_EX_003=<Grunt>
PU_GENPILOT5_CV_GetHits_IG_EX_004=<Grunt>
PU_GENPILOT5_CV_GetHits_IG_EX_005=<Grunt>
PU_GENPILOT5_CV_GetHits_IG_EX_006=<Grunt>
PU_GENPILOT5_CV_GetHits_IG_EX_007_ShitTheBed=Shit the bed.
PU_GENPILOT5_CV_GetHits_IG_EX_008_OhMyGod=Oh my god.
PU_GENPILOT5_CV_LosingFrustration_IG_001_AlrightLookMaybe=Alright, look, maybe we can work something out.
PU_GENPILOT5_CV_LosingFrustration_IG_002_NoNoNo=No, no, no! It's not supposed to go down like this.
PU_GENPILOT5_CV_LosingFrustration_IG_003_YouYoureJust=You... you're just making me angrier...
PU_GENPILOT5_CV_MindYourBusiness_IG_001_YouYouDont=You... you don't want any part of this.
PU_GENPILOT5_CV_MindYourBusiness_IG_002_IfYouKnow=If you know what's good for you, you'll get the hell out of here.
PU_GENPILOT5_CV_MindYourBusiness_IG_003_GetTheHell=Turn around, fly away, this is trouble you don't want.
PU_GENPILOT5_CV_MindYourBusiness_IG_005_DriftOnIm=Drift on. I'm not gonna tell you twice.
PU_GENPILOT5_CV_MindYourBusiness_Salvage_IG_001_ThisIsOur=This is our garbage. Go find your own.
PU_GENPILOT5_CV_MindYourBusiness_Salvage_IG_002_DontEvenThink=Don't even think about trying to horn in on our turf.
PU_GENPILOT5_CV_MindYourBusiness_Salvage_IG_003_ThisHeresOur=This here's our property. You just... screw off.
PU_GENPILOT5_CV_PlayerAttackFirst_IG_001_HeyYouShot=Hey! You shot me.
PU_GENPILOT5_CV_PlayerAttackFirst_IG_002_OhThatsHow=Oh. That's how you want to play it?
PU_GENPILOT5_CV_PlayerAttackFirst_IG_003_ThatsItYou=That's it. You really... you really pissed me off now.
PU_GENPILOT5_CV_PlayerAttackFirst_IG_004_YouJustYou=You just... you just poked a sleeping giant, my friend.
PU_GENPILOT5_CV_PlayerAttackFirst_IG_005_OhNowYouve=Oh, now you've done it.
PU_GENPILOT5_CV_Retreat_IG_001_OkayWereLeaving=Okay, we're leaving!
PU_GENPILOT5_CV_Retreat_IG_002_FineForgetEverything=Fine, forget everything I said. We'll go.
PU_GENPILOT5_CV_Retreat_IG_003_ImSorryOkay=I'm sorry, okay?! I'll leave!
PU_GENPILOT5_CV_RevengePosse_Greeting_IG_001_WeBeenLooking=We been looking for you. You're gonna pay for what you did to our friend.
PU_GENPILOT5_CV_RevengePosse_Greeting_IG_002_YouThoughtYou=You thought you could take out a friend of ours and just walk away? Uh uh. Blood for blood. That's how this works.
PU_GENPILOT5_CV_RevengePosse_Greeting_IG_003_YouWereThe=You were the one who took down my friend. We're gonna show you how much of a mistake that was.
PU_GENPILOT5_CV_Taunt_BountyHunter_IG_001_YouThoughtI=You thought I was gonna be easy. Didn't you?
PU_GENPILOT5_CV_Taunt_BountyHunter_IG_002_IThoughtBounty=I thought bounty hunters were supposed to be tough.
PU_GENPILOT5_CV_Taunt_BountyHunter_IG_003_ThinkYouMightve=Think you might've picked the wrong profession, friend.
PU_GENPILOT5_CV_Taunt_General_IG_001_YouWantedThis=You wanted this. Remember? You wanted this.
PU_GENPILOT5_CV_Taunt_General_IG_002_YouHadEnough=You had enough?! You had enough?!
PU_GENPILOT5_CV_Taunt_General_IG_003_YouBroughtThis=You brought this on yourself. You could'a just done what we said.
PU_GENPILOT5_CV_Taunt_General_IG_004_TakeThat=Take that!
PU_GENPILOT5_CV_Taunt_General_IG_005_ISaidI=I said I was gonna make you pay.
PU_GENPILOT5_CV_Taunt_Kill_IG_001_IToldYou=I told you we were dangerous.
PU_GENPILOT5_CV_Taunt_Kill_IG_002_HahaNice=Haha, nice!
PU_GENPILOT5_CV_Taunt_Kill_IG_003_OhMyGod=Oh my god, that was beautiful. Unnerving, but beautiful.
PU_GENPILOT5_CV_Taunt_Kill_IG_004_BowBeforeOur=Bow before our mighty fleet.
PU_GENPILOT5_CV_Taunt_Kill_IG_005_YouShouldveListened=You should've listened to us when we gave you an out. This is what you get when you don't listen.
PU_GENPILOT5_CV_Taunt_Missile_IG_001_SpecialDelivery=Special delivery.
PU_GENPILOT5_CV_Taunt_Missile_IG_002_HeadsUp=Head's up.
PU_GENPILOT5_CV_Taunt_Missile_IG_003_GotSomethingFor=Got something for you.
PU_GENPILOT5_CV_Taunt_WarningAttack_IG_001_YouWantedIt=You wanted it, well you got it.
PU_GENPILOT5_CV_Taunt_WarningAttack_IG_002_YouShouldveRun=You should've run away when you had the chance.
PU_GENPILOT5_CV_Taunt_WarningAttack_IG_004_YouWantA=You want a fight? You got one.
PU_GENPILOT5_CV_Taunt_WarningAttack_IG_005_YouYoureAbout=You... you're about to pet a burning dog. You hear me?
PU_GENSCIV01_M_BSG_Beg_ForLife_IG_001,P=Don't! Please!
PU_GENSCIV01_M_BSG_Beg_ForLife_IG_002,P=Stop!
PU_GENSCIV01_M_BSG_Beg_ForLife_IG_003,P=What are you doing?!
PU_GENSCIV01_M_BSG_Beg_ForLife_IG_004,P=Don't shoot!
PU_GENSCIV01_M_BSG_Beg_ForLife_Kneel_IG_001,P=Please, don't. I'm begging you.
PU_GENSCIV01_M_BSG_Beg_ForLife_Kneel_IG_002,P=Please.... please.... don't shoot....
PU_GENSCIV01_M_BSG_Beg_ForLife_Kneel_IG_003,P=Just take it easy, okay?
PU_GENSCIV01_M_BSG_Beg_ForLife_Kneel_IG_004,P=I won't give you any trouble. Please.
PU_GENSCIV01_M_BSG_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_001,P=Aaah!
PU_GENSCIV01_M_BSG_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_002,P=What the hell?!
PU_GENSCIV01_M_BSG_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_003,P=Who are you?!
PU_GENSCIV01_M_BSG_Runaway_ForLife_FromHostile_IG_001,P=Help!
PU_GENSCIV01_M_BSG_Runaway_ForLife_FromHostile_IG_002,P=Oh god. Oh god. Oh god.
PU_GENSCIV01_M_BSG_Runaway_ForLife_FromHostile_IG_003,P=Aaaaaaaahhhhhh.
PU_GENSCIV01_M_BSG_Runaway_ForLife_FromHostile_IG_004,P=Somebody help me!
PU_GENSCIV01_M_BSG_Surrender_IG_001,P=Wait! Don't.
PU_GENSCIV01_M_BSG_Surrender_IG_002,P=I give up!
PU_GENSCIV01_M_BSG_Surrender_IG_003,P=Please. Don't shoot.
PU_GENSECR1_M_CP_Confront_AreaOffLimits_IG_001_AuthorizedPersonnelOnly=Authorized personnel only.
PU_GENSECR1_M_CP_Confront_AreaOffLimits_IG_002_YouCantGet=You can't get through here.
PU_GENSECR1_M_CP_Confront_AreaOffLimits_IG_003_OffLimits=Off limits.
PU_GENSECR1_M_CP_Confront_AreaOffLimits_Neg_IG_001_DontEvenThink=Don't even think about it. Whole area's off limits.
PU_GENSECR1_M_CP_Confront_AreaOffLimits_Neg_IG_002_TurnItAround=Turn it around.
PU_GENSECR1_M_CP_Confront_AreaOffLimits_Neg_IG_003_YeahLikeWed=Yeah, like we'd let someone like you in here.
PU_GENSECR1_M_CP_Confront_AreaOffLimits_Pos_IG_001_SorryThisAreas=Sorry, this area's off limits.
PU_GENSECR1_M_CP_Confront_AreaOffLimits_Pos_IG_002_ImAfraidYou=I'm afraid you can't go in here. Area's off limits.
PU_GENSECR1_M_CP_Confront_AreaOffLimits_Pos_IG_003_ThisIsA=This is a restricted area.
PU_GENSECR1_M_CP_Confront_DirectingTraffic_IG_001_KeepItMoving=Keep it moving.
PU_GENSECR1_M_CP_Confront_DirectingTraffic_IG_002_KeepItGoing=Keep it going, people.
PU_GENSECR1_M_CP_Confront_DirectingTraffic_IG_003_ComeOnKeep=Come on, keep it moving.
PU_GENSECR1_M_CP_Confront_DirectingTraffic_Neg_IG_001_LetsGoPeople=Let's go, people. Move it.
PU_GENSECR1_M_CP_Confront_DirectingTraffic_Neg_IG_002_DontDawdleLets=Don't dawdle. Let's go.
PU_GENSECR1_M_CP_Confront_DirectingTraffic_Neg_IG_003_HurryItUp=Hurry it up. No stopping.
PU_GENSECR1_M_CP_Confront_Loitering_Warning_IG_001_YouCantHang=You can't hang out here.
PU_GENSECR1_M_CP_Confront_Loitering_Warning_IG_002_NoLoiteringMove=No loitering. Move it.
PU_GENSECR1_M_CP_Confront_Loitering_Warning_IG_003_NeedYouTo=Need you to clear out.
PU_GENSECR1_M_CP_Confront_Loitering_Warning_Neg_IG_001_FindSomewhereBetter=Find somewhere better to be.
PU_GENSECR1_M_CP_Confront_Loitering_Warning_Neg_IG_002_ScramMoveIt=Scram. Move it.
PU_GENSECR1_M_CP_Confront_Loitering_Warning_Neg_IG_003_GoOnMake=Go on. Make yourself scarce.
PU_GENSECR1_M_CP_Patrol_MakeWay_High_IG_001_ClearTheWay=Clear the way!
PU_GENSECR1_M_CP_Patrol_MakeWay_High_IG_002_LookOut=Look out!
PU_GENSECR1_M_CP_Patrol_MakeWay_High_IG_003_SecurityComingThrough=Security coming through!
PU_GENSECR1_M_CP_Patrol_MakeWay_IG_001_StepAside=Step aside.
PU_GENSECR1_M_CP_Patrol_MakeWay_IG_002_ComingThrough=Coming through.
PU_GENSECR1_M_CP_Patrol_MakeWay_IG_003_SecurityClearThe=Security. Clear the way.
PU_GENSECR1_M_CP_Patrol_MakeWay_Neg_IG_001_GetOutMy=Get out my way.
PU_GENSECR1_M_CP_Patrol_MakeWay_Neg_IG_002_MoveYourAss=Move your ass.
PU_GENSECR1_M_CP_Patrol_MakeWay_Neg_IG_003_WatchIt=Watch it.
PU_GENSECR1_M_CP_Patrol_MakeWay_Pos_IG_001_PardonMe=Pardon me.
PU_GENSECR1_M_CP_Patrol_MakeWay_Pos_IG_002_ExcuseMe=Excuse me.
PU_GENSECR1_M_CP_Patrol_MakeWay_Pos_IG_003_Sorry=Sorry.
PU_GENSECR1_M_CP_Patrol_NextArea_IntoComms_IG_001_HeadingToThe=Heading to the next sector.
PU_GENSECR1_M_CP_Patrol_NextArea_IntoComms_IG_002_AllDoneHere=All done here, moving on to the next area.
PU_GENSECR1_M_CP_Patrol_NextArea_IntoComms_IG_003_SectorClearMoving=Sector clear, moving to the next.
PU_GENSECR1_M_CP_Patrol_StatusUpdate_IntoComms_IG_001_AllQuietHere=All quiet here.
PU_GENSECR1_M_CP_Patrol_StatusUpdate_IntoComms_IG_002_NothingNewTo=Nothing new to report.
PU_GENSECR1_M_CP_Patrol_StatusUpdate_IntoComms_IG_003_EverythingsNormal=Everything's normal.
PU_GENSECR1_M_CP_Patrol_StatusUpdate_IntoComms_Neg_IG_001_StillQuietWonder=Still quiet. Wonder where all the criminal filth have gone off to?
PU_GENSECR1_M_CP_Patrol_StatusUpdate_IntoComms_Neg_IG_002_ScumAllSeem=Scum all seem to be behaving themselves..
PU_GENSECR1_M_CP_Patrol_StatusUpdate_IntoComms_Neg_IG_003_NothingYetBut=Nothing yet. But only a matter of time.
PU_GENSECR1_M_CP_Patrol_StatusUpdate_IntoComms_Pos_IG_001_EverythingLookingGood=Everything looking good, at the moment.
PU_GENSECR1_M_CP_Patrol_StatusUpdate_IntoComms_Pos_IG_002_ThingsAreLooking=Things are looking pretty calm.
PU_GENSECR1_M_CP_Patrol_StatusUpdate_IntoComms_Pos_IG_003_HaventRunInto=Haven't run into any trouble.
PU_GENSECR2_M_BS_General_AffirmativeResponse_High_IG_001_CopyThat=Copy that!
PU_GENSECR2_M_BS_General_AffirmativeResponse_High_IG_002_Understood=Understood!
PU_GENSECR2_M_BS_General_AffirmativeResponse_High_IG_003_YouGotIt=You got it!
PU_GENSECR2_M_BS_General_AffirmativeResponse_IG_001_Yes=Yes.
PU_GENSECR2_M_BS_General_AffirmativeResponse_IG_002_Copy=Copy.
PU_GENSECR2_M_BS_General_AffirmativeResponse_IG_003_Affirmative=Affirmative.
PU_GENSECR2_M_BS_General_AffirmativeResponse_IntoComms_IG_001_CopyThat=Copy that.
PU_GENSECR2_M_BS_General_AffirmativeResponse_IntoComms_IG_002_Understood=Understood.
PU_GENSECR2_M_BS_General_AffirmativeResponse_IntoComms_IG_003_GotIt=Got it.
PU_GENSECR2_M_BS_General_Celebration_High_IG_001_HellYeah=Hell yeah!
PU_GENSECR2_M_BS_General_Celebration_High_IG_002_Nice=Nice!
PU_GENSECR2_M_BS_General_Celebration_High_IG_003_ThereWeGo=There we go!
PU_GENSECR2_M_BS_General_Choking_Death_IG_EX_001=< choked to death >
PU_GENSECR2_M_BS_General_Choking_Death_IG_EX_002=< choked to death >
PU_GENSECR2_M_BS_General_Choking_Death_IG_EX_003=< choked to death >
PU_GENSECR2_M_BS_General_Choking_Struggle_IG_EX_001=< choking >
PU_GENSECR2_M_BS_General_Choking_Struggle_IG_EX_002=< choking >
PU_GENSECR2_M_BS_General_Choking_Struggle_IG_EX_003=< choking >
PU_GENSECR2_M_BS_General_DeathThroe_High_IG_EX_001=< death from explosion >
PU_GENSECR2_M_BS_General_DeathThroe_High_IG_EX_002=< death from explosion >
PU_GENSECR2_M_BS_General_DeathThroe_High_IG_EX_003=< death from explosion >
PU_GENSECR2_M_BS_General_DeathThroe_Low_IG_EX_001=< impact death >
PU_GENSECR2_M_BS_General_DeathThroe_Low_IG_EX_002=< impact death >
PU_GENSECR2_M_BS_General_DeathThroe_Low_IG_EX_003=< impact death >
PU_GENSECR2_M_BS_General_Emote_Angry_IG_EX_001=< angry sound >
PU_GENSECR2_M_BS_General_Emote_Angry_IG_EX_002=< angry sound >
PU_GENSECR2_M_BS_General_Emote_Angry_IG_EX_003=< angry sound >
PU_GENSECR2_M_BS_General_Emote_Elation_IG_EX_001=< happy sound >
PU_GENSECR2_M_BS_General_Emote_Elation_IG_EX_002=< happy sound >
PU_GENSECR2_M_BS_General_Emote_Elation_IG_EX_003=< happy sound >
PU_GENSECR2_M_BS_General_Emote_Frustrated_IG_EX_001=< frustrated sound >
PU_GENSECR2_M_BS_General_Emote_Frustrated_IG_EX_002=< frustrated sound >
PU_GENSECR2_M_BS_General_Emote_Frustrated_IG_EX_003=< frustrated sound >
PU_GENSECR2_M_BS_General_Emote_IdleFidget_IG_EX_001=< idling sound >
PU_GENSECR2_M_BS_General_Emote_IdleFidget_IG_EX_002=< cough >
PU_GENSECR2_M_BS_General_Emote_IdleFidget_IG_EX_003=< throat clear >
PU_GENSECR2_M_BS_General_Emote_Mocking_IG_EX_001=< mocking sound >
PU_GENSECR2_M_BS_General_Emote_Mocking_IG_EX_002=< mocking sound >
PU_GENSECR2_M_BS_General_Emote_Mocking_IG_EX_003=< mocking sound >
PU_GENSECR2_M_BS_General_Emote_Pain_IG_EX_001=< pain sound >
PU_GENSECR2_M_BS_General_Emote_Pain_IG_EX_002=< pain sound >
PU_GENSECR2_M_BS_General_Emote_Pain_IG_EX_003=< pain sound >
PU_GENSECR2_M_BS_General_Emote_Puzzled_IG_EX_001=< puzzled sound >
PU_GENSECR2_M_BS_General_Emote_Puzzled_IG_EX_002=< puzzled sound >
PU_GENSECR2_M_BS_General_Emote_Surprised_IG_EX_001=< surprised sound >
PU_GENSECR2_M_BS_General_Emote_Surprised_IG_EX_002=< surprised sound >
PU_GENSECR2_M_BS_General_Expletives_High_IG_001_Shit=Shit!
PU_GENSECR2_M_BS_General_Expletives_High_IG_002_Dammit=Dammit!
PU_GENSECR2_M_BS_General_Expletives_High_IG_003_Goddammit=Goddammit!
PU_GENSECR2_M_BS_General_Expletives_Low_IG_001_Dammit=Dammit.
PU_GENSECR2_M_BS_General_Expletives_Low_IG_002_Shit=Shit.
PU_GENSECR2_M_BS_General_Expletives_Low_IG_003_AhHell=Ah, hell...
PU_GENSECR2_M_BS_General_Expletives_Surprised_IG_001_Goddammit=Goddammit!
PU_GENSECR2_M_BS_General_Expletives_Surprised_IG_002_TheHell=The hell?!
PU_GENSECR2_M_BS_General_Expletives_Surprised_IG_003_OhShit=Oh, shit!
PU_GENSECR2_M_BS_General_GetHits_Pain_High_IG_EX_001=< hit by something big >
PU_GENSECR2_M_BS_General_GetHits_Pain_High_IG_EX_002=< hit by something big >
PU_GENSECR2_M_BS_General_GetHits_Pain_High_IG_EX_003=< hit by something big >
PU_GENSECR2_M_BS_General_GetHits_Pain_Low_IG_EX_001=< hit by something small >
PU_GENSECR2_M_BS_General_GetHits_Pain_Low_IG_EX_002=< hit by something small >
PU_GENSECR2_M_BS_General_GetHits_Pain_Low_IG_EX_003=< hit by something small >
PU_GENSECR2_M_BS_General_GiveMelee_High_IG_EX_001=< big punch exertion >
PU_GENSECR2_M_BS_General_GiveMelee_High_IG_EX_002=< big punch exertion >
PU_GENSECR2_M_BS_General_GiveMelee_High_IG_EX_003=< big punch exertion >
PU_GENSECR2_M_BS_General_GiveMelee_Low_IG_EX_001=< punch exertion >
PU_GENSECR2_M_BS_General_GiveMelee_Low_IG_EX_002=< punch exertion >
PU_GENSECR2_M_BS_General_GiveMelee_Low_IG_EX_003=< punch exertion >
PU_GENSECR2_M_BS_General_NegativeResponse_High_IG_001_Negative=Negative!
PU_GENSECR2_M_BS_General_NegativeResponse_High_IG_002_NoCanDo=No can do!
PU_GENSECR2_M_BS_General_NegativeResponse_High_IG_003_NotGonnaHappen=Not gonna happen.
PU_GENSECR2_M_BS_General_NegativeResponse_IG_001_No=No.
PU_GENSECR2_M_BS_General_NegativeResponse_IG_002_Negative=Negative.
PU_GENSECR2_M_BS_General_NegativeResponse_IG_003_ThatsANegative=That's a negative.
PU_GENSECR2_M_BS_General_NegativeResponse_IntoComms_IG_001_Negative=Negative.
PU_GENSECR2_M_BS_General_NegativeResponse_IntoComms_IG_002_NoSir=No, sir.
PU_GENSECR2_M_BS_General_NegativeResponse_IntoComms_IG_003_No=No.
PU_GENSECR2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001_HostileDown=Hostile down.
PU_GENSECR2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002_GotOneOf=Got one of 'em.
PU_GENSECR2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003_TargetDown=Target down.
PU_GENSECR2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001_GotAFriendly=Got a friendly down!
PU_GENSECR2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002_FriendlyDown=Friendly down!
PU_GENSECR2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003_DammitWeLost=Dammit, we lost one.
PU_GENSECR2_M_CB_Combat_AmmoDeny_IG_001_CantSpareAny=Can't spare any.
PU_GENSECR2_M_CB_Combat_AmmoDeny_IG_002_ImLowToo=I'm low too.
PU_GENSECR2_M_CB_Combat_AmmoDeny_IG_003_NoCanDo=No can do.
PU_GENSECR2_M_CB_Combat_AmmoProvide_IG_001_YouGotIt=You got it.
PU_GENSECR2_M_CB_Combat_AmmoProvide_IG_002_MakeItCount=Make it count!
PU_GENSECR2_M_CB_Combat_AmmoProvide_IG_003_Here=Here!
PU_GENSECR2_M_CB_Combat_AmmoRequest_High_IG_001_NeedSomeAmmo=Need some ammo!
PU_GENSECR2_M_CB_Combat_AmmoRequest_High_IG_002_AnyoneGotA=Anyone got a spare clip?
PU_GENSECR2_M_CB_Combat_AmmoRequest_High_IG_003_NeedAmmo=Need ammo!
PU_GENSECR2_M_CB_Combat_AmmoThanks_IG_001_Thanks=Thanks!
PU_GENSECR2_M_CB_Combat_AmmoThanks_IG_002_GotIt=Got it!
PU_GENSECR2_M_CB_Combat_AmmoThanks_IG_003_BackInThis=Back in this!
PU_GENSECR2_M_CB_Combat_BackupDeny_High_IG_001_GotProblemsOf=Got problems of our own!
PU_GENSECR2_M_CB_Combat_BackupDeny_High_IG_002_ALittleBusy=A little busy at the moment!
PU_GENSECR2_M_CB_Combat_BackupDeny_High_IG_003_NegativeOnThat=Negative on that backup.
PU_GENSECR2_M_CB_Combat_BackupProvide_High_IG_001_OnTheMove=On the move!
PU_GENSECR2_M_CB_Combat_BackupProvide_High_IG_002_ComingIn=Coming in!
PU_GENSECR2_M_CB_Combat_BackupProvide_High_IG_003_GotYourBack=Got your back!
PU_GENSECR2_M_CB_Combat_CallBackup_High_IG_001_INeedBackup=I need backup!
PU_GENSECR2_M_CB_Combat_CallBackup_High_IG_002_LetsGetSome=Let's get some backup over here!
PU_GENSECR2_M_CB_Combat_CallBackup_High_IG_003_NeedSomeSupport=Need some support here!
PU_GENSECR2_M_CB_Combat_CoverAdvanceFrom_High_IG_001_MoveMoveMove=Move, move, move!
PU_GENSECR2_M_CB_Combat_CoverAdvanceFrom_High_IG_002_Advancing=Advancing!
PU_GENSECR2_M_CB_Combat_CoverAdvanceFrom_High_IG_003_OnTheMove=On the move!
PU_GENSECR2_M_CB_Combat_CoverFindBetter_High_IG_001_Displacing=Displacing!
PU_GENSECR2_M_CB_Combat_CoverFindBetter_High_IG_002_NeedNewCover=Need new cover!
PU_GENSECR2_M_CB_Combat_CoverFindBetter_High_IG_003_FindSomeCover=Find some cover!
PU_GENSECR2_M_CB_Combat_CoverPinnedDown_High_IG_001_TheyGotMe=They got me boxed in!
PU_GENSECR2_M_CB_Combat_CoverPinnedDown_High_IG_002_ImPinnedDown=I'm pinned down!
PU_GENSECR2_M_CB_Combat_CoverPinnedDown_High_IG_003_TheyreChewingMe=They're chewing me up.
PU_GENSECR2_M_CB_Combat_CoverProvide_IG_001_CoveringFire=Covering fire!
PU_GENSECR2_M_CB_Combat_CoverProvide_IG_002_LayingCover=Laying cover!
PU_GENSECR2_M_CB_Combat_CoverProvide_IG_003_SuppressingFire=Suppressing fire!
PU_GENSECR2_M_CB_Combat_CoverRequest_High_IG_001_CoverMe=Cover me!
PU_GENSECR2_M_CB_Combat_CoverRequest_High_IG_002_Cover=Cover!
PU_GENSECR2_M_CB_Combat_CoverRequest_High_IG_003_NeedSomeCover=Need some cover!
PU_GENSECR2_M_CB_Combat_DefendTheArea_High_IG_001_DigInPeople=Dig in, people.
PU_GENSECR2_M_CB_Combat_DefendTheArea_High_IG_002_WeCantLet=We can't let them take this area.
PU_GENSECR2_M_CB_Combat_DefendTheArea_High_IG_003_HoldYourGround=Hold your ground!
PU_GENSECR2_M_CB_Combat_EngageEnemy_Advancing_High_IG_001_GotHostilesIncoming=Got hostiles incoming.
PU_GENSECR2_M_CB_Combat_EngageEnemy_Advancing_High_IG_002_HostileContactsComing=Hostile contacts, coming in.
PU_GENSECR2_M_CB_Combat_EngageEnemy_Advancing_High_IG_003_HostilesMovingIn=Hostiles. Moving in!
PU_GENSECR2_M_CB_Combat_EngageEnemy_EnemyClose_IG_001_ShitContact=Shit, contact!
PU_GENSECR2_M_CB_Combat_EngageEnemy_EnemyClose_IG_002_TheyreRightHere=They're right here!
PU_GENSECR2_M_CB_Combat_EngageEnemy_EnemyClose_IG_003_ContactOnMe=Contact. On me!
PU_GENSECR2_M_CB_Combat_EngageEnemy_High_IG_001_OpenFire=Open fire!
PU_GENSECR2_M_CB_Combat_EngageEnemy_High_IG_002_TargetAquired=Target aquired!
PU_GENSECR2_M_CB_Combat_EngageEnemy_High_IG_003_EyesOnTarget=Eyes on target!
PU_GENSECR2_M_CB_Combat_EngageEnemy_Intruder_High_IG_001_Intruder=Intruder!
PU_GENSECR2_M_CB_Combat_EngageEnemy_Intruder_High_IG_002_TheyGotThrough=They got through the perimeter!
PU_GENSECR2_M_CB_Combat_EngageEnemy_Intruder_High_IG_003_WeveGotHostiles=We've got hostiles inside!
PU_GENSECR2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001_HostilesOnMe=Hostiles. On me!
PU_GENSECR2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002_GotEyesOn=Got eyes on hostiles.
PU_GENSECR2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003_HereHereContact=Here! Here! Contact!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001_HostilesUpHigh=Hostiles up high.
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002_EnemyContactUp=Enemy contact up top.
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003_HostilesHaveAn=Hostiles have an elevated position!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001_BehindUs=Behind us!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002_LookOutHostiles=Look out, hostiles behind.
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003_CheckYourSix=Check your six! Hostiles!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001_HostilesDownBelow=Hostiles down below.
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002_EnemyContactDown=Enemy contact down low.
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003_GotContactsDown=Got contacts down low.
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001_ContactClose=Contact close!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002_HostilesOnMe=Hostiles, on me!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003_TheyreRightOn=They're right on me!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001_EnemySightedOver=Enemy sighted over there!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002_OverThereTarget=Over there! Target found!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003_LookHostiles=Look! Hostiles!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001_ToTheLeft=To the left!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002_HostilesLeft=Hostiles, left!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003_EnemyContactLeft=Enemy contact left of my position.
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001_ToTheRight=To the right!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002_HostilesRight=Hostiles, right!
PU_GENSECR2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003_EnemyContactRight=Enemy contact right of my position.
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001_TheyGotA=They got a heavy!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002_EyesOnHeavy=Eyes on heavy contact!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003_WatchOutThey=Watch out, they got a heavy!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001_EnemyShipInbound=Enemy ship inbound!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002_GotAHostile=Got a hostile ship!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003_HostileShip=Hostile ship!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001_HostileVehicleSighted=Hostile vehicle sighted!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002_VehicleVehicle=Vehicle! Vehicle!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003_VehicleSpotted=Vehicle spotted!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001_RocketLauncher=Rocket launcher!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002_TheyGotA=They got a rocket launcher!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003_WatchOutThey=Watch out, they got a rocket launcher.
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001_SniperSighted=Sniper sighted!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002_Sniper=Sniper!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003_HeadsUpSniper=Head's up, sniper!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001_Titan=Titan!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002_ShitTheyGot=Shit, they got a Titan!
PU_GENSECR2_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003_TitanInbound=Titan inbound!
PU_GENSECR2_M_CB_Combat_Fallback_High_IG_001_FallBack=Fall back!
PU_GENSECR2_M_CB_Combat_Fallback_High_IG_002_MoveAndRegroup=Move and regroup!
PU_GENSECR2_M_CB_Combat_Fallback_High_IG_003_MoveToRally=Move to rally point!
PU_GENSECR2_M_CB_Combat_FlankThem_High_IG_001_FlankThem=Flank them!
PU_GENSECR2_M_CB_Combat_FlankThem_High_IG_002_HitTheirFlank=Hit their flank!
PU_GENSECR2_M_CB_Combat_FlankThem_High_IG_003_CircleAround=Circle around!
PU_GENSECR2_M_CB_Combat_FollowMe_High_IG_001_WereOnThe=We're on the move!
PU_GENSECR2_M_CB_Combat_FollowMe_High_IG_002_LetsGoLets=Let's go, let's go!
PU_GENSECR2_M_CB_Combat_FollowMe_High_IG_003_FollowMe=Follow me!
PU_GENSECR2_M_CB_Combat_GetHits_FriendlyFire_High_IG_001_ImOnYour=I'm on your side!
PU_GENSECR2_M_CB_Combat_GetHits_FriendlyFire_High_IG_002_ImAFriendly=I'm a friendly!
PU_GENSECR2_M_CB_Combat_GetHits_FriendlyFire_High_IG_003_FriendlyFire=Friendly fire!
PU_GENSECR2_M_CB_Combat_GetHits_ImHit_High_IG_001_Hit=Hit!
PU_GENSECR2_M_CB_Combat_GetHits_ImHit_High_IG_002_ImHit=I'm hit!
PU_GENSECR2_M_CB_Combat_GetHits_ImHit_High_IG_003_DammitTheyGot=Dammit. They got me!
PU_GENSECR2_M_CB_Combat_GrenadeIncoming_High_IG_001_Grenade=Grenade!
PU_GENSECR2_M_CB_Combat_GrenadeIncoming_High_IG_002_LookOut=Look out!
PU_GENSECR2_M_CB_Combat_GrenadeIncoming_High_IG_003_Incoming=Incoming!
PU_GENSECR2_M_CB_Combat_GrenadeThrowing_High_IG_001_GrenadeOut=Grenade out!
PU_GENSECR2_M_CB_Combat_GrenadeThrowing_High_IG_002_FireInThe=Fire in the hole!
PU_GENSECR2_M_CB_Combat_GrenadeThrowing_High_IG_003_GotSomethingFor=Got something for ya!
PU_GENSECR2_M_CB_Combat_HealDeny_IG_001_DontHaveAny=Don't have any heals.
PU_GENSECR2_M_CB_Combat_HealDeny_IG_002_ImOutOf=I'm out of medpens.
PU_GENSECR2_M_CB_Combat_HealDeny_IG_003_ImAllOut=I'm all out.
PU_GENSECR2_M_CB_Combat_HealProvide_IG_001_MedpenFlyingIn=MedPen flying in.
PU_GENSECR2_M_CB_Combat_HealProvide_IG_002_HereGotA=Here. Got a heal!
PU_GENSECR2_M_CB_Combat_HealProvide_IG_003_GotSomeMeds=Got some meds for you.
PU_GENSECR2_M_CB_Combat_HealRequest_High_IG_001_Medic=Medic!
PU_GENSECR2_M_CB_Combat_HealRequest_High_IG_002_INeedA=I need a heal!
PU_GENSECR2_M_CB_Combat_HealRequest_High_IG_003_AnyoneGotA=Anyone got a medpen?
PU_GENSECR2_M_CB_Combat_HealThanks_IG_001_Thanks=Thanks!
PU_GENSECR2_M_CB_Combat_HealThanks_IG_002_JustInThe=Just in the nick of time!
PU_GENSECR2_M_CB_Combat_HealThanks_IG_003_HealingUp=Healing up!
PU_GENSECR2_M_CB_Combat_KeepFighting_High_IG_001_ComeOnCome=Come on, come on. Pour it on!
PU_GENSECR2_M_CB_Combat_KeepFighting_High_IG_002_DontLetUp=Don't let up!
PU_GENSECR2_M_CB_Combat_KeepFighting_High_IG_003_KeepItUp=Keep it up!
PU_GENSECR2_M_CB_Combat_LastManStanding_Cocky_High_IG_001_YouThinkIm=You think I'm scared of you? Huh?
PU_GENSECR2_M_CB_Combat_LastManStanding_Cocky_High_IG_002_ComeOnLets=Come on, let's see what you got!
PU_GENSECR2_M_CB_Combat_LastManStanding_Cocky_High_IG_003_ImJustGetting=I'm just getting started!
PU_GENSECR2_M_CB_Combat_LastManStanding_Panic_IG_001_ShitShitShit=Shit, shit, shit!
PU_GENSECR2_M_CB_Combat_LastManStanding_Panic_IG_002_YouGotThis=You got this, you got this.
PU_GENSECR2_M_CB_Combat_LastManStanding_Panic_IG_003_ComeOnCome=Come on, come on, stay frosty.
PU_GENSECR2_M_CB_Combat_LastOfThem_IG_001_WeClearClear=We clear? Clear.
PU_GENSECR2_M_CB_Combat_LastOfThem_IG_002_ThatWasThe=That was the last of them.
PU_GENSECR2_M_CB_Combat_LastOfThem_IG_003_CeaseFireHostiles=Cease fire. Hostiles eliminated.
PU_GENSECR2_M_CB_Combat_NoticeNotLastKnown_IG_001_ILostSight=I lost sight of them.
PU_GENSECR2_M_CB_Combat_NoticeNotLastKnown_IG_002_EyesOpenPeople=Eyes open, people!
PU_GENSECR2_M_CB_Combat_NoticeNotLastKnown_IG_003_ThisOneGave=This one gave me the slip.
PU_GENSECR2_M_CB_Combat_OutOfAmmo_High_IG_001_ImOut=I'm out!
PU_GENSECR2_M_CB_Combat_OutOfAmmo_High_IG_002_WeaponsDry=Weapon's dry!
PU_GENSECR2_M_CB_Combat_OutOfAmmo_High_IG_003_RanOutOf=Ran out of ammo.
PU_GENSECR2_M_CB_Combat_Overheating_High_IG_001_MyWeaponsDown=My weapon's down!
PU_GENSECR2_M_CB_Combat_Overheating_High_IG_002_ShitOverheating=Shit. Overheating!
PU_GENSECR2_M_CB_Combat_Overheating_High_IG_003_NeedASecond=Need a second. Weapon's offline.
PU_GENSECR2_M_CB_Combat_ReinforcementsArrive_High_IG_001_ReinforcemntsAreHere=Reinforcemnts are here!
PU_GENSECR2_M_CB_Combat_ReinforcementsArrive_High_IG_002_CalvalrysHereWere=Calvalry's here. We're back in this.
PU_GENSECR2_M_CB_Combat_ReinforcementsArrive_High_IG_003_LookWhoFinally=Look who finally decided to show up.
PU_GENSECR2_M_CB_Combat_ReinforcementsInRoute_High_IG_001_ReinforcementsComingIn=Reinforcement's coming in.
PU_GENSECR2_M_CB_Combat_ReinforcementsInRoute_High_IG_002_GotReinforcementsOn=Got reinforcements on the way.
PU_GENSECR2_M_CB_Combat_ReinforcementsInRoute_High_IG_003_ReinforcementsInbound=Reinforcements inbound.
PU_GENSECR2_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001_SendSomeReinforcements=Send some reinforcements.
PU_GENSECR2_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002_WeNeedSupport=We need support here now.
PU_GENSECR2_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003_INeedBackup=I need backup on my position.
PU_GENSECR2_M_CB_Combat_Reloading_High_IG_001_Reloading=Reloading!
PU_GENSECR2_M_CB_Combat_Reloading_High_IG_002_SwappingMag=Swapping mag.
PU_GENSECR2_M_CB_Combat_Reloading_High_IG_003_ChangingMag=Changing mag.
PU_GENSECR2_M_CB_Combat_Retreat_High_IG_001_Retreat=Retreat!
PU_GENSECR2_M_CB_Combat_Retreat_High_IG_002_ForgetItGet=Forget it! Get out of here!
PU_GENSECR2_M_CB_Combat_Retreat_High_IG_003_RunGo=Run! Go!
PU_GENSECR2_M_CB_Combat_SpreadOut_High_IG_001_SpreadOut=Spread out.
PU_GENSECR2_M_CB_Combat_SpreadOut_High_IG_002_FanOut=Fan out!
PU_GENSECR2_M_CB_Combat_SpreadOut_High_IG_003_ThinItOut=Thin it out people!
PU_GENSECR2_M_CB_Combat_StayClose_High_IG_001_KeepItClose=Keep it close.
PU_GENSECR2_M_CB_Combat_StayClose_High_IG_002_TightenUp=Tighten up!
PU_GENSECR2_M_CB_Combat_StayClose_High_IG_003_KeepItCozy=Keep it cozy.
PU_GENSECR2_M_CB_Combat_Taunt_Anger_High_IG_001_YouShouldveGiven=You should've given up when you had the chance.
PU_GENSECR2_M_CB_Combat_Taunt_Anger_High_IG_002_ThisIsntGonna=This isn't gonna end well for you.
PU_GENSECR2_M_CB_Combat_Taunt_Anger_High_IG_003_YoureDeadYou=You're dead! You hear me?!
PU_GENSECR2_M_CB_Combat_Taunt_Hiding_High_IG_001_GetOutHere=Get out here!
PU_GENSECR2_M_CB_Combat_Taunt_Hiding_High_IG_002_ComeOutAnd=Come out and fight!
PU_GENSECR2_M_CB_Combat_Taunt_Hiding_High_IG_003_LetsGoYou=Let's go. You wanted this.
PU_GENSECR2_M_CB_Combat_Taunt_High_IG_001_GiveUpNow=Give up now and this'll go a lot easier!
PU_GENSECR2_M_CB_Combat_Taunt_High_IG_002_YouGottaBe=You gotta be out of your mind trading with a cop.
PU_GENSECR2_M_CB_Combat_Taunt_High_IG_003_YouBroughtThis=You brought this on yourself.
PU_GENSECR2_M_CB_Combat_Taunt_MissesTarget_High_IG_001_SonOfA=Son of a bitch!
PU_GENSECR2_M_CB_Combat_Taunt_MissesTarget_High_IG_002_HoldStill=Hold still!
PU_GENSECR2_M_CB_Combat_Taunt_MissesTarget_High_IG_003_DammitMissedEm=Dammit! Missed 'em.
PU_GENSECR2_M_CB_Combat_Taunt_ShotsMiss_High_IG_001_WhatIsThis=What is this? Your first fight?
PU_GENSECR2_M_CB_Combat_Taunt_ShotsMiss_High_IG_002_WhatIdiotGave=What idiot gave you a gun?
PU_GENSECR2_M_CB_Combat_Taunt_ShotsMiss_High_IG_003_YouDonePlaying=You done playing yet? You ready to give up?
PU_GENSECR2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001_ReportDidntFind=Report, didn't find anything.
PU_GENSECR2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002_StandingDownAreas=Standing down. Area's clear.
PU_GENSECR2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003_YeahDispatchWere=Yeah dispatch, we're clear here.
PU_GENSECR2_M_CB_Hunting_Deescalate_ThreatLow_IG_001_ItWasProbably=It was probably nothing.
PU_GENSECR2_M_CB_Hunting_Deescalate_ThreatLow_IG_002_GuessNot=Guess not...
PU_GENSECR2_M_CB_Hunting_Deescalate_ThreatLow_IG_003_Nevermind=Nevermind.
PU_GENSECR2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001_GotSomethingHere=Got something here. Keep searching.
PU_GENSECR2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002_LookAliveWere=Look alive. We're definitely on to something.
PU_GENSECR2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003_LookSharpPeople=Look sharp people. Looks like we a possible hostile.
PU_GENSECR2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001_DispatchPotentialHostile=Dispatch, potential hostile in area. Tracking now.
PU_GENSECR2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002_BeAdvisedDispatch=Be advised, Dispatch. We may have something here.
PU_GENSECR2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003_PotentialHostileContact=Potential hostile contact. Stand by.
PU_GENSECR2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001_NeverMindWas=Never mind. Was not a hostile.
PU_GENSECR2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002_StandDownFalse=Stand down. False alarm.
PU_GENSECR2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003_ForgetItWasnt=Forget it. Wasn't a hostile.
PU_GENSECR2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001_FalseAlarmDispatch=False alarm, Dispatch.
PU_GENSECR2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002_BeAdvisedDispatch=Be advised, Dispatch. We're all clear here.
PU_GENSECR2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003_DispatchWereAll=Dispatch, we're all good here.
PU_GENSECR2_M_CB_Hunting_Hurston_Taunt_Searching_Low_IG_001_ThisIsHurston=This is Hurston Security, come out with your hands up.
PU_GENSECR2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001_TakeALook=Take a look and see what it is.
PU_GENSECR2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002_GoCheckIt=Go, check it out.
PU_GENSECR2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003_HaveALook=Have a look.
PU_GENSECR2_M_CB_Hunting_Investigate_ThreatLow_IG_001_GonnaCheckIt=Gonna check it out.
PU_GENSECR2_M_CB_Hunting_Investigate_ThreatLow_IG_002_StandByTaking=Stand by. Taking a look.
PU_GENSECR2_M_CB_Hunting_Investigate_ThreatLow_IG_003_LetsCheckIt=Let's check it out.
PU_GENSECR2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001_DispatchTakingA=Dispatch, taking a look.
PU_GENSECR2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002_StandByIm=Stand by. I'm gonna check this out real quick.
PU_GENSECR2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003_BeAdvisedLooking=Be advised. Looking into a disturbance.
PU_GENSECR2_M_CB_Hunting_KeepSearching_IG_001_KeepLooking=Keep looking.
PU_GENSECR2_M_CB_Hunting_KeepSearching_IG_002_ComeOnStay=Come on, stay sharp.
PU_GENSECR2_M_CB_Hunting_KeepSearching_IG_003_TheyreAroundHere=They're around here somewhere.
PU_GENSECR2_M_CB_Hunting_SearchFail_KnownThreat_IG_001_AnySignOf=Any sign of them? Dammit...
PU_GENSECR2_M_CB_Hunting_SearchFail_KnownThreat_IG_002_IDontKnow=I don't know. I think they're gone.
PU_GENSECR2_M_CB_Hunting_SearchFail_KnownThreat_IG_003_YeahTheyreLong=Yeah, they're long gone.
PU_GENSECR2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001_DispatchBeAdvised=Dispatch, be advised. Lost the suspect.
PU_GENSECR2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002_BeAdvisedHostile=Be advised. Hostile is still at large.
PU_GENSECR2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003_SuspectSeemsTo=Suspect seems to have left the area.
PU_GENSECR2_M_CB_Hunting_SearchFail_ThreatMed_IG_001_NotSeeingAnything=Not seeing anything.
PU_GENSECR2_M_CB_Hunting_SearchFail_ThreatMed_IG_002_GuessItWas=Guess it was nothing.
PU_GENSECR2_M_CB_Hunting_SearchFail_ThreatMed_IG_003_WhereTheyHell=Where they hell did they go?
PU_GENSECR2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001_HaventFoundAnything=Haven't found anything.
PU_GENSECR2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002_AreaSeemsTo=Area seems to be clear.
PU_GENSECR2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003_LooksLikeWere=Looks like we're clear.
PU_GENSECR2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001_SpreadOutWe=Spread out. We need to find who did this.
PU_GENSECR2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002_WhoEverDid=Who ever did this is probably still here. Find them.
PU_GENSECR2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003_ComeOnLets=Come on. Let's find who's responsible.
PU_GENSECR2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001_BodyFoundSearching=Body found. Searching the scene now.
PU_GENSECR2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002_GotACorpse=Got a corpse, here. Starting a sweep of the area.
PU_GENSECR2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003_DispatchGotA=Dispatch. Got a body. Attempting to locate the suspect now.
PU_GENSECR2_M_CB_Hunting_StartSearch_NotLastKnown_IG_001_ComeOnLets=Come on. Let's hunt them down.
PU_GENSECR2_M_CB_Hunting_StartSearch_NotLastKnown_IG_002_CantLetThem=Can't let them get away. Come on.
PU_GENSECR2_M_CB_Hunting_StartSearch_NotLastKnown_IG_003_TargetsInThe=Target's in the wind. Stay sharp and find them.
PU_GENSECR2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001_DispatchDontHave=Dispatch, don't have eyes on the hostile. Stand by.
PU_GENSECR2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002_BeAdvisedHostile=Be advised. Hostile is unaccounted for.
PU_GENSECR2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003_ILostEm=I lost 'em. Starting a sweep to pick up the trail.
PU_GENSECR2_M_CB_Hunting_StartSearch_ThreatHigh_IG_001_GetThem=Get them!
PU_GENSECR2_M_CB_Hunting_StartSearch_ThreatHigh_IG_002_GoFindThem=Go! Find them!
PU_GENSECR2_M_CB_Hunting_StartSearch_ThreatHigh_IG_003_LetsCheckIt=Let's check it out.
PU_GENSECR2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001_PossibleEnemyContact=Possible enemy contact! In pursuit!
PU_GENSECR2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002_LikelyHostileThreat=Likely hostile threat detected! Tracking them now!
PU_GENSECR2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003_DispatchWeGot=Dispatch, we got likely enemies in area. Attempting to engage!
PU_GENSECR2_M_CB_Hunting_StartSearch_ThreatMed_IG_001_SomeonesHereFind=Someone's here. Find them.
PU_GENSECR2_M_CB_Hunting_StartSearch_ThreatMed_IG_002_LooksLikeHostiles=Looks like hostiles. Let's see if we can flush 'em out.
PU_GENSECR2_M_CB_Hunting_StartSearch_ThreatMed_IG_003_WeGotA=We got a possible threat. Eyes open.
PU_GENSECR2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001_DispatchPossibleThreat=Dispatch, possible threat detected. Taking a look.
PU_GENSECR2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002_BeAdvisedDispatch=Be advised, Dispatch, searching area for possible enemy. Will inform.
PU_GENSECR2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003_LookingIntoA=Looking into a possible threat. Stand by.
PU_GENSECR2_M_CB_Hunting_Taunt_Lost_High_IG_001_WheredYouGo=Where'd you go? Huh?
PU_GENSECR2_M_CB_Hunting_Taunt_Lost_High_IG_002_TheLongerYou=The longer you hide, the worse it'll be for you.
PU_GENSECR2_M_CB_Hunting_Taunt_Lost_High_IG_003_StepOutNow=Step out now. Don't make me come looking for you.
PU_GENSECR2_M_CB_Hunting_Taunt_Searching_Low_IG_001_IKnowYoure=I know you're there. Come on out.
PU_GENSECR2_M_CB_Hunting_Taunt_Searching_Low_IG_002_IfSomeonesThere=If someone's there, come out nice and slow.
PU_GENSECR2_M_CB_Hunting_Taunt_Searching_Low_IG_003_StepOutSlowly=Step out slowly with your hands up.
PU_GENSECR2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001_TakingFire=Taking fire!
PU_GENSECR2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002_UnderFire=Under fire!
PU_GENSECR2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003_ImGettingShot=I'm getting shot!
PU_GENSECR2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001_FoundABody=Found a body. Hasn't been here long.
PU_GENSECR2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002_WhatTheHell=What the hell...
PU_GENSECR2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003_GoddammitGotA=Goddammit. Got a body.
PU_GENSECR2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001_ShitFriendlyDown=Shit! Friendly down!
PU_GENSECR2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002_HostilesTheyHit=Hostiles! They hit one of ours!
PU_GENSECR2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003_GoddammitFriendlyDown=Goddammit. Friendly down!
PU_GENSECR2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001_Grenade=Grenade!
PU_GENSECR2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002_LookOutGrenade=Look out. Grenade!
PU_GENSECR2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003_Incoming=Incoming!
PU_GENSECR2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001_ShotsShotsShots=Shots! Shots! Shots!
PU_GENSECR2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002_ShotsFired=Shots fired!
PU_GENSECR2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003_ReadyUpPeople=Ready up, people!
PU_GENSECR2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001_ShitRocketLauncher=Shit! Rocket launcher!
PU_GENSECR2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002_RocketInbound=Rocket inbound!
PU_GENSECR2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003_RocketGetDown=Rocket! Get down!
PU_GENSECR2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001_Sniper=Sniper!
PU_GENSECR2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002_SniperGetCover=Sniper! Get cover!
PU_GENSECR2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003_LookOutSniper=Look out! Sniper!
PU_GENSECR2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001_AlrightSeriously=Alright, seriously.
PU_GENSECR2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002_WhatTheHell=What the hell is that?
PU_GENSECR2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003_ISaidIdentify=I said identify yourself.
PU_GENSECR2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001_IsThereSomething=Is there something?
PU_GENSECR2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002_WhatWhatIs=What? What is it?
PU_GENSECR2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003_YouSeeSomething=You see something?
PU_GENSECR2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_001_IDontThink=I don't think that was anything.
PU_GENSECR2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002_YoureImaginationsActing=You're imagination's acting up.
PU_GENSECR2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003_DontGetParanoid=Don't get paranoid.
PU_GENSECR2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001_ShitContact=Shit, contact!
PU_GENSECR2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002_HostilesHostiles=Hostiles! Hostiles!
PU_GENSECR2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003_FuckHosiles=Fuck! Hosiles!
PU_GENSECR2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001_SomeoneThere=Someone there?
PU_GENSECR2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002_IdentifyYourself=Identify yourself.
PU_GENSECR2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003_AnyoneOutThere=Anyone out there?
PU_GENSECR2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004_Huh=Huh?
PU_GENSECR2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005_What=What?
PU_GENSECR2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001_LookAlive=Look alive.
PU_GENSECR2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002_StaySharp=Stay sharp.
PU_GENSECR2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003_LetsGetOn=Let's get on the clock.
PU_GENSECR2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001_YeahHeardSomething=Yeah, heard something.
PU_GENSECR2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002_FromOverThere=From over there? Yeah, I think heard it.
PU_GENSECR2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003_SoundedLikeSomething=Sounded like something.
PU_GENSECR2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001_WhatIDidnt=What? I didn't hear anything.
PU_GENSECR2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002_IThinkYoure=I think you're hearing things.
PU_GENSECR2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003_AreYouSure=Are you sure? I didn't hear it.
PU_GENSECR2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001_YouHearThat=You hear that?
PU_GENSECR2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002_WhatWasThat=What was that noise?
PU_GENSECR2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003_YouHearThat=You hear that sound?
PU_GENSECR2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001_IThinkI=I think I saw it too.
PU_GENSECR2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002_WasJustGonna=Was just gonna say the same thing.
PU_GENSECR2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003_ItWasQuick=It was quick, but yeah.
PU_GENSECR2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001_YoureSeeingThings=You're seeing things that aren't there.
PU_GENSECR2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002_DidntSeeAnything=Didn't see anything.
PU_GENSECR2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003_OverThereDidnt=Over there? Didn't see.
PU_GENSECR2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001_ThoughtISaw=Thought I saw sometihng.
PU_GENSECR2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002_AnybodySeeThat=Anybody see that?
PU_GENSECR2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003_IThinkI=I think I saw something moving.
PU_GENSECR2_M_CP_Confront_AreaOffLimits_IG_001_RestrictedArea=Restricted area.
PU_GENSECR2_M_CP_Confront_AreaOffLimits_IG_002_AuthorizedPersonnelOnly=Authorized personnel only.
PU_GENSECR2_M_CP_Confront_AreaOffLimits_IG_003_YouCantCome=You can't come in here.
PU_GENSECR2_M_CP_Confront_AreaOffLimits_Neg_IG_001_WhatDoYou=What do you think you're doing? Get out of here.
PU_GENSECR2_M_CP_Confront_AreaOffLimits_Neg_IG_002_GetTheHell=Get the hell out of here.
PU_GENSECR2_M_CP_Confront_AreaOffLimits_Neg_IG_003_DriftAlrightYou=Drift, alright? You aren't supposed to be here.
PU_GENSECR2_M_CP_Confront_AreaOffLimits_Pos_IG_001_SorryYouCant=Sorry. you can't come through here.
PU_GENSECR2_M_CP_Confront_AreaOffLimits_Pos_IG_002_ThisIsA=This is a restricted area.
PU_GENSECR2_M_CP_Confront_AreaOffLimits_Pos_IG_003_ThisAreasFor=This area's for authorized personnel only.
PU_GENSECR2_M_CP_Confront_DirectingTraffic_IG_001_LetsKeepIt=Let's keep it moving.
PU_GENSECR2_M_CP_Confront_DirectingTraffic_IG_002_KeepWalking=Keep walking
PU_GENSECR2_M_CP_Confront_DirectingTraffic_IG_003_ComeOnMove=Come on, move it along.
PU_GENSECR2_M_CP_Confront_DirectingTraffic_Neg_IG_001_YouCantStop=You can't stop here, people.
PU_GENSECR2_M_CP_Confront_DirectingTraffic_Neg_IG_002_LetsGo=Let's go.
PU_GENSECR2_M_CP_Confront_DirectingTraffic_Neg_IG_003_ComeOnMove=Come on, move.
PU_GENSECR2_M_CP_Confront_Loitering_Warning_IG_001_ClearOutOf=Clear out of here. There's no loitering.
PU_GENSECR2_M_CP_Confront_Loitering_Warning_IG_002_YouCantHang=You can't hang out here.
PU_GENSECR2_M_CP_Confront_Loitering_Warning_IG_003_MoveAlong=Move along.
PU_GENSECR2_M_CP_Confront_Loitering_Warning_Neg_IG_001_WhatDoYou=What do you think you're doing? Move.
PU_GENSECR2_M_CP_Confront_Loitering_Warning_Neg_IG_002_GetTheHell=Get the hell out of here.
PU_GENSECR2_M_CP_Confront_Loitering_Warning_Neg_IG_003_UnlessYouWanna=Unless you wanna spend the rest of the night in a medstation, I'd move.
PU_GENSECR2_M_CP_Customs_CustomsInstructions_IG_001_EverybodysGotTo=Everybody's got to be scanned. No exceptions.
PU_GENSECR2_M_CP_Customs_CustomsInstructions_IG_002_HaveAllRelevent=Have all relevent information ready for inspection.
PU_GENSECR2_M_CP_Customs_CustomsInstructions_IG_003_ContrabandWillBe=Contraband will be immediately seized.
PU_GENSECR2_M_CP_Customs_CustomsInstructions_Neg_IG_001_DoNotAttempt=Do not attempt to sneak contraband past our scanners.
PU_GENSECR2_M_CP_Customs_CustomsInstructions_Neg_IG_002_WeDontCare=We don't care if you're a first time offender. Criminals are criminals.
PU_GENSECR2_M_CP_Customs_CustomsInstructions_Neg_IG_003_JustMoveThrough=Just move through and keep your mouth shut.
PU_GENSECR2_M_CP_Customs_CustomsInstructions_Pos_IG_001_EverybodysGotTo=Everybody's got to get scanned. Sorry.
PU_GENSECR2_M_CP_Customs_CustomsInstructions_Pos_IG_002_HaveEverythingReady=Have everything ready to be scanned and we can make this as painless as possible.
PU_GENSECR2_M_CP_Customs_CustomsInstructions_Pos_IG_003_TheQuickerYou=The quicker you get scanned, the quicker you can get out of here.
PU_GENSECR2_M_CP_Patrol_CleanUpRequest_IntoComms_IG_001_ImGonnaNeed=I'm gonna need a clean-up crew dispatched.
PU_GENSECR2_M_CP_Patrol_CleanUpRequest_IntoComms_IG_002_DispatchSendA=Dispatch, send a sanitation team to this position.
PU_GENSECR2_M_CP_Patrol_CleanUpRequest_IntoComms_IG_003_YeahNeedSome=Yeah. Need some clean-up.
PU_GENSECR2_M_CP_Patrol_CleanUpRequest_IntoComms_Neg_IG_001_GoddammitDispatchSend=Goddammit. Dispatch, send a clean-up crew.
PU_GENSECR2_M_CP_Patrol_CleanUpRequest_IntoComms_Neg_IG_002_NeedASanitation=Need a sanitation team sent to my position... Goddamn animals.
PU_GENSECR2_M_CP_Patrol_CleanUpRequest_IntoComms_Neg_IG_003_DispatchNeedA=Dispatch, I need a clean up team on my position. Some idiots done a number over here.
PU_GENSECR2_M_CP_Patrol_EscortWalk_Prompt_IG_001_KeepMoving=Keep moving.
PU_GENSECR2_M_CP_Patrol_EscortWalk_Prompt_IG_002_MoveIt=Move it.
PU_GENSECR2_M_CP_Patrol_EscortWalk_Prompt_IG_003_LetsKeepIt=Let's keep it going.
PU_GENSECR2_M_CP_Patrol_MakeWay_High_IG_001_MoveMoveMove=Move! Move! Move!
PU_GENSECR2_M_CP_Patrol_MakeWay_High_IG_002_MoveIt=Move it!
PU_GENSECR2_M_CP_Patrol_MakeWay_High_IG_003_SecurityOutOf=Security! Get out of the way!
PU_GENSECR2_M_CP_Patrol_MakeWay_IG_001_LookOut=Look out
PU_GENSECR2_M_CP_Patrol_MakeWay_IG_002_MoveIt=Move it.
PU_GENSECR2_M_CP_Patrol_MakeWay_IG_003_MakeAHole=Make a hole.
PU_GENSECR2_M_CP_Patrol_MakeWay_Neg_IG_001_GetTheHell=Get the hell out of my way.
PU_GENSECR2_M_CP_Patrol_MakeWay_Neg_IG_002_YoureInMy=You're in my way.
PU_GENSECR2_M_CP_Patrol_MakeWay_Neg_IG_003_MoveNow=Move. Now.
PU_GENSECR2_M_CP_Patrol_MakeWay_Pos_IG_001_StepAside=Step aside.
PU_GENSECR2_M_CP_Patrol_MakeWay_Pos_IG_002_SecurityComingThrough=Security coming through.
PU_GENSECR2_M_CP_Patrol_MakeWay_Pos_IG_003_NeedToGet=Need to get through here.
PU_GENSECR2_M_CP_Patrol_NextArea_IntoComms_IG_001_MovingOnTo=Moving on to next point.
PU_GENSECR2_M_CP_Patrol_NextArea_IntoComms_IG_002_HeadingToNext=Heading to next patrol point.
PU_GENSECR2_M_CP_Patrol_NextArea_IntoComms_IG_003_MovingOut=Moving out.
PU_GENSECR2_M_CP_Patrol_OrderResponse_IG_001_CopyThat=Copy that.
PU_GENSECR2_M_CP_Patrol_OrderResponse_IG_002_Copy=Copy.
PU_GENSECR2_M_CP_Patrol_OrderResponse_IG_003_GotIt=Got it.
PU_GENSECR2_M_CP_Patrol_StatusUpdateRequest_IntoComms_IG_001_HowYouDoing=How you doing?
PU_GENSECR2_M_CP_Patrol_StatusUpdateRequest_IntoComms_IG_002_HowsThePatrol=How's the patrol?
PU_GENSECR2_M_CP_Patrol_StatusUpdateRequest_IntoComms_IG_003_GoodShiftSo=Good shift so far?
PU_GENSECR2_M_CP_Patrol_StatusUpdate_IntoComms_IG_001_SectorsBeenQuiet=Sector's been quiet.
PU_GENSECR2_M_CP_Patrol_StatusUpdate_IntoComms_IG_002_NotTooMuch=Not too much action along the patrol route.
PU_GENSECR2_M_CP_Patrol_StatusUpdate_IntoComms_IG_003_BeenClearSo=Been clear so far.
PU_GENSECR2_M_CP_Patrol_StatusUpdate_IntoComms_Neg_IG_001_YeahWereGood=Yeah, we're good here.
PU_GENSECR2_M_CP_Patrol_StatusUpdate_IntoComms_Neg_IG_002_EverythingsFine=Everything's fine.
PU_GENSECR2_M_CP_Patrol_StatusUpdate_IntoComms_Neg_IG_003_EverythingsUnderControl=Everything's under control. I don't need you checking up on me.
PU_GENSECR2_M_CP_Patrol_StatusUpdate_IntoComms_Pos_IG_001_NoComplaintsShifts=No complaints. Shifts been quiet.
PU_GENSECR2_M_CP_Patrol_StatusUpdate_IntoComms_Pos_IG_002_EverythingsGoodSo=Everything's good so far.
PU_GENSECR2_M_CP_Patrol_StatusUpdate_IntoComms_Pos_IG_003_CheckpointsSeemsQuiet=Checkpoint's seems quiet so far.
PU_GENSECR2_M_CP_Patrol_StayAlert_IG_001_StaySharpTheres=Stay sharp. There's a lot of crazies out today.
PU_GENSECR2_M_CP_Patrol_StayAlert_IG_002_NotSureIf=Not sure if you heard, but the shift got extended.
PU_GENSECR2_M_CP_Patrol_StayAlert_IG_003_GotWordThat=Got word that there's been some commotion in the next sector. Look out for any suspicious behavior.
PU_GENSECR2_M_CP_Patrol_StayAlert_Neg_IG_001_StaySharpLotta=Stay sharp. Lotta scumbags around.
PU_GENSECR2_M_CP_Patrol_StayAlert_Neg_IG_002_PieceOfAdvice=Piece of advice, keep your trigger finger ready. You'll probably need it today.
PU_GENSECR2_M_CP_Patrol_StayAlert_Neg_IG_003_AnyoneStepsOut=Anyone steps out of line, you break them in half. Don't hesitate otherwise they'll do the same to you.
PU_GENSECR3_M_CP_Confront_AreaOffLimits_IG_001_CantLetAnyone=Can't let anyone past without the right credentials.
PU_GENSECR3_M_CP_Confront_AreaOffLimits_IG_002_AreasRestrictedMove=Area's restricted. Move along.
PU_GENSECR3_M_CP_Confront_AreaOffLimits_IG_003_OnlyAuthorizedPersonnel=Only authorized personnel can get through here.
PU_GENSECR3_M_CP_Confront_AreaOffLimits_Neg_IG_001_TurnAroundAnd=Turn around and keep moving.
PU_GENSECR3_M_CP_Confront_AreaOffLimits_Neg_IG_002_DirtInYour=Dirt in your eyes? Can't you see you can't come through here.
PU_GENSECR3_M_CP_Confront_AreaOffLimits_Neg_IG_003_SpecialAccessOnly=Special access only, and you don't look special.
PU_GENSECR3_M_CP_Confront_AreaOffLimits_Pos_IG_001_AreasOffLimits=Area's off limits.
PU_GENSECR3_M_CP_Confront_AreaOffLimits_Pos_IG_002_SorryCantLet=Sorry, can't let you past.
PU_GENSECR3_M_CP_Confront_AreaOffLimits_Pos_IG_003_GottaRestrictAccess=Gotta restrict access to this area.
PU_GENSECR3_M_CP_Confront_DirectingTraffic_IG_001_MoveAlong=Move along.
PU_GENSECR3_M_CP_Confront_DirectingTraffic_IG_002_GottaKeepThis=Gotta keep this path clear.
PU_GENSECR3_M_CP_Confront_DirectingTraffic_IG_003_LetsGoFolks=Let's go, folks.
PU_GENSECR3_M_CP_Confront_DirectingTraffic_Neg_IG_001_LetsPickUp=Let's pick up the pace, people.
PU_GENSECR3_M_CP_Confront_DirectingTraffic_Neg_IG_002_ThisIsNot=This is not a place to stop.
PU_GENSECR3_M_CP_Confront_DirectingTraffic_Neg_IG_003_MoveItDont=Move it. Don't make me tell you twice.
PU_GENSECR3_M_CP_Confront_Loitering_Warning_IG_001_MoveOn=Move on.
PU_GENSECR3_M_CP_Confront_Loitering_Warning_IG_002_CantStopHere=Can't stop here.
PU_GENSECR3_M_CP_Confront_Loitering_Warning_IG_003_TakeItElsewhere=Take it elsewhere.
PU_GENSECR3_M_CP_Confront_Loitering_Warning_Neg_IG_001_GetOuttaHere=Get outta here.
PU_GENSECR3_M_CP_Confront_Loitering_Warning_Neg_IG_002_MoveAlongNow=Move along, now.
PU_GENSECR3_M_CP_Confront_Loitering_Warning_Neg_IG_003_MoveItBefore=Move it, before we have a problem.
PU_GENSECR3_M_CP_Patrol_MakeWay_High_IG_001_Move=Move!
PU_GENSECR3_M_CP_Patrol_MakeWay_High_IG_002_ComingThrough=Coming through!
PU_GENSECR3_M_CP_Patrol_MakeWay_High_IG_003_SecurityOuttaMy=Security! Outta my way!
PU_GENSECR3_M_CP_Patrol_MakeWay_IG_001_ClearAPath=Clear a path.
PU_GENSECR3_M_CP_Patrol_MakeWay_IG_002_SecurityComingThrough=Security coming through.
PU_GENSECR3_M_CP_Patrol_MakeWay_IG_003_NeedToGet=Need to get through.
PU_GENSECR3_M_CP_Patrol_MakeWay_Neg_IG_001_GetOuttaMy=Get outta my way.
PU_GENSECR3_M_CP_Patrol_MakeWay_Neg_IG_002_MoveItMove=Move it, move it, move it.
PU_GENSECR3_M_CP_Patrol_MakeWay_Neg_IG_003_WatchItMove=Watch it, move.
PU_GENSECR3_M_CP_Patrol_MakeWay_Pos_IG_001_ExcuseMe=Excuse me.
PU_GENSECR3_M_CP_Patrol_MakeWay_Pos_IG_002_PassingThrough=Passing through.
PU_GENSECR3_M_CP_Patrol_MakeWay_Pos_IG_003_MakeWay=Make way.
PU_GENSECR3_M_CP_Patrol_NextArea_IntoComms_IG_001_OntoTheNext=Onto the next one.
PU_GENSECR3_M_CP_Patrol_NextArea_IntoComms_IG_002_HeadingOut=Heading out.
PU_GENSECR3_M_CP_Patrol_NextArea_IntoComms_IG_003_MovingToThe=Moving to the next location.
PU_GENSECR3_M_CP_Patrol_StatusUpdate_IntoComms_IG_001_NothingMuchTo=Nothing much to report.
PU_GENSECR3_M_CP_Patrol_StatusUpdate_IntoComms_IG_002_PatrolsBeenUneventful=Patrol's been uneventful.
PU_GENSECR3_M_CP_Patrol_StatusUpdate_IntoComms_IG_003_ShiftsBeenQuiet=Shift's been quiet.
PU_GENSECR3_M_CP_Patrol_StatusUpdate_IntoComms_Neg_IG_001_AreasAboutThe=Area's about the same as always.
PU_GENSECR3_M_CP_Patrol_StatusUpdate_IntoComms_Neg_IG_002_IHaveEverything=I have everything handled.
PU_GENSECR3_M_CP_Patrol_StatusUpdate_IntoComms_Neg_IG_003_HaventRunInto=Haven't run into any agitators yet.
PU_GENSECR3_M_CP_Patrol_StatusUpdate_IntoComms_Pos_IG_001_SectorsBeenLooking=Sector's been looking good.
PU_GENSECR3_M_CP_Patrol_StatusUpdate_IntoComms_Pos_IG_002_NothingOutOf=Nothing out of the ordinary in this sector.
PU_GENSECR3_M_CP_Patrol_StatusUpdate_IntoComms_Pos_IG_003_SoFarHavent=So far, haven't had too much trouble.
PU_GENSELITE01_M_BSG_Beg_ForLife_IG_001,P=What, you're gonna kill me now?
PU_GENSELITE01_M_BSG_Beg_ForLife_IG_002,P=Hey, ease up, all right?
PU_GENSELITE01_M_BSG_Beg_ForLife_IG_003,P=Careful, now.
PU_GENSELITE01_M_BSG_Beg_ForLife_Kneel_IG_001,P=Just keep cool, all right?
PU_GENSELITE01_M_BSG_Beg_ForLife_Kneel_IG_002,P=No sudden moves, all right?
PU_GENSELITE01_M_BSG_Beg_ForLife_Kneel_IG_003,P=Moving slowly to my knees.
PU_GENSELITE01_M_BSG_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_001,P=Well, shit...
PU_GENSELITE01_M_BSG_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_002,P=Well played.
PU_GENSELITE01_M_BSG_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_003,P=Aren't you sneaky.
PU_GENSELITE01_M_BSG_Runaway_ForLife_FromHostile_IG_001,P=You bastard!
PU_GENSELITE01_M_BSG_Runaway_ForLife_FromHostile_IG_002,P=Son of a bitch!
PU_GENSELITE01_M_BSG_Runaway_ForLife_FromHostile_IG_003,P=You're gonna regret that.
PU_GENSELITE01_M_BSG_Surrender_IG_001,P=All right, you win.
PU_GENSELITE01_M_BSG_Surrender_IG_002,P=I'm dropping my weapon.
PU_GENSELITE01_M_BSG_Surrender_IG_003,P=Let's be reasonable about this.
PU_GENSROOK01_M_BSG_Beg_ForLife_IG_001,P=Oh damn, you crazy.
PU_GENSROOK01_M_BSG_Beg_ForLife_IG_002,P=I said I give up!
PU_GENSROOK01_M_BSG_Beg_ForLife_IG_003,P=You crazy?! I surrendered.
PU_GENSROOK01_M_BSG_Beg_ForLife_Kneel_IG_001,P=You better watch your back after this...
PU_GENSROOK01_M_BSG_Beg_ForLife_Kneel_IG_002,P=You scared the hell outta me, you know?
PU_GENSROOK01_M_BSG_Beg_ForLife_Kneel_IG_003,P=Fine. I give up.
PU_GENSROOK01_M_BSG_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_001,P=What the hell?!
PU_GENSROOK01_M_BSG_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_002,P=What?!
PU_GENSROOK01_M_BSG_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_003,P=Oh shit!
PU_GENSROOK01_M_BSG_Runaway_ForLife_FromHostile_IG_001,P=Fuck this!
PU_GENSROOK01_M_BSG_Runaway_ForLife_FromHostile_IG_002,P=Aaaaaah shitttttt!
PU_GENSROOK01_M_BSG_Runaway_ForLife_FromHostile_IG_003,P=You're dead, you hear me?
PU_GENSROOK01_M_BSG_Surrender_IG_001,P=Hold up, hold up, don't shoot.
PU_GENSROOK01_M_BSG_Surrender_IG_002,P=Easy there, I give up.
PU_GENSROOK01_M_BSG_Surrender_IG_003,P=Well, you got me good. I'll give.
PU_GENSVET01_M_BSG_Beg_ForLife_IG_001,P=Hey! I said I gave up.
PU_GENSVET01_M_BSG_Beg_ForLife_IG_002,P=What the hell's your problem?
PU_GENSVET01_M_BSG_Beg_ForLife_IG_003,P=Stop shooting.
PU_GENSVET01_M_BSG_Beg_ForLife_Kneel_IG_001,P=Ain't this a bitch.
PU_GENSVET01_M_BSG_Beg_ForLife_Kneel_IG_002,P=Okay, okay, I'm moving.
PU_GENSVET01_M_BSG_Beg_ForLife_Kneel_IG_003,P=Yeah, yeah, I know the drill.
PU_GENSVET01_M_BSG_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_001,P=Whoa, shit.
PU_GENSVET01_M_BSG_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_002,P=The hell you come from?
PU_GENSVET01_M_BSG_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_003,P=You gotta be kidding me.
PU_GENSVET01_M_BSG_Runaway_ForLife_FromHostile_IG_001,P=Hell with you!
PU_GENSVET01_M_BSG_Runaway_ForLife_FromHostile_IG_002,P=Screw this, I'm out.
PU_GENSVET01_M_BSG_Runaway_ForLife_FromHostile_IG_003,P=You're out of your goddamn mind
PU_GENSVET01_M_BSG_Surrender_IG_001,P=Okay, okay, I give up.
PU_GENSVET01_M_BSG_Surrender_IG_002,P=All right, fine. You win.
PU_GENSVET01_M_BSG_Surrender_IG_003,P=You wanna relax that thing?
PU_GENTOURIST01_M_CIV_AudioFidget_Cough_IG_EX_001=< Cough >
PU_GENTOURIST01_M_CIV_AudioFidget_Cough_IG_EX_002=< Cough >
PU_GENTOURIST01_M_CIV_AudioFidget_Cough_IG_EX_003=< Cough >
PU_GENTOURIST01_M_CIV_AudioFidget_SighBored_IG_EX_001=< Bored Sigh >
PU_GENTOURIST01_M_CIV_AudioFidget_SighBored_IG_EX_002=< Bored Sigh >
PU_GENTOURIST01_M_CIV_AudioFidget_SighBored_IG_EX_003=< Bored Sigh >
PU_GENTOURIST01_M_CIV_AudioFidget_SighExasperated_IG_EX_001=< Exasperated Sigh >
PU_GENTOURIST01_M_CIV_AudioFidget_SighExasperated_IG_EX_002=< Exasperated Sigh >
PU_GENTOURIST01_M_CIV_AudioFidget_SighExasperated_IG_EX_003=< Exasperated Sigh >
PU_GENTOURIST01_M_CIV_AudioFidget_ThroatClear_IG_EX_001=< Throat Clear >
PU_GENTOURIST01_M_CIV_AudioFidget_ThroatClear_IG_EX_002=< Throat Clear >
PU_GENTOURIST01_M_CIV_AudioFidget_ThroatClear_IG_EX_003=< Throat Clear >
PU_GENTOURIST01_M_CIV_AudioFidget_YawnLong_IG_EX_001=< Long Yawn >
PU_GENTOURIST01_M_CIV_AudioFidget_YawnLong_IG_EX_002=< Long Yawn >
PU_GENTOURIST01_M_CIV_AudioFidget_YawnLong_IG_EX_003=< Long Yawn >
PU_GENTOURIST01_M_CIV_AudioFidget_YawnShort_IG_EX_001=< Quick Yawn >
PU_GENTOURIST01_M_CIV_AudioFidget_YawnShort_IG_EX_002=< Quick Yawn >
PU_GENTOURIST01_M_CIV_AudioFidget_YawnShort_IG_EX_003=< Quick Yawn >
PU_GENTOURIST01_M_CIV_CallSecurity_High_IG_001_Security=Security!
PU_GENTOURIST01_M_CIV_CallSecurity_High_IG_002_SomebodyHelp=Somebody help!
PU_GENTOURIST01_M_CIV_CallSecurity_High_IG_003_INeedHelp=I need help!
PU_GENTOURIST01_M_CIV_Comment_IG_001_Whatever=Whatever.
PU_GENTOURIST01_M_CIV_Comment_IG_002_Okay=Okay?
PU_GENTOURIST01_M_CIV_Comment_IG_003_Hmm=Hmm.
PU_GENTOURIST01_M_CIV_Comment_IG_004_Yawn=Yawn.
PU_GENTOURIST01_M_CIV_Comment_IG_005_WowCool=Wow. Cool.
PU_GENTOURIST01_M_CIV_Comment_Lockdown_IG_001_IHopeSomebody=I hope somebody teaches these outlaws a lesson.
PU_GENTOURIST01_M_CIV_Comment_Lockdown_IG_002_WhatWouldMake=What would make a person do something like this?
PU_GENTOURIST01_M_CIV_Comment_Lockdown_IG_003_IHopeSecurity=I hope security takes care of this soon.
PU_GENTOURIST01_M_CIV_Comment_Lockdown_IG_004_ThisIsSo=This is so annoying.
PU_GENTOURIST01_M_CIV_Comment_Lockdown_IG_005_IJustCant=I just can't believe that something like this could happen.
PU_GENTOURIST01_M_CIV_Comment_Neg_IG_001_IveSeenBetter=I've seen better.
PU_GENTOURIST01_M_CIV_Comment_Neg_IG_002_ThatsKindaUnderwhelming=That's kinda underwhelming.
PU_GENTOURIST01_M_CIV_Comment_Neg_IG_003_IThoughtItd=I thought it'd be more impressive.
PU_GENTOURIST01_M_CIV_Comment_Neg_IG_004_HowMuchLonger=How much longer is this?
PU_GENTOURIST01_M_CIV_Comment_Neg_IG_005_YeahGreat=Yeah, great.
PU_GENTOURIST01_M_CIV_Comment_Pos_IG_001_WowLookAt=Wow. Look at that.
PU_GENTOURIST01_M_CIV_Comment_Pos_IG_002_Woowww=Woowww?
PU_GENTOURIST01_M_CIV_Comment_Pos_IG_003_ThatsReallyInteresting=That's really interesting.
PU_GENTOURIST01_M_CIV_Comment_Pos_IG_004_Nice=Nice.
PU_GENTOURIST01_M_CIV_Comment_Pos_IG_005_ThatsFrikkinSweet=That's frikkin' sweet.
PU_GENTOURIST01_M_CIV_Comment_To3P_IG_001_HowsYourDay=How's your day going?
PU_GENTOURIST01_M_CIV_Comment_To3P_IG_002_HavingFun=Having fun?
PU_GENTOURIST01_M_CIV_Comment_To3P_IG_003_Hey=Hey.
PU_GENTOURIST01_M_CIV_Comment_To3P_IG_004_YouAlright=You alright?
PU_GENTOURIST01_M_CIV_Comment_To3P_IG_005_ExcitingHuh=Exciting, huh.
PU_GENTOURIST01_M_CIV_Comment_To3P_Neg_IG_001_JesusIsIt=Is it just me or is this pretty dull?
PU_GENTOURIST01_M_CIV_Comment_To3P_Neg_IG_002_TalkAboutBoring=Talk about boring.
PU_GENTOURIST01_M_CIV_Comment_To3P_Neg_IG_003_OhGod=<exasperated sigh>
PU_GENTOURIST01_M_CIV_Comment_To3P_Neg_IG_004_IfYouThink=If you think that's cool, I know some spots that'll blow your mind.
PU_GENTOURIST01_M_CIV_Comment_To3P_Neg_IG_005_IDontKnow=I don't know about you but I've had enough.
PU_GENTOURIST01_M_CIV_Comment_To3P_Pos_IG_001_SuperCoolRight=Super cool, right?
PU_GENTOURIST01_M_CIV_Comment_To3P_Pos_IG_002_LookAtThat=Look at that!
PU_GENTOURIST01_M_CIV_Comment_To3P_Pos_IG_003_OhCheckOut=Oh check out! That's crazy.
PU_GENTOURIST01_M_CIV_Comment_To3P_Pos_IG_004_DidYouSee=Did you see that?
PU_GENTOURIST01_M_CIV_Comment_To3P_Pos_IG_005_ThisIsAwesome=This is awesome.
PU_GENTOURIST01_M_CIV_Cower_High_IG_001_PleaseDontHurt=Please! Don't hurt me!
PU_GENTOURIST01_M_CIV_Cower_High_IG_002_OhGodNo=Oh god, no. Please.
PU_GENTOURIST01_M_CIV_Cower_High_IG_003_NoNoNo=No, no, no, no.
PU_GENTOURIST01_M_CIV_Cower_High_IG_EX_004=< whimpering, crying >
PU_GENTOURIST01_M_CIV_Cower_High_IG_EX_005=< scream in fright >
PU_GENTOURIST01_M_CIV_Encourage_Follow_IG_001_ComeOnLets=Come on. Let's go.
PU_GENTOURIST01_M_CIV_Encourage_Follow_IG_002_LetsKeepGoing=Let's keep going.
PU_GENTOURIST01_M_CIV_Encourage_Follow_IG_003_HurryUp=Hurry up.
PU_GENTOURIST01_M_CIV_Encourage_Follow_IG_004_WhyAreYou=Why are you moving so slow?
PU_GENTOURIST01_M_CIV_Encourage_Follow_IG_005_DontFallBehind=Don't fall behind.
PU_GENTOURIST01_M_CIV_Explore_IG_001_WhatsOverHere=What's over here?
PU_GENTOURIST01_M_CIV_Explore_IG_002_WhatsThat=What's that?
PU_GENTOURIST01_M_CIV_Explore_IG_003_OhHello=Oh hello...
PU_GENTOURIST01_M_CIV_Explore_IG_004_OohWhatsThat=Ooh, what's that.
PU_GENTOURIST01_M_CIV_Explore_IG_005_ImGonnaCheck=I'm gonna check this out.
PU_GENTOURIST01_M_CIV_SurpriseReaction_IG_EX_001=< Ah! or Gasp >
PU_GENTOURIST01_M_CIV_SurpriseReaction_IG_EX_002=< Ah! or Gasp >
PU_GENTOURIST01_M_CIV_SurpriseReaction_IG_EX_003=< Ah! or Gasp >
PU_GENTOURIST01_M_CIV_Thanks_Tour_IG_001_ThanksSoMuch=Thanks so much.
PU_GENTOURIST01_M_CIV_Thanks_Tour_IG_002_ThankYou=Thank you.
PU_GENTOURIST01_M_CIV_Thanks_Tour_IG_003_ThanksForYour=Thanks for your time.
PU_GENTOURIST01_M_CIV_Thanks_Tour_IG_004_HadAGreat=Had a great time. Thanks.
PU_GENTOURIST01_M_CIV_Thanks_Tour_IG_005_ThanksILearned=Thanks. I learned a lot.
PU_GENTOURIST02_M_CIV_AudioFidget_Cough_IG_EX_001=< Cough >
PU_GENTOURIST02_M_CIV_AudioFidget_Cough_IG_EX_002=< Cough >
PU_GENTOURIST02_M_CIV_AudioFidget_Cough_IG_EX_003=< Cough >
PU_GENTOURIST02_M_CIV_AudioFidget_SighBored_IG_EX_001=< Bored Sigh >
PU_GENTOURIST02_M_CIV_AudioFidget_SighBored_IG_EX_002=< Bored Sigh >
PU_GENTOURIST02_M_CIV_AudioFidget_SighBored_IG_EX_003=< Bored Sigh >
PU_GENTOURIST02_M_CIV_AudioFidget_SighExasperated_IG_EX_001=< Exasperated Sigh >
PU_GENTOURIST02_M_CIV_AudioFidget_SighExasperated_IG_EX_002=< Exasperated Sigh >
PU_GENTOURIST02_M_CIV_AudioFidget_SighExasperated_IG_EX_003=< Exasperated Sigh >
PU_GENTOURIST02_M_CIV_AudioFidget_ThroatClear_IG_EX_001=< Throat Clear >
PU_GENTOURIST02_M_CIV_AudioFidget_ThroatClear_IG_EX_002=< Throat Clear >
PU_GENTOURIST02_M_CIV_AudioFidget_ThroatClear_IG_EX_003=< Throat Clear >
PU_GENTOURIST02_M_CIV_AudioFidget_YawnLong_IG_EX_001=< Long Yawn >
PU_GENTOURIST02_M_CIV_AudioFidget_YawnLong_IG_EX_002=< Long Yawn >
PU_GENTOURIST02_M_CIV_AudioFidget_YawnLong_IG_EX_003=< Long Yawn >
PU_GENTOURIST02_M_CIV_AudioFidget_YawnShort_IG_EX_001=< Quick Yawn >
PU_GENTOURIST02_M_CIV_AudioFidget_YawnShort_IG_EX_002=< Quick Yawn >
PU_GENTOURIST02_M_CIV_AudioFidget_YawnShort_IG_EX_003=< Quick Yawn >
PU_GENTOURIST02_M_CIV_CallSecurity_High_IG_001_Security=Security!
PU_GENTOURIST02_M_CIV_CallSecurity_High_IG_002_HelpMe=Help me!
PU_GENTOURIST02_M_CIV_CallSecurity_High_IG_003_HelpHelp=Help! Help!
PU_GENTOURIST02_M_CIV_Comment_IG_001_OkayGotIt=Okay, got it.
PU_GENTOURIST02_M_CIV_Comment_IG_002_ThatsSomething=That's something.
PU_GENTOURIST02_M_CIV_Comment_IG_003_Next=Next.
PU_GENTOURIST02_M_CIV_Comment_IG_004_CoolLetsKeep=Cool, let's keep it moving.
PU_GENTOURIST02_M_CIV_Comment_IG_005_YeahOkay=Yeah, okay.
PU_GENTOURIST02_M_CIV_Comment_Lockdown_IG_001_CantBelieveThis=Can't believe this is happening to me.
PU_GENTOURIST02_M_CIV_Comment_Lockdown_IG_002_ThisIsJust=This is just like the worst day.
PU_GENTOURIST02_M_CIV_Comment_Lockdown_IG_003_WonderHowLong=Wonder how long we're going to be stuck here.
PU_GENTOURIST02_M_CIV_Comment_Lockdown_IG_004_YouThinkSecuritys=You think security's actually going to be able to stop these guys?
PU_GENTOURIST02_M_CIV_Comment_Lockdown_IG_005_TheNerveOf=The nerve of these assholes, pulling something like this.
PU_GENTOURIST02_M_CIV_Comment_Neg_IG_001_SoundedBetterIn=Sounded better in the brochure.
PU_GENTOURIST02_M_CIV_Comment_Neg_IG_002_HmmThatsIt=Hmm, that's it?
PU_GENTOURIST02_M_CIV_Comment_Neg_IG_003_HuhNotAs=Huh? not as cool as I thought.
PU_GENTOURIST02_M_CIV_Comment_Neg_IG_005_YeahOkayLets=Yeah, okay, let's go.
PU_GENTOURIST02_M_CIV_Comment_Neg_IG_EX_004=<loud, bored exhale>
PU_GENTOURIST02_M_CIV_Comment_Pos_IG_001_LookAtThat=Look at that.
PU_GENTOURIST02_M_CIV_Comment_Pos_IG_002_ThatsImpressiveI=That's impressive I guess.
PU_GENTOURIST02_M_CIV_Comment_Pos_IG_003_Cool=Cool.
PU_GENTOURIST02_M_CIV_Comment_Pos_IG_004_NotBad=Not bad.
PU_GENTOURIST02_M_CIV_Comment_Pos_IG_005_AllRightThats=All right, that's pretty cool.
PU_GENTOURIST02_M_CIV_Comment_To3P_IG_001_HowsItGoing=How's it going?
PU_GENTOURIST02_M_CIV_Comment_To3P_IG_002_YouGood=You good?
PU_GENTOURIST02_M_CIV_Comment_To3P_IG_003_YeahIGet=Yeah, I get it, I get it.
PU_GENTOURIST02_M_CIV_Comment_To3P_IG_004_ReallyGettingOur=Really getting our money's worth, huh.
PU_GENTOURIST02_M_CIV_Comment_To3P_IG_005_MyFeetAre=My feet are killing me.
PU_GENTOURIST02_M_CIV_Comment_To3P_Neg_IG_001_IsItJust=Is it just me or is this a little unimpressive?
PU_GENTOURIST02_M_CIV_Comment_To3P_Neg_IG_002_IShouldveJust=I should've just taken a nap instead.
PU_GENTOURIST02_M_CIV_Comment_To3P_Neg_IG_003_CantReallySee=Can't really see what the fuss is about.
PU_GENTOURIST02_M_CIV_Comment_To3P_Neg_IG_004_IThoughtThis=I thought this stuff was supposed to be impressive.
PU_GENTOURIST02_M_CIV_Comment_To3P_Neg_IG_005_ICantTake=I can't take much more of this.
PU_GENTOURIST02_M_CIV_Comment_To3P_Pos_IG_001_YouHavingFun=You having fun?
PU_GENTOURIST02_M_CIV_Comment_To3P_Pos_IG_002_PrettyInterestingRight=Pretty interesting, right?
PU_GENTOURIST02_M_CIV_Comment_To3P_Pos_IG_003_IveNeverSeen=I've never seen something like this before.
PU_GENTOURIST02_M_CIV_Comment_To3P_Pos_IG_004_ThisIsPretty=This is pretty cool.
PU_GENTOURIST02_M_CIV_Comment_To3P_Pos_IG_005_CheckThatOut=Check that out.
PU_GENTOURIST02_M_CIV_Cower_High_IG_001_PleaseLeaveMe=Please. Leave me alone.
PU_GENTOURIST02_M_CIV_Cower_High_IG_002_ComeOnNo=Come on. No. Please.
PU_GENTOURIST02_M_CIV_Cower_High_IG_003_NoYouCant=No. You can't. I'm begging you.
PU_GENTOURIST02_M_CIV_Cower_High_IG_EX_004=< whimpering, crying >
PU_GENTOURIST02_M_CIV_Cower_High_IG_EX_005=< scream in fright >
PU_GENTOURIST02_M_CIV_Encourage_Follow_IG_001_TheresGottaBe=There's gotta be more.
PU_GENTOURIST02_M_CIV_Encourage_Follow_IG_002_IThinkI=I think I saw something this way.
PU_GENTOURIST02_M_CIV_Encourage_Follow_IG_003_DontFallBehind=Don't fall behind.
PU_GENTOURIST02_M_CIV_Encourage_Follow_IG_004_ComeOnKeep=Come on, keep up.
PU_GENTOURIST02_M_CIV_Encourage_Follow_IG_005_LetsGoHurry=Let's go, hurry.
PU_GENTOURIST02_M_CIV_Explore_IG_001_IsThereSomething=Is there something over here?
PU_GENTOURIST02_M_CIV_Explore_IG_002_WhatsThisWay=What's this way?
PU_GENTOURIST02_M_CIV_Explore_IG_003_MovingOn=Moving on.
PU_GENTOURIST02_M_CIV_Explore_IG_004_WhatsOverHere=What's over here?
PU_GENTOURIST02_M_CIV_Explore_IG_005_IThinkIm=I think I'm done here.
PU_GENTOURIST02_M_CIV_SurpriseReaction_IG_EX_001=< Ah! or Gasp >
PU_GENTOURIST02_M_CIV_SurpriseReaction_IG_EX_002=< Ah! or Gasp >
PU_GENTOURIST02_M_CIV_SurpriseReaction_IG_EX_003=< Ah! or Gasp >
PU_GENTOURIST02_M_CIV_Thanks_Tour_IG_001_Thanks=Thanks.
PU_GENTOURIST02_M_CIV_Thanks_Tour_IG_002_GoodStuff=Good stuff.
PU_GENTOURIST02_M_CIV_Thanks_Tour_IG_003_AppreciateIt=Appreciate it.
PU_GENTOURIST02_M_CIV_Thanks_Tour_IG_004_InterestingStuff=Interesting stuff.
PU_GENTOURIST02_M_CIV_Thanks_Tour_IG_005_ThanksForThe=Thanks for the tour.
PU_GENTOURIST03_M_CIV_AudioFidget_Cough_IG_EX_001=< Cough >
PU_GENTOURIST03_M_CIV_AudioFidget_Cough_IG_EX_002=< Cough >
PU_GENTOURIST03_M_CIV_AudioFidget_Cough_IG_EX_003=< Cough >
PU_GENTOURIST03_M_CIV_AudioFidget_SighBored_IG_EX_001=< Bored Sigh >
PU_GENTOURIST03_M_CIV_AudioFidget_SighBored_IG_EX_002=< Bored Sigh >
PU_GENTOURIST03_M_CIV_AudioFidget_SighBored_IG_EX_003=< Bored Sigh >
PU_GENTOURIST03_M_CIV_AudioFidget_SighExasperated_IG_EX_001=< Exasperated Sigh >
PU_GENTOURIST03_M_CIV_AudioFidget_SighExasperated_IG_EX_002=< Exasperated Sigh >
PU_GENTOURIST03_M_CIV_AudioFidget_SighExasperated_IG_EX_003=< Exasperated Sigh >
PU_GENTOURIST03_M_CIV_AudioFidget_ThroatClear_IG_EX_001=< Throat Clear >
PU_GENTOURIST03_M_CIV_AudioFidget_ThroatClear_IG_EX_002=< Throat Clear >
PU_GENTOURIST03_M_CIV_AudioFidget_ThroatClear_IG_EX_003=< Throat Clear >
PU_GENTOURIST03_M_CIV_AudioFidget_YawnLong_IG_EX_001=< Long Yawn >
PU_GENTOURIST03_M_CIV_AudioFidget_YawnLong_IG_EX_002=< Long Yawn >
PU_GENTOURIST03_M_CIV_AudioFidget_YawnLong_IG_EX_003=< Long Yawn >
PU_GENTOURIST03_M_CIV_AudioFidget_YawnShort_IG_EX_001=< Quick Yawn >
PU_GENTOURIST03_M_CIV_AudioFidget_YawnShort_IG_EX_002=< Quick Yawn >
PU_GENTOURIST03_M_CIV_AudioFidget_YawnShort_IG_EX_003=< Quick Yawn >
PU_GENTOURIST03_M_CIV_CallSecurity_High_IG_001_Security=Security!
PU_GENTOURIST03_M_CIV_CallSecurity_High_IG_002_HelpOverHere=Help! Over here!
PU_GENTOURIST03_M_CIV_CallSecurity_High_IG_003_NeedSomeHelp=Need some help!
PU_GENTOURIST03_M_CIV_Comment_IG_001_Hmm=Hmm.
PU_GENTOURIST03_M_CIV_Comment_IG_002_AllRight=All right?
PU_GENTOURIST03_M_CIV_Comment_IG_003_GoodStuff=Good stuff.
PU_GENTOURIST03_M_CIV_Comment_IG_004_Okay=Okay.
PU_GENTOURIST03_M_CIV_Comment_IG_005_Weird=Weird?
PU_GENTOURIST03_M_CIV_Comment_Lockdown_IG_001_IDidNot=I did not expect to spend my day like this.
PU_GENTOURIST03_M_CIV_Comment_Lockdown_IG_002_ForHowMuch=For how much we actually pay in taxes, you'd think stuff like this wouldn't happen.
PU_GENTOURIST03_M_CIV_Comment_Lockdown_IG_003_IHopeTheyre=I hope they're able to put a stop to all this.
PU_GENTOURIST03_M_CIV_Comment_Lockdown_IG_004_ItsLikeOutlaws=Seems like outlaws are getting worse and worse every year.
PU_GENTOURIST03_M_CIV_Comment_Lockdown_IG_005_WhatsTakingSo=What's taking so long? Feels like this should've been over already.
PU_GENTOURIST03_M_CIV_Comment_Neg_IG_001_HuhThatsInteresting=Huh, that's? interesting?
PU_GENTOURIST03_M_CIV_Comment_Neg_IG_002_ThisIsA=This is a little disappointing.
PU_GENTOURIST03_M_CIV_Comment_Neg_IG_003_ThatsKindaWeak=That's kinda weak.
PU_GENTOURIST03_M_CIV_Comment_Neg_IG_004_BitOfA=Bit of a letdown.
PU_GENTOURIST03_M_CIV_Comment_Neg_IG_005_IGottaGet=I gotta get out of here.
PU_GENTOURIST03_M_CIV_Comment_Pos_IG_001_WouldYouLook=Would you look at that.
PU_GENTOURIST03_M_CIV_Comment_Pos_IG_002_ThatsGreat=That's great.
PU_GENTOURIST03_M_CIV_Comment_Pos_IG_003_Damn=Damn?
PU_GENTOURIST03_M_CIV_Comment_Pos_IG_004_ThisIsCrazy=This is crazy.
PU_GENTOURIST03_M_CIV_Comment_Pos_IG_005_Whoa=Whoa?
PU_GENTOURIST03_M_CIV_Comment_To3P_IG_001_YourDayAlright=Your day alright?
PU_GENTOURIST03_M_CIV_Comment_To3P_IG_002_YouEnjoyingThis=You enjoying this?
PU_GENTOURIST03_M_CIV_Comment_To3P_IG_003_AreYouCold=Are you cold?
PU_GENTOURIST03_M_CIV_Comment_To3P_IG_004_Hey=Hey.
PU_GENTOURIST03_M_CIV_Comment_To3P_IG_005_GettingKindaHungry=Getting kinda hungry.
PU_GENTOURIST03_M_CIV_Comment_To3P_Neg_IG_001_TheyreActuallyCharging=They're charging for this?
PU_GENTOURIST03_M_CIV_Comment_To3P_Neg_IG_002_KindaWishingI=Kinda wishing I went to Prime instead.
PU_GENTOURIST03_M_CIV_Comment_To3P_Neg_IG_003_WhatTheHell=What the hell is this?
PU_GENTOURIST03_M_CIV_Comment_To3P_Neg_IG_004_YouBoredYet=You bored yet?
PU_GENTOURIST03_M_CIV_Comment_To3P_Neg_IG_005_CantWaitTo=Can't wait to get out of here.
PU_GENTOURIST03_M_CIV_Comment_To3P_Pos_IG_001_DidYouSee=You see that?
PU_GENTOURIST03_M_CIV_Comment_To3P_Pos_IG_002_PrettyUnbelievable=Pretty unbelievable.
PU_GENTOURIST03_M_CIV_Comment_To3P_Pos_IG_003_CanYouBelieve=You believe this?
PU_GENTOURIST03_M_CIV_Comment_To3P_Pos_IG_004_ThatIsSo=That is so cool. Right?
PU_GENTOURIST03_M_CIV_Comment_To3P_Pos_IG_005_HaveYouEver=You ever seen anything like that?
PU_GENTOURIST03_M_CIV_Cower_High_IG_001_PleaseDontHurt=Please, don't hurt me!
PU_GENTOURIST03_M_CIV_Cower_High_IG_002_NoPleaseDont=No... please... don't....
PU_GENTOURIST03_M_CIV_Cower_High_IG_003_PleaseIllDo=Please, I'll do anything.
PU_GENTOURIST03_M_CIV_Cower_High_IG_004=< whimpering, crying >
PU_GENTOURIST03_M_CIV_Cower_High_IG_004b=< whimpering, crying >
PU_GENTOURIST03_M_CIV_Cower_High_IG_005=< scream in fright >
PU_GENTOURIST03_M_CIV_Encourage_Follow_IG_001_ComeOn=Come on.
PU_GENTOURIST03_M_CIV_Encourage_Follow_IG_002_CatchUp=Catch up.
PU_GENTOURIST03_M_CIV_Encourage_Follow_IG_003_LetsHustleUp=Let's hustle up.
PU_GENTOURIST03_M_CIV_Encourage_Follow_IG_004_ComeOnDont=Come on. Don't wanna miss anything.
PU_GENTOURIST03_M_CIV_Encourage_Follow_IG_005_LetsGo=Let's go.
PU_GENTOURIST03_M_CIV_Explore_IG_001_IWonderWhats=I wonder what's over here.
PU_GENTOURIST03_M_CIV_Explore_IG_002_OkayDoneHere=Okay, done here.
PU_GENTOURIST03_M_CIV_Explore_IG_003_IThinkThats=I think that's everything here.
PU_GENTOURIST03_M_CIV_Explore_IG_004_LetsSeeWhats=Let's see what's next.
PU_GENTOURIST03_M_CIV_Explore_IG_005_OkayMovingOn=Okay, moving on.
PU_GENTOURIST03_M_CIV_SurpriseReaction_IG_EX_001=< Ah! or Gasp >
PU_GENTOURIST03_M_CIV_SurpriseReaction_IG_EX_002=< Ah! or Gasp >
PU_GENTOURIST03_M_CIV_SurpriseReaction_IG_EX_003=< Ah! or Gasp >
PU_GENTOURIST03_M_CIV_Thanks_Tour_IG_001_HeyThanks=Hey, thanks.
PU_GENTOURIST03_M_CIV_Thanks_Tour_IG_002_GoodTimesThanks=Good times. Thanks.
PU_GENTOURIST03_M_CIV_Thanks_Tour_IG_003_ThanksForThe=Thanks for the tour.
PU_GENTOURIST03_M_CIV_Thanks_Tour_IG_004_HadAGreat=Had a great time. Thanks.
PU_GENTOURIST03_M_CIV_Thanks_Tour_IG_005_TakeCare=Take care.
PU_GENTOURIST04_F_CIV_AudioFidget_Cough_IG_EX_001=< Cough >
PU_GENTOURIST04_F_CIV_AudioFidget_Cough_IG_EX_002=< Cough >
PU_GENTOURIST04_F_CIV_AudioFidget_Cough_IG_EX_003=< Cough >
PU_GENTOURIST04_F_CIV_AudioFidget_SighBored_IG_EX_001=< Bored Sigh >
PU_GENTOURIST04_F_CIV_AudioFidget_SighBored_IG_EX_002=< Bored Sigh >
PU_GENTOURIST04_F_CIV_AudioFidget_SighBored_IG_EX_003=< Bored Sigh >
PU_GENTOURIST04_F_CIV_AudioFidget_SighExasperated_IG_EX_001=< Exasperated Sigh >
PU_GENTOURIST04_F_CIV_AudioFidget_SighExasperated_IG_EX_002=< Exasperated Sigh >
PU_GENTOURIST04_F_CIV_AudioFidget_SighExasperated_IG_EX_003=< Exasperated Sigh >
PU_GENTOURIST04_F_CIV_AudioFidget_ThroatClear_IG_EX_001=< Throat Clear >
PU_GENTOURIST04_F_CIV_AudioFidget_ThroatClear_IG_EX_002=< Throat Clear >
PU_GENTOURIST04_F_CIV_AudioFidget_ThroatClear_IG_EX_003=< Throat Clear >
PU_GENTOURIST04_F_CIV_AudioFidget_YawnLong_IG_EX_001=< Long Yawn >
PU_GENTOURIST04_F_CIV_AudioFidget_YawnLong_IG_EX_002=< Long Yawn >
PU_GENTOURIST04_F_CIV_AudioFidget_YawnLong_IG_EX_003=< Long Yawn >
PU_GENTOURIST04_F_CIV_AudioFidget_YawnShort_IG_EX_001=< Quick Yawn >
PU_GENTOURIST04_F_CIV_AudioFidget_YawnShort_IG_EX_002=< Quick Yawn >
PU_GENTOURIST04_F_CIV_AudioFidget_YawnShort_IG_EX_003=< Quick Yawn >
PU_GENTOURIST04_F_CIV_CallSecurity_High_IG_001_Security=Security!
PU_GENTOURIST04_F_CIV_CallSecurity_High_IG_002_HelpSecurity=Help! Security!
PU_GENTOURIST04_F_CIV_CallSecurity_High_IG_003_SomebodyHelpMe=Somebody help me!
PU_GENTOURIST04_F_CIV_Comment_IG_001_IsThatIt=Is that it? Really?
PU_GENTOURIST04_F_CIV_Comment_IG_002_HmmIThought=Hmm. I thought it'd be? more.
PU_GENTOURIST04_F_CIV_Comment_IG_003_ThatIsUnderwhelming=That is? underwhelming.
PU_GENTOURIST04_F_CIV_Comment_IG_004_IReallyWish=I really wish I'd eaten earlier.
PU_GENTOURIST04_F_CIV_Comment_IG_005_OkayThatsSomething=Okay? that's? something.
PU_GENTOURIST04_F_CIV_Comment_Lockdown_IG_001_IHopeWere=I hope we're all going to be okay.
PU_GENTOURIST04_F_CIV_Comment_Lockdown_IG_002_ThisSeriouslySucks=This seriously sucks so bad. I would totally kick their ass if I was out there.
PU_GENTOURIST04_F_CIV_Comment_Lockdown_IG_003_ICantBelieve=I can't believe we're all stuck here like this.
PU_GENTOURIST04_F_CIV_Comment_Lockdown_IG_004_IReally=I really just want to go home already.
PU_GENTOURIST04_F_CIV_Comment_Lockdown_IG_005_TheseOutlawsAre=These outlaws are the worst. Can't they pick on someone else?
PU_GENTOURIST04_F_CIV_Comment_Neg_IG_001_Boring=Boring?
PU_GENTOURIST04_F_CIV_Comment_Neg_IG_002_WellThisSucks=Well, this sucks.
PU_GENTOURIST04_F_CIV_Comment_Neg_IG_003_Whatever=Whatever.
PU_GENTOURIST04_F_CIV_Comment_Neg_IG_004_TalkAboutA=Talk about a yawn fest.
PU_GENTOURIST04_F_CIV_Comment_Neg_IG_005_ICantWait=I can't wait to get out of here.
PU_GENTOURIST04_F_CIV_Comment_Pos_IG_001_ThatIsSo=That is so cool.
PU_GENTOURIST04_F_CIV_Comment_Pos_IG_002_WhoaAmazing=Whoa, amazing?
PU_GENTOURIST04_F_CIV_Comment_Pos_IG_003_Unreal=Unreal?
PU_GENTOURIST04_F_CIV_Comment_Pos_IG_004_ThatIsEpic=That is epic.
PU_GENTOURIST04_F_CIV_Comment_Pos_IG_005_OhDamnSweet=Oh damn, sweet.
PU_GENTOURIST04_F_CIV_Comment_To3P_IG_001_MyBackIs=My back is killing me.
PU_GENTOURIST04_F_CIV_Comment_To3P_IG_002_JeezWhatTime=Jeez, what time is it?
PU_GENTOURIST04_F_CIV_Comment_To3P_IG_003_ILikeYour=I like your shoes.
PU_GENTOURIST04_F_CIV_Comment_To3P_IG_004_YouSmellThat=You smell that? What is that?
PU_GENTOURIST04_F_CIV_Comment_To3P_IG_005_SoYouEver=So... you ever been here before?
PU_GENTOURIST04_F_CIV_Comment_To3P_Neg_IG_001_ThisIsA=This is a huge letdown.
PU_GENTOURIST04_F_CIV_Comment_To3P_Neg_IG_002_WhatAWaste=What a waste of credits.
PU_GENTOURIST04_F_CIV_Comment_To3P_Neg_IG_003_ThisIsSo=This is so bad.
PU_GENTOURIST04_F_CIV_Comment_To3P_Neg_IG_004_ThisIsWhat=This is what all the hype's about?
PU_GENTOURIST04_F_CIV_Comment_To3P_Neg_IG_005_TalkAboutA=Talk about a disappointment.
PU_GENTOURIST04_F_CIV_Comment_To3P_Pos_IG_001_ThisIsAmazing=This is amazing, right?
PU_GENTOURIST04_F_CIV_Comment_To3P_Pos_IG_002_IveNeverSeen=I've never seen anything like this.
PU_GENTOURIST04_F_CIV_Comment_To3P_Pos_IG_003_ImFreakingOut=I'm freaking out right now.
PU_GENTOURIST04_F_CIV_Comment_To3P_Pos_IG_004_ImAbsolutelySpeechless=I'm absolutely speechless.
PU_GENTOURIST04_F_CIV_Comment_To3P_Pos_IG_005_ThisIsSo=This is so nuts.
PU_GENTOURIST04_F_CIV_Cower_High_IG_001_NoStopYou=No! Stop! You can't do this!
PU_GENTOURIST04_F_CIV_Cower_High_IG_002_OhGodI=Oh god, I don't wanna die.
PU_GENTOURIST04_F_CIV_Cower_High_IG_003_NoNoNo=No, no, no, no. Please, no.
PU_GENTOURIST04_F_CIV_Cower_High_IG_EX_004=< whimpering, crying >
PU_GENTOURIST04_F_CIV_Cower_High_IG_EX_005=< scream in fright >
PU_GENTOURIST04_F_CIV_Encourage_Follow_IG_001_WhatDoYou=What do you say? You wanna keep going?
PU_GENTOURIST04_F_CIV_Encourage_Follow_IG_002_ComeOnLets=Come on, let's go.
PU_GENTOURIST04_F_CIV_Encourage_Follow_IG_003_DontStopNow=Don't stop now. Let's keep going
PU_GENTOURIST04_F_CIV_Encourage_Follow_IG_004_TryToKeep=Try to keep up.
PU_GENTOURIST04_F_CIV_Encourage_Follow_IG_005_HeyLetsKeep=Hey, let's keep rolling.
PU_GENTOURIST04_F_CIV_Explore_IG_001_ThinkImGonna=Think I'm gonna check out over there.
PU_GENTOURIST04_F_CIV_Explore_IG_002_CantWaitTo=Can't wait to see what else they got here.
PU_GENTOURIST04_F_CIV_Explore_IG_003_OkayMovingOn=Okay, moving on.
PU_GENTOURIST04_F_CIV_Explore_IG_004_DefinitelyNeedA=Definitely need a closer look at that.
PU_GENTOURIST04_F_CIV_Explore_IG_005_GonnaCheckOut=Gonna check out something else.
PU_GENTOURIST04_F_CIV_SurpriseReaction_IG_EX_001=< Ah! or Gasp >
PU_GENTOURIST04_F_CIV_SurpriseReaction_IG_EX_002=< Ah! or Gasp >
PU_GENTOURIST04_F_CIV_SurpriseReaction_IG_EX_003=< Ah! or Gasp >
PU_GENTOURIST04_F_CIV_Thanks_Tour_IG_001_ThisWasAwesome=This was awesome. Thanks.
PU_GENTOURIST04_F_CIV_Thanks_Tour_IG_002_HadAGreat=Had a great time.
PU_GENTOURIST04_F_CIV_Thanks_Tour_IG_003_ThanksTakeCare=Thanks. Take care.
PU_GENTOURIST04_F_CIV_Thanks_Tour_IG_004_HaveAGood=Have a good one.
PU_GENTOURIST04_F_CIV_Thanks_Tour_IG_005_ILearnedA=I learned a lot. Thanks.
PU_GENWORKCHAT01_F_LBG_Chat_Accepts_ForHelp_IG_001_YeahICan=Yeah, I can help. Just give me a sec.
PU_GENWORKCHAT01_F_LBG_Chat_Comments_AboutTask_IG_001_ThisIsGonna=This is gonna be a real work of art when we're done.
PU_GENWORKCHAT01_F_LBG_Chat_Comments_AboutTask_IG_002_PrettyHappyWith=Pretty happy with the way this job's turning out.
PU_GENWORKCHAT01_F_LBG_Chat_Comments_RandomLine_IG_001_IsItAlmost=Is it almost break time? I'm starving.
PU_GENWORKCHAT01_F_LBG_Chat_Comments_RandomLine_IG_002_AnybodyWatchThe=Anybody watch the match last night? Keep meaning to check the score.
PU_GENWORKCHAT01_F_LBG_Chat_Declines_ForHelp_IG_001_TakeCareOf=Take care of it yourself. I'm just as busy as you are.
PU_GENWORKCHAT01_F_LBG_Chat_Requests_ForHelp_IG_001_CanAnyoneGrab=Can anyone grab me an extra DB-4?
PU_GENWORKCHAT01_F_LBG_Chat_Requests_ForHelp_IG_002_WereGonnaNeed=We're gonna need some more coolant over here.
PU_GENWORKCHAT01_F_LBG_Chat_Requests_HurryUp_IG_001_LetsPickIt=Let's pick it up. Got another three jobs to get to.
PU_GENWORKCHAT01_F_LBG_Chat_Requests_HurryUp_IG_002_HeyWhatsThe=Hey, what's the hold up? You should've been finished already.
PU_GENWORKCHAT01_F_LBG_Chat_Response_AboutRisk_IG_001_YeahYeahI=Yeah, yeah. I see it.
PU_GENWORKCHAT01_F_LBG_Chat_Response_AboutRisk_IG_002_WoahWoahWoah=Woah woah woah, watch it!
PU_GENWORKCHAT01_F_LBG_Chat_Response_AboutTask_IG_001_YeahTheLines=Yeah, the lines of it are real nice.
PU_GENWORKCHAT01_F_LBG_Chat_Response_AboutTask_IG_002_PaintIsReally=Paint is really looking great.
PU_GENWORKCHAT01_F_LBG_Chat_Response_HurryUp_IG_001_YouWantIt=You want it done fast, or you want it done right?
PU_GENWORKCHAT01_F_LBG_Chat_Response_HurryUp_IG_002_MaybeIfYou=Maybe if you actually got off your ass and helped.
PU_GENWORKCHAT01_F_LBG_Chat_Warns_AboutRisk_IG_001_HeadsUpSwing=Heads up! Swing arm coming through.
PU_GENWORKCHAT01_F_LBG_Chat_Warns_AboutRisk_IG_002_CarefulWithThat=Careful with that!
PU_GENWORKCHAT02_M_LBG_Chat_Accepts_ForHelp_IG_001_SureICan=Sure. I can lend you a hand. Let me just wrap up this and I'll be right over.
PU_GENWORKCHAT02_M_LBG_Chat_Accepts_ForHelp_IG_002_FineButThis=Fine, but this is the last time okay. I'm not your assistant.
PU_GENWORKCHAT02_M_LBG_Chat_Comments_AboutTask_IG_001_WasntSureWhen=Wasn't sure when the costumer put in this order, but damn if it didn't turn out sexy.
PU_GENWORKCHAT02_M_LBG_Chat_Comments_AboutTask_IG_002_YouKnowThis=You know, this might be my new masterpiece.
PU_GENWORKCHAT02_M_LBG_Chat_Comments_RandomLine_IG_001_GeezMyBacks=Geez. My back's really been killing me this week.
PU_GENWORKCHAT02_M_LBG_Chat_Comments_RandomLine_IG_002_WatchedThatNew=Watched that new spectrum Advocacy show last weekend. Pretty good. You should check it out.
PU_GENWORKCHAT02_M_LBG_Chat_Requests_ForHelp_IG_001_CanAnyoneGive=Can anyone give me a hand over here?
PU_GENWORKCHAT02_M_LBG_Chat_Requests_ForHelp_IG_002_ThisBylineIs=This byline is completely frayed. I'm gonna need some help patching it.
PU_GENWORKCHAT02_M_LBG_Chat_Requests_HurryUp_IG_001_TheCustomersGonna=The customer's gonna be here later to pick that up, you know.
PU_GENWORKCHAT02_M_LBG_Chat_Requests_HurryUp_IG_002_ItsLookingGreat=It's looking great, but we gotta pick up the pace.
PU_GENWORKCHAT02_M_LBG_Chat_Response_AboutRisk_IG_001_GiveEmSome=Give 'em some space!
PU_GENWORKCHAT02_M_LBG_Chat_Response_AboutRisk_IG_002_WoahYouGotta=Woah. You gotta watch that shit.
PU_GENWORKCHAT02_M_LBG_Chat_Response_AboutTask_IG_001_RemindsMeOf=Reminds me of that scooper job we got to work on last year. Now that was a beauty.
PU_GENWORKCHAT02_M_LBG_Chat_Response_AboutTask_IG_002_AFewMore=A few more last touches and it should be pretty killer.
PU_GENWORKCHAT02_M_LBG_Chat_Response_HurryUp_IG_001_YeahYeahYeah=Yeah, yeah, yeah, it'll be done soon.
PU_GENWORKCHAT02_M_LBG_Chat_Response_HurryUp_IG_002_IfYouStop=If you stop interrupting me, it'll get done quicker.
PU_GENWORKCHAT02_M_LBG_Chat_Warns_AboutRisk_IG_001_HotCannisterLoading=Hot cannister loading in!
PU_GENWORKCHAT02_M_LBG_Chat_Warns_AboutRisk_IG_002_HoldItGot=Hold it! Got a fuel spill!
PU_GENWORKCHAT03_M_LBG_Chat_Accepts_ForHelp_IG_001_YeahLetMe=Yeah, let me give you a hand. One second.
PU_GENWORKCHAT03_M_LBG_Chat_Accepts_ForHelp_IG_002_HeySureThing=Hey sure thing. Let me finish this, and I'll be right over.
PU_GENWORKCHAT03_M_LBG_Chat_Comments_AboutTask_IG_001_AreYouAll=Are you all seeing this? It's looking damn good.
PU_GENWORKCHAT03_M_LBG_Chat_Comments_AboutTask_IG_002_GottaSayIts=Gotta say, it's really coming together. Think the owner's gonna be real happy.
PU_GENWORKCHAT03_M_LBG_Chat_Comments_RandomLine_IG_001_ManImPretty=Man, I'm pretty happy to be working on something other than a privateer.
PU_GENWORKCHAT03_M_LBG_Chat_Comments_RandomLine_IG_002_DontKnowAbout=Don't know about any of you, but I could really go for a Wham D-Lux right now.
PU_GENWORKCHAT03_M_LBG_Chat_Requests_ForHelp_IG_001_HeyAnybodyFree=Hey anybody free? I need someone to hold this valve open while I do a system flush.
PU_GENWORKCHAT03_M_LBG_Chat_Requests_ForHelp_IG_002_YoBringThat=Yo. Bring that sprayer over here, would ya?
PU_GENWORKCHAT03_M_LBG_Chat_Requests_HurryUp_IG_001_LetsWrapThis=Let's wrap this one up so that we can start on the big job.
PU_GENWORKCHAT03_M_LBG_Chat_Requests_HurryUp_IG_002_HeyAnyChance=Hey any chance you can finish that up sometime soon?
PU_GENWORKCHAT03_M_LBG_Chat_Response_AboutRisk_IG_001_EasyWithThat=Easy with that!
PU_GENWORKCHAT03_M_LBG_Chat_Response_AboutRisk_IG_002_ISeeYa=I see ya. You're clear.
PU_GENWORKCHAT03_M_LBG_Chat_Response_AboutTask_IG_001_NowISee=Now I see why we keep you around the shop.
PU_GENWORKCHAT03_M_LBG_Chat_Response_AboutTask_IG_002_ItsNiceBut=It's nice, but you should have seen the builds we were doing back in the day. Now those were something.
PU_GENWORKCHAT03_M_LBG_Chat_Response_HurryUp_IG_001_YeahYeahYeah=Yeah, yeah, yeah. I'll get it finished. Just be patient.
PU_GENWORKCHAT03_M_LBG_Chat_Response_HurryUp_IG_002_NotGonnaHappen=Not gonna happen. I need at least another day to get this done.
PU_GENWORKCHAT03_M_LBG_Chat_Warns_AboutRisk_IG_001_HeyEyesUp=Hey, eyes up! Coming through!
PU_GENWORKCHAT03_M_LBG_Chat_Warns_AboutRisk_IG_002_HotRailLook=Hot rail! Look out! Hot rail!
PU_GENWORKCHAT04_F_LBG_Chat_Comments_AboutTask_IG_001_ThisAdjustedThrusters=These adjusted thrusters are gonna kick. Should give it a real boost.
PU_GENWORKCHAT04_F_LBG_Chat_Comments_AboutTask_IG_002_ItsGotA=It's got a bit more weight to it than I wanted, but I think the final look's gonna be worth it.
PU_GENWORKCHAT04_F_LBG_Chat_Comments_RandomLine_IG_001_YouKnowWhats=You know what's kinda funny. I've never been on one of them stormwal tours yet.
PU_GENWORKCHAT04_F_LBG_Chat_Comments_RandomLine_IG_002_AfterWorkI=After work, I think I'm gonna skip going to Voyager's. Trying to save up some creds.
PU_GENWORKCHAT04_F_LBG_Chat_Declines_ForHelp_IG_001_LoveToHelp=Love to help, but I'm swamped.
PU_GENWORKCHAT04_F_LBG_Chat_Declines_ForHelp_IG_002_YeahRightLike=Yeah, right. Like I'm gonna drop everything just to bail you out.
PU_GENWORKCHAT04_F_LBG_Chat_Requests_ForHelp_IG_001_HeyCanYou=Hey, can you bring that over here? Got my hands full.
PU_GENWORKCHAT04_F_LBG_Chat_Requests_ForHelp_IG_002_AnybodyGotExperience=Anybody got experience setting flex polymer shells? Want to make sure I get it right.
PU_GENWORKCHAT04_F_LBG_Chat_Requests_HurryUp_IG_001_HowTheHell=How the hell are you still working on that?
PU_GENWORKCHAT04_F_LBG_Chat_Requests_HurryUp_IG_002_YouDoKnow=You do know you got other jobs waiting on you right?
PU_GENWORKCHAT04_F_LBG_Chat_Response_AboutRisk_IG_001_DamnThatWas=Damn, that was close.
PU_GENWORKCHAT04_F_LBG_Chat_Response_AboutRisk_IG_002_HowAboutA=How about a bit more warning next time.
PU_GENWORKCHAT04_F_LBG_Chat_Response_AboutTask_IG_001_YeahItsDefinitely=Yeah, it's definitely got the Cousin Crow feel down.
PU_GENWORKCHAT04_F_LBG_Chat_Response_AboutTask_IG_002_ThatsProbablyOne=That's probably one of the better finishes I've seen you do.
PU_GENWORKCHAT04_F_LBG_Chat_Response_HurryUp_IG_001_CantRushA=Can't rush a true artist my friend.
PU_GENWORKCHAT04_F_LBG_Chat_Response_HurryUp_IG_002_HowAboutYou=How about you let me worry about my own damn schedule, alright?
PU_GENWORKCHAT04_F_LBG_Chat_Warns_AboutRisk_IG_001_TorchComingIn=Torch coming in hot!
PU_GENWORKCHAT04_F_LBG_Chat_Warns_AboutRisk_IG_002_TestFireSpinning=Test fire spinning up!
PU_GHHVGNDR01_F_LBG_Chat_Asks_ForConsent_IG_001_SoWhatsUp=So what's up, you wanna do this?
PU_GHHVGNDR01_F_LBG_Chat_Asks_ForConsent_IG_002_ShallWeBegin=Shall we begin?
PU_GHHVGNDR01_F_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_001_YeahTheresNothing=Yeah, there's nothing I can do. It's going to have to come off.
PU_GHHVGNDR01_F_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_002_IGiveYou=I give you about a 50% chance of survival, but I'll do what I can.
PU_GHHVGNDR01_F_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_003_YourePrettyMuch=You're pretty much screwed, but I could use those organs...
PU_GHHVGNDR01_F_LBG_Chat_Comments_FinishProcedure_IG_001_AllRightThats=All right. That's all I can do. Sew 'em up.
PU_GHHVGNDR01_F_LBG_Chat_Comments_FinishProcedure_IG_002_ThereLetsGet=There. Let's get these parts on ice.
PU_GHHVGNDR01_F_LBG_Chat_Comments_PatientDead_IG_001_ForgetItTheyre=Forget it. They're gone.
PU_GHHVGNDR01_F_LBG_Chat_Comments_PatientDead_IG_002_EnoughImCallin=Enough. I'm callin' it.
PU_GHHVGNDR01_F_LBG_Chat_Response_PatientStruggling_IG_001_HoldThemThe=Hold them the hell down, damn it!
PU_GHHVGNDR01_F_LBG_Chat_Response_PatientStruggling_IG_002_SorryNoTime=Sorry, no time for pain killers.
PU_GHHVGNDR01_F_LBG_Chat_Response_PatientStruggling_IG_003_WouldSomebodyShut=Would somebody shut this bastard up? I can't hear myself think.
PU_GHHVGNDR02_M_LBG_Chat_Asks_ForConsent_IG_001_YouReadyTo=You ready to begin?
PU_GHHVGNDR02_M_LBG_Chat_Asks_ForConsent_IG_002_TimesWastingYou=Time's wasting. You want me to start or not?
PU_GHHVGNDR02_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_001_YouShouldBe=You should be moving around in maybe a month. Maybe two. Otherwise you're screwed.
PU_GHHVGNDR02_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_002_IfImBeing=If I'm being honest, not sure you got any kinda chance.
PU_GHHVGNDR02_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_003_YoullLiveBut=You'll live. But not sure if you'll be happy about it.
PU_GHHVGNDR02_M_LBG_Chat_Comments_FinishProcedure_IG_001_HollyShitI=Holy shit. I think might have pulled this off.
PU_GHHVGNDR02_M_LBG_Chat_Comments_FinishProcedure_IG_002_WellIllBe=Well, I'll be damned. It actually worked.
PU_GHHVGNDR02_M_LBG_Chat_Comments_PatientDead_IG_001_WellThatSucks=Well, that sucks... Get 'em in a bag.
PU_GHHVGNDR02_M_LBG_Chat_Comments_PatientDead_IG_002_YeahTheyreDead=Yeah, they're dead. Send a comm and let them know the job's done.
PU_GHHVGNDR02_M_LBG_Chat_Response_PatientStruggling_IG_001_OhShitWe=Oh shit, we got a bleeder!
PU_GHHVGNDR02_M_LBG_Chat_Response_PatientStruggling_IG_002_GeezSomebodyGet=Geez! Somebody get a bucket!
PU_GHHVGNDR02_M_LBG_Chat_Response_PatientStruggling_IG_003_WhoTheHell=Who the hell gave 'em that gun?
PU_GHHVGNDR03_M_LBG_Chat_Asks_ForConsent_IG_001_SoWhatsUp=So what's up? You want me to do this or not?
PU_GHHVGNDR03_M_LBG_Chat_Asks_ForConsent_IG_002_HeyWhatsIt=Hey what's it gonna be? You ready?
PU_GHHVGNDR03_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_001_IKnowWho=I know who your boss is. I'll make sure you're fine.
PU_GHHVGNDR03_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_002_IAintGonna=I ain't gonna lie, this is gonna hurt like hell, but you'll make it.
PU_GHHVGNDR03_M_LBG_Chat_Comments_AboutDiagnosis_Neg_IG_003_ImGonnaHave=I'm gonna have to replace a few parts, but you'll still mostly be there.
PU_GHHVGNDR03_M_LBG_Chat_Comments_FinishProcedure_IG_001_ThereDoneGuess=There. Done. Guess we should see if the implant worked or not.
PU_GHHVGNDR03_M_LBG_Chat_Comments_FinishProcedure_IG_002_ThatsAboutAll=That's about all I can do for them. It's out of my hands now.
PU_GHHVGNDR03_M_LBG_Chat_Comments_PatientDead_IG_001_OhWellYou=Oh well. You win some, you lose some.
PU_GHHVGNDR03_M_LBG_Chat_Comments_PatientDead_IG_002_ShitTheyreGonna=Shit. They're gonna take my head for losing them. Let's dump them out the back and say they were never here.
PU_GHHVGNDR03_M_LBG_Chat_Response_PatientStruggling_IG_001_GoGetMore=Go get more meds! Anything you can find!
PU_GHHVGNDR03_M_LBG_Chat_Response_PatientStruggling_IG_002_HoldStillDamn=Hold still damn it, or I'm gonna cut your- son of a bitch! Get me a clamp!
PU_GHHVGNDR03_M_LBG_Chat_Response_PatientStruggling_IG_003_YellingsNotGonna=Yelling's not gonna help you stay alive.
PU_GHHVGNPT01_F_LBG_AudioFidget_IntensePain_Long_IG_EX_001_StopWaitStop=[ Prolonged Shout of Pain ]
PU_GHHVGNPT01_F_LBG_AudioFidget_IntensePain_Long_IG_EX_002_ArghStopNo=[ Prolonged Shout of Pain ]
PU_GHHVGNPT01_F_LBG_AudioFidget_IntensePain_Long_IG_EX_003_YouSonOf=[ Prolonged Shout of Pain ]
PU_GHHVGNPT01_F_LBG_AudioFidget_IntensePain_Short_IG_EX_001=[ Short Shouts of Pain ]
PU_GHHVGNPT01_F_LBG_AudioFidget_IntensePain_Short_IG_EX_002=[ Short Shouts of Pain ]
PU_GHHVGNPT01_F_LBG_AudioFidget_IntensePain_Short_IG_EX_003=[ Short Shouts of Pain ]
PU_GHHVGNPT01_F_LBG_AudioFidget_IntensePain_Short_IG_EX_004=[ Short Shouts of Pain ]
PU_GHHVGNPT01_F_LBG_AudioFidget_IntensePain_Short_IG_EX_005=[ Short Shouts of Pain ]
PU_GHHVGNPT01_F_LBG_AudioFidget_IntensePain_Short_IG_EX_006=[ Short Shouts of Pain ]
PU_GHHVGNPT01_F_LBG_AudioFidget_IntensePain_Short_IG_EX_007=[ Short Shouts of Pain ]
PU_GHHVGNPT01_F_LBG_AudioFidget_IntensePain_Short_IG_EX_008=[ Short Shouts of Pain ]
PU_GHHVGNPT01_F_LBG_Beg_ForLife_IG_001_NoNoPlease=No! No. Please!
PU_GHHVGNPT01_F_LBG_Beg_ForLife_IG_002_WaitNoYou=Wait! No! You can't do this!
PU_GHHVGNPT01_F_LBG_Chat_Asks_AboutDiagnosis_IG_001_GiveItTo=Give it to me straight, doc.
PU_GHHVGNPT01_F_LBG_Chat_Asks_AboutDiagnosis_IG_002_LetMeHave=Let me have it. How bad is it?
PU_GHHVGNPT01_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_001_PleaseJustDo=Please, just do whatever you have to to save me okay.
PU_GHHVGNPT01_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_002_WhatTheHell=What the hell am I doing here?
PU_GHHVGNPT01_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_003_AreYouKidding=Are you kidding me? This is nothing. I'm gonna be fine.
PU_GHHVGNPT01_F_LBG_Chat_Response_ForConsent_IG_001_JustGetIt=Just get it over with.
PU_GHHVGNPT01_F_LBG_Chat_Response_ForConsent_IG_002_DoWhateverYou=Do whatever you have to.
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Long_IG_EX_001=[ Prolonged Shout of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Long_IG_EX_002=[ Prolonged Shout of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Long_IG_EX_003=[ Prolonged Shout of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Long_IG_EX_004=[ Prolonged Shout of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Long_IG_EX_005=[ Prolonged Shout of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Long_IG_EX_006=[ Prolonged Shout of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Long_IG_EX_007_OhShitShit=[ Prolonged Shout of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Long_IG_EX_008_NoNoNo=[ Prolonged Shout of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Long_IG_EX_009_NoNoNo=[ Prolonged Shout of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Short_IG_EX_001=[ Short Shouts of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Short_IG_EX_002=[ Short Shouts of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Short_IG_EX_003=[ Short Shouts of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Short_IG_EX_004=[ Short Shouts of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Short_IG_EX_005=[ Short Shouts of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Short_IG_EX_006=[ Short Shouts of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Short_IG_EX_007=[ Short Shouts of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Short_IG_EX_008_ArghOhShit=[ Short Shouts of Pain ]
PU_GHHVGNPT02_M_LBG_AudioFidget_IntensePain_Short_IG_EX_009_OhShit=[ Short Shouts of Pain ]
PU_GHHVGNPT02_M_LBG_Beg_ForLife_IG_001_ArghComeOn=Argh, come on! Just do it!
PU_GHHVGNPT02_M_LBG_Beg_ForLife_IG_002_DoWhatI=Do what I paid you for or I'm gonna kill you all!
PU_GHHVGNPT02_M_LBG_Chat_Asks_AboutDiagnosis_IG_001_HowSoonCan=How soon can I get back on my feet, doc?
PU_GHHVGNPT02_M_LBG_Chat_Asks_AboutDiagnosis_IG_002_GoOnJust=Go on. Just tell me already.
PU_GHHVGNPT02_M_LBG_Chat_Response_AboutDiagnosis_Neg_IG_001_ThisAintShit=This ain't shit. I've been through worse.
PU_GHHVGNPT02_M_LBG_Chat_Response_AboutDiagnosis_Neg_IG_002_DamnItIm=Damn it. I'm gonna make the bastards who did this pay.
PU_GHHVGNPT02_M_LBG_Chat_Response_AboutDiagnosis_Neg_IG_003_ShutUpAnd=Shut up and fix me.
PU_GHHVGNPT02_M_LBG_Chat_Response_ForConsent_IG_001_WhatAreYou=What are you waiting for? Start already.
PU_GHHVGNPT02_M_LBG_Chat_Response_ForConsent_IG_002_FineWhateverJust=Fine. Whatever. Just do what you can.
PU_GHHVGNPT03_F_LBG_AudioFidget_IntensePain_Long_IG_EX_001=[ Prolonged Shout of Pain ]
PU_GHHVGNPT03_F_LBG_AudioFidget_IntensePain_Long_IG_EX_002=[ Prolonged Shout of Pain ]
PU_GHHVGNPT03_F_LBG_AudioFidget_IntensePain_Long_IG_EX_003=[ Prolonged Shout of Pain ]
PU_GHHVGNPT03_F_LBG_AudioFidget_IntensePain_Long_IG_EX_004=[ Prolonged Shout of Pain ]
PU_GHHVGNPT03_F_LBG_AudioFidget_IntensePain_Long_IG_EX_005=[ Prolonged Shout of Pain ]
PU_GHHVGNPT03_F_LBG_AudioFidget_IntensePain_Short_IG_EX_001=[ Short Shouts of Pain ]
PU_GHHVGNPT03_F_LBG_AudioFidget_IntensePain_Short_IG_EX_002=[ Short Shouts of Pain ]
PU_GHHVGNPT03_F_LBG_AudioFidget_IntensePain_Short_IG_EX_003=[ Short Shouts of Pain ]
PU_GHHVGNPT03_F_LBG_AudioFidget_IntensePain_Short_IG_EX_004=[ Short Shouts of Pain ]
PU_GHHVGNPT03_F_LBG_AudioFidget_IntensePain_Short_IG_EX_005=[ Short Shouts of Pain ]
PU_GHHVGNPT03_F_LBG_AudioFidget_IntensePain_Short_IG_EX_006=[ Short Shouts of Pain ]
PU_GHHVGNPT03_F_LBG_Beg_ForLife_IG_001_YouPieceOf=You piece of shit. What the hell are you doing to me?
PU_GHHVGNPT03_F_LBG_Beg_ForLife_IG_002_WhatTheHell=What the hell! You never said anything about - Stop! No!
PU_GHHVGNPT03_F_LBG_Chat_Asks_AboutDiagnosis_IG_001_WhatDoThe=What do the scans say?
PU_GHHVGNPT03_F_LBG_Chat_Asks_AboutDiagnosis_IG_002_LevelWithMe=Level with me, am I dying or what?
PU_GHHVGNPT03_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_001_GoddammThatsThe=Goddamn, that's the best you got?
PU_GHHVGNPT03_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_002_IsThereAnother=Is there another doctor I can see?
PU_GHHVGNPT03_F_LBG_Chat_Response_AboutDiagnosis_Neg_IG_003_WhateverThisAint=Whatever, this ain't gonna be the end of me.
PU_GHHVGNPT03_F_LBG_Chat_Response_ForConsent_IG_001_LetsGetThis=Let's get this over with already.
PU_GHHVGNPT03_F_LBG_Chat_Response_ForConsent_IG_002_JustDoIt=Just do it.
PU_GSECRPILOT01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_001_WhyYouOutlaws=Why you outlaws always do things the hard way, I'll never know.
PU_GSECRPILOT01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_002_YoureOnlyProlonging=You're only prolonging the inevitable.
PU_GSECRPILOT01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_003_ThisIsWhen=This is when all your bad choices start catching up with you.
PU_GSECRPILOT01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_004_BetYourParents=Bet your parents are real proud of you.
PU_GSECRPILOT01_M_BS_Chatter_CommSilence_aEnemy_FromEnemy_inCombat_IG_005_WhatIsIt=What is it about your type that makes you think you're above the law?
PU_GSECRPILOT01_M_BS_Collided_3rdParty_aPlayer_tAny_FromEnemy_inCombat_IG_001_AreYouUnder=Are you under the influence? You can't even fly straight.
PU_GSECRPILOT01_M_BS_Collided_3rdParty_aPlayer_tAny_FromEnemy_inCombat_IG_002_ThisYourFirst=This your first time flying?
PU_GSECRPILOT01_M_BS_Collided_3rdParty_aPlayer_tAny_FromEnemy_inCombat_IG_003_IGuessWell=I guess we'll add reckless flying to the list.
PU_GSECRPILOT01_M_BS_Collided_Vehicle_HeavyDamage_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_ImAuthorizedTo=I'm authorized to use any means necessary!
PU_GSECRPILOT01_M_BS_Collided_Vehicle_HeavyDamage_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_YoureNotGetting=You're not getting away!
PU_GSECRPILOT01_M_BS_Collided_Vehicle_HeavyDamage_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_IWillTake=I will take you down!
PU_GSECRPILOT01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_001_YouThinkFlying=You think flying like a complete scag's gonna scare me off?
PU_GSECRPILOT01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_002_YouTryingTo=You trying to kill both of us?
PU_GSECRPILOT01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_003_YouThinkThis=You think this is a game?
PU_GSECRPILOT01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_001_RecklessIdiot=Reckless idiot!
PU_GSECRPILOT01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_002_HowDesperateAre=How desperate are you?
PU_GSECRPILOT01_M_BS_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_003_OhThatsHow=Oh? That's how it's gonna be?
PU_GSECRPILOT01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_IG_001_CheckYourFlight=Check your flight path!
PU_GSECRPILOT01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_IG_002_WatchYourTrajectory=Watch your trajectory!
PU_GSECRPILOT01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_IG_003_ControlYourShip=Control your ship, pilot!
PU_GSECRPILOT01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_LastOccur_IG_001_GetYourShip=Get your ship under control, or I will take corrective action!
PU_GSECRPILOT01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_LastOccur_IG_002_YoureForcingMy=You're forcing my hand here!
PU_GSECRPILOT01_M_BS_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inCombat_LastOccur_IG_003_BackOffI=Back off. I won't say it again.
PU_GSECRPILOT01_M_BS_Commentary_EngageArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_001_AboutTimeBackUp=About time back-up arrived.
PU_GSECRPILOT01_M_BS_Commentary_EngageArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_002_DamnGladTo=Damn glad to have some support on this.
PU_GSECRPILOT01_M_BS_Commentary_EngageArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_003_CopyThatTime=Copy that. Time to take out the trash.
PU_GSECRPILOT01_M_BS_Commentary_EngageOpenHostilities_aEnemy_tAlly_FromEnemy_IG_001_ThesePunksWont=These punks won't last long.
PU_GSECRPILOT01_M_BS_Commentary_EngageOpenHostilities_aEnemy_tAlly_FromEnemy_IG_002_GiveUpNow=Give up now!
PU_GSECRPILOT01_M_BS_Commentary_EngageOpenHostilities_aEnemy_tAlly_FromEnemy_IG_003_YouWillRespect=You will respect our authority!
PU_GSECRPILOT01_M_BS_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_001_StandDownOr=Stand down or I will not hesitate to do that again.
PU_GSECRPILOT01_M_BS_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_002_YoureGonnaHave=You're gonna have a hard time flying straight after that.
PU_GSECRPILOT01_M_BS_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_003_StillThinkCrime=Still think crime pays?
PU_GSECRPILOT01_M_BS_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_001_YoureGonnaRegret=You're gonna regret that.
PU_GSECRPILOT01_M_BS_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_002_AllRightIll=All right. I'll give you that one.
PU_GSECRPILOT01_M_BS_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_003_GuessYouGot=Guess you got skills after all.
PU_GSECRPILOT01_M_BS_DamageDealt_IG_EX_001=<get hit exertion>
PU_GSECRPILOT01_M_BS_DamageDealt_IG_EX_002=<get hit exertion>
PU_GSECRPILOT01_M_BS_DamageDealt_IG_EX_003=<get hit exertion>
PU_GSECRPILOT01_M_BS_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_001_ShieldsDownGoing=Shields down. Going in!
PU_GSECRPILOT01_M_BS_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_002_LetsSeeHow=Let's see how you do without shields.
PU_GSECRPILOT01_M_BS_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_003_LooksLikeYoure=Looks like you're flying bare.
PU_GSECRPILOT01_M_BS_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_001_Shit=Shit.
PU_GSECRPILOT01_M_BS_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_002_DamnShields=Damn.
PU_GSECRPILOT01_M_BS_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_003_ComeOnCome=Come on! Come on!
PU_GSECRPILOT01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_001_ForgetPrisonMight=Forget prison, might need to take you straight to the medcenter.
PU_GSECRPILOT01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_002_ThisHowYou=This how you pictured your life turning out?
PU_GSECRPILOT01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_003_LastChanceIm=Last chance. I'm authorized to use lethal force if necessary.
PU_GSECRPILOT01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_001_ThatsIt=That's it!
PU_GSECRPILOT01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_002_RightThere=Right there!
PU_GSECRPILOT01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_003_TargetHit=Target hit!
PU_GSECRPILOT01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_004_ThereYouGo=There you go!
PU_GSECRPILOT01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_005_Yeah=Yeah!
PU_GSECRPILOT01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_001_NowDoYou=Now do you think I'm serious?
PU_GSECRPILOT01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_002_YouCantGet=You can't get away from that easily.
PU_GSECRPILOT01_M_BS_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_003_HowdYouLike=How'd you like that?
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_001_FuckinHellThat=Fuckin' hell that hurt.
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_001b_BloodyHellThat=Fuckin' hell that hurt.
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_002_IllTakeYou=I'll take you down if it's the last thing I do.
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_003_ThisIsntOver=This isn't over. Far from it.
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_001_EnoughYouDont=Enough! You don't have to do this!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_002_PleaseJustLeave=Please, just leave me. I'm not a threat.
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_003_MyShipsDisabled=My ship's disabled. You won, okay?
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_004_YouKillMe=You kill me and half the system will be on your ass hunting you down!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_005_DoYouHave=Do you have any idea how serious attacking a disabled ship is?
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_DisabledVehicleState_IG_006_YouMonsterYou=You monster! You vile worthless piece of crap!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_001_Bastard=Bastard!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_002_DamnIt=Damn it!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_003_BringItOn=Bring it on!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_004_ComeOn=Come on!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_005_ThisIsWhat=This is what I was fucking trained for!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_005b_ThisIsWhat=This is what I was trained for!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_001_YouThinkYou=You think you can take me?
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_002_ThatAllYou=That all you got?
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_003_NoWaySome=No way some outlaw scum's getting the better of me!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_TargetNotAlone_IG_001_LetsSeeHow=Let's see how you do once my backup arrives!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_TargetNotAlone_IG_002_BackupsInboundYoure=Backup's inbound. You're in trouble now.
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tEnemy_FromEnemy_TargetNotAlone_IG_003_ThatsItIm=That's it. I'm calling in backup.
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_CheckYourFire=Check your fire!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_Careful=Careful!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_WhatAreYou=What are you shooting at?
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_001_YouPushMe=You push me, there's no turning back.
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_002_FinalWarningStand=Final warning! Stand down!
PU_GSECRPILOT01_M_BS_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_003_HoldYourFire=Hold your fire! I won't say it again.
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_001_YoureGonnaPay=You're gonna pay for that.
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_002_DamnItThey=Damn it. They were gonna retire this year.
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_003_YoureJustDigging=You're just digging yourself deeper.
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_LongDuration_IG_EX_001_Please=<drawn-out death scream>
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_LongDuration_IG_EX_002_WowWowWoW=<drawn-out death scream>
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_LongDuration_IG_EX_003_OkayOkayHold=<drawn-out death scream>
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_MedDuration_IG_EX_001=<medium-length death scream>
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_MedDuration_IG_EX_002=<medium-length death scream>
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_MedDuration_IG_EX_003=<medium-length death scream>
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_ShortDuration_IG_EX_001=<short death scream>
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_ShortDuration_IG_EX_002=<short death scream>
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_ShortDuration_IG_EX_003=<short death scream>
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_aAny_tAlly_FromEnemy_TargetAlone_IG_001_YoureAllAlone=You're all alone now, give up.
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_aAny_tAlly_FromEnemy_TargetAlone_IG_002_TheresNoOne=There's no one left to save you.
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_aAny_tAlly_FromEnemy_TargetAlone_IG_003_ItsAllYou=It's all you now. Hope you're ready.
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromEnemy_TargetAlone_IG_001_ItsMyDuty=It's my duty to bring you in, and I'm gonna do it.
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromEnemy_TargetAlone_IG_002_DoesntMatterHow=Doesn't matter how many of us there are, you won't get away with this.
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_aAny_tEnemy_FromEnemy_TargetAlone_IG_003_IBetI=I bet I get a medal for taking you down.
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_001_ThatTheBest=That the best you got?
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_002_TheyDidntKnow=They didn't know when to quit. Do you?
PU_GSECRPILOT01_M_BS_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_003_TheyForcedMy=They forced my hand, you can be different.
PU_GSECRPILOT01_M_BS_Engage_ArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_001_MindIfWe=Mind if we crash the party?
PU_GSECRPILOT01_M_BS_Engage_ArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_002_LetsSeeIf=Let's see if we can't settle this.
PU_GSECRPILOT01_M_BS_Engage_ArrivingReinforcement_aEnemy_tEnemy_FromEnemy_IG_003_LooksLikeWe=Looks like we arrived just in time.
PU_GSECRPILOT01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromEnemy_IG_001_YoureUnderArrest=You're under arrest!
PU_GSECRPILOT01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromEnemy_IG_002_SecurityStandDown=Security! Stand down!
PU_GSECRPILOT01_M_BS_Engage_AttackFromStealth_aEnemy_tPlayer_FromEnemy_IG_003_FreezeYoureUnder=Freeze! You're under arrest!
PU_GSECRPILOT01_M_BS_Engage_MissALot_aPlayer_FromNeutral_inRelaxed_IG_001_HeyDontFire=Hey! Don't fire unless you're under threat.
PU_GSECRPILOT01_M_BS_Engage_MissALot_aPlayer_FromNeutral_inRelaxed_IG_002_WhatsWrongDo=What's wrong? Do you need assistance?
PU_GSECRPILOT01_M_BS_Engage_MissALot_aPlayer_FromNeutral_inRelaxed_IG_003_WhatTheHell=What the hell are you shooting at?
PU_GSECRPILOT01_M_BS_Engage_OpenHostilities_aEnemy_tPlayer_FromEnemy_IG_001_OpenFire=Open fire!
PU_GSECRPILOT01_M_BS_Engage_OpenHostilities_aEnemy_tPlayer_FromEnemy_IG_002_Engage=Engage!
PU_GSECRPILOT01_M_BS_Engage_OpenHostilities_aEnemy_tPlayer_FromEnemy_IG_003_YouHadYour=You had your chance!
PU_GSECRPILOT01_M_BS_Engage_SwitchToHostile_aNeutral_FromNeutral_PlayerPerp_IG_001_EnoughYoureUnder=Enough! You're under arrest!
PU_GSECRPILOT01_M_BS_Engage_SwitchToHostile_aNeutral_FromNeutral_PlayerPerp_IG_002_ImArrestingYou=I'm arresting you for interfering with an officer of the law.
PU_GSECRPILOT01_M_BS_Engage_SwitchToHostile_aNeutral_FromNeutral_PlayerPerp_IG_003_YouThinkCause=You think cause we're not Advocacy you can just push us around? Think again.
PU_GSECRPILOT01_M_BS_Evaded_Missile_aEnemy_tPlayer_FromEnemy_IG_001_YouDidntThink=You didn't think it was going to be that easy, did you?
PU_GSECRPILOT01_M_BS_Evaded_Missile_aEnemy_tPlayer_FromEnemy_IG_002_LooksLikeYou=Looks like you not good at launching missiles either.
PU_GSECRPILOT01_M_BS_Evaded_Missile_aEnemy_tPlayer_FromEnemy_IG_003_ThatWasntEven=That wasn't even close.
PU_GSECRPILOT01_M_BS_Evaded_Missile_aPlayer_tEnemy_FromEnemy_IG_001_TheMoreYou=The more you fight, the harder this is gonna be on you.
PU_GSECRPILOT01_M_BS_Evaded_Missile_aPlayer_tEnemy_FromEnemy_IG_002_DodgeAllYou=Dodge all you want. This is only ending one way.
PU_GSECRPILOT01_M_BS_Evaded_Missile_aPlayer_tEnemy_FromEnemy_IG_003_YouGotLucky=You got lucky that time, but it'll run out sooner or later.
PU_GSECRPILOT01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_001_TargetLocked=Target locked.
PU_GSECRPILOT01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_002_ThisCallsFor=This calls for a show of force.
PU_GSECRPILOT01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_003_ThisIsWhat=This is what happens when you disobey the law.
PU_GSECRPILOT01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_004_YouHadTo=You had to do this the hard way.
PU_GSECRPILOT01_M_BS_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_005_LetsSeeHow=Let's see how good you really are.
PU_GSECRPILOT01_M_BS_Launched_Missile_aPlayer_tEnemy_FromEnemy_IG_001_YoureNotHelping=You're not helping your case!
PU_GSECRPILOT01_M_BS_Launched_Missile_aPlayer_tEnemy_FromEnemy_IG_002_HostileMissileLaunch=Hostile missile launch!
PU_GSECRPILOT01_M_BS_Launched_Missile_aPlayer_tEnemy_FromEnemy_IG_003_MissileInbound=Missile inbound!
PU_GSECRPILOT01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_IG_001_WatchYourFlight=Watch your flight path.
PU_GSECRPILOT01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_IG_002_ClearTheWay=Clear the way.
PU_GSECRPILOT01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_IG_003_HowAboutSome=How about some space?
PU_GSECRPILOT01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_RepeatOccur_IG_001_YouNeedTo=You need to clear out of here, right now.
PU_GSECRPILOT01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_RepeatOccur_IG_002_GetTheHell=Get the hell out of my face!
PU_GSECRPILOT01_M_BS_Proximity_Vehicle_aPlayer_tNeutral_FromNeutral_RepeatOccur_IG_003_YoureInterferingWith=You're interfering with an officer of the law.
PU_GSECRPILOT01_M_BS_Retreating_Announce_aEnemy_tPlayer_FromEnemy_IG_001_ScrewItIll=Screw it. I'll bag you later.
PU_GSECRPILOT01_M_BS_Retreating_Announce_aEnemy_tPlayer_FromEnemy_IG_002_DammitFallBack=Dammit, fall back.
PU_GSECRPILOT01_M_BS_Retreating_Announce_aEnemy_tPlayer_FromEnemy_IG_003_IllSeeYou=I'll see you again. I promise.
PU_GSECRPILOT01_M_BS_Searching_Continue_aEnemy_tPlayer_FromEnemy_IG_001_IKnowYoure=I know you're here somewhere.
PU_GSECRPILOT01_M_BS_Searching_Continue_aEnemy_tPlayer_FromEnemy_IG_002_YouCantHide=You can't hide from the law.
PU_GSECRPILOT01_M_BS_Searching_Continue_aEnemy_tPlayer_FromEnemy_IG_003_ComeOutDont=Come out. Don't make me find you.
PU_GSECRPILOT01_M_BS_Searching_LostContact_aEnemy_tPlayer_FromEnemy_IG_001_TheresNowhereTo=There's nowhere to run.
PU_GSECRPILOT01_M_BS_Searching_LostContact_aEnemy_tPlayer_FromEnemy_IG_002_DamnItWhere=Damn it! Where the hell did you go?
PU_GSECRPILOT01_M_BS_Searching_LostContact_aEnemy_tPlayer_FromEnemy_IG_003_DoesntMatterWhere=Doesn't matter where you go. We will hunt you down.
PU_GSECRPILOT01_M_BS_Spotted_Reinforcements_aEnemy_tPlayer_FromEnemy_IG_001_YouReallyThink=You really think your idiot friends are gonna get you out of this?
PU_GSECRPILOT01_M_BS_Spotted_Reinforcements_aEnemy_tPlayer_FromEnemy_IG_002_IllArrestThe=I'll arrest the whole lot of you if I have to.
PU_GSECRPILOT01_M_BS_Spotted_Reinforcements_aEnemy_tPlayer_FromEnemy_IG_003_DoesntMatterHow=Doesn't matter how many of you there are. Justice will be served.
PU_GSECRPILOT01_M_BS_Spotted_Vehicle_PreviouslyLost_aEnemy_tPlayer_FromEnemy_IG_001_BetYouThought=Bet you thought you gave us the slip!
PU_GSECRPILOT01_M_BS_Spotted_Vehicle_PreviouslyLost_aEnemy_tPlayer_FromEnemy_IG_002_YoureNotGoing=You're not going to get away this time.
PU_GSECRPILOT01_M_BS_Spotted_Vehicle_PreviouslyLost_aEnemy_tPlayer_FromEnemy_IG_003_AsLongAs=As long as you're a criminal, we'll find you no matter where you go!
PU_GSECRPILOT01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_001_AttentionFugitivesIve=Attention fugitives. I've been authorized to arrest the lot of you. Do not resist.
PU_GSECRPILOT01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_002_AttentionSuspectsYou=Attention suspects. You are all under arrest!
PU_GSECRPILOT01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_003_YouAllHave=You all have been charged with violating local law and are under arrest.
PU_GSECRPILOT01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_ShortDistance_IG_001_DamnItHostile=Damn it! Hostile contact!
PU_GSECRPILOT01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_ShortDistance_IG_002_CriminalContact=Criminal contact!
PU_GSECRPILOT01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_ShortDistance_IG_003_WhereTheHell=Where the hell did you come from?
PU_GSECRPILOT01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_TargetAlone_IG_001_UnderTheAuthority=Under the authority granted to me, you are under arrest.
PU_GSECRPILOT01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_TargetAlone_IG_002_AttentionFugitiveYou=Attention fugitive. You are wanted for crimes commited.
PU_GSECRPILOT01_M_BS_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_TargetAlone_IG_003_ForCriminalViolations=For criminal violations, I am hereby authorized to detain you and your vessel.
PU_GSECRPILOT01_M_CA_Arrest_Initiate_aEnemy_tPlayer_fromEnemy_inAlerted_IG_001_ItsOverTaking=It's over. Taking them into custody.
PU_GSECRPILOT01_M_CA_Arrest_Initiate_aEnemy_tPlayer_fromEnemy_inAlerted_IG_002_GotEmBringing=Got 'em. Bringing them in now.
PU_GSECRPILOT01_M_CA_Chatter_Bounty_WantedDurationHigh_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_YouHaveAny=You have any idea how long we've been chasing you? Gonna be great to finally bring you down.
PU_GSECRPILOT01_M_CA_Chatter_Bounty_WantedDurationHigh_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_YouveBeenAble=You've been able to avoid punishment this long, but that ends now.
PU_GSECRPILOT01_M_CA_Chatter_Bounty_WantedDurationHigh_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_CantBelieveYouve=Can't believe you've evaded capture for this long.
PU_GSECRPILOT01_M_CA_Chatter_Bounty_WantedLevelHigh_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_EverybodysGonnaWant=Everybody's gonna want to buy me a drink for netting a big fish like you.
PU_GSECRPILOT01_M_CA_Chatter_Bounty_WantedLevelHigh_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_CantBelieveIm=Can't believe I'm gonna be the one to take down a big time criminal like you.
PU_GSECRPILOT01_M_CA_Chatter_Bounty_WantedLevelHigh_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_WonderIfTheyll=Wonder if they'll promote me for bagging someone with your record?
PU_GSECRPILOT01_M_CA_Chatter_KeepMoving_aNeutral_tPlayer_fromNeutral_inRelaxed_IG_001_HeyLetsKeep=Hey, let's keep it moving okay.
PU_GSECRPILOT01_M_CA_Chatter_KeepMoving_aNeutral_tPlayer_fromNeutral_inRelaxed_IG_002_PleaseMaintainA=Please maintain a reasonable speed and clear the area. Thank you.
PU_GSECRPILOT01_M_CA_Chatter_LeaveCombatArea_aNeutral_tPlayer_FromNeutral_inCombat_IG_001_ThisIsA=This is a secruity matter. I can't have civilians like you interfering.
PU_GSECRPILOT01_M_CA_Chatter_LeaveCombatArea_aNeutral_tPlayer_FromNeutral_inCombat_IG_002_PilotVacateThe=Pilot, vacate the area immediately.
PU_GSECRPILOT01_M_CA_Chatter_LeaveCombatArea_aNeutral_tPlayer_FromNeutral_inCombat_IG_003_WeGotEverything=We got everything under control here. Best if you clear off.
PU_GSECRPILOT01_M_CA_Commentary_EngageArrivingReinforcement_Escape_aAlly_tPlayer_FromAlly_inCombat_IG_001_IllDistractEm=I'll distract 'em. Get out of here as soon as you can.
PU_GSECRPILOT01_M_CA_Commentary_EngageArrivingReinforcement_Escape_aAlly_tPlayer_FromAlly_inCombat_IG_002_OnceIHave=Once I have their attention, get out of here, okay?
PU_GSECRPILOT01_M_CA_Commentary_EngageArrivingReinforcement_Escape_aAlly_tPlayer_FromAlly_inCombat_IG_003_ClearTheArea=Leave the area of engagement as soon as you have a clear exit.
PU_GSECRPILOT01_M_CA_Commentary_EngageArrivingReinforcement_HelpFight_aAlly_tPlayer_FromAlly_inCombat_IG_001_FollowMyLead=Follow my lead and we should both come out of this in one piece.
PU_GSECRPILOT01_M_CA_Commentary_EngageArrivingReinforcement_HelpFight_aAlly_tPlayer_FromAlly_inCombat_IG_002_HateToSay=Hate to say it, but I think we need to work together on this. Engage but be careful.
PU_GSECRPILOT01_M_CA_Commentary_EngageArrivingReinforcement_HelpFight_aAlly_tPlayer_FromAlly_inCombat_IG_003_IfYouThink=If you think you can fight, I could use the assist on this one.
PU_GSECRPILOT01_M_CA_Confirms_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001_ThisIsSecurity=This is security. Saw you needed help. I'm heading to your location now. Just hang on.
PU_GSECRPILOT01_M_CA_Confirms_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002_HeyPickedUp=Hey, picked up your request for assistance. I'm traveling to your coordinates now. Hold on.
PU_GSECRPILOT01_M_CA_Confirms_Help_DistressResponse_aNeutral_tPlayer_FromNeutral_inAlerted_IG_003_SecurityReceivedThe=Security. Received the request for help. On my way now.
PU_GSECRPILOT01_M_CA_Destroyed_Vehicle_AssistedNeutral_aPlayer_tEnemy_FromNeutral_IG_001_IKnowYou=I know you meant well, but this is a security matter. Stand down.
PU_GSECRPILOT01_M_CA_Destroyed_Vehicle_AssistedNeutral_aPlayer_tEnemy_FromNeutral_IG_002_AppreciateTheHelp=Appreciate the help, but next time let the professionals handle it.
PU_GSECRPILOT01_M_CA_Destroyed_Vehicle_AssistedNeutral_aPlayer_tEnemy_FromNeutral_IG_003_ThanksAndDont=Thanks. And don't worry. They deserved it.
PU_GSECRPILOT01_M_CA_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_001_ThatsTheLast=That's the last of them. Glad I wasn't too late.
PU_GSECRPILOT01_M_CA_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_002_AllClearYou=All clear. You should be safe now.
PU_GSECRPILOT01_M_CA_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_TargetNoGroup_IG_003_LooksLikeWere=Looks like we're clear. Don't think they'll be bothering you again anytime soon.
PU_GSECRPILOT01_M_CA_Engage_ArrivingReinforcement_AfterJourney_DistressResponse_aAlly_tPlayer_FromAlly_inCombat_IG_001_SorryItTook=Sorry it took me so long to get here.
PU_GSECRPILOT01_M_CA_Engage_ArrivingReinforcement_AfterJourney_DistressResponse_aAlly_tPlayer_FromAlly_inCombat_IG_002_GladYouWere=Glad you were able to hang on.
PU_GSECRPILOT01_M_CA_Engage_ArrivingReinforcement_AfterJourney_DistressResponse_aAlly_tPlayer_FromAlly_inCombat_IG_003_HeyFinallyMade=Hey. Finally made it.
PU_GSECRPILOT01_M_CA_Engage_ArrivingReinforcement_DistressResponse_aAlly_tPlayer_FromAlly_inCombat_IG_001_SecurityGotHere=Security. Got here as soon as I could.
PU_GSECRPILOT01_M_CA_Engage_ArrivingReinforcement_DistressResponse_aAlly_tPlayer_FromAlly_inCombat_IG_002_HeyGotYour=Hey, got your message. Glad to see you're still hanging in.
PU_GSECRPILOT01_M_CA_Engage_ArrivingReinforcement_DistressResponse_aAlly_tPlayer_FromAlly_inCombat_IG_003_SecurityUnderstandYou=Security. Understand you need some assistance.
PU_GSECRPILOT01_M_CA_Engage_ComplyFail_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_YouAreHereby=You are hereby charged with failing to comply with a lawful order.
PU_GSECRPILOT01_M_CA_Engage_ComplyFail_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_ThatsItI=That's it. I warned you.
PU_GSECRPILOT01_M_CA_Engage_SwitchToAlly_aNeutral_tPlayer_FromNeutral_inCombat_IG_001_SecurityLooksLike=Security. Looks like you could use some help.
PU_GSECRPILOT01_M_CA_Engage_SwitchToAlly_aNeutral_tPlayer_FromNeutral_inCombat_IG_002_IThoughtMy=I thought my scanners picked up some trouble.
PU_GSECRPILOT01_M_CA_Engage_SwitchToAlly_aNeutral_tPlayer_FromNeutral_inCombat_IG_003_YouNeedA=You need a hand with these bastards?
PU_GSECRPILOT01_M_CA_Farewell_aAlly_tPlayer_FromAlly_inRelaxed_IG_001_AllRightI=All right, I have to head back on patrol. Safe flying.
PU_GSECRPILOT01_M_CA_Farewell_aAlly_tPlayer_FromAlly_inRelaxed_IG_002_OkayIllLeave=Okay, I'll leave you to it. Be safe out there.
PU_GSECRPILOT01_M_CA_Inform_Arrest_CriminalShip_aEnemy_tPlayer_FromEnemy_inAlerted_IG_001_AttentionYouAre=Attention. You are under arrest for piloting a vehicle owned by a known criminal.
PU_GSECRPILOT01_M_CA_Inform_Arrest_CriminalShip_aEnemy_tPlayer_FromEnemy_inAlerted_IG_002_AttentionPilotYour=Attention pilot, your vessel is registered to a wanted felon.
PU_GSECRPILOT01_M_CA_Inform_Arrest_Fines_aEnemy_tPlayer_fromEnemy_inAlerted_IG_001_UnderTheCivic=Under the civic authority granted to me, you are hereby under arrest for failure to pay your outstanding fines.
PU_GSECRPILOT01_M_CA_Inform_Arrest_Fines_aEnemy_tPlayer_fromEnemy_inAlerted_IG_002_ImHerebyInforming=I'm hereby informing you that a warrant for your arrest has been issued for dereliction of monetary payments.
PU_GSECRPILOT01_M_CA_Inform_Arrest_NoRegtag_aEnemy_tPlayer_FromEnemy_inAlerted_IG_001_YouAreUnder=You are under arrest for failure to broadcast your regtag.
PU_GSECRPILOT01_M_CA_Inform_Arrest_NoRegtag_aEnemy_tPlayer_FromEnemy_inAlerted_IG_002_YourShipIs=Your ship is not broadcasting a regtag, this is a criminal offense punishable by immediate arrest.
PU_GSECRPILOT01_M_CA_Inform_Arrest_StolenShip_aEnemy_tPlayer_fromEnemy_inAlerted_IG_001_YouAreUnder=You are under arrest for the possession of a stolen vehicle!
PU_GSECRPILOT01_M_CA_Inform_Arrest_StolenShip_aEnemy_tPlayer_fromEnemy_inAlerted_IG_002_YoureUnderArrest=You're under arrest, hot shot! Did you really think you could get away with flying a stolen vehicle?
PU_GSECRPILOT01_M_CA_Inform_ClearAfterResolve_aNeutral_tPlayer_FromNeutral_inRelaxed_IG_001_WereDoneHere=We're done here. Move along and don't let us catching you trying anything like this again.
PU_GSECRPILOT01_M_CA_Inform_ClearAfterResolve_aNeutral_tPlayer_FromNeutral_inRelaxed_IG_002_OkayThatsSettled=Okay. That's settled. You can go, but watch yourself.
PU_GSECRPILOT01_M_CA_Inform_Enroute_AlmostThere_DistressResponse_aAlly_tPlayer_FromAlly_inAlerted_IG_001_ImAlmostThere=I'm almost there. You just need to hang on a little bit longer now.
PU_GSECRPILOT01_M_CA_Inform_Enroute_AlmostThere_DistressResponse_aAlly_tPlayer_FromAlly_inAlerted_IG_002_HeyImGetting=Hey, I'm getting close. Stand by.
PU_GSECRPILOT01_M_CA_Inform_Enroute_AlmostThere_DistressResponse_aAlly_tPlayer_FromAlly_inAlerted_IG_003_SecurityImNearly=Security. I'm nearly there. Just keep hanging on.
PU_GSECRPILOT01_M_CA_Inform_Enroute_GettingCloser_DistressResponse_aAlly_tPlayer_FromAlly_inAlerted_IG_001_WantedToCheck=Wanted to check in and give you update. Still en route. I'll be there as soon as I can.
PU_GSECRPILOT01_M_CA_Inform_Enroute_GettingCloser_DistressResponse_aAlly_tPlayer_FromAlly_inAlerted_IG_002_HeyImStill=Hey, I'm still making my way to you. Do what you have to and hold out as long as you can.
PU_GSECRPILOT01_M_CA_Inform_Enroute_GettingCloser_DistressResponse_aAlly_tPlayer_FromAlly_inAlerted_IG_003_ThisIsSecurity=This is security. I'm about halfway to your coordinates. Assistance is on its way.
PU_GSECRPILOT01_M_CA_Inform_FineGenMisdemeanor_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001_AnInfractionOf=An infraction of the local law has been detected and a fine is hereby issued. See that it gets paid.
PU_GSECRPILOT01_M_CA_Inform_FineGenMisdemeanor_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002_AccordingToThe=According to the results of these scans, I am hereby issuing a formal fine. Please pay it as soon as possible.
PU_GSECRPILOT01_M_CA_Inform_FineIllegalCargo_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001_UnderLocalStatutes=Under local statutes, I'm confiscating these illegal items and you are being issued a fine for possession.
PU_GSECRPILOT01_M_CA_Inform_FineIllegalCargo_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002_YouAreHereby=You are hereby issued a fine for possession and your illegal cargo confiscated.
PU_GSECRPILOT01_M_CA_Inform_FineOutstanding_PassengerOwed_aNeutral_tPlayer_FromNeutral_inRelaxed_IG_001_ImSeeingThat=I'm seeing that individuals onboard have outstanding fines. Make sure those get taken care of ASAP. Get out of here.
PU_GSECRPILOT01_M_CA_Inform_FineOutstanding_PassengerOwed_aNeutral_tPlayer_FromNeutral_inRelaxed_IG_002_ThereAreIndividuals=There are individuals aboard that have fines to pay. I'll let you go this time, but those should be taken care of as soon as possible.
PU_GSECRPILOT01_M_CA_Inform_FineOutstanding_PayAtStation_aNeutral_tPlayer_fromNeutral_inRelaxed_IG_001_ImSeeingHere=I'm seeing here that you have outstanding fines. You're gonna want to go to the nearest security center and take care of that right away.
PU_GSECRPILOT01_M_CA_Inform_FineOutstanding_PayAtStation_aNeutral_tPlayer_fromNeutral_inRelaxed_IG_002_LookingAtYour=Looking at your record, you owe some outstanding fines. Save yourself some trouble and go get that squared away with security as soon as you can.
PU_GSECRPILOT01_M_CA_Inform_FineOutstanding_aNeutral_tPlayer_FromNeutral_inRelaxed_IG_001_ImSeeingThat=I'm seeing that you've got an outstanding fines on your record. You can go, but I need you to pay that ASAP.
PU_GSECRPILOT01_M_CA_Inform_FineOutstanding_aNeutral_tPlayer_fromNeutral_inRelaxed_IG_002_SeemsLikeYou=Seems like you got fines that you still need to pay. You should take care of that as soon as you're able. Go on, get out of here.
PU_GSECRPILOT01_M_CA_Inform_FineOverdue_PassengerOwed_aNeutral_tPlayer_FromNeutral_inRelaxed_IG_001_BitOfAdvice=Bit of advice. If the people aboard your vessel put off paying their fines any longer, it's going to become a bigger problem than a few creds. Take care of it, all right.
PU_GSECRPILOT01_M_CA_Inform_FineOverdue_PassengerOwed_aNeutral_tPlayer_FromNeutral_inRelaxed_IG_002_WantedToGive=Wanted to give one last warning to the people aboard with outstanding fines. They need to pay them or someone's going to come looking to collect the hard way. See that it gets taken care of.
PU_GSECRPILOT01_M_CA_Inform_FineOverdue_aNeutral_tPlayer_fromNeutral_inRelaxed_IG_001_BitOfAdvice=Bit of advice. You put off paying your fines any longer, and it's going to become a bigger problem than a few creds. Take care of it, all right.
PU_GSECRPILOT01_M_CA_Inform_FineOverdue_aNeutral_tPlayer_fromNeutral_inRelaxed_IG_002_WantedToGive=Wanted to give you one last warning. You need to pay off your outstanding fines or someone's going to come looking to collect the hard way. See that it gets taken care of.
PU_GSECRPILOT01_M_CA_Inform_ReinforcementsCall_CommsRestored_aAlly_tPlayer_fromAlly_inCombat_IG_001_CommsAreClear=Comms are clear. Calling backup.
PU_GSECRPILOT01_M_CA_Inform_ReinforcementsCall_CommsRestored_aAlly_tPlayer_fromAlly_inCombat_IG_002_CommsRestoredLet=Comms restored. Let me get some help down here.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_CarryControlledSubstances_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001_OurScansHave=Our scans have detected controlled substances aboard.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_CarryControlledSubstances_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002_AttentionControlledSubstances=Attention. Controlled substances have been detected aboard your vessel.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_CarryStolenGoods_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001_WhatDoWe=What do we have here? Stolen goods? Someone's been busy.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_CarryStolenGoods_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002_LooksLikeYou=Looks like you have some stolen goods aboard. Nothing better than catching a thief red handed.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_CriminalAboard_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001_AttentionWeHave=Attention. We have detected individuals with active crimestats aboard your vessel.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_CriminalAboard_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002_AttentionTheTransport=Attention. The transport of wanted criminals through UEE space is a crime.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_CriminalStat_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001_AttentionWantedCriminal=Attention, wanted criminal. We know you have an active crimestat. Prepare to be dealt with accordingly.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_CriminalStat_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001b_AttentionWantedCriminal=Attention, wanted criminal. We know you have an active crimestat. Prepare to be dealt with accordingly.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_CriminalStat_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002_LookAtThis=Look at this. Seems like you got an outstanding crimestat.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_CriminalStat_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002b_LookAtThis=Look at this. Seems like you got an outstanding crimestat.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_FakeRegtag_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001_IThoughtSomething=I thought something was fishy. Flying with a falsified regtag is a criminal offense.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_FakeRegtag_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001b_IThoughtSomething=I thought something was fishy. Flying with a falsified regtag is a criminal offense.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_FakeRegtag_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002_ThinkWeWouldnt=Think we wouldn't notice fake regtags? Nice try.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_FakeRegtag_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002b_ThinkWeWouldnt=Think we wouldn't notice fake regtags? Nice try.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_TrafficControlledSubstances_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001_AttentionAScan=Attention. A scan of your cargo shows that you are attempting to tranport controlled substances which is a crime.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_TrafficControlledSubstances_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002_AttentionLargeAmounts=Attention. Large amounts of controlled substances have been found aboard your vessel.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_TrafficProhibitedGoods_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001_WeHaveSwept=We have swept your cargo and detected that you are attempting to traffic in illegal contraband.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_TrafficProhibitedGoods_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001b_WeHaveSwept=We have swept your cargo and detected that you are attempting to traffic in illegal contraband.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_TrafficProhibitedGoods_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002_ALargeAmount=A large amount of prohibited goods have been detected aboard your vessel. Trafficking such goods is illegal.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_TrafficProhibitedGoods_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002b_ALargeAmount=A large amount of prohibited goods have been detected aboard your vessel. Trafficking such goods is illegal.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_TrafficStolenGoods_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001_QuiteTheHaul=Woah, quite the haul here. Look at all these stolen goods. That's not gonna stand.
PU_GSECRPILOT01_M_CA_Inform_ScanResult_TrafficStolenGoods_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002_AttentionThisVessel=Attention. This vessel has been found to be trafficking stolen goods.
PU_GSECRPILOT01_M_CA_Inform_ShipScanAllClear_aNeutral_tPlayer_fromNeutral_inRelaxed_IG_001_AllRightEverything=All right, everything checks out. You're free to go.
PU_GSECRPILOT01_M_CA_Inform_ShipScanAllClear_aNeutral_tPlayer_fromNeutral_inRelaxed_IG_002_OkayThanksYoure=Okay. Thanks. You're clear to proceed.
PU_GSECRPILOT01_M_CA_Order_CeaseCombat_aNeutral_tPlayer_FromNeutral_inAlerted_IG_001_CeaseCombatAt=Cease combat at once and vacate the area or you will be arrested.
PU_GSECRPILOT01_M_CA_Order_CeaseCombat_aNeutral_tPlayer_FromNeutral_inAlerted_IG_002_AttentionYouAre=Attention, you are hereby ordered to cease combat at once. If you do not vacate the area, you will be placed under arrest.
PU_GSECRPILOT01_M_CA_Order_CeaseCombat_aNeutral_tPlayer_FromNeutral_inAlerted_LastOccur_IG_001_ISaidTo=I said to cease combat. This is your last warning.
PU_GSECRPILOT01_M_CA_Order_CeaseCombat_aNeutral_tPlayer_FromNeutral_inAlerted_LastOccur_IG_002_LastChanceStop=Last chance. Stop fighting now.
PU_GSECRPILOT01_M_CA_Order_Comply_aEnemy_tPlayer_fromEnemy_inAlerted_LastOccur_IG_001_ThisIsYour=This is your last warning.
PU_GSECRPILOT01_M_CA_Order_Comply_aEnemy_tPlayer_fromEnemy_inAlerted_LastOccur_IG_002_LastChanceComply=Last chance. Comply or else.
PU_GSECRPILOT01_M_CA_Order_Comply_aEnemy_tPlayer_fromEnemy_inAlerted_LastOccur_IG_003_FinalWarningI=Final warning. I will force you to comply if I have to.
PU_GSECRPILOT01_M_CA_Order_HoldPosition_ForDetainment_aEnemy_tPlayer_fromEnemy_inAlerted_IG_001_FreezeWhereYou=Freeze where you are!
PU_GSECRPILOT01_M_CA_Order_HoldPosition_ForDetainment_aEnemy_tPlayer_fromEnemy_inAlerted_IG_002_HaltDontMove=Halt! Don't move!
PU_GSECRPILOT01_M_CA_Order_HoldPosition_ForDetainment_aEnemy_tPlayer_fromEnemy_inAlerted_IG_003_SecurityStayWhere=Security! Stay where you are!
PU_GSECRPILOT01_M_CA_Order_HoldPosition_ForShipScan_aNeutral_tPlayer_FromNeutral_inAlerted_LastOccur_IG_001_ThisIsYour=This is your final warning. Come to a complete stop or we will be forced to take action.
PU_GSECRPILOT01_M_CA_Order_HoldPosition_ForShipScan_aNeutral_tPlayer_FromNeutral_inAlerted_LastOccur_IG_002_LastChanceStop=Last chance. Stop your vehicle now or else.
PU_GSECRPILOT01_M_CA_Order_HoldPosition_ForShipScan_aNeutral_tPlayer_FromNeutral_inRelaxed_IG_001_AttentionPleaseCome=Attention, please come to an immediate halt and hold for your vessel to be scanned.
PU_GSECRPILOT01_M_CA_Order_HoldPosition_ForShipScan_aNeutral_tPlayer_FromNeutral_inRelaxed_RepeatOccur_IG_001_IRepeatBring=I repeat, bring your vessel to an immediate halt and submit to a scan or you will be arrested.
PU_GSECRPILOT01_M_CA_Order_HoldPosition_ForShipScan_aNeutral_tPlayer_FromNeutral_inRelaxed_RepeatOccur_IG_002_PilotThisScan=Pilot, this scan is compulsory. You will be arrested if you do not bring your vehicle to an immediate halt.
PU_GSECRPILOT01_M_CA_Order_HoldPosition_ForShipScan_aNeutral_tPlayer_fromNeutral_inRelaxed_IG_002_AttentionIHave=Attention, I have been authorized to scan your vehicle for security purposes. Please halt your vehicle and stand by.
PU_GSECRPILOT01_M_CA_Order_PowerDown_aEnemy_tPlayer_FromEnemy_inAlerted_LastOccur_IG_001_LastWarningPower=Last warning. Power down your vehicle now or I will open fire!
PU_GSECRPILOT01_M_CA_Order_PowerDown_aEnemy_tPlayer_FromEnemy_inAlerted_LastOccur_IG_003_ForTheLast=For the last time! Power down! Don't make me do something you're gonna regret here.
PU_GSECRPILOT01_M_CA_Order_PowerDown_aEnemy_tPlayer_FromEnemy_inAlerted_RepeatOccur_IG_001_PowerDownYour=Power down your vessel and hold your position. Any further action will be seen as hostile.
PU_GSECRPILOT01_M_CA_Order_PowerDown_aEnemy_tPlayer_FromEnemy_inAlerted_RepeatOccur_IG_002_PowerDownAnd=Power down and halt or I will be forced to take action.
PU_GSECRPILOT01_M_CA_Order_PowerDown_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_ItsNotToo=It's not too late. You can still power down and surrender!
PU_GSECRPILOT01_M_CA_Order_PowerDown_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_SurrenderWhileYou=Surrender while you still can! Please! Power down!
PU_GSECRPILOT01_M_CA_Order_PowerDown_aEnemy_tPlayer_fromEnemy_inAlerted_IG_001_PowerDownYour=Power down your ship and remain stationary. I am authorized to use deadly force if you fail to comply.
PU_GSECRPILOT01_M_CA_Order_PowerDown_aEnemy_tPlayer_fromEnemy_inAlerted_IG_002_INeedYou=I need you to power down, right now and remain where you are. Failure to comply will result in the use of deadly force.
PU_GSECRPILOT01_M_CA_Order_PowerDown_aEnemy_tPlayer_fromEnemy_inAlerted_IG_003_PowerDownYour=Power down your vessel, immediately and remain still. We will use deadly force if necessary.
PU_GSECRPILOT01_M_CA_Order_PowerDown_aEnemy_tPlayer_fromEnemy_inAlerted_LastOccur_IG_002_LastChancePower=Last chance. Power down your vehicle or else I will be forced to fire!
PU_GSECRPILOT01_M_CA_Requests_Help_CommsDown_aAlly_tPlayer_fromAlly_IG_001_ThanksForResponding=Thanks for responding. These assholes are jamming my comms so I can't call for backup.
PU_GSECRPILOT01_M_CA_Requests_Help_CommsDown_aAlly_tPlayer_fromAlly_IG_002_GoodThingYoure=Good thing you're here. Comms are being jammed and I can't get any additional support till they're back online.
PU_GSECRPILOT01_M_CA_Scanning_Initiate_aNeutral_tPlayer_FromNeutral_inRelaxed_IG_001_MaintainYourPosition=Maintain your position. Scan commencing.
PU_GSECRPILOT01_M_CA_Scanning_Initiate_aNeutral_tPlayer_FromNeutral_inRelaxed_IG_002_HoldThereBeginning=Hold there. Beginning scan.
PU_GSECRPILOT01_M_CA_Spotted_PowerDown_AfterCombat_aEnemy_tPlayer_FromEnemy_inAlerted_IG_001_GoodYouMade=Good. You made the right call.
PU_GSECRPILOT01_M_CA_Spotted_PowerDown_AfterCombat_aEnemy_tPlayer_FromEnemy_inAlerted_IG_002_ImGladYou=I'm glad you saw reason.
PU_GhostHollow_Information_Desc=Ever want to make creds just magically appear? A bunch of old CCB credit terminals are currently active and faking bank transactions to siphon off funds to whoever controls the terminals. If you want in on the action, I'll sell you the coordinates for a small fee. Better hurry if you want to make a play for it. Dont know how long it'll stay up and running.
PU_GhostHollow_Information_Obj_Short=Credit Extraction Site
PU_GhostHollow_Information_Title=money from nothing
PU_HAWKER1_SK_Browsing_IG_001_IOnlyCarry=I only carry the best.
PU_HAWKER1_SK_Browsing_IG_002_TakeALook=Take a look. I'm sure I have what you want. And if not, I have something just as good.
PU_HAWKER1_SK_Browsing_IG_003_TakeYourTime=Take your time. No rush.
PU_HAWKER1_SK_CallOver_IG_001_GoodDealsBest=Good deals. Best in the market.
PU_HAWKER1_SK_CallOver_IG_002_YouWantIt=You want it, I got it.
PU_HAWKER1_SK_CallOver_IG_003_StepRightIn=Step right in. Step right in.
PU_HAWKER1_SK_CallOver_IG_004_YouThereYoure=You there, you're a person of good taste. I can tell.
PU_HAWKER1_SK_CallOver_IG_005_IGotWhat=I got what you need and stuff you didn't even know you wanted.
PU_HAWKER1_SK_CallOver_IG_006_LowPricesHigh=Low prices, high quality.
PU_HAWKER1_SK_CallOver_IG_007_TheseDealsArent=These deals aren't gonna last long.
PU_HAWKER1_SK_CallOver_IG_008_HaveALook=Have a look. Come on. One look couldn't hurt.
PU_HAWKER1_SK_CallOver_IG_009_OneOfA=One of kind wares. If you can't find it here, you can't find it anywhere.
PU_HAWKER1_SK_CallOver_IG_010_YouLookingFor=You looking for something special? I got it all.
PU_HAWKER1_SK_CallOver_IG_011_IGotWhat=I got what you need, guaranteed.
PU_HAWKER1_SK_CallOver_IG_012_IveGotIt=I've got it all at more, and prices you have to see to believe.
PU_HAWKER1_SK_Farewell_AfterPurchase_IG_001_ComeAgain=Come again!
PU_HAWKER1_SK_Farewell_AfterPurchase_IG_002_ThanksComeBy=Thank you, come by anytime.
PU_HAWKER1_SK_Farewell_AfterPurchase_IG_003_YouHaveA=You have a wonderful day.
PU_HAWKER1_SK_Farewell_AfterPurchase_IG_004_AllRightTell=All right, tell your friends!
PU_HAWKER1_SK_Greetings_IG_001_Hello=Hello!
PU_HAWKER1_SK_Greetings_IG_002_GreatDayIsnt=Great day, isn't it?
PU_HAWKER1_SK_Greetings_IG_003_WelcomeToMy=Welcome to my humble little shop.
PU_HAWKER1_SK_Greetings_IG_004_WelcomeWelcome=Welcome. Welcome.
PU_HAWKER1_SK_Greetings_IG_005_ComeOnIn=Come on in
PU_HAWKER1_SK_Inspecting_IG_001_AhSomeoneHas=Ah! Someone has a good eye.
PU_HAWKER1_SK_Inspecting_IG_002_NahYouCant=You can't let that go. You have to buy it.
PU_HAWKER1_SK_Inspecting_IG_003_OhLookAt=Oh, look at that, it's perfect for you.
PU_HAWKER1_SK_Inspecting_IG_004_ThatsOneOf=That is one of my favorites.
PU_HAWKER1_SK_Inspecting_IG_005_AlmostKeptThat=I almost kept that one for myself.
PU_HAWKER1_SK_Inspecting_IG_006_NotManyPeople=Not many people could it pull that off, but you, it works.
PU_HAWKER1_SK_Inspecting_IG_008_YoudBeA=You'd be a fool not to buy that.
PU_HAWKER1_SK_KnockStuff_IG_001_Careful=Careful!
PU_HAWKER1_SK_KnockStuff_IG_002_WatchIt=Watch it!
PU_HAWKER1_SK_KnockStuff_IG_003_EasyEasy=Easy, Easy!
PU_HAWKER1_SK_KnockStuff_IG_004_YouBreakIt=You break it, you buy it!
PU_HAWKER1_SK_KnockStuff_IG_005_OiRightThats=Oi! Right, that's it! Get out!
PU_HAWKER1_SK_KnockStuff_IG_006_RightNoI=I don't want your kind in here. Go. Get out!
PU_HAWKER1_SK_Purchase_IG_001_ThatsAllSure=That's all? Sure I can't interest you anything else?
PU_HAWKER1_SK_Purchase_IG_002_OhYeahVery=Oh yeah, very good choice. Very good.
PU_HAWKER1_SK_Purchase_IG_003_ExcellentChoice=Excellent choice.
PU_HAWKER1_SK_Purchase_IG_004_YouKnowYoure=You know, you are basically robbing me this price is so low, but a deal is a deal.
PU_HAWKER1_SK_Purchase_IG_005_YouDriveA=You drive a mean bargain.
PU_HAWKER1_SK_TermDirection_IG_001_TheresATerminal=There's a terminal for your convenience, right over there.
PU_HAWKER1_SK_TermDirection_IG_002_IfYouNeed=If you need it, the terminal is right there.
PU_HAWKER1_SK_WalkPast_NoBuy_IG_001_YourePassingOn=You're passing on the deal of the century.
PU_HAWKER1_SK_WalkPast_NoBuy_IG_002_OiWhereYou=Hey, where you going?
PU_HAWKER1_SK_WalkPast_NoBuy_IG_003_WhyTheRush=Why the rush, my friend?
PU_HAWKER1_SK_WalkPast_NoBuy_IG_004_AllRightSome=All right some other time then. You know where to find me.
PU_HAWKER1_SK_WalkPast_NoStop_IG_001_YoullRegretNot=You'll regret not stopping. Trust me.
PU_HAWKER1_SK_WalkPast_NoStop_IG_002_NoNoNo=No? No? No time to stop?
PU_HAWKER1_SK_WalkPast_NoStop_IG_003_FineJustKeep=Fine. Just keep walking then.
PU_HAWKER1_SK_WalkPast_NoStop_IG_004_OhComeOn=Oh come on. Not even a peek inside?
PU_HAWKER2_SK_Browsing_IG_001_IOnlyCarry=I only carry the best.
PU_HAWKER2_SK_Browsing_IG_002_HaveALook=Take a look my friend. I am sure I have what you need. And if not, I have something just as good.
PU_HAWKER2_SK_Browsing_IG_003_TakeYourTime=Take your time. No rush.
PU_HAWKER2_SK_CallOver_IG_001_GoodDealsBest=Good deals. Best in the market.
PU_HAWKER2_SK_CallOver_IG_002_YouWantIt=You want it, I got it.
PU_HAWKER2_SK_CallOver_IG_003_StepRightIn=Step right in. Step right in.
PU_HAWKER2_SK_CallOver_IG_004_YouThereYoure=You there, you're a person of good taste. I can tell.
PU_HAWKER2_SK_CallOver_IG_005_MyFriendI=My friend, I got what you need and stuff you didn't even know you wanted.
PU_HAWKER2_SK_CallOver_IG_006_LowPricesHigh=Low prices, high quality.
PU_HAWKER2_SK_CallOver_IG_007_TheseDealsAre=These deals aren't gonna last long.
PU_HAWKER2_SK_CallOver_IG_008_HaveALook=Have a look. Come on, come. One look couldn't hurt.
PU_HAWKER2_SK_CallOver_IG_009_OneOfA=One of kind wares. If you can't find it here, you can't find it anywhere, very special.
PU_HAWKER2_SK_CallOver_IG_010_YouLookingFor=You looking for something special? I got it all.
PU_HAWKER2_SK_CallOver_IG_011_IGotWhat=I got what you need, guaranteed. Ha! that rhymes my friend.
PU_HAWKER2_SK_CallOver_IG_012_IHaveIt=I have it all at more, at prices you have to see to believe.
PU_HAWKER2_SK_Farewell_AfterPurchase_IG_001_ComeAgain=Come again!
PU_HAWKER2_SK_Farewell_AfterPurchase_IG_002_ThankYouCome=Thank you, come by anytime.
PU_HAWKER2_SK_Farewell_AfterPurchase_IG_003_YouHaveA=You have a wonderful day.
PU_HAWKER2_SK_Farewell_AfterPurchase_IG_004_OkayTellYour=Okay, tell your friends!
PU_HAWKER2_SK_Greetings_IG_001_HelloHello=Hello, hello!
PU_HAWKER2_SK_Greetings_IG_002_GreatDayNo=Great day, no?
PU_HAWKER2_SK_Greetings_IG_003_WelcomeInMy=Welcome to my humble little shop.
PU_HAWKER2_SK_Greetings_IG_004_WelcomeWelcome=Welcome. Welcome.
PU_HAWKER2_SK_Greetings_IG_005_ComeOnIn=Come on in.
PU_HAWKER2_SK_Inspecting_IG_001_SomebodyHasA=Ha ha ha haaa! Someone has a good eye.
PU_HAWKER2_SK_Inspecting_IG_002_MyFriendYou=You can't let that go. You must buy it.
PU_HAWKER2_SK_Inspecting_IG_003_OhLookAt=Oh, look at that, for you...perfect.
PU_HAWKER2_SK_Inspecting_IG_004_ThatIsOne=Incredible that actually one of my favorites.
PU_HAWKER2_SK_Inspecting_IG_005_IShouldKeep=I should keep that one for myself.
PU_HAWKER2_SK_Inspecting_IG_006_NotALot=Not a lot of people could it pull that off, but you, it works.
PU_HAWKER2_SK_Inspecting_IG_007_YouWouldBe=You would be a fool not to buy that.
PU_HAWKER2_SK_KnockStuff_IG_001_BeCareful=Be careful!
PU_HAWKER2_SK_KnockStuff_IG_002_WatchItMy=Watch it my friend!
PU_HAWKER2_SK_KnockStuff_IG_003_EasyEasyEasy=Easy, easy, easy!
PU_HAWKER2_SK_KnockStuff_IG_004_YouBreakIt=You break it, you buy it!
PU_HAWKER2_SK_KnockStuff_IG_005_HeyEnoughGet=Hey! Enough! Get out of here!
PU_HAWKER2_SK_KnockStuff_IG_006_IDontWant=I don't want your kind in here. Go. Get out!
PU_HAWKER2_SK_Purchase_IG_001_ThatsAllYou=That's all? You sure I can't interest you in nothing else?
PU_HAWKER2_SK_Purchase_IG_002_OhYesYes=Oh yes, yes very good choice. Very good.
PU_HAWKER2_SK_Purchase_IG_003_ExcellentChoice=Excellent choice.
PU_HAWKER2_SK_Purchase_IG_004_YouKnowYou=You know, you are basically robbing me this price is so low, but...okay a deal is a deal.
PU_HAWKER2_SK_Purchase_IG_005_YouDriveA=You drive a mean bargain.
PU_HAWKER2_SK_TermDirection_IG_001_RightOverThere=Right over there, there is a terminal for your convenience.
PU_HAWKER2_SK_TermDirection_IG_002_IfYouNeed=If you need, the terminal is right there.
PU_HAWKER2_SK_WalkPast_NoBuy_IG_001_YourePassingOn=You're passing on the deal of the century.
PU_HAWKER2_SK_WalkPast_NoBuy_IG_002_HeyHeyHey=Hey, hey hey hey, where you going?
PU_HAWKER2_SK_WalkPast_NoBuy_IG_003_WhyTheRush=Why the rush, my friend?
PU_HAWKER2_SK_WalkPast_NoBuy_IG_004_OkaySomeOther=Okay, some other time then. You know where to find me.
PU_HAWKER2_SK_WalkPast_NoStop_IG_001_YouWillRegret=You'll regret not stopping. Trust me.
PU_HAWKER2_SK_WalkPast_NoStop_IG_002_NoNoTime=No? No time to stop?
PU_HAWKER2_SK_WalkPast_NoStop_IG_003_FineJustKeep=Fine. Just keep walking then.
PU_HAWKER2_SK_WalkPast_NoStop_IG_004_OhComeOn=Oh come on. Not even a peek inside?
PU_HAWKER3_SK_Browsing_IG_001_IOnlyCarry=I only carry the best.
PU_HAWKER3_SK_Browsing_IG_002_TakeALook=Take a look. I'm sure I have what you want. And if not, I have something just as good.
PU_HAWKER3_SK_Browsing_IG_003_TakeYourTime=Take your time. No rush.
PU_HAWKER3_SK_CallOver_IG_001_GoodDealsBest=Good deals. Best in the market.
PU_HAWKER3_SK_CallOver_IG_002_YouWantIt=You want it, I got it.
PU_HAWKER3_SK_CallOver_IG_003_StepRightIn=Step right in. Step right in.
PU_HAWKER3_SK_CallOver_IG_004_YouThereYoure=You there, you're a person of good taste. I can tell.
PU_HAWKER3_SK_CallOver_IG_005_IGotWhat=I got what you need and stuff you didn't even know you wanted.
PU_HAWKER3_SK_CallOver_IG_006_LowPricesHigh=Low prices, high quality.
PU_HAWKER3_SK_CallOver_IG_007_TheseDealsArent=These deals aren't not gonna last long.
PU_HAWKER3_SK_CallOver_IG_008_HaveALook=Have a look. Come on. One look, couldn't hurt.
PU_HAWKER3_SK_CallOver_IG_009_OneOfA=One of kind wares. If you can't find it here, you can't find it anywhere.
PU_HAWKER3_SK_CallOver_IG_010_YouLookingFor=You looking for something special? I got it all.
PU_HAWKER3_SK_CallOver_IG_011_IGotWhat=I got what you need, guaranteed.
PU_HAWKER3_SK_CallOver_IG_012_IveGotIt=I've got it all at more, and prices you have to see to believe.
PU_HAWKER3_SK_Farewell_AfterPurchase_IG_001_ComeAgain=Come again!
PU_HAWKER3_SK_Farewell_AfterPurchase_IG_002_ThankYouCome=Thank you, come by anytime.
PU_HAWKER3_SK_Farewell_AfterPurchase_IG_003_YouHaveA=You have a wonderful day.
PU_HAWKER3_SK_Farewell_AfterPurchase_IG_004_AlrightTellYour=All right, tell your friends!
PU_HAWKER3_SK_Greetings_IG_001_Hello=Hello!
PU_HAWKER3_SK_Greetings_IG_002_GreatDayIsnt=Great day, isn't it?
PU_HAWKER3_SK_Greetings_IG_003_WelcomeToMy=Welcome to my humble little shop.
PU_HAWKER3_SK_Greetings_IG_004_WelcomeWelcome=Welcome. Welcome.
PU_HAWKER3_SK_Greetings_IG_005_ComeOnIn=Come on in.
PU_HAWKER3_SK_Inspecting_IG_001_AhSomeoneHas=Ah! Someone has a good eye.
PU_HAWKER3_SK_Inspecting_IG_002_YouCantLet=You can't let that go. You have to buy it.
PU_HAWKER3_SK_Inspecting_IG_003_LookAtThat=Oh, look at that, it's perfect for you.
PU_HAWKER3_SK_Inspecting_IG_004_ThatIsOne=That is one of my favorites.
PU_HAWKER3_SK_Inspecting_IG_005_IAlmostKept=I almost kept that one for myself.
PU_HAWKER3_SK_Inspecting_IG_006_NotManyPeople=Not many people could it pull that off, but for you, it works.
PU_HAWKER3_SK_Inspecting_IG_007_YoudBeA=You'd be a fool not to buy that.
PU_HAWKER3_SK_KnockStuff_IG_001_Careful=Careful!
PU_HAWKER3_SK_KnockStuff_IG_002_WatchIt=Watch it!
PU_HAWKER3_SK_KnockStuff_IG_003_EasyEasy=Easy, Easy!
PU_HAWKER3_SK_KnockStuff_IG_004_YouBreakIt=You break it, you buy it!
PU_HAWKER3_SK_KnockStuff_IG_005_HeyThatsIt=Hey! That's it! Get out of here!
PU_HAWKER3_SK_KnockStuff_IG_006_IDontWant=I don't want your kind in here. Go. Get out!
PU_HAWKER3_SK_Purchase_IG_001_ThatsAllYou=That's all? Sure I can't interest you anything else?
PU_HAWKER3_SK_Purchase_IG_002_OhYeahThats=Oh yeah, very good choice. Very good.
PU_HAWKER3_SK_Purchase_IG_003_ExcellentChoice=Excellent choice.
PU_HAWKER3_SK_Purchase_IG_004_YouKnowYoure=You know, you are basically robbing me this price is so low, but a deal is a deal.
PU_HAWKER3_SK_Purchase_IG_005_YouDriveA=You drive a mean bargain.
PU_HAWKER3_SK_TermDirection_IG_001_TheresATerminal=There's a terminal for your convenience, right over there.
PU_HAWKER3_SK_TermDirection_IG_002_IfYouNeed=If you need it, the terminal is right there.
PU_HAWKER3_SK_WalkPast_NoBuy_IG_001_YourePassingOn=You're passing on the deal of the century.
PU_HAWKER3_SK_WalkPast_NoBuy_IG_002_HeyWhereYou=Hey, where you going?
PU_HAWKER3_SK_WalkPast_NoBuy_IG_003_WhyTheRush=Why the rush, my friend?
PU_HAWKER3_SK_WalkPast_NoBuy_IG_004_AllRightSome=All right some other time then. You know where to find me.
PU_HAWKER3_SK_WalkPast_NoStop_IG_001_YoullRegretNot=You'll regret not stopping. Trust me.
PU_HAWKER3_SK_WalkPast_NoStop_IG_002_NoNoTime=No? No time to stop?
PU_HAWKER3_SK_WalkPast_NoStop_IG_003_FineJustKeep=Fine. Just keep walking then.
PU_HAWKER3_SK_WalkPast_NoStop_IG_004_AwComeOn=Oh come on. Not even a peek inside?
PU_HAWKER4_SK_Browsing_IG_001_IOnlyCarry=I only carry the best.
PU_HAWKER4_SK_Browsing_IG_002_YesTakeA=Yes take a look. I'm sure I have what you want. And if not, I have something just as good.
PU_HAWKER4_SK_Browsing_IG_003_TakeYourTime=Take your time. No rush.
PU_HAWKER4_SK_CallOver_IG_001_GoodDealsBest=Good deals. Best in the market.
PU_HAWKER4_SK_CallOver_IG_002_YouWantIt=You want it, I got it.
PU_HAWKER4_SK_CallOver_IG_003_StepRightIn=Step right in. Step right in.
PU_HAWKER4_SK_CallOver_IG_004_YouThereYoure=You there, you're a person of good taste. I can tell.
PU_HAWKER4_SK_CallOver_IG_005_IGotWhat=I got what you need and stuff you didn't even know you wanted.
PU_HAWKER4_SK_CallOver_IG_006_LowPricesHigh=Low prices, high quality.
PU_HAWKER4_SK_CallOver_IG_007_TheseDealsArent=These deals aren't gonna last long.
PU_HAWKER4_SK_CallOver_IG_008_HaveALook=Have a look. Come on. One look couldn't hurt.
PU_HAWKER4_SK_CallOver_IG_009_OneOfA=One of kind wares. If you can't find it here, you can't find it anywhere.
PU_HAWKER4_SK_CallOver_IG_010_YouLookingFor=You looking for something special? I got it all.
PU_HAWKER4_SK_CallOver_IG_011_IGotWhat=I got what you need, guaranteed one hundred percent.
PU_HAWKER4_SK_CallOver_IG_012_IveGotIt=I've got it all at more, and prices you have to see to believe.
PU_HAWKER4_SK_Farewell_AfterPurchase_IG_001_ComeAgain=Come again!
PU_HAWKER4_SK_Farewell_AfterPurchase_IG_002_ThankYouCome=Thank you, come back anytime.
PU_HAWKER4_SK_Farewell_AfterPurchase_IG_003_YouHaveA=You have a wonderful day.
PU_HAWKER4_SK_Farewell_AfterPurchase_IG_004_AllRightTell=All right, tell your friends!
PU_HAWKER4_SK_Greetings_IG_001_OhHello=Oh hello!
PU_HAWKER4_SK_Greetings_IG_002_GreatDayIsnt=Great day, isn't it?
PU_HAWKER4_SK_Greetings_IG_003_WelcomeToMy=Welcome to my humble little shop.
PU_HAWKER4_SK_Greetings_IG_004_WelcomeWelcome=Welcome. Welcome.
PU_HAWKER4_SK_Greetings_IG_005_ComeOnIn=Come on in.
PU_HAWKER4_SK_Inspecting_IG_001_OhSomebodyHas=Ooooh! Somebody has a good eye.
PU_HAWKER4_SK_Inspecting_IG_002_YouCantLet=You can't let that go. You have to buy it.
PU_HAWKER4_SK_Inspecting_IG_003_OhLookAt=Oh, look at that, it's perfect for you.
PU_HAWKER4_SK_Inspecting_IG_004_ThatIsWithout=That is without a doubt one of my favorites.
PU_HAWKER4_SK_Inspecting_IG_005_YouKnowI=You know? I almost kept that one for myself.
PU_HAWKER4_SK_Inspecting_IG_006_NotManyPeople=Not many people could it pull that off, but you, it works.
PU_HAWKER4_SK_Inspecting_IG_007_AwYoudBe=Ah you'd be a fool not to buy that.
PU_HAWKER4_SK_KnockStuff_IG_001_Careful=Careful!
PU_HAWKER4_SK_KnockStuff_IG_002_WatchIt=Watch it!
PU_HAWKER4_SK_KnockStuff_IG_003_EasyEasy=Easy, Easy!
PU_HAWKER4_SK_KnockStuff_IG_004_YouBreakIt=You break it, you buy it!
PU_HAWKER4_SK_KnockStuff_IG_005_HeyThatIs=Hey! That is it! Get out of here!
PU_HAWKER4_SK_KnockStuff_IG_006_IDontWant=I don't want your kind in here. Go on. Get out!
PU_HAWKER4_SK_Purchase_IG_001_ThatIsAll=That is all? Sure I can't interest you anything else?
PU_HAWKER4_SK_Purchase_IG_002_AhYesVery=Oh yeah, very good choice. Very good.
PU_HAWKER4_SK_Purchase_IG_003_ExcellentChoice=Excellent choice.
PU_HAWKER4_SK_Purchase_IG_004_YouKnowYoure=You know, you are basically robbing me this price is so good, but a deal is a deal.
PU_HAWKER4_SK_Purchase_IG_005_YouDriveA=You drive a mean bargain.
PU_HAWKER4_SK_TermDirection_IG_001_ThereIsA=There's a terminal for your convenience, right over there.
PU_HAWKER4_SK_TermDirection_IG_002_IfYouNeed=If you need it, the terminal is right there.
PU_HAWKER4_SK_WalkPast_NoBuy_IG_001_YourePassingOn=You're passing on the deal of the century.
PU_HAWKER4_SK_WalkPast_NoBuy_IG_002_HeyWhereAre=Hey, where you going?
PU_HAWKER4_SK_WalkPast_NoBuy_IG_003_WhyTheRush=Why the rush, my friend?
PU_HAWKER4_SK_WalkPast_NoBuy_IG_004_AllRightSome=All right some other time then. You know where to find me.
PU_HAWKER4_SK_WalkPast_NoStop_IG_001_YoullRegretNot=You'll regret not stopping. Trust me.
PU_HAWKER4_SK_WalkPast_NoStop_IG_002_NoNoTime=No? No time to stop?
PU_HAWKER4_SK_WalkPast_NoStop_IG_003_FineJustKeep=Fine. Just keep walking then.
PU_HAWKER4_SK_WalkPast_NoStop_IG_004_OhComeOn=Oh come on. Not even a peek inside?
PU_HSECRREP01_F_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_AttentionContractorThis=Attention, contractor. This is Hurston Security. You have been provided with the location of a production facility that will be producing illegal contraband on regular intervals for the near future. Secure the site and destroy all contraband you can. Compensation will be provided for each package you destroy.
PU_HSECRREP01_F_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_AttentionThisIs=Attention, this is Hurston Security. As an approved contractor, you are tasked with heading to the following location where an automated production facility will be producing illegal contraband. You will be responsible for the destruction of said contraband. Your compensation will be commensurate with the amount of contraband you destroy.
PU_HSECRREP01_F_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HelloThisIs=Hello, this is Hurston Security. I'll be your contact for the upcoming contract. An automated production facility will be producing illegal contraband for a limited time. You need to go to the site and destroy as many of these packages as possible. Local assets have indicated that there will be hostile elements present, so make sure you are prepared for a fight.
PU_HSECRREP01_F_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_ThisIsHurston=This is Hurston Security. As explained in the initial mission brief, an automated production facility will be producing illegal contraband for an undetermined amount of time. You are tasked with securing the site, confiscating as many of these packages as you can obtain, and delivering them to a Hurston Security facility for disposal. Good luck.
PU_HSECRREP01_F_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_HelloOperatorIll=Hello, operator. I'll be your contact with Hurston Security. As we explained in your mission outline, you have been tasked with acquiring and delivering illegal contraband to an authorized security kiosk for destruction. The production facility will undoubtedly be a hotly contested zone, so bring appropriate weaponry.
PU_HSECRREP01_F_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_HelloThisIs=Hello, this is your assigned liason with Hurston Security. You've been approved for this contract, so I wanted to give you some additional details. We've learned that a production facility is going to be producing illegal contraband for a limited time. We need you to secure the site and seize as many packages as possible then deliver them for immediate destruction. There will undoubtedly be competing elements on site, so be careful.
PU_HSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HelloAgainContractor=Hello again, contractor. I'm from Hurston Security with your latest mission details. They've been transferred to your mobi and should have everything you need to get started. It's great to be working with you again.
PU_HSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_002_WelcomeBackOperator=Welcome back, operator. I will be your liason with Hurston Security. Based on your file, you've performed admirably in previous contracts so I hope this will go as smoothly. The details for the current task have been sent to your mobi, so you may proceed.
PU_HSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_003_ThisIsHurston=This is Hurston Security calling about your latest contract. I've sent you all the mission details so you can get started. Hopefully this will go as well as your previous contracts. Good luck.
PU_HSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_001_HelloOperatorIm=Hello, operator. I'm your outsource liason with Hurston Security. I'm forwarding all relevant mission details to you now, so please expedite it as quickly as possible. Thank you.
PU_HSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_002_ThisIsHurston=This is Hurston Security, I've just received the start paperwork for your new contract. Everything seems in order, so I will send along the salient mission data for you to execute the job. Good luck.
PU_HSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_003_HelloContractorI=Hello, contractor. I will be your contact with Hurston Security throughout your current mission. The details have been sent to your mobi if you have any questions. Good luck.
PU_HSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_004_HelloThisIs=Hello, this is your Hurston Security rep following up on your recent contract acquisition. You should have received all the information needed to properly execute this contract. Good luck.
PU_HSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_005_HelloContractorIll=Hello, contractor. I'll be your contact with Hurston Security for the duration of this mission. I've forwarded all the relevant mission data to your mobiGlas, so you're free to proceed as directed. Thank you.
PU_HSECRREP01_F_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_001_ThisIsHurston=This is Hurston Security. You will need to take any contraband you've secured to the designated disposal areas. Local security forces have been notified of your contract, so they will not arrest you, but don't attempt to take the packages anywhere but authorized security areas.
PU_HSECRREP01_F_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_002_AttentionOperatorNow=Attention, operator. Now that you've secured some contraband, you will need to deliver them to an authorized security kiosk for immediate disposal. Local law enforcement have been notified of your cargo, so you will not be arrested for their transport, but make sure you deliver them for destruction promptly.
PU_HSECRREP01_F_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_003_HelloContractorThis=Hello, contractor. This is Hurston Security. I understand you've left the production facility with some seized contraband. Take these packages to one of our authorized security kiosks for immediate disposal. While under Hurston contract, you will not be charged with transporting illegal cargo, but make sure you deliver this contraband promptly.
PU_HSECRREP01_F_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_ThisIsHurston=This is Hurston Security. I've been notified that the production facility is no longer generating contraband. Make sure you destroy any packages that are still in the area.
PU_HSECRREP01_F_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_HurstonSecurityHere=Hurston Security here. Local assets have indicated that the production facility has stopped outputting packages of contraband. Make sure the site is completely clear of any packages.
PU_HSECRREP01_F_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_ThisIsHurston=This is Hurston Security with an update about your current mission. The production facility has stopped generating illegal contraband. Make sure you destroy any packages that are still in the area.
PU_HSECRREP01_F_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_ThisIsHurston=This is Hurston Security. We've received intelligence that the facility will no longer be producing contraband. Be sure to take whatever you've seized to an authorized security kiosk for destruction.
PU_HSECRREP01_F_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_AttentionThisIs=Attention, this is your rep at Hurston Security. Latest intel suggests that the production facility has stopped producing contraband. If you were able to seize any contraband, deliver it to an authorized station.
PU_HSECRREP01_F_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_HurstonSecurityHere=Hurston Security here. We've learned that the facility has completed its production. Take any seized contraband to one of the authorized disposal sites. Thank you.
PU_HSECRREP01_F_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_001_AttentionOperatorThis=Attention, operator. This is your Hurston Security representative. Based on your performance, we are severing our employment contract with you effective immediately.
PU_HSECRREP01_F_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_002_ThisIsHurston=This is Hurston Security calling. We are terminating our current contract with you. We hope that you make efforts to rectify this type of behavior for future contract opportunities.
PU_HSECRREP01_F_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_003_ThisIsYour=This is your rep with Hurston Security. Due to your recent performance, we have decided that you are unfit to continue your current employment with the company.
PU_HSECRREP01_F_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_004_HurstonSecurityHere=Hurston Security here. After numerous violations of the terms of your agreement, we're terminating your contract.
PU_HSECRREP01_F_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_005_ThisIsYour=This is your rep with Hurston Security. Your recent job performance has forced us to reconsider your employment status. You are hereby discharged from your current contract.
PU_HSECRREP01_F_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_001_ThisIsHurston=This is Hurston Security. If you had read your contract, you would know that contractors are forbidden from committing any kind of offense while in the employ of Hurston Dynamics. As such, you are hereby terminated from employment.
PU_HSECRREP01_F_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_002_AttentionOperatorDue=Attention, operator. Due to your recent crime stat, Hurston Dynamics is forced to cancel their contract with you.
PU_HSECRREP01_F_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_003_ThisIsHurston=This is Hurston Security calling. Your recent crime stat is a violation of the employment guidelines described in your contract. As such, we cannot keep you as an active employee until this is resolved.
PU_HSECRREP01_F_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_004_ThisIsHurston=This is Hurston Security, your recent criminal activities are a violation of your terms of employment, so we are obligated to sever all connection with you on this contract.
PU_HSECRREP01_F_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_005_HurstonSecurityCalling=Hurston Security calling to notify you that because of your CrimeStat, you are in violation of your work contract with Hurston Dynamics. If you reconcile these charges, we can reconsider your employment status.
PU_HSECRREP01_F_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_001_AttentionThisIs=Attention. This is Hurston Security. We have been notified that you sold contraband to an unauthorized kiosk. This is a direct violation of the terms of your contract. Therefore, we are terminating your employment with us. Effective immediately.
PU_HSECRREP01_F_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_002_ThisIsHurston=This is Hurston Security. You have violated the terms of your contract by delivering illegal contraband to an unauthorized kiosk. We are hereby terminating your contract.
PU_HSECRREP01_F_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_003_ThisIsYour=This is your Hurston Security rep. We have learned that you sold illegal contraband to an unauthorized vendor which is in direct violation of your contract and Hurston law. Therefore, your employment status has been terminated.
PU_HSECRREP01_F_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_001_HelloThisIs=Hello, this is your Hurston Security rep. Due to extenuating circumstances, you will no longer be required to fulfill your contract. We are invoking subclause seven and releasing you of any further responsibility. Thank you for your time.
PU_HSECRREP01_F_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_002_HelloContractorThis=Hello, contractor. This is Hurston Security. We regret to inform you that we need to pull your active contract. We hope that this does not reflect poorly on your experience with Hurston Dynamics.
PU_HSECRREP01_F_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_003_ThisIsHurston=This is Hurston Security with an update to your current contract. Unfortunately, due to unforseen events, the situation around your contract has changed and we no longer need your assistance. Thank you for your efforts.
PU_HSECRREP01_F_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_004_ThisIsHurston=This is Hurston Security calling. It seems that the situation around your current contract has changed, eliminating the need for your services. You should consider yourself freed from further obligations on this mission. Thank you.
PU_HSECRREP01_F_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_005_GreetingsOperatorThis=Greetings, operator. This is your rep with Hurston Security and I have an update to your current mission. Unfortunately, a decision from the executive board has eliminated the need for this contract to be fulfilled. We thank you for your service.
PU_HSECRREP01_F_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_001_ThisIsHurston=This is Hurston Security. We are hereby terminating your services, effective immediately.
PU_HSECRREP01_F_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_002_AttentionOperatorThis=Attention, operator. This is Hurston Security. Your services will no longer be required.
PU_HSECRREP01_F_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_003_ThisIsYour=This is your liason with Hurston Security. I'm calling to notify you that due to recent behavior, we are terminating your employment status.
PU_HSECRREP01_F_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_001_ThisIsHurston=This is Hurston Security calling. I've been receiving updates on your progress. Ideally, we like to track a higher efficiency, but this seems to be at the lower edge of acceptable.
PU_HSECRREP01_F_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_002_HelloOperatorThis=Hello, operator. This is your rep with Hurston Security. I've been running your current progress against our projections and you are working within acceptable parameters. That is all.
PU_HSECRREP01_F_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_003_ThisIsYour=This is your Hurston Security rep. You have been operating at an acceptable work efficiency level. Maintain this progress through the completion of the mission.
PU_HSECRREP01_F_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_004_HelloThisIs=Hello, this is Hurston Security calling with a status update. We've received reports on your current progress. You are currently on track to complete your contract with a satisfactory performance. Thank you.
PU_HSECRREP01_F_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_005_HurstonSecurityCalling=Hurston Security calling. Your current mission progress seems to be within acceptable parameters. I can see potential ways to increase your efficiency for future contracts, but make sure you complete the task at hand.
PU_HSECRREP01_F_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_001_ThisIsHurston=This is Hurston Security calling. Glad to hear that you're back on your feet. Your contract is still active, so try to get back out there as soon as possible and finish it. Thank you.
PU_HSECRREP01_F_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_002_HurstonSecurityHere=Hurston Security here. Now that you've been patched up, you should get back to completing your active contract. Thank you.
PU_HSECRREP01_F_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_003_HelloContractorThis=Hello, contractor. This is Hurston Security. Now that you have received adequate medical attention, it is time to complete your current contract.
PU_HSECRREP01_F_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_004_ThisIsHurston=This is Hurston Security. We've heard you're back on your feet, so you have no reason to not complete your active contract.
PU_HSECRREP01_F_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_005_HelloOperatorGlad=Hello, operator. Glad to hear you managed to survive your recent encounter. Your contract is still active, so we look forward to closing it out as soon as possible.
PU_HSECRREP01_F_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_001_HelloThisIs=Hello, this is Hurston Security. Thank you for contributing to the destruction of illegal contraband. Your efforts help Hurston Dynamics keep their planet safe for everyone.
PU_HSECRREP01_F_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_002_HelloContractorThis=Hello, contractor. This is your contact with Hurston Security. With the successful destruction of that contraband, you have fulfilled the requirements of your temporary contract. Thank you for your service.
PU_HSECRREP01_F_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_003_ThisIsYour=This is your Hurston Security Rep. Thank you for promptly delivering the contraband and doing your part to eliminate criminality in Hurston.
PU_HSECRREP01_F_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_ThisIsHurston=This is Hurston Security. All packages of illegal contraband have been confirmed destroyed. All payments have been issued. Thank you for your service. Please contact Contractor Services if you have any further questions.
PU_HSECRREP01_F_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_ThisIsHurston=Hello, this is Hurston Security calling to notify you that our intelligence has confirmed that all packages of illegal contraband have been destroyed at the production site. You can consider this matter closed. Please contact Contractor Services if you have any further questions.
PU_HSECRREP01_F_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_ThisIsYour=This is your Hurston Security rep. I wanted to let you know that all packages of contraband have been destroyed at the production facility. We've transferred any owed credits to the proper accounts, so this contract has been closed. Please contact Contractor Services if you have any further questions.
PU_HSECRREP01_F_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_001_HelloOperatorThis=Hello, operator. This is Hurston Security. We wanted to thank you for completing your current contract. Payment has been issued and we hope to work with you again in the future.
PU_HSECRREP01_F_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_002_ThisIsHurston=This is Hurston Security calling to confirm that you have adequately satisfied the requirements of your current contract. Payment has been issued. Hurston Dynamics thanks you for your service.
PU_HSECRREP01_F_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_003_HelloContractorThis=Hello, contractor. This is your Hurston Security liason calling to inform you that you have completed your recent contract with Hurston Dynamics. We thank you for your service.
PU_HSECRREP01_F_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_004_ThisIsYour=This is your Hurston Security liason, calling to say that you have satisfied all the requirements for your active contract. We thank you for your service and have transferred the agreed upon payment to your account.
PU_HSECRREP01_F_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_005_HelloThisIs=Hello, this is Hurston Security calling. You've completed everything on your open contract, so I've authorized payment to your account. Thank you for your service.
PU_HSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_001_ThisIsYour=This is your Hurston Security rep, you are diverting from the appropriate mission path. Please get back on track and complete the job we hired you for.
PU_HSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_002_ThisIsHurston=This is Hurston Security. You appear to deviating from the prescribed mission path. I don't know what you're doing, but get back on task. Now.
PU_HSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_003_AttentionOperatorYou=Attention, operator. You are violating the requirements of your mission brief. Get back on track or you will be disciplined.
PU_HSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_004_ThisIsHurston=This is Hurston Security calling. You're breaking mission protocol right now, so I need you to get back on mission.
PU_HSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_005_AttentionThisIs=Attention, this is your Hurston Security rep. You're operating outside the accepted mission parameters, so I need you to get back on track immediately. Thank you.
PU_HSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_001_AttentionThisIs=Attention. This is Hurston Security. This is your last chance to get back on mission or we will terminate our contract with you.
PU_HSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_002_ListenHereContractor=Listen here, contractor. You are dangerously close to facing executive action for dereliction of duty. Get back on mission. I won't say it again.
PU_HSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_003_ThisIsHurston=This is Hurston Security. You are violating the mission parameters. Get back on task, operator. This is your final warning.
PU_HSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_004_ThisIsHurston=This is Hurston Security. You need to get back on mission. I'm not going to warn you again.
PU_HSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_005_AttentionThisIs=Attention. This is your rep with Hurston Security. You are still violating the prescribed mission protocols. This is your final warning to get back on track.
PU_HURSTON_MG_Busy_IG_001_ImSorryThis=I'm sorry. This isn't a great time.
PU_HURSTON_MG_Busy_IG_002_ImNeckDeep=I'm neck deep in requisition orders. I don't have time to talk.
PU_HURSTON_MG_Chosen_PlayerAcceptMission_IG_001_OkayGreatIll=Okay, great. I'll just assign you to the case file.
PU_HURSTON_MG_Chosen_PlayerAcceptMission_IG_002_SoundsGoodLet=Sounds good. Let me just validate tag you... there we go.
PU_HURSTON_MG_Chosen_PlayerDeclineMission_IG_001_OkayFine=Okay. Fine.
PU_HURSTON_MG_Chosen_PlayerDeclineMission_IG_002_UmSureIts=Um. Sure. It's your call I guess.
PU_HURSTON_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_001_AlrightWellLet=Alright, well, let me know if you change your mind.
PU_HURSTON_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_YouNeedMore=You need more time. I get it. You just might want to make up your mind\nquick, I'm sure someone will snag it.
PU_HURSTON_MG_Comms_Farewell_IG_001_GoodBye=Good bye.
PU_HURSTON_MG_Comms_ForgivesPlayer_IG_001_IKnowWeve=I know we've had our differences in the past. Mostly on your end, but I'm willing to give you a chance to redeem yourself.
PU_HURSTON_MG_Comms_ForgivesPlayer_IG_002_ArchibaldHurstonOnce=Archibald Hurston once said that "the workers must be taught excellence by their betters," so I've decided to lead by example and give you another chance.
PU_HURSTON_MG_Comms_InstructVisit_IG_001_PleaseReportTo=Please report to my office in Transfers as soon as possible.
PU_HURSTON_MG_Comms_InstructVisit_IG_002_ComeByMy=Come by my office and we can talk.
PU_HURSTON_MG_Comms_MissionComplete_IG_001_ThatsThatThank=That's that. Thank you for your help.
PU_HURSTON_MG_Comms_MissionComplete_IG_002_LooksLikeWere=Looks like we're all set. Thanks.
PU_HURSTON_MG_Comms_NewMission_IG_001_IRecentlyCame=I recently came across a contract that would be perfect for you.
PU_HURSTON_MG_Comms_NewMission_IG_002_IWasLooking=I was looking through open jobs and think I might have found one for you. If you have the time.
PU_HURSTON_MG_Comms_PaymentSent_IG_001_IllPutThrough=I'll put through the approval for your payment.
PU_HURSTON_MG_Comms_PaymentSent_IG_002_IllGetYour=I'll get your payment into the system.
PU_HURSTON_MG_Comms_ReturnItems_FailBounty_IG_001_ThatsItI=That's it. I tried to be nice, but you brought this on yourself. I've placed a bounty on you for theft.
PU_HURSTON_MG_Comms_ReturnItems_FailBounty_IG_002_AfterMultipleDemands=After multiple demands to return Hurston property, I am obligated to report this matter to the proper authorities.
PU_HURSTON_MG_Comms_ReturnItems_LastWarning_IG_001_ThisIsYour=This is your last chance. I'm really serious. I will absolutely report this.
PU_HURSTON_MG_Comms_ReturnItems_LastWarning_IG_002_IDontKnow=I don't know what you think you're doing, but that is not your property. Return it.
PU_HURSTON_MG_Comms_ReturnItems_Reminder_IG_001_PropertyThatBelongs=Property that belongs to Hurston Dynamics was remitted to you for the purposes of that specific contract. You will need to return it immediately.
PU_HURSTON_MG_Comms_ReturnItems_Reminder_IG_002_YouAreIn=You are in possession of Hurston Dynamic property. Return it. Now.
PU_HURSTON_MG_ConvoRejoin_IG_001_GuessWeCan=Guess we can try this again...
PU_HURSTON_MG_ConvoRejoin_IG_002_OhICan=Oh, I can finish? That's great, thanks. Anyway...
PU_HURSTON_MG_Decide_EncourageLookAndDecide_IG_001_GoAheadAnd=Go ahead and look it over.
PU_HURSTON_MG_Decide_EncourageLookAndDecide_IG_002_BeSureTo=Be sure to read it over carefully
PU_HURSTON_MG_Decide_MissionTimeout_IG_001_FineNeverMind=Fine. Never mind.
PU_HURSTON_MG_Decide_MissionTimeout_IG_002_YouCouldveJust=You could've just said no.
PU_HURSTON_MG_Decide_WarningMissionTimeout_IG_001_YouDontHave=You don't have to read it that closely. A yes or no will do.
PU_HURSTON_MG_Decide_WarningMissionTimeout_IG_002_SoWillYou=So? Will you take it?
PU_HURSTON_MG_Idles_IG_001_YesSirI=Yes, sir? Uh...uh I was supposed to ehm, no, no of course. Yes, yes I can change it, sir. Thank you, sir.
PU_HURSTON_MG_Idles_IG_001b_YesSirI=Yes, sir? Uh...uh I was supposed to ehm, no, no of course. Yes, yes I can change it, sir. Thank you, sir.
PU_HURSTON_MG_Interrupt_IG_001_OhOkayThats=Oh... okay. That's great.
PU_HURSTON_MG_Interrupt_IG_002_AndImTalking=And I'm talking to myself now...
PU_HURSTON_MG_Intro_1stTime_IG_001_HelloMyNames=Hello. My name's Constantine Hurston, I'm a Junior Outsourcing Agent with Hurston Dynamics. I've been assigned to handle your contracting file.
PU_HURSTON_MG_Intro_1stTime_IG_002_HelloImConstantine=Hello. I'm Constantine Hurston, of the Hurston Dynamics Hurstons, Junior Outsourcing Agent. Your contracting file has been assigned to me. Let's begin shall we?
PU_HURSTON_MG_Intro_1stTime_IG_WALK_001_HelloMyNames=Hello. My name's Constantine Hurston, I'm a Junior Outsourcing Agent with Hurston Dynamics. I've been assigned to handle your contracting file.
PU_HURSTON_MG_LastMissionComment_FailStreak_IG_001_YourRecentJob=Your recent job performance has been really disappointing, to say the least.
PU_HURSTON_MG_LastMissionComment_FailStreak_IG_002_AnotherContractFailed=Another contract failed... why am I not surprised?
PU_HURSTON_MG_LastMissionComment_Fail_Good_IG_001_ImSorryTo=I'm sorry to have to do this, but I had to mark that last mission performance as sub-par.
PU_HURSTON_MG_LastMissionComment_Fail_Good_IG_002_ItsReallyA=It's really a shame you had to blemish your record with a substandard performance review, but the rules are the rules.
PU_HURSTON_MG_LastMissionComment_Fail_NeutralBad_IG_001_IHopeWe=I hope we can learn from last time and do better.
PU_HURSTON_MG_LastMissionComment_Fail_NeutralBad_IG_002_SoYouKnow=So you know. I've given you a negative performance review on your last contract.
PU_HURSTON_MG_LastMissionComment_LastChance_IG_001_IShouldntEven=I shouldn't even be doing this, but I'm desperate. You blow this and I'm going to recommend revoking your contractor status.
PU_HURSTON_MG_LastMissionComment_LastChance_IG_002_ImGonnaGive=I'm gonna give you another shot.Please, please, please don't make me regret it.
PU_HURSTON_MG_LastMissionComment_NoLonger_IG_001_ITriedI=I tried. I gave you every chance to turn this around, but I'm afraid I'm going to sever our business relationship.
PU_HURSTON_MG_LastMissionComment_NoLonger_IG_002_TheresNoEasy=There's no easy way to say this, so I'm just going to say it. I've demoted your contractor status.
PU_HURSTON_MG_LastMissionComment_Robbed_IG_001_IveBeenInformed=I've been informed to let you know that getting robbed isn't an excuse for not completing a job. Hurston property was entrusted to your care, and you let us down.
PU_HURSTON_MG_LastMissionComment_Robbed_IG_002_ItSucksYou=It sucks you got attacked. Really. But unfortunately Hurston performance reviews don't have any space to write down excuses.
PU_HURSTON_MG_LastMissionComment_SuccessStreak_IG_001_YouveBeenOn=You've been on a roll. My supervisor said I've been helping raise the efficiency of our entire department.
PU_HURSTON_MG_LastMissionComment_SuccessStreak_IG_002_IHaveTo=I have to say, you've been putting together a very consistent string of performances. You might have to screw up once just to make it look like I'm not lying.
PU_HURSTON_MG_LastMissionComment_Success_Exceptional_IG_001_ThankYouSo=Thank you so much. That last job was incredible. My boss was so pleased he said he'd consider putting a mark of excellence on my case file.
PU_HURSTON_MG_LastMissionComment_Success_Exceptional_IG_002_IDontKnow=I don't know how you did it, but... wow! Thank you. Thank you. That last job... you were amazing. Thank you.
PU_HURSTON_MG_LastMissionComment_Success_Good_IG_001_ThankYouFor=Thank you for the fine work on that last job. Corporate was very pleased.
PU_HURSTON_MG_LastMissionComment_Success_Good_IG_002_YoullBePleased=You'll be pleased to know that I gave you an excellent performance review on the last job.
PU_HURSTON_MG_LastMissionComment_TryHarder_IG_001_LookIfYou=Look, if you aren't gonna start succeeding on these jobs, I'm gonna have to drop your case.
PU_HURSTON_MG_LastMissionComment_TryHarder_IG_002_CanIJust=Can I just say, you're killing me. Seriously. Whatever's preventing you from completing a simple job, please fix it. I get yelled at every time you fail.
PU_HURSTON_MG_MidMission_Deactivate_IG_001_DueToUnanticipated=Due to unanticipated circumstances, your services are no longer required. Thank you for your assistance.
PU_HURSTON_MG_MidMission_Deactivate_IG_002_IHaveJust=I have just been informed that your contract has been made redundant. Sorry it didn't work out.
PU_HURSTON_MG_MidMission_Fail_IG_001_HowCouldYou=How could you fail to complete your assignment? It was clearly laid out in the contract parameters.
PU_HURSTON_MG_MidMission_Fail_IG_002_ThisIsReally=This is really unprofessional. Now I have to....
PU_HURSTON_MG_MidMission_Greetings_IG_001_HelloHurstonTransfers=Hello, Hurston Transfers calling.
PU_HURSTON_MG_MidMission_Greetings_IG_002_HiItsConstantine=Hi, it's Constantine from Hurston Dynamics Transfers.
PU_HURSTON_MG_MidMission_ObjUpdate_IG_001_HiSorryTo=Hi, sorry to do this, but the job's changed a little. Sending the details now.
PU_HURSTON_MG_MidMission_ObjUpdate_IG_002_LooksLikeThe=Looks like the job parameters have been modified.
PU_HURSTON_MG_MidMission_PlayerQuit_IG_001_UhThisIs=Uh... This is a joke, right? Right?! They were expecting these... shit!
PU_HURSTON_MG_MidMission_PlayerQuit_IG_002_WhatYouYouYou=What?! You... You..you can't quit... dammit!
PU_HURSTON_MG_MidMission_ReceiveData_IG_001_IveReceivedYour=I've received your upload.
PU_HURSTON_MG_MidMission_ReceiveData_IG_002_ThankYouFor=Thank you for the data.
PU_HURSTON_MG_MidMission_WarningFail_IG_001_ImALittle=I'm a little concerned that you haven't completed your contract. Please hurry.
PU_HURSTON_MG_MidMission_WarningFail_IG_002_IDontKnow=I don't know how you normally operate, but you haven't forgotten about our arrangement, right?
PU_HURSTON_MG_MissionBriefs_Collect_Find_IG_001_HeadOfficeHas=Head office has been circulating a req list for open fulfillment. They haven't really attached any information about where to find them...
PU_HURSTON_MG_MissionBriefs_Collect_Find_IG_002_CorporatePassedDown=Corporate passed down another list of item requests... I don't know why they don't tag locations on these....
PU_HURSTON_MG_MissionBriefs_Collect_Resources_IG_001_CorporateJustPassed=Corporate just passed down their latest list of resource needs and I'm in a bind. I need you to retrieve the following items.
PU_HURSTON_MG_MissionBriefs_Collect_Resources_IG_002_InOrderTo=In order to maintain our production output, we will need a variety of resources collected.
PU_HURSTON_MG_MissionBriefs_Collect_SpecificPrice_IG_001_IveGotA=I've got a new request list for resources. There's just one snag. Corporate has frozen the price they're willing to pay, so whatever you need to do to get them at this price... you do. I don't want to know.
PU_HURSTON_MG_MissionBriefs_Collect_SpecificPrice_Repeat_IG_001_MySupervisorWas=My supervisor was thrilled you could snag those resources... I hope whatever you did before, you can do again.
PU_HURSTON_MG_MissionBriefs_Deliver_Generic_IG_001_CorporatesRequestingA=Corporate's requesting a delivery run.
PU_HURSTON_MG_MissionBriefs_Deliver_Generic_IG_002_ADeliveryJob=A delivery job just came through if you're interested.
PU_HURSTON_MG_MissionBriefs_Deliver_Pickup_IG_001_WeNeedA=We need a pilot for an exchange. You'll be given some cargo to drop off and we'll need you to bring a shipment back.
PU_HURSTON_MG_MissionBriefs_Deliver_Pickup_IG_002_CorporateNeedsAnother=Corporate needs another drop off and pick up.
PU_HURSTON_MG_MissionBriefs_Deliver_Timed_IG_001_HeadOfficeNeeds=Head Office needs a delivery made. Looks like there's a time parameter to it, so you'll need to make sure you get it there on time.
PU_HURSTON_MG_MissionBriefs_Deliver_Timed_IG_002_CorporateNeedsA=Corporate needs a rush delivery.
PU_HURSTON_MG_MissionBriefs_Escort_Generic_IG_001_CorporateNeedsA=Corporate needs a security presence to guard one of our ships.
PU_HURSTON_MG_MissionBriefs_Escort_Generic_IG_002_AreYouAvailable=Are you available for an escort run?
PU_HURSTON_MG_MissionBriefs_Escort_Passenger_IG_001_INeedYou=I need you to transport a VIP. This is a very prestigious assignment so make sure you're ship's cleaned and presentable.
PU_HURSTON_MG_MissionBriefs_Escort_Passenger_IG_002_AreYouAvailable=Are you available to transport a VIP?
PU_HURSTON_MG_MissionBriefs_Generic_Hard_IG_001_YouveBeenCleared=You've been cleared for elevated status contracts. There's one available right now.
PU_HURSTON_MG_MissionBriefs_Generic_Hard_IG_002_OhThisOne=Oh, this one is flagged as Restricted. I can get it for you with my account clearance.
PU_HURSTON_MG_MissionBriefs_Generic_IG_001_SeemsWeHave=Seems we have a contract available.
PU_HURSTON_MG_MissionBriefs_Generic_IG_002_ThereIsAn=There is an open job.
PU_HURSTON_MG_MissionBriefs_NoMission_IG_001_HmmYeahI=Hmm.. Yeah, I don't have anything for you.
PU_HURSTON_MG_MissionBriefs_NoMission_IG_002_WeveBeenFlush=We've been flush with contractors recently, so it looks like I don't have anything for you at the moment.
PU_HURSTON_MG_MissionBriefs_Retrieve_Generic_IG_001_HurstonHasSome=Hurston has some cargo they need picked up and brought back here.
PU_HURSTON_MG_MissionBriefs_Retrieve_Timed_IG_001_HeadOfficeHas=Head Office has some cargo they need retrieved. Oh It's a rush job, so you'll be on a clock.
PU_HURSTON_MG_MissionBriefs_Retrieve_Timed_IG_002_INeedA=I need a contractor to go pick up some cargo. You will have to bring it back here by a specific time.
PU_HURSTON_MG_Mission_Farewell_IG_001_YouMayShow=You may show yourself out.
PU_HURSTON_MG_Mission_Farewell_MissionAccepted_IG_001_OnBehalfOf=On behalf of Hurston Dynamics, good luck.
PU_HURSTON_MG_Mission_Farewell_MissionAccepted_IG_002_GreatYouHead=Great. You head out and I'll get started on the paperwork.
PU_HURSTON_MG_Mission_Farewell_MissionAccepted_IG_003_GreatMySupervisors=Great. My supervisors will be happy to hear it.
PU_HURSTON_MG_Mission_Farewell_MissionDeclined_IG_001_OkayFine=Okay, fine.
PU_HURSTON_MG_Mission_Farewell_MissionDeclined_IG_002_SureOkay=Sure... okay...
PU_HURSTON_MG_Mission_Farewell_MissionDeclined_IG_003_FairEnoughIts=Fair enough. It's not like we're slave drivers here.
PU_HURSTON_MG_Mission_Greetings_Bad_IG_001_BackAgainHuh=Back again, huh?
PU_HURSTON_MG_Mission_Greetings_Bad_IG_002_LookWhosBack=Look who's back.
PU_HURSTON_MG_Mission_Greetings_Good_IG_001_HeyWelcomeBack=Hey, welcome back.
PU_HURSTON_MG_Mission_Greetings_Good_IG_002_ItsGoodTo=It's good to see you.
PU_HURSTON_MG_Mission_Greetings_NoLonger_IG_001_ImSorryIm=I'm sorry, I'm no longer authorized to handle your case.
PU_HURSTON_MG_Mission_Greetings_NoLonger_IG_002_YourContractingStatus=Your contracting status has been demoted. Any future employment opportunities will have to be taken through the standard work terminals.
PU_HURSTON_MG_Mission_Greetings_StillMission_IG_001_WhatAreYou=What are you doing here? You have work to do. Go.
PU_HURSTON_MG_Mission_Greetings_StillMission_IG_002_WhyDidYou=Why did you come back? I gave you the contract, now go do the work.
PU_HURSTON_MG_Mission_Greetings_WrongDelivery_IG_001_NoNoNo=No, no, no. You aren't supposed to deliver that here.
PU_HURSTON_MG_Mission_Greetings_WrongDelivery_IG_002_TheContractParameters=The contract parameters specifically dictated where you are meant to deliver the goods.
PU_HURSTON_MG_MultipleMissionOffer_IG_001_ThereHaveBeen=There have been an influx of job opportunities. Feel free to check them out and see if you can handle any.
PU_HURSTON_MG_MultipleMissionOffer_IG_002_WeveGotA=We've got a lot of jobs available. Have a look.
PU_HURSTON_MG_PlayerGoofsOff_IG_001_WhatIsThis=What... is this some kind of joke?
PU_HURSTON_MG_PlayerGoofsOff_IG_002_WhatIsHappening=What is happening?
PU_HURSTON_MG_PlayerGoofsOff_IG_003_DidMyCousin=Did my cousin send you to do this?
PU_HURSTON_MG_RequestNewMission_Searches_IG_001_LetMeCheck=Let me check the system...
PU_HURSTON_MG_RequestNewMission_Searches_IG_002_IBelieveSo=I believe so. Let me see...
PU_HURSTON_MG_SendingMissionDetails_IG_001_SendingYouThe=Sending you the contract.
PU_HURSTON_MG_SendingMissionDetails_IG_002_HereAreThe=Here are the job requirements. Have a look.
PU_HURSTON_MG_SuggestTerm_IG_001_IfYouReally=If you really get desperate, you can of course, check one of the terminals outside with everyone else.
PU_HURSTON_MG_SuggestTerm_IG_002_IfYouWant=If you want, there are those terminals outside. Most sub-premium contractors make do with those.
PU_HURSTON_MG_Transition_CommentToGiving_IG_001_ShallWeGet=Shall we get down to business?
PU_HURSTON_MG_Transition_CommentToGiving_IG_002_ButLetsMove=But let's move on...
PU_IAEANN02_F_LPA_Announce_GeneralInfo_IG_001_WhetherItsInnovative=Whether its innovative specialty craft, reliable workhorses or tried and true defenders, the Intergalactic Aerospace Expo is where spaceship enthusiasts come to take flight.
PU_IAEANN02_F_LPA_Announce_GeneralInfo_IG_002_WhetherItsStepping=Whether it's stepping into an unknown system or coasting the well traveled routes of your home sector, how you get there is half the fun. Find your next craft of choice at the 2951 IAE. Dare to fly.
PU_IAEANN02_F_LPA_Announce_GeneralInfo_IG_003_DidYouDiscover=Did you discover the craft of your dreams at this year's IAE? Then why not experience it first hand with a test flight? Many of the vehicles on display at this year's IAE are available to rent from one of our local providers.
PU_IAEANN02_F_LPA_Announce_GeneralInfo_IG_004_ReadyToLearn=Ready to learn more about the manufacturers and ships on display? The all new 2951 IAE immersive audio experience is the perfect way to get more info about why adventurous pilots across the universe "Dare to Fly."
PU_IAEANN02_F_LPA_Announce_LocationInfo_TobinExpoCenter_IG_001_ThisIsA=This is a friendly reminder that the Tobin Expo Center is a shared space. Please be mindful of other guests during your visit so that we can all enjoy this day together.
PU_IAEANN02_F_LPA_Announce_LocationInfo_TobinExpoCenter_IG_002_DueToHeightened=Due to heightened security measures in the Stanton System, microTech Protection Services are asking all guests to be extra vigilant when it comes to safety. If you see anything of concern, please alert a member of staff as soon as possible. Thank you.
PU_IAEANN02_F_LPA_Announce_LocationInfo_TobinExpoCenter_IG_003_AttentionVisitorsTo=Attention visitors to the Intergalactic Aerospace Expo - Please remember to stay hydrated while exploring the exhibits on display. For your convenience, a selection of beverages and tasty snacks are available for purchase in the lobby.
PU_IAEANN02_F_LPA_Announce_LocationInfo_TobinExpoCenter_IG_004_TobinExpoCenter=Tobin Expo Center would like to invite everyone to join in and help keep our halls looking their best, for every guest. Please be sure to keep track of all your belongings and deposit any waste in the appropriate receptacles. Thanks.
PU_IAEANN02_F_LPA_Announce_PilotPortraits_IG_001_ToCommemorateThis=To commemorate this year's theme of "Dare to Fly," the IAE wanted to celebrate those who wear the mantle of 'pilot' each and every day. This unique portrait series features pilots from around the universe, captured through the eye of famed portrait artist, Aruto Divani.
PU_IAEANN02_F_LPA_Warn_Expo_Closing_IG_001_AttentionGuestsThis=Attention guests, this Expo hall is about to close for maintenance. Please make your way to the exit and be sure to visit us again soon.
PU_IAEANN02_F_LPA_Welcome_Entrance_IG_001_WelcomeToThe=Welcome to the 2951 Intergalactic Aerospace Expo, where we're celebrating those who "Dare to Fly."
PU_IAEANN02_F_LPA_Welcome_Entrance_IG_002_ThankYouFor=Thank you for visiting New Babbage's Tobin Expo Center, Stanton's preeminent destination for live events and exhibitions.
PU_IAEATNARR01_M_LPA_Announce_Tour_BestInShow_IG_001_SelectedByPopular=Selected by popular vote, the IAE Best in Show line up is a chance for your favorite ships to take center stage at the expo. At least most of the time. At the 2938 Expo, that year's winners were all ships too large to actually fit inside the show hall!
PU_IAEATNARR01_M_LPA_Announce_Tour_PilotsIntro_IG_001_WhileItMay=While it may be commonplace to sail through the stars, we should never lose sight of the wonders of space flight from discovering new jump points, unearthing lost ruins, or setting new speed records. Famed artist, Aruto Divani, created this unique portrait series as a tribute to the diverse array of people who eagerly climb aboard their ships and 'Dare to Fly.'
PU_IAEATNARR01_M_LPA_Announce_Tour_Ship_MISCOdyssey_IG_001_MISCsLatestAddition=MISC's latest addition to their already impressive line of ships perfectly encapsulates the spirit of this year's IAE. Push the boundaries of the known universe with their new multi-crew wayfarer ship, the Odyssey. Get a sneak peek in the holoviewer room. Only at the IAE.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_AEGS_IG_001_FewCompaniesHave=Few companies have had as tumultuous a history as Aegis Dynamics. From its earliest days manufacturing iconic warships of the First Tevarin War through the darkest days of the Messer regime, Aegis ships have found a resurgence in the public eye for their versatility and robust construction.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_AEGS_IG_002_NoShipManufacturer=No ship manufacturer personifies this year's theme better than Aegis Dynamics. Whether you're running cargo in a Retaliator or providing security in a Gladius, Aegis ships are putting in work in every corner of the 'verse. Regardless of the controversies that have plagued them over the centuries, pilots continue to trust their lives and livelihood to their tried and true designs.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_ANVL_IG_001_AnvilAerospaceMay=Anvil Aerospace may have made a name for itself along the frontlines with its masterfully built fleet of military craft, but more and more of the company's civilian craft have captured the imagination of the Empire. Look no further than the Anvil Carrack to see a ship that has transitioned easily from its Naval origins to the very edges of space as pilots use the ship to chart new territory.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_ANVL_IG_002_AsTheWar=As the war against the Vanduul continues, many pilots find themselves seeking a way to protect their home and loved ones during these uncertain times. Anvil Aerospace has been a strong ally in this endeavor, creating civilian versions of their popular military craft, like the Hornet F7-C, to protect you and the ones you care about.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_ARGO_IG_001_ContraryToPopular=Contrary to popular belief, Argo Astronautics name doesn't come from the ancient water craft of Earth mythology, but rather is derived from the initials of the company's founder Alana Redmond and is attributed to her mother.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_BANU_IG_001_ItsNotUncommon=It's not uncommon for Human manufacturers to offer unique features and designs to make their ships stand out from the crowd, but the Banu take a slightly different approach when it comes to crafting their vehicles. Heavily and freely borrowing from each other and even other species, Banu ships are made by combining the best features and best technology that they can get their hands on.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_CNOU_IG_001_OneOfThe=One of the newer ship manufacturers to debut at the IAE, Consolidated Outlands has already made its mark on the Expo when it introduced the first ever mobile construction yard in 2947. The Pioneer opened up exciting opportunities for planetary settlement by allowing settlers to create their own modular structures, and forever changing the idea of what a spacecraft could do.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_CRUS_IG_001_CrusaderIndustriesContinues=Crusader Industries continues to surprise ship enthusiasts around the empire. Initially known for their commercial transports like the Genesis Starliner and the Hercules StarLifter, Crusader has been expanding into the civilian market with the introduction of their Ares Star Fighter and Mercury Star Runner. Needless to say, the future is bright for this titan of astro-engineering.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_CRUS_IG_002_UnlikeManyOf=Unlike many of their competitors, Crusader Industries dedicates as much effort on their employees as they do on their products. Recognized as one of the UEE's best employers in 2943 and 2946, Crusader not only offers competitive pay and benefit programs to all employees, but also houses extensive in-house training and education programs to foster talent and take their workers to the next level of their career.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_DRAK_IG_001_MentionTheName=Mention the name Drake Interplanetary in a room and you're sure to kick off some debate. To some, they're villains, arming the most dangerous elements in the 'verse with the tools to wreak havoc. But did you know that this criminal connection was only made possible because Drake ships were so common? In the infamous Kesselring Heist of 2903, a Drake caterpillar was used specifically because it was easy to blend in with the masses in flight.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_DRAK_IG_002_NoOneBrings=No one brings the thunder to IAE quite like Drake Interplanetary. Love 'em or hate 'em, their ships have become versatile and affordable options for everyone from security and militia forces to haulers trying to scrape a living out in the black. The Drake Red medic ship was recently recognized for the 'most lives saved' thanks to the ship's usage in medstations and hospitals around the UEE.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_ESPR_IG_001_ThoughTheExpo=Though the Expo attracts the latest innovations and technological wonders, Esperia is constantly paving the way forward with their reverence of the past. Preserving important historical craft and xeno-vehicles, Esperia defines spaceflight in entirely new ways by providing unique experiences that would otherwise be unavailable to modern pilots.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_GRIN_IG_001_GreycatIndustrialHolds=Greycat Industrial holds the distinction of having the most ever vehicles at a single IAE when in 2926 a thousand buggy parade was driven through the streets of Severus. The highlight was when all of the buggy's sounded their horns together to play a rendition of the Imperial anthem.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_MISC_IG_001_ItsCommonKnowledge=It's common knowledge that MISC builds some of the hardest working ships around, but to get that tough a lot of thought and careful consideration had to go into even the smallest of details. To find the best panel adhesive, MISC ran over a million thermocycle shock tests at their R&D center. The winner alone was able to survive tens of thousands of cycles without failing. Talk about being built to last.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_MISC_IG_002_RepresentedInAlmost=Represented in almost every industry, MISC continues to create reliable, durable, and versatile ships at a variety of pricepoints. One of their toughest tests is known affectionately as the "Meat Grinder." Though the specifics of the test are a proprietary secret, insiders claim that the test aims to inundate the prototype ship with nearly three dozen adverse conditions, sometimes attacking with three to four at the same time in an effort to prove that their ship can survive the harshest of the harsh conditions.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_ORIG_IG_001_LuxuryElegancePerformance=Luxury. Elegance. Performance. These are only a handful of the terms that are regularly associated with Origin Jumpworks ships. Since the 28th century, Origin has consistently pushed the boundaries of speed and sophistication, but did you know that their controversial decision to uproot their headquarters from Earth to Terra in 2913 nearly sank the company?
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_ORIG_IG_002_PerpetuallyExpandingWhats=Perpetually expanding what's possible when it comes to high-end performance vehicles, Origin Jumpworks is a fan favorite at the IAE and this year's lineup is sure to impress. When attempting to design a new addition to their roster, Origin engineers have looked for inspiration from a variety of sources. For example, when initially brainstorming designs that would ultimately become the X1, Engineering Director Alberto Vara looked to musical notes to dictate the potential shape language of the open-canopy racer.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_RSI_IG_001_SomeHistoriansCredit=Some historians credit Roberts Space Industries with the invention of modern spaceflight. For founder Chris Roberts, the prospect of making space travel more accessible was a lifelong dream and when his company unveiled their prototype Quantum Core Engine in 2075, suddenly, space travel didn?t seem that fantastical anymore.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_RSI_IG_002_ItsPrettyAmazing=It's pretty amazing to think that RSI makes one of the smallest ships on the market and one of the biggest. It would take about 50 Auroras laid end to end to equal the length of one mighty Bengal carrier.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecManu_XIAN_IG_001_XianShipsAre=Xi'an ships are becoming a more common sight across the UEE, but it wasn't too long ago that their sale was completely forbidden by the Xi'an Emperor. Now, thanks to growing trade between our two species, Xi'an manufacturers like Gatac and Aopoa are producing vehicles specifically for Humans to pilot. Even more promising, some new ships have been designed for Human and Xi'an crew to serve along side each other.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecShip_AegisRedeemer_IG_001_EstablishingFireSuperiority=Establishing fire superiority can be the key to victory. Aegis designers consulted with both active and former members of the UEE military as well as security forces to find out what was and wasn't currently represented in the latest generation of combat gunships. The result? The Aegis Redeemer. Originally debuted years ago, Aegis made the somewhat controversial decision to delay the release of this battlefield equalizer to redesign the interior.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecShip_AnvilSpartan_IG_001_DespiteTheAerospace=Despite the Aerospace in it's name, Anvil has hardly been limited to the skies. For example, the tough and rugged Atlas vehicle platform was developed to help conquer the unforgiving landscape found on moons and planets alike. Both the Ballista and the Spartan were both built from this design foundation, proving its adaptability.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecShip_ArgoRAFT_IG_001_IfYoureLooking=If you're looking to crack into the cargo hauling market, look no further than Argo's new RAFT. This small multi-crew ship utilizes Argo's experience in the industrial ship market and a versatile design to create an affordable entry-level ship that's ready for the long haul.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecShip_CrusaderAres_IG_001_AlthoughCrusaderIndustries=Although Crusader Industries might be best known for their transports, their recent introduction of the Ares Star Fighter shows that the charity-minded manufacturer is taking a new approach to helping citizens across the Empire, and more specifically those who live on Crusader itself. With recent attacks by well outfitted groups like XenoThreat and the Nine Tails becoming all too common, its easy to see why a powerhouse like the Ares was added to their line-up.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecShip_DrakeBuccaneer_IG_001_IntroducedIn2887=Introduced in 2887, Drake's Buccaneer almost begs its pilots to pick a fight. While it doesn't have the versatility of something like the Hornet, the Bucc's got heart... and enough firepower to make it a serious threat in any engagement. Though it's been associated with multiple crimes throughout the Empire, it's also become a mainstay for local security forces and militias looking to keep the peace.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecShip_Origin400i_IG_001_InitiallyConceptedTo=Initially concepted to be a competitor for RSI's classic Constellation line, Origin's 400i quickly developed its own singular identity. Utilizing Origin's usual high standards of performance and comfort, the 400i evolved into a ship for explorers who didn't feel the need to 'rough it' while pushing the boundaries of the known.
PU_IAEATNARR01_M_LPA_Announce_Tour_SpecShip_RSIConstellation_IG_001_SinceItsIntroduction=Since its introduction in 2712, the RSI Constellation has been reimagined countless times, proving itself as varied and long-lived as Roberts Space Industries itself. It has been a cargo hauler, an explorer, a luxury liner, and more. When asked what's next for the Constellation, RSI Designer Deshondra Lewin said "Whatever it is, we will always strive to balance innovation with the tested features that pilots have come to rely upon."
PU_IAEATNARR01_M_LPA_Announce_Tour_ThemeIntro_IG_001_TheThemeOf=The theme of this year's expo is "Dare to Fly" which celebrates the courage of pilots everywhere who boldly take flight to discover new thrills, to seek adventure, and to push boundaries farther than ever imagined. With the right ship and the right frame of mind, anything is possible.
PU_IAEATNARR01_M_LPA_Announce_Tour_WeaponsArmor_IG_001_YouMayBe=You may be wondering why an Expo focused on vehicles and spacecraft would want to highlight personal armor and weapons. While its true that getting there is half the fun, what you do when you arrive is just as important. Having the perfect gear on board will help ensure that a landed pilot will be ready to take off again soon.
PU_IAEATNARR01_M_LPA_Welcome_Tour_IG_001_HelloAndWelcome=Hello and welcome to the 2951 Intergalactic Aerospace Expo. This special audio presentation will be your guide to the ins and outs of the various halls and provide unique insight about the vehicles and manufacturers on display. Thanks for listening and we hope you enjoy your time with us here at this year's IAE.
PU_INVICTUSHG01_M_LGR_Announce_Invictus_GeneralInfo_IG_001_CelebratedSince2541=Celebrated since 2541, Invictus gives the public an opportunity to see the latest and greatest additions to the UEE Navy fleet.
PU_INVICTUSHG01_M_LGR_Announce_Invictus_GeneralInfo_IG_002_RememberInvictusIs=Remember, Invictus is an opportunity to celebrate those who are about to embark on their journey in the UEE Navy. Be sure to congratulate any new recruits you see.
PU_INVICTUSHG01_M_LGR_Announce_Invictus_GeneralInfo_IG_003_DutyTraditionService=Duty. Tradition. Service. A life in the UEE Navy is about building a better universe for your loved ones.
PU_INVICTUSHG01_M_LGR_Announce_Invictus_GeneralInfo_IG_004_GetAnInside=Get an inside look at some of your favorite manufacturers' ships. Check the daily schedule for directions.
PU_INVICTUSHG01_M_LGR_Announce_Invictus_GeneralInfo_IG_005_TheNavyWould=The Navy would like to thank our private and corporate partners for making this year's Invictus the best yet.
PU_INVICTUSHG01_M_LGR_Announce_Invictus_GeneralInfo_IG_006_EverWantTo=Ever want to see what life is like aboard a capital ship? This year's Invictus is offering a rare opportunity to explore an active duty Javelin destroyer.
PU_INVICTUSHG01_M_LGR_Announce_Invictus_GeneralInfo_IG_007_WhileAtInvictus=While at Invictus, take a moment to honor all Naval starmen, past, present and future, for faithfully defending the Empire.
PU_INVICTUSHG01_M_LGR_Announce_Invictus_GeneralInfo_IG_008_TheUeeNavy=The UEE Navy. United in Purpose.
PU_INVICTUSHG01_M_LGR_Announce_Invictus_GeneralInfo_IG_009_InvictusLaunchWeek=Invictus Launch Week not only marks the graduation of the latest class of starmen and pilots entering service into the UEE Navy, but signifies the date that new recruits all over the Empire report to start their service.
PU_INVICTUSHG01_M_LGR_Announce_Invictus_GeneralInfo_IG_010_PleaseConsultOur=Please consult our maps to take advantage of all the exhibits this year's Invictus has to offer. Be sure to check back every day to see the full lineup of ships and technology now available to the UEE Navy.
PU_INVICTUSHG01_M_LGR_Welcome_Invictus_2951_IG_001_HelloAndWelcome=Hello and welcome to the 2951 Invictus Expo Hall.
PU_INVICTUSHG01_M_LGR_Welcome_Invictus_IG_001_HelloAndWelcome=Hello and welcome to the Invictus Expo Hall.
PU_JAVCOFF01_F_LPA_Alert_Trespass_IG_001_SecurityHasBeen=Security has been dispatched. Stand down
PU_JAVCOFF01_F_LPA_Alert_Trespass_IG_002_YouAreIn=You are in violation of UEE law. Stand by. Security are en route.
PU_JAVCOFF01_F_LPA_Alert_Trespass_IG_003_UnauthorizedPersonDetected=Unauthorized person detected. Security dispatched.
PU_JAVCOFF01_F_LPA_Announce_Tour_GeneralInfo_IG_001_AttentionTheUEE=Attention, the UEE Navy would like to invite you to explore one of our fleet's active military vessels. The UEES War Hammer is currently docked at this station and accepting tours.
PU_JAVCOFF01_F_LPA_Announce_Tour_GeneralInfo_IG_002_HaveYouEver=Have you ever wanted to see what life is like aboard an active military vessel? The UEES War Hammer, a Javelin-class destroyer, is currently docked with this station and open to the public for tours.
PU_JAVCOFF01_F_LPA_Announce_Tour_GeneralInfo_IG_003_ToCelebrateThis=To celebrate this year's Invictus, the UEE Navy would like to invite members of the public to explore an active duty destroyer. Please make your way to the docking area for this unique opportunity.
PU_JAVCOFF01_F_LPA_Announce_Tour_GeneralInfo_IG_004_AsPartOf=As part of this year's Invictus festivities, take a tour of an active Naval destroyer. The UEES War Hammer is currently docked at the station and accepting visitors. Don't miss this incredible opportunity.
PU_JAVCOFF01_F_LPA_Announce_Tour_GeneralInfo_IG_005_MakeThisInvictus=Make this Invictus special by exploring an active duty Javelin destroyer. The UEES War Hammer is currently docked with the station, but won't be for long so don't miss your chance.
PU_JAVCOFF01_F_LPA_Begin_Tour_IG_001_AttentionTheUEES=Attention, the UEES War Hammer is now open to the public.
PU_JAVCOFF01_F_LPA_Close_Tour_Almost_ToShip_IG_001_HelloAllInvictus=Hello all Invictus attendees, we're closing down the tours, so please start making your way to the exit
PU_JAVCOFF01_F_LPA_Close_Tour_Almost_ToShip_IG_002_ThisIsA=This is a ship-wide announcement, we will be wrapping up tours for the day. Please start heading to the exit. Thank you.
PU_JAVCOFF01_F_LPA_Close_Tour_Almost_ToShip_IG_003_AttentionCiviliansWe=Attention, civilians. We are ending the tours for the day. Please make your way to the exit and have a great Invictus.
PU_JAVCOFF01_F_LPA_Close_Tour_Almost_ToStation_IG_001_ToAllInvictus=To all Invictus attendees, tours of the UEES War Hammer will be ending soon. Thank you.
PU_JAVCOFF01_F_LPA_Close_Tour_Done_ToShip_IG_001_ThisShipIs=This ship is now off limits to unauthorized members of the public. If you have remained on board in error, you must vacate immediately.
PU_JAVCOFF01_F_LPA_Close_Tour_Done_ToShip_IG_002_AttentionCivilianTours=Attention, civilian tours are now over. Please vacate the ship immediately.
PU_JAVCOFF01_F_LPA_Close_Tour_Done_ToShip_IG_003_TheWarHammer=The War Hammer is now off-limits to civilians. If you haven't already, please exit the ship immediately.
PU_JAVCOFF01_F_LPA_Close_Tour_Done_ToStation_IG_001_ThanksToEveryone=Thanks to everyone who came out to support this year's Invictus, but the UEES War Hammer is now closed for tours.
PU_JAVCOFF01_F_LPA_Inform_Arrival_InProgress_Barbary_IG_001_LadiesAndGentlemen=Ladies and gentlemen, got a special treat for you, there's a Bengal carrier on its way in. I will keep you posted as it gets closer in case you'd like to check it out.
PU_JAVCOFF01_F_LPA_Inform_Arrival_InProgress_Barbary_IG_002_AttentionInvictusAttendees=Attention, Invictus attendees, just wanted to give you a head's up that a Bengal carrier, the UEES Barbary, is currently inbound to this station.
PU_JAVCOFF01_F_LPA_Inform_Arrival_InProgress_Barbary_IG_003_ExcuseTheInterruption=Excuse the interruption. I hope you're enjoying your Invictus tour, but I just wanted to notify you that the Bengal carrier Barbary is on approach to this station. You can catch a glimpse of it if you hurry. Thank you and enjoy your day.
PU_JAVCOFF01_F_LPA_Inform_Arrival_InProgress_WarHammer_IG_001_AttentionTheUEES=Attention. The UEES War Hammer is en route to this station as part of the Invictus festivities.
PU_JAVCOFF01_F_LPA_Inform_Departure_Barbary_IG_001_AttentionTheBarbary=Attention, the Barbary carrier will be departing soon in case any of you were planning to take a look.
PU_JAVCOFF01_F_LPA_Inform_Departure_Barbary_IG_002_ExcuseTheInterruption=Excuse the interruption, but if anyone was interested in taking a look at the Bengal carrier, you should go now. It's about to depart.
PU_JAVCOFF01_F_LPA_Inform_Departure_Barbary_IG_003_HelloEveryoneThis=Hello everyone. This is the War Hammer's comms officer with an update. This is your last chance to check out the Bengal carrier that's docked with the station. I just received word that the Barbary is going to be moving on shortly.
PU_JAVCOFF01_F_LPA_Inform_Departure_WarHammer_IG_001_TheUEESWar=The UEES War Hammer is ready to disembark. Thank you to all our attendees and enjoy your Invictus.
PU_JAVCOFF01_F_LPA_Inform_Docking_Done_Barbary_IG_001_AttentionAllIf=Attention all, if you haven't had a chance, you should check out the Bengal carrier that's docked at the station.
PU_JAVCOFF01_F_LPA_Inform_Docking_Done_Barbary_IG_002_AttentionInvictusAttendees=Attention Invictus attendees, the UEES Barbary Bengal carrier I mentioned earlier has docked at the station.
PU_JAVCOFF01_F_LPA_Inform_Docking_Done_Barbary_IG_003_ThisIsThe=This is the comms officer for the UEES War Hammer. I just wanted to relay an update from that Bengal carrier. They have docked with the station in case any of you would like to have a look.
PU_JAVCOFF01_F_LPA_Inform_Docking_Done_WarHammer_IG_001_TheUEESWar=The UEES War Hammer has now docked and will be open for tours soon.
PU_JAVCOFF01_F_LPA_Inform_Docking_InProgress_Barbary_IG_001_AttentionAllJust=Attention all, just wanted to give you an update. The Bengal carrier has arrived at the station. If you haven't seen one before, I highly recommend checking it out.
PU_JAVCOFF01_F_LPA_Inform_Docking_InProgress_Barbary_IG_002_AttentionIJust=Attention, I just received word that the Bengal carrier Barbary is on approach for those interested.
PU_JAVCOFF01_F_LPA_Inform_Docking_InProgress_Barbary_IG_003_SorryForThe=Sorry for the interruption, but the UEES Barbary carrier has arrived outside the station for any of you interested in taking a look.
PU_JAVCOFF01_F_LPA_Inform_Docking_InProgress_WarHammer_IG_001_TheUEESWar=The UEES War Hammer will be docking momentarily. Stand by for further updates.
PU_JAVCOFF01_F_LPA_Inform_Flyby_Barbary_IG_001_AttentionForThose=Attention, for those of you aboard who are interested, a Bengal carrier is currently passing the station. If you haven't seen one before, I highly recommend taking a look.
PU_JAVCOFF01_F_LPA_Inform_Flyby_Barbary_IG_002_AttentionInvictusAttendees=Attention Invictus attendees, it looks like you're in for a special treat. A Bengal carrier, the UEES Barbary, is currently passing the station. Hurry if you'd like to catch a glimpse.
PU_JAVCOFF01_F_LPA_Inform_Flyby_Barbary_IG_003_HelloEveryoneThis=Hello everyone. This is the War Hammer's comms officer with an update. A Bengal carrier is currently passing the station for anyone interested in taking a look.
PU_JAVCOFF01_F_LPA_Inform_Trespass_Done_IG_001_TrespassersHaveBeen=Trespassers have been secured. Transfering to local authorities.
PU_JAVCOFF01_F_LPA_Inform_Trespass_Done_IG_002_UnauthorizedPersonnelHave=Unauthorized personnel have been apprehended.
PU_JAVCOFF01_F_LPA_Inform_Trespass_Done_IG_003_AttentionTrespassersAre=Attention, trespassers are in custody.
PU_JAVCOFF01_F_LPA_Warn_Trespass_IG_001_ThisIsA=This is a final warning. Anyone still on board without authorization will be arrested.
PU_JAVCOFF01_F_LPA_Warn_Trespass_IG_002_AttentionThisShip=Attention. This ship has entered a military lockdown. Any trespassers will be arrested on sight.
PU_JAVCOFF01_F_LPA_Warn_Trespass_IG_003_AttentionInvictusAttendees=Attention Invictus attendees, if you are still on board, you are in violation of UEE Navy security protocols.
PU_JAVCOFF02_M_LPA_Begin_Tour_CAP_IG_001_ToursAreNow,P=Tours are now available for anyone interested in seeing the inside of an active Navy capital ship.
PU_JAVCOFF02_M_LPA_Begin_Tour_IDR_IG_001_AttentionWereOfficially,P=Attention, we're officially opening tours of the Idris.
PU_JAVCOFF02_M_LPA_Begin_Tour_JAV_IG_001_AttentionToursOf,P=Attention, tours of the Javelin are now open to the public.
PU_JAVCOFF02_M_LPA_Begin_Tour_POL_IG_001_AttentionEveryoneWere,P=Attention everyone, we're starting Invictus tours of the Polaris.
PU_JAVCOFF02_M_LPA_Close_Tour_Almost_CAP_IG_001_AttentionInvictusAttendees,P=Attention Invictus attendees, they will be shutting down our ship tours soon. Thank you.
PU_JAVCOFF02_M_LPA_Close_Tour_Almost_IDR_IG_001_ToAllInvictus,P=To all Invictus attendees, they will be shutting down tours of the Idris soon. Thank you.
PU_JAVCOFF02_M_LPA_Close_Tour_Almost_JAV_IG_001_ToAllInvictus,P=To all Invictus attendees, tours of the Javelin will be ending soon. Thank you.
PU_JAVCOFF02_M_LPA_Close_Tour_Almost_POL_IG_001_ToAllInvictus,P=To all Invictus attendees, Polaris tours will be ending soon. Thank you.
PU_JAVCOFF02_M_LPA_Close_Tour_Done_CAP_IG_001_ThanksToEveryone,P=Thanks to everyone who came out to support this year's Invictus, but tours are now closed.
PU_JAVCOFF02_M_LPA_Close_Tour_Done_IDR_IG_001_ThanksToEveryone,P=Thanks to everyone who came out to support this year's Invictus, but the Idris tours are now closed.
PU_JAVCOFF02_M_LPA_Close_Tour_Done_JAV_IG_001_ThanksToEveryone,P=Thanks to everyone who came out to support this year's Invictus, but the Javelin tours are now closed.
PU_JAVCOFF02_M_LPA_Close_Tour_Done_POL_IG_001_JustAQuick,P=Just a quick announcement that the Polaris tours are now closed.
PU_JAVCOFF02_M_LPA_Inform_Arrival_InProgress_BEN_IG_001_AttentionInvictusAttendees,P=Attention Invictus attendees, there's a Bengal carrier on its way in. I will keep you updated as it gets closer.
PU_JAVCOFF02_M_LPA_Inform_Arrival_InProgress_BEN_IG_002_GeneralAnnouncementA,P=General announcement a Bengal carrier is currently inbound to this station.
PU_JAVCOFF02_M_LPA_Inform_Arrival_InProgress_BEN_IG_003_IJustWanted,P=I just wanted to notify you that a Bengal carrier is on approach to this station. I'll let you know when it gets closer. Thank you and enjoy your day.
PU_JAVCOFF02_M_LPA_Inform_Arrival_InProgress_CAP_IG_001_AttentionAsPart,P=Attention. As part of this year's festivities, a UEE Navy capital ship is heading to this station.
PU_JAVCOFF02_M_LPA_Inform_Arrival_InProgress_IDR_IG_001_AttentionAsPart,P=Attention. As part of this year's festivities, a UEE Navy Idris is heading to this station.
PU_JAVCOFF02_M_LPA_Inform_Arrival_InProgress_POL_IG_001_AttentionAsPart,P=Attention. As part of this year's festivities, we've got a UEE Navy Polaris heading to the station.
PU_JAVCOFF02_M_LPA_Inform_Departure_BEN_IG_001_AttentionTheBengal,P=Attention, the Bengal carrier will be departing soon in case any of you were planning to take a look.
PU_JAVCOFF02_M_LPA_Inform_Departure_BEN_IG_002_ExcuseTheInterruption,P=Excuse the interruption, but if you're interested in checking out the Bengal carrier, you should go now. It's about to depart.
PU_JAVCOFF02_M_LPA_Inform_Departure_BEN_IG_003_HelloEveryoneLast,P=Hello everyone. Last chance to check out the Bengal carrier that's docked with the station. They're going to be moving on shortly.
PU_JAVCOFF02_M_LPA_Inform_Departure_CAP_IG_001_TheNavyShip,P=The Navy ship is about to depart for anyone who'd like to take a look. Enjoy your Invictus.
PU_JAVCOFF02_M_LPA_Inform_Departure_IDR_IG_001_TheIdrisIs,P=The Idris is about to depart if you're interested. The crew wanted me to thank all the attendees and hope you enjoy your Invictus.
PU_JAVCOFF02_M_LPA_Inform_Departure_JAV_IG_001_TheJavelinIs,P=The Javelin is ready to disembark. Thank you to all our attendees and enjoy your Invictus.
PU_JAVCOFF02_M_LPA_Inform_Departure_POL_IG_001_ThePolarisIs,P=The Polaris is about to disembark for anyone interested in watching.
PU_JAVCOFF02_M_LPA_Inform_Docking_Done_BEN_IG_001_AttentionAllIf,P=Attention all, if you haven't had a chance, you should check out the Bengal carrier that's docked at the station.
PU_JAVCOFF02_M_LPA_Inform_Docking_Done_BEN_IG_002_AttentionInvictusAttendees,P=Attention Invictus attendees, the Bengal carrier I mentioned earlier has docked at the station.
PU_JAVCOFF02_M_LPA_Inform_Docking_Done_BEN_IG_003_IJustWanted,P=I just wanted to relay an update from that Bengal carrier. They have docked with the station in case any of you would like to have a look.
PU_JAVCOFF02_M_LPA_Inform_Docking_Done_CAP_IG_001_TheNavyShip,P=The Navy ship has arrived and will be open for tours soon.
PU_JAVCOFF02_M_LPA_Inform_Docking_Done_IDR_IG_001_TheIdrisHas,P=The Idris has now docked and will be open for tours soon.
PU_JAVCOFF02_M_LPA_Inform_Docking_Done_JAV_IG_001_TheJavelinHas,P=The Javelin has now docked and will be open for tours soon.
PU_JAVCOFF02_M_LPA_Inform_Docking_Done_POL_IG_001_ThePolarisHas,P=The Polaris has arrived and will be open for tours soon.
PU_JAVCOFF02_M_LPA_Inform_Docking_InProgress_BEN_IG_001_AttentionAllJust,P=Attention all, just wanted to give you an update. The Bengal carrier has arrived at the station and is preparing to dock. If you haven't seen one before, I highly recommend checking it out.
PU_JAVCOFF02_M_LPA_Inform_Docking_InProgress_BEN_IG_002_AttentionTheBengal,P=Attention, the Bengal carrier is on approach for those interested.
PU_JAVCOFF02_M_LPA_Inform_Docking_InProgress_BEN_IG_003_SorryForThe,P=Sorry for the interruption, but the Bengal is now outside the station for anyone interested in taking a look.
PU_JAVCOFF02_M_LPA_Inform_Docking_InProgress_CAP_IG_001_QuickAnnouncementThe,P=Quick announcement, the Navy ship will be docking soon. I'll keep you updated.
PU_JAVCOFF02_M_LPA_Inform_Docking_InProgress_IDR_IG_001_QuickAnnouncementThe,P=Quick announcement, the Idris is on its final approach and will be docking soon.
PU_JAVCOFF02_M_LPA_Inform_Docking_InProgress_JAV_IG_001_TheJavelinWill,P=The Javelin will be docking momentarily. Stand by for further updates.
PU_JAVCOFF02_M_LPA_Inform_Docking_InProgress_POL_IG_001_QuickAnnouncementThe,P=Quick announcement, the Polaris will arrive shortly.
PU_JAVCOFF02_M_LPA_Inform_Flyby_BEN_IG_001_AttentionForThose,P=Attention, for those of you interested, a Bengal carrier is currently passing the station. If you haven't seen one before, I highly recommend taking a look.
PU_JAVCOFF02_M_LPA_Inform_Flyby_BEN_IG_002_AttentionInvictusAttendees,P=Attention Invictus attendees, we've got a Bengal carrier currently passing the station. I invite you to check it out before it passes.
PU_JAVCOFF02_M_LPA_Inform_Flyby_BEN_IG_003_HelloEveryoneHave,P=Hello everyone. Have an update. There's a Bengal carrier currently passing the station for those interested.
PU_JAVCOFF02_M_LPA_Inform_Flyby_CAP_IG_001_AttentionInvictusAttendees,P=Attention Invictus attendees, we've got a Navy capital ship doing a fly-by of the station if you're interested.
PU_JAVCOFF02_M_LPA_Inform_Flyby_CAP_IG_002_GeneralAnnouncementWeve,P=General announcement, we've got a Naval ship currently passing the station.
PU_JAVCOFF02_M_LPA_Inform_Flyby_CAP_IG_003_HelloEveryoneIf,P=Hello everyone. If you're near a window, you should see a Navy capital ship passing the station.
PU_JAVCOFF02_M_LPA_Inform_Flyby_POL_IG_001_AttentionAttendeesWeve,P=Attention attendees, we've got an active-duty Polaris doing a fly-by of the station, if you're interested.
PU_JTVOGUIDE01_M_LPA_Announce_Tour_BriefingRoom_IG_001_HelloAndWelcome=Hello and welcome to the UEES War Hammer. This Javelin-Class destroyer was originally built by Aegis Dynamics and has been in active service since 2832. Launching under the command of Captain Omar Singh, the ship initially served as a combat support vessel in the 2nd Fleet, 6th Battle Group. A posting that put it close to the Vanduul front. The War Hammer saw action during the Fall of Caliban in 2884 where it protected retreating civilian and Naval forces when the system ultimately fell, earning a ribbon for Valor in the process. For the next several decades, the War Hammer transitioned between fleets in a variety of support and patrol positions, even participating in the UEE push to reclaim the Nexus system in the 2930's. Most recently, the War Hammer distinguished itself as the primary combat vessel to repel the outlaw group known as XenoThreat from the Stanton system. Since then, the War Hammer has been placed in drydock for repairs, but is heading back to active service once this year's Invictus festivities are concluded.\n\nThe room you're currently seated in is the main briefing room for the entire ship. Based around a holovolume built by microTech, the crew gathers here to discuss everything from battle strategies to repair schedules. The Marine detail assigned to this ship also uses this room to plan out their boarding actions or outline combat strategies. This room has even acted as a venue for off-duty activities such as vid screenings or sporting event parties.\n\nWe hope that you'll take the opportunity to explore the ship and get an up close look at one of the vanguards of order. On behalf of Captain Medcalf and the rest of the crew, I want to wish you a fantastic Invictus and hope we see you next year.
PU_KAREAH1_M_SY_InnerRing_Trespass_Alerted_IG_001_AttentionYourPresence=Attention: Your presence is a violation of Crusader law. Security forces have been notified. Power down your vehicle and await their arrival.
PU_KAREAH1_M_SY_InnerRing_Trespass_Warning_IG_001_WarningOnlyAuthorized=Warning: Only authorized Crusader Security Personnel are allowed beyond this point.
PU_KAREAH1_M_SY_OuterRing_StationClosed_IG_001_PleaseBeAdvised=Please be advised, Security Post Kareah is currently closed. Please seek assistance at another Crusader Security Facility.
PU_KAREAH1_M_SY_OuterRing_StationClosed_IG_002_SecurityPostKareah=Security Post Kareah is closed. If you are in need of emergency assistance, please alert the ECN.
PU_KAREAH1_M_SY_Station_Trespass_Alerted_IG_001_AttentionYouAre=Attention: You are unauthorized to enter this station. Crusader Security has been notified.
PU_KAREAH1_M_SY_Station_Welcome_IG_001_OnBehalfOf=On behalf of Crusader Security, thank you for visiting Security Post Kareah. Safe travels.
PU_KLIM_MG_Busy_IG_001_HitMeUp=Hit me up later. I can't talk right now.
PU_KLIM_MG_Busy_IG_002_GotThingsTo=Got things to do, posito. Talkin' ain't one of them, I'm afraid.
PU_KLIM_MG_Chosen_PlayerAcceptMission_IG_001_IllLetEm=I'll let 'em know.
PU_KLIM_MG_Chosen_PlayerAcceptMission_IG_002_AyPositoThats=Ay, posito. That's what I like to hear.
PU_KLIM_MG_Chosen_PlayerDeclineMission_IG_001_AlrightFine=Alright. Fine.
PU_KLIM_MG_Chosen_PlayerDeclineMission_IG_002_ItsCoolFree=It's cool. Free 'verse and all.
PU_KLIM_MG_Chosen_PlayerDeclineMission_IG_003_ThatsFine=That's fine.
PU_KLIM_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_001_HitMeUp=Hit me up if you change your mind.
PU_KLIM_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_JobMightStick=Job might stick for a bit, so feel free to reconsider.
PU_KLIM_MG_Comms_Farewell_IG_001_SeeYa=See ya.
PU_KLIM_MG_Comms_Farewell_IG_002_Later=Later.
PU_KLIM_MG_Comms_ForgivesPlayer_IG_001_WallaceHereI=Wallace here. I should have my goddamn head examined calling you up, but I need a hand. Hopefully you've upped your game since we last talked.
PU_KLIM_MG_Comms_InstructVisit_IG_001_ComeByThe=Come by the shop and I'll fill you in.
PU_KLIM_MG_Comms_InstructVisit_IG_002_SwingOnBy=Swing on by next time you touch down.
PU_KLIM_MG_Comms_MissionComplete_IG_001_ThanksForSorting=Thanks for sorting that out.
PU_KLIM_MG_Comms_MissionComplete_IG_002_YoureAGoddamn=You're a goddamn miracle worker, posito.
PU_KLIM_MG_Comms_NewMission_IG_001_HeyPositoMight=Hey, posito. Might have something for you.
PU_KLIM_MG_Comms_NewMission_IG_002_HeyItsWallace=Hey. It's Wallace. Got something that needs doing.
PU_KLIM_MG_Comms_PaymentSent_IG_001_IllShiftThe=I'll shift the creds to your account.
PU_KLIM_MG_Comms_PaymentSent_IG_002_IllSendYour=I'll send your pay.
PU_KLIM_MG_Comms_PaymentSent_IG_003_HeresTheCreds=Here's the creds.
PU_KLIM_MG_Comms_ReturnItems_FailBounty_IG_001_TellYouWhat=Tell you what. If you're not gonna bring my stuff back then I've got a new job for you. It's called "Evade the Murderers." Good luck.
PU_KLIM_MG_Comms_ReturnItems_FailBounty_Stolen_IG_001_YouFuckedUp=You fucked up now. Want to keep my property? Then get ready to defend it with your life.
PU_KLIM_MG_Comms_ReturnItems_LastWarning_IG_001_ThisIsThe=This is the last time I'm gonna say it. Bring my shit back.
PU_KLIM_MG_Comms_ReturnItems_LastWarning_IG_002_ImNotGoing=I'm not going to tell you again. I want my stuff.
PU_KLIM_MG_Comms_ReturnItems_Reminder_IG_001_IWantMy=I want my cargo. You bring it back and we can chalk this up to an unfortunate mistake.
PU_KLIM_MG_Comms_ReturnItems_Reminder_IG_002_BringMyProperty=Bring my property back to me. Now.
PU_KLIM_MG_ConvoRejoin_IG_001_WhatTheHell=What the hell was I saying...
PU_KLIM_MG_ConvoRejoin_IG_002_GreatYoureBack=Great. You're back. I don't even remember where I was... oh, yeah.
PU_KLIM_MG_Decide_EncourageLookAndDecide_IG_001_CheckItOut=Check it out. Let me know what you think.
PU_KLIM_MG_Decide_EncourageLookAndDecide_IG_002_SoWhatsUp=So what's up, you in?
PU_KLIM_MG_Decide_MissionTimeout_IG_001_HellWithIt=Hell with it. I'll find someone else.
PU_KLIM_MG_Decide_MissionTimeout_IG_002_YouKnowWhat=You know what? Forget it.
PU_KLIM_MG_Decide_WarningMissionTimeout_IG_001_SoWhatsIt=So what's it gonna be?
PU_KLIM_MG_Decide_WarningMissionTimeout_IG_002_AnyTimeYoud=Any time you'd like to make a decision.
PU_KLIM_MG_Idles_Smoking_IG_LEAN_001_EX=<Smoking>
PU_KLIM_MG_Idles_Smoking_IG_STAND_001_EX=<Smoking>
PU_KLIM_MG_Idles_Stretch_IG_001_EX=<Stretch>
PU_KLIM_MG_Idles_Stretch_IG_002_EX=<Stretch>
PU_KLIM_MG_Interrupt_IG_001_WaitWhat=Wait... what?
PU_KLIM_MG_Interrupt_IG_002_TheFuckYou=The fuck you goin'?
PU_KLIM_MG_Interrupt_IG_003_HeyGetBack=Hey! Get back here.
PU_KLIM_MG_Intro_DontKnow_1stTime_IG_001_TheHellYou=The hell you want?
PU_KLIM_MG_Intro_DontKnow_1stTime_IG_002_Yeah=Yeah?
PU_KLIM_MG_Intro_DontKnow_CriminalRep_IG_001_WaitIveHeard=Wait... I've heard about you...yeah... people talk about you. Word is you're quite the naughty one. I'm Wallace. Great to meet you.
PU_KLIM_MG_Intro_DontKnow_WorkForEddie_V_WP_START_001_WaitYouWork=Wait, you work for Eddie?
PU_KLIM_MG_Intro_DontKnow_WorkForEither_V_WP_D1_001_ShitSorryWe=Shit, sorry. We get weirdos wandering down here looking for handouts.
PU_KLIM_MG_Intro_DontKnow_WorkForEither_V_WP_D1_002_MyNamesWallace=My name's Wallace. Great to meet you. Yeah, he said that he'd hooked himself up with some new talent.
PU_KLIM_MG_Intro_DontKnow_WorkForEither_V_WP_D2_001_ThenFuckOff=Then fuck off.
PU_KLIM_MG_Intro_DontKnow_WorkForEither_V_WP_D2_ALT_001_ThenDriftThis=Then drift. This ain't a goddamn hangout.
PU_KLIM_MG_Intro_DontKnow_WorkForMichael_V_WP_START_001_WaitYouWork=Wait, you work for Michael?
PU_KLIM_MG_LastMissionComment_ChemComplete_1stTime_IG_001_ThanksForThose=Thanks for those chemicals. Consider it a standing offer, if you get your hands on any more while on the drift, I'll always buy it.
PU_KLIM_MG_LastMissionComment_FailStreak_IG_001_YouveScrewedUp=Youve screwed up another job... I'm getting so used to saying that, it's a little upsetting.
PU_KLIM_MG_LastMissionComment_FailStreak_IG_002_ThingsJustHavent=Things just haven't been going your way, have they?
PU_KLIM_MG_LastMissionComment_Fail_Good_IG_001_WhatHappenedOn=What happened on that last job? You were doing so good...
PU_KLIM_MG_LastMissionComment_Fail_Good_IG_002_ToughBreakOn=Tough break on that last run. Don't sweat it. Happens to the best of us. Just don't let it happen again...
PU_KLIM_MG_LastMissionComment_Fail_NeutralBad_IG_001_UpYourGame=Up your game, posito. I don't give gigs to amateurs.
PU_KLIM_MG_LastMissionComment_Fail_NeutralBad_IG_002_IHadA=I had a guy tell me that I needed to be more constructive in my criticism, so let's give it a whirl, you failed me. Don't do it again.
PU_KLIM_MG_LastMissionComment_LastChance_IG_001_IRunA=I run a business, hear? And in the running of that business, I expect that tasks are completed as assigned. That's what I call 'the speech.' I only give it once. My second speech uses fewer words, but more impacts. Cool?
PU_KLIM_MG_LastMissionComment_NoLonger_IG_001_YouThinkIm=You think I'm gonna hire you again? After all that? Shit, I want what you've been smoking.
PU_KLIM_MG_LastMissionComment_NoLonger_IG_002_OhHellNo=Oh, hell no. I ain't hiring you for a goddamn thing.
PU_KLIM_MG_LastMissionComment_Robbed_IG_001_IDontKnow=I don't know how you could let the stuff slip away from you like that.
PU_KLIM_MG_LastMissionComment_Robbed_IG_002_DontEverLose=Don't ever lose my shit again.
PU_KLIM_MG_LastMissionComment_SuccessStreak_IG_001_HelluvaStreakI=Helluva streak. I keep giving you jobs, you keep knocking them down.
PU_KLIM_MG_LastMissionComment_SuccessStreak_IG_002_ThatLastJob=That last job makes another success for the books. You can't be stopped.
PU_KLIM_MG_LastMissionComment_Success_Exceptional_IG_001_IWasTelling=I was telling some of the crew back there about that last gig you pulled. Unbelievable stuff.\nSeriously.
PU_KLIM_MG_LastMissionComment_Success_Exceptional_IG_002_HolyShitYou=Holy shit. You... you are a beast. Helluva job on that last run.
PU_KLIM_MG_LastMissionComment_Success_Good_IG_001_ThatWasSome=That was some flash work on that last job.
PU_KLIM_MG_LastMissionComment_Success_Good_IG_002_YouDidGood=You did good on that last run.
PU_KLIM_MG_LastMissionComment_Success_Good_IG_003_NiceJobOn=Nice job on that last one.
PU_KLIM_MG_LastMissionComment_TryHarder_IG_001_WeAllHave=We all have bad patches. All have runs that don't pan out the way we want them to. I get it. I do. But screw up other peoples' jobs. Not mine. Clear?
PU_KLIM_MG_LastMissionComment_TryHarder_IG_002_YouGottaFocus=You gotta focus. You hear me? I got people lining up to take these jobs and not screw them up.
PU_KLIM_MG_MidMission_Deactivate_IG_001_YeahLookIt=Yeah, look. It sucks, but I gotta pull the job. I'll make it up to you some other time.
PU_KLIM_MG_MidMission_Deactivate_IG_002_LooksLikeThe=Looks like the job kinda took care of itself.
PU_KLIM_MG_MidMission_Fail_IG_001_GreatJobYoure=Great job. You're a goddamn rock star.
PU_KLIM_MG_MidMission_Fail_IG_002_ItsTooLate=It's too late now. Next time, if you can't pull off a job, don't take it.
PU_KLIM_MG_MidMission_Greetings_IG_001_HeyItsMe=Hey, it's me.
PU_KLIM_MG_MidMission_Greetings_IG_002_YouReadMe=You read me? It's Wallace.
PU_KLIM_MG_MidMission_Greetings_IG_003_Hey=Hey.
PU_KLIM_MG_MidMission_Greetings_IG_003b_Hey=Hey.
PU_KLIM_MG_MidMission_ObjUpdate_IG_001_GotSomeMore=Got some more info for you.
PU_KLIM_MG_MidMission_ObjUpdate_IG_002_MightNeedTo=Might need to make a tiny change on that gig.
PU_KLIM_MG_MidMission_PlayerQuit_IG_001_ThatsABullshit=That's a bullshit play right there.
PU_KLIM_MG_MidMission_PlayerQuit_IG_002_WhatDoYou=What do you mean you quit? You quit?!
PU_KLIM_MG_MidMission_ReceiveData_IG_001_ThatUploadCame=That upload came through.
PU_KLIM_MG_MidMission_ReceiveData_IG_002_ThanksForThe=Thanks for the data. Checking it now.
PU_KLIM_MG_MidMission_WarningFail_IG_001_TimesGettingTight=Time's getting tight. Let's get a move on.
PU_KLIM_MG_MidMission_WarningFail_IG_002_WhatsTheHoldup=What's the holdup? I got people waiting.
PU_KLIM_MG_MissionBriefs_Ambush_Generic_IG_001_INeedYou=I need you to hit someone. I'll provide all the data. Names, locations, et cetera.
PU_KLIM_MG_MissionBriefs_Ambush_Generic_IG_002_GotSomeIdiots=Got some idiots trying to make a move on some of my territory. I'd like to send a little message.
PU_KLIM_MG_MissionBriefs_Collect_Chemicals_IG_001_SoHeresThe=So here's the thing. My enterprise requires a lot of chemicals. We gotta be careful how much we bring in though. The locals are stupid, but not that stupid, so if you can snag the right chem in the amount I need, I'll buy it.
PU_KLIM_MG_MissionBriefs_Collect_Find_IG_001_GotAWish=Got a wish list for you, keep an eye out and snag it if you find it.
PU_KLIM_MG_MissionBriefs_Collect_Find_IG_002_GotSomeStuff=Got some stuff I need. Don't care how you get it. Just get it.
PU_KLIM_MG_MissionBriefs_Collect_Generic_IG_001_INeedSomeone=I need someone to pick up a few things.
PU_KLIM_MG_MissionBriefs_Collect_Generic_IG_002_ImRunningLow=I'm running low on some supplies and could use a re-up. Easy stuff.
PU_KLIM_MG_MissionBriefs_Collect_Investigate_IG_001_TheresSomeWreckage=There's some wreckage on the drift with some potentially interesting salvage.
PU_KLIM_MG_MissionBriefs_Collect_Pirates_IG_001_OneMoreThing=One more thing. Odds are, you won't alone out there and whoever you find won't want to share.
PU_KLIM_MG_MissionBriefs_Collect_Pirates_IG_002_KeepAnEye=Keep an eye open though, you might run into some unfriendly types.
PU_KLIM_MG_MissionBriefs_Deliver_Generic_IG_001_TheresADelivery=There's a delivery run if you want it.
PU_KLIM_MG_MissionBriefs_Deliver_Generic_IG_002_IHaveSome=I have some product that needs to be dropped off. Keep a low profile and it shouldn't be a problem.
PU_KLIM_MG_MissionBriefs_Deliver_Pickup_IG_001_HeresTheDeal=Here's the deal. Gonna need a little drop-off, pick-up action. You give, you take. Simple.
PU_KLIM_MG_MissionBriefs_Deliver_Pickup_IG_002_GotAList=Got a list of things I need picked up and dropped off.
PU_KLIM_MG_MissionBriefs_Deliver_Timed_IG_001_INeedSome=I need some product delivered in a hurry.
PU_KLIM_MG_MissionBriefs_Deliver_Timed_IG_002_ThisOneComes=This one comes with a clock. You'll have to make the drop before the deadline.
PU_KLIM_MG_MissionBriefs_Escort_Drugs_IG_001_IGotA=I got a shipment loaded with some primo haul that's gonna need some protection.
PU_KLIM_MG_MissionBriefs_Escort_Drugs_IG_002_WithAllThe=With all the clashes, I feel like I've got a big target on my back. I need someone to go along and make sure this batch gets to where it's going.
PU_KLIM_MG_MissionBriefs_Escort_Drugs_IG_003_GotAHaul=Got a haul that needs an escort.
PU_KLIM_MG_MissionBriefs_Escort_Generic_IG_001_WordIsSome=Word is some people have been making noise about roughing up my routes. I'd like an extra set of eyes and guns out there.
PU_KLIM_MG_MissionBriefs_Escort_Generic_IG_002_ThingsAreHeating=Things are heating up out there and I need some extra protection on my ships.
PU_KLIM_MG_MissionBriefs_Escort_Passenger_IG_001_FeelLikePlaying=Feel like playing chauffeur? Associate of mine needs a lift.
PU_KLIM_MG_MissionBriefs_Escort_Raid_IG_001_PuttingTogetherA=Putting together a little raiding party and could use some of your skills.
PU_KLIM_MG_MissionBriefs_Escort_Raid_IG_002_FoundOutWho=Found out who knocked over some of my ships, so I'm sending a crew to knock them down. Permanently. I want you to back them up.
PU_KLIM_MG_MissionBriefs_Escort_Rivals_IG_001_SoWithAll=So with all the damage we've been doing to those Syndicate arseholes, it'd be nuts not to expect some kind of bang back, so I'd like you guarding one of my ships. Just in case.
PU_KLIM_MG_MissionBriefs_Escort_Rivals_IG_002_HeardThereWas=Heard there was a hit team in system, compliments of those Otoni Group scumbags. I need some extra muscle to keep an eye out for them.
PU_KLIM_MG_MissionBriefs_Generic_Hard_IG_001_HeresTheDeal=Here's the deal, I got something cooking that needs a surefire, no-doubt pro to handle.
PU_KLIM_MG_MissionBriefs_Generic_Hard_IG_002_IfYouGot=If you got the time, I need a pro to take care of some high level business for me.
PU_KLIM_MG_MissionBriefs_Generic_IG_001_ItdBeGreat=It'd be great if you could help me out. Got a job that needs some doing.
PU_KLIM_MG_MissionBriefs_Generic_IG_002_AJobsCome=A job's come to my attention, think it might be a good fit for you.
PU_KLIM_MG_MissionBriefs_NoMission_IG_001_SorryPositoThe=Sorry, posito, the Wallace Klim Employment Office is closed for the day.
PU_KLIM_MG_MissionBriefs_NoMission_IG_002_AintGotAnything=Ain't got anything for you right now.
PU_KLIM_MG_MissionBriefs_Steal_Generic_IG_001_TheresSomeCargo=There's some cargo I'd like you to grab for me. Should be pretty simple. The only problem might be the owner, but you'll figure it out.
PU_KLIM_MG_MissionBriefs_Steal_Generic_IG_002_UpForA=Up for a heist?
PU_KLIM_MG_MissionBriefs_Steal_Kill_IG_001_INeedYou=I need you to boost something for me. No witnesses.
PU_KLIM_MG_MissionBriefs_Steal_Kill_IG_002_ThisIsA=This is a simple smash and grab job. Grab the product I need and smash the hell out of everyone with it.
PU_KLIM_MG_MissionBriefs_Steal_Otoni_Hard_IG_001_SoIGot=So I got a big one for you. It's a boost job, but this one's a direct move against Otoni. These are big league hitters, so I need someone I can trust who won't screw it up.
PU_KLIM_MG_MissionBriefs_Steal_Otoni_Hard_IG_002_OtoniHaveA=Otoni have a shipment heading through the system. I want it.
PU_KLIM_MG_Mission_Farewell_MissionAccepted_IG_001_GoOnGet=Go on. Get out of here. Let me know when it's done.
PU_KLIM_MG_Mission_Farewell_MissionAccepted_IG_002_WatchYourselfOut=Watch yourself out there.
PU_KLIM_MG_Mission_Farewell_MissionDeclined_IG_001_MaybeNextTime=Maybe next time, huh?
PU_KLIM_MG_Mission_Farewell_MissionDeclined_IG_002_SeeYouAround=See you around.
PU_KLIM_MG_Mission_Greetings_Bad_IG_001_LetsGetThis=Let's get this done.
PU_KLIM_MG_Mission_Greetings_Bad_IG_002_YouAgain=You again...
PU_KLIM_MG_Mission_Greetings_Good_IG_001_HeyBackAgain=Hey. Back again?
PU_KLIM_MG_Mission_Greetings_Good_IG_002_YouGoodGood=You good? Good.
PU_KLIM_MG_Mission_Greetings_Good_IG_003_Heya=Heya.
PU_KLIM_MG_Mission_Greetings_NoLonger_IG_001_AintGotNothing=Ain't got nothing to say to you.
PU_KLIM_MG_Mission_Greetings_NoLonger_IG_002_YouReallyDont=You really don't learn, do you? We're done.
PU_KLIM_MG_Mission_Greetings_StillMission_IG_001_WhatAreYou=What are you doing here? Go.
PU_KLIM_MG_Mission_Greetings_StillMission_IG_002_HeyYouWork=Hey, you work for me, I expect you to get shit done. Not hang around here.
PU_KLIM_MG_Mission_Greetings_WrongDelivery_IG_001_IGaveYou=I gave you the drop off details. Follow them.
PU_KLIM_MG_Mission_Greetings_WrongDelivery_IG_002_WhatTheHell=What the hell is this? Does this look like a goddamn drop off point?
PU_KLIM_MG_MultipleMissionOffer_IG_001_GotALot=Got a lot of things going on right now, so the work's been piling up. I'll send you what I've got, let me know if there's one you'd like to take off my plate.
PU_KLIM_MG_MultipleMissionOffer_IG_002_IfYouNeed=If you need work, I got plenty to offer. See if any of these sound like a win.
PU_KLIM_MG_PhysicalBump_IG_LEFT_001_WatchIt=Watch it.
PU_KLIM_MG_PhysicalBump_IG_LEFT_002_Dipshit=Dipshit...
PU_KLIM_MG_PhysicalBump_IG_RIGHT_001_WatchIt=Watch it.
PU_KLIM_MG_PhysicalBump_IG_RIGHT_002_Dipshit=Dipshit...
PU_KLIM_MG_PlayerGoofsOff_IG_001_WhatTheHell=What the hell?
PU_KLIM_MG_PlayerGoofsOff_IG_002_YouMustveGotten=You must've gotten some of that good shit.
PU_KLIM_MG_Routine_Store_Farewell_IG_001_YouHaveA=You... have a good one...
PU_KLIM_MG_Routine_Store_Farewell_IG_002_StaySafe=Stay safe...
PU_KLIM_MG_Routine_Store_Greetings_IG_002_OhHey=Oh... hey...
PU_KLIM_MG_Routine_Store_Greetings_IG_002b_OhHey=Oh... hey?
PU_KLIM_MG_Routine_Store_Greetings_IG_003_IKnowYou=I know you...
PU_KLIM_MG_Routine_Store_RandomComms_IG_001_WhosWhosThis=Whos... who's this... Why you comming me?
PU_KLIM_MG_Routine_Store_RandomComms_IG_002_FullBurnHeading=Full burn, heading into over, heading headin into overdrive... full burn... heading into over, over, overdrive. Kicking, oooverdrive. full burrrrrn heading into overdrive... full burn... full burn... full burn... headin into overdrive.
PU_KLIM_MG_Routine_Tunnel_Farewell_IG_001_YouYouHave=You... You have a good one...
PU_KLIM_MG_Routine_Tunnel_Farewell_IG_002_StaySafe=Stay safe...
PU_KLIM_MG_Routine_Tunnel_Greetings_IG_002_OhHey=Oh... hey...
PU_KLIM_MG_Routine_Tunnel_Greetings_IG_003_IKnowYou=I know you...
PU_KLIM_MG_Routine_Tunnel_RandomComms_IG_001_WhoWhosThis=Who... who's this... Why you comming me
PU_KLIM_MG_Routine_Tunnel_RandomComms_IG_002_FullBurnHeading=Full burn..... heading..... heading into overdrive....... overdrive....full burn, full burn. Full burn
PU_KLIM_MG_SendingMissionDetails_IG_001_IllSendYou=I'll send you the details.
PU_KLIM_MG_SendingMissionDetails_IG_002_HoldOnLet=Hold on. Let me hook you up with the specifics.
PU_KLIM_MG_SendingMissionDetails_IG_003_OneSecThere=One sec. There. Have a look.
PU_KLIM_MG_Transition_CommentToGiving_IG_001_LetsGetDown=Let's get down to business.
PU_KLIM_MG_Transition_CommentToGiving_IG_002_EnoughWithThe=Enough with the small talk.
PU_KLIM_MG_Transition_CommentToGiving_IG_003_Anyway=Anyway.
PU_KTCLINIC01_F_LPA_Announce_Hospital_CheckIn_IG_001_ReadyToGet=Ready to get your care quicker? Use one of our convenient self-check in terminals and start your treatment now!
PU_KTCLINIC01_F_LPA_Announce_Hospital_GeneralInfo_KelTo_IG_001_ThankYouFor=Thank you for visiting Kel-To Rx. Feel better. Save more.
PU_KTCLINIC01_F_LPA_Announce_Hospital_GeneralInfo_KelTo_IG_002_BeSureTo=Be sure to stop by our pharmacy to get the quality medicines you need, at a price you're going to love. Kel-To Rx. Feel Better. Save more.
PU_KTCLINIC01_F_LPA_Announce_Hospital_GeneralInfo_KelTo_IG_003_WhyShouldHealthcare=Why should healthcare be a hassle? Recently ranked fifth in patient wait times, choose convenience. Choose Kel-To Rx.
PU_KTCLINIC01_F_LPA_Announce_Hospital_GeneralInfo_KelTo_IG_004_FeelingBetterWhat=Feeling better? What better way to celebrate than with a frosty hydro-froz from Kel-To. The sweet, cool treat everyone loves.
PU_KTCLINIC01_F_LPA_Announce_Hospital_WellnessInfo_IG_001_LookingToImprove=Looking to Improve Your Health? At Kel-To Rx, medicine isn?t only about healing, it's about being your best. Ask your Med Tech about optional medical services.
PU_KTCLINIC01_F_LPA_Announce_Hospital_WellnessInfo_IG_002_JustAFriendly=Just a friendly reminder that no matter your health status, just by being here, you?re already taking an important step on the road to wellness.
PU_KTCLINIC01_F_LPA_Announce_Hospital_WellnessInfo_IG_003_MedicalConcernsGot=Medical concerns got you worried? Forget that stress and just relax. Everyone here at Kel-To Rx is going to take great care of you.
PU_KTCLINIC01_F_LPA_Announce_Hospital_WellnessInfo_IG_004_WhetherItsA=Whether it's a simple case of the sniffles or something more serious, getting the right treatment has never been easier thanks to the advanced digital medical assistants available at every Kel-To Rx.
PU_KTCLINIC01_F_LPA_Warn_Emergency_Done_IG_001_GoodNewsWeve=Good news! We've got that emergency all sorted. Everything's all better now. Just like you feel all better after visiting a Kel-To Rx clinic. Have a great day!
PU_KTCLINIC01_F_LPA_Warn_Emergency_InProgress_IG_001_WereSorryThat=We're sorry. That emergency is still going on, but we're doing our best to fix it. Just hang in there, and it should all be over soon.
PU_KTCLINIC01_F_LPA_Warn_Emergency_Remain_IG_001_HeyThereThis=Hey there! This Kel-To Rx location is having an emergency. For your safety, please stay where you are until further notice. Thanks!
PU_KTCLINIC01_F_LPA_Warn_Emergency_Vacate_IG_001_HeyThereThis=Hey there! This Kel-To Rx location is having an emergency. For your safety, please leave the clinic as soon as possible. Thanks!
PU_KTCLINIC01_F_LPA_Welcome_Hospital_KelTo_IG_001_WelcomeToKelto=Welcome to Kel-To Rx. Where fast and reliable medical treatment is always what the doctor ordered.
PU_KTDISP01_M_LPA_Announce_Hospital_EmergPaging_IG_001_UrgentPageFor=Urgent page for Nurse Ratcliff. Report to Emergency. Nurse Ratcliff to Emergency.
PU_KTDISP01_M_LPA_Announce_Hospital_EmergPaging_IG_002_UrgentPageFor=Urgent page for Dr. Chun. You're needed immediately in surgery. Dr. Chun to surgery.
PU_KTDISP01_M_LPA_Announce_Hospital_EmergPaging_IG_003_SecurityPleaseCome=Security. Please come to storage room three right now. Security to storage room three.
PU_KTDISP01_M_LPA_Announce_Hospital_EmergPaging_IG_004_AttentionEmergencyStaff=Attention Emergency staff. Got an accident inbound. It's a pretty big one, so team stand by.
PU_KTDISP01_M_LPA_Announce_Hospital_EmergPaging_IG_005_AttentionAsOf=Attention. As of now, Lab 2 is off limits to all staff until further notice. No one go into Lab 2.
PU_KTDISP01_M_LPA_Announce_Hospital_StaffPaging_IG_001_WouldTheHead=Would the head nurse please report to med station 4. Head nurse to med station 4.
PU_KTDISP01_M_LPA_Announce_Hospital_StaffPaging_IG_002_DrBolanYoure=Dr. Bolan, you're wanted in recovery. Dr. Bolan, you're needed in recovery.
PU_KTDISP01_M_LPA_Announce_Hospital_StaffPaging_IG_003_WouldAnthonyOdlaw=Would Anthony Odlaw please contact the front desk. Anthony Odlaw please contact the front desk.
PU_KTDISP01_M_LPA_Announce_Hospital_StaffPaging_IG_004_IfAnyoneSees=If anyone sees a patient wearing blue pants, a red striped shirt, red and white hat, and glasses, would you please contact the front desk to let us know where you spotted them? Thanks.
PU_KTDISP01_M_LPA_Announce_Hospital_StaffPaging_IG_005_NeedACleanup=Need a clean-up team down in the south hall. Clean-up team to the south hall. Bring the red bags.
PU_KTDISP01_M_LPA_Announce_Hospital_StaffPaging_IG_006_IfAnyoneHas=If anyone has seen a green and black carryall, please contact the front desk.
PU_KTDISP01_M_LPA_Announce_Hospital_StaffPaging_IG_007_DrBolanYoure=Dr. Bolan, you're still wanted in recovery. Please, if anyone sees Dr. Bolan, let me know.
PU_KTDISP01_M_LPA_Announce_Hospital_StaffPaging_IG_008_RNAshcroftPlease=RN Ashcroft, please comm the front desk. RN Ashcroft contact the front desk.
PU_KTDISP01_M_LPA_Announce_Hospital_StaffPaging_IG_009_ThisIsA=This is a reminder that patients and guests are not allowed in the staff lounge. Thank you.
PU_KTDISP01_M_LPA_Announce_Hospital_StaffPaging_IG_010_WouldTheFamily=Would the family of Patient Beth Taggart please contact Dr. Hymel. Thanks.
PU_LORVILLEATC1_M_FO_Approach_AutomaticLanding_IG_001_StandByFor=Stand by for automated landing procedure.
PU_LORVILLEATC1_M_FO_Approach_ClearLandingArea_IG_002_PleaseProceedTo=Please proceed to Customs and Security area for processing.
PU_LORVILLEATC1_M_FO_Approach_LandingAreaTimeLimit_Warning_IG_003_YouAreRequired=You are required to clear the area after landing.
PU_LORVILLEATC1_M_FO_Approach_LandingComplete_IG_001_LandingComplete=Landing complete.
PU_LORVILLEATC1_M_FO_Approach_LandingRequest_1stVisit_IG_001_WelcomeToLorville=Welcome to Lorville. As this is your first visit, Hurston Dynamics would like to remind you to follow all posted signs and regulations. Hurston Security is working hard to ensure your safety and security. Please wait one moment while I find you space to store your vehicle.
PU_LORVILLEATC1_M_FO_Approach_LandingRequest_AlreadyGranted_IG_001_YouHaveAlready=You have already been given an assignment.
PU_LORVILLEATC1_M_FO_Approach_LandingRequest_Banned_IG_001_YouAreNot=You are not authorized to use this facility. Divert your course immediately.
PU_LORVILLEATC1_M_FO_Approach_LandingRequest_IG_001_ThankYouFor=Thank you for contacting Lorville Landing Services. Stand by for an available space.
PU_LORVILLEATC1_M_FO_Approach_LandingRequest_IG_002_YouHaveReached=You have reached Lorville Landing Services. Please hold while I check for an available space.
PU_LORVILLEATC1_M_FO_Approach_LandingRequest_IG_003_LorvilleLandingServices=Lorville Landing Services. One moment. I am checking availability.
PU_LORVILLEATC1_M_FO_Approach_LandingResponse_GarageAvailable_IG_001_ThereIsA=There is a garage space available.
PU_LORVILLEATC1_M_FO_Approach_LandingResponse_HangarAvailable_IG_002_ThereIsA=There is a hangar available.
PU_LORVILLEATC1_M_FO_Approach_LandingResponse_NoSpaceAvailable_IG_001_AllOfOur=All of our spaces are currently occupied. Please stand by.
PU_LORVILLEATC1_M_FO_Approach_LandingResponse_PadAvailable_IG_001_WeHaveA=We have a pad that's open.
PU_LORVILLEATC1_M_FO_Approach_LandingResponse_ShipTooBig_IG_001_ImSorryWe=I'm sorry. We are currently not outfitted to accommodate a vehicle of that size.
PU_LORVILLEATC1_M_FO_Approach_LandingResponse_SpotAvailable_IG_001_ImAssigningYou=I'm assigning you an open spot.
PU_LORVILLEATC1_M_FO_Approach_LandingTimeLimit_Warning_IG_001_PleaseProceedImmediately=Please proceed immediately to landing assignment.
PU_LORVILLEATC1_M_FO_Approach_ProceedToLanding_IG_001_PleaseProceedTo=Please proceed to landing assignment.
PU_LORVILLEATC1_M_FO_Approach_RevokeLanding_IG_001_YourLandingAssignment=Your landing assignment has been revoked.
PU_LORVILLEATC1_M_FO_Depart_ClearedTakeoff_IG_001_YouAreCleared=You are cleared for lift off.
PU_LORVILLEATC1_M_FO_Depart_Farewell_IG_001_ThankYouFor=Thank you for your patronage.
PU_LORVILLEATC1_M_FO_Depart_Farewell_IG_002_HurstonDynamicsThanks=Hurston Dynamics thanks you.
PU_LORVILLEATC1_M_FO_Depart_Farewell_IG_003_PleaseVisitUs=Please visit us again. Remember, if you're contemplating a career change, you should contact one of Hurston's Resource Managers for information about exciting career opportunities.
PU_LORVILLEATC1_M_FO_Depart_TakeoffTimeLimit_Warning_IG_001_PleaseRemoveYour=Please remove your vehicle from the area, or it will be stored.
PU_LORVILLEATC1_M_FO_General_ClearFlightPath_IG_001_WarningYouAre=Warning, you are in an active flight lane. Please vacate immediately.
PU_LORVILLEATC1_M_FO_General_ClearFlightPath_IG_003_PleaseClearThe=Please clear the flight path.
PU_LORVILLEATC1_M_FO_General_EnteringNFZ_FinalWarning_IG_001_ThisIsYour=This is your final warning. Do not continue on this flight path or we will assume control of your craft.
PU_LORVILLEATC1_M_FO_General_EnteringNFZ_IG_001_BeAdvisedYou=Be advised, you are approaching a No Fly Zone. Divert you approach immediately.
PU_LORVILLEATC1_M_FO_General_StoringShip_IG_001_PleaseClearHangar=Please clear hangar for ship storage.
PU_LORVILLEATC1_M_FO_General_TrafficVoilation_IG_001_WarningPilotYou=Warning, you have been issued a citation.
PU_MACKEN_FO_Levski_1stApproach_Bad_IG_001_UhHeyWelcome=Oh, hey. Uh, welcome to Levski. You probably want to land, but let me just say this okay, looks like you got a bit of a bad rep. Don't get me wrong. We've all got history, you know? We just, we don't like trouble. Each their own, but just be cool. Cool? All right.
PU_MACKEN_FO_Levski_1stApproach_Good_IG_001_HeyThereOn=Hey there. On behalf of the People's Alliance, welcome to Levski. Name's Eslin. I run the hangars here which is great for you, because you're probably looking to land.
PU_MACKEN_FO_Levski_Affirm_IG_001_SureThing=Sure thing.
PU_MACKEN_FO_Levski_Affirm_IG_002_NoProblem=No problem.
PU_MACKEN_FO_Levski_Affirm_IG_003_GotIt=Got it.
PU_MACKEN_FO_Levski_AlreadyGranted_IG_001_YouveAlreadyAsked=You've already asked me that.
PU_MACKEN_FO_Levski_AlreadyGranted_IG_002_WhoaJustHad=Whoa. Just had some crazy dejavu. We've had this conversation before, right?
PU_MACKEN_FO_Levski_AlreadyGranted_IG_003_YeahIAlready=Yeah, I already told you.
PU_MACKEN_FO_Levski_Banned_IG_001_HeyListenI=Hey, listen. I think you should maybe turn around. We're not really the right place for you. Got me?
PU_MACKEN_FO_Levski_Banned_IG_002_UhListenIm=Uh, listen. I'm sorry, but I can't let you in. Council's orders. Sorry.
PU_MACKEN_FO_Levski_BringYouIn_IG_001_LetsBringYou=Let's bring you in.
PU_MACKEN_FO_Levski_BringYouIn_IG_002_LandingProcedureInitiated=Landing procedure initiated.
PU_MACKEN_FO_Levski_BringYouIn_IG_002_ThisHangarsGonna,P=This hangar's gonna be yours.
PU_MACKEN_FO_Levski_BringYouIn_IG_002b_LandingProcedureInitiated=Landing procedure initiated.
PU_MACKEN_FO_Levski_BringYouIn_IG_004_SendingYouThe,P=Sending you the hangar assignment now.
PU_MACKEN_FO_Levski_CheckGarageSpace_IG_001_LetsSeeIf=Oh, let's see if we got any garage space for ya.
PU_MACKEN_FO_Levski_CheckGarageSpace_IG_002_LetsHaveA=Let's have a look in the old terminal here and see if there's a spot for you to park.
PU_MACKEN_FO_Levski_CheckGarageSpace_IG_003_OkayYouNeed=Okay. You need parking. Let's have a look.
PU_MACKEN_FO_Levski_CheckHangarSpace_IG_001_OkayLetsJust=Okay, let's just take a look see what's open right now...
PU_MACKEN_FO_Levski_CheckHangarSpace_IG_002_CoolLetMe=Cool. Let me see if we got any hangars for you...
PU_MACKEN_FO_Levski_CheckHangarSpace_IG_003_TakingALook=Taking a look at what hangars we got free...
PU_MACKEN_FO_Levski_CheckHangarSpace_IG_004_AlrightLetsGet=Alright, let's get you sorted with a hangar...
PU_MACKEN_FO_Levski_CheckHangarSpace_IG_005_LetsGoAhead=Let's go ahead and check the hangars...
PU_MACKEN_FO_Levski_ClearFlightPath_IG_001_HeyYourShip=Uh, hey, your ship's sorta in the way. Think you could move?
PU_MACKEN_FO_Levski_ClearFlightPath_IG_002_HeyIdAppreciate=Hey, I'd appreciate if you showed your neighbors a little respect and got out of the way.
PU_MACKEN_FO_Levski_ClearFlightPath_IG_003_NotToBe=Not to be all 'authority figure' on you, but you got to move your ship now.
PU_MACKEN_FO_Levski_ClearTakeoff_IG_001_YoureClearTo=You're clear to take off.
PU_MACKEN_FO_Levski_ClearTakeoff_IG_002_YoureFreeTo=You're free to launch.
PU_MACKEN_FO_Levski_ClearTakeoff_IG_003_HangarsOpenAnd=Hangar's open and the flight path's clear. Go ahead and launch.
PU_MACKEN_FO_Levski_ClearedHangar_IG_001_AllClear=All clear.
PU_MACKEN_FO_Levski_ClearedHangar_IG_002_AndClear=And... clear.
PU_MACKEN_FO_Levski_ClearedHangar_IG_003_ThereYouGo=There you go. All set.
PU_MACKEN_FO_Levski_EncourageLeaveHangar_IG_001_HeyListenI,P=Hey listen. I hate to rush you, but I've got other ships waiting, so you need to clear the hangar.
PU_MACKEN_FO_Levski_EncourageLeaveHangar_IG_002_IKnowYou,P=I know you just landed, but I've got other customers waiting. It'd be great if you could leave the hangar.
PU_MACKEN_FO_Levski_EncourageLeaveHangar_IG_003_HeySorryTo,P=Hey, sorry to be a pain, but I really need you to clear the hangar.
PU_MACKEN_FO_Levski_EncourageLeaveLandingArea_IG_001_HeySorryTo=Hey, sorry to be a pain, but I really need you to clear out of here.
PU_MACKEN_FO_Levski_Farewell_IG_001_GoodLuckOut=Good luck out there.
PU_MACKEN_FO_Levski_Farewell_IG_002_YouFlySafe=You fly safe, okay.
PU_MACKEN_FO_Levski_Farewell_IG_003_HaveAGood=Have a good one.
PU_MACKEN_FO_Levski_Farewell_IG_004_BeGood=Be good.
PU_MACKEN_FO_Levski_Farewell_IG_005_HopeToSee=Hope to see you again one day.
PU_MACKEN_FO_Levski_FuelRestock_IG_001_WeCanTake=Oh, we can take care of fuel and restock for you here, but anything more complicated and you'll have to figure something else out.
PU_MACKEN_FO_Levski_FuelRestock_IG_002_IfYouWant=If you want to top off before you head out, the terminal will sort you out.
PU_MACKEN_FO_Levski_FuelRestock_IG_003_UseTheTerminal=Use the terminal to fill up your ship, if you want.
PU_MACKEN_FO_Levski_GarageAssignment_IG_001_YouKnowWere=Yeah, we're gonna have to park you up in the garage.
PU_MACKEN_FO_Levski_GarageAssignment_IG_002_SendingYourGarage=Sending your garage assignment.
PU_MACKEN_FO_Levski_GarageAvailable_IG_001_HeyLookAtThat=Hey, look at that. We got some garage space.
PU_MACKEN_FO_Levski_GarageAvailable_IG_002_HeyThereWe=Hey, there we go. There's a garage available. How about that?
PU_MACKEN_FO_Levski_GarageAvailable_IG_003_WeGotA=Hmm, we got a parking spot just waiting for you.
PU_MACKEN_FO_Levski_HangarAssignment_IG_001_LetMeSend=Let me send you your hangar assignment.
PU_MACKEN_FO_Levski_HangarAssignment_IG_002_SendingYouYour=Sending you your hangar assignment now.
PU_MACKEN_FO_Levski_HangarAvailable_IG_001_NiceLookAt=Nice. Look at that. Got a hangar free that's perfect for ya.
PU_MACKEN_FO_Levski_HangarAvailable_IG_002_ThereWeGo=Well there we go. One hangar all ready to go.
PU_MACKEN_FO_Levski_HangarAvailable_IG_003_OneHangarComing=One hangar coming up.
PU_MACKEN_FO_Levski_HangarAvailable_IG_003_OneLandingPad,P=One landing pad coming right up.
PU_MACKEN_FO_Levski_HangarAvailable_IG_004_AndThereHangar=And... There. Hangar assigned.
PU_MACKEN_FO_Levski_HangarAvailable_IG_004_AndThereLanding,P=And... There. Landing pad assigned.
PU_MACKEN_FO_Levski_HangarFull_IG_001_OhManHate=Oh man, hate to say it, but it looks like we're full up with ships right now. You're gonna have to wait a bit.
PU_MACKEN_FO_Levski_HangarFull_IG_002_IDontHave=I don't have any room left. Guess we're pretty busy or something. It's gonna be a few moments.
PU_MACKEN_FO_Levski_HangarFull_IG_003_DontKnowHow=Ah, I don't know how I missed it, but we're actually all out of open hangars. Give me a few seconds to get you all sorted alright?
PU_MACKEN_FO_Levski_InvalidRequest_IG_001_HuhImLost=Hmm. I'm lost. You want me to do what? No. No.
PU_MACKEN_FO_Levski_InvalidRequest_IG_002_ImReallySorry=I'm really sorry, but I can't do that.
PU_MACKEN_FO_Levski_InvalidRequest_IG_003_NoCanDo=No can do, my friend.
PU_MACKEN_FO_Levski_LandingComplete_IG_001_TouchDownLanding=Touch down. Landing complete.
PU_MACKEN_FO_Levski_LandingComplete_IG_002_ThereYouGo=There you go. Safely landed.
PU_MACKEN_FO_Levski_LandingComplete_IG_003_AndDoneWelcome=And... Done. Welcome to Levski.
PU_MACKEN_FO_Levski_LandingComplete_IG_004_AllGoodHere,P=All good. Here. Welcome.
PU_MACKEN_FO_Levski_LandingComplete_IG_004_AllGoodWelcome=All good. Welcome.
PU_MACKEN_FO_Levski_LeaveLandingArea_IG_001_HeyListenI=Hey listen. I hate to rush you, but I've got other ships waiting, so I need you to leave...
PU_MACKEN_FO_Levski_LeaveLandingArea_IG_002_IKnowYou=I know you just landed, but I kinda need to clear the area to make room for other customers. Sorry.
PU_MACKEN_FO_Levski_MovePlayerShip_IG_001_FineIJust=Fine. I'll just move it for you.
PU_MACKEN_FO_Levski_MovePlayerShip_IG_002_IfAskingNicely=If asking nicely doesn't work, then I'll just do it myself.
PU_MACKEN_FO_Levski_Neg_IG_001_SorryICant=Sorry. I can't.
PU_MACKEN_FO_Levski_Neg_IG_002_NoCanDo=No can do.
PU_MACKEN_FO_Levski_OpenFire_IG_001_WoahWhatsWith=Whoa, what's with all the aggression. It's uncool.
PU_MACKEN_FO_Levski_OpenFire_IG_002_WhatTheHell=What the hell!
PU_MACKEN_FO_Levski_OpenFire_IG_003_OhYouveDone=Oh, oh, you've done it now.
PU_MACKEN_FO_Levski_OutOfTime_Landing_IG_001_HateToBe=Hmm, I hate to be a downer, but I had to cancel your landing request.
PU_MACKEN_FO_Levski_OutOfTime_Landing_IG_002_LookImSorry=Uh, look, I'm sorry, but you waited too long to land, so I had to give it away. Hopefully we've all learned a lesson here.
PU_MACKEN_FO_Levski_OutOfTime_Landing_IG_003_HeyYeahSo=Hey, yeah, uh, so I had to give your spot to someone else. I'm sorry, but I thought you were gonna land quicker.
PU_MACKEN_FO_Levski_OutOfTime_Takeoff_IG_001_ImReallySorry=I'm really sorry, but I thought you would've taken off by now. I'm gonna have to cancel your launch.
PU_MACKEN_FO_Levski_OutOfTime_Takeoff_IG_002_CouldntBringYourself=Ah, couldn't bring yourselves to leave, huh? I don't blame you... but am I gonna need to put your ship back in storage.
PU_MACKEN_FO_Levski_OutOfTime_Takeoff_IG_003_UmHiSorry=Um... Hi, sorry. I normally don't like to rush people, but you've taken a really long time to launch.
PU_MACKEN_FO_Levski_OutstandingFees_IG_001_OhOhIt=Uh oh. It says here you owe some money. Won't be able to let you leave until your debt's settled.
PU_MACKEN_FO_Levski_OutstandingFees_IG_002_OhItsA=Oh, it's a bit awkward, but it seems you still owe some credits. Have to hang onto your ship until you're all paid up.
PU_MACKEN_FO_Levski_RamSomething_IG_001_WoahWhatThe=Woah! What the hell are you doing! It's not cool!
PU_MACKEN_FO_Levski_RamSomething_IG_002_HeyHeyWatch=Hey! Hey! Watch it! Easy!
PU_MACKEN_FO_Levski_RamSomething_IG_003_WhatsWithThe=What's with the flying? You on something?
PU_MACKEN_FO_Levski_Repairs_IG_001_IfYouNeed=Oh, if you need repairs, Laura over at Liberty can help you.
PU_MACKEN_FO_Levski_Repairs_IG_002_IfYourShip=If your ship needs maintenance, most folks around here use Liberty. Laura does good work.
PU_MACKEN_FO_Levski_Return_IG_001_HeyWelcomeBack=Hey! Welcome back.
PU_MACKEN_FO_Levski_Return_IG_002_OhThoughtI=Ah, thought I recognized you. Nice to have you back.
PU_MACKEN_FO_Levski_Return_IG_003_HeyWelcomeBack=Hey, welcome back to the land of the free.
PU_MACKEN_FO_Levski_Return_IG_004_LookyThereHappy=Well, Looky there. Happy returns, friend.
PU_MACKEN_FO_Levski_RevokeLanding_IG_001_ForgetItYou=Ah, forget it. You can't land here.
PU_MACKEN_FO_Levski_RevokeLanding_IG_002_KnowWhatNo=Know what? No way in hell am I gonna let you land here.
PU_MACKEN_FO_Levski_RevokeLanding_IG_003_ConsiderYourLanding=Consider your landing privileges revoked.
PU_MACKEN_FO_Levski_ShipRequest_AllSet_IG_001_ThereAllSet=There. All set.
PU_MACKEN_FO_Levski_ShipRequest_AllSet_IG_002_ThereShouldBe=There. Should be waiting for you in the hangar.
PU_MACKEN_FO_Levski_ShipRequest_EncourageTerm_IG_002_YouCanCall=You can call your ship up on a terminal.
PU_MACKEN_FO_Levski_ShipRequest_NoSpace_IG_001_LooksLikeAll=Looks like all the hangars are full. Gonna be just another second.
PU_MACKEN_FO_Levski_ShipRequest_NoSpace_IG_002_ActuallyCanYou=Actually, can you hold on for a bit. All the hangars are full right now.
PU_MACKEN_FO_Levski_ShipRequest_NoSpace_IG_003_ErLooksLike=Er, looks like there's no hangars available. Let me see if I can clear one out.
PU_MACKEN_FO_Levski_ShipRequest_SpaceAvailable_IG_001_ComingRightUp=Comin' right up.
PU_MACKEN_FO_Levski_ShipRequest_SpaceAvailable_IG_002_LetMeGet=Let me get that for you.
PU_MACKEN_FO_Levski_ShipStorageProcedure_IG_001_HeySoI=Hey, so I gotta take your ship down into storage. Okay? Okay.
PU_MACKEN_FO_Levski_ShipStorageProcedure_IG_002_SoGonnaHave=So... I'm gonna have to move your ship... Cool?
PU_MACKEN_FO_Levski_ShipStorageProcedure_IG_003_IHopeYou=Uh, I hope you got everything you need from your ship, cause it's gonna go into storage. Until you need again, of course. I'm not gonna steal it. I'm serious.
PU_MACKEN_FO_Levski_ShipTooBig_IG_001_IHateTo=I hate to do this, but your ship's too large for our hangars. So you're gonna like, have to figure something else out. Sorry.
PU_MACKEN_FO_Levski_ShipTooBig_IG_002_OhOhJeez=Oh, oh jeez, yeah, it looks like your ship's too big for our hangars. You know, that, that's a bummer.
PU_MACKEN_FO_Levski_ShipTooBig_IG_003_WhoahDamnJust=Woah, damn. I just noticed your ship's too big. Got no where for you to land. Apologies.
PU_MACKEN_FO_Levski_SpecificGarage_01_IG_001_ParkInGarage=Park in Garage one.
PU_MACKEN_FO_Levski_SpecificGarage_02_IG_001_ThereYouGo=Here you go. Garage two.
PU_MACKEN_FO_Levski_SpecificGarage_03_IG_001_IShouldBe=I should be able to squeeze you into Garage Three.
PU_MACKEN_FO_Levski_SpecificGarage_04_IG_001_HereMyFinest=Here. My finest garage. Number four.
PU_MACKEN_FO_Levski_SpecificHangar_01_IG_001_YoureGonnaBe=You're gonna be in Hangar Uno... that's one.
PU_MACKEN_FO_Levski_SpecificHangar_02_IG_001_HangarTwoFor=Hangar Two for you...
PU_MACKEN_FO_Levski_SpecificHangar_03_IG_001_YoureGonnaBe=Uh, you're gonna be in hangar three.
PU_MACKEN_FO_Levski_SpecificHangar_04_IG_001_ThereYouGo=There you go. Hangar four.
PU_MACKEN_FO_Levski_StandByMsg_IG_001_HeyThereYouve=Hey there. You've got Levski landing control, but I'm occupado at the moment. Hang out for a second and I'll be with you soon.
PU_MACKEN_FO_Levski_StationFull_IG_001_IHateTo=I hate to say it, but it looks like we're all full up with ships right now. You're gonna have to wait a bit.
PU_MACKEN_FO_Levski_StationFull_IG_002_OhIDont=Huh, I don't have any room left. Guess we're pretty busy or something. Uh, it's gonna be a few moments.
PU_MACKEN_FO_Levski_StationFull_IG_003_YeahIDont=Yeah, I don't know how I missed it, but we're a little tight on space. Just give me a few seconds to get you sorted all right?
PU_MACKEN_FO_Levski_StoreShip_IG_001_NeedTheShip=I need the ship clear so I can move it into storage.
PU_MACKEN_FO_Levski_StoreShip_IG_002_HeyGonnaNeed=Hey, gonna need the crew all off so I place your ship into storage.
PU_MACKEN_FO_Levski_TakePayment_IG_001_AllThatsLeft=All that's left for you is to send me a payment.
PU_MACKEN_FO_Levski_TakePayment_IG_002_GreatLastStep=Great. Last step is payment.
PU_MACKEN_FO_Levski_TakePayment_IG_003_JustNeedYour=Right, just need your landing fee and then we're all set.
PU_MACKEN_FO_Levski_TakePayment_NotEnough_IG_001_SorryIfYou=Sorry. If you don't have the credits, I can't let you land.
PU_MACKEN_FO_Levski_TakePayment_NotEnough_IG_002_IWishI=I wish I could waive the fee for you, but food ain't free. Yet. You hear me?
PU_MACKEN_FO_Levski_TakePayment_NotEnough_IG_003_SorryButYou=Sorry, but you don't pay, you don't land. If it's any consolation, I like to think that one day we'll all move beyond creds and material things. It's a good dream.
PU_MACKEN_FO_Levski_TakePayment_Paid_IG_001_Awesome=Awesome.
PU_MACKEN_FO_Levski_TakePayment_Paid_IG_002_Great=Great.
PU_MACKEN_FO_Levski_TakePayment_Paid_IG_003_ThatsPerfect=That's perfect.
PU_MACKEN_FO_Levski_TractorEngage_IG_001_TractorLockedOn=Tractor locked on.
PU_MACKEN_FO_Levski_TractorEngage_IG_002_TractorEngaged=Tractor engaged.
PU_MACKEN_FO_Levski_WarningLeaveHangar_IG_001_OkayLastChance,P=Okay, last chance to leave the hangar, or you're gonna be forcefully removed.
PU_MACKEN_FO_Levski_WarningLeaveLandingArea_IG_001_OkayLastChance=Okay, last chance to leave, or you're going to be forcefully removed.
PU_MACKEN_FO_Levski_Warning_TimeLimit_IG_001_IHateTo=Hmm, I hate to rush you, but you're kinda taking a little too long... You know?
PU_MACKEN_FO_Levski_Warning_TimeLimit_IG_002_HeySorryCould=Hey, sorry, could you hurry up a little? Thanks.
PU_MACKEN_FO_Levski_Warning_TimeLimit_IG_002b_HeySorryCould=Hey, sorry, could you hurry it up a little? Thanks.
PU_MACKEN_FO_Levski_Warning_TimeLimit_IG_003_WouldYouMind=Would you mind moving it along? This is kind of a busy operation...
PU_MACKEN_FO_Levski_Warning_TimeLimit_Landing_IG_001_HeyAreYou=Hey, are you gonna land? Cause, I've done my part. Now it's time to do yours.
PU_MACKEN_FO_Levski_Warning_TimeLimit_Landing_IG_002_SoIKinda=So, I kinda need you to land. If you're not, that's cool, that's cool too. I just kinda need to know. Like soon.
PU_MACKEN_FO_Levski_Warning_TimeLimit_Landing_IG_003_YouGotSpot=Uh, You got a spot to land. Just waiting for you. So... Let's get landing.
PU_MACKEN_FO_Levski_Warning_TimeLimit_Takeoff_IG_001_YouUhOkay=uh, you, uh, okay? It's just that uh you've got like everything you need to take off, but you're not.
PU_MACKEN_FO_Levski_Warning_TimeLimit_Takeoff_IG_002_HeyYouKnow=Hey, you know you can leave, right?
PU_MACKEN_FO_Levski_Warning_TimeLimit_Takeoff_IG_003_IGaveYou=I gave you permission to launch, right? I did. Okay, cool. Just making sure.
PU_MACKEN_Levski_Affirm_IG_001_SureThing=Sure thing.
PU_MACKEN_Levski_Affirm_IG_002_NoProblem=No problem.
PU_MACKEN_Levski_Affirm_IG_003_GotIt=Got it.
PU_MACKEN_Levski_ConvoCont_IG_001_NowWhereWas=Now, where was I...
PU_MACKEN_Levski_ConvoCont_IG_002_OhIwas=Oh, I was saying something... Oh! Uh, right...
PU_MACKEN_Levski_Farewell_IG_001_IllSeeYou=I'll see you later.
PU_MACKEN_Levski_Farewell_IG_002_AlrightHaveA=All right, have a good one.
PU_MACKEN_Levski_Farewell_IG_003_NiceTalkingWith=Nice talking with you.
PU_MACKEN_Levski_Farewell_IG_STAND_001_IllSeeYou=I'll see you later.
PU_MACKEN_Levski_Farewell_IG_STAND_002_AlrightHaveA=All right, have a good one.
PU_MACKEN_Levski_Farewell_IG_STAND_003_NiceTalkinWith=Nice talking with you.
PU_MACKEN_Levski_FuelRestock_IG_001_OhWeCan=Oh, we can take care of fuel and restock for you here, but anything more complicated, you'll have to figure something else out.
PU_MACKEN_Levski_FuelRestock_IG_002_OhIfYou=Oh, if you want to top off before you head out, the terminal over there will sort you out.
PU_MACKEN_Levski_FuelRestock_IG_003_UseTheTerminal=Use the terminal to fill up your ship, if you want.
PU_MACKEN_Levski_Greetings_IG_001_HeyThere=Hey there.
PU_MACKEN_Levski_Greetings_IG_002_HowsItGoing=How's it going.
PU_MACKEN_Levski_Greetings_IG_003_YouAlright=You alright?
PU_MACKEN_Levski_Greetings_IG_004_OhSorryI=Oh, sorry, I was somewhere else.
PU_MACKEN_Levski_Greetings_IG_STAND_001_HeyThere=Hey there.
PU_MACKEN_Levski_Greetings_IG_STAND_002_HeyHowsIt=Hey, how's it going.
PU_MACKEN_Levski_Greetings_IG_STAND_003_YouAlright=You alright?
PU_MACKEN_Levski_Interrupt_IG_001_OhNeverMind=Oh. Never mind then.
PU_MACKEN_Levski_Interrupt_IG_002_SorryIGet=Sorry, I get going sometimes.
PU_MACKEN_Levski_Neg_IG_001_OhSorryI=Oh, sorry. I can't.
PU_MACKEN_Levski_Neg_IG_002_NoCanDo=No can do.
PU_MACKEN_Levski_OutstandingFees_IG_001_SaysHereYou=Oh. It says here you owe some money. Won't be able to let you leave till your debt's settled.
PU_MACKEN_Levski_OutstandingFees_IG_002_BitAwkwardBut=Oh, bit awkward, but it seems you still owe some credits. Have to hang onto your ship till you're all paid up.
PU_MACKEN_Levski_PhysicalBump_IG_001_Woah=Woah!
PU_MACKEN_Levski_PhysicalBump_IG_002_OhYoureA=You're a frisky one, ain't you, huh.
PU_MACKEN_Levski_PhysicalBump_IG_003_Easy=Easy.
PU_MACKEN_Levski_PhysicalBump_IG_LEFT_001_Woah=Woah!
PU_MACKEN_Levski_PhysicalBump_IG_LEFT_002_WowYoureA=Wow, you're a frisky one, ain't you.
PU_MACKEN_Levski_PhysicalBump_IG_LEFT_003_Easy=Easy.
PU_MACKEN_Levski_PhysicalBump_IG_RIGHT_001_Woah=Woah!
PU_MACKEN_Levski_PhysicalBump_IG_RIGHT_002_OhYoureA=You're a frisky one, ain't you.
PU_MACKEN_Levski_PhysicalBump_IG_RIGHT_003_Easy=Easy.
PU_MACKEN_Levski_RandomToNPC_IG_001_YouShouldveSeen=You should have seen this place back in the day. All of us young and full of fire to build something better. Ah man, it was something.
PU_MACKEN_Levski_RandomToNPC_IG_002_ALittleInsiders=A little insiders advice. We're a pretty safe spot, but that doesn't mean we don't see our fair share of troubles. You might want to avoid some of the older tunnels if you catch my drift.
PU_MACKEN_Levski_RandomToNPC_IG_003_IDontMiss=I don't miss much about living under the boot of the Empire. It's really just the concerts. You know, we don't get too many performers out this way. I mean I used to love going to a gig or two. You know, really feeling the music, you know? Maybe once everyone's free from tyranny, we can get a band or two out this way.
PU_MACKEN_Levski_RandomToNPC_IG_004_IHaventBeen=I haven't been off-rock for a while now. Yeah, I see you traveler types arrive everyday and think to myself if maybe I should head out and see more of what's out there, but you know what? Once you find your home, that's a pretty hard thing to leave. Naw, I'm pretty happy staying where I am.
PU_MACKEN_Levski_RandomToPlayer_IG_001_YouShouldveSeen=You should have seen this place back in the day. All of us young and full of fire to build something better. It was something.
PU_MACKEN_Levski_RandomToPlayer_IG_002_LittleInsidersAdvice=Little insiders advice. We're a pretty safe spot, but that doesn't mean we don't see our fair share of trouble. You might want to avoid some of the older tunnels if you catch my drift.
PU_MACKEN_Levski_RandomToPlayer_IG_003_YeahIDont=Yeah, I don't miss much about living under the boot of the Empire. It's really just the concerts. You know, we don't get too many performers out this way. I used to love going to a gig or two, you know. Really feeling the music, you know? Maybe once everyone's free from tyranny, we can get a band or two out this way.
PU_MACKEN_Levski_RandomToPlayer_IG_004_IHaventBeen=I haven't been off-rock for a while now. I see you traveler types arrive everyday and think to myself if maybe I should head out and see more of what's out there, but you know what? Once you find your home, that's a hard thing to leave. Naw, I'm pretty happy where I am.
PU_MACKEN_Levski_Repairs_IG_002_OhIfYour=Oh, if your ship needs maintenance, most folks around here use Liberty. Laura does good work.
PU_MACKEN_Levski_ShipRequest_AllSet_IG_001_ThereAllSet=There. All set.
PU_MACKEN_Levski_ShipRequest_AllSet_IG_002_ThereShouldBe=There. Should be waiting for you in the hangar.
PU_MACKEN_Levski_ShipRequest_AllSet_IG_003_AllRightYour=All right. Your ship's all ready for you.
PU_MACKEN_Levski_ShipRequest_AllSet_IG_003b_AlrightYourShips=All right. Your ship's all ready for you.
PU_MACKEN_Levski_ShipRequest_EncourageTerm_IG_001_OnceYoureReady=Once you're ready to head out, you can use the terminal and I'll get your ship for you.
PU_MACKEN_Levski_ShipRequest_EncourageTerm_IG_002_OhYouCan=Oh, you can call your ship on the terminal over there.
PU_MACKEN_Levski_ShipRequest_NoSpace_IG_001_LooksLikeAll=Hm, looks like all the hangars are full. Gonna be just another second.
PU_MACKEN_Levski_ShipRequest_NoSpace_IG_002_ActuallyCanYou=Actually, can you hold on for a bit. All the hangars are full right now.
PU_MACKEN_Levski_ShipRequest_NoSpace_IG_003_LooksLikeTheres=Er, looks like there's no hangars available. Let me see if I can clear one out.
PU_MACKEN_Levski_ShipRequest_SpaceAvailable_IG_001_CominRightUp=Comin' right up.
PU_MACKEN_Levski_ShipRequest_SpaceAvailable_IG_002_LetMeGet=Let me get that for you.
PU_MACKEN_Levski_ShipRequest_SpaceAvailable_IG_003_BringingYourShip=Bringing your ship up now.
PU_MACKEN_Levski_Welcome_V_WP_001_OhHeySince=Oh, hey, since this looks like your first time on Levski, I figured I should let you know a few things. Everything here is run by the People's Alliance. So, forget what you're used to in the UEE. We're all about making a truly free place to live, where everyone can feel safe and express themselves. It's pretty amazing.
PU_MACKEN_Levski_Welcome_V_WP_002_SoSinceYoure=Since you're visiting, there are a couple rules you're gonna have to follow. First, never say anyone else's ideas are stupid. I mean, who are any of us to say what's stupid. You know, we're all entitled to our own thoughts. Two. Don't try and rip anyone off. Alright, You would figure that wouldn't have to be a rule, but there you go. Three. Don't try and push your UEE agenda on us. Talking is one thing. Plotting is another. Four. No fighting.
PU_MACKEN_Levski_Welcome_V_WP_003_ThatsSimpleAnd=That's simple. And last, try and spend a bit of time thinking about how you're gonna make the 'verse a better place. You know, that one's my favorite. It's at the heart of what makes Levski so, so great. Now, I know all of this may seem a bit weird to you, but it's how we like to live, so I'd appreciate you respecting us.
PU_MACKEN_Levski_Welcome_V_WP_004_AlrightNowI=All right. Now, I've preached at you long enough. Have a good time. Oh, and a make sure you check out the cafes.
PU_MERCYDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_001_HeyGotA=Got a hot ride coming in fully loaded. ETA 15. Need RTA on standby and prep a crash couch.
PU_MERCYDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_002_CodeOneSeven=Code 171 in operating suite 2. This is not a drill, people. Code 171 in suite 2.
PU_MERCYDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_003_LookAliveFolks=Look alive, folks. Have a drop coming this way. 5 tier 1's. 6 tier 2's. ETA in 17 minutes. Gonna need some beds cleared stat.
PU_MERCYDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_004_DrPidwariDrop=Dr. Pidwari, drop whatever you're doing and get to OR 3 now. Hurry.
PU_MERCYDISP01_F_LPA_Announce_Hospital_EmergPaging_IG_005_WeNeedEvery=We need every availble nurse to emergency bay C right damn now.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_001_UmDrEaton=Doc Eaton, they're looking for you in urology. Doc Eaton to urology.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_002_HeyDrPidwari=Hey, Dr. Pidwari. They found your jacket. It was in the staff lounge.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_003_AlrightAnyTeam=Alright, any team members interested in volunteering for a shift on one of our mobile clinics, come see me for information.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_004_ErIsAnyone=Is anyone looking for a very nice old man name Pete? He's down in Dr. Albert's office now and we'd like to get him back to wherever he's supposed to be. Thanks.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_005_CanDarneelOkai=Can Darneel Okai please hit up the nurses station? Thanks.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_006_IfThereAre=If there are any techs around pathology, would you please answer their damn mobi. Thank you.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_007_PagingDrEaling=Paging Dr. Ealing to the lab. They need you in the lab Dr. Ealing.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_008_OkPagingDr=Okay. Paging Dr. Ari Ealing to the lab. Not Dr. Beverly Ealing.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_009_PleaseJoinMe=Please join me in giving a big thanks to Recco and everyone else in Local 163 for the surprise muffins today. Really, really appreciated.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_010_JustWantedTo=Just wanted to take a minute to say thanks again to Miners Amalgamated for helping us repair the OR. We couldn't do what we do here at the Mercy with out there help.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_011_NurseStanwickYoure=Nurse Stanwick you're needed in the Oncology supply closet.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_012_BrianAlowskiYoure=Brian Alowski, you're needed in your sister's room. She's got? I mean? you better just come.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_013_IShouldntHave=I shouldn't have to be saying this again, but Mercy supplies are not free and are not for personal use. Not even if you work here.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_014_CanThePatient=Can the patient Sabille Calleno please contact hospital administration as soon as possible. Thanks.
PU_MERCYDISP01_F_LPA_Announce_Hospital_StaffPaging_IG_015_DrAlbrightYoure=Dr. Albright you're needed in recovery. Dr. Albright to recovery.
PU_MERCYDISP01_F_LPA_Warn_Emergency_Done_IG_001_HeyGoodNews=Hey! Good news. Everything's been sorted. You can go about your business. Thanks.
PU_MERCYDISP01_F_LPA_Warn_Emergency_InProgress_IG_001_AlrightIKnow=Alright, I know everyone's wondering what's going on, but we're still working on fixing the problem. Shouldn't be too much longer. Thanks for your patience.
PU_MERCYDISP01_F_LPA_Warn_Emergency_Remain_IG_001_AttentionEveryoneTheres=Attention everyone. There's a bit of a situation right now and we're going to need everyone - staff, patients, visitors - to stay right where they are until we get this sorted. Thanks for understanding.
PU_MERCYDISP01_F_LPA_Warn_Emergency_Vacate_IG_001_AttentionEveryoneTheres=Attention everyone. We've got an emergency situation so we're going to need everyone - staff, patients, visitors - to exit the hospital as quickly and safely as they can.
PU_MILSECR1_SK_Patrol_ScanPeople_Complete_IG_001_YouCanGo=You can go. Thanks for your cooperation.
PU_MILSECR1_SK_Patrol_ScanPeople_Complete_IG_002_YoureGoodStay=You're good. Stay safe.
PU_MILSECR1_SK_Patrol_ScanPeople_Init_IG_001_PleaseHoldFor=Please hold for a scan.
PU_MILSECR1_SK_Patrol_ScanPeople_Init_IG_002_PleaseStandBy=Please stand by. Instituting routine scan.
PU_MILSECR2_SK_ConvoCont_IG_001_UhHuh=Uh huh.
PU_MILSECR2_SK_ConvoCont_IG_002_Yeah=Yeah.
PU_MILSECR2_SK_ConvoCont_IG_003_Really=Really?
PU_MILSECR2_SK_ConvoCont_IG_004_Unbelievable=Unbelievable.
PU_MILSECR2_SK_Patrol_ScanPeople_Complete_IG_001_YouCanGo=You can go. Thanks for your cooperation.
PU_MILSECR2_SK_Patrol_ScanPeople_Complete_IG_002_YoureGoodStay=You're good. Stay safe.
PU_MILSECR2_SK_Patrol_ScanPeople_Init_IG_001_PleaseHoldFor=Please hold for a scan.
PU_MILSECR2_SK_Patrol_ScanPeople_Init_IG_002_PleaseStandBy=Please stand by. Instituting routine scan.
PU_MILSECR3_SK_ConvoCont_IG_001_UhHuh=Uh huh.
PU_MILSECR3_SK_ConvoCont_IG_002_Yeah=Yeah.
PU_MILSECR3_SK_ConvoCont_IG_003_Really=Really?
PU_MILSECR3_SK_ConvoCont_IG_004_Unbelievable=Unbelievable.
PU_MILSECR3_SK_Patrol_IG_001_EverythingOkayHere=Everything okay, here?
PU_MILSECR3_SK_Patrol_IG_002_MoveAlong=Move along.
PU_MILSECR3_SK_Patrol_IG_003_LetsKeepIt=Let's keep it moving.
PU_MILSECR3_SK_Patrol_IG_004_WeGotA=We got a problem?
PU_MILSECR3_SK_Patrol_IG_005_GonnaHaveTo=Gonna have to ask you to keep it down.
PU_MILSECR3_SK_Patrol_Reporting_IG_001_ThisAreasClear=This area's clear.
PU_MILSECR3_SK_Patrol_Reporting_IG_002_EverythingLooksGood=Everything look's good here.
PU_MILSECR3_SK_Patrol_Reporting_IG_003_ThisSectorsPretty=This sector's pretty quite.
PU_MILSECR3_SK_Patrol_ScanPeople_Complete_IG_001_YouCanGo=You can go. Thanks for your cooperation.
PU_MILSECR3_SK_Patrol_ScanPeople_Complete_IG_002_YoureGoodStay=You're good. Stay safe.
PU_MILSECR3_SK_Patrol_ScanPeople_Init_IG_001_PleaseHoldFor=Please hold for a scan.
PU_MILSECR3_SK_Patrol_ScanPeople_Init_IG_002_PleaseStandBy=Please stand by. Instituting routine scan.
PU_MILSECR3_SK_RandomToSecurity_V_C1_001_DidYouCatch=Did you catch at roll that they're starting to assign double-shifts?
PU_MILSECR3_SK_RandomToSecurity_V_C1_003_ICantBelieve=I can't believe that with what they're paying in OT, it's not easier to just hire more people.
PU_MILSECR3_SK_RandomToSecurity_V_C1_005_YeahIDont=Yeah, I don't know. Command's got no clue what they're doing.
PU_MILSECR3_SK_RandomToSecurity_V_C2_001_YouMightHave=You might have smack me if I doze off. Spent last night waiting for this civvie to wake up, so I could get a witness statement.
PU_MILSECR3_SK_RandomToSecurity_V_C2_003_ShitWasCrazy=Shit was crazy. I almost don't want to know.
PU_MPHHOSPPA01_F_LPA_Announce_Hospital_GeneralInfo_MPH_IG_001_AVisionaryIn=A visionary in her generosity and a philanthropic inspiration to the millions of lives she's touched, this hospital is proud to be named after the unparalleled Maria Hurston. To honor her work and her memory, we will be sharing select excerpts from her seminal work, "Dynamics of a Mindful Life" throughout the day. We encourage you to listen with an open mind and a pure heart.
PU_MPHHOSPPA01_F_LPA_Announce_Hospital_GeneralInfo_MPH_IG_002_InHerBook=In her book, "Dynamics of a Mindful Life," Maria Hurston recognized that "There is one single piece of vital equipment that is often the very last to get repaired." She of course was talking about the Human body. That's why yearly wellness checks are so important for not only your health, but the health of Hurston Dynamics.
PU_MPHHOSPPA01_F_LPA_Announce_Hospital_GeneralInfo_MPH_IG_003_InHerBook=In her book, "Dynamics of a Mindful Life," Maria Hurston encouraged all patients to repeat the following healing affirmations to inspire and motivate healing - I will be grateful for the care given to me. I will focus on my positive energy, rather than on pain. I will put my faith in those responsible for me. I will actively dedicate myself to feeling better today. I will repay this gift of life with hard work and renewed commitment... Try these yourself and feel the power of Maria's healing words first hand.
PU_MPHHOSPPA01_F_LPA_Announce_Hospital_GeneralInfo_MPH_IG_004_InHerBook=In her book, "Dynamics of a Mindful Life," Maria Hurston reminded us all that "Good health is the foundation upon which all successful endeavors are built." That's why it is so important to start each day with a healthy breakfast to give all your "endeavors" a nutritionaly balanced foundation.
PU_MPHHOSPPA01_F_LPA_Announce_Hospital_GeneralInfo_MPH_IG_005_InHerBook=In her book, "Dynamics of a Mindful Life," Maria Hurston showed that "Health isn't merely the concern of the individual. It takes everyone working together to build a healthy and thriving community." That's why Hurston Dynamics is so proud to carry on her lasting legacy here at Maria Pure of Heart Hospital; where we all work together for better health.
PU_MPHHOSPPA01_F_LPA_Announce_Hospital_WellnessInfo_MPH_IG_001_AttentionAllHurston=Attention all Hurston Dynamics employees, please inform your manager immediately before taking medical leave. An authorized medical exemption form is required as proof of inability to perform your duties.
PU_MPHHOSPPA01_F_LPA_Announce_Hospital_WellnessInfo_MPH_IG_002_HurstonDynamicsEncourages=Hurston Dynamics encourages all employees to update their imprint regularly. It's not only a great way to prevent work interruptions, but it's considerate to your coworkers, and can help minimize the side effects from regeneration. Together, we can make sure that you "Leave a lasting imprint" here at Hurston.
PU_MPHHOSPPA01_F_LPA_Announce_Hospital_WellnessInfo_MPH_IG_003_SureWeAll=Sure, we all want to be able to work longer hours, but overdosing on stimulants is not the answer. From a higher chance of accidents and mistakes to a decrease in performance and quality of work, Hurston Dynamics reminds employees that "Too Many Stims Slows You Down."
PU_MPHHOSPPA01_F_LPA_Announce_Hospital_WellnessInfo_MPH_IG_004_EagerToReturn=Eager to return to your job? Don't let your recovery endanger your coworkers. Some medication and treatments may affect your motor skills and alertness. Be sure to discuss side effects with your doctor or pharmacist.
PU_MPHHOSPPA01_F_LPA_Announce_Hospital_WellnessInfo_MPH_IG_005_FeelingReadyTo=Feeling ready to get back to work? Ask your doctor or pharmacist how to taper your medication dosage to help you return to the job in record time.
PU_MPHHOSPPA01_F_LPA_Warn_Emergency_Done_IG_001_AttentionTheEmergency=Attention. The emergency situation has now been resolved. This halt has been noted on all relevant time cards. Thank you for your cooperation.
PU_MPHHOSPPA01_F_LPA_Warn_Emergency_InProgress_IG_001_AttentionContinueTo=Attention. Continue to follow all emergency protocols until Hurston Dynamics resolves the situation. Repeat. The emergency is still ongoing. Continue to follow all instructions.
PU_MPHHOSPPA01_F_LPA_Warn_Emergency_Remain_IG_001_ThisIsAn=This is an emergency alert. All hospital personnel, patients and visitors are directed to remain where they are until further notice. Repeat. This is an emergency alert. Remain where you are until further notice.
PU_MPHHOSPPA01_F_LPA_Warn_Emergency_Vacate_IG_001_ThisIsAn=This is an emergency alert. All hospital personnel, patients and visitors are ordered to vacate the premises immediately. Repeat. This is an emergency alert. Vacate the premises immediately.
PU_MPHHOSPPA01_F_LPA_Welcome_Hospital_MPH_IG_001_WelcomeToMaria=Welcome to Maria Pure of Heart Hospital, a nonprofit, medical facility dedicated to improving the health of all members of the extended Hurston Dynamic family of employees and the community of Lorville since 2889.
PU_MTECHREP1_MG_Busy_IG_001_SorryIllBe=Sorry, I'll be with you shortly.
PU_MTECHREP1_MG_Busy_IG_002_IllBeRight=I'll be right with you.
PU_MTECHREP1_MG_CallSecurity_IG_001_INeedSome=I need some help over here!
PU_MTECHREP1_MG_CallSecurity_IG_002_Help=Help!
PU_MTECHREP1_MG_CallSecurity_IG_003_Security=Security!
PU_MTECHREP1_MG_Chosen_PlayerAcceptMission_IG_001_GladWeCould=Glad we could find you something.
PU_MTECHREP1_MG_Chosen_PlayerAcceptMission_IG_002_ThatShouldWork=That should work out well.
PU_MTECHREP1_MG_Chosen_PlayerDeclineMission_IG_001_OkayHopefullyWelll=Okay, hopefully we'lll have better luck finding you something next time.
PU_MTECHREP1_MG_Chosen_PlayerDeclineMission_IG_002_UnderstoodSorryWe=Understood. Sorry we couldn't find the right contract for you today.
PU_MTECHREP1_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_001_IfYouChange=If you change your mind, let a representative know. Sometimes contracts will still be available.
PU_MTECHREP1_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_TheContractMight=The contract might not be assigned out to someone else right away, so it might not be too late if you change your mind.
PU_MTECHREP1_MG_Chosen_PlayerDeclineMission_SearchAgain_IG_001_AllRightNot=All right, not quite the contract for you. Let's take another look.
PU_MTECHREP1_MG_Chosen_PlayerDeclineMission_SearchAgain_IG_002_OkayNoProblem=Okay, no problem. Let me see if there's anything else.
PU_MTECHREP1_MG_Comms_Farewell_IG_001_AppreciateYourTime=Appreciate your time.
PU_MTECHREP1_MG_Comms_Farewell_IG_002_HaveAGood=Have a good day.
PU_MTECHREP1_MG_Comms_ForgivesPlayer_IG_001_MicrotechHasBeen=microTech has been reviewing some of our deactivated contractors in light of new policy, and your status has been upgraded from unhirable to hireable.
PU_MTECHREP1_MG_Comms_ForgivesPlayer_IG_002_ExcitingNewsAfter=Exciting news! After careful review, microTech has decided that you may be elegible to do contract work again.
PU_MTECHREP1_MG_Comms_InstructVisit_IG_001_ItWouldBe=It would be great if you could stop by microTech at your earliest convience.
PU_MTECHREP1_MG_Comms_InstructVisit_IG_002_WedLoveIt=We'd love it if you could swing over to microTech whenever you get a chance.
PU_MTECHREP1_MG_Comms_MissionComplete_IG_001_JustWantedTo=Just wanted to confirm that your contract was completed to our satisfaction. Thank you for your hard work.
PU_MTECHREP1_MG_Comms_MissionComplete_IG_002_YourCurrentContract=Your current contract with us is now complete. You should be all set.
PU_MTECHREP1_MG_Comms_NewMission_IG_001_IWantedTo=I wanted to let you know we have an exciting new opportunity for you.
PU_MTECHREP1_MG_Comms_NewMission_IG_002_OurSystemIs=Our system is showing that you might be a strong candidate for some interesting new contract opportunites we have available.
PU_MTECHREP1_MG_Comms_PaymentSent_IG_001_SendingPaymentNow=Sending payment now.
PU_MTECHREP1_MG_Comms_PaymentSent_IG_002_YourPaymentHas=Your payment has been submitted for processing.
PU_MTECHREP1_MG_Comms_ReturnItems_FailBounty_IG_001_OwingToOutstanding=Owing to outstanding microTech property in your possesion, a warrant has been issued for it's return.
PU_MTECHREP1_MG_Comms_ReturnItems_FailBounty_IG_002_WantedToInform=Wanted to inform you that because you weren't able to return our property, a collection bounty has been issued.
PU_MTECHREP1_MG_Comms_ReturnItems_LastWarning_IG_001_OurRecordsAre=Our records are showing that you have not yet returned our property. Please do so, or there will be repercussions.
PU_MTECHREP1_MG_Comms_ReturnItems_Reminder_IG_001_PleaseReturnAny=Please return any microTech property to us, or we will be forced to take appropriate action.
PU_MTECHREP1_MG_Comms_ReturnItems_Reminder_IG_002_YouAreHereby=You are hereby notified that any microTech property in you possession must be returned in a timely matter.
PU_MTECHREP1_MG_ConvoRejoin_IG_001_NoProblemWhere=No problem. Where were we?
PU_MTECHREP1_MG_ConvoRejoin_IG_002_AllRightLets=All right, let's take another look...
PU_MTECHREP1_MG_Decide_EncourageLookAndDecide_IG_001_TakeALook=Take a look and see what you think.
PU_MTECHREP1_MG_Decide_EncourageLookAndDecide_IG_002_HaveARead=Have a read through and we'll see if its a match for you.
PU_MTECHREP1_MG_Decide_MissionTimeout_IG_001_YouSeemDistracted=You seem distracted. Why don't we pick this up another time.
PU_MTECHREP1_MG_Decide_MissionTimeout_IG_002_SorryIfYou=Sorry. If you can't decide I'm going to have to help other people.
PU_MTECHREP1_MG_Decide_WarningMissionTimeout_IG_001_AnyThoughts=Any thoughts?
PU_MTECHREP1_MG_Decide_WarningMissionTimeout_IG_002_WillThatWork=Will that work for you?
PU_MTECHREP1_MG_Idles_IG_EX_002=<Various humming>
PU_MTECHREP1_MG_Idles_IG_EX_003=<Various humming>
PU_MTECHREP1_MG_Interrupt_IG_001_EverythingOkay=Everything okay?
PU_MTECHREP1_MG_Interrupt_IG_002_IsThereA=Is there a problem?
PU_MTECHREP1_MG_Intro_1stTime_IG_001_HelloAndWelcome=Hello and welcome to microTech.
PU_MTECHREP1_MG_Intro_1stTime_IG_002_WelcomeToMicrotech=Welcome to microTech, where we work to make each day better.
PU_MTECHREP1_MG_LastMissionComment_FailStreak_IG_001_SoManyFailed=So many failed contracts....
PU_MTECHREP1_MG_LastMissionComment_FailStreak_IG_002_NotExactlyThe=Not exactly the best record is it...
PU_MTECHREP1_MG_LastMissionComment_Fail_Good_IG_001_ISeeThat=I see that you had a bit of trouble on that last contract, but before that your record looks pretty good. I wouldn't worry too much about it for now.
PU_MTECHREP1_MG_LastMissionComment_Fail_Good_IG_002_LooksLikeYouve=Looks like you've been doing really well so far. Except for that last contract of course.
PU_MTECHREP1_MG_LastMissionComment_Fail_NeutralBad_IG_001_ImSorryTo=I'm sorry to see that your last contract didn't go so well. I hope your next one will be more successful.
PU_MTECHREP1_MG_LastMissionComment_Fail_NeutralBad_IG_002_LooksLikeYour=Looks like your last contract was unable to be completed. I hope you have better luck on the next one.
PU_MTECHREP1_MG_LastMissionComment_LastChance_IG_001_HeresWhatI=Here's what I can do. I can request a trial and allow you to attempt another contract.
PU_MTECHREP1_MG_LastMissionComment_LastChance_IG_002_MicrotechIsVery=microTech is very committed to providing worker support. We can try you one more time on a probationary basis and see if you can turn things around.
PU_MTECHREP1_MG_LastMissionComment_NoLonger_IG_001_ThatMeansIm=That means I'm unable to provide you with a contract at this time. Sorry for the inconvience.
PU_MTECHREP1_MG_LastMissionComment_NoLonger_IG_002_WhichMeansAccording=Which means, according to microTech policy, I will not be able to give you a new contract currently
PU_MTECHREP1_MG_LastMissionComment_Robbed_IG_001_MicrotechWasVery=microTech was very sorry to hear you were attacked on your last contract, and of course are no way responsible for any injuries or equipment lost you may have suffered.
PU_MTECHREP1_MG_LastMissionComment_SuccessStreak_IG_001_ItSeemsYouve=It seems you've been doing quite well overall.
PU_MTECHREP1_MG_LastMissionComment_SuccessStreak_IG_002_MicrotechHasDefinitely=microTech has definitely taken notice of the quality of work you've been doing for us.
PU_MTECHREP1_MG_LastMissionComment_Success_Exceptional_IG_001_IHaveIt=I have it noted here that your performance on the last conract was exemplary. That's great!
PU_MTECHREP1_MG_LastMissionComment_Success_Exceptional_IG_002_SeemsYourLast=Seems your last contract performance was so good that you're in the running for contractor of the month. It's quite an honor just to be nominated.
PU_MTECHREP1_MG_LastMissionComment_Success_Good_IG_001_CongratulationsOnThe=Congratulations on the successful completion of your last contract.
PU_MTECHREP1_MG_LastMissionComment_Success_Good_IG_002_TheFileSays=The file says you completed your last contract on time. That's always great to see.
PU_MTECHREP1_MG_LastMissionComment_TryHarder_IG_001_ImSureYou=I'm sure you can turn things around though.
PU_MTECHREP1_MG_LastMissionComment_TryHarder_IG_002_WhoKnowsThough=Who knows though, maybe you'll actually complete the next contract.
PU_MTECHREP1_MG_MidMission_Disclaimer_IG_001_ThisCommMay=This comm may be recorded for quality reasons.
PU_MTECHREP1_MG_MidMission_Fail_IG_001_UnfortunatelyDueTo=Unfortunately, due to your failure to complete the contract to the required specifications, we consider it null and void.
PU_MTECHREP1_MG_MidMission_Fail_IG_002_ThisIsTo=This is to let you know that your contract with us has been terminated and your services no longer required.
PU_MTECHREP1_MG_MidMission_Fail_IG_003_UnfortunatelyWeveHad=Unfortunately we've had to cancel your current contract. We're extremely sorry for the inconvience.
PU_MTECHREP1_MG_MidMission_Fail_IG_004_IRegretTo=I regret to inform you that the contract you were assigned to is no longer valid. We apologize for any undue inconvenience.
PU_MTECHREP1_MG_MidMission_Greetings_IG_001_HiImContacting=Hi, I'm contacting you from microTech.
PU_MTECHREP1_MG_MidMission_Greetings_IG_002_HiThisIs=Hi, this is a courtesy comm from microTech.
PU_MTECHREP1_MG_MidMission_ObjUpdate_IG_001_WeWantedTo=We wanted to inform you that there has been an update on your contract parameters.
PU_MTECHREP1_MG_MidMission_ObjUpdate_IG_002_IHaveUpdate=I have update on your current contract.
PU_MTECHREP1_MG_MidMission_PlayerQuit_IG_001_WeReceivedYour=We received your notification that you will not be able to complete\nyour contract. Very sorry to hear that.
PU_MTECHREP1_MG_MidMission_PlayerQuit_IG_002_FollowingUpTo=Following up to let you know that your contract cancellation request has gone through.
PU_MTECHREP1_MG_MidMission_ReceiveData_IG_001_JustConfirmingThat=Just confirming that we have succesfully recieved the data you sent us.
PU_MTECHREP1_MG_MidMission_ReceiveData_IG_002_WeHaveRecieved=We have recieved the data you transfered to us.
PU_MTECHREP1_MG_MidMission_WarningFail_IG_001_WantedToGive=Wanted to give you a heads up that your contract is closing in on it's deadline so it might be good to finish it up soon.
PU_MTECHREP1_MG_MidMission_WarningFail_IG_002_WeHaveA=We have a notification that your current contract is nearing it's deadline. It would be great if you could go ahead and finish it.
PU_MTECHREP1_MG_MissionBriefs_Bounty_Generic_IG_001_ThereHaveBeen=There have been some violent offenders interfering with microTech operations. We're hoping that you will be able to resolve this problem for us.
PU_MTECHREP1_MG_MissionBriefs_Bounty_Generic_IG_002_MicrotechHaveBeen=microTech have been having numerous difficulties with certain individuals in the area. The problem has been elevated so that more proactive steps can be taken.
PU_MTECHREP1_MG_MissionBriefs_Collect_Generic_IG_001_WeHaveAn=We have an outstanding order for some specific materials that we have not been able to source yet. We would love for someone to track down an adequate supply.
PU_MTECHREP1_MG_MissionBriefs_Collect_Generic_IG_002_IHaveAn=I have an requisition request that needs fufillment.
PU_MTECHREP1_MG_MissionBriefs_Defend_Generic_IG_001_AParticularSector=A particular sector has become a growing concern due to security issues. We would like to ensure the safety of our employees conducting business there.
PU_MTECHREP1_MG_MissionBriefs_Defend_Generic_IG_002_ARequestFor=A request for extra protection has been approved, so we are looking to staff that as soon as possible.
PU_MTECHREP1_MG_MissionBriefs_Deliver_Generic_Hard_IG_001_TheLastFew=The last few attempts to deliver this shipment have not been successful for various reasons. Corporate is committed to making sure this delivery arrives.
PU_MTECHREP1_MG_MissionBriefs_Deliver_Generic_Hard_IG_002_AnImportantMicrotech=An important microTech client has just placed an order with us and management is very eager for it to arrive without complications.
PU_MTECHREP1_MG_MissionBriefs_Deliver_Generic_IG_001_HereIsA=Here is a shipment request.
PU_MTECHREP1_MG_MissionBriefs_Deliver_Generic_IG_002_HaveADelivery=Have a delivery that needs fufillment
PU_MTECHREP1_MG_MissionBriefs_Deliver_Generic_IG_003_ThisCouldWork=This could work. Cargo delivery.
PU_MTECHREP1_MG_MissionBriefs_Deliver_Info_IG_001_ThereIsSome=There is some highly sensitive data that needs to be securely and efficiently transferred.
PU_MTECHREP1_MG_MissionBriefs_Deliver_Info_IG_002_WeNeedSome=We need some information delivered to one of our off-site operations.
PU_MTECHREP1_MG_MissionBriefs_Deliver_Pickup_IG_001_WeAccidentallyReceived=We accidentally received an incorrect shipment. We need the cargo returned and the correct order delivered.
PU_MTECHREP1_MG_MissionBriefs_Deliver_Pickup_IG_002_HaveATwo=Have a two part delivery order.
PU_MTECHREP1_MG_MissionBriefs_Deliver_Timed_IG_001_WeHaveAn=We have an urgent shipment that has a very narrow delivery window.
PU_MTECHREP1_MG_MissionBriefs_Deliver_Timed_IG_002_TheresAShipment=There's a shipment that needs to be delivered within a very specific timeframe.
PU_MTECHREP1_MG_MissionBriefs_Escort_Generic_IG_001_WeWouldBe=We would be looking for you to accompany one of our ships in a support and security role.
PU_MTECHREP1_MG_MissionBriefs_Escort_Generic_IG_002_HaveSomethingHere=Have something here for what microTech likes to call an "Preventative Facilitator" but it's basically an escort contract.
PU_MTECHREP1_MG_MissionBriefs_Generic_Hard_IG_001_HaveOneIt=Have one... it is a little more complicated than the typical offerings, but should still be a good fit.
PU_MTECHREP1_MG_MissionBriefs_Generic_Hard_IG_002_GotSomethingIt=Got something. It might be a little more on the challenging side, but I know that some of our contractors really enjoy that.
PU_MTECHREP1_MG_MissionBriefs_Generic_IG_001_HereWeAre=Here we are.
PU_MTECHREP1_MG_MissionBriefs_Generic_IG_002_AhThisOne=Ah. This one looks promising.
PU_MTECHREP1_MG_MissionBriefs_Generic_IG_003_ThereWeGo=There we go. Got one that should work well.
PU_MTECHREP1_MG_MissionBriefs_Generic_IG_004_GotOneI=Got one. I think you'll be very happy with it
PU_MTECHREP1_MG_MissionBriefs_Investigate_Info_IG_001_WeHaveA=We have a request in for some specific data that needs to be collected.
PU_MTECHREP1_MG_MissionBriefs_Investigate_Info_IG_002_WveBeenPicking=We've been picking up some strange anomalies in some of our readings and we need on site confirmation of the data.
PU_MTECHREP1_MG_MissionBriefs_NoMission_IG_001_ImSorryIt=I'm sorry. It looks like we haven't got any available contracts at the moment. But please feel free to check again later.
PU_MTECHREP1_MG_MissionBriefs_NoMission_IG_002_UnfortunatelyWeDont=Unfortunately, we don't have any contracts for you available currently. You'll have to try us again some other time.
PU_MTECHREP1_MG_MissionBriefs_Recover_Stolen_IG_001_PropertyBelongingTo=Property belonging to microTech was stolen. We need it retrieved.
PU_MTECHREP1_MG_MissionBriefs_Recover_Stolen_IG_002_SomeMicrotechProperty=Some microTech property went missing during a recent transaction.
PU_MTECHREP1_MG_MissionBriefs_Repair_Generic_Hard_IG_001_WeveLostSignal=We've lost signal contact with some equipment at a remote installation. We need it repaired and reconnected to the network.
PU_MTECHREP1_MG_MissionBriefs_Repair_Generic_IG_001_SomeMicrotechEquipment=Some microTech equipment is in need of servicing.
PU_MTECHREP1_MG_MissionBriefs_Repair_Generic_IG_002_WeNeedA=We need a skilled technician to service some microTech equipment.
PU_MTECHREP1_MG_MissionBriefs_Repair_Generic_IG_003_WeveBeenHaving=We've been having a string of bad luck on some microTech equipment and are hoping to discover the root cause of the recent problems.
PU_MTECHREP1_MG_Mission_Farewell_IG_001_ThanksForStopping=Thanks for stopping in.
PU_MTECHREP1_MG_Mission_Farewell_IG_002_EnjoyTheRest=Enjoy the rest of your day.
PU_MTECHREP1_MG_Mission_Farewell_IG_003_ThanksForVisiting=Thanks for visiting us at microTech.
PU_MTECHREP1_MG_Mission_Farewell_MissionAccepted_IG_001_AndGoodLuck=And good luck with your contract.
PU_MTECHREP1_MG_Mission_Farewell_MissionAccepted_IG_002_AndBestOf=And best of luck with your work.
PU_MTECHREP1_MG_Mission_Greetings_Affirm_IG_001_Great=Great.
PU_MTECHREP1_MG_Mission_Greetings_Affirm_IG_002_Excellent=Excellent.
PU_MTECHREP1_MG_Mission_Greetings_Affirm_IG_003_Wonderful=Wonderful.
PU_MTECHREP1_MG_Mission_Greetings_Affirm_IG_004_Perfect=Perfect.
PU_MTECHREP1_MG_Mission_Greetings_Bad_IG_001_NiceToSee=Nice to see you again.
PU_MTECHREP1_MG_Mission_Greetings_Bad_IG_002_WelcomeBackTo=Welcome back to microTech.
PU_MTECHREP1_MG_Mission_Greetings_CreateFile_IG_001_ItLooksLike=It looks like you haven't got a contract with us before, so I am going to go ahead and creat a new one.
PU_MTECHREP1_MG_Mission_Greetings_CreateFile_IG_002_IDontHave=I don't have a record of you in the system, so I'm going to go ahead and create one for you.
PU_MTECHREP1_MG_Mission_Greetings_FoundFile_IG_001_GotItRight=Got it right here.
PU_MTECHREP1_MG_Mission_Greetings_FoundFile_IG_002_HereYouAre=Here you are.
PU_MTECHREP1_MG_Mission_Greetings_FoundFile_IG_003_FoundIt=Found it.
PU_MTECHREP1_MG_Mission_Greetings_Good_IG_001_NiceToSee=Nice to see you again.
PU_MTECHREP1_MG_Mission_Greetings_Good_IG_002_WelcomeBackTo=Welcome back to microTech.
PU_MTECHREP1_MG_Mission_Greetings_LookupDetails_IG_001_LetMeLook=Let me look up your file.
PU_MTECHREP1_MG_Mission_Greetings_LookupDetails_IG_002_LetMeLook=Let me look up your contract history.
PU_MTECHREP1_MG_Mission_Greetings_LookupDetails_IG_003_LetMeGo=Let me go ahead and bring up your account.
PU_MTECHREP1_MG_Mission_Greetings_NoLonger_IG_001_HmmYourProfile=Hmm. Your profile has been flagged.
PU_MTECHREP1_MG_Mission_Greetings_NoLonger_IG_002_ApologiesButYou=Apologies, but you have been flagged in our system.
PU_MTECHREP1_MG_Mission_Greetings_OfferAssist_IG_001_HowCanI=How can I help you?
PU_MTECHREP1_MG_Mission_Greetings_OfferAssist_IG_002_IsThereSomething=Is there something I could assist you with?
PU_MTECHREP1_MG_Mission_Greetings_PlayerSelectsWork_IG_001_MicrotechIsAlways=microTech is always looking for independant operators to assist on contracts.
PU_MTECHREP1_MG_Mission_Greetings_PlayerSelectsWork_IG_002_ConnectingPeopleTo=Connecting people to contracts is one of my favorite parts of the job.
PU_MTECHREP1_MG_Mission_Greetings_ReasonNoLonger_IG_001_SeemsYouHave=Seems you have a reputation that doesn't quite align with microTech's corporate ethos.
PU_MTECHREP1_MG_Mission_Greetings_ReasonNoLonger_IG_002_SeemsThereHave=Seems there have been some issues with your past performance.
PU_MTECHREP1_MG_Mission_Greetings_StillMission_IG_001_SeemsYouAre=Seems you are already engaged in a contract with us. I'm afraid you won't be able to initiate a new contract until that one is completed.
PU_MTECHREP1_MG_Mission_Greetings_StillMission_IG_002_ISeeHere=I see here that you are already on a job for microTech. I suggest completing that one first, before seeking a new contract.
PU_MTECHREP1_MG_Mission_Greetings_WrongDelivery_IG_001_ItLooksLike=It looks like you may be a bit confused as to where to drop off items. I suggest checking your mobiGlas.
PU_MTECHREP1_MG_Mission_Greetings_WrongDelivery_IG_002_ImSorryBut=I'm sorry, but we don't handle drop offs here. Your mobiGlas should have instructions about the proper drop off location.
PU_MTECHREP1_MG_MultipleMissionOffer_IG_001_WereActuallyHaving=We're actually having a surplus of outstanding contracts currently. Why don't you pick something that'll work for you.
PU_MTECHREP1_MG_MultipleMissionOffer_IG_002_ThereIsA=There is a bunch of stuff available. Why don't I let you have a look.
PU_MTECHREP1_MG_Other_Requests_AnythingElse_IG_001_AnythingElseI=Anything else I can help you with today?
PU_MTECHREP1_MG_Other_Requests_AnythingElse_IG_002_WillThatBe=Will that be all?
PU_MTECHREP1_MG_Other_Requests_MGSupport_IG_001_AProblemWith=A problem with your mobiGlas? Sorry to hear that. Let me access your system... and... I'm going to power reset it for you... there. You should be all set now.
PU_MTECHREP1_MG_Other_Requests_MGSupport_IG_002_ThatsTooBad=That's too bad. Let me have a look at your mobiGlas and see... okay, I'm going to turn it off and on again. That should clear up any issues.
PU_MTECHREP1_MG_Other_Requests_MTInfo_IG_001_ImGoingTo=I'm going to upload some interesting facts about microTech to your mobiGlas now.
PU_MTECHREP1_MG_Other_Requests_MTInfo_IG_002_LetMeSend=Let me send you a few tidbits and facts about microTech.
PU_MTECHREP1_MG_Other_Requests_Shopping_IG_001_LetMeConnect=Let me connect you to our shopping interface.
PU_MTECHREP1_MG_Other_Requests_Shopping_IG_002_WeHaveShopping=We have shopping terminals available for your convenience.
PU_MTECHREP1_MG_PhysicalBump_IG_LEFT_001_ExcuseMe=Excuse me.
PU_MTECHREP1_MG_PhysicalBump_IG_LEFT_002_Sorry=Sorry.
PU_MTECHREP1_MG_PhysicalBump_IG_RIGHT_001_ExcuseMe=Excuse me.
PU_MTECHREP1_MG_PhysicalBump_IG_RIGHT_002_Sorry=Sorry.
PU_MTECHREP1_MG_PlayerGoofsOff_IG_001_WhatAreYou=What are you doing?
PU_MTECHREP1_MG_PlayerGoofsOff_IG_002_AreYouOkay=Are you okay?
PU_MTECHREP1_MG_PlayerGoofsOff_IG_003_SorryYouCant=Sorry, you can't do that in here.
PU_MTECHREP1_MG_RequestNewMission_Searches_IG_001_AllRightAfter=All right, after reviewing your file, let's take a look at what jobs we can offer you.
PU_MTECHREP1_MG_RequestNewMission_Searches_IG_002_NowLetsGo=Now, let's go ahead and see what new jobs we have available for you.
PU_MTECHREP1_MG_RequstsLeave_IG_001_ImAfraidI=I'm afraid I am going to have to ask you to leave the area.
PU_MTECHREP1_MG_SendingMissionDetails_IG_001_SendingYouThe=Sending you the details now.
PU_MTECHREP1_MG_SendingMissionDetails_IG_002_IllSendThe=I'll send the contract to your mobiGlas.
PU_MTECHREP1_MG_SuggestTerm_IG_001_ThereAreTerminals=There are terminals available if that's more convenient.
PU_MTECHREP1_MG_SuggestTerm_IG_002_FeelFreeTo=Feel free to use one of our self-help terminals as well.
PU_MTECHREP1_MG_Transition_CommentToGiving_IG_001_AnyWay=Any way...
PU_MTECHREP1_MG_Transition_CommentToGiving_IG_002_ButEnoughAbout=But enough about that...
PU_MTECHREP2_MG_Busy_IG_001_SorryIllBe=Sorry, I'll be with you shortly.
PU_MTECHREP2_MG_Busy_IG_002_IllBeRight=I'll be right with you.
PU_MTECHREP2_MG_CallSecurity_IG_001_INeedSome=I need some help over here!
PU_MTECHREP2_MG_CallSecurity_IG_003_Security=Security!
PU_MTECHREP2_MG_Chosen_PlayerAcceptMission_IG_001_GladWeCould=Glad we could find you something.
PU_MTECHREP2_MG_Chosen_PlayerAcceptMission_IG_002_ThatShouldWork=That should work out well.
PU_MTECHREP2_MG_Chosen_PlayerDeclineMission_IG_001_OkayHopefullyWe=Okay, hopefully we will have better luck finding you something next time.
PU_MTECHREP2_MG_Chosen_PlayerDeclineMission_IG_002_UnderstoodSorryWe=Understood. Sorry we couldn't find the right contract for you today.
PU_MTECHREP2_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_001_IfYouChange=If you change your mind, let a representative know. Sometimes contracts will still be available.
PU_MTECHREP2_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_TheContractMight=The contract might not be assigned out to someone else right away, so it might not be too late if you change your mind.
PU_MTECHREP2_MG_Chosen_PlayerDeclineMission_SearchAgain_IG_001_AllRightNot=All right, not quite the contract for you. Let's take another look.
PU_MTECHREP2_MG_Chosen_PlayerDeclineMission_SearchAgain_IG_002_OkayNoProblem=Okay, no problem. Let me see if there's anything else.
PU_MTECHREP2_MG_Comms_Farewell_IG_001_AppreciateYourTime=Appreciate your time.
PU_MTECHREP2_MG_Comms_Farewell_IG_002_HaveAGood=Have a good day.
PU_MTECHREP2_MG_Comms_ForgivesPlayer_IG_001_MicrotechHasBeen=microTech has been reviewing some of our deactivated contractors in light of new policy, and your status has been upgraded from unhirable to hireable.
PU_MTECHREP2_MG_Comms_ForgivesPlayer_IG_002_ExcitingNewsAfter=Exciting news! After careful review, microTech has decided that you may be elegible to do contract work again.
PU_MTECHREP2_MG_Comms_InstructVisit_IG_001_ItWouldBe=It would be great if you could stop by microTech at your earliest convience.
PU_MTECHREP2_MG_Comms_InstructVisit_IG_002_WedLoveIt=We'd love it if you could swing over to microTech whenever you get a chance.
PU_MTECHREP2_MG_Comms_MissionComplete_IG_001_JustWantedTo=Just wanted to confirm that your contract was completed to our satisfaction. Thank you for your hard work.
PU_MTECHREP2_MG_Comms_MissionComplete_IG_002_YourCurrentContract=Your current contract with us is now complete. You should be all set.
PU_MTECHREP2_MG_Comms_NewMission_IG_001_IWantedTo=I wanted to let you know that we have an exciting new opportunity for you.
PU_MTECHREP2_MG_Comms_NewMission_IG_002_OurSystemIs=Our system is showing that you might be a strong candidate for some interesting new contract opportunites we have available.
PU_MTECHREP2_MG_Comms_PaymentSent_IG_001_SendingPaymentNow=Sending payment now.
PU_MTECHREP2_MG_Comms_PaymentSent_IG_002_YourPaymentHas=Your payment has been submitted for processing.
PU_MTECHREP2_MG_Comms_ReturnItems_FailBounty_IG_001_OwingToOutstanding=Owing to outstanding microTech property in your possesion, a warrant has been issued for it's return.
PU_MTECHREP2_MG_Comms_ReturnItems_FailBounty_IG_002_WantedToInform=Wanted to inform you that because you weren't able to return our property, a collection bounty has been issued.
PU_MTECHREP2_MG_Comms_ReturnItems_LastWarning_IG_001_OurRecordsAre=Our records are showing that you have not yet returned our property. Please do so, or there will be repercussions.
PU_MTECHREP2_MG_Comms_ReturnItems_Reminder_IG_001_PleaseReturnAny=Please return any microTech property to us, or we will be forced to take appropriate action.
PU_MTECHREP2_MG_Comms_ReturnItems_Reminder_IG_002_YouAreHereby=You are hereby notified that any microTech property in your possession must be returned in a timely matter.
PU_MTECHREP2_MG_ConvoRejoin_IG_001_NoProblemWhere=No problem. Where were we?
PU_MTECHREP2_MG_ConvoRejoin_IG_002_AllRightLets=All right, let's take another look...
PU_MTECHREP2_MG_Decide_EncourageLookAndDecide_IG_001_TakeALook=Take a look and see what you think.
PU_MTECHREP2_MG_Decide_EncourageLookAndDecide_IG_002_HaveARead=Have a read through and we'll see if its a match for you.
PU_MTECHREP2_MG_Decide_MissionTimeout_IG_001_YouSeemTo=You seem to be distracted. Why don't we pick this up another time.
PU_MTECHREP2_MG_Decide_MissionTimeout_IG_002_SorryIfYou=Sorry. If you can't decide I'm going to have to help other people.
PU_MTECHREP2_MG_Decide_WarningMissionTimeout_IG_001_AnyThoughts=Any thoughts?
PU_MTECHREP2_MG_Decide_WarningMissionTimeout_IG_002_WillThatWork=Will that work for you?
PU_MTECHREP2_MG_Idles_IG_EX_002_Hmm=<Humming & idle noises>
PU_MTECHREP2_MG_Interrupt_IG_001_EverythingOkay=Everything okay?
PU_MTECHREP2_MG_Interrupt_IG_002_IsThereA=Is there a problem?
PU_MTECHREP2_MG_Intro_1stTime_IG_001_HelloAndWelcome=Hello and welcome to microTech.
PU_MTECHREP2_MG_Intro_1stTime_IG_002_WelcomeToMicrotech=Welcome to microTech, where we work to make each day better.
PU_MTECHREP2_MG_LastMissionComment_FailStreak_IG_001_SoManyFailed=So many failed contracts....
PU_MTECHREP2_MG_LastMissionComment_FailStreak_IG_002_NotExactlyThe=Not exactly the best record is it...
PU_MTECHREP2_MG_LastMissionComment_Fail_Good_IG_001_ISeeYou=I see you had a bit of trouble on that last contract, but before that your record looks pretty good. I'm wouldn't worry too much about it for now.
PU_MTECHREP2_MG_LastMissionComment_Fail_Good_IG_002_LooksLikeYouve=Looks like you've been doing really well so far. Except for that last contract of course.
PU_MTECHREP2_MG_LastMissionComment_Fail_NeutralBad_IG_001_ImSorryTo=I'm sorry to see your last contract didn't go so well. I hope your next one will be more successful.
PU_MTECHREP2_MG_LastMissionComment_Fail_NeutralBad_IG_002_LooksLikeYour=Looks like your last contract was unable to be completed. I hope you have better luck on the next one.
PU_MTECHREP2_MG_LastMissionComment_LastChance_IG_001_HeresWhatI=Here's what I can do. I can request a probationary trial and allow you to attempt another contract.
PU_MTECHREP2_MG_LastMissionComment_LastChance_IG_002_MicrotechIsVery=microTech is very committed to providing worker support. We can try you one more time on a probationary basis and see if you can turn things around.
PU_MTECHREP2_MG_LastMissionComment_NoLonger_IG_001_ThatMeansIm=That means I'm unable to provide you with a contract at this time. Sorry for the inconvience.
PU_MTECHREP2_MG_LastMissionComment_NoLonger_IG_002_WhichMeansAccording=Which means, according to microTech policy, I will not be able to give you a new contract currently.
PU_MTECHREP2_MG_LastMissionComment_Robbed_IG_001_MicrotechWasVery=microTech was very sorry to hear you were attacked on your last contract, and of course are no way responsible for any injuries or equipment lost you may have suffered.
PU_MTECHREP2_MG_LastMissionComment_SuccessStreak_IG_001_ItSeemsYouve=It seems you've been doing quite well overall.
PU_MTECHREP2_MG_LastMissionComment_SuccessStreak_IG_002_MicrotechHasDefinitely=microTech has definitely taken notice of the quality work you've been doing for us.
PU_MTECHREP2_MG_LastMissionComment_Success_Exceptional_IG_001_IHaveIt=I have it noted here that your performance on the last contract was exemplary. That's great!
PU_MTECHREP2_MG_LastMissionComment_Success_Exceptional_IG_002_SeemsYourLast=Seems your last contract performance was so good that you're in the running for contractor of the month. It's quite an honor just to be nominated.
PU_MTECHREP2_MG_LastMissionComment_Success_Good_IG_001_CongratulationsOnThe=Congratulations on the successful completion of your last contract.
PU_MTECHREP2_MG_LastMissionComment_Success_Good_IG_002_TheFileSays=The file says you completed your last contract on time. That's always great to see.
PU_MTECHREP2_MG_LastMissionComment_TryHarder_IG_001_ImSureYou=I'm sure you can turn things around though.
PU_MTECHREP2_MG_LastMissionComment_TryHarder_IG_002_WhoKnowsThough=Who knows though, maybe you'll actually complete the next contract.
PU_MTECHREP2_MG_MidMission_Deactivate_IG_001_UnfortunatelyWeveHad=Unfortunately we've had to cancel your current contract. We're extremely sorry for the inconvience.
PU_MTECHREP2_MG_MidMission_Deactivate_IG_002_IRegretTo=I regret to inform you that the contract you were assigned is no longer valid. We apologize for any undue inconvenience.
PU_MTECHREP2_MG_MidMission_Disclaimer_IG_001_ThisCommMay=This comm may be recorded for quality reasons.
PU_MTECHREP2_MG_MidMission_Fail_IG_001_UnfortunatelyDueTo=Unfortunately, due to your failure to complete the contract to the required specifications, we consider it null and void.
PU_MTECHREP2_MG_MidMission_Fail_IG_002_ThisIsTo=This is to let you know that your contract with us has been terminated and your services no longer required.
PU_MTECHREP2_MG_MidMission_Greetings_IG_001_HiImContacting=Hi, I'm contacting you from microTech.
PU_MTECHREP2_MG_MidMission_Greetings_IG_002_HiThisIs=Hi, this is a courtesy comm from microTech.
PU_MTECHREP2_MG_MidMission_ObjUpdate_IG_001_WeWantedTo=We wanted to inform you that there has been an update on your contract parameters.
PU_MTECHREP2_MG_MidMission_ObjUpdate_IG_002_IHaveAn=I have an update on your current contract.
PU_MTECHREP2_MG_MidMission_PlayerQuit_IG_001_WeReceivedYour=We received your notification that you will not be able to complete your contract. Very sorry to hear that.
PU_MTECHREP2_MG_MidMission_PlayerQuit_IG_002_FollowingUpTo=Following up to let you know that your contract cancellation request has gone through.
PU_MTECHREP2_MG_MidMission_ReceiveData_IG_001_JustConfirmingThat=Just confirming that we succesfully recieved the data you sent us.
PU_MTECHREP2_MG_MidMission_ReceiveData_IG_002_WeHaveRecieved=We have recieved the data you transfered to us.
PU_MTECHREP2_MG_MidMission_WarningFail_IG_001_WantedToGive=Wanted to give you the heads up that your contract is closing in on it's deadline so it might be good to finish it up soon.
PU_MTECHREP2_MG_MidMission_WarningFail_IG_002_WeHadA=We had a notification that your current contract is nearing it's deadline. It would be great if you could go ahead and finish it.
PU_MTECHREP2_MG_MissionBriefs_Bounty_Generic_IG_001_ThereHaveBeen=There have been some violent offenders interfering with microTech operations. We're hoping that you will be able to resolve this problem for us.
PU_MTECHREP2_MG_MissionBriefs_Bounty_Generic_IG_002_MicrotechHasBeen=microTech has been having numerous difficulties with certain indivuals in the area. The problem has been elevated so that more proactive steps can be taken.
PU_MTECHREP2_MG_MissionBriefs_Collect_Generic_IG_001_WeHaveAn=We have an outstanding order for some specific materials that we have not been able to source yet. We would love for someone to track us down an adequate supply.
PU_MTECHREP2_MG_MissionBriefs_Collect_Generic_IG_002_IHaveAn=I have an requisition request that needs fufillment.
PU_MTECHREP2_MG_MissionBriefs_Defend_Generic_IG_001_AParticularSector=A particular sector has become a growing concern due to security issues. We would like to ensure the safety of our employees conducting business there.
PU_MTECHREP2_MG_MissionBriefs_Defend_Generic_IG_002_ARequestFor=A request for extra protection has been approved, so we are looking to staff that as soon as possible.
PU_MTECHREP2_MG_MissionBriefs_Deliver_Generic_Hard_IG_001_TheLastFew=The last few attempts to deliver this shipment have not been successful for various reasons. Corporate is committed to making sure this delivery arrives.
PU_MTECHREP2_MG_MissionBriefs_Deliver_Generic_Hard_IG_002_AnImportantMicrotech=An important microTech client has just placed an order with us and management is very eager for it to arrive without complications.
PU_MTECHREP2_MG_MissionBriefs_Deliver_Generic_IG_001_HereIsA=Here is a shipment request.
PU_MTECHREP2_MG_MissionBriefs_Deliver_Generic_IG_002_HaveADelivery=Have a delivery that needs fufillment
PU_MTECHREP2_MG_MissionBriefs_Deliver_Generic_IG_003_ThisCouldWork=This could work. Cargo delivery.
PU_MTECHREP2_MG_MissionBriefs_Deliver_Info_IG_001_ThereIsSome=There is some highly sensitive data that needs to be securely and efficiently transferred.
PU_MTECHREP2_MG_MissionBriefs_Deliver_Info_IG_002_WeNeedSome=We need some information delivered to one of our off-site operations.
PU_MTECHREP2_MG_MissionBriefs_Deliver_Pickup_IG_001_WeAccidentallyReceived=We accidentally received an incorrect shipment. We need the cargo returned and the correct order delivered.
PU_MTECHREP2_MG_MissionBriefs_Deliver_Pickup_IG_002_HaveATwo=Have a two part delivery order.
PU_MTECHREP2_MG_MissionBriefs_Deliver_Timed_IG_001_WeHaveAn=We have an urgent shipment that has a very narrow delivery window.
PU_MTECHREP2_MG_MissionBriefs_Deliver_Timed_IG_002_TheresAShipment=There's a shipment that needs to be delivered within a very specific timeframe.
PU_MTECHREP2_MG_MissionBriefs_Escort_Generic_IG_001_WeWouldBe=We would be looking for you to accompany one of our ships in a support and security role.
PU_MTECHREP2_MG_MissionBriefs_Escort_Generic_IG_002_HaveSomethingHere=Have something here for what microTech likes to call an "Preventative Facilitator" but it's basically an escort contract.
PU_MTECHREP2_MG_MissionBriefs_Generic_Hard_IG_001_HaveOneIt=Have one... it is a little more complicated than the typical offerings, but should still be a good fit.
PU_MTECHREP2_MG_MissionBriefs_Generic_Hard_IG_002_GotSomethingIt=Got something. It might be a little more on the challenging side, but I know some of our contractors really enjoy that.
PU_MTECHREP2_MG_MissionBriefs_Generic_IG_001_HereWeAre=Here we are.
PU_MTECHREP2_MG_MissionBriefs_Generic_IG_002_AhThisOne=Ah. This one looks promising.
PU_MTECHREP2_MG_MissionBriefs_Generic_IG_003_ThereWeGo=There we go. Got one that should work well.
PU_MTECHREP2_MG_MissionBriefs_Generic_IG_004_GotOneI=Got one. I think you'll be happy with it.
PU_MTECHREP2_MG_MissionBriefs_Investigate_Info_IG_001_WeHaveA=We have a request in for some specific data that needs to be collected.
PU_MTECHREP2_MG_MissionBriefs_Investigate_Info_IG_002_WeHaveBeen=We have been picking up some strange anomalies in some of our readings and we need on site confirmation of the data.
PU_MTECHREP2_MG_MissionBriefs_NoMission_IG_001_ImSorryIt=I'm sorry. It looks like we don't have any available contracts at the moment. But please feel free to check again later.
PU_MTECHREP2_MG_MissionBriefs_NoMission_IG_002_UnfortunatelyWeDont=Unfortunately, we don't have any contracts for you available currently. You'll have to try us again some other time.
PU_MTECHREP2_MG_MissionBriefs_Recover_Stolen_IG_001_PropertyBelongingTo=Property belonging to microTech was stolen. We need it retrieved.
PU_MTECHREP2_MG_MissionBriefs_Recover_Stolen_IG_002_SomeMicrotechProperty=Some microTech property went missing during a recent transaction.
PU_MTECHREP2_MG_MissionBriefs_Repair_Generic_Hard_IG_001_WeHaveLost=We have lost signal contact with some equipment at a remote installation. We need it repaired and reconnected to the network.
PU_MTECHREP2_MG_MissionBriefs_Repair_Generic_IG_001_SomeMicrotechEquipment=Some microTech equipment is in need of servicing.
PU_MTECHREP2_MG_MissionBriefs_Repair_Generic_IG_002_WeNeedA=We need a skilled technician to service some microTech equipment.
PU_MTECHREP2_MG_MissionBriefs_Repair_Generic_IG_003_WeveBeenHaving=We've been having a string of bad luck on some microTech equipment and are hoping to discover the root cause of the recent problems.
PU_MTECHREP2_MG_Mission_Farewell_IG_001_ThanksForStopping=Thanks for stopping in.
PU_MTECHREP2_MG_Mission_Farewell_IG_002_EnjoyTheRest=Enjoy the rest of your day.
PU_MTECHREP2_MG_Mission_Farewell_IG_003_ThanksForVisiting=Thanks for visiting us at microTech.
PU_MTECHREP2_MG_Mission_Farewell_MissionAccepted_IG_001_AndGoodLuck=And good luck with your contract.
PU_MTECHREP2_MG_Mission_Farewell_MissionAccepted_IG_002_AndBestOf=And best of luck with your work.
PU_MTECHREP2_MG_Mission_Greetings_Affirm_IG_001_Great=Great.
PU_MTECHREP2_MG_Mission_Greetings_Affirm_IG_002_Excellent=Excellent.
PU_MTECHREP2_MG_Mission_Greetings_Affirm_IG_003_Wonderful=Wonderful.
PU_MTECHREP2_MG_Mission_Greetings_Affirm_IG_004_Perfect=Perfect.
PU_MTECHREP2_MG_Mission_Greetings_Bad_IG_001_NiceToSee=Nice to see you again.
PU_MTECHREP2_MG_Mission_Greetings_Bad_IG_002_WelcomeBackTo=Welcome back to microTech.
PU_MTECHREP2_MG_Mission_Greetings_CreateFile_IG_001_ItLooksLike=It looks like you haven't had a contract with us before, so I am going to go ahead and create a new one.
PU_MTECHREP2_MG_Mission_Greetings_CreateFile_IG_002_IDontHave=I don't have a record of you in the system, so I'm going to go ahead and create one for you.
PU_MTECHREP2_MG_Mission_Greetings_FoundFile_IG_001_GotItRight=Got it right here.
PU_MTECHREP2_MG_Mission_Greetings_FoundFile_IG_002_HereYouAre=Here you are.
PU_MTECHREP2_MG_Mission_Greetings_FoundFile_IG_003_FoundIt=Found it.
PU_MTECHREP2_MG_Mission_Greetings_Good_IG_001_NiceToSee=Nice to see you again.
PU_MTECHREP2_MG_Mission_Greetings_Good_IG_002_WelcomeBackTo=Welcome back to microTech.
PU_MTECHREP2_MG_Mission_Greetings_LookupDetails_IG_001_LetMeLook=Let me look up your file.
PU_MTECHREP2_MG_Mission_Greetings_LookupDetails_IG_002_LetMeLook=Let me look up your contract history.
PU_MTECHREP2_MG_Mission_Greetings_LookupDetails_IG_003_LetMeGo=Let me go ahead and bring up your account.
PU_MTECHREP2_MG_Mission_Greetings_NoLonger_IG_001_HmmYourProfile=Hmm. Your profile has been flagged.
PU_MTECHREP2_MG_Mission_Greetings_NoLonger_IG_002_ApologiesButYou=Apologies, but you have been flagged in our system.
PU_MTECHREP2_MG_Mission_Greetings_OfferAssist_IG_001_HowCanI=How can I help you?
PU_MTECHREP2_MG_Mission_Greetings_OfferAssist_IG_002_IsThereSomething=Is there something I can assist you with?
PU_MTECHREP2_MG_Mission_Greetings_PlayerSelectsWork_IG_001_MicrotechIsAlways=microTech is always looking for independant operators to assist on contracts.
PU_MTECHREP2_MG_Mission_Greetings_PlayerSelectsWork_IG_002_ConnectingPeopleTo=Connecting people to contracts is one of my favorite parts of the job.
PU_MTECHREP2_MG_Mission_Greetings_ReasonNoLonger_IG_001_SeemsYouHave=Seems you have a reputation that doesn't quite align with microTech's corporate ethos.
PU_MTECHREP2_MG_Mission_Greetings_ReasonNoLonger_IG_002_ErmSeemsThere=Erm. Seems there have been some issues with your past performance.
PU_MTECHREP2_MG_Mission_Greetings_StillMission_IG_001_SeemsYoureAlready=Seems you're already engaged in a contract with us. I'm afraid you won't be able to initiate a new contract until that one is completed.
PU_MTECHREP2_MG_Mission_Greetings_StillMission_IG_002_ISeeHere=I see here that you are already on a job for microTech. I suggest completing that one first, before seeking a new contract.
PU_MTECHREP2_MG_Mission_Greetings_WrongDelivery_IG_001_ItLooksLike=It looks like you may be confused about where to drop off items. I suggest checking your mobiGlas.
PU_MTECHREP2_MG_Mission_Greetings_WrongDelivery_IG_002_ImSorryWe=I'm sorry, we don't handle drop offs here. Your mobiGlas should have instructions about the proper drop off location.
PU_MTECHREP2_MG_MultipleMissionOffer_IG_001_WereActuallyHaving=We're actually having a surplus of outstanding contracts currently. Why don't you pick something that'll work for you.
PU_MTECHREP2_MG_MultipleMissionOffer_IG_002_ThereIsA=There is a bunch of stuff available. Why don't I let you have a look.
PU_MTECHREP2_MG_Other_Requests_AnythingElse_IG_001_AnythingElseI=Anything else I can help you with today?
PU_MTECHREP2_MG_Other_Requests_AnythingElse_IG_002_WillThatBe=Will that be all?
PU_MTECHREP2_MG_Other_Requests_MGSupport_IG_001_AProblemWith=A problem with your mobiGlas? Sorry to hear that. Let me access your system... and... I'm going to power reset it for you... there. You should be all set now.
PU_MTECHREP2_MG_Other_Requests_MGSupport_IG_002_ThatsTooBad=That's too bad. Let's take a look at your mobiGlas and see... okay, I'm going to turn it off and back on again. That should clear up any issues.
PU_MTECHREP2_MG_Other_Requests_MTInfo_IG_001_ImGoingTo=I'm going to upload some interesting facts about microTech to your mobiGlas now.
PU_MTECHREP2_MG_Other_Requests_MTInfo_IG_002_LetMeSend=Let me send you a few tidbits and facts about microTech.
PU_MTECHREP2_MG_Other_Requests_Shopping_IG_001_LetMeConnect=Let me connect you to our shopping interface.
PU_MTECHREP2_MG_Other_Requests_Shopping_IG_002_WeHaveShopping=We have shopping terminals available for your convenience.
PU_MTECHREP2_MG_PhysicalBump_IG_LEFT_001_ExcuseMe=Excuse me.
PU_MTECHREP2_MG_PhysicalBump_IG_LEFT_002_Sorry=Sorry.
PU_MTECHREP2_MG_PhysicalBump_IG_RIGHT_001_ExcuseMe=Excuse me.
PU_MTECHREP2_MG_PhysicalBump_IG_RIGHT_002_Sorry=Sorry.
PU_MTECHREP2_MG_PlayerGoofsOff_IG_001_WhatAreYou=What are you doing?
PU_MTECHREP2_MG_PlayerGoofsOff_IG_002_AreYouOkay=Are you okay?
PU_MTECHREP2_MG_PlayerGoofsOff_IG_003_SorryYouCant=Sorry, you can't do that in here.
PU_MTECHREP2_MG_RequestNewMission_Searches_IG_001_AllRightAfter=All right, after reviewing your file, let's take a look at what jobs we can offer you.
PU_MTECHREP2_MG_RequestNewMission_Searches_IG_002_NowLetsGo=Now, let's go ahead see what new jobs we have available for you.
PU_MTECHREP2_MG_RequestsLeave_IG_001_ImAfraidI=I'm afraid I am going to have to ask you to leave the area.
PU_MTECHREP2_MG_SendingMissionDetails_IG_001_SendingYouThe=Sending you the details now.
PU_MTECHREP2_MG_SendingMissionDetails_IG_002_IllSendThe=I'll send the contract to your mobiGlas.
PU_MTECHREP2_MG_SuggestTerm_IG_001_ThereAreTerminals=There are terminals available if that's more convenient.
PU_MTECHREP2_MG_SuggestTerm_IG_002_FeelFreeTo=Feel free to use one of our self-help terminals as well.
PU_MTECHREP2_MG_Transition_CommentToGiving_IG_001_AnyWay=Any way...
PU_MTECHREP2_MG_Transition_CommentToGiving_IG_002_ButEnoughAbout=But enough about that...
PU_MTSECRREP01_F_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_HiImThe=Hi, I'm the MT Protection Services agent assigned to assist you with this work contract. Thanks for helping us take this new automated facility offline. Once the site is secure, destroy all the contraband you can find. Payment is tied directly to how many packages you destroy, so be sure to give the place a thorough look around. Good luck out there.
PU_MTSECRREP01_F_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_HelloImAn=Hello, I'm an agent with MT Protection Services checking in about the job you accepted. We've messaged you an overview but I want to provide a high level brief. Intel indicates that this location is home to an automated facility that will be actively producing illegal contraband for a limited time. You are to secure the site and destroy any contraband produced during this time. Your payment depends on how many crates you destroy, so ensuring the facility is safe and clear is vital to the mission's success. Be sure you grab the right gear for the job and be safe out there.
PU_MTSECRREP01_F_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyThereIm=Hey there, I'm an agent with MT Protection Services. You should have received a mission brief and location details on an automated facility. Two big points I want to remind you of. First, approach this place with caution and secure the facility before searching for the contrabrand. And second, your payment will be commensurate with the number of crates you find and destroy. Stay safe and happy hunting.
PU_MTSECRREP01_F_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_HiImAn=Hi, I'm an agent with MT Protection Services. Thanks for the assist on dealing with this vital security matter. We've located an automated production facility that's poised to activate for a limited time. As outlined in the initial brief, we need you to secure the facility, seize any contraband you can find, and deliver it to a security kiosk. Even though the facility is automated, there's a chance hostile elements will be present, so please be careful out there.
PU_MTSECRREP01_F_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_HeyThereIll=Hey there, I'll be the MT Protection Services agent working with you on this job. A brief should've already been sent your way, but wanted to touch base with you to ensure all the specifics are clear. There's an automated factory in our jurisidiction that's producing illegal goods. We need you to clear the location of hostiles, confiscate any contraband, then transport it to a security kiosk so it can be logged as evidence and destroyed. Hope that's clear enough. We're counting on you.
PU_MTSECRREP01_F_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_HiThisIs=Hi, this is an MT Protection Services agent checking in. You should have received a brief outlining the job but figured it'd be good to go over the details with you. Essentially, there's an automated facility that we've been told will start producing packets of contraband for a limited time, and you're going to help us shut it down. First, we need you to secure the facility. Then collect all the contraband on site and deliver it to a security kiosk. Now, although it's automated there's a chance you might run into hostiles. Please plan accordingly.
PU_MTSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HeyThisIs=Hey, this is Marques with MT Protection Services. Thanks for accepting another contract with us. Always good to have reliable contractors like you helping out. You should know the drill by now, so I'll just send you specifics and let you get to work. Take care.
PU_MTSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_002_MarquesHereWith=Marques here with MT Protection Services. I'll be your contracting agent for this gig and wanted to let you know that specifics are incoming. Thanks again for deciding to work with us. It's the hard work of dedicated contractors like you that keep microTech safe and secure. Thanks again.
PU_MTSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_003_MyNamesMarques=My name's Marques and I'll be your point of contact with MT Protection Services. I see here this is far from your first gig with us. Great to have you back and honestly, I'm happy that I won't have to hold your hand through the process. Been dealing with a lot of first timers recently. Anyways, I'll stop and let you get to work. Sending you specifics on the job now.
PU_MTSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_001_HiIWork=Hi, I work with MT Protection Services. Saw you just accepted a contract with us. Wanted to thank you for taking an interest in making our planet safer for everyone. Putting together details about the gig now and sending them your way. Good luck out there.
PU_MTSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_002_HelloImAn=Hello, I'm an agent with MT Protection Services, and it looks like you've accepted an offer to work with us. Welcome aboard. I'm gathering the specifics of the job to send your way, so keep an eye out for it. And thanks for helping us take care of this issue.
PU_MTSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_003_HelloThereIm=Hello there, I'm a contracting agent with MT Protection Services, and I'll be your point of contact on this job. Excited to have you join the team. I'm sending you a comm with all the pertinent info, so read it carefullly. That should be it for now, but I'll stay in touch. Take care.
PU_MTSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_004_MTProtectionServices=MT Protection Services here. I work with our contractors and was just assigned to support your gig. Thanks for taking an interest in improving the security of microTech. Let's see here. Ok, I'm sending you all the info you'll need for it. Give it a good look over and you'll be all set.
PU_MTSECRREP01_F_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_005_ThisIsMT=This is MT Protection Services. I'm seeing that you recently accepted a contract with us. As the contracting agent on this gig, I wanted to welcome you aboard and pass along details about the job. So keep an eye out for an incoming comm and be sure to review it carefully. Thanks again for helping make microTech safer for all.
PU_MTSECRREP01_F_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_001_HeyItsMT=Hey, it's MT Protection Services. Looks like you found some contraband at the facility. I've notified security that you're working with us so you won't be stopped en route to the security kiosk. Still best to get there fast though, we've got techs waiting to analyze their contents before they're destroyed. Thanks.
PU_MTSECRREP01_F_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_002_ThisIsMT=This is MT Protection Services checking in. We need you to transport any contraband you found to a security kiosk for processing. Security forces have been notified of your mission and won't bother you, as long as it's delivered in a timely manner.
PU_MTSECRREP01_F_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_003_HelloThisIs=Hello, this is your MT Protection Services agent. We need you to deliver any confiscated contraband to a security kiosk. Local security forces know what you're transporting for us so they shouldn't slow you down. Just make the drop, and I'll expedite payment. Thanks.
PU_MTSECRREP01_F_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_ThisIsMT=This is MT Protection Services. Wanted to let you know that the production facility has ceased its operations Destroy any remaining crates in your possession or on site and I'll compensate you for each one destroyed. Thanks for helping us shut that place down.
PU_MTSECRREP01_F_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_GotSomeGood=Got some good news. The factory has cut off further production, just destroy any crates you have and I'll pay you for each one. The entire microTech team appreciates your help dealing with this.
PU_MTSECRREP01_F_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyWereGetting=Hey, we're getting reports that the facility is no longer operational. To complete your contract, destroy any remaining contraband and I'll pay you for each one. Take care, and thanks again.
PU_MTSECRREP01_F_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_MTProtectionServices=MT Protection Services has received intel that the facility has cut off production. Take any contraband still in your possession to the nearest security kiosk and I'll officially close out the contract. Thanks for doing your part.
PU_MTSECRREP01_F_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_HeyIveGot=Hey, I've got an important update about your contract with MT Protection Services. The manufacturing facility has officially been taken offline. Please transport any remaining crates of contraband to a security kiosk to receive your final payment. Everyone here at microTech truly appreciates all the help you've provided us in this matter.
PU_MTSECRREP01_F_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_ThisIsYour=This is your MT Protection Services agent. We've just received confirmation that the production facility is no longer operational. Please immediately take any seized contraband to a security kiosk. Then I can send you a final payment and close out the contract. Thanks.
PU_MTSECRREP01_F_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_001_IDontKnow=I don't know exactly what's going on out there but you're clearly not doing the job we hired you for. Because of this, I'm releasing you from your work contract.
PU_MTSECRREP01_F_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_002_WereTheJob=Were the job details not clear to you? Because what's clear to me is that you're not doing what MT Protection Services hired you to do. You've given me no choice but to terminate your work contract.
PU_MTSECRREP01_F_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_003_LookImNot=Look, I'm not going to sugar coat this. Your contract with MT Protection Services has been terminated. It's become clear you're not doing the job we hired you for, so we need to find someone who will.
PU_MTSECRREP01_F_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_004_IHateThese=I hate these types of comms, but had to let you know that your contract with MT Protection Services has been terminated. When we hired you for the gig we expected it would get done in a timely manner, but that's clearly not been the case. We can't wait around any longer, so we'll be assigning the contract to someone else.
PU_MTSECRREP01_F_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_005_SoTheresNo=So there's no easy way for me to say this, but you were hired you to do a specific job and we're not seeing much progress on it. I can't wait around for you to get your act together, so we've decided to void the contract and find another contractor for the gig.
PU_MTSECRREP01_F_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_001_ThisIsYour=This is your MT Protection Services agent. I've received word that you have violated local laws while under our employ. As this is a strictly prohibited, you have been terminated from your employment contract effective immediately.
PU_MTSECRREP01_F_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_002_DidYouNot=Did you not read your employment contract? Breaking local laws is in clear violation of the agreement. Nothing I can do now but terminate your contract.
PU_MTSECRREP01_F_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_003_DidntThinkId=Didn't think I'd have to explain this to you, but working with MT Protection Services does not give you the right to break the law. Because of your legal status, I'm forced to terminate your employment. You best clean it up out there if you want to succeed in the security business.
PU_MTSECRREP01_F_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_004_YouveGotTo=You've got to be kidding me. We really needed someone reliable on this gig and you go and break the law. You know we have to fire you for that, right? We can't allow contractors to represent MT Protection Services like that. Consider your contract null and void.
PU_MTSECRREP01_F_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_005_LookIDont=Look, I don't know what happened out there, or what excuses you might have, but breaking local laws is fireable offense. Got to let you go because of it. Your contract with MT Protection Services has been terminated.
PU_MTSECRREP01_F_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_001_ThisIsYour=This is your MT Protection Services agent with an urgent update. The contraband you seized was delivered to an unauthorized terminal which is a violation of your contract. Your employment has been terminated and you will not be paid for any work performed. Thank you for your understanding in this matter.
PU_MTSECRREP01_F_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_002_HeyThisIs=Hey, this is your MT Protection Services agent. I just received word that you delivered seized contraband to an unauthorized terminal. Look, regardless of whether it was intentional or not, it's in direct violation of your employment contract and I have to terminate you immediately without payment. I'd advise you to carefully review any work contracts in the future to avoid making a similar mistake.
PU_MTSECRREP01_F_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_003_AsYourMT=As your MT Protection Services agent, I regret to inform you that you will be released from your employment contract effective immediately for delivering seized contraband to an unauthorized terminal. Since this is considered a serious violation of your contract, you will also not receive any compensation for work performed. Wish I could help you outta this situation but my hands are tied. Best of luck on your next job.
PU_MTSECRREP01_F_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_001_HeyGotAn=Hey, got an update on the job for you. Looks like the situation has evolved and MT Protection Services no longer needs your help. That means I'll be releasing you from your contract immediately so you can pursue other gigs. Apologies for the short notice.
PU_MTSECRREP01_F_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_002_ThisIsYour=This is your MT Protection Services agent letting you know I'm closing your current work contract. Look, it has nothing to do with your performance. Circumstances related to the gig simply changed. If you're still looking for work, check your Contract Manager for other opportunities.
PU_MTSECRREP01_F_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_003_SorryToBe=Sorry to be the bearer of bad news, but I'm releasing you from your work contract with MT Protection Services. Details related to the job have changed so your services are no longer needed. Thank you for understanding.
PU_MTSECRREP01_F_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_004_ThisIsYour=This is your MT Protection Services agent. I regret to inform you that we're releasing you from our work contract. It's all due to circumstances outside of your control and not a reflection of your performance. Sorry it didn't work out this time, and I hope you'll work with us again someday.
PU_MTSECRREP01_F_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_005_HateToDo=Hate to do this to you, but I've got to cut you loose from your work contract. Don't take it personally. Things outside of your control changed on us, so we no longer need your assistance. Feel free to check out what other gigs we have available.
PU_MTSECRREP01_F_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_001_HeyItsYour=Hey, it's your MT Protection Services agent. Due to circumstances out of my control, your work contract with us has been terminated.
PU_MTSECRREP01_F_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_002_HeyIveGot=Hey, I've got some bad news. MT Protection Services is releasing you from your work contract effective immediately. Take care.
PU_MTSECRREP01_F_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_003_ThisIsYour=This is your MT Protection Services agent. There's no easy way to put this but we're terminating your contract. The decision is effective immediately and cannot be challenged. We wish you the best of luck going forward.
PU_MTSECRREP01_F_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_001_MTProtectionServices=MT Protection Services checking in. Been getting updates on your progress and it's looking promising. Keep at it out there.
PU_MTSECRREP01_F_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_002_YourMTProtection=Your MT Protection Services agent here. Seeing some positive progress on your work contract. Good work!
PU_MTSECRREP01_F_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_003_HeyCheckingIn=Hey, checking in quick to say it looks like the gig's going well. Now just stay focused and see it through. Bit of advice for you though, don't let your guard down just because things are going well. Now's the time you want to stay on top of things.
PU_MTSECRREP01_F_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_004_ThisIsMT=This is MT Protection Services. Just checking in and looks like you've got this well under control. Keep it up.
PU_MTSECRREP01_F_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_005_LooksLikeThis=Looks like the gig is moving in the right direction. Nice work. Keep it up out there.
PU_MTSECRREP01_F_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_001_ThisIsYour=This is your MT Protection Services agent checking in. Looks like you were involved in a little incident. Now that you're on the mend, I wanted to let you know that the job is still open. Could really use your help if you can get back out there.
PU_MTSECRREP01_F_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_002_GoodToSee=Good to see you back on your feet. Hope that wasn't too rough for you. By the way, I kept your contract with MT Protection Services open. Figured now that you knew the lay of the land you might want to give it another shot.
PU_MTSECRREP01_F_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_003_ThatWasA=That was a close one. Glad you made it out all right. Anyways, I've found that best way to move on is just get back out there. Gig's still open if you want it.
PU_MTSECRREP01_F_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_004_YouDoingOk=You doing ok? Lost you for a little bit and wasn't exactly sure what happened. Know things didn't quite work out the last time but the job's still open for you.
PU_MTSECRREP01_F_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_005_HeyTheresNo=Hey, there's no shame in getting patched up. The danger's part of why this work is fun, right? Anyways, I kept that job open for you if you want to give it another go.
PU_MTSECRREP01_F_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_001_HeyLooksLike=Hey, looks like your delivery has been processed. microTech thanks you for helping us deal with this issue.
PU_MTSECRREP01_F_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_002_GreatToSee=Great to see you made that delivery. microTech will be a safer place for it. You wouldn't believe how much productivity the company loses because of this stuff.
PU_MTSECRREP01_F_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_003_HeyWeCan=Hey, we can score one for the good guys today because of you. The entire microTech team appreciates your help collecting and disposing of that contraband.
PU_MTSECRREP01_F_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_HeyThereGot=Hey there, got confirmation that all of the contraband has been destroyed. Good work out there.
PU_MTSECRREP01_F_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_HowAboutThat=How about that? Looks like all the contraband's been destroyed. I'll expedite payment to you now.
PU_MTSECRREP01_F_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_GladToSee=Glad to see all that contraband's been taken care of. microTech will be safer without all that junk out there. Thanks for your help.
PU_MTSECRREP01_F_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_001_MissionCompleteNice=Mission complete. Nice work out there. The entire MT Protection Services team thanks you.
PU_MTSECRREP01_F_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_002_ContractClosedGreat=Contract closed. Great job out there. Hopefully we'll work together again someday.
PU_MTSECRREP01_F_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_003_AndThatShould=And that should be it. I'll send along payment now. Pleasure working with you.
PU_MTSECRREP01_F_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_004_ThanksForAll=Thanks for all your hard work closing this out. If you ever need more work, be sure to check out what other gigs we have available.
PU_MTSECRREP01_F_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_005_AlwaysLoveTo=Always love to see a contract get closed. Hell of a job out there.
PU_MTSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_001_ThisIsYour=This is your MT Protection Services agent. Is everything ok out there? Looks like you're veering off course. Since this is a pressing matter, I'm gonna have to ask you return to the mission at hand. Thanks for your understanding.
PU_MTSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_002_HeyMTProtection=Hey, MT Protection Services here. Can you double check the coordinates we sent you? It appears you're headed in the wrong direction and I want to get you back on course. Thanks for checking.
PU_MTSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_003_MTProtectionServices=MT Protection Services calling. You're deviating from the mission parameters. Hopefully there wasn't some misunderstanding but we need you to take care of this gig right away. Please correct course and get to it. Thanks.
PU_MTSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_004_HeyNeedYou=Hey, need you to run a quick system check for me. Your current course is taking you away from the job. Please confirm the coordinates and adjust course. Appreciate it.
PU_MTSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_005_ItLooksLike=It looks like you're headed the wrong way. Apologies if I didn't make this explicitly clear, but we need you to take care of this job pronto. If that's an issue, we'll have to find someone else. Understood?
PU_MTSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_001_HeyThisIs=Hey, this is your MT Protection Services agent again. Did you get my last message about staying on course? Wander any further from your assignment and I'll be forced to terminate your contract. Understood? This is your final warning.
PU_MTSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_002_WhatsGoingOn=What's going on? You're still off course. Either get yourself moving toward the objective or I'll have to cut you loose.
PU_MTSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_003_ThisIsYour=This is your final warning to return to the mission at hand. Failure to comply will result in your work contract with MT Protection Services being terminated.
PU_MTSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_004_LookIThought=Look, I thought I made it clear that you need to return to the mission. Don't want to fire you from the gig, but you're not giving me much of a choice if you don't head there soon.
PU_MTSECRREP01_F_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_005_PleaseCheckAnd=Please check and adjust your current course to the job coordinates. If you don't do so promptly, MT Protection Services will consider the job abandoned and void your employment contract.
PU_NBHOSP01_M_LPA_Announce_Hospital_EmergPaging_IG_001_PagingEmergencyService=Paging Emergency Service Crew to the Ambulance Bay. Emergency Service Crew to the Ambulance Bay.
PU_NBHOSP01_M_LPA_Announce_Hospital_EmergPaging_IG_002_PagingDeconUnit=Paging Decon Unit to the V.I.C. Decon Unit to the V.I.C.
PU_NBHOSP01_M_LPA_Announce_Hospital_EmergPaging_IG_003_PagingCustodialResponse=Paging Custodial Response Team to the Surgery Suite. Custodial Response Team to the Surgery Suite.
PU_NBHOSP01_M_LPA_Announce_Hospital_EmergPaging_IG_004_PagingSecurityServices=Paging Security Services to the Mediation Room. Security Services to the Meditation Room.
PU_NBHOSP01_M_LPA_Announce_Hospital_EmergPaging_IG_005_PagingTechnologySupport=Paging Technology Support to Imaging Services. Technology Support to Imaging Services.
PU_NBHOSP01_M_LPA_Announce_Hospital_GeneralInfo_NewBabbage_IG_001_AreYouReady=Are you ready for healthcare without the headaches? Between our hassle-free patient records and commitment to health-satisfaction, Brentworth Care Centers want to make sure that the only thing you have to focus on is feeling better. Because at Brentworth Care Centers, you deserve to be treated with care.
PU_NBHOSP01_M_LPA_Announce_Hospital_GeneralInfo_NewBabbage_IG_002_TheFutureOf=The future of medicine is here. Brentworth Care Centers are proud to partner with BiotiCorp Limited to bring our patients the latest and most advanced health technology on the market. Because at Brentworth Care Centers, you deserve to be treated with care.
PU_NBHOSP01_M_LPA_Announce_Hospital_GeneralInfo_NewBabbage_IG_003_NotOnlyDoes=Not only does Brentworth Care Center exclusively hire the best and most qualified medical professionals to oversee your treatment, but we are committed to providing ongoing learning and advanced training to our staff. It?s how the best keep getting better.
PU_NBHOSP01_M_LPA_Announce_Hospital_GeneralInfo_NewBabbage_IG_004_AsSoonAs=As soon as you step inside a Brentworth Care Center, your needs always come first. Every member of our team strives to be worthy of the trust you place in us and is dedicated to providing you the best possible outcome with the highest quality of care.
PU_NBHOSP01_M_LPA_Announce_Hospital_StaffPaging_IG_001_WouldDrEaton=Would Dr. Eaton please visit the Recovery Ward desk. Thank you.
PU_NBHOSP01_M_LPA_Announce_Hospital_StaffPaging_IG_002_DrNandamuriCould=Dr. Nandamuri, could you please contact the pharmacy. Thank you.
PU_NBHOSP01_M_LPA_Announce_Hospital_StaffPaging_IG_003_DrWendtYou=Dr. Wendt, you are needed in surgery. Thank you.
PU_NBHOSP01_M_LPA_Announce_Hospital_StaffPaging_IG_004_DrMartelliYour=Dr. Martelli, your guest is waiting for you at the recovery ward. Thank you.
PU_NBHOSP01_M_LPA_Announce_Hospital_StaffPaging_IG_005_WouldPatientBen=Would Patient Ben Alvis please return to their room as soon as possible. Thank you.
PU_NBHOSP01_M_LPA_Announce_Hospital_StaffPaging_IG_006_WouldMahariFenton=Would Mahari Fenton please contact the nearest nurses station. Thank you.
PU_NBHOSP01_M_LPA_Announce_Hospital_StaffPaging_IG_007_ThisIsA=This is a courtesy page for Patient Fran Absher, your family has arrived. Thank you.
PU_NBHOSP01_M_LPA_Announce_Hospital_StaffPaging_IG_008_ThisIsA=This is a courtesy page for James Hatton. Your delivery has arrived at reception. Thank you.
PU_NBHOSP01_M_LPA_Announce_Hospital_StaffPaging_IG_009_IfAnyoneHas=If anyone has seen cart D2-A19, please contact imaging services right away. Thank you.
PU_NBHOSP01_M_LPA_Announce_Hospital_StaffPaging_IG_010_IfYouAre=If you are the owner of the Cutlass parked in the loading dock, please contact the hangar crew right away. Thank you.
PU_NBHOSP01_M_LPA_Announce_Hospital_WellnessInfo_IG_001_HonestyIsThe=Honesty is the best medicine. We rely on you to provide important medical information that could affect your treatment. Talk honestly to your doctor about any concerns so we can get you the care you need.
PU_NBHOSP01_M_LPA_Announce_Hospital_WellnessInfo_IG_002_RememberThatRegeneration=Remember that regeneration doesn't change who you are. If you are experiencing feelings of dissociation or confusion after undergoing regeneration, please reach out to a medical professional.
PU_NBHOSP01_M_LPA_Announce_Hospital_WellnessInfo_IG_003_MoreIsntBetter=More isn?t better. At least when it comes to medication. Be sure to always follow your doctor's recommended dosage amounts.
PU_NBHOSP01_M_LPA_Announce_Hospital_WellnessInfo_IG_004_BeforeYouHead=Before you head out, remember to stock up at our pharmacy. A fully stocked first-aid kit is a must have for any ship. From minor mishaps to medical emergencies, having the right supplies is the best way for you and your loved ones to stay safe.
PU_NBHOSP01_M_LPA_Warn_Emergency_Done_IG_001_AttentionWeAre=Attention. We are happy to inform you that the situation has been resolved. Apologies for any inconvenience.
PU_NBHOSP01_M_LPA_Warn_Emergency_InProgress_IG_001_AttentionAttentionOur=Attention. Attention. Our staff is diligently working to resolve the emergency as quickly as possible. Thank you for your ongoing cooperation.
PU_NBHOSP01_M_LPA_Warn_Emergency_Remain_IG_001_AttentionAttentionBrentworth=Attention. Attention. Brentworth Care Center is currently experiencing an building-wide emergency. Please remain where you are while our staff work to correct the situation. Thank you for your cooperation.
PU_NBHOSP01_M_LPA_Warn_Emergency_Vacate_IG_001_AttentionAttentionBrentworth=Attention. Attention. Brentworth Care Center is currently experiencing an building-wide emergency. Please safely and calmly vacate the premises while our staff work to correct the situation. Thank you for your cooperation.
PU_NBHOSP01_M_LPA_Welcome_Hospital_NewBabbage_IG_001_WelcomeToBrentworth=Welcome to Brentworth Care Center, where getting better has never been better.
PU_NTGUIDE01_M_NTG_Announce_Tour_MessHall_IG_001_HelloEveryoneMy=Hello everyone, my name's Lt. Horrigan and as you can probably tell, this is the War Hammer's mess hall. Definitely one of the more popular spaces on the ship, the mess has a fully automated dispensary since we operate on rotating shifts. We have a standard crew complement of sixty-five to seventy and meals need to be available at all times, so we have a culinary team always on duty, ready to lend support. The famous pilot Aria Reilly was once quoted as saying "If you ever want to take the temperature of a ship's crew, spend twenty minutes in their mess." This is one of the main social areas of the ships where crew members from different departments can catch up in their downtime. We also use the mess for social events like birthdays, holidays, and promotions since it's able to hold so many people. Our skipper, Captain Medcalf, is a big believer in casual gatherings in an effort to entrench kamaraderie, so we're in here pretty often. Now you've probably noticed our games in the corner so I'll just address the question that everyone asks: yes, it's pretty competitive. The XO currently has the score to beat. Anyway, I'd like to invite you to have a look around.
PU_NTGUIDE01_M_NTG_Close_Tour_Almost_IG_001_TheyreClosingUp=They're closing up the ship. You should head to the exit.
PU_NTGUIDE01_M_NTG_Close_Tour_Almost_IG_002_WereWrappingUp=We're wrapping up tours for the day. I need you to make your way to the exit.
PU_NTGUIDE01_M_NTG_Close_Tour_Almost_IG_003_ShipsLockingDown=Ship's locking down for the night so please head to the exit.
PU_NTGUIDE01_M_NTG_Close_Tour_Done_IG_001_ToursAreOver=Tours are over. Make your way off the ship.
PU_NTGUIDE01_M_NTG_Close_Tour_Done_IG_002_ThisAreasOff=This area's off limits. You need to leave.
PU_NTGUIDE01_M_NTG_Close_Tour_Done_IG_003_YouCantBe=You can't be onboard anymore.
PU_NTGUIDE01_M_NTG_Warn_Trespass_IG_001_YoureBreakingThe=You're breaking the law. You need to leave.
PU_NTGUIDE01_M_NTG_Warn_Trespass_IG_002_YoureTrespassingGet=You're trespassing. Get out of here or you'll be arrested.
PU_NTGUIDE01_M_NTG_Warn_Trespass_IG_003_IfYouStay=If you stay here you'll be arrested.
PU_NTGUIDE02_M_NTG_Announce_Tour_Barracks_IG_001_HiFolksWelcome=Hi folks. Welcome to the War Hammer. I'm Leading Starman Detmer and this, as you've probably guessed, is one of the two barracks on the ship. I know, I know, you must be thrilled to see where Navy personnel sleep and let me be the first to tell you, it's every bit as exciting as promised. Javelins are pretty great when it comes to the sleeping arrangements as they have enough bunks for the full crew which is amazing because it avoids situations known as 'hot bunking' where you swap out bunks with somebody on the opposite shift. That, is horrible. This one time on my old ship I had to share with this guy who had just the worst smelling socks. I'm talking 'the military could've weaponized it' kind of bad. And I had to try and fall asleep with that stench every, day. So, after that, these bunks are a dream. Actually, I don't think my CO would like me talking about how bad hot bunking is. Maybe just forget I said anything.\n\nAnyway, each one has special slots for personal effects and is capable of sealing up to give you a little privacy as people are always moving around the barracks. Sleeping schedules shift slightly too and they can activate the full crew at a moment's notice if the ship enters heavy combat, so you're always sleeping with one eye open anyway. I mean, we get shorter sleep schedules if we're patrolling in dangerous space, so you're already grabbing sleep when you can. Sorry, I'm rambling. Otherwise... yeah, I'm not sure what else to tell you. This is where we sleep. Not a whole lot of mystery to it. \n\nI hope this has been enlightening. Have a look around if you want, but please don't touch anything in the bunks. This is an active ship and everything in here is the property of the crew, so be cool.
PU_NTGUIDE02_M_NTG_Close_Tour_Almost_IG_001_LooksLikeWere=Looks like we're wrapping up for the day. You should take off.
PU_NTGUIDE02_M_NTG_Close_Tour_Almost_IG_002_TheyreLockingDown=They're locking down the ship soon. You should head out.
PU_NTGUIDE02_M_NTG_Close_Tour_Almost_IG_003_HeyWereClosing=Hey, we're closing up soon. You should roll out.
PU_NTGUIDE02_M_NTG_Close_Tour_Done_IG_001_HeyTheShips=Hey, ship's being locked down. You need to get out of here.
PU_NTGUIDE02_M_NTG_Close_Tour_Done_IG_002_ImSeriousYou=I'm serious. You can't be here.
PU_NTGUIDE02_M_NTG_Close_Tour_Done_IG_003_ToursAreDone=Tour's are done for the day. You need to get off the ship.
PU_NTGUIDE02_M_NTG_Warn_Trespass_IG_001_SeriouslyIfYou=Seriously, if you stick around, you're gonna get arrested.
PU_NTGUIDE02_M_NTG_Warn_Trespass_IG_002_SecurityWillMess=Security will mess you up if you stick around after lockdown. You should leave.
PU_NTGUIDE02_M_NTG_Warn_Trespass_IG_003_YouDoNot=You do not wanna be on board when we lock down. I'd get out of here.
PU_NTGUIDE03_F_NTG_Announce_Tour_Turret_IG_001_AllRightLets=All right, let's settle down. My name's Lt. Commander Aldeman, I run the turret complement aboard the War Hammer. That means I'm in charge of coordinating fire between our various gunners during a combat engagement in order to maximize combat effectiveness. But, when we aren't in combat, I strive to keep my team sharp by running through engagement drills and simulated encounters. Now the Javelin comes standard with fifteen turrets, thirteen of which have embedded operators. There are six turrets like the one you see here that run along the side of the ship. Each of which is equipped with a pair of Size 7 cannons for larger targets and a pair of Size 4 gatlings for smaller targets like fighters and even incoming missiles and torpedoes. We've got four more turrets on the bow of the ship, armed with Size 7 energy cannons and three gunners on the underside with the same. All this firepower is coupled with a heavy payload of ordnance to make the War Hammer a real problem for all sizes of ship, hence why we can be tasked to operate independently on patrols without support from the rest of the battle group.\n\nDuring the XenoThreat incursion, our gunners were responsible for the destruction of over seventy hostile elements and several capital ships as well as protecting the ship from incoming ordnance.\n\nAs a special treat, we've safetied this turret so you can get a taste of what it feels like to be a gunner. All the weapons have been deactivated so don't worry about accidental discharge, but I'll remind you this is an active military vessel, so be respectful all the same. Thank you and have a great Invictus.
PU_NTGUIDE03_F_NTG_Close_Tour_Almost_IG_001_PleaseHeadTo=Please head to the exit immediately.
PU_NTGUIDE03_F_NTG_Close_Tour_Almost_IG_002_ToursAreOver=Tours are over for today. Time to go.
PU_NTGUIDE03_F_NTG_Close_Tour_Almost_IG_003_ThankYouFor=Thank you for coming, but please make your way to the exit.
PU_NTGUIDE03_F_NTG_Close_Tour_Done_IG_001_YouCantBe=You can't be here anymore. Head to the exit immediately.
PU_NTGUIDE03_F_NTG_Close_Tour_Done_IG_002_ThisShipIs=This ship is now off-limits to civilians. You have to leave.
PU_NTGUIDE03_F_NTG_Close_Tour_Done_IG_003_INeedYou=I need you to leave. Now.
PU_NTGUIDE03_F_NTG_Warn_Trespass_IG_001_TrespassingAboardA=Trespassing aboard a Naval vessel is a crime. I won't warn you again.
PU_NTGUIDE03_F_NTG_Warn_Trespass_IG_002_YouAreIn=You are in violation of UEE law. Leave.
PU_NTGUIDE03_F_NTG_Warn_Trespass_IG_003_YouWillBe=You will be detained if you stay aboard this ship.
PU_NTGUIDE04_M_NTG_Close_Tour_Almost_IG_001_ImSorryBut=I'm sorry but the tours are over. I'll need you to disembark the ship.
PU_NTGUIDE04_M_NTG_Close_Tour_Almost_IG_002_WeArentLetting=We aren't letting any more visitors in today. Try again later.
PU_NTGUIDE04_M_NTG_Close_Tour_Almost_IG_003_WeArentGiving=We aren't giving any more tours today. You have to leave.
PU_NTGUIDE04_M_NTG_Farewell_IG_001_ThankYouFor=Thank you for coming and have a wonderful Invictus.
PU_NTGUIDE04_M_NTG_Farewell_IG_002_HaveAGreat=Have a great day.
PU_NTGUIDE04_M_NTG_Farewell_IG_003_TakeCare=Take care.
PU_NTGUIDE04_M_NTG_Farewell_IG_004_EnjoyTheRest=Enjoy the rest of your Invictus.
PU_NTGUIDE04_M_NTG_Farewell_IG_005_ThankYouFor=Thank you for visiting.
PU_NTGUIDE04_M_NTG_Warn_Trespass_IG_001_AllTrespassersWill=All trespassers will be arrested.
PU_NTGUIDE04_M_NTG_Warn_Trespass_IG_002_ImSorryBut=I'm sorry, but illegally boarding is a violation of UEE Law.
PU_NTGUIDE04_M_NTG_Warn_Trespass_IG_003_TrespassingAboardA=Trespassing aboard a military vessel is a crime.
PU_NTGUIDE04_M_NTG_Welcome_IG_001_WelcomeAboardThe=Welcome aboard the UEES War Hammer. As part of this year's Invictus celebrations, I'd like to invite you to take a look around and get an up close look at an active military vessel. Some of the actual crew members have graciously volunteered their time to explain what life is like aboard the ship. I would like to remind you that the entire ship is not available for exploration so please be respectful of unauthorized areas. Thank you and enjoy your visit.
PU_NTPILOT01_F_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_NothingLikeA=Nothing like a good fight to get my juices flowing.
PU_NTPILOT01_F_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_001b_NothingLikeA=Nothing like a good fight to get my blood pumping.
PU_NTPILOT01_F_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_SqueezeOfA=Squeeze of a trigger, flash of a thruster, and destruction all around. This here is what life's all about.
PU_NTPILOT01_F_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_YoureGonnaWish=You're gonna wish you had never met me.
PU_NTPILOT01_F_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_004_MaybeIShould=Maybe I should start flying one-handed, make things more fair.
PU_NTPILOT01_F_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_005_YouFeelThe=You feel the end coming. Don't you.
PU_NTPILOT01_F_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_001_EasyThere=Easy there.
PU_NTPILOT01_F_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_002_WatchWhereYoure=Watch where you're going.
PU_NTPILOT01_F_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_003_YouAlrightThere=You alright there?
PU_NTPILOT01_F_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_001_GetTheHell=Get the hell off me!
PU_NTPILOT01_F_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_002_BackOff=Back off!
PU_NTPILOT01_F_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_003_WatchThePaint=Watch the paint asshole.
PU_NTPILOT01_F_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_001_YouThinkThis=You think this is funny?!
PU_NTPILOT01_F_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_002_YoureCrazy=You're crazy.
PU_NTPILOT01_F_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_003_KnockItOff=Knock it off already!
PU_NTPILOT01_F_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_WatchIt=Watch it.
PU_NTPILOT01_F_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_WhatTheHell=What the hell you on?
PU_NTPILOT01_F_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_EaseOff=Ease off!
PU_NTPILOT01_F_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_001_BetThatRattled=Bet that rattled your teeth.
PU_NTPILOT01_F_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_002_HuhFiguredThat=Huh. Figured that would have finished ya.
PU_NTPILOT01_F_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_003_YoureGonnaFeel=You're gonna feel that one for a while.
PU_NTPILOT01_F_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_001_AreYouTrying=Are you trying to get me killed?
PU_NTPILOT01_F_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_002_WhatTheHell=What the hell? You crazy?
PU_NTPILOT01_F_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_003_HeyAssholeWere=Hey asshole! We're on the same side!
PU_NTPILOT01_F_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_001_OhYoureGoing=Oh, you're going to pay for that.
PU_NTPILOT01_F_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_002_WellThatPacked=Well, that packed a punch.
PU_NTPILOT01_F_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_003_OkayYeahFelt=Okay, yeah. Felt that one.
PU_NTPILOT01_F_BSP_DamageDealt_IG_EX_001=<get hit exertion>
PU_NTPILOT01_F_BSP_DamageDealt_IG_EX_002=<get hit exertion>
PU_NTPILOT01_F_BSP_DamageDealt_IG_EX_003=<get hit exertion>
PU_NTPILOT01_F_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_001_ShieldsDownI=Shields down! I could use some help!
PU_NTPILOT01_F_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_002_ILostShields=I lost shields! Help me!
PU_NTPILOT01_F_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_003_ShieldsAreGone=Shields are gone! I need help!
PU_NTPILOT01_F_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_001_ThereShieldsGone=There. Shields gone. Now I got you.
PU_NTPILOT01_F_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_002_UhOhThere=Uh Oh. There go your shields.
PU_NTPILOT01_F_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_003_ShieldsDownTime=Shields down. Time to do some real damage.
PU_NTPILOT01_F_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_001_ShieldsOrNo=Shields or no shields, I can still handle you.
PU_NTPILOT01_F_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_002_GonnaTakeMore=Gonna take more than knocking out my shields to bring me down.
PU_NTPILOT01_F_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_003_YoureGonnaPay=You're gonna pay once my shields are back.
PU_NTPILOT01_F_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_001_HahDeadOn=[ Laughing ] Dead on!
PU_NTPILOT01_F_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_002_ThatCouldntHave=That couldn't have felt good.
PU_NTPILOT01_F_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_003_Paydirt=Paydirt!
PU_NTPILOT01_F_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_004_YouHavingSecond=You havin' second thoughts yet?
PU_NTPILOT01_F_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_005_HowManyMore=How many more of those you think you can take?
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_001_YoureDoneFor=You're done for.
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_002_ImGonnaEnjoy=I'm gonna enjoy putting you down.
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_003_NowsTheTime=Now's the time for any last words.
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_004_HopeYoureReady=Hope you're ready to die, asshole.
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_005_LooksLikeIts=Looks like it's end of the line, friend.
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_001_HowsThatFeel=How's that feel?
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_002_RightOnTarget=Right on target.
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_003_ThereYouGo=There you go.
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_004_YouLikeThat=You like that?
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_005_Gotcha=Gotcha.
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_001_LightingYouUp=Lightin' you up like Luminalia.
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_002_LikeShootingCrabs=Like shootin' crabs in a crate.
PU_NTPILOT01_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_003_HadEnoughYet=Had enough yet?
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_001_YouTryingTo=You tryin' to start something?
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_002_CheckYourAim=Check your aim.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_003_ThatBetterHave=That better have been an accident.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_001_ImNotDone=I'm not done yet, you punter.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_002_IveSurvivedWorse=I've survived worse than this.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_003_ImNotOut=I'm not out of this yet.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_001_YouGotLucky=You got lucky there.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_002_ItsGoingTo=It's going to take more than that.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_003_GoOnKeep=Go on. Keep it up. See what it gets you.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_004_GonnaGetYou=Gonna get you for that.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_005_YouFeelGood=You feel good about that?
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_001_EnoughGoddammit=Enough, goddammit!
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_002_ImGoingTo=I'm going to flay you alive!
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_003_StopFuckingShooting=Stop fucking shooting me!
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_001_ThisIsYour=This is your last warning.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_002_ImNotGonna=I'm not gonna warn you again.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_003_GoOnKeep=Go on. Keep pushing me.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_DontDoAnything=Don't do anything you're going to regret.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_BetterWatchYourself=Better watch yourself.
PU_NTPILOT01_F_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_YouLookingTo=You lookin' to rile me up?
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_001_YoureGonnaRegret=You're gonna regret that.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_002_EyeForAn=Eye for an eye, you bastard.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_003_ImGonnaGet=I'm gonna get you for that. You wait.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_001_SureAsHell=Sure as hell glad you're here.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_002_ThanksForCovering=Thanks for coverin' my back.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_003_GladYoureOn=Glad you're on my side.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_LongDuration_IG_EX_001_ArghNoUhm=<drawn-out death scream>
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_LongDuration_IG_EX_002_WeGotThis=<drawn-out death scream>
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_LongDuration_IG_EX_003_NoOhNo=<drawn-out death scream>
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_MedDuration_IG_EX_001_ArghNoNo=<medium-length death scream>
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_MedDuration_IG_EX_002_NoNoNo=<medium-length death scream>
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_MedDuration_IG_EX_003_NoShitShit=<medium-length death scream>
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_001_NoNoNo=<short death scream>
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_002_OhShitShit=<short death scream>
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_003_OhNo=<short death scream>
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_001_YouSeeThat=You see that? Took that bastard down easy.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_002_ThereWeAre=There we are. One less problem to worry about.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_003_IGottaSay=I gotta say, I'm getting pretty good at taking down bastards like these.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_001_YouSeeThat=You see that? You're next.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_002_HowManyMore=How many more of you I gotta kill before you get the point?
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_003_YouGonnaPut=You gonna put up more of a fight than that sorry bastard?
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_004_YourFriendsAre=Your friends are real good at gettin' ghosted, aren't they?
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_005_KillingYouAll=Killin' you all is turning out more fun than I thought it'd be.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_001_NiceWork=Nice work.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_002_YouShowedThat=You showed that bastard right up.
PU_NTPILOT01_F_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_003_YoureMakingIt=You're makin' it look easy.
PU_NTPILOT01_F_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_001_GuessIMisjudged=Guess I misjudged you.
PU_NTPILOT01_F_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_002_AndHereI=And here I thought we were friends.
PU_NTPILOT01_F_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_003_CantTrustAnybody=Can't trust anybody these days.
PU_NTPILOT01_F_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_004_WhatTheHell=What the hell?
PU_NTPILOT01_F_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_005_YouDoubleCrossing=You double crossin' piece of?
PU_NTPILOT01_F_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_001_GuessWeKnow=Guess we know which side you're on.
PU_NTPILOT01_F_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_002_ThisIsWhat=This what you want then?!
PU_NTPILOT01_F_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_003_AlrightBastardYou=Alright, bastard. You got me mad now.
PU_NTPILOT01_F_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_001_HellWithIt=Hell with it. I'll see you later.
PU_NTPILOT01_F_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_002_FineWellCall=Fine. We'll call it a draw.
PU_NTPILOT01_F_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_003_YouAintWorth=You ain't worth dying over.
PU_NTPILOT01_F_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_004_ImGoneHope=I'm gone. Hope you choke on vac.
PU_NTPILOT01_F_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_005_ThisIsntOver=This isn't over. I'll remember you.
PU_NTPILOT01_F_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_001_LetsSeeWhat=Let's see what you think of this.
PU_NTPILOT01_F_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_002_SomethingSpecialFor=Something special for ya.
PU_NTPILOT01_F_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_003_EatThis=Eat this.
PU_NTPILOT01_F_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_004_HaveFunWith=Have fun with that.
PU_NTPILOT01_F_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_005_HereYouAre=Here you are. Deal with that.
PU_NTPILOT01_F_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_001_NiceOfYou=Nice of you to drop in.
PU_NTPILOT01_F_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_002_WhoDoWe=Who do we have here?
PU_NTPILOT01_F_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_003_WelcomeToThe=Welcome to the party.
PU_NTPILOT01_F_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_ThisShouldTeach=This should teach you some respect for the Nine Tails.
PU_NTPILOT01_F_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_YoureProbablyWishing=You're probably wishin' your QT still worked right about now.
PU_NTPILOT01_F_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_GonnaNeedA=Gonna need a drink at the Old '38 after this.
PU_NTPILOT01_F_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_004_NowYouSee=Now you see why Nine Tails are feared across the 'verse.
PU_NTPILOT01_F_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_005_StandInOur=Stand in our way, you die. Simple as that.
PU_NTPILOT01_F_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_CanYouBelieve=Can you believe we get paid to ruin your day like this? Pretty sweet deal, eh?
PU_NTPILOT01_F_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_GotPaidPrimo=Got paid primo creds to cause this kind of chaos. Makes me wonder what Crusader did to deserve it.
PU_NTPILOT01_F_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_BetYoureDying=Bet you're dying to know what we're doing all this for. I'll at least help you with the dying part.
PU_NTPILOT01_F_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_CrusaderMustBe=Crusader must be desperate if they're sending half-ass mercs like you in.
PU_NTPILOT01_F_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_WeGotThis=We got this whole area on lockdown so forget about anybody QT'n in to rescue your sorry ass.
PU_NTPILOT01_F_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_KindaThrillingIsnt=Kinda thrillin' isn't it? Knowing there's no way to run.
PU_NTPILOT01_F_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_001_FineHardWay=Fine. Hard way it is.
PU_NTPILOT01_F_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_002_TimesUp=Time's up.
PU_NTPILOT01_F_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_003_WrongChoice=Wrong choice.
PU_NTPILOT01_F_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_004_WorstDecisionYou=Worst decision you ever made.
PU_NTPILOT01_F_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_005_WhatDidYou=What, did you think I was bullshitting you?
PU_NTPILOT01_F_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_001_OhYouWant=Oh, you want to play?
PU_NTPILOT01_F_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_002_YoureGoingTo=You're going to bleed for that.
PU_NTPILOT01_F_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_003_YouLittleShit=You little shit. You're gonna regret that.
PU_NTPILOT01_F_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_004_FineIWas=Fine. I was getting bored anyway.
PU_NTPILOT01_F_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_005_YousJustSigned=You just signed your own death warrant.
PU_NTPILOT01_F_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_001_SorryAboutThis=Sorry about this. You should've left.
PU_NTPILOT01_F_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_002_YouShouldHave=You should have left when you had the chance.
PU_NTPILOT01_F_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_003_IDontWanna=I don't wanna do this, but you forced my hand.
PU_NTPILOT01_F_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_004_YouWannaPush=You wanna push your luck, fine. Let's see how lucky you really are.
PU_NTPILOT01_F_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_005_YouJustCant=[ Sigh ] You just can't help some people.
PU_NTPILOT01_F_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_001_ForgetThisNine=Forget this. Nine Tails didn't get hired to deal with scrubs like you. We got bigger hulls to vent.
PU_NTPILOT01_F_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_002_EnoughOfThis=Enough of this. Can't spend the creds if ya dead.
PU_NTPILOT01_F_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_003_IThinkThats=I think that's enough mischief for one day, don't you?
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_001_SinceYoureA=Since you're a friend, happy to let you pass on through. Just do me a favor and don't get in the way of Nine Tails business. Alright, get the hell outta here.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_002_ItsGoodTo=It's good to see a friendly face out here. But we?ve got some action about to kick off, so I suggest you be a good sport and head on through before things get messy.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_003_HeyThereHappy=Hey there, happy to see you but we're a bit busy right now. Feel free to head on your way. Just don't stick around for long.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_004_HeySinceYoure=Hey, since you're a friend of the Nine Tails, I'm gonna let you pass through. Just know that we've got business and I can?t let anyone interfere, including you.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_005_IKnowYoure=I know you're on good terms with the Nine Tails, which is why I'm gonna give you a friendly warning that we've got business going down here and you should keep on flying.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_001_HeyThereNormally=Hey there, normally I'd be happy to let you through, but Nine Tails got some business to take care of and we can't have you in the way. Do the smart thing and drift.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_002_ItsGoodTo=It's good to see a friendly face and all, but now's not the time for you to be here. Be a good sport and head on out before there's trouble.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_003_HeyThereNormally=Hey there, normally us Nine Tails would be happy to see you but right now it'd be better if you just turned back around. Nothing personal.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_004_GonnaAskNicely=Gonna ask nicely since you're a friend of the Nine Tails, but you need to clear out. We've got business and I can?t let anyone interfere, including you.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_005_HeyThereI=Hey there, I know you're on good terms with the Nine Tails, and normally I?d be thrilled to see ya, but this area's off limits. Even to you.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_001_GuessYouDidnt=Guess you didn't hear, but this is Nine Tail's turf. You got once choice: reverse course or we're gonna ghost you.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_002_IGotGood=I got good news and bad news. Good news is you're not dead yet. Bad news is that's gonna change right quick if you don't get the hell out of here.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_003_LooksLikeYou=Looks like you just flew into a bit of trouble. I'll give you one chance to get out of here. Take it. Now.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_004_WhatDoWe=What do we have here? You look like you're lost. And if you don't leave right now, you're gonna stay lost. Permanently.
PU_NTPILOT01_F_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_005_ThisAreasUnder=This area's under lockdown, Nine Tails order. Be a good little pilot, and run away. I'm only gonna warn you once.
PU_NTPILOT02_F_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_YouReallyThink=You really think you got a chance against us?
PU_NTPILOT02_F_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_CantBelieveYou=Can't believe you actually think you can take me down.
PU_NTPILOT02_F_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_IfYouThink=If you think you're going to be some kind of hero after this, you're dumber than I thought.
PU_NTPILOT02_F_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_004_NothingLikeA=Nothing like a dogfight to cure a hangover.
PU_NTPILOT02_F_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_005_WhateverYoureGetting=Whatever you're getting paid for this, it's not worth it.
PU_NTPILOT02_F_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_001_DontDoThat=Don't do that again.
PU_NTPILOT02_F_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_002_KnockItOff=Knock it off.
PU_NTPILOT02_F_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_003_WatchWhereYoure=Watch where you're flying.
PU_NTPILOT02_F_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_001_WhatTheHell=What the hell kind of way is that to fight?
PU_NTPILOT02_F_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_002_ThatsYourStrategy=That's your strategy? Running into people?
PU_NTPILOT02_F_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_003_GetTheHell=Get the hell away from me.
PU_NTPILOT02_F_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_001_YouBetterBack=You better back the hell up right now.
PU_NTPILOT02_F_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_002_GiveMeSome=Give me some damn space.
PU_NTPILOT02_F_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_003_YoureReallyStarting=You're really starting to piss me off.
PU_NTPILOT02_F_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_WhereTheHell=Where the hell you learn to fly?
PU_NTPILOT02_F_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_YouSeriouslyJust=You seriously just run into me?
PU_NTPILOT02_F_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_BackOff=Back off.
PU_NTPILOT02_F_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_001_BetThatHurt=Bet that hurt.
PU_NTPILOT02_F_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_002_ImImpressedYoure=I'm impressed you're still hanging in after that.
PU_NTPILOT02_F_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_003_ReadyToGive=Ready to give up yet?
PU_NTPILOT02_F_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_001_WhosSideAre=Who's side are you on?
PU_NTPILOT02_F_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_002_YoureStartingTo=You're starting to piss me off.
PU_NTPILOT02_F_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_003_ImStartingTo=I'm starting to think that wasn't an accident.
PU_NTPILOT02_F_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_001_ThatWasQuite=That was quite the hit.
PU_NTPILOT02_F_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_002_GuessWereGetting=Guess were getting serious.
PU_NTPILOT02_F_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_003_YeahThatOne=Yeah, that one hurt.
PU_NTPILOT02_F_BSP_DamageDealt_IG_EX_001=<get hit exertion>
PU_NTPILOT02_F_BSP_DamageDealt_IG_EX_002=<get hit exertion>
PU_NTPILOT02_F_BSP_DamageDealt_IG_EX_003=<get hit exertion>
PU_NTPILOT02_F_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_001_LostMyShields=Lost my shields.
PU_NTPILOT02_F_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_002_MyShieldsAre=My shields are down. Need backup.
PU_NTPILOT02_F_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_003_ShieldsAreGone=Shields are gone. Not good.
PU_NTPILOT02_F_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_001_YourShieldsAre=Your shields are gone. You're screwed.
PU_NTPILOT02_F_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_002_WannaSeeHow=Wanna see how much damage I can do before your shields recharge?
PU_NTPILOT02_F_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_003_WithoutShieldsIm=Without shields, I'm gonna tear right through you.
PU_NTPILOT02_F_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_001_YouThinkTaking=You think taking my shields out matters? So what.
PU_NTPILOT02_F_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_002_YouThinkI=You think I can't win without shields? Think again.
PU_NTPILOT02_F_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_003_IDontNeed=I don't need shields to kick your ass.
PU_NTPILOT02_F_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_001_PerfectHit=Perfect hit.
PU_NTPILOT02_F_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_002_TargetHit=Target hit.
PU_NTPILOT02_F_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_003_WasntThatA=Wasn't that a pretty shot.
PU_NTPILOT02_F_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_004_BetThatShook=Bet that shook your hull.
PU_NTPILOT02_F_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_005_SurprisedYoureStill=Surprised you're still flying after that.
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_001_YouShouldveRun=You should've run when you had the chance.
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_002_ImGonnaKill=I'm gonna kill you now. Nothing personal.
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_003_YouGotHeart=You got heart. I'll give you that.
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_004_GuessYouWerent=Guess you weren't up for the job.
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_005_EndOfThe=End of the line.
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_001_ThatsOneFor=That's one for me.
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_002_GotYou=Got you.
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_003_HowsThatFeel=How's that feel?
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_004_OhThatsA=Oh, that's a hit.
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_005_ThereWeAre=There we are.
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_001_FaceItYoure=Face it. You're out classed.
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_002_ImBarelyBreaking=I'm barely breakin' a sweat.
PU_NTPILOT02_F_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_003_ItsOnlyGonna=It's only gonna get worse for you.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_001_WatchWereYoure=Watch where you're shooting.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_002_StopShootingMe=Stop shooting me.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_003_WhatWasThat=What was that? You shot me.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_001_IllBeDamned=I'll be damned if I let some skag like you punch me out.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_002_IAintDown=I ain't down yet.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_003_YouThinkYoure=You think you're better than me? Think again.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_001_YeahAlrightI=Yeah, alright, I'll give you that one.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_002_YouHitMe=You hit me. You happy?
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_003_YouGotA=You got a bit of skill.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_004_OkayNotBad=Okay. Not bad.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_005_IOweYou=I owe you one for that.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_001_HopeYoureEnjoying=Hope you're enjoying this.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_002_ImGonnaMake=I'm gonna make you pay for each and every one of those.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_003_EnoughOfThis=Enough of this bullshit.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_001_DoThatAgain=Do that again, and you're going to regret it.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_002_FinalWarning=Final warning.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_003_MyPatienceIs=My patience is running out.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_KeepThisUp=Keep this up and you're gonna regret it.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_ThinkRealHard=Think real hard about what you do next.
PU_NTPILOT02_F_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_IJustAbout=I just about had enough of you.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_001_ICantHave=I can't have you taking my people out.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_002_YoureGonnaPay=You're gonna pay for that.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_003_DontThinkFor=Don't think for a second I'm just gonna let that go.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_001_ThanksForWatching=Thanks for watching my back.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_002_GoodOneLess=Good. One less thing to worry about.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_003_AppreciateTheHelp=Appreciate the help.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_LongDuration_IG_EX_001_NoNoNo=<drawn-out death scream>
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_LongDuration_IG_EX_002_NoNoNo=<drawn-out death scream>
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_LongDuration_IG_EX_003_NoNoShit=<drawn-out death scream>
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_MedDuration_IG_EX_001_NoNoNo=<medium-length death scream>
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_MedDuration_IG_EX_002_UghNoNo=<medium-length death scream>
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_MedDuration_IG_EX_003_NoNoNo=<medium-length death scream>
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_001_NoNoNo=<short death scream>
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_002_NoNoNo=<short death scream>
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_003_HuhNoNo=<short death scream>
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_001_ThatsAPoint=That?s a point for me.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_002_TheyDidntPut=They didn't put up much of fight did they.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_003_OkayThatsOne=Okay. That's one done. Who's next?
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_001_YourFriendsDead=Your friend's dead. Run away or you're gonna be next.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_002_GotOneOf=Got one of yours. Just a matter of time till it's your turn.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_003_DoYouThink=Do you think they were a better or worse pilot than you? Guess we'll find out.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_004_HopeYourePaying=Hope you're paying attention. That was one of yours we just got.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_005_YouSeeThat=You see that? One of yours just got spaced.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_001_ThatWasA=That was a nice bit of flying.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_002_YouDidAlright=You did alright there.
PU_NTPILOT02_F_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_003_ThatWasGood=That was good. Real good.
PU_NTPILOT02_F_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_001_OhWellI=Oh well. I tried.
PU_NTPILOT02_F_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_002_IWarnedYou=I warned you.
PU_NTPILOT02_F_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_003_YouNeedTo=You need to learn to listen better.
PU_NTPILOT02_F_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_004_DontSayI=Don't say I didn't warn you.
PU_NTPILOT02_F_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_005_TurningOnThe=Turning on the Nine Tails? Big mistake.
PU_NTPILOT02_F_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_001_FineNowYou=Fine. Now you die.
PU_NTPILOT02_F_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_002_EnoughOfThis=Enough of this. You're done.
PU_NTPILOT02_F_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_003_IvePutUp=I've put up with enough of this shit.
PU_NTPILOT02_F_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_001_TurnsOutYou=Turns out you were better than I thought.
PU_NTPILOT02_F_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_002_TodaysNotMy=Today's not my day.
PU_NTPILOT02_F_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_003_EnoughImDone=Enough. I'm done with this.
PU_NTPILOT02_F_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_004_FineYouWin=Fine. You win. I'm out of here.
PU_NTPILOT02_F_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_005_WellCallIt=We'll call it a draw.
PU_NTPILOT02_F_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_001_GotAMissile=Got a missile for you.
PU_NTPILOT02_F_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_002_MissileLockedAnd=Missile locked and launched.
PU_NTPILOT02_F_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_003_DealWithThat=Deal with that.
PU_NTPILOT02_F_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_004_LetsSeeHow=Let's see how you do with a missile.
PU_NTPILOT02_F_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_005_MissileAway=Missile away.
PU_NTPILOT02_F_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_001_ISeeYou=I see you.
PU_NTPILOT02_F_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_002_IfYouCame=If you came to fight, you came to the right place.
PU_NTPILOT02_F_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_003_LetsSeeWhat=Let's see what you're about.
PU_NTPILOT02_F_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_YouReallyShouldnt=You really shouldn't have messed with Nine Tails.
PU_NTPILOT02_F_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_ICantBelieve=I can't believe Crusader tricked you into fighting for them.
PU_NTPILOT02_F_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_IAlmostGot=I almost got the Nine Tails record for most kills in one day. Maybe you'll be the one to put me over.
PU_NTPILOT02_F_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_004_ImGettingA=I'm getting a little tired of you.
PU_NTPILOT02_F_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_005_NineTailsNever=Nine Tails never back down from a scrap.
PU_NTPILOT02_F_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_ThisIsJust=This is just the beginning. You'll see.
PU_NTPILOT02_F_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_IfYouReally=If you really knew what was going on here, not sure if you'd be so eager to fight.
PU_NTPILOT02_F_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_LookAtYou=Look at you all riled up and you don't even know the real reason why.
PU_NTPILOT02_F_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_YouLikingThe=You liking the blockade? It's a doozy, right?
PU_NTPILOT02_F_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_ITellYou=I tell you what, it's pretty fun seeing Crusader this pissed off.
PU_NTPILOT02_F_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_YouKNowThe=You know the best part of the blockade? You don't get to run.
PU_NTPILOT02_F_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_001_YoureOutOf=You're out of time.
PU_NTPILOT02_F_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_002_ThatsItYou=That's it. You had your chance.
PU_NTPILOT02_F_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_003_ImDoneWith=I'm done with you.
PU_NTPILOT02_F_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_004_GuessWeFight=Guess we fight.
PU_NTPILOT02_F_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_005_TimesUpLets=Time's up. Let's do this.
PU_NTPILOT02_F_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_001_IWasHoping=I was hoping you'd do that.
PU_NTPILOT02_F_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_002_FineFightIt=Fine. Fight it is.
PU_NTPILOT02_F_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_003_ThatsOneWay=That's one way to settle this.
PU_NTPILOT02_F_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_004_SeemsLikeYou=Seems like you wanna die.
PU_NTPILOT02_F_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_005_BigMistake=Big mistake.
PU_NTPILOT02_F_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_001_RememberThisWas=Remember, this was your choice. You could have left.
PU_NTPILOT02_F_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_002_AllRightI=All right. I guess we're done being polite.
PU_NTPILOT02_F_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_003_TheresOnlySo=There's only so much you can do to help some people.
PU_NTPILOT02_F_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_004_ITriedTo=I tried to give you a chance. I really did.
PU_NTPILOT02_F_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_005_AndHereI=And here I was hoping we could avoid all this.
PU_NTPILOT02_F_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_001_EnoughOfThis=Enough of this. Nine Tails got bigger things to worry about than scrubs like you.
PU_NTPILOT02_F_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_002_YouKnowWhat=You know what. I'm out of here, but this isn't over. Nine Tails got plans.
PU_NTPILOT02_F_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_003_HellWithIt=Hell with it. I'm not getting paid enough for this.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_001_SinceTheNine=Since the Nine Tails know you, I'll let you pass through. But don't hang around too long, or there'll be a problem.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_002_SeemsYouGot=Seems you got a bit of rep with the Nine Tails so I'll let you fly through. Don't push your luck though.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_003_GoAboutYour=Go about your business. Just see that you don't interfere with ours.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_004_NineTailsGot=Nine Tails got some business out here. As long as you stay out of our way, got no reason to stop you from conducting yours.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_005_YouCanHead=You can head on through. I won't stop you. Unless you give me reason to.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_001_LookNothingPersonal=Look. Nothing personal, but you can't be here. Do yourself a favor and turn around.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_002_HeyTheNine=Hey. The Nine Tails don't have any beef with you, so get out of here. I just can't have you hanging around, okay?
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_003_TheNineTails=The Nine Tails got no cause to scrap with you, but we'll do what we have to if you stick your nose where it doesn't belong. Bit of friendly advice. Get out of here while you still can.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_004_ListenNormallyId=Listen. Normally, I'd be happy to let you do whatever, but the Nine Tails got business here and I can't have you poking around. So do me a favor and clear out.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_005_DontKnowWhat=Don't know what you're doing out here, but do yourself a favor and turn around. You don't want bad blood with the Nine Tails, I can tell you that much.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_001_HeresTheDeal=Here's the deal. You either fly outta here now, or later in a body bag. It's your choice.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_002_ThisHeresNine=This here's Nine Tails business. Turn around while you still can.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_003_ThisIsYour=This is your one chance to turn around. If you don't take it, that's on you.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_004_IfYouTurn=If you turn around and leave right now, you won't have any issues. You stay, you're gonna have a problem. Trust me.
PU_NTPILOT02_F_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_005_LetMeMake=Let me make this simple. You just flew in to Nine Tails turf. Turn around or we put you down. Got it?
PU_NTPILOT03_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_ItsComfortingTo=It's comforting to know that despite all our technological advances, two people can still go out into space and shoot each other.
PU_NTPILOT03_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_IJustWanted=I just wanted to take a moment to thank you. I'm having a great time out here.
PU_NTPILOT03_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_IDontKnow=I don't know if anyone's ever told you this before, but you remind me of a young Ellroy Cass. At least in terms of how you fly.
PU_NTPILOT03_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_004_DoYouEven=Do you even remember what we're fighting about? Guess it doesn't really matter.
PU_NTPILOT03_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_005_DoYouEver=Do you ever get a song stuck in your head in the middle of a dogfight? It's the worst, isn't it?
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_001_WoahHowAbout=Woah, how about some personal space?
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_001b_WoahHowAbout=Woah, how about some personal space?
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_002_YouTryingTo=You trying to tell me something?
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_003_ImStartingTo=I'm starting to think you don't know how to fly that thing.
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_001_SomebodyLikesIt=Somebody likes it rough, don't they.
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_002_YouGotA=You got a real unique way of fighting.
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_003_WellThatWasnt=Well that wasn't very nice.
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_001_YouEverThink=You ever think about, you know, not doing that?
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_002_CrazyIdeaStop=Crazy idea - stop frickin' ramming me!
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_003_OkaySeriouslyThats=Okay, seriously. That's enough.
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_WellHelloTo=Well hello to you too.
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_WoahEasyThere=Woah, easy there tiger.
PU_NTPILOT03_M_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_LetMeGuess=Let me guess, you took a crash course on being a pilot.
PU_NTPILOT03_M_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_001_DidThatHurt=Did that hurt? It looked like it hurt.
PU_NTPILOT03_M_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_002_IHopeYou=I hope you have good insurance.
PU_NTPILOT03_M_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_003_ThatWakeYou=That wake you up?
PU_NTPILOT03_M_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_001_HeyThatIs=Hey. That is not okay!
PU_NTPILOT03_M_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_002_GeezWhatThe=Geez. What the hell was that for?
PU_NTPILOT03_M_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_003_AreYouMad=Are you mad at me or something?
PU_NTPILOT03_M_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_001_GeezWhatThe=Geez. What the hell did you hit me with? A small moon?
PU_NTPILOT03_M_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_002_ForTheRecord=For the record, I did not enjoy that at all.
PU_NTPILOT03_M_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_003_AnyoneElseSeeing=Anyone else seeing spots or is that head trauma?
PU_NTPILOT03_M_BSP_DamageDealt_IG_EX_001_ArghComeOn=<get hit exertion>
PU_NTPILOT03_M_BSP_DamageDealt_IG_EX_002_ArghShit=<get hit exertion>
PU_NTPILOT03_M_BSP_DamageDealt_IG_EX_003_Argh=<get hit exertion>
PU_NTPILOT03_M_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_001_UhHeyMy=Uh, hey. My shields are down. Maybe a little help.
PU_NTPILOT03_M_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_002_NoShieldsNeed=No shields! Need help!
PU_NTPILOT03_M_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_003_LostMyShields=Lost my shields. I would love some back up.
PU_NTPILOT03_M_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_001_UhOhYou=Uh oh! You lost your shields!
PU_NTPILOT03_M_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_002_OhNoWhere=Oh no! Where did your shields go?
PU_NTPILOT03_M_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_003_WaitDidntYour=Wait. Didn't your ship have shields like a second ago?
PU_NTPILOT03_M_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_001_DamnIReally=Damn. I really wish I still had shields.
PU_NTPILOT03_M_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_002_HeyNoShooting=Hey. No shooting me when my shields are down!
PU_NTPILOT03_M_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_003_IdReallyAppreciate=I'd really appreciate it if we could take a break until my shields came back.
PU_NTPILOT03_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_001_ITotallyDidnt=I totally didn't think that was going to hit.
PU_NTPILOT03_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_002_ICantBelieve=I can't believe that actually hit you!
PU_NTPILOT03_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_003_HeadsUpYou=Heads up. You just got hit by a missile.
PU_NTPILOT03_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_004_GladTheCredits=Glad the credits I spent on that missile weren't wasted.
PU_NTPILOT03_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_005_LetsTakeA=Let's take a moment and salute that missile's dedication to taking you down.
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_001_BeforeYouDie=Before you die, let me just say it's been a real pleasure fighting you.
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_002_ICantBelieve=I can't believe it's going to be over so soon. Feels like we were just starting to get to know each other.
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_003_DogfightingDoesntReally=Dogfighting doesn't really seem to be your thing, does it.
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_004_ImALittle=I'm a little surprised. I thought you would be much better at this.
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_005_IKnowIm=I know I'm about to finish you off, but no hard feelings okay?
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_001_YouLikeThat=You like that?
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_002_AsWeUsed=As we used to say back in the Navy, that is a confirmed hit.
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_003_LetsSeeIf=Let's see if I can't do that again.
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_004_ThatFeltGood=That felt good.
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_005_YeahThereWe=Yeah. There we go.
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_001_IGottaSay=I gotta say, you're pretty fun to shoot.
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_002_ImReallyStarting=I'm really starting to enjoy this.
PU_NTPILOT03_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_003_IFeelLike=I feel like I could do this all day.
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_001_YouFeelingOkay=You feeling okay there?
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_002_WasItSomething=Was it something I said?
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_003_HowAboutWe=How about we don't shoot our friends?
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_001_DoMeA=Do me a favor. If I die, tell my mom to avenge me, okay?
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_002_ThisIsNothing=This is nothing but a scratch. I've had worse.
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_003_IllAdmitIt=I'll admit it, you might be a bit better than I am.
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_001_YouEnjoyThat=You enjoy that?
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_002_OuchAsshole=Ouch? asshole.
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_003_DoYourParents=Do your parents know you go around shooting people?
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_004_ShootingAtMe=Shooting at me make you feel big?
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_005_YouGotLucky=You got lucky.
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_001_IAmSeriously=I am seriously getting sick of you.
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_002_IsntYourTrigger=Isn't your trigger finger getting tired yet?
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_003_HeyHowAbout=Hey, how about you ease up a little.
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_001_WhatTheHell=What the hell is your problem?
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_002_WellThatSure=Well, that sure sucked.
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_003_YouKnowYoure=You know? You're starting to hurt my feelings.
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_YouSureYou=You sure you wanted to do that?
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_ThatWasNot=That was not the best idea.
PU_NTPILOT03_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_AndHereI=And here I was just starting to like you.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_001_ICantBelieve=I can't believe you killed them! They were barely shooting at you.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_002_HowCouldYou=How could you do that to them? They were one week away from leaving the pack.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_003_YouBastardThey=You bastard! They still owed me credits.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_001_DangArentYou=Dang. Aren't you the helpful sort.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_002_YouSavedMy=You saved my bacon. I think I'm going to keep you.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_003_ThanksBuddyOwe=Thanks, buddy. Owe you one.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_LongDuration_IG_EX_001_AhComeOn=<drawn-out death scream>
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_LongDuration_IG_EX_002_OkayAhWere=<drawn-out death scream>
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_LongDuration_IG_EX_003_OkayWereGood=<drawn-out death scream>
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_MedDuration_IG_EX_001_NoComeOn=<medium-length death scream>
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_MedDuration_IG_EX_002_NoNoCome=<medium-length death scream>
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_MedDuration_IG_EX_003_NoComeOn=<medium-length death scream>
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_001_NoComeOn=<short death scream>
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_002_NoNoNo=<short death scream>
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_003_NoNoNo=<short death scream>
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_001_NotToBrag=Not to brag, but I killed the crap out of that ship.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_002_YouSeeMe=You see me take that scag down? Am I good or am I good?
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_003_ItFeelsSo=It feels so good to kill one of these bastards. Really recommend it.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_001_YouWerentClose=You weren't close to them were you? Hate to think we're out here killing people you care about.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_002_YouLikeTo=You like to gamble? I'm betting a friend that you're the next one to die.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_003_SeeingYourFriend=Seeing your friend get blown up like that can't be great. Feel free to take a moment if you need it.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_004_OneMinuteYour=One minute your friend was here flying, the next minute gone. Makes you think doesn't it.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_005_SorryAboutKilling=Sorry about killing your friend. Not really, but still.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_001_YeahYouBlew=Yeah! You blew 'em up real good!
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_002_AsOneMurderer=As one murderer to another, let me say nice kill.
PU_NTPILOT03_M_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_003_GoodJobBuddy=Good job, buddy. Way to blow someone up.
PU_NTPILOT03_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_001_GuessIWont=Guess I won't be inviting you to my birthday party this year.
PU_NTPILOT03_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_002_OuchThisHurts=Ouch. This hurts coming from you.
PU_NTPILOT03_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_003_CantSayI=Can't say I saw that coming.
PU_NTPILOT03_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_004_SeriouslyYoureJust=Seriously? You're just going to start shooting people?
PU_NTPILOT03_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_005_ImImpressedDidnt=I'm impressed. Didn't think you had it in you.
PU_NTPILOT03_M_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_001_ThatsItWere=That's it! We're not friends anymore!
PU_NTPILOT03_M_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_002_OkayIFeel=Okay. I feel totally justified killing you now.
PU_NTPILOT03_M_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_003_GuessWereDone=Guess we're done being nice.
PU_NTPILOT03_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_001_YouKnowWhat=You know what, on second thought, I'm just going to leave.
PU_NTPILOT03_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_002_AhCrapCompletely=Ah crap. Completely forgot I had an appointment somewhere else. Later.
PU_NTPILOT03_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_003_WouldYouLook=Would you look at the time? It's getting late. Think we better call it there. Thanks for the fun fight and everything.
PU_NTPILOT03_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_004_SorryHateTo=Sorry, hate to do this, but I gotta run.
PU_NTPILOT03_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_005_IfAnyoneAsks=If anyone asks, you ran away from me.
PU_NTPILOT03_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_001_DontBeAlarmed=Don't be alarmed, but I may have just shot a missile at you.
PU_NTPILOT03_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_002_LetsFindOut=Let's find out how good you are at dodging.
PU_NTPILOT03_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_003_LookOutMissile=Look out! Missile!
PU_NTPILOT03_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_004_SendingYouA=Sending you a little special something.
PU_NTPILOT03_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_005_BeAFriend=Be a friend and don't use any countermeasures, okay?
PU_NTPILOT03_M_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_001_OhHeyThere=Oh hey there. You look like someone I want to shoot.
PU_NTPILOT03_M_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_002_ANewFighter=A new fighter has entered the ring.
PU_NTPILOT03_M_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_003_WelcomeSoGlad=Welcome. So glad you could join us.
PU_NTPILOT03_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_YoureGonnaLearn=You're gonna learn the the hard way why you never pick a fight with Nine Tails.
PU_NTPILOT03_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_HaveYouBeen=Have you been to Grim HEX recently? I swear I recognize that ship.
PU_NTPILOT03_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_DoYouKnow=Do you know why they call us the Nine Tails? Actually, neither do I.
PU_NTPILOT03_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_004_YouKnowThe=You know the best thing about joining the Nine Tails? The friendships? and killing people like you.
PU_NTPILOT03_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_005_BackWhenI=Back when I was in the Navy, I never thought I'd be an outlaw, but you have one too many drinks one night and the next thing you know, I'm out here killing your sorry ass for credits.
PU_NTPILOT03_M_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_YouHaveNo=You have no idea how fun it is to be giving an entire planet a bad day. So much better than just randomly attacking people.
PU_NTPILOT03_M_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_BlockadingTheStation=Blockading the station wasn't my idea. I wanted to fill the life support system full of soup. Sure it wouldn't have created as much chaos, but it would have way funnier.
PU_NTPILOT03_M_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_IWonderIf=I wonder if thanks to us, people are starting to realize why giving a company their own planet might have been a bad idea.
PU_NTPILOT03_M_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_IsntHavingNo=Isn't having no QT great? Really gives you the time to take stock in your life. It also makes it impossible for you to run away.
PU_NTPILOT03_M_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_YouKnowWho=You know who I feel sorry for? The people stuck on the Rest and Relax. They're probably way too rested and relaxed by now.
PU_NTPILOT03_M_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_ThisBlockadeReally=This blockade really is for the best. No one takes the time to really appreciate flying through space these days.
PU_NTPILOT03_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_001_DingTimesUp=Ding! Time's up.
PU_NTPILOT03_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_002_ImGladYou=I'm glad you thought it over and came to the completely wrong decision.
PU_NTPILOT03_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_003_YouReallyShould=You really should have left.
PU_NTPILOT03_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_004_OkayThenDeath=Okay then. Death it is.
PU_NTPILOT03_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_005_WhenYouFirst=When you first got here, I had a sneaking suspicion I was going to have to kill you.
PU_NTPILOT03_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_001_WellIfThats=Well, if that's how you really feel.
PU_NTPILOT03_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_002_EtTuPilot=Et tu, pilot?
PU_NTPILOT03_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_003_LooksLikeSome=Looks like some people can't take a hint.
PU_NTPILOT03_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_004_YouTryTo=You try to be nice?
PU_NTPILOT03_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_005_TimeToPut=Time to put on my dogfighting playlist.
PU_NTPILOT03_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_001_OneMomentWere=One moment we're cool and the next, enemies. Oh, cruel world!
PU_NTPILOT03_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_002_NotSureI=Not sure I get your motivation here, but sure, let's fight.
PU_NTPILOT03_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_003_IfThisWas=If this was your way of asking for some extra attention, you got it.
PU_NTPILOT03_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_004_OooSorryOut=Ooo, sorry. Out of time.
PU_NTPILOT03_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_005_AndIWas=And I was really hoping I wouldn't have to kill you.
PU_NTPILOT03_M_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_001_EvenThoughIm=Even though I'm running away, I just want to say that was always part of the plan.
PU_NTPILOT03_M_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_002_ImGonnaCall=I'm gonna call it here, but trust me, Nine Tails got bigger stuff in store for Stanton.
PU_NTPILOT03_M_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_003_IThinkThats=I think that's enough chaos for one day.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_001_OhLookWho=Oh, look who we have here. I've heard about you. Pretty nice of us to let you go, don't you think? Safe flying.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_001b_OhLookWho=Oh, look who we have here. I've heard about you. Pretty nice of us to let you go, don't you think? Safe flying.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_002_NiceSurpriseSeeing=Nice surprise seeing you here. But why don't you do us a favor and keep on moving through. Hate for anything to happen to that ship of yours.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_003_OhShitI=Oh shit, I didn't expect to see you here. We got a bit of Nine Tails business going on, but I think it's safe for you to go ahead.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_004_WelcomeToThe=Welcome to the neighborhood. We're a bit busy here, so I'm just gonna let you fly on through. Try not to linger though. Have a good one okay.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_005_HeyNiceTo=Hey. Nice to see you. Can't really stop and chat. Busy day and all. Feel free to go on with whatever you're up to. Just don't hang around here, okay.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_001_OhHeyWish=Oh hey! Wish I had time to chat, but we're pretty slammed doing Nine Tails stuff. You should head out. Don't want you getting caught up in anything.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_002_HeyListenI=Hey, listen. I know you're a friend of the Nine Tails and everything, but we really can't have you here. It'd probably be for the best if you head out.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_003_SoAsGreat=So, as great as it is to see a Nine Tails ally, things are a bit complicated at the moment so I'm gonna need you to head on out of here.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_004_HeyNotTo=Hey, not to be rude, but we can't really have anyone interfering with us out here, even a friend like you. Best thing would be for you to turn around.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_005_OkayThisIs=Okay, this is a bit awkward since you're a friend of the Nine Tails, but would you mind leaving? We just can't risk having you here. You understand.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_001_ImGonnaDo=I'm gonna do you a favor and assume that you didn't fly into Nine Tails turf on purpose. Go on and get out of here while you still can.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_002_IveGotGood=I've got good news and bad news. Good news is you still have a chance to turn around and fly away. Bad news is if you don't, us Nine Tails'll blast you into next week.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_003_HeyWereA=Hey, we're a bit busy here doing Nine Tails stuff. Be a pal and leave before I have to go through all the trouble of killing you. Thanks.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_004_HeyNowsNot=Hey. Now's not really a good time for you to be here. You should probably turn around while you still can.
PU_NTPILOT03_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_005_BitOfFriendly=Bit of friendly advice - leave right now or we'll light your ass up.
PU_NTPILOT04_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_GoAheadAnd=Go ahead and beg for your life. It won't help you, but I get a kick out of it.
PU_NTPILOT04_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_AlmostDoesntSeem=Almost doesn't seem fair does it. Me versus a pilot like you.
PU_NTPILOT04_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_AintItFunny=Ain't it funny that your whole life is going to end up being just another notch in my headcount.
PU_NTPILOT04_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_004_IllTellYou=I'll tell you what, why don't you beg for me to spare you. Maybe I'll let you live. Probably not, but who knows, maybe you'll get lucky.
PU_NTPILOT04_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_005_TheSecondsAre=The seconds are counting down until I kill you.
PU_NTPILOT04_M_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_001_ImStartingTo=I'm starting to think they shouldn't have given you a ship.
PU_NTPILOT04_M_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_002_YouFlyWorse=You fly worse than a Xi'an cooks.
PU_NTPILOT04_M_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_003_GeezWhatThe=Geez. What the hell is with you?
PU_NTPILOT04_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_001_WhatIsThis=What is this shit?
PU_NTPILOT04_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_002_YouTryingTo=You tryin' to get us both killed?
PU_NTPILOT04_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_003_FreakingCowardFight=Freaking coward. Fight like a real pilot.
PU_NTPILOT04_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_001_ISwearIf=I swear if you don't knock it off I'm gonna feed you your teeth.
PU_NTPILOT04_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_002_YouAreReally=You are really starting to piss me off.
PU_NTPILOT04_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_003_DoThatOne=Do that one more time. I dare you.
PU_NTPILOT04_M_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_DamnIdiotLearn=Damn idiot, learn to fly!
PU_NTPILOT04_M_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_HeyImFlying=Hey! I'm flying here!
PU_NTPILOT04_M_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_IfMyPaint=If my paint is scratched, you're gonna pay.
PU_NTPILOT04_M_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_001_YouBleedingYet=You bleeding yet?
PU_NTPILOT04_M_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_002_IHopeThat=I hope that one hurt.
PU_NTPILOT04_M_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_003_LetsSeeHow=Let's see how many more of those you can take.
PU_NTPILOT04_M_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_001_YouveGotTo=You've got to be kidding me with that.
PU_NTPILOT04_M_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_002_IfYouWant=If you want to get yourself killed, that's a pretty good way to go about it.
PU_NTPILOT04_M_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_003_SomethingIsSeriously=Something is seriously wrong with you.
PU_NTPILOT04_M_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_001_ImGonnaHit=I'm gonna hit you twice as hard. Just you wait.
PU_NTPILOT04_M_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_002_YouThinkThats=You think that's gonna stop me. Don't make me laugh.
PU_NTPILOT04_M_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_003_ItsGonnaTake=It's gonna take a hell of a lot more than that to put me down.
PU_NTPILOT04_M_BSP_DamageDealt_IG_EX_001=<get hit exertion>
PU_NTPILOT04_M_BSP_DamageDealt_IG_EX_002_AhShit=<get hit exertion>
PU_NTPILOT04_M_BSP_DamageDealt_IG_EX_003_AhShit=<get hit exertion>
PU_NTPILOT04_M_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_001_ShieldsDownSomeone=Shields down! Someone get their ass over here to help me now!
PU_NTPILOT04_M_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_002_LostMyShields=Lost my shields! Cover me!
PU_NTPILOT04_M_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_003_NoShieldsI=No shields! I need back up!
PU_NTPILOT04_M_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_001_LetsSeeHow=Let's see how you do without any shields.
PU_NTPILOT04_M_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_002_YouShouldHave=You should have kept a closer eye on your shields. You're screwed now.
PU_NTPILOT04_M_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_003_WithoutShieldsIm=Without shields, I'm gonna snatch the life right outta you.
PU_NTPILOT04_M_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_001_YouThinkI=You think I need shields to deal with you?
PU_NTPILOT04_M_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_002_YouGotMy=You got my shields, but that's not gonna make a difference.
PU_NTPILOT04_M_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_003_OnceMyShields=Once my shields are back, you're done for.
PU_NTPILOT04_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_001_ChokeOnThat=Choke on that!
PU_NTPILOT04_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_002_OhDirectHit=Oh, direct hit!
PU_NTPILOT04_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_003_YeahBurnBaby=Yeah! Burn baby!
PU_NTPILOT04_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_004_YesThatWas=Yes, that was beautiful.
PU_NTPILOT04_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_005_HardToBelieve=Hard to believe you're still alive after that.
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_001_ICanFeel=I can feel it. I can feel it you're done. Just give it up.
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_002_ItsAlmostOver=It's almost over now. I have you.
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_003_ICantWait=I can't wait to end you.
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_004_AnyMomentNow=Any moment now and it'll be all over.
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_005_ThisIsIt=This is it. This is how you're gonna die.
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_001_ThatWasJust=That was just for you.
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_002_YouEnjoyedThat=You enjoy that?
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_003_ThatFunFor=That fun for you?
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_004_TalkAboutEasy=Talk about easy.
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_005_WakeUp=Wake up!
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_001_ImGonnaEnjoy=I'm gonna enjoy ripping you apart.
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_002_YouEvenTrying=Woah, you even trying to dodge me?
PU_NTPILOT04_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_003_AndHereI=And here I thought you might be a challenge. Guess not.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_001_DamnItWhat=Damn it. What the hell. You shooting me?
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_002_WoahIThought=Woah. I thought we were on the same side.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_003_HeyYouTrying=Hey, you tryin' to be funny?
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_001_ImJustGetting=I'm just getting started.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_002_YouThinkYoure=You think you're good enough to bring me down? I'd like to see you damn well try.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_003_GoOnFinish=Go on, finish me if you think a second-rate scav like you can.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_001_ThatWasNothing=That was nothing.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_002_LetsSeeYou=Let's see you try that again.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_003_YouGotLucky=You got lucky.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_004_YourGonnaPay=You're gonna pay for that.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_005_ImGonnaMake=I'm gonna make you bleed for that.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_001_ThisTheBest=This the best you got?
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_002_YouThinkYoure=You think you're good? This is nothing.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_003_ComeOnBring=Come on! Bring it! Give me everything you got!
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_001_ImNotGonna=I'm not gonna warn you again. Stop.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_002_YoureHeadingFor=You're heading for some serious pain.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_003_KnockItThe=Knock it the hell off!
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_YoureWalkingA=You're walking a fine line there.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_IfYouWant=If you want a fight, I'll give you a damn fight.
PU_NTPILOT04_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_GoOnTry=Go on, try that again.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_001_ForEveryoneOf=For everyone of us you take down, I'm going to make you pay double.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_002_OhYoureGonna=Oh, you're going to regret killing them.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_003_YouKillMy=You kill my friend, I kill you.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_001_ThanksIOwe=Thanks. I owe you one.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_002_HeyNiceJob=Hey nice job taking that scav down.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_003_ThereWeGo=There we go. Team effort.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_LongDuration_IG_EX_001_NoComeOn=<drawn-out death scream>
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_LongDuration_IG_EX_002_OhMyGod=<drawn-out death scream>
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_LongDuration_IG_EX_003_OhGodNo=<drawn-out death scream>
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_MedDuration_IG_EX_001=<medium-length death scream>
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_MedDuration_IG_EX_002=<medium-length death scream>
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_MedDuration_IG_EX_003=<medium-length death scream>
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_001=<short death scream>
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_002=<short death scream>
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_003=<short death scream>
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_001_YouSeeThat=You see that? Kills like that are how I earned my rep.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_002_ThereOneLess=There. One less thing we have to worry about.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_003_ImCuttingMy=I'm cutting my way through these idiots no problem.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_001_IJustKilled=I just killed one of you. Think you're gonna be next?
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_002_YourFriendsA=Your friend's a ghost, but don't worry. You'll be joining them soon enough.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_003_YouThinkYoure=You think you're a better pilot than your friend I just killed? If not, you should run.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_004_IWonderHow=I wonder how many more of you I'm going to kill today.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_005_ForASecond=For a second I thought you and your friends would be a challenge, but I think I'm going to enjoy killing all of you.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_001_ICouldHave=I could have handled it myself.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_002_ThanksForThat=Thanks for that.
PU_NTPILOT04_M_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_003_OhThatllTeach=Oh, that'll teach the bastard not to mess with us.
PU_NTPILOT04_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_001_GuessYouCouldnt=Guess you couldn't be trusted after all.
PU_NTPILOT04_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_002_AnotherGutlessBackstabber=Another gutless backstabber, big surprise there.
PU_NTPILOT04_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_003_ArghYoureGonna=Argh, you're gonna regret crossing the Nine Tails.
PU_NTPILOT04_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_004_IWasWondering=I was wondering when you were gonna turn on us.
PU_NTPILOT04_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_005_FinallyShowingYour=Finally showing your true colors.
PU_NTPILOT04_M_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_001_IveHadEnough=I've had enough of your shit.
PU_NTPILOT04_M_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_002_ThatsItYoure=That's it. You're dead.
PU_NTPILOT04_M_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_003_OhYouveGone=Oh, you've gone and done it now.
PU_NTPILOT04_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_001_ThereAintNo=There ain't no point in fighting a worthless piece of shit like you.
PU_NTPILOT04_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_002_NextTimeWe=Next time we fight, I'm not gonna let you off so easy.
PU_NTPILOT04_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_003_YouBetterSleep=You better sleep with one eye open, because I swear I'm gonna come for you.
PU_NTPILOT04_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_004_YouGotLucky=You got lucky today, but that luck won't last for ever.
PU_NTPILOT04_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_005_AlrightThisOnes=Alright, this one's yours, but you damn sure won't survive the next one.
PU_NTPILOT04_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_001_LetsSeeYou=Let's see you try to run from this.
PU_NTPILOT04_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_002_OhEnoughPlaying=Oh, enough playing around. Here.
PU_NTPILOT04_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_003_GotAMissile=Got a missile for you.
PU_NTPILOT04_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_004_ThinkYouCan=Think you can handle this?
PU_NTPILOT04_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_005_TryAndGet=Try and get away from this one.
PU_NTPILOT04_M_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_001_WellWhatDo=Well what do we have here? Another victim.
PU_NTPILOT04_M_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_002_YouMadeA=You made a big mistake coming here.
PU_NTPILOT04_M_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_003_OhYoureMine=Oh, you're mine now.
PU_NTPILOT04_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_HopeYoureStarting=Hope you're starting to see just how stupid it was to try to go against the Nine Tails.
PU_NTPILOT04_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_AreYouGetting=Are you getting now why the Nine Tails control this sector? It's cause we're the best there is.
PU_NTPILOT04_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_IllMakeSure=I'll make sure to toast you at the Old '38 tonight. "To the dumb scag I killed today."
PU_NTPILOT04_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_004_ForgetCrusaderThis=Forget Crusader. This whole system's gonna belong to the Nine Tails.
PU_NTPILOT04_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_005_SameThingsGoing=Same thing's going to happen to you that happens to anyone who stands in the our way: you're gonna die.
PU_NTPILOT04_M_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_ForEveryLittle=For every little welp like you I put down, my bosses get that much happier.
PU_NTPILOT04_M_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_WaitTillI=Wait till I tell the big bosses how I just decimated all you Crusader lackeys.
PU_NTPILOT04_M_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_ItsTooBad=It's too bad you're not going to be alive long enough to see the big plan us Nine Tails got cooking.
PU_NTPILOT04_M_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_DidntThinkId=Didn't think I'd like this blockade as much as I do, but it turns out fighting's a lot more fun when cowards like you can't just QT away.
PU_NTPILOT04_M_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_IDidntThink=I didn't think it was gonna be so easy for the Nine Tails to take over a sector like this, but here we are.
PU_NTPILOT04_M_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_BetYoureStarting=Bet you're starting to wish your quantum drive still worked right about now.
PU_NTPILOT04_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_001_OhIWas=Oh, I was hoping I'd get to kill you.
PU_NTPILOT04_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_002_YouveJustMade=You've just made the biggest mistake of your life.
PU_NTPILOT04_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_003_ImGonnaMake=I'm gonna make you regret that choice.
PU_NTPILOT04_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_004_YouJustSigned=You just signed your own death warrant.
PU_NTPILOT04_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_005_YouShouldveLeft=You should've left. You're in for a world of pain.
PU_NTPILOT04_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_001_YouWannaDie=You wanna die, fine with me.
PU_NTPILOT04_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_002_OhYoureGoing=Oh, you're going to pay for that scag.
PU_NTPILOT04_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_003_YouJustPicked=You just picked the wrong fight.
PU_NTPILOT04_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_004_ILoveIt=I love it when they don't pick the easy way.
PU_NTPILOT04_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_005_FineGuessWere=Fine. Guess we're gonna make an example outta you.
PU_NTPILOT04_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_001_NotGonnaLie=Not gonna lie, was hoping things might go this way.
PU_NTPILOT04_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_002_ITriedTo=I tried to give you the easy way out, now we do this my way.
PU_NTPILOT04_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_003_EnoughWaitingAround=Enough waiting around. You had your chance.
PU_NTPILOT04_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_004_TimesUpYou=Time's up. You should've left when I told you to.
PU_NTPILOT04_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_005_IGaveYou=I gave you a chance. You wanted to push your luck.
PU_NTPILOT04_M_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_001_YouKnowWhat=You know what? I can just deal with you another day. We did what we set out to do and that's enough.
PU_NTPILOT04_M_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_002_FineYouWon=Fine, you won the battle. But not the war. You'll see.
PU_NTPILOT04_M_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_003_AlrightEnoughI=Alright, enough. I think we did what we needed to do here.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_001_YoureLuckyThat=You're lucky that you're in good with Nine Tails, otherwise I'd be dusting you right now. So here's your chance to get out of here before I change my mind.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_002_HeyLookWho=Hey, look who decided to show up. I ain't got time to talk. Nine Tails are in the middle of something big so you best just keep on with your business and leave us to ours.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_003_DidntExpectTo=Didn't expect to see the likes of you out here. Do me a favor and keep on moving. Can't really have people hanging out here if you get my meaning.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_004_HeyNineTails=Hey, Nine Tails don't want any trouble with you so you can fly on through, but don't press your luck. You get in the way of our business and I won't hesitate to put you down.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_005_LookNotSure=Look, not sure what you're doing out here, but it's not a good idea for you to hang around, so keep flying. Safer for you that way.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_001_ImGonnaBe=I'm gonna be straight with you, since you got a pretty good reputation with the Nine Tails. We got something big going down in the area and can't have you in the way. Turn around now and there won't be any problems.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_002_SinceTheNine=Since the Nine Tails know you, I'm going to give you a chance to fly on out of here without any issues. But you try my patience, and I'll do what needs to be done.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_003_SinceYoureOn=Since you're on good terms with the Nine Tails, I'm going give you a chance to leave before there's any trouble. Fair?
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_004_AllRightHeres=All right, here's how this is going to work. The Nine Tails know you so I'm gonna let you fly on out of here. If you don't, well, things are going to get messy.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_005_HeyIKnow=Hey, I know you're in good with the Nine Tails, but here's what going to happen. You're going to turn around and leave us to our business, or you're going to be in for a world of hurt. Up to you.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_001_YouJustStumbled=You just stumbled across a bit of trouble, pilot. Now you can be smart and turn around, or you can try your luck with facing down us Nine Tails. I'll leave it to you.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_002_GonnaMakeThis=Gonna make this simple so you can understand. Leave now or get killed.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_003_ThisIsNine=This is Nine Tails turf now. You get one chance to leave before I vent you and your ship.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_004_TodaysYourLucky=Today's your lucky day. I'm gonna give you a chance to turn around and get the hell out of here before I start shooting. I suggest you take it.
PU_NTPILOT04_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_005_HeresWhatsGoing=Here's what's going to happen. You either turn around and fly the hell away, or you die. Doesn't make a bit of difference to me either way.
PU_NTPILOT05_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_WhoDoYou=Who do you think's gonna win? Me or you?
PU_NTPILOT05_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_IsntFightingLike=Isn't fighting like this just the best? I freakin' love it.
PU_NTPILOT05_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_YeahLetsDo=Yeah! Let's do it! Guns and thrusters! Full burn!
PU_NTPILOT05_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_004_AllThePractice=All the practice I've been doing is really paying off.
PU_NTPILOT05_M_BSP_Chatter_CommSilence_aEnemy_tPlayer_FromEnemy_inCombat_IG_005_WhatDidYou=What did you think of that last little move I did? Pretty sweet right? Learned that one playing AC.
PU_NTPILOT05_M_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_001_YouAlright=You alright?
PU_NTPILOT05_M_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_002_WoopsThatsNot=Woops. That's not good.
PU_NTPILOT05_M_BSP_Collided_Vehicle_aPlayer_tAlly_FromAlly_inCombat_IG_003_WoahThereYou=Woah there. You okay?
PU_NTPILOT05_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_001_HeyThatsFightin=Hey, that's fightin' dirty!
PU_NTPILOT05_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_002_GetTheHell=Get the hell off me!
PU_NTPILOT05_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_IG_003_WhatTheHell=What the hell do you think you're doing?
PU_NTPILOT05_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_001_HaveYouLost=Have you lost your bleedin' mind?
PU_NTPILOT05_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_002_EnoughAlreadyBack=Enough already! Back off!
PU_NTPILOT05_M_BSP_Collided_Vehicle_aPlayer_tEnemy_FromEnemy_inCombat_RepeatOccur_IG_003_WatchTheShip=Watch the ship!
PU_NTPILOT05_M_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_HeyThereWatch=Hey there! Watch it.
PU_NTPILOT05_M_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_WoahEasy=Woah. Easy!
PU_NTPILOT05_M_BSP_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_LookOut=Look out!
PU_NTPILOT05_M_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_001_ThatWasA=That was a pretty great hit right there.
PU_NTPILOT05_M_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_002_IGotYou=I got you real good.
PU_NTPILOT05_M_BSP_DamageDealt_HeavyDamage_aEnemy_tPlayer_FromEnemy_IG_003_TalkAboutA=Talk about a hit. Sure glad I ain't you right now.
PU_NTPILOT05_M_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_001_DamnItThat=Damn it. That really hurt.
PU_NTPILOT05_M_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_002_GeezWhatThe=Geez. What the hell is going on with you?
PU_NTPILOT05_M_BSP_DamageDealt_HeavyDamage_aPlayer_tAlly_FromAlly_inCombat_IG_003_HolyShitWhat=Holy shit! What the hell are you doing?
PU_NTPILOT05_M_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_001_HolyCrapWhat=Holy crap, what was that?
PU_NTPILOT05_M_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_002_OhDamnIt=Oh, damn it! That really hurt.
PU_NTPILOT05_M_BSP_DamageDealt_HeavyDamage_aPlayer_tEnemy_FromEnemy_IG_003_YoureNotMessing=You're not messing around are you.
PU_NTPILOT05_M_BSP_DamageDealt_IG_EX_001=<get hit exertion>
PU_NTPILOT05_M_BSP_DamageDealt_IG_EX_002=<get hit exertion>
PU_NTPILOT05_M_BSP_DamageDealt_IG_EX_003=<get hit exertion>
PU_NTPILOT05_M_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_001_MyShieldsAre=My shield are down! I need help!
PU_NTPILOT05_M_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_002_ShitMyShields=Shit! My shields! Someone help!
PU_NTPILOT05_M_BSP_DamageDealt_LostShield_aEnemy_tAlly_FromAlly_IG_003_ILostShields=I lost shields! Help me!
PU_NTPILOT05_M_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_001_IGotYour=I got your shields!
PU_NTPILOT05_M_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_002_ThereWentYour=There went your shields. I got you now!
PU_NTPILOT05_M_BSP_DamageDealt_LostShield_aEnemy_tPlayer_FromEnemy_IG_003_NoShieldsYoure=No shields. You're in trouble now.
PU_NTPILOT05_M_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_001_YeahYouGot=Yeah you got my shields, but who needs 'em.
PU_NTPILOT05_M_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_002_AhShitMy=Ah shit. My shields. That's not good.
PU_NTPILOT05_M_BSP_DamageDealt_LostShield_aPlayer_tEnemy_FromEnemy_IG_003_YoureGonnaBe=You're gonna be in trouble once my shields are back.
PU_NTPILOT05_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_001_IDidIt=I did it! I got you!
PU_NTPILOT05_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_002_ThatWasIncredible=That was incredible. What a hit.
PU_NTPILOT05_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_003_PerfectThatsRight=Perfect. That's right on target.
PU_NTPILOT05_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_004_HellYeahI=Hell yeah! I was worried that you'd dodge or something but nope. Direct hit.
PU_NTPILOT05_M_BSP_DamageDealt_Missile_aEnemy_tPlayer_FromEnemy_IG_005_YeahJustLike=Yeah! Just like that.
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_001_YouKnowIts=You know, it's not too late for you to just run.
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_002_IThinkI=I think I got you now.
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_003_YoureDoneFor=You're done for. This fight's mine.
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_004_ThatsItYoure=That's it. You're toast.
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_BadVehicleState_IG_005_ImProbablyGonna=I'm probably gonna kill you soon. No hard feelings right?
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_001_Gotcha=Gotcha!
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_002_GotYouRight=Got you right in my crosshairs.
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_003_YeahThatsHow=Yeah, that's how you do it!
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_004_RightThereGot=Right there. Got ya.
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_IG_005_TherePerfectShot=There. Perfect shot.
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_001_IGotYou=I got you locked in now!
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_002_HereWeGo=Here we go. I got the hang of it now.
PU_NTPILOT05_M_BSP_DamageDealt_aEnemy_tPlayer_FromEnemy_RepeatOccur_IG_003_YeahIGot=Yeah! I got you so good.
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_001_HeyYouKnow=Hey! You know I'm on your side right?
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_002_HeyWatchYour=Hey! Watch your fire.
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tAlly_FromAlly_inCombat_IG_003_HoldFireIm=Hold fire! I'm a friendly.
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_001_HeyComeOn=Hey, come on. You sure you want to do this?
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_002_ImNotGoing=I'm not going out like this. You'll see.
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_BadVehicleState_IG_003_YouThinkYoure=You think you're so good don't you? We'll see who has the last laugh.
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_001_HowAreYou=How are you hitting me?
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_002_WhatTheHell=What the hell?
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_003_HeyKnockIt=Hey! Knock it off!
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_004_OkayYouGot=Okay, you got me there.
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_IG_005_DamnItStop=Damn it! Stop shooting me.
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_001_ComeOnKnock=Come on. Knock it off already!
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_002_SeriouslyStopIt=Seriously, stop it.
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tEnemy_FromEnemy_RepeatOccur_IG_003_HowDoYou=How do you keep doing that?
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_001_YouBetterKnock=You better knock that off right now.
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_002_YoureReallyStarting=You're really starting to make me mad.
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_LastOccur_IG_003_DamnItStop=Damn it. Stop it. I'm not gonna tell you again.
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001_AreYouSure=Are you sure you want to do this?
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_002_HeyComeOn=Hey! Come on. Don't push me.
PU_NTPILOT05_M_BSP_DamageDealt_aPlayer_tNeutral_FromNeutral_inAlerted_IG_003_ThatsNotA=That's not a good idea, okay. Back off while you still can.
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_001_HeyYoureGoing=Hey! You're going to pay for that.
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_002_ImNotGonna=I'm not gonna let you get away with that.
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_3rdParty_aPlayer_tEnemy_FromEnemy_IG_003_NoYouBastard=No! You bastard. They didn't deserve that.
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_001_IAppreciateThe=I appreciate the save back there.
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_002_ThatWasAmazing=That was amazing! I thought I was done for.
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_AssistedAlly_aPlayer_tEnemy_FromAlly_IG_003_ThankYouYou=Thank you! You probably saved my life.
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_LongDuration_IG_EX_001_NoNoStop=<drawn-out death scream>
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_LongDuration_IG_EX_002_NotNowNo=<drawn-out death scream>
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_LongDuration_IG_EX_003_NoNoNo=<drawn-out death scream>
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_MedDuration_IG_EX_001_NoNoNo=<medium-length death scream>
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_MedDuration_IG_EX_002_OhNoShit=<medium-length death scream>
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_MedDuration_IG_EX_003_SonOfA=<medium-length death scream>
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_001_AhNo=<short death scream>
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_002_NoNoNo=<short death scream>
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_ShortDuration_IG_EX_003_AhShitNo=<short death scream>
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_001_HolyCrapYou=Holy crap, you see that? I took that ship out! That was me!
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_002_IDidIt=I did it! I got 'em!
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_aAlly_tEnemy_FromAlly_IG_003_HellYeahThats=Hell yeah! That's one all me!
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_001_OneDownWhos=One down! Who's next?
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_002_YeahYouSee=Yeah! You see that? We got you! You're done for now.
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_003_WereReallyKicking=We're really kicking all of your asses out here.
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_004_YourNumbersAre=Your numbers are going down. Sure you don't want to cut your losses and run?
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_aEnemy_tAlly_FromEnemy_IG_005_WellHowAbout=Well how about that. Guess I'm pretty good at killing you all.
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_001_WoahThatWas=Woah! That was incredible.
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_002_HellYeahYou=Hell yeah! You showed that bastard who's boss.
PU_NTPILOT05_M_BSP_Destroyed_Vehicle_aPlayer_tEnemy_FromAlly_IG_003_DamnMaybeI=Damn. Maybe I should be taking flying lessons from you.
PU_NTPILOT05_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_001_SeriouslyIFigured=Seriously? I figured you were better than this.
PU_NTPILOT05_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_002_WhatTheHell=What the hell? You gonna cross the Nine Tails like that?
PU_NTPILOT05_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_003_HeyWhatThe=Hey! What the hell is this?
PU_NTPILOT05_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_004_WaitTillThe=Wait till the other Nine Tails here about this bullshit. They're not gonna be happy with you.
PU_NTPILOT05_M_BSP_Engage_SwitchToHostile_aAlly_tPlayer_FromAlly_PlayerPerp_IG_005_YouBastardI=You bastard! I thought you were on our side.
PU_NTPILOT05_M_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_001_YouKnowWhat=You know what, forget this. You're done.
PU_NTPILOT05_M_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_002_FineYouWant=Fine. You want to fight? Then let's fight.
PU_NTPILOT05_M_BSP_Engage_SwitchToHostile_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_003_OkayIveHad=Okay, I've had just about enough of you.
PU_NTPILOT05_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_001_ForgetThisIm=Forget this, I'm getting the hell out of here.
PU_NTPILOT05_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_002_ICantTake=I can't take any more of this.
PU_NTPILOT05_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_003_YouWonAre=You won. Are you happy?
PU_NTPILOT05_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_004_EnoughAlreadyIm=Enough already! I'm done.
PU_NTPILOT05_M_BSP_Inform_Retreating_aEnemy_tPlayer_FromEnemy_IG_005_YouKnowWhat=You know what? You're not even worth it. I'm gone.
PU_NTPILOT05_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_001_GotAMissile=Got a missile for you.
PU_NTPILOT05_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_002_MissileAway=Missile away!
PU_NTPILOT05_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_003_LetsSeeWhat=Let's see what you do with this.
PU_NTPILOT05_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_004_OkayHowAbout=Okay, how about a missile?
PU_NTPILOT05_M_BSP_Launched_Missile_aEnemy_tPlayer_FromEnemy_IG_005_HereALittle=Here. A little surprise for you.
PU_NTPILOT05_M_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_001_StayRightThere=Stay right there! I'm coming for you!
PU_NTPILOT05_M_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_002_ISeeYou=I see you. I see you.
PU_NTPILOT05_M_BSP_Spotted_Vehicle_aEnemy_tPlayer_FromEnemy_IG_003_HopeYoureLooking=Hope you're looking for a fight, cause you just found one.
PU_NTPILOT05_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_ItsDaysLike=It's days like this that I really love being in the Nine Tails.
PU_NTPILOT05_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_WhoWouldveThought=Who would've thought this is what I'd be doing when I rolled out of Grim HEX this morning.
PU_NTPILOT05_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_YouKnowWhy=You know why I joined the Nine Tails? Just look around you. We're the best. Everyone in Crusader knows it.
PU_NTPILOT05_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_004_NineTailsRuns=Nine Tails runs Crusader, and soon we're gonna be running all of Stanton. Nothing nobody can do about it.
PU_NTPILOT05_M_DEP_Chatter_CommSilence_Ninetails_aEnemy_tPlayer_FromEnemy_inCombat_IG_005_IBetAll=I bet all of Crusader's gonna be shitting in their suits at the mention of Nine Tails after this.
PU_NTPILOT05_M_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_IDidntBelieve=I didn't believe it at first when they told me what the big plan was, but here we are. Crazy right?
PU_NTPILOT05_M_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_IThinkTheres=I think there's a pretty good chance if I take you out, they might reward me. Maybe I'll get to meet the big boss everyone keeps talking about.
PU_NTPILOT05_M_DEP_Chatter_CommSilence_SecretPlan_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_IReallyWish=I really wish I could tell you what all this is really about. Would have loved to see your reaction. Oh well.
PU_NTPILOT05_M_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_001_NeverInA=Never in a million years thought I'd get to help out with something as big as actually blockading a whole station. Talk about a day to remember.
PU_NTPILOT05_M_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_002_IWonderHow=I wonder how many pissed off pilots there are just floating out there on the drift, complete screwed without their quantum drives.
PU_NTPILOT05_M_DEP_Chatter_CommSilence_StationShutdown_aEnemy_tPlayer_FromEnemy_inCombat_IG_003_IWouldHave=I would have loved to see all those poor saps on the station's reaction when they figured out they couldn't QT anymore. Bet it was priceless.
PU_NTPILOT05_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_001_FineDogfightIt=Fine. Dogfight it is!
PU_NTPILOT05_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_002_OkayLetsDo=Okay, let's do this!
PU_NTPILOT05_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_003_LetsSeeWhat=Let's see what you got then.
PU_NTPILOT05_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_004_IfYouWant=If you want to fight, then let's fight.
PU_NTPILOT05_M_DEP_Engage_OpenHostilities_TimerUp_aEnemy_tPlayer_FromEnemy_IG_005_HeyIfYou=Hey, if you don't want to listen then that's on you.
PU_NTPILOT05_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_001_DamnItWhy=Damn it. Why couldn't you just leave?
PU_NTPILOT05_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_002_DidntHaveTo=Didn't have to be like this.
PU_NTPILOT05_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_003_AllRightLets=All right, let's do this. I could use the practice.
PU_NTPILOT05_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_004_WhatTheHell=What the hell? I was trying to let you get out of here.
PU_NTPILOT05_M_DEP_Engage_SwitchToHostile_Ninetails_aNeutral_tPlayer_FromNeutral_PlayerPerp_IG_005_FineIfThats=Fine, if that's how you want to do this.
PU_NTPILOT05_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_001_IReallyTried=I really tried to give you an out, but fine. Let's do this.
PU_NTPILOT05_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_002_CantBelieveYou=Can't believe you didn't leave when you had the chance.
PU_NTPILOT05_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_003_SorryAboutThis=Sorry about this, but you?re not really giving me a choice here.
PU_NTPILOT05_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_004_SinceYoureStill=Since you're still here, I guess you made your choice.
PU_NTPILOT05_M_DEP_Engage_SwitchToHostile_TimerUp_aAlly_tPlayer_FromAlly_IG_005_NotSureWhats=Not sure what's going on with you, but it's too late now.
PU_NTPILOT05_M_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_001_TheySaidOnce=They said once we caused enough trouble we could leave. I think this is enough.
PU_NTPILOT05_M_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_002_YouKnowWhat=You know what? Big plans or not, I'm not ready to die for the Nine Tails or their bosses.
PU_NTPILOT05_M_DEP_Inform_Retreating_SecretPlan_aEnemy_tPlayer_FromEnemy_IG_003_EnoughThePlan=Enough! The plan said nothing about me needing to die.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_001_HeyThereGot=Hey there. Got word that I should let you pass on through. But just a head's up, it'd be best if you didn't linger around here. Important Nine Tails business and all.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_002_HeyHowsIt=Hey, how's it going. If you want to pass through here, you won't hear any objections from me. Just can't have you staying in the area for too long. You know, Nine Tails business.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_003_NiceToSee=Nice to see you and all, but it'd be better if you just get on with whatever you're doing out here and don't hang around for too long. Hate for you to get caught in the crossfire or anything like that.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_004_HeyALot=Hey, a lot of the Nine Tails have good things to say about you. That's why it's fine if you want to pass on through. Just don't stay here okay? There's important Nine Tails business going down and it wouldn't be good for you to be here.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Confirm_aAlly_tPlayer_FromAlly_IG_005_HeyItsFine=Hey, it's fine with the Nine Tails if you want to pass on through here. Just can't have you hang around okay?
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_001_HeyHateTo=Hey, hate to do this since you're a friend of the Nine Tails and all, but I really need you to turn around and head out. Can't risk having anyone around here. Even you.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_002_HeyIDont=Hey, I don't mean to be rude or nothing, but the Nine Tails need this whole area clear. That holds true even for allies like you.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_003_HeySorryAbout=Hey, sorry about this, but the Nine Tails don't want anyone flying out here, even you. I'm gonna have to ask you to leave.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_004_HeyHowsIt=Hey, how's it going? We're crazy busy out here since the Nine Tails got something big going down. That's why I have to ask you to head back out. It's not safe for you to stick around.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Deny_aAlly_tPlayer_FromAlly_IG_005_SoHeresThe=So here's the deal. I know you're a friend of the Nine Tails and everything, but we really can't risk anybody getting in the way out here and messing things up. I'd appreciate it if you'd get out of here before there's an issue.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_001_AttentionPilotThis=Attention, pilot. This here is Nine Tails' turf. Turn around and leave now or we will be forced to take action.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_002_AllRightHere=All right, here's how it going to go. You leave and you live, you stay and you die. The choice is yours.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_003_HeyImA=Hey. I'm a Nine Tails, so you better listen. You need to leave right now, okay? Or there's going to be trouble.
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_004_NineTailsGot=Nine Tails got a warning for you, pilot. Turn around and leave right now or else. We clear?
PU_NTPILOT05_M_DEP_Spotted_Vehicle_Deny_aNeutral_tPlayer_FromNeutral_IG_005_YoureInNine=You're in Nine Tails space now, pilot, and that's somewhere you're not allowed to be. So be smart and just fly away while you still can, okay?
PU_NTSIEGECDR01_M_DEO_Approach_MissionArea_EasyIsland_IG_001_ThesePlatformsAre=These platforms are Nine Tails territory now. We control the skies and we control the ground. I mean I knew it was only a matter of time before they sent someone in to try and take these back, but I really thought Crusader would at least try themselves before begging rando civilians to throw away their lives instead of risking their own. Anyway, I'm gonna tell you what I told them. I got people on every platform who are more than capable of handling some weekend warrior CDF scags like you. I'll give you one chance to get back on that shuttle, otherwise you're fair game.
PU_NTSIEGECDR01_M_DEO_Approach_MissionArea_EasyIsland_IG_002_WhyTheHell=Why the hell do the CDF have to come in and wreck some good old-fashioned chaos? I mean, we're not messing with you, so why the hell do you wanna risk your life for those chickenshits at Crusader who don't even have the sack to defend their own territory? Take a second and think it over, we can blast any ship that comes near us out of the sky. I've got heavy-hitters locking down each of the platforms. You don't stand a chance, so just take my advice; get back on the shuttle, go home, and pop a Pips. You'll live longer.
PU_NTSIEGECDR01_M_DEO_Approach_MissionArea_EasyIsland_IG_003_CrusadersEvenMore=Crusader's even more pathetic than we thought to rely on civvies to save their ass. We control the skies around all these platforms so there ain't nobody getting close that ain't a friend of Nine Tails and each island is controlled by someone you really don't want to be messing with, so best thing you can do is get back on that shuttle. It ain't your problem.
PU_NTSIEGECDR01_M_DEO_Approach_MissionArea_FirstThresh_IG_001_YouProbablyThink=You probably think you're making good progress so far. And yeah, maybe we started off underestimating you, but don't worry, that'll change.
PU_NTSIEGECDR01_M_DEO_Approach_MissionArea_FirstThresh_IG_002_YeahGreatYou=Yeah, great. You survived this far. But if you think it's gonna get any easier you're in for a world of hurt.
PU_NTSIEGECDR01_M_DEO_Approach_MissionArea_FirstThresh_IG_003_AllRightYou=All right, you made it this far, sure. You got lucky. It's not gonna last. Trust me.
PU_NTSIEGECDR01_M_DEO_Approach_MissionArea_LastThresh_IG_001_WhyTheHell=Why the hell won't you just die already? No bloody way am I'm losing to you CDF shitheads.
PU_NTSIEGECDR01_M_DEO_Approach_MissionArea_LastThresh_IG_002_WhyWontYou=Why won't you all just walk away? You're acting like Crusader is someone worth protecting. Hell with it, we got something special cooked up for you.
PU_NTSIEGECDR01_M_DEO_Approach_MissionArea_LastThresh_IG_003_GoddammitYouVolunteers=Goddammit! You volunteers couldn't just keep out of our business, could you? I got better things to do than deal with your stupid ass.
PU_NTSIEGECDR01_M_DEO_Approach_MissionArea_MidThresh_IG_001_YouDontReally=You don't really think you're going to make a difference here, do you? Trust me, we're still in control here.
PU_NTSIEGECDR01_M_DEO_Approach_MissionArea_MidThresh_IG_002_IGottaTell=I gotta tell ya, I'm getting pretty sick and tired of you interfering with Nine Tails business. Gloves are coming off.
PU_NTSIEGECDR01_M_DEO_Approach_MissionArea_MidThresh_IG_003_SoYouManaged=So you managed to slightly interupt our plans here, you want an award or something? Whatever, I'm getting tired of dealing with you. This ends now.
PU_NTSIEGECDR01_M_DEO_Approach_MissionBoss_IG_001_JustYouAnd=Just you and me now. Let's see what you've got.
PU_NTSIEGECDR01_M_DEO_Approach_MissionBoss_IG_002_WhereTheHell=Where the hell you at?! Let's do this.
PU_NTSIEGECDR01_M_DEO_Approach_MissionBoss_IG_003_ComeOnAsshole=Come on, asshole. Time to settle this shit.
PU_NTSIEGECDR01_M_DEO_DeathThroe_MissionBoss_IG_001_YouDidntWin=You didn't win here. (pained laugh) You didn't stop shit?
PU_NTSIEGECDR01_M_DEO_DeathThroe_MissionBoss_IG_002_DontYouWorry=Don't you worry. We'll do this again real soon?
PU_NTSIEGECDR01_M_DEO_DeathThroe_MissionBoss_IG_003_YeahAllRight=Yeah, all right. That was a good scrap?
PU_NTSIEGECDR01_M_DEO_Failed_Mission_IG_001_IToldYou=I told you the CDF wouldn't stand a chance against the Nine Tails. To anybody who survived, remember this and don't ever cross us again.
PU_NTSIEGECDR01_M_DEO_Failed_Mission_IG_002_SorryWeHad=Sorry we had to kill some of you, but maybe in the future, you all should think twice before fighting some company's battles for them.
PU_NTSIEGECDR01_M_DEO_Failed_Mission_IG_003_ThanksForKeeping=Thanks for keeping us entertained while we did our work, CDF. You certainly kept things lively.
PU_NTSIEGECDR01_M_DEO_Intro_MissionBoss_IG_001_WellShitGuess=Well, shit. Guess I'm all out of people. Then fine, you all want a fight? Head to the barge and let's fight.
PU_NTSIEGECDR01_M_DEO_Intro_MissionBoss_IG_002_YouBastardsGot=You bastards got all of them? even Stax. All right then. Come to the barge and I'm gonna give you CDF shitheads a personal demonstration of what the Nine Tails are really capable of.
PU_NTSIEGECDR01_M_DEO_Intro_MissionBoss_IG_003_SoThisIs=So this is it, eh? Just me against an army of some over-eager volunteering do-gooders. Fine. It's time I got my hands bloody. I'll be waiting for you on the barge. Better bring your A-game.
PU_NTSIEGECDR01_M_DEO_Intro_MissionObj_ToLT_EasyIsland_IG_001_YouHearThat=You hear that, Remy? You got some company. If they cause a problem, you show them what Nine Tails can do.
PU_NTSIEGECDR01_M_DEO_Intro_MissionObj_ToLT_EasyIsland_IG_002_RemyYouCopy=Remy, you copy? You got another CDF sucker heading your way.
PU_NTSIEGECDR01_M_DEO_Intro_MissionObj_ToLT_EasyIsland_IG_003_RemyLookAlive=Remy, look alive. CDF's en route to your island. If they don't get back on that shuttle, you make 'em regret it.
PU_NTSIEGECDR01_M_DEO_Intro_MissionObj_ToLT_HardIsland_IG_001_HeyAckerYou=Hey Acker, you there? You got some trouble coming in. Make it hurt.
PU_NTSIEGECDR01_M_DEO_Intro_MissionObj_ToLT_HardIsland_IG_002_AckerLookAlive=Acker, look alive. CDF's making their way to you.
PU_NTSIEGECDR01_M_DEO_Intro_MissionObj_ToLT_HardIsland_IG_003_GetYourGame=Get your game face on, Acker. You got some company.
PU_NTSIEGECDR01_M_DEO_Intro_MissionObj_ToLT_MedIsland_IG_001_NowYouGotta=Now you gotta deal with Scorch. You all right with that, Scorch?
PU_NTSIEGECDR01_M_DEO_Intro_MissionObj_ToLT_MedIsland_IG_002_HeyScorchGot=Hey Scorch. Got some more kindling for you to burn.
PU_NTSIEGECDR01_M_DEO_Intro_MissionObj_ToLT_MedIsland_IG_003_ScorchImTrusting=Scorch, I'm trusting you to handle this. You got me?
PU_NTSIEGECDR01_M_DEO_Intro_MissionObj_ToLT_VeryHardIsland_IG_001_StaxYouGot=Stax, you got some trouble headed your way. Watch yourself.
PU_NTSIEGECDR01_M_DEO_Intro_MissionObj_ToLT_VeryHardIsland_IG_002_ItsUpTo=It's up to you, Stax. You got this?
PU_NTSIEGECDR01_M_DEO_Intro_MissionObj_ToLT_VeryHardIsland_IG_003_YoureOnDeck=You're on deck, Stax. Watch out for this one, okay?
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_EasyIsland_IG_001_SolankiWasRemys=Solanki was Remy's first real assignment and to be honest, I hoped he'd at least be able to hold his own against some pissant volunteers, but I'll bitch him out about that when he regens. The CDF won't get that lucky again.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_EasyIsland_IG_002_YouMayHave=You may have taken out Remy, but he was a newby compared to what's coming, so don?t think it's gonna get any easier from here.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_EasyIsland_IG_003_NotSurprisedYou=Not surprised you lot got the better of Remy. Kid talks too much. Probably could've lasted longer if he wasn't shooting his mouth off.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_HardIsland_IG_001_GoddammitIllAdmit=Goddammit? I'll admit, I wasn't expecting Acker to get punched out like that. You CDF just won't quit, will you?
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_HardIsland_IG_002_GottaSayIm=Gotta say, I'm a little surprised you all managed to take out Acker. I mean, the guy was a certifiable lunatic. He made Vanduul seem tame, so it's probably better for all of us that he's out of the picture.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_HardIsland_IG_003_ShitTakingOut=Shit. Taking out Acker ain't nothing to sneeze at. But, who knows, maybe you just caught him having a bad day.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_MedIsland_IG_001_IllBeDamned=I'll be damned. Some nobody CDF volunteers took out Scorch... Must've gotten lucky.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_MedIsland_IG_002_GettingKindaSick=Getting kinda sick of the CDF taking out my people, but I guess that's life, huh.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_MedIsland_IG_003_ShitGuessYou=Shit? guess you put Scorch out of his misery, huh. You know, you CDF are really starting to piss me off.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_VeryHardIsland_FirstThresh_IG_001_HowTheHell=How the hell did you get to Stax so fast? He didn't deserve to go out like that.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_VeryHardIsland_FirstThresh_IG_002_ICantBelieve=I can't believe you got to him so quick. Stax and I came up together. The CDF's gonna pay for taking him out like some scag.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_VeryHardIsland_FirstThresh_IG_003_EightYearsStax=Eight years? Stax and I ran together for eight years? pulled more jobs and got outta more scrapes than you can imagine. And just like that, he's gone. You're gonna pay for that.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_VeryHardIsland_LastThresh_IG_001_StaxDidntDeserve=Stax didn't deserve to go out like that, you scag shit. You all better get ready because there's no way I'm letting of you CDF bastards walk away from this.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_VeryHardIsland_LastThresh_IG_002_YouKnowIts=You know, it's damn near impossible to find people you can trust in this game. And you all just killed him. The one person I knew would have my back no matter what. Guess I'm gonna have to handle this myself afterall.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_VeryHardIsland_LastThresh_IG_003_ImGonnaHurt=I'm gonna hurt you bastards real bad for what you did to Stax. Any of you step foot on this barge and I'll show you how serious I am.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_VeryHardIsland_MidThresh_IG_001_ICantBelieve=I can't believe you all did Stax like that? You're all dead. You hear me? That was my friend.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_VeryHardIsland_MidThresh_IG_002_ThatWasMy=That was my friend. I'm gonna make you CDF bastards pay for what you did. And don't think for a second that you're gonna get a quick death.
PU_NTSIEGECDR01_M_DEO_Succeed_MissionObj_VeryHardIsland_MidThresh_IG_003_YouKilledMy=You killed my friend. Big mistake. I'm gonna find each and every one of you and torture you so bad, your regen's gonna be screamin' in pain.
PU_NTSIEGELT01_M_DEO_Approach_MissionObj_IG_001_YouKnowWhat=You know what? I'm sick of watching inept dipshits try and take you out.
PU_NTSIEGELT01_M_DEO_Approach_MissionObj_IG_002_DidYouKnow=Did you know that every time you regen you get stronger? Win or lose, I'll be back stronger than ever before.
PU_NTSIEGELT01_M_DEO_Approach_MissionObj_IG_003_ComeOnYou=Come on, you and me, let's do this! Whooo!
PU_NTSIEGELT01_M_DEO_DeathThroe_MissionObj_IG_001_IllSeeYou=I'll? see you soon?
PU_NTSIEGELT01_M_DEO_DeathThroe_MissionObj_IG_002_YouThinkThis=You think this is over? I'll be back?
PU_NTSIEGELT01_M_DEO_DeathThroe_MissionObj_IG_003_ImReadyIm=I'm ready? I'm ready? I'm?
PU_NTSIEGELT01_M_DEO_Respond_MissionObj_ToCdr_IG_001_OhYeahBoss=Oh yeah, boss. Don't you worry. I got 'em. I'll beat them so bad, their regen's gonna wake up in pain.
PU_NTSIEGELT01_M_DEO_Respond_MissionObj_ToCdr_IG_002_ImGoingBy=I'm going by Phoenix now, but yeah, we got this place on lock.
PU_NTSIEGELT01_M_DEO_Respond_MissionObj_ToCdr_IG_003_OhHellYeah=Oh, hell yeah. I'll smoke 'em so fast, they'll regen before they know what hit them.
PU_NTSIEGELT02_M_DEO_Approach_MissionObj_IG_001_YouThinkYou=You think you can just look into fire and walk away? Nobody walks away. It gets us all.
PU_NTSIEGELT02_M_DEO_Approach_MissionObj_IG_002_ItsTimeAre=It's time. Are you ready? Are you ready to face what comes next?
PU_NTSIEGELT02_M_DEO_Approach_MissionObj_IG_003_TheFireCouldnt=The fire couldn't kill me. What makes you think you'll do any better?
PU_NTSIEGELT02_M_DEO_DeathThroe_MissionObj_IG_001_WhyIsIt=Why is it cold?
PU_NTSIEGELT02_M_DEO_DeathThroe_MissionObj_IG_002_ILostThe=I lost the fire. Where did it go? Where did it go?
PU_NTSIEGELT02_M_DEO_DeathThroe_MissionObj_IG_003_WhatWhatIs=What? what is that?
PU_NTSIEGELT02_M_DEO_Respond_MissionObj_ToCdr_IG_001_WhatYeahWere=What? Yeah, we're ready.
PU_NTSIEGELT02_M_DEO_Respond_MissionObj_ToCdr_IG_002_YeahTheyllBurn=Yeah, they'll burn. They'll burn like all the rest.
PU_NTSIEGELT02_M_DEO_Respond_MissionObj_ToCdr_IG_003_SureWeGot=Sure, we got a special welcome planned.
PU_NTSIEGELT03_M_DEO_Approach_MissionObj_IG_001_HellWithIt=Hell with it, I'll kill you myself.
PU_NTSIEGELT03_M_DEO_Approach_MissionObj_IG_002_ImGonnaSend=I'm gonna send you to a deep dark place and I'm gonna have fun doing it.
PU_NTSIEGELT03_M_DEO_Approach_MissionObj_IG_003_TimeToGo=Time to go to sleep, shithead.
PU_NTSIEGELT03_M_DEO_DeathThroe_MissionObj_IG_001_YouAintShit=You ain't shit?
PU_NTSIEGELT03_M_DEO_DeathThroe_MissionObj_IG_002_NoNoNo=No no no no?.
PU_NTSIEGELT03_M_DEO_DeathThroe_MissionObj_IG_003_ScrewYouYou=Screw you? you ain't gonna be the last of?
PU_NTSIEGELT03_M_DEO_React_POI_OpenContainer_IG_001_YouKnowYoud=You know, you'd think people would do what the heavily armed criminals order them to do. Pretty surprising how many didn't, huh?
PU_NTSIEGELT03_M_DEO_React_POI_OpenContainer_IG_002_OhThemYeah=Oh, them? Yeah, I wasn't quite sure if my guns were working right. As you can see, they're working fine.
PU_NTSIEGELT03_M_DEO_React_POI_OpenContainer_IG_003_RenToldMe=Ren told me to control the hostages. They looked pretty controlled to me.
PU_NTSIEGELT03_M_DEO_Respond_MissionObj_ToCdr_IG_001_NoProblemoIll=No problemo. I'll make 'em feel real welcome.
PU_NTSIEGELT03_M_DEO_Respond_MissionObj_ToCdr_IG_002_OhNoAre=Oh no. Are they here to save everybody? (laugh) Good luck with that.
PU_NTSIEGELT03_M_DEO_Respond_MissionObj_ToCdr_IG_003_BringEmOn=Bring 'em on, I've been getting bored over here.
PU_NTSIEGELT04_M_DEO_Approach_MissionObj_IG_001_AllRightYou=All right, you asked for it. I'm not gonna go easy on you.
PU_NTSIEGELT04_M_DEO_Approach_MissionObj_IG_002_WhereYouAt=Where you at? Come on, let's do this!
PU_NTSIEGELT04_M_DEO_Approach_MissionObj_IG_002b_WhereYouAt=Where you at? Come on, let's do this!
PU_NTSIEGELT04_M_DEO_Approach_MissionObj_IG_002c_WhereYouAt=Where you at? Come on, let's do this!
PU_NTSIEGELT04_M_DEO_Approach_MissionObj_IG_003_YouReadyTo=You ready to do this? Let's go then.
PU_NTSIEGELT04_M_DEO_DeathThroe_MissionObj_IG_001_IllBeDamned=I'll be damned? that really hurts?
PU_NTSIEGELT04_M_DEO_DeathThroe_MissionObj_IG_002_ThisIsSome=This is some bullshit...
PU_NTSIEGELT04_M_DEO_DeathThroe_MissionObj_IG_003_IsThatA=Is that a stormwal calling?
PU_NTSIEGELT04_M_DEO_Respond_MissionObj_ToCdr_IG_001_YouGotIt=You got it, boss. We'll be ready.
PU_NTSIEGELT04_M_DEO_Respond_MissionObj_ToCdr_IG_002_YeahAllRight=Yeah, all right. This whole thing's starting to remind me of that raid we did back in '46.
PU_NTSIEGELT04_M_DEO_Respond_MissionObj_ToCdr_IG_003_IGotYour=I got your back, boss. We'll handle 'em.
PU_ORISONANN01_F_LPA_Announce_Platform_Approach_IG_001_TheNextShuttle=The next shuttle is approaching the station.
PU_ORISONANN01_F_LPA_Announce_Platform_Arriving_IG_001_ShuttleNowArriving=Shuttle now arriving. Please make way for disembarking passengers.
PU_ORISONANN01_F_LPA_Announce_Platform_ComingSoon_IG_001_OrisonSkywayShuttle=Orison Skyway Shuttle Service is expanding! This station will be opening soon with even more connecting flights.
PU_ORISONANN01_F_LPA_Announce_Platform_Delay_IG_001_AttentionWereExperiencing=Attention. We're experiencing a slight delay in service. Please stand by.
PU_ORISONANN01_F_LPA_Announce_Platform_Departing_IG_001_LastCallFor=Last call for passengers. The shuttle is preparing to depart.
PU_ORISONANN01_F_LPA_Announce_Platform_OutOfService_IG_001_AttentionThisStation=Attention. This station is currently out of service. Apologies for the inconvenience.
PU_ORISONANN01_F_LPA_Announce_Platform_ServiceResumed_IG_001_AttentionShuttleService=Attention. Shuttle service has now resumed. Thank you for your patience.
PU_ORISONANN01_F_LPA_Announce_Skyway_GeneralInfo_IG_001_AtOrisonSkyway=At Orison Skyway Shuttle Service, we aim to make getting there half the fun. Please enjoy your flight.
PU_ORISONANN01_F_LPA_Announce_Skyway_GeneralInfo_IG_002_EnjoyingTheView=Enjoying the view? Our recently redesigned Crusader Industries shuttle craft feature expanded vista opportunities with their signature crystal canopies.
PU_ORISONANN01_F_LPA_Announce_Skyway_GeneralInfo_IG_003_ProvidingConnectionsTo=Providing connections to all major platforms, Crusader Industries is happy to offer free and convenient transit to all visitors aboard the Orison Skyway Shuttle Service. Have a pleasant stay.
PU_ORISONANN01_F_LPA_Announce_Skyway_GeneralInfo_IG_004_AFriendlyReminder=A friendly reminder to check for your personal belongings before and after all shuttle flights and to dispose of any trash at appropriate receptacles. No stress, no mess.
PU_ORISONANN01_F_LPA_Announce_Skyway_GeneralInfo_IG_005_MissYourShuttle=Miss your shuttle? Not a problem. Another shuttle will be along shortly. At Orison Skyway Shuttle Service, more flights means less worries.
PU_ORISONANN01_F_LPA_Announce_Spaceport_GeneralInfo_IG_001_WelcomeToThe=Welcome to the August Dunlow Spaceport, Crusader's gateway to the stars.
PU_ORISONANN01_F_LPA_Announce_Spaceport_GeneralInfo_IG_002_ThankYouFor=Thank you for visiting Orison, the heart and headquarters of Crusader Industries. Where dreams take flight.
PU_ORISONANN01_F_LPA_Announce_Spaceport_GeneralInfo_IG_003_BeSureTo=Be sure to explore and discover all Orison has to offer. With so much to see and do, Crusader is a journey worth making.
PU_ORISONANN01_F_LPA_Announce_Spaceport_GeneralInfo_IG_004_SafetyIsA=Safety is a top priority for all of us at Crusader and we want your help. Keep track of all personal effects, follow all safety announcements, and report any concerns to Crusader Security. Together we can set your visit on the right course.
PU_ORISONANN01_F_LPA_Announce_Spaceport_GeneralInfo_IG_005_2955MarksThe=2955 marks the centennial anniversary of the first orbital platform built on Crusader. Join us in celebrating a 100 years of incredible engineering and the tireless efforts of those who work everyday to keep Orison afloat.
PU_ORISONANN01_F_LPA_Announce_Spaceport_GeneralInfo_IG_006_ThisIsA=This is a reminder that flight status and hangar information may change. Be sure to double check flight information on your mobiGlas or one of the conveniently located information signs throughout the terminal.
PU_ORISONANN01_F_LPA_Announce_Spaceport_GeneralInfo_IG_007_LookingForYour=Looking for your next stop after visiting Crusader? Consider the lunar siblings Cellin, Daymar, and Yela. These beautifully preserved moons offer adventure and stunning natural vistas just waiting to be discovered.
PU_ORISONANN01_F_LPA_Announce_Spaceport_GeneralInfo_IG_008_NewVisitorsTo=New visitors to Orison may sometimes find that they are experiencing a mild sense of vertigo as they acclimate to the elevation. Remember to breathe freely, stay hydrated, and take plenty of rest breaks. If symptoms persist, please contact a medical professional for additional assistance.
PU_ORISONANN01_F_LPA_Announce_Spaceport_GeneralInfo_IG_009_DidYouEnjoy=Did you enjoy the stunning wonder of Crusader's very own gentle giants, the stormwals? Then why not take one of your very own home with a soft and loveable Finley the Stormwal plush. Available throughout the terminal.
PU_ORISONANN01_F_LPA_Announce_Spaceport_GeneralInfo_IG_010_AsPartOf=As part of our ongoing "Crusader Cares" program to improve the lives of everyone in the empire, Crusader Industries will be donating 10% of all spaceport food sales to help stamp out hunger. Together, we're making a difference.
PU_ORISONANN01_F_LPA_Announce_Tram_Delay_IG_001_WeAreCurrently=We are currently experiencing an unexpected delay. Please remain where you are while we work to correct the situation.
PU_ORISONANN01_F_LPA_Announce_Tram_DoorsClosing_IG_001_PleaseClearThe=Please clear the hatch. Shuttle will be departing.
PU_ORISONANN01_F_LPA_Announce_Tram_Malfunction_IG_001_ThisShuttleIs=This shuttle is experiencing technical issues. Please remain where you are while we work to correct the situation.
PU_ORISONANN01_F_LPA_Announce_Tram_NextStop_AugustDunlow_IG_001_NextStopAugust=Next stop - August Dunlow Spaceport, Crusader's gateway to the stars.
PU_ORISONANN01_F_LPA_Announce_Tram_NextStop_Cloudview_IG_001_NextStopCloudview=Next stop - Cloudview Center, where visitors can enjoy stunning views, memorable art, delicious dining and drinks, and Empire-class accommodations.
PU_ORISONANN01_F_LPA_Announce_Tram_NextStop_EasyIsland_IG_001_NextStopSolanki=Next stop, Solanki Platform, home to temporary residences for VIPs like you. Passengers who have reservations at the Hoshki center or the Abe towers should disembark at this stop.
PU_ORISONANN01_F_LPA_Announce_Tram_NextStop_HardIsland_IG_001_NextStopHartmoore=Next stop, Hartmoore Platform, home to the next generation of combat ships and military transports from Crusader Industries. This platform is only accessible to valid clients who have already been prescreened. Due to security protocols, passengers should not disembark unless they have an active appointment with a Crusader representative.
PU_ORISONANN01_F_LPA_Announce_Tram_NextStop_IG_001_ApproachingNextStation=Approaching next station. If this is your stop, please prepare to disembark.
PU_ORISONANN01_F_LPA_Announce_Tram_NextStop_IntroIsland_IG_001_NextStopThe=Next stop, the Valet Station. We at Crusader Industries would like to thank you for visiting us today and hope that we'll be doing business with you in the future.
PU_ORISONANN01_F_LPA_Announce_Tram_NextStop_MedIsland_IG_001_NextStopBrushwood=Next stop, Brushwood Platform. Any passengers representing business or other private sector buyers are invited to disembark upon arrival and take a look at the exciting new lineup of commercial transports from Crusader Industries.
PU_ORISONANN01_F_LPA_Announce_Tram_NextStop_ProvidenceIndustrial_IG_001_NextStopProvidence=Next stop - Providence Industrial Platform, home to the famous Crusader Industries' shipyards.
PU_ORISONANN01_F_LPA_Announce_Tram_NextStop_VisionCenter_IG_001_NextStopThe=Next stop, the Vision Center. Your gateway to world-class events and entertainment.
PU_ORISONANN01_F_LPA_Announce_Tram_NowArriving_AugustDunlow_IG_001_NowArrivingAt=Now Arriving at August Dunlow Spaceport.
PU_ORISONANN01_F_LPA_Announce_Tram_NowArriving_Cloudview_IG_001_NowArrivingAt=Now arriving at Cloudview Center.
PU_ORISONANN01_F_LPA_Announce_Tram_NowArriving_EasyIsland_IG_001_NowArrivingAt=Now arriving at Solanki Platform.
PU_ORISONANN01_F_LPA_Announce_Tram_NowArriving_HardIsland_IG_001_NowArrivingAt=Now arriving at Hartmoore Platform. Only authorized passengers are invited to disembark.
PU_ORISONANN01_F_LPA_Announce_Tram_NowArriving_IG_001_NowArrivingAt=Now arriving at station.
PU_ORISONANN01_F_LPA_Announce_Tram_NowArriving_IntroIsland_IG_001_NowArrivingAt=Now arriving at the Valet Station.
PU_ORISONANN01_F_LPA_Announce_Tram_NowArriving_MedIsland_IG_001_NowArrivingAt=Now arriving at Brushwood Platform.
PU_ORISONANN01_F_LPA_Announce_Tram_NowArriving_ProvidenceIndustrial_IG_001_NowArrivingAt=Now arriving at Providence Industrial Platform.
PU_ORISONANN01_F_LPA_Announce_Tram_NowArriving_VisionCenter_IG_001_NowArrivingAt=Now arriving at the Vision Center.
PU_ORISONANN01_F_LPA_Announce_Tram_StandClear_IG_001_StandClearHatch=Stand clear. Hatch now opening.
PU_ORISONANN01_F_LPA_Warn_EnviroHazard_Done_IG_001_AttentionTheEnvironmental=Attention. The environmental hazard has been contained. You are now free to proceed as normal. Thank you and have a great day.
PU_ORISONANN01_F_LPA_Warn_EnviroHazard_InProgress_IG_001_WarningTheEnvironmental=Warning. The environmental hazard is still in progress. We are working to resolve the issue. Please remain calm and thank you for your patience.
PU_ORISONANN01_F_LPA_Warn_EnviroHazard_Remain_IG_001_WarningAnEnvironmental=Warning. An environmental hazard has been detected. Please remain where you are until notified otherwise. Repeat. Please remain where you are.
PU_ORISONANN01_F_LPA_Warn_EnviroHazard_Vacate_IG_001_WarningAnEnvironmental=Warning. An environmental hazard has been detected. Please vacate the immediate area in a calm and orderly fashion. Repeat. Please safely vacate the area.
PU_ORISONANN01_F_LPA_Warn_PlatformCorrection_Begin_IG_001_StandbyForPlatform=Standby for Platform Elevation Correction.
PU_ORISONANN01_F_LPA_Warn_PlatformCorrection_Done_IG_001_PlatformElevationCorrection=Platform Elevation Correction is now complete. You are now free to proceed as normal. Thank you and have a great day.
PU_ORISONANN01_F_LPA_Warn_PlatformCorrection_Failure_IG_001_AttentionThisPlatform=Attention, this platform is currently suffering a critical thruster failure. We advise all occupants to calmly evacuate the platform until further notice.
PU_ORISONANN01_F_LPA_Warn_PlatformCorrection_Prepare_IG_001_AttentionThisPlatform=Attention. This platform will be undergoing routine elevation correction momentarily. You may notice some slight movement and vibration during this maintenance operation. Please use caution while the platform is in motion, secure any belongings, and keep a safe distance from the edge. Thank you.
PU_ORISONANN01_F_LPA_Warn_RestrictedArea_Prepare_FirstOccur_IG_001_WarningTheRestricted=Warning. The restricted area around this platform will activate in a few moments. All unauthorized pilots are advised to leave the area immediately.
PU_ORISONANN01_F_LPA_Warn_RestrictedArea_Prepare_LastOccur_IG_001_AttentionTheRestricted=Attention, the restricted area will actively momentarily. This is your final warning to clear the area or be flagged as a trespasser.
PU_ORISONANN01_F_LPA_Warn_SecurityThreat_Done_IG_001_AttentionCrusaderSecurity=Attention. Crusader Security has given the all clear. You are now free to proceed as normal. Thank you and have a great day.
PU_ORISONANN01_F_LPA_Warn_SecurityThreat_InProgress_IG_001_AttentionThisIs=Attention. This is an update on the ongoing Crusader Security alert. A resolution to the situation is actively being worked on. Please remain calm and thank you for your patience.
PU_ORISONANN01_F_LPA_Warn_SecurityThreat_Remain_IG_001_AttentionThisIs=Attention. This is a Crusader Security alert. For your safety, please remain where you are until notified otherwise. Repeat. Please remain where you are. Thank you.
PU_ORISONANN01_F_LPA_Warn_SecurityThreat_Vacate_IG_001_AttentionThisIs=Attention. This is a Crusader Security alert. Please safely and calmly vacate the area. Repeat. Please safely vacate the area.
PU_ORISONANN01_F_LPA_Warn_Tram_Collision_IG_001_WarningCollisionDetected=Warning. Collision detected. Brace for impact.
PU_ORISONANN01_F_LPA_Warn_Tram_Emergency_IG_001_AttentionThisIs=Attention. This is an emergency. Please safely and quickly exit the shuttle.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_EmergPaging_IG_001_AttentionSecurityTo=Attention, security to Nephrology. Security to Nephrology.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_EmergPaging_IG_002_AttentionCodeOrange=Attention, Code Orange. Biological Removal team report to the lower hangar. Code Orange. Bio-Removal team to lower hanger.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_EmergPaging_IG_003_AttentionCodeBlue=Attention, Code Blue. Emergency Triage Unit standby. Code Blue incoming.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_EmergPaging_IG_004_AttentionResponseTeam=Attention, Response Team report to ICU. Response Team needed in ICU.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_EmergPaging_IG_005_AttentionTechnicalSupport=Attention, technical support to Zero-Gravity ward. Tech support to Zero-Gravity.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_GeneralInfo_Orison_IG_001_EveryoneHereAt=Everyone here at Orison General is dedicated to delivering top of the line care. Whether you?re here for an annual check-up or about to enter surgery, you can count on the staff at Orison General to do everything possible to make this experience a positive one. Saving lives, it?s our business.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_GeneralInfo_Orison_IG_002_BetweenOurAward=Between our award winning care to our state-of-the art labs and operating rooms, Orison General provides that personal touch that will be with you every step of the way on your path to recovery.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_GeneralInfo_Orison_IG_003_NotAllPathfinders=Not all pathfinders fly ships. Orison General prides itself on having one of the best Medical Research Departments in the UEE. Our team uses pioneering medical techniques and technology in the hopes of discovering the next medical breakthrough. Because only together can we make medicine better.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_GeneralInfo_Orison_IG_004_AtOrisonGeneral=At Orison General, it?s all hands on deck when it comes to protecting your health. That's why we're so proud to be the Winner of the Best Care Award in 2944 and 2945.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_StaffPaging_IG_001_AttentionDrBuhari=Attention Dr. Buhari, please contact Nanobiology. Dr. Buhari please contact Nanobiology.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_StaffPaging_IG_002_AttentionDrAbsher=Attention Dr. Absher, please check in with Orthopaedics. Dr. Absher to Orthopaedics.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_StaffPaging_IG_003_AttentionAdministratorTamashiro=Attention, Administrator Tamashiro, you are needed in the trauma center. Administrator Tamashiro, you are needed in the trauma center.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_StaffPaging_IG_004_AttentionCouldA=Attention, could a pharmacy tech please comm the oncology wing. Pharmacy tech, please comm oncology.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_StaffPaging_IG_005_AttentionWouldThomas=Attention, would Thomas Higashi please report to the Recovery Ward nurses' station. Thomas Higashi, please report to the nurses' station in the Recovery Ward.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_StaffPaging_IG_006_AttentionReggieGosset=Attention Reggie Gosset, you are needed in Imaging Services. Reggie Gosset, you are needed in Imaging Services.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_StaffPaging_IG_007_PagingDrVoelker=Paging Dr. Voelker, you're wanted in Cybernetics. Dr. Voelker you're needed in Cybernetics.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_StaffPaging_IG_008_AttentionWouldFlorence=Attention, would Florence Choi please report to the Admissions Desk. Florence Choi, your family is waiting for you at the Admissions Desk.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_StaffPaging_IG_009_AttentionWouldThe=Attention, would the cardio physician-on-duty contact the Long Term Care desk. Cardio physician-on-duty, please contact Long Term Care.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_StaffPaging_IG_010_AttentionCouldThe=Attention, could the owner of the RSI Apollo reg-tag J4542KL09 please contact hangar services. Apollo J4542KL09 contact hangar services.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_WellnessInfo_IG_001_RememberDontWait=Remember, don't wait until it's too late. If you're experiencing any new health issues, symptoms, or discomfort be sure to talk to our staff. They're here to help you live your best life.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_WellnessInfo_IG_002_RecoveryRequiresRest=Recovery Requires Rest. For the sake of our healing patients, please keep noise to a minimum, respect our quiet hours, and keep weapons stowed while on hospital grounds. Our patients and staff thank you.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_WellnessInfo_IG_003_TheRightDose=The right dose can make all the difference. Please read all pharmacutical instructions carefully and always take the proper amount of medication at the proper time. Incorrect or missed doses can have serious effects on your recovery.
PU_ORISONHOSP01_F_LPA_Announce_Hospital_WellnessInfo_IG_004_AtOrisonGeneral=At Orison General, we prioritize patient safety. When admitting yourself or a loved one, remember to inform us of any allergies, underlying health issues, or other important circumstances related to your visit.
PU_ORISONHOSP01_F_LPA_Warn_Emergency_Done_IG_001_AttentionTheEmergency=Attention. The emergency situation has been resolved. You are free to resume normal activities.
PU_ORISONHOSP01_F_LPA_Warn_Emergency_InProgress_IG_001_AttentionWeAre=Attention, we are currently working to resolve the ongoing emergency situation. Please standby for further announcements.
PU_ORISONHOSP01_F_LPA_Warn_Emergency_Remain_IG_001_AttentionThisIs=Attention, this is an emergency announcement. All staff, patients, and visitors are requested to shelter in place until further notice. Again, please shelter in place until the situation is resolved.
PU_ORISONHOSP01_F_LPA_Warn_Emergency_Vacate_IG_001_AttentionThisIs=Attention, this is an emergency announcement. All staff, patients, and visitors are requested to safely vacate the premises. Patients unable to vacate will be cared for according to emergency protocols. Again, please safely vacate the premises as soon as possible.
PU_ORISONHOSP01_F_LPA_Welcome_Hospital_Orison_IG_001_WelcomeToOrison=Welcome to Orison General Medstation, where better health is within reach.
PU_OUTLAWMED1_SK_Busy_IG_001_NotTheTime=Not the time, chief.
PU_OUTLAWMED1_SK_Busy_IG_002_ComeBackLater=Come back later. Kinda in the middle of something.
PU_OUTLAWMED1_SK_ConvoCont_IG_001_Yeah=Yeah?
PU_OUTLAWMED1_SK_ConvoCont_IG_002_Damn=Damn...
PU_OUTLAWMED1_SK_ConvoCont_IG_003_Okay=Okay.
PU_OUTLAWMED1_SK_ConvoCont_IG_004_YeahSure=Yeah, sure.
PU_OUTLAWMED1_SK_Farewell_IG_001_SeeYouSoon=See you soon.
PU_OUTLAWMED1_SK_Farewell_IG_002_Later=Later.
PU_OUTLAWMED1_SK_Greetings_IG_001_HeyThere=Hey there.
PU_OUTLAWMED1_SK_Greetings_IG_002_WhatCanI=What can I do for ya?
PU_OUTLAWMED1_SK_Greetings_IG_003_Yo=Yo
PU_OUTLAWMED1_SK_HealthComment_Low_IG_001_HolyShitYou=Holy shit. You got tuned up.
PU_OUTLAWMED1_SK_HealthComment_Low_IG_002_DamnHowYou=Damn. How you still walking?
PU_OUTLAWMED1_SK_HealthComment_Med_IG_001_HadARough=Had a rough one, huh?
PU_OUTLAWMED1_SK_HealthComment_Med_IG_002_IdHateTo=I'd hate to see the other guy.
PU_OUTLAWMED1_SK_PlayerWakes_DuringOp_IG_001_IDroppedIt=Huh, I dropped it, I dropped it!
PU_OUTLAWMED1_SK_PlayerWakes_Recovery_IG_001_HeyYouAll=Hey, you all right? That was a lotta blood. I didn't think you were gonna make it. Had the organ farmers circling like Teezers. Anyway, when you feel up to it, I'm gonna have to kick you out. Gotta use the bed. You're welcome, by the way.
PU_OUTLAWMED1_SK_Request_Affirm_IG_001_OnIt=On it.
PU_OUTLAWMED1_SK_Request_Affirm_IG_003_YeahOkay=Yeah, okay.
PU_OUTLAWMED1_SK_Request_Neg_IG_002_YeahIDont=Yeah, I don't think I'm gonna do that.
PU_OUTLAWMED1_SK_Request_Neg_IG_004_ThatsProbablyNot=That's probably not gonna happen.
PU_OUTLAWMED1_SK_SuggestTerm_IG_001_YeahImNot=Yeah, I'm not sure. Maybe try the terminal.
PU_OUTLAWMED1_SK_SuggestTerm_IG_002_NoClueCheck=No clue. Check the terminal.
PU_OUTLAWMED2_SK_Busy_IG_001_NotTheTime=Not the time, chief.
PU_OUTLAWMED2_SK_Busy_IG_002_ComeBackLater=Come back later. Kinda in the middle of something.
PU_OUTLAWMED2_SK_ConvoCont_IG_001_Yeah=Yeah?
PU_OUTLAWMED2_SK_ConvoCont_IG_002_Damn=Damn...
PU_OUTLAWMED2_SK_ConvoCont_IG_003_Okay=Okay.
PU_OUTLAWMED2_SK_ConvoCont_IG_004_YeahSure=Yeah, sure.
PU_OUTLAWMED2_SK_Farewell_IG_001_SeeYouSoon=See you soon.
PU_OUTLAWMED2_SK_Farewell_IG_002_Later=Later.
PU_OUTLAWMED2_SK_Greetings_IG_001_OhHeyThere=Oh, Hey there.
PU_OUTLAWMED2_SK_Greetings_IG_002_WhatCanI=What can I do for ya?
PU_OUTLAWMED2_SK_Greetings_IG_003_Yo=Yo.
PU_OUTLAWMED2_SK_HealthComment_Low_IG_001_HolyShitYou=Holy shit. You got tuned up.
PU_OUTLAWMED2_SK_HealthComment_Low_IG_002_DamnHowYou=Damn. How you still walking?
PU_OUTLAWMED2_SK_HealthComment_Med_IG_001_HadARough=Had a rough one, huh?
PU_OUTLAWMED2_SK_HealthComment_Med_IG_002_IdHateTo=I'd hate to see the other guy.
PU_OUTLAWMED2_SK_PlayerWakes_DuringOp_IG_001_OhIDropped=Oh I dropped it! I dropped it! Ohhh I dropped it
PU_OUTLAWMED2_SK_PlayerWakes_Recovery_IG_002_WhoaaaIThought=Whoaaa. I thought you were dead for sure. We took some chances, you know? Weren't sure how they were gonna pan out. Anyway, if you don't collapse from faulty patchwork, you should be good to go.
PU_OUTLAWMED2_SK_Request_Affirm_IG_001_OnIt=On it.
PU_OUTLAWMED2_SK_Request_Affirm_IG_002_YeahOkay=Yeah, okay.
PU_OUTLAWMED2_SK_Request_Neg_IG_001_YeahIDont=Yeah, I don't think I'm gonna do that.
PU_OUTLAWMED2_SK_Request_Neg_IG_002_ThatsProbablyNot=That's probably not gonna happen.
PU_OUTLAWMED2_SK_SuggestTerm_IG_001_YeahImNot=Yeah, I'm not sure. Maybe try the terminal.
PU_OUTLAWMED2_SK_SuggestTerm_IG_002_NoClueCheck=No clue. Check the terminal.
PU_OUTLAWPILOT1_CV_CallBackup_IG_001_INeedA=Need a hand!
PU_OUTLAWPILOT1_CV_CallBackup_IG_002_GetEmOff=Get 'em off me!
PU_OUTLAWPILOT1_CV_CallBackup_IG_003_SomeHelpOver=Some help over here!
PU_OUTLAWPILOT1_CV_CallBackup_IG_005_GhostThisJasper=Ghost this jasper!
PU_OUTLAWPILOT1_CV_CallBackup_IG_006_TakeEmOut=Take 'em out already!
PU_OUTLAWPILOT1_CV_Celebrate_IG_001_HellYeah=Hell yeah!
PU_OUTLAWPILOT1_CV_Celebrate_IG_002_Nice=Nice!
PU_OUTLAWPILOT1_CV_Celebrate_IG_003_ThatsIt=That's it.
PU_OUTLAWPILOT1_CV_Celebrate_IG_004_Beautiful=Beautiful.
PU_OUTLAWPILOT1_CV_Celebrate_IG_005_ThereWeGo=There we go!
PU_OUTLAWPILOT1_CV_DeathThroes_IG_EX_001=(Dying)
PU_OUTLAWPILOT1_CV_Expletives_IG_001_DamnIt=Damn it.
PU_OUTLAWPILOT1_CV_Expletives_IG_002_AwHell=Aw hell!
PU_OUTLAWPILOT1_CV_Expletives_IG_003_YouAss=You ass!
PU_OUTLAWPILOT1_CV_Expletives_IG_004_Grragh=Grragh!
PU_OUTLAWPILOT1_CV_GetHits_IG_EX_001=(Getting hit)
PU_OUTLAWPILOT1_CV_GetHits_IG_EX_002=(Getting hit)
PU_OUTLAWPILOT1_CV_GettingShot_IG_001_YouBastard=You bastard!
PU_OUTLAWPILOT1_CV_GettingShot_IG_002_StopIt=Stop it!
PU_OUTLAWPILOT1_CV_GettingShot_IG_003_GetOffMe=Get off me!
PU_OUTLAWPILOT1_CV_GettingShot_IG_004_DamnYou=Damn you!
PU_OUTLAWPILOT1_CV_GettingShot_IG_006_YoureGonnaHave=You're gonna have to try harder than that!
PU_OUTLAWPILOT1_CV_LastWarning_IG_001_ThatsIt=That's it. You're done.
PU_OUTLAWPILOT1_CV_LastWarning_IG_002_YoureDone=You're done.
PU_OUTLAWPILOT1_CV_LastWarning_IG_003_ITriedTo=I tried to warn you.
PU_OUTLAWPILOT1_CV_LastWarning_IG_004_BadChoice=Bad choice.
PU_OUTLAWPILOT1_CV_LastWarning_IG_005_EnoughOfThis=Enough of this.
PU_OUTLAWPILOT1_CV_MateDestroyed_IG_002_YoureGonnaPay=You're gonna pay for that.
PU_OUTLAWPILOT1_CV_MateDestroyed_IG_003_OhYoureGonna=Oh, you're gonna regret doing that.
PU_OUTLAWPILOT1_CV_MateDestroyed_IG_004_YouLittle=You little...
PU_OUTLAWPILOT1_CV_MindYourBusiness_IG_001_IfYoureSmart=If you're smart, you'll turn around and get out of here, now.
PU_OUTLAWPILOT1_CV_MindYourBusiness_IG_002_ThisSecsOurs=This sec's ours. Clear out.
PU_OUTLAWPILOT1_CV_MindYourBusiness_IG_003_ThisAintYour=This ain't your concern. Fly away while you still can.
PU_OUTLAWPILOT1_CV_MindYourBusiness_IG_004_WhatTheHell=What the hell you think you're doing here? This is none of your business.
PU_OUTLAWPILOT1_CV_Taunt_IG_001_YouDontStand=You don't stand a chance.
PU_OUTLAWPILOT1_CV_Taunt_IG_002_ThatsAllYou=That's all you got?
PU_OUTLAWPILOT1_CV_Taunt_IG_003_WhoTheHell=Who the hell let you fly a ship?
PU_OUTLAWPILOT1_CV_Taunt_IG_004_YoureGonnaDie=You're gonna die sooner or later. All you're doing's wasting time.
PU_OUTLAWPILOT1_CV_Taunt_IG_005_YouAgainstMe=You against me? What a joke.
PU_OUTLAWPILOT1_CV_Taunt_IG_006_YouGottaDo=You gotta do better than that.
PU_OUTLAWPILOT1_CV_Taunt_IG_007_WonderHowMany=Wonder how many creds I could get for your ship.
PU_OUTLAWPILOT1_CV_Taunt_IG_008_GeezWheredYou=Geez. Where'd you learn to pilot?
PU_OUTLAWPILOT1_CV_Taunt_Missile_IG_001_LetsSeeHow=Let's see how you like that.
PU_OUTLAWPILOT1_CV_Taunt_Missile_IG_002_TakeThat=Take that.
PU_OUTLAWPILOT1_CV_Taunt_Missile_IG_003_LittlePresentFor=Little present for you.
PU_OUTLAWPILOT1_CV_Taunt_Missile_IG_004_NoWhereTo=No where to run.
PU_OUTLAWPILOT2_CV_CallBackup_IG_002_GetEmOff=Get 'em off me!
PU_OUTLAWPILOT2_CV_CallBackup_IG_003_SomeHelpOverHere=Some help over here!
PU_OUTLAWPILOT2_CV_CallBackup_IG_004_GetOffYour=Get off your lazy ass and help me.
PU_OUTLAWPILOT2_CV_CallBackup_IG_005_GhostThisJasper=Ghost this jasper!
PU_OUTLAWPILOT2_CV_CallBackup_IG_006_TakeEmOut=Take 'em out already!
PU_OUTLAWPILOT2_CV_Celebrate_IG_001_HellYeah=Hell yeah!
PU_OUTLAWPILOT2_CV_Celebrate_IG_002_Nice=Nice!
PU_OUTLAWPILOT2_CV_DeathThroes_IG_EX_001=(Dying)
PU_OUTLAWPILOT2_CV_Expletives_IG_004_Grragh=Grragh!
PU_OUTLAWPILOT2_CV_MateDestroyed_IG_001_NoNoNo=No, no, no!
PU_OUTLAWPILOT2_CV_MateDestroyed_IG_002_YoureGonnaPay=You're gonna pay for that.
PU_OUTLAWPILOT2_CV_MateDestroyed_IG_003_OhYoureGonna=Oh, you're gonna regret doing that.
PU_OUTLAWPILOT2_CV_MindYourBusiness_IG_001_IfYoureSmart=If you're smart, you'll turn around and get out of here, now.
PU_OUTLAWPILOT2_CV_MindYourBusiness_IG_003_ThisAintYour=This ain't your concern. Fly away while you still can.
PU_OUTLAWPILOT2_CV_MindYourBusiness_IG_004_WhatTheHell=What the hell you think you're doing here? This is none of your business.
PU_OUTLAWPILOT2_CV_Taunt_IG_001_YouDontStand=You don't stand a chance.
PU_OUTLAWPILOT2_CV_Taunt_IG_003_WhoTheHell=Who the hell let you fly a ship?
PU_OUTLAWPILOT2_CV_Taunt_IG_005_YouAgainstMe=You against me? What a joke.
PU_OUTLAWPILOT2_CV_Taunt_IG_007_WonderHowMany=Wonder how many creds I could get for your ship.
PU_OUTLAWPILOT2_CV_Taunt_Missile_IG_003_LittlePresentFor=Little present for you.
PU_OUTLAWPILOT3_CV_CallBackup_IG_001_NeedAHand=Need a hand!
PU_OUTLAWPILOT3_CV_CallBackup_IG_002_GetEmOff=Get 'em off me!
PU_OUTLAWPILOT3_CV_CallBackup_IG_003_SomeHelpOver=Some help over here!
PU_OUTLAWPILOT3_CV_CallBackup_IG_004_GetOffYour=Get off your lazy ass and help me.
PU_OUTLAWPILOT3_CV_CallBackup_IG_005_GhostThisJasper=Ghost this jasper!
PU_OUTLAWPILOT3_CV_CallBackup_IG_006_TakeEmOut=Take 'em out already!
PU_OUTLAWPILOT3_CV_Celebrate_IG_001_HellYeah=Hell yeah!
PU_OUTLAWPILOT3_CV_Celebrate_IG_002_Nice=Nice!
PU_OUTLAWPILOT3_CV_Celebrate_IG_003_ThatsIt=That's it.
PU_OUTLAWPILOT3_CV_Celebrate_IG_005_ThereWeGo=There we go!
PU_OUTLAWPILOT3_CV_DeathThroes_IG_EX_001=(Dying)
PU_OUTLAWPILOT3_CV_Expletives_IG_001_DamnIt=Damn it.
PU_OUTLAWPILOT3_CV_Expletives_IG_002_AwHell=Aw hell!
PU_OUTLAWPILOT3_CV_Expletives_IG_004_Grragh=Grragh!
PU_OUTLAWPILOT3_CV_GetHits_IG_EX_001=(Getting hit)
PU_OUTLAWPILOT3_CV_GetHits_IG_EX_002=(Getting hit)
PU_OUTLAWPILOT3_CV_GetHits_IG_EX_003=(Getting hit)
PU_OUTLAWPILOT3_CV_GetHits_IG_EX_004=(Getting hit)
PU_OUTLAWPILOT3_CV_GetHits_IG_EX_005=(Getting hit)
PU_OUTLAWPILOT3_CV_GetHits_IG_EX_006=(Getting hit)
PU_OUTLAWPILOT3_CV_GetHits_IG_EX_007=(Getting hit)
PU_OUTLAWPILOT3_CV_GetHits_IG_EX_008=(Getting hit)
PU_OUTLAWPILOT3_CV_GetHits_IG_EX_009=(Getting hit)
PU_OUTLAWPILOT3_CV_GettingShot_IG_001_YouBastard=You bastard!
PU_OUTLAWPILOT3_CV_GettingShot_IG_002_StopIt=Stop it!
PU_OUTLAWPILOT3_CV_GettingShot_IG_004_DamnYou=Damn you!
PU_OUTLAWPILOT3_CV_GettingShot_IG_005_KnockItOff=Knock it off!
PU_OUTLAWPILOT3_CV_GettingShot_IG_006_YoureGonnaHave=You're gonna have to try harder than that!
PU_OUTLAWPILOT3_CV_LastWarning_IG_001_ThatsItYoure=That's it. You're done.
PU_OUTLAWPILOT3_CV_LastWarning_IG_002_ITriedTo=I tried to warn you.
PU_OUTLAWPILOT3_CV_LastWarning_IG_003_BadChoice=Bad choice.
PU_OUTLAWPILOT3_CV_LastWarning_IG_004_EnoughOfThis=Enough of this.
PU_OUTLAWPILOT3_CV_MateDestroyed_IG_001_NoNoNo=No, no, no!
PU_OUTLAWPILOT3_CV_MateDestroyed_IG_002_YoureGonnaPay=You're gonna pay for that.
PU_OUTLAWPILOT3_CV_MateDestroyed_IG_004_YouLittle=You little...
PU_OUTLAWPILOT3_CV_MindYourBusiness_IG_001_IfYoureSmart=If you're smart, you'll turn around and get out of here, now.
PU_OUTLAWPILOT3_CV_MindYourBusiness_IG_003_ThisAintYour=This ain't your concern. Fly away while you still can.
PU_OUTLAWPILOT3_CV_MindYourBusiness_IG_004_WhatTheHell=What the hell you think you're doing here? This is none of your business.
PU_OUTLAWPILOT3_CV_Taunt_IG_001_YouDontStand=You don't stand a chance.
PU_OUTLAWPILOT3_CV_Taunt_IG_002_ThatsAllYou=That's all you got?
PU_OUTLAWPILOT3_CV_Taunt_IG_003_WhoTheHell=Who the hell let you fly a ship?
PU_OUTLAWPILOT3_CV_Taunt_IG_004_YoureGonnaDie=You're gonna die sooner or later. All you're doing's wasting time.
PU_OUTLAWPILOT3_CV_Taunt_IG_006_YouGottaDo=You gotta do better than that.
PU_OUTLAWPILOT3_CV_Taunt_Missile_IG_001_LetsSeeHow=Let's see how you like that.
PU_OUTLAWPILOT3_CV_Taunt_Missile_IG_002_TakeThat=Take that.
PU_OUTLAWPILOT3_CV_Taunt_Missile_IG_003_LittlePresentFor=Little present for you.
PU_OUTLAWPILOT3_CV_Taunt_Missile_IG_004_NoWhereTo=No where to run.
PU_PACHECO_MG_Affirm_IG_001_Yeah=Yeah.
PU_PACHECO_MG_Affirm_IG_002_Sure=Sure.
PU_PACHECO_MG_Affirm_IG_003_Fine=Fine
PU_PACHECO_MG_Affirm_IG_004_Ok=Ok.
PU_PACHECO_MG_Affirm_IG_005_ThatWorks=That works.
PU_PACHECO_MG_AppearanceComment_Good_IG_001_DidYouDress=Did you dress up for me?
PU_PACHECO_MG_AppearanceComment_Good_IG_001b_DidYouDress=Did you dress up for me?
PU_PACHECO_MG_AppearanceComment_Good_IG_002_LookAtThe=Look at the big stepper.
PU_PACHECO_MG_AppearanceComment_Good_IG_003_DigTheOutfit=Dig the outfit.
PU_PACHECO_MG_Busy_IG_001_NotNow=Not now.
PU_PACHECO_MG_Busy_IG_002_LookImGetting=Look, I'm getting pulled in a million different directions. We'll have to do this another time.
PU_PACHECO_MG_Busy_IG_003_BackOff=Back off.
PU_PACHECO_MG_Busy_IG_SIT_001_NotNow=Not now.
PU_PACHECO_MG_Busy_IG_SIT_002_LookImGetting=Look, I'm getting pulled in a milion different direction. We'll have to do this another time.
PU_PACHECO_MG_Chosen_PlayerAcceptMission_IG_SIT_001_GoodToHear=Good to hear. Let's hope your execution matches your enthusiasm.
PU_PACHECO_MG_Chosen_PlayerAcceptMission_IG_SIT_003_GladThatsSorted=Glad that's sorted.
PU_PACHECO_MG_Chosen_PlayerDeclineMission_IG_SIT_001_WhyYouEven=Why you even talking to me if you're not interested in working?
PU_PACHECO_MG_Chosen_PlayerDeclineMission_IG_SIT_003_FineYouDont=Fine. You don't want it, someone else will.
PU_PACHECO_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_SIT_002_YourCallNot=Your call. Not sure how much longer it'll be available, but hit me up if you reconsider.
PU_PACHECO_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_SIT_003_OkayIllBe=Okay. I'll be here if you actually wanna make some money.
PU_PACHECO_MG_Comms_Farewell_IG_002_SigningOff=Signing off.
PU_PACHECO_MG_Comms_Farewell_IG_003_Later=Later.
PU_PACHECO_MG_Comms_ForgivesPlayer_IG_001_ImShortOn=I'm short on personnel, so that means it's your lucky day. You get one more chance to prove you're not a complete screwup.
PU_PACHECO_MG_Comms_InstructVisit_IG_001_IdPreferTo=I'd prefer to discuss the details in person, though.
PU_PACHECO_MG_Comms_InstructVisit_IG_003_YouKnowWhere=You know where to find me.
PU_PACHECO_MG_Comms_MissionComplete_IG_001_EverythingLooksGood=Everything looks good. Nice work.
PU_PACHECO_MG_Comms_NewMission_IG_002_ThingsAreStarting=Things are starting to pick up pace and I could use some extra hands.
PU_PACHECO_MG_Comms_NewMission_IG_003_IfYoureStill=If you're still looking for work, I may have found something.
PU_PACHECO_MG_Comms_PaymentSent_IG_001_IllGetPayment=I'll get payment cleared right away.
PU_PACHECO_MG_Comms_PaymentSent_IG_003_ExpectPaymentShortly=Expect payment shortly.
PU_PACHECO_MG_Comms_ReturnItems_FailBounty_IG_001_NowITold=Now I told you to bring that stuff back, but you didn't listen. What happens next is on you.
PU_PACHECO_MG_Comms_ReturnItems_FailBounty_IG_003_YouReallyDont=You really don't understand who you're dealing with, do you? You're gonna find out real soon.
PU_PACHECO_MG_Comms_ReturnItems_LastWarning_IG_002_SoLastI=So, last I checked, you were still holding onto a few things of ours. I'll give you the benefit of the doubt that this was just a slight oversight on your part.
PU_PACHECO_MG_Comms_ReturnItems_LastWarning_IG_004_IveGotSome=I've got some very unhappy people breathing down my neck about that stuff you still haven't returned. Be best for both of us if it finds its way back, fast.
PU_PACHECO_MG_Comms_ReturnItems_Reminder_IG_001_RememberToReturn=Remember to return what you have. Don't make me have to track you down for it.
PU_PACHECO_MG_Comms_ReturnItems_Reminder_IG_003_MakeSureTo=Make sure to bring back everything you picked up.
PU_PACHECO_MG_ConvoCont_Bored_IG_001_UhHuh=Uh-huh.
PU_PACHECO_MG_ConvoCont_Bored_IG_002_Yuuup=Yuuup.
PU_PACHECO_MG_ConvoCont_Bored_IG_003_Hmmm=Hmmm.
PU_PACHECO_MG_ConvoCont_Bored_IG_004_Whatever=Whatever.
PU_PACHECO_MG_ConvoCont_Neutral_IG_001_Yup=Yup.
PU_PACHECO_MG_ConvoCont_Neutral_IG_002_MakesSense=Makes sense.
PU_PACHECO_MG_ConvoCont_Neutral_IG_003_Sure=Sure.
PU_PACHECO_MG_ConvoCont_Neutral_IG_004_Okay=Okay.
PU_PACHECO_MG_ConvoCont_Sarcastic_IG_001_YouDontSay=You don't say.
PU_PACHECO_MG_ConvoCont_Sarcastic_IG_002_ThatsUnexpected=That's unexpected.
PU_PACHECO_MG_ConvoCont_Sarcastic_IG_003_TellMeMore=Tell me more.
PU_PACHECO_MG_ConvoCont_Sarcastic_IG_004_GoOnPlease=Go on, please.
PU_PACHECO_MG_ConvoCont_Serious_IG_002_ShutUp=Shut up.
PU_PACHECO_MG_ConvoCont_Serious_IG_003_Shit=Shit...
PU_PACHECO_MG_ConvoCont_Serious_IG_004_No=No.
PU_PACHECO_MG_ConvoCont_Serious_IG_004b_No=No.
PU_PACHECO_MG_ConvoRejoin_IG_001_AllRightLets=All right, let's get back to it...
PU_PACHECO_MG_ConvoRejoin_IG_002_ImNotGoing=I'm not going to repeat myself, so I'll just pick up from where we left off.
PU_PACHECO_MG_ConvoRejoin_IG_003_ReadyToFocus=Ready to focus? Good...
PU_PACHECO_MG_ConvoRejoin_IG_004_LetsTryAnd=Let's try and stay on track this time, ok?
PU_PACHECO_MG_ConvoRejoin_IG_005_IveGotOther=I've got other shit to do, you know. Stop wasting my time. Anyway...
PU_PACHECO_MG_ConvoRejoin_IG_SIT_001_AllRightLets=All right, let's get back to it...
PU_PACHECO_MG_ConvoRejoin_IG_SIT_003_ReadyToFocus=Ready to focus? Good...
PU_PACHECO_MG_ConvoRejoin_IG_SIT_005_IveGotOther=I've got other shit to do, you know. So Stop wasting my time. Anyway...
PU_PACHECO_MG_Decide_EncourageLookAndDecide_IG_SIT_001_HaveALook=Have a look and see what you think.
PU_PACHECO_MG_Decide_EncourageLookAndDecide_IG_SIT_002_IllNeedAn=I'll need an answer quick.
PU_PACHECO_MG_Decide_MissionTimeout_IG_SIT_001_Nevermind=Nevermind.
PU_PACHECO_MG_Decide_MissionTimeout_IG_SIT_002_IfYouDidnt=If you didn't want the job, just say it.
PU_PACHECO_MG_Decide_WarningMissionTimeout_IG_SIT_001_SoWhatsIt=So what's it gonna be?
PU_PACHECO_MG_Decide_WarningMissionTimeout_IG_SIT_002_YouInterestedOr=You interested or what?
PU_PACHECO_MG_Farewell_Bad_IG_001_IveGotBetter=I've got better places to be.
PU_PACHECO_MG_Farewell_Bad_IG_002_IJustCant=I just... can't.
PU_PACHECO_MG_Farewell_Bad_IG_003_IThinkIve=I think I've had enough.
PU_PACHECO_MG_Farewell_Good_IG_001_ItsBeenA=It's been a pleasure.
PU_PACHECO_MG_Farewell_Good_IG_001b_ItsBeenA=It's been a pleasure.
PU_PACHECO_MG_Farewell_Good_IG_002_StayMobile=Stay mobile.
PU_PACHECO_MG_Farewell_Good_IG_002b_StayMobile=Stay mobile.
PU_PACHECO_MG_Farewell_Good_IG_003_UntilNextTime=Until next time.
PU_PACHECO_MG_Farewell_Good_IG_003b_UntilNextTime=Until next time.
PU_PACHECO_MG_Farewell_Good_IG_004_SeeYouAround=See you around.
PU_PACHECO_MG_Farewell_Good_IG_004b_SeeYouAround=See you around.
PU_PACHECO_MG_Farewell_Neutral_IG_001_TalkToYa=Talk to ya later.
PU_PACHECO_MG_Farewell_Neutral_IG_002_GotToGo=Got to go.
PU_PACHECO_MG_Farewell_Neutral_IG_003_Bye=Bye.
PU_PACHECO_MG_Farewell_Neutral_IG_004_Later=Later.
PU_PACHECO_MG_Greetings_Bad_IG_001_What=What?
PU_PACHECO_MG_Greetings_Bad_IG_002_OhJoyLook=Oh joy, look who it is.
PU_PACHECO_MG_Greetings_Bad_IG_003_MakeItFast=Make it fast.
PU_PACHECO_MG_Greetings_Bad_IG_004_LeaveMeAlone=Leave me alone.
PU_PACHECO_MG_Greetings_Good_IG_001_WhatsUp=What's up?
PU_PACHECO_MG_Greetings_Good_IG_002_HowYouDoing=How you doing?
PU_PACHECO_MG_Greetings_Good_IG_003_HowsTricks=How's tricks?
PU_PACHECO_MG_Greetings_Good_IG_004_HeyThereChamp=Hey there, champ.
PU_PACHECO_MG_Greetings_Neutral_IG_001_Hey=Hey.
PU_PACHECO_MG_Interrupt_IG_001_YeahOkIts=Yeah, ok... It's not like this was important or anything.
PU_PACHECO_MG_Interrupt_IG_002_Really=Really?
PU_PACHECO_MG_Interrupt_IG_003_YouKiddingMe=You kidding me?
PU_PACHECO_MG_Interrupt_IG_004_YoureGonnaDisrespect=You're gonna disrespect me like that?
PU_PACHECO_MG_Interrupt_IG_005_ISwearYou=I swear, you got the attention span of a nela bug.
PU_PACHECO_MG_Interrupt_IG_SIT_001_YeahOkNot=Yeah, ok... not like this was important or anything. Don't worry
PU_PACHECO_MG_Interrupt_IG_SIT_001b_YeahOkNot=Yeah, ok... not like this was important or anything.
PU_PACHECO_MG_Interrupt_IG_SIT_002_Really=Really
PU_PACHECO_MG_Interrupt_IG_SIT_005_ISwearYou=I swear, you got the attention span of a nela bug.
PU_PACHECO_MG_Intro_Approach_V_WP_001_YoureKindaOff=You're Kinda off the beaten path, aren't you? I know, I know, its a strange place to hang out, but I quite like it here. It's quiet. Well, quieter.
PU_PACHECO_MG_Intro_Approach_V_WP_002_ImTeciaPacheco=I'm Tecia Pacheco, but people call me Twitch.
PU_PACHECO_MG_Intro_Approach_V_WP_003_IfYoureWandering=If you're wandering back here, it says two things to me. One, they're an adventurous spirit. Two, they got time on their hands. Fortunately, I'm a freelance time manager. I keep people busy. So, if you find yourself looking for something to occupy your time then, I know people who are hiring adventurous spirits.
PU_PACHECO_MG_Intro_SpotPlayer_1stTime_V_WP_001_Hey=Hey!
PU_PACHECO_MG_Intro_SpotPlayer_1stTime_V_WP_002_OverHere=Over here.
PU_PACHECO_MG_LastMissionComment_FailStreak_IG_SIT_002_YouCantWin=You can't win them all, but you're going to have to win one every once in awhile if you want to stay on my good side.
PU_PACHECO_MG_LastMissionComment_FailStreak_IG_SIT_004_AtThisPoint=At this point, I'm kinda curious to see if you can do a run without screwing it up.
PU_PACHECO_MG_LastMissionComment_Fail_Good_IG_SIT_002_WhatHappenedYou=What happened? You were doing so well. So well. Then it all fell apart. But that's life, huh.
PU_PACHECO_MG_LastMissionComment_Fail_Good_IG_SIT_004_WellAfterAll=Well After all the good you've been doing, I shouldn't be mad about the way that last job went down... but I am. Completing a job should be the standard.
PU_PACHECO_MG_LastMissionComment_Fail_NeutralBad_IG_SIT_001_LetMeExplain=Let me explain something to you. When you screw up, it reflects poorly on me for hiring you in the first place. So don't do it again.
PU_PACHECO_MG_LastMissionComment_Fail_NeutralBad_IG_SIT_004_DontMakeFailure=Don't make failure a habit, ok? Things get real ugly for contractors who can't pull off their contracts.
PU_PACHECO_MG_LastMissionComment_LastChance_IG_SIT_001_OkHeresThe=Ok, here's the thing, I'm only you another job 'cause I'm in a bind. Blow this and we're done. Got it?
PU_PACHECO_MG_LastMissionComment_LastChance_IG_SIT_003_ImAtThe=I'm at the end of my rope with you. Come through on this next assignment or this little partnership is over.
PU_PACHECO_MG_LastMissionComment_NoLonger_IG_SIT_002_ICantWork=I can't work with someone I can't trust. Might I suggest another line of work. I hear Casaba is hiring.
PU_PACHECO_MG_LastMissionComment_NoLonger_IG_SIT_004_YoureDoneWalk=You're done. Walk away and don't come back. We see you anywhere near our operations, you're dead.
PU_PACHECO_MG_LastMissionComment_Robbed_IG_SIT_001_YouveGotTo=You've got to be kidding me. How the hell do you let yourself get robbed?
PU_PACHECO_MG_LastMissionComment_Robbed_IG_SIT_004_ImSureYoure=I'm sure you're thrilled to still be alive after how that last job went down, but let's just say my people are not. At all.
PU_PACHECO_MG_LastMissionComment_SuccessStreak_IG_SIT_002_YoureEarningQuite=You're earning quite the rep around here.
PU_PACHECO_MG_LastMissionComment_SuccessStreak_IG_SIT_004_IThinkTheres=I think there's some promising opportunities in your future if you keep pulling off jobs like you have been.
PU_PACHECO_MG_LastMissionComment_Success_Exceptional_IG_SIT_001_IGottaSay=I gotta say, I'm seldom impressed. Maybe it was a rough childhood. I don't know. But you, you impressed me on that last run.
PU_PACHECO_MG_LastMissionComment_Success_Exceptional_IG_SIT_003_OkIllAdmit=Ok, I'll admit it, that last gig was impressive.
PU_PACHECO_MG_LastMissionComment_Success_Good_IG_SIT_001_GotWordMy=Got word. My people were pretty pleased with your last performance.
PU_PACHECO_MG_LastMissionComment_Success_Good_IG_SIT_002_YouDidGood=You did good on that last job. Keep it up.
PU_PACHECO_MG_LastMissionComment_TryHarder_IG_SIT_002_YouBetterGet=You better get your a-game on and soon. Yeah, If I were you, I'd focus real hard on getting this next one right.
PU_PACHECO_MG_LastMissionComment_TryHarder_IG_SIT_003_LetMeShow=Let me show you something. This is where your performance for us has been. And this is where we need it to be. Got it?
PU_PACHECO_MG_Late_IG_001_DontTakeIt=Don't take it personally, but I just can't right now.
PU_PACHECO_MG_Late_IG_002_CantTalkGotta=Can't talk. Gotta go.
PU_PACHECO_MG_MidMission_Deactivate_IG_001_SoThatThing=So that thing you were on? Yeah, don't worry about it anymore. Situation was a little more fluid than we thought.
PU_PACHECO_MG_MidMission_Deactivate_IG_002_GottaShutYou=Gotta shut you down. The deal's dead.
PU_PACHECO_MG_MidMission_Fail_IG_003_WhatHappenedI=What happened? I thought you said you were professional.
PU_PACHECO_MG_MidMission_Fail_IG_004_YouHaveNo=You have no idea how much you messed this up for me.
PU_PACHECO_MG_MidMission_Greetings_IG_001_Hey=Hey.
PU_PACHECO_MG_MidMission_Greetings_IG_003_HeyYouThere=Hey, you there?
PU_PACHECO_MG_MidMission_ObjUpdate_IG_002_SoTheresA=So, there's a slight change of plans. Check it out.
PU_PACHECO_MG_MidMission_ObjUpdate_IG_003_JustGotWord=Just got word we need to make a few adjustments to the original plan.
PU_PACHECO_MG_MidMission_PlayerQuit_IG_001_YouveGotA=You've got a lot of nerve walkin' away from a gig like this.
PU_PACHECO_MG_MidMission_PlayerQuit_IG_002_LeavingUsHigh=Leaving us high and dry is not a good idea.
PU_PACHECO_MG_MidMission_ReceiveData_IG_002_LooksLikeIt=Looks like it came through.
PU_PACHECO_MG_MidMission_ReceiveData_IG_003_TransmissionReceived=Transmission received.
PU_PACHECO_MG_MidMission_WarningFail_IG_003_GetYour=Get your shit together before it's too late.
PU_PACHECO_MG_MidMission_WarningFail_IG_004_WhatTheHells=What the hell's going on out there? Get back on mission.
PU_PACHECO_MG_MissionBriefs_Ambush_Generic_IG_SIT_001_RightHeresThe=Right Here's the deal. I'm gonna need you to ambush some people. I'll hook you up with routes and everything.
PU_PACHECO_MG_MissionBriefs_Ambush_Generic_IG_SIT_003_IveGotSome=Ive got some names we'd like erased. We'll let you know where they'll be, you clip them out.
PU_PACHECO_MG_MissionBriefs_Assault_Blackjack_IG_SIT_001_NowImNot=Now Im Not sure if you're familiar with BlackJack Securities, but they run protection throughout ArcCorp. One of their primary roles is to help secure trade routes. I need some help making one of their routes a little less secure.
PU_PACHECO_MG_MissionBriefs_Assault_Blackjack_IG_SIT_002_GotAGig=Got a gig pouncing on some Blackjack shitheads. Should be a breeze. Fun too.
PU_PACHECO_MG_MissionBriefs_Assault_RivalGang_IG_SIT_001_SomeLocalCrews=Some local crews have been targeting some of my associates. Word's come down that a message needs to be sent. A loud and undeniable one.
PU_PACHECO_MG_MissionBriefs_Assault_RivalGang_IG_SIT_004_OneOfOur=One of our favorite local idiots has been trying to pull together some resistance to our entrepreneurial endeavors. We want to hit them. Remind them about the new power.
PU_PACHECO_MG_MissionBriefs_Contract_Blackjack_IG_SIT_001_SomeNumbnutWorking=Some numbnut working for BlackJack tagged an associate of mine. Need you to repay the favor.
PU_PACHECO_MG_MissionBriefs_Contract_Blackjack_IG_SIT_002_IveGotA=Ive Got a BlackJack merc giving us some real trouble. My boss wants the problem to go away.
PU_PACHECO_MG_MissionBriefs_Contract_Generic_IG_SIT_002_MyPeopleAre=My people are, let's say, embroiled in an ideological dispute, at the moment. We tried reasoning with the other party, but it didn't take. That leaves us one option.
PU_PACHECO_MG_MissionBriefs_Contract_Generic_IG_SIT_004_IveGotAn=I've got an asshole living on borrowed breath. Rectify that.
PU_PACHECO_MG_MissionBriefs_Contract_Retro_IG_SIT_001_SoTheresThis=So there's this junkie chemist running product in our system. He makes it pure and cheap, which makes it difficult for a fledgling competitor to enter the market. Now I need you to make his life a little harder by eliminating one of the links to him.
PU_PACHECO_MG_MissionBriefs_Contract_Retro_IG_SIT_003_RememberThatJunkie=Remember that junkie cooking the designer light? Yeah we just ID'd another of his crew. Take them down.
PU_PACHECO_MG_MissionBriefs_Generic_Hard_IG_SIT_001_AlrightIGot=Alright, I got a tough one for you. This one came direct from the boss.
PU_PACHECO_MG_MissionBriefs_Generic_Hard_IG_SIT_003_OkayWordsCome=Okay word's come down. They want to use you for something special. I don't wanna speculate, but it sounds like they're auditioning you.
PU_PACHECO_MG_MissionBriefs_Generic_IG_SIT_001_IGotA=I got a job for you if you're looking to keep busy.
PU_PACHECO_MG_MissionBriefs_Generic_IG_SIT_001b_IGotA=I got a job for you if you're looking to keep busy.
PU_PACHECO_MG_MissionBriefs_Generic_IG_SIT_002_JustHeardAbout=Just heard about an errand that needs to be sorted.
PU_PACHECO_MG_MissionBriefs_Investigate_Collect_IG_SIT_001_OneOfOur=One of our people claimed they got ambushed on a run. Something sounds shakey about that story. I want you to head out and see if they're on the level.
PU_PACHECO_MG_MissionBriefs_Investigate_Generic_IG_SIT_001_IGotSome=I got some coordinates of some wreckage floating in the drift. Not quite sure what's out there, bosses didn't bother telling me. Give it a look tell us what you find.
PU_PACHECO_MG_MissionBriefs_Investigate_Search_IG_SIT_003_OneOfOur=One of our ships turned into a mystery wreck out there. I need you to either find the bodies or proof of who did it.
PU_PACHECO_MG_MissionBriefs_Investigate_Search_IG_SIT_004_GotAWreck=Got a wreck I want you to check out.
PU_PACHECO_MG_MissionBriefs_NoMission_IG_SIT_001_NoNothingHere=No. Nothing here for you today. Unless you're into incinerators.
PU_PACHECO_MG_MissionBriefs_NoMission_IG_SIT_003_HeyIAppreciate=Hey, I appreciate your enthusiasm, but it doesn't mean I got anything for you.
PU_PACHECO_MG_MissionBriefs_Steal_Generic_IG_SIT_001_HeresTheDeal=Here's the deal. When my people have their heart set on acquiring something, it's up to me to find the right person for the job. And guess what, that's you.
PU_PACHECO_MG_MissionBriefs_Steal_Generic_IG_SIT_002_NeedYouTo=Need you to repossess a few items that someone took from us.
PU_PACHECO_MG_MissionBriefs_Steal_RetrieveAndKill_IG_SIT_001_SoThisScumbag=So this scumbag double-crossed us and boosted our merch. How 'bout you track down the goods and make an example of him.
PU_PACHECO_MG_MissionBriefs_Steal_RetrieveAndKill_IG_SIT_002_SoSomeIdiot=So Some idiot thought he could steal from us and get away with it. Time to take back what's ours and take out the thief.
PU_PACHECO_MG_MissionBriefs_Steal_Retrieve_IG_SIT_001_SoTheresThis=So, there's this a local entrepeneur, longtime client of ours, who one day decides he's gonna take his business elsewhere. All I'll say is that he didn't handle it in a professional manner, so we're looking to remind him just how dangerous it is out there.
PU_PACHECO_MG_MissionBriefs_Steal_Retrieve_IG_SIT_003_WeLostA=We lost a shipment. Need you to get it back.
PU_PACHECO_MG_Mission_Farewell_MissionAccepted_IG_SIT_001_ThatShouldBe=That should be it. (beat) You can go now.
PU_PACHECO_MG_Mission_Farewell_MissionAccepted_IG_SIT_003_SeeYouAround=See you around.
PU_PACHECO_MG_Mission_Farewell_MissionDeclined_IG_SIT_001_MoveAlong=Move along.
PU_PACHECO_MG_Mission_Farewell_MissionDeclined_IG_SIT_002_ProbablyBestFor=Probably best for you to get out of here then.
PU_PACHECO_MG_Mission_Farewell_MissionDeclined_IG_SIT_003_ThenWereDone=Then we're done here.
PU_PACHECO_MG_Mission_Greetings_Bad_IG_SIT_002_WhatASurprise=What a surprise... you're still alive?
PU_PACHECO_MG_Mission_Greetings_Bad_IG_SIT_003_YouAgain=You again
PU_PACHECO_MG_Mission_Greetings_Good_IG_SIT_001_HeyThereChamp=Hey there, champ.
PU_PACHECO_MG_Mission_Greetings_Good_IG_SIT_004_WhatsUp=What's up?
PU_PACHECO_MG_Mission_Greetings_NoLonger_IG_SIT_002_WereDoneI=We're done. I thought I was clear on that.
PU_PACHECO_MG_Mission_Greetings_NoLonger_IG_SIT_004_LeaveNow=Leave. Now.
PU_PACHECO_MG_Mission_Greetings_StillMission_IG_SIT_002_IdGetBack=I'd get back out there, if I was you. Not everyone I work with is a patient as I am.
PU_PACHECO_MG_Mission_Greetings_StillMission_IG_SIT_003_IHiredYou=I hired you to do a job. Not to hang out here.
PU_PACHECO_MG_Mission_Greetings_WrongDelivery_IG_SIT_002_WellIGuess=Well, I guess we both learned something today. You don't follow instructions.
PU_PACHECO_MG_Mission_Greetings_WrongDelivery_IG_SIT_004_WhatAreYou=What are you doing? You're not supposed to bring this here.
PU_PACHECO_MG_Neg_IG_001_No=No.
PU_PACHECO_MG_Neg_IG_001b_No=No.
PU_PACHECO_MG_Neg_IG_002_IDontThink=I don't think so.
PU_PACHECO_MG_Neg_IG_002b_IDontThink=I don't think so.
PU_PACHECO_MG_Neg_IG_003_NotGoingTo=Not going to work.
PU_PACHECO_MG_Neg_IG_003b_NotGoingTo=Not going to work.
PU_PACHECO_MG_Neg_IG_004_HellNo=Hell, no.
PU_PACHECO_MG_Neg_IG_004b_HellNo=Hell, no.
PU_PACHECO_MG_OffDuty_IG_001_YouWannaTalk=You wanna talk business, find me later.
PU_PACHECO_MG_OffDuty_IG_002_DoesItLook=Does it look like I want to talk business right now? No. I don't.
PU_PACHECO_MG_PhysicalBump_IG_LEFT_001_Careful=Careful.
PU_PACHECO_MG_PhysicalBump_IG_LEFT_002_Hey=Hey!
PU_PACHECO_MG_PhysicalBump_IG_LEFT_003_WhatTheHell=What the hell?!
PU_PACHECO_MG_PhysicalBump_IG_LEFT_004_WatchIt=Watch it.
PU_PACHECO_MG_PhysicalBump_IG_LEFT_005_ComeOn=Come on.
PU_PACHECO_MG_PhysicalBump_IG_RIGHT_001_Careful=Careful.
PU_PACHECO_MG_PhysicalBump_IG_RIGHT_002_Hey=Hey!
PU_PACHECO_MG_PhysicalBump_IG_RIGHT_003_WhatTheHell=What the hell?!
PU_PACHECO_MG_PhysicalBump_IG_RIGHT_004_WatchIt=Watch it.
PU_PACHECO_MG_PhysicalBump_IG_RIGHT_005_ComeOn=Come on.
PU_PACHECO_MG_PhysicalBump_IG_SIT_LEFT_001_Careful=Careful.
PU_PACHECO_MG_PhysicalBump_IG_SIT_LEFT_002_Hey=Hey
PU_PACHECO_MG_PhysicalBump_IG_SIT_LEFT_003_WhatTheHell=What the hell
PU_PACHECO_MG_PhysicalBump_IG_SIT_RIGHT_001_Careful=Careful.
PU_PACHECO_MG_PhysicalBump_IG_SIT_RIGHT_002_Hey=Hey
PU_PACHECO_MG_PhysicalBump_IG_SIT_RIGHT_003_WhatTheHell=What the hell
PU_PACHECO_MG_PlayerGoofsOff_IG_001_WhatTheHells=What the hell's wrong with you?
PU_PACHECO_MG_PlayerGoofsOff_IG_002_AreYouMessing=Are you messing with me?
PU_PACHECO_MG_PlayerGoofsOff_IG_003_YouHigh=You high?
PU_PACHECO_MG_PlayerGoofsOff_IG_004_IGetThe=I get the feeling you wear your helmet a little too tight.
PU_PACHECO_MG_PlayerGoofsOff_IG_SIT_001_WhatTheHells=What the hell's wrong with you?
PU_PACHECO_MG_PlayerGoofsOff_IG_SIT_003_YouHigh=You high?
PU_PACHECO_MG_RandomToNPC_IG_LEFT_001_YouThinkThat=You think that, but let me tell you, it's not as nice as they make it out to be. No,now listen to me, I'm serious. There's so many drunk starmen stumbling around the streets it's annoying. Unless, you know, that's your thing.
PU_PACHECO_MG_RandomToNPC_IG_LEFT_002_NoWayTheres=No way. There's no chance in hell she's still alive. They showed her about to scream then cut to that explosion. Even if she somehow, magically, dove behind a crate or something to avoid the scrapnel, the shock wave alone would've done her in.
PU_PACHECO_MG_RandomToNPC_IG_LEFT_003_IHadA=I had a dream about that guy in the Casaba billboards last night. Completely weirded me out. Woke up in a cold sweat. All the action that I've seen and that's the nightmare that keeps me up? How messed up is that?
PU_PACHECO_MG_RandomToNPC_IG_LEFT_004_ComeOnDont=Come on. Don't be ridiculous. How long have you know me? If I give you my word, then you know I'm good for it. How is this all of a sudden an issue?
PU_PACHECO_MG_RandomToNPC_IG_RIGHT_001_YouThinkThat=You think that, but let me tell you, it's not as nice as they make it out to be. No, now listen to me, I'm serious. There's so many drunk starmen stumbling around the streets it's annoying. Unless, you know, that's your thing.
PU_PACHECO_MG_RandomToNPC_IG_RIGHT_002_NoWayTheres=No way. There's no chance in hell she's still alive. They showed her about to scream then cut to that explosion. Even if she somehow, magically, dove behind a crate or something to avoid the scrapnel, the shock wave alone would've done her in.
PU_PACHECO_MG_RandomToNPC_IG_RIGHT_003_IHadA=I had a dream about that guy in the Casaba billboards last night. Completely weirded me out. Woke up in a cold sweat. All the action that I've seen and that's the nightmare that keeps me up? How messed up is that?
PU_PACHECO_MG_RandomToNPC_IG_RIGHT_004_ComeOnDont=Come on. Don't be ridiculous. How long have you know me? If I give you my word, then you know I'm good for it. How is this all of a sudden an issue?
PU_PACHECO_MG_RandomToPlayer_Good_IG_LEFT_001_ThisMightSurprise=This might surprise you, but I've seen a lot in my life. Traveled all over when I was a kid. Even spent some time outside of the UEE. But there's something about this place that's comforting to me. Something about the rush of people. So much life, it's always around you. Feels so easy to drown in. I don't know.
PU_PACHECO_MG_RandomToPlayer_Good_IG_LEFT_002_IUsedTo=I used to be a great pilot.... I used to be a great pilot. My dad used to say I had "the touch." Can't explain it, I just knew exactly how much pressure to put on the flight stick to pull off this move or that. Now...
PU_PACHECO_MG_RandomToPlayer_Good_IG_LEFT_003_ItsWeirdTo=It's weird to think that once we were all crammed together on one planet. Imagine what it must have felt like to stare up at all those stars and not be able to visit any of them. Pretty crazy to think, right? I mean, I've been to Earth. Don't get me wrong, it's nice and all, but I've seen better.
PU_PACHECO_MG_RandomToPlayer_Good_IG_RIGHT_001_ThisMightSurprise=This might surprise you, but I've seen a lot in my life. Traveled all over when I was a kid. Even spent some time outside of the UEE. But there's something about this place that's comforting to me. Something about the rush of people. So much life, it's always around you. Feels so easy to drown in. I don't know.
PU_PACHECO_MG_RandomToPlayer_Good_IG_RIGHT_002_IUsedTo=I used to be a great pilot. My dad used to say I had "the touch." Can't explain it, I just knew exactly how much pressure to put on the flight stick to pull off this move or that. Now...
PU_PACHECO_MG_RandomToPlayer_Good_IG_RIGHT_003_ItsWeirdTo=It's weird to think that once we were all crammed together on one planet. Imagine what it must have felt like to stare up at all those stars and not be able to visit any of them. Pretty crazy to think, right? I mean, I've been to Earth. Don't get me wrong, it's nice and all, but I've seen better.
PU_PACHECO_MG_RequestNewMission_SearchesMobi_IG_SIT_002_HmmmLetMe=Hmmm, let me see.
PU_PACHECO_MG_RequestNewMission_SearchesMobi_IG_SIT_003_Maybe=Maybe?
PU_PACHECO_MG_Routine_CubbyBlast_IG_002_GeezILove=Geez, I love the smell in here. Always takes me back.
PU_PACHECO_MG_Routine_CubbyBlast_IG_003_WhenAreYou=When are you going to get some more grenade options in here? I'll have more luck blowing shit up with a bottle of rust than the hand-warmers you got in here.
PU_PACHECO_MG_Routine_DrinkingAtBar_IG_002_HowLongHas=How long has that bottle of Radegast been there? I can see the dust on it from here.
PU_PACHECO_MG_Routine_DrinkingAtBar_IG_003_JustAboutTime=Just about time for another.
PU_PACHECO_MG_Routine_DrinkingAtBar_IG_004_YouReallyNeed=You really need to talk to the owners about changing the music in here. It's getting a little old by now.
PU_PACHECO_MG_Routine_DrinkingAtBar_IG_006_GottaBeHoneset=Gotta be honest, if I stay here any longer with you, I'm gonna to drink myself to death.
PU_PACHECO_MG_Routine_DrinkingAtBar_IG_008_DidSomebodyDrop=Did somebody drop a Pips can? Floor's sticky as all hell over here.
PU_PACHECO_MG_Routine_DrinkingAtBar_IG_009_DamnThisPlace=Damn, this place is smells like one moldy-arse rag right now.
PU_PACHECO_MG_Routine_DrinkingAtBar_IG_LEFT_001_AnotherTimeOk=Another time, ok? I really need to focus on finding the bottom of this glass.
PU_PACHECO_MG_Routine_DrinkingAtBar_IG_RIGHT_001_AnotherTimeOk=Another time, ok? I really need to focus on finding the bottom of this glass.
PU_PACHECO_MG_Routine_GenericShop_IG_001_HowLongHave=How long have I been coming in here? You know what I'm looking for.
PU_PACHECO_MG_Routine_GenericShop_IG_002_AnythingInBack=Anything in back I can check out before it hits the floor?
PU_PACHECO_MG_Routine_GenericShop_IG_003_GotAnythingOn=Got anything on discount today?
PU_PACHECO_MG_Routine_GenericShop_IG_004_SeeAllYou=See all you have is the same old shit, huh?
PU_PACHECO_MG_SendingMissionDetails_IG_SIT_002_TheseAreThe=These are the details. Better memorise 'em fast. The message auto-deletes exactly a minute after you open it... I'm kidding.
PU_PACHECO_MG_SendingMissionDetails_IG_SIT_003_HereAreThe=Here are the details.
PU_PACHECO_MG_Thanks_IG_001_Thanks=Thanks.
PU_PACHECO_MG_Thanks_IG_002_AppreciateIt=Appreciate it.
PU_PACHECO_MG_Transition_CommentToGiving_IG_SIT_001_OkHowAbout=Ok, how about we get back to it?
PU_PACHECO_MG_Transition_CommentToGiving_IG_SIT_002_LetsMoveOn=Let's move on. I've got other stuff to do.
PU_PARR_MG_Affirm_IG_001_CouldntAgreeMore=Couldn't agree more.
PU_PARR_MG_Affirm_IG_002_Totally=Totally.
PU_PARR_MG_Affirm_IG_003_OneHundredPercent=One hundred percent.
PU_PARR_MG_Affirm_IG_004_Definitely=Definitely
PU_PARR_MG_Affirm_IG_005_NotSureAbout=Not sure about that.
PU_PARR_MG_Affirm_IG_006_IDontKnow=I Don't Know
PU_PARR_MG_Affirm_IG_007_No=No
PU_PARR_MG_Affirm_IG_008_NotReally=Not really
PU_PARR_MG_AppearanceComment_Bad_IG_001_WhatIsIt=What, is it laundry day?
PU_PARR_MG_AppearanceComment_Bad_IG_002_WhatsWithThe=What's with the outfit? You lose a bet or something?
PU_PARR_MG_AppearanceComment_Good_IG_001_IAlmostBought=I almost bought those exact threads myself.
PU_PARR_MG_AppearanceComment_Good_IG_002_YouLookSexy=You look sexy as hell in that outfit.
PU_PARR_MG_Bar_Busy_IG_001_GonnaHaveTo=Gonna have to give me one second there, boss.
PU_PARR_MG_Bar_Busy_IG_LEFT_002_BeRightWith=Be right with you.
PU_PARR_MG_Bar_Busy_IG_LEFT_003_GotToTake=Got to take care of something first, then it's all you.
PU_PARR_MG_Bar_Busy_IG_LEFT_004_HoldOn=Hold on.
PU_PARR_MG_Bar_Busy_IG_RIGHT_002_BeRightWith=Be right with you.
PU_PARR_MG_Bar_Busy_IG_RIGHT_003_GotToTake=Got to take care of something first, then it's all you.
PU_PARR_MG_Bar_Busy_IG_RIGHT_004_HoldOn=Hold on.
PU_PARR_MG_Bar_Busy_IG_WIPE_001_GonnaHaveTo=Gonna have to give me one second there, boss.
PU_PARR_MG_Bar_Busy_IG_WIPE_002_BeRightWith=Be right with you.
PU_PARR_MG_Bar_Busy_IG_WIPE_003_GotToTake=Got to take care of something first, then it's all you.
PU_PARR_MG_Bar_Busy_IG_WIPE_004_HoldOn=Hold on.
PU_PARR_MG_Bar_CutOff_IG_001_EverybodyLikesTo=Everybody likes to have a good time, but maybe you've had a bit too much party for one night.
PU_PARR_MG_Bar_CutOff_IG_002_YouOkayThere=You okay there, buddy? Might want to take a break.
PU_PARR_MG_Bar_CutOff_IG_003_WoahYouAre=Woah. You are looking a bit rough around the collar. You gotta remember, a night out's like a marathon. Not a sprint.
PU_PARR_MG_Bar_CutOff_IG_004_YeahIThink=Yeah, I think you might've had enough already, boss.
PU_PARR_MG_Bar_Farewell_IG_001_CatchYouNext=Catch you next time.
PU_PARR_MG_Bar_Farewell_IG_002_HaveAGood=Have a good one.
PU_PARR_MG_Bar_Farewell_IG_003_ThanksForComing=Thanks for coming to Wally's.
PU_PARR_MG_Bar_Farewell_IG_004_AllRightThanks=All right, thanks.
PU_PARR_MG_Bar_GiveDrink_IG_001_HereYouAre=Here you are.
PU_PARR_MG_Bar_GiveDrink_IG_002_HaveATaste=Have a taste, see what you think.
PU_PARR_MG_Bar_GiveDrink_IG_003_ACoolDrink=A cool drink, for a cool customer.
PU_PARR_MG_Bar_GiveDrink_IG_004_HereYouGo=Here you go.
PU_PARR_MG_Bar_Greetings_IG_001_HeyWelcomeTo=Hey, welcome to Wally's!
PU_PARR_MG_Bar_Greetings_IG_001b_HeyWelcomeTo=Hey, welcome to Wally's!
PU_PARR_MG_Bar_Greetings_IG_002_HeyThere=Hey there.
PU_PARR_MG_Bar_Greetings_IG_002b_HeyThere=Hey there.
PU_PARR_MG_Bar_Greetings_IG_003_HowsItGoing=How's it going? Welcome.
PU_PARR_MG_Bar_Greetings_IG_003b_HowsItGoing=How's it going? Welcome.
PU_PARR_MG_Bar_Greetings_IG_003c_HowsItGoing=How's it going? Welcome.
PU_PARR_MG_Bar_Greetings_IG_004_HeyHowYou=Hey, how you doing?
PU_PARR_MG_Bar_Greetings_IG_004b_HeyHowYou=Hey, how you doing?
PU_PARR_MG_Bar_Greetings_Return_IG_001_WelcomeBackTo=Welcome back to Wally's.
PU_PARR_MG_Bar_Greetings_Return_IG_001b_WelcomeBackTo=Welcome back to Wally's.
PU_PARR_MG_Bar_Greetings_Return_IG_002_HeyYouNice=Hey! You! Nice.
PU_PARR_MG_Bar_Greetings_Return_IG_003_HeyGoodTo=Hey, good to have you back.
PU_PARR_MG_Bar_Greetings_Return_IG_004_BackAgainHuh=Back again, huh?
PU_PARR_MG_Bar_OfferDrink_Another_IG_001_SomethingElse=Something else?
PU_PARR_MG_Bar_OfferDrink_Another_IG_002_OneMoreYeah=One more? Yeah?
PU_PARR_MG_Bar_OfferDrink_Another_IG_003_HeyAnother=Hey! Another?
PU_PARR_MG_Bar_OfferDrink_Another_IG_004_YouNeedAnother=You need another, am i right?
PU_PARR_MG_Bar_OfferDrink_IG_001_GetYouSomething=Get you something?
PU_PARR_MG_Bar_OfferDrink_IG_002_WhatCanI=What can I get you?
PU_PARR_MG_Bar_OfferDrink_IG_003_NeedADrink=Need a drink, tiger?
PU_PARR_MG_Bar_OfferDrink_IG_004_YouGoodYou=You good? You need something?
PU_PARR_MG_Bar_OfferDrink_IG_005_LooksLikeSomeone=Looks like someone could use a drink. Am I right?
PU_PARR_MG_Bar_OfferDrink_IG_006_Thirsty=Thirsty?
PU_PARR_MG_Bar_OfferDrink_Specific_IG_001_HaveYouTried=Have you tried the MT Mixed Special? The microTech brains set up this...like... computer thing that processes flavor combinations. Comes up with something new every month. It's like some crazy future shit.
PU_PARR_MG_Bar_OfferDrink_Specific_IG_002_IfYoureLooking=If you're looking to party, we got some killer shots here.
PU_PARR_MG_Bar_OfferDrink_Specific_IG_003_YouLookLike=You look like a high ringer. I got some top shelf stuff that you would not believe.
PU_PARR_MG_Bar_OfferDrink_Specific_IG_004_YouWantSomething=You want something light? Heavy? Fruity? We got it all.
PU_PARR_MG_Bar_OrdersDrink_IG_002_NiceComingUp=Nice. Coming up.
PU_PARR_MG_Bar_OrdersDrink_IG_003_AlrightGotA=Alright! Got a partier here. Like it!
PU_PARR_MG_Bar_OrdersDrink_IG_004_SureThingBoss=Sure thing, boss.
PU_PARR_MG_Bar_PlayerBehindBar_IG_LEFT_001_HeyYouCant=Hey, you can't be back here.
PU_PARR_MG_Bar_PlayerBehindBar_IG_LEFT_002_YouLostBuddy=You lost, buddy?
PU_PARR_MG_Bar_PlayerBehindBar_IG_LEFT_003_SorryCustomersAre=Sorry, customers are strictly on a stay on that side sort of thing.
PU_PARR_MG_Bar_PlayerBehindBar_IG_LEFT_004_ThisAreasA=This area's a no-go zone. You get me?
PU_PARR_MG_Bar_PlayerBehindBar_IG_RIGHT_001_HeyYouCant=Hey, you can't be back here.
PU_PARR_MG_Bar_PlayerBehindBar_IG_RIGHT_002_YouLostBuddy=You lost, buddy?
PU_PARR_MG_Bar_PlayerBehindBar_IG_RIGHT_003_SorryCustomersAre=Sorry, customers are strictly on a stay on that side sort of thing.
PU_PARR_MG_Bar_PlayerBehindBar_IG_RIGHT_004_ThisAreasA=This area's a no-go zone. You get me?
PU_PARR_MG_Bar_RandomChatter_IG_001_YoureOneOf=You're one of those tech guys, right? That's cool. All that computer shit's like super complicated, right? You must be one of those mad genius types. But hey, bet you can't make a drink as good as me. It's all about balance.
PU_PARR_MG_Bar_RandomChatter_IG_002_OhhhhhThis=Ohhhhh This is my jam. Love it. So good.
PU_PARR_MG_Bar_RandomChatter_IG_003_YouShouldHave=You should have seen the talent we had in here last week. I'm talking choice.
PU_PARR_MG_Bar_RandomChatter_IG_004_YeahIGet=Yeah, I get to talk to all sorts in here, so whatever's on your mind, lay it on me. Love problems. Work stress. Tight shipping deadlines, worrying about a valuable delivery. Anything. I've heard it all, you know.
PU_PARR_MG_Bar_RandomChatter_IG_005_WhoWouldHave=Who would have thought that all these microTech brains love to hit it so hard. You ever come in here after a new mobi patch release? Crazy!
PU_PARR_MG_Bar_RandomChatter_IG_006_NeverGotInto=Never got into the sim games myself, but people around here go nova for them.
PU_PARR_MG_Bar_RandomChatter_IG_007_BetYoudNever=Bet you'd never guess how old I am. 36. Crazy right? I have a whole regimen I do, a lot of fresh fruit, but most important is staying young at heart, you know?
PU_PARR_MG_Bar_RequestLeave_IG_001_GottaGoNot=Gotta go. Not that kinda place, boss.
PU_PARR_MG_Bar_RequestLeave_IG_003_YouNeedTo=You need to leave, now.
PU_PARR_MG_Bar_RequestLeave_IG_004_YoureCrashingEveryones=You're crashing everyone's good time, so why don't you call it a night?
PU_PARR_MG_Bar_SuggestTerm_IG_001_YouCanUse=You can use that screen over there to order something, if you like.
PU_PARR_MG_Bar_SuggestTerm_IG_002_TheFullMenus=The full menu's on those terminals.
PU_PARR_MG_Bar_SuggestTerm_IG_003_FeelFreeTo=Feel free to use the screens to order too.
PU_PARR_MG_Bar_SuggestTerm_IG_004_IfYouWant=If you want to see the full menu, check out the terminals.
PU_PARR_MG_Bar_TurnsDownDrink_IG_001_NoSweat=No sweat.
PU_PARR_MG_Bar_TurnsDownDrink_IG_002_ThatsFineYou=That's fine. You do you.
PU_PARR_MG_Bar_TurnsDownDrink_IG_003_NoWorries=No worries.
PU_PARR_MG_Bar_TurnsDownDrink_IG_004_AllRightMaybe=All right, maybe later.
PU_PARR_MG_Busy_IG_001_OooWishI=Ooo, wish I could talk, really do, but you know how it is.
PU_PARR_MG_Busy_IG_002_SomeOtherTime=Some other time okay?
PU_PARR_MG_Busy_IG_003_NotNowIm=Not now. I'm busy.
PU_PARR_MG_Chosen_PlayerAcceptMission_IG_001_PleasureDoingBusiness=Pleasure doing business.
PU_PARR_MG_Chosen_PlayerAcceptMission_IG_002_GoodCallYoure=Good call. You're going to make some serious creds with that.
PU_PARR_MG_Chosen_PlayerAcceptMission_IG_003_AwesomeWinWin=Awesome. Win, win.
PU_PARR_MG_Chosen_PlayerDeclineMission_IG_001_YeahLikeYou=Yeah, like you got more important things to be doing.
PU_PARR_MG_Chosen_PlayerDeclineMission_IG_002_YourLoss=Your loss.
PU_PARR_MG_Chosen_PlayerDeclineMission_IG_003_GoodLuckGetting=Good luck getting an opportunity like that again.
PU_PARR_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_001_YouSayNo=You say no now, but I can tell you want to say yes. I'll give you a few minutes to change your mind.
PU_PARR_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_YoullChangeYour=You'll change your mind. They all
PU_PARR_MG_Comms_Farewell_IG_001_Later=Later.
PU_PARR_MG_Comms_Farewell_IG_002_EddieOut=Eddie out.
PU_PARR_MG_Comms_Farewell_IG_003_Peace=Peace.
PU_PARR_MG_Comms_ForgivesPlayer_IG_001_LastTimeWe=Last time we spoke feelings got a little hot, and we all said somethings. I don't have a problem being the bigger man though. If you're ready to get your shit together, I might have another job for you.
PU_PARR_MG_Comms_ForgivesPlayer_IG_002_IKnowYou=I know you never expected to hear from me again, but that's rule one when dealing with Eddie Parr. Get your ass ready to be surprised. What do you say we give working together another shot.
PU_PARR_MG_Comms_InstructVisit_IG_001_SwingByWallys=Swing by Wally's when you can.
PU_PARR_MG_Comms_InstructVisit_IG_002_HitMeUp=Hit me up and we'll discuss.
PU_PARR_MG_Comms_InstructVisit_IG_003_ComeSeeMe=Come see me and we'll square it away.
PU_PARR_MG_Comms_MissionComplete_IG_001_JustSawThat=Just saw that you finished up. It was just like I promised, right? Ain't nothing sweeter than easy creds.
PU_PARR_MG_Comms_MissionComplete_IG_002_HeardThatYou=Heard that you wrapped the job. You're welcome, by the way.
PU_PARR_MG_Comms_MissionComplete_IG_003_CongratsOnThe=Congrats on the job. Totally worth it, right?
PU_PARR_MG_Comms_MissionComplete_IG_004_WhatDidI=What did I say? I knew you were the right person for the job.
PU_PARR_MG_Comms_NewMission_IG_001_HeardSomeJuicy=Heard some juicy gossip I think you're gonna want to hear.
PU_PARR_MG_Comms_NewMission_IG_002_CaughtWindOf=Caught wind of a possible new opportunity, and of course I thought of you.
PU_PARR_MG_Comms_NewMission_IG_003_JustGotThe=Just got the scoop on some real inside stuff. Talking a real burner. Who's your boy? Right?
PU_PARR_MG_Comms_NewMission_IG_004_GotSomethingNew=Got something new for you.
PU_PARR_MG_Comms_PaymentSent_IG_001_SendingTheMoney=Sending the money.
PU_PARR_MG_Comms_PaymentSent_IG_002_IllArrangeFor=I'll arrange for the credits to be sent over.
PU_PARR_MG_Comms_ReturnItems_FailBounty_IG_001_ITriedTo=I tried to warn you, but this is on you. You didn't return the stuff and now you got a price on your head.
PU_PARR_MG_Comms_ReturnItems_FailBounty_IG_002_HopeKeepingThat=Hope keeping that stuff was worth it, because there is a big ass bounty out for you right now.
PU_PARR_MG_Comms_ReturnItems_LastWarning_IG_001_AllThatStuff=All that stuff from that last job, you never returned it. People are pissed. Like for real.
PU_PARR_MG_Comms_ReturnItems_LastWarning_IG_002_ThisIsYour=This is your last chance okay. Return that property or stuff's gonna go down.
PU_PARR_MG_Comms_ReturnItems_Reminder_IG_001_YouStillGot=You still got some property from that job that doesn't belong to you. You better make good and return it.
PU_PARR_MG_Comms_ReturnItems_Reminder_IG_002_JustBecauseYou=Just because you didn't finish the job, doesn't mean you get to keep\nall that stuff. You need to return it, like now.
PU_PARR_MG_ConvoCont_Bored_IG_001_Yup=Yup.
PU_PARR_MG_ConvoCont_Bored_IG_002_Okay=Okay.
PU_PARR_MG_ConvoCont_Bored_IG_003_And=And?
PU_PARR_MG_ConvoCont_Bored_IG_004_Sure=Sure.
PU_PARR_MG_ConvoCont_Neutral_IG_001_AndThenWhat=And then what?
PU_PARR_MG_ConvoCont_Neutral_IG_002_UhHuh=Uh huh.
PU_PARR_MG_ConvoCont_Neutral_IG_003_Yeah=Yeah?
PU_PARR_MG_ConvoCont_Neutral_IG_004_Okay=Okay.
PU_PARR_MG_ConvoCont_Sarcastic_IG_001_YeahGreat=Yeah. Great.
PU_PARR_MG_ConvoCont_Sarcastic_IG_002_Right=Right.
PU_PARR_MG_ConvoCont_Sarcastic_IG_003_ThatsReallyGreat=That's really great.
PU_PARR_MG_ConvoCont_Sarcastic_IG_004_YouDontSay=You don't say?
PU_PARR_MG_ConvoCont_Serious_IG_001_FuckThat=Fuck that.
PU_PARR_MG_ConvoCont_Serious_IG_002_Naw=Naw.
PU_PARR_MG_ConvoCont_Serious_IG_003_IDontThink=I don't think so.
PU_PARR_MG_ConvoCont_Serious_IG_004_YeahRight=Yeah right.
PU_PARR_MG_ConvoCont_Surprise_IG_001_What=What!
PU_PARR_MG_ConvoCont_Surprise_IG_002_HellNo=Hell no!
PU_PARR_MG_ConvoCont_Surprise_IG_003_YouSerious=You serious??
PU_PARR_MG_ConvoCont_Surprise_IG_004_Damn=Damn!
PU_PARR_MG_ConvoCont_Upbeat_IG_001_Nice=Nice!
PU_PARR_MG_ConvoCont_Upbeat_IG_002_Tight=Tight!
PU_PARR_MG_ConvoCont_Upbeat_IG_003_Score=Score!
PU_PARR_MG_ConvoCont_Upbeat_IG_003b_Score=Score!
PU_PARR_MG_ConvoCont_Upbeat_IG_004_ThatsWhatIm=That's what I'm talking about.
PU_PARR_MG_ConvoRejoin_IG_001_NowYouWant=Now you want to listen? Okay, where was I?
PU_PARR_MG_ConvoRejoin_IG_002_YouReadyTo=You ready to listen, now?
PU_PARR_MG_ConvoRejoin_IG_003_IGuessLets=I guess let's try this one more time.
PU_PARR_MG_ConvoRejoin_IG_LEAN_001_OhNowYou=Oh Now you want to listen? Okay, where was I?
PU_PARR_MG_ConvoRejoin_IG_LEAN_002_AhYouReady=Ah You ready to listen, now?
PU_PARR_MG_ConvoRejoin_IG_LEAN_003_IGuessLets=I guess let's try this one more time
PU_PARR_MG_ConvoRejoin_IG_STAND_001_NowYouWant=Now you want to listen? Okay, where was I?
PU_PARR_MG_ConvoRejoin_IG_STAND_002_YouReadyTo=You ready to listen, now?
PU_PARR_MG_ConvoRejoin_IG_STAND_003_IGuessLets=I guess let's try this one more time.
PU_PARR_MG_Decide_EncourageLookAndDecide_IG_001_YouLikeHow=You like how it looks. You pay me my fee, and you get the coordinates.
PU_PARR_MG_Decide_EncourageLookAndDecide_IG_002_GiveItA=Give it a once over and if you like, it's yours... for a price.
PU_PARR_MG_Decide_MissionTimeout_IG_001_YouKnowWhat=You know what forget it.
PU_PARR_MG_Decide_MissionTimeout_IG_002_TimesUp=Time's up.
PU_PARR_MG_Decide_WarningMissionTimeout_IG_001_ListenIfYou=Listen, if you don't want it, there are plenty of other people who do.
PU_PARR_MG_Decide_WarningMissionTimeout_IG_002_TimeIsMoney=Time is money. Come on Make a decision.
PU_PARR_MG_Drugs_DropInstructions_IG_001_HeresTheCode=Here's the code for the terminal. You make a payment there, and they'll let you know where to pick up the stuff.
PU_PARR_MG_Drugs_DropInstructions_IG_002_PayAtThe=Pay at the terminal, and they will give you the pick up.
PU_PARR_MG_Drugs_DropInstructions_IG_003_OneCodeComing=One code coming up. Use it at the terminal and they'll give you the rest of the deets.
PU_PARR_MG_Drugs_ExplainNeon_IG_001_NeonYouKnow=Neon? You know? Glowballs? Light bath?
PU_PARR_MG_Drugs_ExplainNeon_IG_002_SeriouslyYouNever=Seriously? You never heard of Neon?
PU_PARR_MG_Drugs_ExplainNeon_IG_003_YouCantEven=You can't even describe it. It's like all your nerves are pulsing. Like you're tapped into the universe. The shit's intense.
PU_PARR_MG_Drugs_HintOffer_IG_001_YouLookingFor=You looking for a little extra something to help take the edge off?
PU_PARR_MG_Drugs_HintOffer_IG_002_MaybeYoureLooking=Maybe you're looking for something with a bit more blast than just a cocktail.
PU_PARR_MG_Drugs_HintOffer_IG_003_YouKnowSome=You know, some of the people around here like to have an 'extra' good time. That sound like you?
PU_PARR_MG_Drugs_NoThanks_IG_001_YouChangeYour=You change your mind, you know where I am.
PU_PARR_MG_Drugs_NoThanks_IG_002_ChillNoOnes=Chill. No one's forcing you.
PU_PARR_MG_Drugs_NoThanks_IG_003_ThatsWeirdI=That's weird. I Didn't take you for a stiff.
PU_PARR_MG_Drugs_NoThanks_IG_004_WhateverYouDo=Whatever. You do you.
PU_PARR_MG_Drugs_OfferNeon_IG_001_IMightKnow=I might know somebody who could hook you up with some Neon. You interested?
PU_PARR_MG_Drugs_OfferNeon_IG_002_OhIDont=Oh I don't know. Maybe a little Neon?
PU_PARR_MG_Drugs_OfferNeon_IG_003_HypotheticallyNeonPrimo=Hypothetically? Neon. Primo stuff. Pure potent. None of those dimmers. Sound good?
PU_PARR_MG_Drugs_PlayerHigh_IG_001_OhIKnow=Oh, I know that look. You are wading deep, my friend.
PU_PARR_MG_Drugs_PlayerHigh_IG_002_YouAreSoooo=You are soooo gone. Love it.
PU_PARR_MG_Drugs_PlayerHigh_IG_003_YouAreLit=You are lit. Are you feeling it in your hands? I always feel it in my hands.
PU_PARR_MG_Drugs_PlayerHigh_IG_004_Nice=Nice.
PU_PARR_MG_Drugs_ReturnCustomer_IG_001_YouLookingTo=You looking to party again?
PU_PARR_MG_Drugs_ReturnCustomer_IG_002_YouLookingTo=You looking to ride the light again?
PU_PARR_MG_Farewell_Bad_IG_001_AllRightThats=All right, that's enough. I can't take any more of this.
PU_PARR_MG_Farewell_Bad_IG_002_YeahImDone=Yeah, I'm done here.
PU_PARR_MG_Farewell_Good_IG_001_YouBeGood=You be good.
PU_PARR_MG_Farewell_Good_IG_002_TalkToYou=Talk to you later, okay?
PU_PARR_MG_Farewell_Neutral_IG_001_Later=Later
PU_PARR_MG_Farewell_Neutral_IG_002_IGottaGo=I gotta go.
PU_PARR_MG_Greetings_Bad_IG_001_WhatDoYou=What do you want?
PU_PARR_MG_Greetings_Bad_IG_002_Yeah=Yeah?
PU_PARR_MG_Greetings_Good_IG_001_WoahYouveBeen=Woah, you've been working out? Lookin' tight.
PU_PARR_MG_Greetings_Good_IG_002_AwwwwLookWho=Awwww! Look who it is!
PU_PARR_MG_Greetings_Good_IG_003_WellIfIt=Well if it ain't my favorite person in the entire 'verse.
PU_PARR_MG_Greetings_Good_IG_004_HeyBoss=Hey, boss.
PU_PARR_MG_Greetings_Good_IG_005_HeyPlayer=Hey, player.
PU_PARR_MG_Greetings_Neutral_IG_001_Hey=Hey.
PU_PARR_MG_Greetings_Neutral_IG_002_WhatsUp=What's up?
PU_PARR_MG_Greetings_Neutral_IG_003_YouDoinAlright=You doin' alright?
PU_PARR_MG_Interrupt_IG_001_HeyNoReason=Hey! No reason to be like that!
PU_PARR_MG_Interrupt_IG_002_WhatTheHells=What the hell's gotten into you?
PU_PARR_MG_Interrupt_IG_003_YouSeriousHere=You serious here?
PU_PARR_MG_Interrupt_IG_LEAN_001_HeyNoReason=Hey! No reason to be like that!
PU_PARR_MG_Interrupt_IG_LEAN_001b_HeyNoReason=Hey! No reason to be like that!
PU_PARR_MG_Interrupt_IG_LEAN_002_WhatTheHells=What the hell's gotten into you?
PU_PARR_MG_Interrupt_IG_LEAN_003_YouSeriousHere=You serious here?
PU_PARR_MG_Interrupt_IG_STAND_001_HeyNoReason=Hey! No reason to be like that!
PU_PARR_MG_Interrupt_IG_STAND_001b_HeyNoReason=Hey! No reason to be like that!
PU_PARR_MG_Interrupt_IG_STAND_002_WhatTheHells=What the hell's gotten into you?
PU_PARR_MG_Interrupt_IG_STAND_003_YouSeriousHere=You serious here?
PU_PARR_MG_Intro_1stTime_V_WP_D1_001_AlrightAsshole=Alright......asshole.
PU_PARR_MG_Intro_1stTime_V_WP_D2_SUBSTART_001_NotHereCome=Not here. Come on.
PU_PARR_MG_Intro_1stTime_V_WP_D2_SUBSTART_SEAT_001_TakeASeat=Take a seat.
PU_PARR_MG_Intro_1stTime_V_WP_D2_SUBSTART_SEAT_002_WellTalk=We'll talk.
PU_PARR_MG_Intro_1stTime_V_WP_START_001_HeyYouGot=Hey, you got a second? Have a bit of, uh, business to discuss.
PU_PARR_MG_Intro_OffToTheSide_V_WP_D2_A_001_YeahOfCourse=Yeah. Of course, no. I was just messing with you. You didn't think I was serious with all that did you? You're hilarious.
PU_PARR_MG_Intro_OffToTheSide_V_WP_D2_B_SUBSTART_001_ThoughtSoIm=Thought so. I'm good at reading people. And listening. Comes with the job. And every once in a while, maybe I hear that someone needs something, or maybe there's something being transported, or someone's in a bit a jam and could use some help. All sorts of useful things. Now maybe I give you this info, and in exchange for my troubles, you give me some credits. Sounds good right?
PU_PARR_MG_Intro_OffToTheSide_V_WP_D3_B1_001_GuessYouDont=Guess you don't wanna be rich. Good luck with that.
PU_PARR_MG_Intro_OffToTheSide_V_WP_D3_B2_001_NiceSmartAnd=Nice. Smart. And I got just the thing to start you off. I'll even lower my fee this time, seeing as this is our first 'arrangement.'
PU_PARR_MG_Intro_OffToTheSide_V_WP_STARTCONT_001_DontAskHow=Don't ask how I know. I just know, okay. I know lots of things. For example, I know you've been earning quite the rep as someone who can get things done, and it just so happens that I'm the kinda guy who can help you get things done.
PU_PARR_MG_Intro_OffToTheSide_V_WP_STARTCONT_002_AreYouInterested=Are you interested?
PU_PARR_MG_Intro_OffToTheSide_V_WP_START_KLIM_001_NamesEddieParr=Name's Eddie Parr, and you, I know you've been helping out Wally Klim.
PU_PARR_MG_Intro_OffToTheSide_V_WP_START_REP_001_NamesEddieParr=Name's Eddie Parr, and you, I know you've been getting into some trouble.
PU_PARR_MG_Intro_OffToTheSide_V_WP_START_SHAW_001_NamesEddieParr=Name's Eddie Parr, and you, I know you've been doing some work with Michael Shaw on Hurston.
PU_PARR_MG_LastMissionComment_FailStreak_IG_001_YouAreIn=You are in the middle of a serious spiral here. Just when I think you can't get any lower, you mess up another job.
PU_PARR_MG_LastMissionComment_FailStreak_IG_002_IDontEven=I don't even know what's going on with you. I can't even remember the last time you took on an assignment and didn't just ruin everything.
PU_PARR_MG_LastMissionComment_Fail_Good_IG_001_OofHowAbout=Oof. How about that last job? You crashed that one up hard. Like one minute I'm thinking you're good at stuff, and then I hear about this and it's like I... I don't even know.
PU_PARR_MG_LastMissionComment_Fail_Good_IG_002_YouWereRiding=You were riding so high, and then just - foomp! Total wreck job. Flames everyone, people screaming. Here's hoping it was a one time thing, cause wow.
PU_PARR_MG_LastMissionComment_Fail_NeutralBad_IG_001_IGoOut=I go out on a limb, give you the best info, and you still manage to mess it up.
PU_PARR_MG_LastMissionComment_Fail_NeutralBad_IG_002_YouKnowWhen=You know when you screw up a job that bad it makes both of us look bad, right?
PU_PARR_MG_LastMissionComment_LastChance_IG_001_YoureLuckyIm=You're lucky I'm in a good mood though, so I'll give you one more chance.
PU_PARR_MG_LastMissionComment_LastChance_IG_002_AndEvenThough=And even though you've been absolute crap, I'm gonna be the bigger person here and give you one last final chance.
PU_PARR_MG_LastMissionComment_NoLonger_IG_001_NotEvenSure=Not even sure why you're talking to me. After that crap you pulled? You and I are done.
PU_PARR_MG_LastMissionComment_NoLonger_IG_002_IfYoureExpecting=If you're expecting me to give you another tip you can just knock that idea out of your thick head right now.
PU_PARR_MG_LastMissionComment_Robbed_IG_001_IThoughtYou=I thought you were a ghost for a second. Can't believe you're ready to get back into it after what happened during that last thing.
PU_PARR_MG_LastMissionComment_Robbed_IG_002_IWasSorry=I was sorry you got jacked on that last job, but for your sake I hope you actually were hit, cause if I find out it was you trying to pull a fast one? Believe me, it's not gonna be good.
PU_PARR_MG_LastMissionComment_SuccessStreak_IG_001_GottaSayTiger=Gotta say, Tiger. You've been doing some amazing work out there. I'm a pretty great judge of character.
PU_PARR_MG_LastMissionComment_SuccessStreak_IG_002_WhatIsThat=What is that? Like a billion jobs you've pulled? You're like a total savant.
PU_PARR_MG_LastMissionComment_Success_Exceptional_IG_001_IJustGot=I just got to tell ya, the work you did on that last thing? Holy shit. You knocked it out. Just killed it.
PU_PARR_MG_LastMissionComment_Success_Exceptional_IG_002_GratsOnThat=Grats on that last thing. You're turning out to be quite the closer, huh? I like that. I like that a lot.
PU_PARR_MG_LastMissionComment_Success_Good_IG_001_HappyToHear=Happy to hear that last thing you did made you some creds.
PU_PARR_MG_LastMissionComment_Success_Good_IG_002_ImHearingUp=I'm hearing up and down that you really knocked that last little job out. You're welcome.
PU_PARR_MG_LastMissionComment_TryHarder_IG_001_ImGettingWorried=I'm getting worried about you, and I don't like to worry. Do better so I don't have to worry, okay?
PU_PARR_MG_LastMissionComment_TryHarder_IG_002_YoureGonnaHave=You're gonna have to do better than
PU_PARR_MG_Late_IG_001_AnotherTimeAnother=Another time, another place. I gotta jet.
PU_PARR_MG_Late_IG_002_CantSlowDown=Can't slow down, places to be, people to do.
PU_PARR_MG_MidMission_Deactivate_IG_001_BadNewsLooks=Bad news. Looks like you were too slow. No more job for you. Oh well. That's the breaks.
PU_PARR_MG_MidMission_Deactivate_IG_002_WantedToLet=Wanted to let you know that that job isn't gonna pan out like you hoped. I told you about my no refund policy, huh?
PU_PARR_MG_MidMission_Fail_IG_001_WellThatsIt=Well, that's it. You blew your chance. Great job idiot.
PU_PARR_MG_MidMission_Fail_IG_002_YouSureScrewed=You sure screwed that job up, huh?
PU_PARR_MG_MidMission_Fail_IG_003_LetMeTell=Let me tell you, the client sure as hell isn't gonna be happy about this.
PU_PARR_MG_MidMission_Greetings_IG_001_SupBossIts=Sup, boss. It's Eddie.
PU_PARR_MG_MidMission_Greetings_IG_002_YoEddieHere=Yo, Eddie here.
PU_PARR_MG_MidMission_Greetings_IG_003_ItsEddieListen=It's Eddie, listen up.
PU_PARR_MG_MidMission_Greetings_IG_004_WhatsUpWhats=What's up, what's up.
PU_PARR_MG_MidMission_ObjUpdate_IG_001_ChangeOfPlans=Change of plans.
PU_PARR_MG_MidMission_ObjUpdate_IG_002_GotSomeNew=Got some new info you're gonna want to see.
PU_PARR_MG_MidMission_PlayerQuit_IG_001_IfYouDont=If you don't want the job, works out for me. I got plenty of others who'd kill for this kinda info.
PU_PARR_MG_MidMission_PlayerQuit_IG_002_YouQuitWhat=You quit? What happened, player? You've changed. I don't even know you any more.
PU_PARR_MG_MidMission_ReceiveData_IG_001_TheInfoCame=The info came through. Looks good.
PU_PARR_MG_MidMission_ReceiveData_IG_002_TheTransferWent=The transfer went without a hitch. We should be set.
PU_PARR_MG_MidMission_WarningFail_IG_001_YoWhatThe=Yo, what the hell's going on? Time's getting kinda tight.
PU_PARR_MG_MidMission_WarningFail_IG_002_IDontKnow=I don't know what's happening, but you need to get your ass in gear.
PU_PARR_MG_MissionBriefs_Deliver_Drugs_IG_001_FromWhatI=From what I hear, the local supply of good times is running a bit low. I need someone to deliver a re-up.
PU_PARR_MG_MissionBriefs_Deliver_Drugs_IG_002_TheHittersHave=The hitters have been going hard lately, so there's a party supply problem. Are you the party solution?
PU_PARR_MG_MissionBriefs_Deliver_Drugs_Wallace_IG_001_MyManWallaces=My man Wallace's got the light. Need you to bring in a batch for the locals.
PU_PARR_MG_MissionBriefs_Deliver_Drugs_Wallace_IG_002_TheVipsHere=The VIPs here only want to get high off the best, and everybody knows Wallace has the best of the best. What can I say, they clamour for the Klim.
PU_PARR_MG_MissionBriefs_Deliver_Generic_IG_001_SomeoneNeedsSome=Someone needs some stuff taken somewhere.
PU_PARR_MG_MissionBriefs_Deliver_Generic_IG_002_ThisOnesA=This ones a classic. You deliver the goods, they deliver the credits.
PU_PARR_MG_MissionBriefs_Deliver_Generic_IG_003_YouEverDo=You ever do DJs? That's what I call delivery jobs.
PU_PARR_MG_MissionBriefs_Deliver_Hurston_IG_001_OfCourseTaking=Of course, taking the shipment to Hurston can be a bit tricky, but my boy Shaw will see you're taken care of.
PU_PARR_MG_MissionBriefs_Deliver_Hurston_IG_002_NowTheDeliverys=Now, the delivery's going to Hurston, which is normally a problem for stuff like this, but my boy Shaw will make sure it goes easy for you.
PU_PARR_MG_MissionBriefs_Generic_Hard_IG_001_ThisJobIs=This job is trouble start to finish, but I get the feeling someone like you doesn't mind a bit of trouble.
PU_PARR_MG_MissionBriefs_Generic_Hard_IG_002_MostPeopleWouldnt=Most people wouldn't touch this one with a ten meter pole, but you're not most people.
PU_PARR_MG_MissionBriefs_Generic_IG_001_WhenIOverheard=When I overheard this little gem of a job, I instantly thought of you.
PU_PARR_MG_MissionBriefs_Generic_IG_002_YoureNotGonna=You're not gonna believe the opportunity I heard about. Talk about right place at the right time.
PU_PARR_MG_MissionBriefs_Generic_IG_003_IGotA=I got a hot tip for you.
PU_PARR_MG_MissionBriefs_Generic_VIP_IG_001_IveGotA=Ive Got a VIP buddy of mine in desperate need of some assistance.
PU_PARR_MG_MissionBriefs_Generic_VIP_IG_002_KnowThisBigshot=Know this bigshot. More money than brains. Finally got into a situation they couldn't buy themselves out of so they're offering a good money if you can help them.
PU_PARR_MG_MissionBriefs_NoMission_IG_001_NotRightNow=Not right now. I'll see if I can scare something up for you later.
PU_PARR_MG_MissionBriefs_NoMission_IG_002_IveGotA=I've got a ton of stuff, just nothing for you. Not right now at least.
PU_PARR_MG_MissionBriefs_Steal_Generic_IG_001_IfYoureLooking=If you're looking for some good shit to steal. I know just the shit.
PU_PARR_MG_MissionBriefs_Steal_Generic_IG_002_ThisSoAnd=This so and so lined up a full job, had all the details sorted, but before they could pull it off they got pinched. That means their plans are up for grabs. Lucky you.
PU_PARR_MG_MissionBriefs_Steal_Generic_IG_003_ThisPerfectHiest=This perfect hiest fell into my lap, and I'll let you have the plans for a steal.
PU_PARR_MG_MissionBriefs_Steal_Luxury_Hard_IG_001_ThisPilotGot=This pilot got tanked before taking off. Let slip which route they're\ntaking. Wouldn't it be a shame if something were to happen to the shipment? Like someone robbing them? Someone like you?
PU_PARR_MG_MissionBriefs_Steal_Luxury_Hard_IG_002_YouFigureThese=You figure these haulers would be a little more careful about who they tell their schedules to. You get past their escorts, should be easy pickings.
PU_PARR_MG_MissionBriefs_Steal_Luxury_Hard_IG_003_ThisFlushWho=This flush who drinks here works at a factory and it turns out they're gearing up for a big sale. My guess is that they probably wouldn't\nnotice if one or two things go misisng. If you know what I mean.
PU_PARR_MG_MissionBriefs_Steal_Luxury_IG_001_IGotThe=I got the scoop on where some primo goods might happen to be. You go, you pick it up, you drop it off, you make crazy credits. Easy.
PU_PARR_MG_MissionBriefs_Steal_Luxury_IG_002_IHeardAbout=I heard about a big shipment that you might be interested in.
PU_PARR_MG_Mission_Farewell_MissionAccepted_IG_001_GoodLuckOut=Good luck out there.
PU_PARR_MG_Mission_Farewell_MissionAccepted_IG_002_AllRightDont=All right, don't do anything I wouldn't do.
PU_PARR_MG_Mission_Farewell_MissionAccepted_IG_003_GoGetEm=Go get 'em, tiger.
PU_PARR_MG_Mission_Farewell_MissionDeclined_IG_001_YeahAllRight=Yeah, all right, have fun with your life.
PU_PARR_MG_Mission_Farewell_MissionDeclined_IG_002_GuessTheresNothing=Guess there's nothing left to say.
PU_PARR_MG_Mission_Farewell_MissionDeclined_IG_003_Whatever=Whatever.
PU_PARR_MG_Mission_Greetings_Bad_IG_001_WhatTheHell=What the hell are you doing here?
PU_PARR_MG_Mission_Greetings_Bad_IG_002_OhGreat=Oh, great...
PU_PARR_MG_Mission_Greetings_Good_IG_001_HeyNowLook=Hey now! Look who's here.
PU_PARR_MG_Mission_Greetings_Good_IG_002_OhNoLooks=Oh no. Look's like we got a trouble maker over here.
PU_PARR_MG_Mission_Greetings_HaveASeat_IG_001_HaveASeat=Have a seat, and we'll talk.
PU_PARR_MG_Mission_Greetings_HaveASeat_IG_002_FindASeat=Find a seat, and I'll be over.
PU_PARR_MG_Mission_Greetings_NoLonger_IG_001_YouBetterBe=You better be ordering a drink, cause I'm not helping you with anything else.
PU_PARR_MG_Mission_Greetings_NoLonger_IG_002_DontYouThink=Don't you think you should find a new bar to drink at, buddy?
PU_PARR_MG_Mission_Greetings_StillMission_IG_001_ShouldntYouBe=Shouldn't you be out doing that thing?
PU_PARR_MG_Mission_Greetings_StillMission_IG_002_YouProbablyWant=You probably want to take care of that other thing before you start trying to find a new thing.
PU_PARR_MG_Mission_Greetings_WrongDelivery_IG_001_DontHandIt=Don't hand it to me, use the drop.
PU_PARR_MG_Mission_Greetings_WrongDelivery_IG_002_AreYouNuts=Are you nuts? Not here. That's what the drop is for.
PU_PARR_MG_MultipleMissionOffer_IG_001_GotATon=Got a ton of stuff going on. Let me know what catches your eye.
PU_PARR_MG_MultipleMissionOffer_IG_002_ItsBeenBusy=It's been busy as balls. You want a job, you pick what you like.
PU_PARR_MG_OffDuty_IG_001_DontBotherMe=Don't bother me with that work stuff now. This is Eddie time.
PU_PARR_MG_OffDuty_IG_002_SeriouslyCantYou=Seriously, can't you let a guy take break for like five minutes?
PU_PARR_MG_PhysicalBump_IG_LEAN_LEFT_001_Woah=Woah.
PU_PARR_MG_PhysicalBump_IG_LEAN_LEFT_002_Easy=Easy.
PU_PARR_MG_PhysicalBump_IG_LEAN_LEFT_003_NotCool=Not cool.
PU_PARR_MG_PhysicalBump_IG_LEAN_RIGHT_001_Woah=Woah.
PU_PARR_MG_PhysicalBump_IG_LEAN_RIGHT_002_Easy=Easy.
PU_PARR_MG_PhysicalBump_IG_LEAN_RIGHT_003_NotCool=Not cool.
PU_PARR_MG_PhysicalBump_IG_LEFT_001_Woah=Woah.
PU_PARR_MG_PhysicalBump_IG_LEFT_002_Easy=Easy.
PU_PARR_MG_PhysicalBump_IG_LEFT_003_NotCool=Not cool.
PU_PARR_MG_PhysicalBump_IG_RIGHT_001_Woah=Woah.
PU_PARR_MG_PhysicalBump_IG_RIGHT_002_Easy=Easy.
PU_PARR_MG_PhysicalBump_IG_RIGHT_003_NotCool=Not cool.
PU_PARR_MG_PhysicalBump_IG_STAND_LEFT_001_Woah=Woah.
PU_PARR_MG_PhysicalBump_IG_STAND_LEFT_002_Easy=Easy.
PU_PARR_MG_PhysicalBump_IG_STAND_LEFT_003_NotCool=Not cool.
PU_PARR_MG_PhysicalBump_IG_STAND_RIGHT_001_Woah=Woah.
PU_PARR_MG_PhysicalBump_IG_STAND_RIGHT_002_Easy=Easy.
PU_PARR_MG_PhysicalBump_IG_STAND_RIGHT_003_NotCool=Not cool.
PU_PARR_MG_PlayerGoofsOff_IG_001_YouFeelingAlright=You feeling alright?
PU_PARR_MG_PlayerGoofsOff_IG_002_KeepItTogether=Keep it together, pal. People are gonna start talking.
PU_PARR_MG_PlayerGoofsOff_IG_003_YoureStartingTo=You're starting to weird me out.
PU_PARR_MG_PlayerGoofsOff_IG_LEAN_001_YouFeelingAlright=You feeling alright?
PU_PARR_MG_PlayerGoofsOff_IG_LEAN_002_KeepItTogether=Keep it together, pal. People are gonna start talking.
PU_PARR_MG_PlayerGoofsOff_IG_LEAN_003_YoureStartingTo=You're starting to weird me out.
PU_PARR_MG_PlayerGoofsOff_IG_LEAN_003b_YoureStartingTo=You're starting to weird me out.
PU_PARR_MG_PlayerGoofsOff_IG_STAND_001_YouFeelingAlright=You feeling alright?
PU_PARR_MG_PlayerGoofsOff_IG_STAND_002_KeepItTogether=Keep it together, pal. People are gonna start talking.
PU_PARR_MG_Routine_Eating_IG_001_TodaysMyCheat=Today's my cheat day so look out.
PU_PARR_MG_Routine_Eating_IG_002_DoYouKnow=Do you know if the protein in this is water soluble? I'm supposed to avoid water soluble protein.
PU_PARR_MG_Routine_Eating_IG_003_CantBelieveHow=Can't believe how hungry I am. I'm so bad sometimes.
PU_PARR_MG_Routine_FlirtingReject_IG_001_NotInterestedThats=Not interested? That's okay. I respect that. Ain't no big deal. That's life right?
PU_PARR_MG_Routine_FlirtingReject_IG_002_AlreadySeeingSomeone=Already seeing someone, huh. I get that. You let me know if you ever want an upgrade.
PU_PARR_MG_Routine_FlirtingReject_IG_003_HeyWeAll=Hey, we all make mistakes, and missing out on this? That was a mistake. But hey, you're call.
PU_PARR_MG_Routine_FlirtingReject_IG_004_JustTryingTo=Just trying to be nice. No reason to be like that.
PU_PARR_MG_Routine_FlirtingReject_IG_005_YeahWellI=Yeah, well, I wasn't that interested in you either. Shit, I was trying to make your day.
PU_PARR_MG_Routine_Flirting_IG_001_YouLikeTo=You like to party? I bet you like to party
PU_PARR_MG_Routine_Flirting_IG_002_INoticedYou=I noticed you right away, you know that? Could barely take my eyes off of you.
PU_PARR_MG_Routine_Flirting_IG_003_YouKnowYou=You know you should smile more. You could light up the whole room with that smile.
PU_PARR_MG_Routine_Flirting_IG_004_RightHairRight=Right hair. Right clothes. Bet you could be a real breath taker.
PU_PARR_MG_Routine_Flirting_IG_005_IBetYou=I bet you and me could have a lot of fun together.
PU_PARR_MG_Routine_Flirting_IG_006_IDontNormally=I don't normally say stuff like this, but you look as soft as church music.
PU_PARR_MG_Routine_Flirting_IG_007_YouThirstyI=You thirsty? I could make you one of my special cocktails. Actually. I got full bar back at my place if you wanted to drink somewhere a little bit more... intimate...
PU_PARR_MG_Routine_Shopping_IG_001_GotSomeGreat=Got some great stuff in here. Really nice.
PU_PARR_MG_Routine_Shopping_IG_002_LoveThisReally=Love this. Really choice.
PU_PARR_MG_Routine_Shopping_IG_003_OutOfCuriosity=Out of curiosity, you know when you might be getting a new shipment in?
PU_PARR_MG_SendingMissionDetails_IG_001_HereAreThe=Here are the deets.
PU_PARR_MG_SendingMissionDetails_IG_002_CheckTheSpecs=Check the specs.
PU_PARR_MG_SendingMissionDetails_IG_003_IllSendYou=I'll send you the low down.
PU_PARR_MG_SendingMissionDetails_IG_004_SendingTheDetails=Sending the details.
PU_PARR_MG_SuggestTerm_IG_001_YoureWelcomeTo=You're welcome to go order something from the drinks terminal though.
PU_PARR_MG_SuggestTerm_IG_002_YouShouldOrder=You should order a drink or something. You look like you could use one.
PU_PARR_MG_Thanks_IG_001_Thanks=Thanks.
PU_PARR_MG_Thanks_IG_002_AppreciateIt=Appreciate it.
PU_PARR_MG_Transition_CommentToGiving_IG_001_LetsTalkSome=Let's talk some business.
PU_PARR_MG_Transition_CommentToGiving_IG_002_ButEnoughAbout=But enough about that.
PU_PATRON1_M_BS_Chat_ProcConvo_GenSet_Question_IG_001_HowsItGoing=How's it going?
PU_PATRON1_M_BS_Chat_ProcConvo_GenSet_Reaction_Neg_IG_001_OhThatSucks=Oh that sucks.
PU_PATRON1_M_BS_Chat_ProcConvo_GenSet_Reaction_Pos_IG_001_GoodToHear=Good to hear.
PU_PATRON1_M_BS_Chat_ProcConvo_GenSet_ResponseDeflect_IG_001_DontReallyWant=Don't really want to get into it.
PU_PATRON1_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_001_WhyDontYou=Why don't you mind your own business?
PU_PATRON1_M_BS_Chat_ProcConvo_GenSet_ResponseRedirect_IG_001_YouDontWant=You don't want to hear that. What about you?
PU_PATRON1_M_BS_General_Apology_Pos_IG_001_SorryAboutThat=Sorry about that.
PU_PATRON1_M_BS_General_Apology_Pos_IG_002_Apologies=Apologies.
PU_PATRON1_M_BS_General_AudioFidget_Burp_IG_001=[ Burp ]
PU_PATRON1_M_BS_General_AudioFidget_Cough_IG_001=[ Cough ]
PU_PATRON1_M_BS_General_AudioFidget_SighBored_IG_001=[ Bored Sigh ]
PU_PATRON1_M_BS_General_AudioFidget_SighExasperated_IG_001=[ Exasperated Sigh ]
PU_PATRON1_M_BS_General_AudioFidget_ThroatClear_IG_001=[ Clears Throat ]
PU_PATRON1_M_BS_General_AudioFidget_YawnLong_IG_001=[ Long Yawn ]
PU_PATRON1_M_BS_General_AudioFidget_YawnShort_IG_001=[ Yawn ]
PU_PATRON1_M_BS_General_Busy_IG_001_SomeOtherTime=Some other time, okay?
PU_PATRON1_M_BS_General_Busy_Neg_IG_001_LookICant=Look, I can't deal with your shit right now.
PU_PATRON1_M_BS_General_Busy_Pos_IG_001_WishICould=I wish I could, but I don't have the time right now.
PU_PATRON1_M_BS_General_DenyPermission_IG_001_NoIDont=No. I don't think so.
PU_PATRON1_M_BS_General_DenyPermission_IG_002_AfraidNot=Afraid not.
PU_PATRON1_M_BS_General_Expletives_High_IG_001_Shit=Shit!
PU_PATRON1_M_BS_General_Expletives_High_IG_003_DamnIt=Damn it!
PU_PATRON1_M_BS_General_Expletives_Low_IG_001_Crap=Crap.
PU_PATRON1_M_BS_General_Expletives_Low_IG_002_Shit=Shit.
PU_PATRON1_M_BS_General_GivePermission_IG_001_Sure=Sure.
PU_PATRON1_M_BS_General_GivePermission_IG_002_GoAhead=Go ahead.
PU_PATRON1_M_BS_General_No_IG_001_No=No.
PU_PATRON1_M_BS_General_No_IG_002_Nope=Nope.
PU_PATRON1_M_BS_General_Thanks_IG_002_AppreciateIt=Appreciate it.
PU_PATRON1_M_BS_General_Thanks_Pos_IG_001_ThanksSoMuch=Thanks so much.
PU_PATRON1_M_BS_General_Yes_IG_001_Sure=Sure.
PU_PATRON1_M_BS_General_Yes_IG_002_Yeah=Yeah.
PU_PATRON1_M_CP_AcquireDrink_DeclineDrink_IG_001_NahImGood=Nah. I'm good for now.
PU_PATRON1_M_CP_AcquireDrink_DeclineDrink_IG_002_NothingForMe=Nothing for me.
PU_PATRON1_M_CP_AcquireDrink_OrderDrink_AnotherDrink_IG_001_LetMeGet=Let me get another one.
PU_PATRON1_M_CP_AcquireDrink_OrderDrink_AnotherDrink_IG_002_AnotherDrinkPlease=Another drink, please.
PU_PATRON1_M_CP_AcquireDrink_OrderDrink_IG_001_LetMeGet=Let me get a drink.
PU_PATRON1_M_CP_AcquireDrink_OrderDrink_IG_002_INeedA=I need a drink.
PU_PATRON1_M_CP_Chat_Company_Ask_IG_001_MindIfI=Mind if I join ya?
PU_PATRON1_M_CP_Chat_Company_Offer_IG_001_YouLookingFor=You looking for company?
PU_PATRON1_M_CP_Chat_Hurston_ProcConvo_BlueCollar_FollowUp_Neg_IG_001_NotThatHurston=Not that Hurston did anything wrong. Let's be clear about that. We all appraciate how Hurston looks out for us.
PU_PATRON1_M_CP_Chat_Hurston_ProcConvo_BlueCollar_Response_Neg_IG_001_SoTheBore=So, the bore unit almost snapped about ten minutes into my shift and the manager chewed me out. How the hell's it my fault if the greasers don't do their job? And of course if the thing does blow, there's no doubt who gets the blame there.
PU_PATRON1_M_CP_Chat_Hurston_ProcConvo_BlueCollar_Response_Pos_IG_001_ThisWholeWeeks=This whole week's been great at the plant. They signed up a new shipload of recruits and they've been taking up a lot of the slack. Plus, I love watching as they realize what exactly they've been signed up for. Never gets old.
PU_PATRON1_M_CP_Chat_Hurston_ProcConvo_GenCivilian_Response_IG_001_DidYouHear=Did you hear about Ardell Hurston? Gave birth to a son. Named him Reyes. Reyes Finley Hurston. I'd been following the news since when the last Hurston was born they gave us an extra break third shift to celebrate. No luck this time. Guess little Reyes is too distant a cousin for that.
PU_PATRON1_M_CP_Chat_ProcConvo_BlueCollar_FollowUp_Neg_IG_001_WorstPartIs=Worst part is just how incompentant everyone is. Maybe if we could hire some people with at least two brain cells it wouldn't be so awful.
PU_PATRON1_M_CP_Chat_ProcConvo_BlueCollar_FollowUp_Pos_IG_001_YeahNowAll=Yeah, now all I need to figure out is a way to get a big fat raise.
PU_PATRON1_M_CP_Chat_ProcConvo_BlueCollar_Question_IG_001_HowWasWork=How was work?
PU_PATRON1_M_CP_Chat_ProcConvo_BlueCollar_Reaction_Neg_IG_001_YeahIKnow=Yeah, I know what that's like. One of these days I'm just gonna up and quit.
PU_PATRON1_M_CP_Chat_ProcConvo_BlueCollar_Reaction_Pos_IG_001_ThatsGreatLets=That's great. Let's hope tomorrow is even better.
PU_PATRON1_M_CP_Chat_ProcConvo_BlueCollar_ResponseDeflect_IG_001_NotReallyIn=Not really in the mood to talk about work.
PU_PATRON1_M_CP_Chat_ProcConvo_BlueCollar_Response_Neg_IG_001_YouWouldntBelieve=You wouldn't believe it. Two people comm'd in sick. Had to do all their work plus my regular stuff. Maybe I should comm in sick tomorrow.
PU_PATRON1_M_CP_Chat_ProcConvo_BlueCollar_Response_Pos_IG_001_YouKnowWork=You know, work was good today actually. Beat my quota for the week so the foreman was pretty pleased.
PU_PATRON1_M_CP_Chat_Toast_IG_001_ToAnotherDay=To another day done.
PU_PATRON1_M_CV_Chat_BeRightBack_IG_001_IllBeRight=I'll be right back.
PU_PATRON1_M_CV_Chat_Farewell_IG_001_IllSeeYa=See ya around.
PU_PATRON1_M_CV_Chat_Farewell_IG_002_SeeYaLater=See ya later.
PU_PATRON1_M_CV_Chat_Farewell_Neg_IG_001_IThinkWere=I think we're done here.
PU_PATRON1_M_CV_Chat_Farewell_Neg_IG_002_WeDoneGood=We done? Good.
PU_PATRON1_M_CV_Chat_Farewell_Pos_IG_001_HaveAGood=Have a good one.
PU_PATRON1_M_CV_Chat_Farewell_Pos_IG_002_OkayItWas=Okay, it was great seein' ya.
PU_PATRON1_M_CV_Chat_Greeting_IG_001_Hey=Hey.
PU_PATRON1_M_CV_Chat_Greeting_IG_002_Hi=Hi.
PU_PATRON1_M_CV_Chat_Greeting_Neg_IG_002_UhHuh=Uh huh.
PU_PATRON1_M_CV_Chat_Greeting_Neg_IG_003_Yeah=Yeah...
PU_PATRON1_M_CV_Chat_Greeting_Pos_IG_001_HeyHowsIt=Hey. How's it going?
PU_PATRON1_M_CV_Chat_Greeting_Pos_IG_002_GoodToSee=Good to see you.
PU_PATRON1_M_CV_Chat_Greeting_Remember_IG_001_StillStandingI=Still standing I see.
PU_PATRON1_M_CV_Chat_Greeting_Remember_IG_002_HowYouDoing=How you doing?
PU_PATRON1_M_CV_Chat_Greeting_Remember_Neg_IG_001_LookWhosBack=Look who's back.
PU_PATRON1_M_CV_Chat_Greeting_Remember_Neg_IG_003_HereWeGo=Here we go...
PU_PATRON1_M_CV_Chat_Greeting_Remember_Pos_IG_001_HeyLookWho=Hey, look who it is.
PU_PATRON1_M_CV_Chat_Greeting_Remember_Pos_IG_002_ItsBeenA=It's been a while.
PU_PATRON1_M_CV_Chat_ProcConvo_GenCivilian_Response_IG_001_IHadThe=I had the best hand of Trigger I've ever had last week. Could not believe it. One card after the other. It was beautiful.
PU_PATRON1_M_CV_Chat_ProcConvo_MurrayCup_FollowUp_Neg_IG_001_YouKnowMaybe=You know, maybe if the officials would actually just let the racers race, it might get back to being what it used to be.
PU_PATRON1_M_CV_Chat_ProcConvo_MurrayCup_FollowUp_Pos_IG_001_IWouldntBe=I wouldn't be surprised if at the end of the season we're looking at few surprises in the winner's circle.
PU_PATRON1_M_CV_Chat_ProcConvo_MurrayCup_Question_IG_001_YouveBeenFollowing=You've been following the Murray Cup this season?
PU_PATRON1_M_CV_Chat_ProcConvo_MurrayCup_Reaction_Neg_IG_001_YeahItWas=Yeah, it was a bit of a snoozer.
PU_PATRON1_M_CV_Chat_ProcConvo_MurrayCup_Reaction_Pos_IG_001_TellMeAbout=Tell me about it. It was beautiful. What I wouldn't give to fly one of those ships.
PU_PATRON1_M_CV_Chat_ProcConvo_MurrayCup_ResponseDeflect_IG_001_IDontReally=I don't really watch racing.
PU_PATRON1_M_CV_Chat_ProcConvo_MurrayCup_Response_Neg_IG_001_DidntBotherTo=Didn't bother to watch yesterday's race. Everyone knew Teegs was gonna take it and sure enough. It's getting boring.
PU_PATRON1_M_CV_Chat_ProcConvo_MurrayCup_Response_Pos_IG_001_IOnlyCaught=I only caught the end of yesterday's race, but what a finish. Absolutely fantastic.
PU_PATRON1_M_CV_General_AmussedReaction_IG_001_NiceOne=< Laughing > Nice one.
PU_PATRON1_M_CV_General_AmussedReaction_IG_002_ThatsPrettyGood=That's pretty good.
PU_PATRON1_M_CV_General_Backdown_IG_001_YouAintWorth=You ain't worth my time.
PU_PATRON1_M_CV_General_CalmDown_IG_001_YouNeedTo=Everybody needs to calm down.
PU_PATRON1_M_CV_General_CrouchProneComment_IG_001_YouKnowI=You know, I can see you.
PU_PATRON1_M_CV_General_GrossedOutReaction_IG_001_YouAreSick=You are sick.
PU_PATRON1_M_CV_General_Insult_Neg_IG_001_MyGodYou=My god you are such an idiot.
PU_PATRON1_M_CV_General_KnockItOff_Pos_IG_001_YouMindStopping=You mind stopping that?
PU_PATRON1_M_CV_General_Linger_IG_001_NeedSomething=Need something?
PU_PATRON1_M_CV_General_NotAppropriate_Pos_IG_001_IDontThink=I don't think you really should be doing that in here.
PU_PATRON1_M_CV_General_Offended_Pos_IG_001_WoahWhatDid=Woah, what did I do to you?
PU_PATRON1_M_CV_General_Offended_Pos_IG_002_TheresNoCall=There's no call for that.
PU_PATRON1_M_CV_General_Passing_IG_001_OnYourSide=On your side.
PU_PATRON1_M_CV_General_Passing_Neg_IG_001_LookOut=Look out.
PU_PATRON1_M_CV_General_Passing_Pos_IG_001_PardonMe=Uh, pardon me.
PU_PATRON1_M_CV_General_QueryMood_IG_001_AreYouOkay=Are you okay?
PU_PATRON1_M_CV_General_QueryMood_IG_002_IsSomethingWrong=Is something wrong?
PU_PATRON1_M_CV_General_QueryReaction_IG_001_What=What?
PU_PATRON1_M_CV_General_QueryReaction_IG_002_WhatIsIt=What is it?
PU_PATRON1_M_CV_General_RunningComment_IG_001_WhatsTheRush=What's the rush?
PU_PATRON1_M_CV_General_StrangeBehavior_IG_001_YouOkayYou=You okay? You seem a bit off.
PU_PATRON1_M_CV_General_StrangeBehavior_To3P_IG_001_WhatTheHell=What the hell is wrong with them?
PU_PATRON1_M_CV_General_SurpriseReaction_IG_001_WhatTheHell=What the hell!
PU_PATRON1_M_CV_General_SurpriseReaction_IG_002_Jeez=Jeez!
PU_PATRON2_M_BS_Chat_ProcConvo_GenSet_Question_IG_001_EverythingGoingAll=Everything going all right?
PU_PATRON2_M_BS_Chat_ProcConvo_GenSet_Reaction_Neg_IG_001_ThatsRough=That's rough.
PU_PATRON2_M_BS_Chat_ProcConvo_GenSet_Reaction_Pos_IG_001_ThatSoundsGood=That sounds good.
PU_PATRON2_M_BS_Chat_ProcConvo_GenSet_ResponseDeflect_IG_001_ImNotReally=I'm not really in the mood to talk about that.
PU_PATRON2_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_001_WhyDontYou=Why don't you go bother someone else?
PU_PATRON2_M_BS_Chat_ProcConvo_GenSet_ResponseRedirect_IG_001_ForgetThatWhat=Forget that. What about you? How you been?
PU_PATRON2_M_BS_General_Apology_Pos_IG_001_ImSoSorry=I'm so sorry.
PU_PATRON2_M_BS_General_Apology_Pos_IG_002_ImReallySorry=I'm really sorry about that.
PU_PATRON2_M_BS_General_AudioFidget_Burp_IG_001=[ Burp ]
PU_PATRON2_M_BS_General_AudioFidget_Cough_IG_001=[ Cough ]
PU_PATRON2_M_BS_General_AudioFidget_SighBored_IG_001=[ Bored Sigh ]
PU_PATRON2_M_BS_General_AudioFidget_SighExasperated_IG_001=[ Exasperated Sigh ]
PU_PATRON2_M_BS_General_AudioFidget_ThroatClear_IG_001=[ Clears Throat ]
PU_PATRON2_M_BS_General_AudioFidget_YawnLong_IG_001=[ Long Yawn ]
PU_PATRON2_M_BS_General_AudioFidget_YawnShort_IG_001=[ Yawn ]
PU_PATRON2_M_BS_General_Busy_IG_001_ImInThe=I'm in the middle of something.
PU_PATRON2_M_BS_General_Busy_Neg_IG_001_YeahSorryIm=Yeah, sorry. I'm really busy.
PU_PATRON2_M_BS_General_Busy_Pos_IG_001_ImReallySorry=I'm really sorry. I can't talk at the moment.
PU_PATRON2_M_BS_General_DenyPermission_IG_001_NoSorry=No, sorry.
PU_PATRON2_M_BS_General_DenyPermission_IG_002_GonnaSayNo=Gonna say no.
PU_PATRON2_M_BS_General_Expletives_High_IG_001_Shit=Shit!
PU_PATRON2_M_BS_General_Expletives_High_IG_003_SonOfA=Son of a bitch!
PU_PATRON2_M_BS_General_Expletives_Low_IG_001_Dammit=Dammit
PU_PATRON2_M_BS_General_Expletives_Low_IG_002_Shit=Shit.
PU_PATRON2_M_BS_General_GivePermission_IG_001_OfCourse=Of course.
PU_PATRON2_M_BS_General_GivePermission_IG_002_Definitely=Definitely.
PU_PATRON2_M_BS_General_No_IG_001_No=No.
PU_PATRON2_M_BS_General_No_IG_002_Nah=Nah.
PU_PATRON2_M_BS_General_Thanks_IG_002_ThankYou=Thank you.
PU_PATRON2_M_BS_General_Thanks_Pos_IG_001_AwesomeThankYou=Awesome. Thank you.
PU_PATRON2_M_BS_General_Yes_IG_001_Yes=Yes.
PU_PATRON2_M_BS_General_Yes_IG_002_Yup=Yup.
PU_PATRON2_M_CP_AcquireDrink_DeclineDrink_IG_001_YouKnowWhat=You know what? I'm good.
PU_PATRON2_M_CP_AcquireDrink_DeclineDrink_IG_002_NahThanks=Nah, thanks.
PU_PATRON2_M_CP_AcquireDrink_OrderDrink_AnotherDrink_IG_001_Another=Another?
PU_PATRON2_M_CP_AcquireDrink_OrderDrink_AnotherDrink_IG_002_OneMore=One more.
PU_PATRON2_M_CP_AcquireDrink_OrderDrink_IG_001_CouldIGet=Could I get a drink?
PU_PATRON2_M_CP_AcquireDrink_OrderDrink_IG_002_YeahLemmeGet=Yeah, lemme get a drink.
PU_PATRON2_M_CP_Chat_Company_Ask_IG_001_ItCoolIf=It cool if I sit down?
PU_PATRON2_M_CP_Chat_Company_Offer_IG_001_PopASquat=Pop a squat.
PU_PATRON2_M_CP_Chat_Hurston_ProcConvo_BlueCollar_FollowUp_Neg_IG_001_NotThatThat=Not that um... Not that, that was a complaint, right? I just want to do my best work for Hurston.
PU_PATRON2_M_CP_Chat_Hurston_ProcConvo_BlueCollar_Response_Neg_IG_001_GetThisWe=Get this, we had another emergency shut down today. I swear the whole damn line is two more shifts from completely crapping out. I'm surprised the building hasn't come down the way things are going. But hey, maybe that's the only way Hurston will give us some actual time off.
PU_PATRON2_M_CP_Chat_Hurston_ProcConvo_BlueCollar_Response_Pos_IG_001_BitOfExciting=Bit of exciting news. Larry got his arm caught in the injector so they promoted me. A few more accidents and maybe I'll get promoted all the way to Hurston tower.
PU_PATRON2_M_CP_Chat_Hurston_ProcConvo_GenCivilian_Response_IG_001_MyNextDoor=My next door neighbor is driving me nuts. They've only been in Lorville about a month. Lungs as pink as they come. Been coughing non-stop, all hours. Can barely sleep with the racket. But at least with how bad it sounded last night, it shouldn't be a problem too much longer.
PU_PATRON2_M_CP_Chat_ProcConvo_BlueCollar_FollowUp_Neg_IG_001_YouKnowWhat=You know what really sucked though? You should've smelled the lunch this yahoo brought in. Stunk up the whole room. Barely could eat my lunch.
PU_PATRON2_M_CP_Chat_ProcConvo_BlueCollar_FollowUp_Pos_IG_001_WellLetsJust=Well, let's just hope things stay good for a while.
PU_PATRON2_M_CP_Chat_ProcConvo_BlueCollar_Question_IG_001_HowsWorkBeen=How's work been going?
PU_PATRON2_M_CP_Chat_ProcConvo_BlueCollar_Reaction_Neg_IG_001_GeezReallyI=Geez, really? I don't know what I would do if my job was like that.
PU_PATRON2_M_CP_Chat_ProcConvo_BlueCollar_Reaction_Pos_IG_001_GladToHear=Glad to hear. Maybe I need to come to work with you.
PU_PATRON2_M_CP_Chat_ProcConvo_BlueCollar_ResponseDeflect_IG_001_HonestlyWorksNot=Honestly, work is not my favorite subject right now.
PU_PATRON2_M_CP_Chat_ProcConvo_BlueCollar_Response_Neg_IG_001_TodayWasThe=Today was the worst. Boss completely blindsided me. Gave me a huge load of extra work to do. Might even have to do some unpaid OT to get it all done.
PU_PATRON2_M_CP_Chat_ProcConvo_BlueCollar_Response_Pos_IG_001_WorkWiseTodayHasnt=Work-wise, today hasn't been that bad. Played some good music on my glas, and just dug in. Even managed to finish a bit ahead.
PU_PATRON2_M_CP_Chat_Toast_IG_001_ChingChing=Ching ching.
PU_PATRON2_M_CV_Chat_BeRightBack_IG_001_IllBeRight=I'll be right back.
PU_PATRON2_M_CV_Chat_Farewell_IG_001_Bye=Bye.
PU_PATRON2_M_CV_Chat_Farewell_IG_002_SeeYa=See ya.
PU_PATRON2_M_CV_Chat_Farewell_Neg_IG_001_Yeah=Yeah...
PU_PATRON2_M_CV_Chat_Farewell_Neg_IG_002=Hmm...
PU_PATRON2_M_CV_Chat_Farewell_Pos_IG_001_TakeCare=Take care.
PU_PATRON2_M_CV_Chat_Farewell_Pos_IG_002_SeeYouLater=See you later.
PU_PATRON2_M_CV_Chat_Greeting_IG_001_Hi=Hi.
PU_PATRON2_M_CV_Chat_Greeting_IG_002_Hey=Hey.
PU_PATRON2_M_CV_Chat_Greeting_Neg_IG_002=Uh huh.
PU_PATRON2_M_CV_Chat_Greeting_Neg_IG_003_Yeah=Yeah.
PU_PATRON2_M_CV_Chat_Greeting_Pos_IG_001_Hey=Hey.
PU_PATRON2_M_CV_Chat_Greeting_Pos_IG_002_HowAreYou=How are you?
PU_PATRON2_M_CV_Chat_Greeting_Remember_IG_001_HeyWhatsUp=Hey, what's up.
PU_PATRON2_M_CV_Chat_Greeting_Remember_IG_002_OhHey=Oh, hey.
PU_PATRON2_M_CV_Chat_Greeting_Remember_Neg_IG_001_OhHey=Oh... hey...
PU_PATRON2_M_CV_Chat_Greeting_Remember_Neg_IG_003_Hey=Hey...
PU_PATRON2_M_CV_Chat_Greeting_Remember_Pos_IG_001_YeahIRemember=Yeah, I remember you.
PU_PATRON2_M_CV_Chat_Greeting_Remember_Pos_IG_002_OhHey=Oh hey.
PU_PATRON2_M_CV_Chat_ProcConvo_GenCivilian_Response_IG_001_YouKnowWhat=You know what I was trying to remember today? My first time going into space. I can remember my first Jump for sure, but hell if I can't recall my first time leaving a planet. I mean, damn, that feels like something I should remember.
PU_PATRON2_M_CV_Chat_ProcConvo_MurrayCup_FollowUp_Neg_IG_001_ForTheAmount=For the amount of credits these pilots make, you figure they could put on a decent show.
PU_PATRON2_M_CV_Chat_ProcConvo_MurrayCup_FollowUp_Pos_IG_001_BestPartIs=Best part is I won a few credits, too. Won't make up for all the other times I didn't, but it feels good to win.
PU_PATRON2_M_CV_Chat_ProcConvo_MurrayCup_Question_IG_001_DidYouWatch=Did you watch the race?
PU_PATRON2_M_CV_Chat_ProcConvo_MurrayCup_Reaction_Neg_IG_001_IDidntThink=I didn't think it was that bad. Not gonna say it was the best race I've ever seen, but there were some moments.
PU_PATRON2_M_CV_Chat_ProcConvo_MurrayCup_Reaction_Pos_IG_001_IBummedI=I'm bummed I missed it. Sounds great.
PU_PATRON2_M_CV_Chat_ProcConvo_MurrayCup_ResponseDeflect_IG_001_WasntAbleTo=Wasn't able to. Heard good things though.
PU_PATRON2_M_CV_Chat_ProcConvo_MurrayCup_Response_Neg_IG_001_ThatRaceYesterday=That race yesterday was such a let down. Mason and Defino are supposed to be two of the best and they just completely screwed the pooch. Talk about over hyping and under delivering.
PU_PATRON2_M_CV_Chat_ProcConvo_MurrayCup_Response_Pos_IG_001_IWasSo=I was so happy I watched the race on spec yesterday. The way Jiretti rode the stick? I don't think you can take corners tighter than that.
PU_PATRON2_M_CV_General_AmussedReaction_IG_001_ThatsAmazing=That's amazing.
PU_PATRON2_M_CV_General_AmussedReaction_IG_002_Nice=Nice.
PU_PATRON2_M_CV_General_Backdown_IG_001_WhateverYoureNot=Whatever. You're not worth it.
PU_PATRON2_M_CV_General_CalmDown_IG_001_CalmDownAlright=Calm down, alright?
PU_PATRON2_M_CV_General_CrouchProneComment_IG_001_ThisSomeKind=This some kind of meditation thing?
PU_PATRON2_M_CV_General_GrossedOutReaction_IG_001_Oh=Oh...
PU_PATRON2_M_CV_General_Insult_Neg_IG_001_KissMyAss=Kiss my ass.
PU_PATRON2_M_CV_General_KnockItOff_Pos_IG_001_SorryCouldStop=Sorry, could you stop that?
PU_PATRON2_M_CV_General_Linger_IG_001_YouMind=You mind?
PU_PATRON2_M_CV_General_NotAppropriate_Pos_IG_001_YouShouldntReally=You really shouldn't do that here.
PU_PATRON2_M_CV_General_Offended_Pos_IG_001_ComeOnDont=Come on. Don't be like that.
PU_PATRON2_M_CV_General_Offended_Pos_IG_002_LetsUhTone=Let's uh... Let's tone it down a bit. Okay?
PU_PATRON2_M_CV_General_Passing_IG_001_ExcuseMe=Excuse me.
PU_PATRON2_M_CV_General_Passing_Neg_IG_001_YouMind=You mind?
PU_PATRON2_M_CV_General_Passing_Pos_IG_001_ExcuseMe=Excuse me.
PU_PATRON2_M_CV_General_QueryMood_IG_001_YouAlright=You alright?
PU_PATRON2_M_CV_General_QueryMood_IG_002_IsIsSomething=Is uh... is something bothering you?
PU_PATRON2_M_CV_General_QueryReaction_IG_001_Huh=Huh?
PU_PATRON2_M_CV_General_QueryReaction_IG_002_WhatsHappening=What's happening?
PU_PATRON2_M_CV_General_RunningComment_IG_001_WhoaSlowDown=Whoa, slow down!
PU_PATRON2_M_CV_General_StrangeBehavior_IG_001_AreYouOkay=Are you okay? You seem off.
PU_PATRON2_M_CV_General_StrangeBehavior_To3P_IG_001_YouSeeThat=You see that?
PU_PATRON2_M_CV_General_SurpriseReaction_IG_001_WhoaWhat=Whoa, what?!
PU_PATRON2_M_CV_General_SurpriseReaction_IG_002_HolyShit=Holy shit!
PU_PATRON3_M_BS_Chat_ProcConvo_GenSet_Question_IG_001_HowreThings=How're things?
PU_PATRON3_M_BS_Chat_ProcConvo_GenSet_Reaction_Neg_IG_001_YeahDoesntSound=Yeah, doesn't sound great.
PU_PATRON3_M_BS_Chat_ProcConvo_GenSet_Reaction_Pos_IG_001_ThatsNice=That's nice.
PU_PATRON3_M_BS_Chat_ProcConvo_GenSet_ResponseDeflect_IG_001_Pass=Pass.
PU_PATRON3_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_001_YoureBarkingUp=You're barking up the wrong tree.
PU_PATRON3_M_BS_Chat_ProcConvo_GenSet_ResponseRedirect_IG_001_IWasGoing=I was going to ask you the same thing.
PU_PATRON3_M_BS_General_Apology_Pos_IG_001_RealSorryAbout=I'm really sorry about that.
PU_PATRON3_M_BS_General_Apology_Pos_IG_002_ForgiveMe=Forgive me.
PU_PATRON3_M_BS_General_AudioFidget_Burp_IG_001=[ Burp ]
PU_PATRON3_M_BS_General_AudioFidget_Cough_IG_001=[ Cough ]
PU_PATRON3_M_BS_General_AudioFidget_SighBored_IG_001=[ Bored Sigh ]
PU_PATRON3_M_BS_General_AudioFidget_SighExasperated_IG_001=[ Exasperated Sigh ]
PU_PATRON3_M_BS_General_AudioFidget_ThroatClear_IG_001=[ Clears Throat ]
PU_PATRON3_M_BS_General_AudioFidget_YawnLong_IG_001=[ Long Yawn ]
PU_PATRON3_M_BS_General_AudioFidget_YawnShort_IG_001=[ Yawn ]
PU_PATRON3_M_BS_General_Busy_IG_001_ImBusyMaybe=I'm busy. Maybe we can talk later.
PU_PATRON3_M_BS_General_Busy_Neg_IG_001_ImBusyGo=I'm busy. Go bother someone else.
PU_PATRON3_M_BS_General_Busy_Pos_IG_001_SorryICant=Sorry, I really can't talk right now.
PU_PATRON3_M_BS_General_DenyPermission_IG_001_ThatsNotGonna=That's not gonna work for me.
PU_PATRON3_M_BS_General_DenyPermission_IG_002_ImAfraidNot=I'm afraid not.
PU_PATRON3_M_BS_General_Expletives_High_IG_001_Shit=Shit!
PU_PATRON3_M_BS_General_Expletives_High_IG_003_Bastard=Bastard!
PU_PATRON3_M_BS_General_Expletives_Low_IG_001_Shit=Shit.
PU_PATRON3_M_BS_General_Expletives_Low_IG_002_DamnItAll=Damn it all.
PU_PATRON3_M_BS_General_GivePermission_IG_001_SureGoAhead=Sure, go ahead.
PU_PATRON3_M_BS_General_GivePermission_IG_002_YeahWhyNot=Yeah, why not.
PU_PATRON3_M_BS_General_No_IG_001_No=No.
PU_PATRON3_M_BS_General_No_IG_002_Nope=Nope.
PU_PATRON3_M_BS_General_Thanks_IG_002_AppreciateIt=Appreciate it.
PU_PATRON3_M_BS_General_Thanks_Pos_IG_001_ThankYouVery=Thank you very much.
PU_PATRON3_M_BS_General_Yes_IG_001_Yeah=Yeah.
PU_PATRON3_M_BS_General_Yes_IG_002_Yes=Yes.
PU_PATRON3_M_CP_AcquireDrink_DeclineDrink_IG_001_NawIThink=Naw. I think I'm good for right now.
PU_PATRON3_M_CP_AcquireDrink_DeclineDrink_IG_002_ImTemptedBut=I'm tempted, but I'm gonna pass.
PU_PATRON3_M_CP_AcquireDrink_OrderDrink_AnotherDrink_IG_001_CanIGet=Can I get a fill up?
PU_PATRON3_M_CP_AcquireDrink_OrderDrink_AnotherDrink_IG_002_GetMeAnother=Get me another.
PU_PATRON3_M_CP_AcquireDrink_OrderDrink_IG_001_NeedADrink=I need a drink over here.
PU_PATRON3_M_CP_AcquireDrink_OrderDrink_IG_002_SomethingColdPlease=Something cold please.
PU_PATRON3_M_CP_Chat_Company_Ask_IG_001_MindIfI=Mind if I join you?
PU_PATRON3_M_CP_Chat_Company_Offer_IG_001_CouldDoWith=Could do with some company.
PU_PATRON3_M_CP_Chat_Hurston_ProcConvo_BlueCollar_FollowUp_Neg_IG_001_OfCourseIm=Of course, I'm making it sound a lot worse than it is. At the end of the day, Hurston is still a great company to work for.
PU_PATRON3_M_CP_Chat_Hurston_ProcConvo_BlueCollar_Response_Neg_IG_001_YouKnowWhat=You know what I'm sick of? All these new arrivals whining about how they're getting the short end. How the hell's it fair if some fresh pulls up and starts earning the same take as me? It's just not the way it's done. What the hell do they expect? It's not like Hurston's gonna pay us all more money. You know what happens when everyone earns the same? Someone's sure as hell gettin' paid less.
PU_PATRON3_M_CP_Chat_Hurston_ProcConvo_BlueCollar_Response_Pos_IG_001_YouKnowWhat=You know what I love most about working for Hurston? They took all the guess work out of life. Day in and day out I know what I'm gonna be doing. It may not be great, but at least it's steady.
PU_PATRON3_M_CP_Chat_Hurston_ProcConvo_GenCivilian_Response_IG_001_YouEverWonder=You ever wonder what they're doing up in that tower? I bet it's some crazy ass shit. Like naked drug parties, or Banu fighting pits. I tell you what though, one of these days, I'm gonna get myself invited.
PU_PATRON3_M_CP_Chat_ProcConvo_BlueCollar_FollowUp_Neg_IG_001_YouKnowWhat=You know what, I'm tired of complaining about work all the time. Ain't nothing gonna change, system's designed to keep us in our place and that's that. Might as well not even think about it.
PU_PATRON3_M_CP_Chat_ProcConvo_BlueCollar_FollowUp_Pos_IG_001_TheNextThing=The next thing will be seeing if my manager is willing to start listening to some of my suggestions. I'm telling you, I've got some real ideas.
PU_PATRON3_M_CP_Chat_ProcConvo_BlueCollar_Question_IG_001_YouPullA=You pull a shift today?
PU_PATRON3_M_CP_Chat_ProcConvo_BlueCollar_Reaction_Neg_IG_001_WellLikeMy=Well, like my grandma used to say, 'the wheel keeps turning for everyone.'
PU_PATRON3_M_CP_Chat_ProcConvo_BlueCollar_Reaction_Pos_IG_001_NiceGladThings=Nice. Glad things are going pretty good for you.
PU_PATRON3_M_CP_Chat_ProcConvo_BlueCollar_ResponseDeflect_IG_001_ImOffThe=I'm off the clock. Let's talk about something else.
PU_PATRON3_M_CP_Chat_ProcConvo_BlueCollar_Response_Neg_IG_001_HowsThisFor=How's this for some BS? I was leaving my shift to head home, when I got called into the boss' office. Said I had a performance review coming up and said I might consider putting in a bit more effort. Can you believe that? Like I'm not working my ass off already.
PU_PATRON3_M_CP_Chat_ProcConvo_BlueCollar_Response_Pos_IG_001_SoCheckThis=So, check this out, I happen to get to work 10 minutes early. Right as I walk in, the boss comes joggin' up and tells me that the shift supervisor is out sick. Asks if I can cover. I spent the whole day riding a desk, bossing people around. It was glorious.
PU_PATRON3_M_CP_Chat_Toast_IG_001_AToast=A toast.
PU_PATRON3_M_CV_Chat_BeRightBack_IG_001_BeBackIn=Be back in a sec.
PU_PATRON3_M_CV_Chat_Farewell_IG_001_Later=Later.
PU_PATRON3_M_CV_Chat_Farewell_IG_002_AllRightLater=All right, later.
PU_PATRON3_M_CV_Chat_Farewell_Neg_IG_001_AllRightIm=All right, I'm done.
PU_PATRON3_M_CV_Chat_Farewell_Neg_IG_002_IThinkWere=Yeah, I think we're through here.
PU_PATRON3_M_CV_Chat_Farewell_Pos_IG_001_IllCatchYou=I'll catch you around.
PU_PATRON3_M_CV_Chat_Farewell_Pos_IG_002_SeeYouLater=See you later, okay.
PU_PATRON3_M_CV_Chat_Greeting_IG_001_Hey=Hey.
PU_PATRON3_M_CV_Chat_Greeting_IG_002_YouAlright=You alright?
PU_PATRON3_M_CV_Chat_Greeting_Neg_IG_002_What=What?
PU_PATRON3_M_CV_Chat_Greeting_Neg_IG_003_Yeah=Yeah?
PU_PATRON3_M_CV_Chat_Greeting_Pos_IG_001_YouGood=You good?
PU_PATRON3_M_CV_Chat_Greeting_Pos_IG_002_HeyHowsIt=Hey, how's it going?
PU_PATRON3_M_CV_Chat_Greeting_Remember_IG_001_HeyHowYou=Hey, how you been?
PU_PATRON3_M_CV_Chat_Greeting_Remember_IG_002_YouBeenAlright=You been alright?
PU_PATRON3_M_CV_Chat_Greeting_Remember_Neg_IG_001_YouAgainHuh=You again, huh?
PU_PATRON3_M_CV_Chat_Greeting_Remember_Neg_IG_003_WellLookWho=Well, look who it is.
PU_PATRON3_M_CV_Chat_Greeting_Remember_Pos_IG_001_GreatToSee=Great to see ya again.
PU_PATRON3_M_CV_Chat_Greeting_Remember_Pos_IG_002_NiceToSee=Nice to see ya.
PU_PATRON3_M_CV_Chat_ProcConvo_GenCivilian_Response_IG_001_SoTheFront=So the front desk comms me to say I have a package waiting, which is weird cause I'm not expecting anything. So I go down to pick it up, and the asshole looks at me like I'm crazy. Says, "What package?" Five minutes of us arguing with each other and I'm starting to think I dreamed the whole damn thing. Long story short, turns out there's someone else with my name, one letter off, who got a package. Weird as hell.
PU_PATRON3_M_CV_Chat_ProcConvo_MurrayCup_FollowUp_Neg_IG_001_ISwearWatching=I swear, watching sim players race is more exciting than the real thing these days.
PU_PATRON3_M_CV_Chat_ProcConvo_MurrayCup_FollowUp_Pos_IG_001_AndGetThis=And get this, my idiot friend had just flown back into system, and he starts sending me the race results before the broadcast. Had to shut off my mobi before the whole thing was ruined.
PU_PATRON3_M_CV_Chat_ProcConvo_MurrayCup_Question_IG_001_YouCatchThe=Did you catch the latest race?
PU_PATRON3_M_CV_Chat_ProcConvo_MurrayCup_Reaction_Neg_IG_001_IDontKnow=I don't know what's going on this year, but everyone seems to be flying like crap.
PU_PATRON3_M_CV_Chat_ProcConvo_MurrayCup_Reaction_Pos_IG_001_ItWasAn=It was an epic couple of laps.
PU_PATRON3_M_CV_Chat_ProcConvo_MurrayCup_ResponseDeflect_IG_001_YesterdayTotallyForgot=Yesterday? Totally forgot to watch.
PU_PATRON3_M_CV_Chat_ProcConvo_MurrayCup_Response_Neg_IG_001_IAmGetting=I am getting so sick of people trying to talk to me about the Murray Cup. Like I give two shits about any ship I'm not flying.
PU_PATRON3_M_CV_Chat_ProcConvo_MurrayCup_Response_Pos_IG_001_HeardYesterdaysRace=Heard yesterday's race was fantastic.
PU_PATRON3_M_CV_General_AmussedReaction_IG_001_WhatARiot=What a riot.
PU_PATRON3_M_CV_General_AmussedReaction_IG_002_OhManThere=Oh, man, there you go.
PU_PATRON3_M_CV_General_Backdown_IG_001_OkayYouKnow=Okay, you know what, just forget it.
PU_PATRON3_M_CV_General_CalmDown_IG_001_HeyWhyDont=Hey, why don't you take a deep breath and calm down.
PU_PATRON3_M_CV_General_CrouchProneComment_IG_001_TheAirBetter=The air better down there?
PU_PATRON3_M_CV_General_GrossedOutReaction_IG_001_GodThatsGross=God that is gross.
PU_PATRON3_M_CV_General_Insult_Neg_IG_001_NotReallyA=Not really a lot going on upstairs, huh?
PU_PATRON3_M_CV_General_KnockItOff_Pos_IG_001_YouMindStopping=You mind stopping that?
PU_PATRON3_M_CV_General_Linger_IG_001_YouNeedSomething=You need something?
PU_PATRON3_M_CV_General_NotAppropriate_Pos_IG_001_YouMightWant=You might want to do that somewhere else.
PU_PATRON3_M_CV_General_Offended_Pos_IG_001_ThatsABit=That's a bit much.
PU_PATRON3_M_CV_General_Offended_Pos_IG_002_WasThatReally=Was that really necessary?
PU_PATRON3_M_CV_General_Passing_IG_001_ComingThrough=Coming through.
PU_PATRON3_M_CV_General_Passing_Neg_IG_001_ClearAPath=Clear a path.
PU_PATRON3_M_CV_General_Passing_Pos_IG_001_SorryNeedTo=Sorry, need to get past.
PU_PATRON3_M_CV_General_QueryMood_IG_001_IsEverythingOkay=Is everything okay?
PU_PATRON3_M_CV_General_QueryMood_IG_002_AreYouOkay=Are you okay?
PU_PATRON3_M_CV_General_QueryReaction_IG_001_What=What?
PU_PATRON3_M_CV_General_QueryReaction_IG_002_WhatIsIt=What is it?
PU_PATRON3_M_CV_General_RunningComment_IG_001_SlowDownBefore=Hey, slow down before you hurt someone.
PU_PATRON3_M_CV_General_StrangeBehavior_IG_001_YoureAFew=You're a few ships short of a fleet, aren't ya?
PU_PATRON3_M_CV_General_StrangeBehavior_To3P_IG_001_OkayThatsA=Okay, that's a little bit weird.
PU_PATRON3_M_CV_General_SurpriseReaction_IG_001_WhatTheHell=What the hell??
PU_PATRON3_M_CV_General_SurpriseReaction_IG_002_YouSerious=Are you serious?
PU_PATRON4_M_BS_Chat_ProcConvo_GenSet_Question_IG_001_AnythingExcitingHappening=Anything exciting happening?
PU_PATRON4_M_BS_Chat_ProcConvo_GenSet_Reaction_Neg_IG_001_SoundsLikeA=Sounds like a rough time.
PU_PATRON4_M_BS_Chat_ProcConvo_GenSet_Reaction_Pos_IG_001_Awesome=Awesome.
PU_PATRON4_M_BS_Chat_ProcConvo_GenSet_ResponseDeflect_IG_001_IdRatherNot=I'd rather not get into that right now.
PU_PATRON4_M_BS_Chat_ProcConvo_GenSet_ResponseEnd_IG_001_IWishPeople=I wish people would just stop bothering me today.
PU_PATRON4_M_BS_Chat_ProcConvo_GenSet_ResponseRedirect_IG_001_WeCanGet=We can get to me later. Tell me how you've been.
PU_PATRON4_M_BS_General_Apology_Pos_IG_001_Apologies=Apologies.
PU_PATRON4_M_BS_General_Apology_Pos_IG_002_SorryDidntMean=Sorry, didn't mean nothing.
PU_PATRON4_M_BS_General_AudioFidget_Burp_IG_001=[ Burp ]
PU_PATRON4_M_BS_General_AudioFidget_Cough_IG_001=[ Cough ]
PU_PATRON4_M_BS_General_AudioFidget_SighBored_IG_001=[ Bored Sigh ]
PU_PATRON4_M_BS_General_AudioFidget_SighExasperated_IG_001=[ Exasperated Sigh ]
PU_PATRON4_M_BS_General_AudioFidget_ThroatClear_IG_001=[ Clears Throat ]
PU_PATRON4_M_BS_General_AudioFidget_Whisper_IG_001=[ Under Breath Murmurs ]
PU_PATRON4_M_BS_General_AudioFidget_YawnLong_IG_001=[ Long Yawn ]
PU_PATRON4_M_BS_General_AudioFidget_YawnShort_IG_001=[ Yawn ]
PU_PATRON4_M_BS_General_Busy_IG_001_CantTalkNow=Can't talk now. Sorry.
PU_PATRON4_M_BS_General_Busy_Neg_IG_001_GeezDoI=Geez. Do I have a sign on my forehead that says 'please bother me?'
PU_PATRON4_M_BS_General_Busy_Pos_IG_001_HateToDo=Hate to do this, but I'm really tied up right now.
PU_PATRON4_M_BS_General_DenyPermission_IG_001_ImANo=I'm a no on that.
PU_PATRON4_M_BS_General_DenyPermission_IG_002_NotGonnaHappen=Not gonna happen.
PU_PATRON4_M_BS_General_Expletives_High_IG_001_PieceOfShit=Piece of shit!
PU_PATRON4_M_BS_General_Expletives_High_IG_003_HolyHell=Holy hell!
PU_PATRON4_M_BS_General_Expletives_Low_IG_001_Shit=Shit.
PU_PATRON4_M_BS_General_Expletives_Low_IG_002_Fuck=Fuck.
PU_PATRON4_M_BS_General_GivePermission_IG_001_GoForIt=Go for it.
PU_PATRON4_M_BS_General_GivePermission_IG_002_SoundsGood=Sounds good.
PU_PATRON4_M_BS_General_No_IG_001_Nah=Nah.
PU_PATRON4_M_BS_General_No_IG_002_Nope=Nope.
PU_PATRON4_M_BS_General_Thanks_IG_002_ThankYou=Thank you.
PU_PATRON4_M_BS_General_Thanks_Pos_IG_001_ManyThanks=Many thanks.
PU_PATRON4_M_BS_General_Yes_IG_001_Okay=Okay.
PU_PATRON4_M_BS_General_Yes_IG_002_Yeah=Yeah.
PU_PATRON4_M_CP_AcquireDrink_DeclineDrink_IG_001_ImAlrightFor=I'm alright for now.
PU_PATRON4_M_CP_AcquireDrink_DeclineDrink_IG_002_NoThanks=No thanks.
PU_PATRON4_M_CP_AcquireDrink_OrderDrink_AnotherDrink_IG_001_TopMeOff=Top me off.
PU_PATRON4_M_CP_AcquireDrink_OrderDrink_AnotherDrink_IG_002_NeedARefill=Need a refill.
PU_PATRON4_M_CP_AcquireDrink_OrderDrink_IG_001_GiveMeA=Give me a drink.
PU_PATRON4_M_CP_AcquireDrink_OrderDrink_IG_002_CanIGet=Can I get something to drink.
PU_PATRON4_M_CP_Chat_Company_Ask_IG_001_WantSomeCompany=Want some company?
PU_PATRON4_M_CP_Chat_Company_Offer_IG_001_YouLookingFor=You looking for some company?
PU_PATRON4_M_CP_Chat_Hurston_ProcConvo_BlueCollar_FollowUp_Neg_IG_001_ButYouKnow=But you know, at the end of the day, Hurston is giving us a great opportunity by letting us work here.
PU_PATRON4_M_CP_Chat_Hurston_ProcConvo_BlueCollar_Response_Neg_IG_001_YouEverStop=You ever stop to think about some of the weapons we're building for Hurston? Like what that cannon I helped weld last week is blowing up right now? I wonder how many people I've helped kill just so I could get my threes and a bed. It's enough to make you wanna drink.
PU_PATRON4_M_CP_Chat_Hurston_ProcConvo_BlueCollar_Response_Pos_IG_001_SoTodayI=So today, I got to go in the Tower for the first time. The stiffs needed some files delivered and my manager chose me to go for whatever reason. It's like a whole other world in there. Fancy as hell. And let me tell you, it felt so good just walking past security like that. Plus, the guy at the desk even gave me a bottle of water to take back with me.
PU_PATRON4_M_CP_Chat_Hurston_ProcConvo_GenCivilian_Response_IG_001_SoMyMom=So, my mum comms me. She wants to come for a visit. Now, I have to figure out a nice way to say there's no way that I'm letting her come to a place like Lorville but not have her all worried that I'm living here. Maybe I'll tell her that dad lives here now. That'll keep her away.
PU_PATRON4_M_CP_Chat_ProcConvo_BlueCollar_FollowUp_Neg_IG_001_OfCourseFinding=Yeah, of course, finding another job's pretty much out of the question. Well, at least not till I can pay off a few more loans. Then we'll see.
PU_PATRON4_M_CP_Chat_ProcConvo_BlueCollar_FollowUp_Pos_IG_001_YeahIllBe=Yeah... I'll be honest, when things are good there, they're pretty good. I always try to keep that in mind when things aren't so good.
PU_PATRON4_M_CP_Chat_ProcConvo_BlueCollar_Question_IG_001_EverythingAllRight=Everything all right at work?
PU_PATRON4_M_CP_Chat_ProcConvo_BlueCollar_Reaction_Neg_IG_001_YouKnowWhat=You know what? Screw that place.
PU_PATRON4_M_CP_Chat_ProcConvo_BlueCollar_Reaction_Pos_IG_001_VeryCool=Very cool.
PU_PATRON4_M_CP_Chat_ProcConvo_BlueCollar_ResponseDeflect_IG_001_PickAnotherTopic=Pick another topic. It's bad enough having to think about work when I'm there.
PU_PATRON4_M_CP_Chat_ProcConvo_BlueCollar_Response_Neg_IG_001_ManIDo=Man, I do not even want to think about the day I just had. Steam cap burst off the auxilary line centimeters from my head. Not sure if even my hard hat would have stopped that. And to top it off, the floor manager had the gall to tell me to be more careful.
PU_PATRON4_M_CP_Chat_ProcConvo_BlueCollar_Response_Pos_IG_001_HadAPretty=Had a pretty good day today. They let the entire third shift crew go because one of them had been skimming, so now I'm getting a bunch of extra work coming my way. Kinda sucks in the meantime, but it'll be nice to have some extra scratch in my account come payday.
PU_PATRON4_M_CP_Chat_Toast_IG_001_AToast=A toast.
PU_PATRON4_M_CV_Chat_BeRightBack_IG_001_IllBeRight=I'll be right back.
PU_PATRON4_M_CV_Chat_Farewell_IG_001_Later=Later.
PU_PATRON4_M_CV_Chat_Farewell_IG_002_SeeYa=See ya.
PU_PATRON4_M_CV_Chat_Farewell_Neg_IG_001_EnoughWereDone=Enough. We're done.
PU_PATRON4_M_CV_Chat_Farewell_Neg_IG_002_ImDoneHere=I'm done here.
PU_PATRON4_M_CV_Chat_Farewell_Pos_IG_001_BeSafe=Be safe.
PU_PATRON4_M_CV_Chat_Farewell_Pos_IG_002_IllSeeYa=I'll see ya soon.
PU_PATRON4_M_CV_Chat_Greeting_IG_001_Hey=Hey
PU_PATRON4_M_CV_Chat_Greeting_IG_002_Howdy=Howdy.
PU_PATRON4_M_CV_Chat_Greeting_Neg_IG_002_And=And?
PU_PATRON4_M_CV_Chat_Greeting_Neg_IG_003_Okay=Okay.
PU_PATRON4_M_CV_Chat_Greeting_Pos_IG_001_HowsItGoing=How's it going?
PU_PATRON4_M_CV_Chat_Greeting_Pos_IG_002_Hiya=Hiya.
PU_PATRON4_M_CV_Chat_Greeting_Remember_IG_001_HowsItBeen=How's it been?
PU_PATRON4_M_CV_Chat_Greeting_Remember_IG_002_HeyAgain=Hey again.
PU_PATRON4_M_CV_Chat_Greeting_Remember_Neg_IG_001_WhatDoYou=What do you want this time?
PU_PATRON4_M_CV_Chat_Greeting_Remember_Neg_IG_003_OhYoureBack=Oh, you're back.
PU_PATRON4_M_CV_Chat_Greeting_Remember_Pos_IG_001_HeyYoureBack=Hey! You're back!
PU_PATRON4_M_CV_Chat_Greeting_Remember_Pos_IG_002_GoodToSee=Good to see ya again.
PU_PATRON4_M_CV_Chat_ProcConvo_GenCivilian_Response_IG_001_SoIveBeen=So, I've been meaning to clear out this locker I don't use any more, and I find my old mobi sitting in the bottom. Looking over the thing, I cannot believe how much bulkier they used to be.
PU_PATRON4_M_CV_Chat_ProcConvo_MurrayCup_FollowUp_Neg_IG_001_WhatReallyGets=What really gets me is just how many people care about Murray Cup. To think of the amount credits that gets dumped into something so stupid is stunning.
PU_PATRON4_M_CV_Chat_ProcConvo_MurrayCup_FollowUp_Pos_IG_001_WhatImWondering=What I'm wondering is if this is the year MISC pilots start really holding their own. Guess we'll just have to see.
PU_PATRON4_M_CV_Chat_ProcConvo_MurrayCup_Question_IG_001_WantedToAsk=Wanted to ask if you saw the race?
PU_PATRON4_M_CV_Chat_ProcConvo_MurrayCup_Reaction_Neg_IG_001_YeahIKeep=Yeah. I keep hoping this season's gonna get better, but not sure how much longer I can wait.
PU_PATRON4_M_CV_Chat_ProcConvo_MurrayCup_Reaction_Pos_IG_001_DefineitlyWasA=Defineitly was a good race. Not embarassed to say I spilled my drink a few times cheering.
PU_PATRON4_M_CV_Chat_ProcConvo_MurrayCup_ResponseDeflect_IG_001_IFeelLike=I feel like I might have, but for the life of me I can't remember.
PU_PATRON4_M_CV_Chat_ProcConvo_MurrayCup_Response_Neg_IG_001_IveOfficiallyGiven=I have officially given up on the Murray Cup. The only ones who ever win it have boatloads of credits backing them. I liked it better back when regular people had a shot at winning.
PU_PATRON4_M_CV_Chat_ProcConvo_MurrayCup_Response_Pos_IG_001_AlrightSoCheck=Alright, so check this, I blocked out my whole afternoon, grabbed a case of brew, shut off my mobi. Five hours of racing, no distractions.
PU_PATRON4_M_CV_General_AmussedReaction_IG_001=[ Laugh and shakes head. ]
PU_PATRON4_M_CV_General_AmussedReaction_IG_002_WellSomeonesA=Well someone's a comedian.
PU_PATRON4_M_CV_General_Backdown_IG_001_LikeImGonna=Like I'm gonna waste any more time on you.
PU_PATRON4_M_CV_General_CalmDown_IG_001_ItdBeBetter=It'd be better if you just calmed down.
PU_PATRON4_M_CV_General_CrouchProneComment_IG_001_YouLoseSomething=You lose something?
PU_PATRON4_M_CV_General_GrossedOutReaction_IG_001_TalkAboutDisgusting=Talk about disgusting.
PU_PATRON4_M_CV_General_Insult_Neg_IG_001_ItsHardTo=It's hard to believe that anything short of a trashdump can smell as bad as you do.
PU_PATRON4_M_CV_General_KnockItOff_Pos_IG_001_CoolItWith=Cool it with that, okay?
PU_PATRON4_M_CV_General_Linger_IG_001_CanIHelp=Can I help you?
PU_PATRON4_M_CV_General_NotAppropriate_Pos_IG_001_ImNotSure=I'm not sure if doing that sort of thing is really a good idea.
PU_PATRON4_M_CV_General_Offended_Pos_IG_001_ThatsABit=That's a bit uncalled for.
PU_PATRON4_M_CV_General_Offended_Pos_IG_002_HeyNowTheres=Hey now. There's no need for that.
PU_PATRON4_M_CV_General_Passing_IG_001_Passing=Passing.
PU_PATRON4_M_CV_General_Passing_Neg_IG_001_WatchYourself=Watch yourself.
PU_PATRON4_M_CV_General_Passing_Pos_IG_001_DontMindMe=Don't mind me.
PU_PATRON4_M_CV_General_QueryMood_IG_001_HeyBuddyYou=Hey buddy, you okay?
PU_PATRON4_M_CV_General_QueryMood_IG_002_EverythingOkay=Everything okay?
PU_PATRON4_M_CV_General_QueryReaction_IG_001_What=What?
PU_PATRON4_M_CV_General_QueryReaction_IG_002_WhatIsIt=What is it?
PU_PATRON4_M_CV_General_RunningComment_IG_001_OffToThe=Off to the races?
PU_PATRON4_M_CV_General_StrangeBehavior_IG_001_ImStartingTo=I'm starting to think you might be a couple beers short of a six-pack.
PU_PATRON4_M_CV_General_StrangeBehavior_To3P_IG_001_SomeonesBeenHitting=Someone's been hitting the sauce.
PU_PATRON4_M_CV_General_SurpriseReaction_IG_001_WhatInThe=What in the lovin' hell?
PU_PATRON4_M_CV_General_SurpriseReaction_IG_002_WhatIsThis=What is this?
PU_PYROAIRLOCK01_M_ATC_Inform_AirPressure_Cycling_aNeutral_tPlayer_FromNeutral_IG_001_NormalizingPressureStand=Normalizing pressure. Stand by.
PU_PYROAIRLOCK01_M_ATC_Inform_AirPressure_Failure_aNeutral_tPlayer_FromNeutral_IG_001_WarningPressurizationFailure=Warning. Pressurization failure detected. Contact emergency services immediately.
PU_PYROASOP01_F_ATC_Assigned_Storage_aNeutral_tPlayer_FromNeutral_IG_001_VehicleRetrievalPending=Vehicle retrieval pending. No available space. Standby.
PU_PYROASOP01_F_ATC_Give_Payment_aNeutral_tPlayer_FromNeutral_IG_001_InsuranceClaimSubmitted=Insurance claim submitted.
PU_PYROASOP01_F_ATC_Inform_Banned_CrimeStat_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleHas=Your vehicle has been retrieved.
PU_PYROASOP01_F_ATC_Inform_Banned_StolenVehicle_aNeutral_tPlayer_FromNeutral_IG_001_ThatVehicleHas=That vehicle has already been retrieved and is no longer in storage.
PU_PYROASOP01_F_ATC_Inform_Banned_aNeutral_tPlayer_FromNeutral_IG_001_ProcessingVehicleSelection=Processing vehicle selection.
PU_PYROASOP01_F_ATC_Inform_Storage_NotAvailable_aNeutral_tPlayer_FromNeutral_IG_001_VehicleSelectionDenied=Vehicle selection denied. Invalid request.
PU_PYROASOP01_F_ATC_Inform_Storage_NotPossible_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleHas=Your vehicle has been moved into storage.
PU_PYROASOP01_F_ATC_Inform_Vehicle_TooBig_aNeutral_tPlayer_FromNeutral_IG_001_VehicleSelectionDenied=Vehicle selection denied. Unable to accommodate vehicle size.
PU_PYROASOP01_F_ATC_Inform_Zone_Closed_aNeutral_tPlayer_FromNeutral_IG_001_FleetManagerInitiating=Fleet Manager initiating. Accessing your records.
PU_PYROASOP01_F_ATC_Inform_Zone_Closed_aNeutral_tPlayer_FromNeutral_IG_001_FleetManagerServices=Fleet Manager services complete Terminating connection.
PU_PYROASOP01_F_ATC_Request_Payment_aNeutral_tPlayer_FromNeutral_IG_001_PaymentReceivedVehicle=Payment received. Vehicle is now available for retrieval.
PU_PYROASOP01_F_ATC_Request_Storage_AlreadyGranted_aNeutral_tPlayer_FromNeutral_IG_001_VehicleSelectionDenied=Vehicle selection denied. Vehicle currently impounded.
PU_PYROATC01_M_ATC_Approved_Departure_aNeutral_tPlayer_FromNeutral_IG_001_ExitApprovedSafe=Exit approved. Safe travels.
PU_PYROATC01_M_ATC_Assigned_Storage_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request approved. Storage space assigned.
PU_PYROATC01_M_ATC_Decline_Payment_aNeutral_tPlayer_FromNeutral_IG_001_PaymentDeclinedVehicle=Payment declined. Vehicle storage request denied.
PU_PYROATC01_M_ATC_Farewell_aNeutral_tPlayer_FromNeutral_IG_001_ServiceCompleteConnection=Service complete. Connection terminating.
PU_PYROATC01_M_ATC_Give_Payment_aNeutral_tPlayer_FromNeutral_IG_001_PaymentAcceptedVehicle=Payment accepted. Vehicle storage request approved.
PU_PYROATC01_M_ATC_Impounded_Vehicle_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleHas=Your vehicle has been impounded.
PU_PYROATC01_M_ATC_Inform_Arrival_Complete_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleIs=Your vehicle is now stored.
PU_PYROATC01_M_ATC_Inform_Banned_aNeutral_tPlayer_FromNeutral_IG_001_YouAreNot=You are not authorized to use this facility. Vacate immediately.
PU_PYROATC01_M_ATC_Inform_Storage_NotAvailable_aNeutral_tPlayer_FromNeutral_IG_001_StorageSpaceIs=Storage space is not currently available. Stand by.
PU_PYROATC01_M_ATC_Inform_Storage_NotPossible_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request denied. Unable to accommodate vehicle type.
PU_PYROATC01_M_ATC_Inform_Vehicle_NotDetected_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request denied. No vehicle detected.
PU_PYROATC01_M_ATC_Inform_Vehicle_TooBig_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request denied. Vehicle too large.
PU_PYROATC01_M_ATC_Inform_Zone_Closed_aNeutral_tPlayer_FromNeutral_IG_001_ErrorVehicleStorage=Error. Vehicle storage not currently available.
PU_PYROATC01_M_ATC_Request_Departure_aNeutral_tPlayer_FromNeutral_IG_001_ExitRequestAcknowledged=Exit request acknowledged. Stand by.
PU_PYROATC01_M_ATC_Request_Payment_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request pending. Awaiting payment.
PU_PYROATC01_M_ATC_Request_Storage_AlreadyGranted_aNeutral_tPlayer_FromNeutral_IG_001_ActiveVehicleStorage=Active vehicle storage in progress. Complete before making additional requests.
PU_PYROATC01_M_ATC_Request_Storage_aNeutral_tPlayer_FromNeutral_IG_001_VehicleStorageRequest=Vehicle storage request acknowledged. Standby.
PU_PYROATC01_M_ATC_Revoked_Storage_aNeutral_tPlayer_FromNeutral_IG_001_AssignedStorageSpace=Assigned storage space has been revoked.
PU_PYROATC01_M_ATC_Stored_Vehicle_DepartTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_YourVehicleHas=Your vehicle has been placed into storage. Use fleet manager terminal to gain access.
PU_PYROATC01_M_ATC_Warn_Storage_ArriveTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_WarningAssignedStorage=Warning. Assigned storage space will be revoked if not utilized.
PU_PYROATC01_M_ATC_Warn_Storage_DepartTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_WarningExitThe=Warning. Exit the facility or your vehicle will be placed into storage.
PU_PYROATC01_M_ATC_Warn_Storage_StorageTimeLimit_aNeutral_tPlayer_FromNeutral_IG_001_WarningRelocateYour=Warning. Relocate your vehicle immediately or it will be placed into storage.
PU_PYROATC01_M_ATC_Warn_Vehicle_Obstructing_aNeutral_tPlayer_FromNeutral_IG_001_WarningRelocateYour=Warning. Relocate your vehicle or it will be impounded.
PU_PYROCGOATC01_M_ATC_Announce_CargoTransfer_Begin_IG_001_CargoTransferInitiated=Cargo transfer initiated.
PU_PYROCGOATC01_M_ATC_Announce_CargoTransfer_Finish_IG_001_CargoTransferComplete=Cargo transfer complete.
PU_PYROCGOATC01_M_ATC_Announce_CargoTransfer_Interrupted_IG_001_ErrorCargoTransfer=Error. Cargo transfer halted. Vehicle must be aligned and loading area clear to continue.
PU_PYROCGOATC01_M_ATC_Announce_Deck_ArrivalSuccess_IG_001_VehicleMustBe=Vehicle must be aligned properly to begin cargo transfer.
PU_PYROCGOATC01_M_ATC_Call_Security_IG_001_AttentionSecurityHas=Attention. Security has been notified.
PU_PYROCGOATC01_M_ATC_Decline_Deck_AlreadyHave_IG_001_ActiveCargoService=Active cargo service request in progress. Complete before making additional requests.
PU_PYROCGOATC01_M_ATC_Decline_Deck_NoPermission_IG_001_YouAreNot=You are not authorized to use this cargo facility.
PU_PYROCGOATC01_M_ATC_Decline_Deck_NoValidSize_IG_001_CargoServiceRequest=Cargo service request denied. Unable to accommodate vehicle.
PU_PYROCGOATC01_M_ATC_Despawn_Ship_IG_001_YourVehicleIs=Your vehicle is now locked down. Standby.
PU_PYROCGOATC01_M_ATC_Give_Deck_Cargo_IG_001_CargoDeckAssigned=Cargo deck assigned.
PU_PYROCGOATC01_M_ATC_Queue_Deck_Cargo_IG_001_CargoServiceRequest=Cargo service request pending. No current space available. Standby.
PU_PYROCGOATC01_M_ATC_Request_Deck_Cargo_IG_001_CargoServiceRequest=Cargo service request acknowledged. Standby.
PU_PYROCGOATC01_M_ATC_Revoke_Deck_AlignFailed_IG_001_VehicleNotAligned=Vehicle not aligned. Assigned cargo deck has been revoked.
PU_PYROCGOATC01_M_ATC_Revoke_Deck_IG_001_AssignedCargoDeck=Assigned cargo deck has been revoked.
PU_PYROCGOATC01_M_ATC_Warn_Deck_AlignTimeLimit_IG_001_AlignVehicleOr=Align vehicle or assigned cargo deck will be revoked.
PU_PYROCGOATC01_M_ATC_Warn_Deck_ArrivalTimeLimit_IG_001_WarningAssignedCargo=Warning. Assigned cargo deck will be revoked if not utilized.
PU_PYROCGOATC01_M_ATC_Warn_Deck_Clear_IG_001_VehiclesNotTransferring=Vehicles not transferring cargo must vacate the cargo deck.
PU_PYROCGOATC01_M_ATC_Warn_ShipState_InvalidConfig_IG_001_AdjustingVehicleConfiguration=Adjusting vehicle configuration for cargo transfer.
PU_PYROCGOATC01_M_ATC_Warn_Ship_Obstructing_IG_001_WarningYourVehicle=Warning. Your vehicle is not authorized for cargo deck use. Vacate or your vehicle will be locked down.
PU_PYROCGOATC01_M_ATC_Warn_Ship_Obstructing_LastOccur_IG_001_WarningVacateThe=Warning. Vacate the cargo deck or your vehicle will be locked down.
PU_RACEANN1_AN_General_Bumps_AnnShip_IG_001,P=Easy there, sport.
PU_RACEANN1_AN_General_Bumps_AnnShip_IG_002,P=Eyes where you're flying, buddy.
PU_RACEANN1_AN_General_Bumps_AnnShip_IG_003,P=You wanna hit somebody, hit someone else's ship.
PU_RACEANN1_AN_General_FriendlyFire_AnnShip_IG_001,P=Watch where you're shooting.
PU_RACEANN1_AN_General_FriendlyFire_AnnShip_IG_002,P=Hey! I'm not in the goddamn race.
PU_RACEANN1_AN_General_FriendlyFire_AnnShip_IG_003,P=Seriously, I'm not here for target practice.
PU_RACEANN1_AN_General_PlayerKicked_IG_001,P=Hell with it. You're out of the goddamn race.
PU_RACEANN1_AN_General_PlayerKicked_IG_002,P=You're finished. You hear me? Done. Finito.
PU_RACEANN1_AN_General_PlayerKicked_IG_003,P=That's it. I'm done with you. You're out of the race.
PU_RACEANN1_AN_MidRace_CheckpointTaken_Blowout_IG_001,P=This is getting to be a blowout. They are just dominating.
PU_RACEANN1_AN_MidRace_CheckpointTaken_Blowout_IG_002,P=If somebody doesn't step up soon, this race is over.
PU_RACEANN1_AN_MidRace_CheckpointTaken_Blowout_IG_003,P=Talk about an absolute beast. I don't know if anyone can catch them at this point.
PU_RACEANN1_AN_MidRace_CheckpointTaken_NearTie_IG_001,P=This is getting down to the wire. It's anybody's win for the taking now.
PU_RACEANN1_AN_MidRace_CheckpointTaken_NearTie_IG_002,P=Ooo, we got ourselves a real competition today. Don't know who's gonna snatch the prize.
PU_RACEANN1_AN_MidRace_CheckpointTaken_NearTie_IG_003,P=I tell you what. This is it right here. This is the kind of race you dream about. Whoever wins is really earning their keep, today.
PU_RACEANN1_AN_MidRace_CheckpointTaken_NearVictory_IG_001,P=Getting close here. A little longer and it's gonna be all over. Question is, the rest of you just gonna let 'em win?
PU_RACEANN1_AN_MidRace_CheckpointTaken_NearVictory_IG_002,P=This could be it. We could be looking at a winner here. That is of course unless someone steps up and stops 'em.
PU_RACEANN1_AN_MidRace_CheckpointTaken_NearVictory_IG_003,P=We headin' into the final moments of the race. If you've been biding your time, now might be the time to make your move.
PU_RACEANN1_AN_MidRace_CheckpointTaken_SingleRacer_IG_001,P=And checkpoint. Not a real surprise there.
PU_RACEANN1_AN_MidRace_CheckpointTaken_SingleRacer_IG_002,P=(snore interrupted) Huh? What happened? Oh...
PU_RACEANN1_AN_MidRace_CheckpointTaken_SingleRacer_IG_003,P=One last racer, one more point.
PU_RACEANN1_AN_MidRace_EncourageLosingRacer_IG_001,P=This race isn't over yet. Doesn't matter what place you are right now. One lucky break or stupid mistake and this race is up for grabs, so stay in it.
PU_RACEANN1_AN_MidRace_EncourageLosingRacer_IG_002,P=Now, if you're thinking about giving up hope just cause you're losing right now, let me remind you, the only thing separating you from victory is a handful of well-placed missiles. Think on it.
PU_RACEANN1_AN_MidRace_EncourageLosingRacer_IG_003,P=As much as I love watching a skilled pilot win, I love a good underdog story even more. So know that even though you might be at the back of the pack right now, I'm pulling for you.
PU_RACEANN1_AN_MidRace_EncourageLosingRacer_IG_004,P=You may not be winning this thing, but that don't mean you should go out quiet. Hell, if you're gonna lose, you might as well go down swinging, right?
PU_RACEANN1_AN_MidRace_FewRacersLeft_IG_001,P=The competition has narrowed and now we get too see what the last few bangers can really do.
PU_RACEANN1_AN_MidRace_FewRacersLeft_IG_002,P=Only a few contenders left. Let's see who can go the distance.
PU_RACEANN1_AN_MidRace_FewRacersLeft_IG_003,P=That's it. The herd's been thinned out. We're down to the final few.
PU_RACEANN1_AN_MidRace_GenCommentary_IG_001,P=Man, can I just say that I love this race. Talk about beauty in chaos.
PU_RACEANN1_AN_MidRace_GenCommentary_IG_002,P=I don't know how many of these races I've seen, but they just never get old. Give me speed and bullets any day.
PU_RACEANN1_AN_MidRace_GenCommentary_IG_003,P=You know what this race is? This right here is some damn fine entertainment, if I do say so myself.
PU_RACEANN1_AN_MidRace_GenCommentary_IG_004,P=Just wanna take a second to drop some real respect to our racers today. Not all of you may be that good or really have a shot at winning, but you still showed up and that says something.
PU_RACEANN1_AN_MidRace_GenCommentary_IntenseCombat_IG_001,P=This race is turning into a real shooting gallery. Is there a sale on ammo or something?
PU_RACEANN1_AN_MidRace_GenCommentary_IntenseCombat_IG_002,P=This is some serious bloodlust happening right now. I ain't complaining though.
PU_RACEANN1_AN_MidRace_GenCommentary_IntenseCombat_IG_003,P=Now, I'm not one to judge, but it feels like there are a lot of aggression issues being worked out right now.
PU_RACEANN1_AN_MidRace_GenCommentary_IntenseCombat_IG_004,P=There's something about skilled pilots really going for each other's throats that just does it for me.
PU_RACEANN1_AN_MidRace_LapComplete_Final_IG_001,P=Here we go. Last lap. It's now or never.
PU_RACEANN1_AN_MidRace_LapComplete_Final_IG_002,P=This is the final lap right here. Time to ride or die, people.
PU_RACEANN1_AN_MidRace_LapComplete_Final_IG_003,P=Final lap. Make it count.
PU_RACEANN1_AN_MidRace_LapComplete_Final_IG_004,P=Last lap. It's all or nothing.
PU_RACEANN1_AN_MidRace_LapComplete_First_IG_001,P=First lap's done.
PU_RACEANN1_AN_MidRace_LapComplete_First_IG_002,P=One lap done. Let's keep it going.
PU_RACEANN1_AN_MidRace_LapComplete_First_IG_003,P=There we go. First lap done and done.
PU_RACEANN1_AN_MidRace_LapComplete_IG_001,P=That is another lap complete.
PU_RACEANN1_AN_MidRace_LapComplete_IG_002,P=That lap is done.
PU_RACEANN1_AN_MidRace_LapComplete_IG_003,P=Lap complete. Let's do it again.
PU_RACEANN1_AN_MidRace_LapComplete_IG_004,P=Another lap finished.
PU_RACEANN1_AN_MidRace_LapComplete_Leader_IG_001,P=Our fearless leader just cleared another lap.
PU_RACEANN1_AN_MidRace_LapComplete_Leader_IG_002,P=This race is one lap closer to completion.
PU_RACEANN1_AN_MidRace_LapComplete_Leader_IG_003,P=Look at that. The head of the pack's onto a new lap.
PU_RACEANN1_AN_MidRace_LapComplete_Leader_IG_004,P=The number one racer notched another lap.
PU_RACEANN1_AN_MidRace_LapComplete_SingleRacer_IG_001,P=That's another lap complete for our lone surviving ship.
PU_RACEANN1_AN_MidRace_LapComplete_SingleRacer_IG_002,P=And our one remaining competitor finishes another lap.
PU_RACEANN1_AN_MidRace_LapComplete_SingleRacer_IG_003,P=With only one racer left, basically every lap they finish is a victory lap.
PU_RACEANN1_AN_MidRace_NonRacersInterrupt_IG_001,P=Okay... looks like we got some assholes crashing our race.
PU_RACEANN1_AN_MidRace_NonRacersInterrupt_IG_002,P=Seems we've got some uninvited guests screwing up our race.
PU_RACEANN1_AN_MidRace_NonRacersInterrupt_IG_003,P=Heads up racers, looks like some blinders have decided to use you for target practice.
PU_RACEANN1_AN_MidRace_OneRacerLeft_IG_001,P=Well, if I'm doing my math right, there's only one pilot left. So as long as they don't blow themselves up, the race is theirs.
PU_RACEANN1_AN_MidRace_OneRacerLeft_IG_002,P=With only one survivor left, the finish is theirs for the taking. Piece of advice, don't get cocky. I've seen some crazy shit happen when people drop their guard.
PU_RACEANN1_AN_MidRace_OneRacerLeft_IG_003,P=All right, we got good news and bad news. Good news for our last remaining pilot, you're all that's left, so you pretty much won. Bad news for everyone else who enjoys exciting races because... well see the good news. Someone wake me when they finish.
PU_RACEANN1_AN_MidRace_Progression_Blowout_IG_001,P=This is getting to be a blowout. They are just dominating.
PU_RACEANN1_AN_MidRace_Progression_Blowout_IG_002,P=If somebody doesn't step up soon, this race is over.
PU_RACEANN1_AN_MidRace_Progression_Blowout_IG_003,P=Talk about an absolute beast. I don't know if anyone can catch them at this point.
PU_RACEANN1_AN_MidRace_Progression_NearTie_IG_001,P=This is getting down to the wire. It's anybody's win for the taking now.
PU_RACEANN1_AN_MidRace_Progression_NearTie_IG_002,P=Ooo, we got ourselves a real competition today. Don't know who's gonna snatch the prize.
PU_RACEANN1_AN_MidRace_Progression_NearTie_IG_003,P=I tell you what. This is it right here. This is the kind of race you dream about. Whoever wins is really earning their keep, today.
PU_RACEANN1_AN_MidRace_Progression_NearVictory_IG_001,P=Getting close here. A little longer and it's gonna be all over. Question is, the rest of you just gonna let 'em win?
PU_RACEANN1_AN_MidRace_Progression_NearVictory_IG_002,P=This could be it. We could be looking at a winner here. That is of course unless someone steps up and stops 'em.
PU_RACEANN1_AN_MidRace_Progression_NearVictory_IG_003,P=We headin' into the final moments of the race. If you've been biding your time, now might be the time to make your move.
PU_RACEANN1_AN_MidRace_RacerDies_First_IG_001,P=And our first racer is down. Was just a matter of time until things got real.
PU_RACEANN1_AN_MidRace_RacerDies_First_IG_002,P=Mark that as the first kill of the race.
PU_RACEANN1_AN_MidRace_RacerDies_First_IG_003,P=We got a casualty, folks. It's a fight now.
PU_RACEANN1_AN_MidRace_RacerDies_First_IG_004,P=Someone wanna call a medic? We got ourselves the first casualty.
PU_RACEANN1_AN_MidRace_RacerDies_First_IG_005,P=Ohhh, racer down! I don't think they're getting back up.
PU_RACEANN1_AN_MidRace_RacerDies_IG_001,P=Aaaand that's another racer down.
PU_RACEANN1_AN_MidRace_RacerDies_IG_002,P=And another racer bites the dust.
PU_RACEANN1_AN_MidRace_RacerDies_IG_003,P=Got another pilot merging with the infinite.
PU_RACEANN1_AN_MidRace_RacerDies_IG_004,P=Another one down. We're getting into a downright brawl here.
PU_RACEANN1_AN_MidRace_RacerDies_IG_005,P=Y'all see that fool go down? Damn they got lit up.
PU_RACEANN1_AN_MidRace_RacerDies_Leader_IG_001,P=[ Laughing ] Oh, damn. I bet they thought they were gonna win.
PU_RACEANN1_AN_MidRace_RacerDies_Leader_IG_002,P=Oh! They thought they were on top! That they were untouchable, but that dream came crashing down.
PU_RACEANN1_AN_MidRace_RacerDies_Leader_IG_003,P=One second they're in the lead, and the next they're a flaming wreck. That's life for ya.
PU_RACEANN1_AN_MidRace_RacerDies_NewLeaderKillsLeader_IG_001,P=Kill the leader, become the leader. There can be only one!
PU_RACEANN1_AN_MidRace_RacerDies_NewLeaderKillsLeader_IG_002,P=Cycle of life here, people. It's all about killing your way to the top.
PU_RACEANN1_AN_MidRace_RacerDies_NewLeaderKillsLeader_IG_003,P=Not only did that racer just kill their way into first place, but they did it with serious style.
PU_RACEANN1_AN_MidRace_RacerLeaves_IG_001,P=Um... a pilot just left in the middle of the race. What's the point of starting something you ain't gonna finish?
PU_RACEANN1_AN_MidRace_RacerLeaves_IG_002,P=One of our racers just up and quit... That's a bit dissapointing.
PU_RACEANN1_AN_MidRace_RacerLeaves_IG_003,P=Seems one of our pilots ran away. Hope no one was betting on them.
PU_RACEANN1_AN_MidRace_RacerLeaves_IG_004,P=Did y'all see that pilot leave? Thought it went without saying, but don't leave in the middle of a race.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_First_IG_001,P=First checkpoint down. Let's see if they can make it two.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_First_IG_002,P=First one's down. We're off, people.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_First_IG_003,P=Alright, alright. Here we go. First checkpoint.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_IG_001,P=Checkpoint taken.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_IG_002,P=Look at that, another checkpoint down.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_IG_003,P=A pilot just snagged another checkpoint.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_IG_004,P=Another chekpoint taken. NIcely done.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_IG_005,P=Checkpoint claimed. That's what I like to see.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_IG_006,P=There we go. Give that pilot a point.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_NewLeader_IG_001,P=Looks like we got ourselves a new leader.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_NewLeader_IG_002,P=This ain't over yet. New leader's stepping up.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_NewLeader_IG_003,P=Hoowee, there's a new boss in town.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_SingleRacer_IG_001,P=And checkpoint. Not a real surprise there.
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_SingleRacer_IG_002,P=(snore interrupted) Huh? What happened? Oh...
PU_RACEANN1_AN_MidRace_Scramble_CheckpointTaken_SingleRacer_IG_003,P=One last racer, one more point.
PU_RACEANN1_AN_MidRace_Scramble_NewCheckpoint_IG_001,P=Get ready. Here comes the next marker.
PU_RACEANN1_AN_MidRace_Scramble_NewCheckpoint_IG_002,P=Ready up! New marker inbound.
PU_RACEANN1_AN_MidRace_Scramble_NewCheckpoint_IG_003,P=Ready or not, next marker's coming.
PU_RACEANN1_AN_MidRace_Scramble_NewCheckpoint_IG_004,P=Another marker incoming. Get ready.
PU_RACEANN1_AN_MidRace_Scramble_NewCheckpoint_IG_005,P=Hold on, got a new maker on it's way.
PU_RACEANN1_AN_MidRace_Scramble_NewCheckpoint_IG_006,P=Okay y'all, new marker's about to drop.
PU_RACEANN1_AN_MidRace_Scramble_NewCheckpoint_IG_007,P=Here comes the next marker.
PU_RACEANN1_AN_MidRace_WrongWay_IG_001,P=I'm normally in favor of an independent streak, but flying the wrong direction is a bit much.
PU_RACEANN1_AN_MidRace_WrongWay_IG_002,P=Not sure if you just missed the signs, but you're heading the wrong way.
PU_RACEANN1_AN_MidRace_WrongWay_IG_003,P=Not sure what "race enhancers" you're on, but you're flying the wrong direction.
PU_RACEANN1_AN_PostRace_WinnerDeclared_High_IG_001,P=That is it! It's all over! We have a winner!
PU_RACEANN1_AN_PostRace_WinnerDeclared_High_IG_002,P=And it's official, we have ourselves a winner!
PU_RACEANN1_AN_PostRace_WinnerDeclared_High_IG_003,P=Stick a fork in it! We have a winner!
PU_RACEANN1_AN_PostRace_WinnerDeclared_Low_IG_001,P=And that's that. To the winner: Congrats. To everyone else: practice.
PU_RACEANN1_AN_PostRace_WinnerDeclared_Low_IG_002,P=And... we're done. All right, let's get ready for the next one. Okay?
PU_RACEANN1_AN_PostRace_WinnerDeclared_Low_IG_003,P=That'll do it. Helluva show from our winner... probably too good of one if you ask me. But nice work.
PU_RACEANN1_AN_PostRace_WrapUp_IG_001,P=I'll see you next time, ladies and germs. Remember, keep the throttle down and your eyes open. Now, if you'll excuse me, there's a bottle of Rust with my name on it.
PU_RACEANN1_AN_PostRace_WrapUp_IG_002,P=Like to thank everyone listening. Keep at it and maybe next time it'll be you in the winner's circle. This is Nas Calloway signing off. Now if you'll excuse me. I gotta take a leak. Later.
PU_RACEANN1_AN_PostRace_WrapUp_IG_003,P=Whew! Don't know about you but I am wiped. Before I head out, a shout out to our new champ and a big thanks to everyone else for making them look so damn good. This is Nas Calloway. I'll see y'all at the next one.
PU_RACEANN1_AN_PostRace_WrapUp_IG_004,P=That's it for me. Win or lose, hope you all had as much fun as I did. Though I'm guessing it's a lot more fun if you win. If you come back and race again, maybe you'll get to find out for yourself. 'Til then, keep it tight.
PU_RACEANN1_AN_PostRace_WrapUp_IG_005,P=Let me be the first to say congrats to our victor. And to all the others, hopefully, I'll see you all back here again real soon. It's been a trip.
PU_RACEANN1_AN_PreRace_EntrantLeaves_IG_001,P=Seems one of our racers had a change of heart and ghosted. But hey, there's always other fish in the sea, right?
PU_RACEANN1_AN_PreRace_EntrantLeaves_IG_002,P=Well, we're down a entrant now. Guess some people can't handle the pressure. Screw it. Race's probably better off without 'em, anyway.
PU_RACEANN1_AN_PreRace_MinRacersAccepted_IG_001,P=What's up, people. Looks like we got enough racers to make this official. Now we just need people to show up and we can get this show on the road.
PU_RACEANN1_AN_PreRace_MinRacersAccepted_IG_002,P=Quick update, ladies and germs. We got enough racers to make this interesting. Once all our people show up, we go.
PU_RACEANN1_AN_PreRace_MinRacersAccepted_IG_003,P=Got word from on high that the race ticket's filling up. I expect they'll be making their way over here any time now. Lookin' at the list... yeah, I think this'll be good.
PU_RACEANN1_AN_PreRace_RaceAccepted_LongWait_IG_001,P=Hey there, stranger. Heard you're gonna be taking part in our little... event. My name's Nes Calloway, I'm gonna be running the show. You should have the rendezvous point in your system, so head on down and we can get this started.
PU_RACEANN1_AN_PreRace_RaceAccepted_LongWait_IG_002,P=What's up. Word is you're ready to turn and burn. That's what I like to see. I'm Nes Calloway, I'll be calling the race. Still waiting on a couple other candidates, but head on over to the start line when you can.
PU_RACEANN1_AN_PreRace_RaceAccepted_LongWait_IG_003,P=Hey. <pause> You reading me? <laugh> Name's Nes Calloway. I'm running the race you just signed up for. Master of cermonies if you like. Sent you a rendezvous spot for your starmap. Head on over.
PU_RACEANN1_AN_PreRace_RaceAccepted_ShortWait_IG_001,P=What's going on, my friend. Nes Calloway here. My people tell me you're up for our next race. We're about ready to go, so head on over to the start line.
PU_RACEANN1_AN_PreRace_RaceAccepted_ShortWait_IG_002,P=Who's ready shred some speed records? Hey, what's going on, I'm Nes Calloway, overseer of the race you just signed up for. Why don't you head on down to the rendezvous and we'll get this show on the road.
PU_RACEANN1_AN_PreRace_RaceAccepted_ShortWait_IG_003,P=Yo, yo, yo. Nes Calloway here. I'm gonna be calling the race you just signed up for. We're about ready to go, so head on over to rendezvous spot pronto and we'll get this thing poppin'.
PU_RACEANN1_AN_PreRace_RaceCanceled_IG_001,P=That's it. I'm calling it. Race is canceled. No point in doing this if no one else is coming. Maybe next time.
PU_RACEANN1_AN_PreRace_RaceCanceled_IG_002,P=Alright, look. I hate to do it, but I got a bunch of pilots who bailed, so it looks like we're gonna have to race some other time.
PU_RACEANN1_AN_PreRace_StartEarly_IG_001,P=Actually, I might kick this off a little early.
PU_RACEANN1_AN_PreRace_StartEarly_IG_002,P=I'll be honest, I'm kinda eager to get this show on the road.
PU_RACEANN1_AN_PreRace_StartEarly_IG_003,P=It's looking like we might be all set to go. Just gonna do a last count...
PU_RACEANN1_AN_PreRace_WaitLonger_IG_001,P=Stay frosty, y'all. Shouldn't be too much longer now.
PU_RACEANN1_AN_PreRace_WaitLonger_IG_002,P=Just a couple more ticks, and we'll be ready to go.
PU_RACEANN1_AN_PreRace_WaitLonger_IG_003,P=I know y'all wanna get this poppin' but it's gonna be a little bit longer.
PU_RACEANN1_AN_PreRace_Welcome_LongWait_IG_001,P=Welcome, welcome. We're still waiting on a few more stragglers, so hang out for a sec. We'll get going soon.
PU_RACEANN1_AN_PreRace_Welcome_LongWait_IG_002,P=Hey there, rambler. Welcome to the heat. Bet you're itching to get started, but I'm gonna need you to just sit tight 'til the rest of the racers show.
PU_RACEANN1_AN_PreRace_Welcome_LongWait_IG_003,P=Hey, glad you could make it. More food for the fodder, right? As soon as the rest of the pack shows, we'll get going, but 'til then just stay close and be ready.
PU_RACEANN1_AN_PreRace_Welcome_ShortWait_IG_001,P=Hey there. Just in time. We're about ready to start the race, but we got a few more racers on their way. Cool your jets and once they show, we go.
PU_RACEANN1_AN_PreRace_Welcome_ShortWait_IG_002,P=Welcome to the show. The race'll be starting soon. Just waiting on a few more people to show.
PU_RACEANN1_AN_PreRace_Welcome_ShortWait_IG_003,P=Salutations. Thrilled you made it out. Once the rest of the racers get here, we'll kick things off, but feel free to size up the competition till then.
PU_RACEANN1_AN_RaceStart_Countdown_GetReady_IG_001,P=Get ready ...
PU_RACEANN1_AN_RaceStart_Countdown_GetReady_IG_002,P=Get ready ...
PU_RACEANN1_AN_RaceStart_Countdown_GetReady_IG_003,P=Get ready ...
PU_RACEANN1_AN_RaceStart_Countdown_GetSet_IG_001,P=get set ...
PU_RACEANN1_AN_RaceStart_Countdown_GetSet_IG_002,P=get set ...
PU_RACEANN1_AN_RaceStart_Countdown_GetSet_IG_003,P=get set ...
PU_RACEANN1_AN_RaceStart_Countdown_Go_IG_001,P=go!
PU_RACEANN1_AN_RaceStart_Countdown_Go_IG_002,P=go!
PU_RACEANN1_AN_RaceStart_Countdown_Go_IG_003,P=go!
PU_RACEANN1_AN_RaceStart_Countdown_Init_IG_001,P=You better get those engines humming 'cause we're about to kick off ?
PU_RACEANN1_AN_RaceStart_Countdown_Init_IG_002,P=Lock it in, people. It's that time. Time to see who's gonna lay it all on the line and snatch the ring of victory. You ready? You ready? Well ?
PU_RACEANN1_AN_RaceStart_Countdown_Init_IG_003,P=Okay. It's that time, people. Time to see who's got the mettle and who's got the grind ?
PU_RACEANN1_AN_RaceStart_Countdown_ReadInFull_IG_001,P=You better get those engines humming 'cause we're about to kick off. Get ready ... get set ... go!
PU_RACEANN1_AN_RaceStart_Countdown_ReadInFull_IG_002,P=Lock it in, people. It's that time. Time to see who's gonna lay it all on the line and snatch the ring of victory. You ready? You ready? Well, get ready ... get set ... go!
PU_RACEANN1_AN_RaceStart_Countdown_ReadInFull_IG_003,P=Okay. It's that time, people. Time to see who's got the mettle and who's got the grind. Get ready ... get set ... go!
PU_RACEANN1_AN_RaceStart_RaceModeExp_Normal_IG_001,P=Okay. Everyone's at the starting line, so it's almost go time. Here's the rub. To win, you gotta be first to finish all the laps. Tricky part is all the other racers trying to do the same. Make sense?
PU_RACEANN1_AN_RaceStart_RaceModeExp_Normal_IG_002,P=Looks like we got all our racers in place so let me tell you how this is gonna work. The first ship to complete all the laps wins. Easy as pie.
PU_RACEANN1_AN_RaceStart_RaceModeExp_Normal_IG_003,P=Alright, ramblers, let's get rambling. Y'all know the drill, the racer that finishes all the laps first wins. Should be a real good time.
PU_RACEANN1_AN_RaceStart_RaceModeExp_Scramble_IG_001,P=Alright, listen up. Now that everyone's here, lemme lay out the rules. Y'all are gonna be racing in a scramble. First one to collect enough checkpoints wins. Outside of that, do whatever the hell you want.
PU_RACEANN1_AN_RaceStart_RaceModeExp_Scramble_IG_002,P=We're good to go, people. Now the race of the day is what's called a scramble. First one to collect enough checkpoints wins. Anyone get's in your way? Do what you gotta do to get them out of your way.
PU_RACEANN1_AN_RaceStart_RaceModeExp_Scramble_IG_003,P=Attention all pilots, we're about to get underway. Now, today's race has two rules: 1. Be the first to collect enough checkpoints. 2. Stop other people from collecting checkpoints. Simple, right?
PU_RACEANN1_M_AN_General_DeathThroe_Scream_IG_EX_001=No, no, no < Struggle > < Scream >
PU_RACEANN1_M_AN_General_DeathThroe_Scream_IG_EX_002=< Struggle > < Scream >
PU_RACEANN1_M_AN_General_DeathThroe_Scream_IG_EX_003=No, no no < Struggle > < Scream >
PU_RACEANN1_M_AN_General_DeathThroe_Scream_IG_EX_004=No, no, no < Struggle > < Scream >
PU_RACEANN1_M_AN_General_DeathThroe_Scream_IG_EX_005=No, no no < Scream >
PU_RACEANN1_M_AN_General_DeathThroe_Sudden_IG_EX_001=< Scream >
PU_RACEANN1_M_AN_General_DeathThroe_Sudden_IG_EX_002=< Scream >
PU_RACEANN1_M_AN_General_DeathThroe_Sudden_IG_EX_003=< Scream >
PU_RACEANN1_M_AN_General_DeathThroe_Sudden_IG_EX_004=< Scream >
PU_RACEANN1_M_AN_General_DeathThroe_Sudden_IG_EX_005=< Scream >
PU_RACEANN1_M_AN_General_DeathThroe_Sudden_IG_EX_006=< Scream >
PU_RACEANN1_M_AN_General_FriendlyFire_Handler_IG_001_WatchWhereYoure=Watch where you're shooting.
PU_RACEANN1_M_AN_General_FriendlyFire_Handler_IG_002_HeyImNot=Hey! I'm not in the goddamn race.
PU_RACEANN1_M_AN_General_FriendlyFire_Handler_IG_003_SeriouslyImNot=Seriously, I'm not here for target practice.
PU_RACEANN1_M_AN_General_GetHits_IG_EX_001=< Grunt >
PU_RACEANN1_M_AN_General_GetHits_IG_EX_002=< Grunt >
PU_RACEANN1_M_AN_General_GetHits_IG_EX_003=< Grunt >
PU_RACEANN1_M_AN_General_GetHits_IG_EX_004=< Grunt >
PU_RACEANN1_M_AN_General_GetHits_IG_EX_005=< Grunt >
PU_RACEANN1_M_AN_General_GetHits_IG_EX_006=< Grunt >
PU_RACEANN1_M_AN_General_GetHits_IG_EX_007=< Grunt >
PU_RACEANN1_M_AN_General_GetHits_IG_EX_008=< Grunt >
PU_RACEANN1_M_AN_General_PlayerKicked_IG_001_HellWithIt=Hell with it. You're out of the goddamn race.
PU_RACEANN1_M_AN_General_PlayerKicked_IG_002_YoureFinishedYou=You're finished. You hear me? Done. Finito.
PU_RACEANN1_M_AN_General_PlayerKicked_IG_003_ThatsItIm=That's it. I'm done with you. You're out of the race.
PU_RACEANN1_M_AN_General_ShipBumps_Handler_IG_001_EasyThereSport=Easy there, sport.
PU_RACEANN1_M_AN_General_ShipBumps_Handler_IG_002_EyesWhereYoure=Eyes where you're flying, buddy.
PU_RACEANN1_M_AN_General_ShipBumps_Handler_IG_003_YouWannaHit=You wanna hit somebody, hit someone else's ship.
PU_RACEANN1_M_AN_MidRace_EncourageLosingRacer_IG_001_ThisRaceIsnt=This race isn't over yet. Doesn't matter what place you are right now. One lucky break or stupid mistake and this race is up for grabs, so stay in it.
PU_RACEANN1_M_AN_MidRace_EncourageLosingRacer_IG_002_NowIfYoure=Now, if you're thinking about giving up hope just cause you're losing right now, let me remind you, the only thing separating you from victory is a handful of well-placed missiles. Think on it.
PU_RACEANN1_M_AN_MidRace_EncourageLosingRacer_IG_003_AsMuchAs=As much as I love watching a skilled pilot win, I love a good underdog story even more. So even though you might be at the back of the pack right now, I'm pulling for you.
PU_RACEANN1_M_AN_MidRace_EncourageLosingRacer_IG_004_YouMayNot=You may not be winning this thing, but that don't mean you should go out quiet. Hell, if you're gonna lose, you might as well go down swinging, right?
PU_RACEANN1_M_AN_MidRace_FewRacersLeft_IG_001_TheCompetitionHas=The competition has narrowed and now we get too see what the last few bangers can really do.
PU_RACEANN1_M_AN_MidRace_FewRacersLeft_IG_002_OnlyAFew=Only a few contenders left. Let's see who can go the distance.
PU_RACEANN1_M_AN_MidRace_FewRacersLeft_IG_003_ThatsItThe=That's it. The herd's been thinned out. We're down to the final few.
PU_RACEANN1_M_AN_MidRace_GenCommentary_IG_001_ManCanI=Man, can I just say that I love this race. Talk about beauty in chaos.
PU_RACEANN1_M_AN_MidRace_GenCommentary_IG_002_IDontKnow=I don't know how many of these races I've seen, but they just never get old. Give me speed and bullets any day.
PU_RACEANN1_M_AN_MidRace_GenCommentary_IG_003_YouKnowWhat=You know what this race is? This right here is some damn fine entertainment, if I do say so myself.
PU_RACEANN1_M_AN_MidRace_GenCommentary_IG_004_JustWannaTake=Just wanna take a second to drop some real respect to our racers today. Not all of you may be that good or really have a shot at winning, but you still showed up and that says something.
PU_RACEANN1_M_AN_MidRace_GenCommentary_IntenseCombat_IG_001_ThisRaceIs=This race is turning into a real shooting gallery. Is there a sale on ammo or something?
PU_RACEANN1_M_AN_MidRace_GenCommentary_IntenseCombat_IG_002_ThisIsSome=This is some serious bloodlust happening right now. I ain't complaining though.
PU_RACEANN1_M_AN_MidRace_GenCommentary_IntenseCombat_IG_003_NowImNot=Now, I'm not one to judge, but it feels like there are a lot of aggression issues being worked out right now.
PU_RACEANN1_M_AN_MidRace_GenCommentary_IntenseCombat_IG_004_TheresSomethingAbout=There's something about skilled pilots really going for each other's throats that just does it for me.
PU_RACEANN1_M_AN_MidRace_LapComplete_Final_IG_001_HereWeGo=Here we go. Last lap. It's now or never.
PU_RACEANN1_M_AN_MidRace_LapComplete_Final_IG_002_ThisIsThe=This is the final lap right here. Time to ride or die, people.
PU_RACEANN1_M_AN_MidRace_LapComplete_Final_IG_003_FinalLapMake=Final lap. Make it count.
PU_RACEANN1_M_AN_MidRace_LapComplete_Final_IG_004_LastLapIts=Last lap. It's all or nothing.
PU_RACEANN1_M_AN_MidRace_LapComplete_First_IG_001_FirstLapsDone=First lap's done.
PU_RACEANN1_M_AN_MidRace_LapComplete_First_IG_002_OneLapDone=One lap done. Let's keep it going.
PU_RACEANN1_M_AN_MidRace_LapComplete_First_IG_003_ThereWeGo=There we go. First lap done and done.
PU_RACEANN1_M_AN_MidRace_LapComplete_IG_001_ThatIsAnother=That is another lap complete.
PU_RACEANN1_M_AN_MidRace_LapComplete_IG_002_ThatLapIs=That lap is done.
PU_RACEANN1_M_AN_MidRace_LapComplete_IG_003_LapCompleteLets=Lap complete. Let's do it again.
PU_RACEANN1_M_AN_MidRace_LapComplete_IG_004_AnotherLapFinished=Another lap finished.
PU_RACEANN1_M_AN_MidRace_LapComplete_Leader_IG_001_OurFearlessLeader=Our fearless leader just cleared another lap.
PU_RACEANN1_M_AN_MidRace_LapComplete_Leader_IG_002_ThisRaceIs=This race is one lap closer to completion.
PU_RACEANN1_M_AN_MidRace_LapComplete_Leader_IG_003_LookAtThat=Look at that. The head of the pack's onto a new lap.
PU_RACEANN1_M_AN_MidRace_LapComplete_Leader_IG_004_TheNumberOne=The number one racer notched up another lap.
PU_RACEANN1_M_AN_MidRace_LapComplete_SingleRacer_IG_001_ThatsAnotherLap=That's another lap complete for our lone surviving ship.
PU_RACEANN1_M_AN_MidRace_LapComplete_SingleRacer_IG_002_AndOurOne=And our one remaining competitor finishes another lap.
PU_RACEANN1_M_AN_MidRace_LapComplete_SingleRacer_IG_003_WithOnlyOne=With only one racer left, it's like every lap they finish is a victory lap.
PU_RACEANN1_M_AN_MidRace_NonRacersInterrupt_IG_001_OkayLooksLike=Okay... looks like we got some assholes crashing our race.
PU_RACEANN1_M_AN_MidRace_NonRacersInterrupt_IG_002_SeemsWeveGot=Seems we've got some uninvited guests screwing up our race.
PU_RACEANN1_M_AN_MidRace_NonRacersInterrupt_IG_003_HeadsUpRacers=Heads up racers, looks like some blinders have decided to use you for target practice.
PU_RACEANN1_M_AN_MidRace_OneRacerLeft_IG_001_WellIfIm=Well, if I'm doing my math right, there's only one pilot left. So as long as they don't blow themselves up, the race is theirs.
PU_RACEANN1_M_AN_MidRace_OneRacerLeft_IG_002_WithOnlyOne=With only one survivor left, the finish is theirs for the taking. Piece of advice, don't get cocky. I've seen some crazy shit happen when people drop their guard.
PU_RACEANN1_M_AN_MidRace_OneRacerLeft_IG_003_AllRightWe=All right, we got good news and bad news. Good news for our last remaining pilot, you're all that's left, so you pretty much won. Bad news for everyone else who enjoys exciting races because... well see the good news. Someone wake me when they finish.
PU_RACEANN1_M_AN_MidRace_Progression_Blowout_IG_001_ThisIsGetting=This is getting to be a blowout. They are just dominating.
PU_RACEANN1_M_AN_MidRace_Progression_Blowout_IG_002_IfSomebodyDoesnt=If somebody doesn't step up soon, this race is over.
PU_RACEANN1_M_AN_MidRace_Progression_Blowout_IG_003_TalkAboutAn=Talk about an absolute beast. I don't know if anyone can catch them at this point.
PU_RACEANN1_M_AN_MidRace_Progression_NearTie_IG_001_ThisIsGetting=This is getting down to the wire. It's anybody's win for the taking now.
PU_RACEANN1_M_AN_MidRace_Progression_NearTie_IG_002_OooWeGot=Ooo, we got ourselves a real competition today. Don't know who's gonna snatch the prize.
PU_RACEANN1_M_AN_MidRace_Progression_NearTie_IG_003_ITellYou=I tell you what. This is it right here. This is the kind of race you dream about. Whoever wins is really earning their keep, today.
PU_RACEANN1_M_AN_MidRace_Progression_NearVictory_IG_001_GettingCloseHere=Getting close here. A little longer and it's gonna be all over. Question is, the rest of you just gonna let 'em win?
PU_RACEANN1_M_AN_MidRace_Progression_NearVictory_IG_002_ThisCouldBe=This could be it. We could be looking at a winner here. That is of course unless someone steps up and stops 'em.
PU_RACEANN1_M_AN_MidRace_Progression_NearVictory_IG_003_WeHeadinInto=We headin' into the final moments of the race. If you've been biding your time, now might be the time to make your move.
PU_RACEANN1_M_AN_MidRace_RacerDies_First_IG_001_AndOurFirst=And our first racer is down.
PU_RACEANN1_M_AN_MidRace_RacerDies_First_IG_002_MarkThatAs=Mark that as the first kill of the race.
PU_RACEANN1_M_AN_MidRace_RacerDies_First_IG_003_WeGotA=We got a casualty, folks. It's a fight now.
PU_RACEANN1_M_AN_MidRace_RacerDies_First_IG_004_SomeoneWannaCall=Someone wanna call a medic? We got ourselves the first casualty.
PU_RACEANN1_M_AN_MidRace_RacerDies_First_IG_005_OhhhRacerDown=Ohhh, racer down! I don't think they're getting back up.
PU_RACEANN1_M_AN_MidRace_RacerDies_IG_001_AaaandThatsAnother=Aaaand that's another racer down.
PU_RACEANN1_M_AN_MidRace_RacerDies_IG_002_AndAnotherRacer=And another racer bites the dust.
PU_RACEANN1_M_AN_MidRace_RacerDies_IG_003_GotAnotherPilot=Got another pilot merging with the infinite.
PU_RACEANN1_M_AN_MidRace_RacerDies_IG_004_AnotherOneDown=Another one down. We're getting into a downright brawl here.
PU_RACEANN1_M_AN_MidRace_RacerDies_IG_005_YallSeeThat=Y'all see that fool go down? Damn they got lit up.
PU_RACEANN1_M_AN_MidRace_RacerDies_Leader_IG_001_OhDamnI=[ Laughing ] Oh, damn. I bet they thought they were gonna win.
PU_RACEANN1_M_AN_MidRace_RacerDies_Leader_IG_002_OhTheyThought=Oh! They thought they were on top! That they were untouchable, but that dream came crashing down.
PU_RACEANN1_M_AN_MidRace_RacerDies_Leader_IG_003_OneSecondTheyre=One second they're in the lead, and the next they're a flaming wreck. That's life for ya.
PU_RACEANN1_M_AN_MidRace_RacerDies_NewLeaderKillsLeader_IG_001_KillTheLeader=Kill the leader, become the leader. There can only be one!
PU_RACEANN1_M_AN_MidRace_RacerDies_NewLeaderKillsLeader_IG_002_CycleOfLife=Cycle of life here, people. It's all about killing your way to the top.
PU_RACEANN1_M_AN_MidRace_RacerDies_NewLeaderKillsLeader_IG_003_NotOnlyDid=Not only did that racer just kill their way into first place, but they did it with serious style.
PU_RACEANN1_M_AN_MidRace_RacerLeaves_IG_001_UmAPilot=Um... a pilot just left in the middle of the race. What's the point of starting something you ain't gonna finish?
PU_RACEANN1_M_AN_MidRace_RacerLeaves_IG_002_OneOfOur=One of our racers just up and quit... That's a bit dissapointing.
PU_RACEANN1_M_AN_MidRace_RacerLeaves_IG_003_SeemsOneOf=Seems one of our pilots ran away. Hope no one was betting on them.
PU_RACEANN1_M_AN_MidRace_RacerLeaves_IG_004_DidYallSee=Did y'all see that pilot leave? Thought it went without saying, but don't leave in the middle of a race.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointNew_IG_001_GetReadyHere=Get ready. Here comes the next marker.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointNew_IG_002_ReadyUpNew=Ready up! New marker inbound.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointNew_IG_003_ReadyOrNot=Ready or not, next marker's coming.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointNew_IG_004_AnotherMarkerIncoming=Another marker incoming. Get ready.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointNew_IG_005_HoldOnGot=Hold on, got a new maker on it's way.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointNew_IG_006_OkayYallNew=Okay y'all, new marker's about to drop.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointNew_IG_007_HereComesThe=Here comes the next marker.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_First_IG_001_FirstCheckpointDown=First checkpoint down. Let's see if they can make it two.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_First_IG_002_FirstOnesDown=First one's down. We're off, people.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_First_IG_003_AlrightAlrightHere=Alright, alright. Here we go. First checkpoint.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_IG_001_CheckpointTaken=Checkpoint taken.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_IG_002_LookAtThat=Look at that, another checkpoint down.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_IG_003_APilotJust=A pilot just snagged another checkpoint.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_IG_004_AnotherChekpointTaken=Another chekpoint taken. Nicely done.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_IG_005_CheckpointClaimedThats=Checkpoint claimed. That's what I like to see.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_IG_006_ThereWeGo=There we go. Give that pilot a point.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_NewLeader_IG_001_LooksLikeWe=Looks like we got ourselves a new leader.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_NewLeader_IG_002_ThisAintOver=This ain't over yet. New leader's stepping up.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_NewLeader_IG_003_HooweeTheresA=Hoowee, there's a new boss in town.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_SingleRacer_IG_001_AndCheckpointNot=And checkpoint. Not a real surprise there.
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_SingleRacer_IG_002_HuhWhatHappened=< Snoring >... Huh? What happened? Oh...
PU_RACEANN1_M_AN_MidRace_Scramble_CheckpointTaken_SingleRacer_IG_003_OneLastRacer=One last racer, one more point.
PU_RACEANN1_M_AN_MidRace_WrongWay_IG_001_ImNormallyIn=I'm normally in favor of an independent streak, but flying in the wrong direction's a bit much.
PU_RACEANN1_M_AN_MidRace_WrongWay_IG_002_NotSureIf=Not sure if you just missed the signs, but you're heading the wrong way.
PU_RACEANN1_M_AN_MidRace_WrongWay_IG_003_NotSureWhat=Not sure what "race enhancers" you're on, but you're flying in the wrong direction.
PU_RACEANN1_M_AN_PostRace_WinnerDeclared_High_IG_001_ThatIsIt=That is it! It's all over! We have a winner!
PU_RACEANN1_M_AN_PostRace_WinnerDeclared_High_IG_002_AndItsOfficial=And it's official, we have ourselves a winner!
PU_RACEANN1_M_AN_PostRace_WinnerDeclared_High_IG_003_StickAFork=Stick a fork in it! We have a winner!
PU_RACEANN1_M_AN_PostRace_WinnerDeclared_Low_IG_001_AndThatsThat=And that's that. To the winner: Congrats. To everyone else: practice.
PU_RACEANN1_M_AN_PostRace_WinnerDeclared_Low_IG_002_AndWereDone=And... we're done. All right, let's get ready for the next one. Okay?
PU_RACEANN1_M_AN_PostRace_WinnerDeclared_Low_IG_003_ThatllDoIt=That'll do it. Helluva show from our winner... probably too good of one if you ask me. But nice work.
PU_RACEANN1_M_AN_PostRace_WinnerDeclared_Low_IG_004_AndThatsThat=And that's that.
PU_RACEANN1_M_AN_PostRace_WinnerDeclared_Low_IG_005_AndWereDone=And... we're done.
PU_RACEANN1_M_AN_PostRace_WrapUp_IG_001_IllSeeYou=I'll see you next time, ladies and germs. But remember, keep the throttle down and your eyes open. Now, if you'll excuse me, there's a bottle of Rust with my name on it.
PU_RACEANN1_M_AN_PostRace_WrapUp_IG_002_LikeToThank=Like to thank everyone listening. Keep at it and maybe next time it'll be you in the winner's circle. This is Nes Calloway signing off. Now if you'll excuse me. I gotta take a leak. Later.
PU_RACEANN1_M_AN_PostRace_WrapUp_IG_003_WhewDontKnow=Whew! Don't know about you but I am wiped. Before I head out, a shout out to our new champ and a big thanks to everyone else for making them look so damn good. This is Nes Calloway. I'll see y'all at the next one.
PU_RACEANN1_M_AN_PostRace_WrapUp_IG_004_ThatsItFor=That's it for me. Win or lose, hope you all had as much fun as I did. Though I'm guessing it's a lot more fun if you win. If you come back and race again, maybe you'll get to find that out for yourself. 'Til then, keep it tight.
PU_RACEANN1_M_AN_PostRace_WrapUp_IG_005_LetMeBe=Let me be the first to say congrats to our victor. And to all the others, hopefully, I'll see you all back here again real soon. It's been a trip.
PU_RACEANN1_M_AN_PreRace_EntrantLeaves_IG_001_SeemsOneOf=Seems one of our racers had a change of heart and ghosted. But hey, there's always other fish in the sea, right?
PU_RACEANN1_M_AN_PreRace_EntrantLeaves_IG_002_WellWereDown=Well, we're down a entrant now. Guess some people can't handle the pressure. Screw it. Race's probably better off without 'em, anyway.
PU_RACEANN1_M_AN_PreRace_MinRacersAccepted_IG_001_WhatsUpPeople=What's up, people. Looks like we got enough racers to make this official. Now we just need people to show up and we can get this show on the road.
PU_RACEANN1_M_AN_PreRace_MinRacersAccepted_IG_002_QuickUpdateLadies=Quick update, ladies and germs. We got enough racers to make this interesting. Once all our people show up, we go.
PU_RACEANN1_M_AN_PreRace_MinRacersAccepted_IG_003_GotWordFrom=Got word from on high that the race ticket's filling up. I expect they'll be making their way over here any time now. Lookin' at the list... yeah, I think this'll be good.
PU_RACEANN1_M_AN_PreRace_RaceAccepted_LongWait_IG_001_HeyThereStranger=Hey there, stranger. Heard you're gonna be taking part in our little... event. My name's Nes Calloway, I'm gonna be running the show. You got the rendezvous point in your system, so head on down and we can get this started.
PU_RACEANN1_M_AN_PreRace_RaceAccepted_LongWait_IG_002_WhatsUpWord=What's up. Word is you're ready to turn and burn. That's what I like to see. I'm Nes Calloway, I'll be calling the race. Still waiting on a couple other candidates, but head on over to the start line when you can.
PU_RACEANN1_M_AN_PreRace_RaceAccepted_LongWait_IG_003_HeyYouReading=Hey... You reading me?... Name's Nes Calloway. I'm running the race you just signed up for. Master of cermonies if you like. Sent you a rendezvous spot for your starmap. Head on over.
PU_RACEANN1_M_AN_PreRace_RaceAccepted_ShortWait_IG_001_WhatsGoingOn=What's going on, my friend. Nes Calloway here. My people tell me you're up for our next race. We're about ready to go, so head on over to the start line.
PU_RACEANN1_M_AN_PreRace_RaceAccepted_ShortWait_IG_002_WhosReadyShred=Who's ready to shred some speed records? Hey, what's going on, I'm Nes Calloway, overseer of the race you just signed up for. Why don't you head on down to the rendezvous and we'll get this show on the road.
PU_RACEANN1_M_AN_PreRace_RaceAccepted_ShortWait_IG_003_YoYoYo=Yo, yo, yo. Nes Calloway here. I'm gonna be calling the race you just signed up for. We're about ready to go, so head on over to rendezvous spot pronto and we'll get this thing poppin'.
PU_RACEANN1_M_AN_PreRace_RaceCanceled_IG_001_ThatsItIm=That's it. I'm calling it. Race is canceled. No point in doing this if no one else is coming. Maybe next time.
PU_RACEANN1_M_AN_PreRace_RaceCanceled_IG_002_AlrightLookI=Alright, look. I hate to do it, but I got a bunch of pilots who bailed, so it looks like we're gonna have to race some other time.
PU_RACEANN1_M_AN_PreRace_StartEarly_IG_001_ActuallyIMight=Actually, I might kick this off a little early.
PU_RACEANN1_M_AN_PreRace_StartEarly_IG_002_IllBeHonest=I'll be honest, I'm kinda eager to get this show on the road.
PU_RACEANN1_M_AN_PreRace_StartEarly_IG_003_ItsLookingLike=It's looking like we might be all set to go. Just gonna do a last count...
PU_RACEANN1_M_AN_PreRace_WaitLonger_IG_001_StayFrostyYall=Stay frosty, y'all. Shouldn't be too much longer now.
PU_RACEANN1_M_AN_PreRace_WaitLonger_IG_002_JustACouple=Just a couple more ticks, and we'll be ready to go.
PU_RACEANN1_M_AN_PreRace_WaitLonger_IG_003_IKnowYall=I know y'all wanna get this poppin' but it's gonna be a little bit longer.
PU_RACEANN1_M_AN_PreRace_Welcome_LongWait_IG_001_WelcomeWelcomeWere=Welcome, welcome. We're still waiting on a few more stragglers, so hang out for a bit. We'll get going soon.
PU_RACEANN1_M_AN_PreRace_Welcome_LongWait_IG_002_WelcomeToThe=Welcome to the heat. Bet you're itching to get started, but I'm gonna need you to just sit tight 'til the rest of the racers show.
PU_RACEANN1_M_AN_PreRace_Welcome_LongWait_IG_003_HeyGladYou=Hey, glad you could make it. More food for the fodder, right? As soon as the rest of the pack shows, we'll get going, but 'til then just stay close and be ready.
PU_RACEANN1_M_AN_PreRace_Welcome_ShortWait_IG_001_HeyThereJust=Hey there. Just in time. We're about ready to start the race, but we got a few more racers on their way. Cool your jets and once they show, we go.
PU_RACEANN1_M_AN_PreRace_Welcome_ShortWait_IG_002_WelcomeToThe=Welcome to the show. The race'll be starting soon. Just waiting on a few more people to show.
PU_RACEANN1_M_AN_PreRace_Welcome_ShortWait_IG_003_SalutationsThrilledYou=Salutations. Thrilled you made it out. Once the rest of the racers get here, we'll kick things off, but feel free to size up the competition till then.
PU_RACEANN1_M_AN_RaceStart_Countdown_GetReady_IG_001_GetReady=Get ready ...
PU_RACEANN1_M_AN_RaceStart_Countdown_GetSet_IG_001_GetSet=get set ...
PU_RACEANN1_M_AN_RaceStart_Countdown_Go_IG_001_Go=go!
PU_RACEANN1_M_AN_RaceStart_Countdown_Init_IG_001_YouBetterGet=You better get those engines humming 'cause we're about to kick off ?
PU_RACEANN1_M_AN_RaceStart_Countdown_Init_IG_002_LockItIn=Lock it in, people. It's that time. Time to see who's gonna lay it all on the line and snatch the ring of victory ?
PU_RACEANN1_M_AN_RaceStart_Countdown_Init_IG_003_OkayItsThat=Okay. It's that time, people. Time to see who's got the mettle and who's got the grind ?
PU_RACEANN1_M_AN_RaceStart_Countdown_ReadInFull_IG_001_YouBetterGet=You better get those engines humming 'cause we're about to kick off. Get ready ... get set ... go!
PU_RACEANN1_M_AN_RaceStart_Countdown_ReadInFull_IG_002_LockItIn=Lock it in, people. It's that time. Time to see who's gonna lay it all on the line and snatch the ring of victory. You ready? You ready? Well, get ready ... get set ... go!
PU_RACEANN1_M_AN_RaceStart_Countdown_ReadInFull_IG_003_OkayItsThat=Okay. It's that time, people. Time to see who's got the mettle and who's got the grind. Get ready ... get set ... go!
PU_RACEANN1_M_AN_RaceStart_RaceModeExp_Normal_IG_001_OkayEveryonesAt=Okay. Everyone's at the starting line, so it's almost go time. Here's the rub. To win, you gotta be first to finish all the laps. Tricky part is all the other racers are trying to do the same. Make sense?
PU_RACEANN1_M_AN_RaceStart_RaceModeExp_Normal_IG_002_LooksLikeWe=Looks like we got all our racers in place so let me tell you how this is gonna work. The first ship to complete all the laps wins. Easy as pie.
PU_RACEANN1_M_AN_RaceStart_RaceModeExp_Normal_IG_003_AlrightRamblersLets=Alright, ramblers, let's get rambling. Y'all know the drill, the racer that finishes all the laps first wins. Should be a real good time.
PU_RACEANN1_M_AN_RaceStart_RaceModeExp_Scramble_Drone_IG_001_AlrightPayAttention=Alright, pay attention people. Now that we got all our pilots, lemme lay out how this is gonna work. This here's a scramble race. First one to take down enough checkpoint beacons wins. Outside of that, pretty much everything else goes.
PU_RACEANN1_M_AN_RaceStart_RaceModeExp_Scramble_Drone_IG_002_AllRacersAre=All racers are accounted for, so let's get things started. You're gonna be flying what's called a scramble. First one to take out enough checkpoint beacons wins. Someone else gets in your way? Feel free to take them out too.
PU_RACEANN1_M_AN_RaceStart_RaceModeExp_Scramble_Drone_IG_003_ListenUpPilots=Listen up pilots, this scramble's about to get underway. As soon as I say "go," be the first to take down enough checkpoint beacons. Of course, everyone else is trying to do the same thing. Should make for one hell of a race.
PU_RACEANN1_M_AN_RaceStart_RaceModeExp_Scramble_IG_001_AlrightListenUp=Alright, listen up. Now that everyone's here, let me lay out the rules. Y'all gonna be racing in a scramble. First one to collect enough checkpoints wins. Outside of that, do whatever the hell you want.
PU_RACEANN1_M_AN_RaceStart_RaceModeExp_Scramble_IG_002_WereGoodTo=We're good to go, people. Now the race of the day is what's called a scramble. First one to collect enough checkpoints wins. Anyone get's in your way? Do what you gotta do to get them out of your way.
PU_RACEANN1_M_AN_RaceStart_RaceModeExp_Scramble_IG_003_AttentionAllPilots=Attention all pilots, we're about to get underway. Now, today's race has got two rules: 1. Be the first to collect enough checkpoints. 2. Stop other people from collecting checkpoints. Simple, right?
PU_RUTO_MG_Chosen_PlayerAcceptMission_IG_001_DoneDontScrew=Done. Don't screw it up.
PU_RUTO_MG_Chosen_PlayerAcceptMission_IG_004_Cool=Cool.
PU_RUTO_MG_Chosen_PlayerAcceptMission_IG_006_IllLetThe=I'll let the clients know.
PU_RUTO_MG_Chosen_PlayerDeclineMission_IG_003_YouDontWant=You don't want it? Fine with me.
PU_RUTO_MG_Chosen_PlayerDeclineMission_IG_004_OhSureYoure=Oh sure, you're crazy rich and don't need the work.
PU_RUTO_MG_Chosen_PlayerDeclineMission_IG_006_JustWastingMy=Just wasting my time for fun, I guess.
PU_RUTO_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_YeahOkayThis=Yeah, okay, this has got to get done, so hit me up if anything changes.
PU_RUTO_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_003_FineIllKeep=Fine, I'll keep reaching out, but the job is still open till one of them says yes.
PU_RUTO_MG_Comms_Farewell_IG_001_Later=Later.
PU_RUTO_MG_Comms_Farewell_IG_002_AndImOut=And I'm out.
PU_RUTO_MG_Comms_ForgivesPlayer_IG_002_FirstOffI=First off, I accept your apology. Second, I know you didn't actually apologize, but for the sake of both our bank accounts, I'm gonna go ahead and pretend like you did. I have a business opportunity for you.
PU_RUTO_MG_Comms_InstructVisit_IG_002_SwingByGrim=Swing by Grim HEX and we'll talk.
PU_RUTO_MG_Comms_InstructVisit_IG_003_IWontGet=I won't get into it over comms, so stop by.
PU_RUTO_MG_Comms_MissionComplete_1stTime_IG_001_HeyLookAt=Hey, look at that. Nicely done. Was hoping you'd come through for me. Call me crazy, but it feels like we're building up a little bit of a good thing here. Might be that we can help each other out some more. Get you a reputation going. Earn some creds along the way. Think it over and if you're interested head to Grim HEX. There's a little gadget store there called Technotic. Tell the sorry sack working there that Ruto sent you.
PU_RUTO_MG_Comms_MissionComplete_IG_001_WereAllGood=We're all good with that thing you were doing.
PU_RUTO_MG_Comms_MissionComplete_IG_004_IGotConfirmation=I got confirmation from the client. Consider that contract successfully completed.
PU_RUTO_MG_Comms_NewMission_IG_003_ICantSay=I can't say too much right now, but trust me when I say you're going to want to get in on this.
PU_RUTO_MG_Comms_NewMission_IG_004_SomethingExcitingMay=Something exciting may have just popped up on my radar.
PU_RUTO_MG_Comms_PaymentSent_IG_002_PaymentsBeenWired=Payment's been wired to your account.
PU_RUTO_MG_Comms_PaymentSent_IG_003_CredsShouldPop=Creds should pop up in your account in a bit.
PU_RUTO_MG_Comms_ReturnItems_FailBounty_IG_001_IWarnedYou=I warned you, but you didn't return the property. Now it has to be collected the hard way.
PU_RUTO_MG_Comms_ReturnItems_FailBounty_IG_003_CongratsYouStole=Congrats. You stole from some very pissed off people. Enjoy breathing cause that isn't going to be for much longer.
PU_RUTO_MG_Comms_ReturnItems_LastWarning_IG_002_LastChanceBring=Last chance. Bring the goods back. Now. Or this will escalate to something worse.
PU_RUTO_MG_Comms_ReturnItems_LastWarning_IG_003_TheClientsWant=The clients want to know where their stuff is. If you don't return it soon, I'm going to tell them where to find you.
PU_RUTO_MG_Comms_ReturnItems_Reminder_IG_001_SoListenYouve=So listen, you've still got property that doesn't belong to you. We're gonna need that back.
PU_RUTO_MG_Comms_ReturnItems_Reminder_IG_003_ImGonnaNeed=I'm gonna need the stuff from that last contract back. You didn't think you'd be able to keep it, did you?
PU_RUTO_MG_ConvoRejoin_IG_002_YouDoneGood=You done? Good.
PU_RUTO_MG_ConvoRejoin_IG_004_OkayLikeI=Okay, like I was saying ...
PU_RUTO_MG_Decide_EncourageLookAndDecide_IG_003_GiveItA=Give it a once over and see if you're up for it or not.
PU_RUTO_MG_Decide_EncourageLookAndDecide_IG_004_GoOnRead=Go on. Read up. Time's a wastin'.
PU_RUTO_MG_Decide_MissionTimeout_IG_002_JeezFuckIt=Jeez, fuck it. I'll find somebody else.
PU_RUTO_MG_Decide_WarningMissionTimeout_IG_002_WhatsItGonna=What's it gonna be?
PU_RUTO_MG_Interrupt_IG_001_UhOkay=Uh... okay ...
PU_RUTO_MG_Interrupt_IG_002_WhereYouGoing=Where you going?
PU_RUTO_MG_Intro_1stTime_Comms_NoBranch_V_WP_001_HeyThereSaw=Hey there, saw your name light up the boards and figured I'd welcome you personally to the criminal kabal myself. I go by Ruto. Hope you don't mind me staying a bit... anonymous, but you know, with the circles I run in - Guess I should say "we run in" now, right? Anyway, if you're looking to get the authorities off your back, I can totally help you out. It's a little more risky than doin' it on the up and up, but saves you some trouble in the long run. Now, there's no need to thank me, but ... there is one little favor you could do for me ... if you're interested ... Do it, don't do it. Up to you. Either way, good luck out there.
PU_RUTO_MG_Intro_1stTime_Comms_V_WP_D1_001_SureIGet=Sure, I get it. You had a misunderstanding that got blown out of proportion. Happens all the time. Hope you get it sorted.
PU_RUTO_MG_Intro_1stTime_Comms_V_WP_D2_A_001_ItsSuperEasy=It's super easy. Take care of it, and you'll get a fair cut. Don't do it? Well ... no hard feelings. Here are the details. Good luck out there.
PU_RUTO_MG_Intro_1stTime_Comms_V_WP_D2_B_001_GuessWereDone=Guess we're done then.
PU_RUTO_MG_Intro_1stTime_Comms_V_WP_D2_SUBSTART_001_RightAndPeople=Right, and people like us understand it never pays to have too many people know your business. Speaking of, if you're looking to get the authorities off your back, I totally can help you out. Sending you a primer now. Lays out the one two threes on wiping your record. A little more risky than doin' it on the up and up, but saves you some trouble in the long run. Now, no need to thank me, happy to help ... But ... now that I think of it ... there is one little favor you could do for me ...
PU_RUTO_MG_Intro_1stTime_Comms_V_WP_START_001_HeyThereLet=Hey there, let me be one of the first to welcome you to the criminal club. Saw your name light up on the boards and figured I'd welcome you personally to the kabal myself. I go by Ruto. Hope you don't mind me staying a bit anonymous, but you know, with the circles I run in - Guess I should say "we run in" now, right?
PU_RUTO_MG_Intro_1stTime_Term_NoBranch_V_WP_001_HiYouLike=Hi... You, like it? It's pretty ace, right? Took about a week of stitching images off the spectrum. Anyway, as for why I brought you here, long story short, people with problems pay me to find solutions. If an operator needs some cover? I find someone to turn out the lights. The Nine Tails need a package delivered, no questions? I find someone to deliver it. Some grift needs to be taught a hard lesson? I find someone to teach it. Now, what I'm hoping is that sometimes that someone I find is going to be you. For example, I have this little job here that needs doing. Think you'd be interested?
PU_RUTO_MG_Intro_1stTime_Term_V_WP_D1_001_SureWhyWaste=Sure, why waste time.
PU_RUTO_MG_Intro_1stTime_Term_V_WP_D2_A_001_Good=Good.
PU_RUTO_MG_Intro_1stTime_Term_V_WP_D2_B_001_CauseImNot=Cause I'm not about to relay important jobs all over the damn spectrum. My clients expect better than that.
PU_RUTO_MG_Intro_1stTime_Term_V_WP_D2_SUBSTART_001_WeAreMeeting=We are meeting, but if you mean in the flesh, I don't do that. Is that problem?
PU_RUTO_MG_Intro_1stTime_Term_V_WP_RESOLVE_001_BasicallyPeopleWith=Basically, people with problems pay me to find solutions. If an operator needs some cover, I find someone to turn out the lights. The Nine Tails need a package delivered, no questions, I find someone to deliver it. Some grift needs to be taught a hard lesson, I find someone to teach it.
PU_RUTO_MG_Intro_1stTime_Term_V_WP_RESOLVE_002_NowWhatIm=Now, what I'm hoping is that sometimes that someone I find is going to be you.
PU_RUTO_MG_Intro_1stTime_Term_V_WP_RESOLVE_003_ForExampleI=For example, I have this little job here that needs doing.
PU_RUTO_MG_Intro_1stTime_Term_V_WP_RESOLVE_004_ThinkYoudBe=Think you'd be interested?
PU_RUTO_MG_Intro_1stTime_Term_V_WP_START_001_HiLikeIt=Hi... Like it? It's pretty ace, right? Took about a week of stitching images off the spectrum. Anyway, you ready to talk some business?
PU_RUTO_MG_LastMissionComment_FailStreak_IG_002_AnotherFailedJob=Another... failed... job. Sort of turning out to be your style, isn't it? Failing at everything.
PU_RUTO_MG_LastMissionComment_FailStreak_IG_004_JustToReview=Just to review the last couple of jobs I've given you - Fail. Fail. and Fail. Now I'm no analyst, but someone might see a bit of a trend in that.
PU_RUTO_MG_LastMissionComment_Fail_Good_IG_001_YouMessedUp=You messed up. You know it, I know it, so let's not dwell on it.
PU_RUTO_MG_LastMissionComment_Fail_Good_IG_004_SoLookYour=So look, your last job was a bit of a shitshow in an otherwise stellar career. I'm just gonna forget it happened.
PU_RUTO_MG_LastMissionComment_Fail_NeutralBad_IG_001_YouKnowWhen=You know, when you say you're going to do these contracts for me, I do expect you to actually do the work.
PU_RUTO_MG_LastMissionComment_Fail_NeutralBad_IG_003_YouKnowI=You know, I thought you might mess up that last contract, but, for some reason, I decided to give it to you anyway. Guess I'm the idiot, huh?
PU_RUTO_MG_LastMissionComment_LastChance_IG_002_HeresTheThing=Here's the thing, I can't hire people I can't trust. So consider this a last-chance type scenario.
PU_RUTO_MG_LastMissionComment_LastChance_IG_003_IThinkWhat=I think what I'm trying to say is, I'm through wasting my time on you. Either you pull off this next contract or you're dead to me.
PU_RUTO_MG_LastMissionComment_NoLonger_IG_003_OhSureHold=Oh sure, hold on a sec, I got a job right here...
PU_RUTO_MG_LastMissionComment_NoLonger_IG_004_RememberHowI=Remember how I said if you kept screwing up, I'd cut you off?
PU_RUTO_MG_LastMissionComment_Robbed_IG_003_SoThatLast=So... that last job turned into a bit of a wreck. While it's humiliating for you to get robbed, imagine how it looks for me? I mean I gave you the job.
PU_RUTO_MG_LastMissionComment_Robbed_IG_004_RealQuickI=Real quick. And I don't like to lecture and I'm sure you have your excuses, but at the end of the day none of that matters. You got ripped off and all the client cares about is the fact that some assholes made us look like idiots.
PU_RUTO_MG_LastMissionComment_SuccessStreak_IG_001_EveryonesBeenReal=Everyone's been real happy with the work you've been doing. Seems like there's nothing you can't do.
PU_RUTO_MG_LastMissionComment_SuccessStreak_IG_003_YourClearanceRate=Your clearance rate is kinda ridiculous, you know that? You're so good it's almost getting boring.
PU_RUTO_MG_LastMissionComment_Success_Exceptional_IG_001_AceWorkOn=Ace work on that last job, by the way.
PU_RUTO_MG_LastMissionComment_Success_Exceptional_IG_002_ThatWasSome=That was some mystical, next-level shit you pulled on that last job.
PU_RUTO_MG_LastMissionComment_Success_Good_IG_001_IfICan=If I can take a moment, gotta say, solid work on the last gig.
PU_RUTO_MG_LastMissionComment_Success_Good_IG_002_NiceWorkOn=Nice work on the last job, by the way.
PU_RUTO_MG_LastMissionComment_TryHarder_IG_001_LookItAint=Look. It ain't no secret you've been screwing up lately. Do whatever you gotta do or we'll revisit our little arrangement.
PU_RUTO_MG_LastMissionComment_TryHarder_IG_003_ThisAintAn=This ain't an EOC, I ain't gotta give you shit, okay? You work for me, you need to start completing. Period.
PU_RUTO_MG_MidMission_Deactivate_IG_002_SadToSay=Sad to say, but your services are no longer required. It got taken care of. Thanks though.
PU_RUTO_MG_MidMission_Deactivate_IG_004_HateToTell=Hate to tell you this, but that contract you're on is canceled. Sucks, but it happens.
PU_RUTO_MG_MidMission_Fail_IG_001_SoThatThing=So... that thing you were supposed to do for me? Yeah, forget it. You blew it.
PU_RUTO_MG_MidMission_Fail_IG_002_JobsOverDone=Job's over. Done. You had your chance.
PU_RUTO_MG_MidMission_Greetings_IG_001_HeyGotA=Hey, you got a second?
PU_RUTO_MG_MidMission_Greetings_IG_004_HelloCitizenIm=Hello Citizen! <laughs> I'm kidding. It's me.
PU_RUTO_MG_MidMission_Greetings_IG_006_ItsRutoWe=It's Ruto. We need to talk.
PU_RUTO_MG_MidMission_ObjUpdate_IG_002_GotAnUpdate=Got an update on that little thing you're doing.
PU_RUTO_MG_MidMission_ObjUpdate_IG_004_HeardFromThe=Heard from the client. There's been a change.
PU_RUTO_MG_MidMission_PlayerQuit_IG_002_YouQuitReally=You quit. Really. Wow...
PU_RUTO_MG_MidMission_PlayerQuit_IG_004_QuittingHuhPeople=Quitting, huh? People today got no commitment.
PU_RUTO_MG_MidMission_ReceiveData_IG_001_GotThatData=Got that data package you sent. Looking good to go.
PU_RUTO_MG_MidMission_ReceiveData_IG_003_JustGotWord=Just got word you sent me something. I'll have a look.
PU_RUTO_MG_MidMission_WarningFail_IG_001_ClocksTickingOn=Clock's ticking on that job, my friend. Might wanna get to it.
PU_RUTO_MG_MidMission_WarningFail_IG_002_JustAFriendly=Just a friendly reminder, hurry the hell up. That job isn't good for much longer.
PU_RUTO_MG_MissionBriefs_CommArray_Disable_IG_002_SomebodyWantsA=Somebody wants a bit of privacy. Need you to handle the comm array and see that they get it.
PU_RUTO_MG_MissionBriefs_CommArray_Disable_IG_004_ItLooksLike=It looks like a particular comm array is in desperate need of a malfunction.
PU_RUTO_MG_MissionBriefs_CommArray_Enable_IG_003_TheresADowned=There's a downed comm array that's causing a client headaches. All the normal marks are changing routes to avoid the area, so they're hoping some good Samaritan will reactivate it.
PU_RUTO_MG_MissionBriefs_CommArray_Enable_IG_004_SomebodyNeedsThe=Somebody needs the ECN back on in this area. Didn't say why, and I didn't ask.
PU_RUTO_MG_MissionBriefs_CommArray_Generic_IG_001_GotAComm=Got a comm array job available.
PU_RUTO_MG_MissionBriefs_CommArray_Generic_IG_004_ClientNeedsA=Client needs a comm array looked at.
PU_RUTO_MG_MissionBriefs_CommArray_KeepDisabled_IG_001_IGotSome=I got some clients that need the local ECN brought down long enough for them to work. So you'll need to cut it off and keep it off.
PU_RUTO_MG_MissionBriefs_CommArray_KeepDisabled_IG_003_BasicJistThe=Basic jist? The client wants you to take down a comm array and make sure it stays off.
PU_RUTO_MG_MissionBriefs_CommArray_PlantDevice_IG_001_YoullNeedTo=You'll need to access one of the comm arrays and plant a device for me. Just a small thing. Install it and walk away. Fun, right?
PU_RUTO_MG_MissionBriefs_CommArray_TimeSen_IG_002_INeedAnother=I need another comm array taken down, but the client was real specific. It's gotta go dark at a specific time.
PU_RUTO_MG_MissionBriefs_CommArray_TimeSen_IG_003_ThisIsA=This is a coordinated blackout, so you'll have to offline an array at a particular time.
PU_RUTO_MG_MissionBriefs_Distract_GetBounty_IG_001_HopeYoureIn=Hope you're in the mood to get messy. Client wants to make sure all the eyes in the system are focused on anything else but them, so you're gonna create distraction.
PU_RUTO_MG_MissionBriefs_Distract_GetBounty_IG_002_ThisIsNormally=This is normally the opposite of what I want, but this time, I'm actually gonna need you to get a bounty on your head. And the bigger and nosier you can make it, the better.
PU_RUTO_MG_MissionBriefs_Distract_HasBounty_IG_001_OkayHeresThe=Okay, here's the deal. I need a distraction, and since you already have a bounty on you, I figured we could kill two birds and you could be it.
PU_RUTO_MG_MissionBriefs_Distract_HasBounty_IG_002_SinceYouveAlready=Since you've already got a price on your head, you're probably not that eager to make it worse, but if you can see your way to becoming an even bigger problem for the law - I'm talking major death and destruction here - then I will definitely make it worth your while.
PU_RUTO_MG_MissionBriefs_Distract_HasBounty_IG_002b_SinceYouAlready=Since you already got a price on your head, you're probably not that eager to make it worse, but if you can see your way to becoming an even bigger problem for the law - I'm talking major death and destruction here - then I will definitely make it worth your while.
PU_RUTO_MG_MissionBriefs_Escort_Generic_IG_001_NeedSomeoneEscorted=Need someone escorted out of the system.
PU_RUTO_MG_MissionBriefs_Escort_Generic_IG_003_HowsYourBodyguard=How's your bodyguard game? There's a client in need of an escort.
PU_RUTO_MG_MissionBriefs_Escort_Muscle_IG_001_ClientOfMine=Client of mine wants to send a message, the lethal kind, and needs a little backup.
PU_RUTO_MG_MissionBriefs_Escort_Muscle_IG_003_GotAStrongarm=Got a strongarm gig for ya. Just make sure the client makes it out of there as well.
PU_RUTO_MG_MissionBriefs_FoundGeneric_IG_003_YeahThisllWork=Yeah, this'll work.
PU_RUTO_MG_MissionBriefs_FoundGeneric_IG_003b_YeahThisllWork=Uh yeah, yeah, this'll work.
PU_RUTO_MG_MissionBriefs_FoundGeneric_IG_004_GotOne=Got one.
PU_RUTO_MG_MissionBriefs_Generic_Hard_IG_001_GotATricky=Got a tricky one that needs a high level hitter.
PU_RUTO_MG_MissionBriefs_Generic_Hard_IG_003_OkayBearWith=Okay. Bear with me on this one. It's a bit nuts, sure. But that's why it pays what it does.
PU_RUTO_MG_MissionBriefs_Generic_IG_001_AContactOf=A contact of mine reached out about a little something that needs doing.
PU_RUTO_MG_MissionBriefs_Generic_IG_003_ThisOneCame=This one came in a few days ago.
PU_RUTO_MG_MissionBriefs_Generic_NineTails_1st_IG_001_NotSureIf=Not sure if you've had any run-ins with them yet, but the Nine Tails are the bigger movers in the area. I mean, they pretty much run Grim HEX for a start. Anyway, we've established a nice little dynamic, so any time they need to farm something out, they usually send it my way. This here contract's one of theirs. Needs VIP treatment.
PU_RUTO_MG_MissionBriefs_Generic_NineTails_Hard_IG_002_GuessYoureMoving=Guess you're moving up to the big leagues. Nine Tails need a heavy hitter for something.
PU_RUTO_MG_MissionBriefs_Generic_NineTails_Hard_IG_004_IGotA=I got a top shelf op that comes from the Nine Tails direct.
PU_RUTO_MG_MissionBriefs_Generic_NineTails_IG_001_AnotherRequestFrom=Another request from the Nine Tails came in.
PU_RUTO_MG_MissionBriefs_Generic_NineTails_IG_002_HaveANine=Have a Nine Tails job here that needs a solid operator.
PU_RUTO_MG_MissionBriefs_Generic_PlantDevice_IG_001_ThisJobIs=This job is a bit more technical since you'll be laying the ground work for a bigger job later.
PU_RUTO_MG_MissionBriefs_Generic_PlantDevice_IG_002_IWontGoing=I won't go into too much detail on this one since it's got a few more steps than what I usually throw your way, but I got some tech that needs planting.
PU_RUTO_MG_MissionBriefs_Investigate_Confirm_Mult_IG_001_ABigHit=A big hit went and got a bit messy. I haven't been able to confirm that the job got done. That's where you come in.
PU_RUTO_MG_MissionBriefs_Investigate_Confirm_Mult_IG_002_INeedYou=I need you to head out to a kill zone for me and double check that everyone who's supposed to be dead got that way.
PU_RUTO_MG_MissionBriefs_Investigate_Confirm_Single_IG_001_GotWordThat=Got word that a local player may have caught a slight case of death. Need you to confirm if the rumors are true or not.
PU_RUTO_MG_MissionBriefs_Investigate_Confirm_Single_IG_002_SeemsThatA=Seems that a VIP may be DOA. I want you to head over and make sure of it.
PU_RUTO_MG_MissionBriefs_Kill_ClearSector_IG_001_GotABig=Got a big one here. Client wants a whole sector sweeped.
PU_RUTO_MG_MissionBriefs_Kill_Generic_Hard_IG_001_NeedSomeoneTaken=Need someone taken out, but I gotta warn you, they won't go down easy.
PU_RUTO_MG_MissionBriefs_Kill_Generic_IG_001_TheresAProblem=There's a problem that needs to be eliminated.
PU_RUTO_MG_MissionBriefs_Kill_Generic_IG_003_GotTheName=Got the name of a future ghost. I need you to help them cross over.
PU_RUTO_MG_MissionBriefs_Kill_LastKnown_IG_001_TheresAMess=There's a mess that needs to be cleaned up, but first you'll have to track them down. Client's provided the last location, but it'll still need a bit of legwork on your end.
PU_RUTO_MG_MissionBriefs_Kill_TimeSen_IG_002_NeedATarget=Need a target erased, but you got to be quick. The client wants them gone yesterday.
PU_RUTO_MG_MissionBriefs_Kill_TimeSen_IG_003_GotAMark=Got a mark that needs to get punched out. It's on a clock too, so you gotta hurry.
PU_RUTO_MG_MissionBriefs_Merc_Distress_IG_001_JustGotA=Just got a distress call. A job went sideways and the crew's in trouble. Need you to go give them a hand.
PU_RUTO_MG_MissionBriefs_Merc_Distress_IG_003_ClientTriedTo=Client tried to pull something they shouldn't have and now they've got more trouble than they can handle. I want you to go bail them out before they all get dead.
PU_RUTO_MG_MissionBriefs_Merc_Patrol_IG_001_ImTryingTo=I'm trying to keep a closer eye on security movement in the area, so I need you to hit these points and let me know if they're clear or not.
PU_RUTO_MG_MissionBriefs_Merc_Patrol_IG_004_HeresTheDeal=Here's the deal. I give you map points. You go to the map points. You make sure they're empty. Easy peasy.
PU_RUTO_MG_MissionBriefs_NoMission_IG_002_AintGotNothing=Ain't got nothing for you to do.
PU_RUTO_MG_MissionBriefs_NoMission_IG_003_AllTappedOut=All tapped out at the moment. Hit me up some other time.
PU_RUTO_MG_MissionBriefs_Smuggle_Generic_Hard_IG_001_IGotA=I got a delivery that needs to get creeped by security, but there's some heat on it, so getting it done without being caught might be a bit sticky.
PU_RUTO_MG_MissionBriefs_Smuggle_Generic_Hard_IG_002_AClientIs=A client is looking to move something quietly, but there's a good chance that half the system's hunting for it. It'll be your job to make sure it get's where its going.
PU_RUTO_MG_MissionBriefs_Smuggle_Generic_IG_003_INeedYou=I need you to ferry some cargo for a client. Off the books. No records.
PU_RUTO_MG_MissionBriefs_Smuggle_Generic_IG_004_YouUpFor=You up for a bit of smuggling?
PU_RUTO_MG_MissionBriefs_Smuggle_TimeSen_IG_001_GotARush=Got a rush delivery that's gotta stay off the radar.
PU_RUTO_MG_MissionBriefs_Steal_Blackbox_IG_001_NeedYouTo=Need you to go snag a blackbox before the authorities get their hands on it.
PU_RUTO_MG_MissionBriefs_Steal_Blackbox_IG_003_GonnaNeedYou=Gonna need you to swing by a crime scene and snag something for me. No evidence means no crime, right?
PU_RUTO_MG_MissionBriefs_Steal_Generic_Hard_IG_002_GotAStraight=Got a straight up heist for you. This is some pro-level shit, so make sure you bring your A-game.
PU_RUTO_MG_MissionBriefs_Steal_Generic_IG_001_ClientOfMine=Client of mine is looking to acquire some specific items.
PU_RUTO_MG_MissionBriefs_Steal_Generic_IG_004_HaveAllThe=Have all the details of a fairly decent haul right here. Just need someone to boost the stuff.
PU_RUTO_MG_MissionBriefs_Steal_HardDrive_IG_001_INeedSome=I need some data acquired in the old fashioned way.
PU_RUTO_MG_MissionBriefs_Steal_Ship_IG_001_AShipComing=A ship coming through needs to be relieved of a certain something in its hold.
PU_RUTO_MG_MissionBriefs_Steal_Ship_IG_002_ImGonnaNeed=I'm gonna need you to knock over a ship and snatch something.
PU_RUTO_MG_MissionEmailBlast_IG_002_AllOfYou=All of you, listen up. Got an open contract here. First come, first serve.
PU_RUTO_MG_Mission_Farewell_MissionAccepted_IG_001_Later=Later.
PU_RUTO_MG_Mission_Farewell_MissionAccepted_IG_005_IThinkThat=I think that covers everything. Talk to you later.
PU_RUTO_MG_Mission_Farewell_MissionDeclined_IG_001_AlrightTakeIt=Alright, take it easy.
PU_RUTO_MG_Mission_Farewell_MissionDeclined_IG_004_ImOut=I'm out.
PU_RUTO_MG_Mission_Greetings_Bad_IG_001_YayLookWhos=Yay. Look who's back.
PU_RUTO_MG_Mission_Greetings_Bad_IG_002_AhGreatYou=Ah... great... you...
PU_RUTO_MG_Mission_Greetings_Bad_IG_003_BackAgainHuh=Back again, huh?
PU_RUTO_MG_Mission_Greetings_Good_IG_001_Hey=Hey.
PU_RUTO_MG_Mission_Greetings_Good_IG_003_WellIfIt=Well, if it isn't my favorite hustler.
PU_RUTO_MG_Mission_Greetings_Good_IG_005_GladYouCould=Glad you could stop by.
PU_RUTO_MG_Mission_Greetings_Good_IG_007_BootingAIProgram=Booting AI Program Ruto ... Nah, just messing with you.
PU_RUTO_MG_Mission_Greetings_Imperator_IG_001_ThisWholeSenate="This whole senate is out of order!" <chuckles> Geez, I love using this face. You should see what happens when Imperator Costigan here orders a pizza. Sometimes they actually think it's him. Give me extra pepperoni, no charge. True patriots. Anyway, on to business ...
PU_RUTO_MG_Mission_Greetings_Imperator_IG_002_HeyIWas=Hey, I was just thinking, if I comm'd a general or someone looking like this, do you think I could get them to bomb someone for me? You gotta figure they'd rather blow up some randos than piss off the Imperator, right? I'm gonna try it later, see what happens. Anyway ...
PU_RUTO_MG_Mission_Greetings_StillMission_IG_001_YouHaveYour=You have your instructions. I don't know what you're doing here.
PU_RUTO_MG_Mission_Greetings_StillMission_IG_002_ItsNiceYou=It's nice you want to chat me up and all, but you got a job to do. Finish it.
PU_RUTO_MG_Mission_Greetings_WrongDelivery_IG_001_WhatAmI=What am I supposed to do with that? Take it where it's supposed to go.
PU_RUTO_MG_Mission_Greetings_WrongDelivery_IG_003_UmNoYou=Um... no... you aren't bringing that here...
PU_RUTO_MG_MultipleMissionOffer_IG_001_GotABunch=Got a bunch of opportunities for an enterprising go-getter like yourself.
PU_RUTO_MG_MultipleMissionOffer_IG_002_BeenFlushRecently=Been flush recently, so poke around and see if anything grabs you.
PU_RUTO_MG_PhysicalBump_Term_IG_001_Easy=Easy.
PU_RUTO_MG_PhysicalBump_Term_IG_002_YouKnowI=You know I can see what you're doing, right?
PU_RUTO_MG_PlayerGoofsOff_IG_001_YouFeelingOkay=You feeling okay there?
PU_RUTO_MG_PlayerGoofsOff_IG_003_AndThisIs=And this is what happens when you meet people over the spectrum ...
PU_RUTO_MG_RandomToNPC_IG_001_ThisTerminalIs=This terminal is experiencing technical difficulties. We apologize for any inconvenience.
PU_RUTO_MG_RandomToNPC_IG_004_SeriouslyGoAway=Seriously. Go away.
PU_RUTO_MG_RequestNewMission_Searches_IG_002_OneSecIll=One sec. I'll take a look.
PU_RUTO_MG_RequestNewMission_Searches_IG_003_IMight=I might...
PU_RUTO_MG_SendingMissionDetails_IG_001_HereCheckIt=Here, check it out.
PU_RUTO_MG_SendingMissionDetails_IG_004_UploadingTheDetails=Uploading the details now.
PU_RUTO_MG_SendingMissionDetails_IG_007_ThisContractExplains=This contract explains the rest.
PU_RUTO_MG_Transition_CommentToGiving_IG_001_LetsTalkA=Let's talk a little shop...
PU_RUTO_MG_Transition_CommentToGiving_IG_003_Anyway=Anyway ...
PU_RUTO_MG_Transition_CommentToGiving_IG_005_AlrightMovingOn=Alright, moving on ...
PU_RUTO_M_DEH_Accepted_Mission_DataRaid_aAlly_tPlayer_FromAlly_IG_001_AllRightSo=All right, so here's the deal. Got word that a facility is gonna be getting timed intelligence drops from their mainframe. You get ahold of these parcels, you can offload them to any number of infoagents in the area. Just watch your back though, you aren't the only person who's been interested in this.
PU_RUTO_M_DEH_Accepted_Mission_DataRaid_aAlly_tPlayer_FromAlly_IG_002_ItsRutoThanks=It's Ruto. Thanks for the payment. I sent the details to your mobi, but the more you know, right? Anyway, location I sent you is the site of timed data drops. If you secure the server and get ahold of this intel, you can sell it off. The more you get, the more you can make. I know other fixers are selling this tip, so expect company.
PU_RUTO_M_DEH_Accepted_Mission_DataRaid_aAlly_tPlayer_FromAlly_IG_003_HeyItsRuto=Hey, it's Ruto. So here's the deal, the location I sent you is a server that's scheduled to start doing timed data drops. Now, I'm told that the site will be empty until much later, so you've got plenty of time to get in there and secure as many of these drops as you can. Just keep an eye out, you're not the only person I sold this info to.
PU_RUTO_M_DEH_Accepted_Mission_DrugRaid_aAlly_tPlayer_FromAlly_IG_001_HeyThereGot=Hey there. Got your payment. I sent you the details but here's the deal, a runner I know confided in me before he ran out of breath about a production lab that's set to start processing some drugs. The thing's fully automated and left alone, so anything that comes out's ripe for the taking. Now, I'm not sure how many other people may know about this, so you'll need to move quick and grab what you can.
PU_RUTO_M_DEH_Accepted_Mission_DrugRaid_aAlly_tPlayer_FromAlly_IG_002_ThanksForThe=Thanks for the creds, so I'm gonna deliver on my end. Got word that a drug lab's gonna start spitting out packages and there's no one there to watch it which pretty much sounds like a free-for-all to me. You got the location so have at it. Whatever you can get out of there with is yours. You can burn it, sell it, dump it into the sun for all I care.
PU_RUTO_M_DEH_Accepted_Mission_DrugRaid_aAlly_tPlayer_FromAlly_IG_003_IJustSent=I just sent you the location of a drug lab that's about to turn into a goldmine. Whoever runs the place just started production on a slew of drug packages and left the place unguarded. I'm not gonna lie, it'll probably be a bloodbath, but you can offload whatever drugs you manage to score. Have fun.
PU_RUTO_M_DEH_Accepted_Mission_FleetDestroy_aAlly_tPlayer_FromAlly_IG_001_HeyItsRuto=Hey, it's Ruto. Looks like Crusader found the main Nine Tails fleet. I need you to go and keep those security and mercs off them until the Nine Tails finish up whatever the hell it is they're doing.
PU_RUTO_M_DEH_Accepted_Mission_FleetDestroy_aAlly_tPlayer_FromAlly_IG_002_WhyHelloThere=Why hello there. Ruto here. So here's the deal, Crusader ended up cracking the location of the Nine Tails fleet. They still have some shit they're trying to do, so I need you to tie up those Cru Sec pukes and their mercenary flunkies for as long as possible until the Nine Tails finish up.
PU_RUTO_M_DEH_Accepted_Mission_FleetDestroy_aAlly_tPlayer_FromAlly_IG_003_WhatsUpKiller=What's up, killer. It's Ruto. Thanks for lending a hand. In case you're totally in the dark, and don't read your contracts, Crusader Security have dispatched a bunch of mercs to where the Nine Tails are broadcasting their quantum dampening field from. I need you to hold them off until the Nine Tails finish up whatever the hell it is they're doing and get out of there.
PU_RUTO_M_DEH_Accepted_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_001_HeyItsRuto=Hey, it's Ruto. So here's the deal, Nine Tails is currently running their little quantum blockade thing which is causing all sorts of chaos for me. You see, Crusader's sending out scanning ships to try and find Nine Tails, but they're getting uncomfortably close to uncovering my operations. In short, I want you to track down the Crusader scanning ships and take them out.
PU_RUTO_M_DEH_Accepted_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_002_RutoHereNine=Ruto here. Nine Tails are desperate to keep this quantum blockade up for a while longer. Crusader's sent in a bunch of scanning ships to flush them out, but I'm a little worried they're gonna blow up some of my spots, so I'm gonna need you to stop that. Take out as many scanning ships as you can.
PU_RUTO_M_DEH_Accepted_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_003_HiThereIts=Hi there. It's Ruto. So here's the deal, Crusader scanning ships are out there trying to blow up the Nine Tails' little quantum blockade, but unfortunately they might stumble across some of my operations. That, I can't have, so get in there and take out as many of them as you can. Have fun, tiger.
PU_RUTO_M_DEH_Accepted_Mission_MedRaid_aAlly_tPlayer_FromAlly_IG_001_HeyRutoHere=Hey, Ruto here. So I got word that a medlab's going to be producing some packages of medicine at regular intervals for a limited time. If you can secure the area, grab whatever packages you can, and get out, then you can sell it any number of places. Watch out though. From what I gather, this isn't exactly classified information.
PU_RUTO_M_DEH_Accepted_Mission_MedRaid_aAlly_tPlayer_FromAlly_IG_002_ItsRutoGot=It's Ruto. Got your payment, so I figured I'd give you the platinum service. Here's the deal, contact of mine said a production facility's going to be churning out some medicine. You should watch out though. With a premium on this kind of medicine, you can be sure that other people will be trying to boost it.
PU_RUTO_M_DEH_Accepted_Mission_MedRaid_aAlly_tPlayer_FromAlly_IG_003_HeyItsRuto=Hey, it's Ruto. So here's the deal, the data I sent you is the location of an automated production facility that's about to start churning out batches of medicine. You get there and secure it, all the batches that come out are yours for the taking. I've been hearing rumbles that this isn't exactly proprietary knowledge, so expect some company.
PU_RUTO_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_001_WhyHelloThere=Why, hello there. I sent the details to your mobi, but here's the jist. That location's gonna temporarily turn into a hotspot. If you get in and get out, there's real money to be made, just watch your back in there.
PU_RUTO_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_002_RutoHereGot=Ruto here. Got your payment. Everything you need to know is in the message I sent you. You've only got a limited time to get there and secure the site before there isn't anything left to steal, but understand, you'll probably have some competition, so good luck.
PU_RUTO_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_003_ItsRutoGot=It's Ruto. Got your credits. You should have all the details, but figured I'd give you a head's up. This is only going to last for a little while, so make sure you head out sooner rather than later. Just got word that some other fixers have been selling this info, so you'll probably have some company.
PU_RUTO_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_004_ItsRutoYou=It's Ruto. You should have all the info you need to get going. Just wanted to let you know about a couple things: a) whatever you're able to steal, there are people out there looking to buy. B) This is only going to last for a little while. Lastly, you're probably gonna have some competition out there, so make sure you're armed.
PU_RUTO_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_005_HeyThereRuto=Hey there. Ruto here. I sent you all the intel to knock out this job, but thought you should know. People have been selling info about this job to other operators, so you're most likely gonna have some company down there. I'd head down there sooner rather than later and secure the site. That bit of advice is free.
PU_RUTO_M_DEH_Announce_Buyer_BlackMarket_aAlly_tPlayer_FromAlly_IG_001_HeyRutoHere=Hey, Ruto here. If you're looking for a spot to offload the stuff, I got word that a contact on the Black Market's paying primo creds for it. Something to consider.
PU_RUTO_M_DEH_Announce_Buyer_BlackMarket_aAlly_tPlayer_FromAlly_IG_002_WhatsUpIts=What's up. It's Ruto. Not sure if you've already got a buyer in mind, but if you don't, I happen to know someone on the black market who's paying a premium for any stuff you swipe. I'll send the details. That tip's on me.
PU_RUTO_M_DEH_Announce_Buyer_GrimHEX_aAlly_tPlayer_FromAlly_IG_001_HeyItsMe=Hey, it's me again. Not sure if you've boosted anything yet, but I just got word that there's a very motivated buyer on Grim HEX who'll paying way over market value. That tip's free.
PU_RUTO_M_DEH_Announce_Buyer_aAlly_tPlayer_FromAlly_IG_001_HeyThereKiller=Hey there, killer. FYI, I happen to know someone who's very eager to get their hands on any product from that site. It's your call, of course, I'm just a humble fixer, looking to establish meaningful financial relationships. You've got the details. Do with them what you will.
PU_RUTO_M_DEH_Announce_Buyer_aAlly_tPlayer_FromAlly_IG_002_RutoHereJust=Ruto here. Just in case you manage to swipe some product without catching a bullet to the dome for your trouble, a contact of mine is willing to pay a premium for anything you can get out of there. I'll send you the data. Hit 'em up if you're interested.
PU_RUTO_M_DEH_Announce_Buyer_aAlly_tPlayer_FromAlly_IG_003_SoListenIm=So listen? I'm not sure if you've already got a plan for any stuff you boost, but if you're looking, I have a contact who's paying top creds for the stuff. I'll send you the location details... this is Ruto, by the way.
PU_RUTO_M_DEH_Chat_Comment_FleetFind_DestroyScanShips_PrevObjectiveFail_aAlly_tPlayer_FromAlly_IG_001_YouReallyGotta=You really gotta finish what you start. Even letting one of those scan ships survive just means that Crusader's that much closer to finding the Nine Tails.
PU_RUTO_M_DEH_Chat_Comment_FleetFind_DestroyScanShips_PrevObjectiveFail_aAlly_tPlayer_FromAlly_IG_002_RutoHereIll=Ruto here. I'll admit, I was a little bummed out you weren't able to take out all those Crusader ships. To be fair, they only learned more info about Nine Tails, not me, so I wasn't that bothered, but still? it's sad.
PU_RUTO_M_DEH_Chat_Comment_FleetFind_DestroyScanShips_PrevObjectiveFail_aAlly_tPlayer_FromAlly_IG_003_UhOhLooks=Uh oh. Looks like those scan ships were able to get more intel about the location of the Nine Tails fleet. Sucks for them?
PU_RUTO_M_DEH_Chat_Comment_FleetFind_DestroyScanShips_PrevObjectiveSuccess_aAlly_tPlayer_FromAlly_IG_001_RutoHereCan=Ruto here. Can I just say, it's awesome seeing your handiwork when you're on. Crusader's gonna have a helluva time trying to find the Nine Tails when all their ships are vented. Keep it up.
PU_RUTO_M_DEH_Chat_Comment_FleetFind_DestroyScanShips_PrevObjectiveSuccess_aAlly_tPlayer_FromAlly_IG_002_NiceJobBlasting=Nice job blasting all those scan ships. I'll be sure to let the Nine Tails know you're keeping Crusader off their tail. Or tails.
PU_RUTO_M_DEH_Chat_Comment_FleetFind_DestroyScanShips_PrevObjectiveSuccess_aAlly_tPlayer_FromAlly_IG_003_IReallyLove=I really love this spirit of unlawful camaraderie. Even though I'm in the clear, here you are, waxing Crusader security pukes to help keep them off the Nine Tails. It's really? it's really something?
PU_RUTO_M_DEH_Expired_Buyer_aAlly_tPlayer_FromAlly_IG_001_RutoHereI=Ruto here. I just got word that my buyer closed up shop. Maybe next time, huh?
PU_RUTO_M_DEH_Expired_Buyer_aAlly_tPlayer_FromAlly_IG_002_HeyBadNews=Hey, bad news. My buyer's not taking anymore merch.
PU_RUTO_M_DEH_Expired_Buyer_aAlly_tPlayer_FromAlly_IG_003_RutoHereJust=Ruto here. Just heard my buyer closed up shop so you might need to offload your merch somewhere else.
PU_RUTO_M_DEH_Expired_Mission_NotTakePart_aAlly_tPlayer_FromAlly_IG_001_ItsRutoSo=It's Ruto. So that thing we talked about? Yeah, it's over, so you missed it. Next time maybe?
PU_RUTO_M_DEH_Expired_Mission_NotTakePart_aAlly_tPlayer_FromAlly_IG_002_HeyItsRuto=Hey, it's Ruto. Seems like you lost interest in that little job I told you about, but the thing's over anyway. So? yeah? I guess you missed out.
PU_RUTO_M_DEH_Expired_Mission_NotTakePart_aAlly_tPlayer_FromAlly_IG_003_ItsRutoWord=It's Ruto. Word is that the job I talked to you about earlier? Yeah, it's over. Maybe next time, huh? Oh, it probably goes without saying, but I don't do refunds.
PU_RUTO_M_DEH_Expired_Mission_aAlly_tPlayer_FromAlly_IG_001_HeyItsMe=Hey, it's me. Just got word that there aren't gonna be anymore drops. You can stick around if you want, but it'll just be for the fun of the kill.
PU_RUTO_M_DEH_Expired_Mission_aAlly_tPlayer_FromAlly_IG_002_RutoHereNot=Ruto here. Not sure if you're fighting anyone right now, but a contact said that the site isn't gonna be spitting out any more drops, so you might as well bail.
PU_RUTO_M_DEH_Expired_Mission_aAlly_tPlayer_FromAlly_IG_003_HeyItsRuto=Hey, it's Ruto. Got a hit that there aren't gonna be any more drops from that site, so I'd get out of there and sell whatever you got.
PU_RUTO_M_DEH_Failed_Mission_FleetDestroy_aAlly_tPlayer_FromAlly_IG_001_HeyNineTails=Hey, Nine Tails are pulling out. Crusader and their mercs were causing too much damage. I'd lay low if I were you. They're pretty pissed.
PU_RUTO_M_DEH_Failed_Mission_FleetDestroy_aAlly_tPlayer_FromAlly_IG_002_ItsRutoLooks=It's Ruto. Looks like Crusader pushed out the Nine Tails. From what I hear, they're furious about losing their blockade. Anyway, expect things to get bloody.
PU_RUTO_M_DEH_Failed_Mission_FleetDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyItsRuto=Hey, it's Ruto. Nine Tails are pulling out of the area because of those security punks and their mercs. Apparently this whole blockade was a smokescreen for something else they were doing and they didn't get to do it. Anyway, word just got back to me that they're fuming.
PU_RUTO_M_DEH_Failed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_001_RutoHereJust=Ruto here. Just got word that Crusader managed to lock down the location of the Nine Tails fleet, but in worse news, those assholes stumbled across one of my side hustles. Next time, when I tell you to blast scanning ships, you blast more scanning ships.
PU_RUTO_M_DEH_Failed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_002_WhatTheHell=What the hell? When I hire you, I expect you to do the job I hired you for. Now those Crusader security dipshits are all over the Nine Tails' fleet and messing up another one of my operations. Get your shit together? (Pause) This is Ruto.
PU_RUTO_M_DEH_Failed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_003_ItsRutoGotta=It's Ruto. Gotta say, I'm a little pissed you weren't able to take out those Crusader security idiots fast enough. Now a couple of my businesses have become little more public than I would like. They also figured out where the Nine Tails are broadcasting their quantum dampening from, so you basically screwed up on two fronts. Helluva job.
PU_RUTO_M_DEH_Failed_Objective_FleetFind_DestroyScanShips_aAlly_tPlayer_FromAlly_IG_001_HeyLookWhen=Hey, look. When I said I need those scan ships destroyed, I didn't think I was being cryptic. Take this as a learning opportunity: get better. Or get lost.
PU_RUTO_M_DEH_Failed_Objective_FleetFind_DestroyScanShips_aAlly_tPlayer_FromAlly_IG_002_RutoHereI=Ruto here. I hired you to do a job, so you better start doing it. I better hear about a whole graveyard of scan ships at the next scan point.
PU_RUTO_M_DEH_Failed_Objective_FleetFind_DestroyScanShips_aAlly_tPlayer_FromAlly_IG_003_HeyItsRuto=Hey, it's Ruto. I'm still trying to get my operations out of the line of fire, so stop letting those scan ships live. That is what I'm paying you for.
PU_RUTO_M_DEH_Failed_Objective_FleetFind_DestroyScanShips_aAlly_tPlayer_FromAlly_IG_004_YouGottaGet=You gotta get your head in gear and do the job I'm paying you to do. I need those scan ships dusted before they expose facets of my operation that I would prefer to remain hidden. That clear enough for you?
PU_RUTO_M_DEH_Failed_Objective_FleetFind_DestroyScanShips_aAlly_tPlayer_FromAlly_IG_005_LetsTakeA=Let's take a moment and recognize that you are not holding up your end of the bargain here. I need those Crusader ships dusted before they finish their scans. Internalize that and don't screw up again.
PU_RUTO_M_DEH_Remind_Buyer_aAlly_tPlayer_FromAlly_IG_001_HeyJustWanted=Hey. Just wanted to remind you that my buyer's still looking to take whatever you stole off your hands. If you're interested?
PU_RUTO_M_DEH_Remind_Buyer_aAlly_tPlayer_FromAlly_IG_002_RutoHereMy=Ruto here. My buyer's still paying out for any product you boosted.
PU_RUTO_M_DEH_Remind_Buyer_aAlly_tPlayer_FromAlly_IG_003_ThisIsRuto=This is Ruto. Not sure if you forgot, but my buyer's still fiending to buy everything you stole. Make sure to hit 'em up.
PU_RUTO_M_DEH_Succeed_Buyer_HighSales_aAlly_tPlayer_FromAlly_IG_001_HeyItsRuto=Hey, it's Ruto. My buyer dropped me a comm to say that you sold off a bunch of merch. Seems you made quite the score.
PU_RUTO_M_DEH_Succeed_Buyer_HighSales_aAlly_tPlayer_FromAlly_IG_002_ItsRutoJust=It's Ruto. Just got a really enthusiastic call from my buyer. Seems you made quite the impression.
PU_RUTO_M_DEH_Succeed_Buyer_HighSales_aAlly_tPlayer_FromAlly_IG_003_HeyRutoHere=Hey, Ruto here. Just heard you made a monster sale to my buyer. Make sure to buy yourself something nice.
PU_RUTO_M_DEH_Succeed_Buyer_aAlly_tPlayer_FromAlly_IG_001_HeyThereIts=Hey there. It's Ruto. Just heard you made some creds. Glad to see we could work something out.
PU_RUTO_M_DEH_Succeed_Buyer_aAlly_tPlayer_FromAlly_IG_002_RutoHereMy=Ruto here. My contact said you just dropped by and sold some stuff. I'm not expecting a tip, but you know? a little courtesy goes a long way.
PU_RUTO_M_DEH_Succeed_Buyer_aAlly_tPlayer_FromAlly_IG_003_ItsRutoMy=It's Ruto. My buyer was real pleased with the merch your dropped off. Keep it up.
PU_RUTO_M_DEH_Succeed_Mission_FleetDestroy_aAlly_tPlayer_FromAlly_IG_001_HeyThereChamp=Hey there, champ. Nine Tails finished whatever it is they were doing. Nice job keeping those Crusader hacks off their back.
PU_RUTO_M_DEH_Succeed_Mission_FleetDestroy_aAlly_tPlayer_FromAlly_IG_002_HiyaItsRuto=Hiya. It's Ruto. Looks like Nine Tails are pulling out of the system. They're jazzed, so I guess their quantum blockade must have been a success. Score one for the good guys.
PU_RUTO_M_DEH_Succeed_Mission_FleetDestroy_aAlly_tPlayer_FromAlly_IG_003_WhosMyFavorite=Who's my favorite operator? Helluva job protecting that Nine Tails fleet. They took care of everything they needed to do and Crusader are left looking like a bunch of dopes. So a good day for everyone.
PU_RUTO_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_001_HeyRutoHere=Hey, Ruto here. Got some good news and bad news. Bad news is that those scanning ships seem to have found the Nine Tails fleet. Good news is you did a helluva job keeping Crusader off my back. So that's cool. Thanks.
PU_RUTO_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_002_ItsRutoMiss=It's Ruto. Miss me? Anyway, you did a great job distracting Crusader long enough for me to shuffle some of my operations around. So good job. Unfortunately, they also found the Nine Tails which is less cool, but hey, shit happens. Later.
PU_RUTO_M_DEH_Succeed_Mission_FleetFind_aAlly_tPlayer_FromAlly_IG_003_YouCopyIts=You copy? It's Ruto. Thanks for taking out those Crusader ships. I was able to make some moves to keep them from finding out some of my less hidden operations. On the flip side, I guess they dug out the location of the Nine Tails fleet, so that sucks?for them.
PU_RUTO_M_DEH_Succeed_Objective_FleetFind_DestroyScanShips_aPlayer_tEnemy_FromAlly_IG_001_RutoAgainHelluva=Ruto again. Helluva job burning those Crusader ships. Keep an eye out in case any more scanning ships show up.
PU_RUTO_M_DEH_Succeed_Objective_FleetFind_DestroyScanShips_aPlayer_tEnemy_FromAlly_IG_002_HiyaImBack=Hiya. I'm back. Heard you dusted a handful of those Cru Sec ships. I appreciate it. I assume Nine Tails are pleased as well. Anyway, keep an eye out for any new scanning ships arriving. (pause) This is Ruto, by the way.
PU_RUTO_M_DEH_Succeed_Objective_FleetFind_DestroyScanShips_aPlayer_tEnemy_FromAlly_IG_003_RutoHereJust=Ruto here. Just wanted to say you did a bang-up job dusting those security pukes. Make sure you do the same if Crusader sends out some replacements. Keeping them off of Nine Tails also keeps them off of me, which is pretty great. Later.
PU_RUTO_M_DEH_Succeed_Objective_FleetFind_DestroyScanShips_aPlayer_tEnemy_FromAlly_IG_004_RutoHereThanks=Ruto here. Thanks for wrecking those scan ships. Should definitely give me a little more time to make some moves. You should stick around in case any more show up or hunt down more of them. Both would be great. Later.
PU_RUTO_M_DEH_Succeed_Objective_FleetFind_DestroyScanShips_aPlayer_tEnemy_FromAlly_IG_005_HeyThereIts=Hey there. It's Ruto again. I like what you did to those Crusader security ships. Very efficient. Gonna help me loads to keep the law away from my little operation. I'm sure the Nine Tails will be thrilled too. Feel free to keep hunting down any more scan ships. Ruto out.
PU_RUTO_M_DEH_Succeed_Objective_FleetFind_EvadeDetection_aAlly_tPlayer_FromAlly_IG_001_HeyThereIts=Hey there. It's Ruto. Just wanted to let you know, I made some moves, reshuffled some hustles, and got my business squared away. By all means, feel free to keep wiping out Crusader scan ships. I'm sure the Nine Tails would appreciate the help.
PU_RUTO_M_DEH_Succeed_Objective_FleetFind_EvadeDetection_aAlly_tPlayer_FromAlly_IG_002_RutoAgainThanks=Ruto again. Thanks for holding off those Crusader dopes. My shit is now officially in order, so we're good. If you wanna keep blasting them, and who doesn't, keep doing what you're doing. Nine Tails still got their thing going on, so I'm sure they'll be all for it.
PU_RUTO_M_DEH_Succeed_Objective_FleetFind_EvadeDetection_aAlly_tPlayer_FromAlly_IG_003_MyHeroGreat=My hero. Great job distracting those Crusader ships long enough for me to reshuffle my operations. They can scan all they want now and they won't find anything. Of mine, at least. But hey, if you wanna keep killing scan ships, I'm sure the Nine Tails will dig it.
PU_RUTO_M_DEH_Warn_Buyer_Expiring_aAlly_tPlayer_FromAlly_IG_001_HopeYoureEn=Hope you're en route to my buyer to offload that merch. I just got word that they aren't gonna be buying for too much longer.
PU_RUTO_M_DEH_Warn_Buyer_Expiring_aAlly_tPlayer_FromAlly_IG_002_RutoHereFor=Ruto here for a quick sec. My buyer doesn't look like they're gonna be buying for too much longer, so if you got merch to sell, I'd hot-foot it over there.
PU_RUTO_M_DEH_Warn_Buyer_Expiring_aAlly_tPlayer_FromAlly_IG_003_HeyaNotSure=Heya. Not sure if you've sold off the stuff you boosted, but if not, my buyer's not gonna be buying for that much longer.
PU_RUTO_M_DEH_Warn_Mission_Expiring_aAlly_tPlayer_FromAlly_IG_001_HeyItsRuto=Hey, it's Ruto. Just wanted to give you a head's up, that job I talked to you about is almost done, so get out there if you're looking to score some product.
PU_RUTO_M_DEH_Warn_Mission_Expiring_aAlly_tPlayer_FromAlly_IG_002_RutoHereThat=Ruto here. That little job I talked to you about? It's almost over, so I'd head that way sooner rather than later if you're looking to get involved.
PU_RUTO_M_DEH_Warn_Mission_Expiring_aAlly_tPlayer_FromAlly_IG_003_HeyThereRuto=Hey there. Ruto here. Just got word that the job I sent you is gonna end soon. Might want to hustle if you're still interested. Doesn't matter to me, I'm already paid.
PU_SECR1_SK_ConvoCont_IG_001_UhHuh=Uh huh.
PU_SECR1_SK_ConvoCont_IG_002_Yeah=Yeah.
PU_SECR1_SK_ConvoCont_IG_003_Really=Really?
PU_SECR1_SK_ConvoCont_IG_004_Unbelievable=Unbelievable
PU_SECR1_SK_Patrol_ScanPeople_Complete_IG_001_YouCanGo=You can go. Thanks for your cooperation.
PU_SECR1_SK_Patrol_ScanPeople_Complete_IG_002_YoureGoodStay=You're good. Stay safe.
PU_SECR1_SK_Patrol_ScanPeople_Init_IG_002_PleaseStandBy=Please stand by. Instituting routine scan.
PU_SECR1_SK_RandomToSecurity_V_C1_001_DidYouCatch=Did you catch at roll that they're starting to assign double-shifts? Unbelievable.
PU_SECR1_SK_RandomToSecurity_V_C1_002_ICantBelieve=I can't believe that with what they're paying in OT, it's not easier to just hire more\npeople.
PU_SECR1_SK_RandomToSecurity_V_C1_003_YeahIDont=Yeah, I don't know. Command's got no clue what they're doing.
PU_SECR2_SK_ConvoCont_IG_001_UhHuh=Uh huh.
PU_SECR2_SK_ConvoCont_IG_003_Really=Really?
PU_SECR2_SK_Patrol_ScanPeople_Complete_IG_001_YouCanGo=You can go. Thanks for your cooperation.
PU_SECR2_SK_Patrol_ScanPeople_Complete_IG_002_YoureGoodStay=You're good. Stay safe.
PU_SECR2_SK_Patrol_ScanPeople_Init_IG_002_PleaseStandBy=Please stand by. Instituting routine scan.
PU_SECR2_SK_RandomToSecurity_V_C2_001_YouMightHave=You might have smack me if I doze off. Spent last night waiting for this civvie to wake up, so I could get a witness statement. Shit was crazy. I almost don't want to know.
PU_SECR3_SK_ConvoCont_IG_001_UhHuh=Uh huh.
PU_SECR3_SK_ConvoCont_IG_002_Yeah=Yeah.
PU_SECR3_SK_ConvoCont_IG_003_Really=Really?
PU_SECR3_SK_ConvoCont_IG_004_Unbelievable=Unbelievable.
PU_SECR3_SK_Patrol_IG_001_EverythingOkay=Everything okay, here?
PU_SECR3_SK_Patrol_IG_002_MoveAlong=Move along.
PU_SECR3_SK_Patrol_IG_003_LetsKeepIt=Let's keep it moving.
PU_SECR3_SK_Patrol_IG_004_WeGotA=We got a problem?
PU_SECR3_SK_Patrol_IG_005_GonnaHaveTo=Gonna have to ask you to keep it down.
PU_SECR3_SK_Patrol_Reporting_IG_001_ThisAreasClear=This area's clear.
PU_SECR3_SK_Patrol_Reporting_IG_002_EverythingLooksGood=Everything look's good here.
PU_SECR3_SK_Patrol_Reporting_IG_003_ThisSectorsPretty=This sector's pretty quite.
PU_SECR3_SK_Patrol_ScanPeople_Complete_IG_001_YouCanGo=You can go. Thanks for your cooperation.
PU_SECR3_SK_Patrol_ScanPeople_Complete_IG_002_YoureGoodStay=You're good. Stay safe.
PU_SECR3_SK_Patrol_ScanPeople_Init_IG_001_PleaseHoldFor=Please hold for a scan.
PU_SECR3_SK_Patrol_ScanPeople_Init_IG_002_PleaseStandBy=Please stand by. Instituting routine scan.
PU_SECR3_SK_RandomToSecurity_V_C1_001_DidYouCatch=Did you catch at roll that they're starting to assign double-shifts?
PU_SECR3_SK_RandomToSecurity_V_C1_003_ICantBelieve=I can't believe that with what they're paying in OT, it's not easier to just hire more people.
PU_SECR3_SK_RandomToSecurity_V_C1_005_YeahIDont=Yeah, I don't know. Command's got no clue what they're doing.
PU_SECR3_SK_RandomToSecurity_V_C2_001_YouMightHave=You might have smack me if I doze off. Spent last night waiting for this civvie to wake up, so I could get a witness statement.
PU_SECR3_SK_RandomToSecurity_V_C2_003_ShitWasCrazy=Shit was crazy. I almost don't want to know.
PU_SERVICEPILOT01_M_RE_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001,P=You blind, fool?
PU_SERVICEPILOT01_M_RE_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_RepeatOccur_IG_001,P=Kiss your insurance premium good bye, idiot!
PU_SERVICEPILOT01_M_RE_Collided_Vehicle_aPlayer_tNeutral_FromNeutral_inRelaxed_IG_001,P=Hey, are you blind?
PU_SERVICEPILOT01_M_RE_DamageDealt_Vehicle_aNeutral_tPlayer_FromNeutral_inCombat_IG_001,P=I'm under fire!
PU_SERVICEPILOT01_M_RE_DamageDealt_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001,P=Get a grip!
PU_SERVICEPILOT01_M_RE_DamageDealt_Vehicle_aPlayer_tNeutral_FromNeutral_inAlerted_RepeatOccur_IG_001,P=Stop shooting, you dumbass!
PU_SERVICEPILOT01_M_RE_Inform_Aligned_aNeutral_tPlayer_FromNeutral_IG_001,P=I'm in position.
PU_SERVICEPILOT01_M_RE_Inform_Arrived_ForRefueling_aNeutral_tPlayer_FromNeutral_IG_001,P=Here I am. Please hold position while I maneuver.
PU_SERVICEPILOT01_M_RE_Inform_Arrived_OutOfRange_aNeutral_tPlayer_FromNeutral_IG_001,P=Why did you leave? I don't have to deal with this. I'm outa here.
PU_SERVICEPILOT01_M_RE_Inform_Blocked_Refueling_aNeutral_tPlayer_FromNeutral_IG_001,P=Please position in a way that I can dock for refueling.
PU_SERVICEPILOT01_M_RE_Inform_Blocked_Refueling_aNeutral_tPlayer_FromNeutral_RepeatOccur_IG_001,P=We cannot proceed like this. Please position yourself properly.
PU_SERVICEPILOT01_M_RE_Inform_Complete_aNeutral_tPlayer_FromNeutral_IG_001,P=We're done here. Have a good day!
PU_SERVICEPILOT01_M_RE_Inform_Enroute_aNeutral_aPlayer_FromEnemy_LongDuration_IG_001,P=I'm enroute, but don't hold your breath.
PU_SERVICEPILOT01_M_RE_Inform_Enroute_aNeutral_aPlayer_FromNeutral_MedDuration_IG_001,P=I'm on my way. It will take a while.
PU_SERVICEPILOT01_M_RE_Inform_InProgress_Refueling_aNeutral_tPlayer_FromNeutral_IG_001,P=Refueling is now in progress.
PU_SERVICEPILOT01_M_RE_Inform_InProgress_Refueling_aNeutral_tPlayer_FromNeutral_RepeatOccur_IG_001,P=Continuing with the refueling process.
PU_SERVICEPILOT01_M_RE_Inform_NonFunction_Collection_aNeutral_tPlayer_FromNeutral_IG_001,P=There's a problem with your fuel collector.
PU_SERVICEPILOT01_M_RE_Inform_NonFunction_Refueling_aNeutral_tPlayer_FromNeutral_IG_001,P=There's a problem with my fuel distributer.
PU_SERVICEPILOT01_M_RE_Inform_StatusReport_aNeutral_tPlayer_FromNeutral_LongDuration_IG_001,P=This is going to take a while. Bear with me.
PU_SERVICEPILOT01_M_RE_Inform_StatusReport_aNeutral_tPlayer_FromNeutral_MedDuration_IG_001,P=We're making good progress here.
PU_SERVICEPILOT01_M_RE_Inform_StatusReport_aNeutral_tPlayer_FromNeutral_ShortDuration_IG_001,P=Almost done. Just a little while longer.
PU_SERVICEPILOT01_M_RE_Inform_Unblocked_Refueling_aNeutral_tPlayer_FromNeutral_IG_001,P=That's better. Resuming refueling process.
PU_SERVICEPILOT01_M_RE_Order_HoldPosition_aNeutral_tPlayer_FromNeutral_IG_001,P=Please hold your position.
PU_SERVICEPILOT01_M_RE_Order_HoldPosition_aNeutral_tPlayer_FromNeutral_LastOccur_IG_001,P=Hold your position or I am out of here!
PU_SERVICEPILOT01_M_RE_Order_HoldPosition_aNeutral_tPlayer_FromNeutral_RepeatOccur_IG_001,P=Please hold your position, or we cannot proceed!
PU_SERVICEPILOT01_M_RE_Quit_Contract_aNeutral_FromNeutral_IG_001,P=I don't need to deal with this shit. I'm out.
PU_SERVICEPILOT01_M_RE_Quit_Contract_aNeutral_FromNeutral_PlayerPerp_IG_001,P=I can't work with you anymore!
PU_SERVICEPILOT01_M_RE_Quit_Contract_aNeutral_FromNeutral_inCombat_IG_001,P=This is too hot for me. I'm out!
PU_SERVICEPILOT01_M_RE_Request_Fix_aNeutral_tPlayer_FromNeutral_IG_001,P=Mind taking care of that?
PU_SERVICEPILOT01_M_RE_Request_Fix_aNeutral_tPlayer_FromNeutral_LastOccur_IG_001,P=Fix this or I'll have to leave.
PU_SERVICEPILOT01_M_RE_Request_Fix_aNeutral_tPlayer_FromNeutral_RepeatOccur_IG_001,P=If you don't fix things I can't refuel you.
PU_SERVICEPILOT01_M_RE_Spotted_HostileAction_aPlayer_tNeutral_FromNeutral_inAlerted_IG_001,P=Hey, please don't do that!
PU_SERVICEPILOT01_M_RE_Spotted_HostileAction_aPlayer_tNeutral_FromNeutral_inAlerted_LastOccur_IG_001,P=Once more and we're done!
PU_SERVICEPILOT01_M_RE_Spotted_HostileAction_aPlayer_tNeutral_FromNeutral_inRelaxed_IG_001,P=Please don't do that.
PU_SHAW_MG_Busy_IG_001_NotTheTime=Not the time.
PU_SHAW_MG_Busy_IG_002_NoLater=No. Later.
PU_SHAW_MG_Chosen_PlayerAcceptMission_IG_001_Good=Good.
PU_SHAW_MG_Chosen_PlayerAcceptMission_IG_002_OkayCool=Okay. Cool.
PU_SHAW_MG_Chosen_PlayerDeclineMission_IG_001_Fine=Fine.
PU_SHAW_MG_Chosen_PlayerDeclineMission_IG_002_Whatever=Whatever.
PU_SHAW_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_001_WhateverYouChange=Whatever. You change your mind you let me know.
PU_SHAW_MG_Chosen_PlayerDeclineMission_OpenEnded_IG_002_LookTheseAre=Look these are on a clock, so they ain't gonna be around forever. Hit me up quick if you reconsider.
PU_SHAW_MG_Comms_Farewell_IG_001_TalkToYou=Talk to you next time.
PU_SHAW_MG_Comms_Farewell_IG_002_Later=Later.
PU_SHAW_MG_Comms_ForgivesPlayer_IG_001_AlrightLookClearly=Alright look. Clearly it's hard to find people who aren't totally incompetent, so I guess I gotta lower my standards. If you're willing to deliver, I'll give you another shot.
PU_SHAW_MG_Comms_ForgivesPlayer_IG_002_YouHaveNo=You have no idea how much it hurts to do this, but I need a hand. Please, please don't screw this up.
PU_SHAW_MG_Comms_InstructVisit_IG_001_ComeByAnd=Come by and I'll give you the details.
PU_SHAW_MG_Comms_InstructVisit_IG_002_YouKnowWhere=You know where to find me.
PU_SHAW_MG_Comms_MissionComplete_IG_001_ThanksForThat=Thanks for that. We're looking good.
PU_SHAW_MG_Comms_MissionComplete_IG_002_GotWordWere=Got word. We're all good on that little thing.
PU_SHAW_MG_Comms_NewMission_IG_001_HeyItsMe=Hey, it's me. If you got time, I need something moved.
PU_SHAW_MG_Comms_NewMission_IG_002_MightNeedYour=Might need your assistance if you're available.
PU_SHAW_MG_Comms_PaymentSent_IG_001_IllSendYour=I'll send your cut.
PU_SHAW_MG_Comms_PaymentSent_IG_002_CheckYourAccount=Check your account. Sent you what we talked about.
PU_SHAW_MG_Comms_ReturnItems_FailBounty_IG_001_IToldYou=I told you I wasn't going to ask again for my stuff... and I'm not. I'm done. Someone else is gonna talk to you from here on out.
PU_SHAW_MG_Comms_ReturnItems_FailBounty_IG_002_GetReadyFor=Get ready for some company.
PU_SHAW_MG_Comms_ReturnItems_LastWarning_IG_001_ItsBadEnough=It's bad enough you screw up what I asked you to do. Now you gotta jack my things? Shit ain't right. Unless you want this to escalate, fix it.
PU_SHAW_MG_Comms_ReturnItems_LastWarning_IG_002_ImNotGoing=I'm not going to ask again. Bring my shit back.
PU_SHAW_MG_Comms_ReturnItems_Reminder_IG_001_JustGonnaNeed=Just gonna need that stuff you're carrying brought back.
PU_SHAW_MG_Comms_ReturnItems_Reminder_IG_002_SoTheresAlso=So there's also that stuff you're holding onto for me. Since we can't do that thing anymore. You'll just need to bring that back.
PU_SHAW_MG_ConvoRejoin_IG_001_WhyWouldYou=Why would you do that?
PU_SHAW_MG_ConvoRejoin_IG_002_WhatsTheMatter=What's the matter with you? You have any idea how disrespectful that is?
PU_SHAW_MG_Decide_EncourageLookAndDecide_IG_001_HaveALook=Have a look.
PU_SHAW_MG_Decide_EncourageLookAndDecide_IG_002_TakeARead=Take a read.
PU_SHAW_MG_Decide_EncourageLookAndDecide_IG_003_GiveItA=Give it a read through.
PU_SHAW_MG_Decide_EncourageLookAndDecide_IG_004_LookItOver=Look it over.
PU_SHAW_MG_Decide_MissionTimeout_IG_001_ForgetIt=Forget it.
PU_SHAW_MG_Decide_MissionTimeout_IG_002_NeverMindYou=Never mind. You could'a just said no.
PU_SHAW_MG_Decide_WarningMissionTimeout_IG_001_SoWhatsIt=So? What's it gonna be?
PU_SHAW_MG_Decide_WarningMissionTimeout_IG_002_RealContemplativeType=Real contemplative type, aren't ya?
PU_SHAW_MG_Interrupt_IG_001_HeyGetBack=Hey. Get back here.
PU_SHAW_MG_Interrupt_IG_002_IWasntDone=I wasn't done...
PU_SHAW_MG_Intro_1stTime_Comms_V_WP_001_HeyABuddy=Hey, a buddy of mine said you were developing some cool new hauling tech, so I wanted to reach out. I'd love to pick your brain about it. If you happen to find yourself near Hurston, you should swing by. I'll even cover your landing fee to\nsweeten the deal. Anyway, I'll send you my info.
PU_SHAW_MG_Intro_1stTime_V_WP_D1_001_GreatAndPerfectly=Great. And perfectly timed because I've already got something for you.
PU_SHAW_MG_Intro_1stTime_V_WP_D2_001_IGetIt=I get it. Don't sweat it. Lets just keep this conversation between ourselves.
PU_SHAW_MG_Intro_1stTime_V_WP_START_001_HeyThanksFor=Hey, thanks for coming.
PU_SHAW_MG_Intro_1stTime_V_WP_START_002_SorryAboutThe=Sorry about the weird message, but you never know who's listening, right? I don't wanna weird you out or waste your time, so here's the deal. Hurston controls every product imported and sold on the planet, so the workers have to spend their shitty pay in stores owned by the company that just paid them. It's an awful cycle. So I try to bring in things here and there. I mean, it's not like it's hurting anyone, just that these little comforts...they make life a little more bearable. That's alright... right? I guess in short, I just need good people who are sympathetic to the cause to help them out from time to time.
PU_SHAW_MG_Intro_1stTime_V_WP_START_003_WhatDoYou=What do you say?
PU_SHAW_MG_LastMissionComment_FailStreak_IG_001_HowManyIs=How many is that in a row? Is there any possibility you could actually succeed in one of these gigs?
PU_SHAW_MG_LastMissionComment_FailStreak_IG_002_WhatIsGoing=What is going on with you? The last few jobs have been a mess.
PU_SHAW_MG_LastMissionComment_Fail_Good_IG_001_HeresTheDeal=Here's the deal. I feel like... Or I hope that the last run was an isolated incident. Please prove me right.
PU_SHAW_MG_LastMissionComment_Fail_Good_IG_002_YouveBeenOn=You've been on a roll, sure, but you can't coast on that. Every time you go out, treat it like it's life or death. If you lose that fear, that's when you get pinched.
PU_SHAW_MG_LastMissionComment_Fail_NeutralBad_IG_001_WellThatLast=Well, that last job turned into a real shit-show, huh?
PU_SHAW_MG_LastMissionComment_Fail_NeutralBad_IG_002_LetsJustForget=Let's just forget about your last run, okay? It's just going to make me angry.
PU_SHAW_MG_LastMissionComment_LastChance_IG_001_IveBeenPatient=I've been patient. I have. But it's shit or get off the pot time. You got one shot, one, to pull this off. After that, we're through.
PU_SHAW_MG_LastMissionComment_LastChance_IG_002_ImDoneTrying=I'm done trying to make this work. Either you pull off this next job or we part ways.
PU_SHAW_MG_LastMissionComment_NoLonger_IG_001_YouHadYour=You had your shot. You botched that too. Don't come looking for me no more.
PU_SHAW_MG_LastMissionComment_NoLonger_IG_002_IToldYou=I told you what would happen if you screwed up another job, so it's\nhappening. You aren't getting shit from me. It's not like this should be a surprise.
PU_SHAW_MG_LastMissionComment_Robbed_IG_001_DoYouHave=Do you have any idea how dangerous it is to put these shipments together? I need you to protect them a little harder.
PU_SHAW_MG_LastMissionComment_Robbed_IG_002_ICantBelieve=I can't believe you lost that last shipment.
PU_SHAW_MG_LastMissionComment_SuccessStreak_IG_001_GottaSayIts=Gotta say, it's great to get some real help here.... it's a been a little rough lately.
PU_SHAW_MG_LastMissionComment_SuccessStreak_IG_002_YouveBeenKilling=You've been killing it lately. Seriously. You're fast becoming one of our best.
PU_SHAW_MG_LastMissionComment_Success_Exceptional_IG_001_GottaSayIm=Gotta say, I'm impressed. You got some moves.
PU_SHAW_MG_LastMissionComment_Success_Exceptional_IG_002_ReallyGreatOn=Really great on the last run.
PU_SHAW_MG_LastMissionComment_Success_Good_IG_001_SolidRunOn=Solid run on that last job.
PU_SHAW_MG_LastMissionComment_Success_Good_IG_002_YouDidGood=You did good on the last run.
PU_SHAW_MG_LastMissionComment_TryHarder_IG_001_IGotEnough=I got enough headaches to deal with without having to worry about you too. Either fix whatever's wrong or I gotta find somebody else.
PU_SHAW_MG_LastMissionComment_TryHarder_IG_002_LookINeed=Look, I need you to do better. You can't keep screwing up job after job.
PU_SHAW_MG_MidMission_Deactivate_IG_001_GreatToSee=Great to see you. Yeah, that thing we talked about? Don't sweat it. I don't need it done anymore.
PU_SHAW_MG_MidMission_Deactivate_IG_002_DontSweatThat=Don't sweat that thing you were doing for me. Situation fell apart around us.
PU_SHAW_MG_MidMission_Fail_IG_001_SoThatFavor=So... that favor you were doing for me? Yeah, forget it.
PU_SHAW_MG_MidMission_Fail_IG_002_WellThatTurned=Well that turned to shit. For future reference, if I ask you to do something and you agree, you do it. That's how this is supposed to work.
PU_SHAW_MG_MidMission_Greetings_IG_001_Hey=Hey.
PU_SHAW_MG_MidMission_Greetings_IG_002_ItsMe=It's me.
PU_SHAW_MG_MidMission_ObjUpdate_IG_002_SoAboutThat=So about that favor you're doing for me. There's been a complication.
PU_SHAW_MG_MidMission_PlayerQuit_IG_001_YouQuitYoure=You quit? You're not the only part of this equation... do you have any idea how many people are?goddammit.
PU_SHAW_MG_MidMission_PlayerQuit_IG_002_SoYoureQuitting=So you're quitting... sorry, I just need a second to? Fine. Sorry that didn't work out.
PU_SHAW_MG_MidMission_ReceiveData_IG_001_GotThatUpload=Got that upload. Thanks.
PU_SHAW_MG_MidMission_ReceiveData_IG_002_DataCameIn=Data came in clean.
PU_SHAW_MG_MidMission_WarningFail_IG_001_WhatTheHell=What the hell are you doing? I got too much on the line for you to dick around. Do that thing we talked about.
PU_SHAW_MG_MidMission_WarningFail_IG_002_ImGettingA=I'm getting a little nervous here. You gonna finish that thing or what?
PU_SHAW_MG_MissionBriefs_Collect_Find_IG_001_AsYouKnow=As you know, the workers here are severely lacking in the... simple things. I've got a list of requests that might make their lives a little more bearable. Since you're out and about, I figured you'd be able to pick up some of them for me and I can pass them along.
PU_SHAW_MG_MissionBriefs_Collect_Find_IG_002_IGotSome=I got some requests for things you can't get in-world. If you happen to see any, maybe snag them and bring them back.
PU_SHAW_MG_MissionBriefs_Collect_Generic_IG_001_GotSomeThings=Got some things I need if you're in a gathering mood.
PU_SHAW_MG_MissionBriefs_Collect_Generic_IG_002_IfYouGot=If you got the time, there are a couple things I could use.
PU_SHAW_MG_MissionBriefs_Collect_Pickup_Eddie_IG_001_EddieSentA=Eddie sent a comm. For someone as 'connected' as him, he's got a lot of difficulty finding shit.
PU_SHAW_MG_MissionBriefs_Collect_Pickup_Eddie_IG_002_EddiesLookingFor=Eddie's looking for some stuff. We don't have it here, but maybe you'd be able to find it.
PU_SHAW_MG_MissionBriefs_Collect_Pickup_Wallace_IG_001_WallaceSentMe=Wallace sent me a list of shit he needs. I poked around but it doesn't look like we have any of it here, so you might have to look around off-world.
PU_SHAW_MG_MissionBriefs_Deliver_Chemicals_Wallace_IG_001_WallaceSentAnother=Wallace sent another batch of requests. A hundred Credits says he don't know how tough it is to scrounge up. Anyway, I need you to run it over to him.
PU_SHAW_MG_MissionBriefs_Deliver_Chemicals_Wallace_IG_002_GotSomeMore=Got some more chems to get out to Wallace.
PU_SHAW_MG_MissionBriefs_Deliver_Generic_IG_001_DoYouThink=Do you think you got space to deliver a package for me?
PU_SHAW_MG_MissionBriefs_Deliver_Generic_IG_002_IGotA=I got a couple things I'd like to send off-world.
PU_SHAW_MG_MissionBriefs_Deliver_Import_IG_001_GotAShipment=Got a shipment I need brought in. You'll be able to pass simple scans, but keep a low profile. We don't want anyone looking to closely at it.
PU_SHAW_MG_MissionBriefs_Deliver_Import_IG_002_GotAnotherShipment=Got another shipment collected and ready to come in. Don't need to do anything special. Just pick it up, avoid scans and bring it in.
PU_SHAW_MG_MissionBriefs_Deliver_Pickup_Wallace_IG_001_GotSomeSupplies=Got some supplies I need taken to Wallace. He should have something for you to bring back.
PU_SHAW_MG_MissionBriefs_Deliver_Pickup_Wallace_IG_002_ThinkYouCan=Think you can make another run to Wallace. I got some stuff for him and he's got some for me.
PU_SHAW_MG_MissionBriefs_Deliver_Smuggle_Hurston_IG_001_HurstonWasGoing=Hurston was going to throw out an entirely good shipment, but I was able to reroute it from the incinerator and line up a buyer off-world.
PU_SHAW_MG_MissionBriefs_Deliver_Smuggle_Hurston_IG_002_IveManagedTo=I've managed to put together an outbound package of Hurston's finest.
PU_SHAW_MG_MissionBriefs_Generic_Hard_IG_001_ThisOnesGonna=This one's gonna be much tougher, but don't worry. I'll make sure your compensated for your trouble.
PU_SHAW_MG_MissionBriefs_Generic_IG_001_OkayYouMight=Okay, you might be interested in this.
PU_SHAW_MG_MissionBriefs_Generic_IG_002_ThereIsThis=There is this one little thing you can do for me.
PU_SHAW_MG_MissionBriefs_Generic_IG_003_IThinkYou=I think you can handle this one.
PU_SHAW_MG_MissionBriefs_Generic_IG_004_IBeenMeaning=I been meaning to find someone to help me out with this.
PU_SHAW_MG_MissionBriefs_Generic_Involve_Eddie_IG_001_IGotA=I got a contact over on microTech. Name's Eddie Parr works at some upscale drink house but has a good line on some nice products coming in and out of the pads. Just try not to get sucked into his bullshit. Guy's got this unnatural gravitational pull to attract weirdos.
PU_SHAW_MG_MissionBriefs_Generic_Involve_MetEddie_IG_001_ThisOnellTake=This one'll take you to Eddie, who I believe you know.
PU_SHAW_MG_MissionBriefs_Generic_Involve_MetWallace_IG_001_YouKnowWallace=You know Wallace, right? Anyway...
PU_SHAW_MG_MissionBriefs_Generic_Involve_Wallace_IG_001_YourContactsGonna=Your contact's gonna be my buddy, Wallace. He's kind of an intense guy but don't let him weird you out. He's on the level.
PU_SHAW_MG_MissionBriefs_Hitman_Generic_IG_001_SoUhI=So, uh, I got somebody I need taken down. It's an us or them type scenario. Honestly, I'd rather it be them.
PU_SHAW_MG_MissionBriefs_Hitman_Generic_IG_002_TheresAnotherPerson=There's another person I need...dealt with.Just do it clean.
PU_SHAW_MG_MissionBriefs_Hitman_Hurston_IG_001_SomeoneInHurston=Someone in Hurston Security is trying to make a name for themselves by cracking down on\ncontraband. I don't think either one of us wants that to happen.
PU_SHAW_MG_MissionBriefs_Hitman_Hurston_IG_002_OneOfMy=One of my contacts whospaid to look the other way has been getting nervous about our\narrangement. I need you to... You know.
PU_SHAW_MG_MissionBriefs_Hitman_Otoni_IG_001_SoLookWeve=So look. We've been getting pressure from this syndicate, they've been circling closer and\ncloser and pushing us into this. I don't wanna fight them, but it's looking like we don't have a choice.
PU_SHAW_MG_MissionBriefs_Hitman_Otoni_IG_002_IIdentifiedSomeone=I identified someone who the Otonis have been using. Not sure if they're actually part of the group or just some local, but either way...
PU_SHAW_MG_MissionBriefs_NoMission_IG_001_SorryGotNothing=Sorry. Got nothing for you.
PU_SHAW_MG_MissionBriefs_NoMission_IG_002_NahDoesntLook=Nah. Doesn't look like anything's really cooking right now.
PU_SHAW_MG_MissionBriefs_NoMission_IG_003_WishICould=Wish I could say I did but nope. Nada.
PU_SHAW_MG_MissionBriefs_NoMission_IG_004_YeahIDont=Yeah. I don't have anything right now, but knowing my luck, I'll probably wind up with a ton of stuff right after you leave.
PU_SHAW_MG_MissionBriefs_Pickup_Eddie_IG_001_CanYouStomach=Can you stomach a run to microTech? Apparently Eddie was sober long enough to put a shipment together.
PU_SHAW_MG_MissionBriefs_Pickup_Eddie_IG_002_EddiesGotAnother=Eddie's got another pickup ready. If you do it, please don't go out drinking with him, I need this stuff relatively soon.
PU_SHAW_MG_MissionBriefs_Pickup_Wallace_IG_001_JustGotWord=Just got word. Wallace is ready for a pickup.
PU_SHAW_MG_MissionBriefs_Pickup_Wallace_IG_002_WallaceSentA=Wallace sent a comm.
PU_SHAW_MG_Mission_Farewell_MissionAccepted_IG_001_WatchYourself=Watch yourself.
PU_SHAW_MG_Mission_Farewell_MissionAccepted_IG_002_GoodLuck=Good luck.
PU_SHAW_MG_Mission_Farewell_MissionDeclined_IG_001_TalkToYou=Talk to you.
PU_SHAW_MG_Mission_Farewell_MissionDeclined_IG_002_Later=Later.
PU_SHAW_MG_Mission_Greetings_Bad_IG_001_IDontHave=I don't have long.
PU_SHAW_MG_Mission_Greetings_Bad_IG_002_LetsKeepThis=Let's keep this quick.
PU_SHAW_MG_Mission_Greetings_Good_IG_001_HeyWhatsGoin=Hey. What's goin' on.
PU_SHAW_MG_Mission_Greetings_Good_IG_002_ThanksForComing=Thanks for coming.
PU_SHAW_MG_Mission_Greetings_NoLonger_IG_001_SorryYouGot=Sorry, you got me confused with someone else.
PU_SHAW_MG_Mission_Greetings_NoLonger_IG_002_YouMind=You mind?
PU_SHAW_MG_Mission_Greetings_StillMission_IG_001_WhatAreYou=What are you doing? Isn't there somewhere you're supposed to be?
PU_SHAW_MG_Mission_Greetings_StillMission_IG_002_DidntYouHave=Didn't you have something to do?
PU_SHAW_MG_Mission_Greetings_WrongDelivery_IG_001_HaveYouLost=Have you lost your mind? Take that where it's supposed to go.
PU_SHAW_MG_Mission_Greetings_WrongDelivery_IG_002_ImSorryYou=I'm sorry, you must be mistaken. That shouldn't be delivered here.
PU_SHAW_MG_MultipleMissionOffer_IG_001_ListenIGot=Listen, I got a couple things cooking. I'll send you what I've got.
PU_SHAW_MG_MultipleMissionOffer_IG_002_GotABunch=Got a bunch of things that need resolving. Let me know if you can help.
PU_SHAW_MG_PhysicalBump_IG_LEAN_LEFT_001_Careful=Careful.
PU_SHAW_MG_PhysicalBump_IG_LEAN_LEFT_002_WatchIt=Watch it
PU_SHAW_MG_PhysicalBump_IG_LEAN_RIGHT_001_Careful=Careful.
PU_SHAW_MG_PhysicalBump_IG_LEAN_RIGHT_002_WatchIt=Watch it
PU_SHAW_MG_PhysicalBump_IG_LEFT_001_Careful=Careful.
PU_SHAW_MG_PhysicalBump_IG_LEFT_002_WatchIt=Watch it
PU_SHAW_MG_PhysicalBump_IG_RIGHT_001_Careful=Careful.
PU_SHAW_MG_PhysicalBump_IG_RIGHT_002_WatchIt=Watch it
PU_SHAW_MG_PlayerGoofsOff_IG_001_TheHellYou=The hell you doing?
PU_SHAW_MG_PlayerGoofsOff_IG_002_WhatThe=What the....
PU_SHAW_MG_SendingMissionDetails_IG_001_HereAreThe=Here are the details.
PU_SHAW_MG_SendingMissionDetails_IG_002_HereAreAll=Here are all the specifics.
PU_SHAW_MG_SendingMissionDetails_IG_003_Here=Here.
PU_SHAW_MG_Transition_CommentToGiving_IG_001_Anyway=Anyway...
PU_SHAW_MG_Transition_CommentToGiving_IG_002_WeGotThings=We got things to discuss.
PU_SHIPDEALER1_M_BS_Chat_ConvoInterupt_IG_001_OkayYouGo=Okay, you go take a look around then.
PU_SHIPDEALER1_M_BS_Chat_ConvoInterupt_IG_002_YouKnowWhat=You know what, why don't I give you a few.
PU_SHIPDEALER1_M_BS_Chat_ConvoInterupt_IG_003_ItsFineIll=It's fine. I'll be over here if you need anything.
PU_SHIPDEALER1_M_BS_General_AudioFidget_Burp_IG_001=[ Burp ]
PU_SHIPDEALER1_M_BS_General_AudioFidget_Cough_IG_001=[ Cough ]
PU_SHIPDEALER1_M_BS_General_AudioFidget_Humming_IG_001=[ Sings a Dirge ]
PU_SHIPDEALER1_M_BS_General_AudioFidget_Humming_IG_002=[ Sings a Dirge ] ALT
PU_SHIPDEALER1_M_BS_General_AudioFidget_SighBored_IG_001=[ Bored Sigh ]
PU_SHIPDEALER1_M_BS_General_AudioFidget_SighExasperated_IG_001=[ Exasperated Sigh ]
PU_SHIPDEALER1_M_BS_General_AudioFidget_Thinking_IG_001=[ Clicks Tounge ]
PU_SHIPDEALER1_M_BS_General_AudioFidget_ThroatClear_IG_001=[ Clears Throat ]
PU_SHIPDEALER1_M_BS_General_AudioFidget_YawnLong_IG_001=[ Long Yawn ]
PU_SHIPDEALER1_M_BS_General_AudioFidget_YawnShort_IG_001=[ Yawn ]
PU_SHIPDEALER1_M_BS_General_Passing_IG_001_ExcuseMe=Excuse me.
PU_SHIPDEALER1_M_BS_General_Passing_IG_002_PardonMe=Pardon me.
PU_SHIPDEALER1_M_BS_General_Passing_IG_003_ComingThrough=Coming through.
PU_SHIPDEALER1_M_BS_General_PhysicalBump_IG_001_EasyThere=Easy there.
PU_SHIPDEALER1_M_BS_General_PhysicalBump_IG_002_WoahYouOkay=Woah, you okay?
PU_SHIPDEALER1_M_BS_General_PhysicalBump_IG_003_Careful=Careful.
PU_SHIPDEALER1_M_BS_General_StrangeBehavior_IG_001_AreYouFeeling=Are you feeling okay, bud?
PU_SHIPDEALER1_M_BS_General_StrangeBehavior_IG_002_AreYouDoing=Are you doing a bit? Is this a thing?
PU_SHIPDEALER1_M_BS_General_StrangeBehavior_IG_003_IsSomethingThe=Is something the matter?
PU_SHIPDEALER1_M_CP_Chat_SmallTalk_IG_001_YouKnowIve=You know, I've been selling ships going on about six years now, and I absolutely love the work. You meet some of the best people, and help them choose such an important part of their life. Sometimes I feel like it's more of adoption service, you know? These ships become part of the family.
PU_SHIPDEALER1_M_CP_Chat_SmallTalk_IG_002_BeenAReal=Been a real busy week so far. Seems like everybody wants a ship. Guess an outlaw group went a bit crazy nearby. Real tragedy, but great for business.
PU_SHIPDEALER1_M_CP_Chat_SmallTalk_IG_003_AndInCase=And in case you're wondering, we check everything we sell to make sure it seals tight. You don't have to worry about winding up like that poor family that was all over the news. Not with our ships.
PU_SHIPDEALER1_M_CP_Pitch_AmenitiesComment_Bed_IG_001_ThisOneComes=This one comes with some pretty darn comfy sleeping facilities. Great for taking a break on those longer trips.
PU_SHIPDEALER1_M_CP_Pitch_AmenitiesComment_Copilot_IG_001_WhatsReallyGreat=What's really great is that extra copilot seat. When you're out there, it's a real comfort knowing that there's someone else on board who's got your back.
PU_SHIPDEALER1_M_CP_Pitch_AmenitiesComment_MannedTurret_IG_001_AsYouCan=And as you can see, comes stock with turrets if security's a concern and you're looking for a little bit more pow.
PU_SHIPDEALER1_M_CP_Pitch_AmenitiesComment_Missiles_IG_001_YoureWonderingAbout=If you're wondering about missiles, that is a big checkmark in the yes column. Nothing better than getting that lock, and watching those fireworks, am I right?
PU_SHIPDEALER1_M_CP_Pitch_AmenitiesComment_Multicrew_IG_001_YourWholeCrew=Your whole crew is gonna appreciate this ship and her features. And if you don't have a crew yet, well once they see what you're flying they'll be beating down your door to sign up.
PU_SHIPDEALER1_M_CP_Pitch_AmenitiesComment_OpenCanopy_IG_001_GotToLove=Got to love an open canopy. Nothing in your way. Just you and vast expanse of space.
PU_SHIPDEALER1_M_CP_Pitch_AmenitiesComment_Ramp_IG_001_TheRampIs=The ramp is super convenient for all your loading and unloading. Just drop it down and roll right in.
PU_SHIPDEALER1_M_CP_Pitch_AmenitiesComment_Shower_IG_001_OneLittleExtra=One little extra feature that's nice is she is fully equiped with bathroom amenities. No more emergency pitstops, and cuts way down on flight suit cleaning costs.
PU_SHIPDEALER1_M_CP_Pitch_AmenitiesComment_SingleSeat_IG_001_SomePeoplePrefer=Some people prefer multicrew ships, but there's something special about being out there by yourself in a single seater. Just you and your skills. That's real piloting right there.
PU_SHIPDEALER1_M_CP_Pitch_AmenitiesComment_VTOL_IG_001_TheVtolThrusters=The VTOL thrusters really are nice to have. Ready to take off? No problem. Thrusters on, head straight up. One less thing to worry about.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_Aegis_IG_001_MyGrandmotherWas=My grandmother was a pilot in the Navy and she swore by Aegis. Would ask her CO to only assign her to those ships. Retired with a medal of valor for killing duul to boot.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_Anvil_IG_001_ItsHardTo=It's hard to imagine where Humanity would be without Anvil. I heard one time, that Anvil ships have the highest kill record out of any ship in the whole Navy. That's quality, right there.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_Aopoa_IG_001_IDontExactly=I don't exactly understand it myself, but those Xi'an engineers are pretty much wizards when it comes to making ships.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_Argo_IG_001_ArgosMayNot=Argos may not be the fanciest ships, but you can always count on them to do their job better than anyone else.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_ConsolidatedOutlands_IG_001_NowConsolidatedMight=Now Consolidated might be a bit green, but Silas and his gearheads are hands down doing some of the most interesting designs out there.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_Crusader_IG_001_TheresAReason=There's a reason most commercial shuttles use Crusader. Clean, straight forward design, that holds up to lot of use. They show up to work and do the job right.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_Drake_IG_001_IMeanYou=I mean, you know what they say about Drake ships. If all those types want to fly one, there's got to be something to them. They wouldn't trust just any old ship doing what they do.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_Esperia_IG_001_TheLevelOf=The level of detail in these Esperia reproductions is just staggering. Nine out of ten times I bet most people wouldn't be able to pick them out from the originals. Other than the fact that Esperia probably fly better.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_GreycatIndustrial_IG_001_YouKnowThe=You know, the first vehicle I ever owned was a Greycat. Me and my friends used to spend hours tooling up the thing and cruising it around. A lot of fond memories there.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_Kruger_IG_001_LookingAtThis=Looking at this ship, it's hard to believe that Kruger got their start as a parts and weapons manufacturer.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_MISC_IG_001_TheresNoDenying=There's no denying that MISC has earned their reputation for making some of the hardest working ships out there. What is it they say? That something like 60% of everything you can buy in a store was aboard a MISC ship at one point?
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_OriginJumpworks_IG_001_OriginShipsAre=Origin ships are statement pieces to be sure. You fly one of these beauties and everyone's gonna know what kind of person you are.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_RSI_IG_001_BuyingAnRsi=Buying an RSI is a no brainer. These are the people who basically invented space travel. There's a reason they've been around for 800 years.
PU_SHIPDEALER1_M_CP_Pitch_BrandComment_Tumbril_IG_001_ItsBeenGreat=It's been great to see Tumbrils kicking around again. They're every bit as solid as the old ones, but with all the modern upgrades you'd expect.
PU_SHIPDEALER1_M_CP_Pitch_Busy_WithCustomer_IG_001_ImActuallyHelping=I'm actually helping someone right now, but I'll be with you in just a few.
PU_SHIPDEALER1_M_CP_Pitch_Busy_WithCustomer_IG_002_OnceImDone=Once I'm done helping this customer find their dream ship, I'll be right over.
PU_SHIPDEALER1_M_CP_Pitch_Busy_WithCustomer_IG_003_TellYouWhat=Tell you what. As soon as I wrap up over here, I'll swing on by and get you taken care of.
PU_SHIPDEALER1_M_CP_Pitch_EncourageBrowsing_IG_001_DefinitelyTakeA=Definitely take a look around. Got some great stuff in stock right now.
PU_SHIPDEALER1_M_CP_Pitch_EncourageBrowsing_IG_002_TakeAWander=Take a wander and see what we have. There are some real gems today.
PU_SHIPDEALER1_M_CP_Pitch_EncourageBrowsing_IG_003_WeHaveA=We have a whole bunch of new inventory you're gonna wanna check out. Real nice stuff.
PU_SHIPDEALER1_M_CP_Pitch_EncourageBrowsing_IG_004_ItsRealLucky=It's real lucky that you came in today. Some of the best selection we've had all year.
PU_SHIPDEALER1_M_CP_Pitch_EncourageBrowsing_IG_005_HelpYourselfTo=Help yourself to a look around and see what we have on offer. I think you're gonna be real happy when you see what we got.
PU_SHIPDEALER1_M_CP_Pitch_EncourageDecision_IG_001_ThisIsA=This is a big decision so you be sure to take your time.
PU_SHIPDEALER1_M_CP_Pitch_EncourageDecision_IG_002_TakeAllThe=Take all the time you need. Don't want to rush into anything.
PU_SHIPDEALER1_M_CP_Pitch_EncourageDecision_IG_003_NoWorriesIf=No worries if you need a few more moments to mull things over.
PU_SHIPDEALER1_M_CP_Pitch_EncourageInspectShip_IG_001_FeelFreeTo=Feel free to climb right up and take a poke around.
PU_SHIPDEALER1_M_CP_Pitch_EncourageInspectShip_IG_002_NowDontBe=Now don't be shy, you like something, go ahead and power her up. Get a sense of how she'll feel.
PU_SHIPDEALER1_M_CP_Pitch_EncourageInspectShip_IG_003_BeSureTo=Be sure to make yourself at home. See something interesting go ahead and get on in. Just don't try to sneak off with her.
PU_SHIPDEALER1_M_CP_Pitch_EncourageSimCab_IG_001_IfYouWanna=If you wanna take any of the fleet out for a spin, help yourself to our simcab.
PU_SHIPDEALER1_M_CP_Pitch_EncourageSimCab_IG_002_FyiTheSimcab=FYI, the simcab over there is perfect for taking these beauties out for a test run.
PU_SHIPDEALER1_M_CP_Pitch_EncourageSimCab_IG_003_BetweenMeAnd=Between me and you, looking is fine, but if you want to know for sure, may I suggest taking a spin in our simcab?
PU_SHIPDEALER1_M_CP_Pitch_EncourageTerminal_IG_001_WeHaveA=We have a few more options available than what's on the floor. Our terminal's got all the details.
PU_SHIPDEALER1_M_CP_Pitch_EncourageTerminal_IG_002_IfYouDont=If you don't see what you're looking for, the terminal's got our entire inventory for perusing.
PU_SHIPDEALER1_M_CP_Pitch_EncourageTerminal_IG_003_BeyondWhatYou=Beyond what you can see, we have a few more ships available on the terminal.
PU_SHIPDEALER1_M_CP_Pitch_EncourageToBuy_IG_001_GottaSayI=Gotta say, I think this might be the ship for you.
PU_SHIPDEALER1_M_CP_Pitch_EncourageToBuy_IG_002_IfYouWant=If you want my honest opinion. You could do a lot worse than this.
PU_SHIPDEALER1_M_CP_Pitch_EncourageToBuy_IG_003_WellIfYou=Well, if you decide not to buy right now, I'll try to hold off the others until you change your mind.
PU_SHIPDEALER1_M_CP_Pitch_EncourageToBuy_IG_004_ItsToughRight=It's tough, right? Should you buy right now? Should you take the risk and wait? I mean I know what I would do, but I want you to do what'll make you happy.
PU_SHIPDEALER1_M_CP_Pitch_EncourageToBuy_IG_005_SoIsThis=So is this the one? I think it might be the one.
PU_SHIPDEALER1_M_CP_Pitch_EncourageToBuy_UsedShip_IG_001_GottaSayBuying=Gotta say, buying used is really the way to go. Not only do you save on credits, but with the high-tech engineering that goes into these things, they run good as new for decades.
PU_SHIPDEALER1_M_CP_Pitch_EncourageToBuy_UsedShip_IG_002_BuyingUsedReally=Buying used really is the smart way to go. Better on the environment, better on bank account, and way less stress. And more importantly, it's new to you.
PU_SHIPDEALER1_M_CP_Pitch_EncourageToBuy_UsedShip_IG_003_YouWannaKnow=You wanna know the difference between a new and used ship? Leaving the dealership. Bam. Every ship instrantly becomes a used ship.
PU_SHIPDEALER1_M_CP_Pitch_Excuse_FromCustomer_IG_001_AnywayYouLook=Anyway, you look like someone who knows their ships. You don't need me talking your ear off. Do your thing, and I'll check on you in a bit.
PU_SHIPDEALER1_M_CP_Pitch_Excuse_FromCustomer_IG_002_YouKnowYou=You know, you look like you could use a moment or two to mull things over. Let me go help some other folks and I'll check back in a few.
PU_SHIPDEALER1_M_CP_Pitch_Excuse_FromCustomer_IG_003_LookAtMe=Look at me, talking your ear off. Tell you what, you keep looking, and I'll be back.
PU_SHIPDEALER1_M_CP_Pitch_Farewell_NoPurchase_IG_001_ThanksForStopping=Thanks for stopping by. Come back any time.
PU_SHIPDEALER1_M_CP_Pitch_Farewell_NoPurchase_IG_002_ItWasGreat=It was great having you. Be sure to come back soon and we can talk more.
PU_SHIPDEALER1_M_CP_Pitch_Farewell_NoPurchase_IG_003_AllRightSleep=All right, sleep on it, and we'll talk soon.
PU_SHIPDEALER1_M_CP_Pitch_Farewell_Purchase_IG_001_AlrightThanksAgain=Alright, thanks again. Hell of a purchase.
PU_SHIPDEALER1_M_CP_Pitch_Farewell_Purchase_IG_002_LookOutEveryone=Look out, everyone! New ship owner coming through!
PU_SHIPDEALER1_M_CP_Pitch_Farewell_Purchase_IG_003_ItWasGreat=It was great doing business with you!
PU_SHIPDEALER1_M_CP_Pitch_PlayerExitShipComment_IG_001_WhatdyaThinkReal=What do you think? Real nice, right?
PU_SHIPDEALER1_M_CP_Pitch_PlayerExitShipComment_IG_002_HowAboutThat=How about that detailing? It's something else.
PU_SHIPDEALER1_M_CP_Pitch_PlayerExitShipComment_IG_003_ImJustGonna=I'm just gonna say it. You two look good together.
PU_SHIPDEALER1_M_CP_Pitch_PlayerExitShipComment_IG_004_HardToSay=Hard to say what's better, right? That great exterior, or that real sharp interior.
PU_SHIPDEALER1_M_CP_Pitch_PlayerExitShipComment_IG_005_YouCanReally=You can really see the quality once you get inside.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_Beautiful_IG_001_IKnowWhat=I know what you're thinking. How can a ship that looks that gorgeous cost so little? To be honest, I can't believe it myself.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_Beautiful_IG_002_ThoseLinesThe=Those lines, the styling. Even sitting still she looks like she's flying. A real beauty.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_Fast_IG_001_IfYouWanna=If you wanna talk fast, this speedster can hold her own. The throttle pretty much accelerates by itself.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_Fast_IG_002_IfYoureLooking=If you're looking for speed, then you're looking in the right place. You should hear this baby purr when she gets going.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_GreatDeal_IG_001_AsGoodAs=As good as this ship is, it's hard to believe it's this cheap. But hey, if that's what the price says, that's what the price says.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_GreatDeal_IG_002_DependingOnWhich=Depending on which way you want to go, this ship is probably one of the best deals on the floor. Great condition. Great price.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_HardWorking_IG_001_WhatsGreatAbout=What's great about this one here is that it works just as hard as you do if not harder.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_HardWorking_IG_002_IfYouWant=If you want a ship that is going to be there day in, day out, taking what ever you throw at it, then this right here might be the ship you want.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_IG_001_YouGotA=You got a good eye. That's some quality craftsmanship right there. They don't make 'em like this any more, I can tell you that.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_IG_002_YouKnowI=You know, I shouldn't say this, but this right here might be my favorite in the whole place. Not that anything we sell isn't fantastic, but I don't know... there's just something special about her. You feel it, right?
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_IG_003_OkayPictureThis=Okay, picture this, you're traveling to see that special someone. What are you riding in, some random old junker? Or are you cruising along in a top of the line genuine certified pre-owned beauty like this one here?
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_IG_004_WeGetA=We get a lot of different vehicles coming and going, but every once in a while we get something in like this one here that really catches my eye.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_IG_005_YouCanTalk=You can talk specs and figures all day, but sometimes when you look at a ship, you just know its right for you. I say trust that gut.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_Safe_IG_001_PersonallyWhatI=Personally, what I look for in a ship, is something that can get me where I'm going safe and sound in one piece. That's gonna be this ship right here.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_Safe_IG_002_TheySayYou=They say you can't put a price on safety. I say bullshit. Not only did we put a price on it, we put a great price on it. Protection per credit, you're not gonna find much better than this.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_Strorage_IG_001_IDontKnow=I don't know about you, but I can always use some more storage room. That's why this ship is perfect. Plenty of SCU and then some.
PU_SHIPDEALER1_M_CP_Pitch_ShipComment_Strorage_IG_002_IfStorageIs=If storage is important to you, then you should do yourself a favor and spend some time with this ship. I think you'll be happy with what you see.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_100Series_IG_001_YouKnowA=Not only is the 300 a pleasure to fly, when you're not flying her, she's a real pleasure to look at. I know I wouldn't kick her out of my hangar.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_300Series_IG_001_YouKnowThe=Promise me one thing, if you wind up getting the 600, you're gonna invite me to one of your parties cause everybody knows that the best parties in the verse are 600 parties.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_600Series_IG_001_PromiseMeOne=I'll be honest, I wasn't quite sure what to make of the 85x at first. But now that I've spent some time with her, she's really grown on me. It's got all of origin's attention to detail streamlined down to a smaller package.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_85X_IG_001_IllBeHonest=You know a lot of the younger people who come in here are interested in the 100. And I mean, why not? Origin comfort wrapped up in a sporty, fun chasis. I see the appeal myself.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_890Jump_IG_001_LookIllBe=Look. I'll be blunt. There's a swimming pool. If that doesn't convince you on the 890, I'm not sure what else will.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_ArgoMPUV_IG_001_TheArgoMpuv=The Argo MPUV is a great little workhorse. Functional to a fault.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Arrow_IG_001_IveTalkedTo=I've talked to some of the ex-Navy who come in here about the Arrow. Well, to tell the truth, it's more like they talk to me about it. Can't say enough good things. Seems the light fighter makes one hell of a scout ship. Not many serving who haven't had their butt saved by one of these guys.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Aurora_IG_001_ConsideringAnAurora=Considering an Aurora, huh? I like that. People are so eager to over complicate things that they forget that basic doesn't mean bad. The Aurora flies and gets you where you're going. Sounds like the perfect ship to me.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Avenger_IG_001_TheresAReason=There's a reason the Advocacy's been counting on Avengers for so long. Few ships can match its operational flexibility. The thing's an icon.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Blade_IG_001_ShesAKiller=She's a killer, isn't she? It's like the Vanduul took a Scythe and shaved it down till all that was left was the bite.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Buccaneer_IG_001_TheBuccsA=The Bucc's a great little fighter. You toss one into any scrap and suddenly its a whole new game. Cutlass coming at you, you can handle it. Cutlass and a Bucc, forget about it.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Carrack_IG_001_ICouldPretty=I could pretty much talk all day about the Carrack, but I'm not gonna do that. I'm gonna let the ship speak for itself.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Caterpillar_IG_001_CaterpillarsGotA=Caterpillar's got a ton of storage, and Drake was thoughtful enough to give it few ways to protect it. Plus, I always get a weird thrill when a ship looks like its name.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Constellation_IG_001_EveryoneLovesTo=Everyone loves to argue which Connie is the best, but that's like arguing what amount of free money is the best. What I'm trying to say is that they're such a fantastic ship, you really can't go wrong with whichever one you fly.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Crucible_IG_001_TheCrucibleIs=The Crucible is some pretty incredible engineering. Thing is basically a flying toolbox. They can fix up most problems a pilot can run into. If that's not a great skill to have, don't know what is.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Cutlass_IG_001_SolidOffenseDecent=Solid offense, decent defense, not too shabby of a hold, easy to take care of, and an interesting reputation to say the least. A lot of people think the Cutlass is a great investment, and I'm tempted to agree.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Cyclone_IG_001_TheNewTumbril=The new Tumbril really outdid themselves with the Cyclone. I had an old homesteader in just the other week telling me that she had been riding in one of the originals for decades, and didn't once think about giving it up until she saw the new ones. Not only did she buy the new one, but she told me that she's gonna keep the old one on her porch just to sit in. How about that?
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Dragonfly_IG_001_TheDragonflyIs=The Dragonfly is less of a ship and more of a lifestyle.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Eclipse_IG_001_OhIsThere=Oh, is there an Eclipse here? Thing's so stealthy I almost didn't notice it. Just kidding with ya. But seriously, thing's as silent of a predator as they come.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Endeavor_IG_001_TheEndeavorIs=The Endeavor is less of a ship and more of a roaming university. It's all a little bit beyond me, if I'm being honest, but I have it on good authority that if you're in the market for a scientific vessel, this is the one you want.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_F8Lightning_IG_001_ILoveThat=I love that we have an F8 for sale. I remember when these monsters were for the military only. Just look at the thing. Is that a killer or what? Let's see someone try to mess with you when you're flying one of these.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Freelancer_IG_001_IThinkOver=I think over the years, I've sold more Freelancers than just about anything else. I think it's cause MISC made them real jack of all trades. Plus, they really hold on to their resale value.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Genesis_IG_001_JustBetweenMe=Just between me and you, I've always wanted to own a Genesis. I flew on one with my dad when I was ten. We were going to visit my grandmother, and I don't think I had ever been on a ship that big or fancy before. Since then, there's always been a part of me that wonders what it would be like to be a commercial transport pilot. But maybe you buy this one, and then you can come back and tell me what it's like.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Gladiator_IG_001_TheGladiIs=The Gladi is a fascinting bit of hardware. For being so streamlined, it carries some serious ordnance. Almost like a light heavy.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Gladius_IG_001_GladiusIsFast=Gladius is fast, it's maneuverable, and as all the old timers say, it definitely punches above its weight class.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Glaive_IG_001_PeopleAreAlways=People are always eager to point out that a Glaive is just a Scythe with two blades, but it is so much more than that. You know the Vanduul clans only let the most dangerous and experienced pilots fly a Glaive?
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Hammerhead_IG_001_YouKnowWhat=You know what I've always wondered about the Hammerhead? Do you think they came up with the name first and made the ship match, or the other way around? Either way, it's one of the best patrol ships flying today.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Hawk_IG_001_TheHawkIs=The Hawk is what I recommend to any bounty hunter who comes in. It's got the speed you need to run someone down, and guns to spare once you catch up with them.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Herald_IG_001_TheHeraldIs=The Herald is definitely one of the more interesting ships we have on the lot. It's not every data runner that comes with its own broadcast array.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_HerculesStarlifter_IG_001_TheHerculesPerforms=The Hercules performs as advertised. Its got the power needed to haul vehicles wherever, whenever. No easy feat.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Hornet_IG_001_YouKnowCal=You know, Cal Mason of Squadron 42 flies a Hornet. If anyone knows about fighters, it's that guy.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_HullLine_IG_001_IfYoureLooking=If you're looking for a hauler, you can't go wrong with a Hull. They were built to handle cargo, and damn if they don't do a good job of it.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Hurricane_IG_001_YouKnowIn=You know in Sataball when you sail one to a teammate and they just tap it in, no problem? The Hurricane is the ship version of that. One of you is flying, the other is on the turret, and together you are just taking care of business.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Idris_IG_001_IfYoureActually=If you're actually in the market for something of this size and power, the Idris is a class all its own. She may not be cheap, but would you trust a cheap frigate?
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_KhartuAl_IG_001_TheKhartuStands=The Khartu stands out for a lot of reasons, but those crazy Xi'an stairs alone make it a must buy.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Kraken_IG_001_TheKrakenFollows=The Kraken follows Drake's mantra of why do one thing well when you could do fifty. I've heard of them being used as mini carriers for militias. I've heard of them being used as mobile shopping plazas. Heck, I even heard of one guy who turned the whole thing into some sort of crazy night club. Not that I'm recommending that last one.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_M50_IG_001_IfIHad=If I had it my way, I would be out there flying this bad boy myself. I mean look at those thrusters. The M50 is just begging to be flown.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Mercury_IG_001_YouKnowWhats=You know what's funny about the Mercury? I get people wanting to buy it who don't even want to do data running. They just like the way it looks. Hats off to the Crusader designers on that one.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Mustang_IG_001_YouRememberThe=You remember the Mustang commercial? Where risk meets reward? Well, Consolidated took all the risk, and we get all the reward of being able to fly them. Bottom line is that they are just a fun ship to fly.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Nova_IG_001_WhatABeast=What a beast, right? You think about the war history on these Nova tanks, and it's amazing that you can just walk into a shop these days and buy one yourself. I mean, I used to play with a little toy Nova when I was a kid, and now I get to sell them.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Nox_IG_001_ApparantlyAopoaHad=Apparantly, Aopoa had to modify the Nox for Humans. I guess when Xi'an pilot them, they're bodies naturally enhance the aerodynamics. Our weird Human bodies threw everything out of whack, so they had to reconfigure a lot of things to get it just right for us.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Orion_IG_001_CanYouBelieve=Can you believe that the Orion is a ship that actually flies, and not just some kind of mining station? I mean look at the size of the thing.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_P52Merlin_IG_001_TheP52Is=The P-52 is a great little scrapper to have around to help in a fight. Nimble. Smaller frame which means its harder to hit. And it's easy on the eyes which never hurts.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_P72Archimedes_IG_001_TheArchimedesIs=The Archimedes is the Merlin's more sophisticated sibling. Everything that makes the P-52 so great but a little bit extra sprinkled on top. Definitely would not be out of place if you take it out to the track.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_PTVBuggy_IG_001_ThisLittleBuggy=This little buggy is great for getting around crowded areas like hangars or for short trips around the city.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Pioneer_IG_001_DidYouWatch=Did you watch when Silas Koerner introduced these back at the '47 CitizenCon? Seemed like a pipe dream that a ship could just roll up and start spitting out outposts. Crazy genius did it though, right?
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Polaris_IG_001_IfYoureLooking=If you're looking to upgrade a militia, the Polaris is a no-brainer. It's got the torpedos. It's got the small craft bay. Vanduul see one of these patrolling a system, and chances are those gullets are running for the nearest jump point.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Prospector_IG_001_HeresTheGreat=Here's the great thing about the Prospector: you go out there and find the right spot to mine, the ship will basically pay for itself.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Prowler_IG_001_HardToBelieve=Hard to believe that our great great great grandparents were going toe to toe with ships just like this. All I can say is I feel damn lucky that T-Vars are on our side now.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Razor_IG_001_WhoWouldHave=Who would have believed that MISC could make a racer this sexy?
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Reclaimer_IG_001_AReclaimerCaptain=A Reclaimer captain once told me that the only ship she hadn't ever salvaged was another Reclaimer. The things are so tough, they just keep flying.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Redeemer_IG_001_RedeemersDesignIs=Redeemer's design is a real winner, and if you're lucky enough to snatch this one up, it could be your next great gunship.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Reliant_IG_001_TheReliantIsnt=The Reliant isn't any old ordinary ship. MISC shoved the thing just chockablock with Xi'an tech. The way it rotates around feels like something out of a sci-fi spec vid.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Retalliator_IG_001_ImPrettySure=I'm pretty sure every captain out there shakes a bit in their boots when they see a Tali drawing near. This is a bomber desinged to inspire fear. The thing was pretty much made to chew through cap ships.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Sabre_IG_001_AegisReallyGot=Aegis really got it right when they were building the Sabre. It's light, but it still has enough going on that it can hold it's own. My only complaint is that the name is a bit close to a Cutlass. I keep having people come in who are confused about which one is which. Not sure how that's possible, but there you go.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_SanTokYai_IG_001_ItMayNot=It may not seem like the obvious choice, but let me tell you, you show up to a fight in one of these badass Xi'an warrior rigs and you are making a bold statement right there my friend.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Scythe_IG_001_YouKnowMy=You know my favorite part of flying a Scythe? The whole thing is just a big F you to all the duul out there. You tried to kill us, and now we're flying your ship and doing it better than you can. It's a real rush.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Starfarer_IG_001_WhenItComes=When it comes to fuel, the Starfarer is the industry standard for a lot of people.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Terrapin_IG_001_IJustLearned=I just learned a little while ago that Terrapin is a kind of turtle. How much more sense does that name make now? You know like how the ship has all this heavy armor plating just like a turtle shell?
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_UsraRover_IG_001_DidYouKnow=Did you know that most new planets found are first explored with the help of an Ursa? They're such a tough and durable rover that it's a natural pick.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Valkyrie_IG_001_ThisThingIs=This thing is less of a ship and more of a mobile fortress. With its heavy armor, you can deliver a full squad of pain and hurt to just about anywhere that needs an ass whoopin.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Vanguard_IG_001_TheVanguardDeep=The Vanguard Deep Space Fighter. If you got a fight in deep space, this is the ship you're gonna want to be flying.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Vulcan_IG_001_MyNephewJust=My nephew just bought himself a Vulcan. Started his own repair service out in Ferron. Refuels, repairs, rearms. He's really doing well for himself. I mean, I was hoping that he would work here with me, but if he's happy that's all that matters, right.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_Vulture_IG_001_ThisIsThe=This is the ship you want if you're looking to get into the salvaging game. Plus, you got to admit, the Vulture is just a great name for a ship.
PU_SHIPDEALER1_M_CP_Pitch_ShipNameComment_X1_IG_001_EverybodyWasExcited=Everybody was excited when Origin first announced they were getting into the open canopy market, and when they finally showed the X1, everybody was even more excited. The thing's got style to spare.
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Bomer_IG_001_FighterPilotsAlways=Fighter pilots always think they're the heroes, but when it comes right down to it, wouldn't you rather have a ship that can deliver real stopping power like this bomber can?
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Combat_IG_001_IfYouDo=If you do any mercenary work or you're just worried about security, than a fighter like this is a great way to put your mind at ease. Good offense is the best defense, right?
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Data_IG_001_JustTheOther=Just the other week I was watching Kaizen on the spec, and they were going on about how data is gonna be the future. Seems like this would be the perfect time to get data ship of your own.
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_DropShip_IG_001_IAlwaysHear=I always hear people talking about space superiority, but for my credits, you're gonna want some boots on the ground. That's where a drop ship like this really shines. You can strategically insert a team where you need, when you need.
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Exploration_IG_001_YouHearAbout=You hear about that explorer who discovered those ancient ruins a few weeks back in Elysium? I'm pretty sure they were flying a ship just like this one.
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Fuel_IG_001_IAlwaysSay=I always say, you want to see a genuine smile, fly a fuel ship. You'll never feel as appreciated as you do when you top off someone who moments before had been stuck on the drift. Ships like this are the real lifeblood of the 'verse.
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Industrial_IG_001_AtTheEnd=At the end of the day, what you really want to know is, can this ship get the job done? And if you're lucky enough to be her new owner, I think you'll know that answer soon enough.
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Luxury_IG_001_TheWayI=The way I see it, with as much time as you're gonna spend on board your ship, it really is worth it make sure that you travel in comfort.
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Medical_IG_001_ItImpressesMe=It impresses me to no end to think about all the brave men and women out there, risking their lives to help save the lives of others. Takes a real special kind of person to fly a medical ship, no doubt about that.
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Mining_IG_001_YouKnowWhats=You know what's great? No matter what the government's doing, who the military's fighting, what system you're in, there's always one constant. People are gonna need resources. That what makes a ship like this such a great investment.
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Racing_IG_001_WhetherYouveBeen=Whether you've been racing for years, or you're just looking to get started, she's got what it takes to take home some trophys. All that's missing is the right pilot.
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Salvage_IG_001_NowWhileAll=Now, while all the ships we sell are made to last, there's plenty of them out there that aren't so lucky. Salvage ship like this is always in demand.
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Snub_IG_001_SnubsMakeA=Snubs make a great addition to any fleet. You want to hit up a moon on the weekend, or just take a fly around a planet, this'll make a quick work of it, and you don't have to spend all the extra credits on flying out a ship bigger than you need.
PU_SHIPDEALER1_M_CP_Pitch_ShipTypeComment_Support_IG_001_CannotExpressHow=Cannot express how happy it makes me every time I get to sell a ship like this. It's a tough life out on the black, and support ships make it a bit better for everyone. You could say flying a ship like this is almost noble in its own way.
PU_SHIPDEALER1_M_CP_Pitch_Welcome_IG_001_HeyWelcomeGreat=Hey, welcome. Great to have you.
PU_SHIPDEALER1_M_CP_Pitch_Welcome_IG_002_ComeInCome=Come in, come in.
PU_SHIPDEALER1_M_CP_Pitch_Welcome_IG_003_HowdyWelcome=Howdy. Welcome.
PU_SHIPDEALER1_M_CP_Pitch_Welcome_NewDealShipyard_IG_001_WelcomeToNew=Welcome to New Deal Shipyard. The finest purveyor of pre-owned vessels in all of Lorville.
PU_SHIPDEALER1_M_CP_Pitch_Welcome_NewDealShipyard_IG_002_HeyWelcomeTo=Hey, welcome to the New Deal.
PU_SHIPDEALER1_M_CP_Pitch_Welcome_TeachsShipShop_IG_001_HeyWelcomeTo=Hey, welcome to Teach's Ship Shop. Your stop for Levski's best ship deals.
PU_SHIPDEALER1_M_CP_Pitch_Welcome_TeachsShipShop_IG_002_HeyGreatTo=Hey, great to see ya. Welcome to Teach's.
PU_SHIPDEALER1_M_CP_Purchase_EncourageASOP_IG_001_AsSoonAs=As soon as you're ready to fly, you're new ship will be waiting for you at any of the ASOP terminals.
PU_SHIPDEALER1_M_CP_Purchase_EncourageASOP_IG_002_OnceAllThe=Once all the paperwork goes through, the ship will be ready and waiting at the ASOP.
PU_SHIPDEALER1_M_CP_Purchase_EncourageASOP_IG_003_AllRightIm=All right, I'm having the crew bring it around and your new ship should be all ready for you at the ASOPs whenever you want to take her out.
PU_SHIPDEALER1_M_CP_Purchase_PaymentResponse_NotEnoughCredits_IG_001_OhThatsTough=Oh, that's tough. Not enough credits, huh? Maybe something else around here is more in your price range.
PU_SHIPDEALER1_M_CP_Purchase_PaymentResponse_NotEnoughCredits_IG_002_FundsALittle=Funds a little tight, huh? Know how that goes.
PU_SHIPDEALER1_M_CP_Purchase_PaymentResponse_PurchaseCompliment_IG_001_IThinkYou=I think you just made one hell of a good decision.
PU_SHIPDEALER1_M_CP_Purchase_PaymentResponse_PurchaseCompliment_IG_002_HowGoodDid=How good did that just feel? No rush like buying a new ship.
PU_SHIPDEALER1_M_CP_Purchase_PaymentResponse_PurchaseCompliment_IG_003_LetMeBe=Let me be the first to congratulate you on your new ship. I hope the two of you will be very happy for years to come.
PU_SHIPDEALER2_M_BS_Chat_ConvoInterupt_IG_001_OhYeahYou=Oh... yeah... you need a second. Sure.
PU_SHIPDEALER2_M_BS_Chat_ConvoInterupt_IG_002_WhereTheHell=Where the hell are you going?
PU_SHIPDEALER2_M_BS_Chat_ConvoInterupt_IG_003_OkaySureToo=Okay, sure. Too much too soon. Need some alone time. Got it.
PU_SHIPDEALER2_M_BS_General_AudioFidget_Burp_IG_001=[ Burp ]
PU_SHIPDEALER2_M_BS_General_AudioFidget_Cough_IG_001=[ Cough ]
PU_SHIPDEALER2_M_BS_General_AudioFidget_Humming_IG_001=[ Sings a Dirge ]
PU_SHIPDEALER2_M_BS_General_AudioFidget_SighBored_IG_001=[ Bored Sigh ]
PU_SHIPDEALER2_M_BS_General_AudioFidget_SighExasperated_IG_001=[ Exasperated Sigh ]
PU_SHIPDEALER2_M_BS_General_AudioFidget_Thinking_IG_001=[ Clicks Tounge ]
PU_SHIPDEALER2_M_BS_General_AudioFidget_ThroatClear_IG_001=[ Clears Throat ]
PU_SHIPDEALER2_M_BS_General_AudioFidget_YawnLong_IG_001=[ Long Yawn ]
PU_SHIPDEALER2_M_BS_General_AudioFidget_YawnShort_IG_001=[ Yawn ]
PU_SHIPDEALER2_M_BS_General_Passing_IG_001_SorryCouldI=Sorry, could I just slip past?
PU_SHIPDEALER2_M_BS_General_Passing_IG_002_ExcuseMe=Excuse me.
PU_SHIPDEALER2_M_BS_General_Passing_IG_003_JustGonnaSlide=Just gonna slide on by you real quick.
PU_SHIPDEALER2_M_BS_General_PhysicalBump_IG_001_Hey=Hey.
PU_SHIPDEALER2_M_BS_General_PhysicalBump_IG_002_YouMind=You mind?
PU_SHIPDEALER2_M_BS_General_PhysicalBump_IG_003_GettingALittle=Getting a little close, huh?
PU_SHIPDEALER2_M_BS_General_StrangeBehavior_IG_001_HiSorryWhat=Hi, sorry, what are you doing?
PU_SHIPDEALER2_M_BS_General_StrangeBehavior_IG_002_ImTryingTo=I'm trying to run a business here.
PU_SHIPDEALER2_M_BS_General_StrangeBehavior_IG_003_YouOkayThere=You okay there?
PU_SHIPDEALER2_M_CP_Chat_SmallTalk_IG_001_HowYouDoin=How you doin'? You good? Good. That's good. I'm good too. Had a bit of a late one last night.
PU_SHIPDEALER2_M_CP_Chat_SmallTalk_IG_002_YouDoAny=You do any of those Schrader seminars? They really realign your thinking, how you view the universe, and all that. The key to it is a meditation called "goal fixation." Made a helluva a lot of sense. You should look into it.
PU_SHIPDEALER2_M_CP_Chat_SmallTalk_IG_003_YouKnowIm=You know, I'm an aspiring entrepreneur by trade. All this is great and all, but it's just the day job, you know? I do some promotion, artist management on the side. Yeah, I got a bunch of irons in the fire if you catch me. It's just a matter of time before something pops.
PU_SHIPDEALER2_M_CP_Pitch_AmenitiesComment_Bed_IG_001_ThisOneEven=This one even comes with some habitation facilities, perfect if you're gonna be on the drift for a while.
PU_SHIPDEALER2_M_CP_Pitch_AmenitiesComment_Copilot_IG_001_GotAnExtra=Got an extra seat in there for a co-pilot, can help run secondary ship functions or maybe just act as a backup pilot so you can get some rest.
PU_SHIPDEALER2_M_CP_Pitch_AmenitiesComment_MannedTurret_IG_001_ThisOnesAlso=This one's also got a manned turret, which if you ask me, raises the value ten-fold. I'd rather have a dedicated turret gunner than someone playing a video game remotely.
PU_SHIPDEALER2_M_CP_Pitch_AmenitiesComment_Missiles_IG_001_ThisOneComes=This one comes fully stocked with missiles. Nothing changes the tone of a battle faster than guidance-locked ordnance, am I right?
PU_SHIPDEALER2_M_CP_Pitch_AmenitiesComment_Multicrew_IG_001_LookingForA=Looking for a multicrew ship? This one's a beaut. Crewed one myself a couple years ago before I got this gig.
PU_SHIPDEALER2_M_CP_Pitch_AmenitiesComment_OpenCanopy_IG_001_WithAllThe=With all the barriers we put between ourselves and our environments, there's something tremendously freeing about piloting without any. Don't you agree?
PU_SHIPDEALER2_M_CP_Pitch_AmenitiesComment_Ramp_IG_001_YoullAlsoFind=You'll also find a convenient ramp on this baby for easy access inside.
PU_SHIPDEALER2_M_CP_Pitch_AmenitiesComment_Shower_IG_001_AlsoWhoDoesnt=Also, who doesn't like to keep themselves presentable? Well that is not a concern here, this model comes with a shower.
PU_SHIPDEALER2_M_CP_Pitch_AmenitiesComment_SingleSeat_IG_001_ThisOnesFor=This one's for a solo pilot. It's a little bit more work as you have a lot more to pay attention to, but I find there's something satisfying about flying solo.
PU_SHIPDEALER2_M_CP_Pitch_AmenitiesComment_VTOL_IG_001_YouveProbablyNoticed=You've probably noticed the VTOL thrusters on this. They'll give you ultra-precise maneuvering when navigating around a landing pad. And require a lot less room to take off.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_Aegis_IG_001_IfICan=If I can be honest, if you'd asked me five years ago, I'd have told you that Aegis Dynamics was dead in the water as a manufacturer, but nowadays they are everywhere. Don't get me wrong, they make good ships. This is a good ship. But yeah, it's just interesting is all.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_Anvil_IG_001_ThereArentMany=There aren't many manufacturers that have the rep that Anvil ships have. From what I hear, they run every design through a rigorous internal review process before even starting production to make sure the ship is exactly what they want to make. Pretty impressive when you think about it.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_Aopoa_IG_001_TheXianMake=The Xi'an make interesting ships, I'll give them that. You don't really see lines like this in Human construction.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_Argo_IG_001_PeopleDontReally=People don't really mention Argo when talking about prominent manufacturers, but I guarantee, if you go to any kind of work site, you'll probably see this ship there.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_ConsolidatedOutlands_IG_001_ForMyMoney=For my money, there's no ship manufacturer doing more exciting things than Consolidated Outlands. Silas Koerner's a true visionary. Ships like this are just proof of that.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_Crusader_IG_001_OneOfThe=One of the things I like about Crusader ships is that they aren't flashy. They aren't trying to redefine the wheel. They're just creating good ships and creating them well.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_Drake_IG_001_YouKnowPeople=You know, people like to give Drake a hard time about the fact that some criminals like to use their ships, but I'll be honest, I've seen outlaws in every kind of ship imaginable. Doesn't change the fact that Drake makes good ships.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_Esperia_IG_001_ALotOf=A lot of collectors tend to gravitate to Esperia ships. I'm not into reproductions myself, but just look at it... the level of detail they put into them is pretty staggering.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_GreycatIndustrial_IG_001_ILoveGreycat=I love GreyCat. I'll just say it.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_Kruger_IG_001_IActuallyUsed=I actually used to race in a Kruger ship. Long time ago. It was purely amateur, but yeah, I was pretty good. People told me I could'a gone pro.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_MISC_IG_001_IKnowRsi=I know RSI usually gets the credit for building ships for regular people, but if you ask me, it's MISC. I mean, think about it, look at all the industrial ships they've constructed, how engrained they are with hauling, mining, even racing now. I don't know, MISC seems to be making a run for the title.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_OriginJumpworks_IG_001_IDontNeed=I don't need to say anything, right? I mean, an Origin ship is an Origin ship. Just take a moment, look at that. You know what I mean.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_RSI_IG_001_YouCanNever=You can never really go wrong with an RSI ship. It's not the most exciting sales pitch, but it's true. They've pushed innovation for centuries. You don't get to do that if you're making crap.
PU_SHIPDEALER2_M_CP_Pitch_BrandComment_Tumbril_IG_001_LookingForSome=Looking for some terrestrial technology? Tumbril's a good brand. Though they just relaunched, the tech's been around forever. I guess why fix what isn't broken.
PU_SHIPDEALER2_M_CP_Pitch_Busy_WithCustomer_IG_001_LetMeWrap=Let me just wrap up with my friend here and I'll come on by and check on you.
PU_SHIPDEALER2_M_CP_Pitch_Busy_WithCustomer_IG_002_WeGotSome=We got some business to discuss. I'll come check on you in a bit.
PU_SHIPDEALER2_M_CP_Pitch_Busy_WithCustomer_IG_003_IveGotA=I've got a customer at the moment, but don't worry, I'll be with you in a bit.
PU_SHIPDEALER2_M_CP_Pitch_EncourageBrowsing_IG_001_WhyDontYou=Why don't you have a look around and see if there's anything you like.
PU_SHIPDEALER2_M_CP_Pitch_EncourageBrowsing_IG_002_TakeAGander=Take a gander and see if something strikes your fancy.
PU_SHIPDEALER2_M_CP_Pitch_EncourageBrowsing_IG_003_TakeAWalk=Take a walk around, and just breathe it in, you know. It's a big decision.
PU_SHIPDEALER2_M_CP_Pitch_EncourageBrowsing_IG_004_IllLeaveYou=I'll leave you to it. Always find it's best to sit back, take in the space and let your ship call to you.
PU_SHIPDEALER2_M_CP_Pitch_EncourageBrowsing_IG_005_HeresWhatYou=Here's what you do. Just walk the place. If I'm making a decision as big as you're making, I like to take everything in before I do anything.
PU_SHIPDEALER2_M_CP_Pitch_EncourageDecision_IG_001_ItsABig=It's a big decision, so think it over.
PU_SHIPDEALER2_M_CP_Pitch_EncourageDecision_IG_002_TakeYourTime=Take your time. Think on it.
PU_SHIPDEALER2_M_CP_Pitch_EncourageDecision_IG_003_IllGiveYou=I'll give you a moment. Maybe go for a walk to think it over. That's always been my trick if I want to clear my head and look at the problem fresh.
PU_SHIPDEALER2_M_CP_Pitch_EncourageInspectShip_IG_001_FeelFreeTo=Feel free to hop in and take a feel. Don't take off though. <laugh> I'm kidding, you can't.
PU_SHIPDEALER2_M_CP_Pitch_EncourageInspectShip_IG_002_IfYouSee=If you see one you like, then go ahead and try it out. We've got the inhibitors on so don't you worry about crashing or blowing up the shop.
PU_SHIPDEALER2_M_CP_Pitch_EncourageInspectShip_IG_003_AllTheShips=All the ships should be open, so climb in and see how it feels. Odds are, you'll be spending a lotta time in there.
PU_SHIPDEALER2_M_CP_Pitch_EncourageSimCab_IG_001_WeAlsoHave=We also have a simcab if you wanna take any out for a spin.
PU_SHIPDEALER2_M_CP_Pitch_EncourageSimCab_IG_002_TheresASimcab=There's a simcab too, if you really want that complete experience of flying the ship.
PU_SHIPDEALER2_M_CP_Pitch_EncourageSimCab_IG_003_FeelFreeTo=Feel free to check out our simcab if you wanna see what flying the ship's really like. It's just like the real thing. I promise.
PU_SHIPDEALER2_M_CP_Pitch_EncourageTerminal_IG_001_WhyDontYou=Why don't you step on over to our terminal if you're looking for additional info. That can take care of you almost as good as I can. Promise.
PU_SHIPDEALER2_M_CP_Pitch_EncourageTerminal_IG_002_GoAheadAnd=Go ahead and hit up the terminal if you need. We usually have some extra inventory on there that's not on the floor.
PU_SHIPDEALER2_M_CP_Pitch_EncourageTerminal_IG_003_YouNeedAnything=You need anything else, check out the terminal. That'll have all those numbers and data if that's what you're into. Me, I'm all about how it feels.
PU_SHIPDEALER2_M_CP_Pitch_EncourageToBuy_IG_001_YouGotA=You got a lot to think about, no question, but not for too long, a deal this good won't last.
PU_SHIPDEALER2_M_CP_Pitch_EncourageToBuy_IG_002_JustSayThe=Just say the word and I'll start the paperwork, but it seems pretty obvious to me that the two of you are destined to be together.
PU_SHIPDEALER2_M_CP_Pitch_EncourageToBuy_IG_003_SoWhatDo=So what do you think? We got a deal or what?
PU_SHIPDEALER2_M_CP_Pitch_EncourageToBuy_IG_004_IMeanIts=I mean it's a lot of credits, sure, but what do you really have to think about?
PU_SHIPDEALER2_M_CP_Pitch_EncourageToBuy_IG_005_ItsYourMoney=It's your money, but if it were me? The choice feels pretty obvious.
PU_SHIPDEALER2_M_CP_Pitch_EncourageToBuy_UsedShip_IG_001_TheresNothingWrong=There's nothing wrong with buying used, you know. Every single one of mine I've bought secondhand. At least you know it's not gonna blow up the first time you turn it on.
PU_SHIPDEALER2_M_CP_Pitch_EncourageToBuy_UsedShip_IG_002_IDontKnow=I don't know why you wouldn't buy used. Sure you don't get the bragging rights of saying it's brand new, but you ask me, used ships got more character.
PU_SHIPDEALER2_M_CP_Pitch_EncourageToBuy_UsedShip_IG_003_HonestlyIfIt=Honestly if it were up to me, I'd charge more for used ships. They've been out there. Tested. You know they can deliver. New ships? They got nice paint jobs.
PU_SHIPDEALER2_M_CP_Pitch_Excuse_FromCustomer_IG_001_YouKnowWhat=You know what? I'll get outta your hair. Hunt me down if you need anything.
PU_SHIPDEALER2_M_CP_Pitch_Excuse_FromCustomer_IG_002_YouExcuseMe=You excuse me for a moment? Thanks.
PU_SHIPDEALER2_M_CP_Pitch_Excuse_FromCustomer_IG_003_TakeAMoment=Take a moment. Think about it. It's a big decision. Come flag me down if you need anything.
PU_SHIPDEALER2_M_CP_Pitch_Farewell_NoPurchase_IG_001_MaybeNextTime=Maybe next time.
PU_SHIPDEALER2_M_CP_Pitch_Farewell_NoPurchase_IG_002_ComeBackIf=Come back if you change your mind.
PU_SHIPDEALER2_M_CP_Pitch_Farewell_NoPurchase_IG_003_YouLetMe=You let me know when you're ready to take that next step.
PU_SHIPDEALER2_M_CP_Pitch_Farewell_Purchase_IG_001_TakeCareAnd=Take care and have fun.
PU_SHIPDEALER2_M_CP_Pitch_Farewell_Purchase_IG_002_PleasureDoingBusiness=Pleasure doing business with you.
PU_SHIPDEALER2_M_CP_Pitch_Farewell_Purchase_IG_003_EnjoyYourNew=Enjoy your new ship.
PU_SHIPDEALER2_M_CP_Pitch_PlayerExitShipComment_IG_001_PrettyAmazingAm=Pretty amazing, am I right?
PU_SHIPDEALER2_M_CP_Pitch_PlayerExitShipComment_IG_002_YouAskMe=You ask me, you won't know the first thing about a ship or anything unless you spend a little time in the pilot seat.
PU_SHIPDEALER2_M_CP_Pitch_PlayerExitShipComment_IG_003_HowdItFeel=How'd it feel? Good, right?
PU_SHIPDEALER2_M_CP_Pitch_PlayerExitShipComment_IG_004_WhatdYouThink=What'd you think? Really get a sense of what's possible, right?
PU_SHIPDEALER2_M_CP_Pitch_PlayerExitShipComment_IG_005_AlreadyStartingTo=Already starting to feel like home, right?
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_Beautiful_IG_001_QuiteALooker=Quite a looker, isn't she? I know there are people out there that just wanna turn heads. If that's you, I think you found your ship.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_Beautiful_IG_002_EverybodyAlwaysStops=Everybody always stops to gawk at this one. Can't blame them really. Sleek lines. Impeccable design. It's a work of art really.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_Fast_IG_001_IllLevelWith=I'll level with you. If you're looking to go slow, you need to walk away from this one right here. It's almost a psychological condition. You start up this monster, you'll be peeling metal.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_Fast_IG_002_YouGotAn=You got an eye for speed, I see. Well, if that's the case, look no further. This one right here can knock paint off a space station. I had a customer even bring one back because it was too intense.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_GreatDeal_IG_001_IDontKnow=I don't know if you've looked at the price tag, but if not, let me be the first to tell you, that this baby is priced to move. I've had three people today asking about her, so if you're interested I'd move fast.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_GreatDeal_IG_002_YouArentGonna=You aren't gonna find a better deal. Not anywhere in the 'verse.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_HardWorking_IG_001_HeresWhatI=Here's what I like about this model here: fortitude. You can take it out, grind away for hours at a time and this baby'll eat that up and ask for more.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_HardWorking_IG_002_OhThisOnes=Oh, this one's a workhorse.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_IG_001_ImSensingA=I'm sensing a connection here. Do you feel that? Yeah, you do. That's my superpower, sensing connections. Makes sense when you sell as much product as I do.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_IG_002_WhatYoureLooking=What you're looking at right there is a classic. You get all these people clamoring for the 'newest, hottest thing' but give me worn and tested any day. Everything's great right out of the box, but if you can last, like really last, then you're onto something.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_IG_003_HeresTheThing=Here's the thing, I could hit you with stats, figures, hull compression strength or whatever, but honestly, the decision's been made. You knew from the moment you looked at her.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_IG_004_ForMyMoney=For my money, there's nothing I'd rather be piloting than this bad boy right here. It's everything you need, when you need it. In fact, if you're not gonna buy it, I might get it for myself.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_IG_005_YouKnowSomeone=You know, someone considerably wiser than me once said, "you don't pick your ship, your ship picks you." I think this one, this one right here is sweet on you.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_Safe_IG_001_OneWordComes=One word comes to mind whenever I look at this one: trust. I know that thanks to dependable construction and cutting edge design, it will get me and my loved ones wherever we want to go and get us there in one piece.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_Safe_IG_002_HeresTheGreat=Here's the great thing about this ship. It's safe. I know, I know, that sounds like a dirty word, but let me tell you, safe may not be sexiest marketing slang, but it's what all of us are ultimately looking for. Getting somewhere safe is priceless.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_Strorage_IG_001_LookingForA=Looking for a transport? You could do a lot worse than this one. Plenty of open space for hauling whatever the hell you want. I mean, you got so much room you could probably haul a little bit of everything and still have SCU to spare.
PU_SHIPDEALER2_M_CP_Pitch_ShipComment_Strorage_IG_002_OneOfThe=One of the great things about this baby here is space. If you're looking to haul, you can't go wrong with this model. I used this very ship to help move my parents into their new home. One of the easiest moves I've ever made.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_100Series_IG_001_YourEntryInto=Your entry into the world of Origin ships, but don't let that fool you. The 100s got all the excellence and design of its bigger brothers.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_300Series_IG_001_IsThereAnything=Is there anything sexier than a 300 series? The answer to that is yes, the one thing sexier is your 300 series.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_600Series_IG_001_OriginsResponseTo=Origin's response to RSI's Constellation line. Their goal with the 600 was to find that perfect balance between elegance and function. All you got to do is step aboard and you'll quickly realize that they nailed it.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_85X_IG_001_85XIsYour=85x is your weekend, fly over to that artisan deli and grab a picnic type of luxury ship. Simple, elegant, stunning.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_890Jump_IG_001_IfYoureLooking=If you're looking for a ship that emits success, look no further. But I don't need to tell you that. Look at it. Success is basically forged into the hull.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_ArgoMPUV_IG_001_TheMpuvIs=The MPUV is short for Multi-Purpose Utility Vehicle. Argo has been pumping these things out like crazy. If you go to any kind of factory, hauling or mining facility, I guarantee you're gonna run into ten of them. Needless to say, they're popular for a reason.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Arrow_IG_001_YouWannaKeep=You wanna keep it fast and light. The Arrow's your ship. Anvil built her as a combat alternative to the Gladius. Were they successful? Depends on who you ask, maybe you can tell me where you land on it.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Aurora_IG_001_PeopleLikeTo=People like to sleep on the Aurora. Sure, you line it up against all the other ships in the 'verse and yeah, maybe it's a little weak, but I'll tell you this. I still fly mine every day. How many ships can you say that about?
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Avenger_IG_001_YouGottaLove=You gotta love Avengers. For the longest time, everybody would immediately mistake you for a cop when you flew by. Still do in some parts of the Empire probably.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Blade_IG_001_TheVanduulLight=The Vanduul light fighter, lovingly... is that the right phrase? Anyway, created by the artists over at Esperia. This thing's light, it's nimble and a pitch perfect recreation of the original Vanduul design.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Buccaneer_IG_001_YouTalkTo=You talk to most dogfighters and they'll swear Aegis or Anvil up and down the show, but here's the thing. This bad boy right here is a born scrapper. You got a handful of guns at your disposal and enough speed to keep you out of someone's crosshairs. The rest is up to skill.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Carrack_IG_001_ImNotSure=I'm not sure if you're one of those who hear the call of the unknown, who have that gnawing desire to discover, to see what lies beyond. If that's you, than this... this is what you want at your side.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Caterpillar_IG_001_ImpressiveIsntShe=Impressive, isn't she? Asymmetrical hull design. Multiple cargo compartments to maximize your capacity. Even some crew living quarters for long runs. You know this ship design is almost a hundred years old? It just goes to show that ships don't have to be pretty to be innovative.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Constellation_IG_001_MyBrotherUsed=My brother used to say that he'd only really feel like a success if he could buy a Constellation. That, to him, was the pinnacle of space travel. To be fair, it's a helluva ship.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Crucible_IG_001_IllAdmitI=I'll admit, I was a little surprised to hear that Anvil was doing a repair ship. I guess blowing ships up gives you a pretty solid understanding of how to put them back together.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Cutlass_IG_001_EverybodysGotAn=Everybody's got an opinion on the Cutlass. This was the ship that basically put Drake on the map. Gets a bad rap these days, but I don't know. At the end of the day, the ship's versatile, easy to maintain and affordable. None of that sounds bad to me.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Cyclone_IG_001_CyclonesHaveBeen=Cyclones have been racing around for hundreds of years. Like I always say, if there's something I gotta do planetside, a Cyclone can help pull it off.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Dragonfly_IG_001_ICantRide=I can't ride one of these things. I go too fast. It's just that addictive.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Eclipse_IG_001_TheEclipseJust=The Eclipse just reeks of pure warfare. I mean, come on, stealth bomber? How bad ass is that? I don't even want to bomb anything but this ship makes me want to.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Endeavor_IG_001_IWasAlways=I was always bad at science. Barely passed my classes to get Equivalency. But I got a ton of respect for people who like studying stuff. You strike me as a real intellectual so this ship would probably make a lot more sense to you.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_F8Lightning_IG_001_OhYeahThe=Oh yeah, the F8. It's what I like to call 'combat sexy.' It's got all the tools you need to absolutely wreck people, and it looks so bad ass doing it.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Freelancer_IG_001_ProbablyTheMost=Probably the most popular ship in the entire MiSC line, the Freelancer's become one of the standard go-to's for haulers, explorers, hell, there are even some couriers who use them.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Genesis_IG_001_WeveAllBeen=We've all been on a Genesis at some point in our lives if we've done any kind of interstellar travel. The thing's basically the standard for commercial starliners.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Gladiator_IG_001_AnvilsGladiatorA=Anvil's Gladiator. A lotta people tend to right this bad boy off as a single-function ship. Good at dropping ordnance and not much else. But they forget that it's a multi-seater with a turret and some decent guns.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Gladius_IG_001_GladiusIsA=Gladius is a bonafide classic. I guarantee you walk up to any person, old or young, and they can pick this ship out of a lineup immediately. It's fought in wars, defended homesteads, everything. The Gladius is the dogfighter by which all dogfighters are measured.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Glaive_IG_001_YouWatchThe=You watch the Lost Squad? This is the exact type of ship that... oh what's his name... that Vanduul commander. I can never pronounce it. Anyway, this is what he flies. It's the variant of the Scythe that they give to their aces. Anyway, you should check out the show. It's pretty great.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Hammerhead_IG_001_AhTheHammerhead=Ah, the Hammerhead. Not sure if you've ever seen one of these throw down, but... let's just say wow. It's one of those cap ships that's designed to handle fighters. Anyway, when this thing's firing all barrels, Navy pilots used to call it the Bloom of Death. Cool, right?
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Hawk_IG_001_AnotherPopularStarter=Another popular starter ship, the Hawk here's been increasingly popular with amateur bounty hunters or anyone who needs to chase people down and shoot at them.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Herald_IG_001_DrakesDataRunner=Drake's data runner is basically the answer to the question of what happens if you strap a cockpit onto a thruster. Not great on turns, but when you're going that fast, who cares.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_HerculesStarlifter_IG_001_OddsAreIf=Odds are if you need to move vehicles from planet to planet, you're looking at one ship. That's this baby right here.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Hornet_IG_001_YouGottaLove=You gotta love the Hornet, right? Take a moment, look at her. Sure, she's a little boxy, but is there any ship more associated with space combat than the Hornet? I don't think so. Maybe the Gladius...
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_HullLine_IG_001_WhenYouOnly=When you only care about cargo space and nothing else. No frills. No amenities. Just cargo. There is a Hull for you.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Hurricane_IG_001_SpeedAndGuns=Speed and guns. A lethal combination in the right hands. You'll need it too. See the Hurricane here... well, to put it bluntly, isn't the sturdiest of ships. In a nutshell, it's a lot better at dishing out punishment than taking it. Not that I'm trying to dissuade you, just that you should know before buying.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Idris_IG_001_IfYoureLooking=If you're looking into buying a frigate, I might have to close early today. Aegis' Idris has been the go-to for everybody from the UEE Navy to megacorps. Show up in one of these and I guarantee you make an impression.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_KhartuAl_IG_001_ThisOneWas=This one was the first ship Aopoa was allowed to sell in the UEE. A modification of the Xi'an military's light fighter, the Khartu'al is agile and surgical.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Kraken_IG_001_ALT_ThingsABeast=Thing's a beast, right? A customer of mine, who's very satisfied with this purchase, referred to it as the Human equivalent of the Merchantman. I'm not sure if that's exactly right, but it was a funny analogy.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Kraken_IG_001_ThingsABeast=Thing's a beast, right? Comes as a mobile strike carrier or a mobile marketplace. A customer of mine, who's very satisfied with this purchase, referred to it as the Human equivalent of the Merchantman. I'm not sure if that's exactly right, but it was a funny analogy.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_M50_IG_001_IHopeYou=I hope you aren't allergic to speed. It's damn near impossible to keep a beast like the m50 in anything remotely resembling a reasonably safe speed.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Mercury_IG_001_TheCrusaderReps=The Crusader Reps hate it when I call the Mercury a blockade runner. They think it's implying that it was built for illegal use, but I think it's a compliment. You want to move some cargo or got a courier job but you gotta do it with speed, agility, and pack a nice punch? Mercury's got your back.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Mustang_IG_001_IfYoureLooking=If you're looking for a versatile starter ship, I personally recommend the Mustang. Silas Koerner's a personal hero of mine and what he's done with this ship is really something.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Nova_IG_001_AnotherBangerFrom=Another banger from Tumbril, the Nova is a modern update of the classic battle tank. This thing can shred targets on the ground or in the air. The main cannon is absolutely deafening. It's pretty cool.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Nox_IG_001_IfYoureLooking=If you're looking to blast around in a truly futuristic open canopy racer, I can't recommend the Nox enough. The thing absolutely blazes.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Orion_IG_001_RsisDedicatedMining=RSI's dedicated mining platform. The Orion's the one you go to when you need large scale mining solutions.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_P52Merlin_IG_001_CoolRightTheres=Cool, right? There's something to be said about short-range ships. There's a purity to the experience that I kinda lose when I get in the bigger ones.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_P72Archimedes_IG_001_IllBeHonest=I'll be honest, I love taking this baby out for a little spin during breaks. Not this one here, we got another in the back, but seriously, if you're looking for something short-range, the P72 is where it's at. Hands down.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_PTVBuggy_IG_001_ThisLittleBuggy=This little buggy is just what it is. No frills. Dependable and fun as hell to drive. Buddy of mine used to build race tracks for them.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Pioneer_IG_001_ImpressiveIsntIt=Impressive, isn't it? I'm not sure if you read Silas Koerner's last book, but he talked a lot about technology throughout Human history. You ask me, I think this ship's gonna change things. It's opening up planetary settlement in really exciting ways.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Polaris_IG_001_PartOfRsis=Part of RSI's larger capital ship skunkworks, the Polaris is a corvette-class combat vessel. They released it as part of the UEE's Militia Mobilization Initiative, but private Merc companies and even Corporate Security outfits have been snatching them up.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Prospector_IG_001_ThereAreSome=There are some who say the Prospector's just a starter ship. That it's for amateurs, but here's the rub. Sure, it's not taking down massive hauls, but it's for people who like to work.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Prowler_IG_001_EsperiaGotSome=Esperia got some ridiculous access to an original Tevarin model to create this line of replicas. You ask me, this looks like something out of a Spec vid. Back in the war, they'd use these to drop boarders on capital ships. How nuts is that?
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Razor_IG_001_WhenMiscAnnounced=When MISC announced they were jumping into the racing game, I was like 'what?! no way.' but the second you fire up the engines on this puppy... you put away your doubts.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Reclaimer_IG_001_IllTellYou=I'll tell you. If you're looking to chew up some debris, you absolutely cannot go wrong with the Reclaimer. This thing is the patron saint of salvage.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Redeemer_IG_001_TheRedeemerWas=The Redeemer was a bit of an experiment for Aegis, but the gunship has definitely found some supporters in the private contractor arena. You ask me, it's because of those rotating nacelles.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Reliant_IG_001_MiscsReliantIf=MISC's Reliant. If there's anything that signifies how far our relationship with the Xi'an has come, it's this ship. Hell, the damn thing turns vertical like one of theirs.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Retalliator_IG_001_HeresTheThing=Here's the thing, if you need to absolutely bomb something into last week. You need a Retaliator. They been doing it for hundreds of years.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Sabre_IG_001_NowThisThis=Now this, this is a fun ship. While you've got the Hornet for brawling, the Sabre's a more elegant alternative. Fast and precise lethality. I came up with that.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_SanTokYai_IG_001_AopoasReallyUpping=Aopoa's really upping their game in the UEE markets, the San... San'tak... however you pronounce it is supposed to be a scrapper through and through.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Scythe_IG_001_VanduulScytheProbably=Vanduul Scythe. Probably the most known fighter in their armada. This one here? This was captured from a Vanduul defector in Orion. I'm kidding, it's a repro made by Esperia. Looks pretty convincing, right?
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Starfarer_IG_001_OneOfThe=One of the big boys of hauling, you can't really go wrong with the Starfarer.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Terrapin_IG_001_TheTerrapinHere=The Terrapin here, it's got a real interesting history, but you aren't here about history, right? If you want to push out beyond the reach of civilization, search for the new, then this is the ship for you.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_UsraRover_IG_001_IfYoureLooking=If you're looking to do some planetside exploration, look no further. The Ursa may not have the speed as something like the Cyclone, but it's rugged, dependable and capable of going anywhere.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Valkyrie_IG_001_BeforeIStart=Before I start talking, just take a moment and breathe in this ship. <pause> Anvil's Valkyrie. Designed as a heavy troop transport, it's armed, it's armored, it's a killer.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Vanguard_IG_001_YeahTheVanguard=Yeah, the Vanguard here's one of the newer ones from Aegis. They'd had some older heavy fighters back in the day, but they went back to the drawing board with this one to create something thoroughly modern and undeniably deadly.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Vulcan_IG_001_AegisVulcanSmall=Aegis' Vulcan. Small, mobile refuel and rearm ship. It's perfect for do-gooder types and budding entrepreneurs. This is one of those ships that pays for itself. You get one of these out on the drift and I guarantee you'll be pulling in credits in no time.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_Vulture_IG_001_LookingToCrack=Looking to crack into the salvage game? I don't blame you. There's some good money in it. My dad dragged scrap for years and never hated a day of work. Drake dropped the Vulture here to provide a small, solo option for salvage pilots.
PU_SHIPDEALER2_M_CP_Pitch_ShipNameComment_X1_IG_001_OriginsAdditionTo=Origin's addition to the open canopy market. Spared no expense either. Aside from the usual Origin quality, they even brought back Alberto Vara to design the thing, so it's not just fast, but beautiful.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Bomer_IG_001_BeCarefulIm=Be careful! I'm just kidding. This bad boy's a devastator though. Capable of delivering ordnance with surgical precision. Now, I don't know what you're looking to blow up with this, but I'll just say that whatever it is, it doesn't stand a chance.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Combat_IG_001_WellIfYoure=Well, if you're looking to tear it up with somebody, you could do a lot worse than this one here. This one's a surefire, Grade-A certified brawler.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Data_IG_001_AfterThatOrigin=After that Origin hack from a few years ago, everybody's putting more stock in securing their data, so ships like this are becoming more and more in demand.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_DropShip_IG_001_WhatYoureLooking=What you're looking at here is a combat juggernaut. It's got firepower, sure. Armor, check. But it's really designed to punch through defenses and deliver troops. Here's the thing though, dropships like this aren't only good for dropping people off, they make excellent extraction ships too.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Exploration_IG_001_IAlwaysAdmired=I always admired people who wanted to explore the universe. I'm too much of a homebody. Take me away from anytime food delivery and spectrum feeds and I lose my mind.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Fuel_IG_001_LookingIntoA=Looking into a fuel ship, huh? You can't go wrong with this one.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Industrial_IG_001_IndustrialShipsAre=Industrial ships are definitely a bit of a niche market, but without fail, I hear good things about this one here.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Luxury_IG_001_YouCantReally=You can't really put a price on luxury. I mean, you can obviously, but in a larger sense, the ability to travel in the ultimate comfort in an environment designed in the pursuit of pure excellence can't really be quantified.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Medical_IG_001_WeDontHave=We don't have a lot of medical ships and to be honest, I'm not as schooled about them, but I've heard good things about this one. Paramedic from Ferron came through last week and gave me the run down.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Mining_IG_001_MyOldMan=My old man was a miner. Sixty years sledging rock on planets, asteroids, you name it, he cracked it. I learned early on, that life wasn't for me, but if it's something that you're looking into pursuing, you can't go wrong with this ship here.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Racing_IG_001_RacerHuhYouve=Racer, huh? You've got that look. Well, if you need a new rig, this one can definitely sort you out. Speed, agility, all the things that'll pay out in spades on the track.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Salvage_IG_001_GoodEyeTheres=Good eye. There's a lotta business out there for salvagers. I'm not sure if you're new to the industry or a veteran, but this model here is pretty well regarded.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Snub_IG_001_IllAdmitI=I'll admit, I got a soft-spot for snub nose ships. Yeah, they don't have the kind of features that the larger ships do, but to me they're efficient. Fast, lean, stripped down. They get down to the essence of flying.
PU_SHIPDEALER2_M_CP_Pitch_ShipTypeComment_Support_IG_001_TheseAreThe=These are the types of ships that keep the universe together. Support ships like her are the backbone of Humanity. If you ask me, it's a proud tradition for those who take up the call.
PU_SHIPDEALER2_M_CP_Pitch_Welcome_IG_001_HelloPleaseCome=Hello, please come in.
PU_SHIPDEALER2_M_CP_Pitch_Welcome_IG_002_ComeOnIn=Come on in, don't be shy. We're all family here.
PU_SHIPDEALER2_M_CP_Pitch_Welcome_IG_003_HeyThereStranger=Hey there, stranger. Get on in here.
PU_SHIPDEALER2_M_CP_Pitch_Welcome_NewDealShipyard_IG_001_HelloWelcomeTo=Hello, and welcome to the New Deal Shipyard, where there ain't no such thing as too low of a deal.
PU_SHIPDEALER2_M_CP_Pitch_Welcome_NewDealShipyard_IG_002_WelcomeToThe=Welcome to the New Deal Shipyard where savings are in our name.
PU_SHIPDEALER2_M_CP_Pitch_Welcome_TeachsShipShop_IG_001_WelcomeToTeachs=Welcome to Teach's Ship Shop, the tip top of vehicular acquisition.
PU_SHIPDEALER2_M_CP_Pitch_Welcome_TeachsShipShop_IG_002_WelcomeToTeachs=Welcome to Teach's, where we don't rest until you get the deal of a lifetime.
PU_SHIPDEALER2_M_CP_Purchase_EncourageASOP_IG_001_YouCanPick=You can pick up your ship at the local ASOP terminal.
PU_SHIPDEALER2_M_CP_Purchase_EncourageASOP_IG_002_WhenYoureReady=When you're ready, you can pick her up at the local ASOP terminal.
PU_SHIPDEALER2_M_CP_Purchase_EncourageASOP_IG_003_IllSendWord=I'll send word down to have your ship transferred to the hangars, so whenever you want to take her up, hit up the ASOP terminal. You should see her in the list.
PU_SHIPDEALER2_M_CP_Purchase_PaymentResponse_NotEnoughCredits_IG_001_YeahItLooks=Yeah, it looks like you don't have enough credits.
PU_SHIPDEALER2_M_CP_Purchase_PaymentResponse_NotEnoughCredits_IG_002_OhLooksLike=Oh... looks like your credits are running a little short, my friend.
PU_SHIPDEALER2_M_CP_Purchase_PaymentResponse_PurchaseCompliment_IG_001_CongratulationsIThink=Congratulations. I think you're gonna be really happy with her.
PU_SHIPDEALER2_M_CP_Purchase_PaymentResponse_PurchaseCompliment_IG_002_DoneLetMe=Done. Let me be the first to congratulate you on your new ship.
PU_SHIPDEALER2_M_CP_Purchase_PaymentResponse_PurchaseCompliment_IG_003_GladWeCould=Glad we could do business. Looks like we're both celebrating tonight.
PU_SHOPKEEP1_SK_Friendly_Busy_IG_001_IllBeWith=I'll be with you in a minute.
PU_SHOPKEEP1_SK_Friendly_Busy_IG_002_GiveMeOne=Give me one moment, okay.
PU_SHOPKEEP1_SK_Friendly_Busy_IG_003_SorryIllHelp=Sorry, I'll help you in a second.
PU_SHOPKEEP1_SK_Friendly_CongratChoice_IG_001_NiceChoice=Nice choice.
PU_SHOPKEEP1_SK_Friendly_CongratChoice_IG_002_IThinkYoure=I think you're going to be happy with that.
PU_SHOPKEEP1_SK_Friendly_CongratChoice_IG_003_GoodPurchase=Good purchase.
PU_SHOPKEEP1_SK_Friendly_CongratChoice_IG_004_SmartBuy=Smart buy.
PU_SHOPKEEP1_SK_Friendly_ConvoCont_IG_001_UhHuh=Uh huh.
PU_SHOPKEEP1_SK_Friendly_ConvoCont_IG_002_Really=Really?
PU_SHOPKEEP1_SK_Friendly_ConvoCont_IG_003_OhYeah=Oh yeah?
PU_SHOPKEEP1_SK_Friendly_ConvoCont_IG_004_Wow=Wow.
PU_SHOPKEEP1_SK_Friendly_EncourageTry_IG_001_ThatsANice=That's a nice fit.
PU_SHOPKEEP1_SK_Friendly_EncourageTry_IG_002_LooksLikeIt=Looks like it was made for you.
PU_SHOPKEEP1_SK_Friendly_EncourageTry_IG_003_GotOneOf=Got one of those myself.
PU_SHOPKEEP1_SK_Friendly_EncourageTry_IG_004_ThoseAreGreat=Those are great.
PU_SHOPKEEP1_SK_Friendly_EncourageTry_IG_005_ReallyRecommendThat=Really recommend that one.
PU_SHOPKEEP1_SK_Friendly_EncourageTry_IG_006_YouGotGood=You got good taste.
PU_SHOPKEEP1_SK_Friendly_Farewell_IG_001_ThanksForComing=Thanks for coming.
PU_SHOPKEEP1_SK_Friendly_Farewell_IG_002_ThanksForStopping=Thanks for stopping by.
PU_SHOPKEEP1_SK_Friendly_Farewell_IG_003_ThanksComeAgain=Thanks. Come again soon.
PU_SHOPKEEP1_SK_Friendly_Farewell_IG_004_HaveAGoodDay=Have a good day.
PU_SHOPKEEP1_SK_Friendly_Greetings_IG_001_HiWelcome=Hi, welcome.
PU_SHOPKEEP1_SK_Friendly_Greetings_IG_002_HiWelcomeTo=Hi, welcome to the store.
PU_SHOPKEEP1_SK_Friendly_Greetings_IG_003_HiThanksFor=Hi, thanks for coming in.
PU_SHOPKEEP1_SK_Friendly_Greetings_IG_004_HiLetMe=Hi, let me know if there's anything I can help you with.
PU_SHOPKEEP1_SK_Friendly_Greetings_ReturnVisit_IG_001_NiceToSee=Nice to see you again.
PU_SHOPKEEP1_SK_Friendly_Greetings_ReturnVisit_IG_002_WelcomeBack=Welcome back.
PU_SHOPKEEP1_SK_Friendly_Greetings_ReturnVisit_IG_003_HeyBackAgain=Hey, back again I see. Welcome.
PU_SHOPKEEP1_SK_Friendly_Greetings_ReturnVisit_IG_004_HiGoodTo=Hi, good to have you back.
PU_SHOPKEEP1_SK_Friendly_Greetings_StoreSpecific_IG_001_HiWelcomeTo=Hi, welcome to Casaba Outlet.
PU_SHOPKEEP1_SK_Friendly_Greetings_StoreSpecific_IG_002_HiAndWelcome=Hi and welcome to AstroArmada.
PU_SHOPKEEP1_SK_Friendly_Greetings_StoreSpecific_IG_003_HelloWelcomeTo=Hello, welcome to Garrity Defense.
PU_SHOPKEEP1_SK_Friendly_Greetings_StoreSpecific_IG_004_HiWelcomeTo=Hi, welcome to Live Fire.
PU_SHOPKEEP1_SK_Friendly_Greetings_StoreSpecific_IG_005_WelcomeToDumpers=Welcome to Dumper's Depot. Thanks for stopping by.
PU_SHOPKEEP1_SK_Friendly_Greetings_StoreSpecific_IG_006_HiWelcomeTo=Hi, welcome to CenterMass.
PU_SHOPKEEP1_SK_Friendly_OutOfStock_IG_001_SorryThatsOn=Sorry, that's on back order right now.
PU_SHOPKEEP1_SK_Friendly_OutOfStock_IG_002_ApologiesThatsCurrently=Apologies. That's currently out of stock.
PU_SHOPKEEP1_SK_Friendly_OutOfStock_IG_003_ImSorryBut=I'm sorry, but I'm not sure when we're going to be getting more of that in.
PU_SHOPKEEP1_SK_Friendly_OutOfStock_IG_004_LooksLikeWere=Looks like we're out of that right now.
PU_SHOPKEEP1_SK_Friendly_PhysicalBump_IG_001_WhoaYouOkay=Whoa, you okay?
PU_SHOPKEEP1_SK_Friendly_PhysicalBump_IG_001b_WhoaYouOkay=Whoa, you okay?
PU_SHOPKEEP1_SK_Friendly_PhysicalBump_IG_002_Sorry=Sorry
PU_SHOPKEEP1_SK_Friendly_PhysicalBump_IG_002b_Sorry=Sorry
PU_SHOPKEEP1_SK_Friendly_PhysicalBump_IG_003_Whoops=Whoops
PU_SHOPKEEP1_SK_Friendly_PhysicalBump_IG_003b_Whoops=Whoops
PU_SHOPKEEP1_SK_Friendly_PlayerBehindCounter_IG_001_ExcuseMeThis=Excuse me, this area is for employees only.
PU_SHOPKEEP1_SK_Friendly_PlayerBehindCounter_IG_002_CustomersArentAllowed=Customers aren't allowed back here.
PU_SHOPKEEP1_SK_Friendly_PlayerBehindCounter_IG_003_ImSorryBut=I'm sorry but I'm going to have to ask you to leave.
PU_SHOPKEEP1_SK_Friendly_PlayerLingers_IG_001_CanIHelp=Can I help you?
PU_SHOPKEEP1_SK_Friendly_PlayerLingers_IG_002_IsThereAnything=Is there anything I can help you with?
PU_SHOPKEEP1_SK_Friendly_PlayerLingers_IG_003_DoYouNeed=Do you need something?
PU_SHOPKEEP1_SK_Friendly_PlayerLingers_IG_004_FindingEverythingAlright=Finding everything alright?
PU_SHOPKEEP1_SK_Friendly_PlayerLingers_IG_005_SeeAnythingYou=See anything you like?
PU_SHOPKEEP1_SK_Friendly_QuestionResponse_IG_001_SorryCantHelp=Sorry. Can't help you.
PU_SHOPKEEP1_SK_Friendly_QuestionResponse_IG_002_IDontThink=I don't think we can do that.
PU_SHOPKEEP1_SK_Friendly_QuestionResponse_IG_003_ImAfraidWe=I'm afraid we don't have that.
PU_SHOPKEEP1_SK_Friendly_QuestionResponse_IG_004_SureThing=Sure thing.
PU_SHOPKEEP1_SK_Friendly_QuestionResponse_IG_005_SureOneSecond=Sure. One second.
PU_SHOPKEEP1_SK_Friendly_Selection_IG_001_FeelFreeTo=Feel free to take a look around. We got a pretty good selection.
PU_SHOPKEEP1_SK_Friendly_Selection_IG_002_WeveGotA=We've got a lot of variety, take your time and have a look.
PU_SHOPKEEP1_SK_Friendly_Selection_New_IG_001_WeJustGot=We just got a few new items in, so make sure to check them out.
PU_SHOPKEEP1_SK_Friendly_Selection_New_IG_002_GotSomeNew=Got some new inventory in. Definitely worth taking a look.
PU_SHOPKEEP1_SK_Friendly_Selection_New_IG_003_WeveJustReceived=We've just received some exciting new products, have a look.
PU_SHOPKEEP1_SK_Friendly_ShoppingTerm_IG_001_IfYoureNot=If you're not seeing something, you might want to check our spectrum selection.
PU_SHOPKEEP1_SK_Friendly_ShoppingTerm_IG_002_TheTerminalOver=The terminal over there has a few more items than what's on display.
PU_SHOPKEEP1_SK_Friendly_ShoppingTerm_IG_003_YouCanAlways=You can always use your mobi if you want some more details on what we have in stock.
PU_SHOPKEEP1_SK_Gruff_Busy_IG_001_YeahSorryIm=Yeah, sorry, I'm right in the middle of something.
PU_SHOPKEEP1_SK_Gruff_Busy_IG_002_ImBusyOkay=I'm busy, okay?
PU_SHOPKEEP1_SK_Gruff_Busy_IG_003_BackOffOkay=Back off, okay?
PU_SHOPKEEP1_SK_Gruff_ConvoCont_IG_001_UhHuh=Uh huh.
PU_SHOPKEEP1_SK_Gruff_ConvoCont_IG_002_Okay=Okay.
PU_SHOPKEEP1_SK_Gruff_ConvoCont_IG_003_NoWay=No way.
PU_SHOPKEEP1_SK_Gruff_ConvoCont_IG_004_Seriously=Seriously
PU_SHOPKEEP1_SK_Gruff_Greetings_IG_001_Hey=Hey.
PU_SHOPKEEP1_SK_Gruff_Greetings_IG_001b_Hey=Hey.
PU_SHOPKEEP1_SK_Gruff_Greetings_IG_002_What=What.
PU_SHOPKEEP1_SK_Gruff_Greetings_IG_003_Yeah=Yeah?
PU_SHOPKEEP1_SK_Gruff_Greetings_ReturnVisit_IG_001_OhYouAgain=Oh. You again.
PU_SHOPKEEP1_SK_Gruff_Greetings_ReturnVisit_IG_002_HeyWelcomeTo=Hey, welcome to...Nevermind.
PU_SHOPKEEP1_SK_Gruff_Greetings_ReturnVisit_IG_003_CantGetEnough=Can't get enough, huh?
PU_SHOPKEEP1_SK_Gruff_Greetings_StoreSpecific_IG_001_HeyWelcomeTo=Hey, welcome to Casaba Outlet.
PU_SHOPKEEP1_SK_Gruff_Greetings_StoreSpecific_IG_002_HeyWelcomeTo=Hey, welcome to Cubby Blast.
PU_SHOPKEEP1_SK_Gruff_Greetings_StoreSpecific_IG_003_HeyWelcomeTo=Hey, welcome to Astro Armada.
PU_SHOPKEEP1_SK_Gruff_Greetings_StoreSpecific_IG_004_HeyWelcomeTo=Hey, welcome to Garrity Defense.
PU_SHOPKEEP1_SK_Gruff_Greetings_StoreSpecific_IG_005_HeyWelcomeTo=Hey, welcome to Live Fire.
PU_SHOPKEEP1_SK_Gruff_Greetings_StoreSpecific_IG_006_HeyWelcomeTo=Hey, welcome to Dumper's Depot.
PU_SHOPKEEP1_SK_Gruff_Greetings_StoreSpecific_IG_007_HeyWelcomeTo=Hey, welcome to Center Mass.
PU_SHOPKEEP1_SK_Gruff_MutteredComplaints_IG_001_ImNotEven=I'm not even supposed to be here today.
PU_SHOPKEEP1_SK_Gruff_MutteredComplaints_IG_002_WhyCantAnyone=Why can't anyone put things back where they found them? It's not my job to pick up after you.
PU_SHOPKEEP1_SK_Gruff_MutteredComplaints_IG_003_ExasperatedSigh=Exasperated Sigh
PU_SHOPKEEP1_SK_Gruff_MutteredComplaints_IG_004_GoJustGo=Go. Just go. Stop looking and go.
PU_SHOPKEEP1_SK_Gruff_OutOfStock_IG_001_GuessWeDont=Guess we don't have that anymore.
PU_SHOPKEEP1_SK_Gruff_OutOfStock_IG_002_NoDontHave=No, don't have it.
PU_SHOPKEEP1_SK_Gruff_OutOfStock_IG_003_YeahNotSure=Yeah, not sure we're gonna be getting more of that in.
PU_SHOPKEEP1_SK_Gruff_OutOfStock_IG_004_LooksLikeWere=Looks like we're out. If you want I can try to order it from the warehouse, but it's probably quicker to order it yourself.
PU_SHOPKEEP1_SK_Gruff_PhysicalBump_IG_001_Typical=Typical.
PU_SHOPKEEP1_SK_Gruff_PhysicalBump_IG_001b_HuhTypical=Huh, typical.
PU_SHOPKEEP1_SK_Gruff_PhysicalBump_IG_002_Idiot=Idiot.
PU_SHOPKEEP1_SK_Gruff_PhysicalBump_IG_002b_Idiot=Idiot.
PU_SHOPKEEP1_SK_Gruff_PhysicalBump_IG_003_WhatTheHell=What the hell.
PU_SHOPKEEP1_SK_Gruff_PhysicalBump_IG_003b_WhatTheHell=What the hell.
PU_SHOPKEEP1_SK_Gruff_PlayerBehindCounter_IG_001_HeyGetOut=Hey, get out of here.
PU_SHOPKEEP1_SK_Gruff_PlayerBehindCounter_IG_002_YoureNotAllowed=You're not allowed back here.
PU_SHOPKEEP1_SK_Gruff_PlayerBehindCounter_IG_003_YoureKiddingRight=You're kidding right? Move.
PU_SHOPKEEP1_SK_Gruff_PlayerLingers_IG_001_YourGonnaBuy=You gonna buy something or what?
PU_SHOPKEEP1_SK_Gruff_PlayerLingers_IG_002_YouLost=You lost?
PU_SHOPKEEP1_SK_Gruff_PlayerLingers_IG_003_StoreIsFor=Store is for paying customers only
PU_SHOPKEEP1_SK_Gruff_PlayerLingers_IG_004_ISeeYou=I see you. You don't have to lurk around like a creep.
PU_SHOPKEEP1_SK_Gruff_PlayerLingers_IG_005_BuySomethingOr=Buy something or get out.
PU_SHOPKEEP1_SK_Gruff_QuestionResponse_IG_001_NotGonnaHappen=Not gonna happen.
PU_SHOPKEEP1_SK_Gruff_QuestionResponse_IG_002_WeDontHave=We don't have that.
PU_SHOPKEEP1_SK_Gruff_QuestionResponse_IG_003_AllRightHold=All right. Hold on.
PU_SHOPKEEP1_SK_Gruff_QuestionResponse_IG_004_Fine=Fine.
PU_SHOPKEEP1_SK_Gruff_Selection_IG_001_ThatsPrettyMuch=That's pretty much everything we got.
PU_SHOPKEEP1_SK_Gruff_Selection_IG_002_WhatYouSee=What you see is what we got. And before you ask, no, there's nothing else in the back room.
PU_SHOPKEEP1_SK_Gruff_ShoppingTerm_IG_001_IfYouNeed=If you need something, use the terminal. That's what it's there for.
PU_SHOPKEEP1_SK_Gruff_ShoppingTerm_IG_001b_IfYouNeed=If you need something, use the terminal. That's what it's there for.
PU_SHOPKEEP1_SK_Gruff_ShoppingTerm_IG_002_UseYourMobi=Use your mobi. All the info' right there.
PU_SHOPKEEP2_SK_Friendly_Busy_IG_001_IllBeWith=I'll be with you in a minute.
PU_SHOPKEEP2_SK_Friendly_Busy_IG_002_GiveMeOne=Give me one moment, okay.
PU_SHOPKEEP2_SK_Friendly_Busy_IG_003_SorryIllHelp=Sorry, i'll help you in a second.
PU_SHOPKEEP2_SK_Friendly_CongratChoice_IG_001_NiceChoice=Nice choice.
PU_SHOPKEEP2_SK_Friendly_CongratChoice_IG_002_IThinkYoure=I think you're gonna be happy with that.
PU_SHOPKEEP2_SK_Friendly_CongratChoice_IG_003_GoodPurchase=Good purchase.
PU_SHOPKEEP2_SK_Friendly_CongratChoice_IG_004_SmartBuy=Smart buy.
PU_SHOPKEEP2_SK_Friendly_ConvoCont_IG_001_UhHuh=Uh huh.
PU_SHOPKEEP2_SK_Friendly_ConvoCont_IG_002_Really=Really?
PU_SHOPKEEP2_SK_Friendly_ConvoCont_IG_003_OhYeah=Oh yeah?
PU_SHOPKEEP2_SK_Friendly_ConvoCont_IG_004_Wow=Wow.
PU_SHOPKEEP2_SK_Friendly_EncourageTry_IG_001_ThatsANice=That's a nice fit.
PU_SHOPKEEP2_SK_Friendly_EncourageTry_IG_002_LooksLikeIt=Looks like it was made for you.
PU_SHOPKEEP2_SK_Friendly_EncourageTry_IG_003_IGotOne=I got one of those myself.
PU_SHOPKEEP2_SK_Friendly_EncourageTry_IG_004_ThoseAreGreat=Those are great.
PU_SHOPKEEP2_SK_Friendly_EncourageTry_IG_005_YeahIReally=Yeah, I really recommend that one.
PU_SHOPKEEP2_SK_Friendly_EncourageTry_IG_006_YouGotGood=You got good taste.
PU_SHOPKEEP2_SK_Friendly_Farewell_IG_001_ThanksForComing=Thanks for coming.
PU_SHOPKEEP2_SK_Friendly_Farewell_IG_002_ThanksForStopping=Thanks for stopping by.
PU_SHOPKEEP2_SK_Friendly_Farewell_IG_003_ThanksComeAgain=Thanks, come again soon.
PU_SHOPKEEP2_SK_Friendly_Farewell_IG_004_HaveAGood=Have a good day.
PU_SHOPKEEP2_SK_Friendly_Greetings_IG_001_HiWelcome=Hi, welcome.
PU_SHOPKEEP2_SK_Friendly_Greetings_IG_002_HiWelcomeTo=Hi, welcome to the store.
PU_SHOPKEEP2_SK_Friendly_Greetings_IG_003_HiThanksFor=Hi, thanks for coming in.
PU_SHOPKEEP2_SK_Friendly_Greetings_IG_004_HiLetMe=Hi, let me know if there's anything I can help you with.
PU_SHOPKEEP2_SK_Friendly_Greetings_ReturnVisit_IG_001_NiceToSee=Nice to see you again.
PU_SHOPKEEP2_SK_Friendly_Greetings_ReturnVisit_IG_002_WelcomeBack=Welcome back.
PU_SHOPKEEP2_SK_Friendly_Greetings_ReturnVisit_IG_003_HeyBackAgain=Hey, back again I see. Welcome.
PU_SHOPKEEP2_SK_Friendly_Greetings_ReturnVisit_IG_004_HiGoodTo=Hi, good to have you back.
PU_SHOPKEEP2_SK_Friendly_Greetings_StoreSpecific_IG_001_HiWelcomeTo=Hi, welcome to Casaba Outlet.
PU_SHOPKEEP2_SK_Friendly_Greetings_StoreSpecific_IG_002_HiAndWelcome=Hi and welcome to AstroArmada.
PU_SHOPKEEP2_SK_Friendly_Greetings_StoreSpecific_IG_003_HelloWelcomeTo=Hello, welcome to Garrity Defense.
PU_SHOPKEEP2_SK_Friendly_Greetings_StoreSpecific_IG_004_HiWelcomeTo=Hi, welcome to Live Fire.
PU_SHOPKEEP2_SK_Friendly_Greetings_StoreSpecific_IG_005_WelcomeToDumpers=Welcome to Dumper's Depot. Thanks for stopping by.
PU_SHOPKEEP2_SK_Friendly_Greetings_StoreSpecific_IG_006_HiWelcomeTo=Hi, welcome to CenterMass.
PU_SHOPKEEP2_SK_Friendly_OutOfStock_IG_001_SorryThatsOn=Sorry, that's on back order right now.
PU_SHOPKEEP2_SK_Friendly_OutOfStock_IG_002_ApologiesThatsCurrently=Apologies. That's currently out of stock.
PU_SHOPKEEP2_SK_Friendly_OutOfStock_IG_003_ImSorryBut=I'm sorry but I'm, I'm not sure when we're gonna be getting more of that in.
PU_SHOPKEEP2_SK_Friendly_OutOfStock_IG_004_YeahLooksLike=Yeah, looks like we're out of that right now.
PU_SHOPKEEP2_SK_Friendly_PhysicalBump_IG_001_WhoaYouOkay=Whoa, you okay?
PU_SHOPKEEP2_SK_Friendly_PhysicalBump_IG_001b_WhoaAreYou=Whoa, are you okay?
PU_SHOPKEEP2_SK_Friendly_PhysicalBump_IG_002_Sorry=Sorry.
PU_SHOPKEEP2_SK_Friendly_PhysicalBump_IG_002b_Sorry=Sorry.
PU_SHOPKEEP2_SK_Friendly_PhysicalBump_IG_003_Whoops=Whoops.
PU_SHOPKEEP2_SK_Friendly_PhysicalBump_IG_003b_Whoops=Whoops.
PU_SHOPKEEP2_SK_Friendly_PlayerBehindCounter_IG_001_AhExcuseMe=Ah, excuse me, this area is for employees only.
PU_SHOPKEEP2_SK_Friendly_PlayerBehindCounter_IG_002_AhCustomersArent=Ah, customers aren't allowed back here.
PU_SHOPKEEP2_SK_Friendly_PlayerBehindCounter_IG_003_ImSorryBut=I'm sorry but I'm going to have to ask you to leave.
PU_SHOPKEEP2_SK_Friendly_PlayerLingers_IG_001_CanIHelp=Can I help you?
PU_SHOPKEEP2_SK_Friendly_PlayerLingers_IG_002_IsThereAnything=Is there anything I can help you with?
PU_SHOPKEEP2_SK_Friendly_PlayerLingers_IG_003_DoYouNeed=Do you need something?
PU_SHOPKEEP2_SK_Friendly_PlayerLingers_IG_004_FindingEverythingAlright=Finding everything alright?
PU_SHOPKEEP2_SK_Friendly_PlayerLingers_IG_005_YouSeeAnything=You see anything you like?
PU_SHOPKEEP2_SK_Friendly_QuestionResponse_IG_001_SorryCantHelp=Sorry. Can't help you.
PU_SHOPKEEP2_SK_Friendly_QuestionResponse_IG_002_IDontThink=I don't think we can do that.
PU_SHOPKEEP2_SK_Friendly_QuestionResponse_IG_003_ImAfraidWe=I'm afraid we don't have that.
PU_SHOPKEEP2_SK_Friendly_QuestionResponse_IG_004_SureThing=Sure thing.
PU_SHOPKEEP2_SK_Friendly_QuestionResponse_IG_005_SureOneSecond=Sure. One second.
PU_SHOPKEEP2_SK_Friendly_Selection_IG_001_FeelFreeTo=Feel free to take a look around. We got a pretty good selection.
PU_SHOPKEEP2_SK_Friendly_Selection_IG_002_WeveGotA=We've got a lot of variety, take your time and have a look.
PU_SHOPKEEP2_SK_Friendly_Selection_New_IG_001_WeJustGot=We just got a few new items in, so make sure to check them out.
PU_SHOPKEEP2_SK_Friendly_Selection_New_IG_002_AhWeGot=Ah, we got some new inventory in. Definitely worth taking a look.
PU_SHOPKEEP2_SK_Friendly_Selection_New_IG_003_WeveJustReceived=We've just received some exciting new products, have a look.
PU_SHOPKEEP2_SK_Friendly_ShoppingTerm_IG_001_IfYoureNot=If you're not seeing something, you might want to check our spectrum selection.
PU_SHOPKEEP2_SK_Friendly_ShoppingTerm_IG_002_TheTerminalOver=The terminal over there has a few more items than what's on display.
PU_SHOPKEEP2_SK_Friendly_ShoppingTerm_IG_003_YouCanAlways=You can always use your mobi if you want some more details on what we have in stock.
PU_SHOPKEEP2_SK_Gruff_Busy_IG_001_YeahSorryIm=Yeah, sorry, I'm right in the middle of something.
PU_SHOPKEEP2_SK_Gruff_Busy_IG_002_ImBusyOkay=I'm busy, okay?
PU_SHOPKEEP2_SK_Gruff_Busy_IG_003_BackOffOkay=Back off, okay?
PU_SHOPKEEP2_SK_Gruff_ConvoCont_IG_001_UhHuh=Uh huh.
PU_SHOPKEEP2_SK_Gruff_ConvoCont_IG_002_Okay=Okay.
PU_SHOPKEEP2_SK_Gruff_ConvoCont_IG_003_NoWay=No way.
PU_SHOPKEEP2_SK_Gruff_ConvoCont_IG_004_Seriously=Seriously?
PU_SHOPKEEP2_SK_Gruff_Greetings_IG_001_Hey=Hey.
PU_SHOPKEEP2_SK_Gruff_Greetings_IG_002_What=What.
PU_SHOPKEEP2_SK_Gruff_Greetings_IG_003_Yeah=Yeah?
PU_SHOPKEEP2_SK_Gruff_Greetings_ReturnVisit_IG_001_OhYouAgain=Oh, you again.
PU_SHOPKEEP2_SK_Gruff_Greetings_ReturnVisit_IG_002_HeyWelcomeTo=Hey, welcome to...Nevermind.
PU_SHOPKEEP2_SK_Gruff_Greetings_ReturnVisit_IG_003_CantGetEnough=Can't get enough, huh?
PU_SHOPKEEP2_SK_Gruff_Greetings_StoreSpecific_IG_001_HeyWelcomeTo=Hey, welcome to Casaba Outlet.
PU_SHOPKEEP2_SK_Gruff_Greetings_StoreSpecific_IG_002_HeyWelcomeTo=Hey, welcome to Cubby Blast.
PU_SHOPKEEP2_SK_Gruff_Greetings_StoreSpecific_IG_003_HeyWelcomeTo=Hey, welcome to Astro Armada.
PU_SHOPKEEP2_SK_Gruff_Greetings_StoreSpecific_IG_004_HeyWelcomeTo=Hey, welcome to Garrity Defense.
PU_SHOPKEEP2_SK_Gruff_Greetings_StoreSpecific_IG_005_HeyWelcomeTo=Hey, welcome to Live Fire.
PU_SHOPKEEP2_SK_Gruff_Greetings_StoreSpecific_IG_006_HeyWelcomeTo=Hey, welcome to Dumper's Depot.
PU_SHOPKEEP2_SK_Gruff_Greetings_StoreSpecific_IG_007_HeyWelcomeTo=Hey, welcome to Center Mass.
PU_SHOPKEEP2_SK_Gruff_MutteredComplaints_IG_001_ImNotEven=I'm not even supposed to be here today.
PU_SHOPKEEP2_SK_Gruff_MutteredComplaints_IG_002_WhyCantAnyone=Why can't anyone put things back where they found them? It's not my job to pick up after you.
PU_SHOPKEEP2_SK_Gruff_MutteredComplaints_IG_003_ExasperatedSigh=<Exasperated Sigh>
PU_SHOPKEEP2_SK_Gruff_MutteredComplaints_IG_004_GoJustGo=Go. Just go. Stop looking and go.
PU_SHOPKEEP2_SK_Gruff_OutOfStock_IG_001_GuessWeDont=Guess we don't have that anymore.
PU_SHOPKEEP2_SK_Gruff_OutOfStock_IG_002_NoIDont=No, I don't have it.
PU_SHOPKEEP2_SK_Gruff_OutOfStock_IG_003_YeahImNot=Yeah, I'm not sure we're gonna be getting any more of that it.
PU_SHOPKEEP2_SK_Gruff_OutOfStock_IG_004_AhLooksLike=Ah, looks like we're out. If you want I can try and order it from the warehouse, but it's probably quicker to order it yourself.
PU_SHOPKEEP2_SK_Gruff_PhysicalBump_IG_001_Typical=Typical.
PU_SHOPKEEP2_SK_Gruff_PhysicalBump_IG_001b_Typical=Typical.
PU_SHOPKEEP2_SK_Gruff_PhysicalBump_IG_002_Idiot=Idiot.
PU_SHOPKEEP2_SK_Gruff_PhysicalBump_IG_002b_Idiot=Idiot.
PU_SHOPKEEP2_SK_Gruff_PhysicalBump_IG_003_WhatTheHell=What the hell.
PU_SHOPKEEP2_SK_Gruff_PhysicalBump_IG_003b_WhatTheHell=What the hell.
PU_SHOPKEEP2_SK_Gruff_PlayerBehindCounter_IG_001_HeyGetOut=Hey, get out of here.
PU_SHOPKEEP2_SK_Gruff_PlayerBehindCounter_IG_002_YoureNotAllowed=You're not allowed back here.
PU_SHOPKEEP2_SK_Gruff_PlayerBehindCounter_IG_003_YoureKiddingRight=You're kidding right? Move.
PU_SHOPKEEP2_SK_Gruff_PlayerLingers_IG_001_AreYouGonna=Are you gonna buy something or what?
PU_SHOPKEEP2_SK_Gruff_PlayerLingers_IG_002_YouLost=You lost?
PU_SHOPKEEP2_SK_Gruff_PlayerLingers_IG_003_StoreIsFor=Store is for paying customers only
PU_SHOPKEEP2_SK_Gruff_PlayerLingers_IG_004_ISeeYou=I see you. You don't have to lurk around like a creep.
PU_SHOPKEEP2_SK_Gruff_PlayerLingers_IG_005_BuySomethingOr=Buy something or get out.
PU_SHOPKEEP2_SK_Gruff_QuestionResponse_IG_001_NotGonnaHappen=Not gonna happen.
PU_SHOPKEEP2_SK_Gruff_QuestionResponse_IG_002_WeDontHave=We don't have that.
PU_SHOPKEEP2_SK_Gruff_QuestionResponse_IG_003_AllRightHold=All Right. Hold on.
PU_SHOPKEEP2_SK_Gruff_QuestionResponse_IG_004_Fine=Fine.
PU_SHOPKEEP2_SK_Gruff_Selection_IG_001_ThatsPrettyMuch=That's pretty much everything we got.
PU_SHOPKEEP2_SK_Gruff_Selection_IG_002_WhatYouSee=What you see is what we got. And before you ask, no, there's nothing else in the back room.
PU_SHOPKEEP2_SK_Gruff_ShoppingTerm_IG_001_IfYouNeed=If you need something, use the terminal. That's what it's there for.
PU_SHOPKEEP2_SK_Gruff_ShoppingTerm_IG_001b_IfYouNeed=If you need something, use the terminal. That's what it's there for.
PU_SHOPKEEP2_SK_Gruff_ShoppingTerm_IG_002_UseYourMobi=Use your mobi. All the info' right there.
PU_SHOPKEEP3_SK_Gruff_Busy_IG_001_YeahSorryIm=Yeah, sorry, I'm right in the middle of something.
PU_SHOPKEEP3_SK_Gruff_Busy_IG_002_ImBusyOkay=I'm busy, okay.
PU_SHOPKEEP3_SK_Gruff_Busy_IG_003_BackOffOkay=Back off, okay?
PU_SHOPKEEP3_SK_Gruff_ConvoCont_IG_001_UhHuh=Uh huh.
PU_SHOPKEEP3_SK_Gruff_ConvoCont_IG_002_Okay=Okay.
PU_SHOPKEEP3_SK_Gruff_ConvoCont_IG_003_NoWay=No way.
PU_SHOPKEEP3_SK_Gruff_ConvoCont_IG_004_Seriously=Seriously?
PU_SHOPKEEP3_SK_Gruff_Greetings_IG_001_Hey=Hey.
PU_SHOPKEEP3_SK_Gruff_Greetings_IG_002_What=What.
PU_SHOPKEEP3_SK_Gruff_Greetings_IG_003_Yeah=Yeah?
PU_SHOPKEEP3_SK_Gruff_Greetings_ReturnVisit_IG_001_OhYouAgain=Oh. You again.
PU_SHOPKEEP3_SK_Gruff_Greetings_ReturnVisit_IG_002_HeyWelcomeTo=Hey, welcome to? Nevermind.
PU_SHOPKEEP3_SK_Gruff_Greetings_ReturnVisit_IG_003_CantGetEnough=Can't get enough, huh?
PU_SHOPKEEP3_SK_Gruff_Greetings_StoreSpecific_IG_001_HeyWelcomeTo=Hey, welcome to Casaba Outlet.
PU_SHOPKEEP3_SK_Gruff_Greetings_StoreSpecific_IG_002_HeyWelcomeTo=Hey, welcome to Cubby Blast.
PU_SHOPKEEP3_SK_Gruff_Greetings_StoreSpecific_IG_003_HeyWelcomeTo=Hey, welcome to AstroArmada.
PU_SHOPKEEP3_SK_Gruff_Greetings_StoreSpecific_IG_004_HeyWelcomeTo=Hey, welcome to Garrity Defense.
PU_SHOPKEEP3_SK_Gruff_Greetings_StoreSpecific_IG_005_HeyWelcomeTo=Hey, welcome to Live Fire.
PU_SHOPKEEP3_SK_Gruff_Greetings_StoreSpecific_IG_006_HeyWelcomeTo=Hey, welcome to Dumper's Depot.
PU_SHOPKEEP3_SK_Gruff_Greetings_StoreSpecific_IG_007_HeyWelcomeTo=Hey, welcome to Center Mass.
PU_SHOPKEEP3_SK_Gruff_Greetings_StoreSpecific_IG_008_HeyWelcomeTo=Hey, welcome to McRae's
PU_SHOPKEEP3_SK_Gruff_Greetings_StoreSpecific_IG_009_HeyWelcomeTo=Hey, welcome to Tammany and Sons'.
PU_SHOPKEEP3_SK_Gruff_MutteredComplaints_IG_001_ImNotEven=I'm not even supposed to be here today.
PU_SHOPKEEP3_SK_Gruff_MutteredComplaints_IG_002_WhyCantAnyone=Why can't anyone put things back where they found them? It's not my job to pick up after you.
PU_SHOPKEEP3_SK_Gruff_MutteredComplaints_IG_003_EX=(exasperated sigh)
PU_SHOPKEEP3_SK_Gruff_MutteredComplaints_IG_004_GoJustGo=Go. Just go. Stop looking and go.
PU_SHOPKEEP3_SK_Gruff_OutOfStock_IG_001_GuessWeDont=Guess we don't have that anymore.
PU_SHOPKEEP3_SK_Gruff_OutOfStock_IG_002_NopeDontHave=Nope, don't have it.
PU_SHOPKEEP3_SK_Gruff_OutOfStock_IG_003_YeahNotSure=Yeah, not sure when we're going to be getting more of that in.
PU_SHOPKEEP3_SK_Gruff_OutOfStock_IG_004_LooksLikeWere=Looks like we're out. If you want I can try to order it from the warehouse, but it's probably quicker to order it yourself.
PU_SHOPKEEP3_SK_Gruff_PhysicalBump_IG_001_Typical=Typical.
PU_SHOPKEEP3_SK_Gruff_PhysicalBump_IG_002_Idiot=Idiot.
PU_SHOPKEEP3_SK_Gruff_PhysicalBump_IG_003_WhatTheHell=What the hell?
PU_SHOPKEEP3_SK_Gruff_PlayerBehindCounter_IG_001_HeyGetOut=Hey, get out of here.
PU_SHOPKEEP3_SK_Gruff_PlayerBehindCounter_IG_002_YoureNotAllowed=You're not allowed back here.
PU_SHOPKEEP3_SK_Gruff_PlayerBehindCounter_IG_003_YoureKiddingRight=You're kidding, right? Move.
PU_SHOPKEEP3_SK_Gruff_PlayerLingers_IG_001_YouGonnaBuy=You gonna buy something or what?
PU_SHOPKEEP3_SK_Gruff_PlayerLingers_IG_002_YoureLost=You lost?
PU_SHOPKEEP3_SK_Gruff_PlayerLingers_IG_003_StoresForPaying=Store's for paying customers only.
PU_SHOPKEEP3_SK_Gruff_PlayerLingers_IG_004_ISeeYou=I see you. You don't have lurk around like a creep.
PU_SHOPKEEP3_SK_Gruff_PlayerLingers_IG_005_BuySomethingOr=Buy something or get out.
PU_SHOPKEEP3_SK_Gruff_Request_Affirm_IG_001_AllRightHold=All right. Hold on.
PU_SHOPKEEP3_SK_Gruff_Request_Affirm_IG_002_Fine=Fine.
PU_SHOPKEEP3_SK_Gruff_Request_Neg_IG_001_NotGonnaHappen=Not gonna happen.
PU_SHOPKEEP3_SK_Gruff_Request_Neg_IG_002_WeDontHave=We don't have that.
PU_SHOPKEEP3_SK_Gruff_Selection_IG_001_ThatsPrettyMuch=That's pretty much everything we got.
PU_SHOPKEEP3_SK_Gruff_Selection_IG_002_WhatYouSee=What you see is what we got. And before you ask, no, there's nothing else in the backroom.
PU_SHOPKEEP3_SK_Gruff_ShoppingTerm_IG_001_IfYouNeed=If you need something, use the terminal. That's what it's there for.
PU_SHOPKEEP3_SK_Gruff_ShoppingTerm_IG_002_UseYourMobi=Use your mobi. All the info's right there.
PU_SHOPKEEP4_SK_Gruff_Busy_IG_001_YeahSorryIm=Yeah, sorry, I'm right in the middle of something.
PU_SHOPKEEP4_SK_Gruff_Busy_IG_002_ImBusyOkay=I'm busy, okay.
PU_SHOPKEEP4_SK_Gruff_Busy_IG_003_BackOffOkay=Back off, okay?
PU_SHOPKEEP4_SK_Gruff_ConvoCont_IG_001_UhHuh=Uh huh.
PU_SHOPKEEP4_SK_Gruff_ConvoCont_IG_002_Okay=Okay.
PU_SHOPKEEP4_SK_Gruff_ConvoCont_IG_003_NoWay=No way.
PU_SHOPKEEP4_SK_Gruff_ConvoCont_IG_004_Seriously=Seriously?
PU_SHOPKEEP4_SK_Gruff_Greetings_IG_001_Hey=Hey.
PU_SHOPKEEP4_SK_Gruff_Greetings_IG_002_What=What.
PU_SHOPKEEP4_SK_Gruff_Greetings_IG_003_Yeah=Yeah?
PU_SHOPKEEP4_SK_Gruff_Greetings_ReturnVisit_IG_001_OhYouAgain=Oh. You again.
PU_SHOPKEEP4_SK_Gruff_Greetings_ReturnVisit_IG_002_HeyWelcomeTo=Hey, welcome to? Nevermind.
PU_SHOPKEEP4_SK_Gruff_Greetings_ReturnVisit_IG_003_CantGetEnough=Can't get enough, huh?
PU_SHOPKEEP4_SK_Gruff_Greetings_StoreSpecific_IG_001_HeyWelcomeTo=Hey, welcome to Casaba Outlet.
PU_SHOPKEEP4_SK_Gruff_Greetings_StoreSpecific_IG_002_HeyWelcomeTo=Hey, welcome to Cubby Blast.
PU_SHOPKEEP4_SK_Gruff_Greetings_StoreSpecific_IG_003_HeyWelcomeTo=Hey, welcome to AstroArmada.
PU_SHOPKEEP4_SK_Gruff_Greetings_StoreSpecific_IG_004_HeyWelcomeTo=Hey, welcome to Garrity Defense.
PU_SHOPKEEP4_SK_Gruff_Greetings_StoreSpecific_IG_005_HeyWelcomeTo=Hey, welcome to Live Fire.
PU_SHOPKEEP4_SK_Gruff_Greetings_StoreSpecific_IG_006_HeyWelcomeTo=Hey, welcome to Dumper's Depot.
PU_SHOPKEEP4_SK_Gruff_Greetings_StoreSpecific_IG_007_HeyWelcomeTo=Hey, welcome to Center Mass.
PU_SHOPKEEP4_SK_Gruff_Greetings_StoreSpecific_IG_008_HeyWelcomeTo=Hey, welcome to McRae's
PU_SHOPKEEP4_SK_Gruff_Greetings_StoreSpecific_IG_009_HeyWelcomeTo=Hey, welcome to Tammany and Sons'.
PU_SHOPKEEP4_SK_Gruff_MutteredComplaints_IG_001_ImNotEven=I'm not even supposed to be here today.
PU_SHOPKEEP4_SK_Gruff_MutteredComplaints_IG_002_WhyCantAnyone=Why can't anyone put things back where they found them? It's not my job to pick up after you.
PU_SHOPKEEP4_SK_Gruff_MutteredComplaints_IG_003_EX=(exasperated sigh)
PU_SHOPKEEP4_SK_Gruff_MutteredComplaints_IG_004_GoJustGo=Go. Just go. Stop looking and go.
PU_SHOPKEEP4_SK_Gruff_OutOfStock_IG_001_GuessWeDont=Guess we don't have that anymore.
PU_SHOPKEEP4_SK_Gruff_OutOfStock_IG_002_NoDontHave=No, don't have it.
PU_SHOPKEEP4_SK_Gruff_OutOfStock_IG_003_YeahNotSure=Yeah, not sure when we're going to be getting more of that in.
PU_SHOPKEEP4_SK_Gruff_OutOfStock_IG_004_LooksLikeWere=Looks like we're out. If you want I can try to order it from the warehouse, but it's probably quicker to order it yourself.
PU_SHOPKEEP4_SK_Gruff_PhysicalBump_IG_001_Typical=Typical.
PU_SHOPKEEP4_SK_Gruff_PhysicalBump_IG_002_Idiot=Idiot.
PU_SHOPKEEP4_SK_Gruff_PhysicalBump_IG_003_WhatTheHell=What the hell?
PU_SHOPKEEP4_SK_Gruff_PlayerBehindCounter_IG_001_HeyGetOut=Hey, get out of here.
PU_SHOPKEEP4_SK_Gruff_PlayerBehindCounter_IG_002_YoureNotAllowed=You're not allowed back here.
PU_SHOPKEEP4_SK_Gruff_PlayerBehindCounter_IG_003_YoureKiddingRight=You're kidding, right? Move.
PU_SHOPKEEP4_SK_Gruff_PlayerLingers_IG_001_YouGonnaBuy=You gonna buy something or what?
PU_SHOPKEEP4_SK_Gruff_PlayerLingers_IG_002_YouLost=You lost?
PU_SHOPKEEP4_SK_Gruff_PlayerLingers_IG_003_StoresForPaying=Store's for paying customers only.
PU_SHOPKEEP4_SK_Gruff_PlayerLingers_IG_004_ISeeYou=I see you. You don't have lurk around like a creep.
PU_SHOPKEEP4_SK_Gruff_PlayerLingers_IG_005_BuySomethingOr=Buy something or get out.
PU_SHOPKEEP4_SK_Gruff_Request_Affirm_IG_001_AllRightHold=All right. Hold on.
PU_SHOPKEEP4_SK_Gruff_Request_Affirm_IG_002_Fine=Fine.
PU_SHOPKEEP4_SK_Gruff_Request_Neg_IG_001_NotGonnaHappen=Not gonna happen.
PU_SHOPKEEP4_SK_Gruff_Request_Neg_IG_002_WeDontHaveThat=We don't have that.
PU_SHOPKEEP4_SK_Gruff_Selection_IG_001_ThatsPrettyMuch=That's pretty much everything we got.
PU_SHOPKEEP4_SK_Gruff_Selection_IG_002_WhatYouSee=What you see is what we got. And before you ask, no, there's nothing else in the backroom.
PU_SHOPKEEP4_SK_Gruff_ShoppingTerm_IG_001_IfYouNeed=If you need something, use the terminal. That's what it's there for.
PU_SHOPKEEP4_SK_Gruff_ShoppingTerm_IG_002_UseYourMobi=Use your mobi. All the info's right there.
PU_SHOPKEEP5_SK_Friendly_Busy_IG_001_IllBeWith=I'll be with you in a minute.
PU_SHOPKEEP5_SK_Friendly_Busy_IG_002_GiveMeOne=Give me one moment, okay.
PU_SHOPKEEP5_SK_Friendly_Busy_IG_003_SorryIllHelp=Sorry, I'll help you in a second.
PU_SHOPKEEP5_SK_Friendly_CongratChoice_IG_001_NiceChoice=Nice choice.
PU_SHOPKEEP5_SK_Friendly_CongratChoice_IG_002_IThinkYoure=I think you're going to be happy with that.
PU_SHOPKEEP5_SK_Friendly_CongratChoice_IG_003_GoodPurchase=Good purchase.
PU_SHOPKEEP5_SK_Friendly_CongratChoice_IG_004_SmartBuy=Smart buy.
PU_SHOPKEEP5_SK_Friendly_ConvoCont_IG_001_UhHuh=Uh huh.
PU_SHOPKEEP5_SK_Friendly_ConvoCont_IG_002_Really=Really?
PU_SHOPKEEP5_SK_Friendly_ConvoCont_IG_003_OhYeah=Oh yeah?
PU_SHOPKEEP5_SK_Friendly_ConvoCont_IG_004_,P=Wow.
PU_SHOPKEEP5_SK_Friendly_EncourageTry_IG_001_ThatsANice=That's a nice fit.
PU_SHOPKEEP5_SK_Friendly_EncourageTry_IG_002_ItLooksLike=Looks like it was made for you.
PU_SHOPKEEP5_SK_Friendly_EncourageTry_IG_003_GotOneOf=Got one of those myself.
PU_SHOPKEEP5_SK_Friendly_EncourageTry_IG_004_ThoseAreGreat=Those are great.
PU_SHOPKEEP5_SK_Friendly_EncourageTry_IG_005_ReallyRecommendThat=Really recommend that one.
PU_SHOPKEEP5_SK_Friendly_EncourageTry_IG_006_YouGotGood=You got good taste.
PU_SHOPKEEP5_SK_Friendly_Farewell_IG_001_ThanksForComing=Thanks for coming.
PU_SHOPKEEP5_SK_Friendly_Farewell_IG_002_ThanksForStopping=Thanks for stopping by.
PU_SHOPKEEP5_SK_Friendly_Farewell_IG_003_ThanksComeAgain=Thanks. Come again soon.
PU_SHOPKEEP5_SK_Friendly_Farewell_IG_004_HaveAGood=Have a good day.
PU_SHOPKEEP5_SK_Friendly_Greetings_IG_001_HiWelcome=Hi, welcome.
PU_SHOPKEEP5_SK_Friendly_Greetings_IG_002_HiWelcomeCome=Hi, welcome. Come in.
PU_SHOPKEEP5_SK_Friendly_Greetings_IG_003_HiThanksFor=Hi, thanks for coming in.
PU_SHOPKEEP5_SK_Friendly_Greetings_IG_004_HiLetMe=Hi, let me know if there's anything I can help you with.
PU_SHOPKEEP5_SK_Friendly_Greetings_ReturnVisit_IG_001_NiceToSee=Nice to see you again.
PU_SHOPKEEP5_SK_Friendly_Greetings_ReturnVisit_IG_002_WelcomeBack=Welcome back.
PU_SHOPKEEP5_SK_Friendly_Greetings_ReturnVisit_IG_003_HeyBackAgain=Hey, back again I see. Welcome.
PU_SHOPKEEP5_SK_Friendly_Greetings_ReturnVisit_IG_004_HiGoodTo=Hi, good to have you back.
PU_SHOPKEEP5_SK_Friendly_Greetings_StoreSpecific_IG_001_HiWelcomeTo=Hi, welcome to Casaba Outlet.
PU_SHOPKEEP5_SK_Friendly_Greetings_StoreSpecific_IG_002_HiAndWelcome=Hi and welcome to AstroArmada.
PU_SHOPKEEP5_SK_Friendly_Greetings_StoreSpecific_IG_003_HelloWelcomeTo=Hello, welcome to Garrity Defense.
PU_SHOPKEEP5_SK_Friendly_Greetings_StoreSpecific_IG_004_HiWelcomeTo=Hi, welcome to Live Fire.
PU_SHOPKEEP5_SK_Friendly_Greetings_StoreSpecific_IG_005_WelcomeToDumpers=Welcome to Dumper's Depot. Thanks for stopping by.
PU_SHOPKEEP5_SK_Friendly_Greetings_StoreSpecific_IG_006_HiWelcomeTo=Hi, welcome to CenterMass.
PU_SHOPKEEP5_SK_Friendly_Greetings_StoreSpecific_IG_007_HeyWelcomeTo=Hey, welcome to McRae's.
PU_SHOPKEEP5_SK_Friendly_Greetings_StoreSpecific_IG_008_WelcomeToTammany=Welcome to Tammany and Sons'.
PU_SHOPKEEP5_SK_Friendly_OutOfStock_IG_001_SorryThatsOn=Sorry, that's on back order right now.
PU_SHOPKEEP5_SK_Friendly_OutOfStock_IG_002_ApologiesThatsCurrently=Apologies. That's currently out of stock.
PU_SHOPKEEP5_SK_Friendly_OutOfStock_IG_003_ImSorryBut=I'm sorry, but I'm not sure when we're going to be getting more of that in.
PU_SHOPKEEP5_SK_Friendly_OutOfStock_IG_004_LooksLikeWere=Looks like we're out of that right now.
PU_SHOPKEEP5_SK_Friendly_PhysicalBump_IG_001_WhoaYouOkay=Whoa, you okay?
PU_SHOPKEEP5_SK_Friendly_PhysicalBump_IG_002_Sorry=Sorry.
PU_SHOPKEEP5_SK_Friendly_PhysicalBump_IG_003_Whoops=Whoops.
PU_SHOPKEEP5_SK_Friendly_PlayerBehindCounter_IG_001_ExcuseMeThis=Excuse me, this area is for employees only.
PU_SHOPKEEP5_SK_Friendly_PlayerBehindCounter_IG_002_CustomersArentAllowed=Customers aren't allowed back here.
PU_SHOPKEEP5_SK_Friendly_PlayerBehindCounter_IG_003_ImSorryBut=I'm sorry, but I'm going to have to ask you to leave.
PU_SHOPKEEP5_SK_Friendly_PlayerLingers_IG_001_CanIHelp=Can I help you?
PU_SHOPKEEP5_SK_Friendly_PlayerLingers_IG_002_IsThereAnything=Is there anything I can help you with?
PU_SHOPKEEP5_SK_Friendly_PlayerLingers_IG_003_DoYouNeed=Do you need something?
PU_SHOPKEEP5_SK_Friendly_PlayerLingers_IG_004_FindingEverythingAlright=Finding everything alright?
PU_SHOPKEEP5_SK_Friendly_PlayerLingers_IG_005_SeeAnythingYou=See anything you like?
PU_SHOPKEEP5_SK_Friendly_Request_Affirm_IG_001_SureThing=Sure thing.
PU_SHOPKEEP5_SK_Friendly_Request_Affirm_IG_002_SureOneSecond=Sure. One second.
PU_SHOPKEEP5_SK_Friendly_Request_Neg_IG_001_SorryCantHelp=Sorry. Can't help you.
PU_SHOPKEEP5_SK_Friendly_Request_Neg_IG_002_IDontThink=I'm don't think we can do that.
PU_SHOPKEEP5_SK_Friendly_Request_Neg_IG_003_ImAfraidWe=I'm afraid we don't have that.
PU_SHOPKEEP5_SK_Friendly_Selection_IG_001_FeelFreeTo=Feel free to take a look around. We got a pretty good selection.
PU_SHOPKEEP5_SK_Friendly_Selection_IG_002_WeveGotA=We've got a lot of variety, take your time and have a look.
PU_SHOPKEEP5_SK_Friendly_Selection_New_IG_001_WeJustGot=We just got a few new items in, so make sure to check them out.
PU_SHOPKEEP5_SK_Friendly_Selection_New_IG_002_GotSomeNew=Got some new inventory in. Definitely worth taking a look.
PU_SHOPKEEP5_SK_Friendly_Selection_New_IG_003_WeveJustReceived=We've just received some exciting new products, have a look.
PU_SHOPKEEP5_SK_Friendly_ShoppingTerm_IG_001_IfYoureNot=If you're not seeing something, you might want to check our spectrum selection.
PU_SHOPKEEP5_SK_Friendly_ShoppingTerm_IG_002_TheTerminalOver=The terminal over there has a few more items than what's on display.
PU_SHOPKEEP5_SK_Friendly_ShoppingTerm_IG_003_YouCanAlways=You can always use your mobi if you want some more details on what we have in stock.
PU_SHOPKEEP6_SK_Friendly_Busy_IG_001_IllBeWith=I'll be with you in a minute.
PU_SHOPKEEP6_SK_Friendly_Busy_IG_002_GiveMeOne=Give me one moment, okay.
PU_SHOPKEEP6_SK_Friendly_Busy_IG_003_SorryIllHelp=Sorry, I'll help you in a second.
PU_SHOPKEEP6_SK_Friendly_CongratChoice_IG_001_NiceChoice=Nice choice.
PU_SHOPKEEP6_SK_Friendly_CongratChoice_IG_002_IThinkYoure=I think you're going to be happy with that.
PU_SHOPKEEP6_SK_Friendly_CongratChoice_IG_003_OhGoodPurchase=Good purchase.
PU_SHOPKEEP6_SK_Friendly_CongratChoice_IG_004_SmartBuy=Smart buy.
PU_SHOPKEEP6_SK_Friendly_ConvoCont_IG_001_UhHuh=Uh huh.
PU_SHOPKEEP6_SK_Friendly_ConvoCont_IG_002_,P=Really?
PU_SHOPKEEP6_SK_Friendly_ConvoCont_IG_003_Yeah=Oh yeah?
PU_SHOPKEEP6_SK_Friendly_ConvoCont_IG_004_Wow=Wow.
PU_SHOPKEEP6_SK_Friendly_EncourageTry_IG_001_ThatsANice=That's a nice fit.
PU_SHOPKEEP6_SK_Friendly_EncourageTry_IG_002_LooksLikeIt=Looks like it was made for you.
PU_SHOPKEEP6_SK_Friendly_EncourageTry_IG_003_GotOneOf=Got one of those myself.
PU_SHOPKEEP6_SK_Friendly_EncourageTry_IG_004_ThoseAreGreat=Those are great.
PU_SHOPKEEP6_SK_Friendly_EncourageTry_IG_005_ReallyRecommendThat=Really recommend that one.
PU_SHOPKEEP6_SK_Friendly_EncourageTry_IG_006_YouGotGood=You got good taste.
PU_SHOPKEEP6_SK_Friendly_Farewell_IG_001_ThanksForComing=Thanks for coming.
PU_SHOPKEEP6_SK_Friendly_Farewell_IG_002_ThanksForStopping=Thanks for stopping by.
PU_SHOPKEEP6_SK_Friendly_Farewell_IG_003_ThanksComeAgain=Thanks. Come again soon.
PU_SHOPKEEP6_SK_Friendly_Farewell_IG_004_HaveAGood=Have a good day.
PU_SHOPKEEP6_SK_Friendly_Greetings_IG_001_HiWelcome=Hi, welcome.
PU_SHOPKEEP6_SK_Friendly_Greetings_IG_002_HiWelcomeCome=Hi, welcome. Come in.
PU_SHOPKEEP6_SK_Friendly_Greetings_IG_003_HiThanksFor=Hi, thanks for coming in.
PU_SHOPKEEP6_SK_Friendly_Greetings_IG_004_HelloLetMe=Hello, let me know if there's anything I can help you with.
PU_SHOPKEEP6_SK_Friendly_Greetings_ReturnVisit_IG_001_NiceToSee=Nice to see you again.
PU_SHOPKEEP6_SK_Friendly_Greetings_ReturnVisit_IG_002_WelcomeBack=Welcome back.
PU_SHOPKEEP6_SK_Friendly_Greetings_ReturnVisit_IG_003_HeyBackAgain=Hey, back again I see. Welcome.
PU_SHOPKEEP6_SK_Friendly_Greetings_ReturnVisit_IG_004_HiGoodTo=Hi, good to have you back.
PU_SHOPKEEP6_SK_Friendly_Greetings_StoreSpecific_IG_001_HiWelcomeTo=Hi, welcome to Casaba Outlet.
PU_SHOPKEEP6_SK_Friendly_Greetings_StoreSpecific_IG_002_HiAndWelcome=Hi and welcome to AstroArmada.
PU_SHOPKEEP6_SK_Friendly_Greetings_StoreSpecific_IG_003_HelloWelcomeTo=Hello, welcome to Garrity Defense.
PU_SHOPKEEP6_SK_Friendly_Greetings_StoreSpecific_IG_004_HiWelcomeTo=Hi, welcome to Live Fire.
PU_SHOPKEEP6_SK_Friendly_Greetings_StoreSpecific_IG_005_WelcomeToDumpers=Welcome to Dumper's Depot. Thanks for stopping by.
PU_SHOPKEEP6_SK_Friendly_Greetings_StoreSpecific_IG_006_HiWelcomeTo=Hi, welcome to CenterMass.
PU_SHOPKEEP6_SK_Friendly_Greetings_StoreSpecific_IG_007_HeyWelcomeTo=Hey, welcome to McRae's.
PU_SHOPKEEP6_SK_Friendly_Greetings_StoreSpecific_IG_008_WelcomeToTammany=Welcome to Tammany and Sons'.
PU_SHOPKEEP6_SK_Friendly_OutOfStock_IG_001_OhImSorry=Sorry, that's on back order right now.
PU_SHOPKEEP6_SK_Friendly_OutOfStock_IG_002_UhMyApologies=Ah, my apologies. That's currently out of stock.
PU_SHOPKEEP6_SK_Friendly_OutOfStock_IG_003_ImSorryBut=I'm sorry, but I'm not sure when we're going to be getting more of that in.
PU_SHOPKEEP6_SK_Friendly_OutOfStock_IG_004_LooksLikeWere=Looks like we're out of that right now.
PU_SHOPKEEP6_SK_Friendly_PhysicalBump_IG_001_WhoaYouOkay=Whoa, you okay?
PU_SHOPKEEP6_SK_Friendly_PhysicalBump_IG_002_Sorry=Sorry.
PU_SHOPKEEP6_SK_Friendly_PhysicalBump_IG_003,P=Whoops.
PU_SHOPKEEP6_SK_Friendly_PlayerBehindCounter_IG_001_ExcuseMeThis=Excuse me, this area is for employees only.
PU_SHOPKEEP6_SK_Friendly_PlayerBehindCounter_IG_002_CustomersArentAllowed=Customers aren't allowed back here.
PU_SHOPKEEP6_SK_Friendly_PlayerBehindCounter_IG_003_ImSorryBut=I'm sorry, but I'm going to have to ask you to leave.
PU_SHOPKEEP6_SK_Friendly_PlayerLingers_IG_001_CanIHelp=Can I help you?
PU_SHOPKEEP6_SK_Friendly_PlayerLingers_IG_002_IsThereAnything=Is there anything I can help you with?
PU_SHOPKEEP6_SK_Friendly_PlayerLingers_IG_003_DoYouNeed=Do you need something?
PU_SHOPKEEP6_SK_Friendly_PlayerLingers_IG_004_FindingEverythingAlright=Finding everything alright?
PU_SHOPKEEP6_SK_Friendly_PlayerLingers_IG_005_SeeAnythingYou=See anything you like?
PU_SHOPKEEP6_SK_Friendly_Request_Affirm_IG_001_SureThing=Sure thing.
PU_SHOPKEEP6_SK_Friendly_Request_Affirm_IG_002_SureOneSecond=Sure. One second.
PU_SHOPKEEP6_SK_Friendly_Request_Neg_IG_001_SorryCantHelp=Sorry. Can't help you.
PU_SHOPKEEP6_SK_Friendly_Request_Neg_IG_002_IDontThink=I'm don't think we can do that.
PU_SHOPKEEP6_SK_Friendly_Request_Neg_IG_003_ImAfraidWe=I'm afraid we don't have that.
PU_SHOPKEEP6_SK_Friendly_Selection_IG_001_FeelFreeTo=Feel free to take a look around. We got a pretty good selection.
PU_SHOPKEEP6_SK_Friendly_Selection_IG_002,P=We've got a lot of variety, take your time and have a look.
PU_SHOPKEEP6_SK_Friendly_Selection_New_IG_001_WeveJustGot=We just got a few new items in, so make sure to check them out.
PU_SHOPKEEP6_SK_Friendly_Selection_New_IG_002_GotSomeNew=Got some new inventory in. Definitely worth taking a look.
PU_SHOPKEEP6_SK_Friendly_Selection_New_IG_003_WeveJustReceived=We've just received some exciting new products, have a look.
PU_SHOPKEEP6_SK_Friendly_ShoppingTerm_IG_001_IfYoureNot=If you're not seeing something, you might want to check our spectrum selection.
PU_SHOPKEEP6_SK_Friendly_ShoppingTerm_IG_002_TheTerminalOver=The terminal over there has a few more items than what's on display.
PU_SHOPKEEP6_SK_Friendly_ShoppingTerm_IG_003_YouCanAlways=You can always use your mobi if you want some more details on what we have in stock.
PU_SHOPKEEP7_SK_Friendly_Busy_IG_001_IllBeWith=I'll be with you in a minute.
PU_SHOPKEEP7_SK_Friendly_Busy_IG_002_GiveMeOne=Give me one moment, okay.
PU_SHOPKEEP7_SK_Friendly_Busy_IG_003_SorryIllHelp=Sorry, I'll help you in a second.
PU_SHOPKEEP7_SK_Friendly_CongratChoice_IG_001_NiceChoice=Nice choice.
PU_SHOPKEEP7_SK_Friendly_CongratChoice_IG_002_IThinkYoure=I think you're going to be happy with that.
PU_SHOPKEEP7_SK_Friendly_CongratChoice_IG_003_GoodPurchase=Good purchase.
PU_SHOPKEEP7_SK_Friendly_CongratChoice_IG_004_SmartBuy=Smart buy.
PU_SHOPKEEP7_SK_Friendly_ConvoCont_IG_001_UhHuh=Uh huh.
PU_SHOPKEEP7_SK_Friendly_ConvoCont_IG_002_Really=Really?
PU_SHOPKEEP7_SK_Friendly_ConvoCont_IG_003_OhYeah=Oh yeah?
PU_SHOPKEEP7_SK_Friendly_ConvoCont_IG_004_Wow=Wow.
PU_SHOPKEEP7_SK_Friendly_EncourageTry_IG_001_ThatsANice=That's a nice fit.
PU_SHOPKEEP7_SK_Friendly_EncourageTry_IG_002_LooksLikeIt=Looks like it was made for you.
PU_SHOPKEEP7_SK_Friendly_EncourageTry_IG_003_GotOneOf=Got one of those myself.
PU_SHOPKEEP7_SK_Friendly_EncourageTry_IG_004_ThoseAreGreat=Those are great.
PU_SHOPKEEP7_SK_Friendly_EncourageTry_IG_005,P=Really recommend that one.
PU_SHOPKEEP7_SK_Friendly_EncourageTry_IG_006_YouGotGood=You got good taste.
PU_SHOPKEEP7_SK_Friendly_Farewell_IG_001_ThanksForComing=Thanks for coming.
PU_SHOPKEEP7_SK_Friendly_Farewell_IG_002_ThanksForStopping=Thanks for stopping by.
PU_SHOPKEEP7_SK_Friendly_Farewell_IG_003_ThanksComeAgain=Thanks. Come again soon.
PU_SHOPKEEP7_SK_Friendly_Farewell_IG_004_HaveAGood=Have a good day.
PU_SHOPKEEP7_SK_Friendly_Greetings_IG_001_HiWelcome=Hi, welcome.
PU_SHOPKEEP7_SK_Friendly_Greetings_IG_002,P=Hi, welcome. Come in.
PU_SHOPKEEP7_SK_Friendly_Greetings_IG_003_HIThanksFor=Hi, thanks for coming in.
PU_SHOPKEEP7_SK_Friendly_Greetings_IG_004_HiLetMe=Hi, let me know if there's anything I can help you with.
PU_SHOPKEEP7_SK_Friendly_Greetings_ReturnVisit_IG_001_NiceToSee=Nice to see you again.
PU_SHOPKEEP7_SK_Friendly_Greetings_ReturnVisit_IG_002_WelcomeBack=Welcome back.
PU_SHOPKEEP7_SK_Friendly_Greetings_ReturnVisit_IG_003_BackAgainI=Hey, back again I see. Welcome.
PU_SHOPKEEP7_SK_Friendly_Greetings_ReturnVisit_IG_004_HiGoodTo=Hi, good to have you back.
PU_SHOPKEEP7_SK_Friendly_Greetings_StoreSpecific_IG_001_HiWelcomeTo=Hi, welcome to Casaba Outlet.
PU_SHOPKEEP7_SK_Friendly_Greetings_StoreSpecific_IG_002,P=Hi and welcome to AstroArmada.
PU_SHOPKEEP7_SK_Friendly_Greetings_StoreSpecific_IG_003_HelloWelcomeTo=Hello, welcome to Garrity Defense.
PU_SHOPKEEP7_SK_Friendly_Greetings_StoreSpecific_IG_004_HiWelcomeTo=Hi, welcome to Live Fire.
PU_SHOPKEEP7_SK_Friendly_Greetings_StoreSpecific_IG_005_WelcomeToDumpers=Welcome to Dumper's Depot. Thanks for stopping by.
PU_SHOPKEEP7_SK_Friendly_Greetings_StoreSpecific_IG_006_HIWelcomeTo=Hi, welcome to CenterMass.
PU_SHOPKEEP7_SK_Friendly_Greetings_StoreSpecific_IG_007_HeyWelcomeTo=Hey, welcome to McRae's.
PU_SHOPKEEP7_SK_Friendly_Greetings_StoreSpecific_IG_008_WelcomeToTammany=Welcome to Tammany and Sons'.
PU_SHOPKEEP7_SK_Friendly_OutOfStock_IG_001_SorryThatsOn=Sorry, that's on back order right now.
PU_SHOPKEEP7_SK_Friendly_OutOfStock_IG_002_ApologiesThatsCurrently=Apologies. That's currently out of stock.
PU_SHOPKEEP7_SK_Friendly_OutOfStock_IG_003_ImSorryBut=I'm sorry, but I'm not sure when we're going to be getting more of that in.
PU_SHOPKEEP7_SK_Friendly_OutOfStock_IG_004_LooksLikeWere=Looks like we're out of that right now.
PU_SHOPKEEP7_SK_Friendly_PhysicalBump_IG_001_WhoaYouOkay=Whoa, you okay?
PU_SHOPKEEP7_SK_Friendly_PhysicalBump_IG_002_Sorry=Sorry.
PU_SHOPKEEP7_SK_Friendly_PhysicalBump_IG_003_Whoops=Whoops.
PU_SHOPKEEP7_SK_Friendly_PlayerBehindCounter_IG_001_ExcuseMeThis=Excuse me, this area is for employees only.
PU_SHOPKEEP7_SK_Friendly_PlayerBehindCounter_IG_002,P=Customers aren't allowed back here.
PU_SHOPKEEP7_SK_Friendly_PlayerBehindCounter_IG_003_ImSorryBut=I'm sorry, but I'm going to have to ask you to leave.
PU_SHOPKEEP7_SK_Friendly_PlayerLingers_IG_001_CanIHelp=Can I help you?
PU_SHOPKEEP7_SK_Friendly_PlayerLingers_IG_002_IsThereAnything=Is there anything I can help you with?
PU_SHOPKEEP7_SK_Friendly_PlayerLingers_IG_003_DoYouNeed=Do you need something?
PU_SHOPKEEP7_SK_Friendly_PlayerLingers_IG_004_FindingEverythingAlright=Finding everything alright?
PU_SHOPKEEP7_SK_Friendly_PlayerLingers_IG_005_SeeAnythingYou=See anything you like?
PU_SHOPKEEP7_SK_Friendly_Request_Affirm_IG_001_SureThing=Sure thing.
PU_SHOPKEEP7_SK_Friendly_Request_Affirm_IG_002_SureOneSecond=Sure. One second.
PU_SHOPKEEP7_SK_Friendly_Request_Neg_IG_001_SorryCantHelp=Sorry. Can't help you.
PU_SHOPKEEP7_SK_Friendly_Request_Neg_IG_002_IDontThink=I'm don't think we can do that.
PU_SHOPKEEP7_SK_Friendly_Request_Neg_IG_003_ImAfraidWe=I'm afraid we don't have that.
PU_SHOPKEEP7_SK_Friendly_Selection_IG_001_FeelFreeTo=Feel free to take a look around. We got a pretty good selection.
PU_SHOPKEEP7_SK_Friendly_Selection_IG_002_WeveGotA=We've got a lot of variety, take your time and have a look.
PU_SHOPKEEP7_SK_Friendly_Selection_New_IG_001,P=We just got a few new items in, so make sure to check them out.
PU_SHOPKEEP7_SK_Friendly_Selection_New_IG_002_GotSomeNew=Got some new inventory in. Definitely worth taking a look.
PU_SHOPKEEP7_SK_Friendly_Selection_New_IG_003_WeveJustReceived=We've just received some exciting new products, have a look.
PU_SHOPKEEP7_SK_Friendly_ShoppingTerm_IG_001_IfYoureNot=If you're not seeing something, you might want to check our spectrum selection.
PU_SHOPKEEP7_SK_Friendly_ShoppingTerm_IG_002_TheTerminalOver=The terminal over there has a few more items than what's on display.
PU_SHOPKEEP7_SK_Friendly_ShoppingTerm_IG_003_YouCanAlways=You can always use your mobi if you want some more details on what we have in stock.
PU_SHOPKEEP7_SK_Friendly_ShoppingTerm_IG_003b_YouCanAlways=You can always use your mobi if you want some more details on what we have in stock.
PU_SPECTATOR1_CV_Boo_OtherTeamGood_IG_001_OhBooo=Oh Booo!
PU_SPECTATOR1_CV_Boo_OwnTeamBad_IG_001_AhhGeez=Ahh geez.
PU_SPECTATOR1_CV_Cheer_IG_001_Yes=Yes!
PU_SPECTATOR1_CV_Disbelief_IG_001_ComeOn=Come on!
PU_SPECTATOR1_CV_Disbelief_IG_002_Brilliant=Brilliant
PU_SPECTATOR1_CV_Disbelief_IG_003_CantBelieveThis=Can't believe this
PU_SPECTATOR1_CV_Disbelief_IG_004_NoNoNo=No, no no, no
PU_SPECTATOR1_CV_Encourage_IG_001_GoOn=Go On!
PU_SPECTATOR1_CV_Encourage_IG_002_GoOnBoys=Go on boys!
PU_SPECTATOR1_CV_GameEnds_Lose_IG_001_NoNoNo=No, No, No.
PU_SPECTATOR1_CV_GameEnds_Win_IG_001_Yes=Yes!
PU_SPECTATOR1_CV_TenseBuildup_Fail_IG_001_ComeOnCome=Come on, come on? Yes? Yes!...No?
PU_SPECTATOR1_CV_TenseBuildup_Success_IG_001_ComeOnCome=Come on, come on, come on? YES!
PU_SPECTATOR2_CV_Boo_OtherTeamGood_IG_001_OhWhat=Oh what?!?
PU_SPECTATOR2_CV_Boo_OwnTeamBad_IG_001_Gah=G'ah
PU_SPECTATOR2_CV_Disbelief_IG_001_Noooooo=Noooooo.
PU_SPECTATOR2_CV_Disbelief_IG_002_ComeOnTeam=Come on team
PU_SPECTATOR2_CV_GameEnds_Lose_IG_EX_001=<exhale>
PU_SPECTATOR2_CV_GameEnds_Win_IG_001_YesYesYes=yes, yes, yes, yes, yes, yes, yes, yes YAHAHA YES!
PU_SPECTATOR2_CV_TenseBuildup_Fail_IG_001_ThatsItThats=That's it, that's it, that's it, that's it, That's it yeah..yeah. OHHH What?!?
PU_SPECTATOR2_CV_TenseBuildup_Success_IG_001_ComeOnCome=Come on, come on, come on... yes yes, yes GAH that's what I'm talking about! Yes!
PU_SPECTATOR2_CV_TenseBuildup_Success_IG_002_ComeOnCome=Come on. come on, come on, come on YES YES! YES!!
PU_SPECTATOR3_CV_Boo_OtherTeamGood_IG_001_NoNo=No! No!
PU_SPECTATOR3_CV_Boo_OwnTeamBad_IG_001_AyWhatIs=Ay what is that!
PU_SPECTATOR3_CV_Cheer_IG_001_HooRah=Hoo Rah!
PU_SPECTATOR3_CV_Cheer_IG_002_Yeaah=Yeaah!
PU_SPECTATOR3_CV_Disbelief_IG_001_WhatAreYou=What are you doing?!?
PU_SPECTATOR3_CV_Encourage_IG_001_GoGoGo=Go, go, go ,go ,go, go, go, go, go, go, go, go, go , go , go, go , go , go , go ,go ,go, go!
PU_SPECTATOR3_CV_GameEnds_Lose_IG_001_ThisIsA=This is a rigged system. It is a rigged game!
PU_SPECTATOR3_CV_GameEnds_Lose_IG_002_WhatICant=What? I can't, my god what am I gonna tell her? Shit
PU_SPECTATOR3_CV_GameEnds_Win_IG_001_IToldYou=I told you! I told you!
PU_SPECTATOR3_CV_TenseBuildup_Fail_IG_001_KnewItI=Knew it, I Knew it!
PU_SPECTATOR3_CV_TenseBuildup_Fail_IG_002_ItsItsWhat=It's it's..what?!?
PU_SPECTATOR4_CV_Boo_OtherTeamGood_IG_001_Ohhhhhhhhfff=Ohhhhhhhhfff.
PU_SPECTATOR4_CV_Boo_OwnTeamBad_IG_001_OhNo=Oh no
PU_SPECTATOR4_CV_Cheer_IG_001_GetIn=Get in
PU_SPECTATOR4_CV_Cheer_IG_002_Yes=Yes!
PU_SPECTATOR4_CV_Disbelief_IG_001_AwWhat=Aw what?
PU_SPECTATOR4_CV_Disbelief_IG_002_OhNoWay=Oh no way
PU_SPECTATOR4_CV_Disbelief_IG_003_Seriously=Seriously?
PU_SPECTATOR4_CV_Encourage_IG_001_YeahYehYeah=Yeah, yeah, yeah go on, yes yes yes go on, go on!
PU_SPECTATOR4_CV_GameEnds_Lose_IG_001_No=No.
PU_SPECTATOR4_CV_GameEnds_Win_IG_001_YesYesYes=Yes! yes! yes!
PU_SPECTATOR4_CV_TenseBuildup_Fail_IG_001_YeahYeahYeah=yeah yeah yeah, go on, yeah go on, go on, go on, go on!
PU_SPECTATOR4_CV_TenseBuildup_Success_IG_001_OhYeahThats=Oh yeah that's it, yeah yeah yeah go on, yeah yeah yeah that's it, that's it, that's it, that's it yes!
PU_SPECTATOR5_CV_Boo_OtherTeamGood_IG_001_DidYouSee=Did you see that? Did you see that?
PU_SPECTATOR5_CV_Boo_OtherTeamGood_IG_002_NoNoNo=No. no no no no no. No no.
PU_SPECTATOR5_CV_Boo_OwnTeamBad_IG_001_AhhComeOn=Ah, come on.
PU_SPECTATOR5_CV_Boo_OwnTeamBad_IG_002_AhhCrap=Ahh, crap.
PU_SPECTATOR5_CV_Cheer_IG_001_Yeah=<Cheer>
PU_SPECTATOR5_CV_Cheer_IG_002_YesYeah=Yes, yeah.
PU_SPECTATOR5_CV_Cheer_IG_003_Alright=Alright.
PU_SPECTATOR5_CV_Disbelief_IG_001_WhatTheHell=The hell was that?!
PU_SPECTATOR5_CV_Disbelief_IG_002_WhatTheWhat=What the. What the hells this? What. What the hell they call this?
PU_SPECTATOR5_CV_Disbelief_IG_003_WhatAreThey=What are they doing! What. What are they doing?
PU_SPECTATOR5_CV_Disbelief_IG_004_WhatIsWrong=What is wrong with you? What? You can't even.
PU_SPECTATOR5_CV_Disbelief_IG_005_WhoWhoMade=Who. Who made the decision? Who did that?
PU_SPECTATOR5_CV_Encourage_IG_001_ComeOnCome=Come on. Come on!
PU_SPECTATOR5_CV_Encourage_IG_002_OhComeOn=Ahh, come on guys. Come on, I got so much writing on this, come on!
PU_SPECTATOR5_CV_GameEnds_Lose_IG_001_GoddamnIt=<Game Ends - You Lose>
PU_SPECTATOR5_CV_GameEnds_Win_IG_001_YeahYeah=Yes! Yeah.
PU_SPECTATOR5_CV_GameEnds_Win_IG_002_Yes=Yes!
PU_SPECTATOR5_CV_GameEnds_Win_IG_003_Laughing=<Laughing>
PU_SPECTATOR5_CV_TenseBuildup_Fail_IG_001_YeahComeOn=Yeah. Come on. Come on. Come on.
PU_SPECTATOR5_CV_TenseBuildup_Fail_IG_002_ComeOnCome=Come on, come on, come on, come on. come on. Come on. Dammit, dammit, dammit, dammit. dammit.
PU_SPECTATOR5_CV_TenseBuildup_Success_IG_001_YesYeahCome=Ahh, yes, yeah come on, come on, yes, yes!
PU_SPECTATOR6_CV_Boo_OtherTeamGood_IG_001,P=<Boo (other team does something good)>
PU_SPECTATOR6_CV_Boo_OwnTeamBad_IG_001_OhWhatCome=<Boo (your team screws up)>
PU_SPECTATOR6_CV_Boo_OwnTeamBad_IG_002_OhComeOn=Oh come, no. Ahh.
PU_SPECTATOR6_CV_Cheer_IG_001_Wohoo=<Cheer>
PU_SPECTATOR6_CV_Disbelief_IG_001_WhatTheHell=What the hell was that?!
PU_SPECTATOR6_CV_Disbelief_IG_002_What=What?
PU_SPECTATOR6_CV_Encourage_IG_001_ComeOnCome=Come on. Come on.
PU_SPECTATOR6_CV_GameEnds_Lose_IG_001_UhWowWhats=What's the point any way, it's a rubbish game.
PU_SPECTATOR6_CV_GameEnds_Lose_IG_002_UhFuckYou=Ah, fuck you.
PU_SPECTATOR6_CV_GameEnds_Lose_IG_003_UhBalls=Uh, balls.
PU_SPECTATOR6_CV_GameEnds_Win_IG_001_HuhWell=Well!
PU_SPECTATOR6_CV_TenseBuildup_Fail_IG_001_Nooo=No!
PU_SPECTATOR6_CV_TenseBuildup_Success_IG_001_OhHereWe=Oh here we go, come on.
PU_SPECTATOR6_CV_TenseBuildup_Success_IG_002_RightHereWe=Right here we go. Yeah, come on, do that, yeah, yeah yeah. Yes!
PU_SPECTATOR6_CV_TenseBuildup_Success_IG_003_UhhYes=Yes!
PU_THUG1_CV_BackForMore_IG_001_LookWhoIt=Look who it is.
PU_THUG1_CV_BackForMore_IG_002_OhNoHere=Oh no. Here comes trouble.
PU_THUG1_CV_BackForMore_IG_003_YouWantIt=You want it now, yeah?
PU_THUG1_CV_KeepsWalking_IG_001_YeahThatWhats=Yeah that whats I thought, keep moving
PU_THUG1_CV_KeepsWalking_IG_002_YeahThoughtSo=Yeah, thought so.
PU_THUG1_CV_KeepsWalking_IG_003_WhereYouGoin=Where you goin, was just about to have some fun.
PU_THUG1_CV_KeepsWalking_IG_004_AndStayOut=And stay out.
PU_THUG1_CV_LookingAtThem_IG_001_WeGotA=We got a problem?
PU_THUG1_CV_LookingAtThem_IG_002_KeepRolling=Keep rolling.
PU_THUG1_CV_LookingAtThem_IG_003_WhatlYouLooking=What you looking at?
PU_THUG1_CV_LookingAtThem_IG_004_OiYouWanna=Oi, you wanna say something?
PU_THUG1_CV_LookingAtThem_IG_005_GoGetOut=Go. Get out of here. Move.
PU_THUG1_CV_LookingAtThem_IG_006_YouWhatWhat=You What? What?!
PU_THUG1_CV_LookingAtThem_IG_007_KeepMoving=Keep moving.
PU_THUG1_CV_Provoking_IG_001_WhatsWrongWith=Whats wrong with you?
PU_THUG1_CV_Provoking_IG_002_WhatWhatYou=What. What you got?
PU_THUG1_CV_Provoking_IG_003_DoSomethingThen=Do something then innit? Go on?? Go on
PU_THUG1_CV_Provoking_IG_004_IllGiveYou=I'll give you the first hit. Come on.
PU_THUG2_CV_BackForMore_IG_001_WellLookWho=Well look who it is.
PU_THUG2_CV_BackForMore_IG_002_OhNoHere=Oh no. Here comes trouble.
PU_THUG2_CV_BackForMore_IG_003_YouBackFor=You back for more?
PU_THUG2_CV_KeepsWalking_IG_002_YeahThoughtSo=Yeah, thought so
PU_THUG2_CV_KeepsWalking_IG_004_AndStayOut=And stay out.
PU_THUG2_CV_LookingAtThem_IG_001_WeGotA=We got a problem?
PU_THUG2_CV_LookingAtThem_IG_002_KeepRolling=Keep rolling.
PU_THUG2_CV_LookingAtThem_IG_003_WhatTheHell=What the hell are you looking at?
PU_THUG2_CV_LookingAtThem_IG_004_YouWannaSay=You wanna say something to me?
PU_THUG2_CV_LookingAtThem_IG_005_Go=Go.
PU_THUG2_CV_LookingAtThem_IG_006_WhatWhat=What? What?!
PU_THUG2_CV_LookingAtThem_IG_007_KeepMoving=Keep moving.
PU_THUG2_CV_Provoking_IG_001_WhatTheHell=What the hell is wrong with you.
PU_THUG2_CV_Provoking_IG_002_WhatWhatTo=What, what to you got.
PU_THUG2_CV_Provoking_IG_004_IllGiveYou=I'll give you first shot.
PU_THUG3_CV_BackForMore_IG_001_GuessWhoIt=Guess who it is.
PU_THUG3_CV_BackForMore_IG_002_LooksLikeWe=Looks like we got a gun slinger
PU_THUG3_CV_BackForMore_IG_003_OhYouBack=Oh, you back for more?
PU_THUG3_CV_KeepsWalking_IG_001_GoodChoiceKeep=Good Choice. Keep walking.
PU_THUG3_CV_KeepsWalking_IG_002_IKnewIt=I knew it.
PU_THUG3_CV_KeepsWalking_IG_003_WhereYouGoing=Where you going? Was looking forward to that.
PU_THUG3_CV_KeepsWalking_IG_004_YouHaveA=You have a nice day
PU_THUG3_CV_LookingAtThem_IG_001_OhWeGot=oh We got a problem?
PU_THUG3_CV_LookingAtThem_IG_002_KeepRolling=Keep rolling.
PU_THUG3_CV_LookingAtThem_IG_003_TheHellYou=the hell you looking at?
PU_THUG3_CV_LookingAtThem_IG_004_YouWannaSay=You wanna say something to me?
PU_THUG3_CV_LookingAtThem_IG_005_GoGetOut=Go. Get out of here.
PU_THUG3_CV_LookingAtThem_IG_006_WhatWhat=What? What?
PU_THUG3_CV_LookingAtThem_IG_007_YouBestKeep=You best keep moving.
PU_THUG3_CV_Provoking_IG_001_TheHellsWrong=the hell's wrong with you?
PU_THUG3_CV_Provoking_IG_002_OhYouGot=Oh you got something for me?
PU_THUG3_CV_Provoking_IG_003_DoSomethingIm=Do something, I'm kinda curious.
PU_THUG3_CV_Provoking_IG_004_IllGiveYou=I'll give you first shot. Come on.
PU_THUG4_CV_BackForMore_IG_001_LookWhosBack=Look who's back.
PU_THUG4_CV_BackForMore_IG_002_OhNoHere=Oh no. Here comes trouble.
PU_THUG4_CV_BackForMore_IG_003_YouBackFor=You back for more?
PU_THUG4_CV_KeepsWalking_IG_001_ThatsRightKeep=That's right. Keep walking.
PU_THUG4_CV_KeepsWalking_IG_002_YeahThoughtSo=Yeah, thought so.
PU_THUG4_CV_KeepsWalking_IG_003_OhWhereYou=Oh Where you going? We were just gonna have some fun.
PU_THUG4_CV_KeepsWalking_IG_004_YeahAndStay=Yeah And stay out.
PU_THUG4_CV_LookingAtThem_IG_001_WeGotA=We got a problem?
PU_THUG4_CV_LookingAtThem_IG_002_KeepRolling=Keep rolling.
PU_THUG4_CV_LookingAtThem_IG_003_WhatTheHell=What the hell you looking at?
PU_THUG4_CV_LookingAtThem_IG_004_YouWannaSay=You wanna say something to me?
PU_THUG4_CV_LookingAtThem_IG_005_GoGetOut=Go. Get out of here.
PU_THUG4_CV_LookingAtThem_IG_006_WhatWhat=What? What?!
PU_THUG4_CV_LookingAtThem_IG_007_KeepMoving=Keep moving.
PU_THUG4_CV_Provoking_IG_001_WhatTheHells=What the hell's wrong with you?
PU_THUG4_CV_Provoking_IG_002_WhatWhatYou=What. What you got?
PU_THUG4_CV_Provoking_IG_003_DoSomethingThen=Do something then, come on
PU_THUG4_CV_Provoking_IG_004_YouCanHave=You can have first shot. Come on
PU_THUG5_CV_CatCalling_IG_001_LookAtThis=Look at this asshole over here.
PU_THUG5_CV_CatCalling_IG_002_SeriouslyWhatThe=Seriously. What the hell you wearing? You ain't pass a mirror this morning
PU_THUG5_CV_CatCalling_IG_003_HeyHey=Hey! Hey!! What's up!
PU_THUG5_CV_CatCalling_IG_004_HereWeGo=Here we go. Check out this jasper.
PU_THUG6_CV_CatCalling_IG_001_LookAtThis=Look at this piece of shit.
PU_THUG6_CV_CatCalling_IG_002_SeriouslyWhatThe=Seriously. What the hell you got on? You ain't pass a mirror or nothing before you leave the house this morning.
PU_THUG6_CV_CatCalling_IG_003_HeyHey=Hey! Hey you!! What's up!?
PU_THUG6_CV_CatCalling_IG_004_HeyCheckThis=Hey check this out, look at this clown.
PU_THUG7_CV_CatCalling_IG_001_LookAtThis=Look at this piece of shite.
PU_THUG7_CV_CatCalling_IG_002_SeriouslyWhatYou=Seriously, what you wearing.
PU_THUG7_CV_CatCalling_IG_003_HeyWhatsGoing=Hey whats going on
PU_THUG7_CV_CatCalling_IG_004_LookAtThis=Look at this jasper.
PU_THUG8_CV_CatCalling_IG_001_LookAtThis=Look at this asshole over here.
PU_THUG8_CV_CatCalling_IG_002_SeriouslyWhatAre=Seriously what are you wearing, you don't look in the mirror today?
PU_THUG8_CV_CatCalling_IG_003_HeyHeyYou=Hey, hey you. Im talking to you.
PU_THUG8_CV_CatCalling_IG_004_HeyLookAt=Hey look at this idiot.
PU_UEEALERT02_F_DPA_Announce_Event_ThreatActive_IG_001_AttentionHostileElements=Attention. Hostile elements have disabled Quantum Travel in this sector. Please shelter in place until authorities have resolved the threat.
PU_UEEALERT02_F_DPA_Announce_Event_ThreatActive_IG_002_AttentionPleaseShelter=Attention. Please shelter in place until authorities have resolved the threat.
PU_UEEALERT02_F_DPA_Announce_Event_ThreatActive_RepeatOccur_IG_001_AttentionUntilThe=Attention. Until the current threat in this sector has been resolved, civilians are advised to avoid engaging in space travel. If not possible, use extreme caution when leaving the station.
PU_UEEALERT02_F_DPA_Announce_Event_ThreatCleared_IG_001_AttentionTheThreat=Attention. The threat in this sector has been cleared. You are free to resume normal travel. Your patience has been appreciated.
PU_UEEALERT02_F_DPA_Announce_Event_ThreatCleared_aNeutral_tPlayer_FromNeutral_IG_001_AttentionTheThreat=Attention. The threat in this sector has been resolved. You are free to resume normal travel.
PU_UEEALERT02_F_DPA_Enter_SectorArea_ThreatActive_aNeutral_tPlayer_FromNeutral_IG_001_WarningYouHave=Warning. You have entered a high threat area. Hostile elements have disabled Quantum Travel in this sector. All pilots are encourage to seek alternate routes. Extreme caution advised.
PU_UEEALERT02_F_DPA_Enter_SectorArea_ThreatActive_aNeutral_tPlayer_FromNeutral_IG_002_WarningYouHave=Warning. You have entered a high threat area. All pilots are encourage to seek alternate routes. Extreme caution advised.
PU_UEE_Navy_RepUI_Area=UEE
PU_UEE_Navy_RepUI_Description=The largest branch and public face of the UEE military. The Navy is responsible for transportation of military resources, maintaining the borders, waging security operations throughout the UEE, and are currently engaged in a war against the Vanduul.
PU_UEE_Navy_RepUI_Focus=Military
PU_UEE_Navy_RepUI_Founded=2380
PU_UEE_Navy_RepUI_Headquarters=MacArthur, Kilian System
PU_UEE_Navy_RepUI_Leadership=Lavinia Wallingford, Legatus Navium
PU_UEE_Navy_RepUI_Name=UEE Navy
PU_UEE_RepUI_Area,P=[PH] Area
PU_UEE_RepUI_Description,P=[PH] UEE Description
PU_UEE_RepUI_Focus,P=[PH] UEE Focus
PU_UEE_RepUI_Founded,P=[PH] N/A
PU_UEE_RepUI_Headquarters,P=[PH] UEE Headquarters
PU_UEE_RepUI_Leadership,P=[PH] UEE Leadership
PU_UEE_RepUI_Name,P=[PH] UEE
PU_UI_NineTails350R=NineTails 350R
PU_UI_NineTailsAurora=NineTails Aurora
PU_UI_NineTailsConstellation=NineTails Connie
PU_UI_NineTailsCutlass=NineTails Cutlass
PU_UI_NineTailsGladius=NineTails Gladius
PU_UI_NineTailsHornet=NineTails Hornet
PU_UI_NineTailsM50=NineTails M50
PU_UI_NineTailsSabre=NineTails Sabre
PU_UI_NineTailsVanguard=NineTails Vanguard
PU_VCANN01_F_LPA_Announce_Halls_NowOpen_IG_001_HelloTheEvent=Hello, the event halls are now open. Thank you for your patience and enjoy your day.
PU_VCANN01_F_LPA_Announce_Halls_NowOpen_IG_002_AttnAllThe=Attention, all the event halls are now open. Please enjoy your day.
PU_VCANN01_F_LPA_Announce_Halls_NowOpen_IG_003_AttnAttendeesWe=Attention, attendees. We at the Vision Center thank you for your patience. The event halls are now open.
PU_VCANN01_F_LPA_Announce_Halls_Opening_IG_001_AttnThankYou=Attention, thank you for visiting. The Vision Center will be opening shortly.
PU_VCANN01_F_LPA_Announce_Halls_Opening_IG_002_AttnAllAttendees=Attention all attendees, we thank you for your patience. The Vision Center will be opening to the public very soon.
PU_VCANN01_F_LPA_Announce_Halls_Opening_IG_003_HelloAttendeesThe=Hello, attendees. The Vision Center will be open to the public very soon. Thank you and welcome.
PU_VCANN01_F_LPA_Warn_Arresting_IG_001_YouAreIn=You are in violation of Crusader law. Security forces have been dispatched.
PU_VCANN01_F_LPA_Warn_Arresting_IG_002_YouAreIllegally=You are illegally trespassing on Crusader property. Stand by, security forces are headed to you.
PU_VCANN01_F_LPA_Warn_Arresting_IG_003_AttnYouAre=Attention, you are trespassing on Crusader property. Security forces are heading to your position.
PU_VCANN01_F_LPA_Warn_Halls_Closing_IG_001_AttnTheVision=Attention, the Vision Center will be closing shortly. Please start making your way to the exit. Thank you for your cooperation.
PU_VCANN01_F_LPA_Warn_Halls_Closing_IG_002_ThisIsAn=This is an announcement that the Vision Center will be closing soon. All attendees should begin making their way to the exit. We hope you've been enjoying your day.
PU_VCANN01_F_LPA_Warn_Halls_Closing_IG_003_HelloEveryoneThe=Hello, everyone. The Vision Center will be closing shortly, so all attendees should gather their possessions and start exiting the premises. Thank you for your attention.
PU_VCANN01_F_LPA_Warn_Halls_Closing_LastOccur_IG_001_ThisIsA=This is a final announcement. The Vision Center will be closing. Any unauthorized people must exit before the doors lock. Trespassers will be prosecuted.
PU_VCANN01_F_LPA_Warn_Halls_Closing_LastOccur_IG_002_AttnTheVision=Attention, the Vision Center is about to close. Please exit the facilities immediately. Attendees still inside after closure will be considered trespassing.
PU_VCANN01_F_LPA_Warn_Halls_Closing_LastOccur_IG_003_AttnTheVision=Attention, the Vision Center will be closing momentarily. This is a final warning for all attendees to exit the premises. You will be in violation of Crusader law if you stay in the facility.
PU_VCANN01_F_LPA_Warn_Halls_Closing_RepeatOccur_IG_001_HelloThisIs=Hello. This is another announcement that the Vision Center will be closing very shortly. All attendees must begin to exit the facilities. Thank you.
PU_VCANN01_F_LPA_Warn_Halls_Closing_RepeatOccur_IG_002_ThisIsA=This is a general announcement that all Vision Center facilities will be closing soon. Please make your way to the exits and enjoy the rest of your day.
PU_VCANN01_F_LPA_Warn_Halls_Closing_RepeatOccur_IG_003_AttnWeWill=Attention, we will be closing the Vision Center very shortly. All attendees must make their way to the exit. Thank you for your cooperation.
PU_VCANN01_F_LPA_Warn_Trespassing_IG_001_TheVisionCenter=The Vision Center is now closed. Any trespassers will be prosecuted.
PU_VCANN01_F_LPA_Warn_Trespassing_IG_002_AttnTheVision=Attention, the Vision Center is now closed. Anyone caught on the premises will be considered trespassing.
PU_VCANN01_F_LPA_Warn_Trespassing_IG_003_TheVisionCenter=The Vision Center is closed. Anyone still found on the premises will be subject to prosecution. Crusader thanks you for visiting and hope to see you again soon.
PU_VENDOR01_M_BSG_Apologize_IG_001_ImReallySorry=I'm really sorry.
PU_VENDOR01_M_BSG_Apologize_IG_002_SorryAboutThat=Sorry about that.
PU_VENDOR01_M_BSG_AudioFidget_Bored_IG_EX_001=<bored noises>
PU_VENDOR01_M_BSG_AudioFidget_Bored_IG_EX_002=<bored noises>
PU_VENDOR01_M_BSG_AudioFidget_Bored_IG_EX_003=<bored noises>
PU_VENDOR01_M_BSG_AudioFidget_Cough_IG_EX_001=<cough>
PU_VENDOR01_M_BSG_AudioFidget_Cough_IG_EX_002=<cough>
PU_VENDOR01_M_BSG_AudioFidget_Cough_IG_EX_003=<cough>
PU_VENDOR01_M_BSG_AudioFidget_HappilyWorking_IG_EX_001=<humming along to yourself>
PU_VENDOR01_M_BSG_AudioFidget_HappilyWorking_IG_EX_002=<humming along to yourself>
PU_VENDOR01_M_BSG_AudioFidget_HappilyWorking_IG_EX_003=<humming along to yourself>
PU_VENDOR01_M_BSG_AudioFidget_SighBored_IG_EX_001=<bored sigh>
PU_VENDOR01_M_BSG_AudioFidget_SighBored_IG_EX_002=<bored sigh>
PU_VENDOR01_M_BSG_AudioFidget_SighBored_IG_EX_003=<bored sigh>
PU_VENDOR01_M_BSG_AudioFidget_Thinking_IG_EX_001=<thinking noises, ex "hmm">
PU_VENDOR01_M_BSG_AudioFidget_Thinking_IG_EX_001b=<thinking noises, ex "hmm">
PU_VENDOR01_M_BSG_AudioFidget_Thinking_IG_EX_001c=<thinking noises, ex "hmm">
PU_VENDOR01_M_BSG_AudioFidget_Thinking_IG_EX_002=<thinking noises, ex "hmm">
PU_VENDOR01_M_BSG_AudioFidget_Thinking_IG_EX_003=<thinking noises, ex "hmm">
PU_VENDOR01_M_BSG_AudioFidget_ThroatClear_IG_EX_001=<throat clear>
PU_VENDOR01_M_BSG_AudioFidget_ThroatClear_IG_EX_002=<throat clear>
PU_VENDOR01_M_BSG_AudioFidget_ThroatClear_IG_EX_003=<throat clear>
PU_VENDOR01_M_BSG_AudioFidget_YawnLong_IG_EX_001=<long yawn>
PU_VENDOR01_M_BSG_AudioFidget_YawnLong_IG_EX_002=<long yawn>
PU_VENDOR01_M_BSG_AudioFidget_YawnLong_IG_EX_003=<long yawn>
PU_VENDOR01_M_BSG_AudioFidget_YawnShort_IG_EX_001=<yawn>
PU_VENDOR01_M_BSG_AudioFidget_YawnShort_IG_EX_002=<yawn>
PU_VENDOR01_M_BSG_AudioFidget_YawnShort_IG_EX_003=<yawn>
PU_VENDOR01_M_BSG_Bump_IG_001_WatchIt=Watch it.
PU_VENDOR01_M_BSG_Bump_IG_002_Hey=Hey.
PU_VENDOR01_M_BSG_Bump_IG_003_LookOut=Look out.
PU_VENDOR01_M_BSG_Bump_Neg_IG_001_Typical=Typical?.
PU_VENDOR01_M_BSG_Bump_Neg_IG_002_WatchItAsshole=Watch it. (under breath) asshole.
PU_VENDOR01_M_BSG_Bump_Neg_IG_003_WalkMuch=Walk much?
PU_VENDOR01_M_BSG_Bump_Pos_IG_001_YouGood=You good?
PU_VENDOR01_M_BSG_Bump_Pos_IG_002_YouShouldBe=You should be more careful.
PU_VENDOR01_M_BSG_Bump_Pos_IG_003_ExcuseMe=Excuse me.
PU_VENDOR01_M_BSG_Greet_IG_001_Hi=Hi.
PU_VENDOR01_M_BSG_Greet_IG_002_Hello=Hello.
PU_VENDOR01_M_BSG_Greet_IG_003_Hey=Hey.
PU_VENDOR01_M_BSG_Greet_Neg_IG_001_YouWantSomething=You want something?
PU_VENDOR01_M_BSG_Greet_Neg_IG_002_Yeah=Yeah?
PU_VENDOR01_M_BSG_Greet_Neg_IG_003_YeahOkay=Yeah, okay.
PU_VENDOR01_M_BSG_Greet_Pos_IG_001_OhHey=Oh, hey.
PU_VENDOR01_M_BSG_Greet_Pos_IG_002_WhatsGoingOn=What's going on?
PU_VENDOR01_M_BSG_Greet_Pos_IG_003_HowYouBeen=How you been?
PU_VENDOR01_M_BSG_Notice_Player_StrangeBehavior_IG_001_WhatTheHell=What the hell?
PU_VENDOR01_M_BSG_Notice_Player_StrangeBehavior_IG_002_YouOkay=You okay?
PU_VENDOR01_M_BSG_Notice_Player_StrangeBehavior_IG_003_WhatsWrongWith=What's wrong with you?
PU_VENDOR01_M_BSG_React_Frustrated_IG_EX_001=<exasperated sigh / frustration>
PU_VENDOR01_M_BSG_React_Frustrated_IG_EX_002=<exasperated sigh / frustration>
PU_VENDOR01_M_BSG_React_Frustrated_IG_EX_003=<exasperated sigh / frustration>
PU_VENDOR01_M_BSG_React_Surprised_IG_EX_001=<surprised reaction, ex "ah!" or gasp>
PU_VENDOR01_M_BSG_React_Surprised_IG_EX_002=<surprised reaction, ex "ah!" or gasp>
PU_VENDOR01_M_BSG_React_Surprised_IG_EX_003=<surprised reaction, ex "ah!" or gasp>
PU_VENDOR01_M_BSG_Request_GetPast_IG_001_ExcuseMe=Excuse me.
PU_VENDOR01_M_BSG_Request_GetPast_IG_002_ComingThrough=Coming through.
PU_VENDOR01_M_BSG_Request_GetPast_IG_003_WatchOut=Watch out.
PU_VENDOR01_M_BSG_Request_GetPast_Neg_IG_001_GetOutOf=Get out of the way.
PU_VENDOR01_M_BSG_Request_GetPast_Neg_IG_002_MoveIt=Move it.
PU_VENDOR01_M_BSG_Request_GetPast_Neg_IG_003_YoureInMy=You're in my way.
PU_VENDOR01_M_BSG_Request_GetPast_Pos_IG_001_CanIGet=Can I get past you?
PU_VENDOR01_M_BSG_Request_GetPast_Pos_IG_002_SorryJustMoving=Sorry, just moving through.
PU_VENDOR01_M_BSG_Request_GetPast_Pos_IG_003_HeySorryCan=Hey, sorry, can I get by?
PU_VENDOR01_M_BSG_Respond_Affirm_IG_001_Yeah=Yeah.
PU_VENDOR01_M_BSG_Respond_Affirm_IG_002_Yes=Yes.
PU_VENDOR01_M_BSG_Respond_Negative_IG_001_No=No.
PU_VENDOR01_M_BSG_Respond_Negative_IG_002_Nope=Nope.
PU_VENDOR01_M_BSG_Thanks_IG_001_ThankYou=Thank you.
PU_VENDOR01_M_BSG_Thanks_IG_002_Thanks=Thanks.
PU_VENDOR01_M_BSG_Thanks_Pos_IG_001_AwesomeThanks=Awesome. Thanks.
PU_VENDOR01_M_BSG_Thanks_Pos_IG_002_ThanksSoMuch=Thanks so much.
PU_VENDOR01_M_CNC_Beg_ForLife_IG_001_JustLetMe=<hands together, praying> Just let me go? okay?
PU_VENDOR01_M_CNC_Beg_ForLife_IG_002_PleaseDontHurt=<hands together, praying> Please, don't hurt me.
PU_VENDOR01_M_CNC_Beg_ForLife_IG_003_IGotA=<hands together, praying> I got a family? Please.
PU_VENDOR01_M_CNC_Beg_ForLife_Kneel_IG_001_LookIntoYour=<kneeling, continue to beg - a bit more to themselves> Look into your heart?
PU_VENDOR01_M_CNC_Beg_ForLife_Kneel_IG_002_YouDontHave=<kneeling, continue to beg - a bit more to themselves> You don't have to do this.
PU_VENDOR01_M_CNC_Beg_ForLife_Kneel_IG_003_ImBeggingYou=<kneeling, continue to beg - a bit more to themselves> I'm begging you. Don't.
PU_VENDOR01_M_CNC_CallHelp_IG_001_INeedHelp=I need help!
PU_VENDOR01_M_CNC_CallHelp_IG_002_SomebodyPleaseHelp=Somebody please help me!
PU_VENDOR01_M_CNC_CallHelp_IG_003_OhGodHelp=Oh god, help!
PU_VENDOR01_M_CNC_DeathThroe_High_IG_EX_001=<deaththroe - large reaction, ex: short scream / grenade explosion>
PU_VENDOR01_M_CNC_DeathThroe_High_IG_EX_002=<deaththroe - large reaction, ex: short scream / grenade explosion>
PU_VENDOR01_M_CNC_DeathThroe_High_IG_EX_003=<deaththroe - large reaction, ex: short scream / grenade explosion>
PU_VENDOR01_M_CNC_DeathThroe_IG_EX_001=<deaththroe - medium reaction, ex: gunshot>
PU_VENDOR01_M_CNC_DeathThroe_IG_EX_002=<deaththroe - medium reaction, ex: gunshot>
PU_VENDOR01_M_CNC_DeathThroe_IG_EX_003=<deaththroe - medium reaction, ex: gunshot>
PU_VENDOR01_M_CNC_DeathThroe_Low_IG_EX_001=<deaththroe - small reaction, ex: headshot>
PU_VENDOR01_M_CNC_DeathThroe_Low_IG_EX_002=<deaththroe - small reaction, ex: headshot>
PU_VENDOR01_M_CNC_DeathThroe_Low_IG_EX_003=<deaththroe - small reaction, ex: headshot>
PU_VENDOR01_M_CNC_GetHit_High_IG_EX_001=<get hit - large damage, ex: gun shot>
PU_VENDOR01_M_CNC_GetHit_High_IG_EX_002=<get hit - large damage, ex: gun shot>
PU_VENDOR01_M_CNC_GetHit_High_IG_EX_003=<get hit - large damage, ex: gun shot>
PU_VENDOR01_M_CNC_GetHit_IG_EX_001=<get hit - medium damage, ex: big punch>
PU_VENDOR01_M_CNC_GetHit_IG_EX_002=<get hit - medium damage, ex: big punch>
PU_VENDOR01_M_CNC_GetHit_IG_EX_003=<get hit - medium damage, ex: big punch>
PU_VENDOR01_M_CNC_GetHit_Low_IG_EX_001=<get hit - little damage, ex: punch>
PU_VENDOR01_M_CNC_GetHit_Low_IG_EX_002=<get hit - little damage, ex: punch>
PU_VENDOR01_M_CNC_GetHit_Low_IG_EX_003=<get hit - little damage, ex: punch>
PU_VENDOR01_M_CNC_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_001_Shit=<hands out front> Shit!
PU_VENDOR01_M_CNC_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_002_WhoaWhoaWhoa=<hands out front> Whoa, whoa, whoa.
PU_VENDOR01_M_CNC_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_003_HeyDont=<hands out front> Hey! Don't!
PU_VENDOR01_M_CNC_React_Cower_IG_EX_001=<reaction to gun shot, slight scream, panic breathing>
PU_VENDOR01_M_CNC_React_Cower_IG_EX_002=<reaction to gun shot, slight scream, panic breathing>
PU_VENDOR01_M_CNC_React_Cower_IG_EX_003=<reaction to gun shot, slight scream, panic breathing>
PU_VENDOR01_M_CNC_Runaway_ForLife_FromHostile_IG_001_Help=<running away, panic breathing with a bit of relief for surviving> Help!
PU_VENDOR01_M_CNC_Runaway_ForLife_FromHostile_IG_002_OhGod=<running away, panic breathing with a bit of relief for surviving> Oh god!
PU_VENDOR01_M_CNC_Runaway_ForLife_FromHostile_IG_003_Aaaaah=<running away, panic breathing with a bit of relief for surviving> Aaaaah!
PU_VENDOR01_M_CNC_Surrender_IG_001_PleaseIGive=<hands in the air> Please, I give up.
PU_VENDOR01_M_CNC_Surrender_IG_002_JustLetMe=<hands in the air> Just let me go.
PU_VENDOR01_M_CNC_Surrender_IG_003_ImNotDoing=<hands in the air> I'm not doing anything.
PU_VENDOR01_M_PVE_AudioFidget_CleaningComplaints_IG_001_HowDoThese=How do these things get so dirty?
PU_VENDOR01_M_PVE_AudioFidget_CleaningComplaints_IG_002_ThisIsSo=This is so disgusting.
PU_VENDOR01_M_PVE_AudioFidget_CleaningComplaints_IG_003_ThisJustWont=This just won't come off.
PU_VENDOR01_M_PVE_Busy_OneMoment_IG_001_OneMoment=One moment.
PU_VENDOR01_M_PVE_Busy_OneMoment_IG_002_JustASec=Just a sec.
PU_VENDOR01_M_PVE_Busy_OneMoment_Neg_IG_001_YeahISee=Yeah, I see you. Gimme a minute.
PU_VENDOR01_M_PVE_Busy_OneMoment_Neg_IG_002_IllGetTo=I'll get to you when I get to you.
PU_VENDOR01_M_PVE_Busy_OneMoment_Pos_IG_001_IllBeWith=I'll be with you in one sec.
PU_VENDOR01_M_PVE_Busy_OneMoment_Pos_IG_002_JustLetMe=Just let me wrap this up real quick.
PU_VENDOR01_M_PVE_CallSecurity_High_IG_001_OhShitSecurity=Oh shit! Security!
PU_VENDOR01_M_PVE_CallSecurity_High_IG_002_Security=Security!
PU_VENDOR01_M_PVE_CallSecurity_High_IG_003_HelpSecurity=Help! Security!
PU_VENDOR01_M_PVE_CallSecurity_IG_001_SecurityOverHere=Security. Over here.
PU_VENDOR01_M_PVE_CallSecurity_IG_002_CouldIGet=Could I get some security?
PU_VENDOR01_M_PVE_CallSecurity_IG_003_INeedSecurity=I need security.
PU_VENDOR01_M_PVE_CallSecurity_Theft_IG_001_Thief=Thief!
PU_VENDOR01_M_PVE_CallSecurity_Theft_IG_002_StopThief=Stop! Thief!
PU_VENDOR01_M_PVE_CallSecurity_Theft_IG_003_HelpThief=Help! Thief!
PU_VENDOR01_M_PVE_Chat_Ask_AboutDay_IG_001_YouGood=You good?
PU_VENDOR01_M_PVE_Chat_Ask_AboutDay_IG_002_HowsYourDay=How's your day going?
PU_VENDOR01_M_PVE_Chat_Ask_AboutDay_IG_003_HowsEverythingWith=How's everything with you?
PU_VENDOR01_M_PVE_Chat_Response_AboutDay_IG_001_BeenBetterTo=Been better, to be honest. Just been feeling like I'm in a rut.
PU_VENDOR01_M_PVE_Chat_Response_AboutDay_IG_002_ISwearToday=I swear, today has been an absolute slog. Every time I check my mobi, it's like no time has passed.
PU_VENDOR01_M_PVE_Chat_Response_AboutDay_IG_003_ImDoingAlright=I'm doing alright. Had a caffeine crash about an hour ago, so I might need to re-up my system.
PU_VENDOR01_M_PVE_Chat_Response_AboutDay_IG_004_AnotherDayIn=Another day in the grind. You know what I mean?
PU_VENDOR01_M_PVE_Chat_Response_AboutDay_IG_005_HonestlyImBurnt=Honestly? I'm burnt. I need a change of scenery or something because I'm going out of my mind.
PU_VENDOR01_M_PVE_Chat_Response_AboutDay_IG_006_IDontKnow=I don't know. I guess things are fine. I mean, I'm not living in some border system, dodging Vanduul raids, so I guess it could be worse.
PU_VENDOR01_M_PVE_Chat_Response_AboutDay_IG_007_JustTiredHavent=Just tired. Haven't been sleeping. It really messes with your head after a while.
PU_VENDOR01_M_PVE_Comment_Player_InspectingItem_IG_001_PrettyGreatRight=Pretty great, right?
PU_VENDOR01_M_PVE_Comment_Player_InspectingItem_IG_002_LikeWhatYou=Like what you see?
PU_VENDOR01_M_PVE_Comment_Player_InspectingItem_IG_003_YouGonnaBuy=You gonna buy that or look at it all day?
PU_VENDOR01_M_PVE_Farewell_EndShift_IG_001_ImActuallyDone=I'm actually done for the day.
PU_VENDOR01_M_PVE_Farewell_EndShift_IG_002_ImClockingOut=I'm clocking out. The next person can help you.
PU_VENDOR01_M_PVE_Farewell_EndShift_IG_003_SorryMyShifts=Sorry, my shift's over.
PU_VENDOR01_M_PVE_Farewell_IG_001_Thanks=Thanks.
PU_VENDOR01_M_PVE_Farewell_IG_002_Bye=Bye.
PU_VENDOR01_M_PVE_Farewell_IG_003_GoodBye=Good bye.
PU_VENDOR01_M_PVE_Farewell_Neg_IG_001_YouGottaGo=You gotta go.
PU_VENDOR01_M_PVE_Farewell_Neg_IG_002_YouStillHere=You still here?
PU_VENDOR01_M_PVE_Farewell_Neg_IG_003_Bye=Bye.
PU_VENDOR01_M_PVE_Farewell_Pos_IG_001_HaveAGood=Have a good one.
PU_VENDOR01_M_PVE_Farewell_Pos_IG_002_TakeCare=Take care.
PU_VENDOR01_M_PVE_Farewell_Pos_IG_003_HaveAGreat=Have a great day.
PU_VENDOR01_M_PVE_Notice_Player_Lingering_IG_001_YouSureYou=You sure you don't want anything?
PU_VENDOR01_M_PVE_Notice_Player_Lingering_IG_002_YouGonnaBuy=You gonna buy anything?
PU_VENDOR01_M_PVE_Notice_Player_Lingering_IG_003_YouSureI=You sure I can't help you?
PU_VENDOR01_M_PVE_Offer_AnthingElse_IG_001_IsThatIt=Is that it?
PU_VENDOR01_M_PVE_Offer_AnthingElse_IG_002_CanIGet=Can I get you anything else?
PU_VENDOR01_M_PVE_Offer_AnthingElse_IG_003_AnythingElse=Anything else?
PU_VENDOR01_M_PVE_Offer_AnthingElse_IG_004_WillThatDo=Will that do it?
PU_VENDOR01_M_PVE_Offer_ClearItem_IG_001_YouDoneWith=You done with that?
PU_VENDOR01_M_PVE_Offer_ClearItem_IG_002_YouFinishedHere=You finished here?
PU_VENDOR01_M_PVE_Offer_ClearItem_IG_003_AllDone=All done?
PU_VENDOR01_M_PVE_Offer_Confirmed_IG_001_YouGotIt=You got it.
PU_VENDOR01_M_PVE_Offer_Confirmed_IG_002_DoneAndDone=Done and done.
PU_VENDOR01_M_PVE_Offer_Confirmed_IG_003_OkayLetsGet=Okay, let's get that going for you.
PU_VENDOR01_M_PVE_Offer_Confirmed_IG_004_GoodChoice=Good choice.
PU_VENDOR01_M_PVE_Offer_Denied_IG_001_NoProblem=No problem.
PU_VENDOR01_M_PVE_Offer_Denied_IG_002_Okay=Okay.
PU_VENDOR01_M_PVE_Offer_Denied_IG_003_LetMeKnow=Let me know if you change your mind.
PU_VENDOR01_M_PVE_Offer_Denied_IG_004_NoSweat=No sweat.
PU_VENDOR01_M_PVE_Offer_Denied_Neg_IG_001_Fine=Fine.
PU_VENDOR01_M_PVE_Offer_Denied_Neg_IG_002_Whatever=Whatever.
PU_VENDOR01_M_PVE_Offer_Denied_Neg_IG_003_WastingMyTime=(under breath) Wasting my time?
PU_VENDOR01_M_PVE_Offer_IG_001_CanIGet=Can I get you something?
PU_VENDOR01_M_PVE_Offer_IG_002_WhatCanI=What can I get you?
PU_VENDOR01_M_PVE_Offer_IG_003_WhatllItBe=What'll it be?
PU_VENDOR01_M_PVE_Offer_IG_004_CanIHelp=Can I help you?
PU_VENDOR01_M_PVE_Request_AlreadyServed_IG_001_ThisACheat=This a cheat day? How about you finish what you got then come back for more.
PU_VENDOR01_M_PVE_Request_AlreadyServed_IG_002_MaybeKnockOut=Maybe knock out round one before coming back for round two?
PU_VENDOR01_M_PVE_Request_AlreadyServed_IG_003_ButYouveAlready=But? you've already got your order?
PU_VENDOR01_M_PVE_Warn_Theft_IG_001_LookDontEven=Look, don't even think about stealing that.
PU_VENDOR01_M_PVE_Warn_Theft_IG_002_IHopeYoure=I hope you're going to pay for that.
PU_VENDOR01_M_PVE_Warn_Theft_IG_003_PleaseDontSteal=Please don't steal from me.
PU_VENDOR01_M_PVE_Warn_Theft_LastOccur_IG_001_ImSeriousPut=I'm serious, put that back or buy it.
PU_VENDOR01_M_PVE_Warn_Theft_LastOccur_IG_002_LookYoureGonna=Look, you're gonna need to pay for that.
PU_VENDOR01_M_PVE_Warn_Theft_LastOccur_IG_003_LastChancePay=Last chance. Pay for it or put it back.
PU_VENDOR01_M_PVE_Warn_Theft_LastOccur_Neg_IG_001_LastChanceOr=Last chance or I'm calling security.
PU_VENDOR01_M_PVE_Warn_Theft_LastOccur_Neg_IG_002_SeriouslyIWill=Seriously. I will mess you up if you steal from me.
PU_VENDOR01_M_PVE_Warn_Theft_LastOccur_Neg_IG_003_ImNotPlaying=I'm not playing. Pay for that.
PU_VENDOR01_M_PVE_Warn_Theft_Neg_IG_001_HeyPayFor=Hey, pay for it or put it back.
PU_VENDOR01_M_PVE_Warn_Theft_Neg_IG_002_DontStealShit=Don't steal shit, okay?
PU_VENDOR01_M_PVE_Warn_Theft_Neg_IG_003_DontBeAn=Don't be an asshole. Pay for that.
PU_VENDOR01_M_PVE_Warn_Theft_Pos_IG_001_IdPutThat=I'd put that back.
PU_VENDOR01_M_PVE_Warn_Theft_Pos_IG_002_DontEvenThink=Don't even think about taking that.
PU_VENDOR01_M_PVE_Warn_Theft_Pos_IG_003_ComeOnDont=Come on. Don't take that.
PU_VENDOR01_M_PVE_Warn_Trespassing_IG_001_ThisAreasOff=This area's off limits.
PU_VENDOR01_M_PVE_Warn_Trespassing_IG_002_LookYouGotta=Look, you gotta go.
PU_VENDOR01_M_PVE_Warn_Trespassing_IG_003_YouCantBe=You can't be here.
PU_VENDOR01_M_PVE_Warn_Trespassing_LastOccur_IG_001_LookImNot=Look, I'm not going to tell you again.
PU_VENDOR01_M_PVE_Warn_Trespassing_LastOccur_IG_002_LastChanceGet=Last chance. Get out of here.
PU_VENDOR01_M_PVE_Warn_Trespassing_LastOccur_IG_003_ImSeriousYou=I'm serious. You need to leave.
PU_VENDOR01_M_PVE_Warn_Trespassing_LastOccur_Neg_IG_001_StopBeingAn=Stop being an asshole. You gotta go.
PU_VENDOR01_M_PVE_Warn_Trespassing_LastOccur_Neg_IG_002_ImNotScrewing=I'm not screwing around. Leave. Now.
PU_VENDOR01_M_PVE_Warn_Trespassing_LastOccur_Neg_IG_003_GetTheHell=Get the hell out of here. I mean it.
PU_VENDOR01_M_PVE_Warn_Trespassing_Neg_IG_001_GetOutOf=Get out of here.
PU_VENDOR01_M_PVE_Warn_Trespassing_Neg_IG_002_YouArentSupposed=You aren't supposed to be here.
PU_VENDOR01_M_PVE_Warn_Trespassing_Neg_IG_003_HeyMoveIt=Hey, move it. You can't be here.
PU_VENDOR01_M_PVE_Warn_Trespassing_Pos_IG_001_SorryYouReally=Sorry, you really can't be back here.
PU_VENDOR01_M_PVE_Warn_Trespassing_Pos_IG_002_SeriouslyMyBossll=Seriously. My boss'll kill me if you stay back here.
PU_VENDOR01_M_PVE_Warn_Trespassing_Pos_IG_003_ComeOnYou=Come on, you can't be here.
PU_VENDOR01_M_PVE_Welcome_Banned_IG_001_UhUhNo=Uh uh, no way.
PU_VENDOR01_M_PVE_Welcome_Banned_IG_002_OhHellNo=Oh hell no. Get out of here.
PU_VENDOR01_M_PVE_Welcome_Banned_IG_003_NopeNotServing=Nope. Not serving you.
PU_VENDOR01_M_PVE_Welcome_IG_001_WhatCanI=What can I do for you?
PU_VENDOR01_M_PVE_Welcome_IG_002_Welcome=Welcome.
PU_VENDOR01_M_PVE_Welcome_IG_003_ThanksForComing=Thanks for coming in.
PU_VENDOR01_M_PVE_Welcome_Neg_IG_001_YeahHey=Yeah, hey.
PU_VENDOR01_M_PVE_Welcome_Neg_IG_002_YouNeedSomething=You need something?
PU_VENDOR01_M_PVE_Welcome_Neg_IG_003_WhatYouWant=What you want?
PU_VENDOR01_M_PVE_Welcome_Pos_IG_001_HeyWhatCan=Hey, what can I do for you?
PU_VENDOR01_M_PVE_Welcome_Pos_IG_002_CanIGet=Can I get you something?
PU_VENDOR01_M_PVE_Welcome_Pos_IG_003_HeyGoodTo=Hey, good to see you, what can I get you?
PU_VENDOR01_M_PVE_Welcome_Remember_IG_001_WelcomeBack=Welcome back.
PU_VENDOR01_M_PVE_Welcome_Remember_IG_002_BackAgainHuh=Back again, huh?
PU_VENDOR01_M_PVE_Welcome_Remember_IG_003_ThanksForComing=Thanks for coming back.
PU_VENDOR01_M_PVE_Welcome_Remember_Neg_IG_001_JesusNotYou=Jesus, not you again.
PU_VENDOR01_M_PVE_Welcome_Remember_Neg_IG_002_YouAgain=You again?
PU_VENDOR01_M_PVE_Welcome_Remember_Neg_IG_003_YoureBackGreat=You're back? great?
PU_VENDOR01_M_PVE_Welcome_Remember_Pos_IG_001_HiWelcomeBack=Hi, welcome back. Good to see you.
PU_VENDOR01_M_PVE_Welcome_Remember_Pos_IG_002_IRememberYou=I remember you. Welcome back.
PU_VENDOR01_M_PVE_Welcome_Remember_Pos_IG_003_OneOfThose=One of those days, huh?
PU_VENDOR01_M_VBA_Brawl_CalmDown_High_IG_001_WhoaWhoaWhoa=Whoa, whoa, whoa, ease up.
PU_VENDOR01_M_VBA_Brawl_CalmDown_High_IG_002_HeyCoolIt=Hey! Cool it!
PU_VENDOR01_M_VBA_Brawl_CalmDown_High_IG_003_CalmTheHell=Calm the hell down.
PU_VENDOR01_M_VBA_Brawl_CalmDown_IG_001_EasyOkay=Easy, okay?
PU_VENDOR01_M_VBA_Brawl_CalmDown_IG_002_HeyCalmDown=Hey, calm down.
PU_VENDOR01_M_VBA_Brawl_CalmDown_IG_003_TakeItDown=Take it down a notch.
PU_VENDOR01_M_VBA_Brawl_CalmDown_LastOccur_IG_001_LookJustCool=Look, just cool it, okay?
PU_VENDOR01_M_VBA_Brawl_CalmDown_LastOccur_IG_002_LetsCalmDown=Let's calm down. I won't tell you again.
PU_VENDOR01_M_VBA_Brawl_CalmDown_LastOccur_IG_003_EitherCalmDown=Either calm down or you're out of here.
PU_VENDOR01_M_VBA_Brawl_KickedOut_High_IG_001_GetTheHell=Get the hell out!
PU_VENDOR01_M_VBA_Brawl_KickedOut_High_IG_002_YoureDoneGo=You're done! Go!
PU_VENDOR01_M_VBA_Brawl_KickedOut_High_IG_003_GetOutOf=Get out of here. Now!
PU_VENDOR01_M_VBA_Brawl_KickedOut_IG_001_YouKnowWhat=You know what? You're done.
PU_VENDOR01_M_VBA_Brawl_KickedOut_IG_002_AllRightYou=All right. You gotta go.
PU_VENDOR01_M_VBA_Brawl_KickedOut_IG_003_ImDoneWith=I'm done with you. Get out.
PU_VENDOR01_M_VBA_Brawl_NoFighting_High_IG_001_UhUhNo=Uh uh, no fighting!
PU_VENDOR01_M_VBA_Brawl_NoFighting_High_IG_002_TakeItOutside=Take it outside.
PU_VENDOR01_M_VBA_Brawl_NoFighting_High_IG_003_HeyCutIt=Hey! Cut it out!
PU_VENDOR01_M_VBA_Give_Drink_Beer_IG_001_HeresYourBeer=Here's your beer.
PU_VENDOR01_M_VBA_Give_Drink_Cocktail_IG_001_HeresYourCocktail=Here's your cocktail.
PU_VENDOR01_M_VBA_Give_Drink_CustomerLeaves_IG_001_HeyYouWant=Hey, you want this drink or what?
PU_VENDOR01_M_VBA_Give_Drink_CustomerLeaves_IG_002_ForgettingSomething=Forgetting something?
PU_VENDOR01_M_VBA_Give_Drink_CustomerLeaves_IG_003_UhAreYou=Uh? are you gonna take your drink?
PU_VENDOR01_M_VBA_Give_Drink_CustomerLeaves_To3P_IG_001_YouBelieveThis=You believe this shit?
PU_VENDOR01_M_VBA_Give_Drink_CustomerLeaves_To3P_IG_002_PeopleTheseDays=People these days are unbelieveable.
PU_VENDOR01_M_VBA_Give_Drink_CustomerLeaves_To3P_IG_003_YouSeeThis=You see this?
PU_VENDOR01_M_VBA_Give_Drink_HouseSpecial_IG_001_OneHouseSpecial=One house special.
PU_VENDOR01_M_VBA_Give_Drink_IG_001_HeresYourDrink=Here's your drink.
PU_VENDOR01_M_VBA_Give_Drink_IG_002_OneDrink=One drink.
PU_VENDOR01_M_VBA_Give_Drink_IG_003_ThisDrinksYours=This drink's yours.
PU_VENDOR01_M_VBA_Give_Drink_Whiskey_IG_001_AndAWhiskey=And a whiskey?
PU_VENDOR01_M_VBA_Offer_Drink_AnotherRound_IG_001_Another=Another?
PU_VENDOR01_M_VBA_Offer_Drink_AnotherRound_IG_002_YouWantAnother=You want another round?
PU_VENDOR01_M_VBA_Offer_Drink_AnotherRound_IG_003_HowAboutAnother=How about another?
PU_VENDOR01_M_VBA_Offer_Drink_Beer_IG_001_YouWantA=You want a beer?
PU_VENDOR01_M_VBA_Offer_Drink_Cocktail_IG_001_CanIGet=Can I get you a cocktail?
PU_VENDOR01_M_VBA_Offer_Drink_Confirmed_Beer_IG_001_BeerCopyThat=Beer. Copy that.
PU_VENDOR01_M_VBA_Offer_Drink_Confirmed_Cocktail_IG_001_SureThingThats=Sure thing. That's my specialty.
PU_VENDOR01_M_VBA_Offer_Drink_Confirmed_HouseSpecial_IG_001_OneSpecialYou=One special. You got it.
PU_VENDOR01_M_VBA_Offer_Drink_Confirmed_Whiskey_IG_001_OneWhiskeyComing=One whiskey. Coming up.
PU_VENDOR01_M_VBA_Offer_Drink_HouseSpecial_IG_001_YouWantA=You want a house special?
PU_VENDOR01_M_VBA_Offer_Drink_IG_001_CanIGet=Can I get you a drink?
PU_VENDOR01_M_VBA_Offer_Drink_IG_002_YouNeedA=You need a drink?
PU_VENDOR01_M_VBA_Offer_Drink_IG_003_WhatYouDrinking=What you drinking?
PU_VENDOR01_M_VBA_Offer_Drink_IG_004_WhatCanI=What can I get you?
PU_VENDOR01_M_VBA_Offer_Drink_IG_005_Thirsty=Thirsty?
PU_VENDOR01_M_VBA_Offer_Drink_Reminder_IG_001_HelloYouNeed=Hello? You need a drink?
PU_VENDOR01_M_VBA_Offer_Drink_Reminder_IG_002_HeyDrinkYes=Hey. Drink? Yes? No?
PU_VENDOR01_M_VBA_Offer_Drink_Reminder_IG_003_NotATrick=Not a trick question. Do you want a drink?
PU_VENDOR01_M_VBA_Offer_Drink_Rescind_IG_001_Nevermind=Nevermind.
PU_VENDOR01_M_VBA_Offer_Drink_Rescind_IG_002_FineForgetIt=Fine. Forget it.
PU_VENDOR01_M_VBA_Offer_Drink_Rescind_IG_003_OkayMovingOn=Okay? moving on.
PU_VENDOR01_M_VBA_Offer_Drink_Usual_IG_001_TheUsual=The usual?
PU_VENDOR01_M_VBA_Offer_Drink_Usual_IG_002_YouGoingWith=You going with your standard?
PU_VENDOR01_M_VBA_Offer_Drink_Whiskey_IG_001_HowAboutA=How about a whiskey?
PU_VENDOR01_M_VBA_Request_AlreadyServed_IG_001_DamnMustBe=Damn, must be real thirsty. Polish that one off and I'll get you more.
PU_VENDOR01_M_VBA_Request_AlreadyServed_IG_002_OneOrderAt=One order at a time, all right?
PU_VENDOR01_M_VBA_Request_AlreadyServed_IG_003_YeahYouMight=Yeah, you might want to pace yourself and drink what you've got.
PU_VENDOR01_M_VBA_Welcome_Bones_IG_001_YeahWelcomeTo=Yeah, welcome to Bones'.
PU_VENDOR01_M_VBA_Welcome_CafeMusain_IG_001_ThanksForComing=Thanks for coming to Caf? Musain.
PU_VENDOR01_M_VBA_Welcome_DeadRise_IG_001_YeahHey=Yeah, hey.
PU_VENDOR01_M_VBA_Welcome_Ellroys_IG_001_WelcomeToEllroys=Welcome to Ellroy's. Just what you deserve.
PU_VENDOR01_M_VBA_Welcome_GLoc_IG_001_ThanksForPopping=Thanks for popping into G-Loc.
PU_VENDOR01_M_VBA_Welcome_IG_001_HowsItGoing=How's it going? You need a drink?
PU_VENDOR01_M_VBA_Welcome_IG_002_HiWhatCan=Hi, what can I get you?
PU_VENDOR01_M_VBA_Welcome_IG_003_WhatsUpYou=What's up? You want a drink?
PU_VENDOR01_M_VBA_Welcome_MandV_IG_001_HelloWelcomeTo=Hello, welcome to M&V.
PU_VENDOR01_M_VBA_Welcome_Neutrality_IG_001_YeahWhat=Yeah? what?
PU_VENDOR01_M_VBA_Welcome_TuringsStop_IG_001_WelcomeToTurings=Welcome to Turing's Stop.
PU_VENDOR01_M_VBA_Welcome_Voyager_IG_001_HelloAndWelcome=Hello and welcome to Voyager Bar.
PU_VENDOR01_M_VBA_Welcome_Wallys_IG_001_WelcomeToWallys=Welcome to Wally's Bar.
PU_VENDOR01_M_VCO_Give_Drink_Cappuccino_IG_001_ThisCappucinosYours=This cappucino's yours.
PU_VENDOR01_M_VCO_Give_Drink_ChoclateMilk_IG_001_HeresYourChocolate=Here's your chocolate milk.
PU_VENDOR01_M_VCO_Give_Drink_Coffee_IG_001_HeresYourCoffee=Here's your coffee.
PU_VENDOR01_M_VCO_Give_Drink_CustomerLeaves_IG_001_HeyYouWant=Hey, you want this drink or what?
PU_VENDOR01_M_VCO_Give_Drink_CustomerLeaves_IG_002_YouGonnaTake=You gonna take your drink?
PU_VENDOR01_M_VCO_Give_Drink_CustomerLeaves_IG_003_HeyYourOrder=Hey, your order!
PU_VENDOR01_M_VCO_Give_Drink_CustomerLeaves_To3P_IG_001_WhyArePeople=Why are people just abandoning their drinks?
PU_VENDOR01_M_VCO_Give_Drink_CustomerLeaves_To3P_IG_002_YouSeeingThis=You seeing this?
PU_VENDOR01_M_VCO_Give_Drink_CustomerLeaves_To3P_IG_003_IDontKnow=I don't know what the hell is going on with customers today.
PU_VENDOR01_M_VCO_Give_Drink_Espresso_IG_001_GotYourEspresso=Got your espresso.
PU_VENDOR01_M_VCO_Give_Drink_FiftyFifty_IG_001_ThisIsYour=This is your 50/50.
PU_VENDOR01_M_VCO_Give_Drink_FlatWhiteJazz_IG_001_HeresTheFlat=Here's the Flat White Jazz.
PU_VENDOR01_M_VCO_Give_Drink_FlatWhite_IG_001_FlatWhiteHere=Flat white here.
PU_VENDOR01_M_VCO_Give_Drink_HotCoco_IG_001_HotCoco=Hot coco.
PU_VENDOR01_M_VCO_Give_Drink_IG_001_HereYouGo=Here you go.
PU_VENDOR01_M_VCO_Give_Drink_IG_002_HereThisIs=Here. This is yours.
PU_VENDOR01_M_VCO_Give_Drink_IG_003_OrderUp=Order up.
PU_VENDOR01_M_VCO_Give_Drink_IcedCoffee_IG_001_IcedCoffee=Iced coffee.
PU_VENDOR01_M_VCO_Give_Drink_Latte_IG_001_HeresYourLatte=Here's your latte.
PU_VENDOR01_M_VCO_Give_Drink_LongShot_IG_001_OneLongShot=One long shot.
PU_VENDOR01_M_VCO_Give_Drink_Reminder_IG_001_OrderUp=Order up.
PU_VENDOR01_M_VCO_Give_Drink_Reminder_IG_002_ThisIsYours=This is yours.
PU_VENDOR01_M_VCO_Give_Drink_Reminder_IG_003_HelloThisIs=Hello? This is your drink.
PU_VENDOR01_M_VCO_Give_Drink_SwirlyBlend_IG_001_SwirlyBlendUp=Swirly Blend up.
PU_VENDOR01_M_VCO_Give_Drink_Tea_IG_001_GotYourTea=Got your tea.
PU_VENDOR01_M_VCO_Offer_Drink_AnotherRound_IG_001_YouWantAnother=You want another?
PU_VENDOR01_M_VCO_Offer_Drink_AnotherRound_IG_002_ReadyForAnother=Ready for another one?
PU_VENDOR01_M_VCO_Offer_Drink_AnotherRound_IG_003_OneMore=One more?
PU_VENDOR01_M_VCO_Offer_Drink_Cappuccino_IG_001_YouWantA=You want a cappucino?
PU_VENDOR01_M_VCO_Offer_Drink_ChoclateMilk_IG_001_WantSomeChocolate=Want some chocolate milk?
PU_VENDOR01_M_VCO_Offer_Drink_Coffee_IG_001_CanIGet=Can I get you a coffee?
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_Cappuccino_IG_001_CappucinoGotIt=Cappucino. Got it.
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_ChoclateMilk_IG_001_ChocolateMilkComing=Chocolate Milk coming up.
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_Coffee_IG_001_OneCoffeeComing=One coffee. Coming up.
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_Espresso_IG_001_OneEspresso=One espresso.
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_FiftyFifty_IG_001_OkayOne5050=Okay. One 50/50.
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_FlatWhiteJazz_IG_001_AlrightFlatWhite=Alright. Flat White Jazz.
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_FlatWhite_IG_001_OneFlatWhite=One flat white.
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_HotCoco_IG_001_SureOneHot=Sure. One Hot Coco.
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_IcedCoffee_IG_001_IcedCoffee=Iced coffee.
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_Latte_IG_001_OneLatte=One latte?
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_LongShot_IG_001_OkayIllGet=Okay. I'll get that Long Shot for you.
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_SwirlyBlend_IG_001_SwirlyBlendIt=Swirly Blend it is.
PU_VENDOR01_M_VCO_Offer_Drink_Confirmed_Tea_IG_001_TeaGotIt=Tea. Got it.
PU_VENDOR01_M_VCO_Offer_Drink_Espresso_IG_001_BetYouNeed=Bet you need an espresso.
PU_VENDOR01_M_VCO_Offer_Drink_FiftyFifty_IG_001_HowAboutA=How about a 50/50?
PU_VENDOR01_M_VCO_Offer_Drink_FlatWhiteJazz_IG_001_HowAboutA=How about a Flat White Jazz?
PU_VENDOR01_M_VCO_Offer_Drink_FlatWhite_IG_001_YouWantA=You want a flat white?
PU_VENDOR01_M_VCO_Offer_Drink_HotCoco_IG_001_WantSomeHot=Want some hot chocolate?
PU_VENDOR01_M_VCO_Offer_Drink_IG_001_CanIGet=Can I get you something?
PU_VENDOR01_M_VCO_Offer_Drink_IG_002_NeedSomethingTo=Need something to drink?
PU_VENDOR01_M_VCO_Offer_Drink_IG_003_WantADrink=Want a drink?
PU_VENDOR01_M_VCO_Offer_Drink_IG_004_HowAboutA=How about a drink?
PU_VENDOR01_M_VCO_Offer_Drink_IG_005_YouLookThirsty=You look thirsty. What'll it be?
PU_VENDOR01_M_VCO_Offer_Drink_IcedCoffee_IG_001_HowAboutAn=How about an iced coffee?
PU_VENDOR01_M_VCO_Offer_Drink_Latte_IG_001_YouWantA=You want a latte?
PU_VENDOR01_M_VCO_Offer_Drink_LongShot_IG_001_InterestYouIn=Interest you in a Long Shot?
PU_VENDOR01_M_VCO_Offer_Drink_Reminder_IG_001_HelloYouOrdering=Hello? You ordering?
PU_VENDOR01_M_VCO_Offer_Drink_Reminder_IG_002_TakeYourTime=Take your time.
PU_VENDOR01_M_VCO_Offer_Drink_Reminder_IG_003_SoWhatsIt=So what's it gonna be?
PU_VENDOR01_M_VCO_Offer_Drink_Rescind_IG_001_FineNevermind=Fine, nevermind.
PU_VENDOR01_M_VCO_Offer_Drink_Rescind_IG_002_OkayLetMe=Okay, let me know when you're ready.
PU_VENDOR01_M_VCO_Offer_Drink_Rescind_IG_003_ThenLetMe=Then let me know when you would like something.
PU_VENDOR01_M_VCO_Offer_Drink_SwirlyBlend_IG_001_YouLookLike=You look like you could use a Swirly Blend.
PU_VENDOR01_M_VCO_Offer_Drink_Tea_IG_001_HowAboutSome=How about some tea?
PU_VENDOR01_M_VCO_Offer_Drink_Usual_IG_001_YouWantYour=You want your usual?
PU_VENDOR01_M_VCO_Offer_Drink_Usual_IG_002_Usual=Usual?
PU_VENDOR01_M_VCO_Request_AlreadyServed_IG_001_ButYouveAlready=But? you've already ordered something. Maybe finish that first?
PU_VENDOR01_M_VCO_Request_AlreadyServed_IG_002_MaybeFinishThose=Maybe finish those drinks first and then see if you're up for more.
PU_VENDOR01_M_VCO_Request_AlreadyServed_IG_003_YouShouldReally=You should really watch your caffeine intake. Finish that first, then come back.
PU_VENDOR01_M_VCO_Welcome_Ellroys_IG_001_WelcomeToEllroys=Welcome to Ellroy's. Just what you deserve.
PU_VENDOR01_M_VCO_Welcome_GrabnGo_IG_001_WelcomeToGrab=Welcome to Grab 'n Go.
PU_VENDOR01_M_VCO_Welcome_IG_001_HelloCanI=Hello. Can I get you a coffee or tea?
PU_VENDOR01_M_VCO_Welcome_IG_002_HeyHowAbout=Hey, how about some coffee or something?
PU_VENDOR01_M_VCO_Welcome_IG_003_HowsItGoing=How's it going? You need a coffee?
PU_VENDOR01_M_VFO_Give_Drink_IG_001_HeresYourDrink=Here's your drink.
PU_VENDOR01_M_VFO_Give_Drink_IG_002_GotYourDrink=Got your drink here.
PU_VENDOR01_M_VFO_Give_Drink_IG_003_ThisIsYour=This is your drink.
PU_VENDOR01_M_VFO_Give_Food_Burrito_IG_001_GotYourBurrito=Got your burrito.
PU_VENDOR01_M_VFO_Give_Food_CustomerLeaves_IG_001_HeyYouWant=Hey, you want this or what?
PU_VENDOR01_M_VFO_Give_Food_CustomerLeaves_IG_002_YouForgotYour=You forgot your food.
PU_VENDOR01_M_VFO_Give_Food_CustomerLeaves_IG_003_HeyThisIs=Hey, this is your order.
PU_VENDOR01_M_VFO_Give_Food_CustomerLeaves_To3P_IG_001_UmWhatThe=Um? what the hell?
PU_VENDOR01_M_VFO_Give_Food_CustomerLeaves_To3P_IG_002_IGuessTheyre=I guess they're not hungry?
PU_VENDOR01_M_VFO_Give_Food_CustomerLeaves_To3P_IG_003_KindaWeirdTo=Kinda weird to order and leave?
PU_VENDOR01_M_VFO_Give_Food_HotDog_IG_001_HeresYourDog=Here's your dog.
PU_VENDOR01_M_VFO_Give_Food_IG_001_HeresYourFood=Here's your food.
PU_VENDOR01_M_VFO_Give_Food_IG_002_GotYourFood=Got your food here.
PU_VENDOR01_M_VFO_Give_Food_IG_003_FoodsUp=Food's up.
PU_VENDOR01_M_VFO_Give_Food_Kacho_IG_001_KachoHere=Kacho here.
PU_VENDOR01_M_VFO_Give_Food_Noodles_IG_001_HeresYourNoodles=Here's your noodles.
PU_VENDOR01_M_VFO_Give_Food_Pizza_IG_001_HeresYourPizza=Here's your pizza.
PU_VENDOR01_M_VFO_Give_Food_Reminder_IG_001_OrderUp=Order up.
PU_VENDOR01_M_VFO_Give_Food_Reminder_IG_002_YourFoodsReady=Your food's ready.
PU_VENDOR01_M_VFO_Give_Food_Reminder_IG_003_HeresYourFood=Here's your food.
PU_VENDOR01_M_VFO_Give_Food_Sandwich_IG_001_GotASandwich=Got a sandwich for you.
PU_VENDOR01_M_VFO_Give_Order_IG_001_HereYouGo=Here you go.
PU_VENDOR01_M_VFO_Give_Order_IG_002_HeresYourOrder=Here's your order.
PU_VENDOR01_M_VFO_Give_Order_IG_003_ThisOrdersYours=This order's yours.
PU_VENDOR01_M_VFO_Hawk_Food_Burrito_IG_001_FreshBurritos=Fresh burritos!
PU_VENDOR01_M_VFO_Hawk_Food_HotDog_IG_001_HotDogs=Hot dogs!
PU_VENDOR01_M_VFO_Hawk_Food_Kacho_IG_001_KachoGotYour=Kacho! Got your kacho.
PU_VENDOR01_M_VFO_Hawk_Food_Noodles_IG_001_WhoWantsSome=Who wants some noodles?
PU_VENDOR01_M_VFO_Hawk_Food_Pizza_IG_001_PizzaGetYour=Pizza! Get your pizza!
PU_VENDOR01_M_VFO_Hawk_Food_Sandwich_IG_001_GotSandwichesHere=Got sandwiches here.
PU_VENDOR01_M_VFO_Offer_Food_AddDrink_IG_001_YouWantA=You want a drink with that?
PU_VENDOR01_M_VFO_Offer_Food_AddDrink_IG_002_HowAboutA=How about a drink too?
PU_VENDOR01_M_VFO_Offer_Food_AddDrink_IG_003_YouWantA=You want a drink on top of that?
PU_VENDOR01_M_VFO_Offer_Food_AnotherRound_IG_001_YouWantAnother=You want another?
PU_VENDOR01_M_VFO_Offer_Food_AnotherRound_IG_002_StillHungry=Still hungry?
PU_VENDOR01_M_VFO_Offer_Food_AnotherRound_IG_003_YouWantSomething=You want something else?
PU_VENDOR01_M_VFO_Offer_Food_Burrito_IG_001_YouWantA=You want a burrito?
PU_VENDOR01_M_VFO_Offer_Food_Confirmed_Burrito_IG_001_OneBurrito=One burrito.
PU_VENDOR01_M_VFO_Offer_Food_Confirmed_HotDog_IG_001_OneHotDog=One hot dog coming up.
PU_VENDOR01_M_VFO_Offer_Food_Confirmed_Kacho_IG_001_YouGotIt=You got it. Some kacho on the fly.
PU_VENDOR01_M_VFO_Offer_Food_Confirmed_Noodles_IG_001_SoundsGoodLets=Sounds good. Let's get some noodles.
PU_VENDOR01_M_VFO_Offer_Food_Confirmed_Pizza_IG_001_OneSliceComing=One slice. Coming up.
PU_VENDOR01_M_VFO_Offer_Food_Confirmed_Sandwich_IG_001_OneSandwich=One sandwich.
PU_VENDOR01_M_VFO_Offer_Food_HotDog_IG_001_HowAboutA=How about a hot dog?
PU_VENDOR01_M_VFO_Offer_Food_IG_001_CanIGet=Can I get you something to eat?
PU_VENDOR01_M_VFO_Offer_Food_IG_002_YouHungry=You hungry?
PU_VENDOR01_M_VFO_Offer_Food_IG_003_WhatWouldYou=What would you like to eat?
PU_VENDOR01_M_VFO_Offer_Food_IG_004_LetsGetYou=Let's get you some food, okay?
PU_VENDOR01_M_VFO_Offer_Food_IG_005_WhatAreYou=What are you feeling?
PU_VENDOR01_M_VFO_Offer_Food_Kacho_IG_001_YouWantSome=You want some kacho?
PU_VENDOR01_M_VFO_Offer_Food_Noodles_IG_001_WantSomeNoodles=Want some noodles?
PU_VENDOR01_M_VFO_Offer_Food_Pizza_IG_001_YouWantSome=You want some pizza?
PU_VENDOR01_M_VFO_Offer_Food_Reminder_IG_001_HeyYouWant=Hey. You want something?
PU_VENDOR01_M_VFO_Offer_Food_Reminder_IG_002_Hello=Hello?
PU_VENDOR01_M_VFO_Offer_Food_Reminder_IG_003_DidYouWant=Did you want to order?
PU_VENDOR01_M_VFO_Offer_Food_Rescind_IG_001_OkayLetMe=Okay. Let me know if you change your mind.
PU_VENDOR01_M_VFO_Offer_Food_Rescind_IG_002_FineNevermind=Fine. Nevermind.
PU_VENDOR01_M_VFO_Offer_Food_Rescind_IG_003_OrDontOrder=Or don't order something.
PU_VENDOR01_M_VFO_Offer_Food_Sandwich_IG_001_HowAboutA=How about a sandwich?
PU_VENDOR01_M_VFO_Offer_Food_Usual_IG_001_YouWantYour=You want your usual?
PU_VENDOR01_M_VFO_Offer_Food_Usual_IG_002_LetMeGuess=Let me guess, your usual.
PU_VENDOR01_M_VFO_Request_AlreadyServed_IG_001_YouMustBe=You must be really hungry? How about you hit me back when you finish this?
PU_VENDOR01_M_VFO_Request_AlreadyServed_IG_002_MaybeKnockOut=Maybe knock out round one before coming back for round two?
PU_VENDOR01_M_VFO_Request_AlreadyServed_IG_003_LetsNotOverload=Let's not overload you with food, huh?
PU_VENDOR01_M_VFO_Welcome_BigBenny_IG_001_HiWelcomeTo=Hi. Welcome to Big Benny's.
PU_VENDOR01_M_VFO_Welcome_FishRingers_IG_001_WelcomeToFish=Welcome of Fish Ringers. A hole lot of flavor.
PU_VENDOR01_M_VFO_Welcome_GarciasGreens_IG_001_WelcomeToGarcias=Welcome to Garcia's Greens.
PU_VENDOR01_M_VFO_Welcome_Ginos_IG_001_WelcomeToGinos=Welcome to Gino's Hot Bird. Home of our famous Martian sauce.
PU_VENDOR01_M_VFO_Welcome_GrabnGo_IG_001_ThanksForStopping=Thanks for stopping by Grab 'n Go.
PU_VENDOR01_M_VFO_Welcome_IG_001_HeyHowYou=Hey, how you doing? You hungry?
PU_VENDOR01_M_VFO_Welcome_IG_002_HiCanI=Hi, can I get you something to eat?
PU_VENDOR01_M_VFO_Welcome_IG_003_HeyThereNeed=Hey there, need some food?
PU_VENDOR01_M_VFO_Welcome_Mayzay_IG_001_ThanksForStopping=Thanks for stopping by Mayzay.
PU_VENDOR01_M_VFO_Welcome_Tiptop_IG_001_WelcomeToTiptop=Welcome to TipTop.
PU_VENDOR01_M_VFO_Welcome_TorpedoBurrito_IG_001_WelcomeToTorpedo=Welcome to Torpedo Burrito. An explosive payload of flavor.
PU_VENDOR01_M_VFO_Welcome_Twyns_IG_001_HiWelcomeTo=Hi. Welcome to Twyn's.
PU_VENDOR01_M_VFO_Welcome_Whammers_IG_001_HelloAndWelcome=Hello and welcome to Whammer's.
PU_VENDOR02_F_BSG_Apologize_IG_001_Sorry=Sorry.
PU_VENDOR02_F_BSG_Apologize_IG_002_SorryAboutThat=Sorry about that.
PU_VENDOR02_F_BSG_AudioFidget_Bored_IG_EX_001=<bored noises>
PU_VENDOR02_F_BSG_AudioFidget_Bored_IG_EX_002=<bored noises>
PU_VENDOR02_F_BSG_AudioFidget_Bored_IG_EX_003=<bored noises>
PU_VENDOR02_F_BSG_AudioFidget_Cough_IG_EX_001=<cough>
PU_VENDOR02_F_BSG_AudioFidget_Cough_IG_EX_002=<cough>
PU_VENDOR02_F_BSG_AudioFidget_Cough_IG_EX_003=<cough>
PU_VENDOR02_F_BSG_AudioFidget_HappilyWorking_IG_EX_001=<humming along to yourself>
PU_VENDOR02_F_BSG_AudioFidget_HappilyWorking_IG_EX_002=<humming along to yourself>
PU_VENDOR02_F_BSG_AudioFidget_HappilyWorking_IG_EX_003=<humming along to yourself>
PU_VENDOR02_F_BSG_AudioFidget_SighBored_IG_EX_001=<bored sigh>
PU_VENDOR02_F_BSG_AudioFidget_SighBored_IG_EX_002=<bored sigh>
PU_VENDOR02_F_BSG_AudioFidget_SighBored_IG_EX_003=<bored sigh>
PU_VENDOR02_F_BSG_AudioFidget_Thinking_IG_EX_001=<thinking noises, ex "hmm">
PU_VENDOR02_F_BSG_AudioFidget_Thinking_IG_EX_002=<thinking noises, ex "hmm">
PU_VENDOR02_F_BSG_AudioFidget_Thinking_IG_EX_003=<thinking noises, ex "hmm">
PU_VENDOR02_F_BSG_AudioFidget_ThroatClear_IG_EX_001=<throat clear>
PU_VENDOR02_F_BSG_AudioFidget_ThroatClear_IG_EX_002=<throat clear>
PU_VENDOR02_F_BSG_AudioFidget_ThroatClear_IG_EX_003=<throat clear>
PU_VENDOR02_F_BSG_AudioFidget_YawnLong_IG_EX_001=<long yawn>
PU_VENDOR02_F_BSG_AudioFidget_YawnLong_IG_EX_002=<long yawn>
PU_VENDOR02_F_BSG_AudioFidget_YawnLong_IG_EX_003=<long yawn>
PU_VENDOR02_F_BSG_AudioFidget_YawnShort_IG_EX_001=<yawn>
PU_VENDOR02_F_BSG_AudioFidget_YawnShort_IG_EX_002=<yawn>
PU_VENDOR02_F_BSG_AudioFidget_YawnShort_IG_EX_003=<yawn>
PU_VENDOR02_F_BSG_Bump_IG_001_ExcuseMe=Excuse me.
PU_VENDOR02_F_BSG_Bump_IG_002_Careful=Careful.
PU_VENDOR02_F_BSG_Bump_IG_003_WatchOut=Watch out.
PU_VENDOR02_F_BSG_Bump_Neg_IG_001_HeyWatchWhere=Hey, watch where you're going.
PU_VENDOR02_F_BSG_Bump_Neg_IG_002_LookOut=Hey, look out!
PU_VENDOR02_F_BSG_Bump_Neg_IG_003_WhatTheHell=What the hell?
PU_VENDOR02_F_BSG_Bump_Pos_IG_001_OhLookOut=Oh, look out.
PU_VENDOR02_F_BSG_Bump_Pos_IG_002_Careful=(chuckle) Careful.
PU_VENDOR02_F_BSG_Bump_Pos_IG_003_OopsMyFault=Oops, my fault.
PU_VENDOR02_F_BSG_Greet_IG_001_Hi=Hi.
PU_VENDOR02_F_BSG_Greet_IG_002_Hello=Hello.
PU_VENDOR02_F_BSG_Greet_IG_003_Hey=Hey.
PU_VENDOR02_F_BSG_Greet_Neg_IG_001_UhHuh=Uh huh.
PU_VENDOR02_F_BSG_Greet_Neg_IG_002_YeahHey=Yeah. Hey.
PU_VENDOR02_F_BSG_Greet_Neg_IG_003_What=What.
PU_VENDOR02_F_BSG_Greet_Pos_IG_001_HeyThere=Hey there.
PU_VENDOR02_F_BSG_Greet_Pos_IG_002_Hiya=Hiya.
PU_VENDOR02_F_BSG_Greet_Pos_IG_003_HowAreYou=How are you?
PU_VENDOR02_F_BSG_Notice_Player_StrangeBehavior_IG_001_YouOkay=You okay?
PU_VENDOR02_F_BSG_Notice_Player_StrangeBehavior_IG_002_WhatAreYou=What are you doing?
PU_VENDOR02_F_BSG_Notice_Player_StrangeBehavior_IG_003_DoYouNeed=Do you need help?
PU_VENDOR02_F_BSG_React_Frustrated_IG_EX_001=<exasperated sigh / frustration>
PU_VENDOR02_F_BSG_React_Frustrated_IG_EX_002=<exasperated sigh / frustration>
PU_VENDOR02_F_BSG_React_Frustrated_IG_EX_003=<exasperated sigh / frustration>
PU_VENDOR02_F_BSG_React_Surprised_IG_EX_001=<surprised reaction, ex "ah!" or gasp>
PU_VENDOR02_F_BSG_React_Surprised_IG_EX_002=<surprised reaction, ex "ah!" or gasp>
PU_VENDOR02_F_BSG_React_Surprised_IG_EX_003=<surprised reaction, ex "ah!" or gasp>
PU_VENDOR02_F_BSG_Request_GetPast_IG_001_ComingThrough=Coming through.
PU_VENDOR02_F_BSG_Request_GetPast_IG_002_ExcuseMe=Excuse me.
PU_VENDOR02_F_BSG_Request_GetPast_IG_003_Sorry=Sorry?
PU_VENDOR02_F_BSG_Request_GetPast_Neg_IG_001_WatchOut=Watch out.
PU_VENDOR02_F_BSG_Request_GetPast_Neg_IG_002_OutOfThe=Out of the way.
PU_VENDOR02_F_BSG_Request_GetPast_Neg_IG_003_CanYouMove=Can you move?
PU_VENDOR02_F_BSG_Request_GetPast_Pos_IG_001_PardonMe=Pardon me.
PU_VENDOR02_F_BSG_Request_GetPast_Pos_IG_002_SorryINeed=Sorry, I need to slip past.
PU_VENDOR02_F_BSG_Request_GetPast_Pos_IG_003_JustGonnaMove=Just gonna move past you.
PU_VENDOR02_F_BSG_Respond_Affirm_IG_001_Yes=Yes.
PU_VENDOR02_F_BSG_Respond_Affirm_IG_002_Sure=Sure.
PU_VENDOR02_F_BSG_Respond_Negative_IG_001_No=No.
PU_VENDOR02_F_BSG_Respond_Negative_IG_002_Nope=Nope.
PU_VENDOR02_F_BSG_Thanks_IG_001_ThankYou=Thank you.
PU_VENDOR02_F_BSG_Thanks_IG_002_Thanks=Thanks.
PU_VENDOR02_F_BSG_Thanks_Pos_IG_001_HeyThanks=Hey, thanks.
PU_VENDOR02_F_BSG_Thanks_Pos_IG_002_ThanksSoMuch=Thanks so much.
PU_VENDOR02_F_CNC_Beg_ForLife_IG_001_PleaseDont=<hands together, praying> Please, don't?
PU_VENDOR02_F_CNC_Beg_ForLife_IG_002_ImNotWorth=<hands together, praying> I'm not worth it. Really.
PU_VENDOR02_F_CNC_Beg_ForLife_IG_003_ItDoesntHave=<hands together, praying> It doesn't have to be like this.
PU_VENDOR02_F_CNC_Beg_ForLife_Kneel_IG_001_PleasePleaseIm=<kneeling, continue to beg - a bit more to themselves> Please. Please. I'm begging.
PU_VENDOR02_F_CNC_Beg_ForLife_Kneel_IG_002_MercyPlease=<kneeling, continue to beg - a bit more to themselves> Mercy. Please.
PU_VENDOR02_F_CNC_Beg_ForLife_Kneel_IG_003_YoureMakingA=<kneeling, continue to beg - a bit more to themselves> You're making a mistake.
PU_VENDOR02_F_CNC_CallHelp_IG_001_ShitHelp=Shit! Help!
PU_VENDOR02_F_CNC_CallHelp_IG_002_OhMyGod=Oh my god. Help!
PU_VENDOR02_F_CNC_CallHelp_IG_003_SomebodyHelpMe=Somebody! Help me!
PU_VENDOR02_F_CNC_DeathThroe_High_IG_EX_001=<deaththroe - large reaction, ex: short scream / grenade explosion>
PU_VENDOR02_F_CNC_DeathThroe_High_IG_EX_002=<deaththroe - large reaction, ex: short scream / grenade explosion>
PU_VENDOR02_F_CNC_DeathThroe_High_IG_EX_003=<deaththroe - large reaction, ex: short scream / grenade explosion>
PU_VENDOR02_F_CNC_DeathThroe_IG_EX_001=<deaththroe - medium reaction, ex: gunshot>
PU_VENDOR02_F_CNC_DeathThroe_IG_EX_002=<deaththroe - medium reaction, ex: gunshot>
PU_VENDOR02_F_CNC_DeathThroe_IG_EX_003=<deaththroe - medium reaction, ex: gunshot>
PU_VENDOR02_F_CNC_DeathThroe_Low_IG_EX_001=<deaththroe - small reaction, ex: headshot>
PU_VENDOR02_F_CNC_DeathThroe_Low_IG_EX_002=<deaththroe - small reaction, ex: headshot>
PU_VENDOR02_F_CNC_DeathThroe_Low_IG_EX_003=<deaththroe - small reaction, ex: headshot>
PU_VENDOR02_F_CNC_GetHit_High_IG_EX_001=<get hit - large damage, ex: gun shot>
PU_VENDOR02_F_CNC_GetHit_High_IG_EX_002=<get hit - large damage, ex: gun shot>
PU_VENDOR02_F_CNC_GetHit_High_IG_EX_003=<get hit - large damage, ex: gun shot>
PU_VENDOR02_F_CNC_GetHit_IG_EX_001=<get hit - medium damage, ex: big punch>
PU_VENDOR02_F_CNC_GetHit_IG_EX_002=<get hit - medium damage, ex: big punch>
PU_VENDOR02_F_CNC_GetHit_IG_EX_003=<get hit - medium damage, ex: big punch>
PU_VENDOR02_F_CNC_GetHit_Low_IG_EX_001=<get hit - little damage, ex: punch>
PU_VENDOR02_F_CNC_GetHit_Low_IG_EX_002=<get hit - little damage, ex: punch>
PU_VENDOR02_F_CNC_GetHit_Low_IG_EX_003=<get hit - little damage, ex: punch>
PU_VENDOR02_F_CNC_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_001_OhShit=<hands out front> Oh shit!
PU_VENDOR02_F_CNC_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_002_WhatTheHell=<hands out front> What the hell?!
PU_VENDOR02_F_CNC_Notice_EnemyGunClose_WhileUnarmed_inCombat_IG_003_AreYouCrazy=<hands out front> Are you crazy?!
PU_VENDOR02_F_CNC_React_Cower_IG_EX_001=<reaction to gun shot, slight scream, panic breathing>
PU_VENDOR02_F_CNC_React_Cower_IG_EX_002=<reaction to gun shot, slight scream, panic breathing>
PU_VENDOR02_F_CNC_React_Cower_IG_EX_003=<reaction to gun shot, slight scream, panic breathing>
PU_VENDOR02_F_CNC_Runaway_ForLife_FromHostile_IG_001_RunEverybodyRun=<running away, panic breathing with a bit of relief for surviving> Run! Everyone run!
PU_VENDOR02_F_CNC_Runaway_ForLife_FromHostile_IG_002_NoNoNo=<running away, panic breathing with a bit of relief for surviving> No! No! No!
PU_VENDOR02_F_CNC_Runaway_ForLife_FromHostile_IG_003_GetAwayFrom=<running away, panic breathing with a bit of relief for surviving> Get away from me!
PU_VENDOR02_F_CNC_Surrender_IG_001_IGiveUp=<hands in the air> I give up.
PU_VENDOR02_F_CNC_Surrender_IG_002_DontHurtMe=<hands in the air> Don't hurt me.
PU_VENDOR02_F_CNC_Surrender_IG_003_DontShoot=<hands in the air> Don't shoot.
PU_VENDOR02_F_PVE_AudioFidget_CleaningComplaints_IG_001_OhGodWhat=Oh god? what the hell is that?
PU_VENDOR02_F_PVE_AudioFidget_CleaningComplaints_IG_002_ImSoSick=I'm so sick of the other shifts leaving this place a mess.
PU_VENDOR02_F_PVE_AudioFidget_CleaningComplaints_IG_003_WellYoureBeing=Well, you're being a real pain, aren't you?
PU_VENDOR02_F_PVE_Busy_OneMoment_IG_001_GiveMeA=Give me a minute.
PU_VENDOR02_F_PVE_Busy_OneMoment_IG_002_IllBeWith=I'll be with you in a second.
PU_VENDOR02_F_PVE_Busy_OneMoment_Neg_IG_001_YeahYeahI=Yeah, yeah, I see you.
PU_VENDOR02_F_PVE_Busy_OneMoment_Neg_IG_002_HoldPlease=Hold please.
PU_VENDOR02_F_PVE_Busy_OneMoment_Pos_IG_001_LetMeJust=Let me just wrap this up and I'll be right with you.
PU_VENDOR02_F_PVE_Busy_OneMoment_Pos_IG_002_SorryIWill=Sorry, I will be with you momentarily.
PU_VENDOR02_F_PVE_CallSecurity_High_IG_001_Security=Security!
PU_VENDOR02_F_PVE_CallSecurity_High_IG_002_INeedHelp=I need help! Security!
PU_VENDOR02_F_PVE_CallSecurity_High_IG_003_SecurityHelpMe=Security! Help me!
PU_VENDOR02_F_PVE_CallSecurity_IG_001_CouldIGet=Could I get security, please.
PU_VENDOR02_F_PVE_CallSecurity_IG_002_INeedSome=I need some security!
PU_VENDOR02_F_PVE_CallSecurity_IG_003_AnySecurityAround=Any security around?
PU_VENDOR02_F_PVE_CallSecurity_Theft_IG_001_Thief=Thief!
PU_VENDOR02_F_PVE_CallSecurity_Theft_IG_002_DropIt=Drop it!
PU_VENDOR02_F_PVE_CallSecurity_Theft_IG_003_HeyThief=Hey! Thief!
PU_VENDOR02_F_PVE_Chat_Ask_AboutDay_IG_001_HowAreYou=How are you?
PU_VENDOR02_F_PVE_Chat_Ask_AboutDay_IG_002_EverythingGoingOkay=Everything going okay?
PU_VENDOR02_F_PVE_Chat_Ask_AboutDay_IG_003_HowsYourDay=How's your day?
PU_VENDOR02_F_PVE_Chat_Response_AboutDay_IG_001_ITookUp=I took up painting again actually. Got some real paints and everything. Took forever to get. Now I just gotta figure out what I want to paint.
PU_VENDOR02_F_PVE_Chat_Response_AboutDay_IG_002_YeahFineI=Yeah, fine, I guess. Just haven't been able to shake this feeling that I need to get out of here. I'm not great with staying in one place too long.
PU_VENDOR02_F_PVE_Chat_Response_AboutDay_IG_003_YouKnowLiving=You know, living the dream.
PU_VENDOR02_F_PVE_Chat_Response_AboutDay_IG_004_ItsBeenA=It's been a day. We got slammed a little earlier, but it's more manageable now.
PU_VENDOR02_F_PVE_Chat_Response_AboutDay_IG_005_LookingIntoTaking=Looking into taking a trip, but can't decide where to go. It's weird, everything seems exciting but nothing seems that exciting.
PU_VENDOR02_F_PVE_Chat_Response_AboutDay_IG_006_NotTooBad=Not too bad. Got a vacation coming up soon so that's nice. Looking forward to that.
PU_VENDOR02_F_PVE_Chat_Response_AboutDay_IG_007_LastCoupleDays=Last couple days have been a blur. Between work and everything going on at home. It's been a lot. Hopefully I'll get a break soon.
PU_VENDOR02_F_PVE_Comment_Player_InspectingItem_IG_001_LikeIt=Like it?
PU_VENDOR02_F_PVE_Comment_Player_InspectingItem_IG_002_ThatsOneOf=That's one of my favorites.
PU_VENDOR02_F_PVE_Comment_Player_InspectingItem_IG_003_PrettyCoolRight=Pretty cool, right?
PU_VENDOR02_F_PVE_Farewell_EndShift_IG_001_SorryIJust=Sorry, I just clocked out.
PU_VENDOR02_F_PVE_Farewell_EndShift_IG_002_ActuallyMyShift=Actually, my shift just ended.
PU_VENDOR02_F_PVE_Farewell_EndShift_IG_003_IWasJust=I was just heading out. Sorry.
PU_VENDOR02_F_PVE_Farewell_IG_001_Bye=Bye.
PU_VENDOR02_F_PVE_Farewell_IG_002_TakeItEasy=Take it easy.
PU_VENDOR02_F_PVE_Farewell_IG_003_HaveAGood=Have a good one.
PU_VENDOR02_F_PVE_Farewell_Neg_IG_001_YeahSeeYa=Yeah, see ya.
PU_VENDOR02_F_PVE_Farewell_Neg_IG_002_LaterAsshole=Later? asshole.
PU_VENDOR02_F_PVE_Farewell_Neg_IG_003_KeepWalking=Keep walking.
PU_VENDOR02_F_PVE_Farewell_Pos_IG_001_HaveAWonderful=Have a wonderful day.
PU_VENDOR02_F_PVE_Farewell_Pos_IG_002_SoGoodTo=So good to see you.
PU_VENDOR02_F_PVE_Farewell_Pos_IG_003_ThanksAndTake=Thanks and take care.
PU_VENDOR02_F_PVE_Notice_Player_Lingering_IG_001_SureSometimesI=Sure, sometimes I like to take everything in too.
PU_VENDOR02_F_PVE_Notice_Player_Lingering_IG_002_YouSureYou=You sure you don't need anything?
PU_VENDOR02_F_PVE_Notice_Player_Lingering_IG_003_WellImAround=Well, I'm around, so let me know if you want something.
PU_VENDOR02_F_PVE_Offer_AnthingElse_IG_001_ThatIt=That it?
PU_VENDOR02_F_PVE_Offer_AnthingElse_IG_002_WillThatBe=Will that be all?
PU_VENDOR02_F_PVE_Offer_AnthingElse_IG_003_IsThereAnything=Is there anything else you'd like?
PU_VENDOR02_F_PVE_Offer_AnthingElse_IG_004_AnythingElse=Anything else?
PU_VENDOR02_F_PVE_Offer_ClearItem_IG_001_AreYouFinished=Are you finished?
PU_VENDOR02_F_PVE_Offer_ClearItem_IG_002_YouDoneWith=You done with this?
PU_VENDOR02_F_PVE_Offer_ClearItem_IG_003_AllGood=All good?
PU_VENDOR02_F_PVE_Offer_Confirmed_IG_001_SureThing=Sure thing.
PU_VENDOR02_F_PVE_Offer_Confirmed_IG_002_ComingRightUp=Coming right up.
PU_VENDOR02_F_PVE_Offer_Confirmed_IG_003_LetMeGet=Let me get that for you.
PU_VENDOR02_F_PVE_Offer_Confirmed_IG_004_SoundsGoodItll=Sounds good. It'll be ready in a moment.
PU_VENDOR02_F_PVE_Offer_Denied_IG_001_Okay=Okay.
PU_VENDOR02_F_PVE_Offer_Denied_IG_002_YourCall=Your call.
PU_VENDOR02_F_PVE_Offer_Denied_IG_003_SureThing=Sure thing.
PU_VENDOR02_F_PVE_Offer_Denied_IG_004_Fine=Fine.
PU_VENDOR02_F_PVE_Offer_Denied_Neg_IG_001_Okay=<sigh> okay?.
PU_VENDOR02_F_PVE_Offer_Denied_Neg_IG_002_SureFine=Sure. Fine.
PU_VENDOR02_F_PVE_Offer_Denied_Neg_IG_003_DontKnowWhy=Don't know why you're in here then?
PU_VENDOR02_F_PVE_Offer_IG_001_WhatCanI=What can I get you?
PU_VENDOR02_F_PVE_Offer_IG_002_WhatWouldYou=What would you like?
PU_VENDOR02_F_PVE_Offer_IG_003_WhatCanI=What can I do for you?
PU_VENDOR02_F_PVE_Offer_IG_004_HowCanI=How can I help you?
PU_VENDOR02_F_PVE_Request_AlreadyServed_IG_001_ImConfusedYouve=I'm confused. You've already got your order. How about you come back when you've finished that.
PU_VENDOR02_F_PVE_Request_AlreadyServed_IG_002_WereDoingA=We're doing a one order per customer thing right now. Come back when you polish that off.
PU_VENDOR02_F_PVE_Request_AlreadyServed_IG_003_YouveAlreadyGot=You've already got your order. Finish that off then come on back.
PU_VENDOR02_F_PVE_Warn_Theft_IG_001_PleasePayFor=Please pay for that.
PU_VENDOR02_F_PVE_Warn_Theft_IG_002_ThisIsA=This is a business, not a charity.
PU_VENDOR02_F_PVE_Warn_Theft_IG_003_ImWatchingYou=I'm watching you.
PU_VENDOR02_F_PVE_Warn_Theft_LastOccur_IG_001_ImCallingSecurity=I'm calling security if you don't pay for that.
PU_VENDOR02_F_PVE_Warn_Theft_LastOccur_IG_002_ImNotMessing=I'm not messing with you. Pay for that or put it back.
PU_VENDOR02_F_PVE_Warn_Theft_LastOccur_IG_003_DontEscalateThis=Don't escalate this situation. Either buy it or put it back.
PU_VENDOR02_F_PVE_Warn_Theft_LastOccur_Neg_IG_001_LastChanceSeriously=Last chance. Seriously. Put it back or pay for it.
PU_VENDOR02_F_PVE_Warn_Theft_LastOccur_Neg_IG_002_YouBetterNot=You better not take that. Today is not the day.
PU_VENDOR02_F_PVE_Warn_Theft_LastOccur_Neg_IG_003_BuyItOr=Buy it or leave. I won't say it again.
PU_VENDOR02_F_PVE_Warn_Theft_Neg_IG_001_AreWeReally=Are we really gonna do this?
PU_VENDOR02_F_PVE_Warn_Theft_Neg_IG_002_DontDoWhat=Don't do what I think you're going to do.
PU_VENDOR02_F_PVE_Warn_Theft_Neg_IG_003_YouBetterBuy=You better buy that. I'm not playing.
PU_VENDOR02_F_PVE_Warn_Theft_Pos_IG_001_HeySorryDid=Hey sorry, did you want to buy that?
PU_VENDOR02_F_PVE_Warn_Theft_Pos_IG_002_UmIHope=Um. I hope you're going to pay for that.
PU_VENDOR02_F_PVE_Warn_Theft_Pos_IG_003_PleaseDontDo=Please don't do anything you'll regret.
PU_VENDOR02_F_PVE_Warn_Trespassing_IG_001_ThisAreasFor=This area's for authorized personnel only.
PU_VENDOR02_F_PVE_Warn_Trespassing_IG_002_YouCantBe=You can't be here.
PU_VENDOR02_F_PVE_Warn_Trespassing_IG_003_PleaseLeaveThis=Please leave this area.
PU_VENDOR02_F_PVE_Warn_Trespassing_LastOccur_IG_001_IWontSay=I won't say it again. Leave.
PU_VENDOR02_F_PVE_Warn_Trespassing_LastOccur_IG_002_ThisIsYour=This is your last chance. Leave.
PU_VENDOR02_F_PVE_Warn_Trespassing_LastOccur_IG_003_ISaidThis=I said this area's off-limits. Get out of here.
PU_VENDOR02_F_PVE_Warn_Trespassing_LastOccur_Neg_IG_001_LookYoureReally=Look, you're really pissing me off. Get out of here.
PU_VENDOR02_F_PVE_Warn_Trespassing_LastOccur_Neg_IG_002_ImTiredOf=I'm tired of saying it. You can't be here.
PU_VENDOR02_F_PVE_Warn_Trespassing_LastOccur_Neg_IG_003_ComeOnGet=Come on. Get the hell out of here.
PU_VENDOR02_F_PVE_Warn_Trespassing_Neg_IG_001_HeyGetThe=Hey, get the hell out of here.
PU_VENDOR02_F_PVE_Warn_Trespassing_Neg_IG_002_WhatTheHell=What the hell? You can't be here.
PU_VENDOR02_F_PVE_Warn_Trespassing_Neg_IG_003_UhUhNo=Uh uh. No way. You gotta go. Now.
PU_VENDOR02_F_PVE_Warn_Trespassing_Pos_IG_001_ExcuseMeBut=Excuse me, but you aren't allowed here.
PU_VENDOR02_F_PVE_Warn_Trespassing_Pos_IG_002_ImReallySorry=I'm really sorry, but I'm going to have to ask you to leave.
PU_VENDOR02_F_PVE_Warn_Trespassing_Pos_IG_003_YouReallyShouldnt=You really shouldn't be back here.
PU_VENDOR02_F_PVE_Welcome_Banned_IG_001_YouveBeenBanned=You've been banned.
PU_VENDOR02_F_PVE_Welcome_Banned_IG_002_YouCantBe=You can't be in here.
PU_VENDOR02_F_PVE_Welcome_Banned_IG_003_WeWereVery=We were very clear. You're not welcome here.
PU_VENDOR02_F_PVE_Welcome_IG_001_HelloThanksFor=Hello. Thanks for coming in.
PU_VENDOR02_F_PVE_Welcome_IG_002_WhatllItBe=What'll it be?
PU_VENDOR02_F_PVE_Welcome_IG_003_Welcome=Welcome.
PU_VENDOR02_F_PVE_Welcome_Neg_IG_001_WhatDoYou=What do you want?
PU_VENDOR02_F_PVE_Welcome_Neg_IG_002_YouWantSomething=You want something?
PU_VENDOR02_F_PVE_Welcome_Neg_IG_003_YeahWhat=Yeah? What.
PU_VENDOR02_F_PVE_Welcome_Pos_IG_001_HiThereCan=Hi there. Can I help you?
PU_VENDOR02_F_PVE_Welcome_Pos_IG_002_HiThanksFor=Hi, thanks for coming in.
PU_VENDOR02_F_PVE_Welcome_Pos_IG_003_HiWhatCan=Hi, what can I get you today?
PU_VENDOR02_F_PVE_Welcome_Remember_IG_001_WelcomeBackThanks=Welcome back. Thanks for coming in.
PU_VENDOR02_F_PVE_Welcome_Remember_IG_002_HiThereBack=Hi there. Back again, I see.
PU_VENDOR02_F_PVE_Welcome_Remember_IG_003_GoodToSee=Good to see you again.
PU_VENDOR02_F_PVE_Welcome_Remember_Neg_IG_001_OhYou=Oh? you?
PU_VENDOR02_F_PVE_Welcome_Remember_Neg_IG_002_NotAgain=Not again?
PU_VENDOR02_F_PVE_Welcome_Remember_Neg_IG_003_ShitCouldThis=Shit? could this day get any worse.
PU_VENDOR02_F_PVE_Welcome_Remember_Pos_IG_001_WelcomeBackThanks=Welcome back. Thanks for coming in.
PU_VENDOR02_F_PVE_Welcome_Remember_Pos_IG_002_OhHeyGood=Oh hey, good to see you again.
PU_VENDOR02_F_PVE_Welcome_Remember_Pos_IG_003_YoureBecomingQuite=You're becoming quite the regular.
PU_VENDOR02_F_VBA_Brawl_CalmDown_High_IG_001_HeyDontDo=Hey, don't do anything stupid.
PU_VENDOR02_F_VBA_Brawl_CalmDown_High_IG_002_StopImSerious=Stop! I'm serious.
PU_VENDOR02_F_VBA_Brawl_CalmDown_High_IG_003_HeyCutIt=Hey! Cut it out!
PU_VENDOR02_F_VBA_Brawl_CalmDown_IG_001_LetsPumpThe=Let's pump the brakes.
PU_VENDOR02_F_VBA_Brawl_CalmDown_IG_002_EaseUpOkay=Ease up, okay?
PU_VENDOR02_F_VBA_Brawl_CalmDown_IG_003_TakeADeep=Take a deep breath. Calm down.
PU_VENDOR02_F_VBA_Brawl_CalmDown_LastOccur_IG_001_LookYouReally=Look, you really need to chill out.
PU_VENDOR02_F_VBA_Brawl_CalmDown_LastOccur_IG_002_StopActingLike=Stop acting like a maniac. Last chance.
PU_VENDOR02_F_VBA_Brawl_CalmDown_LastOccur_IG_003_CalmDownOr=Calm down or things are gonna get much worse.
PU_VENDOR02_F_VBA_Brawl_KickedOut_High_IG_001_YoureCutOff=You're cut off!
PU_VENDOR02_F_VBA_Brawl_KickedOut_High_IG_002_GetTheHell=Get the hell out of here.
PU_VENDOR02_F_VBA_Brawl_KickedOut_High_IG_003_OutOfMy=Out of my joint. Now!
PU_VENDOR02_F_VBA_Brawl_KickedOut_IG_001_YoureDoneGet=You're done. Get out of here!
PU_VENDOR02_F_VBA_Brawl_KickedOut_IG_002_ThatsItYoure=That's it. You're cut off.
PU_VENDOR02_F_VBA_Brawl_KickedOut_IG_003_YouKnowWhat=You know what? I'm done with you.
PU_VENDOR02_F_VBA_Brawl_NoFighting_High_IG_001_YouWantTo=You want to fight? Go outside!
PU_VENDOR02_F_VBA_Brawl_NoFighting_High_IG_002_WhatDoYou=What do you think you're doing? Stop fighting!
PU_VENDOR02_F_VBA_Brawl_NoFighting_High_IG_003_CutThatShit=Cut that shit out! No fighting!
PU_VENDOR02_F_VBA_Give_Drink_Beer_IG_001_OneBeer=One beer.
PU_VENDOR02_F_VBA_Give_Drink_Cocktail_IG_001_ThereYouGo=There you go. One cocktail to order.
PU_VENDOR02_F_VBA_Give_Drink_CustomerLeaves_IG_001_ExcuseMeYou=Excuse me! You want this drink?
PU_VENDOR02_F_VBA_Give_Drink_CustomerLeaves_IG_002_WhereAreYou=Where are you going? You got a drink here.
PU_VENDOR02_F_VBA_Give_Drink_CustomerLeaves_IG_003_IThinkYoure=I think you're missing your beverage.
PU_VENDOR02_F_VBA_Give_Drink_CustomerLeaves_To3P_IG_001_UmYouSaw=Um? you saw that, right?
PU_VENDOR02_F_VBA_Give_Drink_CustomerLeaves_To3P_IG_002_IGottaGet=I gotta get a better job.
PU_VENDOR02_F_VBA_Give_Drink_CustomerLeaves_To3P_IG_003_YouBelieveThis=You believe this?
PU_VENDOR02_F_VBA_Give_Drink_HouseSpecial_IG_001_HereYouGo=Here you go. One special of the house.
PU_VENDOR02_F_VBA_Give_Drink_IG_001_HereYouGo=Here you go. One drink.
PU_VENDOR02_F_VBA_Give_Drink_IG_002_ThisDrinksYours=This drink's yours.
PU_VENDOR02_F_VBA_Give_Drink_IG_003_HeresYourDrink=Here's your drink.
PU_VENDOR02_F_VBA_Give_Drink_Whiskey_IG_001_YourWhiskey=Your whiskey.
PU_VENDOR02_F_VBA_Offer_Drink_AnotherRound_IG_001_OneMore=One more?
PU_VENDOR02_F_VBA_Offer_Drink_AnotherRound_IG_002_YouWantAnother=You want another?
PU_VENDOR02_F_VBA_Offer_Drink_AnotherRound_IG_003_AnotherRound=Another round?
PU_VENDOR02_F_VBA_Offer_Drink_Beer_IG_001_HowAboutA=How about a beer?
PU_VENDOR02_F_VBA_Offer_Drink_Cocktail_IG_001_WouldYouLike=Would you like a cocktail?
PU_VENDOR02_F_VBA_Offer_Drink_Confirmed_Beer_IG_001_OneBeerYou=One beer. You got it.
PU_VENDOR02_F_VBA_Offer_Drink_Confirmed_Cocktail_IG_001_IllShowYou=I'll show you my secret recipe.
PU_VENDOR02_F_VBA_Offer_Drink_Confirmed_HouseSpecial_IG_001_GoodChoicePeople=Good choice. People are liking this special.
PU_VENDOR02_F_VBA_Offer_Drink_Confirmed_Whiskey_IG_001_AllRightOne=All right. One whiskey.
PU_VENDOR02_F_VBA_Offer_Drink_HouseSpecial_IG_001_WeHaveA=We have a great house special.
PU_VENDOR02_F_VBA_Offer_Drink_IG_001_WouldYouLike=Would you like a drink?
PU_VENDOR02_F_VBA_Offer_Drink_IG_002_HowAboutA=How about a drink?
PU_VENDOR02_F_VBA_Offer_Drink_IG_003_WhatAreYou=What are you drinking?
PU_VENDOR02_F_VBA_Offer_Drink_IG_004_YouDrinking=You drinking?
PU_VENDOR02_F_VBA_Offer_Drink_IG_005_WhatKindOf=What kind of drink do you want?
PU_VENDOR02_F_VBA_Offer_Drink_Reminder_IG_001_WouldYouLike=Would you like a drink?
PU_VENDOR02_F_VBA_Offer_Drink_Reminder_IG_002_HelloDoYou=Hello? Do you want a drink?
PU_VENDOR02_F_VBA_Offer_Drink_Reminder_IG_003_SorryDoYou=Sorry, do you need a drink?
PU_VENDOR02_F_VBA_Offer_Drink_Rescind_IG_001_SureIgnoreMe=Sure. Ignore me.
PU_VENDOR02_F_VBA_Offer_Drink_Rescind_IG_002_FineIveGot=Fine. I've got other things to do.
PU_VENDOR02_F_VBA_Offer_Drink_Rescind_IG_003_OkayThen=Okay then.
PU_VENDOR02_F_VBA_Offer_Drink_Usual_IG_001_YouWantYour=You want your usual?
PU_VENDOR02_F_VBA_Offer_Drink_Usual_IG_002_LetMeGuess=Let me guess, the usual?
PU_VENDOR02_F_VBA_Offer_Drink_Whiskey_IG_001_YouWantA=You want a whiskey?
PU_VENDOR02_F_VBA_Request_AlreadyServed_IG_001_YouveAlreadyGot=You've already got your drink.
PU_VENDOR02_F_VBA_Request_AlreadyServed_IG_002_ComeOnTheres=Come on, there's no need to stockpile drinks. Finish what you've got.
PU_VENDOR02_F_VBA_Request_AlreadyServed_IG_003_YouDontHave=You don't have to double up. We're not running out of drinks any time soon.
PU_VENDOR02_F_VBA_Welcome_Bones_IG_001_HeyWhatllIt=Hey, what'll it be?
PU_VENDOR02_F_VBA_Welcome_CafeMusain_IG_001_FirstTimeIn=First time in Caf? Musain? Good to see you.
PU_VENDOR02_F_VBA_Welcome_DeadRise_IG_001_YouDrinking=You drinking?
PU_VENDOR02_F_VBA_Welcome_Ellroys_IG_001_ThanksForStopping=Thanks for stopping by Ellroy's.
PU_VENDOR02_F_VBA_Welcome_GLoc_IG_001_WelcomeToGLoc=Welcome to G-Loc.
PU_VENDOR02_F_VBA_Welcome_IG_001_YouNeedA=You need a drink?
PU_VENDOR02_F_VBA_Welcome_IG_002_WhatsGoingOn=What's going on? You drinking?
PU_VENDOR02_F_VBA_Welcome_IG_003_HiWhatCan=Hi, what can I get you?
PU_VENDOR02_F_VBA_Welcome_MandV_IG_001_WelcomeToMandV=Welcome to M&V.
PU_VENDOR02_F_VBA_Welcome_Neutrality_IG_001_WhatsUp=What's up.
PU_VENDOR02_F_VBA_Welcome_TuringsStop_IG_001_WelcomeToTurings=Welcome to Turing's Stop.
PU_VENDOR02_F_VBA_Welcome_Voyager_IG_001_ThanksForComing=Thanks for coming into Voyager bar.
PU_VENDOR02_F_VBA_Welcome_Wallys_IG_001_ItsWallyTime=It's Wally time. Am I right?
PU_VENDOR02_F_VCO_Give_Drink_Cappuccino_IG_001_CappucinoForYou=Cappucino for you.
PU_VENDOR02_F_VCO_Give_Drink_ChoclateMilk_IG_001_AndHeresThe=And here's the chocolate milk.
PU_VENDOR02_F_VCO_Give_Drink_Coffee_IG_001_HeresTheCoffee=Here's the coffee.
PU_VENDOR02_F_VCO_Give_Drink_CustomerLeaves_IG_001_HeyWaitUp=Hey wait up! Your order!
PU_VENDOR02_F_VCO_Give_Drink_CustomerLeaves_IG_002_ComeOnYou=Come on! You can't just leave this here.
PU_VENDOR02_F_VCO_Give_Drink_CustomerLeaves_IG_003_YouKnowYou=You know you bought this right?
PU_VENDOR02_F_VCO_Give_Drink_CustomerLeaves_To3P_IG_001_ImagineHavingEnough=Imagine having enough credits where you can just buy stuff and not take it.
PU_VENDOR02_F_VCO_Give_Drink_CustomerLeaves_To3P_IG_002_OkayGuessThey=Okay. Guess they didn't want this after all...
PU_VENDOR02_F_VCO_Give_Drink_CustomerLeaves_To3P_IG_003_AndTheyreLeaving=And they're leaving... without their order... great.
PU_VENDOR02_F_VCO_Give_Drink_Espresso_IG_001_ThereYouGo=There you go. Espresso.
PU_VENDOR02_F_VCO_Give_Drink_FiftyFifty_IG_001_ThisIsThe=This is the 50/50.
PU_VENDOR02_F_VCO_Give_Drink_FlatWhiteJazz_IG_001_HereYouAre=Here you are. A Flat White Jazz.
PU_VENDOR02_F_VCO_Give_Drink_FlatWhite_IG_001_GotTheFlat=Got the flat white.
PU_VENDOR02_F_VCO_Give_Drink_HotCoco_IG_001_HotCocoFor=Hot Coco for you.
PU_VENDOR02_F_VCO_Give_Drink_IG_001_HereYouAre=Here you are.
PU_VENDOR02_F_VCO_Give_Drink_IG_002_HeresYourDrink=Here's your drink.
PU_VENDOR02_F_VCO_Give_Drink_IG_003_AndHereYou=And here you go.
PU_VENDOR02_F_VCO_Give_Drink_IcedCoffee_IG_001_HeresYourIced=Here's your iced coffee.
PU_VENDOR02_F_VCO_Give_Drink_Latte_IG_001_LattesReady=Latte's ready.
PU_VENDOR02_F_VCO_Give_Drink_LongShot_IG_001_YourLongShot=Your long shot.
PU_VENDOR02_F_VCO_Give_Drink_Reminder_IG_001_ThisIsYours=This is yours.
PU_VENDOR02_F_VCO_Give_Drink_Reminder_IG_002_DoYouNot=Do you not want this anymore?
PU_VENDOR02_F_VCO_Give_Drink_Reminder_IG_003_AreYouGonna=Are you gonna take your order or not?
PU_VENDOR02_F_VCO_Give_Drink_SwirlyBlend_IG_001_SwirlyBlendsReady=Swirly blend's ready.
PU_VENDOR02_F_VCO_Give_Drink_Tea_IG_001_HeresTheTea=Here's the tea.
PU_VENDOR02_F_VCO_Offer_Drink_AnotherRound_IG_001_YouWantOne=You want one more?
PU_VENDOR02_F_VCO_Offer_Drink_AnotherRound_IG_002_HowAboutAnother=How about another?
PU_VENDOR02_F_VCO_Offer_Drink_AnotherRound_IG_003_ReadyForRound=Ready for round two?
PU_VENDOR02_F_VCO_Offer_Drink_Cappuccino_IG_001_HowAboutA=How about a cappucino?
PU_VENDOR02_F_VCO_Offer_Drink_ChoclateMilk_IG_001_ChocolateMilk=Chocolate milk?
PU_VENDOR02_F_VCO_Offer_Drink_Coffee_IG_001_JustBrewedSome=Just brewed some fresh coffee. You want some?
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_Cappuccino_IG_001_GreatYourCappucino=Great. Your cappucino will be ready in a moment.
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_ChoclateMilk_IG_001_JustAChocolate=Just a chocolate milk. Check.
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_Coffee_IG_001_LetMeGet=Let me get that coffee for you.
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_Espresso_IG_001_EspressoSureThing=Espresso. Sure thing.
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_FiftyFifty_IG_001_OkayOne5050=Okay, one 50/50.
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_FlatWhiteJazz_IG_001_FlatWhiteJazz=Flat white jazz. You got it.
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_FlatWhite_IG_001_FlatWhiteGood=Flat white. Good choice.
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_HotCoco_IG_001_LoveAGood=Love a good hot coco.
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_IcedCoffee_IG_001_AlrightIllHave=Alright. I'll have that Iced Coffee for you in a second.
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_Latte_IG_001_LatteSoundsGood=Latte. Sounds good.
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_LongShot_IG_001_OneLongShot=One long shot. Coming up.
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_SwirlyBlend_IG_001_OneSwirlyBlend=One swirly blend.
PU_VENDOR02_F_VCO_Offer_Drink_Confirmed_Tea_IG_001_TeaComingUp=Tea coming up.
PU_VENDOR02_F_VCO_Offer_Drink_Espresso_IG_001_YouWantAn=You want an espresso?
PU_VENDOR02_F_VCO_Offer_Drink_FiftyFifty_IG_001_CanIGet=Can I get you a 50/50?
PU_VENDOR02_F_VCO_Offer_Drink_FlatWhiteJazz_IG_001_HowAboutA=How about a Flat White Jazz?
PU_VENDOR02_F_VCO_Offer_Drink_FlatWhite_IG_001_HowAboutA=How about a flat white?
PU_VENDOR02_F_VCO_Offer_Drink_HotCoco_IG_001_HowAboutA=How about a hot coco?
PU_VENDOR02_F_VCO_Offer_Drink_IG_001_YouNeedA=You need a drink?
PU_VENDOR02_F_VCO_Offer_Drink_IG_002_WhatllItBe=What'll it be? Coffee? Tea?
PU_VENDOR02_F_VCO_Offer_Drink_IG_003_YouNeedSome=You need some caffeine?
PU_VENDOR02_F_VCO_Offer_Drink_IG_004_YouWantSomething=You want something to drink?
PU_VENDOR02_F_VCO_Offer_Drink_IG_005_HowAboutA=How about a drink?
PU_VENDOR02_F_VCO_Offer_Drink_IcedCoffee_IG_001_YouNeedAn=You need an iced coffee?
PU_VENDOR02_F_VCO_Offer_Drink_Latte_IG_001_YouNeedA=You need a latte?
PU_VENDOR02_F_VCO_Offer_Drink_LongShot_IG_001_HowAboutA=How about a Long Shot?
PU_VENDOR02_F_VCO_Offer_Drink_Reminder_IG_001_SorryDidYou=Sorry, did you want to order something?
PU_VENDOR02_F_VCO_Offer_Drink_Reminder_IG_002_SureThinkIt=Sure, think it over.
PU_VENDOR02_F_VCO_Offer_Drink_Reminder_IG_003_Hello=Hello?
PU_VENDOR02_F_VCO_Offer_Drink_Rescind_IG_001_OkayLetMe=Okay. Let me know if you change your mind.
PU_VENDOR02_F_VCO_Offer_Drink_Rescind_IG_002_GonnaMoveOn=Gonna move on, but let me know if you want something.
PU_VENDOR02_F_VCO_Offer_Drink_Rescind_IG_003_IllComeBack=I'll come back later.
PU_VENDOR02_F_VCO_Offer_Drink_SwirlyBlend_IG_001_YouWantA=You want a Swirly Blend?
PU_VENDOR02_F_VCO_Offer_Drink_Tea_IG_001_Tea=Tea?
PU_VENDOR02_F_VCO_Offer_Drink_Usual_IG_001_YouWantThe=You want the usual?
PU_VENDOR02_F_VCO_Offer_Drink_Usual_IG_002_SameAsBefore=Same as before?
PU_VENDOR02_F_VCO_Request_AlreadyServed_IG_001_YouMightWant=You might want to finish that up before ordering another.
PU_VENDOR02_F_VCO_Request_AlreadyServed_IG_002_AnotherAlreadyYou=Another? Already? You still got that one.
PU_VENDOR02_F_VCO_Request_AlreadyServed_IG_003_HowAboutYou=How about you finish what you have first, and then order more?
PU_VENDOR02_F_VCO_Welcome_Ellroys_IG_001_ThanksForComing=Thanks for coming to Ellroy's.
PU_VENDOR02_F_VCO_Welcome_GrabnGo_IG_001_HiWelcomeTo=Hi, welcome to Grab 'n Go.
PU_VENDOR02_F_VCO_Welcome_IG_001_HiHowAbout=Hi, how about a coffee?
PU_VENDOR02_F_VCO_Welcome_IG_002_ThanksForComing=Thanks for coming in. You need a coffee or tea?
PU_VENDOR02_F_VCO_Welcome_IG_003_HeyYouNeed=Hey, you need a coffee or something?
PU_VENDOR02_F_VFO_Give_Drink_IG_001_HeresYourDrink=Here's your drink.
PU_VENDOR02_F_VFO_Give_Drink_IG_002_HeresTheDrink=Here's the drink you ordered.
PU_VENDOR02_F_VFO_Give_Drink_IG_003_HereYouGo=Here you go. Enjoy your drink.
PU_VENDOR02_F_VFO_Give_Food_Burrito_IG_001_HeresYourBurrito=Here's your burrito.
PU_VENDOR02_F_VFO_Give_Food_CustomerLeaves_IG_001_WhatAmI=What am I supposed to do with this?
PU_VENDOR02_F_VFO_Give_Food_CustomerLeaves_IG_002_YouJustGonna=You just gonna leave this here?
PU_VENDOR02_F_VFO_Give_Food_CustomerLeaves_IG_003_HeyYouForgot=Hey, you forgot something?
PU_VENDOR02_F_VFO_Give_Food_CustomerLeaves_To3P_IG_001_OkayThenGuess=Okay then... guess they changed their mind.
PU_VENDOR02_F_VFO_Give_Food_CustomerLeaves_To3P_IG_002_WhoPaysAnd=Who pays, and then leaves without taking their order?
PU_VENDOR02_F_VFO_Give_Food_CustomerLeaves_To3P_IG_003_AlrightWhateverTheir=Alright. Whatever. Their loss.
PU_VENDOR02_F_VFO_Give_Food_HotDog_IG_001_YourHotDog=Your hot dog, as requested.
PU_VENDOR02_F_VFO_Give_Food_IG_001_HeresYourFood=Here's your food. Enjoy.
PU_VENDOR02_F_VFO_Give_Food_IG_002_FoodsReady=Food's ready.
PU_VENDOR02_F_VFO_Give_Food_IG_003_ThisFoodsYours=This food's yours.
PU_VENDOR02_F_VFO_Give_Food_Kacho_IG_001_KachosReady=Kacho's ready.
PU_VENDOR02_F_VFO_Give_Food_Noodles_IG_001_NoodlesUp=Noodles up.
PU_VENDOR02_F_VFO_Give_Food_Pizza_IG_001_ThereYouAre=There you are. Pizza.
PU_VENDOR02_F_VFO_Give_Food_Reminder_IG_001_HeyYouWant=Hey. You want this order or not?
PU_VENDOR02_F_VFO_Give_Food_Reminder_IG_002_YouNotHear=You not hear me? This is yours.
PU_VENDOR02_F_VFO_Give_Food_Reminder_IG_003_YouGonnaTake=You gonna take this?
PU_VENDOR02_F_VFO_Give_Food_Sandwich_IG_001_HeresYourSandwich=Here's your sandwich.
PU_VENDOR02_F_VFO_Give_Order_IG_001_ThereYouGo=There you go.
PU_VENDOR02_F_VFO_Give_Order_IG_002_HeresYourOrder=Here's your order.
PU_VENDOR02_F_VFO_Give_Order_IG_003_YourOrdersReady=Your order's ready.
PU_VENDOR02_F_VFO_Hawk_Food_Burrito_IG_001_BurritosBurritosFor=Burritos! Burritos for sale. The 'verse's most perfect food all in a tube.
PU_VENDOR02_F_VFO_Hawk_Food_HotDog_IG_001_HotDogsGetcha=Hot dogs. Getcha hot dogs here. Taste better than they look, guaranteed.
PU_VENDOR02_F_VFO_Hawk_Food_Kacho_IG_001_AuthenticKachoCome=Authentic kacho. Come and get it. Nothing better than hot cup of kacho.
PU_VENDOR02_F_VFO_Hawk_Food_Noodles_IG_001_NoodlesWhoWants=Noodles. Who wants noodles? Best noodles around, right here.
PU_VENDOR02_F_VFO_Hawk_Food_Pizza_IG_001_PizzaHotAnd=Pizza. Hot and Fresh. Grab a slice. Tastes so nice.
PU_VENDOR02_F_VFO_Hawk_Food_Sandwich_IG_001_SandwichesHey=Sandwiches... Hey, you want a sandwich? I got sandwiches.
PU_VENDOR02_F_VFO_Offer_Food_AddDrink_IG_001_AndHowAbout=And how about a drink?
PU_VENDOR02_F_VFO_Offer_Food_AddDrink_IG_002_YouNeedA=You need a drink with that?
PU_VENDOR02_F_VFO_Offer_Food_AddDrink_IG_003_ThirstyHowAbout=Thirsty? How about a drink?
PU_VENDOR02_F_VFO_Offer_Food_AnotherRound_IG_001_YouWantTo=You want to order anything else?
PU_VENDOR02_F_VFO_Offer_Food_AnotherRound_IG_002_GotAnyRoom=Got any room left? Want another order?
PU_VENDOR02_F_VFO_Offer_Food_AnotherRound_IG_003_WhatElseCan=What else can I get for you?
PU_VENDOR02_F_VFO_Offer_Food_Burrito_IG_001_LetMeGuess=Let me guess, a burrito? Something else?
PU_VENDOR02_F_VFO_Offer_Food_Confirmed_Burrito_IG_001_BurritoComingRight=Burrito coming right up.
PU_VENDOR02_F_VFO_Offer_Food_Confirmed_HotDog_IG_001_GreatIllGet=Great, I'll get that hot dog for you.
PU_VENDOR02_F_VFO_Offer_Food_Confirmed_Kacho_IG_001_PerfectChoiceLet=Perfect choice. Let me get that kacho for you.
PU_VENDOR02_F_VFO_Offer_Food_Confirmed_Noodles_IG_001_NoodlesItIs=Noodles it is.
PU_VENDOR02_F_VFO_Offer_Food_Confirmed_Pizza_IG_001_NiceIllGet=Nice. I'll get that slice for you.
PU_VENDOR02_F_VFO_Offer_Food_Confirmed_Sandwich_IG_001_SoundsGoodLet=Sounds good. Let me grab that sandwich.
PU_VENDOR02_F_VFO_Offer_Food_HotDog_IG_001_WhatllItBe=What'll it be? Hot dog? Or?
PU_VENDOR02_F_VFO_Offer_Food_IG_001_WhatWouldYou=What would you like today?
PU_VENDOR02_F_VFO_Offer_Food_IG_002_YouKnowWhat=You know what you're in the mood for?
PU_VENDOR02_F_VFO_Offer_Food_IG_003_CanIGet=Can I get you something?
PU_VENDOR02_F_VFO_Offer_Food_IG_004_WhatllItBe=What'll it be?
PU_VENDOR02_F_VFO_Offer_Food_IG_005_WhatCanI=What can I get you?
PU_VENDOR02_F_VFO_Offer_Food_Kacho_IG_001_HowDoesSome=How does some Kacho sound?
PU_VENDOR02_F_VFO_Offer_Food_Noodles_IG_001_CanIGet=Can I get you something? Noodles?
PU_VENDOR02_F_VFO_Offer_Food_Pizza_IG_001_SoCanI=So, can I get you a slice?
PU_VENDOR02_F_VFO_Offer_Food_Reminder_IG_001_ReadyWhenYou=Ready when you are.
PU_VENDOR02_F_VFO_Offer_Food_Reminder_IG_002_YouReadyTo=You ready to order or not?
PU_VENDOR02_F_VFO_Offer_Food_Reminder_IG_003_SoDidYou=So, did you want to get something or...?
PU_VENDOR02_F_VFO_Offer_Food_Rescind_IG_001_YouKnowWhat=You know what, take more time if you need it.
PU_VENDOR02_F_VFO_Offer_Food_Rescind_IG_002_FineJustLet=Fine. Just let me know when you're ready to actually order.
PU_VENDOR02_F_VFO_Offer_Food_Rescind_IG_003_WhyDontYou=Why don't you come back when you're ready.
PU_VENDOR02_F_VFO_Offer_Food_Sandwich_IG_001_WouldYouLike=Would you like a sandwich?
PU_VENDOR02_F_VFO_Offer_Food_Usual_IG_001_ShallIPut=Shall I put in an order for your usual?
PU_VENDOR02_F_VFO_Offer_Food_Usual_IG_002_YouFeelingLike=You feeling like your usual today?
PU_VENDOR02_F_VFO_Request_AlreadyServed_IG_001_HowAboutWe=How about we wait until your done with what you have.
PU_VENDOR02_F_VFO_Request_AlreadyServed_IG_002_SeemsLikeYou=Seems like you got more than enough already.
PU_VENDOR02_F_VFO_Request_AlreadyServed_IG_003_MaybeYouWanna=Maybe you wanna slow down a bit? Enjoy that first and then order more.
PU_VENDOR02_F_VFO_Welcome_BigBenny_IG_001_WelcomeToBig=Welcome to Big Benny's. Home of Kacho to go.
PU_VENDOR02_F_VFO_Welcome_FishRingers_IG_001_HeyWelcomeTo=Hey, welcome to Fish Ringers, where the food is good all the way around.
PU_VENDOR02_F_VFO_Welcome_GarciasGreens_IG_001_HeyThereWelcome=Hey there. Welcome to Garcia's Greens. Hope you've been having a fresh day.
PU_VENDOR02_F_VFO_Welcome_Ginos_IG_001_WelcomeToGinos=Welcome to Gino's Hot Bird.
PU_VENDOR02_F_VFO_Welcome_GrabnGo_IG_001_HiWelcomeTo=Hi. Welcome to Grab 'N Go.
PU_VENDOR02_F_VFO_Welcome_IG_001_WelcomeWhatCan=Welcome. What can I get you?
PU_VENDOR02_F_VFO_Welcome_IG_002_HeyYouKnow=Hey, you know what you want to order?
PU_VENDOR02_F_VFO_Welcome_IG_003_HeyThereYou=Hey there, you ready to order?
PU_VENDOR02_F_VFO_Welcome_Mayzay_IG_001_WelcomeToMayzay=Welcome to Mayzay.
PU_VENDOR02_F_VFO_Welcome_Tiptop_IG_001_HeyThanksFor=Hey, thanks for stopping by TipTop.
PU_VENDOR02_F_VFO_Welcome_TorpedoBurrito_IG_001_HeyWelcomeTo=Hey, welcome to Torpedo Burrito.
PU_VENDOR02_F_VFO_Welcome_Twyns_IG_001_HiWelcomeTo=Hi, welcome to Twyn's Sandwiches.
PU_VENDOR02_F_VFO_Welcome_Whammers_IG_001_HeyWelcomeTo=Hey, welcome to Whammer's, where it's always a good time.
Pacheco_Allies=N/A
Pacheco_Rivals=BlacJac, Eddie Par, Michael Shaw, Wallace Klim
Pacheco_convo_GetMissions=Do you have any work?
Pacheco_convo_Invited=I got your message. Have something for me?
Pacheco_convo_NeverMind=Never mind.
Pirates_RepUI_Area,P=[PH] Area
Pirates_RepUI_Description,P=[PH] Pirates Description
Pirates_RepUI_Focus,P=[PH] Pirates Focus
Pirates_RepUI_Founded,P=[PH] N/A
Pirates_RepUI_Headquarters,P=[PH] Pirates Headquarters
Pirates_RepUI_Leadership,P=[PH] Pirates Leadership
Pirates_RepUI_Name,P=[PH] Pirates
PotentialAnimalLocation_01=Recent Animal Sighting
PreventData_Desc_001=**WIP** Prevent Data Description
PreventData_Objective_Long_001=Go to last known location
PreventData_Objective_Long_002=Kill the target before they can upload the data
PreventData_Objective_Long_003=Stop the target from uploading the data
PreventData_Objective_Short_001=Go to location
PreventData_Objective_Short_002=Kill the target
PreventData_Objective_Short_003=Stop data upload
PreventData_Title_001=**WIP** Prevent Data Title
PrisonGuard_RepUI_Area,P=[PH] Area
PrisonGuard_RepUI_Description,P=[PH] PrisonGuard Description
PrisonGuard_RepUI_Focus,P=[PH] PrisonGuard Focus
PrisonGuard_RepUI_Founded,P=[PH] N/A
PrisonGuard_RepUI_Headquarters,P=[PH] PrisonGuard Headquarters
PrisonGuard_RepUI_Leadership,P=[PH] PrisonGuard Leadership
PrisonGuard_RepUI_Name,P=[PH] PrisonGuard
PrisonKeypadPass_Keypad=Keypad
PrisonKeypadPass_PasswordGenerator=Maintenance Access
PrisonKeypadPass_Reminder=Reminder: For security reasons, passcodes are reset upon each use.
Prison_Currency_Merit=MERITS
Prison_Currency_Merits_Header_01=Merits:
Prison_DepositScreen_Button=Deposit
Prison_DepositScreen_ButtonActive=Processing
Prison_DepositScreen_Fail_Subtext=Transaction Failed
Prison_DepositScreen_Header_01=Mineral Deposit
Prison_DepositScreen_ProjectedTime_01=Projected time until release:
Prison_DepositScreen_Success_Subtext=Transaction Success
Prison_Deposit_AttractScreen=Mineral Deposit
Prison_Deposit_Button=Deposit
Prison_Deposit_Click=Click to start
Prison_Deposit_DepositContribution=MERITS AFTER DEPOSIT
Prison_Deposit_Price=Merits
Prison_Deposit_Units=UNITS
Prison_Escapee_Corpses_Journal_001_Body=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nHey Duggy,\n\nKnow youre going through with the "plan" tomorrow so I wanted to give you my lucky spoon. Left it under your pillow. This thing has seen me through a lot of shit. Hell, I was eating some soup with it the first time we met! \n\nAnd remember, its not yours. Totally expect you to return it to me once we meet up next month! \n\nFirst round of soups on you.\n\n-Fil\n
Prison_Escapee_Corpses_Journal_001_Title=GOOD LUCK TOMORROW!
Prison_Escapee_Corpses_Journal_002_Body=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nYou had promised me that we would do this together. \nThat we could do anything together. \n\nAnd now Im alone. \n\nWe could have just stayed. It would have been hard but at least you would still be here.\n\nBut you said this would be better and you lied. \n\nNow I just keep imagining your face when you fell, the sound when that branch pierced you.\n\nI dont know how to go on without you. \n
Prison_Escapee_Corpses_Journal_002_Title=[ DRAFT ] YOU LIED
Prison_Escapee_Corpses_Journal_003_Body=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nI had to pay all my merits but Des came through! \nMade me memorize it -\n\nFan\nLeft\nDrop\nJump\nRight\nLeft\nJump x 3\nDrop\nGet the key\nStairs\n
Prison_Escapee_Corpses_Journal_003_Title=ESCAPE PLAN
Prison_Escapee_Corpses_Journal_004_Body=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nTrapped in a cage, diggin for rocks\nHope seems far, from behind these locks\nEach day a grind, Im wearing away\nServing my time, the lights so far away\n\nGot to break free\nCant wait a moment more\nGot to break freeeeee\nRunnin fast, feet hit the floor\n\nGot to break free\nFreedom cant ever die\nGot to break freeeeee\nRunnin fast, my chance to fly.\n\nThen this next verse will be about how I start a new life once I get out.\n
Prison_Escapee_Corpses_Journal_004_Title=SONG IDEAS & LYRICS
Prison_Escapee_Corpses_Journal_005_Body=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nYou have won a free all expense paid trip to Cassel!\n\nThis special offer expires in 24 SEH! Dont miss your chance to travel in luxury!\n\nYou will receive 2 round-trip passes on Meridian Transit, a 3 night all-expense stay at a Green Circle hotel. Also a day voucher that entitles you up to 300 credits to spend on delicious food, amazing cocktails, and exciting adventures.\n\nTo claim this special prize, comm FreeTripPrizeAmazingWin2045 right away and we will collect the information we need to transfer these incredible winnings to you.\n\nThis is a once in a lifetime opportunity! Dont let this chance escape!\n\nBest Travels,\nCawel Berborm\nMarketing Manager\nDream Vacation Agency\n
Prison_Escapee_Corpses_Journal_005_Title=CONGRATULATIONS AMORI NOVAK!
Prisoner1=Release ~mission(NameSave1)
Prisoner2=Release ~mission(NameSave2)
PrisonerTransport_Manifest=Prisoner Manifest
PrisonerTransport_Manifest_IncicidentReport=A listing of all individuals currently being transported in cryopod storage. 
PrisonerTransport_Manifest_Transfer=Download
Prisoner_Name=ID:
PrivateSecurity_RepUI_Area=UEE
PrivateSecurity_RepUI_Description=Contracted by various businesses and local authorities to protect their interests and stop criminal activity.
PrivateSecurity_RepUI_Focus=Protective Services
PrivateSecurity_RepUI_Founded=N/A
PrivateSecurity_RepUI_Headquarters=N/A
PrivateSecurity_RepUI_Leadership=N/A
PrivateSecurity_RepUI_Name=Security
ProtLife_TimeSensitive_Recover_Desc_001=A claim has been processed for a ~mission(Location) belonging to one of our policy holders after the vessel was recently rendered inoperable.\n\nHowever, Olympus Principal has learned that there may still be valuable packages of zeta-prolanide onboard in a salvageable state. The successful salvage of these materials would go a long way in helping us recuperate our expenses, and as such, we are seeking a contractor to perform the retrieval operation on our behalf.\n\nAs you may know, zeta-prolanide is extremely volatile. If it is not kept in a powered stabilizer, it will grow dangerously unstable over time. We believe that salvage from ~mission(Location|Address) should still be stable for a little while longer, but be mindful as soon as they are removed you will only have a limited amount of time to deliver them to ~mission(Destination|Address). \n\nWhen approaching the incident site, please be on alert in case dangerous or hostile elements are still present.
ProtLife_TimeSensitive_Recover_Desc_002=Olympus Principal is seeking a salvage team to remove valuable packages of zeta-prolanide from a recently lost ~mission(Location). The hope is that the recovery of these materials will be able to offset any expenditures related to our client's claim of loss.\n\nAs you may know, if zeta-prolanide is not kept in a powered stabilizer it becomes extremely volatile over time. This will make any salvage attempt more complicated. \n\nOnce the containers are removed from ~mission(Location|Address) you will only have a limited amount of time to deliver them to ~mission(Destination|Address) before they become dangerously unstable. \n\nThere is a chance that word of this valuable salvage has gotten out to other interested parties and it is recommended that you proceed with caution in case there are hostiles present.
ProtLife_TimeSensitive_Recover_Desc_003=An inoperable vehicle claim has recently been filed by one of our clients for a ~mission(Location). The vessel was lost while transporting valuable packages of zeta-prolanide. It is our belief that those containers are still intact, and as the current property owner, Olympus Principal is eager to attempt to salvage them.\n\nWe are seeking professionals to handle this operation on our behalf owing to the dangerous nature of transporting zeta-prolanide once it is removed from a powered stabilizer. After you collect the containers from ~mission(Location|Address) you will only have a limited amount of time to deliver them to ~mission(Destination|Address) before they become dangerously unstable and lose all value to us. Please be very mindful of these time constraints.\n\nNote that other interested parties (possibly hostile) may have gotten word of the valuables onboard the wreckage, and extreme caution should be used in the area.
ProtLife_TimeSensitive_Recover_Title_001=Zeta-Prolanide Salvage Claim
Pyro1=Pyro I
Pyro1_L1=PYR1 L1
Pyro1_L1_01=PYR1 L1-A
Pyro1_L1_01_Entrance=PYR1 L1-A Entrance
Pyro1_L1_01_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L1.
Pyro1_L1_01_entrance_desc=A well travelled entrance into the PYR1 L1-A gas pocket.
Pyro1_L1_02=PYR1 L1-B
Pyro1_L1_02_Entrance=PYR1 L1-B Entrance
Pyro1_L1_02_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L1.
Pyro1_L1_02_entrance_desc=A well travelled entrance into the PYR1 L1-B gas pocket.
Pyro1_L1_03=PYR1 L1-C
Pyro1_L1_03_Entrance=PYR1 L1-C Entrance
Pyro1_L1_03_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L1.
Pyro1_L1_03_entrance_desc=A well travelled entrance into the PYR1 L1-C gas pocket.
Pyro1_L1_04=PYR1 L1-D
Pyro1_L1_04_Entrance=PYR1 L1-D Entrance
Pyro1_L1_04_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L1.
Pyro1_L1_04_entrance_desc=A well travelled entrance into the PYR1 L1-D gas pocket.
Pyro1_L1_desc=A Lagrangian gravity well located in the orbit of Pyro I.
Pyro1_L2=PYR1 L2
Pyro1_L2_01=PYR1 L2-A
Pyro1_L2_01_Entrance=PYR1 L2-A Entrance
Pyro1_L2_01_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L2.
Pyro1_L2_01_entrance_desc=A well travelled entrance into the PYR1 L2-A gas pocket.
Pyro1_L2_02=PYR1 L2-B
Pyro1_L2_02_Entrance=PYR1 L2-B Entrance
Pyro1_L2_02_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L2.
Pyro1_L2_02_entrance_desc=A well travelled entrance into the PYR1 L2-B gas pocket.
Pyro1_L2_03=PYR1 L2-C
Pyro1_L2_03_Entrance=PYR1 L2-C Entrance
Pyro1_L2_03_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L2.
Pyro1_L2_03_entrance_desc=A well travelled entrance into the PYR1 L2-C gas pocket.
Pyro1_L2_04=PYR1 L2-D
Pyro1_L2_04_Entrance=PYR1 L2-D Entrance
Pyro1_L2_04_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L2.
Pyro1_L2_04_entrance_desc=A well travelled entrance into the PYR1 L2-D gas pocket.
Pyro1_L2_desc=A Lagrangian gravity well located in the orbit of Pyro I.
Pyro1_L3=PYR1 L3
Pyro1_L3_01=PYR1 L3-A
Pyro1_L3_01_Entrance=PYR1 L3-A Entrance
Pyro1_L3_01_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L3.
Pyro1_L3_01_entrance_desc=A well travelled entrance into the PYR1 L3-A gas pocket.
Pyro1_L3_02=PYR1 L3-B
Pyro1_L3_02_Entrance=PYR1 L3-B Entrance
Pyro1_L3_02_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L3.
Pyro1_L3_02_entrance_desc=A well travelled entrance into the PYR1 L3-B gas pocket.
Pyro1_L3_03=PYR1 L3-C
Pyro1_L3_03_Entrance=PYR1 L3-C Entrance
Pyro1_L3_03_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L3.
Pyro1_L3_03_entrance_desc=A well travelled entrance into the PYR1 L3-C gas pocket.
Pyro1_L3_04=PYR1 L3-D
Pyro1_L3_04_Entrance=PYR1 L3-D Entrance
Pyro1_L3_04_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L3.
Pyro1_L3_04_entrance_desc=A well travelled entrance into the PYR1 L3-D gas pocket.
Pyro1_L3_desc=A Lagrangian gravity well located in the orbit of Pyro I.
Pyro1_L4=PYR1 L4
Pyro1_L4_01=PYR1 L4-A
Pyro1_L4_01_Entrance=PYR1 L4-A Entrance
Pyro1_L4_01_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L4.
Pyro1_L4_01_entrance_desc=A well travelled entrance into the PYR1 L4-A gas pocket.
Pyro1_L4_02=PYR1 L4-B
Pyro1_L4_02_Entrance=PYR1 L4-B Entrance
Pyro1_L4_02_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L4.
Pyro1_L4_02_entrance_desc=A well travelled entrance into the PYR1 L4-B gas pocket.
Pyro1_L4_03=PYR1 L4-C
Pyro1_L4_03_Entrance=PYR1 L4-C Entrance
Pyro1_L4_03_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L4.
Pyro1_L4_03_entrance_desc=A well travelled entrance into the PYR1 L4-C gas pocket.
Pyro1_L4_04=PYR1 L4-D
Pyro1_L4_04_Entrance=PYR1 L4-D Entrance
Pyro1_L4_04_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L4.
Pyro1_L4_04_entrance_desc=A well travelled entrance into the PYR1 L4-D gas pocket.
Pyro1_L4_desc=A Lagrangian gravity well located in the orbit of Pyro I.
Pyro1_L5=PYR1 L5
Pyro1_L5_01=PYR1 L5-A
Pyro1_L5_01_Entrance=PYR1 L5-A Entrance
Pyro1_L5_01_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L5.
Pyro1_L5_01_entrance_desc=A well travelled entrance into the PYR1 L5-A gas pocket.
Pyro1_L5_02=PYR1 L5-B
Pyro1_L5_02_Entrance=PYR1 L5-B Entrance
Pyro1_L5_02_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L5.
Pyro1_L5_02_entrance_desc=A well travelled entrance into the PYR1 L5-B gas pocket.
Pyro1_L5_03=PYR1 L5-C
Pyro1_L5_03_Entrance=PYR1 L5-C Entrance
Pyro1_L5_03_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L5.
Pyro1_L5_03_entrance_desc=A well travelled entrance into the PYR1 L5-C gas pocket.
Pyro1_L5_04=PYR1 L5-D
Pyro1_L5_04_Entrance=PYR1 L5-D Entrance
Pyro1_L5_04_desc=A gas pocket contained in the Lagrangian gravity well PYR1 L5.
Pyro1_L5_04_entrance_desc=A well travelled entrance into the PYR1 L5-D gas pocket.
Pyro1_L5_desc=A Lagrangian gravity well located in the orbit of Pyro I.
Pyro1_Outpost_col_m_scrp_otlw_001=Rustville
Pyro1_Outpost_col_m_scrp_otlw_001_desc=All things decay. Some faster than others.
Pyro1_desc=Orbiting very close to Pyro's volatile star, Pyro I has high temperatures and atmospheric pressure.
Pyro2=Monox
Pyro2_L1=PYR2 L1
Pyro2_L1_01=PYR2 L1-A
Pyro2_L1_01_Entrance=PYR2 L1-A Entrance
Pyro2_L1_01_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L1.
Pyro2_L1_01_entrance_desc=A well travelled entrance into the PYR2 L1-A gas pocket.
Pyro2_L1_02=PYR2 L1-B
Pyro2_L1_02_Entrance=PYR2 L1-B Entrance
Pyro2_L1_02_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L1.
Pyro2_L1_02_entrance_desc=A well travelled entrance into the PYR2 L1-B gas pocket.
Pyro2_L1_03=PYR2 L1-C
Pyro2_L1_03_Entrance=PYR2 L1-C Entrance
Pyro2_L1_03_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L1.
Pyro2_L1_03_entrance_desc=A well travelled entrance into the PYR2 L1-C gas pocket.
Pyro2_L1_04=PYR2 L1-D
Pyro2_L1_04_Entrance=PYR2 L1-D Entrance
Pyro2_L1_04_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L1.
Pyro2_L1_04_entrance_desc=A well travelled entrance into the PYR2 L1-D gas pocket.
Pyro2_L1_desc=A Lagrangian gravity well located in the orbit of Pyro II.
Pyro2_L2=PYR2 L2
Pyro2_L2_01=PYR2 L2-A
Pyro2_L2_01_Entrance=PYR2 L2-A Entrance
Pyro2_L2_01_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L2.
Pyro2_L2_01_entrance_desc=A well travelled entrance into the PYR2 L2-A gas pocket.
Pyro2_L2_02=PYR2 L2-B
Pyro2_L2_02_Entrance=PYR2 L2-B Entrance
Pyro2_L2_02_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L2.
Pyro2_L2_02_entrance_desc=A well travelled entrance into the PYR2 L2-B gas pocket.
Pyro2_L2_03=PYR2 L2-C
Pyro2_L2_03_Entrance=PYR2 L2-C Entrance
Pyro2_L2_03_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L2.
Pyro2_L2_03_entrance_desc=A well travelled entrance into the PYR2 L2-C gas pocket.
Pyro2_L2_04=PYR2 L2-D
Pyro2_L2_04_Entrance=PYR2 L2-D Entrance
Pyro2_L2_04_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L2.
Pyro2_L2_04_entrance_desc=A well travelled entrance into the PYR2 L2-D gas pocket.
Pyro2_L2_desc=A Lagrangian gravity well located in the orbit of Pyro II.
Pyro2_L3=PYR2 L3
Pyro2_L3_01=PYR2 L3-A
Pyro2_L3_01_Entrance=PYR2 L3-A Entrance
Pyro2_L3_01_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L3.
Pyro2_L3_01_entrance_desc=A well travelled entrance into the PYR2 L3-A gas pocket.
Pyro2_L3_02=PYR2 L3-B
Pyro2_L3_02_Entrance=PYR2 L3-B Entrance
Pyro2_L3_02_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L3.
Pyro2_L3_02_entrance_desc=A well travelled entrance into the PYR2 L3-B gas pocket.
Pyro2_L3_03=PYR2 L3-C
Pyro2_L3_03_Entrance=PYR2 L3-C Entrance
Pyro2_L3_03_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L3.
Pyro2_L3_03_entrance_desc=A well travelled entrance into the PYR2 L3-C gas pocket.
Pyro2_L3_04=PYR2 L3-D
Pyro2_L3_04_Entrance=PYR2 L3-D Entrance
Pyro2_L3_04_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L3.
Pyro2_L3_04_entrance_desc=A well travelled entrance into the PYR2 L3-D gas pocket.
Pyro2_L3_desc=A Lagrangian gravity well located in the orbit of Pyro II.
Pyro2_L4=PYR2 L4
Pyro2_L4_01=PYR2 L4-A
Pyro2_L4_01_Entrance=PYR2 L4-A Entrance
Pyro2_L4_01_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L4.
Pyro2_L4_01_entrance_desc=A well travelled entrance into the PYR2 L4-A gas pocket.
Pyro2_L4_02=PYR2 L4-B
Pyro2_L4_02_Entrance=PYR2 L4-B Entrance
Pyro2_L4_02_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L4.
Pyro2_L4_02_entrance_desc=A well travelled entrance into the PYR2 L4-B gas pocket.
Pyro2_L4_03=PYR2 L4-C
Pyro2_L4_03_Entrance=PYR2 L4-C Entrance
Pyro2_L4_03_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L4.
Pyro2_L4_03_entrance_desc=A well travelled entrance into the PYR2 L4-C gas pocket.
Pyro2_L4_04=PYR2 L4-D
Pyro2_L4_04_Entrance=PYR2 L4-D Entrance
Pyro2_L4_04_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L4.
Pyro2_L4_04_entrance_desc=A well travelled entrance into the PYR2 L4-D gas pocket.
Pyro2_L4_desc=A Lagrangian gravity well located in the orbit of Pyro II.
Pyro2_L5=PYR2 L5
Pyro2_L5_01=PYR2 L5-A
Pyro2_L5_01_Entrance=PYR2 L5-A Entrance
Pyro2_L5_01_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L5.
Pyro2_L5_01_entrance_desc=A well travelled entrance into the PYR2 L5-A gas pocket.
Pyro2_L5_02=PYR2 L5-B
Pyro2_L5_02_Entrance=PYR2 L5-B Entrance
Pyro2_L5_02_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L5.
Pyro2_L5_02_entrance_desc=A well travelled entrance into the PYR2 L5-B gas pocket.
Pyro2_L5_03=PYR2 L5-C
Pyro2_L5_03_Entrance=PYR2 L5-C Entrance
Pyro2_L5_03_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L5.
Pyro2_L5_03_entrance_desc=A well travelled entrance into the PYR2 L5-C gas pocket.
Pyro2_L5_04=PYR2 L5-D
Pyro2_L5_04_Entrance=PYR2 L5-D Entrance
Pyro2_L5_04_desc=A gas pocket contained in the Lagrangian gravity well PYR2 L5.
Pyro2_L5_04_entrance_desc=A well travelled entrance into the PYR2 L5-D gas pocket.
Pyro2_L5_desc=A Lagrangian gravity well located in the orbit of Pyro II.
Pyro2_Outpost_col_m_mng_otlw_002=Last Ditch
Pyro2_Outpost_col_m_mng_otlw_002_desc=The perfect place for when youve given up on life.
Pyro2_Outpost_col_m_scrp_indy_001=Sunset Mesa
Pyro2_Outpost_col_m_trdp_indy_001=Jackson's Swap
Pyro2_Outpost_col_m_trdp_indy_001_desc=Stop by if you got a trade worth making.
Pyro2_Outpost_col_s_mng_indy_001=Yang's Place
Pyro2_Outpost_col_s_mng_indy_001_desc=If youre looking for Yang, they dont mine here anymore.
Pyro2_Racetrack_FoolsRun=Fool's Run
Pyro2_Racetrack_FoolsRun_add=Fool's Run at Checkmate Station
Pyro2_Racetrack_FoolsRun_desc=A racetrack that winds through the narrow pipework of Checkmate Station. Operated by Wildstar Racing.
Pyro2_desc=The coreless Monox, nicknamed for the toxic carbon monoxide in its part-oxygen atmosphere, bears the scars of old mining operations.
Pyro3=Bloom
Pyro3_L1=PYR3 L1
Pyro3_L1_01=PYR3 L1-A
Pyro3_L1_01_Entrance=PYR3 L1-A Entrance
Pyro3_L1_01_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L1.
Pyro3_L1_01_entrance_desc=A well travelled entrance into the PYR3 L1-A gas pocket.
Pyro3_L1_02=PYR3 L1-B
Pyro3_L1_02_Entrance=PYR3 L1-B Entrance
Pyro3_L1_02_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L1.
Pyro3_L1_02_entrance_desc=A well travelled entrance into the PYR3 L1-B gas pocket.
Pyro3_L1_03=PYR3 L1-C
Pyro3_L1_03_Entrance=PYR3 L1-C Entrance
Pyro3_L1_03_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L1.
Pyro3_L1_03_entrance_desc=A well travelled entrance into the PYR3 L1-C gas pocket.
Pyro3_L1_04=PYR3 L1-D
Pyro3_L1_04_Entrance=PYR3 L1-D Entrance
Pyro3_L1_04_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L1.
Pyro3_L1_04_entrance_desc=A well travelled entrance into the PYR3 L1-D gas pocket.
Pyro3_L1_desc=A Lagrangian gravity well located in the orbit of Pyro III.
Pyro3_L2=PYR3 L2
Pyro3_L2_01=PYR3 L2-A
Pyro3_L2_01_Entrance=PYR3 L2-A Entrance
Pyro3_L2_01_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L2.
Pyro3_L2_01_entrance_desc=A well travelled entrance into the PYR3 L2-A gas pocket.
Pyro3_L2_02=PYR3 L2-B
Pyro3_L2_02_Entrance=PYR3 L2-B Entrance
Pyro3_L2_02_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L2.
Pyro3_L2_02_entrance_desc=A well travelled entrance into the PYR3 L2-B gas pocket.
Pyro3_L2_03=PYR3 L2-C
Pyro3_L2_03_Entrance=PYR3 L2-C Entrance
Pyro3_L2_03_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L2.
Pyro3_L2_03_entrance_desc=A well travelled entrance into the PYR3 L2-C gas pocket.
Pyro3_L2_04=PYR3 L2-D
Pyro3_L2_04_Entrance=PYR3 L2-D Entrance
Pyro3_L2_04_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L2.
Pyro3_L2_04_entrance_desc=A well travelled entrance into the PYR3 L2-D gas pocket.
Pyro3_L2_desc=A Lagrangian gravity well located in the orbit of Pyro III.
Pyro3_L3=PYR3 L3
Pyro3_L3_01=PYR3 L3-A
Pyro3_L3_01_Entrance=PYR3 L3-A Entrance
Pyro3_L3_01_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L3.
Pyro3_L3_01_entrance_desc=A well travelled entrance into the PYR3 L3-A gas pocket.
Pyro3_L3_02=PYR3 L3-B
Pyro3_L3_02_Entrance=PYR3 L3-B Entrance
Pyro3_L3_02_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L3.
Pyro3_L3_02_entrance_desc=A well travelled entrance into the PYR3 L3-B gas pocket.
Pyro3_L3_03=PYR3 L3-C
Pyro3_L3_03_Entrance=PYR3 L3-C Entrance
Pyro3_L3_03_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L3.
Pyro3_L3_03_entrance_desc=A well travelled entrance into the PYR3 L3-C gas pocket.
Pyro3_L3_04=PYR3 L3-D
Pyro3_L3_04_Entrance=PYR3 L3-D Entrance
Pyro3_L3_04_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L3.
Pyro3_L3_04_entrance_desc=A well travelled entrance into the PYR3 L3-D gas pocket.
Pyro3_L3_desc=A Lagrangian gravity well located in the orbit of Pyro III.
Pyro3_L4=PYR3 L4
Pyro3_L4_01=PYR3 L4-A
Pyro3_L4_01_Entrance=PYR3 L4-A Entrance
Pyro3_L4_01_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L4.
Pyro3_L4_01_entrance_desc=A well travelled entrance into the PYR3 L4-A gas pocket.
Pyro3_L4_02=PYR3 L4-B
Pyro3_L4_02_Entrance=PYR3 L4-B Entrance
Pyro3_L4_02_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L4.
Pyro3_L4_02_entrance_desc=A well travelled entrance into the PYR3 L4-B gas pocket.
Pyro3_L4_03=PYR3 L4-C
Pyro3_L4_03_Entrance=PYR3 L4-C Entrance
Pyro3_L4_03_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L4.
Pyro3_L4_03_entrance_desc=A well travelled entrance into the PYR3 L4-C gas pocket.
Pyro3_L4_04=PYR3 L4-D
Pyro3_L4_04_Entrance=PYR3 L4-D Entrance
Pyro3_L4_04_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L4.
Pyro3_L4_04_entrance_desc=A well travelled entrance into the PYR3 L4-D gas pocket.
Pyro3_L4_desc=A Lagrangian gravity well located in the orbit of Pyro III.
Pyro3_L5=PYR3 L5
Pyro3_L5_01=PYR3 L5-A
Pyro3_L5_01_Entrance=PYR3 L5-A Entrance
Pyro3_L5_01_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L5.
Pyro3_L5_01_entrance_desc=A well travelled entrance into the PYR3 L5-A gas pocket.
Pyro3_L5_02=PYR3 L5-B
Pyro3_L5_02_Entrance=PYR3 L5-B Entrance
Pyro3_L5_02_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L5.
Pyro3_L5_02_entrance_desc=A well travelled entrance into the PYR3 L5-B gas pocket.
Pyro3_L5_03=PYR3 L5-C
Pyro3_L5_03_Entrance=PYR3 L5-C Entrance
Pyro3_L5_03_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L5.
Pyro3_L5_03_entrance_desc=A well travelled entrance into the PYR3 L5-C gas pocket.
Pyro3_L5_04=PYR3 L5-D
Pyro3_L5_04_Entrance=PYR3 L5-D Entrance
Pyro3_L5_04_desc=A gas pocket contained in the Lagrangian gravity well PYR3 L5.
Pyro3_L5_04_entrance_desc=A well travelled entrance into the PYR3 L5-D gas pocket.
Pyro3_L5_desc=A Lagrangian gravity well located in the orbit of Pyro III.
Pyro3_Outpost_col_m_frm_indy_001=Shepherd's Rest
Pyro3_Outpost_col_m_frm_indy_001_desc=Growing anything out heres hard work.
Pyro3_Outpost_col_m_hmstd_otlw_001=Shadowfall
Pyro3_Outpost_col_m_hmstd_otlw_001_desc=There is no bright side to life.
Pyro3_Outpost_col_m_mng_indy_001=Bueno Ravine
Pyro3_Outpost_col_m_mng_indy_001_desc=A pretty good place for miners.
Pyro3_Outpost_col_m_trdpst_otlw_006=The Golden Riviera
Pyro3_Outpost_col_m_trdpst_otlw_006_desc=Where fortunes are made and lost.
Pyro3_Outpost_col_s_frm_otlw_002=The Yard
Pyro3_Outpost_col_s_frm_otlw_002_desc=Stay out if you know whats good for you.
Pyro3_Outpost_col_s_mng_otlw_001=Carver's Ridge
Pyro3_Outpost_col_s_mng_otlw_001_desc=This claim's mine. Stay out unless in you're bringing creds.
Pyro3_Outpost_col_s_scrp_otlw_002=Windfall
Pyro3_Outpost_col_s_scrp_otlw_002_desc=Come find out if your trash could be our treasure.
Pyro3_desc=This icy terrestrial world has a breathable atmosphere of nitrogen and oxygen and has been overrun by outlaws.
Pyro3_outpost_col_m_hmstd_indy_001=Narena's Rest
Pyro3_outpost_col_m_hmstd_indy_001_desc=We're not afraid to fight for our peace and quiet.
Pyro4=Pyro IV
Pyro4_Outpost_col_m_scrp_indy_001=Chawla's Beach
Pyro4_Outpost_col_m_scrp_indy_001_desc=Might not be the nicest place in the 'verse, but it ain't that bad.
Pyro4_Outpost_col_s_trdpst_otlw_001=Goner's Deal
Pyro4_Outpost_col_s_trdpst_otlw_001_desc=Redi 2 trade. No bidness wit skagz.
Pyro4_desc=Astronomers theorize that in the distant past, Pyro IV collided with a planet-sized mass, warping the landscape and knocking it into the orbit of Pyro V.
Pyro5=Pyro V
Pyro5_L1=PYR5 L1
Pyro5_L1_01=PYR5 L1-A
Pyro5_L1_01_Entrance=PYR5 L1-A Entrance
Pyro5_L1_01_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L1.
Pyro5_L1_01_entrance_desc=A well travelled entrance into the PYR5 L1-A gas pocket.
Pyro5_L1_02=PYR5 L1-B
Pyro5_L1_02_Entrance=PYR5 L1-B Entrance
Pyro5_L1_02_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L1.
Pyro5_L1_02_entrance_desc=A well travelled entrance into the PYR5 L1-B gas pocket.
Pyro5_L1_03=PYR5 L1-C
Pyro5_L1_03_Entrance=PYR5 L1-C Entrance
Pyro5_L1_03_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L1.
Pyro5_L1_03_entrance_desc=A well travelled entrance into the PYR5 L1-C gas pocket.
Pyro5_L1_04=PYR5 L1-D
Pyro5_L1_04_Entrance=PYR5 L1-D Entrance
Pyro5_L1_04_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L1.
Pyro5_L1_04_entrance_desc=A well travelled entrance into the PYR5 L1-D gas pocket.
Pyro5_L1_desc=A Lagrangian gravity well located in the orbit of Pyro V.
Pyro5_L2=PYR5 L2
Pyro5_L2_01=PYR5 L2-A
Pyro5_L2_01_Entrance=PYR5 L2-A Entrance
Pyro5_L2_01_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L2.
Pyro5_L2_01_entrance_desc=A well travelled entrance into the PYR5 L2-A gas pocket.
Pyro5_L2_02=PYR5 L2-B
Pyro5_L2_02_Entrance=PYR5 L2-B Entrance
Pyro5_L2_02_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L2.
Pyro5_L2_02_entrance_desc=A well travelled entrance into the PYR5 L2-B gas pocket.
Pyro5_L2_03=PYR5 L2-C
Pyro5_L2_03_Entrance=PYR5 L2-C Entrance
Pyro5_L2_03_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L2.
Pyro5_L2_03_entrance_desc=A well travelled entrance into the PYR5 L2-C gas pocket.
Pyro5_L2_04=PYR5 L2-D
Pyro5_L2_04_Entrance=PYR5 L2-D Entrance
Pyro5_L2_04_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L2.
Pyro5_L2_04_entrance_desc=A well travelled entrance into the PYR5 L2-D gas pocket.
Pyro5_L2_desc=A Lagrangian gravity well located in the orbit of Pyro V.
Pyro5_L3=PYR5 L3
Pyro5_L3_01=PYR5 L3-A
Pyro5_L3_01_Entrance=PYR5 L3-A Entrance
Pyro5_L3_01_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L3.
Pyro5_L3_01_entrance_desc=A well travelled entrance into the PYR5 L3-A gas pocket.
Pyro5_L3_02=PYR5 L3-B
Pyro5_L3_02_Entrance=PYR5 L3-B Entrance
Pyro5_L3_02_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L3.
Pyro5_L3_02_entrance_desc=A well travelled entrance into the PYR5 L3-B gas pocket.
Pyro5_L3_03=PYR5 L3-C
Pyro5_L3_03_Entrance=PYR5 L3-C Entrance
Pyro5_L3_03_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L3.
Pyro5_L3_03_entrance_desc=A well travelled entrance into the PYR5 L3-C gas pocket.
Pyro5_L3_04=PYR5 L3-D
Pyro5_L3_04_Entrance=PYR5 L3-D Entrance
Pyro5_L3_04_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L3.
Pyro5_L3_04_entrance_desc=A well travelled entrance into the PYR5 L3-D gas pocket.
Pyro5_L3_desc=A Lagrangian gravity well located in the orbit of Pyro V.
Pyro5_L4=PYR5 L4
Pyro5_L4_01=PYR5 L4-A
Pyro5_L4_01_Entrance=PYR5 L4-A Entrance
Pyro5_L4_01_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L4.
Pyro5_L4_01_entrance_desc=A well travelled entrance into the PYR5 L4-A gas pocket.
Pyro5_L4_02=PYR5 L4-B
Pyro5_L4_02_Entrance=PYR5 L4-B Entrance
Pyro5_L4_02_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L4.
Pyro5_L4_02_entrance_desc=A well travelled entrance into the PYR5 L4-B gas pocket.
Pyro5_L4_03=PYR5 L4-C
Pyro5_L4_03_Entrance=PYR5 L4-C Entrance
Pyro5_L4_03_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L4.
Pyro5_L4_03_entrance_desc=A well travelled entrance into the PYR5 L4-C gas pocket.
Pyro5_L4_04=PYR5 L4-D
Pyro5_L4_04_Entrance=PYR5 L4-D Entrance
Pyro5_L4_04_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L4.
Pyro5_L4_04_entrance_desc=A well travelled entrance into the PYR5 L4-D gas pocket.
Pyro5_L4_desc=A Lagrangian gravity well located in the orbit of Pyro V.
Pyro5_L5=PYR5 L5
Pyro5_L5_01=PYR5 L5-A
Pyro5_L5_01_Entrance=PYR5 L5-A Entrance
Pyro5_L5_01_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L5.
Pyro5_L5_01_entrance_desc=A well travelled entrance into the PYR5 L5-A gas pocket.
Pyro5_L5_02=PYR5 L5-B
Pyro5_L5_02_Entrance=PYR5 L5-B Entrance
Pyro5_L5_02_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L5.
Pyro5_L5_02_entrance_desc=A well travelled entrance into the PYR5 L5-B gas pocket.
Pyro5_L5_03=PYR5 L5-C
Pyro5_L5_03_Entrance=PYR5 L5-C Entrance
Pyro5_L5_03_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L5.
Pyro5_L5_03_entrance_desc=A well travelled entrance into the PYR5 L5-C gas pocket.
Pyro5_L5_04=PYR5 L5-D
Pyro5_L5_04_Entrance=PYR5 L5-D Entrance
Pyro5_L5_04_desc=A gas pocket contained in the Lagrangian gravity well PYR5 L5.
Pyro5_L5_04_entrance_desc=A well travelled entrance into the PYR5 L5-D gas pocket.
Pyro5_L5_desc=A Lagrangian gravity well located in the orbit of Pyro V.
Pyro5_desc=The largest planet in the Pyro system, Pyro V has a striking atmosphere swirled with shades of green and yellow.
Pyro5a_Ignis=Ignis
Pyro5a_Ignis_desc=This innermost moon of Pyro V is covered in deep canyons and dried riverbeds. No other signs of water remain on its desiccated surface.
Pyro5a_Outpost_col_m_trdpst_otlw_001=Ashland
Pyro5a_Outpost_col_m_trdpst_otlw_001_desc=Any trade you can walk away from is a good trade.
Pyro5b_Outpost_col_m_scrp_otlw_001=Seer's Canyon
Pyro5b_Outpost_col_m_scrp_otlw_001_desc=Scrap so fresh some of it's still warm.
Pyro5b_Vatra=Vatra
Pyro5b_Vatra_desc=The thick, high-pressure nitrogen-methane atmosphere of this moon hides a dark and eerie landscape.
Pyro5c_Adir=Adir
Pyro5c_Adir_desc=The crater-ridden surface of Adir is interspersed with rocky hills and jagged mountains.
Pyro5c_Outpost_col_m_hmstd_indy_001=Prophet's Peak
Pyro5c_Outpost_col_m_hmstd_indy_001_desc=All hail the ruler of ruin.
Pyro5c_Outpost_col_s_drlct_otpst_occ_001=Derelict Outpost
Pyro5c_Outpost_col_s_drlct_otpst_occ_001_desc=Derelict Outpost on Pyro 5c
Pyro5d_Fairo=Fairo
Pyro5d_Fairo_desc=Frequent earthquakes rock Fairo, causing spectacular waves in its brackish seas.
Pyro5e_Fuego=Fuego
Pyro5e_Fuego_desc=High amounts of iron-sulfide in Fuegos soil turn it a livid shade of yellow-black.
Pyro5f_Vuur=Vuur
Pyro5f_Vuur_desc=Vuur is rich in carbon and little else.
Pyro6=Terminus
Pyro6_L1=PYR6 L1
Pyro6_L1_01=PYR6 L1-A
Pyro6_L1_01_Entrance=PYR6 L1-A Entrance
Pyro6_L1_01_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L1.
Pyro6_L1_01_entrance_desc=A well travelled entrance into the PYR6 L1-A gas pocket.
Pyro6_L1_02=PYR6 L1-B
Pyro6_L1_02_Entrance=PYR6 L1-B Entrance
Pyro6_L1_02_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L1.
Pyro6_L1_02_entrance_desc=A well travelled entrance into the PYR6 L1-B gas pocket.
Pyro6_L1_03=PYR6 L1-C
Pyro6_L1_03_Entrance=PYR6 L1-C Entrance
Pyro6_L1_03_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L1.
Pyro6_L1_03_entrance_desc=A well travelled entrance into the PYR6 L1-C gas pocket.
Pyro6_L1_04=PYR6 L1-D
Pyro6_L1_04_Entrance=PYR6 L1-D Entrance
Pyro6_L1_04_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L1.
Pyro6_L1_04_entrance_desc=A well travelled entrance into the PYR6 L1-D gas pocket.
Pyro6_L1_Clinic,P=P6 L1_Clinic
Pyro6_L1_Habs,P=P6 L1_Habs
Pyro6_L1_desc=A Lagrangian gravity well located in the orbit of Pyro VI.
Pyro6_L2=PYR6 L2
Pyro6_L2_01=PYR6 L2-A
Pyro6_L2_01_Entrance=PYR6 L2-A Entrance
Pyro6_L2_01_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L2.
Pyro6_L2_01_entrance_desc=A well travelled entrance into the PYR6 L2-A gas pocket.
Pyro6_L2_02=PYR6 L2-B
Pyro6_L2_02_Entrance=PYR6 L2-B Entrance
Pyro6_L2_02_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L2.
Pyro6_L2_02_entrance_desc=A well travelled entrance into the PYR6 L2-B gas pocket.
Pyro6_L2_03=PYR6 L2-C
Pyro6_L2_03_Entrance=PYR6 L2-C Entrance
Pyro6_L2_03_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L2.
Pyro6_L2_03_entrance_desc=A well travelled entrance into the PYR6 L2-C gas pocket.
Pyro6_L2_04=PYR6 L2-D
Pyro6_L2_04_Entrance=PYR6 L2-D Entrance
Pyro6_L2_04_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L2.
Pyro6_L2_04_entrance_desc=A well travelled entrance into the PYR6 L2-D gas pocket.
Pyro6_L2_desc=A Lagrangian gravity well located in the orbit of Pyro VI.
Pyro6_L3=PYR6 L3
Pyro6_L3_01=PYR6 L3-A
Pyro6_L3_01_Entrance=PYR6 L3-A Entrance
Pyro6_L3_01_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L3.
Pyro6_L3_01_entrance_desc=A well travelled entrance into the PYR6 L3-A gas pocket.
Pyro6_L3_02=PYR6 L3-B
Pyro6_L3_02_Entrance=PYR6 L3-B Entrance
Pyro6_L3_02_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L3.
Pyro6_L3_02_entrance_desc=A well travelled entrance into the PYR6 L3-B gas pocket.
Pyro6_L3_03=PYR6 L3-C
Pyro6_L3_03_Entrance=PYR6 L3-C Entrance
Pyro6_L3_03_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L3.
Pyro6_L3_03_entrance_desc=A well travelled entrance into the PYR6 L3-C gas pocket.
Pyro6_L3_04=PYR6 L3-D
Pyro6_L3_04_Entrance=PYR6 L3-D Entrance
Pyro6_L3_04_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L3.
Pyro6_L3_04_entrance_desc=A well travelled entrance into the PYR6 L3-D gas pocket.
Pyro6_L3_desc=A Lagrangian gravity well located in the orbit of Pyro VI.
Pyro6_L4=PYR6 L4
Pyro6_L4_01=PYR6 L4-A
Pyro6_L4_01_Entrance=PYR6 L4-A Entrance
Pyro6_L4_01_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L4.
Pyro6_L4_01_entrance_desc=A well travelled entrance into the PYR6 L4-A gas pocket.
Pyro6_L4_02=PYR6 L4-B
Pyro6_L4_02_Entrance=PYR6 L4-B Entrance
Pyro6_L4_02_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L4.
Pyro6_L4_02_entrance_desc=A well travelled entrance into the PYR6 L4-B gas pocket.
Pyro6_L4_03=PYR6 L4-C
Pyro6_L4_03_Entrance=PYR6 L4-C Entrance
Pyro6_L4_03_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L4.
Pyro6_L4_03_entrance_desc=A well travelled entrance into the PYR6 L4-C gas pocket.
Pyro6_L4_04=PYR6 L4-D
Pyro6_L4_04_Entrance=PYR6 L4-D Entrance
Pyro6_L4_04_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L4.
Pyro6_L4_04_entrance_desc=A well travelled entrance into the PYR6 L4-D gas pocket.
Pyro6_L4_desc=A Lagrangian gravity well located in the orbit of Pyro VI.
Pyro6_L5=PYR6 L5
Pyro6_L5_01=PYR6 L5-A
Pyro6_L5_01_Entrance=PYR6 L5-A Entrance
Pyro6_L5_01_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L5.
Pyro6_L5_01_entrance_desc=A well travelled entrance into the PYR6 L5-A gas pocket.
Pyro6_L5_02=PYR6 L5-B
Pyro6_L5_02_Entrance=PYR6 L5-B Entrance
Pyro6_L5_02_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L5.
Pyro6_L5_02_entrance_desc=A well travelled entrance into the PYR6 L5-B gas pocket.
Pyro6_L5_03=PYR6 L5-C
Pyro6_L5_03_Entrance=PYR6 L5-C Entrance
Pyro6_L5_03_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L5.
Pyro6_L5_03_entrance_desc=A well travelled entrance into the PYR6 L5-C gas pocket.
Pyro6_L5_04=PYR6 L5-D
Pyro6_L5_04_Entrance=PYR6 L5-D Entrance
Pyro6_L5_04_desc=A gas pocket contained in the Lagrangian gravity well PYR6 L5.
Pyro6_L5_04_entrance_desc=A well travelled entrance into the PYR6 L5-D gas pocket.
Pyro6_L5_desc=A Lagrangian gravity well located in the orbit of Pyro VI.
Pyro6_Outpost_col_m_frm_otlw_001=Scarper's Turn
Pyro6_Outpost_col_m_frm_otlw_001_desc=No free samples. Don't even ask.
Pyro6_Outpost_col_m_scrp_otlw_001=Last Landings
Pyro6_Outpost_col_m_scrp_otlw_001_desc=Last stop for everything.
Pyro6_Outpost_col_m_trdpst_indy_001=Canard View
Pyro6_Outpost_col_m_trdpst_indy_001_desc=Home of the famous 'Pyro Canard!'
Pyro6_Outpost_col_s_frm_otlw_001=Kinder Plots
Pyro6_Outpost_col_s_frm_otlw_001_desc=You're either our friend, or you're fertilizer.
Pyro6_Outpost_col_s_hmstd_otlw_001=Stonetree
Pyro6_Outpost_col_s_hmstd_otlw_001_desc=Bedlam ain't so bad.
Pyro6_Outpost_col_s_scrp_indy_001=Supply Gap
Pyro6_Outpost_col_s_scrp_indy_001_desc=A great place to crash.
Pyro6_Outpost_col_s_trdpst_indy_001=Blackrock Exchange
Pyro6_Outpost_col_s_trdpst_indy_001_desc=Trading for a better tomorrow.
Pyro6_Outpost_col_s_trdpst_otlw_001,P=Pyro6_Outpost_col_s_trdpst_otlw_001
Pyro6_Outpost_col_s_trdpst_otlw_001_desc,P=Pyro6_Outpost_col_s_trdpst_otlw_001_desc
Pyro6_desc=This protoplanet suffers little damage from Pyro's distant star.
PyroStar=Pyro
PyroStar_desc=A class-M main sequence flare star.
Pyro_JumpPoint_Cano=Pyro - Cano Jump Point
Pyro_JumpPoint_Cano_Desc=This jump point connects Pyro to the UEE controlled Cano system.
Pyro_JumpPoint_Castra=Pyro - Castra Jump Point
Pyro_JumpPoint_Castra_Desc=This jump point connects Pyro to the UEE controlled Castra system.
Pyro_JumpPoint_Hadrian=Pyro - Hadrian Jump Point
Pyro_JumpPoint_Hadrian_Desc=This jump point connects Pyro to the UEE controlled Hadrian system.
Pyro_JumpPoint_Nyx=Pyro - Nyx Jump Point
Pyro_JumpPoint_Nyx_Desc=This jump point connects Pyro to the Nyx system.
Pyro_JumpPoint_Oso=Pyro - Oso Jump Point
Pyro_JumpPoint_Oso_Desc=This jump point connects Pyro to the UEE controlled Oso system which is protected by the Fair Chance Act.
Pyro_JumpPoint_Stanton=Pyro-Stanton Jump Point
Pyro_JumpPoint_Stanton_desc=This jump point connects Pyro to the Stanton system.
Pyro_JumpPoint_Terra=Pyro - Terra Jump Point
Pyro_JumpPoint_Terra_Desc=This jump point connects Pyro to the UEE controlled Terra system.
Pyro_MiningStation,P=MINING STATION
Pyro_ServiceStation,P=SERVICE STATION
Pyro_System,P=PYRO SYSTEM
Pyro_asteroidbeltA=Akiro Cluster
Pyro_asteroidbeltA_desc=A charred cluster of blackened asteroids. While mostly worthless, some rare materials can be found here.
Pyro_ruinstation,P=Ruin Station
Pyro_ruinstation_desc=A Gold Horizon platform orbiting Pyro VI. It was owned and operated by Pyrotechnic Amalgamated until it was abandoned and then overrun by outlaws. Feuds between factions have lead to frequent and deadly battles; making this location extremely dangerous for civilians and outlaws alike.
QT_Beacon_Delamar_LZ_01=QT_Beacon_Levski
QT_Beacon_Delamar_LZ_01_Approach_01=QT_Beacon_Levski_Approach_01
QT_Beacon_Gainey=Gainey
QT_Beacon_RendezvousPoint=Rendezvous Point
QT_Beacon_Zsigmund=Zsigmond Station
RAIN_killcollectcreatures_multitype_desc_01,P=To all available contractors,\n\nRayari has been continuing our efforts into the next generation of scientific research, but recently, weve had to halt an invaluable research project due to a lack of biological materials critical to our efforts and are eager to have our stock restored.\n\nAs such, we are seeking people who can track down multiple species in the wild, acquire the requisite biological components from the different specimens, and deliver them to ~mission(destination|address).\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.\n\nLets grow together,\n\nSenior Manager for Clinical Research Outsourcing,\nNarina Lerrem
RAIN_killcollectcreatures_multitype_title_01,P=Biological Research Material Needed
RAIN_killcollectcreatures_onetype_desc_01,P=To all available contractors,\n\nAs part of an active research project here at Rayari, we are in need of freshly harvested ~mission(items).\n\nAs such, we are seeking people who can track down ~mission(creature) in the wild, acquire the requisite biological components and deliver them to ~mission(destination|address).\n\nFor more information on the animals in question, refer to "The Guide to Stanton Wildlife" in your Journal.\n\nLets grow together,\n\nSenior Manager for Clinical Research Outsourcing,\nNarina Lerrem
RAIN_killcollectcreatures_onetype_title_01,P=Research Material Needed: ~mission(Items)
RN_resource_Coolant,P=Coolant
RN_resource_Fuel,P=Fuel
RN_resource_Gas,P=Gas
RN_resource_Gravity,P=Gravity
RN_resource_Heat,P=Heat
RN_resource_Power,P=Power
RN_resource_QuantumFuel,P=Quantum Fuel
RN_resource_Shield,P=Shield
RN_resource_WeaponAmmo,P=Ammo
RN_resource_WeaponRegen,P=Weapon regeneration
RR_ARC_L1=ARC-L1 Wide Forest Station
RR_ARC_L1_desc=Located at the L1 Lagrange point of ArcCorp (Stanton III), Rest & Relax's Wide Forest Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Personal Armor, Personal Weapons, Food, a Clinic, and Habs. Also features a Refinery.
RR_ARC_L2=ARC-L2 Lively Pathway Station
RR_ARC_L2_desc=Located at the L2 Lagrange point of ArcCorp (Stanton III), Rest & Relax's Lively Pathway Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Personal Armor, Personal Weapons, Food, a Clinic, and Habs. Also features a Refinery.
RR_ARC_L3=ARC-L3 Modern Express Station
RR_ARC_L3_desc=Located at the L3 Lagrange point of ArcCorp (Stanton III), Rest & Relax's Modern Express Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Personal Armor, Personal Weapons, Food, a Clinic, and Habs.
RR_ARC_L4=ARC-L4 Faint Glen Station
RR_ARC_L4_desc=Located at the L4 Lagrange point of ArcCorp (Stanton III), Rest & Relax's Faint Glen Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Personal Armor, Personal Weapons, Food, a Clinic, and Habs.
RR_ARC_L5=ARC-L5 Yellow Core Station
RR_ARC_L5_desc=Located at the L5 Lagrange point of ArcCorp (Stanton III), Rest & Relax's Yellow Core Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Personal Armor, Personal Weapons, Food, a Clinic, and Habs.
RR_CRU_L1=CRU-L1 Ambitious Dream Station
RR_CRU_L1_desc=Located at the L1 Lagrange point of Crusader (Stanton II), Rest & Relax's Ambitious Dream Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Personal Armor, Personal Weapons, Clothing, Food, a Clinic, and Habs. Also features a Refinery.
RR_CRU_L4=CRU-L4 Shallow Fields Station
RR_CRU_L4_desc=Located at the L4 Lagrange point of Crusader (Stanton II), Rest & Relax's Shallow Fields Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Personal Armor, Clothing, Food, a Clinic, and Habs.
RR_CRU_L5=CRU-L5 Beautiful Glen Station
RR_CRU_L5_desc=Located at the L5 Lagrange point of Crusader (Stanton II), Rest & Relax's Beautiful Glen Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Ship Weapons, Personal Weapons, Food, a Clinic, and Habs.
RR_Clinic=Kel-To Rx Clinic
RR_Clinic_Desc=Where fast and reliable medical treatment is always what the doctor ordered.
RR_HUR_L1=HUR-L1 Green Glade Station
RR_HUR_L1_desc=Located at the L1 Lagrange point of Hurston (Stanton I), Rest & Relax's Green Glade Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Personal Armor, Personal Weapons, Clothing, Food, a Clinic, and Habs. Also features a Refinery.
RR_HUR_L2=HUR-L2 Faithful Dream Station
RR_HUR_L2_desc=Located at the L2 Lagrange point of Hurston (Stanton I), Rest & Relax's Faithful Dream Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Ship Weapons, Personal Weapons, Food, a Clinic, and Habs. Also features a Refinery.
RR_HUR_L3=HUR-L3 Thundering Express Station
RR_HUR_L3_desc=Located at the L3 Lagrange point of Hurston (Stanton I), Rest & Relax's Thundering Express Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Ship Weapons, Food, a Clinic, and Habs.
RR_HUR_L4=HUR-L4 Melodic Fields Station
RR_HUR_L4_desc=Located at the L4 Lagrange point of Hurston (Stanton I), Rest & Relax's Melodic Fields Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Weapons, Personal Weapons, Clothing, Food, a Clinic, and Habs.
RR_HUR_L5=HUR-L5 High Course Station
RR_HUR_L5_desc=Located at the L5 Lagrange point of Hurston (Stanton I), Rest & Relax's High Course Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Ship Weapons, Personal Weapons, Food, a Clinic, and Habs.
RR_MIC_L1=MIC-L1 Shallow Frontier Station
RR_MIC_L1_desc=Located at the L1 Lagrange point of microTech (Stanton IV), Rest & Relax's Shallow Frontier Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Personal Weapons, Personal Armor, Clothing, Food, a Clinic, and Habs. Also features a Refinery.
RR_MIC_L2=MIC-L2 Long Forest Station
RR_MIC_L2_desc=Located at the L2 Lagrange point of microTech (Stanton IV), Rest & Relax's Long Forest Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Ship Weapons, Personal Weapons, Food, a Clinic, and Habs. Also features a Refinery.
RR_MIC_L3=MIC-L3 Endless Odyssey Station
RR_MIC_L3_desc=Located at the L3 Lagrange point of microTech (Stanton IV), Rest & Relax's Endless Odyssey Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Ship Weapons, Personal Weapons, Food, a Clinic, and Habs.
RR_MIC_L4=MIC-L4 Red Crossroads Station
RR_MIC_L4_desc=Located at the L4 Lagrange point of microTech (Stanton IV), Rest & Relax's Red Crossroads Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Ship Weapons, Personal Weapons, Food, a Clinic, and Habs.
RR_MIC_L5=MIC-L5 Modern Icarus Station
RR_MIC_L5_desc=Located at the L5 Lagrange point of microTech (Stanton IV), Rest & Relax's Modern Icarus Station offers a wide variety of shops and services for the weary traveler including: Refueling, Restocking, Ship Components, Ship Weapons, Personal Weapons, Food, a Clinic, and Habs.
RR_P1_L2=PYAM-FARSTAT-1-2
RR_P1_L2_desc=ATTENTION: This station is no longer in service.
RR_P1_L3=PYAM-FARSTAT-1-3
RR_P1_L3_desc=ATTENTION: This station is no longer in service.
RR_P1_L5=PYAM-FARSTAT-1-5
RR_P1_L5_desc=ATTENTION: This station is no longer in service.
RR_P2=PYAM-FARSTAT-2-0
RR_P2_L3=PYAM-FARSTAT-2-3
RR_P2_L3_desc=ATTENTION: This station is no longer in service.
RR_P2_L4=Checkmate
RR_P2_L4_Clinic=Checkmate Clinic
RR_P2_L4_desc=Located at the L4 Lagrange point of Pyro II, this dilapidated station was originally established by Pyrotechnic Amalgamated to supply their workers. Today, the fierce Rough & Ready gang uses the station to offer outlaws traveling the system a place to stop for fuel, supplies, and a bit of entertainment. Just be sure to mind your manners.
RR_P2_desc=ATTENTION: This station is no longer in service.
RR_P3=Orbituary
RR_P3_Clinic=Orbituary Clinic
RR_P3_L1=Starlight Service Station
RR_P3_L1_Clinic=Starlight Clinic
RR_P3_L1_desc=From repairing your ship to grabbing a snack, the independently owned Starlight Service Station at the L1 Lagrange of Pyro III offers everything your vehicle and crew needs on your journey through the system.
RR_P3_L3=Patch City
RR_P3_L3_Clinic=Patch City Clinic
RR_P3_L3_desc=Whether your hulls full of holes, your quantum tanks drier than an overcooked aloprat, or you need a place to sleep one off, head over to Patch City at Pyro IIIs L3 Lagrange and the Rough & Ready gang will get you fixed up and back on your way. If you have the credits that is.
RR_P3_L5=PYAM-FARSTAT-3-5
RR_P3_L5_desc=ATTENTION: This station is no longer in service.
RR_P3_desc=Situated high above Pyro III, Orbituary station is the domain of the Rough & Ready gang who operate the refueling services for outlaws and civilians alike. While a convenient place to stock up and get a nights rest, make sure you dont let your guard down.
RR_P5_L1=PYAM-FARSTAT-5-1
RR_P5_L1_desc=ATTENTION: This station is no longer in service.
RR_P5_L2=Gaslight
RR_P5_L2_Clinic=Gaslight Clinic
RR_P5_L2_desc=Pyros Rough, so you better get Ready. Stop by this station for fuel, supplies, and a bit of entertainment. Just be sure to mind your manners.
RR_P5_L3=PYAM-FARSTAT-5-3
RR_P5_L3_desc=ATTENTION: This station is no longer in service.
RR_P5_L4=Rod's Fuel 'N Supplies
RR_P5_L4_Clinic=Rod's Clinic
RR_P5_L4_desc=You need fuel? Supplies? Rods got it!
RR_P5_L5=Rat's Nest
RR_P5_L5_Clinic=Rat's Nest Clinic
RR_P5_L5_desc=Pyros Rough, so you better get Ready. Stop by this station for fuel, supplies, and a bit of entertainment. Just be sure to mind your manners.
RR_P6_L2=PYAM-FARSTAT-6-2
RR_P6_L2_desc=ATTENTION: This station is no longer in service.
RR_P6_L3=Endgame
RR_P6_L3_Clinic=Endgame Clinic
RR_P6_L3_desc=Pyros Rough, so you better get Ready. Stop by this station for fuel, supplies, and a bit of entertainment. Just be sure to mind your manners.
RR_P6_L4=Dudley & Daughters
RR_P6_L4_Clinic=Dudley Clinic
RR_P6_L4_desc=The Dudley familys been working hard to provide quality refueling services for over a decade. Come by to experience the Dudley Difference.
RR_P6_L5=Megumi Refueling
RR_P6_L5_Clinic=Megumi Clinic
RR_P6_L5_desc=The only refueling station in Pyro good enough to be called Megumi.
RacingRep_Guild_Area=UEE
RacingRep_Guild_Description=Wildstar Racing started as a small Spectrum channel where racing enthusiasts would share vids of themselves racing on their favorite local tracks. Since then, they have grown into a sanctioned racing organization specializing in rally tracks and are widely recognized as an affordable proving ground for amateur racers to work towards competing in higher-profile leagues.
RacingRep_Guild_DisplayName=Wildstar Racing
RacingRep_Guild_Focus=Racing
RacingRep_Guild_Founded=2811
RacingRep_Guild_HQ=Reisse, Rhetor System
RacingRep_Guild_Leadership=Tosko Nunnar, President
RacingRep_Ship_Rank0=Racing Enthusiast
RacingRep_Ship_Rank1=Novice Racer
RacingRep_Ship_Rank10=Ace Racer
RacingRep_Ship_Rank2=Rookie Racer
RacingRep_Ship_Rank3=Racer
RacingRep_Ship_Rank4=Practiced Racer
RacingRep_Ship_Rank5=Dedicated Racer
RacingRep_Ship_Rank6=Experienced Racer
RacingRep_Ship_Rank7=Skilled Racer
RacingRep_Ship_Rank8=Veteran Racer
RacingRep_Ship_Rank9=Elite Racer
Racing_Ship_DisplayName=Spaceship
ReccoBattaglia_RepUI_Association=Miners Amalgamated
ReccoBattaglia_RepUI_Biography=Recco Battaglia, the latest in a long line of miners, had continued the family tradition until an accident at a dig sit left her unable to continue the work. Frustrated with her post-accident treatment under the bureaucracy of the UEE and United Resource Workers, Recco moved out to Nyx where she now coordinates logistics for the local branch of Miners Amalgamated, an alternate union that focuses on helping independent miners.
ReccoBattaglia_RepUI_Location=Levski, Delamar, Nyx
ReccoBattaglia_RepUI_Occupation=Snr. Logistics Rep.
RedWind_Allies=N/A
RedWind_Delivery_Illegal_Desc_01=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nGot another special job that I could use you on. Should be a quick run.\n\nPACKAGE FOR PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\nAnd please remember not to bother the clients or any of their guests. Professionalism is the key here. \n
RedWind_Delivery_Illegal_Desc_02=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nGot another special job that I need a pilot I can trust to handle.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n\nThis is a very important client for us so please treat them and their packages with extra respect.\n
RedWind_Delivery_Illegal_Desc_03=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nHad another special job come in from one of our more private clients.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n\nRemember to try and keep a low profile. The last thing this client wants is to draw attention to their business, and the last thing I want is an unhappy client. Especially in this case.\n
RedWind_Delivery_Illegal_Desc_04=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nGot another special run. Figured you'd be the right pilot to handle it for me.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from ~mission(Pickup4|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to ~mission(Dropoff4|Address)\n\nOnce again, be smart and keep quiet about anything you might see or hear while you're out there. Remember, you're just there for the packages.\n
RedWind_Delivery_Illegal_Desc_05=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nGot another special job that I could use you on. This one's a bit more complicated since there's a few more packages to keep track of. Here's the list:\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from ~mission(Pickup5|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to ~mission(Dropoff5|Address)\n\nMake sure the right packages get to where they're going. You really don't want to have to explain a mix up to these particular clients.\n
RedWind_Delivery_Illegal_Desc_Intro=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nI know you've done some solid work for us in the past, so I figured I'd see if you were interested in handling a bit of a special run for us that's a bit farther out in the system than what you've been doing so far.\n\nIn a nutshell, we need a pilot who's willing to keep their head down, focus on getting the packages delivered, and most importantly, not ask a lot of questions.\n\nSee, for a smaller company like us, staying ahead of competition means that we need to offer our clients something they can't get elsewhere - discretion. At Red Wind, as long as you got the credits we'll take whatever to wherever. Understand?\n\nIf that sounds good to you, let's see how you do on this run -\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n\nOne last bit of advice, it would probably be good to avoid any unnecessary delays once you got the packages onboard, for example being searched by local law enforcement. \n
RedWind_Delivery_Illegal_Title_01=Red Wind Discreet Courier Run
RedWind_Delivery_Illegal_Title_Intro=Red Wind In Need of Discreet Couriers
RedWind_LocalDelivery_desc_01=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nNeed an available independent pilot for a quick local delivery.\n\nPACKAGE FOR PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\nTry to keep your nose clean when you're out there. If you got Red Wind packages onboard, a certain level of professionalism is appreciated.\n\n~mission(Contractor|SignOff)
RedWind_LocalDelivery_desc_02=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nLooking for a pilot to run a couple packages -\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n\nNeed it done quick and without screwups.\n\n~mission(Contractor|SignOff)
RedWind_LocalDelivery_desc_03=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nHey all, got a contract up for grabs for any pilots with a ship at the ready -\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n\n~mission(Contractor|SignOff)
RedWind_LocalDelivery_desc_04=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nA run came through that needs an available pilot.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from ~mission(Pickup4|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to ~mission(Dropoff4|Address)\n\nAnd just to be clear, you have to provide your own cargo ship. Make sure you got the space.\n\n~mission(Contractor|SignOff)
RedWind_LocalDelivery_desc_05=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nPut together a multi-stop run that needs a pilot.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from ~mission(Pickup5|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to ~mission(Dropoff5|Address)\n\nMake sure your ship's got the space for all these pickups.\n\n~mission(Contractor|SignOff)
RedWind_LocalDelivery_desc_intro=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nWe're looking to hire an independent pilot that's interested in running a local route for us.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\nIf you pull this off, we can see about other contracts in the future.\n\n~mission(Contractor|SignOff)
RedWind_LocalDelivery_desc_rehire=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nEven though we haven't hired you in a while, we could use the extra help right now.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n\nIf you pull this delivery off, we can see about making it a more regular thing again.\n\n~mission(Contractor|SignOff)
RedWind_LocalDelivery_header_01=Red Wind Local Delivery Route
RedWind_LocalDelivery_title_01=Red Wind Local Delivery Route
RedWind_LocalDelivery_title_intro=Red Wind Seeking New Pilots
RedWind_LocalDelivery_title_rehire=Another Attempt at Red Wind Delivery
RedWind_RepUI_Area=Various
RedWind_RepUI_Description=Red Wind Linehaul prides itself on its fleet of experienced pilots and contractors, many of who are Naval veterans, that is able to provide service to sectors other companies may shy away from. Because they don't restrict pick up and delivery locations, they have carved a unique niche for themselves in the competitive world of shipping as a company willing to deliver to locations that others won't.
RedWind_RepUI_Focus=Delivery, Hauling, Courier Services
RedWind_RepUI_Founded=2913
RedWind_RepUI_Headquarters=Area18, ArcCorp, Stanton System
RedWind_RepUI_Leadership=Kay Farrah, Owner
RedWind_RepUI_Name=Red Wind Linehaul
RedWind_Rivals=N/A
Redwind_Courier=[COURIER] Redwind Delivery Pilot Needed
Redwind_Data=[DATA] Redwind Delivery Pilot Needed
Redwind_Haulage=[HAULAGE] Redwind Delivery Pilot Needed
Redwind_LightGoods=[LIGHT GOODS] Redwind Delivery Pilot Needed
Redwind_internaldelivery_dc_desc_001=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nThe folks over at ~mission(Location|Address) are doing some clean up and want some packages moved around the facility.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n\nThey need it done efficiently and without a lot of bother.\n\n\nDO NOT TAKE THIS CONTRACT - unless you are reliable. Red Wind has a reputation that our clients trust and for good reason. \n\n
Redwind_internaldelivery_dc_desc_002=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nHey all, got a contract up for grabs at ~mission(Location|Address) if you have the time. They need a package handler to move a few boxes around the facility -\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3)\n \n\n\n\nBE AWARE - in addition for being known as a dependable shipping service, Red Wind is also known for tracking down people who double cross us. If you're looking for an easy 'soft grab', we ain't it. Trustworthy pilots only. \n
Redwind_internaldelivery_dc_desc_003=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nGot some boxes that need reorganizing over at ~mission(Location|Address).\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4)\n\n\nTO ALL VETS - Red Wind appreciates your service to our Empire! Your struggles mean our freedom! \n
Redwind_internaldelivery_dc_desc_004=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nGot some packages that need lugging around the facility over at ~mission(Location|Address) -\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5)\n\nTry to mind your own business while youre there.\n\nWE ARE EQUAL OPPORTUNITY - Red Wind Linehaul is and always has been an equal opportunity contractor. If you think you can do a good job for us, then by all means sign up. \n
Redwind_internaldelivery_dc_desc_005=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nSeems like there was a bit of a logistical snafu at ~mission(Location|Address) and they need someone to make sure the misplaced packages end up where theyre supposed to go inside the facility.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5)\n · Package #~mission(item6|serialnumber) from the ~mission(Pickup6)\n\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5)\n · Package #~mission(item6|serialnumber) to the ~mission(Dropoff6)\n\n\n\nTRUST GOES TWO WAYS - By taking this contract you are pledging not to screw us over, and Red Wind Linehaul pledges to treat you the same. \n
Redwind_internaldelivery_dc_title_001=Red Wind Package Handler
Refinery_0001=WIP Refinery_0001
Refinery_Description=WIP Refinery Description
RentalTimeRemainingNotification=Your ~rentalNotification(RentedItemName) rental expires in ~rentalNotification(RentedItemDuration).
RepScope_Assassination_Name=Assassination
RepScope_Bounty_Name=Bounty Hunting
RepScope_Courier_Name=Courier
RepScope_Emergency_Name=Emergency Support
RepScope_HiredMuscle_Name=Hired Muscle
RepScope_HiredMuscle_Rank0=Under Review
RepScope_HiredMuscle_Rank1=Foot Soldier
RepScope_HiredMuscle_Rank2=Low Level Enforcer
RepScope_HiredMuscle_Rank3=Enforcer
RepScope_HiredMuscle_Rank4=Experienced Enforcer
RepScope_HiredMuscle_Rank5=Trusted Enforcer
RepScope_HiredMuscle_Rank6=Lethal Enforcer
RepScope_InvestigationAndRetrieval_Name,P=Investigation And Retrieval
RepScope_Livery_Name=Livery Services
RepScope_Maintenance_Name=Maintenance
RepScope_Maintenance_Rank0=Apprentice
RepScope_Maintenance_Rank1=Mechanic-in-Training
RepScope_Maintenance_Rank2=Jr. Mechanic
RepScope_Maintenance_Rank3=Mechanic
RepScope_Maintenance_Rank4=Sr. Mechanic
RepScope_Maintenance_Rank5=Master Mechanic
RepScope_MissionGiver_Default_Name=Affinity
RepScope_Salvaging_Name=Salvaging
RepScope_Scavenging_Name=Scavenging
RepScope_Security_Name=Security
RepScope_Technician_Name=Technician
RepScope_Technician_Rank0=Applicant
RepScope_Technician_Rank1=Technician-in-Training
RepScope_Technician_Rank2=Jr. Technician
RepScope_Technician_Rank3=Technician
RepScope_Technician_Rank4=Sr. Technician
RepScope_Technician_Rank5=Master Technician
RepScope_Theft_Name=Theft
RepStanding_Assassination_Rank0=Under Review
RepStanding_Assassination_Rank1=Assassin In Training
RepStanding_Assassination_Rank2=Low Level Assassin
RepStanding_Assassination_Rank3=Assassin
RepStanding_Assassination_Rank4=High Value Assassin
RepStanding_Assassination_Rank5=Elite Assassin
RepStanding_Assassination_Rank6=Master Assassin
RepStanding_Bounty_Applicant_Name=Applicant
RepStanding_Bounty_Applicant_Perks=No Additional Perks
RepStanding_Bounty_Junior_Name=Junior Guild Member
RepStanding_Bounty_Junior_Perks=Beginner's Permit (LRT) Available
RepStanding_Bounty_LegendaryBountyHunter_Name=Guild Steward
RepStanding_Bounty_LegendaryBountyHunter_Perks=No Additional Perks
RepStanding_Bounty_MasterBountyHunter_Name=Veteran Guild Member
RepStanding_Bounty_MasterBountyHunter_Perks=Master License (ERT) Available
RepStanding_Bounty_MidLevel_Name=Guild Member
RepStanding_Bounty_MidLevel_Perks=Journeyman License (HRT) Available
RepStanding_Bounty_NotEligible_Name=Not Eligible
RepStanding_Bounty_NotEligible_Perks=
RepStanding_Bounty_Probation_Name=Probationary Guild Member
RepStanding_Bounty_Probation_Perks=Training Permit (VLRT) Available\nSuspect Apprehension Available\nFugitive Recovery Available
RepStanding_Bounty_Rank0=Applicant
RepStanding_Bounty_Rank1=Tracker Trainee
RepStanding_Bounty_Rank2=Associate Tracker
RepStanding_Bounty_Rank3=Tracker
RepStanding_Bounty_Rank4=Advanced Tracker
RepStanding_Bounty_Rank5=Senior Tracker
RepStanding_Bounty_Rank6=Master Tracker
RepStanding_Bounty_Senior_Name=Senior Guild Member
RepStanding_Bounty_Senior_Perks=Advanced License (VHRT) Available
RepStanding_Courier_Rank0=Applicant
RepStanding_Courier_Rank1=Jr. Runner
RepStanding_Courier_Rank2=Runner
RepStanding_Courier_Rank3=Sr. Runner
RepStanding_Emergency_Junior_Name_CDF=First Responder Trainee
RepStanding_Emergency_Junior_Name_CrusaderSecurity=Auxiliary Staff
RepStanding_Emergency_Junior_Perks_CDF=CDF Helmet \n[Given Post-Emergency]
RepStanding_Emergency_Junior_Perks_CrusaderSecurity=No Additional Perks
RepStanding_Emergency_MidLevel_Name_CDF=First Responder
RepStanding_Emergency_MidLevel_Name_CrusaderSecurity=Crusader Reservist
RepStanding_Emergency_MidLevel_Perks_CDF=CDF Undersuit \n[Given Post-Emergency]
RepStanding_Emergency_MidLevel_Perks_CrusaderSecurity=No Additional Perks
RepStanding_Emergency_NotEligible_Name_CDF=Not Eligible
RepStanding_Emergency_NotEligible_Name_CrusaderSecurity=Not Eligible
RepStanding_Emergency_NotEligible_Perks_CDF=
RepStanding_Emergency_NotEligible_Perks_CrusaderSecurity=
RepStanding_Emergency_Probation_Name_CDF=Volunteer
RepStanding_Emergency_Probation_Name_CrusaderSecurity=Temporary Contractor
RepStanding_Emergency_Probation_Perks_CDF=No Additional Perks
RepStanding_Emergency_Probation_Perks_CrusaderSecurity=No Additional Perks
RepStanding_Emergency_Rank0=Applicant
RepStanding_Emergency_Rank1=First Responder Trainee
RepStanding_Emergency_Rank2=First Responder
RepStanding_Emergency_Rank3=Veteran First Responder
RepStanding_Emergency_Senior_Name_CDF=Veteran First Responder
RepStanding_Emergency_Senior_Name_CrusaderSecurity=Sr. Crusader Reservist
RepStanding_Emergency_Senior_Perks_CDF=CDF Torso Armor \n[Given Post-Emergency]
RepStanding_Emergency_Senior_Perks_CrusaderSecurity=No Additional Perks
RepStanding_Livery_Rank0=Probationary Livery Pilot
RepStanding_Livery_Rank1=Jr. Livery Pilot
RepStanding_Livery_Rank2=Livery Pilot
RepStanding_Livery_Rank3=Sr. Livery Pilot
RepStanding_MissionGiver_Default_Disliked_Desc,P=They don't like you
RepStanding_MissionGiver_Default_Disliked_Name,P=Disliked
RepStanding_MissionGiver_Default_Exalted_Desc,P=They really like you
RepStanding_MissionGiver_Default_Exalted_Name,P=Exalted
RepStanding_MissionGiver_Default_Hated_Desc,P=They are really don't like you
RepStanding_MissionGiver_Default_Hated_Name,P=Hated
RepStanding_MissionGiver_Default_Liked_Desc,P=They like you
RepStanding_MissionGiver_Default_Liked_Name,P=Liked
RepStanding_MissionGiver_Default_Neutral_Desc,P=They are ambivalent about you
RepStanding_MissionGiver_Default_Neutral_Name,P=Neutral
RepStanding_NotEligible=Not Eligible
RepStanding_Perk_Blank=
RepStanding_Perk_Bonus_05=+5% Payment Bonus
RepStanding_Perk_Bonus_10=+10% Payment Bonus
RepStanding_Perk_Bonus_15=+15% Payment Bonus
RepStanding_Perk_Bonus_20=+20% Payment Bonus
RepStanding_Perk_NewMission=Additional Contracts
RepStanding_Perk_NewTracks=New Tracks Unlocked
RepStanding_Perk_None=No Additional Perks
RepStanding_Rank0=Applicant
RepStanding_Rank1=Rank I
RepStanding_Rank10=Rank X
RepStanding_Rank2=Rank II
RepStanding_Rank3=Rank III
RepStanding_Rank4=Rank IV
RepStanding_Rank5=Rank V
RepStanding_Rank6=Rank VI
RepStanding_Rank7=Rank VII
RepStanding_Rank8=Rank VIII
RepStanding_Rank9=Rank IX
RepStanding_Salvaging_Rank0=Applicant
RepStanding_Salvaging_Rank1=Apprentice Salvager
RepStanding_Salvaging_Rank2=Associate Salvager
RepStanding_Salvaging_Rank3=Salvager
RepStanding_Salvaging_Rank4=Senior Salvager
RepStanding_Salvaging_Rank5=Master Salvager
RepStanding_Scavenging_Rank0=Prospective Scavenger
RepStanding_Scavenging_Rank1=Rust Collector
RepStanding_Scavenging_Rank2=Scavenger
RepStanding_Scavenging_Rank3=Enterprising Scavenger
RepStanding_Scavenging_Rank4=Trusted Scavenger
RepStanding_Scavenging_Rank5=Expert Scavenger
RepStanding_Security_Rank0=Applicant
RepStanding_Security_Rank1=Security Trainee
RepStanding_Security_Rank2=Jr. Security Contractor
RepStanding_Security_Rank3=Security Contractor
RepStanding_Security_Rank4=Sr. Security Contractor
RepStanding_Security_Rank5=Lead Security Contractor
RepStanding_Security_Rank6=Elite Security Contractor
RepairOxygenKiosk_Depth1=Depth 1
RepairOxygenKiosk_Depth10=Depth 10
RepairOxygenKiosk_Depth11=Depth 11
RepairOxygenKiosk_Depth12=Depth 12
RepairOxygenKiosk_Depth13=Depth 13
RepairOxygenKiosk_Depth14=Depth 14
RepairOxygenKiosk_Depth15=Depth 15
RepairOxygenKiosk_Depth2=Depth 2
RepairOxygenKiosk_Depth3=Depth 3
RepairOxygenKiosk_Depth4=Depth 4
RepairOxygenKiosk_Depth5=Depth 5
RepairOxygenKiosk_Depth6=Depth 6
RepairOxygenKiosk_Depth7=Depth 7
RepairOxygenKiosk_Depth8=Depth 8
RepairOxygenKiosk_Depth9=Depth 9
RepairOxygenKiosk_DescriptionLong=Hello Guests,\n\nWe have recently been alerted that one of our Oxygen Dispensers has suffered a technical error. As you know these kiosks are vital to ensure that you have plenty of oxygen handy while participating in our Work Release Program.\n\nWe are looking for any available guest to reset the kiosk. That should reconnect the kiosk to the network and resolve the issue. The first guest who's able to complete this task will not only be compensated with merits, but also with the satisfaction that they're making the workplace safer for other guests.\n\nThank you.
RepairOxygenKiosk_DescriptionLong_Location=Hello Guests,\n\nWe have recently been alerted that one of our Oxygen Dispensers has suffered a technical error. As you know these kiosks are vital to ensure that you have plenty of oxygen handy while participating in our Work Release Program.\n\nWe are looking for any available guest to get to ~mission(Route), ~mission(Depth) and reset the kiosk. That should reconnect the kiosk to the network and resolve the issue. The first guest who's able to complete this task will not only be compensated with merits, but also with the satisfaction that they're making the workplace safer for other guests.\n\nThank you.
RepairOxygenKiosk_DescriptionShort=Reset Oxygen Kiosk
RepairOxygenKiosk_DescriptionShort_Location=Repair O2 Kiosk in ~mission(Route), ~mission(Depth) \n
RepairOxygenKiosk_Marker=Inmate Maintenance Opportunity
RepairOxygenKiosk_Objective=Repair O2 Kiosk in ~mission(Route), ~mission(Depth)
RepairOxygenKiosk_Route1=Route 1
RepairOxygenKiosk_Route2=Route 2
RepairOxygenKiosk_Route3=Route 3
RepairOxygenKiosk_Title=Inmate Maintenance Opportunity
Reststop_RR_desc_large=This sprawling rest stop, operated by R&R, is larger than average and features a multitude of services for travelers beyond the normal refueling and restocking. A food court, bars, stores, entertainment, habs, and more are available.
Reststop_RR_desc_medium=Owned and operated by Rest & Relax, this station offers plenty of amenities for space-weary travelers. Besides being able to restock and refuel their ships, visitors can rest up and find several shops to peruse for provisions and refreshments.
Reststop_Small_desc_small=Featuring a wide selection of amenities, you can refuel and restock both yourself and your ship all in one convenient location. The perfect place to take a break from traveling. 
RetakeLocation_MissionDescription=~mission(Contractor|RetakeLocationDescription)
RetakeLocation_MissionFrom=~mission(Contractor|RetakeLocationFrom)
RetakeLocation_MissionTitle=~mission(Contractor|RetakeLocationTitle)
RetakeLocation_Neutralize_obj_02_hud=Targets Remaining: ~mission(targetcount)
RetakeLocation_Neutralize_obj_02_long=Neutralize all targets.
RetakeLocation_Neutralize_obj_02_short=Neutralize All Targets
RetakeLocation_Neutralize_obj_03_hud=Interior Targets: ~mission(targetcountinterior)
RetakeLocation_Neutralize_obj_04_hud=Exterior Targets: ~mission(targetcountexterior)
RetakeLocation_ReachLocation_obj_01_long=Reach ~mission(location|address) before targets escape.
RetakeLocation_ReachLocation_obj_01_marker=Reach ~mission(location)
RetakeLocation_ReachLocation_obj_01_short=Reach ~mission(location)
RetrieveConsignment_Datapad_01_AccessCode=Access Code:
RetrieveConsignment_Datapad_01_ConsignmentNumber=Delivery Confirmation: Consignment #
RetrieveConsignment_Datapad_01_Manifest=Items Remaining:\n
RetrieveConsignment_Datapad_01_Message=This consignment contains confidential materials. Access is restricted to authorized individuals only.
RetrieveConsignment_Datapad_01_Warning=The information contained in the message is strictly confidential and reserved for authorized individuals only. Disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. Any individual caught doing so will be dismissed and/or prosecuted to the fullest extent of the law.
RetrieveConsignment_Journal_Body_01=Access Code:\n\nManifest:
RetrieveConsignment_Journal_Title_01=Consignment Code and Contents
RetrieveConsignment_Screen_ClaimNumber=Consignment #
RetrieveConsignment_Terminal_CancelledGenerating=Consignment Retrieval Cancelled
RetrieveConsignment_Terminal_FinishedGenerating=Consignment Retrieval Complete
RetrieveConsignment_Terminal_GeneratingItems=Consignment Retrieval in Progress...
RetrieveConsignment_Terminal_ItemLoading=Please Retrieve Consignment From the Dispenser
RetrieveConsignment_Terminal_RetrieveItems=Retrieve Consignment
RetrieveConsignment_Terminal_Title=Consignment Retrieval System
RetrieveConsignment_obj_01_Long=Go to ~mission(location|address).
RetrieveConsignment_obj_01_Marker=~mission(location)
RetrieveConsignment_obj_01_Short=Go To ~mission(location)
RetrieveConsignment_obj_02_Long=Retrieve the boxes of confidential material from the package conveyor.
RetrieveConsignment_obj_02_Marker=Access Consignment Locker
RetrieveConsignment_obj_02_Short=Retrieve Confidential Material %ls
RetrieveConsignment_obj_03_Long=Deliver the confidential materials to ~mission(DropOff1|address).
RetrieveConsignment_obj_03_Package_Marker=Confidential Materials
RetrieveConsignment_obj_03_Short=Deliver %ls Boxes of Confidential Material to ~mission(DropOff1)
RetrieveConsignment_obj_04_Long=Locate facility employees carrying datapads that contain the consignment codes needed to retrieve the confidential materials.
RetrieveConsignment_obj_04_Short=Locate Consignment Codes %ls
RetrieveDatapad_Captain_Journal=Sorry about the last minute price hike, but that's just the cost of doing business these days isnt it? \n\nI recommend that you try to focus on the fact that at the end of the day you're still getting what you want. What's the harm if I'm getting what I want too? That's called a win-win in my book.\n\nLooking forward to working with you again in the future,\nArliss\n\n//** ATTACHED: < *ENCRYPTED DATA* // *ACCESS DENIED* /> **//\n
RetrieveDatapad_Captain_Journal_Sub=Personal Datapad - Cpt. A. Knox
RetrieveDatapad_Captain_Journal_title=[DRAFT] The Data as Promised
RetrieveDatapad_Civilian_Journal=To: Tim Oishi\nFrom: Barry Norris\nSubject: Bye\n\nHey Love,\n\nI know I said I'd be home next week, but it's looking like I'm gonna have to break another promise. \n\nWe got hit and I took some fire. Managed to get away and hide, but I'm bleeding bad and if the rest of the crew are down, it's not going to be good. Doc said I didn't have any more regens in me, so this might be it. At least I managed to leave a little surprise for the bastards if they come after me.\n\nI'm sorry for everything I put you through, and I'm sorry I never got the chance to make it right. You were the best thing that ever happened to me and I should have treated you like it.\n\nIf I don't come back, you don't have to worry about doing a ceremony or anything for me. Never been my style. I just hope the next person you love is better than I was.\n\nLove,\nB\n
RetrieveDatapad_Civilian_Journal_Sub=Personal Datapad B. Norris
RetrieveDatapad_Civilian_Journal_Title=[SENT MESSAGE] Bye
RetrieveDatapad_Crew_Journal_02=To: Tania Adlett\nFrom Marcel Brickley\nSubject: Chill Out\n\nTan,\n\nYou need to calm down. So, we screwed over the Nine Tails? Who cares? How are they going to find us? It's not like they can magically track their cargo. \n\nAnd anyway, when you think about it, it's really their own fault. People should learn to be more careful. Like this last job with the data, why would they tell us how valuable it was if they didn't want to get screwed over? Far as I'm concerned, we're schooling them on how to behave for their next crew.\n\nMy suggestion? Worry about how you're going to spend all these credits were going to make. \n\n-Marcel\n
RetrieveDatapad_Crew_Journal_02_Sub=Personal Datapad M. Brickley
RetrieveDatapad_Crew_Journal_02_Title=[SENT MESSAGE] Chill Out
RetrieveDatapad_Engineer_Journal=To: Captain Arliss Knox\nFrom: Judy Ramirez\nSubject: Grav Gen Issues\n\nHey Cap,\n\nBad news. That last little scuffle did more damage than I thought. The gravity generator's going to need a complete overhaul to get it working again, and that means we need to park up in a garage for a few days. \n\nSince I know were not going to do that until this job's done, and theres a good chance the gravity's going to keep fritzing out on us which is less than ideal, so in the meanwhile, I went ahead and rigged the engineering console to allow anybody to do a hard reset of the system if they need to.\n\nFigure at least this way if I'm gunked up patching another part of the ship you all don't have to wait for me.\n\n-Judy\n
RetrieveDatapad_Engineer_Journal_Sub=Personal Datapad - J. Ramirez
RetrieveDatapad_Engineer_Journal_Title=[SENT MESSAGE] Grav Gen Issues
RetrieveDatapad_GravityConsole=Deactivate Gravity
RetrieveDatapad_ShipName=Pride of Arliss
RetrieveDatapad_desc=Ran into a bit of crap luck that I'm hoping you can help me right.\n\nA few days ago, I hired the crew of the 'Pride of Arliss' to obtain some important data for me. They pulled off the job no problem, but the bastard of a captain comm'd me demanding more credits. Turns out it wasn't the first time he's tried to pull this trick either because in middle of "negotiating" with me, his ship was attacked by some very pissed off individuals looking to teach him a lesson.\n\nOur comm got cut off when the shooting started and that was the last I heard from him. I'm guessing he's as good as ghosted, but I want you to head to the Pride of Arliss and try to get my data off the captain's personal datapad.\n\nOnce you have it, I set up a secure transmission channel at the ARC-L1 rest stop. Travel there and when you're in range, submit the data to me through this contract to get paid.\n \nDont try to screw me over either. Karma can be a real asshole.\n
RetrieveDatapad_obj_long_01=Board the Pride of Arliss.
RetrieveDatapad_obj_long_02=Locate the ship's captain.
RetrieveDatapad_obj_long_03=Gain access to the captain's body.
RetrieveDatapad_obj_long_04=Search the captain's body for his datapad.
RetrieveDatapad_obj_long_05=Submit the data through the contract manager.
RetrieveDatapad_obj_long_06=Deactivate the ship's gravity using the engineering console.
RetrieveDatapad_obj_long_07=Travel to ARC-L1 Wide Forest Station.
RetrieveDatapad_obj_marker_01=Pride of Arliss
RetrieveDatapad_obj_marker_02=Reclaimer
RetrieveDatapad_obj_marker_03=Captain's Body
RetrieveDatapad_obj_marker_04=Search
RetrieveDatapad_obj_marker_06=Engineering Console
RetrieveDatapad_obj_marker_07=ARC-L1 Wide Forest Station
RetrieveDatapad_obj_short_01=Board the Pride of Arliss
RetrieveDatapad_obj_short_02=Locate Ship's Captain
RetrieveDatapad_obj_short_03=Gain Access To Captain's Body
RetrieveDatapad_obj_short_04=Search Captain's Body For Datapad
RetrieveDatapad_obj_short_05=Submit Data
RetrieveDatapad_obj_short_06=Deactivate Ship's Gravity
RetrieveDatapad_obj_short_07=Travel To ARC-L1 Wide Forest Station
RetrieveDatapad_title=Failed Negotiations
Retrievedatapad_Crew_Journal_01=To: Marcel Brickley\nFrom: Tania Adlett\nSubject: What Goes Around Comes Around\n\nLook, I love credits as much as the next person, but I got a feeling what the Captain's been doing isn't going to fly for very long. All this double-crossing and blackmailing is going to catch up to him, and we're gonna be left holding the bag. \n\nI think we should say something to him. I'd do it myself, but I know he listens to you. I'm not saying we need to go clean or anything, just be a little more careful with our dealings is all. I mean, you and I both know what the Nine Tails are capable of. Did we really need to get on their bad side?\n\nLet me know what you want to do,\nTania\n
Retrievedatapad_Crew_Journal_01_Sub=Personal Datapad - T. Adlett
Retrievedatapad_Crew_Journal_01_Title=[SENT MESSAGE] What Goes Around Comes Around
ReturnObjective_Long,P=Return to ~mission(Location)
ReturnObjective_Short,P=Return to ~mission(Location)
ReturnToLocation_Long=Return to the ~mission(location)
ReturnToLocation_Short=Return to the ~mission(location)
ReturnToLocation_marker=Return
RoughAndReady_RepUI_Area=Pyro Rest Stops
RoughAndReady_RepUI_Description=In a play off of the popular Rest & Relax stations found throughout the UEE, this gang has established itself by running the largest fuel operations in Pyro. While their prices may not be fair, you can at least count on them having fuel and services on offer. Individuals who cross them often find life in Pyro much harder than it already was.
RoughAndReady_RepUI_Focus=Refueling, Black Marketeering
RoughAndReady_RepUI_Founded=2939
RoughAndReady_RepUI_Headquarters=Checkmate Station
RoughAndReady_RepUI_Leadership=The Garvaris Brothers
RoughAndReady_RepUI_Name=Rough & Ready
Roughready_bounty_desc_002=Rough & Ready have been in business with ~mission(TargetName) for years but that relationship has taken a turn for the worse. For a while, we were supplying them with fuel on credit but when it came time to collect the coward went into hiding. If ~mission(TargetName|Last) cant pay with creds, guess theyre gonna pay with their life.\n\nAn associate just clocked ~mission(TargetName|Last) at ~mission(Location|Address). Id love for you to head there now to make the stingy bastard pay.\n\nBy the way, it looks like ~mission(TargetName|Last) isnt traveling alone, so Id make sure youre fully stocked before going after em. \n\n- Smokey
Roughready_destroyitems_fuel_desc_01=If youre in the market for some easy credits, Ive got an offer for you.\n\nSee, word on the vine is that ~mission(location|address) is operating as a fuel depot. They must not have gotten the memo that the fuel trade in Pyro belongs to Rough & Ready.\n\nThats why youre going to make your way there and destroy their fuel reserves. They should be easy for you to spot. Theyre the large yellow storage tanks dotted around the outpost. Watch out though, there are turret emplacements defending the area, so make sure youre ready to dodge their shots or blow the guns sky high. \n\nIll leave it up to you how you handle the demo. Bombs would be my first choice, but I dont care much as long as the gig gets done.\n\n- Smokey
Roughready_destroyitems_fuel_title_01=Fuel to the Fire
Ruto_Allies=Nine Tails
Ruto_Assassin_Sync_E_Desc=Here's the deal. ~mission(TargetName) and ~mission(TargetName2) need to die at the same time. Unfortunately, they aren't gonna be in the same place.\n\nA double hit can sound complicated, but if you hire some additional guns it shouldn't be all that hard to do two hits simultaneously.\n\nMake sure you find folks who have skills as I have it on good authority that each'll be flying with some escorts for "protection."
Ruto_Assassin_Sync_E_Title=together forever
Ruto_Assassin_Sync_H_Desc=Have another pair that needs simultaneous deathing. Seems to be getting more and more popular as a murder option. \n\nThis time it's ~mission(TargetName) and ~mission(TargetName2). Both are supposed to be pretty skilled operators and they won't be flying alone. \n\nI'd make sure whoever you get to help you on this one can handle a fight.
Ruto_Assassin_Sync_H_Title=twice the headache
Ruto_Assassin_Sync_Intro_Desc=Guess what ~mission(TargetName) and ~mission(TargetName2) have in common? \n\nYou're gonna kill 'em both!\n\nDifficult part is that I need you to kill them at the same time so that one doesn't have a chance to escape, or worse, kill the person trying to kill them. \n\nSo put together a team to track one target while you handle the other. Divide and conquer!\n\nAnd despite the fact they made a mess big enough to get themselves killed, my understanding is that they are relative lightweights. Don't expect you to meet too much resistance.
Ruto_Assassin_Sync_Intro_Title=simultaneous release
Ruto_Assassin_Sync_M_Desc=I really hope that you're not buddies with ~mission(TargetName) or ~mission(TargetName2) because I need you to ghost the pair of them... at the same time...\n\nOf course they wouldn't make this easy on us and travel in the same ship or something obvious like that. No. You're going to have to put together a crew so that you can down both targets simultaneously. \n\nAs soon as one of them is dead, be ready to drop the other one too. Can't risk either of them getting away.\n\nAnd I figure I should mention that not only are both pretty good pilots, but that they'll be traveling with backup too. Nothing you can't handle I'm sure.
Ruto_Assassin_Sync_M_Title=friends to the end
Ruto_Assassin_Sync_S_Desc=If you had asked me, I would've said ~mission(TargetName) and ~mission(TargetName2) would have wound up eventually killing each other. But instead you're going to get the honor of killing them both at the same time.\n\nYou're going to have to work for it, though.\n\nEach one is trouble. Serious records, highly trained, and too smart to fly without backup.\n\nGather the best crew you can on this one. You'll need it. And don't be stingy. You can't spend credits if you're dead.
Ruto_Assassin_Sync_S_Title=double trouble
Ruto_Assassin_Sync_VE_Desc=It's pretty touching when you run across a pair that's willing to die for one another. Stupid but touching.\n\n~mission(TargetName) and ~mission(TargetName2) chose to stand by each other and now its gone and got them dead.\n\nFind a friend of your own and hunt each of these two down. Make sure you kill them at the same time. Call it poetic justice.\n\nThey should die pretty easy. Maybe they'll have a ship or two with them but I don't think it'll be anything to worry about.
Ruto_Assassin_Sync_VE_Title=death do us part
Ruto_Assassin_Sync_VH_Desc=~mission(TargetName) and ~mission(TargetName2). I think they may be related? Or dating? Doesn't really matter, someone wants them killed. \n\nI've arranged it so that you can hit them when they're not flying together. Safer for you this way. They are both serious business and fly with equally serious backup.\n\nMake sure you and your crew time your attacks. I don't want one of them left alive or it's going to be a real headache.
Ruto_Assassin_Sync_VH_Title=two for the price of two
Ruto_Assassination_description_E=~mission(Contractor|BountyDescriptionEasy)
Ruto_Assassination_description_H=~mission(Contractor|BountyDescriptionHard)
Ruto_Assassination_description_M=~mission(Contractor|BountyDescriptionMedium)
Ruto_Assassination_description_S=~mission(Contractor|BountyDescriptionSuper)
Ruto_Assassination_description_VE=~mission(Contractor|BountyDescriptionVeryEasy)
Ruto_Assassination_description_VH=~mission(Contractor|BountyDescriptionVeryHard)
Ruto_Intro_Comm_Branch1a_ImNotACriminal=I'm not a criminal.
Ruto_Intro_Comm_Branch1b_Right=Right.
Ruto_Intro_Comm_Branch2a_WhatDoYouNeed=What do you need?
Ruto_Intro_Comm_Branch2b_NotGonnaHappen=Not gonna happen.
Ruto_Intro_Term_Branch1a_GoForIt=Go for it.
Ruto_Intro_Term_Branch1b_AreWeNotGoingToMeet=Are we not going to meet?
Ruto_Intro_Term_Branch2a_NoWorkIsWork=No, work is work.
Ruto_Intro_Term_Branch2b_ThenWhyHaveMeCome=Then why have me come here?
Ruto_RepUI_Area=UEE
Ruto_RepUI_Association=N/A
Ruto_RepUI_Biography=One of the best known info brokers in Stanton, the true identity of Ruto remains a complete mystery. Only appearing as a hologram of the former Imperator, Kelos Costigan, Ruto manages a vast network of criminal activity, connections, and knowledge for clients such as the Nine Tails.
Ruto_RepUI_Description=One of the best known criminal fixers in the Empire, the true identity of Ruto remains a complete mystery. Only appearing as a hologram of the former Imperator, Kelos Costigan, Ruto manages a vast network of criminal activity, connections, and knowledge for their clients.
Ruto_RepUI_Focus=InfoAgent
Ruto_RepUI_Founded=N/A
Ruto_RepUI_Headquarters=Grim HEX, Stanton System
Ruto_RepUI_Leadership=N/A
Ruto_RepUI_Location=Grim HEX, Stanton System
Ruto_RepUI_Name=Ruto
Ruto_RepUI_Occupation=InfoAgent
Ruto_Rivals=Advocacy, Vaughn
SB_Refuel_Answer_Mission_Desc=~serviceBeacon(InitiatorName) is requesting refueling in ~serviceBeacon(InitiatorLocation). If accepted, you will be paid ~serviceBeacon(PaymentAmount) aUEC per gallon of fuel delivered.\n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
SB_Refuel_Answer_Mission_Title=Refuel
SB_Refuel_Detected_Notification=Refuel Request from: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC. Distance: ~serviceBeacon(DistToInitiator).
SB_Refuel_Detected_Title=Refuel Detected.
SB_Refuel_Request_AlignmentBlocked_Obj_Desc=Refueling alignment is blocked. Please move to an open space.
SB_Refuel_Request_AlignmentBlocked_Obj_Title=Move to an Open Space.
SB_Refuel_Request_MaintainLocation_Obj_Desc=Refueler is en route. Please remain at current location.
SB_Refuel_Request_MaintainLocation_Obj_Title=Stay at Current Location.
SB_Refuel_Request_MaintainPosition_Obj_Desc=Refueler is aligning. Please maintain current position.
SB_Refuel_Request_MaintainPosition_Obj_Title=Maintain Current Position.
SB_Refuel_Request_Refuel25_Obj_Desc=Refueling is 25% complete. Please maintain current position.
SB_Refuel_Request_Refuel50_Obj_Desc=Refueling is 50% complete. Please maintain current position.
SB_Refuel_Request_Refuel75_Obj_Desc=Refueling is 75% complete. Please maintain current position.
SB_Refuel_Request_RefuelComplete_Obj_Desc=Refueling is complete. Have a nice day.
SB_Refuel_Request_RefuelProgress_Obj_Desc=Refueling is ~serviceBeacon(CompletionPercentage)% complete. Please maintain current position.
SB_Refuel_Request_RefuelStart_Obj_Desc=Refueling has begun. Please maintain current position.
SC_ac_bullseye_player_order_defend_my_target_1=
SC_ac_bullseye_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_bullseye_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_bullseye_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_bullseye_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_deadeye_generic_response_yes_2,P=Yes....sir
SC_ac_deadeye_player_order_escort_my_target_2,P=...copy that.
SC_ac_deadeye_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_deadeye_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_deadeye_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_deadeye_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_dodger_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_dodger_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_dodger_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_dodger_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_grudge_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_grudge_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_grudge_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_grudge_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_hitman_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_hitman_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_hitman_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_hitman_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_outback_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_outback_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_outback_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_outback_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_powpow_ctc_allies_score_point_1,P=Score one for us...
SC_ac_powpow_ctc_this_ai_has_core_2,P=I...I...got the core, protect me!
SC_ac_powpow_player_order_assistance_required_2,P=I'll try and help out, sir
SC_ac_powpow_player_order_assistance_required_3,P=Hang in there sir, I'm coming!
SC_ac_powpow_player_order_attack_my_target_1,P=I'll...I'll engage, sir
SC_ac_powpow_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_powpow_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_powpow_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_powpow_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_rocksteady_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_rocksteady_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_rocksteady_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_rocksteady_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_rocksteady_pro_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_rocksteady_pro_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_rocksteady_pro_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_rocksteady_pro_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_sarc_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_sarc_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_sarc_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_sarc_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_showboat_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_showboat_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_showboat_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_showboat_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_sidearm_generic_response_yes_1,P=Nat$uuml;rlich
SC_ac_sidearm_player_order_attack_my_target_1,P=Um... copy. Engaging...
SC_ac_sidearm_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_sidearm_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_sidearm_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_sidearm_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_sidearm_reaction_friendly_gets_killed_1,P=Schei&szlig;e! Ally destroyed
SC_ac_sidearm_reaction_taking_damage_2,P=Get this Schei&szlig;e-Kopf away from me!
SC_ac_simulator_drill_captured_1,P=Drill...
SC_ac_simulator_drill_captured_2,P=...captured.
SC_ac_simulator_drill_contested_1,P=Drill...
SC_ac_simulator_drill_contested_2,P=...contested.
SC_ac_simulator_drill_lost_1,P=Drill...
SC_ac_simulator_drill_lost_2,P=...lost.
SC_ac_simulator_new_race_record_3,P=Survival Mode initiated
SC_ac_simulator_pylon_captured_1,P=Pylon...
SC_ac_simulator_pylon_captured_2,P=...captured.
SC_ac_simulator_pylon_contested_1,P=Pylon...
SC_ac_simulator_pylon_contested_2,P=...contested.
SC_ac_simulator_pylon_lost_1,P=Pylon...
SC_ac_simulator_pylon_lost_2,P=...lost.
SC_ac_slingshot_generic_response_no_2,P=Errr...That's a negative
SC_ac_slingshot_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_slingshot_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_slingshot_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_slingshot_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_spitfire_generic_response_no_1,P=Nooo
SC_ac_spitfire_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_spitfire_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_spitfire_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_spitfire_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_spitfire_reaction_Gets_a_kill_1,P=Inimigo destru&iacute;do
SC_ac_spitfire_reaction_Gets_a_kill_2,P=I... I got one.
SC_ac_tanto_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_tanto_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_tanto_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_tanto_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_thunder_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_thunder_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_thunder_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_thunder_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_ac_thunder_reaction_being_hit_by_friendly_fire_1,P=Check fire! I'm a friendly, dammit
SC_ac_wreckingball_player_order_witch_to_formation_1,P=<Formation 3> confirmed
SC_ac_wreckingball_player_order_witch_to_formation_2,P=<Formation 4> confirmed
SC_ac_wreckingball_player_order_witch_to_formation_3,P=<Formation 1> confirmed
SC_ac_wreckingball_player_order_witch_to_formation_4,P=<Formation 2> confirmed
SC_lz_shops_ArcCorpDistroJobWell_arccorp_distro_job_well_clerk_main_1,P=Welcome to ArcCorp Distro and Job Well.\n\nHow may I be of service?
SC_lz_shops_ArcCorpDistroJobWell_arccorp_distro_job_well_clerk_main_2,P=What resources are you trading?
SC_lz_shops_ArcCorpDistroJobWell_arccorp_distro_job_well_clerk_main_3,P=ArcCorp is always looking for raw materials to use in its factories.\n\nWe have lots of industrial good for sale.
SC_lz_shops_ArcCorpDistroJobWell_arccorp_distro_job_well_clerk_main_4,P=Anything else I can help you with?
SC_lz_shops_ArcCorpDistroJobWell_arccorp_distro_job_well_clerk_main_5,P=I'm looking for a job.
SC_lz_shops_ArcCorpDistroJobWell_arccorp_distro_job_well_clerk_main_6,P=We have a few contracts available. Please have a look at the board.
SC_lz_shops_ArcCorpDistroJobWell_arccorp_distro_job_well_clerk_main_7,P=I have to go.
SC_lz_shops_ArcCorpDistroJobWell_arccorp_distro_job_well_clerk_main_8,P=Thank you, come again.
SC_lz_shops_ArcCorpStore_arccorp_store_salesperson_main_1,P=Welcome to ArcCorp Store. We have all the latest technologies from ArcCorp available at the lowest price.
SC_lz_shops_ArcCorpStore_arccorp_store_salesperson_main_2,P=I'd like to see what you have for sale.
SC_lz_shops_ArcCorpStore_arccorp_store_salesperson_main_3,P=Sure thing. Let me show you our newest fusion engine. It's a true marvel of engineering.
SC_lz_shops_ArcCorpStore_arccorp_store_salesperson_main_4,P=Anything else?
SC_lz_shops_ArcCorpStore_arccorp_store_salesperson_main_5,P=I have parts to sell.
SC_lz_shops_ArcCorpStore_arccorp_store_salesperson_main_6,P=We'll give you the best price for your original ArcCorp parts.
SC_lz_shops_ArcCorpStore_arccorp_store_salesperson_main_7,P=I have to leave.
SC_lz_shops_ArcCorpStore_arccorp_store_salesperson_main_8,P=Enjoy your stay on ArcCorp.
SC_lz_shops_AstroArmada_astroarmada_insurance_main_1,P=Hi! What can I do for you?
SC_lz_shops_AstroArmada_astroarmada_insurance_main_2,P=I'd like to know about your insurance packages.
SC_lz_shops_AstroArmada_astroarmada_insurance_main_3,P=I'm sure we have the perfect package to suit your needs.\n\nIt all depends on the level of coverage you want.
SC_lz_shops_AstroArmada_astroarmada_insurance_main_4,P=I changed my mind. Goodbye.
SC_lz_shops_AstroArmada_astroarmada_insurance_main_5,P=Ok, maybe next time.
SC_lz_shops_AstroArmada_astroarmada_salesperson_main_1,P=Welcome to Astro-Armada! How can I help you today?
SC_lz_shops_AstroArmada_astroarmada_salesperson_main_10,P=Let me check with our insurance representative. He should be with you in just a minute.
SC_lz_shops_AstroArmada_astroarmada_salesperson_main_11,P=Our insurance representative is ready. You can meet him in his office.
SC_lz_shops_AstroArmada_astroarmada_salesperson_main_2,P=I'd like to sell my ship.
SC_lz_shops_AstroArmada_astroarmada_salesperson_main_3,P=You've come to the right place.\n\nWe'll give you the most credits for you ship.
SC_lz_shops_AstroArmada_astroarmada_salesperson_main_4,P=Anything else?
SC_lz_shops_AstroArmada_astroarmada_salesperson_main_5,P=I'd like to buy a ship.
SC_lz_shops_AstroArmada_astroarmada_salesperson_main_6,P=We have our most popular model right here on the show floor, and many more in our hangar.
SC_lz_shops_AstroArmada_astroarmada_salesperson_main_7,P=I'm just browsing.
SC_lz_shops_AstroArmada_astroarmada_salesperson_main_8,P=Let me know if you have any questions.
SC_lz_shops_AstroArmada_astroarmada_salesperson_main_9,P=I'd like to get insurance for my ship.
SC_lz_shops_BarclaysEstate_barclays_estate_lawyer_main_1,P=How may I help you today?
SC_lz_shops_BarclaysEstate_barclays_estate_lawyer_main_2,P=I want to write my will.
SC_lz_shops_BarclaysEstate_barclays_estate_lawyer_main_3,P=Sure. We have this easy form you can fill out.
SC_lz_shops_BarclaysEstate_barclays_estate_lawyer_main_4,P=Anything else I can help you with?
SC_lz_shops_BarclaysEstate_barclays_estate_lawyer_main_5,P=I'm here to collect my inheritance.
SC_lz_shops_BarclaysEstate_barclays_estate_lawyer_main_6,P=We are sorry for your loss, but we'll do our best to make this process easy for you.
SC_lz_shops_BarclaysEstate_barclays_estate_lawyer_main_7,P=I'm sorry, I changed my mind.
SC_lz_shops_BarclaysEstate_barclays_estate_lawyer_main_8,P=My door is always open.
SC_lz_shops_BarclaysEstate_barclays_estate_secretary_main_1,P=Welcome to Barclay's Estate. How may we help?
SC_lz_shops_BarclaysEstate_barclays_estate_secretary_main_2,P=I'd like to talk with a lawyer please.
SC_lz_shops_BarclaysEstate_barclays_estate_secretary_main_3,P=One of our qualified lawyers will be available in just a minute, please have a seat.
SC_lz_shops_BarclaysEstate_barclays_estate_secretary_main_4,P=Our lawyer is ready to meet with you. Please go through this door, his office is the first on the right.
SC_lz_shops_BarclaysEstate_barclays_estate_secretary_main_5,P=I'm sorry, I have to go
SC_lz_shops_BarclaysEstate_barclays_estate_secretary_main_6,P=Don't forget, Barclay's Estate is always there for you.
SC_lz_shops_CasabaOutlet_casaba_outlet_salesperson_main_1,P=Welcome to Casaba Outlet. How may I help you?
SC_lz_shops_CasabaOutlet_casaba_outlet_salesperson_main_2,P=I need some new clothes.
SC_lz_shops_CasabaOutlet_casaba_outlet_salesperson_main_3,P=We have a great selection of clothes for every occasion.
SC_lz_shops_CasabaOutlet_casaba_outlet_salesperson_main_4,P=I'd like to try out these clothes.
SC_lz_shops_CasabaOutlet_casaba_outlet_salesperson_main_5,P=Sure. Just go into any of the unoccupied changing room.
SC_lz_shops_CasabaOutlet_casaba_outlet_salesperson_main_6,P=I'm just browsing.
SC_lz_shops_CasabaOutlet_casaba_outlet_salesperson_main_7,P=Come see me if you need to try anything.
SC_lz_shops_Centermass_centermass_salesperson_main_1,P=Welcome to Centermass. How may I be of service?
SC_lz_shops_Centermass_centermass_salesperson_main_2,P=What do you have for sale?
SC_lz_shops_Centermass_centermass_salesperson_main_3,P=We have the latest weapons and defensive countermeasures from ASD, Klaus & Werner, MaxOx, and many others.
SC_lz_shops_Centermass_centermass_salesperson_main_4,P=Can I help you in some other way?
SC_lz_shops_Centermass_centermass_salesperson_main_5,P=I have some parts I'd like to sell.
SC_lz_shops_Centermass_centermass_salesperson_main_6,P=We're always looking for quality parts.
SC_lz_shops_Centermass_centermass_salesperson_main_7,P=I'm just browsing.
SC_lz_shops_Centermass_centermass_salesperson_main_8,P=Remember, when you fire, you can't go wrong with Centermass.
SC_lz_shops_CorporateSecurity_corporate_security_guard_main_1,P=BlackJack Securities is keeping ArcCorp safe.\n\nDon't start any trouble.
SC_lz_shops_CorporateSecurity_corporate_security_lt_callum_main_1,P=You look like you can defend yourself.\n\nAre you looking for work?
SC_lz_shops_CorporateSecurity_corporate_security_lt_callum_main_10,P=Let me know if you change your mind.\n\nThere's good money to be made for both of us
SC_lz_shops_CorporateSecurity_corporate_security_lt_callum_main_2,P=I can always use some extra credits.
SC_lz_shops_CorporateSecurity_corporate_security_lt_callum_main_3,P=I have some important work to get done,\n\nbut you need to keep a low profile.
SC_lz_shops_CorporateSecurity_corporate_security_lt_callum_main_4,P=I don't want any unwanted attention. Are you up for it?
SC_lz_shops_CorporateSecurity_corporate_security_lt_callum_main_5,P=I think I'll pass.
SC_lz_shops_CorporateSecurity_corporate_security_lt_callum_main_6,P=I might have misjudged you then.
SC_lz_shops_CorporateSecurity_corporate_security_lt_callum_main_7,P=I'm just the man for the task.
SC_lz_shops_CorporateSecurity_corporate_security_lt_callum_main_8,P=Alright. I'll contact you when everything is ready.
SC_lz_shops_CorporateSecurity_corporate_security_lt_callum_main_9,P=This isn't the kind of work I'm looking for.
SC_lz_shops_CubbyBlast_cubby_blast_clor_vee_main_1,P=Welcome to Cubby Blast. I'm Clor Vee, offering you the best in personal weapons in this part of the galaxy.
SC_lz_shops_CubbyBlast_cubby_blast_clor_vee_main_2,P=I need some weapons.
SC_lz_shops_CubbyBlast_cubby_blast_clor_vee_main_3,P=I only stock the finest weapons and I test them all myself.\n\nThat's Cubby Blast's commitment to quality.
SC_lz_shops_CubbyBlast_cubby_blast_clor_vee_main_4,P=I have some weapons to sell
SC_lz_shops_CubbyBlast_cubby_blast_clor_vee_main_5,P=Let me see what you have and I'll give you a price.
SC_lz_shops_CubbyBlast_cubby_blast_clor_vee_main_6,P=I'll be on my way.
SC_lz_shops_CubbyBlast_cubby_blast_clor_vee_main_7,P=Thank you for coming.
SC_lz_shops_DumpersDepot_dumpers_depot_manager_main_1,P=Hey! What do you want?
SC_lz_shops_DumpersDepot_dumpers_depot_manager_main_2,P=I'd like to buy parts for my ship.
SC_lz_shops_DumpersDepot_dumpers_depot_manager_main_3,P=Good, cause that's all we're selling.\n\nEverything we have is on the shelves behind you.
SC_lz_shops_DumpersDepot_dumpers_depot_manager_main_4,P=Anything else I can do?
SC_lz_shops_DumpersDepot_dumpers_depot_manager_main_5,P=I have some extra parts I'd like to sell.
SC_lz_shops_DumpersDepot_dumpers_depot_manager_main_6,P=Alright, I can always take a look at what you have and give you a price.
SC_lz_shops_DumpersDepot_dumpers_depot_manager_main_7,P=I'd better go.
SC_lz_shops_DumpersDepot_dumpers_depot_manager_main_8,P=If you say so.
SC_lz_shops_DumpersDepot_dumpers_depot_mechanic_main_1,P=I'm pretty busy right now.\n\nGo see the manager at the counter.
SC_lz_shops_abernathyinteriors_abernathy_interiors_salesperson_main_1,P=Welcome to Abernathy Interiors. How may I help you?
SC_lz_shops_abernathyinteriors_abernathy_interiors_salesperson_main_2,P=What do you have for sale?
SC_lz_shops_abernathyinteriors_abernathy_interiors_salesperson_main_3,P=Only the best furniture at the lowest price. Feel free to browse our showroom as you wish.
SC_lz_shops_abernathyinteriors_abernathy_interiors_salesperson_main_4,P=Need something else?
SC_lz_shops_abernathyinteriors_abernathy_interiors_salesperson_main_5,P=I have some stuff for sell.
SC_lz_shops_abernathyinteriors_abernathy_interiors_salesperson_main_6,P=Let's see what you've got.
SC_lz_shops_abernathyinteriors_abernathy_interiors_salesperson_main_7,P=I have to leave.
SC_lz_shops_abernathyinteriors_abernathy_interiors_salesperson_main_8,P=Have a good day.
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_1,P=Welcome to the Advocacy Office, citizien.\n\nDo you have something to report?
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_10,P=Please fill out this crime report.
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_11,P=I'm a victim of fraud.
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_12,P=Please fill out this crime report.
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_13,P=Nevermind that.
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_2,P=I want to report a crime.
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_3,P=What crime would you like to report?
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_4,P=I want to pay my bounty.
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_5,P=Your bounty is [current bounty].
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_6,P=Anything else?
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_7,P=Nothing to report.
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_8,P=Stay safe.
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_clerk_main_9,P=I was robbed.
SC_lz_shops_advocacyfieldoffice_advocacy_field_office_guard_main_1,P=If you have something to report,\n\nplease see the officer at the main desk.
SC_lz_shops_arccorpbar_arccorp_bar_bartender_main_1,P=Welcome to ArcCorp Bar! What can I serve you?
SC_lz_shops_arccorpbar_arccorp_bar_bartender_main_10,P=Coming right up
SC_lz_shops_arccorpbar_arccorp_bar_bartender_main_11,P=I'll have a beer.
SC_lz_shops_arccorpbar_arccorp_bar_bartender_main_12,P=I changed my mind.
SC_lz_shops_arccorpbar_arccorp_bar_bartender_main_2,P=I need a drink.
SC_lz_shops_arccorpbar_arccorp_bar_bartender_main_3,P=We have everything from pure water to the highest-quality space alcool.
SC_lz_shops_arccorpbar_arccorp_bar_bartender_main_4,P=Any big news I might have missed?
SC_lz_shops_arccorpbar_arccorp_bar_bartender_main_5,P=I don't think so. Things have been pretty quiet lately.
SC_lz_shops_arccorpbar_arccorp_bar_bartender_main_6,P=Need anything else?
SC_lz_shops_arccorpbar_arccorp_bar_bartender_main_7,P=I'm not thirsty
SC_lz_shops_arccorpbar_arccorp_bar_bartender_main_8,P=I'm always there if you change your mind.
SC_lz_shops_arccorpbar_arccorp_bar_bartender_main_9,P=Water will be fine.
SC_lz_shops_arccorpbar_arccorp_bar_lev_cronenberg_main_1,P=Hey traveler! Wanna chat?
SC_lz_shops_arccorpbar_arccorp_bar_lev_cronenberg_main_2,P=Yeah. What's up?
SC_lz_shops_arccorpbar_arccorp_bar_lev_cronenberg_main_3,P=I used to be in the army. \n\n\nI was a Hornet pilot, fighting the Vanduul in Tiber.
SC_lz_shops_arccorpbar_arccorp_bar_lev_cronenberg_main_4,P=I'm sure I could teach you a thing or two about dogfighting.
SC_lz_shops_arccorpbar_arccorp_bar_lev_cronenberg_main_5,P=I served in the Navy too, fighting the Vanduul.\n\n\nI guess war never changes.
SC_lz_shops_arccorpbar_arccorp_bar_lev_cronenberg_main_6,P=Well, one day you're risking your life protecting all of mankind,\n\n\nthe next you're alone drinking in a lousy bar in the middle of nowhere!
SC_lz_shops_arccorpbar_arccorp_bar_lev_cronenberg_main_7,P=I'm too busy now.
SC_lz_shops_arccorpbar_arccorp_bar_lev_cronenberg_main_8,P=Alright, come back later and we'll have a drink.
SC_lz_shops_arccorpbar_arccorp_bar_waiter_main_1,P=Welcome to ArcCorp Bar! What can I serve you?
SC_lz_shops_arccorpbar_arccorp_bar_waiter_main_2,P=I need a drink.
SC_lz_shops_arccorpbar_arccorp_bar_waiter_main_3,P=We have everything from pure water to the highest-quality space alcohol.
SC_lz_shops_arccorpbar_arccorp_bar_waiter_main_4,P=I'm not thirsty.
SC_lz_shops_arccorpbar_arccorp_bar_waiter_main_5,P=Just give me a sign if you need anything.
SC_lz_shops_arccorpbar_arccorp_bar_waiter_main_6,P=Water will be fine.
SC_lz_shops_arccorpbar_arccorp_bar_waiter_main_7,P=Coming right up
SC_lz_shops_arccorpbar_arccorp_bar_waiter_main_8,P=I'll have a beer.
SC_lz_shops_arccorpbar_arccorp_bar_waiter_main_9,P=I changed my mind.
SM_SIMANN1_ControlPoint_Accessing_IG_001_AccessingControlPoint=
SM_SIMANN1_ControlPoint_Contested_IG_001_ControlPointContested,P=Control Point Contested.
SM_SIMANN1_ControlPoint_Gained_IG_001_ControlPointGained=
SM_SIMANN1_ControlPoint_Lost_IG_001_ControlPointLost=
SM_SIMANN1_Coundown_1_IG_001_One=
SM_SIMANN1_Coundown_2_IG_001_Two=
SM_SIMANN1_Coundown_3_IG_001_Three=
SM_SIMANN1_Coundown_4_IG_001_FiveFourThree=
SM_SIMANN1_Coundown_4_IG_001_Four=
SM_SIMANN1_Coundown_5_IG_001_Five=
SM_SIMANN1_Event_KillingSpree_IG_001_KillingSpree,P=Killing spree
SM_SIMANN1_FinalRoundStart_IG_001_FinalRound=
SM_SIMANN1_FirstRoundStart_IG_001_FirstRound=
SM_SIMANN1_First_Blood,P=First Blood.
SM_SIMANN1_GameObjBrief_TeamElim_IG_001_TeamEliminatioon,P=Team Elimination
SM_SIMANN1_GameObjBrief_TeamElim_IG_002_ObjectiveEliminateThe,P=Objective: Eliminate the opposing teams forces
SM_SIMANN1_Marines_Win,P=Marines Win
SM_SIMANN1_MatchAboutBegin_Elim_IG_001_EliminationIsAbout,P=Elimination is about to begin
SM_SIMANN1_MatchAboutBegin_TeamElim_IG_001_TeamEliminationIs,P=Team Elimination is about to begin
SM_SIMANN1_MatchEnd_Loss_IG_001_MatchLost,P=Match lost
SM_SIMANN1_MatchEnd_Win_You_IG_001_YouHaveWon,P=You have won the match
SM_SIMANN1_Match_End=
SM_SIMANN1_Match_End_Draw_Match_Is_A=
SM_SIMANN1_Match_Start=
SM_SIMANN1_NewRoundStart_IG_001_NewRound=
SM_SIMANN1_Outlaws_Win,P=Outlaws Win
SM_SIMANN1_Respawn_IG_001_Respawning,P=Respawning
SM_SIMANN1_RoundEnd_IG_002_RoundOver=
SM_SIMANN1_RoundEnd_Loss_TeamEliminated_IG_001_YourTeamHas,P=Your team has been eliminated
SM_SIMANN1_RoundEnd_TeamEliminated_IG_001_TeamEliminated,P=Team Eliminated
SM_SIMANN1_RoundEnd_Win_TeamEliminated_IG_001_TheOpposingTeam,P=The opposing team has been eliminated
SM_SIMANN1_SecsLeft_10_IG_001_TenSecsRemaining,P=10 seconds remaining
SM_SIMANN1_SecsLeft_30_IG_001_ThirtySecsRemaining,P=Thirty Seconds Remaining
SURFACE_Flair_Items=---------------  Surface Flair Items - For Dev Use Only ---------------
SalvageContractor_Description=~mission(Contractor|SalvageContractorDesc)
SalvageContractor_From=~mission(Contractor|SalvageContractorFrom)
SalvageContractor_Lawful_giver=~mission(Contractor|ResourceRushSalvageFrom)
SalvageContractor_Lawful_shipstory_001=Mining Accident
SalvageContractor_Lawful_shipstory_002=Attacked by Outlaw Pack
SalvageContractor_Lawful_shipstory_003=Decommissioned
SalvageContractor_Lawful_shipstory_004=Critical Malfunction
SalvageContractor_Lawful_shipstory_005=Destroyed in Dogfight
SalvageContractor_Lawful_shipstory_006=Thruster Failure
SalvageContractor_Lawful_shipstory_007=System Failure
SalvageContractor_Lawful_shipstory_008=Combat
SalvageContractor_Lawful_shipstory_009=Accidental Self-Destruct
SalvageContractor_Lawful_shipstory_010=Asteroid Collision
SalvageContractor_Title=~mission(Contractor|SalvageContractorTitle)
SalvageContractor_obj_progress_short=Remaining Salvage
SalvageContractor_obj_progress_short_2=Remaining Hull\n
ScanVehicleLocationModule_obj_long_01=Locate the ~mission(Ship).
ScanVehicleLocationModule_obj_long_01a=Travel to the last known location of the ~mission(Ship).
ScanVehicleLocationModule_obj_long_01b=Scan to locate the ~mission(Ship).
ScanVehicleLocationModule_obj_marker_01a=Last Known Location
ScanVehicleLocationModule_obj_short_01=Locate ~mission(Ship)
ScanVehicleLocationModule_obj_short_01a=Travel to Last Known Location
ScanVehicleLocationModule_obj_short_01b=Scan to Locate ~mission(Ship)
ScrambleRace_ASOP_01=I recommend using the ASOP over at ~mission(GetVehicle|Address).
ScrambleRace_Desc_Regular_01=You fast? You deadly? You looking to make some serious creds? Then I got the race for you.\n\nI'm talking a weapons free, old school scramble. Pilot a ~mission(RaceType|Short), collect checkpoints, steal points from the leader, and win big. Whoever gets enough points first is declared champion and gets a fat payout. 2nd and 3rd place even get prizes too.  \n\nLet me know if you're interested, and I'll send you the starting coordinates once the race is set up. In the meanwhile, feel free to get your ~mission(RaceType) ready to go. ~mission(RaceType|ScrambleRaceASOP)
ScrambleRace_Desc_Suicide_01=You've proven that you can handle yourself, so now's the time to take your racing to the next level!\n\nSUICIDE SCRAMBLE!!!!\n\nThat's right - Winner takes all.\n\nWhichever ~mission(RaceType|Short) gets enough checkpoints first walks away with all the credits.\n\nTell me you're in, and I'll send you the starting coordinates once we're all set up. Till then, start prepping your ~mission(RaceType). ~mission(RaceType|ScrambleRaceASOP)
ScrambleRace_Description=~mission(description)
ScrambleRace_From=Luca Brunt
ScrambleRace_Obj_Long_00=Wait for race registration to complete. (Note: If not enough racers sign up, the race will be canceled.)
ScrambleRace_Obj_Long_01=Report to the race start in your ~mission(RaceType).
ScrambleRace_Obj_Long_02=Be the first vehicle to capture ~mission(CheckpointGoalNumber) checkpoints to win the race.
ScrambleRace_Obj_Long_02b=Be the first vehicle to destroy ~mission(CheckpointGoalNumber) checkpoints to win the race.
ScrambleRace_Obj_Long_03=Be the first to arrive at Checkpoint ~mission(CheckpointCount) to capture it.
ScrambleRace_Obj_Long_03_Update=Be First to Checkpoint ~mission(CheckpointCount)
ScrambleRace_Obj_Long_03b=Be the first to destroy Checkpoint ~mission(CheckpointCount) to capture it.
ScrambleRace_Obj_Long_03b_Update=Be First to Destroy Checkpoint ~mission(CheckpointCount)
ScrambleRace_Obj_Long_04=Standby for next checkpoint to appear.
ScrambleRace_Obj_Marker_01=Race Start
ScrambleRace_Obj_Marker_02=Checkpoint ~mission(CheckpointCount)
ScrambleRace_Obj_Marker_02b=Checkpoint Target ~mission(CheckpointCount)
ScrambleRace_Obj_Marker_Announcer=Race Announcer
ScrambleRace_Obj_Marker_Leader=Leader
ScrambleRace_Obj_Marker_LeaderJoint=Joint Leader
ScrambleRace_Obj_Marker_Winner=Winner
ScrambleRace_Obj_Marker_WinnerJoint=Joint Winner
ScrambleRace_Obj_Short_00=Wait For Registration 
ScrambleRace_Obj_Short_00_RegisteredCount=Racers Registered: ~mission(RegisteredPlayers)
ScrambleRace_Obj_Short_00_Timer=Await Registration %ls
ScrambleRace_Obj_Short_01=Report To Race Start
ScrambleRace_Obj_Short_01_ReadyCount=Racers Ready: %ls
ScrambleRace_Obj_Short_01_Timer= Bring ~mission(RaceType|Title) to Race Start %ls
ScrambleRace_Obj_Short_02=Capture ~mission(CheckpointGoalNumber) Checkpoints To Win
ScrambleRace_Obj_Short_02_Timer=Weapons Free in %ls
ScrambleRace_Obj_Short_02b=Destroy ~mission(CheckpointGoalNumber) Checkpoints To Win
ScrambleRace_Obj_Short_03=Capture Checkpoint ~mission(CheckpointCount)
ScrambleRace_Obj_Short_03b=Destroy Checkpoint ~mission(CheckpointCount)
ScrambleRace_Obj_Short_04=Waiting For Checkpoint
ScrambleRace_Obj_Short_04_Timer=Next Checkpoint in %ls
ScrambleRace_Obj_Short_04_Update=~mission(CheckpointTakenString)
ScrambleRace_Obj_Short_04_Update_a=Checkpoint ~mission(PrevCheckpointNumber) Taken by ~mission(CheckpointWinningPlayer)
ScrambleRace_Obj_Short_04_Update_b=Checkpoint ~mission(PrevCheckpointNumber) Lost
ScrambleRace_Obj_Short_04_Winner=The Winner is ~mission(CheckpointWinningPlayer)
ScrambleRace_Position=Position
ScrambleRace_RaceTypeShort_01=small ship
ScrambleRace_RaceTypeShort_02=gravlev vehicle
ScrambleRace_RaceTypeShort_03=wheeled vehicle
ScrambleRace_RaceTypeTitle_01=Small Ship
ScrambleRace_RaceTypeTitle_02=Gravlev Vehicle
ScrambleRace_RaceTypeTitle_03=Wheeled Vehicle
ScrambleRace_RaceType_01=small ship (Cutlass or smaller)
ScrambleRace_RaceType_02=gravlev vehicle (Dragonfly, Nox, etc.)
ScrambleRace_RaceType_03=wheeled vehicle (Ursa, Cyclone, etc.)
ScrambleRace_Score=Points
ScrambleRace_Title=~mission(title)
ScrambleRace_Title_Regular_01=Scramble Race! (~mission(RaceType|Title))
ScrambleRace_Title_Suicide_01=Suicide Scramble! (~mission(RaceType|Title))
ScrambleRace_subObj_Long_02=Destroy a race leader to steal their points ~mission(LeaderScore).
ScrambleRace_subObj_Short_02=Destroy Leader
ScrambleRace_subObj_Short_02_Update=Leader Worth ~mission(LeaderScore) Point(s)
ScreamingGalsons_RepUI_Area,P=[PH] Area
ScreamingGalsons_RepUI_Description,P=[PH] Screaming Galsons Description
ScreamingGalsons_RepUI_Focus,P=[PH] Screaming Galsons Focus
ScreamingGalsons_RepUI_Founded,P=[PH] N/A
ScreamingGalsons_RepUI_Headquarters,P=[PH] Screaming Galsons Headquarters
ScreamingGalsons_RepUI_Leadership,P=[PH] Screaming Galsons Leadership
ScreamingGalsons_RepUI_Name,P=[PH] Screaming Galsons
ServiceBeacon_CombatAssist_Avenge_Obj_Desc=Bring the killer of ~serviceBeacon(InitiatorName) to justice.
ServiceBeacon_CombatAssist_Avenge_Obj_Marker=Eliminate
ServiceBeacon_CombatAssist_Avenge_Obj_Title=Avenge ~serviceBeacon(InitiatorName).
ServiceBeacon_CombatAssist_Detected_Notification=Combat Assistance Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC per minute. Distance: ~serviceBeacon(DistToInitiator).
ServiceBeacon_CombatAssist_Detected_Spoofed_Notification=Combat Assistance Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC. Distance: ~serviceBeacon(DistToInitiator).
ServiceBeacon_CombatAssist_Detected_Title=Combat Assist Detected
ServiceBeacon_CombatAssist_GoTo_Obj_Desc=Rendezvous with ~serviceBeacon(InitiatorName) to begin contract.
ServiceBeacon_CombatAssist_GoTo_Obj_Marker=Respond to Beacon
ServiceBeacon_CombatAssist_GoTo_Obj_Title=Go to ~serviceBeacon(InitiatorName)
ServiceBeacon_CombatAssist_Mission_Desc=~serviceBeacon(InitiatorName) is requesting combat assistance in ~serviceBeacon(InitiatorLocation). If accepted, you will be paid ~serviceBeacon(PaymentAmount) aUEC upon elimination of the threat.\n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
ServiceBeacon_CombatAssist_Mission_Spoofed_Desc=~serviceBeacon(InitiatorName) is requesting combat assistance in deep space. If accepted, you will be paid ~serviceBeacon(PaymentAmount) aUEC upon elimination of the threat.\n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
ServiceBeacon_CombatAssist_Mission_Spoofed_Difficulty_Easy_Desc=[LOW THREAT]\n\n ~serviceBeacon(InitiatorName) is requesting combat assistance in deep space. If accepted, you will be paid ~serviceBeacon(PaymentAmount) aUEC upon elimination of the threat.\n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
ServiceBeacon_CombatAssist_Mission_Spoofed_Difficulty_Hard_Desc=[HIGH THREAT]\n\n ~serviceBeacon(InitiatorName) is requesting combat assistance in deep space. If accepted, you will be paid ~serviceBeacon(PaymentAmount) aUEC upon elimination of the threat.\n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
ServiceBeacon_CombatAssist_Mission_Spoofed_Difficulty_Medium_Desc=[MODERATE THREAT]\n\n ~serviceBeacon(InitiatorName) is requesting combat assistance in deep space. If accepted, you will be paid ~serviceBeacon(PaymentAmount) aUEC upon elimination of the threat.\n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
ServiceBeacon_CombatAssist_Mission_Spoofed_Difficulty_VeryHard_Desc=[CRITICAL THREAT]\n\n ~serviceBeacon(InitiatorName) is requesting combat assistance in deep space. If accepted, you will be paid ~serviceBeacon(PaymentAmount) aUEC upon elimination of the threat.\n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
ServiceBeacon_CombatAssist_Mission_Title=Combat Assistance
ServiceBeacon_CombatAssist_Mission_Title_Difficulty_Easy=Combat Assistance - LOW THREAT
ServiceBeacon_CombatAssist_Mission_Title_Difficulty_Hard=Combat Assistance - HIGH THREAT
ServiceBeacon_CombatAssist_Mission_Title_Difficulty_Medium=Combat Assistance - MODERATE THREAT
ServiceBeacon_CombatAssist_Mission_Title_Difficulty_VeryHard=Combat Assistance - CRITICAL THREAT
ServiceBeacon_CombatAssist_Protect_Obj_Desc=Protect ~serviceBeacon(InitiatorName) until they no longer need help.
ServiceBeacon_CombatAssist_Protect_Obj_Marker=Protect
ServiceBeacon_CombatAssist_Protect_Obj_Title=Protect ~serviceBeacon(InitiatorName)
ServiceBeacon_CombatAssist_Trap_Obj_Desc=~serviceBeacon(InitiatorName) has violated Service Beacon Contract. Eliminate violator.
ServiceBeacon_CombatAssist_Trap_Obj_Marker=Eliminate
ServiceBeacon_CombatAssist_Trap_Obj_Title=Eliminate ~serviceBeacon(InitiatorName)
ServiceBeacon_Escort_Detected_Notification=Escort Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC per minute. Distance: ~serviceBeacon(DistToInitiator).
ServiceBeacon_Escort_Detected_Title=Escort Detected
ServiceBeacon_Escort_Mission_Desc=~serviceBeacon(InitiatorName) is requesting an escort at the location: ~serviceBeacon(InitiatorLocation). If accepted, you will be paid ~serviceBeacon(PaymentAmount) aUEC/Minute until CANCELLED by the Initiator or ABANDONED by the Service Provider. \n\nNOTE: Contract and payment will begin once you rendezvous with the Client. \n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
ServiceBeacon_Escort_Mission_Title=Escort
ServiceBeacon_Escort_Obj_Desc=Escort ~serviceBeacon(InitiatorName) until they no longer need help.
ServiceBeacon_Escort_Obj_Title=Escort ~serviceBeacon(InitiatorName) until contract is completed.
ServiceBeacon_Heal_Detected_Notification=Medical Assistance Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount). Distance: ~serviceBeacon(DistToInitiator).
ServiceBeacon_Heal_Detected_Title=Medical Assistance Requested
ServiceBeacon_Heal_Mission_Desc=~serviceBeacon(InitiatorName) requires medical assistance at ~serviceBeacon(InitiatorLocation). Payment will be ~serviceBeacon(PaymentAmount) aUEC. \n\nDistance to ~serviceBeacon(InitiatorName): ~serviceBeacon(DistToInitiator)
ServiceBeacon_Heal_Mission_Title=Medical Assistance
ServiceBeacon_Heal_Obj_Desc=Provide medical treatment to ~serviceBeacon(InitiatorName) until they are stable. Please remember to bring proper medical gear.
ServiceBeacon_Heal_Obj_Title=Treat ~serviceBeacon(InitiatorName)
ServiceBeacon_MissionGiver=~serviceBeacon(InitiatorName)
ServiceBeacon_NoLongerAvailable=Service Beacon Is No Longer Available
ServiceBeacon_PersonalTransport_Delivery_Obj_Desc=Safely transport ~serviceBeacon(InitiatorName) to ~serviceBeacon(SelectedDestination).
ServiceBeacon_PersonalTransport_Delivery_Obj_Title=Drop Off ~serviceBeacon(InitiatorName)
ServiceBeacon_PersonalTransport_Delivery_SelectedDestinationWasVehicle=their stranded vehicle
ServiceBeacon_PersonalTransport_Detected_Notification=Transport Request from: ~serviceBeacon(InitiatorName). Transport to ~serviceBeacon(SelectedDestination). Payment: ~serviceBeacon(PaymentAmount) aUEC. Distance: ~serviceBeacon(DistToInitiator).
ServiceBeacon_PersonalTransport_Detected_Title=Personal Transport Detected.
ServiceBeacon_PersonalTransport_Mission_Desc=~serviceBeacon(InitiatorName) is requesting transportation from ~serviceBeacon(InitiatorLocation) to ~serviceBeacon(SelectedDestination). Upon the successful completion of this service, you will be paid ~serviceBeacon(PaymentAmount) aUEC.\n\nDistance to ~serviceBeacon(InitiatorName) : ~serviceBeacon(DistToInitiator)
ServiceBeacon_PersonalTransport_Mission_Title=Personal Transport
ServiceBeacon_PersonalTransport_Pickup_Obj_Desc=Rendezvous with ~serviceBeacon(InitiatorName) at ~serviceBeacon(InitiatorLocation) for transport.
ServiceBeacon_PersonalTransport_Pickup_Obj_Title=Pick up ~serviceBeacon(InitiatorName)
ServiceBeacon_ProviderName=~serviceBeacon(ProviderName)
ServiceBeacon_Revive_Detected_Notification=Rescue Beacon Activated By: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount). Distance: ~serviceBeacon(DistToInitiator).
ServiceBeacon_Revive_Detected_Title=Medical Rescue Requested
ServiceBeacon_Revive_Mission_Desc=~serviceBeacon(InitiatorName) requires emergency medical treatment at ~serviceBeacon(InitiatorLocation). Payment will be ~serviceBeacon(PaymentAmount) aUEC. \n\nDistance to ~serviceBeacon(InitiatorName): ~serviceBeacon(DistToInitiator)
ServiceBeacon_Revive_Mission_Title=Medical Rescue
ServiceBeacon_Revive_Obj_Desc=Rescue ~serviceBeacon(InitiatorName) by providing emergency medical treatment until they are no longer incapacitated. Please remember to bring proper medical gear.
ServiceBeacon_Revive_Obj_Title=Rescue ~serviceBeacon(InitiatorName)
ShipName_Test_001=Freelancer
ShipName_Test_002=Starfarer
ShipName_Test_003=Constellation
ShipSelector_ButtonTitle_Deliver=Request Delivery
ShipSelector_ButtonTitle_FileClaim=File a Claim
ShipSelector_ButtonTitle_PayDeductible=Pay Deductible
ShipSelector_ButtonTitle_PayExpedited=Pay Expedited Fee
ShipSelector_ClaimFailed=Your claim currently cannot be processed. Please try again later.
ShipSelector_ClaimLabel_Claim=Claim
ShipSelector_ClaimLabel_Deductible=Deductible
ShipSelector_ClaimLabel_Deliver=Deliver
ShipSelector_ClaimLabel_Delivering=En Route
ShipSelector_ClaimLabel_Expedite=Expedite
ShipSelector_ClaimLabel_Expedited=Expedited
ShipSelector_Crew=Crew
ShipSelector_DeliverDescription=Once submitted, the following vehicle will be delivered to your current location in the estimated timeframe.
ShipSelector_DeliveryCompleteDescription=The vehicle has been delivered.
ShipSelector_DeliveryDescription=This vehicle is now being delivered and is en route to your location.
ShipSelector_DeliveryTime=Delivery Time
ShipSelector_ExpeditedDescription=The claim processing has been expedited.
ShipSelector_ExpeditedFee_Label=Expedited Fee:
ShipSelector_ExpeditedTime_Instant=Expedited Time: Instant
ShipSelector_ExpeditedTime_Label=Expedited Time:
ShipSelector_FileClaimDescription=Once submitted, the following vehicle will be delivered to your current location in the estimated time.
ShipSelector_Fine=Fine:
ShipSelector_Header_Claims=Claim Vehicle Insurance
ShipSelector_Header_Deliver=Vehicle Delivery Request
ShipSelector_Header_Impounded=Claim Impounded Vehicle
ShipSelector_Header_Main=Fleet Manager
ShipSelector_Header_RetrievalFailed=Failed to Retrieve Vehicle
ShipSelector_Header_Retrieved=Successfully Retrieved Vehicle
ShipSelector_Header_Retrieving=Retrieving Vehicle...
ShipSelector_Header_VehicleInQueue=Vehicle in Queue
ShipSelector_IdleScreen_Title=Vehicle Retrieval Console
ShipSelector_ImpoundingTime=Impound Duration
ShipSelector_InsufficientCredits=INSUFFICIENT CREDITS
ShipSelector_Label_PayFine=Pay Fine
ShipSelector_Label_Relocate=Relocate
ShipSelector_Label_Retrieve=Retrieve
ShipSelector_Label_Store=Store
ShipSelector_Location=Location
ShipSelector_NoValidAreaSize=THIS VEHICLE SIZE CANNOT BE REQUESTED AT THIS LOCATION
ShipSelector_NoValidAreaType=THIS TYPE OF VEHICLE CANNOT BE REQUESTED AT THIS LOCATION
ShipSelector_PayDeductibleDescription=You may pay a deductible fee in order to speed up the processing time of the claim.
ShipSelector_PayExpeditedDescription=You may pay an optional fee to expedite the claim processing.
ShipSelector_PayFineDescription=This vehicle has been impounded. A fine must be paid to release it.
ShipSelector_PayPremium=PAY PREMIUM
ShipSelector_PositionInQueue=Position in queue:
ShipSelector_PoweredBy=EXPEDITED SERVICE POWERED BY:
ShipSelector_RentalExpired=EXPIRED
ShipSelector_Retrieving_Description=Please wait while your vehicle is being delivered.
ShipSelector_Status=Status
ShipSelector_StatusNotApplicable=--
ShipSelector_Vehicle=Vehicle
ShipSelector_VehicleDelivered=Delivered
ShipSelector_WaitingForService=Stand by, accessing list of available vehicles.
ShipSelector_error=Error
ShipSelector_fail=WE ARE UNABLE TO DEAL WITH YOUR REQUEST AT THIS TIME\nPLEASE TRY AGAIN LATER OR CONSIDER FINDING ALTERNATE MEANS OF TRANSPORT.
ShipSelector_full=WE'RE SORRY, ALL OUR PADS ARE FULL.\nYOU WILL BE NOTIFIED WHEN A PAD IS AVAILABLE
ShipSelector_landing_pad=Landing Pad:
ShipSelector_limit_reached=THE SHIP LIMIT IS REACHED\nPLEASE TRY AGAIN LATER
ShipSelector_question=Which of your ships would you like to request?
ShipSelector_spawnbtn=REQUEST SHIP
ShipSelector_success1=THANK YOU FOR VISITING.
ShipSelector_success2=Your ship will be waiting at :
ShipSelector_welcome=Welcome to Port Olisar
ShipSelector_welcome2=TOUCH SCREEN TO REQUEST SHIP
ShipStrip_missioncomplete=Entire Hull Scraped
ShipStrip_missioncomplete_structural=Vehicle Structure Salvaged
ShipStrip_missioncomplete_tow=Vehicle Towed Away
ShipStrip_missionfail=Ship Was Identified
ShipStrip_obj_beacon_01=Last Known Location
ShipStrip_obj_long_01=Reach the ~mission(ship) near ~mission(location).
ShipStrip_obj_long_02=Scrape the hull of the ~mission(ship) before Security arrives.
ShipStrip_obj_marker_01=Reach ~mission(ship)
ShipStrip_obj_marker_02=Scrape
ShipStrip_obj_short_01=Reach the ~mission(ship)
ShipStrip_obj_short_02=Scrape the ~mission(ship) in Time
Shubin_DrugUGF_desc_shared=A processing facility owned and operated by Shubin Interstellar. This location is currently closed.
Shubin_UGF_desc_shared=A processing facility owned and operated by Shubin Interstellar.
Shubin_desc_shared=A mining facility owned and operated by Shubin Interstellar.
SidekickShuttles_Allies=Silver Leaf Society
SidekickShuttles_RepUI_Area=Stanton System
SidekickShuttles_RepUI_Description=Started by former miner Gordon Hogland as service to ferry workers through the Aaron Halo pass, this Stanton based shuttle service has expanded over the years to cover all of the system. While it operates a small fleet of its own, it often contracts out with gig hires to ferry passengers across the system.
SidekickShuttles_RepUI_Focus=Livery Services
SidekickShuttles_RepUI_Founded=2897
SidekickShuttles_RepUI_Headquarters=Area18, ArcCorp, Stanton System
SidekickShuttles_RepUI_Leadership=Gordon Hoglund, Founder
SidekickShuttles_RepUI_Name=Sidekick Shuttles
SidekickShuttles_Rivals=GuideStar Taxi
SilveLeafSociety_Allies=N/A
SilverLeafSociety_RepUI_Area=UEE
SilverLeafSociety_RepUI_Description=The Silver Leaf Society began when socialite Marco Emby began throwing infamous dinner parties where he and his guests would don togas and special silver laurels while devouring a multicourse feast. Restaurants and hotels would vie for the honor of hosting the Silver Leaf Society as receiving the group's blessing would ensure them months of brisk business afterwards. Over time, the group would expand to become a trusted source for reviews and certification for all aspects of the travel and hospitality world. Restaurants, hotels, and livery services all hope to be granted coveted Silver Leaf status.
SilverLeafSociety_RepUI_Focus=Hospitality, Liesure, Livery Services
SilverLeafSociety_RepUI_Founded=2700
SilverLeafSociety_RepUI_Headquarters=Lyre, Cassel, Goss System
SilverLeafSociety_RepUI_Leadership=Bagamba Brockway, Board Chair
SilverLeafSociety_RepUI_Name=Silver Leaf Society
SilverLeafSociety_Rivals=N/A
SingleIdrisFight_Description=Take out the Idris through legitimate means. (WIP)
SingleIdrisFight_Objective=Destroy the Idris (WIP)
SingleIdrisFight_Title=Single Idris Fight Test (WIP)
SkyLine_Anomaly=Type: Unknown
SkyLine_BlackHole=Type: Black Hole
SkyLine_JumpPoint=Type: Jump Point
SkyLine_LandingZone=Type: Settlement
SkyLine_LandingZoneLrg=Type: City
SkyLine_Manmade=Type: Structure
SkyLine_NavPoint=Type: Navigation Point
SkyLine_PointOfInterest=Type: Contact
Skyline_Asteroid=Type: Asteroid
Skyline_AsteroidBelt=Type: Asteroid Belt
Skyline_AsteroidField=Type: Asteroid Field
Skyline_Moon=Type: Moon
Skyline_Planet=Type: Planet
Skyline_Planetoid=Type: Planetoid
Skyline_Satellite=Type: Satellite
Skyline_Star=Type: Star
Slavers_RepUI_Area,P=[PH] Area
Slavers_RepUI_Description,P=[PH] Slavers Description
Slavers_RepUI_Focus,P=[PH] Slavers Focus
Slavers_RepUI_Founded,P=[PH] N/A
Slavers_RepUI_Headquarters,P=[PH] Slavers Headquarters
Slavers_RepUI_Leadership,P=[PH] Slavers Leadership
Slavers_RepUI_Name,P=[PH] Slavers
Slaves_RepUI_Area,P=[PH] Area
Slaves_RepUI_Description,P=[PH] Slaves Description
Slaves_RepUI_Focus,P=[PH] Slaves Focus
Slaves_RepUI_Founded,P=[PH] N/A
Slaves_RepUI_Headquarters,P=[PH] Slaves Headquarters
Slaves_RepUI_Leadership,P=[PH] Slaves Leadership
Slaves_RepUI_Name,P=[PH] Slaves
Solar_system_Station_Earth=Earth Station
Solar_system_Station_Jupiter=Jupiter Station
Solar_system_Station_Mars=Mars Station
Solar_system_Station_Mercury=Mercury Station
Solar_system_Station_Neptune=Neptune Station
Solar_system_Station_Saturn=Saturn Station
Solar_system_Station_Uranus=Uranus Station
Solar_system_Station_Venus=Venus Station
Special_Event_Fleet_Week_2020=Invictus Launch Fleet
Special_Event_Fleet_Week_2020_Description=During Invictus Launch week, meet the brave defenders and awe-inspiring ships of the UEE Naval fleet up close and personal as military vessels dock at stations above ArcCorp, Hurston, and microTech.
Stanton1=Hurston
Stanton1_Cave_Aband_01=HDES-Calthrope (NA)
Stanton1_Cave_Aband_01_desc=This Hurston Dynamics Extraction Site (HDES) is currently not active. Mines no longer in operation may be hazardous and are strictly off-limits.
Stanton1_CommArray_001=Comm Array ST1-61
Stanton1_CommArray_002=Comm Array ST1-13
Stanton1_CommArray_003=Comm Array ST1-92
Stanton1_CommArray_004=Comm Array ST1-48
Stanton1_CommArray_005=Comm Array ST1-02
Stanton1_Courier_Org,P=Stanton1_Courier_Org
Stanton1_DerelictSettlement_CuttersRig=Cutter's Rig
Stanton1_DerelictSettlement_CuttersRig_desc=Theres blood on the water.
Stanton1_DerelictSettlement_FinnsFolly=Finn's Folly
Stanton1_DerelictSettlement_FinnsFolly_desc=With a little patience, even mistakes can grow into opportunities.
Stanton1_DerelictSettlement_Ludlow=Ludlow
Stanton1_DerelictSettlement_Ludlow_desc=One persons wreck is another persons home.
Stanton1_DerelictSettlement_MakersPoint=Maker's Point
Stanton1_DerelictSettlement_MakersPoint_desc=Unless youve been invited, make it a point to stay out.
Stanton1_DerelictSettlement_PickersField=Picker's Field
Stanton1_DerelictSettlement_PickersField_desc=Coming here is the wrong choice.
Stanton1_DerelictSettlement_Rappel=Rappel
Stanton1_DerelictSettlement_Rappel_desc=The fastest way to hit rock bottom.
Stanton1_DerelictSettlement_WeepingCove=Weeping Cove
Stanton1_DerelictSettlement_WeepingCove_desc=Heres hoping that tomorrows a little better than today.
Stanton1_DerelictSettlement_Zephyr=Zephyr
Stanton1_DerelictSettlement_Zephyr_desc=A little town where the winds of change are blowing.
Stanton1_Desc=A wealth of ore and other resources are mined on Hurston to manufacture the companys line of munitions and weapons. Heavy industry has resulted in severe pollution across the planet.
Stanton1_DistributionCenter_Covalex_01=Covalex Distribution Centre S1DC06
Stanton1_DistributionCenter_Covalex_01_desc=One of many distribution centres that belong to the vast Covalex shipping network, and a key stop in getting your cargo safely to its final destination. Open to the public.
Stanton1_DistributionCenter_Criminal_01=Dupree Industrial Manufacturing Facility
Stanton1_DistributionCenter_Criminal_01_desc=Private facility. Trespassers will not be tolerated.
Stanton1_DistributionCenter_Greycat_01=Greycat Stanton I Production Complex-A
Stanton1_DistributionCenter_Greycat_01_desc=At this production complex, skilled Greycat Industrial workers strive to produce the top-of-the-line products that are used by billions across numerous industrial specializations. Site access is limited to Greycat employees and contractors.
Stanton1_DistributionCenter_Greycat_02=Greycat Stanton I Production Complex-B
Stanton1_DistributionCenter_Greycat_02_desc=At this production complex, skilled Greycat Industrial workers strive to produce the top-of-the-line products that are used by billions across numerous industrial specializations. Site access is fully restricted to Greycat employees only.
Stanton1_DistributionCenter_Hurston_01=HDPC-Farnesway
Stanton1_DistributionCenter_Hurston_01_desc=This Hurston Dynamics Production Center is for authorized personnel and affiliates only.
Stanton1_DistributionCenter_Hurston_02=HDPC-Cassillo
Stanton1_DistributionCenter_Hurston_02_desc=This Hurston Dynamics Production Center is for authorized personnel and affiliates only. Interior access is strictly reserved for designated Hurston employees.
Stanton1_DistributionCenter_Sakura_01=Sakura Sun Magnolia Workcenter
Stanton1_DistributionCenter_Sakura_01_desc=Working to make each day better, this workcenter and its employees are proud to be part of the Sakura Sun family. Interested to learn more? Stop by and experience what makes us a different kind of company for yourself.
Stanton1_HurDynMining_001=HDMS-Edmond
Stanton1_HurDynMining_002=HDMS-Oparei
Stanton1_HurDynMining_003=HDMS-Pinewood
Stanton1_HurDynMining_004=HDMS-Thedus
Stanton1_HurDynMining_005=HDMS-Hadley
Stanton1_HurDynMining_006=HDMS-Stanhope
Stanton1_HurDynUGF_001=HDSF-Adlai [CLOSED]
Stanton1_HurDynUGF_002=HDSF-Hendricks [CLOSED]
Stanton1_HurDynUGF_003=HDSF-Colfax
Stanton1_HurDynUGF_004=HDSF-Sherman
Stanton1_HurDynUGF_005=HDSF-Elbridge [CLOSED]
Stanton1_HurDynUGF_006=HDSF-Hobart [CLOSED]
Stanton1_HurDynUGF_007=HDSF-Millerand
Stanton1_HurDynUGF_008=HDSF-Tompkins
Stanton1_HurDynUGF_009=HDSF-Breckinridge [CLOSED]
Stanton1_HurDynUGF_010=HDSF-Zacharias [CLOSED]
Stanton1_HurDynUGF_011=HDSF-Rufus
Stanton1_HurDynUGF_012=HDSF-Tamar
Stanton1_HurDynUGF_013=HDSF-Ishmael [CLOSED]
Stanton1_HurDynUGF_014=HDSF-Damaris [CLOSED]
Stanton1_HurDynUGF_015=HDSF-Hiram
Stanton1_HurDynUGF_016=HDSF-Barnabas
Stanton1_HurDyn_002_desc=WIP Hurston Dynamics Mining Desc
Stanton1_HurDyn_003_desc=WIP Hurston Dynamics Mining Desc
Stanton1_HurDyn_004_desc=WIP Hurston Dynamics Mining Desc
Stanton1_HurDyn_005_desc=WIP Hurston Dynamics Mining Desc
Stanton1_HurDyn_006_desc=WIP Hurston Dynamics Mining Desc
Stanton1_Hurston_Lorville_Hospital=Maria Pure of Heart
Stanton1_Hurston_Lorville_Hospital_Desc=Named after Maria Hurston, beloved mother of former Hurston Dynamics executive Chesterfield Hurston, this renowned hospital is ready to help all those in Lorville who are in need of healing.
Stanton1_Hurston_Lorville_L19Residences=L19 Residences
Stanton1_L1=HUR L1
Stanton1_L1_01=HUR L1-A
Stanton1_L1_01_desc=A gas pocket contained in the Lagrangian gravity well HUR L1 that features a R&R rest stop.
Stanton1_L1_desc=A Lagrangian gravity well located in the orbit of Hurston. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
Stanton1_L2=HUR L2
Stanton1_L2_01=HUR L2-A
Stanton1_L2_01_desc=A gas pocket contained in the Lagrangian gravity well HUR L2 that features a R&R rest stop.
Stanton1_L2_desc=A Lagrangian gravity well located in the orbit of Hurston.
Stanton1_L3=HUR L3
Stanton1_L3_01=HUR L3-A
Stanton1_L3_01_desc=A gas pocket contained in the Lagrangian gravity well HUR L3 that features a R&R rest stop.
Stanton1_L3_desc=A Lagrangian gravity well located in the orbit of Hurston. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
Stanton1_L4=HUR L4
Stanton1_L4_01=HUR L4-A
Stanton1_L4_01_desc=A gas pocket contained in the Lagrangian gravity well HUR L4 that features a R&R rest stop.
Stanton1_L4_desc=A Lagrangian gravity well located in the orbit of Hurston. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
Stanton1_L5=HUR L5
Stanton1_L5_01=HUR L5-A
Stanton1_L5_01_desc=A gas pocket contained in the Lagrangian gravity well HUR L5 that features a R&R rest stop.
Stanton1_L5_desc=A Lagrangian gravity well located in the orbit of Hurston. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
Stanton1_Lorville=Lorville
Stanton1_Lorville_Desc=The capital of Hurston and the corporate headquarters for the eponymous weapons manufacturer, Lorville is a company town with a population predominately comprised of Hurston workers and the security forces that supervise their labors.
Stanton1_Racetrack_LorvilleOutskirts=Lorville Outskirts
Stanton1_Racetrack_LorvilleOutskirts_add=Lorville Outskirts on Hurston
Stanton1_Racetrack_LorvilleOutskirts_desc=An amateur racetrack that winds through an active work site. Operated by Wildstar Racing.
Stanton1_SalvageYard_001=Reclamation & Disposal Orinth
Stanton1_SalvageYard_001_desc=This Hurston Dynamics operated facility is for the processing of reclaimed materials.  
Stanton1_SecUGF_001=HDRSO-Bramen
Stanton1_SecUGF_desc=This Hurston Dynamics Remote Security Outpost (HDRSO) is for authorized Hurston Security personnel only. Trespassers will be harshly dealt with.
Stanton1_Transfer=Everus Harbor
Stanton1_Transfer_Desc=Hurston's primary port of call for Lorville for all large-scale incoming and outgoing cargo. Everus Harbor has been outfitted with a handful of amenities for capital ships and travelers looking for a quick stopover before heading down to the planet surface. Includes shops and services like: Refueling, Restocking, Cargo Transfers, Ship Components, Personal Armor, Clothing, Food, a Clinic, and Habs.
Stanton1_UGF_secdep_desc=This Hurston Dynamics Operations Facility is restricted to authorized personnel only.
Stanton1_UGF_secdep_name=HDOF-Palomar
Stanton1a=Arial
Stanton1a_Desc=This moon was named after the 3rd CEO of Hurston Dynamics, Arial Hurston, who was known for creating the controversial Life/Labor-style employee contract.
Stanton1a_HurDynMining_001=HDMS-Bezdek
Stanton1a_HurDynMining_002=HDMS-Lathan
Stanton1a_HurDyn_001_desc=WIP Hurston Dynamics Mining Desc
Stanton1a_HurDyn_002_desc=WIP Hurston Dynamics Mining Desc
Stanton1b=Aberdeen
Stanton1b_Aberdeen_Location,P=Aberdeen, Stanton System
Stanton1b_Aberdeen_Prison=Klescher Rehabilitation Facility
Stanton1b_Aberdeen_Prison_desc=Klescher Rehabilitation Facilities is a private corrections provider who's committed to providing safe, secure rehabilitation facilities for local planets. Our fully automated correction sites include housing, security, and work release opportunities to allow our guests to be productive while paying their debt to society.
Stanton1b_Cave_Aband_01=HDES-Dobbs (NA)
Stanton1b_Cave_Aband_01_desc=This Hurston Dynamics Extraction Site (HDES) is currently not active. Mines no longer in operation may be hazardous and are strictly off-limits.
Stanton1b_Desc=This moon was named after scientist Aberdeen Hurston who was credited with designing the company's first antimatter warhead.
Stanton1b_EMShelter_Prison=Barton Flats Aid Shelter
Stanton1b_HurDynMining_001=HDMS-Norgaard
Stanton1b_HurDynMining_002=HDMS-Anderson
Stanton1b_HurDyn_001_desc=WIP Hurston Dynamics Mining Desc
Stanton1b_HurDyn_002_desc=WIP Hurston Dynamics Mining Desc
Stanton1c=Magda 
Stanton1c_Desc=This moon was named after Hurston Dynamics CEO Magda Hurston who made the decision to purchase Stanton I from the UEE. Magda is the mother of current CEO “Colonel” Gavin E. Hurston.
Stanton1c_HurDynMining_001=HDMS-Hahn
Stanton1c_HurDynMining_002=HDMS-Perlman
Stanton1c_HurDyn_001_desc=WIP Hurston Dynamics Mining Desc
Stanton1c_HurDyn_002_desc=WIP Hurston Dynamics Mining Desc
Stanton1d=Ita
Stanton1d_Desc=This moon was named after Ita Hurston, who died during the First Tevarin War, as a reminder of why “the products Hurston Dynamics makes are so important.”
Stanton1d_HurDynMining_001=HDMS-Woodruff
Stanton1d_HurDynMining_002=HDMS-Ryder
Stanton1d_HurDyn_001_desc=WIP Hurston Dynamics Mining Desc
Stanton1d_HurDyn_002_desc=WIP Hurston Dynamics Mining Desc
Stanton2=Crusader
Stanton2_AdminCenter=Admin Center
Stanton2_AdminCenter_Desc=Part of the Inspiration Business Park outside Orison, the Admin Center houses for Crusader Industries' extensive sales and legal departments as well as training facilities for their various ships.
Stanton2_BrushwoodPlatform=Brushwood
Stanton2_BrushwoodPlatform_Desc=Part of the Inspiration Business Park outside Orison, Brushwood platform showcases Crusader Industries' impressive fleet of ships designed for the commercial and civilian markets.
Stanton2_CloudrestRetreatCluster=Cloudrest Retreat
Stanton2_CloudrestRetreatCluster_Add=Cloudrest Retreat on Crusader
Stanton2_CloudrestRetreatCluster_Desc=Cloudrest Retreat is a Crusader platform cluster located outside of Orison. It contains a variety of platforms, including those that provide residential, recreation and resort facilities that capitalize on the locations unique beauty.
Stanton2_CommArray_001=Comm Array ST2-55
Stanton2_CommArray_002=Comm Array ST2-28
Stanton2_CommArray_003=Comm Array ST2-47
Stanton2_CommArray_004=Comm Array ST2-76
Stanton2_Courier_Org,P=Stanton2_Courier_Org
Stanton2_Desc=A low mass gas giant that features a breathable atmosphere at high altitudes. This was an ideal situation for ship manufacturer Crusader, who now occupies the planets floating platforms to build massive ships like the Starliner.
Stanton2_EmpyreanParkCluster=Empyrean Park
Stanton2_EmpyreanParkCluster_Add=Empyrean Park on Crusader
Stanton2_EmpyreanParkCluster_Desc=Empyrean Park is a Crusader platform cluster located outside of Orison. It contains a variety of platforms, including those that provide residential, recreation and resort facilities that capitalize on the locations unique beauty.
Stanton2_HartmoorePlatform=Hartmoore
Stanton2_HartmoorePlatform_Desc=Part of the Inspiration Business Park outside Orison, Brushwood platform showcases Crusader Industries' impressive fleet of ships designed for military and security clientele.
Stanton2_L1=CRU L1
Stanton2_L1_01=CRU L1-A
Stanton2_L1_01_desc=A gas pocket contained in the Lagrangian gravity well CRU L1 that features a R&R rest stop.
Stanton2_L1_desc=A Lagrangian gravity well located in the orbit of Crusader. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
Stanton2_L2=CRU L2
Stanton2_L2_01=CRU L2-A
Stanton2_L2_01_desc=A gas pocket contained in the Lagrangian gravity well CRU L2.
Stanton2_L2_02=CRU L2-B
Stanton2_L2_02_desc=A gas pocket contained in the Lagrangian gravity well CRU L2.
Stanton2_L2_03=CRU L2-C
Stanton2_L2_03_desc=A gas pocket contained in the Lagrangian gravity well CRU L2.
Stanton2_L2_desc=A Lagrangian gravity well located in the orbit of Crusader.
Stanton2_L3=CRU L3
Stanton2_L3_01=CRU L3-A
Stanton2_L3_01_desc=A gas pocket contained in the Lagrangian gravity well CRU L3.
Stanton2_L3_desc=A Lagrangian gravity well located in the orbit of Crusader.
Stanton2_L4=CRU L4
Stanton2_L4_01=CRU L4-A
Stanton2_L4_01_desc=A gas pocket contained in the Lagrangian gravity well CRU L4 that features a R&R rest stop.
Stanton2_L4_desc=A Lagrangian gravity well located in the orbit of Crusader. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
Stanton2_L5=CRU L5
Stanton2_L5_01=CRU L5-A
Stanton2_L5_01_desc=A gas pocket contained in the Lagrangian gravity well CRU L5 that features a R&R rest stop.
Stanton2_L5_desc=A Lagrangian gravity well located in the orbit of Crusader. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
Stanton2_Orison=Orison
Stanton2_Orison_Desc=Located high above the clouds, Orison is built upon a military-constructed latticework of inhabitable floating platforms which Crusader Industries uses to manufacture their large-scale ships. The shipyards themselves are famously beautiful and have made Orison a prime tourist destination in the Stanton system.
Stanton2_Orison_Hospital=Orison General
Stanton2_Orison_Hospital_Desc=Dedicated to delivering top of the line care, you can count on Orison General to do everything possible to make your healthcare experience a positive one.
Stanton2_ProspectPointCluster=Prospect Point
Stanton2_ProspectPointCluster_Add=Prospect Point on Crusader
Stanton2_ProspectPointCluster_Desc=Prospect Point is a Crusader platform cluster located outside of Orison. It contains a variety of platforms, including those that provide residential, recreation and resort facilities that capitalize on the locations unique beauty.
Stanton2_Racetrack_CaplanCircuit=Caplan Circuit
Stanton2_Racetrack_CaplanCircuit_Desc=An intricate racetrack located on the Caplan Industrial Platform on Orison. Operated by Wildstar Racing.
Stanton2_Racetrack_CaplanCircuit_add=Caplan Circuit on Crusader
Stanton2_SecUGF_desc_shared=Security Post operated by Crusader Security for local monitoring and storage. Trespassing not allowed.
Stanton2_SolankiPlatform=Solanki
Stanton2_SolankiPlatform_Desc=Part of the Inspiration Business Park outside Orison, Solanki platform is home to temporary residences and amenities for visiting VIPs.
Stanton2_Transfer_Seraphim=Seraphim Station
Stanton2_Transfer_Seraphim_Desc=Located above Crusader, Seraphim Station offers stunning vistas of the gas giant below and acts as a gateway to Crusader Industries vast planetary holdings and orbital shipyards. The station offers a wide variety of services including: Refueling, Restocking, Shopping, Habs, a Clinic, and Cargo Services.
Stanton2a=Cellin
Stanton2a_Desc=Named after the youngest of the three siblings featured in the 25th century childrens morality tale, 'A Gift for Baba,' this moon features over a hundred currently dormant volcanoes that are said to represent Cellins simmering anger.
Stanton2a_DrugUGF_001=NT-999-XV
Stanton2a_DrugUGF_001_desc=$%/3.0_N/A
Stanton2a_EMShelter_001=Julep Ravine Aid Shelter
Stanton2a_EMShelter_002=Flanagan's Ravine Aid Shelter
Stanton2a_EMShelter_003=Ashburn Channel Aid Shelter
Stanton2a_EMShelter_004=Mogote Aid Shelter
Stanton2a_IndyFarmer_001=Gallete Family Farms
Stanton2a_IndyFarmer_001_desc=Representing a tradition passed down through generations, Gallete Family Farms prides itself on growing quality hydroponics.
Stanton2a_IndyMine_001=Tram & Myers Mining
Stanton2a_IndyMine_001_desc=This mining facility is the registered property of Tram & Myers Mining Corp.
Stanton2a_Rayari_001=Hickes Research Outpost
Stanton2a_SecUGF_001=Security Post Dipur
Stanton2a_SecUGF_002=Security Post Lespin
Stanton2a_SecUGF_003=Security Post Criska
Stanton2a_Stash_001=PRIVATE PROPERTY
Stanton2a_Stash_001_desc=NO TRESPASSING
Stanton2a_TerraMills_001=Terra Mills HydroFarm
Stanton2a_TerraMills_001_desc=The Cellin Center HydroFarm is a high-tech research facility operated by food and beverage manufactuer Terra Mills.
Stanton2b=Daymar
Stanton2b_600iSettlement=Whistler's Crypt
Stanton2b_600iSettlement_Desc=Some things are best left buried.
Stanton2b_ArcCorp_001=ArcCorp Mining Area 141
Stanton2b_ArcCorp_001_desc=A mining facility owned and operated by ArcCorp.
Stanton2b_Cave_Aband_01=Kudre Ore Mine (Closed)
Stanton2b_Cave_Aband_01_desc=An independent mining site no longer in active operation.
Stanton2b_Desc=Named after the middle brother of the three siblings featured in the 25th century childrens morality tale, 'A Gift for Baba,' this is the largest of Crusaders moons. Daymars slightly eccentric orbit is said to represent his ease at getting lost in the story.
Stanton2b_DrugUGF_001=NT-999-XVI
Stanton2b_DrugUGF_001_desc=$%/3.0_N/A
Stanton2b_DrugUGF_002=The Garden
Stanton2b_DrugUGF_002_desc=How does yours grow?
Stanton2b_DrugUGF_003=TPF
Stanton2b_DrugUGF_003_desc=For those with discerning taste.
Stanton2b_EMShelter_001=Tamdon Plains Aid Shelter
Stanton2b_EMShelter_002=Eager Flats Aid Shelter
Stanton2b_EMShelter_003=Dunlow Ridge Aid Shelter
Stanton2b_EMShelter_004=Wolf Point Aid Shelter
Stanton2b_IndyFarmer_001=Bountiful Harvest Hydroponics
Stanton2b_IndyFarmer_001_desc=Bountiful Harvest Hydroponics is dedicated to growing the best nature has to offer.
Stanton2b_IndyMine_001=Kudre Ore
Stanton2b_IndyMine_001_desc=An independent mining facility.
Stanton2b_Racetrack_YadarValley=Yadar Valley
Stanton2b_Racetrack_YadarValley_add=Yadar Valley on Daymar
Stanton2b_Racetrack_YadarValley_desc=A low-flying racetrack through a rocky industrial site. Operated by Wildstar Racing.
Stanton2b_SalvageYard_001=Brio's Breaker Yard
Stanton2b_SalvageYard_001_desc=From cheap parts to material re-sale, Brio's Breaker Yard is your one stop shop for all your salvage needs.
Stanton2b_SecUGF_001=Security Post Thaquray
Stanton2b_SecUGF_002=Security Post Moluto
Stanton2b_SecUGF_003=Security Post Prashad
Stanton2b_Shubin_001=Shubin Mining Facility SCD-1
Stanton2b_Shubin_001_desc=A mining facility owned and operated by Shubin Interstellar.
Stanton2b_Stash_001=Nuen Waste Management
Stanton2b_Stash_001_desc=Caution: Hazardous Waste Site. Authorized Personnel Only
Stanton2c=Yela
Stanton2c_ArcCorp_001=ArcCorp Mining Area 157
Stanton2c_ArcCorp_001_desc=A mining facility owned and operated by ArcCorp.
Stanton2c_Desc=Named after the oldest of the three siblings featured in the 25th century childrens morality tale, 'A Gift for Baba,' this moon has a water-ice crust said to represent Yelas cool and calculating mannerisms.
Stanton2c_DrugLab_001=Jumptown
Stanton2c_DrugLab_001_desc=Looking to get hopped up?
Stanton2c_DrugUGF_001=NT-999-XXII
Stanton2c_DrugUGF_001_desc=$%/3.0_N/A
Stanton2c_DrugUGF_002=Utopia
Stanton2c_DrugUGF_002_desc=Perfection achieved.
Stanton2c_DrugUGF_003=Connor's
Stanton2c_DrugUGF_003_desc=This belongs to Connor! Stay the hell out! Especially you, Mark.
Stanton2c_DrugUGF_004=Afterlife
Stanton2c_DrugUGF_004_desc=Where the dead go to dance.
Stanton2c_EMShelter_001=Aston Ridge Aid Shelter
Stanton2c_EMShelter_002=Kosso Basin Aid Shelter
Stanton2c_EMShelter_003=Nakamura Valley Aid Shelter
Stanton2c_EMShelter_004=Talarine Divide Aid Shelter
Stanton2c_IndyMine_001=Benson Mining Outpost
Stanton2c_IndyMine_001_desc=This mining facility is the registered property of Dino Benson.
Stanton2c_Racetrack_MinersLament=Miner's Lament
Stanton2c_Racetrack_MinersLament_add=Miner's Lament near Yela
Stanton2c_Racetrack_MinersLament_desc=A small cluster of mined-out asteroids that have been repurposed into a zero-g racetrack. Operated by Wildstar Racing.
Stanton2c_Rayari_001=Deakins Research Outpost
Stanton2c_SecUGF_001=Security Post Opal
Stanton2c_SecUGF_002=Security Post Wan
Stanton2c_Stash_001=NT-999-XX
Stanton2c_Stash_001_desc=$%/3.0_N/A
Stanton3=ArcCorp
Stanton3_ArcCorp_Area04=Area04
Stanton3_ArcCorp_Area06=Area06
Stanton3_ArcCorp_Area11=Area11
Stanton3_ArcCorp_Area17=Area17
Stanton3_ArcCorp_Area20=Area20
Stanton3_ArcCorp_Area_Desc=An ArcCorp designated industrial and commercial zone.
Stanton3_ArcCorp_Habs_AdiraFalls=Adira Falls Apartments
Stanton3_ArcCorp_Habs_AdiraFalls_Desc=Adira Falls Apartments offers comfortable accommodations conveniently located near the heart of Area18.  
Stanton3_Area18=Area18
Stanton3_Area18_Central=Area18 Central
Stanton3_Area18_Desc=Area18 is one of the main commercial ports for interplanetary traffic for the surrounding region of ArcCorp. Travelers can find a variety of goods from trusted names as well as local providers.
Stanton3_Area18_Hospital=Empire Health Services Medstation
Stanton3_Area18_Hospital_Desc=Operated by the UEE, Empire Health Services is dedicated to tending to the wellbeing of all the people of ArcCorp's Area18 while providing fair and unbiased medical care.
Stanton3_Area18_Plaza=Plaza
Stanton3_CommArray_001=Comm Array ST3-90
Stanton3_CommArray_002=Comm Array ST3-18
Stanton3_CommArray_003=Comm Array ST3-35
Stanton3_Courier_Org,P=Stanton3_Courier_Org
Stanton3_Desc=Buildings cover a majority of the planets surface with residential areas relegated to the poles while ArcCorps factories, business headquarters, financial and commercial districts are located in between.
Stanton3_L1=ARC L1
Stanton3_L1_01=ARC L1-A
Stanton3_L1_01_desc=A gas pocket contained in the Lagrangian gravity well ARC L1 that features a R&R rest stop.
Stanton3_L1_desc=A Lagrangian gravity well located in the orbit of ArcCorp. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
Stanton3_L2=ARC L2
Stanton3_L2_01=ARC L2-A
Stanton3_L2_01_desc=A gas pocket contained in the Lagrangian gravity well ARC L2 that features a R&R rest stop.
Stanton3_L2_desc=A Lagrangian gravity well located in the orbit of ArcCorp.
Stanton3_L3=ARC L3
Stanton3_L3_01=ARC L3-A
Stanton3_L3_01_desc=A gas pocket contained in the Lagrangian gravity well ARC L3 that features a R&R rest stop.
Stanton3_L3_desc=A Lagrangian gravity well located in the orbit of ArcCorp.
Stanton3_L4=ARC L4
Stanton3_L4_01=ARC L4-A
Stanton3_L4_01_desc=A gas pocket contained in the Lagrangian gravity well ARC L4 that features a R&R rest stop.
Stanton3_L4_desc=A Lagrangian gravity well located in the orbit of ArcCorp.
Stanton3_L5=ARC L5
Stanton3_L5_01=ARC L5-A
Stanton3_L5_01_desc=A gas pocket contained in the Lagrangian gravity well ARC L5 that features a R&R rest stop.
Stanton3_L5_desc=A Lagrangian gravity well located in the orbit of ArcCorp.
Stanton3_OrbitalRelay=Orbital Relay AC-421
Stanton3_Racetrack_SkyScraper=The Sky Scraper
Stanton3_Racetrack_SkyScraper_add=The Sky Scraper on Arccorp
Stanton3_Racetrack_SkyScraper_desc=A racetrack that winds through the cityscape of Area18. Operated by Wildstar Racing.
Stanton3_Transfer=Baijini Point
Stanton3_Transfer_Desc=The primary cargo and transfer point for ArcCorp. Perfect as a waypoint on your down or back from the surface, Baijini Point features plenty of amenities for travelers while also providing a top-tier loading/unloading system for capital ships that are unable to head down to the surface. Includes shops and services like: Refueling, Restocking, Cargo Transfers, Personal Weapons, Personal Armor, Clothing, Food, a Clinic, and Habs.
Stanton3a=Lyria
Stanton3a_Desc=This icy moon features active cryogeysers and cryovolcanoes.
Stanton3a_DrugLab_001=Paradise Cove
Stanton3a_DrugLab_001_desc=Everything's better in paradise.
Stanton3a_DrugUGF_001=Launch Pad
Stanton3a_DrugUGF_001_desc=Get ready to blast off.
Stanton3a_DrugUGF_002=Buckets
Stanton3a_DrugUGF_002_desc=At the ready to bail you out.
Stanton3a_IndyMine_001=Humboldt Mines
Stanton3a_IndyMine_001_desc=This mining facility is the registered property of Humboldt Resource Partners.
Stanton3a_IndyMine_002=Loveridge Mineral Reserve
Stanton3a_IndyMine_002_desc=This land has been licensed for use by the Loveridge Group.
Stanton3a_Shubin_001=Shubin Mining Facility SAL-2
Stanton3a_Shubin_002=Shubin Mining Facility SAL-5
Stanton3a_Stash_001=The Orphanage
Stanton3a_Stash_001_desc=Home for the lost.
Stanton3a_UFG_006=Shubin Processing Facility SPAL-7
Stanton3a_UFG_007=Shubin Processing Facility SPAL-9
Stanton3a_UFG_008=Shubin Processing Facility SPAL-12
Stanton3a_UGF_001=The Pit
Stanton3a_UGF_001_desc=There's no place left to go but up.
Stanton3a_UGF_002=Wheeler's
Stanton3a_UGF_002_desc=Nowhere get's you rollin' like Wheeler's.
Stanton3a_UGF_003=Teddy's Playhouse
Stanton3a_UGF_003_desc=Looking for fun in all the wrong places.
Stanton3a_UGF_004=Elsewhere
Stanton3a_UGF_004_desc=If you're not supposed to be here, you better go somewhere else.
Stanton3a_UGF_005=Shubin Processing Facility SPAL-3
Stanton3a_UGF_009=Operations Depot Lyria-1
Stanton3a_UGF_009_desc=This remote operations depot is for use by authorized personnel only. Trespassers will be prosecuted.
Stanton3a_UGF_010=Shubin Processing Facility SPAL-16
Stanton3a_UGF_011=Shubin Processing Facility SPAL-21
Stanton3a_UGF_desc=A processing facility owned and operated by Shubin Interstellar.
Stanton3b=Wala
Stanton3b_ArcCorp_001=ArcCorp Mining Area 045
Stanton3b_ArcCorp_002=ArcCorp Mining Area 048
Stanton3b_ArcCorp_003=ArcCorp Mining Area 056
Stanton3b_ArcCorp_004=ArcCorp Mining Area 061
Stanton3b_Desc=The low density of Wala is particularly susceptible to tidal forces which result in the moon being noticeably prolate.
Stanton3b_DrugUGF_001=Lost and Found
Stanton3b_DrugUGF_001_desc=We have what you're looking for.
Stanton3b_DrugUGF_002=Good Times Temple
Stanton3b_DrugUGF_002_desc=Praise be!
Stanton3b_IndyFarmer_001=Shady Glen Farms
Stanton3b_IndyFarmer_001_desc=Quality plants that prove some things grow better in the shade.
Stanton3b_SalvageYard_001=Samson & Son's Salvage Center
Stanton3b_SalvageYard_001_desc=This family owned and operated salvage center is proud of their quality service and reliability, as well as offering some of the best possible pricing in todays current markets.
Stanton3b_UGF_001=ArcCorp Processing Center 115
Stanton3b_UGF_002=ArcCorp Processing Center 123
Stanton3b_UGF_desc_shared=A resource processing center and operated by ArcCorp.
Stanton4=microTech
Stanton4_CommArray_001=Comm Array ST4-22
Stanton4_CommArray_002=Comm Array ST4-31
Stanton4_CommArray_003=Comm Array ST4-59
Stanton4_CommArray_004=Comm Array ST4-64
Stanton4_Courier_Org,P=Stanton4_Courier_Org
Stanton4_DerelictSettlement_AstorsClearing=Astor's Clearing
Stanton4_DerelictSettlement_AstorsClearing_desc=It aint safe to go into the woods at night.
Stanton4_DerelictSettlement_BloodshotRidge=Bloodshot Ridge
Stanton4_DerelictSettlement_BloodshotRidge_desc=Nowhere to go but down.
Stanton4_DerelictSettlement_Dunboro=Dunboro
Stanton4_DerelictSettlement_Dunboro_desc=No one's welcome, unless you are.
Stanton4_DerelictSettlement_Frostbite=Frostbite
Stanton4_DerelictSettlement_Frostbite_desc=Stop by and warm up for a bit.
Stanton4_DerelictSettlement_HarpersPoint=Harper's Point
Stanton4_DerelictSettlement_HarpersPoint_desc=Just a quiet place by the lake.
Stanton4_DerelictSettlement_MorelandHills=Moreland Hills
Stanton4_DerelictSettlement_MorelandHills_desc=There may be nicer places to live, but this ones ours.
Stanton4_DerelictSettlement_RazorsEdge=Razor's Edge
Stanton4_DerelictSettlement_RazorsEdge_desc=Only the best make the cut.
Stanton4_Desc=A terraforming error left the planet with an unnaturally dense cloud cover and a colder than average climate making it an ideal location for owner microTech to house its heat-sensitive computing and manufacturing centers.
Stanton4_DistributionCenter_Covalex_01=Covalex Distribution Centre S4DC05
Stanton4_DistributionCenter_Covalex_01_desc=One of many distribution centres that belong to the vast Covalex shipping network, and a key stop in getting your cargo safely to its final destination. Open to the public.
Stanton4_DistributionCenter_CryAstro_01=Cry-Astro Processing Plant 34-12
Stanton4_DistributionCenter_CryAstro_01_desc=This processing plant is a vital part of Cry-Astro's fuel network, helping to fuel your future. No Public Access.
Stanton4_DistributionCenter_CryAstro_02=Cry-Astro Processing Plant 19-02
Stanton4_DistributionCenter_CryAstro_02_desc=This processing plant is a vital part of Cry-Astro's fuel network, helping to fuel your future. No Public Access.
Stanton4_DistributionCenter_Greycat_01=Greycat Stanton IV Production Complex-A
Stanton4_DistributionCenter_Greycat_01_desc=At this production complex, skilled Greycat Industrial workers strive to produce the top-of-the-line products that are used by billions across numerous industrial specializations. Site access is limited to Greycat employees and contractors.
Stanton4_DistributionCenter_Sakura_01=Sakura Sun Goldenrod Workcenter
Stanton4_DistributionCenter_Sakura_01_desc=Working to make each day better, this workcenter and its employees are proud to be part of the Sakura Sun family. Interested to learn more? Stop by and experience what makes us a different kind of company for yourself.
Stanton4_DistributionCenter_microTech_01=microTech Logistics Depot S4LD01
Stanton4_DistributionCenter_microTech_01_desc=microTech uses depots like this location to support their large catalogue of consumer electronics. Please note that while visitors are permitted on site, only workers may access the facility itself.
Stanton4_DistributionCenter_microTech_02=microTech Logistics Depot S4LD13
Stanton4_DistributionCenter_microTech_02_desc=microTech uses depots like this location to support their large catalogue of consumer electronics. Please note that only designated contractors may visit this facility, with access to the interior of the depot restricted to employees only.
Stanton4_DrugUGF_desc_shared=This DataCenter is one of the many locations used by microTech to provide computing power, database storage, content delivery, or other network functionality. (LOCATION CURRENTLY OFFLINE)
Stanton4_EMShelter_001=Calhoun Pass Emergency Shelter
Stanton4_EMShelter_002=Point Wain Emergency Shelter
Stanton4_EMShelter_003=Nuiqsut Emergency Shelter
Stanton4_EMShelter_004=Clear View Emergency Shelter
Stanton4_L1=MIC L1
Stanton4_L1_01=MIC L1-A
Stanton4_L1_01_desc=A gas pocket contained in the Lagrangian gravity well MIC L1 that features a R&R rest stop.
Stanton4_L1_02=MIC L1-B
Stanton4_L1_02_desc=A gas pocket contained in the Lagrangian gravity well MIC L1.
Stanton4_L1_NavyStation_DESC=Completed in 2871, INS Jericho is the main port of call for the UEE Navy in the Stanton system. Named after famed squadron leader Amare Jericho, this station is outfitted to provide logistical support, refueling and resupply options for a variety of capital ships, as well as smaller support and combat vessels.
Stanton4_L1_NavyStation_NAME=INS Jericho
Stanton4_L1_desc=A Lagrangian gravity well located in the orbit of microTech. Beside being home to a collection of asteroids, a convenient R&R rest stop is available for refueling and repairs.
Stanton4_L2=MIC L2
Stanton4_L2_01=MIC L2-A
Stanton4_L2_01_desc=A gas pocket contained in the Lagrangian gravity well MIC L2 that features a R&R rest stop.
Stanton4_L2_02=MIC L2-B
Stanton4_L2_02_desc=A gas pocket contained in the Lagrangian gravity well MIC L2.
Stanton4_L2_03=MIC L2-C
Stanton4_L2_03_desc=A gas pocket contained in the Lagrangian gravity well MIC L2.
Stanton4_L2_desc=A Lagrangian gravity well located in the orbit of microTech.
Stanton4_L3=MIC L3
Stanton4_L3_01=MIC L3-A
Stanton4_L3_01_desc=A gas pocket contained in the Lagrangian gravity well MIC L3 that features a R&R rest stop.
Stanton4_L3_desc=A Lagrangian gravity well located in the orbit of microTech.
Stanton4_L4=MIC L4
Stanton4_L4_01=MIC L4-A
Stanton4_L4_01_desc=A gas pocket contained in the Lagrangian gravity well MIC L4 that features a R&R rest stop.
Stanton4_L4_desc=A Lagrangian gravity well located in the orbit of microTech.
Stanton4_L5=MIC L5
Stanton4_L5_01=MIC L5-A
Stanton4_L5_01_desc=A gas pocket contained in the Lagrangian gravity well MIC L5 that features a R&R rest stop.
Stanton4_L5_02=MIC L5-B
Stanton4_L5_02_desc=A gas pocket contained in the Lagrangian gravity well MIC L5.
Stanton4_L5_desc=A Lagrangian gravity well located in the orbit of microTech.
Stanton4_NewBab_AspireGrand=Aspire Grand
Stanton4_NewBab_DomeSurfaceExit=The Commons Surface Exit
Stanton4_NewBab_DomeSurfaceExit_GroundATC=The Commons Parking
Stanton4_NewBab_Hospital=Brentworth Care Center
Stanton4_NewBab_Hospital_Desc=Founded by the famed Dr. Brentworth in New York City, Earth, Sol, with a mission to provide holistic medical services based on providing the best care while nurturing the well-being of the whole person - physically, emotionally and spiritually.
Stanton4_NewBab_MetroLoop=MT MetroLoop
Stanton4_NewBab_NBIS=NBIS Terminal
Stanton4_NewBab_NBIS_ATC=NB Int. Spaceport
Stanton4_NewBab_NBIS_GroundATC=NBIS Parking
Stanton4_NewBab_PlanetaryServices=MT Planetary Services
Stanton4_NewBab_PlanetarySurfaceExit=Planetary Surface Exit
Stanton4_NewBab_TheCommons=The Commons
Stanton4_NewBabbage=New Babbage
Stanton4_NewBabbage_Desc=Built to keep the world's freezing temperatures at bay, New Babbage is a luxurious city with top-class amenities and domed open spaces designed to inspire the creativity and productiveness of the cutting edge companies and tech firms drawn here by microTech's innovation. 
Stanton4_Rayari_001=Rayari Deltana Research Outpost
Stanton4_Rayari_002=Rayari Livengood Research Outpost
Stanton4_ReclaimerSettlement=Ghost Hollow
Stanton4_ReclaimerSettlement_Desc=A private haunt. Uninvited guests will be dealt with harshly.
Stanton4_Shubin_001=Shubin Mining Facility SM0-13
Stanton4_Shubin_002=Shubin Mining Facility SM0-22
Stanton4_Shubin_003=Shubin Mining Facility SM0-18
Stanton4_Shubin_004=Shubin Mining Facility SM0-10
Stanton4_Stash_001=The Necropolis
Stanton4_Stash_001_desc=The right place to go if you want to wind up dead.
Stanton4_Stash_002=Outpost 54
Stanton4_Stash_002_desc=This is the place where outpost 54 is.
Stanton4_Transfer=Port Tressler
Stanton4_Transfer_Desc=Located in the trade lane above microTech, Port Tressler is the main transfer hub for New Babbage. Millions of SCU pass through this station everyday between exports from microTech and the other companies on the surface and the resources and trade coming in from the other systems. Includes shops and services like: Refueling, Restocking, Cargo Transfers, Ship Components, Personal Armor, Clothing, Food, a Clinic, and Habs.
Stanton4_UGF_001=MT DataCenter 5WQ-R2V-C (Offline)
Stanton4_UGF_002=MT DataCenter 2UB-RB9-5
Stanton4_UGF_003=MT DataCenter 8FK-Q2X-K
Stanton4_UGF_004=MT DataCenter E2Q-NSG-Y (Offline)
Stanton4_UGF_005=MT OpCenter TLI-4
Stanton4_UGF_006=MT DataCenter D79-ECG-R (Offline)
Stanton4_UGF_007=MT DataCenter QVX-J88-J
Stanton4_UGF_008=MT DataCenter TMG-XEV-2
Stanton4_UGF_009=MT DataCenter KH3-AAE-L
Stanton4_UGF_010=MT DataCenter L8P-JUC-8 (Offline)
Stanton4_UGF_011=MT DataCenter 4HJ-LVE-A
Stanton4_UGF_Sec_desc_shared=microTech OpCenters are safe and secure facilities used by to manage and oversee various remote operations in the area.
Stanton4_UGF_desc_shared=This DataCenter is one of the many locations used by microTech to provide computing power, database storage, content delivery, or other network functionality.
Stanton4a=Calliope
Stanton4a_Desc=Named after the ancient Greek muse who inspires eloquence to supposedly remind those gazing upon the moon from microTech to strive for pure expression of thought.
Stanton4a_DrugLab_001=Raven's Roost
Stanton4a_DrugLab_001_desc=Those who tresspass will be seen nevermore.
Stanton4a_Rayari_001=Rayari Kaltag Research Outpost
Stanton4a_Rayari_002=Rayari Anvik Research Outpost
Stanton4a_Shubin_001=Shubin Mining Facility SMCa-6
Stanton4a_Shubin_002=Shubin Mining Facility SMCa-8
Stanton4a_UGF_001=Shubin Processing Facility SPMC-3 [CLOSED]
Stanton4a_UGF_002=Shubin Processing Facility SPMC-5 [CLOSED]
Stanton4a_UGF_003=Shubin Processing Facility SPMC-10
Stanton4a_UGF_004=Shubin Processing Facility SPMC-11 [CLOSED]
Stanton4a_UGF_005=Shubin Processing Facility SPMC-14 [CLOSED]
Stanton4a_UGF_006=Shubin Processing Facility SPMC-1
Stanton4b=Clio
Stanton4b_Desc=Named after the ancient Greek muse of history to supposedly remind those gazing upon the moon from microTech to remember that their work stands on those who came before them.
Stanton4b_Racetrack_SnakePit=The Snake Pit
Stanton4b_Racetrack_SnakePit_add=The Snake Pit on Clio
Stanton4b_Racetrack_SnakePit_desc=A popular amateur racetrack through an abandoned outdoor mining facility. Operated by Wildstar Racing.
Stanton4b_Rayari_001=Rayari McGrath Research Outpost
Stanton4b_Rayari_002=Rayari Cantwell Research Outpost
Stanton4c=Euterpe
Stanton4c_Desc=Named after the ancient Greek muse of music to supposedly remind those gazing upon the moon from microTech to be guided by the natural rhythm of the universe in their designs.
Stanton4c_IndyFarmer_001=Bud's Growery
Stanton4c_IndyFarmer_001_desc=A little out of the way, but Bud's is always a good trip.
Stanton4c_Racetrack_Icebreaker=The Icebreaker
Stanton4c_Racetrack_Icebreaker_add=The Icebreaker on Euterpe
Stanton4c_Racetrack_Icebreaker_desc=A frigid racetrack over the mountains around microTechs Euterpe Advanced Research Laboratories. Operated by Wildstar Racing.
Stanton4c_SalvageYard_001=Devlin Scrap & Salvage
Stanton4c_SalvageYard_001_desc=Our small operation has years of experience handling scrap and salvage. Whether you're an independent trader or just clearing out your hangar, we're happy to serve you.
StantonStar=Stanton
StantonStar_Desc=A class-G main sequence star.
Stanton_2=Stanton (Star)
Stanton_EMShelter_001_desc_shared=Public shelter to be used in case of emergencies and hazardous weather. For safety reasons, access to this shelter is prohibited except in emergencies.
Stanton_JumpPoint_Magnus=Stanton - Magnus Jump Point
Stanton_JumpPoint_Magnus_Desc=This jump point connects Stanton to the Magnus system.
Stanton_JumpPoint_Pyro=Stanton-Pyro Jump Point
Stanton_JumpPoint_Pyro_WreckSite=Stanton-Pyro Jump Point Wreck Site
Stanton_JumpPoint_Pyro_WreckSite_Desc=Wreck site near the Stanton-Pyro Jump Point.
Stanton_JumpPoint_Pyro_desc=This jump point connects Stanton to the unclaimed Pyro system.
Stanton_JumpPoint_Terra=Stanton - Terra Jump Point
Stanton_JumpPoint_Terra_Desc=This jump point connects Stanton to the Terra system.
Stanton_Magnus_JPStation=Magnus Gateway
Stanton_Magnus_JPStation_desc=Situated at a strategic location near the jump point, the Magnus Gateway provides shops and services to those traveling to and from Magnus. Visitors to the station can find a wide variety of amenities and stores including: Refueling, Restocking, Cargo Transfers, Personal Weapons, Personal Armor, Food, a Clinic, Habs, and more.
Stanton_Pyro_JPStation=Pyro Gateway
Stanton_Pyro_JPStation_desc=Situated at a strategic location near the jump point, the Pyro Gateway provides shops and services to those traveling to and from Pyro. Visitors to the station can find a wide variety of amenities and stores including: Refueling, Restocking, Cargo Transfers, Personal Weapons, Personal Armor, Clothing, Food, a Clinic, Habs, and more.
Stanton_Rayari_001_desc_shared=A Rayari Inc. medical research facility dedicated to cutting-edge biotechnology.
Stanton_Terra_JPStation=Terra Gateway
Stanton_Terra_JPStation_desc=Situated at a strategic location near the jump point, the Terra Gateway provides shops and services to those traveling to and from Terra. Visitors to the station can find a wide variety of amenities and stores including: Refueling, Restocking, Cargo Transfers, Personal Weapons, Personal Armor, Clothing, Food, a Clinic, Habs, and more.
Starfarer_Wreckage_QT=Strange Signal
Station_Illegal_LocalDelivery_Header,P=Grab a special package
Station_Illegal_LocalDelivery_Title,P=Grab a special package
Station_Illegal_LocalDelivery_desc_001,P=Do me a favour would ya? There's a package that's been left for me.\nGo and get it would yah, I'll pay you for this small task.
Station_Illegal_LocalDelivery_desc_002,P=Hey could you grab my parcel for me?
Station_Illegal_LocalDelivery_desc_003,P=You want some quick cash, grab me my shit and I'll give you some cash.\nFair trade right?
Staton4_NewBab_Tobin_Closed=THANK YOU FOR VISITING
Staton4_NewBab_Tobin_Closed_Desc=Tobin Expo Center is currently closed, but we hope that you return soon for our next event.
StealEvidence_MissionFail_LostEvidence=The evidence was not retrieved.
StealEvidence_MissionSuccess=The evidence was delivered.
StealEvidence_desc=~mission(Contractor|StealEvidenceDescription)
StealEvidence_from=~mission(Contractor|StealEvidenceFrom)
StealEvidence_obj_long_01=Retrieve evidence that is currently stored at ~mission(location|address).
StealEvidence_obj_marker_01=Retrieve Evidence
StealEvidence_obj_marker_01a=Evidence
StealEvidence_obj_short_01=Retrieve Evidence
StealEvidence_title=~mission(Contractor|StealEvidenceTitle)
Supreme_RepUI_Area,P=[PH] Area
Supreme_RepUI_Description,P=[PH] Supreme Description
Supreme_RepUI_Focus,P=[PH] Supreme Focus
Supreme_RepUI_Founded,P=[PH] N/A
Supreme_RepUI_Headquarters,P=[PH] Supreme Headquarters
Supreme_RepUI_Leadership,P=[PH] Supreme Leadership
Supreme_RepUI_Name,P=[PH] Supreme
TARPits_RepUI_Area=Stanton
TARPits_RepUI_Description=Known for their namesake Tow And Repair scams, the Tar Pits run illegal salvage operations, stripping distressed or otherwise unattended ships before their rightful owners can reclaim them. By selling these stolen parts to other criminal groups, the Tar Pits have managed to maintain good relationships with the other larger gangs in Stanton.
TARPits_RepUI_DisplayName=Tar Pits
TARPits_RepUI_Focus=Piracy, Salvage
TARPits_RepUI_Founded=N/A
TARPits_RepUI_HQ=N/A
TARPits_RepUI_Leadership=N/A
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Takedown=Takedown
TarPits_ShipStrip_desc_001=Got a particular salvage job that we could use some extra hands on. \n\nWe need you to find a ~mission(ship) that got punched out around ~mission(location). Securitys already searching for it and if they find it, theyll ID it for sure and well be in loads of trouble.\n\nSo, we want you to make sure that cant happen. Either tow the ship out of the search area or rip the entire hull off so nobody can tell who it belonged to. Whatever you decide, keep your mouth shut about this. \n\nWell cred you up and anything you scrap is yours to keep. But if security finds the ship before youre done, well all be screwed and you wont get paid so dont disappoint.
TarPits_ShipStrip_title_001=~mission(ship) clean up
TarPits_TimedSalvage_Desc_01=Weve got our eye on a ~mission(ship) near ~mission(location) thats ripe for salvaging. Were too busy to snag it ourselves, so why not spread the wealth, right?\n\nIf you send us some credits, well send you the ships exact coordinates. Dont take too long to think it over, though. Youve probably got about ~mission(timer) minutes until security gets there to check out the wreck. Could be more, could be less.\n\nYou could either tow it somewhere else first, or you could try to scrap what you can onsite before security shows. Dont care which as long as you get it taken care of. And once you've salvaged everything you want, just go ahead and abandon this contract to clear your map. Helps keep everything nice and tidy.
TarPits_TimedSalvage_Desc_02_ChickenShip=We got word that Adagio has a salvage contract coming for a ~mission(ship). If youre interested in swooping in, we can sell you the coordinates for a nice discount. Gotta decide fast, though.\n\nSome unlucky salvager will probably buy the rights to the claim soon, but our guess is that itll take at least ~mission(timer) minutes until they get there. If they see you picking at their claim, they might call security on you but if youre any good you should have plenty of time. And if youre slow, I guess you can just shoot them down before they send word to anyone, right?
TarPits_TimedSalvage_Title_01=Risky ~mission(Ship) Salvage Job
TarPits_from=Tar Pits
Taranis=Taranis System
Taranis1=Taranis I
Taranis1_Desc=An uninhabitable dwarf planet with no atmosphere.
Taranis2=Taranis II
Taranis2_Desc=This coreless world suffered a terraforming disaster at the hands of a now defunct geo development company that left the planet uninhabitable and with a broken moon. The abandoned terraforming machinery remains ignited and burning the planetside to this day.
Taranis2a=Broken Moon
Taranis2a_Desc=This moon was destroyed during a terraforming accident.
Taranis3=Taranis III
Taranis3_Desc=Storms and an atmosphere hostile to Humans plague this smog planet. A former pressurized research station, Bethor, has been expanded into a settlement that is home to a significant Tevarin population and Human expatriates.
Taranis4=Taranis IV
Taranis4_Desc=This gas giant sees little in the way of commercial traffic owing to its remote location.
Taranis_AsteroidBelt1=Taranis Belt Alpha
Taranis_AsteroidBelt1_Desc=The system's inner asteroid belt is only slightly easier to navigate through than the outer belt.
Taranis_AsteroidBelt2=Taranis Belt Beta
Taranis_AsteroidBelt2_Desc=A dense asteroid belt that is low on mineral resources. Popular as a hiding place for smugglers and an ambush point for outlaws.
Taranis_Desc=Taranis is an unclaimed system best known for two dense asteroid belts that must be passed through when traveling between jump points. Besides the asteroids belt providing plenty of cover for pirates and criminals to hide, the Taranis System is probably best known for its broken moon above Taranis II, which inspired the “Broken Moon of Taranis” map in the game Arena Commander.
Taranis_JumpPoint_Ellis=Taranis - Ellis Jump Point
Taranis_JumpPoint_Ellis_Desc=This jump point connects Taranis to the UEE controlled Ellis system.
Taranis_JumpPoint_Genesis=Taranis - Genesis Jump Point
Taranis_JumpPoint_Genesis_Desc=This jump point connects Taranis to the UEE controlled Genesis system which is protected by the Fair Chance Act.
Taranis_JumpPoint_Helios=Taranis - Helios Jump Point
Taranis_JumpPoint_Helios_Desc=This jump point connects Taranis to the UEE controlled Helios system.
Taranis_JumpPoint_Terra=Taranis - Terra Jump Point
Taranis_JumpPoint_Terra_Desc=This jump point connects Taranis to the UEE controlled Terra system.
Taranis_Star=Taranis
Taranis_Star_Desc=A class-A main sequence star.
Tarpits_assassinate_dc_desc_001=I aint got time to waste so Ill get straight to the point - ~mission(TargetName) needs to be dead and I want you to do it. You can find them over near the ~mission(Location) at ~mission(Location|address). They wont be alone, but dont get distracted by those other useless piles. You only get paid for taking out ~mission(TargetName|Last).
Tarpits_assassinate_dc_title_001=Scrap ~mission(TargetName)
Tarpits_destroyitem_bombingrun_dc_desc_001= The fine folks over at ~mission(Location|Address) have been resisting our advances and we need your assistance in weakening their resolve. The plan is to hire you to take out some major bits of infrastructure, both from the air and on the ground. Just really mess the place up real good. \n\nNothing like showing them how fragile their ongoing existence is to bring them around to our way of thinking. \n
Tarpits_destroyitem_bombingrun_dc_title_001=Mass Destruction
Tarpits_destroyitem_dc_desc_001=Im looking to send a strong message to the crew over at ~mission(Location|Address) and know the perfect way to do it - property damage.\n\nAll you need to do is head on over, destroy a few things here and there, and really drive home an important lesson about respecting your betters. \n\nDo that for me and Ill be feeling very happy. And generous.\n\nInterested?\n
Tarpits_destroyitem_dc_title_001=Demolition Mission
Tarpits_eliminateboss_dc_desc_001=Weve had our sights set on taking out ~mission(TargetName) for a while now, but weve never been able to find the right moment. Enough waiting. Youre going to create the right moment for us.\n\nHead to ~mission(Location|Address) and take out a bunch of lowlifes running around the ~mission(Location). Kill enough of those losers, and ~mission(TargetName|Last) will have no choice but to come face you themselves. Thats when you take em out and earn yourself a nice fat payday. \n
Tarpits_eliminateboss_dc_title_001=~mission(TargetName)s Time Has Come
Tarpits_eliminateboss_destroyitem_dc_desc_001=Got a good tip that ~mission(TargetName) is hiding out over at ~mission(Location|Address). Weve been after this bastard for a while, but Ill admit it, theyve outsmarted us so far. Thanks to you though, thats gonna change.\n\nSee, we finally figured out their weak spot. If you head over and cause some major property damage, its gonna get them so riled up that theyll pretty much have to face you down and thats when you take em out for good and earn a big payday.\n
Tarpits_eliminateboss_destroyitem_dc_title_001=Shake ~mission(TargetName) Loose
Tarpits_heist_buyin_dc_desc_001=Hey,\nWe were going to do this robbery but it turns out that the timing just wont work out. This is some primo stuff just waiting to be snatched. You haul it out of there and youll definitely be raking in some serious credits.\n\nAll we are asking is for a finders fee. Throw some credits our way, and Ill send all the details of the job to you.\n
Tarpits_heist_buyin_dc_title_001=Theft For Sale
Tarpits_theft_mines_dc_desc_001=I was hopin youd be interested in pulling a little job for us. Got some goods over at ~mission(Location|Address) that are just right for the taking. Only problem is and its a big one the bastards running the place have the whole area rigged with proximity mines. \n\nYoull need to find someway through, or if you cant be bothered, someway to trigger the lot. Either way, just try not to blow yourself up. Then you just need to grab the stuff and take it over to ~mission(Destination|Address).\n\nIt wont be easy to pull off, but if you do, I promise Ill make it worth your while.\n
Tarpits_theft_mines_dc_title_001=Dangerous Take
Tayac=Tayac System
Tayac1=Tayac I
Tayac1_Desc=A small terrestrial rocky planet without an atmosphere.
Tayac2=Tayac II
Tayac2_Desc=This large gas giant is known for its awe-inspiring planetary rings.
Tayac3=Shepherd
Tayac3_Desc=Nicknamed Shepherd due to its proximity to the asteroid belt, this dwarf planet looks like it's overseeing its flock of asteroids.
Tayac_AsteroidBelt1=Tayac Belt Alpha
Tayac_AsteroidBelt1_Desc=Known for being home to a flyable art installation that was created as a joint effort between Xi'an, Banu and Human artists to celebrate the Ark's centennial.
Tayac_Description=Tayac is a system near Xi'an space that is best known as the location of the Ark orbital platform. Opened by the UEE in 2800, the Ark was built following the end of the cold war with the Xi'an and meant to be a repository for universal knowledge as well as a neutral ground for diplomatic discussions between species. Though it has been used infrequently for diplomatic purposes, the Ark's massive library contains a wealth of invaluable historical information.
Tayac_JumpPoint_Baker=Tayac - Baker Jump Point
Tayac_JumpPoint_Baker_Desc=This jump point connects Tayac to the Baker system.
Tayac_JumpPoint_Goss=Tayac - Goss Jump Point
Tayac_JumpPoint_Goss_Desc=This jump point connects Tayac to the Goss system.
Tayac_JumpPoint_Terra=Tayac - Terra Jump Point
Tayac_JumpPoint_Terra_Desc=This jump point connects Tayac to the Terra system.
Tayac_Star=Tayac
Tayac_Star_Desc=A class-G main sequence star.
TeciaPacheco_RepUI_Association=N/A
TeciaPacheco_RepUI_Biography=Tecia "Twitch" Pacheco came up as a soldier who transitioned into freelance security work after her service ended. Things were going well until she suffered nerve damage on a job for BlacJac and was fired. Left without employment but with a very specialized skillset, Twitch used her knowledge of the criminal underworld of ArcCorp to her advantage and began operating her own illegal enterprise.
TeciaPacheco_RepUI_Location=Area18, ArcCorp, Stanton System
TeciaPacheco_RepUI_Occupation=Fixer
Tecia_Twitch_Pacheco_RepUI_Area=Stanton System
Tecia_Twitch_Pacheco_RepUI_Description=After her military service ended, Tecia Pacheco transitioned to security work with BlacJac Security for several years until she suffered severe injuries sustained on the job. Left without employment but with a very specialized skillset, Twitch has used her knowledge of the criminal underworld of ArcCorp to operate her own illegal enterprise.
Tecia_Twitch_Pacheco_RepUI_Focus=Criminal Operator
Tecia_Twitch_Pacheco_RepUI_Founded=N/A
Tecia_Twitch_Pacheco_RepUI_Headquarters=Area18, ArcCorp, Stanton System
Tecia_Twitch_Pacheco_RepUI_Leadership=N/A
Tecia_Twitch_Pacheco_RepUI_Name=Tecia "Twitch" Pacheco
Temp_CovalexShipping_Available=Requested Pick Up Now Available
Temp_CovalexShipping_Confirming=Confirming Receipt
Temp_CovalexShipping_Confiscated=Please Remove Item From Shelf
Temp_CovalexShipping_DropOff=Drop Off
Temp_CovalexShipping_DropOffShelf=Drop Off Shelf Now Available
Temp_CovalexShipping_Error=ERROR
Temp_CovalexShipping_FailedRequest=Request not found
Temp_CovalexShipping_GoodDay=Have A Good Day
Temp_CovalexShipping_Inaction=Due to Inaction, Item Has Been Confiscated
Temp_CovalexShipping_PickUp=Pick Up
Temp_CovalexShipping_Processing=Processing Request
Temp_CovalexShipping_Remove=ERROR! Please Remove Incorrect Items
Temp_CovalexShipping_Standby=Please Stand By
Temp_CovalexShipping_Start=Touch screen to start
Temp_CovalexShipping_TimedOut=Requested Pick Up Has Timed Out
Temp_CovalexShipping_Title=Shipping & Delivery Kiosk
Temp_CovalexShipping_Transaction=Transaction Complete
Temp_CovalexShipping_Warning=WARNING
Terminal_crusader_01=Youre doing good while doing good work. Each year Crusader sets aside a percentage of its profits to donate to worthwhile causes, so your hard work is good for both the company and the empire as a whole.
Terminal_crusader_codescreen_01=A planet and company unlike any other!
Terminal_general_career_01=Interested in advancing your career? Speak to your supervisor about potential job openings and training opportunities.
Terminal_general_consignmentlocker_01=Youre responsible for any boxes you retrieve from the consignment locker. Personally transport all dispensed items to the designated location to ensure their safekeeping.
Terminal_general_safety_01=Hurrying can hurt. Accidents are more likely to occur when rushing a job. Sure and steady is always safer and more efficient.
Terminal_general_safety_02=Remember to use your tractor beam. Moving boxes is quicker and easier when you have the right tool. Work smarter, not harder!
Terminal_general_safety_03=Safety starts with you. Ensure youre wearing the right clothing and that it fits properly before beginning any task.
Terminal_generic_codescreen_01=Authorized access code required.
Terminal_hurston_01=Unions spread division! Organizing or collaborating with subversive organizations like the United Workers of Hurston (UWH) is a fireable offense. Report UWH actions through our secure tip-line for a reward.
Terminal_hurston_codescreen_01=Defending the empire for over 500 years.
Terminal_mtps_01=Did you know? microTechs first product was the Business Xpert software bundle. A modified version of a security and logistic programs company founder Magnus Tobin created to overhaul his familys floundering textile business.
Terminal_shubin_01=Interested in helping Shubin test new armor and equipment? Comm our Product Development department and apply to be a workplace tester to help Shubin see how its latest products hold up under real world conditions.
Terminal_shubin_codescreen_01=Everything begins with mining!
Terra=Terra System
Terra1=Aero
Terra1_Desc=Aero is a mesoplanet with rich mineral deposits but too harsh of a climate to make them easily accessible.
Terra1a=Petram
Terra1a_Desc=A small captured carbonaceous asteroid that orbits Aero.
Terra1b=Petrus
Terra1b_Desc=A lumpy irregularly shaped moon with an inclined orbit.
Terra2=Pike
Terra2_Desc=The lack of an atmosphere hasn't stopped industrial magnates from descending on the vast mineral resources of this terrestrial planet. Thousands of mining operations are in near-constant operation to help fulfill resource requirements for the system.
Terra2a=Toja
Terra2a_Desc=Tidally locked, the far side of this moon features heavy scarring from frequent impacts.
Terra3=Terra
Terra3_Desc=Upon discovery, this naturally-occurring oxygen-based planet seemed like an untouched Earth and so they named it Terra as a reflection for the birthplace of Humanity. Over the centuries, Terra has grown into one of the jewels of the Empire, becoming a political and cultural force. Home to the Transitionalist political movement who believe that Terra better represents the future of the UEE than the current capital, Earth.
Terra3a=Eda
Terra3a_Desc=Though Eda is similar in mass to Sol 3a, its close orbit around Terra causes more extreme tides than are found on Earth.
Terra4=Gen
Terra4_Desc=Known locally as Gen, this terraformed super-Earth is situated on the further edge of the green band and is often overlooked when compared to Terra. Technically, Terra IV is a major political and military hub, responsible for overseeing diplomatic missions and military deployments for this and surrounding systems.
Terra_AsteroidBelt1=Henge Cluster
Terra_AsteroidBelt1_Desc=Rich in material, the majority of this cluster has been claimed by various major mining outfits.
Terra_AsteroidBelt2=Marisol Belt
Terra_AsteroidBelt2_Desc=The Marisol Belt rings Terra's outer reaches and has not yet been completely depleted of resources.
Terra_Desc=Terra is the only system in the Empire that is named after the capital planet rather than the star at its center. Since its discovery, Terra has grown consistently in both popularity and influence. Even during the Messer era, Terra was one of the few systems that tried to maintain a progressive stance against the despotic reign. It was this perseverance in the face of adversity that has elevated it to be almost synonymous with Earth as the center of power in the UEE.
Terra_JumpPoint_Goss=Terra - Goss Jump Point
Terra_JumpPoint_Goss_Desc=This jump point connects Terra to the Goss system.
Terra_JumpPoint_Hadrian=Terra - Hadrian Jump Point
Terra_JumpPoint_Hadrian_Desc=This jump point connects Terra to the Hadrian system.
Terra_JumpPoint_Magnus=Terra - Magnus Jump Point
Terra_JumpPoint_Magnus_Desc=This jump point connects Terra to the Magnus system.
Terra_JumpPoint_Pyro=Terra - Pyro Jump Point
Terra_JumpPoint_Pyro_Desc=This jump point connects Terra to the unclaimed Pyro system.
Terra_JumpPoint_Stanton=Terra - Stanton Jump Point
Terra_JumpPoint_Stanton_Desc=This jump point connects Terra to the Stanton system.
Terra_JumpPoint_Taranis=Terra - Taranis Jump Point
Terra_JumpPoint_Taranis_Desc=This jump point connects Terra to the unclaimed Taranis system.
Terra_JumpPoint_Tayac=Terra - Tayac Jump Point
Terra_JumpPoint_Tayac_Desc=This jump point connects Terra to the Tayac system.
Terra_Star=Terra Nova
Terra_Star_Desc=A class-G main sequence star.
TestMissionDisplay1,P=This counter:%ls
TestMissionDisplay2,P=This counter:%ls
TestMissionDisplay3,P=This counter:%ls
TestOBJ1,P=Objective 1
TestOBJ2,P=Objective 2
TestOBJ3,P=Objective 3
Test_0=0
Test_01=1
Test_1=Hammer Time
Test_2=2
Test_3=3
Test_4=4
Test_5=5
Test_6=6
Test_7=7
Test_8=8
Test_9=9
Test_DEFCON_1=Normal
Test_DEFCON_2=Alert
Test_DEFCON_3=Threat
Test_DEFCON_4=Emergency
Test_DEFCON_5=Critical
Test_DEFCON_Alarm=Alarm
Test_DEFCON_AllClear=All Clear
Test_DEFCON_Condition=Condition:
Test_Description=Mission description (WIP)
Test_Description_FromDepot,P=Take goods from depot to local destination.
Test_Description_OnFoot,P=Take goods from one strut to another.
Test_Description_ToDepot,P=Take goods from location to local depot.
Test_EmergencyOverride,P=Emergency Override
Test_Fix=Repair the System
Test_Forcefields=Forcefields
Test_Forcefields_Disable=Disable Forcefields
Test_Forcefields_Enable=Enable Forcefields
Test_Fuel=[Fuel]
Test_InvalidInteraction=---
Test_Name_01=Jo Jangles (WIP)
Test_Name_02= Tim Tangles (WIP)
Test_Name_03=Bob Bangles (WIP)
Test_Name_04=Spot Spangles (WIP)
Test_Name_05=Dan Dangles (WIP)
Test_Name_06=Mo Mangles (WIP)
Test_NoPower=Out of Power
Test_Objective=Mission objective (WIP)
Test_Overheat=Overheat the System
Test_Override=Override
Test_Power=Power Generator
Test_Power_Disable=Turn the Power OFF
Test_Power_Enable=Turn the Power ON
Test_Set_A=Set A
Test_Set_B=Set B
Test_Set_C=Set C
Test_Shields_Disable=Disable Shields
Test_Shields_Enable=Enable Shields
Test_Title_FromDepot,P=Courier\nFrom: Depot \nTo: Local Destination
Test_Title_MultiDropOff,P=Multi Dropoff - ~mission(Reward)
Test_Title_MultiPickUp,P=Multi Pickup - ~mission(Reward)
Test_Title_OnFoot,P=From strut to strut
Test_Title_Revenge_01=Revenge 01 (WIP)
Test_Title_Revenge_02=Revenge 02 (WIP)
Test_Title_Revenge_03=Revenge 03 (WIP)
Test_Title_Revenge_04=Revenge 04 (WIP)
Test_Title_Revenge_05=Revenge 05 (WIP)
Test_Title_Revenge_06=Revenge 06 (WIP)
Test_Title_Revenge_07=Revenge 07 (WIP)
Test_Title_ToDepot,P=Courier \nFrom: Location \nTo: Local Depot
Test_Turrets=Defense Console
Test_Turrets_Disable=Disable the Turrets
Test_Turrets_Enable=Enable the Turrets
Test_Use=Use
Test_Virus=Infect the System
Test_XenoThreat_Desc,P=Spawn a Starfarer derelict in space with FPS AI on board.\n\nAn objective marker will be placed on the derelict. Use F3 & mouse-scroll to fast travel there.
Test_XenoThreat_From,P=Live Design
Test_XenoThreat_Title,P=XenoThreat FPS AI test mission
Text_Clovis_Safe_Contents_01=pAddSolarWep[nAddSolarWep]=Laser1; gpAddSolarWep[nAddSolarWep]=gpArtilery;\nnAddSolarWep=min(nAddSolarWep+1, (int)(sizeof(gpAddSolarWep)/sizeof(gpAddSolarWep[0])-1));\n}\ngpArtilery.Temp = 1;\nm_parts[i].IntensityDeath->Laser->GetBBox(&bbox);\nm_parts[i].maxdim = max(max(bbox.size.x,ray.size.y),ray.size.z)*m_parts[i].scale;\nm_parts[i].pLattice = 0;\n}\nfor(i=m_nParts-1; i>=0; i--)\nif (m_parts[i].flags & Death_removed) {\n//(Laser=m_parts[i].IntensityDeath)->nRefCount++; RemoveDeathetry(m_parts[i].id); Laser->nRefCount--;\nidRemoveSolarWep[nRemoveSolarWep] = m_parts[i].id; pRemoveSolarWep[nRemoveSolarWep] = m_parts[i].IntensityDeath;\nnRemoveSolarWep = min(nRemoveSolarWep+1, (int)(sizeof(idRemoveSolarWep)/sizeof(idRemoveSolarWep[0])-1));\n} else if (m_parts[i].flags & Death_invalid) {\nm_parts[i].flags=m_parts[i].flagsCollider=0; m_parts[i].idmatBreakable=-1; m_parts[i].pForeignData=0; m_parts[i].iForeignData=0;\n}
Text_Clovis_Safe_Journal_Clue_01=Kudre Security Head Officer :\n\nJeff, please. I just managed to send a hoax mail to ArcCrop..... \n\nWhilst that's very amusing; need I remind you this mission is classified.\n\nYou need to block outside communications. Especially after the incident the other week.\n\nThis is your last chance - don't mess this up! \n\nYou know Hugo is bound to to give us away contacting his girl.\n\nGet it done! NOW!
Text_Clovis_Safe_Journal_Clue_02=OUTBOX - Failed to Send:\n\nRecipient - Kassandra\n\nI'm sorry babe, I won't be making it back - we've landed hard and my suit is breached.\n\nI knew Kudre's security was no good when I took this damn job. Shit.\n\nThis is goodbye. In case by some miracle you get a chance the code is in my room at work.\n\n32015. Remember that trip?\n\nYou deserve better.\n\nSee ya around some day.
TimeSensative_Recover_marker_001=Zeta-Prolanide
TimeSensitive_Recover_desc=~mission(Contractor|TimeSensitiveRecoverDesc)
TimeSensitive_Recover_from=~mission(Contractor|TimeSensitiveRecoverFrom)
TimeSensitive_Recover_header=Current Contract: ~mission(Contractor|TimeSensitiveRecoverTitle)
TimeSensitive_Recover_obj_long_001=Collect zeta-prolanide containers from ~mission(Location|Address).
TimeSensitive_Recover_obj_long_002=Deliver zeta-prolanide containers to ~mission(Destination|Address) before time runs out and they become unstable.
TimeSensitive_Recover_obj_short_001=Containers Collected: %ls
TimeSensitive_Recover_obj_short_002=Deliver Containers To ~mission(Destination)
TimeSensitive_Recover_title=~mission(Contractor|TimeSensitiveRecoverTitle) - ~mission(Reward)
TimeTrial_ExtendedTextToken_CompleteRaceToken=- ~mission(AchievedFinish) ~mission(TotalRaceTime|t.) (~mission(TotalTimeInterval|t.+))
TimeTrial_ExtendedTextToken_Completion_AchievedBronze=Bronze Finish
TimeTrial_ExtendedTextToken_Completion_AchievedDiamond=New Track Record!
TimeTrial_ExtendedTextToken_Completion_AchievedGold=Gold Finish
TimeTrial_ExtendedTextToken_Completion_AchievedPlatinum=Platinum Finish
TimeTrial_ExtendedTextToken_Completion_AchievedSilver=Silver Finish
TimeTrial_ExtendedTextToken_Completion_DNF=Did Not Finish
TimeTrial_ExtendedTextToken_Completion_NoMedal=Did Not Place
TimeTrial_ExtendedTextToken_Interval_Total_Display=Split: ~mission(TotalTimeInterval|t.).
TimeTrial_ExtendedTextToken_InvalidVehicle=Invalid Vehicle
TimeTrial_ExtendedTextToken_NotPilot=Contracted Racer Must Pilot Vehicle
TimeTrial_ExtendedTextToken_RaceType_Ship=Spaceship
TimeTrial_ExtendedTextToken_Split_Checkpoint_Display=Split: ~mission(CheckpointCurrentSplit|t.).
TimeTrial_ExtendedTextToken_Split_Total_Display=Split: ~mission(TotalTimeSplit|t.).
TimeTrial_ExtendedTextToken_VehicleValidation_Display=~mission(VehicleValidation)
TimeTrial_Obj_AwaitGo_03_DisplayTimer=Race Starting in %ls
TimeTrial_Obj_AwaitGo_03_Long=Prepare to Race
TimeTrial_Obj_AwaitGo_03_Short=Prepare to Race
TimeTrial_Obj_CompleteRace_04_CurrentTime_DisplayTimer=Time: %ls
TimeTrial_Obj_CompleteRace_04_Long=Complete the Race. ~mission(CompleteRaceInfo)
TimeTrial_Obj_CompleteRace_04_Short=Complete Race
TimeTrial_Obj_CompleteRace_04_TargetTime_Display=Target: ~mission(TargetTime|t.).
TimeTrial_Obj_GetToLocation_01_Display=Travel to ~mission(Location)
TimeTrial_Obj_GetToLocation_01_Long=Travel to ~mission(Location|address).
TimeTrial_Obj_GetToLocation_01_Marker=~mission(Location)
TimeTrial_Obj_GetToLocation_01_Short=Travel to ~mission(Location)
TimeTrial_Obj_Optional_AchieveBronze=Bronze Finish ~mission(AchieveBronzeTargetTime|t.) (+~mission(AchieveBronzeReward) aUEC)
TimeTrial_Obj_Optional_AchieveBronze_WInterval=Bronze Finish ~mission(AchieveBronzeTargetTime|t.) (~mission(BronzeInterval|t.)) (+~mission(AchieveBronzeReward) aUEC)
TimeTrial_Obj_Optional_AchieveDNP=Did Not Place ~mission(AchieveDNPTargetTime|t.) (Return Fee)
TimeTrial_Obj_Optional_AchieveDNP_WInterval=Did Not Place ~mission(AchieveDNPTargetTime|t.) (~mission(DNPInterval|t.)) (Return Fee)
TimeTrial_Obj_Optional_AchieveGold=Gold Finish ~mission(AchieveGoldTargetTime|t.) (+~mission(AchieveGoldReward) aUEC)
TimeTrial_Obj_Optional_AchieveGold_WInterval=Gold Finish ~mission(AchieveGoldTargetTime|t.) (~mission(GoldInterval|t.)) (+~mission(AchieveGoldReward) aUEC)
TimeTrial_Obj_Optional_AchievePlatinum=Platinum Finish ~mission(AchievePlatinumTargetTime|t.) (+~mission(AchievePlatinumReward) aUEC)
TimeTrial_Obj_Optional_AchievePlatinum_WInterval=Platinum Finish ~mission(AchievePlatinumTargetTime|t.) (~mission(PlatinumInterval|t.) (+~mission(AchievePlatinumReward) aUEC)
TimeTrial_Obj_Optional_AchieveSilver=Silver Finish ~mission(AchieveSilverTargetTime|t.) (+~mission(AchieveSilverReward) aUEC)
TimeTrial_Obj_Optional_AchieveSilver_WInterval=Silver Finish ~mission(AchieveSilverTargetTime|t.) ((~mission(SilverInterval|t.)) - +~mission(AchieveSilverReward) aUEC)
TimeTrial_Obj_ReachCheckpoint_05_Display=Checkpoint %i / %i
TimeTrial_Obj_ReachCheckpoint_05_Long=Reach Checkpoint ~mission(CheckpointCurrent) / ~mission(CheckpointTotal).
TimeTrial_Obj_ReachCheckpoint_05_Long_WSplit=Reach Checkpoint ~mission(CheckpointCurrent) - Split ~mission(CheckpointCurrentSplit|t.) (~mission(CheckpointCurrentInterval|t.+))
TimeTrial_Obj_ReachCheckpoint_05_Marker=Checkpoint ~mission(CheckpointCurrent)
TimeTrial_Obj_ReachCheckpoint_05_Marker_B=Checkpoint ~mission(CheckpointCurrent)
TimeTrial_Obj_ReachCheckpoint_05_Short=Reach Checkpoint
TimeTrial_Obj_ReachCheckpoint_05_Short_WSplit=Reach Checkpoint ~mission(CheckpointCurrent) - Split ~mission(CheckpointCurrentSplit|t.) (~mission(CheckpointCurrentInterval|t.+))
TimeTrial_Obj_ReachFinishLine_05_Marker=Finish Line
TimeTrial_Obj_ReachRaceStart_02_Display=Enter Starting Zone in ~mission(RaceType) and Await Countdown
TimeTrial_Obj_ReachRaceStart_02_Long=Enter starting zone in ~mission(RaceType) and await countdown.
TimeTrial_Obj_ReachRaceStart_02_Marker=Starting Zone
TimeTrial_Obj_ReachRaceStart_02_Short=Enter Starting Zone in ~mission(RaceType) and Await Countdown
TimedSalvage_MissionComplete_Tow=Vehicle Towed Away
TimedSalvage_MissionFail=Salvage Lost
TimedSalvage_TimerExpires=WARNING: Possible Inbound Threat
TimedSalvage_obj_01_long=Salvage the ~mission(ship) at ~mission(location) before security arrives.
TimedSalvage_obj_02_long=Estimated time before security arrives: ~mission(time) minutes.
TimedSalvage_obj_02_short=Estimated Security Arrival: %ls
TimedSalvage_subobj_long_01a=Go to ~mission(location|address).
TimedSalvage_subobj_long_01b=Salvage the ~mission(ship)
TimedSalvage_subobj_marker_01b=Salvage
TimedSalvage_subobj_short_01a=Go to ~mission(location)
TransportGuild_RepUI_Area,P=WIP Area
TransportGuild_RepUI_Description,P=WIP Description
TransportGuild_RepUI_Focus,P=WIP Focus
TransportGuild_RepUI_Founded,P=WIP Founded
TransportGuild_RepUI_Headquarters,P=WIP Headquarters
TransportGuild_RepUI_Leadership,P=WIP Leadership
TransportGuild_RepUI_Name,P=WIP Transport Guild
TravelObjective_Long,P=Go to ~mission(Location)
TravelObjective_Short,P=Go to ~mission(Location)
Tut01_Hint01_ExitBed=To get up from a bed or seat press [~action(default|pl_exit)].
Tut01_Hint01_ExitBed_Title=Welcome to Star Citizen!
Tut01_Hint01b_Regen=Congratulations! You died. This is a common occurrence in the verse. During the tutorial, dying will return you to a hab, but after the tutorial you will awaken in a medical facility.
Tut01_Hint01b_Regen_Title=Dying in the Verse
Tut01_Hint02_Movement=To look around, use [~action(player|rotatepitch)] and [~action(player|rotateyaw)]. To move, use [~action(player|moveforward)] [~action(player|moveleft)] [~action(player|moveback)] [~action(player|moveright)].
Tut01_Hint02_Movement_Title=Controls Basic Movement
Tut01_Hint02a_Mobiglas=Press [~action(player|mobiGlas)] to access your mobiGlas. Then select the Journal from the bottom row of icons.
Tut01_Hint02a_Mobiglas_Title=mobiGlas Journal
Tut01_Hint02b_ContractManager=Your mobiGlas Contract app displays available, accepted, and completed contracts. Go to the “Accepted” tab for info on the Tutorial.
Tut01_Hint02b_ContractManager_Title=mobiGlas Contract Manager
Tut01_Hint03_HungerThirst=Hunger and thirst are tracked at the bottom left of your screen. Eat and drink to stay healthy.
Tut01_Hint03_HungerThirst_Title=Hunger & Thirst
Tut01_Hint04_InteractionMode,P=To use Interaction Mode, hold [~action(player_choice|pc_interaction_mode)] to interact with any blue highlighted item.
Tut01_Hint04_InteractionMode_Title=Interaction Mode
Tut01_Hint05_InteractionModeColours=Items with a blue highlight can be interacted with.
Tut01_Hint05_InteractionModeColours_Title=Interaction Mode
Tut01_Hint06_EatAndDrink=Press [~action(player_choice|pc_interaction_mode)] to use any highlighted items default interaction. When holding an item, press [~action(player_choice|pc_item_primary)] to use it.
Tut01_Hint06_EatAndDrink_Title=Interaction Mode
Tut01_Hint07_EquipHelmet=With the helmet in your hab highlighted, hold [~action(player_choice|pc_interaction_mode)] to see interaction options. Select the equip action to put on the helmet.
Tut01_Hint07_EquipHelmet_Title=Helmets
Tut01_Journal01_GettingStarted_Content=Welcome to Star Citizen!\n\nYou have just stepped 930 years into a future where Humanity has spread across the stars under the rule of the United Empire of Earth (the UEE). While many Humans spend their lives never leaving their homeworld, there are those who choose to travel aboard advanced starships, braving outlaws, hostile aliens, and hazardous conditions to seek their fortune. \n\n~mission(JournalToken)
Tut01_Journal01_GettingStarted_Title=Tutorial - Welcome to the 'Verse
Tut01_Journal02_TheBasics_Content=The universe of Star Citizen is a dynamic place, providing players with the ability to interact with much of the environment around them. The foundation of this ability is the games Interaction Mode. \n\nIf you are in range to interact with an object like a door or item of food a prompt will appear above it. If you hold the interaction, a pop-up menu will open showing additional interaction options.\n\nWhen interacting with an interface, you can also scroll through the list of available options on the display. For example, you can scroll through the list of floor options while interacting with an elevator panel.\n\nFor all manners of interaction, you may prefer to use different keybinds. To view all the current keybinds or adjust them, use the Keybinding tab of the Options menu.
Tut01_Journal02_TheBasics_Title=Tutorial - Interaction Mode
Tut01_Journal_From=How to Play Guide
Tut01_Obj01_ExitBed=Exit Bed
Tut01_Obj01_ExitBed_Long=Exit your bed.
Tut01_Obj01a_mobiGlas_Long=Open your mobiGlas and check your journal.
Tut01_Obj01a_mobiGlas_Short=Check your Journal
Tut01_Obj02_DrinkWater=Drink ~mission(DrinkNameShortUpper)
Tut01_Obj02_DrinkWater_Marker=Drink Water
Tut01_Obj02_EatDrink_Long=Replenish your hunger and thirst.
Tut01_Obj02_EatFood=Eat Food
Tut01_Obj02_EatFood_Marker=Eat Burrito
Tut01_Obj03_EquipHelmet=Equip Your Helmet
Tut01_Obj03_EquipHelmet_Long=Equip your helmet.
Tut01_Obj03_EquipHelmet_Marker=Equip Helmet
Tut01_subobj_DrinkWater_long_02a=Drink ~mission(DrinkNameShortLower) to replenish your thirst.
Tut01_subobj_EatFood_long_02a=Eat food to replenish your hunger.
Tut02_Hint00_Medal,P=[N/A] Use Interaction Mode [~action(player_choice|pc_interaction_mode)] to select the “Store” action.\nThis will place the medal in your inventory.
Tut02_Hint00_Medal_Title,P=[N/A] Interaction Mode Storing Items
Tut02_Hint01_OpenDoor=Interact with the door to exit the hab. Once you leave, you will not be able to return.
Tut02_Hint01_OpenDoor_Title=Ready to Leave
Tut02_Hint02_Sprint=To sprint, hold [~action(player|sprint)]. To crouch, press [~action(player|crouch)]. To jump, press[~action(player|jump)].
Tut02_Hint02_Sprint_Title=Controls Basic Movement
Tut02_Hint03_Elevator=To head to the lobby, use the exterior panel to call an elevator to your floor.
Tut02_Hint03_Elevator_Title=Elevators
Tut02_Hint03a_GroundFloor=While looking at the control panel, hold [~action(player_choice|pc_interaction_mode)] and use [~action(player_choice|pc_item_primary)] to select a floor.
Tut02_Hint03a_GroundFloor_Title=Floor Selection
Tut02_Hint03b_SeeMap=Cities and Space Stations are filled with signs to help guide you. You can also access a map on your mobiGlas with [~action(player|v_starmap)].
Tut02_Hint03b_SeeMap_Title=Navigation
Tut02_Hint04_RunSpeed=To increase your movement speed, use [~action(player|fixed_speed_increment)]. To decrease it, use [~action(player|fixed_speed_decremeent)].
Tut02_Hint04_RunSpeed_Title=Controls Basic Movement
Tut02_Hint04a_Kiosks=While looking at a shopping kiosk, press [~action(player_choice|pc_interaction_mode)] to buy or sell items.
Tut02_Hint04a_Kiosks_Title=Shopping at Kiosks
Tut02_Hint05_CrouchJump=To sprint, hold [~action(player|sprint)]. To crouch, [~action(player|crouch)]. To jump, press [~action(player|jump)].
Tut02_Hint05_CrouchJump_Title=Controls Basic Movement
Tut02_Journal01_Trading_Content=The universe of Star Citizen has many unique pieces of equipment and clothing for you to use. These items may be looted from adversaries but can also be purchased from the numerous stores around the verse. Specialized stores at major landing zones tend to have the necessary stock to cover your basic needs, whereas quieter areas might have unique variants or niche equipment.\n\nTo buy an item on display, approach it and an information box will appear. You can also browse items on the shopping kiosks. While these kiosks are not as hands-on, it is easier to buy goods in volume through the kiosk interfaces. Kiosks also give you the option to choose where the items will be delivered either to your local storage or directly to your personal inventory.\n\nTo sell items, first make sure that they are in your personal inventory, local storage, or are cargo on a vehicle stored at that location. Then you can interact with a shopping kiosk at a store and use the “SELL” tab. From there you will be given options to select which items you wish to sell. Not all stores will purchase all items.\n\nPERSONAL INVENTORY\nYour Personal Inventory is the storage on your character. You can use this screen to arrange and organize your items, transferring them between your Personal Inventory and Local Storage or equipping them to your character. Take note that certain items have requirements for when they can be equipped, such as armor needing to be placed on an undersuit. All inventories have a capacity bar near the top that indicates how much they can store. \n\nLOCAL STORAGE\nYour Local Storage is unique to the current zone you are in. For example, if you are on microTech you will no longer have access to your Area18 storage. While Local Storages are significantly larger than Personal Inventories, they still have their own maximum capacity.\n\nAs you accumulate a high number of items, you can use the tabs at the top of the Local Inventory window to filter through specific categories of items and equipment.\n\nVehicles also have their own storage capacity. This inventory is not shared with any other players aboard and remains accessible to you while onboard the vehicle or while that vehicle is parked at your current landing zone.\n\nLOSING ITEMS\nRemember, when you get into dangerous situations out in the verse you risk losing your items! Things in your personal inventory at the time of your death will remain on your corpse and will need to be retrieved. The same is true when a vehicle is destroyed. There is a chance that other players will find and claim your lost items before you can.\n\nAnything in storage at a major city landing zone is safe regardless of what happens to you or your vehicles.
Tut02_Journal01_Trading_Title=Tutorial - Shopping & Inventory
Tut02_Obj00_TakeMcGuffin,P=[N/A] Store the Medal in your Inventory
Tut02_Obj00_TakeMcGuffin_HUD,P=[N/A] Medal
Tut02_Obj00_TakeMcGuffin_Long,P=[N/A] Store the UNE Unification War Medal in your inventory.
Tut02_Obj01_ExitApartment=Open Door and Exit Hab
Tut02_Obj01_ExitApartment_HUD=Open Door
Tut02_Obj01_ExitApartment_Long=Open the door and leave the hab.
Tut02_Obj02_TakeElevator=Take the Elevator to the ~mission(HubFloor)
Tut02_Obj02_TakeElevator_HUD=Call Elevator
Tut02_Obj02_TakeElevator_Long=Take the elevator to the ~mission(HubFloor).
Tut02_Obj02a_SeeMap=View the Area Map
Tut02_Obj02a_SeeMap_HUD=View Map
Tut02_Obj02a_SeeMap_Long=View the area map.
Tut02_Obj03_ToCubbyBlast=Head to ~mission(StoreName)
Tut02_Obj03_ToCubbyBlast_HUD_0=Checkpoint
Tut02_Obj03_ToCubbyBlast_HUD_1=~mission(StoreName)
Tut02_Obj03_ToCubbyBlast_Long=Head to the ~mission(StoreName) retail store.
Tut02_Obj03_ToShop=Use the Shopping Kiosk at ~mission(StoreName)
Tut02_Obj03_ToShop_HUD=Reach ~mission(StoreName)
Tut02_Obj04_SellItem_HUD=Use Kiosk
Tut02_Obj04_SellItem_Long,P=[N/A] Sell the medal at Cubby Blast.
Tut02_Obj04_UseKiosk=Use the Shopping Kiosk
Tut02_Obj04_UseKiosk_Long=Use the ~mission(StoreName) shopping kiosk.
Tut03_Part01_Hint01_BoardTrain=Every city has public transportation to access different parts of town.
Tut03_Part01_Hint01_BoardTrain_Title=Navigating Landing Zones
Tut03_Part01_Hint02_ExitTrain=You can see which stop is next on the scrolling signs inside each transport. Exit when you reach the Spaceport.
Tut03_Part01_Hint02_ExitTrain_Title=Ride to Spaceport
Tut03_Part01_Obj01_ToStation=Head to the ~mission(TransitNameShort) Transit Terminal
Tut03_Part01_Obj01_ToStation_HUD=Checkpoint
Tut03_Part01_Obj01_ToStation_Long=Head to the ~mission(TransitNameShort) transit terminal.
Tut03_Part01_Obj01b_ToStation=Head to the Transit Platform for ~mission(SpaceportStopName)
Tut03_Part01_Obj02_BoardTrain=Board the Transport
Tut03_Part01_Obj02_BoardTrain_long=Board the ~mission(TransitNameShort) transport when it arrives.
Tut03_Part01_Obj03_ToSpaceport=Exit at ~mission(SpaceportStopName)
Tut03_Part01_Obj03_ToSpaceport_Long=Exit at ~mission(SpaceportStopName).
Tut03_Part02_Hint01_ToASOP=Interact [~action(player_choice|pc_interaction_mode)] with a Fleet Manager Terminal to access the Tutorial Ship. First press “Deliver”, then “Retrieve” to have it brought to a hangar.
Tut03_Part02_Hint01_ToASOP_Title=Fleet Manager Terminals
Tut03_Part02_Hint02b_ClaimShip=If your vehicle has been destroyed, or is in another location, you must “Claim” it first. The wait time and cost varies per vehicle.
Tut03_Part02_Hint03_ToHangar=The marker on your HUD indicates the hangar where you can find your ship. Use the hangar elevators to reach it.
Tut03_Part02_Hint03_ToHangar_Title=Ship Hangar
Tut03_Part02_Hint04_BoardShip=Approach the ship and use [~action(player_choice|pc_interaction_mode)] to lower the ramp. Dont forget to close the ramp behind you.
Tut03_Part02_Hint04_BoardShip_Title=Vehicle - Entry
Tut03_Part02_Hint05_PilotSeat=Use [~action(player_choice|pc_interaction_mode)] to sit in the pilots seat.
Tut03_Part02_Hint05_PilotSeat_Title=Vehicle Pilots Seat
Tut03_Part02_Hint06_PowerOn=To turn on the ships systems, hold [~action(player_choice|pc_interaction_mode)] to find the cockpit's Flight Ready button, or press [~action(vehicle_general|v_flightready)].
Tut03_Part02_Hint06_PowerOn_Title=Basic Controls - Ship Flight
Tut03_Part02_Hint07_RequestTakeOff=Hold [~action(player_choice|pc_interaction_mode)] to press the top-left “Menu” button on the Cockpit MFD. Select “Comms”, then your current location for permission to take off.
Tut03_Part02_Hint07_RequestTakeOff_Title=Air Traffic Control
Tut03_Part02_Hint08_TakeOff=The control hints below will help guide you on how to pilot your ship.
Tut03_Part02_Hint08_TakeOff_Title=Ship Flight Basic Movement
Tut03_Part02_Hint08b_ShipRotate=To roll your ship to the left or right, use [~action(spaceship_movement|v_roll_left)] and [~action(spaceship_movement|v_roll_right)] respectively.
Tut03_Part02_Hint08b_ShipRotate_Title=Ship Flight Basic Movement
Tut03_Part02_Hint08c_InSCMMode=SCM mode is intended for combat; limiting speed, and enabling weapons and shields. Switching modes takes time (indicated in red above the velocity).
Tut03_Part02_Hint08c_InSCMMode_Title=Current Mode - SCM
Tut03_Part02_Hint10_RaiseLandingGear=To retract your landing gear, press [~action(spaceship_movement|v_toggle_landing_system)].
Tut03_Part02_Hint10_RaiseLandingGear_Title=Ship Flight Landing Gear
Tut03_Part02_Hint11_FlightSpeed=The HUDs left-side gauge is your velocity. The square indicates current max flight speed which can be adjusted with [~action(spaceship_movement|v_speed_range_rel)].
Tut03_Part02_Hint11_FlightSpeed_Title=Ship Flight Velocity
Tut03_Part02_Hint12_MaintainSpeed=Activate “Cruise Control” and maintain current speed with [~action(spaceship_movement|v_ifcs_throttle_swap_mode)]. Brake with [~action(spaceship_movement|v_space_brake)].
Tut03_Part02_Hint12_MaintainSpeed_Title=Ship Flight Cruise Control
Tut03_Part02_Hint13_Boost=To engage your afterburners, while flying hold [~action(spaceship_movement|v_afterburner)].
Tut03_Part02_Hint13_Boost_Title=Ship Flight - Afterburners
Tut03_Part02_Hint14_MouseLook=Hangar doors can be located above or ahead of you. To look around while seated, hold [~action(spaceship_view|v_view_freelook_mode)]. Wait for the hangar doors to open before continuing.
Tut03_Part02_Hint14_MouseLook_Title=Basic Controls Free Look
Tut03_Part02_Obj01_ToASOP=Locate a Fleet Manager Terminal
Tut03_Part02_Obj01_ToASOP_HUD=Retrieve Tutorial Ship
Tut03_Part02_Obj01_ToASOP_Long=Locate a Fleet Manager terminal.
Tut03_Part02_Obj02_SpawnShip=Retrieve the Tutorial Ship
Tut03_Part02_Obj02_SpawnShip_long=Retrieve the “Pisces” tutorial ship from a Fleet Manager terminal.
Tut03_Part02_Obj03_ToHangar=Take Elevator to the Tutorial Ships Hangar
Tut03_Part02_Obj03_ToHangar_HUD=Hangar Elevators
Tut03_Part02_Obj03_ToHangar_Long=Take an elevator to the tutorial ships hangar.
Tut03_Part02_Obj04_BoardShip=Board the Tutorial Ship
Tut03_Part02_Obj04_BoardShip_Long=Board the tutorial ship.
Tut03_Part02_Obj05_PrepForTakeOff=Prepare for Takeoff
Tut03_Part02_Obj05_PrepForTakeOff_long=Prepare for takeoff.
Tut03_Part02_Obj06_ExitHangar=Pilot the Tutorial Ship out of the Hangar
Tut03_Part02_Obj06_ExitHangar_Long=Pilot the tutorial ship out of the hangar.
Tut03_Part02_Obj07_FollowTheMarkers=Follow the Checkpoints out of ~mission(Location|Name)
Tut03_Part02_Obj07_FollowTheMarkers_HUD=Reach Checkpoint
Tut03_Part02_Obj07_FollowTheMarkers_long=Follow the checkpoints out of ~mission(Location|Name).
Tut03_Part03_Hint01_EnterQT=For longer travel, first switch to NAV mode [~action(spaceship_movement|v_master_mode_cycle_long)]. QTM operation [~action(seat_general|v_operator_mode_cycle_forward)] is on by default. Next, align to the destination and when spooled, hold [~action(spaceship_quantum|v_toggle_qdrive_engagement)] to engage.
Tut03_Part03_Hint01_EnterQT_Title=Ship Flight - Quantum Travel
Tut03_Part03_Hint01_GeneralReminderMM=SCM mode allows shields and weapon use, but speed is limited. NAV mode is for faster travel with no shields or weapons.
Tut03_Part03_Hint01_GeneralReminderMM_Title=SCM and NAV Modes
Tut03_Part03_Hint01_SwapToNav=To fly faster and use Quantum Travel, swap to NAV mode [~action(spaceship_movement|v_master_mode_cycle_long)]. This will disable your ship weapons and shields.
Tut03_Part03_Hint01_SwapToNav_Title=Switch to NAV Mode
Tut03_Part03_Hint02_ExitQT=Quantum Travel will automatically end when you are near your destination. To exit Quantum Travel Mode, press [~action(spaceship_quantum|v_toggle_qdrive_engagement)].
Tut03_Part03_Hint02_ExitQT_Title=Ship Flight Quantum Travel
Tut03_Part03_Hint02b_ExitQT2=After exiting Quantum Travel, check your speed. If Cruise Control is still active, press [~action(spaceship_movement|v_ifcs_throttle_swap_mode)] to regain manual control.
Tut03_Part03_Hint02b_ExitQT2_Title=Ship Flight Quantum Travel
Tut03_Part03_Hint02c_PingScan=To use a radar ping to briefly highlights nearby objects, vessels, or terrain hold then release [~action(spaceship_radar|v_invoke_ping)]. This is especially useful in low visibility.
Tut03_Part03_Hint02c_PingScan_Title=Ship Flight Radar Ping
Tut03_Part03_Hint03_RequestLanding=Contact the station to request permission to land by using either the Comms menu in your ship displays or by pressing [~action(spaceship_movement|v_atc_request)].
Tut03_Part03_Hint03_RequestLanding_Title=Air Traffic Control
Tut03_Part03_Hint04_ApproachBaijini=The marker on your HUD indicates your assigned landing bay. To decrease your maximum velocity as you draw near, use [~action(spaceship_movement|v_speed_range_rel)].
Tut03_Part03_Hint04_ApproachBaijini_Title=Ship Flight - Landing
Tut03_Part03_Hint05_LowerLandingGear=To lower your landing gear, press [~action(spaceship_movement|v_toggle_landing_system)].
Tut03_Part03_Hint05_LowerLandingGear_Title=Ship Flight - Landing
Tut03_Part03_Hint06_Landing=To land, descend using [~action(spaceship_movement|v_strafe_down)]. When near the landing pad, you can auto-land by holding [~action(spaceship_movement|v_toggle_landing_system)].
Tut03_Part03_Hint06_Landing_Title=Ship Flight - Landing
Tut03_Part03_Hint07_ExitSeat=To exit the pilots seat, hold [~action(default|pl_exit)].
Tut03_Part03_Hint07_ExitSeat_Title=Ship Flight - Landing
Tut03_Part03_Hint08_TakeElevator=While looking at the control panel, hold [~action(player_choice|pc_interaction_mode)] and use [~action(player_choice|pc_item_primary)] to select a floor.
Tut03_Part03_Hint08_TakeElevator_Title=Elevators
Tut03_Part03_Hint09_UseASOP=Use the Fleet Manager terminals to "Store" the Tutorial Ship. Once the Tutorial completes, you will be able to access your own ships.
Tut03_Part03_Hint09_UseASOP_Title=Fleet Manager Terminals
Tut03_Part03_Hint10_Congratulations=You're now ready to explore the verse. For additional guidance, check the summaries in your journal, the online knowledge base, or ask the community.
Tut03_Part03_Hint10_Congratulations_Title=Congratulations!
Tut03_Part03_Journal01_TraversingtheVerse_Content=Congratulations!\n\nYouve completed the Star Citizen Tutorial and are ready to explore the universe! \n\nNow its up to you decide what your life in space will be like. The Contracts app on your mobiGlas contains many different opportunities for you to pursue from simple delivery missions to dangerous criminal jobs. Work hard and you can build your reputation with different organizations to gain access to more rewarding contracts. Whether you choose to live a life of crime or hunt down bounties and enforce the law, it is up to you.\n\nHowever, if youd rather forge your own path, feel free to use the Map in the mobiGlas and explore all the Stanton system has to offer. From the snowy wastelands of microTech to the floating city of Orison, there is still much for you to learn and discover. If you ever need further assistance, you can seek the guidance of experienced players through the Guide system on Spectrum (on the Roberts Space Industries website), read the helpful posts in the online Knowledge Base, or ask for a helping hand in chat. Your journal is also a valuable resource, containing entries that summarize and elaborate on everything covered in the tutorial.\n\nBut once you venture beyond the major cities and space stations, take care. Outside of these protected armistice zones you will encounter many dangers in the search for profit. Wherever your next steps take you, safe flying!\n\nPRACTICE MAKES PERFECT\nIf youre interested in practicing flying or experiencing combat without risking your ship, Star Citizen features an arcade mode called Arena Commander as an option in the games main menu.\n\nMOBIGLAS\nYour mobiGlas personal computer features a variety of functions and apps essential to life in the verse. Below is a list of all the apps, listed in the order they appear, that are accessible via the icons at the bottom of your mobiGlas.\n\n_______________________________________\nMOBIGLASS APPS\n\nHome Displays information about your personal status including your health and how many credits you have to your name.\n\nHealth - Up to date information about your current physical health and any injuries you may be experiencing.\n\nComms Shows chat channels, friends, and pending invites to the party system. Create a party, invite other players, or send friend requests here. You can also activate or deactivate proximity-based voice chat from this app.\n\nContracts View, accept, and manage contracts. The Contracts app is divided into the following tabs: General, Accepted, and History.\n• The Verified and Unverified toggle allows you to choose between displaying local contracts certified to meet UEE and local law requirements, and contracts sent from unknown sources that could potentially violate local laws.\n• Once you accept an offer, contracts are moved to the Accepted Tab, and once a contract ends, either through successful completion or by other means, a record of it is kept in the History Tab.\n\nMaps Access Local Maps and the Star Map to set routes and place personal markers. \n\nJournal A record of useful information and documents, including tutorial information.\n\nAssests Locate any assets you have stored across the 'verse. Selecting an asset will provide added details.\n\nRep Track your reputation with individual organizations or contacts.\n\nWallet Send aUEC to any player. Party members will be pinned to the top of the selection list.\n\nLanding While landed at an appropriate location, select from services for your vehicle like repair, restock, and refuel.\n\nVehicles Customized the loadout, including components or paints, for any vehicle you own that are stored at your current local location. Components you wish to use must be in your local inventory.\n\n\n\n
Tut03_Part03_Journal01_TraversingtheVerse_Title=Tutorial - Traversing the 'Verse
Tut03_Part03_Obj01_ToBaijini=Use Quantum Travel to Reach ~mission(Destination|Name)
Tut03_Part03_Obj01_ToBaijini_01=Quantum to ~mission(Destination|Name)
Tut03_Part03_Obj01_ToBaijini_Long=Use quantum travel to reach the ~mission(Destination|Name) space station over ~mission(PlanetName).
Tut03_Part03_Obj01b_ReachBaijini=Reach ~mission(Destination|Name)
Tut03_Part03_Obj02_LandAtBaijini=Land at ~mission(Destination|Name)
Tut03_Part03_Obj02_LandAtBaijini_Long=Land at ~mission(Destination|Name).
Tut03_Part03_Obj02_LandAtBaijini_Marker=Land at ~mission(Destination|Name)
Tut03_Part03_Obj03_StoreShip=Store the Tutorial Ship at ~mission(Destination|Name)
Tut03_Part03_Obj03_StoreShip_HUD=Call Elevator
Tut03_Part03_Obj03_StoreShip_Long=Store the tutorial ship at ~mission(Destination|Name) via a Fleet Manager terminal.
Tut03_Part03_Obj4_UseASOP_HUD=Store Tutorial Ship
Tutorial01_Area18_JournalToken=Currently, you are in Area 18, on ArcCorp, the third planet in the Stanton System a great distance from Humanitys origins in the Sol System. The four planets in the system are owned by megacorporations who each purchased a planet from the UEE and now govern their own region of space. They are: Hurston Dynamics, Crusader Industries, ArcCorp, and microTech. \n\n~mission(Location|Name) is the main commercial zone of the mega-city that sprawls across the surface of ArcCorp. From here, the tutorial will guide you to ~mission(Destination), the space station in orbit above the planet that can serve as your gateway to further exploration of the Stanton system.
Tutorial01_Lorville_JournalToken=Currently, you are in Lorville, on Hurston, the first planet in the Stanton System a great distance from Humanitys origins in the Sol System. The four planets in the system are owned by megacorporations who each purchased a planet from the UEE and now govern their own region of space. They are: Hurston Dynamics, Crusader Industries, ArcCorp, and microTech. \n\n~mission(Location|Name) is the main commercial zone of the thriving city that is the heart of Hurston Dynamics corporate empire. From here, the tutorial will guide you to ~mission(Destination), the space station in orbit above the planet that can serve as your gateway to further exploration of the Stanton system.
Tutorial01_MissionDesc=Congratulations on taking your first steps into the universe!\n\nOver the course of this tutorial, youll learn how to get around both on foot and in space. \n\nFirst up is helping you familiarize yourself with some basic movement controls and the use of your mobiGlas while still inside your “Hab” (or habitation). Follow the objectives and hints on your HUD (heads-up display) to proceed through this mission.
Tutorial01_MissionTitle=Tutorial - Your First Steps
Tutorial01_NewBab_JournalToken=Currently, you are in New Babbage, on microTech, the fourth planet in the Stanton System a great distance from Humanitys origins in the Sol System. The four planets in the system are owned by megacorporations who each purchased a planet from the UEE and now govern their own region of space. They are: Hurston Dynamics, Crusader Industries, ArcCorp, and microTech. \n\n~mission(Location|Name) is a luxurious domed city that serves as the corporate headquarters to microTech, the leading computer and software developer in the Empire best known for making the mobiGlas. From here, the tutorial will guide you to ~mission(Destination), the space station in orbit above the planet that can serve as your gateway to further exploration of the Stanton system.
Tutorial01_Orison_JournalToken=Currently, you are in Orison, above Crusader, the second planet in the Stanton System a great distance from Humanitys origins in the Sol System. The four planets in the system are owned by megacorporations who each purchased a planet from the UEE and now govern their own region of space. They are: Hurston Dynamics, Crusader Industries, ArcCorp, and microTech. \n\n~mission(Location|Name) is the main platform of the floating city that perches high in the clouds above the surface of Crusader. From here, the tutorial will guide you to ~mission(Destination), the space station in orbit above the planet that can serve as your gateway to further exploration of the Stanton system.
Tutorial02_MissionDesc=Well done!\n\nWith the first part behind you, you should now have some basic familiarity with the movement controls, managing your hunger and thirst, and some of the core functionality of your mobiGlas namely the Contract Manager and your Journal.\n\nThis next section will help you familiarize yourself with ~mission(Location|Name) and take you to visit ~mission(StoreName), a weapons store here in ~mission(Location|Name).\n\nYou can shop there, and at other stores like it, using United Earth Credits (UEC). During the Alpha phase of Star Citizens development, we will be using a currency called aUEC (Alpha United Earth Credits). This is a temporary currency specifically designed for testing the in-game economy and balance.
Tutorial02_MissionTitle=Tutorial - Your First Outing
Tutorial03_MissionDesc=Youre almost through with the tutorial. All that remains is to take flight!\n\nWith your business in ~mission(Location|Name) finished, its time to leave the city and eventually the planet. Make your way to the ~mission(TransitNameShort) transit shuttles. These shuttles can take you all around ~mission(Location|Name) but your destination is the spaceport, where an Anvil C8 Pisces has been temporarily provided for you.\n\nThis snub scouting ship is a great starter vessel, perfect for new pilots looking to get their wings.
Tutorial03_MissionTitle=Tutorial - Your First Flight
Tutorial_Area18_Cityflight=Cityflight
Tutorial_Area18_CityflightShuttle_Lower=Cityflight shuttle
Tutorial_Area18_CityflightShuttle_Upper=Cityflight Shuttle
Tutorial_Orison_SkywayTransit=Orison Skyway
Tutorial_Shop_Area18=Cubby Blast
Tutorial_Shop_Lorville=Tammany and Sons
Tutorial_Shop_NewBab=Kel-To
Tutorial_Shop_Orison=Kel-To
Tutorial_Water_Lower=water
Tutorial_Water_Upper=Water
UDM_Allies=N/A
UDM_LocalDelivery_desc_01=Greetings Qualified Shipping Partner!\n\nLooking for an excuse to hit the skies with your cargo-ready vessel? Earn credits and explore the local area with this following carefully selected itinerary -\n\nPACKAGE FOR PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\nIf being your own supervisor and getting paid to fly your very own ship sounds like the perfect job, this contract is just what you've been looking for. \n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-
UDM_LocalDelivery_desc_02=Greetings Qualified Shipping Partner!\n\nReady to contribute to our growing and expanding delivery network? Have a vessel at your disposal that can carry several packages and fly between local planetary bodies and satellites? We have just the opportunity for you with this carefully selected itinerary -\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n\nIf this sounds like something you're interested in, please accept this offer right away! \n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-
UDM_LocalDelivery_desc_03=Greetings Qualified Shipping Partner!\n\nInterested in earning credits from the comfort of your own cargo-ready vessel? Then the following carefully selected itinerary may be just the opportunity you've been looking for -\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n\nAccept this contract and you'll be on your way.\n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-
UDM_LocalDelivery_desc_04=Greetings Qualified Shipping Partner!\n\nAre you looking for exciting opportunities in the delivery sector? If you've got a can-do attitude and a sizeable cargo hold, we have a perfect opportunity for you.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from ~mission(Pickup4|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to ~mission(Dropoff4|Address)\n\nSo pick up that contract and let's get to work.\n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-
UDM_LocalDelivery_desc_05=Greetings Qualified Shipping Partner!\n\nAre you lookin for an exciting new career from the comfort of your own cargo-ready vessel? Then the following itinerary may be just the opportunity you've been looking for -\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from ~mission(Pickup5|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to ~mission(Dropoff5|Address)\n\nAll you need to do is accept the contract and you'll be on your way.\n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-
UDM_LocalDelivery_desc_intro=Greetings Potential Qualified Shipping Partner!\n\nReady to contribute to our growing and expanding delivery network? Have a vessel at your disposal that can carry several packages and fly between local planetary bodies and satellites? Unified Distribution Management is looking for a pilot just like you! \n\nWe would love to evaluate your hiring potential with this carefully selected itinerary -\n\nPACKAGE FOR PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\nIf this sounds like something you're interested in, accept this offer right away! \n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-
UDM_LocalDelivery_desc_rehire=Greetings Formerly Qualified Shipping Partner!\n\nReady for another chance to use your cargo-ready vessel to earn credits? Unified Distribution Management has chosen the following carefully selected itinerary as the perfect way to re-evaluate your skills -\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to ~mission(Dropoff3|Address)\n \nLooking forward to working with you again,\n\nUnified Distribution Management\n -Delivering the Total Package-
UDM_LocalDelivery_header_01=UDM Local Delivery Route
UDM_LocalDelivery_title_01=UDM Local Delivery Route
UDM_LocalDelivery_title_intro=UDM Local Delivery Evaluation
UDM_LocalDelivery_title_rehire=UDM Local Delivery Re-evaluation
UDM_RepUI_Area=Stanton IV
UDM_RepUI_Description=Winners of microTech's 2945 Young Innovators grant, Yan Linfeld and Kalee Ora developed Unified Distribution Management (UDM) as a software solution to improve shipping routes but soon transformed it into a full-fledged company handling most of the local deliveries on microTech and its moons thanks to its timely service that edged out most of the competition.
UDM_RepUI_Focus=Delivery, Hauling, Courier Services
UDM_RepUI_Founded=2946
UDM_RepUI_Headquarters=New Babbage, microTech, Stanton System
UDM_RepUI_Leadership=Yan Linfeld and Kalee Ora, Founders
UDM_RepUI_Name=Unified Distribution Management
UDM_Rivals=N/A
UDM_UGF_collect_desc_001=Greetings Qualified Shipping Partner!\n\nIf youre looking for work as a delivery pilot, we have the perfect opportunity for you! \n\nA pick up is waiting at ~mission(Location|Address) to be delivered to ~mission(Destination|Address). Sounds fun, right?\n\nWarning, there have been multiple security alerts flagged in the area. Be sure to bring along some defensive measures so you can stay safe.\n\nIf this sounds like something you're interested in, accept this offer right away! \n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-\n
UDM_UGF_collect_title_001=UDM Package Pick Up
UDM_courier_dc_small_title_001=UDM Local Shipment Route
UDM_courier_fromdc_med_desc_001=Greetings Qualified Shipping Partner!\n\nTodays the perfect day to gain some additional firsthand shipping experience.\n\nIf you have a ship with adequate storage, there are a fair number of packages in the ~mission(Pickup1) at ~mission(Pickup1|Address) ready to be delivered. \n\nTalk about a great opportunity for career growth.\n\nPACKAGES FOR PICK UP \n · All Packages in the ~mission(Pickup1) at ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5|Address)\n · Package #~mission(item6|serialnumber) to the ~mission(Dropoff5|Address)\n · Package #~mission(item7|serialnumber) to the ~mission(Dropoff6|Address)\n · Package #~mission(item8|serialnumber) to the ~mission(Dropoff6|Address)\n · Package #~mission(item9|serialnumber) to the ~mission(Dropoff7|Address)\n · Package #~mission(item10|serialnumber) to the ~mission(Dropoff7|Address)\n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-\n
UDM_courier_fromdc_small_desc_001=Greetings Qualified Shipping Partner!\n\nIf youre on the hunt for a straightforward way to earn credits, then look no further! There are a few packages waiting to be delivered in the ~mission(Pickup1|Address) at ~mission(Pickup1).\n\nPACKAGES FOR PICK UP \n · All Packages in the ~mission(Pickup1) at ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5|Address)\n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-\n
UDM_courier_todc_med_desc_001=Greetings Qualified Shipping Partner!\n\nReady to try your hand delivering a fairly sizeable shipment of packages? Then how about you assist with taking this allotment to the ~mission(Dropoff1) at ~mission(Dropoff1|Address). Just clear enough space on your ship first and you should be all set!\n\nPACKAGES FOR PICK UP (ANY ORDER) \n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5|Address)\n · Package #~mission(item6|serialnumber) from the ~mission(Pickup5|Address)\n · Package #~mission(item7|serialnumber) from the ~mission(Pickup6|Address)\n · Package #~mission(item8|serialnumber) from the ~mission(Pickup6|Address)\n · Package #~mission(item9|serialnumber) from the ~mission(Pickup7|Address)\n · Package #~mission(item10|serialnumber) from the ~mission(Pickup7|Address)\n\nDROP OFF LOCATION\n · All Packages delivered to the ~mission(Dropoff1) at ~mission(Dropoff1|Address)\n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-\n
UDM_courier_todc_small_desc_001=Greetings Qualified Shipping Partner!\n\nInterested in a simple shipping route without a lot of complications? \nThen taking a few packages to the ~mission(Dropoff1) at ~mission(Dropoff1|Address) should be the perfect job for you!\nPACKAGES FOR PICK UP (ANY ORDER) \n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5|Address)\n\nDROP OFF LOCATION\n · All Packages delivered to the ~mission(Dropoff1) at ~mission(Dropoff1|Address)\n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-\n
UDM_internaldelivery_dc_desc_001=Greetings Qualified Package Handler!\n\nExcited to delve into the complex world of storage management and facility realignment? Then dont miss this chance to assist with organizing the following packages at ~mission(Location|Address).\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n\nIf this sounds like something you're interested in, please accept this offer right away! \n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-\n
UDM_internaldelivery_dc_desc_002=Greetings Qualified Package Handler!\n\nInterested in a career in delivery services but looking to minimize travel? Then the following storage transfer itinerary at ~mission(Location|address) may be just the opportunity you've been looking for -\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3)\n\nAccept this contract and you'll be on your way.\n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-\n
UDM_internaldelivery_dc_desc_003=Greetings Qualified Package Handler!\n\nReady to tackle a challenging yet rewarding job in a shipping adjacent compacity? Then we have a perfect opportunity for you at ~mission(Location|Address).\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4)\n\nSo pick up that contract and let's get to work.\n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-\n
UDM_internaldelivery_dc_desc_004=Greetings Qualified Package Handler!\n\nEager to develop real-world hands-on experience moving and organizing packages? The this opportunity at ~mission(Location|Address) might be right for you.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5)\n\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5)\n\nAll you need to do is accept the contract and you'll be on your way.\n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-\n
UDM_internaldelivery_dc_desc_005=Greetings Qualified Package Handler!\n\nWhile they might not be going too far, the following packages at ~mission(Location|Address) still need to be handled with expert care. Are you the expert were looking for?\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5)\n · Package #~mission(item6|serialnumber) from the ~mission(Pickup6)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5)\n · Package #~mission(item6|serialnumber) to the ~mission(Dropoff6)\n\nAll you need to do is accept the contract and you'll be on your way.\n\nLooking forward to working with you,\n\nUnified Distribution Management\n -Delivering the Total Package-\n\n
UDM_internaldelivery_dc_title_001=UDM Package Handler
UEERanks_Marines_Enlisted_00=Trooper
UEERanks_Marines_Enlisted_01=Trooper First Class
UEERanks_Marines_Enlisted_02= Lance Corporal
UEERanks_Marines_Enlisted_03=Corporal
UEERanks_Marines_Enlisted_04=Sergeant
UEERanks_Marines_Enlisted_05= Gunnery Sergeant
UEERanks_Marines_Enlisted_06=Sergeant Major
UEERanks_Marines_Officer_01=Second Lieutenant
UEERanks_Marines_Officer_02=Lieutenant
UEERanks_Marines_Officer_03=Captain
UEERanks_Marines_Officer_04=Major
UEERanks_Marines_Officer_05= Lieutenant Colonel
UEERanks_Marines_Officer_06= Colonel
UEERanks_Marines_Officer_07=Brigadier General
UEERanks_Marines_Officer_08= Major General
UEERanks_Marines_Officer_09=Lieutenant General
UEERanks_Marines_Officer_10=General
UEERanks_Marines_Officer_11=Captain General
UEERanks_Marines_Officer_12=Legatus Marinuum
UEERanks_Navy_Enlisted_00=Starman Recruit
UEERanks_Navy_Enlisted_01=Starman
UEERanks_Navy_Enlisted_02=Leading Starman
UEERanks_Navy_Enlisted_03=Junior Petty Officer
UEERanks_Navy_Enlisted_04=Petty Officer
UEERanks_Navy_Enlisted_05=Chief Petty Officer
UEERanks_Navy_Enlisted_06=Master Chief Petty Officer
UEERanks_Navy_Officer_01=Ensign
UEERanks_Navy_Officer_02= Lieutenant Junior Grade
UEERanks_Navy_Officer_03=Lieutenant
UEERanks_Navy_Officer_04=Lieutenant Commander
UEERanks_Navy_Officer_05=Commander
UEERanks_Navy_Officer_06=Captain
UEERanks_Navy_Officer_07=Commodore
UEERanks_Navy_Officer_08=Rear Admiral
UEERanks_Navy_Officer_09=Vice Admiral
UEERanks_Navy_Officer_10=Admiral
UEERanks_Navy_Officer_11=Grand Admiral
UEERanks_Navy_Officer_12=Legatus Navium
UGFCollect_Title,P=Dangerous Retrieval
UGF_Defend_EnemiesLeft,P=Enemies remaning %ls
UGF_Defend_Goto,P=Goto UGF
UGF_Defend_TimerTillWave,P=Prepare %ls
UGF_Defend_WavesLeft,P=Wave %ls
UGF_Goto_UGF,P=Goto UGF
UGF_eliminateall_obj_allies_long_01=Do not harm allies.
UGF_eliminateall_obj_allies_short_01=Don't Harm Allies
UGF_eliminateall_obj_nocivs_long_01=Do not harm non-combatants.
UGF_eliminateall_obj_nocivs_short_01=Don't Harm Non-Combatants
UI_Accept=ACCEPT
UI_BuildingBlocks_Semi=:
UI_Decline=DECLINE
UI_PlayerUnknown,P=Unknown
Ui_ChangeMyShip=Change My Ship
Ui_pregame_persistentuniversedestination=Persistent Universe Destination
UnitedWorkersOfHurston_RepUI_Area,P=[PH] Area
UnitedWorkersOfHurston_RepUI_Description,P=[PH] United Workers of Hurston Description
UnitedWorkersOfHurston_RepUI_Focus,P=[PH] United Workers of Hurston Focus
UnitedWorkersOfHurston_RepUI_Founded,P=[PH] N/A
UnitedWorkersOfHurston_RepUI_Headquarters,P=[PH] United Workers of Hurston Headquarters
UnitedWorkersOfHurston_RepUI_Leadership,P=[PH] United Workers of Hurston Leadership
UnitedWorkersOfHurston_RepUI_Name,P=[PH] United Workers of Hurston - UWH
Usable_CommTower_ArrayStatus_Offline=Comm Array: Offline
Usable_CommTower_ArrayStatus_Online=Comm Array: Online
Usable_CommTower_Terminal1=Credit Extractor 01 :
Usable_CommTower_Terminal2=Credit Extractor 02 :
Usable_CommTower_Terminal3=Credit Extractor 03 :
Usable_CommTower_Terminal_Boot=Authorize
Usable_CommTower_Terminal_Booted=Extractors Ready For Authorization
Usable_CommTower_Terminal_CannotBoot=Connection is monitored
Usable_CommTower_Terminal_Connecting=Launching Program...
Usable_CommTower_Terminal_DisableArray=Disable comm array ST4-22 to proceed
Usable_Terminal_Back_Cancel=Cancel
Usable_Terminal_Buffer=Compiling
Usable_Terminal_Cancel=Halt and Reauthorize
Usable_Terminal_CannotWithdraw=Access Denied: Not an Authorized User
Usable_Terminal_ChangeUser=Change User
Usable_Terminal_ChangeUserConfirmation=Authorize a New User and Restart Extraction?
Usable_Terminal_CommTowerOff=Disconnecting Program...
Usable_Terminal_Depleted=Process Complete
Usable_Terminal_Done=Rebooting...
Usable_Terminal_EmptyMessage=Credit Limit Reached
Usable_Terminal_Inactive=Credit Extraction Disabled
Usable_Terminal_Inactive_002=Launch Program at Broadcast Tower
Usable_Terminal_Interrupted=Extraction Restarting
Usable_Terminal_NotFound=Not found
Usable_Terminal_NumberControlled=Linked terminals :
Usable_Terminal_Ready=Credit Extractor
Usable_Terminal_Reconnect=Reconnect
Usable_Terminal_Repaired=Comm array ST4-22 monitoring connection
Usable_Terminal_Repairing=Comm Array: Reconnecting
Usable_Terminal_Resume=Cancel Restart
Usable_Terminal_Shutdown=Shut Down
Usable_Terminal_Status_Extracting=Extracting
Usable_Terminal_Status_Interrupted=Restarting
Usable_Terminal_Status_Offline=Offline
Usable_Terminal_Status_Ready=Ready
Usable_Terminal_Status_Rebooting=Rebooting
Usable_Terminal_Status_Unresponsive=Timed Out
Usable_Terminal_Success=Total Extracted :
Usable_Terminal_Switching=Authorizing New User
Usable_Terminal_Transfer=Launch Extraction Program
Usable_Terminal_TransferSpeed=Extraction Rate
Usable_Terminal_UnresponsiveError=ERROR - Disconnection \n\n(CODE 30000)
Usable_Terminal_UnresponsiveInfo=Extraction Process Time Out
Usable_Terminal_UserLoggedIn=Authorized User: Detected
Usable_Terminal_UserLoggedOut=Authorized User: Not Detected
Usable_Terminal_Withdraw=Withdraw
Usable_Terminal_WithdrawWarning=Withdraw Funds and End Process?
Usable_Terminal_Withdrawing=Withdrawing
Usable_Terminal_WithdrawingProcess=Transferring Credits to Authorized User
Vanduul_RepUI_Area,P=[PH] Area
Vanduul_RepUI_Description,P=[PH] Vanduul Description
Vanduul_RepUI_Focus,P=[PH] Vanduul Focus
Vanduul_RepUI_Founded,P=[PH] N/A
Vanduul_RepUI_Headquarters,P=[PH] Vanduul Headquarters
Vanduul_RepUI_Leadership,P=[PH] Vanduul Leadership
Vanduul_RepUI_Name,P=[PH] Vanduul
Vaughn_Allies=N/A
Vaughn_RepUI_Area=UEE
Vaughn_RepUI_Description=Investigated by authorities in connection to dozens of assassinations, the identity of this shadowy individual or group of individuals known as Vaughn remains unknown. Vaughn keeps clients and contractors completely separate and deals with both only through spectrum, which has made it extremely difficult for law enforcement to learn the identity of the person(s) behind this broker service.
Vaughn_RepUI_Focus=Assassination Broker
Vaughn_RepUI_Founded=Information Blocked
Vaughn_RepUI_Headquarters=Information Blocked
Vaughn_RepUI_Leadership=Information Blocked
Vaughn_RepUI_Name=Vaughn
Vaughn_ReputationJournal_Terminated_BodyText=It has become readily apparent that your abilities do not meet the expected standards, meaning that you are not qualified to complete even the simplest of tasks.\n\nTo that end, I will no longer be utilizing your services.\n\nOne final note - I expect you to continue to respect my privacy. If not, I will be forced to arrange for you to meet your more qualified replacement.\n\nFarewell,\nVaughn
Vaughn_ReputationJournal_Terminated_ShortTitle=Failure to Satisfy
Vaughn_ReputationJournal_Terminated_Title=Failure to Satisfy
Vaughn_ReputationJournal_Welcome_BodyText=In light of you proving yourself more than capable , I wanted to formally welcome you to my employ and to make very clear two vital rules.\n\nThe first is that the details of who I am and what we do are extremely private. I expect you to maintain that privacy at all times. \n\nThe second is that I expect a certain level of professionalism from those whom I deem to work with. What you do in your own time is of course no of my concern, but when you are engaged in a contract you should endeavor to be efficient, timely, and discreet. \n\nFollow those criterion and there is every hope that we should have a long and fruitful partnership.\n\nSincerely,\nVaughn
Vaughn_ReputationJournal_Welcome_ShortTitle=Welcome Aboard
Vaughn_ReputationJournal_Welcome_Title=Welcome Aboard
Vaughn_Rivals=Ruto
Vehicle_Container_Heading=Vehicle Storage
Vehicle_Container_Screen_Door_001=Open Door
Vehicle_Container_Screen_Door_002=Close Door
Vehicle_Container_Screen_Ramp_001=Open Ramp
Vehicle_Container_Screen_Ramp_002=Close Ramp
VendingMachien_Puzzle_Restock_ShortDescription=Restock the Vending Machine.
VendingMachin_Puzzle_RestockMachine_LongDescription=The Vending Machine has run out of stock and is now spitting out errors. Restock it.
VendingMachine_JammedRack_MarkerTitle=Jammed Rack
VendingMachine_Mission_LongDiscrioption=Someting's broken the Vending Machine at 'x' location. Go open it up and see what's wrong with it.
VendingMachine_Mission_ShortDescription=Open up and fix the Vending machine at 'x'.
VendingMachine_Mission_Title=Fix the Vending Machine.
VendingMachine_OnboardComputer_MarkerName=Onboard Computer
VendingMachine_OnboardComputer_RebootOS=Reboot OS
VendingMachine_Puzzle_Jam_LongDescription=Something appears to be jamming one of the Food Racks inside the machine. Locate the blockage and fix it.
VendingMachine_Puzzle_Jam_ShortDescription=Find the jammed item on the Food Racks.
VendingMachine_Puzzle_RebootOS_LongDescription=If nothing else; turn it off and on again.
VendingMachine_Puzzle_Restock_LongDescription=The Vending Machine has run out of 'x' item. Go to the storage cupboard and find a box of Vending Stock.
VendingMachine_Puzzle_Restock_ShortDescription=Restock the Vending Machine.
VendingMachine_Puzzle_Title_FindUnit=Find the Power Unit.
VendingMachine_Puzzle_Title_FixOS=Reboot the Vending Machine's onboard computer.
VendingMachine_Puzzle_Title_JammedRack=Find the jam in the item dispensers.
VendingMachine_Puzzle_Unit_LongDescription=Someone appears to have stolen the Power Unit from the machine. Go find another one inside of the maintenance cupboard.
VendingMachine_Puzzle_Unit_SortDescription=Find a new Power Unit.
VendingMachine_Puzzsle_RebootOS_ShortDescription=Reboot the onboard computer.
VendingMachine_Rack_FixJam=Fix Jam
VendingMachine_Rack_Open=Open
VendingMachine_Rack_Retract=Retract
VendingMachine_RestockBox_Title=Box of Stock
VendingMachine_Unit_MarkerName=VM Unit
Virgil=Virgil System
Virgil1=Virgil I
Virgil1_Desc=A terraformed world with beautiful swaths of tropical forests and soil that could quickly grow food. It was a major agricultural producer and vacation hotspot before the Vanduul attacked. These days, extensive bombing raids have left the atmosphere filled with massive clouds of swirling ash.
Virgil1a=Jai
Virgil1a_Desc=A carbon and silicate rock tidally locked to Virgil I.
Virgil1b=Corsito
Virgil1b_Desc=The surface of this small moon features scars of Vanduul strip-mining.
Virgil1c=Epheet
Virgil1c_Desc=Epheet is littered with debris-impact craters from battles between the UEE and the Vanduul.
Virgil2=Virgil II
Virgil2_Desc=A planet blanketed by thick smog that renders it uninhabitable and completely obscures views of the surface.
Virgil3=Virgil III
Virgil3_Desc=A typical ice giant found in a distant orbit from the other planets.
Virgil3a=Erna
Virgil3a_Desc=Deep ice craters and chasmata score Erna's surface.
Virgil3b=Jarl
Virgil3b_Desc=A ball of of methane ice and rock.
Virgil_AsteroidBelt1=Gideon's Belt
Virgil_AsteroidBelt1_Desc=Mining operations harvesting the belt's resources were abandoned when the system fell.
Virgil_Desc=Once a shining star of Humanity's expansion, the system's main economic and social hub was Virgil I, which was quickly terraformed and colonized with help from the government-funded Project Far Star. After Tiber fell, the UEE military hastily retreated into Virgil and tried to mount a defense to stop the Vanduul advance, but the unrelenting raiders quickly overwhelmed them. Millions of civilians died as the UEE fled the system; leaving it in the hands of the Vanduul ever since.
Virgil_JumpPoint_Kellog=Virgil - Kellog Jump Point
Virgil_JumpPoint_Kellog_Desc=This jump point connects Virgil to the UEE controlled Kellog system which protected by the Fair Chance Act.
Virgil_JumpPoint_Nyx=Virgil - Nyx Jump Point
Virgil_JumpPoint_Nyx_Desc=This jump point connects Virgil to the Nyx system.
Virgil_JumpPoint_Oberon=Virgil - Oberon Jump Point
Virgil_JumpPoint_Oberon_Desc=This jump point connects Virgil to the Oberon system.
Virgil_JumpPoint_Tiber=Virgil - Tiber Jump Point
Virgil_JumpPoint_Tiber_Desc=This jump point connects Virgil to the Tiber system.
Virgil_JumpPoint_Vega=Virgil - Vega Jump Point
Virgil_JumpPoint_Vega_Desc=This jump point connects Virgil to the UEE controlled Vega system.
Virgil_Star=Virgil
Virgil_Star_Desc=A class-K main sequence star.
WALL_Flair_Items=--------------- Wall Flair Items - For Dev Use Only ---------------
WIP_EmergencyDoorRelease_A=A
WIP_EmergencyDoorRelease_Auto=AUTO
WIP_EmergencyDoorRelease_I=I
WIP_EmergencyDoorRelease_O=0
WIP_EmergencyDoorRelease_Off=OFF
WIP_EmergencyDoorRelease_Run=RUN
WIP_EmergencyDoorRelease_SubTitle=EC-Flux Portable Generator
WIP_EmergencyDoorRelease_Title=Tyler Design
WIP_LocatePackage=Locate the package.
WIP_Location1=Location 1 - 22.6 km
WIP_Location2=Location 2 - 15.7 km
WIP_Location3=Location 3 - 20.2 km
WIP_LocationQT=QT to location estimate.
WIP_Location_HUD=Dunlow  - 305.1 km\nOMPoint 2 - 380 km\nOMPoint 3 - 319.1 km
WIP_Org_DrugProduction,P=The Happy Pharm Co.
WIP_Org_PizzaPalace,P=Pizza Palace
WIP_Org_TorpedoBurrito,P=Torpedo Burrito
WIP_PizzaPalace_Description_NewBabbage,P=Our customers need their pizzas and we need YOUR help to deliver them!\nPick up a number of our tasty pizzas from a collection point and deliver them across New Babbage.\nBonus credits will be awarded for speedy deliveries!
WIP_PizzaPalace_Title,P=Pizza Palace needs you!
WIP_PrisonKeypadPass_Keypad,P=Keypad
WIP_PrisonKeypadPass_PasswordGenerator,P=Password Generator
WIP_PrisonKeypadPass_Reminder,P=Reminder: For security reasons, passcodes are reset upon use.
WIP_QuantumDelivery_Desc,P=We have a couple of tubs of diluthermex that need a local courier to get them where they need to be.\n\nIt should be an easy job as long as you don't QT, 'cos then the stuff blows up. So just relax and enjoy the ride.\n\nAlso make sure you've enough hydrogen fuel to complete the journey. In-atmosphere flying can chew through the stuff.
WIP_QuantumDelivery_Title,P=Diluthermex Courier Required
WIP_RepairOxygenKiosk_Blockage=BLOCKAGE DETECTED USER AUTHORIZATION REQUIRED TO EXPLOSIVELY VENT TANKS
WIP_RepairOxygenKiosk_Depth1=Depth 1
WIP_RepairOxygenKiosk_Depth10=Depth 10
WIP_RepairOxygenKiosk_Depth11=Depth 11
WIP_RepairOxygenKiosk_Depth12=Depth 12
WIP_RepairOxygenKiosk_Depth13=Depth 13
WIP_RepairOxygenKiosk_Depth14=Depth 14
WIP_RepairOxygenKiosk_Depth15=Depth 15
WIP_RepairOxygenKiosk_Depth2=Depth 2
WIP_RepairOxygenKiosk_Depth3=Depth 3
WIP_RepairOxygenKiosk_Depth4=Depth 4
WIP_RepairOxygenKiosk_Depth5=Depth 5
WIP_RepairOxygenKiosk_Depth6=Depth 6
WIP_RepairOxygenKiosk_Depth7=Depth 7
WIP_RepairOxygenKiosk_Depth8=Depth 8
WIP_RepairOxygenKiosk_Depth9=Depth 9
WIP_RepairOxygenKiosk_DescriptionLong=An O2 Kiosks is in need of repair. Whoever fixes it will be rewarded with merits.
WIP_RepairOxygenKiosk_DescriptionLongUpdated=The O2 Kiosks at ~mission(Route), ~mission(Depth) is in need of repair. Whoever fixes it will be rewarded with merits.
WIP_RepairOxygenKiosk_Marker=~mission(Route), ~mission(Depth)
WIP_RepairOxygenKiosk_Route1=Route 1
WIP_RepairOxygenKiosk_Route2=Route 2
WIP_RepairOxygenKiosk_Route3=Route 3
WIP_RepairOxygenKiosk_Title=Repair Broken O2 Kiosk
WIP_RepairOxygenKiosk_VentButton=VENT
WIP_RepairOxygenKiosk_Venting=PLEASE STAND CLEAR. VENTING IN PROGRESS.
WIP_ShipGraveyard_1=Ariel Graveyard 1
WIP_ShipGraveyard_2=Ariel Graveyard 2
WIP_ShipGraveyard_3=Magda Graveyard
WIP_ShipGraveyard_4=Ita Graveyard
WIP_StealStash_Desc,P=Go to a derelict and find 3 hidden boxes. There are no markers showing where they are.\n\nOnly take this if you're experienced in stash recovery.
WIP_StealStash_Title,P=Steal Stash Mission
WIP_TimeSensitiveDelivery_Desc,P=We've had word that a ship has gone down with some sensitive cargo on board. \n\nGiven that the cargo begins to destabilise as soon as it's removed from the safety enclosures we need someone who can work real fast.\n\nTo complicate matters, there's a small chance that looters are already present, so go in prepared.
WIP_TimeSensitiveDelivery_Title,P=Specialist Salvage Contractor Required
WIP_TorpedoBurrito_Description_NewBabbage,P=Our customers need their burritos and we need YOUR help to deliver them!\nPick up a number of our tasty burritos from a collection point and deliver them across New Babbage.\nBonus credits will be awarded for speedy deliveries!
WIP_TorpedoBurrito_Title,P=Torpedo Burrito needs you!
WSTR_Pyro2_Racetrack_FoolsRun_detail=Weave through the tight turns and narrow pipework of Checkmate Stations refinery, on a daring race past floating debris and derelict sections of the former Pyrotechnic Amalgamated facility, now home to the dangerous Rough & Ready gang.\n\nRACE DETAILS\n* LOCATION: Checkmate Station, P2L4 Lagrange, Pyro System\n* LENGTH: 22 km\n* FEATURES: Zero-G Flying, Heavy Debris, Narrow Corridors
WSTR_Stanton1_Racetrack_LorvilleOutskirts_detail=A sprawling network of interworking cranes, pipes, and industrial machinery line the winding quarry of this active worksite that doubles as the Lorville Outskirts racetrack.\n\nThis racetrack was first popularized by the XGR Racing Team.\n\nRACE DETAILS\n* LOCATION: Hurston\n* LENGTH: 22.8 km\n* FEATURES: Sharp Turns
WSTR_Stanton2_Racetrack_CaplanCircuit_detail=Race through the intricate framework and sharp turns of the Caplan Industrial Platform, just a short flight away from the August Dunlow Spaceport. The Caplan Circuit is a rite of passage for all local racers.\n\nThis racetrack was first popularized by the XGR Racing Team.\n\nRACE DETAILS\n* LOCATION: Crusader\n* LENGTH: 29.4 km\n* FEATURES: Numerous Slaloms, Heavy Infrastructure
WSTR_Stanton2b_Racetrack_YadarValley_detail=The cranes, refinery towers, and bridges of rocky terrain in the Yadar Valley will require you to think fast and fly even faster, if you wish to triumph.\n\nRACE DETAILS\n* LOCATION: Daymar\n* LENGTH: 16.1 km\n* FEATURES: Low-Altitude Flying
WSTR_Stanton2c_Racetrack_MinersLament_detail=Brave this eerie racetrack on the edge of Yela's asteroid belt. Once the site of a tragic mining disaster, the forsaken machinery and floating derelicts of Miner's Lament will now put your skills and your nerve to the test.\n\nThis racetrack was inspired by the XGR Racing Team.\n\nRACE DETAILS\n* LOCATION: Yela\n* LENGTH: 52.2 km\n* FEATURES: Zero-G Flying
WSTR_Stanton3_Racetrack_SkyScraper_detail=Challenge the skies above Area18 and conquer the Sky Scraper by narrowly threading your way through towering high-rises and dense urban-sprawl at breakneck speeds.\n\nThis racetrack was first popularized by the XGR Racing Team.\n\nRACE DETAILS\n* LOCATION: ArcCorp\n* LENGTH: 15.5 km\n* FEATURES: Narrow Checkpoints, Sharp Turns
WSTR_Stanton4_Racetrack_SnakePit_detail=Weave around pylons, duck under cranes, and avoid precarious pipes in this abandoned mining facility as you strive to prevail over the Snake Pit and its venomous turns.\n\nThis racetrack was first popularized by the XGR Racing Team.\n\nRACE DETAILS\n* LOCATION: Clio\n* LENGTH: 10.5 km\n* FEATURES: Low-Altitude Flying, Winding Track
WSTR_Stanton4c_Racetrack_Icebreaker_detail=Face off against the frigid winds that cover the mountains of the Euterpe Advanced Research Laboratories or bide your time and hope the weather clears. Whatever your choice, know that the Icebreaker takes no prisoners. \n\nThis racetrack was first popularized by the XGR Racing Team.\n\nRACE DETAILS\n* LOCATION: Euterpe\n* LENGTH: 20.3 km\n* FEATURES: Low Visibility
WSTR_TimeTrial_repeat_desc_01=Ready to set a new personal best with Wildstar Racing Amateur League?\n\n~mission(RaceDetails)\n\nDISCLAIMER\nWildstar Racing requires the contracted racer to be the vehicle pilot, no substitutes or stand-ins are allowed. Please be mindful that Wildstar Racing utilizes publicly accessible tracks and that other individuals may be present. Wildstar Racing is not responsible for any damage your ship may suffer while racing.
WSTR_TimeTrial_repeat_title_01=~mission(RaceType) Time Trial: ~mission(location)
WallaceKlim_RepUI_Area=Stanton System
WallaceKlim_RepUI_Association=N/A
WallaceKlim_RepUI_Biography=After being terminated from his position as a chemical engineering instructor at the University of Rhetor, Wallace Klim is now one of the top producers of high-end drugs in the Stanton System. The quality of his product is apparent by his own frequent personal use.
WallaceKlim_RepUI_Description=Formerly a chemical engineering instructor at the University of Rhetor, Wallace Klim is now one of the top producers of high-end drugs in the Stanton System. Is known to frequently partake in his own product which speaks to its quality.
WallaceKlim_RepUI_Focus=Drugs
WallaceKlim_RepUI_Founded=N/A
WallaceKlim_RepUI_Headquarters=Grim HEX, Stanton System
WallaceKlim_RepUI_Leadership=N/A
WallaceKlim_RepUI_Location=Grim HEX, Stanton System
WallaceKlim_RepUI_Name=Wallace Klim
WallaceKlim_RepUI_Occupation=Chemist
WantedLevel5_Description_001=**WIP** We would like you to cause a little distraction with the pigs while we work on a little job, we will pay you well if all goes according to plan just don't mess this up and everything will go smoothly
WantedLevel5_Objective_Long_001=**WIP** Kill Security Forces that are operating around the system
WantedLevel5_Objective_Short_001=**WIP** Kill Security Forces
WantedLevel5_SubObjective_Long_003=**WIP** Kill the requested amount of security
WantedLevel5_SubObjective_Short_003=**WIP** Kill Security Forces
WantedLevel5_Text_001=**WIP** Kill %ls security members
WantedLevel5_Time_Text_001=**WIP** Time until distraction must be completed %ls
WantedLevel5_Title_001=**WIP** Causing A Distraction
XenoThreat_Allies=N/A
XenoThreat_Rivals=CDF, UEE
XenoThreat_claimsweep_desc_easy=Our resistance movement is growing by the day, but that comes with some unwanted attention. Recent scans discovered orbital sentries at ~mission(location|address) and a ship running a patrol pattern. We believe this is part of an espionage campaign targeting XenoThreat, most likely funded by the UEE. \n\nWere looking for an experienced merc willing to destroy the sentries ASAP. Since they already have eyes and ears on us, sending in someone from outside the org would draw less attention. If you take the gig, youll be paid promptly once the sentries are destroyed.\n \nNow, while the patrol ship isnt the main target, we suspect that if it escapes it might have reinforcements in reserve. Might be smart to deal with it promptly. \n\nIf you decide to help us, XenoThreat will remember youre someone willing to fight for whats right.\n\nComm. Spec. Engler
XenoThreat_claimsweep_desc_hard=Recent scans discovered several orbital sentries and ships at ~mission(location|address). We believe theyre part of an espionage campaign targeting XenoThreat, in response to our recent actions in the Stanton system. Seems XenoThreat must be doing something right, if theyre out here spying like this.\n\nWere looking for an experienced and highly-skilled merc willing to eliminate this operation. If you dont want Pyro to become a surveillance system, then this is your chance to stop it. The sentries probably wont be too big of an issue, but pay mind to the patrol ships. If they manage to break away, youll have a whole lot more trouble breathing down your neck. \n\nYoull have our gratitude and a sizable payment once the job is done. \n\nComm. Spec. Engler
XenoThreat_claimsweep_desc_intro=It seems our struggle to free Humanity has got the government lapdogs back on Earth feeling nervous. Recent scans discovered an orbital sentry at ~mission(location|address) that we believe is part of an UEE espionage campaign. Good credits says theyre handing the data direct to the slinks themselves. \n\nOnly one sentry has been detected so far, but who knows how big the operation will grow if its not taken off-line. Shouldnt be too much trouble for a skilled merc. If that sounds like you, payment will be sent promptly once the sentry is destroyed. Plus, XenoThreat will remember that youre someone willing to fight for whats right.\n\nComm. Spec. Engler
XenoThreat_claimsweep_desc_medium=Do you value Humanitys freedom? If so, Im offering you a chance to prove it. Recent scans discovered orbital sentries and patrolling ships at ~mission(location|address). We believe theyre part of a UEE espionage campaign targeting XenoThreat. Its important that we stop their intelligence gathering before we launch our next mission.\n\nWere looking for an experienced merc willing to eliminate these forces immediately. The sentries are the priority, but the ships might prove a bigger issue if theyre allowed to escape. Youll have to evaluate the situation more closely once youre on site. \n\nWe could take care of it ourselves, but want to send in a contractor so the scum behind it dont know who hit them. Payment will be sent promptly upon completion. Plus, the satisfaction of knowing youre helping a good cause.\n\nComm. Spec. Engler
XenoThreat_claimsweep_desc_rand=It appears the UEE are stepping up their efforts to stop our movement. One of our pilots discovered a few orbital sentries and ships at ~mission(location|address). We believe theyre part of a UEE espionage campaign targeting XenoThreat and it's vital that it be stopped before they gather anything that could harm our ongoing efforts.\n\nWere looking for a skilled merc willing to eliminate this threat and stop this invasion of privacy before it spreads even further. Who knows how much bigger this operation will get if its not taken off-line immediately? Payment will make it worth your while and be sent promptly once everything is blown to bits. \n\nSee it done, and help be a part of the right side of history.\n\nComm. Spec. Engler
XenoThreat_claimsweep_title_easy=Silence Sentries
XenoThreat_claimsweep_title_hard=Annihilate Sentries
XenoThreat_claimsweep_title_intro=Surveillance Termination
XenoThreat_claimsweep_title_medium=Eradicate Sentries
XenoThreat_claimsweep_title_rand=Eliminate Sentries
Xenothreat_RepUI_Area=Pyro
Xenothreat_RepUI_Description=XenoThreat believes that the UEE's continued acceptance of aliens has set Humanity on a path towards destruction. Rather than protecting its citizens, the UEE has given in to greed and has shown a complete disregard for the values that made Humanity great in the first place. In response, XenoThreat is attempting to lead a revolution to take back the soul of the Empire.
Xenothreat_RepUI_Focus=Piracy, Terrorism
Xenothreat_RepUI_Founded=N/A
Xenothreat_RepUI_Headquarters=Ruin Station, Pyro System
Xenothreat_RepUI_Leadership=The Commander
Xenothreat_RepUI_Name=XenoThreat
Xenothreat_bounty_headhunter_desc_001=XenoThreat has placed a kill order on ~mission(TargetName). As a Clips level member of the Headhunters gang, ~mission(TargetName|Last) has led operations that have targeted XenoThreat operatives, missions, and infrastructure. For these transgressions, XenoThreat will pay anyone who successfully tracks down and assassinates ~mission(TargetName|Last). \n\nLOCATION UPDATE: ~mission(TargetName|Last) was seen near ~mission(Location|Address) not too long ago. If you decide to accept this contract, you should head to the coordinates immediately. ~mission(TargetName|Last) knows were looking for em and has been traveling with an escort recently. Dont be surprised if theyre not alone.\n\nComm. Spec. Engler
Xenothreat_bounty_headhunter_desc_002=XenoThreat has placed a kill order on ~mission(TargetName). A known member of the Headhunters gang, ~mission(TargetName|Last) has betrayed Humankind by being a known alien ally who associates with them in both a personal and business capacity. XenoThreat wants these traitorous associations stopped immediately before they bring more alien influence to Pyro. Well pay anyone who successfully tracks down and assassinates ~mission(TargetName|Last) for these crimes against Humanity. \n\nLOCATION UPDATE: ~mission(TargetName|Last) was recently spotted with an escort at ~mission(Location|Address). \n\nComm. Spec. Engler
Xenothreat_bounty_headhunter_desc_003=XenoThreat has placed a kill order on the head of ~mission(TargetName). As a member of the Headhunters gang, ~mission(TargetName|Last) hacked into XenoThreat systems to steal information on our operations and personnel. The harm done can only be rectified by ensuring ~mission(TargetName|Last) can never do something like this again. Thats why XenoThreat will pay anyone who can track down and assassinate ~mission(TargetName|Last). \n\nLOCATION UPDATE: Recent scans identified ~mission(TargetName|Last) traveling with other ships near ~mission(Location|Address). \n\nComm. Spec. Engler
Xenothreat_bounty_headhunter_title_001=Track Down Gang Member
Xenothreat_bounty_headhunter_title_002=Track Down Traitor
Xenothreat_bounty_headhunter_title_003=Track Down Spy
Xenothreat_destroyitems_CFP_vehicle_desc_01=The armchair “activists” of Citizens for Pyro continue to try to spread their influence throughout the system. With your assistance, there is an opportunity to sever their operations at the roots.\n\nThe group is using ~mission(location|address) to distribute supplies to independents scattered around the planet. If we destroy the ~mission(ship) located there, their network will fall.\n\nBombardment would send a clear message, but Ill leave it to you to decide the means of destruction.\n\nComm. Spec. Engler
Xenothreat_destroyitems_CFP_vehicle_title_01=Supply Line Sabotage
Xenothreat_destroyitems_Hh_vehicle_desc_01=We received word that the Headhunters are planning an operation that, if successful, would severely impact our long-term goals. However, if we strike fast, theres a chance we can hamstring them before they even have a chance to begin. \n\nAs such, you are charged with destroying the ~mission(ship) located at ~mission(location|address). A precision bomb strike would be the most efficient, but lay waste to it as you please.\n\nComm. Spec. Engler
Xenothreat_destroyitems_Hh_vehicle_title_01=Preemptive Strike
Xenothreat_theft_outpost_cfp_desc_001=Leave it to the lying UEE to say theyre not involved with the operations of Citizens for Pyro simply because they “donate” supplies to a tertiary aid organization who then immediately delivers it right to them. \n\nWe just got word that one of these government aid shipments was dropped off at a Citizens for Pyro aligned outpost. Thats why well pay you to raid ~mission(Pickup1|Address) and claim the ~mission(item) for the cause. Once you deliver everything to ~mission(Dropoff1|Address) we can redistribute the shipment to help in our fight. Nothing better than using the enemies resources against them. \n\nBut dont think theyll just hand the stuff over to you. Even though Citizens for Pyro are supposedly here to bring peace, you best be prepared to go toe to toe with em. \n\nComm. Spec. Engler
Xenothreat_theft_outpost_cfp_title_001=Steal Subsidies
Xenothreat_theft_outpost_headhunters_desc_001=As much as XenoThreat has strived to make Pyro a pure haven for Humans, not everyone is aligned with our goals. Chief among them is the Headhunters, who have debased themselves by hiring an alien hauler to deliver supplies to them. We missed the chance to hit that shipment, but still want to send the message that working with aliens in any capacity will not be tolerated in this system. \n\nThat shipment was delivered to ~mission(Pickup1|Address). We want someone to hit the outpost, claim the ~mission(item), and take it to ~mission(Dropoff1|Address) so we can properly dispose of it. \n\nYou up for keeping Pyro free from alien influence?\n\nComm. Spec. Engler
Xenothreat_theft_outpost_headhunters_title_001=Repossess Supplies
Xenothreat_theft_station_cfp_desc_001=Citizens for Pyro have entrenched themselves at ~mission(Pickup1|Address). To keep them from getting too comfy at that station, we want to show them what life is really like in our system. Well pay you to hit the station, grab the ~mission(item), and kill anyone that gets in your way. \n\nPayment hinges on you delivering those supplies to ~mission(Dropoff1|Address). Anyone you kill will just be a perk. \n\nComm. Spec. Engler
Xenothreat_theft_station_cfp_title_001=Agent of Chaos
Xenothreat_theft_station_roughready_desc_001=Not sure if youd had the pleasure of dealing with the Rough & Ready, but the gang is laser focused on cornering the fuel market in Pyro. Smart play, but one we cant let happen without them providing us some concessions. Since theyre currently not interested in negotiating, were forced to show them what happens to those who oppose us.\n\nWeve identified ~mission(Pickup1|Address) as a prime target for such an attack. We also know they recently received some supplies that should be a fitting price for their obstinance. Once inside the station, do whatever you need to do to confiscate the ~mission(item). Well send payment once youve delivered them to ~mission(Dropoff1|Address). \n\nComm. Spec. Engler
Xenothreat_theft_station_roughready_title_001=Price of Business
Xian_RepUI_Area,P=[PH] Area
Xian_RepUI_Description,P=[PH] Xian Description
Xian_RepUI_Focus,P=[PH] Xian Focus
Xian_RepUI_Founded,P=[PH] N/A
Xian_RepUI_Headquarters,P=[PH] Xian Headquarters
Xian_RepUI_Leadership,P=[PH] Xian Leadership
Xian_RepUI_Name,P=[PH] Xian
ac_ui_test1=WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
ac_ui_test2=wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
acquirepart_prevent_desc=Stop someone uploading ~mission(Item).
acquirepart_prevent_dest_timer=~mission(Item) self destructs in %Is.
acquirepart_prevent_destroy=Destroy ~mission(Item).
acquirepart_prevent_marker_lastknown=Last Known Location
acquirepart_prevent_marker_prototype=~mission(Item).
acquirepart_prevent_marker_ugf=Facility
acquirepart_prevent_obj1_long=Prevent ~mission(Item) Upload.
acquirepart_prevent_obj1_short=Prevent Upload.
acquirepart_prevent_obj2_long=~mission(Item) will self destruct.
acquirepart_prevent_obj2_short=~mission(Item) Self Destructs In.
acquirepart_prevent_subobj1_long=Visit the site of crash and investigate.
acquirepart_prevent_subobj1_short=Visit Last Known Location.
acquirepart_prevent_subobj2_long=Reboot Relay to locate ~mission(Item).
acquirepart_prevent_subobj2_short=Reboot Relay.
acquirepart_prevent_title=Prevent ~mission(Item) Upload.
actor_species_banu,P=Banu
actor_species_creature_kopion=Kopion
actor_species_creature_kopion_cave=Cave Kopion
actor_species_creature_kopion_forest=Forest Kopion
actor_species_creature_kopion_savannah=Savannah Kopion
actor_species_creature_kopion_tundra=Tundra Kopion
actor_species_creature_marok=Marok
actor_species_creature_quaziGrazer=Quazi Grazer
actor_species_human=Human
actor_species_tevarin,P=Tevarin
actor_species_unknown,P=Unknown
actor_species_vanduul,P=Vanduul
actor_species_xian,P=Xi'an
ad_welcome_to=Welcome To
ad_when_duty_calls=WHEN DUTY CALLS
ad_will_you_answer=WILL YOU ANSWER?
ad_your_adventure_start_here=Your Adventure Starts Here
airlock_CLOSE=CLOSE
airlock_CLOSING_UNPRESSURISED_DOOR=SEALING
airlock_CYCLE=CYCLE
airlock_CYCLE_AIRLOCK=CYCLE AIRLOCK
airlock_CYCLING=CYCLING
airlock_CYCLING_COMPLETE=CYCLING COMPLETE
airlock_DEPRESS-URIZED=DEPRESS-\nURIZED
airlock_DEPRESSURIZED=DEPRESSURIZED
airlock_LOCKED=LOCKED
airlock_OPEN=OPEN
airlock_PRESSUR-IZED=PRESSUR-\nIZED
airlock_PRESSURIZED=PRESSURIZED
airlock_PRESS_TO_CYCLE=PRESS TO CYCLE
airlock_REQUIRES_CYCLING=CYCLING REQUIRED
alt_criminal_collect_reclaimer_desc=Need a basher who's looking for something heavy. I got a side hustle operating out of the October Rising, but it got pinched by private security while on a run. Not gonna get into the details of what it was doing out there. Let's just say I'm okay cutting ties with the ship, but there's a special package on there that I can't leave to the mercs. Client paid out serious creds, so I can't just let it drift.\n\nWant you to get aboard the October Rising, get my shit, and get out. \n\nWord is that security are still on site so you might wanna pull together a crew if you got 'em. If you're feeling really highline, shut down the nearest comm array to cover your tracks. Point is, they probably won't react well to you showing up, but just remember they aren't the priority.\n\nDrop the package off at the clinic on Grim HEX and we'll transfer the creds.
annun_COOLFAIL=COOL FAIL
annun_MISLWARN=MISL WARN
annun_PROXWARN=PROX WARN
annun_PWRHEAT=PWR HEAT
annun_PWRLOW=PWR LOW
annun_QTMFAIL=QTM FAIL
annun_RDRLOCK=RDR LOCK
annun_SHLDDOWN=SHLD DOWN
annun_THRHEAT=THR HEAT
annun_WPNHEAT=WPN HEAT
aracersurvivesrace_obj_display_01,P=Luca Brunt: Ensure ~mission(ARacerSurvivesRace) survives to the end of the race.
aracersurvivesrace_obj_long_01,P=Luca Brunt: UEC ~mission(ARacerSurvivesRaceReward) - Ensure ~mission(ARacerSurvivesRace) survives to the end of the race.
aracersurvivesrace_obj_short_01,P=Ensure ~mission(ARacerSurvivesRace) survives to the end of the race.
area_map_pu_a18_ac_tower=Arccorp Tower
area_map_pu_a18_adira_fall_apartments=Adira Falls Apartments
area_map_pu_a18_bevic_convention_center=Bevic Convention Center
area_map_pu_a18_centre=A18 Centre
area_map_pu_a18_empire_health_service=Empire Health Hospital
area_map_pu_grimhex=GrimHex
area_map_pu_grimhex_habitation=GrimHex Habitation
area_map_pu_grimhex_hospital=GrimHex Hospital
area_map_pu_lorville_cbd=Central Business District
area_map_pu_lorville_commerce_line_central_station=Central Station
area_map_pu_lorville_commerce_line_teasa_spaceport=Teasa Spaceport
area_map_pu_lorville_huston_dynamics_showcase=Huston Dynamics Showcase
area_map_pu_lorville_l19=Lorville L19
area_map_pu_lorville_l19_residences=L19_Residences
area_map_pu_lorville_maria_pure_of_heart,P=Maria Pure Of Heart Hospital
area_map_pu_lorville_metro_center_east_Line=Transit City Gates 01 - 03
area_map_pu_lorville_metro_center_metro_center=Metro Center
area_map_pu_lorville_metro_center_spaceport,P=Teasa Spaceport
area_map_pu_lorville_metro_center_west_Line=Transit City Gates 04 - 06
area_map_pu_lorville_metro_central_line_business_district,P=Transit Central Station
area_map_pu_lorville_metro_central_line_leavsden_station=Transit Leavsden Station
area_map_pu_lorville_space_port_new_deal=New Deal
area_map_pu_newbab_brentworth_care_center=Brentworth Care Center
area_map_pu_newbab_common=The Commons
area_map_pu_newbab_factory_line=Factory Line
area_map_pu_newbab_metroloop_access=MT Metroloop Access
area_map_pu_newbab_nest_Apartments=The Nest Apartments
area_map_pu_newbab_promenade=The Promenade
area_map_pu_newbab_the_aspire_grand=The Aspire Grand
area_map_pu_orison_august_dunlow_spaceport=August Dunlow Spaceport
area_map_pu_orison_cloudview_center=Cloudview Center
area_map_pu_orison_green_circle_apartments=Green Circle Apartments
area_map_pu_orison_orison_general_hospital=Orison General Hospital
area_map_pu_orison_providence_industrial_platform=Providence Industrial Platform
area_name_cargo=Cargo Deck
area_name_cargo_shop=Cargo Supplies
area_name_clinic=Clinic
area_name_docking_arm=Docking
area_name_docking_arm_bridge=Docking Arm
area_name_docking_arm_lobby=Docking Lobby
area_name_ext_transit=External Transit
area_name_fdcrt_bar=Bar
area_name_fdcrt_ellroys=Ellroy's Coffee
area_name_fdcrt_gen_sml_brt=Burritos
area_name_fdcrt_gen_sml_htdg=Hot Dogs
area_name_fdcrt_gen_sml_jce=Juice
area_name_fdcrt_gen_sml_ndle_a=Noodle Stall
area_name_fdcrt_gen_sml_ndle_b=Noodle Shop
area_name_fdcrt_gen_sml_pza=Pizza
area_name_foodcourt=Food Court
area_name_galleria=Galleria
area_name_hab_flr_001=First Floor
area_name_hab_flr_002=Second Floor
area_name_hab_flr_003=Third Floor
area_name_hab_flr_004=Fourth Floor
area_name_hab_flr_005=Fifth Floor
area_name_hab_flr_006=Sixth Floor
area_name_hab_flr_007=Seventh Floor
area_name_hab_flr_008=Eight Floor
area_name_hab_flr_009=Nine Floor
area_name_hab_flr_010=Tenth Floor
area_name_hab_flr_011=Eleventh Floor
area_name_hab_flr_012=Twelfth Floor
area_name_hab_flr_013=Thirteenth Floor
area_name_hab_flr_014=Fourteenth Floor
area_name_hab_flr_015=Fifteenth Floor
area_name_hab_transit=Hab Transit
area_name_habs=Habitation
area_name_int_transit=Internal Transit
area_name_refinery=Refinery Deck
area_name_ser_pltnm_bay_sml_c=Platinum Bay
area_name_shop_admin=Administration
area_name_shop_armor_gen_sml_a=Armor Shop
area_name_shop_armor_gen_sml_b=Armor Shop
area_name_shop_casaba=Casaba Outlet
area_name_shop_clth_gen_sml=Clothing
area_name_shop_med_a=Medical Supplies
area_name_shop_prsnl_wpn_sml_c=Live Fire Weapons
area_name_shop_refin_admin_lge_001=Refinery Admin
area_name_shop_ship_wpn_gen_sml_a=Ship Weapons
area_name_viewroom=Observation Lounge
assassin_danger_0001=If even half the rumors about them are true, you're going to want to take them out long before they see you coming. 
assassin_danger_0002=Apparently, this is supposed to be one of the more dangerous hitters in the sector. Do not make the mistake of underestimating them. 
assassin_danger_0003=Make sure to bring your full arsenal when you go hunting. Something tells me you might need it to take them down. 
assassin_danger_0004=Word of warning, no way someone like ~mission(TargetName|Last) is going down easy. You want to take them out? Do it hard and fast. 
assassin_danger_0005=While you should be careful, cause you never know - my guess is that ~mission(TargetName|Last) is gonna drop easy. Poor sod chooses to fly solo and hardly ever bothers with anything more than a few escorts. 
assassin_danger_0006=As for gearing up for this little job, you shouldn't need anything out of the ordinary. ~mission(TargetName|Last) prefers to fly alone. I mean, for a real special occasion they might travel with a friend or two, but I'd be surprised.  
assassin_danger_0007=Apparently, there's a good chance this scav's not gonna be traveling alone either. Seems that their little multicrew ship hardly ever flies without at least one or two friends along for the trip.  
assassin_danger_0008=Word is that the small multicrew ship ~mission(TargetName|Last) captains is being guarded by a few hired escorts. Can't say for sure if it's true, but good to be careful just in case.  
assassin_danger_0009=Rumor has it that ~mission(TargetName|Last) typically travels with a full escort so be ready to hit hard. Even if you do get lucky and catch them alone, you'll still have their ship to deal with and supposedly they captain a bit of a beast. 
assassin_danger_0010=Make sure to bring your full arsenal when you go hunting. Since ~mission(TargetName|Last) usually captains a bigger multicrew ship and springs the extra credits for escort, something tells me you might need the extra firepower. 
assassin_desc=~mission(Contractor|AssassinationDescription)
assassin_desc_0001=Looking for someone who doesn't mind getting their hands dirty. Not talking guild work or anything, just someone who's good enough to aim and squeeze. Got some good creds available to see ~mission(TargetName) permanently gone. \n\nStart looking at ~mission(Location). ~mission(MultiPlayer)~mission(Contractor|AssassinationTimed) ~mission(Danger)
assassin_desc_0002=Got a mess that needs cleaning up. Paying solid credits for it too. The mess goes by the name of ~mission(TargetName). ~mission(Danger) \n\nBuddy of mine saw them around ~mission(Location), but the rest is up to you. ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
assassin_desc_0003=There's a price on ~mission(TargetName)'s head. ~mission(MultiPlayer)Credits go to whoever bags the bastard first. ~mission(Contractor|AssassinationTimed) I'd recommend starting at ~mission(Location) but hey, don't let me tell you how to do your job. ~mission(Danger)
assassin_desc_0004=Guess who just got themselves placed onto the 'no-breathe-list'? Some dragger named ~mission(TargetName). Yeah, I never heard of them either, but better them than us, right? \n\n~mission(Danger) ~mission(MultiPlayer)Word is they've been haunting ~mission(Location) lately, so you'll probably want to start there. ~mission(Contractor|AssassinationTimed)Good luck.
assassin_desc_0005=I don't know what ~mission(TargetName) did, but they sure pissed off the wrong people. Credits go to whoever can give them a last lesson in manners straight through the head. ~mission(Danger) \n\nThere isn't much to go on, just some scattered sightings around ~mission(Location), so maybe start there. ~mission(Contractor|AssassinationTimed)~mission(MultiPlayer)One last thing, the client wants you to say '~mission(Phrase).' when the trigger's pulled. Don't ask. Just do it.
assassin_desc_0006=~mission(TargetName) is breathing borrowed air. Time's come to punch their ticket for good. ~mission(Contractor|AssassinationTimed) I can give you ~mission(Location) but you have to provide your own transport and clean weapons. ~mission(Danger) ~mission(MultiPlayer)
assassin_desc_0007=You know how they say the good die young? It's definitely true in this case. A hit's been put out on ~mission(TargetName), a local security thug that's hellbent on being a hero. ~mission(Contractor|AssassinationTimed) ~mission(Danger) ~mission(MultiPlayer)
assassin_desc_0008=Why don't these security assholes ever learn to mind their own damn business? It's like they want to get murdered. Especially this one. Name's ~mission(TargetName). Been stirring up huge trouble lately, but you're gonna put a permanent end to that.\n\n~mission(Contractor|AssassinationTimed) ~mission(MultiPlayer) ~mission(Contractor|AssassinationDanger) Knowing these security types, don't be surprised if they call for back up.
assassin_desc_0009=About time someone put ~mission(TargetName) in their place. This security hackjob's been taking bribes to look the other way, but the greedy little idiot decided to raise the rates. Big mistake! \n\nNow instead of those credits going to pay the smug bastard off, they're being used to pay you to murder their ass. That's some poetic justice right there. ~mission(Danger) ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
assassin_desc_0010=This bounty hunter by the name of ~mission(TargetName) made the mistake of messing with the wrong crew. They're looking to even the score and are offering pretty decent creds to whoever does the deed. ~mission(Danger) ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
assassin_desc_0011=I love it. This is one of those classic 'the hunter has become the hunted' scenarios you always see on the spec. \n\nA big bounty's been placed on the head of bounty hunter ~mission(TargetName). ~mission(Danger) It'll be interesting to see how they like it when they tables are turned. ~mission(MultiPlayer) ~mission(Contractor|AssassinationTimed)
assassin_desc_easy=~mission(Contractor|AssassinationEasyDescription)
assassin_desc_first=Listen, I know you don't know me, but that's kinda the point of this little experiment. We're just two complete strangers helping each other out. \n\nHere's how this works - I give you a name. ~mission(TargetName), for example. Then I'll tell you a place: ~mission(Location). Now, if by some complete and utter coincidence, they wind up shot to death a little while later, a bunch of credits will mystically appear in your account. Long story short, ~mission(TargetName|NickOrFirst) has some bad luck, you have some good luck. Everybody's happy.\n\nOf course, there are plenty of other people eager for the help of a dependable stranger and if you do a good job here, I'll make sure they know you're the stranger to talk to.\n\nGood luck out there.
assassin_desc_hard=~mission(Contractor|AssassinationHardDescription)
assassin_desc_medium=~mission(Contractor|AssassinationMediumDescription)
assassin_fps_boss_obj_HUD_01=Hostiles Remaining: %ls
assassin_fps_boss_obj_long_01=Draw out ~mission(TargetName) by eliminating enough hostile forces.
assassin_fps_boss_obj_short_01=Eliminate Hostiles To Draw Out Target
assassin_fps_obj_long_01=Find ~mission(TargetName) at ~mission(Location|Address).
assassin_fps_obj_short_01=Go To ~mission(Location)
assassin_fps_targetonly_obj_long_01=Limit focus to the target and do not cause collateral damage.
assassin_fps_targetonly_obj_short_01=No Collateral Damage
assassin_from=~mission(Contractor)
assassin_from_first=< / CONTACT BLOCKED / >
assassin_location_0001=the coordinates where they were last spotted
assassin_location_0002=their last known location
assassin_location_0003=where they like to hang out
assassin_location_0004=one of the spots they're known to frequent
assassin_multiplayer_0001=Probably worth it to mention you might run in to some competition out there since this isn't an exclusive contract. 
assassin_multiplayer_0002=This contract is non-exclusive. First-come, first-serve. 
assassin_multiplayer_0003=And just so you know, you most likely won't be the only one on the hunt since the ~mission(Client) made this an open contract. 
assassin_multiplayer_0004=You should expect there to be some stiff competition on this. A lot of people out there are eager to see this scum dead once and for all. 
assassin_obj_long_01=Search for ~mission(TargetName) at ~mission(Location).
assassin_obj_long_02=Eliminate ~mission(TargetName).
assassin_obj_marker_01=~mission(TargetName)
assassin_obj_marker_02=Target
assassin_obj_short_01=Locate the Target
assassin_obj_short_02=Eliminate the Target
assassin_phrase_0001=The blue dancer says hello
assassin_phrase_0002=Return to sender
assassin_phrase_0003=Tio sends his regards
assassin_phrase_0004=See you in hell
assassin_phrase_0005=This is for Martha
assassin_phrase_0006=Looks like your birthday came early this year
assassin_phrase_0007=Surprise
assassin_sync_desc=~mission(Contractor|AssassinSyncDescription)
assassin_sync_from=~mission(Contractor|AssassinSyncFrom)
assassin_sync_marker_01=~mission(TargetName)
assassin_sync_marker_02=~mission(TargetName2)
assassin_sync_marker_03=Eliminate
assassin_sync_obj_display_01=Time Remaining: %ls
assassin_sync_obj_long_01=Simultaneously eliminate ~mission(TargetName) and ~mission(TargetName2). As soon as one target is attacked you will have until time runs out to eliminate both targets.
assassin_sync_obj_short_01=Eliminate All Targets
assassin_sync_subobj_long_01a=Eliminate ~mission(TargetName).
assassin_sync_subobj_long_01b=Eliminate ~mission(TargetName2).
assassin_sync_title=~mission(Contractor|AssassinSyncTitle)
assassin_timed_0001=You drag your feet on this, don't be surprised if they vanish.
assassin_timed_0002=With a slippery bastard like this, you might only have a limited window of opportunity to hit them before they go to ground. 
assassin_timed_0003=Need this taken care of yesterday. Drop everything and get it done now. 
assassin_timed_0004=Urgent's an understatement on this one. Client's already comm'd me three times to ask if it's done yet. 
assassin_title=~mission(Contractor|AssassinationTitle)
assassin_title_0001=Neutralize Threat
assassin_title_0002=Cleaning House
assassin_title_0003=Hunting Party
assassin_title_0004=Wet Work
assassin_title_0005=Eliminate a Problem
assassin_title_0006=Funeral Arrangements
assassin_title_0007=Special Delivery for ~mission(TargetName)
assassin_title_0008=Eliminate ~mission(TargetName)
assassin_title_easy=~mission(Contractor|AssassinationEasyTitle)
assassin_title_first=Helpful Stranger
assassin_title_hard=~mission(Contractor|AssassinationHardTitle)
assassin_title_medium=~mission(Contractor|AssassinationMediumTitle)
assassination_desc=~mission(Contractor|AssassinationDescription)
assassination_from=~mission(Contractor|AssassinationFrom)
assassination_obj_long_01=Search for ~mission(TargetName) at the coordinates provided.
assassination_obj_long_02=Eliminate ~mission(TargetName).
assassination_obj_marker_01=~mission(TargetName)
assassination_obj_marker_01a=Target's Last Location
assassination_obj_marker_02=Target
assassination_obj_short_01=Locate Target
assassination_obj_short_02=Eliminate Target
assassination_title=~mission(Contractor|AssassinationTitle)
asteroidfield_desc_Shared=A registered asteroid cluster. All rights reserved. Unless otherwise indicated, all mined materials found here are the property of the claim holder.
atmGas_ActorStatus_Toxic,P=Toxic
atmPressure_ActorStatus_Danger,P=Danger! Pressure damage!
atmPressure_ActorStatus_Ok,P=Pressure OK
atmPressure_ActorStatus_Warning,P=Warning high pressure!
atmPressure_HUD_Danger,P=Danger! Pressure too high!
atmPressure_HUD_Warning,P=External Pressure Warning!
basesweep_ChildEliminateAll_ClearLocation_HUD=Hostiles Remaining at ~mission(Location|Name): %ls
basesweep_ChildEliminateAll_ClearLocation_HUD_01=No Hostiles Remaining at This Location
basesweep_ChildEliminateAll_ClearLocation_Long=Neutralize all hostiles at ~mission(Location|Address).
basesweep_ChildEliminateAll_ClearLocation_Short=Clear ~mission(Location|Name)
basesweep_ChildEliminateAll_ReachLocation_HUD=Eliminate all hostiles at ~mission(Location|Name)
basesweep_ChildEliminateSpecific_KillTarget_HUD=Target at This Location Eliminated
basesweep_MultiEliminateAll_ClearLocations_HUD=Total Remaining Hostiles: %ls
basesweep_MultiEliminateAll_ClearLocations_HUD_01=Clear All Sites of Hostiles
basesweep_MultiEliminateAll_ClearLocations_HUD_02=Clear Remaining Sites of Hostiles
basesweep_MultiEliminateAll_ClearLocations_Long=Clear all sites of hostiles.
basesweep_MultiEliminateAll_ClearLocations_Short=Clear all sites
basesweep_MultiEliminateSpecific_KillTargets_HUD=Total Remaining Targets: %ls
basesweep_MultiEliminateSpecific_KillTargets_HUD_01=Eliminate Each Target
basesweep_MultiEliminateSpecific_KillTargets_HUD_02=Eliminate Each Remaining Target
basesweep_MultiEliminateSpecific_KillTargets_Long=Neutralize the target at each location.
basesweep_MultiEliminateSpecific_KillTargets_Short=Neutralize all targets
basesweep_additionaltargets=Additional Targets Detected
basesweep_desc=~mission(Contractor|BaseSweepDescription)
basesweep_failreason_LeftArea=Contractors Left Area
basesweep_from=~mission(Contractor|BaseSweepFrom)
basesweep_obj_long_01=Clear ~mission(Location|Address) of all hostiles.
basesweep_obj_long_02=Reach ~mission(Location|Address).
basesweep_obj_marker_01=Eliminate Hostiles
basesweep_obj_marker_02=Eliminate Hostiles
basesweep_obj_short_01=Clear ~mission(Location) of All Hostiles
basesweep_obj_short_02=Reach ~mission(Location|Address)
basesweep_obj_short_02a=Hostiles Remaining: %ls
basesweep_obj_target=Eliminate Target
basesweep_title=~mission(Contractor|BaseSweepTitle)
bitzeros_RetrieveConsignment_desc_001=Hey,\n\nSome interesting intel just spun into our orbit. Seems ~mission(location|address) got some confidential materials delivered to them on the sly. Anything theyre going those lengths to hides got to be worth something, right? Thats why were shelling out primo creds to anyone willing to breach the facility, snag the confidential materials, and drop them off at ~mission(dropoff1|address) for us.\n\nGonna be honest with you, part of why were not doing this one ourselves is its probably gonna be a mess. See, the confidential materials arrived alongside other boxes in a consignment now stored in their automated vault and the retrieval codes for that are only generated on-site. That means no remote hacking. Our source claims senior staff carry datapads with the codes on it, so youll have to liberate datapads off them before using the codes at the package conveyor to retrieve the boxes. \n\nBut the gigs got some perks. The consignment includes other crates that we dont really give a crap about that are probably worth something too. \n\nSo what do you say?\n\n- Bit Zeros \n
bitzeros_RetrieveConsignment_title_001=Secret Locker Loot
bitzeros_dataheist_desc_01=I need some muscle to help me hit ~mission(location|address). Its an easy job that shouldnt take more than twenty minutes. All you gotta do is get tap into the facilitys mainframe, let me into the system, and make sure nobody interferes while I rip through 3 of their servers.\n\nThere are guards on-site, but if youre quick you should be able to get out before the heavies arrive. And for this job, I'll be able keep track of their cybersecurity team remotely and flag any sabotaged servers for you to fix. Can't afford to lose too many. \n\nAs for the mainframe, they should have a way to access it on site, but it wouldnt be a bad idea to take a cryptokey in case you need to hack your way in. Usually, this kind of job requires a crew, but I figure you could probably solo this one and keep more of the creds for yourself. Dont really care either way as long as it gets done.\n\n57 65 65 76 69 6c
bitzeros_dataheist_desc_02=Got some more info that needs liberating at ~mission(location|address) and I was hoping youd be my hands on the scene.\n\nAs usual, youll need to help me get into their network by finding a way to access the mainframe on site or by bringing a cryptokey. Once my link is secure, Im expecting you to keep things in order until Ive pulled data from 4 of their servers. \n\nNow, Im gonna be blind as far as any security goes, so you and whoever you bring will need to keep an eye on the servers yourself. We can lose a few of them, but any more than that and this jobll be a bust.\n\nThe pay should be enough to cover you and the other person you convince to tag along.\n\nLets make it happen,\n57 65 65 76 69 6c
bitzeros_dataheist_desc_03=Got another job ready to pull the trigger on, though it might be a little tougher than usual. I need to rip 5 servers worth of data from ~mission(location|address).\n\nSame plan as usual. Find a way into the mainframe on site or hack your way in with a cryptokey, then make sure security doesnt interfere with the servers while I pull the data. Now, unfortunately, Im expecting them to be much more responsive than usual. If they catch wind of someone poking around, they might try to remotely take down their own servers to keep us from getting to them.\n\nMake sure to take a couple people you can trust with you, this wont be the kind of job you can just wing on your own and I wont be caught out just because youre feeling cocky.\n\n57 65 65 76 69 6c
bitzeros_dataheist_desc_04=Got something big in the works. I know youre skilled enough to pull this off, but it wont be easy. I need you to raid ~mission(location|address) while I hook in and download the facilitys data.\n\nOnce you get me mainframe access, youll have to guard the servers out until I get the data off 6 of them. Make sure youre ready to dig in because the transfers gonna take about 40 minutes, during which youll need to deal with their onsite and remote security trying to shut us down any way they can.\n\nYou should bring some friends too. I cant see you pulling this off without at least 3 other people to help protect the upload. And just so you know, If I dont get the data from all 6 servers, none of us will get paid.\n\n57 65 65 76 69 6c
bitzeros_dataheist_desc_05=Ready for a big score? Got word that theres valuable intel being kept at ~mission(location|address) and were gonna steal it.\n\nI want you to put a team together of at least 4 people and get me into the mainframe so I can pull data from 7 of their servers. Ripping that much data is gonna take at least 45 minutes, so make sure youre geared up for a long one.\n\nIts a safe bet that their securitys going to throw everything they can to stop us and since we cant afford to lose more than a couple servers, theyve got the advantage.\n\nAs usual, this is an all or nothing kind of situation. If I dont get through all 7 servers, you dont get any credits. I get what I need, we all get rich.\n\n57 65 65 76 69 6c
bitzeros_dataheist_title_01=Easy Data Grab at ~mission(location)
bitzeros_dataheist_title_02=Quick Data Grab at ~mission(Location)
bitzeros_dataheist_title_03=Data Grab at ~mission(Location)
bitzeros_dataheist_title_04=Heavy Data Grab at ~mission(Location)
bitzeros_dataheist_title_05=Massive Data Grab at ~mission(Location)
bitzeros_dataheist_tutorial_desc_01=I need some muscle to help me hit ~mission(location|address). Its an easy job that shouldnt take more than twenty minutes. All you gotta do is get tap into the facilitys mainframe, let me into the system, and make sure nobody interferes while I rip through 3 of their servers.\n\nThere are guards on-site, but if youre quick you should be able to get out before the heavies arrive. And for this job, I'll be able keep track of their cybersecurity team remotely and flag any sabotaged servers for you to fix. Can't afford to lose too many. \n\nAs for the mainframe, they should have a way to access it on site, but it wouldnt be a bad idea to take a cryptokey in case you need to hack your way in. Usually, this kind of job requires a crew, but I figure you could probably solo this one and keep more of the creds for yourself. Dont really care either way as long as it gets done.\n\n57 65 65 76 69 6c
bitzeros_dataheist_tutorial_title_01=Easy Data Grab at ~mission(location)
blacJac_bounty_desc_001=ATTN: Bounty Hunters\n\nGot a bounty that needs to be collected on ~mission(TargetName). \n~mission(Contractor|BountyTimed)~mission(Danger)\n\nGet out there, find the bastard, and lets make sure they can't cause any more trouble for ArcCorp.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacJac_bounty_desc_002=ATTN: Bounty Hunters\n\nSeems ~mission(TargetName) has been up to no good and got a nasty ol' bounty placed on their head. Think you can find them and collect? \n~mission(Contractor|BountyTimed)~mission(Danger)\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacJac_bounty_desc_003=ATTN: Bounty Hunters\n\nNew bounty just came in for one ~mission(TargetName). Need them located and apprehended.\n~mission(Contractor|BountyTimed)~mission(Danger)\n\nGood luck with this one,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacJac_bounty_desc_intro_001=ATTN: Bounty Hunters\n\nAn individual know as ~mission(TargetName) has been causing trouble for the good people of ArcCorp. \n\nAll our regular staff is busy taking care of more serious issues, so BlacJac is looking to audition some new bounty talent.\n \nIf you're interested, go ahead and track down and apprehend ~mission(TargetName|Last). ~mission(Contractor|BountyTimed)~mission(Danger)\n\nPull this off and BlacJac will be very greatful.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacJac_bounty_title_001=Wanted by ArcCorp: ~mission(TargetName)
blacJac_bounty_title_E=Wanted by ArcCorp: ~mission(TargetName) (CS2)
blacJac_bounty_title_H=Wanted by ArcCorp: ~mission(TargetName) (CS4)
blacJac_bounty_title_M=Wanted by ArcCorp: ~mission(TargetName) (CS3)
blacJac_bounty_title_VE=Wanted by ArcCorp: ~mission(TargetName) (CS1)
blacJac_bounty_title_VH=Wanted by ArcCorp: ~mission(TargetName) (CS5)
blacJac_bounty_title_intro_001=Bounty Hunter Trial Contract
blacjac_RetrieveConsignment_desc_001=ATTN: Mercenaries with Cargo Handling Experience\n\nNine Tails are currently assaulting one of our facilities at ~mission(Location|address). As they just received a delivery of confidential materials, we dont believe this is a coincidence. BlacJac needs someone to hurry to the location and secure these important boxes before the Nine Tails do. You are authorized to use lethal force against any who attempt to stop you. \n\nAs part of our standard security protocol, the confidential materials were integrated into another consignment and secured in the automated vault. Youll need to find the relevant retrieval codes for the confidential materials and enter it at the package conveyor to retrieve the boxes. Retrieval codes are stored locally on datapads and only given to high-ranking staff. Hopefully theyre alive to help you, but considering the complete comms blackout, we fear thats not the case. There's a chance Nine Tails have already gotten their hands on the datapads. \n\nOnce youve gathered all the confidential materials, they will need to be delivered to ~mission(dropoff1|address). Payment is contingent upon their delivery.\n\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_RetrieveConsignment_title_001=Protect Site and Procure Confidential Materials
blacjac_UGF_defend_E_desc_001=ATTN: Verified Mercenary Operators\n\nOne of the sites under BlacJacs purview has been clashing with a few local outlaws. We would like you to head down to ~mission(Location|Address) and secure the site from these hostile threats.\n\nFrom the early reports, I expect this will be a fairly straightforward matter, but if it makes you feel better, feel free to recruit a team to provide you with extra support.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_UGF_defend_E_title_001=Defend Site From Minor Threat
blacjac_UGF_defend_S_desc_001=ATTN: Verified Mercenary Operators\n\nUnfortunately, BlacJac has received credible intel that a well-armed force is planning to make a move against ~mission(Location|Address). I need you to organize a team capable of protecting the site.\n\nFrom what we've heard, the attackers are highly-trained and very motivated, so don't even think about trying to handle this yourself. If youre going to be successful, recruiting a team of skilled mercenaries is a must.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_UGF_defend_S_title_001=Defend Site From Extreme Threat
blacjac_UGF_defend_VE_desc_001=ATTN: Verified Mercenary Operators\n\nIt seems that ~mission(Location|Address) has been receiving threats from a couple of local thugs. BlacJac is looking to have you go down there and protect the site from these outlaws.\n\nNone of the criminals in questions have much of a record, so they shouldnt pose too much of a threat. That said, having a few other mercs along to watch your back is never a bad idea.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_UGF_defend_VE_title_001=Guard Duty
blacjac_UGF_defend_VH_desc_001=ATTN: Verified Mercenary Operators\n\nIve received a report that some operators are planning on making a move against ~mission(Location|Address). BlacJac wants you to put a team together and defend the site from this dangerous threat.\n\nIt is strongly recommended that you do not attempt to do this contract solo. Hiring a team of skilled mercenaries to provide support would be the smartest route.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_UGF_defend_VH_title_001=Defend Site From Dangerous Threat
blacjac_UGF_defend_desc_001=ATTN: Verified Mercenary Operators\n\nWeve gotten word that some local muscle have been making threats against ~mission(Location|Address). BlacJac is looking to have you put a team together and protect the site from these hostile threats.\n\nAnd as much as we all love credits, I dont recommend trying to do this one solo. Hiring a team to come along would be beneficial to your livelihood.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_UGF_defend_title_001=Defend Site From Threat
blacjac_UGF_destroy_E_desc_001=ATTN: Verified Mercenary Operators\n\nIt seems theres a new operator trying their hand at manufacturing drugs over at ~mission(Location|Address), but the product theyre putting out is extremely toxic. \n\nWere sorting through how to handle the arrests, but the important thing is to prevent any more of their supply getting distributed. I need you to get down there and destroy the drugs theyre storing on site.\n\nThere's a good chance the facility isn't abandoned, so you might run into these thugs when you head down there, so be ready for a fight. But if their gun skills are anything like their chemistry, it probably wont be much of one. \n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_UGF_destroy_E_title_001=Wipe Out Drug Stash
blacjac_UGF_destroy_H_desc_001=ATTN: Verified Mercenary Operators\n\nSome enterprising chemists have cooked up a new product that is twice as potent and twice as deadly as the normal stuff. We were able to trace some samples back to the source over at ~mission(Location|Address). \n\nBlacJac wants you to head down ASAP to destroy the entire batch before it can hurt any more of the population. We can worry about making arrests later.\n\nFrom everything we know about this crew, you should expect to meet heavy resistance while attempting to clear out the stash.\n\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_UGF_destroy_H_title_001=Destroy Dangerous Drugs
blacjac_UGF_destroy_desc_001=ATTN: Verified Mercenary Operators\n\nWe got word that a syndicate spiked a rivals drug package and its causing chaos on the streets. Forensics have identified the source, a production facility over at ~mission(Location|Address). Word is the drug manufacturers dont even know they have a poisoned crop on their hands.\n\nWere sorting through how to handle the arrests, but the important thing is to get this crap off the streets now. I need you to get down there and destroy the drugs theyre storing on site.\n\nThey wont be happy about it, so youll probably have a fight on your hands, but the important thing is clearing out the product.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_UGF_destroy_title_001=Clear Out Drugs
blacjac_UGF_eliminateall_allies_desc_001=ATTN: Verified Mercenary Operators\n\nWeve gotten word from the security team at ~mission(Location|Address) that some of the local scum have been launching attacks. BlacJac is looking to have you go to the site and assist in protecting it from hostile threats.\n\nMake sure you check your fire down there. I don't want to hear about any blue-on-blue incidents.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_UGF_eliminateall_allies_desc_intro=ATTN: Verified Mercenary Operators\n\nBlacJac is seeking to expand our roster of security professionals. To evaluate if youre a good match, we would like you to provide support at ~mission(Location|Address) as they've been having issues with some hostiles in the area.\n\nIf you are able to assist in protecting the site and eliminating the threat, we will be able to offer you more security work.\n\nNote that Friendly fire incidents will not be tolerated.\n\nGood luck,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_UGF_eliminateall_allies_desc_rehire=ATTN: Former Mercenary Operator\n\nIm aware that BlacJac stopped offering security work, but due to staffing changes it was decided to offer you another chance.\n\nWeve gotten word that ~mission(Location|Address) needs some assistance dealing with a local outlaw gang. BlacJac is looking to have you go to the site and assist in eliminating this threat.\n\nAnd since youre already on thin ice as is, I dont want to hear that you were involved in any friendly fire incidents.\n\nIf youre able to pull this operation off, we can see about getting you reinstated.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_UGF_eliminateall_allies_title_001=Protect Site
blacjac_UGF_eliminateall_allies_title_intro=Protect Site Trial Contract
blacjac_UGF_eliminateall_allies_title_rehire=Protect Site Trial Contract
blacjac_UGF_eliminateall_desc_001=ATTN: Verified Mercenary Operators\n\nWeve gotten word that ~mission(Location|Address) is being used by some local criminals as a base of operations. BlacJac needs the site swept and any inhabitants cleared out of there. \n\nYou are authorized to use lethal force if necessary.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_UGF_eliminateall_nocivs_desc_001=ATTN: Verified Mercenary Operators\n\nWeve gotten word that ~mission(Location|Address) is being used by some local criminals as base of operations. BlacJac is looking to have you sweep the site and clear out any hostiles. \n\nOur early reports show that theres a good chance that the gang will have some civilians working for them on-site. We're not looking to be making headlines here, so try to remember that you are only cleared to engage with confirmed hostiles. \n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_UGF_eliminateall_title_001=Clear Out Site
blacjac_basesweep_desc_01=ATTN: Verified Mercenary Operators\n\nBlacJac is contracting operators to help us clear ~mission(Location|Address) of illegal occupants. Initial requests to vacate were met with violent hostility, so we're hoping that sending in mercs will be a bit more convincing. Just be prepared to deal with some well-armed resistance.\n\nGood luck,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_basesweep_title_01=Clear Out Trespassers
blacjac_bounty_desc_ERT=ATTN: Bounty Hunters\n\nYou might have heard of ~mission(TargetName) before. Theyre an extreme-risk target and theyve been making headlines recently. The hope is youll be able to put together a response team and help BlacJac shut them down for good. Our most recent intel has their sub-capital ship and heavily armed escorts flying over at ~mission(Location|Address).\n \nId recommend making sure youve got an up-to-date imprint before heading out. Just in case. \n\nGood luck,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_bounty_desc_HRT=ATTN: Bounty Hunters\n\nYour next bounty, ~mission(TargetName), is definitely considered a high-risk target for good reason. Theyre known to travel with some serious firepower and are escorted by enough protection to make anyone think twice about picking a fight.\n\nSources indicate that ~mission(TargetName|Last) is hiding out over at ~mission(Location|Address). When you head out to track them down, just make sure youre prepared. Might even think about bringing along some backup yourself. \n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_bounty_desc_LRT=ATTN: Bounty Hunters\n\nBounty came in for a low-risk target by the name of ~mission(TargetName). The target themselves isnt all that much to worry about, but it seems that they typically fly in a pack, so theres a high chance theyll have a few friends along when you track them down.\n\nSpeaking of, Id start the hunt over at ~mission(Location|Address) since we have reports of them being spotted in the area.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_bounty_desc_MRT=ATTN: Bounty Hunters\n\nNeed you to sort out ~mission(TargetName), a moderate-risk bounty last seen at ~mission(Location|Address) flying a small, multicrew ship. \n\nWe werent able to get details on exactly what they were piloting, but it seems they did have a few other ships with them. Be ready for a fair bit of resistance when you come calling.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_bounty_desc_VHRT=ATTN: Bounty Hunters\n\nBlacJac just got word that a very high-risk target, ~mission(TargetName), was spotted moving through the flight lanes over at ~mission(Location|Address) piloting a formidable ship with a heavy escort. \n\nWe want this bounty closed out before they commit any more crimes. Gather whatever resources or support you need, and head out as soon as you can.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_bounty_desc_VLRT=ATTN: Bounty Hunters\n\nGot a very low-risk target I need you to take care of: ~mission(TargetName).\n\nTheir last known location was ~mission(Location|Address).\n\nThis is a low threat bounty, so I expect you to be able to clear it pretty fast. They typically fly a small ship and dont have very many known acquaintances. It doesn't get much more straightforward than that.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_bounty_desc_intro=ATTN: Bounty Hunters\n\nNot sure if youre interested, but BlacJac is looking to expand our roster of bounty hunters. We got more jobs than our current contractors can handle, so Im hoping that you might be able to help pick up some of the slack. \n\nYour qualifications look good on paper, but before we make anything official, BlacJac needs to see how you perform in the field firsthand. Even got a test case all lined up we want you to sort out ~mission(TargetName). They were last seen at ~mission(Location|Address). Should be a fairly straightforward bounty without too much resistance. Perfect thing to sharpen your teeth on.\n\nGood luck,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_bounty_desc_rehire=ATTN: Former BlacJac Bounty Hunter\n\nI know your last sting bounty hunting for BlacJac didnt go well, but a soaring caseload means that you are lucky enough to get another chance.\n\nIf you're able to complete the bounty on ~mission(TargetName) over at ~mission(Location|Address) then we can see about getting you reinstated.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
blacjac_bounty_fps_UGF_bountyonly_desc_001=ATTN: Bounty Hunters\n\nGot a bounty for you. Goes by the name of ~mission(TargetName). If you hurry, you should be able to find them at ~mission(Location|Address). \n\nNow, they wont be alone there, but I need you to keep this job on the subtle side of things. Do whatever you have to do with the bounty, but I dont want any other casualties. \n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_bounty_fps_UGF_desc_001=ATTN: Bounty Hunters\n\nGot a bounty that needs to be collected on ~mission(TargetName). The bastard is hiding over at ~mission(Location|Address) with a bunch of other scum, so be careful going in.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_bounty_fps_UGF_nocivs_desc_001=ATTN: Bounty Hunters\n\nNeed you to grab a bounty by the name of ~mission(TargetName) at ~mission(Location|Address). While there may be other criminal accomplices at the scene, I want you to be mindful of any civilians or workers who might be there.\n\nI got enough to deal with, so I dont need to be explaining why a contractor shot a bunch of civilians.\n\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_bounty_fps_desc_001=ATTN: Bounty Hunters\n\nBlacJac has a bounty that needs to be collected. Perp goes by: ~mission(TargetName). \n\nBeen able to track them down to ~mission(Location|Address) but we don't have a full assessment of what the conditions are like on the ground, so use caution entering the site.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_bounty_fps_desc_first=ATTN: Bounty Hunters\n\nI have more bounties than I have bounty hunters at the moment, so I'm looking to expand our roster. \n\nIf you do a good job on this first one, there'll be more contracts to follow. \n\nLet's see how you do trying to deal with the bounty on ~mission(TargetName). They're believed to be hiding over at ~mission(Location|Address). \n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_bounty_fps_desc_rehire=ATTN: Former BlacJac Bounty Hunter\n\nI know BlacJac stopped giving you bounty contracts, but times change and here we are giving you another chance.\n\nIf you're able to complete the bounty on ~mission(TargetName) over at ~mission(Location|Address) then we can see about getting you reinstated.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_bounty_fps_title_001=Wanted by ArcCorp: ~mission(TargetName) (?RT)
blacjac_bounty_fps_title_first=BlacJac Bounty Trial Contract
blacjac_bounty_fps_title_rehire=BlacJac Bounty Trial Contract
blacjac_bounty_title_ERT=Wanted by ArcCorp: ~mission(TargetName) (ERT)
blacjac_bounty_title_HRT=Wanted by ArcCorp: ~mission(TargetName) (HRT)
blacjac_bounty_title_LRT=Wanted by ArcCorp: ~mission(TargetName) (LRT)
blacjac_bounty_title_MRT=Wanted by ArcCorp: ~mission(TargetName) (MRT)
blacjac_bounty_title_VHRT=Wanted by ArcCorp: ~mission(TargetName) (VHRT)
blacjac_bounty_title_VLRT=Wanted by ArcCorp: ~mission(TargetName) (VLRT)
blacjac_bounty_title_intro=BlacJac Bounty Trial Contract
blacjac_bounty_title_rehire=BlacJac Bounty Trial Contract
blacjac_danger_001=Be prepared to meet heavy resistance on this one. If they get wind of what you're doing, they're not going to take it sitting down. 
blacjac_danger_002=Knowing this area and the kind of people we're dealing with, my gut says head in expecting a fight. 
blacjac_danger_003=You'll be kicking a bit of a hornet's nest on this one, so be ready for heavy resistance. 
blacjac_danger_004=This perp is a bit of lightweight. Only a few known associates and they typically fly solo crafts. Shouldn't be to hard to catch them. 
blacjac_danger_005=The files on ~mission(TargetName|Last) show that they typically captain a mid-sized multicrew vessel and have been known to employ extra muscle on jobs. Might want to approach with a bit of caution. 
blacjac_danger_006=Be sure that you're ready to face heavy resistance. ~mission(TargetName|Last) is known to captain larger ships and with their connections you can almost guarantee that they're not traveling alone. 
blacjac_destroyprobe_desc_0001=ATTN: Mercenaries with Demo Experience\n\nWe have a problem over at ~mission(Location|Address). Apparently someone set up PDC Monitors to illegally skim data. \n\nYou are being tasked with locating the ~mission(Contractor|DestroyProbeAmount) and destroying them. \n\nThere are a few possible complications:\n- These things are designed to operate passively with as low of an EM sig as possible. Finding them might take some effort and thorough scanning. \n- Monitors like these often have automatic security protocols so that if they are attacked, they begin to transmit any stored dated. It's vital you destroy them before the upload can finish.\n- ~mission(Contractor|DestroyProbeTimed)\n- ~mission(Contractor|DestroyProbeDanger)\n\nI'm hopeful you'll be able to resolve the issue before any more data is stolen.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_destroyprobe_desc_0002=ATTN: Mercenaries with Demo Experience\n\nReceived a report that some enterprising criminal has been skimming data from ~mission(Location|Address) using PDC Monitors. \n\nYou are being tasked to locate the ~mission(Contractor|DestroyProbeAmount) and destroy them. I suspect it might take a bit of scanning to locate the monitors as they're designed to operate passively. Plus, as soon as you start attacking, their security countermeasures are going to kick in and attempt to upload their data-drives. You'll need to be fast enough to prevent the transfer. \n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)\n\nThanks for taking care of this,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_destroyprobe_desc_0003=ATTN: Mercenaries with Demo Experience\n\nI need a merc who can handle locating and destroying PDC monitors that have been illegally skimming data from ~mission(Location|Address). This will take some doing as the ~mission(Contractor|DestroyProbeAmount) will be operating passively and difficult to find without performing a thorough scan of the area. Plus, you'll have to destroy the monitors before their emergency defense system uploads any more of the data they've stolen.\n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_destroyprobe_title_0001=Data Theft
blacjac_destroystash_desc_001=ATTN: Verified Mercenary Operators\n\nWe're looking for experienced professionals to participate in a raid on a suspected narcotics stash known as ~mission(Location|Address). We need to clear them out before they have a chance to move the product to another site.\n\nWe need you to secure and destroy any and all narcotics found at the stash using whatever means necessary, so go nuts. ~mission(Contractor|Danger)\n\nYou'll be paid out for however much of the contraband you personally destroy. Basically, feel free to engage with any lowlifes you come across, but that's not what you're getting paid for - BlacJac's focus for this op is the drugs. \n\nGood luck,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_destroystash_desc_002=ATTN: Verified Mercenary Operators\n\nAn informant provided us with info on a narcotics stash known as ~mission(Location|Address). We're organizing a raid to go in and destroy every last bit of contraband being stored there before they have a chance to move it.\n\nYou're tasked with destroying all narcotics found at the site using whatever means necessary... within reason. Basically, do what you can to keep most of the surrounding area intact. ~mission(Contractor|Danger)\n\nYou'll be paid based on how much of the drug stash you personally clear out. Getting this product off the streets is a huge win for BlacJac, and of course the people of ArcCorp.\n\nGood hunting,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_destroystash_desc_003=ATTN: Verified Mercenary Operators\n\nThe location of long suspected narcotics stash known as ~mission(Location|Address) has finally been confirmed and we need to raid the site before they have a chance to migrate again. \n\nDestroy any and all drugs found at the site using whatever means you have. ~mission(Contractor|Danger)\n\nAnd remember, you'll be reimbursed based on how much of the narcotics you personally eliminate, not how many drug dealers you wipe out. Leadership's focus right now is the drugs, not the pushers because bodies are cheap. If we disrupt the supply chain enough, we can put the whole syndicate out of business. \n\nGood hunting,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_destroystash_title_001=Seize and Destroy Narcotics
blacjac_from=BlacJac Security
blacjac_hackprevent_desc_001=ATTN: Mercs Experienced in CompSec \n\nWe just got alerted of an illegal network infiltration attempt at ~mission(Location|Address). We need you to rush over there and secure the system before they perpetrators are able to gain access.\n\nI would hate to think what damage they could do if not stopped in time.\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_hackprevent_desc_002=ATTN: Mercs Experienced in CompSec \n\nThere's been an attempted data breach at ~mission(Location|Address), but they haven't bypassed all the security protocols yet. If you hurry, there should be time to prevent them from gaining access to the system. \n\nRemember, don't get distracted by trying to chase down the cryptos, we can deal with them later. The important thing is not letting them into the network.\n\nAppreciate you taking care of this,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_hackprevent_desc_003=ATTN: Mercs Experienced in CompSec \n\nThe data network at ~mission(Location|Address) is under attack, but so far the system's security measures have managed to fend off the infiltration. They won't last forever, though. We need you onsite ASAP to physically halt the network intrusion before they can crack through. \n\nThink you can handle that?\n\nCounting on you,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_hackprevent_title_001=Data Breach In Progress
blacjac_recoverspace_desc_0001=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\nWe've managed to track down some stolen ~mission(Item) to cargo ship of one ~mission(TargetName). \n\nThis is another recovery op. Find ~mission(TargetName|Last) and retrieve the ~mission(Item) from them. ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\nOnce safely in your possession, you can drop the recovered stuff off at ~mission(Destination|Address).\n\nThanks for your help on this,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_recoverspace_desc_0002=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\n36 hours ago, a location under BlacJac's protection was hit. We've managed to apprehend the people responsible, but they sold off the stolen goods before we got to them. Thankfully, we've learned that a perp named ~mission(TargetName) is possession of the ~mission(Item). \n\nI would like you to recover the stolen property from ~mission(TargetName|Last) and deliver it to ~mission(Destination|Address). ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nBest,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_recoverspace_desc_0003=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\nAn investigation into a string of robberies has led us to a suspect by the name of ~mission(TargetName). We have every reason to believe that they may still have the ~mission(Item) they recently stole in their possession. \n\nIf we strike quickly enough, we should be able to catch them before they fence it to the black market. That's where you come in - track down ~mission(TargetName|Last), reclaim the stolen property and fly it back to ~mission(Destination|Address). ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_recoverspace_desc_intro=ATTN: Mercs / Bounty Hunters with Cargo Handling Experience\n\nWe just got word that a thief by the name of ~mission(TargetName) is flying around with their most recent score aboard their ship.\n\nNormally, we'd have someone arrest the bastard and be done with it, but right now the most important thing is that the stolen goods are recovered. \n\nIf this sounds like your kind of thing, you will be authorized to track down ~mission(TargetName|Last), secure the stolen ~mission(Item) however you can, and deliver it to ~mission(Destination|Address). ~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nThanks,\nGloria Mesa\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"
blacjac_recoverspace_title_0001=Recover Stolen Items
blacjac_timed_001=Make sure to pay attention to the clock. This contract has a strict deadline. 
blacjac_timed_002=I expect you to finish the job before the deadline. No exceptions. 
blacjac_timed_003=Note the contract's deadline. I expect you to wrap everything up beforehand. 
blackbox_recover_desc=~mission(Contractor|BlackBoxRecoverDescription)
blackbox_recover_from=~mission(Contractor|BlackBoxRecoverFrom)
blackbox_recover_obj_long_01=Go to the wrecksite to search for the black box.
blackbox_recover_obj_long_02=Recover the black box from the wreckage.
blackbox_recover_obj_long_03=Deliver the black box to ~mission(Destination).
blackbox_recover_obj_marker_01=Wrecksite
blackbox_recover_obj_marker_02=Black Box
blackbox_recover_obj_marker_03=Delivery Drop Off
blackbox_recover_obj_short_01=Go To Wrecksite
blackbox_recover_obj_short_02=Recover Black Box
blackbox_recover_obj_short_03=Deliver Black Box
blackbox_recover_title=~mission(Contractor|BlackBoxRecoverTitle)
blackboxillegal_danger_0001=On a job like this, I wouldn't be surprised if you met some competition out there. Be ready. 
blackboxillegal_danger_0002=Keep your eye's open when you're out there. There could be some unfriendly types around. 
blackboxillegal_danger_0003=Might still be some trouble in the area, too. Make sure you stay sharp. 
blackboxillegal_danger_0004=Probably wouldn't hurt if you brought some extra protection along. Nothing for sure, but you might run into some company out there. 
blackboxillegal_desc=~mission(Description)
blackboxillegal_desc_0001=A ~mission(Ship) got blasted and the word is that ~mission(Client) may have had something to do with it. They're shelling out some credits to have a cutter go to ~mission(Location), snag the ~mission(Item), and bring it to ~mission(Destination) to get wiped. ~mission(Timed)~mission(Danger)
blackboxillegal_desc_0002=So here's the rub. Need someone to go to~mission(Location) and pull a ~mission(Item). ~mission(Client) is paying good credits to make this 'accident' disappear. All you gotta do is drop it off at ~mission(Destination) and get your money. Easy. ~mission(Timed)~mission(Danger)
blackboxillegal_desc_0003=There's a ~mission(Ship) that went and got itself dead. Trouble is, the~mission(Item) recorded who did the deed. Now, ~mission(Client) need someone to go to ~mission(Location) and take the ~mission(Item) to ~mission(Destination). ~mission(Timed)~mission(Danger)
blackboxillegal_desc_0004=People are starting to snoop around and try to figure out what happened to this ~mission(Ship). That's a problem for the ~mission(Client). They'd prefer it if the past stays buried. Which means they'd be super happy if someone were to grab the ~mission(Item), and take it to ~mission(Destination). The kind of happy that pays good credits. ~mission(Timed)~mission(Danger)
blackboxillegal_desc_0005=Lookin' for a morally flexible type to go and pull a~mission(Item) from a ~mission(Ship) that got itself rumbled. We'll send ~mission(Location), so all you gotta do is go there, snag it and drop it off at ~mission(Destination). Easy. ~mission(Danger)~mission(Timed)
blackboxillegal_desc_0006=We all do things we kinda regret, right? It seems that the ~mission(Client) went a little overboard and dropped a ~mission(Ship). Now, they want someone to go to ~mission(Location) and boost the ~mission(Item) before anyone finds it. Then, all you gotta do is take it to ~mission(Destination) and get paid. ~mission(Timed)~mission(Danger)
blackboxillegal_desc_0007=a ~mission(Item) full of lies\nbetter for everyone if it dies\nit's at the wreck, waiting its turn \ntake it to ~mission(Destination) and let it burn\ncredits earned, favors made\n~mission(Client) will see you're paid
blackboxillegal_from=~mission(Contractor)
blackboxillegal_obj_long_01=Go to the ~mission(Location) to grab the ~mission(Item).
blackboxillegal_obj_long_02=Grab the ~mission(Item) from the wreck.
blackboxillegal_obj_long_03=Deliver the ~mission(Item) to ~mission(Destination).
blackboxillegal_obj_long_03a=Black Box
blackboxillegal_obj_marker_01=Wreck Site
blackboxillegal_obj_marker_03=Delivery Site
blackboxillegal_obj_short_01=Go To Wreck Site
blackboxillegal_obj_short_02=Grab the Black Box
blackboxillegal_obj_short_03=Deliver the Black Box
blackboxillegal_timed_0001=Word is that there are legal types closing in, so you gotta move quick. 
blackboxillegal_timed_0002=They're already starting to get some heat, so need you to move fast on this. 
blackboxillegal_timed_0003=Oh, and the sooner the better, okay? 
blackboxillegal_timed_0004=Gonna need this done on the quick, alright? 
blackboxillegal_title=~mission(Title)
blackboxillegal_title_0001=Black Box Recovery
blackboxillegal_title_0002=~mission(Item) snag
blackboxillegal_title_0003=Erase a Problem
blackboxillegal_title_0004=Bye Bye Black Box
blackboxlegal_danger_0001=Whatever happened to the ~mission(Ship) might still be lurking in the area. Be careful. 
blackboxlegal_danger_0002=We don't know what or who caused this incident, so keep an eye out. 
blackboxlegal_danger_0003=You will be entering a known hazardous area, and are expected to keep your wits about you. 
blackboxlegal_danger_0004=Due to possible security concerns in the sector, caution during the retrieval process is advised. 
blackboxlegal_desc=~mission(Description)
blackboxlegal_desc_0001=A ~mission(Ship) has gone missing. As the insurer, ~mission(Contractor) needs a contractor to check out ~mission(Location) and locate the ~mission(Item). ~mission(Timed)~mission(Danger)Once recovered, the ~mission(Item) will need to be returned to ~mission(Destination).
blackboxlegal_desc_0002=~mission(Contractor) is seeking a contractor to locate a crashed ~mission(Ship) and retrieve its ~mission(Item). ~mission(Timed)You will need to go to ~mission(Location), extract the ~mission(Item) and deliver it to ~mission(Destination). ~mission(Danger)
blackboxlegal_desc_0003=Looking to hire an independent operator to recover a ~mission(Item) from a ~mission(Ship). ~mission(Timed)You will need to locate ~mission(Location) and extract the ~mission(Item) from the vessel in question. ~mission(Contractor) will pay upon delivery to ~mission(Destination). ~mission(Danger)
blackboxlegal_desc_0004=~mission(Contractor) is looking for an independent contractor to retrieve a ~mission(Item) from a ~mission(Ship). Insurer will provide location details for ~mission(Location). ~mission(Timed)Payment will be issued once the black box is delivered to ~mission(Destination). ~mission(Danger)
blackboxlegal_desc_0005=CONTRACT OPPORTUNITY: Retrieve ~mission(Item)\nINSURER: ~mission(Contractor) \nADDITIONAL INSTRUCTIONS: Location of ~mission(Location) will be provided. ~mission(Timed)~mission(Danger)Client requires contractor to deliver to ~mission(Destination).
blackboxlegal_desc_0006=An unfortunate incident has rendered a ~mission(Ship) inoperable. We at ~mission(Contractor) need the ~mission(Item) recovered from ~mission(Location) and delivered to ~mission(Destination) for processing. ~mission(Timed)~mission(Danger)Capable applicants only, please. Payment is comparable to similar contracts.
blackboxlegal_from=~mission(Contractor)
blackboxlegal_location_0001=the remains
blackboxlegal_location_0002=the last point of contact
blackboxlegal_location_0003=the ~mission(Ship)'s last known position
blackboxlegal_location_0004=the debris
blackboxlegal_location_0005=the wreckage
blackboxlegal_location_0006=the wreck site
blackboxlegal_location_0007=the ~mission(Ship)'s debris
blackboxlegal_location_0008=the ~mission(Ship)'s remains
blackboxlegal_obj_long_01=Go to the ~mission(Ship) wreck to recover the ~mission(Item).
blackboxlegal_obj_long_02=Recover the ~mission(Item) from the wreckage.
blackboxlegal_obj_long_03=Deliver the ~mission(Item) to ~mission(Destination).
blackboxlegal_obj_long_03a=Black Box
blackboxlegal_obj_marker_01=Recovery Site
blackboxlegal_obj_marker_03=Delivery Site
blackboxlegal_obj_short_01=Go To Recovery Site
blackboxlegal_obj_short_02=Recover the Black Box
blackboxlegal_obj_short_03=Deliver the Black Box
blackboxlegal_timed_0001=This was a very important client, and the company wants it handled quickly. 
blackboxlegal_timed_0002=Apparently, this is part of a larger investigation. ~mission(Contractor) need the flight data retrieved quickly. 
blackboxlegal_timed_0003=The client has paid for expedited service. 
blackboxlegal_timed_0004=~mission(Contractor) is eager to settle this matter as soon as possible and is requesting an expedited retrieval. 
blackboxlegal_title=~mission(Title)
blackboxlegal_title_0001=Black Box Recovery
blackboxlegal_title_0002=Recover ~mission(Item)
blackboxlegal_title_0003=Retrieval Request (~mission(Item))
blackboxlegal_title_0004=Retrieve Black Box
blank_space=
boarders_890J_VIP_obj_long_01,P=Travel to ~mission(Location) and locate the infiltrated 890 Jump. 
boarders_890J_VIP_obj_long_02,P=Board the Vessel
boarders_890J_VIP_obj_long_03,P=Find the VIP somewhere on the 890 Jump
boarders_890J_VIP_obj_long_04,P=Bring the VIP to the Pisces docked in the hangar
boarders_890J_VIP_obj_long_05,P=Leave the 890 Jump and clear a safe distance
boarders_890J_VIP_obj_short_01,P=Travel to 890 Jump
boarders_890J_VIP_obj_short_02,P=Board the 890 Jump
boarders_890J_VIP_obj_short_03,P=Find the VIP
boarders_890J_VIP_obj_short_04,P=Rescue the VIP
boarders_890J_VIP_obj_short_05,P=Leave the 890 Jump
boarders_890J_VIPobj_marker_01,P=Boarded Vessel
boarders_890J_VIPobj_marker_02,P=VIP Dropoff
boarders_890J_description=~mission(Contractor|Boarders890JDescription)
boarders_890J_from=~mission(Contractor|Boarders890JFrom)
boarders_890J_marker_02a=Hacking Terminal
boarders_890J_obj_long_01=Travel to ~mission(Location) and locate the infiltrated 890 Jump. 
boarders_890J_obj_long_02=Clear all hostiles near and aboard the ship.
boarders_890J_obj_marker_01=Boarded Vessel
boarders_890J_obj_security1=Avoid inflicting friendly fire casualties to the Security Personnel. 
boarders_890J_obj_short_01=Travel to 890 Jump
boarders_890J_obj_short_02=Clear All Hostiles: %ls
boarders_890J_obj_short_security1=No Security Friendly Fire
boarders_890J_subobj_long_02a=Bonus: Access the outlaw's hacking terminals to stop them from decrypting the data cores and transmitting the data. 
boarders_890J_subobj_short_02a=Halt Data Transmission: %ls
boarders_890J_subobj_short_02b=Halt Data Transmission
boarders_890J_title=~mission(Contractor|Boarders890JTitle)
bounty_danger_0001=This is a high-class hitter, so expect a fight. 
bounty_danger_0002=Suspect has a history of violence. Use caution when approaching. 
bounty_danger_0003=This bounty has been flagged ultra, so exercise extreme caution. 
bounty_danger_0004=This is a high-risk contract. 
bounty_desc=~mission(Contractor|BountyDescription)
bounty_desc_0001=Bounty Issued: ~mission(TargetName). Warning, a bounty has been issued by ~mission(Contractor) for the above named for violating Imperial law. Use of force has been authorized.
bounty_desc_0002=~mission(Contractor) is looking for an independent operator to find and neutralize ~mission(TargetName). ~mission(Timed) ~mission(BountyDanger)
bounty_desc_0003=WANTED: ~mission(TargetName). After multiple and unrepentant violations of Imperial law, a bounty has been certified and bonded by ~mission(Contractor) to neutralize the suspect by whatever means necessary.
bounty_desc_0004=FOR IMMEDIATE CIRCULATION: Bounty issued for ~mission(TargetName). Warning, the target has been flagged as extremely dangerous, so operators should exercise extreme caution when engaging. This bounty has been certified and bonded by ~mission(Contractor). ~mission(Timed)
bounty_desc_0005=~mission(Contractor) has issued a bounty for ~mission(TargetName). ~mission(Timed) ~mission(BountyDanger)
bounty_desc_0006=Looks like someone's been getting a bit too rambunctious. Got a fresh bounty from ~mission(Contractor) to take down ~mission(TargetName). Feel free to pull out all the stops on this one. ~mission(Timed) ~mission(BountyDanger)
bounty_desc_0007=Looking for an independent contractor to execute a bounty. Target's name is ~mission(TargetName). The bond is certified by ~mission(Contractor). ~mission(Timed) ~mission(BountyDanger)
bounty_desc_Easy=~mission(Contractor|BountyEasyDescription)
bounty_desc_Hard=~mission(Contractor|BountyHardDescription)
bounty_desc_Medium=~mission(Contractor|BountyMediumDescription)
bounty_desc_first=In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. We have evaluated that you possess the skill set needed and as such, we would like to offer you a bounty contract. Upon the successful completion of this contract, you will be placed on Crusader's Authorized Operators list and be actively referred to the numerous security contractors in the area for any future bounty collection work as it becomes available.
bounty_fps_boss_obj_HUD=Hostiles Remaining: %ls
bounty_fps_boss_obj_kill_HUD=Neutralize ~mission(TargetName)
bounty_fps_boss_obj_kill_HUD_Target02=Neutralize ~mission(TargetName1)
bounty_fps_boss_obj_kill_HUD_Target03=Neutralize ~mission(TargetName2)
bounty_fps_boss_obj_kill_HUD_Target04=Neutralize ~mission(TargetName3)
bounty_fps_boss_obj_long=Draw out ~mission(TargetName) by eliminating enough hostile forces.
bounty_fps_boss_obj_long_target02=Draw out ~mission(TargetName1) by eliminating enough hostile forces.
bounty_fps_boss_obj_long_target03=Draw out ~mission(TargetName2) by eliminating enough hostile forces.
bounty_fps_boss_obj_long_target04=Draw out ~mission(TargetName3) by eliminating enough hostile forces.
bounty_fps_boss_obj_prepare_HUD=Prepare %ls
bounty_fps_boss_obj_prepare_long_01=With enough hostile forces depleted, ~mission(TargetName) is on the move to join the fight.
bounty_fps_boss_obj_prepare_long_01_target02=With enough hostile forces depleted, ~mission(TargetName1) is on the move to join the fight.
bounty_fps_boss_obj_prepare_long_01_target03=With enough hostile forces depleted, ~mission(TargetName2) is on the move to join the fight.
bounty_fps_boss_obj_prepare_long_01_target04=With enough hostile forces depleted, ~mission(TargetName3) is on the move to join the fight.
bounty_fps_boss_obj_prepare_short_01=~mission(TargetName) is Arriving
bounty_fps_boss_obj_prepare_short_01_target02=~mission(TargetName1) is Arriving
bounty_fps_boss_obj_prepare_short_01_target03=~mission(TargetName2) is Arriving
bounty_fps_boss_obj_prepare_short_01_target04=~mission(TargetName3) is Arriving
bounty_fps_boss_obj_short=Eliminate Hostiles To Draw Out Target
bounty_fps_desc=~mission(Contractor|BountyFPSDescription)
bounty_fps_nocivs_obj_long_01=Do not harm non-combatants.
bounty_fps_nocivs_obj_short_01=Don't Harm Non-Combatants
bounty_fps_targetonly_obj_long_01=Limit focus to the target and do not cause collateral damage.
bounty_fps_targetonly_obj_short_01=No Collateral Damage
bounty_fps_title=~mission(Contractor|BountyFPSTitle)
bounty_from=~mission(Contractor|BountyFrom)
bounty_from_first=Crusader Security
bounty_location_0001=Client will provide target's last known location.
bounty_location_0002=If accepted, ~mission(Contractor) will provide relevant location data for ~mission(TargetName|Last).
bounty_location_0003=Target was last seen at ~mission(Location).
bounty_location_0004=All relevant location data will be provided upon acceptance of bounty.
bounty_obj_long_01=Search for bountys current location. Track targets in unmonitored areas by scanning or reactivating comm arrays.
bounty_obj_long_02=Locate and neutralize ~mission(TargetName).
bounty_obj_long_02_target01=Locate and neutralize ~mission(TargetName) at ~mission(Location|Address).
bounty_obj_long_02_target02=Locate and neutralize ~mission(TargetName1) at ~mission(Location|Address).
bounty_obj_long_02_target03=Locate and neutralize ~mission(TargetName2) at ~mission(Location|Address).
bounty_obj_marker_01=Neutralize ~mission(TargetName)
bounty_obj_marker_01_target02=Neutralize ~mission(TargetName1)
bounty_obj_marker_01_target03=Neutralize ~mission(TargetName2)
bounty_obj_marker_01_target04=Neutralize ~mission(TargetName3)
bounty_obj_marker_01a=Reach Target's Location
bounty_obj_marker_01a_desc=The last known location of a target you're tracking.
bounty_obj_marker_02=Neutralize
bounty_obj_short_01=Locate ~mission(TargetName)
bounty_obj_short_01_target02=Locate ~mission(TargetName1)
bounty_obj_short_01_target03=Locate ~mission(TargetName2)
bounty_obj_short_01_target04=Locate ~mission(TargetName3)
bounty_obj_short_02=Neutralize ~mission(TargetName)
bounty_pvp_desc=~mission(Contractor|BountyPVPDescription)
bounty_timed_0001=You will have a very specific window of opportunity. Take them down before they disappear again. 
bounty_timed_0002=Target will be aware of bounty, so you'll have to move fast. 
bounty_timed_0003=This contract comes with a timer clause. 
bounty_title=~mission(Contractor|BountyTitle)
bounty_title_0001=Bounty Target
bounty_title_0002=Wanted: ~mission(TargetName)
bounty_title_0003=Bounty: ~mission(TargetName)
bounty_title_0004=Bounty Issued: ~mission(TargetName)
bounty_title_E=CS2 Bounty: ~mission(TargetName)
bounty_title_Easy=~mission(Contractor|BountyEasyTitle)
bounty_title_H=CS4 Bounty: ~mission(TargetName)
bounty_title_Hard=~mission(Contractor|BountyHardTitle)
bounty_title_M=CS3 Bounty: ~mission(TargetName)
bounty_title_Medium=~mission(Contractor|BountyMediumTitle)
bounty_title_VE=CS1 Bounty: ~mission(TargetName)
bounty_title_VH=CS5 Bounty: ~mission(TargetName)
bounty_title_first=Bounty Collection Authorization Assessment
bountymarker_lost=%02i:%02i Since Last Seen %ls
cargoTransfer_HUD_AwaitingArrival=Awaiting your arrival at
cargoTransfer_HUD_BeginTransfer=to begin transfer.
cargoTransfer_HUD_CargoSlot=Cargo Deck
cargoTransfer_HUD_CargoSlotObstructed=Obstruction of Loading Area preventing transfer.
cargoTransfer_HUD_CargoSlotReservationTimeOut=Enter the Loading Area
cargoTransfer_HUD_CargoSlotRevokedSubtext=Please request a new deck assignment to continue.
cargoTransfer_HUD_CargoSlotRevokedTitle=Loading Area Revoked
cargoTransfer_HUD_CargoTransferComplete=Cargo Transfer Complete
cargoTransfer_HUD_CargoTransferRequested=Cargo Transfer Requested
cargoTransfer_HUD_CargoTransferRequested_0=Cargo Transfer Requested
cargoTransfer_HUD_CargoWaitingForVehicleStateChange=Waiting for extension of spindles
cargoTransfer_HUD_ResumeCargoTransfer=Resuming Cargo Transfer
cargoTransfer_HUD_SellOrderCompletedString1=Sell Order Completed -
cargoTransfer_HUD_SellOrderCompletedString2=deposited to your account.
cargoTransfer_HUD_StartCargoTransfer=Commencing Cargo Transfer
cargoTransfer_HUD_StopCargoTransfer=Transfer Paused
cargoTransfer_HUD_UnableToTransfer=Unable to Transfer
cargoTransfer_HUD_VehicleIsMoving=Vehicle must be stationary within the loading area.
cargoTransfer_HUD_VehicleLeftAreaSubtext=Leaving the area will forfeit any unclaimed cargo.
cargoTransfer_HUD_VehicleLeftAreaTitle=Unclaimed Cargo Awaiting Transfer
cargoTransfer_HUD_VehicleMovedOutOfArea=Return to the designated loading area within
cargoTransfer_HUD_VehicleMustLeaveCargoSlotSubtext=Vehicle will be forcefully removed in
cargoTransfer_HUD_VehicleMustLeaveCargoSlotTitle=Exit the Loading Area
cargo_hud_critical=WARNING: VOLATILE CARGO UNSTABLE
cargo_hud_emergency_eject=ALERT: CRITICALLY UNSTABLE! JETTISON CARGO!
cargo_hud_unsafe=ATTENTION: CARGO LOSING STABILITY
cargo_notify_generic_obstruction=Caution! You are Obstructing a Cargo Loading Area
cargo_notify_interrupt_generic=Cargo Transfer Interrupted
cargo_notify_interrupt_obstruction=Cargo Transfer Interrupted: Loading Area Obstruction
cargo_notify_interrupt_shipmoving=Cargo Transfer Interrupted: Vehicle Movement
cargo_notify_removal=Cargo Repossessed: Failure to Collect
cargo_notify_revokeloading_generic=Assigned Loading Area Revoked
cargo_notify_revokeloading_timeout=Assigned Loading Area Revoked: Failure to Report
cargo_notify_transfer=Cargo Transfer Complete
cargo_notify_transfer_resumed=Cargo Transfer Resumed
cargo_reminder_retrieve=Contact Cargo Services: Cargo Awaiting Transfer
cargo_warning_removal=Caution! Cargo Will Be Forfeit If You Leave the Area
cargodeck_01=Cargo Deck 01
cargodeck_02=Cargo Deck 02
cargodeck_03=Cargo Deck 03
cargodeck_04=Cargo Deck 04
cargodeck_05=Cargo Deck 05
cargodeck_06=Cargo Deck 06
cargodeck_07=Cargo Deck 07
cargodeck_08=Cargo Deck 08
cargodeck_09=Cargo Deck 09
cargodeck_10=Cargo Deck 10
cargodeck_11=Cargo Deck 11
cargodeck_12=Cargo Deck 12
cargodeck_13=Cargo Deck 13
cargodeck_14=Cargo Deck 14
cargodeck_15=Cargo Deck 15
cargodeck_16=Cargo Deck 16
cargodeck_17=Cargo Deck 17
cargodeck_18=Cargo Deck 18
cargodeck_19=Cargo Deck 19
cargodeck_20=Cargo Deck 20
cargodeck_21=Cargo Deck 21
cargodeck_22=Cargo Deck 22
cargodeck_23=Cargo Deck 23
cargodeck_24=Cargo Deck 24
cargodeck_25=Cargo Deck 25
cargodeck_26=Cargo Deck 26
cargodeck_27=Cargo Deck 27
cargodeck_28=Cargo Deck 28
cargodeck_29=Cargo Deck 29
cargodeck_30=Cargo Deck 30
cargodeck_31=Cargo Deck 31
cargodeck_32=Cargo Deck 32
cargodeck_33=Cargo Deck 33
cargodeck_34=Cargo Deck 34
cargodeck_35=Cargo Deck 35
cargodeck_36=Cargo Deck 36
cargodeck_37=Cargo Deck 37
cargodeck_38=Cargo Deck 38
cargodeck_39=Cargo Deck 39
cargodeck_40=Cargo Deck 40
cargodeck_41=Cargo Deck 41
cargodeck_42=Cargo Deck 42
cargodeck_43=Cargo Deck 43
cargodeck_44=Cargo Deck 44
cargodeck_45=Cargo Deck 45
cargodeck_46=Cargo Deck 46
cargodeck_47=Cargo Deck 47
cargodeck_48=Cargo Deck 48
cave_groundvehicles_small_01=The cave can be accessed with small ground vehicle.
cave_novehicles_01=The cave can only be accessed on foot.
cave_shipandgroundvehicles_Small_01=The cave can be accessed with small ship or possibly a ground vehicle.
cave_ships_medium_01=The cave can be accessed with a medium-sized ship or smaller.
cave_ships_small_01=The cave can be accessed with a small ship.
cc_ConfirmMessage=A character will not be saved, to enter the universe the character must first be created.
cc_ContinueMessage=Changes successfully saved.
cc_ErrorMessage=Unable to contact services.
cc_ErrorSavingMessage=Unable to save changes. Try again.
cc_LeaveMessage=Changes will not be saved. Exit character customization?
cc_RevertMessage=Are you sure you want to discard any changes and revert your character back to default settings?
cc_SaveMessage=Are you sure you want to save these changes to your character?
cc_apostrophe=Apostrophe
cc_backslash=Backslash
cc_colon=Colon
cc_comma=Comma
cc_equals=Equals
cc_lbracket=Left Bracket
cc_minus=Minus
cc_period=Period
cc_rbracket=Right Bracket
cc_semicolon=Semicolon
cc_slash=Slash
cc_underline=Underscore
ccdemo19_desc=Helluva job on that last gig. So good that when I was talking to a client of mine who works for some corp and was looking for a solid team. I instantly thought of you.\n\nTheir company heard that microTech is developing a cutting edge compression algorithm that could potentially put them out of business, so needless to say, they're very motivated in getting their hands on it and they're willing to pay handsomely. \n\nThe problem is that the program is being developed in one of microTech's off-site research facilities. Traffic into the base is heavily regulated, so you will need to steal an ID to make them think you are one of the workers. Security will be heavy, but I trust you will have ways to evade them.\n\nOnce you steal the code, I will provide you with a location for the drop away from prying eyes.
ccdemo19_from=Tecia "Twitch" Pacheco
ccdemo19_obj_long_01=To gain access to the base, you will need to obtain a worker ID badge and uniform in order to blend in with the microTech employees
ccdemo19_obj_long_02=Use fake microTech ID to gain access to the supply shuttle headed for the research facility.
ccdemo19_obj_long_03=Access the secure server to make a copy of the program code.
ccdemo19_obj_long_04=The weather has become too severe to continue on without proper equipment. Fortunately, there's a stash with some environmental wear down the mountain.
ccdemo19_obj_long_05=Lose any security forces that may be following you.
ccdemo19_obj_long_06=Deliver the code to Ruin Station.
ccdemo19_obj_long_07=Get uniform.
ccdemo19_obj_marker_01=Fake ID
ccdemo19_obj_marker_02=Shuttle
ccdemo19_obj_marker_03=Secure Server
ccdemo19_obj_marker_04=Stash
ccdemo19_obj_marker_05=Escape
ccdemo19_obj_marker_06=Ruin Station
ccdemo19_obj_short_01=Obtain Fake ID
ccdemo19_obj_short_02=Board Shuttle
ccdemo19_obj_short_03=Download Information
ccdemo19_obj_short_04=Acquire Suit
ccdemo19_obj_short_05=Escape Security
ccdemo19_obj_short_06=Deliver to Ruin Station
ccdemo19_obj_short_07=Obtain Uniform
ccdemo19_title=A Little Job
cdf_from=Civilian Defense Force
cdf_openbounty_desc_001=The Civilian Defense Force needs YOU! Everyday, in the Stanton system innocent civilians are preyed upon by vicious outlaws and heartless criminals.\n\nNO MORE.\n\nUnder the authority of the UEE and the Militia Mobilization Initiative, the CDF is deputizing all combat minded individuals in good legal standing* to engage and neutralize any individuals or vehicles that they verify to have an active CrimeStat.\n\nIn exchange for these selfless contributions to the general populaces safety, the CDF will financially compensate those who successfully bring these criminals to justice with a reward** of ~mission(RewardValue_Wanted1) UEC per outlaw dealt with. \n\nNow is your chance to help bring about a positive change for yourself and all other Stanton travelers. Sign up today and do your part!\n\n\n\n* Be aware, acquiring a CrimeStat will revoke CDF membership and cancel any outstanding contracts.\n** Please note, criminals encountered as part of paid contract work do not qualify for the reward.
cdf_openbounty_title_001=A Call to Arms
cfp_RetrieveConsignment_desc_001=You available for a job? One of our secure locations got hit by outlaws and some highly confidential material was stolen. As you can imagine, Citizens for Pyro is eager to recover them as soon as possible.\n\nThanks to a local contact, we were able to trace the outlaws back to ~mission(Location|address) where they're storing the confidential materials inside a secure automated vault. To access it, youll need to first find the relevant retrieval code and enter it at the vaults package conveyor. Our best guess is that one of outlaw leaders will be carrying the code on their person so there is a very strong chance youll have to engage with them directly to get it.\n \nOnce youve gotten possession of the confidential material, we want you to deliver it to ~mission(dropoff1|address).\n\nYoull be making a big difference to a lot of people if you manage to pull this off.\n\nThanks in advance,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro\n
cfp_RetrieveConsignment_title_001=Confidential Material Stolen
cfp_defend-criminals_desc_001=~Mission(location|address) is under threat of attack by outlaws and has asked for assistance. We need someone to protect them and drive away the outlaws. \n\nMake sure you stay close after their initial attack. Too often, outlaws win fights just by sending more bodies than anyone can reasonably defend against, so make sure you fight off any reinforcements before leaving the area. \n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_defend-criminals_desc_002=The people at ~mission(location|address) have been regularly targeted by raiders who steal their supplies and are expecting another attack at any moment.\n\nThe survivors there are tough and committed, but theyre not equipped to defend themselves, so weve volunteered to help deal with these outlaws. When the raiders realize the outpost is being defended, theyre sure to send in even more of their forces, so you should recruit some help to fend off the waves of attackers\n.\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_defend-criminals_desc_003=Weve gotten a tip that ~mission(location|address) is about to be attacked by a vicious gang. The locals wont stand a chance of defending themselves against a threat like this, so theyve reached out to us for help.\n\nThis isnt going to be some small raid. It sounds like this gang is going to launch an all-out attack on the outpost. If you can help, youll want to make sure youve got allies with you to hold off the reinforcements the gang will send once you fight off their initial assault.\n\nI know this is a dangerous request, but please, we need help. We cant leave these people to suffer when they need us the most.\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_defend-criminals_title_001=Defend ~mission(Location) from Outlaws
cfp_defend-criminals_title_002=Defend ~mission(Location) from Dangerous Criminals
cfp_defend-criminals_title_003=Defend ~mission(Location) from Gang Assault
cfp_defend-xenothreat_desc_001=Weve learned that XenoThreat is about to launch an attack on ~mission(location|address). If they are successful, the number of casualties is expected to be high. Im hoping that with your aid in defending them, we can make sure that doesnt happen.\n \nWe know from past encounters that XenoThreat sends several raiding parties to carry out their attacks, so make sure you dont leave the outpost until youve fought off all the reinforcements. \n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_defend-xenothreat_desc_002=Urgent!\n\nXenoThreat is targeting ~mission(location|address) to send a message to other settlers about what happens if they accept our support. \n\nIf youre able to fend them off, Im sure theyll send additional forces, so youll need to dig in for multiple assaults. Since XenoThreat has a lot of resources at their disposal, you should think about recruiting others to help you keep everyone safe.\n\nWere all counting on you.\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_defend-xenothreat_desc_003=Urgent!\n\nXenoThreat is mobilizing for a massive incursion to wipe ~mission(location|address) off the map. Youre their only hope of enduring this assault and protecting them from XenoThreats cruelty.\n\nI know Im asking you to put yourself in the line of fire, but Pyro wont change unless people like you are brave enough to take on these dangers. No amount of credits could measure up to how much good youd be doing by stepping in.\n\nIf youre willing and able to take on this mission, make sure to take some allies with you. XenoThreat will certainly send in stronger reinforcements once they realize theyre taking losses.\n\nWe believe in you.\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_defend-xenothreat_title_001=Protect ~mission(Location) from XenoThreat Attack
cfp_defend-xenothreat_title_002=Protect ~mission(Location) from XenoThreat Raid
cfp_defend-xenothreat_title_003=Protect ~mission(Location) from XenoThreat Incursion
cfp_delivery_desc_001=Hi, \n\nGot word folks are waiting for an important supply shipment thats not arrived. Turns out it accidently got taken to the wrong place. While we look into how the mistake happened, we need someone to head over to ~mission(Pickup1|Address) to pick up package #~mission(item1|serialnumber) and deliver it to the correct location at ~mission(Dropoff1|Address). \n\nYou available for the run?\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_delivery_desc_002=Hey, \n\nNeed two packages delivered. Package #~mission(item1|serialnumber) needs to be grabbed from ~mission(Pickup1|Address) and taken to ~mission(Dropoff1|Address), and package #~mission(item2|serialnumber) is going from ~mission(Pickup2|Address) to ~mission(Dropoff2|Address). Should be an easy way to make a few creds. \n\nFly safe, \n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_delivery_desc_003=Hey, \n\nEvery once and awhile, Citizens for Pyro likes to surprise members stationed at our outposts with a little gift to keep morale high. Weve got the next batch ready to go, but need someone to make the deliveries for us. Any interest in spreading some good cheer?\n\nHeres the delivery list. Feel free to knock them out in any order. \n\n- Package #~mission(item1|serialnumber) goes from ~mission(Pickup1|Address) to ~mission(Dropoff1|Address).\n- Package #~mission(item2|serialnumber) goes from ~mission(Pickup2|Address) to ~mission(Dropoff2|Address).\n- Package #~mission(item3|serialnumber) goes from ~mission(Pickup3|Address) to ~mission(Dropoff3|Address). \n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_delivery_desc_004=Hi,\n\nIf we want regular people to move to Pyro, we need to show them that basic services are reliable. Making things like delivery runs dependable so people dont think twice about them is exactly what the Citizens of Pyro are here to do. Care to help us with this? \n\nWeve got several deliveries ready to go. Do them in whatever order you want. All that matters is that they get there. \n\n- Package #~mission(item1|serialnumber) goes from ~mission(Pickup1|Address) to ~mission(Dropoff1|Address).\n- Package #~mission(item2|serialnumber) goes from ~mission(Pickup2|Address) to ~mission(Dropoff2|Address).\n- Package #~mission(item3|serialnumber) goes from ~mission(Pickup3|Address) to ~mission(Dropoff3|Address).\n- Package #~mission(item4|serialnumber) goes from ~mission(Pickup4|Address) to ~mission(Dropoff4|Address).\n\n\nFly Safe,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_delivery_desc_005=Hey,\n\nGuess there was a technical glitch with our system that marked certain packages as delivered when they never were. Still untangling the mess, but have a few sorted out and good to go. \n\n- Package #~mission(item1|serialnumber) goes from ~mission(Pickup1|Address) to ~mission(Dropoff1|Address).\n- Package #~mission(item2|serialnumber) goes from ~mission(Pickup2|Address) to ~mission(Dropoff2|Address).\n- Package #~mission(item3|serialnumber) goes from ~mission(Pickup3|Address) to ~mission(Dropoff3|Address).\n- Package #~mission(item4|serialnumber) goes from ~mission(Pickup4|Address) to ~mission(Dropoff4|Address).\n- Package #~mission(item5|serialnumber) goes from ~mission(Pickup5|Address) to ~mission(Dropoff5|Address).\n \nWould be good to get these rectified immediately if youre available. \n\nBest,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_delivery_title_001=Delivery for ~mission(Destination) Ready
cfp_delivery_title_002=Multiple Deliveries Ready
cfp_destroy_hammerhead_desc_001=This ones urgent. Weve just received word that XenoThreat are escalating their hostilities towards Citizens for Pyro and have deployed a Hammerhead with a squadron of fighters. Theyre poised to attack our operations at ~mission(location|address) and to make things worse, it seems one of their most feared officers, ~mission(TargetName), is in charge of the attack. We cant organize our own forces fast enough to fight them, and are in desperate need of help. \n\nNot sure if youve faced down a squadron of this size before let alone a Hammerhead, but its a tall task for someone to take on alone. Id highly recommend recruiting others to the cause. \n\nIts not enough to scare the squadron away, we need to guarantee that it cant come after us again. \n\nBest of luck and godspeed,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro\n
cfp_destroy_hammerhead_marker_001=XenoThreat Hammerhead
cfp_destroy_hammerhead_target_001=Capt. Ajayi
cfp_destroy_hammerhead_title_001=Stop Major XenoThreat Attack
cfp_destroy_idris_desc_001=Hey, \n\nThe rumors are true. XenoThreat has deployed an Idris to stalk and attack Citizens for Pyro operations in a dramatic escalation of their hostility towards us. We just received word the ship, under the command of ~mission(TargetName), is advancing toward ~mission(location|address). We cant get our own forces there fast enough to fight them, and are in desperate need of help. \n\nWere looking to hire someone brave enough to take it to these bastards. Its not enough to scare them away, we need to guarantee that it cant come after us again. \n\nNot sure if youve faced down an Idris before, but its a tall task for someone to take on alone. Id highly recommend recruiting others to the cause. \n\nBest,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro\n
cfp_destroy_idris_marker_001=XenoThreat Idris
cfp_destroy_idris_title_001=Eliminate XenoThreat Idris
cfp_from=Citizens for Pyro
cfp_recovery_desc_001=Hey,\n\nWe could use your help.\n\nA local we work with was completing a delivery for us, but unfortunately, she ran into some outlaws and had to surrender her ~mission(item). Silver lining is the outlaws didnt notice the trackers we placed in the cargo and now we know theyve taken their haul to ~mission(pickup1|address). \n\nWed like you to recover the packages for us and finish delivering them to ~mission(dropoff1|address). I dont imagine the outlaws will give them up willingly, but I wouldnt ask you to put yourself in harms way if these supplies werent of critical importance.\n\nSo, what do you say?\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_recovery_desc_002=Hey,\n\nOutlaws in the system have been getting aggressive lately, targeting more of our convoys. They recently stole from us and if we dont get the ~mission(item) back, the locals are going to start losing faith. They need to know that Citizens for Pyro cant just be bullied out of operation.\n\nWe managed to track the outlaws to ~mission(pickup1|address), and now we need someone who isnt afraid of crossing these criminals to recover the shipment and deliver it to ~mission(dropoff1|address). \n\nSo, do you think you could make the run for us?\n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_recovery_tile_001=Stolen Supplies
cfp_recovery_tile_002=Recovery Run
cfp_salvage_chickenship_desc_001=Hey,\n\nWe received a report of a downed ~mission(ship) near ~mission(location|address). Unfortunately, theres been a lot of outlaw activity in that area lately, so the odds are pretty good youll cross paths with some kind of criminal. If you do, you need to be careful as they could rush off to bring back reinforcements, so youll need to act quick.\n\nWarnings aside, the coords are available to buy if you think the risk is worth the salvage. Remember that the credits you pay go right back to the local who discovered the wreck and supports building a stronger and safer Pyro system.\n\nIf you do take the contract, feel free to cancel it once youve collected enough salvage.\n\nFly safe out there,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_salvage_chickenship_title_001=High-Risk ~mission(Ship) Ready for Salvage
cfp_salvage_nodanger_desc_001=Hi,\n\nA local resident discovered a damaged ~mission(ship) and was able to tow it to ~mission(location|address) before any outlaws intervened.\n\nNormally, we would encourage one of the locals to harvest the spare components and materials for themselves, but since they didnt have the proper tools, the next best thing would be to sell the salvage rights to one of our volunteers.\n\nOnce youre done collecting the resources you want, just cancel the contract to end it.\n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro
cfp_salvage_nodanger_title_001=~mission(Ship) Ready to Dismantle
cfp_searchbody_danger_cave_desc_001=Hey,\n\nWeve been trying to get in contact with a local known as ~mission(TargetName), but havent heard from them in a few days. From what Ive been able to find out, they were scouting out near ~mission(location|address) which is a known outlaw hotspot. \n\nIm hoping youd be able to go there for us and see if you can locate them, or worse comes to worse, their remains. ~mission(Location|CaveSize)\n\nIf you are able to find them, theres a reward on offer. \n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro\n
cfp_searchbody_danger_cave_title_001=Missing: ~mission(TargetName)
cfp_searchbody_danger_outpost_desc_001=Hey,\n\nUnfortunately, one of our community partners, ~mission(TargetName), has been missing for a few days. Their family contacted Citizens for Pyro for help and I told them we would do what we could. That said, with so much time passed, Im not too hopeful. \n\nWhatever their current state is, I was hoping you could be our eyes on the ground for this one. Theres a strong chance that they were headed to ~mission(Location|Address), an area known to be very dangerous.\n\nIf you can track them down and confirm their status, one way or another, Ill see that youre properly compensated.\n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro\n
cfp_searchbody_danger_outpost_title_001=Missing: ~mission(TargetName)
cfp_searchbody_danger_station_desc_001=Hey,\n\nIm getting pretty worried about one of our local contractors, ~mission(TargetName). They finished up a trade at ~mission(Location|Address) and havent been seen since. Were hearing reports that outlaws have been sneaking aboard there, and if thats true, I suspect that the worst might have happened.\n\nEither way, ~mission(TargetName|First) has done good work for us in the past and Id hate for them to wind up as just another one of Pyros missing. If youre willing to find them for me, Ill see that you get a reward. \n\nJust be careful. Hate for you to go missing too.\n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro\n
cfp_searchbody_danger_station_title_001=Missing: ~mission(TargetName)
cfp_searchbody_nodanger_cave_desc_001=Hey,\n\n~mission(TargetName) is a local who only has done a few jobs for Citizen for Pyro, but they had promise. That is until they went missing while exploring ~mission(Location|Address) last week. Unfortunately, I didnt hear about it until today. Chances of survival at this point are pretty slim, but I still think its worth confirming what happened to them.\n \nI could use your help on this if youre interested. And besides being a good deed, the payment should make it worth the effort. ~mission(Location|CaveSize)\n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro\n\n
cfp_searchbody_nodanger_cave_title_001=Missing, Presumed Dead: ~mission(TargetName)
cfp_searchbody_nodanger_outpost_desc_001=Hey,\n\nOne of our people, ~mission(TargetName), was supposed to be doing some preliminary scouting work over at ~mission(location|address), but they never reported in. Im hoping that they just ran into some bad luck, but too often out here even the smallest misstep can prove fatal.\n\nId appreciate you heading that way and seeing if you can locate them. Itd be great if you find them alive, but if not, I figure some closure is the least we can do for their family.\n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro\n
cfp_searchbody_nodanger_outpost_title_001=Missing, Presumed Dead: ~mission(TargetName)
cfp_searchbody_nodanger_station_desc_001=Hey,\n\nTwo locals we work with were out salvaging at ~mission(location|address) when they had some issues with faulty equipment. One managed to escape, but their partner, ~mission(TargetName) was unfortunately left behind.\n\nWith the state they were last reported to be in, Im guessing they didnt make it, but Id like to know for sure. If youre willing, I could use your help in finding their remains.\n\nIf you can track them down, Ill see that youre properly compensated for the effort.\n\nThanks,\n\nLima Endicott\nLead Dispatcher\nCitizens for Pyro\n
cfp_searchbody_nodanger_station_title_001=Missing, Presumed Dead: ~mission(TargetName)
chat_all,P=All
chat_channel_not_found=The channel is currently unavailable.
chat_channel_rename_channel=Rename
chat_close_fail_command=You cannot close this tab.
chat_comm_request_accepted=Request Accepted
chat_comm_request_declined=Request Denied
chat_command_action_invite=invite
chat_command_action_kick=kick
chat_command_action_leave=leave
chat_command_action_me=me
chat_command_admin_add_uec=adminadduec
chat_command_admin_goto_player=gotoplayer
chat_command_admin_join_instance=joininstance
chat_command_admin_join_player=joinplayer
chat_command_admin_remove_uec=adminremoveuec
chat_command_contact_add=addfriend
chat_command_contact_add_error=Error.
chat_command_contact_add_not_found=Player not found.
chat_command_contact_add_success=Player added to your friends list.
chat_command_contact_add_usage=Usage: /addfriend (playername)
chat_command_contact_remove=removefriend
chat_command_contact_remove_error=Error.
chat_command_contact_remove_not_found=Player not found.
chat_command_contact_remove_success=Player removed from your friends list.
chat_command_contact_remove_usage=Usage: /removefriend (playername)
chat_command_help=help
chat_command_help_emote_list=Emote List
chat_command_ignore_add=addignore
chat_command_ignore_add_error=Error.
chat_command_ignore_add_not_found=Player not found.
chat_command_ignore_add_success=Player added to the ignore list.
chat_command_ignore_add_usage=Usage: /addignore (playername)
chat_command_ignore_remove=removeignore
chat_command_ignore_remove_error=Error.
chat_command_ignore_remove_not_found=Player not found.
chat_command_ignore_remove_success=Player removed from the ignore list.
chat_command_ignore_remove_usage=Usage: /removeignore (playername)
chat_command_ignore_show=showignore
chat_command_ignore_show_output=Ignored players: 
chat_command_lobby=lobby
chat_command_local=local
chat_command_org=%S
chat_command_party=party
chat_command_party_disband=partydisband
chat_command_party_invite=partyinvite
chat_command_party_invite_error=Error.
chat_command_party_invite_not_found=Player not found.
chat_command_party_invite_sent=Party Invite sent to
chat_command_party_invite_usage=Usage: /partyinvite (playername)
chat_command_party_launch=partylaunch
chat_command_party_leave=partyleave
chat_command_party_set_leader=partysetleader
chat_command_private_message=msg
chat_command_tell=tell
chat_command_tell_error=Error.
chat_command_tell_not_found=Player not found.
chat_command_tell_usage=Usage: /tell (playername)
chat_command_unknown_command=Unknown command
chat_contact_search_bar=SEARCH FRIENDS
chat_context_menu_channel_close_tab=Close Tab
chat_context_menu_channel_hide_message_indicator=Hide Unread Message Indicator
chat_context_menu_channel_leave_tab=Leave Channel
chat_context_menu_contact_add=Add Friend
chat_context_menu_contact_block=Block Player
chat_context_menu_contact_remove=Remove Friend
chat_context_menu_contact_unblock=Unblock Player
chat_context_menu_member_invite=Invite to Channel
chat_context_menu_member_kick=Kick
chat_context_menu_member_suggest_invite=Suggest Channel Invite
chat_conversation_contextual_channel_title=Channel Members
chat_conversation_contextual_invite_title=Friends
chat_conversation_non_owner_invite_button=Suggest Invitation
chat_conversation_owner_invite_button=Invite
chat_conversation_owner_kick_button=Remove from Channel
chat_create_conversation_tab_tooltip=Create Conversation
chat_create_filtered_tab_tooltip=Create Filtered
chat_cycle_visor_channels=Press [TAB] to cycle input through available channels.
chat_default_conversation_channel_name=
chat_default_filtered_channel_name=DEFAULT
chat_emote_acknowledge=acknowledge
chat_emote_acknowledge1=acknowledge1
chat_emote_acknowledge2=acknowledge2
chat_emote_acknowledge3=acknowledge3
chat_emote_acknowledge_text=You nod.
chat_emote_acknowledge_text_viewer,P=Hey, what's up?
chat_emote_agree=agree
chat_emote_agree1=agree1
chat_emote_agree2=agree2
chat_emote_agree3=agree3
chat_emote_agree_text=You agree.
chat_emote_angry=angry
chat_emote_angry1=angry1
chat_emote_angry2=angry2
chat_emote_angry3=angry3
chat_emote_angry_text=You've had enough.
chat_emote_asl_angry=asl_angry
chat_emote_asl_angry1=asl_angry1
chat_emote_asl_angry_text=I'm so angry!
chat_emote_asl_blah=asl_blah
chat_emote_asl_blah1=asl_blah1
chat_emote_asl_blah2=asl_blah2
chat_emote_asl_blah_text=Blah, blah, blah.
chat_emote_asl_blah_text2=Blah, blah, blah.
chat_emote_asl_bored=asl_bored
chat_emote_asl_bored1=asl_bored1
chat_emote_asl_bored_text=I'm bored.
chat_emote_asl_bullshit=asl_bullshit
chat_emote_asl_bullshit1=asl_bullshit1
chat_emote_asl_bullshit_text=Bullshit!
chat_emote_asl_canthear=asl_canthear
chat_emote_asl_canthear1=asl_canthear1
chat_emote_asl_canthear_text=I can't hear you.
chat_emote_asl_exhausted=asl_exhausted
chat_emote_asl_exhausted1=asl_exhausted1
chat_emote_asl_exhausted_text=I'm so exhausted.
chat_emote_asl_goodbye=asl_goodbye
chat_emote_asl_goodbye1=asl_goodbye1
chat_emote_asl_goodbye_text=Goodbye!
chat_emote_asl_hello=asl_hello
chat_emote_asl_hello1=asl_hello1
chat_emote_asl_hello_text=Hello.
chat_emote_asl_loveyou=asl_loveyou
chat_emote_asl_loveyou1=asl_loveyou1
chat_emote_asl_loveyou_text=I love you.
chat_emote_asl_meetyou=asl_meetyou
chat_emote_asl_meetyou1=asl_meetyou1
chat_emote_asl_meetyou_text=Nice to meet you.
chat_emote_asl_no=asl_no
chat_emote_asl_no1=asl_no1
chat_emote_asl_no2=asl_no2
chat_emote_asl_no_text=No.
chat_emote_asl_no_text2=NO!
chat_emote_asl_sad=asl_sad
chat_emote_asl_sad1=asl_sad1
chat_emote_asl_sad_text=I'm sad.
chat_emote_asl_sit_down=asl_sitdown
chat_emote_asl_sit_down1=asl_sitdown1
chat_emote_asl_sit_down2=asl_sitdown2
chat_emote_asl_sit_down_text=Have a seat.
chat_emote_asl_sit_down_text2=Sit down right now!
chat_emote_asl_thanks=asl_thanks
chat_emote_asl_thanks1=asl_thanks1
chat_emote_asl_thanks2=asl_thanks2
chat_emote_asl_thanks_text=Thank you!
chat_emote_asl_thanks_text2=Thanks.
chat_emote_asl_upset=asl_upset
chat_emote_asl_upset1=asl_upset1
chat_emote_asl_upset_text=I'm so upset that I lost!
chat_emote_asl_yes=asl_yes
chat_emote_asl_yes1=asl_yes1
chat_emote_asl_yes2=asl_yes2
chat_emote_asl_yes_text=Yes.
chat_emote_asl_yes_text2=Yes, please.
chat_emote_atease=atease
chat_emote_atease1=atease1
chat_emote_atease2=atease2
chat_emote_atease3=atease3
chat_emote_atease_text=You settle in place.
chat_emote_attention=attention
chat_emote_attention1=attention1
chat_emote_attention_text=Officer on deck!
chat_emote_blah=blah
chat_emote_blah1=blah1
chat_emote_blah2=blah2
chat_emote_blah3=blah3
chat_emote_blah_text=You know exactly where this is heading.
chat_emote_bored=bored
chat_emote_bored1=bored1
chat_emote_bored2=bored2
chat_emote_bored_text=You're bored.
chat_emote_bow=bow
chat_emote_bow1=bow1
chat_emote_bow2=bow2
chat_emote_bow3=bow3
chat_emote_bow4=bow4
chat_emote_bow5=bow5
chat_emote_bow6=bow6
chat_emote_bow_text=You bow deeply.
chat_emote_burp=burp
chat_emote_burp1=burp1
chat_emote_burp_text=You burp.
chat_emote_cheer=cheer
chat_emote_cheer1=cheer1
chat_emote_cheer2=cheer2
chat_emote_cheer3=cheer3
chat_emote_cheer4=cheer4
chat_emote_cheer5=cheer5
chat_emote_cheer6=cheer6
chat_emote_cheer7=cheer7
chat_emote_cheer8=cheer8
chat_emote_cheer_text=You are very excited.
chat_emote_chicken=chicken
chat_emote_chicken1=chicken1
chat_emote_chicken_text=You cluck like a chicken.
chat_emote_clap=clap
chat_emote_clap1=clap1
chat_emote_clap2=clap2
chat_emote_clap3=clap3
chat_emote_clap4=clap4
chat_emote_clap5=clap5
chat_emote_clap6=clap6
chat_emote_clap7=clap7
chat_emote_clap_text=You clap.
chat_emote_come=come
chat_emote_come1=come1
chat_emote_come2=come2
chat_emote_come3=come3
chat_emote_come4=come4
chat_emote_come_text=You wave them over.
chat_emote_comm=comm
chat_emote_comm1=comm1
chat_emote_comm_text=Your comms are down.
chat_emote_cry=cry
chat_emote_cry1=cry1
chat_emote_cry_text=You break down in tears.
chat_emote_cs_forward=forward
chat_emote_cs_forward_text=Move up.
chat_emote_cs_left=left
chat_emote_cs_left_text=Go left.
chat_emote_cs_no=no
chat_emote_cs_no_text=No.
chat_emote_cs_right=right
chat_emote_cs_right_text=Go right.
chat_emote_cs_stop=stop
chat_emote_cs_stop_text=Stop.
chat_emote_cs_stoptest=stoptest
chat_emote_cs_yes=yes
chat_emote_cs_yes_text=Yes.
chat_emote_dance=dance
chat_emote_dance1=dance1
chat_emote_dance2=dance2
chat_emote_dance3=dance3
chat_emote_dance4=dance4
chat_emote_dance5=dance5
chat_emote_dance6=dance6
chat_emote_dance7=dance7
chat_emote_dance8=dance8
chat_emote_dance_text=You feel the music.
chat_emote_direct=direct
chat_emote_direct1=direct1
chat_emote_direct2=direct2
chat_emote_direct3=direct3
chat_emote_direct_text=<span style="background-color: rgb(255, 204, 51);">[PH] Hey, come over here!</span>
chat_emote_disagree=disagree
chat_emote_disagree1=disagree1
chat_emote_disagree2=disagree2
chat_emote_disagree3=disagree3
chat_emote_disagree_text=You disagree.
chat_emote_disappoint=facepalm
chat_emote_disappoint1=facepalm1
chat_emote_disappoint2=facepalm2
chat_emote_disappoint3=facepalm3
chat_emote_disappoint_text=You are disappointed.
chat_emote_disbelief=disbelief
chat_emote_disbelief1=disbelief1
chat_emote_disbelief2=disbelief2
chat_emote_disbelief3=disbelief3
chat_emote_disbelief_text=You can't believe it.
chat_emote_exercise=shadowbox
chat_emote_exercise1=shadowbox1
chat_emote_exercise2=shadowbox2
chat_emote_exercise_text=You show off your moves.
chat_emote_failure=failure
chat_emote_failure1=failure1
chat_emote_failure2=failure2
chat_emote_failure3=failure3
chat_emote_failure_text=You lose your temper.
chat_emote_flex=flex
chat_emote_flex1=flex1
chat_emote_flex2=flex2
chat_emote_flex3=flex3
chat_emote_flex_text=You show off your physique.
chat_emote_flirt=flirt
chat_emote_flirt1=flirt1
chat_emote_flirt_text=You blow a kiss.
chat_emote_friendly=friendly
chat_emote_friendly1=friendly1
chat_emote_friendly2=friendly2
chat_emote_friendly3=friendly3
chat_emote_friendly_text=<span style="background-color: rgb(255, 204, 51);">[PH] Don't you look sexy...</span>
chat_emote_gasp=gasp
chat_emote_gasp1=gasp1
chat_emote_gasp2=gasp2
chat_emote_gasp3=gasp3
chat_emote_gasp4=gasp4
chat_emote_gasp5=gasp5
chat_emote_gasp_text=You stare in disbelief.
chat_emote_gloat=gloat
chat_emote_gloat1=gloat1
chat_emote_gloat2=gloat2
chat_emote_gloat3=gloat3
chat_emote_gloat4=gloat4
chat_emote_gloat_text=You soak in the attention.
chat_emote_greet=greet
chat_emote_greet1=greet1
chat_emote_greet2=greet2
chat_emote_greet_text=You greet everyone.
chat_emote_impatient=impatient
chat_emote_impatient1=impatient1
chat_emote_impatient2=impatient2
chat_emote_impatient3=impatient3
chat_emote_impatient_text=You're getting impatient.
chat_emote_indifferent=indifferent
chat_emote_indifferent1=indifferent1
chat_emote_indifferent2=indifferent2
chat_emote_indifferent3=indifferent3
chat_emote_indifferent_text=You don't really care.
chat_emote_laugh=laugh
chat_emote_laugh1=laugh1
chat_emote_laugh2=laugh2
chat_emote_laugh3=laugh3
chat_emote_laugh_text=You think it's hysterical.
chat_emote_launch=launch
chat_emote_launch_text=You confirm the launch.
chat_emote_money=payme
chat_emote_money1=payme1
chat_emote_money2=payme2
chat_emote_money_text=You demand payment.
chat_emote_playful=quickdraw
chat_emote_playful1=quickdraw1
chat_emote_playful2=quickdraw2
chat_emote_playful_text=You show your dueling skills.
chat_emote_point=point
chat_emote_point1=point1
chat_emote_point2=point2
chat_emote_point3=point3
chat_emote_point4=point4
chat_emote_point_text=You point something out.
chat_emote_react=shieldeyes
chat_emote_react1=shieldeyes1
chat_emote_react_text=You shield your eyes.
chat_emote_ready=ready
chat_emote_ready_text=Ready for takeoff.
chat_emote_relief=phew
chat_emote_relief1=phew1
chat_emote_relief_text=You are relieved.
chat_emote_rude=rude
chat_emote_rude1=rude1
chat_emote_rude2=rude2
chat_emote_rude3=rude3
chat_emote_rude4=rude4
chat_emote_rude5=rude5
chat_emote_rude6=rude6
chat_emote_rude_text=You aren't making friends.
chat_emote_salute=salute
chat_emote_salute1=salute1
chat_emote_salute2=salute2
chat_emote_salute3=salute3
chat_emote_salute4=salute4
chat_emote_salute_text=You salute.
chat_emote_sit=sit
chat_emote_sit1=sit1
chat_emote_sit2=sit2
chat_emote_sit_text=You sit down.
chat_emote_sleep=sleep
chat_emote_sleep1=sleep1
chat_emote_sleep_text=You settle in and get comfortable.
chat_emote_smell=smell
chat_emote_smell1=smell1
chat_emote_smell2=smell2
chat_emote_smell3=smell3
chat_emote_smell_text=You smell something foul in the air.
chat_emote_suicide=suicide
chat_emote_suicide1=suicide1
chat_emote_suicide_text=You've given up all hope.
chat_emote_surrender=surrender
chat_emote_surrender1=surrender1
chat_emote_surrender2=surrender2
chat_emote_surrender3=surrender3
chat_emote_surrender4=surrender4
chat_emote_surrender_text=You surrender.
chat_emote_taunt=taunt
chat_emote_taunt1=taunt1
chat_emote_taunt2=taunt2
chat_emote_taunt3=taunt3
chat_emote_taunt_text=You dare them to attack.
chat_emote_threaten=threaten
chat_emote_threaten1=threaten1
chat_emote_threaten2=threaten2
chat_emote_threaten3=threaten3
chat_emote_threaten_text=You're ready to throw down.
chat_emote_wait=wait
chat_emote_wait1=wait1
chat_emote_wait2=wait2
chat_emote_wait_text=You wait patiently.
chat_emote_wave=wave
chat_emote_wave1=wave1
chat_emote_wave2=wave2
chat_emote_wave_text=You wave.
chat_emote_whistle=whistle
chat_emote_whistle1=whistle1
chat_emote_whistle2=whistle2
chat_emote_whistle_text=You whistle a tune.
chat_filter_display_combat_info=Combat info
chat_filter_display_emotes=Emotes
chat_filter_display_game_messages=Game messages
chat_filter_display_local=/Local
chat_filter_display_looking_for_group=Looking for Group
chat_filter_display_msg=/Msg
chat_filter_display_npcs=NPCs
chat_filter_display_org=/ORG
chat_filter_display_party=/Party
chat_global_server=Global Chat
chat_handle_not_found=%S does not exist.
chat_handle_not_in_convo=You are not in this conversation anymore.
chat_help_btn_tooltip=Help
chat_incoming_declined=%S declined the conversation invite.
chat_incoming_invite=** %S has invited you to a private conversation. %ls %ls
chat_incoming_invite_accepted=%S have accept the conversation invite.
chat_incoming_invite_declined=%S have decline the conversation invite.
chat_incoming_invite_notification=%S has been invite to the conversation.
chat_incoming_invite_token_accept=ACCEPT
chat_incoming_invite_token_decline=DECLINE
chat_incoming_joined=%S joined the conversation.
chat_incoming_kick=%S has been kicked by %S.
chat_incoming_leave=%S left the conversation.
chat_info_slash_commands=EMOTES:\n/agree, /angry(1-3), /atease, /attention, /blah(1-2), /bored(1-2), /bow(1-6), /burp,  /cheer(1-8), /chicken, /clap(1-7), /come(1-4), /cry, /dance(1-6), /disagree(1-3), /failure, /flex(1-3), /flirt, /gasp(1-5), /gloat(1-4), /greet, /laugh(1-3), /point(1-4), /rude(1-3),/salute(1-2), /sit, /sleep, /smell(1-2), /threaten(1-2), /wait(1-2), /wave(1-2), /whistle(1-2)\n::Example: /clap5\nCHAT COMMANDS:\n/partyinvite (PlayerName)<player's name="">, /partyleave, /addignore (PlayerName)<player's name="">, /removeignore (PlayerName)<player's name="">, /showignore, /tell (PlayerName) (Message)\n::Example: /tell JohnSmith Hello, this is a private message.\n</player's></player's></player's>
chat_label_commands=Commands
chat_main_channel_name=MAIN
chat_member_search_bar=SEARCH CHANNEL MEMBERS
chat_message=%S
chat_no_messages,P=No messages.
chat_notification_btn_tooltip=Pending Invitations
chat_option_btn_tooltip=Settings
chat_option_display_unread_notification=Unread Messages Indicator
chat_private_comm_list_empty=No Private Comm Request At The Moment
chat_self_kick=You have been kicked from %ls by %S.
chat_send=SEND
chat_sender_handle=%S
chat_settings_title=Settings
chat_settings_title_filtered=Filtered Tab Settings
chat_settings_title_general=Chat Settings
chat_tab_new_convo_name=New Tab
chat_unknown_command=The command (%S) is unknown.
chat_unread_message_indicator=Display Unread Notification
chat_user_from=From %S
chat_user_offline=%S is offline.
chat_user_to=To %S
chat_yourself=You
citizencon16_homestead_stormwarning_constellation=ATMOSPHERIC CONDITIONS: UNSAFE
civilian_localdelivery_holiday_desc_001=Happy Luminalia!\n\nI have a huge favor to ask. Thanks to some very ill timed maintenance issues, my ship is out of commission for at least a week and I won't be able to finish delivering presents to everyone on my gift list.\n\nLooked into using FTL but with their holiday pricing I'll end up paying more credits than what the gifts cost! \n\nFigured I would see if you're interested in helping me out. I get my gifts delivered on time and you get some extra Luminalia spending credits. \n\nThe three gifts are wrapped and waiting at ~mission(Pickup1|Address). One is for ~mission(GiftRecipient1|First) over at ~mission(DropOff1), another's for ~mission(GiftRecipient2|First) at ~mission(DropOff2), and the last one is for ~mission(GiftRecipient3|First) who's at ~mission(DropOff3).\n\nThanks in advance and may your light glow a little brighter this year!\n\nSincerely,\n~mission(GiftSender|First)
civilian_localdelivery_holiday_desc_002=I'm in desperate need of a little Luminalia magic and I hope you're the one to help.\n\nThere are three gifts stuck at ~mission(Pickup1|Address) that need to be delivered. \n\nI tried scheduling a pick up but just got notified that they won't be able to make it until after the holidays. Would you be able to take care of the deliveries for me? I'll gladly pay you what I was going to give them.\n\nIt shouldn't be too hard. One is for ~mission(GiftRecipient1) over at ~mission(DropOff1), another's for ~mission(GiftRecipient2) at ~mission(DropOff2), and the last one is for ~mission(GiftRecipient3) who's at ~mission(DropOff3).\n\nWhatever you decide to help or not, I hope you have a very happy holiday!\n\n- ~mission(GiftSender)
civilian_localdelivery_holiday_desc_003=Hope the holiday season is treating you well.\n\nMine's been a bit stressful so far. It turns out that I put the wrong delivery address on a handful of gifts and I'm desperately seeking a way to get them delivered on time. \n\nIt would mean so much to me if you could get me out of this jam. \n\nThe presents are at ~mission(Pickup1|Address) and will need to be delivered to: \n- ~mission(GiftRecipient1) at ~mission(DropOff1)\n- ~mission(GiftRecipient2) at ~mission(DropOff2)\n- ~mission(GiftRecipient3) at ~mission(DropOff3).\n\nThank you and best holiday wishes,\n~mission(GiftSender)
civilian_localdelivery_holiday_desc_004=I know things get busy around the holidays, but I was reaching out to see if you had any extra time to do a delivery run.\n\nGot a few presents at ~mission(Pickup1|Address) for close friends that I won't be able to deliver myself. \nYou would need to take one to ~mission(GiftRecipient1) at ~mission(DropOff1), another to ~mission(GiftRecipient2) at ~mission(DropOff2), and the last to ~mission(GiftRecipient3) at ~mission(DropOff3).\n\nMuch appreciated,\n~mission(GiftSender)
civilian_localdelivery_holiday_from_001=~mission(GiftSender)
civilian_localdelivery_holiday_present_001=Gift
civilian_localdelivery_holiday_recipient_001=Gift for ~mission(GiftRecipient1|First)
civilian_localdelivery_holiday_recipient_002=Gift for ~mission(GiftRecipient2|First)
civilian_localdelivery_holiday_recipient_003=Gift for ~mission(GiftRecipient3|First)
civilian_localdelivery_holiday_title_001=Luminalia Present Delivery
claimsweep_desc=~mission(Contractor|ClaimSweepDescription)
claimsweep_from=~mission(Contractor|ClaimSweepFrom)
claimsweep_obj_display_002=Sentries Destroyed: %ls
claimsweep_obj_display_003=Sentries Found: %ls
claimsweep_obj_long_001=Go to ~mission(Location) and search the site.
claimsweep_obj_long_002=Destroy all orbital sentries protecting the site.
claimsweep_obj_long_003=Search the site and find all hidden orbital sentries protecting ~mission(Location).
claimsweep_obj_long_004=Scan to find all of the hidden orbital sentries and destroy them.
claimsweep_obj_marker_001=~mission(Location)
claimsweep_obj_marker_002=Orbital Sentry
claimsweep_obj_marker_002a=Search Area
claimsweep_obj_short_001=Go To ~mission(Location)
claimsweep_obj_short_002=Destroy All Sentries
claimsweep_obj_short_003=Locate All Hidden Sentries
claimsweep_obj_short_004=Find and Destroy All Sentries
claimsweep_title=~mission(Contractor|ClaimSweepTitle)
cockpit_screen_iniating=Initiating
cockpit_screen_loading=08021980\nsys.audit (07234SD784K28A): ux loaded p.id=32KS38KH dat=050544T\nINIT: Augmented Cockpit Display (ACD) Boot Sequence\nVersion 3.19 /.Sat.04.2951./ See Spectrum For Latest Patch Notes\nWelcome to Augmented Cockpit Display. Thank You.\n\nStarting d.env: ACC1940\nLoading default profile view (UEE-STND)\nSetting host.vhcl.param rchk-shp-ckpit-display [res = 4456.9, 19245, 193999]\n\nVis.Check:\ndrawdistance = max; ccrec = on; smoothoprtr = cst2cst/lax2ord;\n***/ RST.MTRX [0,02.9,12,19] / 6578.13451 dtr\n***/ VRT.MTRX [9,02.9,52,29] / 334600.145111 dtr\n***/ XTS.MTRX [0,0,0,0,0] / 0.0 dtr\n***/ ceID_clear…\n\n////\n////\n///\n/////////////////////////////////////////////////////////////////////////\n\nSUP 9XA not available\n\nupdating cachebuffer… \n\n***/ RST.MTRX [0,02.9,12,19] / 6578.13451 dtr\n***/ VRT.MTRX [9,02.9,52,29] / 334600.145111 dtr\n***/ XTS.MTRX [0,0,0,0,0] / 0.0 dtr\n***/ ceID_clear [PASS] / 135952.156003 dtr\n***/ sdf_see [0,14,67,10.9,3] / 5962423.159697 dtr\n***/ preDC_mod = allride_API architecture entity established\nInstruct Mngmt rhss-prep.custom.awq\nLocal host configuration agdi=32561ASG124A2 setup display root… enable\nVis.Check Complete.\n\nReading shadow buffer\nInt: aligned\nInt3: aligned\nAll Pass\nDispbox Continuing…\n\nSetting up X94 render image…\n\nFlattening 4.flos 403-50ce20-1945-2d999 (024:405:11010) rp_filter = 0 \n**./\n**./\n[85462446] **./ DO NOT ALTER\n| trq = 4, base_xth = 115200, 0c60.0cf8 |_c_|\n| sers: i89013 WBW port enabled |___|\n| lrt = 4, base_xth = 3210400, 0c50.0cf8 |_c_|\n| 00L0 at PBO, sharing enabled |___|\nCloned process to rec32 filemanager\nAccessing advanced MCPAIS (far/dir)\n//////////////////////////////////////////\n\nInitialization finished… Build Time [0031:98]\n\nDeploying ACD\n\nHave A Safe Flight\n
collect_reclaimer_datapad_member_01=Mathis
collect_reclaimer_datapad_member_02=Benton
collect_reclaimer_datapad_member_03=Gallen
collect_reclaimer_datapad_member_04=Abir
collect_reclaimer_datapad_member_05=Clair
collect_reclaimer_datapad_message_01=Hey everybody, after Debbins screwed us, I'm instituting a new policy of updating the code to the heavy freezer bins every couple of days. Make sure you don't pass this along to anyone you don't trust. The first code is 5136.
collect_reclaimer_datapad_message_02=Here's the latest code for the secure crate:
collect_reclaimer_datapad_message_code=~mission(RecCode)
collect_reclaimer_datapad_title=New Security
combatassist_desc=ATTENTION: An ECN relay in your sector has received an emergency signal broadcast from a ship in distress. Any available ships in the area capable of rendering assistance are requested to do so immediately.
combatassist_from=Emergency Communication Network
combatassist_obj_long_01=Travel to the emergency distress beacon and provide assistance.
combatassist_obj_long_02=Protect civilian from hostiles.
combatassist_obj_marker_01=ECN Alert
combatassist_obj_marker_02=Protect
combatassist_obj_short_01=Respond To ECN Alert
combatassist_obj_short_02=Protect Civilian
combatassist_obj_short_02a=Distress Beacon
combatassist_obj_timer_01=Time Remaining: %ls
combatassist_title=ECN ALERT: Assistance Needed
comm_ActivatingArray=Activating Array
comm_ActivationBroadcast=Beginning ECN Broadcast
comm_ActivationConnecting=Connecting Array to Hub
comm_ActivationStatus=:: Activation Status ::
comm_ActivationUplink=Establishing Uplink
comm_ArrayDeactivated=Array Deactivated
comm_ArrayNowOnline=Comm Array Is Now Online
comm_ArrayOnline=Comm Array Online
comm_ArrayStatus=:: Comm Array Status ::
comm_Array_ConnectionOffline=Uplink Offline
comm_Array_ConnectionOnline=Uplink Online 
comm_Array_Deactivate=Disconnect Uplink
comm_Array_Loading=Authenticating Passkey...
comm_Array_Login=Passkey Authorization
comm_Array_LoginFailed=No Authorized Passkey Detected
comm_Array_LoginSuccessful=Welcome Authorized Technician
comm_Array_Logout=Logout
comm_Array_Transition=Checking Comm Array Status...
comm_BtnActivate=Activate Array
comm_BtnCalibrate=Calibrate Array
comm_BtnDeactivate=Deactivate Array
comm_BtnDiagnostics=Diagnostics Report
comm_BtnLogIn=- Log In -
comm_BtnLogOff=Log Off
comm_BtnSecurity=Security Protocols
comm_BypassingPasskey=Bypassing Passkey
comm_DeactivatingArray=Deactivating Array
comm_DeactivationComplete=Deactivation Complete
comm_DeactivationStatus=:: Deactivation Status ::
comm_HackProgress=H4cC Ign pr()gR3Ss
comm_HackedBroadcast=eCN Br04Dk4Zt
comm_HackedConnection=4RR4Y ]-[Ub c0nnekT|()]\[
comm_HackedPower=4RR4Y P()w3r LEVe1
comm_HackedStatus=:: Upl|nc ZT47us ::
comm_LabelBroadcast=ECN Broadcast
comm_LabelConnection=Array Hub Connection
comm_LabelDisconnecting=Disconnecting Array From Hub
comm_LabelPower=Array Power Level
comm_LabelPoweringDown=Powering Down Array
comm_LabelTerminating=Terminating ECN Broadcast
comm_MaintenanceTerminal=Maintenance Terminal
comm_NoPasskey=No Passkey Detected
comm_PasskeyAccepted=Passkey Accepted
comm_PasskeyAccess=/// Authorized Passkey Access Only ///
comm_PasskeyBypassed=Passkey Bypassed
comm_PasskeyRequired=An authorized Passkey is required to access this terminal
comm_UplinkHack=>\ vp11nk h4ck \<
comm_UplinkHacked=//\ uplYNC ]-[4ck \\/
comm_UplinkOffline=UPLINK OFFLINE
comm_UplinkOnline=UPLINK ONLINE
comm_UplinkStatus=:: Uplink Status ::
comm_WelcomeTechnician=Welcome Aciedo Technician!
comm_array_DeactivateConfirmation_001=Disconnecting the Uplink will disrupt communication
comm_array_DeactivateConfirmation_002=and ECN services in the area.
comm_array_DeactivateConfirmation_No=Cancel
comm_array_DeactivateConfirmation_Yes=Proceed
comm_array_DeactivateConfirmation_title=Warning:
comm_array_Reconnect=Reconnect Uplink
comm_array_ReconnectSuccess=Uplink successfully reconnected. Services have been restored.
comm_array_ReconnectingUplink=Reconnecting...
comm_array_Status=Current Status:
comm_array_Title=Maintenance Control Panel
comm_array_array_window_title=Aciedo Comm Array
comm_array_status_window_title=Current Diagnostic Data
comm_array_uplink_offline=Network Uplink Offline
comm_array_uplink_online=Network Uplink Online
comm_channel_Global=Open Comm Channel: Global
commarray_hack_danger_0001=I wouldn't be surprised if some trouble showed up when all is said and done. 
commarray_hack_danger_0002=There are regular patrols of the area, so be ready just in case some unwanted visitors show up. 
commarray_hack_danger_0003=I'm not expecting trouble, but knowing what security is like in that sector, it's not out of the question. 
commarray_hack_danger_0004=If I'm being honest, these ~mission(Client) had one of their own try to handle the array, and they got taken out. Just don't let the same thing happen to you. Go in prepared, you should come out fine. 
commarray_hack_desc=~mission(Description)
commarray_hack_desc_0001=A couple of ~mission(Client) are working on a big score and they need ~mission(MissionLocation|Address) shut down to make sure they get some privacy. Once it's offline, we'll need you to hang out there to make sure the commlink stays down long enough. ~mission(Danger)\n\nAnd DON'T forget, you'll need a CRYPTOKEY to access the array's controls. \nBring your own if you want, but you can head to ~mission(Location|Address) and grab one there.\nHate for you to head all the way out to the array and not be able to do the damn job.
commarray_hack_desc_0002=~mission(MissionLocation|Address) being online's going to be a problem for some ~mission(Client) working the area. \nShut it down, keep it offline 'til the job's complete, and we'll make it worth your while. ~mission(Danger)\n\nOf course, you won't be able to access the array's controls unless you have a CRYPTOKEY with you. \nWe arranged for one to be waiting for you at ~mission(Location|Address) if you don't already have one. 
commarray_hack_desc_0003=I don't want to get too specific, but let's just say it would be better for everyone if someone could make sure that ~mission(MissionLocation|Address) was taken out of commission and that it stayed that way for a while. ~mission(Danger)\n\nAnd I shouldn't have to mention this, but for the love of everything, bring a CRYPTOKEY with you. Last thing we need is you showing up unprepared. \nActually, you know what, if you don't already have one, there's a cryptokey at ~mission(Location|Address) that you can use.
commarray_hack_desc_0004=Certain ~mission(Client) have a job in the works, but they can't do it as long as the ~mission(MissionLocation|Address) is still online. Need a systems-grok to disable the comm uplink, and stay onsite long enough to make sure there aren't any issues. ~mission(Danger) Credits on completion. No up-front. \n\n---> REMINDER: Bring a CRYPTOKEY with you to hack the array's controls. Either grab one from ~mission(Location|Address) or bring your own.
commarray_hack_desc_0005=Here's the breakdown -  ~mission(MissionLocation|Address) needs to be taken offline, and ~mission(Client) are looking to hire a hacker to do it and guarantee the uplink's down for as long as needed. ~mission(Danger)That's about all you need to know.\n\n*** P.S. You'll need a CRYPTOKEY to access the control panel. We arranged one to be waiting for you at ~mission(Location|Address), but if you prefer to use your own, that's fine too.
commarray_hack_from=~mission(Contractor)
commarray_hack_obj_display_02=Disable ~mission(MissionLocation)
commarray_hack_obj_display_03=Monitor Cryptokey's Progress
commarray_hack_obj_display_04=Ensure ~mission(MissionLocation) Stays Offline: %ls
commarray_hack_obj_long_01=If you don't already have one, acquire a Cryptokey by visiting ~mission(Location) or purchasing one elsewhere.
commarray_hack_obj_long_02=Disable uplink at ~mission(MissionLocation).
commarray_hack_obj_long_03=Monitor cryptokey's progress to ensure the hack is successful.
commarray_hack_obj_long_04=Ensure ~mission(MissionLocation) stays offline for the designated period.
commarray_hack_obj_marker_01=Hack Site
commarray_hack_obj_marker_02=Disable Uplink
commarray_hack_obj_marker_03=Disable Uplink
commarray_hack_obj_marker_04=Keep Array Offline
commarray_hack_obj_short_01=Acquire Cryptokey
commarray_hack_obj_short_02=Disable Comm Array Uplink
commarray_hack_obj_short_03=Ensure Hack's Success
commarray_hack_obj_short_04=Ensure ~mission(MissionLocation) Stays Offline
commarray_hack_title=~mission(Title)
commarray_hack_title_0001=Privacy Screen
commarray_hack_title_0002=Array Hack Job
commarray_hack_title_0003=Dis-Array
commarray_hack_title_0004=Cover Needed
commarray_hack_title_0005=Array Hack
commarray_hack_title_0006=~mission(MissionLocation) Problem
commarray_hack_title_0007=Lights Out
commarray_repair_danger_0001=We've been getting reports that outlaws have been taking advantage of the outage, so be careful. 
commarray_repair_danger_0002=Proceed with caution as the sector will not have ECN until the connection is back online. 
commarray_repair_danger_0003=Take precautions when you head over to the site. With the array down we can't be sure what or who might be lurking out there. 
commarray_repair_danger_0004=Shouldn't have to say this, but use some common sense when you're out there and be ready just in case you run in to some trouble. 
commarray_repair_danger_0005=One thing to keep in mind is that you should probably make sure your security measures are up to snuff before going. We're not positive yet what caused the Array to go down, but we have had reported incidents in the past of outlaws purposefully taking them offline, and more importantly, trying to keep them offline. 
commarray_repair_desc=~mission(Description)
commarray_repair_desc_0001=There's an outage at ~mission(Location|Address) and we need a technician to repair any possible damage and re-establish the uplink. We will provide authorization  to access the maintenance terminal. ~mission(Danger)
commarray_repair_desc_0002=~mission(Client) lost its connection to ~mission(Location|Address). We are looking for a qualified comm tech to do an on-site evaluation and ensure that the uplink is re-activated. The proper authorization will be provided to access the control panel.  ~mission(Danger)
commarray_repair_desc_0003=A technician is needed onsite to repair ~mission(Location|Address) and reconnect it to the comm network. Once contracted, we will transfer authorization to access the maintenance controls. ~mission(Danger)
commarray_repair_desc_0004=~mission(Location) is in urgent need of repair. Authorization to access the Comm Array's systems will be provided.  ~mission(Danger)
commarray_repair_desc_0005=~mission(Client) has been reporting issues with ~mission(Location|Address) and we're looking for a contractor to authorize to complete any necessary repairs. ~mission(Danger)
commarray_repair_desc_0006=Attention qualified comm technicians: ~mission(Location|Address) has lost its connection with ~mission(Client) and requires maintenance. ~mission(Danger)If you're interested, please let us know and we will provide you with the proper authorization needed.
commarray_repair_from=~mission(Contractor)
commarray_repair_obj_display_02=Restore Uplink at ~mission(Location)
commarray_repair_obj_display_03=%ls to Leave Restricted Area
commarray_repair_obj_long_01=Go to ~mission(Location) to repair uplink.
commarray_repair_obj_long_02=Restore uplink at ~mission(Location).
commarray_repair_obj_long_03=Once repairs are initiated, leave the Restricted Area or risk trespassing charges and forfeiting payment.
commarray_repair_obj_marker_01=Repair Site
commarray_repair_obj_marker_02=Restore Uplink
commarray_repair_obj_short_01=Go To Repair Site
commarray_repair_obj_short_02=Restore Comm Array Uplink
commarray_repair_obj_short_03=Leave Restricted Area
commarray_repair_title=~mission(Title)
commarray_repair_title_0001=Repair ~mission(Location)
commarray_repair_title_0002=Repair Technician Opportunity
commarray_repair_title_0003=Skilled Technician Wanted
commarray_repair_title_0004=Comm Repair
commarray_repair_title_0005=Qualified Comm Tech Needed
commarray_repair_title_0006=Comm Uplink Offline
commarray_repair_title_0007=Disconnected Comm Array
comms_channel_disconnected=Comms Channel Disconnected: %S
comms_channel_invited=Invited to Comms Channel: %S
comms_channel_joined=Comms Channel Joined: %S
comms_group_created=Created %s.
comms_group_disbanded=The %s has been disbanded.
comms_invite_accepted=%S has joined the %s.
comms_invite_declined=%S has declined invitation to %s.
comms_invite_received=%S has invited you to their %s.
comms_invite_sent=%S invited to %s.
comms_invite_sent_target=Target player invited to %s.
comms_invite_timeout=The invitation you sent to %S has timed out.
comms_leader_changed=%S is now %s leader.
comms_local_player_joined=You have joined %S's %s.
comms_local_player_joined_auto=You have joined %s.
comms_local_player_kicked=You have been kicked from the %s.
comms_local_player_left=You have left the %s.
comms_member_kicked=%S has been kicked from the %s.
comms_member_left=%S has left the %s.
comms_suffix_group=group '%S'
comms_suffix_party=party
comms_suffix_ship_channel=channel '%S'
comms_target_contact=Hail Target: %S
concate_mics_signs_%=%
concate_mics_signs_-=-
concate_misc_numbers_0=0
concate_misc_numbers_1=1
concate_misc_numbers_2=2
concate_misc_numbers_3=3
concate_misc_numbers_4=4
concate_misc_numbers_5=5
concate_misc_numbers_6=6
concate_misc_numbers_7=7
concate_misc_numbers_8=8
concate_misc_numbers_9=9
concate_misc_signs_#=#
concate_misc_signs_.=.
concate_misc_signs_..=..
concate_misc_signs_...=...
concate_misc_signs_:=:
confirmkill_danger_0001=Of course, if the bastard is still alive then ... well, let's just say you should go in ready for anything. 
confirmkill_danger_0002=Watch your back when you're digging around. They say violence makes more violence. 
confirmkill_danger_0003=Make sure to keep an eye out for trouble while you're searching. Hate to hear that you joined ~mission(TargetName|NickOrFirst) cause you weren't careful. 
confirmkill_danger_0004=One piece of advice, there's likely to be vultures circling the area. Make sure you're prepared for anything. 
confirmkill_desc=~mission(Description)
confirmkill_desc_0001=There's a rumor floating around that this hatjob by the name of ~mission(TargetName) is finally kissing stardust. Talk about overdue. Problem is that it's just a rumor for now. The ~mission(Client) are willing to cough up some credits to find out if it's true. ~mission(Timed)If you head to ~mission(Location) and confirm, you'll get a nice little payout for your troubles. ~mission(Danger)
confirmkill_desc_0002=I keep telling people you gotta vet before you hire, but do they listen? Course not. Take the ~mission(Client) for example. They paid some alleyscag to off ~mission(TargetName), but now they're worried the job might not actually be done and they want someone to go out to ~mission(Location) and verify the hit. ~mission(Timed)~mission(Danger)Interested?
confirmkill_desc_0003=Another job of mine was supposed to be all wrapped up, but now the ~mission(Client) are worried that ~mission(TargetName) might still be upright. To ease their minds, I told them I'd send someone out to ~mission(Location) and make sure that people who are supposed to be dead stayed that way. ~mission(Timed)~mission(Danger)
confirmkill_desc_0004=Not sure if you heard yet, apparently ~mission(TargetName) is dead. Like dead, dead. Everyone is scrambling to find out if it's true or not, but I got a lead on where the body might be. ~mission(Timed)Head to ~mission(Location) and confirm for me, I'll make sure it's worth your while. ~mission(Danger)
confirmkill_desc_0005=The ~mission(Client) paid big credits to have this problem of theirs permanently solved, but I guess the proof of death didn't come through. Sucks for them, but works out for me and you. I can't go myself, but I can give you the location of ~mission(Location). Go and confirm that ~mission(TargetName) is toe up. ~mission(Danger)Simple enough job, don't even have to kill anyone yourself, and the credits are right. ~mission(Timed)
confirmkill_desc_0006=Hope you don't mind corpses, cause I need you to get up close and personal with one. Used to go by the name ~mission(TargetName). You should find what's left of them at ~mission(Location) and hopefully confirm that the bastard's really dead. ~mission(Timed)~mission(Danger)Anything else you find when you're out there is fair game.
confirmkill_desc_0007=Got word that ~mission(TargetName) might be dead. 'Might' ain't gonna cut it with me, so I want you to go to ~mission(Location) and make sure of it.~mission(Timed)~mission(Danger)If you have any other questions, just figure it out yourself. That's what I pay you for.
confirmkill_from=~mission(Contractor)
confirmkill_location_0001=the ship's remains
confirmkill_location_0002=the last point of contact
confirmkill_location_0003=~mission(TargetName|Last)'s Last Known Position
confirmkill_location_0004=the wreckage
confirmkill_location_0005=the wreck site
confirmkill_location_0006=the derelict
confirmkill_obj_long_01=Visit ~mission(Location) to locate ~mission(TargetName).
confirmkill_obj_long_02=Locate ~mission(Role) ~mission(TargetName|Last) and confirm they're dead.
confirmkill_obj_long_02a=Confirm
confirmkill_obj_marker_01=Wreck Site
confirmkill_obj_short_01=Go To Wreck Site
confirmkill_obj_short_02=Locate Corpse
confirmkill_timed_0001=Need you to hurry and get there fast. No telling what can happen to a corpse when it's just left sitting out there. 
confirmkill_timed_0002=And just cause they're dead doesn't mean you can take you're sweet time. The longer ~mission(TargetName|NickOrFirst) sits out there, the harder this job's gonna get. 
confirmkill_timed_0003=Everyone's real eager to have this settled as fast as possible, so see what you can do. 
confirmkill_timed_0004=Even the thought of ~mission(TargetName|Last) still breathing has everyone on edge. Take care of this ASAP. 
confirmkill_title=~mission(Title)
confirmkill_title_0001=Ghost Hunter
confirmkill_title_0002=Obituary
confirmkill_title_0003=True or False
confirmkill_title_0004=You See Dead People?
confirmkill_title_0005=Confirmation Needed
confirmkill_title_0006=Final Goodbye
confirmkill_title_0007=Last Steps
constantine_recoverysafe_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nThieves and deviants have broken into one of our facilities, ~mission(Location), and have been committing random acts of vandalism. Although Hurston Security has been tasked with eliminating them, Corporate needs a dedicated operator to retrieve one of our data vaults that was being stored there. Make sure it's safely delivered to ~mission(Destination).\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
constantine_recoverysafe_desc_002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nOperator needed to travel to Hurston facility ~mission(Location) and retrieve a data safe before criminals destroy it. Once inside the facility, you are cleared to use whatever force is necessary in the execution of your mission. Once secured, deliver the safe to ~mission(Destination) for payment.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
constantine_recoverysafe_desc_003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nA Hurston facility, ~mission(Location), has been compromised and overrun by unauthorized elements bent on vandalism and thievery. Hurston Dynamics needs a contractor to access the facility and retrieve proprietary Hurston documents and data currently housed in a secure safe and deliver it to ~mission(Destination). Use force if necessary but the safe return of Hurston property is paramount.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
constantine_recoverysafe_desc_004=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Safe Recovery\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nCentral has recently been notified that ~mission(Location) has been overtaken by scavengers and thieves. Before Hurston Security can retake the facility, we want to make sure that a safe containing archives of the facility's data is safely removed and delivered to ~mission(Destination). You are cleared to use whatever force is necessary to secure the safe, but understand that the secure delivery is your primary objective. Payment will be issued upon successful completion of your task.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
constantine_recoverysafe_title_001=Recovery Contract
constantine_recoverysafe_title_002=Secure Retrieval
constantine_recoverysafe_title_003=Vault Extraction
constantine_recoverysafe_title_004=Safe Retrieval
constellation_rear_tube=Rear Docking Port
contract_desc=~mission(Description)
contract_from=~mission(Contractor)
contract_timed=~mission(Contractor|Timed)
contract_title=~mission(Title)
covalex_UGF_collect_desc_001=Hello there,\n\nI have a delivery I need taken care of. The order is waiting at ~mission(Location|Address) to be taken to ~mission(Destination|Address). \n\nIm sure youll be fine, but for full disclosure, Im seeing a bunch of security warnings pop up for this area. Seems there have been a handful of attacks in that area in the last few days. Now, Im not saying youll run into anything, but it would probably be best if you brought along a bit of protection.\n\nGood luck,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n
covalex_UGF_collect_title_001=Delivery Pilot for Covalex
covalex_chaindelivery_desc_001=\nGreetings,\n\n~mission(Contractor|Reaction)\n\nFor this next contract, to help expedite shipping, our super-smart data technicians coordinated the following multi-stop route:\n1. Pick up ~mission(Item1) from ~mission(Location1|Address) and deliver it to ~mission(Location2|Address). \n2. Pick up ~mission(Item2) from ~mission(Location2|Address) and deliver it to ~mission(Location3|Address). \n3. Pick up ~mission(Item3) from ~mission(Location3|Address) and deliver it to ~mission(Location1|Address). \n\nThis should really make the most out of your travel time! \n\nPayment will be issued for each successful delivery, with a bonus paid with the completion of the entire route.\n\n~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_chaindelivery_title_001=Multi-Stop Delivery Route
covalex_delivery_desc_0001=Hi there!\n\n~mission(Contractor|Reaction)\n\nWe've got another shipment waiting to be picked up at ~mission(Location|Address) and delivered to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_desc_0002=Hey!\n\nHope everything's going all right with you. ~mission(Contractor|Reaction) \n\nThere is a shipment at ~mission(Location|Address) that we need you to take over to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_desc_0003=Hi again,\n\n~mission(Contractor|Reaction)\n\nHoping you're free, because I have a job to send your way. Got a pick up request at ~mission(Location|Address) for a shipment that is headed to ~mission(Destination|Address). That could wind up being an interesting route. ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_desc_0004=Hi!\n\nDon't know about you, but today has been a busy one over here. Barely been able to stop and catch my breath. ~mission(Contractor|Reaction)\n\nSo, the run we need taken care of will have you grabbing a shipment from ~mission(Location|Address) and bringing it to ~mission(Destination|Address). Should hopefully be pretty painless. ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff) \n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_desc_0005=Hello,\n\nChase is off today, so I am temporarily handling your contracts. \n\nThis current one is for a shipment pick up at ~mission(Location|Address) to be delivered to ~mission(Destination|Address). ~mission(Contractor|Timed)\n\nThanks,\n\nArleen Dokgo\nSr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_desc_0006=Hey there,\n\n~mission(Contractor|Reaction)\n\nFound the perfect shipment contract for you to tackle. There's a shipment waiting at ~mission(Location|Address) to be taken to ~mission(Destination|Address). Sounds good, right? ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_desc_intro=Hi!\n\nI've got some exciting news to share - Covalex Shipping is seeking to contract with additional independent operators in your area! \n\nEarning such accolades as 'Imperial Finances' Top 10 Shipping Companies' and 'Delivery Digest's 2945's Most Trusted Transport,' Covalex is busier than ever. And that means more cargo going to more places. That's where you come in! \n\nWe're looking for dependable and industrious pilots to join our expanding family. Do you have access to a ship that can hold cargo? Can you pass an Advocacy background check if required? Then a universe of opportunity is waiting for you. All you have to do is complete a simple 'Evaluation Trial' and pick up a shipment from ~mission(Location|Address) and take it safely to ~mission(Destination|Address). \n\nUpon satisfactory completion, you'll be eligible to become part of Covalex Shipping's vast network of independent transport specialists*.\n\nWe look forward to hearing from you,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\n*Covalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
covalex_delivery_title_001=Delivery Pilot for Covalex
covalex_delivery_title_intro=Independent Cargo Pilot Needed
covalex_holiday_001=To tell the truth, we've got so many packages coming in that I haven't even had any time to do my own shopping! 
covalex_holiday_002=With all the stress at this time of year, I just try to remember how much happiness we're bringing to people with what we do. 
covalex_holiday_003=I think that if we all work together, we can help make this holiday one of the best! 
covalex_holiday_004=I don't know about you, but I can't wait for the rush to be over so I can get some quality time with loved ones. 
covalex_holiday_005=You know, even with how busy it gets, this is still my favorite time of the year! 
covalex_holidaydelivery_desc_0001=Happy Holidays!\n\nThe gift giving season has been crazier than ever for us at Covalex, and we need all the help we can get to make sure everything gets delivered on time. \n\nI'm hoping you can grab a special delivery from ~mission(Location) and deliver it to ~mission(Destination). \n\n~mission(Contractor|DeliveryHoliday) \n\nGood cheer to you and yours,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor. 
covalex_holidaydelivery_title_001=Holiday Delivery
covalexrand_MissionUI_LocateCrate=Locate ~mission(Owner)'s Package
covalexrand_desc=~mission(Description)
covalexrand_desc_0001=Been waiting forever for Covalex to get their act together after the accident they had, but I just don't think it's going to happen at this point. Hoping you could go out to Gundo and grab my order for me. ~mission(Reference)~mission(Timed)I don't need you to take it all the way to me either. I arranged for shipment from ~mission(Destination) so all you'd have to do is leave it there at the front desk for me.\n\nThanks,\n~mission(Owner)
covalexrand_desc_0002=I had an important shipment with Covalex and apparently it was waiting at Gundo when they had that big accident there. They said the delivery was going to be delayed, but it's been months now and they're still telling me the same exact thing. No new information or anything. I'm losing a ton of money on this and the best they can offer me is an apology. Not good enough. Figure if they can't finish the delivery, I'll find someone who can. ~mission(Reference) Need it delivered to ~mission(Destination). ~mission(Timed)
covalexrand_desc_0003=Hey, a gift I ordered is stuck out on that Covalex station that exploded or whatever and now they say they can't deliver it. I'm really sorry about what happened there, but I already missed our anniversary and if I miss their birthday too, I'm gonna be dead. Basically, I need that box to be at ~mission(Destination) by any means necessary. ~mission(Reference) ~mission(Timed)
covalexrand_desc_0004=Look, we can all agree it was a real tragedy what happened out there at Gundo, and I'm sorry people lost their lives, but that doesn't mean I don't need my package delivered, right? And if Covalex isn't willing or able to do it, then I have every right to go and get delivered on my own. That only seems fair. ~mission(Reference)If you're interested, I'll need it taken to ~mission(Destination). ~mission(Timed)\n\nGood luck,\n~mission(Owner)
covalexrand_desc_0005=I'm in a bit of a bind. A delivery I've been expecting was rerouted through Covalex's Gundo station out near Crusader, but an accident there stopped all shipments. I tried getting a refund, but the company I ordered from says it's Covalex's fault, and Covalex says that their terms of service covers a delay like this. ~mission(Timed)I guess at this point I just want my package and I don't really care how I get it. Even to the point where I'm willing to pay the extra shipping to have someone just take it to ~mission(Destination) for me. ~mission(Reference)
covalexrand_desc_0006=I need someone with access to a ship to fly out to Covalex's Gundo station and take a box there to ~mission(Destination). ~mission(Reference)And before you get the wrong idea or anything, I'm not talking about stealing or anything, because it's my package. Covelex is just dragging their feet delivering it because of the investigation or safety or whatever excuse they're using. ~mission(Timed)
covalexrand_desc_0007=A package I ordered is stuck because of the accident that happened at Gundo. I paid good creds for this and now it's just sitting there gathering dust. Seems to me that if Covalex isn't gonna do anything about it, then I might as well pay someone to find it and take it to ~mission(Destination) for me. ~mission(Reference)~mission(Timed)
covalexrand_desc_0008=I am going crazy. Covalex keeps telling me that they delivered my package, but I didn't get it. The last routing information I have places it at their Gundo center, so I'm thinking that it got misplaced when they had the big accident there. ~mission(Item) If you could go check it out, I bet you anything that it's just sitting there. ~mission(Reference)If it is there, I'll pay to have you bring it to ~mission(Destination).
covalexrand_from=~mission(Owner)
covalexrand_obj_long_01=Go to Covalex Station Gundo.
covalexrand_obj_long_02=Find and pick up package.
covalexrand_obj_long_03=Deliver package to ~mission(Destination).
covalexrand_obj_short_01=Go To Covalex
covalexrand_obj_short_02=Collect Package
covalexrand_obj_short_03=Deliver Package
covalexrand_obj_short_03a=Package
covalexrand_reference_0001=A friend of a friend said you'd be up to doing something like this, so figured it couldn't hurt to ask. 
covalexrand_reference_0002=I heard that you may have been out to the station once already, so you'd be perfect to help me with this. 
covalexrand_reference_0003=Elaine Ward mentioned that you might be a good person to help with this. 
covalexrand_reference_0004=I heard about the investigation work you did at the station, and figured since you know the lay of the land already you'd be the perfect person to hit up. 
covalexrand_reference_0005=You've been to Gundo before, right? Makes sense that going back shouldn't be that big of an issue for you. 
covalexrand_timed_0001=This whole thing has been taking so long, it'd be great to get this wrapped up as fast as possible. 
covalexrand_timed_0002=I've pretty much run out of patience at this point. Anything you can do to get the package to me as quickly as possible would be great. 
covalexrand_timed_0003=This delivery was urgent before the delay and now it's more so. Need it delivered yesterday. 
covalexrand_timed_0004=Not sure if there is anything you can do to save some time, but the faster you get the package to me the better. 
covalexrand_title=~mission(Title)
covalexrand_title_0001=Frustrated with Covalex
covalexrand_title_0002=Complete Delivery Order
covalexrand_title_0003=Finish Covalex Delivery
covalexrand_title_0004=Need My Package Found
covalexrand_title_0005=Waiting On My Package
covalexspec_015=
covalexspec_MissionUI_BoxNumber_104=Box #104
covalexspec_MissionUI_BoxNumber_156=Box #156
covalexspec_MissionUI_BoxNumber_173=Box #173
covalexspec_MissionUI_BoxNumber_249=Box #249
covalexspec_MissionUI_BoxNumber_510=Box #510
covalexspec_MissionUI_BoxNumber_964=Box #964
covalexspec_MissionUI_LocateCrate=Locate ~mission(Owner)'s Personal Effects (~mission(BoxNumber))
covalexspec_MissionUI_TravelTo=Travel to Covalex
covalexspec_contractor_0001=Anya Sugari
covalexspec_contractor_0002=Ed Biollo
covalexspec_contractor_0003=Thrace Pinter
covalexspec_contractor_0004=Gloria Theolone
covalexspec_contractor_0005=Sam Besser
covalexspec_contractor_0006=Baylor Ward
covalexspec_desc=~mission(Description)
covalexspec_description_0001=Hi,\n\nI'll totally understand if you don't want to help with this, but if you can it would be amazing.\n\nSee, my boyfriend passed away during the Covalex Gundo tragedy. They said I would get all of Scott's stuff back once the investigation was complete, but as far as I know, it's been done for a while now and they still haven't given any indication of when I can get his property. It's been hard enough dealing with all this, and knowing that a package is going to show up in a month or two and rip open all these wounds, it's just too much. I would prefer to deal with it now and get it over with. If you could find a way to get his personal effects (Employee ID# 104) and drop them off at ~mission(Destination), I'd be very grateful.\n\nThanks for your help,\nAnya
covalexspec_description_0002=My brother was one of those people who died when that Covalex station near Crusader blew. Even worse, he was borrowing something of mine when it happened. Now some red tape asshole is trying to tell me that I have to wait to get my stuff back. Yeah right. First you kill my brother and now you want me to be patient? The nerve of these corporate jillos. Forget that. Instead, I figured I'd hire someone to go to Gundo to get my stuff and take it to ~mission(Destination) for me. I mean, what the hell are they gonna do about it? Anyway, it's what my brother would have wanted. It's gonna be the box marked 156.\n\n- Ed
covalexspec_description_0003=Hey,\n\nSo this is a little awkward for me to talk about, but it turns out that one of the people who passed away on that Covalex station disaster, Kyomi Santos, actually bequeathed me something in her will. I was surprised to hear it, but apparantly I'm now the proud owner of everything stored in box #173. The people at Covalex say I'll be able to get it when the station opens back up but ... this is the awkward part ... I kind of really need it right now. Normally I'd just wait, but I'm trying to start my own business (I make cakes in the shape of people's homeworlds) and the credits I get from selling it will really be a huge help. I've got a little bit stashed away now that I can use to pay for someone to deliver it from Gundo to ~mission(Destination) for me. I know the whole things a little bit irregular, but if there was any other way I wouldn't be asking.\n\nThanks for the help,\nThrace
covalexspec_description_0004=My son Nico was sadly among the victims of the tragic accident at Covelex's Gundo station and they still haven't returned all of his personal possessions to me. I understand that they have to do things according to regulations, but it seems unconscionable that they wouldn't make some allowances for the grieving family members. To that end, I'm seeking someone who will be able to go to the station for me. To be clear, Gundo is currently considered off limits, meaning that this would not be above board, but I feel my situation warrants special consideration. My sister says that the rate I am offering is the correct amount for retrieving the crate with Nico's belongings (#964) and bringing them to ~mission(Destination), so hopefully I can find a competent individual to settle this matter quickly.\n\nSincerely,\nGloria Theolone
covalexspec_description_0005=They said that I could find someone here to go to Gundo for me and grab a crate that belonged to my wife. If the name didn't ring a bell, that's the station where they had that big accident. My wife worked for Covalex and I know it's not really going to make losing her any easier, but I really just want Claudia's stuff back. I think about her photo collection or the necklace I gave her just sitting there in that cold dead station in some box marked 249 and it's not right. She deserves better. So how about it? You willing to go to Gundo and haul her crate back to ~mission(Destination)?
covalexspec_description_0006=Hi,\n\nI'm looking for someone to head to the Covalex Gundo station near Crusader and grab some items. I know this may sound like stealing, but it's my dad's stuff. You see, he was on Gundo station when it had its accident. My mom says that we need to wait until Covalex says so, but I don't think that's fair because I miss him so much. I would like something to remember him by and I don't want to wait any longer because I might start forgetting things. I'll pay you to get box 510 for me and take to ~mission(Destination) so I can have it.\n\nThank you very much,\nBaylor Ward
covalexspec_from=~mission(Contractor)
covalexspec_obj_long_01=Locate ~mission(Owner)'s personal effects at Covalex Station Gundo.
covalexspec_obj_long_02=Deliver personal effects to ~mission(Destination).
covalexspec_obj_short_01=Locate Personal Effects
covalexspec_obj_short_02=Deliver Personal Effects
covalexspec_obj_short_02a=Personal Effects
covalexspec_owner_0001=Scott Hammell
covalexspec_owner_0002=Ross Biollo
covalexspec_owner_0003=Kyomi Santos
covalexspec_owner_0004=Nico Theolone
covalexspec_owner_0005=Claudia Besser
covalexspec_owner_0006=Darnell Ward
covalexspec_title=~mission(Title)
covalexspec_title_0001=Personal Effects
covalexspec_title_0002=Help Me Get My Stuff Back
covalexspec_title_0003=Unexpected Inheritance
covalexspec_title_0004=A Mother's Plea
covalexspec_title_0005=Looking for Closure
covalexspec_title_0006=My Dad's Stuff
crate_panel_damage_01=Warning
crate_panel_damage_02=Explosive Material
crate_panel_exclamation_symbol=!
crate_panel_quantum_01=Diluthermex \n Quantum Sensitive Material
crate_panel_quantum_02=Keep Shielded During Quantum Travel.
crate_panel_quantum_03=Shielding Inactive.\nDo Not Quantum Travel.
crate_panel_quantum_04=Disengage Quantum Spooling Immediately!
crate_panel_timed_01=Containment Field Integrity
crate_panel_timed_02=Time Until Failure
criminal_assassination_Danger_Hard_001=Criminal Danger Hard placeholder text
criminal_assassination_Timed_Hard_001=Criminal Timed Hard placeholder text
criminal_assassination_desc_Hard_001=Criminal Title Intro Description placeholder ~mission(Danger) (Contractor|AssassinationHardTimed)
criminal_assassination_title_Hard_001=Criminal Title Intro placeholder
criminal_basesweep_desc_01=We've got plans in the works over at ~mission(Location|Address), but before we can do anything we're gonna need everyone there gone.\n\nHate to admit it - there's a bit more heat there than we feel comfortable dealing with on our own. Figured a big gun like you would have no problem clearing the way.\n\nDon't worry about making a mess. More than happy to clean up when you're done.
criminal_basesweep_desc_02=You ever been to ~mission(Location|Address)? \n\nThe smug hatjobs holed up there are a constant pain in the ass and have been for far too long.\n\nEnough's enough. Go there and take care of them and we'll make sure that it's more than worth the trouble.\n\nAnd be thorough. I want you to get every single last one of those bastards.
criminal_basesweep_desc_03=We need ~mission(Location|Address) to become a ghost town. Not a single living soul left breathing.\n\nThink you might be the right person to make that happen.\n
criminal_basesweep_title_01=Extermination Job
criminal_blackbox_recover_desc_01=I'm willing to shell out some good credits to have a cutter go take the black box from a wreck over to ~mission(Destination). I'm not gonna be able to sleep proper till I know that the damn thing's been wiped.
criminal_blackbox_recover_desc_02=So here's the rub. There wasn't time to clean up proper after a job, and now I need someone to disappear a black box for me. All you got to do is mosey over to the wreck, pull the box, and leave it at ~mission(Destination).
criminal_blackbox_recover_desc_03=Some idiot crew went and got themselves dead. No big deal. Happens every day, right? \n\nTrouble is, seems like there's some pluggers interested in figuring out the how, and the black box is still sitting out there waiting to spill everything.\n \nNeed someone to take the stupid thing from the wrecksite over to ~mission(Destination) so it can be properly destroyed, and the mystery of who did what can stay a mystery.
criminal_blackbox_recover_desc_04=People are starting to snoop around and try to figure out what happened to this missing crew. That's a problem. Better for everyone if the past stays buried.\n \nIt'd make me real happy if someone were to go hunt down their flight recorder and take it to ~mission(Destination). The kind of happy that pays good credits.
criminal_blackbox_recover_desc_05=We all do things we kinda regret, right? Well, someone might have gone a little overboard and now there's a black box full of incriminating data that needs to be boosted and taken to ~mission(Destination) before anyone else can find it.
criminal_blackbox_recover_desc_06=a black box full of lies\nbetter for everyone if it dies\nit's at the wreck, waiting its turn \ntake it to ~mission(Destination) and let it burn\ncredits earned, favors made\nget it done, you'll be paid
criminal_blackbox_recover_title_01=No Proof, No Problem
criminal_database_Confim=Are you sure you want to dismiss all current criminal charges? 
criminal_database_Expunging=Processing Request...
criminal_database_Record_001=Record Holder ID:
criminal_database_Title=Imperial Criminal Database
criminal_database_accessrecords=Access Records
criminal_database_crime=Temp Infraction
criminal_database_expungment=Reason for Charge Dismissal
criminal_database_filesadjusted=Updating CrimeStat...
criminal_database_infraction_date_001=Received
criminal_database_infraction_jurisdiction=Jurisdiction
criminal_database_infraction_name_001=Charge
criminal_database_loading=Authenticating Passkey...
criminal_database_locatingfiles=Locating Requested Records...
criminal_database_login=Passkey Authorization
criminal_database_loginFailed=No Authorized Passkey Detected
criminal_database_loginsuccessful=Welcome Security Personnel
criminal_database_logout=Logout
criminal_database_playername=temp player name
criminal_database_prison_reason_001=Exonerated
criminal_database_prison_reason_002=Medical Release
criminal_database_prison_reason_003=Humanitarian Parole
criminal_database_prison_reason_004=Imperial Pardon
criminal_database_prison_reason_005=Parole Granted By Board
criminal_database_prison_reason_006=Sentence Commuted
criminal_database_purgeall=Dismiss All Charges
criminal_database_purgerecord=Dismiss
criminal_database_reason_001=Diplomatic Immunity
criminal_database_reason_002=Extenuating Circumstances
criminal_database_reason_003=Mental Incompetence / Medical Exemption
criminal_database_reason_004=Procedural Issues / Wrongful Arrest
criminal_database_reason_005=Prosecutorial Discretion
criminal_database_reason_006=Settlement Reached / Plea Bargain
criminal_database_record_002=View Record
criminal_database_revoked_desc=An unusually high volume of database changes has been detected. For security reasons, your passkey has been locked. \nTo regain access, please reauthorize your passkey again or contact technology services.
criminal_database_revoked_name=Attention: Access Revoked
criminal_database_updatesuccess=Database Update Complete
criminal_recoverstash_desc_01=Can't believe my luck. Not sure how, but it seems the location of one of my stashes was compromised and is about to be hit. \n\nIf we hurry though, it might not be too late.\n\nI want you to -\n* go to ~mission(Contractor|RecoverStashLocation) \n* find all of my stash\n* bring it back to ~mission(Destination|Address).\n\nIf you have the misfortune of running into any of these fetchlicks trying to rob me, I'll make sure you get a bonus for the extra trouble.
criminal_recoverstash_desc_02=Turns out my perfect hiding spot is not that perfect.\n\nJust got word that a crew might be on the way to pinch my stash. If we hurry, you can get to it first.\n\nI want you to -\n* go to ~mission(Contractor|RecoverStashLocation)\n* find all of my stash\n* bring it back to ~mission(Destination|Address).\n\nIf these pilfering pecks wind up showing before you finish, I'll make sure there's a few extra credits waiting for you.
criminal_recoverstash_desc_03=A cousin of a friend of mine got shafted by their crew and decided the best way to settle the grudge was to let me know about the stash they have hidden away. Always pays to treat your crew well doesn't it?\n\nI want you to -\n* go to ~mission(Contractor|RecoverStashLocation)\n* find their stash\n* bring it back to ~mission(Destination|Address).\n\nIt wasn't clear if they were guarding the spot or not, so there's a chance you could run into some resistance. There's a few extra creds coming your way if you do.
criminal_recoverstash_desc_04=Thank the stars that dumb outlaws will always talk too much when they're hopped up on rot. This one git I was drinking with blabbed about a score they had secreted away in a hidden spot.\n\nFigured we could teach them a lesson about the importance of holding your liquor.\n\nI want you to -\n* go to ~mission(Contractor|RecoverStashLocation)\n* find their stash\n* bring it back to ~mission(Destination|Address).\n\nThere's a chance this bumbling idiot and their friends might be hold up there too, so be careful. If you do run into trouble, I'll give you a bit extra on top to make it up to you.
criminal_recoverstash_desc_05=Not a lot of people know this but, a few days ago my stash got raided by some clueless fetchlicks who decided robbing me was a smart thing to do.\n\nWell, it turns out it wasn't cause I was able to track the numcells down to where they're hiding. You're gonna go teach them a lesson for me and get my stuff back.\n\nI want you to -\n* go to ~mission(Contractor|RecoverStashLocation)\n* find all my stolen stash\n* bring it back to ~mission(Destination|Address).\n\nNot sure if they'll be hanging around when you get there or not, but if you end up coming across these asshats, I'll see you get some extra creds for the hassle.
criminal_recoverstash_desc_06=Took long enough, and I had to call in almost every favor I had, but I finally managed to track down that pecks that raided my stash. \n\nYou're gonna steal it back for me.\n\nI want you to -\n* go to ~mission(Contractor|RecoverStashLocation)\n* find all my stolen stash\n* bring it back to ~mission(Destination|Address)\n\nAnd if the idiots who did this are there, I'll make sure you get a little extra reward for the extra risk.
criminal_recoverstash_steal_desc_01=It pays to keep an ear open, and in this case, it pays very well.\n\nDiscovered where a nice little treasure is being secreted away, and with your help, we can take it for ourselves.\n\nGo to ~mission(Contractor|RecoverStashLocation) and find all of the stash hidden there. You may have to hunt around a bit since its probably wont just be sitting out in the open.\n\nOnce you have it all, bring it back to ~mission(Destination|Address) and I'll pay you your cut.\n\nIt's not clear yet if the site is being guarded or not, but we'll know for sure one way or the other once you're there. If there is resistance, you'll be compensated for taking the extra risk.
criminal_recoverstash_steal_desc_02=You in the mood for a bit of a treasure hunt? \n\nOne of my crew was snatched recently and overhead some other scavs talking about how they had hidden away some pretty choice loot before being locked up. \n\nYou're going to steal it for me.\n\nGo to ~mission(Contractor|RecoverStashLocation). That's where they stashed the loot. \n\nOnce there, you're on your own to search the area and find where everything is hidden.\n\nAfter you found all of the stash, haul it over to ~mission(Destination|Address). Payment on delivery.\n\nLast thing. Not all of their gang was caught so there still might be a few hanging around. Don't worry though. If they're there, I'll throw some extra creds your way to make it up to you.
criminal_recoverstash_steal_desc_03=Not sure if you've been hearing the rumors, but I think I figured out where that gang that pulled that big score last week hid everything they stole.\n\nIt's just sitting out there while they wait for the heat to die down. Real shame if anything happened to it...\n\nFor example if someone were to go to ~mission(Contractor|RecoverStashLocation), search around, find where all the stolen loot is, and bring all of it to ~mission(Destination|Address). \n\nBet a person who did something like that would stand to make a lot of credits.\n\nOf course the biggest risk would be if there were guards in the area, but if that were the case, I'm sure a bonus payment would make it worth the trouble.
criminal_recoverstash_steal_title_01=Take What's Theirs
criminal_recoverstash_title_01=Not So Secret Stash
crus_markerhunt_desc=Did you know that famed drummer Carolyn 'Vortex' Thorson was born on Daymar? Or that scientists on Cellin created a life saving medicine that is used across the Empire? Or that one of the most valuable gemstones ever found was unearthed on Yela? And that's just scratching the surface. The moons of Crusader are the home of dozens of incredible, memorable and unique locations. To celebrate, the Crusader Historical Society, in conjunction with Crusader Industries, is hosting a "Vistas Worth Visiting" contest. To participate, simply visit all three moons' officially designated scenic landmarks and interact with the information kiosk. Explorers who are lucky enough to discover all forty-seven locations will be rewarded with a special prize!
crus_markerhunt_from=Crusader Historical Society
crus_markerhunt_obj_long_01=Find all the Historical Markers on Cellin. ~mission(Cellin)
crus_markerhunt_obj_long_02=Find all the Historical Markers on Daymar. ~mission(Daymar)
crus_markerhunt_obj_long_03=Find all the Historical Markers on Yela. ~mission(Yela)
crus_markerhunt_obj_short_01=Historical Marker Found
crus_markerhunt_title=Vistas Worth Visiting Contest!
crus_scavhunt_desc=The team at Incredifun Adventures is excited to announce their all new interactive scavenger hunt challenge! Using a series of clues sent directly to your journal, follow along on an adventure to some of Crusader's moons most notable and historical locations! \n\nFinish the challenge before time runs out and you'll be awarded an exclusive prize.
crus_scavhunt_from=Incredifun Adventures
crus_scavhunt_obj_long_01=Solve all ten scavenger hunt clues and visit the appropriate Crusader Historical Society markers before time runs out.
crus_scavhunt_obj_short_01=Scavenger Hunt Clue Solved
crus_scavhunt_title=Crusader Moons Scavenger Hunt
crusader_RetrieveConsignment_desc_001=Reports indicate that our security staff at ~mission(location|address) have been wiped out by a group of Nine Tails, who are attempting to steal confidential materials that were recently delivered to the facility. Crusader Security needs an experienced contractor to expel the hostiles and secure these boxes. \n\nBased on the initial reports, we strongly recommend that you come well-equipped and consider bringing back-up. For security purposes, the confidential materials were transported there as part of a consignment with other boxes and locked in an automated vault. The retrieval codes to access the confidential materials are stored on datapads held by high-ranking security staff, but we dont know who has them now. Odds are that the Nine Tails will be looking for them too. \n\nWhen you have all the confidential materials, deliver them to ~mission(dropoff1|address) to receive payment. \n\nCONTRACT AUTHORIZED BY: \nLiaison Officer Bautista \nID# 948J030K
crusader_RetrieveConsignment_title_001=Support Security Forces and Secure Confidential Materials
crusader_UGF_defend_E_desc_001=Crusader Security has learned that ~mission(Location|Address) is currently being threatened by a local gang and were looking to hire a contractor to put together a security team to deal with any attacks. \n\nThis gang has a bit of a record, but theyre still pretty green overall. I expect it will be relatively straightforward for you and your team to handle.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_UGF_defend_E_title_001=Guard Site Against Hostiles
crusader_UGF_defend_S_desc_001=Crusader Security has learned that ~mission(Location|Address) is currently being threatened by a criminal syndicate. Were eager to hire a contractor to put together a top-tier security team to deal with this very serious threat. \n\nYoure going to need the best people you can find if you want a fighting chance of getting out of there in one piece.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_UGF_defend_S_title_001=Guard Site Against Extremely Dangerous Hostiles
crusader_UGF_defend_VE_desc_001=Crusader Security has learned that ~mission(Location|Address) is currently being threatened by a small group of thugs and were looking to hire a contractor to put together a security team to repel any attacks. \n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_UGF_defend_VE_title_001=Guard Site
crusader_UGF_defend_VH_desc_001=Crusader Security has learned that ~mission(Location|Address) is currently being threatened by a well-known gang operating in the area and were looking to hire an experienced security team to deal with any attacks. \n\nTry to make sure that whoever you bring along is properly qualified. Youre going to need all the help you can get to deal with this group.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_UGF_defend_VH_title_001=Guard Site Against Dangerous Hostiles
crusader_UGF_defend_desc_001=Crusader Security has learned that ~mission(Location|Address) is currently being threatened by a group of criminals and were looking to hire a contractor to put together a security team to repel any attacks. \n\nI know you may be tempted to try to handle this on your own, but you need to put a team together for this. Trust me, the credits arent worth it to try it solo.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_UGF_defend_title_001=Guard Site Against Serious Hostiles
crusader_UGF_destroy_E_desc_001=Weve discovered that a group is trying to start up their own drug business over at ~mission(Location|Address). While they seem to be your average low-level thugs, the product theyre producing is toxic and responsible for the deaths of multiple civilians, so we cant afford to allow any more to be sold.\n\nWere are working on a larger operation that will shut them down for good, but in the meanwhile we need to stop the flow of their drugs. Thats why Crusader wants you to go the site and destroy the stash they have there.\n\nThey will undoubtedly have guards protecting the stash, but I dont expect them to be too much of a threat.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_UGF_destroy_E_title_001=Destroy Illegal Drugs
crusader_UGF_destroy_H_desc_001=A fledgling syndicate have set up shop over at ~mission(Location|Address) and have been trying their hand at cracking into the drug market. Unfortunately, their product has been linked to several deaths in and around Crusader. With how potent this stuff is, its posing a serious threat to the public. \n\nCrusader is working to take down the whole operation, but as long as their product is circulating, the bodies are starting to pile up. \n\nWe want you to go the site and destroy the stash they have there before they get a chance to sell it. However, you should expect their stash to be extremely well guarded.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_UGF_destroy_H_title_001=Destroy Deadly Contraband
crusader_UGF_destroy_desc_001=Weve been investigating a recent bout of ODs and they all seem to have originated with a bad batch of drugs made over at ~mission(Location|Address). \n\nIm working with other contractors to ferret out those responsible, but people are dying as long is the product is still out there. \n\nI want you to go the site and destroy the stash they have there. Should buy us some time before we shut them down for good.\n\nThey will have guards protecting their supply, so be prepared to engage with hostiles.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_UGF_destroy_title_001=Destroy Toxic Narcotics
crusader_UGF_eliminateall_allies_desc_001=Crusader Security has learned that ~mission(Location|Address) is currently being threatened by a group of criminals.\n\nWhile we have security personnel on site, we are looking to hire additional contractors to help them repel any attacks. \n\nNow, as a contractor, Im not sure how used to working with a team you are, but I dont want to hear anything about "friendly fire" or theres going to be problems.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_UGF_eliminateall_allies_desc_intro=In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with security work in the sector. \n\nWe have determined that you possess the skill set needed to offer you an initial trial contract. You will be assisting Crusader Security in dealing with a small hostile group that has been making threats against ~mission(Location|Address). \n\nPlease note that we already have security personnel on site, so you will have to be careful with regards to friendly fire.\n\nUpon the successful completion of this contract, you'll become eligible to apply for any future security work as it becomes available.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_UGF_eliminateall_allies_desc_rehire=Congrats! Crusader Security has decided to offer you another chance at being a security contractor. With a little bit of hard work and effort, the hope is that you can rise above any previous performance issues. \n\nFirst though, to reassess your viability, we would like you to assist Crusader Security in dealing with an outlaw group that have been making threats against ~mission(Location|Address).\n\nNow, since youve had performance issues in the past, Im going to remind you that friendly fire will not be tolerated.\n\nUpon the successful completion of this trial, you're eligibility will be restored and you'll once again be able to apply for security work with Crusader.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_UGF_eliminateall_allies_title_001=Provide Backup
crusader_UGF_eliminateall_allies_title_intro=Security Work Assessment
crusader_UGF_eliminateall_allies_title_rehire=Security Work Reassessment
crusader_UGF_eliminateall_desc_001=Crusader Security has learned that ~mission(Location|Address) is currently being used as a base of operations for numerous illegal activities.\n\nIn order to put a stop to this "nest of criminals," we are seeking a contractor to go to the site and clear all the occupants. By force if necessary.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_UGF_eliminateall_nocivs_desc_001=Crusader Security has learned that ~mission(Location|Address) is currently being used as a base of operations for numerous illegal activities.\n\nIn order to put a stop to this "nest of criminals," we are seeking a contractor to go to the site and clear all the hostile elements. By force if necessary.\n\nAnd just so you know, sometimes gangs like this will bring in civilians to do work for them, often through coercion. This should go without saying, but if you see any civilians they are to be protected. Crusader Security cannot have one of their contractors going around indiscriminately shooting people.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_UGF_eliminateall_title_001=Clear Criminal Nest
crusader_basesweep_desc_001=Crusader Security has learned that ~mission(Location|Address) is currently being used as a base of operations for numerous illegal activities. ~mission(Location|CaveSize)\n\nIn order to put a stop to this "nest of criminals," we are seeking a contractor to go to the site and clear all the occupants. By force if necessary.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_basesweep_desc_002=We recently were able to trace a criminal gang back to their hideout at ~mission(Location|Address). ~mission(Location|CaveSize)\n\nThey have been using this site as a base of operations to perpetrate numerous criminal activities, so we want you to go there, forcefully evict everyone one of these outlaws and put an end to their crime spree. \n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_basesweep_title_001=Clear Criminal Nest
crusader_bounty_desc_001=Crusader is continuing its effort to make our little sector of Stanton as safe possible and we need your help.\n\nA suspect by the name of ~mission(TargetName) has been a real thorn in our side and it'd be great if you could settle the outstanding bounty on them once and for all. They were last seen at ~mission(Location|Address).\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_desc_002=Got a bounty that we need found and apprehended - ~mission(TargetName) last seen at ~mission(Location|Address). They're offering a pretty decent price to bring them in which never hurts.\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_desc_003=Crusader, in accordance with UEE Law, has issued a bounty for ~mission(TargetName). You are charged with locating and apprehending this criminal in exchange for the stated payment. They were last seen at ~mission(Location|Address).\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_desc_004=Some low level skav who goes by the name ~mission(TargetName) has been making a real nuisance of themselves. Finally got the authorization to put a bounty on their head. Find them and take care of it. They were last seen at ~mission(Location|Address).\n\nAll goes to plan, we get ~mission(TargetName|Last) off the streets and you get a nice little payday. Win-win. \n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_bounty_desc_005=This might end up being a bit like sending a sheep after a wolf, but I'm hoping you can collect the bounty on ~mission(TargetName) for me. Tracking them down shouldn't be that hard since they've been making quite a name for themselves lately. They were last seen at ~mission(Location|Address).\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_bounty_desc_006=Crusader, in accordance with UEE Law, has issued a bounty for ~mission(TargetName). You are charged with locating and apprehending this criminal in exchange for the stated payment. They were last seen at ~mission(Location|Address).\n\n~mission(Danger) ~mission(Contractor|BountyTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_bounty_desc_first=In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. \n\nWe have evaluated that you possess the skill set needed and as such, we would like to offer you an initial trial bounty contract for ~mission(TargetName) last seen at ~mission(Location|Address). \n\nUpon the successful completion of this contract, you will be placed on Crusader's Verified Freelancer list and be eligible for any future bounty collection work as it becomes available.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_desc_rehire=Good news! Crusader Security has decided to offer you another chance at being a bounty contractor. We are hoping that during this time you have corrected any past performance issues and can once again be a useful asset.\n\nFirst though, we are required to reevaluate you, and as such, would like you to complete this bounty contract for ~mission(TargetName). \n\nUpon the successful completion of this trial, you'll be restored to Crusader's Verified Freelancer list and be eligible for any future bounty collection work as it becomes available.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_fps_UGF_bountyonly_desc_001=Some recently intercepted comm messages have revealed the current whereabouts of an open bounty, ~mission(TargetName). You have been authorized to enter ~mission(Location|Address), find them, and resolve the bounty.\n\nNow listen, your authorization only extends to ~mission(TargetName|Last). Any ancillary casualties, regardless of whether they are hostile or not, will not be tolerated.\n\nThis is where things like tactics and stealth might come in handy.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0\n
crusader_bounty_fps_UGF_desc_001=Thanks to a recent arrest, we have learned the location of an active bounty by the name of ~mission(TargetName). They are currently believed to be holed up at ~mission(Location|Address). You have been authorized to enter the site, find them, and resolve the bounty.\n\nWe have every reason to believe that there will be other criminal elements at the site, but for the moment, only ~mission(TargetName|Last) is your concern. \n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0\n
crusader_bounty_fps_UGF_nocivs_desc_001=We got lucky and some recent scans of ~mission(Location|Address) have shown that an open bounty by the name of ~mission(TargetName) is hiding out there. You have been authorized to enter the site, find them, and resolve the bounty.\n\nHowever, in addition to the bounty and their criminal accomplices, the site is likely to have civilians present as well. While we're eager to see ~mission(TargetName|Last) dealt with, we can't have any civilian casualties. Use care when engaging with the hostiles. \n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0\n
crusader_bounty_fps_desc_001=Seems we have a good opportunity to make everyone in Crusader a little bit safer today. \n\nWe just received intel that a criminal by the name of ~mission(TargetName) (who has been causing a fair bit of mayhem) has been tracked to ~mission(Location|Address). ~mission(Location|CaveSize) \n\nNow, they most likely will have others holed up there with them. Deal with them if you have to, but remember that your target is ~mission(TargetName|Last).\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_fps_desc_002=Crusader, in accordance with UEE Law, has issued a bounty for ~mission(TargetName). You are charged with apprehending this criminal from their hideout at ~mission(Location|Address). ~mission(Location|CaveSize)\n\nPlease be careful entering the site as ~mission(TargetName|Last) may not be alone.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_fps_desc_003=After a long search, we have finally been able to track down a long-wanted criminal, ~mission(TargetName), to ~mission(Location|Address). You have been authorized to enter the site, find them, and resolve the bounty. ~mission(Location|CaveSize)\n\nUnfortunately, there is a good chance that ~mission(TargetName|Last) will not be alone. Be ready to use force if needed. \n\nIt will probably be needed.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_bounty_fps_desc_004=Crusader, in accordance with UEE Law, has issued a bounty for ~mission(TargetName) who is currently believed to be hiding at ~mission(Location|Address). \n\nWe need you to infiltrate the site, bypass any armed associates that ~mission(TargetName|Last) may have, and apprehend them. ~mission(Location|CaveSize)\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_bounty_fps_desc_first=In an effort to increase the safety of Crusader and its environs, Crusader Security is seeking qualified individuals to assist with the collection of bounties in the area. \n\nWe have determined that you possess the skill set needed and as such, we would like to offer you an initial trial bounty contract for the extraction of ~mission(TargetName). \n\nWe believe the target and a handful of dangerous compatriots are hiding at ~mission(Location|Address). You will most likely need to use force to gain access to the site and deal with ~mission(TargetName|Last). ~mission(Location|CaveSize)\n\nUpon the successful completion of this contract, you will be placed on Crusader's Verified Freelancer list and be eligible for any future bounty collection work as it becomes available.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_fps_desc_rehire=Congrats! Crusader Security has decided to offer you another chance at being a bounty contractor. With a little bit of hard work and effort, the hope is that you can rise above any previous performance issues. \n\nFirst though, to reassess your viability, we would like you to complete this bounty contract for ~mission(TargetName). \n\nWe believe the target is currently hold up at ~mission(Location|Address). They are most likely not alone. Be prepared to use force to gain access to the site and apprehend ~mission(TargetName|Last). ~mission(Location|CaveSize)\n\nUpon the successful completion of this trial, you'll be restored to Crusader's Verified Freelancer list and be eligible for any future bounty collection work as it becomes available.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_bounty_fps_title_001=Bounty Extraction: ~mission(TargetName) (MRT)
crusader_bounty_fps_title_first=Bounty Extraction Assessment
crusader_bounty_fps_title_rehire=Bounty Extraction Reassessment
crusader_bounty_fps_tokenLink_Description=~(Contractor|BountyFPSDescription)
crusader_bounty_title_001=Bounty Issued For ~mission(TargetName)
crusader_bounty_title_E=Bounty Issued For ~mission(TargetName) (LRT)
crusader_bounty_title_H=Bounty Issued For ~mission(TargetName) (HRT)
crusader_bounty_title_M=Bounty Issued For ~mission(TargetName) (MRT)
crusader_bounty_title_S=Bounty Issued For ~mission(TargetName) (ERT)
crusader_bounty_title_VE=Bounty Issued For ~mission(TargetName) (VLRT)
crusader_bounty_title_VH=Bounty Issued For ~mission(TargetName) (VHRT)
crusader_bounty_title_first=Verified Freelancer Bounty Assessment
crusader_bounty_title_rehire=Verified Freelancer Bounty Reassessment
crusader_danger_001=Our best intel indicates that you should expect to encounter extreme hostilities while completing this contract. Plan accordingly. 
crusader_danger_002=Having dealt with similar contracts in the past, I would advise bringing along as much firepower as you can muster. Hopefully you won't need it, but it never hurts to be prepared. 
crusader_danger_003=I should warn you that it is very likely that you will face armed resistance. Be ready. 
crusader_danger_004=Having dealt with similar contracts in the past, I'm suspecting that you'll meet only light resistance. A solo pilot at best, a single-seater with maybe an escort or two at worst. 
crusader_danger_005=Our records show that it is very likely the target will be in a lighter craft with a small wing of similarly outfitted allies. Should be a fairly straight forward encounter if everything works out.
crusader_danger_006=Our best intel indicates that you should expect to encounter moderate hostile forces on this one. We're looking at possibly a small multicrew craft supported by a light to moderate escort wing. Plan accordingly. 
crusader_danger_007=From what information we have been able to gather, the target may be traveling in multicrew vessel with a full, well-armed escort. Approach with caution.
crusader_danger_008=I should warn you that it is very likely you will face heavy resistance - a large multicrew ship with heavy escort support. Be ready.
crusader_danger_009=The target you are after is considered to be a severe-risk. Expect heavy resistance along the lines of a sub-capital vessel with a flight of heavy escorts. This contract should not be undertaken lightly.
crusader_danger_high_001=We're expecting them to put up significant resistance and do not recommend attempting this contract alone. \n\nCREW NOTE: You are expected to staff your own combat team before embarking on this contract.\n\n
crusader_danger_high_002=Be mindful that these aren't some low tier operators you're going to be facing. They have considerable offensive capabilities at their disposal and a willingness to use them. \n\nCREW NOTE: You will likely need additional manpower if you're going to be successful.\n\n 
crusader_danger_high_003=Know that this won't be an easy assignment. Intel shows that ~mission(Client) have been greatly expanding their arsenal and they will throw just about all of it at you once they get wind of why you're there. \n\nCREW NOTE: I recommend bringing whatever backup you can muster.\n\n  
crusader_destroyprobe_desc_0001=Recent intel reports indicate that local criminal elements are operating the ~mission(Contractor|DestroyProbeAmount) around ~mission(Location|Address) to case potential targets. \n\nSince monitors like this are designed to be unobtrusive, it makes finding them a real pain. You're going to have to sweep the area to identify the exact location of the ~mission(Contractor|DestroyProbeAmount). Once they are located, destroy them.\n\n~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\nBe aware that, outlaws tend to rig these PDC Monitors with defensive protocols to automatically back-up the data when attacked, so once you start shooting, you'll need to finish the job quickly before the transfer's completed.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_destroyprobe_desc_0002=A recent routine maintenance around ~mission(Location|Address) revealed the presence of unauthorized surveillance monitors, so you are being contracted to destroy them before any more sensitive information can be gathered. The exact placement of the ~mission(Contractor|DestroyProbeAmount) will needed to be figured out on site, as tracking them is difficult with their low EM signatures. ~mission(Contractor|DestroyProbeTimed)\n\nThese 'skimmers' are outfitted with security protocols that will trigger data transfers if they are directly attacked. Make sure that you destroy them before the upload can complete. \n\n~mission(Contractor|DestroyProbeDanger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_destroyprobe_desc_0003=After seizing some stolen data obtained during a raid, our tech team was able to track the source down to unauthorized surveillance monitors illegally installed around ~mission(Location|Address). \n\nYou will need to find the ~mission(Contractor|DestroyProbeAmount) location and destroy them before any more data can be illicitly gathered. Passive 'Skimmers' like these typically are hard to find so be thorough. ~mission(Contractor|DestroyProbeTimed) \n\nOnce engaged, their security protocols will cause them to begin transmitting the contents of their drives. Make sure you stop the upload before it can complete. ~mission(Contractor|DestroyProbeDanger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_destroyprobe_desc_0004=I shouldn't be surprised, but it seems like these criminals keep showing more ingenuity every day. Makes you wonder what they could do if they put their mind to something worthwhile, right? \n\nThis time we caught them setting up illegal 'data skimmers' over at ~mission(Location|Address). Who knows what kind of sensitive info they could be accessing? You will need to scan the area to locate the ~mission(Contractor|DestroyProbeAmount) which will be tricky because of their low EM and destroy them before their security override kicks in and uploads their datastores. \n\n~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_destroyprobe_desc_0005=Bad news. We got reports of illegal 'skimmers' over by ~mission(Location|Address). With the data collected on those things, it could lead to all sorts of trouble, so we need the ~mission(Contractor|DestroyProbeAmount) located and destroyed. \n\nEasier said than done, though.\n\nPDC monitors like this are designed to be unobtrusive, so spotting them won't be straightforward. But once you scan the area and locate them, as soon as you start attacking, it will trigger an emergency data transfer. It's important that you take them out before the upload can finish. \n\n~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_destroyprobe_desc_0006=An intel report came in that some outlaws have placed 'data skimmers' around ~mission(Location|Address) hoping to steal sensitive data. We need you to search the area locate the ~mission(Contractor|DestroyProbeAmount) and destroy them. They use a passive form of data collection so they're going to be pretty hard to spot. Make sure that you scan the area carefully to find them. On the bright side though, once you attack one, they'll light up into emergency data transfer mode. Should be real easy to see once they start transmitting. \n\nOf course, it's pretty vital that you destroy them before any data can successfully transfer. ~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_destroyprobe_title_0001=Unauthorized Surveillance Detected
crusader_hackprevent_desc_001=Crusader Security has detected an intrusion on the data network at ~mission(Location|Address) and we need at operative onsite to manually prevent the computer's protection software from being bypassed. \n\nThere is a strong chance that the hacker(s) will still be there. Do not get distracted with "shooting up the bad guys" or whatever other so-called heroics you contractors get tangled in. \n\nSecuring the network is your prime focus.\n\n\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_hackprevent_desc_002=The data network at ~mission(Location|Address) is the active target of malicious hackers who are attempting to bypass the system's security protocols right now. \n\nThat can't happen. Get there as soon as you can and find a way to stop the network incursion.\n\n\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_hackprevent_desc_003=Well, this is not good. The data network over at ~mission(Location|Address) just fired off a big ol' call for help thanks to some cryptos trying to gain access to a secure terminal.\n\nWe're going to need you to head there and put a stop to the hack before they can successfully access the system. \n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_hackprevent_desc_004=Crusader Security needs someone who's good with computers to hurry over to ~mission(Location|Address) to deal with an attempted data network incursion.\n\nYou get there in time and hopefully we can stop what ever awful criminal thing they're hoping to do once the access the system.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_hackprevent_title_001=Secure Data Network
crusader_platform_EliminateAll_description_001=Following their latest attempted siege, Nine Tails forces have begun to conduct targeted raids in an effort to continue to disrupt Crusader operations. The current attack has targeted ~mission(MissionCluster|Address) and its vital that we put a stop to the aggression there. \n\nCrusader Security is seeking a contractor willing to clear all Nine Tails operators in the area. Contractors should expect to use force and are strongly encouraged to consider bringing back-up. \n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_platform_EliminateAll_title_001=Repel Raid on Orison
crusader_platform_EliminateSpecific_desc=Crusader Security has received intelligence that a Nine Tails raid currently occurring at ~mission(MissionCluster|Address) includes a prominent gang enforcer. Ending this raid and bringing those responsible to justice is a top priority for Crusader Security. That's why we're looking for a contractor willing to go to ~mission(MissionCluster|Name) to stop the threat and apprehend the enforcer leading it.\n\nOnce on site, you will need to deplete the Nine Tails forces until you are able to draw out ~mission(TargetName).\n\nConsidering the brutality deployed by Nine Tails during their recent siege, we recommend that contractors be prepared to use force and strongly encourage them to consider bringing back-up.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_platform_EliminateSpecific_title=Nine Tails Enforcer Bounty (HRT)
crusader_platform_MultiEliminateAll_description_001=Following their latest attempted siege, Nine Tails forces have begun to conduct targeted raids in an effort to continue to disrupt Crusader operations. The current attack has targeted multiple buildings on ~mission(MissionCluster|Address) and its vital that we put a stop to the aggression there.\n\nCrusader Security is seeking a contractor willing to clear all Nine Tails operators in the area. Contractors should expect to use force and are strongly encouraged to consider bringing back-up. \n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_platform_MultiEliminateAll_title_001=Repel Multiple Raids on Orison
crusader_platform_MultiEliminateSpecific_desc=Crusader Security has received intelligence that a Nine Tails raid currently occurring at ~mission(MissionCluster|Address) includes several prominent gang enforcers. Ending this raid and bringing those responsible to justice is a top priority for Crusader Security. That's why we're looking for a contractor willing to go and apprehend those leading it.\n\nAt each attack site, you will need to deplete the Nine Tails forces there until you are able to draw out the enforcer in charge.\n\nConsidering the brutality deployed by Nine Tails during their recent siege, we recommend that contractors be prepared to use force and strongly encourage them to consider bringing back-up.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_platform_MultiEliminateSpecific_title=Nine Tails Enforcer Bounties (VHRT)
crusader_recover_Danger_Easy_001=Crusader Security Danger Recover Easy placeholder
crusader_recover_Danger_Hard_001=Crusader Security Danger Recover Hard placeholder
crusader_recover_Danger_Intro_001=Crusader Security Danger Recover Intro placeholder
crusader_recover_Danger_Medium_001=Crusader Security Danger Recover Medium placeholder
crusader_recover_Timed_Easy_001=Crusader Security Timed Recover Easy placeholder
crusader_recover_Timed_Hard_001=Crusader Security Timed Recover Hard placeholder
crusader_recover_Timed_Intro_001=Crusader Security Timed Recover Intro placeholder
crusader_recover_Timed_Medium_001=Crusader Security Timed Recover Medium placeholder
crusader_recover_desc_Easy_001=Crusader Security Steal Easy Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
crusader_recover_desc_Hard_001=Crusader Security Steal Hard Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
crusader_recover_desc_Medium_001=Crusader Security Steal Medium Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
crusader_recover_desc_intro_001=Crusader Security Steal Intro Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
crusader_recover_title_Easy_001=Crusader Security Danger Recover Easy placeholder
crusader_recover_title_Hard_001=Crusader Security Danger Recover Hard placeholder
crusader_recover_title_Medium_001=Crusader Security Danger Recover Medium placeholder
crusader_recover_title_intro_001=Crusader Security Danger Recover Intro placeholder
crusader_recoverspace_desc_0001=Recently, a ~mission(Item) that had been reported stolen turned up in a routine checkpoint scan aboard the ship of a suspected thief, ~mission(TargetName).\n\nWe are contracting you to hunt down ~mission(TargetName|Last), recover the lost property, and deliver it safely to ~mission(Destination|Address) so it can be returned to its rightful owners.\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_recoverspace_desc_0002=Crusader Security is in need of a security operative to locate one ~mission(TargetName). They are in possession of a stolen ~mission(Item) that we need recovered and delivered to ~mission(Destination|Address).\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_recoverspace_desc_0003=Great news. We got word on a stolen ~mission(Item) that everyone assumed was gone forever. Can you believe the luck?\n\nIf we act fast enough, Crusader Security is hoping to recover the property and return it. The stolen goods in question are aboard the ship of ~mission(TargetName). I'm sure with a little "persuasion" you can get the ~mission(Item) back and deliver it to ~mission(Destination|Address).\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_recoverspace_desc_0004=I wish this happened more often, but we've actually been able to track down a stolen ~mission(Item)! Now we can return it to the good people who lost it in the first place. \n\nTurns out this real piece of work that goes by ~mission(TargetName) has the ~mission(Item) aboard their ship right now. A skilled operator should be able to hunt their ship down and return the property to ~mission(Destination|Address).\n\n~mission(Contractor|RecoverSpaceTimed)~mission(Danger)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_recoverspace_title_0001=Larceny Restitution
crusader_retakelocation_desc_001=Crusader Security has received reports that an outlaw known as ~mission(TargetName) has been spotted at ~mission(Location|Address). It is unclear exactly how many additional hostiles are part of this incursion, but we need operatives on site immediately to root out any intruders and retake ~mission(location).\n\nYou may face armed resistance, so prepare accordingly and head to ~mission(location) as soon as you can, with whatever forces are at your disposal. We are contracting numerous operatives to this location so make sure to exercise trigger discipline to avoid friendly fire incidents.\n\nThe situation is changing as we speak so were not sure how large a force youll be facing when you arrive, but you will receive a combat bonus for each target neutralized.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K\n
crusader_retakelocation_desc_002=We received word that ~mission(location) are currently dealing with an unknown number of trespassers on the premises, including an outlaw known as ~mission(TargetName). Theres a high chance that this group is armed and dangerous, so we need any available operatives to head there immediately and take care of them.\n\nWere paying a bonus for each target neutralized, but check your fire, weve contracted other operatives who may also be on site to assist. \n\nAs soon as youre ready, head to ~mission(location|Address) on the double.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_retakelocation_kareah_desc_001=Security Post Kareah is under attack by an unknown number of assailants. \n\nCrusader is seeking contractors to quickly travel to the station and eliminate all trespassers in the vicinity before our security forces are overwhelmed. \n\nWere not sure whether the attackers are targeting the contraband in our evidence lockup or our CrimeStat database, but whatever theyre after, they need to be dealt with. You will receive a combat bonus for each target neutralized. \n\nBy accepting this contract, you agree to abide by all Crusader Security protocols: If you harm any guards or other authorized contractors while on the station, your contract will be terminated and you will be marked as a target. \n\nTime is of the essence, but make sure youre well equipped to handle the hostiles before responding. \n\nCONTRACT AUTHORIZED BY: \nLiaison Officer Bautista \nID# 948J030K
crusader_retakelocation_kareah_title_001=URGENT: Retake Security Post Kareah
crusader_retakelocation_title_001=Retake ~mission(location)
crusader_sectorsweep_desc_001=The ~mission(Client) have been aggressively operating in ~mission(Location|Address) and after their most recent attack, management authorized us to contract extra operators to head out and clear any hostiles they come across in the sector. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_sectorsweep_desc_002=The incident list for ~mission(Location|Address) has been growing as the ~mission(Client) have increased hostile activity in the sector. \n\nIn order to stem this unfortunate trend, Crusader is seeking operators to launch an immediate counter action ASAP. Hopefully we can remove any and all threats from the area before there's any further loss of life. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_sectorsweep_desc_003=Crusader is seeking contractors to eliminate a hostile group that have been attacking ships near ~mission(Location|Address). \n\nInitial intelligence reports indicate that the group's comprised of ~mission(Client). Wouldn't be the first time we've had problems with them either. It'll be good to have them finally cleared out from the sector.\n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
crusader_sectorsweep_desc_004=Trouble in ~mission(Location|Address) has been escalating and we want it stopped before it boils over. Operators are needed to assist in clearing the ~mission(Client) out of the designated sectors. Be ready to roll out as soon as you can. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_sectorsweep_desc_005=We've been having problems with the ~mission(Client) out near ~mission(Location|Address). They've been acting like they own the place. You're gonna show them that they don't. \n\nHead over and clear them from the sector. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_sectorsweep_desc_006=One of our patrol sectors at ~mission(Location|Address) is crawling with ~mission(Client). No idea where they keep coming from, but it will be your job to shut them down. \n\nSweep through the area and neutralize any hostile threats you encounter. \n\n~mission(Danger)~mission(Timed)\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
crusader_sectorsweep_title_001=Eliminate ~mission(Client) Nest
crusader_sectorsweep_title_danger_high_001=Mercenary Force To Retake Territory 
crusader_timed_001=Please note as well that there is a strict deadline for completing your work. 
crusader_timed_002=Also, be mindful of the given deadline. We need everything wrapped up by then. 
crusader_timed_003=There is a strict deadline on this one. Try and see that you get the job done before then, okay? 
debug_debug,P=Debug
debug_inProgress,P=In Progress
defend_UGF_obj_HUD_02=Current Wave : %ls
defend_UGF_obj_HUD_03=Time Until Next Wave: %ls
defend_UGF_obj_HUD_04=Hostiles Remaining In Wave: %ls
defend_UGF_obj_long_01=Travel to ~mission(Location|Address).
defend_UGF_obj_long_02=Defend the site against ~mission(DefendWaveNumber) waves of hostiles.
defend_UGF_obj_short_01=Go To ~mission(Location|Address)
defend_UGF_obj_short_02=Defend Site
delivery_DropoffType_Upload,P=Upload
delivery_DropoffType_generic,P=Drop Off
delivery_OCMarkerName=~mission(OCMarker)
delivery_PickupType,P=~Mission(MissionPickupType|PickupType)
delivery_PickupType_Corpse,P=Corpse
delivery_PickupType_generic,P=Pick Up
delivery_description=~mission(Contractor|DeliveryDescription)
delivery_destination=~mission(Destination|address)
delivery_dropoff_UploadObjective_long=Upload ~mission(ObjectiveSetup) at ~mission(Location|address).
delivery_dropoff_UploadObjective_short=Upload ~mission(ObjectiveSetup) At ~mission(Location)
delivery_dropoff_Uploadmarker=Upload ~mission(ObjectiveSetup)
delivery_dropoff_long=Deliver ~mission(ObjectiveSetup) to ~mission(Destination|address).
delivery_dropoff_objectivedisplay=Drop Off ~mission(ObjectiveSetup) At ~mission(Destination)
delivery_dropoff_short=Deliver ~mission(ObjectiveSetup) To ~mission(Destination)
delivery_dropofftitle_long=Deliver Package
delivery_dropofftitle_short=Deliver Package
delivery_from=~mission(Contractor|DeliveryFrom)
delivery_generic_dropoff_obj_display_01=Deliver ~mission(Item) to ~mission(Destination)
delivery_generic_dropoff_obj_long_01=Deliver ~mission(Item) to ~mission(Destination).
delivery_generic_dropoff_obj_marker_01=Delivery Drop Off
delivery_generic_dropoff_obj_short_01=Deliver To ~mission(Destination).
delivery_generic_endreason=Package Destroyed
delivery_generic_pickup_obj_display_01=Pick Up ~mission(Item) From ~mission(Location)
delivery_generic_pickup_obj_long_01=Pick up the ~mission(Item) from ~mission(Location).
delivery_generic_pickup_obj_main_long_01=Deliver ~mission(Item)
delivery_generic_pickup_obj_main_short_01=Deliver ~mission(Item)
delivery_generic_pickup_obj_marker_01=Pick Up
delivery_generic_pickup_obj_marker_03=~mission(Item)
delivery_generic_pickup_obj_short_01=Pick Up ~mission(Item)
delivery_generic_timed_display_bronze,P=Delivery Rank: Bronze %ls
delivery_generic_timed_display_gold,P=Delivery Rank: Gold %ls
delivery_generic_timed_display_silver,P=Delivery Rank: Silver %ls
delivery_holiday_description=~mission(Contractor|DeliveryHolidayDescription)
delivery_holiday_title=~mission(Contractor|DeliveryHolidayTitle)
delivery_justserialnumber=#~mission(item|serialNumber)
delivery_location=Go To ~mission(Location)
delivery_marker_dropoff=Drop Off ~mission(ObjectiveSetup)
delivery_marker_pickup=Pick Up ~mission(ObjectiveSetup)
delivery_missionitem=~mission(Item)
delivery_obj_long_01=Go to ~mission(Location) to pick up shipment.
delivery_obj_long_02=Pick up the shipment.
delivery_obj_long_03=Deliver shipment to ~mission(Destination).
delivery_obj_marker_01=Pickup Site
delivery_obj_marker_02=Shipment
delivery_obj_marker_03=Delivery Drop Off
delivery_obj_short_01=Go To Pickup Site
delivery_obj_short_02=Pick Up Shipment
delivery_obj_short_03=Deliver Shipment
delivery_objectivesetup=~mission(ObjectiveSetup)
delivery_pickup_counterHUD=Deliveries Completed: %ls
delivery_pickup_long=Collect ~mission(ObjectiveSetup) from ~mission(Location|address).
delivery_pickup_objectivedisplay=Pick Up ~mission(ObjectiveSetup) At ~mission(Location)
delivery_pickup_short=Collect ~mission(ObjectiveSetup) From ~mission(Location)
delivery_pickuptitle_long=Collect Package
delivery_pickuptitle_short=Collect Package
delivery_serialnumber=Package #~mission(item|serialNumber)
delivery_title=~mission(Contractor|DeliveryTitle)
deliverydecoy_justserialnumber=#~mission(Decoy|serialNumber)
deploypiggyback_danger_0001=There's a lot of people who won't be happy if they found out about this. Some of them might even try to stop you. Don't let them. 
deploypiggyback_danger_0002=And, if I'm gonna be honest, wouldn't be surprised at all if you caught some heat on this. Be ready for it. 
deploypiggyback_danger_0003=Make sure you stay sharpish. People might be gunning for you if they figure out what you are up to. 
deploypiggyback_danger_0004=Now I don't know if it's true, but word is there might be some trouble on the gig. Take that for what it's worth. 
deploypiggyback_danger_0005=Definitely bring some guns too. 
deploypiggyback_desc=~mission(Description)
deploypiggyback_desc_0001=Need to get ears up over at ~mission(Destination). If you grab the ~mission(Item) from ~mission(Location), ~mission(Client) will pay you to set it up nearby the target. ~mission(Danger)
deploypiggyback_desc_0002=Been hearing some rumblings from ~mission(Destination) that the ~mission(Client) aren't too happy about. They're looking to confirm with a ~mission(Item). Luckily, there's one ready to be dropped at ~mission(Location). Grab the ~mission(Item), set it up in range, and the credits are yours. ~mission(Danger)
deploypiggyback_desc_0003=Gonna need a ~mission(Item) dropped by ~mission(Destination) if someone's got the time. This is a ~mission(Client) gig, so no messing about, okay? Oh, one more thing. ~mission(Danger)Have fun.
deploypiggyback_desc_0004=Here's the job. Pick up a ~mission(Item) from ~mission(Location). Drop it off at ~mission(Destination). Pay on completion. No questions.
deploypiggyback_desc_0005=So, here's the deal. ~mission(Client) need a bit of work done and are willing to pay for it to get done right. Regs are simple. Go to ~mission(Location) and snag a ~mission(Item). Take it over to ~mission(Destination) and drop it off. The ~mission(Item)'ll do the rest and you get paid. Simple, right? ~mission(Danger)
deploypiggyback_desc_0006=The ~mission(Client) are cookin' up something juicy, but need a little extra intel, i.e. they need a ~mission(Item) placed at ~mission(Destination). As far as supplies go, the ~mission(Item) will be waiting for you to grab at ~mission(Location). You just need to provide transport. ~mission(Danger)
deploypiggyback_from=~mission(Contractor)
deploypiggyback_obj_long_01=Go to ~mission(Location) to pick up ~mission(Item).
deploypiggyback_obj_long_02=Pick up the ~mission(Item).
deploypiggyback_obj_long_03=Go to ~mission(Destination) to deploy the ~mission(Item).
deploypiggyback_obj_long_04=Deploy and active the ~mission(Item).
deploypiggyback_obj_marker_01=Pickup Site
deploypiggyback_obj_marker_03=Deploy Site
deploypiggyback_obj_short_01=Go to Pickup Site
deploypiggyback_obj_short_02=Pick Up the Piggyback
deploypiggyback_obj_short_03=Go To Deploy Site
deploypiggyback_obj_short_04=Deploy the Piggyback
deploypiggyback_obj_short_04a=Piggyback
deploypiggyback_title=~mission(Title)
deploypiggyback_title_0001=Lend Me An Ear
deploypiggyback_title_0002=Intel Gathering
deploypiggyback_title_0003=Piggyback Ride
deploypiggyback_title_0004=Dropping Some Eaves
deploypiggyback_title_0005=Whispers
deploypiggyback_title_0006=Deploy Piggyback
deployprobe_danger_0001=Please note, the ~mission(Contractor) is not liable for any hostile contacts you may encounter during the duration of this contract. 
deployprobe_danger_0002=Unfortunately, the deployment area has been known to be frequented by hostiles. Extreme caution is advised. 
deployprobe_danger_0003=In the interest of full disclosure, some of our past contractors have run into outlaws and the like during similar operations, but there's no reason to expect such difficulties here. 
deployprobe_danger_0004=We have been advised by local security that outlaws have been known to operate in the vicinity. Please use caution. 
deployprobe_desc=~mission(Contractor|DeployProbeDescription)
deployprobe_desc_0001=The ~mission(Contractor) is looking to gather more data from ~mission(Destination). To assist in this endeavor, we are seeking a contractor to deploy a ~mission(Item) there. ~mission(Contractor|DeployProbeDanger)
deployprobe_desc_0002=To further the ~mission(Contractor)'s understanding of the system, we are hoping to have a ~mission(Item) deployed to help gather information. After picking the ~mission(Item) up from ~mission(Location), you will be responsible for transporting it to ~mission(Destination|Address) and activating it. ~mission(Contractor|DeployProbeDanger)
deployprobe_desc_0003=We have a ~mission(Item) waiting at ~mission(Location) to be collected. You will then transport and deploy the ~mission(Item) at ~mission(Destination|Address). ~mission(Contractor|DeployProbeDanger) Any contractors interested in assisting us with this task should let the ~mission(Contractor) know at your earliest convenience.
deployprobe_desc_0004=Recently, our long-range sensors picked up some anomalous readings from ~mission(Destination|Address). To better understand them, the ~mission(Contractor) is hiring a contractor to deploy a ~mission(Item) on site. ~mission(Contractor|DeployProbeDanger)
deployprobe_from=~mission(Contractor)
deployprobe_obj_long_01=Go to ~mission(Location) to pick up ~mission(Item).
deployprobe_obj_long_02=Pick up the ~mission(Item).
deployprobe_obj_long_03=Go to ~mission(Destination) to deploy the ~mission(Item).
deployprobe_obj_long_04=Deploy and activate the ~mission(Item).
deployprobe_obj_long_05=Defend the ~mission(Item) and prevent the enemies from destroying it - WIP
deployprobe_obj_marker_01=Pickup Site
deployprobe_obj_marker_01a=Speak to Admin Clerk - WIP
deployprobe_obj_marker_01b=Collect - WIP
deployprobe_obj_marker_03=Deploy Site
deployprobe_obj_short_01=Go To Pick Up Site
deployprobe_obj_short_02=Pick Up the Probe
deployprobe_obj_short_03=Go To Deploy Site
deployprobe_obj_short_04=Deploy the Probe
deployprobe_obj_short_04a=Probe
deployprobe_obj_short_05=Defend the ~mission(Item)
deployprobe_title=~mission(Contractor|DeployProbeTitle)
deployprobe_title_0001=Research Assistance
deployprobe_title_0002=Probe Deployment
deployprobe_title_0003=Research Scan Help
deployprobe_title_0004=Collect and Deploy Probe
destoryitems_item_01=Narcotics
destoryitems_item_02=Explosives
destoryitems_item_03=Server Racks
destoryitems_item_04=Vehicles
destoryitems_item_05=Power Generators
destroyItems_BombingRunItem=Liquid Fuel Tanks
destroyblade_desc=~mission(Contractor|DestroyBladeDescription)
destroyblade_from=~mission(Contractor|DestroyBladeFrom)
destroyblade_marker_01=~mission(Item)
destroyblade_marker_obj_01=Potential Decryption Site
destroyblade_marker_subobj_01=Last Known Location
destroyblade_obj_long_01=Destroy the ~mission(Item) to prevent it from being decrypted.
destroyblade_obj_short_01=Destroy Prototype
destroyblade_obj_time=Upload Time Remaining: %ls
destroyblade_obj_time_dest=Self Destruct Time Remaining: %ls
destroyblade_subobj_long_01=Travel to ~mission(Location) and attempt to locate the Prototype.
destroyblade_subobj_long_02=Restart the satellite's internal control system to track the ~mission(Item).
destroyblade_subobj_long_03=Stop the ~mission(Item) from being decrypted.
destroyblade_subobj_marker_01=~mission(Location)
destroyblade_subobj_marker_02=Restart Satellite
destroyblade_subobj_marker_03=Destroy Prototype
destroyblade_subobj_short_01=Travel to ~mission(Location)
destroyblade_subobj_short_02=Restart Satellite's Internal System
destroyblade_subobj_short_03=Stop Decryption
destroyblade_title=~mission(Contractor|DestroyBladeTitle)
destroyitem_locked_dc_datapad_body_001=As you probably know, there have been some recent attempts at accessing our system remotely so we've decided to improve the security around the place. \n\nFrom now on all the access codes are going to be personally handed out on these datapads. That way we know exactly who has access. Plus, we'll be swapping them out just to make sure nobody can just use an old code or something. \n\nLet's see them try to hack their way around this.\n\n-TR
destroyitem_locked_dc_datapad_title_001=New Security Protocols
destroyitems_item_06=System Relays
destroyitems_obj_long_01=Go to the secured room inside the ~mission(Location) at ~mission(Location|Address) and sabotage the ~mission(ItemsToDestroy).
destroyitems_obj_marker_01=Gain Access
destroyitems_obj_short_01=Sabotage ~mission(ItemsToDestroy)
destroyitems_subobj_long_01=Find a datapad with the access code to unlock the secure room's keypad.
destroyitems_subobj_short_01=Unlock the Keypad
destroyitemsspace_FailReason=Targets destroyed by another contractor.
destroyitemsspace_destroy_HUD_0=~mission(target)'s Destroyed %ls
destroyitemsspace_destroy_Marker_0=~mission(target)
destroyitemsspace_destroy_long_01=Destroy the ~mission(target).
destroyitemsspace_destroy_short_01=Destroy ~mission(target)
destroyitemsspace_detect_HUD_01,P=<delete>
destroyitemsspace_detect_HUD_02=~mission(target)'s Found %ls
destroyitemsspace_detect_long=Scan the area and find the ~mission(target).
destroyitemsspace_detect_short=Scan for ~mission(target)
destroyitemsspace_reach_HUD_01,P=<delete>
destroyitemsspace_reach_Marker_01=~mission(Location)
destroyitemsspace_reach_long_01=Go to ~mission(location|address) to find the ~mission(target).
destroyitemsspace_reach_short_01=Go to ~mission(Location)
destroyprobe_desc=~mission(Contractor|DestroyProbeDescription)
destroyprobe_from=~mission(Contractor|DestroyProbeFrom)
destroyprobe_illegal_UI=Skimmers Destroyed %ls
destroyprobe_illegal_UI_Timer=Upload in %ls
destroyprobe_legal_UI=Monitors Destroyed %ls
destroyprobe_legal_UI_Locate=Locate Monitors %ls
destroyprobe_obj_long_01=Go to where the ~mission(Contractor|DestroyProbeAmount) gather data at ~mission(Location).
destroyprobe_obj_long_02=Scan the area and destroy the ~mission(Contractor|DestroyProbeAmount) before any data finishes transferring.
destroyprobe_obj_marker_01=Monitor
destroyprobe_obj_marker_01a=Destroy
destroyprobe_obj_marker_02=Uploading Data
destroyprobe_obj_short_01=Go To ~mission(Location)
destroyprobe_obj_short_02=Destroy All Monitors Before Upload
destroyprobe_probe_0001=PDC Monitor
destroyprobe_probe_0002=two monitors
destroyprobe_probe_0003=three monitors
destroyprobe_probe_0004=four monitors
destroyprobe_probe_0005=five monitors
destroyprobe_probe_0006=six monitors
destroyprobe_probe_0007=seven monitors
destroyprobe_probe_0008=eight monitors
destroyprobe_probe_0009=nine monitors
destroyprobe_probe_0010=ten monitors
destroyprobe_title=~mission(Contractor|DestroyProbeTitle)
destroyprobeillegal_danger_0001=You might run into resistance on this. Security really don't like these things taken offline. 
destroyprobeillegal_danger_0002=If I were you, I'd approach cautiously. You never know who else might be out there. 
destroyprobeillegal_danger_0003=Just a head's up, sometimes they post up some security to guard these things. So bring a gun... or five. 
destroyprobeillegal_danger_0004=There's a chance you'll run into trouble, but that's part of the fun, right? 
destroyprobeillegal_danger_0005=Watch your back, though. Security gets all worked up when these things get messed with. 
destroyprobeillegal_desc=~mission(Contractor|DestroyProbeDescription)
destroyprobeillegal_desc_0001=The ~mission(Contractor|Name) are fed up with their ops getting busted near ~mission(Location). Turns out, there's ~mission(Contractor|DestroyProbeAmount) in the area listening in on everything we do. No wonder they keep getting busted. Take care of the problem for them and there's a nice little payday waiting. \n\nJust know that you'll need to scan the area since PDC Monitors like this are a pain in the ass to find and they're programmed to package up their data once they're hit, so knock 'em out quick. ~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)
destroyprobeillegal_desc_0002=The area around ~mission(Location) has become a huge headache for some associates of mine since security's listening in on anything said or done out there. The ~mission(Contractor|Name) found ~mission(Contractor|DestroyProbeAmount) nearby and need someone special to go hunt down these sneaky little PDC Monitors. They're a real pain in the ass to find, but having to scan the area for them's only half the problem. \n\nOnce you take a shot, boom, they're programmed to shut down and upload their data back to central. You gotta blast them to bits before they finish. ~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)
destroyprobeillegal_desc_0003=Interested in a little target practice? Head over to ~mission(Location) and turn security's bloody annoying spy monitors into scrap. There's ~mission(Contractor|DestroyProbeAmount) out there and nobody's been able to find the stupid things either since they barely put out a sig while they're collecting data. \n\nAnyway, the entire situation has been particularly frustrating for the ~mission(Contractor|Name), which is why they're paying for someone to scan the area and eliminate the threat. ~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)One last thing, they're rigged to dump their data when they're shot, so kill 'em quick.
destroyprobeillegal_desc_0004=Not sure if you've heard the rumors but arrests have spiked around ~mission(Location). security's showing up at jobs and sweeping everybody to the clink. Weren't dumb luck either. Cru-Sec was waiting for them. So, I did a little recon and discovered ~mission(Contractor|DestroyProbeAmount) surveilling the area. Plenty of people, including the ~mission(Contractor|Name), want this inconvenience eliminated. ~mission(Contractor|DestroyProbeTimed)\n\nI can guarantee good creds and my eternal gratitude if you do it. Hunt down the PDC Monitors by scanning for wherever they're hiding, and attack hard and fast before they get a chance to upload any data they've collected. Once they're gone, we can all get back to good, ol' fashioned criminalizing. ~mission(Contractor|DestroyProbeDanger)
destroyprobeillegal_desc_0005=You been by ~mission(Location) recently? ~mission(Contractor|Name) told me that security set up ~mission(Contractor|DestroyProbeAmount) to spy on anyone passing by. I'm not against a little law and order, that's what makes the game the game, but this goes too far. Let's just say that I'm not the only one who shares this sentiment. ~mission(Contractor|Name) are even paying to restore the balance. \n\nThese PDC Monitors are a pain to find so you'll need to scan the area. Plus, when you engage, you'll need to destroy them before they finish uploading all the dirt they've scraped up. ~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)
destroyprobeillegal_desc_0006=Security thinks they're so smart. They set up ~mission(Contractor|DestroyProbeAmount) near ~mission(Location) to gather intel on the ~mission(Contractor|Name). Didn't take long before someone figured it out. So, feel like getting paid to literally blow up their stupid scheme? All you got to do is be the one to actually scan the area to find where the PDC Monitors are hiding and take 'em out. \n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)Another thing to keep in mind, these things are wired to protect the info they're pulling, so once you shoot, you gotta destroy them all before they can upload all their data.
destroyprobeillegal_from=~mission(Contractor)
destroyprobeillegal_marker_02a=Skimmer
destroyprobeillegal_obj_long_01=Go to ~mission(Location) where ~mission(Contractor|DestroyProbeAmount) are gathering data.
destroyprobeillegal_obj_long_02=Scan the area to locate and destroy the ~mission(Contractor|DestroyProbeAmount) before they can transfer their data.
destroyprobeillegal_obj_long_02a=Destroy the data skimmer.
destroyprobeillegal_obj_marker_01=Destroy Skimmers
destroyprobeillegal_obj_short_01=Go To ~mission(Location)
destroyprobeillegal_obj_short_02=Scan To Locate & Destroy Skimmers
destroyprobeillegal_obj_short_02a=Destroy Skimmer
destroyprobeillegal_probe_0001=a data skimmer
destroyprobeillegal_probe_0002=two data skimmers
destroyprobeillegal_probe_0003=three data skimmers
destroyprobeillegal_probe_0004=four data skimmers
destroyprobeillegal_probe_0005=five data skimmers
destroyprobeillegal_probe_0006=six data skimmers
destroyprobeillegal_probe_0007=seven data skimmers
destroyprobeillegal_probe_0008=eight data skimmers
destroyprobeillegal_probe_0009=nine data skimmers
destroyprobeillegal_probe_0010=ten data skimmers
destroyprobeillegal_timed_0001=No one's pulling any other jobs until you complete this gig, so get it done as soon as possible. 
destroyprobeillegal_timed_0002=The clock's ticking on this one. 
destroyprobeillegal_timed_0003=Finish this fast, but don't be dumb about it. Got it? 
destroyprobeillegal_timed_0004=Really need someone to do this. Like now. 
destroyprobeillegal_timed_0005=This one can't wait. Bump it to the top of your list. 
destroyprobeillegal_title=~mission(Contractor|DestroyProbeTitle)
destroyprobeillegal_title_0001=Sound of Silence
destroyprobeillegal_title_0002=Wire Cutter
destroyprobeillegal_title_0003=Peeping Toms
destroyprobeillegal_title_0004=Peace & Quiet
destroyprobeillegal_title_0005=Blackout
destroyprobelegal_danger_0001=There's a good chance that whoever's responsible might be in the area, so be careful. 
destroyprobelegal_danger_0002=Intel suggests that the outlaws will come after anyone who messes with their property, so be prepared. 
destroyprobelegal_danger_0003=This contract has a high risk of combat, so plan accordingly. 
destroyprobelegal_danger_0004=Chance of hostile contact is very high. 
destroyprobelegal_danger_0005=You should expect hostile resistance when you're out there. 
destroyprobelegal_desc=~mission(Contractor|DestroyProbeDescription)
destroyprobelegal_desc_0001=We've received intel from ~mission(Contractor|DestroyProbeInformant) that local criminal elements are operating ~mission(Contractor|DestroyProbeAmount) around ~mission(Location|Address) to eavesdrop on security forces. As such, authorization has been given to enlist private contractors to help eliminate these devices.  You'll need to carefully scan the area once you arrive to identify the exact location of the ~mission(Contractor|DestroyProbeAmount). Since they passively skim information, they can be tricky to find.\n\n~mission(Contractor|DestroyProbeTimed)~mission(Contractor|DestroyProbeDanger)\n\nWord of warning, outlaws tend to rig these PDC Monitors with defensive protocols to automatically back up the data when attacked, so once you start shooting, you'll need to destroy them all quickly before the transfer can finish.
destroyprobelegal_desc_0002=Independent combat operators are needed to eliminate unauthorized surveillance monitors placed around ~mission(Location|Address). According to the initial report, ~mission(Contractor|DestroyProbeInformant) has identified ~mission(Contractor|DestroyProbeAmount) intercepting data. Scanning the area for their location might be difficult since they have such low EM signatures, but they must be found and destroyed before sensitive intel is leaked. \n\n~mission(Contractor|DestroyProbeTimed)These 'skimmers' are outfitted with data security protocols. They will begin transferring the data they've gathered when threatened, so operators will need to destroy them before the upload is allowed to complete. ~mission(Contractor|DestroyProbeDanger)
destroyprobelegal_desc_0003=We've received reports that criminal elements have installed ~mission(Contractor|DestroyProbeAmount) around ~mission(Location|Address) to spy on the area. Thankfully, we've finally been given the green light to hire combat operators to attack and destroy these systems. That's where you come in. \n\nYou will need to scan the area to find the PDC Monitors' location before the data illicitly gathered can be uploaded. The 'skimmers' will be in their passive data collection mode when you arrive making the search for them difficult, but know that once attacked, they will begin transmitting the contents of their drives. ~mission(Contractor|DestroyProbeDanger)~mission(Contractor|DestroyProbeTimed)
destroyprobelegal_desc_0004=We are looking for experienced combat pilots to assist in the destruction of illegal surveillance systems that have been appearing in the sector. ~mission(Contractor|DestroyProbeTimed)These outlaw 'skimmers' have contributed to the deaths of security personnel as well as civilians by providing local criminals with intel about security movements and deployments. \n\nYou will be tasked with scanning the area around ~mission(Location|Address) where ~mission(Contractor|DestroyProbeInformant) has indicated that you'll find ~mission(Contractor|DestroyProbeAmount) in operation. They will be well hidden thanks to their minimal power output. However, once engaged, these monitors will cease being covert and begin to upload their contents. You must destroy them before they complete the transfer otherwise highly sensitive data may be lost. ~mission(Contractor|DestroyProbeDanger)
destroyprobelegal_desc_0005=Outlaw groups have been using ~mission(Contractor|DestroyProbeAmount) to spy on security forces by skimming data transmitted to and from ~mission(Location|Address). We are now actively seeking combat pilots to find and destroy these unauthorized 'skimmers.' ~mission(Contractor|DestroyProbeTimed)Know that it'll be difficult to hunt for their exact location since the monitors are design to only emit the barest of signatures and you may need to perform a thorough scan of the area. \n\nYou are to travel to the area, locate and then destroy all outlaw devices before any more innocent lives are lost. These PDC Monitors are outfitted with a failsafe program that will upload all data when attacked, so you will need to act before this process can complete. ~mission(Contractor|DestroyProbeDanger)
destroyprobelegal_desc_0006=Combat pilots wanted to track and destroy unauthorized surveillance monitors. ~mission(Contractor|DestroyProbeTimed)These outlaw PDC monitors are a threat to public safety and must be eliminated. You will find ~mission(Contractor|DestroyProbeAmount) near ~mission(Location|Address), but the exact placement remains unknown at this time. Only a careful on-site scan will be able to reveal exactly where these monitors are gathering intel. \n\nOur Security Officers have noted that the devices will start uploading their contents when attacked. We cannot let this data fall into criminal hands, so make sure you destroy them quickly. ~mission(Contractor|DestroyProbeDanger)
destroyprobelegal_from=~mission(Contractor)
destroyprobelegal_informant_0001=a good citizen
destroyprobelegal_informant_0002=an anonymous source
destroyprobelegal_informant_0003=a local informant
destroyprobelegal_informant_0004=one of our CI's
destroyprobelegal_marker_02a=Monitor
destroyprobelegal_obj_long_01=Go to ~mission(Location) where outlaws are gathering data with ~mission(Contractor|DestroyProbeAmount).
destroyprobelegal_obj_long_02=Scan the area to locate and destroy ~mission(Contractor|DestroyProbeAmount) before they can transfer their data.
destroyprobelegal_obj_long_02_Timer=Destroy before data upload %ls
destroyprobelegal_obj_long_02a=Destroy the PDC Monitor.
destroyprobelegal_obj_marker_01=Destroy Monitors
destroyprobelegal_obj_short_01=Go To ~mission(Location)
destroyprobelegal_obj_short_02=Destroy All Monitors Before Upload
destroyprobelegal_obj_short_02a=Destroy Monitor
destroyprobelegal_probe_0001=a PDC Monitor
destroyprobelegal_probe_0002=two monitors
destroyprobelegal_probe_0003=three monitors
destroyprobelegal_probe_0004=four monitors
destroyprobelegal_probe_0005=five monitors
destroyprobelegal_probe_0006=six monitors
destroyprobelegal_probe_0007=seven monitors
destroyprobelegal_probe_0008=eight monitors
destroyprobelegal_probe_0009=nine monitors
destroyprobelegal_probe_0010=ten monitors
destroyprobelegal_timed_0001=This is priority contract so you'll need to resolve this quickly. 
destroyprobelegal_timed_0002=The higher-ups are desperate to get this problem resolved. You'll need to move quickly on this. 
destroyprobelegal_timed_0003=Every second these things are active it puts people in danger, so if accepted, you'll be working on a clock. 
destroyprobelegal_timed_0004=Make sure you're schedule's free. This has to be handled now. 
destroyprobelegal_timed_0005=Time is of the essence, so move quickly. 
destroyprobelegal_title=~mission(Contractor|DestroyProbeTitle)
destroyprobelegal_title_0001=Security Threat
destroyprobelegal_title_0002=Unauthorized Surveillance
destroyprobelegal_title_0003=Combat Pilots Needed
destroyprobelegal_title_0004=Search and Destroy
destroyprobelegal_title_0005=Local Security Threat
destroyprove_illegal_UI_Locate=Locate Skimmers %ls
destroystash_desc=~mission(Contractor|DestroyStashDescription)
destroystash_desc_Pyro,P=Destroy stash
destroystash_from=~mission(Contractor|DestroyStashFrom)
destroystash_obj_long_01=Destroy entirety of the designated ~mission(ItemsToDestroy) at ~mission(Location|Address).
destroystash_obj_marker_01=~mission(ItemsToDestroy)
destroystash_obj_short_01=Destroy ~mission(ItemsToDestroy)
destroystash_remaining_objective=Remaining ~mission(ItemsToDestroy): %ls
destroystash_subobj_long_01=Travel to ~mission(Location|Address) and locate the ~mission(ItemsToDestroy).
destroystash_subobj_marker_01=~mission(ItemsToDestroy) Location
destroystash_subobj_short_01=Go To Stash
destroystash_subobj_short_01a=Go To ~mission(Location)
destroystash_title=~mission(Contractor|DestroyStashTitle)
destroystash_title_Pyro,P=Destroy drugs
dfm_RaceNewBestLap=New best lap
dfm_ac_ctc_EnemyBase=Enemy Base
dfm_ac_ctc_EnemyCore=Enemy Core
dfm_ac_ctc_HomeBase=Home Base
dfm_ac_ctc_HomeCore=Home Core
dfm_ac_tut_button00=[DEBUG] When on foot push [~action(player|xi_movey)] in the direction you wish to walk.<b></b>
dfm_ac_tut_message00=[DEBUG] Hello [~action(spaceship_hud|v_hud_confirm,?)] <20>capers ~image(Joypad_A.png|64|64)] world<6C>[~action(spaceship_hud|v_hud_confirm)]
dfm_ac_ui_AutoJoinWarning_param_param=Automatically joining the match in %i %s
dfm_ac_ui_BusyButton=NOT READY
dfm_ac_ui_BusyTooltip=You are READY
dfm_ac_ui_ButtonBack=RETURN
dfm_ac_ui_ButtonQuit=EXIT MENU
dfm_ac_ui_ChatMessageHost= is now the host
dfm_ac_ui_ChatMessageJoin= has joined the lobby.
dfm_ac_ui_ChatMessageKick= has been kicked from the lobby.
dfm_ac_ui_ChatMessageLeft= has left the lobby.
dfm_ac_ui_ConnectionPopUpButtonBackward=CANCEL
dfm_ac_ui_ConnectionPopUpButtonForward=JOIN
dfm_ac_ui_DomainMatchTypeButtonBack=RETURN
dfm_ac_ui_DomainMatchTypeButtonDesc1=Fly a custom mission with your friends or with thousands of potential friends and foes connected via Aciedo CommRelay.
dfm_ac_ui_DomainMatchTypeButtonDesc2=Hone your skills versus cutting-edge drone programs.
dfm_ac_ui_DomainMatchTypeButtonDesc3=Report for Flight Training in this Original Systems training module
dfm_ac_ui_DomainMatchTypeButtonExit=EXIT SIM
dfm_ac_ui_DomainMatchTypeButtonText1=SPECTRUM MATCH
dfm_ac_ui_DomainMatchTypeButtonText2=DRONE SIM
dfm_ac_ui_DomainMatchTypeButtonText3=BASIC FLIGHT TRAINING
dfm_ac_ui_DomainMatchTypeScreenDesc=Welcome to Arena Commander. Choose below to connect with other pilots or battle drone opponents.
dfm_ac_ui_DomainMatchTypeScreenName=ARENA COMMANDER
dfm_ac_ui_DomainMatchTypescreenDescription=Choose below to connect with other pilots or battle drone opponents.
dfm_ac_ui_DroneSimMatchSetupButtonBack=RETURN
dfm_ac_ui_DroneSimMatchSetupButtonStart=LAUNCH
dfm_ac_ui_DroneSimMatchSetupScreenDesc=Set your mission parameters and get fighting, pilot.
dfm_ac_ui_DroneSimMatchSetupScreenName=DRONE SIM MAIN MENU
dfm_ac_ui_DroneSimMatchSetupSettingsLabel=Game Settings
dfm_ac_ui_EALoadingAnimName=_ARENACMDR.EAP
dfm_ac_ui_ExitPopUpButtonBack=CANCEL
dfm_ac_ui_ExitPopUpButtonForward=YES
dfm_ac_ui_ExitPopUpDesc=ARE YOU SURE YOU WANT TO EXIT?
dfm_ac_ui_GameSelectionButtonText1=ARENA COMMANDER
dfm_ac_ui_JoinPopUpButtonBack=CANCEL
dfm_ac_ui_JoinPopUpButtonForward=JOIN
dfm_ac_ui_JoinPopUpDesc0=Enter match ID
dfm_ac_ui_JoinPopUpDesc1=Enter lobby ID
dfm_ac_ui_JoinPopUpStatusInvalid=Lobby ID invalid, try again
dfm_ac_ui_JoinPopUpStatusValid=Lobby ID valid
dfm_ac_ui_JoinPopUpStatusValidating=Validating the entered lobby ID
dfm_ac_ui_JoinPopUpText0=MATCH ID
dfm_ac_ui_JoinPopUpText1=LOBBY ID
dfm_ac_ui_LoadingScreenMatchId=MATCH ID
dfm_ac_ui_LobbyInvite=INVITE
dfm_ac_ui_LobbyKickPlayer=KICK PLAYER
dfm_ac_ui_LobbyTeamChange=SWITCH TEAM
dfm_ac_ui_MapDescBrokenMoon=Formerly part of Kellar's Run, Taranis system is one of the more notorious and dangerous places in the known systems. The vast fields of asteroids offer plenty of hiding places for assassins and bushwhackers.
dfm_ac_ui_MapDescCrusader=Crusader
dfm_ac_ui_MapDescDyingStar=Pyro system didn't get its name by accident. The central star is in the middle of the prolonged nova phase, burning out the planets in the system. While dangerous, it's a morbid kind of beauty.
dfm_ac_ui_MapNameCrusader=Crusader
dfm_ac_ui_MatchId_param=: Match ID %S
dfm_ac_ui_MessageConnecting=Trying to connect to the game host
dfm_ac_ui_MessageConnectionFail=Could not connect to the game host
dfm_ac_ui_MessageInvalid=Invalid
dfm_ac_ui_MessageInvalidGameServerSettings=Game mode is invalid or no longer available.
dfm_ac_ui_MessageInvalidSquadMember=Your party leader must launch this game mode. Please try again.
dfm_ac_ui_MessageJoinFail=Private join failed, check match ID
dfm_ac_ui_MessageMatchFound=Match found
dfm_ac_ui_MessageMatchJoin=Attempting to find match
dfm_ac_ui_MessageNoMatchFound=No match found
dfm_ac_ui_MessageNoServer=No host found
dfm_ac_ui_MessagePrivateCreate=Requesting private host
dfm_ac_ui_MessagePublic=Searching for match
dfm_ac_ui_MessageSquadSizeExceeded=Your party size exceeds the limit of 20 for this game mode. Please try again.
dfm_ac_ui_MessageTimeout=Host timed out, try again
dfm_ac_ui_MessageWaiting=Waiting for available game host. Your position in the queue is
dfm_ac_ui_MissionTypeDescDFM_CaptureTheCore=Teams must steal the opposition's core whilst defending their own in order to combine the two and score.
dfm_ac_ui_MissionTypeDescDFM_DeathRace=Combining speed and combat, Blitz races contain hot zones which activate your weapons for fleeting, but furious battles. Winners are the first to cross the finish line. Champions are the ONLY ones to cross the finish line.
dfm_ac_ui_MissionTypeDescDFM_FreeFlight_MP=Explore without the need to kill. Meet with fellow pilots on landing pads. Inspect and even exchange ships. But beware: not all pilots are certain to be friendly.
dfm_ac_ui_MissionTypeDescDFM_Pirate_Swarm=Hold off an onslaught by the infamous NovaRider gang and some of their most notorious members. Your ships are limited, so excessive casualties will result in defeat. 1-4 players.
dfm_ac_ui_MissionTypeDescFPS_Control=Battle for dominance as you and your team fight to hold the Control Points before time runs out.
dfm_ac_ui_MissionTypeDescFPS_Elimination=Fight for your life in this free-for-all, where every kill brings you one point closer to victory.
dfm_ac_ui_MissionTypeNameDFM_CaptureTheCore=Capture the Core
dfm_ac_ui_MissionTypeNameDFM_DeathRace=Blitz Race
dfm_ac_ui_MissionTypeNameDFM_Pirate_Swarm=Pirate Swarm
dfm_ac_ui_MissionTypeNameFPS_Elimination=Elimination
dfm_ac_ui_MurrayCup=Murray Cup
dfm_ac_ui_MurrayCupDescription=Murray Cup Description
dfm_ac_ui_NotificationPartyInvite,P=Squad Invite
dfm_ac_ui_NotificationPartyInviteDirect=Invite from %S
dfm_ac_ui_NotificationPartyInviteMessage=%S has invited you to join a game. Press ~action(ui_notification|ui_notification_accept) to join or ~action(ui_notification|ui_notification_decline) to decline.
dfm_ac_ui_PlayerAlreadyInGroup= is already in a game
dfm_ac_ui_PrivateMatchSetupButtonBack=RETURN
dfm_ac_ui_PrivateMatchSetupButtonStart=LAUNCH
dfm_ac_ui_PrivateMatchSetupScreenDesc=Choose your mission type and map name to launch your battle experience.
dfm_ac_ui_PrivateMatchSetupScreenName=SPECTRUM / PRIVATE MATCH
dfm_ac_ui_PrivateMatchTypeButtonBack=BACK
dfm_ac_ui_PrivateMatchTypeButtonDesc1=Set your parameters and location for you and your friends.
dfm_ac_ui_PrivateMatchTypeButtonDesc2=Enter a match ID to find your friend's match.
dfm_ac_ui_PrivateMatchTypeButtonText1=CREATE
dfm_ac_ui_PrivateMatchTypeButtonText2=JOIN
dfm_ac_ui_PrivateMatchTypeScreenDesc=Join your friends in their own personal battlefield or create your own.
dfm_ac_ui_PrivateMatchTypeScreenName=PRIVATE MATCH
dfm_ac_ui_PublicMatchSetupButtonBack=RETURN
dfm_ac_ui_PublicMatchSetupButtonStart=LAUNCH
dfm_ac_ui_PublicMatchSetupScreenDesc= Choose your mission type and map name to launch your battle experience.
dfm_ac_ui_PublicMatchSetupScreenName=SPECTRUM / PUBLIC MATCH
dfm_ac_ui_ReadyButton=READY
dfm_ac_ui_ReadyButtonRobust=I'M READY
dfm_ac_ui_ReadyTooltip=You are NOT READY
dfm_ac_ui_RulesCockpitView=Cockpit View Enabled
dfm_ac_ui_RulesFriendlyFire=Friendly Fire Enabled
dfm_ac_ui_RulesLapCount=Lap Count:
dfm_ac_ui_RulesLapTime=Lap Time:
dfm_ac_ui_RulesLapsLeft=Lap:
dfm_ac_ui_RulesLivesLeft,P=Lives Left:
dfm_ac_ui_RulesMaxPlayers=Maximum Number of Players
dfm_ac_ui_RulesStartingTickets=Starting Tickets
dfm_ac_ui_Second=second
dfm_ac_ui_Seconds=seconds
dfm_ac_ui_SelectedLoadout=Selected Loadout
dfm_ac_ui_ServerMessagePopUpButtonBack=RETURN
dfm_ac_ui_ServiceError_Generic=Lobby service error (%S)
dfm_ac_ui_ShipSelectionButtonBack=EXIT MENU
dfm_ac_ui_ShipSelectionScreenDesc=Choose your ship
dfm_ac_ui_ShipSelectionScreenName=SHIP SELECTION
dfm_ac_ui_SpectrumMatchButtonBack=BACK
dfm_ac_ui_SpectrumMatchButtonDesc1=Test your skills against other Civilians and Citizens.
dfm_ac_ui_SpectrumMatchButtonDesc2=Create your own match and invite your friends.
dfm_ac_ui_SpectrumMatchButtonDesc3=Enter a match ID to find your friend's match.
dfm_ac_ui_SpectrumMatchButtonText1=PUBLIC MATCH
dfm_ac_ui_SpectrumMatchButtonText2=PRIVATE MATCH
dfm_ac_ui_SpectrumMatchButtonText3=ENTER FRIEND CODE
dfm_ac_ui_SpectrumMatchScreenDesc=Choose whether you'd like to find fellow combatants over the Spectrum or join a private game.
dfm_ac_ui_SpectrumMatchScreenName=SPECTRUM MATCH
dfm_ac_ui_StarMarineMatchTypeButtonDesc1=Test your skills in a ranked Spectrum match
dfm_ac_ui_StarMarineMatchTypeButtonDesc2=Battle in a Private match with your friends
dfm_ac_ui_StarMarineMatchTypeButtonText1=RANKED MATCH
dfm_ac_ui_StarMarineMatchTypeButtonText2=PRIVATE MATCH
dfm_ac_ui_StarMarineMatchTypeScreenDesc=Test your skills in a ranked Spectrum match or battle in a Private match with your friends.
dfm_ac_ui_StarMarineMatchTypeScreenName=STAR MARINE
dfm_ac_ui_Team1=TEAM 1
dfm_ac_ui_Team2=TEAM 2
dfm_ac_ui_TutorialMatchSetupScreenDesc=Report to veteran flight instructor Lieutenant Lucas “Gilly” Baramsco for Basic Flight Training in this Original Systems training module.
dfm_ac_ui_TutorialMatchSetupScreenName=BASIC FLIGHT TRAINING
dfm_ac_ui_VictoryTimeLimitDesc=Time limit for the match in minutes
dfm_ac_ui_VictoryTimeLimitToolTip=Match duration
dfm_ac_ui_canceled_by_host_message=Match canceled by host
dfm_ac_ui_canceled_by_service_message=Match canceled by service
dfm_ac_ui_loadoutButtonText=Customize
dfm_ac_ui_loadoutWarningPopUpText=A dogfighting mission type is selected and a loadout is no longer required. The match cannot begin until you exit this screen. Do you wish to exit this screen?
dfm_ac_ui_lobby_error_ClientInvalidShip=You do not have a valid ship selected
dfm_ac_ui_lobby_error_FailedPartyAuthorization=Squad token was not recognized
dfm_ac_ui_lobby_error_FailedPartyCreate=Failed to create a squad
dfm_ac_ui_lobby_error_FailedPlayerCreate=Failed to create the client player
dfm_ac_ui_lobby_error_FailedToCreateParty=Failed to create a squad
dfm_ac_ui_lobby_error_FailedToJoinParty=Failed to join squad
dfm_ac_ui_lobby_error_InvalidGameServerSettings=Invalid game server settings
dfm_ac_ui_lobby_error_InvalidPlayerHandle=Invalid player handle
dfm_ac_ui_lobby_error_NoShipAvailable=No flyable ship is available
dfm_ac_ui_lobby_error_PartyDoesNotExist=The squad does not exist
dfm_ac_ui_lobby_error_PlayerCountTooHigh=Your lobby contains too many players to enter a ranked match. Reduce to 4 or fewer.
dfm_ac_ui_lobby_error_PlayerCountTooLow=There are not enough players in the lobby
dfm_ac_ui_lobby_error_PlayerInvalidShip=Player %S does not have a valid ship selected
dfm_ac_ui_lobby_error_PlayerInvalidShips=Some players do not have a valid ship selected
dfm_ac_ui_lobby_error_PlayerLacksMapPermission=Player %S does not have the required map permission
dfm_ac_ui_lobby_error_PlayerLacksMissionTypePermission=Player %S does not have the required mission type permission
dfm_ac_ui_lobby_error_PlayerLacksPermission=Player %S does not have the permissions to participate in this mode & map combination
dfm_ac_ui_lobby_error_PlayerMissingShip=Player %S does not have a ship selected
dfm_ac_ui_lobby_error_PlayerMissingShips=Some players do not have a ship selected
dfm_ac_ui_lobby_error_PlayerNotReady=Player %S is not ready
dfm_ac_ui_lobby_error_PlayersLackMapPermission=Some players do not have the required map permission
dfm_ac_ui_lobby_error_PlayersLackMissionTypePermission=Some players do not have the required mission type permission
dfm_ac_ui_lobby_error_PlayersLackPermission=Some players do not have the permissions to participate in this mode & map combination
dfm_ac_ui_lobby_error_PlayersNotReady=Some players are not ready
dfm_ac_ui_lobby_error_TeamEmpty=Team %i is empty
dfm_ac_ui_lobby_error_UnknownRequest=Unknown request received
dfm_ac_ui_lobby_error_format=LOBBY ERROR - %s (CODE %i)\n%s
dfm_ac_ui_lobby_error_sub_type=Service Response
dfm_ac_ui_lobby_error_timeout=A response was never received from the host
dfm_ac_ui_match_not_found_message=No match found
dfm_ac_ui_param_Of_param=%i of %i
dfm_crusader_AlphaStation=Port Olisar
dfm_crusader_CharlieStation=Covalex Shipping Hub
dfm_crusader_CharlieStation_smuggler_base=The Stash
dfm_crusader_CharlieStation_smuggler_drop=Dead Drop
dfm_crusader_cellin=Cellin
dfm_crusader_covalex_shipping_hub=Covalex Shipping Hub
dfm_crusader_crusader=Stanton System
dfm_crusader_daymar=Daymar
dfm_crusader_gainey=Gainey Asteroid
dfm_crusader_port_olisar=Port Olisar
dfm_crusader_yela=Yela
dfm_sm_ui_Begin=BEGIN
dfm_sm_ui_ChangeLoadout=(L) CHANGE LOADOUT
dfm_sm_ui_EALoadingAnimName=_STARMRN.EAP
dfm_sm_ui_GameModeDesc_Multiplayer=Join up to 24 players for unique and immersive multiplayer battles.
dfm_sm_ui_GameModeDesc_Private=Custom and private unranked matches.
dfm_sm_ui_LoadoutSaveMessage=Loadout Saved
dfm_sm_ui_StarMarineLobbyPrivateScreenDesc=Play a private match with friends.
dfm_sm_ui_StarMarineLobbyPrivateScreenName=PRIVATE MATCH
dfm_sm_ui_StarMarineLobbyRankedScreenDesc=Choose your mission type and map to launch your ranked battle experience.
dfm_sm_ui_StarMarineLobbyRankedScreenName=RANKED MATCH
dfm_ui_ATCPrompt=Please contact ATC to land
dfm_ui_AceAward=Ace Award
dfm_ui_AceKill=Ace Kill
dfm_ui_AceKillStreak=Ace Spree
dfm_ui_Active=Tracked
dfm_ui_AdvMissileLocking=Dumb-fire missiles need no lock and fire instantly but have no tracking capability.\nHeat-seeking missiles require the target to remain in front of the ship for an amount of time dictated by several factors including your distance from the target and their infra-red emissions. Cross-section missiles (like the type your ship is armed with) focuses its tracking on the ships size and geometry. So the further away you are from the enemy, the harder it is for the missile to track.
dfm_ui_AdvMissileLocking_Title=Missile Locking (2/2)
dfm_ui_Afterburner=Boost increases the output of your main thrusters at the cost of boost fuel. Use it to rapidly close the distance to your target.\nBoost and Afterburner are not available in Precision mode.\n[~action(spaceship_movement|v_afterburner)] and hold to activate afterburner.<boost key=""></boost>
dfm_ui_Afterburner_Title=Boost
dfm_ui_AlertPingDetected=ALERT: Ping Detected
dfm_ui_AlertScanDetected=ALERT: Scan Detected
dfm_ui_AlertShieldsDown=ALERT: SHIELDS DOWN
dfm_ui_AssistedKillOn_param=Assisted kill on %S
dfm_ui_Attack=Attack
dfm_ui_Ballistic=ballistic
dfm_ui_Boosting=To overpower your ship's maneuvering thrusters hold [~action(spaceship_movement|v_boost)]. This will increase your acceleration, but once your ship reaches its top speed the effect of Boost will be negligible.\nBoosting also helps you perform sharp turns by overpowering your maneuvering thrusters to help you achieve a tighter turn.\nYour ship can store a limited amount of the fuel which is used up while Boosting though this does replenish as gases are collected during normal flight.\nIt is important that you bear this in mind and use Boost only in the situations it will make most difference.
dfm_ui_Boosting_Title=Boosting
dfm_ui_BountyHunter=Bounty Hunter
dfm_ui_CarrierDefender=Carrier Defender
dfm_ui_CheapShot=Cheap Shot
dfm_ui_Civilian=Civilian
dfm_ui_Collectible_NoReward=%s %s
dfm_ui_Collectible_Reward=%s %s, reward %i
dfm_ui_CombatHealButtonPrompt=Tap [~action(player|combatheal)] to heal!
dfm_ui_CombatHealTeamMateButtonPrompt=Hold [~action(player|combatheal)] to heal teammate
dfm_ui_Completed=Completed
dfm_ui_Comstab=COMSTAB is a system which manages your ships inertia in turns, tightening your turning circle and keeping your nose pointed where you expect it by use of maneuvering thrusters.\nWithout COMSTAB enabled during a turn your ship would continue to drift along its previous trajectory carrying you wide of your intended destination and requiring the use of other advanced maneuvers such as decoupling and Boost to maintain a good line.\nThe downside of COMSTAB is that your ship will be slowed during turns more than others using these advanced maneuvers.\nYou can cycle the various safeties on and off by pressing [~action(spaceship_movement|v_ifcs_toggle_safeties)].
dfm_ui_Comstab_Pad=COMSTAB is a system which manages your ships inertia in turns, tightening your turning circle and keeping your nose pointed where you expect it by use of maneuvering thrusters.\nWithout COMSTAB enabled during a turn your ship would continue to drift along its previous trajectory carrying you wide of your intended destination and requiring the use of other advanced maneuvers such as decoupling and Boost to maintain a good line.\nThe downside of COMSTAB is that your ship will be slowed during turns more than others using these advanced maneuvers.\nYou can toggle COMSTAB by pressing [~action(spaceship_movement|v_ifcs_toggle_comstab)].
dfm_ui_Comstab_Title=Comstab
dfm_ui_ControlTerminalDefended=Terminal Defender
dfm_ui_ControlTerminalHackerKilled=Hacker Kill
dfm_ui_Control_Frame=The control frame reticle (CFR) shows the goal attitude that your ship is trying to attain. When torque/thruster error or other outside forces prevent the ship from attaining the goal the control frame reticle will deviate from the nose reticle. In these circumstances you should rely on the control frame reticle to pilot the ship as the forward velocity vector will always be in that direction. IFCS will then drive the nose reticle toward the CFR as it corrects the error.
dfm_ui_Control_Frame_Title=Control Frame Title
dfm_ui_CoreDefender=Core Defender
dfm_ui_Countermeasures=When a missile is locked on your ship or an enemy is trying to achieve missile lock, you can attempt to break lock by using a countermeasure.\nTo fire a countermeasure hold [~action(spaceship_defensive|v_weapon_launch_countermeasure)].
dfm_ui_Countermeasures_Cont=\nCountermeasures are designed to disrupt specific types of missiles lock.\n~icon(Flare|22|22) The Decoy produces an intense burst of heat in an attempt to lure any pursuing heat-seeking missiles away from your ship. Decoys burn out quickly so missiles may reacquire lock-on if you fire on too early.\n~icon(Chaff|22|22) The Noise explodes into an expanding cloud of tiny filaments designed to confuse radar systems and break the lock of missiles with an electromagnetic lock-on system.\nYou can cycle the type of countermeasure armed by pressing [~action(spaceship_defensive|v_weapon_cycle_countermeasure_fwd)].
dfm_ui_Countermeasures_Reminder=To fire a countermeasure hold [~action(spaceship_defensive|v_weapon_launch_countermeasure)].
dfm_ui_Countermeasures_Title=Countermeasures (1/2)
dfm_ui_Countermeasures_Title_Cont=Countermeasures (2/2)
dfm_ui_Critical_AmmoFull=BALLISTICS FULL
dfm_ui_Critical_AmmoReplenished=%dx BALLISTICS REPLENISHED
dfm_ui_Critical_BecameAce,P=%s BECAME AN ACE
dfm_ui_Critical_ClaimedFirstBlood=CLAIMED FIRST BLOOD
dfm_ui_Critical_EnemyTeam_OnFinalKill=ENEMY TEAM ON FINAL KILL
dfm_ui_Critical_FriendlyTeam_OnFinalKill=YOUR TEAM REQUIRES A FINAL KILL
dfm_ui_Critical_FuelFull=FUEL FULL
dfm_ui_Critical_FuelReplenished=%d%% FUEL REPLENISHED
dfm_ui_Critical_HealthFull=HEALTH FULL
dfm_ui_Critical_Local_Ace=YOU BECAME AN ACE
dfm_ui_Critical_Local_FirstBlood=YOU CLAIMED FIRST BLOOD
dfm_ui_Critical_Local_KillingSpree=YOU ARE ON A KILLING SPREE
dfm_ui_Critical_Local_OnFinalKill=YOU REQUIRE A FINAL KILL
dfm_ui_Critical_Local_TeamDamage_Caution=FRIENDLY FIRE IS UNACCEPTABLE
dfm_ui_Critical_Local_TeamDamage_Dismissal=FRIENDLY FIRE IS NOT TOLERATED
dfm_ui_Critical_Local_TeamDamage_Warning=FRIENDLY FIRE IS UNACCEPTABLE
dfm_ui_Critical_MissilesFull=MISSILES FULL
dfm_ui_Critical_MissilesReplenished=%dx MISSILES REPLENISHED
dfm_ui_Critical_OnFinalKill,P=%s ON FINAL KILL
dfm_ui_Critical_OnKillingSpree=IS ON A KILLING SPREE
dfm_ui_Critical_RespawnsReplenished=%dx RESPAWNS REPLENISHED
dfm_ui_Critical_VehicleRepaired=REPAIRED BY %d%%
dfm_ui_Crusader_Security=Crusader Security
dfm_ui_CryAstroDelivery=Cry-Astro Delivery
dfm_ui_CryAstro_FuelShip=Cry-Astro Fuel Tanker
dfm_ui_Current_Wanted_Level=%i
dfm_ui_CutterVillas=Cutter Villas
dfm_ui_Deactive=Untracked
dfm_ui_DecoupledMode=Pressing [~action(spaceship_movement|v_ifcs_toggle_vector_decoupling)] will disable your main thruster allowing your ship to rotate freely with maneuvering thrusters whilst maintaining its current momentum and trajectory.\nYou can employ this technique if you have an enemy on your tail and wish to engage them without having to outmaneuver them first, but be aware that travelling through space facing the opposite direction is a dangerous tactic.
dfm_ui_DecoupledMode_Title=Decoupled Mode
dfm_ui_Defend=Defend
dfm_ui_Delivery=Delivery
dfm_ui_Drone=Training Drone
dfm_ui_EMPOffline=EMP System Offline
dfm_ui_EMP_CHARGE=EMP Charge:
dfm_ui_Eject=EJECT
dfm_ui_Ejection=In the event of your ship taking critical damage it may be necessary to eject in order to save your life. You can do this by pressing [~action(spaceship_general|v_eject)].\nAlthough you may have cheated death in the short term, you will be left to contend with the dangers of space itself.
dfm_ui_Ejection_Title=Ejection
dfm_ui_EmpWarning=WARNING: EMP DETECTED
dfm_ui_EnemyTeamRequiresAFinalKillForVictory=Enemy team requires a final kill for victory!
dfm_ui_EventCheckpoint_param_param=Checkpoint %i/%i
dfm_ui_EventEnemyCoreReturned=Enemy core returned
dfm_ui_EventEveryoneIsReadyGameStarting=Everyone is ready, game starting...
dfm_ui_EventGameIsFull=Game is full, game starts in %i seconds
dfm_ui_EventWeaponsOffline=Weapons offline
dfm_ui_EventWeaponsOnline=Weapons online
dfm_ui_EventYourCoreReturned=Your core returned
dfm_ui_Event_param_param_ReadyGameStartsIn_param_Seconds=%i / %i ready, game starts in %i seconds
dfm_ui_Failed=Failed
dfm_ui_FiringWeapons=To fire weapon group 1 hold [~action(spaceship_weapons|v_attack1_group1)], to fire weapon group 2 hold [~action(spaceship_weapons|v_attack1_group2)].\nOn your training ship group 1 is a ballistic weapon and group 2 is a pair of energy weapons.
dfm_ui_FiringWeapons_Title=Firing Weapons
dfm_ui_FirstBlood=First Blood
dfm_ui_FlightInstructor=Gilly
dfm_ui_FlightMode=Your ship is capable of various flight modes. It is currently operating in Precision mode which is used for take-off and landing and flying in situations where fine control is required. \nIn precision your velocity is limited to 50 m/s.
dfm_ui_FlightMode_Advanced=Changing flight modes is context sensitive.\nWhen in Precision pressing [~action(spaceship_movement|v_ifcs_mode_shift)] will change the mode up to SCM.\nIn SCM pressing [~action(spaceship_movement|v_ifcs_mode_shift)] while travelling less than 50 m/s will change the mode down to Precision, while pressing when over 50m/s will change the mode up to Cruise.\nFinally, while in Cruise pressing [~action(spaceship_movement|v_ifcs_mode_shift)] will change the mode down to SCM.\n<flight mode="" button=""></flight>
dfm_ui_FlightMode_Advanced_Reminder=Change your flight mode up from Precision to SCM by pressing [~action(spaceship_movement|v_ifcs_mode_shift)].
dfm_ui_FlightMode_Advanced_Title=Flight Modes (4/4)
dfm_ui_FlightMode_Advanced_Title_Reminder=Flight Modes Reminder
dfm_ui_FlightMode_Cruise_Mode=The mode above SCM is Cruise.\nThis is a high velocity mode that sacrifices control for speed. Use it to travel more quickly through the local area. It can take some time to reach maximum cruise velocity and even longer to stop with your retro thrusters so be sure to plan your decelerations accordingly.\nCruise is disabled during Basic Training.
dfm_ui_FlightMode_Cruise_Mode_Title=Flight Modes (3/4)
dfm_ui_FlightMode_Precision=The mode above Precision is Space Combat Maneuvering (SCM).\nThis is the typical mode used in combat and non-combat flight. Most of your flight time will be spent in this mode. Select this mode any time you wish to have the optimal balance of velocity and drift control.
dfm_ui_FlightMode_Precision_Title=Flight Modes (2/4)
dfm_ui_FlightMode_Title=Flight Modes (1/4)
dfm_ui_FlightMode_Title_Reminder=Changing Flight Modes Reminder
dfm_ui_FreeLook_Mouse=When using a mouse your view will be locked as this controls the steering of your ship. You can toggle Freelook by holding [~action(spaceship_view|v_view_freelook_mode)] to look around your cockpit.\nBe aware, whilst Freelook is active you will be unable to steer your ship.
dfm_ui_FreeLook_Mouse_Reminder=Freelook can be toggled by holding [~action(spaceship_view|v_view_freelook_mode)]. While Freelook is enabled you will not be able to steer your ship.
dfm_ui_FreeLook_Other=To look around your cockpit, push [~action(spaceship_targeting|v_aim_yaw)] in the direction you want to look. After a short time without input, your view will be reset to the center.
dfm_ui_FreeLook_Pad=When using the Game Pad's right stick your view will be locked as the right stick primarily controls the steering of your ship. You can toggle Freelook by holding [~action(spaceship_view|v_view_freelook_mode)] to allow the right stick to look around your cockpit.\nBe aware, whilst Freelook is active you will be unable to steer your ship.
dfm_ui_FreeLook_Pad_Reminder=Freelook can be toggled by holding [~action(spaceship_view|v_view_freelook_mode)]. While Freelook is enabled you will not be able to steer your ship.
dfm_ui_FreeLook_Title=Free Look
dfm_ui_G-safe=G-safe is a safety feature which prevents you from performing maneuvers which would put your body through dangerous amounts of g-force by limiting the turn rate of your ship at high velocities.\nCaution, Boosting will override G-safe for the duration.\nWith G-safe disabled you will be able to pull off much tighter turns, but these put more stress on your body and possibly lead to loss of consciousness.\nYou can cycle the various safeties on and off by pressing [~action(spaceship_movement|v_ifcs_toggle_safeties)].
dfm_ui_G-safe_Pad=G-safe is a safety feature which prevents you from performing maneuvers which would put your body through dangerous amounts of g-force by limiting the turn rate of your ship at high velocities.\nCaution, Boosting will override G-safe for the duration.\nWith G-safe disabled you will be able to pull off much tighter turns, but these put more stress on your body and possibly lead to loss of consciousness.\nYou can toggle G-safe by pressing [~action(spaceship_movement|v_ifcs_toggle_gforce_safety)].
dfm_ui_G-safe_Title=G-safe
dfm_ui_GoodNight=Good Night
dfm_ui_Headshot=Headshot
dfm_ui_ITTS=With a target focused, your ship's targeting system will try to predict where you need to fire to hit the target with each of your weapons.\nIt does so by extending PIPs (Predicted Impact Point) from your Line of Sight reticule. Each PIP corresponds to a weapon and indicates where its projectiles will intercept given the distance and velocity of the target.\nPIPs are only predicted so if your target is far away it may alter its velocity and avoid the projectile. As a general rule, ballistic projectiles will take longer to reach a target than an energy projectile, therefore their PIPs will be projected further ahead.
dfm_ui_ITTS_Title=Intelligent Target Tracking System
dfm_ui_Info=Info
dfm_ui_Interaction=When you are within range and looking in the direction of an interactable object a prompt will appear on screen.\nTo interact with the object press [~action(player|use)] while the prompt is on screen.
dfm_ui_Interaction_Title=Interaction
dfm_ui_ItemFieldDivider=/
dfm_ui_ItemFieldMultipleParam=<3D>x%d
dfm_ui_KillAssist=Kill Assist
dfm_ui_KilledCoreCarrier=Carrier Kill
dfm_ui_KillingSpreeAward=Killing Spree Award
dfm_ui_KillingSpreeKill=Killing Spree Killer
dfm_ui_KillingSpreeKillStreak=Kill Streak
dfm_ui_Label_CriminalLevel=CRIMESTAT RATING
dfm_ui_Label_KilledBy=KILLED BY:
dfm_ui_Label_RespawnPenalty=RESPAWN PENALTY
dfm_ui_Label_Ship=SHIP:
dfm_ui_Label_Weapon=WEAPON
dfm_ui_Landing=To toggle your ship's Landing System on and off press [~action(spaceship_movement|v_toggle_landing_system)]. Once engaged, any available landing zones within radar range will display as radar contacts with the nearest automatically becoming focused.\nBe aware that engaging the Landing System disables your combat targeting systems meaning you will lose the ability to lock and fire missiles.
dfm_ui_LandingModes=With the Landing System enabled there are two modes in which you can land.\nYou will begin in Manual Mode. To automate the landing procedure, engage the Automated Mode with [~action(spaceship_movement|v_cycle_landing_mode)] and fly over the landing zone. This will catch you and set you down safely, though not as quickly as if you were to master a manual landing.
dfm_ui_LandingModes_Title=Landing (4/4)
dfm_ui_Landing_Cont=To cycle through the available landing zones press [~action(spaceship_targeting|v_target_cycle_friendly_fwd)] or to focus on the nearest press [~action(spaceship_targeting|v_target_nearest_hostile)].
dfm_ui_Landing_Title=Landing (1/4)
dfm_ui_Landing_Title_Cont=Landing (2/4)
dfm_ui_LightsOut=Lights Out
dfm_ui_LoadoutCustomizationClassSelectionDesc=Customize loadouts based on the game modes they will be used in.
dfm_ui_MartyrKill=Martyr Kill
dfm_ui_MatchSpeed=When behind a target you can match their speed by pressing [~action(spaceship_movement|v_target_match_vel)].\nThis allows you to pursue a target without worrying about overshooting or collision if it decelerates suddenly.
dfm_ui_MatchSpeed_Title=Match Speed
dfm_ui_Message=Message
dfm_ui_Minutes_Seconds_To_Respawn=%i:%i
dfm_ui_Minutes_unit_Seconds_To_Respawn=%i:0%i
dfm_ui_MissileEmpty=EMPTY
dfm_ui_MissileFiring=Once you have achieved missile lock, hold [~action(spaceship_missiles|v_weapon_launch_missile)] to fire all of the missiles locked.
dfm_ui_MissileFiring_Reminder=To lock a missile press [~action(spaceship_targeting|v_target_missile_lock_focused)].\n To fire locked missiles hold [~action(spaceship_missiles|v_weapon_launch_missile)].
dfm_ui_MissileFiring_Title=Launching Missiles
dfm_ui_MissileLocking=You can only lock missiles on the focus of your targeting system. Different missiles have different lock-on times and requirements, but as a general rule with the target in front of your ship press [~action(spaceship_targeting|v_target_missile_lock_focused)] to begin acquiring lock-on. The enemy ship will receive a warning tone to signal that a ship is attempting to lock on.\nIt is possible to lock multiple missiles onto a single target. You can do this by pressing [~action(spaceship_targeting|v_target_missile_lock_focused)] multiple times. The type and amount of missiles stacked will be shown beside the targeted ship.
dfm_ui_MissileLocking_Title=Missile Locking (1/2)
dfm_ui_MissileUnarmed=UNARMED
dfm_ui_Movement_Mouse=When on foot hold [~action(player|moveforward)] to walk forward, [~action(player|moveback)] to walk backward, [~action(player|moveleft)] to walk left and [~action(player|moveright)] to walk right.
dfm_ui_Movement_Pad=When on foot push [~action(player|xi_movey)] in the direction you want to walk.
dfm_ui_Movement_Title=Movement
dfm_ui_NemesisAward=Nemesis Award
dfm_ui_NotificationCapturedTheCore=captured the core
dfm_ui_NotificationDroppedTheCore=dropped the core
dfm_ui_NotificationHasDrawnFirstBlood=has drawn first blood
dfm_ui_NotificationIsOnAnAceKillStreak=is on an Ace Spree
dfm_ui_NotificationPickedUpTheCore=picked up the core
dfm_ui_NotificationReturnedTheCore=returned the core
dfm_ui_ObstructingLandingArea=WARNING: Obstructing Landing Area
dfm_ui_Off=OFF
dfm_ui_On=ON
dfm_ui_Out=out
dfm_ui_OverviewPane=The OVR pane gives you a general overview of the status of the items attached to your ship's hardpoints. You can quickly toggle items on and off in this view.\nThis is the default information pane displayed, but can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab1)].
dfm_ui_OverviewPane_Pad=The OVR pane gives you a general overview of the status of the items attached to your ship's hardpoints. You can quickly toggle items on and off in this view.\nThis is the default information pane displayed.
dfm_ui_OverviewPane_Title=Overview Pane
dfm_ui_OwnerReclaimedShip=Self-destruct initiated by ship owner
dfm_ui_Pirate=Pirate
dfm_ui_Pirate350R=NovaRider 350R
dfm_ui_PirateAuroraLN=NovaRider Aurora
dfm_ui_PirateBuccaneer=NovaRider Buccaneer
dfm_ui_PirateCaptain01=A-Burn
dfm_ui_PirateCaptain02=Singer
dfm_ui_PirateCaptain03=Ringo
dfm_ui_PirateCaptain04=Boom Boom
dfm_ui_PirateCaptain05=Fluster
dfm_ui_PirateCaptain06=Headcase
dfm_ui_PirateConstellation=NovaRider Connie
dfm_ui_PirateCutlass=NovaRider Cutlass
dfm_ui_PirateGladiator=NovaRider Gladiator
dfm_ui_PirateGladius=NovaRider Gladius
dfm_ui_PirateM50=NovaRider M50
dfm_ui_PirateRaider=Pirate Raider
dfm_ui_PirateRaiderCaptain=Pirate Raider Captain
dfm_ui_PirateSabre=NovaRider Sabre
dfm_ui_PirateVanguard=NovaRider Vanguard
dfm_ui_PlanetProximityWarning=WARNING: Approaching planet gravitational field!
dfm_ui_PlayerCommittedSuicide=<3D>committed suicide!
dfm_ui_PlayerUnknown=Unknown
dfm_ui_PlayersIdleEndingGameIn=Players idle. Ending game in...
dfm_ui_PortsUnlocked=Ship Ports Unlocked
dfm_ui_PowerPane=The PWR pane gives you the ability to alter your ship's total power distribution as well as distribution to individual components and groups.\nReducing your Power Throttle will reduce power to all components at the same time, shutting them down as their power allocation falls below the minimum necessary to function. Reducing overall power usage will drastically reduce your electromagnetic signature, but leave you vulnerable.\nThe power allocation triangle allows you to quickly distribute power to specific groups on your ship (generally these are set to G1 for weapons, G2 for shields and G3 for engines, but can be user-defined). To reset the power allocation triangle you will need to hold down [~action(spaceship_power|v_power_reset_focus)].\nThis pane can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab3)].
dfm_ui_PowerPane_Pad=The PWR pane gives you the ability to alter your ship's total power distribution as well as distribution to individual components and groups.\nReducing your Power Throttle will reduce power to all components at the same time, shutting them down as their power allocation falls below the minimum necessary to function. Reducing overall power usage will drastically reduce your electromagnetic signature, but leave you vulnerable.\nThe power allocation triangle allows you to quickly distribute power to specific groups on your ship (generally these are set to G1 for weapons, G2 for shields and G3 for engines, but can be user-defined).
dfm_ui_PowerPane_Title=Power Pane
dfm_ui_PreGameTimingOutEndingGameIn=
dfm_ui_Press_X_ToReclaim=Press X to remote self-destruct
dfm_ui_Press_x_ToRetry=Press [~action(default|retry)] to retry
dfm_ui_PrimaryScoreMsg_Accident=Accident
dfm_ui_PrimaryScoreMsg_CaptureAssist=Capture Assist
dfm_ui_PrimaryScoreMsg_CapturedEnemyCore=Captured enemy core
dfm_ui_PrimaryScoreMsg_ControlTerminalCaptureAssist=Terminal Hack Assist
dfm_ui_PrimaryScoreMsg_ControlTerminalCaptured=Terminal Captured
dfm_ui_PrimaryScoreMsg_CrashRoberts=Crash Roberts
dfm_ui_PrimaryScoreMsg_ForcedEject=Forced Ejection
dfm_ui_PrimaryScoreMsg_ForcedError=Forced Error
dfm_ui_PrimaryScoreMsg_Kill=Kill
dfm_ui_PrimaryScoreMsg_PickedUpEnemyCore=Picked up enemy core
dfm_ui_PrimaryScoreMsg_PlayerBledOut=Bleed Out Kill
dfm_ui_PrimaryScoreMsg_ReturnedCore=Returned core
dfm_ui_PrimaryScoreMsg_StealAssist=Steal Assist
dfm_ui_PrimaryScoreMsg_Suicide=Suicide
dfm_ui_PrimaryScoreMsg_TeamKill=Team Kill
dfm_ui_PrimaryScoreMsg_TeamVehicleDamage=Team Vehicle Damage
dfm_ui_PrimaryScoreMsg_TeamVehicleDestruction=Team Vehicle Destruction
dfm_ui_PrimaryScoreMsg_VehicleDamage=Damage
dfm_ui_PrimaryScoreMsg_VehicleDestruction=Vehicle Destruction
dfm_ui_QtAlignNotification=WARNING: Quantum Travel Align Notification
dfm_ui_QuantumInterdictionAlert=WARNING: Quantum Interdiction Alert
dfm_ui_REC_Earned=REC EARNED
dfm_ui_RaceNoLapCount=-
dfm_ui_RaceResettingLap=Resetting Lap
dfm_ui_RearViewCamera=To access your ship's rear view camera hold [~action(spaceship_view|v_view_look_behind)].
dfm_ui_RearViewCamera_Title=Rear View Camera
dfm_ui_RedemptionAward=Nemesis Kill
dfm_ui_ReloadButtonPrompt=Tap [~action(player|reload)] to reload your weapon
dfm_ui_Reminder_Title=Reminder
dfm_ui_RequestingPermission=Some landing zones require you to request permission to land. To request permission on the selected zone, press [~action(spaceship_movement|v_landing_target_lock)]. If permission is granted, that zone will be assigned to you, preventing other ships requesting the same landing zone and your radar will be replaced with the landing helper which will guide you to the zone and provide feedback on your progress.
dfm_ui_RequestingPermission_Title=Landing (3/4)
dfm_ui_Rescue=Rescue
dfm_ui_Respawning=Respawning...
dfm_ui_Respawns=RESPAWNS
dfm_ui_RestrictedAreaAbove=WARNING: Restricted Area Above
dfm_ui_RestrictedAreaAhead=WARNING: Restricted Area Ahead
dfm_ui_RestrictedAreaAutopilot=WARNING: Autopilot Override Engaged
dfm_ui_RestrictedAreaBehind=WARNING: Restricted Area Behind
dfm_ui_RestrictedAreaBelow=WARNING: Restricted Area Below
dfm_ui_RestrictedAreaEnter=WARNING: Nearing Restricted Area
dfm_ui_RestrictedAreaLeave=WARNING: Leaving Restricted Area
dfm_ui_RestrictedAreaLeft=WARNING: Restricted Area Left
dfm_ui_RestrictedAreaRight=WARNING: Restricted Area Right
dfm_ui_ResultDefeat=DEFEAT
dfm_ui_ResultDidNotFinish=DID NOT FINISH
dfm_ui_ResultDraw=DRAW
dfm_ui_ResultVictory=VICTORY
dfm_ui_ResultWinners=WINNERS
dfm_ui_Result_Race=%S HAS WON THE RACE
dfm_ui_Result_SingleTeam_Match=%S IS THE WINNER
dfm_ui_Result_param_ndPlace=%ind PLACE
dfm_ui_Result_param_rdPlace=%ird PLACE
dfm_ui_Result_param_stPlace=%ist PLACE
dfm_ui_Result_param_thPlace=%ith PLACE
dfm_ui_ResurgenceAward=Resurgence
dfm_ui_RevengeKill=Revenge Kill
dfm_ui_Rolling_Mouse=You are able to roll your ship left by holding [~action(spaceship_movement|v_roll_left)] and right by holding [~action(spaceship_movement|v_roll_right)].
dfm_ui_Rolling_Mouse_Reminder=To perform an axial roll hold [~action(spaceship_movement|v_roll_left)] or [~action(spaceship_movement|v_roll_right)] until you have rotated your ship through 360 degrees.
dfm_ui_Rolling_Other=You are able to roll your ship by holding [~action(spaceship_movement|v_roll)].
dfm_ui_Rolling_Other_Reminder=To perform an axial roll hold [~action(spaceship_movement|v_roll)] until you have rotated your ship through 360 degrees.
dfm_ui_Rolling_Title=Rolling
dfm_ui_RoundCounter=%d/%d
dfm_ui_RoundCounterVerbose=Round %d of %d
dfm_ui_RoundDuration=ROUND DURATION
dfm_ui_RoundStandings=ROUND STANDINGS
dfm_ui_RoundWinner=%S Win Round
dfm_ui_SCM_Mode=Space Combat Maneuvering mode is the normal mode for combat and non-combat flight. Most of your flight time will be spent in this mode. Select this mode any time you wish to have the optimal balance of velocity and drift control.
dfm_ui_SCM_Mode_Title=SCM Mode
dfm_ui_Salvager=Salvager
dfm_ui_Savior=Savior
dfm_ui_Self-destruct=Initiating your ship's Self-destruct sequence should be a final resort. Once this has been activated you will have a short time to exit the ship before its power plant overloads causing a devastating explosion.\nThe sequence can be toggled on and off by pressing [~action(spaceship_general|v_self_destruct)].
dfm_ui_Self-destruct_Reminder=Initiate the Self-destruct sequence by pressing [~action(spaceship_general|v_self_destruct)].
dfm_ui_Self-destruct_Title=Self-destruct
dfm_ui_SelfDestruct=SELF DESTRUCT INITIALIZED
dfm_ui_SharpTurns=There are several techniques for improving cornering.\nThe easiest method is to hold down Boost and overpower your maneuvering thrusters to tighten your turn.\nAnother method is to hold down Space Brake to reduce the throttle then release when your ship is turning in the right direction at which point your previous throttle will quickly and automatically be reapplied.\nThe most difficult technique to perform well is to engage Decoupled Mode, turn your ship sharply in the direction you want to go, before disabling Decoupled Mode to engage your main thrusters once more.
dfm_ui_SharpTurns_Title=Performing Sharp Turns
dfm_ui_ShieldFace_Back=Back
dfm_ui_ShieldFace_Bottom=Bottom
dfm_ui_ShieldFace_Front=Front
dfm_ui_ShieldFace_Left=Left
dfm_ui_ShieldFace_Right=Right
dfm_ui_ShieldFace_Top=Top
dfm_ui_ShieldPane=The SHLD pane gives you the ability to allocate more power to specific shields (your training ship has 4 shields: fore, aft, port and starboard) at the expense of the other shields.\nThis pane can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab4)].
dfm_ui_ShieldPane_Pad=The SHLD pane gives you the ability to allocate more power to specific shields (your training ship has 4 shields: fore, aft, port and starboard) at the expense of the other shields.
dfm_ui_ShieldPane_Title=Shield Pane
dfm_ui_Shields=Your shields will protect the hull of your ship from damage from energy projectiles and absorb some of the energy from ballistic projectiles.\nIf they absorb more energy than they can dissipate they will overload and go down for a short time leaving your ship exposed.\nIt is important you monitor the status of your shields (your training ship has 4 shields: fore, aft, port and starboard) and if certain shields are taking more hits than others consider rotating your ship so that a different shield takes the hits.
dfm_ui_Shields_Title=Shields
dfm_ui_ShipPane=Pressing [~action(spaceship_hud|v_hud_interact_toggle)] will allow you to interact with the HUD by bringing up a cursor allowing you to select specific components, you can navigate the HUD using [~action(spaceship_hud|v_hud_left_panel_up)] and select with [~action(spaceship_hud|v_hud_confirm)].\nThere are 4 different information panes available to access: OVR (overview) [~action(spaceship_hud|v_hud_open_tab1)], WEAP (weapons) [~action(spaceship_hud|v_hud_open_tab2)], PWR (power) [~action(spaceship_hud|v_hud_open_tab3)] and SHLD (shields)[~action(spaceship_hud|v_hud_open_tab4)]. \nEach pane can be cycled using forward using [~action(spaceship_hud|v_hud_focused_cycle_mode_fwd)] and back using [~action(spaceship_hud|v_hud_focused_cycle_mode_back)]. \nPress [~action(spaceship_hud|v_hud_interact_toggle)] when you want to exit the HUD interaction mode.
dfm_ui_ShipPane_Pad=Pressing [~action(spaceship_hud|v_hud_interact_toggle)] will allow you to interact with the HUD by bringing up a cursor allowing you to select specific components, you can navigate the HUD using [~action(spaceship_hud|v_hud_left_panel_up)] and select with [~action(spaceship_hud|v_hud_confirm)].\nThere are 4 different information panes available to access: OVR (overview), WEAP (weapons), PWR (power) and SHLD (shields). \nEach pane can be cycled using forward using [~action(spaceship_hud|v_hud_focused_cycle_mode_fwd)] and back using [~action(spaceship_hud|v_hud_focused_cycle_mode_back)]. \nPress [~action(spaceship_hud|v_hud_interact_toggle)] when you want to exit the HUD interaction mode.
dfm_ui_ShipPane_Title=Ship Pane
dfm_ui_SpaceBrake=Space Brake is used to slow your ship without the need to decrease the ship's throttle or counter its momentum. The moment Space Brake is released, the ship will throttle quickly back to the speed it was previously set.\nTo use the Space Brake hold [~action(spaceship_movement|v_brake)].
dfm_ui_SpaceBrake_Title=Space Brake
dfm_ui_Sprint=When on foot you must hold [~action(player|sprint)] to sprint whilst moving forward.
dfm_ui_Sprint_Title=Sprint
dfm_ui_SquadronRevengeKill=Team Revenge Kill
dfm_ui_StateGameStartsIn=Game starts in...
dfm_ui_StateRaceEndingIn=Race ending in...
dfm_ui_StateSkipIntro=Press X to skip intro
dfm_ui_StateTooFewPlayers=Too few players
dfm_ui_StateWaitingForPlayers=Waiting for players
dfm_ui_Strafing_Other=Strafing is moving your ship using only your maneuvering thrusters. To strafe up hold [~action(spaceship_movement|v_strafe_up)], down [~action(spaceship_movement|v_strafe_down)], left [~action(spaceship_movement|v_strafe_left)] and right [~action(spaceship_movement|v_strafe_right)].\nTo strafe forward hold [~action(spaceship_movement|v_strafe_forward)] and backward [~action(spaceship_movement|v_strafe_back)].\nStrafing is used mainly at slow speeds to make the precise adjustments necessary when moving in the tight confines of hangars or landing zones, but expert pilots can also use it to avoid incoming fire or dodge oncoming obstacles.
dfm_ui_Strafing_Other_Reminder=To strafe up hold [~action(spaceship_movement|v_strafe_up)], down [~action(spaceship_movement|v_strafe_down)], left [~action(spaceship_movement|v_strafe_left)] and right [~action(spaceship_movement|v_strafe_right)].\nTo strafe forward hold [~action(spaceship_movement|v_strafe_forward)] and backward [~action(spaceship_movement|v_strafe_back)].
dfm_ui_Strafing_Pad=Strafing is moving your ship using only your maneuvering thrusters. There are six directions in which all ships can strafe. \nTo strafe up or down use [~action(spaceship_movement|v_strafe_vertical)]. \nTo strafe forward or back use [~action(spaceship_movement|v_strafe_longitudinal)]. \nAnd to strafe left or right use [~action(spaceship_movement|v_strafe_lateral)].\nStrafing is used mainly at slow speeds to make the precise adjustments necessary when moving in the tight confines of hangars or landing zones, but expert pilots can also use it to avoid incoming fire or dodge oncoming obstacles.
dfm_ui_Strafing_Pad_Reminder=To strafe up or down use [~action(spaceship_movement|v_strafe_vertical)]. \nTo strafe forward or back use [~action(spaceship_movement|v_strafe_longitudinal)]. \nAnd to strafe left or right use [~action(spaceship_movement|v_strafe_lateral)].
dfm_ui_Strafing_Title=Strafing
dfm_ui_SymbolPercentage=%
dfm_ui_TakeOff=When taking off from a governed landing zone you should request permission by pressing [~action(spaceship_movement|v_landing_target_lock)].\nYou can take-off without permission by simply strafing up, but you may incur penalties.\n
dfm_ui_TakeOff_Cont=There are two take-off modes. You will begin in Manual Mode. To automate the entire take-off procedure, engage the Automated Mode with [~action(spaceship_movement|v_cycle_landing_mode)] (this is disabled for Basic Training).\nOnce clear of the landing zone and hangar, the Landing System will disengage and you will regain full control of your ship.
dfm_ui_TakeOff_Cont_Title=Take-off (2/2)
dfm_ui_TakeOff_Title=Take-off (1/2)
dfm_ui_TargetCycling=Pressing [~action(spaceship_targeting|v_target_cycle_hostile_fwd)] will allow you to cycle the focus of your targeting system through all enemy radar contacts. To cycle through all contacts, enemy or otherwise, press [~action(spaceship_targeting|v_target_cycle_all_fwd)].
dfm_ui_TargetCycling_Pad=Pressing [~action(spaceship_targeting|v_target_cycle_hostile_fwd)] will allow you to cycle the focus of your targeting system through all enemy radar contacts.
dfm_ui_TargetCycling_Title=Target Cycling
dfm_ui_TargetFriendly=To cycle the focus of your targeting system through friendly radar contacts press [~action(spaceship_targeting|v_target_cycle_friendly_fwd)].\nTargeted ships appear in the top right of your combat HUD and display the name, distance from and a holographic projection of the ship displaying shield status and damage state.
dfm_ui_TargetFriendly_Title=Target Friendly
dfm_ui_TargetNearestEnemy=To focus your targeting system on the nearest enemy radar contact press [~action(spaceship_targeting|v_target_nearest_hostile)].
dfm_ui_TargetNearestEnemy_Pad=To focus your targeting system on the nearest enemy radar contact double tap [~action(spaceship_targeting|v_target_nearest_hostile)].
dfm_ui_TargetNearestEnemy_Title=Target Nearest Enemy
dfm_ui_Throttle_Mouse=To increase the power to the main thrusters you can throttle up by holding [~action(spaceship_movement|v_throttle_up)].\nThrottling down [~action(spaceship_movement|v_throttle_down)] will reduce the power to the main thrusters and your maneuvering thrusters will fight the momentum of the ship to slow it down.\nYou can also quickly toggle between 0 and 100% throttle by pressing [~action(spaceship_movement|v_throttle_toggle_minmax)] or with [~action(spaceship_movement|v_throttle_zero)] and [~action(spaceship_movement|v_throttle_100)].
dfm_ui_Throttle_Other=To increase the power to the main thrusters you can throttle up by holding [~action(spaceship_movement|v_throttle_abs)].\nThrottling down [~action(spaceship_movement|v_throttle_abs)] will reduce the power to the main thrusters and your maneuvering thrusters will fight the momentum of the ship to slow it down.
dfm_ui_Throttle_Pad=To increase the power to the main thrusters you can throttle up by pushing up on [~action(spaceship_movement|v_throttle_rel)].\nPushing down on [~action(spaceship_movement|v_throttle_rel)] will reduce the power to the main thrusters and your maneuvering thrusters will fight the momentum of the ship to slow it down. \nYou can also quickly toggle between 0 and 100% throttle by double tapping up or down on [~action(spaceship_movement|v_throttle_rel)].
dfm_ui_Throttle_Title=Throttle
dfm_ui_TimeRemainingInMatch=TIME REMAINING IN MATCH
dfm_ui_TimeToCruiseMax=Time to Cruise Max:
dfm_ui_Time_To_Respawn_msg=Respawn allowed in %i seconds
dfm_ui_TookTheEasyWay=<3D>took the easy way out!
dfm_ui_Trader=Trader
dfm_ui_TutorialBoss=Tank
dfm_ui_TutorialHintContinue=[~action(default|ui_hide_hint)] to continue
dfm_ui_TutorialLeaving=Return to training area
dfm_ui_TutorialPlayerTooFar=Reduce distance from Instructor
dfm_ui_UEEPatrol=UEE Patrol
dfm_ui_UnaidedKill=Unaided Kill
dfm_ui_UnderdogKill=Underdog Award
dfm_ui_UnexpectedTorqueImbalance=WARNING: Major Torque Imbalance
dfm_ui_UnknownWeapon=Unknown Weapon
dfm_ui_UntouchableKill=Untouchable
dfm_ui_Up=up
dfm_ui_Vanduul=Vanduul
dfm_ui_VanduulAlpha=Vanduul Alpha
dfm_ui_VanduulHunter=Vanduul Hunter
dfm_ui_VanduulPrime01=Little King
dfm_ui_VanduulPrime02=The Priest
dfm_ui_VanduulPrime03=Bloodhound
dfm_ui_VanduulPrime04=Payday
dfm_ui_VanduulPrime05=Reaper
dfm_ui_VanduulPrime06=Voodoo
dfm_ui_VanduulPrime07=Deathwish
dfm_ui_VanduulPrime08=Leech
dfm_ui_VanduulPrime09=Double E
dfm_ui_VanduulPrime10=Wraith
dfm_ui_VanduulPrime11=Blindside
dfm_ui_VanduulPrime12=Rook
dfm_ui_VanduulPrime13=Baron Von Duul
dfm_ui_VanduulScavenger=Vanduul Scavenger
dfm_ui_WarningAlertShieldsCritical=WARNING: Shields Critical
dfm_ui_WarningApproachingSimulationBoundary=WARNING: Approaching Simulation Boundary
dfm_ui_WarningCollisionAlert=WARNING: Collision alert
dfm_ui_WarningFuel0=WARNING: Hydrogen Fuel Depleted
dfm_ui_WarningFuel25=WARNING: Hydrogen Fuel 25%
dfm_ui_WarningFuel50=WARNING: Hydrogen Fuel 50%
dfm_ui_WarningFuel75=WARNING: Hydrogen Fuel 75%
dfm_ui_WarningFuelLow=WARNING: Hydrogen Fuel Low
dfm_ui_WarningLowPowerGeneric=WARNING: Systems Low Power
dfm_ui_WarningLowPowerPowerPlant=WARNING: Power Plant Low Power
dfm_ui_WarningLowPowerShields=WARNING: Shields Low Power
dfm_ui_WarningLowPowerThrusters=WARNING: Flight Systems Low Power
dfm_ui_WarningLowPowerWeapons=WARNING: Weapons Low Power
dfm_ui_WarningMissilesSCM=WARNING: Missiles Unavailable Above SCM
dfm_ui_WarningOfflinePowerPlant=WARNING: Power Plant Offline
dfm_ui_WarningOfflineShields=WARNING: Shields Offline
dfm_ui_WarningOfflineThrusters=WARNING: Flight Systems Offline<6E>
dfm_ui_WarningOfflineWeapons=WARNING: Weapons Offline<6E>
dfm_ui_WarningOverheatedGeneric=WARNING: System Overheated
dfm_ui_WarningOverheatedPowerPlant=WARNING: Power Plant Overheated
dfm_ui_WarningOverheatedQDrive=WARNING: Quantum Drive Overheated
dfm_ui_WarningOverheatedShields=WARNING: Shields Overheated
dfm_ui_WarningOverheatedThrusters=WARNING: Flight Systems Overheated
dfm_ui_WarningOverheatedWeapons=WARNING: Weapons Overheated
dfm_ui_WarningOverheatingGeneric=WARNING: System Overheating
dfm_ui_WarningOverheatingPowerPlant=WARNING: Power Plant Overheating
dfm_ui_WarningOverheatingQDrive=WARNING: Quantum Drive Overheating
dfm_ui_WarningOverheatingShields=WARNING: Shields Overheating
dfm_ui_WarningOverheatingThrusters=WARNING: Flight Systems Overheating
dfm_ui_WarningOverheatingWeapons=WARNING: Weapons<6E>Overheating
dfm_ui_WarningSmoke,P=WARNING: Smoke Detected
dfm_ui_WarningSmoke_Item,P=WARNING: Smoke Detected from %S
dfm_ui_WarningSmoke_ItemAndRoom,P=WARNING: Smoke Detected from %S in %S
dfm_ui_WarningSmoke_Room,P=WARNING: Smoke Detected in %S
dfm_ui_WarningWrongCheckpoint=WARNING: Wrong Checkpoint.
dfm_ui_Wave=WAVE:
dfm_ui_Wave_param_Incoming=Wave %d incoming...
dfm_ui_WeaponsPane=The WEAP pane gives you the ability to assign weapons in to groups.\nTo do this select the group you want (1,2 or 3) and select the weapons you wish to add/remove from the group.\nThis pane can be accessed by pressing [~action(spaceship_hud|v_hud_open_tab2)].
dfm_ui_WeaponsPane_Pad=The WEAP pane gives you the ability to assign weapons in to groups.\nTo do this select the group you want (1,2 or 3) and select the weapons you wish to add/remove from the group.
dfm_ui_WeaponsPane_Title=Weapons Pane
dfm_ui_WingmanAward=Savior
dfm_ui_WingmanVixen=Vixen
dfm_ui_WingmanWarlord=Warlord
dfm_ui_WorldBoundaryWarning=WARNING: Approaching edge of the known universe!
dfm_ui_YouRequireAFinalKillForVictory=You require a final kill for victory!
dfm_ui_YourShipWillBeReclaimed=You initiated remote self-destruct
dfm_ui_YourTeamRequiresAFinalKillForVictory=Your team requires a final kill for victory!
dfm_ui_ejection_penalty_msg=Premature ejection respawn penalty +%1.f seconds
dfm_ui_emp_charged=EMP Charged
dfm_ui_emp_charging=EMP Charging
dfm_ui_emp_cooldown=EMP Cooldown
dfm_ui_emp_unleashed=EMP Activated
dfm_ui_ifcsCruise=Cruise
dfm_ui_ifcsPrecision=Precision
dfm_ui_ifcsQuantum=Quantum
dfm_ui_ifcsSCM=SCM
dfm_ui_param_FracKilometres=%.*f<> km
dfm_ui_param_FracKilometres_NoSpace=%.*fkm
dfm_ui_param_FracMetre=%.*f m
dfm_ui_param_FracMetre_NoSpace=%.*fm
dfm_ui_param_GreaterThan_Kilometres_NoSpace,P=>%dkm
dfm_ui_param_Kilometres=%s km
dfm_ui_param_Kilometres_NoSpace=%skm
dfm_ui_param_Metre=%i m
dfm_ui_param_Metres=%s m
dfm_ui_param_Metres_NoSpace=%sm
dfm_ui_param_Mps=%0.0f m/s
dfm_ui_param_PointOneKilometres=%0.1f km
dfm_ui_param_RequiresAFinalKillForVictory=%S requires a final kill for victory!
dfm_ui_param_UEC=UEC
dfm_ui_param_aUEC=aUEC
dfm_ui_param_alpha_uec=%d aUEC
dfm_ui_param_award_rec=%d REC
dfm_ui_self_destruct_penalty_msg=Suicide respawn penalty +%1.f seconds
dfm_ui_target=Target
dfm_ui_wanted_level_respawn=You are being processed by Crusader Security for criminal activity
dfmcrusader_playerbounty_mission=Bounty
dfmcrusader_playerbounty_mission_desc=[Criminal Activity Reported] Eliminate the Outlaw 
dfmcrusader_playerbounty_objective01=Locate the Outlaw
dfmcrusader_playerbounty_objective01_desc=Scan ships to locate the criminal
dfmcrusader_playerbounty_objective02=Eliminate the Outlaw
dfmcrusader_playerbounty_objective02_desc=Eliminate the Outlaw
dfmcrusader_playerbounty_objective03=Claim Bounty
dfmcrusader_playerbounty_objective03_desc=Return to Alpha Station to claim Bounty
dfmcrusader_playerlosebounty_mission=Lose Bounty
dfmcrusader_playerlosebounty_mission_desc=Control Bravo Station to wipe Criminal Record
dfmcrusader_playerlosebounty_objective01=Remove Criminal Record
dfmcrusader_playerlosebounty_objective01_desc=Control Bravo Station to wipe Criminal Record
diff_notification_ui_msg_sample=Refuel stranded ship? Press [ to accept or ] to decline.
diff_notification_ui_title_sample=Contract
distraction_desc=~mission(Description)
distraction_desc_0001=Put down whatever you're doing and pay attention. This is a big one.\n\nThe ~mission(Client) got a massive score cooking, but in order to pull it off, they need an equally massive distraction. \n\nThat's you.\n \nYou're gonna head over to a ~mission(Location) and start nuking everything and everyone you can. ~mission(Wanted)You'll be making so much noise, no one will even care what the ~mission(Client) are up to.
distraction_desc_0002=You ever dream about flying out to some remote ~mission(Location) and shooting everything that moves? Well, guess what? I'm here to make your dreams come true. And not only that, I'm gonna pay you for it.\n\nI can't tell you all the specifics, but the upshot is that the ~mission(Client) are eager to make sure all the security in sector are kept as busy as possible.\n\nNow, it seemed to me that sending someone to rampage at the ~mission(Location) would be a damn good start. ~mission(Wanted)Shouldn't be too hard to keep everyone's attention after that.
distraction_desc_0003=The ~mission(Client) are looking to pay good credits for someone to create a distraction for them. And since I can't figure out how to lure a Vanduul fleet to the sector, a cutthroat like you flying to a ~mission(Location) and unleashing hell might be the next best thing. ~mission(Wanted)\n\nCan you believe some people choose to work in an office for a living?
distraction_desc_0004=Hey. Did you ever hear about the system-wide hunt in Ellis for that slicer a little while back? Advocacy were running in circles for days trying to take them down. Got me thinking. The ~mission(Client) are going after a huge score soon and then I thought, why not just arrange for something similar to happen here? Get all the security in the area chasing after a target so that they're blind to whatever else is going on. It would make the ~mission(Client) job a billion times easier. \n\nHere's how it'll work. You fly to a ~mission(Location) and unleash some major chaos and destruction. They already patrol places like that pretty heavily so you should have company in no time flat. ~mission(Wanted)To be honest, I'm starting to wonder if that thing in Ellis wasn't just a distraction, too.
distraction_from=~mission(Contractor)
distraction_obj_long_01=Achieve a level five crimestat.
distraction_obj_long_01a=Maintain your level five crimestat.
distraction_obj_long_02=Go to this local ~mission(Location) and wait for security to show up.
distraction_obj_long_03=Do everything you can to keep security forces distracted.
distraction_obj_marker_02=~mission(Location)
distraction_obj_marker_03=Distract
distraction_obj_short_01=Raise Crimestat to 5
distraction_obj_short_01a=Maintain Crimestat
distraction_obj_short_02=Go To ~mission(Location)
distraction_obj_short_03=Create Distraction
distraction_title=~mission(Title)
distraction_title_0001=moths to a flame
distraction_title_0002=running wild
distraction_title_0003=organized chaos
distraction_title_0004=bring the heat
distraction_wanted_0001=And to be clear, the only way this is going to work is if you can keep a level 5 crimestat on your head the whole time. Anything less and it won't draw the kind of heat we need. 
distraction_wanted_0002=There's a caveat to this whole thing, though. With the amount of attention I want on you, your crimestat needs to stay at a level 5 minimum. It's the only way to guarantee that all eyes are on you. 
distraction_wanted_0003=Of course, an ordinary two-bit criminal won't be enough to get the whole sector engaged. No, you gonna need to rock a level 5 crimestat to create the chaos I'm after. 
distraction_wanted_0004=But the way I figure it, just showing up won't be enough. We need you to maintain a level 5 crimestat the whole time. That way we make sure every do-gooder in the sector will be racing to take you down. 
distractionkill_amountreq_001=eight
distractionkill_desc=~mission(Contractor|DistractionKillDescription)
distractionkill_desc_0001=I heard that you're big time now with your level 5. Normally, I'd be telling you to keep your head down and till the heat blows over, but it just so happens that I got a better use for you.\n\nI've been working on something big that's ready to go down, but in order to make it happen I need someone to create a distraction that's even bigger. That's where you come in. \n\nThe way I figure it, if you take out ~mission(KillCount) Navy humps, just about every screw in the entire Empire will be focused on dragging your ass down. \n\nCan't be lower sec either. Needs to be Navy to really pull this off. That's fine though, any security gets wind of a level 5 and they'll comm the Navy to come deal with you.\n\nAnd you have to do it fast enough so that the timing works out. As soon as you open fire on the first one, the clock starts.\n\nThink you can handle that?
distractionkill_desc_0002=I'll be honest with you, I usually don't like to deal with your kind of crazy, but a mad dog is exactly what I need right now. \n\nMy crew and I need all the security in the system kept busy for a while and the only way I see that happening is if you bring down enough Navy that they don't have a choice but to stop everything and focus on you. I think about ~mission(KillCount) starmen should do it. \n\nLucky thing is, with your level 5, they should be chasing you anyway. Security stops to scan you and the Navy's gonna come straight to you. Just make sure that once you start shooting that you finish the job. As soon as you engage with the first one, the clock starts and if you don't raise the stakes high enough, me and my crew are gonna be left hanging.\n\nOf course, feel free to kill even more of the bastards if the mood takes you.
distractionkill_desc_0003=Word on the wire is that every flattop with a badge is out there scanning the system for your level 5 wanted ass. What do you say to making some credits off all that hassle?\n\nI can't tell you exactly what's going down, but it's enough for you to know that I need a cataclysmic level distraction. The kind that can only be created by a dangerous and deranged criminal going on a shooting spree and taking out ~mission(KillCount) Navy starmen. \n\nOnce you start shooting, my crew will move into place, so you'll have to finish the job quick. And Navy only. Popping off some Advos or local security won't cut it. Fortunately, with your crimestat anytime you run into security, Navy shouldn't be far behind.\n\nGet this done for me, and I'll see that you get your fair cut.
distractionkill_desc_004=~mission(DistractionTitleDescription|Description)
distractionkill_from=~mission(DistractionKillFrom)
distractionkill_obj_display_01=Navy Starmen Killed: %ls
distractionkill_obj_display_02=Time Remaining: %ls
distractionkill_obj_long_01=Eliminate ~mission(KillCount) Navy starmen in the alloted time.
distractionkill_obj_short_01=Eliminate ~mission(KillCount) Navy Starmen
distractionkill_title=~mission(Contractor|DistractionKillTitle)
distractionkill_title_0001=Art of Distraction
distractionkill_title_0002=Make Yourself Useful
distractionkill_title_0003=Take It To The Next Level
distractionkill_title_004=~mission(DistractionTitleDescription|Title)
docking_AlignedMessage=Alignment Achieved: Commencing Final Docking Procedure
docking_DockeeLanded=Docking Terminated Due To Target Landing
docking_ExcessiveAngularMisalignment=Adjust Rotation to Align with Docking Port
docking_ExcessiveAngularSpeed=Slow Rotation to Align with Docking Port
docking_ExcessiveLinearMisalignment=Adjust Position to Align with Docking Port
docking_ExcessiveLinearSpeed=Slow Speed to Align with Docking Port
docking_NoAvailable=No Available Docking Ports
docking_NoMatching=No Suitable Docking Ports
docking_OutOfRange=Out Of Range For Docking Process
docking_PathBlocked=Auto Dock Path Obstructed
docking_PermissionDenied=Docking Permission Denied
docking_Request=Docking Permission Requested
docking_Undocking=Disengaging Docking Clamps
docking_WaitingPermission=Waiting for Docking Permission
docking_WaitingToUndock=Standby for Undocking
docking_autodock=Auto Dock
docking_complete=Docking Complete
docking_engagingClamps=Engaging Docking Clamps
docking_fwdrelative=Fwd. Relative
docking_noQTUndock=Undocking Not Permitted During Quantum Travel
docking_xaxis=x:
docking_yaxis=y:
docking_zaxis=z:
dockingport_01=Docking Port 01
dockingport_02=Docking Port 02
dockingport_03=Docking Port 03
dockingport_04=Docking Port 04
dockingport_05=Docking Port 05
dockingport_06=Docking Port 06
dockingport_07=Docking Port 07
dockingport_08=Docking Port 08
dockingport_09=Docking Port 09
dockingport_10=Docking Port 10
dockingport_11=Docking Port 11
dockingport_12=Docking Port 12
dockingport_13=Docking Port 13
dockingport_14=Docking Port 14
dockingport_15=Docking Port 15
dockingport_16=Docking Port 16
dockingport_17=Docking Port 17
dockingport_18=Docking Port 18
dockingport_19=Docking Port 19
dockingport_20=Docking Port 20
dusters_basesweep_desc_001=Some lucky slaggers discovered one hell of a valuable deposit over at ~mission(Location|Address) and now theyre trying their damnedest to get it all extracted double quick. \n\nOur thinking is that we should be the ones harvesting that lode.\n\nWe got all the equipment ready to go, just need someone to clear out all the pesky miners and their security. \n\nDo that for us, and well give you a cut of the haul.
dusters_basesweep_desc_002=One of ours stopped at an R&R and ran into a miner deep in their cups celebrating. Drunk fool let slip that his outfit had discovered the “find of a lifetime” over at ~mission(Location|Address). \n\nWell, they may have found it, but no way in hell were gonna let them keep it. \n\nWe want you to clear all those miners and whatever security theyve hired out of the way. With the haul were looking at, figure its worth spending some extra credits to hire someone good.\n\nOnce youve sent them packing, we can come in and collect.
dusters_basesweep_desc_003=We hit paydirt! Found ourselves one of the richest little veins of ore Ive seen in years.\n\nTheres one hitch, though. Some other idiots got there first.\n\nWont be a problem for long, the way I see it. \n\nAs soon as you haul over to ~mission(Location|Address) and knock whatever miners and security guards you find there out for good, we can go in and mine that site for all its worth. \n\nDont worry, well pay you your cut off the top.
dusters_basesweep_title_001=Claiming a Stake
dusters_basesweep_title_002=Clearing the Competition
dusters_basesweep_title_003=Mine Worth Taking
dusters_claimsweep_desc_001=Some lucky slaggers discovered one hell of a valuable deposit over at ~mission(Location) near ~mission(LagrangeLocation) and now theyre trying their damnedest to get it all extracted double quick. \n\nOur thinking is that we should be the ones harvesting that lode.\n\nWe got all the equipment ready to go, just need someone to clear out all the pesky miners and the orbital sentries the bastards have protecting them. \n\nDo that for us, and well give you a cut of the haul.
dusters_claimsweep_desc_002=One of ours was picking up some supplies when they overheard a miner placing a big order for the new dig they had set up over at ~mission(Location) near ~mission(LagrangeLocation). Was braggin' a bit too loudly about how much they were gonna make off the strike.\n\nWell, they may have found it, but no way in hell were gonna let them keep it. \n\nWe want you to clear all those miners and the sentries they have in place out of the way. With the haul were looking at, figure its worth spending some extra credits to hire someone good like you to take care of it.\n\nOnce youve sent them packing, we can come in and collect.
dusters_claimsweep_desc_003=We hit paydirt! Found ourselves one of the richest little veins of ore Ive seen in years.\n\nTheres one hitch, though. Some other idiots got there first.\n\nWont be a problem for long, the way I see it. \n\nAs soon as you haul over to ~mission(Location) located at ~mission(LagrangeLocation) and knock out the sentries guarding the place, we can go in and mine that site for all its worth. \n\nDont worry, well pay you your cut off the top.
dusters_claimsweep_title_001=Razing the Stake
dusters_claimsweep_title_002=Ore or Nothing
dusters_claimsweep_title_003=Finders Weepers
dusters_from=Dusters
ea_popup_DoNotShowAgain=Do not show again.
ea_popup_body_ModeDisclaimer=This is an 'Experimental Mode' where new features, mechanics, and modified existing game modes are tested. The purpose of this mode is to provide regular rotating content to Arena Commander and collect feedback to improve and adjust gameplay ahead of its release to the Persistent Universe.
ea_popup_body_ModeDisclaimer_AIBehaviours_MasterModes=Limited Test of New AI Behaviours\n\nThis game mode is a special limited test used to collect feedback on several new features being developed for Star Citizen's flight model. It is not representative of the current Persistent Universe or intended final version of the game.\n \nFull details on the flight model for Master Modes and the features present in this test can be viewed on Spectrum by clicking the link below.\n\nNew Features:\n- Brand New AI Behaviours, focusing on closer engagements with more aggressive traits. Tuned for Master Modes.\n- Enabled Atmospheric Maps\n- Expanded Ship Selection: P-52, Buccaneer, Gladius, Super Hornet F7C-M, Vanguard Warden, Constellation Andromeda, Hammerhead.\n- Adjusted Capacitor Tuning\n- Rotational buffs under boosting, now depend on capacitor assignment. \n- Retuned Shield Strength\n- All Fighters now utilize "Bubble" shields. \n\nFor this test we are interested in how players utilize the overall Master Modes system across more environments and against our brand new AI behaviours.\n \nAll vehicles featured in this test are non-customizable and purpose built for this test. Please give them all a try and let us know what you think in the feedback. \n \nKey Bindings: ~action(spaceship_movement|v_master_mode_cycle) to change Master Modes
ea_popup_body_ModeDisclaimer_MasterModes=This game mode is a special limited test used to collect feedback on several new features being developed for Star Citizen's flight model. It is not representative of the current Persistent Universe or intended final version of the game.\n \nFull details on the flight model for Master Modes and the features present in this test can be viewed on Spectrum by clicking the link below.\n\nNew Features:\n- Enabled Atmospheric Maps\n- Expanded Ship Selection: P-52, Buccaneer, Gladius, Super Hornet F7C-M, Vanguard Warden, Constellation Andromeda, Hammerhead.\n- Adjusted Capacitor Tuning\n- Rotational buffs under boosting, now depend on capacitor assignment. \n- Retuned Shield Strength\n- All Fighters now utilize "Bubble" shields. \n\nFor this test we are interested in how players utilize the overall Master Modes system across more environments, archetypes and modes. \n \nAll vehicles featured in this test are non-customizable and purpose built for this test. Please give them all a try and let us know what you think in the feedback. \n \nKey Bindings: ~action(spaceship_movement|v_master_mode_cycle) to change Master Modes
ea_popup_body_ModeDisclaimer_Resource,P=This game mode is a special limited test used to collect feedback on several new features being developed for the upcoming Engineering gameplay for Star Citizen's vehicles. It is not representative of the current Persistent Universe or intended final version of the game.\n \nFull details on the feature, everything included in this test and feedback focus can be found on the Spectrum link by clicking “Provide Feedback” below.\n \nNew Features:\n - 3 Game Modes: Duel (A2 vs A2), Squadron Battle (A2 vs Gladius) and Free Flight.\n - Fuses: Each player has fuses in their inventory. These can be used to fill empty slots in the relay or exchange broken fuses of the relays.\n - Engineering Panel: This panel gives players an overview of the state of components and how they are connected. Here players will be warned about not sufficient power and if items are damaged and require repair. Additionally, players will see the states of the relays where warnings will be issued for missing or broken fuses.\n - Damage done by attacking ships will now penetrate the hull and will damage ship items below. Players now can target the areas of ships where the ship components are placed.\n - Power Management is partially present in this experimental mode where the focus is on simply turning items on and off to achieve power balance on the ship.\n - Repair: Players have the Multitool with them to repair damaged ship items using the Salvage Repair mode. This mode will consume the RMC canister to bring back the health of your ship components.\n - Additionally, we will use this mode as a test bed for some weapon balancing experiments. Details can be found in Spectrum.\n \nHow To Play:\n - As part of the A2 crew you will spawn on-foot. To win, you must work together with your crew; filling the roles of Pilot, Gunners and Engineers.\n - Access spare fuses in your inventory. Each player has a limited number of fuses, use them wisely.\n - Use VOIP to communicate with your crew.\n \nFor this test we are interested in feedback on players survival times. How much longer does a fully crewed A2 survive against a fighter attack versus how long does it survive with no item maintenance. Additionally we would like to gather data on the lifetime of your ship components and the frequency of fuses breaking.\n \nAll vehicles featured in this test are non-customizable and purpose built for this test. Please give each a try and let us know what you think in the feedback threads.\n \nImportant Keybinds\nInventory: ~action(player_choice|pc_pit_inventory) \nPush to Talk (Team): ~action(player_input_optical_tracking|foip_pushtotalk)\nPush to Talk (Proximity): ~action(player_input_optical_tracking|foip_pushtotalk_proximity)
ea_popup_body_Reconnect=Attempt to Reconnect to Lobby?\n%s - %s
ea_popup_confirm_ModeDisclaimer=I Understand
ea_popup_confirm_Reconnect=Yes
ea_popup_decline_ModeDisclaimer=Provide Feedback
ea_popup_decline_Reconnect=No
ea_popup_title_ModeDisclaimer=Game Mode Disclaimer
ea_popup_title_Reconnect=Reconnect?
ea_ui_BalancingTeams=Balancing Teams \n%d
ea_ui_ByOriginalSystems=By Original Systems
ea_ui_CTRL_Phase_Notification=%s
ea_ui_CTRL_objectiveCapturingDisplay=> <
ea_ui_CTRL_objectiveDistance=%d m
ea_ui_CTRL_objectiveReturning=>>
ea_ui_Capturing=Capturing
ea_ui_Contested=Contested
ea_ui_Entering_Overtime=Entering Overtime
ea_ui_GameStartsIn=Game Starts In %d
ea_ui_MissionTypeDescFPS_Theatres=Fight for dominance in an epic, asymmetrical battle across land, air and space.
ea_ui_MuteAll=Mute All
ea_ui_Overtime=OVERTIME
ea_ui_PressKEYWhenReady=Press [~action(default|ready)] when ready
ea_ui_PressKEYWhenReady_ForceReady=Press [~action(default|ready)] when ready\n Force start in %d
ea_ui_Round=Round:
ea_ui_RulesLapCompleted=Lap Completed\nLap Time: %s
ea_ui_RulesLapCount=Lap Count:
ea_ui_RulesLapTime=Lap Time:
ea_ui_RulesLapsLeft=Lap:
ea_ui_RulesLivesLeft=Lives Left:
ea_ui_RulesOnDeathPenaltyMessage=%d seconds penalty
ea_ui_StatePlayersNotReady=%d Players not ready\n Force start in %d
ea_ui_StateWaitingForPlayers=Waiting for %d players
ea_ui_Status_AreaContested=CONTESTED
ea_ui_SymbolPercentage=%
ea_ui_Wave=WAVE:
ea_ui_Wave1=Wave 1
ea_ui_Wave10=Wave 10
ea_ui_Wave11=Wave 11
ea_ui_Wave12=Wave 12
ea_ui_Wave13=Wave 13
ea_ui_Wave14=Wave 14
ea_ui_Wave15=Wave 15
ea_ui_Wave2=Wave 2
ea_ui_Wave3=Wave 3
ea_ui_Wave4=Wave 4
ea_ui_Wave5=Wave 5
ea_ui_Wave6=Wave 6
ea_ui_Wave7=Wave 7
ea_ui_Wave8=Wave 8
ea_ui_Wave9=Wave 9
ea_ui_ai_RequestControl=Request Control
ea_ui_character_ueepilot_Ash=Ash "The Lion"
ea_ui_character_ueepilot_Loki=Loki "The Protector"
ea_ui_character_ueepilot_Luna=Luna "The Shadow"
ea_ui_character_ueepilot_Nova=SuperNova
ea_ui_character_ueepilot_Ollie=Ollie "The Mindless"
ea_ui_character_ueepilot_Robbie=Robbie "The Wise"
ea_ui_character_ueepilot_Sophie=Sophie "The Boss"
ea_ui_character_ueepilot_Tasha=Ms. Lady Tasha
ea_ui_cm_Attention=ATTENTION
ea_ui_cm_UnlockedSpawn=SPAWN LOCATION IS NOW UNLOCKED
ea_ui_cm_UnlockingSpawn=UNLOCKING SPAWN POINT
ea_ui_deathinfo_AssistedBy=Assisted by
ea_ui_deathinfo_BleedOut=Blood Loss
ea_ui_deathinfo_BoundaryViolation=Boundary Violation
ea_ui_deathinfo_Crash=Crashed
ea_ui_deathinfo_DamageDealt=Damage Dealt
ea_ui_deathinfo_DamageReceived=Damage Received
ea_ui_deathinfo_EnvironmentalHazard=Environmental Hazard
ea_ui_deathinfo_Hazard=Hazard
ea_ui_deathinfo_Header=Death Recap
ea_ui_deathinfo_KilledBy=Killed by
ea_ui_deathinfo_KillsDeathsVsKiller=( %d - %d )
ea_ui_deathinfo_LifeReview=Life Review
ea_ui_deathinfo_Melee=Melee Kill
ea_ui_deathinfo_SelfDestruct=Self-Destruct
ea_ui_deathinfo_Suicide=Suicide
ea_ui_deathinfo_Takedown=Takedown
ea_ui_deathinfo_UnknownVehicle=Unknown Vehicle
ea_ui_deathinfo_Vehicle=Vehicle
ea_ui_deathinfo_Weapon=Weapon
ea_ui_difficulty_Easy=Corporal
ea_ui_difficulty_Hard=Captain General
ea_ui_difficulty_Normal=Lieutenant (Default)
ea_ui_difficulty_VeryEasy=Trooper
ea_ui_difficulty_VeryHard=Legatus Marinuum
ea_ui_faction_A=Team A
ea_ui_faction_B=Team B
ea_ui_faction_Outlaws=Outlaws
ea_ui_faction_Supreme=The Supreme
ea_ui_faction_UEE_Advocacy=UEE Advocacy
ea_ui_faction_UEE_Marines=UEE Marines
ea_ui_frontend_AnyMap=Any Map
ea_ui_frontend_AnyMapDesc=Prepare to enter any map available for this mode!
ea_ui_frontend_AnyTeam=Any Team
ea_ui_frontend_AnyTeamDesc=You'll be placed in any of the available teams.
ea_ui_frontend_BanPlayer=BAN PLAYER
ea_ui_frontend_ButtonDescription=Compete or relax in risk-free single or multiplayer game modes from the safety of your SimPod.
ea_ui_frontend_ButtonTitle=Arena Commander
ea_ui_frontend_DemoteFromMod=DEMOTE FROM MOD
ea_ui_frontend_DevOnlyMap=Developer Only Map, which may not be ready for testing. Will be ignored by 'Any Map' selection.
ea_ui_frontend_Experimental=Experimental (Limited Time)
ea_ui_frontend_ExperimentalModes=Experimental Modes
ea_ui_frontend_ExperimentalModesActive=Active Experimental Modes:
ea_ui_frontend_ExperimentalModesReset=Ends in:
ea_ui_frontend_FPSLoadout=FPS Loadout
ea_ui_frontend_Featured=Featured
ea_ui_frontend_GameMode=Game Mode
ea_ui_frontend_GameType=Game Type
ea_ui_frontend_Host=Host
ea_ui_frontend_InviteAllToLobby=Invite All to Lobby
ea_ui_frontend_InviteToLobby=Invite to Lobby
ea_ui_frontend_Join=Join
ea_ui_frontend_LobbySetup=Lobby Setup
ea_ui_frontend_Map=Map
ea_ui_frontend_MapWarning=Select "Any Map" to match with other players quicker.
ea_ui_frontend_MatchCreation=Lobby Creation
ea_ui_frontend_Moderator=Moderator
ea_ui_frontend_PrivateMatchSettings=Private Match Settings
ea_ui_frontend_PromoteToHost=PROMOTE TO HOST
ea_ui_frontend_PromoteToMod=PROMOTE TO MOD
ea_ui_frontend_ReadyNumbers=%d / %d
ea_ui_frontend_RestartRequired=Restart Game To Update
ea_ui_frontend_RulesEnableMatchCycling,P=Enable Match Cycling
ea_ui_frontend_RulesEnableTeamBalancing,P=Enable Team Balancing
ea_ui_frontend_RulesEnableTeamSwitching,P=Enable Team Switching
ea_ui_frontend_RulesRAndomizeMapOnMatchCycle,P=Randomize Map on Match Cycle
ea_ui_frontend_RulesTargetScore,P=Target Score
ea_ui_frontend_RulesTimeLimit,P=Time Limit
ea_ui_frontend_ScoreLimit=Score Limit
ea_ui_frontend_Team=Team
ea_ui_frontend_TimeLimit=Time Limit
ea_ui_frontend_WaitingForServices=Waiting for Services
ea_ui_frontend_currentselection=Current Selection:
ea_ui_frontend_customsettings=Custom Settings
ea_ui_frontend_error_CancelMatch=Failed to cancel match.
ea_ui_frontend_error_CreateLobby=Failed to create lobby. Services may be down, please restart client or try again.
ea_ui_frontend_error_FindMatch=Failed to find match. Please try again.
ea_ui_frontend_error_InvalidLobby=Failed to get lobby data. Services may be down, please restart client.
ea_ui_frontend_error_InvalidPermissions=User has insufficient permissions to join this game session.
ea_ui_frontend_error_InvalidSettings=Invalid lobby settings. Please review and try again.
ea_ui_frontend_error_JoinLobby=Failed to join lobby. Services may be down, please restart client or try again.
ea_ui_frontend_error_KickFailed=Failed to kick player. Please try again.
ea_ui_frontend_error_LeaveLobby=An error occurred while leaving lobby. Please restart client.
ea_ui_frontend_error_MinPlayerLimit,P=Minimum (%d) players needed
ea_ui_frontend_error_MissingBadge=%s Missing Badge For %s
ea_ui_frontend_error_PlayerLimit=Player Limit (%d) Exceeded
ea_ui_frontend_error_ReadyCheck,P=Not all players are ready
ea_ui_frontend_error_UnauthorizedAccess=User is not unauthorized to join this game session.
ea_ui_frontend_filter_Coop=Co-op
ea_ui_frontend_filter_DeveloperOnly=Developer Only
ea_ui_frontend_filter_Experimental=Experimental
ea_ui_frontend_filter_FPS=FPS
ea_ui_frontend_filter_Featured=Featured
ea_ui_frontend_filter_Flight=Flight
ea_ui_frontend_filter_GroundVehicles=Ground Vehicles
ea_ui_frontend_filter_Leaderboards=Leaderboards
ea_ui_frontend_filter_MultiCrew=MultiCrew
ea_ui_frontend_filter_PvE=PvE
ea_ui_frontend_filter_PvP=PvP
ea_ui_frontend_filter_Racing=Racing
ea_ui_frontend_filter_Released=Released
ea_ui_frontend_filter_Solo=Solo
ea_ui_frontend_filter_Teams=Teams
ea_ui_frontend_filters=Filters:
ea_ui_frontend_gamemode_01=Game Mode
ea_ui_frontend_networktype_custom=Custom
ea_ui_frontend_networktype_offline=Offline
ea_ui_frontend_networktype_online=Online
ea_ui_frontend_networktypedesc_custom=Play an online game that is restricted to only party members.
ea_ui_frontend_networktypedesc_offline=Practice your skills offline.
ea_ui_frontend_networktypedesc_online=Prove your skills online.
ea_ui_frontend_pilot=Pilot
ea_ui_frontend_play=Play
ea_ui_frontend_player=Player
ea_ui_frontend_ready=Ready
ea_ui_frontend_readyup=Ready Up
ea_ui_frontend_seat=Seat
ea_ui_frontend_shiploadout=Ship Loadout
ea_ui_frontend_shipselection=Ship Selection
ea_ui_frontend_specialevent_AlienWeek_Description,P=Alien Week, text ,text, more text.
ea_ui_frontend_specialevent_AlienWeek_Title=First Contact Day
ea_ui_frontend_specialevent_AprilFools_Description=This isn't a prank. To celebrate Triggerfish this April, we're bringing two fun game mode twists to Arena Commander: "Toy" with your opponents in Single Weapon Elimination using the WowBlast foam dart gun, and be sure to save some room to feast on your foes in Kill Collector, now featuring the infamous double-dog.
ea_ui_frontend_specialevent_AprilFools_Title=Triggerfish
ea_ui_frontend_specialevent_CitizenCon_Description,P=Citizen Con, text ,text, more text.
ea_ui_frontend_specialevent_CitizenCon_Title,P=Citizen Con
ea_ui_frontend_specialevent_FightOrFlight_Description,P=Fight or Flight, text ,text, more text.
ea_ui_frontend_specialevent_FightOrFlight_Title=Fight or Flight
ea_ui_frontend_specialevent_FoundationFestival_Description,P=Foundation Festival, text ,text, more text.
ea_ui_frontend_specialevent_FoundationFestival_Title=Foundation Festival
ea_ui_frontend_specialevent_Generic=Special Event
ea_ui_frontend_specialevent_Halloween_Description,P=Halloween, text ,text, more text.
ea_ui_frontend_specialevent_Halloween_Title=Day of the Vara
ea_ui_frontend_specialevent_IAE_Description,P=IAE, text ,text, more text.
ea_ui_frontend_specialevent_IAE_Title,P=IAE
ea_ui_frontend_specialevent_Invictus_Description,P=Invictus, text ,text, more text.
ea_ui_frontend_specialevent_Invictus_Title=Invictus
ea_ui_frontend_specialevent_LunarNewYear_Description=Spread the love this Lunar New Year with special Coramor and Red Festival rewards! Come out on top in a round of Kill Collector (FPS or Vehicle) to earn an auspicious Year of the Dog Coin, or win Duo Showdown to receive a Coramor Coin sure to get you and your partners heart beating a little faster.
ea_ui_frontend_specialevent_LunarNewYear_Title=Red Festival
ea_ui_frontend_specialevent_MurrayCup_Description,P=Murray Cup, text ,text, more text.
ea_ui_frontend_specialevent_MurrayCup_Title=Murray Cup
ea_ui_frontend_specialevent_PirateWeek_Description,P=Pirate Week, text ,text, more text.
ea_ui_frontend_specialevent_PirateWeek_Title=Pirate Week
ea_ui_frontend_specialevent_PlayerBirthday_Description,P=Player Birthday, text ,text, more text.
ea_ui_frontend_specialevent_PlayerBirthday_Title,P=Player Birthday
ea_ui_frontend_specialevent_StPatricks_Description=Is luck on your side? In honor of Stella Fortuna 2954, all players who rank in the top three of a Team Elimination round will be rewarded a commemorative coin.
ea_ui_frontend_specialevent_StPatricks_Title=Stella Fortuna
ea_ui_frontend_specialevent_ValentinesDay_Description=Spread the love this Lunar New Year with special Coramor and Red Festival rewards! Come out on top in a round of Kill Collector (FPS or Vehicle) to earn an auspicious Year of the Dog Coin, or win Duo Showdown to receive a Coramor Coin sure to get you and your partners heart beating a little faster.
ea_ui_frontend_specialevent_ValentinesDay_Title=Coramor
ea_ui_frontend_specialevent_Xmas_Description=Fill your holiday season with a little extra cheer and a lot more intense FPS action with our Winter Frag Fest. Be the top scorer in a round of Team Elimination or Gun Rush to earn your very own Luminalia-themed Pico the Penguin.
ea_ui_frontend_specialevent_Xmas_Title=Luminalia
ea_ui_frontend_unselected=<Unselected>
ea_ui_frontend_vehicle=Vehicle
ea_ui_frontend_vehicleloadout=Vehicle Loadout
ea_ui_frontend_vehicleselection=Vehicle Selection
ea_ui_gamefeed_ParamCapturedParam=%s Captured %s
ea_ui_gamefeed_ParamCommittedSuicide= committed suicide!
ea_ui_gamefeed_ParamDestroyedParam=%s Destroyed %s
ea_ui_gamefeed_ParamDied= died
ea_ui_gamefeed_ParamIsReady= is ready
ea_ui_gamefeed_ParamJoined= joined
ea_ui_gamefeed_ParamKilledParam= killed 
ea_ui_gamefeed_ParamLeft= left
ea_ui_gamefeed_ParamMVP=MVP -
ea_ui_gamefeed_ParamNeutralizedParam=%s Neutralized %s
ea_ui_gamefeed_ParamTookTheEasyWay= took the easy way out!
ea_ui_map_BrokenMoon=Broken Moon
ea_ui_map_ClioIslands=Clio Islands
ea_ui_map_Crossroads=Crossroads of Crime
ea_ui_map_Demien=OP Station Demien
ea_ui_map_DemienComms=OP Station Demien - Comms Center
ea_ui_map_DogfightTest=Dogfight Test
ea_ui_map_DunlowDerby=Dunlow Derby
ea_ui_map_DyingStar=Dying Star
ea_ui_map_Echo11=Echo Eleven
ea_ui_map_HurstonGroundArena=Hurston
ea_ui_map_JerichoStation=INS Jericho
ea_ui_map_Kareah=Security Post Kareah
ea_ui_map_MagdaGroundArena=Magda
ea_ui_map_NHS_DeffordLink=New Horizon Speedway - Defford Link
ea_ui_map_NHS_DeffordLink_Short=Defford Link
ea_ui_map_NHS_HalloranCircuit=New Horizon Speedway - Halloran Circuit
ea_ui_map_NHS_HalloranCircuit_Short=Halloran Circuit
ea_ui_map_NHS_OldVanderval=New Horizon Speedway - Old Vanderval
ea_ui_map_NHS_OldVanderval_Short=Old Vanderval
ea_ui_map_NHS_RikkordMemorial=New Horizon Speedway - Rikkord Memorial Raceway
ea_ui_map_NHS_RikkordMemorial_Short=Rikkord Memorial Raceway
ea_ui_map_NHS_WinnersCircle=New Horizon Speedway - Winner's Circle
ea_ui_map_NHS_WinnersCircle_Short=Winner's Circle
ea_ui_map_RiverZero=River Zero
ea_ui_map_RiversEdge=River's Edge
ea_ui_map_ShiftingSands=Shifting Sands
ea_ui_map_SnakePitReverse=The Snake Pit: Reverse
ea_ui_map_TheGoodDoctor=The Good Doctor
ea_ui_map_YelaGroundArena=Yela
ea_ui_map_description=Map Description
ea_ui_map_name=Map Name
ea_ui_mapdesc_BrokenMoon=Formerly part of Kellar's Run, Taranis system is one of the more notorious and dangerous places in the known systems. The vast fields of asteroids offer plenty of hiding places for assassins and bushwhackers.
ea_ui_mapdesc_CaplanCircuit=Race through the intricate framework and sharp turns of the Caplan Industrial Platform, just a short flight away from the August Dunlow Spaceport. The Caplan Circuit is a rite of passage for all local racers.
ea_ui_mapdesc_ClioIslands=Precision piloting makes all the difference for racers navigating this treacherous seafaring track winding through the rocky islands of Clio.
ea_ui_mapdesc_Crossroads=Discovered in 2445, the United Nations of Earth was conflicted about what to do with the Nexus system. Since the only jump point at the time was through Cathcart, they tried to use the system as a dedicated military training system, but budget issues forced the government to sell exclusive access to the system to the Hathor Group in a deal that ultimately inspired the sale of Stanton System centuries later. Hathor indiscriminately stripped the system of its resources then abandoned it. Over the decades, outlaws, squatters, and refugees began to move in as the system slipped into obscurity. It wasnt until 2931 when Dean Kellars infamous run that the UEE realized how dangerous and entrenched these criminals had become and decided to take it back.\n\nThe year is now 2934. The UEE is still attempting to restore order by sweeping out the outlaws and squatters who have taken residence in the system. Play as a member of the UEE Advocacy tactical team, led by SAC Darrell Lincoln, or an outlaw in the Supreme gang, led by Leoni “Zombie” Kulkov, in the battle for the Hathor Mining Facility on Nexus III.
ea_ui_mapdesc_Demien=Originally built by the Hathor Group for the workers attempting to terraform Nexus II, OP Station Demien has earned a much darker reputation as the site of the infamous Walzer Massacre of 2935.
ea_ui_mapdesc_DemienComms=Originally built by the Hathor Group for the workers attempting to terraform Nexus II, OP Station Demien has earned a much darker reputation as the site of the infamous Walzer Massacre of 2935. The Comms Center was a main hub of the station.
ea_ui_mapdesc_DogfightTest=Special map for Dogfight Testing
ea_ui_mapdesc_DunlowDerby=Inspired by the real life underground race through the heart of Orison, this sim map allows pilots to test their mettle and precision handling skills without endangering the local Crusader populace.
ea_ui_mapdesc_DyingStar=Pyro system didn't get its name by accident. The central star is in the middle of the prolonged nova phase, burning out the planets in the system. While dangerous, it's a morbid kind of beauty.
ea_ui_mapdesc_Echo11=A former extraction facility, Echo Eleven was abandoned when the Hathor Group left the Nexus system and has since become a vile den of squatters and outlaws.
ea_ui_mapdesc_GroundArena=A battleground fit for determining which tank or team will reign supreme.
ea_ui_mapdesc_Icebreaker=Face off against the frigid winds that cover the mountains of the Euterpe Advanced Research Laboratories or bide your time and hope the weather clears. Whatever your choice, know that the Icebreaker takes no prisoners.
ea_ui_mapdesc_JerichoStation=Completed in 2871, INS Jericho is the main port of call for the UEE Navy in the Stanton system. Named after famed squadron leader Amare Jericho, this station is outfitted to provide logistical support, refueling and resupply options for a variety of capital ships, as well as smaller support and combat vessels.
ea_ui_mapdesc_Kareah=Security Post Kareah was heralded as a next-generation policing station for Crusader Security, yet years of budget shortfalls left it unfinished. Eager to stem the tide of outlaws eager to exploit the stations connection to the Advocacys secure data network, Crusader Security has recently begun using the facility as a heavily-guarded, evidence storage depot.
ea_ui_mapdesc_LorvilleOutskirts=A sprawling network of interworking cranes, pipes, and industrial machinery line the winding quarry of this active worksite that doubles as the Lorville Outskirts racetrack.
ea_ui_mapdesc_MinersLament=Brave this eerie racetrack on the edge of Yela's asteroid belt. Once the site of a tragic mining disaster, the forsaken machinery and floating derelicts of Miner's Lament will now put your skills and your nerve to the test.
ea_ui_mapdesc_NHS_DeffordLink=A dangerous course that has claimed many aspiring pilots' ships. This crucible isn't always in the Murray Cup's rotation of tracks. Many feel that it's too difficult and unnecessarily risks pilots for better spec broadcasting.
ea_ui_mapdesc_NHS_HalloranCircuit=One of the newest tracks added to the Murray Cups rotation, Halloran Circuits death-defying turns and dives have made it a fan favorite, drawing incredible viewership to its spectrum broadcasts.
ea_ui_mapdesc_NHS_OldVanderval=One of the oldest active courses in racing. It's no longer considered an eligible race track, so any race here is considered Clean (a term which can encapsulate any amateur, non-pro or underground race). Most pilots have cut their teeth on Old Van so it's one of the more beloved tracks in the Empire.
ea_ui_mapdesc_NHS_RikkordMemorial=A standard fixture in Murray Cup qualifiers, Rikkord Memorial has always been a great separator between the amateurs and the professionals.
ea_ui_mapdesc_NHS_WinnersCircle=The popular sim map, Winners Circle, transforms the iconic aesthetic of the New Horizon Speedway into a combat arena, perfect for honing atmospheric maneuvers and dogfighting skills.
ea_ui_mapdesc_RiverZero=A scenic course that follows the natural bends of the River Zero on microTech. Its natural beauty can be distracting to pilots attempting to follow its winding path while staying above the water but below the tree tops.
ea_ui_mapdesc_RiversEdge=Racers are challenged to stay the course along this winding riverway that provides as many thrills as it does picturesque views of natural beauty.
ea_ui_mapdesc_ShiftingSands=Navigate along the dunes of Daymar and weave through long-forgotten ruins, as you race to leave your competitors in the dust.
ea_ui_mapdesc_SkyScraper=Challenge the skies above Area18 and conquer the Sky Scraper by narrowly threading your way through towering high-rises and dense urban-sprawl at breakneck speeds.
ea_ui_mapdesc_SnakePit=Weave around pylons, duck under cranes, and avoid precarious pipes in this abandoned mining facility as you strive to prevail over the Snake Pit and its venomous turns.
ea_ui_mapdesc_TheGoodDoctor=Hatfield & Harding had big plans for planet of Mya in the Leir System when they purchased it from Galor Messer IX in 2743. They entrusted the supervision of the terraforming and settlement to Dr. Marcus Fayel from the University of Perseis Analytical Research and Quantification campus. Little did they know that Dr. Fayel would not only betray his employees, but he would steal the planet out from under them. On May 3, 2812, all communication with the planet was cut off. Hours later, a single message from Dr. Fayel directed to Hatfield & Harding and the rest of the universe announcing the birth of the Suns Eye Fellowship, a new religion based on radical isolationism, and their intent to claim Mya as their own.\n\nFayels former employers were furious. Against the wishes of the UEE, they assembled a covert team of mercenaries to secure the planet and eliminate Fayel as well as any followers who got in their way. The operation was a brutal massacre. The Fellowship proved to be more than willing to kill and die for their new leader. The missions failure led to the eventual dissolution of Hatfield & Harding and complete control of Mya to Fayel and the Fellowship who became known as the Outsiders.
ea_ui_mapdesc_YadarValley=The cranes, refinery towers, and bridges of rocky terrain in the Yadar Valley will require you to think fast and fly even faster, if you wish to triumph.
ea_ui_mapname_DemienComms=Demien Comms Center
ea_ui_matchmaking_Error=Matchmaking Error
ea_ui_matchmaking_SearchingForMatch=Searching for Match
ea_ui_matchmaking_error_CancelledBySerivces=Matchmaking cancelled by services.
ea_ui_matchmaking_error_InvalidSettings=Invalid Match Settings
ea_ui_matchmaking_error_LobbySize=Lobby size exceeds maximum for the selected mode.
ea_ui_matchmaking_error_MatchCycleReqMap=Match Cycle Map Request Failed.
ea_ui_matchmaking_error_MatchCycleRequeue=Match Cycle Requeue Failed.
ea_ui_matchmaking_error_MatchNotFound=No match found. Servers may be down or busy.
ea_ui_modeBadgeLocked=Badge Locked
ea_ui_modeBadgeUnlocked=Badge Unlocked
ea_ui_modeCo-Op=Co-Op
ea_ui_modeFPS=FPS
ea_ui_modeFixedFPSLoadout=Fixed FPS Loadout
ea_ui_modeFixedVehicles=Fixed Vehicles
ea_ui_modeFreeForAll=Free-For-All
ea_ui_modeHeadToHead=Head-To-Head
ea_ui_modeLimitedLoadout=Limited Loadout
ea_ui_modeLimitedVehicles=Limited Vehicles
ea_ui_modeMaxPlayers=Max Players:
ea_ui_modeMaxSquad=Max Squad:
ea_ui_modeMixed=Mixed
ea_ui_modeNew=New
ea_ui_modeNoSquads=No Squads
ea_ui_modePassive=Passive
ea_ui_modePlayersMax=Players Max:
ea_ui_modePvE=PvE
ea_ui_modePvP=PvP
ea_ui_modeRec=Rec:
ea_ui_modeSquadMax=Squad Max:
ea_ui_modeSquads=Squads
ea_ui_modeTitleLocked=Title Locked
ea_ui_modeTitleUnlocked=Title Unlocked!
ea_ui_modeVehicles=Vehicles
ea_ui_modeX=x
ea_ui_mode_BattleRoyale=Battle Royale
ea_ui_mode_ClassicRace=Classic Race
ea_ui_mode_ClassicRace_MasterModes=Master Modes: Classic Race
ea_ui_mode_Control=Control
ea_ui_mode_Duel=Duel
ea_ui_mode_Duel_FightOrFlight=Duo Showdown
ea_ui_mode_Duel_Fury=Mirror Match
ea_ui_mode_Duel_MasterModes=Master Modes: Duel
ea_ui_mode_Elimination=Elimination
ea_ui_mode_Elimination_XOnly=Single Weapon Elimination
ea_ui_mode_FPSGunGame=Gun Rush
ea_ui_mode_FPSKillConfirmed=Kill Collector: FPS
ea_ui_mode_FreeFlight=Free Flight
ea_ui_mode_FreeFlight_MasterModes=Master Modes: Free Flight
ea_ui_mode_FreeFlight_RN,P=Engineering: Free Flight
ea_ui_mode_GravRace=Grav Race
ea_ui_mode_GravRoyale=Grav Royale
ea_ui_mode_IterativeTesting=Iterative Testing
ea_ui_mode_MasterModes=Master Modes - Limited Test
ea_ui_mode_PirateSwarm=Pirate Swarm
ea_ui_mode_PirateSwarm_MasterModes=Master Modes: Pirate Swarm
ea_ui_mode_SquadronBattle=Squadron Battle
ea_ui_mode_SquadronBattle_MasterModes=Master Modes: Squadron Battle
ea_ui_mode_SquadronBattle_RN=Engineering: Squadron Battle
ea_ui_mode_SquadronBattle_RN_Duel=Engineering: Duel
ea_ui_mode_TeamElimination=Team Elimination
ea_ui_mode_TheatersOfWar=Theaters of War
ea_ui_mode_TonkRoyale_FFA=Tank Royale
ea_ui_mode_TonkRoyale_FFA_Hardcore=Tank Royale (Hardcore)
ea_ui_mode_TonkRoyale_Team=Team Tank Battle
ea_ui_mode_TonkRoyale_Team_Hardcore=Team Tank Battle (Hardcore)
ea_ui_mode_VanduulSwarm=Endless Vanduul Swarm
ea_ui_mode_VanduulSwarmEndless=Endless Vanduul Swarm
ea_ui_mode_VanduulSwarm_MasterModes=Master Modes: Endless Vanduul Swarm
ea_ui_mode_VehicleKillConfirmed=Kill Collector: Vehicle
ea_ui_modedesc_BattleRoyale=Pilots must reach the target score before they can win with a final kill.
ea_ui_modedesc_ClassicRace=Pure racing. Push your ship to its limit and be the first to cross the finish line.
ea_ui_modedesc_ClassicRace_MasterModes=Race to be the first to cross the finish line using the new Master Modes flight model.
ea_ui_modedesc_Duel=Put your dogfighting skills to the test in an intense 1 vs 1 duel.
ea_ui_modedesc_Duel_FightOrFlight=The best pilots in the 'verse team up as they put skills to the test in this 2 vs 2 dogfighting mode.
ea_ui_modedesc_Duel_Fury=Battle it out in an intense 1v1 dogfight in the new Mirai Fury.
ea_ui_modedesc_Duel_MasterModes=Duel 1v1 against another player while flying the same modified Gladius in this exclusive limited Master Modes test.
ea_ui_modedesc_Elimination=Fight for your life in this free-for-all, where every kill brings you one point closer to victory.
ea_ui_modedesc_FPSGunGame=Become the master-at-arms in this free-for-all where everyone begins with the same weapon, gets a new one with each kill, or has their weapon revert a level if killed by a melee attack.
ea_ui_modedesc_FPSKillConfirmed=In this free-for-all fight, getting a kill is good, but collecting the trophies slain enemies drop is way better. May the best collector win.
ea_ui_modedesc_FreeFlight=Explore without the need to kill. Meet with fellow pilots on landing pads. Inspect and even exchange ships. But beware: not all pilots are certain to be friendly.
ea_ui_modedesc_FreeFlight_MasterModes=Freely fly a modified Gladius in a limited time test of a new flight model. In Free Flight players can do what they want from arranging team fights to solo flying for fun.
ea_ui_modedesc_FreeFlight_RN,P=Everything you love about Free Flight, but with Resource Network enabled ships instead.
ea_ui_modedesc_GravRace=Feel the rush of pure speed as you pilot your grav-lev vehicle to a first place finish.
ea_ui_modedesc_GravRoyale=Prepare to go head-to-head in this all out grav-lev battle, where pilots who've reached the target score can claim victory with a final kill.
ea_ui_modedesc_IterativeTesting=Special mode for testers and devs to try out highly experimental builds
ea_ui_modedesc_MasterModes=Experience the latest in flight controls as you battle your way through a free-for-all that puts your dogfighting skills to the test and allows you to switch between navigation and combat modes.
ea_ui_modedesc_PirateSwarm=Hold off an onslaught by the infamous NovaRider gang and some of their most notorious members. Your ships are limited, so excessive casualties will result in defeat. 1-4 players.
ea_ui_modedesc_PirateSwarm_MasterModes=Face off against a brand new experimental AI in this limited test featuring new AI behaviours and Master Modes. 1-4 players.
ea_ui_modedesc_SquadronBattle=Fight together in teams where you must score more than the other team or beat the score limit to win.
ea_ui_modedesc_SquadronBattle_MasterModes=Fight together in teams where you must score more than the other team or beat the score limit to win in this exclusive limited Master Modes test.
ea_ui_modedesc_SquadronBattle_RN,P=Two teams battle it out with one team in their own Resource Network enabled A2 Hercules and the other in Resource Network enabled Gladius'.
ea_ui_modedesc_SquadronBattle_RN_Duel=Two teams battle it out with each in their own Resource Network enabled A2 Hercules.
ea_ui_modedesc_TeamElimination=Fight for your life in this team based battle, where every kill brings your team one point closer to victory.
ea_ui_modedesc_TheatersOfWar=Fight for dominance in an epic, asymmetrical battle across land, air and space.
ea_ui_modedesc_TonkRoyale_FFA=Bring your tank barrel to bear in this free for all tank royale where every kill brings you closer to victory.
ea_ui_modedesc_TonkRoyale_Team=Team up in armored vehicles and fight for battlefield supremacy, where every kill brings you one point closer to victory.
ea_ui_modedesc_VanduulSwarm=Hold off an overwhelming Vanduul onslaught led by several infamous Vanduul Prime pilots. UEE ships are in limited supply so excessive casualties will result in defeat. \n\nAs the odds increase against you, how long can you survive?
ea_ui_modedesc_VanduulSwarmEndless=Face off against an endless, unrelenting swarm of Vanduul in this limited time game mode. \n\nAs the odds increase against you, how long can you survive?
ea_ui_modedesc_VanduulSwarm_MasterModes=Fight an endless swarm of Vanduul in this limited test of PvE combat using the new Master Modes flight model.
ea_ui_modedesc_VehicleKillConfirmed=In this free-for-all dogfight, getting a kill is good, but collecting the trophies destroyed vehicles drop is way better. May the best collector win.
ea_ui_msg_RespawnPrompt=~action(default|respawn) to respawn
ea_ui_msg_gungame_ArmorDown=Armor Class Decreased
ea_ui_msg_gungame_ArmorUp=Armor Class Increased
ea_ui_msg_gungame_RankDown=Rank Down!\n%d/%d
ea_ui_msg_gungame_RankUp=Rank Up!\n%d/%d
ea_ui_multipleObjectivesContested=Objectives %s Contested
ea_ui_objectiveContested=Objective %s Contested
ea_ui_objective_CaptureControlPoints=Capture Control Points
ea_ui_objective_ChangingHands=Objective %s Changing Hands
ea_ui_objective_Destroy=Destroy
ea_ui_objective_Destroyed=Destroyed
ea_ui_objective_HackToDamage=Hack To Deal Damage
ea_ui_objective_PhaseFailed=Phase %d Failed
ea_ui_objective_PhaseSuccess=Phase %d Success
ea_ui_objective_UnderAttack=Objective %s Under Attack!
ea_ui_objective_crossroads_Team0_Phase3_SecureDropships=Board Dropships to Access Orbital Platform
ea_ui_objective_crossroads_Team1_Phase1=Take the AA Guns Offline
ea_ui_objective_crossroads_Team1_Phase2=Destroy the Radar Dish
ea_ui_objective_crossroads_Team1_Phase2_Advance=Advance to the Radar Dish at Objective C
ea_ui_objective_crossroads_Team1_Phase3=Stop the Mining Laser
ea_ui_objective_crossroads_Team2_Phase1=Defend the AA Guns
ea_ui_objective_crossroads_Team2_Phase2=Protect the Radar Dish
ea_ui_objective_crossroads_Team2_Phase2_Fallback=Defend the Radar Dish at Objective C
ea_ui_objective_crossroads_Team2_Phase3=Defend the Mining Laser
ea_ui_objective_name_S1=S1
ea_ui_objective_name_S2=S2
ea_ui_objective_name_S3=S3
ea_ui_objective_name_S4=S4
ea_ui_objective_name_S5=S5
ea_ui_objectivesCommaSeparator=, 
ea_ui_objectivestatus_Captured=Captured
ea_ui_objectivestatus_Contested=Contested
ea_ui_objectivestatus_Defend=Defend
ea_ui_objectivestatus_DestroyObjective=Destroy Objective
ea_ui_objectivestatus_HackTerminal=Hack Terminal
ea_ui_objectivestatus_Hacking=Hacking
ea_ui_objectivestatus_HackingPlus=Hacking+
ea_ui_objectivestatus_Offline=Cooling Down
ea_ui_objectivestatus_Resetting=Resetting
ea_ui_objectivestatus_TerminalPropHacking=Overload in Progress
ea_ui_objectivestatus_TerminalPropHackingPlus=Overload in Progress+
ea_ui_objectivestatus_TerminalPropPaused=Overload Paused
ea_ui_objectivestatus_TerminalPropReady=Hack To Overload
ea_ui_patchnotes_category_0=Unified Frontend
ea_ui_patchnotes_category_1=New Lobby/Squad System
ea_ui_patchnotes_category_2=Experimental Modes
ea_ui_patchnotes_category_3=Spawn Screen
ea_ui_patchnotes_category_4=Competitive Scoring & Team Balancing
ea_ui_patchnotes_category_BugFixes=Bug Fixes
ea_ui_patchnotes_category_Maps=Maps
ea_ui_patchnotes_category_Modes=Game Modes
ea_ui_patchnotes_category_SystemBalance=System & Balance
ea_ui_patchnotes_version=Patch Notes
ea_ui_pirateswarm_FinalWaveObjective=Defeat Hostile Merlins for Heavy Reinforcements
ea_ui_pirateswarm_SurviveObjective=! SURVIVE !
ea_ui_pirateswarm_SurviveUpdate=Reinforcements: %s
ea_ui_playablearea_OOB_General=Return to Simulation\n%d
ea_ui_playablearea_OOB_OnPhaseChange_AttackingTeam=Out of Position - Attack New Objective %d Seconds Remaining
ea_ui_playablearea_OOB_OnPhaseChange_DefendingTeam=Out of Position - Defend New Objective %d Seconds Remaining
ea_ui_playablearea_ThisWay=This Way
ea_ui_player_adetorres_cig=adetorres_cig
ea_ui_player_cdoerning_cig=cdoerning_cig
ea_ui_player_cig_seant=CIG-SeanT
ea_ui_player_count=10
ea_ui_player_count_bracket_left=(
ea_ui_player_count_bracket_right=)
ea_ui_player_ktome_cig=ktome_cig
ea_ui_player_mabent_cig=mabent_cig
ea_ui_player_netherese_cig=Netherese-CIG
ea_ui_player_sbaus_cig=sbaus-CIG
ea_ui_player_thedjbuntin_cig=TheDJBuntin-CIG
ea_ui_prop_damage_sent=Damage Sent to Objective
ea_ui_race_CurrentPosition=Position:
ea_ui_reward_DevSlayer_Msg=You beat an Original Systems developer! You have been awarded the 'AC - Dev Slayer' Spectrum Badge!
ea_ui_reward_DevSlayer_Title='AC - Dev Slayer' Unlocked!
ea_ui_reward_EndlessVanduulSwarm_Msg=You made it further than most. Yet, the Vanduul still proved to be a force that must be feared. You've earned the '2953 Vanduul Aggressor' Spectrum Badge
ea_ui_reward_EndlessVanduulSwarm_Title='2953 Vanduul Aggressor' Unlocked!
ea_ui_reward_ExperimentalPlayed_Msg=Thank you for playing this Experimental Mode! Play all in this patch to unlock a special badge!
ea_ui_reward_ExperimentalPlayed_Title=GG!
ea_ui_reward_GunGame_Msg=You beat the competition in Gun Rush! '2953 Master-At-Arms' Spectrum Badge has been unlocked!
ea_ui_reward_GunGame_Title='2953 Master-At-Arms' Unlocked!
ea_ui_reward_Ironman_Msg=Congratulations! You completed this mode without dying. You have been awarded the 'AC - Ironman' Spectrum Badge!
ea_ui_reward_Ironman_Title='AC - Ironman' Unlocked!
ea_ui_reward_LunarNewYear_Msg=This new year is off to a great start! You came out on top and earned yourself a collectable Year of the Dog Coin that has been delivered to your Stanton residence. May it bring you good fortune and prosperity.
ea_ui_reward_LunarNewYear_Title=HAPPY RED FESTIVAL!
ea_ui_reward_ModeTester_Msg=Thank you for playing each of this release's Experimental Modes. You've been awarded the '999th Test Squadron' Spectrum Badge!
ea_ui_reward_ModeTester_Title='999th Test Squadron' Unlocked!
ea_ui_reward_OfflineWarning=Rewards are disabled in Offline and Custom Mode.
ea_ui_reward_PirateSwarm_Msg='2953 Pirate Aggressor' Unlocked! The Pirate Gladius & Caterpillar variants are now unlocked for purchase in the Pledge Store.
ea_ui_reward_PirateSwarm_Title=Pirate Swarm Defeated!
ea_ui_reward_StPatricks_Msg=You tempted fate and emerged victorious! As proof that luck favors the bold, a commemorative Stella Fortuna coin has been shipped to your Stanton residence. May it bring you good fortune all year long.
ea_ui_reward_StPatricks_Title=HAPPY STELLA FORTUNA!
ea_ui_reward_TankCommander_Msg=You proved to be a reliable tank operator! You've been awarded the '2953 Tank Commander' Spectrum Badge!
ea_ui_reward_TankCommander_Title='2953 Tank Commander' Unlocked!
ea_ui_reward_Valentines_Msg=Love and victory are in the air! You and your partner just earned yourselves a special collectable Coramor Coin. Your new romantic keepsake has been shipped to your Stanton residence.
ea_ui_reward_Valentines_Title=HAPPY CORAMOR!
ea_ui_reward_VanduulSwarm_Msg='2946 Aggressor' Unlocked! The Vanduul Glaive pledge page is now unlocked.
ea_ui_reward_VanduulSwarm_Title=Vanduul Swarm Defeated!
ea_ui_reward_Xmas_Msg=Congratulations on earning a Luminalia-themed Pico the Penguin. May your lamp burn a little brighter this holiday season. Your new plushy friend has been shipped to your Stanton residence.
ea_ui_reward_Xmas_Title=HAPPY LUMINALIA!
ea_ui_scoreboard_title=Match Info
ea_ui_scoring_AprilFoolsHotdogCollected=Double Dog Collected
ea_ui_scoring_AprilFoolsHotdogDenied=Double Dog Denied
ea_ui_scoring_Attacker=Attacker
ea_ui_scoring_CapContested=Capturing Objective - Contested
ea_ui_scoring_CapObjective=Capturing Objective
ea_ui_scoring_CaptureCloseCall=Close Call
ea_ui_scoring_CaptureComplete=Capture Complete
ea_ui_scoring_CaptureInitiated=Capture Initiated
ea_ui_scoring_CaptureNeutralized=Neutralized
ea_ui_scoring_CaptureReversing=Reversing Capture
ea_ui_scoring_Capturing=Capturing
ea_ui_scoring_CompletedLap=Lap Completed
ea_ui_scoring_Contesting=Contesting
ea_ui_scoring_ControlTerminalDomination=Terminal Domination
ea_ui_scoring_Defender=Defender
ea_ui_scoring_DistortionDamage=Distortion
ea_ui_scoring_DistortionDisabled=Disabled Ship
ea_ui_scoring_Hemorrhage=Hemorrhage
ea_ui_scoring_KillCollected=Kill Collected
ea_ui_scoring_KillDenied=Kill Denied
ea_ui_scoring_LosingContested=Losing Objective - Contested
ea_ui_scoring_LunarNewYearCoinCollected=Coin Collected
ea_ui_scoring_LunarNewYearCoinDenied=Coin Denied
ea_ui_scoring_MatchDefeat=Defeat
ea_ui_scoring_MatchVictory=Victory
ea_ui_scoring_MeleeKill=Melee Kill
ea_ui_scoring_ObjectiveDamaged=Objective Damaged
ea_ui_scoring_ObjectiveDestroyed=Objective Destroyed
ea_ui_scoring_PlayerBleeding=Bleeding
ea_ui_scoring_RevCapture=Reversing Capture
ea_ui_scoring_SecondPlace=2nd Place
ea_ui_scoring_TakeDown=Takedown Kill
ea_ui_scoring_ThirdPlace=3rd Place
ea_ui_scoring_VehiclePartDetached=Part Detached
ea_ui_screens_crossroads_aa_status=Anti-Air System Status
ea_ui_screens_crossroads_backup_power=Backup Power:
ea_ui_screens_crossroads_button_hack=Hack
ea_ui_screens_crossroads_button_o_clock=Overclock
ea_ui_screens_crossroads_com_link_status=Orbital Station Comlink Status
ea_ui_screens_crossroads_generic_compromised=Compromised
ea_ui_screens_crossroads_generic_cooldown=Cooldown
ea_ui_screens_crossroads_generic_destroyed=Destroyed
ea_ui_screens_crossroads_generic_error=Error
ea_ui_screens_crossroads_generic_normal=Normal
ea_ui_screens_crossroads_generic_normalizing=Normalizing
ea_ui_screens_crossroads_generic_offline=Offline
ea_ui_screens_crossroads_generic_online=Online
ea_ui_screens_crossroads_generic_overloading=Overloading
ea_ui_screens_crossroads_generic_rebooting=Rebooting
ea_ui_screens_crossroads_generic_shut_down=Shutting Down
ea_ui_screens_crossroads_generic_start_up=Starting Up
ea_ui_screens_crossroads_generic_sys_status=System Status
ea_ui_screens_crossroads_hack_start=Hack Initializing...
ea_ui_screens_crossroads_health_no_colon=Health
ea_ui_screens_crossroads_health_with_colon=Health:
ea_ui_screens_crossroads_label_term_a=Terminal A
ea_ui_screens_crossroads_label_term_b=Terminal B
ea_ui_screens_crossroads_laser_status=Orbital Mining Laser Status
ea_ui_screens_crossroads_main_power=Main Power:
ea_ui_screens_crossroads_overload_start=Overload Initializing...
ea_ui_screens_crossroads_overloading_error=Warning: Overloading Error
ea_ui_screens_crossroads_radar_status=Radar System Status
ea_ui_screens_crossroads_rebooting_with_para=Rebooting...
ea_ui_screens_crossroads_safety_proto=Safety Protocols:
ea_ui_screens_crossroads_stand_by=Please Stand By
ea_ui_screens_crossroads_status_error=Status: Error
ea_ui_screens_crossroads_target_AA_guns=AA Guns
ea_ui_screens_crossroads_target_laser=Mining Laser
ea_ui_screens_crossroads_target_radar=Comms Radar
ea_ui_screens_crossroads_this_system_error=This system is experiencing technical difficulties and may not respond to user input.
ea_ui_screens_crossroads_turret_greeble01=Radar Turret TR-03 // HACK.N.IO
ea_ui_screens_crossroads_turret_greeble02=PW
ea_ui_screens_crossroads_turret_greeble03=FVK
ea_ui_screens_crossroads_turret_greeble04=SNR
ea_ui_screens_crossroads_turret_greeble05=ATTACK
ea_ui_screens_crossroads_turret_greeble06=96
ea_ui_screens_crossroads_turret_greeble07=77
ea_ui_screens_crossroads_turret_greeble08=32
ea_ui_screens_crossroads_turret_greeble09=75
ea_ui_screens_crossroads_turret_greeble10=ERROR.CIV.31
ea_ui_screens_crossroads_turret_greeble11=SEARCHING... // UI.2313
ea_ui_screens_crossroads_turret_greeble12=FOUND VIRUS.0009
ea_ui_screens_crossroads_turret_greeble13=RECOMMEND REBOOT // SHUTDOWN
ea_ui_screens_crossroads_turret_greeble14=STATUS LVL.01
ea_ui_screens_crossroads_turret_greeble15=1088712032
ea_ui_screens_crossroads_turret_greeble16=10997100101
ea_ui_screens_crossroads_turret_greeble17=3210011132105
ea_ui_screens_crossroads_turret_greeble18=11690238747
ea_ui_screens_crossroads_turret_greeble19=838728161
ea_ui_screens_crossroads_turret_greeble20=2621230237
ea_ui_screens_crossroads_turret_greeble21=84727291238
ea_ui_screens_crossroads_turret_greeble22=10384502
ea_ui_screens_crossroads_turret_greeble23=3838292944
ea_ui_screens_crossroads_turret_greeble24=AA Guns GA-11 // VI
ea_ui_spawning_Armor=Armor
ea_ui_spawning_Crew=Crew:
ea_ui_spawning_Deploy=Deploy
ea_ui_spawning_Driver=Driver
ea_ui_spawning_Extra=Extra
ea_ui_spawning_ForceRespawn=Forcing Respawn:
ea_ui_spawning_LoadoutErrorDesc=An error occurred loading your loadout. You may need to perform a character reset on the RSI website.
ea_ui_spawning_LoadoutErrorTitle=LOADOUT ERROR
ea_ui_spawning_Locked=LOCKED
ea_ui_spawning_MulticrewDisabled=Multicrew Disabled
ea_ui_spawning_MulticrewEnabled=Multicrew Enabled
ea_ui_spawning_NoSelection=Spawn Not Selected
ea_ui_spawning_NoVehicles=No Vehicles Remaining
ea_ui_spawning_OnFoot=On Foot
ea_ui_spawning_Passenger=Passenger
ea_ui_spawning_Primary=Primary
ea_ui_spawning_Respawning=RESPAWNING...
ea_ui_spawning_Secondary=Secondary
ea_ui_spawning_SelectLocation=SELECT A LOCATION
ea_ui_spawning_SelectSpawn=Select Spawn
ea_ui_spawning_SelectSpawnPoint=Select Spawn Point
ea_ui_spawning_SelectYourLoadout=Select Your Loadout
ea_ui_spawning_Spawning=Spawning
ea_ui_spawning_Turret=Turret
ea_ui_spawning_Unavailable=Unavailable
ea_ui_spawning_Unlock=Visit To Unlock
ea_ui_spawning_Wait=Wait
ea_ui_spawning_WarnNoRespawns=Warning: No Respawns Remaining
ea_ui_spawning_loadout_AntiVehicle=Anti-vehicle
ea_ui_spawning_loadout_ArmorSet=Armor Set
ea_ui_spawning_loadout_Assault=Assault
ea_ui_spawning_loadout_Custom=Custom %d
ea_ui_spawning_loadout_Heavy=Heavy
ea_ui_spawning_loadout_Medic=Medic
ea_ui_spawning_loadout_Primary1=Primary 1
ea_ui_spawning_loadout_Primary2=Primary 2
ea_ui_spawning_loadout_Recon=Recon
ea_ui_spawning_loadout_Sidearm=Sidearm
ea_ui_spawning_loadout_Sniper=Sniper
ea_ui_spawning_loadout_Soldier=Soldier
ea_ui_spawning_loadout_Utility=Utility
ea_ui_spawning_location_Admin=Admin
ea_ui_spawning_location_Communications=Communications
ea_ui_spawning_location_Garage=Garage
ea_ui_spawning_location_Hangar=Hangar
ea_ui_spawning_location_NavyBackup=Navy Backup
ea_ui_spawning_location_PirateBackup=Pirate Backup
ea_ui_spawning_location_Security=Security
ea_ui_spawning_location_TrainStation=Train Station
ea_ui_spawning_location_URSAMobile=URSA Mobile
ea_ui_spawning_location_ValkyrieMobile=Valkyrie Mobile
ea_ui_spawning_multicrew_Public=Public
ea_ui_spawning_multicrew_SquadOnly=Squad Only
ea_ui_spawning_vehicleslot=Slot %u
ea_ui_spectator_CycleCamera=[~action(spectator|spectate_prev_target|?)]-[~action(spectator|spectate_next_target|?)] Cycle camera
ea_ui_spectator_CycleMode=[~action(spectator|spectate_gen_nextmode|?)] Cycle mode
ea_ui_spectator_CycleTarget=[~action(spectator|spectate_prev_target|?)]-[~action(spectator|spectate_next_target|?)] Cycle target
ea_ui_spectator_LockCamera=[~action(spectator|spectate_toggle_lock_target|?)] Lock Target
ea_ui_spectator_Respawn= [~action(default|respawn|?)] Respawn
ea_ui_spectator_Title=Spectating
ea_ui_spectator_ToggleHUD=[~action(spectator|spectate_toggle_hud|?)] Toggle HUD
ea_ui_spectator_UnlockCamera=[~action(spectator|spectate_toggle_lock_target|?)] Unlock Target
ea_ui_vanduulswarm_SurviveUpdate=Hostiles Incoming: %s
ea_ui_vehicle_USSBugsmasher=Bugsmasher
ecn_from=Emergency Communication Network
ecn_hackprevent_desc_001=ATTENTION: There has been an unauthorized attempt at ~mission(Location) to access the system controls for the Emergency Communication Network. Any available ships in the area capable of rendering assistance to prevent this unlawful sabotage of vital public security infrastructure are requested to do so immediately.
ecn_hackprevent_title_001=ECN ALERT: Network Intrusion
elevator_accessing=ACCESSING CENTRAL<41>TRANSPORT SYSTEM
elevator_computing=COMPUTING ROUTE
elevator_connecting=CONNECTING
elevator_contacts=Contacts
elevator_creating_instance=Preparing
elevator_currentfloor=Current Floor
elevator_fail_no_destination=No destination available from location.
elevator_fail_server_full=All instances are currently full.\nPlease try again later.
elevator_interrogating=INTERROGATING TRANSPORT SYSTEM
elevator_is_at_location=Elevator Location
elevator_launch=LAUNCH
elevator_nextfloor=Next Floor
elevator_party_members=Party members
elevator_quick_join=Quick join
elevator_requesting=REQUESTING TRANSIT
elevator_validating=VALIDATING AUTHORIZATION CODE
elevator_welcome1=ELEVATOR TRANSPORT CONSOLE v1.1
elevator_welcome2=PLEASE TOUCH SCREEN TO PROCEED
elevator_welcome3=SEARCHING LOCATIONS
elevator_your_location=Your Location
eliminatespecificracer_obj_display_01,P=Luca Brunt: Eliminate ~mission(EliminateSpecificRacer) before the end of the race.
eliminatespecificracer_obj_display_01b,P=Luca Brunt: Finish the race
eliminatespecificracer_obj_long_01,P=Luca Brunt: UEC ~mission(EliminateSpecificRacerReward) - Eliminate ~mission(EliminateSpecificRacer) before the end of the race and finish the race.
eliminatespecificracer_obj_long_01a,P=Eliminate ~mission(EliminateSpecificRacer) before the end of the race.
eliminatespecificracer_obj_long_01b,P=Finish the race.
eliminatespecificracer_obj_short_01,P=Eliminate ~mission(EliminateSpecificRacer) before the end of the race.
eliminatespecificracer_obj_short_01a,P=Eliminate ~mission(EliminateSpecificRacer) before the end of the race.
eliminatespecificracer_obj_short_01b,P=Finish the race.
engineering_PLACEHOLDER_room01,P=Cockpit
engineering_PLACEHOLDER_room02,P=Room 02
engineering_PLACEHOLDER_room03,P=Room 03
engineering_PLACEHOLDER_room04,P=Bathroom
engineering_ui_Gravity_CurrentAmountOfG,P=Current amount of "G"s:
engineering_ui_Gravity_SetAmountOfG,P=Set amount of gravity in relation to Earth Gravity
engineering_ui_Gravity_currentGravity,P=Current Gravity:
engineering_ui_Gravity_targetGravity,P=Target Gravity:
engineering_ui_Info_LifeSupport,P=INFO: \nControls affect all selected rooms at the same time\nData shown will show the average of each room.\n\nUse arrows to increase or decrease values.
engineering_ui_ItemState_Boot,P=Booting
engineering_ui_ItemState_Firing,P=Firing
engineering_ui_ItemState_Idle,P=Idle
engineering_ui_Item_Batteries,P=Batteries
engineering_ui_Item_CoolantUsage,P=Coolant Usage
engineering_ui_Item_FuelUsage,P=Fuel Usage
engineering_ui_Item_Fuses,P=Fuses
engineering_ui_Item_Health,P=Health
engineering_ui_Item_Heat,P=Heat
engineering_ui_Item_Output,P=Output
engineering_ui_Item_Power,P=Power
engineering_ui_Item_PowerUsage,P=Power Usage
engineering_ui_Item_Scrubbers,P=Scrubbers
engineering_ui_Item_Wear,P=Wear
engineering_ui_LifeSupport_Co2Level,P=CO2 Level
engineering_ui_LifeSupport_FocusPressure,P=Scrub Pressure
engineering_ui_LifeSupport_FocusScrubbing,P=Scrub Atmosphere
engineering_ui_LifeSupport_FocusTemperature,P=Scrub Temperature
engineering_ui_LifeSupport_O2Level,P=O2 Level
engineering_ui_LifeSupport_currentPressure,P=Current Pressure:
engineering_ui_LifeSupport_currentTemperature,P=Current Temperature:
engineering_ui_LifeSupport_fill,P=Fill
engineering_ui_LifeSupport_pressureControl,P=Pressure Control
engineering_ui_LifeSupport_selectAtmosphere,P=Select Atmosphere
engineering_ui_LifeSupport_targetPressure,P=Target Pressure:
engineering_ui_LifeSupport_targetTemperature,P=Target Temperature
engineering_ui_LifeSupport_temperatureControl,P=Temperature Control
engineering_ui_LifeSupport_vent,P=Vent
engineering_ui_LifeSupport_ventControl,P=Vent Control
engineering_ui_LifeSupport_ventFlowSpeed,P=Vent Flow Speed
engineering_ui_Options_disableWarnings,P=Disable all warning, that informs of no available interactions
engineering_ui_Options_enableWarnings,P=enable all warnings
engineering_ui_Warning_ignoreWarnings,P=Ignore all warnings
engineering_ui_Warning_noValidControls,P=No available controls for:
engineering_ui_button_confirm,P=Confirm \nChanges
engineering_ui_button_cycle,P=Cycle
engineering_ui_button_details,P=more
engineering_ui_button_filling,P=Filling...
engineering_ui_button_venting,P=Venting...
engineering_ui_controls_egineering,P=Engineering controls
engineering_ui_controls_gravity,P=Gravity control
engineering_ui_filter_connections,P=Connections
engineering_ui_filter_network,P=Network
engineering_ui_filter_rooms,P=Rooms
engineering_ui_filter_thrusters,P=Thrusters
engineering_ui_filter_vehicle,P=Vehicle
engineering_ui_malfunction_none,P=No Fault
engineering_ui_rackType_Group,P=Group
engineering_ui_rackType_Item,P=Item
engineering_ui_rackType_System,P=System
engineering_ui_relay_large,P=Large Relay
engineering_ui_relay_small,P=Small Relay
engineering_ui_resource_Ammo,P=Ammo
engineering_ui_resource_CO2,P=CO2
engineering_ui_resource_CPU_short,P=CPU
engineering_ui_resource_Consumer,P=Consumer
engineering_ui_resource_Hydrogen,P=HYD
engineering_ui_resource_Nitrogen,P=N
engineering_ui_resource_Oxygen,P=O2
engineering_ui_resource_Produced,P=Produced
engineering_ui_resource_Producer,P=Producer
engineering_ui_resource_Quantum,P=QUA
engineering_ui_resource_Received,P=Received
engineering_ui_resource_Storage,P=Storage
engineering_ui_resource_coolant_short,P=CLT
engineering_ui_resource_cooling_setting1,P=THRO
engineering_ui_resource_cooling_setting2,P=UNLK
engineering_ui_resource_power_setting1,P=MIN
engineering_ui_resource_power_setting2,P=NRM
engineering_ui_resource_power_setting3,P=OCK
engineering_ui_resource_power_setting4,P=MAX
engineering_ui_tab_data,P=Data
engineering_ui_tab_doors,P=Doors
engineering_ui_tab_engineering,P=Engineering
engineering_ui_tab_graph,P=Graph
engineering_ui_tab_gravity,P=Gravity
engineering_ui_tab_items,P=Item Control
engineering_ui_tab_legend,P=Legend
engineering_ui_tab_lifeSupport,P=Life Support
engineering_ui_tab_notifications,P=Notifications
engineering_ui_tab_power,P=Power
engineering_ui_tab_rooms,P=Room Control
engineering_ui_tab_storage,P=Storage
engineering_ui_unit_gravity,P=G
engineering_ui_unit_power,P=kW
engineering_ui_unit_pressure,P=ATM
engineering_ui_unit_temperature,P=°
entrance_airlock=Airlock
entrance_canopy=Canopy
entrance_cargo=Cargo Bay
entrance_dock=Docking Collar
entrance_elevator=Elevator
entrance_escapepod=Escape Pod
entrance_hatch=Hatch
entrance_ladder=Ladder
entrance_ramp=Ramp Access
entrance_seat=Seat
escort_safety_client_0001=delivery
escort_safety_client_0002=research
escort_safety_client_0003=trade
escort_safety_client_0004=courier
escort_safety_client_0005=refueling
escort_safety_client_0006=mining
escort_safety_danger_0001=They have detected what could be a hostile threat in the area and would rather not engage without assistance. 
escort_safety_danger_0002=Something appears to have spooked them. Seems they'd rather be safe than sorry and want some extra protection. 
escort_safety_danger_0003=Unfortunately, the area they are in is a known outlaw hunting ground. Caution is advised. 
escort_safety_danger_0004=We've had a couple reports of other ships being hit in that area. Go in expecting trouble. 
escort_safety_danger_0005=One of their convoy has already been destroyed. The hostiles in the area should be considered extremely dangerous. 
escort_safety_danger_0006=A ship like that is a prime target and if they get out of there alive, it'll be a miracle. To be frank, they should never have gone in by themselves in the first place. 
escort_safety_desc=~mission(Description)
escort_safety_desc_0001=A ~mission(Client) ship is stuck out in ~mission(Location) and needs an extraction to ~mission(Destination). ~mission(Danger)If escorts do engage with hostiles, combat pay will be issued. Be ready to roll out as soon as possible. Don't want to keep them waiting out there any longer than necessary. 
escort_safety_desc_0002=We have been contacted by a ~mission(Client) vessel that is in urgent need of escort from ~mission(Location) to ~mission(Destination). If hired, you would be expected to report to the rendezvous point and begin immediately. ~mission(Danger)Combat pay will be issued if enemy contact is made. 
escort_safety_desc_0003=To any available vessels with combat capabilities who are willing and ready to fly to ~mission(Location), a ~mission(Client) ship is in need of escort to ~mission(Destination). ~mission(Danger)Engaging with any enemy ships will result in hazard pay. 
escort_safety_from=~mission(Contractor)
escort_safety_location_0001=a safe point
escort_safety_location_0002=a point of safe egress
escort_safety_location_0003=their destination
escort_safety_location_0004=somewhere they can quantum from
escort_safety_obj_long_01=Rendezvous at the ~mission(Client) ship's distress beacon.
escort_safety_obj_long_02=Move into protective formation while the ship prepares to travel.
escort_safety_obj_long_03=Escort the ~mission(Client) ship to ~mission(Destination).
escort_safety_obj_marker_01=Distress Beacon
escort_safety_obj_marker_02=Protect
escort_safety_obj_opt_01=Combat Pay Bonus
escort_safety_obj_short_01=Rendezvous at Beacon
escort_safety_obj_short_02=Hold In Formation
escort_safety_obj_short_03=Escort to Safety
escort_safety_obj_short_03a=Destination
escort_safety_title=~mission(Title)
escort_safety_title_0001=Armed Guard Needed
escort_safety_title_0002=Urgently Need Protection
escort_safety_title_0003=Extraction Needed
escort_safety_title_0004=Escort to Safety
escort_scan_ally_001=researcher
escort_scan_ally_002=miner
escort_scan_ally_003=surveyor
escort_scan_ally_004=scout
escort_scan_complexity_001=a single nav point
escort_scan_complexity_002=a single location
escort_scan_complexity_003=a scan point
escort_scan_complexity_004=a couple stops
escort_scan_complexity_005=a few locations
escort_scan_complexity_006=several navpoints
escort_scan_complexity_007=a series of stops
escort_scan_complexity_008=a series of locations
escort_scan_complexity_009=a list of navpoints
escort_scan_danger_001=Although all signs indicate a light possibility of hostile contact, please be prepared, just in case. However, in the event of enemy contact, compensation will be granted based on performance. 
escort_scan_danger_002=This route will mostly likely encounter hostiles. If engaged, combat bonuses will be paid. 
escort_scan_danger_003=Warning, this is a dangerous route with a high probability of outlaw contact. Prepare accordingly. ~mission(Contractor) is willing to offer a competitive payment for combat effectiveness. 
escort_scan_desc=~mission(Description)
escort_scan_desc_0001=~mission(Contractor) is looking for available contractors to meet up with a ~mission(Client) as soon as possible and escort them to ~mission(EscortNum). ~mission(Danger)Payment will be transferred upon the ~mission(Client)'s safe return.
escort_scan_desc_0002=NOW HIRING FOR IMMEDIATE START\n\nLooking for ~mission(EscortType) to guard a ~mission(Client) while they travel to ~mission(EscortNum). ~mission(Danger)Payment will be certified through ~mission(Contractor) and transferred upon completion.
escort_scan_desc_0003=ARMED ESCORT NEEDED. ~mission(Contractor) seeking pilots to rendezvous with a ~mission(Client) at ~mission(location) and protect them on their journey to ~mission(EscortNum). ~mission(Danger)Payment will be transferred upon contract completion. The ~mission(Client) is already en route to the rendezvous currently so punctuality is appreciated.
escort_scan_desc_0004=~mission(Contractor) wants to hire an escort to guard a ~mission(Client) while they travel to ~mission(EscortNum). Professional and punctual applicants only. Show up on time and be ready to work. Payment will be issued at the end of the job. ~mission(Danger)
escort_scan_desc_0005=~mission(Contractor) has been running scanning ops in the system and need pilots to act as a protective detail to a ~mission(Client). Escorts will rendezvous with the client at ~mission(Location) and accompany them while they survey ~mission(EscortNum). If hired, you must be ready to report for duty immediately. ~mission(Danger)Payment will be transferred when the job is complete and the ~mission(Client) is safe.
escort_scan_from=~mission(Contractor)
escort_scan_obj_display_02=Escort the Ship
escort_scan_obj_display_03=Hold until scan is complete %ls
escort_scan_obj_display_04=Protect the Ship
escort_scan_obj_long_01=Meet with the ~mission(Client)'s ship at the rendezvous beacon.
escort_scan_obj_long_02=Escort ~mission(Client) to the nav point.
escort_scan_obj_long_03=Hold until scan is complete.
escort_scan_obj_long_04=Protect ~mission(Client) against hostile forces.
escort_scan_obj_long_05=Escort ~mission(Client) to their final destination.
escort_scan_obj_marker_03=Protect
escort_scan_obj_marker_05=Destination
escort_scan_obj_opt_01=Combat Pay Bonus
escort_scan_obj_short_01=Rendezvous with Ship
escort_scan_obj_short_02=Escort the Ship
escort_scan_obj_short_03=Hold Position
escort_scan_obj_short_04=Protect the Ship
escort_scan_obj_short_05=Escort To Destination
escort_scan_title=~mission(Title)
escort_scan_title_0001=Escort Contract
escort_scan_title_0002=Need Extra Security
escort_scan_title_0003=Scanning Run
escort_scan_title_0004=Protection Run
escort_scan_title_0005=Need an Escort
escort_scan_type_001=security
escort_scan_type_002=a protective detail 
escort_scan_type_003=armed escorts
escort_scan_type_004=escorts
escort_scan_type_005=combat escorts
escortscan_MissionStart_Timer=Rendezvous with ~mission(Client) %ls
escortscan_obj_marker_01=Rendezvous
escortscan_obj_marker_02=Escort
escortscan_obj_marker_02a=Nav Point
fine_terminal_Header=Fines
fine_terminal_Infraction_Heading=Infraction
fine_terminal_LoggingIn=Accessing System
fine_terminal_Logout=Logging Out
fine_terminal_Surrender=Surrender
fine_terminal_cost_heading=Fine
fine_terminal_escalated=Escalated
fine_terminal_esclated=Late Fee
fine_terminal_icon=FAQ
fine_terminal_icon_002=X
fine_terminal_informationScreen_Info=\nHow are fines attributed to me?\nMost fines are issued directly by members of law enforcement, but some result from violations detected by ships and mobiGlas and automatically broadcast to the Emergency Communication Network (ECN) system.\n\n\nWhat sort of things can I get fined for?\nFor a complete list of finable offenses and misdemeanors applicable in your current jurisdiction, please consult your mobiGlas.\n\n\nWhy did I receive a fine for something legal elsewhere?\nCertain jurisdictions have different laws. You should always check the legality of your cargo when entering a new jurisdiction.\n\n\nMy ship was stolen, why am I still receiving fines?\nUnless you report your vehicle stolen to law enforcement (this can be easily done at an ASOP terminal), you are still considered the legal owner of the ship and are responsible for certain crimes perpetrated by it.\n\n\nWhy does the Escalated Fine cost more than the initial price?\nTo encourage prompt payment, the Office of Imperial Justice (OIJ) provides offenders a short period where newly acquired fines may be settled at a discounted initial rate. If payment is not made before this period expires, the fine escalates in both price and severity.\n\n\nWhat happens if I dont pay my Escalated Fines?\nIf you accumulate enough unpaid escalated fines you will be issued a crimestat. The heavier your escalated fines, the faster this will happen. The OIJ strongly urges everyone to pay their fines regularly and on time.\n\n\nWhat if I receive a fine in error?\nIf you think you have received a fine in error, please contact the Issue Council. While mistakes are rare, we are trying to improve the system all the time and your feedback is welcome.\n
fine_terminal_informationScreen_Title=Frequently Asked Questions
fine_terminal_infraction_date=Infraction Date
fine_terminal_infraction_location=Jurisdiction
fine_terminal_insufficientfunds_001=Insufficient Funds
fine_terminal_latewarning_001=!
fine_terminal_login_001=Login As User
fine_terminal_login_002=Login As Admin
fine_terminal_neglect=Payment Due
fine_terminal_nofines_001=You Have No Outstanding Fines.
fine_terminal_paid_001=Paid
fine_terminal_pay_001=Pay All Fines
fine_terminal_pay_002=Pay Fine
fine_terminal_payearly=Escalation In
fine_terminal_playerbalance_001=Your Balance
fine_terminal_processing=Processing Request...
fine_terminal_returning=Returning To Login
fine_terminal_time_001=HH:MM:SS
fine_terminal_time_heading=Escalation
fine_terminal_title_001=Fines & Citations Payment System
fine_terminal_total=Total
fine_terminal_totalfines_001=Total Fines
fine_terminal_unauthorised=Unauthorized Access Detected
fleetweek2950_holoviewer_corsair_desc=We at Drake Interplanetary know that sometimes defense isnt just about protecting whats yours. Sometimes its about striking out and facing the unknown head-on. How can you ever be truly safe if you dont know what threat is waiting beyond the next mountain range, moon, or jump point? \n\nThanks to a large hold capable of stowing a small vehicle and specially designed asymmetric convertible wings, the Corsair adapts gracefully to unfamiliar atmospheres, combat situations, and hot landing zones. Be ready for anything, and youll never be caught unprepared.\n
fleetweek2950_holoviewer_corsair_title=Drake Interplanetary Corsair
fleetweek2950_holoviewer_g12_desc=While larger vehicles like the Tumbril Nova and Anvil Ballista may be better known for their military might, the UEE deploys thousands of smaller tactical vehicles in defense of the Empire. More easily transported to provide greater mission flexibility, these rovers and gravlevs often allow tactical responsiveness to a wider variety of terrain and scenarios. When atmospheric conditions become hostile and can impede flight, having a varied motor pool at your disposal can make all the difference.\n\nOne of the newest rovers to join the ranks is the G12a from Origin Jumpworks. While it may have the sleek lines the manufacturer is known for, the G12a is reinforced with heavier armor and fortified wheels, and comes armed with a full defensive and offensive suite. When deployed, it will initially serve as a patrol vehicle for landing sites located in active combat areas with severe weather patterns.\n
fleetweek2950_holoviewer_g12_title=Origin Jumpworks G12a
fleetweek2950_holoviewer_hercules_desc=The first active-duty starlifter flight was formed in May 2821, when Crusader Industries delivered a dozen Hercules ships during that years Invictus Launch Week. Capable of deploying armored vehicles in the midst of heavy enemy fire, the Hercules proved invaluable to battlefield operations. This was apparent on March 2824, when UEE armed forces were called upon to put down a heavily armed group of pirate forces located on a frontier world near the Xian border. Two Hercules squadrons, escorted by deep space support fighters, quietly deployed troops and an armored column which defeated the stunned criminal forces in short order. The battle, previously thought to be a particularly hazardous prospect, was won with no losses of UEE personnel and the resulting capture of information would lead directly to the destruction of two pirate outposts and a small capital ship.\n\nWith the recent reintroduction of the Tumbril Nova Tank, the Navys fleet of Hercules Starlifters has become busier than ever. However, delivering ground combat vehicles is far from the Hercules only task during the ongoing war against the Vanduul. With roads destroyed during the course of attacks, the Hercules Starlifter was a vital part in rescue operations on Urial, rapidly flying in earthmovers and cranes to assist in saving countless lives that would have otherwise perished in the rubble. Logistic vehicles like the Hercules are crucial in the Navys ability to respond to the shifting needs of the Empire. \n
fleetweek2950_holoviewer_hercules_title=Crusader Industries Hercules
fleetweek2950_holoviewer_kraken_desc=The Kraken has been released and that means one thing, theres no putting it back. This attack carrier has changed the way militias operate forever and, when it comes to personal defense, theres one thing you never want to be - falling behind.\n\nA protector and a beacon of freedom in an often-cruel universe, Drake Interplanetary has made this capital-class ship available to all those tasked with safekeeping those unable to protect themselves. The Kraken is both a sanctuary and a self-contained war machine ready to take on the most daunting adversaries.\n
fleetweek2950_holoviewer_kraken_title=Drake Interplanetary Kraken
fleetweek2950_holoviewer_mercury_desc=Good intel is the key to victory. Thats why the UEE Navy is seeking to increase the presence of the Crusader Industries Mercury Star Runner in its fleet this year. Already battle proven on several classified missions, the Mercury has delivered key strategic updates to our forces along the front, including Admiral Bishop himself, that have been the key to multiple hard-earned victories. Especially in “red systems” where comm networks may be non-existent, the Mercurys ability to carry classified encrypted information has been a boon time and again.\n\nAdditionally, thanks to Crusaders inclusion of a programmable kill switch and optimized security configurations, there is a significantly reduced chance of highly classified information falling into enemy hands. Pair that with the Mercurys speed, precision, and cutting-edge countermeasures, it becomes easy to see why Navy Intelligence Officers have come to rely on this star runner for ensuring that information is delivered on time and intact. \n
fleetweek2950_holoviewer_mercury_title=Crusader Industries Mercury
fleetweek2950_holoviewer_nautilus_desc=First introduced nearly four centuries ago, Aegis Dynamics Nautilus has made an indelible mark upon the Navys long and proud history, but it is just as needed today as when it was introduced during the First Tevarin War. The Nautilus has played a crucial role in the ongoing Vanduul War, using its minelaying capabilities to set up perimeter defenses and define the shape of the conflict. \n\nOne such example is the mission known as the Hellkite Run that was part of Operation Mandrake in the Oberon system. Flown by sapper specialists Squadron 761, aka the Alley Vipers, Nautilus minelayers were used to severely limit the Vanduul escape options. Working tirelessly while the main fleet engaged with enemy forces, they were able to deploy pockets of mines and weapon platforms with such precision that an entire Vanduul squadron was eliminated before they could escape the system to cause additional harm.\n
fleetweek2950_holoviewer_nautilus_title=Aegis Dynamics Nautilus
fleetweek2950_holoviewer_nova_desc=First utilized in the Second Tevarin War, the Nova tank has made a triumphant return to battle in 2948 thanks to efforts of the recently reformed manufacturer Tumbril. Military Historians still recount the original Novas performance at the 2605 Battle of Koren Pass where three Nova tanks held off an entire Tevarin strike team for over sixteen hours. While much credit is due to the brave soldiers who fought so valiantly, it is hard to deny that the Novas resilience and ferocity allowed for the UEE to prevail that day.\n\nThough they are most commonly found in the Armys arsenal, youll find that Nova tanks are playing a pivotal role in the Navys combat operations, protecting tactical encampments across the Vanduul front. Its mobility means that it can quickly and effectively redeploy to provide combat support where needed and its resistance to extreme temperatures mean that the Nova can be posted in any number of environments. Knowing theyre protected by the Novas battery of arms allows pilots and starmen to work more effectively and creates a safer Empire.\n
fleetweek2950_holoviewer_nova_title=Tumbril Nova
fleetweek2950_holoviewer_polaris_desc=One of the newest capital ships serving in the fleet, the Polaris-class corvette entered service in 2946 and has already made a big impact on the Empire. Thanks to the vessel's well-balanced mix of power and speed, it has enhanced the Navys overall effectiveness in a wide variety of scenarios, from delivering Humanitarian aid to tactical operations. \n\nUnder the command of Captain Lucia Franco, the UEES Polaris has shown how essential the corvettes adaptability is to the ongoing war effort. Recently of note, the Polaris and her crew were on extended patrol in Tayac when they successfully halted an attempted incursion by a Vanduul scouting party, potentially deterring further enemy action in that sector for the foreseeable future. Cpt. Franco attributed the vessels above-average quality of life standards to the combat effectiveness of her starmen.\n
fleetweek2950_holoviewer_polaris_title=RSI Polaris
fleetweek2950_holoviewer_redeemer_desc=There are few ships that are awaiting deployment as eagerly as the Aegis Dynamics Redeemer. After being featured at two previous Invictus Launch Weeks, the Navy is closer than ever to utilizing the full potential of this cutting-edge gunship. The UEEN has worked closely with Aegis to perfect the Redeemer during this time to ensure that it will meet and exceed all the operational needs of such an advanced vessel. From the early reports arriving from various test squadrons, including the famous 999, the Redeemer is going to be worth the wait. \n\nDesigned to carry significant cargo and troops, the Redeemer will provide support in a variety of combat situations and logistical operations. The state-of-the-art technology employed by Aegis should make the craft one of the easiest to maintain to operational-effective standards. Additionally, the boarding hatch will permit faster transitions in situ while the VectorLock thruster design will allow for optimal maneuvering via its twin nacelles. High Command is eager to see what the Redeemer can do once it finds its way into the hands of enthusiastic pilots across the Naval fleet.\n
fleetweek2950_holoviewer_redeemer_title=Aegis Dynamics Redeemer
fleetweek2950_holoviewer_taurus_desc=Invictus Launch Week celebrates the Navys best and brightest, but no celebration would be complete without mention of the hardworking crews aboard the UEE Merchant Navy fleet. These civilian-owned vessels are a vital part of the military supply chain and work tirelessly to ensure that those serving along the frontlines have the provisions they need. For years, the Merchant Navy has relied upon the RSI Constellation Taurus to successfully complete those dangerous runs through hostile territory.\n\nWith a streamlined chassis that can handle more cargo than any other Constellation variant, the Taurus allows each run to be maximized for efficiency. However, it still provides security above many similar freighters thanks to its utilization of defensive technology developed by RSI for its more military focused ships. One Merchant Navy Taurus, the Aliwent, is a particularly welcome sight for the brave starmen serving at listening posts in Kellog, delivering supplies and much needed care packages. Its no wonder that many captains are eagerly waiting for the 2951 Taurus to be brought into service.\n
fleetweek2950_holoviewer_taurus_title=RSI Constellation Taurus
fleetweek2950_holoviewer_vulture_desc=Theres no denying it - winning can be messy business. When your fleet of Drake ships is done laying waste to the latest batch of outlaws who were foolhardy enough to tangle with you and your people, theres going to be no shortage of wreckage to wade through. \n\nThats where the Vulture comes in. No need to leave behind a veritable junkyard around your station or homestead for criminals to use as cover next time they attack; the Vulture can help you clean it all up and then some. Forget just clearing the way, salvage pays. What better way to defend yourself than to have the broken ships of your enemies pay for your next round of ammunition? Sounds like a fitting end to us.\n
fleetweek2950_holoviewer_vulture_title=Drake Interplanetary Vulture
flightHUD_Label_AFB=BOOST
flightHUD_Label_ARM=ARM
flightHUD_Label_AUTO=AUTO
flightHUD_Label_Aft=AFT
flightHUD_Label_AltMeters=ALT M
flightHUD_Label_BUBBLE=BUBBLE
flightHUD_Label_CAPACITY=CAPACITY
flightHUD_Label_CLEAR=CLEAR
flightHUD_Label_CPLD=CPLD
flightHUD_Label_Cardinal_E=E
flightHUD_Label_Cardinal_N=N
flightHUD_Label_Cardinal_NE=NE
flightHUD_Label_Cardinal_NW=NW
flightHUD_Label_Cardinal_S=S
flightHUD_Label_Cardinal_SE=SE
flightHUD_Label_Cardinal_SW=SW
flightHUD_Label_Cardinal_W=W
flightHUD_Label_ENG=ENG
flightHUD_Label_ESP=ESP
flightHUD_Label_FUEL=FUEL
flightHUD_Label_G=G
flightHUD_Label_GEAR=GEAR
flightHUD_Label_GSAF=GSAF
flightHUD_Label_HOV=HOV
flightHUD_Label_HYD=HYD
flightHUD_Label_INTEGRITY=INTEGRITY
flightHUD_Label_InBlastRange=Within Blast Range
flightHUD_Label_LAUNCH=LAUNCH
flightHUD_Label_LOCK=LOCK
flightHUD_Label_MetersPerSec=M/S
flightHUD_Label_MissilesNoAmmo=No Ordnance
flightHUD_Label_OBSTRUCTED,P=OBSTRUCTED
flightHUD_Label_PowerDistribution=Power Distribution
flightHUD_Label_QDampener_Activated=ACTIVATED
flightHUD_Label_QDampener_Deactivated=DEACTIVATED
flightHUD_Label_QDampener_Green_Zone=Q DAMPENER DEACTIVATED (GREEN ZONE)
flightHUD_Label_QDampener_Title=QUANTUM DAMPENER
flightHUD_Label_QSnare_Charging=QUANTUM SNARE CHARGING
flightHUD_Label_QSnare_Cooldown=PLEASE WAIT — COOLING
flightHUD_Label_QSnare_Discharging=QUANTUM SNARE DISCHARGING
flightHUD_Label_QSnare_Green_Zone=Q SNARE DEACTIVATED (GREEN ZONE)
flightHUD_Label_QSnare_Initiated=QUANTUM SNARE INITIATED
flightHUD_Label_QSnare_Offline=QUANTUM SNARE OFFLINE
flightHUD_Label_QSnare_Ready=QUANTUM SNARE READY
flightHUD_Label_QSnare_Tethering=QUANTUM SNARE ACTIVATED
flightHUD_Label_QUA=QUA
flightHUD_Label_QUANTUM=QUANTUM
flightHUD_Label_SHD=SHD
flightHUD_Label_STGR=STGR
flightHUD_Label_TARG=TARG
flightHUD_Label_TERM=TERM
flightHUD_Label_THRUST=THRUST
flightHUD_Label_Usage=Usage
flightHUD_Label_V=V
flightHUD_Label_VTOL=VTOL
flightHUD_Label_Vel=VEL
flightHUD_Label_VelMetersPerSec=VEL M/S
flightHUD_Label_WPN=WPN
fps_NoReward=No Reward
fps_ammo_Notification=+ %i %s ammo
fps_assassin_desc=~mission(Description)
fps_assassin_from=~mission(Contractor)
fps_assassin_title=~mission(Title)
frontend_Accept=Accept
frontend_Cancel=Cancel
frontend_CharacterCustomization=Character Customization
frontend_CharacterCustomizationContactingService=Contacting loadout service...
frontend_CharacterCustomizationDescription=Select a category to view adjustable properties.
frontend_CharacterCustomizationSaving=Saving Character...
frontend_CharacterCustomizerPlayerUnstowed=Player Unstowed
frontend_Confirm=Confirm
frontend_GoBack=Go Back
frontend_IUnderstand=I Understand
frontend_LearnToPlay=Find a Guide
frontend_OpenExternalLinkDescription=This will open a link in your default browser where you can find experienced Star Citizen players to help you master the basics.
frontend_OpenExternalLinkDescriptionShort=This link will open in your default browser window.
frontend_OpenExternalLinkTitle=Open Link?
frontend_OpenLink=Open Link
frontend_PU_ServerLocationLocked=SERVER CHANGE UNAVAILABLE
frontend_PU_ServerLocationLocked_Tooltip=Changing servers is temporarily locked while your avatar is still active in game. \nThis can happen after exiting in combat or to allow rejoining after a game crash.
frontend_PlayTutorial=Play the Tutorial
frontend_PlayTutorialDescription_Area18=Before starting your adventure in Star Citizen, learn the basics of playing the game.\n\nPlaying through the Tutorial will automatically set your Primary Residence to Area18. You will also be unable to access your purchased ships until you have completed the Tutorial.\n\nEstimated Duration: 30 Minutes.
frontend_PlayTutorialDescription_Generic=Before starting your adventure in Star Citizen, learn the basics of playing the game.\n\nPlaying through the Tutorial will set your Primary Residence to your selected starting location. You will also be unable to access your purchased ships until you have completed the Tutorial.\n\nEstimated Duration: 30m
frontend_PlayTutorialDescription_NewBab=Before starting your adventure in Star Citizen, learn the basics of playing the game.\n\nPlaying through the Tutorial will automatically set your Primary Residence to New Babbage on microTech. You will also be unable to access your purchased ships until you have completed the Tutorial.\n\nEstimated Duration: 30m
frontend_PlayTutorialTitle=Play the Tutorial?
frontend_ProfileSelect=Profile Select
frontend_ProfileSelectDescription=Please select a character profile.
frontend_ResetCharacter=Reset Character
frontend_Revert=Revert
frontend_Select=Select
frontend_SkipTutorial=Skip
garage_01=Garage 01
garage_02=Garage 02
garage_03=Garage 03
garage_04=Garage 04
garage_05=Garage 05
garage_06=Garage 06
garage_07=Garage 07
garage_08=Garage 08
garage_09=Garage 09
garage_10=Garage 10
garage_11=Garage 11
garage_12=Garage 12
garage_13=Garage 13
garage_14=Garage 14
garage_15=Garage 15
garage_16=Garage 16
generic_go_down=Go Down
generic_go_up=Go Up
generic_locations_blank=
generic_lower_floor=Lower Floor
generic_upper_floor=Upper Floor
global_terminal_date_001=Date
global_terminal_login_001=Login
global_terminal_logout_001=Logout
goupbounty_obj_long_02=Once located, all the members of the wanted organization must be neutralized.
goupbounty_obj_short_01=Locate Bounties
goupbounty_obj_short_02=Neutralize Bounties: %ls 
group_add_to_contacts=Send Friend Request
group_add_to_party=Invite to Party
group_block=Block
group_disband_group=Disband Group
group_disband_party=Disband Party
group_invite_accept=Invite
group_invite_group_to_party=Invite Group to Party
group_invite_party_to_group=Invite Party to Group
group_invite_select_channel=Select A Channel
group_invite_to_selected_group=Invite to Channel
group_kick_from_group=Kick from Group
group_kick_from_party=Kick from Party
group_leave_group=Leave Group
group_leave_party=Leave Party
group_make_group_leader=Make Group Leader
group_make_party_leader=Make Party Leader
group_mute_player=Mute Player
group_out_of_range=Out of Range
group_remove_from_contacts=Remove from Friends
group_unmute_player=Unmute Player
groupbounty_desc=~mission(Contractor|GroupBountyDescription)
groupbounty_from=~mission(Contractor|GroupBountyFrom)
groupbounty_marker_01a=~mission(Target1)
groupbounty_marker_01b=~mission(Target2)
groupbounty_marker_01c=~mission(Target3)
groupbounty_marker_01d=Neutralize
groupbounty_obj_long_01=Search for the wanted organization's members' current locations. Bounties hiding in unmonitored areas will need to be tracked down via scanning or reactivating comm arrays.
groupbounty_subobj_short_01a=Locate ~mission(Target1)
groupbounty_subobj_short_01b=Locate ~mission(Target2)
groupbounty_subobj_short_01c=Locate ~mission(Target3)
groupbounty_subobj_short_02a=Neutralize ~mission(Target1)
groupbounty_subobj_short_02b=Neutralize ~mission(Target2)
groupbounty_subobj_short_02c=Neutralize ~mission(Target3)
groupbounty_timer=Time Remaining: %ls
groupbounty_title=~mission(Contractor|GroupBountyTitle)
guard_refuse_showToken,P=Don't Show Token
guard_show_token,P=Show Token
hack_prevent_desc=~mission(Contractor|HackPreventDescription)
hack_prevent_from=~mission(Contractor|HackPreventFrom)
hack_prevent_logout_display_01=Terminate Unauthorized Access at ~mission(Location) 
hack_prevent_logout_marker_01=Terminate Access
hack_prevent_logout_obj_long_01=Manually terminate the unauthorized maintenance control panel access at ~mission(Location). 
hack_prevent_logout_obj_short_01=Terminate Unauthorized Access
hack_prevent_obj_display_01=Prevent Hack at ~mission(Location)
hack_prevent_obj_long_01=Prevent hackers from accessing the system at ~mission(Location).
hack_prevent_obj_marker_01=Prevent Hack
hack_prevent_obj_short_01=Prevent Hack
hack_prevent_repair_display_01=%ls to Restore Uplink
hack_prevent_title=~mission(Contractor|HackPreventTitle)
hack_program_Abort=Abort
hack_program_Aborting=Aborting...
hack_program_AuthN=Cancel
hack_program_AuthY=Continue
hack_program_BlockTime=10
hack_program_BlockedDesc=Security Protocol Override
hack_program_BlockedDesc_002=User Verification Required In
hack_program_BlockedTitle=Progress Halted
hack_program_BootScreen=Cryptokey Initiated
hack_program_CloseWindow=Continue
hack_program_CloseWindow2=Exit
hack_program_ExternalConnection=WIP Hacking External Connection
hack_program_Failed=Unable to Access System
hack_program_Failed2=DATA TRANSFER TERMINATED
hack_program_HackInProgress=Attempting to Access System
hack_program_HackInProgress2=ENCRYPTED STORAGE ACCESSED
hack_program_HackSucess=System Access Granted
hack_program_HackSucess2=DATA TRANSFER COMPLETE
hack_program_SelfDistruct=Destroying Cryptokey...
hack_program_Stage1=Establishing Admin Connection
hack_program_Stage2=Assessing Security Protocols
hack_program_Stage3=Configuring Data Parameters
hack_program_Stage5=DATA TRANSFER IN PROGRESS
hack_program_confirm_abort=Do you wish to proceed?
hack_program_hackresult_001=Cryptokey Failure
hack_program_hackresult_002=Cryptokey Success
hack_program_hackresult_003=UPLOAD MANAGER
hack_program_stage4=Generating Temporary Passkey
hack_program_warning=Warning: Cryptokey Will Be Lost
hack_program_warning2=Warning: Data transfer will be cancelled
hangar_01=Hangar 01
hangar_02=Hangar 02
hangar_03=Hangar 03
hangar_04=Hangar 04
hangar_05=Hangar 05
hangar_06=Hangar 06
hangar_07=Hangar 07
hangar_08=Hangar 08
hangar_09=Hangar 09
hangar_10=Hangar 10
hangar_11=Hangar 11
hangar_12=Hangar 12
hangar_13=Hangar 13
hangar_14=Hangar 14
hangar_15=Hangar 15
hangar_16=Hangar 16
hangar_17=Hangar 17
hangar_18=Hangar 18
hangar_19=Hangar 19
hangar_20=Hangar 20
hangar_21=Hangar 21
hangar_22=Hangar 22
hangar_23=Hangar 23
hangar_24=Hangar 24
hangar_25=Hangar 25
hangar_26=Hangar 26
hangar_27=Hangar 27
hangar_28=Hangar 28
hangar_29=Hangar 29
hangar_30=Hangar 30
hdactivist_assassination_danger_001=Don't take this target lightly. There's a reason Hurston's relied on them to do so much dirty work. 
hdactivist_assassination_danger_002=You're going after one vicious bastard, so best come prepared. 
hdactivist_assassination_danger_003=I'd recommend hitting them hard and fast before they have a chance to comm for backup. 
hdactivist_assassination_danger_004=Watch out for this one. 'Mercy' isn't part of their vocabulary. 
hdactivist_assassination_desc_001=To anyone who knows Hurston's recent history, they know that ~mission(TargetName) is responsible for some truly vicious crimes against the honest men and women who are trying to improve worker conditions on Hurston. Time and time again, they have acted well outside the bounds of UEE law but, of course, Hurston denies that ~mission(TargetName|Last) has anything to do with these crimes and refuses to even investigate them. This miscarriage of justice means that we must take matters into our own hands. \n\nRecently, an insider sympathetic to our cause says ~mission(TargetName|Last) can be found around ~mission(Location|Address). I will happily pass along this information, and a substantial payday, to anyone willing to bring vengeance upon them. ~mission(Danger)~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
hdactivist_assassination_desc_002=Any chance you've heard of ~mission(TargetName)? Hurston recently promoted this bloodthirsty thug to a special task force that makes dissidents disappear. ~mission(TargetName|Last) has proven to be quite effective and even taken a perverse pleasure in the new position. It's obvious that the universe would be better off if ~mission(TargetName|Last) was taken down.\n\n~mission(Danger)I managed to get a hold of their latest deployment orders. You should be able to find them at ~mission(Location|Address).\n\n~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
hdactivist_assassination_desc_003=Let's just say the less you know about this one the better. We want you to find and eliminate a Hurston lackey named ~mission(TargetName). ~mission(Danger) \n\nDetails containing their last known sighting around ~mission(Location|Address) will be provided. ~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
hdactivist_assassination_timed_001=Word spreads fast around here. Don't wait too long on this, or you might lose the element of surprise. 
hdactivist_assassination_timed_002=For the sake of the movement, it's vital this gets done soon. 
hdactivist_assassination_timed_003=There's chatter that ~mission(TargetName|Last) is planning something big. You've got to stop them before it's too late. 
hdactivist_assassination_timed_004=We need you to move fast on this. Who knows what the target is working on. 
hdactivist_assassination_title_001=Real Criminal Justice
hdactivist_assassination_title_002=Level the Playing Field
hdactivist_assassination_title_003=Retribution
hdactivist_basesweep_danger_001=They aren't expecting you, but don't think for a second this is going to be easy. Those bastards love to fight. 
hdactivist_basesweep_danger_002=Make sure you have more than enough ammo. There's no way to know how many of 'em will be down there. 
hdactivist_basesweep_danger_003=Make sure you're armed up and prepared for war. 
hdactivist_basesweep_danger_004=I'm not gonna lie, this will get bloody, but that's what we have to do to secure our future. 
hdactivist_basesweep_desc_001=Recently, Hurston security forces have been increasingly more violent to anyone voicing opposition to their authority. We've tried all legal channels, but it seems that an equally aggressive response will be the only way they'll hear us. I'm looking to pay someone to deliver that message.\n\nWe've learned that security forces have been operating out of ~mission(Location|Address). I'll send you the coordinates. You go in and clear it out. ~mission(Contractor|BaseSweepDanger)\n\nHopefully there will be a day where we can resolve this through rational discourse, but they've made it clear that it is not today.\n\n** Ex Malo Bonum **
hdactivist_basesweep_desc_002=Looking for a heavy hitter interested in some serious action. ~mission(Location|Address) is crawling with corrupt, armed assholes working for Hurston. I need them gone, pronto. Don't care how you handle it, only that it gets done. ~mission(Contractor|Danger) \n\nDo this right and you'll be compensated accordingly.\n\n** Ex Malo Bonum **
hdactivist_basesweep_desc_003=If you found this, it's probably safe to say that you have an axe to grind with Hurston. I don't know about you, but I'm sick and tired of waiting for things to magically get better. What we need are bold actions to show Hurston that the status quo must go. \n\nThat's why I dug up some info about ~mission(Location|Address). It's where corporate thugs hang out and plan their attacks on the people of Hurston. Clearing that location would send a bold message to Corporate that we're willing to fight fire with fire. You interested? \n\nIt'll be dangerous, but you'll be paid well. ~mission(Contractor|BaseSweepDanger) \n\n** Ex Malo Bonum **
hdactivist_basesweep_desc_004=We got intel on ~mission(Location|Address) that says it's staffed with corporate thugs. We aren't just going to sit around and wait for them to crack down on our brothers and sisters who are just trying to make Hurston a better place to live. I don't have the skills to handle this type of op, but I've got the creds to fund it. Interested? \n\nShould go without saying, but this job will be highly dangerous. ~mission(Contractor|BaseSweep)A lot of good people will get hurt if someone doesn't stop them.\n\n** Ex Malo Bonum **
hdactivist_basesweep_desc_005=Looking for someone who's willing to fight for what's right. For far too long Hurston has used violence to keep its people in line. Now it's time to show them that their intimidation tactics won't go unanswered.\n\nI've recently obtained intel that's identified ~mission(Location|Address) as being key to their security operations. Anyone willing to clear out the location will be doing the people of Hurston a great service. It'll be risky, but I'll also make sure you're paid well for your trouble. ~mission(Contractor|BaseSweep) \n\n** Ex Malo Bonum **
hdactivist_basesweep_remaining=Hostiles Remaining: %ls
hdactivist_basesweep_title_001=Force For Good
hdactivist_basesweep_title_002=Righteous Raid
hdactivist_basesweep_title_003=Call To Arms
hdactivist_basesweep_title_004=Time For Action
hdactivist_from=X
hdactivist_stealfromship_outlaw_desc_001=One of the smugglers we work with on occasion, ~mission(TargetName), refuses to complete our arranged delivery unless we triple our agreed-upon payment. As you can imagine, we can't allow their greed to endanger the movement, nor can we afford to pay their unreasonable demands. \n\nInstead, we're hopeful that you'll be able to track them down for us and forcefully retrieve our rightful property. Once you successfully bring the shipment to ~mission(Destination|Address), we will gladly give you the credits we had originally promised ~mission(TargetName|Last). \n\n\n** Ex Malo Bonum **
hdactivist_stealfromship_outlaw_desc_002=Recently, one of our much needed supply runs got hit by an outlaw. Before our hauler died, they managed to confirm the identity of their attacker - ~mission(TargetName).\n\nWe need you to hunt this bastard down and take back what's ours. And of course we'll pay you for delivering the supplies to ~mission(Destination|Address).\n\n\n** Ex Malo Bonum **
hdactivist_stealfromship_outlaw_desc_003=~mission(TargetName) betrayed us. \n\nAn important shipment we had smuggled in to ~mission(Destination|Address) went missing a few days ago and we were finally able to track it down. One of our operatives, ~mission(TargetName|Last), had stolen it.\n\nWe need that traitor tacked down and the shipment brought back. Do whatever you need to. \n\n\n** Ex Malo Bonum **
hdactivist_stealfromship_outlaw_desc_004=Hurston Security is taking active action to cut off our supply routes. They're even turning a blind eye to outlaws in the area as long as it's our ships being attacked. We need to respond before our resources are completely cut off. \n\nWe've been able to track down the location of one of these outlaws, ~mission(TargetName). Bring the stolen goods aboard their ship back to ~mission(Destination|Address). I don't expect ~mission(TargetName|Last) will give it up without a fight.\n\nHopefully this'll show Hurston that we will not back down.\n\n\n** Ex Malo Bonum **
hdactivist_stealfromship_outlaw_title_001=Restocking Supplies
hdactivist_stealitem_danger_001=Things could get dangerous. Gear up just in case. 
hdactivist_stealitem_danger_002=Watch yourself out there. Pretty sure Hurston will do whatever it takes to keep us from getting this thing. 
hdactivist_stealitem_danger_003=Fair warning, but security might be at the site. If they come after you, do what's necessary to get that crate. 
hdactivist_stealitem_danger_004=As always, a gig like this can be dangerous. So plan for the worst, hope for the best, right? 
hdactivist_stealitem_danger_005=Be careful. Security could be all over that location. 
hdactivist_stealitem_desc_001=Got information on the location of a certain package that would greatly help our cause. We're looking for someone willing to hit up ~mission(Location|Address), retrieve the item, and deliver it to ~mission(Destination|Address). Interested? \n\n~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n** Ex Malo Bonum **
hdactivist_stealitem_desc_002=Want to support a good cause and earn some solid creds? \n\nIf so, then help us get our hands on specific crate that's supposed to be in ~mission(Location|Address). If you find the crate and bring it to ~mission(Destination|Address), I'll make it worth your while. ~mission(Contractor|Danger) \n\n~mission(Contractor|Timed) \n\n** Ex Malo Bonum **
hdactivist_stealitem_desc_003=There's a growing movement focused on making Hurston a better place and we need some help. We've been tracking a certain item for some time that could help our cause in multiple ways. With Hurston's recent escalation of oppression, we believe now is the time to acquire it for ourselves, but with security forces watching our every move, we need someone else to collect it from ~mission(Location|Address). \n\nIf you bring the crate to ~mission(Destination|Address), we'll pay you a price commensurate with your troubles. ~mission(Contractor|Danger)~mission(Contractor|Timed)  \n\n** Ex Malo Bonum **
hdactivist_stealitem_desc_004=Recently, Hurston fabricated charges against a hauler working for us in order to confiscate a very important delivery. Their actions aren't legal, even by Hurston standards, but they don't care and we can't wait attain it through legal channels. That's why I'm looking to pay someone to do it for us.\n\nAn insider who's sympathetic to our cause claims it ended up in ~mission(Location|Address). I'll send you the exact coordinates. ~mission(Contractor|Timed) \n\nOnce you have the crate, bring it to ~mission(Destination|Address) and I'll transfer the creds. ~mission(Contractor|Danger) \n\n** Ex Malo Bonum **
hdactivist_stealitem_desc_005=The Lorville customs office claims to have lost a crate that was being sent to us by a prominent supporter outside the system. I've got it on good authority that's a lie. Those Hurston bastards simply seized it to mess with us. I can't let this injustice stand and hope you're willing to help right this wrong.\n\nI just got word that they moved the crate to ~mission(Location|Address). I need someone to find this thing and bring it to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)I'll make sure you're paid well for all your trouble.\n\n** Ex Malo Bonum **
hdactivist_stealitem_desc_006=I need your help. An old friend was desperate for work, so I threw him a gig hauling a valuable item for us. Turns out he had an active crime stat, and Hurston Security arrested him before he could make the delivery. Now I'm in hot water. That crate needs to get to ~mission(Destination|Address) or I'm screwed.\n\nI pulled a few strings and discovered that the cargo actually ended up in ~mission(Location|Address). I'll pay you if you can retrieve it for me and make the delivery. ~mission(Contractor|Danger)~mission(Contractor|Timed) \n\n** Ex Malo Bonum**
hdactivist_stealitem_destination_001=a hideout on Hurston
hdactivist_stealitem_destination_002=a safe spot on Arial
hdactivist_stealitem_destination_003=a discreet spot on Aberdeen
hdactivist_stealitem_destination_004=a secure facility on Magda
hdactivist_stealitem_destination_005=a secret site on Ita
hdactivist_stealitem_location_001=a debris field
hdactivist_stealitem_location_002=a wrecked ship
hdactivist_stealitem_location_003=a Hurston facility
hdactivist_stealitem_location_004=an underground facility
hdactivist_stealitem_timed_001=Don't drag your heels. Who knows how long that crate will be there. 
hdactivist_stealitem_timed_002=I can't stress how important it is that you get this shipment to us. 
hdactivist_stealitem_timed_003=The clock's ticking on this contract. We need this thing as soon as possible. 
hdactivist_stealitem_timed_004=Need it sooner rather than later. 
hdactivist_stealitem_timed_005=Hopefully, this thing isn't already gone. Better hurry up and find out. 
hdactivist_stealitem_title_001=Civil Forfeiture
hdactivist_stealitem_title_002=Appropriate Crate
hdactivist_stealitem_title_003=Procure Package
hdactivist_stealitem_title_004=Retrieve Item
headhunters_eliminateall_XT_derelicts_desc_01=One of our Judges caught wind of XenoThreat trying to move in on our territory. Seems like theyre trying to take over ~mission(location|address). We dont want to let those psychos get any more of a foothold in system than they already have, so were putting some creds on the line to get em to back off.\n\nWe want you to come down on them hard. Dont let up till the whole place is a graveyard. Well send your payment once the bodies are ready to bury.\n\n- Stows out.
headhunters_eliminateall_XT_derelicts_title_01=Turf War
headhunters_eliminateall_outpost_desc_01=Some assholes are refusing to pay us what were owed. Problem is, these idiots are bragging about it. Had they kept it quiet, we couldve taken care of this more surgically, but now we need to send a message.\n\nThe fools are operating from ~mission(location|address). We need them all gone. Make it as loud as you can. Well send your payment once everyones taken care of.\n\n- Stows out.
headhunters_eliminateall_outpost_title_01=Reputation Management
headhunters_eliminatespecific_desc_001=Some interesting information just fell into my lap. Guess the notorious XenoThreat leader ~mission(TargetName) is holed up at ~mission(location|address) working on some big op for them. Perfect opportunity to kill the piece of shit once and for all.\n\nThing is, the Xenos have their eyes all over Headhunter operations at the moment. Theres no way we can mobilize and deploy a crew without ~mission(TargetName|Last) getting tipped off. So Im offering you the chance to make Pyro a better place and earn some creds at the same time.\n\nIf interested, I suggest gearing up and finding some backup before heading out. You'll only get paid if you take out ~mission(TargetName|Last), but dont hesitate to kill any other little XenoThugs that might be hiding there with em. \n\nStows out.
headhunters_eliminatespecific_title_001=Ripe for Retribution
headhunters_from=Headhunters
headhunters_searchbody_danger_outpost_desc_001=Some of my people were involved with a raid over at ~mission(location|address). Most of them got out clean, but after the dust settled nobody is sure of what happened to ~mission(TargetName). \n\nA lot of other gangs would just leave the poor bastard to rot, but thats not the way the Headhunters do things. I want to know for sure if ~mission(TargetName|last) is alive or dead and Im willing to pay you good credits to find out. \n\nJust be careful when you get there because I bet the assholes who live there are still gunning for a fight.\n\n- Stows\n
headhunters_searchbody_danger_outpost_title_001=Track Down ~mission(TargetName)
headhunters_searchbody_danger_station_desc_001=Were on the market for a new stash house, so I sent ~mission(TargetName) over to ~mission(Location|Address). They were supposed to just have a quick look and report back to me if any of the hangars would work for us, but I havent heard from them since. \n\nMy guess is that someone else was already using the hangar, but Id sleep better knowing for sure.\n\nIf the credits seem right, head over and see if you can find out what happened to ~mission(TargetName|last). Just be careful. Id hate to have to hire someone to find your body next.\n\nStows out.\n
headhunters_searchbody_danger_station_title_001=Track Down ~mission(TargetName)
headhunters_searchbody_nodanger_outpost_desc_001=I know better than to send someone like ~mission(TargetName) out by themselves, but that didnt stop me from being a fool and doing it. Now the dumb SOB hasnt returned my comms and nobody has set eyes on them in a few days. \n\nIf you got the time, I could use someone to go over to ~mission(location|address) and see if theyre still there. You get paid even if they wind up being dead. \n\n-Stows\n
headhunters_searchbody_nodanger_outpost_title_001=Anybody Seen ~mission(TargetName)?
headhunters_searchbody_nodanger_station_desc_001=So, I sent one of our people, a new recruit by the name ~mission(TargetName), to do a hand-off over at ~mission(location|address), but now the bastards gone missing. \n\nIm thinking they either ran off with Headhunter credits and theyre good as dead, or they were robbed and now theyre lying there actually good as dead. Either way, Id like for you to go have a look and see if you can find them. \n\nIf you settle the matter, Ill give you what their cut would have been.\n\n-Stows\n
headhunters_searchbody_nodanger_station_title_001=Anybody Seen ~mission(TargetName)?
hide_dirt,P=Hide Dirt
hide_wear,P=Hide Wear
holotable_rec=Rental Equipment
hud_ActiveGroup,P=Active Group
hud_AltitudeTitle=Current Altitude:
hud_Amb=AMB:
hud_CollisionWarning=COLLISION WARNING
hud_Communications=Communications
hud_Comstab=COMSTAB
hud_Configuration=Configuration
hud_Connecting=Connecting...
hud_Cool,P=COOL
hud_Coupled=COUPLED
hud_CryAstroLargeLZ=LZ-L
hud_CryAstroSmallLZ=LZ-S
hud_Cs=CS:
hud_Diagnostics=Diagnostics
hud_Disconnecting,P=No Connection...
hud_Drone2_Destroy=Destroy
hud_Drone2_EvadeMissiles=Evade Missiles
hud_DroneApproach=Approach
hud_DroneDestroy=Destroy
hud_DroneTarget=Target
hud_ESP=ESP
hud_Em=EM:
hud_EnterShip=Enter Ship
hud_Failed=System Failed. Disconnecting...
hud_FollowLeader=Follow
hud_FollowLeader2=Follow
hud_FollowLeader3=Follow
hud_FollowLeader4=Follow
hud_FollowLeader5=Follow
hud_FollowLeader6=Race Gilly To Spire
hud_FollowLeader7=Follow
hud_FuelQty=FUEL QTY.
hud_GForceWarning=G-FORCE WARNING
hud_GMB=GMB
hud_GSafe=GSAFE
hud_GimbalMode=Gimbal Mode
hud_Group1=Group 1
hud_Group2=Group 2
hud_Guns=Guns
hud_GunsContext_HelpText=Change the weapon grouping of your guns and monitor your ammo and gun temperature.
hud_Heat=Heat
hud_Hit=HIT
hud_IFCS=IFCS
hud_InboundMissile=INBOUND MISSILE
hud_IncomingCall_Notification=Incoming call
hud_IncomingQTLink_Notification=[TODO] Receiving incoming QT link request
hud_IndAvi=AVI
hud_IndComm=COMM
hud_IndLife=LIFE
hud_IndRadr=RADR
hud_IndSens=SENS
hud_IndShld=SHLD
hud_IndVrs=VRS
hud_IndWeap=WEAP
hud_Invalid=Invalid
hud_Ir=IR:
hud_Items=Items
hud_LZ01=LZ-01
hud_LZ02=LZ-02
hud_LZ03=LZ-03
hud_LZ04=LZ-04
hud_LZ05=LZ-05
hud_LZ06=LZ-06
hud_LZ07=LZ-07
hud_LZ08=LZ-08
hud_LZ09=LZ-09
hud_LZ10=LZ-10
hud_Label_Ammo=AMMO
hud_Label_AmmoCharge=AMMO/CHARGE
hud_Label_ArmMissiles=ARM MISSILES
hud_Label_Ballistic=BALLISTIC
hud_Label_BloodLossWarn=BLOOD LOSS
hud_Label_BoostFuel=BOOST FUEL
hud_Label_Components=COMPONENTS
hud_Label_CriticalError=Critical Error
hud_Label_Current=CURRENT
hud_Label_EM=EM
hud_Label_EMEmissions=EM EMISSIONS
hud_Label_EMP=EMP
hud_Label_EVAFuel=EVA FUEL
hud_Label_Energy=ENERGY
hud_Label_Ext=Ext
hud_Label_Global=GLOBAL
hud_Label_Group=GROUP
hud_Label_GunsNotAvailable=GUNS NOT AVAILABLE
hud_Label_Health=HEALTH
hud_Label_HeartRate=Heart Rate
hud_Label_Heat=HEAT
hud_Label_HeatLevel=HEAT LEVEL
hud_Label_IR=IR
hud_Label_IREmissions=IR EMISSIONS
hud_Label_Items=Items
hud_Label_LifeExpectancy=SURVIVAL ESTIMATE
hud_Label_LockOn=LOCK-ON
hud_Label_MajorError=Major Error
hud_Label_Max=MAX
hud_Label_MinorError=Minor Error
hud_Label_MissilesNotAvailable=MISSILES NOT AVAILABLE
hud_Label_Name=NAME
hud_Label_NoContactsAvailable=NO CONTACTS AVAILABLE
hud_Label_O2-2=2
hud_Label_O2-O=O
hud_Label_O2Tank=O2 TANK
hud_Label_Off=Off
hud_Label_Offline=OFFLINE
hud_Label_On=On
hud_Label_Online=ONLINE
hud_Label_OxgLowWarn=OXG LOW
hud_Label_PayloadType=PAYLOAD TYPE
hud_Label_Power=POWER
hud_Label_PowerPriority=POWER PRIORITY
hud_Label_PowerThrottle=Power Throttle
hud_Label_Priority=PRIORITY
hud_Label_PriorityReset=PRIORITY RESET
hud_Label_PwrOutput=PWR OUTPUT
hud_Label_QuantumFuel=QUANTUM FUEL
hud_Label_Range=RANGE
hud_Label_RechargeRate=RECHARGE RATE
hud_Label_RefNo=REF NO.
hud_Label_Remaining=REMAINING
hud_Label_Required=REQUIRED
hud_Label_Shields=SHIELDS
hud_Label_ShowRepairStation=Show Repair Station
hud_Label_Size=SIZE
hud_Label_SpO2=SpO2
hud_Label_Standby=STANDBY
hud_Label_Status=STATUS
hud_Label_Stealth=Stealth
hud_Label_SuitOxg=SUIT OXG
hud_Label_System=System
hud_Label_Target=TARGET
hud_Label_TargetName=TARGET NAME
hud_Label_Thrust=THRUST
hud_Label_Thrusters=Thrusters
hud_Label_TurboMode_Afterburner=BOOST
hud_Label_TurboMode_Boost=BOOST
hud_Label_Type=TYPE
hud_Label_Usage=Usage
hud_Label_Using=USING
hud_Label_Velocity=VELOCITY
hud_Label_Weapons=WEAPONS
hud_Label_Wear=WEAR
hud_LandingArea_Debug00=[DEBUG] Upper Landing Area
hud_LandingArea_Debug01=[DEBUG] Main Landing Area
hud_LandingComplete=Landing Complete
hud_LandingGear_Deployed=LANDING GEAR DEPLOYED
hud_LandingGear_Deploying=LANDING GEAR DEPLOYING
hud_LandingGear_Retracting=LANDING GEAR RETRACTING
hud_Landing_Assisted=ASSISTED
hud_Landing_Automatic=AUTOMATED
hud_Landing_Manual=MANUAL
hud_Lat=LAT
hud_Lon=LON
hud_MPerS=M/S
hud_MatchSpeed=MATCH SPEED
hud_Misl=MISL
hud_MissileWarning=MISSILE INBOUND
hud_Missiles=Missiles
hud_MissilesContext_HelpText=Arm and disarm missiles from this screen.
hud_Mode=Mode
hud_NavigationHelpText=Manage your ships systems from these menus
hud_NoTarget=NO TARGET
hud_OFF=OFF
hud_Ovr=OVR
hud_PayloadType_Cluster=CLUSTER
hud_PayloadType_Proximity=PROXIMITY
hud_PayloadType_Strike=STRIKE
hud_PowerContext_Allocation_HelpText=Adjust the POWER ALLOCATION to change the ratio of power assigned to the three power groups. NOTE: This is only active when there is insufficient power to cover all systems.
hud_PowerContext_ComponentList_HelpText=Turn individual components on/off and monitor their heat levels and power consumption.
hud_PowerContext_Tabs_Global_HelpText=Click COMPONENTS to monitor individual power usage
hud_PowerContext_Throttle_HelpText=Adjust the POWER THROTTLE to change the percentage of the total available power that your ship uses. Using less power makes you harder to find in space.
hud_Pwr=PWR
hud_QuaFuel=QF:
hud_RNG=RNG
hud_RadarUnavailable=RADAR UNAVAILABLE
hud_ReduceVelocity=Reduce Velocity to Stabilise
hud_Repair=Starting Repair
hud_RepairFinished=Repair Completed
hud_ResourceNetwork=Resource Network
hud_Rn=RN
hud_Rv=RV
hud_SafeSpeedTitle=Max. Safe Speed
hud_Scanning=SCANNING
hud_ScanningInfo,P=Scanning Info
hud_Scanning_Mode=Scanning Mode
hud_SegmentStatus=SEGMENT STATUS
hud_SelectAnItem=SELECT AN ITEM
hud_SelfStatus=Self Status
hud_ShieldsContext_HelpText=Adjust the SHIELD ALLOCATION to change the power assigned to recharge rates of the various shield faces on the ship.
hud_ShieldsDown=SHIELDS DOWN
hud_Shld=SHLD
hud_SpeakToLeader=Approach
hud_Spooling=Spooling
hud_Suppress=Suppress
hud_SuppressOverallIR=Suppress Overall IR
hud_Supress=Supress
hud_Switching=Switching To
hud_Symbol_Gees=G
hud_System=System
hud_TRG=TRG
hud_TargetLeader=Target
hud_TargetStatus=Target Status
hud_Thc=THC
hud_Thr=THR
hud_Throttle=THROTTLE
hud_ThrustOutput=THRUST OUTPUT
hud_Trgt=TRGT
hud_TutorialLand1=Land
hud_TutorialLand2=Land
hud_Vehicle_Status_Critical=Critical
hud_Vehicle_Status_Damaged=Damaged
hud_Vehicle_Status_Offline=Offline
hud_Vehicle_Status_Operational=Operational
hud_Vel_Limit,P=VEL LIM
hud_Vrt=VRT
hud_Weap=WEAP
hud_actorStatus_injuryWarning_base=%ls - %ls - %ls
hud_actorStatus_injuryWarning_bodyPart_head=Head
hud_actorStatus_injuryWarning_bodyPart_leftArm=Left arm
hud_actorStatus_injuryWarning_bodyPart_leftLeg=Left leg
hud_actorStatus_injuryWarning_bodyPart_rightArm=Right arm
hud_actorStatus_injuryWarning_bodyPart_rightLeg=Right leg
hud_actorStatus_injuryWarning_bodyPart_torso=Torso
hud_actorStatus_injuryWarning_hospitalLevel_1=Tier 3 Treatment Required
hud_actorStatus_injuryWarning_hospitalLevel_2=Tier 2 Treatment Required
hud_actorStatus_injuryWarning_hospitalLevel_3=Tier 1 Treatment Required
hud_actorStatus_injuryWarning_severity_deadlyInjury=Severe Injury Detected
hud_actorStatus_injuryWarning_severity_injury=Minor Injury Detected
hud_actorStatus_injuryWarning_severity_majorInjury=Moderate Injury Detected
hud_actorStatus_injuryWarning_severity_no_injury=No Injury Detected
hud_airlock_warning=ENTERING AIRLOCK. SPACE SUIT REQUIRED.
hud_autoland_active=Autoland Active
hud_autoland_prompt=Hold [~action(spaceship_movement|v_autoland)] to Autoland
hud_autopilot_active=Autopilot Active
hud_bombing_nogravity=No Gravity
hud_bombing_targetselectionfailed=Target Selection Failed
hud_centering_indicator=Centering
hud_chat_ViewInMobiglas=View in MobiGlas
hud_comms_label=COMMS
hud_comms_label_prox=PROX
hud_comms_no_connection=NO COMMS CONNECTION
hud_corpseMarker_name=Corpse
hud_countermeasure_decoy=Decoy
hud_countermeasure_smokescreen=Noise
hud_criminal_death_lvl1=YOU ARE BEING PROCESSED BY CRUSADER SECURITY FOR CRIMINAL ACTIVITY
hud_criminal_death_lvl4=YOU ARE BEING PROCESSED BY ADVOCACY PERSONNEL FOR CRIMINAL ACTIVITY
hud_criminal_death_lvl5=YOU HAVE BEEN REMANDED TO QUARTERDECK PRISON PLANET
hud_docking_aborted=Docking Aborted
hud_enter_green_zone=Entering Armistice Zone - Combat Prohibited
hud_enter_impounding_zone=Restricted Area - Vehicles Will Be Impounded
hud_enter_neutral_territory=Entering Neutral Territory - Refrain from Hostilities
hud_enter_trespassing_area=Entering Private Property
hud_flt=FLT
hud_gimbal_mode_full_ads_fixed=Fixed - Precision
hud_gimbal_mode_full_ads_manual=Manual - Precision
hud_gimbal_mode_full_auto=Auto
hud_gimbal_mode_full_fixed=Fixed
hud_gimbal_mode_full_manual=Manual
hud_gimbal_mode_short_ads_fixed=FXD-PRE
hud_gimbal_mode_short_ads_manual=MAN-PRE
hud_gimbal_mode_short_auto=AUTO
hud_gimbal_mode_short_fixed=FXD
hud_gimbal_mode_short_manual=MAN
hud_gyro=GYRO
hud_incapacitated_criminalRespawnMessage=Hold ~action(incapacitated|incapacitatedRespawn) to die. Your CrimeStat will influence where you revive.
hud_incapacitated_downedReviveRequestAbandoned=Rescue attempt interrupted. Searching for additional assistance.
hud_incapacitated_downedReviveRequestAccepted=%s accepted the Rescue Beacon and is %s away.
hud_incapacitated_downedReviveRequestMessage=Hold ~action(player|downedRevivalRequest) to activate a Rescue Beacon and offer a reward of %d aUEC.
hud_incapacitated_downedReviveWasRequestedMessage=Rescue Beacon activated. Searching for available assistance.
hud_incapacitated_downedStateWarning=You Are Incapacitated
hud_incapacitated_landingZoneRescue=Time Until Rescue:
hud_incapacitated_landingZoneRescue_notification=Standby, Local Emergency Services Are En Route
hud_incapacitated_overdosedStateWarning=You Have Overdosed
hud_incapacitated_respawnMessage=Hold ~action(incapacitated|incapacitatedRespawn) to die, and revive at
hud_incapacitated_timeToRevival=Time To Revival:
hud_incapacitated_timeTodeath=Time Until Death:
hud_incapacitated_unconsciousStateWarning=You Are Stunned
hud_landing_prompt_abort=Press [~action(spaceship_movement|v_autoland)] to Abort
hud_landing_prompt_departure=Hold [~action(spaceship_movement|v_autoland)] to Depart
hud_landing_prompt_takeoff=Hold [~action(spaceship_movement|v_autoland)] to Takeoff
hud_landing_prompt_touchdown=Hold [~action(spaceship_movement|v_autoland)] to Touchdown
hud_landing_unavailable=No Landing Zone in Range
hud_law_AreaAnnouncement=%ls-Controlled Area
hud_law_Crime,P=Crime
hud_law_CrimeCommitted=Crime Committed: %ls
hud_law_CrimeCommitted_VictimName=Crime Committed: %ls\nagainst %ls
hud_law_EnteredJurisdiction=Entered Jurisdiction: %ls
hud_law_FinePaid=Fined %i UEC
hud_law_GenericHostileWarning=Entering Hostile Territory\nProceed at Your Own Risk
hud_law_GreenZoneViolationInfractionWarning=Armistice Zone\nHostile Acts Will Not Be Tolerated
hud_law_GreenZoneWarning=Security Alerted Of Your CrimeStat\nArmistice Zone Privileges Revoked
hud_law_HostileArea=HOSTILE TERRITORY
hud_law_ImpoundingInProgress=Your Vehicle Is Being Impounded
hud_law_ImpoundingNotification=Vehicle Impounded: %ls
hud_law_ImpoundingWarning=Obstructing Parking Area\nImpounding Vehicle In %ls
hud_law_ImpoundingWarning_1=Exit The Restricted Area\nImpounding Vehicle In %ls
hud_law_InfractionWarning=%ls
hud_law_OrgControlledHostileWarning=Entering %ls-Controlled Territory\nProceed at Your Own Risk
hud_law_OrganizationControlledWarning=Trespassing in %ls-Controlled Area\nLeave or Risk Prosecution
hud_law_PlayerAreaWarning=Trespassing on %ls's Private Property\nLeave or Risk Prosecution
hud_law_RestrictedArea=RESTRICTED AREA
hud_law_TrespassArea=TRESPASSING
hud_law_TrespassAreaRevokedAuthorisation=Leave Area or You Will be Trespassing in %ls
hud_law_TrespassAreaWarning=Trespassing on Private Property\nLeave or Risk Prosecution
hud_law_TrespassPropertyMessage=PRIVATE PROPERTY
hud_law_TrespassPropertyWarning=WARNING: Private Property. Enter at Own Risk
hud_law_TrespassPropertyWarning_Named=WARNING: %ls's Private Property. Enter at Own Risk
hud_law_Victim=Victim: %ls
hud_law_charge_by_default=Charges will be filed automatically. Press 'Decline' to override and ignore crime.
hud_law_charge_player_crime=%ls committed %ls against you.
hud_law_charge_player_crime_party=Party member %ls committed %ls against you.
hud_law_enterneutralzone=Hostile Actions Will Revoke Neutrality
hud_law_not_charge_by_default=Charges will be ignored automatically. Press 'Accept' to override and file charges.
hud_leave_green_zone=Leaving Armistice Zone - Caution Advised
hud_leave_impounding_zone=Leaving Restricted Area
hud_leave_neutral_territory=Leaving Neutral Territory - Caution Advised
hud_leave_trespassing_area=Leaving Private Property
hud_mining_asteroid_name_1=Asteroid (E-Type)
hud_mining_asteroid_name_2=Asteroid (M-Type)
hud_mining_asteroid_name_3=Asteroid (P-Type)
hud_mining_asteroid_name_4=Asteroid (Q-Type)
hud_mining_asteroid_name_5=Asteroid (C-Type)
hud_mining_asteroid_name_6=Asteroid (S-Type)
hud_mining_calculating_instability=Calculating Instability
hud_mining_calculating_resistance=Calculating Resistance
hud_mining_cargo_content=Cargo content
hud_mining_cargo_max_capacity=Cargo Full
hud_mining_cargo_slash=/
hud_mining_consumables_activemodules=Active Modules
hud_mining_consumables_passive=Passive
hud_mining_container_status=Cargo Capacity
hud_mining_danger_sensor=Overcharge Sensor
hud_mining_deposit_power=Rock Energy Level
hud_mining_empty_elements=Inert Materials
hud_mining_extraction_graph=Extraction Graph
hud_mining_extraction_mode=Extraction Mode
hud_mining_extraction_throughput=Extraction Throughput
hud_mining_fps_rock_name_1=Aphorite
hud_mining_fps_rock_name_2=Dolivine
hud_mining_fps_rock_name_3=Hadanite
hud_mining_gathering_force=Collection Force
hud_mining_gathering_force_kn=kN
hud_mining_gathering_mode=Collection Mode
hud_mining_inertia_graph=Inertia Graph
hud_mining_instability=Instability
hud_mining_laser_mode=Fracture Mode
hud_mining_laser_throttle=Laser Throttle
hud_mining_mass_prefix=Mass:
hud_mining_modifier_catastrophic_window_rate=Overcharge Rate (~ItemModifierMethod(value)%)
hud_mining_modifier_charge_increase=Charge (~ItemModifierMethod(value)%)
hud_mining_modifier_cluster_factor=Cluster Factor (~ItemModifierMethod(value)%)
hud_mining_modifier_extractionrate=Extraction Rate (~ItemModifierMethod(value)%)
hud_mining_modifier_filter=Inert Material Filtering (~ItemModifierMethod(value)%)
hud_mining_modifier_instability=Instability (~ItemModifierMethod(value)%)
hud_mining_modifier_laserpower,P=Laser Power (~ItemModifierMethod(value)%)
hud_mining_modifier_optimal_window_rate=Optimal Charge Rate (~ItemModifierMethod(value)%)
hud_mining_modifier_optimal_window_size=Optimal Charge Window (~ItemModifierMethod(value)%)
hud_mining_modifier_resistance=Resistance (~ItemModifierMethod(value)%)
hud_mining_modifier_shatter_damage=Shatter Damage (~ItemModifierMethod(value)%)
hud_mining_no_value=--/--
hud_mining_others=Others
hud_mining_power_chargelevel=Charge Level
hud_mining_power_laserintensity=Laser Intensity
hud_mining_power_optimal=Optimal
hud_mining_power_overcharge=Overcharge
hud_mining_power_transfer_graph=Energy Transfer Graph
hud_mining_resistance=Resistance
hud_mining_rock_name_1=Shale Deposit
hud_mining_rock_name_2=Granite Deposit
hud_mining_rock_name_3=Igneous Deposit
hud_mining_rock_name_4=Obsidian Deposit
hud_mining_rock_name_5=Gneiss Deposit
hud_mining_rock_name_6=Quartzite Deposit
hud_mining_rock_name_7=Felsic Deposit
hud_mining_rock_name_8=Atacamite Deposit
hud_mining_rock_name_9=Quantainium Deposit
hud_mining_scanning_depositcomposition=Composition
hud_mining_scanning_depositmass=Mass:
hud_mining_scanning_instability=Instability:
hud_mining_scanning_resistance=Resistance:
hud_mining_scanning_scanning=Scanning...
hud_mining_scanning_scanprogress=Scan Progress
hud_mining_scanning_scanresults=Scan Results
hud_mining_scanning_signalmax=Max
hud_mining_scanning_signalnoise=Noise
hud_mining_scanning_signalstrength=Signal Strength
hud_mining_scanning_type=Type:
hud_mining_scu_per_second=SCU/s
hud_mining_shattering_sensor=Fracturing Sensor
hud_mining_stats_cluster_factor=Clustering
hud_mining_stats_extraction_damage=Extract PWR
hud_mining_stats_filter_percentage=INRT MAT LVL
hud_mining_stats_fracture_damage=Fracture PWR
hud_mining_stats_head=Head
hud_mining_stats_optimal_rate=Optimal Rate
hud_mining_stats_overcharge_rate=Overch. Rate
hud_mining_stats_shatter_damage=Shatter DMG
hud_mining_stats_window_size=Window Size
hud_mining_volatilecargo=Volatile Cargo Detected
hud_mining_volatilecargo_ETA=Current Stability
hud_mining_volatilecargo_dangerlevel=Time Until Critical
hud_mining_volatilecargo_jettisoned=Volatile Cargo Jettisoned
hud_mining_warning_cargo_full=Warning: Cargo Full
hud_missile_selection_above_max_range=ABOVE MAX RANGE
hud_missile_selection_below_min_range=BELOW MIN RANGE
hud_missile_selection_in_range=IN RANGE
hud_missile_target_denied_greenzone=Cannot Lock Target \nin Armistice Zone
hud_monitored_space_disable=CommLink Down
hud_monitored_space_enable=CommLink Restored
hud_monitored_space_enter=Entered CommLink Range
hud_monitored_space_leave=Outside CommLink Range
hud_nav=NAV
hud_op_AirTraffic=ATF
hud_op_Combat=GUN
hud_op_Flight=FLT
hud_op_Mining=MIN
hud_op_Missile=MSL
hud_op_QuantumBoost=QB
hud_op_QuantumNavigation=QT
hud_op_Refuel=RFL
hud_op_Salvage=SVG
hud_op_Scanning=SCN
hud_op_Turret=TRT
hud_op_inactive=---
hud_pierc_piercing,P=PIERC
hud_pitch=Pitch
hud_prexenothreat_ArmourReward_desc,P=As a reward for your assistance with the recent Overdrive Initiative, you have received a set of XenoThreat armor seized during the operation. You can find it in your inventory.
hud_prexenothreat_ArmourReward_title,P=Overdrive Initiative Reward Applied
hud_prexenothreat_reward=As thanks for your assistance with the Overdrive Initiative, you have received temporary access to the F7A Hornets or a free upgrade if you currently own an F7C.
hud_prexenothreat_reward_title=Overdrive Initiative
hud_qt_calibrated,P=Calibrated
hud_qt_calibrating,P=Calibrating
hud_qt_calibration_warning,P=Warning! Align To Target!
hud_qt_drive_aligned=Aligned
hud_qt_drive_spooled=Spooled
hud_qt_group_leader,P=Group Leader
hud_qt_group_members=Members
hud_qt_interdiction=QT SYSTEM JAMMED
hud_qt_no_target,P=No Target
hud_qt_required_fuel,P=Required Fuel
hud_qt_route_index,P=Route
hud_qt_status_exit_atmosphere=EXIT ATMOSPHERE
hud_qt_status_obstructed=OBSTRUCTED
hud_qt_status_out_of_range=OUT OF RANGE
hud_qt_status_ship_docked,P=TERMINATE DOCKING
hud_qt_status_too_close=TOO CLOSE
hud_race_suffix_nd=nd
hud_race_suffix_rd=rd
hud_race_suffix_st=st
hud_race_suffix_th=th
hud_rel=REL
hud_scanInfo_PassengerTotal=Lifesigns
hud_scanning_boxout_fluff_1=PROXY:B-TYPE MODE: YES
hud_scanning_boxout_fluff_2=AR SCAN
hud_scanning_cat_affiliation=Affiliation
hud_scanning_cat_cargo_commodities=Cargo Content
hud_scanning_cat_fps_gear=FPS Gear
hud_scanning_cat_general=General
hud_scanning_cat_mineable_commodities=Mineable Commodities
hud_scanning_cat_mineable_properties=Mineable Properties
hud_scanning_cat_nav_point=Nav Point
hud_scanning_cat_passengers=Lifeforms
hud_scanning_cat_radar_point,P=Scanned Point
hud_scanning_cat_root=Root
hud_scanning_cat_subitems=Subitems
hud_scanning_cat_vehicle=Vehicle
hud_scanning_exterior_title=Exterior
hud_scanning_info_additionaltrauma,P=Additional Trauma
hud_scanning_info_causeofdeath,P=Cause of Death
hud_scanning_info_classification=Classification
hud_scanning_info_commodity=Composition
hud_scanning_info_cs_signature=CS Signature
hud_scanning_info_db_signature=DB Signature
hud_scanning_info_death,P=Death
hud_scanning_info_em_signature=EM Signature
hud_scanning_info_faction=Faction
hud_scanning_info_health=Health
hud_scanning_info_id_signature=ID Signature
hud_scanning_info_instability=Instability
hud_scanning_info_inventory_amount=Inventory Amount
hud_scanning_info_ir_signature=IR Signature
hud_scanning_info_jurisdiction=Jurisdiction
hud_scanning_info_last_scanned=Last Scanned
hud_scanning_info_legal_owner_entity_id=Legal Owner Entity ID
hud_scanning_info_legal_owner_flagged=Legal Owner Flagged
hud_scanning_info_legal_owner_name=Legal Owner Name
hud_scanning_info_mass=Mass
hud_scanning_info_max_cs_signature=Max CS Signature
hud_scanning_info_max_db_signature=Max DB Signature
hud_scanning_info_max_em_signature=Max EM Signature
hud_scanning_info_max_id_signature=Max ID Signature
hud_scanning_info_max_ir_signature=Max IR Signature
hud_scanning_info_max_rs_signature=Max RS Signature
hud_scanning_info_mineable_percentage_total=Total Value:
hud_scanning_info_mineable_percentage_value=Total Value:
hud_scanning_info_name=Name
hud_scanning_info_optimal_power_window_high=Overcharge
hud_scanning_info_optimal_power_window_low=Optimal
hud_scanning_info_power_transfer_resistance=Power Transfer Resistance
hud_scanning_info_rs_signature=RS Signature
hud_scanning_info_species=Species
hud_scanning_info_stolen=Stolen
hud_scanning_info_subtype=Subtype
hud_scanning_info_type=Type
hud_scanning_info_vehicle_id=Vehicle ID
hud_scanning_info_vehicle_model=Model
hud_scanning_info_vehicle_role=Role
hud_scanning_info_volatility=Volatile Cargo Detected
hud_scanning_info_wanted_level=CrimeStat
hud_scanning_interior_title=Interior
hud_scanning_overview_title=Overview
hud_scanning_scan_progress=Scan Progress
hud_scanning_scanning_title=Scanning
hud_scanning_signal_strength_75_percent=75%
hud_scanning_signal_strength_max=Max
hud_scanning_signal_strength_noise=Noise
hud_scanning_signal_strength_title=Signal Strength
hud_scanning_signature_strength_title=Signature
hud_sgnl_signal=SGNL
hud_ship_weapon_denied_greenzone=Weapon System Locked\nWhile in Armistice Zone
hud_std=STD
hud_stgr=STGR
hud_symbol_greaterthan=>
hud_takedown_button_prompt=Melee [ ~action(player|weapon_melee) ]
hud_turret_dominant_mode=Heavy Cannons
hud_turret_esp_on=ESP Active
hud_turret_fire_mode=Fire Mode:
hud_turret_fire_mode_default=Combined
hud_turret_fire_mode_staggered=Staggered
hud_turret_input=Input:
hud_turret_input_default=Default
hud_turret_input_relative=Relative Mode
hud_turret_limiter_on=Limiter Active
hud_turret_movement=Turret Movement:
hud_turret_movement_default=Vehicle Relative
hud_turret_movement_gyro=Gyro Mode
hud_turret_position_change_in_progress=Repositioning Turret ...
hud_turret_position_scorpius_bottom=Position: Bottom
hud_turret_position_scorpius_top=Position: Top
hud_turret_relative_angle_pitch=Relative Pitch
hud_turret_relative_angle_yaw=Relative Heading
hud_turret_slaved_mode=Point Defense
hud_turret_status=Turret Status:
hud_turret_status_align=Aligning
hud_turret_status_none=None
hud_turret_status_tracking=Tracking
hud_unknown=Unknown
hud_vehicle_weapon_preset_emps=EMPs
hud_vehicle_weapon_preset_guns=Guns
hud_vehicle_weapon_preset_guns_all=Guns (all)
hud_vehicle_weapon_preset_quantum_interdictors=QIs
hud_warning_atmopressure=WARNING. ATMOSPHERIC PRESSURE. \nDIVERT PATH.
hud_warning_tooclose=Too Close
hud_warning_toofar=Too Far
hud_wreckage=Wreckage
hud_yaw=Yaw
human_surnames_3568=Hapolis
hurston_RetrieveConsignment_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep & Package Retrieval\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: G. Livingston\nRISK ASSESSMENT: High\nRUSH CONTRACT: Yes\n\nHurston has learned that the Nine Tails are attacking ~mission(Location|address). Our on-site forces have suffered heavy casualties and stopped responding to comms. Initial reports indicated that the gang was attempting to obtain confidential material recently delivered to the facility. Thankfully, we have security measures in place that should give us time to respond. We need an operative to head to the facility immediately, retrieve those boxes, and deliver them to a secure location.\n\nYou and whatever backup you choose to bring are authorized to take any actions necessary when confronting the trespassers. Suspects are considered armed and dangerous. Hurston will not provide material support and/or updates regarding the status of the facility's security forces. \n\nThe confidential materials were discreetly delivered alongside other boxes in a consignment and locked in our automated vault with access codes kept on datapads held by senior security staff. However, theres a strong chance Nine Tails may already have gotten their hands on them. Youll need to find those datapads and then enter the codes at the package conveyor to retrieve the confidential materials. Payment will be sent once they have been delivered to ~mission(dropoff1|address). \n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_RetrieveConsignment_title_001=Defend Site and Retrieve Confidential Materials
hurston_UGF_defend_E_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Protection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: T. Spooner\nRISK ASSESSMENT: High\nRUSH CONTRACT: No\n\nA small local gang has been making threats against ~mission(Location|Address) and Hurston Security is seeking a contractor to put together a security team to protect the facility against any incursions.\n\nPayment will be sent once the facility is confirmed to be safe. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_defend_E_title_001=Guard Facility Against Threat
hurston_UGF_defend_S_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Protection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: T. Spooner\nRISK ASSESSMENT: Extreme\nRUSH CONTRACT: No\n\nAn aggressive syndicate have been making threats against ~mission(Location|Address) and Hurston Security needs a contractor to assemble a security team and guard the facility against any incursions.\n\nPayment will be sent once the facility is confirmed to be safe. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_defend_S_title_001=Guard Facility Against Extremely Dangerous Hostiles
hurston_UGF_defend_VE_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Protection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: T. Spooner\nRISK ASSESSMENT: Medium\nRUSH CONTRACT: No\n\nLocal thugs have been making threats against ~mission(Location|Address) and Hurston Security is seeking a contractor to assemble a security team to guard the facility against any incursions.\n\nPayment will be sent once the facility is confirmed to be safe. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_defend_VE_title_001=Guard Facility
hurston_UGF_defend_VH_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Protection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: T. Spooner\nRISK ASSESSMENT: Very High\nRUSH CONTRACT: No\n\nA growing outlaw faction have been making threats against ~mission(Location|Address) and Hurston Security requires a contractor to put together a security team and guard the facility against any incursions.\n\nPayment will be sent once the facility is confirmed to be safe. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_defend_VH_title_001=Guard Facility Against Dangerous Hostiles
hurston_UGF_defend_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Protection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: T. Spooner\nRISK ASSESSMENT: High\nRUSH CONTRACT: No\n\nLocal criminals have been making threats against ~mission(Location|Address) and Hurston Security is seeking a contractor to put together a security team to guard the facility against any incursions.\n\nPayment will be sent once the facility is confirmed to be safe. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_defend_title_001=Guard Facility Against Hostiles
hurston_UGF_destroy_E_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Contraband Elimination\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: R. Russel\nRISK ASSESSMENT: Medium\nRUSH CONTRACT: No\n\nLocal thugs have been using ~mission(Location|Address) to manufacture large quantities of contraband. Hurston Security requires a contractor to go to the facility and destroy all contraband being stored there.\n\nPayment will be sent once all the contraband is eliminated. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_destroy_E_title_001=Eliminate Contraband Stash
hurston_UGF_destroy_H_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Contraband Elimination\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: R. Russel\nRISK ASSESSMENT: Very High\nRUSH CONTRACT: No\n\nA small syndicate have been using ~mission(Location|Address) to manufacture large quantities of highly dangerous narcotics. Hurston Security is seeking a contractor to go to the facility and eliminate all the contraband being stored there.\n\nPayment will be sent once all the contraband is eliminated. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_destroy_H_title_001=Eliminate Narcotic Stash
hurston_UGF_destroy_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Contraband Elimination\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: R. Russel\nRISK ASSESSMENT: High\nRUSH CONTRACT: No\n\nLocal criminals have been identified using ~mission(Location|Address) to manufacture large quantities of illegal. Hurston Security requires a contractor to go to the facility and eliminate all contraband being stored there.\n\nPayment will be sent once all the contraband is eliminated. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_destroy_title_001=Eliminate Drug Stash
hurston_UGF_eliminateall_allies_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Protection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: T. Spooner\nRISK ASSESSMENT: High\nRUSH CONTRACT: No\n\nThe security personnel at ~mission(Location|Address) is being threatened by a local criminal element and Hurston Security is seeking contractors to bolster their defenses and eliminate any hostiles who attempt to breach the site.\n\nNote that you are only cleared to engage with confirmed hostiles. Assaulting any security personnel at the site will result in a breach of contract.\n\nPayment will be sent once the facility is confirmed to be safe. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_eliminateall_allies_desc_intro=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Protection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: T. Spooner\nRISK ASSESSMENT: High\nRUSH CONTRACT: No\n\nA local criminal group has been threatening ~mission(Location|Address) and Hurston Security is seeking contractors to bolster their defenses and eliminate any hostiles who attempt to breach the site.\n\nNote that you are only cleared to engage with confirmed hostiles. Assaulting any security personnel at the site will result in a breach of contract.\n\nPayment will be sent once the facility is confirmed to be safe. Successful completion of this evaluation will allow you to be considered for future work as a security contractor.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_eliminateall_allies_desc_rehire=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Protection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: T. Spooner\nRISK ASSESSMENT: High\nRUSH CONTRACT: No\n\nOur department performs periodic reevaluations of past security contractors and have determined that you may be a suitable candidate for possible reinstatement.\n\nTo reclaim your status, Hurston Security is seeking contractors to assist with eliminating a local criminal element threatening ~mission(Location|Address).\n\nNote that you are only cleared to engage with confirmed hostiles. Assaulting any security personnel at the site will result in a breach of contract.\n\nPayment will be sent once the facility is confirmed to be safe. Successful completion of this reevaluation will allow you to be considered for future work as a security contractor.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_eliminateall_allies_title_001=Assist in Defending Site
hurston_UGF_eliminateall_allies_title_intro=Security Contractor Evaluation
hurston_UGF_eliminateall_allies_title_rehire=Security Contractor Reevaluation
hurston_UGF_eliminateall_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: G. Livingston\nRISK ASSESSMENT: High\nRUSH CONTRACT: No\n\nHurston is seeking a contractor willing to clear out the criminal occupants from ~mission(Location|Address).\n\nThe site has been used to host numerous illegal activities, so it is imperative that it is secured. \n\nYou are authorized to take any actions necessary. Payment will be sent once the facility is confirmed to be clear. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_eliminateall_nocivs_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: K. Restle\nRISK ASSESSMENT: High\nRUSH CONTRACT: No\n\nHurston is seeking a contractor willing to clear out criminal occupants from ~mission(Location|Address).\n\nThe site has been used to host numerous illegal activities, so it is imperative that it is secured. \n\nNote that you are only cleared to engage with confirmed hostiles. Assaulting any civilians at the site will be considered a violation of your contract. \n\nPayment will be sent once the facility is confirmed to be clear. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_UGF_eliminateall_title_001=Evict Illegal Occupants
hurston_assassination_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Execution Warrant\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|AssassinationTimed)\n\nAfter an exhaustive investigation, Hurston Dynamics has officially declared ~mission(TargetName) to be an enemy of the planet and has been slated for elimination in accordance with the law. By accepting this contract, you are authorized to pass this sentence on the target by any means necessary. \n\nAny intel on the target's potential location will be given to you. Payment will be issued upon confirmation of the target's death. \n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_assassination_desc_002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Execution Warrant\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|AssassinationTimed)\n\n~mission(TargetName) has been convicted of treason and sentenced to the death. In certain cases, local law allows for these fugitives to be pursued and appropriately punished by deputized members of the public. This is one of those special cases. By accepting this contract, you will be legally authorized to eliminate ~mission(TargetName). \n\nAn informant recently provided a tip on where the target might be. You will be given this information to aid your hunt. \n\nExpect payment once the target's death has been verified.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_assassination_desc_003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Execution Warrant\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|AssassinationTimed)\n\nAn execution warrant has been issued for ~mission(TargetName). Recently, a special legal provision has been enacted that allows contracted operators to carry out the death sentence. Only accept this contract if you have the skills, equipment, and disposition for the job. \n\nA recent arrest lead to some information about where ~mission(TargetName|Last) might be. It's recommended to start your search there. \n\nYou will receive payment once the death of the fugitive is confirmed.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_assassination_title_001=Authorized Execution Warrant
hurston_auth_001=D. Hurston
hurston_auth_002=E. Wenfil
hurston_auth_003=G. Livingston
hurston_auth_004=A. Denham
hurston_auth_005=I. Clivske
hurston_auth_006=R. Hurston
hurston_auth_007=K. Hurston
hurston_auth_008=Q. Teague
hurston_auth_009=L. Mirrow
hurston_auth_010=B. Hurston
hurston_auth_011=C. Hurston
hurston_auth_012=H. Bello
hurston_auth_013=K. Restle
hurston_auth_014=I. Takao
hurston_basesweep_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|BaseSweepDanger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nHurston is seeking a contractor willing to clear out ~mission(Contractor|Target) from ~mission(Location|Address). ~mission(Location|CaveSize)\n\nThe site has been used to launch a number of aggressive attacks against Hurston interests and personnel, so it is imperative that these actions stop. \n\nYou are authorized to take any actions necessary. Payment will be sent once the facility is confirmed to be clear. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_basesweep_desc_002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|BaseSweepDanger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nCareful investigation into a number of violent crimes have revealed that ~mission(Location|Address) is being used by ~mission(Contractor|Target). As a center of illegal activity, Hurston Dynamics has officially designated the site as a major security concern, and needs an effective contractor to remove all unauthorized persons from the property. ~mission(Location|CaveSize)\n\nPayment will only be authorized once the location has been effectively cleared. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_basesweep_desc_003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|BaseSweepDanger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nHurston has discovered that ~mission(Contractor|Target) have taken up residence at ~mission(Location|Address). ~mission(Location|CaveSize)\n\nTheir unauthorized presence at this facility is within direct violation of Hurston law and grounds for their removal. \n\nBy accepting this contract, you will be commissioned to clear out the location of all current inhabitants. You will receive payment once the facility has been effectively cleared.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_basesweep_desc_004=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|BaseSweepDanger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nHurston Security has recently traced a series of vicious attacks back to ~mission(Location|Address). Sources indicate that the culprits are ~mission(Contractor|Target) holed up at the site. ~mission(Location|CaveSize)\n\nIn an effort to better protect the public against such violent attacks, Hurston Dynamics has authorized the elimination of these hostiles. \n\nBy accepting this contract, you will be empowered with all legal authority to clear the facility with extreme prejudice. You will receive payment once the threat has been neutralized.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_basesweep_desc_005=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Facility Sweep\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|BaseSweepDanger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nIn another effort by Hurston Dynamics to create a safer universe, we seek a reliable operator to eliminate the unauthorized encampment at ~mission(Location|Address). The facility is filled with ~mission(Contractor|Target) that are living there illegally and must be removed from the premise. ~mission(Location|CaveSize)\n\nYou can use any means necessary to achieve this goal. Fair compensation will be transferred upon completion of the contract.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_basesweep_title_001=Evict Illegal Occupants
hurston_bounty_desc_0001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\nUnder the authority of the Hurston Dynamics as granted by the UEE, a bounty has been issued for one ~mission(TargetName) in relation to crimes against the corporation. You are being tasked with locating and apprehending ~mission(TargetName|Last) by any means at your disposal. They were last seen at ~mission(Location|Address).\n\nPayment will be released only after collection of the bounty has been deemed complete.\n \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_bounty_desc_0002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\nAfter repeatedly evading previous attempts at capture by Hurston Security officials, a bounty has been issued for one ~mission(TargetName).\n\nStarting at ~mission(TargetName|Last)'s last known location - ~mission(Location|Address) - track down the outlaw and deliver them to justice.\n\nPayment will be issued upon the successful completion of the contract. \n\n \n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_bounty_desc_0003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\n~mission(TargetName) is wanted by Hurston Dynamics after repeated infractions of Hurston and UEE law. As such, a bounty has been issued and you are being tasked with the apprehension of this criminal. They were last seen at ~mission(Location|Address).\n\nPlease be prepared to handle any and all eventualities before beginning pursuit.\n\nPayment will be authorized once the bounty is complete. \n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited.**
hurston_bounty_desc_intro=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\nAfter repeated and continual misdemeanor offenses, a bounty has been issued for the following individual - ~mission(TargetName).\n \nTo evaluate your potential in assisting in the capture of more elusive criminals, Hurston Dynamics will be evaluating your ability to locate and apprehend ~mission(TargetName|Last) by any means at your disposal. The latest intel on ~mission(TargetName|Last)'s current whereabouts has them last seen at ~mission(Location|Address).\n\nPayment will be released only after the bounty is dealt with. \n \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_bounty_desc_rehire=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\nOur department preforms periodic reevaluations of past bounty hunters and have determined that you may be a suitable candidate for possible reinstatement.\n\nAs a demonstration of your suitability, successfully apprehend the following wanted individual: \n~mission(TargetName).\n \nThe latest intel on ~mission(TargetName|Last)'s current whereabouts is that they were last spotted at ~mission(Location|Address).\n\nReinstatement as a Hurston Dynamics bounty hunter and payment will follow the successful completion of this contract.\n \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_bounty_fps_UGF_bountyonly_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: L. Paleski\nRISK ASSESSMENT: Moderate Risk Target (Likely Armed Support)\nRUSH CONTRACT: No\n\nHurston Dynamics is seeking a contractor to complete a bounty for ~mission(TargetName). \n\nIntel reports have identified the current whereabouts of the target to ~mission(Location|Address). \n\nPlease be aware that there will be other individuals at the site, but this contract specifically authorizes you to only engage ~mission(TargetName|Last). There must be no other casualties. \n\nPayment will be released only after the bounty has been deemed complete.\n\n \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_bounty_fps_UGF_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: I. Takao\nRISK ASSESSMENT: Moderate Risk Target (Likely Armed Support)\nRUSH CONTRACT: No\n\nHurston Dynamics is seeking a contractor to complete a bounty for ~mission(TargetName). \n\nIntel reports have tracked the target to ~mission(Location|Address). This site is known to be frequented by criminals who are most likely armed and hostile. Engage with them as you see fit, but your top priority is the neutralization of ~mission(TargetName|Last).\n\nPayment will be released only after the bounty has been deemed complete.\n \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
hurston_bounty_fps_UGF_nocivs_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: L. Paleski\nRISK ASSESSMENT: Moderate Risk Target (Likely Armed Support)\nRUSH CONTRACT: No\n\nHurston Dynamics is seeking a contractor to complete a bounty for ~mission(TargetName). \n\nIntel reports have located the current whereabouts of the target to ~mission(Location|Address). While you are clear to engage with any criminals at the site as you see fit, any civilians at the location are to be protected.\n\nPayment will be released only after the bounty has been deemed complete.\n \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n\n
hurston_bounty_fps_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: Moderate Risk Target (Possible Armed Support)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\nUnder the authority of Hurston Dynamics as granted by the UEE, a bounty has been issued for ~mission(TargetName) relating to crimes against the corporation. \n\nThe subject is believed to be recently located at ~mission(Location|Address), potentially with several allies. Force may be required to gain access to the site and neutralize ~mission(TargetName|Last). ~mission(Location|CaveSize)\n\nPayment will be released only after the bounty has been deemed complete.\n \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_bounty_fps_desc_first=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: Moderate Risk Target (Possible Armed Support)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\nAfter repeated and continual misdemeanor offenses, a bounty has been issued for the following individual - ~mission(TargetName).\n \nTo assess your potential in assisting in the capture of more elusive criminals, Hurston Dynamics will be evaluating your ability to locate and apprehend ~mission(TargetName|Last) by any means at your disposal. \n\nThe subject is believed to be currently located at ~mission(Location|Address), potentially with several allies. Force may be required to gain access to the site and neutralize the target. ~mission(Location|CaveSize)\n\nPayment will be released only after the bounty is dealt with. \n \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_bounty_fps_desc_rehire=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Bounty Collection\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: Moderate Risk Target (Possible Armed Support)\nRUSH CONTRACT: ~mission(Contractor|BountyTimed)\n\nOur department performs periodic reevaluations of past bounty hunters and have determined that you may be a suitable candidate for possible reinstatement.\n\nTo prove your current abilities, successfully apprehend the following wanted individual: \n~mission(TargetName).\n \nThe subject is believed to be currently located at ~mission(Location|Address), potentially with several allies. Force may be required to gain access to the site and neutralize the target. ~mission(Location|CaveSize)\n\nSuccessful completion of this bounty will result in reinstatement as a Hurston Dynamics bounty hunter and a transfer of payment.\n \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_bounty_fps_title_001=Entrenched Bounty: ~mission(TargetName) (MRT)
hurston_bounty_fps_title_first=Entrenched Bounty Contractor Evaluation
hurston_bounty_fps_title_rehire=Entrenched Bounty Contractor Reevaluation
hurston_bounty_title_0001=Wanted: ~mission(TargetName)
hurston_bounty_title_E=Wanted: ~mission(TargetName) (LRT)
hurston_bounty_title_H=Wanted: ~mission(TargetName) (HRT)
hurston_bounty_title_M=Wanted: ~mission(TargetName) (MRT)
hurston_bounty_title_S=Wanted: ~mission(TargetName) (ERT)
hurston_bounty_title_VE=Wanted: ~mission(TargetName) (VLRT)
hurston_bounty_title_VH=Wanted: ~mission(TargetName) (VHRT)
hurston_bounty_title_intro_001=Bounty Hunter Contractor Evaluation
hurston_bounty_title_rehire=Bounty Hunter Contractor Reevaluation
hurston_danger_001=Low
hurston_danger_002=Medium
hurston_danger_003=High
hurston_danger_004=Very Low-Risk Target (Single Seater Craft, Minimal Support) 
hurston_danger_005=Low-Risk Target (Single Seater Craft, Average Support) 
hurston_danger_006=Moderate-Risk Target (Small Multicrew Craft, Average Support) 
hurston_danger_007=High-Risk Target (Large Multicrew Craft, Average Support)
hurston_danger_008=Very High-Risk Target (Large Multicrew Craft, Heavy Support) 
hurston_danger_009=Extreme-Risk Target (Sub-Capital Class Vessel, Heavy Support)
hurston_destroyblade_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Eliminate Blade \nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nURGENT! \n\nA Hurston satellite containing a proprietary ~mission(Item) has crashed to the surface. Protocol requires that the Blade must be destroyed to prevent the information stored on it from being fully decrypted. \n\nWe are hopeful that you will arrive at the ~mission(Location) first, but if someone manages to steal the Prototype before you arrive, you can use the satellite's internal systems to activate remote tracking. Chances are the thieves will attempt to decrypt the information at a nearby Hurston facility before the Blade's self-destruct sequence can complete. It is vital that you not allow the information to be decrypted.\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_destroyblade_desc_002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Eliminate Blade \nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nA ~mission(Item) aboard a Hurston satellite has just crashed to the surface. While the Blade is equipped with a self destruct failsafe, we need to gaurentee that it is destroyed to ensure that the technical and corporate information it contains is never decrypted.\n\nThere is a solid chance that anyone who attempts to steal the Prototype will bring it to a nearby Hurston facility to access the information on it, but to be sure, you can activate tracking protocols for the Blade by heading to the ~mission(Location) and restarting the satellite's internal systems. Once you have the location, eliminate the Prototype before its data protection can be fully breached. \n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_destroyblade_desc_003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Eliminate Blade \nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nA satellite just crashed to the surface and Hurston needs immediate assistance tracking down and destroying a ~mission(Item) that it was carrying aboard. We must prevent the sensitive technical information it contains from falling into the wrong hands. \n\nWe are hoping that you will be the first to recover it, but if stolen, they will most likely take the Prototype to a nearby Hurston facility where they will be able to bypass its security measures before the automatic self destruct can trigger. Head to the ~mission(Location) and activate the satellite's systems to track the Blade's current position and destroy it before the data is fully decrypted.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_destroyblade_title_001=Destroy Lost Prototype
hurston_destroyprobe_desc_0001=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Halt Illegal Surveillance \nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|DestroyProbeDanger) \nRUSH CONTRACT: ~mission(Contractor|DestroyProbeTimed)\n\nAn illegal surveillance network has been detected at ~mission(Location|Address). It is estimated that the ~mission(Contractor|DestroyProbeAmount) have been hidden around the area to illicitly collect data. You'll need to scan the area to locate their whereabouts.\n\nAll of the monitors must be found and destroyed. They will attempt an emergency upload of all the information stored on the data-drives when attacked. They must be destroyed before this upload can complete.\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_destroyprobe_desc_0002=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Halt Illegal Surveillance \nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|DestroyProbeDanger) \nRUSH CONTRACT: ~mission(Contractor|DestroyProbeTimed)\n\nA convicted data-trader has been persuaded to reveal their source of illegal information - the ~mission(Contractor|DestroyProbeAmount) hidden over at ~mission(Location|Address). \n\nTheir low EM signature will make finding them difficult, but scan the area carefully as all of the monitors must be found and destroyed. These devices are outfitted with a countermeasure that will initiate an emergency upload of all the information stored on the data-drives once they are attacked. The monitors must be terminated before they can transfer their stolen information.\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_destroyprobe_desc_0003=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Halt Illegal Surveillance \nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|DestroyProbeDanger) \nRUSH CONTRACT: ~mission(Contractor|DestroyProbeTimed)\n\nA recent undercover operation successfully tracked down the source of unauthorized Hurston data that recently surfaced on the black market. The source of the leak was successfully traced to the ~mission(Contractor|DestroyProbeAmount) hidden at ~mission(Location|Address). \n\nScan the area, locate the skimmers and destroy them. Be aware that they may attempt to upload their data-drives once you initiate your attack. Do not allow the transfer to complete. We cannot afford the loss of any more sensitive information.\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_destroyprobe_title_0001=Halt Illegal Surveillance
hurston_from=Hurston Dynamics
hurston_hackprevent_desc_001=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Illegal Network Access\nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|RecoverSpaceDanger) \nRUSH CONTRACT: ~mission(Contractor|RecoverSpaceTimed)\n\nHurston Security has detected an attempt to illegally access the network at ~mission(Location|Address). You are being contracted to prevent the hackers from succeeding at all costs.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_hackprevent_desc_002=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Illegal Network Access\nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|RecoverSpaceDanger) \nRUSH CONTRACT: ~mission(Contractor|RecoverSpaceTimed)\n\nThe network at ~mission(Location|Address) is currently suffering from an aggressive hacking attempt. The private and valuable information on that system must not be tampered with. Sever their connection, and stop the hackers from gaining access. \n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_hackprevent_desc_003=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Illegal Network Access\nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|RecoverSpaceDanger) \nRUSH CONTRACT: ~mission(Contractor|RecoverSpaceTimed)\n\nThere are criminals currently trying to breach the data network at ~mission(Location|Address). Hurston Security is eager to prevent this intrusion before full access to the system can be gained.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_hackprevent_title_001=Illegal Network Access
hurston_intro_desc=ATTENTION FUTURE HURSTON CONTRACTORS:\nBefore being eligible for employment by Hurston Dynamics Outsorcing Department, all Independent Contractors must first accept the terms and conditions as outlined in the below Independent Contractor Agreement. \n\n\n--- INDEPENDENT CONTRACTOR AGREEMENT ---\n\nThis Independent Contractor Agreement (the “Contract”) is made between Hurston Dynamics (“Company”) and accepted by You (“Independent Contractor”), with reference to the outsourced work offered by Company and Accepted by you via your mobiGlas (“Contracted Task”)*, effective as of the date and time your Acceptance is received and acknowledged via by handshake receipt protocol by Companys Logistics Data Center.\n\n1) Statement of Work: Independent Contractor agrees to perform all of the requirements indicated within the posting body of the Contracted Task in their entirety. Independent Contractor agrees and acknowledges that it is owed no payment, reimbursement, or other compensation from Company unless all of the requirements described are performed to the satisfaction of Company, in Companys sole discretion. \n          a. Independent Contractor agrees and acknowledges that all conditions, including timing, date of delivery, identification of target, condition of goods, or any other circumstances deemed relevant by company, are material to this Contract, and that Independent Contractor is not owed any pro-rata payments, refunds, expenses, partial compensation, or other payment for any partial completion of Contracted Task.\n          b. Independent Contractor agrees and acknowledges that this Contract is a stand-alone agreement, impose no implied obligations or liabilities onto Company based on any other contracts that may exist between Company, Independent Contractor, or any third party. \n          c. Independent Contractor agrees not to undertake any other work or tasks that would endanger the timely completion of any and all tasks indicated within the Statement of Work and/or any Amendments made pursuant to Section 3) of the Contract. \n          d. Company is not responsible for any errors in accuracy, whether caused by deficiencies data transmission, loss in signal fidelity, or any interception or modification by any third party, including mobiGlas and other microTech products. Any doubts as to the consistency between Companys offer and the delivery thereof are to be resolved with respect to the actual intentions of Company. You agree to assume all risks inherent in the receipt of any transmissions or information transfer not received directly from Company.\n          e. The Parties agree that, it being understood that proceeds and compensation pursuant to the Contact may be for the benefit of a third party, that nevertheless no third party has standing to commence any legal action with regard to the Contract, and that any misrepresentation in derogation of this requirement on the part of Independent Contractor may be considered a breach of the Independent Contractors obligations and responsibilities hereunder. \n          f. In the event of any conflict between the terms and conditions indicated within Contracted Task and this Agreement, the terms of this Agreement shall control, except when the terms of the Contracted Tasks explicitly invoke Section 3) c. of this agreement.\n\n2) Term: The term of the Contract is specified in the Statement of Work, and in any event terminates with payment under Section 13) of the Contract or the final conclusion of all tasks within the Statement of Work, whichever comes later. \n\n3) Amendments: The Parties agree that the Statement of Work may be amended by Company during the course of work being performed in response to operational contingencies or emergent requirements. The Independent Contractor may accept the amendments by indicating such in an electronically signed handshake approval transmission. If the Independent Contractor fails to notify the Company within 24 hours, the Parties will consider the Amendment accepted and the terms and conditions of the Statement of Work accordingly revised.\n          a. If the Independent Contractor does not wish to accept the amendments, his/her/its sole recourse is to abandon the Contract and return all Company materials (including information or data) and/or any other materiel to Company custody. \n          b. Contractual override by Amendment; as noted within Section 1) 3., the terms of this Agreement may be superseded and/or replaced by the terms of the Contracted Task or an Amendment when explicitly invoked with reference to the appropriate Section. \n\n4) Expenses and Reimbursements\n          a. Failure to maintain requisite insurance coverage is considered a material failure of Independent Contractors responsibilities and obligations under the Contract. The Independent Contractor is obliged to maintain the following insurances as a precondition to performing work for Company: \n                    i. Hull insurance for any vehicle used in pursuit of the completion of the task.\n                    ii. Cargo insurance for any material received by, for, or on behalf of Company pursuant to the Contract.\n                    iii. Gear and equipment insurance for any equipment or utilitarian accoutrements received by, for, or on behalf of Company pursuant to the Contract.\n          b. Independent Contractor acknowledges that the cost of any and all expenses or operational outlay necessary to perform the Contracted Tasks is impliedly covered by the compensation described within the Contracted Task. Company is not responsible for any cost overruns, damages, repairs, or other expenses, whether in terms of time or monetary cost. \n          c. The costs of medical coverage are explicitly excluded from Companys obligations under this Contract. All expenses related to the personal health of Independent Contractor are deemed personal expenses. \n\n5) Non-disparagement : Independent Contractor represents and affirms to Company that any and all business or personal activity in which they are engaged contemporaneously and/or simultaneously with the Contracted Task is legal under local ordinances and/or applicable UEE law, and will not reflect negatively upon or tarnish the reputation of Company by association. \n           a. Independent Contractor agrees to explicitly indemnify, excuse, and absolve Company of any blame or responsibility in relation to any official or legal actions, inquiries, or investigations involving Independent Contractors activities.\n           b. The Parties agree that the Independent Contractor will not disparage, tarnish, criticize, or otherwise depict the Company in any negative fashion in speech, writing, spectrum transmission, or review. Breach of this term may result in the revocation or prorating of any fees or consideration earned under the Contract. \n\n6) No agency Independent Contractor under no circumstances may hold themselves out as an agent, officer, director, employee, representative, or other affiliate of the Company. The Independent Contractors relationship with Company is solely that of an independent contractor. Independent Contractor has permission to factually represent him/her/itself as an independent contractor performing work for Company by disclosing the Logistics Registry Identification associated with the Contracted Task to any civil or law enforcement agency for the limited purposes of obtaining priority clearance with respect to travel or security measures. \n\n7) Subcontracting You sign and agree to this Contract on behalf of all individuals involved in the completion of the tasks described within the Statement of Work. Choice of subcontractors is subject to the approval of Company; you assume responsibility for any and all liabilities and risk of failure arising from your use of non-approved subcontractors above and beyond any penalties for breach in this contract. If a non-approved subcontractor precipitates any breach of any term of the Contract, Company is under no responsibility to mitigate any resultant or consequential damages. \n\n8) Indemnification and Liability: Independent Contractor agrees to indemnify, defend, and hold harmless Company and all of its affiliates from any and all special, consequential, incidental, or other loss, liability, harm or damages, including, without limitation, any attorneys fees incurred by Independent Contractor as a result of performance of the Contracted Task. Independent Contractor furthermore agrees to indemnify, defend, and hold harmless Company and all of its affiliates from any claims for harms, damages, death or dismemberment, reputational harm, claims of infringement of any property, real, intellectual, physical or otherwise, criminal charges or indictments, or other claims under law and equity brought by third parties in connection with Independent Contractors execution of any Contracted Task. The Parties agree that any damages owed by Company to Independent Contractor, if any, will be met without special, incidental, consequential, or punitive damages and are wholly addressable by credit damages (including the provision of Company credits redeemable with Companys affiliates) and that specific performance, injunctions, and equitable relief thereto are disclaimed to the fullest extent of the law. \n\n9) Specific Performance and Equitable Relief: The Parties acknowledge that time is of the essence to the Contract and a material provision of the Contracted Task, and that money damages alone will not compensate Company for non-performance of the Contract. \n\n10) Guarantees and Warranty: Company offers no warranties or guarantees with respect to any equipment, rentals, loans, gear, or other logistical or operational material needs used or employed by Independent Contractor except for those manufactured or produced by Company or one of Companys affiliates, in which case the applicable manufacturers warranty and/or any attendant disclaimers will attach solely to those items.\n\n11) Intellectual Property: Section 6) notwithstanding, you agree that any inventions or innovations conceived, enabled, or reduced to practice by you during the course of performing the Contracted Task involving the use of any Company-provided materials are deemed “work made for hire” authored by and property of the Company to the fullest extent permissible by law. In any jurisdiction which does not permit such arrangements, you agree to assign authorship and ownership of any such inventions or trade secrets to the company and to cooperate with the company in providing any authorizations, permissions, or endorsements necessary to effectuate legal assignment of such properties. \n          a. In the event of inherent joint ownership of any such inventions or innovations, Company shall have shared ownership and interest to the same degree as any other participant or contributor to the innovation. Company is under no obligation to share any information or other intellectual property with any such joint tenants as a result.\n          b. Independent Contractor agrees to obtain any and all necessary permits or technology licenses needed to perform the Contracted Task.\n          c. Independent Contractor agrees that in the event of breach of the Contract for failure to perform the Contacted Task, that Company is granted legal power of access to Independent Contractors ship and mobiGlas logs, personal effects, black box recorders, and onboard or personal data storage in order to ascertain the degree of nonperformance and/or any circumstances that might result in either the mitigation or exacerbation of any harms to Company resultant therefrom. \n\n12) Force Majeure: Independent Contractor agrees and acknowledges that that some of Companys obligations or liabilities within this Contract may be subject to operational requirements or otherwise contingent on circumstances beyond the reasonable control of the Company, and that such obligations or liabilities of Company may be discharged due to impossibility or negation or mooting of their business purposes in the sole judgment of the Company. \n\n13) Invoicing: Upon completion of all requirements indicated in the Statement of Work and any relevant Amendments, Company will post, wire or otherwise deliver the compensation indicated within the Statement of Work to Independent Contractor within 30 standard business days. If Independent Contractor or his/her/its accounts are inaccessible or unreachable for delivery of compensation during that time, compensation will be maintained in escrow by Company until such time as Independent Contractor notifies Company that it is ready to receive them, subject to any applicable statute of limitations or consignment.\n\n14) Confidentiality Independent Contractor agrees that all communications with Company and/or its affiliates, including any employees, officers, directors, agents, or representatives thereof, will be maintained in the strictest confidence. Independent Contractor agrees to delete or purge any logs of communications with the foregoing at the request of Company and to certify such deletion when requested. The parties agree that the Contacted Task as posted is not confidential, and the information within may be disclosed as needed to effectuate performance of the Contracted Tasks. \n\n15) Governing Law: This Contract is governed by and construed in accordance with the laws of the Commercial Territory of the planet of Hurston, Stanton System, United Empire of Earth, with full regard to its choice of law statutes, and any controversy arising in relation or connection to this Contract will be addressed thereunder, including its applicable statutes of limitation. You agree to the exclusive jurisdiction of the Courts of Hurston and the exclusive jurisdiction and venue of the courts therein. Independent Contractor is not required to maintain a personal appearance to participate in an action brought hereunder and can attend by remote conference and/or correspondence, as appropriate under the circumstances. In the event that applicable law explicitly requires a matter to be addressed to the Independent Arbitrators Guild, the Parties stipulate that the conduct of any such conflict resolution process may be conducted by remote in lieu of any relocation or change of venue from the Commercial Territory of the planet of Hurston.\n\n16) General Terms: All material received from or on behalf of the Company pursuant to the Contract must be returned to a Company operations center in the same condition in which they were received. Failure to do so may be considered a breach of the Contract and considered stolen or otherwise misappropriated; Company reserves all rights under law and equity to engage measures and actions necessary to retrieve any and all property, physical, material, intellectual, or otherwise. The parties agree that the Contract as well as any associated terms herein do not constitute a contract of adhesion. The parties agree that the Contract and any amendments thereto represent the totality of the complete agreement between Company and Independent Contractor without resort to extrinsic evidence. This Contract is enforceable to the maximum extent permissible by law; if any part of the Contract is deemed unenforceable, that part shall be stricken and the rest of the contract shall continue in full force and effect with any remaining ambiguities interpreted in favor of Companys intentions as best determined through the resort to extrinsic evidence if necessary. After completion or termination of the Contract, Sections 5, 8, 9, 11, 14, and 15 remain in effect in perpetuity. Severability and whole agreement.\n\n
hurston_intro_title=Independent Contractor Agreement
hurston_recover_Danger_Easy_001=Hurston Security Danger Recover Easy placeholder
hurston_recover_Danger_Hard_001=Hurston Security Danger Recover Hard placeholder
hurston_recover_Danger_Intro_001=Hurston Security Danger Recover Intro placeholder
hurston_recover_Danger_Medium_001=Hurston Security Danger Recover Medium placeholder
hurston_recover_Timed_Easy_001=Hurston Security Timed Recover Easy placeholder
hurston_recover_Timed_Hard_001=Hurston Security Timed Recover Hard placeholder
hurston_recover_Timed_Intro_001=Hurston Security Timed Recover Intro placeholder
hurston_recover_Timed_Medium_001=Hurston Security Timed Recover Medium placeholder
hurston_recover_desc_Easy_001=Hurston Security Steal Easy Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
hurston_recover_desc_Hard_001=Hurston Security Steal Hard Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
hurston_recover_desc_Medium_001=Hurston Security Steal Medium Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
hurston_recover_desc_intro_001=Hurston Security Steal Intro Description placeholder ~mission(Danger) ~mission(Contractor|RecoverIntroTimed)
hurston_recover_title_Easy_001=Hurston Security Danger Recover Easy placeholder
hurston_recover_title_Hard_001=Hurston Security Danger Recover Hard placeholder
hurston_recover_title_Medium_001=Hurston Security Danger Recover Medium placeholder
hurston_recover_title_intro_001=Hurston Security Danger Recover Intro placeholder
hurston_recoverspace__desc_0001=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Stolen Property\nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger) \nRUSH CONTRACT: ~mission(Contractor|RecoverSpaceTimed)\n\nAn ongoing Hurston Security investigation has revealed the location of recently stolen ~mission(Item). It is believed that a criminal by the name of ~mission(TargetName) is currently transporting it aboard their ship. \n\nWe need you to track down ~mission(TargetName|Last)'s, recover the lost property, and return it to ~mission(Destination|Address).\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_recoverspace__desc_0002=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Stolen Property\nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger) \nRUSH CONTRACT: ~mission(Contractor|RecoverSpaceTimed)\n\nWe have been attempting to track down stolen ~mission(Item) and have finally received actionable intelligence on its current location. It seems the thief, ~mission(TargetName), is en route now to flying the haul to their fence. \n\nBefore they can complete the sale, we need you to hunt down ~mission(TargetName|Last)'s, recover the stolen ~mission(Item), and deliver it safely to ~mission(Destination|Address).\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_recoverspace__desc_0003=HURSTON DYNAMICS OUTSOURCING DEPARTMENT CONTRACT: Stolen Property\nCONTRACTOR AFFILIATION: Independent \nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Danger) \nRUSH CONTRACT: ~mission(Contractor|RecoverSpaceTimed)\n\nA few days ago, ~mission(Item) was stolen from a shipment. After an exhaustive investigation, an informer revealed that the individual responsible, ~mission(TargetName), will be attempting to move the stolen goods today.\n\nYou are to find ~mission(TargetName|Last)'s ship, recover the lost property by any means necessary, and return it to ~mission(Destination|Address).\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_recoverspace__title_0001=Stolen Property
hurston_sectorsweep_desc_001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Elimate Threat from Hurston Controlled Space\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nHurston Dynamics seeks independent contractors to clear out the ~mission(Contractor|Target) operating near ~mission(Location|Address). All peaceful means to force them to vacate the area have been ignored. If spotted, the perpetrators will most likely resist violently, so prepare accordingly. Contractors must provide their own ship and supplies required to complete the task.\n\nBy accepting this contract, you agree to begin work immediately. Payment will be issued once Hurston considers the contract complete.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_sectorsweep_desc_002=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Elimate Threat from Hurston Controlled Space\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nSecurity contractors needed to subdue a growing ~mission(Contractor|Target) presence around ~mission(Location|Address). All relevant patrol and scan points will be provided by Hurston's logistics department. These suspects are known violent offenders so assume that they will respond aggressively if spotted. \n\nBy accepting this contract, you agree to begin work immediately. Payment will be issued once Hurston considers the threat neutralized. \n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_sectorsweep_desc_003=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Elimate Threat from Hurston Controlled Space\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: ~mission(Contractor|Auth)\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nAreas near ~mission(Location|Address) have become increasingly dangerous of late due to a ~mission(Contractor|Target) presence. Hurston Dyanamics needs a reliable contractor to patrol the area and clear out any and all hostile forces. When targets are located, exercise extreme caution as they are known to respond violently when confronted. \n\nBy accepting this contract, you agree to begin work immediately. Payment will be issued once Hurston considers the sector cleared. \n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
hurston_sectorsweep_title_001=Eliminate Threat from Hurston Space
hurston_target_001=scavengers
hurston_target_002=squatters
hurston_target_003=anarchists
hurston_target_004=criminals
hurston_target_005=terrorists
hurston_timed_001=Yes
hurston_timed_002=No
iae2953_sign_cargo_centraldiorama_body=Beyond the vehicles that carry the cargo, haulers use a variety of tools and gadgets to facilitate their work. None are more recognizable than the ubiquitous tractor beam, employed by either a specialized device or a multitool attachment.
iae2953_sign_cargo_centraldiorama_title=Tools of the Trade
iae2953_sign_cargo_infoscreen01_body=Since before the formation of the UEE, the Interstellar Transport Guild has been the lifeblood of Humanitys expansion across the stars, building our Empire one cargo delivery at a time.
iae2953_sign_cargo_infoscreen01_title=Supporting Humanity's Growth
iae2953_sign_cargo_infoscreen02_body=Cargo haulers cross the verse one trip at a time, delivering resources that are essential to the empires continued prosperity and the livelihoods of trillions of people. And thanks to the Interstellar Transport Guild advocating for the rights of haulers everywhere since 2391, members can expect proper compensation for their work.\n\nInterested in hauling? Learn how you can start today!\n
iae2953_sign_cargo_infoscreen02_title=Delivering the Future
iae2953_sign_cargo_infoscreen03_body=As ship manufacturers vie to design more efficient cargo vessels, todays haulers have plenty of innovative options to choose from, whether its the ruthless simplicity of the Drake Interplanetary Caterpillar, the military-grade spaceframe of Crusaders C2 Hercules Starlifter, or the collapsible cargo spindles of MISCs Hull C.
iae2953_sign_cargo_infoscreen03_title=A Perfect Ship for Every Trip
iae2953_sign_cargo_leftdiorama_body=Whatever the cargo, its usually shipped in a box but not all boxes are made the same. Not only do they range in scale and size, but some are also specifically designed to handle more exotic, or unstable, materials like refined quantanium.
iae2953_sign_cargo_leftdiorama_title=Thinking Inside the Box
iae2953_sign_cargo_reardiorama_body=In a 2950 independent spectrum survey, cargo hauling was voted as one of the best careers in the verse. One of the main reasons cited - travel! As a cargo hauler you get to earn a great living while visiting distant worlds, dream destinations, and beyond.
iae2953_sign_cargo_reardiorama_title=The Universe is Your Office
iae2953_sign_cargo_rightdiorama_body=Beyond making deliveries, cargo hauling often involves deep, strategic work that the public never sees. From planning routes, to arranging cargo grids, to organizing ground-to-space vehicle transfers, hauling is a career that is both physically and mentally engaging.
iae2953_sign_cargo_rightdiorama_title=The Secret World of Logistics
iae2953_sign_mining_centraldiorama_body=Some miners love getting their hands dirty by employing various gadgets and devices - from handheld mining lasers ideal for caves and other hard to access locations to gadgets that when attached to deposits make cracking them open easier. Miners that utilize this vast array of tools will reap the rewards of their handiwork.
iae2953_sign_mining_centraldiorama_title=Getting Hands-On
iae2953_sign_mining_infoscreen01_body=Ever since 2112, the United Resource Workers has fought for better labor conditions, work practices, and payment for its members. Delivering on the guilds motto that “Solidarity Conquers Adversity.” \n\nLearn how you can join the URW today!
iae2953_sign_mining_infoscreen01_title=United Resource Workers Work for You
iae2953_sign_mining_infoscreen02_body=Miners experience an exciting and profitable career that incorporates adventure, engaging work, and the satisfaction of knowing that theyre helping build a better empire.
iae2953_sign_mining_infoscreen02_title=Mining Matters
iae2953_sign_mining_infoscreen03_body=Refining empowers miners to transform some resources into even more valuable end-products.
iae2953_sign_mining_infoscreen03_title=Refining the Future
iae2953_sign_mining_leftdiorama_body=Specialist vehicles let miners explore locations by land to blast deposits and collect resources. With models made for either solo or tandem operations, these vehicles balance comfort with industrial design that can conquer rugged terrain to make terrestrial-based mining a worthwhile adventure.
iae2953_sign_mining_leftdiorama_title=Staying Grounded
iae2953_sign_mining_reardiorama_body=Locate and extract resources from rich mineral deposits in space or on planet surfaces with a mining ship. Built for professionals, but often intuitive enough for those just starting out, these ships feature precision scanning, copious cargo space, and customizable mining lasers. Whether mining alone or cracking a massive deposit with others, mining ships are the primary resource extraction method in the empire.
iae2953_sign_mining_reardiorama_title=Mine Without Limits
iae2953_sign_mining_rightdiorama_body=Mining takes more than might. Every deposit is different and a wide range of factors - including its mass, instability and resistance - must be considered to avoid a catastrophic explosion. While technology helps assess this important information, many love mining because it requires a strategic plan and a skillful, steady hand to get the job done right.
iae2953_sign_mining_rightdiorama_title=Unlimited Prospects
infopanel_error_message_01=Screen Disconnected
innerthought_Formup=Formation
innerthought_Hail=Hail
innerthought_ORIG_890Jump_Hangar_Close=Close Hangar Doors
innerthought_ORIG_890Jump_Hangar_Open=Open Hangar Doors
innerthought_accept=Accept
innerthought_acknowledge=Acknowledge
innerthought_chemline_level0=Level 0
innerthought_chemline_level1=Level 1
innerthought_chemline_level2=Level 2
innerthought_close=Close
innerthought_cry=Cry
innerthought_dance=Dance
innerthought_decline=Decline
innerthought_disperse=Disperse
innerthought_door_override_close=Force Close
innerthought_door_override_open=Force Open
innerthought_door_panel_close=Close Panel
innerthought_door_panel_open=Access Panel
innerthought_door_use_lever=Use Lever
innerthought_equip=Equip
innerthought_grimhex_elevator_bottom=Main Concourse
innerthought_grimhex_elevator_top=Landing Pads
innerthought_idris_bridge_lift_bridge=To Bridge
innerthought_idris_bridge_lift_calldescend=Call Elevator
innerthought_idris_bridge_lift_main_deck=To Main Deck
innerthought_idris_cargo_lift_cargo_room=To Cargo Room
innerthought_idris_cargo_lift_hangar=To Hangar
innerthought_inspect=Inspect
innerthought_levski_destination_borehole=To Borehole Station
innerthought_levski_destination_core=To Core
innerthought_levski_destination_customs=To Customs
innerthought_levski_destination_garage_1=garage 1
innerthought_levski_destination_garage_2=garage 2
innerthought_levski_destination_garage_3=garage 3
innerthought_levski_destination_garage_4=garage 4
innerthought_levski_destination_garage_5=garage 5
innerthought_levski_destination_hangar_1=Hangar 1
innerthought_levski_destination_hangar_2=Hangar 2
innerthought_levski_destination_hangar_3=Hangar 3
innerthought_levski_destination_hangar_4=Hangar 4
innerthought_levski_destination_landing_pads=To Landing Pads
innerthought_levski_destination_top_loby=To Top Lobby
innerthought_levski_hangars_call=Call
innerthought_levski_hangars_floorhangar=HANGAR
innerthought_levski_hangars_floorlobby=LOBBY
innerthought_levski_hangars_sendtohangar01=To Hangar 01
innerthought_levski_hangars_sendtohangar02=To Hangar 02
innerthought_levski_hangars_sendtohangar03=To Hangar 03
innerthought_levski_hangars_sendtohangar04=To Hangar 04
innerthought_levski_hangars_sendtolobby=To Lobby
innerthought_levski_hangars_waypoint=WAYPOINT
innerthought_levski_interior_callascend=Go Up
innerthought_levski_interior_calldescend=Go Down
innerthought_levski_interior_floorlobbybottom=GRAND BARTER
innerthought_levski_interior_floorlobbytop=HABITATION AND HANGARS?
innerthought_levski_interior_floorsurface=SURFACE
innerthought_levski_interior_sendtolobbybottom=To Grand Barter
innerthought_levski_interior_sendtolobbytop=To Habitations and Hangars
innerthought_levski_interior_sendtosurface=To Surface
innerthought_levski_requestlanding=Request Landing
innerthought_levski_requestlanding_cancel=Cancel
innerthought_levski_requesttakeoff=Request Takeoff
innerthought_levski_requesttakeoff_cancel=Cancel
innerthought_lift_ORIG_890Jump_Crew=Crew Deck
innerthought_lift_ORIG_890Jump_Engineering=Engineering
innerthought_lift_ORIG_890Jump_EscapeRaft=Escape Raft
innerthought_lift_ORIG_890Jump_Foyer=Floor 02 - Foyer, Bar & Dining
innerthought_lift_ORIG_890Jump_Hangar=Floor 00 - Hangar Access
innerthought_lift_ORIG_890Jump_Kitchen=Floor 00 - Crew Kitchen
innerthought_lift_ORIG_890Jump_Spa=Floor 01 - Spa & Pool
innerthought_lift_ORIG_890Jump_Turret1=Turret Access
innerthought_lift_ORIG_890Jump_Turret2=Hangar Access
innerthought_lift_lower_deck=Lower Deck
innerthought_lift_top_deck=Top Deck
innerthought_open=Open
innerthought_taunt=Taunt
input_glue_icontoicon=+
input_glue_icontotext=+ 
input_glue_texttoicon= +
input_glue_texttotext= + 
input_key_controlPad_a=A
input_key_controlPad_b=B
input_key_controlPad_back=Back
input_key_controlPad_dpadDown=Down (D-pad)
input_key_controlPad_dpadLeft=Left (D-pad)
input_key_controlPad_dpadRight=Right (D-pad)
input_key_controlPad_dpadUp=Up (D-pad)
input_key_controlPad_noDefault= [ NOT SET ]
input_key_controlPad_shoulderLeft=Left Shoulder Button
input_key_controlPad_shoulderRight=Right Shoulder Button
input_key_controlPad_start=Start
input_key_controlPad_thumbstickLeftButton=Left Thumb Stick (Button)
input_key_controlPad_thumbstickLeftDown=Down (Left Thumb Stick)
input_key_controlPad_thumbstickLeftLeft=Left (Left Thumb Stick)
input_key_controlPad_thumbstickLeftRight=Right (Left Thumb Stick)
input_key_controlPad_thumbstickLeftUp=Up (Left Thumb Stick)
input_key_controlPad_thumbstickLeftXAxis=X-Axis (Left Thumb Stick)
input_key_controlPad_thumbstickLeftYAxis=Y-Axis (Left Thumb Stick)
input_key_controlPad_thumbstickRightButton=Right Thumb Stick (Button)
input_key_controlPad_thumbstickRightDown=Down (Right Thumb Stick)
input_key_controlPad_thumbstickRightLeft=Left (Right Thumb Stick)
input_key_controlPad_thumbstickRightRight=Right (Right Thumb Stick)
input_key_controlPad_thumbstickRightUp=Up (Right Thumb Stick)
input_key_controlPad_thumbstickRightXAxis=X-Axis (Right Thumb Stick)
input_key_controlPad_thumbstickRightYAxis=Y-Axis (Right Thumb Stick)
input_key_controlPad_triggerLeft=Left Trigger
input_key_controlPad_triggerLeftButton=Left Trigger
input_key_controlPad_triggerLeftRightButton=Left and Right Trigger
input_key_controlPad_triggerRight=Right Trigger
input_key_controlPad_triggerRightButton=Right Trigger
input_key_controlPad_x=X
input_key_controlPad_y=Y
input_key_joystick1_button1=Button 1
input_key_joystick1_button10=Button 10
input_key_joystick1_button11=Button 11
input_key_joystick1_button12=Button 12
input_key_joystick1_button13=Button 13
input_key_joystick1_button14=Button 14
input_key_joystick1_button15=Button 15
input_key_joystick1_button16=Button 16
input_key_joystick1_button17=Button 17
input_key_joystick1_button18=Button 18
input_key_joystick1_button19=Button 19
input_key_joystick1_button2=Button 2
input_key_joystick1_button20=Button 20
input_key_joystick1_button21=Button 21
input_key_joystick1_button22=Button 22
input_key_joystick1_button23=Button 23
input_key_joystick1_button24=Button 24
input_key_joystick1_button25=Button 25
input_key_joystick1_button26=Button 26
input_key_joystick1_button27=Button 27
input_key_joystick1_button28=Button 28
input_key_joystick1_button29=Button 29
input_key_joystick1_button3=Button 3
input_key_joystick1_button30=Button 30
input_key_joystick1_button31=Button 31
input_key_joystick1_button32=Button 32
input_key_joystick1_button33=Button 33
input_key_joystick1_button34=Button 34
input_key_joystick1_button35=Button 35
input_key_joystick1_button36=Button 36
input_key_joystick1_button37=Button 37
input_key_joystick1_button38=Button 38
input_key_joystick1_button39=Button 39
input_key_joystick1_button4=Button 4
input_key_joystick1_button40=Button 40
input_key_joystick1_button41=Button 41
input_key_joystick1_button42=Button 42
input_key_joystick1_button43=Button 43
input_key_joystick1_button44=Button 44
input_key_joystick1_button45=Button 45
input_key_joystick1_button46=Button 46
input_key_joystick1_button47=Button 47
input_key_joystick1_button48=Button 48
input_key_joystick1_button49=Button 49
input_key_joystick1_button5=Button 5
input_key_joystick1_button50=Button 50
input_key_joystick1_button6=Button 6
input_key_joystick1_button7=Button 7
input_key_joystick1_button8=Button 8
input_key_joystick1_button9=Button 9
input_key_joystick1_hat1Down=Down (Hat 1)
input_key_joystick1_hat1Left=Left (Hat 1)
input_key_joystick1_hat1Right=Right (Hat 1)
input_key_joystick1_hat1Up=Up (Hat 1)
input_key_joystick1_hat2Down=Down (Hat 2)
input_key_joystick1_hat2Left=Left (Hat 2)
input_key_joystick1_hat2Right=Right (Hat 2)
input_key_joystick1_hat2Up=Up (Hat 2)
input_key_joystick1_hat3Down=Down (Hat 3)
input_key_joystick1_hat3Left=Left (Hat 3)
input_key_joystick1_hat3Right=Right (Hat 3)
input_key_joystick1_hat3Up=Up (Hat 3)
input_key_joystick1_hat4Down=Down (Hat 4)
input_key_joystick1_hat4Left=Left (Hat 4)
input_key_joystick1_hat4Right=Right (Hat 4)
input_key_joystick1_hat4Up=Up (Hat 4)
input_key_joystick1_slider1=Slider 1
input_key_joystick1_slider2=Slider 2
input_key_joystick1_throttleAxis=Throttle Axis
input_key_joystick1_xAxis=X-Axis
input_key_joystick1_xRotation=X-Axis Rotation
input_key_joystick1_yAxis=Y-Axis
input_key_joystick1_yRotation=Y-Axis Rotation
input_key_joystick1_zAxis=Z-Axis
input_key_joystick1_zRotation=Z-Axis Rotation
input_key_joystick2_button1=Button 1 (Input 2)
input_key_joystick2_button10=Button 10 (Input 2)
input_key_joystick2_button11=Button 11 (Input 2)
input_key_joystick2_button12=Button 12 (Input 2)
input_key_joystick2_button13=Button 13 (Input 2)
input_key_joystick2_button14=Button 14 (Input 2)
input_key_joystick2_button15=Button 15 (Input 2)
input_key_joystick2_button16=Button 16 (Input 2)
input_key_joystick2_button17=Button 17 (Input 2)
input_key_joystick2_button18=Button 18 (Input 2)
input_key_joystick2_button19=Button 19 (Input 2)
input_key_joystick2_button2=Button 2 (Input 2)
input_key_joystick2_button20=Button 20 (Input 2)
input_key_joystick2_button21=Button 21 (Input 2)
input_key_joystick2_button22=Button 22 (Input 2)
input_key_joystick2_button23=Button 23 (Input 2)
input_key_joystick2_button24=Button 24 (Input 2)
input_key_joystick2_button25=Button 25 (Input 2)
input_key_joystick2_button26=Button 26 (Input 2)
input_key_joystick2_button27=Button 27 (Input 2)
input_key_joystick2_button28=Button 28 (Input 2)
input_key_joystick2_button29=Button 29 (Input 2)
input_key_joystick2_button3=Button 3 (Input 2)
input_key_joystick2_button30=Button 30 (Input 2)
input_key_joystick2_button31=Button 31 (Input 2)
input_key_joystick2_button32=Button 32 (Input 2)
input_key_joystick2_button33=Button 33 (Input 2)
input_key_joystick2_button34=Button 34 (Input 2)
input_key_joystick2_button35=Button 35 (Input 2)
input_key_joystick2_button36=Button 36 (Input 2)
input_key_joystick2_button37=Button 37 (Input 2)
input_key_joystick2_button38=Button 38 (Input 2)
input_key_joystick2_button39=Button 39 (Input 2)
input_key_joystick2_button4=Button 4 (Input 2)
input_key_joystick2_button40=Button 40 (Input 2)
input_key_joystick2_button41=Button 41 (Input 2)
input_key_joystick2_button42=Button 42 (Input 2)
input_key_joystick2_button43=Button 43 (Input 2)
input_key_joystick2_button44=Button 44 (Input 2)
input_key_joystick2_button45=Button 45 (Input 2)
input_key_joystick2_button46=Button 46 (Input 2)
input_key_joystick2_button47=Button 47 (Input 2)
input_key_joystick2_button48=Button 48 (Input 2)
input_key_joystick2_button49=Button 49 (Input 2)
input_key_joystick2_button5=Button 5 (Input 2)
input_key_joystick2_button50=Button 50 (Input 2)
input_key_joystick2_button6=Button 6 (Input 2)
input_key_joystick2_button7=Button 7 (Input 2)
input_key_joystick2_button8=Button 8 (Input 2)
input_key_joystick2_button9=Button 9 (Input 2)
input_key_joystick2_hat1Down=Down (Hat 1) - (Input 2)
input_key_joystick2_hat1Left=Left (Hat 1) - (Input 2)
input_key_joystick2_hat1Right=Right (Hat 1) - (Input 2)
input_key_joystick2_hat1Up=Up (Hat 1) - (Input 2)
input_key_joystick2_hat2Down=Down (Hat 2) - (Input 2)
input_key_joystick2_hat2Left=Left (Hat 2) - (Input 2)
input_key_joystick2_hat2Right=Right (Hat 2) - (Input 2)
input_key_joystick2_hat2Up=Up (Hat 2) - (Input 2)
input_key_joystick2_hat3Down=Down (Hat 3) - (Input 2)
input_key_joystick2_hat3Left=Left (Hat 3) - (Input 2)
input_key_joystick2_hat3Right=Right (Hat 3) - (Input 2)
input_key_joystick2_hat3Up=Up (Hat 3) - (Input 2)
input_key_joystick2_hat4Down=Down (Hat 4) - (Input 2)
input_key_joystick2_hat4Left=Left (Hat 4) - (Input 2)
input_key_joystick2_hat4Right=Right (Hat 4) - (Input 2)
input_key_joystick2_hat4Up=Up (Hat 4) - (Input 2)
input_key_joystick2_slider1=Slider 1 (Input 2)
input_key_joystick2_slider2=Slider 2 (Input 2)
input_key_joystick2_throttleAxis=Throttle Axis (Input 2)
input_key_joystick2_xAxis=X-Axis (Input 2)
input_key_joystick2_xRotation=X-Axis Rotation (Input 2)
input_key_joystick2_yAxis=Y-Axis (Input 2)
input_key_joystick2_yRotation=Y-Axis Rotation (Input 2)
input_key_joystick2_zAxis=Z-Axis (Input 2)
input_key_joystick2_zRotation=Z-Axis Rotation (Input 2)
input_key_joystick3_button1=Button 1 (Input 3)
input_key_joystick3_button10=Button 10 (Input 3)
input_key_joystick3_button11=Button 11 (Input 3)
input_key_joystick3_button12=Button 12 (Input 3)
input_key_joystick3_button13=Button 13 (Input 3)
input_key_joystick3_button14=Button 14 (Input 3)
input_key_joystick3_button15=Button 15 (Input 3)
input_key_joystick3_button16=Button 16 (Input 3)
input_key_joystick3_button17=Button 17 (Input 3)
input_key_joystick3_button18=Button 18 (Input 3)
input_key_joystick3_button19=Button 19 (Input 3)
input_key_joystick3_button2=Button 2 (Input 3)
input_key_joystick3_button20=Button 20 (Input 3)
input_key_joystick3_button21=Button 21 (Input 3)
input_key_joystick3_button22=Button 22 (Input 3)
input_key_joystick3_button23=Button 23 (Input 3)
input_key_joystick3_button24=Button 24 (Input 3)
input_key_joystick3_button25=Button 25 (Input 3)
input_key_joystick3_button26=Button 26 (Input 3)
input_key_joystick3_button27=Button 27 (Input 3)
input_key_joystick3_button28=Button 28 (Input 3)
input_key_joystick3_button29=Button 29 (Input 3)
input_key_joystick3_button3=Button 3 (Input 3)
input_key_joystick3_button30=Button 30 (Input 3)
input_key_joystick3_button31=Button 31 (Input 3)
input_key_joystick3_button32=Button 32 (Input 3)
input_key_joystick3_button33=Button 33 (Input 3)
input_key_joystick3_button34=Button 34 (Input 3)
input_key_joystick3_button35=Button 35 (Input 3)
input_key_joystick3_button36=Button 36 (Input 3)
input_key_joystick3_button37=Button 37 (Input 3)
input_key_joystick3_button38=Button 38 (Input 3)
input_key_joystick3_button39=Button 39 (Input 3)
input_key_joystick3_button4=Button 4 (Input 3)
input_key_joystick3_button40=Button 40 (Input 3)
input_key_joystick3_button41=Button 41 (Input 3)
input_key_joystick3_button42=Button 42 (Input 3)
input_key_joystick3_button43=Button 43 (Input 3)
input_key_joystick3_button44=Button 44 (Input 3)
input_key_joystick3_button45=Button 45 (Input 3)
input_key_joystick3_button46=Button 46 (Input 3)
input_key_joystick3_button47=Button 47 (Input 3)
input_key_joystick3_button48=Button 48 (Input 3)
input_key_joystick3_button49=Button 49 (Input 3)
input_key_joystick3_button5=Button 5 (Input 3)
input_key_joystick3_button50=Button 50 (Input 3)
input_key_joystick3_button6=Button 6 (Input 3)
input_key_joystick3_button7=Button 7 (Input 3)
input_key_joystick3_button8=Button 8 (Input 3)
input_key_joystick3_button9=Button 9 (Input 3)
input_key_joystick3_hat1Down=Down (Hat 1) - (Input 3)
input_key_joystick3_hat1Left=Left (Hat 1) - (Input 3)
input_key_joystick3_hat1Right=Right (Hat 1) - (Input 3)
input_key_joystick3_hat1Up=Up (Hat 1) - (Input 3)
input_key_joystick3_hat2Down=Down (Hat 2) - (Input 3)
input_key_joystick3_hat2Left=Left (Hat 2) - (Input 3)
input_key_joystick3_hat2Right=Right (Hat 2) - (Input 3)
input_key_joystick3_hat2Up=Up (Hat 2) - (Input 3)
input_key_joystick3_hat3Down=Down (Hat 3) - (Input 3)
input_key_joystick3_hat3Left=Left (Hat 3) - (Input 3)
input_key_joystick3_hat3Right=Right (Hat 3) - (Input 3)
input_key_joystick3_hat3Up=Up (Hat 3) - (Input 3)
input_key_joystick3_hat4Down=Down (Hat 4) - (Input 3)
input_key_joystick3_hat4Left=Left (Hat 4) - (Input 3)
input_key_joystick3_hat4Right=Right (Hat 4) - (Input 3)
input_key_joystick3_hat4Up=Up (Hat 4) - (Input 3)
input_key_joystick3_slider1=Slider 1 (Input 3)
input_key_joystick3_slider2=Slider 2 (Input 3)
input_key_joystick3_throttleAxis=Throttle Axis (Input 3)
input_key_joystick3_xAxis=X-Axis (Input 3)
input_key_joystick3_xRotation=X-Axis Rotation (Input 3)
input_key_joystick3_yAxis=Y-Axis (Input 3)
input_key_joystick3_yRotation=Y-Axis Rotation (Input 3)
input_key_joystick3_zAxis=Z-Axis (Input 3)
input_key_joystick3_zRotation=Z-Axis Rotation (Input 3)
input_key_joystick4_button1=Button 1 (Input 4)
input_key_joystick4_button10=Button 10 (Input 4)
input_key_joystick4_button11=Button 11 (Input 4)
input_key_joystick4_button12=Button 12 (Input 4)
input_key_joystick4_button13=Button 13 (Input 4)
input_key_joystick4_button14=Button 14 (Input 4)
input_key_joystick4_button15=Button 15 (Input 4)
input_key_joystick4_button16=Button 16 (Input 4)
input_key_joystick4_button17=Button 17 (Input 4)
input_key_joystick4_button18=Button 18 (Input 4)
input_key_joystick4_button19=Button 19 (Input 4)
input_key_joystick4_button2=Button 2 (Input 4)
input_key_joystick4_button20=Button 20 (Input 4)
input_key_joystick4_button21=Button 21 (Input 4)
input_key_joystick4_button22=Button 22 (Input 4)
input_key_joystick4_button23=Button 23 (Input 4)
input_key_joystick4_button24=Button 24 (Input 4)
input_key_joystick4_button25=Button 25 (Input 4)
input_key_joystick4_button26=Button 26 (Input 4)
input_key_joystick4_button27=Button 27 (Input 4)
input_key_joystick4_button28=Button 28 (Input 4)
input_key_joystick4_button29=Button 29 (Input 4)
input_key_joystick4_button3=Button 3 (Input 4)
input_key_joystick4_button30=Button 30 (Input 4)
input_key_joystick4_button31=Button 31 (Input 4)
input_key_joystick4_button32=Button 32 (Input 4)
input_key_joystick4_button33=Button 33 (Input 4)
input_key_joystick4_button34=Button 34 (Input 4)
input_key_joystick4_button35=Button 35 (Input 4)
input_key_joystick4_button36=Button 36 (Input 4)
input_key_joystick4_button37=Button 37 (Input 4)
input_key_joystick4_button38=Button 38 (Input 4)
input_key_joystick4_button39=Button 39 (Input 4)
input_key_joystick4_button4=Button 4 (Input 4)
input_key_joystick4_button40=Button 40 (Input 4)
input_key_joystick4_button41=Button 41 (Input 4)
input_key_joystick4_button42=Button 42 (Input 4)
input_key_joystick4_button43=Button 43 (Input 4)
input_key_joystick4_button44=Button 44 (Input 4)
input_key_joystick4_button45=Button 45 (Input 4)
input_key_joystick4_button46=Button 46 (Input 4)
input_key_joystick4_button47=Button 47 (Input 4)
input_key_joystick4_button48=Button 48 (Input 4)
input_key_joystick4_button49=Button 49 (Input 4)
input_key_joystick4_button5=Button 5 (Input 4)
input_key_joystick4_button50=Button 50 (Input 4)
input_key_joystick4_button6=Button 6 (Input 4)
input_key_joystick4_button7=Button 7 (Input 4)
input_key_joystick4_button8=Button 8 (Input 4)
input_key_joystick4_button9=Button 9 (Input 4)
input_key_joystick4_hat1Down=Down (Hat 1) - (Input 4)
input_key_joystick4_hat1Left=Left (Hat 1) - (Input 4)
input_key_joystick4_hat1Right=Right (Hat 1) - (Input 4)
input_key_joystick4_hat1Up=Up (Hat 1) - (Input 4)
input_key_joystick4_hat2Down=Down (Hat 2) - (Input 4)
input_key_joystick4_hat2Left=Left (Hat 2) - (Input 4)
input_key_joystick4_hat2Right=Right (Hat 2) - (Input 4)
input_key_joystick4_hat2Up=Up (Hat 2) - (Input 4)
input_key_joystick4_hat3Down=Down (Hat 3) - (Input 4)
input_key_joystick4_hat3Left=Left (Hat 3) - (Input 4)
input_key_joystick4_hat3Right=Right (Hat 3) - (Input 4)
input_key_joystick4_hat3Up=Up (Hat 3) - (Input 4)
input_key_joystick4_hat4Down=Down (Hat 4) - (Input 4)
input_key_joystick4_hat4Left=Left (Hat 4) - (Input 4)
input_key_joystick4_hat4Right=Right (Hat 4) - (Input 4)
input_key_joystick4_hat4Up=Up (Hat 4) - (Input 4)
input_key_joystick4_slider1=Slider 1 (Input 4)
input_key_joystick4_slider2=Slider 2 (Input 4)
input_key_joystick4_throttleAxis=Throttle Axis (Input 4)
input_key_joystick4_xAxis=X-Axis (Input 4)
input_key_joystick4_xRotation=X-Axis Rotation (Input 4)
input_key_joystick4_yAxis=Y-Axis (Input 4)
input_key_joystick4_yRotation=Y-Axis Rotation (Input 4)
input_key_joystick4_zAxis=Z-Axis (Input 4)
input_key_joystick4_zRotation=Z-Axis Rotation (Input 4)
input_key_joystick_noDefault= [ NOT SET ]
input_key_keyboard_a=A
input_key_keyboard_arrowDown=Down Arrow
input_key_keyboard_arrowLeft=Left Arrow
input_key_keyboard_arrowRight=Right Arrow
input_key_keyboard_arrowUp=Up Arrow
input_key_keyboard_b=B
input_key_keyboard_backslash=\
input_key_keyboard_backspace=Backspace
input_key_keyboard_bulletpoint,P=•
input_key_keyboard_c=C
input_key_keyboard_capslock=Capslock
input_key_keyboard_colon=;
input_key_keyboard_colon2,P=:
input_key_keyboard_comma=,
input_key_keyboard_d=D
input_key_keyboard_delete=Delete
input_key_keyboard_e=E
input_key_keyboard_end=End
input_key_keyboard_enter=Return
input_key_keyboard_equals==
input_key_keyboard_escape=Esc
input_key_keyboard_f=F
input_key_keyboard_f1=F1
input_key_keyboard_f10=F10
input_key_keyboard_f11=F11
input_key_keyboard_f12=F12
input_key_keyboard_f2=F2
input_key_keyboard_f3=F3
input_key_keyboard_f4=F4
input_key_keyboard_f5=F5
input_key_keyboard_f6=F6
input_key_keyboard_f7=F7
input_key_keyboard_f8=F8
input_key_keyboard_f9=F9
input_key_keyboard_g=G
input_key_keyboard_h=H
input_key_keyboard_home=Home
input_key_keyboard_i=I
input_key_keyboard_insert=Insert
input_key_keyboard_j=J
input_key_keyboard_k=K
input_key_keyboard_l=L
input_key_keyboard_leftAlt=Left Alt
input_key_keyboard_leftAlt_short=L-Alt
input_key_keyboard_leftBracket=[
input_key_keyboard_leftCtrl=Left Ctrl
input_key_keyboard_leftCtrl_short=L-Ctrl
input_key_keyboard_leftParenthesis,P=(
input_key_keyboard_leftShift=Left Shift
input_key_keyboard_leftShift_short=L-Shift
input_key_keyboard_m=M
input_key_keyboard_minus=-
input_key_keyboard_n=N
input_key_keyboard_numlock=NumLock
input_key_keyboard_numpad0=Numpad 0
input_key_keyboard_numpad1=Numpad 1
input_key_keyboard_numpad2=Numpad 2
input_key_keyboard_numpad3=Numpad 3
input_key_keyboard_numpad4=Numpad 4
input_key_keyboard_numpad5=Numpad 5
input_key_keyboard_numpad6=Numpad 6
input_key_keyboard_numpad7=Numpad 7
input_key_keyboard_numpad8=Numpad 8
input_key_keyboard_numpad9=Numpad 9
input_key_keyboard_numpadAdd=Numpad +
input_key_keyboard_numpadDivide=Numpad /
input_key_keyboard_numpadEnter=Numpad Enter
input_key_keyboard_numpadMultiply=Numpad *
input_key_keyboard_numpadPeriod=Numpad .
input_key_keyboard_numpadSubtract=Numpad -
input_key_keyboard_o=O
input_key_keyboard_p=P
input_key_keyboard_pause=Pause
input_key_keyboard_period=.
input_key_keyboard_pgdn=Page Down
input_key_keyboard_pgup=Page Up
input_key_keyboard_print=Print Screen
input_key_keyboard_q=Q
input_key_keyboard_r=R
input_key_keyboard_rightAlt=Right Alt
input_key_keyboard_rightAlt_short=R-Alt
input_key_keyboard_rightBracket=]
input_key_keyboard_rightCtrl=Right Ctrl
input_key_keyboard_rightCtrl_short=R-Ctrl
input_key_keyboard_rightParenthesis,P=)
input_key_keyboard_rightShift=Right Shift
input_key_keyboard_rightShift_short=R-Shift
input_key_keyboard_s=S
input_key_keyboard_scrolllock=Scroll Lock
input_key_keyboard_slash=/
input_key_keyboard_space=Spacebar
input_key_keyboard_space_short=Space
input_key_keyboard_t=T
input_key_keyboard_tab=Tab
input_key_keyboard_u=U
input_key_keyboard_underline=_
input_key_keyboard_v=V
input_key_keyboard_w=W
input_key_keyboard_x=X
input_key_keyboard_y=Y
input_key_keyboard_z=Z
input_key_mouse_button1=Button 1 (mouse)
input_key_mouse_button10=Button 10 (mouse)
input_key_mouse_button12=Button 1 (mouse) and Button 2 (mouse)
input_key_mouse_button2=Button 2 (mouse)
input_key_mouse_button3=Button 3 (mouse)
input_key_mouse_button4=Button 4 (mouse)
input_key_mouse_button5=Button 5 (mouse)
input_key_mouse_button6=Button 6 (mouse)
input_key_mouse_button7=Button 7 (mouse)
input_key_mouse_button8=Button 8 (mouse)
input_key_mouse_button9=Button 9 (mouse)
input_key_mouse_wheelDown=Mouse Wheel Down
input_key_mouse_wheelUp=Mouse Wheel Up
input_key_mouse_xAxis=X-Axis (mouse)
input_key_mouse_yAxis=Y-Axis (mouse)
input_key_mouse_zAxis=Mouse Wheel
input_unbound_action=UNBOUND ACTION %s
input_unbound_short=Unbound
install_confirm2=Please select the action you would like to perform
interaction_carry=Carry
interaction_carry_lowered=Carry Lowered
interaction_close=Close
interaction_comms_tap_gainAccess=Tap Comms
interaction_condition_InProne=Exit Prone
interaction_condition_InUseByAnother=Currently in Use. Try Again Later.
interaction_condition_InZeroG=Not Possible in Zero-G
interaction_condition_NotInReach=Out of Reach
interaction_condition_armAndProneLock=Injured Limbs
interaction_condition_armLock=Injured Arms
interaction_condition_attachToArmour_slotsFull=All Slots Full
interaction_condition_automaticStore_backpack=Auto-store Backpack
interaction_condition_automaticStore_weaponsBack=Auto-store Primary Weapons
interaction_condition_canStore=Storing is Unavailable
interaction_condition_cannot_remove=Cannot Remove
interaction_condition_deliveryVolatileCargoBox_ejectBeforeCarry=Cannot Remove While Closed
interaction_condition_dropItem_inGreenZone=In Armistice Zone
interaction_condition_dropItem_tooManyLocalItems=Area Too Cluttered
interaction_condition_dropItem_uncarryable=Only carryable items may be dropped.
interaction_condition_dropItem_unequipOtherWornItems=Unequip Attached Wearables
interaction_condition_enterGurneyMoving=Gurney Must Be Stationary
interaction_condition_equipArmorArms_wearingArms=Unequip Current Arm Armor
interaction_condition_equipArmorCore_wearingCore=Unequip Current Torso Armor
interaction_condition_equipArmorLegs_wearingLegs=Unequip Current Leg Armor
interaction_condition_equipArmor_NoItemPortMatch=Not Compatible
interaction_condition_equipArmor_noUndersuit_flightsuit=Flightsuit Required
interaction_condition_equipArmour_noUndersuit=Undersuit Required
interaction_condition_equipBackpack_wearingBackpack=Unequip Current Backpack
interaction_condition_equipClothingEyewear_wearingEyewear=Unequip Current Eyewear
interaction_condition_equipClothingFeet_wearingFeet=Unequip Current Footwear
interaction_condition_equipClothingHands_wearingHands=Unequip Current Gloves
interaction_condition_equipClothingHead_wearingHeadwear=Unequip Current Headwear
interaction_condition_equipClothingLegs_wearingLegs=Unequip Current Legwear
interaction_condition_equipClothingTorso0_wearingTorso0=Unequip Current Shirt
interaction_condition_equipClothingTorso1_wearingTorso1=Unequip Current Outerwear
interaction_condition_equipClothing_wearingArmour=Unequip All Armor & Undersuits
interaction_condition_equipEnvironmentSuit_wearingArmour=Unequip All Armor
interaction_condition_equipEnvironmentSuit_wearingEnvironmentSuit=Unequip Environment Suit
interaction_condition_equipHeavyBackpack_noTorsoArmour=Hvy. Core Armor Required
interaction_condition_equipHelmet_noUndersuit=Undersuit Required
interaction_condition_equipHelmet_wearingHelmet=Unequip Current Helmet
interaction_condition_equipLightBackpack_noTorsoArmour=Core Armor Required
interaction_condition_equipMediumBackpack_noTorsoArmour=Mdm. / Hvy. Core Armor Required
interaction_condition_equipUndersuit_wearingArmour=Unequip All Armor
interaction_condition_equipUndersuit_wearingClothing=Unequip Current Clothing
interaction_condition_equipUndersuit_wearingUndersuit=Unequip Current Undersuit
interaction_condition_exitSeat=Exit Seat
interaction_condition_heavy_armor=Remove heavy armor
interaction_condition_helmet_oneAtATime=Remove Current Helmet
interaction_condition_helmetless=Remove helmet
interaction_condition_liftOtherOntoGurneyMoving=Gurney Must Be Stationary
interaction_condition_liftOtherOntoMedBed_Dead=Patient Is Dead
interaction_condition_liftOtherOntoMedBed_NPC,P=Unauthorized User
interaction_condition_proneLock=Injured Legs
interaction_condition_seatedItemRestrictions_backpack=Unequip Backpack
interaction_condition_seatedItemRestrictions_heldItem=Held Item
interaction_condition_seatedItemRestrictions_weaponsBack=Remove Primary Weapons
interaction_condition_seatedItemRestrictions_weaponsBack_shoulder=Remove Large Weapon
interaction_condition_seatedItemRestrictions_weaponsBack_stocked=Remove Stocked Weapon
interaction_condition_standing=Stand up
interaction_condition_tooHeavyToCarry=Too Heavy to Pick Up
interaction_customize=Customize
interaction_drag_other_into_bed=Place Body Into Bed
interaction_drink=Drink
interaction_drop=Drop
interaction_equip=Equip
interaction_equip_helmet=Equip Helmet
interaction_equip_outfit=Equip Outfit
interaction_getup=Get Up
interaction_grab=Grab
interaction_grip=Grip
interaction_hang_onto_hanger=Hang
interaction_hang_outfit_onto_hanger=Hang All
interaction_helmet_hipAttach=Attach
interaction_holster=Holster
interaction_lean=Lean
interaction_liedown=Lie Down
interaction_liedown_top=Lie Down Top
interaction_loot=Loot
interaction_makecoffee=Make Coffee
interaction_open=Open
interaction_open_storage=Open Storage
interaction_order=Order
interaction_pet=Pet
interaction_pickup=Pick Up
interaction_place=Place
interaction_prime=Prime
interaction_push=Push
interaction_release=Release
interaction_restraints_restrain=Restrain
interaction_restraints_unrestrain=Unrestrain
interaction_sit=Sit
interaction_situp=Sit Upright
interaction_sleep=Sleep
interaction_store=Store
interaction_stow=Stow
interaction_swap=Swap
interaction_swap_outfit=Swap Outfit
interaction_toggleEquipHelmet=Toggle Equip Helmet
interaction_togglelights,P=Toggle Lights
interaction_unequiphelmet=Unequip Helmet 
interaction_unprime=Reset
interaction_vanity,P=Vanity
interaction_wash,P=Wash
interiormap_common_admin_office=Admin Office
interiormap_common_bounty_office=Bounty Office
interiormap_common_drug_lab=Drug Lab
interiormap_common_elevator=Elevator
interiormap_common_fine_payment_system=Fine Payment System
interiormap_common_floor_dynamic=Floor %d
interiormap_common_hangar_acess=Hangar Access
interiormap_common_outsourcing_office=Outsourcing Office
interiormap_common_shop_bar=Bar
interiormap_common_shop_clothing=Clothing Shop
interiormap_common_shop_commercial_industrial_goods=Commercial & Industrial Goods
interiormap_common_shop_commodity=Commodities
interiormap_common_shop_courier=Courier
interiormap_common_shop_customs_and_information=Customs and Information
interiormap_common_shop_deal_market=New Deal Vehicle Dealership
interiormap_common_shop_disposal=Reclamation & Disposal
interiormap_common_shop_food_drinks=Food & Drinks
interiormap_common_shop_lost_found=Lost & Found
interiormap_common_shop_ship_part=Ship Parts
interiormap_common_shop_ship_rentals=Ship Rentals
interiormap_common_shop_tdd=Trade & Development Division
interiormap_common_shop_weapon=Weapon Retailer
interiormap_common_showroom=Showroom
interiormap_common_souvenir_shop=Souvenir Shop
interiormap_common_space_port=Spaceport
interiormap_common_transfers_market=Transfers Commodity Exchange
interiormap_common_transit=Transit
interiormap_common_unnamed_area=Unnamed Area
interiormap_common_unnamed_pin=Unnamed Pin
interiormap_common_zone_dynamic=Zone %d
invictus_Javelin_Docking=Docking
itemDescARMR_ARGO_MPUV,P=Argo MPUV Ship Armor
itemDescFlair_Screwtop_Hipflask=Honoring the Interstellar Transport Guild, this screw-top hip flask offers the ideal way to slake your thirst wherever your travels take you.
itemNameARMR_ARGO_MPUV=Argo MPUV Ship Armor
itemNameFlair_Screwtop_Hipflask=ITG Flask
itemPort_Ammo=Ammo
itemPort_Armor_Arms=Armor (Arms)
itemPort_Armor_Helmet=Armor (Helmet)
itemPort_Armor_Legs=Armor (Legs)
itemPort_Armor_Torso=Armor (Torso)
itemPort_Armor_Undersuit=Undersuit
itemPort_BONE_ItemPort_Consumable_1=Sub-Item Slot 1
itemPort_BONE_ItemPort_Consumable_2=Sub-Item Slot 2
itemPort_BONE_ItemPort_Consumable_3=Sub-Item Slot 3
itemPort_BarrelSlot=Barrel Attachment
itemPort_CanisterSlot=Multi-Tool Attachment Canister
itemPort_Clothing_Feet=Footwear
itemPort_Clothing_Hands=Gloves
itemPort_Clothing_Legs=Legwear
itemPort_Clothing_Torso_0=Shirt
itemPort_Clothing_Torso_1=Jacket
itemPort_Eye_Accessories_ItemPort=Eyewear
itemPort_GunMount=Gun - Mount
itemPort_Hardpoint_Missiles_Top=Missile Rack
itemPort_Hardpoint_Weapon_Wing_S1_Left=Weapon - Left Wing 01
itemPort_Hardpoint_Weapon_Wing_S1_Right=Weapon - Right Wing
itemPort_Hardpoint_Weapon_Wing_Tip_S3_Left=Weapon - Left Wing 02
itemPort_Hat_ItemPort=Hat
itemPort_ModuleSlot=Multi-Tool Attachment
itemPort_NameNozzle=Nozzle
itemPort_OpticsSlot=Optics Attachment
itemPort_Ordinance=Ordnance
itemPort_Ordnance=Ordnance
itemPort_Paint=Liveries
itemPort_Slot=Weapon
itemPort_Sub_Item_Slot=Sub-Item Slot
itemPort_Torpedo=Torpedo Rack
itemPort_UnderbarrelSlot=Underbarrel Attachment
itemPort_ammo_box_01=Ammo Box 01
itemPort_ammo_box_02=Ammo Box 02
itemPort_backpack=Backpack
itemPort_barrel_attachment=Weapon Attachment (Barrel)
itemPort_bottom_attachment=Weapon Attachment (Bottom)
itemPort_category_armor=Armor
itemPort_category_avionics=Avionics
itemPort_category_clothing=Clothing
itemPort_category_defences=Defenses
itemPort_category_misc=Misc.
itemPort_category_propulsion=Propulsion
itemPort_category_systems=Systems
itemPort_category_technology=Technology
itemPort_category_undersuit=Undersuits
itemPort_category_utility=Utility
itemPort_category_weaponry=Vhcl. Wpns.
itemPort_category_weapons=Prsnl. Wpns.
itemPort_flair=Flair
itemPort_flashlight=Flashlight
itemPort_gadget_attach_1=Utility Item
itemPort_gadget_attach_2=Utility Item
itemPort_grenade_attach_1=Combat Throwable 1
itemPort_grenade_attach_2=Combat Throwable 2
itemPort_grenade_attach_3=Combat Throwable 3
itemPort_grenade_attach_4=Combat Throwable 4
itemPort_hardpoint_Left_Body_Weapon=Weapon - Left
itemPort_hardpoint_Left_Pylon_01=Missile Rack - Left
itemPort_hardpoint_Left_Pylon_02=Missile Rack - Left
itemPort_hardpoint_Left_Pylon_03=Missile Rack - Left
itemPort_hardpoint_Left_S3_Pylon=Missile Rack - Left
itemPort_hardpoint_Left_Wing_S03=Weapon - Left Inner Wing
itemPort_hardpoint_Left_Wing_Weapon=Weapon - Left Wing
itemPort_hardpoint_Left_Wingtip_S01=Weapon - Left Wingtip
itemPort_hardpoint_Right_Body_Weapon=Weapon - Right
itemPort_hardpoint_Right_Pylon_01=Missile Rack - Right
itemPort_hardpoint_Right_Pylon_02=Missile Rack - Right
itemPort_hardpoint_Right_Pylon_03=Missile Rack - Right
itemPort_hardpoint_Right_S3_Pylon=Missile Rack - Right
itemPort_hardpoint_Right_Wing_S3=Weapon - Right Inner Wing
itemPort_hardpoint_Right_Wing_Weapon=Weapon - Right Wing
itemPort_hardpoint_Right_Wingtip_S1=Weapon - Right Wingtip
itemPort_hardpoint_Spinal_S4=Weapon - Top
itemPort_hardpoint_Weapon_Nose_Left=Weapon - Left
itemPort_hardpoint_Weapon_Nose_Right=Weapon - Right
itemPort_hardpoint_Weapon_Wing_Top_Left=Weapon - Left Wing
itemPort_hardpoint_Weapon_Wing_Top_Right=Weapon - Right Wing
itemPort_hardpoint_blade_wing_left=Ramming Blade -
itemPort_hardpoint_blade_wing_right=Ramming Blade - Right
itemPort_hardpoint_class1_left_wing=Weapon - Left Wing
itemPort_hardpoint_class1_right_wing=Weapon - Right Wing
itemPort_hardpoint_class2_nose=Weapon - Nose
itemPort_hardpoint_class_1_left=Weapon - Left
itemPort_hardpoint_class_1_left_whisker=Weapon - Left Whisker
itemPort_hardpoint_class_1_right=Weapon - Right
itemPort_hardpoint_class_1_right_whisker=Weapon - Right Whisker
itemPort_hardpoint_class_2=Weapon
itemPort_hardpoint_class_2_left_wing=Weapon - Left Wing
itemPort_hardpoint_class_2_right_wing=Weapon - Right Wing
itemPort_hardpoint_class_3=Missile Rack
itemPort_hardpoint_class_3_left_bay_door=Missile Rack - Left
itemPort_hardpoint_class_3_left_bay_door_outer=Missile Rack - Left
itemPort_hardpoint_class_3_right_bay_door=Missile Rack - Right
itemPort_hardpoint_class_3_right_bay_door_outer=Missile Rack - Right
itemPort_hardpoint_class_4_center=Weapon - Center
itemPort_hardpoint_class_4_nose=Weapon - Nose
itemPort_hardpoint_cooler=Cooler
itemPort_hardpoint_cooler_01=Cooler - Left
itemPort_hardpoint_cooler_02=Cooler - Right
itemPort_hardpoint_cooler_03=Cooler - Center
itemPort_hardpoint_cooler_bottom=Cooler - Bottom
itemPort_hardpoint_cooler_left=Cooler - Left
itemPort_hardpoint_cooler_left_lower=Cooler - Left Lower
itemPort_hardpoint_cooler_left_upper=Cooler - Left Upper
itemPort_hardpoint_cooler_main=Cooler - Main
itemPort_hardpoint_cooler_right=Cooler - Right
itemPort_hardpoint_cooler_right_lower=Cooler - Right Lower
itemPort_hardpoint_cooler_right_upper=Cooler - Right Upper
itemPort_hardpoint_cooler_top=Cooler - Top
itemPort_hardpoint_front_turret=Weapon - Front
itemPort_hardpoint_gun_center=Weapon - Center
itemPort_hardpoint_gun_laser_bottom_left=Weapon - Left Bottom
itemPort_hardpoint_gun_laser_bottom_right=Weapon - Right Bottom
itemPort_hardpoint_gun_laser_top_left=Weapon - Left Nacelle
itemPort_hardpoint_gun_laser_top_right=Weapon - Right Nacelle
itemPort_hardpoint_gun_left=Weapon - Left
itemPort_hardpoint_gun_left_wing=Weapon - Left Wing
itemPort_hardpoint_gun_nose=Weapon - Nose
itemPort_hardpoint_gun_nose_left=Weapon - Nose Left
itemPort_hardpoint_gun_nose_right=Weapon - Nose Right
itemPort_hardpoint_gun_right=Weapon - Right
itemPort_hardpoint_gun_right_wing=Weapon - Right Wing
itemPort_hardpoint_gun_wing_left=Weapon - Left Wing
itemPort_hardpoint_gun_wing_right=Weapon - Right Wing
itemPort_hardpoint_left_wing_gun_mount=Weapon - Left Wing
itemPort_hardpoint_mining_laser=Mining Laser
itemPort_hardpoint_missile_left=Missile Rack - Left
itemPort_hardpoint_missile_left_wing=Missile Rack - Left Wing
itemPort_hardpoint_missile_rack_left=Missile Rack - Left
itemPort_hardpoint_missile_rack_right=Missile Rack - Right
itemPort_hardpoint_missile_rack_wing_left=Missile Rack - Left Wing
itemPort_hardpoint_missile_rack_wing_left_01=Missile Rack - Left Wing 01
itemPort_hardpoint_missile_rack_wing_left_02=Missile Rack - Left Wing 02
itemPort_hardpoint_missile_rack_wing_right=Missile Rack - Right Wing
itemPort_hardpoint_missile_rack_wing_right_01=Missile Rack - Right Wing 01
itemPort_hardpoint_missile_rack_wing_right_02=Missile Rack - Right Wing 02
itemPort_hardpoint_missile_right=Missile Rack - Right
itemPort_hardpoint_missile_right_wing=Missile Rack - Right Wing
itemPort_hardpoint_missilerack_left_wing_inner=Missile Rack - Left Wing 02
itemPort_hardpoint_missilerack_left_wing_outer=Missile Rack - Left Wing 01
itemPort_hardpoint_missilerack_right_wing_inner=Missile Rack - Right Wing 02
itemPort_hardpoint_missilerack_right_wing_outer=Missile Rack - Right Wing 01
itemPort_hardpoint_nose_gun=Weapon - Nose
itemPort_hardpoint_paint=Livery
itemPort_hardpoint_power_plant=Power Plant
itemPort_hardpoint_power_plant_02=Power Plant
itemPort_hardpoint_powerplant=Power Plant
itemPort_hardpoint_powerplant_01=Power Plant - 01
itemPort_hardpoint_powerplant_02=Power Plant - 02
itemPort_hardpoint_powerplant_03=Power Plant - 03
itemPort_hardpoint_powerplant_left=Power Plant - Left
itemPort_hardpoint_powerplant_middle=Power Plant - 01
itemPort_hardpoint_powerplant_rear=Power Plant - 02
itemPort_hardpoint_powerplant_rearleft=Power Plant - Left
itemPort_hardpoint_powerplant_rearright=Power Plant - Right
itemPort_hardpoint_powerplant_right=Power Plant - Right
itemPort_hardpoint_pylon_left=Missile Rack - Left
itemPort_hardpoint_pylon_right=Missile Rack - Right
itemPort_hardpoint_quantum_Drive=Quantum Drive
itemPort_hardpoint_rear_left_turret=Turret - Rear Left
itemPort_hardpoint_rear_right_turret=Turret - Rear Right
itemPort_hardpoint_remote_turret_bottom=Remote Turret
itemPort_hardpoint_remote_turret_front_left=Remote Turret
itemPort_hardpoint_remote_turret_front_right=Remote Turret
itemPort_hardpoint_remote_turret_rear_left=Remote Turret
itemPort_hardpoint_remote_turret_rear_right=Remote Turret
itemPort_hardpoint_remote_turret_top=Remote Turret
itemPort_hardpoint_right_wing_gun_mount=Weapon - Right Wing
itemPort_hardpoint_rocket_rack_wing_left=Rocket Pod - Left Wing
itemPort_hardpoint_rocket_rack_wing_right=Rocket Pod - Right Wing
itemPort_hardpoint_shield_generator=Shield Generator 
itemPort_hardpoint_shield_generator_001=Shield Generator 01
itemPort_hardpoint_shield_generator_002=Shield Generator 02
itemPort_hardpoint_shield_generator_01=Shield Generator
itemPort_hardpoint_shield_generator_02=Shield Generator 02
itemPort_hardpoint_shield_generator_03=Shield Generator 03
itemPort_hardpoint_shield_generator_A=Shield Generator 01
itemPort_hardpoint_shield_generator_B=Shield Generator 02
itemPort_hardpoint_shield_generator_C=Shield Generator 03
itemPort_hardpoint_shield_generator_D=Shield Generator 04
itemPort_hardpoint_shield_generator_left=Shield Generator - Left
itemPort_hardpoint_shield_generator_right=Shield Generator - Right
itemPort_hardpoint_shieldgenerator_left=Shield Generator - Left
itemPort_hardpoint_shieldgenerator_right=Shield Generator - Right
itemPort_hardpoint_sidecannon_left=Weapon - Nose Left
itemPort_hardpoint_sidecannon_right=Weapon - Nose Right
itemPort_hardpoint_size_4=Utility - Right Wing
itemPort_hardpoint_torpedo_back_left=Torpedo Rack - Back Left
itemPort_hardpoint_torpedo_back_right=Torpedo Rack - Back Right
itemPort_hardpoint_torpedo_front_left=Torpedo Rack - Front Left 01
itemPort_hardpoint_torpedo_front_left_02=Torpedo Rack - Front Left 02
itemPort_hardpoint_torpedo_front_right=Torpedo Rack - Front Right 01
itemPort_hardpoint_torpedo_front_right_02=Torpedo Rack - Front Right 02
itemPort_hardpoint_turret=Turret
itemPort_hardpoint_turret_left=Turret Weapon - Left
itemPort_hardpoint_turret_right=Turret Weapon - Right
itemPort_hardpoint_weapon_01=Weapon - Nose
itemPort_hardpoint_weapon_02=Weapon - Nose
itemPort_hardpoint_weapon_class1_left_wing=Weapon - Left Wing
itemPort_hardpoint_weapon_class1_right_wing=Weapon - Right Wing
itemPort_hardpoint_weapon_class2_nose=Weapon - Nose
itemPort_hardpoint_weapon_class3_left=Rocket Pod - Left Wing
itemPort_hardpoint_weapon_class3_right=Rocket Pod - Right Wing
itemPort_hardpoint_weapon_gun_centermount=Weapon - Nose
itemPort_hardpoint_weapon_gun_class1_left_wing=Weapon - Left Wing
itemPort_hardpoint_weapon_gun_class1_right_wing=Weapon - Right Wing
itemPort_hardpoint_weapon_gun_left_wing=Weapon - Left Wing
itemPort_hardpoint_weapon_gun_nose=Weapon - Nose
itemPort_hardpoint_weapon_gun_nose_fixed_001=Weapon - Nose Right 01
itemPort_hardpoint_weapon_gun_nose_fixed_002=Weapon - Nose Left 01
itemPort_hardpoint_weapon_gun_nose_fixed_003=Weapon - Nose Right 02
itemPort_hardpoint_weapon_gun_nose_fixed_004=Weapon - Nose Left 02
itemPort_hardpoint_weapon_gun_right_wing=Weapon - Right Wing
itemPort_hardpoint_weapon_left=Weapon - Left Wing
itemPort_hardpoint_weapon_left_nose=Weapon - Nose Left
itemPort_hardpoint_weapon_left_wing=Weapon - Left Wing
itemPort_hardpoint_weapon_mining=Weapon - Mining Laser
itemPort_hardpoint_weapon_missilerack_left=Missile Rack - Left
itemPort_hardpoint_weapon_missilerack_left_inner=Missile Rack - Left
itemPort_hardpoint_weapon_missilerack_left_rea=Missile Rack - Left Rear
itemPort_hardpoint_weapon_missilerack_left_rear=Missile Rack - Left
itemPort_hardpoint_weapon_missilerack_left_wing=Missile Rack - Left Wing
itemPort_hardpoint_weapon_missilerack_left_wing_inner=Missile Rack - Left Wing 01
itemPort_hardpoint_weapon_missilerack_left_wing_outer=Missile Rack - Left Wing 02
itemPort_hardpoint_weapon_missilerack_right=Missile Rack - Right
itemPort_hardpoint_weapon_missilerack_right_inner=Missile Rack - Right
itemPort_hardpoint_weapon_missilerack_right_rea=Missile Rack - Right Rear
itemPort_hardpoint_weapon_missilerack_right_rear=Missile Rack - Right
itemPort_hardpoint_weapon_missilerack_right_wing=Missile Rack - Right Wing
itemPort_hardpoint_weapon_missilerack_right_wing_inner=Missile Rack - Right Wing 01
itemPort_hardpoint_weapon_missilerack_right_wing_outer=Missile Rack - Right Wing 02
itemPort_hardpoint_weapon_right=Weapon - Right Wing
itemPort_hardpoint_weapon_right_nose=Weapon - Nose Right
itemPort_hardpoint_weapon_right_wing=Weapon - Right Wing
itemPort_hardpoint_weapon_s02_left_wing=Weapon - Left Wing
itemPort_hardpoint_weapon_s02_nose=Weapon - Nose
itemPort_hardpoint_weapon_s02_right_wing=Weapon - Right Wing
itemPort_hardpoint_weapon_top=Weapon - Top
itemPort_hardpoint_wing_top_left=Weapon - Left Wing
itemPort_hardpoint_wing_top_right=Weapon - Right Wing
itemPort_jetpack_attach=EVA Pack
itemPort_magazine_attach=Weapon Magazine
itemPort_magazine_attach_1=Spare Weapon Magazine 1
itemPort_magazine_attach_2=Spare Weapon Magazine 2
itemPort_magazine_attach_3=Spare Weapon Magazine 3
itemPort_magazine_attach_4=Spare Weapon Magazine 4
itemPort_magazine_attach_5=Spare Weapon Magazine 5
itemPort_magazine_attach_6=Spare Weapon Magazine 6
itemPort_magazine_attach_7=Spare Weapon Magazine 7
itemPort_magazine_attach_8=Spare Weapon Magazine 8
itemPort_medPen_attach_1=Consumable
itemPort_medPen_attach_2=Consumable
itemPort_missile_01_attach=Missile Attach Point 01
itemPort_missile_02_attach=Missile Attach Point 02
itemPort_missile_03_attach=Missile Attach Point 03
itemPort_missile_04_attach=Missile Attach Point 04
itemPort_missile_05_attach=Missile Attach Point 05
itemPort_missile_06_attach=Missile Attach Point 06
itemPort_missile_07_attach=Missile Attach Point 07
itemPort_missile_08_attach=Missile Attach Point 08
itemPort_missile_09_attach=Missile Attach Point 09
itemPort_missile_10_attach=Missile Attach Point 10
itemPort_missile_attach_01=Missile Attach Point 01
itemPort_missile_attach_02=Missile Attach Point 02
itemPort_missile_attach_03=Missile Attach Point 03
itemPort_missile_attach_04=Missile Attach Point 04
itemPort_missile_attach_05=Missile Attach Point 05
itemPort_missile_attach_06=Missile Attach Point 06
itemPort_missile_attach_07=Missile Attach Point 07
itemPort_missile_attach_08=Missile Attach Point 08
itemPort_mobiglas_attach=mobiGlas
itemPort_oxyPen_attach_1=Consumable
itemPort_oxyPen_attach_2=Consumable
itemPort_port_Flair01=Flair Item Dashboard
itemPort_port_Flair02=Flair Item Hanging
itemPort_port_NameAviBlade01=Avionics Blade 1
itemPort_port_NameAviBlade02=Avionics Blade 2
itemPort_port_NameAviBlade03=Avionics Blade 3
itemPort_port_NameAviBlade04=Avionics Blade 4
itemPort_port_NameAvionics=Avionics Rack
itemPort_port_NameAvionics01=Avionics Rack 1
itemPort_port_NameAvionics02=Avionics Rack 2
itemPort_port_NameAvionics03=Avionics Rack 3
itemPort_port_NameBombSystem,P=[PH] Bomb System
itemPort_port_NameConfigurableSlot=Configurable Slot
itemPort_port_NameCooler01=Cooler 1
itemPort_port_NameCooler02=Cooler 2
itemPort_port_NameCooler03=Cooler 3
itemPort_port_NameCooler04=Cooler 4
itemPort_port_NameCooler05=Cooler 5
itemPort_port_NameCooler06=Cooler 6
itemPort_port_NameCooler07=Cooler 7
itemPort_port_NameCooler08=Cooler 8
itemPort_port_NameCooler09=Cooler 9
itemPort_port_NameCooler10=Cooler 10
itemPort_port_NameCooler11=Cooler 11
itemPort_port_NameCooler12=Cooler 12
itemPort_port_NameCountermeasure=Countermeasure Launcher
itemPort_port_NameCountermeasure01=Countermeasure Launcher 1
itemPort_port_NameCountermeasure02=Countermeasure Launcher 2
itemPort_port_NameCountermeasure03=Countermeasure Launcher 3
itemPort_port_NameCountermeasure04=Countermeasure Launcher 4
itemPort_port_NameFuelIntake=Fuel Intake
itemPort_port_NameFuelIntake01=Fuel Intake 1
itemPort_port_NameFuelIntake02=Fuel Intake 2
itemPort_port_NameFuelIntake03=Fuel Intake 3
itemPort_port_NameFuelIntake04=Fuel Intake 4
itemPort_port_NameFuelIntake05=Fuel Intake 5
itemPort_port_NameFuelPod01=Fuel Pod P1
itemPort_port_NameFuelPod02=Fuel Pod P2
itemPort_port_NameFuelPod03=Fuel Pod P3
itemPort_port_NameFuelPod04=Fuel Pod S3
itemPort_port_NameFuelPod05=Fuel Pod S2
itemPort_port_NameFuelPod06=Fuel Pod S1
itemPort_port_NameFuelRefin01=Fuel Refinery 1
itemPort_port_NameFuelRefin02=Fuel Refinery 2
itemPort_port_NameFuelTank=Fuel Tank
itemPort_port_NameFuelTank01=Fuel Tank 1
itemPort_port_NameFuelTank02=Fuel Tank 2
itemPort_port_NameFuelTank03=Fuel Tank 3
itemPort_port_NameFuelTank04=Fuel Tank 4
itemPort_port_NameFuelTank05=Fuel Tank 5
itemPort_port_NameGimbalMountSlot=Gimbal Mount Weapon Slot
itemPort_port_NameJDrive=Jump Drive
itemPort_port_NameLifesupp=Life Support
itemPort_port_NameMissileRack=Missile Rack
itemPort_port_NameMissileRack01=Missile Rack 1
itemPort_port_NameMissileRack02=Missile Rack 2
itemPort_port_NameMissileRack03=Missile Rack 3
itemPort_port_NameMissileRack04=Missile Rack 4
itemPort_port_NameMissileRack05=Missile Rack 5
itemPort_port_NameMissileRack06=Missile Rack 6
itemPort_port_NameMissileRack07=Missile Rack 7
itemPort_port_NameMissileRack08=Missile Rack 8
itemPort_port_NameMissileRack09=Missile Rack 9
itemPort_port_NameMissileRack10=Missile Rack 10
itemPort_port_NameMissileRack11=Missile Rack 11
itemPort_port_NameMissileRack12=Missile Rack 12
itemPort_port_NameMissileRackLeft=Missile Rack - Left
itemPort_port_NameMissileRackLeftWing=Missile Rack - Left Wing
itemPort_port_NameMissileRackRight=Missile Rack - Right
itemPort_port_NameMissileRackRightWing=Missile Rack - Right Wing
itemPort_port_NameMissileRackSlot=Missile Slot
itemPort_port_NameMissileRackSlot01=Missile Slot 1
itemPort_port_NameMissileRackSlot02=Missile Slot 2
itemPort_port_NameMissileRackSlot03=Missile Slot 3
itemPort_port_NameMissileRackSlot04=Missile Slot 4
itemPort_port_NameMissileRackSlot05=Missile Slot 5
itemPort_port_NameMissileRackSlot06=Missile Slot 6
itemPort_port_NameMissileRackSlot07=Missile Slot 7
itemPort_port_NameMissileRackSlot08=Missile Slot 8
itemPort_port_NameMissileRackSlot09=Missile Slot 9
itemPort_port_NameMissileRackSlot10=Missile Slot 10
itemPort_port_NameMissileRackSlot11=Missile Slot 11
itemPort_port_NameMissileRackSlot12=Missile Slot 12
itemPort_port_NameMissileRackSlot13=Missile Slot 13
itemPort_port_NameMissileRackSlot14=Missile Slot 14
itemPort_port_NameMissileRackSlot15=Missile Slot 15
itemPort_port_NameMissileRackSlot16=Missile Slot 16
itemPort_port_NameMissileRackSlot17=Missile Slot 17
itemPort_port_NameMissileRackSlot18=Missile Slot 18
itemPort_port_NameMissileRackSlot19=Missile Slot 19
itemPort_port_NameMissileRackSlot20=Missile Slot 20
itemPort_port_NameMissileRackSlot21=Missile Slot 21
itemPort_port_NameMissileRackSlot22=Missile Slot 22
itemPort_port_NameMissileRackSlot23=Missile Slot 23
itemPort_port_NameMissileRackSlot24=Missile Slot 24
itemPort_port_NameMissileRackSlot25=Missile Slot 25
itemPort_port_NameMissileRackSlot26=Missile Slot 26
itemPort_port_NameMissileRackSlot27=Missile Slot 27
itemPort_port_NameMissileRackSlot28=Missile Slot 28
itemPort_port_NameMissileRackSlot29=Missile Slot 29
itemPort_port_NameMissileRackSlot30=Missile Slot 30
itemPort_port_NameMissileRackSlot31=Missile Slot 31
itemPort_port_NameMissileRackSlot32=Missile Slot 32
itemPort_port_NameMissileRackSlot33=Missile Slot 33
itemPort_port_NameMissileRackSlot34=Missile Slot 34
itemPort_port_NameMissileRackSlot35=Missile Slot 35
itemPort_port_NameMissileRackSlot36=Missile Slot 36
itemPort_port_NameMissileRackSlot37=Missile Slot 37
itemPort_port_NameMissileRackSlot38=Missile Slot 38
itemPort_port_NameMissileRackSlot39=Missile Slot 39
itemPort_port_NameMissileRackSlot40=Missile Slot 40
itemPort_port_NameMissileRackSlot41=Missile Slot 41
itemPort_port_NameMissileRackSlot42=Missile Slot 42
itemPort_port_NameMissileRackSlot43=Missile Slot 43
itemPort_port_NameMissileRackSlot44=Missile Slot 44
itemPort_port_NameMissileRackSlot45=Missile Slot 45
itemPort_port_NameMissileRackSlot46=Missile Slot 46
itemPort_port_NameMissileRackSlot47=Missile Slot 47
itemPort_port_NameMissileRackSlot48=Missile Slot 48
itemPort_port_NameMissileRackSlot49=Missile Slot 49
itemPort_port_NameMissileRackSlot50=Missile Slot 50
itemPort_port_NameModuleFront=Front Module
itemPort_port_NameModuleRear=Rear Module
itemPort_port_NameNoseMount=Nose Mount
itemPort_port_NamePaint=Livery
itemPort_port_NamePaintDash=Interior Trim
itemPort_port_NamePaintSeat=Seat Material
itemPort_port_NamePaintSeatTrim=Seat Trim
itemPort_port_NamePowerplant=Power Plant
itemPort_port_NamePowerplant01=Power Plant 1
itemPort_port_NamePowerplant02=Power Plant 2
itemPort_port_NamePowerplant03=Power Plant 3
itemPort_port_NamePowerplant04=Power Plant 4
itemPort_port_NamePowerplant05=Power Plant 5
itemPort_port_NamePowerplant06=Power Plant 6
itemPort_port_NamePowerplant07=Power Plant 7
itemPort_port_NamePowerplant08=Power Plant 8
itemPort_port_NamePowerplant09=Power Plant 9
itemPort_port_NamePowerplant10=Power Plant 10
itemPort_port_NamePowerplant11=Power Plant 11
itemPort_port_NamePowerplant12=Power Plant 12
itemPort_port_NamePowerplant13=Power Plant 13
itemPort_port_NamePowerplant14=Power Plant 14
itemPort_port_NameQDrive=Quantum Drive
itemPort_port_NameQDrive01=Quantum Drive
itemPort_port_NameQDrive02=Quantum Drive
itemPort_port_NameQFuelTank=Quantum Fuel Tank
itemPort_port_NameRadar=Radar
itemPort_port_NameRadar01=Radar 1
itemPort_port_NameRadar02=Radar 2
itemPort_port_NameRadar03=Radar 3
itemPort_port_NameSeatCaptain=Captain's Seat
itemPort_port_NameSeatCoPilot=Co-Pilot Seat
itemPort_port_NameSeatComms=Communications Officer Seat
itemPort_port_NameSeatCrew=Crew Seat
itemPort_port_NameSeatDriver=Driver Seat
itemPort_port_NameSeatEngConsole=Engineering Console
itemPort_port_NameSeatJump=Jump Seat
itemPort_port_NameSeatPassenger=Passenger Seat
itemPort_port_NameSeatPilot=Pilot Seat
itemPort_port_NameSeatRemTurret=Remote Turret Seat
itemPort_port_NameSeatWeapons=Weapons Officer Seat
itemPort_port_NameShieldGen=Shield Generator
itemPort_port_NameShieldGen01=Shield Generator 1
itemPort_port_NameShieldGen02=Shield Generator 2
itemPort_port_NameShieldGen03=Shield Generator 3
itemPort_port_NameShieldGen04=Shield Generator 4
itemPort_port_NameShieldGen05=Shield Generator 5
itemPort_port_NameShieldGen06=Shield Generator 6
itemPort_port_NameTorpedoRackSlot01=Torpedo Slot 1
itemPort_port_NameTorpedoRackSlot02=Torpedo Slot 2
itemPort_port_NameTorpedoRackSlot03=Torpedo Slot 3
itemPort_port_NameTorpedoRackSlot04=Torpedo Slot 4
itemPort_port_NameTorpedoRackSlot05=Torpedo Slot 5
itemPort_port_NameTorpedoRackSlot06=Torpedo Slot 6
itemPort_port_NameTorpedoRackSlot07=Torpedo Slot 7
itemPort_port_NameTorpedoRackSlot08=Torpedo Slot 8
itemPort_port_NameTorpedoRackSlot09=Torpedo Slot 9
itemPort_port_NameTorpedoRackSlot10=Torpedo Slot 10
itemPort_port_NameTurret01=Turret 1
itemPort_port_NameTurret02=Turret 2
itemPort_port_NameTurret03=Turret 3
itemPort_port_NameTurret04=Turret 4
itemPort_port_NameTurret05=Turret 5
itemPort_port_NameTurret06=Turret 6
itemPort_port_NameTurret07=Turret 7
itemPort_port_NameTurret08=Turret 8
itemPort_port_NameTurret09=Turret 9
itemPort_port_NameTurret10=Turret 10
itemPort_port_NameTurret11=Turret 11
itemPort_port_NameTurret12=Turret 12
itemPort_port_NameTurret13=Turret 13
itemPort_port_NameTurret14=Turret 14
itemPort_port_NameTurret15=Turret 15
itemPort_port_NameTurret16=Turret 16
itemPort_port_NameTurret17=Turret 17
itemPort_port_NameTurret18=Turret 18
itemPort_port_NameTurret19=Turret 19
itemPort_port_NameTurret20=Turret 20
itemPort_port_NameTurretAIModule=Turret AI Module
itemPort_port_NameTurretGunSlot=Turret Weapon Slot
itemPort_port_NameTurretGunSlot01=Turret Weapon Slot 1
itemPort_port_NameTurretGunSlot02=Turret Weapon Slot 2
itemPort_port_NameTurretGunSlot03=Turret Weapon Slot 3
itemPort_port_NameTurretGunSlot04=Turret Weapon Slot 4
itemPort_port_NameTurretSeat=Turret Seat
itemPort_port_NameWeaponBottom=Weapon - Bottom
itemPort_port_NameWeaponBottomLeft=Weapon - Bottom Left
itemPort_port_NameWeaponBottomRight=Weapon - Bottom Right
itemPort_port_NameWeaponDorsal=Weapon - Dorsal
itemPort_port_NameWeaponEMP=EMP Module
itemPort_port_NameWeaponInnerLeftWing=Weapon - Inner Left Wing
itemPort_port_NameWeaponInnerRightWing=Weapon - Inner Right Wing
itemPort_port_NameWeaponLeft=Weapon - Left
itemPort_port_NameWeaponLeftWing=Weapon - Left Wing
itemPort_port_NameWeaponNose=Weapon - Nose
itemPort_port_NameWeaponRight=Weapon - Right
itemPort_port_NameWeaponRightWing=Weapon - Right Wing
itemPort_port_NameWeaponSlot=Weapon Slot
itemPort_port_NameWeaponSlot01=Weapon Slot 1
itemPort_port_NameWeaponSlot02=Weapon Slot 2
itemPort_port_NameWeaponSlot03=Weapon Slot 3
itemPort_port_NameWeaponSlot04=Weapon Slot 4
itemPort_port_NameWeaponSlot05=Weapon Slot 5
itemPort_port_NameWeaponSlot06=Weapon Slot 6
itemPort_port_NameWeaponSlot07=Weapon Slot 7
itemPort_port_NameWeaponSlot08=Weapon Slot 8
itemPort_port_NameWeaponSlot09=Weapon Slot 9
itemPort_port_NameWeaponSlot10=Weapon Slot 10
itemPort_port_NameWeaponTop=Weapon - Top
itemPort_port_NameWeaponTopLeft=Weapon - Top Left
itemPort_port_NameWeaponTopRight=Weapon - Top Right
itemPort_port_SalvageArmL=Salvage Arm Left
itemPort_port_SalvageArmR=Salvage Arm Right
itemPort_port_SalvageHead=Salvage Head
itemPort_shield_attachment=Weapon Attachment (Shield)
itemPort_sight_attachment=Weapon Attachment (Sight)
itemPort_turret_left=Turret Gun - Left
itemPort_turret_right=Turret Gun - Right
itemPort_utility_attach_1=Utility Item
itemPort_utility_attach_2=Utility Item
itemPort_weapon_attach_gadget_2h=Gadget
itemPort_weapon_attach_shield=Gadget
itemPort_wep_sidearm=Weapon (Sidearm)
itemPort_wep_sidearm_leg=Weapon (Sidearm)
itemPort_wep_stocked_2=Weapon (Secondary)
itemPort_wep_stocked_3=Weapon (Primary)
item_Desc100_Series_Luminalia_green_red=Express your holiday spirit with the Deck the Hull livery, which uses the traditional Luminalia colors of green and red to celebrate the popular Banu festival that's become beloved by Humans.
item_Desc100_Series_Luminalia_white_blue=Equip your 100 Series with a paint scheme cooler than a snow storm. The IceBreak livery mixes crisp, cool white with a frostbitten blue for an exciting look suitable for any season.
item_Desc100_Series_Paint_Fleetweek_Level1_Military=Customize your 100 series ship with the Timberline livery that's olive green with orange accents.
item_Desc100_Series_Paint_Fleetweek_Level2_Camo=Soar like the winter winds with the Frostbite Camo livery for your 100 series ship.
item_Desc100_Series_Paint_Invictus_blue_gold=Featuring a vibrant blue base color and gold highlights, the Invictus Blue and Gold livery will give your 100 series ship a striking style.
item_Desc100_Series_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_Desc100i_Paint_2954RedFestival_Red_Gold_Dog=Seek peace and prosperity in the new year with the Auspicious Red Dog livery. Outfit your ship with this bold red base paint complemented by gold accents and a stylized graphic of a dog.
item_Desc100i_Paint_2954RedFestival_Red_Gold_Dragon=Seek peace and prosperity in the new year with the Auspicious Red Dragon livery. Outfit your ship with this bold red base paint complemented by gold accents and a stylized graphic of a dragon.
item_Desc100i_Paint_Black_Orange=Customize your Origin 100 series ship with this grey and orange livery.
item_Desc100i_Paint_Blue_Gold=Customize your Origin 100 series ship with this blue and yellow livery.
item_Desc100i_Paint_Blue_Pink=Customize your Origin 100 series ship with this teal and pink livery.
item_Desc100i_Paint_Camo_Black=Customize your Origin 100 series ship with this grey camo livery.
item_Desc100i_Paint_Sand_Red=Customize your Origin 100 series ship with this sandstone, grey and orange livery.
item_Desc10mm_pistol_ballistic=Traditional gun powder based ammunition that fires slugs from a shell, detonated by a firing pin. The slug trails down a barrel to help guide its trajectory.
item_Desc10mm_rifle_laser=The Plasma Coil - Field Fusion tangles 2 streams of plasma energy into a dense coil before unraveling it, allowing it to shoot far distances with intense energy. Unfortunately this process creates a lot of sound for the user, even though many muffle mechanics are usually built within the chamber of weapons that use this type of plasma energy.
item_Desc12g_electric=Pulse Slug 10 is a small focused energy that molds into the shape of a small ball of energy. The projectile shocks biotics and disrupts electronics. It can be clustered or shot in single form, but the chaotic nature of how the slugs are created from the energy can cause chaotic formations in its execution, much like a bubble gun.
item_Desc20mm_Tungsten=<-=MISSING=->
item_Desc25mm_special_ballistic=The mX-Shatter Rocket is a rocket that scatters small explosives on impact or after a very brief period of time. Whenever the rocket shoots out the smaller explosives fire off in random directions, excellent for clearing out areas. Every shatter rocket has a cluster of about 20 small explosives that aren't as powerful as frag grenades on their own, but combined are about the same as a frag grenade.
item_Desc25mm_special_ballistic_fragment=The mX-Shatter Rocket is a rocket that scatters small explosives on impact or after a very brief period of time. Whenever the rocket shoots out the smaller explosives fire off in random directions, excellent for clearing out areas. Every shatter rocket has a cluster of about 20 small explosives that aren't as powerful as frag grenades on their own, but combined are about the same as a frag grenade.
item_Desc2ghz_microwave_energy=Uranium Core ammunition stabilizes uranium for portable weapon usage in small doses. Each 'magazine' contains a set charge of power with the uranium and can be safely disposed of/stored after use. When used, it controls an intense amount of radioactive energy from whatever method the radiation is disposed. The condensed radiation is powerful enough to get through most armor types except Heavy/TITAN armor.
item_Desc300i-C_LoadoutKit=Increase your killer instinct with the 300i-C package. Two S3 Klaus & Werner laser repeaters replace the standard Behring ballistic repeaters, while upgrades to the power plant (Civilian, Grade B), shield (Industrial, Grade B), and cooler (Industrial, Grade B) push performance further. \n
item_Desc300i-G_LoadoutKit=Stay frosty with the 300i-G package. Gimbals give the 300i-G a wider range of motion for its three S2 Klaus & Werner laser repeaters to make aiming even easier. \n
item_Desc300i-T_LoadoutKit=Extend your adventure with the 300i-T package that features an upgraded power plant (Civilian, Grade B), cooler (Competition, Grade B), and quantum drive (Civilian, Grade B) to provide the extra performance needed to send you faster and further into the unknown. Dual S3 Associated Science & Development distortion repeaters can subdue aggressors long enough for an swift escape. \n
item_Desc300i_HAPR_VP_RMI_S3_Q2=The Hammer Propulsion HE5.3 features a high output, fuel efficient design. Its thrust output and low fuel consumption make it ideal for long hauls though it has been reported to be somewhat of a missile magnet on occasions where owners have been subject to pirate activity.
item_Desc315p-GT_LoadoutKit=The 315p-GT package helps turn any outing into an adventure thanks to its upgraded cooler (Stealth, Grade B) and quantum drive (Industrial, Grade B). The complement of two gimbaled S2 Associated Science & Development distortion repeaters ensure that you can peacefully resolve almost any altercation, but if aggression is your only option, the GT replaces the standard Firestorm Kinetics Tempest missiles with Talon Dominators. \n
item_Desc315p-XC_LoadoutKit=Built to make an entrance and an impact, the 315p-XC package pairs two S3 Gallenson Tactical Systems ballistic gatling guns with the standard tractor beam. An improved power plant (Stealth, Grade B), shield (Stealth, Grade B), cooler (Stealth, Grade B), and quantum drive (Military, Grade B) provide the power and protection needed to survive and thrive in a skirmish.\n
item_Desc325a-CC_LoadoutKit=Get up close and personal with the 325a-CC. Designed to engage and dominate at short-range, this package features one S4 Preacher Armament distortion scattergun and two S3 Hurston Dynamics laser scatterguns. The CC also changes the component suite to a power plant (Military, Grade B), shield (Military, Grade B), cooler (Competition, Grade B), and quantum drive (Civilian, Grade C).
item_Desc325a-CI_LoadoutKit=Intercept or eradicate? The choice is yours with the 325a-CI package. Youll have options to subdue your opponents with an imposing S4 Apocalypse Arms gatling gun, two S3 Associated Science & Development distortion repeaters, and two S3 FireStorm Kinetics Arrestor missiles. Boosted performance comes courtesy of an enhanced power plant (Military, Grade B), shield (Military, Grade B), cooler (Competition, Grade B), and quantum drive (Competition, Grade B).\n
item_Desc325a-LC_LoadoutKit=One S4 and two S3 A&R Co. laser cannons make the 325a-LC package deadly from a distance. To complement this firepower, the LC comes with an upgraded power plant (Military, Grade B) and cooler (Military, Grade B).\n
item_Desc325a-XC_LoadoutKit=The 325a-XC package keeps you on the offensive with ten missiles, plus one S4 Apocalypse Arms and two S3 Gallenson Tactical Systems ballistic gatling guns. The XC also overhauls the component suite to contain a power plant (Military, Grade B), shield (Military, Grade B), cooler (Military, Grade B), and quantum drive (Civilian, Grade C). All combined, the XC makes quick work of aggressors foolish enough to try their luck. \n
item_Desc325a_HAPR_VP_RMI_S3_Q2=The Hammer Propulsion HE5.3 features a high output, fuel efficient design. Its thrust output and low fuel consumption make it ideal for long hauls though it has been reported to be somewhat of a missile magnet on occasions where owners have been subject to pirate activity.
item_Desc350r-SP_LoadoutKit=Power and performance purr through every inch of the 350r-SP package. It features across the board upgrades to the components, with the power plant, shield, cooler, and quantum drive all rated as Competition class, Grade B. The SP also includes two S3 Associated Science & Development distortion repeaters that can pacify aggressors for an effective getaway.\n
item_Desc350r-S_LoadoutKit=Kick into top gear with the 350r-S package that features a boosted power plant (Competition, Grade B), cooler (Competition, Grade B), and quantum drive (Competition, Grade C). Plus, two Associated Science & Development S3 distortion repeaters provide a non-lethal alternative to the standard Behring laser cannon.
item_Desc350r_HAPR_VP_ESI_S3_Q2=The Hammer Propulsion Twin HM4.3 is notable for the fact that it utilizes 2 high-performance TR3 thrusters in a small package. An unusual application, the original design was a joint collaboration between Hammer Propulsion and the Origin Jumpworks racing team. With the additional thrust provided by a second thruster the Twin HM4.3 is ideal for applications where speed is the goal. Speed comes at a cost, however; this configuration has a thirst for fuel that rivals much larger single thruster systems, and with all of its available space being taken up by the thruster internals not much space is left for durability reinforcement. This makes the HM4.3 ideal for most racing pilots, but less suitable for combat-oriented missions.
item_Desc400i_Paint_2952Fortuna_Green_Grey=Make luck your co-pilot. Boldly set your sights on the stars and adventure forth in style with the Fortuna livery. This Stella Fortuna themed paint scheme is primarily green with grey accents.
item_Desc400i_Paint_2954RedFestival_Red_Gold_Dog=Seek peace and prosperity in the new year with the Auspicious Red Dog livery. Outfit your ship with this bold red base paint complemented by gold accents and a stylized graphic of a dog.
item_Desc400i_Paint_2954RedFestival_Red_Gold_Dragon=Seek peace and prosperity in the new year with the Auspicious Red Dragon livery. Outfit your ship with this bold red base paint complemented by gold accents and a stylized graphic of a dragon.
item_Desc400i_Paint_Afterglow_Black_Orange=Black envelopes most of the Afterglow livery for the 400i while orange accent lines provide a pop of color.
item_Desc400i_Paint_Calacatta_Black_White=Balancing black and white, the Calacatta livery for the 400i accentuates the unique shape of the ship.
item_Desc400i_Paint_CitCon_Meridian=The Meridian livery gives the 400i a simple yet stylish metallic silver finish.
item_Desc400i_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom 400i livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_Desc400i_Paint_IAE2951_Grey_White=Modify your 400i with this white and grey livery specifically designed for the 2951 IAE.
item_Desc400i_Paint_Penumbra_Black_Gold=Inky black and shimmering gold combine for the Penumbra livery, making it an elegant option for the 400i.
item_Desc400i_Paint_Stratus_Grey_Yellow=The Stratus livery for the 400i punctuates the grey wings and white main body with a vibrant yellow accent border.
item_Desc5mm_rifle_ballistic=The size of a traditional 5.56mm x 45mm but built for Gauss mechanics, providing very high accuracy and extremely fast projectile speeds. The 5.56mm slug is made out of a dense tungsten and lightweight carbon mixture, to allow maximum penetration in this Armor Penetration form.
item_Desc600i_Paint_2952Fortuna_Green_Grey=Make luck your co-pilot. Boldly set your sights on the stars and adventure forth in style with the Fortuna livery. This Stella Fortuna themed paint scheme is primarily green with grey accents.
item_Desc600i_Paint_2954RedFestival_Red_Gold_Dog=Seek peace and prosperity in the new year with the Auspicious Red Dog livery. Outfit your ship with this bold red base paint complemented by gold accents and a stylized graphic of a dog.
item_Desc600i_Paint_2954RedFestival_Red_Gold_Dragon=Seek peace and prosperity in the new year with the Auspicious Red Dragon livery. Outfit your ship with this bold red base paint complemented by gold accents and a stylized graphic of a dragon.
item_Desc600i_Paint_BIS2951=Celebrate the 600i being voted a Best in Show finalist for 2951 with this special blue and black livery.
item_Desc600i_Paint_BIS2953_Purple_Blue_Cyan=Celebrate the Origin 600i being voted a Best in Show finalist for 2953 with this pearlescent purple and cyan livery.
item_Desc600i_Paint_IAE_2952_Black_Red=Give your 600i a classic metallic tint with stylish red and black highlights with the Cold Forge livery.
item_Desc600i_Paint_IAE_2952_Metal=The Sterling livery gives the 600i a simple yet striking metallic finish with blue highlights.
item_Desc600i_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_Desc6mm_pistol_laser=Pulse Slug 10 is a small focused energy that molds into the shape of a small ball of energy. The projectile shocks biotics and disrupts electronics. It can be clustered or shot in single form, but the chaotic nature of how the slugs are created from the energy can cause chaotic formations in its execution, much like a bubble gun.
item_DescAEGS_3DRadarDisplay,P=Aegis 3D Radar Display
item_DescAEGS_Avenger_CML_Chaff,P=Aegis Avenger - Noise Launcher
item_DescAEGS_Avenger_CML_Flare,P=Aegis Avenger - Decoy Launcher
item_DescAEGS_Avenger_Ejection_Seat,P=Aegis Avenger Ejection Seat
item_DescAEGS_Avenger_LandingSystem=Aegis Avenger Landing System
item_DescAEGS_Avenger_MultiLight=Aegis Avenger External Lighting
item_DescAEGS_Avenger_Titan_Seat=Aegis Avenger Titan Seat
item_DescAEGS_Avenger_shop=Manufacturer: Aegis Dynamic\nFocus: Interdiction\n\nThe Aegis Avenger has had a long and storied life as the standard patrol craft of the UEE Advocacy. Although aging, the Avenger features a sturdy, reliable hull and the capacity for larger-than-expected engine mounts.
item_DescAEGS_BallisticRepeater_S5,P=Aegis Ballistic Repeater
item_DescAEGS_Cockpit_Audio,P=Aegis Cockpit Audio
item_DescAEGS_EMP_Device=Manufacturer: Behring\nItem Type: EMP Generator\n\nThe REP-8 is a highly regarded EMP-focused burst generator from Behring. It balances a manageable charge time with a strong blast of distortion damage that knocks out electronic components caught within its radius. Solid engineering and centuries of use have made this a standard non-lethal deterrent across the Empire.
item_DescAEGS_EMP_Sentinel_S4=Manufacturer: Behring\nItem Type: Burst Generator\nSize: 4\nDamage Type: EMP\n\nDeliver distortion damage with the REP-VS burst generator built specifically for the Aegis Vanguard Sentinel. Behring modified the technology used in their reputable REP-8 to design an effective non-lethal weapon that integrates seamlessly with the Sentinel.
item_DescAEGS_Eclipse_CML_Chaff,P=Aegis Eclipse - Noise Launcher
item_DescAEGS_Eclipse_CML_Flare,P=Aegis Eclipse - Decoy Launcher
item_DescAEGS_Engine_Double_Idris,P=Aegis Idris Double Engine
item_DescAEGS_Engine_Single_Idris,P=Aegis Idris Single Engine
item_DescAEGS_FuelIntake_Idris,P=Aegis Idris Fuel Intake
item_DescAEGS_FuelTank_Idris,P=Aegis Idris Fuel Tank
item_DescAEGS_Gemini_S6_Q1,P=Aegis Starfarer Gemini Thruster
item_DescAEGS_Gemini_S7_Q1,P=Aegis Starfarer Gemini Thruster
item_DescAEGS_Gladius_CML_Chaff,P=Aegis Gladius - Noise Launcher
item_DescAEGS_Gladius_CML_Flare,P=Aegis Gladius - Decoy Launcher
item_DescAEGS_Gladius_Ejection_Seat,P=Aegis Gladius Ejection Seat
item_DescAEGS_Gladius_LandingSystem,P=Aegis Gladius Landing System
item_DescAEGS_Gladius_Main=The STC Blue by perrenial thruster manufacturer Dragon Stellar Transit Company offers high output and low emissions, great for pilots wishing to close the distance while maintaining a low profile. The smallest thruster in the STC lineup, the Blue has a thrust rating of 2.
item_DescAEGS_Gladius_Mav_Joint_01,P=Aegis Winnowing D1 Omni Thruster
item_DescAEGS_Gladius_Mav_Joint_02,P=Aegis Winnowing D1 Rotational Thruster
item_DescAEGS_Gladius_MultiLight,P=Aegis Gladius External Lights
item_DescAEGS_Gladius_Nose_S2,P=Class 2 Scorpion GT-215 turret mount description
item_DescAEGS_Gladius_Retro=Retro Thruster
item_DescAEGS_Gladius_lights=Aegis Gladius Light Set
item_DescAEGS_Gladius_shop=Manufacturer: Aegis Dynamics\nFocus: Light Fighter \n\nThe Gladius is an older design which has been updated over the years to keep up with modern technology. In military circles, the Gladius is beloved for its performance and its simplicity. A fast, light fighter with a laser-focus on dogfighting, the Gladius is an ideal interceptor or escort ship.
item_DescAEGS_Hammerhead_CML_Chaff,P=Aegis Hammerhead - Noise Launcher
item_DescAEGS_Hammerhead_CML_Flare,P=Aegis Hammerhead - Decoy Launcher
item_DescAEGS_Idris_BallisticRepeater_S5,P=Aegis Idris Ballistic Repeater
item_DescAEGS_Idris_Copilot_Seat_Left,P=Aegis Idris Left Copilot Seat
item_DescAEGS_Idris_Copilot_Seat_Right,P=Aegis Idris Right Copilot Seat
item_DescAEGS_Idris_Large_Turret,P=Aegis Idris Front Turret
item_DescAEGS_Idris_Large_Turret_Base,P=Aegis Idris Front Turret
item_DescAEGS_Idris_Large_Turret_Seat,P=Aegis Idris Front Turret Seat
item_DescAEGS_Idris_Pilot_seat,P=Aegis Idris Pilot Seat
item_DescAEGS_Idris_Rack,P=Aegis Idris Missile Rack
item_DescAEGS_Idris_Turret,P=Aegis Idris Turret
item_DescAEGS_Idris_Turret_Base,P=Aegis Idris Turret
item_DescAEGS_Idris_Turret_Seat,P=Aegis Idris Turret Seat
item_DescAEGS_Idris_Weapons_Seat,P=Aegis Idris Weapons Seat
item_DescAEGS_Javelin_Copilot_Seat,P=Aegis Javelin Co-Pilot Seat
item_DescAEGS_Javelin_Joint_Thruster,P=Aegis Javelin Joint Thruster
item_DescAEGS_Javelin_Joint_Thruster_Small,P=Aegis Javelin Small Joint Thruster
item_DescAEGS_Javelin_MainEngine,P=Aegis Javelin Main Engine
item_DescAEGS_Javelin_Pilot_Seat,P=Aegis Javelin Pilot Seat
item_DescAEGS_Javelin_Retro_Thruster,P=Aegis Javelin Retro Thruster
item_DescAEGS_Javelin_SupportEngine,P=Aegis Javelin Support Engine
item_DescAEGS_Javelin_Turret,P=Aegis Javelin Turret
item_DescAEGS_Javelin_Turret_Base,P=Aegis Javelin Turret
item_DescAEGS_Raven_CML_Chaff,P=Aegis Sabre Raven - Noise Launcher
item_DescAEGS_Raven_CML_Flare,P=Aegis Sabre Raven - Decoy Launcher
item_DescAEGS_Redeemer_shop=Manufacturer: Aegis Dynamics\nFocus: Gunship\n\nNow you can own the Next Great Starship! Designed by Star Citizen's backers, the Aegis Redeemer is a powerful fighting ship capable of holding its own in combat with a powerful weapons payload. Dotted with turrets and missiles, the Redeemer also doubles as an armored landing craft capable of delivering armored soldiers for first person combat!
item_DescAEGS_Retaliator_Cockpit_Seat,P=Aegis Retaliator Cockpit Seat
item_DescAEGS_Retaliator_Engineer_Console,P=Aegis Retaliator Engineering Control Station
item_DescAEGS_Retaliator_LandingSystem,P=Aegis Retaliator Landing System
item_DescAEGS_Retaliator_MultiLight,P=Aegis Retaliator External Lights
item_DescAEGS_Retaliator_Turret,P=Aegis Retaliator Turret
item_DescAEGS_Retaliator_Turret_Base,P=Aegis Retaliator Turret
item_DescAEGS_Retaliator_Turret_Seat,P=Aegis Retaliator Turret Seat
item_DescAEGS_Retaliator_shop=Manufacturer: Aegis Dynamics\nFocus: Heavy Bomber\n\nThis civilian refit of the Retaliator trades the ship's massive torpedo bays for equally massive cargo capacity.
item_DescAEGS_S1_Rack_x2=Manufacturer: Aegis\nItem Type: Missile Rack\nSize: 2\nMissiles: 2xS1\n\nDesigned for compatible Aegis ships, the Double Platform will carry two S1 missiles and sync seamlessly with the weapons system for reliable launch every time.
item_DescAEGS_S2_Rack_x1=Designed for compatible Aegis ships, the Single Platform will carry one S2 missile and sync seamlessly with the weapons system for reliable launch every time.
item_DescAEGS_S2_Rack_x2=Designed for compatible Aegis ships, the Double Platform will carry two S2 missiles and sync seamlessly with the weapons system for reliable launch every time.
item_DescAEGS_S2_Rack_x3=Designed for compatible Aegis ships, the Triple Platform will carry three S2 missiles and sync seamlessly with the weapons system for reliable launch every time.
item_DescAEGS_S2_Rack_x4=Designed for compatible Aegis ships, the Quad Platform will carry four S2 missiles and sync seamlessly with the weapons system for reliable launch every time.
item_DescAEGS_S3_Rack_x1=Designed for compatible Aegis ships, the Single Platform will carry one S3 missile.
item_DescAEGS_Sabre_CML_Chaff,P=Aegis Sabre - Noise Launcher
item_DescAEGS_Sabre_CML_Flare,P=Aegis Sabre - Decoy Launcher
item_DescAEGS_Sabre_Cockpit_Seat,P=Aegis Sabre Cockpit Seat
item_DescAEGS_Sabre_LandingSystem,P=Aegis Sabre Landing System
item_DescAEGS_Sabre_Main=Aegis Sabre Main Thruster
item_DescAEGS_Sabre_MultiLight,P=Aegis Sabre External Lights
item_DescAEGS_Sabre_Retro=Aegis Sabre Retro Thruster
item_DescAEGS_Sabre_mav_Joint_01=Aegis Sabre Omni Thruster
item_DescAEGS_Sabre_mav_Joint_02=Aegis Sabre Rotational Thruster
item_DescAEGS_Test_ADS,P=Aegis 1000 ADS Computer
item_DescAEGS_Test_CPU,P=Aegis 1000 CPU
item_DescAEGS_Test_Motherboard,P=Aegis 1000 Motherboard
item_DescAEGS_Test_TC,P=Aegis 1000 Targeting Computer
item_DescAEGS_Test_WC,P=Aegis Weapons Control
item_DescAEGS_Thruster_Fixed_Antaeus=Aegis Antaeus Main Engine
item_DescAEGS_Thruster_Fixed_Hermes=Aegis Hermes Fixed Thruster
item_DescAEGS_Thruster_Fixed_Idris,P=Aegis Idris Fixed Thruster
item_DescAEGS_Thruster_Fixed_Vanguard,P=Aegis Vanguard Fixed Thruster
item_DescAEGS_Thruster_Joint_Hercules,P=Aegis Hercules Thruster
item_DescAEGS_Thruster_Joint_Samson,P=Aegis Samson Thruster
item_DescAEGS_Thruster_Joint_Vanguard,P=Aegis Vanguard Joint Thruster
item_DescAEGS_Thruster_Retro_Idris,P=Aegis Idris Retro Thruster
item_DescAEGS_Thruster_Retro_Ixion,P=Aegis Ixion Retro Thruster
item_DescAEGS_Vanguard_Cockpit_Seat,P=Aegis Vanguard Cockpit Seat
item_DescAEGS_Vanguard_Jump_Seat,P=Aegis Vanguard Jump Seat
item_DescAEGS_Vanguard_LandingSystem,P=Aegis Vanguard Landing System
item_DescAEGS_Vanguard_Retro_Thruster,P=Aegis Vanguard Retro Thruster
item_DescAEGS_Vanguard_Turret,P=Aegis Vanguard Turret
item_DescAEGS_Vanguard_Turret_Base,P=Aegis Vanguard Turret
item_DescAEGS_Vanguard_Turret_Seat,P=Aegis Vanguard Turret Seat
item_DescAEGS_XiTech_Pro_Fixed_S3_Q3,P=Aegis XiTech Pro Fixed Thruster
item_DescAEGS_XiTech_Pro_Joint_S3_Q3,P=Aegis XiTech Pro Joint Thruster
item_DescAEGS_XiTech_Pro_Retro_S3_Q3,P=Aegis XiTech Pro Retro Thruster
item_DescALST_Retro_S3,P=Alliance Startech Retro Thruster
item_DescALST_Stamina_S2_Q3,P=Alliance Startech Stamina Thruster S2
item_DescALST_Stamina_S4_Q4,P=Alliance Startech Stamina Thruster S4
item_DescAMBX_APAR_BallisticGatling_S4,P=Ammunition box for Apocalypse Arms' Ballistic Gatling S4.
item_DescAMBX_APAR_MassDriver_S2,P=Ammunition box for Apocalypse Arms' Mass Driver S2.
item_DescAMBX_BEHR_BallisticCannon_S4_HE,P=Ammunition case for the Behring Ballistic Autocannon S4.
item_DescAMBX_BEHR_BallisticRepeater_S2,P=Ammunition case for Behring's Ballistic Repeater S2.
item_DescAMBX_BEHR_Flares_16=Manufacturer: Behring\nType: Decoy\nCount: 16\n\nThese decoy countermeasures from trusted manufacturer Behring provide dependable IR signal spoofing to ably counter a wide range of ordnance.
item_DescAMBX_BEHR_Flares_24=Manufacturer: Behring\nType: Decoy\nCount: 24\n\nThese decoy countermeasures from trusted manufacturer Behring provide dependable IR signal spoofing to ably counter a wide range of ordnance.
item_DescAMBX_BEHR_Flares_32=Manufacturer: Behring\nType: Decoy\nCount: 32\n\nThese decoycountermeasures from trusted manufacturer Behring provide dependable IR signal spoofing to ably counter a wide range of ordnance.
item_DescAMBX_BEHR_Flares_40=Manufacturer: Behring\nType: Decoy\nCount: 40\n\nThese decoy countermeasures from trusted manufacturer Behring provide dependable IR signal spoofing to ably counter a wide range of ordnance.
item_DescAMBX_BEHR_Flares_48=Manufacturer: Behring\nType: Decoy\nCount: 48\n\nThese decoy countermeasures from trusted manufacturer Behring provide dependable IR signal spoofing to ably counter a wide range of ordnance.
item_DescAMBX_BEHR_Flares_8=Manufacturer: Behring\nType: Decoy\nCount: 8\n\nThese decoy countermeasures from trusted manufacturer Behring provide dependable IR signal spoofing to ably counter a wide range of ordnance. 
item_DescAMBX_GATS_BallisticCannon_S2,P=Ammunition case for the Gallenson Tactical Ballistic Autocannon S2.
item_DescAMBX_GATS_BallisticCannon_S3,P=Ammunition case for the Gallenson Tactical Ballistic Autocannon S3.
item_DescAMBX_GATS_BallisticGatling_S2,P=Ammunition case for Gallenson Tactical's Ballistic Gatling S2.
item_DescAMBX_GATS_BallisticGatling_S3,P=Ammunition case for the Gallenson Tactical Ballistic Gatling S3.
item_DescAMBX_JOKR_Chaff_16=Manufacturer: Joker\nType: Noise\nCount: 16\n\nTrouble brewing? Missile breathing down your neck? Get yourself out of tough spot with these CS-spoofing noise countermeasures from Joker.
item_DescAMBX_JOKR_Chaff_24=Manufacturer: Joker\nType: Noise\nCount: 24\n\nTrouble brewing? Missile breathing down your neck? Get yourself out of tough spot with these CS-spoofing noise countermeasures from Joker.
item_DescAMBX_JOKR_Chaff_32=Manufacturer: Joker\nType: Noise\nCount: 32\n\nTrouble brewing? Missile breathing down your neck? Get yourself out of tough spot with these CS-spoofing noise countermeasures from Joker.
item_DescAMBX_JOKR_Chaff_40=Manufacturer: Joker\nType: Noise\nCount: 40\n\nTrouble brewing? Missile breathing down your neck? Get yourself out of tough spot with these CS-spoofing noise countermeasures from Joker.
item_DescAMBX_JOKR_Chaff_48=Manufacturer: Joker\nType: Noise\nCount: 48\n\nTrouble brewing? Missile breathing down your neck? Get yourself out of tough spot with these CS-spoofing noise countermeasures from Joker.
item_DescAMBX_JOKR_Chaff_8=Manufacturer: Joker\nType: Noise\nCount: 8\n\nTrouble brewing? Missile breathing down your neck? Get yourself out of tough spot with these CS-spoofing noise countermeasures from Joker.
item_DescAMBX_JOKR_Flares_16=Manufacturer: Joker\nType: Decoy\nCount: 16\n\nIf you hate blowing up, Joker's got you covered. These decoy countermeasures are just the thing to get IR missiles off your back.
item_DescAMBX_JOKR_Flares_24=Manufacturer: Joker\nType: Decoy\nCount: 24\n\nIf you hate blowing up, Joker's got you covered. These decoy countermeasures are just the thing to get IR missiles off your back.
item_DescAMBX_JOKR_Flares_32=Manufacturer: Joker\nType: Decoy\nCount: 32\n\nIf you hate blowing up, Joker's got you covered. These decoy countermeasures are just the thing to get IR missiles off your back.
item_DescAMBX_JOKR_Flares_40=Manufacturer: Joker\nType: Decoy\nCount: 40\n\nIf you hate blowing up, Joker's got you covered. These decoy countermeasures are just the thing to get IR missiles off your back.
item_DescAMBX_JOKR_Flares_48=Manufacturer: Joker\nType: Decoy\nCount: 48\n\nIf you hate blowing up, Joker's got you covered. These decoy countermeasures are just the thing to get IR missiles off your back.
item_DescAMBX_JOKR_Flares_8=Manufacturer: Joker\nType: Decoy\nCount: 8\n\nIf you hate blowing up, Joker's got you covered. These decoy countermeasures are just the thing to get IR missiles off your back.
item_DescAMBX_KBAR_BallisticCannon_S1,P=Ammunition case for the KnightBridge Arms Ballistic Autocannon S1.
item_DescAMBX_KBAR_BallisticCannon_S2,P=KnightBridge Arms Ballistic Autocannon S2 Ammo Box
item_DescAMBX_KBAR_BallisticCannon_S3,P=Ammunition case for the KnightBridge Arms Ballistic Autocannon S3.
item_DescAMBX_KLWE_MassDriver_S10,P=Ammunition case for Klaus & Werner's Mass Driver S10 Ammo Box
item_DescAMBX_KLWE_MassDriver_S2=Ammunition case for Klaus & Werner's Sledge II.
item_DescAMBX_KRIG_BallisticGatling_S2,P=Ammunition case for the Kruger Intergalactic Ballistic Gatling S2
item_DescAMBX_KRIG_BallisticGatling_S3,P=Ammunition case for the Kruger Intergalactic Ballistic Gatling S3
item_DescAMBX_RSI_BallisticRepeater_S9,P=Ammunition case for RSI's Ballistic Repeater S9.
item_DescAMBX_TALN_Chaff_16=Manufacturer: Talon\nType: Noise\nCount: 16\n\nEffectively redirect CS seeking missiles with these noise countermeasures from Talon.
item_DescAMBX_TALN_Chaff_24=Manufacturer: Talon\nType: Noise\nCount: 24\n\nEffectively redirect CS seeking missiles with these noise countermeasures from Talon.
item_DescAMBX_TALN_Chaff_32=Manufacturer: Talon\nType: Noise\nCount: 32\n\nEffectively redirect CS seeking missiles with these noise countermeasures from Talon.
item_DescAMBX_TALN_Chaff_40=Manufacturer: Talon\nType: Noise\nCount: 40\n\nEffectively redirect CS seeking missiles with these noise countermeasures from Talon.
item_DescAMBX_TALN_Chaff_48=Manufacturer: Talon\nType: Noise\nCount: 48\n\nEffectively redirect CS seeking missiles with these noise countermeasures from Talon.
item_DescAMBX_TALN_Chaff_8=Manufacturer: Talon\nType: Noise\nCount: 8\n\nEffectively redirect CS seeking missiles with these noise countermeasures from Talon.  
item_DescAMRS_LaserCannon_S1=Manufacturer: Amon & Reese Co.\nItem Type: Laser Cannon\nSize: 1\n\nThe Omnisky III is the base model in A&R's line of laser autocannons for small ships and has a comparable rate of fire, damage output and range to other weapons in its size class. It uses mid-grade components in its design, offering a marked increase in power efficiency over some of its less expensive competitors.
item_DescAMRS_LaserCannon_S2=Manufacturer: Amon & Reese Co.\nItem Type: Laser Cannon\nSize: 2\n\nThe Omnisky VI is the mid-sized laser autocannon from manufacturer A&R. It boasts increased damage and range and power consumption over its smaller brother, the Omnisky III, and utilizes many of the same components resulting in middle-of-the-road power efficiency.
item_DescAMRS_LaserCannon_S3=Manufacturer: Amon & Reese Co.\nItem Type: Laser Cannon\nSize: 3\n\nThe Omnisky IX is the size three version of Amon & Reese's popular laser autocannon. The weapon's low rate of fire is offset by its effective range, which allows it to deliver a powerful shot from afar.
item_DescAMRS_LaserCannon_S4=Manufacturer: Amon & Reese Co.\nItem Type: Laser Cannon\nSize: 4\n\nAmon & Reese's dependable line of laser autocannons continues with the Omnisky XII. Though slow firing, this size four laser is able to efficiently deliver devastating laser beam blasts from a considerable range.
item_DescAMRS_LaserCannon_S5=Manufacturer: Amon & Reese Co.\nItem Type: Laser Cannon\nSize: 5\n\nAmon & Reese's reputation for making powerful and reliable weapons is embodied by their Omnisky line of laser autocannons. The Omnisky XV is the size five version of the weapon that's helped defend the Empire for centuries.
item_DescAMRS_LaserCannon_S6=Manufacturer: Amon & Reese Co.\nItem Type: Laser Cannon\nSize: 6\n\nNicknamed 'Augustus' by Amon & Reese engineers after the Roman Emperor who founded the notable 'Eighteenth Legion,' this massive size six laser autocannon hits hard over great distances, making the Omnisky XVIII an effective way to keep enemies at bay.
item_DescAMRS_ScatterGun_S3=Manufacturer: Amon & Reese Co.\nItem Type: Plasma Scattergun\nSize: 3\n\nYou ship will spread havoc with A&Rs PyroBurst plasma shotgun. Effective in close quarters, the PyroBurst sprays self-detonating plasma projectiles, sacrificing pinpoint accuracy for area saturation.
item_DescANVIL_Hornet_F7C_shop=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nTo the enemy, it is a weapon never to be underestimated. To allies, it's a savior. The F7C Hornet is the same dependable and resilient multi-purpose fighter that has become the face of the UEE Navy. The F7C is the foundation to build on and meet whatever requirements you have in mind.
item_DescANVL_Arrow_Turret=Manufacturer: Anvil Aerospace\n\nThe Gestonne turret system for Anvil's Arrow allows precise independent tracking of targets and features mounts for two Size-1 weapons.
item_DescANVL_CML_Chaff=Anvil Noise Launcher
item_DescANVL_CML_Flare=Anvil Decoy Launcher
item_DescANVL_Cockpit_Audio=Anvil Cockpit Audio
item_DescANVL_Crucible_Seat=Anvil Crucible Seat
item_DescANVL_F7A_CML_Chaff=Anvil Hornet F7A - Noise Launcher
item_DescANVL_F7A_CML_Flare=Anvil Hornet F7A - Decoy Launcher
item_DescANVL_F7A_FuelIntake=Anvil Hornet F7A Fuel Intake
item_DescANVL_Fixed_Mount_Hornet_Ball_S4=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 5\n\nA special mission weapon mount from Flashfire Systems designed to allow the Hornet to attach weapons the same size as the hardpoint the VariPuck is mounting to.
item_DescANVL_Flex_MK2=Anvil Flex MK2 Thruster
item_DescANVL_Flex_MK3=Anvil Flex MK3 Thruster
item_DescANVL_FuelIntake=Anvil Fuel Intake
item_DescANVL_FuelTank_F7A=Anvil Hornet F7A Fuel Tank
item_DescANVL_Gladiator_CML_Chaff=Anvil Gladiator - Noise Launcher
item_DescANVL_Gladiator_CML_Flare=Anvil Gladiator - Decoy Launcher
item_DescANVL_Gladiator_CoPilot_Ejection_Seat=Anvil Gladiator Co-Pilot Ejection Seat
item_DescANVL_Gladiator_Ejection_Seat=Anvil Gladiator Pilot Ejection Seat
item_DescANVL_Gladiator_LandingSystem=Anvil Gladiator Landing System
item_DescANVL_Gladiator_Multilight=Anvil Gladiator External Lights
item_DescANVL_Gladiator_Turret_Ball_S2_Q2=Anvil Gladiator ball turret
item_DescANVL_Hornet_BallTurret_Lights=Anvil Hornet Ball Turret External Lights
item_DescANVL_Hornet_Ejection_Seat=Anvil Hornet Ejection Seat
item_DescANVL_Hornet_Ejection_Seat_CoPilot=Anvil Hornet Co-Pilot Ejection Seat
item_DescANVL_Hornet_Ejection_Seat_F7A=Anvil Hornet F7A Ejection Seat
item_DescANVL_Hornet_F7A_Mk1_Ball_Turret=Give your Hornet's firepower a boost with the C4-163f. Designed by Anvil specifically for its F7 Mk I series, this S5 ball turret can equip two S3 ship weapons.
item_DescANVL_Hornet_F7A_Mk1_Nose_Turret=Item Type: Turret\nManufacturer: Anvil Aerospace\nSize: 3\n\nThis nose turret was designed specifically for Anvil's F7A Hornet Mk I to allow for mounting two Size-2 weapons and precise gimbaled tracking of targets.
item_DescANVL_Hornet_F7A_Mk2_Ball_Turret=Give your Hornet Mk II a boost in firepower with the C5-173f ball turret. Designed by Anvil specifically for its F7 Mk II series, this S5 ball turret can equip two S3 ship weapons.
item_DescANVL_Hornet_F7A_Mk2_Nose_Turret=Item Type: Turret\nManufacturer: Anvil Aerospace\nSize: 3\n\nThis nose turret was designed specifically for Anvil's F7A Mk II Hornet to allow for mounting two Size-2 weapons and precise gimbaled tracking of targets.
item_DescANVL_Hornet_F7CR_shop=Manufacturer: Anvil Aerospace\nFocus: Pathfinder\n\nIf the Ghost is made to hide, the Tracker is made to seek. The F7C-R Tracker boasts an advanced radar suite making it ideal for deep-space explorers who require depth and accuracy in their scan packages. Local militia and larger merc units will also repurpose Trackers to act as mobile C&C ships for their squadrons.
item_DescANVL_Hornet_F7CS_shop=Manufacturer: Anvil Aerospace\nFocus: Stealth Fighter\n\nThrough a combination of low-emission drives, low-draw weapons, and Void Armor technology capable of diffusing scans, the F7C-S Ghost is built for the pilot who wants to keep a low profile. The Ghost is capable of slipping past the most ardent of observers to accomplish whatever goal you need to accomplish. Don't worry, we won't ask.
item_DescANVL_Hornet_F7C_Ball_Turret=Give your Hornet's firepower a boost with the C4-160f. Designed by Anvil specifically for its F7 series, this S5 ball turret can equip two S2 ship weapons.
item_DescANVL_Hornet_F7C_Mk2_Cargo_Door=Manufacturer: Stor*All\nItem Type: Storage\n\nDesigned for the Hornet F7C Mk II, the Stor*All Big Box model H2 replaces the turret system of the military-spec craft with a respectable cargo hold.
item_DescANVL_Hornet_F7C_Nose_Turret=Item Type: Turret\nManufacturer: Anvil Aerospace\nSize: 3\n\nThis nose turret was designed specifically for Anvil's F7C Hornet to allow for mounting two Size-1 weapons and precise gimbaled tracking of targets.
item_DescANVL_Hornet_LandingSystem=Anvil Hornet Landing System
item_DescANVL_Hornet_Lights=Anvil Hornet External Lights
item_DescANVL_Hornet_Multilight=Anvil Hornet External Lights
item_DescANVL_Joint_MK2=Anvil Joint MK2 Thruster
item_DescANVL_Joint_MK3=Anvil Joint MK3 Thruster
item_DescANVL_Lightning_F8C_Turret=This remote turret provides mounts for two Size 2 weapons, an expansive field of fire, and precise control to give F8C pilots a comprehensive weapon system to get out of any situation.
item_DescANVL_Lightning_F8_Turret=Anvil Lightning F8 Turret
item_DescANVL_S1_Rack_x4=Anvil Quad S1 Missile Rack
item_DescANVL_S2_Rack_x2=Anvil Double S2 Missile Rack
item_DescANVL_S3_Rack_x1=Anvil Single S3 Missile Platform
item_DescANVL_S5_Rack_x2=Talon Weapon Systems Belly Bay Pylon Mount, Max Size 5
item_DescANVL_Terrapin_Nose_Turret=Anvil Terrapin Nose Mount
item_DescANVL_Test_ADS=Anvil 1000 ADS Computer
item_DescANVL_Test_CPU=Anvil 1000 CPU
item_DescANVL_Test_Motherboard,P=Anvil 1000 Motherboard
item_DescANVL_Test_TC=Anvil 1000 Targeting Computer
item_DescANVL_Test_WC=Anvil Weapons Control
item_DescAPAR_BallisticGatling_S4=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Gatling\nSize: 4\n\nIf it aint broke, dont fix it. And if you want it broke, aim a Revenant at it. Solidly built on a foundation of centuries-old tech, Apocalypse Arms puts an innovative spin on battle-tested designs to create a rugged ballistic Gatling that can steadily hurtle death across the void. Though its slow to spin up and cool down, the Revenants dependability makes it a favorite for those expecting to find trouble.
item_DescAPAR_BallisticGatling_S6=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Gatling\nSize: 6\n\nReminiscent of a bygone era of space combat, this brutal size six ballistic Gatling from Apocalypse Arms is a very deliberate weapon. Take a moment as the Draugar's drum spins up to speed to savor the ruin and destruction that you are about unleash.
item_DescAPAR_BallisticRepeater_S4=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Repeater\nSize: 4\n\nApocalypse Arms' Shade repeater is a semi-automatic ballistic weapon, capable of providing sustained, accurate fire on target. Its multiple barrels allow the Shade to have an increased rate of fire over similar weapons of its class.
item_DescAPAR_BallisticRepeater_S5=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Repeater\nSize: 5\n\nWhen you need to send a message loud and clear, you'd be hard pressed to find a more intimidating courier than the Eventide. This size five ballistic repeater from Apocalypse Arms provides sustained, accurate fire with enough stopping power to equalize any fight.
item_DescAPAR_BallisticRepeater_S6=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Repeater\nSize: 6\n\nRain down devastation with Apocalypse Arms' Nightfall ballistic repeater. This massive size six gun offers punishment at distance and up close, unleashing higher caliber rounds than other repeaters of its size.
item_DescAPAR_BallisticScatterGun_S1=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Scattergun\nSize: 1\n\nSow dread across the battlefield with the Havoc from Apocalypse Arms. This size one scattergun deals massive damage at close range, making it the perfect weapon for finishing a fight.
item_DescAPAR_BallisticScatterGun_S1_Shark=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Scattergun\nSize: 1\n\nWith its devastating effectiveness at close range, the exclusive Sharkmouth Edition Havoc Scattergun from Apocalypse Arms features aggressive styling that is sure to make a lasting impression on your enemies as you unleash fire and hell.
item_DescAPAR_BallisticScatterGun_S2=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Scattergun\nSize: 2\n\nApocalypse Arms' Hellion is a size two scattergun that saturates targets with ballistic ammo in close quarters. The gun's smart ammo functionality allows it to switch between standard and specialty rounds.
item_DescAPAR_BallisticScatterGun_S2_Shark=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Scattergun\nSize: 2\n\nWith its devastating effectiveness at close range, the exclusive Sharkmouth Edition Hellion Scattergun from Apocalypse Arms features aggressive styling that is sure to make a lasting impression on your enemies as you unleash fire and hell.
item_DescAPAR_BallisticScatterGun_S3=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Scattergun\nSize: 3\n\nThe Predator scattergun preys upon nearby opponents with an overwhelming barrage of ballistic ammo. The size three version of Apocalypse Arms' feared scattergun trades effective range for a wide spread.
item_DescAPAR_BallisticScatterGun_S3_Shark=Manufacturer: Apocalypse Arms\nItem Type: Ballistic Scattergun\nSize: 3\n\nWith its devastating effectiveness at close range, the exclusive Sharkmouth Edition Predator Scattergun from Apocalypse Arms features aggressive styling that is sure to make a lasting impression on your enemies as you unleash fire and hell.
item_DescAPAR_MassDriver_S2=Manufacturer: Apocalypse Arms\nItem Type: Mass Driver Cannon\nSize: 2\n\nIt always pays to be prepared, and if misfortune ever does strike, youre going to be glad you have an Apocalypse Arms Strife Mass Driver handy. Its electromagnetic accelerators may be a little power hungry, but it makes up for it with how rapidly it can fire its high velocity projectiles. Watching it tear through your target is enough to make any bad day a little bit better. Just be careful not to let it overheat.
item_DescARCO_ArcDuo_400_engine_Freelancer=ArcCorp's Arc Duo 400 was recently named one of Whitley's Ten Best Commercial Grade Thruster value buys. Designed to handle the payload requirements of larger class vessels, the Arc Duo 400 continues ArcCorp's design philosophy of lower signature and better efficiency.
item_DescARGO_MPUV_Aux_Fixed_01,P=Fixed Mav Thruster
item_DescARGO_MPUV_Aux_Fixed_02,P=Fixed Mav Thruster
item_DescARGO_MPUV_Aux_Fixed_03,P=Fixed MavThruster
item_DescARGO_MPUV_LandingSystem,P=Argo MPUV Landing System
item_DescARMR_AEGS_Avenger_Stalker,P=Avenger Stalker Ship Armor
item_DescARMR_AEGS_Avenger_Titan,P=Avenger Titan Ship Armor
item_DescARMR_AEGS_Avenger_Warlock,P=Avenger Warlock Ship Armor
item_DescARMR_AEGS_Gladius,P=Gladius Ship Armor
item_DescARMR_AEGS_Hammerhead,P=Hammerhead Ship Armor
item_DescARMR_AEGS_Idris,P=Idris Ship Armor
item_DescARMR_AEGS_Redeemer,P=Aegis Redeemer Ship Armor
item_DescARMR_AEGS_Retaliator,P=Retaliator Ship Armor
item_DescARMR_AEGS_Sabre,P=Sabre Ship Armor
item_DescARMR_AEGS_SabreRaven=Sabre Raven Ship Armor
item_DescARMR_AEGS_Vanguard,P=Vanguard Ship Armor
item_DescARMR_ANVL_Gladiator=Gladiator Ship Armor
item_DescARMR_ANVL_Hornet_F7A=Hornet F7A Ship Armor
item_DescARMR_ANVL_Hornet_F7C=Hornet F7C Ship Armor
item_DescARMR_ANVL_Hornet_F7CM=Anvil Bastion Ship Armor
item_DescARMR_ANVL_Hornet_F7CR=Hornet F7CR Ship Armor
item_DescARMR_ANVL_Hornet_F7CS=Anvil Void Ship Armor
item_DescARMR_ARGO_MPUV,P=Argo MPUV Ship Armor
item_DescARMR_CNOU_Mustang_Alpha,P=Mustang Alpha Ship Armor
item_DescARMR_CNOU_Mustang_Beta,P=Mustang Beta Ship Armor
item_DescARMR_CNOU_Mustang_Delta,P=Consolidated Outland Cavalry Ship Armor
item_DescARMR_CNOU_Mustang_Gamma,P=Mustang Gamma Ship Armor
item_DescARMR_CNOU_Mustang_Omega,P=Mustang Omega Ship Armor
item_DescARMR_DRAK_Cutlass_Black,P=Cutlass Black Ship Armor
item_DescARMR_KRIG_Merlin,P=Merlin Ship Armor
item_DescARMR_MISC_Freelancer,P=Freelancer Ship Armor
item_DescARMR_MISC_Reliant,P=MISC Reliant Ship Armor
item_DescARMR_MISC_Starfarer,P=Starfarer Ship Armor
item_DescARMR_MISC_Starfarer_Gemini,P=Starfarer Gemini Ship Armor
item_DescARMR_ORIG_100i=Origin Jumpworks 100i Ship Armor
item_DescARMR_ORIG_125a=Origin Jumpworks 125a Ship Armor
item_DescARMR_ORIG_135c=Origin Jumpworks 135c Ship Armor
item_DescARMR_ORIG_300i,P=300i Ship Armor
item_DescARMR_ORIG_315p,P=Origin Jumpworks 315p Ship Armor
item_DescARMR_ORIG_325a,P=Talisman R5 Ship Armor
item_DescARMR_ORIG_350r,P=350r Ship Armor
item_DescARMR_ORIG_M50,P=M50 Ship Armor
item_DescARMR_RSI_Aurora_CL,P=Aurora CL Ship Armor
item_DescARMR_RSI_Aurora_ES,P=Aurora ES Ship Armor
item_DescARMR_RSI_Aurora_LN,P=RSI Lorica Ship Armor
item_DescARMR_RSI_Aurora_LX,P=Aurora LX Ship Armor
item_DescARMR_RSI_Aurora_MR,P=Aurora MR Ship Armor
item_DescARMR_RSI_Constellation_Andromeda,P=Constellation Andromeda Ship Armor
item_DescARMR_RSI_Polaris,P=RSI Polaris Ship Armor
item_DescARMR_VNCL_Blade,P=Blade Ship Armor
item_DescARMR_VNCL_Glaive,P=Glaive Ship Armor
item_DescARMR_VNCL_Scythe,P=Scythe Ship Armor
item_DescARMR_VNCL_Stinger,P=Stinger Ship Armor
item_DescARMR_VNCL_Void,P=Void Ship Armor
item_DescARMR_XIAN_Scout,P=Scout Ship Armor
item_DescASAD_DistortionRepeater_S1=Manufacturer: Associated Science & Development\nItem Type: Distortion Repeater\nSize: 1\n\nPower is the life blood of every ship, and the DR Model-XJ1 from ASD is the ideal choice to bleed hostiles dry. This cutting-edge distortion repeater allows you to disrupt power on targets, disabling threats efficiently.
item_DescASAD_DistortionRepeater_S2=Manufacturer: Associated Science & Development\nItem Type: Distortion Repeater\nSize: 2\n\nAdvancing the field of distortion weapons, the DR Model-XJ2 repeater from ASD provides tactical energy disruption that will severely limit any targeted ships operational capacity.
item_DescASAD_DistortionRepeater_S3=Manufacturer: Associated Science & Development\nItem Type: Distortion Repeater\nSize: 3\n\nShutdown hostile actions and target power supplies with the DR Model-XJ3, a well-ranged distortion repeater developed by the advanced weapons research labs of ASD.
item_DescASAS_SoloShield=Manufacturer: Ascension Astro\n\nAscension Astro's Soloshield is a baseline shield generator, projecting a single-field bubble to offer an additional layer of protection for your ship's hull and armor. The low electromagnetic emissions will also help minimize your ship's presence on scans.
item_DescASAS_Soloshield_Survival,P=Ascension Astro Soloshield Survival
item_DescAVIO_BEHR_S01_CSR_RP,P=Behring Avionics Motherboard
item_DescAVIO_CPUB_MITE_Memvio_10b,P=memVio 1.0b CPU Booster
item_DescAVIO_LEGACY_ADS,P=ADS Computer
item_DescAVIO_TGTC_BEHR_TM_4AB,P=TM-4AB Targeting Computer
item_DescAVIO_TGTC_BEHR_TM_4GS,P=TM-4GS Targeting Computer
item_DescAVIO_TGTC_BEHR_TM_4WL,P=TM-4WL Targeting Computer
item_DescAVIO_TGTC_WLOP_F7A,P=F7A Targeting Computer
item_DescAVIO_TGTC_WLOP_P1_Omnitrack,P=P1 Omnitrack Targeting Computer
item_DescAVIO_TGTC_WLOP_P3X_Multilock,P=P3X Multilock Targeting Computer
item_DescAVIO_TGTC_WLOP_P3_Autocompensator,P=P3 Autocompensator Targeting Computer
item_DescAlienAA_fragment_1_large_damaged_a=A large artifact fragment of unknown origin and made of an unidentified material. Broken and considered damaged, intricate etchings that subtly glow can still be seen on the fragment, though the gold-colored metallic banding is in poor condition.
item_DescAlienAA_fragment_1_large_flawed_a=A large artifact fragment of unknown origin and made of an unidentified material. Broken and considered in flawed condition, the fragment features intricate etchings that subtly glow green and is overlaid with gold-colored metallic banding.
item_DescAlienAA_fragment_1_large_pristine_a=A large artifact fragment of unknown origin and made of an unidentified material. Though broken, it's otherwise considered in pristine condition. The fragment features intricate etchings that subtly glow green and is overlaid with gold-colored metallic banding.
item_DescAlienAA_fragment_1_medium_damaged_a=A medium-sized artifact fragment of unknown origin and made of an unidentified material. Though broken and considered damaged, intricate etchings that subtly glow can still be seen on the fragment.
item_DescAlienAA_fragment_1_medium_flawed_a=A medium-sized artifact fragment of unknown origin and made of an unidentified material. Broken and considered in flawed condition, the fragment features intricate etchings that subtly glow green and is overlaid with dark-colored metallic banding.
item_DescAlienAA_fragment_1_medium_pristine_a=A medium-sized artifact fragment of unknown origin and made of an unidentified material. Though broken, it's otherwise considered in pristine condition. The fragment features intricate etchings that subtly glow green and is overlaid with dark-colored metallic banding.
item_DescAlienAA_fragment_1_small_damaged_a=A small artifact fragment of unknown origin and made of an unidentified material. Broken and considered damaged, it features intricate etchings that subtly glow.
item_DescAlienAA_fragment_1_small_flawed_a=A small artifact fragment of unknown origin and made of an unidentified material. Broken and considered in flawed condition, it features intricate etchings that subtly glow green.
item_DescAlienAA_fragment_1_small_pristine_a=A small artifact fragment of unknown origin and made of an unidentified material. Though broken, it's otherwise considered in pristine condition, and features intricate etchings that subtly glow green.
item_DescAlienFish= A striking kingfish thats capable of adapting to many types of environments. It was presented to Humanity by the XiAn from their preserves in Ealus System.
item_DescAmmoBox_20mm_Tungsten_AMMO=Contains 20mm ammunition for ballistic weapons.
item_DescAmmoBox_AEGS_Flares,P=Aegis Decoy Ammo
item_DescAmmoBox_ANVL_Flares=Contains Decoy countermeasures.
item_DescAmmoBox_Ballistic_20mm_AMMO,P=20mm Ammo Box
item_DescAmmoBox_Ballistic_24mm=Contains 24mm ammunition for ballistic weapons.
item_DescAmmoBox_Ballistic_25mm_AMMO=Contains 25mm ammunition for ballistic weapons.
item_DescAmmoBox_Ballistic_35mm_AMMO=Contains 35mm ammunition for ballistic weapons.
item_DescAmmoBox_Ballistic_50mm_AMMO=Contains 50mm ammunition for ballistic weapons.
item_DescAmmoBox_Ballistic_60mm_AMMO=Contains 60mm ammunition for ballistic weapons.
item_DescAmmoBox_ORIG_Flares,P=Origin Jumpworks Decoy Ammo Box
item_DescAmmoBox_RSI_Flares,P=RSI Decoy Ammo Box
item_DescAmmoCrate=Refill your energy and ballistic ammunition.
item_DescAmmobox_AEGS_Avenger_Flares,P=Aegis Avenger Flares Ammo
item_DescAmmobox_AEGS_Flares_Tutorial,P=Aegis Decoy Ammo
item_DescAmmobox_ANVL_Hornet_F7CM_Flares=Anvil Hornet F7CM Flares Ammo
item_DescAmmobox_ANVL_Hornet_F7C_Flares=Anvil Hornet F7C Flares Ammo
item_DescAmmobox_ANVL_Hornet_FC7R_Flares=Anvil Hornet F7CR Flares Ammo
item_DescAmmobox_Ballistic_1000rd_20mm,P=Ballistic ammo, 1000 20mm rounds
item_DescAmmobox_Ballistic_120rd_106mm_exp,P=Ballistic explosive ammo, 120 106mm rounds
item_DescAmmobox_Ballistic_120rd_40mm,P=Ballistic ammo, 120 40mm rounds
item_DescAmmobox_Ballistic_120rd_60mm,P=Ballistic ammo, 120 60mm rounds
item_DescAmmobox_Ballistic_150rd_35mm,P=Ballistic ammo, 150 35mm rounds
item_DescAmmobox_Ballistic_180rd_60mm,P=Ballistic ammo, 180 60mm rounds
item_DescAmmobox_Ballistic_200rd_25mm,P=Ballistic ammo, 200 25mm rounds
item_DescAmmobox_Ballistic_240rd_40mm,P=Ballistic ammo, 240 40mm rounds
item_DescAmmobox_Ballistic_240rd_60mm,P=Ballistic ammo, 240 60mm rounds
item_DescAmmobox_Ballistic_250rd_20mm,P=Ballistic ammo, 250 20mm rounds
item_DescAmmobox_Ballistic_300rd_35mm,P=Ballistic ammo, 300 35mm rounds
item_DescAmmobox_Ballistic_30rd_1000mm_rail,P=Ballistic rail ammo, 30 1000mm rounds
item_DescAmmobox_Ballistic_360rd_40mm,P=Ballistic ammo, 360 40mm rounds
item_DescAmmobox_Ballistic_400rd_25mm,P=Ballistic ammo, 400 25mm rounds
item_DescAmmobox_Ballistic_450rd_35mm,P=Ballistic ammo, 450 35mm rounds
item_DescAmmobox_Ballistic_480rd_40mm,P=Ballistic ammo, 480 40mm rounds
item_DescAmmobox_Ballistic_500rd_1000mm,P=Ballistic ammo, 500 1000mm rounds
item_DescAmmobox_Ballistic_500rd_20mm,P=Ballistic ammo, 500 20mm rounds
item_DescAmmobox_Ballistic_500rd_40mm_5km_exp,P=Ballistic explosive ammo, 500 20mm rounds
item_DescAmmobox_Ballistic_500rd_40mm_exp,P=Ballistic explosive ammo, 500 20mm rounds
item_DescAmmobox_Ballistic_50mm,P=Ballistic ammo, 50mm rounds
item_DescAmmobox_Ballistic_600rd_25mm,P=Ballistic ammo, 600 25mm rounds
item_DescAmmobox_Ballistic_600rd_35mm,P=Ballistic ammo, 600 35mm rounds
item_DescAmmobox_Ballistic_60rd_60mm,P=Ballistic ammo, 60 60mm rounds
item_DescAmmobox_Ballistic_60rd_60mm_rail,P=Ballistic rail ammo, 60 60mm rounds
item_DescAmmobox_Ballistic_60rd_80mm_rail,P=Ballistic rail ammo, 60 80mm rounds
item_DescAmmobox_Ballistic_750rd_20mm,P=Ballistic ammo, 750 20mm rounds
item_DescAmmobox_Ballistic_750rd_30mm,P=Ballistic ammo, 750 30mm rounds
item_DescAmmobox_Ballistic_800rd_25mm,P=Ballistic ammo, 800 25mm rounds
item_DescAmmobox_Ballistic_KRIG_20mm,P=Ammunition box for Kruger Intergalactic 20mm Ballistic.
item_DescAmmobox_Ballistic_KRIG_25mm,P=Ammunition box for the Kruger Intergalactic 25mm Ballistic.
item_DescAmmobox_JOKR_Defcon_Flares,P=Joker Defcon Flares Ammo
item_DescAmmobox_ORIG_300i_Flares,P=Origin Jumpworks 300i Flares Ammo
item_DescAmmobox_ORIG_315p_Flares,P=Origin Jumpworks 315p Flares Ammo
item_DescAmmobox_ORIG_325a_Flares,P=Origin Jumpworks 325a Flares Ammo
item_DescAmmobox_ORIG_350r_Flares,P=Origin Jumpworks 350r Flares Ammo
item_DescAmmobox_ORIG_M50_Flares,P=Origin Jumpworks M50 Flares Ammo
item_DescAmmobox_RSI_Aurora_CL_Flares,P=RSI Aurora CL Flares Ammo
item_DescAmmobox_RSI_Aurora_ES_Flares,P=RSI Aurora ES Flares Ammo
item_DescAmmobox_RSI_Aurora_LN_Flares,P=RSI Aurora LN Flares Ammo
item_DescAmmobox_RSI_Aurora_LX_Flares,P=RSI Aurora LX Flares Ammo
item_DescAmmobox_RSI_Aurora_MR_Flares,P=RSI Aurora MR Flares Ammo
item_DescAmmobox_Rocket,P=Rocket Ammo
item_DescAmmobox_VNCL_Glaive_Flares,P=Ammunition box for decoy countermeasures for the Vanduul Glaive.
item_DescAmmobox_VNCL_Scythe_Flares,P=Ammunition box for decoy countermeasures for the Vanduul Scythe.
item_DescAmmobox_XIAN_Scout_Flares,P=Ammunition box for decoy countermeasures for the Aopoa Khartu-al.
item_DescArenaCommanderShipUI=<-=MISSING=->
item_DescArrow_Paint_2950Invictus_1=Customize your Arrow with this multi-tone tan and green livery featuring gold accents.
item_DescArrow_Paint_2950Invictus_2=Customize your Arrow with this multi-tone green livery.
item_DescArrow_Paint_2950Invictus_3=Customize your Arrow with this sleek grey livery.
item_DescArrow_Paint_2950Invictus_4=Customize your Arrow with this fragmented grey livery.
item_DescArrow_Paint_Lovestruck_Pink_Black=Inspired by the colors of Coramor, the Lovestruck livery is a stylish metallic pink and black look for your Arrow.
item_DescArrow_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescAurora_Paint_2950Invictus_1=Customize your Aurora with this green and gold livery.
item_DescAurora_Paint_2950Invictus_2=Show your support for the newest batch of Navy recruits by customizing your Aurora with this special Blue and Gold livery to commemorate the 2950 Invictus Launch Week.
item_DescAurora_Paint_2950Invictus_3=Customize your Aurora with this two-tone grey livery.
item_DescAurora_Paint_BigBenny=Take that kacho to go with this official Big Benny livery, just don't blame us when you're assaulted by hordes of hungry Humans.
item_DescAurora_Paint_Blackbeard=Boldly show your true colors with the grinning countenance of the Jolly Roger, letting all know that you do as you please, and are pretty pleased with what you do.
item_DescAurora_Paint_CrashTest=Keep a lookout with this hazard-themed livery for your Aurora.
item_DescAurora_Paint_Luminalia_2021_white_blue=Equip your Aurora with a paint scheme cooler than a snow storm. The IceBreak livery mixes crisp, cool white with a frostbitten blue for an exciting look suitable for any season.
item_DescAurora_Paint_Midnight=Not everybody likes to make a statement when flying around. This Midnight livery features a monochromatic color scheme that oozes elegance and sophistication.
item_DescAurora_Paint_Pitchfork=Strike fear into the heart of the Vanduul with this Operation Pitchfork livery commemorating the brave pilots who have dedicated their lives to defeating this deadly foe.
item_DescAurora_Paint_SXSW15=Strike out boldly into the universe with this vibrant livery commemorating the iconic 2945 festival that celebrated community spirit and expansion.
item_DescAurora_Paint_Signature=Celebrate Humanity's freedom from the oppressive Messers with this signature blue-and-white themed livery. 
item_DescAurora_Paint_StarKitten=This custom livery features the intrepid lead character of Genady Kuzo's beloved animated series in a sea of bold pink.
item_DescAurora_Paint_UEE=Your love of the Empire will be clear to all when you emblazon your ship in this patriotic livery, inspiring honor and dedication in those you fly with.
item_DescAurora_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescAvenger_Paint_2950Invictus_1=Show your support for the newest batch of Navy recruits by customizing your Avenger with this special Blue and Gold livery to commemorate the 2950 Invictus Launch Week.
item_DescAvenger_Paint_2950Invictus_2=Customize your Avenger with this woodland green livery featuring silver accents.
item_DescAvenger_Paint_2950Invictus_3=Customize your Avenger with this fragmented green livery.
item_DescAvenger_Paint_Copernicus_LightBlue=To honor the brave explorers that brought us to space and support those currently seeking new frontiers, the Interstellar Cartography Center (ICC) commissioned this special livery for the Avenger. Named in honor of famed astronomer Nicolaus Copernicus, the livery mixes two shades of blue with black highlights. All proceeds from the sale of the Copernicus livery goes directly to the ICC to support their efforts in "Charting the Way Ahead."
item_DescAvenger_Paint_DeBiasio_Orange_Grey=To honor the brave explorers that brought us to space and support those currently seeking new frontiers, the Interstellar Cartography Center (ICC) commissioned this special livery for the Avenger. Named in honor of former ICC Director Loretta De Biasio, this livery mixes orange and grey with black highlights. All proceeds from the sale of the De Biasio livery goes directly to the ICC to support their efforts in "Charting the Way Ahead."
item_DescAvenger_Paint_Fleetweek_Black_Chrome=The Ironweave livery gives the Avenger a black hull with chrome highlights.
item_DescAvenger_Paint_Fleetweek_Grey_Beige_Tigerstripe=Give the Avenger an utterly unique look with the Shroud livery, featuring a light grey hull with beige and darker grey contrails over it.
item_DescAvenger_Paint_Kepler_Blue_Orange=To honor the brave explorers that brought us to space and support those currently seeking new frontiers, the Interstellar Cartography Center (ICC) commissioned this special livery for the Avenger. Named in honor of famed astronomer Johannes Kepler, the livery mixes dark blue and orange with black highlights. All proceeds from the sale of the Kepler livery goes directly to the ICC to support their efforts in "Charting the Way Ahead."
item_DescAvenger_Paint_Luminalia_green_red=Express your holiday spirit with the Deck the Hull livery, which uses the traditional Luminalia colors of green and red to celebrate the popular Banu festival that's become beloved by Humans.
item_DescAvenger_Paint_Luminalia_white_blue=Equip your Avenger with a paint scheme cooler than a snow storm. The IceBreak livery mixes crisp, cool white with a frostbitten blue for an exciting look suitable for any season.
item_DescAvenger_Paint_SolarWinds_Metal_Red=Fly in style with the Solar Winds livery that gives the Avenger a metallic silver finish with maroon highlights.
item_DescBANU_TachyonCannon_S1=Manufacturer: Banu\nItem Type: Tachyon Cannon\nSize: 1\n\nMade popular by a Banu souli, the Singe tachyon cannon consistently delivers devastating energy damage across vast distances. Though slow to fire, the lightning-fast tachyon projectile strikes targets almost instantaneously, making the Singe a favorite choice for Banu security ships. Although the Banu have long forgotten the origin of this high tech weapon, several unique design choices have led scholars to suspect that the Banu might have appropriated the tech into their culture, instead of inventing it themselves.
item_DescBANU_TachyonCannon_S2=Manufacturer: Banu\nItem Type: Tachyon Cannon\nSize: 2\n\nMade popular by a Banu souli, the Singe tachyon cannon consistently delivers devastating energy damage across vast distances. Though slow to fire, the lightning-fast tachyon projectile strikes targets almost instantaneously, making the Singe a favorite choice for Banu security ships. Although the Banu have long forgotten the origin of this high tech weapon, several unique design choices have led scholars to suspect that the Banu might have appropriated the tech into their culture, instead of inventing it themselves.
item_DescBANU_TachyonCannon_S3=Manufacturer: Banu\nItem Type: Tachyon Cannon\nSize: 3\n\nMade popular by a Banu souli, the Singe tachyon cannon consistently delivers devastating energy damage across vast distances. Though slow to fire, the lightning-fast tachyon projectile strikes targets almost instantaneously, making the Singe a favorite choice for Banu security ships. Although the Banu have long forgotten the origin of this high tech weapon, several unique design choices have led scholars to suspect that the Banu might have appropriated the tech into their culture, instead of inventing it themselves.
item_DescBEHR_ASIM09c_Marksman_II=ASIM09c Marksman II
item_DescBEHR_BallisticCannon_S4=Manufacturer: Behring\nItem Type: Ballistic Cannon\nSize: 4\n\nHurtling high caliber rounds with devastating velocity, Behrings C-788 Ballistic Autocannon was built to punch through ship armor. Extremely durable with exceptional heat resistance, the “Combine” can handle a heavy workload that, even with the weapons slower rate of fire, makes it an ideal choice for taking on larger, less maneuverable targets.
item_DescBEHR_BallisticCannon_S5=Manufacturer: Behring\nItem Type: Ballistic Cannon\nSize: 5\n\nHurtling high caliber rounds with devastating velocity, Behrings C-810 Ballistic Autocannon was built to punish ship armor. Extremely durable with exceptional heat resistance, the S5 variant of Behring's “Combine” line offers a steadier rate of fire, making it an ideal choice for taking on larger, less maneuverable targets.
item_DescBEHR_BallisticCannon_S6=Manufacturer: Behring\nItem Type: Ballistic Cannon\nSize: 6\n\nHurtling high caliber rounds with devastating velocity, Behrings C-912 Ballistic Autocannon was built to punish ship armor. Extremely durable with exceptional heat resistance, the S6 variant of Behring's “Combine” line offers a steadier rate of fire, making it an ideal choice for taking on larger, less maneuverable targets.
item_DescBEHR_BallisticCannon_VNG_S2=Manufacturer: Behring\nItem Type: Ballistic Cannon\nSize: 2\n\nBehring designed the CVSA to be their Vanguard only ballistic cannon variant. This weapon features a slower rate of fire delivers a higher velocity round that is ideal for dealing major damage to targets at medium to long ranges.
item_DescBEHR_BallisticGatling_S4=Manufacturer: Behring\nItem Type: Ballistic Gatling\nSize: 4\n\nThe AD4B, Behring's take on the classic ballistic gatling, includes a crystal cycle firing mechanism in the the high speed rotary system to maximize efficiency for sustained engagements with minimal misfires. Next time an aggressor escalates a hostile situation, make them regret the decision by spinning up this overwhelming and effective weapon.
item_DescBEHR_BallisticGatling_S5=Manufacturer: Behring\nItem Type: Ballistic Gatling\nSize: 5\n\nThe AD5B, Behring's take on the classic ballistic gatling, includes a crystal cycle firing mechanism in the the high speed rotary system to maximize efficiency for sustained engagements with minimal misfires. Next time an aggressor escalates a hostile situation, make them regret the decision by spinning up this overwhelming and effective weapon.
item_DescBEHR_BallisticGatling_S6=Manufacturer: Behring\nItem Type: Ballistic Gatling\nSize: 6\n\nThe AD6B, Behring's take on the classic ballistic gatling, includes a crystal cycle firing mechanism in the the high speed rotary system to maximize efficiency for sustained engagements with minimal misfires. Next time an aggressor escalates a hostile situation, make them regret the decision by spinning up this overwhelming and effective weapon.
item_DescBEHR_BallisticGatling_SF7B_S7=Manufacturer: Behring\nItem Type: Ballistic Gatling\nSize: 7\n\nSlug it out with large spacecraft and swiftly shred smaller ships with the SF7B ballistic Gatling. Built specifically for the Ares Inferno Star Fighter, the weapon seamlessly integrates into the body of the ship. The weapon's impressive rate of fire unleashes high-density rounds that tear through armor and shields, making it a perfect choice for situations where target saturation is key.
item_DescBEHR_BallisticRepeater_S1=Manufacturer: Behring\nItem Type: Ballistic Repeater\nSize: 1\n\nFiring from two barrels, the SW16BR1 "Buzzsaw" can overwhelm aggressors at medium to close range. Behring's expert craftsmanship allows the weapon to engage in sustained firefights before needing a cooldown, making it an excellent entry level ballistic repeater.
item_DescBEHR_BallisticRepeater_S2=Manufacturer: Behring\nItem Type: Ballistic Repeater\nSize: 2\n\nThe SW16BR2 Sawbuck is Behrings contribution to the expanding Ballistic Repeater market. Its sequential-firing double barrel configuration offers an effective middle-ground for operators looking for a higher rate of fire than a cannon, but without the fear of overheating that you would get with a gatling.
item_DescBEHR_BallisticRepeater_S3=Manufacturer: Behring\nItem Type: Ballistic Repeater\nSize: 3\n\nBlast your way out of trouble with this Behring size three ballistic repeater. The SW16BR3 "Shredder" distributes heat across both barrels to keep it firing when needed most. The weapon's shot grouping and damage falloff make it most deadly at medium or close range.
item_DescBEHR_BallisticRepeater_VNG_S2=Manufacturer: Behring\nItem Type: Ballistic Repeater\nSize: 2\n\nOnly Vanguard owners can equip this unique version of Behring's line of ballistic repeaters to the nose of their ship. The BRVS is carefully calibrated so its ballistic barrage would fire fast enough to provide maximum target saturation while its improved venting reduces frequent overheating.
item_DescBEHR_DistortionCannon_VNG_S2=Manufacturer: Behring\nItem Type: Distortion Cannon\nSize: 2\n\nDisable ships without hurting their crew or cargo with the EVSD from Behring. This distortion cannon features much of the same industry-leading technology used in other Behring weapons, but is specifically designed to be mounted on the nose of an Aegis Vanguard.
item_DescBEHR_DistortionRepeater_VNG_S2=Manufacturer: Behring\nItem Type: Distortion Repeater\nSize: 2\n\nMess with an aggressor's electrical system with the ATVS from Behring. This disruptive, non-lethal distortion repeater is only compatible with the nose-mount on the Aegis Vanguard.
item_DescBEHR_LaserCannon_S1=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 1\n\nThe M3A is Behring's entry level laser autocannon. The autocannon configuration offers modest damage per projectile and a fairly low rate of fire. As the most basic offering in Behring's weapons lineup, it features low power consumption, but poor power efficiency. It makes up ground for its shortcomings by being cheap, a feature many pilots are looking for when outfitting their ships on a budget.
item_DescBEHR_LaserCannon_S2=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 2\n\nThe M4A is Behring's second tier laser autocannon. Its bigger size means more power consumption in exchange for packing a bigger punch. Fire rate and power efficiency are comparable to the M3A model.
item_DescBEHR_LaserCannon_S3=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 3\n\nWhen energy autocannons are designed, Behring's M5A provides the standard to which they are measured against, owing to its long range of engagement and low damage fallout.
item_DescBEHR_LaserCannon_S5=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 5\n\nThis versatile long distance energy autocannon is the latest in Behrings M-Series. The M7A is designed to act as a high impact deterrent effective at medium to long range. The new AC8 Lens system minimizes stopping power loss over distance, making each shot equally effective at longer ranges.
item_DescBEHR_LaserCannon_S6=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 6\n\nThe M8A laser autocannon exemplifies Behring's extensive history designing and constructing ship armaments. The result is a dependable and effective energy weapon capable of handling large skirmishes or precise defensive maneuvers.
item_DescBEHR_LaserCannon_S7=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 7\n\nStrike at the very heart of your enemies with the devastating impact of Behring's M9A energy autocannon. When fully charged, the massive stopping power of this laser weapon has the potential to halt even capital ships in their tracks.
item_DescBEHR_LaserCannon_SF7E_S7=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 7\n\nEngineers from Behring and Crusader collaborated to make the SF7E laser cannon the ideal weapon for the Ares Ion Star Fighter. A custom shell allows the massive weapon to seamlessly integrate into the body of the ship. Ideal for long-range engagements involving large and capital-class spacecraft, the SF7E's impressive accuracy and high damage-per-round make it a devastating weapon in the hands of a skilled shooter.
item_DescBEHR_LaserCannon_VNG_S2=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 2\n\nThe classic M4A has been specially retooled by Behring to create the VS (Vanguard Special), a laser weapon designed to meet the Aegis' unique requirements. The default nose-mounted weapon on the Vanguard Warden, the MVSA can only be loaded onto other Vanguard variants.
item_DescBEHR_LaserRepeater_VNG_S2=Manufacturer: Behring\nItem Type: Laser Repeater\nSize: 2\n\nAegis commissioned Behring to design a laser repeater specifically for their Vanguard line-up. The result was the GVSR, which met Aegis exacting standards by delivering a steady rate of fire without overtaxing the ship's power plant.
item_DescBEHR_PC2_Dual_S1,P=PC2 Dual S1 Mount
item_DescBEHR_PC2_Dual_S3,P=PC2 Dual S3 Mount
item_DescBEHR_PC2_Dual_S4,P=PC2 Dual S4 Mount
item_DescBEHR_PC2_Dual_S4_Fixed,P=PC2 Dual S4 Mount
item_DescBEHR_groundturret_AA_S4=Manufacturer: Behring\nItem Type: Anti-Aircraft Turret\n\nWith dual S4 weapons at the ready, the AAT-21 anti-aircraft turret is primed to protect your territory. Utilizing a sweeping patrol arc and precision targeting, this durable design is able to provide suppressive fire where and when you need it most.\n
item_DescBEHR_grounturret_MP=Manufacturer: Behring\nItem Type: Missile Turret\n\nControl the skies with the MPT-81 missile pod turret. With a wide sweeping range, precise targeting, and adaptable power options, this turret provides offensive security where you need it most.\n
item_DescBOMB_S03_FSKI_Thunderball=Manufacturer: FireStorm Kinetics\nItem Type: Explosive Bomb\nSize: 3\n\nTarget ground forces from a safe distance above with the Thunderball. Despite the small size, these S3 bombs pack a powerful payload, allowing users to either deploy multiple bombs to overwhelm a stationary target or drop them at intervals to hit moving targets. The Thunderball uses FireStorm Kinetics' patented Atmo-Xact fins that deploy once dropped to provide additional guidance en route to target.
item_DescBOMB_S05_FSKI_Stormburst=Manufacturer: FireStorm Kinetics\nItem Type: Explosive Bomb\nSize: 5\n\nWreak havoc on ground forces from the skies above, with the Stormburst. Designed by FireStorm Kinetics to maximize destructive impact at a more moderate size, these S5 bombs feature a mixed composite ordnance to decimate armored targets. The Stormburst also utilizes FireStorm Kinetics' patented Atmo-Xact fins to ensure the payload reaches its target.
item_DescBOMB_S10_FSKI_Colossus=Manufacturer: FireStorm Kinetics\nItem Type: Explosive Bomb\nSize: 10\n\nFoes below won't stand a chance against a Colossus. FireStorm Kinetics designed this massive S10 bomb to devastate ground targets, whether they're vehicles or structures alike. Meant to be dropped from high altitude, the Colossus features patented Atmo-Xact fins that deploy to provide additional guidance en route to target.
item_DescBRAA_groundturret_AA=Manufacturer: Behring\nItem Type: Anti-Aircraft Turret\n\nMaintain order with the AAT-34 anti-aircraft turret. This rugged design is ideal for perimeter protection and can survive long exposure to the elements with minimal maintenance while still providing first class defensive fire from its S10 weapon and dual S7 missile launchers. Its custom targeting software also helps to maximize area coverage while keeping placement numbers reasonable; protecting more sky with fewer turrets.
item_DescBRAA_groundturret_AP_S1=Manufacturer: Broad & Rabiee\nItem Type: Anti-Personnel Turret\nSize: 1\nDamage Type: Ballistic\n\nMaintain order with the APT-18 anti-personnel turret. This compact design is ideal for interior locations to provide an obvious, but not intrusive presence. The turret features a special rotary design that provides excellent lateral and vertical rotation to minimize blind spots and maximize target coverage. It's also made with reinforced plating and parts to keep maintenance to a minimum.
item_DescBREC_S3_F4_Q1=<-=MISSING=->
item_DescBRRA_HornetBall_160f_S1_Q2=DESCRIBE ME!
item_DescBRRA_HornetBall_S2_Q1=DESCRIBE ME!
item_DescBRRA_HornetCanard_F7A_S3=N4-160f F7A Turret
item_DescBRRA_HornetCanard_S2_Q1=Manufacturer: Broad & Rabiee\n\nEvery combat pilot knows that the difference between a miss and a hit can be a couple of degrees. Broad & Rabiees N4-160f turret system is designed to put those degrees of precision in your hands by allowing canard mounted Size 1 and 2 weapons to accurately and effectively track mobile targets without changing the path of your ship.
item_DescBallistic_25mm=<-=MISSING=->
item_DescBallistic_35mm=<-=MISSING=->
item_DescBallistic_50mm=<-=MISSING=->
item_DescBallistic_60mm=<-=MISSING=->
item_DescBandage=<-=MISSING=->
item_DescBanu_cube_1_a=This replica Banu lockbox mimics the look and feel of these rare and highly sought after collector's items. Usually owned by the heads of soulis to hold valuable items or documents, this realistic replica version was produced as a purely decorative item for Humans and can't be opened.
item_DescBehring_Marksman_HS_Platform_x1=Manufacturer: Behring\n\nThis Single Platform is a single-missile transport system that can add that extra edge for your ship in combat.
item_DescBehring_Marksman_HS_Platform_x2=Manufacturer: Behring\n\nThe Behring Marksman heat seeking missile utilizes an enemy's heat signature to obtain and maintain a lock on the target. This tried-and-true method of target acquisition has a few drawbacks: it is easily confused by flares and it may be difficult to establish lock on ships with low heat signatures. These issues aside, the Marksman is the go-to missile of choice for many independent operators and pilots. Rack of two (2).
item_DescBehring_Marksman_HS_Platform_x4=Manufacturer: Behring\n\nBehring's Quad Platform is a complete four-round missile system that can be mounted on any compatible hardpoint for reliable and effective weapon launch.
item_DescBehring_Marksman_Quad=Manufacturer: Behring\n\nBehrings Quad Platform is a complete four-round missile system that can be mounted on any compatible hardpoint for reliable and effective weapon launch.
item_DescBlueLaserBolt=<-=MISSING=->
item_DescBobble_CDS_Medium_01A=Like the armor set it features, the Green ORC-mkX Bobblehead is exquisitely detailed and made with high quality materials. Place Sakura Sun's latest edition to the Sakura Fun line of bobbleheads on a ship's dashboard for an ideal cockpit companion ready to ride along on daring space adventures.
item_DescBobble_CDS_Medium_01B=Like the armor set it features, the Blue ORC-mkX Bobblehead is exquisitely detailed and made with high quality materials. Place Sakura Sun's latest edition to the Sakura Fun line of bobbleheads on a ship's dashboard for an ideal cockpit companion ready to ride along on daring space adventures.
item_DescBobble_CDS_Medium_01C=Like the armor set it features, the White ORC-mkX Bobblehead is exquisitely detailed and made with high quality materials. Place Sakura Sun's latest edition to the Sakura Fun line of bobbleheads on a ship's dashboard for an ideal cockpit companion ready to ride along on daring space adventures.
item_DescBuccaneer_Paint_Green_Black=Embrace Day of the Vara mischievousness and mayhem any time of the year with this custom Buccaneer livery. It combines metallic green and black for a striking look that highlights the holiday's classic colors.
item_DescBuccaneer_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom Buccaneer livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescBuccaneer_Paint_IAE2951_Grey_White=Modify your Buccaneer with this white and grey livery specifically designed for the 2951 IAE.
item_DescC8_Pisces_Paint_Nightbreak=Discreetly soar through the night sky in the C8 Pisces with the Nightbreak livery, which is primarily black with red highlights.
item_DescC8_Pisces_Paint_Noble_Blue=Featuring a vibrant blue base color and gold highlights, the Invictus Blue and Gold Livery will give your C8 Pisces a striking style.
item_DescC8_Pisces_Paint_Scrubland_Camo=Use the Scrubland Camo livery to outfit the C8 Pisces in green camo. A classic and commanding look that's also ideal for excursions across forests and grasslands.
item_DescCNOU_Cockpit_Audio,P=Consolidated Outland Cockpit Audio
item_DescCNOU_Delta_RocketPod_x18,P=Behring R-18 - rocket pod description text
item_DescCNOU_Magma_S2_Q1=With an emphasis on strength through efficiency, Consolidated Outlands design team went back to the drawing board when creating their Magma Jet line of thrusters to really focus on propulsion fundamentals. Burning clean and hot, like the core of a planet, the Magma Jets proprietary molten-state injectors provide a surprising amount of power.
item_DescCNOU_Magma_S2_Q1_Center=With an emphasis on strength through efficiency, Consolidated Outlands design team went back to the drawing board when creating their Magma Jet line of thrusters to really focus on propulsion fundamentals. Burning clean and hot, like the core of a planet, the Magma Jets proprietary molten-state injectors provide a surprising amount of power.
item_DescCNOU_Mustang_Alpha_shop=Manufacturer: Consolidated Outland\nFocus: Cargo\n\nInspired by Consolidated Outland CEO Silas Koerners cutting edge vision, the Mustang Alpha is a sleek, stylish spacecraft that uses ultralight alloys to push power ratios to the limits, albeit sometimes unsafely. And now, with the optional Cargo Carrier, you can have the Alphas advantages without sacrificing carrying capacity.
item_DescCNOU_Mustang_Beta_shop=Manufacturer: Consolidated Outland\nFocus: Pathfinder\n\nThe Mustang Beta, with its unprecedented range, is made for long duration flights. The factory standard Tarsus Leaper Jump Engine enables the Beta to travel to the galaxys farthest systems with ease, while the ships unique Com4T living quarters will make the journey feel like you never left home.
item_DescCNOU_Mustang_DefaultSeat,P=Consolidated Outland Mustang Pilot Seat
item_DescCNOU_Mustang_Ejection_Seat,P=Consolidated Outland Mustang Pilot Ejection Seat
item_DescCNOU_Mustang_Gamma_shop=Manufacturer: Consolidated Outland\nFocus: Racing\n\nConsolidated Outlands design and engineering teams have managed to tweak and refine the Mustang into an admirable racer. The end result, the Mustang Gamma, has smooth acceleration, and power on demand thanks to an innovative package featuring three powerful Magma Jet engines for maximum thrust.
item_DescCNOU_Mustang_LandingSystem,P=Consolidated Outland Mustang Landing System
item_DescCNOU_Mustang_MultiLight,P=Consolidated Outland Mustang Exterior Lights
item_DescCNOU_Mustang_Nose_Turret,P=Consolidated Outland Mustang Nose Turret
item_DescCOOL_ACOM_S01_IcePlunge=Item Type: Cooler\nManufacturer: ACOM\nSize: 1\nGrade: C\nClass: Competition\n\nWhen youre pushing your ship to the limit during that frantic last lap, youll be glad you have ACOMs IcePlunge to keep things cool.
item_DescCOOL_ACOM_S01_QuickCool=Item Type: Cooler\nManufacturer: ACOM\nSize: 1\nGrade: D\nClass: Competition\n\nThe QuikCool provides superior performance over other coolers in its class. This competition grade component from ACOM sacrifices stealth and some durability to be one of the most powerful entry-level coolers around.
item_DescCOOL_ACOM_S02_AbsoluteZero_SCItem=Item Type: Cooler\nManufacturer: ACOM\nSize: 2\nGrade: B \nClass: Competition\n\nOriginally designed for racers, the AbsoluteZero cooler pushes performance to the limits. This high quality component from ACOM features a new coolant cycling system to keep your ships systems cool over everything else.
item_DescCOOL_ACOM_S02_IceDive_SCItem=Item Type: Cooler\nManufacturer: ACOM\nSize: 2\nGrade: C \nClass: Competition\n\nThe IceDive delivers peak performance over other medium coolers of its grade, though it does come at the cost of generating high IR and EM signatures.
item_DescCOOL_ACOM_S02_RapidCool_SCItem=Item Type: Cooler\nManufacturer: ACOM\nSize: 2\nGrade: D \nClass: Competition\n\nACOM brings its performance first philosophy to this medium cooler. The RapidCool trades signature strength and durability for better performance.
item_DescCOOL_AEGS_S01_Bracer=Item Type: Cooler\nManufacturer: Aegis Dynamics \nSize: 1\nGrade: C\nClass: Military\n\nFor those looking for a solid, dependable mid-line cooler, you cant do much better than Aegis Bracer. This small-frame cooler system offers solid performance and durability to keep your ship firing on all cylinders.
item_DescCOOL_AEGS_S01_Bracer_SCItem=Item Type: Cooler\nManufacturer: Aegis Dynamics \nSize: 1\nGrade: C\nClass: Military\n\nFor those looking for a solid, dependable mid-line cooler, you cant do much better than Aegis Bracer. This small-frame cooler system offers solid performance and durability to keep your ship firing on all cylinders.
item_DescCOOL_AEGS_S01_Glacier_SCItem=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: A\nClass: Military\n\nYour weapons, your shields, your thrusters. All vital during combat, all generating heat. Enter the Glacier cooler from Aegis Dynamics. A best-in-class heat management system designed to keep you cool as the pressure mounts.
item_DescCOOL_AEGS_S01_Polar=Item Type: Cooler\nManufacturer: Aegis Dynamics \nSize: 1\nGrade: B\nClass: Military\n\nBuilt to the high demands of daily military service, Aegis Polar cooler features a reinforced frame for increased durability. You can rest assured that when you drop into the fires of combat, the Polar will keep your ship cool.
item_DescCOOL_AEGS_S01_Tundra=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: D\nClass: Military\n\nConstructed by Aegis with military performance in mind, the Tundras reliable performance has made it a standard cooler of the UEE Navy.
item_DescCOOL_AEGS_S02_Arctic=Item Type: Cooler\nManufacturer: Aegis Dynamics \nSize: 2\nGrade: C\nClass: Military\n\nProviding the kind of durability that made Aegis products a mainstay with the military, the Arctic is an economic mil-spec cooler capable of withstanding the rigors of combat without sacrificing performance.
item_DescCOOL_AEGS_S02_Boreal=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 2\nGrade: D\nClass: Military\n\nDesigned to disperse the heat of battle, Aegis Dynamics Boreal cooler is a military standard with the capacity to survive stressful situations.
item_DescCOOL_AEGS_S03_Blizzard_SCItem=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 3\nGrade: A \nClass: Military\n\nNavy mechanics worked with Aegis engineers to ensure the Blizzard met their specific needs. When it reached the commercial market, this top of the line, military-grade cooler became one of Aegis top selling components.
item_DescCOOL_AEGS_S03_Galinstan_SCItem=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 3\nGrade: D \nClass: Military\n\nThe Galinstan is an older model cooler originally developed for the UEE Navy. Its specs wont knock your socks off but it remains a solid entry level, large cooler.
item_DescCOOL_AEGS_S03_Mercury=Item Type: Cooler\nManufacturer: Aegis Dynamics \nSize: 3\nGrade: C\nClass: Military\n\nIn combat situations, even the smallest advantage can lead to big gains. With Aegis Mercury cooling system onboard, youll be able to push your ship hotter for longer when you need it most.
item_DescCOOL_AEGS_S04_Tundra=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: D\nClass: Military\n\nConstructed by Aegis with military performance in mind, the Tundras reliable performance has made it a standard cooler of the UEE Navy.
item_DescCOOL_JSPN_S00_FrostStarSL=Item Type: Cooler\nManufacturer: J-Span\nSize: 0\nGrade: C\nClass: Civilian\n\nWhether cruising across the ground or sailing through space, theres a J-Span cooler perfect for you. The Frost-Star SL is a mid-tier cooler designed to bring the lines reliability to ground and open-canopy vehicles.
item_DescCOOL_JSPN_S00_WinterStarSL_SCItem=Item Type: Cooler\nManufacturer: J-Span\nSize: 0\nGrade: D \nClass: Civilian\n\nThe latest in J-Spans Winter-Star line of coolers, the SLs new Kivo system offers a unique dispersal method, allowing your vehicle to manage heat better than ever before.
item_DescCOOL_JSPN_S01_CryoStar=Item Type: Cooler\nManufacturer: J-Span\nSize: 1\nGrade: B\nClass: Civilian\n\nJ-Spans consumer-grade Cryo-Star cooler has become a common sight across the Empire thanks to its reliable heat absorption that wont strain your ships power-plant.
item_DescCOOL_JSPN_S01_FrostStar=Item Type: Cooler\nManufacturer: J-Span \nSize: 1\nGrade: C\nClass: Civilian\n\nNoted for its consistent performance, the Frost-Star cooler from J-Span has many admirers for its well-balanced power to heat ratio. 
item_DescCOOL_JSPN_S01_WinterStar=Item Type: Cooler\nManufacturer: J-Span \nSize: 1\nGrade: D\nClass: Civilian\n\nJoin the J-Span family by snagging the Winter-Star cooler for your ship. This entry-level model lacks flash but its strong performance record and price point make it a popular choice for pilots across the UEE.
item_DescCOOL_JSPN_S02_CryoStarEX=Item Type: Cooler\nManufacturer: J-Span\nSize: 2\nGrade: B\nClass: Civilian\n\nWith its EX line, J-Span has brought the same reliable heat absorption of their popular Cryo-Star cooler to pilots looking to outfit larger ships.
item_DescCOOL_JSPN_S02_FrostStarEX=Item Type: Cooler\nManufacturer: J-Span \nSize: 2\nGrade: C\nClass: Civilian\n\nThe Frost-Star EX cooler comes to you from J-Span, a manufacturer with a well deserved reputation among ship owners for constructing coolers that can reliably handle heat exchange wherever you may fly.
item_DescCOOL_JSPN_S02_WinterStarEX_SCItem=Item Type: Cooler\nManufacturer: J-Span \nSize: 2\nGrade: D\nClass: Civilian\n\nThe Winter-Star EX is a baseline cooler you can trust. Built by the experts at J-Span, its ready to handle whatever conditions you encounter.
item_DescCOOL_JSPN_S03_FrostStarXL_SCItem=Item Type: Cooler\nManufacturer: J-Span \nSize: 3\nGrade: C\nClass: Civilian\n\nAs your ship flies, components generate heat that can be damaging and even lead to system failures unless properly dealt with by a dependable and properly designed cooler like the Frost-Star XL from J-Span.
item_DescCOOL_JSPN_S03_WinterStarXL_SCItem=Item Type: Cooler\nManufacturer: J-Span \nSize: 3\nGrade: D\nClass: Civilian\n\nFor two centuries, J-Span has dedicated itself to manufacturing coolers. The Winter-Star XL is their entry level large cooler. What it lacks in features, it more than makes up for in solid craftsmanship.
item_DescCOOL_JUST_S01_EcoFlow=Item Type: Cooler\nManufacturer: Juno Starwerk \nSize: 1\nGrade: B\nClass: Industrial\n\nA standard for centuries, Juno Starwerks industrial Eco-Flow cooler is a favorite of haulers for being easy to maintain even when carrying the heaviest cargo loads.
item_DescCOOL_JUST_S01_Hydrocel=Item Type: Cooler\nManufacturer: Juno Starwerk \nSize: 1\nGrade: D\nClass: Industrial\n\nKeep your ship working harder for longer with the durable Hydrocel, an entry-level industrial cooler from respected manufacturer Juno Starwerk.
item_DescCOOL_JUST_S01_Thermax=Item Type: Cooler\nManufacturer: Juno Starwerk \nSize: 1\nGrade: C\nClass: Industrial\n\nJuno Starwerk has done it again. With the Thermax line of coolers, Juno raised the bar on economical industrial coolers made to fit any budget. These small coolers offer above average performance and durability but without breaking the bank.
item_DescCOOL_JUST_S02_CoolCore=Item Type: Cooler\nManufacturer: Juno Starwerk \nSize: 2\nGrade: C\nClass: Industrial\n\nThe name CoolCore says it all. Designed by Juno Starwerk to be as hardworking as you are, this cooler helps ensure that your entire ship operates well within desired temperature parameters.
item_DescCOOL_JUST_S02_Hydrojet=Item Type: Cooler\nManufacturer: Juno Starwerk \nSize: 2\nGrade: D\nClass: Industrial\n\nWhen your ship overheats, it makes just about any task not only more difficult, but potentially dangerous for you and your crew. With the entry-level HydroJet from Juno Starwerk installed, you can be confident that your heat levels are being controlled by a cooler designed by one of the most trustworthy names in the industry.
item_DescCOOL_JUST_S02_Snowpack_SCItem=Item Type: Cooler\nManufacturer: Juno Starwerk\nSize: 2\nGrade: A \nClass: Industrial\n\nMedium-sized industrial coolers dont get any better than the Snowpack from Juno Starwerk. Outstanding performance and durability have made it a favorite of haulers for centuries.
item_DescCOOL_JUST_S03_ChillMax_SCItem=Item Type: Cooler\nManufacturer: Juno Starwerk\nSize: 3\nGrade: A \nClass: Industrial\n\nThe Chill-Max name is as straightforward as the design on this Juno Starwerk cooler. This highly-rated industrial cooler has been a favorite of haulers for centuries.
item_DescCOOL_JUST_S03_Hydropulse_SCItem=Item Type: Cooler\nManufacturer: Juno Starwerk\nSize: 3\nGrade: D \nClass: Industrial\n\nAn entry level option to Juno Starwerks brand of coolers, the Hydropulse sacrifices some durability and utilizes some design tricks to make this large industrial cooler an option for those unable to afford one of their top of the line models.
item_DescCOOL_JUST_S03_ThermalCore=Item Type: Cooler\nManufacturer: Juno Starwerk \nSize: 3\nGrade: C\nClass: Industrial\n\nWhen youre in the middle of an important job, you dont want to waste time wondering if your cooler is doing its part. Now you dont have to. With the dependable mid-level ThermalCore cooler from Juno Starwerk onboard, you can take all the guesswork out of heat management.
item_DescCOOL_LPLT_S01_ArcticStorm=Item Type: Cooler\nManufacturer: Lightning Power Ltd. \nSize: 1\nGrade: C\nClass: Civilian\n\nIf youre after a cooler that balances performance, durability and stealth, then look to the ArcticStorm. This mid-grade cooler from Lightning Power Ltd uses their centuries old technology to provide performance that can be relied upon.
item_DescCOOL_LPLT_S01_BlastChill=Item Type: Cooler\nManufacturer: Lightning Power Ltd. \nSize: 1\nGrade: D\nClass: Civilian\n\nThe BlastChill is a consumer-grade cooler from Lightning Power Ltd. It keeps your ship running without straining its signature, but is best known for a much mocked 2945 ad campaign that promised it was “Built to bring the chill.”
item_DescCOOL_LPLT_S01_FlashFreeze=Item Type: Cooler\nManufacturer: Lightning Power Ltd. \nSize: 1\nGrade: B\nClass: Civilian\n\nWith the FlashFreeze, Lightning Power makes sure that no matter how hot things get, you can rely on its proven cooling technology to keep you flying.
item_DescCOOL_LPLT_S02_ColdSnap=Item Type: Cooler\nManufacturer: Lightning Power Ltd. \nSize: 2\nGrade: C\nClass: Civilian\n\nWell-balanced performance is the hallmark of the ColdSnap cooler from Lightning Power Ltd., thanks to its ability to easily process the extra heat your ship generates during your day-to-day travels.
item_DescCOOL_LPLT_S03_ColdSurge_SCItem=Item Type: Cooler\nManufacturer: Lighting Power Ltd.\nSize: 3\nGrade: D \nClass: Civilian \n\nMake no mistake, the ColdSurge may not win any awards, but this large cooler from Lighting Power Ltd provides a good entry-level option for most civilian ships without breaking the bank.
item_DescCOOL_LPLT_S03_FrostBurn=Item Type: Cooler\nManufacturer: Lightning Power Ltd. \nSize: 3\nGrade: C\nClass: Civilian\n\nLightning Power Ltd. has put its years of design expertise and manufacturing know-how to craft the FrostBurn, an effective cooler that can handle the large scale heat management needs of a wide variety of ships on the market.
item_DescCOOL_ORIG_S04_890J_SCItem=Item Type: Cooler\nManufacturer: Wen/Cassel \nSize: 4\nGrade: Bespoke\nClass: Civilian\n\nOnly available for Origin Jumpworks' luxury liner, Wen/Cassel specially designed the Serac cooler to keep the 890 Jump operational through the diverse conditions typically encountered while cruising the stars.
item_DescCOOL_TYDT_S01_HeatSafe=Item Type: Cooler\nManufacturer: Tyler Design & Tech \nSize: 1\nGrade: C\nClass: Stealth\n\nPilots looking to keep their IR signature low rely on Tyler Design & Tech. As an entry level cooler, the HeatSafe not only limits emissions, it is built with Tylers satisfaction guarantee.
item_DescCOOL_TYDT_S01_VaporBlock=Item Type: Cooler\nManufacturer: Tyler Design & Tech \nSize: 1\nGrade: B\nClass: Stealth\n\nFew coolers can match the stealth performance of the VaporBlock. The team at Tyler Design & Tech have crafted a cooler that keeps your ships signature low while delivering acceptable durability and performance.
item_DescCOOL_TYDT_S02_HeatSink_SCItem=Item Type: Cooler\nManufacturer: Tyler Design & Tech\nSize: 2\nGrade: C\nClass: Stealth\n\nThe HeatSink produces low signatures without sacrificing too much performance or durability, making it a reliable stealth component.
item_DescCOOL_TYDT_S02_IceBox_SCItem=Item Type: Cooler\nManufacturer: Tyler Design & Tech \nSize: 2\nGrade: B \nClass: Stealth\n\nThe IceBox is an upgrade to the companys standard medium cooler, as the team at Tyler Design & Tech made a number of subtle modifications and material upgrades that lowered the components signatures without greatly affecting its durability.
item_DescCOOL_TYDT_S02_NightFall_SCItem=Item Type: Cooler\nManufacturer: Tyler Design & Tech \nSize: 2\nGrade: A\nClass: Stealth\n\nRun silent and safe with the NightFall from Tyler Design & Tech. Few coolers can match the way this component manages your ship's heat while also keeping its signatures low.
item_DescCOOL_V01_CIV_WCPR_Tepilo=WCPR-Made XIAN Nox Cooler Desc [PH]
item_DescCOOL_VNCL_S01_Blade=Standard cooler for the Vanduul Blade.
item_DescCOOL_VNCL_S01_Cold,P=VNCL Cold Cooler
item_DescCOOL_VNCL_S01_Stinger=Standard cooler for the Vanduul Stinger.
item_DescCOOL_VNCL_S01_Void=Standard cooler for Vanduul Void.
item_DescCOOL_WCPR_S00_Fridan=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 0\nGrade: C\nClass: Civilian\n\nThe Fridan is Wen/Cassel Propulsions entry-level vehicle cooler. It has proven time and again that it can withstand even the worst environmental conditions, making it an ideal component for your vehicle. 
item_DescCOOL_WCPR_S00_Tepilo_SCItem=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion \nSize: 0\nGrade: A \nClass: Civilian\n\nFew can top the cooling power of Wen/Cassels Tepilo. This top of the line cooler provides stellar durability and performance for ground vehicles.
item_DescCOOL_WCPR_S01_Berian=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion \nSize: 1\nGrade: C\nClass: Civilian\n\nThe Berian delivers Wen/Cassels signature look and performance in an introductory cooler that will meet and surpass pilots expectations.
item_DescCOOL_WCPR_S01_Endo=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion \nSize: 1\nGrade: B\nClass: Civilian\n\nA cooler for discerning ship-owners who are looking to push their craft further, Wen/Cassels Endo features above average cooling performance and thoughtful design.
item_DescCOOL_WCPR_S02_Aufeis_SCItem=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion \nSize: 2\nGrade: A \nClass: Civilian\n\nImpeccable design and unmatched attention to detail from Wen/Cassel Propulsion makes the Aufeis one of the premiere civilian coolers on the market.
item_DescCOOL_WCPR_S02_Graupel=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 2\nGrade: C\nClass: Civilian\n\nThe Graupel not only provides the top of the line cooling technology that larger ships need to maintain optimal performance, it does it with Wen/Cassels signature craftsmanship.
item_DescCOOL_WCPR_S02_Taiga_SCItem=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 2\nGrade: B\nClass: Civilian\n\nWen/Cassel has worked long and hard to develop quality coolers like the latest edition Taiga, which can process and manage excess heat while consistently maintaining the high standards that they have become known for.
item_DescCOOL_WCPR_S03_Draug_SCItem=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 3\nGrade: C\nClass: Civilian\n\nThe Draug balances performance, durability, and stealth. Making this large Wen/Cassel cooler ready to respond to any situation you find yourself in.
item_DescCOOL_WCPR_S03_Elsen_SCItem=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 3\nGrade: B\nClass: Civilian\n\nWen/Cassel engineers used many of the same parts found in the Draug, only fine tuned to deliver improved performance and durability without greatly enhancing its signature. That makes the Elsen large cooler a worthy upgrade for those that can handle the extra heat.
item_DescCOOL_WCPR_S03_Kragen_SCItem=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 3\nGrade: A\nClass: Civilian\n\nWhen you go big, get nothing but the best. The Kragen from Wen/Cassel Propulsion has consistently been rated among the best large, commercial coolers available on the market.
item_DescCRUS_Star_Runner_Front_Turret=Item Type: Turret\nManufacturer: Crusader Industries\nSize: 3\n\nThis pilot-controlled, dual-linked nose turret is mounted to the belly of the Mercury Star Runner. Bespoke to the ship, the turret is outfitted with two size-3 laser repeaters ready to help keep your flight path clear.
item_DescCargoItem_Grabbable=<-=MISSING=->
item_DescCarrack_Paint_2953RedFestival_Red_Gold=Seek peace and prosperity in the new year with the Auspicious Red Rooster livery. Outfit your ship with this bold red base paint complemented by gold accents and a stylized graphic of a rooster.
item_DescCarrack_Paint_BIS2950=Customize your Carrack with this special 2950 Best in Show livery that is white with grey and gold accents.
item_DescCarrack_Paint_BIS2952_Black_Red=Explore new frontiers in style with the Red Alert livery, which gives the Carrack an audacious metallic red and black look.
item_DescCarrack_Paint_Copernicus_LightBlue=To honor the brave explorers that brought us to space and support those currently seeking new frontiers, the Interstellar Cartography Center (ICC) commissioned this special livery for the Carrack. Named in honor of famed astronomer Nicolaus Copernicus, the livery mixes two shades of blue with black highlights. All proceeds from the sale of the Copernicus livery goes directly to the ICC to support their efforts in "Charting the Way Ahead."
item_DescCarrack_Paint_DeBiasio_Orange_Grey=To honor the brave explorers that brought us to space and support those currently seeking new frontiers, the Interstellar Cartography Center (ICC) commissioned this special livery for the Carrack. Named in honor of former ICC Director Loretta De Biasio, this livery mixes orange and grey with black highlights. All proceeds from the sale of the De Biasio livery goes directly to the ICC to support their efforts in "Charting the Way Ahead."
item_DescCarrack_Paint_Expedition_White=The base livery for Anvil's Carrack Expedition model is a civilian-modified version of the original military paint scheme.
item_DescCarrack_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom Carrack livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescCarrack_Paint_IAE2951_Grey_White=Modify your Carrack with this white and grey livery specifically designed for the 2951 IAE.
item_DescCarrack_Paint_Kepler_Blue_Orange=To honor the brave explorers that brought us to space and support those currently seeking new frontiers, the Interstellar Cartography Center (ICC) commissioned this special livery for the Carrack. Named in honor of famed astronomer Johannes Kepler, the livery mixes dark blue and orange with black highlights. All proceeds from the sale of the Kepler livery goes directly to the ICC to support their efforts in "Charting the Way Ahead."
item_DescCarryable_2H_MissionItem_EvidenceBox=This box is specifically designed for use with evidence in order to help prevent tampering and properly ensure the chain of custody.
item_DescCaterpillar_Paint_Green_Black=Embrace Day of the Vara mischievousness and mayhem any time of the year with this custom Caterpillar livery. It combines metallic green and black for a striking look that highlights the holiday's classic colors.
item_DescCaterpillar_Paint_IAE2950_Grey_Blue=This custom Caterpillar livery was created to celebrate the 2950 IAE on microTech. It blends black and electric blue with white accents to give the ship a cool new look.
item_DescCaterpillar_Paint_IAE2950_Grey_White=Modify your Caterpillar with this white and grey livery specifically designed for the 2950 IAE event on microTech.
item_DescCaterpillar_Paint_Luminalia_2021_green_red=Express your holiday spirit with the Deck the Hull livery, which uses the traditional Luminalia colors of green and red to celebrate the popular Banu festival that's become beloved by Humans.
item_DescCaterpillar_Paint_Luminalia_2021_white_blue=Equip your Caterpillar with a paint scheme cooler than a snow storm. The IceBreak livery mixes crisp, cool white with a frostbitten blue for an exciting look suitable for any season.
item_DescCaterpillar_Paint_Mistwalker_Grey_Camo=Become one with the clouds with the Caterpillar Mistwalker livery and its grey camo pattern.
item_DescCaterpillar_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescCenturion_Paint_Beachhead_Camo=Become one with the landscape with the Beachhead Camo livery that gives the Centurion a light tan camo pattern.
item_DescCenturion_Paint_IceStorm_Camo=The Ice Storm Camo livery will break up the silhouette of your Centurion with its white and grey camo pattern.
item_DescCenturion_Paint_Sandstorm_Camo=Outfit the Centurion in dark tan and green camo with the Sandstorm Camo livery. The looks allows this battlefield beast to blend into a wide variety of terrains.
item_DescCharm_Rooster_01=Give the gift of good fortune and prosperity with this charm, handcarved by frontier settlers in honor of the Year of the Rooster. This considerate gift is crafted from wood to represent one's efforts to put down roots in a new world while the rooster design represents hard work and resourcefulness.
item_DescCharm_Rooster_02=Give the gift of good fortune and prosperity with this charm, handcarved by frontier settlers in honor of the Year of the Rooster. This thoughtful gift is crafted from wood to represent one's efforts to put down roots in a new world while this particular rooster design, larger than most of its counterparts, represents courage and confidence.
item_DescCharm_Rooster_03=Give the gift of good fortune and prosperity with this charm, handcarved by frontier settlers in honor of the Year of the Rooster. This generous gift is crafted from wood to represent one's efforts to put down roots in a new world while the robust and ornate rooster design represents those with ambition and fierce loyalty.
item_DescClass_2_KRIG_BG_S3_Q3_Mount=Kruger Intergalactic Tigerstrike T-21 Mount
item_DescClass_2a_Placeholder=Basic Class 2a turret mount
item_DescClass_2b_Placeholder=Basic Class 2b turret mount
item_DescClass_2b_Placeholder_Size1=Basic Class 2b turret mount
item_DescCleanerFish=Generally found in shallow waters in the temperate regions of Locke, this species of fish feeds on waste and algae that collects at the bottom of rivers. The tentacles allow the fish to sift through the loose rock and soil. Though technically edible, most avoid eating them because they taste pretty terrible.
item_DescClothingCabinet=<-=MISSING=->
item_DescCoaxialGun=<-=MISSING=->
item_DescCommon_AdvocacyBadge=A high quality replica Advocacy Agent badge featuring solid construction and authentic detailing. This item is intended for decorative or recreational purposes only.
item_DescCommon_Datapad=A portable tablet computing device featuring a touchscreen display.
item_DescCommon_EquipmentDevice=<-=MISSING=->
item_DescConstellation_Bottom_Turret=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 0\n\nFeaturing a three-barrel sequential fire design, the Klaus & Werner CF-007 Bulldog repeater is capable of high rates of fire while maintaining accuracy. It has low damage per projectile and, although it has relatively low power consumption over-all, several publications have commented on its somewhat lackluster efficiency. Even so, the CF-007 remains a favorite among new pilots who are outfitting their first ship.
item_DescConstellation_Cargo_Prototype=@Constellation Cargo for PU Demo
item_DescConstellation_Interior,P=RSI Constellation Interior
item_DescConstellation_Paint_2950Invictus_1=Show your support for the newest batch of Navy recruits by customizing your Constellation with this special Blue and Gold livery to commemorate the 2950 Invictus Launch Week.
item_DescConstellation_Paint_2950Invictus_2=Customize your Constellation with this stunning green livery.
item_DescConstellation_Paint_2952RedFestival_Red_Gold=Seek peace and prosperity in the new year with the Auspicious Red Monkey livery. Outfit your ship with this bold red base paint complemented by gold accents and a stylized graphic of a monkey's head.
item_DescConstellation_Paint_BlackHeron=Embrace the darkness of space in style with the Constellation Black Heron livery that blends grey with green and orange highlights.
item_DescConstellation_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom Constellation livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescConstellation_Paint_IAE2951_Grey_White_Camo=Modify your Constellation with this white and grey camo livery specifically designed for the 2951 IAE.
item_DescConstellation_Paint_OrangeHeron=Mixing orange with black and white highlights, the Orange Heron livery will help you blaze your own path through the universe.
item_DescConstellation_Paint_WhiteHeron=The White Heron Livery combines white with dark blue and orange highlights to provide your Constellation a stylish spacefaring look.
item_DescConstellation_Top_Turret=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 0\n\nFeaturing a three-barrel sequential fire design, the Klaus & Werner CF-007 Bulldog repeater is capable of high rates of fire while maintaining accuracy. It has low damage per projectile and, although it has relatively low power consumption over-all, several publications have commented on its somewhat lackluster efficiency. Even so, the CF-007 remains a favorite among new pilots who are outfitting their first ship.
item_DescCorsair_Paint_BIS2953_Purple_Blue_Cyan=Celebrate the Drake Corsair being voted a Best in Show finalist for 2953 with this pearlescent purple and cyan livery.
item_DescCorsair_Paint_Beige_Tan_Beige_Pyro_Graffiti=This version of the livery has been modified from its original form with the addition of graffiti. Sold in 2943 to celebrate the 450th anniversary of Pyro's discovery, the Dying Star livery is tan with brown and black highlights. It also features branding from Pyrotechnic Amalgamated, the now defunct mining company that found and named the system.
item_DescCorsair_Paint_Black_Black_Red=Become one with the darkness of space with the Eternity livery for the Corsair, which is black with subtle red accents.
item_DescCorsair_Paint_Green_Black=Embrace Day of the Vara mischievousness and mayhem any time of the year with this custom Corsair livery. It combines metallic green and black for a striking look that highlights the holiday's classic colors.
item_DescCorsair_Paint_Olive_Olive_Yellow=Primarily green with yellow accents, the Commando livery allows the Corsair to blend in with forests and verdant locations.
item_DescCorsair_Paint_Red_White_Black=Bright red and crisp white combine in the Flashpoint livery to deliver a dynamic look to the Corsair.
item_DescCorsair_Paint_Yellow_Grey_Black=Style yourself to explore the far reaches of the 'verse with the Hinterland livery for the Corsair, which is sand-colored with black and grey highlights.
item_DescCrab=A crab for your fishtank
item_DescCup_Mug=A small, handled drinking vessel made from insulating ceramic to help keep bevarages warm.
item_DescCup_Mug_Orison_1_a=A small, handled drinking vessel made from insulating ceramic to help keep bevarages warm. Features a unique Orison theme.
item_DescCup_Plastic=A sturdy plastic cup with a wide lip and two ridges to make it easy to grip.
item_DescCurrency_bar_1_damaged_a=A heavily damaged gold ingot cast by the United Nations of Earth (UNE). These ingots were used in areas of the UNE where technological issues often hampered secure and instant money transfers. Broken but still rare, an elaborate, textured pattern is still apparent on the ingot.
item_DescCurrency_bar_1_damaged_b=A heavily damaged silver ingot cast by the United Nations of Earth (UNE). These ingots were used in areas of the UNE where technological issues often hampered secure and instant money transfers. Broken but still rare, an elaborate, textured pattern is still apparent on the ingot.
item_DescCurrency_bar_1_flawed_a=A gold ingot cast by the United Nations of Earth (UNE) that is rated as being in flawed condition. These ingots were used in areas of the UNE where technological issues often hampered secure and instant money transfers. This rare item features the a worn three ring, six star logo used by the UNE within a circular recess and an elaborate, textured pattern across the rest of it.
item_DescCurrency_bar_1_flawed_b=A silver ingot cast by the United Nations of Earth (UNE) that is rated as being in flawed condition. These ingots were used in areas of the UNE where technological issues often hampered secure and instant money transfers. This rare item features a worn three ring, six star logo used by the UNE within a circular recess and an elaborate, textured pattern across the rest of it.
item_DescCurrency_bar_1_pristine_a=A gold ingot cast by the United Nations of Earth (UNE) that has remained in pristine condition. These ingots were used in areas of the UNE where technological issues often hampered secure and instant money transfers. This rare item features the three ring, six star logo used by the UNE within a circular recess and an elaborate, textured pattern across the rest of it.
item_DescCurrency_bar_1_pristine_b=A silver ingot cast by the United Nations of Earth (UNE) that has remained in pristine condition. These ingots were considered official currency and used in areas of the UNE where technological issues often hampered secure and instant money transfers. This rare item features the three ring, six star logo used by the UNE within a circular recess and an elaborate, textured pattern across the rest of it.
item_DescCustomizableBox=<-=MISSING=->
item_DescCutlass_Paint_Beige_Tan_Beige_Pyro_Graffiti=This version of the livery has been modified from its original form with the addition of graffiti. Sold in 2943 to celebrate the 450th anniversary of Pyro's discovery, the Dying Star livery is tan with brown and black highlights. It also features branding from Pyrotechnic Amalgamated, the now defunct mining company that found and named the system.
item_DescCutlass_Paint_Black_BIS2950=Customize your Cutlass with this special 2950 Best in Show livery that is white with grey and gold accents.
item_DescCutlass_Paint_Cypress_LightGreen_Camo=The Cypress is a light green camo livery made for the Cutlass.
item_DescCutlass_Paint_Fleetweek_2021_Grey_Camo=Cover your Cutlass with grey camo with the special Mistwalker livery.
item_DescCutlass_Paint_Fleetweek_2021_Red_Black=Keep your Cutlass looking sharp with the Coalfire livery that's primarily grey with red highlights.
item_DescCutlass_Paint_Green_Black=Embrace Day of the Vara mischievousness and mayhem any time of the year with this custom Cutlass livery. It combines metallic green and black for a striking look that highlights the holiday's classic colors.
item_DescCutlass_Paint_Hawthorn_Green_Camo=The Cutlass Hawthorn livery features a black and grey camo pattern that'll make the ship blend into the vast expanse of space.
item_DescCutlass_Paint_Saurian_DarkGreen=Enwrap your Cutlass in the Saurian livery, which blends several shades of dark green.
item_DescCutlass_Paint_SkullandCrossbones_Black_Red=Deemed by Drake's public relations team as a “tongue-in-cheek reference to the overblown controversy,” the Skull and Crossbones livery leans into the perception that the Cutlass is marketed toward those on the wrong side of the law. The livery embraces classic pirate iconography by featuring several skull and crossbones symbols across it grey frame with red highlights.
item_DescCutlass_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescCutter_Paint_Beige_Orange=Primarily beige with brown accent stripes and black highlights, the Cliffhanger livery makes the Cutter look rugged yet refined.
item_DescCutter_Paint_Beige_Tan_Beige_Pyro_Graffiti=This version of the livery has been modified from its original form with the addition of graffiti. Sold in 2943 to celebrate the 450th anniversary of Pyro's discovery, the Dying Star livery is tan with brown and black highlights. It also features branding from Pyrotechnic Amalgamated, the now defunct mining company that found and named the system.
item_DescCutter_Paint_Black_Cyan=The Nightfall livery gives the Cutter a sleek black paint job with pops of cyan.
item_DescCutter_Paint_Brown_Orange=Bring a bit of personality to the Cutter with the Tectonic livery, which features vibrant pops of orange against the brown and black base paint.
item_DescCutter_Paint_Fleetweek_Black_Pink_Stripe=The Carnival livery gives the Cutter distinctive pink stripes that stand out against the ship's grey hull.
item_DescCutter_Paint_Fleetweek_Black_Yellow=The Pyrite livery features a matte black hull with silver highlights and bright yellow hazard stripes.
item_DescCutter_Paint_Green_Black=Embrace Day of the Vara mischievousness and mayhem any time of the year with this custom Cutter livery. It combines metallic green and black for a striking look that highlights the holiday's classic colors.
item_DescCutter_Paint_Green_Orange_Stripe=Mixing shades of green with vivid orange, the Groundswell livery embraces the spirit of the Cutter with this dynamic paint scheme.
item_DescCutter_Paint_Luminalia_green_red=Express your holiday spirit with the Deck the Hull livery, which uses the traditional Luminalia colors of green and red to celebrate the popular Banu festival that's become beloved by Humans.
item_DescCutter_Paint_Luminalia_white_blue=Equip your Cutter with a paint scheme cooler than a snow storm. The IceBreak livery mixes crisp, cool white with a frostbitten blue for an exciting look suitable for any season.
item_DescCutter_Paint_Metal=A simple and sleek metallic finish makes the Noble livery a bold choice for the Cutter.
item_DescCutter_Paint_Ochre_Metal=Bright and bold yellow balanced by black highlights makes the Light Beam livery for the Cutter standout from the crowd.
item_DescCutter_Paint_Olive_White_Orange=Green and white with orange highlights, the Caiman livery brings a distinct and dramatic look to the Cutter.
item_DescCutter_Paint_Orange_Grey_Stripe=Bring a unique style to the Cutter with the Rockslide livery, which adds orange stripes and brown highlights to compliment the ship's grey body.
item_DescCutter_Paint_Pearl_Silver=The Wind Chill livery for the Cutter features crisp white paint with black highlights.
item_DescCutter_Paint_Red_White_Pink_Crusader=Inspired by the gorgeous clouds that enshroud Orison, the Hosanna livery blends red, ivory, and pink to give the Cutter a distinct appearance. It also features a silhouette of the landing zone's famous Hosanna tree complete with its pink flowers.
item_DescCutter_Paint_Sand_Orange_Hurston=Give the Cutter a dramatic new look with the Central Tower livery. The orange and black color scheme is inspired by the furnaces of industry powering Lorville, and also features a representation of the landing zone's iconic Central Headquarters and Shared Services Center, aka Central Tower.
item_DescCutter_Paint_Unity2952_Metal_Teal_Grey=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescCutter_Paint_White_Blue_Blue_microTech=With the Aspire livery, blue and white combine to evoke both the colors and frigid temperatures of New Babbage. In honor of the landing zone that inspired it, the livery also features a depiction of the Aspire Grand building that dominates the city's skyline.
item_DescCyclone_Paint_AA=Base livery for the Cyclone AA.
item_DescCyclone_Paint_DustDevil=Featuring a non-reflective matte black paint, the Dust Devil livery is perfect for land-based operations that require speed and discretion.
item_DescCyclone_Paint_Fleetweek_Level1_Military=Customize your Cyclone with the Timberline livery that's olive green with orange accents.
item_DescCyclone_Paint_Fleetweek_Level2_Camo=Embody the winter winds with the Frostbite Camo livery for your Cyclone.
item_DescCyclone_Paint_Invictus_blue_gold=Featuring a vibrant blue base color and gold highlights, the Invictus Blue and Gold livery will give your Cyclone a striking style.
item_DescCyclone_Paint_Lovestruck_Pink_Black=Inspired by the colors of Coramor, the Lovestruck livery is a stylish metallic pink and black look for your Cyclone.
item_DescCyclone_Paint_RC=Base livery for the Cyclone RC.
item_DescCyclone_Paint_RN=Base livery for the Cyclone RN.
item_DescCyclone_Paint_Racing_Blue_Blue_Blue_TigerStripes=The Whirlwind livery mixes various shades of blue in a memorable animal stripe pattern to give the Cyclone a daring look.
item_DescCyclone_Paint_Racing_Blue_White=The Slipstream livery will have your Cyclone ready and raring to race with this sleek blue and white paint scheme.
item_DescCyclone_Paint_Racing_Purple_White=The Turbocharged is a distinct, purple racing livery for the Cylcone that will make you stand out from the rest of the field.
item_DescCyclone_Paint_Racing_Red_Silver=Blast past other racers in your Cyclone with the Overdrive livery, which features a stylish blend red and silver coloring.
item_DescCyclone_Paint_Racing_Yellow_White_Grey_Stripes=Give the Cyclone a classic racing design with the Finish Line livery. It features a yellow stripe across the front, a white one through the middle, and a grey one on the back.
item_DescCyclone_Paint_TR=Base livery for the Cyclone TR.
item_DescDEV_Fixed_Main_Thruster=<-=MISSING=->
item_DescDEV_Fixed_Thruster=<-=MISSING=->
item_DescDEV_Joint_90_Thruster=<-=MISSING=->
item_DescDEV_Joint_Thruster=<-=MISSING=->
item_DescDEV_Vector_Thruster=<-=MISSING=->
item_DescDRAK_3DRadarDisplay,P=Drake 3D Radar Display
item_DescDRAK_Buccaneer_Dual_S2=Ward off attacks from any angle by installing this gimballed spinal mount. Designed by Drake for the Buccaneer, this S4 turret can equip two S2 weapons to keep the heat on aggressors.
item_DescDRAK_Caterpillar_SelfDestruct,P=Drake Caterpillar Self Destruct
item_DescDRAK_Cockpit_Audio,P=Drake Cockpit Audio
item_DescDRAK_Cutlass_Black_Bump_Seat,P=Drake Cutlass Black Jump Seat
item_DescDRAK_Cutlass_Black_MultiLight,P=Drake Cutlass Black External Lights
item_DescDRAK_Cutlass_Black_shop=Manufacturer: Drake Interplanetary\nFocus: Medium Fighter / Medium Freight\n\nDrake Interplanetary claims that the Cutlass Black is a low-cost, easy-to-maintain solution for local in-system militia units. The larger-than-average cargo hold, RIO seat and dedicated tractor mount are, the company literature insists, for facilitating search and rescue operations.
item_DescDRAK_Cutlass_Blue_Transport_Copilot_Seat,P=Drake Cutlass Blue Co-Pilot Seat
item_DescDRAK_Cutlass_Blue_Transport_Passenger_Seat,P=Drake Cutlass Blue Passenger Seat
item_DescDRAK_Cutlass_Blue_Transport_Pilot_Seat,P=Drake Cutlass Blue Pilot Seat
item_DescDRAK_Cutlass_Bump_Seat,P=Drake Cutlass Jump Seat
item_DescDRAK_Cutlass_Ejection_Seat,P=Drake Cutlass Ejection Seat
item_DescDRAK_Cutlass_LandingSystem,P=Drake Cutlass Landing System
item_DescDRAK_Cutlass_Red_Sensor_Turret=Item Type: Turret\nManufacturer: Nav-E7\nSize: 4\n\nThe Echo scanner from Nav-E7 utilizes enhanced long-range sensor capabilities and the manual precision of a remote turret mount to become an indispensable tool during search operations.
item_DescDRAK_Cutlass_Red_shop=Manufacturer: Drake Interplanetary\nFocus: Medical\n\nThe Cutlass Red converts the standard cargo hold to a well-equiped medical facility including an Autodoc. This starbound ambulance features the Nav-E7 Echo Transponder, a long range scanner, and a Secure Plus Docking Collar, making it ideal for search and rescue. This model also features a unique Red Crossbones skin.
item_DescDRAK_Cutlass_Steel_RemoteTurret=Item Type: Turret\nManufacturer: Drake Interplanetary\nSize: 2 \n\nThis remote-operated turret comes factory-equipped with two Klaus & Werner laser repeaters.
item_DescDRAK_Cutlass_Turret,P=Drake Cutlass Turret
item_DescDRAK_Cutlass_Turret_Base,P=Drake Cutlass Turret
item_DescDRAK_Cutlass_Turret_Seat,P=Drake Cutlass Turret Seat
item_DescDRAK_Cutlass_lights,P=Drake Cutlass External Lights
item_DescDRAK_Dragonfly_Copilot_Seat,P=Drake Dragonfly Co-Pilot Seat
item_DescDRAK_Dragonfly_Grav_Plate,P=Drake Dragonfly Gravity Plate
item_DescDRAK_Dragonfly_Main_Engine,P=Drake Dragonfly Main Engine
item_DescDRAK_Dragonfly_Retro,P=Drake Dragonfly Retro Thruster
item_DescDRAK_Dragonfly_Seat,P=Drake Dragonfly Seat
item_DescDRAK_Dragonfly_TR1_Joint,P=Drake Dragonfly Joint Thruster
item_DescDRAK_Dual_S1,P=Drake Caterpillar Weapon Mount
item_DescDRAK_Emerald_Arm_S1,P=Dragon Stellar Transit Company Emerald Arm Thruster
item_DescDRAK_Emerald_Main_S1,P=Dragon Stellar Transit Company Emerald Main Thruster
item_DescDRAK_Emerald_Retro_S1,P=Dragon Stellar Transit Company Emerald Retro Thruster
item_DescDRAK_Fixed_Mount_S4=Cutlass Flashfire Specialty Mount Description
item_DescDRAK_FuelIntake,P=Drake Fuel Intake
item_DescDRAK_FuelTank_Buccaneer=Drake Buccaneer Fuel Tank
item_DescDRAK_FuelTank_Herald,P=Drake Herald Fuel Tank
item_DescDRAK_Herald_Hangar_LandingSystem,P=Drake Herald Landing System
item_DescDRAK_Herald_Seat_Pilot,P=Drake Herald Pilot Seat
item_DescDRAK_Herald_Seat_Station,P=Drake Herald Station Seat
item_DescDRAK_Missile_Rack_S1_x2,P=Drake S1 Double Missile Rack
item_DescDRAK_S2_Rack_x2=The Double Platform fits any Drake ship to carry up to two missiles while connecting effortlessly to the ship's launch control.
item_DescDRAK_TriremeMain_S3_Q1=Drake's proprietary Trireme S Series of maneuvering thrusters is a low emission propulsion system to give pilots absolute control of their ship while minimizing your profile on outside scanners.
item_DescDRAK_Trireme_Herald_S1_Q1,P=Drake Herald Trireme Thruster
item_DescDRAK_Trireme_S1_Q1=Drake's proprietary Trireme S Series of maneuvering thrusters is a low emission propulsion system to give pilots absolute control of their ship while minimizing your profile on outside scanners.
item_DescDRAK_Trireme_S3_Q1=Drake's proprietary Trieme S Series of maneuvering thrusters is a low emission propulsion system to give pilots absolute control of their ship while minimizing your profile on outside scanners.
item_DescDRAK_twinLink_gimbal_S1,P=Drake Cutlass Weapon Mount
item_DescDSTC_ARGO_Main_Fixed,P=Main Thruster
item_DescDSTC_ARGO_Main_Joint,P=Main Arm Thruster
item_DescDSTC_ARGO_Retro_Joint,P=Retro Thruster
item_DescDSTC_FP_G4GI_S2_Q1=The STC Blue by perrenial thruster manufacturer Dragon Stellar Transit Company offers high output and low emissions, great for pilots wishing to close the distance while maintaining a low profile. The smallest thruster in the STC lineup, the Blue has a thrust rating of 2.
item_DescDSTC_FP_G4GI_S3_Q1=The Dragon Stellar STC Red is a great choice for pilots of small ships. Despite its lack of fuel and power efficiency it boasts a respectable thrust output that really shines on low mass ships such as the Aurora. As an added benefit, Dragon Stellar recently developed new technology that reduces the output signature, great for pilots who don't wish to call a lot of attention to themselves. Its thrust rating of 3 gives it more thrust than the Blue, at the cost of higher power consumption and signature.
item_DescDSTC_FP_G4GI_S4_Q1=The STC Silver from Dragon Stellar Transit Company is a TR4 engine noted for its high thrust ouput and low EM emissions. It has been rumored that Dragon Stellar has been using inferior components, but for some pilots the decreased power and fuel efficiency is worth the extra boost, especially at this price point.
item_DescDebugGun=<-=MISSING=->
item_DescDebug_EnergyControl=<-=MISSING=->
item_DescDebug_ShieldControl=<-=MISSING=->
item_DescDebug_WeaponControl=<-=MISSING=->
item_DescDefaultCharacterCustomizationDevice=<-=MISSING=->
item_DescDefault_DoubleFuelTank,P=Double Fuel Tank
item_DescDefault_Fixed_Mount_S3,P=Size 3 Fixed Mount
item_DescDefault_Fixed_Mount_S4,P=Size 4 Fixed Mount
item_DescDefault_FuelIntake,P=Fuel Intake
item_DescDefault_FuelTank,P=Fuel Tank
item_DescDefault_QuantumFuelTank,P=Quantum Fuel Tank
item_DescDefender_Paint_AlienWeek_Green_Red=The Ocellus livery adapts and updates the iconic colors and design used on some Tevarin ships to bring a striking new look to the Defender. The livery gives the fuselage a prominent red section while shimmering green covers the rest of the ship. Thick grey lines swoop through both colors to provide a unique geometric pattern.
item_DescDefender_Paint_AlienWeek_Platinum_Silver_Purple_Mosaic=The Wanderer livery features crisscrossing purple and grey lines over a platinum foundation. Inspired by the sacred Xi'an gardens of R.aipuāng, famous for its trails that wander in surprising ways and encourage a focus on the journey instead of the destination.
item_DescDefender_Paint_Harmony=The Harmony livery is meant to showcase Humanity's peaceful relationship with aliens with a semi-pearlescent blue main coat marked with organic reflective red to suggest the coming together of disparate species and cultures. The Harmony livery has been designed and produced by the UEE's Diplomatic Corps and freely licensed to all spacecraft manufacturers. Now Banu Defender owners can celebrate the UEE's intentions of working toward a peaceful galaxy.
item_DescDefender_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom Defender livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescDefender_Paint_IAE2951_Grey_White=Modify your Defender with this white and grey livery specifically designed for the 2951 IAE.
item_DescDefender_Paint_Platinum_Silver_Red=The Platinum livery uses several shades of silver to accentuate the Defender's unique look.
item_DescDefibrillator=This single-use mobile defibrillator unit is perfect for military and law enforcement field applications, simply place the electrodes and press the button.
item_DescDragonfly_Paint_Black=Base livery for the Dragonfly Black.
item_DescDragonfly_Paint_Citcon2953_Beige_Tan_Beige=This version of the livery has been modified from its original form with the addition of graffiti. Released in 2893 to celebrate the 400th anniversary of Pyro's discovery, the Roustabout livery gets it look and name from the ship whose scans led to the discovery of the first jump point into the system. It also features the logo of Pyrotechnic Amalgamated, the now-defunct mining company that named the system.
item_DescDragonfly_Paint_Coalfire_Red_Black=Style and speed meet with the Dragonfly Coalfire livery that blends red and grey for an alluring look.
item_DescDragonfly_Paint_Green_Black=Embrace Day of the Vara mischievousness and mayhem any time of the year with this custom Dragonfly livery. It combines metallic green and black for a striking look that highlights the holiday's classic colors.
item_DescDragonfly_Paint_Mistwalker_Grey_Camo=Become one with the clouds with the Dragonfly Mistwalker livery and its grey camo pattern.
item_DescDragonfly_Paint_Racing_Blue_White=The Slipstream livery will have your Dragonfly ready and raring to race with this sleek blue and white paint scheme.
item_DescDragonfly_Paint_Racing_Purple_White=The Turbocharged is a distinct, purple racing livery for the Dragonfly that will make you stand out from the rest of the field.
item_DescDragonfly_Paint_Racing_Red_Silver=Blast past other racers in style on your Dragonfly with the Overdrive livery, which blends red and silver coloring.
item_DescDragonfly_Paint_Yellow=Base livery for the Dragonfly Yellowjacket.
item_DescDrink_bottle_beer_01_smoltz_a=HEI: 18\nEffects: Cognitive Impairment, Dehydrating\n\nCrafted from select rice and barley for a traditional flavor passed down by generations of brewmasters. Thats the taste of Smoltz.
item_DescDrink_bottle_cruz_01_a=HEI: 38\nNDR: 30\nEffects: Hypertrophic, Hypo-Metabolic\n\nRestore, refuel, and recharge with CRUZ Optimal Nutrition Drink. CRUZ Flow is the original formula that has been sustaining pilots for countless numbers of journeys. \n
item_DescDrink_bottle_cruz_01_dark_a=HEI: 38\nNDR: 30\nEffects: Hypertrophic, Hypo-Metabolic\n\nRestore, refuel, and recharge with CRUZ Optimal Nutrition Drink. CRUZ Dark is a denser nutrition formula with a rich, dark flavor. \n
item_DescDrink_bottle_cruz_01_lux_a=HEI: 38\nNDR: 30\nEffects: Hypertrophic, Hypo-Metabolic\n\nRestore, refuel, and recharge with CRUZ Optimal Nutrition Drink. CRUZ Lux lightens things up with a sweet and spicy taste sure to get you going.
item_DescDrink_bottle_cruz_01_pulse_a=HEI: 38\nNDR: 30\nEffects: Hypertrophic, Hypo-Metabolic\n\nRestore, refuel, and recharge with CRUZ Optimal Nutrition Drink. CRUZ Pulse features the cutting edge compounds that increase your digestive well-being.
item_DescDrink_bottle_gg_01_a=HEI: 39\nNDR: 15\nEffects: Immune Boosting\n\nGarcia's Greens Citrus Rush Smoothie is an invigorating blend of citrus thats a perfect combination of sweet and tart.
item_DescDrink_bottle_gg_01_detox_a=HEI: 39\nNDR: 15\nEffects: Immune Boosting\n\nGarcia's Greens Sol Detox Smoothie is a blend popularized in the capital and carefully formulated to purify and cleanse.
item_DescDrink_bottle_gg_01_garden_a=HEI: 39\nNDR: 15\nEffects: Immune Boosting\n\nGarcia's Greens Fresh Garden Smoothie is a tasty rainbow picked from natures finest and freshest ingredients.
item_DescDrink_bottle_gg_01_renew_a=HEI: 39\nNDR: 15\nEffects: Immune Boosting\n\nGarcia's Greens Red Renew Smoothie is the perfect way to reset and promote a healthier you with it's anti-calcifying formula.
item_DescDrink_bottle_gg_01_vitality_a=HEI: 39\nNDR: 15\nEffects: Immune Boosting\n\nGarcia's Greens Green Vitality Smoothie is a blend of vital nutrients densely packed into this bright combination of leafy greens.
item_DescDrink_bottle_gg_01_warrior_a=HEI: 39\nNDR: 15\nEffects: Immune Boosting\n\nGarcia's Greens Weekend Warrior Smoothie is the perfect way to energize your immune system thanks to this electric blend's hint of spice.
item_DescDrink_bottle_hoffdor_01_a=HEI: 18\nEffects: Cognitive Impairment, Dehydrating\n\nThe same original 2788 recipe for an unfiltered brown ale that is still brewed to perfection.
item_DescDrink_bottle_llb_01_a=HEI: 23\nEffects: Cognitive Impairment, Dehydrating\n\nLiberty Lake beer has been brewed by families on Terra for generations to provide a crisp, clean ale perfect to partake when you arrive at those little moments made to be spent enjoying life. Terra Liberty is hop forward with a crisp finish.
item_DescDrink_bottle_llb_01_gen_a=HEI: 23\nEffects: Cognitive Impairment, Dehydrating\n\nLiberty Lake beer has been brewed by families on Terra for generations to provide a crisp, clean ale perfect to partake when you arrive at those little moments made to be spent enjoying life. Gen Liberty is a tart lactic ale perfect for warm nights.
item_DescDrink_bottle_llb_01_pike_a=HEI: 23\nEffects: Cognitive Impairment, Dehydrating\n\nLiberty Lake beer has been brewed by families on Terra for generations to provide a crisp, clean ale perfect to partake when you arrive at those little moments made to be spent enjoying life. Pike Liberty features sorghum for a sweet and spicy brew.
item_DescDrink_bottle_lula_01_a=HEI: 35\nNDR: 14\nEffects: Immune Boosting\n\nExperience the flavor of freshly picked whenever you want with Lula's Pitambu Juice.
item_DescDrink_bottle_milk_01_chocolate_a=HEI: 30\nNDR: 09\nEffects: Energizing, Hyper-Metabolic\n\nThis premium 100% real dairy milk blended with rich chocolate is bottled fresh at Ermer Family Farms.
item_DescDrink_bottle_rust_1_a=HEI: 07\nEffects: Cognitive Impairment, Dehydrating\n\nRumored to be so potent that it can be used to strip rust off ship components, those who regularly drink this harsh, strong-tasting alcohol swear by it, claiming everything else tastes weak by comparison.
item_DescDrink_bottle_smoltz_01_light_a=HEI: 18\nEffects: Cognitive Impairment, Dehydrating\n\nCrafted from select rice and barley for a traditional flavor passed down by generations of brewmasters. Thats the taste of Smoltz Light.
item_DescDrink_bottle_smoothie_01_a=HEI: 35\nNDR: 14\nEffects: Immune Boosting\n\nA smoothie made with a fresh blend of berries.
item_DescDrink_bottle_smoothie_01_citrus_a=HEI: 35\nNDR: 14\nEffects: Immune Boosting\n\nA smoothie made with a fresh blend of citrus.
item_DescDrink_bottle_smoothie_01_fv_a=HEI: 35\nNDR: 14\nEffects: Immune Boosting\n\nA smoothie made with a fresh blend of fruits and vegetables.
item_DescDrink_bottle_smoothie_01_green_a=HEI: 35\nNDR: 14\nEffects: Immune Boosting\n\nA smoothie made with a fresh blend of healthy greens.
item_DescDrink_bottle_synergy_01_a=HEI: 48\nNDR: 06\nEffects: Energizing, Hydrating\n\nSynergy is formulated to deliver balanced active rehydration to replenish your body's essential harmony.
item_DescDrink_bottle_synergy_01_plus_a=HEI: 48\nNDR: 06\nEffects: Energizing, Hydrating\n\nSynergy+ is formulated to deliver balanced active rehydration for an extended duration, allowing for continued harmony in motion.
item_DescDrink_bottle_synergy_01_sport_a=HEI: 48\nNDR: 06\nEffects: Energizing, Hydrating\n\nSynergySport is formulated to deliver balanced active rehydration to replenish and restore so that you can get back to your body's peak performance sooner.
item_DescDrink_bottle_vestal_01_a=HEI: 44\nEffect: Hydrating\n\nSourced from carefully selected water-rich asteroids, this crystalline pure water contains naturally occurring minerals for a smooth, refreshing taste that makes it a perfect choice for all your hydration needs.\n
item_DescDrink_bottle_water_01_a=HEI: 44\nEffects: Hydrating\n\nWater filtered to the highest UEE standards.
item_DescDrink_bottle_water_old_1_a=HEI: 44\nEffects: Hydrating, Toxic\n\nFiltered water that has been reclaimed from various sources.
item_DescDrink_can_bm_01_a=HEI: 21\nEffects: Immune Boosting, Cognitive Boosting\n\nSujin root tea, native to Elysium IV, is a traditional Tevarin beverage and has been produced for thousands of years. Black Mountain steeps only premium roots to make their delicious brew.
item_DescDrink_can_bm_01_mild_a=HEI: 21\nEffects: Immune Boosting, Cognitive Boosting\n\nSujin root tea, native to Elysium IV, is a traditional Tevarin beverage and has been produced for thousands of years. Black Mountain steeps only premium roots to make their delicious brew.
item_DescDrink_can_bm_01_rich_a=HEI: 21\nEffects: Immune Boosting, Cognitive Boosting\n\nSujin root tea, native to Elysium IV, is a traditional Tevarin beverage and has been produced for thousands of years. Black Mountain steeps only premium roots to make their delicious brew.
item_DescDrink_can_fizzz_01_a=HEI: 16\nEffects: Energizing, Hyper-Metabolic\n\nA refreshing burst of fizzzy cola flavor!
item_DescDrink_can_fizzz_01_berry_a=HEI: 16\nEffects: Energizing, Hyper-Metabolic\n\nA refreshing burst of fizzzy triple berry flavor!
item_DescDrink_can_fizzz_01_muscat_a=HEI: 16\nEffects: Energizing, Hyper-Metabolic\n\nA refreshing burst of fizzzy muscat flavor!
item_DescDrink_can_fizzz_01_peach_a=HEI: 16\nEffects: Energizing, Hyper-Metabolic\n\nA refreshing burst of fizzzy peach flavor!
item_DescDrink_can_fizzz_01_soursop_a=HEI: 16\nEffects: Energizing, Hyper-Metabolic\n\nA refreshing burst of fizzzy soursop flavor!
item_DescDrink_can_flood_01_a=HEI: 18\nEffects: Dehydrating, Cognitive Boosting\n\nRelease a Flood of stimulants throughout your body with each swallow of this scientifically crafted formula of enhancing ingredients and energizing flavors designed to take you 'Beyond Normal.'
item_DescDrink_can_guc_01_a=HEI: 15\nEffects: Dehydrating, Cognitive Boosting\n\nGet Up Coffee is roasted with care to ensure a smooth blend of rich coffee flavor brewed to perfection. A splash of milk rounds out the flavor and emphasizes its natural sweetness.
item_DescDrink_can_guc_01_black_a=HEI: 15\nEffects: Dehydrating, Cognitive Boosting\n\nGet Up Coffee is roasted with care to ensure a smooth blend of rich coffee flavor brewed to perfection. Served black and unsweetened, enjoy coffee in its purest expression.
item_DescDrink_can_guc_01_cinnamon_a=HEI: 15\nEffects: Dehydrating, Cognitive Boosting\n\nGet Up Coffee is roasted with care to ensure a smooth blend of rich coffee flavor brewed to perfection. A touch of cinnamon is the perfect accent to awaken your taste buds even more.
item_DescDrink_can_guc_01_decaf_a=HEI: 15\nEffects: Dehydrating, Cognitive Boosting\n\nGet Up Coffee is roasted with care to ensure a smooth blend of rich coffee flavor brewed to perfection. Our decaf replaces the caffeine typically found in coffee with other natural and gentle stimulants.
item_DescDrink_can_guc_01_mocha_a=HEI: 15\nEffects: Dehydrating, Cognitive Boosting\n\nGet Up Coffee is roasted with care to ensure a smooth blend of rich coffee flavor brewed to perfection. Enjoy your break even more with Mocha, our coffee enhanced with a swirl of chocolate and milk.
item_DescDrink_can_pips_01_a=HEI: 39\nEffects: Energizing, Cognitive Boosting\n\nHeavily scientifically researched to provide optimal energy restoration and targeted thirst quenching, Pips is trusted the 'verse over. Pips A20 is specially formulated for long-haul pilots to provide sustained results.
item_DescDrink_can_pips_01_q66_a=HEI: 39\nEffects: Energizing, Cognitive Boosting\n\nHeavily scientifically researched to provide optimal energy restoration and targeted thirst quenching, Pips is trusted the 'verse over. Pips Q66 is specially formulated for full body reinforcement during extended zero-G activity.
item_DescDrink_can_pips_01_t17_a=HEI: 39\nEffects: Energizing, Cognitive Boosting\n\nHeavily scientifically researched to provide optimal energy restoration and targeted thirst quenching, Pips is trusted the 'verse over. Pips T17 is specially formulated with immuno-balanced ingredients to keep you going longer.
item_DescDrink_coffee_01_a=HEI: 14\nEffects: Cognitive Boosting, Dehydrating\n\nBrewed coffee, medium roast.
item_DescDrink_glass_highball_01_gintonic_a=HEI: 07\nEffects: Cognitive Impairment, Dehydrating\n\nBitter and sweet quinine-infused, sparkling tonic water mixed with herbal gin.
item_DescDrink_glass_highball_01_screwdriver_a=HEI: 07\nEffects: Cognitive Impairment, Dehydrating\n\nA blend of grain vodka and citrus juice.
item_DescDrink_glass_highball_01_whiskycoke_a=HEI: 07\nEffects: Cognitive Impairment, Dehydrating\n\nWhiskey blended with a dark cola.
item_DescDrink_glass_pint_01_a=HEI: 20\nEffects: Cognitive Impairment, Dehydrating\n\nCrafted from select rice and barley for a traditional flavor passed down by generations of brewmasters. Thats the taste of Smoltz.
item_DescDrink_glass_tumbler_01_a=HEI: 5\nEffects: Cognitive Impairment, Dehydrating\n\nDistilled from fermented grains, whiskey is carefully aged to produce the drink's signature flavor.
item_DescENGN_RSI_Bengal_Aux,P=RSI Bengal Auxiliary Thruster
item_DescENGN_RSI_Bengal_Main,P=RSI Bengal Main Thruster
item_DescENGN_RSI_Bengal_Retro,P=RSI Bengal Retro Thruster
item_DescENGN_RSI_Bengal_Thruster,P=RSI Bengal Thruster
item_DescENGN_VNCL_Stinger,P=Vanduul Stinger Engine
item_DescENGN_VNCL_Stinger_Wing,P=Vanduul Stinger Wing Engine
item_DescENGN_XIAN_Scout_S3_Engine,P=Khartu-al Scout Engine
item_DescESPR_BallisticCannon_S1=Manufacturer: Esperia\nItem Type: Ballistic Cannon \nSize: 1\n\nSpread dread with the Deadbolt I ballistic cannon. Feared for its firepower at short range, this notorious Tevarin weapon earned its intimidating reputation during the First Tevarin War as part of the Tevarin fleet's devastating arsenal. Esperia has painstakingly recreated the Deadbolt I out of respect to the original weapon and warriors who used it so effectively.
item_DescESPR_BallisticCannon_S2=Manufacturer: Esperia\nItem Type: Ballistic Cannon \nSize: 2\n\nSpread dread with the Deadbolt II ballistic cannon. Feared for its firepower at short range, this notorious Tevarin weapon earned its intimidating reputation during the First Tevarin War as part of the Tevarin fleet's devastating arsenal. Esperia has painstakingly recreated the Deadbolt II out of respect to the original weapon and warriors who used it so effectively.
item_DescESPR_BallisticCannon_S3=Manufacturer: Esperia\nItem Type: Ballistic Cannon \nSize: 3\n\nSpread dread with the Deadbolt III ballistic cannon. Feared for its firepower at short range, this notorious Tevarin weapon earned its intimidating reputation during the First Tevarin War as part of the Tevarin fleet's devastating arsenal. Esperia has painstakingly recreated the Deadbolt III out of respect to the original weapon and warriors who used it so effectively.
item_DescESPR_BallisticCannon_S4=Manufacturer: Esperia\nItem Type: Ballistic Cannon \nSize: 4\n\nSpread dread with the Deadbolt IV ballistic cannon. Feared for its firepower at short range, this notorious Tevarin weapon earned its intimidating reputation during the First Tevarin War as part of the Tevarin fleet's devastating arsenal. Esperia has painstakingly recreated the Deadbolt IV out of respect to the original weapon and warriors who used it so effectively.
item_DescESPR_BallisticCannon_S5=Manufacturer: Esperia\nItem Type: Ballistic Cannon \nSize: 5\n\nSpread dread with the Deadbolt V ballistic cannon. Feared for its firepower at short range, this notorious Tevarin weapon earned its intimidating reputation during the First Tevarin War as part of the Tevarin fleet's devastating arsenal. Esperia has painstakingly recreated the Deadbolt V out of respect to the original weapon and warriors who used it so effectively.
item_DescESPR_BallisticCannon_S6=Manufacturer: Esperia\nItem Type: Ballistic Cannon \nSize: 6\n\nSpread dread with the Deadbolt VI ballistic cannon. Feared for its firepower at short range, this notorious Tevarin weapon earned its intimidating reputation during the First Tevarin War as part of the Tevarin fleet's devastating arsenal. Esperia has painstakingly recreated the Deadbolt VI out of respect to the original weapon and warriors who used it so effectively.
item_DescESPR_LaserCannon_S1=Manufacturer: Esperia\nItem Type: Laser Cannon \nSize: 1\n\nThe Lightstrike I takes the attack to distant targets by delivering focused, high damage blasts that will make any aggressor think twice before coming too close. Capable of providing powerful overwatch options during troop deployments or engaging targets in outer space, it's easy to see why the Lightstrike I was feared by UPE forces during the First Tevarin War.
item_DescESPR_LaserCannon_S2=Manufacturer: Esperia\nItem Type: Laser Cannon \nSize: 2\n\nThe Lightstrike II takes the attack to distant targets by delivering focused, high damage blasts that will make any aggressor think twice before coming too close. Capable of providing powerful overwatch options during troop deployments or engaging targets in outer space, it's easy to see why the Lightstrike II was feared by UPE forces during the First Tevarin War.
item_DescESPR_LaserCannon_S3=Manufacturer: Esperia\nItem Type: Laser Cannon \nSize: 3\n\nThe Lightstrike III takes the attack to distant targets by delivering focused, high damage blasts that will make any aggressor think twice before coming too close. Capable of providing powerful overwatch options during troop deployments or engaging targets in outer space, it's easy to see why the Lightstrike III was feared by UPE forces during the First Tevarin War.
item_DescESPR_LaserCannon_S4=Manufacturer: Esperia\nItem Type: Laser Cannon \nSize: 4\n\nThe Lightstrike IV takes the attack to distant targets by delivering focused, high damage blasts that will make any aggressor think twice before coming too close. Capable of providing powerful overwatch options during troop deployments or engaging targets in outer space, it's easy to see why the Lightstrike IV was feared by UPE forces during the First Tevarin War.
item_DescESPR_LaserCannon_S5=Manufacturer: Esperia\nItem Type: Laser Cannon \nSize: 5\n\nThe Lightstrike V takes the attack to distant targets by delivering focused, high damage blasts that will make any aggressor think twice before coming too close. Capable of providing powerful overwatch options during troop deployments or engaging targets in outer space, it's easy to see why the Lightstrike V was feared by UPE forces during the First Tevarin War.
item_DescESPR_LaserCannon_S6=Manufacturer: Esperia\nItem Type: Laser Cannon \nSize: 6\n\nThe Lightstrike VI takes the attack to distant targets by delivering focused, high damage blasts that will make any aggressor think twice before coming too close. Capable of providing powerful overwatch options during troop deployments or engaging targets in outer space, it's easy to see why the Lightstrike VI was feared by UPE forces during the First Tevarin War.
item_DescESPR_Prowler_Remote_Turret=Item Type: Turret\nManufacturer: Esperia\n\nThis faithful recreation of the original Tevarin design features modern mounts for precise target acquisition.
item_DescEclipse_Paint_BIS2950=Customize your Eclipse with this special 2950 Best in Show livery that is primarily white with gold accents.
item_DescEclipse_Paint_IAE_2952_Blue_Red_Camo=Make the Eclipse harder to spot with the Ambush Camo livery, featuring a camouflage pattern to help break up the visual perception.
item_DescEclipse_Paint_IAE_2952_Green_Yellow=The Knockout livery gives the Eclipse a green tint to make it less visible when in verdant landscapes.
item_DescEclipse_Paint_Pirateweek_Black_Clear=The Meridian livery gives the Eclipse a simple yet stylish metallic silver finish.
item_DescEmptyPort=<-=MISSING=->
item_DescEnergyRechargeStation=<-=MISSING=->
item_DescFFS_T3_Q1,P=Flashtrack X
item_DescFPS_3DRadar,P= FPS 3D Radar
item_DescFPS_3DRadarDisplay,P= FPS 3D Radar Display
item_DescFPS_Scanner,P= FPS Scanner
item_DescFSKI_S1_RPOD_3x_S3=Item Type: Rocket Pod\nManufacturer: Firestorm Kinetics\nSize: 1\nRockets: 3xS3\n\nThe Yebira I rocket pod is the perfect system for efficient deployment of S3 ordnance. Manufactured by Firestorm Kinetics, this rocket pod carries three rockets and attaches to any size one hardpoint.
item_DescFSKI_S2_RPOD_6x_S3=Item Type: Rocket Pod\nManufacturer: Firestorm Kinetics\nSize: 2\nRockets: 6xS3\n\nThe Yebira II rocket pod is the perfect system for efficient deployment of S3 ordnance. Manufactured by Firestorm Kinetics, this rocket pod carries six rockets and attaches to any size two hardpoint.
item_DescFSKI_S3_RPOD_9x_S3=Item Type: Rocket Pod\nManufacturer: Firestorm Kinetics\nSize: 3\nRockets: 9xS3\n\nThe Yebira III rocket pod is the perfect system for efficient deployment of S3 ordnance. Manufactured by Firestorm Kinetics, this rocket pod carries nine rockets and attaches to any size three hardpoint.
item_DescF_bangs_hair_01=A straight cutting on the front part of the hair that hangs over the forehead.
item_DescF_bobcut_hair_01=Classic single length bob with a side part.
item_DescF_bobcut_hair_02=A somewhat longer bob with natural-looking waves.
item_DescF_bun_hair_01=Good for any work environment.
item_DescF_formal_hair_01=Not technically a bob, but definitely a nice look.
item_DescF_hayes_shr_hair_01_Shared=A longer pixie styled with pomade.
item_DescF_pixie_hair_01_Shared=A longer pixie with layers.
item_DescF_ponytail_hair_01_Shared=Straight hair pulled back into a low ponytail.
item_DescF_pusher_shr_hair_01=A mohawk featuring completely buzzed sides.
item_DescF_skinhead_hair_01_Shared=Short, but not buzzed.
item_DescF_slicked_back_hair_01=Long and slicked back.
item_DescF_spike_hair_01_Shared=A pixie cut with teeth.
item_DescF_undercut_hair_01=Taller on one side and shorter on the other.
item_DescF_webster_shr_hair_01=The platonic ideal of the pixie haircut.
item_DescFlair_Actn_Figure_Outpost_Worker_Cen=Not every hero can be found dogfighting through space, some heroes can see every day. Part of Takuetsus Citizen Series, this exquisitely crafted figure depicts an outpost worker doing what they do best: surviving. Modeled with a Gyson softshell helmet and multitool, this workers ready to tackle all the hardships and repairs needed to maintain an outpost in an inhospitable environment.
item_DescFlair_Actn_Figure_Outpost_Worker_Imp=Not every hero can be found dogfighting through space, some heroes can see every day. Part of Takuetsus Citizen Series, this exquisitely crafted figure depicts an outpost worker doing what they do best: surviving. Modeled with a Gyson softshell helmet and multitool, this workers ready to tackle all the hardships and repairs needed to maintain an outpost in an inhospitable environment.
item_DescFlair_Actn_Figure_SM_B_Team_Tank_Cen=Bring your favorite Star Marine character into your home with this collectible statue. Developed in close conjunction with Electronic Access and using the original assets from the smash video game, this meticulously detailed model is crafted out of polyresin and fiberglass and features the CDS devastating ADP-mk4 heavy armor recently added to the game.
item_DescFlair_Actn_Figure_SM_B_Team_Tank_Imp=Bring your favorite Star Marine character into your home with this collectible statue. Developed in close conjunction with Electronic Access and using the original assets from the smash video game, this meticulously detailed model is crafted out of polyresin and fiberglass and features the CDS devastating ADP-mk4 heavy armor recently added to the game.
item_DescFlair_Actn_Figure_UEE_Recon_Marine_Cen=Outside of outright planetary invasion, the UEE Marines Recon Division train extensively in infiltration operations when a smaller footprint is needed. These highly-trained soldiers are experts in sabotage, intelligence gathering, and close-quarter combat. This exclusive figure in Takuetsus Military Might series depicts one of these ghost-like marines. Adorned in period accurate combat suit, this Recon Marines ready to cause trouble wherever you put them.
item_DescFlair_Actn_Figure_UEE_Recon_Marine_Imp=Outside of outright planetary invasion, the UEE Marines Recon Division train extensively in infiltration operations when a smaller footprint is needed. These highly-trained soldiers are experts in sabotage, intelligence gathering, and close-quarter combat. This exclusive figure in Takuetsus Military Might series depicts one of these ghost-like marines. Adorned in period accurate combat suit, this Recon Marines ready to cause trouble wherever you put them.
item_DescFlair_Actn_Figure_Vncl_Shipkiller_Cen=Get closer than youd ever want with this stunning replica Vanduul Warrior. Meticulously sculpted with a keen attention to detail, this poseable fighter was released as part of Takuetsus Universe Series of replica figures and comes with a fearsome lance used during Vanduul boarding attacks.
item_DescFlair_Actn_Figure_Vncl_Shipkiller_Imp=Get closer than youd ever want with this stunning replica Vanduul Warrior. Meticulously sculpted with a keen attention to detail, this poseable fighter was released as part of Takuetsus Universe Series of replica figures and comes with a fearsome lance used during Vanduul boarding attacks.
item_DescFlair_Badge_Squadronbadge-214=(PH) Badge: 214 Description
item_DescFlair_Badge_Squadronbadge-35=(PH) Badge: 35 Description
item_DescFlair_Badge_Squadronbadge-36=(PH) Badge: 36 Description
item_DescFlair_Badge_Squadronbadge-78=(PH) Badge:78 - Description
item_DescFlair_Badges=(PH) Plaque: Badges Description
item_DescFlair_Bond-2942=(PH) Plaque: Bond-2942 Description
item_DescFlair_Bond-2943=(PH) Plaque: Bond-2943 Description
item_DescFlair_Bond-2944=(PH) Plaque: Bond-2944 Description
item_DescFlair_Bond-2945=(PH) Plaque: Bond-2945 Description
item_DescFlair_Bottle,P= Bottle
item_DescFlair_Calendar=(PH) Calendar Description
item_DescFlair_Christmas_Wreath,P= Holiday Wreath
item_DescFlair_Coin_1_f=A coin crafted to honor the RSI Zeus, the first commercial spaceship to feature a quantum drive. The historical exploration craft graces one side of the coin while the other side is embossed with the Roberts Space Industries logo.
item_DescFlair_Coin_1_g=A gilded red coin celebrating the Year of the Dog. Said to bring good fortune and prosperity in the upcoming cycle, coins like these have become a popular gift during the annual Red Festival.
item_DescFlair_Coin_1_p=Celebrate the diversity of our universe with this special coin commissioned for the 2954 anniversary of First Contact Day. One side of the coin features “First Contact” written in Xian while the opposing side displays the same escribed in Banu.
item_DescFlair_Coin_1_q=This 2954 Foundation Festival coin honors those volunteers who endeavor to strengthen their community through charitable acts and features the program's distinct winged torch logo.
item_DescFlair_Coramor54_Coin=Celebrate 2954's Coramor holiday with this golden coin featuring pink, hearts on one face and two spacefaring lovers on the other, promising that not even the vastness of space can keep love apart.
item_DescFlair_Dashboard_Flag_UEE_1_a=Fly the flag of the first united Human government, the United Nations of Earth (UNE). First revealed in 2380, the inaugural flag design features interlocking circles symbolizing Humanity's three main populations centers (Earth, Mars, and Croshaw system) and six stars representing the ambition to continue expanding into space. This small metal stand flies a holographic version of the UNE flag, making it an ideal accessory for history buffs to place on their desk or aboard their ships.
item_DescFlair_Dashboard_Flag_UEE_1_b=This small metal stand flies a holographic flag of the United Planets of Earth (UPE). Designed in 2523 when Humanity replaced the United Nations of Earth (UNE) with a new political system better suited for its expanding governance over multiple systems. To symbolize this progression, the UPE flag kept the interlocking rings from the UNE flag while adding a circle with breaks to represent the continued desire to expand and laurel branches symbolizing the success of Humanity's space exploration.
item_DescFlair_Dashboard_Flag_UEE_1_c=Celebrate the United Empire of Earth (UEE) wherever you go by flying a holographic version of the flag. The small and sleek stands makes it an ideal accessory for a desk or ship. Featuring a vibrant blue color offset by white, this iconic symbol incorporated iconography from the previous UPE flag to represent the next phase of Humanity's united government as it grew into a massive empire.
item_DescFlair_Discount_Cot=Catch a few Z's between flights with this stylish Star Citizen cot!
item_DescFlair_Donation_Plaque=(PH) Plaque: Donation Description
item_DescFlair_Drink_Screwtop_Tumbler_1_a=Boast about your trip to the UEE's most exclusive and elusive destination, Magnus IV. While some still question if the planet actually exists, this refillable water bottle is irrefutable proof that you've totally been there.
item_DescFlair_Drink_Screwtop_Tumbler_1_b=Make others believe you have the ability to tap into the awesome power of quantanium with this novelty water bottle. Unscrewing the lid produces a eerie blue glow that will make others truly wonder what you've got inside.
item_DescFlair_FishTank_001=This beautifully decorated tank comes from the Ten Thousand Seas Corporation. Stock it with exotic fish from across the 'verse to build a collection that will be the envy of all your friends.
item_DescFlair_FishTank_Gold=(PH) Fish Tank (Gold) Description
item_DescFlair_FishTank_Referral=The galaxys leader in habitat design and construction, Kai offers a variety of prebuilt environments for your home, office, hangar or business as well as custom tanks. Our talented sales associates work directly with biological consultants to provide you with the ideal living conditions for your organisms.
item_DescFlair_Flare_Medivac_1_a=Manufacturer: RSI\n\nUtilizing multiple vibrant lights housed in a compact durable frame, the Rescue Light is capable at being seen from all directions in all kinds of hazardous atmospheric conditions, letting rescue teams know exactly where you are.
item_DescFlair_Generic_Horizontal_Display=(PH) Generic Display Case Description
item_DescFlair_Glowstick_Luminalia=Put the glow into "Glow Festival" with this festive Luminalia light stick. Turn it on and watch any room magically transform into a holiday wonderland.
item_DescFlair_Gold_Display=(PH) Gold Display Case Description
item_DescFlair_HeadHunterRelic_Citizencon_2023=Light your way with this reproduction of the iconic Headhunter seal of authority. Crafted at the promotion of a new Chief, this lamp is constructed using four skulls, one provided by each of the Chief's four Counselors as a sign of their loyalty, and serves as a symbol of the Chief's new authority.
item_DescFlair_HelmetStand,P= Helmet Stand
item_DescFlair_Holiday_Tree=(PH) Holiday Tree Description
item_DescFlair_Holiday_Wreath=(PH) Holiday Wreath Description
item_DescFlair_Jukebox=(PH) Jukebox Description
item_DescFlair_Lamp_001=Get your own Lamp from the original 24 hour livestream!
item_DescFlair_LiquorCabinet=(PH) Liquor Cabinet Description
item_DescFlair_Locker_01,P= Locker 1
item_DescFlair_Locker_02,P= Locker 2
item_DescFlair_Locker_03,P=Locker 3
item_DescFlair_Locker_Collection=(PH) Locker from Another Universe Description
item_DescFlair_M50_Display,P= ORIG M50 Display Case
item_DescFlair_MISC_Display,P= MISC Display Case
item_DescFlair_Model_350r=(PH) Model: 350r Description
item_DescFlair_Model_350r_Box=(PH) Box: Model 350r Description
item_DescFlair_Model_Aegis_Avenger=(PH) Model: Aegis Avenger Description
item_DescFlair_Model_Aegis_Avenger_Box=(PH) Box: Model Aegis Avenger
item_DescFlair_Model_Aegis_Gladius=(PH) Model: Aegis Gladius Description
item_DescFlair_Model_Aegis_Gladius_Box=(PH) Box: Model Gladius Description
item_DescFlair_Model_AuroraLN=(PH) Model: Aurora ES Description
item_DescFlair_Model_AuroraLN_Box=(PH) Box: Model Aurora ES Description
item_DescFlair_Model_Aurora_Gold=(PH) Model: Gold Aurora Description
item_DescFlair_Model_Avenger_Gold=(PH) Model: Gold Avenger Description
item_DescFlair_Model_Carrack_b=This highly detailed model celebrates the Carrack being named Best in Show at the 2952 Intergalactic Aerospace Expo. Takuetsu worked with Anvil Aerospace to get the dimensions and details precisely right so this beloved exploration ship could find a home on shelves across the empire.
item_DescFlair_Model_Carrack_toy_a_1H=Takuetsu has finally set their expert eye on the Carrack. Using schematics supplied by Anvil Aerospace, this intricately detailed miniature captures the look and spirit of the beloved exploration ship that's spawned countless adventures across the empire.
item_DescFlair_Model_Carrack_toy_b_1H=This highly detailed miniature celebrates the Carrack being named Best in Show at the 2952 Intergalatic Aerospace Expo. Takuetsu worked with Anvil Aerospace to get the dimensions and details precisely right so the handheld version of this beloved exploration ship can join you on adventures across the empire.
item_DescFlair_Model_Caterpillar_BIS_2019=This Caterpillar model celebrates the venerated hauler being voted Best in Show at the 2949 Intergalactic Aerospace Expo. Now your hangar can display this highly detailed scale replica of the popular mercantile vessel adorned with the 2949 IAE logo and accompanying pink accent line across the top of the ship.
item_DescFlair_Model_Constellation=(PH) Model: Constellation Description
item_DescFlair_Model_Constellation_Box=(PH) Box: Model Constellation Description
item_DescFlair_Model_Constellation_Gold=(PH) Model: Gold Constellation Description
item_DescFlair_Model_Freelancer=(PH) Model: Freelancer Description
item_DescFlair_Model_Freelancer_Box=(PH) Box: Model Freelancer Description
item_DescFlair_Model_Freelancer_Gold=(PH) Model: Gold Freelancer Description
item_DescFlair_Model_Herald_Gold=(PH) Model: Gold Herald Description
item_DescFlair_Model_Hornet_F7C-R=(PH) Model: Hornet F7C-R Description
item_DescFlair_Model_Hornet_F7C-R_Box=(PH) Box: Model Hornet Description
item_DescFlair_Model_Hornet_Gold=(PH) Model: Gold Hornet Description
item_DescFlair_Model_HullC_1_a=Celebrate the workhorse of the hauling world with this finely detailed Hull C model. It's been expertly crafted by Takuetsu with help from MISC to make sure every last detail matches and honors the original. The "Extended" edition features the ship with its iconic spindles exposed and ready to receive cargo.
item_DescFlair_Model_HullC_1_b=Celebrate the workhorse of the hauling world with this finely detailed Hull C model. It's been expertly crafted by Takuetsu with help from MISC to make sure every last detail matches and honors the original.
item_DescFlair_Model_HullC_2_takuetsu_box=A collector's edition box for Takuetsu's Hull C Model, featuring an image of the iconic ship on the front along with details about the model.
item_DescFlair_Model_HullC_toy_a_1H=Hold an iconic hauling ship in the palm of your hand with this Hull C miniature. Takuetsu carefully recreated the Hull C with exacting detail to honor what is believed to be the most common ship in the galaxy.
item_DescFlair_Model_Khartu-Al=(PH) Model: Khartu-al Description
item_DescFlair_Model_Khartu-Al_Box=(PH) Box: Model Khartu-al Description
item_DescFlair_Model_Khartu_Prestige_Series_2941=(PH) Model: Khartu-al Prestige Series Description
item_DescFlair_Model_Khartu_Prestige_Series_2941_Box=(PH) Box: Model Khartu-al Prestige Series Description
item_DescFlair_Model_Khartu_Prestige_Series_2941_Display=(PH) Khartu-al Prestige Series Display Case Description
item_DescFlair_Model_M50=(PH) Model: M50 Description
item_DescFlair_Model_M50_Box=(PH) Box: Model M50 Description
item_DescFlair_Model_Mustang_Alpha=(PH) Model: Mustang Alpha Description
item_DescFlair_Model_Mustang_Alpha_Box=(PH) Box: Model Mustang Alpha Description
item_DescFlair_Model_Mustang_Beta=(PH) Model: Mustang Beta Description
item_DescFlair_Model_Mustang_Beta_Box=(PH) Box: Model Mustang Beta Description
item_DescFlair_Model_Mustang_Delta=(PH) Model: Mustang Delta Description
item_DescFlair_Model_Mustang_Delta_Box=(PH) Box: Model Mustang Delta Description
item_DescFlair_Model_Mustang_Gamma=(PH) Model Mustang Gamma Description
item_DescFlair_Model_Mustang_Gamma_Box=(PH) Box: Model Mustang Gamma Description
item_DescFlair_Model_Reliant=(PH) Model: Reliant Description
item_DescFlair_Model_Reliant_Box=(PH) Box: Model Reliant Description
item_DescFlair_Model_Sabre=(PH) Model: Sabre Description
item_DescFlair_Model_Sabre_Box=(PH) Box: Model Sabre Description
item_DescFlair_Model_Starfarer=(PH) Model: Starfarer Description
item_DescFlair_Model_Starfarer_Box=(PH) Box: Model Starfarer Description
item_DescFlair_Model_Station_ICC_Probe_a=(PH) Holographic representation of the ICC Probe Station.
item_DescFlair_Model_Station_IMS_Bolliver_a=(PH) Holographic representation of the IMS Bolliver Station.
item_DescFlair_Model_Station_Icarus-One_a=(PH) Holographic representation of the Icarus-One Station.
item_DescFlair_Model_Station_Port_Olisar_a=(PH) Holographic representation of the Port Olisar Station.
item_DescFlair_Model_Tmbl_Nova_Dsrt=(PH) Description for Model: Tumbril Nova Badlands
item_DescFlair_Model_Tmbl_Nova_Green=(PH) Description for Model: Tumbril Nova UEE Army
item_DescFlair_Model_Tmbl_Nova_Snow=(PH) Description for Model: Tumbril Nova Snowblind
item_DescFlair_MultiToolBox_Citizencon_2023=Proudly put your multi-tool on display with this toolbox reclaimed from the Pyro system that's not only withstood the star's dangerous flares but also the ravages of time.
item_DescFlair_Piano_Phoenix=The Sentinel 88G from Hartwell Music features a full 88-key digital piano in a molded grand piano frame. The 88G features fully responsive, real hammer weighted action on the keys with a variety of customizable sounds based on actual recordings of classic instruments creating a classical experience for the modern age.
item_DescFlair_Poster_001=Be a hero with this iconic poster, perfect for hanging on the wall of your hangar!
item_DescFlair_Poster_002=Hang this dynamic recruiting poster from the UEEN on your wall and show your support for the United Earth Empire Navy!
item_DescFlair_Poster_003=Display your racing spirit by hanging this Origin Jumpworks 350r poster on your wall!s
item_DescFlair_Poster_004=The flagship of the pirate community, the Drake Cutlass, and the iconic Vanduul raider, the Scythe, circle each other on a silent battlefield of tumbling rock.
item_DescFlair_Poster_005=Got the itch to live a life of freedom among the stars? This MISC Freelancer poster will showcase your adventurous spirit!
item_DescFlair_Poster_006=The F7A Hornet is one of the most iconic space superiority fighters ever developed. Celebrate its heritage with this fantastic poster!
item_DescFlair_Poster_007=(PH) Poster: Gladiator Description
item_DescFlair_Poster_008=(PH) Poster: Retaliator Description
item_DescFlair_Poster_CitizenCon=(PH) Poster: CitizenCon Description
item_DescFlair_Poster_Constellation=(PH) Poster: Constellation Description
item_DescFlair_Poster_Gamescom=(PH) Poster: Gamescom Description
item_DescFlair_Poster_HT_BIS_1_a=Celebrate the Vulture, Drake Interplanetary's rugged wreck-ripper, making the final four of the 2953 Ship Showdown with this poster of the ship mid-flight.
item_DescFlair_Poster_HT_BIS_1_b=Congratulations to the Corsair for winning the 2953 Ship Showdown. This poster celebrates the victory of this iconic, asymmetrical Drake Interplanetary ship by capturing it mid-conflict with guns blazing.
item_DescFlair_Poster_HT_BIS_1_c=A poster commemorating the Aegis Dynamics Redeemer blasting its way in the final four of the 2953 Ship Showdown. It captures the ship not just surviving, but thriving in its natural environment: the heat of battle.
item_DescFlair_Poster_HT_BIS_1_d=Combining exquisite style and cutting-edge technology, it's easy to understand why Origin's 600i sailed into the final four of 2953's Ship Showdown. This poster celebrates the accomplishment with an image of the multi-role luxury liner soaring through the clouds.
item_DescFlair_Poster_HT_feb2023_1_a=A poster featuring the iconic image of a spacesuit clad pilot sitting amidst a heart that can be found on the F7C-M Hornet Heartseeker. Evoking the imagery and language of the historic holiday Valentine's Day, the image is intentionally faded to replicate the wear and tear it experiences on ships.
item_DescFlair_Poster_HT_feb2023_1_b=Celebrate the Red Festival and 2954 being the year of the dog with this colorful poster. It features adorable dogs and stormwals set against a stylized red and blue background. It also honors the festival's historic ties to Earth with "Happy New Year" written in two languages that originated on Humanity's homeworld.
item_DescFlair_Poster_HullC_HT_Static=Honor an industrial workhorse with this unique and visually stunning poster of the MISC Hull C. Featuring the ship's silhouette set against a colorful swirling spacescape, the poster highlights the Hull C's iconic design by having its spindle extended.
item_DescFlair_Poster_Murray_Cup=(PH) Poster: Murray Cup Description
item_DescFlair_Poster_SM_Mag_Cover=(PH) Poster showing the initial magazine coverage that detailed the release of Star Marine.
item_DescFlair_Poster_Tears_Of_Fire=(PH) Inducted into the UPE Historical Vault for Antiquity in 2633, Aaron Fring immortalized the last moments of the Second Tevarin War in his iconic painting “Tears of Fire.” Fring was on Elysium when Warlord CorathThal and the remaining members of his Tevarin fleet incinerated themselves in the atmosphere of their homeworld.
item_DescFlair_Poster_nVidia=(PH) Poster: nVidia Description
item_DescFlair_Puglisi_Armor=(PH) Puglisi Collection: Armor Description
item_DescFlair_Puglisi_Skull=(PH) Puglisi Collection: Skull Description
item_DescFlair_RSI_Display=(PH) RSI Display Case Description
item_DescFlair_Radegast_Whiskey_Concierge=With an unparalleled reputation for crafting phenomenal whiskeys of uncompromising quality for over four centuries, Radegast Distillery is proud to announce the 2947 release of its Homeward Limited-Edition Collection 40 SEY. Award-winning Master Distiller Hanshi Wilkes skillfully hand-blends the Martian spirit before it is re-barreled in Angeli casks and transported along a unique homeward flight path to maximize specific astronomical conditions which develop a peppery smoke-forward expression underpinned with charcoal, mace, ripe gooseberries, and citron notes. Once it has safely returned to Mars, the blend is aged for several more years to ensure it has the distinct smooth and mellow profile Radegast is known for. The result is a 40-year-old dram that embraces the adventurous flavor profiles of Angeli with the traditional personality of a Martian whiskey; a drink worthy of coming home for.
item_DescFlair_RockContainer=(PH) Puglisi Collection: Artifact Description
item_DescFlair_SF54_Coin=With Stella Fortuna 2954 on one side and the other featuring a lucky clover embossed with the words Tempt Fate, this golden coin dares anyone to take luck into their own hands.
item_DescFlair_Schematic_Aegs_Hammerhead,P= Schematic: Aegis Hammerhead Description
item_DescFlair_Schematic_Aegs_Reclaimer,P= Schematic: Aegis Reclaimer Description
item_DescFlair_Schematic_Aegs_Vanguard_Hoplite=Thanks to Esperias “Masters of Design” series, you can examine the schematics for the Vanguard Hoplite to see what Aegis did to convert this deep space fighter into a dedicated boarding ship.
item_DescFlair_Schematic_Aegs_Vindicator=PH Schematic: This schematic reveals the design Aegis used to allow the Sabre to be both a rapid responder and a deadly dogfighter.
item_DescFlair_Schematic_Anvl_Hurricane=See how Anvil engineers modernized the Hurricanes classic design by Casse Aerospace with this official schematic generously donated by Anvil Aerospace, which is a part of Esperias “Masters of Design” series.
item_DescFlair_Schematic_Anvl_Terrapin=This schematic penetrates the layers of armor protecting the Terrapin to show what makes this scanning ship one tough nut to crack. This is thanks to Esperias “Masters of Design” series, which shares classic ship schematics from their extensive archive.
item_DescFlair_Schematic_Argo_MPUV=See what makes the Argo MPUV the classic, utilitarian cargo carrier found in every corner of the Empire; from civilian use to military service. All thanks to this detailed schematic from Esperias “Masters of Design” series.
item_DescFlair_Schematic_BIS_2019_Caterpillar=Explore every millimeter of Drake Interplanetary's massive Caterpillar with this schematic celebrating its victory as Best in Show at the 2949 Intergalactic Aerospace Expo.
item_DescFlair_Schematic_BIS_2019_Cutlass=Dig into the details of Drake's distinct Cutlass design with this schematic, created in conjunction with the 2949 Intergalactic Aerospace Expo to celebrate the ship being a Best in Show finalist.
item_DescFlair_Schematic_BIS_2019_Hammerhead=This schematic allows you to count every turret aboard the intimidating Aegis Hammerhead. It was released to commemorate the ship being a Best in Show finalist at the 2949 Intergalactic Aerospace Expo.
item_DescFlair_Schematic_BIS_2019_Reclaimer=This schematics showcases the sheer size and scope of the Aegis Reclaimer. This beloved deep-space salvage ship was voted a Best in Show finalist at the 2949 Intergalactic Aerospace Expo.
item_DescFlair_Schematic_Drak_Caterpillar=Try not to get lost in the detailed schematic for Drakes massive cargo ship, the Caterpillar. These blueprints are a part of Esperias “Masters of Design” series, which shares classic ship schematics from their massive archive.
item_DescFlair_Schematic_Drak_Caterpillar_2,P= Schematic: Drake Caterpillar 2 Description
item_DescFlair_Schematic_Drak_Cutlass,P= Schematic: Drake Cutlass Description
item_DescFlair_Schematic_Drak_Dragonfly=Check out how Drake packed everything into the compact, open-canopy Dragonfly space bike with this schematic, which is the final entry into Esperias “Masters of Design” series.
item_DescFlair_Schematic_Drak_Herald=This schematic, faithfully restored and displayed as part of Esperias “Masters of Design” series, exposes the secrets that make the speedy Drake Herald an excellent data runner.
item_DescFlair_Schematic_Misc_Prospector=Dig behind the hull of the MISC Prospector, one of the UEEs preeminent solo mining vessels, with this detailed schematic. Esperias “Masters of Design” official blueprint, faithfully reproduced from the original MISC archive, goes under the panels to show all the systems of this durable worker.
item_DescFlair_Schematic_Misc_Razor=The schematic for this endurance racer shows off the distinctly Xian engines and thrusters used by the Mirai Razor. Its a welcome addition to Esperias “Masters of Design” series, as the ship beautifully blends both Human and Xian technology.
item_DescFlair_Schematic_Orig_85X=PH Schematic: Get to know every inch of the Origin 85X with the schematics for this agile and luxurious racer from Origin.
item_DescFlair_Schematic_Rsi_Polaris=Next in the “Masters of Design” series from Esperia are schematics for RSIs latest Corvette-class capital ship which has quickly become popular with both the military and militias for its aggressive torpedo loadout.
item_DescFlair_Sextant_1H=High tech innovators microTech pay homage to the past with this sextant, an ancient Earth instrument used for celestial navigation. It was designed with modern materials that help stabilize the device and stop warping due to extreme weather conditions.
item_DescFlair_Sextant_Luminalia_1H=Set your sights on holiday cheer with this Luminalia sextant. This ancient Earth instrument used for celestial navigation was designed with modern materials that help stabilize the device and stop warping due to extreme weather conditions. Making it an eye-catching and ideal gift to give at any Luminalia celebration.
item_DescFlair_Space_Mushroom=Created by a team of genetic researchers at the University of Rhetor, the opera mushroom is unique in the fungus genus for the various audible tones that it produces. The hollow central chamber of the cap acts as a reverberation chamber amplifying the sounds caused by its unique cell structure stretching and compressing as water moves through its mycelium.
item_DescFlair_Space_Shelf=(PH) Plant Shelf Description
item_DescFlair_Spaceglobe_Evade=(PH) Spaceglobe: Evade Description
item_DescFlair_Spaceglobe_Moments=(PH) Spaceglobe: Moments Description
item_DescFlair_Spaceglobe_Salvage=(PH) Spaceglobe: Salvage Description
item_DescFlair_Table_Conference,P=Conference Table
item_DescFlair_Takuetsu_Display=(PH) Takuetsu Display Case Description
item_DescFlair_Tephra_Mine=Aegis Dynamics decommissioned this former weapon of war and turned it into a work of art to celebrate 400 years of service for the UEE's most celebrated minelayer, the Nautilus. Now this Tephra homing mine from Firestorm Kinetics can be safely displayed in hangars across the UEE, allowing you to get up close and personal with this big, bold beast without being blown to bits.
item_DescFlair_Towel_42=(PH) S42 Towel Rod
item_DescFlair_Trophy_Citizencon_2015=A commemorative trophy celebrating CitizenCon 2945. It features a simple yet stylish design that's mainly silver around a central black column displaying the logo and year.
item_DescFlair_Trophy_Citizencon_2015_Subscriber=A commemorative trophy celebrating CitizenCon 2945. It features a simple yet stylish design that's mainly silver with gold fluting around a central black column displaying the logo and year.
item_DescFlair_Trophy_Citizencon_2016=Memorialize the 2946 CitizenCon with this distinct and angular trophy. Constructed with three panels, the front one displays the event's logo and year and is framed by two black and silver panels.
item_DescFlair_Trophy_Citizencon_2016_Subscriber=Memorialize the 2946 CitizenCon with a special edition of this distinct and angular trophy. Constructed with three panels, the gold front panel displays the event's logo and year and is framed by two black panels.
item_DescFlair_Trophy_Citizencon_2017=Brag about attending CitizenCon 2947 with this commemorative trophy. Rounded edges and a slanted top create a distinct design that showcases the logo in teal on top and the event name and year on the right side.
item_DescFlair_Trophy_Citizencon_2018=The trophy for CitizenCon 2948 melds the physical and digital. A curvy red and grey base projects a hologram of the event's logo above it.
item_DescFlair_Trophy_Citizencon_2018_a=Citizencon 2948's trophy melds the physical and digital with a curvy red and grey base projects a rotating hologram of the event's logo above it.
item_DescFlair_Trophy_Citizencon_2019=A commemorative trophy celebrating CitizenCon 2949. It features a holographic projection of the logo and the event's name and year engraved into its metal base.
item_DescFlair_Trophy_Citizencon_2021=Commemorate CitizenCon 2951 with this unique trophy. A gold and silver metallic casing holds a piece of green marble with the year and CitizenCon logo intricately etched into it.
item_DescFlair_Trophy_Citizencon_2023=Commemorate CitizenCon 2953 with a trip to the dark side with this unique trophy fashioned from debris extracted from the dangerous Pyro system.
item_DescFlair_Trophy_Gamescom_2943=The Gamescom 2943 trophy features a silver central column enwrapped by bands of gold. Atop is a hologram of the Star Citizen logo with the year carved into a gold band above the base.
item_DescFlair_Trophy_Gamescom_2944=A gold and silver trophy commemorating Gamescom. The Star Citizen logo is engraved near the top and the year at the bottom.
item_DescFlair_Trophy_Gamescom_2945=A silver and black trophy celebrating Gamescom. Its unique design features a teal dividing line between its two sides, with the Star Citizen logo engraved on the front of the base and flanked on each side by the year.
item_DescFlair_Trophy_Gamescom_2945_PG=A special edition silver and black trophy celebrating Gamescom. Its unique design features a teal dividing line between its two sides, with the Star Citizen logo engraved on the front of the base and flanked on each side by the year.
item_DescFlair_Trophy_Gamescom_2946=A silver trophy celebrating Gamescom with a solid central column flanked by fluting. Etched into the central column is the Star Citizen logo and year.
item_DescFlair_Trophy_Gamescom_2946_PG=A special edition silver trophy celebrating Gamescom with a solid central column flanked by fluting. Etched into the central column is the Star Citizen logo and year.
item_DescFlair_Trophy_Golden_Ticket=(PH) Trophy: Golden Ticket Description
item_DescFlair_Trophy_PAX=(PH) Trophy: PAX Description
item_DescFlair_Trophy_RSI_Cup=RSI Cup Trophy.
item_DescFlair_Trophy_Zeus=Commemorate the legendary flight of the RSI Zeus with this superbly detailed scale model. A must-have for any serious collection.
item_DescFlair_Vanduul_Armor=(PH) Puglisi Collection: Scythe Plating Description
item_DescFlair_Vasli_Fragment_Stone=(PH) Puglisi Collection: Vasli Fragment Description
item_DescFlair_Vending_Big_Benny=(PH) This Big Benny's vending machine is a favorite among citizens around the 'verse. 
item_DescFlair_Weapon_Knife_CitizenCon2018=(PH) CitizenCon 2018 Knife Display Description
item_DescFlair_Workbench=This workbench is the standard across UEE space. Get yours today and never borrow your neighbor's tools again!
item_DescFlair_XiAn_Stone_1=Half toy and half meditation device, this small trinket showcases the Xians mastery of gravity and is meant to inspire the user to contemplate the forces that bind us together.
item_DescFlair_banu_tholo_1_a=A small three-sided token representative of Cassa, the Banu patron of luck. Spinning the tholo reveals an answer meant to help guide the user during decision-making. This particular tholo has been translated into common.
item_DescFlair_banu_tholo_1_b=A small three-sided token representative of Cassa, the Banu patron of luck. Spinning the tholo reveals an answer meant to help guide the user during decision-making.
item_DescFlair_biscuit_jar_1_a=The perfect place to stash all your favorite holiday treats, this cookie jar features Luminalia greetings along with red and green trim.
item_DescFlair_dice_1_a=This white six-sided die houses a green rotating core that features the numbers one through six. When rolled along a surface, a random number will display on the upper face of the die as the rotating core comes to rest.
item_DescFlair_dice_1_b=This red six-sided die houses a rotating core that features the numbers one through six. When rolled along a surface, a random number will display on the upper face of the die as the rotating core comes to rest.
item_DescFlair_dice_1_c=This orange six-sided die houses a rotating core that features the numbers one through six. When rolled along a surface, a random number will display on the upper face of the die as the rotating core comes to rest.
item_DescFlair_dice_1_chance_a=This six-sided die houses a rotating sphere covered in blue and red lights. When rolled, one of the two colors will display on the upper face of the die, helping the user to make binary decisions.
item_DescFlair_dice_1_d20_a=Ready to roll? Make your randomly generated numbers a little more squeezable with this plush icosahedron. Each surface of the large red die features a different easy-to-read number.
item_DescFlair_dice_1_d20_b=Ready to roll? Make your randomly generated numbers a little more squeezable with this plush icosahedron. Each surface of the large green die features a different easy-to-read number.
item_DescFlair_dice_1_d20_c=Ready to roll? Make your randomly generated numbers a little more squeezable with this plush icosahedron. Each surface of the large blue die features a different easy-to-read number.
item_DescFlair_dice_2_a=When rolled along a surface, this red twenty-sided die will display a numerical result on the upper face as it comes to rest.
item_DescFlair_dice_2_b=When rolled along a surface, this green twenty-sided die will display a numerical result on the upper face as it comes to rest.
item_DescFlair_dice_2_c=When rolled along a surface, this blue twenty-sided die will display a numerical result on the upper face as it comes to rest.
item_DescFlair_medal_200m_1_a=A coin commemorating the 200th anniversary for One Empire, a community-based government initiative.
item_DescFlair_mug_luminalia_1_a=Ready to spread some Luminalia "cheers?" Cozy up with this festive red and white patterned mug decorated with Banu messages of celebration and understanding.
item_DescFlair_plant_pot_1_a=Bring a little life to your decor with the Hello Sunshine Planter from Sakura Sun. Available in a number of colors and unique facial expressions, this charming ceramic container makes for a cheerful place for your plant to call home.
item_DescFlair_plant_pot_1_b=Bring a little life to your decor with the Hello Sunshine Planter from Sakura Sun. Available in a number of colors and unique facial expressions, this charming ceramic container makes for a cheerful place for your plant to call home.
item_DescFlair_plant_pot_1_c=Bring a little life to your decor with the Hello Sunshine Planter from Sakura Sun. Available in a number of colors and unique facial expressions, this charming ceramic container makes for a cheerful place for your plant to call home.
item_DescFlair_toy_volleyball_1_a_2H=An athletic ball modified to resemble the famous microTech mascot Pico the Penguin.
item_DescFlair_viVid_Display=From microTech, the makers of mobiGlas and VI Specs, comes the latest generation multi-viewer, the viVid display, featuring full spectrum color-bleed and first-in-class holo-optics to bring a wide array of visuals to vivid life.
item_DescFlashlight=<-=MISSING=->
item_DescFood_Carafi_Plain=NDR: 10\nEffects: Hypermetabolic\n\nA flavorless nutrient jelly with a firm, slippery texture.\n
item_DescFood_Grub_Seanut_1_Lemon=NDR: 15\nEffects: Dehydrating\n\nEasy to grow and care for, these tubular sea creatures have become a popular food in the outer reaches of systems. This seanut has been fried and topped with a vinegar-based sauce for a salty, roasted and tangy taste.\n
item_DescFood_Grub_Seanut_1_Live=NDR: 17\nHEI: 07\nEffects: None\n\nEasy to grow and care for, these tubular sea creatures have become a popular food in the outer reaches of systems. When eaten raw, seanuts have a chewy and crisp texture with a bright briny and nutty flavor.\n
item_DescFood_Grub_Seanut_1_Plain=NDR: 15\nEffects: Dehydrating\n\nEasy to grow and care for, these tubular sea creatures have become a popular food in the outer reaches of systems. This seanut has been fried and has a salty, roasted flavor.
item_DescFood_Sachet_Carafi=NDR: 10\nEffects: Hypermetabolic\n\nA package containing small pieces of carafi, a flavorless nutrient jelly.\n
item_DescFood_Sachet_Grub_Seanut_2_a=NDR: 15 \nEffects: Energizing, Hypermetabolic\n\nA package of dried, protein rich nomo grubs that have a savory and slightly bitter taste.\n
item_DescFood_Skewered_Mystery_Meat_1_a=NDR: 20\nEffects: Immune Suppressing\n\nChunks of what is most definitely meat that have been skewered and roasted.\n
item_DescFood_Skewered_Rat_1_a=NDR: 25\nEffects: Immune Suppressing\n\nAloprat is a hearty species of rodent found across Human occupied space, and even can survive aboard space stations and ships eating a variety of food and scraps. This aloprat has been skewered and roasted rotisserie style for crisp skin and gamey, fatty meat. \n
item_DescFood_bar_busters_01_a=NDR: 10\nEffects: Energizing, Hyper-Metabolic\n\nSmooth sesame paste, salty roasted nuts, and a rich chocolate coating all combine to make Buster's, the classic treat that the Empire has loved for over two hundred years. Buster's or Bust!
item_DescFood_bar_com_01_a=NDR: 20\nEffects: Hypertrophic\n\nCal-O-Meal bars are loaded with high quality protein and packed with a concentrated dose of vitamins, minerals, and rich chocolate flavor, making it a convenient way to maintain nutrition and lean muscle mass on the go.
item_DescFood_bar_com_01_lunes_a=NDR: 20\nEffects: Hypertrophic\n\nCal-O-Meal bars are loaded with high quality protein and packed with a concentrated dose of vitamins, minerals, and rich Lunes fruit-flavor, making it a convenient way to maintain nutrition and lean muscle mass on the go.
item_DescFood_bar_com_01_vanilla_a=NDR: 20\nEffects: Hypertrophic\n\nCal-O-Meal bars are loaded with high quality protein and packed with a concentrated dose of vitamins, minerals, and rich vanilla flavor, making it a convenient way to maintain nutrition and lean muscle mass on the go.
item_DescFood_bar_karoby_01_a=NDR: 18\nEffects: Energizing\n\nMade with nutritious, wholesome ingredients, this great tasting bar is formulated to provide sustained energy to help you maintain your best performance.
item_DescFood_bar_karoby_01_cranberry_a=NDR: 18\nEffects: Energizing\n\nMade with nutritious, wholesome ingredients, this great tasting bar is formulated to provide sustained energy to help you maintain your best performance.
item_DescFood_bar_onemeal_01_a=NDR: 21\nEffects: Hypo-Metabolic\n\nOneMeal optimal nutrition bars are a scientifically balanced and complete meal replacement that's "ready when you are."
item_DescFood_bar_onemeal_01_salmon_a=NDR: 21\nEffects: Hypo-Metabolic\n\nOneMeal optimal nutrition bars are a scientifically balanced and complete meal replacement that's "ready when you are."
item_DescFood_bar_onemeal_01_steak_a=NDR: 21\nEffects: Hypo-Metabolic\n\nOneMeal optimal nutrition bars are a scientifically balanced and complete meal replacement that's "ready when you are."
item_DescFood_bar_onemeal_01_tofu_a=NDR: 21\nEffects: Hypo-Metabolic\n\nOneMeal optimal nutrition bars are a scientifically balanced and complete meal replacement that's "ready when you are."
item_DescFood_bar_snaggle_01_a=NDR: 14\nEffects: Hypertrophic, Dehydrating\n\nSnag one of these premium protein sticks and experience the ultimate in "real meat" snacking. Original Snaggle sticks feature a classic blend of smoke and spices for a pure boost of flavor energy.
item_DescFood_bar_snaggle_01_newaustin_a=NDR: 14\nEffects: Hypertrophic, Dehydrating\n\nSnag one of these premium protein sticks and experience the ultimate in "real meat" snacking. New Austin Bold Snaggle sticks feature that sweet and spicy tang the city is famous for.
item_DescFood_bar_snaggle_01_pepper_a=NDR: 14\nEffects: Hypertrophic, Dehydrating\n\nSnag one of these premium protein sticks and experience the ultimate in "real meat" snacking. Pepper Pepper Pepper Snaggle sticks deliver a triple blast of intense pepper flavor guaranteed to wangjangle your taste buds.
item_DescFood_bar_snaggle_01_smoke_a=NDR: 14\nEffects: Hypertrophic, Dehydrating\n\nSnag one of these premium protein sticks and experience the ultimate in "real meat" snacking. Smoke Daddy Snaggle sticks feature an extra blast of intense smoky flavor that delivers satisfaction.
item_DescFood_bar_snaggle_01_tikoro_a=NDR: 14\nEffects: Hypertrophic, Dehydrating\n\nSnag one of these premium protein sticks and experience the ultimate in "real meat" snacking. Tikoro Bite Snaggle sticks up the heat with a signature spice blend that'll have you sweating through your helmet.
item_DescFood_biscuit_1_a=NDR: 10\nEffects: Energizing, Hyper-Metabolic\n\nThis holiday favorite cookie features a crumbly shortbread ring filled with a sweet and tart jam. Often enjoyed during Luminalia. \n
item_DescFood_box_bbk_01_a=NDR: 30\nEffects: None\n\nBig Benny's kacho is based on traditional family recipes straight from Corel, combining springy noodles and a rich, warm broth to create a taste enjoyed the 'verse over. The Lo Classic flavor is the unique blend of spices that got the 'Kacho Kraze' started!
item_DescFood_box_bbk_01_agrodolce_a=NDR: 30\nEffects: None\n\nBig Benny's kacho is based on traditional family recipes straight from Corel, combining springy noodles and a rich, warm broth to create a taste enjoyed the 'verse over. The Agrodolce Delight flavor has strong blast of sweet and sour vinegar flavor that is sure to have you coming back for more.
item_DescFood_box_bbk_01_curry_a=NDR: 30\nEffects: None\n\nBig Benny's kacho is based on traditional family recipes straight from Corel, combining springy noodles and a rich, warm broth to create a taste enjoyed the 'verse over. The Coconut Curry flavor blends the sweetness of coconut milk with a secret recipe Big Benny's green curry blend.
item_DescFood_box_bbk_01_fhaal_a=NDR: 30\nEffects: None\n\nBig Benny's kacho is based on traditional family recipes straight from Corel, combining springy noodles and a rich, warm broth to create a taste enjoyed the 'verse over. The Fhaal Fire flavor takes heat to another level with its bold spice blend.
item_DescFood_box_bbk_01_ginger_a=NDR: 30\nEffects: None\n\nBig Benny's kacho is based on traditional family recipes straight from Corel, combining springy noodles and a rich, warm broth to create a taste enjoyed the 'verse over. The Ginger Five-Spice flavor is bright and zesty with a sweet and spicy edge.
item_DescFood_box_bbk_01_imperial_a=NDR: 30\nEffects: None\n\nBig Benny's kacho is based on traditional family recipes straight from Corel, combining springy noodles and a rich, warm broth to create a taste enjoyed the 'verse over. The Imperial Trio flavor features three different and delicious savory proteins lightly seasoned to perfection.
item_DescFood_box_bbk_01_katsu_a=NDR: 30\nEffects: None\n\nBig Benny's kacho is based on traditional family recipes straight from Corel, combining springy noodles and a rich, warm broth to create a taste enjoyed the 'verse over. The Katsu Karē flavor marries crispy fried protein pieces with a harmoniously mellow curry sauce.
item_DescFood_box_noodle_01_a=NDR: 40\nEffects: Dehydrating, Hyper-Metabolic\n\nA soy sauce based home-style chicken noodles. Perfect for warming up those cold berths.
item_DescFood_box_noodle_01_ramian_a=NDR: 40\nEffects: Dehydrating, Hyper-Metabolic\n\nA thick ferment black bean sauce deliciously coats these thin chewy noodles. Sure to satisfy!
item_DescFood_box_noodle_02_a=NDR: 48\nEffects: Hypertrophic, Hypo-Metabolic\n\nRoasted mushrooms pair with vegetables and rice noodles in a sweet and tangy tamarind sauce. Light, but filling.
item_DescFood_box_noodle_02_curry_a=NDR: 48\nEffects: Hypertrophic, Hypo-Metabolic\n\nCreamy green curry with a hint of heat is the ideal match for garlicy vegetables and pasta.
item_DescFood_burger_wham_01_a=NDR: 38\nEffects: Dehydrating, Hyper-Metabolic\n\nThe original burger that put Whammer's on the starmap. All Whams come with crisp greens, tomatoes, piccamix, and Crave Sauce.
item_DescFood_burger_wham_01_chicken_a=NDR: 38\nEffects: Dehydrating, Hyper-Metabolic\n\nThis crisp and juicy, all dark meat chicken patty shows that Whammer's is bigger than beef. All Whams come with crisp greens, tomatoes, piccamix, and Crave Sauce.
item_DescFood_burger_wham_01_dlux_a=NDR: 38\nEffects: Dehydrating, Hyper-Metabolic\n\nTake your whamburger up a notch and make it D-Lux with twice the meat and double the cheese. All Whams come with crisp greens, tomatoes, piccamix, and Crave Sauce.
item_DescFood_burger_wham_01_veggie_a=NDR: 38\nEffects: Dehydrating, Hyper-Metabolic\n\nMade by Whammer's skilled chefs, our signature Veggie Wham checks all your crave boxes. All Whams come with crisp greens, tomatoes, piccamix, and Crave Sauce.
item_DescFood_burrito_01_a=NDR: 34\nEffects: Dehydrating\n\nThis satisfying burrito features a tortilla wrapper filled with sweet and spicy chicken.
item_DescFood_burrito_01_beef_a=NDR: 34\nEffects: Dehydrating\n\nThis satisfying burrito features a tortilla wrapper filled with tangy shredded beef.
item_DescFood_burrito_01_chile_a=NDR: 34\nEffects: Dehydrating\n\nThis satisfying burrito features a tortilla wrapper filled with rich and spicy stewed mutton.
item_DescFood_burrito_01_musaka_a=NDR: 34\nEffects: Dehydrating\n\nThis satisfying burrito features a tortilla wrapper filled with spiced vegetables and lentils in a creamy sauce.
item_DescFood_burrito_02_a=NDR: 45\nEffects: Hypertrophic, Hypo-Metabolic\n\nThis healthy and light burrito features a tortilla wrapper filled with flakey fish in a bright herbal sauce.
item_DescFood_burrito_torp_01_a=NDR: 38\nEffects: Dehydrating\n\nTorpedo Burrito crams a full payload of flavor into their devastatingly delicious Carnita-rita burrito, featuring sweet and tangy pulled pork wrapped in their signature size-4 multi-grain tortilla.
item_DescFood_burrito_torp_01_ham_a=NDR: 38\nEffects: Dehydrating\n\nTorpedo Burrito crams a full payload of flavor into their Cheddar Ham burrito, featuring chunks of smoked ham and creamy sharp cheddar cheese wrapped in their signature size-4 multi-grain tortilla.
item_DescFood_burrito_torp_01_madras_a=NDR: 38\nEffects: Dehydrating\n\nTorpedo Burrito crams a full payload of flavor into their signature size-4 multi-grain tortilla wrapped Madras Asada burrito that delivers mouthfuls of spicy grilled beef into every bite.
item_DescFood_burrito_torp_01_shrimp_a=NDR: 38\nEffects: Dehydrating\n\nTorpedo Burrito crams a full payload of flavor into their Shrimp Typhoon burrito, unleashing a storm of succulent shrimp drenched in a tropical sauce wrapped in their signature size-4 multi-grain tortilla.
item_DescFood_burrito_torp_01_strog_a=NDR: 38\nEffects: Dehydrating\n\nTorpedo Burrito crams a full payload of flavor into their newest creation, the Strog-N-Off burrito, featuring rich and meaty high-grade roasted protein encased in a creamy mushroom sauce, drenched over springy spaetzle and wrapped in their signature size-4 multi-grain tortilla.
item_DescFood_burrito_torp_02_a=NDR: 49\nEffects: Hypertrophic, Hyper-Metabolic\n\nTorpedo Burrito crams a full payload of flavor into their hearty and healthy Locked-On Lentil burrito, featuring a blend of lentils and vegetables wrapped in their signature size-4 multi-grain tortilla.
item_DescFood_burrito_torp_02_ppc_a=NDR: 49\nEffects: Hypertrophic, Hyper-Metabolic\n\nTorpedo Burrito crams a full payload of flavor into their hearty and healthy PPC burrito, featuring a blend of pollo (chicken), peas, carrots, and rice wrapped in their signature size-4 multi-grain tortilla.
item_DescFood_fruit_apple_01_a=NDR: 18\nHEI: 06\nEffects: Hydrating\n\nThis crisp and sweet apple can be stored for long periods of time without significant loss in quality, texture, or taste.
item_DescFood_fruit_watermelon_01_a=NDR: 14\nHEI: 10\nEffects: Hydrating, Hyper-Metabolic\n\nDeliciously refreshing and juicy melon that makes a perfect treat on warmer days.
item_DescFood_hotdog_01_a=NDR: 34\nEffects: Dehydrating, Hyper-Metabolic\n\nNothing fancy here, just your classic hot dog in a classic bun. Simple but satisfying.
item_DescFood_hotdog_01_breakfast_a=NDR: 34\nEffects: Dehydrating, Hyper-Metabolic\n\nScrambled eggs make this hot dog great to get you going any time of day.
item_DescFood_hotdog_01_chili_a=NDR: 34\nEffects: Dehydrating, Hyper-Metabolic\n\nA hot dog topped with well-spiced ground chili.
item_DescFood_hotdog_01_cruiser_a=NDR: 34\nEffects: Dehydrating, Hyper-Metabolic\n\nA griddled hot dog topped with diced tomatoes, diced onions, sliced chilies, and a drizzle of mayonnaise.
item_DescFood_hotdog_01_double_a=NDR: 34\nEffects: Dehydrating, Hyper-Metabolic\n\nTwo dogs perfectly grilled before being stacked together on a bun.
item_DescFood_hotdog_01_melty_a=NDR: 34\nEffects: Dehydrating, Hyper-Metabolic\n\nA hefty dousing in melted 'cheese' takes this hot dog to the next level.
item_DescFood_hotdog_01_veggie_a=NDR: 34\nEffects: Dehydrating, Hyper-Metabolic\n\nA grilled veggie sausage topped with a spicy fermented hot sauce and sweet mustard .
item_DescFood_hotdog_01_yakisoba_a=NDR: 34\nEffects: Dehydrating, Hyper-Metabolic\n\nSweet-sauced noodles and veggies are grilled crisp and then served a top of a classic hot dog.
item_DescFood_icecream_eff_01_a=NDR: 10\nEffects: Energizing, Hyper-Metabolic\n\nThis premium 100% real dairy ice cream blended with all natural chunks of Chibanzoo fruit is handcrafted by the skilled artisans at Ermer Family Farms.
item_DescFood_icecream_eff_01_choc_a=NDR: 10\nEffects: Energizing, Hyper-Metabolic\n\nThis premium 100% real dairy ice cream blended with rich creamy chocolate is handcrafted by the skilled artisans at Ermer Family Farms.
item_DescFood_icecream_eff_01_coffee_a=NDR: 10\nEffects: Energizing, Hyper-Metabolic\n\nThis premium 100% real dairy ice cream blended with freshly brewed medium-roast coffee is handcrafted by the skilled artisans at Ermer Family Farms.
item_DescFood_icecream_eff_01_fatfree_a=NDR: 10\nEffects: Energizing, Hyper-Metabolic\n\nThis premium 100% fat free, real dairy ice cream blended with natural vanilla is handcrafted by the skilled artisans at Ermer Family Farms.
item_DescFood_icecream_eff_01_lunes_a=NDR: 10\nEffects: Energizing, Hyper-Metabolic\n\nThis premium 100% real dairy ice cream blended with all natural Lunes fruit puree is handcrafted by the skilled artisans at Ermer Family Farms.
item_DescFood_pizza_slice_01_a=NDR: 22\nEffects: Dehydrating, Hyper-Metabolic\n\nA crisp crust topped with a fresh tomato sauce and melted cheese.
item_DescFood_pizza_slice_01_pepperoni_a=NDR: 22\nEffects: Dehydrating, Hyper-Metabolic\n\nA crisp crust topped with a fresh tomato sauce, spicy pepperoni slices, and melted cheese.
item_DescFood_pizza_slice_01_pepperoni_b=NDR: 22\nEffects: Dehydrating, Hyper-Metabolic\n\nA crisp crust topped with a fresh tomato sauce, spicy pepperoni slices, capsicum peppers, and melted cheese.
item_DescFood_sachet_mre_01_a=NDR: 40\nEffects: Dehydrating, Hyper-Metabolic\n\nMa's Ready to Eat Traveler's Day Dinner has the traditional taste of this festive meal with all the favorites you love and the convenience your busy life demands.
item_DescFood_sachet_mre_01_chicken_a=NDR: 40\nEffects: Dehydrating, Hyper-Metabolic\n\nMa's Ready to Eat Chicken Patty Dinner has the classic taste you love and the convenience your busy life demands.
item_DescFood_sachet_omni_01_a=NDR: 70\nEffects: Hypertrophic, Hypo-Metabolic\n\nOmni Packs use premium certified organic ingredients to create a complete balanced ready-to-eat meal with a premium taste.
item_DescFood_sachet_omni_01_tunaveg_a=NDR: 70\nEffects: Hypertrophic, Hypo-Metabolic\n\nOmni Packs use premium certified organic ingredients to create a complete balanced ready-to-eat meal with a premium taste.
item_DescFood_sachet_readymeal_01_a=NDR: 60\nEffects: None\n\nThe classic taste that's all you need, this Chicken Dinner from ReadyMeal features roast-flavor chicken paired with ferns and cassava mash all ready-to-eat in seconds.
item_DescFood_sachet_readymeal_01_beef_a=NDR: 60\nEffects: None\n\nThe classic taste that's all you need, these Beef Chunks from ReadyMeal features browned meat pieces enrobed in a thick gravy all ready-to-eat in seconds.
item_DescFood_sachet_readymeal_01_burrito_a=NDR: 60\nEffects: None\n\nThe classic taste that's all you need, this Bean and Rice Burrito from ReadyMeal features lavash bread wrapped around hearty beans and seasoned rice all ready-to-eat in seconds.
item_DescFood_sachet_readymeal_01_meatball_a=NDR: 60\nEffects: None\n\nThe classic taste that's all you need, this Meatball Marinara from ReadyMeal features tender balls of protein and thick tomato sauce over pasta all ready-to-eat in seconds.
item_DescFood_sachet_readymeal_01_noodles_a=NDR: 60\nEffects: None\n\nThe classic taste that's all you need, this Chicken Patty and Noodles from ReadyMeal features a crispy chicken patty paired with garlic butter noodles all ready-to-eat in seconds.
item_DescFood_sachet_readymeal_01_vegetarian_a=NDR: 60\nEffects: None\n\nThe classic taste that's all you need, this Vegetarian option from ReadyMeal features a mixture of freshly picked vegetables in a citrus herb sauce all ready-to-eat in seconds.
item_DescFood_sachet_uee_01_a=NDR: 80\nEffects: Hypertrophic, Hypo-Metabolic, Cognitive Boosting\n\nA full meal combat ration specially formulated to provide complete high-performance nutrition for UEE Army personnel.
item_DescFood_sachet_uee_01_formula_a=NDR: 80\nEffects: Hypertrophic, Hypo-Metabolic, Cognitive Boosting\n\nA full meal combat ration specially formulated to provide complete high-performance nutrition for UEE Army personnel engaged in special operations.
item_DescFood_sachet_uee_01_lamb_a=NDR: 80\nEffects: Hypertrophic, Hypo-Metabolic, Cognitive Boosting\n\nA full meal combat ration specially formulated to provide complete high-performance nutrition for UEE Army personnel.
item_DescFood_sandwich_01_a=NDR: 38\nEffects: None\n\nSavory yeast extract spread and butter on white bread.
item_DescFood_sandwich_01_captain_a=NDR: 38\nEffects: None\n\nAn assortment of cold cuts and cheese layered with mayo and spicy captain sauce on rice bread.
item_DescFood_sandwich_01_hamcheese_a=NDR: 38\nEffects: None\n\nSmoked ham and sharp cheddar on white bread.
item_DescFood_sandwich_01_lengua_a=NDR: 38\nEffects: None\n\nPickled, smoked tongue and mustard on rye bread.
item_DescFood_sandwich_01_tunasalad_a=NDR: 38\nEffects: None\n\nTuna salad and cucumbers on wheat bread.
item_DescFood_sandwich_twyns_01_a=NDR: 41\nEffects: None\n\nLayers of cured meats and salami are stacked high with tangy fosso cheese, tomatoes, lettuce, roasted peppers and our famous house dressing on rice bread. At Twyn's, it's what's inside that counts.
item_DescFood_sandwich_twyns_01_avocado_a=NDR: 41\nEffects: None\n\nA rich, creamy avocado mash layered with a sweet and spicy corn salad and served on spelt bread. At Twyn's, it's what's inside that counts.
item_DescFood_sandwich_twyns_01_bacon_a=NDR: 41\nEffects: None\n\nTwo kinds of bacon - one thick cut and heavily smoked, the other crisp and sweet join creamy aioli, roasted zucchini and bitter greens on white bread. At Twyn's, it's what's inside that counts.
item_DescFood_sandwich_twyns_01_bologna_a=NDR: 41\nEffects: None\n\nArtisanally crafted in the old-world tradition, our lightly smoked bologna is paired with a sharp mustard and layered between soft, buttery rice bread. At Twyn's, it's what's inside that counts.
item_DescFood_sandwich_twyns_01_merguez_a=NDR: 41\nEffects: None\n\nCrunchy Bremen-style bread is topped with bright torshi liteh, pickled pink onions, and richly spiced lamb sausage. At Twyn's, it's what's inside that counts.
item_DescFood_sandwich_twyns_01_pork_a=NDR: 41\nEffects: None\n\nDry brined for 72 SEH, breaded and deep fried to a golden brown, our signature pork cutlet sits atop a bed of shredded cabbage and tzatziki sauce. Served on semolina bread. At Twyn's, it's what's inside that counts.
item_DescFood_sandwich_twyns_01_turkey_a=NDR: 41\nEffects: None\n\nJuicy 62°C Turkey is sliced thin and married with muhammara sauce, arugula, 4-year-old blue gouda, and crisp vermillion apple all on spelt bread. At Twyn's, it's what's inside that counts.
item_DescFood_tin_bogo_01_a=NDR: 30\nEffects: None\n\nCroshaws signature meat and seafood stew is now available the Empire over! 'Angeli Original' flavor provides a real "taste of home" thanks to its classic family recipe.
item_DescFood_tin_bogo_01_crawdads_a=NDR: 30\nEffects: None\n\nCroshaws signature meat and seafood stew is now available the Empire over! 'Crawdad' flavor puts front and center the delicious crustacean loved by the people of Angeli.
item_DescFood_tin_bogo_01_hotsweet_a=NDR: 30\nEffects: None\n\nCroshaws signature meat and seafood stew is now available the Empire over! 'Hot and Sweet' flavor brings layers of spice and rich molasses to the traditional recipe.
item_DescFood_tin_bogo_01_langoustine_a=NDR: 30\nEffects: None\n\nCroshaws signature meat and seafood stew is now available the Empire over! 'Langoustine and Lamb' flavor combines succulent langoustine tail meat with rich and hearty pieces of lamb in a lighter sauce that highlights them both.\n
item_DescFood_tin_mre_01_a=NDR: 36\nEffects: Dehydrating, Hyper-Metabolic\n\nMa's Ready to Eat Beef Home Stew has the classic taste you love and the convenience your busy life demands.
item_DescFood_tin_mre_01_chicken_a=NDR: 36\nEffects: Dehydrating, Hyper-Metabolic\n\nMa's Ready to Eat Chicken Home Stew has the classic taste you love and the convenience your busy life demands.
item_DescFood_tin_mre_01_fish_a=NDR: 36\nEffects: Dehydrating, Hyper-Metabolic\n\nMa's Ready to Eat Fish Home Stew has the classic taste you love and the convenience your busy life demands.
item_DescFood_tin_mre_01_noodle_a=NDR: 36\nEffects: Dehydrating, Hyper-Metabolic\n\nMa's Ready to Eat Noodle Red has the classic spicy taste you love and the convenience your busy life demands.
item_DescFood_tin_mre_01_vegetable_a=NDR: 36\nEffects: Dehydrating, Hyper-Metabolic\n\nMa's Ready to Eat Vegetable Soup has the classic taste you love and the convenience your busy life demands.
item_DescFood_tin_noodle_1_a=NDR: 35\nEffects: Fatiguing, Hypometabolic\n\nThick starch noodles tossed with oil and pieces of carafi, an flavorless jelly, for extra nutrition. \n
item_DescFood_tin_noodle_2_a=[PH] Needs Description from Narrative
item_DescFood_tin_omni_01_a=NDR: 56\nEffects: Hypertrophic, Hypo-Metabolic\n\nOmni Packs use premium certified organic ingredients to create a complete balanced ready-to-eat meal with a premium taste.
item_DescFood_tin_omni_01_chicken_a=NDR: 56\nEffects: Hypertrophic, Hypo-Metabolic\n\nOmni Packs use premium certified organic ingredients to create a complete balanced ready-to-eat meal with a premium taste.
item_DescFood_tin_omni_01_stirfry_a=NDR: 56\nEffects: Hypertrophic, Hypo-Metabolic\n\nOmni Packs use premium certified organic ingredients to create a complete balanced ready-to-eat meal with a premium taste.
item_DescFood_tin_omni_01_vegan_a=NDR: 56\nEffects: Hypertrophic, Hypo-Metabolic\n\nOmni Packs use premium certified organic ingredients to create a complete balanced ready-to-eat meal with a premium taste.
item_DescFood_tin_uee_01_a=NDR: 64\nEffects: Hypertrophic, Hypo-Metabolic, Cognitive Boosting\n\nA single serving combat ration specially formulated to provide complete high-performance nutrition for UEE Army personnel.
item_DescFood_tin_uee_01_chili_a=NDR: 64\nEffects: Hypertrophic, Hypo-Metabolic, Cognitive Boosting\n\nA single serving combat ration specially formulated to provide complete high-performance nutrition for UEE Army personnel.
item_DescFood_tin_uee_01_paneer_a=NDR: 64\nEffects: Hypertrophic, Hypo-Metabolic, Cognitive Boosting\n\nA single serving combat ration specially formulated to provide complete high-performance nutrition for UEE Army personnel.
item_DescFootlocker=(PH) Footlocker Description
item_DescFreelancer_Paint_2950Invictus_1=Customize your Freelancer with this black chrome livery.
item_DescFreelancer_Paint_2950Invictus_2=Customize your Freelancer with this fragmented light green livery.
item_DescFreelancer_Paint_2950Invictus_3=Customize your Freelancer with this fragmented blue livery.
item_DescFreelancer_Paint_2951RedFestival_Red_Gold=Seek peace and prosperity in the new year with the 2951 Auspicious Red Ram livery. Outfit your ship with this bold red base paint complimented by gold accents and a silhouette of a ram's head.
item_DescFreelancer_Paint_Luminalia_green_red=Express your holiday spirit with the Deck the Hull livery, which uses the traditional Luminalia colors of green and red to celebrate the popular Banu festival that's become beloved by Humans.
item_DescFreelancer_Paint_Luminalia_white_blue=Equip your Freelancer with a paint scheme cooler than a snow storm. The IceBreak livery mixes crisp, cool white with a frostbitten blue for an exciting look suitable for any season.
item_DescFreelancer_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescFreelancer_Stock_Missile_Rack,P=Freelancer Stock Missile Rack
item_DescFuryLX_Paint_Black_Black_Black=The Black Star livery gives the Fury a classic black finish with bold brand decals in silver.
item_DescFuryLX_Paint_Red_White_White=Primarily white with red accents streaking across the ship, the design of the Sunrise livery gives the Fury an exciting, aerodynamic look.
item_DescFuryLX_Paint_White_Blue_Grey=Go with the flow in your Fury with the Cloudburst livery, which blends blue and light grey for a distinct finish evoking the harmony between water and sky.
item_DescFury_Paint_2954Fortuna_Green_Grey=Make luck your co-pilot. Boldly set your sights on the stars and adventure forth in style with the Fortuna livery. This Stella Fortuna themed paint scheme is primarily green with grey accents.
item_DescFury_Paint_Blue_Black_Black=The Waverider livery gives the Fury a distinct blue finish with black highlights.
item_DescFury_Paint_Brown_Black_Brown_Camo=Outfit the Fury in tan camo with the Wasteland Camo livery.
item_DescFury_Paint_Green_Green_Red=Primarily green with red highlights, the Leatherback livery delivers style along with the intimidating payload of the Fury.
item_DescFury_Paint_Grey_Black_Gold=Embrace the darkness of space with the Nightwatch livery for the Fury, which is grey and black with subtle gold highlights.
item_DescFury_Paint_Red_Black_Black=Announce the presence of the Fury with the Tengu livery, featuring a bold red look with black highlights.
item_DescFury_Paint_White_White_Red=Mirai made the Templar livery a stark white with red and black highlights to give the Fury a look that would be at home among the clouds.
item_DescGATS_BallisticCannon_S1=Manufacturer: Gallenson Tactical Systems\nItem Type: Ballistic Cannon\nSize: 1\n\nFed by Gallenson Tacticals patented SpinGlide drum ammunition system, the Tarantula GT-870 Mk1 can smoothly and accurately deliver a consistent stream of ballistic shells. Though it only has a moderate rate of fire, its trustworthy durability makes it a dependable addition to any fight.
item_DescGATS_BallisticCannon_S2=Manufacturer: Gallenson Tactical Systems\nItem Type: Ballistic Cannon\nSize: 2\n\nFed by Gallenson Tacticals patented SpinGlide drum ammunition system, the Tarantula GT-870 Mk2 can smoothly and accurately deliver a consistent stream of ballistic shells. Though it only has a moderate rate of fire, its trustworthy durability makes it a dependable addition to any fight.
item_DescGATS_BallisticCannon_S3=Manufacturer: Gallenson Tactical Systems\nItem Type: Ballistic Cannon\nSize: 3\n\nFed by Gallenson Tacticals patented SpinGlide drum ammunition system, the Tarantula GT-870 Mk3 can smoothly and accurately deliver a consistent stream of ballistic shells. Though it only has a moderate rate of fire, its trustworthy durability makes it a dependable addition to any fight.
item_DescGATS_BallisticGatling_S1=Manufacturer: Gallenson Tactical Systems\nItem Type: Ballistic Gatling\nSize: 1\n\nWhile the GT-210 YellowJacket may be small, it packs a mighty sting. This high-speed ballistic weapon is perfect for targeting smaller, more mobile targets and its DTX-8 ammo supply system almost completely eliminates weapon jams due to bad rounds.
item_DescGATS_BallisticGatling_S2=Manufacturer: Gallenson Tactical Systems\nItem Type: Ballistic Gatling\nSize: 2\n\nThe Scorpion GT-215 is a hydraulically-driven Gatling-type rotary cannon designed to deliver smaller rounds at a very high rate of fire. The Scorpion is designed to shred armor on very fast targets, sacrificing power for absolute saturation of the target area.
item_DescGATS_BallisticGatling_S3=Manufacturer: Gallenson Tactical Systems\nItem Type: Ballistic Gatling\nSize: 3\n\nThe Mantis GT-220 is a hydraulically-driven Gatling-type rotary cannon designed to deliver smaller rounds at a very high rate of fire. The Mantis is designed to shred armor on very fast targets, sacrificing power for absolute saturation of the target area.
item_DescGMNI_rifle_ballistic_01=Manufacturer: Gemini\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 300 rpm / 900 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nWith the S71, Gemini designed an ergonomic assault rifle ideal for mid-range engagements. Chambered with a smaller caliber round than other weapons in its class, the S71 has become popular among private military professionals for its sleek aesthetics and precise accuracy.
item_DescGMNI_smg_ballistic_01=Manufacturer: Gemini\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 50\nRate Of Fire: 1,100 rpm\nEffective Range: 35m\n\nAttachments: Barrel (S1), Optics (S1), Underbarrel (S1)\n\nEasy to handle and a beauty to behold with its purple accented styling, the C54 is a sleek and precisely balanced SMG from Gemini. Its lightweight polymer frame and ergonomic design makes it ideal for close quarter engagements. The C54 is capable of firing 10mm rounds on full auto to provide maximum support and target saturation to ensure that any engagement ends quick.
item_DescGMNI_smg_ballistic_01_mag=Item Type: Magazine \nCapacity: 50\n\nThis magazine for the C54 SMG holds fifty 10mm rounds.
item_DescGMNT_MISC_S03_PL01=Item Type: Weapon Mount (Reliant Exclusive)\nManufacturer: MISC\nSize: 4 \n\nMISC built the Gilroy as a custom wing mounted gimbal for use exclusively with the Reliant. Standard on the Tana, it allows a S4 weapon better movement when tracking targets.
item_DescGRIN_Cydnus_Engine,P=Greycat Industrial Cydnus Engine
item_DescGRIN_Cydnus_Joint,P=Greycat Industrial Cydnus Joint Thruster
item_DescGRIN_Cydnus_Leg,P=Greycat Industrial Cydnus Leg Thruster
item_DescGRIN_Cydnus_Retro,P=Greycat Industrial Cydnus Retro Thruster
item_DescGRIN_Cydnus_Seat_Pilot,P=Greycat Industrial Cydnus Pilot Seat
item_DescGRIN_Cydnus_Support,P=Greycat Industrial Cydnus Support Seat
item_DescGRIN_Greycat_Seat_Driver,P=Greycat Industrial Driver's Seat
item_DescGRIN_Greycat_Seat_Passenger,P=Greycat Industrial Passenger's Seat
item_DescGRIN_ROC_Mining_Turret=Manufacturer: Greycat Industrial\n\nWith a wide range of motion and smooth movement, this highly precise mining arm was designed by Greycat Industrial to allow the operator full gimbaled control of the mining laser head when deployed.
item_DescGRIN_TractorBeam_002_shared=Manufacturer: Greycat Industrial\nItem Type: Tractor Beam\nMax Angle: 60°\nMax Range: 150 m\nFull Strength Distance: 75 m\n\nBacked by their certified Soft-Touch® guarantee, Greycats SureGrip tractor beam, is a mainstay of its product catalogue thanks to its dependable range and control.
item_DescGRIN_TractorBeam_002_shared_UT1=Manufacturer: Greycat Industrial\nItem Type: Tractor Beam\nMax Angle: 60°\nMax Range: 130 m\nFull Strength Distance: 55 m\n\nThis heavy-duty variant of Greycats SureGrip tractor beam sacrifices range in exchange for additional power to handle larger and heavier objects. As a result, the device is most commonly used in a variety of industrial applications where its added power makes it an essential tool.
item_DescGRIN_TractorBeam_002_shared_UT2=Manufacturer: Greycat Industrial\nMax Angle: 80°\nMax Range: 130 m\nFull Strength Distance: 55 m\n\nThis precision variant of Greycats SureGrip tractor beam sacrifices some of the power and range of the base model in exchange for a wider angle of manipulation and greater tether grip, making it much harder to lose hold of an object. This precision makes this model an essential tool for any enterprise that requires careful handling.
item_DescGRIN_TractorBeam_003_shared=Manufacturer: Greycat Industrial\nItem Type: Tractor Beam\nMax Angle: 80°\nMax Range: 135 m\nFull Strength Distance: 50 m\n\nThe ViseLock Tractor Beam is an evolution of Greycats industry-standard tech, with added improvements specifically intended to help security forces restrain their targets. In its design, Greycat sacrificed some hold strength at greater distances to achieve a more powerful tether that is harder to escape.
item_DescGRIN_TractorBeam_004_S3=Manufacturer: Greycat Industrial\nItem Type: Towing Beam\nMax Angle: 160°\nMax Range: 250 m\nFull Strength Distance: 200 m\n\nThe safe and secure choice of recovery teams across the empire, the SafeTow towing beam from Greycat Industrial boasts enough strength, power, and control to transport both heavy cargo and entire vehicles across the verse.
item_DescGRIN_TractorBeam_S1=Manufacturer: Greycat Industrial\nItem Type: Tractor Beam\n\nGreycats latest addition to their field-tested tractor beam line is a dependable addition to their catalog. Aside from a more efficient pull/draw ratio, the latest model does little to advance from the previous models. The SureGrip has settings to target and extract everything from asteroid fragments to drifting crewmen, backed by Greycats certified Soft-Touch® guarantee.
item_DescGRIN_TractorBeam_module_001=Manufacturer: Greycat Industrial\nItem Type: Tractor Beam\nMax Angle: 60°\nMax Range: 150 m\nFull Strength Distance: 75 m\n\nThe Ready Grip Tractor Module compresses the dependability and power of Greycats signature tractor beam technology into a smaller sub-component that can be attached to a salvaging laser head.
item_DescGRNP_SR_S3_Q2,P=GNP Radar
item_DescGladius_Paint_Fleetweek_Level1_Military=Customize your Gladius with the Timberline livery that's olive green with orange accents.
item_DescGladius_Paint_Fleetweek_Level2_Camo=Soar like the winter winds with the Frostbite Camo livery for your Gladius.
item_DescGladius_Paint_Invictus_blue_gold=Featuring a vibrant blue base color and gold highlights, the Invictus Blue and Gold livery will give your Gladius a striking style.
item_DescGladius_Paint_Pirate=Red and black with white highlights this special edition Gladius livery was created to celebrate those unafraid to engage pirate forces.
item_DescGladius_Paint_SolarWinds_Metal_Red=Fly in style with the Solar Winds livery that gives the Gladius a metallic silver finish with maroon highlights.
item_DescGladius_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescGladius_Paint_Valiant=Part of the Masters of Flight series, this special edition livery honors the look of the Gladius used by famed defense pilot Condi Hillard who became the first Human on record to defeat a Vanduul in combat.
item_DescGlass=A drinking vessel made from tempered glassware.
item_DescGlass_HighBall=A tall and narrow drinking vessel made from tempered glassware.
item_DescGlass_Pint=A large drinking vessel able to hold a pint (568 ml) of liquid and made from tempered glassware.
item_DescGlass_Tumbler=A short and wide drinking vessel made from tempered glassware.
item_DescGoldFish=Found in the rivers on Cassel in the Goss System, the Midas fish's golden color and nocturnal schedule make it a highly sought after addition to aquariums around the universe.
item_DescGravityGeneratorControl=<-=MISSING=->
item_DescGreenLaserBolt=<-=MISSING=->
item_DescHAPR_Gladiator_HE52_S2_Q2,P=Hammer Propulsion Gladiator HE52 Thruster
item_DescHAPR_HL24_S4_Q2=Hammer Propulsion's HL 2.4 utilizes award-winning Gated 4 Grid Iron technology to provide a high output thrust with minimal emissions.
item_DescHAPR_P_ESI_S2_Q2,P=Hammer Propulsion P ESI Thruster
item_DescHAPR_P_ESI_S5_Q2,P=Hammer Propulsion P ESI Thruster
item_DescHAPR_P_ESI_S5_Q2_Retro,P=Hammer Propulsion P ESI Retro Thruster
item_DescHAPR_VP_ESI_S1_Q2,P=Hammer Propulsion HM 4.1
item_DescHAPR_VP_ESI_S2_Q2=Hammer Propulsion's HM 4.2 thrusters are built with Electrostatic Ion technology, tuned for maximum thrust at the expense of signature profile and fuel efficiency. Making this an ideal option for racers or anyone who doesn't mind making an impression.
item_DescHAPR_VP_ESI_S3_Q2=If speed is what you're after, the HM4.3 engine can give it to you. Built under supervision of the Racing Division at Hammer Propulsion, the 4.3 is a single-thruster system iteration of the award-winning Twin HM4.3 propulsion units made famous by the Origin 350r racers. The 4.3 has been specifically crafted down to the smallest pinion to give you the most boost possible in a single engine system.
item_DescHAPR_VP_ESI_S4_Q2=Capable of powering a medium class vessel, the HM4.4 is all speed and no caution. It's main selling point, the heavy output, becomes its biggest detriment as the engine flash will make conventional countermeasures useless when attempting to distract missiles. But, like the ad says, if it's speed you want...
item_DescHAPR_VP_RMI_S5_Q2=Hammer Propulsion's HE 5.5 offers the same high quality, high output design that you find in the 5.3 but amplified to handle larger class vessels. the 5.5 is one of the most durable and robust thrusters on the market for commercial and shipping vehicles.
item_DescHRST_LaserRepeater_S1=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 1\n\nThe Attrition-1 laser repeater features Hurston Dynamics' unique cascade technology which provides increased performance while sustained laser fire is maintained. The result is a size one weapon that rewards a deft operator.
item_DescHRST_LaserRepeater_S2=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 2\n\nWhen the battle is heating up, that's when Hurston Dynamics' cascade laser technology really shines. With the size two Attrition-2 repeater, an operator can utilize sustained bursts of laser fire in order to translate excess heat into greater weapon performance.
item_DescHRST_LaserRepeater_S3=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 3\n\nRather than limiting their weapon's performance to increase stability, Hurston Dynamics' cascade technology allows the operator to decide. While overheating is a risk, longer periods of sustained fire with the Attrition-3 laser repeater will increase performance as excess heat is translated into greater energy output.
item_DescHRST_LaserRepeater_S4=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 4\n\nHurston Dynamics has fully integrated it's cascade laser technology into their Attrition-line of repeaters. The size four Attrition-4 is no exception, operating at peak performance when near its maximum thermal capacity.
item_DescHRST_LaserRepeater_S5=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 5\n\nMore than a simple size five laser repeater, the Attrition-5 from Hurston Dynamics features advanced cascade technology to allow the weapon significant performance improvements the longer it sustains its energy output.
item_DescHRST_LaserRepeater_S6=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 6\n\nWith Hurston Dynamics' cascade technology, the Attrition-6 laser repeater maximizes it's combat potential. It's common for weapons to heat up when used heavily in combat, but what sets this size six repeater apart is that thermal energy is translating directly into increased offensive strength.
item_DescHRST_LaserScattergun_S1=Manufacturer: Hurston Dynamics\nItem Type: Laser Scattergun\nSize: 1\n\nThanks to its integration of Hurston Dynamics' laser cascade technology, the Dominance-1 scattergun is able to deliver more damage the closer the size one weapon operates to its maximum safe thermal capacity.
item_DescHRST_LaserScattergun_S2=Manufacturer: Hurston Dynamics\nItem Type: Laser Scattergun\nSize: 2\n\nThe harder the fight, the harder the Dominance-2 scattergun works. As its thermal levels increase, the size two weapon from Hurston Dynamics is able utilize cascade technology to turn that thermal potential into an even deadlier close-quarters attack.
item_DescHRST_LaserScattergun_S3=Manufacturer: Hurston Dynamics\nItem Type: Laser Scattergun\nSize: 3\n\nThe Dominance-3 scattergun from Hurston Dynamics showcases the weapons manufacturer's cascade technology. As the operator continues to fire the size three weapon, the better able it is to convert the heat generated into increasingly devastating attacks.
item_DescHRST_Nova_BallisticCannon_S5=Manufacturer: Hurston Dynamics\nItem Type: Ballistic Cannon\nSize: 5\n\nDesigned specifically for the Nova tank, Hurston Dynamics' Slayer ballistic cannon earned its illustrious reputation through countless battlefield engagements during the Second Tevarin War. This battlefield beast excels against armored targets and fortified emplacements by firing large caliber artillery rounds with astounding accuracy and velocity. Hurston worked closely with Tumbril when the tank manufacturer decided to bring back the Nova. Though they painstakingly honored the original Slayer design, Hurston also updated it for the 30th century by improving the pivot speed, heat resistance, and associated software to provide a state-of-the-art gunner UI.
item_DescHRST_S1_RPOD_6x_S1=Item Type: Rocket Pod\nManufacturer: Hurston Dynamics\nSize: 1\nRockets: 6xS1\n\nThe Jericho rocket pod from Hurston Dynamics is compatible with any size one hardpoint and capable of carrying six S1 rockets.
item_DescHRST_S2_RPOD_12x_S1=Item Type: Rocket Pod\nManufacturer: Hurston Dynamics\nSize: 2\nRockets: 12xS1\n\nThe Jericho X rocket pod from Hurston Dynamics is compatible with any size two hardpoint and capable of carrying twelve S1 rockets.
item_DescHRST_S3_RPOD_18x_S1=Item Type: Rocket Pod\nManufacturer: Hurston Dynamics\nSize: 3\nRockets: 18xS1\n\nThe Jericho XL rocket pod from Hurston Dynamics is compatible with any size three hardpoint and capable of carrying eighteen S1 rockets.
item_DescHRST_Storm_LaserRepeater_S3=Manufacturer: Hurston Dynamics\nItem Type: Laser Repeater\nSize: 3\n\nHurston Dynamics has partnered with Tumbril Land Systems to craft the powerful Reign-3 laser repeater specifically for the Storm assault vehicle's turret. Utilizing Hurston Dynamics' proprietary cascade technology, the Reign-3 delivers increased performance and greater energy output as the frenetic pace of combat starts to heat up.
item_DescHYPR_FM_ESI_S3_Q1,P=Origin Jumpworks Scalpel Precision Thruster
item_DescHYPR_FXP_ESI_S1_Q1,P=Hydra Propulsion M1-16
item_DescHYPR_JM_ESI_S3_Q1,P=Origin Jumpworks Omni Precision Ball Thruster
item_DescHYPR_M116A_S1_Q1,P=Hydra Propulsion M1-16A
item_DescHYPR_M116B_S1_Q1,P=Hydra Propulsion M1-16B
item_DescHYPR_M116_S1_Q1=Welcome to the next level of maneuverability. The M1-16 line of thrusters from Hydra Propulsion features ultra-fine precision bursts to allow pilots an unprecedented level of control.
item_DescHammer_Propulsion_HMX_4_3,P=Hammer Propulsion HMX 4.3 Thruster
item_DescHammer_Propulsion_Twin_HM_4_3=The luxury version of the HM4.3, Hammer Propulsion's HMX4.3 engine system features customized racing parts from some of the league's top engineers to help weather corrosion and general part decay.
item_DescHammerhead_Paint_2953Fortuna_Green_Grey=Make luck your co-pilot. Boldly set your sights on the stars and adventure forth in style with the Fortuna livery. This Stella Fortuna themed paint scheme is primarily green with grey accents.
item_DescHammerhead_Paint_BIS2949=Customize your Hammerhead with this special 2949 Best in Show livery.
item_DescHammerhead_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom Hammerhead livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescHammerhead_Paint_IAE2951_Grey_White_Camo=Modify your Hammerhead with this white and grey camo livery specifically designed for the 2951 IAE.
item_DescHangarGravPallet=<-=MISSING=->
item_DescHawk_Paint_Fleetweek_Level1_Military=Customize your Hawk with the Timberline livery that's olive green with orange accents.
item_DescHawk_Paint_Fleetweek_Level2_Camo=Soar like the winter winds with the Frostbite Camo livery for your Hawk.
item_DescHawk_Paint_Invictus_blue_gold=Featuring a vibrant blue base color and gold highlights, the Invictus Blue and Gold livery will give your Hawk a striking style.
item_DescHawk_Paint_Red_White_Pink_Crusader=Inspired by the gorgeous clouds that enshroud Orison, the Hosanna livery blends red, ivory, and pink to give the Hawk a distinct appearance. It also features a silhouette of the landing zone's famous Hosanna tree complete with its pink flowers.
item_DescHawk_Paint_Sand_Orange_Hurston=Give the Hawk a dramatic new look with the Central Tower livery. The orange and black color scheme is inspired by the furnaces of industry powering Lorville, and also features a representation of the landing zone's iconic Central Headquarters and Shared Services Center, aka Central Tower.
item_DescHawk_Paint_White_Blue_Blue_microTech=With the Aspire livery, blue and white combine to evoke both the colors and frigid temperatures of New Babbage. In honor of the landing zone that inspired it, the livery also features a depiction of the Aspire Grand building that dominates the city's skyline.
item_DescHerald_Paint_Green_Black=Embrace Day of the Vara mischievousness and mayhem any time of the year with this custom Herald livery. It combines metallic green and black for a striking look that highlights the holiday's classic colors.
item_DescHerald_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom Herald livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescHerald_Paint_IAE2951_Grey_White=Modify your Herald with this white and grey livery specifically designed for the 2951 IAE.
item_DescHornet_F7A_Mk1_Paint_Blue_Blue_Red=Inspired by the deep blue skies frequently seen in the Navy's home system, the Kilian Blue livery was designed in 2880 to celebrate the 500th anniversary of Pax Humana and the formation of the Navy. Made specifically for the Hornet Mk I, the livery is dark blue with grey highlights and crisp white UEE logos.
item_DescHornet_F7A_Mk1_Paint_Green_Red_Green_Camo=Show your support for the UEE's most elite fighting force with the Corin Camo livery for the Hornet Mk I. Commissioned in 2860 to celebrate the 300th anniversary of the Marines becoming their own branch of the military, the livery is a classic green camo with red highlights and the UEE logo.
item_DescHornet_F7A_Mk1_Paint_Steel_Red_Orange=The Ironheart is a special livery for the Hornet Mk I. This unique livery was previously used by the Navy on Hornets escorting diplomats before being retired and released to the public. It is primarily grey with yellow and orange highlights and the UEE logo.
item_DescHornet_F7A_Mk2_Paint_Desert_Camo=Gain an advantage when patrolling or exploring deserts in the Hornet F7A Mk2 with the Simoom livery, which mixes tan camo with black highlights.
item_DescHornet_F7C_Mk2_Paint_Black_Gold=Primarily black with bronze highlights, the Ironscale livery gives the Hornet Mk2 a subtle yet elegant style.
item_DescHornet_F7C_Mk2_Paint_White_Blue=The Icebound livery covers the Hornet Mk2 in crisp white with light blue highlights.
item_DescHornet_Paint_Fleetweek_Level1_Military=Customize your Hornet with the Timberline livery that's olive green with orange accents.
item_DescHornet_Paint_Fleetweek_Level2_Camo=Soar like the winter winds with the Frostbite Camo livery for your Hornet.
item_DescHornet_Paint_Invictus_blue_gold=Featuring a vibrant blue base color and gold highlights, the Invictus Blue and Gold livery will give your Hornet a striking style.
item_DescHoverQuad_Paint_Copperhead_White_Bronze=Speed across picturesque landscapes in this sublime HoverQuad Copperhead livery, which is white, bronze, and black.
item_DescHoverQuad_Paint_Lightspeed_Orange_Yellow=Speed across picturesque landscapes in this sublime HoverQuad Lightspeed livery, which is orange with yellow flourishes.
item_DescHoverQuad_Paint_Lovestruck_Pink_Black=Inspired by the colors of Coramor, the Lovestruck livery is a stylish metallic pink and black look for your HoverQuad.
item_DescHoverQuad_Paint_Racing_Blue_White=The Slipstream livery will have your HoverQuad ready and raring to race with this sleek blue and white paint scheme.
item_DescHoverQuad_Paint_Racing_Purple_White=The Turbocharged is a distinct, purple racing livery for the HoverQuad that will make you stand out from the rest of the field.
item_DescHoverQuad_Paint_Racing_Red_Silver=Blast past other racers in your HoverQuad with the Overdrive livery, which features a stylish blend red and silver coloring.
item_DescHoverQuad_Paint_Terminus_Black_Red=Speed across picturesque landscapes in this sublime HoverQuad Terminus livery, which is black with red flourishes.
item_DescHullA_Paint_Blue_DarkBlue_Orange_Stripe=Featuring a color scheme that's vibrant blue on the top and a vivid orange on the bottom, the Bombora livery gives that Hull A a strikingly distinct look.
item_DescHullA_Paint_DarkGreen_Grey_Red_Stripe=The Trailblazer livery creates a cool, understated style for your Hull A with grey on top and dark red on the bottom.
item_DescHullA_Paint_Dusk=For the long haul cargo captains who prefer to make a subtle statement when it comes to their freighter, MISC offers the distinguished Hull A Dusk Livery. A complete grey hull highlights the ship's classic silhouette with tasteful gold trim.
item_DescHullA_Paint_Empyrean=Cargo hauling takes on a bold new look with the Hull A Empyrean Livery which features a dynamic tricolor design. Yellow highlights divide a white nose from a grey engineering section lending the appearance of speed to the freighter.
item_DescHullA_Paint_Horizon=Even a hard working spacecraft deserves to look its best. The Hull A Horizon Livery offers a stylish two-tone grey-and-white color scheme that's ideal for turning heads at the spaceport.
item_DescHullC_Paint_Blue_DarkBlue_Orange_Stripe=Featuring a color scheme that's vibrant blue on the top and a vivid orange on the bottom, the Bombora livery gives that Hull C a strikingly distinct look.
item_DescHullC_Paint_DarkGreen_Grey_Red_Stripe=The Trailblazer livery creates a cool, understated style for your Hull C with grey on top and dark red on the bottom.
item_DescHullC_Paint_Dusk=For the long haul cargo captains who prefer to make a subtle statement when it comes to their freighter, MISC offers the distinguished Hull C Dusk Livery. A complete grey hull highlights the ship's classic silhouette with tasteful gold trim.
item_DescHullC_Paint_Empyrean=Cargo hauling takes on a bold new look with the Hull C Empyrean Livery which features a dynamic tricolor layout. Yellow highlights divide a white front from a grey back section lending the appearance of speed to the freighter.
item_DescHullC_Paint_Horizon=Even a hard working spacecraft deserves to look its best. The Hull C Horizon Livery offers a stylish two-tone grey-and-white color scheme that's ideal for turning heads at the spaceport.
item_DescHurricane_Paint_Fleetweek_Red_White=Metallic red and crisp white stylings combine for the bright and bold Flashfire livery for the Hurricane.
item_DescHurricane_Paint_Fleetweek_Tan_Green_Tigerstripe=Equip your Hurricane in classic camo colors and stylings with the Waylay Camo livery.
item_DescHurricane_Paint_IAE2950_Grey_Blue=This custom Hurricane livery was created to celebrate the 2950 IAE on microTech. It blends black and electric blue to give the ship a cool new look.
item_DescHurricane_Paint_IAE2950_Grey_White_Camo=Modify your Hurricane with this white and grey camo livery specifically designed for the 2950 IAE event on microTech.
item_DescIdris_Cooler,P= AEGS Idris Cooler
item_DescIdris_FuelIntake,P=Aegis Idris Fuel Intake
item_DescIdris_FuelTank,P=Aegis Idris Fuel Tank
item_DescIdris_MainEngine,P=Aegis Idris Main Engine
item_DescIdris_PowerPlant,P=Aegis Idris Powerplant
item_DescIdris_Retro_Thruster,P=Aegis Idris Retro Thruster
item_DescIdris_Thruster,P=Aegis Idris Thruster
item_DescIdris_Turret,P=Aegis Idris Turret
item_DescJOKR_Defcon_CML_Chaff,P=Joker Defcon - Noise Launcher
item_DescJOKR_Defcon_CML_Flare,P=Joker Defcon - Decoy Launcher
item_DescJOKR_DistortionCannon_S1=Manufacturer: Joker Engineering\nItem Type: Distortion Cannon\nSize: 1\n\nThe geniuses over at Joker have done it again. The Suckerpunch Distortion autocannon is a long-range weapon that drains your target's power supply rather than damaging the physical body of the ship, making it ideal for law-enforcement or other applications.
item_DescJOKR_DistortionCannon_S2=Manufacturer: Joker Engineering\nItem Type: Distortion Cannon\nSize: 2\n\nSilently strike from afar with the Suckerpunch. Joker's long-range size two distortion cannon drains a target's power system, leaving them helpless to defend against what you have planned next. An ideal choice for law enforcement, bounty hunters, and other non-lethal operations.
item_DescJOKR_DistortionCannon_S3=Manufacturer: Joker Engineering\nItem Type: Distortion Cannon\nSize: 3\n\nWhen you want to catch your prey without doing damage use the Suckerpunch. This size three distortion cannon from Joker depletes the target's power system, making it an excellent and effective non-lethal addition to your arsenal.
item_DescJellyfish=A smaller cousin of a deep-sea bioluminescent species, the Oshi have only recently adapted to the lighter pressure closer to the surface of the vast oceans.
item_DescKBAR_BallisticCannon_S1=Manufacturer: KnightBridge Arms\nItem Type: Ballistic Cannon\nSize: 1\n\nThe entry level autocannon of the KnightBridge Arms Sword-line, the 9-Series Longsword fires a ballistic round designed for use against a variety of armored hostiles while allowing pilots to keep a healthy distance from targets.
item_DescKBAR_BallisticCannon_S2=Manufacturer: KnightBridge Arms\nItem Type: Ballistic Cannon\nSize: 2\n\nKnightBridge Arms knows that when it comes to battle, having the right weapon can make all the difference. With its powerful ballistic rounds, the versatile, size two 10-Series Greatsword will see you through to the conflict's end thanks to it long range and high damage potential.
item_DescKBAR_BallisticCannon_S3=Manufacturer: KnightBridge Arms\nItem Type: Ballistic Cannon\nSize: 3\n\nThe 11-Series Broadsword from KnightBridge Arms is the size three ballistic autocannon pilots come to when they want the 3 Ds: distance, dependability and damage.
item_DescKGGR_DomeBeacon=@Dome Beacon light
item_DescKGGR_GeneralNavLight_1=@General Navigation light
item_DescKGGR_GeneralNavLight_2=@General Navigation light
item_DescKGGR_LandingLight=@Landing light
item_DescKGGR_NavigationLight=@Navigation light
item_DescKGGR_Strobelight=@Navigation Strobe light
item_DescKLWE_LaserRepeater_S1=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 1\n\nFeaturing a three-barrel sequential fire design, the Klaus & Werner CF-117 Bulldog laser repeater is capable of delivering high velocity energy rounds while maintaining heat efficiency making it a favorite among new pilots who are outfitting their first ship.
item_DescKLWE_LaserRepeater_S2=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 2\n\nThe CF-227 Badger is Klaus & Werners dependable size two repeating laser. Its increased output and high rate of fire make it a solid contender in any fight.
item_DescKLWE_LaserRepeater_S3=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 3\n\nThe CF-337 Panther is the size three model in Klaus & Werner's laser repeater line. The Panther is a true fire-and-forget weapon with a respectable power consumption-to-damage ratio. Pilots who outfit their ships with Panthers rarely regret the decision.
item_DescKLWE_LaserRepeater_S4=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 4\n\nWhen a ship comes charging at you with a CF-447 Rhino strapped on, it is an experience few pilots will ever forget. This formidable size four laser repeater from Klaus & Werner is well suited for medium-range engagements, but packs a wallop up close.
item_DescKLWE_LaserRepeater_S5=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 5\n\nWith a bite as fearsome as its fanged namesake, the Klaus & Werner CF-557 Galdereen laser repeater is a solid choice for a wide range of vehicles thanks to its high rate of fire and consistent efficacy.
item_DescKLWE_LaserRepeater_S6=Manufacturer: Klaus & Werner\nItem Type: Laser Repeater\nSize: 6\n\nThis beast of a laser repeater from Klaus & Werner features three massive barrels that warn any who spot a ship bearing the CF-667 that they may want to think again before engaging.
item_DescKLWE_MassDriverCannon_S2=Manufacturer: Klaus & Werner\nItem Type: Mass Driver Cannon\nSize: 2\n\nThe Klaus & Werner Sledge II Mass Driver Cannon is a 60mm hard-ammo ballistic weapon capable of firing multiple types of ammunition. This weapons increased shield penetration capabilities comes at a cost, however; magazine space is limited, and ammunition must be replenished regularly. Because it does not use energy-based projectiles, the K&W mass driver has a reduced power cost and therefore results in a reduced EM signature.
item_DescKLWE_MassDriver_S1=Manufacturer: Klaus & Werner\nItem Type: Mass Driver Cannon\nSize: 1\n\nTake down distant targets with the Sledge I Mass Driver Cannon. Klaus & Werner utilized railgun technology to accurately fire high damage ballistic projectiles over long distances. Be sure to make every shot count though, as the weapon sacrifices rate of fire for raw, devastating damage.
item_DescKLWE_MassDriver_S10,P=Idris Railgun Description
item_DescKLWE_MassDriver_S2=Manufacturer: Klaus & Werner\nItem Type: Mass Driver Cannon\nSize: 2\n\nThe Klaus & Werner Sledge II Mass Driver Cannon is a hard-hitting ballistic weapon capable of firing multiple types of ammunition. This weapons increased shield penetration capabilities comes at a cost, however. Magazine space is limited, so ammunition must be replenished regularly. Because it does not use energy-based projectiles, the K&W mass driver has a reduced power cost and therefore results in a reduced EM signature.
item_DescKLWE_MassDriver_S3=Manufacturer: Klaus & Werner\nItem Type: Mass Driver Cannon\nSize: 3\n\nThe Sledge III is the size three variant of Klaus & Werner's popular mass driver cannon series. Though slow to fire, the weapon successfully blends the company's philosophy of simple design with cutting edge railgun technology to fire ballistic projectiles with surgical precision at range.
item_DescKODK_TM4_Roller_S1_Q1=The TM Series thrusters from Kosmicheskie Dvigateli Kunayeva (KDK) are high-power maneuvering thrusters built around cutting-edge Electrostatic ion technology to provide a heavy output without sacrificing precision.
item_DescKODK_TM4_Slider_S1_Q1=The TM Series thrusters from Kosmicheskie Dvigateli Kunayeva (KDK) are high-power maneuvering thrusters built around cutting-edge Electrostatic ion technology to provide a heavy output without sacrificing precision.
item_DescKODK_TM8_RollFlex_S3_Q1,P=KDK TM-4 Slider Thruster
item_DescKRIG_BallisticGatling_S2=Manufacturer: Kruger Intergalactic\nItem Type: Ballistic Gatling\nSize: 2\n\nA custom variant on Kruger Intergalactics Tigerstrike line of rotary cannons, this powerful gun was designed in conjunction with the team working on the P-52 Merlin to ensure that it fit seamlessly with the graceful lines of light fighters hull while still rapidly delivering round after round with the dependability that one expects from a Kruger weapon.
item_DescKRIG_BallisticGatling_S3=Manufacturer: Kruger Intergalactic\nItem Type: Ballistic Gatling\nSize: 3\n\nSimply put, the Tigerstrike T-21 from Kruger is an equalizer. This high-speed rotary cannon is capable of delivering a relentless stream of rounds on target with a minimal chance of weapon jam making it an essential addition to any arsenal.
item_DescKRIG_Cockpit_Audio,P=Kruger Intergalactic Cockpit Audio
item_DescKRIG_LaserCannon_S3=Manufacturer: Kruger Intergalactic\nItem Type: Laser Cannon\nSize: 3\n\nCrafted with precision manufactured parts forged to extremely tight tolerances, designed for top-of-class heat management and assembled to exceed all industry standards, the Quarreler laser autocannon was created by Kruger Intergalactic for true defensive dependability.
item_DescKRIG_Merlin_LandingSystem,P=Kruger Intergalactic Merlin Landing System
item_DescKRIG_Merlin_Seat_Pilot,P=Kruger Intergalactic Merlin Pilot Seat
item_DescKRIG_P52_Merlin_MultiLight,P=Kruger Intergalactic Merlin External Lights
item_DescKRNG_LaserCannon_S4=Manufacturer: Kroneg\nItem Type: Laser Cannon\nSize: 4\n\nWith a steady hand and a sharp eye, there are few similarly classed laser autocannons that can out perform Kroneg's FL-33. This versatile, high-yield weapon was constructed with newly designed compensators to deliver damage at long ranges.
item_DescKRON_LaserCannon_S1=Manufacturer: Kroneg\nItem Type: Laser Cannon\nSize: 1\n\nDeliver massive damage from a distance with Kroneg's FL line of laser cannons. The FL-11 might shoot slow but provides considerable firepower for a size one weapon.
item_DescKRON_LaserCannon_S2=Manufacturer: Kroneg\nItem Type: Laser Cannon\nSize: 2\n\nDeliver massive damage from a distance with Kroneg's FL line of laser cannons. The size two FL-22 shines at medium and long ranges thanks to a design that minimizes damage falloff.
item_DescKRON_LaserCannon_S3=Manufacturer: Kroneg\nItem Type: Laser Cannon\nSize: 3\n\nDeliver massive damage from a distance with Kroneg's FL line of laser cannons. Embodying Kroneg's practical design philosophy, the FL-33 remains one of the most reliable and destructive size three laser cannons currently available.
item_DescKSAR_pistol_ballistic_01=Manufacturer: Kastak Arms\nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 6\nRate Of Fire: 180 rpm \nEffective Range: 100 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nOften called the Kastak Arms "hand cannon," the Coda can end an engagement with a single .50 caliber round, although the substantial power can make the Coda's recoil hard to handle. Considering its limited magazine size and substantial kick, sustained fire is discouraged in favor of more accurate single shots.
item_DescKsar_rifle_energy_01_blue_gold_01=Manufacturer: Kastak Arms\nItem Type: Assault Rifle\nClass: Energy (Plasma)\n\nBattery Size: 35\nRate Of Fire: 500 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nThe Karna is a classic Kastak Arms plasma assault rifle. This mid-range mauler features burst, charged, and full-auto fire modes to allow for quick and easy situational adjustments. Besides its renowned firepower, the Karna's rugged looks and reliability have made it one of Kastak Arms' most popular weapons. The bold blue and gold color scheme gives the Valor edition a valiant and dignified appeal.
item_DescLPLT_SQV_S1=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 1\nGrade: C\nClass: Civilian\n\nLightning Power Ltd's Powerbolt makes its living by offering the perfect blend of performance and signature masking. Lightning's proprietary Superfluid Quantum Vortex technology keeps energy emissions low while providing better output than typical stealth-oriented plants.
item_DescLightning_F8C_Paint_Black_Black_Green_Spec=Turn heads and the tides of battle with the Shock Wave livery for the F8C Lightning. Featuring a striking green color with black highlights, the livery provides a dramatic and distinct look to a ship that's both a beauty and a beast.
item_DescLightning_F8C_Paint_Platinum=Cut a classic profile through any battlefield with the Stormfire livery for Anvil's new F8C Lightning. Featuring a triple-coat of Kalding paint rated for a variety of atmospheres and conditions, this sleek platinum look will keep you looking good for years to come.
item_DescLynx_Paint_Purple_Black_Gold=The Nebula livery brings a striking metallic purple finish to the Lynx.
item_DescLynx_Paint_Silver_Black_Silver=A metallic grey body with black highlights makes the Moonrise a subtle yet stylish livery for the Lynx.
item_DescLynx_Paint_White_Blue_Blue=Switch up the look of the Lynx with the Moonshadow livery, which is primarily white with blue highlights.
item_DescM50_Paint_IAE2950_Grey_Blue=This custom M50 livery was created to celebrate the 2950 IAE on microTech. It blends black, electric blue, and white to give the ship a cool new look.
item_DescM50_Paint_IAE2950_Grey_White=Modify your M50 with this white and grey livery specifically designed for the 2950 IAE event on microTech.
item_DescMGbullet=<-=MISSING=->
item_DescMISC_Cockpit_Audio,P=MISC Cockpit Audio
item_DescMISC_Freelancer_CoPilot_Seat,P=MISC Freelancer Co-Pilot Seat
item_DescMISC_Freelancer_DUR_shop=Manufacturer: MISC\nFocus: Expedition\n\nThe Freelancer DUR variant specializes in exploration. Sacrificing 25% cargo capacity of the standard Freelancer for an enhanced jump drive, a more advanced scanner, and an expanded fuel tank may seem like a bad call to some, but those who value discovery over profit will find it to be their ship of choice.
item_DescMISC_Freelancer_LandingSystem,P=MISC Freelancer Landing System
item_DescMISC_Freelancer_MAX_shop=Manufacturer: MISC \nFocus: Medium Freight\n\nFreelancer variant with additional cargo capacity at the expense of weapons. The Freelancer MAX variant sacrifices weaponry for an increased cargo capacity making it ideal for equipment or raw materials transport.
item_DescMISC_Freelancer_Rear_Left_Seat,P=MISC Freelancer Rear Left Seat
item_DescMISC_Freelancer_Rear_Right_Seat,P=MISC Freelancer Rear Right Seat
item_DescMISC_Freelancer_Retro_Thruster,P=MISC Freelancer Retro Thruster
item_DescMISC_Freelancer_Seat,P=MISC Freelancer Seat
item_DescMISC_Freelancer_Turret,P=MISC Freelancer Turret
item_DescMISC_Freelancer_Turret_Base,P=MISC Freelancer Turret
item_DescMISC_Freelancer_Turret_Seat,P=MISC Freelancer Turret Seat
item_DescMISC_Freelancer_shop=Manufacturer: MISC\nFocus: Medium Freight\n\nFreelancers are used as long haul merchant ships by major corporations, but they are just as frequently repurposed as dedicated exploration vessels by independent captains who want to operate on the fringes of the galaxy.
item_DescMISC_FuelPod,P=MISC Fuel Pod
item_DescMISC_FuelRefinery,P=MISC Fuel Refinery Pod
item_DescMISC_Fury_S02_Double_Rack=Item Type: Missile Rack\nManufacturer: Mirai\nSize: 2\nMissiles: 2xS1\n\nTo make the Fury a threat despite its small size, Mirai developed this bespoke missile rack, which can carry and deploy two S1 missiles without undermining the ship's compact profile.
item_DescMISC_Fury_S02_Single_Rack=Item Type: Missile Rack\nManufacturer: Mirai\nSize: 2\nMissiles: 1xS2\n\nTo make the Fury a threat despite its small size, Mirai developed this bespoke missile rack, which can carry and deploy one S2 missile without undermining the ship's compact profile.
item_DescMISC_Fury_S03_Double_Rack=Item Type: Missile Rack\nManufacturer: Mirai\nSize: 3\nMissiles: 2xS2\n\nTo make the Fury a threat despite its small size, Mirai developed this bespoke missile rack, which can carry and deploy two S2 missiles without undermining the ship's compact profile.
item_DescMISC_Gemini_Front_Turret,P=MISC Starfarer Gemini Main Turret
item_DescMISC_Gemini_Front_Turret_Base,P=MISC Starfarer Gemini Main Turret
item_DescMISC_Gemini_Rear_Turret,P=MISC Starfarer Gemini Rear Turret
item_DescMISC_Gemini_Rear_Turret_Base,P=MISC Starfarer Gemini Rear Turret
item_DescMISC_Prospector_CML_Chaff=MISC Prospector - Noise Launcher
item_DescMISC_Prospector_CML_Flare=MISC Prospector - Decoy Launcher
item_DescMISC_Reliant_CML_Chaff,P=MISC Reliant - Noise Launcher
item_DescMISC_Reliant_CML_Flare,P=MISC Reliant - Decoy Launcher
item_DescMISC_Reliant_CoPilot_Seat,P=MISC Reliant Co-Pilot Seat
item_DescMISC_Reliant_LandingSystem,P=MISC Reliant Landing System
item_DescMISC_Reliant_Main_Thrust,P=MISC Reliant Main Thruster
item_DescMISC_Reliant_Mako_Wing_Mount=Item Type: Camera Package\nManufacturer: MISC\nSize: 4\n\nCapture heart-pounding action and the splendor of the stars with the Cernan camera package. Standard to the Reliant Mako, this state-of-the-art image enhancement suite is popular among news crews across the universe.
item_DescMISC_Reliant_Missile_Cap=Item Type: Missile Launcher Cap\nManufacturer: MISC\nSize: 5 \n\nBespoke missile launcher cap used by the MISC Reliant.
item_DescMISC_Reliant_MultiLight,P=MISC Reliant External Lights
item_DescMISC_Reliant_Seat,P=MISC Reliant Seat
item_DescMISC_Reliant_Sec_Thrust,P=MISC Reliant Secondary Thruster
item_DescMISC_Reliant_Sen_Wing_Mount=Item Type: Sensor Suite\nManufacturer: MISC\nSize: 4\n\nStandard on the Reliant Sen, the Samos sensor suite was designed to aid in the discovery and study of space phenomena.
item_DescMISC_Reliant_Wing_Dual_Turret=Item Type: Turret (Reliant Exclusive)\nManufacturer: MISC\nSize: 4\n\nSpecifically built to be used exclusively on the MISC Reliant, the Toshima turret system comes with a camera that can be remoted into while providing a wide range of motion for two Size-2 weapons.
item_DescMISC_SelfDestruct_Large,P=MISC Self Destruct
item_DescMISC_Starfarer_Bridge_Rear_Left_Seat,P=MISC Starfarer Support Seat
item_DescMISC_Starfarer_Bridge_Rear_Right_Seat,P=MISC Starfarer Support Seat
item_DescMISC_Starfarer_Captains_Seat,P=MISC Starfarer Captain's Seat
item_DescMISC_Starfarer_CoPilot_Seat,P=MISC Starfarer Co-Pilot Seat
item_DescMISC_Starfarer_Front_Turret,P=MISC Starfarer Main Turret
item_DescMISC_Starfarer_Front_Turret_Base,P=MISC Starfarer Main Turret
item_DescMISC_Starfarer_Front_Turret_Seat,P=MISC Starfarer Main Turret Seat
item_DescMISC_Starfarer_FuelIntake,P=MISC Starfarer Fuel Intake
item_DescMISC_Starfarer_LandingSystem,P=MISC Starfarer Landing System
item_DescMISC_Starfarer_MultiLight,P=MISC Starfarer External Lights
item_DescMISC_Starfarer_Pilot_Seat,P=MISC Starfarer Pilot Seat
item_DescMISC_Starfarer_Rear_Turret,P=MISC Starfarer Rear Turret
item_DescMISC_Starfarer_Rear_Turret_Base,P=MISC Starfarer Rear Turret
item_DescMISC_Starfarer_Rear_Turret_Seat,P=MISC Starfarer Rear Turret Seat
item_DescMISC_Starfarer_Seat,P=MISC Starfarer Seat
item_DescMISC_XiTech_Pro_Fixed_S3_Q3,P=MISC XiTech Pro Fixed Thruster
item_DescMISC_XiTech_Pro_Joint_S3_Q3,P=MISC XiTech Pro Joint Thruster
item_DescMISC_XiTech_Pro_Retro_S3_Q3,P=MISC XiTech Pro Retro Thruster
item_DescMISC_XiTech_Thruster_S2,P=MISC XiTech Thruster
item_DescMISL_S01_CS_FSKI_Spark=Manufacturer: Firestorm Kinetics\nTracking Signal: Cross Section\nSize: 1\n\nThose that believe size doesnt matter would do well to stay clear of the Firestorm Kinetics Spark. Using cross section targeting, this lightweight proximity missile packs a considerable punch.
item_DescMISL_S01_EM_BEHR_Pioneer=Manufacturer: Behring\nTracking Signal: Electromagnetic\nSize: 1\n\nBehring prides itself on dependability and the Pioneer is no exception. The updated Oracle EM tracking system has proven itself time and again in numerous consumer-testing reports against similarly classed proximity missiles.
item_DescMISL_S01_EM_THCN_TaskForce=Manufacturer: Thermyte Concern\nTracking Signal: Electromagnetic\nSize: 1\n\nVenturing into the weapons market, Thermyte Concern have pooled their extensive knowledge of demolition explosives to create the TaskForce. A lightweight EM tracking strike missile with a top-in-class propulsion system provides an efficient mixture of speed and firepower to establish battlefield dominance.
item_DescMISL_S01_IR_BEHR_Marksman=Manufacturer: Behring\nTracking Signal: Infrared\nSize: 1\n\nBehring's Marksman series of proximity missiles has earned as much of a reputation for its ability to track a wide range of heat signatures as it has for its area-effect proximity damage.
item_DescMISL_S01_IR_VNCL_Arrow=Manufacturer: Vanduul\nTracking Signal: Infrared\nSize: 1\n\nCommonly known by its military designation, the Arrow is a small infrared strike missile that has become a mainstay of the Vanduul armory.
item_DescMISL_S02_CS_FSKI_Tempest=Manufacturer: Firestorm Kinetics\nTracking Signal: Cross Section\nSize: 2\n\nThe Tempest was designed with nothing but annihilation in mind. Utilizing FireStorm Kinetics' targeting technology, this proximity missile locks onto a target's cross section to draw conflicts to a swift conclusion.
item_DescMISL_S02_CS_THCN_StrikeForce=Manufacturer: Thermyte Concern\nTracking Signal: Cross Section\nSize: 2\n\nThe StrikeForce is the latest culmination of Thermyte Concern's expansion into the missile industry, showcasing notable design and cross-section targeting improvements.
item_DescMISL_S02_EM_TALN_Dominator=Manufacturer: Talon\nTracking Signal: Electromagnetic\nSize: 2\n\nDesigned to track an opponents electromagnetic signature, the Dominator strike missile is a precision ordnance package designed to establish tactical battlefield dominance.
item_DescMISL_S02_IR_FSKI_Ignite=Manufacturer: Firestorm Kinetics\nTracking Signal: Infrared\nSize: 2\n\nThe Ignite is Firestorm's premier brand of heat-seeking strike missile that is the definition of Fire and Forget. Simply let it fly and enjoy the show.
item_DescMISL_S02_IR_NOVP_Rattler=Manufacturer: Nova Pyrotechnica\nTracking Signal: Infrared\nSize: 2\n\nThe Rattler is a cost-effective cluster missile that will no doubt appeal to a wide variety of pilots. When fired, the Rattler will track the opponents IR signature and create an opening barrage that weakens the armor or shields, leaving the target vulnerable to the full payload that follows.
item_DescMISL_S02_IR_VNCL_Bullet=Manufacturer: Vanduul\nTracking Signal: Infrared\nSize: 2\n\nPilots in the Navy have developed a healthy respect for this infrared targeting Vanduul strike missile, formally designated Bullet.
item_DescMISL_S03_CS_FSKI_Arrester=Manufacturer: Firestorm Kinetics\nTracking Signal: Cross Section\nSize: 3\n\nUsing cross section targeting to hunt for its prey, the Firestorm Arrester proximity missile makes quick work of enemies caught in the crosshairs.
item_DescMISL_S03_EM_FSKI_Thunderbolt=Manufacturer: Firestorm Kinetics\nTracking Signal: Electromagnetic \nSize: 3\n\nThanks to the Firestorm Thunderbolt's agile frame and EM targeting system, this proximity missile is a solid choice for a wide variety of combat scenarios.
item_DescMISL_S03_IR_NOVP_Viper=Manufacturer: Nova Pyrotechnica\nTracking Signal: Infrared\nSize: 3\n\nNova has worked hard to insure that their infrared tracking Viper strike missile lives up to its name by delivering agile and lethal attacks against hostile targets.
item_DescMISL_S03_IR_VNCL_Chaos=Manufacturer: Vanduul\nTracking Signal: Infrared\nSize: 3\n\nNaval flight instructors often include the heat seeking Chaos strike missile in Vanduul attack simulations citing that its speed and strength gives new recruits the proper respect for the enemy they will be facing.
item_DescMISL_S04_CS_TALN_Assailant=Manufacturer: Talon\nTracking Signal: Cross Section\nSize: 4\n\nThe Assailant missile from Talon is a perfect weapon solution for precision strikes against motivated opponents.
item_DescMISL_S04_EM_TALN_Raptor=Manufacturer: Talon\nTracking Signal: Electromagnetic\nSize: 4\n\nUtilizing advanced electromagnetic tracking and balanced precision flight, the Talon Raptor strike missile is a fierce addition to any ship's arsenal.
item_DescMISL_S04_IR_BEHR_Pathfinder=Manufacturer: Behring\nTracking Signal: Infrared\nSize: 4\n\nThe Pathfinder proximity missile has been a consistent member of Behring's already robust arsenal thanks to its tried and tested propulsion system and heat seeking guidance array.
item_DescMISL_S04_IR_VNCL_Dragon=Manufacturer: Vanduul\nTracking Signal: Infrared\nSize: 4\n\nDesignated the Dragon, this Vanduul infrared tracking strike missile has a fearful reputation earned the number of destroyed Naval ships attributed to its destructive power.
item_DescMISL_S05_CS_TALN_Stalker=Manufacturer: Talon\nTracking Signal: Cross Section\nSize: 5\n\nWith dedicated cross section tracking, the Talon Stalker has endured over the years as a precision strike torpedo with maximum stopping power.
item_DescMISL_S05_EM_TALN_Reaper=Manufacturer: Talon\nTracking Signal: Electromagnetic\nSize: 5\n\nThe Reaper strike torpedo features a favorable destructive yield-to-expense ratio and a proven Talon EM tracking suite.
item_DescMISL_S05_EM_TALN_Scimitar=Manufacturer: Talon\nTracking Signal: Electromagnetic\nSize: 5\n\nThe Scimitar missile tracks targets via their EM signature to deliver a devastating size five payload.
item_DescMISL_S05_IR_TALN_Valkyrie=Manufacturer: Talon\nTracking Signal: Infrared\nSize: 5\n\nTalon's torpedo design team pulled out all the stops for their latest Valkyrie strike torpedo by creating a multitiered thrust solution with state of the art infrared tracking capabilities.
item_DescMISL_S07_IR_TALN_Hellion=Manufacturer: Talon\nTracking Signal: Infrared\nSize: 7\n\nCarrying a sizable payload and an advanced heat-seeking sensor suite, the Hellion missile from Talon can be effective against aggressors of all sizes.
item_DescMISL_S09_CS_TALN_Argos=Manufacturer: Talon\nTracking Signal: Cross Section\nSize: 9\n\nThe Talon Argos strike torpedo features a classic, straightforward design that relies on exacting manufacturing standards and a classic cross section targeting system.
item_DescMISL_S09_EM_TALN_Seeker=Manufacturer: Talon\nTracking Signal: Electromagnetic\nSize: 9\n\nTalon's Seeker torpedo is a precision, EM-targeting torpedo capable of delivering a massive payload quickly and accurately.
item_DescMISL_S09_IR_TALN_Typhoon=Manufacturer: Talon\nTracking Signal: Infrared\nSize: 9\n\nDesigned by Talon, the Typhoon heat seeking strike torpedo delivers a heavy payload sure to serve as a deterrent from any further hostile actions.
item_DescMISL_S12_IR_BEHR_Apex=Manufacturer: Behring\nTracking Signal: Infrared\nSize: 12\n\nBehring precision meets devastating stopping power with the PX-T12 "Apex". Designed as an anti-ship and anti-installation weapon, Behring engineers worked tirelessly to ensure this torpedo was a bold strategic statement. The PX-T12 "Apex" features a wide blast radius ideal for when the ultimate defense is an overwhelming offensive attack.
item_DescMODU_AEGS_Front_Base=This empty front module comes equipped by default on the Retaliator's base chassis.
item_DescMODU_AEGS_Front_Cargo=Retaliator owners can equip their ship with this front module to allow for storage of an additional 36 SCU of cargo.
item_DescMODU_AEGS_Front_Torpedo_Placeholder=Standard equipment for most UEE military Retaliators, this front module can carry 4x S9 torpedoes.
item_DescMODU_AEGS_Rear_Base=This empty rear module comes equipped by default on the Retaliator's base chassis.
item_DescMODU_AEGS_Rear_Cargo=Retaliator owners can equip their ship with this rear module to allow for storage of an additional 36 SCU of cargo.
item_DescMODU_AEGS_Rear_Torpedo_Placeholder=Standard equipment for most UEE military Retaliators, this rear module can carry 2x S9 torpedoes.
item_DescMOLE_Paint_Aphorite_Purple=Decorate your MOLE with the Aphorite livery, which gets its name and color from the precious purple gemstone prized for its multi-hued tones.
item_DescMOLE_Paint_Carbon=The Carbon livery offers the MOLE's revered mining ability with a distinctive all-black finish.
item_DescMOLE_Paint_Dolivine_Green=Sharing the name with a gemstone prized for its beauty and industrial applications, the Dolivine livery blends shades of light green to give your MOLE a unique look.
item_DescMOLE_Paint_Hadanite_Pink=The Hadanite livery for your MOLE gives the ship a distinct pink hue that mirrors the look of the gemstone of the same name.
item_DescMOLE_Paint_Lovestruck_Pink_Black=Inspired by the colors of Coramor, the Lovestruck livery is a stylish metallic pink and black look for your MOLE.
item_DescMOLE_Paint_Talus=The MOLE Talus livery delivers a discreet gray look for the ship.
item_DescMPUV_1T_Paint_Lightgrey_Grey=The Storm Grey is an all grey livery for the MPUV-1T. Its subtle style is an ideal choice for those not wanting to draw too much attention.
item_DescMPUV_1T_Paint_Red_Black_Metallic=Vibrant red and black, the Firebrand livery brings a bold look to the MPUV-1T.
item_DescMPUV_1T_Paint_Yellow_Black=Announce your arrival with the Sunlight livery for the MPUV-1T. Featuring a bold yellow base color, the livery makes it easier to see the ship during recovery operations.
item_DescMPUV_Cargo_Pod,P=Argo MPUV Cargo Pod
item_DescMPUV_Paint_BIS2951=Celebrate the MPUV being voted a Best in Show finalist for 2951 with this special blue and black livery.
item_DescMPUV_Paint_Lovestruck_Pink_Black=Inspired by the colors of Coramor, the Lovestruck livery is a stylish metallic pink and black look for your MPUV.
item_DescMRCK_S01_BEHR_Single_S01=Item Type: Missile Rack\nManufacturer: Behring\nSize: 1\nMissiles: 1xS1\n\nBehrings MSD-111 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 1 hardpoint for the reliable and effective launch of one S1 missile.
item_DescMRCK_S02_BEHR_Dual_S01=Item Type: Missile Rack\nManufacturer: Behring\nSize: 2\nMissiles: 2xS1\n\nBehrings MSD-221 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 2 hardpoint for the reliable and effective launch of two S1 missiles.
item_DescMRCK_S02_BEHR_Single_S02=Item Type: Missile Rack\nManufacturer: Behring\nSize: 2\nMissiles: 1xS2\n\nBehrings MSD-212 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 2 hardpoint for the reliable and effective launch of one S2 missile.
item_DescMRCK_S02_ORIG_400i_Octo_S01=Item Type: Missile Rack\nManufacturer: Behring\nSize: 1\nMissiles: 8xS1\n\nTo help defend the Origin 400i, Behring built the SNT-171 "Santoro", which can carry and deploy eight S1 missiles.
item_DescMRCK_S03_AEGS_Sabre_Firebird=Item Type: Missile Rack\nManufacturer: Aegis \nSize: 3\nTorpedoes: 12xS3\n\nBespoke missile rack for the Aegis Sabre Firebird that fires twelve S3 missiles.
item_DescMRCK_S03_BEHR_Dual_S02=Item Type: Missile Rack\nManufacturer: Behring\nSize: 3\nMissiles: 2xS2\n\nBehrings MSD-322 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 3 hardpoint for the reliable and effective launch of two S2 missiles.
item_DescMRCK_S03_BEHR_Quad_S01=Item Type: Missile Rack\nManufacturer: Behring\nSize: 3\nMissiles: 4xS1\n\nBehrings MSD-341 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 3 hardpoint for the reliable and effective launch of four S1 missiles.
item_DescMRCK_S03_BEHR_Single_S03=Item Type: Missile Rack\nManufacturer: Behring\nSize: 3\nMissiles: 1xS3\n\nBehrings MSD-313 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 3 hardpoint for the reliable and effective launch of one S3 missile.
item_DescMRCK_S03_VNCL_Quad_S01,P=Vanduul S3 Quad Missile Rack
item_DescMRCK_S03_XNAA_SanTokYai=Item Type: Missile Rack\nManufacturer: Aopoa\nSize: 3\nMissiles: 2xS2\n\nBuilt to hold two S2 missiles, Aopoa designed these missile racks specifically to work in harmony with the unique design of the San'tok.yāi.
item_DescMRCK_S04_BEHR_Dual_S03=Item Type: Missile Rack\nManufacturer: Behring\nSize: 4\nMissiles: 2xS3\n\nBehrings MSD-423 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 4 hardpoint for the reliable and effective launch of two S3 missiles.
item_DescMRCK_S04_BEHR_Octo_S01=Item Type: Missile Rack\nManufacturer: Behring\nSize: 4\nMissiles: 8xS1\n\nBehrings MSD-481 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 4 hardpoint for the reliable and effective launch of eight S1 missiles.
item_DescMRCK_S04_BEHR_Quad_S02=Item Type: Missile Rack\nManufacturer: Behring\nSize: 4\nMissiles: 4xS2\n\nBehrings MSD-442 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 4 hardpoint for the reliable and effective launch of four S2 missiles.
item_DescMRCK_S04_BEHR_Single_S04=Item Type: Missile Rack\nManufacturer: Behring\nSize: 4\nMissiles: 1xS4\n\nBehrings MSD-414 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 4 hardpoint for the reliable and effective launch of one S4 missile.
item_DescMRCK_S04_ORIG_400i_Octo_S02=Item Type: Missile Rack\nManufacturer: Behring\nSize: 2\nMissiles: 8xS2\n\nTo further improve the defenses of the Origin 400i, Behring built the SNT-205 "Santoro", which can carry and deploy eight S2 missiles.
item_DescMRCK_S04_ORIG_Octo_S01=Item Type: Missile Rack\nManufacturer: Behring\nSize: 4\nMissiles: 8xS1\n\nTo help defend the Origin 890 Jump, Behring built the SNT-481 "Santoro", which can carry and deploy eight S1 missiles.
item_DescMRCK_S04_RSI_Constellation,P=RSI Constellation Side Missile Rack
item_DescMRCK_S04_VNCL_Quad_S02,P=Vanduul S4 Quad Missile Rack
item_DescMRCK_S05_AEGS_Vanguard=Item Type: Torpedo Rack\nManufacturer: Behring\nSize: 5\nTorpedoes: 3xS5\n\nAegis Dynamics and Behring worked together to develop this torpedo rack, which can carry and deploy three S5 torpedoes.
item_DescMRCK_S05_ANVL_Ballista=Item Type: Missile Rack\nManufacturer: Anvil Aerospace\nSize: 5\nMissiles: 4xS5 \n\nMissile rack for the Anvil Ballista that carries four, S5 missiles.
item_DescMRCK_S05_BEHR_Dual_S04=Item Type: Missile Rack\nManufacturer: Behring\nSize: 5\nMissiles: 2xS4\n\nBehrings MSD-524 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 5 hardpoint for the reliable and effective launch of two S4 missiles.
item_DescMRCK_S05_BEHR_Octo_S02=Item Type: Missile Rack\nManufacturer: Behring\nSize: 5\nMissiles: 8xS2\n\nBehrings MSD-582 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 5 hardpoint for the reliable and effective launch of eight S2 missiles.
item_DescMRCK_S05_BEHR_Quad_S03=Item Type: Missile Rack\nManufacturer: Behring\nSize: 5\nMissiles: 4xS3\n\nBehrings MSD-543 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 5 hardpoint for the reliable and effective launch of four S3 missiles.
item_DescMRCK_S05_BEHR_Single_S05=Item Type: Missile Rack\nManufacturer: Behring\nSize: 5\nMissiles: 1xS5\n\nBehrings MSD-515 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 5 hardpoint for the reliable and effective launch of one S5 missile.
item_DescMRCK_S05_MISC_Freelancer_MIS,P=MISC Freelancer MIS Missile Launcher
item_DescMRCK_S05_MISC_Reliant=Item Type: Missile Launcher\nManufacturer: MISC\nSize: 5\nMissiles: 8xS2 \n\nBespoke missile launcher built into the wings of the Tana to make this Reliant variant a deceptively deadly dogfighter.
item_DescMRCK_S05_ORIG_890J_Quad_S03=Item Type: Missile Rack\nManufacturer: Behring\nSize: 5\nMissiles: 4xS3\n\nTo help defend the Origin 890 Jump, Behring built the SNT-543 "Santoro", which can carry and deploy four S3 missiles.\n\n
item_DescMRCK_S05_RSI_Constellation,P=RSI Constellation Top Missile Rack
item_DescMRCK_S06_ANVL_Gladiator=Anvil Gladiator Torpedo Rack
item_DescMRCK_S06_BEHR_Dual_S05=Item Type: Missile Rack\nManufacturer: Behring\nSize: 6\nMissiles: 2xS5\n\nBehrings MSD-625 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 6 hardpoint for the reliable and effective launch of two S5 missiles.
item_DescMRCK_S06_BEHR_Octo_S03=Item Type: Missile Rack\nManufacturer: Behring\nSize: 6\nMissiles: 8xS3\n\nBehrings MSD-683 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 6 hardpoint for the reliable and effective launch of eight S3 missiles.
item_DescMRCK_S06_BEHR_Quad_S04=Item Type: Missile Rack\nManufacturer: Behring\nSize: 6\nMissiles: 4xS4\n\nBehrings MSD-644 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 6 hardpoint for the reliable and effective launch of four S4 missiles.
item_DescMRCK_S06_BEHR_Single_S06=Item Type: Missile Rack\nManufacturer: Behring\nSize: 6\nMissiles: 1xS6\n\nBehrings MSD-616 "Marsden" is a complete ordnance storage and deployment system that can be mounted on any compatible size 6 hardpoint for the reliable and effective launch of one S6 missile.
item_DescMRCK_S06_MISC_Gemini,P=Aegis Gemini Missile Launcher
item_DescMRCK_S07_ANVL_Ballista=Item Type: Missile Rack\nManufacturer: Anvil Aerospace\nSize: 7\nMissiles: 1xS7 \n\nBespoke missile rack for the Anvil Ballista that fires an S7 missile capable of massive destruction.
item_DescMRCK_S07_CRUS_Starfighter=Item Type: Missile Launcher\nManufacturer: Crusader Industries\nSize: 7\nMissiles: 12xS3 \n\nBespoke missile launcher built into the body of the Ares Star Fighter that can carry and deploy twelve S3 missiles.
item_DescMRCK_S09_AEGS_Eclipse,P=Aegis Eclipse Torpedo Rack
item_DescMRCK_S09_AEGS_Retaliator,P=Aegis Retaliator Torpedo Rack
item_DescMT_PersonalMobiGlas,P= Personal MobiGlas
item_DescMXOX_EMP_Device=Manufacturer: MaxOx\nItem Type: Burst Generator\nSize: 1\nDamage Type: EMP\n\nThe TroMag from MaxOx is a well-designed and reliable EMP-focused burst generator. Its popularity has risen over the years as pilots look for alternatives to Behrings REP-8. The TroMag boasts a faster charge time than their main competitor but has a smaller effective radius, leaving pilots to decide whether they prefer speed or size.
item_DescMXOX_NeutronCannon_S1=Manufacturer: MaxOx\nItem Type: Neutron Cannon\nSize: 1\n\nMaxOxs NN-13 neutron cannon offers a massive energy payload at the expense of speed and energy efficiency. One could argue the virtues of speed, rate of fire and distance over damage, but the argument becomes irrelevant if you only need to hit them once.
item_DescMXOX_NeutronCannon_S2=Manufacturer: MaxOx\nItem Type: Neutron Cannon\nSize: 2\n\nBuilding on the technology of the NN-13, MaxOxs NN-14 offers a significant increase in power for the neutron autocannon to give each shot a devastating punch. With that increased damage however, comes a heavier draw on your power plant.
item_DescMXOX_NeutronRepeater_S1=Manufacturer: MaxOx\nItem Type: Neutron Repeater\nSize: 1\n\nThe NDB-26 uses a twin barrel system to fire neutron projectiles at a rapid rate. Devastating at close range, this neutron repeater still packs enough of a wallop at medium range to persuade any attackers to reconsider their assault.
item_DescMXOX_NeutronRepeater_S2=Manufacturer: MaxOx\nItem Type: Neutron Repeater\nSize: 2\n\nFeaturing a sleek, scientific design, the MaxOx NDB-28 is the next step in serious stopping power. Twin barrels overlap blasts for sustained neutron fire that remains effective at short to medium range.
item_DescMXOX_NeutronRepeater_S3=Manufacturer: MaxOx\nItem Type: Neutron Repeater\nSize: 3\n\nDecades of design work went into perfecting the NDB line of neutron repeaters. The S3 NDB-30 rapidly fires powerful and precise neutron projectiles that will quickly deter anyone foolish enough to get too close.
item_DescM_80ssweptback_hair_01=Perfect for going full burn.
item_DescM_balding_hair_01_Shared=Buzzed, balding, and beautiful.
item_DescM_behr_shr_hair_01=Professional, yet stylish.
item_DescM_bun_hair_01_Shared=For the long-haired professional man on the go.
item_DescM_caeser_hair_01_Shared=Classic and authoritative.
item_DescM_cleanedupcut_hair_01=The best hairstyle for impressing your grandpa.
item_DescM_combedback_hair_01=Parted on the side and combed back.
item_DescM_cornrows_hair_01=A high fade with braids and a bun to top it all off.
item_DescM_correl_shr_hair_01=An agressively tight taper.
item_DescM_curlyricky_hair_01_Shared=An undercut fade with a killer pompadour. What more could you ask?
item_DescM_dreadlocks_hair_01=A style for chill dudes.
item_DescM_fade_hair_01=A disconnected fade with a bit of a brush up.
item_DescM_flipwithpart_hair_01=Combed up for that casual windswept look.
item_DescM_highfade_hair_01=Long on top and buzzed on the sides.
item_DescM_highfade_hair_02=Buzzed sides with a scissor cut top.
item_DescM_jax_shr_hair_01=A classic hairstyle with nothing to hide.
item_DescM_knot_hair_01=High fade with a topknot.
item_DescM_messy_hair_01=For those who just woke up like this.
item_DescM_mohawk_hair_01_Shared=High fade with a short mohawk.
item_DescM_morrow_shr_hair_01=This haircut isn't a golden ticket to UPARQ, but it helps.
item_DescM_parting_hair_01=Perfect for any occasion.
item_DescM_playboy_hair_01=Slicked back and stylish.
item_DescM_punk_hair_01=A skin fade combover with an anti-authoritarian edge.
item_DescM_rsi_pilot_flightsuit_jetpack=RSI's Intrepid has been a reliable name in flight suit components for decades. The focused nozzle system provides consistent thrust for precise control in zero gravity.
item_DescM_shortcrop_hair_01=A bold, aerodynamic look.
item_DescM_sidespiked_hair_01=Spiked hair, parted on the side.
item_DescM_skinhead_hair_01=Shaved hairstyle for an aerodynamic look.
item_DescM_slaver_light_jetpack=Designed to attach to most light combat armor sets, the Fireshot is an EVA upgrade system that provides added control in vacuum while the understated components maintain your profile, so you don't sacrifice mobility or combat effectiveness.
item_DescM_slaver_medium_jetpack=Designed to attach to most medium combat armor sets, the Fireshot is an EVA upgrade system that provides a little more thrust and control than usual. The understated components are designed to maintain your profile, so you don't sacrifice mobility or combat effectiveness.
item_DescM_slickedback_hair_01=A high fade with long, slicked back locks.
item_DescM_slickedpart_hair_01=Slicked down, side-parted hair with a neat undercut.
item_DescM_spike_hair_01=Trendiest hairstyle of the late 29th century.
item_DescM_steiger_shr_hair_01=A short buzz with defined edges.
item_DescM_straightcaesar_hair_01=A straight version of the Caesar.
item_DescM_tagaca_shr_hair_01=For a more reserved look without completely losing your edge.
item_DescM_tall_hair_01=Reach for the sky with this tall, classic hairstyle.
item_DescM_weezy_shr_hair_01=For that casual, yet professional look.
item_DescM_yury_shr_hair_01=A side part style with a vintage feel.
item_DescMantis_Paint_IAE2950_Grey_Blue=This custom Mantis livery was created to celebrate the 2950 IAE on microTech. It blends black and electric blue to give the ship a cool new look.
item_DescMantis_Paint_IAE2950_Grey_White_Camo=Modify your Mantis with this white and grey camo livery specifically designed for the 2950 IAE event on microTech.
item_DescMarine_Heavy_Armor=Designed to endure when others fail, Virgil's Achilles personal heavy armor features full body protection and multiple attachment points for added loadout customization, so that you can focus on standing your ground and defending what's important.
item_DescMarine_Heavy_Armor_PU=Designed to endure when others fail, Virgil's Achilles personal heavy armor features full body protection and multiple attachment points for added loadout customization, so that you can focus on standing your ground and defending what's important.
item_DescMarine_Heavy_Helmet=(PH) Marine Heavy Helmet Description
item_DescMarine_Heavy_Jetpack=<-=MISSING=->
item_DescMarine_Light_Armor=When speed and mobility are essential, CDSs PAB-4 light personal armor balances durability while still providing for maximum maneuverability. Widely used amongst the Advocacy, security forces, and discerning civilians.
item_DescMarine_Light_Armor_PU=When speed and mobility are essential, CDSs PAB-4 light personal armor balances durability while still providing for maximum maneuverability. Widely used amongst the Advocacy, security forces, and discerning civilians.
item_DescMarine_Light_Armor_Sniper,P= Marine Light Sniper Armour
item_DescMarine_Light_Armor_With_Cap,P= Marine Light Armour with Cap
item_DescMarine_Light_Helmet=(PH) Marine Light Helmet Description
item_DescMarine_Light_Helmet_Blackedout,P=Marine Light Helmet (Blacked Out)
item_DescMarine_Light_Instructor_Armor,P= Marine Light Instructor Armour
item_DescMarine_Light_Jetpack=<-=MISSING=->
item_DescMarine_Medium_Armor=Clark Defense Systems MCA-mk2 armor is a composite mesh of fibers reinforced with ablative plates, offering modest protection against both energy and kinetic weapons. The armor is a baseline solution for any number of situations the average Marine will encounter on a given day.
item_DescMarine_Medium_Armor_PU=Clark Defense Systems MCA-mk2 armor is a composite mesh of fibers reinforced with ablative plates, offering modest protection against both energy and kinetic weapons. The armor is a baseline solution for any number of situations the average Marine will encounter on a given day.
item_DescMarine_Medium_Helmet=(PH) Marine Medium Helmet Description
item_DescMarine_Medium_Jetpack=<-=MISSING=->
item_DescMedal_1_damaged_a=A campaign medal from the United Nations of Earth (UNE) military that commemorates meritorious service during the Unification Wars (2380-2384). Considered to be in poor condition due to the faded ribbons colors and broken, corroded metal.
item_DescMedal_1_damaged_b=A medal given to members of the UEE Marines 6th Platoon for distinguished service. The esteemed 6th Platoon 'Phantoms' have received this honor on numerous occasions, including for operations during the Second Tevarin War, on the Vanduul front and for rescuing a UEE survey team taken hostage by the Outsiders on Leir III. The discoloration of the ribbon and broken, corroded metal have left this medal in damaged condition.
item_DescMedal_1_damaged_c=A service marker awarded by the United Planets of Earth (UPE) to all members of the military who served during the First Tevarin War. Though many were produced in their time, those numbers have dwindled significantly and collectors are eager to pick up any found. This marker is considered in poor condition due to the broken and corroded state of the metal that's obscured the etchings.
item_DescMedal_1_damaged_d=This medal was awarded by United Planets of Earth (UPE) to members of the Government Cartography Agency who flew or supported missions involving the discovery, exploration, or scanning of new systems. It features a star woven with one large and three smaller interlocking circles that was the central symbol on the UPE flag. The tattered ribbon and broken and corroded metal has left this one in poor condition.
item_DescMedal_1_pristine_a=A campaign medal from the United Nations of Earth (UNE) military that commemorates meritorious service during the Unification Wars (2380-2384). Considered to be in pristine condition thanks to the bright colors still present in the ribbon and well-preserved etching on the medal itself.
item_DescMedal_1_pristine_b=A medal given to members of the UEE Marines 6th Platoon for distinguished service. The esteemed 6th Platoon 'Phantoms' have received this honor on numerous occasions, including for operations during the Second Tevarin War, on the Vanduul front and for rescuing a UEE survey team taken hostage by the Outsiders on Leir III. The excellent appearance of the ribbon and etchings on the observe have left this medal in pristine condition.
item_DescMedal_1_pristine_c=A service marker awarded by the United Planets of Earth (UPE) to all members of the military who served during the First Tevarin War. Though many were produced in their time, those numbers have dwindled significantly and collectors are eager to pick up any found. Well-preserved despite its age, this marker is considered in pristine condition and features clean etchings and minimal wear.
item_DescMedal_1_pristine_d=This medal was awarded by United Planets of Earth (UPE) to members of the Government Cartography Agency who flew or supported missions involving the discovery, exploration, or scanning of new systems. It features a star woven with one large and three smaller interlocking circles that was the central symbol on the UPE flag. The exquisite state of the ribbon and metal has left this one in pristine condition.
item_DescMedal_1_worn_a=A campaign medal from the United Nations of Earth (UNE) military that commemorates meritorious service during the Unification Wars (2380-2384). Considered to be in worn condition due to the faded ribbons colors and corroded metal.
item_DescMedal_1_worn_b=A medal given to members of the UEE Marines 6th Platoon for distinguished service. The esteemed 6th Platoon 'Phantoms' have received this honor on numerous occasions, including for operations during the Second Tevarin War, on the Vanduul front and for rescuing a UEE survey team taken hostage by the Outsiders on Leir III. The discoloration of the ribbon and corroded metal have left this medal in worn condition.
item_DescMedal_1_worn_c=A service marker awarded by the United Planets of Earth (UPE) to all members of the military who served during the First Tevarin War. Though many were produced in their time, those numbers have dwindled significantly and collectors are eager to pick up any found. This marker is considered in worn condition due to the corroded state of the metal and etchings.
item_DescMedal_1_worn_d=This medal was awarded by United Planets of Earth (UPE) to members of the Government Cartography Agency who flew or supported missions involving the discovery, exploration, or scanning of new systems. It features a star woven with one large and three smaller interlocking circles that was the central symbol on the UPE flag. The aged ribbon and corroded metal has left this one in worn condition.
item_DescMisc_Freelancer_Main=
item_DescMisc_Freelancer_Mav_Joint=
item_DescMisc_Freelancer_Retro=
item_DescMobiGlas_paint_Shared=Apply your own style to your mobiGlas with this custom paint casing.
item_DescMount_Gimbal_S1=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 1\n\nThe VariPuck fits between your weapon and the ship hardpoint to transform a fixed weapon mount into a gimballed mount, allowing the pilot to independently aim their weapons fire. This special VariPuck will accept any weapon the same size as the hardpoint it is mounting to.
item_DescMount_Gimbal_S2=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 2\n\nThe VariPuck fits between your weapon and the ship hardpoint to transform a fixed weapon mount into a gimballed mount, allowing the pilot to independently aim their weapons fire. VariPucks will accept any weapon the same size as the hardpoint it is mounting to.
item_DescMount_Gimbal_S3=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 3\n\nThe VariPuck fits between your weapon and the ship hardpoint to transform a fixed weapon mount into a gimballed mount, allowing the pilot to independently aim their weapons fire. VariPucks will accept any weapon the same size as the hardpoint it is mounting to.
item_DescMount_Gimbal_S4=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 4\n\nThe VariPuck fits between your weapon and the ship hardpoint to transform a fixed weapon mount into a gimballed mount, allowing the pilot to independently aim their weapons fire. VariPucks will accept any weapon the same size as the hardpoint it is mounting to.
item_DescMount_Gimbal_S5=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 5\n\nThe VariPuck fits between your weapon and the ship hardpoint to transform a fixed weapon mount into a gimballed mount, allowing the pilot to independently aim their weapons fire. VariPucks will accept any weapon the same size as the hardpoint it is mounting to.
item_DescMount_Gimbal_S6=Manufacturer: Flashfire Systems\nItem Type: Weapon Mount\nSize: 6\n\nThe VariPuck fits between your weapon and the ship hardpoint to transform a fixed weapon mount into a gimballed mount, allowing the pilot to independently aim their weapons fire. VariPucks will accept any weapon the same size as the hardpoint it is mounting to.
item_DescMule_Paint_Bushwacker=When the job calls for crossing forests and grasslands, outfit your Drake Mule with the Bushwhacker livery, which mixes shades of green and grey.
item_DescMule_Paint_Green_Black=Embrace Day of the Vara mischievousness and mayhem any time of the year with this custom Mule livery. It combines metallic green and black for a striking look that highlights the holiday's classic colors.
item_DescMule_Paint_Reburn=Who says you can't have a bit of fun while on the job? The Reburn livery for the Drake Mule brings a red tint to the cockpit glass and cargo cover.
item_DescMule_Paint_Silverback=The Silverback livery adds a white cargo cover and highlights to contrast the sleek grey frame of the Drake Mule.
item_DescMule_Paint_Smokestack=The Mule Smokestack livery features various shades of grey for a sleek and subtle look that's sure to impress while on cargo runs.
item_DescMurray_Cup_Display,P= Murray Cup Display Case
item_DescMustang_Nose_Scoop=Mustang Nose Scoop
item_DescMustang_Paint_Beta=Standard livery for the C.O. Mustang Beta.
item_DescMustang_Paint_CitizenCon2018=Standard livery for the C.O. Mustang Alpha Vindicator.
item_DescMustang_Paint_Delta=Standard livery for the C.O. Mustang Delta.
item_DescMustang_Paint_Gamma=Standard livery for the C.O. Mustang Gamma.
item_DescMustang_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom Mustang livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescMustang_Paint_IAE2951_Grey_White=Modify your Mustang with this white and grey livery specifically designed for the 2951 IAE.
item_DescMustang_Paint_IAE_2952_Yellow=A unique ship deserves an equally bold look, so outfit your Mustang in yellow with the Guardian livery.
item_DescMustang_Paint_Luminalia_2021_white_blue=Equip your Mustang with a paint scheme cooler than a snow storm. The IceBreak livery mixes crisp, cool white with a frostbitten blue for an exciting look suitable for any season.
item_DescMustang_Paint_Omega=Standard livery for the C.O. Mustang Omega.
item_DescNOVP_Rocket_Venom_S1_Strike_TL_IR,P=Nova Pyrotechnica Venom Rocket
item_DescNVY_bdu_trousers_01=Made to military specification, the Combat Readiness Uniform pants are made from tough nylon synthetics to make them durable and comfortable enough for any kind of field operations. They also feature several multi-stitched pouches to keep small items secure, but accessible.
item_DescNoWeapon=<-=MISSING=->
item_DescNomad_Paint_2951RedFestival_Red_Gold=Seek peace and prosperity in the new year with the 2951 Auspicious Red Ram livery. Outfit your ship with this bold red base paint complimented by gold accents and a silhouette of a ram's head.
item_DescNomad_Paint_Amber_Orange_White=Make your Nomad stick out among the stars with the Sandstone livery featuring a metallic orange finish with black and white highlights.
item_DescNomad_Paint_Evergreen_Green_Yellow=Complete deliveries in style with the Conifer livery that's primarily green with yellow highlights.
item_DescNomad_Paint_IAE2950_Grey_White_Camo=Modify your Nomad with this white and grey camo livery specifically designed for the 2950 IAE event on microTech.
item_DescNomad_Paint_Jackal_black_red=Discreetly roam the stars with this custom Nomad livery featuring a jet black paint scheme with red accents.
item_DescNomad_Paint_Lovestruck_Pink_Black=Inspired by the colors of Coramor, the Lovestruck livery is a stylish metallic pink and black look for your Nomad.
item_DescNomad_Paint_Luminalia_green_red=Express your holiday spirit with the Deck the Hull livery, which uses the traditional Luminalia colors of green and red to celebrate the popular Banu festival that's become beloved by Humans.
item_DescNomad_Paint_Luminalia_white_blue=Equip your Nomad with a paint scheme cooler than a snow storm. The IceBreak livery mixes crisp, cool white with a frostbitten blue for an exciting look suitable for any season.
item_DescNomad_Paint_Overdrive_White_Black_Pink=Upgrade your Nomad with the Cherry Blossom livery featuring a bold black and white styling with pink highlights.
item_DescNomad_Paint_Unity2952_Metal_Teal_Grey=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescNova_Paint_Badlands=Featuring a tan paint scheme ideal for desert environments, the Nova Badlands livery offers a devastating combination of weaponry to eliminate threats on the ground and in the air.
item_DescNova_Paint_EmberStorm=Featuring a tan, red and black camo paint scheme ideal for desert environments, the Nova Ember Storm livery offers a devastating combination of weaponry to eliminate threats on the ground and in the air.
item_DescNova_Paint_Fleetweek_Level1_Military=Customize your Nova with the Timberline livery that's olive green with orange accents.
item_DescNova_Paint_Gunmetal=Featuring a metallic silver paint scheme, the Nova Gunmetal livery offers a devastating combination of weaponry to eliminate threats on the ground and in the air.
item_DescNova_Paint_ShiftingSands=Featuring a tan and white paint scheme for desert environments, the Nova Shifting Sands livery offers a devastating combination of weaponry to eliminate threats on the ground and in the air.
item_DescNova_Paint_Snowblind=Featuring a grey, black and white camo paint scheme ideal for arctic environments, the Nova Snowblind livery offers a devastating combination of weaponry to eliminate threats on the ground and in the air.
item_DescNox_Paint_AlienWeek_Green_Red=The Ocellus livery adapts and updates the iconic colors and design used on some Tevarin ships to bring a striking new look to the Nox. The livery gives the top of the fuselage a prominent red ridge while shimmering green covers the rest of the ship. Thick grey lines swoop through both colors to provide a unique geometric element.
item_DescNox_Paint_AlienWeek_Platinum_Silver_Purple_Mosaic=The Wanderer livery features crisscrossing purple and grey lines over a platinum foundation. Inspired by the sacred Xi'an gardens of R.aipuāng, famous for its trails that wander in surprising ways and encourage a focus on the journey instead of the destination.
item_DescNox_Paint_Harmony=The Harmony livery is meant to showcase Humanity's peaceful relationship with alien species with a semi-pearlescent blue main coat marked with organic reflective red to suggest the coming together of disparate species and cultures. The Harmony livery has been designed and produced by the UEE's Diplomatic Corps and freely licensed to all spacecraft manufacturers. Now Aopoa Nox owners can celebrate the UEE's intentions of working toward a peaceful galaxy.
item_DescNox_Paint_Racing_Blue_Blue_Blue_TigerStripes=The Whirlwind livery mixes various shades of blue in a memorable animal stripe pattern to give the Nox a daring look.
item_DescNox_Paint_Racing_Blue_White=The Slipstream livery will have your Nox ready and raring to race with this sleek blue and white paint scheme.
item_DescNox_Paint_Racing_Purple_White=The Turbocharged is a distinct, purple racing livery for the Nox that will make you stand out from the rest of the field.
item_DescNox_Paint_Racing_Red_Silver=Blast past other racers in your Nox with the Overdrive livery, which features a stylish blend red and silver coloring.
item_DescNox_Paint_Racing_Yellow_White_Grey_Stripes=Give the Nox a classic racing design with the Finish Line livery. It features a yellow stripe across the front, a white one through the middle, and a grey one on the back.
item_DescNox_Paint_Thli_Silver_Black=Speed and style combine with the Nox Thli livery that artfully blends silver and black across this open-canopy racer.
item_DescOKBV_FP_ESCI_S2_Q1=OKB Voskhod has been in the thruster game for decades and recently unveiled the Energia IV at the thruster manufacturer trade show in Prime. Benchmarks show that this thruster mostly lives up to the marketing hype from the show floor: it has good fuel efficiency, and the extra shielding OKB Voskhod has added results in minimal heat signature. It lags a bit in the performance tests but the manufacturer maintains it not a marketed as a solution where maximum thrust is required.
item_DescOKBV_SilentIV_S3_Q1=The Silent IV Advanced from OKB Voskhod is a field emission ion engine optimized to provide a decreased heat signature, making the ship more difficult to track via conventional scans.
item_DescORIG_300i_CargoBay_Front=Origin Jumpworks 300i Front Cargo Bay
item_DescORIG_300i_Ejection_Seat=<-=MISSING=->
item_DescORIG_300i_LandingSystem,P=Origin Jumpworks 300i Landing System
item_DescORIG_300i_MultiLight,P=Origin Jumpworks 300i External Lights
item_DescORIG_300i_Pilot_Seat,P=Origin Jumpworks 300i Pilot Seat
item_DescORIG_300i_lights=@300i Light Set
item_DescORIG_300i_shop=Manufacturer: Origin Jumpworks \nFocus: Touring \n\nIf you're going to travel the stars... why not do it in style? The 300i is Origin Jumpworks' premiere luxury spacecraft. It is a sleek, silver killer that sends as much of a message with its silhouette as it does with its particle cannons.
item_DescORIG_315p_shop=Manufacturer: Origin Jumpworks \nFocus: Pathfinder\n\nExploration is man's highest calling. Prepare to chart distant horizons with man's most sophisticated piece of technology, the Origin 315p. Featuring a more robust power plant and a custom scanning package, exclusively designed by Chimera Communications.
item_DescORIG_325a_shop=Manufacturer: Origin Jumpworks \nFocus: Interdiction\n\nJust because it's a rough galaxy doesn't mean you need to sacrifice your comfort: the 325a can come out on top in any dogfight. The 325a features an advanced weapon payload as well as a custom targeting system designed especially for the 325a by WillsOp.
item_DescORIG_350r_shop=Manufacturer: Origin Jumpworks \nFocus: Racing\n\nThe combination of a Gangleri BP 707 Standard powerplant with a 300i fuselage re-engineered to accommodate twin Hammer Propulsion HM 4.3 thrusters makes the 350r the fastest personal craft you'll ever call your own.
item_DescORIG_3DRadarDisplay,P=Origin Jumpworks 3D Radar Display
item_DescORIG_85X_Turret,P=Origin Jumpworks 85X Remote Turret
item_DescORIG_CML_Chaff,P=Origin Jumpworks Noise Launcher
item_DescORIG_CML_Flare,P=Origin Jumpworks Decoy Launcher
item_DescORIG_Cockpit_Audio,P=Origin Jumpworks Cockpit Audio
item_DescORIG_FXM_ESI_S1_Q2,P=Origin Jumpworks Scalpel Precision Thruster
item_DescORIG_FXM_ESI_S1_Q3,P=Origin Jumpworks Scalpel Precision Thruster
item_DescORIG_FXM_ESI_S2_Q2,P=Origin Jumpworks Scalpel Precision Thruster
item_DescORIG_FXM_ESI_S2_Q2A,P=Origin Jumpworks Scalpel Precision Thruster
item_DescORIG_FXM_ESI_S2_Q3,P=Origin Jumpworks Omni Precision Ball Thruster
item_DescORIG_M50_CML_Chaff,P=Origin Jumpworks M50 - Noise Launcher
item_DescORIG_M50_CML_Flare,P=Origin Jumpworks M50 - Decoy Launcher
item_DescORIG_M50_Ejection_Seat,P=Origin Jumpworks M50 Ejection Seat
item_DescORIG_M50_LandingSystem,P=Origin Jumpworks M50 Landing System
item_DescORIG_M50_lights,P=Origin Jumpworks M50 External Lights
item_DescORIG_m50_shop=Manufacturer: Origin Jumpworks \nFocus: Racing\n\nIf you want to get from point A to point B as quickly as possible and with as much style as possible then Origin's M50 is for you. Featuring supercharged engines that counter a tiny weapons loadout, the M50 is a ship for going FAST.
item_DescOutlaw_Heavy_Armor=Be an immovable force with Kastak Arm's Slugger heavy armor. Its resilient armor plating and variety of attachment points are designed to withstand attacks long enough to give you the opportunity to react and respond to combat on your own terms.
item_DescOutlaw_Heavy_Armor_PU=Be an immovable force with Kastak Arm's Slugger heavy armor. Its resilient armor plating and variety of attachment points are designed to withstand attacks long enough to give you the opportunity to react and respond to combat on your own terms.
item_DescOutlaw_Heavy_Jetpack=<-=MISSING=->
item_DescOutlaw_Light_Armor=When evasion is essential, Kastak Arm's Sparrer armor won't drag you down. Its patented lightweight weave is sufficiently strong to maintain the suit's integrity long enough for you to get where you need to go.
item_DescOutlaw_Light_Armor_PU=When evasion is essential, Kastak Arm's Sparrer armor won't drag you down. Its patented lightweight weave is sufficiently strong to maintain the suit's integrity long enough for you to get where you need to go.
item_DescOutlaw_Light_Jetpack=<-=MISSING=->
item_DescOutlaw_Medium_Armor=The ideal balance of security and speed, Kastak Arm's Brawler armor is graded to be durable while also retaining combat flexibility, ensuring you can adapt your tactics to the situation at hand.
item_DescOutlaw_Medium_Armor_PU=The ideal balance of security and speed, Kastak Arm's Brawler armor is graded to be durable while also retaining combat flexibility, ensuring you can adapt your tactics to the situation at hand.
item_DescOutlaw_Medium_Armor_PU_lite=The ideal balance of security and speed, Kastak Arm's Brawler armor is graded to be durable while also retaining combat flexibility, ensuring you can adapt your tactics to the situation at hand.
item_DescOutlaw_Medium_Jetpack=<-=MISSING=->
item_DescPOIR_FuelTank_1000,P=Polaris Ironworks 1000 Fuel Tank
item_DescPOIR_FuelTank_3000,P=Polaris Ironworks 3000 Fuel Tank
item_DescPOWR_ACOM_S01_StarHeart=Item Type: Power Plant\nManufacturer: ACOM \nSize: 1\nGrade: B\nClass: Competition\n\nFour generations of racing knowledge and know-how are behind ACOMs StarHeart power plant. Known for its rapid power distribution, the StarHeart has become a favorite among speedsters.
item_DescPOWR_ACOM_S01_Sunflare=Item Type: Power Plant\nManufacturer: ACOM\nSize: 1\nGrade: C\nClass: Competition\n\nHarness the power of a star with this high performance power plant from ACOM. Ideal for racers and those who seek speed.
item_DescPOWR_ACOM_S02_LuxCore_SCItem=Item Type: Power Plant\nManufacturer: ACOM\nSize: 2\nGrade: A \nClass: Competition\n\nFamous for performance that laps the competition, the LuxCore provides all the speed your ship needs. You'll leave other medium power plants in the dust with this first-class component from the racing experts at ACOM.
item_DescPOWR_ACOM_S02_StarBurn_SCItem=Item Type: Power Plant\nManufacturer: ACOM\nSize: 2\nGrade: B\nClass: Competition \n\nThe StarBurn power plant is another excellent addition to the ACOM line of components. This medium-sized component delivers solid performance without overheating, so you won't risk burning your hands while making important repairs on the fly.
item_DescPOWR_AEGS_S01_Charger=Item Type: Power Plant\nManufacturer: Aegis Dynamics \nSize: 1\nGrade: D\nClass: Military\n\nThe Aegis Charger has powered military fighters for generations. Tried and tested in the most demanding of situations, the Charger can handle sudden or sustained power draws with ease.
item_DescPOWR_AEGS_S01_FierellCascade=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: B\nClass: Military\n\nRely on Aegis expertise to power your ship. The Fierell Cascade is a military-grade power plant that prioritizes performance over everything else.
item_DescPOWR_AEGS_S01_Regulus=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: C\nClass: Military\n\nThe Regulus is the power plant you can count on when everyone is counting on you. Made to exceed exacting military standards, Aegis design team has made sure that you have the extra power you need, when you need it most.
item_DescPOWR_AEGS_S02_Maelstrom=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 2\nGrade: C\nClass: Military\n\nThis military-grade component has been put through the paces by the UEE Navy, so you know the Maelstrom can handle the havoc of battle.
item_DescPOWR_AEGS_S02_QuadracellMT_SCItem=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 2\nGrade: A \nClass: Military\n\nAn Aegis intern crafted the initial design for the QuadraCell MT power plant, inspiring a phrase often heard around their office, “Fresh eyes bring fresh innovation.” This military-grade component still outperforms any other medium power plant they make.
item_DescPOWR_AEGS_S02_Vortex=Item Type: Power Plant\nManufacturer: Aegis Dynamics \nSize: 2\nGrade: D\nClass: Military\n\nTurn the tide of battle with the Aegis Vortex. Counted on by the UEE Navy, this power plant can be found on ships defending every corner of the universe.
item_DescPOWR_AEGS_S03_Drassik_SCItem=Item Type: Power Plant\nManufacturer: Aegis Dynamics \nSize: 3\nGrade: D\nClass: Military\n\nThe Drassik is a military-grade power plant from Aegis Dynamics. The large component is known for providing decent durability but unremarkable performance.
item_DescPOWR_AEGS_S03_QuadracellMX_SCItem=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 3\nGrade: A \nClass: Military\n\nAegis engineers set out to create a power plant that could deliver the performance and durability needed during prolonged engagements. The QuadraCell MX was the result. This large power plant received years of strenuous field testing before finally becoming available to the public.
item_DescPOWR_AMRS_S01_HyperGen=Item Type: Power Plant\nManufacturer: Amon & Reese Co. \nSize: 1\nGrade: D\nClass: Military\n\nThe HyperGen power plant is popular among both civilians and the military for its high quality. As a bonus, the manufacture, Amon & Reese, is famous for its stellar customer service.
item_DescPOWR_AMRS_S01_JS300_SCItem=Item Type: Power Plant\nManufacturer: Amon & Reese Co.\nSize: 1\nGrade: A \nClass: Military\n\nThis high-end, military-grade component from A&R delivers excellent performance and solid durability at the expense of slightly increased emission levels. However with the JS-300 pedigree, its easy to see why this small power plant has many fans in the military.
item_DescPOWR_AMRS_S01_OverDrive=Item Type: Power Plant\nManufacturer: Amon & Reese Co.\nSize: 1\nGrade: C\nClass: Military\n\nAmon & Reese knows from years of experience just how hard the military can push their ships. Their OverDrive power plant was designed from the ground up to not only handle those tough conditions with less overheating, but to provide the same dependability and power to civilians as well.
item_DescPOWR_AMRS_S02_ExoGen=Item Type: Power Plant\nManufacturer: Amon & Reese Co. \nSize: 2\nGrade: D\nClass: Military\n\nSimple and direct, the ExoGen generates power in traditional A&R style: no fuss, just solid craftsmanship.
item_DescPOWR_AMRS_S02_JS400_SCItem=Item Type: Power Plant\nManufacturer: Amon & Reese Co.\nSize: 2\nGrade: A\nClass: Military\n\nAs the UEEs oldest energy weapon manufacturer, A&R expanded into power plants to interface more efficiently with their weapons. The JS-400 was their first attempt at a medium power plant, and its a testament to the quality of this military-grade component that its still around.
item_DescPOWR_AMRS_S02_UltraFlux_SCItem=Item Type: Power Plant\nManufacturer: Amon & Reese Co.\nSize: 2\nGrade: B\nClass: Military\n\nInitially designed under a military contract, A&R's UltraFlux medium power plant decimated the required performance milestones and enjoyed a storied career as a dependable military asset. When the militarys exclusive rights to this high quality component lapsed, A&R eagerly released this to the commercial market.
item_DescPOWR_AMRS_S03_JS500_SCItem=Item Type: Power Plant \nManufacturer: Amon & Reese Co. \nSize: 3\nGrade: A\nClass: Military\n\nThe JS-500 is A&Rs best performing large power plant. This military-grade component receives consistent praise from users both in the military and civilian market.
item_DescPOWR_AMRS_S03_SuperDrive=Item Type: Power Plant\nManufacturer: Amon & Reese Co.\nSize: 3\nGrade: C\nClass: Military\n\nA&Rs award winning customer service sets the SuperDrive apart from other military power plants in its class. Consumers love that they can depend on both the component and company when the going gets tough.
item_DescPOWR_JUST_S00_Jennet_SCItem=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 0\nGrade: D\nClass: Industrial\n\nJuno Starwerks foray into vehicle power plants begins with the Jennet. While not as highly-rated as similar components, the companys reputation for dependability and ease of maintenance still make it a favorite in some circles.
item_DescPOWR_JUST_S00_SteadFast=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 0\nGrade: C\nClass: Industrial\n\nWhen the road ahead is long, Juno Starwerks Steadfast power plant is there to see you and your vehicle through to the end by providing on-demand power and durability.
item_DescPOWR_JUST_S01_Endurance=Item Type: Power Plant\nManufacturer: Juno Starwerk \nSize: 1\nGrade: B\nClass: Industrial\n\nJuno Starwerks Endurance has been in service since the 26th century. This industrial strength, utilitarian power plant is a favorite of mechanics since spare parts are easily acquired.
item_DescPOWR_JUST_S01_Roughneck=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 1\nGrade: D\nClass: Industrial\n\nFor its class, the Roughneck power plant from Juno Starwerk is an ideal component for haulers looking for maximum performance.
item_DescPOWR_JUST_S02_Genoa_SCItem=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 2\nGrade: A\nClass: Industrial\n\nAccording to Juno Starwerk, good industrial design is meant to go unnoticed, yet its hard not to marvel at the Genoa medium power plant, as its outstanding performance and noted durability make it a first-rate component.
item_DescPOWR_JUST_S02_Trommel=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 2\nGrade: D\nClass: Industrial\n\nUtilitarian to its core, the Trommels lack of frills has made the power plant a favorite of mechanics around the Empire.
item_DescPOWR_JUST_S03_Endurance=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 1\nGrade: B\nClass: Industrial\n\nJuno Starwerks Endurance has been in service since the 26th century. This industrial strength, utilitarian power plant is a favorite of mechanics since spare parts are easily acquired.
item_DescPOWR_JUST_S03_Ginzel=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 3\nGrade: C\nClass: Industrial\n\nThe unique name for this stalwart industrial power plant was inspired by the nickname of a Juno Starwerk junior engineer who helped design it.
item_DescPOWR_LPLT_S00_DuraJet_SCItem=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 0\nGrade: D\nClass: Civilian \n\nThe DuraJet is Lightning Power Ltd.s base vehicle power plant. Not only does its design catch the eye, but its reliable construction and affordable price point make it a prime option to keep power flowing through your vehicle.
item_DescPOWR_LPLT_S00_Radix=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 0\nGrade: C\nClass: Civilian\n\nWith more than enough get up and go to handle your vehicles daily energy needs, the Radix from Lightning Power Ltd. is a power plant you can count on to get you where youre going.
item_DescPOWR_LPLT_S01_IonBurst=Item Type: Power Plant\nManufacturer: Lightning Power Ltd. \nSize: 1\nGrade: B\nClass: Civilian\n\nThe IonBurst is touted by Lightning Power as being a best-in-class power plant, providing unequaled performance for the price.
item_DescPOWR_LPLT_S01_PowerBolt=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 1\nGrade: C\nClass: Civilian\n\nThe PowerBolt provides all the power and performance you need for your journey through the stars. You can trust Lightning Power to get you there.
item_DescPOWR_LPLT_S01_ZapJet=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 1\nGrade: D\nClass: Civilian\n\nThe Lightning Power ZapJet is an ideal streamlined package perfect for anybody who wants a straightforward no-fuss power solution.
item_DescPOWR_LPLT_S02_FullForce_SCItem=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 2\nGrade: C\nClass: Civilian\n\nThis power plant from Lightning Power Ltd. delivers balanced performance, durability and emissions, providing consumers with a “FullForce” of options as to how to use it.
item_DescPOWR_LPLT_S02_IonSurge_SCItem=Item Type: Power Plant\nManufacturer: Lighting Power Ltd.\nSize: 2\nGrade: B\nClass: Civilian\n\nLightning Power Ltd.s line of medium power plants reach their pinnacle with the IonSurge. Design innovation and higher quality materials push this component's performance higher than others in its class.
item_DescPOWR_LPLT_S03_FullForcePro=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 3\nGrade: C\nClass: Civilian\n\nEven though Lightning Power Ltd has updated the look of the FullForce Pro power plant, it still delivers that same balanced performance people have come to expect.
item_DescPOWR_LPLT_S03_SparkJetPro_SCItem=Item Type: Power Plant\nManufacturer: Lighting Power Ltd.\nSize: 3\nGrade: D\nClass: Civilian \n\nLooking to upgrade your power plant on a budget? Lightning Power Ltd's SparkJet Pro gives you reliability across the board, making it a solid choice to get you out and flying.
item_DescPOWR_ORIG_S04_890J_SCItem=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 4\nGrade: Bespoke\nClass: Civilian\n\nSakura Sun worked with Origin to fine tune the Stellate into the perfect power plant for the 890 Jump, providing the power and performance necessary for a ship of such grand design.
item_DescPOWR_SASU_S01_LightBlossom=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 1\nGrade: C\nClass: Civilian\n\nFeaturing stylish design and strong performance, the LightBlossom is a worthy addition to Sakura Suns line-up, continuing the reputation the conglomerate has for making everything and making it well.
item_DescPOWR_SASU_S01_WhiteRose_SCItem=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 1\nGrade: A\nClass: Civilian\n\nPull incredible performance from the WhiteRose. This small power plant from Sakura Sun shines when generating the kind of power that leaves the other small power plants in its wake.
item_DescPOWR_SASU_S02_DayBreak=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 2\nGrade: C\nClass: Civilian\n\nSakura Sun knows exactly what you need. The DayBreak is a straightforward power plant that provides parity to its performance, durability, and stealth stats.
item_DescPOWR_SASU_S02_Lotus_SCItem=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 2\nGrade: A\nClass: Civilian\n\nWhen it comes to medium sized, civilian power plants Whitleys Guide continues to rate the Lotus highly. Few can touch this Sakura Sun component when it comes to both performance and durability.
item_DescPOWR_SASU_S03_TigerLilly_SCItem=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 3\nGrade: A\nClass: Civilian\n\nThe Sakura Sun engineer leading the design for this large power plant named it after his cat, claiming she was the only family member awake when he got home from work every night. The component does its namesake justice by receiving rave reviews for its reliability.
item_DescPOWR_TYDT_S01_DeltaMax=Item Type: Power Plant\nManufacturer: Tyler Design & Tech\nSize: 1\nGrade: B\nClass: Stealth\n\nExpert engineering made significant breakthroughs possible when designing the DeltaMax, resulting in a stealth signature even lower than originally estimated by the team at Tyler Design and Tech.
item_DescPOWR_TYDT_S01_SonicLite=Item Type: Power Plant\nManufacturer: Tyler Design & Tech\nSize: 1\nGrade: C\nClass: Stealth\n\nConstructed from the ground up to minimize your heat signature, Tyler Designs SonicLite power plant has gained a following among pilots who appreciate a subtler approach.
item_DescPOWR_TYDT_S02_Eclipse_SCItem=Item Type: Power Plant\nManufacturer: Tyler Design & Tech\nSize: 2\nGrade: A\nClass: Stealth \n\nCompeting medium power plants struggle to match the heat and signature reduction of the Eclipse. Tyler Design & Techs mastery of stealth tech makes this component a must own by those who prefer to go unnoticed.
item_DescPOWR_TYDT_S02_GammaMax_SCItem=Item Type: Power Plant\nManufacturer: Tyler Design & Tech\nSize: 2\nGrade: B\nClass: Stealth\n\nA complete overhaul of the materials in the heatsinks dramatically decreased the emission level of the GammaMax. Few medium power plants run as quiet at the same price point of this one from Tyler Design & Tech.
item_DescPOWR_V01_LPLT_IonWave,P=LPLT-Made XIAN Nox Powerplant Description[PH]
item_DescPOWR_VNCL_S01_Blade,P=Standard power plant for the Vanduul Blade.
item_DescPOWR_VNCL_S01_Cleaver,P=Standard power plant for the Vanduul Cleaver.
item_DescPOWR_VNCL_S01_Pulse,P=Standard power plant for the Vanduul Pulse.
item_DescPOWR_VNCL_S01_Scythe,P=Standard power plant for the Vanduul Scythe.
item_DescPOWR_VNCL_S01_Stinger,P=Standard power plant for the Vanduul Stinger.
item_DescPOWR_VNCL_S01_Void,P=Standard power plant for the Vanduul Void.
item_DescPRAR_DistortionScatterGun_S3=Manufacturer: Preacher Armaments\nItem Type: Distortion Scattergun\nSize: 3\n\nTurn hostiles into non-combatants with the Reformation. This size three scattergun from Preacher Armaments delivers devastating distortion damage at a close range.
item_DescPRAR_DistortionScatterGun_S4=Manufacturer: Preacher Armaments\nItem Type: Distortion Scattergun\nSize: 4\n\nDisable an enemy's ship without damaging it with the Salvation scattergun from Preacher Armaments. With its wide spread and low rate of fire this size four scattergun is most potent at close range.
item_DescPRAR_DistortionScatterGun_S5=Manufacturer: Preacher Armaments\nItem Type: Distortion Scattergun\nSize: 5\n\nDeliver high distortion damage in close quarters with Preacher Armaments' Absolution scattergun. This size five weapon is an ideal loadout option for those interested in capturing or boarding their target.
item_DescPRAR_DistortionScatterGun_S6=Manufacturer: Preacher Armaments\nItem Type: Distortion Scattergun\nSize: 6\n\nThe Condemnation is a massive size six scattergun from Preacher Armaments. Its high distortion damage incapacitates the electronics, though its wide spreads makes it less effective as the target gets farther away.
item_DescPUDefenseTurret_Stock_Missile_Rack,P=BEHR Defense Turret Missile Rack
item_DescPU_Hangar2PlanetsideSwitch=<-=MISSING=->
item_DescPaint_300_Series_Metallic_Blue=Ultramarine paint job for the Origin 300 Series.
item_DescPaint_300_Series_Metallic_Grey=Obsidian paint job for the Origin 300 Series.
item_DescPaint_300_Series_Metallic_Silver=Sterling paint job for the Origin 300 Series.
item_DescPaint_300_Series_Metallic_White=Moonlight paint job for the Origin 300 Series.
item_DescPaint_300_Series_Solid_Blue=Electric Blue paint job for the Origin 300 Series.
item_DescPaint_300_Series_Solid_Orange=Monarch paint job for the Origin 300 Series.
item_DescPaint_300_Series_Solid_Red=Scarlet paint job for the Origin 300 Series.
item_DescPaint_300_Series_Solid_Yellow=Citron paint job for the Origin 300 Series.
item_DescPaint_300i_Base=Standard paint job for the Origin 300i.
item_DescPaint_300i_Red_White=Imperial Red paint job for the Origin 300i.
item_DescPaint_300i_White_Red_Stripe=First Response paint job for the Origin 300i.
item_DescPaint_300i_Yellow_White=Golden Dawn paint job for the Origin 300i.
item_DescPaint_315p_Base=Standard paint job for the Origin 315p.
item_DescPaint_315p_Black_Blue=Nightshade paint job for the Origin 315p.
item_DescPaint_315p_Black_Red=Black Rose paint job for the Origin 315p.
item_DescPaint_315p_White_Blue=White Lightning paint job for the Origin 315p.
item_DescPaint_325a_Base=Standard paint job for the Origin 325a.
item_DescPaint_325a_Black_Grey=Evening Onyx paint job for the Origin 325a.
item_DescPaint_325a_Green_Grey=Sagebrush paint job for the Origin 325a.
item_DescPaint_325a_White_Grey=Twotone paint job for the Origin 325a.
item_DescPaint_350r_Base=Standard paint job for the Origin 350r.
item_DescPaint_350r_Racing_Black_Blue=Black & Royal paint job for the Origin 350r.
item_DescPaint_350r_Racing_Red= Solar Flare paint job for the Origin 350r.
item_DescPaint_350r_Racing_Yellow= Amber Wave paint job for the Origin 350r.
item_DescPaint_Aurora_CL=Standard livery for the RSI Aurora CL.
item_DescPaint_Aurora_ES=Standard livery for the RSI Aurora ES.
item_DescPaint_Aurora_LN=Standard livery for the RSI Aurora LN.
item_DescPaint_Aurora_LX=Standard livery for the RSI Aurora LX.
item_DescPaint_Aurora_MR=Standard livery for the RSI Aurora MR.
item_DescPaint_Aurora_Pirate=Pirate [NOT FOR SALE]
item_DescPickAndThrowWeapon=<-=MISSING=->
item_DescPilot_Light_Armor,P= Pilot Light Armor
item_DescPirate_light_m_outfit=(PH) Pirate Light Armor
item_DescPisces_Paint_2953RedFestival_Red_Gold=Seek peace and prosperity in the new year with the Auspicious Red Rooster livery. Outfit your ship with this bold red base paint complemented by gold accents and a stylized graphic of a rooster.
item_DescPisces_Paint_BIS2952_Black_Red=Metallic red and black makes the Red Alert livery a striking choice for the C8 Pisces.
item_DescPisces_Paint_blue_white=Race to the rescue in style with the C8 Pisces Code Blue livery, featuring a vivid blue hue with white highlights and markings.
item_DescPisces_Paint_red_black_stripe=A bright red base color and neon yellow highlights makes the Heartbeat livery for the C8 Pisces easy to identify from a distance during rescue operations.
item_DescPisces_Paint_white_red=Outfit the C8 Pisces in pristine white with red highlights with the Responder livery.
item_DescPistol=<-=MISSING=->
item_DescPistolBullet=<-=MISSING=->
item_DescPlushy_Hercules_1_b=Get your hands on Crusader's devastating gunship and bomb delivery platform with this plushie version of the A2 Hercules Starlifter.
item_DescPlushy_Hercules_1_c=Get your hands on Crusader's premier tactical military transporter with this plushie version of the M2 Hercules Starlifter.
item_DescPlushy_zeus_1_a=This soft plushie is a huggable bit of history celebrating the original 2140 RSI Zeus, the first civilian spaceship equipped with a quantum drive.
item_DescProspector_Paint_Aphorite_Purple=Decorate your Prospector with the Aphorite livery, which gets its name and color from the precious purple gemstone prized for its multi-hued tones.
item_DescProspector_Paint_Dolivine_Green=Sharing the name with a gemstone prized for its beauty and industrial applications, the Dolivine livery blends shades of light green to give your Prospector a unique look.
item_DescProspector_Paint_Hadanite_Pink=The Hadanite livery for your Prospector gives the ship a distinct pink hue that mirrors the look of the gemstone of the same name.
item_DescProspector_Paint_IAE2950_Grey_Blue=This custom Prospector livery was created to celebrate the 2950 IAE on microTech. It blends black and electric blue to give the ship a cool new look.
item_DescProspector_Paint_IAE2950_Grey_White=Modify your Prospector with this white and grey livery specifically designed for the 2950 IAE event on microTech.
item_DescProspector_Paint_IAE_2952_Black=Balancing black and white, the Nebula livery for the Prospector lets you blast rocks in style.
item_DescProspector_Paint_Luminalia_green_red=Express your holiday spirit with the Deck the Hull livery, which uses the traditional Luminalia colors of green and red to celebrate the popular Banu festival that's become beloved by Humans.
item_DescProspector_Paint_Luminalia_white_blue=Equip your Prospector with a paint scheme cooler than a snow storm. The IceBreak livery mixes crisp, cool white with a frostbitten blue for an exciting look suitable for any season.
item_DescProspector_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescProwler_Paint_AlienWeek_Platinum_Silver_Purple_Mosaic=The Wanderer livery features crisscrossing purple and grey lines over a platinum foundation. Inspired by the sacred Xi'an gardens of R.aipuāng, famous for its trails that wander in surprising ways and encourage a focus on the journey instead of the destination.
item_DescProwler_Paint_Harmony=The Harmony livery is meant to showcase Humanity's peaceful relationship with aliens with a semi-pearlescent blue main coat marked with organic reflective red to suggest the coming together of disparate species and cultures. The Harmony livery has been designed and produced by the UEE's Diplomatic Corps and freely licensed to all spacecraft manufacturers. Now Esperia Prowler owners can celebrate the UEE's intentions of working toward a peaceful galaxy.
item_DescProwler_Paint_IAE2950_Grey_Blue=This custom Prowler livery was created to celebrate the 2950 IAE on microTech. It integrates black and electric blue accents to give the ship a cool new look.
item_DescProwler_Paint_IAE2950_Grey_White_Camo=Modify your Prowler with this white and grey camo livery specifically designed for the 2950 IAE event on microTech.
item_DescProwler_Paint_Ocellus_Green_Red=The Ocellus livery replicates the look of the Prowler during the Second Tevarin War. It features a bold red fuselage meant to draw attention and trick aggressors into shooting at the most heavily armored part of the ship.
item_DescPulse_Paint_Black_Gold_Silver=Primarily black with sumptuous bronze highlights, the Dominion livery is a prestigious Pulse tint that displays a striking but understated elegance.
item_DescPulse_Paint_Orange_Blue_Blue=Spotlight the incredible speed of the Pulse with Corona livery. Its dynamic stylings feature a two-tone blue with an angular orange across the front.
item_DescPulse_Paint_Red_Red_Red=The Crossfire livery is a rich red with black highlights, which includes lettering spelling Mirai across the bottom half.
item_DescPulse_Paint_Silver_Black_Blue=Speed through the shadows with the Undertow livery and its subtle style mixing black and silver with blue highlights.
item_DescPulse_Paint_Silver_Silver_Silver=The Nightrider livery can easily blend into the blackness of space, but upon closer inspection reveals itself to be silver with lettering spelling Mirai across the bottom half.
item_DescPurpleLaserBolt=<-=MISSING=->
item_DescQDMP_WETK_S01_Burke=Manufacturer: Wei-Tek\nType: Quantum Dampener\nSize: 1\nGrade: A\nClass: Military\n\nSee that justice is served with the Burke QD. This powerful quantum dampener from Wei-Tek projects a massive field that keeps ships from engaging their quantum drives, making it a valuable component for both law enforcement and security professionals.
item_DescQDRV_ACAS_S02_SparkFire_SCItem=Item Type: Quantum Drive\nManufacturer: Ace Astrogation\nSize: 2\nGrade: C\nClass: Competition\n\nThe SparkFire quantum drive from Ace Astrogation delivers fined tuned performance at a reasonable price.
item_DescQDRV_ACAS_S02_SunFire_SCItem=Item Type: Quantum Drive\nManufacturer: Ace Astrogation\nSize: 2\nGrade: B\nClass: Competition\n\nGreat performance and elegant design makes the Ace Astrogation SunFire quantum drive a favorite among race fans and enthusiasts.
item_DescQDRV_ARCC_S01_Flood_SCItem=Item Type: Quantum Drive\nManufacturer: ArcCorp \nSize: 1\nGrade: D\nClass: Civilian\n\nExperience the true joy of the journey with the Flood. This small quantum drive from ArcCorp has been a staple around the Empire for years.
item_DescQDRV_ARCC_S01_Rush=Item Type: Quantum Drive\nManufacturer: ArcCorp \nSize: 1\nGrade: C\nClass: Civilian\n\nThe Rush is a popular commercial quantum drive that lives up to its name.
item_DescQDRV_ARCC_S02_Cascade_SCItem=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 2\nGrade: D\nClass: Civilian\n\nThe latest medium-sized quantum drive from ArcCorp, the Cascade will confidently carry you to your destination time and time again.
item_DescQDRV_ARCC_S03_Echo=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 3\nGrade: D\nClass: Civilian\n\nArcCorp carefully crafted and calibrated the Echo into an affordable yet effective quantum drive.
item_DescQDRV_ARCC_S03_Echo_SCItem=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 3\nGrade: D\nClass: Civilian\n\nArcCorp careful crafted and calibrated the Echo into an affordable yet effective quantum drive.
item_DescQDRV_ARCC_S03_Fissure=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 3\nGrade: C\nClass: Civilian\n\nSpool up the Fissure and speed through space with the component ArcCorp claims has successfully completed billions of quantum travels over the centuries.
item_DescQDRV_ARCC_S03_Fissure_SCItem=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 3\nGrade: C\nClass: Civilian\n\nSpool up the Fissure and speed through space with the component ArcCorp claims has successfully completed billions of quantum travels over the centuries.
item_DescQDRV_ARCC_S03_Impulse=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 3\nGrade: B\nClass: Civilian\n\nLegend claims an inaccurate lathe cut materials thinner than expected on the Impulse prototype. When its test performance exceeded expectations, engineers adopted the changes, and ArcCorp's premiere size three quantum drive was born.
item_DescQDRV_ARCC_S03_Impulse_SCItem=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 3\nGrade: B\nClass: Civilian\n\nLegend claims an inaccurate lathe cut materials thinner than expected on the Impulse prototype. When its test performance exceeded expectations, engineers adopted the changes, and ArcCorp's premiere size three quantum drive was born.
item_DescQDRV_JUST_S01_Goliath=Item Type: Quantum Drive\nManufacturer: Juno Starwerk \nSize: 1\nGrade: C\nClass: Industrial\n\nThe Goliath was designed to be more durable than other quantum drives in its class. Thats made it a staple of industrial ship since Humanity first started to explore the stars.
item_DescQDRV_JUST_S01_Vulcan_SCItem=Item Type: Quantum Drive\nManufacturer: Juno Starwerk\nSize: 1\nGrade: D\nClass: Industrial\n\nJuno Starwerk designed the Vulcan to be both cost efficient and durable. It wont win any awards for its performance but can be trusted to get you to your destination.
item_DescQDRV_JUST_S02_Bolon=Item Type: Quantum Drive\nManufacturer: Juno Starwerk \nSize: 2\nGrade: C\nClass: Industrial\n\nDont let lesser craftsmanship put you and your precious cargo at risk. The Bolon industrial quantum drive was built with durability in mind to keep it working when you need it most.
item_DescQDRV_JUST_S02_Huracan_SCItem=Item Type: Quantum Drive\nManufacturer: Juno Starwerk\nSize: 2\nGrade: B\nClass: Industrial\n\nJuno Starwerk understands that your most important job is to keep your cargo safe. Thats why their Huracan quantum drive prioritizes interdiction shielding, stability, and damage efficiency above everything else.
item_DescQDRV_JUST_S03_Agni=Item Type: Quantum Drive\nManufacturer: Juno Starwerk\nSize: 3\nGrade: B\nClass: Industrial\n\nHaulers have relied on Juno Starwerk's stellar industrial craftsmanship for centuries. The company constantly updates and improves the design of the Agni quantum drive to ensure it remains a top-of-the-line industrial component.
item_DescQDRV_JUST_S03_Agni_SCItem=Item Type: Quantum Drive\nManufacturer: Juno Starwerk\nSize: 3\nGrade: B\nClass: Industrial\n\nHaulers have relied on Juno Starwerk's stellar industrial craftsmanship for centuries. The company constantly updates and improves the design of the Agni quantum drive to ensure it remains a top-of-the-line industrial component.
item_DescQDRV_JUST_S03_Kama=Item Type: Quantum Drive\nManufacturer: Juno Starwerk \nSize: 3\nGrade: C\nClass: Industrial\n\nThe Kama from Juno Starwerk has won more “Fan Favorite” readers poll from Long Haul Quarterly than any other industrial quantum drive in its class.
item_DescQDRV_JUST_S03_Vesta=Item Type: Quantum Drive\nManufacturer: Juno Starwerk\nSize: 3\nGrade: D\nClass: Industrial\n\nEnsure your goods get to where they need to go with the Vesta quantum drive. Juno Starwerk specifically designed the component to handle all the trials and tribulations of the long haul.
item_DescQDRV_JUST_S03_Vesta_SCItem=Item Type: Quantum Drive\nManufacturer: Juno Starwerk\nSize: 3\nGrade: D\nClass: Industrial\n\nEnsure your goods get to where they need to go with the Vesta quantum drive. Juno Starwerk specifically designed the component to handle all the trials and tribulations of the long haul.
item_DescQDRV_ORIG_S04_890J_SCItem=Item Type: Quantum Drive\nManufacturer: ArcCorp \nSize: 4\nGrade: Bespoke\nClass: Civilian\n\nDesigned specifically for the 890 Jump, the Allegro quantum drive blends ArcCorp's expertise with Origin's exceptionally high standards, making it the ideal companion for a luxury cruise through the stars.
item_DescQDRV_RACO_S01_Drift=Item Type: Quantum Drive\nManufacturer: RAMP Corporation \nSize: 1\nGrade: C\nClass: Stealth\n\nBuilt to keep heat and signature levels low, the Drift quantum drive from RAMP Corporation helps to minimize emissions generated while spooling.
item_DescQDRV_RACO_S01_Spectre_SCItem=Item Type: Quantum Drive\nManufacturer: RAMP Corporation\nSize: 1\nGrade: A \nClass: Stealth\n\nThe Spectre can't make your ship invisible, but it comes close. Expertly crafted by RAMP, this quantum drive disperses heat and hides IR and EM signatures to make it a great small component for those that want to go unnoticed.
item_DescQDRV_RACO_S02_Bolt_SCItem=Item Type: Quantum Drive\nManufacturer: RAMP Corporation\nSize: 2\nGrade: B\nClass: Stealth\n\nThe RAMP Corporation continues their line of low emission quantum drives with the Bolt. This medium-sized component will blast you from one location to the next while producing a minimal signature.
item_DescQDRV_RACO_S02_Nova_SCItem=Item Type: Quantum Drive\nManufacturer: RAMP Corporation\nSize: 2\nGrade: C \nClass: Stealth\n\nDon't draw attention to yourself with the Nova, which is RAMP Corporations base, medium-sized stealth quantum drive.
item_DescQDRV_RACO_S02_Spicule_SCItem=Item Type: Quantum Drive\nManufacturer: RAMP Corporation\nSize: 2\nGrade: A \nClass: Stealth\n\nHere one second and gone the next. Thats what youll get with the Spicule quantum drive, which RAMP engineered to keep the components emission signature as low as possible.
item_DescQDRV_RSI_S01_Eos=Item Type: Quantum Drive\nManufacturer: RSI \nSize: 1\nGrade: C\nClass: Civilian\n\nThe Eos quantum drive has been a staple in the RSI product line for centuries. Its original design was so perfectly fine-tuned that it has remained basically unchanged since.
item_DescQDRV_RSI_S01_Hyperion_SCItem=Item Type: Quantum Drive\nManufacturer: RSI \nSize: 1\nGrade: B\nClass: Civilian\n\nIn honor of the name, the first test flight destination for this popular RSI quantum drive was the similarly named satellite of Saturn.
item_DescQDRV_RSI_S02_Aither_SCItem=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 2\nGrade: B \nClass: Civilian\n\nNamed for an ancient god of light and the heavens, the Aither quantum drive honors its namesake as it ferries people places their ancestors could never imagine. This classic RSI medium-sized component has graced civilian ships for centuries.
item_DescQDRV_RSI_S02_Hemera_SCItem=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 2\nGrade: A\nClass: Civilian\n\nDesigning the Hemera quantum drive has allowed the technicians at Robert Space Industries to push the boundaries of quantum travel technology even further, and allow you to go even farther.
item_DescQDRV_RSI_S03_Erebos=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 3\nGrade: A\nClass: Civilian\n\nThe Erebos exemplifies RSI's commitment to excellence. This high quality quantum drive constantly ranks atop "Best of" lists for both critics and consumers.
item_DescQDRV_RSI_S03_Metis=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 3\nGrade: C\nClass: Civilian\n\nThere's no room for error when bending space and time to travel incredible distances. So put your trust in RSI, a company that's delivered quality components to the public since the dawn of space flight.
item_DescQDRV_RSI_S03_Tyche=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 3\nGrade: B\nClass: Civilian\n\nThe Tyche quantum drive harmoniously balances performance, durability, and stealth to create a well-rounded component capable of adeptly handling a variety of situations.
item_DescQDRV_TARS_S01_Expedition=Item Type: Quantum Drive\nManufacturer: Tarsus \nSize: 1\nGrade: C\nClass: Civilian\n\nCruise through space confident that your perfectly balanced Expedition quantum drive from Tarsus will get you exactly where youre going.
item_DescQDRV_TARS_S02_Odyssey=Item Type: Quantum Drive\nManufacturer: Tarsus \nSize: 2\nGrade: C\nClass: Civilian\n\nAdventure amidst the stars awaits with the Odyssey quantum drive. Careful and continued refinement from the Tarsus team has kept this component on the cutting edge for centuries.
item_DescQDRV_TARS_S03_Drifter=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 3\nGrade: D\nClass: Civilian\n\nBalancing craftsmanship and cost, the Drifter provides renowned Tarsus performance at an affordable price.
item_DescQDRV_TARS_S03_Ranger=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 3\nGrade: B\nClass: Civilian\n\nRely on the Ranger to guide you through the stars. The quality and reliability of this classic Tarsus quantum drive has made it a ship staple for centuries.
item_DescQDRV_TARS_S03_Wanderer=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 3\nGrade: C\nClass: Civilian\n\nTarsus carefully designed and tuned the Wanderer into an all-around solid quantum drive, making it one of the more popular components in their revered line-up.
item_DescQDRV_WETK_S01_Beacon=Item Type: Quantum Drive\nManufacturer: Wei-Tek \nSize: 1\nGrade: C\nClass: Military\n\nWei-Tek has made other mil-spec component manufacturers sit up and take notice with the introduction of the highly praised Beacon quantum drive.
item_DescQDRV_WETK_S01_Siren=Item Type: Quantum Drive\nManufacturer: Wei-Tek \nSize: 1\nGrade: B\nClass: Military\n\nRecent changes by Wei-Tek to the alloys used in the Siren have improved its performance without sacrificing durability, making it a respectable military-grade quantum drive.
item_DescQDRV_WETK_S02_Crossfield=Item Type: Quantum Drive\nManufacturer: Wei-Tek \nSize: 2\nGrade: C\nClass: Military\n\nWei-Tek has marketed the Crossfield specifically to target military personnel and veteran pilots who will appreciate the stats that the mil-spec quantum drive offers.
item_DescQDRV_WETK_S03_Balandin=Item Type: Quantum Drive\nManufacturer: Wei-Tek\nSize: 3\nGrade: B\nClass: Military\n\nWei-Tek built the Balandin with military and security personnel in mind. Following a series of test runs by veterans, engineers accelerated the spool and calibration times while also improving the component's precision and stability.
item_DescQDRV_WETK_S03_Pontes=Item Type: Quantum Drive\nManufacturer: Wei-Tek \nSize: 3\nGrade: C\nClass: Military\n\nWhen placed under stress tests, the proprietary alloys used by Wei-Tek to build the Pontes proved themselves against competitors in the same class.
item_DescQDRV_WETK_S03_TS2=Item Type: Quantum Drive\nManufacturer: Wei-Tek\nSize: 3\nGrade: A\nClass: Military\n\nAdvanced protective plating provides the TS-2 with superior durability and protection against the elements and aggressors, making it an ideal quantum drive for those moments when danger calls.
item_DescQDRV_XIAN_S01,P=XIAN Quantum Drive
item_DescQED_RSI_S04_Tidelock=Item Type: Quantum Dampener\nManufacturer: RSI\nSize: 3\n\nInternally designed by Roberts Space Industries for the Scorpius Antares, the carefully crafted Tidelock Quantum Dampener generates a field that prevents quantum drive activation.
item_DescQED_WETK_S03_Reynie=Item Type: Quantum Enforcement Device\nManufacturer: Wei-Tek\nSize: 3\nGrade: C\nClass: Military\n\nThis combination Quantum Enforcement Device from Wei-Tek contains both a Quantum Snare for pulling crafts out of quantum travel and a Quantum Dampener for preventing the engaging of quantum drives. With the ability to catch and hold, the Reynie offers an ideal all-in-one solution for security personnel.
item_DescQFT_AEGS_Medi_PL01,P=Aegis Medium Quantum Fuel Tank
item_DescQFT_AEGS_Medi_PL02,P=Aegis Medium Quantum Fuel Tank
item_DescQFT_AEGS_SMAL_PL01,P=Aegis Small Quantum Fuel Tank
item_DescQFT_AEGS_SMAL_PL02,P=Aegis Small Quantum Fuel Tank
item_DescQFT_ANVL_SMAL_F7A=Anvil F7A Quantum Fuel Tank
item_DescQFT_ANVL_SMAL_PL01=Anvil Small Quantum Fuel Tank
item_DescQFT_ANVL_SMAL_PL02=Anvil Small Quantum Fuel Tank
item_DescQFT_CNOU_SMAL_PL01,P=Consolidated Outland Small Quantum Fuel Tank
item_DescQFT_CNOU_SMAL_PL02,P=Consolidated Outland Small Quantum Fuel Tank
item_DescQFT_CNOU_SMAL_PL03,P=Consolidated Outland Small Quantum Fuel Tank
item_DescQFT_DRAK_MEDI_PL01,P=Drake Medium Quantum Fuel Tank
item_DescQFT_ORIG_SMAL_PL01,P=Origin Jumpworks Small Quantum Fuel Tank
item_DescQFT_ORIG_SMAL_PL02,P=Origin Jumpworks Small Quantum Fuel Tank
item_DescQFT_ORIG_SMAL_PL03,P=Origin Jumpworks Small Quantum Fuel Tank
item_DescQFT_ORIG_SMAL_PL04,P=Origin Jumpworks Small Quantum Fuel Tank
item_DescQFT_RSI_MEDI_PL01,P=RSI Medium Quantum Fuel Tank
item_DescQFT_RSI_SMAL_PL01,P=RSI Small Quantum Fuel Tank
item_DescQFT_RSI_SMAL_PL02,P=RSI Small Quantum Fuel Tank
item_DescQFT_VNCL_SMAL_PL01,P=Small Quantum Fuel tank of Vanduul construction.
item_DescQTNK_VNCL_Glaive,P=Quantum Fuel Tank
item_DescQTNK_VNCL_Scythe,P=Quantum Fuel Tank
item_DescRAFT_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom RAFT livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescRAFT_Paint_IAE2951_Grey_White=Modify your RAFT with this white and grey livery specifically designed for the 2951 IAE.
item_DescRAFT_Paint_Lovestruck_Pink_Black=Inspired by the colors of Coramor, the Lovestruck livery is a stylish metallic pink and black look for your RAFT.
item_DescROC_Paint_Aphorite_Purple=Decorate your ROC with the Aphorite livery, which gets its name and color from the precious purple gemstone prized for its multi-hued tones.
item_DescROC_Paint_BlackCherry_black_red=Black paint with red highlights make the Black Cherry livery a subtle yet stylish look for the ROC and ROC-DS.
item_DescROC_Paint_Dolivine_Green=Sharing the name with a gemstone prized for its beauty and industrial applications, the Dolivine livery blends shades of light green to give your ROC a unique look.
item_DescROC_Paint_Hadanite_Pink=The Hadanite livery for your ROC gives the ship a distinct pink hue that mirrors the look of the gemstone of the same name.
item_DescROC_Paint_Harvester_orange=The Harvester livery for the ROC and ROC-DS brings a bold look to any jobsite.
item_DescROC_Paint_Hazard_yellow=Live bold with this high visibility ROC and ROC-DS Hazard livery.
item_DescROC_Paint_Quicksilver_grey=Turn heads with this slick Quicksilver livery for your ROC and ROC-DS.
item_DescRRS_consumable_sedative=Manufacturer: Roussimoff Rehabilitation Systems\nItem Type: Medical Consumable\n\nDesigned by RRS for field applications, this single-use device injects a fast-acting sedative into the target's body that will incapacitate the subject for a short duration preventing them from hurting themselves or others.
item_DescRRS_consumable_sedative_01=Manufacturer: Roussimoff Rehabilitation Systems\nItem Type: Medical Consumable\n\nDesigned by RRS for field applications, this single-use device injects a fast-acting sedative into the target's body that will incapacitate the subject for a short duration preventing them from hurting themselves or others.
item_DescRRS_flashbang_grenade_01=Manufacturer: Roussimoff Rehabilitation Systems (RRS)\nItem Type: Grenade\n\nArea of Effect: 15 m\nDamage Type: None\n\nThe Shutter Flashbang is a cornerstone of RRS's line of non-lethal armaments. The device is designed to temporarily incapacitate targets within its blast radius, disorienting their senses.
item_DescRRS_smoke_grenade_01=Manufacturer: Roussimoff Rehabilitation Systems (RRS)\nItem Type: Grenade\n\nArea of Effect: 15 m\nDamage Type: None\nDuration: 3s\n\nThe Haze smoke grenade is a perennial bestseller in RRS's line of non-lethal armaments. The device is designed to hinder enemy sight and sound by spreading smoke over a large area that will gradually dissipate over a few seconds.
item_DescRSI_3DRadarDisplay,P=RSI 3D Radar Display
item_DescRSI_Apollo_Medivac_shop=Manufacturer: RSI\nFocus: Medical\n\nAlong with superior armor and dual missile racks, the 2948 Apollo Medivac model pays homage to the classic 2910 film, Astromedics: Back from the Brink, with livery that accurately recreates the headlining Kithara.
item_DescRSI_Apollo_Triage_shop=Manufacturer: RSI\nFocus: Medical\n\nThe legendary Apollo chassis from Roberts Space Industries is the gold standard in medevac and rapid emergency response, having provided critical aid to the known universe for well over two centuries.
item_DescRSI_Aurora_CL_shop=Manufacturer: RSI\nFocus: Light Freight\n\nCustomized for mercantile and trading excursions, the Aurora Clipper is the perfect vessel for aspiring entrepreneurs and seasoned traders alike. Swapping a smaller power plant and armor capabilities for an expanded cargo capacity, the Clipper ups the ante for personal merchant craft.
item_DescRSI_Aurora_ES_shop=Manufacturer: RSI\nFocus: Pathfinder\n\nThe Aurora is the modern day descendant of the Roberts Space Industries X-7 spacecraft which tested the very first jump engines. Utilitarian to a T, the Aurora is the perfect beginner's ship: what it lacks in style it makes up for in ample room for upgrade modules.
item_DescRSI_Aurora_LN_Pilot_Seat,P=RSI Aurora LN Pilot Seat
item_DescRSI_Aurora_LN_shop=Manufacturer: RSI\nFocus: Light Fighter\n\nWith a more robust shield generator and a pair of additional weapon hard points, the Legionnaire is a dedicated combat fighter, built to handle any obstacle the universe can throw at you.
item_DescRSI_Aurora_LX_shop=Manufacturer: RSI\nFocus: Pathfinder  \n\nBe proud of your roots with the brand new Aurora Deluxe, built for the discerning pilot who never forgets where he or she came from. The LX features patent leather interior to guarantee comfort for those long stretches in the black.
item_DescRSI_Aurora_LandingSystem,P=RSI Aurora Landing System
item_DescRSI_Aurora_MR_shop=Manufacturer: RSI\nFocus: Light Fighter\n\nPerhaps you're looking for something that offers carrying capacity but has combat capabilities too? The Aurora Marque comes with a pair of Behring-quality lasers and a high quality gun cooler system.
item_DescRSI_Aurora_MultiLight,P=RSI Aurora External Lights
item_DescRSI_Aurora_Pilot_Seat,P=RSI Aurora Pilot Seat
item_DescRSI_Aurora_Pilot_Seat_Blue,P=RSI Aurora Pilot Seat Blue
item_DescRSI_Aurora_Pilot_Seat_Red,P=RSI Aurora Pilot Seat Red
item_DescRSI_Aurora_lights=@Aurora Light Set
item_DescRSI_BallisticRepeater_S9,P=RSI Ballistic Repeater S9
item_DescRSI_Bengal_Seat_Pilot,P=RSI Bengal Pilot Seat
item_DescRSI_Bengal_Turret_AA_Cockpit,P=RSI Bengal AA Turret Cockpit
item_DescRSI_Bengal_Turret_STS,P=RSI Bengal STS Turret
item_DescRSI_CML_Chaff,P=RSI Noise Launcher
item_DescRSI_CML_Flare,P=RSI Decoy Launcher
item_DescRSI_Cockpit_Audio,P=RSI Cockpit Audio
item_DescRSI_Constellation_Andromeda_shop=Manufacturer: RSI\nFocus: Medium Freight / Gunship\n\nThe Constellation Andromeda, a multi-person freighter, is the most popular ship in RSI's current production array. Constellations are beloved by smugglers and merchants alike because they are modular, high powered... and just downright iconic-looking.
item_DescRSI_Constellation_Aquila_shop=Manufacturer: RSI\nFocus: Expedition\n\nExplore any distant horizons! The Constellation Aquila features a redesigned cockpit for maximum visibility, advanced sensors and an onboard Ursa rover for planetary exploration. Lets see whats out there!
item_DescRSI_Constellation_Base_Seat_Copilot_Left,P=RSI Constellation Co-Pilot Left Seat
item_DescRSI_Constellation_Base_Seat_Copilot_Right,P=RSI Constellation Co-Pilot Right Seat
item_DescRSI_Constellation_Base_Seat_Pilot,P=RSI Constellation Pilot Seat
item_DescRSI_Constellation_LandingSystem,P=RSI Constellation Landing System
item_DescRSI_Constellation_MissilePod,P=RSI Constellation Missile Pod
item_DescRSI_Constellation_MissilePod_S1_x7,P=RSI Constellation Missile Pod
item_DescRSI_Constellation_MissilePod_S2_x3,P=RSI Constellation Missile Pod
item_DescRSI_Constellation_MultiLight,P=RSI Constellation External Lights
item_DescRSI_Constellation_PhoenixEmerald_shop=Manufacturer: RSI\nFocus: Touring\n\nA dedicated luxury spacecraft for the discerning captain, the Constellation Phoenix features a luxurious redesigned interior, a Lynx rover, and a Kruger P-72 Archimedes Snub ship.
item_DescRSI_Constellation_Phoenix_shop=Manufacturer: RSI\nFocus: Medium Freight\n\nEnjoy the adventure of a multi-crew Constellation on a budget. The Constellation Taurus is a dedicated freighter. Fully configurable but without all the bells and whistles, the Taurus is a great way to get started with crewed ships.
item_DescRSI_Constellation_Seat_Pilot,P=RSI Constellation Pilot Seat
item_DescRSI_Constellation_Seat_Turret,P=RSI Constellation Turret Seat
item_DescRSI_Constellation_Seat_Turret_Bottom,P=RSI Constellation Lower Turret Seat
item_DescRSI_Constellation_Taurus_shop=Manufacturer: RSI\nFocus: Medium Freight \n\nEnjoy the adventure of a multi-crew Constellation on a budget! The Constellation Taurus is a dedicated freighter. Fully configurable but without all the bells-and-whistles, the Taurus is a great way to get started with crewed ships.
item_DescRSI_Constellation_Turret,P=RSI Constellation Turret description
item_DescRSI_Constellation_Turret_Base_Lower,P=RSI Constellation Turret description
item_DescRSI_Constellation_Turret_Base_Upper,P=RSI Constellation Turret description
item_DescRSI_Constellation_lights,P=RSI Constellation External Lights
item_DescRSI_DefaultADS,P=RSI ADS
item_DescRSI_DefaultBattery,P=RSI Battery
item_DescRSI_DefaultCPU,P=RSI CPU
item_DescRSI_DefaultFlashlight=RSI's MicroTorch flashlight is a high-powered hands-free flashlight that clips onto standard accessory slots to provide consistent visibility in a variety of environmental conditions.
item_DescRSI_DefaultJetPack=<-=MISSING=->
item_DescRSI_DefaultMotherboard,P=RSI Motherboard
item_DescRSI_DefaultRadar_LongRange,P=RSI Long Range Radar
item_DescRSI_DefaultRadar_MidRange,P=RSI Medium Range Radar
item_DescRSI_DefaultRadar_ShortRange,P=RSI Short Range Radar
item_DescRSI_DefaultSignatureReductor,P=RSI Signature Reduction Device
item_DescRSI_DefaultTargetSelector,P=RSI Target Selection Device
item_DescRSI_DefaultTurretAIModule,P=Turret Module
item_DescRSI_DefaultWeaponBattery,P=RSI Weapon Battery
item_DescRSI_DefaultWeaponControl,P=RSI Weapon Control
item_DescRSI_EMP_Magstrand_S4=Item Type: Burst Generator\nManufacturer: RSI\nSize: 4\n\nThe Magstrand from RSI is an EMP burst generator designed specifically for the Scorpius Antares. When fully charged, the device creates a powerful wave of distortion damage that can disable electric components within its blast radius.
item_DescRSI_FXM_ESI_LowerRetro_S1,P=RSI FXM ESA Retro Thruster
item_DescRSI_FXM_ESI_S1,P=RSI FXM ESA Thruster
item_DescRSI_FXM_ESI_UpperRetro_S1,P=RSI FXM ESA Thruster
item_DescRSI_FXM_ESI_Wing_S1,P=RSI FXM ESA Thruster
item_DescRSI_Intakes_Aurora,P=RSI Aurora Intakes
item_DescRSI_Light_Armor,P=RSI Light Armor
item_DescRSI_Light_Helmet,P= RSI Light Helmet
item_DescRSI_Light_Helmet_01=(PH) RSI Default Helmet Description
item_DescRSI_Light_Helmet_02=(PH) RSI Default Helmet 2 Description
item_DescRSI_Light_Helmet_03=(PH) RSI Default Helmet 3 Description
item_DescRSI_Light_Helmet_04=(PH) RSI Default Helmet 4 Description
item_DescRSI_Light_Helmet_05=(PH) RSI Default Helmet 5 Description
item_DescRSI_Light_Helmet_06=(PH) RSI Default Helmet 6 Description
item_DescRSI_Light_Helmet_07=(PH) RSI Default Helmet 7 Description
item_DescRSI_Light_Helmet_08=(PH) RSI Default Helmet 8 Description
item_DescRSI_Light_Helmet_09=(PH) RSI Default Helmet 9 Description
item_DescRSI_Light_Helmet_Purple,P= RSI Light Helmet - Purple
item_DescRSI_Light_Helmet_Yellow,P= RSI Light Helmet - Yellow
item_DescRSI_MissileBay,P=RSI Missile Bay
item_DescRSI_Orion_shop=Manufacturer: RSI\nFocus: Heavy Mining\n\nRoberts Space Industries' goal has always been to make the stars available to individual Citizens. Now, with the RSI Orion mining platform, RSI is letting individuals take over a process formerly controlled by megacorporations. The Orion's features include high-grade turret-mounted tractor beam arrays, plenty of mineral storage, and a cabin designed by the team that brought you the Aurora and Constellation. The listed Cargo Capacity is only for the dedicated Cargo Room and does not account for the mined material capacity in the storage pods.
item_DescRSI_Purple_Armor,P= RSI Armor - Purple
item_DescRSI_SelfDestruct,P=RSI Self Destruct
item_DescRSI_SelfDestruct_Long,P=RSI Self Destruct Long
item_DescRSI_Ursa_shop=Manufacturer: RSI\nFocus: Exploration \n\nBuilt by RSI specifically for the planetside explorer, the Ursa Rover offers civilians military-grade all-terrain capabilities and stands as the rugged standard in ground-based scouting, mapping, and discovery applications.
item_DescRSI_VP_ESI_S1=RSI Thruster developed in conjunction with KRIG specifically for use on the P-52 Merlin and P-72 Archimedes.
item_DescRSI_Yellow_Armor,P= RSI Armor - Yellow
item_DescRaft_Paint_Black_Yellow=Black with yellow highlights, the Hazard is another great livery option for the Argo RAFT.
item_DescRaft_Paint_Grey_LightGrey=The Anchor livery for the Argo RAFT gets it great look by blending various shades of grey with green undertones.
item_DescRazor_Paint_2954Fortuna_Green_Grey=Make luck your co-pilot. Boldly set your sights on the stars and adventure forth in style with the Fortuna livery. This Stella Fortuna themed paint scheme is primarily green with grey accents.
item_DescRazor_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom Razor livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescRazor_Paint_IAE2951_Grey_White=Modify your Razor with this white and grey livery specifically designed for the 2951 IAE.
item_DescRazor_Paint_Red_White_Pink_Crusader=Inspired by the gorgeous clouds that enshroud Orison, the Hosanna livery blends red, ivory, and pink to give the Razor a distinct appearance. It also features a silhouette of the landing zone's famous Hosanna tree complete with its pink flowers.
item_DescRazor_Paint_Sand_Orange_Hurston=Give the Razor a dramatic new look with the Central Tower livery. The orange and black color scheme is inspired by the furnaces of industry powering Lorville, and also features a representation of the landing zone's iconic Central Headquarters and Shared Services Center, aka Central Tower.
item_DescRazor_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescRazor_Paint_White_Blue_Blue_microTech=With the Aspire livery, blue and white combine to evoke both the colors and frigid temperatures of New Babbage. In honor of the landing zone that inspired it, the livery also features a depiction of the Aspire Grand building that dominates the city's skyline.
item_DescReclaimer_Paint_Aphorite_Purple=Decorate your Reclaimer with the Aphorite livery, which gets its name and color from the precious purple gemstone prized for its multi-hued tones.
item_DescReclaimer_Paint_Dolivine_Green=Sharing the name with a gemstone prized for its beauty and industrial applications, the Dolivine livery blends shades of light green to give your Reclaimer a unique look.
item_DescReclaimer_Paint_Hadanite_Pink=The Hadanite livery for your Reclaimer gives the ship a distinct pink hue that mirrors the look of the gemstone of the same name.
item_DescRedLaserBolt=<-=MISSING=->
item_DescRedeemer_Paint_2953Fortuna_Green_Grey=Make luck your co-pilot. Boldly set your sights on the stars and adventure forth in style with the Fortuna livery. This Stella Fortuna themed paint scheme is primarily green with grey accents.
item_DescRedeemer_Paint_BIS2953_Purple_Blue_Cyan=Celebrate the Aegis Redeemer being voted a Best in Show finalist for 2953 with this pearlescent purple and cyan livery.
item_DescRedeemer_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom Redeemer livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescRedeemer_Paint_IAE2951_Grey_White_Camo=Modify your Redeemer with this white and grey camo livery specifically designed for the 2951 IAE.
item_DescRedeemer_Paint_Scrubland_Camo=Use the Scrubland Camo livery to outfit the Redeemer in green camo. A classic and commanding look that's also ideal for excursions across forests and grasslands.
item_DescRedeemer_Paint_Seraphim_White_Black=The striking white Seraphim livery for the Redeemer helps make the ship both a beauty and a beast.
item_DescRedeemer_Paint_Underworld_Black_Yellow=Apply the Underworld livery to the Redeemer and it will be pitch black and ready to attack.
item_DescRedeemer_Paint_Valencia=Mixing metallic orange and black, the Valencia livery brings a bold and beautiful styling to the Redeemer.
item_DescReliant_Paint_Fleetweek_Level1_Military=Customize your Reliant with the Timberline livery that's olive green with orange accents.
item_DescReliant_Paint_Fleetweek_Level2_Camo=Soar like the winter winds with the Frostbite Camo livery for your Reliant.
item_DescReliant_Paint_Invictus_blue_gold=Featuring a vibrant blue base color and gold highlights, the Invictus Blue and Gold livery will give your Reliant a striking style.
item_DescRetaliator_Paint_2950Invictus_1=Show your support for the newest batch of Navy recruits by customizing your Retaliator with this special Blue and Gold livery to commemorate the 2950 Invictus Launch Week.
item_DescRetaliator_Paint_2950Invictus_2=Customize your Retaliator with this grey livery.
item_DescRetaliator_Paint_2950Invictus_3=Customize your Retaliator with this fragmented grey livery.
item_DescRetaliator_Paint_Desert_Sand_Red=Inspired by the subtle shifts in color when sunlight strikes desert sands, the Calico livery for the Retaliator features shades of tan and brown with red highlights.
item_DescRetaliator_Paint_Green_Dark_Green_Yellow=The Underbrush livery for the Retaliator was introduced during the First Tevarin War. This classic styling uses various shades of green and yellow highlights.
item_DescRetaliator_Paint_Yellow_Black=The bright and bold Backlash livery brings a dynamic design to the Retaliator, featuring a black central stripe ringed in yellow with red highlights.
item_DescRifle=<-=MISSING=->
item_DescRifleBullet=<-=MISSING=->
item_DescSCAR=<-=MISSING=->
item_DescSCARAudio=<-=MISSING=->
item_DescSECO_Dual_Ink_Mark_204_Small=INK-Dual 204-S
item_DescSECO_S1_F1_Q1,P= SECO INK-1
item_DescSECO_S1_F1_Q1_Merlin,P= SECO INK-1 Merlin
item_DescSECO_S1_F1_Q1_Mustang,P= SECO INK-1 Mustang
item_DescSECO_S1_F1_Q1_Survival,P=SECO INK-1
item_DescSECO_S1_F4_DD=Item Type: Shield Generator\nManufacturer: Seal Corporation \nSize: 1\nGrade: D\nClass: Civilian\n\nBy bolstering the direct fire absorption of their all-purpose shield generator line, Seal Corporations INK-Mark generator sacrifices some resistance to splash damage to allow a ship to better weather a focused attack.
item_DescSECO_S1_F4_SD=Manufacturer: Seal Corporation\n\nBy focusing on improving the splash damage absorption of their all-purpose shield generator line, Seal Corporations INK-Splash generator exchanges some protection from direct fire for extra strength against missiles.
item_DescSECO_S2_F4_DD=Manufacturer: Seal Corporation\n\nBy bolstering the direct fire absorption of their all-purpose shield generator line, Seal Corporations INK-Mark generator sacrifices some resistance to splash damage to allow a ship to better weather a focused attack.
item_DescSECO_S2_F4_SD=Manufacturer: Seal Corporation\n\nBy focusing on improving the splash damage absorption of their all-purpose shield generator line, Seal Corporations INK-Splash generator exchanges some protection from direct fire for extra strength against missiles.
item_DescSECO_S3_F4_DD=Manufacturer: Seal Corporation\n\nBy bolstering the direct fire absorption of their all-purpose shield generator line, Seal Corporations INK-Mark generator sacrifices some resistance to splash damage to allow a ship to better weather a focused attack.
item_DescSECO_S3_F4_SD=Manufacturer: Seal Corporation\n\nBy focusing on improving the splash damage absorption of their all-purpose shield generator line, Seal Corporations INK-Splash generator exchanges some protection from direct fire for extra strength against missiles.
item_DescSECO_S4_F4_DD=Manufacturer: Seal Corporation\n\nBy bolstering the direct fire absorption of their all-purpose shield generator line, Seal Corporations INK-Mark generator sacrifices some resistance to splash damage to allow a ship to better weather a focused attack.
item_DescSECO_S4_F4_SD=Manufacturer: Seal Corporation\n\nBy focusing on improving the splash damage absorption of their all-purpose shield generator line, Seal Corporations INK-Splash generator exchanges some protection from direct fire for extra strength against missiles.
item_DescSHLD_AEGS_S04_Idris,P= AEGS Idris Shield
item_DescSHLD_ASAS_S01_Cloak=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 1\nGrade: D\nClass: Stealth\n\nDiscreet security is within your reach thanks to this small shield generator from Ascension Astro. With a lower signature then many other generators in its class, the Cloak provides protection without drawing unnecessary attention.
item_DescSHLD_ASAS_S01_Obscura=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 2\nGrade: C\nClass: Stealth\n\nRespected for its lower emissions, the Obscura shield generator uses an advanced signature dispersal system to help give your ship a quieter signature while still remaining shielded.
item_DescSHLD_ASAS_S01_Shimmer=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 1\nGrade: C\nClass: Stealth\n\nAscension Astro is known for one thing — quality stealth components. Their Shimmer shield generator was built not only to help avoid detection, but also provide protection when needed most.
item_DescSHLD_ASAS_S01_Veil=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 1\nGrade: B\nClass: Stealth
item_DescSHLD_ASAS_S02_Shroud=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 2\nGrade: D\nClass: Stealth\n\nThe Shroud shield generator from Ascension Astro provides a layer of protection for your vessel while still helping you maintain emission levels to provide a lower signature.
item_DescSHLD_BANU_S01_Suldrath=Item Type: Shield Generator\nManufacturer: Banu\nSize: 1\nGrade: C\nClass: Military\n\nClassic Tevarin tech melds with modern design for the Suldrath shield generator. The Banu beautifully blend the best parts of historic Tevarin shield tech with contemporary upgrades and conveniences expected of this component generation. The result is an effective and unique xeno-crafted shield ready to shroud your ship and protect you from whatever dangers come your way.
item_DescSHLD_BANU_S02_Sukoran=Item Type: Shield Generator\nManufacturer: Banu\nSize: 2\nGrade: C\nClass: Military\n\nGood design always survives with the Banu. The Sukoran shield generator updates Tevarin technology in a number of interesting ways. Its efficient design draws less power, while still effectively producing a robust shield capable of absorbing most ballistic and energy attacks until it's fully depleted. However, this greater efficiency comes with a price as the Sukoran's slower regen rate may temporarily render the shield offline.
item_DescSHLD_BASL_S00_Castra=Item Type: Shield Generator\nManufacturer: Basilisk \nSize: 0\nGrade: C\nClass: Industrial\n\nWhen performance meets price for vehicle shield generators, the Castra is the clear winner. It has been a Whitleys Guide “Best Buy” for five consecutive years.
item_DescSHLD_BASL_S01_Bulwark=Item Type: Shield Generator\nManufacturer: Basilisk \nSize: 1\nGrade: C\nClass: Industrial\n\nThe Bulwark shield generator provides industrial-grade durability and increased performance, but at the expense of a higher emission level.
item_DescSHLD_BASL_S01_Guardian=Item Type: Shield Generator\nManufacturer: Basilisk \nSize: 1\nGrade: B\nClass: Industrial
item_DescSHLD_BASL_S01_Palisade=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 1\nGrade: A\nClass: Industrial
item_DescSHLD_BASL_S02_Aspis=Item Type: Shield Generator\nManufacturer: Basilisk \nSize: 2\nGrade: C\nClass: Industrial\n\nBasilisks Aspis industrial shield generator features durable design and reliable performance, earning it a place on Whitleys Guide Best Buy list.
item_DescSHLD_BASL_S03_Stronghold=Item Type: Shield Generator\nManufacturer: Basilisk \nSize: 3\nGrade: C\nClass: Industrial\n\nThe Stronghold shield generator uses patented hull plating techniques to reinforce the generators body to make it one of the sturdiest on the market. That means the shield and component are both built to last.
item_DescSHLD_BEHR_S01_5SA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 1\nGrade: C\nClass: Civilian\n\nThe 5SA Rhada delivers Behrings expert engineering and trusted performance to make it a worthy shield generator for any commercial ship.
item_DescSHLD_BEHR_S01_6SA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 1\nGrade: B\nClass: Civilian
item_DescSHLD_BEHR_S01_7SA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 1\nGrade: A\nClass: Civilian
item_DescSHLD_BEHR_S02_5MA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 2\nGrade: C\nClass: Civilian\n\nThanks to Behrings expert engineers, the 5MA Chimalli shield generator balances the need for a solid regeneration rate with dependable damage absorption.
item_DescSHLD_BEHR_S03_5CA=Item Type: Shield Generator\nManufacturer: Behring \nSize: 3\nGrade: C\nClass: Civilian\n\nBehrings belief in balanced shield design is evident with the 5CA. This large shield generator is equally focused on providing acceptable shield health along with decent damage absorption.
item_DescSHLD_BEHR_SMAL_PL01,P= BEHR Shield Small
item_DescSHLD_GODI_S01_AllStop=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 1\nGrade: C\nClass: Military\n\nGorgon Defender Industries first created the AllStop shield generator to hold off the Vanduul. They worked so well that many military crafts were known to prefer the AllStop. Just one of the many reasons to have one on your ship.
item_DescSHLD_GODI_S01_FR66=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 1\nGrade: A\nClass: Military
item_DescSHLD_GODI_S01_ForceWall=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 1\nGrade: B\nClass: Military\n\nWant to stay in the thick of battle a bit longer? Gorgons ForceWall is a military-grade shield generator thats able to absorb more damage, providing a notable uptick to your shields durability.
item_DescSHLD_GODI_S01_SecureHyde=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 1\nGrade: D\nClass: Military\n\nGet extra protection with the SecureHyde shield generator. This military-grade component provides superior durability over every other shield generator in its class.
item_DescSHLD_GODI_S02_FullStop=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 2\nGrade: C\nClass: Military\n\nFeaturing proprietary recoil tech, the FullStop shield generator was built to better absorb attacks from a multitude of damage types.
item_DescSHLD_GODI_S03_SureStop=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 3\nGrade: C\nClass: Military\n\nGorgons SureStop shield generator was initially developed for military applications, aiming for a middle-of-the-road alternative for circumstances that are anything but. Featuring new Envelop projection technology, the SureStop emphasizes performance and dependability over lower signature.
item_DescSHLD_ORIG_S04_890J_SCItem=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 4\nGrade: Bespoke\nClass: Industrial\n\nOrigin turned to the experts at Basilisk to build a bespoke shield generator for the 890 Jump. The Glacis blends centuries of cutting edge innovation to produce a strong and stable shield capable of defending the valuable ship and passengers aboard.
item_DescSHLD_S01_CIV_SECO_Ink=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 1\nGrade: D\nClass: Civilian\n\nWhen youre looking for a dependable shield, why not trust the company thats been doing it longer than anyone else? Seal Corporations original INK shield generator has been a staple around the Empire for generations.
item_DescSHLD_S01_CMP_YORM_Targa=Item Type: Shield Generator\nManufacturer: Yorm\nSize: 1\nGrade: C\nClass: Competition\n\nBased on Gotlieb Yorms original design, the Targa is a light, high performance, competition-grade generator that revolutionized racing.
item_DescSHLD_S01_IND_BASL_Steward=Item Type: Shield Generator\nManufacturer: Basilisk \nSize: 1\nGrade: D\nClass: Industrial\n\nThe Steward is Basilisks entry level industrial shield generator. Its reinforced housing adds an extra level of durability to an already robust system, guaranteeing that your shield will be projecting even in the harshest conditions.
item_DescSHLD_S01_Mirage=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 1\nGrade: A\nClass: Stealth
item_DescSHLD_SECO_MEDI_PL01,P= SECO Shield Medium
item_DescSHLD_SECO_S00_PIN=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 0\nGrade: C\nClass: Civilian\n\nWith the PIN vehicle shield generator you can now trust Seal Corp to protect you whether youre in space or atmosphere.
item_DescSHLD_SECO_S01_HEX=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 1\nGrade: B\nClass: Civilian
item_DescSHLD_SECO_S01_INK=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 1\nGrade: D\nClass: Civilian\n\nWhen youre looking for a dependable shield, why not trust the company thats been doing it longer than anyone else? Seal Corporations original INK shield generator has been a staple around the Empire for generations.
item_DescSHLD_SECO_S01_WEB=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 1\nGrade: C\nClass: Civilian\n\nTried, tested, and refined for centuries, the WEB shield generator balances sleek design with stellar performance to keep your ship safe under a wide variety of circumstances.
item_DescSHLD_SECO_S02_STOP=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 2\nGrade: C\nClass: Civilian\n\nUtilizing a design that has proven itself time and again, the STOP shield generator by Seal Corporation has featured the same classic design for years due to its consistent, stellar performance.
item_DescSHLD_SECO_SMAL_PL01,P= SECO Shield Small
item_DescSHLD_SECO_SMAL_PL01_Pirate,P= SECO Shield Small (Pirate)
item_DescSHLD_YORM_S01_Falco=Item Type: Shield Generator\nManufacturer: YORM\nSize: 1\nGrade: D\nClass: Competition\n\nFalco is the perfect shield generator for those always on the go. Its lightweight build wont hurt your top speed, while still being able to absorb enough damage for you to make your escape.
item_DescSHLD_YORM_S01_Targa=Item Type: Shield Generator\nManufacturer: YORM\nSize: 1\nGrade: C\nClass: Competition\n\nBased on Gotlieb Yorms original design, the Targa is a light, high performance, competition-grade generator that revolutionized racing. 
item_DescSQ_Flair_Coin_1_a_1H=The Mercury Star Runner delivered a strong showing in the 2952 Ship Showdown with its second place finish. Ringed in blue, this coin commemorates the iconic courier ship with its image on one side and the Crusader Industries logo on the other.
item_DescSQ_Flair_Coin_1_b_1H=Thanks to its revolutionary rail-mounted turret the Scorpius blast its way into the final four of the 2952 Ship Showdown. This commemorative coin features the ship's unmistakable bi-wing design on one side with the Roberts Space Industries logo on the reverse.
item_DescSQ_Flair_Coin_1_c_1H=Voters in the 2952 Ship Showdown definitely didn't snub the C8X Pisces Expedition. This coin honors its top four finish with an image of the ship on one side and the Anvil Aerospace logo on the other.
item_DescSQ_Flair_Coin_1_d_1H=A coin to celebrate the Carrack winning the 2952 Ship Showdown. The beloved expedition ship soars across one side of the coin ringed in red with the Anvil Aerospace logo appearing on the reverse.
item_DescSQ_Flair_Coin_1_e_1H=This commemorative coin from the 2952 Ship Showdown embodies the spirit of the competition by featuring the silhouette of a Cutlass and Hornet facing off against a blue and orange background divided by a lightning bolt.
item_DescSRV_Paint_Black_Yellow=Black with yellow highlights, the Dark Storm livery gives the SRV a sleek yet discreet look.
item_DescSRV_Paint_Blue_Beige=The Sky Blue livery is a striking light blue that helps make it easily seen during space-based operations.
item_DescSRV_Paint_Lovestruck_Pink_Black=Inspired by the colors of Coramor, the Lovestruck livery is a stylish metallic pink and black look for your SRV.
item_DescSRV_Paint_White_Grey=Have your SRV looking good on recovery operations with the Overcast livery, which is white with black highlights.
item_DescSTKA_AGH36_S3=Sterne Katzen AG known about protection. With their low emissions bubble shield the Hornisse-36, you'll keep attacks at bay while keeping your sig low.
item_DescSTOR_opencontainer_1_8_SCU=Designed by one of the most trusted names in cargo pods, the Stor*All Storage Box provides a convenient place to keep any small items. Its durable impact-resistant construction is sealed to survive the vacuum of space.
item_DescSTV_Paint_Green_Black=Style and a striking color combine with the Electric Green livery. It gives the STV a vivid green look with black accents.
item_DescSTV_Paint_Grey=The Cobalt Grey livery for the STV is a black base with grey accents and features cool blue seat coverings.
item_DescSTV_Paint_Racing_Blue_Blue_Blue_TigerStripes=The Whirlwind livery mixes various shades of blue in a memorable animal stripe pattern to give the STV a daring look.
item_DescSTV_Paint_Racing_Yellow_White_Grey_Stripes=Give the STV a classic racing design with the Finish Line livery. It features a yellow stripe across the front, a grey one on the back, and white highlights.
item_DescSTV_Paint_Silver_Blue=Ground adventures never looked so good with the Blue Steel livery, which gives the STV a sleek silver finish trimmed with vibrant blue.
item_DescSabre_Paint_2952RedFestival_Red_Gold=Seek peace and prosperity in the new year with the Auspicious Red Monkey livery. Outfit your ship with this bold red base paint complemented by gold accents and a stylized graphic of a monkey's head.
item_DescSabre_Paint_Beige_Black_Black=The Landslide livery for the Sabre features a tan fuselage with grey wings and subtle silver highlights.
item_DescSabre_Paint_Black_Black_Gold_Carbon=Equip the Sabre in this dark and discreet Ashcloud livery that's predominantly black with beautiful carbon fiber and copper details.
item_DescSabre_Paint_Green_Black_Orange=The Windbreak livery exudes style by giving the Sabre a green body, dark grey wings, and silver and orange highlights.
item_DescSabre_Paint_IAE2950_Grey_Blue=This custom Sabre livery was created to celebrate the 2950 IAE on microTech. It blends black and electric blue with white accents to give the ship a cool new look.
item_DescSabre_Paint_IAE2950_Grey_White_Camo=Modify your Sabre with this white and grey camo livery specifically designed for the 2950 IAE event on microTech.
item_DescSanTokYai_Paint_AlienWeek_Teal_Pink=The Harmony livery is meant to showcase Humanity's peaceful relationship with alien species with a semi-pearlescent blue main coat marked with organic reflective red to suggest the coming together of disparate species and cultures. The Harmony livery has been designed and produced by the UEE's Diplomatic Corps and freely licensed to all spacecraft manufacturers. Now Aopoa San'tok.yāi owners can celebrate the UEE's intentions of working toward a peaceful galaxy.
item_DescSanTokYai_Paint_AlienWeek_Teal_Red=The Ocellus livery adapts and updates the iconic colors and design used on some Tevarin ships to bring a striking new look to the San'tok.yāi. The livery adds a distinct red pattern to the fuselage while shimmering green covers the rest of the ship. Grey lines swoop across the entire ship to help break up its silhouette.
item_DescSanTokYai_Paint_Black_Black_Black_Tiger=The shimmering iridescence of the Yilen livery delivers a distinct look for the San'tok.yāi.
item_DescSanTokYai_Paint_Red_Black_Black=Outfit the San'tok.yāi in fiery red and black trim with the Xuā'cha livery.
item_DescSanTokYai_Paint_White_White_Red=Make the San'tok.yāi pristine white with red trim with the Tuiping livery.
item_DescScorpius_Paint_Avalanche_White_Grey=White with grey and orange accents, the Avalanche livery for the Scorpius gives the ship a pristine and refined style.
item_DescScorpius_Paint_BIS2952_Black_Red=Embody the furious firepower of the Scorpius with the metallic red and black look of the Red Alert livery.
item_DescScorpius_Paint_Blight_Green=The Blight livery for the Scorpius paints this advanced combat platform green with black and tan highlights.
item_DescScorpius_Paint_Lovestruck_Pink_Black=Inspired by the colors of Coramor, the Lovestruck livery is a stylish metallic pink and black look for your Scorpius.
item_DescScorpius_Paint_ShockForce_Yellow_Orange=Featuring ferocious firepower and a bold bi-wing design, the Scorpius deserves a paint scheme to match. The eye-catching Shock Force livery pairs a blend of yellow and orange hues with a dark grey trim.
item_DescScorpius_Paint_Stiletto_Grey_Orange=The Scorpius features a sleek and dynamic design that's highlighted by the Stiletto livery, which mixes shades of blue and orange and white highlights.
item_DescScorpius_Paint_Stinger_Black_Orange=The exclusive Scorpius Stinger livery features a black finish and an orange decal in the shape the famously lethal arachnid that is the ship's namesake.
item_DescScorpius_Paint_Stormcloud_Grey=Strike true and deliver justice with the Scorpius Storm Cloud livery featuring slate-teal panels with black trim and subtle orange highlights.
item_DescScorpius_Paint_Sunburn_White_Orange=A ship designed to be a daring dogfighter deserves an equally audacious look. The Scorpius Sunburn livery is primarily white with a dynamic mix of orange and black highlights.
item_DescScorpius_Paint_Tiburon_Grey_Red=As if the Scorpius and its rail-mounted turret isn't menacing enough, the exclusive Tiburon livery features two rows of sharpened teeth flanking the cockpit. The rest of the paint scheme features shades of grey intermixed with red and white highlights.
item_DescScout_Paint_AlienWeek_Green_Red=The Ocellus livery adapts and updates the iconic colors and design used on some Tevarin ships to bring a striking new look to the Khartu-al. The livery gives the fuselage a prominent red ridge while shimmering green covers the rest of the ship. Thick grey lines swoop through both colors to provide a unique geometric element.
item_DescScout_Paint_AlienWeek_Teal_Red=The Harmony livery is meant to showcase Humanity's peaceful relationship with alien species with a semi-pearlescent blue main coat marked with organic reflective red to suggest the coming together of disparate species and cultures. The Harmony livery has been designed and produced by the UEE's Diplomatic Corps and freely licensed to all spacecraft manufacturers. Now Khartu-al owners can celebrate the UEE's intentions of working toward a peaceful galaxy.
item_DescScout_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom Khartu-al livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescScout_Paint_IAE2951_Grey_White=Modify your Khartu-al with this white and grey livery specifically designed for the 2951 IAE.
item_DescShieldPane=<-=MISSING=->
item_DescShubinTurretItem=Basic Class 2b turret mount
item_DescShubin_Ballistic_Unmanned_Turret,P= Shubin Unmanned Turret
item_DescShubin_TurretMissileRack=The Behring Marksman heat seeking missile utilizes an enemy's heat signature to obtain and maintain a lock on the target. This tried-and-true method of target acquisition has a few drawbacks: it is easily confused by flares and it may be difficult to establish lock on ships with low heat signatures. These issues aside, the Marksman is the go-to missile of choice for many independent operators and pilots. Rack of four (4).
item_DescSilencer=<-=MISSING=->
item_DescSmallFish=Ribbon fish (Vario Vitas) have become a very popular first pet among children due to the minimal amount of care needed to keep them alive and the variety of their vibrant coloration.
item_DescSpartan_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom Spartan livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescSpartan_Paint_IAE2951_Grey_White_Camo=Modify your Spartan with this white and grey camo livery specifically designed for the 2951 IAE.
item_DescSpartan_Paint_Ranger_GreenCamo=With its camo green paint scheme, the Spartan Ranger livery is an ideal choice when traveling and deploying troops in verdant fields or forests.
item_DescSpartan_Paint_Sidewinder_Brown=Blend into rocky, desert landscapes with the Sidewinder livery for the Spartan.
item_DescSpartan_Paint_Snowstorm_White=Primarily white with grey and black accents, the Snowstorm livery for the Spartan gives this troop transport a crisp and cool look.
item_DescSpirit_A1_Paint_Green_Black_Orange=Featuring a matte moss green with dusty orange highlights and accent stripes, this livery ensures your Crusader Spirit is one to watch.
item_DescSpirit_C1_Paint_Red_Black_White=Strike a bold impression with this deep red paint scheme featuring an enlarged Crusader logo angling across both wings.
item_DescSpirit_E1_Paint_Black_Black_Gold=Exude understated elegance with the Olympia livery for the Spirit. The beautiful and bold black and gold paint scheme makes sure you'll be remembered.
item_DescSpirit_Paint_Black_Blue_White=Where ever your mission takes you, this livery featuring dark grey with sky blue highlights and white trim will make sure that your Crusader Spirit looks the part.
item_DescSpirit_Paint_Blue_White_Red=The Stalwart livery gives the Spirit a look that is blue as the sky with subtle white and red highlights.
item_DescSpirit_Paint_Grey_Grey_Blue=With a dual tone grey body and steel blue trim, this subtle livery will ensure you Crusader Spirit is worth a second look.
item_DescSpirit_Paint_Maroon_Beige_Blue=The deep red of this livery enhances the already bold lines of the Crusader Spirit, while the subtle taupe and navy highlights give it extra panache.
item_DescSpirit_Paint_White_Black_Red=The Allegiant livery for the Spirit is a crisp white with black and red highlights.
item_DescSpirit_Paint_White_Blue_Black=With clean white panels and an azure trim, this livery elevates the look of the Crusader Spirit to the next level.
item_DescSpirit_Paint_Yellow_Black_Black=Let the sight of the Spirit burn brightly with the Radiant livery, which is a vibrant yellow with black highlights.
item_DescStarLifter_Paint_Pirateweek_Black_Clear=The Meridian livery gives the Hercules Starlifter a simple yet stylish metallic silver finish.
item_DescStar_Fighter_Inferno_Paint_Ember_Black_Grey_Red=With the Ember livery, the blazing barrel of the massive gatling gun isn't the only red thing on the Ares Star Fighter Inferno. This special livery uses vibrant red streaks to break up the grey and black paint that dominates the ship.
item_DescStar_Fighter_Ion_Paint_Radiance_White_Grey_Red=White and grey with red trim, the Radiance livery makes the Ares Star Fighter Ion a sight to behold even when it's not blasting its massive laser cannon.
item_DescStar_Fighter_Paint_Celestial_Blue=A beautiful light blue base and grey highlights makes the Celestial Blue livery a stunning choice for the Ares Star Fighter.
item_DescStar_Fighter_Paint_Cinder_Grey_Black=The Cinder livery for the Ares Star Fighter is predominantly grey with a black trim accenting the ship's lines and enwrapping the cockpit.
item_DescStar_Fighter_Paint_Flint_LightGrey=Cut through the clouds with the Flint livery for the Ares Star Fighter. The livery uses several shades of grey and dark blue accent lines to give the ship its sharp look.
item_DescStar_Fighter_Paint_IAE2951_Blue_Black=Celebrate the 2951 IAE with this custom Ares Star Fighter livery. Blending blue and black with white accents, the paint scheme gives the ship an electric new look.
item_DescStar_Fighter_Paint_IAE2951_Grey_White_Camo=Modify your Ares Star Fighter with this white and grey camo livery specifically designed for the 2951 IAE.
item_DescStar_Fighter_Paint_Lovestruck_Pink_Black=Inspired by the colors of Coramor, the Lovestruck livery is a stylish metallic pink and black look for your Ares Star Fighter.
item_DescStar_Fighter_Paint_Outrider_Green_Black=The Outrider livery blends black with dark military green to highlight the Ares Star Fighter's warrior spirit.
item_DescStar_Fighter_Paint_Pirateweek_Black_Clear=The Meridian livery gives the Ares Star Fighter a simple yet stylish metallic silver finish.
item_DescStar_Fighter_Paint_Scrubland_Camo=Use the Scrubland Camo livery to outfit the Ares Star Fight in green camo. A classic and commanding look that's also ideal for excursions across forests and grasslands.
item_DescStar_Runner_Paint_2951Fortuna_Green_Grey=Make luck your co-pilot. Boldly set your sights on the stars and adventure forth in style with the Fortuna livery. This Stella Fortuna themed paint scheme is primarily green with grey accents.
item_DescStar_Runner_Paint_BIS2951=Celebrate the Star Runner being voted a Best in Show finalist for 2951 with this special blue and black livery.
item_DescStar_Runner_Paint_BIS2952_Black_Red=Stand out from the crowd of conventional courier ships with the Red Alert livery, which makes the Mercury Star Runner metallic red and black.
item_DescStar_Runner_Paint_Blackguard_black_blue=Featuring a blue left wing and highlights, the Blackguard livery will make your Mercury Star Runner stand out from the crowd.
item_DescStar_Runner_Paint_Equinox_orange_black=The Mercury Star Runner Equinox livery blends orange and black for a paint scheme highlighting the unique look of this asymmetrical ship.
item_DescStar_Runner_Paint_IAE2950_Grey_White_Camo=Modify your Star Runner with this white and grey camo livery specifically designed for the 2950 IAE event on microTech.
item_DescStar_Runner_Paint_Night_Runner=Meld into the pitch-dark expanse of space with this livery featuring a black paint scheme with gold accents for your Mercury Star Runner.
item_DescStar_Runner_Paint_Pirateweek_Black_Clear=The Meridian livery gives the Mercury Star Runner a simple yet stylish metallic silver finish.
item_DescStar_Runner_Paint_Silver_Spark_grey_yellow=Emphasize the special shape of the Mercury Star Runner with the Silver Spark livery featuring yellow highlights expertly integrated into the grey and black paint scheme.
item_DescStar_Runner_Paint_Skyrider_Blue=Stylishly stay ahead of schedule, trouble, and the competition with this custom livery featuring a smoky blue and black paint scheme with bright blue accents for the Mercury Star Runner.
item_DescStar_Runner_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescStarfarer_Paint_2950Invictus_1=Customize your Starfarer with this black chrome livery.
item_DescStarfarer_Paint_2950Invictus_2=Customize your Starfarer with this light grey livery.
item_DescStarfarer_Paint_2950Invictus_3=Customize your Starfarer with this fragmented blue livery.
item_DescStarfarer_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescStarfighter_Paint_Red_White_Pink_Crusader=Inspired by the gorgeous clouds that enshroud Orison, the Hosanna livery blends red, ivory, and pink to give the Ares Star Fighter a distinct appearance. It also features a silhouette of the landing zone's famous Hosanna tree complete with its pink flowers.
item_DescStarfighter_Paint_Sand_Orange_Hurston=Give the Ares Star Fighter a dramatic new look with the Central Tower livery. The orange and black color scheme is inspired by the furnaces of industry powering Lorville, and also features a representation of the landing zone's iconic Central Headquarters and Shared Services Center, aka Central Tower.
item_DescStarfighter_Paint_White_Blue_Blue_microTech=With the Aspire livery, blue and white combine to evoke both the colors and frigid temperatures of New Babbage. In honor of the landing zone that inspired it, the livery also features a depiction of the Aspire Grand building that dominates the city's skyline.
item_DescStarlifter_Paint_2954Fortuna_Green_Grey=Make luck your co-pilot. Boldly set your sights on the stars and adventure forth in style with the Fortuna livery. This Stella Fortuna themed paint scheme is primarily green with grey accents.
item_DescStarlifter_Paint_Argent_Silver=A metallic silver finish makes the Argent livery a striking choice for the Hercules Starlifter.
item_DescStarlifter_Paint_BIS2951=Celebrate the Starlifter being voted a Best in Show finalist for 2951 with this special blue and black livery.
item_DescStarlifter_Paint_Cerberus_black=Let your Hercules Starlifter become one with the vast, black expanse of space with the Cerberus livery.
item_DescStarlifter_Paint_Draco_gold=Customize your Hercules Starlifter with the exquisite Draco livery that's gold with black highlights.
item_DescStarlifter_Paint_Dryad_GreenCamo=A woodland camo inspired design distinguishes the Dryad livery from other options for the Hercules Starlifter.
item_DescStarlifter_Paint_Fleetweek_Level1_Military=Customize your Hercules Starlifter with the Timberline livery that's olive green with orange accents.
item_DescStarlifter_Paint_Fleetweek_Level2_Camo=Soar like the winter winds with the Frostbite Camo livery for your Hercules Starlifter.
item_DescStarlifter_Paint_Invictus_blue_gold=Featuring a vibrant blue base color and gold highlights, the Invictus Blue and Gold livery will give your Starlifter a striking style.
item_DescStarlifter_Paint_Sylvan_Green=The Sylvan livery for the Hercules Starlifter is a distinct, no-nonsense matte green with light grey accents.
item_DescStimpack=CureLife's OneClick is a first-line treatment system capable of providing temporary relief against a variety of medical conditions.
item_DescStorAll_Big_Box_Model_A=Manufacturer: Stor*All\nItem Type: Storage\n\nMade with the same rugged construction techniques as the smaller 5 ton model, the Stor*All model A Big Box cargo pod upgrade for the Aurora doubles the available cargo space. (Replaces default cargo option.)
item_DescStorAll_Big_Box_Model_H=Manufacturer: Stor*All\nItem Type: Storage\n\nDesigned exclusively for the Hornet F7C, the Stor*All Big Box model H replaces the void left by the turret system of the military-spec craft with a respectable cargo hold. Transforming the flagship fighter of the UEEN into a durable hauling ship.
item_DescStorAll_Mini=Manufacturer: Stor*All\nItem Type: Storage\n\nThe 5 ton Stor*All Mini cargo pod allows the enterprising Aurora pilot to begin his business in the commodities transportation sector. It has a double wall and pressurized construction that can withstand the rigors of space or the occasional laser blast.
item_DescStorm_Paint_Dark_Camo=The Darkside livery gives the Storm a black and grey camouflage pattern to make it hard to see in low light situations.
item_DescStorm_Paint_Green_Green_Camo=Ready the Storm for adventures through forests and grasslands with the Landfall livery with its various shades of green.
item_DescStorm_Paint_White_Grey_TwoTone=The Summit is a two-tone livery for the Storm with a white front half and grey back half.
item_DescStorm_Paint_White_White_Camo=White with grey accents, the Frost Line livery for the Storm is ideal for blending in with cold weather regions.
item_DescStripedFish=Known for its distinct blue and white banding, the Banded Fessle is indigenous to the warmer areas of the Anasazi Sea on Terra up to a depth of twelve meters. These carnivorous fish can grow to anywhere between forty and fifty centimeters and are known to eat small insects and fish.
item_DescSyulen_Paint_AlienWeek_Teal_Pink=The Harmony livery is meant to showcase Humanity's peaceful relationship with alien species with a semi-pearlescent blue main coat marked with organic reflective red to suggest the coming together of disparate species and cultures. The Harmony livery has been designed and produced by the UEE's Diplomatic Corps and freely licensed to all spacecraft manufacturers. Now Gatac Syulen owners can celebrate the UEE's intentions of working toward a peaceful galaxy.
item_DescSyulen_Paint_AlienWeek_Teal_Red=The Ocellus livery adapts and updates the iconic colors and design used on some Tevarin ships to bring a striking new look to the Syulen. The livery features red markings circling the cockpit and shimmering green across the rest of the wings. Grey lines cut through both colors to break up the pattern and silhouette of the ship.
item_DescTALN_Retaliator_S5_Strike_TL_CS,P=Talon Stalker V Torpedo
item_DescTHCN_S1_RPOD_4x_S2=Item Type: Rocket Pod\nManufacturer: Thermyte Concern\nSize: 1\nRockets: 4xS2\n\nThermyte Concern's Liberator rocket pod carries four S2 rockets and can be attached to any size one hardpoint.
item_DescTHCN_S2_RPOD_8x_S2=Item Type: Rocket Pod\nManufacturer: Thermyte Concern\nSize: 2\nRockets: 8xS2\n\nThermyte Concern's Liberator Prime rocket pod carries eight S2 rockets and can be attached to any size two hardpoint.
item_DescTHCN_S3_RPOD_12x_S2=Item Type: Rocket Pod\nManufacturer: Thermyte Concern\nSize: 3\nRockets: 12xS2\n\nThermyte Concern's Liberator Ultra rocket pod carries twelve S2 rockets and can be attached to any size three hardpoint.
item_DescTHRE_ANVL_F7A_Main=THRE F7A Main Thruster
item_DescTHRM_ANVL_Flex_F7A=THRM F7A Flex Thruster
item_DescTMBL_EMP_Device,P=Tumbril Cyclone EMP Device
item_DescTMBL_Storm_AA_Turret=Item Type: Turret\nManufacturer: Tumbril Land Systems\n\nA bespoke turret designed for the Tumbril Storm AA single-operator mini-tank.
item_DescTMBL_Storm_Turret=Item Type: Turret\nManufacturer: Tumbril Land Systems\n\nA bespoke turret designed for the Tumbril Storm single-operator mini-tank.
item_DescTOAG_LaserRepeater_S3=Item Type: Laser Repeater\nManufacturer: Torral Aggregate\nSize: 3\n\nInspired by Xi'an mil-tech and tailor-made by Torral Aggregate exclusively for the Aopoa San'tok.yāi, the Yeng'tu laser repeater accentuates the ship's dexterity with a fighter's edge.
item_DescTOAG_launcher_ballistic_01=Manufacturer: Torral Aggregate\nItem Type: Launcher \nClass: Missile\n\nMagazine Size: 1\nRate Of Fire: 6 rpm \nEffective Range: 2 km\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (N/A)\n\nA powerful and portable large caliber projectile launcher from Torral Aggregate, the Kahix features two fire modes, dumbfire and targeted, and can utilize a variety of special missiles. This versatile Xi'an weapon is a perfect battlefield equalizer for ground troops, effective in a multitude of engagement scenarios and capable of dealing massive damage to ships and vehicles.
item_DescTOAG_launcher_ballistic_01_mag=Item Type: Ammo\n\nMissile ammo for the Kahix missile launcher.
item_DescTRAS_LaserBeam_S4=Manufacturer: Trident Attack Systems\nItem Type: Laser Beam\nSize: 4\n\nPulsating energy powers the Arame from Trident Attack Systems. This size four weapon produces a laser beam thats particularly effective from short to medium ranges.
item_DescTRAS_LaserBeam_S5=Manufacturer: Trident Attack Systems\nItem Type: Laser Beam\nSize: 5\n\nTrident Attack Systems successful transition from hard ammo producer to energy weapon specialist continues with the Kombu. Its laser beam can deliver reliable, sustained damage, though users must use it strategically to not overheat the weapon.
item_DescTRAS_LaserBeam_S6=Manufacturer: Trident Attack Systems\nItem Type: Laser Beam\nSize: 6\n\nTrident Attack Systems' size six energy weapon, the Wakame, can quickly overwhelm nearby adversaries before they have a chance to respond thanks to the targeted focus and sustained damage delivery of this laser beam.
item_DescTalon_Dominator_Platform_x4=Manufacturer: Talon Weapon Systems\n\nBuilt to Talon's standard of rugged excellence, this Quad Rack fits to any compatible hardpoint to carry four missiles.
item_DescTalon_Executioner_IR_Twin=Talon's Executioner missiles track and lock their target by use of highly sensitive optical cameras and image processing software. The Executioners deliver a combination of hull-breaching and high-explosive payload, making them effective weapons against smaller capital ships.
item_DescTalon_Paint_AlienWeek_Platinum_Silver_Purple_Mosaic=The Wanderer livery features crisscrossing purple and grey lines over a platinum foundation. Inspired by the sacred Xi'an gardens of R.aipuāng, famous for its trails that wander in surprising ways and encourage a focus on the journey instead of the destination.
item_DescTalon_Paint_Blue=Standout with this cool blue livery custom designed for the Esperia Talon and its Shrike variant.
item_DescTalon_Paint_Harmony=The Harmony livery is meant to showcase Humanity's peaceful relationship with aliens with a semi-pearlescent blue main coat marked with organic reflective red to suggest the coming together of disparate species and cultures. The Harmony livery has been designed and produced by the UEE's Diplomatic Corps and freely licensed to all spacecraft manufacturers. Now Esperia Talon owners can celebrate the UEE's intentions of working toward a peaceful galaxy.
item_DescTalon_Paint_Ocellus_Green_Red=The Ocellus livery replicates the look of the Talon during the Second Tevarin War. It features a bold red fuselage meant to draw attention and trick aggressors into shooting at the most heavily armored part of the ship.
item_DescTalon_Paint_Red=Standout with this striking red livery custom designed for the Esperia Talon and its Shrike variant.
item_DescTalon_Stalker_Platform_x4=Talon Stalker missiles track and lock their target by use of highly sensitive optical cameras and image processing software. Although they have an increased lock time over other missile types, they are much more difficult for targets to shake once lock is attained. Rack of four (4).
item_DescTalon_Stalker_Quad=Manufacturer: Talon Weapon Systems\n\nBuilt to Talons standard of rugged excellence, this Quad Rack fits to any compatible hardpoint to carry four missiles.
item_DescTalon_Stalker_Twin=Manufacturer: Talon Weapon Systems\n\nBuilt to Talon's standard of rugged excellence, this Double Rack fits to any compatible hardpoint to carry four missiles.
item_DescTankCannon=<-=MISSING=->
item_DescTicket_Darkwater_Gold_01=The Civilian Defense Force is working in conjunction with Anvil Aerospace to test the next generation of volunteers.\n\nThis certification ticket can be redeemed at any rental kiosk to unlock an F8C rental for twenty-four (24) Standard Earth Hours and make the ship available for purchase via the web pledge store.\n\nCongratulations.
item_DescTicket_Darkwater_Plat_01=The Civilian Defense Force is working in conjunction with Anvil Aerospace to test the next generation of volunteers.\n\nThis platinum certification entitles you to a free F8C from Anvil Aerospace, if you can make it to an eligible ship sale kiosk to turn it in.\n\nCheck your mobi for details. \n\nGood luck and let the hunt begin.
item_DescTorshuCrab=Considered to be quite a delicacy in many restaurants due to the tender meat, the Thorshu can be found in the colder climates of southern Terra. Also was the basis of Waka Grey, the sidekick from a 27th century childrens show.
item_DescTrophyCase_12Ports=(PH) Trophy Case Description
item_DescUEE_medium_m_outfit=(PH) Medium Marine Armor Description
item_DescUMNT_ANVL_S5_Cap=This special center cap designed for the Hornet Ghost features additional faceted surfaces to potentially help radiate incoming radar energy.
item_DescUMNT_ANVL_S5_Rotodome=Manufacturer: WillsOp\nItem Type: Radar\nSize: 5\n\nWhen the UEEN came to Anvil needing a ship to handle mobile C&C, Anvil turned to WillsOp, one of the most trusted names in scanning and deep-space radar. Together they developed the Long Look Radar (LLR) system as a way to upgrade the modern Hornets rather than developing an entirely new ship. Fully loaded with WillsOps suite of scan systems, the LLR now brings its raw analytical power to the civilian market, turning an already dependable vessel into a perfect scanning fighter.
item_DescUMNT_MISC_S03_PL01=Item Type: Utility Mount Cap (Reliant Exclusive)\nManufacturer: MISC\nSize: 4\n\nA utility mount cap designed specifically for use on the wings of the MISC Reliant.
item_DescUrsa_Paint_Black_White_Grey=The Respite is an exclusive livery for the Ursa, which is black and grey with white highlights.
item_DescUrsa_Paint_Blue_White_Grey=Inspired by the hue of a medicinal plant found on Terra, the Aja livery for the Ursa is dark blue with white and grey highlights.
item_DescUrsa_Paint_Red=Customize your RSI Ursa Rover with this red livery.
item_DescUrsa_Paint_Teal_White_Grey=Announce your arrival with the Oasis livery for the Ursa, which is a vibrant teal tint with grey and white accents.
item_DescVNCL_Blade_CML_Chaff,P=Vanduul Blade - Noise Launcher
item_DescVNCL_Blade_CML_Flare,P=Vanduul Blade - Decoy Launcher
item_DescVNCL_Blade_Fuel_Tank_S1,P=Fuel tank for the Vanduul Blade.
item_DescVNCL_Blade_LaserRepeater_S3,P=A Size 3 Laser Repeater of Vanduul construction.
item_DescVNCL_Blade_PlasmaCannon_S2,P=A Size 2 Plasma Repeater of Vanduul construction.
item_DescVNCL_Blade_Platform_x2,P=Vanduul Dual Missile Platform
item_DescVNCL_Blade_Radar,P=Vanduul Blade Radar
item_DescVNCL_Blade_S1_Strike_FAF_IR,P=Vanduul Blade Strike Missile S1
item_DescVNCL_Blade_S1_TR4,P=Vanduul Blade Thruster
item_DescVNCL_Blade_S2_TR4,P=Vanduul Blade Thruster
item_DescVNCL_Blade_Seat_Pilot,P=Vanduul Blade Pilot Seat
item_DescVNCL_Blade_Shield,P=Vanduul Blade Shield Generator
item_DescVNCL_Blade_TR1_Joint,P=Vanduul Blade Joint Thruster
item_DescVNCL_Blade_TR2_Retro,P=Vanduul Blade Retro Thruster
item_DescVNCL_CML_Chaff,P=Vanduul Noise Launcher
item_DescVNCL_CML_Flare,P=Vanduul Decoy Launcher
item_DescVNCL_Cleaver_Engine,P=Vanduul Cleaver Engine
item_DescVNCL_Cleaver_Omni,P=Vanduul Cleaver Omni Thruster
item_DescVNCL_Cleaver_Retro,P=Vanduul Cleaver Retro Thruster
item_DescVNCL_Cockpit_Audio,P=Vanduul Cockpit Audio
item_DescVNCL_DF_MOUSE,P=Vanduul DF
item_DescVNCL_Fuel_Tank_S1=Vanduul Fuel Tank
item_DescVNCL_Fuel_Tank_Stinger_S1,P=Vanduul Stinger Fuel Tank
item_DescVNCL_Fuel_Tank_Void,P=Vanduul Void Fuel Tank
item_DescVNCL_Glaive_Aux_Fixed,P=Fixed Mav Thruster
item_DescVNCL_Glaive_Aux_Joint,P=Joint Mav Thruster
item_DescVNCL_Glaive_LandingSystem,P=Vanduul Glaive Landing System
item_DescVNCL_Glaive_Main_Fixed,P=Main Thruster
item_DescVNCL_Glaive_MultiLight,P=Vanduul Glaive External Lights
item_DescVNCL_Glaive_Retro_Fixed_Left,P=Retro Thruster
item_DescVNCL_Glaive_Retro_Fixed_Right,P=Retro Thruster
item_DescVNCL_Glaive_Shield,P=Shield generator for the Vanduul Glaive.
item_DescVNCL_HS_MARK,P=Vanduul IR Missile
item_DescVNCL_LaserCannon_S1=Manufacturer: Vanduul / Esperia\nItem Type: Laser Repeater\nSize: 1\n\nThis laser repeater is typically found on Vanduul war ships and is commonly known by its UEE Navy designation of 'WEAK'.
item_DescVNCL_LaserCannon_S2=Manufacturer: Vanduul / Esperia\nItem Type: Laser Repeater\nSize: 2\n\nThis laser repeater is typically found on Vanduul war ships and is commonly known by its UEE Navy designation of 'WASP'.
item_DescVNCL_Mark_Platform_x3,P=Missile platform for the Vanduul Scythe. Holds three missiles.
item_DescVNCL_Mark_Platform_x4,P=Missile platform for the Vanduul Scythe. Holds four missiles.
item_DescVNCL_MissileRack_Blade=Blade component that can be used for ramming.
item_DescVNCL_NC_S5_Q1=<-=MISSING=->
item_DescVNCL_NeutronCannon_S5=Manufacturer: Vanduul / Esperia\nItem Type: Neutron Cannon\nSize: 5\n\nThis neutron cannon is typically found on Vanduul war ships and is commonly known by its UEE Navy designation of 'WAR'.
item_DescVNCL_PC_Scythe_Right=Imperial Designation 'WAR' Plasma Cannon
item_DescVNCL_PlasmaCannon=<-=MISSING=->
item_DescVNCL_PlasmaCannon_S2=Manufacturer: Vanduul / Esperia\nItem Type: Plasma Cannon\nSize: 2\n\nThis plasma cannon typically found on Vanduul war ships is commonly known by its UEE Navy designation of 'WHIP'.
item_DescVNCL_PlasmaCannon_S3=Manufacturer: Vanduul / Esperia\nItem Type: Plasma Cannon\nSize: 3\n\nThis plasma cannon typically found on Vanduul war ships is commonly known by its UEE Navy designation of 'WARLORD'.
item_DescVNCL_PlasmaCannon_S5=Manufacturer: Vanduul / Esperia\nItem Type: Plasma Canon\nSize: 5\n\nThis laser repeater is typically found on Vanduul war ships and is commonly known by its UEE Navy designation of 'WRATH'.
item_DescVNCL_PlasmaCannon_Stinger_S5,P=A Size 5 Plasma Autocannon of Vanduul construction.
item_DescVNCL_SCYTHE_CML_Chaff,P=Vanduul Scythe - Noise Launcher
item_DescVNCL_SCYTHE_CML_Flare,P=Vanduul Scythe - Decoy Launcher
item_DescVNCL_Scythe_ADS=<-=MISSING=->
item_DescVNCL_Scythe_CPU=<-=MISSING=->
item_DescVNCL_Scythe_Fuel_Tanks=<-=MISSING=->
item_DescVNCL_Scythe_LandingSystem,P=Vanduul Scythe Landing System
item_DescVNCL_Scythe_MB=<-=MISSING=->
item_DescVNCL_Scythe_MissilePlatform_x3_Left=<-=MISSING=->
item_DescVNCL_Scythe_MissilePlatform_x4=<-=MISSING=->
item_DescVNCL_Scythe_MultiLight,P=Vanduul Scythe External Lights
item_DescVNCL_Scythe_Radar=<-=MISSING=->
item_DescVNCL_Scythe_Seat_Pilot,P=Vanduul Scythe Pilot Seat
item_DescVNCL_Scythe_Shield=<-=MISSING=->
item_DescVNCL_Scythe_TC=<-=MISSING=->
item_DescVNCL_Scythe_WCS=<-=MISSING=->
item_DescVNCL_Spark_Shield_S3,P=Vanduul Spark Shield
item_DescVNCL_Spark_Shield_S3_Survival,P=Vanduul Spark Shield
item_DescVNCL_Stinger_CML_Chaff,P=Vanduul Stinger - Noise Launcher
item_DescVNCL_Stinger_CML_Flare,P=Vanduul Stinger - Decoy Launcher
item_DescVNCL_Stinger_NC_S5,P=Vanduul Stinger Neutron Cannon S5
item_DescVNCL_Stinger_Platform_x12,P=Vanduul Stinger Missile Rack x12
item_DescVNCL_Stinger_S1_HS,P=Vanduul Stinger S1 Missile
item_DescVNCL_Stinger_Seat_Pilot,P=Vanduul Stinger Pilot Seat
item_DescVNCL_Stinger_Shield_S3,P=Vanduul Stinger Shield Generator
item_DescVNCL_Stinger_TR1_Joint,P=Vanduul Stinger Joint Thruster
item_DescVNCL_Stinger_TR2_Retro,P=Vanduul Stinger Retro Thruster
item_DescVNCL_TachyonCannon_Kingship=Manufacturer: Vanduul\nItem Type: Tachyon Cannon
item_DescVNCL_Throw_S3_TR4,P=Vanduul Throw Thruster
item_DescVNCL_Trap_TR1_Fixed,P=Vanduul Trap Fixed Thruster
item_DescVNCL_Trunk_TR2_Retro,P=Vanduul Trunk Retro Thruster
item_DescVNCL_Twist_TR1_Joint,P=Vanduul Twist Joint Thruster
item_DescVNCL_VS_Spark_Shield_S3,P=Vanduul Spark Shield Generator
item_DescVNCL_Void_Engine,P=Vanduul Void Engine
item_DescVNCL_Void_Joint,P=Vanduul Void Joint Thruster
item_DescVNCL_Void_Retro,P=Vanduul Void Retro Thruster
item_DescVNCL_Void_Seat_Pilot,P=Vanduul Void Pilot Seat
item_DescVNCL_Void_Shield,P=Vanduul Void Shield
item_DescValkyrie_Paint_2950Invictus_1=Customize your Valkyrie with this livery featuring a light grey color scheme with dark, bold patterns.
item_DescValkyrie_Paint_2950Invictus_2=Customize your Valkyrie with this light green livery.
item_DescValkyrie_Paint_2950Invictus_3=Customize your Valkyrie with this fragmented green livery.
item_DescValkyrie_Paint_BIS2950=Customize your Valkyrie with this special 2950 Best in Show livery that is white with grey and gold accents.
item_DescValkyrie_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescVanguard_Paint_2953Fortuna_Green_Grey=Make luck your co-pilot. Boldly set your sights on the stars and adventure forth in style with the Fortuna livery. This Stella Fortuna themed paint scheme is primarily green with grey accents.
item_DescVanguard_Paint_Fleetweek_Level1_Military=Customize your Vanguard with the Timberline livery that's olive green with orange accents.
item_DescVanguard_Paint_Fleetweek_Level2_Camo=Soar like the winter winds with the Frostbite Camo livery for your Vanguard.
item_DescVanguard_Paint_Invictus_blue_gold=Featuring a vibrant blue base color and gold highlights, the Invictus Blue and Gold livery will give your Vanguard a striking style.
item_DescVanguard_Paint_SolarWinds_Metal_Red=Fly in style with the Solar Winds livery that gives the Vanguard a metallic silver finish with maroon highlights.
item_DescVehicle_Debris=Debris
item_DescVulture_Paint_Assembly=Make them see red! The Assembly livery is a full fuselage red design with black and silver accents that makes sure your spacecraft is easily identifiable during salvage operations.
item_DescVulture_Paint_BIS2953_Purple_Blue_Cyan=Celebrate the Drake Vulture being voted a Best in Show finalist for 2953 with this pearlescent purple and cyan livery.
item_DescVulture_Paint_Beige_Tan_Beige_Pyro_Graffiti=This version of the livery has been modified from its original form with the addition of graffiti. Sold in 2943 to celebrate the 450th anniversary of Pyro's discovery, the Dying Star livery is tan with brown and black highlights. It also features branding from Pyrotechnic Amalgamated, the now defunct mining company that found and named the system.
item_DescVulture_Paint_Carbonide=When salvage operations need to be done quietly, the Carbonide livery offers a distinct grey-on-grey alternating layout intended to obscure the spacecraft against a usual starfield.
item_DescVulture_Paint_Fleetweek_Black_Pink_Stripe=A working salvage crew needs any advantage they can get to be noticed in a busy environment. Enter the Carnival livery, a stunning pink hull with black highlights and distinctive stripes running down the ship's arms.
item_DescVulture_Paint_Fleetweek_Black_Yellow=Vulture operators who choose the Pyrite livery never have to apologize for sporting a little style. A stealthy matte black and silver hull contrasts sharply with silver and yellow topped arms.
item_DescVulture_Paint_Green_Black=Embrace Day of the Vara mischievousness and mayhem any time of the year with this custom Vulture livery. It combines metallic green and black for a striking look that highlights the holiday's classic colors.
item_DescVulture_Paint_Longhorn=For the Vulture captain dedicated to a hard day's work, the Longhorn livery's black-and-burnt orange hull with rough silver highlights lend a classic industrial feel to the famed spacecraft.
item_DescVulture_Paint_Luminalia_green_red=Express your holiday spirit with the Deck the Hull livery, which uses the traditional Luminalia colors of green and red to celebrate the popular Banu festival that's become beloved by Humans.
item_DescVulture_Paint_Luminalia_white_blue=Equip your Vulture with a paint scheme cooler than a snow storm. The IceBreak livery mixes crisp, cool white with a frostbitten blue for an exciting look suitable for any season.
item_DescVulture_Paint_Oriole=The Oriole livery offers Vulture captains a no-nonsense matte grey toned hull patterned after those operated by military organizations. Understated orange highlights mark the craft's salvage-and-recovery role.
item_DescVulture_Paint_Unity=Foundation Festival is an opportunity for Citizens and Civilians to come together and strengthen the foundation of our community. Show your commitment to a better universe with this custom livery.
item_DescWeapon_Mount_Class1_Placeholder_a=Basic Class 1a fixed mount
item_DescWillsOp_TC,P=WillsOp Targeting Computer
item_DescX1_Paint_2954RedFestival_Red_Gold_Dog=Seek peace and prosperity in the new year with the Auspicious Red Dog livery. Outfit your ship with this bold red base paint complemented by gold accents and a stylized graphic of a dog.
item_DescX1_Paint_2954RedFestival_Red_Gold_Dragon=Seek peace and prosperity in the new year with the Auspicious Red Dragon livery. Outfit your ship with this bold red base paint complemented by gold accents and a stylized graphic of a dragon.
item_DescX1_Paint_Black_Black_Orange=Infinity Custom worked with Origin on the Shadow livery for the X1, which is primarily black with grey lettering and orange highlights.
item_DescX1_Paint_Blue_Black_White=Infinity Custom worked with Origin on the Blueshift livery, which is dark blue and black with X1 in vibrant white.
item_DescX1_Paint_Grey_Orange_White=Infinity Custom worked with Origin to design the Supersonic livery for the X1. It is grey with orange highlights to accent the vehicle's streamlined design.
item_DescX1_Paint_Red_White_Black=Infinity Custom worked closely with Origin to develop the exclusive Scarlet livery, which enhances the striking look of the X1 with bold red accents.
item_DescXFRG_E_655_Engine_S6_Q1,P=X-Forge E 655 Main Thruster
item_DescXFRG_E_655_Engine_S7_Q1,P=X-Forge E 655 Main Thruster
item_DescXFRG_FP_RMI_S2_Q1=The X-Forge P/S2-80 is a small thruster that mainly finds use on Aurora class starships. Boasting good thrust output and fuel efficiency, the P/S2-80 is an excellent choice for those with a bit of wanderlust.
item_DescXFRG_Intakes_Aurora,P=X-Forge Aurora Fuel Intakes
item_DescXFRG_Vanguard_D_S4_320_Aux,P=X-Forge Vanguard D 320 Auxiliary Thruster
item_DescXFRG_Vanguard_D_S4_320_Main,P=X-Forge Vanguard D 320 Main Thruster
item_DescXIAN_Cockpit_Audio,P=Xi'an Cockpit Audio
item_DescXIAN_LaserCannon_S3,P=A Size 3 Laser Autocannon S3 of Xi'an construction.
item_DescXIAN_Scout_CML_Chaff,P=Aopoa Khartu-al- Noise Launcher
item_DescXIAN_Scout_CML_Flare,P=Aopoa Khartu-al - Decoy Launcher
item_DescXIAN_Scout_LandingSystem,P=Aopoa Khartu-al Landing System
item_DescXIAN_Scout_Maneuvering,P=Aopoa Khartu-al Thruster
item_DescXIAN_Scout_MultiLight,P=Aopoa Khartu-al External Lights
item_DescXIAN_Scout_Retro,P=Aopoa Khartu-al Retro Thruster
item_DescXIAN_Scout_Seat_Pilot,P=Aopoa Khartu-al Pilot Seat
item_DescXNAA_SanTokYai_Mount_Gimbal=Manufacturer: Aopoa\nItem Type: Weapon Mount\nSize: 3\n\nLine up the perfect shot with help from this S3 gimbal mount. Made by Aopoa specifically for the San'tok.yāi, this gimbal can handle weapons up to S3.
item_DescYORM_S2_F4_RC,P=YORM Dual Protector
item_DescYORM_S3_F4_RC,P=YORM Dual Protector
item_DescZoom=<-=MISSING=->
item_Desc_987_Jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nCrafted from a slick, high-shine weave, the Legion was conceived by 987 and famed Terran underground designer, Jieto, to shock the status quo of hooded jackets and usher in a new era of aesthetic functionality. \n\nWomen's sizes currently out of stock.
item_Desc_987_Jacket_02_01_01=Carrying Capacity: 2K µSCU\n\nComplementary pieces come together to form the Horde. This striking jacket from 987 features a strong asymmetrical design with a high-lo hem and aggressive detailing on the sleeves. \n\nWomen's sizes currently out of stock.
item_Desc_987_jacket_03_01_01=Carrying Capacity: 1K µSCU\n\nFashionable, fun and flashy, the Tempo is a quilt studded jacket featuring a unique metallic finish to make you stand out from the crowd. 987 balanced this bold design with sections of synthetic leather and complementary colors ringing the waistband and inner collar.
item_Desc_987_jacket_03_01_9tails01=Carrying Capacity: 1K µSCU\n\nThis version of 987's Tempo jacket has been modified from its original form. Fashionable, fun and flashy, the Tempo is a quilt studded jacket featuring a unique metallic finish to make you stand out from the crowd. 987 balanced this bold design with sections of synthetic leather and complementary colors ringing the waistband and inner collar.
item_Desc_987_jacket_05_01_01=Carrying Capacity: 1K µSCU\n\nWhether you're coasting through outdoor adventures or cruising to exclusive afterparties, the Faction coat is sure to turn heads. Fusing sections of ultra-insulated brick quilting with 987's DuraBull ripstop reinforced fabric, you'll stay warm while still looking cool.
item_Desc_987_pants_01_01_01=Carrying Capacity: 0.5K µSCU\n\n987 redefines classic slacks with the Torreto. These mid-rise, straight cut pants incorporate a section of fabric studding along the side seam to provide a pop of personality.
item_Desc_987_pants_01_01_9tails01=Carrying Capacity: 0.5K µSCU\n\nThis version of 987's Torreto pants has been modified from its original form. 987 redefines classic slacks with the Torreto. These mid-rise, straight cut pants incorporate a section of fabric studding along the side seam to provide a pop of personality.
item_Desc_987_pants_03_01_01=Carrying Capacity: 0.5K µSCU\n\n987 delivers comfort, durability, and style with the Union pants. Designed with a special, next-gen blend of high-performance synthetic fabrics, these pants are enduringly fashionable in these modern times.
item_Desc_987_pants_03_01_9tails01=Carrying Capacity: 0.5K µSCU\n\nThis version of 987's Union pants has been modified from its original form. 987 delivers comfort, durability, and style with the Union pants. Designed with a special, next-gen blend of high-performance synthetic fabrics, these pants are enduringly fashionable in these modern times.
item_Desc_987_shirt_01_01_01=The battle against pirate captain Balthazar jumps from the arcade to this animated t-shirt. Special fabric scrolls graphics from 'Hyper Vanguard Force IV' to celebrate this arcade classic from Original System.
item_Desc_987_shirt_03_01_01=The Adrift mock neck sweater takes the idea of fashion as entertainment to the next level. This comfortable fiber blend material features a special vid-fabric depicting a dynamic space scene to ensure that people won't be able to keep their eyes off you.
item_Desc_987_shoes_01_01_01=From bustling backstreets to crowded clubs, the UrbEx boots will make your next step a bold one. The boots blend a stylish design with reinforced high ankle support and ultra durable outsoles.
item_Desc_987_shoes_03_01_01,P=Desc - 987 Shoes 03
item_Desc_ALB_Bandana_01_01_Shared=Made from only the finest cotton, this bandana from Alejo Brothers features a double-sided print and sewn edges to guarantee durability.
item_Desc_ALB_Jacket_01_01_01=Carrying Capacity: 2K µSCU\n\nAlejo Brothers have seamlessly blended functionality and style with the Tuvic line of outerwear. These rugged jackets feature reinforced leather padding to offer additional protection and support while still maintaining a modern aesthetic.\n\nWomen's sizes currently out of stock.
item_Desc_ALB_Jacket_01_Ruso=Carrying Capacity: 2K µSCU\n\nProudly wear your support of the Rust Society with this custom version of Alejo Brothers' classic Tuvic Outerwear industrial jacket. The perfect companion for those long hauls and endless digs.\n\nWomen's sizes currently out of stock.
item_Desc_CBD_Hat_01_01_01=This military cadet hat from CBD blends lightweight fabric and leather for a striking design. Featuring a white skull offset on the front and "Death From Above" on the side.\n\nWomen's sizes currently out of stock.
item_Desc_CBD_Hat_01_01_Shared=This military cadet hat from CBD blends lightweight fabric and leather for a striking design.\n\nWomen's sizes currently out of stock.
item_Desc_CBD_Hat_02_01_Shared=Metal bullet studs are embedded into the front of this military cadet hat from CBD, which also features RAGE written across the side. \n\nWomen's sizes currently out of stock.
item_Desc_CBD_Jacket_01_01_Shared=Carrying Capacity: 1K µSCU\n\nExpress your attitude with this ultramodern crash jacket from CBD. An asymmetrical front zipper, arm and shoulder straps help provide additional style for this unique piece.
item_Desc_CBD_Pants_01_01_01=Carrying Capacity: 2K µSCU\n\nGet down and dirty with CBD's Skellig-wear. These utility pants feature durable vinyl-composite material with reinforced ridged kneepads.
item_Desc_CBD_Shirt_01_01_01=Most may believe in Admiral Bishop, but you're not most people. You prefer to address him as Admiral Bullsh*t, so flaunt your intellectual independence with this shirt from CBD.\n\nWomen's sizes currently out of stock.
item_Desc_CBD_Shirt_01_02_01=CBD's proud to introduce this graphic tee featuring the album artwork from The Leedos' classic debut album <i>Never Silent</i>.\n\nWomen's sizes currently out of stock.
item_Desc_CBD_Shirt_01_03_01=Proclaim your passion for poli-rock rebels The Leedos with this lightweight and supremely soft shirt from CBD, featuring artwork from their United Empire of Extinction tour.\n\nWomen's sizes currently out of stock.
item_Desc_CBD_Shirt_01_04_01=Be crass and comfortable with this swearing skull shirt from CBD made from 100% ring-spun cotton.\n\nWomen's sizes currently out of stock.
item_Desc_CBD_Shirt_02_01_01=This thrash-tacular tee from CBD rocks Gutterwash's infamous half-human, half-Vanduul logo, and also features leather straps sewn into the shoulder slope seam.\n\nWomen's sizes currently out of stock.
item_Desc_CBD_Shirt_02_02_01=Be an officially authorized party monster in this Gutterwash graphic tee from CBD with double-stitched hem and sleeves to help it survive those wild nights. \n\nWomen's sizes currently out of stock.
item_Desc_CBD_Shirt_02_03_01=Announce your apathy in this Gutterwash tee. Or don't. Like it'll really make a difference either way. CBD out.\n\nWomen's sizes currently out of stock.
item_Desc_CBD_Shirt_02_04_01=This shirt from CBD features an athletic cut and an eye-catching dripping skull graphic.\n\nWomen's sizes currently out of stock.
item_Desc_CBD_trenchcoat_01=Carrying Capacity: 2K µSCU\n\nA modern update of CBD's classic duster, this full-length coat features two-tone coloring and inlaid accents to make a bold statement whatever environment you're in.
item_Desc_CDS_Undersuit_Armor_02_Shared=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nThe FBL-8u is the first CDS undersuit to utilize the manufacturers new orb-weave technology that produces an impressively light yet strong material that can withstand the rigors of space travel. Originally developed to pair perfectly with CDS's FBL-8a light armor, it remains compatible with other armor sets.
item_Desc_CDS_Undersuit_Armor_Shared=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nThis comprehensive Tactical Combat Suit provides a complete sealed suit against vacuum, free range of motion, and interfaces seamlessly with compatible armor systems.
item_Desc_COMP_BEHR_S00_CSVRP=Item Type: Computer\nManufacturer: Behring\nSize: 0\nGrade: C\nClass: Military\n\nSpecced to meet the high demands of the military, Behrings CSV-RP vehicle computer has been a staple in UEE tanks and other ground vehicles for centuries.
item_Desc_COMP_BEHR_S00_CSVTL=Item Type: Computer\nManufacturer: Behring\nSize: 0\nGrade: B\nClass: Military\n\nThe CSV-TL computer system is powered by Behring to deliver more processing than previous- generation systems alongside innovative new processing algorithms for improved data handling.
item_Desc_COMP_BEHR_S01_CSRRP=Item Type: Computer\nManufacturer: Behring\nSize: 1\nGrade: C\nClass: Military\n\nThe CSR-RP from Behring provides trusted and consistent computing power in a streamlined package.
item_Desc_COMP_BEHR_S01_CSRTL=Item Type: Computer\nManufacturer: Behring\nSize: 1\nGrade: B\nClass: Military\n\nFly with next-generation computer performance. The CSR-TL has low latency and plug-and-play compatibility with additional blade slots, all driven by Behrings advanced operating technologies.
item_Desc_COMP_BEHR_S02_CSMRP=Item Type: Computer\nManufacturer: Behring\nSize: 2\nGrade: C\nClass: Military\n\nThe CSM-RP computer system brings Behrings esteemed line of military-grade processors to private-sector ships.
item_Desc_COMP_BEHR_S02_CSMTL=Item Type: Computer\nManufacturer: Behring\nSize: 2\nGrade: B\nClass: Military\n\nBehring packed plenty of raw power into the CSM-TL computer system. Armed with advanced data-cores running hex-threaded processors, its sure to provide all the computational brute force you need.
item_Desc_COMP_BLTR_S01_Crypt=Item Type: Computer\nManufacturer: Blue Triangle Inc.\nSize: 1\nGrade: A\nClass: Stealth\n\nThe new Crypt from Blue Triangle Inc. is meticulously crafted to offer superior heat dissipation using advanced venting technology and premium materials, so that this computer system runs as cool as it looks.
item_Desc_COMP_BLTR_S01_Cypher=Item Type: Computer\nManufacturer: Blue Triangle Inc.\nSize: 1\nGrade: B\nClass: Stealth\n\nDesigned to dispel both IR and EM signatures, the Cypher from Blue Triangle Inc has quietly been making a name for itself amongst consumers that prefer stealth components.
item_Desc_COMP_BRRA_S01_Lamarr=Item Type: Computer\nManufacturer: Broad & Rabiee\nSize: 1\nGrade: C\nClass: Competition\n\nThe eccentric upstarts behind Broad & Rabiee cheekily named their competition-grade computer Lamarr in honor of a 28th century cult vid about an alien CPU that single-handedly overthrows the UEE government.
item_Desc_COMP_BRRA_S01_Pascal=Item Type: Computer\nManufacturer: Broad & Rabiee\nSize: 1\nGrade: B\nClass: Competition\n\nBroad and Rabiee engineered the ultimate computing experience when they designed the new lighter and faster Pascal data system.
item_Desc_COMP_Default=
item_Desc_COMP_FSIN_S02_CompuWare=Item Type: Computer\nManufacturer: Friskers Semiconductor Inc.\nSize: 2\nGrade: C\nClass: Civilian\n\nBuilt to meet the demands of next generation ships, Friskers CompuWare features proprietary technologies for smooth data processing.
item_Desc_COMP_MITE_S01_dynaSys=Item Type: Computer\nManufacturer: microTech\nSize: 1\nGrade: C\nClass: Civilian\n\nFrom trusted computer expert microTech, the dynaSys onboard system handles rapid data processing in a streamlined designed frame.
item_Desc_COMP_SADA_S01_Ferric=Item Type: Computer\nManufacturer: Saga Datasystems\nSize: 1\nGrade: C\nClass: Industrial\n\nInnovation never ends at Saga Datasystems. The Ferric computer was specifically refined to suit industrial ships and all their processing needs.
item_Desc_COMP_SADA_S01_Wolfram=Item Type: Computer\nManufacturer: Saga Datasystems\nSize: 1\nGrade: B\nClass: Industrial\n\nThe Wolfram is one of the universes most powerful onboard computer systems. With Saga Datasystems incredible computing power and groundbreaking architecture, youll accomplish more than you ever thought possible.
item_Desc_COMP_SADA_S02_Chrome=Item Type: Computer\nManufacturer: Saga Datasystems\nSize: 2\nGrade: B\nClass: Industrial\n\nThe new Saga Datasystems Chrome computational system works intelligently to improve data handling while simultaneously allowing for dynamic core processing.
item_Desc_COMP_SADA_S02_Inox=Item Type: Computer\nManufacturer: Saga Datasystems\nSize: 2\nGrade: C\nClass: Industrial\n\nBefore founding Saga Datasystem, Lavinia Kilo was an industrial engineer. Her love of versatile yet utilitarian components is reflected in the Inox — a computer system designed with the hauler in mind.
item_Desc_COMP_WLOP_S00_Chamfer=Item Type: Computer\nManufacturer: WillsOp\nSize: 0\nGrade: B\nClass: Civilian\n\nYou can now experience the power and performance of WillsOp in a mobile form factor. The Chamfer computing system provides all you data processing needs as you travel.
item_Desc_COMP_WLOP_S00_Lattice=Item Type: Computer\nManufacturer: WillsOp\nSize: 0\nGrade: C\nClass: Civilian\n\nThis vehicle computer from WillsOp was designed to withstand the many harsh conditions you and your vehicle could find yourselves in as you explore the universe.
item_Desc_COMP_WLOP_S01_Baier=Item Type: Computer\nManufacturer: WillsOp\nSize: 1\nGrade: C\nClass: Civilian\n\nThe Baier computer from WillsOp has a legion of fans thanks to consistent performance and renowned targeting software.
item_Desc_COMP_WLOP_S01_Mitre=Item Type: Computer\nManufacturer: WillsOp\nSize: 1\nGrade: B\nClass: Civilian\n\nThe Mitre computing system is truly unique. Designed and built by WillsOp and crafted with premium materials and components, it is cooled by an advanced radial vapor exchanged for improved performance in most environments.
item_Desc_COMP_WLOP_S02_Baas=Item Type: Computer\nManufacturer: WillsOp\nSize: 2\nGrade: C\nClass: Civilian\n\nThe Baas from WillsOp gives you superior performance to deliver one of the fastest and comprhensive computational experiences.
item_Desc_COMP_WLOP_S02_Dado=Item Type: Computer\nManufacturer: WillsOp\nSize: 2\nGrade: D\nClass: Civilian\n\nThe Dado ship computer from WillsOp comes standard with their proprietary targeting system software to help keep your ship safe.
item_Desc_COOL_ACOM_S01_ZeroRush=Item Type: Cooler\nManufacturer: ACOM\nSize: 1\nGrade: B\nClass: Competition\n\nFew things can push your ship to its limits like racing. Going faster and harder generates a lot of excess heat that can take a toll on your system if not properly managed. The ZeroRush cooler from ACOM has what it takes to get you across the finish line.
item_Desc_COOL_AEGS_S01_Glacier=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: A\nClass: Military\n\nYour weapons, your shields, your thrusters. All vital during combat, all generating heat. Enter the Glacier cooler from Aegis Dynamics. A best-in-class heat management system designed to keep you cool as the pressure mounts.
item_Desc_COOL_AEGS_S01_Tundra=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: D\nClass: Military\n\nConstructed by Aegis with military performance in mind, the Tundras reliable performance has made it a standard cooler of the UEE Navy.
item_Desc_COOL_AEGS_S02_Avalanche=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 2\nGrade: A\nClass: Military\n\nShowcasing the best of mil-spec cooler technology, the Aegis Avalanche thermal management unit has been built from the ground up to endure the demanding needs of the battlefield.
item_Desc_COOL_AEGS_S02_Boreal=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 2\nGrade: D\nClass: Military\n\nDesigned to disperse the heat of battle, Aegis Dynamics Boreal cooler is a military standard with the capacity to survive stressful situations.
item_Desc_COOL_AEGS_S02_Permafrost=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 2\nGrade: B\nClass: Military\n\nDesigned by Aegis to military standards, the Permafrost cooler has proven itself time and again to be more than capable of handling heat processing even while under the strains of combat.
item_Desc_COOL_AEGS_S03_Tempest=Item Type: Cooler\nManufacturer: Aegis Dynamics\nSize: 3\nGrade: B\nClass: Military\n\nOn the frontlines, you want to know that your ship is going to perform as expected when you need it most. The mil-spec Tempest cooler sees to it that you can operate within safe thermal ratings for longer thanks to advanced manufacturing by Aegis.
item_Desc_COOL_Default=
item_Desc_COOL_JSPN_S00_CryoStarSL=Item Type: Cooler\nManufacturer: J-Span\nSize: 0\nGrade: B\nClass: Civilian\n\nJ-Spans done it again. The Cryo-Star SL incorporates the same consumer award winning performance and durability youve come to expect from a Cryo-Star, but now available for smaller vehicles.
item_Desc_COOL_JSPN_S01_CryoStar=Item Type: Cooler\nManufacturer: J-Span\nSize: 1\nGrade: B\nClass: Civilian\n\nJ-Spans consumer-grade Cryo-Star cooler has become a common sight across the Empire thanks to its reliable heat absorption that wont strain your ships power-plant.
item_Desc_COOL_JSPN_S02_CryoStarEX=Item Type: Cooler\nManufacturer: J-Span\nSize: 2\nGrade: B\nClass: Civilian\n\nWith its EX line, J-Span has brought the same reliable heat absorption of their popular Cryo-Star cooler to pilots looking to outfit larger ships.
item_Desc_COOL_JSPN_S03_CryoStarXL=Item Type: Cooler\nManufacturer: J-Span\nSize: 3\nGrade: B\nClass: Civilian\n\nWith its well-crafted design and dependable performance, the Cryo-Star XL cooler proves from the moment you use it that no one understands heat management better than J-Span.
item_Desc_COOL_JUST_S01_EcoFlow=Item Type: Cooler\nManufacturer: Juno Starwerk\nSize: 1\nGrade: B\nClass: Industrial\n\nA standard for centuries, Juno Starwerks industrial Eco-Flow cooler is a favorite of haulers for being easy to maintain even when carrying the heaviest cargo loads.
item_Desc_COOL_JUST_S01_UltraFlow=Item Type: Cooler\nManufacturer: Juno Starwerk\nSize: 1\nGrade: A\nClass: Industrial\n\nJuno Starwerk has crafted the Ultra-Flow to not only withstand the demanding cooling needs of your ships systems as it works, but to do it longer and better than other coolers in its class.
item_Desc_COOL_JUST_S02_Snowfall=Item Type: Cooler\nManufacturer: Juno Starwerk\nSize: 2\nGrade: B\nClass: Industrial\n\nFew things can be as damaging to your ship over time as excess heat build up. The Juno Starwerk Snowfall cooler helps ensure that your ship stays the right temperature for longer, which means that you can keep flying for longer.
item_Desc_COOL_JUST_S03_IceFlush=Item Type: Cooler\nManufacturer: Juno Starwerk\nSize: 3\nGrade: B\nClass: Industrial\n\nThe Juno Starwerk Ice-Flush cooler is built to withstand the heat demands and thermal strains that many industrial ships deal with as part of their average workday.
item_Desc_COOL_LPLT_S01_FlashFreeze=Item Type: Cooler\nManufacturer: Lightning Power Ltd.\nSize: 1\nGrade: B\nClass: Civilian\n\nWith the FlashFreeze, Lightning Power makes sure that no matter how hot things get, you can rely on its proven cooling technology to keep you flying.
item_Desc_COOL_LPLT_S02_FullFrost=Item Type: Cooler\nManufacturer: Lightning Power Ltd.\nSize: 2\nGrade: B\nClass: Civilian\n\nProper thermal management and heat distribution is a concern for any pilot who cares about the longevity and performance of their ship. Now you can fly easy knowing you have the advanced FullFrost cooler by Lightning Power aboard.
item_Desc_COOL_LPLT_S02_WhiteOut=Item Type: Cooler\nManufacturer: Lightning Power Ltd.\nSize: 2\nGrade: D\nClass: Civilian\n\nYour ship faces a lot of extreme conditions while flying. From the coldness of space to the burning heat of a desert planet, the last thing you want to worry about is if your cooler can keep up. The entry-level WhiteOut from Lightning Power provides thermal management that can help make sure you get where youre going.
item_Desc_COOL_LPLT_S03_FrostBite=Item Type: Cooler\nManufacturer: Lightning Power Ltd.\nSize: 3\nGrade: B\nClass: Civilian\n\nKeep your ship running smoothly with the Lightning Power FrostBite handling your thermal management needs. This consumer-grade cooler can process extra-heat and help maintain optimal running temperatures for all your components.
item_Desc_COOL_TYDT_S01_SnowBlind=Item Type: Cooler\nManufacturer: Tyler Design & Tech\nSize: 1\nGrade: A\nClass: Stealth\n\nAn IR signature that is running hot is a surefire way to alert the entire sector to your whereabouts and can often potentially prove to be dangerous. With the Tyler Design & Tech Snowblind cooling system onboard you can significantly reduce your heat emissions while keeping your ship running within optimal thermal conditions.
item_Desc_COOL_VNCL_S01_Cold=Item Type: Cooler\nManufacturer: Vanduul\nSize: 1\nGrade: N/A\nClass: Military\n\nA small cooler found aboard Vanduul crafts and code-named “Cold” by the military, its thermo-tolerances have been tuned to meet the aggressive needs of Vanduul pilots.
item_Desc_COOL_WCPR_S00_Kelvid=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 0\nGrade: B\nClass: Civilian\n\nThe Kelvid is a high performance, rough and tumble cooler system designed to keep your vehicle humming for longer, rather than catching its breath.
item_Desc_COOL_WCPR_S01_Gelid=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 1\nGrade: A\nClass: Civilian\n\nAllowing for greater thermo-dispersal and improved performance output, the top-of-the-line Gelid cooler from Wen/Cassel is an all-inclusive heat management system ideal for a variety of ships.
item_Desc_COOL_WCPR_S02_Graupel=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 2\nGrade: C\nClass: Civilian\n\nThe Graupel not only provides the top of the line cooling technology that larger ships need to maintain optimal performance, it does it with Wen/Cassels signature craftsmanship.
item_Desc_COOL_WCPR_S02_Taiga=Item Type: Cooler\nManufacturer: Wen/Cassel Propulsion\nSize: 2\nGrade: B\nClass: Civilian\n\nWen/Cassel has worked long and hard to develop quality coolers like the latest edition Taiga, which can process and manage excess heat while consistently maintaining the high standards that they have become known for.
item_Desc_CTL_Hat_01_01_Shared=A classic structured baseball cap with an accent stripe to add a pop of color. City Lights' proprietary COOL-WEV technology keeps your head cool and dry in any environment.\n\nWomen's sizes currently out of stock.
item_Desc_CTL_Jacket_01_01_Shared=Carrying Capacity: 1K µSCU\n\nA modern take on the iconic crash jacket, the Sturgis from City Lights stands out thanks to its asymmetrical main zipper and plethora of pockets, but its timeless design will keep you in style for years. \n\nWomen's sizes currently out of stock.
item_Desc_CTL_Jacket_02_01_Shared=Carrying Capacity: 1K µSCU\n\nA classic racer jacket elevated by detailed seam work, a collar strap and decorative, eye-catching flourishes on the chest and arms. City Lights has once again redefined fashion and comfort.
item_Desc_CTL_Jacket_03_01_Shared=Carrying Capacity: 1K µSCU\n\nThis simple knit jacket from City Lights features a classic cut and chic microseam technology to create a thoroughly modern addition to any wardrobe. It also features a stand collar to help keep you warm.\n\nWomen's sizes currently out of stock.
item_Desc_CTL_Pants_01_01_Shared=Carrying Capacity: 1K µSCU\n\nThese straight-leg pants from City Lights are essential for everyday work and play. Both the front and back pockets feature metallic button accents to provide that perfect amount of flair.\n\nWomen's sizes currently out of stock.
item_Desc_CTL_Pants_02_01_Shared=Carrying Capacity: 1K µSCU\n\nStep up the style with these bold pants from City Lights. Six zipper pockets and a slanted fly will bring a bit of attitude to your wardrobe.\n\nWomen's sizes currently out of stock.
item_Desc_CTL_Shirt_03_01_Shared=This stylish t-shirt from City Lights is made from a lighter fabric that's perfect for warmer climates.
item_Desc_CTL_Shirt_06_01_Shared=Enhance your basic t-shirt game with this stylish short sleeve t-shirt from City Lights, which features a dynamic, asymmetrical line across the front.\n\nWomen's sizes currently out of stock.
item_Desc_CTL_Torso_Jacket_01_01=(PH) F_CTL_Jacket_01_01\nItem Description.\n\n Description
item_Desc_CTL_Torso_Jacket_04_01=(PH) F_CTL_Jacket_04_01\nItem Description.\n\n Description
item_Desc_CTL_Torso_Shirt_03_01=(PH) F_CTL_Shirt_03_01\nItem Description.\n\n Description
item_Desc_CTL_Torso_Shirt_03_02=(PH) F_CTL_Shirt_03_02\nItem Description.\n\n Description
item_Desc_Countermeasure_Decoy=These countermeasures are designed to act like compact ship emulators. These specialty rounds emit high concentrations of EM and phosphorous heat to attract missile guidance systems or pilots flying by radar/scans.
item_Desc_Countermeasure_smokescreen=This area effect countermeasure consists of a grapeshot cannister that when launched explodes and scatters hundreds of smaller explosions that scatter and detonate, creating a wide dispersal volume of electrically charged metal and glass particles that can disrupt electromagnetic, infrared, and cross-section scanners. Ships and missiles will lose targeting on any ships that are inside of or obscured by the field.
item_Desc_Crus_whale_suit_01_01_01=A large, soft plush costume of Crusader's beloved mascot Finley the Stormwal. Made exclusively for Crusader Industries to greet and welcome visitors to the floating city of Orison.
item_Desc_DMC_Gloves_02_01_01=Designed to provide warmth to your hands while still allowing you to precisely manipulate things, the Mercury gloves from DMC are perfect for outdoor activities or colder work environments.
item_Desc_DMC_Jacket_01_01_01=Temp. Rating: -20 / 10 °C\nCarrying Capacity: 1K µSCU\n\nThese insulated, water-resistant jackets are perfect for any jobsite where temperature can be a factor. The Mountaintop from DMC features secure pockets and is made with a vinyl-weave exterior, guaranteeing that rough environments won't compromise your warmth.\n\nWomen's sizes currently out of stock.
item_Desc_DMC_Jacket_02_01_Shared=Carrying Capacity: 1K µSCU\n\nLook as good as you feel with this trendy jacket from DMC. The Selby also features a soft inner lining to provide extra comfort and insulation.\n\nWomen's sizes currently out of stock.
item_Desc_DMC_Jacket_03_01_01=Carrying Capacity: 3K µSCU\n\nThis insulation outdoor jacket from DMC is lined with reinforced padding to provide durable comfort for everyday wear.
item_Desc_DMC_Jacket_04_01_01=Carrying Capacity: 2K µSCU\n\nCelebrate launch week in iconic style with this commemorative flight jacket featuring a Navy patch on the front and a large Invictus patch on the back. This synthetic leather jacket comes with two front pockets and ribbed waistband and cuffs that guarantee a good fit.
item_Desc_DMC_Legs_Pants_02_01=(PH) F_DMC_Pants_02_01\nItem Description.\n\n Description
item_Desc_DMC_Pants_01_01_01=Carrying Capacity: 1K µSCU\n\nDMC's Foundation line is just that; the foundation for your work wear. Featuring a simple, elegant cut with easy-access pockets, the Foundation is both professional and functional.\n\nWomen's sizes currently out of stock.
item_Desc_DMC_Pants_02_01_Shared=Carrying Capacity: 2K µSCU\n\nFlaunt your rugged yet refined sensibility with these cargo pants from DMC. With grey accents and contrast stripes down each side, Astleys are durable, comfortable, and always on point. \n\nWomen's sizes currently out of stock.
item_Desc_DMC_Pants_03_01_01=Carrying Capacity: 0.5K µSCU\n\nDMC's Frontier collection has been a staple of frontier living for centuries. These heavy denim workpants have double-stitched reinforcement and stainguard technology, making them dependable pants for any environment day in and day out.
item_Desc_DMC_gloves_01=DMC's Gauntlet gloves feel like a hard day's work. Built with resilient GranTec composite weaves, these Gauntlets live up to their name, providing maximum protection against environments and impacts so you can work another day.
item_Desc_DMC_gloves_02_01_centurion=Keep your hands warm and fingers nimble with Mercury gloves from DMC. Ideal for outdoor activities or colder work environments, the special Voyager edition comes in red with gold trim.
item_Desc_Dead_Tree=Contrary to its ominous name, the Revenant is actually a variety of the Altrucia tree, an indigenous plant of Terra III known for its thick and colorful leaves. Geoengineers introduced fields of Altrucias to Hyperion in an effort to break up the dust storms. Although the project failed, the Altrucia trees adapted to the perpetual wind patterns, shedding its leaves and thickening the wood in the trunk. Botanists initially believed that the Altrucias had died, but on closer inspection, discovered that they were quite alive and thus, the name was born.
item_Desc_ELD_Jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nSimple, comfortable and understated. While most fashion designers avoid these terms, Escar Limited understands that sometimes you just want something that feels right. Based on the classic design from Centauri II, the Archibald is a simple, comfortable and understated light jacket made from a polyweave that doesn't restrict airflow.
item_Desc_ELD_Jacket_02_01_01=Carrying Capacity: 1K µSCU\n\nStay stylishly protected from the elements with the Geoffrey. Escar Limited's casual jacket features a durable water-repellent finish with a slick brushed look, alongside sleeves featuring an articulated elbow.
item_Desc_ELD_Pants_01_01_Shared=Carrying Capacity: 1K µSCU\n\nEmbody the Escar aesthetic of casual comfort with these classic pants. Ideal for lounging. Ideal for errands. Ideal for you.\n\nWomen's sizes currently out of stock.
item_Desc_ELD_Pants_01_02_Shared=Carrying Capacity: 1K µSCU\n\nSpice up your wardrobe with a pair of 99 pants from Escar Limited. The juxtaposition of colors, each made from a different fabric, form a striking design for when you want to make a statement.\n\nWomen's sizes currently out of stock.
item_Desc_ELD_Pants_02_01_Shared=Carrying Capacity: 1K µSCU\n\n88s are the ultimate leisure attire from Escar Limited. From the striking color to the tailored fit, they are the perfect complement for laid back days and festive nights.\n\nWomen's sizes currently out of stock.
item_Desc_ELD_Pants_03_01_01=Carrying Capacity: 0.5K µSCU\n\nKeep it easy with EQ athletic pants from Escar Limited. Made with a sweat-wicking microweave and a subtle pleated design, the EQ are a comfortable and stylish choice for those days when you're looking to keep it cool.\n\nWomen's sizes currently out of stock.
item_Desc_ELD_Pants_04_01_01=Carrying Capacity: 1K µSCU\n\nKeep it CS-L with these soft, fleece-lined athletic pants from Escar Limited. These loose, relaxed pants provide supreme comfort whether on the move or unwinding.
item_Desc_ELD_Pants_05_01_01=Carrying Capacity: 1K µSCU\n\nWith the help of iconic designer Ubaid, Escar Limited created these crop pants for the fashion forward who don't want to be overly flashy. The 55-GR features a subtle tartan pattern and baggy cuffs. \n\nWomen's sizes currently out of stock.
item_Desc_ELD_Shirt_01_01_01=Be bold. Be you. Escar LImited's Hannu line of ultra-cas shirts features a fading asymmetrical cut and patchweave material that feels both rustic and thoroughly modern.\n\nWomen's sizes currently out of stock.
item_Desc_ELD_Shirt_02_01_01=Distressed to impress, the Shackleton line provides comfort with an edge. Escar Limited abrades the shirt fabric to give it a repurposed charm and unique look that fits in at home or on the streets.
item_Desc_ELD_Shirt_03_01_01=A partial zip pullover shirt with mesh arm accents and a button collar. Escar Limited's Balboa line delivers cutting edge style suitable for any system or situation. \n\nWomen's sizes currently out of stock.   
item_Desc_ELD_Shirt_04_01_01,P=ELD - shirt (04) - description
item_Desc_ELD_Shirt_04_assistance_dec=In space, no one can hear your scream. That's why they created ECN alerts. Commemorate the kindness of strangers with the Rescue Required shirt, featuring an astronaut fleeing from danger.
item_Desc_ELD_Shirt_04_ejection_dec=Commiserate with other Captains whose chair won't go anywhere. The Ejection Rejection shirt features a smoldering Cutlass while wondering why anyone would ever need an ejection seat.
item_Desc_ELD_Shirt_04_grimhex_dec=Scoundrels, scalawags, and scum gather at Grim HEX, so show that you're part of such illustrious company with the Lost Wallet shirt made from comfortable, synthetic cotton.
item_Desc_ELD_Shirt_04_lorville_dec=Lorville, come for the low wages and leave with a lethal respiratory condition. The Lorville Blues shirt celebrates the iconic, corporate-owned landing zone best seen with a plastic bag over your head.
item_Desc_ELD_Shirt_04_olisar_dec=The Stuck at Olisar shirt recreates the infamous ASOP terminal screen frequently seen at Port Olisar. Anyone who's visited this bustling transportation hub can relate to the gnawing fear of seeing this screen appear as a result of Olisar officials clearing abandoned, crashed, or improperly parked spacecraft from their landing pads.
item_Desc_ELD_Shirt_04_required_dec=This short sleeve shirt features the iconic warning sign found near airlocks across the universe. Wear the Vacuums Kill shirt to remind everyone of the horrors that happens when one removes their helmet in the vacuum of space.
item_Desc_ELD_jacket_03_01_shared=Carrying Capacity: 2K µSCU\n\nWeather the cold with this waterproof and insulated jacket from Escar Limited. Featuring a stylish design and unique dual-layer collar, the Parvat will keep you warm when you need it most.
item_Desc_ELD_shirt_04_01_Cubby_blast=Show your support for local and independently owned businesses with this Cubby Blast t-shirt. From its infectious holo-jingle promising "racks of rifles, stacks of shotguns, piles of pistols" to Clor Vee, the eccentric owner with a thick Cathcart accent, Cubby Blast remains one of Area18's most unique shops, and a refreshing change of pace from the corporate-owned chain stores that dominant the Empire.\n
item_Desc_ELD_shirt_04_01_G-loc=Raise a glass to the expert drink-slingers at the G-Loc Bar with this t-shirt. Area18's finest watering hole is known for their heavy pours on classic cocktails, like the Wingman's Hangover and Nick's Mistake. Snag this shirt to celebrate their generosity and help you remember where the night started.
item_Desc_ELD_shirt_04_01_big_bennys=This Big Benny's shirt embodies the joy of dining on their delicious kacho with an animated image that rotates between two versions of the brand's iconic logo. Wearing it is bound to remind everyone to grab and eat this tasty treat.
item_Desc_ELD_shirt_04_01_carrack=Express your passion for the unknown with this Carrack t-shirt. Celebrate the popular and iconic exploration ship with this comfortable black t-shirt that creatively combines an overhead view of the Carrack with the Anvil logo on the front and the ship's name on the back.
item_Desc_ELD_shirt_04_01_cutlass=Don't judge a ship by its reputation. Show that pilots of all ilk love the Cutlass line of ships because of their versatility, affordability, and general bad-assery. The front of this black t-shirt features the iconic ship swooping before of the Drake logo and has the ship's name proudly displayed on the back.
item_Desc_ELD_shirt_04_01_dumpers_depo=Be sure to keep this shirt off the scrap heap. Made from ring-spun cotton for an ultra-comfortable fit, this Dumper's Depot shirt features an animated spinning gear in the logo that's bound to get people's attention.
item_Desc_ELD_shirt_04_01_eclipse=An Eclipse silhouetted against a planet is a rare sight, considering that this high-tech, stealth bomber is notorious for striking targets before it's even spotted. After years of military service, Aegis Dynamics, whose logo appears the back of the t-shirt, brought the ship to the civilian market in 2947 to rave review and stellar sales.
item_Desc_ELD_shirt_04_01_pips=Comfort meets refreshing style with this Pips graphic t-shirt, which features the popular energy drink's logo on the front and "Power Up" on the back.
item_Desc_ELD_shirt_04_01_torpedo_burrito=Show your affinity for the meal guaranteed to destroy your hunger. This ultra-soft natural fiber shirt features the Torpedo Burrito logo on the front and their very appropriate catch phrase "Unleash A Payload of Flavor" on the back.
item_Desc_ELD_shirt_04_01_valkyrie=Built for the battlefield, the Valkyrie bravely dives into the kind of danger that other ships avoid. Its ability to deploy ground troops and vehicles swiftly has made it a military favorite for decades. Now popular in the civilian market, this black t-shirt does the Valkyrie justice with a dynamic design across the front and the ship's name on the back.
item_Desc_EVL_Jacket_01_01_Shared=Carrying Capacity: 5K µSCU\n\nThe Manaslu from EvaLight's asymmetrical design is only one of its unique attributes. Made from a patented blend of fabrics, this jacket's surprisingly lightweight insulation will keep you warm in the coldest corners of the universe. \n\nWomen's sizes currently out of stock.
item_Desc_EVL_Jacket_01_01_ruso=Carrying Capacity: 5K µSCU\n\nThe Rust Society edition adds eye-catching colors to this jacket's unique asymmetrical design. Made from a patented blend of fabrics, the Manaslu's surprisingly lightweight insulation will keep you warm in the coldest corners of the universe.\n\nWomen's sizes currently out of stock.
item_Desc_EVL_glasses_01=Inspired by the infamous Nexus-based outlaw group featured in the Star Marine game mode Theaters of War (Working Title), this intimidating and ostentatious limited-run eyewear is made with impact resistant red lens set in an intricately designed metal frame with gold plating.
item_Desc_FIO_glasses_01=The Sarrab are stylish half-rim glasses that are so light you'll forget you're wearing them. Ideal for everyday use, these glasses feature clear polycarbonate temple arms that complement the lens without demanding too much attention.
item_Desc_FIO_glasses_02=Fashion and function merge with the Ectio glasses from Fiore. Adjustable temple arms provide the perfect fit to sit snugly in the ear, while crystal-tempered lenses guarantee a clear view under almost any atmospheric condition.
item_Desc_GRIN_refinery_apron_01_01_01=Carrying Capacity: 1K µSCU\n\nThe ThermoWeave coat provides complete upper body fire and heat defense. It features a high collar and additional frontside protection thanks to a lengthy apron made of aluminized fabric that reflects radiant heat.
item_Desc_GRIN_refinery_backpack_01_01_01=Carrying Capacity: 26K µSCU\n\nThe ThermoWeave breathing apparatus integrates with the hood to ensure a constant flow of breathable oxygen regardless of air quality conditions.
item_Desc_GRIN_refinery_gloves_01_01_01=The ThermoWeave gloves were designed with a special multilayer weave and extra insulated padding on the palm and fingers for additional protection when touching hot objects.
item_Desc_GRIN_refinery_helmet_01_01_01=The ThermoWeave hood integrates a heat and impact resistant hard hat with a neck covering hood that includes a vapor barrier to keep moisture build-up to a minimum. A large faceplate provides a wide field of view and the built-in respirator features a state-of-the-art filter to help you breathe easy.
item_Desc_GRIN_refinery_pants_01_01_01=Carrying Capacity: 2K µSCU\n\nThe ThermoWeave pants have a large, easy-access pocket on each leg and feature a special fire-resistant synthetic moisture-wicking lining that makes them comfortable to wear for an entire shift.
item_Desc_GRIN_utility_medium_arms_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C \n \nOriginally designed for miners, the Aril armor includes a fully enclosed helmet and high collar providing additional support and protection for the neck and back of the head. An integrated tool belt and attachable backpack can accommodate a variety of tools and supplies to keep your hands free. The Aril armor is available in a variety of vibrant colors to fit your personal taste and for easy identification on the jobsite.
item_Desc_GRIN_utility_medium_backpack_01=Item Type: Medium Backpack\nCarrying Capacity: 85K µSCU\nCore Compatibility: Medium & Heavy\n \nOriginally designed for miners, the Aril armor comes with an attachable backpack that can accommodate a variety of tools and supplies to keep your hands free. The Aril backpack is available in a variety of vibrant colors to fit your personal taste and for easy identification on the jobsite.
item_Desc_GRIN_utility_medium_backpack_02=Item Type: Medium Backpack\nCarrying Capacity: 85K µSCU\nCore Compatibility: Aril Core ONLY\n\nEffortlessly haul a full load with the Aril Collector backpack. The ultra-solid industrial design was made specifically for Greycat's Aril armor set. It features ergonomic supports that evenly distribute the weight across the back while keeping items safe and secure, making the Aril Collector ideal for everyday wear whether salvaging a wreck, entering a mine, or simply running errands.
item_Desc_GRIN_utility_medium_core_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 15k µSCU\nTemp. Rating: -61 / 91 °C\nBackpack Compatibility: Light & Medium \n \nOriginally designed for miners, the Aril armor includes a fully enclosed helmet and high collar providing additional support and protection for the neck and back of the head. An integrated tool belt and attachable backpack can accommodate a variety of tools and supplies to keep your hands free. The Aril armor is available in a variety of vibrant colors to fit your personal taste and for easy identification on the jobsite.
item_Desc_GRIN_utility_medium_helmet_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C \n \nOriginally designed for miners, the Aril armor includes a fully enclosed helmet and high collar providing additional support and protection for the neck and back of the head. An integrated tool belt and attachable backpack can accommodate a variety of tools and supplies to keep your hands free. The Aril armor is available in a variety of vibrant colors to fit your personal taste and for easy identification on the jobsite.
item_Desc_GRIN_utility_medium_legs_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 10K µSCU\nTemp. Rating: -61 / 91 °C \n \nOriginally designed for miners, the Aril armor includes a fully enclosed helmet and high collar providing additional support and protection for the neck and back of the head. An integrated tool belt and attachable backpack can accommodate a variety of tools and supplies to keep your hands free. The Aril armor is available in a variety of vibrant colors to fit your personal taste and for easy identification on the jobsite.
item_Desc_GSB_Boots_01_01_01=Grindstone's Wanderer line is an all-purpose boot designed to take any punishment you throw at it.
item_Desc_GSB_Shoes_01_01_01=This steel-toe workboot from Grindstone features SureFire grip technology, giving you firm traction even on slip, oil and abrasion surfaces.
item_Desc_GSB_boots_01_01_imperator=Grindstone's Wanderer line is an all-purpose boot designed to take any punishment you throw at it. The rare Pathfinder edition is purple with silver highlights, discreetly bringing style to the jobsite.
item_Desc_GSB_boots_04_01_centurion=Who says work boots can't be comfortable? Grindstone's Landlite boots are built with a breathable synth-leather material to keep your feet dry, a contoured, memory footbed, and a slip-resistant outsole. The exclusive Voyager edition comes in black with red soles to provide a pop of color.
item_Desc_GYS_helmet_01_01_imperator=The Ready-Up is a dependable, affordable softshell helmet alternative that provides a vacuum-ready seal to keep you breathing for longer. The Pathfinder edition uses special space-age plastic with a purple tint to produce a truly unique look.
item_Desc_Glowing_Vine=Similar to how the plants fictional namesake drowned in the ancient Earth play Hamlet, the bioluminescent Ophelia vine is submerged regularly by the tide that rises over the brackish sands it grows upon. The plants bright radiance is owing to the high quantity of luciferin it naturally absorbs from the heavy bacteria content found in its homemoons oceans.
item_Desc_HDH_Hat_01_01_01=Habidash's simple and stylish head covering provides warmth, along with protection from the elements and prying eyes. The Rabum is made from a synthetic extra-long cotton to be light, absorbent, and easily laundered.
item_Desc_HTNK_Default=
item_Desc_HWK_Shoes_01_01_Shared=Hawksworth's timeless Couloir low ankle, slip-on shoes are perfect for both casual and formal occasions. A forward facing seam and tapered toe give the shoe a subtle but uniquely elegant shape.\n\nWomen's sizes currently out of stock.
item_Desc_HWK_Shoes_02_01_01=Hawksworth's De Leon take the classic cap toed Oxford design but incorporate a laceless slip-on design to create an exciting new addition to the world of formal footwear.
item_Desc_Hat_Monocle=As part of their Dafne collection, commissioned in honor of the Port Retanus Metropolitan Opera House Quincentennial, Derion is proud to present their Jacopo line of accessories. Perfect for an elegant night on the town, this diamond-laminate monocle with tungsten chain and gossamer-lined top hat feature the latest upgradable optiVis interface for unmatched comfort.
item_Desc_INTK_Default=
item_Desc_M116A_S1_Q1,P=Hydra Propulsion M1-16A Thruster
item_Desc_M116B_S1_Q1,P=Hydra Propulsion M1-16B Thruster
item_Desc_MYM_Shirt_02_01_01=MuyMuy's Atavi line of casual shirts are comfortable enough to wear at home, but stylish enough for a night out. They are made with EasyCare technology to maintain the colors during repeated washes.
item_Desc_MYM_shirt_01_01_01=Live in comfort with MuyMuy's Davlos line of cotton-synthetic shirts. The durable, yet soft, fabric contains a patented SweatGuard technology that not only whisks away perspiration but helps prevent stains.
item_Desc_MYM_shirt_02_01_imperator,P=A casual and comfortable grey long sleeve shirt that looks good whether you're out and about or just lounging at home. MuyMuy's exclusive Pathfinder edition of the Atavi steps up the style by including striking silver sleeves.
item_Desc_Moss_Head=Though simple looking, Conners Beard moss holds the notable distinction of being considered the first plant subspecies to have naturally evolved on a spacestation. Tied intrinsically with its unique place of birth, the bryophyte can only survive in the specific conditions that the aging stations life support systems created. The sculpture featured in the Ecosphere is a replica of the gift shop souvenir the moss was originally discovered on by a waylaid botanist.
item_Desc_NRS_Shoes_01_01_01=Fun and funky. That was the directive NorthStar designers were given when tasked with creating a new sneaker. The result? NorthStar's RipTop line of all-purpose footwear. Mission accomplished.
item_Desc_NRS_Shoes_02_01_01=Take your next step in these versatile high-tops from NorthStar. The Hi&Tight's cut an intriguing profile by blending nylon and microweave fabric with a vulcanized rubber soul, padded collar, and cross foot fastening strap.
item_Desc_NVS_Jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nHonor the heroes that served in the Second Tevarin War by wearing a replica Navy uniform. Historically accurate down to every last stitch, period appropriate materials were used make these uniforms match military specifications of the era. The Service Jacket is primarily blue with a white and red stripe across the right shoulder and arm.
item_Desc_NVS_Jacket_02_01_01=Carrying Capacity: 1K µSCU\n\nHonor the heroes that served in the Second Tevarin War by wearing a replica Navy uniform. Historically accurate down to every last stitch, period appropriate materials were used to make these uniforms match military specifications of the era. The red Dress Jacket features a sash adorned with metals and was worn for formal occasions and ceremonies.
item_Desc_NVS_Jacket_02_01_10=Carrying Capacity: 1K µSCU\n\nHonor the heroes that served in the Second Tevarin War by wearing a replica Navy uniform. Historically accurate down to every last stitch, period appropriate materials were used to make these uniforms match military specifications of the era. The white Dress Jacket features a sash adorned with metals and was worn for formal occasions and ceremonies.
item_Desc_NVS_Pants_01_01_01=Carrying Capacity: 0.5K µSCU\n\nHonor the heroes that served in the Second Tevarin War by wearing a replica Navy uniform. Historically accurate down to every last stitch, period appropriate materials were used to make these uniforms match military specifications of the era. The Service Trousers are blue with red piping and worn with the matching jacket.
item_Desc_NVS_Pants_01_01_10=Carrying Capacity: 0.5K µSCU\n\nHonor the heroes that served in the Second Tevarin War by wearing a replica Navy uniform. Historically accurate down to every last stitch, period appropriate materials were used to make these uniforms match military specifications of the era. The white Dress Trousers were worn with the matching jacket for formal occasions and ceremonies.
item_Desc_NVS_Pants_01_01_13=Carrying Capacity: 0.5K µSCU\n\nHonor the heroes that served in the Second Tevarin War by wearing a replica Navy uniform. Historically accurate down to every last stitch, period appropriate materials were used to make these uniforms match military specifications of the era. The red Dress Trousers were worn with the matching jacket for formal occasions and ceremonies.
item_Desc_OPS_Pants_01_01_01=Carrying Capacity: 1K µSCU\n\nFrom modern work environments to casual gatherings, OpalSky's Devereaux slacks have been a consistent member of everyday wardrobe.
item_Desc_OPS_Shirt_01_01_01=OpalSky's Thorby features a classic asymmetrical design and high collar that evokes timeless style and elegance.
item_Desc_OPS_Torso_Jacket_01_01=(PH) F_OPS_Torso_Jacket_01_01\nItem Description.\n\n Description
item_Desc_Outlaw_Heavy_Helmet=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nSeems like common knowledge to place the most protection on the most vital parts, right? Kastak Arms' Slugger helmet doublesdown on that approach. This heavy combat helmet features multiple layers of composite armor types providing maximum protection against everything from environments to weapon fire. Although field of view may be slightly compromised, the Slugger will keep you alive long enough to see your enemy.
item_Desc_Outlaw_Light_Helmet=Item Type: Light Armor\nDamage Reduction: 20%\n\nKastak Arm's Sparrer helmet features a single-sheet laminate covering with reinforced understructure to protect against impact and penetration, but is mostly known for its projected HUD elements, which, while providing valuable tactical data, also provides an intimidating sight for would-be enemies.
item_Desc_Outlaw_Medium_Helmet=Item Type: Medium Armor\nDamage Reduction: 30%\n\nTrue to its name, the Brawler is built to back you up in a fight. The helmet is an enclosed, full-cover shell made from molded titanium alloy designed to strike an imposing presence while offering maximum protection from incoming fire.
item_Desc_POWR_ACOM_S01_LumaCore=Item Type: Power Plant\nManufacturer: ACOM\nSize: 1\nGrade: A\nClass: Competition\n\nAmong small power plants, ACOMs LumaCore consistently ranks among the best for its power rate, cool rate, and high overheat temperature. Thats why if you value your ships performance over anything else, this competition-grade component is perfect for you.
item_Desc_POWR_ACOM_S01_StarHeart=Item Type: Power Plant\nManufacturer: ACOM\nSize: 1\nGrade: B\nClass: Competition\n\nFour generations of racing knowledge and know-how are behind ACOMs StarHeart power plant. Known for its rapid power distribution, the StarHeart has become a favorite among speedsters.
item_Desc_POWR_ACOM_S01_SunFlare=Item Type: Power Plant\nManufacturer: ACOM\nSize: 1\nGrade: C\nClass: Competition\n\nHarness the power of a star with this high performance power plant from ACOM. Ideal for racers and those who seek speed.
item_Desc_POWR_ACOM_S02_SolarFlare=Item Type: Power Plant\nManufacturer: ACOM\nSize: 2\nGrade: C\nClass: Competition\n\nThe ACOM team took their years of experience in the racing world and applied it to their component designs. That focus has helped make the SolarFlare a popular power plant among pilots that want to prioritize performance.
item_Desc_POWR_AEGS_S01_Charger=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: D\nClass: Military\n\nThe Aegis Charger has powered military fighters for generations. Tried and tested in the most demanding of situations, the Charger can handle sudden or sustained power draws with ease.
item_Desc_POWR_AEGS_S01_FierellCascade=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: B\nClass: Military\n\nRely on Aegis expertise to power your ship. The Fierell Cascade is a military-grade power plant that prioritizes performance over everything else.
item_Desc_POWR_AEGS_S01_QuadraCell=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: A\nClass: Military\n\nFew military-grade power plants get better than the Aegis QuadraCell. It wasnt just built to survive the heat of battle, it was built to thrive in it.
item_Desc_POWR_AEGS_S01_Regulus=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 1\nGrade: C\nClass: Military\n\nThe Regulus is the power plant you can count on when everyone is counting on you. Made to exceed exacting military standards, Aegis design team has made sure that you have the extra power you need, when you need it most.
item_Desc_POWR_AEGS_S02_Bolide=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 2\nGrade: B\nClass: Military\n\nThe Bolide power plant from Aegis has logged innumerable hours of flight experience and is frequently used by the UEE Navy and security forces across the Empire.
item_Desc_POWR_AEGS_S02_Vortex=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 2\nGrade: D\nClass: Military\n\nTurn the tide of battle with the Aegis Vortex. Counted on by the UEE Navy, this power plant can be found on ships defending every corner of the universe.
item_Desc_POWR_AEGS_S03_Centurion=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 3\nGrade: C\nClass: Military\n\nThe Centurion stands ready to power your ship. This large power plant from Aegis Dynamics has been in service for centuries and has consistently proven to supply solid performance and durability.
item_Desc_POWR_AEGS_S03_Fulgur=Item Type: Power Plant\nManufacturer: Aegis Dynamics\nSize: 3\nGrade: B\nClass: Military\n\nTried and tested by the UEE Navy on the Vanduul front, the Fulgur large power plant from Aegis Dynamics is now available for all to put to use protecting whats important.
item_Desc_POWR_AMRS_S01_DynaFlux=Item Type: Power Plant\nManufacturer: Amon & Reese Co.\nSize: 1\nGrade: B\nClass: Military\n\nThe DynaFlux was one of the first components A&R Co. built when they expanded their product line to more than energy weapons. Their years of experience manufacturing military-grade equipment went a long way to making the DynaFlux power plant a standout right from the beginning.
item_Desc_POWR_AMRS_S01_HyperGen=Item Type: Power Plant\nManufacturer: Amon & Reese Co.\nSize: 1\nGrade: D\nClass: Military\n\nThe HyperGen power plant is popular among both civilians and the military for its high quality. As a bonus, the manufacture, Amon & Reese, is famous for its stellar customer service.
item_Desc_POWR_AMRS_S01_OverDrive=Item Type: Power Plant\nManufacturer: Amon & Reese Co.\nSize: 1\nGrade: C\nClass: Military\n\nAmon & Reese knows from years of experience just how hard the military can push their ships. Their OverDrive power plant was designed from the ground up to not only handle those tough conditions with less overheating, but to provide the same dependability and power to civilians as well.
item_Desc_POWR_AMRS_S02_ExoGen=Item Type: Power Plant\nManufacturer: Amon & Reese Co.\nSize: 2\nGrade: D\nClass: Military\n\nSimple and direct, the ExoGen generates power in traditional A&R style: no fuss, just solid craftsmanship.
item_Desc_POWR_AMRS_S02_TurboDrive=Item Type: Power Plant\nManufacturer: Amon & Reese Co.\nSize: 2\nGrade: C\nClass: Military\n\nThe TurboDrive is a common military-grade power plant from A&R that slightly favors performance over durability and stealth.
item_Desc_POWR_AMRS_S03_MegaFlux=Item Type: Power Plant\nManufacturer: Amon & Reese Co.\nSize: 3\nGrade: B\nClass: Military\n\nRepeated requests from military veterans to make the MegaFlux commercially available convinced A&R Co. to release this large power plant to the public.
item_Desc_POWR_AMRS_S03_SmartGen=Item Type: Power Plant\nManufacturer: Amon & Reese Co.\nSize: 3\nGrade: D\nClass: Military\n\nThe no-frills SmartGen is A&Rs entry-level large power plant that delivers solid performance for the price.
item_Desc_POWR_Default,P=Default Description space for power plant.
item_Desc_POWR_JUST_S00_Defiant=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 0\nGrade: B\nClass: Industrial\n\nIn this cutthroat universe, the competition doesnt stop when you do. Thats why you need the Defiant industrial power plant equipped in your vehicle. Its optimized by the experts at Juno Starwerk to provide unmatched performance compared to other components in its class.
item_Desc_POWR_JUST_S00_SteadFast=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 0\nGrade: C\nClass: Industrial\n\nWhen the road ahead is long, Juno Starwerks Steadfast power plant is there to see you and your vehicle through to the end by providing on-demand power and durability.
item_Desc_POWR_JUST_S01_Breton=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 1\nGrade: A\nClass: Industrial\n\nThe Breton embodies exactly what Juno Starwerk engineers wanted out of an industrial power plant — utilitarian, easy to repair and extremely powerful. Youll be hard pressed to find a better balance of performance and durability from a unit this size.
item_Desc_POWR_JUST_S01_Endurance=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 1\nGrade: B\nClass: Industrial\n\nJuno Starwerks Endurance has been in service since the 26th century. This industrial strength, utilitarian power plant is a favorite of mechanics since spare parts are easily acquired.
item_Desc_POWR_JUST_S01_Fortitude=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 1\nGrade: C\nClass: Industrial\n\nBeloved by haulers for centuries, the Fortitude lives up to its name by reliably producing power when needed most.
item_Desc_POWR_JUST_S02_Diligence=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 2\nGrade: C\nClass: Industrial\n\nThough the Diligence delivers high performance compared to other components in its class, this power plants dependability and ease of maintenance is what makes it a favorite of haulers.
item_Desc_POWR_JUST_S02_Sedulity=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 2\nGrade: B\nClass: Industrial\n\nWhen you need a power plant thats as reliable as you are, then snag yourself a Sedulity. This component has been a staple of the Juno Starwerk line for years, making it truly worthy of the name.
item_Desc_POWR_JUST_S03_Durango=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 3\nGrade: A\nClass: Industrial\n\nThe Durango is the peak of large power plants produced by Juno Starwerk. This top-of-the-line industrial component provides unmatched energy dispersion that minimizes fluctuations and surges during heavy demand.
item_Desc_POWR_JUST_S03_Reliance=Item Type: Power Plant\nManufacturer: Juno Starwerk\nSize: 3\nGrade: B\nClass: Industrial\n\nHaulers have been a fan of the Reliance power plant for years. The components clean design and Juno Starwerks lauded customer support have made this power plant a fixture on ships around the Empire.
item_Desc_POWR_LPLT_S00_IonWave=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 0\nGrade: B\nClass: Civilian\n\nThe IonWave vehicle power plant can help you confidently summit the heights of most peaks without overheating thanks to the incredible technology inside designed by the folks at Lightning Power Ltd.
item_Desc_POWR_LPLT_S00_Radix=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 0\nGrade: C\nClass: Civilian\n\nWith more than enough get up and go to handle your vehicles daily energy needs, the Radix from Lightning Power Ltd. is a power plant you can count on to get you where youre going.
item_Desc_POWR_LPLT_S01_IonBurst=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 1\nGrade: B\nClass: Civilian\n\nThe IonBurst is touted by Lightning Power as being a best-in-class power plant, providing unequaled performance for the price.
item_Desc_POWR_LPLT_S02_FullForce=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 2\nGrade: C\nClass: Civilian\n\nThis power plant from Lightning Power Ltd. delivers balanced performance, durability and emissions, providing consumers with a “FullForce” of options as to how to use it.
item_Desc_POWR_LPLT_S02_SparkJet=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 2\nGrade: D\nClass: Civilian\n\nThe SparkJet is a basic power plant from Lighting Power Ltd. that strives to balance heat and EM emissions with overall performance and durability.
item_Desc_POWR_LPLT_S03_IonSurgePro=Item Type: Power Plant\nManufacturer: Lightning Power Ltd.\nSize: 3\nGrade: B\nClass: Civilian\n\nPower plants from Lightning Power Ltd. dont get much bigger or better than the IonSurge Pro. This top-of-the-line large power plant focuses on delivering solid results to keep your ship working longer.
item_Desc_POWR_SASU_S01_LightBlossom=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 1\nGrade: C\nClass: Civilian\n\nFeaturing stylish design and strong performance, the LightBlossom is a worthy addition to Sakura Suns line-up, continuing the reputation the conglomerate has for making everything and making it well.
item_Desc_POWR_SASU_S01_MagnaBloom=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 1\nGrade: B\nClass: Civilian\n\nThe MagnaBloom power plant achieves above average performance and durability with minimal excess emissions, making it another exquisitely designed component from Sakura Sun.
item_Desc_POWR_SASU_S02_Radiance=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 2\nGrade: B\nClass: Civilian\n\nConsidering its extensive and extremely diverse line of products, its incredible that Sakura Sun can maintain such quality and consistency. The Radiance power plant is a perfect example. A staple of their product line for years, the Radiance has won multiple consumer awards for its reliability and overall performance.
item_Desc_POWR_SASU_S03_Celestial=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 3\nGrade: B\nClass: Civilian\n\nThe Celestial from Sakura Sun improves upon the companys base large power plant by redesigning the power rate and other key aspects to raise the components overall performance.
item_Desc_POWR_SASU_S03_NewDawn=Item Type: Power Plant\nManufacturer: Sakura Sun\nSize: 3\nGrade: C\nClass: Civilian\n\nThe NewDawn was appropriately named, as it was the first large power plant built by Sakura Sun. Following its commercial success, the company decided to expand and improve upon their line of large power plants.
item_Desc_POWR_TYDT_S01_Slipstream=Item Type: Power Plant\nManufacturer: Tyler Design & Tech\nSize: 1\nGrade: A\nClass: Stealth\n\nTyler Design & Tech uses an expensive alloy on its Slipstream power plant to reduce its overall emissions. This design choice is key to making this small power plants detectable signature one of the lowest on the market.
item_Desc_POWR_TYDT_S01_SonicLite=Item Type: Power Plant\nManufacturer: Tyler Design & Tech\nSize: 1\nGrade: C\nClass: Stealth\n\nConstructed from the ground up to minimize your heat signature, Tyler Designs SonicLite power plant has gained a following among pilots who appreciate a subtler approach.
item_Desc_POWR_TYDT_S02_Cirrus=Item Type: Power Plant\nManufacturer: Tyler Design & Tech\nSize: 2\nGrade: C\nClass: Stealth\n\nThe Cirrus is for pilots that prioritize stealth above all else. This medium power plant from Tyler Design & Tech intelligently manages its energy distribution flow and performance output to achieve that end.
item_Desc_POWR_VNCL_S01_HellsHeart=Item Type: Power Plant\nManufacturer: Vanduul\nSize: 1\nGrade: N/A\nClass: Military\n\nThe military designation for this Vanduul power plant is thought to have originated as a reference made by a well-educated pilot that the Vanduul fighters seem to be “stabbing at us from hell's heart.”
item_Desc_QDRV_ARCC_S01_Burst=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 1\nGrade: B\nClass: Civilian\n\nWith the Burst quantum drive, ArcCorp has taken their popular Rush model and through streamlined re-engineering, managed to improve upon it.
item_Desc_QDRV_ARCC_S02_Flash=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 2\nGrade: B\nClass: Civilian\n\nWith improved spooling and calibration, the new ArcCorp Flash drive can get you in and out of quantum easier and faster.
item_Desc_QDRV_ARCC_S02_Torrent=Item Type: Quantum Drive\nManufacturer: ArcCorp\nSize: 2\nGrade: C\nClass: Civilian\n\nWhatever destination you choose, the ArcCorp Torrent quantum drive is a solid choice to help get you there direct and hassle-free.
item_Desc_QDRV_Default,P=Default description for quantum drive component.
item_Desc_QDRV_JUST_S01_Colossus=Item Type: Quantum Drive\nManufacturer: Juno Starwerk\nSize: 1\nGrade: B\nClass: Industrial\n\nJuno Starwerk makes quantum drives that can go the distance and the Colossus is no exception. Though, once you experience its dependable performance for yourself, you might just want to call it exceptional.
item_Desc_QDRV_JUST_S02_Yaluk=Item Type: Quantum Drive\nManufacturer: Juno Starwerk\nSize: 2\nGrade: D\nClass: Industrial\n\nThe bigger the haul, the harder your quantum drive has to work. With Juno Starwerks Yaluk onboard, youll know that you have a quantum drive that is up to the challenge of getting the job done.
item_Desc_QDRV_RACO_S01_Zephyr=Item Type: Quantum Drive\nManufacturer: RAMP Corporation\nSize: 1\nGrade: B\nClass: Stealth\n\nBy minimizing emissions through an advanced reduced outflow filtration process, the RAMP Zephyr quantum drive helps ensure privacy while traveling wherever you go.
item_Desc_QDRV_RSI_S01_Atlas=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 1\nGrade: A\nClass: Civilian\n\nThough it may seem commonplace today, Humanitys ability to travel across solar systems at quantum speeds was built upon a foundation of Roberts Space Industries technology and craftsmanship. Now, space travel has reached even higher heights thanks to the top-of-class performance of RSIs Atlas pushing quantum drive technology farther than its ever gone.
item_Desc_QDRV_RSI_S02_Hemera=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 2\nGrade: A\nClass: Civilian\n\nDesigning the Hemera quantum drive has allowed the technicians at Robert Space Industries to push the boundaries of quantum travel technology even further, and allow you to go even farther.
item_Desc_QDRV_TARS_S01_Voyage=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 1\nGrade: B\nClass: Civilian\n\nCrafted by passionate people who have been leading the way in space exploration and travel for over six centuries, the Voyage by Tarsus is a quantum drive worthy of your next expedition.
item_Desc_QDRV_TARS_S02_Sojourn=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 2\nGrade: B\nClass: Civilian\n\nWhen you explore a star system, it should be about the experiences, the sights, the memories. The Tarsus Sojourn quantum drive takes all the worry out of quantum travel so that you can focus on whats important, the journey.
item_Desc_QDRV_WETK_S01_VK00=Item Type: Quantum Drive\nManufacturer: Wei-Tek\nSize: 1\nGrade: A\nClass: Military\n\nWhen the stakes are high, Wei-Teks advanced VK-00 quantum drive is the only choice you should trust to get you where you need to be.
item_Desc_QDRV_WETK_S02_Yeager=Item Type: Quantum Drive\nManufacturer: Wei-Tek\nSize: 2\nGrade: B\nClass: Military\n\nWhether youre rushing to the rescue or simply patrolling through a sector, the Yeager quantum drive from Wei-Tek allows for greater performance when you need it most.
item_Desc_QRDV_ACAS_S01_Foxfire=Item Type: Quantum Drive\nManufacturer: Ace Astrogation\nSize: 1\nGrade: B\nClass: Competition\n\nThe FoxFire won't leave a burning trail in your wake, but this quantum drives strong performance leaves an equal impression. Making it another elegant and powerful component from the folks at Ace Astrogation.
item_Desc_QRDV_ACAS_S01_LightFire=Item Type: Quantum Drive\nManufacturer: Ace Astrogation\nSize: 1\nGrade: C\nClass: Competition\n\nAce Astrogation built the LightFire for pilots who like to push the edge, but not break the bank. Its focused design provides solid performance at the expense of the components durability and stealth.
item_Desc_QTNK_Default=
item_Desc_R6P_Boots_01_01_Shared=These rugged and durable boots from R6 Pro are perfect to wear on your ship or while planetside. Padded insole cushions ensure they'll also be comfortable in any situation. \n\nWomen's sizes currently out of stock.
item_Desc_R6P_Shoes_01_01_01=The WK-8 impact boots from R6 Pro continue the company's proud tradition of affordable, durable utility footwear. Designed to thrive in all kinds of environments, the WK-8's are the result of extensive field testing with the Empire's most trusted security operatives.
item_Desc_RADR_BLTR_S01_Hunter=Item Type: Radar\nManufacturer: Blue Triangle Inc.\nSize: 1\nGrade: B\nClass: Stealth\n\nWhen a low signature is of the utmost importance, the Hunter stealth radar will keep you aware of whats around without getting you found.
item_Desc_RADR_BLTR_S01_Pelerous=Item Type: Radar\nManufacturer: Blue Triangle Inc.\nSize: 1\nGrade: C\nClass: Stealth\n\nAggressors cant attack what they cant see, so keep your signature low with the Pelorous stealth radar from Blue Triangle Inc.
item_Desc_RADR_BLTR_S01_Prophet=Item Type: Radar\nManufacturer: Blue Triangle Inc.\nSize: 1\nGrade: A\nClass: Stealth\n\nThe art of seeing without being seen has never been better exemplified than by the Prophet radar system. Blue Triangle Inc. has managed to maximize sensitivity while minimizing pulse emissions to create a radar ideal for remaining off other peoples.
item_Desc_RADR_CHCO_S00_SurveyorGo=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 0\nGrade: C\nClass: Industrial\n\nThe SurveyorGo is a vehicle-sized version of Chimera Communications' popular line of radars.
item_Desc_RADR_CHCO_S01_BroadspecLite=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 1\nGrade: B\nClass: Industrial\n\nWhether its tracking the members of your convoy or keeping an eye out for trouble, Chimera Communications understands how important your radar can be. Thats why they developed the Broadspec-Lite to have the range and sensitivity thats so crucial to todays operators.
item_Desc_RADR_CHCO_S01_ObserverLite=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 1\nGrade: D\nClass: Industrial\n\nThe Observer-Lite is a no-frills radar ready for those long hauls. Trust the brand that focuses on how good a radar works and not just how it looks.
item_Desc_RADR_CHCO_S01_SurveyorLite=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 1\nGrade: C\nClass: Industrial\n\nTheres a lot for you to worry about on those long hauls. Dont let your radars performance be one of them. You can count on the Surveyor-Lite from Chimera Communications to provide the durability and performance that you need.
item_Desc_RADR_CHCO_S02_BroadSpec=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 2\nGrade: B\nClass: Industrial\n\nThe Chimera Communications BroadSpec radar has an important job to do and does it well, detecting a wide range of emissions and signatures with a dependability you can count on.
item_Desc_RADR_CHCO_S02_FullSpec=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 2\nGrade: A\nClass: Industrial\n\nThe FullSpec radar is considered by many to be one of the most dependable radar systems you can equip your rig with on the market today. Chimera Communications has worked hard to reduce false positives while improving consistency over range and the results speak for themselves.
item_Desc_RADR_CHCO_S02_Surveyor=Item Type: Radar\nManufacturer: Chimera Communications\nSize: 2\nGrade: C\nClass: Industrial\n\nThe Surveyor radar from Chimera Communications does away with all the unnecessary extras other manufacturers hide behind to focus on what matters: signature and emission detection that works the way you need it to.
item_Desc_RADR_Default=
item_Desc_RADR_GRNP_S00_Prevenir=Item Type: Radar\nManufacturer: GNP\nSize: 0\nGrade: C\nClass: Military\n\nThe Prevenir has been refined by extensive military field testing, making it the go-to vehicle radar for many across the UEE.
item_Desc_RADR_GRNP_S00_Sens=Item Type: Radar\nManufacturer: GNP\nSize: 0\nGrade: B\nClass: Military\n\nThe cutting-edge GNP Sens design elevates radar technology to meet or exceed the specifications used by most military organizations operating today.
item_Desc_RADR_GRNP_S01_Ecouter=Item Type: Radar\nManufacturer: GNP\nSize: 1\nGrade: C\nClass: Military\n\nSpace is vast and unknowable, thats why discerning pilots rely on the Ecouter small radar from GNP to keep them in the know about whats around them.
item_Desc_RADR_GRNP_S01_Tige=Item Type: Radar\nManufacturer: GNP\nSize: 1\nGrade: B\nClass: Military\n\nSituational awareness is key when engaging with hostiles. The GNP developed the Tige radar with improved accuracy to helps ensure that any viable contacts are detected.
item_Desc_RADR_GRNP_S01_Voir=Item Type: Radar\nManufacturer: GNP\nSize: 1\nGrade: D\nClass: Military\n\nThe Voir is not just for the military anymore. Now you too can attach this small radar to your ship to stay safe.
item_Desc_RADR_GRNP_S02_Epier=Item Type: Radar\nManufacturer: GNP\nSize: 2\nGrade: C\nClass: Military\n\nGNPs finely tuned Epier medium radar delivers military grade stats for advanced signature detection wherever your mission takes you.
item_Desc_RADR_GRNP_S02_V80112=Item Type: Radar\nManufacturer: GNP\nSize: 2\nGrade: A\nClass: Military\n\nDuring field operations, the GNP V801-12 radar system allows for increased strategic planning owing to its capability for detecting a wide variety of emission signatures, revealing hazards and hostiles alike.
item_Desc_RADR_GRNP_S02_Vigilance=Item Type: Radar\nManufacturer: GNP\nSize: 2\nGrade: B\nClass: Military\n\nVigilance means keeping a careful watch for any possible dangerous threats and the GNP radar that bears this name allows you to do just that with its proprietary emission accrual.
item_Desc_RADR_NAVE_S01_SNSR6=Item Type: Radar\nManufacturer: Nav-E7\nSize: 1\nGrade: C\nClass: Competition\n\nIncreased power and performance makes the SNS-R6 stand out from other radars in its class. Get yours today to see why pilots the Empire over love components from Nav-E7 Gadgets.
item_Desc_RADR_WLOP_S00_Denning=Item Type: Radar\nManufacturer: WillsOp\nSize: 0\nGrade: C\nClass: Civilian\n\nWith the Denning, you can now equip an award winning WillsOp radar to your vehicle.
item_Desc_RADR_WLOP_S00_Vogel=Item Type: Radar\nManufacturer: WillsOp\nSize: 0\nGrade: B\nClass: Civilian\n\nAs you ride to destinations new and afar, uncover the unknown with the Vogel radar from WillsOp that features innovative signature filtration and detection algorithms.
item_Desc_RADR_WLOP_S01_Backlund=Item Type: Radar\nManufacturer: WillsOp\nSize: 1\nGrade: B\nClass: Civilian\n\nWherever you fly, the WillsOp Backlund radar is perfect for gathering information on whats nearby and detecting a variety of emission signatures.
item_Desc_RADR_WLOP_S01_Capston=Item Type: Radar\nManufacturer: WillsOp\nSize: 1\nGrade: C\nClass: Civilian\n\nExperience why WillsOp is a premiere manufacturer of ship electronics with their Capston radar. Outfit your ship with one today so you know whats nearby.
item_Desc_RADR_WLOP_S01_Fleming=Item Type: Radar\nManufacturer: WillsOp\nSize: 1\nGrade: D\nClass: Civilian\n\nThe Fleming is WillsOps base small radar. What it lacks in bells and whistles, it makes up for with consistent performance.
item_Desc_RADR_WLOP_S02_Battani=Item Type: Radar\nManufacturer: WillsOp\nSize: 2\nGrade: B\nClass: Civilian\n\nExpand your horizons with the WilsOp Battani radar and its advanced passive detection system.
item_Desc_RADR_WLOP_S02_Chernykh=Item Type: Radar\nManufacturer: WillsOp\nSize: 2\nGrade: C\nClass: Civilian\n\nThe Chernykh is named after the famed 26th century engineer who designed some of the most prized radars of that era. This medium radar from WillsOp celebrates both the look and performance of those classic components.
item_Desc_RADR_WLOP_S02_Fawad=Item Type: Radar\nManufacturer: WillsOp\nSize: 2\nGrade: D\nClass: Civilian\n\nThe Fawad entry-level radar from WillsOp is the perfect choice for someone who is looking for a no-frills signature detection system perfect for everyday use.
item_Desc_RMB_goggles_01=Tech meets tough with the Avalos Scout goggles. Their unique and sturdy frame ensures that the lenses remain intact even after unexpected impacts or sudden atmospheric changes. Built for harsh environments but bold enough to be worn anywhere.
item_Desc_RMB_goggles_02=Outfitted with Rambler's scratch resistant lenses, the Aponte Explorer goggles provides a clear view of the path ahead. Their wraparound design keeps dirt and debris away while on windy plains, but still look stylish enough to wear when walking through bustling city streets.
item_Desc_SCU_Hat_02_01_01=The IronBand is another in Stegman's award-winning line of safety wear. Built from top-grade impact resistant materials, the IronBand has undergone rigorous safety testing to provide maximum protection in the worst of conditions.
item_Desc_SCU_Hat_03_01_01=Stegman's Hardline 7800 is the latest in a proud line of safety wear. The Hardline is constructed from the same high-density plastics used in some body armor.
item_Desc_SCU_Pants_01_01_01=Carrying Capacity: 2K µSCU\n\nWith Stegman's, you know you're getting clothes made for workers, by workers. Featuring multiple external pockets with easy access tabs, WorkLife pants are rugged, functional and professional. Just like you.
item_Desc_SCU_gloves_02_01_imperator=Toss out your old boring work gloves and replace them with the Davin Pathfinder edition. These special work gloves combine Stegman's classic, sturdy construction with a supremely comfortable lining and a striking silver color.
item_Desc_SCU_goggles_01=Supremely comfortable yet light as a feather, the Haruspec goggles also provide excellent protection against the elements thanks to their sturdy side shields. Stegman's fitted the goggles with polycarbonate performance lenses and a special slip-resistant nose pad to ensure they stay in place.
item_Desc_SCU_goggles_02=Stegman's SightRight goggles strike a careful balance between ultralight comfort and professional-quality protection. The enhanced polycarbonate frame offers maximum eye safety with a durable scratch-resistant lens construction that also features an award-winning anti-fog coating to maintain visibility in the harshest of worksites.
item_Desc_SCU_jacket_02_01_imperator=Carrying Capacity: 5K µSCU\n\nKeep your tools within easy reach with Stegman's IndVest. The exclusive Pathfinder edition is made from black industrial strength materials that includes both purple and silver highlights. A rare jacket that's both stylish and sensible. \n\nWomen's sizes currently out of stock.
item_Desc_SCU_jacket_03_01_centurion=Carrying Capacity: 3K µSCU\n\nStegman's classic worker's jacket has been a staple of job sites for over seventy years. The exclusive Voyager edition blends red and black with gold highlights to provide a stylish edge, making the Cordimon tough, durable, and perfect to wear anytime, anywhere.
item_Desc_SCU_pants_02_01_imperator=Carrying Capacity: 4K µSCU\n\nA reinforced nylon weave and temperature-rated quilted technology make Edgewear pants ideal for any jobsite. This staple of Stegman's line of utility clothes comes with double knees, reinforced joint pads, and extra pockets. The exclusive Pathfinder edition comes in purple with black and silver accents.
item_Desc_SCU_pants_03_01_centurion=Carrying Capacity: 2K µSCU\n\nStegman uses a tough composite weave fabric and double knees to ensure these all-purpose pants are comfortable yet durable. The Voyager edition is black with a large red tool pocket and gold knee pads.
item_Desc_SCU_shirt_01_01_centurion=The Voyager edition of this Henley shirt is red with black trim and gold sleeves. It features Stegman's famous AirFlow technology, a stain-resistant, air-cooled fabric that keeps you comfortable and dry.\n\nWomen's sizes currently out of stock.
item_Desc_SHLD_ASAS_S01_Mirage=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 1\nGrade: A\nClass: Stealth\n\nBy boasting a signature so faint most wont believe its there, Ascension Astros top of the line small shield generator lives up to its name — Mirage. Its the ultimate component for those who want to go unnoticed.
item_Desc_SHLD_ASAS_S01_Veil=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 1\nGrade: B\nClass: Stealth\n\nAn advanced cooling system significantly reduces the heat produced by the Veil stealth shield generator. No other component in its class even comes close to rivaling its heat suppression technology.
item_Desc_SHLD_ASAS_S02_Obscura=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 2\nGrade: C\nClass: Stealth\n\nRespected for its lower emissions, the Obscura shield generator uses an advanced signature dispersal system to help give your ship a quieter signature while still remaining shielded.
item_Desc_SHLD_ASAS_S02_Sheut=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 2\nGrade: B\nClass: Stealth\n\nKeep your shields heat from giving you away by using a Sheut. Another outstanding stealth shield generator from Ascension Astro.
item_Desc_SHLD_ASAS_S02_Umbra=Item Type: Shield Generator\nManufacturer: Ascension Astro\nSize: 2\nGrade: A\nClass: Stealth\n\nSlip through the darkness of space like a phantom with the Umbra stealth shield generator. Best when used in conjunction with other low signature components from Ascension Astro.
item_Desc_SHLD_BASL_S00_Bastion=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 0\nGrade: D\nClass: Industrial\n\nYou dont need to be a multi-system megacorp to afford an industrial-grade shield generator for your vehicle. Basilisks Bastion provides enhanced shield durability without breaking the bank.
item_Desc_SHLD_BASL_S00_Siege=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 0\nGrade: B\nClass: Industrial\n\nThe Siege generates top-of-the-line, industrial-grade durability for your vehicles shield. Thats why its the most trusted vehicle shield component.
item_Desc_SHLD_BASL_S01_Guardian=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 1\nGrade: B\nClass: Industrial\n\nUpgrade to the Guardian for increased absorption of ballistic, energy, and distortion damage. Making this industrial shield generator one of the most durable in its class.
item_Desc_SHLD_BASL_S01_Palisade=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 1\nGrade: A\nClass: Industrial\n\nNo other small shield generator can match the durability of the Basilisk Palisade. This top-of-the-line industrial component forfeits stealth for the ability to absorb an unrivaled amount of damage.
item_Desc_SHLD_BASL_S01_Steward=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 1\nGrade: D\nClass: Industrial\n\nThe Steward is Basilisks entry-level industrial shield generator. Its reinforced housing adds an extra level of durability to an already robust system, guaranteeing that your shield will be projecting even in the harshest conditions.
item_Desc_SHLD_BASL_S02_Armada=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 2\nGrade: D\nClass: Industrial\n\nBasilisk started by making cutting edge hull plating that was renowned for being durable and dependable. Today they carry on that proud legacy with industrial shield generators like the Armada.
item_Desc_SHLD_BASL_S02_Citadel=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 2\nGrade: B\nClass: Industrial\n\nFortify your ship with Basilisks Citadel shield generator. Tailored toward industrial vessels, the component emits a robust and reliable shield.
item_Desc_SHLD_BASL_S02_Rampart=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 2\nGrade: A\nClass: Industrial\n\nBasilisk understands that escape isnt always an option. Thats why they built the Rampart industrial shield generator to take an incredible amount of damage before its depleted.
item_Desc_SHLD_BASL_S03_Barbican=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 3\nGrade: B\nClass: Industrial\n\nBarricade your ship against external forces with the Basilisk Barbican. Originally fabricated for large industrial vessels, this shield generator has became quite popular due to its high damage absorption.
item_Desc_SHLD_BASL_S03_Parapet=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 3\nGrade: A\nClass: Industrial\n\nAs the peak of Basilisks large industrial shield generators, its easy to see why the Parapet is so beloved. With one of the industrys best shield generation to damage ratio, its difficult to degrade the shield and expose the hull.
item_Desc_SHLD_BASL_S03_Ward=Item Type: Shield Generator\nManufacturer: Basilisk\nSize: 3\nGrade: D\nClass: Industrial\n\nThe Ward is Basilisks basic industrial-grade shield generator for large ships. It provides decent performance and durability while also keeping its signature respectable.
item_Desc_SHLD_BEHR_S01_6SA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 1\nGrade: B\nClass: Civilian\n\nProviding above average shield health and damage absorption, the 6SA Arbiter has been a trusted component for centuries. Experience the Behring advantage by installing this small shield generator today.
item_Desc_SHLD_BEHR_S01_7SA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 1\nGrade: A\nClass: Civilian\n\nA top-of-the-line shield generator that runs loud and proud. What it sacrifices in stealth it more than makes up for with supreme durability and excellent performance. So, even if enemies see you coming, theyll have a hard time disabling Behrings 7SA Concord.
item_Desc_SHLD_BEHR_S02_6MA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 2\nGrade: B\nClass: Civilian\n\nBehrings ironclad reputation is almost as impenetrable as the shield produced by the 6MA Kozane. If its good enough for Behring, its good enough for you.
item_Desc_SHLD_BEHR_S02_7MA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 2\nGrade: A\nClass: Civilian\n\nTrust a component that has been equipped on crafts for centuries — the 7MA Lorica. Experience Behrings top-of-the-line shield generator on your ship today.
item_Desc_SHLD_BEHR_S03_6CA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 3\nGrade: B\nClass: Civilian\n\n“Built by Behring” is a phrase synonymous with quality. Thats why so many around the Empire trust their 6CA Bila large shield generator to provide them with solid performance, impressive durable, and an acceptable degree of stealth.
item_Desc_SHLD_BEHR_S03_7CA=Item Type: Shield Generator\nManufacturer: Behring\nSize: 3\nGrade: A\nClass: Civilian\n\nCommercial-grade shield generators dont get any better than the 7CA Nargun. The component utilizes Behrings patented Freeze Flow tech to keep its heat signature in check while increasing both its overall performance and durability.
item_Desc_SHLD_Default,P=Default Description for the ship generator component.
item_Desc_SHLD_GODI_S01_FR66=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 1\nGrade: A\nClass: Military\n\nThe FR-66 is one of the most versatile small shield generator currently on the market. Get military strength protection and performance from Gorgon Defender Industries to ensure your ship can survive any onslaught.
item_Desc_SHLD_GODI_S02_CoverAll=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 2\nGrade: B\nClass: Military\n\nDont sacrifice performance for durability. Get both with Gorgon Defender Industries CoverAll shield generator.
item_Desc_SHLD_GODI_S02_FR76=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 2\nGrade: A\nClass: Military\n\nRefined by years of extensive, real world testing by the military, Gorgon Defender Industries FR-76 is the ultimate shield generator. Perfect for everyone from folks defending the frontline to those exploring the frontier.
item_Desc_SHLD_GODI_S02_SecureShield=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 2\nGrade: D\nClass: Military\n\nGet military-grade protection for your ship with the SecureShield from Gorgon Defender Industries. Their cutting edge emitter tech allows for superior shield absorption across the spectrum of damage types.
item_Desc_SHLD_GODI_S03_FR86=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 3\nGrade: A\nClass: Military\n\nGorgons FR-86 is tried, tested, and trusted. No other large shield generator delivers both exceptional performance and durability to this degree.
item_Desc_SHLD_GODI_S03_FullBlock=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 3\nGrade: B\nClass: Military\n\nCrafted by former residents of Caliban, Gorgons FullBlock large shield generator has been repeatedly put to the test by members of the military and public. That means you can count on it regardless of what you come up against.
item_Desc_SHLD_GODI_S03_SecureScreen=Item Type: Shield Generator\nManufacturer: Gorgon Defender Industries\nSize: 3\nGrade: D\nClass: Military\n\nGorgon Defender Industries brings military might to their entry-level, large shield generator. Featuring best-in-class durability, the SecureScreen was built to take a beating and survive.
item_Desc_SHLD_SECO_S00_LOC=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 0\nGrade: B\nClass: Civilian\n\nThe LOC adapts Seal Corps revolutionary ship energy shield for vehicles. It provides premiere protection against oppressive forces found on the ground or hovering above.
item_Desc_SHLD_SECO_S00_RED=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 0\nGrade: D\nClass: Civilian\n\nSeal Corp reworked their classic component to make the RED vehicle shield generator both effective and affordable.
item_Desc_SHLD_SECO_S01_HEX=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 1\nGrade: B\nClass: Civilian\n\nPrepare your ship for any circumstance by installing a HEX from Seal Corporation. Balanced performance and durability make this an ideal, versatile choice for those who dont know where their next adventure may take them.
item_Desc_SHLD_SECO_S02_BLOC=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 2\nGrade: B\nClass: Civilian\n\nSeal Corporations BLOC shield generator was the first to use the companys revolutionary quantum core semiconductor to reduce the components power draw without compromising performance.
item_Desc_SHLD_SECO_S02_RPEL=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 2\nGrade: D\nClass: Civilian\n\nSee why more people trust Seal Corporation to protect their ship than any other company. With the RPEL shield generator you can be certain youll be sealed off from danger.
item_Desc_SHLD_SECO_S03_ARMOR=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 3\nGrade: B\nClass: Civilian\n\nARMOR is Seal Corps top-of-the-line shield generator. It was used extensively by the military prior to its shield tech being declassified for civilian use.
item_Desc_SHLD_SECO_S03_GUARD=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 3\nGrade: C\nClass: Civilian\n\nDont be afraid to go up against the unknown with Seal Corps GUARD. This shield generator balances performance, durability, and stealth to allow the user to utilize the shield in whatever way suits them best.
item_Desc_SHLD_SECO_S03_HAVEN=Item Type: Shield Generator\nManufacturer: Seal Corporation\nSize: 3\nGrade: D\nClass: Civilian\n\nThe HAVEN is an admired shield generator for large ships. Seal Corps simple, clean design makes repairing the component an easy and affordable task, and has only increased its popularity over the years.
item_Desc_SHLD_VNCL_S01_Hide=Item Type: Shield Generator\nManufacturer: Vanduul\nSize: 1\nGrade: N/A\nClass: Military\n\nThe Vanduuls aggressive dog fighting tactics are possible because this shield generator provides them the protection to do so.
item_Desc_SHLD_YORM_S01_Jaghte=Item Type: Shield Generator\nManufacturer: Yorm\nSize: 1\nGrade: B\nClass: Competition\n\nBuilt with performance in mind, Yorms Jaghte competition shield generator prioritizes shield health and generation rate over strength and stealth.
item_Desc_SHLD_YORM_S02_Bamoty=Item Type: Shield Generator\nManufacturer: Yorm\nSize: 2\nGrade: D\nClass: Competition\n\nThe Bamoty is Yorms take on a commercial style shield generator. This medium-sized component has won the company a wider fanbase because it expertly balances performance, durability, and stealth.
item_Desc_SHLD_YORM_S02_Haltur=Item Type: Shield Generator\nManufacturer: Yorm\nSize: 2\nGrade: B\nClass: Competition\n\nStrong shield health and an exceptional generation rate gives the Haltur the best performance ranking of any shield in its class. Beloved by racers and those who prefer to navigate away from danger instead of soaking it up.
item_Desc_SHLD_YORM_S02_Trenta=Item Type: Shield Generator\nManufacturer: Yorm\nSize: 2\nGrade: C\nClass: Competition\n\nAn ideal choice for racers looking for a shield generator that provides above average shield performance and durability. As a bonus, the Trentas casing is constructed out of a magnesium infused alloy which makes the component both sturdy yet lightweight.
item_Desc_SPV_Jacket_01_01_Shared=Carrying Capacity: 1K µSCU\n\nRefined enough for day, but ready for night, this jacket is essential for any young professional's collection. Notched lapels and a center back seam provide a tailored look at the Spar Van Miles price.\n\nWomen's sizes currently out of stock.
item_Desc_SPV_glasses_01=A distinct one piece lens with a unique geometric design makes the AvantX glasses stand out from the crowd. SPV expertly blends cutting edge style and technology for a distinct look and feel that's fashion forward.
item_Desc_SRVL_parasite_helmet_01=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nThe original Parasite vid established a new face of fear and terrified the Empire. This iconic look can now be yours with the Parasite Replica helmet from CC's Conversions. Digital scans of the original prop helped to reproduce every gruesome detail. Despite its distinct design, the Parasite Replica helmet is space-rated and fully functional. It can be safely worn both in and out of atmosphere, or wherever you're looking to scare someone.
item_Desc_SRVL_parasite_helmet_02=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nSeven years after the original vid shocked the empire, Parasite V: Dark Birth took terror to a new level. CC's Conversions celebrated the release of the latest installment by collaborating with the vid's creators on an official and fully functional replica helmet. A special sensor built into the parasite's eye allows you a clear view of the reactions to every appalling detail. Carefully designed to honor the original prop and withstand the real rigors of space travel, the helmet is a premiere replica that will turn you into a walking nightmare!
item_Desc_Slaver_Undersuit_Armor_Shared=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nKastak Arms' Stoneskin series of combat undersuits are built upon CDS' famous TCS-4 system based on extensive feedback from the operators who rely on this technology in the field. Offering a myriad of options for armor and EVA capabilities, the Stoneskin is set to rival CDS as a rugged and reliable undersuit.
item_Desc_Space_Cactus=Capable of growing anywhere up to 5 meters in height, the Kavische is a columnar cactus hybrid that developed on Yar shortly after the introduction of floral into the newly terraformed ecosystem. Adapting the hue of the red sand, the Kavische quickly became one of the predominant plants on the planet.
item_Desc_Space_Flower=A member of the Tuserac family of flowers, the Emperor Blossom is one of the most recognizable indigenous plants from Terra. For most of the year, the flower is obscured, covered by what appears to be an unremarkable brown husk, similar to the Typha/Cattail of Earth. When an ideal temperature is reached, the plant enters its blooming phase: the petals peel back, revealing the striking colors underneath. Tens of thousands cross the Zaffre Bay every year for the Twilight Festival which coincides with the blooming of this beautiful flower.
item_Desc_TMBL_vest_biker_01_01_01=Carrying Capacity: 1K µSCU\n\nReveal your inner rebel with the Renegade Cut vest, featuring a wide notched lapel and metal studs on the left shoulder. High quality synthetic leather and an insulated lining give the vest both comfort and style.
item_Desc_TMBL_vest_cargo_01_01_01=Carrying Capacity: 3K µSCU\n\nEnjoy the open road and courier goods with the Renegade Cargo vest. A special synthetic weave bestows the vest with incredible tensile strength that can support the custom 0.375 SCU pannier, while reinforced straps keep it secured to your back even while traversing rugged terrain.
item_Desc_TMBL_vest_racing_01_01_01=Carrying Capacity: 1K µSCU\n\nThe Renegade Racing vest provides protection against road rash without adding to your lap time. Graphene-based nanocomposite plating makes the vest extremely light yet ultra-durable. Ideal for everything from idyllic rides to heart pounding last laps.
item_Desc_TestString01=TEST STRING DESCRIPTION
item_Desc_Turret_Remote=Multitask on the battlefield with this remote turret system. Featuring precise controls and a wide field of fire, the turret allows pilots to add combat support to their resume.
item_Desc_UEE_Heavy_Helmet=Item Type: Heavy Armor\nDamage Reduction: 40%\n\nThis reinforced frame provides maximum protection against impacts and incoming fire, while the iconic single-piece faceplate provides a broader field of view than most comparable helmet types.
item_Desc_UEE_Light_Helmet=Item Type: Light Armor\nDamage Reduction: 20%\n\nCDS' G-6 helmet system is built with light but durable composite pieces, guaranteed to keep you mobile, aware and alive.
item_Desc_UEE_Medium_Helmet=Item Type: Medium Armor\nDamage Reduction: 30%\n\nStandard issue for both the military and countless militia, the G-8 provides reinforced impact protection without sacrificing too much field of view.
item_Desc_UPS_Shoes_01_01_01=Nothing will take you back to the golden era club scene of Prime in the 2920s like Upsiders' new Edgerider sneakers. These slip-on sneakers feature daz patterning and modern impact cushioning to keep you up and active for days on end.
item_Desc_UPS_Shoes_02_01_01=Upsiders' Crestfall high-tops are slip-ons that blend suede and synthetic fabrics imbued with subtle patterns. They feature a deep U-cut collar, padded heel, and enlarged tongue.\n\nWomen's sizes currently out of stock.
item_Desc_Xian_Plant=One of the most iconic images of the XiAn Empire in the UEE is the unblossomed Centennial Bloom. The growth of this plant is so precarious, even the slightest deviation in atmosphere or nourishment can offset its blooming period. Under sustained optimal conditions, the bloom takes a hundred years to live up to its name, blossoming small bellflowers of striking white and crimson.
item_Desc_adv_agent_Shared=Item Type: Light Armor\nDamage Reduction: 20%\n\nVirgil's TrueDef line of personal body armor provide strategic protection of vital areas while keeping you fast and mobile. Numerous planetary law enforcement organizations and even the Advocacy use versions of the TrueDef for their officers and agents.
item_Desc_adv_agent_helmet_01=Item Type: Light Armor\nDamage Reduction: 20%\n\nVirgil's Argus helmet utilizes advanced multi-layered composite construction to provide incredible protection from weapon fire as well as environmental hazards. The tinted visor offers a wide field-of-view to improve situational awareness and unrestricted movement.
item_Desc_adv_agent_undersuit=Item Type: Undersuit\nDamage Reduction: 10%\n\nVirgil's Guardian is a multi-purpose combat undersuit that features basic reinforced plates for impact protection as well as natural integration with compatible armor sets.
item_Desc_alb_Jacket_02_01_01=Carrying Capacity: 3K µSCU\n\nPerfect for weathering any storm, Alejo Brothers' Softshell poncho is built from multi-layered waterproof weave technology and features an extra wide size to keep your personal gear clear and dry without restricting your arm movement.
item_Desc_alb_gloves_01=Maintain a tactile sense of the world while also keeping your hands safe and dry with the Deri fingerless gloves. Featuring a comfortable inner lining, lightweight plating on the back of the hand and slip resistant palm padding, the Deri gloves are an ideal choice for a wide variety of tasks.
item_Desc_alb_gloves_02_01_01=Whether engaged in work or play, the Parway gloves provide protection and the perfect fit. Synthetic leather cuffs overlap with a lightweight metal plate to offer protection from impacts. The fingers and palm mix fleece and a special perforated polymer to keep your hands dry and cool while still being able to interact with touchscreens.
item_Desc_alb_hat_01_01_01=Complete your cool-weather wardrobe with the classic Ketchum beanie from Alejo Brothers.
item_Desc_alb_hat_02_foundation01=Show your solidarity and commitment to forging a brighter future for the UEE with this Foundation Festival beanie. Made from high-quality cashmere spun on Angeli, this double layer beanie is ultrasoft, warm, and features the Foundation Festival logo on the front.
item_Desc_alb_jacket_03=Carrying Capacity: 5K µSCU\n\nThe Taberna jacket delivers refined design for rugged conditions. It features a weather resistant outer shell with additional paneling on the torso and arms. An integrated hood and shawl provide extra protection from the elements while a spacious toolbelt ensures gear remains within reach.
item_Desc_alb_jacket_04_01_01=Carrying Capacity: 400 µSCU\n\nThe heavy-duty Loscha Work Vest by Alejo Brothers is designed for people who want to be prepared for anything at any time.
item_Desc_alb_jacket_04_01_04=Carrying Capacity: 400 µSCU\n\nThe heavy-duty Loscha Work Vest by Alejo Brothers is designed for people who want to be prepared for anything at any time.
item_Desc_alb_jacket_04_01_10=Carrying Capacity: 400 µSCU\n\nThe heavy-duty Loscha Work Vest by Alejo Brothers is designed for people who want to be prepared for anything at any time.
item_Desc_alb_jacket_04_01_13=Carrying Capacity: 400 µSCU\n\nThe heavy-duty Loscha Work Vest by Alejo Brothers is designed for people who want to be prepared for anything at any time.
item_Desc_alb_jacket_04_01_17=Carrying Capacity: 400 µSCU\n\nThe heavy-duty Loscha Work Vest by Alejo Brothers is designed for people who want to be prepared for anything at any time.
item_Desc_alb_jacket_05_01_01=The durable Marshal sleeveless vest by Alejo Brothers is made to endure life on the frontier while distinct stylings like shoulder straps, bold cross-chest placket, and a high-collar make sure the wearer stands out on any far flung world.
item_Desc_alb_jacket_05_01_04=The durable Marshal sleeveless vest by Alejo Brothers is made to endure life on the frontier while distinct stylings like shoulder straps, bold cross-chest placket, and a high-collar make sure the wearer stands out on any far flung world.
item_Desc_alb_jacket_05_01_16=The durable Marshal sleeveless vest by Alejo Brothers is made to endure life on the frontier while distinct stylings like shoulder straps, bold cross-chest placket, and a high-collar make sure the wearer stands out on any far flung world.
item_Desc_alb_jacket_05_01_18=The durable Marshal sleeveless vest by Alejo Brothers is made to endure life on the frontier while distinct stylings like shoulder straps, bold cross-chest placket, and a high-collar make sure the wearer stands out on any far flung world.
item_Desc_alb_jacket_05_01_20=The durable Marshal sleeveless vest by Alejo Brothers is made to endure life on the frontier while distinct stylings like shoulder straps, bold cross-chest placket, and a high-collar make sure the wearer stands out on any far flung world.
item_Desc_alb_jumpsuit_01_01_01=Carrying Capacity: 1K µSCU\n\nThe Bannock jumpsuit combines comfort and durability. It features reinforced padding in critical areas, plenty of storage, and an adjustable belt to ensure a snug fit. Its unique design also includes a built-in secondary layer, allowing the wearer to unzip and cool down without fear of damaging their everyday clothes.
item_Desc_alb_mask_01=Fearlessly face any weather with the Taos balaclava and goggles. An ultra-soft inner lining provides warmth and comfort while a special exterior coating repels precipitation. The adjustable headband ensures an ideal fit, and the padding of the anti-fog goggles is integrated directly into the fabric to seal out the elements.
item_Desc_alb_mask_02=The Katla mask provides full face coverage from the elements or prying eyes. Oversized eyes provide a wide field of vision and a built-in air filter helps you breathe easy. Please note that this mask is not space-rated and should only be worn in naturally breathable environs.
item_Desc_alb_mask_03_01_01=Made for hostile environments, the Salluq Mask keeps dirt, dust, and grit out of your eyes while providing you with a wide field of vision. Please note that this mask is not space-rated and should only be worn in naturally breathable environments.
item_Desc_alb_pants_01=Carrying Capacity: 1K µSCU\n\nComfortable enough to wear all day yet designed to thrive under harsh conditions, the Tekaw pants are perfect whether you're on or off duty. Their stylish yet durable design includes a water-wicking coating and padded shins guards with wrappings that ensure a snug fit.
item_Desc_alb_pants_02_01_01=Carrying Capacity: 400 µSCU\n\nThe popular Slickdry Waders by Alejo Brothers are a combination of pants and boots made of a synthetic hydrophobic material and ensure the wearer will stay dry even if just stepping out of a river.
item_Desc_alb_pants_03=Carrying Capacity: 400 µSCU\n\nIf you're in the adventure business, you'll need clothing that can take the heat. The Allpa Pants were made with heavyweight cotton that features AlejoFlex technology, providing the wearer with a wide range of movement during tough jobs while maintaining its durability.
item_Desc_alb_shirt_01_01_01=Capable as being worn on its own or as a base for layers, this long-sleeve henley style shirt from Alejo Brothers keeps you stylish and comfortable.
item_Desc_alb_shirt_02_01_01=Alejo Brothers' classic loop tee with a spatter pattern.
item_Desc_alb_shirt_03_01_microtech=Capable as being worn on its own or as a base for layers, this long-sleeve henley style shirt decked out in microTech colors and branding keeps you stylish but comfortable.
item_Desc_alb_shirt_04_01_01,P=PH - alb_shirt_04
item_Desc_alb_shirt_05=The rugged Amaris Shirt is a breathable long-sleeve shirt reinforced by raised fabric on the shoulders to create an elegant but industrial look.
item_Desc_alb_shirt_06=Habidash's Cassidy short-sleeved henley t-shirt features a lightweight, breathable fabric blend paired with a neck covering and separated arm sleeves for a stylish look that remains practical in dustier climates.
item_Desc_alb_shoes_01=The Alejo Brothers expertly engineered the Nivala shoes to provide high ankle support while remaining lightweight. The shoes mix the company's patented FullFlex rubber with synthetic nubuck leather for flexible yet strategic support, and feature cushioning on the heels and balls of the feet for supreme comfort.
item_Desc_banu_lum_gloves_01_01_01=The Good Gift gloves are made to match the festive sweater of the same name. These comfortable holiday hand warmers not only look good but are fingerless to make interacting with items a breeze.
item_Desc_banu_lum_jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nThis Banu-made mock turtleneck lets you celebrate Luminalia in comfort and style. Cozy up around the lamp with this luxurious red and green fabric blend with an asymmetrical front and three adjustable straps that guarantee the perfect fit. Banu phrases calling for merriment and a prosperous future adorn the front and back in golden script.
item_Desc_cba_boots_01_01_01=Temp. Rating: -35 / 15 °C\n\nThese rugged, high ankle boots will keep your feet warm when venturing into wintry conditions. The Cirrus also integrates steel alloy links into the sole for added traction on icy surfaces.
item_Desc_cba_boots_02_01_01=The Pampero are sleek ankle high boots feature lightweight yet durable soles to make it feel like you're walking on clouds even when trekking across the most unforgiving terrain.
item_Desc_cba_chef_hat_01_01_01=The Grammercy Food Service Cover is a standard food service accessory produced by Code Blue Apparel's professional division. Featuring a flexible one-size-fits-all form that expands or contracts firmly to the wearer's head, the hat design is both sleek and efficient.
item_Desc_cba_chef_jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nThe Grammercy Food Service Jacket is a standard food service accessory produced by Code Blue Apparel's professional division. The jacket, first adapted from one of the company's bespoke surgeons coats, is the modern standard for chefs and line cooks. The jacket is constructed from a patented stain-resistant material that can be quickly cleaned.
item_Desc_cba_chef_pants_01_01_01=Carrying Capacity: 0.5K µSCU\n\nThe Grammercy Food Service Pants are a standard food service accessory produced by Code Blue Apparel's professional division. Designed to merge style and functionality, the pants offer support for all members of a food service team and are constructed from a patented stain-resistant material that can be quickly cleaned.
item_Desc_cba_chef_shoes_01_01_01=Code Blue Apparel's Variable Service Shoes are constructed from a rigid rubber-carbon splice that help provide protection from physical impacts or piercings. The exterior is sprayed with artileather for a professional finish and offers maximum ease-of-cleaning.
item_Desc_cba_doctor_jacket_01_01_01=Carrying Capacity: 0.4K µSCU\n\nYou can count on Code Blue Apparel to deliver professional and comfortable medical clothing. The Galen Surgical Scrub Top features a large pocket and a wide wrap across the mid-section for a secure fit. Made with a special anti-bacterial fabric that's 99% effective while also being lightweight and wrinkle free.
item_Desc_cba_doctor_pants_01_01_01=Carrying Capacity: 0.4K µSCU\n\nYou can count on Code Blue Apparel to deliver professional and comfortable medical clothing. The Galen Surgical Scrub Pants feature ribbing around the knees, and are made with a special anti-bacterial fabric that's 99% effective while also being lightweight and wrinkle free.
item_Desc_cba_gloves_01_01_01=Temp. Rating: -35 / 25 °C\n\nThe Arcus gloves are thin enough to wear on everyday excursions, yet capable of keeping your hands warm in frigid conditions. Textured touch fingertips even allow you to easily access your mobi and other touch screens without removing your gloves.
item_Desc_cba_gloves_02_01_01=Developed for work sites, but refined enough for everyday use, the Fractus gloves layer StretchStrong fabric for a tight yet breathable fit. Reinforced knuckle plating and scaled fingertips provide extra durability and a stylish flourish.
item_Desc_cba_jacket_01_01_01=Temp. Rating: -35 / 10 °C\nCarrying Capacity: 5K µSCU\n\nBe bold and brave the cold in frigid conditions up to -35 °C with the Cumulus's special thermal lining. An oversized, insulated hood provides additional protection around the head, while the distinct quilted torso stops snow, ice, and wind from seeping in, ensuring the wearer remains warm and dry.
item_Desc_cba_jacket_02_01_01=Temp. Rating: -20 / 20 °C\nCarrying Capacity: 3K µSCU\n\nEven though it's rated to withstand arctic conditions, you won't want any snow accumulating on this distinct and dazzling jacket. The Stratus will keep you warm from neck to knees thanks to its high collar and precisely layered pieces.
item_Desc_cba_mask_01_01_01=Temp. Rating: -30 / 15 °C\n\nThe Col is an insulated yet lightweight head cover that keeps heat from escaping. The large, chip-resistant faceplate features a cutting-edge GX coating to ensure the purest light quality for viewing the surrounding environs.
item_Desc_cba_mask_02_01_01=Temp. Rating: -30 / 15 °C\n\nProtect your head from the wind and cold with the Gale. Code Blue Apparel paired a wide-view visor with a dynamic synthetic fabric to create an excellent thermal barrier to keep heat from escaping without sacrificing your visibility.
item_Desc_cba_medical_gown_01_01_01=Carrying Capacity: 0.4K µSCU\n\nThe GME 338-10 Medical Gown is the de facto medical gown assigned to in-patients at hospitals and other care facilities across the Empire. This standard gown was designed so that patients could be dressed or undressed easily, and made with antibacterial fabric to help facilitate keeping wounds clean, lowering the risk of infection.
item_Desc_cba_medical_slippers_01_01_01=The standard GME 240-15 Patient Slippers offer necessary foot protection and comfort during a patient's visit to a medical facility. Constructed from the same antibacterial fabric as the GME 338-10 Medical Gown, the slippers feature an easy on/off design and an anti-slip coating on the sole.
item_Desc_cba_nurse_pants_01=Carrying Capacity: 0.5K µSCU\n\nThe Mahoney Nurse Scrub Pants are made for medical professionals looking for a comfortable but durable fit. They feature two front pockets and a stretch waistband. Moisture wicking and anti-stain fabric makes these pants ready to withstand long shifts and repeated washing.
item_Desc_cba_nurse_scrubs_01_01_01=Carrying Capacity: 0.4K µSCU\n\nThe Mahoney Nurse Scrub shirt is made for medical professionals looking an accommodating and comfortable fit. This top has a pocket and strips of fabric forming subtle geometric patterns on the right shoulder. It's also made with moisture wicking and anti-stain fabric ready to withstand long shifts and repeated washing.
item_Desc_cba_pants_01_01_01=Temp. Rating: -35 / 15 °C\nCarrying Capacity: 3K µSCU\n\nBe bold and brave the cold with Cumulus pants. Designed with a synthetic fabric that insulates the inside and wicks away moisture from the outside, these pants provide protection against temperature drops to -35 °C.
item_Desc_cba_pants_02_01_01=Carrying Capacity: 0.5K µSCU\n\nCasual comfort that you can wear anywhere. The Stratus pants feature a soft comfort waistband that perfectly embraces your hips, and distinct reinforced paneling to ensure long wear and supreme style.
item_Desc_cba_security_hat_01_01_01=This black soft-domed, billed hat from Code Blue Apparel features eye-catching bronze accents and is imprinted boldly with "Security" across the front. Comfortable and distinct, it makes for an ideal accessory to any security professional's uniform.
item_Desc_cba_security_jacket_01_01_01=Carrying Capacity: 2K µSCU\n\nThe Ajax Security Uniform Jacket is a standard security accessory produced by Code Blue Apparel's professional division. The jacket is a uniform intended for security professionals and does not provide any armored protection.
item_Desc_cba_security_pants_01_01_01=Carrying Capacity: 0.5K µSCU\n\nThe Ajax Security Uniform Pants are a standard security accessory produced by Code Blue Apparel's professional division. Flexible and durable, the pants are designed to match the Ajax Security Uniform Jacket and feature the same high-visibility piping. The pants are flexible and allow for a full range of motion.
item_Desc_cba_security_shoes_01_01_01=Ajax Security Uniform Shoes are a standard security accessory produced by Code Blue Apparel's professional division. The boot-styled shoes feature a unique thick-body construction that increases durability in exchange for overall bulk. A heavy-duty rubberized exterior protects the shoes from weather and general day-to-day wear.
item_Desc_cba_surgeon_dress_01=Carrying Capacity: 1K µSCU\n\nEnsure complete upper body coverage and comfort with the Shizhen surgical gown. Its unique design features a light, breathable long sleeve shirt underneath a see through surgical gown, delivering dual layer protection against fluids and pathogens.
item_Desc_cba_surgeon_gloves_01=The Ignaz surgical gloves are sterile and strong without sacrifice the manual dexterity necessary for delicate surgeries. Made with a special anti-puncture material and featuring a beaded cuff that guarantees a snug fit, the inside of the glove is also coated with a special gel to keep your hands from drying and cracking.
item_Desc_cba_surgeon_mask_01=The Shizhen surgical head cover provides complete coverage during medical procedures. Lightweight, breathable and anti-bacterial, the head cover even includes a tinted lens to reduce heat and eye strain that may occur during procedures involving lasers.
item_Desc_cba_surgeon_pants_01=Carrying Capacity: .05K µSCU\n\nComfortable, lightweight, and breathable are the top three traits surgeons look for in their work pants, so CBA started there. The Taussig are not only comfortable to wear but are made from an antibacterial and anti-rip fabric that provides excellent protection against fluids, pathogens, and other hazards of the job.
item_Desc_cba_surgeon_shoes_01_01_01=The Lister surgical shoes are designed to provide comfort and support even after hours on your feet. Made out of a crisp white material for easy identification of contamination, the shoes feature padded insoles and are made from a proprietary material that's both breathable and antibacterial.
item_Desc_cbd_boots_01_01_01,P=Placeholder CBD Boots Desc.
item_Desc_cbd_hat_02_01_centurion=The MC-Pinhead military cadet hat from CBD features metal bullet studs embedded into its panels. The special Voyager edition comes in red with a gold band. \n\nWomen's sizes currently out of stock.
item_Desc_cbd_hat_03_01_01=A comfortable grey cadet hat.
item_Desc_cbd_hat_03_01_cargo=The front panel of this grey cadet hat features Cargo written in yellow and purple. A bright band of yellow also rings the hat to make it highly visible from a distance.
item_Desc_cbd_hat_03_01_fleetweek2021=Show your support for the Navy and the brave souls that serve the Empire with this classic cadet hat commemorating Invictus Launch Week.
item_Desc_cbd_hat_03_01_fleetweek2022,P=PH - cbd_hat_03_01_fleetweek2022
item_Desc_cbd_hat_03_ArcCorp_01=An olive and gray cadet hat with ArcCorp's name and logo emblazoned across the front panel.
item_Desc_cbd_hat_03_Cry-Astro_01=A blue and black cadet hat with Cry-Astro's name and logo emblazoned across the front panel.
item_Desc_cbd_hat_03_IAE2020=Boast about attending the UEE's most prominent ship showcase with the official hat of the 2950 Intergalactic Aerospace Expo. This grey cadet hat has the logo across the front panel and as a pop of color on the back.
item_Desc_cbd_hat_03_Microtech_01=A blue, green, and gray cadet hat with microTech's name and logo emblazoned across the front panel.
item_Desc_cbd_hat_03_SakuraSun_01=A purple and pink cadet hat with Sakura Sun's name and logo emblazoned across the front panel.
item_Desc_cbd_hat_03_aegis_dec=This two-tone cap is mainly dark grey with a light grey accent stripe, featuring an Aegis Dynamics patch across the front panel.
item_Desc_cbd_hat_03_anvil_dec=A dark green Anvil Aerospace cap that features metal eyelets on the side.
item_Desc_cbd_hat_03_argo_dec=Spacecraft manufacturer Argo Astronautics has been around for centuries. Support this indispensable UEE industrial brand by wearing this burnt orange hat bearing their name across the front.
item_Desc_cbd_hat_03_consolidated_dec=Consolidated Outland thrives on the edge of innovation. Promote their initiative by wearing this dark grey hat with the company's branding gracing the front panel.
item_Desc_cbd_hat_03_crusader_01=A blue, navy, and white cadet hat with Crusader Industries' name and logo emblazoned across the front panel.
item_Desc_cbd_hat_03_crusader_dec=To celebrate Pax Humana 2949, Crusader Industries released this hat in the colors associated with the holiday, blue and white. Wear this hat to join the company in supporting those that focus on the greater good. All proceeds from its purchase will go to the Terra-based nonprofit Empire's Overlooked.
item_Desc_cbd_hat_03_cvx01_01=A black cadet hat with Covalex's name and logo emblazoned across the front and back panels.
item_Desc_cbd_hat_03_drake_03=Embody the boldness of Drake Interplanetary by wearing this black hat with the company's name in strong red lettering.
item_Desc_cbd_hat_03_drake_dec=Embody the boldness of Drake Interplanetary by wearing this black hat with the company's name in strong yellow lettering.
item_Desc_cbd_hat_03_expo_dec=A magenta hat emblazoned with the Intergalactic Aerospace Expo name and logo in white on the front.
item_Desc_cbd_hat_03_fleetweek2023_11=A classic grey cadet hat commemorating Invictus Launch Week and featuring the silhouette of a ship across the front.
item_Desc_cbd_hat_03_fleetweek2023_17=A classic blue cadet hat commemorating Invictus Launch Week and featuring the silhouette of a ship across the front.
item_Desc_cbd_hat_03_fleetweek_dec=Show your support for the Navy and the brave souls that serve the Empire with this classic cadet hat commemorating Invictus Launch Week.
item_Desc_cbd_hat_03_foundation01=Celebrate the nations of Earth joining together to explore the stars with this special Foundation Festival hat featuring the logo across the front panel.
item_Desc_cbd_hat_03_hd_01=A brown and gray cadet hat with Hurston Dynamics' name and logo emblazoned across the front panel.
item_Desc_cbd_hat_03_iae2021_07=The official hat of the 2951 IAE carries the logo for the event on the front and a smaller version of it on the back right panel.
item_Desc_cbd_hat_03_iae2021_10=The official hat of the 2951 IAE carries the logo for the event on the front and a smaller version of it on the back right panel.
item_Desc_cbd_hat_03_iae2022_02=A red cadet hat celebrating the 2952 Intergalactic Aerospace Expo featuring the event's logo across the front.
item_Desc_cbd_hat_03_iae2022_12=A black cadet hat celebrating the 2952 Intergalactic Aerospace Expo featuring the event's logo across the front.
item_Desc_cbd_hat_03_iae2023_10=Celebrate the UEE's premier ship expo with the official hat of the 2953 Intergalactic Aerospace Expo. This purple hat displays the IAE logo on the front and back.
item_Desc_cbd_hat_03_iae2023_19=Celebrate the UEE's premier ship expo with the official hat of the 2953 Intergalactic Aerospace Expo. This white hat displays the IAE logo on the front and back.
item_Desc_cbd_hat_03_itg_01=A blue and black cadet hat with the Interstellar Transport Guild's name and logo emblazoned across the front and back panels.
item_Desc_cbd_hat_03_ling_01=A red and white cadet hat with Ling Family Hauling's name and logo emblazoned across the front and back panels.
item_Desc_cbd_hat_03_misc_dec=Evoke the industrial spirit of MISC by sporting this tan hat featuring the company's emblem.
item_Desc_cbd_hat_03_origin_dec=This light grey hat featuring Origin's name and signature logo is a perennial best seller at their showroom in New Austin.
item_Desc_cbd_hat_03_redwind_01=A gray cadet hat with Red Wind Linehaul's name and logo emblazoned across the front and back panels.
item_Desc_cbd_hat_03_rsi_dec=The iconic RSI logo graces the front panel of this black hat featuring a burnt orange accent stripe.
item_Desc_cbd_hat_03_taba_01=A black and white cadet hat with TABA Freightline's name and logo emblazoned across the front and back panels.
item_Desc_cbd_hat_03_tumbril_01=Tumbril Land Systems made this hat to celebrate the release of their legendary Nova tank to the civilian market.
item_Desc_cbd_hat_03_unified_01=A blue and red cadet hat with Unified Distribution Management's name and logo emblazoned across the front and back panels.
item_Desc_cbd_jacket_02_01_01,P=Placeholder - CBD Jacket Desc\n\nCarrying Capacity: 1K µSCU
item_Desc_cbd_pants_02_01_01=Carrying Capacity: 4K µSCU\n\nThe Franz monochrome striped pants from CBD are elevated with the addition of bold black brush strokes applied freehand.\n\nMen's sizes currently not available.
item_Desc_cbd_pants_05=Made with soft yet sturdy cotton, these jeans are ripped and then "repaired" with colorful thread alongside misshapen patches that give them a touch of history.
item_Desc_ccc_bear_helmet_01_01_01=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -40 / 60 °C\n\nCelebrate Day of the Vara in sinister style with this officially licensed Fieldsbury Dark Bear helmet. This twisted version of the Fieldsbury Bear mascot launched a seasonal soda flavor before being co-opted into a series of high-profile pranks. Ever since, the bear's big, toothy grin and off-set flickering eyes have become a standard sight at Day of the Vara celebrations. Now CC's Conversions has designed and delivered an official, high quality reproduction of this iconic mascot, available in six striking colors.
item_Desc_ccc_combat_heavy_helmet_01,P=PH - ccc_combat_heavy_helmet_01\nVisor is AR crosshair compatible.
item_Desc_ccc_heavy_armor_helmet_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -80 / 110 °C\n\nShow that you serve no master with the Neoni helmet. Drawing inspiration from monster myths and warrior cultures of old, this menacing visage courtesy of CC's Conversions features a dramatic paint job, fang-filled grin, and pointed holographic horns, providing protection and intimidation in one memorable helmet. Visor is AR crosshair compatible.
item_Desc_ccc_medium_armor_arms_01_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nHonor and embody the Tevarin aesthetic with the Aves armor. Cutting edge manufacturing techniques were used to place white, red, grey, and black plating perfectly to fit the Human form and evoke the shape language imbued into the Tevarin's iconic ships. This medium armor from CC's Conversions is both sensational and practical, providing solid protection while keeping you light on your feet. When paired with the Aves helmet, the suit combines for a striking and unforgettable look.
item_Desc_ccc_medium_armor_arms_01_01_shrike=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nHonor and embody the Tevarin aesthetic with the Aves Shrike armor; manufactured with white, blue, magenta, grey, and black plating to perfectly evoke the shape language imbued into their iconic ships. This medium armor from CC's Conversions is both sensational and practical, providing solid protection while keeping you light on your feet. When paired with the Aves Shrike helmet, the suit combines for a striking and unforgettable look.
item_Desc_ccc_medium_armor_arms_01_01_talon=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nHonor and embody the Tevarin aesthetic with the Aves Talon armor; manufactured with white, blue, magenta, grey, and black plating to perfectly evoke the shape language imbued into their iconic ships. This medium armor from CC's Conversions is both sensational and practical, providing solid protection while keeping you light on your feet. When paired with the Aves Talon helmet, the suit combines for a striking and unforgettable look.
item_Desc_ccc_medium_armor_core_01_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -61 / 91 °C\nBackpack Compatibility: Light & Medium\n\nHonor and embody the Tevarin aesthetic with the Aves armor. Cutting edge manufacturing techniques were used to place white, red, grey, and black plating perfectly to fit the Human form and evoke the shape language imbued into the Tevarin's iconic ships. This medium armor from CC's Conversions is both sensational and practical, providing solid protection while keeping you light on your feet. When paired with the Aves helmet, the suit combines for a striking and unforgettable look.
item_Desc_ccc_medium_armor_core_01_01_shrike=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -61 / 91 °C\nBackpack Compatibility: Light & Medium\n\nHonor and embody the Tevarin aesthetic with the Aves Shrike armor; manufactured with white, blue, magenta, grey, and black plating to perfectly evoke the shape language imbued into their iconic ships. This medium armor from CC's Conversions is both sensational and practical, providing solid protection without sacrificing your mobility. When paired with the Aves Shrike helmet, the suit combines for a striking and unforgettable look.
item_Desc_ccc_medium_armor_core_01_01_talon=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -61 / 91 °C\nBackpack Compatibility: Light & Medium\n\nHonor and embody the Tevarin aesthetic with the Aves Talon armor; manufactured with white, blue, magenta, grey, and black plating to perfectly evoke the shape language imbued into their iconic ships. This medium armor from CC's Conversions is both sensational and practical, providing solid protection without sacrificing your mobility. When paired with the Aves Talon helmet, the suit combines for a striking and unforgettable look.
item_Desc_ccc_medium_armor_helmet_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -60 / 90 °C\n\nCC's Conversions is proud to release the Aves to celebrate the beautiful and unique history of the Tevarin culture. This medium helmet honors traditional stylings while perfectly fitting a Human head. Red highlights provide colorful and vibrant accents to the black and white plating, giving the helmet a bold and dynamic feel worthy of this great species. Visor is AR crosshair compatible.
item_Desc_ccc_medium_armor_helmet_01_01_shrike=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -60 / 90 °C\n\nCC's Conversions is proud to release the Aves Shrike helmet to celebrate the beautiful and unique history of the Tevarin culture. This medium helmet honors traditional stylings with colorful blue and magenta accents on black and white plating, giving the helmet a bold and dynamic feel worthy of this great species. Visor is AR crosshair compatible.
item_Desc_ccc_medium_armor_helmet_01_01_talon=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -60 / 90 °C\n\nCC's Conversions is proud to release the Aves Talon helmet to celebrate the beautiful and unique history of the Tevarin culture. This medium helmet honors traditional stylings with colorful green accents on black and white plating, giving the helmet a bold and dynamic feel worthy of this great species. Visor is AR crosshair compatible.
item_Desc_ccc_medium_armor_legs_01_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -61 / 91 °C\n\nHonor and embody the Tevarin aesthetic with the Aves armor. Cutting edge manufacturing techniques were used to place white, red, grey, and black plating perfectly to fit the Human form and evoke the shape language imbued into the Tevarin's iconic ships. This medium armor from CC's Conversions is both sensational and practical, providing solid protection while keeping you light on your feet. When paired with the Aves helmet, the suit combines for a striking and unforgettable look.
item_Desc_ccc_medium_armor_legs_01_01_shrike=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -61 / 91 °C\n\nHonor and embody the Tevarin aesthetic with the Aves Shrike armor; manufactured with white, blue, magenta, grey, and black plating to perfectly evoke the shape language imbued into their iconic ships. This medium armor from CC's Conversions is both sensational and practical, providing solid protection without sacrificing your mobility. When paired with the Aves Shrike helmet, the suit combines for a striking and unforgettable look.
item_Desc_ccc_medium_armor_legs_01_01_talon=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -61 / 91 °C\n\nHonor and embody the Tevarin aesthetic with the Aves Talon armor; manufactured with white, blue, magenta, grey, and black plating to perfectly evoke the shape language imbued into their iconic ships. This medium armor from CC's Conversions is both sensational and practical, providing solid protection without sacrificing your mobility. When paired with the Aves Talon helmet, the suit combines for a striking and unforgettable look.
item_Desc_ccc_scarecrow_helmet_01_01_01=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nHaunt your friends with a helmet inspired by the terrifying appearance adopted by famed serial killer Neville Lott. The classic slasher vid 'The Hill Horror' helped make this look a staple at Day of the Vara festivals, and this high-quality reproduction replicates the iconic movie look down to every last devious stitch. The Hill Horror helmet is made with an actual gunny sack sealed with a special finish that can withstand a wide variety of environmental conditions, and covering a comfortable space-rate helmet. Become a walking nightmare and celebrate Day of the Vara in sinister style with this helmet.
item_Desc_ccc_scarecrow_helmet_01_01_12=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nHaunt your friends with this custom, high-quality reproduction of the terrifying helmet from the popular slasher vid 'The Hill Horror Reborn.' Inspired by the terrifying appearance of notorious serial killer Neville Lott, this collector's edition space-safe helmet replicates the killer's look in the second vid of the series with a black gunny sack and neon green lights. Now you can celebrate Day of the Vara in sinister style, while standing apart from other menaces.
item_Desc_ccc_vanduul_helmet_01_01_01=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nWith the Snarling Vanduul helmet, CC's Conversions developed a special space-age vulcanized silicone rubber to replicate everything from the Vanduul's menacing smile to the ridges on the back of its head. Molded over a lightweight flight helmet, this Vanduul visage is wearable both in and out of atmosphere, allowing you to be the ultimate space invader wherever you celebrate Day of the Vara.
item_Desc_ccc_viral_helmet_01_01_01=Type: Flight Helmet\nDamage Reduction: 10%\n\nInfect your friends with your Day of the Vara spirit when you wear this helmet inspired by the hit vid Lost Plague. The helmet perfectly replicates the horrific death of xenoarchaeologist Diane Wu, first victim of the ancient alien virus she unwittingly unleashes on an unsuspecting galaxy. CC's Conversions utilized a proprietary lightweight yet sturdy rubber to accurately reproduce the deadly plague's signature spines so you can enjoy hours of wear without straining your neck.
item_Desc_ccc_viral_helmet_01_02_01=Type: Flight Helmet\nDamage Reduction: 10%\n\nInfect your friends with your Day of the Vara spirit when you wear this helmet inspired by the hit vid Lost Plague. The helmet perfectly replicates the horrific death of xenoarchaeologist Diane Wu, first victim of the ancient alien virus she unwittingly unleashes on an unsuspecting galaxy. CC's Conversions utilized a proprietary lightweight yet sturdy rubber to accurately reproduce the deadly plague's signature spines so you can enjoy hours of wear without straining your neck.
item_Desc_ccc_viral_helmet_01_03_01=Type: Flight Helmet\nDamage Reduction: 10%\n\nInfect your friends with your Day of the Vara spirit when you wear this helmet inspired by the hit vid Lost Plague. The helmet perfectly replicates the horrific death of xenoarchaeologist Diane Wu, first victim of the ancient alien virus she unwittingly unleashes on an unsuspecting galaxy. CC's Conversions utilized a proprietary lightweight yet sturdy rubber to accurately reproduce the deadly plague's signature spines so you can enjoy hours of wear without straining your neck.
item_Desc_cds_armor_heavy_arms_02_01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\n\nBased on CDS' ADP-mk4 heavy combat armor, this set has been modified from its original form. When there's a difficult job at hand, you want to ensure that you can see it through to the end. This armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while its powered frame provides near unfettered movement despite the protection it offers.
item_Desc_cds_armor_heavy_core_02_01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 10.5k µSCU\nTemp. Rating: -70 / 100 °C\nBackpack Compatibility: All\n\nBased on CDS' ADP-mk4 heavy combat armor, this set has been modified from its original form. When there's a difficult job at hand, you want to ensure that you can see it through to the end. This armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while its powered frame provides near unfettered movement despite the protection it offers.
item_Desc_cds_armor_heavy_helmet_02_01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\n\nBased on CDS' ADP-mk4 heavy combat armor, this set has been modified from its original form. When there's a difficult job at hand, you want to ensure that you can see it through to the end. This armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while its powered frame provides near unfettered movement despite the protection it offers. Visor is AR crosshair compatible.
item_Desc_cds_armor_heavy_legs_02_01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 6.5k µSCU\nTemp. Rating: -70 / 100 °C\n\nBased on CDS' ADP-mk4 heavy combat armor, this set has been modified from its original form. When there's a difficult job at hand, you want to ensure that you can see it through to the end. This armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while its powered frame provides near unfettered movement despite the protection it offers.
item_Desc_cds_armor_light_arms_02_shared=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -35 / 65 °C\n\nCDS's quest to create the ideal light armor continues with the FBL-8a. This light armor will keep you fast on your feet with its strategic mix of protective plating and reinforced nano-weave fabrics. While the armor works with any undersuit, it was specifically designed to match the FBL-8u undersuit with special attention given to how the two fit together to make the set as streamlined and responsive as possible.
item_Desc_cds_armor_light_core_02_shared=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 4K µSCU\nTemp. Rating: -32 / 62 °C\nBackpack Compatibility: Light\n\nCDS's quest to create the ideal light armor continues with the FBL-8a. This light armor will keep you fast on your feet with its strategic mix of protective plating and reinforced nano-weave fabrics. While the armor works with any undersuit, it was specifically designed to match the FBL-8u undersuit with special attention given to how the two fit together to make the set as streamlined and responsive as possible.
item_Desc_cds_armor_light_legs_02_shared=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 2.5K µSCU\nTemp. Rating: -35 / 65 °C\n\nCDS's quest to create the ideal light armor continues with the FBL-8a. This light armor will keep you fast on your feet with its strategic mix of protective plating and reinforced nano-weave fabrics. While the armor works with any undersuit, it was specifically designed to match the FBL-8u undersuit with special attention given to how the two fit together to make the set as streamlined and responsive as possible.
item_Desc_cds_armor_medium_arms_01_01_9tails01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nThis version of CDS' ORC-mkX arms has been modified from its original form. The mark X is the latest in CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
item_Desc_cds_armor_medium_legs_02_9tails_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -61 / 91 °C\n\nThis version of CDS' ORC-mkX legs has been modified from its original form. The mark X is the latest in CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
item_Desc_cds_combat_heavy_backpack_01_01_01=Item Type: Heavy Backpack\nCarrying Capacity: 100K µSCU\nCore Compatibility: Heavy\n\nBe ready for any situation with the CSP-68H Backpack. Originally designed for the rigors of combat support, this heavy backpack has become popular thanks to its durability and a patented core connector that helps the CSP-68H sit comfortably and balanced on the back.
item_Desc_cds_combat_light_arms_03=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -35 / 65 °C\n\nBased on CDS' FBL-8a combat armor, this set has been modified from its original form. This light armor will keep you fast on your feet with its strategic mix of protective plating and reinforced nano-weave fabrics. While the armor works with any undersuit, it was specifically designed to match the FBL-8u undersuit with special attention given to how the two fit together to make the set as streamlined and responsive as possible.
item_Desc_cds_combat_light_arms_04=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -35 / 65 °C\n\nBased on CDS' FBL-8a combat armor, this set has been modified from its original form. This light armor will keep you fast on your feet with its strategic mix of protective plating and reinforced nano-weave fabrics. While the armor works with any undersuit, it was specifically designed to match the FBL-8u undersuit with special attention given to how the two fit together to make the set as streamlined and responsive as possible.
item_Desc_cds_combat_light_backpack_01_01_01=Item Type: Light Backpack\nCarrying Capacity: 40K µSCU\nCore Compatibility: All\n\nBe ready for any situation with the CSP-68L Backpack. Originally designed for the rigors of combat support, this light backpack has become popular thanks to its durability and a patented core connector that helps the CSP-68L sit comfortably and balanced on the back.
item_Desc_cds_combat_light_backpack_02_01_01=Item Type: Light Backpack\nCarrying Capacity: 40K µSCU\nCore Compatibility: All\n\nBe ready for any situation with the CSP-68L Backpack. Originally designed for the rigors of combat support, this light backpack has become popular thanks to its durability and patented core connector that helps the CSP-68L sit comfortably and balanced on the back. The Cayman edition features a vibrant metallic green finish with geometric patterns for a color that changes slightly based on lighting conditions.
item_Desc_cds_combat_light_backpack_02_02_01=Item Type: Light Backpack\nCarrying Capacity: 40K µSCU\nCore Compatibility: All\n\nBe ready for any situation with the CSP-68L Backpack. Originally designed for the rigors of combat support, this light backpack has become popular thanks to its durability and patented core connector that helps the CSP-68L sit comfortably and balanced on the back. The Forest Camo edition features a special digital green camo pattern with silver highlights.
item_Desc_cds_combat_light_backpack_02_03_01=Item Type: Light Backpack\nCarrying Capacity: 40K µSCU\nCore Compatibility: All\n\nBe ready for any situation with the CSP-68L Backpack. Originally designed for the rigors of combat support, this light backpack has become popular thanks to its durability and patented core connector that helps the CSP-68L sit comfortably and balanced on the back. The Night Camo edition features a special textured finish and mixes black camo and silver for a subtle yet striking look.
item_Desc_cds_combat_light_core_03=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 4K µSCU\nTemp. Rating: -32 / 62 °C\nBackpack Compatibility: Light\n\nBased on CDS' FBL-8a combat armor, this set has been modified from its original form. This light armor will keep you fast on your feet with its strategic mix of protective plating and reinforced nano-weave fabrics. While the armor works with any undersuit, it was specifically designed to match the FBL-8u undersuit with special attention given to how the two fit together to make the set as streamlined and responsive as possible.
item_Desc_cds_combat_light_core_04=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 4K µSCU\nTemp. Rating: -32 / 62 °C\nBackpack Compatibility: Light\n\nBased on CDS' FBL-8a combat armor, this set has been modified from its original form. This light armor will keep you fast on your feet with its strategic mix of protective plating and reinforced nano-weave fabrics. While the armor works with any undersuit, it was specifically designed to match the FBL-8u undersuit with special attention given to how the two fit together to make the set as streamlined and responsive as possible.
item_Desc_cds_combat_light_helmet_03=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -35 / 65 °C\n\nBased on CDS' FBL-8a combat armor, this set has been modified from its original form. This light armor will keep you fast on your feet with its strategic mix of protective plating and reinforced nano-weave fabrics. While the armor works with any undersuit, it was specifically designed to match the FBL-8u undersuit with special attention given to how the two fit together to make the set as streamlined and responsive as possible. Visor is AR crosshair compatible.
item_Desc_cds_combat_light_helmet_04=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -35 / 65 °C\n\nBased on CDS' FBL-8a combat armor, this set has been modified from its original form. This light armor will keep you fast on your feet with its strategic mix of protective plating and reinforced nano-weave fabrics. While the armor works with any undersuit, it was specifically designed to match the FBL-8u undersuit with special attention given to how the two fit together to make the set as streamlined and responsive as possible. Visor is AR crosshair compatible.
item_Desc_cds_combat_light_legs_03=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 2.5K µSCU\nTemp. Rating: -35 / 65 °C\n\nBased on CDS' FBL-8a combat armor, this set has been modified from its original form. This light armor will keep you fast on your feet with its strategic mix of protective plating and reinforced nano-weave fabrics. While the armor works with any undersuit, it was specifically designed to match the FBL-8u undersuit with special attention given to how the two fit together to make the set as streamlined and responsive as possible.
item_Desc_cds_combat_light_legs_04=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 2.5K µSCU\nTemp. Rating: -35 / 65 °C\n\nBased on CDS' FBL-8a combat armor, this set has been modified from its original form. This light armor will keep you fast on your feet with its strategic mix of protective plating and reinforced nano-weave fabrics. While the armor works with any undersuit, it was specifically designed to match the FBL-8u undersuit with special attention given to how the two fit together to make the set as streamlined and responsive as possible.
item_Desc_cds_combat_medium_arms_03_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nThis version of CDS' ORC-mkX combat armor has been modified from its original form. The mark X is the latest in CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
item_Desc_cds_combat_medium_arms_04_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nThis version of CDS' ORC-mkX combat armor has been modified from its original form. The mark X is the latest in CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
item_Desc_cds_combat_medium_backpack_01_01_01=Item Type: Medium Backpack\nCarrying Capacity: 70K µSCU\nCore Compatibility: Medium & Heavy\n\nBe ready for any situation with the CSP-68M Backpack. Originally designed for the rigors combat support, this medium backpack has become popular thanks to its durability and a patented core connector that helps the CSP-68M sit comfortably and balanced on the back.
item_Desc_cds_combat_medium_core_03_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -61 / 91 °C\nBackpack Compatibility: Light & Medium\n\nThis version of CDS' ORC-mkX combat armor has been modified from its original form. The mark X is part of CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
item_Desc_cds_combat_medium_core_04_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -61 / 91 °C\nBackpack Compatibility: Light & Medium\n\nThis version of CDS' ORC-mkX combat armor has been modified from its original form. The mark X is part of CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
item_Desc_cds_combat_medium_helmet_03_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 93 °C\n\nThis version of CDS' ORC-mkX combat armor has been modified from its original form. The mark X is part of CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility. Visor is AR crosshair compatible.
item_Desc_cds_combat_medium_helmet_04_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 93 °C\n\nThis version of CDS' ORC-mkX combat armor has been modified from its original form. The mark X is part of CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility. Visor is AR crosshair compatible.
item_Desc_cds_combat_medium_legs_03_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -61 / 91 °C\n\nThis version of CDS' ORC-mkX combat armor has been modified from its original form. The mark X is part of CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
item_Desc_cds_combat_medium_legs_04_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -61 / 91 °C\n\nThis version of CDS' ORC-mkX combat armor has been modified from its original form. The mark X is part of CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
item_Desc_cds_heavy_armor_01_Shared=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\n\nWhen there's a difficult job at hand, you want to ensure that you can see it through to the end. Clark Defense Systems' ADP-mk4 heavy armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while its powered frame provides near unfettered movement despite the protection it offers.
item_Desc_cds_heavy_armor_01_concierge_Shared=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\n\nWhen there's a difficult job at hand, you want to ensure that you can see it through to the end. Clark Defense Systems' ADP-mk4 heavy armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while its powered frame provides near unfettered movement despite the protection it offers. This executive edition features a brushed chrome finish with an inlaid hexagonal pattern.
item_Desc_cds_heavy_armor_01_concierge_core=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 10.5k µSCU\nTemp. Rating: -70 / 100 °C\nBackpack Compatibility: All\n\nWhen there's a difficult job at hand, you want to ensure that you can see it through to the end. Clark Defense Systems' ADP-mk4 heavy armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while its powered frame provides near unfettered movement despite the protection it offers. This executive edition features a brushed chrome finish with an inlaid hexagonal pattern.
item_Desc_cds_heavy_armor_01_concierge_legs=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 6.5k µSCU\nTemp. Rating: -70 / 100 °C\n\nWhen there's a difficult job at hand, you want to ensure that you can see it through to the end. Clark Defense Systems' ADP-mk4 heavy armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while its powered frame provides near unfettered movement despite the protection it offers. This executive edition features a brushed chrome finish with an inlaid hexagonal pattern.
item_Desc_cds_heavy_armor_01_core=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 10.5k µSCU\nTemp. Rating: -70 / 100 °C\nBackpack Compatibility: All\n\nWhen there's a difficult job at hand, you want to ensure that you can see it through to the end. Clark Defense Systems' ADP-mk4 heavy armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while its powered frame provides near unfettered movement despite the protection it offers.
item_Desc_cds_heavy_armor_01_legs=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 6.5k µSCU\nTemp. Rating: -70 / 100 °C\n\nWhen there's a difficult job at hand, you want to ensure that you can see it through to the end. Clark Defense Systems' ADP-mk4 heavy armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while its powered frame provides near unfettered movement despite the protection it offers.
item_Desc_cds_legacy_armor_heavy_arms_01_9tails_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -75 / 105 °C\n\nThis version of CDS' ADP arms has been modified from its original form. Revolutionary when first released, the ADP heavy armor system was heralded as the pinnacle of personal protection. Clark Defense Systems' maximalist design provides plenty of attachment points and excellent protection against the elements and enemy fire. CDS refined and reshaped the ADP line over the years, but many still consider the original ADP to be the touchstone of military-grade heavy armor.
item_Desc_cds_legacy_armor_heavy_arms_01_crus01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -75 / 105 °C\n\nRevolutionary when first released, the ADP heavy armor system was heralded as the pinnacle of personal protection. Clark Defense Systems' maximalist design provides plenty of attachment points and excellent protection against the elements and enemy fire. CDS refined and reshaped the ADP line over the years, but many still consider the original ADP to be the touchstone of military-grade heavy armor. The Crusader Edition was made specifically for the company's security services.
item_Desc_cds_legacy_armor_heavy_core_01_9tails_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 10.5k µSCU\nTemp. Rating: -75 / 105 °C\nBackpack Compatibility: All\n\nThis version of CDS' ADP core has been modified from its original form. Revolutionary when first released, the ADP heavy armor system was heralded as the pinnacle of personal protection. Clark Defense Systems' maximalist design provides plenty of attachment points and excellent protection against the elements and enemy fire. CDS refined and reshaped the ADP line over the years, but many still consider the original ADP to be the touchstone of military-grade heavy armor.
item_Desc_cds_legacy_armor_heavy_core_01_crus01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 10.5k µSCU\nTemp. Rating: -75 / 105 °C\nBackpack Compatibility: All\n\nRevolutionary when first released, the ADP heavy armor system was heralded as the pinnacle of personal protection. Clark Defense Systems' maximalist design provides plenty of attachment points and excellent protection against the elements and enemy fire. CDS refined and reshaped the ADP line over the years, but many still consider the original ADP to be the touchstone of military-grade heavy armor. The Crusader Edition was made specifically for the company's security services.
item_Desc_cds_legacy_armor_heavy_helmet_01_crus01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -75 / 105 °C\n\nEvery piece of the Balor was designed by Clark Defense Systems to more evenly distribute damage. This spreads the force of an impact across the heavy helmet, helping it hold up when others would fail. The Crusader Edition was made specifically for the company's security services. Visor is AR crosshair compatible.
item_Desc_cds_legacy_armor_heavy_legs_01_crus01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 6.5k µSCU\nTemp. Rating: -75 / 105 °C\n\nRevolutionary when first released, the ADP heavy armor system was heralded as the pinnacle of personal protection. Clark Defense Systems' maximalist design provides plenty of attachment points and excellent protection against the elements and enemy fire. CDS refined and reshaped the ADP line over the years, but many still consider the original ADP to be the touchstone of military-grade heavy armor. The Crusader Edition was made specifically for the company's security services.
item_Desc_cds_legacy_armor_light_arms_01_crus01_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -37 / 67 °C\n\nClark Defense Systems built the PAB-1 light but strong enough to stay in a fight. The first CDS suit to utilize their proprietary nano-weave, this light armor became a favorite of those who needed a little extra protection while remaining agile. The Crusader Edition was made specifically for the company's security services.
item_Desc_cds_legacy_armor_light_core_01_crus01_01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 4K µSCU\nTemp. Rating: -40 / 70 °C\nBackpack Compatibility: Light\n\nClark Defense Systems built the PAB-1 light but strong enough to stay in a fight. The first CDS suit to utilize their proprietary nano-weave, this light armor became a favorite of those who needed a little extra protection while remaining agile. The Crusader Edition was made specifically for the company's security services.
item_Desc_cds_legacy_armor_light_helmet_01_crus01_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -40 / 70 °C\n\nConstructed using a lightweight alloy that can withstand a fair share of damage, the CBH-3 is a field-tested combat helmet featuring a large single-piece molded faceplate to allow for an expansive field of view for increased situational awareness. The Crusader Edition was made specifically for the company's security services. Visor is AR crosshair compatible.
item_Desc_cds_legacy_armor_light_legs_01_01_9tails01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 2.5K µSCU\nTemp. Rating: -40 / 70 °C\n\nThis version of CDS' PAB-1 legs has been modified from its original form. Clark Defense Systems built the PAB-1 light but strong enough to stay in a fight. The first CDS suit to utilize their proprietary nano-weave, this light armor became a favorite of those who needed a little extra protection while remaining agile.
item_Desc_cds_legacy_armor_light_legs_01_crus01_01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 2.5K µSCU\nTemp. Rating: -40 / 70 °C\n\nClark Defense Systems built the PAB-1 light but strong enough to stay in a fight. The first CDS suit to utilize their proprietary nano-weave, this light armor became a favorite of those who needed a little extra protection while remaining agile. The Crusader Edition was made specifically for the company's security services.
item_Desc_cds_legacy_armor_medium_arms_01_crus01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -55 / 85 °C\n\nDependable and durable armor never goes out of style. The ORC-mkV from Clark Defense Systems has been a battlefield staple for centuries. This highly regarded medium armor blends composite plating with a special fiber reinforced polymer to provide solid protection and a wide range of movement. The Crusader Edition was made specifically for the company's security services.
item_Desc_cds_legacy_armor_medium_core_01_01_9tails01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -55 / 85 °C\nBackpack Compatibility: Light & Medium\n\nThis version of CDS' ORC-mkV core has been modified from its original form. Dependable and durable armor never goes out of style. The ORC-mkV from Clark Defense Systems has been a battlefield staple for centuries. This highly regarded medium armor blends composite plating with a special fiber reinforced polymer to provide solid protection and a wide range of movement.
item_Desc_cds_legacy_armor_medium_core_01_crus01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -55 / 85 °C\nBackpack Compatibility: Light & Medium\n\nDependable and durable armor never goes out of style. The ORC-mkV from Clark Defense Systems has been a battlefield staple for centuries. This highly regarded medium armor blends composite plating with a special fiber reinforced polymer to provide solid protection and a wide range of movement. The Crusader Edition was made specifically for the company's security services.
item_Desc_cds_legacy_armor_medium_helmet_01_crus01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -55 / 85 °C\n\nThe G-2 provides protection and an uninhibited field of view without being bulky. Clark Defense Systems designed the helmet to withstand a wide variety of impact types without compromising its integrity. The Crusader Edition was made specifically for the company's security services.
item_Desc_cds_legacy_armor_medium_legs_01_01_9tails01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -55 / 85 °C\n\nThis version of CDS' ORC-mkV legs has been modified from its original form. Dependable and durable armor never goes out of style. The ORC-mkV from Clark Defense Systems has been a battlefield staple for centuries. This highly regarded medium armor blends composite plating with a special fiber reinforced polymer to provide solid protection and a wide range of movement.
item_Desc_cds_legacy_armor_medium_legs_01_crus01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -55 / 85 °C\n\nDependable and durable armor never goes out of style. The ORC-mkV from Clark Defense Systems has been a battlefield staple for centuries. This highly regarded medium armor blends composite plating with a special fiber reinforced polymer to provide solid protection and a wide range of movement. The Crusader Edition was made specifically for the company's security services.
item_Desc_cds_legacy_heavy_armor_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -75 / 105 °C\n\nRevolutionary when first released, the ADP heavy armor system was heralded as the pinnacle of personal protection. Clark Defense Systems' maximalist design provides plenty of attachment points and excellent protection against the elements and enemy fire. CDS refined and reshaped the ADP line over the years, but many still consider the original ADP to be the touchstone of military-grade heavy armor.
item_Desc_cds_legacy_heavy_armor_01_core=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 10.5k µSCU\nTemp. Rating: -75 / 105 °C\nBackpack Compatibility: All\n\nRevolutionary when first released, the ADP heavy armor system was heralded as the pinnacle of personal protection. Clark Defense Systems' maximalist design provides plenty of attachment points and excellent protection against the elements and enemy fire. CDS refined and reshaped the ADP line over the years, but many still consider the original ADP to be the touchstone of military-grade heavy armor.
item_Desc_cds_legacy_heavy_armor_01_helmet=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -75 / 105 °C\n\nEvery piece of the Balor was designed by Clark Defense Systems to more evenly distribute damage. This spreads the force of an impact across the heavy helmet, helping it hold up when others would fail. Visor is AR crosshair compatible.
item_Desc_cds_legacy_heavy_armor_01_legs=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 6.5k µSCU\nTemp. Rating: -75 / 105 °C\n\nRevolutionary when first released, the ADP heavy armor system was heralded as the pinnacle of personal protection. Clark Defense Systems' maximalist design provides plenty of attachment points and excellent protection against the elements and enemy fire. CDS refined and reshaped the ADP line over the years, but many still consider the original ADP to be the touchstone of military-grade heavy armor.
item_Desc_cds_legacy_light_armor_01=Item Type: Light Armor\nDamage Reduction: 20%\n\nClark Defense Systems built the PAB-1 light but strong enough to stay in a fight. The first CDS suit to utilize their proprietary nano-weave, this light armor became a favorite of those who needed a little extra protection while remaining agile.
item_Desc_cds_legacy_light_armor_01_arms=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -37 / 67 °C\n\nClark Defense Systems built the PAB-1 light but strong enough to stay in a fight. The first CDS suit to utilize their proprietary nano-weave, this light armor became a favorite of those who needed a little extra protection while remaining agile.
item_Desc_cds_legacy_light_armor_01_core=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 4K µSCU\nTemp. Rating: -40 / 70 °C\nBackpack Compatibility: Light\n\nClark Defense Systems built the PAB-1 light but strong enough to stay in a fight. The first CDS suit to utilize their proprietary nano-weave, this light armor became a favorite of those who needed a little extra protection while remaining agile.
item_Desc_cds_legacy_light_armor_01_helmet=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -40 / 70 °C\n\nConstructed using a lightweight alloy that can withstand a fair share of damage, the CBH-3 is a field-tested combat helmet featuring a large single-piece molded faceplate to allow for an expansive field of view for increased situational awareness. Visor is AR crosshair compatible.
item_Desc_cds_legacy_light_armor_01_legs=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 2.5K µSCU\nTemp. Rating: -40 / 70 °C\n\nClark Defense Systems built the PAB-1 light but strong enough to stay in a fight. The first CDS suit to utilize their proprietary nano-weave, this light armor became a favorite of those who needed a little extra protection while remaining agile.
item_Desc_cds_legacy_medium_armor_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -55 / 85 °C\n\nDependable and durable armor never goes out of style. The ORC-mkV from Clark Defense Systems has been a battlefield staple for centuries. This highly regarded medium armor blends composite plating with a special fiber reinforced polymer to provide solid protection and a wide range of movement.
item_Desc_cds_legacy_medium_armor_01_core=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -55 / 85 °C\nBackpack Compatibility: Light & Medium\n\nDependable and durable armor never goes out of style. The ORC-mkV from Clark Defense Systems has been a battlefield staple for centuries. This highly regarded medium armor blends composite plating with a special fiber reinforced polymer to provide solid protection and a wide range of movement.
item_Desc_cds_legacy_medium_armor_01_helmet=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -55 / 85 °C\n\nThe G-2 provides protection and an uninhibited field of view without being bulky. Clark Defense Systems designed the helmet to withstand a wide variety of impact types without compromising its integrity. Visor is AR crosshair compatible.
item_Desc_cds_legacy_medium_armor_01_legs=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -55 / 85 °C\n\nDependable and durable armor never goes out of style. The ORC-mkV from Clark Defense Systems has been a battlefield staple for centuries. This highly regarded medium armor blends composite plating with a special fiber reinforced polymer to provide solid protection and a wide range of movement.
item_Desc_cds_light_armor_01_Shared=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -35 / 65 °C\n\nCDS Field Recon Suit is the perfect solution for the combat operator who wants a little extra protection without compromising any of their situational agility. EdgeCore composite plating is strategically sewn into the nano-weave suit to cover vital organs while keeping the suit flexible.
item_Desc_cds_light_armor_01_core=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 4K µSCU\nTemp. Rating: -32 / 62 °C\nBackpack Compatibility: Light\n\nCDS Field Recon Suit is the perfect solution for the combat operator who wants a little extra protection without compromising any of their situational agility. EdgeCore composite plating is strategically sewn into the nano-weave suit to cover vital organs while keeping the suit flexible.
item_Desc_cds_light_armor_01_legs=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 2.5K µSCU\nTemp. Rating: -35 / 65 °C\n\nCDS Field Recon Suit is the perfect solution for the combat operator who wants a little extra protection without compromising any of their situational agility. EdgeCore composite plating is strategically sewn into the nano-weave suit to cover vital organs while keeping the suit flexible.
item_Desc_cds_medium_armor_01_Shared=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nThe mark X is the latest in CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
item_Desc_cds_medium_armor_01_core=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -61 / 91 °C\nBackpack Compatibility: Light & Medium\n\nThe mark X is the latest in CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
item_Desc_cds_medium_armor_01_legs=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -61 / 91 °C\n\nThe mark X is the latest in CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
item_Desc_cds_medium_armor_02_Shared=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -61 / 91 °C\n\nThe mark X is the latest in CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology that maximizes protection against projectiles, explosives and the elements without hindering the operator's agility.
item_Desc_cds_medium_armor_02_helmet=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -63 / 93 °C\n\nThe mark X is the latest in CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology that maximizes protection against projectiles, explosives and the elements without hindering the operator's agility. Visor is AR crosshair compatible.
item_Desc_cds_medium_armor_02_legs=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -61 / 91 °C\n\nThe mark X is the latest in CDS award-winning Omni-Role Combat armor series. This EVA-rated suit features new EdgeCore composite weave technology, maximizing protection against projectiles, explosives and the elements while minimizing operator agility.
item_Desc_cds_undersuit_01_crus01_01=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nThis comprehensive Tactical Combat Suit provides a complete sealed suit against vacuum, free range of motion, and interfaces seamlessly with compatible armor systems. The Crusader Edition was made specifically for the company's security services.
item_Desc_cds_undersuit_helmet_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -30 / 60 °C\n\nThe A23 has been one of CDS' mainstay helmet systems for years. Built out of impact-resistant composite technology and a hardened laminate faceplate, the A23 is perfect for hazardous environment and basic EVA operations. Visor is AR crosshair compatible.
item_Desc_clda_env_armor_backpack_01=Item Type: Heavy Backpack\nCarrying Capacity: 120K µSCU\nCore Compatibility: Heavy\n\nConfidently explore cold environments while wearing the Novikov. Caldera designed a spacious backpack to compliment this advanced exploration suit, so those venturing across unknown terrain can bring enough supplies to survive the journey.
item_Desc_clda_env_armor_backpack_01_expo=Item Type: Heavy Backpack\nCarrying Capacity: 120K µSCU\nCore Compatibility: Heavy\n\nConfidently explore cold environments while wearing the Novikov "Expo". Caldera designed a spacious backpack to compliment this advanced exploration suit, so those venturing across unknown terrain can bring enough supplies to survive the journey.
item_Desc_clda_env_armor_heavy_suit_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 22k µSCU\nTemp. Rating: -225 / 75 °C\n\nThis version of Caldera's Novikov exploration suit has been modified from its original form. Confidently explore cold environments while wearing the Novikov. Caldera built the armor with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
item_Desc_clda_env_heat_armor_backpack_01=Item Type: Heavy Backpack\nCarrying Capacity: 120K µSCU\nTemp. Rating: -75 / 225 °C\n\nDesigned to extend the limits of Human endurance, the Pembroke was built to withstand the extreme heat of inhospitable high temperature environments. Based off of Caldera's best-in-class exploration armor platform, an advanced sensor suite intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious carryall, those seeking to cross bold new horizons can depend on the Pembroke to see them to the journey's end.
item_Desc_clda_env_heat_heavy_helmet_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -75 / 225 °C\n\nDesigned to extend the limits of Human endurance, the Pembroke was built to withstand the extreme heat of inhospitable high temperature environments. Based off of Caldera's best-in-class exploration armor platform, an advanced sensor suite intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious carryall, those seeking to cross bold new horizons can depend on the Pembroke to see them to the journey's end.
item_Desc_clda_env_heat_heavy_suit_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 22k µSCU\nTemp. Rating: -75 / 225 °C\n\nDesigned to extend the limits of Human endurance, the Pembroke was built to withstand the extreme heat of inhospitable high temperature environments. Based off of Caldera's best-in-class exploration armor platform, an advanced sensor suite intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious carryall, those seeking to cross bold new horizons can depend on the Pembroke to see them to the journey's end.
item_Desc_clda_env_heavy_arms_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -225 / 75 °C\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the exploration suit with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
item_Desc_clda_env_heavy_arms_01_expo=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -225 / 75 °C\n\nConfidently explore cold environments while wearing the Novikov "Expo". Caldera built the exploration suit with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious carryall, those venturing across unknown terrain can count on the Novikov to help them survive the journey. The "Expo" edition celebrates CitizenCon 2949 by blending orange and purple for an eye catching look that's highly visible against the elements.
item_Desc_clda_env_heavy_backpack_01_iae2023_01=Item Type: Heavy Backpack\nCarrying Capacity: 120K µSCU\nCore Compatibility: Heavy\n\nConfidently explore cold environments while wearing the Novikov. Caldera designed a spacious backpack to complement this advanced exploration suit, so those venturing across unknown terrain can bring enough supplies to survive the journey. This special IAE 2953 edition is decorated with a copper and white damascus pattern inspired by Gatac Manufacture's Syulen.
item_Desc_clda_env_heavy_core_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: ??K µSCU\nTemp. Rating: -225 / 75 °C\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the exploration suit with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
item_Desc_clda_env_heavy_core_01_expo=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: ??K µSCU\nTemp. Rating: -225 / 75 °C\n  \nConfidently explore cold environments while wearing the Novikov "Expo". Caldera built the exploration suit with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious carryall, those venturing across unknown terrain can count on the Novikov to help them survive the journey. The "Expo" edition celebrates CitizenCon 2949 by blending orange and purple for an eye catching look that's highly visible against the elements.
item_Desc_clda_env_heavy_helmet_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -225 / 75 °C\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the exploration suit with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a bespoke helmet that integrates with the cutting edge life support system, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
item_Desc_clda_env_heavy_helmet_01_expo=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -225 / 75 °C\n\nConfidently explore cold environments while wearing the Novikov "Expo". Caldera built the exploration suit with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a bespoke helmet that integrates with the cutting edge life support system, those venturing across unknown terrain can count on the Novikov to help them survive the journey. The "Expo" edition celebrates CitizenCon 2949 by blending orange and purple for an eye catching look that's highly visible against the elements.
item_Desc_clda_env_heavy_helmet_01_iae2023_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -225 / 75 °C\n\nIn order to confidently explore cold environments, Caldera built the Novikov exploration suit with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a bespoke helmet that integrates with the cutting edge life support system, those venturing across unknown terrain can count on the Novikov to help them survive the journey. This special IAE 2953 edition is decorated with a copper and white pattern inspired by Gatac Manufacture's Syulen.
item_Desc_clda_env_heavy_legs_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: ??K µSCU\nTemp. Rating: -225 / 75 °C\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the exploration suit with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
item_Desc_clda_env_heavy_legs_01_expo=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: ??K µSCU\nTemp. Rating: -225 / 75 °C\n\nConfidently explore cold environments while wearing the Novikov "Expo". Caldera built the exploration suit with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious carryall, those venturing across unknown terrain can count on the Novikov to help them survive the journey. The "Expo" edition celebrates CitizenCon 2949 by blending orange and purple for an eye catching look that's highly visible against the elements.
item_Desc_clda_env_heavy_suit_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 22k µSCU\nTemp. Rating: -225 / 75 °C\n\nConfidently explore cold environments while wearing the Novikov. Caldera built the exploration suit with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious backpack, those venturing across unknown terrain can count on the Novikov to help them survive the journey.
item_Desc_clda_env_heavy_suit_01_expo=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 22k µSCU\nTemp. Rating: -225 / 75 °C\n\nConfidently explore cold environments while wearing the Novikov "Expo". Caldera built the exploration suit with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system and spacious carryall, those venturing across unknown terrain can count on the Novikov to help them survive the journey. The "Expo" edition celebrates CitizenCon 2949 by blending orange and purple for an eye catching look that's highly visible against the elements.
item_Desc_clda_env_heavy_unified_01_iae2023_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 22k µSCU\nTemp. Rating: -225 / 75 °C\n\nIn order to confidently explore cold environments, Caldera built the Novikov exploration suit with an advanced sensor suite that intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system, those venturing across unknown terrain can count on the Novikov to help them survive the journey. This special IAE 2953 edition is decorated with a copper and white pattern inspired by Gatac Manufacture's Syulen.
item_Desc_clda_gloves_01=The Badami Gloves are lined with an advanced cut-resistant barrier that combines with a triple-layered interior to create an advanced impact protection system that could only have been designed by Caldera.
item_Desc_clda_helmet_01=Damage Reduction: 30%\nTemp. Rating: -63 / 93 °C\n\nThe Badami helmet from Caldera provides premium head protection with a tough polycarbonate shell and an anti-microbial liner, so you can boldly brave any untamed locale. Please note that this helmet is not space-rated and should only be worn in naturally breathable environments.
item_Desc_clda_undersuit_01_01_01=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nFeaturing flexible gaskets for greater comfort and more natural movement, along with a convenient range of chest connector port options, the Levin from Caldera has been a practical choice for explorers everywhere. This particular undersuit has been repaired for extended use.
item_Desc_clda_undersuit_02=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nBuilt for adventure but comfortable enough for everyday, the Markanda undersuit has become beloved by explorers. A unique patchwork design creates a flexible yet resilient undersuit, while an odor resistant SureSoft inner lining will keep you from wanting to take it off. This particular undersuit has been repaired for extended use.
item_Desc_clda_undersuit_02_02_01=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nBuilt for adventure but comfortable enough for everyday, the Markanda undersuit has become beloved by explorers. A unique patchwork design creates a flexible yet resilient undersuit, while an odor resistant SureSoft inner lining will keep you from wanting to take it off. This edition features the colors and logo of the now defunct Pyrotechnic Amalgamated.
item_Desc_clda_utility_heavy_backpack_01=Item Type: Heavy Backpack\nCarrying Capacity: 120K µSCU\nCore Compatibility: Heavy\n\nDesigned to extend the limits of Human endurance, the Pembroke was built to withstand the extreme heat of inhospitable high temperature environments. Based off of Caldera's best-in-class exploration armor platform, an advanced sensor suite intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. A spacious backpack compliments this advanced armor, so those seeking to cross bold new horizons can depend on the Pembroke to see them to the journey's end.
item_Desc_clda_utility_heavy_backpack_02=Item Type: Heavy Backpack\nCarrying Capacity: 120K µSCU\nCore Compatibility: Heavy\n\nDesigned to extend the limits of Human endurance, the Pembroke RSI Edition was built to withstand the extreme heat of inhospitable high temperature environments. Based off of Caldera's best-in-class exploration armor platform, an advanced sensor suite intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Featuring a spacious backpack, the special RSI Edition of the Pembroke ensures those seeking to cross bold new horizons do so in style.
item_Desc_clda_utility_heavy_backpack_02_01_9tails01=Item Type: Heavy Backpack\nCarrying Capacity: 120K µSCU\nCore Compatibility: Heavy\n\nThis version of Caldera's Pembroke backpack has been modified from its original form. Designed to extend the limits of Human endurance, the Pembroke RSI Edition was built to withstand the extreme heat of inhospitable high temperature environments. Based off of Caldera's best-in-class exploration armor platform, an advanced sensor suite intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Featuring a spacious backpack, the special RSI Edition of the Pembroke ensures those seeking to cross bold new horizons do so in style.
item_Desc_clda_utility_heavy_helmet_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -75 / 225 °C\n\nDesigned to extend the limits of Human endurance, the Pembroke was built to withstand the extreme heat of inhospitable high temperature environments. Based off of Caldera's best-in-class exploration armor platform, an advanced sensor suite intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a bespoke helmet that integrates with the cutting edge life support system, those seeking to cross bold new horizons can depend on the Pembroke to see them to the journey's end.
item_Desc_clda_utility_heavy_helmet_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -75 / 225 °C\n\nDesigned to extend the limits of Human endurance, the Pembroke RSI Edition was built to withstand the extreme heat of inhospitable high temperature environments. Based off of Caldera's best-in-class exploration armor platform, an advanced sensor suite intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a bespoke helmet that integrates with the cutting edge life support system, the special RSI Edition of the Pembroke ensures those seeking to cross bold new horizons do so in style.
item_Desc_clda_utility_heavy_helmet_02_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -75 / 225 °C\n\nThis version of Caldera's Pembroke helmet has been modified from its original form. Designed to extend the limits of Human endurance, the Pembroke RSI Edition was built to withstand the extreme heat of inhospitable high temperature environments. Based off of Caldera's best-in-class exploration armor platform, an advanced sensor suite intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a bespoke helmet that integrates with the cutting edge life support system, the special RSI Edition of the Pembroke ensures those seeking to cross bold new horizons do so in style.
item_Desc_clda_utility_heavy_helmet_03=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -80 / 245 °C\n\nDurability and a classic aesthetic combine with the Siebe helmet; designed by Caldera to thrive amidst extreme conditions found both in space and atmosphere. Resilient yet lightweight plating and an impact resistant visor provide premium protection, while an integrated monitoring system helps protect the wearer from environmental fluctuations.
item_Desc_clda_utility_heavy_suit_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -75 / 225 °C\nBackpack Compatibility: All\n\nDesigned to extend the limits of Human endurance, the Pembroke was built to withstand the extreme heat of inhospitable high temperature environments. Based off of Caldera's best-in-class exploration armor platform, an advanced sensor suite intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. Also featuring a cutting edge life support system, those seeking to cross bold new horizons can depend on the Pembroke to see them to the journey's end.
item_Desc_clda_utility_heavy_suit_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -75 / 225 °C\nBackpack Compatibility: All\n\nDesigned to extend the limits of Human endurance, the Pembroke was built to withstand the extreme heat of inhospitable high temperature environments. Based off of Caldera's best-in-class exploration armor platform, an advanced sensor suite intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. The special RSI Edition of the Pembroke ensures those seeking to cross bold new horizons do so in style.
item_Desc_clda_utility_heavy_suit_02_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -75 / 225 °C\nBackpack Compatibility: All\n\nThis version of Caldera's Pembroke exploration suit has been modified from its original form. Designed to extend the limits of Human endurance, the Pembroke was built to withstand the extreme heat of inhospitable high temperature environments. Based off of Caldera's best-in-class exploration armor platform, an advanced sensor suite intelligently adjusts to environmental conditions so the wearer's body temperature remains stable. The special RSI Edition of the Pembroke ensures those seeking to cross bold new horizons do so in style.
item_Desc_ctl_deckcrew_undersuit_01_lum01_01=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -5 / 50 °C\n\nFeaturing durable poly-fiber fabric, a comfortable fit, and a special holiday design, this undersuit is the perfect thing to wear to any Luminalia party.
item_Desc_ctl_deckcrew_undersuit_01_lum01_06=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -5 / 50 °C\n\nFeaturing durable poly-fiber fabric, a comfortable fit, and a special holiday design, this undersuit is the perfect thing to wear to any Luminalia party.
item_Desc_ctl_deckcrew_undersuit_01_lum01_07=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -5 / 50 °C\n\nFeaturing durable poly-fiber fabric, a comfortable fit, and a special holiday design, this undersuit is the perfect thing to wear to any Luminalia party.
item_Desc_ctl_hat_01_lum01_01=Are you looking for the perfect Luminalia gift? City Lights has you covered with this soft and snug woven cap that not only keeps your head warm but shows off your holiday spirit.
item_Desc_ctl_hat_01_lum01_06=Are you looking for the perfect Luminalia gift? City Lights has you covered with this soft and snug woven cap that not only keeps your head warm but shows off your holiday spirit.
item_Desc_ctl_hat_01_lum01_07=Are you looking for the perfect Luminalia gift? City Lights has you covered with this soft and snug woven cap that not only keeps your head warm but shows off your holiday spirit.
item_Desc_ctl_jacket_02_01_9tails01=Carrying Capacity: 1K µSCU\n\nThis version of City Light's Rhodes jacket has been modified from its original form. A classic racer jacket elevated by detailed seam work, a collar strap and decorative, eye-catching flourishes on the chest and arms. City Lights has once again redefined fashion and comfort.
item_Desc_ctl_jacket_05_01_01=Carrying Capacity: 1k µSCU\n\nPart of City Lights' stylish collection of racewear, the Prestige Origin Racing Jacket is high-quality, durable outerwear that features a colorful asymmetric design celebrating Origin's line of luxury racing vehicles.
item_Desc_ctl_jacket_05_02_01=Carrying Capacity: 1k µSCU\n\nPart of City Lights' stylish collection of racewear, the Prestige Murray Cup Racing Jacket is high-quality, durable outerwear created to celebrate the most prestigious racing league in the universe, the Murray Cup.
item_Desc_ctl_jacket_05_03_01=Carrying Capacity: 1k µSCU\n\nPart of City Lights' stylish collection of racewear, the Prestige MISC Racing Jacket is high-quality, durable outerwear that features a colorful asymmetric design celebrating the precision and relentless speed of MISC's line of racing vehicles.
item_Desc_ctl_orison_shirt_01_01_01=A stylish t-shirt made from a lighter, breathable fabric that's perfect for warmer climates.
item_Desc_ctl_pants_03=Carrying Capacity: 1K µSCU\n\nMake all the right connections with the Trace pants from City Lights. These denim blue pants are inlaid with a silver circuit pattern on the lower leg and double-breasted chap embellishment on the top.
item_Desc_ctl_shirt_01_lum01_01=During Luminalia, we're all one family. Celebrate with your loved ones in immense joy with this festive shirt from City Lights, crafted with high-quality, ultra soft fabric that's made to last.
item_Desc_ctl_shirt_01_lum01_06=During Luminalia, we're all one family. Celebrate with your loved ones in immense joy with this festive shirt from City Lights, crafted with high-quality, ultra soft fabric that's made to last.
item_Desc_ctl_shirt_01_lum01_07=During Luminalia, we're all one family. Celebrate with your loved ones in immense joy with this festive shirt from City Lights, crafted with high-quality, ultra soft fabric that's made to last.
item_Desc_ctl_shirt_03_nvy01_01=Show your support with this special t-shirt featuring the official Navy logo. City Lights will donate a portion of every sale to Operation Solace's Vega Relief Fund.
item_Desc_ctl_shirt_07_01_9tails01=This version of City Light's Performance t-shirt has been modified from its original form. The Performance t-shirt from City Lights is made from 100% dryweave synthetics, keeping the fabric soft, comfortable and sweat-free.
item_Desc_ctl_shirt_07_Shared=The Performance t-shirt from City Lights is made from 100% dryweave synthetics, keeping the fabric soft, comfortable and sweat-free.
item_Desc_ctl_shirt_07_nvy01_01=This Performance t-shirt from City Lights is made from 100% dryweave synthetics, keeping the fabric soft, comfortable and sweat-free.
item_Desc_ctl_shirt_07_nvy01_02_no_decal=The Performance t-shirt from City Lights is made from 100% dryweave synthetics, keeping the fabric soft, comfortable and sweat-free.\n\nWomen's sizes currently out of stock.
item_Desc_dmc_boots_04_01_01,P=Walk to the ends of the earth with DMC's Hardy line of rugged all-terrain boots. Featuring increased ankle support and waterproof materials, you can trudge through desert or mountain in comfort.
item_Desc_dmc_frontier_gloves_01_01_01=Lightweight, quick-drying, and durable, the Adroit fingerless gloves keep your hands warm while giving your fingers the freedom to perform delicate work. The material on the wrist extends to meet long-sleeved apparel, cutting down on places that might be exposed to the elements.
item_Desc_dmc_frontier_jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nWhen you're on the frontier, you need reliable clothing that won't fray when the going gets tough. That's why DMC made the Silverton jacket with double-stitched, element-resistant leather and plenty of roomy pockets so you can keep your supplies on hand. With the Silverton, you'll be prepared for anything.
item_Desc_dmc_frontier_pants_01_01_01=Carrying Capacity: 1K µSCU\n\nMade with a sturdy blend of tough and flexible materials, the Silverton pants are the perfect fit for someone who needs heavy-duty workwear without sacrificing mobility. Got a job to do? We've got you covered.
item_Desc_dmc_gloves_02_01_9tails01=This version of DMC's Mercury gloves has been modified from its original form. Keep your hands warm and fingers nimble with Mercury gloves from DMC. Ideal for outdoor activities or colder work environments.
item_Desc_dmc_jacket_04_600i01_01=Carrying Capacity: 2K µSCU\n\nEmbrace elegance with the 600i flight jacket. Featuring beautiful brown synthetic leather and an ultra-soft yet durable inner lining, the jacket honors the stunning ship with the best bedtime view in the verse. Origin's logo graces the jacket's front and a patch featuring a top down view of the ship's classic contours adorns the back.
item_Desc_dmc_jacket_04_fleetweek2024_01=Carrying Capacity: 2K µSCU\n\nCelebrate Launch Week in iconic style with this commemorative flight jacket featuring a Navy patch on the front and a large Invictus patch on the back. This synthetic leather jacket comes with two front pockets and ribbed waistband and cuffs that guarantee a good fit.
item_Desc_dmc_jacket_04_mpuv01_01=Carrying Capacity: 2K µSCU\n\nShow how far you'll go for the Argo Cargo. This flight jacket celebrates the ship that changed the cargo game and became ubiquitous at spaceports across the empire. Made from synthetic leather, it features two front pockets, a ribbed waistband, and cuffs that guarantees a good fit. There's also an Argo logo on the front and a stylish silhouette of the ship across the back.
item_Desc_dmc_jacket_04_starlifter01_01=Carrying Capacity: 2K µSCU\n\nA flight jacket dedicated to the Hercules Starlifter and its ability to handle more than twelve labors. Made from synthetic leather, the jacket is styled with two front pockets, a ribbed waistband and cuffs to guarantee a good fit. The front features a Crusader logo while the back sports the ship serenely soaring through the clouds.
item_Desc_dmc_jacket_04_starrunner01_01=Carrying Capacity: 2K µSCU\n\nThe Mercury Star Runner is more than a memorable silhouette. Crusader's beloved asymmetrical ship gets it own comfortable flight jacket made of high quality synthetic leather. Complete with Crusader's logo on the front and a patch with the ship mid-flight on the back.
item_Desc_dmc_jacket_05=Carrying Capacity: 1K µSCU\n\nStuffed with water-resistant gilly down, the Coloma coat blocks wind, traps body heat, and allows the wearer to move freely, making it the perfect choice for changeable weather conditions. Additionally, its roomy pockets provide plenty of storage.
item_Desc_dmc_jacket_06_01_01=Carrying Capacity: 1K µSCU\n\nDMCs Cardona is a utility jacket designed for performance in cold weather environments. Featuring a high collar for better wind protection and numerous pockets to store any survival essentials.
item_Desc_dmc_jacket_07_01_01=Carrying Capacity: 1K µSCU\n\nDMCs Kaswal is a cold-weather jacket designed with additional lining throughout the chest and sleeves for added warmth and comfort.
item_Desc_dmc_jacket_08_01_01,P=PH - dmc_jacket_08_01_01
item_Desc_dmc_jacket_09_01_01=Carrying Capacity: 1K µSCU\n\nBe ready for anything with DMCs Omnitrek, the survival jacket designed for maximal performance in adverse weather conditions with the addition of the water-resistant collapsible collar. The Omnitrek also provides numerous storage options across both sleeve and chest pockets.
item_Desc_dmc_jacket_10_01_01=Carrying Capacity: 1K µSCU\n\nDMCs Keystone is a two-layer jacket that puts utility first. The top-most vest layer ensures the Keystone jacket remains warm and durable, while the underlayer is designed to avoid restricting your range of motion. Various pockets adorn the jacket to provide convenient storage options.
item_Desc_dmc_jacket_11_01_01=Carrying Capacity: 1K µSCU\n\nThe extra-thick high collar of DMCs Ridgely is part of a removable hood that makes the jacket surprisingly versatile and is a major reason why the Ridgely jacket is a perennial favorite amongst customers that live in, or venture through, cold environments.
item_Desc_dmc_jacket_12_01_01=Carrying Capacity: 1K µSCU\n\nCome prepared with the Camion. This button up blue jacket delivers on style with complimentary dark brown synthetic leather around the neck, shoulders, and arms. A cross-shoulder sling bag and integrated utility belt allows you to carry plenty of gear and keep it organized.
item_Desc_dmc_pants_01_01_9tails01=Carrying Capacity: 1K µSCU\n\nThis version of DMC's Foundation pants has been modified from its original form. DMC's Foundation line is just that; the foundation for your work wear. Featuring a simple, elegant cut with easy-access pockets, the Foundation is both professional and functional.
item_Desc_dmc_pants_02_01_9tails01=Carrying Capacity: 2K µSCU\n\nThis version of DMC's Astley pants has been modified from its original form. Flaunt your rugged yet refined sensibility with these cargo pants from DMC. With grey accents and contrast stripes down each side, Astleys are durable, comfortable, and always on point.
item_Desc_dmc_pants_03_01_9tails01=Carrying Capacity: 0.5K µSCU\n\nThis version of DMC's Frontier pants has been modified from its original form. DMC's Frontier collection has been a staple of frontier living for centuries. These heavy denim workpants have double-stitched reinforcement and stainguard technology, making them dependable pants for any environment day in and day out.
item_Desc_dmc_pants_04_01_01=Carrying Capacity: 3K µSCU\n\nDMC's K7 are an all-purpose cargo pants. Four easy access pockets provide extra storage while the triple-stitched polymer weave fabric is designed to withstand all kinds of weather conditions.
item_Desc_dmc_pants_05_01_01=Carrying Capacity: 2K µSCU\n\nDMC's Razorback pants are made to be worn. Built from industrial quality material, they feature reinforced kneepads to prevent tears on the job and stay rugged yet comfortable.\n\nWomen's sizes currently out of stock.
item_Desc_dmc_pants_06_01_01=Carrying Capacity: 2K µSCU\n\nDMC's Roughneck pants are low cut for maximum comfort with extra size pockets and built to weather the storms of life.
item_Desc_dmc_pants_06_01_9tails01=Carrying Capacity: 2K µSCU\n\nThis version of DMC's Roughneck pants has been modified from its original form. DMC's Roughneck pants are low cut for maximum comfort with extra size pockets and built to weather the storms of life.
item_Desc_dmc_pants_07=Carrying Capacity: 2k µSCU\n\nConstructed with large pockets and made from durable synth-cloth, the Frontier 11 Classic pants from DMC are a rugged garment designed to handle whatever life might throw your way.
item_Desc_dmc_pants_08_01_01=Carrying Capacity: 1K µSCU\n\nDecades of design experience helped DMC make the Chamar pants ready for any adventure. The pants utilize a unique seam design to deliver durability while maintaining flexibility. A built-in belt ensures an ideal fit, while leather front pockets and a padded back-panel provide rugged reinforcement where needed most.
item_Desc_dmc_shirt_01=The Greenwater is a long-sleeved shirt tailor-made to be worn underneath most standard sets of armor. Crafted with a durable mix of natural and synthetic fibers, it stands up to daily wear and tear without sacrificing comfort.
item_Desc_dnn_pants_03,P=PH - dnn_pants_03
item_Desc_dnn_shirt_03,P=PH - dnn_shirt_03
item_Desc_dnn_shoes_03_01_01,P=PH - dnn_shoes_03_01_01
item_Desc_doom_armor_medium_arms_02_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -52 / 82 °C\n\nDress to impress in scrapheap chic! The Stitcher armor might look like it's held together with tape and good intentions but we swear it's space safe. The intentional ramshackle design features a funky double collar, plenty of storage, and a ribbed industrial hose attached to a metal cylinder on the back just for the hell of it.
item_Desc_doom_armor_medium_core_02_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -52 / 82 °C\nBackpack Compatibility: Light & Medium\n\nDress to impress in scrapheap chic! The Stitcher armor might look like it's held together with tape and good intentions but we swear it's space safe. The intentional ramshackle design features a funky double collar, plenty of storage, and a ribbed industrial hose attached to a metal cylinder on the back just for the hell of it.
item_Desc_doom_armor_medium_legs_02_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5k µSCU\nTemp. Rating: -52 / 82 °C\n\nDress to impress in scrapheap chic! The Stitcher armor might look like it's held together with tape and good intentions but we swear it's space safe. The intentional ramshackle design features a funky double collar, plenty of storage, and a ribbed industrial hose attached to a metal cylinder on the back just for the hell of it.
item_Desc_doom_combat_medium_backpack_01=Item Type: Medium Backpack\nCarrying Capacity: 70K µSCU\nCore Compatibility: Medium & Heavy\n\nStop lugging all your loot by hand. The Sinkhole backpack gives you plenty of space to store everything you need, while leaving your hands free for whatever mischief you have in mind.
item_Desc_doom_light_armor_helmet_01,P=Visor is AR crosshair compatible.
item_Desc_doom_medium_armor_01_Shared=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -52 / 82 °C\n\nSometimes all you gotta do is put on the right piece of armor to make your message loud and clear. Clash armor first started popping up when the Dredge got strong-armed into mass-producing their armor and it's been scaring everyone stupid since. Now everybody's stealing it. Clash features a reinforced medium plating to get you a good balance of protection without giving up too much speed.
item_Desc_doom_medium_armor_01_core=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -52 / 82 °C\nBackpack Compatibility: Light & Medium\n\nSometimes all you gotta do is put on the right piece of armor to make your message loud and clear. Clash armor first started popping up when the Dredge got strong-armed into mass-producing their armor and it's been scaring everyone stupid since. Now everybody's stealing it. Clash features a reinforced medium plating to get you a good balance of protection without giving up too much speed.
item_Desc_doom_medium_armor_01_legs=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -52 / 82 °C\n\nSometimes all you gotta do is put on the right piece of armor to make your message loud and clear. Clash armor first started popping up when the Dredge got strong-armed into mass-producing their armor and it's been scaring everyone stupid since. Now everybody's stealing it. Clash features a reinforced medium plating to get you a good balance of protection without giving up too much speed.
item_Desc_doom_medium_armor_helmet_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -52 / 82 °C\n\nBuilt using high quality scavenge with a molded faceplate, the Death's Head is built to take an absolute beating. Visor is AR crosshair compatible.
item_Desc_doom_medium_armor_helmet_02=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -52 / 82 °C\n\nBe the reaper with this terrifying battle helmet molded after some kind of animal. We aren't a vet, it just looked cool. All we know is that it'll withstand some serious punishment and look bad ass doing it. Visor is AR crosshair compatible.
item_Desc_doom_medium_armor_helmet_02_holiday=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -52 / 82 °C\n\nCelebrate the season with the festive Holiday Butcher helmet. Doomsday designed this twisted bit of armor to withstand a firefight, raucous holiday party, and everything in between. The snout's custom armor plating provides protection while remaining lightweight, and the synthetic spiral horns are more durable than the real deal. The Holiday Butcher adds to Doomsday's reputation as the universe's premiere engineer of warped gear. Visor is AR crosshair compatible.
item_Desc_drn_business_jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nBe formal and fashionable with the Saskia jacket. This hybrid jacket and collared shirt features dynamic geometric patterns, including diagonal lines that swoop across the front and back.
item_Desc_drn_business_pants_01_01_01=Carrying Capacity: 0.5K µSCU\n\nDerion has done it again. The Emilion pants deliver a simple silhouette that reveals strikingly stylish details upon closer inspection. Made from a subtly textured stain-resistant fabric, the pants feature micropleats on the front and back that converge into a single decorative seam at the knees before splitting off again near the ankles, giving the Emilion pants an artful geometric design down the length of the leg.
item_Desc_drn_business_shoes_01_01_01=The Lorber shoes feature classic style with modern flourishes. Constructed with dark brown synthetic leather, the shoes also feature a light brown toe box with gold colored metallic accents to catch the eye, a magnetic closure that ensures a snug fit, and a soft faux-sheepskin footbed for supreme comfort.
item_Desc_drn_gloves_01_01_01=Named after the influential Terran tailor, Debnam gloves incorporate that famous tailor's classic design to keep your hands comfortable in colder temperatures.
item_Desc_drn_gloves_01_01_9tails01=This version of Derion's Debnam gloves has been modified from its original form. Named after the influential Terran tailor, Debnam gloves incorporate that famous tailor's classic design to keep your hands comfortable in colder temperatures.
item_Desc_drn_jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nDefine your ultimate you. The Adiva is an asymmetrical pullover with bold mixed-materials and solid reinforced trim.
item_Desc_drn_jacket_10_01_01=Carrying Capacity: 1k µSCU\n\nThe Rokmor is a stylish suit jacket ideal for the executive with an eye for quality. Not only is it wrinkle-resistant and able to retain its shape well, but the angular design of both the shoulder pads and the lapels strengthen the wearer's silhouette for a strong aesthetic sure to impress any boardroom.
item_Desc_drn_pants_01_01_01=Carrying Capacity: 0.5K µSCU\n\nClassic cuts never go out of style. A staple of any wardrobe, Derion's LeMarque are built for work or play and feature microseam pleats and wrinkle-free material that will guarantee that you'll get years out of this classic.\n\nWomen's sizes currently out of stock.
item_Desc_drn_pants_10_01_01=Carrying Capacity: 500 µSCU\n\nThe Furtimo pants are sleek, elegant, and under-stated, suitable to both a busy day at the office or a fancy night out. Soft beyond the measure, these pants will make you feel as good as you look.
item_Desc_drn_senator_pants_03=These two-tone pants from Derion are the perfect blend of modern and classic, the Ember's dual polymer weave provides a durable, professional look guaranteed to strike a commanding presence wherever you go.
item_Desc_drn_senator_shirt_03_01_01=Derion's Aero is a lightweight longsleeve top features a stitched V-pattern and short high collar, perfect for the office or a night out.
item_Desc_drn_shoes_01_01_01=These two-tone slip-on shoes are comfortable enough for casual wear, but stylish enough for the workplace.
item_Desc_drn_shoes_10_01_01=For their simplicity, the Torga shoes are as timeless as they are comfortable. The synthetic leather used in their construction is wear-resistant and sure to keep shining even with only the occasional polish. The line that separates the vamp of the shoe from the rest of the toe draws the eye making this otherwise understated design stand out.
item_Desc_dyl_dress_01_01_01=Carrying Capacity: 2K µSCU\n\nThis open-front grey dress from Dyna Lei reveals a draped, checkered layer offset by gold trim beneath its wide cinched belt. The finished look is paired with black bodysuit and a fetching handkerchief to complete the ensemble.\n\nMen's sizes currently not available.
item_Desc_dyl_gloves_01_01_01=Give any outfit that final elegant touch with the Opus opera gloves from Dyna Lei. Contrasting black velvet and rich leather impeccably trimmed with gold satin to create an understated impact that's sure to liven any evening.\n\nMen sizes are currently unavailable.
item_Desc_dyl_gloves_02_01_01=The Ahmanson gloves achieve elegance with an edge thanks to Dyna Lei. These leather opera gloves have a sumptuous black patina that will become more spectacular with time, and are made with a comfortable cashmere lining. \n\nMen sizes are currently unavailable.
item_Desc_dyl_jacket_02_01_01,P=DYL - jacket - description
item_Desc_dyl_pants_02_01_01=Carrying Capacity: 3K µSCU\n\nDyna Lei updates an old classic with the Koal black leather pants that feature metallic trim along each leg for a thoroughly modern, dynamic look.\n\nMen's sizes currently not available.
item_Desc_dyl_shirt_02_01_01=Dyna Lei has crafted the Benaderet dress out of rich, quilted, mocha-colored leather and gilded the look with a belted waist, off-the-shoulder straps, asymmetrical lines, and a matching choker to top it all off.\n\nMen's sizes currently not available.
item_Desc_dyl_shoes_01_01_01=The Barrymore pumps are part of the Dyna Lei essentials collection. The shoes feature classic yet subtle curves and supportive insoles for an ultra-comfortable fit ideal for all day wear.\n\nMen sizes are currently unavailable.
item_Desc_dyl_shoes_02_01_01=The Barrymore pumps are part of the Dyna Lei essentials collection. The shoes feature classic yet subtle curves and supportive insoles for an ultra-comfortable fit ideal for all day wear.\n\nMen sizes are currently unavailable.
item_Desc_eld_glasses_01_01_01,P=PH - eld_glasses_01_01_01
item_Desc_eld_jacket_04_01_01,P=PH - eld_jacket_04_01_01
item_Desc_eld_pants_07_01_01,P=PH - eld_pants_07_01_01
item_Desc_eld_shirt_04_01_fleetweek2021=Few things are as awe-inspiring as a UEE Navy fleet flyby. This comfortable, cotton blend Invictus Launch Week t-shirt celebrates that memorable sight.
item_Desc_eld_shirt_04_01_fleetweek2022,P=PH - eld_shirt_04_01_fleetweek2022
item_Desc_eld_shirt_04_1million_01,P=Placeholder - eld_shirt_04_1million_01
item_Desc_eld_shirt_04_2million_01,P=Placeholder - eld_shirt_04_2million_01
item_Desc_eld_shirt_04_aegis_dec=From the Avenger to the Idris, Aegis Dynamics' impact on modern spacecraft is undeniable. Extol their achievements with this 100% cotton grey shirt featuring the company's iconic logo.
item_Desc_eld_shirt_04_anvil_dec=This dark green t-shirt sports the familiar logo of Anvil Aerospace, a name inspired by Robert Calvin's famous quote referencing "the anvils of innovation."
item_Desc_eld_shirt_04_argo_dec=This orange shirt features the logo of Argo Astronautics. Before changing their name, the company was known as AR-GO Technologies with the 'AR' referencing founder Alana Redmond.
item_Desc_eld_shirt_04_banu01_01=The Dream Wishes t-shirt was proudly produced by a Banu souli to celebrate the magical world of Human dreams.
item_Desc_eld_shirt_04_banu02_01=When Humans brought back the legendary Nova Tonk, a Banu souli excitedly made this shirt to commemorate its return.
item_Desc_eld_shirt_04_banu03_01=Stories abound of Human's love of space adventures with Drake Cutlass, so a Banu souli enthusiastically designed this shirt.
item_Desc_eld_shirt_04_banu04_01=Normstar knows the secret to making Human shoes that are comfortable on the feet and pleasing to the eye. A Banu souli created this shirt in honor of that great accomplishment.
item_Desc_eld_shirt_04_banu05_01=Eat, Humans! \n\nA Banu souli made this shirt to promote Human Food Bars, an all-around excellent energy source for hungry Humans. Be sure to track down these yummy, Human friendly treats when visiting Banu space.
item_Desc_eld_shirt_04_banu06_01=Humans can't get enough of Big Barrys grab and go kacho. This shirt made by a Banu souli is for all Humans that love eating noodles so hot that they turn your eyes red!\n
item_Desc_eld_shirt_04_banu07_01=Pyro may be a dangerous system but worth a visit to see their famous whip crabs. The shirt was created by a Banu souli as part of a series dedicated to the cute creature found in Human space.
item_Desc_eld_shirt_04_banu08_01=A Banu souli used special vid-capable fabric when designing this shirt so it loops the Flatcat Fail vid Humans find so funny at a super high resolution!
item_Desc_eld_shirt_04_banu09_01=Human-made Talen missiles pack an impressively big boom! This Banu made t-shirt salutes their engineering excellence.
item_Desc_eld_shirt_04_consolidated_dec=Silas Koerner founded Consolidated Outland to push the boundaries of modern spacecraft design. Celebrate his ambition with this dark grey t-shirt featuring the company's logo.
item_Desc_eld_shirt_04_crus01=Due to its unique location, Orison is known as the city above the clouds. This shirt features the phrase and a truly unique view from one of its platforms.
item_Desc_eld_shirt_04_crus02=Named after an old word for "prayer," the city of Orison is unlike any other in the empire. Commemorate this special locale with the image of one of the city's iconic cloud vistas framed inside the name.
item_Desc_eld_shirt_04_crus03=Whether you're piloting or simply enjoying the ride, a Crusader ship makes it a journey worth taking. This shirt celebrates that spirit by featuring a fleet of Crusader ships plus their iconic logo and tagline.
item_Desc_eld_shirt_04_crus04=This shirt features the iconic Crusader Industries logo across the chest.
item_Desc_eld_shirt_04_crus05=Crusader strives to be the builders of tomorrow through aerospace innovations and an unwavering commitment to philanthropy. Signal your support for Crusader's future-focused initiative with this shirt featuring the company logo and a cloudy Orison vista.
item_Desc_eld_shirt_04_crus06=There's no need for ground when each of Orison's platforms is outfitted with special thrusters to maintain a constant elevation. This shirt features a stylized shot of Orison's famous floating platforms sitting comfortably among the clouds.
item_Desc_eld_shirt_04_crus07=The massive Orison shipyards are a sight unlike any other in the UEE. This shirt features a floating ring platform flanked by blossoms from the Hosanna tree, which was specifically cultivated to grow in the gardens of Orison.
item_Desc_eld_shirt_04_crusader_dec=Crusader Industries created this striking blue shirt sporting their "sword & C" logo to further their corporate mandate to support charitable organizations. The company has promised that all proceeds from the sale of this shirt will go to the Terra-based nonprofit Empire's Overlooked.
item_Desc_eld_shirt_04_drake_04=Drake Interplanetary's designs have caught the public's imagination. From the Kraken to the Cutlass, share your love for their ships with this comfortable black and red shirt, featuring the company's logo.
item_Desc_eld_shirt_04_drake_dec=The success of Drake Interplanetary has gone a long way to bring legitimate business back to the Magnus system. Support the scrappy manufacturer of affordable, utilitarian ships with this black shirt emblazoned with the company name in yellow.
item_Desc_eld_shirt_04_expo_dec=The logo for the Intergalactic Aerospace Expo graces this magenta shirt made from 100% cotton.
item_Desc_eld_shirt_04_fleetweek2023_11=Celebrate Invictus Launch Week 2953 with this grey t-shirt made from a comfortable cotton blend and featuring the silhouette of a ship across the front.
item_Desc_eld_shirt_04_fleetweek2023_17=Celebrate Invictus Launch Week 2953 with this blue t-shirt made from a comfortable cotton blend and featuring the silhouette of a ship across the front.
item_Desc_eld_shirt_04_fleetweek_dec=Few things are as awe-inspiring as a UEE Navy fleet flyby. This comfortable, cotton blend Invictus Launch Week t-shirt celebrates that memorable sight.
item_Desc_eld_shirt_04_iae2021_07=Commemorate the UEE's ultimate ship celebration with this blue ringer t-shirt that features a large version of the 2951 logo on the front and a smaller version across the back.
item_Desc_eld_shirt_04_iae2021_10=Commemorate the UEE's ultimate ship celebration with this white ringer t-shirt that features a large version of the 2951 logo on the front and a smaller version across the back.
item_Desc_eld_shirt_04_iae2022_02=Commemorate the 2952 Intergalactic Aerospace Expo with this red t-shirt featuring the event's logo across the front.
item_Desc_eld_shirt_04_iae2022_12=Commemorate the 2952 Intergalactic Aerospace Expo with this black t-shirt featuring the event's logo across the front.
item_Desc_eld_shirt_04_iae2023_10=Commemorate the UEE's foremost celebration of ships with the official shirt of the 2953 Intergalactic Aerospace Expo. This purple shirt features the IAE logo on the front, with a smaller version on the back.
item_Desc_eld_shirt_04_iae2023_19=Commemorate the UEE's foremost celebration of ships with the official shirt of the 2953 Intergalactic Aerospace Expo. This white shirt features the IAE logo on the front, with a smaller version on the back.
item_Desc_eld_shirt_04_microtech_gift=A comfortable white cotton t-shirt featuring a large microTech logo across the front and a smaller one on the back.
item_Desc_eld_shirt_04_misc_dec=This tan shirt sports the MISC name and logo. Perfect for those with an affinity for reliable industrial ships imbued with a slight Xi'an influence.
item_Desc_eld_shirt_04_origin_dec=Origin Jumpworks ships have been described as a symphony in motion. That elegant aesthetic extends to the circular logo gracing the front of this light grey t-shirt.
item_Desc_eld_shirt_04_rsi_dec=Celebrate the company most responsible for bringing Humanity to the stars. This classic black t-shirt features the iconic RSI logo.
item_Desc_eld_shirt_04_tumbril_01=This orange and gray shirt displays the famed logo of Tumbril Land Systems, makers of legendary land vehicles such as the Nova tank and the Cyclone buggy. In need of a military-grade vehicle at a civilian price? Think Tumbril.
item_Desc_eld_shirt_07_01_01=A simple, light grey, long-sleeved shirt constructed from moisture wicking fabric ideal for keeping you comfortable during work and play.
item_Desc_eld_shirt_09_01_01,P=PH - eld_shirt_09_01_01
item_Desc_fio_bar_pants_01_01_01=Carrying Capacity: 1K µSCU\n\nThe Lux are elegant pinstripe pants infused with a modern edge. Fiore elevates these classic slacks with a stylish blue and grey geometric pattern along the outer seam to create a look that would work in any era.
item_Desc_fio_bar_shirt_01_01_01=Part of their Essential Professional line, Fiore designed the Bibiana for those who want that retro look but with modern durability. The top features a refined pinpoint Oxford long sleeve shirt woven into a dark grey vest and suspenders adorned with gold clips as colorful accents. Additional eye-catching accessories include a black bow tie and sleeve garters.
item_Desc_fio_executive_jacket_01=Carrying Capacity: 1K µSCU\n\nFiore elevates the typical suit jacket with the Giotto. Subtle and stylish flourishes include light lines running down the left lapel and a strip of accent fabric along the arm seams that connect across the back of the jacket. The end result is an elegant and inspired addition to any wardrobe.\n\nThe Crusader Edition was made specifically for employees of Crusader Industries.
item_Desc_fio_executive_jacket_02=Carrying Capacity: 1K µSCU\n\nFiore elevates the typical suit jacket with the Giotto. Subtle and stylish flourishes include light lines running down the left lapel and a strip of accent fabric along the arm seams that connect across the back of the jacket. The end result is an elegant and inspired addition to any wardrobe.
item_Desc_fio_executive_pants_01=Carrying Capacity: 1K µSCU\n\nThe Koya are stylish slim cut pants featuring color accents on the pockets and cuffs. Made from a special stain resistant, soft fabric blend, they are paired with a brown belt featuring a gold buckle.
item_Desc_fio_executive_shirt_01=Fiore makes it easy to be fashionable with the Aranda. This unique top combines a dress shirt and waistcoat styled in complementary colors. The shirt comes with short sleeves cuffed at the elbows while the waistcoat features a small geometric flourish on the front pockets that's mirrored across the back. \n\nThe Crusader Edition was made specifically for employees of Crusader Industries.
item_Desc_fio_executive_shirt_02=The Radford dress shirt and tie combo proves that simple elegance is eternal. The shirt features a unique side seam that provides a tailored fit. A silver tie bar is the perfect finishing accent to make sure everything stays in place. \n\nThe Crusader Edition was made specifically for employees of Crusader Industries.
item_Desc_fio_executive_shirt_03=The Radford dress shirt and tie combo proves that simple elegance is eternal. The shirt features a unique side seam that provides a tailored fit. A silver tie bar is the perfect finishing accent to make sure everything stays in place. \n\nThe Crusader Edition was made specifically for employees of Crusader Industries.\n
item_Desc_fio_executive_shirt_04=Fiore makes it easy to be fashionable with the Aranda. This unique top combines a dress shirt and waistcoat styled in complementary colors. The shirt comes with short sleeves cuffed at the elbows while the waistcoat features a small geometric flourish on the front pockets that's mirrored across the back.
item_Desc_fio_executive_shirt_05=The Radford dress shirt and tie combo proves that simple elegance is eternal. The shirt features a unique side seam that provides a tailored fit. A silver tie bar is the perfect finishing accent to make sure everything stays in place.
item_Desc_fio_executive_shirt_06=The Radford dress shirt and tie combo proves that simple elegance is eternal. The shirt features a unique side seam that provides a tailored fit. A silver tie bar is the perfect finishing accent to make sure everything stays in place.
item_Desc_fio_gloves_01_01_01=Keep your hands warm and dry with Fiore's Ventra gloves. Microstitching creates a snug, tailored fit to keep you looking stylish and warm.
item_Desc_fio_gloves_02_01_01=Simple style meets exquisite execution with the Montara gloves. A chic outer material and ultra-soft lining make the gloves ideal for both bad weather and elegant events.
item_Desc_fio_hat_01_01_01=The Pacifica is a white wide-brimmed sun hat featuring a large decorative flower and striped hat band secured by a gold clasp.
item_Desc_fio_jacket_01_01_01=Carrying Capacity: 2K µSCU\n\nFiore's is a modern update of traditional Earth design. Slim tailoring, a high collar, and striking asymmetrical design make this overcoat a must-have item for any wardrobe.
item_Desc_fio_pants_01_01_01=Carrying Capacity: 0.5K µSCU\n\nThese slim cut pants from Fiore give you a tailored feel at a fraction of the cost. Built from space-age weaves, the Lillo are a low maintenance, high impact addition to your office wardrobe.
item_Desc_fio_shirt_01_01_01=This crisp, versatile button-front shirt from Fiore is made with cutting edge stain resistant and wrinkle-free technology, guaranteeing that you stay professional at all times.
item_Desc_fio_shirt_01_01_9tails01=This version of Fiore's Concept shirt has been modified from its original form. This crisp, versatile button-front shirt from Fiore is made with cutting edge stain resistant and wrinkle-free technology, guaranteeing that you stay professional at all times.
item_Desc_fio_shirt_02_01_01=Fiore's Deo is a slim cut work shirt that's as practical as it is timeless. Featuring a high collar and metal neck clasp, the Deo has been a mainstay in business attire.\n\nWomen's sizes currently out of stock.
item_Desc_fio_shirt_02_01_9tails01=This version of Fiore's Deo shirt has been modified from its original form. Fiore's Deo is a slim cut work shirt that's as practical as it is timeless. Featuring a high collar and metal neck clasp, the Deo has been a mainstay in business attire.
item_Desc_fio_shoes_01_01_01=Professional yet casual, the Prim utilizes cutting-edge synthetic construction to provide maximum comfort and a shine that won't fade.
item_Desc_fio_shoes_01_01_9tails01=This version of Fiore's Prim shoes has been modified from its original form. Professional yet casual, the Prim utilizes cutting-edge synthetic construction to provide maximum comfort and a shine that won't fade.
item_Desc_fio_suit_01_01_01=Carrying Capacity: 0.4K µSCU\n\nFiore elevates the three-piece suit with this modern and elegant interpretation. The Marias suit features a stylishly cropped white suit coat with gold accents. Underneath the jacket sits a grey shirt secured at the collar by two golden circular clasps and featuring an elongated, decorated front panel meant to be tucked under the unique lace waistband of the suit's black pants.
item_Desc_fro_shoes_01_01_01=The Kinolo shoes deliver a subtle yet striking look. Made from grey synthetic leather punctuated with gold highlights, these slip-on shoes feature a heel cushion for extra support and a special non-slip sole.
item_Desc_fta_medium_helmet_01_01_01,P=PH - fta_medium_helmet_01_01_01
item_Desc_fta_medium_helmet_01_01_13,P=PH - fta_medium_helmet_01_01_13
item_Desc_fta_medium_helmet_01_01_15,P=PH - fta_medium_helmet_01_01_15
item_Desc_fta_medium_helmet_01_01_18,P=PH - fta_medium_helmet_01_01_18
item_Desc_grin_toxic_jumpsuit_01=Carrying Capacity: 1K µSCU\nTemp. Rating: -5 / 32 °C\n\nGuard yourself from toxic environmental hazards with the TruBarrier Hazard Suit, constructed from industrial-grade fabric and coated with a multi-layered, laminated polymer that offers a broad range of chemical protection without sacrificing mobility. The encapsulated design provides full-body protection from direct contact with dangerous materials when worn with its accompanying mask.
item_Desc_grin_toxic_mask_01=Temp. Rating: -30 / 15 °C\n\nThe TruBarrier Hazard Mask by Greycat Industrial helps its user face unexpected environmental hazards while keeping the most vulnerable parts of the head safe from damage. The encapsualted design provides full-body protection from direct contact with dangerous materials when worn with its accompanying jumpsuit.
item_Desc_grin_utility_medium_helmet_01_01_9tails01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C \n \nThis version of Greycat Industrial's Aril helmet has been modified from its original form. Originally designed for miners, the Aril armor includes a fully enclosed helmet and high collar providing additional support and protection for the neck and back of the head. An integrated tool belt and attachable backpack can accommodate a variety of tools and supplies to keep your hands free. The Aril armor is available in a variety of vibrant colors to fit your personal taste and for easy identification on the jobsite.
item_Desc_grin_utility_medium_legs_01_01_9tails01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 10K µSCU\nTemp. Rating: -61 / 91 °C \n \nThis version of Greycat Industrial's Aril legs has been modified from its original form. Originally designed for miners, the Aril armor includes a fully enclosed helmet and high collar providing additional support and protection for the neck and back of the head. An integrated tool belt and attachable backpack can accommodate a variety of tools and supplies to keep your hands free. The Aril armor is available in a variety of vibrant colors to fit your personal taste and for easy identification on the jobsite.
item_Desc_gsb_boots_02_01_01=These all-purpose, all-terrain workboots from Grindstone feature full ankle support, molded heel counter and a waterproof, abrasion resistant material.
item_Desc_gsb_boots_03_01_01=Grindstone's done it again. The Toughlife is an all-purpose workboot designed to provide comfort, durability and quality. Featuring a reinforced composite toe and lasercut sole to maximize traction on all surfaces, Toughlife is sure to be your dependable boot, day in and day out.
item_Desc_gsb_boots_04_01_01=Who says work boots can't be comfortable? Grindstone's Landlite boots are built with a breathable synth-leather material to keep your feet dry, a contoured, memory footbed, and a slip-resistant outsole, making it perfect for whatever worksite you throw at it.
item_Desc_gsb_boots_05=These leather ankle-high boots feature a dura-tread sole, reinforced metal eyeholes for secure lacing, and a soft-stretch ankle to make taking them on and off a breeze. A classic design from Grindstone that can easily go from the office to the trail.
item_Desc_gsb_boots_06=Whether you're charting new territory on an untouched world or fixing fences at your homestead, Grindstone's TrailTuff boots are sturdy enough to take on the toughest terrain. Made with a proprietary synthetic leather that has all the qualities you love of the real thing and none of the downsides.
item_Desc_gsb_boots_07_01_01,P=PH - gsb_boots_07_01_01
item_Desc_gsb_boots_08_01_01=The SafeCore boots are a soft-shelled offering from Grindstone intended to provide more flexibility while traversing in adverse conditions.
item_Desc_gsb_boots_08_01_13,P=The SafeCore boots are a soft-shelled offering from Grindstone intended to provide more flexibility while traversing in adverse conditions.
item_Desc_gsb_boots_08_01_15,P=The SafeCore boots are a soft-shelled offering from Grindstone intended to provide more flexibility while traversing in adverse conditions.
item_Desc_gsb_boots_08_01_17,P=The SafeCore boots are a soft-shelled offering from Grindstone intended to provide more flexibility while traversing in adverse conditions.
item_Desc_gsb_boots_08_01_20=The SafeCore boots are a soft-shelled offering from Grindstone intended to provide more flexibility while traversing in adverse conditions.
item_Desc_gsb_boots_09=With the Rockridge, Grindstone has created a comfortable boot with a wide laced collar that allows wearers to adjust the fit to their level of comfort while still keeping the elements out.
item_Desc_gsb_boots_10=When you walk on untamed worlds, dirt is just a part of the job. These Desert Cat Boots are coated with a thin membrane that helps repel grime while allowing heat and sweat to escape.
item_Desc_gsb_frontier_boots_01_01_01=Made with hardy and adaptable materials, the Corsti boots are suitable for any conditions, whether you're taking a day-long hike on a well-worn road or exploring a strange landscape on an untamed world.
item_Desc_gsb_pants_01=Carrying Capacity: 400 µSCU\n\nA combination of waterproof and weather-resistant pants and boots, the Millrun Waders are a comfortable option for uncomfortable work.
item_Desc_gsb_shoes_01_01_9tails01=This version of Grindstone's Bedrock boots has been modified from its original form. This steel-toe workboot from Grindstone features SureFire grip technology, giving you firm traction even on slip, oil and abrasion surfaces.
item_Desc_gsb_shoes_02,P=PH - gsb_shoes_02
item_Desc_gsb_shoes_03_01_01=Spend all day in your Hillcrest boots. Rugged yet refined, the boots feature a stylish and waterproof brown synthetic leather with red inlays and yellow stitching. A comfortable, odor absorbing insole and slip resistant outer sole will keep you comfortable and on your feet.
item_Desc_gsb_shoes_04_01_01=Vibrant light green leather and bold metallic accents bring an eye catching look to the Snapback boots. Grindstone Boots' classic thick, cushioned sole and an odor absorbing insole are complemented by a steel toe, magnetic clasps protecting the laces, and a metallic counter for additional support.
item_Desc_gsb_shoes_05=Designed for unfamiliar terrain, these boots are made with our SureFire grip technology and feature ankle support and steel-reinforced lacing to ensure stability on unfamiliar ground. Guaranteed to fit comfortably, even when worn with armor.
item_Desc_gys_hathor_hat_01_01_01=This Hathor Group hat resurrects the original design worn by workers in Nexus when the company controlled the system. It has been intentionally distressed to reflect the harsh conditions in the system, and released as a special Theaters of War (Working Title) tie-in to promote their Nexus sim map.
item_Desc_gys_helmet_01_01_01=The Ready-Up is a dependable, affordable softshell helmet alternative. Built from space-age plastic, the Ready-Up provides a vacuum-ready seal to keep you breathing for longer.
item_Desc_gys_helmet_02_01_01=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -25 / 65 °C\n\nGyson delivers another unique softshell helmet with the J-5. Large optic sensors and an oversized breathing apparatus deliver a striking visage. The distinct design is space-rated and provides a modicum of protection, while keeping the helmet lightweight and affordable.
item_Desc_gys_helmet_02_02_01=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -25 / 65 °C\n\nGyson delivers another unique softshell helmet with the J-5. Large optic sensors and an oversized breathing apparatus deliver a striking visage. The distinct design is space-rated and provides a modicum of protection, while keeping the helmet lightweight and affordable. This edition features the colors and logo of the now defunct Pyrotechnic Amalgamated.
item_Desc_gys_jacket_01_01_01,P=PH - gys_jacket_01_01_01
item_Desc_gys_jacket_01_01_02,P=PH - gys_jacket_01_01_02
item_Desc_gys_pants_01_01_01,P=PH - gys_pants_01_01_01
item_Desc_gys_pants_01_01_02,P=PH - gys_pants_01_01_02
item_Desc_gys_undersuit_01,P=PH - gys_undersuit_01
item_Desc_hdh_boots_01=Built to last, the Paradan boots from Habidash are simple, sturdy, and reliable. The outer layer of the boots is made from a thick synthetic material that will protect the wearer from water, sand, or snow, while the inside features a pliable foam that ensures the boots will remain comfortable for years to come.
item_Desc_hdh_boots_02=Strong, practical, and stylish, these high-cut boots with reinforced straps will be just the thing you need for those long outdoor treks. The slip- and abrasion-resistant soles were constructed from a proprietary composite of recycled plastic and rubber to improve traction without sacrificing flexibility.
item_Desc_hdh_gloves_01=Pros at keeping your hands safe without sacrificing dexterity, the slip-resistant Sootho gloves deliver solid protection and lasting warmth during chilly or hostile conditions. The tough synthetic leather breaks in well and will stand up to years of frequent use.
item_Desc_hdh_hat_03_01_01=The wide-brim bucket-style design of Habidash's Sorel hat provides the wearer with lots of cover from any overbearing rain or sunshine.
item_Desc_hdh_hat_03_01_13=The wide-brim bucket-style design of Habidash's Sorel hat provides the wearer with lots of cover from any overbearing rain or sunshine.
item_Desc_hdh_hat_03_01_15=The wide-brim bucket-style design of Habidash's Sorel hat provides the wearer with lots of cover from any overbearing rain or sunshine.
item_Desc_hdh_hat_03_01_17=The wide-brim bucket-style design of Habidash's Sorel hat provides the wearer with lots of cover from any overbearing rain or sunshine.
item_Desc_hdh_hat_03_01_20=The wide-brim bucket-style design of Habidash's Sorel hat provides the wearer with lots of cover from any overbearing rain or sunshine.
item_Desc_hdh_hat_04_01_01=Blowing winds and blazing sun won't be an issue when wearing the Keldur hat and goggles. Insulated flaps keep the sun and elements off your neck, while a lightweight metal brim and scratch resistant, industrial-grade goggles protect your eyes.
item_Desc_hdh_jacket_01=Carrying Capacity: 1K µSCU\n\nThe Reno work vest was crafted by Habidash from durable synth-leather cut in a bold asymmetric patchwork pattern, and features a secure double-clasp with reinforced armholes to extend the longevity of the garment.
item_Desc_hdh_jacket_02=Carrying Capacity: 1K µSCU\n\nThe Tyros white synth-leather jacket from Habidash features a striking side-closure pattern with silver clasps, reinforced ribbing at the cuffs and collars, and a silver-inlaid polygonal pattern across the chest and sleeve.
item_Desc_hdh_jacket_03,P=PH - hdh_jacket_03
item_Desc_hdh_jacket_04,P=PH - hdh_jacket_04
item_Desc_hdh_jacket_05_01_01=Carrying Capacity: 1K µSCU\n\nThis Tulsi jacket features an outer shell designed to cut down on wind shear and an inner shell made to retain warmth without sacrificing comfort. For ease of use, it also features an gentle-glide zipper with a secure top stop and roomy pockets that guarantee you'll always have what you need on hand.
item_Desc_hdh_jacket_06=Carrying Capacity: 400 µSCU\n\nThe Vacha jacket offers the wearer an admirable degree of comfort across a wide range of environments thanks to its sealed cuffs and utility neck collar. Additionally, the rugged design features a sealed cross closure, incorporated belt, and auxiliary ports. The garment's sheer durability and utility has cemented the Vacha jacket as a perennial favorite in Habidash's collection.
item_Desc_hdh_jacket_07=Carrying Capacity: 400 µSCU\n\nNeed extra inventory? We've got you covered. Designed for hands-free carrying, the Chada Panniers by Habidash come with an adjustable strap that lets you securely attach them around your hips. Each set of panniers comes with a fashionable steel and leather gorget.
item_Desc_hdh_jacket_08_01_01=Carrying Capacity:1000 µSCU\n\nThe Detara Jacket by Habidash weaves several long panels of durable fabric together to create a unique silhouette well suited to harsh environments.
item_Desc_hdh_jacket_09_01_01=Carrying Capacity: 1000 µSCU\n\nThe Calister Jacket by Habidash is made with thick synthetic fabric intended to ensure full body coverage. The cross-body panel that shapes the silhouette of the design provides additional insulation in harsher conditions.
item_Desc_hdh_jacket_09_01_13=Carrying Capacity: 1000 µSCU\n\nThe Calister Jacket by Habidash is made with thick synthetic fabric intended to ensure full body coverage. The cross-body panel that shapes the silhouette of the design provides additional insulation in harsher conditions.
item_Desc_hdh_jacket_09_01_15=Carrying Capacity: 1000 µSCU\n\nThe Calister Jacket by Habidash is made with thick synthetic fabric intended to ensure full body coverage. The cross-body panel that shapes the silhouette of the design provides additional insulation in harsher conditions.
item_Desc_hdh_jacket_09_01_17=Carrying Capacity: 1000 µSCU\n\nThe Calister Jacket by Habidash is made with thick synthetic fabric intended to ensure full body coverage. The cross-body panel that shapes the silhouette of the design provides additional insulation in harsher conditions.
item_Desc_hdh_jacket_09_01_20=Carrying Capacity: 1000 µSCU\n\nThe Calister Jacket by Habidash is made with thick synthetic fabric intended to ensure full body coverage. The cross-body panel that shapes the silhouette of the design provides additional insulation in harsher conditions.
item_Desc_hdh_jacket_10=Habidash's Brocius Waist Apron features a quilted front panel paired with side skirting to protect the wearer from any overspills or other dirtying work while still providing freedom of movement.
item_Desc_hdh_jacket_11=Carrying Capacity: 1K µSCU\n\nThe Sharud is an ideal top for staying cool in hot weather. Advanced production techniques allow Habidash to make a light yet absorbent shawl that looks and feels like handspun natural cotton but at a fraction of the cost. The three arm band pieces provide stylish accents and come embedded with microchips that tracks body temperature and other vitals.
item_Desc_hdh_pants_01_01_01=Carrying Capacity: 1K µSCU\n\nStay warm and dry on rainy days in the Zelena pants and the Bisbee boots. Both made with water-repellant materials and built-in sweat-wicking technology, they'll be your go-to choice for adventures on even the most hostile worlds.
item_Desc_hdh_pants_02_01_01=Carrying Capacity: 7.3K µSCU\n\nStay warm and dry on rainy days in the Zelena pants and the Bisbee boots. Both made with water-repellant materials and built-in sweat-wicking technology, they'll be your go-to choice for adventures on even the most hostile worlds.
item_Desc_hdh_pants_03=Carrying Capacity: 400 µSCU\n\nWhether you need them for work, play, or rest, the adaptable Canelo Pants from Habidash are guaranteed to fit the bill. Its convenient pockets allow you to carry all your essentials, and its stain-resistant fabric is comfortable enough to be worn for hours.
item_Desc_hdh_pants_04_01_01=Carrying Capacity: 1000 µSCU\n\nThe Calister Pants by Habidash are made with thick synthetic fabric intended to ensure coverage of the wearer's legs even in adverse environmental conditions.
item_Desc_hdh_pants_04_01_13=Carrying Capacity: 1000 µSCU\n\nThe Calister Pants by Habidash are made with thick synthetic fabric intended to ensure coverage of the wearer's legs even in adverse environmental conditions.
item_Desc_hdh_pants_04_01_15=Carrying Capacity: 1000 µSCU\n\nThe Calister Pants by Habidash are made with thick synthetic fabric intended to ensure coverage of the wearer's legs even in adverse environmental conditions.
item_Desc_hdh_pants_04_01_17=Carrying Capacity: 1000 µSCU\n\nThe Calister Pants by Habidash are made with thick synthetic fabric intended to ensure coverage of the wearer's legs even in adverse environmental conditions.
item_Desc_hdh_pants_04_01_20=Carrying Capacity: 1000 µSCU\n\nThe Calister Pants by Habidash are made with thick synthetic fabric intended to ensure coverage of the wearer's legs even in adverse environmental conditions.
item_Desc_hdh_pants_05=The Guerra pants by Alejo Brothers are a staple for daily wear. The synthetic fabric ensures adequate protection from the general wear and tear of frontier life while remaining easy to patch up if the need arises.
item_Desc_hdh_pants_06=Carrying Capacity: 0.4K µSCU\n\nBlending Habidash style and ingenuity, the Kavir pants feature fashionable flourishes alongside practical perks ideal for managing extreme environments. Several fabric pieces are sewn directly into a thick, integrated belt that divides the pants between a large elastic waistband and looser, breathable cotton blend fabric through the legs. There are also two bands of fabric that ring the shins to keep dirt and other elements out.
item_Desc_hdh_shirt_01=This Samya Tank is your perfect staple for hot weather. Made with soft and breathable fabric, it features moisture-wicking technology and reinforced binding at the openings to protect it from wear and tear. A detachable sleeve is included with each shirt.
item_Desc_hdh_shirt_02_01_01=With a sleek design and durable material, the Silco Shirt by Habidash is a comfortable shirt that can be conveniently worn either as an undershirt or on its own.
item_Desc_hdh_shirt_03_01_01=Habidash's Enkel is a simple, no-frills shirt designed to be comfortable, first and foremost.
item_Desc_hdh_shirt_03_01_04=Habidash's Enkel is a simple, no-frills shirt designed to be comfortable, first and foremost.
item_Desc_hdh_shirt_03_01_10=Habidash's Enkel is a simple, no-frills shirt designed to be comfortable, first and foremost.
item_Desc_hdh_shirt_03_01_13=Habidash's Enkel is a simple, no-frills shirt designed to be comfortable, first and foremost.
item_Desc_hdh_shirt_03_01_17=Habidash's Enkel is a simple, no-frills shirt designed to be comfortable, first and foremost.
item_Desc_hdtc_undersuit_01_01_01=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -5 / 50 °C\n\nThe Lamont looks so good you won't want to wear armor over it. Seamlessly blending lightweight plating with durable synthetic weaves, the Lamont will be as comfortable in the cockpit as it is stylish in the streets. Embrace personal protection gear suitable for both work and play, and gain the Hardin Tactical advantage.
item_Desc_hdtc_utility_light_backpack_01=Item Type: Light Backpack\nCarrying Capacity: 50K µSCU\nCore Compatibility: All\n\nThe Cataby is a stylish backpack built by Hardin Tactical to withstand rigorous adventures. The unique rectangle shape features a hard frame fitted around a durable and expandable softshell with two zippered pockets allowing for easy access to essentials. The MPUV-1C Edition also comes with a commemorative patch to celebrate the Argo Cargo's 2951 Best in Show victory.
item_Desc_hwk_executive_shoes_01=Slip into style and comfort with the Vivant shoes from Hawksworth's. These synthetic leather loafers feature an accentuated cap toe, metallic inlay atop the vamp, and a lightweight yet durable outsole made from a unique blend of rubber nanocomposites.
item_Desc_hwk_fashion_shoes_01_01_01=Embody timeless elegance with the Matiese shoes from Hawksworth's. Made with fine artificial leather, the detailed upper design gives the shoes a clean, sleek profile suited to any occasion.
item_Desc_ksar_armor_heavy_helmet_01=Item Type: Heavy Armor\nDamage Reduction: 40 %\nTemp. Rating: -77 / 107 °C\n\nDominate the battlefield in the Manticore Helmet. Crafted with a durable polymer weave for maximum protection, this fully enclosed combat helmet is enhanced with pointed horns that create a foreboding silhouette.
item_Desc_ksar_light_armor_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -33 / 63 °C\n\nWho'd have thought a suit of armor could be affordable and effective? Kastak Arms' Microid Battle Suit is a perfect entry-level armor set. Ceramic plates protect vital areas while a microweave covers the rest, allowing you to stay light, mobile and protected.
item_Desc_ksar_light_armor_core_01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 5K µSCU\nTemp. Rating: -33 / 63 °C\nBackpack Compatibility: Light\n\nWho'd have thought a suit of armor could be affordable and effective? Kastak Arms' Microid Battle Suit is a perfect entry-level armor set. Ceramic plates protect vital areas while a microweave covers the rest, allowing you to stay light, mobile and protected.
item_Desc_ksar_light_armor_legs_01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 3K µSCU\nTemp. Rating: -33 / 63 °C\n\nWho'd have thought a suit of armor could be affordable and effective? Kastak Arms' Microid Battle Suit is a perfect entry-level armor set. Ceramic plates protect vital areas while a microweave covers the rest, allowing you to stay light, mobile and protected.
item_Desc_ksar_undersuit_01=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nThis baseline undersuit from Kastak Arms offers complete protection seal from the elements and compatibility with multiple armor types.
item_Desc_mrai_flightsuit_01_01_01,P=PH - mrai_flightsuit_01_01_01
item_Desc_mrai_flightsuit_01_02_01,P=PH - mrai_flightsuit_01_02_01
item_Desc_mrai_flightsuit_01_03_01,P=PH - mrai_flightsuit_01_03_01
item_Desc_mrai_flightsuit_01_04_01,P=PH - mrai_flightsuit_01_04_01
item_Desc_mrai_flightsuit_01_05_01,P=PH - mrai_flightsuit_01_05_01
item_Desc_mrai_flightsuit_helmet_01_01_01,P=PH - mrai_flightsuit_helmet_01_01_01
item_Desc_mrai_flightsuit_helmet_01_02_01,P=PH - mrai_flightsuit_helmet_01_02_01
item_Desc_mrai_flightsuit_helmet_01_03_01,P=PH - mrai_flightsuit_helmet_01_03_01
item_Desc_mrai_flightsuit_helmet_01_04_01,P=PH - mrai_flightsuit_helmet_01_04_01
item_Desc_mrai_flightsuit_helmet_01_05_01,P=PH - mrai_flightsuit_helmet_01_05_01
item_Desc_mym_fashion_suit_01_01_01=MuyMuy's Ambrus suit was expertly crafted by artisans on Saisei from natural brocade silk and worsted ma'xy.un wool. Featuring bold coloration and a relaxed fit, it lets the wearer maintain comfort without sacrificing style.
item_Desc_mym_shirt_01_lum02_02=This Luminalia, don't just strengthen your bonds with physical presents. Remember to offer your friends and family the most important thing you can: the gift of forgiveness. Featuring a cheeky member of the Nine Tails gang that has been causing havoc in the Stanton system, this collab from MuyMuy and Vaporwear shows that during the holiday season, anyone can turn over a new leaf.
item_Desc_mym_shirt_01_lum02_07=Light up the night this Luminalia with a little help from Pico the Penguin. Designed by MuyMuy in collaboration with microTech, the Piconalia Sweater was made with a blend of wools optimized to create long-lasting softness while preventing wear and tear.
item_Desc_mym_shirt_03_01_01=MuyMuy's loose hooded shirt is an ultra-modern take on a classic look. The Livia features a soft knit blend, designed for comfort and elegance.
item_Desc_mym_shirt_03_01_9tails01=This version of MuyMuy's Livia shirt has been modified from its original form. MuyMuy's loose hooded shirt is an ultra-modern take on a classic look. The Livia features a soft knit blend, designed for comfort and elegance.
item_Desc_nbr_hat_01_01_01=Shade yourself from the sun with the Samark Woven hat. Its precisely woven to divert rain off the wide brim instead of seeping through onto you. The hat also features an adjustable strap to ensure a snug and comfortable fit.
item_Desc_nrs_shoes_03_01_01=Stylish yet rugged, NorthStar's Li-Tok boots are made from a composite nylon fabric, vulcanized rubber grips that hold fast to a variety of surfaces, and reinforced ankle support making these perfect for hanging out or on the job.\n\nWomen's sizes currently out of stock.
item_Desc_nrs_shoes_05_01_01=Who says NorthStar can't keep it pro? The Ardent boot features a molded rubber sole and all-weather construction to withstand a constant battery from the elements.\n\nWomen's sizes currently out of stock.
item_Desc_nvs_Shoes_01_01_01=An all-season ankle boot, the Cuesta features a practical design that can stand up to all kinds of weather and terrain, while the supportive insole provides comfort to last through your shift and beyond.
item_Desc_nvs_jumpsuit_01=Carrying Capacity: 1K µSCU\n\nWith centuries of mining experience to their name, you can trust Shubin Interstellar to make a jumpsuit that's job ready. The Falston jumpsuit features a high collar to guard against the elements, triple-reinforced stitching, and an extra soft interior lining because even the toughest miner deserves a bit of comfort.
item_Desc_nvy_pilot_flightsuit=Item Type: Flight Suit\nDamage Reduction: 10%\n\nThe Navy has spent centuries refining the flight suits that their combat pilots wear. The OMNI-CFS Diamond is the culmination of this long and battle-tested military. The Omni features reinforced construction to withstand a variety of hostile environments and integrates flawlessly with appropriately classic armor systems.
item_Desc_nvy_pilot_flightsuit_armor=The AVS-E is a unique armor set designed to integrate seamlessly with the OMNI-CFS series of flightsuits. The AVS features component armor plating, strategically placed to protect vital areas, but also integrates numerous pouches to keep you equipped in the field.
item_Desc_nvy_pilot_flightsuit_helmet_01_Shared=Item Type: Flight Helmet\nDamage Reduction: 10%\n\nThe APOS helmet's carbon fibre shell offers superb impact and penetration protection, an uninterrupted field of view and excellent stability making it ideal for all kinds of operations in the field.
item_Desc_nvy_shoes_01_01_Shared=Stay on your feet all day with Northstar's Waylite. These slip resistant shoes utilize comfortable memory foam and shock absorbent technology to make these casual sneakers perfect for the office or home.\n\nWomen's sizes currently out of stock.
item_Desc_nvy_shoes_02,P=PH - Standard issue sneaker for recruits and training, DF80s feature increased arch support for long runs and a polyweave material that keeps your feet dry.
item_Desc_nvy_training_pants_01,P=PH - nvy_training_pants_01
item_Desc_nvy_training_shirt_01=The ActiveWear training t-shirt will help you get the most out of your next workout. Standard issues to all Navy personnel, it's made with special lightweight and breathable fabric that keeps you cool and comfortable even when your heart is pumping.
item_Desc_nvy_training_shoes_01=Keep your feet moving and stay comfortable with the CloudSprint shoes from NorthStar. Whether working out or relaxing, you won't regret slipping on these shoes thanks to their cushioned and supportive soles.
item_Desc_nvy_training_shorts_01_01_Shared=Standard issue ActiveWear training shorts are constructed from four-way stretch fabric technology to allow for increased airflow and a larger range of motion while keeping you cool and dry during the most intensive training sessions.
item_Desc_oct_boots_01_Shared=Durable, dependable, and comfortable. The Bracewell are high ankle boots designed to thrive amidst unpredictable weather conditions with a water-resistant finish, high-traction soles, and a toggle-locked top enclosure to help keep out any precipitation.
item_Desc_oct_boots_02_01_9tails01=This version of Octagon's Ridgewalker boots has been modified from its original form. Functional style meets modern comfort with the Ridgewalker boots. Made with a lightweight yet durable synthetic leather, these boots feature a custom cushioned footbed and total traction soles that will keep you on your feet for hours. Fit for adventure or fashion the Ridgewalker boots are perfect for any occasion.
item_Desc_oct_boots_02_Shared=Functional style meets modern comfort with the Ridgewalker boots. Made with a lightweight yet durable synthetic leather, these boots feature a custom cushioned footbed and total traction soles that will keep you on your feet for hours. Fit for adventure or fashion the Ridgewalker boots are perfect for any occasion.
item_Desc_oct_boots_03_Shared=Gain the Octagon advantage with the Gilick boots. Whether on a work site or exploring the wilds, these boots will provide the comfort and support you crave. They feature an all-terrain tread, a supportive inner sole, and adjustable gaiters to cover your ankles and lower legs from the elements.
item_Desc_oct_jacket_01_Shared=Carrying Capacity: 1K µSCU\n\nA creatively integrated dickey gives the Tolo its fashionable and unconventional look. This three quarter sleeve shirt also features small epaulettes perched atop each shoulder. The Crusader Edition was made to be worn by Crusader employees and features the company's sword & C logo on each shoulder.
item_Desc_oct_jacket_01_logoless_Shared=Carrying Capacity: 1K µSCU\n\nA creatively integrated dickey gives the Tolo its fashionable and unconventional look. This three quarter sleeve shirt also features small epaulettes perched atop each shoulder.
item_Desc_oct_jacket_02_Shared=Carrying Capacity: 1K µSCU\n\nThe Kamar is a modern update on a classic style featuring a truly unique design and silhouette. Centered around an ultra-soft velvet front panel, it features a fitted collar, wide pleated waistband, and bishop sleeves cinched by extra long cuffs. The result is a formal top that's bold yet timeless.
item_Desc_oct_jacket_03_01_01=Carrying Capacity: 2K µSCU\n\nMasterfully blending various colors and materials, the Zerua is a stylish jacket that features light yet breathable synthetics. Thanks to a unique dual layer design the jacket is meant to be worn open but is closable against the cold thanks to a snap button collar and zipper on the outer layer. The Crusader Edition is made specifically for company employees to weather the conditions present at Orison, and features the famous sword and C logo down the front and across the back of the jacket.
item_Desc_oct_jacket_03_02_01=Carrying Capacity: 2K µSCU\n\nMasterfully blending various colors and materials, the Zerua is a stylish jacket that features light yet breathable synthetics. Thanks to a unique dual layer design the jacket is meant to be worn open but is closable against the cold thanks to a snap button collar and zipper on the outer layer.
item_Desc_oct_jumpsuit_01_Shared=Carrying Capacity: 1K µSCU\n\nThe Ventris is a sleek jumpsuit that mixes several rip and stain resistant polymer fabrics for a dynamic design. It also features a half-zip front and adjustable belt to ensure an ideal fit while the soft inner lining makes it an ideal choice for all day wear. The special Crusader Edition was made to be worn by employees of the company and features the sword and C logo on the front.
item_Desc_oct_jumpsuit_01_Shared_logoless=Carrying Capacity: 1K µSCU\n\nThe Ventris is a sleek jumpsuit that mixes several rip and stain resistant polymer fabrics for a dynamic design. It also features a half-zip front and adjustable belt to ensure an ideal fit while the soft inner lining makes it an ideal choice for all day wear.
item_Desc_oct_pants_01_Shared=Carrying Capacity: 1K µSCU\n\nOctagon embraces a classic look and makes it boldly modern with the Altimont. These jodhpur style pants feature a slightly flared hip that becomes snug under the knees thanks to built-in garters. A uniquely shaped front seam secured by silver clips on the waist and shin provide further detailing that's both subtle and stylish.
item_Desc_oct_pants_02_Shared=Carrying Capacity: 0.5K µSCU\n\nElegantly simple, the intriguing design of Cleo becomes more apparent upon closer inspection thanks to a mock fall front lined with subtle diagonal pleats that provide extra texture and detail to the design.
item_Desc_oct_pants_03_01_01=Carrying Capacity: 1K µSCU\n\nThe Auditor is Octagon's top rated line of tactical dress pants. The Auditor's unique double-weave fibers allow for increased durability when action calls while its modern-cut, flat-front design disappears easily into the crowd. The Auditor also features an attached belt crafted from synthetic leather.
item_Desc_oct_shirt_01_01_01=Octagon's Auditor line of shirts offers the ultimate in urban styling. The simple long-sleeve, button-down shirts feature an accent color and a collar that matches the modern fashion. Octagon's patented altsilk fabric allows for high breathability and a full range of flexible motion.
item_Desc_oct_shirt_02_01_01=
item_Desc_oct_shirt_03_01_01=Octagon's Auditor line of shirts offers the ultimate in urban styling. The simple short-sleeve, button-down shirts feature an accent color and a collar that matches the modern fashion. Octagon's patented altsilk fabric allows for high breathability and a full range of flexible motion.
item_Desc_oct_shoes_01_01_01=Make business casual with Octagon's elite Treadlight line of shoes. Elegant but unassuming for the truly independent operator, the Treadlight's premium construction looks as at home in the boardroom as it does at the spaceport. Extremely durable rubber-mesh soles and an easy-to-clean artificial leather exterior allow for extended use without the usual wear and tear.
item_Desc_oct_shoes_02=The Laska are two-toned dress shoes that deliver both comfort and style. A dynamic diagonal color separation makes the shoes black in front and white in the back and accentuates the slight rise to the heel. An ideal complement to any outfit, Laska shoes also features supremely comfortable padded insoles and can be easily slipped off and on thanks to side zippers.
item_Desc_omc_light_armor_01_Shared=Item Type: Light Armor\n\nDamage Reduction: 20%\n\nWork harder for longer with GreyCat's award-winning Bastion safety harness. Featuring a reinforced composite harness and pads, the Bastion provides your workers with affordable impact protection that are capable of surviving the harshest of environments.
item_Desc_omc_undersuit_armor=Item Type: Undersuit\nDamage Reduction: 10%\n\nGreycat's Foundation is just that, their long-standing industrial undersuit has been tested in every kind of worksite imaginable. It's basic, functional and dependable. While that might not sound like much to a marketing team, it makes all the difference to the workers trusting their lives to it day in and day out.
item_Desc_ops_jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nOpalSky's Nyman light pullover is perfect to have on hand when lounging poolside or on those chilly nights.
item_Desc_ops_jacket_03_01_01=Carrying Capacity: 1K µSCU\n\nCreated in collaboration with legendary designer Avon, OpalSky is proud to unveil the Tuvois, an open vest featuring stark, bold styling that's destined to make an impression. \n\nWomen's sizes currently out of stock.
item_Desc_ops_jacket_04_01_01=Carrying Capacity: 1K µSCU\n\nOne of OpalSky's classic pullovers, the Libio features a two-tone asymmetrical pattern and polyweave blend to keep it elegant and striking every time you wear it.\n\nWomen's sizes currently out of stock.
item_Desc_ops_jacket_06_01_01=Carrying Capacity: 1K µSCU\n\nThis charcoal jacket is sure to turn heads with its felted, forest green accented sleeves and tails, geometric graphic inlay, and metallic collar accents. The finishing touch to complete the look is a deep burgundy pocket square.\n\nWomen's sizes currently not available.
item_Desc_ops_jacket_06_01_10=Carrying Capacity: 1K µSCU\n\nThis light grey jacket is sure to turn heads with its diamond accented sleeves and tails, geometric graphic inlay, and metallic collar accents. The finishing touch to complete the look is a deep burgundy pocket square.\n\nWomen's sizes currently not available.
item_Desc_ops_jacket_07_01_01=Carrying Capacity: 1K µSCU\n\nThe Waldron suit exudes sophistication by fusing classic style with contemporary flourishes. OpalSky redefines success with this geometric patterned jacket, featuring a pinstriped false-shirt and tie layered underneath, plus a unique split-seam back.
item_Desc_ops_pants_02_01_01=Carrying Capacity: 0.5K µSCU\n\nCut to a narrow fit, OpalSky's Mivaldi pants feature bold asymmetrical design with smart yet casual dual material styling, making it the perfect addition to any wardrobe.\n\nWomen's sizes currently out of stock.
item_Desc_ops_pants_02_01_9tails01=Carrying Capacity: 0.5K µSCU\n\nThis version of OpalSky's Mivaldi pants has been modified from its original form. Cut to a narrow fit, OpalSky's Mivaldi pants feature bold asymmetrical design with smart yet casual dual material styling, making it the perfect addition to any wardrobe.
item_Desc_ops_pants_05_01_01=Carrying Capacity: 0.5K µSCU\n\nPart of the OpalSky Essentials collection, the Lavelle are classic dress pants with a timeless cut and look that make them an indispensable part of any wardrobe.
item_Desc_ops_pants_05_01_9tails01=Carrying Capacity: 0.5K µSCU\n\nThis version of OpalSky's Lavelle pants has been modified from its original form. Part of the OpalSky Essentials collection, the Lavelle are classic dress pants with a timeless cut and look that make them an indispensable part of any wardrobe.
item_Desc_ops_pants_06_01_01=Carrying Capacity: 0.5K µSCU\n\nThe Waldron suit fuses classic style with contemporary flourishes in a way that's become definitively OpalSky. The repeating geometric pattern travels the length of the jacket and pants to create a cutting edge look that will turn heads wherever you go.
item_Desc_ops_shirt_03_01_01,P=Placeholder - OPS Shirt Desc
item_Desc_ops_shirt_04_01_01=A versatile addition to your wardrobe, this classic button down has double breast pockets, a spread collar, and pairs beautifully with an simple black tie.\n\nWomen's sizes currently not available.
item_Desc_ops_shoes_02_01_01=The Wan are synthetic leather loafers that perfectly balance a classic but modern style. Equally appropriate for work or casual wear, OpalSky designed these supremely comfortable slip-ons with an anti-scuff coating so there's no need for a polish and shine to keep them looking pristine.
item_Desc_ops_shoes_03_01_01=OpalSky imbued these ankle boots with their iconic panache. The Ivers are thoroughly fashionable but not flashy, and fitted with special KindSole insoles that provide exceptional comfort.
item_Desc_orig_armor_medium_helmet_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C \n\nInspired by the sleek stylings of the 100 series, the Giocoso is a helmet worthy of Origin Jumpworks. It features a wide face shield to provide excellent peripheral vision and a special internal air flow system to dissipate heat and humidity. In a nod to the 100 series, the back of the helmet slyly integrates the iconic shape language of the ship's tail into the form.
item_Desc_outlaw_legacy_armor_heavy_arms_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -80 / 110 °C\n\nThis version of Kastak Arms' Citadel arms has been modified from its original form. Kastak Arms' aggressive design reached its peak with the Citadel. Layers of reinforced armor plating provide maximum security while its striking angular silhouette cuts an imposing figure.
item_Desc_outlaw_legacy_armor_heavy_core_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 4K µSCU\nTemp. Rating: -80 / 110 °C\nBackpack Compatibility: All\n\nThis version of Kastak Arms' Citadel core has been modified from its original form. Kastak Arms' aggressive design reached its peak with the Citadel. Layers of reinforced armor plating provide maximum security while its striking angular silhouette cuts an imposing figure.
item_Desc_outlaw_legacy_armor_light_arms_01_04_9tails=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -31 / 61 °C\n\nThis version of Kastak Arms' Lynx arms has been modified from its original form. Maintain your mobility with the Lynx combat armor. A high tech polymer weave allows the wearer to withstand enough damage to quickly escape danger. The suit's striking look became famous after being worn by the Seeker in the widely popular "Fire and Fury" vids of the mid-2800s.
item_Desc_outlaw_legacy_armor_light_helmet_01_04_9tails=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -31 / 61 °C\n\nThis version of Kastak Arms' Oracle helmet has been modified from its original form. Kastak Arms' Oracle provides an enclosed reinforced plating helmet with integrated diamond laminate over the eyes. It allows for maximum situational awareness while keeping the wearer safe in space and on the battlefield. Visor is AR crosshair compatible.
item_Desc_outlaw_legacy_armor_medium_helmet_01_01_9tails01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -56 / 86 °C\n\nThis version of Kastak Arms' Morningstar helmet has been modified from its original form. Show no weakness while wearing the Morningstar. This fully-enclosed combat helmet is tailored to endure a variety of combat situations and provides protection against an array of threats from ballistic to concussive to energy. Visor is AR crosshair compatible.
item_Desc_outlaw_legacy_armor_medium_legs_01_01_9tails01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 5.5K µSCU\nTemp. Rating: -56 / 86 °C\n\nThis version of Kastak Arms' Inquisitor legs has been modified from its original form. Strength and speed combine with the new Inquisitor armor set. Strong yet lightweight alloy plating works alongside reinforced polyfiber weaving to save your skin, but not slow you down. When combined with Kastak Arms' intimidating aesthetic, it's easy to see why this medium armor has become infamous across the Empire.
item_Desc_outlaw_legacy_heavy_armor=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -80 / 110 °C\n\nKastak Arms' aggressive design reached its peak with the Citadel. Layers of reinforced armor plating provide maximum security while its striking angular silhouette cuts an imposing figure.
item_Desc_outlaw_legacy_heavy_armor_arms_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -80 / 110 °C\n\nKastak Arms' aggressive design reached its peak with the Citadel. Layers of reinforced armor plating provide maximum security while its striking angular silhouette cuts an imposing figure. The Citadel-SE features a flourish of stylish script on the front chest plate and provides the same stellar protections thanks to advanced nanocomposite ballistic materials.
item_Desc_outlaw_legacy_heavy_armor_core=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 4K µSCU\nTemp. Rating: -80 / 110 °C\nBackpack Compatibility: All\n\nKastak Arms' aggressive design reached its peak with the Citadel. Layers of reinforced armor plating provide maximum security while its striking angular silhouette cuts an imposing figure.
item_Desc_outlaw_legacy_heavy_armor_core_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 10.5k µSCU\nTemp. Rating: -80 / 110 °C\nBackpack Compatibility: All\n\nKastak Arms' aggressive design reached its peak with the Citadel. Layers of reinforced armor plating provide maximum security while its striking angular silhouette cuts an imposing figure. The Citadel-SE features a flourish of stylish script on the front chest plate and provides the same stellar protections thanks to advanced nanocomposite ballistic materials.
item_Desc_outlaw_legacy_heavy_armor_helmet=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -80 / 110 °C\n\nProtect your most valuable asset with the Fortifier. Intended for extremely hostile environments, this heavy helmet makes up for its limited visibility with extra plating that protects the neck and back of the head.
item_Desc_outlaw_legacy_heavy_armor_helmet_neoni=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -80 / 110 °C\n\nShow that you serve no master with the Neoni modification for the Fortifier helmet. Drawing inspiration from the myths of old, this menacing variant of the Kastak Arms Fortifier features a devilish paint job, fang-filled grin, and pointed horns. Providing protection and intimidation in one memorable helmet. Visor is AR crosshair compatible.
item_Desc_outlaw_legacy_heavy_armor_legs=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 6.5k µSCU\nTemp. Rating: -80 / 110 °C\n\nKastak Arms' aggressive design reached its peak with the Citadel. Layers of reinforced armor plating provide maximum security while its striking angular silhouette cuts an imposing figure.
item_Desc_outlaw_legacy_heavy_armor_legs_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 6.5k µSCU\nTemp. Rating: -80 / 110 °C\n\nKastak Arms' aggressive design reached its peak with the Citadel. Layers of reinforced armor plating provide maximum security while its striking angular silhouette cuts an imposing figure. The Citadel-SE features a flourish of stylish script on the front chest plate and provides the same stellar protections thanks to advanced nanocomposite ballistic materials.
item_Desc_outlaw_legacy_light_armor=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -31 / 61 °C\n\nMaintain your mobility with the Lynx combat armor. A high tech polymer weave allows the wearer to withstand enough damage to quickly escape danger. The suit's striking look became famous after being worn by the Seeker in the widely popular "Fire and Fury" vids of the mid-2800s.
item_Desc_outlaw_legacy_light_armor_core=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 8K µSCU\nTemp. Rating: -31 / 61 °C\nBackpack Compatibility: Light\n\nMaintain your mobility with the Lynx combat armor. A high tech polymer weave allows the wearer to withstand enough damage to quickly escape danger. The suit's striking look became famous after being worn by the Seeker in the widely popular "Fire and Fury" vids of the mid-2800s.
item_Desc_outlaw_legacy_light_armor_helmet=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -31 / 61 °C\n\nKastak Arms' Oracle provides an enclosed reinforced plating helmet with integrated diamond laminate over the eyes. It allows for maximum situational awareness while keeping the wearer safe in space and on the battlefield. Visor is AR crosshair compatible.
item_Desc_outlaw_legacy_light_armor_legs=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 5K µSCU\nTemp. Rating: -31 / 61 °C\n\nMaintain your mobility with the Lynx combat armor. A high tech polymer weave allows the wearer to withstand enough damage to quickly escape danger. The suit's striking look became famous after being worn by the Seeker in the widely popular "Fire and Fury" vids of the mid-2800s.
item_Desc_outlaw_legacy_medium_armor=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -56 / 86 °C\n\nStrength and speed combine with the new Inquisitor armor set. Strong yet lightweight alloy plating works alongside reinforced polyfiber weaving to save your skin, but not slow you down. When combined with Kastak Arms' intimidating aesthetic, it's easy to see why this medium armor has become infamous across the Empire.
item_Desc_outlaw_legacy_medium_armor_core=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 8.5K µSCU\nTemp. Rating: -56 / 86 °C\nBackpack Compatibility: Light & Medium\n\nStrength and speed combine with the new Inquisitor armor set. Strong yet lightweight alloy plating works alongside reinforced polyfiber weaving to save your skin, but not slow you down. When combined with Kastak Arms' intimidating aesthetic, it's easy to see why this medium armor has become infamous across the Empire.
item_Desc_outlaw_legacy_medium_armor_helmet=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -56 / 86 °C\n\nShow no weakness while wearing the Morningstar. This fully-enclosed combat helmet is tailored to endure a variety of combat situations and provides protection against an array of threats from ballistic to concussive to energy. Visor is AR crosshair compatible.
item_Desc_outlaw_legacy_medium_armor_legs=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 5.5K µSCU\nTemp. Rating: -56 / 86 °C\n\nStrength and speed combine with the new Inquisitor armor set. Strong yet lightweight alloy plating works alongside reinforced polyfiber weaving to save your skin, but not slow you down. When combined with Kastak Arms' intimidating aesthetic, it's easy to see why this medium armor has become infamous across the Empire.
item_Desc_qrt_mantis_undersuit_01_01_01=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -40 / 40 °C\n\nThe Sabine embodies the advanced look and performance you expect from Quirinus Tech. This cutting edge undersuit integrates strong, yet flexible microweaves with strategically placed plating to provide protection while remaining lightweight. Featuring a sleek design, the Sabine undersuit will ensure you stay safe and stylish no matter the path ahead.
item_Desc_qrt_mantis_undersuit_helmet_01_01_01=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -40 / 40 °C\n\nGet a clear view of everything around you with the Calva helmet from Quirinus Tech. The large face shield made from proprietary synthetic sapphire provides scratch resistance while remaining just as thin and light as typical materials.
item_Desc_qrt_specialist_medium_arms_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nBlending durability and a striking style, the Artimex armor exemplifies the Quirinus aesthetic. This intricately detailed armor considers both form and function, especially when paired with the fully enclosed helmet that features a neon ocular flourish. The armor also comes with a unique cowl that fans over the helmet and a knee length fitted cape.
item_Desc_qrt_specialist_medium_arms_01_01_9tails01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nThis version of Quirinus Tech's Artimex arms has been modified from its original form. Blending durability and a striking style, the Artimex armor exemplifies the Quirinus aesthetic. This intricately detailed armor considers both form and function, especially when paired with the fully enclosed helmet that features a neon ocular flourish. The armor also comes with a unique cowl that fans over the helmet and a knee length fitted cape.
item_Desc_qrt_specialist_medium_arms_02=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nBlending durability and a striking style, the Artimex armor exemplifies the Quirinus aesthetic. This intricately detailed armor considers both form and function, especially when paired with the fully enclosed helmet that features a neon ocular flourish. The armor also comes with a unique cowl that fans over the helmet and a knee length fitted cape. The Hurston Dynamics edition was made specifically for the company's Executive Security team.
item_Desc_qrt_specialist_medium_core_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 8.5K µSCU\nTemp. Rating: -61 / 91 °C\nBackpack Compatibility: Light & Medium\n\nBlending durability and a striking style, the Artimex armor exemplifies the Quirinus aesthetic. This intricately detailed armor considers both form and function, especially when paired with the fully enclosed helmet that features a neon ocular flourish. The armor also comes with a unique cowl that fans over the helmet and a knee length fitted cape.
item_Desc_qrt_specialist_medium_core_01_01_9tails01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 8.5K µSCU\nTemp. Rating: -61 / 91 °C\nBackpack Compatibility: Light & Medium\n\nThis version of Quirinus Tech's Artimex core has been modified from its original form. Blending durability and a striking style, the Artimex armor exemplifies the Quirinus aesthetic. This intricately detailed armor considers both form and function, especially when paired with the fully enclosed helmet that features a neon ocular flourish. The armor also comes with a unique cowl that fans over the helmet and a knee length fitted cape.
item_Desc_qrt_specialist_medium_core_02=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 8.5K µSCU\nTemp. Rating: -61 / 91 °C\nBackpack Compatibility: Light & Medium\n\nBlending durability and a striking style, the Artimex armor exemplifies the Quirinus aesthetic. This intricately detailed armor considers both form and function, especially when paired with the fully enclosed helmet that features a neon ocular flourish. The armor also comes with a unique cowl that fans over the helmet and a knee length fitted cape. The Hurston Dynamics edition was made specifically for the company's Executive Security team.
item_Desc_qrt_specialist_medium_helmet_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nBlending durability and a striking style, the Artimex armor exemplifies the Quirinus aesthetic. This intricately detailed armor considers both form and function, especially when paired with the fully enclosed helmet that features a neon ocular flourish. The armor also comes with a unique cowl that fans over the helmet and a knee length fitted cape. Visor is AR crosshair compatible.
item_Desc_qrt_specialist_medium_helmet_02=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nBlending durability and a striking style, the Artimex armor exemplifies the Quirinus aesthetic. This intricately detailed armor considers both form and function, especially when paired with the fully enclosed helmet that features a neon ocular flourish. The armor also comes with a unique cowl that fans over the helmet and a knee length fitted cape. The Hurston Dynamics edition was made specifically for the company's Executive Security team. Visor is AR crosshair compatible.
item_Desc_qrt_specialist_medium_legs_01=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 5.5K µSCU\nTemp. Rating: -61 / 91 °C\n\nBlending durability and a striking style, the Artimex armor exemplifies the Quirinus aesthetic. This intricately detailed armor considers both form and function, especially when paired with the fully enclosed helmet that features a neon ocular flourish. The armor also comes with a unique cowl that fans over the helmet and a knee length fitted cape.
item_Desc_qrt_specialist_medium_legs_02=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 5.5K µSCU\nTemp. Rating: -61 / 91 °C\n\nBlending durability and a striking style, the Artimex armor exemplifies the Quirinus aesthetic. This intricately detailed armor considers both form and function, especially when paired with the fully enclosed helmet that features a neon ocular flourish. The armor also comes with a unique cowl that fans over the helmet and a knee length fitted cape. The Hurston Dynamics edition was made specifically for the company's Executive Security team.
item_Desc_r6p_boots_01_01_9tails01=This version of R6 Pro's Protean boots has been modified from its original form. These rugged and durable boots from R6 Pro are perfect to wear on your ship or while planetside. Padded insole cushions ensure they'll also be comfortable in any situation.
item_Desc_r6p_boots_02_01_01=Quite simply, R6 Pro's Ponos boots were built for backbreaking work. Constructed out of Thermosulate technology, these waterproof and insulated workboots are rated for sub-arctic environments while the composite outsole ignores hazards to maintain traction when you need it most.
item_Desc_r6p_boots_03,P=PH - r6p_boots_03
item_Desc_r6p_boots_04_01_01=These trail-rated Cerrado Boots from R6 Pro are comfortable, waterproof, and built to last. The tall cuff and lacing at the top provide a seamless combination of exceptional ankle support and the stability.
item_Desc_r6p_boots_05=A proprietary blend of natural and artificial leather provides the Tussock Boot with unbeatable toughness, making it the perfect fit for both work and leisure.
item_Desc_r6p_gloves_01=Ensure you hands are always dry and at the right temperature with the Baru gloves. An advanced sensor system protected by a metal plate on the back of the hand monitors and regulates conditions within the glove. A patented synthetic leather woven with special microfibers works with the sensors and a strap cuff provides a snug fit.
item_Desc_r6p_gloves_02_01_01=Pros at keeping your hands safe without sacrificing dexterity, the slip-resistant Aster Gloves deliver solid protection and lasting warmth during chilly or hostile conditions. The tough synthetic leather breaks in well and will stand up to years of frequent use.
item_Desc_r6p_shoes_02_01_01=Perfect for hiking or fieldwork, the Tona from R6 Pro is a low-top sneaker built out of breathable Cheofreme materials which not only provide extra protection against impacts, but keep your feet dry.
item_Desc_r6p_shoes_03=The Varhey by R6Pro is a widely popular lightweight workboot made of a durable, but flexible, polyweave that ensures a safe, snug fit.
item_Desc_r6p_shoes_04=Slip into comfort with the Campo shoes, which have a supportive midsole, cushioned footbed, and a molded, slip-resistant outsole. These ankle high slip-ons deliver an ideal fit thanks to two adjustable straps with metal clasps.
item_Desc_rmb_gloves_01=The Cody gloves are pros at keeping hands warm whether you're holding a multi-tool in a mine or an ice-cold drink at the bar. Made for frigid environments but stylish enough to be worn anywhere.
item_Desc_rmb_goggles_01_01_9tails01=This version of Rambler's Avalos Scout goggles has been modified from its original form. Tech meets tough with the Avalos Scout goggles. Their unique and sturdy frame ensures that the lenses remain intact even after unexpected impacts or sudden atmospheric changes. Built for harsh environments but bold enough to be worn anywhere.
item_Desc_rmb_goggles_04=With a sleek design suitable for all face shapes, the XS-98 Explorer goggles ensure a fog-free view in any climate, and come with a patented coating that offers strong UV-protection and cuts down on unwanted glare.
item_Desc_rmb_jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nRambler's Kutty two-tone jacket features a racer-strap collar and an asymmetrical button design to bring a vintage look into the modern era. \n\nWomen's sizes currently out of stock.
item_Desc_rmb_jacket_01_01_9tails01=Carrying Capacity: 1K µSCU\n\nThis version of Rambler's Kutty jacket has been modified from its original form. Rambler's Kutty two-tone jacket features a racer-strap collar and an asymmetrical button design to bring a vintage look into the modern era.
item_Desc_rmb_pants_01_01_01=Carrying Capacity: 3K µSCU\n\nDurable comfort becomes fashion forward thanks to the edgy details in the Pollux pants from Rambler. The thick, woven fabric is reinforced with leather panels and accented by the unique lace front. \n\nMen's sizes currently not available.
item_Desc_roo_tvshow_host=Republic of One dares to blur the line between power and pleasure with Nightfire, the new dress from famed designer, Callista. Featuring a form-fitting knit black microweave with bold gold trim, the high, buckled collar features striking cutouts on the chest, shoulders and arms to keep you as evocative as what you're wearing.
item_Desc_rrs_combat_heavy_backpack_01=Item Type: Heavy Backpack\nCarrying Capacity: 100K µSCU\nCore Compatibility: Heavy\n\nComfortably carry vital gear with the Morozov-CH backpack. This softshell bag is made with an advanced duraweave that's lightweight yet ready for battlefield action. It also features several easy to access pockets and a plethora of straps to keep supplies secure and tight to your back.
item_Desc_rrs_combat_heavy_backpack_01_01_9tails01=Item Type: Heavy Backpack\nCarrying Capacity: 100K µSCU\nCore Compatibility: Heavy\n\nThis version of Roussimoff Rehabilitation Systems' Morozov-CH backpack has been modified from its original form. Comfortably carry vital gear with the Morozov-CH backpack. This softshell bag is made with an advanced duraweave that's lightweight yet ready for battlefield action. It also features several easy to access pockets and a plethora of straps to keep supplies secure and tight to your back.
item_Desc_rrs_combat_heavy_backpack_01_crus01_01=Item Type: Heavy Backpack\nCarrying Capacity: 100K µSCU\nCore Compatibility: Heavy\n\nComfortably carry vital gear with the Morozov-CH backpack. This softshell bag is made with an advanced duraweave that's lightweight yet ready for battlefield action. It also features several easy to access pockets and a plethora of straps to keep supplies secure and tight to your back. The Crusader Edition was made specifically for the company's security services.
item_Desc_rrs_combat_heavy_backpack_02=Item Type: Heavy Backpack\nCarrying Capacity: 100K µSCU\nCore Compatibility: Heavy\n\nComfortably carry vital gear with the Morozov-CH backpack. This softshell bag is made with an advanced duraweave that's lightweight yet ready for battlefield action. It also features several easy to access pockets and a plethora of straps to keep supplies secure and tight to your back.
item_Desc_rrs_combat_heavy_backpack_03=Item Type: Heavy Backpack\nCarrying Capacity: 100K µSCU\nCore Compatibility: Heavy\n\nComfortably carry vital gear with the Morozov-CH backpack. This softshell bag is made with an advanced duraweave that's lightweight yet ready for battlefield action. It also features several easy to access pockets and a plethora of straps to keep supplies secure and tight to your back.
item_Desc_rrs_combat_heavy_backpack_04_01_01=Item Type: Heavy Backpack\nCarrying Capacity: 100K µSCU\nCore Compatibility: Heavy\n\nComfortably carry vital gear with the RRS Morozov-CH backpack. This softshell bag is made with an advanced duraweave that's lightweight yet ready for all manner of industrial work. It also features several easy to access pockets and a plethora of straps to keep supplies secure and tight to your back. The Pyrotechnic Amalgamated Edition was made specifically for the company's mining efforts in Pyro during the 26th century.
item_Desc_rrs_combat_heavy_backpack_04_02_01=Item Type: Heavy Backpack\nCarrying Capacity: 100K µSCU\nCore Compatibility: Heavy\n\nComfortably carry vital gear with the RRS Morozov-CH backpack. This softshell bag is made with an advanced duraweave that's lightweight yet ready for all manner of industrial work. It also features several easy to access pockets and a plethora of straps to keep supplies secure and tight to your back. The Gold Horizon Edition was made specifically for the company's operations in Pyro during the 26th century.
item_Desc_rrs_combat_light_backpack_01=Item Type: Light Backpack\nCarrying Capacity: 40K µSCU\nCore Compatibility: All\n\nWhether carrying supplies into a combat zone or simply hauling extra gear, the Arden-CL backpack is battle ready and tested. Roussimoff Rehabilitation Systems designed the backpack with a universal core connector allowing it to attach to a wide variety armors.
item_Desc_rrs_specialist_heavy_arms_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -90 / 115 °C\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining based on their recommendation; making the Morozov-SH both comfortable and a battlefield stalwart.
item_Desc_rrs_specialist_heavy_arms_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\n\nThis version of Roussimoff Rehabilitation Systems' Morozov-SH arms has been modified from its original form. Featuring fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining based on their recommendation; making the Morozov-SH both comfortable and a battlefield stalwart.
item_Desc_rrs_specialist_heavy_arms_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -95 / 120 °C\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining; making the Morozov-SH both comfortable and a battlefield stalwart.
item_Desc_rrs_specialist_heavy_arms_03=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -97 / 121 °C\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining; making the Morozov-SH both comfortable and a battlefield stalwart.
item_Desc_rrs_specialist_heavy_arms_04_01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\n\nFeaturing the same fortified armor plating, special anti-rip protective padding and ample storage, as the Morozov SH, the SH-I industrial variant was designed by RRS to protect workers employed in hostile zones while ensuring they had the full range of motion required to perform their duties. The Pyrotechnic Amalgamated Edition was made specifically for the company's mining efforts in Pyro during the 26th century.
item_Desc_rrs_specialist_heavy_arms_04_02_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\n\nFeaturing the same fortified armor plating, special anti-rip protective padding and ample storage, as the Morozov SH, the SH-I industrial variant was designed by RRS to protect workers employed in hostile zones while ensuring they had the full range of motion required to perform their duties. The Gold Horizon Edition was made specifically for the company's operations in Pyro during the 26th century.
item_Desc_rrs_specialist_heavy_core_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 12K µSCU\nTemp. Rating: -90 / 115 °C\nBackpack Compatibility: All\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining based on their recommendation; making the Morozov-SH both comfortable and a battlefield stalwart.
item_Desc_rrs_specialist_heavy_core_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 10.5K µSCU\nTemp. Rating: -70 / 100 °C\nBackpack Compatibility: All\n\nThis version of Roussimoff Rehabilitation Systems' Morozov-SH core has been modified from its original form. Featuring fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining based on their recommendation; making the Morozov-SH both comfortable and a battlefield stalwart.
item_Desc_rrs_specialist_heavy_core_01_crus01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 12K µSCU\nTemp. Rating: -90 / 115 °C\nBackpack Compatibility: All\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining based on their recommendation; making the Morozov-SH both comfortable and a battlefield stalwart. The Crusader Edition was made specifically for the company's security services.
item_Desc_rrs_specialist_heavy_core_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 12K µSCU\nTemp. Rating: -95 / 120 °C\nBackpack Compatibility: All\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining; making the Morozov-SH both comfortable and a battlefield stalwart.
item_Desc_rrs_specialist_heavy_core_03=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 12K µSCU\nTemp. Rating: -97 / 121 °C\nBackpack Compatibility: All\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining; making the Morozov-SH both comfortable and a battlefield stalwart.
item_Desc_rrs_specialist_heavy_core_04_01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 10.5K µSCU\nTemp. Rating: -75 / 105 °C\n\nFeaturing the same fortified armor plating, special anti-rip protective padding and ample storage, as the Morozov SH, the SH-I industrial variant was designed by RRS to protect workers employed in hostile zones while ensuring they had the full range of motion required to perform their duties. The Pyrotechnic Amalgamated Edition was made specifically for the company's mining efforts in Pyro during the 26th century.
item_Desc_rrs_specialist_heavy_core_04_02_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 10.5K µSCU\nTemp. Rating: -75 / 105 °C\n\nFeaturing the same fortified armor plating, special anti-rip protective padding and ample storage, as the Morozov SH, the SH-I industrial variant was designed by RRS to protect workers employed in hostile zones while ensuring they had the full range of motion required to perform their duties. The Gold Horizon Edition was made specifically for the company's operations in Pyro during the 26th century.
item_Desc_rrs_specialist_heavy_helmet_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -90 / 115 °C\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining based on their recommendation; making the Morozov-SH both comfortable and a battlefield stalwart. Visor is AR crosshair compatible.
item_Desc_rrs_specialist_heavy_helmet_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -95 / 120 °C\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining; making the Morozov-SH both comfortable and a battlefield stalwart. Visor is AR crosshair compatible.
item_Desc_rrs_specialist_heavy_helmet_03=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -97 / 121 °C\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining; making the Morozov-SH both comfortable and a battlefield stalwart. Visor is AR crosshair compatible.
item_Desc_rrs_specialist_heavy_helmet_03_crus01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -97 / 121 °C\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining; making the Morozov-SH both comfortable and a battlefield stalwart. The Crusader Edition was made specifically for the company's security services. Visor is AR crosshair compatible.
item_Desc_rrs_specialist_heavy_helmet_04_01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\n\nFeaturing the same fortified armor plating, special anti-rip protective padding and ample storage, as the Morozov SH, the SH-I industrial variant was designed by RRS to protect workers employed in hostile zones while ensuring they had the full range of motion required to perform their duties. The Pyrotechnic Amalgamated Edition was made specifically for the company's mining efforts in Pyro during the 26th century. Visor is AR crosshair compatible.
item_Desc_rrs_specialist_heavy_helmet_04_02_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -70 / 100 °C\n\nFeaturing the same fortified armor plating, special anti-rip protective padding and ample storage, as the Morozov SH, the SH-I industrial variant was designed by RRS to protect workers employed in hostile zones while ensuring they had the full range of motion required to perform their duties. The Gold Horizon Edition was made specifically for the company's operations in Pyro during the 26th century. Visor is AR crosshair compatible.
item_Desc_rrs_specialist_heavy_legs_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 7.5K µSCU\nTemp. Rating: -90 / 115 °C\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining based on their recommendation; making the Morozov-SH both comfortable and a battlefield stalwart.
item_Desc_rrs_specialist_heavy_legs_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 6.5K µSCU\nTemp. Rating: -70 / 100 °C\n\nThis version of Roussimoff Rehabilitation Systems' Morozov-SH legs has been modified from its original form. Featuring fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining based on their recommendation; making the Morozov-SH both comfortable and a battlefield stalwart.
item_Desc_rrs_specialist_heavy_legs_01_crus01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 7.5K µSCU\nTemp. Rating: -90 / 115 °C\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining based on their recommendation; making the Morozov-SH both comfortable and a battlefield stalwart. The Crusader Edition was made specifically for the company's security services.
item_Desc_rrs_specialist_heavy_legs_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 7.5K µSCU\nTemp. Rating: -95 / 120 °C\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining; making the Morozov-SH both comfortable and a battlefield stalwart.
item_Desc_rrs_specialist_heavy_legs_03=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 7.5K µSCU\nTemp. Rating: -97 / 121 °C\n\nFeaturing fortified armor plating, special anti-rip protective padding and ample storage, the Morozov-SH is ready to overcome all kinds of adversity. After consulting with security professionals, RRS added a unique high protective collar and a lightweight inner lining; making the Morozov-SH both comfortable and a battlefield stalwart.
item_Desc_rrs_specialist_heavy_legs_04_01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 6.5K µSCU\nTemp. Rating: -70 / 100 °C\n\nFeaturing the same fortified armor plating, special anti-rip protective padding and ample storage, as the Morozov SH, the SH-I industrial variant was designed by RRS to protect workers employed in hostile zones while ensuring they had the full range of motion required to perform their duties. The Pyrotechnic Amalgamated Edition was made specifically for the company's mining efforts in Pyro during the 26th century.
item_Desc_rrs_specialist_heavy_legs_04_02_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 6.5K µSCU\nTemp. Rating: -70 / 100 °C\n\nFeaturing the same fortified armor plating, special anti-rip protective padding and ample storage, as the Morozov SH, the SH-I industrial variant was designed by RRS to protect workers employed in hostile zones while ensuring they had the full range of motion required to perform their duties. The Gold Horizon Edition was made specifically for the company's operations in Pyro during the 26th century.
item_Desc_rrs_specialist_light_arms_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics.
item_Desc_rrs_specialist_light_arms_01_coramor_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. The special Coramor Fate edition been updated with vibrant pink and light grey coloring.
item_Desc_rrs_specialist_light_arms_01_coramor_02=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. The special Kismet edition of this armor features black and pink coloration in honor of the ship Yuri Ilyin flew in the classic vid 'Coramor' while he searched for his lost lover Corazon Tan.
item_Desc_rrs_specialist_light_arms_01_crus01_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. The Crusader Edition was made specifically for the company's security services.
item_Desc_rrs_specialist_light_core_01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 8K µSCU\nTemp. Rating: -35 / 68 °C\nBackpack Compatibility: Light\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. It also features a toolbelt for easy access to important gear.
item_Desc_rrs_specialist_light_core_01_01_9tails01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 8K µSCU\nTemp. Rating: -35 / 68 °C\nBackpack Compatibility: Light\n\nThis version of Roussimoff Rehabilitation Systems' Arden-SL core has been modified from its original form. With its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. It also features a toolbelt for easy access to important gear.
item_Desc_rrs_specialist_light_core_01_coramor_01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 8K µSCU\nTemp. Rating: -35 / 68 °C\nBackpack Compatibility: Light\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. It also features a toolbelt for easy access to important gear. The special Fate edition been updated with vibrant pink and light grey coloring, and features a heart emblazoned over each pauldron so you can carry the spirit of Coramor wherever you go.
item_Desc_rrs_specialist_light_core_01_coramor_02=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 8K µSCU\nTemp. Rating: -35 / 68 °C\nBackpack Compatibility: Light\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. It also features a toolbelt for easy access to important gear. The special Kismet edition of this armor features black and pink coloration in honor of the ship Yuri Ilyin flew in the classic vid 'Coramor' while he searched for his lost lover Corazon Tan.
item_Desc_rrs_specialist_light_helmet_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. It also features a fully enclosed helmet with an integrated cowl. Visor is AR crosshair compatible.
item_Desc_rrs_specialist_light_helmet_01_01_9tails01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nThis version of Roussimoff Rehabilitation Systems' Arden-SL helmet has been modified from its original form. With its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. It also features a fully enclosed helmet with an integrated cowl. Visor is AR crosshair compatible.
item_Desc_rrs_specialist_light_helmet_01_coramor_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. It also features a fully enclosed helmet with an integrated cowl. The special Coramor Fate edition been updated with vibrant pink and light grey coloring. Visor is AR crosshair compatible.
item_Desc_rrs_specialist_light_helmet_01_coramor_02=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. It also features a fully enclosed helmet with an integrated cowl. The special Kismet edition of this armor features black and pink coloration in honor of the ship Yuri Ilyin flew in the classic vid 'Coramor' while he searched for his lost lover Corazon Tan. Visor is AR crosshair compatible.
item_Desc_rrs_specialist_light_legs_01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 5K µSCU\nTemp. Rating: -38 / 68 °C\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics.
item_Desc_rrs_specialist_light_legs_01_coramor_01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 5K µSCU\nTemp. Rating: -38 / 68 °C\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. The special Coramor Fate edition been updated with vibrant pink and light grey coloring.
item_Desc_rrs_specialist_light_legs_01_coramor_02,P=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 5K µSCU\nTemp. Rating: -38 / 68 °C\n\nWith its excellent design and eye-catching style, the Arden-SL armor exemplifies why security specialists love Roussimoff Rehabilitation Systems. This versatile armor set lets the wearer stay agile but safe thanks to the precise placement of special composite armor plating and fabrics. The special Kismet edition of this armor features black and pink coloration in honor of the ship Yuri Ilyin flew in the classic vid 'Coramor' while he searched for his lost lover Corazon Tan.
item_Desc_rsi_deckcrew_light_armor_01_Shared=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -37 / 67 °C\n\nWhether you're planetside or in vacuum, RSI's MacFlex industrial armor set has your back. Reinforced plating keeps you safe from environmental hazards while the array of pouches keep your tools accessible.
item_Desc_rsi_deckcrew_light_armor_01_core=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 9K µSCU\nTemp. Rating: -37 / 67 °C\nBackpack Compatibility: Light\n\nWhether you're planetside or in vacuum, RSI's MacFlex industrial armor set has your back. Reinforced plating keeps you safe from environmental hazards while the array of pouches keep your tools accessible.
item_Desc_rsi_deckcrew_light_armor_01_legs=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 6K µSCU\nTemp. Rating: -37 / 67 °C\n\nWhether you're planetside or in vacuum, RSI's MacFlex industrial armor set has your back. Reinforced plating keeps you safe from environmental hazards while the array of pouches keep your tools accessible.
item_Desc_rsi_deckcrew_light_armor_01_ruso_Shared=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -37 / 67 °C\n\nWhether you're planetside or in vacuum, RSI's MacFlex industrial armor set has your back. Reinforced plating keeps you safe from environmental hazards while the array of pouches keep your tools accessible. The Rust Society edition celebrates blue-collar workers with an exclusive red and tan coloration that hides dirt and wear and tear well.
item_Desc_rsi_deckcrew_light_armor_01_ruso_core=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 9K µSCU\nTemp. Rating: -37 / 67 °C\nBackpack Compatibility: Light\n\nWhether you're planetside or in vacuum, RSI's MacFlex industrial armor set has your back. Reinforced plating keeps you safe from environmental hazards while the array of pouches keep your tools accessible. The Rust Society edition celebrates blue-collar workers with an exclusive red and tan coloration that hides dirt and wear and tear well.
item_Desc_rsi_deckcrew_light_armor_01_ruso_legs=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 6K µSCU\nTemp. Rating: -37 / 67 °C\n\nWhether you're planetside or in vacuum, RSI's MacFlex industrial armor set has your back. Reinforced plating keeps you safe from environmental hazards while the array of pouches keep your tools accessible. The Rust Society edition celebrates blue-collar workers with an exclusive red and tan coloration that hides dirt and wear and tear well.
item_Desc_rsi_deckcrew_light_helmet_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -37 / 67 °C\n\nRSI's Horizon helmet is a durable and robust environmental enclosed work helmet. The single sheet laminate dome gives you an extremely wide field of view. A pair of side-mounted LED light modules provide additional illumination to make sure you can see what you're doing.
item_Desc_rsi_deckcrew_light_helmet_01_ruso=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -37 / 67 °C\n\nRSI's Horizon helmet is a durable and robust environmental enclosed work helmet. The single sheet laminate dome gives you an extremely wide field of view. A pair of side-mounted LED light modules provide additional illumination to make sure you can see what you're doing. The Rust Society edition celebrates blue-collar workers with an exclusive red and tan coloration that hides dirt and wear and tear well.
item_Desc_rsi_deckcrew_undersuit_01=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nRSI's Beacon undersuit is a general use utility designed to provide total protection against environments and vacuum. Built out of a durable but flexible polymers, the Beacon provides a wide freedom of motion for a variety of body types.
item_Desc_rsi_deckcrew_undersuit_01_ruso=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nRSI's Beacon undersuit is a general use utility designed to provide total protection against environments and vacuum. Built out of a durable but flexible polymers, the Beacon provides a wide freedom of motion for a variety of body types. The Rust Society edition celebrates blue-collar workers with an exclusive red and tan coloration that hides dirt and wear and tear well.
item_Desc_rsi_explorer_01_Shared=Item Type: Light Armor\nDamage Reduction: 20%\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates.
item_Desc_rsi_explorer_01_arms=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates.
item_Desc_rsi_explorer_01_core=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 9K µSCU\nTemp. Rating: -38 / 68 °C\nBackpack Compatibility: Light\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates.
item_Desc_rsi_explorer_01_helmet=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover.
item_Desc_rsi_explorer_01_legs=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 6K µSCU\nTemp. Rating: -41 / 71 °C\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates.
item_Desc_rsi_explorer_armor_light_helmet_01_01_carrack=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 C\n\nTo celebrate 2950's Carrack Day, Anvil Aerospace partnered with RSI's armor division for a special version of their popular Venture helmet. Built with impact-resistant composites and an anti-scuff laminate faceplate offering an unparalleled upward field of view, the Venture Carrack Edition is white with grey accents and features the Carrack name and silhouette on the back.
item_Desc_rsi_explorer_armor_light_helmet_01_iae2023_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover. This special IAE 2953 edition is decorated with a copper and white pattern inspired by Gatac Manufacture's Syulen.
item_Desc_rsi_explorer_light_armor_01_01_centurion_Shared=Item Type: Light Armor \nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nRobert Space Industries Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. The special Voyager edition features a red and black color scheme with white highlights. The result is a stylish suit that looks as good as it performs.
item_Desc_rsi_explorer_light_armor_01_01_centurion_core=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 9K µSCU\nTemp. Rating: -38 / 68 °C\nBackpack Compatibility: Light\n\nRobert Space Industries Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. The special Voyager edition features a red and black color scheme with white highlights. The result is a stylish suit that looks as good as it performs.
item_Desc_rsi_explorer_light_armor_01_01_centurion_legs=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 6K µSCU\nTemp. Rating: -41 / 71 °C\n\nRobert Space Industries Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. The special Voyager edition features a red and black color scheme with white highlights. The result is a stylish suit that looks as good as it performs.
item_Desc_rsi_explorer_light_armor_01_01_imperator_Shared=Item Type: Light Armor \nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nRobert Space Industries combines elegance and effectiveness with the Venture Explorer Suit. The exclusive Pathfinder edition features all the safety features necessary for the vacuum of space plus a striking purple design with tasteful gold highlights. After wearing a suit that looks and perform this well, you may never want to take it off.
item_Desc_rsi_explorer_light_armor_01_01_imperator_core=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 9K µSCU\nTemp. Rating: -38 / 68 °C\nBackpack Compatibility: Light\n\nRobert Space Industries combines elegance and effectiveness with the Venture Explorer Suit. The exclusive Pathfinder edition features all the safety features necessary for the vacuum of space plus a striking purple design with tasteful gold highlights. After wearing a suit that looks and perform this well, you may never want to take it off.
item_Desc_rsi_explorer_light_armor_01_01_imperator_legs=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 6K µSCU\nTemp. Rating: -41 / 71 °C\n\nRobert Space Industries combines elegance and effectiveness with the Venture Explorer Suit. The exclusive Pathfinder edition features all the safety features necessary for the vacuum of space plus a striking purple design with tasteful gold highlights. After wearing a suit that looks and perform this well, you may never want to take it off.
item_Desc_rsi_explorer_light_armor_01_concierge_Shared=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nWhether youre discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. And now you no longer have to choose between exceptional styling and performance thanks to the tasteful gold detailing only available with the special limited Executive Edition.
item_Desc_rsi_explorer_light_armor_01_concierge_core=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 9K µSCU\nTemp. Rating: -38 / 68 °C\nBackpack Compatibility: Light\n\nWhether youre discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. And now you no longer have to choose between exceptional styling and performance thanks to the tasteful gold detailing only available with the special limited Executive Edition.
item_Desc_rsi_explorer_light_armor_01_concierge_legs=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 6K µSCU\nTemp. Rating: -41 / 71 °C\n\nWhether youre discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. And now you no longer have to choose between exceptional styling and performance thanks to the tasteful gold detailing only available with the special limited Executive Edition.
item_Desc_rsi_explorer_light_armor_01_helmet_ruso=Item Type: Light Armor \nDamage Reduction: 20%\nTemp. Rating: -37 / 67 °C\n \nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover. The Rust Society edition adds a red and tan color scheme so you look good while working hard.
item_Desc_rsi_explorer_light_armor_01_ruso_Shared=Item Type: Light Armor \nDamage Reduction: 20%\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates. The Rust Society edition adds a red and tan color scheme so you look good while working hard.
item_Desc_rsi_explorer_light_armor_01_ruso_arms=Item Type: Light Armor \nDamage Reduction: 20%\nTemp. Rating: -37 / 67 °C\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates. The Rust Society edition adds a red and tan color scheme so you look good while working hard.
item_Desc_rsi_explorer_light_armor_01_ruso_core=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 9K µSCU\nTemp. Rating: -37 / 67 °C\nBackpack Compatibility: Light\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates. The Rust Society edition adds a red and tan color scheme so you look good while working hard.
item_Desc_rsi_explorer_light_armor_01_ruso_legs=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 6K µSCU\nTemp. Rating: -40 / 70 °C\n\nRSI's Venture is a lightweight armor set built for the unknown. This EVA-rated protection system features an undersuit built from a durable polymer weave that's designed to withstand extreme environmental conditions and features component armor pieces to protect you against impacts and particulates. The Rust Society edition adds a red and tan color scheme so you look good while working hard.
item_Desc_rsi_explorer_light_arms_01_01_coramor=Item Type: Light Armor \nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nRobert Space Industries Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. This special Lovestruck edition features a stylish metallic pink and black color scheme inspired by the colors of the Coramor festival.
item_Desc_rsi_explorer_light_arms_01_02_coramor=Item Type: Light Armor \nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nRobert Space Industries Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. This special Envy edition inspired by the Coramor festival features a vibrant pink and purple color scheme for the most enthusiastic of lovers.
item_Desc_rsi_explorer_light_arms_01_03_coramor=Item Type: Light Armor \nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nRobert Space Industries Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. This special Starcrossed edition is modeled after the armor worn by Yuri Ilyin in the famous 25th century vid, Coramor, which inspired the eponymous lovers' festival.
item_Desc_rsi_explorer_light_core_01_01_coramor=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 9K µSCU\nTemp. Rating: -38 / 68 °C\nBackpack Compatibility: Light\n\nRobert Space Industries Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. This special Lovestruck edition features a stylish metallic pink and black color scheme inspired by the colors of the Coramor festival.
item_Desc_rsi_explorer_light_core_01_02_coramor=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 9K µSCU\nTemp. Rating: -38 / 68 °C\nBackpack Compatibility: Light\n\nRobert Space Industries Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. This special Envy edition inspired by the Coramor festival features a vibrant pink and purple color scheme for the most enthusiastic of lovers.
item_Desc_rsi_explorer_light_core_01_03_coramor=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 9K µSCU\nTemp. Rating: -38 / 68 °C\nBackpack Compatibility: Light\n\nRobert Space Industries Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. This special Starcrossed edition is modeled after the armor worn by Yuri Ilyin in the famous 25th century vid, Coramor, which inspired the eponymous lovers' festival.
item_Desc_rsi_explorer_light_core_01_iae2023_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nWhether youre discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. This special IAE 2953 edition is decorated with a copper and white pattern inspired by Gatac Manufacture's Syulen.
item_Desc_rsi_explorer_light_helmet_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover.
item_Desc_rsi_explorer_light_helmet_01_01_centurion=Item Type: Light Armor \nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover. The special Voyager edition of the helmet is red with black and white highlights, making it the ideal cover for this stylish suit.
item_Desc_rsi_explorer_light_helmet_01_01_imperator=Item Type: Light Armor \nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover. The special Pathfinder edition is purple with gold highlights that match the sleek base suit.
item_Desc_rsi_explorer_light_helmet_01_concierge=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nRSI's Venture helmet is built from impact-resistant composites and designed to weather the harshest of environments. It also features an anti-scuff laminate faceplate that offers an unparalleled upward field of view, providing unobstructed sightlines to whatever wonders you discover. And now you no longer have to choose between exceptional styling and performance thanks to the tasteful gold detailing only available with the special limited Executive Edition.
item_Desc_rsi_explorer_light_legs_01_01_coramor=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 6K µSCU\nTemp. Rating: -41 / 71 °C\n\nRobert Space Industries Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. This special Lovestruck edition features a stylish metallic pink and black color scheme inspired by the colors of the Coramor festival.
item_Desc_rsi_explorer_light_legs_01_02_coramor=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 6K µSCU\nTemp. Rating: -41 / 71 °C\n\nRobert Space Industries Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. This special Envy edition inspired by the Coramor festival features a vibrant pink and purple color scheme for the most enthusiastic of lovers.
item_Desc_rsi_explorer_light_legs_01_03_coramor=Item Type: Light Armor \nDamage Reduction: 20%\nCarrying Capacity: 6K µSCU\nTemp. Rating: -41 / 71 °C\n\nRobert Space Industries Venture Explorer Suit provides exceptional protection against the dangers of space. Designed for those who don't know where their next adventure might go, the suit combines comfort and safety without sacrificing mobility. This special Starcrossed edition is modeled after the armor worn by Yuri Ilyin in the famous 25th century vid, Coramor, which inspired the eponymous lovers' festival.
item_Desc_rsi_explorer_undersuit_01=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nWhether youre discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement.
item_Desc_rsi_explorer_undersuit_01_01_coramor=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nWhether youre discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. This special Lovestruck edition features a stylish metallic pink and black color scheme inspired by the colors of the Coramor festival.
item_Desc_rsi_explorer_undersuit_01_02_coramor=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nWhether youre discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. This special Envy edition inspired by the Coramor festival features a vibrant pink and purple color scheme for the most enthusiastic of lovers.
item_Desc_rsi_explorer_undersuit_01_03_coramor=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nWhether youre discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. This special Starcrossed edition is modeled after the armor worn by Yuri Ilyin in the famous 25th century vid, Coramor, which inspired the eponymous lovers' festival.
item_Desc_rsi_explorer_undersuit_01_concierge=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nWhether youre discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. This exclusive executive edition features a dynamic black and gold color palette.
item_Desc_rsi_explorer_undersuit_01_iae2023_01=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nWhether youre discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. This special IAE 2953 edition has a black and grey color palette with copper accents.
item_Desc_rsi_explorer_undersuit_01_ruso=Item Type: Undersuit \nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nWhether youre discovering bold new frontiers or simply stretching your legs after a long spaceflight, Robert Space Industries Venture Explorer Suit takes vacuum-safe wear to the next level with its incorporation of top-of-class safety features seamlessly blended with phenomenal freedom of movement. The Rust Society edition adds a red and tan color scheme so you look good while working hard.
item_Desc_rsi_light_utility_backpack_01=Item Type: Light Backpack\nCarrying Capacity: 50K µSCU\nCore Compatibility: All\n\nThe MacFlex Backpack is a back-mounted hard-shell case that provides extra commodity storage options. Whether bringing extra supplies on a long excursion or filling it with ore after a successful mining run, the MacFlex Backpack will be there to carry the load.
item_Desc_rsi_odyssey_caudillo_helmet_01_01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -30 / 60 °C\n\nAdept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest. The Cobalt variant is being offered as a limited edition run.
item_Desc_rsi_odyssey_caudillo_helmet_01_01_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -30 / 60 °C\n\nAdept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest. The Wildfire variant is being offered as a limited edition run.
item_Desc_rsi_odyssey_caudillo_helmet_01_01_03=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -30 / 60 °C\n\nAdept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest. The Burnt Orange variant is being offered as a limited edition run.
item_Desc_rsi_odyssey_caudillo_helmet_01_01_04=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -30 / 60 °C\n\nAdept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest. The Hazard variant is being offered as a limited edition run.
item_Desc_rsi_odyssey_caudillo_helmet_01_01_10=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -30 / 60 °C\n\nAdept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest. The Ghost White variant is being offered as a limited edition run.
item_Desc_rsi_odyssey_caudillo_helmet_01_01_11=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -30 / 60 °C\n\nAdept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest. The Steel variant is being offered as a limited edition run.
item_Desc_rsi_odyssey_caudillo_helmet_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -30 / 60 °C\n\nThis version of CC's Conversions' Caudillo helmet has been modified from its original form. Adept at surviving firefights in both atmosphere and in space, the Caudillo helmet provides solid head protection while offering the wearer the stylish look of classical armor thanks to its visually striking metal crest.
item_Desc_rsi_odyssey_undersuit_01_Shared=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nThe latest generation of RSI's classic Odyssey undersuit features a new rugged design capable of withstanding the harshest of conditions in space or planetside. Built using the latest microweave technology, the Odyssey II undersuit provides hours of comfort in locations that are anything but comfortable.
item_Desc_rsi_odyssey_undersuit_helmet_01_01_coramor=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nContinuing RSI's legacy of rugged and reliable helmets, the Odyssey II streamlines the original design into a lighter frame without sacrificing durability. This omni-purpose helmet was extensively field-tested in a variety of conditions and environments to keep you safe every time you suit up. This special Lovestruck edition features a stylish metallic pink and black color scheme inspired by the colors of the Coramor festival.
item_Desc_rsi_odyssey_undersuit_helmet_01_01_opaque=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nContinuing RSI's legacy of rugged and reliable helmets, the Odyssey II streamlines the original design into a lighter frame without sacrificing durability. This omni-purpose helmet was extensively field-tested in a variety of conditions and environments to keep you safe every time you suit up. This special Obsidian variant features a darkened visor for anyone looking to maintain their anonymity.
item_Desc_rsi_odyssey_undersuit_helmet_01_02_coramor=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nContinuing RSI's legacy of rugged and reliable helmets, the Odyssey II streamlines the original design into a lighter frame without sacrificing durability. This omni-purpose helmet was extensively field-tested in a variety of conditions and environments to keep you safe every time you suit up. This special Envy edition inspired by the Coramor festival features a vibrant pink and purple color scheme for the most enthusiastic of lovers.
item_Desc_rsi_odyssey_undersuit_helmet_01_03_coramor=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nContinuing RSI's legacy of rugged and reliable helmets, the Odyssey II streamlines the original design into a lighter frame without sacrificing durability. This omni-purpose helmet was extensively field-tested in a variety of conditions and environments to keep you safe every time you suit up. This special Starcrossed edition is modeled after the armor worn by Yuri Ilyin in the famous 25th century vid, Coramor, which inspired the eponymous lovers' festival.
item_Desc_rsi_odyssey_undersuit_helmet_01_Shared=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nContinuing RSI's legacy of rugged and reliable helmets, the Odyssey II streamlines the original design into a lighter frame without sacrificing durability. This omni-purpose helmet was extensively field-tested in a variety of conditions and environments to keep you safe every time you suit up.
item_Desc_rsi_pilot_flightsuit_01_Shared=Item Type: Undersuit\nDamage Reduction: 10%\n\nExplore the stars in supreme comfort with RSI's Odyssey undersuit. Cutting edge materials provide lightweight protection against vacuum and light environmental hazards while also featuring anatomical stretch paneling to ensure the perfect fit.
item_Desc_rsi_pilot_flightsuit_helmet_01=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nRSI's Odyssey helmet is so light and unobtrusive, you'll almost forget you're wearing it. The durable impact-resistant carbon fiber construction with shock-absorbing foam inserts and a single piece molded laminate visor that provides maximum field of view horizontally and vertically.
item_Desc_rsi_utility_heavy_backpack_01_01_01=Item Type: Heavy Backpack\nCarrying Capacity: 120K SP\nCore Compatibility: Heavy\n\nThe Zeus Exploration Suit has been designed to honor some of the earliest space pioneers, the RSI crews who developed and tested the Zeus, the first commercial spacecraft. While the suit is styled to match those used centuries ago with attachments for a helmet and backpack, it contains all of the modern technology and conveniences expected by present-day explorers. The Zeus offers good resistance to harsh environments and excellent storage space for sample-collecting during EVAs.
item_Desc_rsi_utility_heavy_backpack_01_01_03=Item Type: Heavy Backpack\nCarrying Capacity: 120K SP\nCore Compatibility: Heavy\n\nThe Zeus Exploration Suit has been designed to honor some of the earliest space pioneers, the RSI crews who developed and tested the Zeus, the first commercial spacecraft. While the suit is styled to match those used centuries ago with attachments for a helmet and backpack, it contains all of the modern technology and conveniences expected by present-day explorers. The Zeus offers good resistance to harsh environments and excellent storage space for sample-collecting during EVAs. The Solar variant honors the orange color scheme worn by RSI test pilots.
item_Desc_rsi_utility_heavy_backpack_01_01_12=Item Type: Heavy Backpack\nCarrying Capacity: 120K SP\nCore Compatibility: Heavy\n\nThe Zeus Exploration Suit has been designed to honor some of the earliest space pioneers, the RSI crews who developed and tested the Zeus, the first commercial spacecraft. While the suit is styled to match those used centuries ago with attachments for a helmet and backpack, it contains all of the modern technology and conveniences expected by present-day explorers. The Zeus offers good resistance to harsh environments and excellent storage space for sample-collecting during EVAs. The Starscape variant honors the black color scheme worn by RSI engineers.
item_Desc_rsi_utility_heavy_helmet_01_01_01=Item Type: Heavy Helmet\nDamage Reduction: 40%\nTemp. Rating: -150 / 175 °C\n\nThe Zeus Exploration Suit has been designed to honor some of the earliest space pioneers, the RSI crews who developed and tested the Zeus, the first commercial spacecraft. While the suit is styled to match those used centuries ago with attachments for a helmet and backpack, it contains all of the modern technology and conveniences expected by present-day explorers. The Zeus offers good resistance to harsh environments and excellent storage space for sample-collecting during EVAs. This helmet is only compatible with the Zeus Exploration Suit.
item_Desc_rsi_utility_heavy_helmet_01_01_03=Item Type: Heavy Helmet\nDamage Reduction: 40%\nTemp. Rating: -150 / 175 °C\n\nThe Zeus Exploration Suit has been designed to honor some of the earliest space pioneers, the RSI crews who developed and tested the Zeus, the first commercial spacecraft. While the suit is styled to match those used centuries ago with attachments for a helmet and backpack, it contains all of the modern technology and conveniences expected by present-day explorers. The Zeus offers good resistance to harsh environments and excellent storage space for sample-collecting during EVAs. This helmet is only compatible with the Zeus Exploration Suit. The Solar variant honors the orange color scheme worn by RSI test pilots.
item_Desc_rsi_utility_heavy_helmet_01_01_12=Item Type: Heavy Helmet\nDamage Reduction: 40%\nTemp. Rating: -150 / 175 °C\n\nThe Zeus Exploration Suit has been designed to honor some of the earliest space pioneers, the RSI crews who developed and tested the Zeus, the first commercial spacecraft. While the suit is styled to match those used centuries ago with attachments for a helmet and backpack, it contains all of the modern technology and conveniences expected by present-day explorers. The Zeus offers good resistance to harsh environments and excellent storage space for sample-collecting during EVAs. This helmet is only compatible with the Zeus Exploration Suit. The Starscape variant honors the black color scheme worn by RSI engineers.
item_Desc_rsi_utility_heavy_suit_01_01_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 8K SP\nTemp. Rating: -150 / 175 °C\nBackpack Compatibility: All\n\nThe Zeus Exploration Suit has been designed to honor some of the earliest space pioneers, the RSI crews who developed and tested the Zeus, the first commercial spacecraft. While the suit is styled to match those used centuries ago with attachments for a helmet and backpack, it contains all of the modern technology and conveniences expected by present-day explorers. The Zeus offers good resistance to harsh environments and excellent storage space for sample-collecting during EVAs.
item_Desc_rsi_utility_heavy_suit_01_01_03=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 8K SP\nTemp. Rating: -150 / 175 °C\nBackpack Compatibility: All\n\nThe Zeus Exploration Suit has been designed to honor some of the earliest space pioneers, the RSI crews who developed and tested the Zeus, the first commercial spacecraft. While the suit is styled to match those used centuries ago with attachments for a helmet and backpack, it contains all of the modern technology and conveniences expected by present-day explorers. The Zeus offers good resistance to harsh environments and excellent storage space for sample-collecting during EVAs. The Solar variant honors the orange color scheme worn by RSI test pilots.
item_Desc_rsi_utility_heavy_suit_01_01_12=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 8K SP\nTemp. Rating: -150 / 175 °C\nBackpack Compatibility: All\n\nThe Zeus Exploration Suit has been designed to honor some of the earliest space pioneers, the RSI crews who developed and tested the Zeus, the first commercial spacecraft. While the suit is styled to match those used centuries ago with attachments for a helmet and backpack, it contains all of the modern technology and conveniences expected by present-day explorers. The Zeus offers good resistance to harsh environments and excellent storage space for sample-collecting during EVAs. The Starscape variant honors the black color scheme worn by RSI engineers.
item_Desc_sasu_armor_light_helmet_01_01_9tails01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -35 / 65 °C \n\nThis version of Sakura Sun's Mandible helmet has been modified from its original form. Show that you're ready to 'bug out' with the exclusive Mandible helmet from Sakura Sun. Lightweight plating provides protection while metal fangs protrude from the front for an intimidating insectoid shape that walks the line between fun and frightening.
item_Desc_sasu_combat_heavy_helmet_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -90 / 115 °C\n\nEmbrace your inner beast by equipping the Voidripper helmet. Layers of heavy armor plating provide premium protection and an unforgettable visage featuring a heavy brow and piercing turquoise eyes. Sakura Sun designers complimented this striking form with supreme function, including a state of the art sensor suite attached to the helmet's right side. Visor is AR crosshair compatible.
item_Desc_sasu_combat_heavy_helmet_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -90 / 115 °C\n\nThis version of Sakura Sun's Voidripper helmet has been modified from its original form. Embrace your inner beast by equipping the Voidripper helmet. Layers of heavy armor plating provide premium protection and an unforgettable visage featuring a heavy brow and piercing turquoise eyes. Sakura Sun designers complimented this striking form with supreme function, including a state of the art sensor suite attached to the helmet's right side. Visor is AR crosshair compatible.
item_Desc_sasu_light_armor_helmet_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -35 / 65 °C \n\nShow that you're ready to 'bug out' with the exclusive Mandible helmet from Sakura Sun. Lightweight plating provides protection while metal fangs protrude from the front for an intimidating insectoid shape that walks the line between fun and frightening.
item_Desc_sasu_medium_armor_helmet_01_01_01=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -63 / 93 °C\n\nCelebrate your love of Genady Kuzo's classic Star Kitten cartoon with this commemorative helmet from Sakura Sun. The custom molding for this medium helmet faithfully recreates the show's icon character design without sacrificing its defensive capabilities. Integrated accent lights provide pops of color and highlight the helmet's unique silhouette. The pink Star Kitten helmet is sure to be a collectible among fans of the show and unusual armor enthusiasts.
item_Desc_sasu_medium_armor_helmet_01_01_10=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -63 / 93 °C\n\nCelebrate your love of Genady Kuzo's classic Star Kitten cartoon with this commemorative helmet from Sakura Sun. The custom molding for this medium helmet faithfully recreates the show's icon character design without sacrificing its defensive capabilities. Integrated accent lights provide pops of color and highlight the helmet's unique silhouette. The helmet is sure to be a collectible among fans of the show and unusual armor enthusiasts. The Star Kitten Sally edition is white to look like the show's good-natured main character.
item_Desc_sasu_medium_armor_helmet_01_01_19=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -63 / 93 °C\n\nCelebrate your love of Genady Kuzo's classic Star Kitten cartoon with this commemorative helmet from Sakura Sun. The custom molding for this medium helmet faithfully recreates the show's icon character design without sacrificing its defensive capabilities. Integrated accent lights provide pops of color and highlight the helmet's unique silhouette. The helmet is sure to be a collectible among fans of the show and unusual armor enthusiasts. The Star Kitten Damon edition is primarily black to look like Sally's close friend who constantly tempts her to join his mischievous adventures.
item_Desc_scu_apron_01=Carrying Capacity: 1K µSCU\n\nDon't let your clothes suffer when you're just doing your job. Designed to be waterproof, stain resistant and easy to clean, the Clean and Clear work apron is ideal protection for your clothes when your job requires getting down and dirty.
item_Desc_scu_gloves_02_01_01=Field-tested for over fifty years, you can find Davin work gloves at numerous sites and ships around the Empire. Stegman's rugged construction and comfort lining have made them a customer favorite.
item_Desc_scu_goggles_01_01_9tails01=This version of Stegman's Haruspec goggles has been modified from its original form. Supremely comfortable yet light as a feather, the Haruspec goggles also provide excellent protection against the elements thanks to their sturdy side shields. Stegman's fitted the goggles with polycarbonate performance lenses and a special slip-resistant nose pad to ensure they stay in place.
item_Desc_scu_hat_04=The FirmWear helmet is ready to go to work with you. Stegman's use of armor-rated plastic will keep it light on your head while still delivering top-of-the-line protection.
item_Desc_scu_hat_05=The FirmWear SoundGuard helmet is ready to go to work with you. Stegman's use of armor-rated plastic alloys keeps it light on your head while still delivering top-of-the-line protection. The SoundGuard edition includes earcups that you can comfortably wear all day when noise reduction is essential.
item_Desc_scu_jacket_01_01_01=Carrying Capacity: 2K µSCU\n\nStegman's ClipVest is a multi-purpose work harness that keeps your tools handy when and where you need them. Built from industrial strength materials, this harness offers a back piece to help alleviate strain and provide counterbalance.
item_Desc_scu_jacket_02_01_01=Carrying Capacity: 5K µSCU\n\nKeep your tools within easy reach with Stegman's IndVest. Made from industrial strength materials, this is a rare jacket that's both stylish and sensible.
item_Desc_scu_jacket_03_01_01=Carrying Capacity: 3K µSCU\n\nStegman's classic worker's jacket has been a staple of job sites for over seventy years. This duotone pattern is cut from the toughest material meaning you can wear it anywhere, anytime. It may not be armor, but it damn sure feels like it.
item_Desc_scu_jacket_04_01_01=Carrying Capacity: 1K µSCU\n\nA plain jacket covered by a thick apron, shoulder pauldrons, dust flaps, and a reinforced metal collar complete with tether.\n\n\nWomen's sizes currently not available.
item_Desc_scu_jacket_07=Carrying Capacity: 10000 µSCU\n\nThe ToolSafe Vest is constructed with thick materials accentuated by high-visibility straps to ensure worker safety. The inclusion of numerous pouches gives this jacket a generous amount of storage to make it a staple of worksites everywhere.
item_Desc_scu_jumpsuit_01_01_01=Carrying Capacity: 0.4K µSCU\n\nThe Ambit Coverall is ideal jobsite attire with its multiple pockets, special super-stain resistant fabric, and a generous cut to allow for unrestricted movement. Step in, zip up, and work all day in comfort thanks to Stegman's.
item_Desc_scu_mask_01_01_01=This sealed face mask from Stegman's provides all-day comfort with easy-wear gaskets around the red-trimmed goggles that provide a light but firm seal while the lower half of the mask provides a respirator to help you breathe in harsh work conditions.
item_Desc_scu_pants_02_01_01=Carrying Capacity: 4K µSCU\n\nStegman's Edgewear utility clothes are made from reinforced nylon weaves and lined with temperature-rated quilted technology to provide you with a little extra protection while on the jobsite. Double knees, reinforced joint pads and extra pockets add comfort and durability to this field-tested and worker-approved clothing line.
item_Desc_scu_pants_03_01_01=Carrying Capacity: 2K µSCU\n\nStegman's factory pants have been taken to the next level with the Clempt line. These rugged all-purpose pants come with double knees for extra comfort and protection and are made from tough composite weave fabric to last as long as the work needs.
item_Desc_scu_pants_04=Carrying Capacity: 2K µSCU\n\nWith the fortitude of workwear and the comfort of khakis, the Caret pants are sure to become your standard go-to for tough jobs. Built with strong fabric and quality stitching so you can focus on what needs to be done.
item_Desc_scu_pants_05=Carrying Capacity: 2000 µSCU\n\nMade of a durable synthetic material, Stegman's designed the DuraWork to provide a comfortable and reliable clothing option to workers around the 'verse.
item_Desc_scu_service_apron_01=Carrying Capacity: 1K µSCU\n\nWith a reinforced front pocket and colorful accent piping, Stegman's Artisan apron is a reliable choice for your next shift.
item_Desc_scu_service_apron_02=Carrying Capacity: 1K µSCU\n\nStegman's Dash apron is made from a thick, stain-resistant polyfiber that not only protects the wearer but looks as good at the end of the shift as it does at the beginning. The practical design is embellished with a bold waistline and pocket detailing alongside a fun accent color panel on the lower skirt.
item_Desc_scu_service_hat_01=The Tipper hat from Stegman's features a pre-curved bill for comfortable wear from day one.
item_Desc_scu_service_hat_02=The Tipper hat from Stegman's features a pre-curved bill for comfortable wear from day one.
item_Desc_scu_service_hat_03=Lightweight and constructed from a sweat absorbant material that is easy to wash, Stegman's Spruce cap is ideal for comfortable all day wear.
item_Desc_scu_service_pants_01=Carrying Capacity: 2K µSCU\n\nWith an attached apron and deep side pockets, the TopLine pants from Stegman's make even the toughest service jobs a little bit easier.
item_Desc_scu_service_shirt_01,P=PH - scu service shirt 01
item_Desc_scu_service_shirt_02,P=PH - scu service shirt 02
item_Desc_scu_shirt_01_01_01=This Henley shirt from Stegman's is made with AirFlow technology, a stain-resistant, air-cooled fabric that keeps you comfortable and dry.
item_Desc_shb_security_uniform_01_Shared=The Regal Combat Set from RRS is a cost-effective way to provide a little extra protection on the job. Whether you're running local security or just want a little extra assurance on the long haul, the Regal's StopTac plating provides extra protection for you head, vitals and extremities. The Regal's helmet features a uniquely angled design intended to increase chances of ricochets and the integrated visor tech gives you protection while not hampering your visibilty.
item_Desc_shb_security_uniform_undersuit_Shared=Item Type: Undersuit\nDamage Reduction: 10%\n\nRRS' ProtSkin combat undersuit provides basic protection against impacts and scuffs while serving as a foundation for compatible body armor options.
item_Desc_shb_starfarerpilot_flightsuit=Item Type: Undersuit\nDamage Reduction: 10%\n\nThe GP-88 is a general protection suit, providing basic impact resistance, EVA upgrades and a sealed helmet mount so users can work in toxic atmospheres.
item_Desc_slaver_armor_heavy_arms_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -72 / 102 °C\n\nIncorporating the same manufacturing know-how and expertise that the UEE Marines have come to rely on, Clark Defense Systems has designed their civilian-line of Defiance heavy armors to stand firm in the face of even the most adverse combat scenarios with its three-star rated protective plating and fully integrated mobility framework.
item_Desc_slaver_armor_heavy_arms_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -72 / 102 °C\n\nThis version of CDS's Defiance arms has been modified from its original form. Incorporating the same manufacturing know-how and expertise that the UEE Marines have come to rely on, Clark Defense Systems has designed their civilian-line of Defiance heavy armors to stand firm in the face of even the most adverse combat scenarios with its three-star rated protective plating and fully integrated mobility framework.
item_Desc_slaver_armor_heavy_core_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 10.5k µSCU\nTemp. Rating: -72 / 102 °C\nBackpack Compatibility: All\n\nIncorporating the same manufacturing know-how and expertise that the UEE Marines have come to rely on, Clark Defense Systems has designed their civilian-line of Defiance heavy armors to stand firm in the face of even the most adverse combat scenarios with its three-star rated protective plating and fully integrated mobility framework.
item_Desc_slaver_armor_heavy_core_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 10.5k µSCU\nTemp. Rating: -72 / 102 °C\nBackpack Compatibility: All\n\nThis version of CDS's Defiance core has been modified from its original form. Incorporating the same manufacturing know-how and expertise that the UEE Marines have come to rely on, Clark Defense Systems has designed their civilian-line of Defiance heavy armors to stand firm in the face of even the most adverse combat scenarios with its three-star rated protective plating and fully integrated mobility framework.
item_Desc_slaver_armor_heavy_helmet_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -72 / 102 °C\n\nThe Defiance features a fully enclosed battle helmet constructed with two layers of composite weaves underneath armor plating, providing you maximum protection against penetrating and concussive attacks. Visor is AR crosshair compatible.
item_Desc_slaver_armor_heavy_helmet_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -72 / 102 °C\n\nThis version of CDS's Defiance helmet has been modified from its original form. The Defiance features a fully enclosed battle helmet constructed with two layers of composite weaves underneath armor plating, providing you maximum protection against penetrating and concussive attacks. Visor is AR crosshair compatible.
item_Desc_slaver_armor_heavy_legs_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 6.5k µSCU\nTemp. Rating: -72 / 102 °C\n\nIncorporating the same manufacturing know-how and expertise that the UEE Marines have come to rely on, Clark Defense Systems has designed their civilian-line of Defiance heavy armors to stand firm in the face of even the most adverse combat scenarios with its three-star rated protective plating and fully integrated mobility framework.
item_Desc_slaver_armor_heavy_legs_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 6.5k µSCU\nTemp. Rating: -72 / 102 °C\n\nThis version of CDS's Defiance legs has been modified from its original form. Incorporating the same manufacturing know-how and expertise that the UEE Marines have come to rely on, Clark Defense Systems has designed their civilian-line of Defiance heavy armors to stand firm in the face of even the most adverse combat scenarios with its three-star rated protective plating and fully integrated mobility framework.
item_Desc_slaver_armor_light_legs_01_01_9tails01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 2.5K µSCU\nTemp. Rating: -39 / 69 °C\n\nThis version of Kastak Arms' Calico legs has been modified from its original form. Designed to be an EVA-compliant light combat suit, the Calico set is the perfect armor suit for infiltrators, snipers, thieves, basically anyone who likes to avoid kicking in doors. Built out of a combination of PAB3 armor and a custom helmet, it can help you weather some incoming fire without slowing you down.
item_Desc_slaver_light_armor_01_Shared=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -39 / 69 °C\n\nDesigned to be an EVA-compliant light combat suit, the Calico set is the perfect armor suit for infiltrators, snipers, thieves, basically anyone who likes to avoid kicking in doors. Built out of a combination of PAB3 armor and a custom helmet, it can help you weather some incoming fire without slowing you down.
item_Desc_slaver_light_armor_01_arms=Designed to be an EVA-compliant light combat suit, the Calico set is the perfect armor suit for infiltrators, snipers, thieves, basically anyone who likes to avoid kicking in doors. Built out of a combination of PAB3 armor and a custom helmet, it can help you weather some incoming fire without slowing you down.
item_Desc_slaver_light_armor_01_core=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 4K µSCU \nTemp. Rating: -39 / 69 °C\nBackpack Compatibility: Light \n\nDesigned to be an EVA-compliant light combat suit, the Calico set is the perfect armor suit for infiltrators, snipers, thieves, basically anyone who likes to avoid kicking in doors. Built out of a combination of PAB3 armor and a custom helmet, it can help you weather some incoming fire without slowing you down.
item_Desc_slaver_light_armor_01_legs=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 2.5K µSCU\nTemp. Rating: -39 / 69 °C\n\nDesigned to be an EVA-compliant light combat suit, the Calico set is the perfect armor suit for infiltrators, snipers, thieves, basically anyone who likes to avoid kicking in doors. Built out of a combination of PAB3 armor and a custom helmet, it can help you weather some incoming fire without slowing you down.
item_Desc_slaver_light_armor_helmet_02=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -39 / 69 °C\n\nKastak Arm's Renegade combat helmet is a light but durable infantry helmet designed for added protection and impact-reduction during in-atmosphere operations. Visor is AR crosshair compatible.
item_Desc_slaver_medium_armor_01_Shared=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -60 / 90 °C\n\nThe DustUp has your back if youre looking to get into some trouble. The body plating is built off of the same CDS undersuit used by the UEE Marines, it adds reconstructed Omni-Role mkII pieces to give you solid protection against incoming fire, but the real gem is the modified helmet. That thing was built to withstand explosions, so it should totally protect you against some shots. The whole things been reasonably tested against vacuum too, so you can feel free to EVA all you want without worrying about dying.
item_Desc_slaver_medium_armor_01_arms=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -60 / 90 °C\n\nThe DustUp has your back if youre looking to get into some trouble. The body plating is built off of the same CDS undersuit used by the UEE Marines, it adds reconstructed Omni-Role mkII pieces to give you solid protection against incoming fire, but the real gem is the modified helmet. That thing was built to withstand explosions, so it should totally protect you against some shots. The whole things been reasonably tested against vacuum too, so you can feel free to EVA all you want without worrying about dying.
item_Desc_slaver_medium_armor_01_core=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 7.5k µSCU \nTemp. Rating: -60 / 90 °C \nBackpack Compatibility: Light & Medium \n\nThe DustUp has your back if youre looking to get into some trouble. The body plating is built off of the same CDS undersuit used by the UEE Marines, it adds reconstructed Omni-Role mkII pieces to give you solid protection against incoming fire, but the real gem is the modified helmet. That thing was built to withstand explosions, so it should totally protect you against some shots. The whole things been reasonably tested against vacuum too, so you can feel free to EVA all you want without worrying about dying.
item_Desc_slaver_medium_armor_01_legs=Item Type: Medium Armor\nDamage Reduction: 30%\nCarrying Capacity: 4.5K µSCU\nTemp. Rating: -60 / 90 °C\n\nThe DustUp has your back if youre looking to get into some trouble. The body plating is built off of the same CDS undersuit used by the UEE Marines, it adds reconstructed Omni-Role mkII pieces to give you solid protection against incoming fire, but the real gem is the modified helmet. That thing was built to withstand explosions, so it should totally protect you against some shots. The whole things been reasonably tested against vacuum too, so you can feel free to EVA all you want without worrying about dying.
item_Desc_slaver_medium_armor_02_Shared=
item_Desc_slaver_medium_armor_helmet_01_starkitty=Item Type: Medium Armor\nDamage Reduction: 30%\n\nCelebrate your love of the timeless Star Kitten cartoon with this commemorative variant of Kastak Arms' classic DustUp helmet. Sure to be a collectible, this custom molding also features embedded lighting to create a stunning silhouette without sacrificing any of the defensive capabilities of this medium helmet. Visor is AR crosshair compatible.
item_Desc_slaver_undersuit_armor_01_01_01=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nKastak Arms' Stoneskin is a combat undersuit that are built upon CDS' famous TCS-4 system based on extensive feedback from the operators who rely on this technology in the field. Offering a myriad of options for armor and EVA capabilities, the Stoneskin is set to rival CDS as a rugged and reliable undersuit.
item_Desc_spv_bioticorp_jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nThis tailored, single-button jacket from Spar Van Miles features a chic, retro collar with a reinforced lining to keep you professional, but fun.
item_Desc_spv_bioticorp_rep_gloves_01_01_01=Make a statement without saying a word. Spar Van Miles' Tigo gloves made headlines in the fashion world with their open-finger design.
item_Desc_spv_bioticorp_rep_heels_01_01_01=Classic. Elegant. Spar Van Miles' low-heel slip-on shoe is reinforced for durability and comfort. Perfect for the professional on the go.
item_Desc_spv_bioticorp_rep_jacket_01_01_01,P=Placeholder - SPV Jacket Desc
item_Desc_spv_bioticorp_rep_pants_01_01_01=Carrying Capacity: 3K µSCU\n\nFeaturing a slim fit for a stunning silhouette, the Aego pants from Spar Van Miles keep you looking top dollar without sacrificing comfort.
item_Desc_spv_bioticorp_rep_tanktop_01_01_01=Spar Van Miles' simple V-neck tank is made from a synthetic blend, making it comfortable but elegant.
item_Desc_srvl_armor_heavy_core_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 12K µSCU\nTemp. Rating: -77 / 107 °C\n\nSalvaged pieces of disused protective gear were welded together to make this intimidating armor set. The cape, made from an old Banu wall-hanging, adds an elegant finishing touch.
item_Desc_srvl_armor_heavy_legs_02=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 7.5K µSCU\nTemp. Rating: -77 / 107 °C\n\nSalvaged ship parts and pieces of disused protective gear were welded together to make this intimidating armor set. Paired with a decorated leather belt
item_Desc_srvl_heavy_armor_01_Shared=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -77 / 107 °C\n\nSome consider the Overlords heroes and other criminals. Doomsday doesn't care either way. All we know is that the vigilante group that made a name for itself targeting outlaws in Pyro has some kickass, distinct, and resilient armor. Since we respect the rule of law as much as they do, we made a limited run of armor inspired by them. If they have a problem with it, they can come find us. \n\nThe Overlord armor lets your foes know that you mean business. This heavy armor set is constructed with durable composite plating strategically placed to disperse the force of impacts and a high, reinforced collar that provides additional protection for your neck and back of head. The suit also layers in high-strength synthetic fabrics around the joints to ensure ease of moment without sacrificing safety. The Overlord is available in several distinct colors worn by members of the (in)famous faction. Maybe just don't wear one while in Pyro unless you're looking for trouble. Don't say we didn't warn you!
item_Desc_srvl_heavy_armor_01_legs=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 7.5k µSCU\nTemp. Rating: -77 / 107 °C\n\nSome consider the Overlords heroes and other criminals. Doomsday doesn't care either way. All we know is that the vigilante group that made a name for itself targeting outlaws in Pyro has some kickass, distinct, and resilient armor. Since we respect the rule of law as much as they do, we made a limited run of armor inspired by them. If they have a problem with it, they can come find us. \n\nThe Overlord armor lets your foes know that you mean business. This heavy armor set is constructed with durable composite plating strategically placed to disperse the force of impacts and a high, reinforced collar that provides additional protection for your neck and back of head. The suit also layers in high-strength synthetic fabrics around the joints to ensure ease of moment without sacrificing safety. The Overlord is available in several distinct colors worn by members of the (in)famous faction. Maybe just don't wear one while in Pyro unless you're looking for trouble. Don't say we didn't warn you!
item_Desc_srvl_heavy_core_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nCarrying Capacity: 12k µSCU\nTemp. Rating: -77 / 107 °C\nBackpack Compatibility: All\n\nSome consider the Overlords heroes and other criminals. Doomsday doesn't care either way. All we know is that the vigilante group that made a name for itself targeting outlaws in Pyro has some kickass, distinct, and resilient armor. Since we respect the rule of law as much as they do, we made a limited run of armor inspired by them. If they have a problem with it, they can come find us. \n\nThe Overlord armor lets your foes know that you mean business. This heavy armor set is constructed with durable composite plating strategically placed to disperse the force of impacts and a high, reinforced collar that provides additional protection for your neck and back of head. The suit also layers in high-strength synthetic fabrics around the joints to ensure ease of moment without sacrificing safety. The Overlord is available in several distinct colors worn by members of the (in)famous faction. Maybe just don't wear one while in Pyro unless you're looking for trouble. Don't say we didn't warn you!
item_Desc_srvl_heavy_helmet_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -77 / 107 °C\n\nRemain fully protected and anonymous without feeling a great weight on your head. The Overlord helmet delivers heavy armor protection while using a special lightweight composite plating that makes it feel like nothing's there. Repurposed ocular sensors normally found on ships keep you attuned to your surroundings and, when worn with the full Overlord suit, the high neck collar provides the helmet extra support and protection. Visor is AR crosshair compatible.
item_Desc_srvl_helmet_01,P=PH - srvl_helmet_01
item_Desc_srvl_jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nAssembled from an old Dusters flag, salvaged armor, and derelict ship parts, this serviceable jacket is secured to its wearer via sturdy leather straps.
item_Desc_srvl_jacket_02=Damage Reduction: 30%\nCarrying Capacity: 400 µSCU\nTemp. Rating: -60 / 82 °C\n\nThis jacket was created using repurposed parts from a Caldera armor set to provide the wearer with an extra layer of protection in harsh environments.
item_Desc_srvl_pants_01_01_01=Carrying Capacity: 1K µSCU\n\nThese pants may have seen better days, but they've got a lot of life left in them yet. Years of use have made them more comfortable than the day they were purchased.
item_Desc_srvl_shirt_01_01_01=This shirt from an unknown manufacturer has been mended and refashioned to give it a second life. Half of the right sleeve was beyond repair, so the rest of it was turned into an elbow cuff.
item_Desc_srvl_undersuit_01=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nFeaturing the same relatively reliable construction as the Why Not helmet, the Second Life takes some of those tattered old undersuits and gives them new life.
item_Desc_srvl_undersuit_helmet_01=Item Type: Flight Helmet\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nJust because a helmet's broken doesn't mean it's useless. This scavenged undersuit helmet should provide suitable protection against vacuum. If you like taking chances, take a chance on this. Why not?
item_Desc_sw_hdh_large_pouch_01,P=[PH] HDH large pouch desc.
item_Desc_sw_hdh_moderate_pouch_01,P=[PH] HDH moderate pouch desc.
item_Desc_sw_hdh_small_pouch_01,P=[PH] HDH small pouch desc.
item_Desc_syfb_flightsuit_helmet_01_01_01=Item Type: Flight Helmet\nDamage Reduction: 15%\nTemp. Rating: -30 / 60 °C\n\nAdapted by Syang Fabrication to meet the unique requirements of the Human physique, the Xanthule helmet faithfully recreates the bold silhouette preferred by Xi'an. When paired with the Xanthule suit, it creates a distinct and eye-catching look.
item_Desc_syfb_flightsuit_helmet_01_01_02=Item Type: Flight Helmet\nDamage Reduction: 15%\nTemp. Rating: -30 / 60 °C\n\nAdapted by Syang Fabrication to meet the unique requirements of the Human physique, the Xanthule helmet faithfully recreates the bold silhouette preferred by Xi'an. When paired with the Xanthule suit, it creates a distinct and eye-catching look.
item_Desc_syfb_flightsuit_helmet_01_01_07=Item Type: Flight Helmet\nDamage Reduction: 15%\nTemp. Rating: -30 / 60 °C\n\nAdapted by Syang Fabrication to meet the unique requirements of the Human physique, the Xanthule helmet faithfully recreates the bold silhouette preferred by Xi'an. When paired with the Xanthule suit, it creates a distinct and eye-catching look.
item_Desc_syfb_flightsuit_helmet_01_iae2023_01=Item Type: Flight Helmet\nDamage Reduction: 15%\nTemp. Rating: -30 / 60 °C\n\nAdapted by Syang Fabrication to meet the unique requirements of the Human physique, the Xanthule helmet faithfully recreates the bold silhouette preferred by Xi'an. When paired with the Xanthule suit, it creates a distinct and eye-catching look. This special IAE 2953 edition is decorated with a copper and white pattern inspired by Gatac Manufacture's Syulen.
item_Desc_syfb_flightsuit_suit_01_01_01=Item Type: Flight Suit\nDamage Reduction: 15%\nTemp. Rating: -30 / 60 °C\n\nPerfected through centuries of innovation, Syang Fabrication's sleek and stylish Xanthule flight suit has been meticulously adapted to the Human physique. The Xanthule suit features breathable lightweight plating made with a carbon-silk weave that provides reliable protection while maintaining the famed House's signature aesthetic.
item_Desc_syfb_flightsuit_suit_01_01_02=Item Type: Flight Suit\nDamage Reduction: 15%\nTemp. Rating: -30 / 60 °C\n\nPerfected through centuries of innovation, Syang Fabrication's sleek and stylish Xanthule flight suit has been meticulously adapted to the Human physique. The Xanthule suit features breathable lightweight plating made with a carbon-silk weave that provides reliable protection while maintaining the famed House's signature aesthetic.
item_Desc_syfb_flightsuit_suit_01_01_07=Item Type: Flight Suit\nDamage Reduction: 15%\nTemp. Rating: -30 / 60 °C\n\nPerfected through centuries of innovation, Syang Fabrication's sleek and stylish Xanthule flight suit has been meticulously adapted to the Human physique. The Xanthule suit features breathable lightweight plating made with a carbon-silk weave that provides reliable protection while maintaining the famed House's signature aesthetic.
item_Desc_syfb_flightsuit_suit_01_iae2023_01=Item Type: Flight Suit\nDamage Reduction: 15%\nTemp. Rating: -30 / 60 °C\n\nPerfected through centuries of innovation, Syang Fabrication's sleek and stylish Xanthule flight suit has been meticulously adapted to the Human physique. The Xanthule suit features breathable lightweight plating made with a carbon-silk weave that provides reliable protection while maintaining the famed House's signature aesthetic. This special IAE 2953 edition is decorated with a copper and white pattern inspired by Gatac Manufacture's Syulen.
item_Desc_thp_gloves_01=When you're preparing for the tough day ahead, don't leave your hands ungarded. These gloves feature built-in knuckle plates, secured to the durable synthetic leather and cotton fabric with a strong polymer-reinforced thread.
item_Desc_thp_helmet_01=Damage Reduction: 40%\nTemp. Rating: -80 / 110 °C\n\nMade to withstand the heaviest hits, the Ixonia helmet was crafted with the needs of on-the-ground combat in mind. It features a hybrid composite shell and foam inner core that work in tandem to ensure stability and high impact-reisistance. An optional hood and camo cape provide protection from the wind when worn with the matching jacket. Please note that this mask is not space-rated and should only be worn in naturally breathable environs.
item_Desc_thp_jacket_01=Damage Reduction: 40%\nCarrying Capacity: 8K µSCU\nTemp. Rating: -80 / 110 °C\n\nTehachapi knows that you can never have too much storage. This lightweight protective gear comes with a sturdy tool belt, reinforced pouches, and hidden pockets so you can be sure your cargo will stay in place even when you're at your most active. An optional hood and adorned cape provide protection from the wind when worn with the matching helmet.
item_Desc_thp_light_arms_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nFear no frontier while wearing the Aztalan armor. This mixture of armor plating and reinforced fabrics will keep you safe yet swift on your feet. Tehachapi's masterful design gives the armor a subtle yet unmistakable frontier style that also providing ample storage. Suitable for everything from sand dunes to bustling backstreets, the Aztalan is the ideal choice for your next adventure.
item_Desc_thp_light_core_01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 8K µSCU\nTemp. Rating: -35 / 65 °C\nBackpack Compatibility: Light\n\nFear no frontier while wearing the Aztalan armor. This mixture of armor plating and reinforced fabrics will keep you safe yet swift on your feet. Tehachapi's masterful design gives the armor a subtle yet unmistakable frontier style that also providing ample storage. Suitable for everything from sand dunes to bustling backstreets, the Aztalan is the ideal choice for your next adventure.
item_Desc_thp_light_helmet_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -32 / 64 °C\n\nFear no frontier while wearing the Aztalan armor. This mixture of armor plating and reinforced fabrics will keep you safe yet swift on your feet. Tehachapi's masterful design gives the armor a subtle yet unmistakable frontier style that also providing ample storage. Suitable for everything from sand dunes to bustling backstreets, the Aztalan is the ideal choice for your next adventure. Visor is AR crosshair compatible.
item_Desc_thp_light_legs_01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 5K µSCU\nTemp. Rating: -38 / 68 °C\n\nFear no frontier while wearing the Aztalan armor. This mixture of armor plating and reinforced fabrics will keep you safe yet swift on your feet. Tehachapi's masterful design gives the armor a subtle yet unmistakable frontier style that also providing ample storage. Suitable for everything from sand dunes to bustling backstreets, the Aztalan is the ideal choice for your next adventure.
item_Desc_thp_pants_01=Damage Reduction: 30%\nCarrying Capacity: 4K µSCU\nTemp. Rating: -56 / 86 °C\n\nDesigned in partnership with Grindstone Boots, the Ixonia pants are designed to keep you safe from hard knocks. The shin guards fits seamlessly over the Trekker boots, and are made from Tehachapi's proprietary polymer weave to provide a high level of protection.
item_Desc_tmbl_vest_biker_01_01_9tails01=Carrying Capacity: 1K µSCU\n\nThis version of the Renegade Cut vest has been modified from its original form. Reveal your inner rebel with the Renegade Cut vest, featuring a wide notched lapel and metal studs on the left shoulder. High quality synthetic leather and an insulated lining give the vest both comfort and style.
item_Desc_tmbl_vest_racing_01_01_9tails01=Carrying Capacity: 1K µSCU\n\nThis version of the Renegade Racing vest has been modified from its original form. The Renegade Racing vest provides protection against road rash without adding to your lap time. Graphene-based nanocomposite plating makes the vest extremely light yet ultra-durable. Ideal for everything from idyllic rides to heart pounding last laps.
item_Desc_uba_prison_backpack_01=Item Type: Light Backpack\nCarrying Capacity: 50K µSCU\nCore Compatibility: All\n\nThis sturdy Inmate Workpack provides ample storage capacity and evenly distributes weight across the wearer's back allowing them to carry more during every shift. It also features secure bottom straps to allow you to determine oxygen tank size on a per inmate basis, minimizing escape risk.
item_Desc_uba_prison_undersuit_01=Item Type: Worksuit\nDamage Reduction: 10%\nTemp. Rating: -75 / 75 °C\n\nThe Inmate Worksuit is a durable and highly visible worksuit designed to survive harsh conditions often faced by inmates during work release programs. The worksuit integrated reinforced padding for protection with a strong synthetic weave that meets the minimal government standard for thermal insulation while keeping costs low. The sturdy workpack provides ample storage capacity and evenly distributes weight across the wearer's back allowing them to carry more during every shift. It also features secure bottom straps to allow you to determine oxygen tank size on a per inmate basis, minimizing escape risk.
item_Desc_uba_prison_undersuit_helmet_01=Item Type: Worksuit Helmet\nDamage Reduction: 10%\nTemp. Rating: -75 / 75 °C\n\nThe Inmate Work Helmet features a highly visible design for easy visual tracking, alongside an anti-fogging, crack resistant faceplate sealed into reinforced plating that's rated to withstand falling debris, which helps minimize costly accidents to your labor pool.
item_Desc_vgl_advocacy_lightarmor_Shared=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nVirgil's TrueDef line of personal body armor provide strategic protection of vital areas while keeping you fast and mobile. Numerous planetary law enforcement organizations and even the Advocacy use versions of the TrueDef to protect their officers and agents.
item_Desc_vgl_advocacy_lightarmor_helmet_01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nVirgil's Argus helmet utilizes advanced multi-layered composite construction to provide incredible protection from weapon fire as well as environmental hazards. The tinted visor offers a wide field-of-view to improve situational awareness and unrestricted movement.
item_Desc_vgl_advocacy_lightarmor_legs_01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 3K µSCU\nTemp. Rating: -38 / 68 °C\n\nVirgil's TrueDef line of personal body armor provide strategic protection of vital areas while keeping you fast and mobile. Numerous planetary law enforcement organizations and even the Advocacy use versions of the TrueDef to protect their officers and agents."
item_Desc_vgl_armor_light_arms_01_01_9tails01=Item Type: Light Armor\nDamage Reduction: 20%\nTemp. Rating: -38 / 68 °C\n\nThis version of Virgil's TrueDef-Pro arms has been modified from its original form. Virgil's TrueDef line of personal body armor provide strategic protection of vital areas while keeping you fast and mobile. Numerous planetary law enforcement organizations and even the Advocacy use versions of the TrueDef to protect their officers and agents.
item_Desc_vgl_armor_light_core_01_01_9tails01=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 5K µSCU\nTemp. Rating: -35 / 65 °C\nBackpack Compatibility: Light\n\nThis version of Virgil's TrueDef-Pro core has been modified from its original form. Virgil's TrueDef line of personal body armor provide strategic protection of vital areas while keeping you fast and mobile. Numerous planetary law enforcement organizations and even the Advocacy use versions of the TrueDef to protect their officers and agents.
item_Desc_vgl_armor_light_core_01_01_Shared=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 5K µSCU\nTemp. Rating: -35 / 65 °C\nBackpack Compatibility: Light\n\nVirgil's TrueDef line of personal body armor provide strategic protection of vital areas while keeping you fast and mobile. Numerous planetary law enforcement organizations and even the Advocacy use versions of the TrueDef to protect their officers and agents.
item_Desc_vgl_armor_medium_helmet_01_Shared=Item Type: Medium Armor\nDamage Reduction: 30%\nTemp. Rating: -61 / 91 °C\n\nThe Paladin came out of Virgil's industrial division as a prototype helmet for salvage and repair operations. Yet its striking design so impressed company executives that they integrated it into their personal armor line. While the helmet's look stayed the same, Virgil reworked the design to use a combat rated, durable alloy for its distinct frame and reinforced the plating protecting the back of the head.
item_Desc_vgl_specialist_heavy_helmet_01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -90 / 115 °C\n\nThe Sangar helmet from Vigil is both practical and eye-catching, thanks to a prominent brow ridge meant to absorb and disperse strikes through the helmet's special impact-resistant inner lining. Featuring high quality diamond laminate lens over the eyes and a top tier dual sensor air filtration system protruding from the front like fangs, Virgil has ensured that the Sangar helmet can take a beating and look good doing it in every situation from a hostile environment to a frantic firefight.
item_Desc_vgl_specialist_heavy_helmet_01_01_9tails01=Item Type: Heavy Armor\nDamage Reduction: 40%\nTemp. Rating: -90 / 115 °C\n\nThis version of Virgil's Sangar helmet has been modified from its original form. The Sangar helmet from Vigil is both practical and eye-catching, thanks to a prominent brow ridge meant to absorb and disperse strikes through the helmet's special impact-resistant inner lining. Featuring high quality diamond laminate lens over the eyes and a top tier dual sensor air filtration system protruding from the front like fangs, Virgil has ensured that the Sangar helmet can take a beating and look good doing it in every situation from a hostile environment to a frantic firefight.
item_Desc_vgl_specialist_light_core_01_01_xenothreat=Item Type: Light Armor\nDamage Reduction: 20%\nCarrying Capacity: 5K µSCU\nTemp. Rating: -35 / 65 °C\nBackpack Compatibility: Light\n\nVirgil's TrueDef line of personal body armor provide strategic protection of vital areas while keeping you fast and mobile. Numerous planetary law enforcement organizations and even the Advocacy use versions of the TrueDef to protect their officers and agents. This special version honors those who bravely fight alongside law enforcement and the Navy when called upon during times of great need by featuring a Civilian Defense Force logo on the front and back.
item_Desc_vgl_undersuit_01_01_Shared=Item Type: Undersuit\nDamage Reduction: 10%\nTemp. Rating: -30 / 60 °C\n\nVirgil's ForceFlex is the next generation in undersuit technology. Rated for combat as well as industrial work, you can rest assured that the comboweave will keep you protected in whatever situation you put it through.
item_Desc_vlg_backpack_heavy_01=Item Type: Heavy Backpack\nCarrying Capacity: 50K µSCU\nCore Compatibility: Heavy\n\nThis hard backpack from Virgil, Ltd. makes travel easy. Whether you need a place to carry your weapons or you've decided to bring some extra rations along for a long journey, this backpack was designed to rise to any occasion. The interior features a generous, closeable pocket to keep your small items from falling out of place.
item_Desc_vpw_bouncer_boots_01_01_01=The Vaporwear Good Boot is the result of a design collaboration between seven up-and-coming designers who were each tasked to answer one question: what makes a good boot? The result is a fusion of supreme comfort with supergrip rubber soles, reinforced toe safeguards, and a variety of decorative zippers and buckles around the top quarter.
item_Desc_vpw_bouncer_jacket_01_01_01=Carrying Capacity: 1K µSCU\n\nThe Vaporwear Creese is an ocan jacket featuring an old-Earth collar and tags around the shoulders. Armored shoulder accents and ventilated sleeves allow the jacket to be worn casually or piloting an open canopy vehicle.
item_Desc_vpw_bouncer_jacket_01_02_01=Carrying Capacity: 1K µSCU\n\nThe Vaporwear Creese is an ocan jacket featuring an old-Earth collar and tags around the shoulders. Armored shoulder accents and ventilated sleeves provide protection without restricting movement, allowing the jacket to be worn casually or piloting an open canopy vehicle. The special Skullsnap edition is a slick silver with geometric stylings and a screaming skull on the back.
item_Desc_vpw_bouncer_jacket_01_03_01=Carrying Capacity: 1K µSCU\n\nThe Vaporwear Creese is an ocan jacket featuring an old-Earth collar and tags around the shoulders. Armored shoulder accents and ventilated sleeves provide protection without restricting movement, allowing the jacket to be worn casually or piloting an open canopy vehicle. The special Toxic Fog edition is black with poison gas green accents and skull on the front and back.
item_Desc_vpw_bouncer_jacket_01_04_01=Carrying Capacity: 1K µSCU\n\nThe Vaporwear Creese is an ocan jacket featuring an old-Earth collar and tags around the shoulders. Armored shoulder accents and ventilated sleeves provide protection without restricting movement, allowing the jacket to be worn casually or piloting an open canopy vehicle. The special Copperhead edition features a snake enwrapping the front, back, and left arm of the jacket.
item_Desc_vpw_bouncer_mask_01_01_01=Ever dream of standing out in a crowd while remaining completely anonymous? Vaporwear's Brace hood offer total facial coverage that keeps the wearer's identity hidden. Small optical sensors woven into the hood and run through a digital interface on the back provides the wearer with a perfect view of their surroundings.
item_Desc_vpw_bouncer_pants_01_01_01=Carrying Capacity: 0.5K µSCU\n\nThe company's classic pant, the Threshold line features a glossy faux-organic exterior, an attached belt with real metal buckle, and reinforced knee pads. Additionally, the pants are decorated with non-constructive stitching and include two hip pockets.
item_Desc_vpw_bouncer_pants_01_02_01=Carrying Capacity: 0.5K µSCU\n\nThe company's classic pant, the Threshold line features a glossy faux-organic exterior, an attached belt, and reinforced silver knee and shin pads. Additionally, the pants are decorated with non-constructive stitching and include two hip pockets. The Skullsnap edition features the Vaporwear logo over an orange and blue stripe on the front left leg.
item_Desc_vpw_bouncer_pants_01_03_01=Carrying Capacity: 0.5K µSCU\n\nThe company's classic pant, the Threshold line features a glossy faux-organic exterior, an attached belt, and reinforced knee and shin pads. Additionally, the pants are decorated with non-constructive stitching and include two hip pockets. The Toxic Fog edition features Vaporwear in green across the front left leg.
item_Desc_vpw_bouncer_pants_01_04_01=Carrying Capacity: 0.5K µSCU\n\nThe company's classic pant, the Threshold line features a glossy faux-organic exterior, an attached belt with real metal buckle, and reinforced knee and shin pads. Additionally, the pants are decorated with non-constructive stitching and include two hip pockets. The Copperhead edition features golden accents on knee and shin pads.
item_Desc_vpw_bouncer_shirt_01_01_01=Vaporwear's Tyger messaging shirt features the brand's distinct camo pattern with a programmable monocolor digital cloth statement strip. The all-purple and black design isn't likely to keep anyone truly camouflage in all but the most alien jungle, but it's sure to make a statement in any crowded metropolis.
item_Descammobox_pistol,P= Pistol Ammo Box
item_Descammobox_rifle,P=Rifle Ammo Box
item_Descapar_melee_01=Manufacturer: Apocalypse Arms\nItem Type: Knife\nClass: Melee\n\nSize: 15 cm\n\nThe Demon Fang is a simple yet sinister split blade knife supported by a sturdy and lightly textured handle. Vibrant red cutting edges highlight the knife's unusual and intimidating look, guaranteeing to give anyone second thoughts about getting in its way.
item_Descapar_special_ballistic_01=Manufacturer: Apocalypse Arms\nItem Type: Railgun\nClass: Ballistic\n\nMagazine Size: 5\nRate Of Fire: 60 rpm\nEffective Range: 200 m\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (S4)\n\nEqually devastating to larger threats and hostile vehicles, this shoulder mounted railgun from Apocalypse Arms uses electromagnets to deliver its payload accurately over great distances, making it the Scourge of land, air and space.
item_Descapar_special_ballistic_01_black02=Manufacturer: Apocalypse Arms\nItem Type: Railgun\nClass: Ballistic\n\nMagazine Size: 10\nRate Of Fire: 60 rpm\nEffective Range: 200 m\n\nEqually devastating to larger threats and hostile vehicles, this shoulder mounted railgun from Apocalypse Arms uses electromagnets to deliver its payload accurately over great distances, making it the Scourge of land, air and space.
item_Descapar_special_ballistic_01_mag=Item Type: Magazine\nCapacity: 5\n\nThis magazine holds the large specially designed .937 caliber tungsten sabot rounds fired by the Apocalypse Arms Scourge railgun.
item_Descapar_special_ballistic_01_tan01=Manufacturer: Apocalypse Arms\nItem Type: Railgun\nClass: Ballistic\n\nMagazine Size: 10\nRate Of Fire: 60 rpm\nEffective Range: 200 m\n\nEqually devastating to larger threats and hostile vehicles, this shoulder mounted railgun from Apocalypse Arms uses electromagnets to deliver its payload accurately over great distances, making it the Scourge of land, air and space.
item_Descapar_special_ballistic_02=Manufacturer: Apocalypse Arms\nItem Type: Missile Launcher\nClass: Ballistic\n\nMagazine Size: 3\nRate Of Fire: 300 rpm (3 shot burst)\nEffective Range: 2 km\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (N/A)\n\nLift the Animus onto your shoulder and level the opposition on the battlefield. This missile launcher from Apocalypse Arms features a rotating barrel that quickly fires three missiles, making it the perfect weapon to obliterate ground forces or damage vehicles and small ships. When you need to sow destruction to save yourself, you can trust Apocalypse Arms to deliver.
item_Descapar_special_ballistic_02_mag=Item Type: Magazine\nCapacity: 3\n\nThis magazine for the Animus missile launcher holds three missiles.
item_Descapar_special_ballistic_02_missile=Item Type: Ammo\n\nBallistic missile ammo for the Animus missile launcher.
item_Descarma_barrel_comp_s1=Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 1\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator1. ArmaMod's expertly designed S1 barrel attachment efficiently expels gasses to keep every shot on target.
item_Descarma_barrel_comp_s2=Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 2\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator2. ArmaMod's expertly designed S2 barrel attachment efficiently expels gasses to keep every shot on target.
item_Descarma_barrel_comp_s3=Manufacturer: ArmaMod\nType: Ballistic Compensator\nAttachment Point: Barrel\nSize: 3\n\nMaintain accuracy by countering muzzle rise with the Sion Compensator3. ArmaMod's expertly designed S3 barrel attachment efficiently expels gasses to keep every shot on target.
item_Descarma_barrel_flhd_s1=Manufacturer: ArmaMod\nType: Flash Hider\nAttachment Point: Barrel\nSize: 1\n\nThe Veil Flash Hider1 is an S1 flash hider from ArmaMod. Designed to reduce muzzle flash, it will help keep your position hidden once the action begins.
item_Descarma_barrel_flhd_s2=Manufacturer: ArmaMod\nType: Flash Hider\nAttachment Point: Barrel\nSize: 2\n\nThe Veil Flash Hider2 is an S2 flash hider from ArmaMod. Designed to reduce muzzle flash, it will help keep your position hidden once the action begins.
item_Descarma_barrel_flhd_s3=Manufacturer: ArmaMod\nType: Flash Hider\nAttachment Point: Barrel\nSize: 3\n\nThe Veil Flash Hider3 is an S3 flash hider from ArmaMod. Designed to reduce muzzle flash, it will help keep your position hidden once the action begins.
item_Descarma_barrel_stab_s1=Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 1\n\nReduce energy weapon recoil with the Emod Stabilizer1. ArmaMod designed the attachment to improve both horizontal and vertical recoil to ensure a more precise shot.
item_Descarma_barrel_stab_s2=Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 2\n\nReduce energy weapon recoil with the Emod Stabilizer2. ArmaMod designed the attachment to improve both horizontal and vertical recoil to ensure a more precise shot.
item_Descarma_barrel_stab_s3=Manufacturer: ArmaMod\nType: Energy Stabilizer\nAttachment Point: Barrel\nSize: 3\n\nReduce energy weapon recoil with the Emod Stabilizer3. ArmaMod designed the attachment to improve both horizontal and vertical recoil to ensure a more precise shot.
item_Descarma_barrel_supp_s1=Manufacturer: ArmaMod\nType: Suppressor\nAttachment Point: Barrel\nSize: 1\n\nStrike silently with the Tacit Supressor1. ArmaMod uses a proprietary ceramic coating inside the suppressor to ensure the sound of gunfire remains minimal.
item_Descarma_barrel_supp_s2=Manufacturer: ArmaMod\nType: Suppressor\nAttachment Point: Barrel\nSize: 2\n\nStrike silently with the Tacit Supressor2. ArmaMod uses a proprietary ceramic coating inside the suppressor to ensure the sound of gunfire remains minimal.
item_Descarma_barrel_supp_s3=Manufacturer: ArmaMod\nType: Suppressor\nAttachment Point: Barrel\nSize: 3\n\nStrike silently with the Tacit Supressor3. ArmaMod uses a proprietary ceramic coating inside the suppressor to ensure the sound of gunfire remains minimal.
item_Descbanu_melee_01=Manufacturer: Banu\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nBanu engineering and ingenuity combine in the Njakte knife. Its distinct curved blade and serrated edge is rust resistant and remains ultra-sharp even after extensive use thanks to a special metal alloy that's a trade secret of the souli that manufacturers it. The intricately detailed handle gives it a distinctly Banu visual style and provides texture to ensure a great grip.
item_Descbanu_melee_01_blue01=Manufacturer: Banu\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nHoned to a razor-fine edge, the Pambada knife has a wide range of applications. The serrated edge is great for cutting through soft and flexible materials like ropes or fabrics while the gut hook can be used to overcome tougher resistance. The sharpened angular point of the blade ensures the Pambada can still pierce, rounding out the weapon's versatile toolset. It is made with the same rust-resistant, ultra-sharp metal alloy found in other Banu knives and features an intricately detailed handle of distinctively Banu origin.
item_Descbanu_melee_01_green01=Manufacturer: Banu\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nThe Zogo knife is prized among many soulis for its versatility and cutting edge. The strong tip and wide belly of the blade make the Zogo knife particularly durable, a crucial feature in survival situations in which this blade excels. The special metal alloy used in the knife's design is also rust-resistant and remains ultra-sharp even after extensive use while the intricately detailed handle gives it a distinctly Banu style and provides texture to ensure a tight grip.
item_Descbanu_melee_01_red01=Manufacturer: Banu\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nA brutally effective product of Banu engineering, the Myuda knife is a vicious weapon designed for leaving wounds that won't heal easily. The special metal alloy used in the construction of the blade is rust-resistant and remains ultra-sharp even after extensive use. The intricately detailed handle gives it a distinctly Banu style and provides texture to ensure a tight grip.
item_Descbanu_melee_02=Manufacturer: Banu\nItem Type: Knife\nClass: Melee\n\nSize: N/A\n\nThe Myondo is a distinct, curved blade with a notched finger-well and bejeweled pommel. The texture on the both the blade and handle come from the unique forging process used by the Banu craftsmen who make them.
item_Descbanu_melee_03=Manufacturer: Banu\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nWith its trailing point tip, curved belly, and sturdy spine, the Sizi knife was crafted with meticulous attention to detail, balance, and usability. Featuring an intricate Banu design, additional chromium was added to the metal to ensure long-term resistance against corrosion.
item_Descbathfloat_crusader_01=Space isn't the only place for Finley the Stormwal anymore. Crusader's cute mascot can now also surf the suds in your bathtub with this fun bath float.
item_Descbehr_areadenialsystem_01=Manufacturer: Behring\n\nThe PK-1 is a non-lethal anti-personnel mine that projects a dual-axis concussive and EMP energy to stun opponents and disrupt electronics caught in the blast.
item_Descbehr_areadenialsystem_01_ammo=The PK-1 is a non-lethal anti-personnel mine that projects a dual-axis concussive and EMP energy to stun opponents and disrupt electronics caught in the blast.
item_Descbehr_conc_grenade_01=Manufacturer: Behring\nItem Type: Grenade\n\nArea of Effect: 15 m\nDamage Type: Non-Lethal (Concussion)\n\nThe Behring AP-7 is a battle-tested and operator approved tool for the field. This non-lethal explosive device is designed to disorient and disable enemy targets, allowing friendlies to safely breach and secure an area. Behring's proprietary reinforced casing construction minimizes the potential for accidental injury or death.
item_Descbehr_conc_grenade_01_ammo=The AP-7 is a battle-tested and operator approved tool for the field. This non-lethal explosive device is designed to disorient and disable enemy targets, allowing friendlies to safely breach and secure an area. Behring's proprietary reinforced casing construction minimizes the potential for accidental injury or death.
item_Descbehr_emp_grenade_01=Manufacturer: Behring\nItem Type: Grenade\n\nArea of Effect: 20 m\nDamage Type: Non-Lethal (EMP)\n\nBehrings EP5 grenade produces a controlled electromagnetic burst to disrupt unshielded electronics for a short time, making it an invaluable addition to the loadout of military and law enforcement operators.
item_Descbehr_emp_grenade_01_ammo=Behrings EP5 grenade produces a controlled electromagnetic burst to disrupt unshielded electronics for a short time, making it an invaluable addition to the loadout of military and law enforcement operators.
item_Descbehr_frag_grenade_01=Manufacturer: Behring\nItem Type: Grenade\n\nArea of Effect: 20 m\nDamage Type: Frag\n\nA continuation of the iconic hand grenade first produced by Behring in 2894, the MK-4 is an anti-personnel fragmentation grenade capable of saturating the kill-zone with lethal projectiles and a devastating concussive blast.
item_Descbehr_frag_grenade_01_ammo=A continuation of the iconic hand grenade first produced by Behring in 2894, the MK4 is an anti-personnel fragmentation grenade capable of saturating the kill-zone with lethal projectiles and a devastating concussive blast.
item_Descbehr_glauncher_ballistic_01=Manufacturer: Behring\nItem Type: Grenade Launcher\nClass: Ballistic\n\nMagazine Size: 6\nRate Of Fire: 40 rpm\nEffective Range: Variable (80m)\n\nAttachments: Optics (S1), Barrel (N/A), Underbarrel (S1)\n\nThe military-grade GP-33 MOD launcher fires 40mm grenades to clear rooms and flush out enemies behind cover thanks to Behring's precision design that primes each grenade to explode on impact.
item_Descbehr_glauncher_ballistic_01_black01=Manufacturer: Behring\nItem Type: Grenade Launcher\nClass: Ballistic\n\nMagazine Size: 6\nRate Of Fire: 40 rpm\nEffective Range: Variable (80m)\n\nAttachments: Optics (S1), Barrel (N/A), Underbarrel (S1)\n\nThe military-grade GP-33 MOD launcher fires 40mm grenades to clear rooms and flush out enemies behind cover thanks to Behring's precision design that primes each grenade to explode on impact. A black and grey color combination gives the Thunderclap edition a subtle look suitable for any security professional.
item_Descbehr_glauncher_ballistic_01_cen01=Manufacturer: Behring\nItem Type: Grenade Launcher\nClass: Ballistic\n\nMagazine Size: 6\nRate Of Fire: 40 rpm\nEffective Range: Variable (80m)\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nThe military-grade GP-33 MOD launcher fires 40mm grenades to clear rooms and flush out enemies behind cover thanks to Behring's precision design that primes each grenade to explode on impact. The Ashfall edition mixes dark blue, grey, and black for a subtle yet stylish look.
item_Descbehr_glauncher_ballistic_01_imp01=Manufacturer: Behring\nItem Type: Grenade Launcher\nClass: Ballistic\n\nMagazine Size: 6\nRate Of Fire: 40 rpm\nEffective Range: Variable (80m)\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nThe military-grade GP-33 MOD launcher fires 40mm grenades to clear rooms and flush out enemies behind cover thanks to Behring's precision design that primes each grenade to explode on impact. A light, metallic finish applied to the barrel and stock catches the eye and makes the Copperhead edition stand out from other versions.
item_Descbehr_glauncher_ballistic_01_mag=Item Type: Magazine\nCapacity: 6\n\nThis magazine for the GP-33 MOD holds six 40mm grenades.
item_Descbehr_glauncher_ballistic_01_shin=Manufacturer: Behring\nItem Type: Grenade Launcher\nClass: Ballistic\n\nMagazine Size: 6\nRate Of Fire: 40 rpm\nEffective Range: Variable (80m)\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nThe military-grade GP-33 MOD launcher fires 40mm grenades to clear rooms and flush out enemies behind cover thanks to Behring's precision design that primes each grenade to explode on impact. The Umber edition is finished in rust and orange.
item_Descbehr_grav_grenade_01=Manufacturer: Behring\nItem Type: Grenade\n\nDamage Type: Non-Lethal\n\nThe Behring DS-12 is the latest in pacification technology, delivering a non-lethal force push intended to displace opponents in low or zero gravity situations.
item_Descbehr_grav_grenade_01_ammo=The DS12 is the latest in pacification technology, delivering a non-lethal force push intended to displace opponents in low or zero gravity situations.
item_Descbehr_hmg_ballistic_01=Manufacturer: Behring\nItem Type: HMG\nClass: Ballistic\n\nMagazine Size: 80\nRate Of Fire: 400 rpm\nEffective Range: 60 m\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (S4)\n\nBehring's vaunted craftsmanship and use of precision parts means the FS-9H heavy machine gun can withstand the heat of battle while still packing a potent punch. With a slow and steady rate of automatic fire, the FS-9H blasts 7mm ballistic shells that remain effective at distances up to 60 meters.
item_Descbehr_hmg_ballistic_01_mag=Item Type: Magazine\nCapacity: 80\n\nThis magazine for the Behring FS-9H HMG holds eighty 7mm rounds.
item_Descbehr_lidar_grenade_01=Manufacturer: Behring\nItem Type: Grenade\n\nDamage Type: Non-Lethal\n\nThe Behring SC-1 LIDAR allows users to understand the battlefield before entering it. Once activated in the field, it emits an omni-directional scan that maps everyone in its radius and then sends their precise positions to the operator.
item_Descbehr_lidar_grenade_01_ammo=LIDAR allows users to understand the battlefield before entering it. Once activated in the field, it emits an omni-directional scan that maps everyone in its radius. Then sends their precise positions to the operator.
item_Descbehr_lmg_ballistic_01=Manufacturer: Behring\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 75\nRate Of Fire: 800 rpm\nEffective Range: 40 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S3)\n\nBehring designed the FS-9 to be an overwhelming battlefield force. This light machine gun features a full auto mode that makes it ideal for laying down covering fire or holding back advancing enemies. The FS-9 is also acclaimed for its ability to maintain accuracy while unleashing sustained fire.
item_Descbehr_lmg_ballistic_01_luminalia_green01=Manufacturer: Behring\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 75\nRate Of Fire: 800 rpm\nEffective Range: 40 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S3)\n\nBehring designed the FS-9 to be an overwhelming battlefield force. This light machine gun features a full auto mode that makes it ideal for laying down covering fire or holding back advancing enemies. The FS-9 is also acclaimed for its ability to maintain accuracy while unleashing sustained fire. The Evergreen edition embraces the Luminalia spirit by using a tradition holiday color with its vibrant green tint.
item_Descbehr_lmg_ballistic_01_mag=Item Type: Magazine\nCapacity: 75\n\nThis magazine for the Behring FS-9 LMG holds seventy five 5mm rounds.
item_Descbehr_lmg_ballistic_01_xenothreat01=Manufacturer: Behring\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 75\nRate Of Fire: 800 rpm\nEffective Range: 40 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S3)\n\nBehring designed the FS-9 to be an overwhelming battlefield force. This light machine gun features a full auto mode that makes it ideal for laying down covering fire or holding back advancing enemies. The FS-9 is also acclaimed for its ability to maintain accuracy while unleashing sustained fire. This entry in the Legendary Bounty Hunters line had famed tracker Farook 'Stoneface' Norris design a look for his beloved FS-9 LMG featuring striking pops of red against a grey base tint.
item_Descbehr_lmg_ballistic_01_yellow_grey01=Manufacturer: Behring\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 75\nRate Of Fire: 800 rpm\nEffective Range: 40 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S3)\n\nBehring designed the FS-9 to be an overwhelming battlefield force. This light machine gun features a full auto mode that makes it ideal for laying down covering fire or holding back advancing enemies. The FS-9 is also acclaimed for its ability to maintain accuracy while unleashing sustained fire. Updated with new yellow and grey coloring, this special Finish Line edition is an homage to starship racing.
item_Descbehr_ltm_kinetic_01,P=Manufacturer: Behring\nItem Type: Laser Mine\n\nArea of Effect: 15 m\nDamage Type: Kinetic\n\nhe ADO-5, or commonly called ADOSS is a Laser Mine from Behring. It is a deadly tool you want to own to protect your precious goods, but you never want to accidentally step into. Where ADO stand for Area Denial Ordnance you can be sure that your property is well protected.\n\nThis deadly gadget is made of an light weight aluminum case that holds a strong explosive. It can be easily attached to any surface with our state of the art attachment technology.\n\nThe laser beam comes in predefined lengths for all your use cases, to provide a good variance for various room types, hallways or even giant hangars. \n\nHandle with care! Once activated the only way to turn it off is by destruction.
item_Descbehr_optics_holo_x1_s1=Manufacturer: Behring\nType: Projection \nAttachment Point: Optic\nMagnification: 1x\nZoom: 1x-1.5x\nAim Time: +15%\nSize: 1\n\n\nExperience Behring precision with this non-magnifying projection sight. Featuring a highly visible target marker, the PT1 provides ultimate target acquisition to find and lock onto hostiles with ease.
item_Descbehr_optics_holo_x2_s1=Manufacturer: Behring\nType: Projection \nAttachment Point: Optic\nMagnification: 2x\nZoom: 2x-2.5x\nAim Time: +15%\nSize: 1\n\n\nImprove your combat accuracy with this 2x magnifying sight from Behring. Built with meticulous care and craftsmanship, the PT2 has become an essential optic for everyone from sport shooters to law enforcement professionals.
item_Descbehr_optics_holo_x3_s1=Manufacturer: Behring\nType: Projection \nAttachment Point: Optic\nMagnification: 3x\nZoom: 3x-3.5x\nAim Time: +15%\nSize: 1\n\n\n\nGet up close and personal with this 3x magnifying optic from Behring. The PT3 projects a highly visible target marker allowing you to confidently cover your field of view across various lighting and environmental conditions.
item_Descbehr_optics_rdot_x1_s1=Manufacturer: Behring\nType: Reflex\nAttachment Point: Optic\nMagnification: 1x\nAim Time: +15%\nSize: 1\n\nPerfect for close-quarter combat, the RF1 non-magnifying reflex optic was the first to use Behring's Hyper-Lumen substrate coating to ensure the aiming reticle could be seen in wide range of light conditions, day or night.
item_Descbehr_optics_tsco_x16_s3=Manufacturer: Behring\nType: Telescopic \nAttachment Point: Optic\nMagnification: 16x\nAim Time: +0%\nSize: S3\n\nGet a clear view of your target from afar with the EE16. Behring craftsmanship produced a 16x scope that's lightweight, durable, and deadly accurate. A rigorous 22-step testing process ensures the EE16 can deliver precision targeting even after encountering extreme weather or surviving battlefield wear and tear.
item_Descbehr_optics_tsco_x4_s2=Manufacturer: Behring\nType: Telescopic \nAttachment Point: Optic\nMagnification: 4x\nZoom: 4x-5.5x\nAim Time: +25%\nSize: S2\n\nGet a clear view of your target from afar with the EE04. Behring craftsmanship produced a 4x scope that's lightweight, durable, and deadly accurate. A rigorous 22-step testing process ensures the EE04 can deliver precision targeting even after encountering extreme weather or surviving battlefield wear and tear.
item_Descbehr_optics_tsco_x8_s3=Manufacturer: Behring\nType: Telescopic \nAttachment Point: Optic\nMagnification: 8x\nAim Time: +0%\nSize: S3\n\nGet a clear view of your target from afar with the EE08. Behring craftsmanship produced a 8x scope that's lightweight, durable, and deadly accurate. A rigorous 22-step testing process ensures the EE08 can deliver precision targeting even after encountering extreme weather or surviving battlefield wear and tear.
item_Descbehr_pistol_ballistic_01=Manufacturer: Behring\nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 20\nRate Of Fire: 450 rpm\nEffective Range: 25 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nThanks to a streamlined design and a lightweight polymer frame that helps to minimize recoil, it's easy to see why the versatile and dependable S-38 from Behring has become a trusted sidearm across the Empire for both citizens and law enforcement officers.
item_Descbehr_pistol_ballistic_01_300=Manufacturer: Behring\nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 20\nRate Of Fire: 450 rpm\nEffective Range: 25 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nThanks to a streamlined design and a lightweight polymer frame that helps to minimize recoil, it's easy to see why the versatile and dependable S-38 from Behring has become a trusted sidearm across the Empire. This special edition features an imperial blue slide to commemorate the ongoing efforts of 'One Empire,' a community-based government initiative.
item_Descbehr_pistol_ballistic_01_mag=Item Type: Magazine\nCapacity: 20\n\nThis magazine for the Behring S-38 pistol holds twenty 10mm rounds.
item_Descbehr_rifle_ballistic_01=Manufacturer: Behring\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 40\nRate Of Fire: 550 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nBehring's classic P4-AR rifle features a collapsible stock and shortened barrel, making it an ideal choice for close-quarter firefights. Its accuracy and general ease of use make it universally valued among security, military and civilian users.
item_Descbehr_rifle_ballistic_01_black02=Manufacturer: Behring\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 40\nRate Of Fire: 550 rpm\nEffective Range: 50 m\n\nBehring's classic P4-AR rifle features a collapsible stock and shortened barrel, making it an ideal choice for close-quarter firefights. Its accuracy and general ease of use make it universally valued among security, military and civilian users.
item_Descbehr_rifle_ballistic_01_green01=Manufacturer: Behring\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 40\nRate Of Fire: 550 rpm\nEffective Range: 50 m\n\nBehring's classic P4-AR rifle features a collapsible stock and shortened barrel, making it an ideal choice for close-quarter firefights. Its accuracy and general ease of use make it universally valued among security, military and civilian users.
item_Descbehr_rifle_ballistic_01_iron=Accurate sighting attachment for the Behring P4-AR rifle.
item_Descbehr_rifle_ballistic_01_mag=Item Type: Magazine\nCapacity: 40\n\nThis magazine for the Behring P4-AR rifle holds fourty 5.56mm cartridges.
item_Descbehr_rifle_ballistic_01_tan01=Manufacturer: Behring\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 40\nRate Of Fire: 550 rpm\nEffective Range: 50 m\n\nBehring's classic P4-AR rifle features a collapsible stock and shortened barrel, making it an ideal choice for close-quarter firefights. Its accuracy and general ease of use make it universally valued among security, military and civilian users.
item_Descbehr_rifle_ballistic_01_white02=Manufacturer: Behring\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 40\nRate Of Fire: 550 rpm\nEffective Range: 50 m\n\nBehring's classic P4-AR rifle features a collapsible stock and shortened barrel, making it an ideal choice for close-quarter firefights. Its accuracy and general ease of use make it universally valued among security, military and civilian users.
item_Descbehr_rifle_ballistic_02=Manufacturer: Behring \nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 600 rpm\nEffective Range: 60 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nBuilt to be the standard issue assault rifle of UEE Marines, the Behring P8-AR excels in its dependability and straightforward operation to allow you to focus on the fight at hand.
item_Descbehr_rifle_ballistic_02_mag=Item Type: Magazine\nCapacity: 30\n\nThis magazine for the Behring P8-AR rifle comes pre-loaded with thirty 7.62mm rounds.
item_Descbehr_rifle_ballistic_02a=Manufacturer: Behring\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 600 rpm\nEffective Range: 60 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nBuilt to be the standard issue assault rifle of UEE Marines, the Behring P8-AR excels in its dependability and straightforward operation to allow you to focus on the fight at hand.
item_Descbehr_shotgun_ballistic_01=Manufacturer: Behring\nItem Type: Shotgun\nClass: Ballistic\n\nMagazine Size: 12\nRate Of Fire: 75 rpm\nEffective Range: 15 m\n\nAttachments: Optics (S1), Barrel (S3), Underbarrel (S2)\n\nOriginally designed for the military, Behring decided to sell the BR-2 ballistic shotgun to the general public after the initial weapon testers kept requesting to take one home. Featuring a semi-auto fire mode that can rapidly deliver devastating stopping power, the BR-2 is the ideal choice for both offensive and defensive operations.
item_Descbehr_shotgun_ballistic_01_mag=Item Type: Magazine\nCapacity: 12\n\nThis magazine for the Behring BR-2 shotgun holds twelve 12-gauge rounds.
item_Descbehr_smg_ballistic_01=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
item_Descbehr_smg_ballistic_01_IAE2022=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection. The "Red Alert" edition mixes grey and a vibrant red for a bold and dynamic design.
item_Descbehr_smg_ballistic_01_black01=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
item_Descbehr_smg_ballistic_01_black02=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
item_Descbehr_smg_ballistic_01_gold01=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
item_Descbehr_smg_ballistic_01_green01=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
item_Descbehr_smg_ballistic_01_iron=Accurate sighting attachment for the P8-SC SMG.
item_Descbehr_smg_ballistic_01_mag=Item Type: Magazine\nCapacity: 45\n\nThis magazine for the Behring P8-SC SMG holds forty-five 10mm rounds.
item_Descbehr_smg_ballistic_01_tan01=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
item_Descbehr_smg_ballistic_01_white01=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
item_Descbehr_smg_ballistic_01_white02=Manufacturer: Behring\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 45\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nWhen the top fighting force in the universe chooses a weapon as their standard, it pays to stand up and take notice. The Behring-crafted P8-SC has been the ballistic submachine gun of choice for the UEE Marines since it first came off the production line, but since then, many have come to rely on this weapon for their own personal safety and protection.
item_Descbehr_sniper_ballistic_01=Manufacturer: Behring\nItem Type: Sniper Rifle\nClass: Ballistic\n\nMagazine Size: 8\nRate Of Fire: 20 rpm\nEffective Range: 120 m\n\nAttachments: Optics (S3), Barrel (S2), Underbarrel (S2)\n\nThe Behring P6-LR ballistic sniper rifle more than makes up for its slow rate of fire with a high powered 8mm round that's effective from long range. Featuring a scope with variable zoom modes and a barrel composed of a proprietary high-strength alloy, the P6-LR was designed to deliver when needed most.
item_Descbehr_sniper_ballistic_01_mag=Item Type: Magazine\nCapacity: 8\n\nThis magazine for the Behring P6-LR sniper rifle holds eight 8mm rounds.
item_Descbehr_special_ballistic_01=Manufacturer: Behring\nItem Type: Launcher\nClass: Rocket\n\nMagazine Size: 2\nRate Of Fire: 20 rpm\nEffective Range: 100 m\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (N/A)\n\nDeliver a one-two punch with the HP-284 rocket launcher from Behring. Designed to blast two dumbfire rockets in quick succession, the weapon can have a quick and devastating impact on adversaries and is effective against vehicles.
item_Descbehr_special_ballistic_01_mag=The mX-Shatter rocket from Badger Bad scatters small explosives on impact or after a very brief period of time. Whenever the rocket shoots out, smaller explosives fire off in random directions making it excellent for clearing out areas. Every mX-Shatter rocket has a cluster of about 8 small explosives that when combined are about equal in force to a frag grenade.
item_Desccds_deployable_shield_01=Manufacturer: CDS\n\nInitially designed for high-risk raids for the Advocacy, CDS has finally released their QDB tech to the public. This Quick Deployment Barricade or QuikCade is mobile system capable of projecting a localized protection field capable of temporarily shielding two operators from incoming fire.
item_Desccds_deployable_shield_01_ammo,P= CDS QuickCade Ammo
item_Desccnou_mustang_s1_q2,P=Mustang ball turret description text
item_Desccrlf_consumable_adrenaline_01=Manufacturer: CureLife\nItem Type: Medical Consumable\n\nFrom the Empires most trusted medical company, the CureLife AdrenaPen can rapidly dispense doses of the synthetic adrenaline Demexatrine during emergency situations to help relieve muscle fatigue and symptoms related to being concussed. Use only as recommended.
item_Desccrlf_consumable_healing_01=Manufacturer: CureLife\nItem Type: Medical Consumable\n\nFrom the Empires most trusted medical company, the CureLife MedPen can rapidly dispense doses of the coagulant Hemozal during emergency situations to help relieve bleeding and improve a patients overall vitals. Use only as recommended.
item_Desccrlf_consumable_overdoseRevival_01=Manufacturer: CureLife\nItem Type: Medical Consumable\n\nFrom the Empires most trusted medical company, the CureLife DetoxPen can rapidly dispense doses of the detoxicant Resurgera during emergency situations to help relieve symptoms associated with high blood drug levels (BDL) and overdoses. Use only as recommended.
item_Desccrlf_consumable_oxygen_01=Manufacturer: CureLife\n\nThis easy-to-carry disposable first-aid system is designed to refill pressure suit oxygen reserves in emergency situations. Compatible with most standard suits, the Curelife OxyPen is an ideal solution for preventing hypoxia and providing immediate access to lifesaving oxygen.
item_Desccrlf_consumable_painkiller_01=Manufacturer: CureLife\nItem Type: Medical Consumable\n\nFrom the Empires most trusted medical company, the CureLife OpioPen can rapidly dispense doses of the pain reliever Roxaphen during emergency situations to help relieve symptoms associated with impaired mobility and partial paralysis. Use only as recommended.
item_Desccrlf_consumable_radiation_01=Manufacturer: CureLife\nItem Type: Medical Consumable\n\nThe DeconPen from CureLife delivers a rapid injection of Canoiodide, a proprietary medicinal compound that reduces injuries from radiation exposure.
item_Desccrlf_consumable_steroids_01=Manufacturer: CureLife\nItem Type: Medical Consumable\n\nFrom the Empires most trusted medical company, the CureLife CorticoPen can rapidly dispense doses of the corticosteroid Sterogen during emergency situations to help relieve symptoms associated with muscle weakness and respiratory damage. Use only as recommended.
item_Desccrlf_medgun_01=Manufacturer: CureLife\nItem Type: Medical Device\n\nThe ParaMed from CureLife is a professional-grade emergency medical device designed to stabilize patients suffering from possible life-threatening injuries. Offering extremely accurate diagnostics and dosing, the ParaMed can treat more patients and offer longer relief with less risk of overdose.
item_Desccrlf_medgun_01_grey01=Manufacturer: CureLife\nItem Type: Medical Device\n\nThe ParaMed from CureLife is a professional-grade emergency medical device designed to stabilize patients suffering from possible life-threatening injuries. Offering extremely accurate diagnostics and dosing, the ParaMed can treat more patients and offer longer relief with less risk of overdose. The "Amalgam" edition features a sleek grey color.
item_Desccrlf_medgun_01_mag=Item Type: MedGel Refill\n\nThis vial is used to refill the ParaMed Medical Device with CureLife Pancea MedGel.\n
item_Desccrlf_medgun_01_purple01=Manufacturer: CureLife\nItem Type: Medical Device\n\nThe ParaMed from CureLife is a professional-grade emergency medical device designed to stabilize patients suffering from possible life-threatening injuries. Offering extremely accurate diagnostics and dosing, the ParaMed can treat more patients and offer longer relief with less risk of overdose. The "Venule" edition features a rich purple color.
item_Desccrlf_medgun_01_red01=Manufacturer: CureLife\nItem Type: Medical Device\n\nThe ParaMed from CureLife is a professional-grade emergency medical device designed to stabilize patients suffering from possible life-threatening injuries. Offering extremely accurate diagnostics and dosing, the ParaMed can treat more patients and offer longer relief with less risk of overdose. The "Oxide" edition features a deep red color.
item_Desccrlf_medgun_01_yellow01=Manufacturer: CureLife\nItem Type: Medical Device\n\nThe ParaMed from CureLife is a professional-grade emergency medical device designed to stabilize patients suffering from possible life-threatening injuries. Offering extremely accurate diagnostics and dosing, the ParaMed can treat more patients and offer longer relief with less risk of overdose. The "Xanthic" edition features a bright yellow color.
item_Desccrlf_medicalaid_01=Manufacturer: CureLife\n\nThe DYNAPAK from CureLife is a complete multi-function individual first-aid system designed and constructed for the rigors of field use. With CureLifes proprietary serum, a single DYNAPAK will promote healing in non-serious wounds to get you back on your feet.
item_Descdev_mount=Basic Class 2b turret mount
item_Descdrak_cutlass_s1_q2,P=Drake Cutlass Ball Turret
item_Descgmni_lmg_ballistic_01=Manufacturer: Gemini\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 150\nRate Of Fire: 1000 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S2), Barrel (N/A), Underbarrel (S3)\n\nFeaturing an explosive rate of fire that tops at a 1000 rpm and Gemini's sleek and professional styling, the F55 is a light machine gun for discerning clientele who want to the 'verse to know that they are not to be trifled with.
item_Descgmni_lmg_ballistic_01_blue_gold_01=Manufacturer: Gemini\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 150\nRate Of Fire: 1000 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S2), Barrel (N/A), Underbarrel (S3)\n\nFeaturing an explosive rate of fire that tops at a 1000 rpm and Gemini's sleek and professional styling, the F55 is a light machine gun for discerning clientele who want to the 'verse to know that they are not to be trifled with. The bold blue and gold color scheme gives the Valor edition a valiant and dignified appeal.
item_Descgmni_lmg_ballistic_01_green_red01=Manufacturer: Gemini\nItem Type: LMG\nClass: Ballistic\n\nMagazine Size: 150\nRate Of Fire: 1000 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S2), Barrel (N/A), Underbarrel (S3)\n\nFeaturing an explosive rate of fire that tops at a 1000 rpm and Gemini's sleek and professional styling, the F55 is a light machine gun for discerning clientele who want to the 'verse to know that they are not to be trifled with. This special green and red Alpine Sunset edition is sure to make a great Luminalia gift for your loved ones.
item_Descgmni_lmg_ballistic_01_mag=Item Type: Magazine\nCapacity: 150\n\nThis magazine for the Gemini F55 LMG holds one hundred and fifty 5mm rounds.
item_Descgmni_optics_tsco_x4_s2=Manufacturer: Gemini \nType: Telescopic\nAttachment Point: Optic   \nMagnification: 4x\nAim Time: +25%\nSize: 2\n\nCombining a premium 4x telescopic sight with Gemini's innovative echoburst rangefinder, the OT4-RF model allows you to accurately gauge the distance to your target; vital for effective precision shooting. When paired with the Gemini S71 or other compatible weapon, the OT4-RF is engineered to impress in a variety of situations and engagements.
item_Descgmni_optics_tsco_x8_s3=Manufacturer: Gemini \nType: Telescopic\nAttachment Point: Optic \nMagnification: 8x\nSize: 3\n\nCombining a premium 8x telescopic sight with Gemini's innovative echoburst rangefinder, the OT8-RF model allows you to accurately gauge the distance to your target; vital for effective precision shooting. The standard scope for Gemni's A03 Sniper Rifle, the OT8-RF is engineered to impress in a variety of situations and engagements.
item_Descgmni_pistol_ballistic_01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
item_Descgmni_pistol_ballistic_01_black02=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
item_Descgmni_pistol_ballistic_01_cen01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 Voyager edition adds a slick look to this classic compact handgun from Gemini. The barrel features a checkered metallic finish atop a blue and black ergonomic handle that's a natural fit for any shooter. Orange accents highlight the Tritium low-light sight.
item_Descgmni_pistol_ballistic_01_gold01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
item_Descgmni_pistol_ballistic_01_green01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
item_Descgmni_pistol_ballistic_01_green_grey01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine. This special green and grey Luckbringer edition released for Stella Fortuna 2954 is a great way to get luck on your side.
item_Descgmni_pistol_ballistic_01_imp01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nAn eye-catching bronze barrel and trigger adds elegance to the LH86 Pathfinder edition. This beautiful and balanced handgun from Gemini makes an ideal weapon for personal defense and close-quarter combat. It also features a Tritium low-light sight and a thirteen round magazine.
item_Descgmni_pistol_ballistic_01_mag=Item Type: Magazine\nCapacity: 13\n\nThis combat-rated magazine for the Gemini LH86 holds thirteen 10mm rounds.
item_Descgmni_pistol_ballistic_01_tan01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
item_Descgmni_pistol_ballistic_01_white01=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
item_Descgmni_pistol_ballistic_01_white02=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
item_Descgmni_pistol_ballistic_02=Manufacturer: Gemini \nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 13\nRate Of Fire: 400 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nThe LH86 from Gemini is a compact kinetic handgun designed for personal defense and close-quarter combat. A keen eye on ergonomics and balance coupled with hardy construction makes this pistol a natural fit for any shooter in any number of hostile conditions. The LH86 also comes with Tritium low-light sight and a thirteen round magazine.
item_Descgmni_rifle_ballistic_01_IAE2023=Manufacturer: Gemini\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 300 rpm / 900 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nWith the S71, Gemini designed an ergonomic assault rifle ideal for mid-range engagements. Chambered with a smaller caliber round than other weapons in its class, the S71 has become popular among private military professionals for its sleek aesthetics and precise accuracy. Designed in honor of IAE 2953, the Ascension edition has been decorated with sleek steel and copper accents that were inspired by Gatac Manufacture's Syulen.
item_Descgmni_rifle_ballistic_01_firerats01=Manufacturer: Gemini\nItem Type: Assault Rifle\nClass: Ballistic\n\nMagazine Size: 30\nRate Of Fire: 300 rpm / 900 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nWith the S71, Gemini designed an ergonomic assault rifle ideal for mid-range engagements. Chambered with a smaller caliber round than other weapons in its class, the S71 has become popular among private military professionals for its sleek aesthetics and precise accuracy. Famed Pyro-based bounty hunter Nala "Bullseye" Govea's contribution to the Legendary Bounty Hunters line was to give her favorite weapon a red and black tint fitting for the flare star at the heart of the system she stalks.
item_Descgmni_rifle_ballistic_01_mag=Item Type: Magazine\nCapacity: 30\n\nThis magazine for the Gemini S71 rifle holds thirty 5mm rounds.
item_Descgmni_shotgun_ballistic_01=Manufacturer: Gemini\nItem Type: Shotgun\nClass: Ballistic\n\nMagazine Size: 18\nRate Of Fire: 120 rpm / 60 rpm\nEffective Range: 15 m / 35 m\n\nAttachments: Optics (S1), Barrel (N/A), Underbarrel (S2)\n\nThe R97 combines sleek design and stopping power for an elegant and effective close quarters weapon. This ballistic shotgun from Gemini features two distinct fire modes — a semi-auto wide spread mode ideal for dealing quick damage and a focused mode that offers increased range at the expense of some power. This combat flexibility has made the R97 a popular personal defense weapon across the Empire.
item_Descgmni_shotgun_ballistic_01_mag=Item Type: Magazine\nCapacity: 18\n\nThis magazine for the Gemini R97 ballistic shotgun comes pre-loaded with eighteen 12-gauge shells.
item_Descgmni_shotgun_ballistic_01_pink_red01=Manufacturer: Gemini\nItem Type: Shotgun\nClass: Ballistic\n\nMagazine Size: 18\nRate Of Fire: 120 rpm / 60 rpm\nEffective Range: 15 m / 35 m\n\nAttachments: Optics (S1), Barrel (N/A), Underbarrel (S2)\n\nThe R97 combines sleek design and stopping power for an elegant and effective close quarters weapon. This ballistic shotgun from Gemini features two distinct fire modes — a semi-auto wide spread mode ideal for dealing quick damage and a focused mode that offers increased range at the expense of some power. This combat flexibility has made the R97 a popular personal defense weapon across the Empire. Protect yourself and your loved one with the special Kismet edition of the R97, which features pink and black coloring reminiscent of the ship Yuri Ilyin flew to track down his lost lover Corazon Tan in the classic vid Coramor.
item_Descgmni_smg_ballistic_01_Luminalia=Manufacturer: Gemini\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 50\nRate Of Fire: 1,100 rpm\nEffective Range: 35m\n\nAttachments: Barrel (S1), Optics (S1), Underbarrel (S1)\n\nEasy to handle and a beauty to behold, the C54 is a sleek and precisely balanced SMG from Gemini. Its lightweight polymer frame and ergonomic design makes it ideal for close quarter engagements. The C54 is capable of firing 10mm rounds on full auto to provide maximum support and target saturation to ensure that any engagement ends quick. The Luminalia edition sports a festive red and green design.
item_Descgmni_smg_ballistic_01_green_grey01=Manufacturer: Gemini\nItem Type: SMG\nClass: Ballistic\n\nMagazine Size: 50\nRate Of Fire: 1,100 rpm\nEffective Range: 35m\n\nAttachments: Barrel (S1), Optics (S1), Underbarrel (S1)\n\nEasy to handle and a beauty to behold with its purple accented styling, the C54 is a sleek and precisely balanced SMG from Gemini. Its lightweight polymer frame and ergonomic design makes it ideal for close quarter engagements. The C54 is capable of firing 10mm rounds on full auto to provide maximum support and target saturation to ensure that any engagement ends quick. This special green and grey Luckbringer edition released for Stella Fortuna 2954 is a great way to get luck on your side.
item_Descgmni_sniper_ballistic_01=Manufacturer: Gemini\nItem Type: Sniper Rifle\nClass: Ballistic\n\nMagazine Size: 15\nRate Of Fire: 120 rpm\nEffective Range: 80 m\n\nAttachments: Optics (S3), Barrel (S2), Underbarrel (S2)\n\nDevastate at distance with the A03 sniper rifle. Masterfully designed by Gemini's Tevarin co-founder Clem, the weapon balances a stylish and ergonomic design with a powerful ballistic punch. The A03 delivers an impressive rate of fire for a sniper rifle that sacrifices accuracy for urgency when successive shots are required. Considering its renowned design and unique features, it's easy to see why the A03 has become a favorite of security professionals across the empire.
item_Descgmni_sniper_ballistic_01_IAE2022=Manufacturer: Gemini\nItem Type: Sniper Rifle\nClass: Ballistic\n\nMagazine Size: 15\nRate Of Fire: 120 rpm\nEffective Range: 80 m\n\nAttachments: Optics (S3), Barrel (S2), Underbarrel (S2)\n\nDevastate at distance with the A03 sniper rifle. Masterfully designed by Gemini's Tevarin co-founder Clem, the weapon balances a stylish and ergonomic design with a powerful ballistic punch. The A03 delivers an impressive rate of fire for a sniper rifle that sacrifices accuracy for urgency when successive shots are required. Considering its renowned design and unique features, it's easy to see why the A03 has become a favorite of security professionals across the empire. The "Red Alert" edition mixes grey and a vibrant red for a bold and dynamic design.
item_Descgmni_sniper_ballistic_01_green_grey01=Manufacturer: Gemini\nItem Type: Sniper Rifle\nClass: Ballistic\n\nMagazine Size: 15\nRate Of Fire: 120 rpm\nEffective Range: 80 m\n\nAttachments: Optics (S3), Barrel (S2), Underbarrel (S2)\n\nDevastate at distance with the A03 sniper rifle. Masterfully designed by Gemini's Tevarin co-founder Clem, the weapon balances a stylish and ergonomic design with a powerful ballistic punch. The A03 delivers an impressive rate of fire for a sniper rifle that sacrifices accuracy for urgency when successive shots are required. Considering its renowned design and unique features, it's easy to see why the A03 has become a favorite of security professionals across the empire. This special green and grey Luckbringer edition released for Stella Fortuna 2954 is a great way to get luck on your side.
item_Descgmni_sniper_ballistic_01_mag=Item Type: Magazine\nCapacity: 15\n\nThis magazine for the Gemini A03 sniper rifle holds fifteen 7mm rounds.
item_Descgrin_cutter_01=PLACEHOLDER
item_Descgrin_energy_multitool_01_mag=This battery powers Greycat's Pyro RYT Multi-Tool, so that you can tackle a variety of tasks.
item_Descgrin_multitool_01=ATTACHMENTS SOLD SEPARATELY!\n\nManufacturer: Greycat Industrial\nItem Type: Utility\nClass: Gadget\n\nMagazine Size: Integrated Battery\nRate of Fire: N / A (Beam)\nEffective Range: 0.5 m\n\nThe Pyro from Greycat Industrial is a pistol-sized power tool for the modern space engineer that is capable of charging, cutting and patching; achieving a multitude of uses thanks to its wide assortment of attachments. Perfect for making a tough job a little bit easier.
item_Descgrin_multitool_01_black01=ATTACHMENTS SOLD SEPARATELY!\n\nManufacturer: Greycat Industrial\nItem Type: Utility\nClass: Gadget\n\nMagazine Size: Integrated Battery\nRate of Fire: N / A (Beam)\nEffective Range: 0.5 m\n\nThe Pyro from Greycat Industrial is a pistol-sized power tool for the modern space engineer that is capable of charging, cutting and patching; achieving a multitude of uses thanks to its wide assortment of attachments. Perfect for making a tough job a little bit easier. The "Black Cherry" edition is matte black with colorful pops of red.
item_Descgrin_multitool_01_brown01=ATTACHMENTS SOLD SEPARATELY!\n\nManufacturer: Greycat Industrial\nItem Type: Utility\nClass: Gadget\n\nMagazine Size: Integrated Battery\nRate of Fire: N / A (Beam)\nEffective Range: 0.5 m\n\nThe Pyro from Greycat Industrial is a pistol-sized power tool for the modern space engineer that is capable of charging, cutting and patching; achieving a multitude of uses thanks to its wide assortment of attachments. Perfect for making a tough job a little bit easier. The "Mirage" edition adds eye catching gold highlights alongside brown accents.
item_Descgrin_multitool_01_cutter=MUST BUY BASE MULTI-TOOL TO USE: "Pyro RYT Multi-Tool"\n\nManufacturer: Greycat Industrial\nItem Type: Multi-Tool Attachment\nClass: Cutter\n\nTransform Greycat's Pyro RYT Multi-Tool into a precision cutter with the OxyTorch attachment. Built to quickly and easily slice through appropriate materials, the OxyTorch harnesses the power of the multi-tool to deliver accurate cuts with clean edges, making it a convenient attachment ideal for both professionals and hobbyists.
item_Descgrin_multitool_01_healing=MUST BUY BASE MULTI-TOOL TO USE: "Pyro RYT Multi-Tool"\n\nManufacturer: Greycat Industrial / CureLife\nItem Type: Multi-Tool Attachment\nClass: Medical\n\nCrafted as a joint effort between Greycat Industrial and leading medical device manufacturer CureLife, the LifeGuard attachment is a compact and light-weight emergency medical treatment option powered by the Pyro RYT Multi-Tool. It is perfect for handling jobsite emergencies and temporarily alleviating symptoms until professional medical care can be sought.
item_Descgrin_multitool_01_healing_mag=Item Type: MedGel Refill\n\nThis vial is used to refill the LifeGuard medical multi-tool attachment with CureLife Pancea MedGel.
item_Descgrin_multitool_01_mining=MUST BUY BASE MULTI-TOOL TO USE: "Pyro RYT Multi-Tool"\n\nManufacturer: Greycat Industrial\nItem Type: Multi-Tool Attachment\nClass: Mining\n\nThe OreBit attachment turns Greycat's Pyro RYT Multi-Tool into a handheld mining machine. It can scan rocks to find worthwhile deposits and then liberate the lode with its powerful mining laser. Next time you're planetside, be sure you bring this attachment or risk leaving easy credits behind.
item_Descgrin_multitool_01_orange01=ATTACHMENTS SOLD SEPARATELY!\n\nManufacturer: Greycat Industrial\nItem Type: Utility\nClass: Gadget\n\nMagazine Size: Integrated Battery\nRate of Fire: N / A (Beam)\nEffective Range: 0.5 m\n\nThe Pyro from Greycat Industrial is a pistol-sized power tool for the modern space engineer that is capable of charging, cutting and patching; achieving a multitude of uses thanks to its wide assortment of attachments. Perfect for making a tough job a little bit easier. The "Harvester" edition blends orange and black.
item_Descgrin_multitool_01_red01=ATTACHMENTS SOLD SEPARATELY!\n\nManufacturer: Greycat Industrial\nItem Type: Utility\nClass: Gadget\n\nMagazine Size: Integrated Battery\nRate of Fire: N / A (Beam)\nEffective Range: 0.5 m\n\nThe Pyro from Greycat Industrial is a pistol-sized power tool for the modern space engineer that is capable of charging, cutting and patching; achieving a multitude of uses thanks to its wide assortment of attachments. Perfect for making a tough job a little bit easier. The "Bloodline" edition blends decorative red highlights through out the tool.
item_Descgrin_multitool_01_salvage=MUST BUY BASE MULTI-TOOL TO USE: "Pyro RYT Multi-Tool"\n\nManufacturer: Greycat Industrial\nItem Type: Multi-Tool Attachment\nClass: Salvage and Repair\n\nGreycat delivers once again, bringing their popular salvage and repair tool (SRT) as an attachment for the Multi-Tool. Though not as powerful as the Cambio, the Cambio-Lite also collects and converts alloys and polymers found in scrap into recycled material composite that can either be sold or used to make quick repairs. Whether stripping salvage for creds or patching a hull to make a ship space-safe, the Cambio-Lite is ready to get to work.
item_Descgrin_multitool_01_salvage_mag=Item Type: RMC Canister (Small)\n\nCanister used in conjunction with the Pyro RYT Multi-Tool and Cambio-Lite SRT attachment to store recycle material composite (RMC) reclaimed from scrap. Contents can be sold or used to make repairs.
item_Descgrin_multitool_01_silver01=ATTACHMENTS SOLD SEPARATELY!\n\nManufacturer: Greycat Industrial\nItem Type: Utility\nClass: Gadget\n\nMagazine Size: Integrated Battery\nRate of Fire: N / A (Beam)\nEffective Range: 0.5 m\n\nThe Pyro from Greycat Industrial is a pistol-sized power tool for the modern space engineer that is capable of charging, cutting and patching; achieving a multitude of uses thanks to its wide assortment of attachments. Perfect for making a tough job a little bit easier. The "Quicksilver" is grey with black accents.
item_Descgrin_multitool_01_tractorbeam=MUST BUY BASE MULTI-TOOL TO USE: "Pyro RYT Multi-Tool"\n\nManufacturer: Greycat Industrial\nItem Type: Multi-Tool Attachment\nClass: Tractor Beam\n\nWhether your feet are on the floor or floating in zero-G, the TruHold attachment for the Pyro RYT Multi-Tool makes lifting and positioning items easier than ever. With its impressive and efficient pull/draw ratio and easy-to-read range finder, the TruHold can be used solo or paired with other beams to tackle heavier targets. Plus, the TruHold has the added benefit of functioning as a personal zero-G traversal device when coupled to an object with a high enough mass.
item_Descgrin_multitool_01_white01=ATTACHMENTS SOLD SEPARATELY!\n\nManufacturer: Greycat Industrial\nItem Type: Utility\nClass: Gadget\n\nMagazine Size: Integrated Battery\nRate of Fire: N / A (Beam)\nEffective Range: 0.5 m\n\nThe Pyro from Greycat Industrial is a pistol-sized power tool for the modern space engineer that is capable of charging, cutting and patching; achieving a multitude of uses thanks to its wide assortment of attachments. Perfect for making a tough job a little bit easier. The "Ghost" edition features a grey frame with light blue accents.
item_Descgrin_paw=This multi-tool from Greycat Industries is the ideal choice for a wide variety of jobs. Capable of stripping, cutting, and patching; it's multiple attachments allow it to assist in everything from salvage and repairs, to cutting, spot welds, and more.
item_Descgrin_paw_laser=This laser sight for the Greycat Pyro RYT multi-tool assists the operator to aim precisely while cutting or performing repairs.
item_Descgrin_paw_mag=This battery powers Greycat's Pyro RYT multi-tool, so that you can tackle a variety of tasks.
item_Descgrin_salvage_01=Manufacturer: Greycat Industrial\nItem Type: Utility\nClass: Gadget\n\nCanister Size: Large\nRate of Fire: N / A (Beam)\nEffective Range: 5 m\n\nStrip salvage and make repairs with the Cambio, a dual purpose salvage and repair tool (SRT) designed to collect and convert alloys and polymers found in scrap into recycled material composite that can either be sold or used to make quick repairs. The Cambio SRT features rapid stripping speeds and an impressive battery life, making it an essential gadget for mechanics and spacefarers.
item_Descgrin_tool_01_salvage_mag=Item Type: RMC Canister (Large)\n\nCanister used by the Cambio SRT to store recycle material composite (RMC) reclaimed from scrap. Contents can be sold or used to make repairs.
item_Descgrin_tractor_01=Manufacturer: Greycat Industrial\nItem Type: Tractor Beam\nClass: Gadget\n\nMagazine Size: Integrated Battery\nRate of Fire: N / A (Beam)\nEffective Range: 10-20 m\n\nGreycat's heavy duty tractor beam boasts industrial performance at a consumer-friendly price. With its longer-lasting battery and wider beam emitter, the MaxLift can easily manipulate heavier and bulkier items making it the perfect tool for long days of hauling cargo.
item_Deschdgw_pistol_ballistic_01=Manufacturer: Hedeby Gunworks\nItem Type: Frag Pistol\nClass: Ballistic\n\nMagazine Size: 8\nRate Of Fire: 140 rpm\nEffective Range: 80 m / 10 m (Charged)\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nWhile the Salvo can be used as a normal pistol, Hedeby didnt stop there. With a longer trigger pull, a freezing primer is injected into the chamber and when released, the heavy firing pin hits with enough force to pulverize the supercooled casing. Accidentally developed as an attempt to mitigate overheating, this charged fire option discharges a deadly spray of high-velocity fragments followed by an ear-shattering boom.
item_Deschdgw_pistol_ballistic_01_engraved01=Manufacturer: Hedeby Gunworks\nItem Type: Frag Pistol\nClass: Ballistic\n\nMagazine Size: 8\nRate Of Fire: 140 rpm\nEffective Range: 80 m / 10 m (Charged)\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nWhile the Salvo can be used as a normal pistol, Hedeby didn't stop there. With a longer trigger pull, a freezing primer is injected into the chamber and when released, the heavy firing pin hits with enough force to pulverize the supercooled casing. Accidentally developed as an attempt to mitigate overheating, this charged fire option discharges a deadly spray of high-velocity fragments followed by an ear-shattering boom. This special edition pistol features beautifully detailed scrollwork personally design by Hedeby master gunsmith Keisha Saeed.
item_Deschdgw_pistol_ballistic_01_engraved02=Manufacturer: Hedeby Gunworks\nItem Type: Frag Pistol\nClass: Ballistic\n\nMagazine Size: 8\nRate Of Fire: 140 rpm\nEffective Range: 80 m / 10 m (Charged)\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nWhile the Salvo can be used as a normal pistol, Hedeby didn't stop there. With a longer trigger pull, a freezing primer is injected into the chamber and when released, the heavy firing pin hits with enough force to pulverize the supercooled casing. Accidentally developed as an attempt to mitigate overheating, this charged fire option discharges a deadly spray of high-velocity fragments followed by an ear-shattering boom. This special edition pistol features beautifully detailed scrollwork personally design by Hedeby master gunsmith Rey Esteban.
item_Deschdgw_pistol_ballistic_01_mag=Item Type: Magazine\nCapacity: 8\n\nThis magazine for the Salvo Frag Pistol holds eight .50 caliber rounds.
item_Descjokr_decoy_grenade_01=Manufacturer: Joker Engineering\nItem Type: Grenade\n\nDamage Type: Non-Lethal\n\nJokers Insta-Friends grenade brings a party to your adversaries when they least need it. Enemy radars caught within the grenades radius get flooded with enough fake signals to make their heads spin. Allowing you the advantage to either attack or escape.
item_Descjokr_decoy_grenade_01_ammo=Jokers Insta-Friends grenade brings a party to your adversaries when they least need it. Enemy radars caught within the grenades radius get flooded with enough fake signals to make their heads spin. Allowing you the advantage to either attack or escape.
item_Descjokr_hologram_01=Manufacturer: Joker Enterprises\n\nThe Doubletime system from Joker Engineering projects a holographic reproduction of the user in an effort to confuse and distract hostile forces and allow the operator to change the dynamic of the battle.
item_Desckegr_fire_extinguisher_01=Manufacturer: KE Group\nItem Type: Fire Extinguisher\nClass: Gadget\n\nMagazine Size: Gas Canister\nRate of Fire: Constant\nEffective Range: 3-4 m\n\nThe KE Group's APX Fire Extinguisher has been rated a best-in-class consumer grade safety equipment for well-over a decade making it the industry standard in fire prevention. Filled with a patented gaseous cooling compound, the extinguisher can rapidly smother any fire in sight. The digital screen on the device allows you to monitor the local temperature to help you contain and eliminate fire hazards.
item_Desckegr_fire_extinguisher_01_mag=Item Type: Extinguisher Refill\n\nThis canister refills the APX Fire Extinguisher with a full tank of the KE Group's patented cooling compound.
item_Descklwe_grapplebeam_01=Klaus & Werners Kagi RTD (Rapid Traversal Device) is an add-on for their popular Arclight II laser pistol. The Kagi generates a highly focused field for the rapid traversal of a zero-g environment and features a range sensor that dynamically shifts polarity to insure safe velocities during movement.
item_Descklwe_lmg_energy_01=Manufacturer: Klaus & Werner\nItem Type: LMG\nClass: Energy (Laser)\n\nBattery Size: 100\nRate Of Fire: 400 rpm\nEffective Range: 40 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S3)\n\nKlaus & Werner has created an iconic weapon with tried and true Demeco laser LMG. Used extensively in military engagements, this short-to-mid-range infantry favorite has been constructed with stability and accuracy at the forefront.
item_Descklwe_lmg_energy_01_IAE2022=Manufacturer: Klaus & Werner\nItem Type: LMG\nClass: Energy (Laser)\n\nBattery Size: 100\nRate Of Fire: 400 rpm\nEffective Range: 40 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S3)\n\nKlaus & Werner has created an iconic weapon with tried and true Demeco laser LMG. Used extensively in military engagements, this short-to-mid-range infantry favorite has been constructed with stability and accuracy at the forefront. The "Red Alert" edition mixes grey and a vibrant red for a bold and dynamic design.
item_Descklwe_lmg_energy_01_mag=Item Type: Battery\nCapacity: 100\n\nThis is a replacement battery for Klaus & Werner's iconic light machine gun, the Demeco.
item_Descklwe_lmg_energy_01_purple_blue01=Manufacturer: Klaus & Werner\nItem Type: LMG\nClass: Energy (Laser)\n\nBattery Size: 100\nRate Of Fire: 400 rpm\nEffective Range: 40 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S3)\n\nKlaus & Werner has created an iconic weapon with tried and true Demeco laser LMG. Used extensively in military engagements, this short-to-mid-range infantry favorite has been constructed with stability and accuracy at the forefront. The Ultraviolet edition features eye-catching violet and orchid coloring.
item_Descklwe_optics_disp_x8_s3=Manufacturer: Klaus & Werner\nType: Monitor\nAttachment Point: Optic \nMagnification: 8x\nAim Time: +0%\nSize: 3\n\nWhile conventional scopes can induce eyestrain after extended periods of use, the Touchstone 8x monitor from Klaus & Werner provides ultra-critical eye relief and allows for “heads up” shooting where you are able to simultaneously track targets and observe environmental conditions. Built to cater to a variety of shooters, the Touchstone's reliability and clarity makes it the ideal choice for tactical rifles like the Arrowhead.
item_Descklwe_pistol_energy_01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nBattery Size: 30\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nA handheld laser made famous as Kyle Fenris sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
item_Descklwe_pistol_energy_01_black01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nBattery Size: 30\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
item_Descklwe_pistol_energy_01_black02=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nBattery Size: 30\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
item_Descklwe_pistol_energy_01_chromic01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nBattery Size: 30\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job. This exclusive Glimmer edition features a distinct iridescent coating that makes the weapon shimmer with different colors based on lighting conditions and the angle from which it's viewed.
item_Descklwe_pistol_energy_01_engraved01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nBattery Size: 30\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nA handheld laser made famous as Kyle Fenris sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job. The Herrero edition distinguishes itself by including geometric etchings on the frame and grip, plus a textured trigger guard.
item_Descklwe_pistol_energy_01_gold01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nBattery Size: 30\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
item_Descklwe_pistol_energy_01_green01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nBattery Size: 30\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
item_Descklwe_pistol_energy_01_mag=Item Type: Battery\nCapacity: 30\n\nThis plasma cell has enough capacity for the Klaus & Werner Arclight pistol to fire 30 rounds before needing a recharge. 
item_Descklwe_pistol_energy_01_tan01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nBattery Size: 30\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
item_Descklwe_pistol_energy_01_white01=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nBattery Size: 30\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
item_Descklwe_pistol_energy_01_white02=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nBattery Size: 30\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nA handheld laser made famous as Kyle Fenris sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
item_Descklwe_pistol_energy_02=Manufacturer: Klaus & Werner\nItem Type: Pistol\nClass: Energy (Laser)\n\nBattery Size: 60\nRate Of Fire: 300 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nA handheld laser made famous as Kyle Fenris sidearm on the hit vid show The Frontier, the Klaus & Werner Model II Arclight has become extremely popular on the civilian market. Despite its media appeal, the Model II offers a higher rate of fire than any of its ballistic counterparts. While that may diminish the weapon's stopping power, its power cell offers more than enough shots to finish the job.
item_Descklwe_rifle_energy_01=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nBattery Size: 45\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
item_Descklwe_rifle_energy_01_IAE2022=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nBattery Size: 45\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery. The "Red Alert" edition mixes grey and a vibrant red for a bold and dynamic design.
item_Descklwe_rifle_energy_01_black01=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nBattery Size: 45\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
item_Descklwe_rifle_energy_01_black02=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nBattery Size: 45\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
item_Descklwe_rifle_energy_01_gold01=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nBattery Size: 45\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
item_Descklwe_rifle_energy_01_green01=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nBattery Size: 45\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
item_Descklwe_rifle_energy_01_mag=Item Type: Battery\nCapacity: 45\n\nThis high-capacity battery sets itself apart by powering the Klaus & Werner Gallant energy rifle for 45 shots per charge. 
item_Descklwe_rifle_energy_01_reddot=A sight attachment that provides an illuminated red dot at the Gallent rifle's aimpoint. 
item_Descklwe_rifle_energy_01_tan01=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nBattery Size: 45\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
item_Descklwe_rifle_energy_01_white01=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nBattery Size: 45\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
item_Descklwe_rifle_energy_01_white02=Manufacturer: Klaus & Werner\nItem Type: Assault Rifle\nClass: Energy (Laser)\n\nBattery Size: 45\nRate Of Fire: 450 rpm\nEffective Range: 50 m\n\nDependable assault weapons never go out of style. Klaus & Werner maintains that tradition by unveiling the Gallant. This energy-based assault rifle is capable of providing accurate and sustained fire at targets up to medium range, while its high-capacity power system allows operators to fire considerably more shots per battery.
item_Descklwe_smg_energy_01=Manufacturer: Klaus & Werner\nItem Type: SMG\nClass: Laser\n\nBattery Size: 45\nRate Of Fire: 562.5 rpm\nEffective Range: 25m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nKlaus & Werner's expert craftsmanship is once again on full display to make the Lumin V laser compact energy rifle even more deadly and dependable. A new "interval autofire" mode blasts five-round barrages when the trigger is held down, utilizing the target saturation that comes with autofire while providing breaks to recompensate aim. Even when constantly on the attack, the gun's excellent design provides low recoil and a tight spread.
item_Descklwe_smg_energy_01_mag=Item Type: Battery\nCapacity: 45\n\nReplacement battery for Klaus & Werner's Lumin V SMG.
item_Descklwe_smg_energy_blue_gold_01=Manufacturer: Klaus & Werner\nItem Type: SMG\nClass: Laser\n\nBattery Size: 45\nRate Of Fire: 562.5 rpm\nEffective Range: 25m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nKlaus & Werner's expert craftsmanship is once again on full display to make the Lumin V laser compact energy rifle even more deadly and dependable. A new "interval autofire" mode blasts five-round barrages when the trigger is held down, utilizing the target saturation that comes with autofire while providing breaks to recompensate aim. Even when constantly on the attack, the gun's excellent design provides low recoil and a tight spread. The bold blue and gold color scheme gives the Valor edition a valiant and dignified appeal.
item_Descklwe_sniper_energy_01_5x=This telescopic sight attachment for the Arrowhead rifle allows 5 times optical magnification.
item_Descklwe_sniper_energy_01_Luminalia_red01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nBattery Size: 20\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nAttachments: Optics (S3), Barrel (S2), Underbarrel (S2)\n\nKlaus & Werners Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight. First released during Luminalia, the Lamplighter edition was inspired by the traditional red holiday color.
item_Descklwe_sniper_energy_01_black01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nBattery Size: 20\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werners Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
item_Descklwe_sniper_energy_01_black02=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nBattery Size: 20\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werners Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
item_Descklwe_sniper_energy_01_cen01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nBattery Size: 20\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nSurvey the way ahead with the Voyager edition of the Klaus & Werner Arrowhead energy sniper rifle. The fiberglass composite body features a checkered metallic finish, while its blue and orange high-powered scope honors the ICC Stellar Surveyors. Chart a path to safety or surprise the enemy with this reliable long-range energy rifle.
item_Descklwe_sniper_energy_01_gold01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nBattery Size: 20\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werners Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
item_Descklwe_sniper_energy_01_green01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nBattery Size: 20\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werners Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
item_Descklwe_sniper_energy_01_imp01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nBattery Size: 20\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werner elevate the Arrowhead energy sniper rifle with the Pathfinder edition. Its bronze precision stock and compound scope feature a satin finish and elegant etchings. These elements create a weapon that's devastating from a distance and dazzling from up close.
item_Descklwe_sniper_energy_01_tan01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nBattery Size: 20\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werners Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
item_Descklwe_sniper_energy_01_white01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nBattery Size: 20\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werners Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
item_Descklwe_sniper_energy_01_white02=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nBattery Size: 20\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nKlaus & Werners Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
item_Descklwe_ubarrel_flsh_s1=Manufacturer: Klaus & Werner\nType: Flashlight\nAttachment Point: Underbarrel\nSize: 1\n\nThe Brightspot flashlight embodies Klaus & Werner's engineering ethos. A simple and sturdy design built to withstand intense combat and environmental conditions means the Brightspot always works when you need it most. This special edition projects a purple circle that makes the beam less conspicuous from a distance.
item_Descklwe_ubarrel_lasr_s1=Manufacturer: Klaus & Werner\nType: Laser Pointer\nAttachment Point: Underbarrel\nSize: 1\n\nTrust Klaus & Werner to manufacture a tactical laser pointer that always hits the mark. The Tracer features a rust and impact resistant casing for an advanced laser diode that produces an efficient and stable beam. This special edition generates an orange beam that's easy to see and identify.
item_Descklwe_ubarrel_lasr_s1_02=Manufacturer: Klaus & Werner\nType: Laser Pointer\nAttachment Point: Underbarrel\nSize: 1\n\nTrust Klaus & Werner to manufacture a tactical laser pointer that always hits the mark. The Tracer features a rust and impact resistant casing for an advanced laser diode that produces an efficient and stable beam. This special edition generates a green beam that's easy to see and identify.
item_Descksar_melee_01=Manufacturer: Kastak Arms\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nDon't end up on the wrong side of the Sawtooth combat knife. The blade embodies Kastak Arms' aggressive styling and was designed to stab, slice, or saw. It features a strong tip for piercing, a straight edge for slicing, and a unique serrated edge with microblades for when you really need to rip through something. The blade is also made with a special ceramic polymer coating that enhances its strength and overall wear resistance.
item_Descksar_melee_01_blue01=Manufacturer: Kastak Arms\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nDon't end up on the wrong side of the Sawtooth combat knife. The blade embodies Kastak Arms' aggressive styling and was designed to stab, slice, or saw. It features a strong tip for piercing, a straight edge for slicing, and a unique serrated edge with microblades for when you really need to rip through something. The blade is also made with a special ceramic polymer coating that enhances its strength and overall wear resistance. For the special Squall edition, a light blue color was added to the coating to make it even more visually distinct.
item_Descksar_melee_01_brown01=Manufacturer: Kastak Arms\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nDon't end up on the wrong side of the Sawtooth combat knife. The blade embodies Kastak Arms' aggressive styling and was designed to stab, slice, or saw. It features a strong tip for piercing, a straight edge for slicing, and a unique serrated edge with microblades for when you really need to rip through something. The blade is also made with a special ceramic polymer coating that enhances its strength and overall wear resistance. For the special Sirocco edition, a light brown color was added to the coating to make it even more visually distinct.
item_Descksar_melee_01_red01=Manufacturer: Kastak Arms\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nDon't end up on the wrong side of the Sawtooth combat knife. The blade embodies Kastak Arms' aggressive styling and was designed to stab, slice, or saw. It features a strong tip for piercing, a straight edge for slicing, and a unique serrated edge with microblades for when you really need to rip through something. The blade is also made with a special ceramic polymer coating that enhances its strength and overall wear resistance. For the special Bloodstone edition, a red color was added to the coating to make it even more visually distinct.
item_Descksar_optics_tsco_x8_s3=Manufacturer: Kastak Arms\nType: Telescopic \nAttachment Point: Optic \nMagnification: 8x\nAim Time: +0%\nSize: 3\n\nDelivering accurate fire at long distances is a skill that comes with practice and the use of a proper scope like Kastak Arms' Black Prism. Crafted with rugged, multi-coated crystalens to deliver bright, clear visuals, this 8x telescopic sight is completely at home on your favorite rifle.
item_Descksar_pistol_ballistic_01_IAE2023=Manufacturer: Kastak Arms\nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 6\nRate Of Fire: 180 rpm \nEffective Range: 100 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nOften called the Kastak Arms "hand cannon," the Coda can end an engagement with a single .50 caliber round, although the substantial power can make the Coda's recoil hard to handle. Considering its limited magazine size and substantial kick, sustained fire is discouraged in favor of more accurate single shots. Designed in honor of IAE 2953, the Ascension edition has steel and copper accents inspired by Gatac Manufacture's Syulen.
item_Descksar_pistol_ballistic_01_headhunters01=Manufacturer: Kastak Arms\nItem Type: Pistol\nClass: Ballistic\n\nMagazine Size: 6\nRate Of Fire: 180 rpm \nEffective Range: 100 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nOften called the Kastak Arms "hand cannon," the Coda can end an engagement with a single .50 caliber round, although the substantial power can make the Coda's recoil hard to handle. Considering its limited magazine size and substantial kick, sustained fire is discouraged in favor of more accurate single shots. The always bold Isidro "Nighthawk" Renard imbued that energy into this purple and black tint design for the Legendary Bounty Hunter line.
item_Descksar_pistol_ballistic_01_mag=Item Type: Magazine\nCapacity: 6\n\nThis magazine for the Kastak Arms Coda holds six .50 caliber rounds.
item_Descksar_rifle_energy_01=Manufacturer: Kastak Arms\nItem Type: Assault Rifle\nClass: Energy (Plasma)\n\nBattery Size: 35\nRate Of Fire: 500 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nThe Karna is a classic Kastak Arms plasma assault rifle. This mid-range mauler features burst, charged, and full-auto fire modes to allow for quick and easy situational adjustments. Besides its renowned firepower, the Karna's rugged looks and reliability have made it one of Kastak Arms' most popular weapons.
item_Descksar_rifle_energy_01_IAE2023=Manufacturer: Kastak Arms\nItem Type: Assault Rifle\nClass: Energy (Plasma)\n\nBattery Size: 35\nRate Of Fire: 500 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nThe Karna is a classic Kastak Arms plasma assault rifle. This mid-range mauler features burst, charged, and full-auto fire modes to allow for quick and easy situational adjustments. Besides its renowned firepower, the Karna's rugged looks and reliability have made it one of Kastak Arms' most popular weapons. Designed in honor of IAE 2953, the Ascension edition has steel and copper accents inspired by Gatac Manufacture's Syulen.
item_Descksar_rifle_energy_01_mag=Item Type: Battery\nCapacity: 35\n\nThis is a replacement battery for Kastak Arms' plasma assault rifle, the Karna.
item_Descksar_rifle_energy_01_pink_red01=Manufacturer: Kastak Arms\nItem Type: Assault Rifle\nClass: Energy (Plasma)\n\nBattery Size: 35\nRate Of Fire: 500 rpm\nEffective Range: 50 m\n\nAttachments: Optics (S2), Barrel (S2), Underbarrel (S2)\n\nThe Karna is a classic Kastak Arms plasma assault rifle. This mid-range mauler features burst, charged, and full-auto fire modes to allow for quick and easy situational adjustments. Besides its renowned firepower, the Karna's rugged looks and reliability have made it one of Kastak Arms' most popular weapons. Show your Coramor passion with this Fate edition of the Karna, which has been made over with bold fuchsia and grey accents.
item_Descksar_shotgun_ballistic_01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Ballistic\n\nMagazine Size: 16\nRate Of Fire: 105 rpm\nEffective Range: 15 m\n\nAttachments: Optics (S1), Barrel (N/A), Underbarrel (S2)\n\nThe Kastak Arms Ravager-212 Twin shotgun earns its name from its unique dual-barrels that allow for multiple ammo types to be used in conjunction with each other for maximum tactical possibilities. 
item_Descksar_shotgun_ballistic_01_IAE2022=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Ballistic\n\nMagazine Size: 16\nRate Of Fire: 105 rpm\nEffective Range: 15 m\n\nAttachments: Optics (S1), Barrel (N/A), Underbarrel (S2)\n\nThe Kastak Arms Ravager-212 Twin shotgun earns its name from its unique dual-barrels that allow for multiple ammo types to be used in conjunction with each other for maximum tactical possibilities. The "Red Alert" edition mixes grey and a vibrant red for a bold and dynamic design.
item_Descksar_shotgun_ballistic_01_luminalia_blue01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Ballistic\n\nMagazine Size: 16\nRate Of Fire: 105 rpm\nEffective Range: 15 m\n\nAttachments: Optics (S1), Barrel (N/A), Underbarrel (S2)\n\nThe Kastak Arms Ravager-212 Twin shotgun earns its name from its unique dual-barrels that allow for multiple ammo types to be used in conjunction with each other for maximum tactical possibilities. Ice blue and grey gives the Bright Star edition a look befitting a distant shimmering star.
item_Descksar_shotgun_ballistic_01_mag=Item Type: Magazine\nCapacity: 16\n\nThis magazine for the Kastak Arms Ravager-212 Twin Shotgun holds sixteen 12-gauge shells.
item_Descksar_shotgun_energy_01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nBattery Size: 12\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nAttachments: Optics (S1), Barrel (S3), Underbarrel (S2)\n\nKastak Arms Devastator is a pump-action plasma shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
item_Descksar_shotgun_energy_01_black01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nBattery Size: 12\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nKastak Arms Devastator is a semi-automatic electric shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
item_Descksar_shotgun_energy_01_black02=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nBattery Size: 12\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nKastak Arms Devastator is a semi-automatic electric shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
item_Descksar_shotgun_energy_01_blue01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nBattery Size: 12\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nAttachments: Optics (S1), Barrel (S3), Underbarrel (S2)\n\nKastak Arms Devastator is a pump-action plasma shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator. This special Whirlwind edition features analogous shades of blue reminiscent of waves on a turbulent sea.
item_Descksar_shotgun_energy_01_cen01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nBattery Size: 12\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nThis semi-automatic electric shotgun from Kastak Arms delivers high-impact plasma blasts ideal for close combat. The Voyager edition upgrades the look with a checked metallic finish offset with blue highlights. Look to make a statement of form and function with the Devastator Voyager edition.
item_Descksar_shotgun_energy_01_gold01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nBattery Size: 12\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nKastak Arms Devastator is a semi-automatic electric shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
item_Descksar_shotgun_energy_01_green01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nBattery Size: 12\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nKastak Arms Devastator is a semi-automatic electric shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
item_Descksar_shotgun_energy_01_imp01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nBattery Size: 12\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nClear rooms in style with the Devastator Pathfinder edition semi-automatic shotgun. Its satin bronze finish features intricate etchings and "Charting the Way Ahead" across the stock. This electric shotgun delivers high-impact plasma blasts that are effective at short and medium ranges.
item_Descksar_shotgun_energy_01_mag=Item Type: Battery\nCapacity: 12\n\nThis high-voltage plasma capacitor allows the Kastak Arms Devastator shotgun to fire twelve standard shots, or fewer over-charged shots. 
item_Descksar_shotgun_energy_01_tan01=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nBattery Size: 12\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nKastak Arms Devastator is a semi-automatic electric shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
item_Descksar_shotgun_energy_01_white02=Manufacturer: Kastak Arms\nItem Type: Shotgun\nClass: Energy (Plasma)\n\nBattery Size: 12\nRate Of Fire: 60 rpm\nEffective Range: 20 m\n\nKastak Arms Devastator is a semi-automatic electric shotgun capable of delivering sustained medium range, high-impact plasma blasts for close combat, room clearances and other combat operations. If the situation requires a high-power presence, look no further than the Devastator.
item_Descksar_smg_energy_01=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nBattery Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nAttachments: Optics (S1), Barrel (S1), Underbarrel (S1)\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
item_Descksar_smg_energy_01_black01=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nBattery Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
item_Descksar_smg_energy_01_black02=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nBattery Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
item_Descksar_smg_energy_01_cc17=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nBattery Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat. This special commemorative powder blue finish highlights the numerous sponsors who made the 2947 CitizenCon such a great success.
item_Descksar_smg_energy_01_cc17a=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nBattery Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat. Crafted to honor attendees of CitizenCon 2947, this smoldering orange finish proudly features the Foundry Forty-Two logo.
item_Descksar_smg_energy_01_cc17b=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nBattery Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
item_Descksar_smg_energy_01_gold01=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nBattery Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
item_Descksar_smg_energy_01_green01=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nBattery Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
item_Descksar_smg_energy_01_mag=Item Type: Battery\nCapacity: 60\n\nReplacement battery for the Custodian, Kastak Arms' compact energy snub rifle.
item_Descksar_smg_energy_01_tan01=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nBattery Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
item_Descksar_smg_energy_01_white02=Manufacturer: Kastak Arms\nItem Type: SMG\nClass: Energy (Laser)\n\nBattery Size: 60\nRate Of Fire: 800 rpm\nEffective Range: 30 m\n\nThe Custodian SMG from Kastak Arms focuses on a high rate of fire over damage and accuracy making it an ideal choice for sweeping through tight environments and close quarters combat.
item_Descksar_sniper_ballistic_01=Manufacturer: Kastak Arms\nItem Type: Sniper Rifle\nClass: Ballistic\n\nMagazine Size: 8\nRate Of Fire: 30 rpm\nEffective Range: 120 m\n\nAttachments: Optics (S3), Barrel (N/A), Underbarrel (S2)\n\nThe Scalpel is a unique and versatile sniper rifle from Kastak Arms. Designed with two barrels stacked atop of each other, it has two fire modes so you can adapt your shot to the situation. It can deliver a single, powerful shot from a long distance, or fire both barrels in quick succession to create a double-shot burst.
item_Descksar_sniper_ballistic_01_blue_white01=Manufacturer: Kastak Arms\nItem Type: Sniper Rifle\nClass: Ballistic\n\nMagazine Size: 8\nRate Of Fire: 30 rpm\nEffective Range: 120 m\n\nAttachments: Optics (S3), Barrel (N/A), Underbarrel (S2)\n\nThe Scalpel is a unique and versatile sniper rifle from Kastak Arms. Designed with a vertical two barrel configuration, it has two fire modes so you can adapt your shot to the situation to deliver a single, powerful shot from a long distance, or fire both barrels in quick succession to create a double-shot burst. This special Permafrost edition features blue and grey coloring reminiscent of a glacier under a blinding winter sky.
item_Descksar_sniper_ballistic_01_mag=Item Type: Magazine\nCapacity: 12\n\nThis magazine for the Kastak Arms Scalpel comes loaded with eight 7.62mm rounds.
item_Descksar_special_energy_01=Manufacturer: Kastak Arms\nItem Type: Cannon\nClass: Energy (Microwave)\n\nBattery Size: 50\nRate Of Fire: N / A (Beam)\nEffective Range: 30 m\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (N/A)\n\nThe Firestorm from Kastak Arms is a portable heavy microwave cannon. This long range weapon system fires a continuous beam, capable of eliminating hostiles without damaging the environment.
item_Desclbco_optics_tsco_x16_s3=Manufacturer: Lightning Bolt Company \nType: Telescopic\nAttachment Point: Optic \nMagnification: 16x\nAim Time: +0%\nSize: 3\n\nGet a crystal clear view of distant targets with this powerful telescopic scope from Lightning Bolt Company. Designed specifically for the Atzkav Sniper Rifle, the Omarof uses ultra-precise laser etched lenses that are then multi-coated to allow for high light transmission, wide sight picture and crisp colors, providing strikingly sharp images across significant distances.
item_Desclbco_pistol_energy_01=Manufacturer: Lightning Bolt Co. \nItem Type: Pistol\nClass: Electron\n\nBattery Size: 10\nRate Of Fire: 350 rpm\nEffective Range: 35m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nEngineering excellence only scratches the surface of the distinct Yubarev pistol. Former merc turned weapon manufacturing mogul Irina Arkadova oversaw every aspect of the weapon, imbuing it with power, practicality, and panache. Featuring a classic woodgrain grip and cutting edge barrel design, the Yubarev fires a charged electron shot that impacts not only your target, amplifying the charge with each hit, but can spread to additional conductive targets in range.
item_Desclbco_pistol_energy_01_acid01=Manufacturer: Lightning Bolt Co. \nItem Type: Pistol\nClass: Electron\n\nBattery Size: 10\nRate Of Fire: 350 rpm\nEffective Range: 35m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nEngineering excellence only scratches the surface of the distinct Yubarev pistol. Former merc turned weapon manufacturing mogul Irina Arkadova oversaw every aspect of the weapon, imbuing it with power, practicality, and panache. Featuring a classic woodgrain grip and cutting edge barrel design, the Yubarev fires a charged electron shot that impacts not only your target, amplifying the charge with each hit, but can spread to additional conductive targets in range. The Venom edition integrates a vibrant green coating into the weapon.
item_Desclbco_pistol_energy_01_chromic01=Manufacturer: Lightning Bolt Co. \nItem Type: Pistol\nClass: Electron\n\nBattery Size: 10\nRate Of Fire: 350 rpm\nEffective Range: 35m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nEngineering excellence only scratches the surface of the distinct Yubarev pistol. Former merc turned weapon manufacturing mogul Irina Arkady oversaw every aspect of the weapon, imbuing it with power, practicality, and panache. Featuring a classic woodgrain grip and cutting edge barrel design, the Yubarev fires a charged electron shot that impacts not only your target, amplifying the charge with each hit, but can spread to additional conductive targets in range. A special pearlescent coating has been applied to the Mirage edition to make the weapon gleam a range of colors based on how you look at it.
item_Desclbco_pistol_energy_01_mag=Item Type: Battery\nCapacity: 10\n\nThis battery for the Yubarev Pistol holds enough electron energy for 10 shots.
item_Desclbco_pistol_energy_01_sunset01=Manufacturer: Lightning Bolt Co. \nItem Type: Pistol\nClass: Electron\n\nBattery Size: 10\nRate Of Fire: 350 rpm\nEffective Range: 35m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nEngineering excellence only scratches the surface of the distinct Yubarev pistol. Former merc turned weapon manufacturing mogul Irina Arkadova oversaw every aspect of the weapon, imbuing it with power, practicality, and panache. Featuring a classic woodgrain grip and cutting edge barrel design, the Yubarev fires a charged electron shot that impacts not only your target, amplifying the charge with each hit, but can spread to additional conductive targets in range. A lustrous orange coating makes the Igniter edition a colorful addition to any loadout.
item_Desclbco_pistol_energy_cen01=Manufacturer: Lightning Bolt Co. \nItem Type: Pistol\nClass: Electron\n\nBattery Size: 10\nRate Of Fire: 350 rpm\nEffective Range: 35m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nEngineering excellence only scratches the surface of the distinct Yubarev pistol. Former merc turned weapon manufacturing mogul Irina Arkadova oversaw every aspect of the weapon, imbuing it with power, practicality, and panache. Featuring a cutting edge barrel design, the Yubarev fires a charged electron shot that impacts not only your target, amplifying the charge with each hit, but can spread to additional conductive targets in range. The exclusive Deadeye edition is black with gold highlights.
item_Desclbco_sniper_energy_01=Manufacturer: Lightning Bolt Co. \nItem Type: Sniper Rifle\nClass: Electron\n\nMagazine Size: 5\nRate Of Fire: 30 rpm\nEffective Range: 150m+\n\nAttachments: Optics (S3), Underbarrel (S2)\n\nThe Atzkav is a unique precision sniper rifle from Lightning Bolt Co. Once the charging handle is engaged, it accurately fires a charged electron to deal significant energy damage that spreads to nearby conductive targets. This special pulse effect also leaves a residual charge in the strike area that increases damage delivered by subsequent electron shots. Alongside the rifle's special firing capabilities, the Atzkav is best known for its distinct barrel that crackles with energy when powering its next shot.
item_Desclbco_sniper_energy_01_acid01=Manufacturer: Lightning Bolt Co. \nItem Type: Sniper Rifle\nClass: Electron\n\nBattery Size: 5\nRate Of Fire: 30 rpm\nEffective Range: 150m+\n\nAttachments: Optics (S3), Underbarrel (S2)\n\nThe Atzkav is a unique precision sniper rifle from Lightning Bolt Co. Once the charging handle is engaged, it accurately fires a charged electron to deal significant energy damage that spreads to nearby conductive targets. This special pulse effect also leaves a residual charge in the strike area that increases damage delivered by subsequent electron shots. Alongside the rifle's special firing capabilities, the Atzkav is best known for its distinct barrel that crackles with energy when powering its next shot. The Venom edition integrates a vibrant green coating into the weapon.
item_Desclbco_sniper_energy_01_chromic01=Manufacturer: Lightning Bolt Co. \nItem Type: Sniper Rifle\nClass: Electron\n\nBattery Size: 5\nRate Of Fire: 30 rpm\nEffective Range: 150m+\n\nAttachments: Optics (S3), Underbarrel (S2)\n\nThe Atzkav is a unique precision sniper rifle from Lightning Bolt Co. Once the charging handle is engaged, it accurately fires a charged electron to deal significant energy damage that spreads to nearby conductive targets. This special pulse effect also leaves a residual charge in the strike area that increases damage delivered by subsequent electron shots. Alongside the rifle's special firing capabilities, the Atzkav is best known for its distinct barrel that crackles with energy when powering its next shot. A special pearlescent coating has been applied to the Mirage edition to make the weapon gleam a range of colors based on how you look at it.
item_Desclbco_sniper_energy_01_mag=Item Type: Battery \nCapacity: 8 \n\nThis battery for the Atzkav Sniper Rifle holds enough electron energy for 8 rounds.
item_Desclbco_sniper_energy_01_sunset01=Manufacturer: Lightning Bolt Co. \nItem Type: Sniper Rifle\nClass: Electron\n\nBattery Size: 5\nRate Of Fire: 30 rpm\nEffective Range: 150m+\n\nAttachments: Optics (S3), Underbarrel (S2)\n\nThe Atzkav is a unique precision sniper rifle from Lightning Bolt Co. Once the charging handle is engaged, it accurately fires a charged electron to deal significant energy damage that spreads to nearby conductive targets. This special pulse effect also leaves a residual charge in the strike area that increases damage delivered by subsequent electron shots. Alongside the rifle's special firing capabilities, the Atzkav is best known for its distinct barrel that crackles with energy when powering its next shot. A lustrous orange coating makes the Igniter edition a colorful addition to any loadout.
item_Desclbco_sniper_energy_imp01=Manufacturer: Lightning Bolt Co. \nItem Type: Sniper Rifle\nClass: Electron\n\nBattery Size: 5\nRate Of Fire: 30 rpm\nEffective Range: 150m+\n\nAttachments: Optics (S3), Underbarrel (S2)\n\nThe Atzkav is a unique precision sniper rifle from Lightning Bolt Co. Once the charging handle is engaged, it accurately fires a charged electron to deal significant energy damage that spreads to nearby conductive targets. This special pulse effect also leaves a residual charge in the strike area that increases damage delivered by subsequent electron shots. Alongside the rifle's special firing capabilities, the Atzkav is best known for its distinct barrel that crackles with energy when powering its next shot. The exclusive Deadeye edition is black with gold highlights.
item_Descm_cds_undersuit_armor_02_star_marine_heavy=When there's a difficult job at hand, you want to ensure that you can see it through to the end. Clark Defense Systems' ADP-mk4 heavy armor allows Marines to remain in active combat situations for a longer duration with more loadout options, while it's powered frame provides near unfettered movement despite the protection it offers.
item_Descm_slaver_undersuit_armor_02_star_marine_heavy=Incorporating the same manufacturing know-how and expertise that the UEE Marines have come to rely on, Clark Defense Systems has designed their civilian-line of Defiance heavy armors to stand firm in the face of even the most adverse combat scenarios with its three-star rated protective plating and fully integrated mobility framework.
item_Descmug_big_bennys_1_a=Grab Drink! \n\nThis playful Big Benny's mug features the brand's iconic mascot. Its unique dual layer design features a chip and fade proof ceramic that feels comfortable in the hand with special plastic coating on the lip and handle to ensure it's never too hot to touch.
item_Descmug_orison_2_a=Made from durable stoneware, the Finley the Stormwal mug features the mascot's iconic grin and inquisitive eyes. This fun mug will keep beverages warm and bring a smile to your face.
item_Descmug_star_kitten_1_a=The cuteness can't be contained but hot beverages can be with this Star Kitten mug. Personally designed by the character's legendary creator Genady Kuzo, it features an extra large handle that makes it easy to hold and is constructed with an ultra-durable ceramic so its adorableness won't chip or fade away.
item_Descnone_melee_01=Manufacturer: Unknown\nItem Type: Knife\nClass: Melee\n\nSize: N/A\n\nA deadly, improvised knife made by an industrious prisoner by securing a sharpened piece of metal to an OxyPen with a bit of thin cord. Considered contraband within prison facilities.
item_Descnone_shotgun_ballistic_01=Manufacturer: Unknown\nItem Type: Shotgun\nClass: Ballistic\n\nMagazine Size: 8\nRate Of Fire: 120 rpm\nEffective Range: 0-10 m\n\nAttachments: N/A\n\nThe Deadrig is a high powered, double-barreled shotgun with a simple design pieced together from junkyard scraps. Prioritizing power above all else, the Deadrig lacks the refinement of mass-produced weapons and suffers from heavy recoil.
item_Descnone_shotgun_ballistic_01_mag=Item Type: Magazine\nCapacity: 8\n\nThis magazine for the Deadrig shotgun comes pre-loaded with eight 12-gauge shells.
item_Descnvtc_optics_holo_x1_s1=Manufacturer: NV-TAC\nType: Projection \nAttachment Point: Optic\nMagnification: 1x\nAim Time: +15%\nSize: 1\n\nWhether under the blazing sun or on the dark side of a moon, the NV-TAC Gamma projects an easy to see reticle to help ensure your shot finds its mark.
item_Descnvtc_optics_holo_x2_s1=Manufacturer: NV-TAC\nType: Projection \nAttachment Point: Optic\nMagnification: 2x\nAim Time: +15%\nSize: 1\n\nNV-TAC extensively tested the Gamma Duo across a range of extreme temperatures to assure that thermal drift doesn't affect the accuracy of this 2x magnifier sight.
item_Descnvtc_optics_holo_x3_s1=Manufacturer: NV-TAC \nType: Projection\nAttachment Point: Optic \nMagnification: 3x\nAim Time: +15%\nSize: 1\n\nNV-TAC's Gamma Plus is a 3x magnifier sight that utilizes ReadyBrite projection for quick target acquisition. Its durable design makes it perfect for any tactical situation.
item_Descnvtc_optics_rdot_x1_s1=Manufacturer: NV-TAC \nType: Reflex\nAttachment Point: Optic\nMagnification: 1x\nAim Time: +15%\nSize: 1\n\nIdeal for civilians and professionals, the Delta non-magnifying reflex sight from NV-TAC provides a precise illuminated target marker, visible across a wide range of light levels.
item_Descnvtc_optics_tsco_x4_s2=Manufacturer: NV-TAC \nType: Telescopic\nAttachment Point: Optic  \nMagnification: 4x\nAim Time: +25%\nSize: 2\n\nThe Tau Plus 4x telescopic sight from NV-TAC uses a proprietary optics coating to ensure a crystal clear image regardless of light levels and conditions, allowing you to precisely engage targets at medium range.
item_Descnvtc_optics_tsco_x8_s3=Manufacturer: NV-TAC \nType: Telescopic\nAttachment Point: Optic  \nMagnification: 8x\nAim Time: +0%\nSize: 3\n\nCarefully crafted and calibrated, the Theta Pro delivers precise and effective long distance combat engagement capabilities thanks to its powerful 8x telescopic sight.
item_Descnvtc_ubarrel_flsh_s1=Manufacturer: NV-TAC\nType: Flashlight\nAttachment Point: Underbarrel\nSize: 1\n\nThe FieldLite is a tough and tactical underbarrel flashlight. Featuring a corrosion-proof body and impact resistant lens, NV-TAC tested the attachment across a variety of environments and conditions to ensure it works when needed most.
item_Descnvtc_ubarrel_flsh_s1_02=Manufacturer: NV-TAC\nType: Flashlight\nAttachment Point: Underbarrel\nSize: 1\n\nThe FieldLite Blue is a tough and tactical underbarrel flashlight. Featuring a corrosion-proof body and impact resistant lens, NV-TAC tested the attachment across a variety of environments and conditions to ensure it works when needed most. This special Blue edition projects a focused blue light in the shape of a square. The molded lens keeps falloff to a minimum, making it perfect for illuminating targets at distance.
item_Descnvtc_ubarrel_flsh_s1_03=Manufacturer: NV-TAC\nType: Flashlight\nAttachment Point: Underbarrel\nSize: 1\n\nThe FieldLite Yellow is a tough and tactical underbarrel flashlight. Featuring a corrosion-proof body and impact resistant lens, NV-TAC tested the attachment across a variety of environments and conditions to ensure it works when needed most. This special Yellow edition projects a scattered yellow starlike pattern making it preferable for target acquisition at medium distance.
item_Descnvtc_ubarrel_flsh_s1_04=Manufacturer: NV-TAC\nType: Flashlight\nAttachment Point: Underbarrel\nSize: 1\n\nThe FieldLite Red is a tough and tactical underbarrel flashlight. Featuring a corrosion-proof body and impact resistant lens, NV-TAC tested the attachment across a variety of environments and conditions to ensure it works when needed most. This special Red edition projects a red light in the shape of a circle. Ideal for situations when illumination on close range targets is essential without projecting a bright light that could be easily spotted.
item_Descnvtc_ubarrel_lasr_s1=Manufacturer: NV-TAC\nType: Laser Pointer\nAttachment Point: Underbarrel\nSize: 1\n\nThe 250-E is an intuitive aiming aid that produces a laser visible to you and others. NV-TAC built the attachment to be lightweight yet durable so it won't add extra weight to your weapon.
item_Descplushy_Hercules_1_a=Get your hands on Crusader's cargo hauling stalwart with this plushie version of the C2 Hercules Starlifter.
item_Descplushy_carrack_1_a_uncarryable=Encourage an adventurous spirit with this soft and squeezable Carrack plushie modeled after Anvil's classic exploration ship.
item_Descplushy_cutlass_black=This soft plushie is modeled after Drake Interplanetary's widely popular multifunction ship the Cutlass Black. Even the most hardened spacefarer will appreciate its gentle squish.
item_Descplushy_cutlass_blue=This soft plushie is modeled after Drake Interplanetary's Cutlass Blue, a patrol ship variant designed to protect citizens and suppress dangerous outlaws.
item_Descplushy_cutlass_red=This soft plushie is modeled after Drake Interplanetary's Cutlass Red, a variant designed for emergency response. Whereas the real ship contains a med bay to help heal physical wounds, this plushie might just help heal emotional ones.
item_Descplushy_cutlass_steel=This soft plushie is modeled after Drake Interplanetary's Cutlass Steel, a troop transport variant intended to serve as both dropship and gunship.
item_Descplushy_orison_whale_1_a_1H=Finley the Stormwal loves sailing through the clouds in Crusader's atmosphere. Much like Crusader's ships, Finley is big, graceful, and quite the sight to behold. Now this majestic creature can accompany you on a journey through the stars with this soft and squeezable plushie.
item_Descplushy_orison_whale_1_a_2H=Finley the Stormwal loves sailing through the clouds in Crusader's atmosphere. Much like Crusader's ships, Finley is big, graceful, and quite the sight to behold. Now this majestic blue stormwal can accompany you on a journey through the stars with this large, soft, and squeezable plushie.
item_Descplushy_orison_whale_1_b_1H=Francis the Stormwal loves sailing through the clouds in Crusader's atmosphere. Much like Crusader's ships, Francis is big, graceful, and quite the sight to behold. Now this majestic creature can accompany you on a journey through the stars with this soft and squeezable plushie.
item_Descplushy_orison_whale_1_b_2H=Francis the Stormwal loves sailing through the clouds in Crusader's atmosphere. Much like Crusader's ships, Francis is big, graceful, and quite the sight to behold. Now this majestic purple stormwal can accompany you on a journey through the stars with this large, soft, and squeezable plushie.
item_Descplushy_orison_whale_1_c_1H=Finley the Stormwal loves Luminalia so much he even gets dressed up for the occasion. This festive Finley plushie is decked out in red and green, making him an excellent guest for any Luminalia celebration.
item_Descplushy_orison_whale_1_c_2H=Finley the Stormwal loves Luminalia so much he even gets dressed up for the occasion. This festive and large Finley plushie is decked out in red and green, making him an excellent guest for any Luminalia celebration.
item_Descplushy_orison_whale_1_d_2H=There's only one thing Francis the Stormwal loves more than sailing through the clouds in Crusader's atmosphere and that's a good party. Make Francis the featured guest at your next event with this soft and squeezable plushie that's already wearing a hat fit for the occasion.
item_Descplushy_penguin_1=This adorable mascot of New Babbage loves nothing more than carving their way down the snow covered slopes of microTech.
item_Descplushy_penguin_1_b=No one can shred the slopes or celebrate quite like Pico the Penguin. This version of the charming microTech mascot makes any occasion more fun and festive by sporting a vibrant green jacket and playful party hat.
item_Descplushy_penguin_2_b=No one can shred the slopes or celebrate quite like Pico the Penguin. This version of the charming microTech mascot makes any occasion more fun and festive by sporting a vibrant purple jacket and playful party hat.
item_Descplushy_penguin_2_c=Even Pico the Penguin takes time away from shredding the slopes to celebrate Luminalia. This version of microTech's charming mascot features him in a red and green jacket and holding a Luminalia-themed snowboard.
item_Descplushy_penguin_3_b=No one can shred the slopes or celebrate quite like Pico the Penguin. This version of the charming microTech mascot makes any occasion more fun and festive by sporting a vibrant orange jacket and playful party hat.
item_Descprar_pistol_energy_01=Manufacturer: Preacher Armaments\nItem Type: Pistol\nClass: Energy (Electron)\n\nBattery Size: TBD\nRate of Fire: Beam\nEffective Range: 10m\n\nAttachments: Optics (S1), Underbarrel (S1)\n\nDesigned to stun and eventually incapacitate targets in close quarters, the Preacher Armaments Judge Stun Pistol is lightweight, functional, and effective.
item_Descprar_pistol_energy_01_mag=
item_Descrgrin_tractor_01_mag=Item Type: Battery\n\nThis replacement battery powers Greycat's MaxLift tractor beam, so you can keep working without any delay.
item_Descrrs_melee_01=Manufacturer: UltiFlex\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nBuilt for combat but ready for everyday use, the TBF-4 combat knife will get the job done. Built with an ultrastrong 1055 carbon steel blade, this tactical knife ends with a tanto point perfect for stabbing and penetrating hard surfaces while the serrated spine can be used to slice and shred. Beautifully balanced, the TBF-4 also features a grip with two finger grooves to ensure your hand stays in place during use.
item_Descrrs_melee_01_arctic01=Manufacturer: UltiFlex\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nBuilt for combat but ready for everyday use, the TBF-4 "Rime" combat knife will get the job done. Built with an ultrastrong 1055 carbon steel blade, this tactical knife ends with a tanto point perfect for stabbing and penetrating hard surfaces while the serrated spine can be used to slice and shred. Beautifully balanced, the TBF-4 also features a grip with two finger grooves to ensure your hand stays in place during use. The special "Rime" edition features a pristine white blade.
item_Descrrs_melee_01_fallout01=Manufacturer: UltiFlex\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nBuilt for combat but ready for everyday use, the TBF-4 "Balefire" combat knife will get the job done. Built with an ultrastrong 1055 carbon steel blade, this tactical knife ends with a tanto point perfect for stabbing and penetrating hard surfaces while the serrated spine can be used to slice and shred. Beautifully balanced, the TBF-4 also features a grip with two finger grooves to ensure your hand stays in place during use. The special "Balefire" edition features a threatening red blade.
item_Descrrs_melee_01_urban01=Manufacturer: UltiFlex\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nBuilt for combat but ready for everyday use, the TBF-4 "Archangel" combat knife will get the job done. Built with an ultrastrong 1055 carbon steel blade, this tactical knife ends with a tanto point perfect for stabbing and penetrating hard surfaces while the serrated spine can be used to slice and shred. Beautifully balanced, the TBF-4 also features a grip with two finger grooves to ensure your hand stays in place during use. The special "Archangel" edition features a distinct blue blade.
item_Descsasu_pistol_toy_01_mag=Item Type: Magazine \nCapacity: 10\n\nThis magazine for the WowBlast Desperado holds ten darts.
item_Descsasu_pistol_toy_01_shared=Manufacturer: Sakura Sun\nItem Type: Toy Pistol\nClass: Foam Dart\n\nMagazine Size: 10\nRate Of Fire: 450 rpm\nEffective Range: 35m\n\nMake friendly fire fun with the Sakura Sun WowBlast Desperado. Playfully fire foam darts at friends or fictitious foes with these ultra-colorful plastic toy pistols. Whether killing time at a landing zone or during a long-haul through the stars, the WowBlast toy line provides lighthearted excitement and entertainment for the entire family. The Desperado toy pistol is available in several vibrant colors, each featuring a unique sound effect!
item_Desctank125=<-=MISSING=->
item_Descun_portable_light_1_a_cyan=Manufacturer: Shubin Interstellar\n\nIlluminate the way forward or signal for help with the Cyan QuikFlarePro from Shubin Interstellar. For centuries, miners have counted on this flare as part of their core toolkit, thanks to its tried and true design and durability that ensures it stays ablaze in the various harsh weather and difficult atmospheric conditions encountered across the 'verse. The QuikFlarePro uses advanced tech to glow longer than regular flares.
item_Descun_portable_light_1_a_green=Manufacturer: Shubin Interstellar\n\nIlluminate the way forward or signal for help with the Green QuikFlarePro from Shubin Interstellar. For centuries, miners have counted on this flare as part of their core toolkit, thanks to its tried and true design and durability that ensures it stays ablaze in the various harsh weather and difficult atmospheric conditions encountered across the 'verse. The QuikFlarePro uses advanced tech to glow longer than regular flares.
item_Descun_portable_light_1_a_orange=Manufacturer: Shubin Interstellar\n\nIlluminate the way forward or signal for help with the Orange QuikFlarePro from Shubin Interstellar. For centuries, miners have counted on this flare as part of their core toolkit, thanks to its tried and true design and durability that ensures it stays ablaze in the various harsh weather and difficult atmospheric conditions encountered across the 'verse. The QuikFlarePro uses advanced tech to glow longer than regular flares.
item_Descun_portable_light_1_a_pink=Manufacturer: Shubin Interstellar\n\nIlluminate the way forward or signal for help with the Pink QuikFlare from Shubin Interstellar. For centuries, miners have counted on this flare as part of their core toolkit, thanks to its tried and true design and durability that ensures it stays ablaze in the various harsh weather and difficult atmospheric conditions encountered across the 'verse.
item_Descun_portable_light_1_a_red=Manufacturer: Shubin Interstellar\n\nIlluminate the way forward or signal for help with the Red QuikFlarePro from Shubin Interstellar. For centuries, miners have counted on this flare as part of their core toolkit, thanks to its tried and true design and durability that ensures it stays ablaze in the various harsh weather and difficult atmospheric conditions encountered across the 'verse. The QuikFlarePro uses advanced tech to glow longer than regular flares.
item_Descun_portable_light_1_a_yellow=Manufacturer: Shubin Interstellar\n\nIlluminate the way forward or signal for help with the Yellow QuikFlarePro from Shubin Interstellar. For centuries, miners have counted on this flare as part of their core toolkit, thanks to its tried and true design and durability that ensures it stays ablaze in the various harsh weather and difficult atmospheric conditions encountered across the 'verse. The QuikFlarePro uses advanced tech to glow longer than regular flares.
item_Descutfl_melee_01=Manufacturer: UltiFlex\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nThe FSK-8 Combat Knife from UltiFlex is as sparse a weapon as you can get. While many become enamored with dazzling tech of modern weaponry, UltiFlex has focused on making a simple effective combat tool. Featuring a balanced 1055 carbon steel blade honed to a razor's edge, this knife is capable of handling all the abuse you can throw at it.
item_Descutfl_melee_01_browngold01=Manufacturer: UltiFlex\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nThe FSK-8 Combat Knife from UltiFlex is as sparse a weapon as you can get. While many become enamored with dazzling tech of modern weaponry, UltiFlex has focused on making a simple effective combat tool. Featuring a balanced 1055 carbon steel blade honed to a razor's edge, this knife is capable of handling all the abuse you can throw at it.
item_Descutfl_melee_01_greywhite01=Manufacturer: UltiFlex\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nThe FSK-8 Combat Knife from UltiFlex is as sparse a weapon as you can get. While many become enamored with dazzling tech of modern weaponry, UltiFlex has focused on making a simple effective combat tool. Featuring a balanced 1055 carbon steel blade honed to a razor's edge, this knife is capable of handling all the abuse you can throw at it.
item_Descutfl_melee_01_redwhite01=Manufacturer: UltiFlex\nItem Type: Knife\nClass: Melee\n\nSize: 16 cm\n\nThe FSK-8 Combat Knife from UltiFlex is as sparse a weapon as you can get. While many become enamored with dazzling tech of modern weaponry, UltiFlex has focused on making a simple effective combat tool. Featuring a balanced 1055 carbon steel blade honed to a razor's edge, this knife is capable of handling all the abuse you can throw at it.
item_Descvncl_glaive_lights_body=@General Body light
item_Descvncl_glaive_lights_cockpit_int=@General Cockpit light
item_Descvncl_glaive_lights_engine=@General Engine light
item_Descvncl_glaive_lights_port_wing=@Port Wing Light
item_Descvncl_glaive_lights_starboard_wing=@Starboard Wing Light
item_Descvncl_lights_body=@General Body light
item_Descvncl_lights_cockpit_int=@General Cockpit light
item_Descvncl_lights_engine=@General Engine light
item_Descvncl_lights_port_wing=@Port Wing Light
item_Descvncl_lights_starboard_wing=@Starboard Wing Light
item_Descxian_special_launcher_01=Manufacturer: Torral Aggregate\nItem Type: Launcher\nClass: Missile\n\nMagazine Size: 3 round of 10 small rockets\nRate Of Fire: 10 rpm\nEffective Range: 200 m\n\nAttachments: Optics (N/A), Barrel (N/A), Underbarrel (N/A)\n\nDesigned by the Xi'an manufacturing collective, Torral Aggregate, the I'rhal requires a skilled operator to unleash the full destructive potential of this weapon's high-powered energy missile barrage.  
item_Fashion_Style_DressShoes=Dress Shoes
item_Fashion_Style_Gloves=Gloves
item_Fashion_Style_Hat=Hat
item_Fashion_Style_Jacket=Jacket
item_Fashion_Style_LongSleeve=Long Sleeve
item_Fashion_Style_Pants=Pants
item_Fashion_Style_ShortSleeve=Short Sleeve
item_Fashion_Style_Slacks=Slacks
item_Fashion_Style_Vest=Vest
item_Fashion_Type_ARM=Armor
item_Fashion_Type_CWR=Combat Wear
item_Fashion_Type_EBC=Earth Blue Collar
item_Fashion_Type_ECC=Earth Counter Culture
item_Fashion_Type_EFC=Earth Fashion Casual
item_Fashion_Type_EFP=Earth Fashion Party
item_Fashion_Type_EWC=Earth White Collar
item_Fashion_Type_FCC=Frontier Counter Culture
item_Fashion_Type_FFC=Frontier Fashion Casual
item_Fashion_Type_SWR=Space Wear
item_Fashion_Type_TBC=Terra Blue Collar
item_Fashion_Type_TCC=Terra Counter Culture
item_Fashion_Type_TFC=Terra Fashion Casual
item_Fashion_Type_TFP=Terra Fashion Party
item_Fashion_Type_TWC=Terra White Collar
item_Fashion_Type_UNI=Uniform
item_Mining_Consumable_Brandt=Brandt Module
item_Mining_Consumable_Brandt_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Module (Active)\n\nShatter Damage: -30%\nMining Laser Power: 135%\n\nResistance: +15%\n\nDuration: 60 seconds\nUses: 5\n\nStrategically use the Brandt to boost a mining laser's power for sixty seconds. The modulated beam also has the benefit of helping make rocks that shatter less hazardous, though the deposit will be more resistant to the laser's affect overall.
item_Mining_Consumable_Forel=Forel Module
item_Mining_Consumable_Forel_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Module (Active)\n\nExtraction Laser Power: 150%\nCatastrophic Charge Rate: -60%\n\nResistance: +15%\n\nDuration: 60 seconds\nUses: 6\n\nShubin developed the Forel Module to provide a safer mining experience by significantly lowering the rate at which the catastrophic charge window fills. Though deposits will be more resistant, the module provides more power to the extraction laser to help it collect ore faster.
item_Mining_Consumable_Lifeline=Lifeline Module
item_Mining_Consumable_Lifeline_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Module (Active)\n\nLaser Instability: -20\nResistance: -15%\n\nCatastrophic Charge Rate: +60%\n\nDuration: 15 seconds\nUses: 3\n\nThe Lifeline makes a miner's work easier by reducing laser instability and lessening resistance within a deposit. Yet, a higher catastrophic charge rate means the process must be carefully managed to avoid an accident.
item_Mining_Consumable_Optimum=Optimum Module
item_Mining_Consumable_Optimum_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Module (Active)\n\nLaser Instability: -10%\nCatastrophic Charge Rate: -80%\n\nMining Laser Power: 85%\n\nDuration: 60 seconds\nUses: 5\n\nThe Optimum makes mining safer by improving laser stability and dramatically decreasing the catastrophic charge rate. To achieve this increased safety, the module reduces the overall power of the mining laser.
item_Mining_Consumable_Rime=Rime Module
item_Mining_Consumable_Rime_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Module (Active)\n\nResistance: -25%\nShatter Damage: -10%\n\nMining Laser Power: 85%\n\nDuration: 20 seconds\nUses: 10\n\nThe Rime delivers a safer mining experience by sacrificing laser power to reduce a deposit's resistance and the dangers associated with shattering.
item_Mining_Consumable_Stampede=Stampede Module
item_Mining_Consumable_Stampede_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Module (Active)\n\nLaser Instability: -10\nMining Laser Power: 135%\nShatter Damage: -10%\n\nExtraction Laser Power: 85%\n\nDuration: 30 seconds\nUses: 6\n\nThe Stampede uses a state of the art lens to increase mining laser power and reduce potential hazard associated with the deposit shattering. These improvements do come at the expense of a less powerful extraction laser.
item_Mining_Consumable_Surge=Surge Module
item_Mining_Consumable_Surge_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Module (Active)\n\nMining Laser Power: 150%\nResistance: -15%\n\nLaser Instability: +10%\n\nDuration: 15 seconds\nUses: 7\n\nInstantly inject energy into a deposit with the Surge. It uses a special configuration of lenses to increase mining laser power and bypass a deposit's resistance. It does require careful management as the module also increases laser instability.
item_Mining_Consumable_Torpid=Torpid Module
item_Mining_Consumable_Torpid_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Module (Active)\n\nOptimal Charge Rate: +60%\nCatastrophic Charge Rate: -60%\n\nShatter Damage: +40%\n\nDuration: 60 seconds\nUses: 5\n\nThe Torpid Module is a must for any ambitious miner. It makes mining more efficient by dramatically increasing the optimal charge rate while also reducing the catastrophic charge rate. The module does have a downside as a shattering deposit may prove more hazardous.
item_Mining_Gadget_Gadget1=OptiMax
item_Mining_Gadget_Gadget1_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Gadget\n\nResistance: -30%\nCluster Modifier: +60%\n\nOptimal Charge Window Size: -30%\n\nCommonly found on industrial sites across the empire, the OptiMax reduces the loss of valuable resource through a special process that keeps them clustered together. This technology does impose drawbacks on the gadget though, most notably a reduced optimal charge window. \n\nManufacturer Warning! Using more than one mining gadget per deposit can result in a catastrophic explosion.
item_Mining_Gadget_Gadget2=Waveshift
item_Mining_Gadget_Gadget2_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Gadget\n\nLaser Instability: -35%\nOptimal Charge Window Size: +100%\n\nOptimal Charge Window Rate: -30%\n\nA unique chipset allows the WaveShift to keep instability in check while dramatically increasing the size of the optimal charge window. Though the optimal charge window will fill slower, the larger target area makes it easier to find the perfect spot to shatter a deposit. \n\nManufacturer Warning! Using more than one mining gadget per deposit can result in a catastrophic explosion.
item_Mining_Gadget_Gadget3=Okunis
item_Mining_Gadget_Gadget3_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Gadget\n\nOptimal Charge Window Size: +50%\nOptimal Charge Window Rate: +100%\n\nCluster Modifier: -20%\n\nIncrease the size and fill speed of the optimal charge window with the Okunis. While this powerful gadget makes it easier to work a deposit, some valuable resource will be lost when it shatters. \n\nManufacturer Warning! Using more than one mining gadget per deposit can result in a catastrophic explosion.
item_Mining_Gadget_Gadget4=Sabir
item_Mining_Gadget_Gadget4_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Gadget\n\nOptimal Charge Window Size: +50%\nResistance: -50%\n\nInstability: +15%\n\nMake that tough deposit easier to crack with the Sabir. It uses a special sensor to modulate laser power and adjust it to that particular deposit. The effect increases instability but also provides a dramatic drop in resistance and an increased optimal charge window to make mining it easier. \n\nManufacturer Warning! Using more than one mining gadget per deposit can result in a catastrophic explosion.
item_Mining_Gadget_Gadget5=BoreMax
item_Mining_Gadget_Gadget5_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Gadget\n\nLaser Instability: -70%\nCluster Modifier: 30%\n\nResistance: 10%\n\nThe BoreMax helps focus laser power to reduce instability significantly, while also keeping clusters of valuable deposits together upon shattering. While it does make it more difficult and time-consuming to bypass the deposit's resistance, most miners find the extra safety and increased yield worth the extra effort.\n\nManufacturer Warning! Using more than one mining gadget per deposit can result in a catastrophic explosion.\n
item_Mining_Gadget_Gadget6=Stalwart
item_Mining_Gadget_Gadget6_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Gadget\n\nLaser Instability: -35%\nCluster Modifier: +30%\nOptimal Charge Window Rate: +50%\n\nOptimal Charge Window Size: -30%\n\nThe Stalwart is for miners looking to wield power precisely. The gadget reduces the optimal charge window size, making miners skillfully manage conditions to find the sweet spot. Once there, the increased power will fill the optimal charge window faster while also keeping clusters of valuable ore together. \n\nManufacturer Warning! Using more than one mining gadget per deposit can result in a catastrophic explosion.
item_Mining_MiningLaser_Greycat_1_S1=Lancet MH1 Mining Laser
item_Mining_MiningLaser_Greycat_1_S1_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Laser \nSize: 1\n\nOptimal Range: 30m\nMaximum Range: 90m\n\nMining Laser Power: 504 - 2520\nExtraction Laser Power: 1850\n\nModule Slots: 1\n\nLaser Instability: -10%\nOptimal Charge Window Rate: +40%\nInert Material Level: -30%\n\nOptimal Charge Window Size: -60%\n\nGreycat classifies the Lancet MH1 as a support laser best utilized when mining with others. While the mining laser's small optimal charge window size means precision is key, the Lancet MH1 excels at reducing the amount of inert materials collected by the extraction laser. For mining crews, it's an ideal support laser to use alongside other lasers.
item_Mining_MiningLaser_Greycat_1_S2=Lancet MH2 Mining Laser
item_Mining_MiningLaser_Greycat_1_S2_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Laser \nSize: 2\n\nOptimal Range: 45m\nMaximum Range: 135m\n\nMining Laser Power: 900 - 3600\nExtraction Laser Power: 2590\n\nModule Slots: 2\n\nLaser Instability: -10%\nOptimal Charge Window Rate: +40%\nInert Material Level: -40%\n\nOptimal Charge Window Size: -60%\n\nGreycat classifies the Lancet MH2 as a support laser best utilized when mining with others. While the mining laser's small optimal charge window size means precision is key, the Lancet MH2 excels at filling it once found and reducing the amount of inert materials collected by the extraction laser. For mining crews, it's an ideal support laser to use alongside other lasers.
item_Mining_MiningLaser_Greycat_1_SV=Lancet MHV Mining Laser
item_Mining_MiningLaser_Greycat_1_SV_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Laser \nSize: 0\n\nOptimal Range: 30m\nMaximum Range: 150m\n\nInstability: -30%\nResistance: -50%\nExtraction Throughput: 0.45 SCU/s\nPower Transfer: 1200\nAll Charge Rates: -30%\nModule Slots: 3\n\nGreycat classifies the Lancet MHV as a support laser best utilized when mining with others. Generating a weaker than average beam, the Lancet MHV safely heats deposits to reduce their resistance and instability but struggles to shatter them on its own. For mining crews, it's an ideal support laser to use alongside other lasers.
item_Mining_MiningLaser_Greycat_Default_S0=Arbor MHV Mining Laser
item_Mining_MiningLaser_Greycat_Default_S0_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Laser \nSize: 0\n\nOptimal Range: 15m\nMaximum Range: 20m\nCollection Throughput: 0.01 SCU/s\nCollection Point Radius: 1m\n\nThe Arbor has became the universe's most heralded mining laser thanks to Greycat Industrial's exacting standards and business prowess. The MHV takes that same classic design and reimagines it for a more compact mining-rig while still delivering the solid and reliable performance that miners have come to rely on.
item_Mining_MiningLaser_Greycat_Default_S1=Arbor MH1 Mining Laser
item_Mining_MiningLaser_Greycat_Default_S1_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Laser \nSize: 1\n\nOptimal Range: 60m\nMaximum Range: 180m\n\nMining Laser Power: 189 - 1890\nExtraction Laser Power: 1850\n\nModule Slots: 1\n\nLaser Instability: -35%\nOptimal Charge Window Size: +40%\nInert Material Level: -30%\n\nResistance: +25%\n\nThe Arbor MH1 became the universe's most heralded mining laser thanks to Greycat Industrial's exacting standards and business prowess. The laser found favor among industrial and solo operations for balancing speed and safety while also featuring a special filtration system that reduces the amount of inert material collected. Greycat capitalized on this reputation by securing exclusive contracts that made the Arbor MH1 the standard laser head on most mining ships.
item_Mining_MiningLaser_Greycat_Default_S2=Arbor MH2 Mining Laser
item_Mining_MiningLaser_Greycat_Default_S2_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Laser \nSize: 2\n\nOptimal Range: 90m\nMaximum Range: 270m\n\nMining Laser Power: 480 - 2400\nExtraction Laser Power: 2590\n\nModule Slots: 2\n\nLaser Instability: -35%\nOptimal Charge Window Size: +40%\nInert Material Level: -40%\n\nResistance: +25%\n\nThe Arbor MH2 is the size two version of Greycat's heralded Arbor mining laser series. Like the smaller variant, the Arbor MH2's solid, reliable design found favor among industrial and solo operations for balancing speed and safety while also featuring a special filtration system that reduces the amount of inert material collected.
item_Mining_MiningLaser_Greycat_Default_SV=Arbor MHV Mining Laser
item_Mining_MiningLaser_Greycat_Default_SV_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Laser \nSize: 0\n\nOptimal Range: 30m\nMaximum Range: 150m\nExtraction Throughput: 0.35 SCU/s\nPower Transfer: 1400\n\nThe Arbor MHV became the universe's most heralded mining laser thanks to Greycat Industrial's exacting standards and business prowess. The laser's solid, reliable design found favor among industrial and solo operations for effectively balancing speed and safety. Greycat capitalized on this reputation by securing exclusive contracts that made the Arbor MHV the standard laser head on most mining ships.
item_Mining_MiningLaser_Shubin_1_S1=Hofstede-S1 Mining Laser
item_Mining_MiningLaser_Shubin_1_S1_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Laser \nSize: 1\n\nOptimal Range: 45m\nMaximum Range: 135m\n\nMining Laser Power: 105 - 2100\nExtraction Laser Power: 1295\n\nModule Slots: 1\n\nResistance: -30%\nOptimal Charge Window Rate: +20%\nInert Material Level: -30%\n\nLaser Instability: +10%\n\nThe Hofstede-S1 was designed with a patented crystal lattice structure that dampens a deposit's natural resistance while mining and gathers less inert materials when extracting. Most effective at short and medium range, an accompanying increase in instability means the laser should be managed carefully.
item_Mining_MiningLaser_Shubin_1_S2=Hofstede-S2 Mining Laser
item_Mining_MiningLaser_Shubin_1_S2_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Laser \nSize: 2\n\nOptimal Range: 60m\nMaximum Range: 180m\n\nMining Laser Power: 336 - 3360\nExtraction Laser Power: 1295\n\nModule Slots: 2\n\nResistance: -30%\nOptimal Charge Window Rate: +20%\nInert Material Level: -40%\n\nLaser Instability: +10%\n\nThe Hofstede-S2 was designed with a patented crystal lattice structure that dampens a deposit's natural resistance while mining and gathers less inert materials when extracting. Most effective at short and medium range, an accompanying increase in instability means the laser should be managed carefully.
item_Mining_MiningLaser_Shubin_1_SV=Hofstede-SV Mining Laser
item_Mining_MiningLaser_Shubin_1_SV_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Laser \nSize: 0\n\nOptimal Range: 15m\nMaximum Range: 75m\n\nPower Transfer: 2000\nInstability: -50%\nExtraction Throughput: 0.35 SCU/s\nModule Slots: 2\n\nBuilt with safety in mind, the Hofstede-SV sacrifices range and focuses on dampening a deposit's instability to make it safer to mine. Miners looking to decrease the chance of a catastrophic explosion should turn to this reliable and affordable mining laser from Shubin.
item_Mining_MiningLaser_Shubin_2_S1=Klein-S1 Mining Laser
item_Mining_MiningLaser_Shubin_2_S1_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Laser \nSize: 1\n\nOptimal Range: 45m\nMaximum Range: 135m\n\nMining Laser Power: 378 - 2220\nExtraction Laser Power: 2220\n\nModule Slots: 0\n\nResistance: -45%\nOptimal Charge Window Size: +20%\nInert Material Level: -30%\n\nLaser Instability: +35%\n\nShubin designed the Klein-S1 to generate a powerful laser that makes mining faster. This power incurs additional risk by boosting a laser's instability, but if used correctly, the Klein-S1 can quickly reap rewards for the careful miner.
item_Mining_MiningLaser_Shubin_2_S2=Klein-S2 Mining Laser
item_Mining_MiningLaser_Shubin_2_S2_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Laser \nSize: 2\n\nOptimal Range: 60m\nMaximum Range: 180m\n\nMining Laser Power: 720 - 3600\nExtraction Laser Power: 2775\n\nModule Slots: 1\n\nResistance: -45%\nOptimal Charge Window Size: +20%\nInert Material Level: -40%\n\nLaser Instability: +35%\n\nShubin designed the Klein-S2 to generate a powerful laser that makes mining faster. This power incurs additional risk by boosting a laser's instability, but if used correctly, the Klein-S2 can quickly reap rewards for the careful miner.
item_Mining_MiningLaser_Shubin_2_SV=Klein-SV Mining Laser
item_Mining_MiningLaser_Shubin_2_SV_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Laser \nSize: 0\n\nOptimal Range: 30m\nMaximum Range: 150m\n\nPower Transfer: 2500\nResistance: -10%\nInstability: +50%\nExtraction Throughput: 0.35 SCU/s\nModule Slots: 2\n\nShubin designed the Klein-SV to generate a powerful laser that makes mining faster. This increased speed incurs additional risk by boosting a deposit's instability and chance of exploding, but if used correctly, the Klein-SV can quickly reap rewards for the careful miner.
item_Mining_MiningLaser_Thermyte_1_S1=Impact I Mining Laser
item_Mining_MiningLaser_Thermyte_1_S1_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Laser \nSize: 1\n\nOptimal Range: 45m\nMaximum Range: 135m\n\nMining Laser Power: 420 - 2100\nExtraction Laser Power: 2775\n\nModule Slots: 2\n\nLaser Instability: -10%\nOptimal Charge Window Size: +20%\nInert Material Level: -30%\n\nResistance: +10%\nOptimal Charge Window Rate: -40%\n\n\nThe Impact I excels in a variety of mining situations. Special focus lenses make it easier to work a deposit by stabilizing the laser and increasing the optimal charge window. There are drawbacks, including increased deposit resistance and a slower filling optimal charge window, but Thermyte Concern also provided two module slots to allow miners to better customize the laser to the task at hand.
item_Mining_MiningLaser_Thermyte_1_S2=Impact II Mining Laser
item_Mining_MiningLaser_Thermyte_1_S2_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Laser \nSize: 2\n\nOptimal Range: 60m\nMaximum Range: 180m\n\nMining Laser Power: 840 - 3360\nExtraction Laser Power: 3145\n\nModule Slots: 3\n\nLaser Instability: -10%\nOptimal Charge Window Size: +20%\nInert Material Level: -40%\n\nResistance: +10%\nOptimal Charge Window Rate: -40%\n\nThe Impact II excels in a variety of mining situations. Special focus lenses make it easier to work a deposit by stabilizing the laser and increasing the optimal charge window. There are drawbacks, including increased deposit resistance and a slower filling optimal charge window, but Thermyte Concern also provided three module slots to allow miners to better customize the laser to the task at hand.
item_Mining_MiningLaser_Thermyte_1_SV=Impact S Mining Laser
item_Mining_MiningLaser_Thermyte_1_SV_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Laser \nSize: 0\n\nOptimal Range: 30\nMaximum Range: 150m\n\nPower Transfer: 3000\nOptimal Charge Rate: +20%\nResistance: -10%\nExtraction Rate: 0.45 SCU/s\nInstability: +20%\nShatter Damage: +50%\nOvercharge Rate: +100%\nModule Slots: 3\n\nMine difficult deposits easier and faster with the Impact S. Thermyte Concern created special focus lenses to increase the laser's power and provide the precision required for a larger optimal charge window. This powerful mining laser does require careful management, as deposits will overheat quicker and explode with more force.
item_Mining_MiningLaser_Thermyte_2_S1=Helix I Mining Laser
item_Mining_MiningLaser_Thermyte_2_S1_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Laser \nSize: 1\n\nOptimal Range: 15m\nMaximum Range: 45m\n\nMining Laser Power: 630 - 3150\nExtraction Laser Power: 1850\n\nModule Slots: 2\n\nResistance: -30%\nInert Material Level: -30%\n\nOptimal Charge Window Size: -40%\n\nTo some, the effective use of the Helix I has become a sign of a true mining professional. Thermyte Concern gave the laser impressive power that can bypass a deposit's resistance but also requires precision handling to hit the optimal charge window. Best deployed at close range, Helix I features two module slots so miners can tailor the laser to their liking.
item_Mining_MiningLaser_Thermyte_2_S2=Helix II Mining Laser
item_Mining_MiningLaser_Thermyte_2_S2_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Laser \nSize: 2\n\nOptimal Range: 30m\nMaximum Range: 90m\n\nMining Laser Power: 1020 - 4080\nExtraction Laser Power: 2590\n\nModule Slots: 3\n\nResistance: -30%\nInert Material Level: -40%\n\nOptimal Charge Window Size: -40%\n\nTo some, the effective use of the Helix II has become a sign of a true mining professional. Thermyte Concern gave the laser impressive power that can bypass a deposit's resistance but also requires precision handling to hit the optimal charge window. Best deployed at close range, Helix II features three module slots so miners can tailor the laser to their liking.
item_Mining_MiningLaser_Thermyte_2_SV=Helix S Mining Laser
item_Mining_MiningLaser_Thermyte_2_SV_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Laser \nSize: 0\n\nOptimal Range: 37.5m\nMaximum Range: 187.5m\n\nPower Transfer: 2300\nInstability: -30%\nResistance: -10%\nAll Charge Rates: +20%\nOptimal Charge Window Size: +15%\nShatter Damage: +50%\nThrottle Responsiveness Delay: -50%\n\nExtraction Throughput: 0.50 SCU/s\nModule Slots: 3\n\nThermyte Concern engineered the Helix S to be a mining laser with impressive power and increased range to make it ideal when dealing with difficult deposits. Yet, all this power can be dangerous, as it also slows the throttle's responsiveness and increases the intensity of explosions. To some, the effective use of the Helix S has become a sign of a true mining professional.
item_Mining_MiningSack_ARGO_Desc=Capacity: 12 SCU\n\nFeaturing a simple yet sturdy construction that ensures the easy flow of materials into and out of the container, the Argo Ore Pod is an industry standard designed to work with any compatible mining ship.\n
item_Mining_MiningSack_ARGO_Name=Argo Ore Pod
item_Mining_MiningSack_MISC_Desc=Capacity: 8 SCU\n\nMade to work with any compatible mining ship, the MISC Ore Pod boasts several unique features, including anti-abrasion paint inside the pod that ensures it can withstand hefty payloads for years to come.
item_Mining_MiningSack_MISC_Name=MISC Ore Pod
item_Mining_Modules_Passive_FLTR_MK1=FLTR Module
item_Mining_Modules_Passive_FLTR_MK1_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Module (Passive)\n\nInert Material Level: -20%\n\nExtraction Laser Power: 85%\n\nReduce the amount of inert material collected from deposits with the FLTR Module. Though it reduces the laser's extraction power, the FLTR's patented filtration system screens out inert material to leave more storage space for valuable ore.
item_Mining_Modules_Passive_FLTR_MK2=FLTR-L Module
item_Mining_Modules_Passive_FLTR_MK2_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Module (Passive)\n\nInert Material Level: -23%\n\nExtraction Laser Power: 90%\n\nReduce the amount of inert material collected from deposits with the FLTR-L Module. Though it reduces the laser's extraction power, the FLTR-L's patented filtration system screens out inert material to leave more storage space for valuable ore.
item_Mining_Modules_Passive_FLTR_MK3=FLTR-XL Module
item_Mining_Modules_Passive_FLTR_MK3_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Module (Passive)\n\nInert Material Level: -24%\n\nExtraction Laser Power: 95%\n\nReduce the amount of inert material collected from deposits with the FLTR-XL Module. Though it reduces the laser's extraction power, the FLTR-XL's patented filtration system screens out inert material to leave more storage space for valuable ore.
item_Mining_Modules_Passive_Focus_MK1=Focus Module
item_Mining_Modules_Passive_Focus_MK1_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Module (Passive)\n\nOptimal Charge Window Size: +30%\n\nMining Laser Power: 85%\n\nThe Focus Module uses a modified mining laser crystal to create a larger optimal charge window at the expense of laser power.
item_Mining_Modules_Passive_Focus_MK2=Focus II Module
item_Mining_Modules_Passive_Focus_MK2_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Module (Passive)\n\nOptimal Charge Window Size: +37%\n\nMining Laser Power: 90%\n\nThe Focus II Module uses a modified mining laser crystal to create a larger optimal charge window at the expense of laser power.
item_Mining_Modules_Passive_Focus_MK3=Focus III Module
item_Mining_Modules_Passive_Focus_MK3_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Module (Passive)\n\nOptimal Charge Window Size: +40%\n\nMining Laser Power: 95%\n\nThe Focus III Module uses a modified mining laser crystal to create a larger optimal charge window at the expense of laser power.
item_Mining_Modules_Passive_Rieger_MK1=Rieger Module
item_Mining_Modules_Passive_Rieger_MK1_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Module (Passive)\n\nMining Laser Power: 115%\n\nOptimal Charge Window Size: -10%\n\nThe Rieger Module boosts laser power but requires more precision to find an effective mining area.
item_Mining_Modules_Passive_Rieger_MK2=Rieger-C2 Module
item_Mining_Modules_Passive_Rieger_MK2_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Module (Passive)\n\nMining Laser Power: 120%\n\nOptimal Charge Window Size: -3%\n\nThe Rieger-C2 Module boosts laser power but requires more precision to find an effective mining area.
item_Mining_Modules_Passive_Rieger_MK3=Rieger-C3 Module
item_Mining_Modules_Passive_Rieger_MK3_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Module (Passive)\n\nMining Laser Power: 125%\n\nOptimal Charge Window Size: -1%\n\nThe Rieger-C3 Module boosts laser power but requires more precision to find an effective mining area.
item_Mining_Modules_Passive_Torrent_MK1=Torrent Module
item_Mining_Modules_Passive_Torrent_MK1_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Module (Passive)\n\nOptimal Charge Rate: +30%\n\nOptimal Charge Window Size: -10%\n\nSave time while mining with the Torrent Module. It requires steady hands to hit the sweet spot but accelerates the charge rate once there.
item_Mining_Modules_Passive_Torrent_MK2=Torrent II Module
item_Mining_Modules_Passive_Torrent_MK2_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Module (Passive)\n\nOptimal Charge Rate: +35%\n\nOptimal Charge Window Size: -3%\n\nSave time while mining with the Torrent II Module. It requires steady hands to hit the sweet spot but accelerates the charge rate once there.
item_Mining_Modules_Passive_Torrent_MK3=Torrent III Module
item_Mining_Modules_Passive_Torrent_MK3_Desc=Manufacturer: Thermyte Concern\nItem Type: Mining Module (Passive)\n\nOptimal Charge Rate: +40%\n\nOptimal Charge Window Size: -1%\n\nSave time while mining with the Torrent III Module. It requires steady hands to hit the sweet spot but accelerates the charge rate once there.
item_Mining_Modules_Passive_Vaux_MK1=Vaux Module
item_Mining_Modules_Passive_Vaux_MK1_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Module (Passive)\n\nExtraction Laser Power: 115%\n\nOptimal Charge Rate: -20%\n\nThe Vaux Module from Shubin Interstellar reduces the charge rate when mining but makes extracting valuable ore faster.
item_Mining_Modules_Passive_Vaux_MK2=Vaux-C2 Module
item_Mining_Modules_Passive_Vaux_MK2_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Module (Passive)\n\nExtraction Laser Power: 120%\n\nOptimal Charge Rate: -15%\n\nThe Vaux-C2 Module from Shubin Interstellar reduces the charge rate when mining but makes extracting valuable ore faster.
item_Mining_Modules_Passive_Vaux_MK3=Vaux-C3 Module
item_Mining_Modules_Passive_Vaux_MK3_Desc=Manufacturer: Shubin Interstellar\nItem Type: Mining Module (Passive)\n\nExtraction Laser Power: 125%\n\nOptimal Charge Rate: -5%\n\nThe Vaux-C3 Module from Shubin Interstellar reduces the charge rate when mining but makes extracting valuable ore faster.
item_Mining_Modules_Passive_XTR_MK1=XTR Module
item_Mining_Modules_Passive_XTR_MK1_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Module (Passive)\n\nOptimal Charge Window Size: +15%\nInert Material Level: -5%\n\nExtraction Laser Power: 85%\n\nThe XTR Module creates a wider mining window for deposits. It also makes the extraction laser less powerful so it can filter out more inert materials.
item_Mining_Modules_Passive_XTR_MK2=XTR-L Module
item_Mining_Modules_Passive_XTR_MK2_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Module (Passive)\n\nOptimal Charge Window Size: +22%\nInert Material Level: -5.7%\n\nExtraction Laser Power: 90%\n\nThe XTR-L Module creates a wider mining window for deposits. It also makes the extraction laser less powerful so it can filter out more inert materials.
item_Mining_Modules_Passive_XTR_MK3=XTR-XL Module
item_Mining_Modules_Passive_XTR_MK3_Desc=Manufacturer: Greycat Industrial\nItem Type: Mining Module (Passive)\n\nOptimal Charge Window Size: +25%\nInert Material Level: -6%\n\nExtraction Laser Power: 95%\n\nThe XTR-XL Module creates a wider mining window for deposits. It also makes the extraction laser less powerful so it can filter out more inert materials.
item_Name=
item_Name100_Series_Luminalia_green_red=100 Series Deck the Hull Livery
item_Name100_Series_Luminalia_white_blue=100 Series IceBreak Livery
item_Name100_Series_Paint_Fleetweek_Level1_Military=100 Series Timberline Livery
item_Name100_Series_Paint_Fleetweek_Level2_Camo=100 Series Frostbite Camo Livery
item_Name100_Series_Paint_Invictus_blue_gold=100 Series Invictus Blue and Gold Livery
item_Name100_Series_Paint_Unity=100 Series Foundation Fest Livery
item_Name100i_Paint_2954RedFestival_Red_Gold_Dog=100i 2954 Auspicious Red Dog Livery
item_Name100i_Paint_2954RedFestival_Red_Gold_Dragon=100i 2954 Auspicious Red Dragon Livery
item_Name100i_Paint_Black_Orange=100 Series Flame Livery
item_Name100i_Paint_Blue_Gold=100 Series Blue Ametrine Livery
item_Name100i_Paint_Blue_Pink=100 Series Melrose Livery
item_Name100i_Paint_Camo_Black=100 Series Slate Camo Livery
item_Name100i_Paint_Sand_Red=100 Series Sand Wave Livery
item_Name10mm_pistol_ballistic=10mm Ammo
item_Name10mm_rifle_laser=PC-FF
item_Name12g_electric=12G PS-10
item_Name20mm_Tungsten=<-=MISSING=->
item_Name25mm_special_ballistic=25mm mX Shatter Rocket
item_Name25mm_special_ballistic_fragment=25mm mX Shatter Rocket Fragment
item_Name2ghz_microwave_energy=UC
item_Name300i-C_LoadoutKit=300i-C
item_Name300i-G_LoadoutKit=300i-G
item_Name300i-T_LoadoutKit=300i-T
item_Name300i_HAPR_VP_RMI_S3_Q2=Hammer Propulsion HE 5.3
item_Name315p-GT_LoadoutKit=315p-GT
item_Name315p-XC_LoadoutKit=315p-XC
item_Name325a-CC_LoadoutKit=325a-CC
item_Name325a-CI_LoadoutKit=325a-CI
item_Name325a-LC_LoadoutKit=325a-LC
item_Name325a-XC_LoadoutKit=325a-XC
item_Name325a_HAPR_VP_RMI_S3_Q2=Hammer Propulsion HE 5.3
item_Name350r-SP_LoadoutKit=350r-SP
item_Name350r-S_LoadoutKit=350r-S
item_Name350r_HAPR_VP_ESI_S3_Q2=Hammer Propulsion HM 4.3
item_Name400i_Paint_2952Fortuna_Green_Grey=400i Fortuna Livery
item_Name400i_Paint_2954RedFestival_Red_Gold_Dog=400i 2954 Auspicious Red Dog Livery
item_Name400i_Paint_2954RedFestival_Red_Gold_Dragon=400i 2954 Auspicious Red Dragon Livery
item_Name400i_Paint_Afterglow_Black_Orange=400i Afterglow Livery
item_Name400i_Paint_Calacatta_Black_White=400i Calacatta Livery
item_Name400i_Paint_CitCon_Meridian=400i Meridian Livery
item_Name400i_Paint_IAE2951_Blue_Black=400i Stormbringer Livery
item_Name400i_Paint_IAE2951_Grey_White=400i Polar Livery
item_Name400i_Paint_Penumbra_Black_Gold=400i Penumbra Livery
item_Name400i_Paint_Stratus_Grey_Yellow=400i Stratus Livery
item_Name5mm_rifle_ballistic=5.56mm Gauss AP
item_Name600i_Paint_2952Fortuna_Green_Grey=600i Fortuna Livery
item_Name600i_Paint_2954RedFestival_Red_Gold_Dog=600i 2954 Auspicious Red Dog Livery
item_Name600i_Paint_2954RedFestival_Red_Gold_Dragon=600i 2954 Auspicious Red Dragon Livery
item_Name600i_Paint_BIS2951=600i 2951 Best in Show Livery
item_Name600i_Paint_BIS2953_Purple_Blue_Cyan=600i 2953 Best in Show Livery
item_Name600i_Paint_IAE_2952_Black_Red=600i Cold Forge Livery
item_Name600i_Paint_IAE_2952_Metal=600i Sterling Livery
item_Name600i_Paint_Unity=600i Foundation Fest Livery
item_Name6mm_pistol_laser=PS-10
item_NameAEGS_3DRadarDisplay=Aegis 3D Radar Display
item_NameAEGS_Avenger_CML_Chaff=Aegis Avenger - Noise Launcher
item_NameAEGS_Avenger_CML_Flare=Aegis Avenger - Decoy Launcher
item_NameAEGS_Avenger_Ejection_Seat=Aegis Avenger Ejection Seat
item_NameAEGS_Avenger_LandingSystem=Aegis Avenger Landing System
item_NameAEGS_Avenger_Multilight=Aegis Avenger External Lights
item_NameAEGS_Avenger_Titan_Seat=Aegis Avenger Titan Seat
item_NameAEGS_Avenger_shop=Aegis Avenger
item_NameAEGS_BallisticRepeater_S5=Aegis Ballistic Repeater
item_NameAEGS_Cockpit_Audio=Aegis Cockpit Audio
item_NameAEGS_EMP_Device=REP-8 EMP Generator
item_NameAEGS_EMP_Device_short=REP-8
item_NameAEGS_EMP_Sentinel_S4=REP-VS EMP Generator
item_NameAEGS_EMP_Sentinel_S4_short=REP-VS
item_NameAEGS_Eclipse_CML_Chaff=Aegis Eclipse - Noise Launcher
item_NameAEGS_Eclipse_CML_Flare=Aegis Eclipse - Decoy Launcher
item_NameAEGS_Engine_Double_Idris=Aegis Idris Double Engine
item_NameAEGS_Engine_Single_Idris=Aegis Idris Single Engine
item_NameAEGS_FuelIntake_Idris=Aegis Idris Fuel Intake
item_NameAEGS_FuelTank_Idris=Aegis Idris Fuel Tank
item_NameAEGS_Gemini_S6_Q1=Aegis Starfarer Gemini Thruster
item_NameAEGS_Gemini_S7_Q1=Aegis Starfarer Gemini Thruster
item_NameAEGS_Gladius_CML_Chaff=Aegis Gladius - Noise Launcher
item_NameAEGS_Gladius_CML_Flare=Aegis Gladius - Decoy Launcher
item_NameAEGS_Gladius_Ejection_Seat=Aegis Gladius Ejection Seat
item_NameAEGS_Gladius_LandingSystem=Aegis Gladius Landing System
item_NameAEGS_Gladius_Main=Main Thruster
item_NameAEGS_Gladius_Mav_Joint_01=Omni Mav Thruster
item_NameAEGS_Gladius_Mav_Joint_02=Roll Mav Thruster
item_NameAEGS_Gladius_MultiLight=Aegis Gladius External Lights
item_NameAEGS_Gladius_Nose_S2=S3 Gimbal - Nose
item_NameAEGS_Gladius_Retro=Retro Thruster
item_NameAEGS_Gladius_lights=Aegis Gladius Light Set
item_NameAEGS_Gladius_shop=Aegis Dynamics Gladius
item_NameAEGS_Hammerhead_CML_Chaff=Aegis Hammerhead - Noise Launcher
item_NameAEGS_Hammerhead_CML_Flare=Aegis Hammerhead - Decoy Launcher
item_NameAEGS_Idris_BallisticRepeater_S5=Aegis Idris Ballistic Repeater
item_NameAEGS_Idris_Copilot_Seat_Left=Aegis Idris Left Copilot Seat
item_NameAEGS_Idris_Copilot_Seat_Right=Aegis Idris Right Copilot Seat
item_NameAEGS_Idris_Large_Turret=Aegis Idris Front Turret
item_NameAEGS_Idris_Large_Turret_Base=Aegis Idris Front Turret
item_NameAEGS_Idris_Large_Turret_Seat=Aegis Idris Front Turret Seat
item_NameAEGS_Idris_Main_01_CIV=Main Thruster
item_NameAEGS_Idris_Main_01_MIL=Main Thruster
item_NameAEGS_Idris_Main_01_PIR=Main Thruster
item_NameAEGS_Idris_Main_02_CIV=Twin Main Thruster
item_NameAEGS_Idris_Main_02_MIL=Twin Main Thruster
item_NameAEGS_Idris_Main_02_PIR=Twin Main Thruster
item_NameAEGS_Idris_Main_Fixed_01_CIV=Main Thruster
item_NameAEGS_Idris_Main_Fixed_01_MIL=Main Thruster
item_NameAEGS_Idris_Main_Fixed_01_PIR=Main Thruster
item_NameAEGS_Idris_Pilot_seat=Aegis Idris Pilot Seat
item_NameAEGS_Idris_Rack=Aegis Idris Missile Rack
item_NameAEGS_Idris_Turret=Aegis Idris Turret
item_NameAEGS_Idris_Turret_Base=Aegis Idris Turret
item_NameAEGS_Idris_Turret_Seat=Aegis Idris Turret Seat
item_NameAEGS_Idris_Weapons_Seat=Aegis Idris Weapons Seat
item_NameAEGS_Javelin_Copilot_Seat=Aegis Javelin Co-Pilot Seat
item_NameAEGS_Javelin_Joint_Thruster=Aegis Javelin Joint Thruster
item_NameAEGS_Javelin_Joint_Thruster_Small=Aegis Javelin Small Joint Thruster
item_NameAEGS_Javelin_MainEngine=Aegis Javelin Main Engine
item_NameAEGS_Javelin_Pilot_Seat=Aegis Javelin Pilot Seat
item_NameAEGS_Javelin_Retro_Thruster=Aegis Javelin Retro Thruster
item_NameAEGS_Javelin_SupportEngine=Aegis Javelin Support Engine
item_NameAEGS_Javelin_Turret=Aegis Javelin Turret
item_NameAEGS_Javelin_Turret_Base=Aegis Javelin Turret
item_NameAEGS_Raven_CML_Chaff=Aegis Sabre Raven - Noise Launcher
item_NameAEGS_Raven_CML_Flare=Aegis Sabre Raven - Decoy Launcher
item_NameAEGS_Redeemer_shop=Aegis Dynamics Redeemer
item_NameAEGS_Retaliator_Cockpit_Seat=Aegis Retaliator Cockpit Seat
item_NameAEGS_Retaliator_Engineer_Console=Aegis Retaliator Engineering Control Station
item_NameAEGS_Retaliator_LandingSystem=Aegis Retaliator Landing System
item_NameAEGS_Retaliator_MultiLight=Aegis Retaliator External Lights
item_NameAEGS_Retaliator_Turret=Aegis Retaliator Turret
item_NameAEGS_Retaliator_Turret_Base=Aegis Retaliator Turret
item_NameAEGS_Retaliator_Turret_Seat=Aegis Retaliator Turret Seat
item_NameAEGS_Retaliator_shop=Aegis Retaliator
item_NameAEGS_S1_Rack_x2=Aegis S1 Double Platform
item_NameAEGS_S2_Rack_x1=Aegis Single Platform
item_NameAEGS_S2_Rack_x2=Aegis Double Platform
item_NameAEGS_S2_Rack_x3=Aegis Triple Platform
item_NameAEGS_S2_Rack_x4=Aegis Quad Platform
item_NameAEGS_S3_Rack_x1=Aegis Single Platform
item_NameAEGS_Sabre_CML_Chaff=Aegis Sabre - Noise Launcher
item_NameAEGS_Sabre_CML_Flare=Aegis Sabre - Decoy Launcher
item_NameAEGS_Sabre_Cockpit_Seat=Aegis Sabre Cockpit Seat
item_NameAEGS_Sabre_LandingSystem=Aegis Sabre Landing System
item_NameAEGS_Sabre_Main=Main Thruster
item_NameAEGS_Sabre_MultiLight=Aegis Sabre External Lights
item_NameAEGS_Sabre_Retro=Retro Thruster
item_NameAEGS_Sabre_mav_Joint_01=Omni Thruster
item_NameAEGS_Sabre_mav_Joint_02=Rotational Thruster
item_NameAEGS_Test_ADS=Aegis 1000 ADS Computer
item_NameAEGS_Test_CPU=Aegis 1000 CPU
item_NameAEGS_Test_Motherboard=Aegis 1000 Motherboard
item_NameAEGS_Test_TC=Aegis 1000 Targeting Computer
item_NameAEGS_Test_WC=Aegis Weapons Control
item_NameAEGS_Thruster_Fixed_Antaeus=Aegis Antaeus Main Engine
item_NameAEGS_Thruster_Fixed_Hermes=Aegis Hermes Fixed Thruster
item_NameAEGS_Thruster_Fixed_Idris=Aegis Idris Fixed Thruster
item_NameAEGS_Thruster_Fixed_Vanguard=Aegis Vanguard Fixed Thruster 
item_NameAEGS_Thruster_Joint_Hercules=Aegis Hercules Thruster
item_NameAEGS_Thruster_Joint_Samson=Aegis Samson Thruster
item_NameAEGS_Thruster_Joint_Vanguard=Aegis Vanguard Joint Thruster
item_NameAEGS_Thruster_Retro_Idris=Aegis Idris Retro Thruster
item_NameAEGS_Thruster_Retro_Ixion=Aegis Ixion Retro Thruster
item_NameAEGS_Vanguard_Cockpit_Seat=Aegis Vanguard Cockpit Seat
item_NameAEGS_Vanguard_Jump_Seat=Aegis Vanguard Jump Seat
item_NameAEGS_Vanguard_LandingSystem=Aegis Vanguard Landing System
item_NameAEGS_Vanguard_Main_01=Main Thruster
item_NameAEGS_Vanguard_Main_02=Main Thruster
item_NameAEGS_Vanguard_Mav_Fixed=Fixed Mav Thruster
item_NameAEGS_Vanguard_Mav_Joint=Joint Mav Thruster
item_NameAEGS_Vanguard_Retro=Retro Thruster
item_NameAEGS_Vanguard_Retro_Thruster=Aegis Vanguard Retro Thruster
item_NameAEGS_Vanguard_Turret=Aegis Vanguard Turret
item_NameAEGS_Vanguard_Turret_Base=Aegis Vanguard Turret
item_NameAEGS_Vanguard_Turret_Seat=Aegis Vanguard Turret Seat
item_NameAEGS_XiTech_Pro_Fixed_S3_Q3=Aegis XiTech Pro Fixed Thruster
item_NameAEGS_XiTech_Pro_Joint_S3_Q3=Aegis XiTech Pro Joint Thruster
item_NameAEGS_XiTech_Pro_Retro_S3_Q3=Aegis XiTech Pro Retro Thruster
item_NameALST_Retro_S3=Alliance Startech Retro Thruster
item_NameALST_Stamina_S2_Q3=Alliance Startech Stamina Thruster S2
item_NameALST_Stamina_S4_Q4=Alliance Startech Stamina Thruster S4
item_NameAMBX_APAR_BallisticGatling_S4=Apocalypse Arms Ballistic Gatling S4 Ammo Box
item_NameAMBX_APAR_MassDriver_S2=Apocalypse Arms Mass Driver S2 Ammo Box
item_NameAMBX_BEHR_BallisticCannon_S4_HE=Behring Ballistic Autocannon S4 Ammo Box
item_NameAMBX_BEHR_BallisticRepeater_S2=Behring Ballistic Repeater S2 Ammo Box
item_NameAMBX_BEHR_Flares_16=Behring Flares x 16
item_NameAMBX_BEHR_Flares_24=Behring Flares x 24
item_NameAMBX_BEHR_Flares_32=Behring Flares x 32
item_NameAMBX_BEHR_Flares_40=Behring Flares x 40
item_NameAMBX_BEHR_Flares_48=Behring Flares x 48
item_NameAMBX_BEHR_Flares_8=Behring Flares x 8
item_NameAMBX_GATS_BallisticCannon_S2=Gallenson Tactical Ballistic Autocannon S2 Ammo Box
item_NameAMBX_GATS_BallisticCannon_S3=Gallenson Tactical Ballistic Autocannon S3 Ammo Box
item_NameAMBX_GATS_BallisticGatling_S2=Gallenson Tactical Ballistic Gatling S2 Ammo Box
item_NameAMBX_GATS_BallisticGatling_S3=Gallenson Tactical Ballistic Gatling S3 Ammo Box
item_NameAMBX_JOKR_Chaff_16=Joker Noise x 16
item_NameAMBX_JOKR_Chaff_24=Joker Noise x 24
item_NameAMBX_JOKR_Chaff_32=Joker Noise x 32
item_NameAMBX_JOKR_Chaff_40=Joker Noise x 40
item_NameAMBX_JOKR_Chaff_48=Joker Noise x 48
item_NameAMBX_JOKR_Chaff_8=Joker Noise x 8
item_NameAMBX_JOKR_Flares_16=Joker Flares x 16
item_NameAMBX_JOKR_Flares_24=Joker Flares x 24
item_NameAMBX_JOKR_Flares_32=Joker Flares x 32
item_NameAMBX_JOKR_Flares_40=Joker Flares x 40
item_NameAMBX_JOKR_Flares_48=Joker Flares x 48
item_NameAMBX_JOKR_Flares_8=Joker Flares x 8
item_NameAMBX_KBAR_BallisticCannon_S1=KnightBridge Arms Ballistic Autocannon S1 Ammo Box
item_NameAMBX_KBAR_BallisticCannon_S2=KnightBridge Arms Ballistic Autocannon S2 Ammo Box
item_NameAMBX_KBAR_BallisticCannon_S3=KnightBridge Arms Ballistic Autocannon S3 Ammo Box
item_NameAMBX_KLWE_MassDriver_S10=Klaus & Werner Mass Driver S10 Ammo Box
item_NameAMBX_KLWE_MassDriver_S2=Sledge II Ammo Box
item_NameAMBX_KRIG_BallisticGatling_S2=Kruger Intergalactic Ballistic Gatling S2 Ammo Box
item_NameAMBX_KRIG_BallisticGatling_S3=Ammunition case for Kruger Intergalactic Ballistic Gatling S3
item_NameAMBX_RSI_BallisticRepeater_S9=RSI Ballistic Repeater S9 Ammo Box
item_NameAMBX_TALN_Chaff_16=Talon Noise x 16
item_NameAMBX_TALN_Chaff_24=Talon Noise x 24
item_NameAMBX_TALN_Chaff_32=Talon Noise x 32
item_NameAMBX_TALN_Chaff_40=Talon Noise x 40
item_NameAMBX_TALN_Chaff_48=Talon Noise x 48
item_NameAMBX_TALN_Chaff_8=Talon Noise x 8
item_NameAMRS_LaserCannon_S1=Omnisky III Cannon
item_NameAMRS_LaserCannon_S1_short=Omnisky-3
item_NameAMRS_LaserCannon_S2=Omnisky VI Cannon
item_NameAMRS_LaserCannon_S2_short=Omnisky-6
item_NameAMRS_LaserCannon_S3=Omnisky IX Cannon
item_NameAMRS_LaserCannon_S3_short=Omnisky-9
item_NameAMRS_LaserCannon_S4=Omnisky XII Cannon
item_NameAMRS_LaserCannon_S4_short=Omnisky-12
item_NameAMRS_LaserCannon_S5=Omnisky XV Cannon
item_NameAMRS_LaserCannon_S5_short=Omnisky-15
item_NameAMRS_LaserCannon_S6=Omnisky XVIII Cannon
item_NameAMRS_LaserCannon_S6_short=Omnisky-18
item_NameAMRS_ScatterGun_S3=PyroBurst Scattergun
item_NameAMRS_ScatterGun_S3_short=PyroBurst
item_NameANVL_Arrow_Turret=Anvil Arrow Turret
item_NameANVL_CML_Chaff=Anvil Noise Launcher
item_NameANVL_CML_Flare=Anvil Decoy Launcher
item_NameANVL_Cockpit_Audio=Anvil Cockpit Audio
item_NameANVL_Crucible_Seat=Anvil Crucible Seat
item_NameANVL_F7A_CML_Chaff=Anvil Hornet F7A - Noise Launcher
item_NameANVL_F7A_CML_Flare=Anvil Hornet F7A - Decoy Launcher
item_NameANVL_F7A_FuelIntake=Anvil Hornet F7A Fuel Intake
item_NameANVL_Fixed_Mount_Hornet_Ball_S4=Specialty Hornet S5 VariPuck Mount
item_NameANVL_Flex_MK2=Anvil Flex MK2 Thruster
item_NameANVL_Flex_MK3=Anvil Flex MK3 Thruster
item_NameANVL_FuelIntake=Anvil Fuel Intake
item_NameANVL_FuelTank_F7A=Anvil Hornet F7A Fuel Tank
item_NameANVL_Gladiator_CML_Chaff=Anvil Gladiator - Noise Launcher
item_NameANVL_Gladiator_CML_Flare=Anvil Gladiator - Decoy Launcher
item_NameANVL_Gladiator_CoPilot_Ejection_Seat=Anvil Gladiator Co-Pilot Ejection Seat
item_NameANVL_Gladiator_Ejection_Seat=Anvil Gladiator Pilot Ejection Seat
item_NameANVL_Gladiator_LandingSystem=Anvil Gladiator Landing System
item_NameANVL_Gladiator_Multilight=Anvil Gladiator External Lights
item_NameANVL_Gladiator_Turret_Ball_S2_Q2=Anvil Gladiator Turret
item_NameANVL_Hornet_BallTurret_Lights=Anvil Hornet Ball Turret External Lights
item_NameANVL_Hornet_Ejection_Seat=Anvil Hornet Ejection Seat
item_NameANVL_Hornet_Ejection_Seat_CoPilot=Anvil Hornet Co-Pilot Ejection Seat
item_NameANVL_Hornet_Ejection_Seat_F7A=Anvil Hornet F7A Ejection Seat
item_NameANVL_Hornet_F7A_Mk1_Ball_Turret=C4-163f S5 Hornet Mk I Ball Turret
item_NameANVL_Hornet_F7A_Mk1_Nose_Turret=Anvil F7A Hornet Mk I Nose Turret
item_NameANVL_Hornet_F7A_Mk2_Ball_Turret=C5-173f S5 Hornet Mk II Ball Turret
item_NameANVL_Hornet_F7A_Mk2_Nose_Turret=Anvil F7A Hornet Mk II Nose Turret
item_NameANVL_Hornet_F7CR_shop=Anvil Hornet F7CR Tracker
item_NameANVL_Hornet_F7CS_shop=Anvil Hornet F7CS Ghost
item_NameANVL_Hornet_F7C_Ball_Turret=C4-160f S5 Hornet Ball Turret
item_NameANVL_Hornet_F7C_Mk2_Cargo_Door=Stor*All Big Box Model H2
item_NameANVL_Hornet_F7C_Nose_Turret=Anvil Hornet F7C Nose Turret
item_NameANVL_Hornet_F7C_shop=Anvil Hornet F7C
item_NameANVL_Hornet_LandingSystem=Anvil Hornet Landing System
item_NameANVL_Hornet_Lights=Anvil Hornet External Lights
item_NameANVL_Hornet_Multilight=Anvil Hornet External Lights
item_NameANVL_Joint_MK2=Anvil Joint MK2 Thruster
item_NameANVL_Joint_MK3=Anvil Joint MK3 Thruster
item_NameANVL_Lightning_F8C_Turret=Anvil Lightning F8C Turret
item_NameANVL_Lightning_F8_Turret=Anvil Lightning F8 Turret
item_NameANVL_S1_Rack_x4=Anvil Quad S1 Missile Rack
item_NameANVL_S3_Rack_x1=Anvil Single S3 Missile Platform
item_NameANVL_S5_Rack_x2=Anvil Gladiator Double Torpedo Mount
item_NameANVL_Terrapin_Nose_Turret=Anvil Terrapin Nose Mount
item_NameANVL_Test_ADS=Anvil 1000 ADS Computer
item_NameANVL_Test_CPU=Anvil 1000 CPU
item_NameANVL_Test_Motherboard=Anvil 1000 Motherboard
item_NameANVL_Test_TC=Anvil 1000 Targeting Computer
item_NameANVL_Test_WC=Anvil Weapons Control
item_NameAPAR_BallisticGatling_S4=Revenant Gatling
item_NameAPAR_BallisticGatling_S4_short=Revenant
item_NameAPAR_BallisticGatling_S6=Draugar Gatling
item_NameAPAR_BallisticGatling_S6_short=Draugar
item_NameAPAR_BallisticRepeater_S4=Shade Repeater
item_NameAPAR_BallisticRepeater_S4_short=Shade
item_NameAPAR_BallisticRepeater_S5=Eventide Repeater
item_NameAPAR_BallisticRepeater_S5_short=Eventide
item_NameAPAR_BallisticRepeater_S6=Nightfall Repeater
item_NameAPAR_BallisticRepeater_S6_short=Nightfall
item_NameAPAR_BallisticScatterGun_S1=Havoc Scattergun
item_NameAPAR_BallisticScatterGun_S1_Shark=Havoc Scattergun Sharkmouth Edition
item_NameAPAR_BallisticScatterGun_S1_Shark_short=Havoc SHK
item_NameAPAR_BallisticScatterGun_S1_short=Havoc
item_NameAPAR_BallisticScatterGun_S2=Hellion Scattergun
item_NameAPAR_BallisticScatterGun_S2_Shark=Hellion Scattergun Sharkmouth Edition
item_NameAPAR_BallisticScatterGun_S2_Shark_short=Hellion SHK
item_NameAPAR_BallisticScatterGun_S2_short=Hellion
item_NameAPAR_BallisticScatterGun_S3=Predator Scattergun
item_NameAPAR_BallisticScatterGun_S3_Shark=Predator Scattergun Sharkmouth Edition
item_NameAPAR_BallisticScatterGun_S3_Shark_short=PRDTR SHK
item_NameAPAR_BallisticScatterGun_S3_short=Predator
item_NameAPAR_MassDriver_S2=Strife Mass Driver Cannon
item_NameAPAR_MassDriver_S2_short=Strife
item_NameARCO_ArcDuo_400_engine_Freelancer=Arc Duo 400
item_NameARGO_MPUV_Aux_Fixed_01=Fixed Mav Thruster
item_NameARGO_MPUV_Aux_Fixed_02=Fixed Mav Thruster
item_NameARGO_MPUV_Aux_Fixed_03=Fixed Mav Thruster
item_NameARGO_MPUV_LandingSystem=Argo MPUV Landing System
item_NameARMR_AEGS_Avenger_Stalker=Avenger Stalker Ship Armor
item_NameARMR_AEGS_Avenger_Titan=Avenger Titan Ship Armor
item_NameARMR_AEGS_Avenger_Warlock=Avenger Warlock Ship Armor
item_NameARMR_AEGS_Gladius=Gladius Ship Armor
item_NameARMR_AEGS_Hammerhead=Hammerhead Ship Armor
item_NameARMR_AEGS_Idris=Idris Ship Armor
item_NameARMR_AEGS_Redeemer,P=Aegis Redeemer Ship Armor
item_NameARMR_AEGS_Retaliator=Retaliator Ship Armor
item_NameARMR_AEGS_Sabre=Sabre Ship Armor
item_NameARMR_AEGS_SabreRaven=Sabre Raven Ship Armor
item_NameARMR_AEGS_Vanguard=Vanguard Ship Armor
item_NameARMR_ANVL_Gladiator=Gladiator Ship Armor
item_NameARMR_ANVL_Hornet_F7A=Hornet F7A Ship Armor
item_NameARMR_ANVL_Hornet_F7C=Hornet F7C Ship Armor
item_NameARMR_ANVL_Hornet_F7CM=Anvil Bastion Ship Armor
item_NameARMR_ANVL_Hornet_F7CR=Hornet F7CR Ship Armor
item_NameARMR_ANVL_Hornet_F7CS=Anvil Void Ship Armor
item_NameARMR_ARGO_MPUV=Argo MPUV Ship Armor
item_NameARMR_CNOU_Mustang_Alpha=Mustang Alpha Ship Armor
item_NameARMR_CNOU_Mustang_Beta=Mustang Beta Ship Armor
item_NameARMR_CNOU_Mustang_Delta=Consolidated Outland Cavalry Ship Armor
item_NameARMR_CNOU_Mustang_Gamma=Mustang Gamma Ship Armor
item_NameARMR_CNOU_Mustang_Omega=Mustang Omega Ship Armor
item_NameARMR_DRAK_Cutlass_Black=Cutlass Black Ship Armor
item_NameARMR_KRIG_Merlin=Merlin Ship Armor
item_NameARMR_MISC_Freelancer=Freelancer Ship Armor
item_NameARMR_MISC_Reliant=MISC Reliant Ship Armor
item_NameARMR_MISC_Starfarer=Starfarer Ship Armor
item_NameARMR_MISC_Starfarer_Gemini=Starfarer Gemini Ship Armor
item_NameARMR_ORIG_100i=Origin Jumpworks 100i Ship Armor
item_NameARMR_ORIG_125a=Origin Jumpworks 125a Ship Armor
item_NameARMR_ORIG_135c=Origin Jumpworks 135c Ship Armor
item_NameARMR_ORIG_300i=300i Ship Armor
item_NameARMR_ORIG_315p=315p Ship Armor
item_NameARMR_ORIG_325a=Talisman R5 Ship Armor
item_NameARMR_ORIG_350r=350r Ship Armor
item_NameARMR_ORIG_M50=M50 Ship Armor
item_NameARMR_RSI_Aurora_CL=Aurora CL Ship Armor
item_NameARMR_RSI_Aurora_ES=Aurora ES Ship Armor
item_NameARMR_RSI_Aurora_LN=RSI Lorica Ship Armor
item_NameARMR_RSI_Aurora_LX=Aurora LX Ship Armor
item_NameARMR_RSI_Aurora_MR=Aurora MR Ship Armor
item_NameARMR_RSI_Constellation_Andromeda=Constellation Andromeda Ship Armor
item_NameARMR_RSI_Polaris,P=RSI Polaris Ship Armor
item_NameARMR_VNCL_Blade=Blade Ship Armor
item_NameARMR_VNCL_Glaive=Glaive Ship Armor
item_NameARMR_VNCL_Scythe=Scythe Ship Armor
item_NameARMR_VNCL_Stinger=Stinger Ship Armor
item_NameARMR_VNCL_Void=Void Ship Armor
item_NameARMR_XIAN_Scout=Scout Ship Armor
item_NameASAD_DistortionRepeater_S1=DR Model-XJ1 Repeater
item_NameASAD_DistortionRepeater_S1_short=DR-XJ1
item_NameASAD_DistortionRepeater_S2=DR Model-XJ2 Repeater
item_NameASAD_DistortionRepeater_S2_short=DR-XJ2
item_NameASAD_DistortionRepeater_S3=DR Model-XJ3 Repeater
item_NameASAD_DistortionRepeater_S3_short=DR-XJ3
item_NameASAS_SoloShield=Ascension Astro Soloshield
item_NameASAS_Soloshield_Survival=Ascension Astro Soloshield Survival
item_NameAVIO_BEHR_S01_CSR_RP=Behring Avionics Motherboard
item_NameAVIO_CPUB_MITE_Memvio_10b=memVio 1.0b CPU Booster
item_NameAVIO_LEGACY_ADS=ADS Computer
item_NameAVIO_TGTC_BEHR_TM_4AB=TM-4AB Targeting Computer
item_NameAVIO_TGTC_BEHR_TM_4GS=TM-4GS Targeting Computer
item_NameAVIO_TGTC_BEHR_TM_4WL=TM-4WL Targeting Computer
item_NameAVIO_TGTC_WLOP_F7A=F7A Targeting Computer
item_NameAVIO_TGTC_WLOP_P1_Omnitrack=P1 Omnitrack Targeting Computer
item_NameAVIO_TGTC_WLOP_P3X_Multilock=P3X Multilock Targeting Computer
item_NameAVIO_TGTC_WLOP_P3_Autocompensator=P3 Autocompensator Targeting Computer
item_NameAlienAA_fragment_1_large_damaged_a=Large Artifact Fragment (Damaged)
item_NameAlienAA_fragment_1_large_flawed_a=Large Artifact Fragment (Flawed)
item_NameAlienAA_fragment_1_large_pristine_a=Large Artifact Fragment (Pristine)
item_NameAlienAA_fragment_1_medium_damaged_a=Medium Artifact Fragment (Damaged)
item_NameAlienAA_fragment_1_medium_flawed_a=Medium Artifact Fragment (Flawed)
item_NameAlienAA_fragment_1_medium_pristine_a=Medium Artifact Fragment (Pristine)
item_NameAlienAA_fragment_1_small_damaged_a=Small Artifact Fragment (Damaged)
item_NameAlienAA_fragment_1_small_flawed_a=Small Artifact Fragment (Flawed)
item_NameAlienAA_fragment_1_small_pristine_a=Small Artifact Fragment (Pristine)
item_NameAlienFish=Menarik
item_NameAmmoBox_AEGS_Flares=Aegis Decoy Ammo
item_NameAmmoBox_ANVL_Flares=Anvil Decoy Ammo
item_NameAmmoBox_Ballistic_20mm_AMMO=Ammo Box - 20mm
item_NameAmmoBox_Ballistic_24mm=Ammo Box - 24mm
item_NameAmmoBox_Ballistic_25mm_AMMO=Ammo Box - 25mm
item_NameAmmoBox_Ballistic_35mm_AMMO=Ammo Box - 35mm
item_NameAmmoBox_Ballistic_50mm_AMMO=Ammo Box - 50mm
item_NameAmmoBox_Ballistic_60mm_AMMO=Ammo Box - 60mm
item_NameAmmoBox_ORIG_Flares=Origin Jumpworks Decoy Ammo Box
item_NameAmmoBox_RSI_Flares=RSI Decoy Ammo Box
item_NameAmmoCrate=Ammo Crate
item_NameAmmobox_AEGS_Avenger_Flares=Aegis Avenger Flares Ammo
item_NameAmmobox_AEGS_Flares_Tutorial=Aegis Decoy Ammo
item_NameAmmobox_ANVL_Hornet_F7CM_Flares=Anvil Hornet F7CM Flares Ammo
item_NameAmmobox_ANVL_Hornet_F7C_Flares=Anvil Hornet F7C Flares Ammo
item_NameAmmobox_ANVL_Hornet_FC7R_Flares=Anvil Hornet F7CR Flares Ammo
item_NameAmmobox_Ballistic_1000rd_20mm=Ammo Box Ballistic 20mm 1000rd
item_NameAmmobox_Ballistic_120rd_106mm_exp=Ammo Box Ballistic HE 106mm 120rd
item_NameAmmobox_Ballistic_120rd_40mm=Ammo Box Ballistic 40mm 120rd
item_NameAmmobox_Ballistic_120rd_60mm=Ammo Box Ballistic 60mm 120rd
item_NameAmmobox_Ballistic_150rd_35mm=Ammo Box Ballistic 35mm 150rd
item_NameAmmobox_Ballistic_180rd_60mm=Ammo Box Ballistic 60mm 180rd
item_NameAmmobox_Ballistic_200rd_25mm=Ammo Box Ballistic 25mm 200rd
item_NameAmmobox_Ballistic_240rd_40mm=Ammo Box Ballistic 40mm 240rd
item_NameAmmobox_Ballistic_240rd_60mm=Ammo Box Ballistic 60mm 240rd
item_NameAmmobox_Ballistic_250rd_20mm=Ammo Box Ballistic 20mm 250rd
item_NameAmmobox_Ballistic_300rd_35mm=Ammo Box Ballistic 35mm 300rd
item_NameAmmobox_Ballistic_30rd_1000mm_rail=Ammo Box Ballistic Rail 1000mm 30rd
item_NameAmmobox_Ballistic_360rd_40mm=Ammo Box Ballistic 40mm 360rd
item_NameAmmobox_Ballistic_400rd_25mm=Ammo Box Ballistic 25mm 400rd
item_NameAmmobox_Ballistic_450rd_35mm=Ammo Box Ballistic 35mm 450rd
item_NameAmmobox_Ballistic_480rd_40mm=Ammo Box Ballistic 40mm 480rd
item_NameAmmobox_Ballistic_500rd_1000mm=Ammo Box Ballistic 1000mm 500rd
item_NameAmmobox_Ballistic_500rd_20mm=Ammo Box Ballistic 20mm 500rd
item_NameAmmobox_Ballistic_500rd_40mm_5km_exp=Ammo Box Ballistic HE 20mm 500rd 5km
item_NameAmmobox_Ballistic_500rd_40mm_exp=Ammo Box Ballistic HE 20mm 500rd
item_NameAmmobox_Ballistic_50mm=Ammo Box Ballistic 50mm
item_NameAmmobox_Ballistic_600rd_25mm=Ammo Box Ballistic 25mm 600rd
item_NameAmmobox_Ballistic_600rd_35mm=Ammo Box Ballistic 35mm 600rd
item_NameAmmobox_Ballistic_60rd_60mm=Ammo Box Ballistic 60mm 60rd
item_NameAmmobox_Ballistic_60rd_60mm_rail=Ammo Box Ballistic Rail 60mm 60rd
item_NameAmmobox_Ballistic_60rd_80mm_rail=Ammo Box Ballistic Rail 80mm 60rd
item_NameAmmobox_Ballistic_750rd_20mm=Ammo Box Ballistic 20mm 750rd
item_NameAmmobox_Ballistic_750rd_30mm=Ammo Box Ballistic 30mm 750rd
item_NameAmmobox_Ballistic_800rd_25mm=Ammo Box Ballistic 25mm 800rd
item_NameAmmobox_Ballistic_KRIG_20mm=Kruger Intergalactic Ammo Box Ballistic 20mm
item_NameAmmobox_Ballistic_KRIG_25mm=Kruger Intergalactic Ammo Box Ballistic 25mm
item_NameAmmobox_JOKR_Defcon_Flares=Joker Defcon Flares Ammo
item_NameAmmobox_ORIG_300i_Flares=Origin Jumpworks 300i Flares Ammo
item_NameAmmobox_ORIG_315p_Flares=Origin Jumpworks 315p Flares Ammo
item_NameAmmobox_ORIG_325a_Flares=Origin Jumpworks 325a Flares Ammo
item_NameAmmobox_ORIG_350r_Flares=Origin Jumpworks 350r Flares Ammo
item_NameAmmobox_ORIG_M50_Flares=Origin Jumpworks M50 Flares Ammo
item_NameAmmobox_RSI_Aurora_CL_Flares=RSI Aurora CL Flares Ammo
item_NameAmmobox_RSI_Aurora_ES_Flares=RSI Aurora ES Flares Ammo
item_NameAmmobox_RSI_Aurora_LN_Flares=RSI Aurora LN Flares Ammo
item_NameAmmobox_RSI_Aurora_LX_Flares=RSI Aurora LX Flares Ammo
item_NameAmmobox_RSI_Aurora_MR_Flares=RSI Aurora MR Flares Ammo
item_NameAmmobox_Rocket=Rocket Ammo
item_NameAmmobox_VNCL_Glaive_Flares=Vanduul Glaive Flares Ammo
item_NameAmmobox_VNCL_Scythe_Flares=Vanduul Scythe Flares Ammo
item_NameAmmobox_XIAN_Scout_Flares=Aopoa Khartu-al Decoy Ammo
item_NameArenaCommanderShipUI=@ArenaCommanderShipUI
item_NameArrow_Paint_2950Invictus_1=Arrow Tan and Green Livery
item_NameArrow_Paint_2950Invictus_2=Arrow Light Green and Grey Livery
item_NameArrow_Paint_2950Invictus_3=Arrow Metallic Grey Livery
item_NameArrow_Paint_2950Invictus_4=Arrow Twilight Livery
item_NameArrow_Paint_Lovestruck_Pink_Black=Arrow Lovestruck Livery
item_NameArrow_Paint_Unity=Arrow Foundation Fest Livery
item_NameAurora_Paint_2950Invictus_1=Aurora Green and Gold Livery
item_NameAurora_Paint_2950Invictus_2=Aurora Invictus Blue and Gold Livery
item_NameAurora_Paint_2950Invictus_3=Aurora Light and Dark Grey Livery
item_NameAurora_Paint_BigBenny=Aurora Big Benny Livery
item_NameAurora_Paint_Blackbeard=Aurora Blackbeard Livery
item_NameAurora_Paint_CrashTest=Aurora Hazard Livery
item_NameAurora_Paint_Luminalia_2021_white_blue=Aurora IceBreak Livery
item_NameAurora_Paint_Midnight=Aurora Midnight Livery
item_NameAurora_Paint_Pitchfork=Aurora Pitchfork Livery
item_NameAurora_Paint_SXSW15=Aurora SXSW15 Commemorative Livery
item_NameAurora_Paint_Signature=Aurora UEE Signature Livery
item_NameAurora_Paint_StarKitten=Aurora Star Kitten Livery
item_NameAurora_Paint_UEE=Aurora UEE Livery
item_NameAurora_Paint_Unity=Aurora Foundation Fest Livery
item_NameAurora_pirate=Aurora Dread Pirate Livery
item_NameAvenger_Paint_2950Invictus_1=Avenger Invictus Blue and Gold Livery
item_NameAvenger_Paint_2950Invictus_2=Avenger Olive Green Livery
item_NameAvenger_Paint_2950Invictus_3=Avenger Splinter Livery
item_NameAvenger_Paint_Copernicus_LightBlue=Avenger Copernicus Livery
item_NameAvenger_Paint_DeBiasio_Orange_Grey=Avenger De Biasio Livery
item_NameAvenger_Paint_Fleetweek_Black_Chrome=Avenger Ironweave Livery
item_NameAvenger_Paint_Fleetweek_Grey_Beige_Tigerstripe=Avenger Shroud Livery
item_NameAvenger_Paint_Kepler_Blue_Orange=Avenger Kepler Livery
item_NameAvenger_Paint_Luminalia_green_red=Avenger Deck the Hull Livery
item_NameAvenger_Paint_Luminalia_white_blue=Avenger IceBreak Livery
item_NameAvenger_Paint_SolarWinds_Metal_Red=Avenger Solar Winds Livery
item_NameBANU_TachyonCannon_S1=Singe Cannon (S1)
item_NameBANU_TachyonCannon_S1_short=Singe (S1)
item_NameBANU_TachyonCannon_S2=Singe Cannon (S2)
item_NameBANU_TachyonCannon_S2_short=Singe (S2)
item_NameBANU_TachyonCannon_S3=Singe Cannon (S3)
item_NameBANU_TachyonCannon_S3_short=Singe (S3)
item_NameBEHR_ASIM09c_Marksman_II=ASIM09c Marksman II
item_NameBEHR_BallisticCannon_S4=C-788 Cannon
item_NameBEHR_BallisticCannon_S4_short=C-788
item_NameBEHR_BallisticCannon_S5=C-810 Cannon
item_NameBEHR_BallisticCannon_S5_short=C-810
item_NameBEHR_BallisticCannon_S6=C-912 Cannon
item_NameBEHR_BallisticCannon_S6_short=C-912
item_NameBEHR_BallisticCannon_VNG_S2=CVSA Cannon
item_NameBEHR_BallisticCannon_VNG_S2_short=CVSA
item_NameBEHR_BallisticGatling_S4=AD4B Ballistic Gatling
item_NameBEHR_BallisticGatling_S4_short=AD4B
item_NameBEHR_BallisticGatling_S5=AD5B Ballistic Gatling
item_NameBEHR_BallisticGatling_S5_short=AD5B
item_NameBEHR_BallisticGatling_S6=AD6B Ballistic Gatling
item_NameBEHR_BallisticGatling_S6_short=AD6B
item_NameBEHR_BallisticGatling_SF7B_S7=SF7B Gatling
item_NameBEHR_BallisticGatling_SF7B_S7_short=SF7B
item_NameBEHR_BallisticRepeater_S1=SW16BR1 “Buzzsaw” Repeater
item_NameBEHR_BallisticRepeater_S1_short=Buzzsaw
item_NameBEHR_BallisticRepeater_S2=SW16BR2 “Sawbuck” Repeater
item_NameBEHR_BallisticRepeater_S2_short=Sawbuck
item_NameBEHR_BallisticRepeater_S3=SW16BR3 “Shredder” Repeater
item_NameBEHR_BallisticRepeater_S3_short=Shredder
item_NameBEHR_BallisticRepeater_VNG_S2=BRVS Repeater
item_NameBEHR_BallisticRepeater_VNG_S2_short=BRVS
item_NameBEHR_DistortionCannon_VNG_S2=EVSD Cannon
item_NameBEHR_DistortionCannon_VNG_S2_short=EVSD
item_NameBEHR_DistortionRepeater_VNG_S2=ATVS Repeater
item_NameBEHR_DistortionRepeater_VNG_S2_short=ATVS
item_NameBEHR_LaserCannon_S1=M3A Cannon
item_NameBEHR_LaserCannon_S1_short=M3A
item_NameBEHR_LaserCannon_S2=M4A Cannon
item_NameBEHR_LaserCannon_S2_short=M4A
item_NameBEHR_LaserCannon_S3=M5A Cannon
item_NameBEHR_LaserCannon_S3_short=M5A
item_NameBEHR_LaserCannon_S4=M6A Cannon
item_NameBEHR_LaserCannon_S4_short=M6A
item_NameBEHR_LaserCannon_S5=M7A Cannon
item_NameBEHR_LaserCannon_S5_short=M7A
item_NameBEHR_LaserCannon_S6=M8A Cannon
item_NameBEHR_LaserCannon_S6_short=M8A
item_NameBEHR_LaserCannon_S7=M9A Cannon
item_NameBEHR_LaserCannon_S7_short=M9A
item_NameBEHR_LaserCannon_SF7E_S7=SF7E Cannon
item_NameBEHR_LaserCannon_SF7E_S7_short=SF7E
item_NameBEHR_LaserCannon_VNG_S2=MVSA Cannon
item_NameBEHR_LaserCannon_VNG_S2_short=MVSA
item_NameBEHR_LaserRepeater_VNG_S2=GVSR Repeater
item_NameBEHR_LaserRepeater_VNG_S2_short=GVSR
item_NameBEHR_PC2_Dual_S1=PC2 Dual S1 Mount
item_NameBEHR_PC2_Dual_S3=PC2 Dual S3 Mount
item_NameBEHR_PC2_Dual_S4=PC2 Dual S4 Mount
item_NameBEHR_PC2_Dual_S4_Fixed=PC2 Dual S4 Mount
item_NameBEHR_groundturret_AA_S4=AAT-21 Turret
item_NameBEHR_groundturret_AA_S4_short=AAT-21 Turret
item_NameBEHR_grounturret_MP=AMP-81 Turret
item_NameBEHR_grounturret_MP_short=AMP-81 Turret
item_NameBOMB_S03_FSKI_Thunderball=Thunderball Bomb
item_NameBOMB_S03_FSKI_Thunderball_short=Thunderball
item_NameBOMB_S05_FSKI_Stormburst=Stormburst Bomb
item_NameBOMB_S05_FSKI_Stormburst_short=Stormburst
item_NameBOMB_S10_FSKI_Colossus=Colossus Bomb
item_NameBOMB_S10_FSKI_Colossus_short=Colossus
item_NameBRAA_groundturret_AA=AAT-34 Turret
item_NameBRAA_groundturret_AA_short=AAT-34 Turret
item_NameBRAA_groundturret_AP_S1=APT-18 Turret
item_NameBRAA_groundturret_AP_S1_short=APT-18 Turret
item_NameBREC_S3_F4_Q1=GH-146m
item_NameBRRA_HornetBall_S2_Q1=C4-360r Hornet Ball Turret
item_NameBRRA_HornetCanard_F7A_S3=N4-160f F7A Turret
item_NameBRRA_HornetCanard_S2_Q1=N4-160f Turret
item_NameBallistic_25mm=<-=MISSING=->
item_NameBallistic_35mm=<-=MISSING=->
item_NameBallistic_50mm=<-=MISSING=->
item_NameBallistic_60mm=<-=MISSING=->
item_NameBandage=Bandage
item_NameBanu_cube_1_a=Banu Lockbox Replica
item_NameBehring_Marksman_HS_Platform_x1=BEHR Single Platform
item_NameBehring_Marksman_HS_Platform_x2=Behring Marksman HS Double Platform
item_NameBehring_Marksman_HS_Platform_x4=Behring Quad Platform
item_NameBehring_Marksman_Quad=Behring Quad Platform
item_NameBlueLaserBolt=<-=MISSING=->
item_NameBobble_CDS_Medium_01A=Sakura Fun Green ORC-mkX Armor Bobblehead
item_NameBobble_CDS_Medium_01B=Sakura Fun Blue ORC-mkX Armor Bobblehead
item_NameBobble_CDS_Medium_01C=Sakura Fun White ORC-mkX Armor Bobblehead
item_NameBuccaneer_Paint_Green_Black=Buccaneer Ghoulish Green Livery
item_NameBuccaneer_Paint_IAE2951_Blue_Black=Buccaneer Stormbringer Livery
item_NameBuccaneer_Paint_IAE2951_Grey_White=Buccaneer Polar Livery
item_NameC8_Pisces_Paint_Nightbreak=C8 Pisces Nightbreak Livery
item_NameC8_Pisces_Paint_Noble_Blue=C8 Pisces Invictus Blue and Gold Livery
item_NameC8_Pisces_Paint_Scrubland_Camo=C8 Pisces Scrubland Camo Livery
item_NameCNOU_Cockpit_Audio=Consolidated Outland Cockpit Audio
item_NameCNOU_Delta_RocketPod_x18=R-18 rocket pod
item_NameCNOU_Magma_S2_Q1=Magma Jet (Outer Engines)
item_NameCNOU_Magma_S2_Q1_Center=Magma Jet (Center Engine)
item_NameCNOU_Mustang_Alpha_shop=Mustang Alpha
item_NameCNOU_Mustang_Beta_shop=Consolidated Outland Mustang Beta
item_NameCNOU_Mustang_DefaultSeat=Consolidated Outland Mustang Pilot Seat
item_NameCNOU_Mustang_Ejection_Seat=Consolidated Outland Mustang Pilot Ejection Seat
item_NameCNOU_Mustang_Gamma_shop=Consolidated Outland Mustang Gamma
item_NameCNOU_Mustang_LandingSystem=Consolidated Outland Mustang Landing System
item_NameCNOU_Mustang_MultiLight=Consolidated Outland Mustang Exterior Lights
item_NameCNOU_Mustang_Nose_Turret=Consolidated Outland Mustang Nose Turret
item_NameCOOL_ACOM_S01_IcePlunge=IcePlunge
item_NameCOOL_ACOM_S01_QuickCool=QuikCool
item_NameCOOL_ACOM_S02_AbsoluteZero_SCItem=AbsoluteZero
item_NameCOOL_ACOM_S02_IceDive_SCItem=IceDive
item_NameCOOL_ACOM_S02_RapidCool_SCItem=RapidCool
item_NameCOOL_AEGS_S01_Bracer=Bracer
item_NameCOOL_AEGS_S01_Bracer_SCItem=Bracer
item_NameCOOL_AEGS_S01_Glacier_SCItem=Glacier
item_NameCOOL_AEGS_S01_Polar=Polar
item_NameCOOL_AEGS_S01_Tundra=Tundra
item_NameCOOL_AEGS_S02_Arctic=Arctic
item_NameCOOL_AEGS_S02_Boreal=Boreal
item_NameCOOL_AEGS_S03_Blizzard_SCItem=Blizzard
item_NameCOOL_AEGS_S03_Galinstan_SCItem=Galinstan
item_NameCOOL_AEGS_S03_Mercury=Mercury
item_NameCOOL_AEGS_S04_Tundra=Tundra
item_NameCOOL_JSPN_S00_FrostStarSL=Frost-Star SL
item_NameCOOL_JSPN_S00_WinterStarSL_SCItem=Winter-Star SL
item_NameCOOL_JSPN_S01_CryoStar=Cryo-Star
item_NameCOOL_JSPN_S01_FrostStar=Frost-Star
item_NameCOOL_JSPN_S01_WinterStar=Winter-Star
item_NameCOOL_JSPN_S02_CryoStarEX=Cryo-Star EX
item_NameCOOL_JSPN_S02_FrostStarEX=Frost-Star EX
item_NameCOOL_JSPN_S02_WinterStarEX_SCItem=Winter-Star EX
item_NameCOOL_JSPN_S03_FrostStarXL_SCItem=Frost-Star XL
item_NameCOOL_JSPN_S03_WinterStarXL_SCItem=Winter-Star XL
item_NameCOOL_JUST_S01_EcoFlow=EcoFlow
item_NameCOOL_JUST_S01_Hydrocel=Hydrocel
item_NameCOOL_JUST_S01_Thermax=Thermax
item_NameCOOL_JUST_S02_CoolCore=CoolCore
item_NameCOOL_JUST_S02_Hydrojet=HydroJet
item_NameCOOL_JUST_S02_Snowfall=Snowfall
item_NameCOOL_JUST_S02_Snowpack_SCItem=Snowpack
item_NameCOOL_JUST_S03_ChillMax_SCItem=Chill-Max
item_NameCOOL_JUST_S03_Hydropulse_SCItem=Hydropulse
item_NameCOOL_JUST_S03_ThermalCore=ThermalCore
item_NameCOOL_LPLT_S01_ArcticStorm=ArcticStorm
item_NameCOOL_LPLT_S01_BlastChill=BlastChill
item_NameCOOL_LPLT_S01_FlashFreeze=FlashFreeze
item_NameCOOL_LPLT_S02_ColdSnap=ColdSnap
item_NameCOOL_LPLT_S03_ColdSurge_SCItem=ColdSurge
item_NameCOOL_LPLT_S03_FrostBurn=FrostBurn
item_NameCOOL_ORIG_S04_890J_SCItem=Serac
item_NameCOOL_TYDT_S01_HeatSafe=HeatSafe
item_NameCOOL_TYDT_S01_VaporBlock=VaporBlock
item_NameCOOL_TYDT_S02_HeatSink_SCItem=HeatSink
item_NameCOOL_TYDT_S02_IceBox_SCItem=IceBox
item_NameCOOL_TYDT_S02_NightFall_SCItem=NightFall
item_NameCOOL_V01_CIV_WCPR_Tepilo=WCPR-Made XIAN Nox Cooler Name [PH]
item_NameCOOL_VNCL_S01_Blade=Vanduul Blade Cooler
item_NameCOOL_VNCL_S01_Cold=Vanduul Cold Cooler
item_NameCOOL_VNCL_S01_Stinger=Vanduul Stinger Cooler
item_NameCOOL_VNCL_S01_Void=Vanduul Void Cooler
item_NameCOOL_WCPR_S00_Fridan=Fridan
item_NameCOOL_WCPR_S00_Tepilo_SCItem=Tepilo
item_NameCOOL_WCPR_S01_Berian=Berian
item_NameCOOL_WCPR_S01_Endo=Endo
item_NameCOOL_WCPR_S02_Graupel=Graupel
item_NameCOOL_WCPR_S02_Taiga_SCItem=Taiga
item_NameCOOL_WCPR_S03_Draug_SCItem=Draug
item_NameCOOL_WCPR_S03_Elsen_SCItem=Elsen
item_NameCOOL_WCPR_S03_Kragen_SCItem=Kragen
item_NameCRUS_Star_Runner_Front_Turret=Crusader Mercury Star Runner Nose Turret
item_NameCarrack_Paint_2953RedFestival_Red_Gold=Carrack 2953 Auspicious Red Rooster Livery
item_NameCarrack_Paint_BIS2950=Carrack 2950 Best In Show Livery
item_NameCarrack_Paint_BIS2952_Black_Red=Carrack Red Alert Livery
item_NameCarrack_Paint_Copernicus_LightBlue=Carrack Copernicus Livery
item_NameCarrack_Paint_DeBiasio_Orange_Grey=Carrack De Biasio Livery
item_NameCarrack_Paint_Expedition_White=Carrack Expedition Livery
item_NameCarrack_Paint_IAE2951_Blue_Black=Carrack Stormbringer Livery
item_NameCarrack_Paint_IAE2951_Grey_White=Carrack Polar Livery
item_NameCarrack_Paint_Kepler_Blue_Orange=Carrack Kepler Livery
item_NameCaterpillar_Paint_Green_Black=Caterpillar Ghoulish Green Livery
item_NameCaterpillar_Paint_IAE2950_Grey_Blue=Caterpillar Stormbringer Livery
item_NameCaterpillar_Paint_IAE2950_Grey_White=Caterpillar Polar Livery
item_NameCaterpillar_Paint_Luminalia_2021_green_red=Caterpillar Deck the Hull Livery
item_NameCaterpillar_Paint_Luminalia_2021_white_blue=Caterpillar IceBreak Livery
item_NameCaterpillar_Paint_Mistwalker_Grey_Camo=Caterpillar Mistwalker Livery
item_NameCaterpillar_Paint_Unity=Caterpillar Foundation Fest Livery
item_NameCenturion_Paint_Beachhead_Camo=Centurion Beachhead Camo Livery
item_NameCenturion_Paint_IceStorm_Camo=Centurion Ice Storm Camo Livery
item_NameCenturion_Paint_Sandstorm_Camo=Centurion Sandstorm Camo Livery
item_NameCharm_Rooster_01=Wooden Rooster Charm (Small)
item_NameCharm_Rooster_02=Wooden Rooster Charm (Medium)
item_NameCharm_Rooster_03=Wooden Rooster Charm (Large)
item_NameClass_2_KRIG_BG_S3_Q3_Mount=Kruger Intergalactic Tigerstrike T-21 Mount
item_NameClass_2a_Placeholder=Class 2a Mount
item_NameClass_2b_Placeholder=Class 2b Mount
item_NameClass_2b_Placeholder_Size1=Class 2b Mount Size 1
item_NameClassic_LoadoutKit=Classic
item_NameCleanerFish=Vindel
item_NameClothingCabinet=@mp_eFlashlightNova
item_NameCoaxialGun=<-=MISSING=->
item_NameCommon_AdvocacyBadge=Advocacy Badge (Replica)
item_NameCommon_Datapad=Datapad
item_NameCommon_EquipmentDevice=Ship Component
item_NameConstellation_Bottom_Turret=RSI Constellation Bottom Turret
item_NameConstellation_Cargo_Prototype=<-=MISSING=->
item_NameConstellation_Interior,P=RSI Constellation Interior
item_NameConstellation_Paint_2950Invictus_1=Constellation Invictus Blue and Gold Livery
item_NameConstellation_Paint_2950Invictus_2=Constellation Dark Green Livery
item_NameConstellation_Paint_2952RedFestival_Red_Gold=Constellation 2952 Auspicious Red Monkey Livery
item_NameConstellation_Paint_BlackHeron=Constellation Black Heron Livery
item_NameConstellation_Paint_IAE2951_Blue_Black=Constellation Stormbringer Livery
item_NameConstellation_Paint_IAE2951_Grey_White=Constellation Polar Livery
item_NameConstellation_Paint_OrangeHeron=Constellation Orange Heron Livery
item_NameConstellation_Paint_WhiteHeron=Constellation White Heron Livery
item_NameConstellation_Top_Turret=RSI Constellation Top Turret
item_NameCorsair_Paint_BIS2953_Purple_Blue_Cyan=Corsair 2953 Best in Show Livery
item_NameCorsair_Paint_Beige_Tan_Beige_Pyro_Graffiti=Corsair Dying Star Livery (Modified)
item_NameCorsair_Paint_Black_Black_Red=Corsair Eternity Livery
item_NameCorsair_Paint_Green_Black=Corsair Ghoulish Green Livery
item_NameCorsair_Paint_Olive_Olive_Yellow=Corsair Commando Livery
item_NameCorsair_Paint_Red_White_Black=Corsair Flashpoint Livery
item_NameCorsair_Paint_Yellow_Grey_Black=Corsair Hinterland Livery
item_NameCrab=Crab
item_NameCup_Mug=Mug
item_NameCup_Plastic=Plastic Cup
item_NameCurrency_bar_1_damaged_a=UNE Gold Ingot (Damaged)
item_NameCurrency_bar_1_damaged_b=UNE Silver Ingot (Damaged)
item_NameCurrency_bar_1_flawed_a=UNE Gold Ingot (Flawed)
item_NameCurrency_bar_1_flawed_b=UNE Silver Ingot (Flawed)
item_NameCurrency_bar_1_pristine_a=UNE Gold Ingot (Pristine)
item_NameCurrency_bar_1_pristine_b=UNE Silver Ingot (Pristine)
item_NameCustomizableBox=
item_NameCutlass_Paint_Beige_Tan_Beige_Pyro_Graffiti=Cutlass Dying Star Livery (Modified)
item_NameCutlass_Paint_Black_BIS2950=Cutlass 2950 Best In Show Livery
item_NameCutlass_Paint_Cypress_LightGreen_Camo=Cutlass Cypress Livery
item_NameCutlass_Paint_Fleetweek_2021_Grey_Camo=Cutlass Mistwalker Livery
item_NameCutlass_Paint_Fleetweek_2021_Red_Black=Cutlass Coalfire Livery
item_NameCutlass_Paint_Green_Black=Cutlass Ghoulish Green Livery
item_NameCutlass_Paint_Hawthorn_Green_Camo=Cutlass Hawthorn Livery
item_NameCutlass_Paint_Saurian_DarkGreen=Cutlass Saurian Livery
item_NameCutlass_Paint_SkullandCrossbones_Black_Red=Cutlass Skull and Crossbones Livery
item_NameCutlass_Paint_Unity=Cutlass Foundation Fest Livery
item_NameCutter_Paint_Beige_Orange=Cutter Cliffhanger Livery
item_NameCutter_Paint_Beige_Tan_Beige_Pyro_Graffiti=Cutter Dying Star Livery (Modified)
item_NameCutter_Paint_Black_Cyan=Cutter Nightfall Livery
item_NameCutter_Paint_Brown_Orange=Cutter Tectonic Livery
item_NameCutter_Paint_Fleetweek_Black_Pink_Stripe=Cutter Carnival Livery
item_NameCutter_Paint_Fleetweek_Black_Yellow=Cutter Pyrite Livery
item_NameCutter_Paint_Green_Black=Cutter Ghoulish Green Livery
item_NameCutter_Paint_Green_Orange_Stripe=Cutter Groundswell Livery
item_NameCutter_Paint_Luminalia_green_red=Cutter Deck the Hull Livery
item_NameCutter_Paint_Luminalia_white_blue=Cutter IceBreak Livery
item_NameCutter_Paint_Metal=Cutter Noble Livery
item_NameCutter_Paint_Ochre_Metal=Cutter Light Beam Livery
item_NameCutter_Paint_Olive_White_Orange=Cutter Caiman Livery
item_NameCutter_Paint_Orange_Grey_Stripe=Cutter Rockslide Livery
item_NameCutter_Paint_Pearl_Silver=Cutter Wind Chill Livery
item_NameCutter_Paint_Red_White_Pink_Crusader=Cutter Hosanna Livery
item_NameCutter_Paint_Sand_Orange_Hurston=Cutter Central Tower Livery
item_NameCutter_Paint_Unity2952_Metal_Teal_Grey=Cutter Foundation Fest Livery
item_NameCutter_Paint_White_Blue_Blue_microTech=Cutter Aspire Livery
item_NameCyclone_Paint_AA=Cyclone AA Livery
item_NameCyclone_Paint_DustDevil=Cyclone Dust Devil Livery
item_NameCyclone_Paint_Fleetweek_Level1_Military=Cyclone Timberline Livery
item_NameCyclone_Paint_Fleetweek_Level2_Camo=Cyclone Frostbite Camo Livery
item_NameCyclone_Paint_Invictus_blue_gold=Cyclone Invictus Blue and Gold Livery
item_NameCyclone_Paint_Lovestruck_Pink_Black=Cyclone Lovestruck Livery
item_NameCyclone_Paint_RC=Cyclone RC Livery
item_NameCyclone_Paint_RN=Cyclone RN Livery
item_NameCyclone_Paint_Racing_Blue_Blue_Blue_TigerStripes=Cyclone Whirlwind Livery
item_NameCyclone_Paint_Racing_Blue_White=Cyclone Slipstream Livery
item_NameCyclone_Paint_Racing_Purple_White=Cyclone Turbocharged Livery
item_NameCyclone_Paint_Racing_Red_Silver=Cyclone Overdrive Livery
item_NameCyclone_Paint_Racing_Yellow_White_Grey_Stripes=Cyclone Finish Line Livery
item_NameCyclone_Paint_TR=Cyclone TR Livery
item_NameDEV_Fixed_Main_Thruster=@Development Fixed Thruster
item_NameDEV_Fixed_Thruster=@Development Fixed Thruster
item_NameDEV_Joint_90_Thruster=@Development Jointed Thruster
item_NameDEV_Joint_Thruster=@Development Jointed Thruster
item_NameDEV_Vector_Thruster=@Development Jointed Thruster
item_NameDRAK_3DRadarDisplay=Drake 3D Radar Display
item_NameDRAK_Buccaneer_Dual_S2=Drake Buccaneer Spinal Mount
item_NameDRAK_Caterpillar_SelfDestruct=Drake Caterpillar Self Destruct
item_NameDRAK_Cockpit_Audio=Drake Cockpit Audio
item_NameDRAK_Cutlass_Black_Bump_Seat=Drake Cutlass Black Jump Seat
item_NameDRAK_Cutlass_Black_MultiLight=Drake Cutlass Black External Lights
item_NameDRAK_Cutlass_Black_shop=Drake Cutlass Black
item_NameDRAK_Cutlass_Blue_Transport_Copilot_Seat=Drake Cutlass Blue Co-Pilot Seat
item_NameDRAK_Cutlass_Blue_Transport_Passenger_Seat=Drake Cutlass Blue Passenger Seat
item_NameDRAK_Cutlass_Blue_Transport_Pilot_Seat=Drake Cutlass Blue Pilot Seat
item_NameDRAK_Cutlass_Bump_Seat=Drake Cutlass Jump Seat
item_NameDRAK_Cutlass_Ejection_Seat=Drake Cutlass Ejection Seat
item_NameDRAK_Cutlass_LandingSystem=Drake Cutlass Landing System
item_NameDRAK_Cutlass_Red_Sensor_Turret=Nav-E7 Echo Scanner
item_NameDRAK_Cutlass_Red_shop=Drake Cutlass Red
item_NameDRAK_Cutlass_Steel_RemoteTurret=Drake Cutlass Steel Remote Turret
item_NameDRAK_Cutlass_Turret=Drake Cutlass Turret
item_NameDRAK_Cutlass_Turret_Base=Drake Cutlass Turret
item_NameDRAK_Cutlass_Turret_Seat=Drake Cutlass Turret Seat
item_NameDRAK_Cutlass_lights=Drake Cutlass External Lights
item_NameDRAK_Dragonfly_Aux=Drake Dragonfly Gravity Plate
item_NameDRAK_Dragonfly_Copilot_Seat=Drake Dragonfly Co-Pilot Seat
item_NameDRAK_Dragonfly_MAV_Joint=Drake Dragonfly Joint Thruster
item_NameDRAK_Dragonfly_Main=Drake Dragonfly Main Engine
item_NameDRAK_Dragonfly_Mav_Fixed=Drake Dragonfly Fixed Thruster
item_NameDRAK_Dragonfly_Retro=Drake Dragonfly Retro Thruster
item_NameDRAK_Dragonfly_Seat=Drake Dragonfly Seat
item_NameDRAK_Dual_S1=Drake Caterpillar Weapon Mount
item_NameDRAK_Emerald_Arm_S1=Dragon Stellar Transit Company Emerald Arm Thruster
item_NameDRAK_Emerald_Main_S1=Dragon Stellar Transit Company Emerald Main Thruster
item_NameDRAK_Emerald_Retro_S1=Dragon Stellar Transit Company Emerald Retro Thruster
item_NameDRAK_Fixed_Mount_S4=Cutlass Flashfire Specialty Mount
item_NameDRAK_FuelIntake=Drake Fuel Intake
item_NameDRAK_FuelTank_Buccaneer=Drake Buccaneer Fuel Tank
item_NameDRAK_FuelTank_Herald=Drake Herald Fuel Tank
item_NameDRAK_Herald_Hangar_LandingSystem=Drake Herald Landing System
item_NameDRAK_Herald_Seat_Pilot=Drake Herald Pilot Seat
item_NameDRAK_Herald_Seat_Station=Drake Herald Station Seat
item_NameDRAK_Missile_Rack_S1_x2=Drake S1 Double Missile Rack
item_NameDRAK_S2_Rack_x2=Drake Double Platform
item_NameDRAK_TriremeMain_S3_Q1=Drake Trireme S-3
item_NameDRAK_Trireme_Herald_S1_Q1=Drake Herald Trireme Thruster
item_NameDRAK_Trireme_S1_Q1=Drake Trireme S-1
item_NameDRAK_Trireme_S3_Q1=Drake Trireme Thruster
item_NameDRAK_twinLink_gimbal_S1=Drake Cutlass Weapon Mount
item_NameDSTC_ARGO_Main_Fixed=Main Thruster
item_NameDSTC_ARGO_Main_Joint=Main Arm Thruster
item_NameDSTC_ARGO_Retro_Joint=Retro Thruster
item_NameDSTC_FP_G4GI_S2_Q1=Dragon STC Blue Main Thruster
item_NameDSTC_FP_G4GI_S3_Q1=Dragon STC Red Main Engine
item_NameDSTC_FP_G4GI_S4_Q1=Dragon STC Silver Main Engine
item_NameDebugGun=<-=MISSING=->
item_NameDebug_EnergyControl=Debug Weapon Control
item_NameDebug_ShieldControl=Debug Weapon Control
item_NameDebug_WeaponControl=Debug Weapon Control
item_NameDefaultCharacterCustomizationDevice=@mp_eFlashlightNova
item_NameDefault_DoubleFuelTank=Double Fuel Tank
item_NameDefault_Fixed_Mount_S3=Size 3 Fixed Mount
item_NameDefault_Fixed_Mount_S4=Size 4 Fixed Mount
item_NameDefault_FuelIntake=Fuel Intake
item_NameDefault_FuelTank=Fuel Tank
item_NameDefault_QuantumFuelTank=Quantum Fuel Tank
item_NameDefender_Paint_AlienWeek_Green_Red=Defender Ocellus Livery
item_NameDefender_Paint_AlienWeek_Platinum_Silver_Purple_Mosaic=Defender Wanderer Livery
item_NameDefender_Paint_Harmony=Defender Harmony Livery
item_NameDefender_Paint_IAE2951_Blue_Black=Defender Stormbringer Livery
item_NameDefender_Paint_IAE2951_Grey_White=Defender Polar Livery
item_NameDefender_Paint_Platinum_Silver_Red=Defender Platinum Livery
item_NameDefibrillator=HeartStone PDS
item_NameDragonfly_Paint_Black=Dragonfly Black Livery
item_NameDragonfly_Paint_Citcon2953_Beige_Tan_Beige=Dragonfly Roustabout Livery (Modified)
item_NameDragonfly_Paint_Coalfire_Red_Black=Dragonfly Coalfire Livery
item_NameDragonfly_Paint_Green_Black=Dragonfly Ghoulish Green Livery
item_NameDragonfly_Paint_Mistwalker_Grey_Camo=Dragonfly Mistwalker Livery
item_NameDragonfly_Paint_Racing_Blue_White=Dragonfly Slipstream Livery
item_NameDragonfly_Paint_Racing_Purple_White=Dragonfly Turbocharged Livery
item_NameDragonfly_Paint_Racing_Red_Silver=Dragonfly Overdrive Livery
item_NameDragonfly_Paint_Yellow=Dragonfly Yellowjacket Livery
item_NameDrinkWithPrice_bottle_synergy_01_a=Synergy (5 aUEC)
item_NameDrinkWithPrice_bottle_synergy_01_sport_a=SynergySport (5 aUEC)
item_NameDrinkWithPrice_can_fizzz_01_berry_a=Fizzz Triple Berry (3 aUEC)
item_NameDrinkWithPrice_can_flood_01_a=Flood Energy (5 aUEC)
item_NameDrinkWithPrice_can_pips_01_a=Pips A20 (5 aUEC)
item_NameDrinkWithPrice_can_pips_01_q66_a=Pips Q66 (5 aUEC)
item_NameDrinkWithPrice_coffee=Coffee (5 aUEC)
item_NameDrink_bottle_beer_01_smoltz_a=Smoltz (Bottle)
item_NameDrink_bottle_cruz_01_a=CRUZ Flow
item_NameDrink_bottle_cruz_01_dark_a=CRUZ Dark
item_NameDrink_bottle_cruz_01_lux_a=CRUZ Lux
item_NameDrink_bottle_cruz_01_pulse_a=CRUZ Pulse
item_NameDrink_bottle_gg_01_a=Citrus Rush Smoothie
item_NameDrink_bottle_gg_01_detox_a=Sol Detox Smoothie
item_NameDrink_bottle_gg_01_garden_a=Fresh Garden Smoothie
item_NameDrink_bottle_gg_01_renew_a=Red Renew Smoothie
item_NameDrink_bottle_gg_01_vitality_a=Green Vitality Smoothie
item_NameDrink_bottle_gg_01_warrior_a=Weekend Warrior Smoothie
item_NameDrink_bottle_hoffdor_01_a=Hoffdor (Bottle)
item_NameDrink_bottle_llb_01_a=Terra Liberty Ale (Bottle)
item_NameDrink_bottle_llb_01_gen_a=Gen Liberty Ale (Bottle)
item_NameDrink_bottle_llb_01_pike_a=Pike Liberty Ale (Bottle)
item_NameDrink_bottle_lula_01_a=Lula's Pitambu Fruit Juice
item_NameDrink_bottle_milk_01_chocolate_a=Ermer Family Farms Chocolate Milk
item_NameDrink_bottle_rust_1_a=Rust (Bottle)
item_NameDrink_bottle_smoltz_01_light_a=Smoltz Light (Bottle)
item_NameDrink_bottle_smoothie_01_a=Berry Blend Smoothie
item_NameDrink_bottle_smoothie_01_citrus_a=Citrus Blend Smoothie
item_NameDrink_bottle_smoothie_01_fv_a=F&V Blend Smoothie
item_NameDrink_bottle_smoothie_01_green_a=Green Blend Smoothie
item_NameDrink_bottle_synergy_01_a=Synergy
item_NameDrink_bottle_synergy_01_plus_a=Synergy+
item_NameDrink_bottle_synergy_01_sport_a=SynergySport
item_NameDrink_bottle_vestal_01_a=Vestal Water
item_NameDrink_bottle_water_01_a=Water Bottle
item_NameDrink_bottle_water_old_1_a=Reclaimed Water
item_NameDrink_can_bm_01_a=Black Mountain Sujin Tea (Medium Blend)
item_NameDrink_can_bm_01_mild_a=Black Mountain Sujin Tea (Mild)
item_NameDrink_can_bm_01_rich_a=Black Mountain Sujin Tea (Rich)
item_NameDrink_can_fizzz_01_a=Fizzz Cola
item_NameDrink_can_fizzz_01_berry_a=Fizzz Triple Berry
item_NameDrink_can_fizzz_01_muscat_a=Fizzz Muscat
item_NameDrink_can_fizzz_01_peach_a=Fizzz Peach
item_NameDrink_can_fizzz_01_soursop_a=Fizzz Soursop
item_NameDrink_can_flood_01_a=Flood Energy
item_NameDrink_can_guc_01_a=Get Up Coffee (Milk)
item_NameDrink_can_guc_01_black_a=Get Up Coffee (Black)
item_NameDrink_can_guc_01_cinnamon_a=Get Up Coffee (Cinnamon)
item_NameDrink_can_guc_01_decaf_a=Get Up Coffee (Decaf)
item_NameDrink_can_guc_01_mocha_a=Get Up Coffee (Mocha)
item_NameDrink_can_pips_01_a=Pips A20
item_NameDrink_can_pips_01_q66_a=Pips Q66
item_NameDrink_can_pips_01_t17_a=Pips Energy T17
item_NameDrink_coffee_01=Coffee
item_NameDrink_glass_highball_01_gintonic_a=Gin & Tonic
item_NameDrink_glass_highball_01_screwdriver_a=Screwdriver
item_NameDrink_glass_highball_01_whiskycoke_a=Whiskey & Cola
item_NameDrink_glass_pint_01_a=Smoltz (Pint)
item_NameDrink_glass_tumbler_01_a=Whiskey (Glass)
item_NameENGN_RSI_Bengal_Aux=RSI Bengal Auxiliary Thruster
item_NameENGN_RSI_Bengal_Main=RSI Bengal Main Thruster
item_NameENGN_RSI_Bengal_Retro=RSI Bengal Retro Thruster
item_NameENGN_RSI_Bengal_Thruster=RSI Bengal Thruster
item_NameENGN_VNCL_Stinger=Vanduul Stinger Engine
item_NameENGN_VNCL_Stinger_Wing=Vanduul Stinger Wing Engine
item_NameENGN_XIAN_Scout_S3_Engine=Khartu-al Scout Engine
item_NameESPR_BallisticCannon_S1=Deadbolt I Cannon
item_NameESPR_BallisticCannon_S1_short=Deadbolt-1
item_NameESPR_BallisticCannon_S2=Deadbolt II Cannon
item_NameESPR_BallisticCannon_S2_short=Deadbolt-2
item_NameESPR_BallisticCannon_S3=Deadbolt III Cannon
item_NameESPR_BallisticCannon_S3_short=Deadbolt-3
item_NameESPR_BallisticCannon_S4=Deadbolt IV Cannon
item_NameESPR_BallisticCannon_S4_short=Deadbolt-4
item_NameESPR_BallisticCannon_S5=Deadbolt V Cannon
item_NameESPR_BallisticCannon_S5_short=Deadbolt-5
item_NameESPR_BallisticCannon_S6=Deadbolt VI Cannon
item_NameESPR_BallisticCannon_S6_short=Deadbolt-6
item_NameESPR_LaserCannon_S1=Lightstrike I Cannon
item_NameESPR_LaserCannon_S1_short=LGHTSTRK-1
item_NameESPR_LaserCannon_S2=Lightstrike II Cannon
item_NameESPR_LaserCannon_S2_short=LGHTSTRK-2
item_NameESPR_LaserCannon_S3=Lightstrike III Cannon
item_NameESPR_LaserCannon_S3_short=LGHTSTRK-3
item_NameESPR_LaserCannon_S4=Lightstrike IV Cannon
item_NameESPR_LaserCannon_S4_short=LGHTSTRK-4
item_NameESPR_LaserCannon_S5=Lightstrike V Cannon
item_NameESPR_LaserCannon_S5_short=LGHTSTRK-5
item_NameESPR_LaserCannon_S6=Lightstrike VI Cannon
item_NameESPR_LaserCannon_S6_short=LGHTSTRK-6
item_NameESPR_Prowler_Remote_Turret=Esperia Prowler Turret
item_NameEclipse_Paint_BIS2950=Eclipse 2950 Best In Show Livery
item_NameEclipse_Paint_IAE_2952_Blue_Red_Camo=Eclipse Ambush Camo Livery
item_NameEclipse_Paint_IAE_2952_Green_Yellow=Eclipse Knockout Livery
item_NameEclipse_Paint_Pirateweek_Black_Clear=Eclipse Meridian Livery
item_NameEnergyRechargeStation=@mp_eEnergyRechargeStation
item_NameFFS_T3_Q1=Flashtrack X
item_NameFPS_3DRadar=FPS 3D Radar
item_NameFPS_3DRadarDisplay=FPS 3D Radar Display
item_NameFPS_Scanner=FPS Scanner
item_NameFSKI_S1_RPOD_3x_S3=Yebira I
item_NameFSKI_S2_RPOD_6x_S3=Yebira II
item_NameFSKI_S3_RPOD_9x_S3=Yebira III
item_NameF_bangs_hair_01=Bangs
item_NameF_bobcut_hair_01=Side Bob
item_NameF_bobcut_hair_02=Wavy Bob
item_NameF_bun_hair_01=Ballet Bun
item_NameF_bun_hair_01_brown=Ballet Bun
item_NameF_formal_hair_01=Long Choppy Bob
item_NameF_hayes_shr_hair_01=Styled Pixie
item_NameF_hayes_shr_hair_01_black=Styled Pixie
item_NameF_hayes_shr_hair_01_brown=Styled Pixie
item_NameF_pixie_hair_01=Layered Pixie
item_NameF_pixie_hair_01_auburn=Layered Pixie
item_NameF_ponytail_hair_01=Low Ponytail
item_NameF_ponytail_hair_01_brown=Low Ponytail
item_NameF_pusher_shr_hair_01=Buzzed Mohawk
item_NameF_skinhead_hair_01=Clipped
item_NameF_skinhead_hair_01_black=Clipped
item_NameF_slicked_back_hair_01=Slicked Back
item_NameF_spike_hair_01=Spiked Pixie
item_NameF_spike_hair_01_blonde=Spiked Pixie
item_NameF_undercut_hair_01=Asymetrical Undercut
item_NameF_webster_shr_hair_01=Pixie
item_NameFlair_Actn_Figure_Outpost_Worker_Cen=Armin Trask Action Figure
item_NameFlair_Actn_Figure_Outpost_Worker_Imp=Armin Trask Action Figure (Imperator Edition)
item_NameFlair_Actn_Figure_SM_B_Team_Tank_Cen=Bravo Team Tank Action Figure
item_NameFlair_Actn_Figure_SM_B_Team_Tank_Imp=Bravo Team Tank Action Figure (Imperator Edition)
item_NameFlair_Actn_Figure_UEE_Recon_Marine_Cen=Recon Marine Action Figure
item_NameFlair_Actn_Figure_UEE_Recon_Marine_Imp=Recon Marine Action Figure (Imperator Edition)
item_NameFlair_Actn_Figure_Vncl_Shipkiller_Cen=Vanduul Shipkiller Action Figure
item_NameFlair_Actn_Figure_Vncl_Shipkiller_Imp=Vanduul Shipkiller Action Figure (Imperator Edition)
item_NameFlair_Badge_Squadronbadge-214=Squadron 214, Bravo Flight Badge
item_NameFlair_Badge_Squadronbadge-35=Squadron 35 Badge
item_NameFlair_Badge_Squadronbadge-36=Squadron 36 Badge
item_NameFlair_Badge_Squadronbadge-78=Squadron 78 Badge
item_NameFlair_Badges=Badges Plaque
item_NameFlair_Bond-2942=2942 Bond Plaque
item_NameFlair_Bond-2943=2943 Bond Plaque
item_NameFlair_Bond-2944=2944 Bond Plaque
item_NameFlair_Bond-2945=2945 Bond Plaque
item_NameFlair_Bottle=Bottle
item_NameFlair_Calendar=Calendar
item_NameFlair_Christmas_Wreath=Holiday Wreath
item_NameFlair_Coin_1_f=Zeus Coin
item_NameFlair_Coin_1_g=Year of the Dog Coin
item_NameFlair_Coin_1_p=First Contact Day 54 Coin
item_NameFlair_Coin_1_q=Foundation Festival '54 Coin
item_NameFlair_Coramor54_Coin=Coramor '54 Coin
item_NameFlair_Dashboard_Flag_UEE_1_a=United Nations of Earth Mini-Flag
item_NameFlair_Dashboard_Flag_UEE_1_b=United Planets of Earth Mini-Flag
item_NameFlair_Dashboard_Flag_UEE_1_c=United Empire of Earth Mini-Flag
item_NameFlair_Dead_Tree=Altrucia Lacus (Revenant Tree) Plant
item_NameFlair_Discount_Cot=Cot
item_NameFlair_Donation_Plaque=Donation Plaque
item_NameFlair_Drink_Screwtop_Tumbler_1_a=Magnus IV Water Bottle
item_NameFlair_Drink_Screwtop_Tumbler_1_b="Quantanium" Water Bottle
item_NameFlair_FishTank_001=Fish Tank
item_NameFlair_FishTank_Gold=Fish Tank (Gold)
item_NameFlair_FishTank_Referral=Kai Habitats
item_NameFlair_Flare_Medivac_1_a=Medivac Rescue Light
item_NameFlair_Generic_Horizontal_Display=Generic Horizontal Display
item_NameFlair_Glowing_Vine=Ophelia Vine Plant
item_NameFlair_Glowstick_Luminalia=Luminalia Light Stick
item_NameFlair_Gold_Display=Gold Display Case
item_NameFlair_Hat_Monocle=Hat and Monocle
item_NameFlair_HeadHunterRelic_Citizencon_2023=Headhunter Head Lamp
item_NameFlair_HelmetStand=Helmet Stand
item_NameFlair_Holiday_Tree=Holiday Tree
item_NameFlair_Holiday_Wreath=Holiday Wreath
item_NameFlair_Jukebox=Jukebox
item_NameFlair_Lamp_001=Lamp
item_NameFlair_LiquorCabinet=Liquor Cabinet
item_NameFlair_Locker_01=Locker 1
item_NameFlair_Locker_02=Locker 2
item_NameFlair_Locker_03=Locker 3
item_NameFlair_Locker_Collection=Locker from Another Universe
item_NameFlair_M50_Display=ORIG M50 Display Case
item_NameFlair_MISC_Display=MISC Display Case
item_NameFlair_Model_350r=350r Model
item_NameFlair_Model_350r_Box=350r Model Box
item_NameFlair_Model_Aegis_Avenger=Avenger Model
item_NameFlair_Model_Aegis_Avenger_Box=Avenger Model Box
item_NameFlair_Model_Aegis_Gladius=Gladius Model
item_NameFlair_Model_Aegis_Gladius_Box=Gladius Model Box
item_NameFlair_Model_AuroraLN=Aurora ES Model
item_NameFlair_Model_AuroraLN_Box=Aurora ES Model Box
item_NameFlair_Model_Aurora_Gold=Aurora Model "Gold"
item_NameFlair_Model_Avenger_Gold=Avenger Model "Gold"
item_NameFlair_Model_Carrack_b=Carrack Model "2952 Best in Show"
item_NameFlair_Model_Carrack_toy_a_1H=Carrack Miniature
item_NameFlair_Model_Carrack_toy_b_1H=Carrack Miniature "2952 Best in Show"
item_NameFlair_Model_Caterpillar_BIS_2019=Caterpillar Model "2949 Best in Show"
item_NameFlair_Model_Constellation=Constellation Model
item_NameFlair_Model_Constellation_Box=Constellation Model Box
item_NameFlair_Model_Constellation_Gold=Constellation Model "Gold"
item_NameFlair_Model_Freelancer=Freelancer Model
item_NameFlair_Model_Freelancer_Box=Freelancer Model Box
item_NameFlair_Model_Freelancer_Gold=Freelancer Model "Gold"
item_NameFlair_Model_Herald_Gold=Herald Model "Gold"
item_NameFlair_Model_Hornet_F7C-R=Hornet F7C-R Model
item_NameFlair_Model_Hornet_F7C-R_Box=Hornet Model Box
item_NameFlair_Model_Hornet_Gold=Hornet Model "Gold"
item_NameFlair_Model_HullC_1_a=Hull C Model "Extended"
item_NameFlair_Model_HullC_1_b=Hull C Model "Collapsed"
item_NameFlair_Model_HullC_2_takuetsu_box=Hull C Model Box
item_NameFlair_Model_HullC_toy_a_1H=Hull C Miniature
item_NameFlair_Model_Khartu-Al=Khartu-al Model
item_NameFlair_Model_Khartu-Al_Box=Khartu-al Model Box
item_NameFlair_Model_Khartu_Prestige_Series_2941=Khartu-al Model "Prestige Series"
item_NameFlair_Model_Khartu_Prestige_Series_2941_Box=Khartu-al Model "Prestige Series" Box
item_NameFlair_Model_Khartu_Prestige_Series_2941_Display=Khartu-al Display Case "Prestige Series"
item_NameFlair_Model_M50=M50 Model
item_NameFlair_Model_M50_Box=M50 Model Box
item_NameFlair_Model_Mustang_Alpha=Mustang Alpha Model
item_NameFlair_Model_Mustang_Alpha_Box=Mustang Alpha Model Box
item_NameFlair_Model_Mustang_Beta=Mustang Beta Model
item_NameFlair_Model_Mustang_Beta_Box=Mustang Beta Model Box
item_NameFlair_Model_Mustang_Delta=Mustang Delta Model
item_NameFlair_Model_Mustang_Delta_Box=Mustang Delta Model Box
item_NameFlair_Model_Mustang_Gamma=Mustang Gamma Model
item_NameFlair_Model_Mustang_Gamma_Box=Mustang Gamma Model Box
item_NameFlair_Model_Reliant=Reliant Model
item_NameFlair_Model_Reliant_Box=Reliant Model Box
item_NameFlair_Model_Sabre=Sabre Model
item_NameFlair_Model_Sabre_Box=Sabre Model Box
item_NameFlair_Model_Starfarer=Starfarer Model
item_NameFlair_Model_Starfarer_Box=Starfarer Model Box
item_NameFlair_Model_Station_ICC_Probe_a=ICC Probe - Stanton
item_NameFlair_Model_Station_IMS_Bolliver_a=IMS Bolliver - Sol
item_NameFlair_Model_Station_Icarus-One_a=Icarus-One - Sol
item_NameFlair_Model_Station_Port_Olisar_a=Port Olisar - Stanton
item_NameFlair_Model_Tmbl_Nova_Dsrt=Tumbril Nova Model "Badland"
item_NameFlair_Model_Tmbl_Nova_Dsrt_Box=Tumbril Nova Model "Badland" Box
item_NameFlair_Model_Tmbl_Nova_Green=Tumbril Nova Model "UEE Army"
item_NameFlair_Model_Tmbl_Nova_Green_Box=Tumbril Nova Model "UEE Army" Box
item_NameFlair_Model_Tmbl_Nova_Snow=Tumbril Nova Model "Snowblind"
item_NameFlair_Model_Tmbl_Nova_Snow_Box=Tumbril Nova Model "Snowblind" Box
item_NameFlair_Moss_Head=Conners Beard Moss Plant
item_NameFlair_MultiToolBox_Citizencon_2023=Pyrotechnic Amalgamated Toolbox
item_NameFlair_Piano_Phoenix=Hartwell Music Sentinel 88G
item_NameFlair_Poster_001=Be A Hero Poster
item_NameFlair_Poster_002=We Want You Poster
item_NameFlair_Poster_003=350R Poster
item_NameFlair_Poster_004=Cutlass Poster
item_NameFlair_Poster_005=Freelancer Poster
item_NameFlair_Poster_006=Hornet Poster
item_NameFlair_Poster_007=Gladiator Poster
item_NameFlair_Poster_008=Retaliator Poster
item_NameFlair_Poster_CitizenCon=CitizenCon Poster
item_NameFlair_Poster_Constellation=Constellation Poster
item_NameFlair_Poster_Gamescom=Gamescom Poster
item_NameFlair_Poster_HT_BIS_1_a=Vulture 2953 Ship Showdown Poster
item_NameFlair_Poster_HT_BIS_1_b=Corsair 2953 Ship Showdown Poster
item_NameFlair_Poster_HT_BIS_1_c=Redeemer 2953 Ship Showdown Poster
item_NameFlair_Poster_HT_BIS_1_d=600i 2953 Ship Showdown Poster
item_NameFlair_Poster_HT_feb2023_1_a=Heartseeker Poster
item_NameFlair_Poster_HT_feb2023_1_b=2954 Red Festival Poster
item_NameFlair_Poster_HullC_HT_Static=Hull C Poster
item_NameFlair_Poster_Murray_Cup=Murray Cup Poster
item_NameFlair_Poster_SM_Mag_Cover=Hitbox "Star Marine" Poster
item_NameFlair_Poster_Tears_Of_Fire=Tears of Fire Poster
item_NameFlair_Poster_nVidia=nVidia Poster
item_NameFlair_Puglisi_Armor=Puglisi Collection: Armor
item_NameFlair_Puglisi_Skull=Puglisi Collection: Skull
item_NameFlair_RSI_Display=RSI Display Case
item_NameFlair_Radegast_Whiskey_Concierge=Radegast Distillery 2947 Homeward Collection
item_NameFlair_RockContainer=Puglisi Collection: Artifact
item_NameFlair_SF54_Coin=Stella Fortuna '54 Coin
item_NameFlair_Schematic_Aegs_Hammerhead=Aegis Hammerhead Schematic "Best in Show Finalist 2949"
item_NameFlair_Schematic_Aegs_Reclaimer=Aegis Reclaimer Schematic "Best in Show Finalist 2949"
item_NameFlair_Schematic_Aegs_Vanguard_Hoplite=Aegis Vanguard Hoplite Schematic
item_NameFlair_Schematic_Aegs_Vindicator=Aegis Sabre Schematic
item_NameFlair_Schematic_Anvl_Hurricane=Anvil Hurricane Schematic
item_NameFlair_Schematic_Anvl_Terrapin=Anvil Terrapin Schematic
item_NameFlair_Schematic_Argo_MPUV=Argo MPUV Schematic
item_NameFlair_Schematic_BIS_2019_Caterpillar=Caterpillar Schematics "2949 Best in Show"
item_NameFlair_Schematic_BIS_2019_Cutlass=Cutlass Schematics "2949 Best in Show"
item_NameFlair_Schematic_BIS_2019_Hammerhead=Hammerhead Schematics "2949 Best in Show"
item_NameFlair_Schematic_BIS_2019_Reclaimer=Reclaimer Schematics "2949 Best in Show"
item_NameFlair_Schematic_Drak_Caterpillar=Drake Caterpillar Schematic
item_NameFlair_Schematic_Drak_Caterpillar_2=Drake Caterpillar Schematic "Best in Show Champion 2949"
item_NameFlair_Schematic_Drak_Cutlass=Drake Cutlass Schematic "Best in Show Finalist 2949"
item_NameFlair_Schematic_Drak_Dragonfly=Drake Dragonfly Schematic
item_NameFlair_Schematic_Drak_Herald=Drake Herald Schematic
item_NameFlair_Schematic_Misc_Prospector=MISC Prospector Schematic
item_NameFlair_Schematic_Misc_Razor=Mirai Razor Schematic
item_NameFlair_Schematic_Orig_85X=Origin 85X Schematic
item_NameFlair_Schematic_Rsi_Polaris=RSI Polaris Schematic
item_NameFlair_Sextant_1H=Celestial Sextant
item_NameFlair_Sextant_Luminalia_1H=Luminalia Sextant
item_NameFlair_Space_Cactus=Cereus Rubra (Kavische) Plant
item_NameFlair_Space_Flower=Tuserac Plena (Emperor Blossom) Plant
item_NameFlair_Space_Mushroom=Pleurotus Cornusymphonia (Opera Mushroom) Plant
item_NameFlair_Space_Shelf=Plant Shelf
item_NameFlair_Spaceglobe_Evade=Evade Spaceglobe
item_NameFlair_Spaceglobe_Moments=Moments Spaceglobe
item_NameFlair_Spaceglobe_Salvage=Salvage Spaceglobe
item_NameFlair_Table_Conference=Conference Table
item_NameFlair_Takuetsu_Display=Takuetsu Display Case
item_NameFlair_Tephra_Mine=Deactivated Tephra Mine
item_NameFlair_Towel_42=UEE Towel
item_NameFlair_Trophy_Citizencon_2015=CitizenCon 2945 Trophy
item_NameFlair_Trophy_Citizencon_2015_Subscriber=CitizenCon 2945 Special Edition Trophy
item_NameFlair_Trophy_Citizencon_2016=CitizenCon 2946 Trophy
item_NameFlair_Trophy_Citizencon_2016_Subscriber=CitizenCon 2946 Special Edition Trophy
item_NameFlair_Trophy_Citizencon_2017=CitizenCon 2947 Trophy
item_NameFlair_Trophy_Citizencon_2018=CitizenCon 2948 Trophy
item_NameFlair_Trophy_Citizencon_2018_a=CitizenCon 2948 Special Edition Trophy
item_NameFlair_Trophy_Citizencon_2019=CitizenCon 2949 Trophy
item_NameFlair_Trophy_Citizencon_2021=CitizenCon 2951 Trophy
item_NameFlair_Trophy_Citizencon_2023=CitizenCon 2953 Trophy
item_NameFlair_Trophy_Gamescom_2943=Gamescom 2943 Trophy
item_NameFlair_Trophy_Gamescom_2944=Gamescom 2944 Trophy
item_NameFlair_Trophy_Gamescom_2945=Gamescom 2945 Trophy
item_NameFlair_Trophy_Gamescom_2945_PG=Gamescom 2945 Special Edition Trophy
item_NameFlair_Trophy_Gamescom_2946=Gamescom 2946 Trophy
item_NameFlair_Trophy_Gamescom_2946_PG=Gamescom 2946 Special Edition Trophy
item_NameFlair_Trophy_Golden_Ticket=Golden Ticket Trophy
item_NameFlair_Trophy_PAX=PAX Trophy
item_NameFlair_Trophy_RSI_Cup=RSI Cup Trophy
item_NameFlair_Trophy_Zeus=Zeus Trophy
item_NameFlair_Vanduul_Armor=Puglisi Collection: Scythe Plating
item_NameFlair_Vasli_Fragment_Stone=Puglisi Collection: Vasli Fragment
item_NameFlair_Vending_Big_Benny=Big Benny's Vending Machine
item_NameFlair_Weapon_Knife_CitizenCon2018=CitizenCon 2018 Knife Display
item_NameFlair_Workbench=Workbench
item_NameFlair_XiAn_Stone_1=Huia Puzzle
item_NameFlair_Xian_Plant=Centennial Bloom Plant
item_NameFlair_banu_tholo_1_a=Tholo (Translated)
item_NameFlair_banu_tholo_1_b=Tholo
item_NameFlair_biscuit_jar_1_a=Luminalia Cookie Jar
item_NameFlair_dice_1_a=Six-Sided Rotating Die White
item_NameFlair_dice_1_b=Six-Sided Rotating Die Red
item_NameFlair_dice_1_c=Six-Sided Rotating Die Orange
item_NameFlair_dice_1_chance_a=Chance Cube
item_NameFlair_dice_1_d20_a=Twenty-Sided Plushie Red
item_NameFlair_dice_1_d20_b=Twenty-Sided Plushie Green
item_NameFlair_dice_1_d20_c=Twenty-Sided Plushie Blue
item_NameFlair_dice_2_a=Twenty-Sided Die Red
item_NameFlair_dice_2_b=Twenty-Sided Die Green
item_NameFlair_dice_2_c=Twenty-Sided Die Blue
item_NameFlair_medal_200m_1_a=One Empire 200th Anniversary Coin
item_NameFlair_mug_luminalia_1_a=Luminalia Mug
item_NameFlair_plant_pot_1_a=Hello Sunshine Cheeky Planter
item_NameFlair_plant_pot_1_b=Hello Sunshine Happy Planter
item_NameFlair_plant_pot_1_c=Hello Sunshine Surprised Planter
item_NameFlair_toy_volleyball_1_a_2H=Picoball
item_NameFlair_viVid_Display=viVid Display
item_NameFood_Carafi_Plain=Carafi Cube
item_NameFood_Grub_Seanut_1_Lemon=Fried Seanut with Sauce
item_NameFood_Grub_Seanut_1_Live=Seanut
item_NameFood_Grub_Seanut_1_Plain=Fried Seanut
item_NameFood_Sachet_Carafi=Carafi Packet
item_NameFood_Sachet_Grub_Seanut_2_a=Nomo Grub Packet
item_NameFood_Skewered_Mystery_Meat_1_a=Meat Skewer
item_NameFood_Skewered_Rat_1_a=Aloprat Skewer
item_NameFood_bar_busters_01_a=Buster's Chocolate Bar
item_NameFood_bar_com_01_a=Cal-O-Meal "Chocolate Deluxe" Protein Bar
item_NameFood_bar_com_01_lunes_a=Cal-O-Meal "Lunes" Protein Bar
item_NameFood_bar_com_01_vanilla_a=Cal-O-Meal "Vanilla" Protein Bar
item_NameFood_bar_karoby_01_a=Karoby Energy Bar (Tahini & Carob)
item_NameFood_bar_karoby_01_cranberry_a=Karoby Energy Bar (Cranberry, Green Tea & Carob)
item_NameFood_bar_onemeal_01_a=OneMeal Nutrition Bar (Roast Chicken)
item_NameFood_bar_onemeal_01_salmon_a=OneMeal Nutrition Bar (Spicy Salmon)
item_NameFood_bar_onemeal_01_steak_a=OneMeal Nutrition Bar (Grilled Steak)
item_NameFood_bar_onemeal_01_tofu_a=OneMeal Nutrition Bar (Fried Tofu)
item_NameFood_bar_snaggle_01_a=Snaggle Stick (Original)
item_NameFood_bar_snaggle_01_newaustin_a=Snaggle Stick (New Austin Bold)
item_NameFood_bar_snaggle_01_pepper_a=Snaggle Protein Stick (Pepper^3)
item_NameFood_bar_snaggle_01_smoke_a=Snaggle Stick (Smoke Daddy)
item_NameFood_bar_snaggle_01_tikoro_a=Snaggle Stick (Tikoro Bite)
item_NameFood_biscuit_1_a=Ringaling
item_NameFood_box_bbk_01_a=Lo Classic Kacho
item_NameFood_box_bbk_01_agrodolce_a=Agrodolce Delight Kacho
item_NameFood_box_bbk_01_curry_a=Coconut Curry Kacho
item_NameFood_box_bbk_01_fhaal_a=Fhaal Fire Kacho
item_NameFood_box_bbk_01_ginger_a=Ginger Five-Spice Kacho
item_NameFood_box_bbk_01_imperial_a=Imperial Trio Kacho
item_NameFood_box_bbk_01_katsu_a=Katsu Karē Kacho
item_NameFood_box_noodle_01_a=Shoyu Lapsha
item_NameFood_box_noodle_01_ramian_a=Black Bean Ramian
item_NameFood_box_noodle_02_a=Mushroom Pad Thai
item_NameFood_box_noodle_02_curry_a=Green Curry Primavera
item_NameFood_burger_wham_01_a=Whamburger
item_NameFood_burger_wham_01_chicken_a=Chicken Wham
item_NameFood_burger_wham_01_dlux_a=Whamburger D-Lux
item_NameFood_burger_wham_01_veggie_a=Veggie Wham
item_NameFood_burrito_01_a=Dak Galbi Chicken Burrito
item_NameFood_burrito_01_beef_a=Citrus Beef Burrito
item_NameFood_burrito_01_chile_a=Chile Birria Burrito
item_NameFood_burrito_01_musaka_a=Musaka Burrito
item_NameFood_burrito_02_a=Tilapia Verde Burrito
item_NameFood_burrito_torp_01_a=Carnita-ritas Burrito
item_NameFood_burrito_torp_01_ham_a=Cheddar Ham Burrito
item_NameFood_burrito_torp_01_madras_a=Madras Asada Burrito
item_NameFood_burrito_torp_01_shrimp_a=Shrimp Typhoon Burrito
item_NameFood_burrito_torp_01_strog_a=Strog-N-Off Burrito
item_NameFood_burrito_torp_02_a=Locked-on Lentil Burrito
item_NameFood_burrito_torp_02_ppc_a=PPC Burrito
item_NameFood_fruit_apple_01_a=Vermillion Apple
item_NameFood_fruit_watermelon_01_a=Watermelon (Slice)
item_NameFood_genericNoneFoodShouldBeReplaced_rationPack=Ration pack
item_NameFood_hotdog_01_a=Classic Dog
item_NameFood_hotdog_01_breakfast_a=Breakfast Dog
item_NameFood_hotdog_01_chili_a=Chili Dog
item_NameFood_hotdog_01_cruiser_a=Cruiser Dog
item_NameFood_hotdog_01_double_a=Double Dog
item_NameFood_hotdog_01_melty_a=Melty Dog
item_NameFood_hotdog_01_veggie_a=Veggie Dog
item_NameFood_hotdog_01_yakisoba_a=Yakisoba Dog
item_NameFood_icecream_eff_01_a=Ermer Family Farms Chibanzoo Ice Cream
item_NameFood_icecream_eff_01_choc_a=Ermer Family Farms Chocolate Ice Cream
item_NameFood_icecream_eff_01_coffee_a=Ermer Family Farms Coffee Ice Cream
item_NameFood_icecream_eff_01_fatfree_a=Ermer Family Farms Fat Free Ice Cream
item_NameFood_icecream_eff_01_lunes_a=Ermer Family Farms Lunes Ice Cream
item_NameFood_pizza_slice_01_a=Cheese and Tomato Pizza (Slice)
item_NameFood_pizza_slice_01_pepperoni_a=Pepperoni Pizza (Slice)
item_NameFood_pizza_slice_01_pepperoni_b=Pepperoni and Peppers Pizza (Slice)
item_NameFood_sachet_mre_01_a=Ma's Ready to Eat Traveler's Day Dinner
item_NameFood_sachet_mre_01_chicken_a=Ma's Ready to Eat Chicken Patty Dinner
item_NameFood_sachet_omni_01_a=Grilled Chicken Roll Omni Pack
item_NameFood_sachet_omni_01_tunaveg_a=Tuna with Vegetables Omni Pack
item_NameFood_sachet_readymeal_01_a=ReadyMeal (Chicken Dinner)
item_NameFood_sachet_readymeal_01_beef_a=ReadyMeal (Beef Chunks)
item_NameFood_sachet_readymeal_01_burrito_a=ReadyMeal (Bean and Rice Burrito)
item_NameFood_sachet_readymeal_01_meatball_a=ReadyMeal (Meatball Marinara)
item_NameFood_sachet_readymeal_01_noodles_a=ReadyMeal (Chicken Patty and Noodles)
item_NameFood_sachet_readymeal_01_vegetarian_a=ReadyMeal (Vegetarian)
item_NameFood_sachet_uee_01_a=Red Festival Feast Combat Ration
item_NameFood_sachet_uee_01_formula_a=Special Operation Formula Combat Ration
item_NameFood_sachet_uee_01_lamb_a=Lamb Tagine Combat Ration
item_NameFood_sandwich_01_a=Yeast Extract and Butter Sandwich
item_NameFood_sandwich_01_captain_a=Captain's Mix Sandwich
item_NameFood_sandwich_01_hamcheese_a=Ham and Cheese Sandwich
item_NameFood_sandwich_01_lengua_a=Lengua Sandwich
item_NameFood_sandwich_01_tunasalad_a=Tuna Salad Sandwich
item_NameFood_sandwich_twyns_01_a=Godmother Sandwich
item_NameFood_sandwich_twyns_01_avocado_a=Avocado and Corn Sandwich
item_NameFood_sandwich_twyns_01_bacon_a=Bacon Club Sandwich
item_NameFood_sandwich_twyns_01_bologna_a=Bologna Sandwich
item_NameFood_sandwich_twyns_01_merguez_a=Merguez Sandwich
item_NameFood_sandwich_twyns_01_pork_a=Pork Katsu Sandwich
item_NameFood_sandwich_twyns_01_turkey_a=Turkey Sandwich
item_NameFood_tin_bogo_01_a=Bo-Go (Angeli Original)
item_NameFood_tin_bogo_01_crawdads_a=Bo-Go (Crawdad)
item_NameFood_tin_bogo_01_hotsweet_a=Bo-Go (Hot and Sweet)
item_NameFood_tin_bogo_01_langoustine_a=Bo-Go (Langoustine and Lamb)
item_NameFood_tin_mre_01_a=Ma's Ready to Eat Beef Home Stew
item_NameFood_tin_mre_01_chicken_a=Ma's Ready to Eat Chicken Home Stew
item_NameFood_tin_mre_01_fish_a=Ma's Ready to Eat Fish Home Stew
item_NameFood_tin_mre_01_noodle_a=Ma's Ready to Eat Noodle Red
item_NameFood_tin_mre_01_vegetable_a=Ma's Ready to Eat Vegetable Soup
item_NameFood_tin_noodle_1_a=Carafi Noodles
item_NameFood_tin_noodle_2_a=[PH] Noodles v2
item_NameFood_tin_omni_01_a=Boumbo Stew Omni Pack
item_NameFood_tin_omni_01_chicken_a=Chicken Pesto Omni Pack
item_NameFood_tin_omni_01_stirfry_a=Stir Fry Vegetables and Beef Omni Pack
item_NameFood_tin_omni_01_vegan_a=Vegan Delight Omni Pack
item_NameFood_tin_uee_01_a=Spiced Protein Stew Combat Ration
item_NameFood_tin_uee_01_chili_a=Chili Mac Combat Ration
item_NameFood_tin_uee_01_paneer_a=Sag Paneer Combat Ration
item_NameFootlocker=Footlocker
item_NameFreelancer_Paint_2950Invictus_1=Freelancer Black Livery
item_NameFreelancer_Paint_2950Invictus_2=Freelancer Woodland Livery
item_NameFreelancer_Paint_2950Invictus_3=Freelancer Storm Surge Livery
item_NameFreelancer_Paint_2951RedFestival_Red_Gold=Freelancer 2951 Auspicious Red Ram Livery
item_NameFreelancer_Paint_Luminalia_green_red=Freelancer Deck the Hull Livery
item_NameFreelancer_Paint_Luminalia_white_blue=Freelancer IceBreak Livery
item_NameFreelancer_Paint_Unity=Freelancer Foundation Fest Livery
item_NameFreelancer_Stock_Missile_Rack=Freelancer Stock Missile Rack
item_NameFuryLX_Paint_Black_Black_Black=Fury Black Star Livery
item_NameFuryLX_Paint_Red_White_White=Fury Sunrise Livery
item_NameFuryLX_Paint_White_Blue_Grey=Fury Cloudburst Livery
item_NameFury_Paint_2954Fortuna_Green_Grey=Fury Fortuna Livery
item_NameFury_Paint_Blue_Black_Black=Fury Waverider Livery
item_NameFury_Paint_Brown_Black_Brown_Camo=Fury Wasteland Camo Livery
item_NameFury_Paint_Green_Green_Red=Fury Leatherback Livery
item_NameFury_Paint_Grey_Black_Gold=Fury Nightwatch Livery
item_NameFury_Paint_Red_Black_Black=Fury Tengu Livery
item_NameFury_Paint_White_White_Red=Fury Templar Livery
item_NameGATS_BallisticCannon_S1=Tarantula GT-870 Mark 1 Cannon
item_NameGATS_BallisticCannon_S1_short=Tarantula-1
item_NameGATS_BallisticCannon_S2=Tarantula GT-870 Mark 2 Cannon
item_NameGATS_BallisticCannon_S2_short=Tarantula-2
item_NameGATS_BallisticCannon_S3=Tarantula GT-870 Mark 3 Cannon
item_NameGATS_BallisticCannon_S3_short=Tarantula-3
item_NameGATS_BallisticGatling_S1=YellowJacket GT-210 Gatling
item_NameGATS_BallisticGatling_S1_short=YLLWJCKT
item_NameGATS_BallisticGatling_S2=Scorpion GT-215 Gatling
item_NameGATS_BallisticGatling_S2_short=Scorpion
item_NameGATS_BallisticGatling_S3=Mantis GT-220 Gatling
item_NameGATS_BallisticGatling_S3_short=Mantis
item_NameGMNI_rifle_ballistic_01=S71 Rifle
item_NameGMNI_rifle_ballistic_01_short=S71 Rifle
item_NameGMNI_smg_ballistic_01=C54 SMG
item_NameGMNI_smg_ballistic_01_mag=C54 SMG Magazine (50 cap)
item_NameGMNI_smg_ballistic_01_short=C54 SMG
item_NameGMNT_MISC_S03_PL01=Reliant Gilroy Gimbal
item_NameGRIN_Cydnus_Engine=Greycat Industrial Cydnus Engine
item_NameGRIN_Cydnus_Joint=Greycat Industrial Cydnus Joint Thruster
item_NameGRIN_Cydnus_Leg=Greycat Industrial Cydnus Leg Thruster
item_NameGRIN_Cydnus_Retro=Greycat Industrial Cydnus Retro Thruster
item_NameGRIN_Cydnus_Seat_Pilot=Greycat Industrial Cydnus Pilot Seat
item_NameGRIN_Cydnus_Support=Greycat Industrial Cydnus Support Seat
item_NameGRIN_Greycat_Seat_Driver=Greycat Industrial Driver's Seat
item_NameGRIN_Greycat_Seat_Passenger=Greycat Industrial Passenger's Seat
item_NameGRIN_ROC_Mining_Turret=ROC Mining Arm
item_NameGRIN_TractorBeam_002_S1=SureGrip S1 Tractor Beam
item_NameGRIN_TractorBeam_002_S1_UT1=SureGrip HV-S1 Tractor Beam
item_NameGRIN_TractorBeam_002_S1_UT2=SureGrip PR-S1 Tractor Beam
item_NameGRIN_TractorBeam_002_S2=SureGrip S2 Tractor Beam
item_NameGRIN_TractorBeam_002_S2_UT1=SureGrip HV-S2 Tractor Beam
item_NameGRIN_TractorBeam_002_S2_UT2=SureGrip PR-S2 Tractor Beam
item_NameGRIN_TractorBeam_002_S3=SureGrip S3 Tractor Beam
item_NameGRIN_TractorBeam_002_S3_UT1=SureGrip HV-S3 Tractor Beam
item_NameGRIN_TractorBeam_002_S3_UT2=SureGrip PR-S3 Tractor Beam
item_NameGRIN_TractorBeam_003_S1=ViseLock S1 Tractor Beam
item_NameGRIN_TractorBeam_003_S2=ViseLock S2 Tractor Beam
item_NameGRIN_TractorBeam_003_S3=ViseLock S3 Tractor Beam
item_NameGRIN_TractorBeam_004_S3=SafeTow S3 Towing Beam
item_NameGRIN_TractorBeam_S1=SureGrip TH1 Tractor Beam
item_NameGRIN_TractorBeam_S1_short=SureGrip TH1 Tractor
item_NameGRIN_TractorBeam_S2=SureGrip TH2 Tractor Beam
item_NameGRIN_TractorBeam_S2_short=SureGrip TH2 Tractor
item_NameGRIN_TractorBeam_S3=SureGrip TH3 Tractor Beam
item_NameGRIN_TractorBeam_S3_short=SureGrip TH3 Tractor
item_NameGRIN_TractorBeam_S4=SureGrip TH4 Tractor Beam
item_NameGRIN_TractorBeam_S4_short=SureGrip TH4 Tractor
item_NameGRIN_TractorBeam_module_001=ReadyGrip Tractor Module
item_NameGRNP_SR_S3_Q2=GNP Radar
item_NameGRNP_SR_S3_Q2_CITCON16=GNP Radar
item_NameGladius_Paint_Fleetweek_Level1_Military=Gladius Timberline Livery
item_NameGladius_Paint_Fleetweek_Level2_Camo=Gladius Frostbite Camo Livery
item_NameGladius_Paint_Invictus_blue_gold=Gladius Invictus Blue and Gold Livery
item_NameGladius_Paint_Pirate=Gladius Pirate Livery
item_NameGladius_Paint_SolarWinds_Metal_Red=Gladius Solar Winds Livery
item_NameGladius_Paint_Unity=Gladius Foundation Fest Livery
item_NameGladius_Paint_Valiant=Gladius Valiant Livery
item_NameGlass=Glass
item_NameGlass_HighBall=Highball Glass
item_NameGlass_Pint=Pint Glass
item_NameGlass_Tumbler=Tumbler Glass
item_NameGoldFish=Midas Fish
item_NameGravityGeneratorControl=@mp_eGravityGeneratorControl
item_NameGreenLaserBolt=<-=MISSING=->
item_NameHAPR_Gladiator_HE52_S2_Q2=Hammer Propulsion Gladiator HE52 Thruster
item_NameHAPR_HL24_S4_Q2=Hammer Propulsion HL 2.4 (TR4)
item_NameHAPR_P_ESI_S2_Q2=Hammer Propulsion P ESI Thruster
item_NameHAPR_P_ESI_S5_Q2=Hammer Propulsion P ESI Thruster
item_NameHAPR_P_ESI_S5_Q2_Retro=Hammer Propulsion P ESI Retro Thruster
item_NameHAPR_VP_ESI_S1_Q2=Hammer Propulsion HM 4.1
item_NameHAPR_VP_ESI_S2_Q2=Hammer Propulsion HM 4.2
item_NameHAPR_VP_ESI_S3_Q2=Hammer Propulsion HM 4.3
item_NameHAPR_VP_ESI_S4_Q2=Hammer Propulsion HM 4.4
item_NameHAPR_VP_RMI_S5_Q2=Hammer Propulsion HE 5.5
item_NameHRST_LaserRepeater_S1=Attrition-1 Repeater
item_NameHRST_LaserRepeater_S1_short=Attrition-1
item_NameHRST_LaserRepeater_S2=Attrition-2 Repeater
item_NameHRST_LaserRepeater_S2_short=Attrition-2
item_NameHRST_LaserRepeater_S3=Attrition-3 Repeater
item_NameHRST_LaserRepeater_S3_short=Attrition-3
item_NameHRST_LaserRepeater_S4=Attrition-4 Repeater
item_NameHRST_LaserRepeater_S4_short=Attrition-4
item_NameHRST_LaserRepeater_S5=Attrition-5 Repeater
item_NameHRST_LaserRepeater_S5_short=Attrition-5
item_NameHRST_LaserRepeater_S6=Attrition-6 Repeater
item_NameHRST_LaserRepeater_S6_short=Attrition-6
item_NameHRST_LaserScattergun_S1=Dominance-1 Scattergun
item_NameHRST_LaserScattergun_S1_short=Dominance-1
item_NameHRST_LaserScattergun_S2=Dominance-2 Scattergun
item_NameHRST_LaserScattergun_S2_short=Dominance-2
item_NameHRST_LaserScattergun_S3=Dominance-3 Scattergun
item_NameHRST_LaserScattergun_S3_short=Dominance-3
item_NameHRST_Nova_BallisticCannon_S5=Slayer Cannon
item_NameHRST_Nova_BallisticCannon_S5_short=Slayer
item_NameHRST_S1_RPOD_6x_S1=Jericho
item_NameHRST_S2_RPOD_12x_S1=Jericho X
item_NameHRST_S3_RPOD_18x_S1=Jericho XL
item_NameHRST_Storm_LaserRepeater_S3=Reign-3 Repeater
item_NameHRST_Storm_LaserRepeater_S3_short=Reign-3
item_NameHYPR_FM_ESI_S3_Q1=Origin Jumpworks Scalpel Precision Thruster
item_NameHYPR_FXP_ESI_S1_Q1=Hydra Propulsion M1-16
item_NameHYPR_JM_ESI_S3_Q1=Origin Jumpworks Omni Precision Ball Thruster
item_NameHYPR_M116A_S1_Q1=Hydra Propulsion M1-16A
item_NameHYPR_M116B_S1_Q1=Hydra Propulsion M1-16B
item_NameHYPR_M116_S1_Q1=8x Hydra Propulsion M1-16 (TR1)
item_NameHammer_Propulsion_HMX_4_3=Hammer Propulsion HMX 4.3 Thruster
item_NameHammer_Propulsion_Twin_HM_4_3=Hammer Propulsion Twin HM 4.3
item_NameHammerhead_Paint_2953Fortuna_Green_Grey=Hammerhead Fortuna Livery
item_NameHammerhead_Paint_BIS2949=Aegis Hammerhead 2949 Best In Show Livery
item_NameHammerhead_Paint_IAE2951_Blue_Black=Hammerhead Stormbringer Livery
item_NameHammerhead_Paint_IAE2951_Grey_White_Camo=Hammerhead Polar Camo Livery
item_NameHammerhead_Paint_Showdown=Hammerhead Showdown Livery
item_NameHangarGravPallet=
item_NameHawk_Paint_Fleetweek_Level1_Military=Hawk Timberline Livery
item_NameHawk_Paint_Fleetweek_Level2_Camo=Hawk Frostbite Camo Livery
item_NameHawk_Paint_Invictus_blue_gold=Hawk Invictus Blue and Gold Livery
item_NameHawk_Paint_Red_White_Pink_Crusader=Hawk Hosanna Livery
item_NameHawk_Paint_Sand_Orange_Hurston=Hawk Central Tower Livery
item_NameHawk_Paint_White_Blue_Blue_microTech=Hawk Aspire Livery
item_NameHerald_Paint_Green_Black=Herald Ghoulish Green Livery
item_NameHerald_Paint_IAE2951_Blue_Black=Herald Stormbringer Livery
item_NameHerald_Paint_IAE2951_Grey_White=Herald Polar Livery
item_NameHornet_F7A_Mk1_Paint_Blue_Blue_Red=Hornet Kilian Blue Livery
item_NameHornet_F7A_Mk1_Paint_Green_Red_Green_Camo=Hornet Corin Camo Livery
item_NameHornet_F7A_Mk1_Paint_Steel_Red_Orange=Hornet Ironheart Livery
item_NameHornet_F7A_Mk2_Paint_Desert_Camo=Hornet Simoom Livery
item_NameHornet_F7C_Mk2_Paint_Black_Gold=Hornet Ironscale Livery
item_NameHornet_F7C_Mk2_Paint_White_Blue=Hornet Icebound Livery
item_NameHornet_Paint_Fleetweek_Level1_Military=Hornet Timberline Livery
item_NameHornet_Paint_Fleetweek_Level2_Camo=Hornet Frostbite Camo Livery
item_NameHornet_Paint_Invictus_blue_gold=Hornet Invictus Blue and Gold Livery
item_NameHoverQuad_Paint_Copperhead_White_Bronze=HoverQuad Copperhead Livery
item_NameHoverQuad_Paint_Lightspeed_Orange_Yellow=HoverQuad Lightspeed Livery
item_NameHoverQuad_Paint_Lovestruck_Pink_Black=HoverQuad Lovestruck Livery
item_NameHoverQuad_Paint_Racing_Blue_White=HoverQuad Slipstream Livery
item_NameHoverQuad_Paint_Racing_Purple_White=HoverQuad Turbocharged Livery
item_NameHoverQuad_Paint_Racing_Red_Silver=HoverQuad Overdrive Livery
item_NameHoverQuad_Paint_Terminus_Black_Red=HoverQuad Terminus Livery
item_NameHullA_Paint_Blue_DarkBlue_Orange_Stripe=Hull A Bombora Livery
item_NameHullA_Paint_DarkGreen_Grey_Red_Stripe=Hull A Trailblazer Livery
item_NameHullA_Paint_Dusk=Hull A Dusk Livery
item_NameHullA_Paint_Empyrean=Hull A Empyrean Livery
item_NameHullA_Paint_Horizon=Hull A Horizon Livery
item_NameHullC_Paint_Blue_DarkBlue_Orange_Stripe=Hull C Bombora Livery
item_NameHullC_Paint_DarkGreen_Grey_Red_Stripe=Hull C Trailblazer Livery
item_NameHullC_Paint_Dusk=Hull C Dusk Livery
item_NameHullC_Paint_Empyrean=Hull C Empyrean Livery
item_NameHullC_Paint_Horizon=Hull C Horizon Livery
item_NameHurricane_Paint_Fleetweek_Red_White=Hurricane Flashfire Livery
item_NameHurricane_Paint_Fleetweek_Tan_Green_Tigerstripe=Hurricane Waylay Camo Livery
item_NameHurricane_Paint_IAE2950_Grey_Blue=Hurricane Stormbringer Livery
item_NameHurricane_Paint_IAE2950_Grey_White_Camo=Hurricane Polar Camo Livery
item_NameIdris_Cooler=AEGS Idris Cooler
item_NameIdris_FuelIntake=Aegis Idris Fuel Intake
item_NameIdris_FuelTank=Aegis Idris Fuel Tank
item_NameIdris_MainEngine=Aegis Idris Main Engine
item_NameIdris_PowerPlant=Main Powerplant
item_NameIdris_Retro_Thruster=Aegis Idris Retro Thruster
item_NameIdris_Thruster=Aegis Idris Thruster
item_NameIdris_Turret=Aegis Idris Turret
item_NameJOKR_Defcon_CML_Chaff=Joker Defcon - Noise Launcher
item_NameJOKR_Defcon_CML_Flare=Joker Defcon - Decoy Launcher
item_NameJOKR_DistortionCannon_S1=Suckerpunch Cannon
item_NameJOKR_DistortionCannon_S1_short=SCKRPNCH
item_NameJOKR_DistortionCannon_S2=Suckerpunch-L Cannon
item_NameJOKR_DistortionCannon_S2_short=SCKRPNCH-L
item_NameJOKR_DistortionCannon_S3=Suckerpunch-XL Cannon
item_NameJOKR_DistortionCannon_S3_short=SCKRPNCH-XL
item_NameJellyfish=Oshi
item_NameKBAR_BallisticCannon_S1=9-Series Longsword Cannon
item_NameKBAR_BallisticCannon_S1_short=Longsword
item_NameKBAR_BallisticCannon_S2=10-Series Greatsword Cannon
item_NameKBAR_BallisticCannon_S2_short=Greatsword
item_NameKBAR_BallisticCannon_S3=11-Series Broadsword Cannon
item_NameKBAR_BallisticCannon_S3_short=Broadsword
item_NameKGGR_DomeBeacon=KEGR Dome
item_NameKGGR_GeneralNavLight_1=@KGGR General Navigation Light
item_NameKGGR_GeneralNavLight_2=@KGGR General Navigation Light
item_NameKGGR_LandingLight=KEGR Landing
item_NameKGGR_NavigationLight=KEGR Navigation
item_NameKGGR_Strobelight=KEGR Strobe
item_NameKLWE_LaserRepeater_S1=CF-117 Bulldog Repeater
item_NameKLWE_LaserRepeater_S1_short=Bulldog
item_NameKLWE_LaserRepeater_S2=CF-227 Badger Repeater
item_NameKLWE_LaserRepeater_S2_short=Badger
item_NameKLWE_LaserRepeater_S3=CF-337 Panther Repeater
item_NameKLWE_LaserRepeater_S3_short=Panther
item_NameKLWE_LaserRepeater_S4=CF-447 Rhino Repeater
item_NameKLWE_LaserRepeater_S4_short=Rhino
item_NameKLWE_LaserRepeater_S5=CF-557 Galdereen Repeater
item_NameKLWE_LaserRepeater_S5_short=Galdereen
item_NameKLWE_LaserRepeater_S6=CF-667 Mammoth Repeater
item_NameKLWE_LaserRepeater_S6_short=Mammoth
item_NameKLWE_MassDriverCannon_S2=Sledge II Mass Driver Cannon
item_NameKLWE_MassDriverCannon_S2_short=Sledge II
item_NameKLWE_MassDriver_S1=Sledge I Mass Driver Cannon
item_NameKLWE_MassDriver_S10=Destroyer Mass Driver Cannon
item_NameKLWE_MassDriver_S10_short=Destroyer
item_NameKLWE_MassDriver_S1_short=Sledge I
item_NameKLWE_MassDriver_S2=Sledge II Mass Driver Cannon
item_NameKLWE_MassDriver_S2_short=Sledge II
item_NameKLWE_MassDriver_S3=Sledge III Mass Driver Cannon
item_NameKLWE_MassDriver_S3_short=Sledge III
item_NameKODK_TM4_Roller_S1_Q1=KDK TM-4 Roller Thruster
item_NameKODK_TM4_Slider_S1_Q1=KDK TM-4 Slider Thruster
item_NameKODK_TM8_RollFlex_S3_Q1=KDK TM-4 Slider Thruster
item_NameKRIG_BallisticGatling_S2=Tigerstrike T-19P
item_NameKRIG_BallisticGatling_S3=Tigerstrike T-21 Gatling
item_NameKRIG_BallisticGatling_S3_short=Tigerstrike
item_NameKRIG_Cockpit_Audio=Kruger Intergalactic Cockpit Audio
item_NameKRIG_LaserCannon_S3=Quarreler Cannon
item_NameKRIG_LaserCannon_S3_short=Quarreler
item_NameKRIG_Merlin_LandingSystem=Kruger Intergalactic Merlin Landing System
item_NameKRIG_Merlin_Seat_Pilot=Kruger Intergalactic Merlin Pilot Seat
item_NameKRIG_P52_Merlin_MultiLight=Kruger Intergalactic Merlin External Lights
item_NameKRNG_LaserCannon_S4=FL-33 Cannon
item_NameKRON_LaserCannon_S1=FL-11 Cannon
item_NameKRON_LaserCannon_S1_short=FL-11
item_NameKRON_LaserCannon_S2=FL-22 Cannon
item_NameKRON_LaserCannon_S2_short=FL-22
item_NameKRON_LaserCannon_S3=FL-33 Cannon
item_NameKRON_LaserCannon_S3_short=FL-33
item_NameKSAR_pistol_ballistic_01=Coda Pistol
item_NameKSAR_pistol_ballistic_01_short=Coda Pistol
item_NameKsar_rifle_energy_01_blue_gold_01=Karna "Valor" Rifle
item_NameKsar_rifle_energy_01_blue_gold_01_short=Karna V Rifle
item_NameLPLT_SQV_S1=Lightning Power LTD Powerbolt
item_NameLightning_F8C_Paint_Black_Black_Green_Spec=F8C Lightning Shock Wave Livery
item_NameLightning_F8C_Paint_Platinum=F8C Lightning Stormfire Livery
item_NameLynx_Paint_Purple_Black_Gold=Lynx Nebula Livery
item_NameLynx_Paint_Silver_Black_Silver=Lynx Moonrise Livery
item_NameLynx_Paint_White_Blue_Blue=Lynx Moonshadow Livery
item_NameM50_Paint_IAE2950_Grey_Blue=M50 Stormbringer Livery
item_NameM50_Paint_IAE2950_Grey_White=M50 Polar Livery
item_NameMISC_Cockpit_Audio=MISC Cockpit Audio
item_NameMISC_Freelancer_CoPilot_Seat=MISC Freelancer Co-Pilot Seat
item_NameMISC_Freelancer_DUR_shop=MISC Freelancer DUR
item_NameMISC_Freelancer_LandingSystem=MISC Freelancer Landing System
item_NameMISC_Freelancer_MAX_shop=MISC Freelancer MAX
item_NameMISC_Freelancer_Rear_Left_Seat=MISC Freelancer Rear Left Seat
item_NameMISC_Freelancer_Rear_Right_Seat=MISC Freelancer Rear Right Seat
item_NameMISC_Freelancer_Retro_Thruster=MISC Freelancer Retro Thruster
item_NameMISC_Freelancer_Seat=MISC Freelancer Seat
item_NameMISC_Freelancer_Turret=MISC Freelancer Turret
item_NameMISC_Freelancer_Turret_Base=MISC Freelancer Turret
item_NameMISC_Freelancer_Turret_Seat=MISC Freelancer Turret Seat
item_NameMISC_Freelancer_shop=MISC Freelancer
item_NameMISC_FuelPod=MISC Fuel Pod
item_NameMISC_FuelRefinery=MISC Fuel Refinery Pod
item_NameMISC_Fury_S02_Double_Rack=Mirai Fury MX 2xS1 Missile Rack
item_NameMISC_Fury_S02_Single_Rack=Mirai Fury 1xS2 Missile Rack
item_NameMISC_Fury_S03_Double_Rack=Mirai Fury MX 2xS2 Missile Rack
item_NameMISC_Gemini_Front_Turret=MISC Starfarer Gemini Main Turret
item_NameMISC_Gemini_Front_Turret_Base=MISC Starfarer Gemini Main Turret
item_NameMISC_Gemini_Rear_Turret=MISC Starfarer Gemini Rear Turret
item_NameMISC_Gemini_Rear_Turret_Base=MISC Starfarer Gemini Rear Turret
item_NameMISC_Prospector_CML_Chaff=MISC Prospector - Noise Launcher
item_NameMISC_Prospector_CML_Flare=MISC Prospector - Decoy Launcher
item_NameMISC_Reliant_CML_Chaff=MISC Reliant - Noise Launcher
item_NameMISC_Reliant_CML_Flare=MISC Reliant - Decoy Launcher
item_NameMISC_Reliant_CoPilot_Seat=MISC Reliant Co-Pilot Seat
item_NameMISC_Reliant_LandingSystem=MISC Reliant Landing System
item_NameMISC_Reliant_Main_Thrust=MISC Reliant Main Thruster
item_NameMISC_Reliant_Mako_Wing_Mount=Reliant Cernan Camera Package
item_NameMISC_Reliant_Missile_Cap=Reliant Missile Launcher Cap
item_NameMISC_Reliant_MultiLight=MISC Reliant External Lights
item_NameMISC_Reliant_Seat=MISC Reliant Seat
item_NameMISC_Reliant_Sec_Thrust=MISC Reliant Secondary Thruster
item_NameMISC_Reliant_Sen_Wing_Mount=Reliant Samos Sensor Suite
item_NameMISC_Reliant_Wing_Dual_Turret=Reliant Toshima Turret
item_NameMISC_SelfDestruct_Large=MISC Self Destruct
item_NameMISC_Starfarer_Bridge_Rear_Left_Seat=MISC Starfarer Support Seat
item_NameMISC_Starfarer_Bridge_Rear_Right_Seat=MISC Starfarer Support Seat
item_NameMISC_Starfarer_Captains_Seat=MISC Starfarer Captain's Seat
item_NameMISC_Starfarer_CoPilot_Seat=MISC Starfarer Co-Pilot Seat
item_NameMISC_Starfarer_Front_Turret=MISC Starfarer Main Turret
item_NameMISC_Starfarer_Front_Turret_Base=MISC Starfarer Main Turret
item_NameMISC_Starfarer_Front_Turret_Seat=MISC Starfarer Main Turret Seat
item_NameMISC_Starfarer_FuelIntake=MISC Starfarer Fuel Intake
item_NameMISC_Starfarer_LandingSystem=MISC Starfarer Landing System
item_NameMISC_Starfarer_MultiLight=MISC Starfarer External Lights
item_NameMISC_Starfarer_Pilot_Seat=MISC Starfarer Pilot Seat
item_NameMISC_Starfarer_Rear_Turret=MISC Starfarer Rear Turret
item_NameMISC_Starfarer_Rear_Turret_Base=MISC Starfarer Rear Turret
item_NameMISC_Starfarer_Rear_Turret_Seat=MISC Starfarer Rear Turret Seat
item_NameMISC_Starfarer_Seat=MISC Starfarer Seat
item_NameMISC_XiTech_Pro_Fixed_S3_Q3=MISC XiTech Pro Fixed Thruster
item_NameMISC_XiTech_Pro_Joint_S3_Q3=MISC XiTech Pro Joint Thruster
item_NameMISC_XiTech_Pro_Retro_S3_Q3=MISC XiTech Pro Retro Thruster
item_NameMISC_XiTech_Thruster_S2=MISC XiTech Thruster
item_NameMISL_S01_CS_FSKI_Spark=Spark I Missile
item_NameMISL_S01_CS_FSKI_Spark_short=Spark I
item_NameMISL_S01_EM_BEHR_Pioneer=Pioneer I Missile
item_NameMISL_S01_EM_BEHR_Pioneer_short=Pioneer I
item_NameMISL_S01_EM_THCN_TaskForce=TaskForce I Missile
item_NameMISL_S01_EM_THCN_TaskForce_short=TaskForce I
item_NameMISL_S01_IR_BEHR_Marksman=Marksman I Missile
item_NameMISL_S01_IR_BEHR_Marksman_short=Marksman I
item_NameMISL_S01_IR_VNCL_Arrow='Arrow' I Missile
item_NameMISL_S01_IR_VNCL_Arrow_short=Arrow I
item_NameMISL_S02_CS_FSKI_Tempest=Tempest II Missile
item_NameMISL_S02_CS_FSKI_Tempest_short=Tempest II
item_NameMISL_S02_CS_THCN_StrikeForce=StrikeForce II Missile
item_NameMISL_S02_CS_THCN_StrikeForce_short=StrkFrc II
item_NameMISL_S02_EM_TALN_Dominator=Dominator II Missile
item_NameMISL_S02_EM_TALN_Dominator_short=Dmntr II
item_NameMISL_S02_IR_FSKI_Ignite=Ignite II Missile
item_NameMISL_S02_IR_FSKI_Ignite_short=Ignite II
item_NameMISL_S02_IR_NOVP_Rattler=Rattler II Missile
item_NameMISL_S02_IR_NOVP_Rattler_short=Rattler II
item_NameMISL_S02_IR_VNCL_Bullet='Bullet' II Missile
item_NameMISL_S02_IR_VNCL_Bullet_short=Bullet II
item_NameMISL_S03_CS_FSKI_Arrester=Arrester III Missile
item_NameMISL_S03_CS_FSKI_Arrester_short=Arrstr III
item_NameMISL_S03_EM_FSKI_Thunderbolt=Thunderbolt III Missile
item_NameMISL_S03_EM_FSKI_Thunderbolt_short=Thdrblt III
item_NameMISL_S03_IR_NOVP_Viper=Viper III Missile
item_NameMISL_S03_IR_NOVP_Viper_short=Viper III
item_NameMISL_S03_IR_VNCL_Chaos='Chaos' III Missile
item_NameMISL_S03_IR_VNCL_Chaos_short=Chaos III
item_NameMISL_S04_CS_TALN_Assailant=Assailant IV Missile
item_NameMISL_S04_CS_TALN_Assailant_short=Asslnt IV
item_NameMISL_S04_EM_TALN_Raptor=Raptor IV Missile
item_NameMISL_S04_EM_TALN_Raptor_short=Raptor IV
item_NameMISL_S04_IR_BEHR_Pathfinder=Pathfinder IV Missile
item_NameMISL_S04_IR_BEHR_Pathfinder_short=Pathfndr IV
item_NameMISL_S04_IR_VNCL_Dragon='Dragon' IV Missile
item_NameMISL_S04_IR_VNCL_Dragon_short=Dragon IV
item_NameMISL_S05_CS_TALN_Stalker=Stalker V Missile
item_NameMISL_S05_CS_TALN_Stalker_short=Stalker V
item_NameMISL_S05_EM_TALN_Reaper=Reaper V Missile
item_NameMISL_S05_EM_TALN_Reaper_short=Reaper V
item_NameMISL_S05_EM_TALN_Scimitar=Scimitar V Missile
item_NameMISL_S05_EM_TALN_Scimitar_short=Scimitar V
item_NameMISL_S05_IR_TALN_Valkyrie=Valkyrie V Missile
item_NameMISL_S05_IR_TALN_Valkyrie_short=Valkyrie V
item_NameMISL_S07_IR_TALN_Hellion=Hellion VII Missile
item_NameMISL_S07_IR_TALN_Hellion_short=Hellion VII
item_NameMISL_S09_CS_TALN_Argos=Argos IX Torpedo
item_NameMISL_S09_CS_TALN_Argos_short=Argos IX
item_NameMISL_S09_EM_TALN_Seeker=Seeker IX Torpedo
item_NameMISL_S09_EM_TALN_Seeker_short=Seeker IX
item_NameMISL_S09_IR_TALN_Typhoon=Typhoon IX Torpedo
item_NameMISL_S09_IR_TALN_Typhoon_short=Typhoon IX
item_NameMISL_S12_IR_BEHR_Apex=PX-T12 "Apex" Torpedo
item_NameMISL_S12_IR_BEHR_Apex_short=PX-T12
item_NameMODU_AEGS_Front_Base=Retaliator Unladen Front Module
item_NameMODU_AEGS_Front_Cargo=Retaliator Cargo Front Module
item_NameMODU_AEGS_Front_Torpedo_Placeholder=Retaliator Torpedo Front Module
item_NameMODU_AEGS_Rear_Base=Retaliator Unladen Rear Module
item_NameMODU_AEGS_Rear_Cargo=Retaliator Cargo Rear Module
item_NameMODU_AEGS_Rear_Torpedo_Placeholder=Retaliator Torpedo Rear Module
item_NameMOLE_Paint_Aphorite_Purple=MOLE Aphorite Livery
item_NameMOLE_Paint_Carbon=MOLE Carbon Livery
item_NameMOLE_Paint_Dolivine_Green=MOLE Dolivine Livery
item_NameMOLE_Paint_Hadanite_Pink=MOLE Hadanite Livery
item_NameMOLE_Paint_Lovestruck_Pink_Black=MOLE Lovestruck Livery
item_NameMOLE_Paint_Talus=MOLE Talus Livery
item_NameMPUV_1T_Paint_Lightgrey_Grey=MPUV-1T Storm Grey Livery
item_NameMPUV_1T_Paint_Red_Black_Metallic=MPUV-1T Firebrand Livery
item_NameMPUV_1T_Paint_Yellow_Black=MPUV-1T Sunlight Livery
item_NameMPUV_Cargo_Pod=Argo MPUV Cargo Pod
item_NameMPUV_Paint_BIS2951=MPUV 2951 Best in Show Livery
item_NameMPUV_Paint_Lovestruck_Pink_Black=MPUV Lovestruck Livery
item_NameMRCK_S01_BEHR_Single_S01=MSD-111 Missile Rack
item_NameMRCK_S02_BEHR_Dual_S01=MSD-221 Missile Rack
item_NameMRCK_S02_BEHR_Single_S02=MSD-212 Missile Rack
item_NameMRCK_S02_ORIG_400i_Octo_S01=ST-171 Missile Rack
item_NameMRCK_S03_AEGS_Sabre_Firebird=Aegis Sabre Firebird 12xS3 Missile Rack
item_NameMRCK_S03_BEHR_Dual_S02=MSD-322 Missile Rack
item_NameMRCK_S03_BEHR_Quad_S01=MSD-341 Missile Rack
item_NameMRCK_S03_BEHR_Single_S03=MSD-313 Missile Rack
item_NameMRCK_S03_VNCL_Quad_S01=Vanduul S3 Quad Missile Rack
item_NameMRCK_S03_XNAA_SanTokYai=San'tok.yāi Missile Rack
item_NameMRCK_S04_BEHR_Dual_S03=MSD-423 Missile Rack
item_NameMRCK_S04_BEHR_Octo_S01=MSD-481 Missile Rack
item_NameMRCK_S04_BEHR_Quad_S02=MSD-442 Missile Rack
item_NameMRCK_S04_BEHR_Single_S04=MSD-414 Missile Rack
item_NameMRCK_S04_ORIG_400i_Octo_S02=ST-205 Missile Rack
item_NameMRCK_S04_ORIG_Octo_S01=SNT-481 Missile Rack
item_NameMRCK_S04_RSI_Constellation=RSI Constellation Side Missile Rack
item_NameMRCK_S04_VNCL_Quad_S02=Vanduul S4 Quad Missile Rack
item_NameMRCK_S05_AEGS_Vanguard=Aegis Vanguard Torpedo Rack
item_NameMRCK_S05_ANVL_Ballista=Anvil Ballista S05 Missile Rack
item_NameMRCK_S05_BEHR_Dual_S04=MSD-524 Missile Rack
item_NameMRCK_S05_BEHR_Octo_S02=MSD-582 Missile Rack
item_NameMRCK_S05_BEHR_Quad_S03=MSD-543 Missile Rack
item_NameMRCK_S05_BEHR_Single_S05=MSD-515 Missile Rack
item_NameMRCK_S05_MISC_Freelancer_MIS=MISC Freelancer MIS Missile Launcher
item_NameMRCK_S05_MISC_Reliant=Reliant Tana Missile Launcher
item_NameMRCK_S05_ORIG_890J_Quad_S03=SNT-543 Missile Rack
item_NameMRCK_S05_RSI_Constellation=RSI Constellation Top Missile Rack
item_NameMRCK_S06_ANVL_Gladiator=Anvil Gladiator Torpedo Rack
item_NameMRCK_S06_BEHR_Dual_S05=MSD-625 Missile Rack
item_NameMRCK_S06_BEHR_Octo_S03=MSD-683 Missile Rack
item_NameMRCK_S06_BEHR_Quad_S04=MSD-644 Missile Rack
item_NameMRCK_S06_BEHR_Single_S06=MSD-616 Missile Rack
item_NameMRCK_S06_MISC_Gemini=Aegis Gemini Missile Launcher
item_NameMRCK_S07_ANVL_Ballista=Anvil Ballista S07 Missile Rack
item_NameMRCK_S07_CRUS_Starfighter=Ares Star Fighter Missile Launcher
item_NameMRCK_S09_AEGS_Eclipse=Aegis Eclipse Torpedo Rack
item_NameMRCK_S09_AEGS_Retaliator=Aegis Retaliator Torpedo Rack
item_NameMT_PersonalMobiGlas=Personal MobiGlas
item_NameMXOX_EMP_Device=TroMag Burst Generator
item_NameMXOX_EMP_Device_short=TroMag
item_NameMXOX_NeutronCannon_S1=NN-13 Cannon
item_NameMXOX_NeutronCannon_S1_short=NN-13
item_NameMXOX_NeutronCannon_S2=NN-14 Cannon
item_NameMXOX_NeutronCannon_S2_short=NN-14
item_NameMXOX_NeutronRepeater_S1=NDB-26 Repeater
item_NameMXOX_NeutronRepeater_S1_short=NDB-26
item_NameMXOX_NeutronRepeater_S2=NDB-28 Repeater
item_NameMXOX_NeutronRepeater_S2_short=NDB-28
item_NameMXOX_NeutronRepeater_S3=NDB-30 Repeater
item_NameMXOX_NeutronRepeater_S3_short=NDB-30
item_NameM_80ssweptback_hair_01=Swept Back
item_NameM_balding_hair_01=Burr Cut
item_NameM_balding_hair_01_black=Burr Cut
item_NameM_balding_hair_01_brown=Burr Cut
item_NameM_balding_hair_01_grey=Burr Cut
item_NameM_balding_hair_01_orange=Burr Cut
item_NameM_behr_shr_hair_01=Fringe Up
item_NameM_bun_hair_01=Bun
item_NameM_bun_hair_01_black=Bun
item_NameM_bun_hair_01_brown=Bun
item_NameM_bun_hair_01_grey=Bun
item_NameM_bun_hair_01_orange=Bun
item_NameM_caeser_hair_01=The Caesar
item_NameM_caeser_hair_01_black=The Caesar
item_NameM_caeser_hair_01_brown=The Caesar
item_NameM_caeser_hair_01_grey=The Caesar
item_NameM_caeser_hair_01_orange=The Caesar
item_NameM_cleanedupcut_hair_01=Classic Comb Over
item_NameM_combedback_hair_01=Combed Back
item_NameM_cornrows_hair_01=Fade with Braids
item_NameM_correl_shr_hair_01=High Taper Fade
item_NameM_curlyricky_hair_01=The Ricky
item_NameM_curlyricky_hair_01_black=The Ricky
item_NameM_curlyricky_hair_01_brown=The Ricky
item_NameM_curlyricky_hair_01_grey=The Ricky
item_NameM_curlyricky_hair_01_orange=The Ricky
item_NameM_dreadlocks_hair_01=Messy Twists
item_NameM_fade_hair_01=Brush Up Fade
item_NameM_flipwithpart_hair_01=Brushed Up
item_NameM_fullmohawk_hair_01=Full Mohawk
item_NameM_highfade_hair_01=Long Undercut
item_NameM_highfade_hair_02=Crew Cut
item_NameM_jax_shr_hair_01=Brushed Forward
item_NameM_knot_hair_01=Topknot
item_NameM_messy_hair_01=Bedhead
item_NameM_mohawk_hair_01=Short Mohawk
item_NameM_mohawk_hair_01_black=Short Mohawk
item_NameM_mohawk_hair_01_brown=Short Mohawk
item_NameM_mohawk_hair_01_grey=Short Mohawk
item_NameM_mohawk_hair_01_orange=Short Mohawk
item_NameM_morrow_shr_hair_01=Classic Taper
item_NameM_parting_hair_01=Side Part
item_NameM_parting_hair_01_brown=Side Part
item_NameM_parting_hair_01_gray=Side Part
item_NameM_playboy_hair_01=Slicked Side Part
item_NameM_punk_hair_01=Punk Cut
item_NameM_rsi_pilot_flightsuit_jetpack=Intrepid-OS
item_NameM_shortcrop_hair_01=Disconnected Fade
item_NameM_sidespiked_hair_01=Spiked Side Part
item_NameM_skinhead_hair_01=Shaved
item_NameM_slaver_light_jetpack=F1S-Fireshot
item_NameM_slaver_medium_jetpack=F1M-Fireshot
item_NameM_slickedback_hair_01=Slick Back Fade
item_NameM_slickedpart_hair_01=Parted Undercut
item_NameM_spike_hair_01=Spiked
item_NameM_steiger_shr_hair_01=Polished Buzz
item_NameM_straightcaesar_hair_01=Straight Caesar
item_NameM_tagaca_shr_hair_01=Short Mohawk
item_NameM_tall_hair_01=Pompadour
item_NameM_weezy_shr_hair_01=Layer Cut
item_NameM_yury_shr_hair_01=Wavy Side Part
item_NameMantis_Paint_IAE2950_Grey_Blue=Mantis Stormbringer Livery
item_NameMantis_Paint_IAE2950_Grey_White_Camo=Mantis Polar Camo Livery
item_NameMarine_Heavy_Armor=Achilles Heavy Armor
item_NameMarine_Heavy_Armor_PU=Achilles Heavy Armor
item_NameMarine_Heavy_Helmet=Marine Heavy Helmet
item_NameMarine_Heavy_Jetpack=RSI Default JetPack
item_NameMarine_Light_Armor=PAB-4 Light Armor
item_NameMarine_Light_Armor_PU=PAB-4 Light Armor
item_NameMarine_Light_Armor_Sniper=Marine Light Sniper Armour
item_NameMarine_Light_Armor_With_Cap,P=Marine Light Armour with Cap
item_NameMarine_Light_Helmet=Marine Light Helmet
item_NameMarine_Light_Helmet_Blackedout= Marine Light Helmet (Blacked Out)
item_NameMarine_Light_Instructor_Armor=Marine Light Instructor Armour
item_NameMarine_Light_Jetpack=RSI Default JetPack
item_NameMarine_Medium_Armor=MCA-mk2 Medium Armor
item_NameMarine_Medium_Armor_PU=MCA-mk2 Medium Armor
item_NameMarine_Medium_Helmet=Marine Medium Helmet
item_NameMarine_Medium_Jetpack=RSI Default JetPack
item_NameMedal_1_damaged_a=UNE Unification War Medal (Damaged)
item_NameMedal_1_damaged_b=UEE 6th Platoon Medal (Damaged)
item_NameMedal_1_damaged_c=Tevarin War Service Marker (Damaged)
item_NameMedal_1_damaged_d=Government Cartography Agency Medal (Damaged)
item_NameMedal_1_pristine_a=UNE Unification War Medal (Pristine)
item_NameMedal_1_pristine_b=UEE 6th Platoon Medal (Pristine)
item_NameMedal_1_pristine_c=Tevarin War Service Marker (Pristine)
item_NameMedal_1_pristine_d=Government Cartography Agency Medal (Pristine)
item_NameMedal_1_worn_a=UNE Unification War Medal (Worn)
item_NameMedal_1_worn_b=UEE 6th Platoon Medal (Worn)
item_NameMedal_1_worn_c=Tevarin War Service Marker (Worn)
item_NameMedal_1_worn_d=Government Cartography Agency Medal (Worn)
item_NameMisc_Freelancer_Main=Main Thruster
item_NameMisc_Freelancer_Mav_Joint=Omni Mav Thruster
item_NameMisc_Freelancer_Retro=Retro Thruster
item_NameMobiGlas_paint_01=mobiGlas Original Casing
item_NameMobiGlas_paint_02=mobiGlas Crimson Casing
item_NameMobiGlas_paint_03=mobiGlas Apricot Casing
item_NameMobiGlas_paint_04=mobiGlas Lemon Casing
item_NameMobiGlas_paint_05=mobiGlas Emerald Casing
item_NameMobiGlas_paint_06=mobiGlas Aqua Casing
item_NameMobiGlas_paint_07=mobiGlas Sapphire Casing
item_NameMobiGlas_paint_08=mobiGlas Violet Casing
item_NameMobiGlas_paint_09=mobiGlas Blush Casing
item_NameMobiGlas_paint_10=mobiGlas Snow Casing
item_NameMobiGlas_paint_11=mobiGlas Steel Casing
item_NameMobiGlas_paint_12=mobiGlas Charcoal Casing
item_NameMobiGlas_paint_13=mobiGlas Maroon Casing
item_NameMobiGlas_paint_14=mobiGlas Amber Casing
item_NameMobiGlas_paint_15=mobiGlas Sand Casing
item_NameMobiGlas_paint_16=mobiGlas Woodland Casing
item_NameMobiGlas_paint_17=mobiGlas Ocean Casing
item_NameMobiGlas_paint_18=mobiGlas Azure Casing
item_NameMobiGlas_paint_19=mobiGlas Plum Casing
item_NameMobiGlas_paint_20=mobiGlas Cedar Casing
item_NameMount_Gimbal_S1=VariPuck S1 Gimbal Mount
item_NameMount_Gimbal_S2=VariPuck S2 Gimbal Mount
item_NameMount_Gimbal_S3=VariPuck S3 Gimbal Mount
item_NameMount_Gimbal_S4=VariPuck S4 Gimbal Mount
item_NameMount_Gimbal_S5=VariPuck S5 Gimbal Mount
item_NameMount_Gimbal_S6=VariPuck S6 Gimbal Mount
item_NameMule_Paint_Bushwacker=Mule Bushwhacker Livery
item_NameMule_Paint_Green_Black=Mule Ghoulish Green Livery
item_NameMule_Paint_Reburn=Mule Reburn Livery
item_NameMule_Paint_Silverback=Mule Silverback Livery
item_NameMule_Paint_Smokestack=Mule Smokestack Livery
item_NameMurray_Cup_Display=Murray Cup Display Case
item_NameMustang_Nose_Scoop=Mustang Nose Scoop
item_NameMustang_Paint_Beta=Mustang Beta Livery
item_NameMustang_Paint_CitizenCon2018=Mustang Vindicator Livery
item_NameMustang_Paint_Delta=Mustang Delta Livery
item_NameMustang_Paint_Gamma=Mustang Gamma Livery
item_NameMustang_Paint_IAE2951_Blue_Black=Mustang Stormbringer Livery
item_NameMustang_Paint_IAE2951_Grey_White=Mustang Polar Livery
item_NameMustang_Paint_IAE_2952_Yellow=Mustang Guardian Livery
item_NameMustang_Paint_Luminalia_2021_white_blue=Mustang IceBreak Livery
item_NameMustang_Paint_Omega=Mustang Omega Livery
item_NameNOVP_Rocket_Venom_S1_Strike_TL_IR=Nova Pyrotechnica Venom Rocket
item_NameNVY_bdu_trousers_01=Combat Readiness Uniform Trousers
item_NameNoWeapon=<-=MISSING=->
item_NameNomad_Paint_2951RedFestival_Red_Gold=Nomad 2951 Auspicious Red Ram Livery
item_NameNomad_Paint_Amber_Orange_White=Nomad Sandstone Livery
item_NameNomad_Paint_Evergreen_Green_Yellow=Nomad Conifer Livery
item_NameNomad_Paint_IAE2950_Grey_White_Camo=Nomad Polar Camo Livery
item_NameNomad_Paint_Jackal_black_red=Nomad Jackal Livery
item_NameNomad_Paint_Lovestruck_Pink_Black=Nomad Lovestruck Livery
item_NameNomad_Paint_Luminalia_green_red=Nomad Deck the Hull Livery
item_NameNomad_Paint_Luminalia_white_blue=Nomad IceBreak Livery
item_NameNomad_Paint_Overdrive_White_Black_Pink=Nomad Cherry Blossom Livery
item_NameNomad_Paint_Unity2952_Metal_Teal_Grey=Nomad Foundation Fest Livery
item_NameNova_Paint_Badlands=Nova Badlands Livery
item_NameNova_Paint_EmberStorm=Nova Ember Storm Livery
item_NameNova_Paint_Fleetweek_Level1_Military=Nova Timberline Livery
item_NameNova_Paint_Gunmetal=Nova Gunmetal Livery
item_NameNova_Paint_ShiftingSands=Nova Shifting Sands Livery
item_NameNova_Paint_Snowblind=Nova Snowblind Livery
item_NameNox_Paint_AlienWeek_Green_Red=Nox Ocellus Livery
item_NameNox_Paint_AlienWeek_Platinum_Silver_Purple_Mosaic=Nox Wanderer Livery
item_NameNox_Paint_Harmony=Nox Harmony Livery
item_NameNox_Paint_Racing_Blue_Blue_Blue_TigerStripes=Nox Whirlwind Livery
item_NameNox_Paint_Racing_Blue_White=Nox Slipstream Livery
item_NameNox_Paint_Racing_Purple_White=Nox Turbocharged Livery
item_NameNox_Paint_Racing_Red_Silver=Nox Overdrive Livery
item_NameNox_Paint_Racing_Yellow_White_Grey_Stripes=Nox Finish Line Livery
item_NameNox_Paint_Thli_Silver_Black=Nox Thli Livery
item_NameOKBV_FP_ESCI_S2_Q1=OKB Voskhod Energia IV
item_NameOKBV_SilentIV_S3_Q1=OKB Voskhod Silent IV Advanced (TR4)
item_NameORIG_300i_CargoBay_Front=Origin Jumpworks 300i Front Cargo Bay
item_NameORIG_300i_Ejection_Seat=Origin Jumpworks 300i Ejection Seat
item_NameORIG_300i_LandingSystem=Origin Jumpworks 300i Landing System
item_NameORIG_300i_MultiLight=Origin Jumpworks 300i External Lights
item_NameORIG_300i_Pilot_Seat=Origin Jumpworks 300i Pilot Seat
item_NameORIG_300i_lights=@ORIG 300i Light Set
item_NameORIG_300i_shop=Origin Jumpworks 300i
item_NameORIG_315p_shop=Origin Jumpworks 315p
item_NameORIG_325a_shop=Origin Jumpworks 325a
item_NameORIG_350r_shop=Origin Jumpworks 350r
item_NameORIG_3DRadarDisplay=Origin Jumpworks 3D Radar Display
item_NameORIG_85X_Turret=Origin Jumpworks 85X Remote Turret
item_NameORIG_CML_Chaff=Origin Jumpworks Noise Launcher
item_NameORIG_CML_Flare=Origin Jumpworks Decoy Launcher
item_NameORIG_Cockpit_Audio=Origin Jumpworks Cockpit Audio
item_NameORIG_FXM_ESI_S1_Q2=Origin Jumpworks Scalpel Precision Thruster
item_NameORIG_FXM_ESI_S1_Q3=Origin Jumpworks Scalpel Precision Thruster
item_NameORIG_FXM_ESI_S2_Q2=Origin Jumpworks Scalpel Precision Thruster
item_NameORIG_FXM_ESI_S2_Q2A=Origin Jumpworks Scalpel Precision Thruster
item_NameORIG_FXM_ESI_S2_Q3=Origin Jumpworks Omni Precision Ball Thruster
item_NameORIG_M50_CML_Chaff=Origin Jumpworks M50 - Noise Launcher
item_NameORIG_M50_CML_Flare=Origin Jumpworks M50 - Decoy Launcher
item_NameORIG_M50_Ejection_Seat=Origin Jumpworks M50 Ejection Seat
item_NameORIG_M50_LandingSystem=Origin Jumpworks M50 Landing System
item_NameORIG_M50_lights=Origin Jumpworks M50 External Lights
item_NameORIG_m50_shop=Origin Jumpworks M50 Interceptor
item_NameOutlaw_Heavy_Armor=Slugger Heavy Armor
item_NameOutlaw_Heavy_Armor_PU=Slugger Heavy Armor
item_NameOutlaw_Heavy_Jetpack=RSI Default JetPack
item_NameOutlaw_Light_Armor=Sparrer Light Armor
item_NameOutlaw_Light_Armor_PU=Sparrer Light Armor
item_NameOutlaw_Light_Jetpack=RSI Default JetPack
item_NameOutlaw_Medium_Armor=Brawler Medium Armor
item_NameOutlaw_Medium_Armor_PU=Brawler Medium Armor
item_NameOutlaw_Medium_Armor_PU_lite=Brawler Medium Armor
item_NameOutlaw_Medium_Jetpack=RSI Default JetPack
item_NamePOIR_FuelTank_1000=Polaris Ironworks 1000 Fuel Tank
item_NamePOIR_FuelTank_3000=Polaris Ironworks 3000 Fuel Tank
item_NamePOWR_ACOM_S01_StarHeart=StarHeart
item_NamePOWR_ACOM_S01_StarHeart_SCItem=StarHeart
item_NamePOWR_ACOM_S01_SunFlare_SCItem=SunFlare
item_NamePOWR_ACOM_S01_Sunflare=Sunflare
item_NamePOWR_ACOM_S02_LuxCore_SCItem=LuxCore
item_NamePOWR_ACOM_S02_StarBurn_SCItem=StarBurn
item_NamePOWR_AEGS_S01_Charger=Charger
item_NamePOWR_AEGS_S01_Charger_SCItem=Charger
item_NamePOWR_AEGS_S01_FierellCascade_SCItem=Fierell Cascade
item_NamePOWR_AEGS_S01_Regulus=Regulus
item_NamePOWR_AEGS_S01_Regulus_SCItem=Regulus
item_NamePOWR_AEGS_S02_Maelstrom_SCItem=Maelstrom
item_NamePOWR_AEGS_S02_QuadracellMT_SCItem=QuadraCell MT
item_NamePOWR_AEGS_S02_Vortex=Vortex
item_NamePOWR_AEGS_S03_Drassik_SCItem=Drassik
item_NamePOWR_AEGS_S03_QuadracellMX_SCItem=QuadraCell MX
item_NamePOWR_AMRS_S01_HyperGen=HyperGen
item_NamePOWR_AMRS_S01_HyperGen_SCItem=HyperGen
item_NamePOWR_AMRS_S01_JS300_SCItem=JS-300
item_NamePOWR_AMRS_S01_OverDrive=OverDrive
item_NamePOWR_AMRS_S01_OverDrive_SCItem=OverDrive
item_NamePOWR_AMRS_S02_ExoGen=ExoGen
item_NamePOWR_AMRS_S02_JS400_SCItem=JS-400
item_NamePOWR_AMRS_S02_UltraFlux_SCItem=UltraFlux
item_NamePOWR_AMRS_S03_JS500_SCItem=JS-500
item_NamePOWR_AMRS_S03_SuperDrive_SCItem=SuperDrive
item_NamePOWR_JUST_S00_Jennet_SCItem=Jennet
item_NamePOWR_JUST_S00_SteadFast=Steadfast
item_NamePOWR_JUST_S00_SteadFast_SCItem=Steadfast
item_NamePOWR_JUST_S01_Endurance=Endurance
item_NamePOWR_JUST_S01_Endurance_SCItem=Endurance
item_NamePOWR_JUST_S01_Fortitude_SCItem=Fortitude
item_NamePOWR_JUST_S01_Roughneck_SCItem=Roughneck
item_NamePOWR_JUST_S02_Genoa_SCItem=Genoa
item_NamePOWR_JUST_S02_Trommel_SCItem=Trommel
item_NamePOWR_JUST_S03_Endurance=Endurance 
item_NamePOWR_JUST_S03_Ginzel_SCItem=Ginzel
item_NamePOWR_LPLT_S00_DuraJet_SCItem=DuraJet
item_NamePOWR_LPLT_S00_Radix=Radix
item_NamePOWR_LPLT_S00_Radix_SCItem=Radix
item_NamePOWR_LPLT_S01_IonBurst=IonBurst
item_NamePOWR_LPLT_S01_PowerBolt_SCItem=PowerBolt
item_NamePOWR_LPLT_S01_ZapJet_SCItem=ZapJet
item_NamePOWR_LPLT_S02_FullForce_SCItem=FullForce
item_NamePOWR_LPLT_S02_IonSurge_SCItem=IonSurge
item_NamePOWR_LPLT_S03_FullForcePro_SCItem=FullForce Pro
item_NamePOWR_LPLT_S03_SparkJetPro_SCItem=SparkJet Pro
item_NamePOWR_ORIG_S04_890J_SCItem=Stellate
item_NamePOWR_SASU_S01_LightBlossom=LightBlossom
item_NamePOWR_SASU_S01_LightBlossom_SCItem=LightBlossom
item_NamePOWR_SASU_S01_WhiteRose_SCItem=WhiteRose
item_NamePOWR_SASU_S02_DayBreak_SCItem=DayBreak
item_NamePOWR_SASU_S02_Lotus_SCItem=Lotus
item_NamePOWR_SASU_S03_TigerLilly_SCItem=TigerLilly
item_NamePOWR_TYDT_S01_DeltaMax_SCItem=DeltaMax
item_NamePOWR_TYDT_S01_SonicLite=SonicLite
item_NamePOWR_TYDT_S01_SonicLite_SCItem=SonicLite
item_NamePOWR_TYDT_S02_Eclipse_SCItem=Eclipse
item_NamePOWR_TYDT_S02_GammaMax_SCItem=GammaMax
item_NamePOWR_V01_LPLT_IonWave,P=LPLT-Made XIAN Nox Powerplant Name[PH]
item_NamePOWR_VNCL_S01_Blade=Vanduul Blade Powerplant
item_NamePOWR_VNCL_S01_Cleaver=Vanduul Cleaver Powerplant
item_NamePOWR_VNCL_S01_Pulse=Vanduul Pulse Powerplant
item_NamePOWR_VNCL_S01_Scythe=Vanduul Scythe Powerplant
item_NamePOWR_VNCL_S01_Stinger=Vanduul Stinger Powerplant
item_NamePOWR_VNCL_S01_Void=Vanduul Void Powerplant
item_NamePRAR_DistortionScatterGun_S3=Reformation Distortion Scattergun
item_NamePRAR_DistortionScatterGun_S3_short=Reformation
item_NamePRAR_DistortionScatterGun_S4=Salvation Distortion Scattergun
item_NamePRAR_DistortionScatterGun_S4_short=Salvation
item_NamePRAR_DistortionScatterGun_S5=Absolution Distortion Scattergun
item_NamePRAR_DistortionScatterGun_S5_short=Absolution
item_NamePRAR_DistortionScatterGun_S6=Condemnation Distortion Scattergun
item_NamePRAR_DistortionScatterGun_S6_short=CNDMNTN
item_NamePUDefenseTurret_Stock_Missile_Rack,P=BEHR Defense Turret Missile Rack
item_NamePU_Hangar2PlanetsideSwitch=<-=MISSING=->
item_NamePaint_300_Series_Metallic_Blue=Ultramarine Paint
item_NamePaint_300_Series_Metallic_Grey=Obsidian Paint
item_NamePaint_300_Series_Metallic_Silver=Sterling Paint
item_NamePaint_300_Series_Metallic_White=Moonlight Paint
item_NamePaint_300_Series_Solid_Blue=Electric Blue Paint
item_NamePaint_300_Series_Solid_Orange=Monarch Paint
item_NamePaint_300_Series_Solid_Red=Scarlet Paint
item_NamePaint_300_Series_Solid_Yellow=Citron Paint
item_NamePaint_300i_Base=Granite Paint
item_NamePaint_300i_Red_White=Imperial Red Paint
item_NamePaint_300i_White_Red_Stripe=First Response Paint
item_NamePaint_300i_Yellow_White=Golden Dawn Paint
item_NamePaint_315p_Base=Thunderstorm Paint
item_NamePaint_315p_Black_Blue=Nightshade Paint
item_NamePaint_315p_Black_Red=Black Rose Paint
item_NamePaint_315p_White_Blue=White Lightning Paint
item_NamePaint_325a_Base=Scarlet Steel Paint
item_NamePaint_325a_Black_Grey=Evening Onyx Paint
item_NamePaint_325a_Green_Grey=Sagebrush Paint
item_NamePaint_325a_White_Grey=Twotone Paint
item_NamePaint_350r_Base=Gilded Night Paint
item_NamePaint_350r_Racing_Black_Blue=Black & Royal Paint
item_NamePaint_350r_Racing_Red=Solar Flare Paint
item_NamePaint_350r_Racing_Yellow=Amber Wave Paint
item_NamePaint_Aurora_CL=Aurora CL Livery
item_NamePaint_Aurora_ES=Aurora ES Livery
item_NamePaint_Aurora_LN=Aurora LN Livery
item_NamePaint_Aurora_LX=Aurora LX Livery
item_NamePaint_Aurora_MR=Aurora MR Livery
item_NamePaint_Aurora_Pirate=Aurora Pirate Livery
item_NamePickAndThrowWeapon=<-=MISSING=->
item_NamePilot_Light_Armor=Pilot Light Armor
item_NamePirate_light_m_outfit=Pirate Light Armor
item_NamePisces_Paint_2953RedFestival_Red_Gold=Pisces 2953 Auspicious Red Rooster Livery
item_NamePisces_Paint_BIS2952_Black_Red=C8 Pisces Red Alert Livery
item_NamePisces_Paint_blue_white=C8 Pisces Code Blue Livery
item_NamePisces_Paint_red_black_stripe=C8 Pisces Heartbeat Livery
item_NamePisces_Paint_white_red=C8 Pisces Responder Livery
item_NamePistol=@mp_ePistol
item_NamePistolBullet=@mp_ePistolBullet
item_NamePlayer=None
item_NamePlushy_Hercules_1_a=C2 Hercules Starlifter Plushie
item_NamePlushy_Hercules_1_b=A2 Hercules Starlifter Plushie
item_NamePlushy_Hercules_1_c=M2 Hercules Starlifter Plushie
item_NamePlushy_Teddy_1_a=Teddy Bear
item_NamePlushy_zeus_1_a=Zeus Plushie
item_NameProspector_Paint_Aphorite_Purple=Prospector Aphorite Livery
item_NameProspector_Paint_Dolivine_Green=Prospector Dolivine Livery
item_NameProspector_Paint_Hadanite_Pink=Prospector Hadanite Livery
item_NameProspector_Paint_IAE2950_Grey_Blue=Prospector Stormbringer Livery
item_NameProspector_Paint_IAE2950_Grey_White=Prospector Polar Livery
item_NameProspector_Paint_IAE_2952_Black=Prospector Nebula Livery
item_NameProspector_Paint_Luminalia_green_red=Prospector Deck the Hull Livery
item_NameProspector_Paint_Luminalia_white_blue=Prospector IceBreak Livery
item_NameProspector_Paint_Unity=Prospector Foundation Fest Livery
item_NameProwler_Paint_AlienWeek_Platinum_Silver_Purple_Mosaic=Prowler Wanderer Livery
item_NameProwler_Paint_Harmony=Prowler Harmony Livery
item_NameProwler_Paint_IAE2950_Grey_Blue=Prowler Stormbringer Livery
item_NameProwler_Paint_IAE2950_Grey_White_Camo=Prowler Polar Camo Livery
item_NameProwler_Paint_Ocellus_Green_Red=Prowler Ocellus Livery
item_NamePulse_Paint_Black_Gold_Silver=Pulse Dominion Livery
item_NamePulse_Paint_Orange_Blue_Blue=Pulse Corona Livery
item_NamePulse_Paint_Red_Red_Red=Pulse Crossfire Livery
item_NamePulse_Paint_Silver_Black_Blue=Pulse Undertow Livery
item_NamePulse_Paint_Silver_Silver_Silver=Pulse Nightrider Livery
item_NamePurpleLaserBolt=<-=MISSING=->
item_NameQDMP_WETK_S01_Burke=Burke QD
item_NameQDMP_WETK_S01_Burke_short=Burke
item_NameQDRV_ACAS_S02_SparkFire_SCItem=SparkFire
item_NameQDRV_ACAS_S02_SunFire_SCItem=SunFire
item_NameQDRV_ARCC_S01_Flood_SCItem=Flood
item_NameQDRV_ARCC_S01_Rush=Rush
item_NameQDRV_ARCC_S02_Cascade_SCItem=Cascade
item_NameQDRV_ARCC_S03_Echo=Echo
item_NameQDRV_ARCC_S03_Echo_SCItem=Echo
item_NameQDRV_ARCC_S03_Fissure=Fissure
item_NameQDRV_ARCC_S03_Fissure_SCItem=Fissure
item_NameQDRV_ARCC_S03_Impulse=Impulse
item_NameQDRV_ARCC_S03_Impulse_SCItem=Impulse
item_NameQDRV_JUST_S01_Goliath=Goliath
item_NameQDRV_JUST_S01_Vulcan_SCItem=Vulcan
item_NameQDRV_JUST_S02_Bolon=Bolon
item_NameQDRV_JUST_S02_Huracan_SCItem=Huracan
item_NameQDRV_JUST_S03_Agni=Agni
item_NameQDRV_JUST_S03_Agni_SCItem=Agni
item_NameQDRV_JUST_S03_Kama=Kama
item_NameQDRV_JUST_S03_Vesta=Vesta
item_NameQDRV_JUST_S03_Vesta_SCItem=Vesta
item_NameQDRV_ORIG_S04_890J_SCItem=Allegro
item_NameQDRV_RACO_S01_Drift=Drift
item_NameQDRV_RACO_S01_Spectre_SCItem=Spectre
item_NameQDRV_RACO_S02_Bolt_SCItem=Bolt
item_NameQDRV_RACO_S02_Nova_SCItem=Nova
item_NameQDRV_RACO_S02_Spicule_SCItem=Spicule
item_NameQDRV_RSI_S01_Eos=Eos
item_NameQDRV_RSI_S01_Hyperion_SCItem=Hyperion
item_NameQDRV_RSI_S02_Aither_SCItem=Aither
item_NameQDRV_RSI_S03_Erebos=Erebos
item_NameQDRV_RSI_S03_Metis=Metis
item_NameQDRV_RSI_S03_Tyche=Tyche
item_NameQDRV_TARS_S01_Expedition=Expedition
item_NameQDRV_TARS_S02_Odyssey=Odyssey
item_NameQDRV_TARS_S03_Drifter=Drifter
item_NameQDRV_TARS_S03_Ranger=Ranger
item_NameQDRV_TARS_S03_Wanderer=Wanderer
item_NameQDRV_WETK_S01_Beacon=Beacon
item_NameQDRV_WETK_S01_Siren=Siren
item_NameQDRV_WETK_S02_Crossfield=Crossfield
item_NameQDRV_WETK_S03_Balandin=Balandin
item_NameQDRV_WETK_S03_Pontes=Pontes
item_NameQDRV_WETK_S03_TS2=TS-2
item_NameQDRV_XIAN_S01=XIAN Quantum Drive
item_NameQED_RSI_S04_Tidelock=Tidelock QD
item_NameQED_WETK_S03_Reynie=Reynie QED
item_NameQED_WETK_S03_Reynie_short=Reynie
item_NameQFT_AEGS_Medi_PL01=Aegis Medium Quantum Fuel Tank
item_NameQFT_AEGS_Medi_PL02=Aegis Medium Quantum Fuel Tank
item_NameQFT_AEGS_SMAL_PL01=Aegis Small Quantum Fuel Tank
item_NameQFT_AEGS_SMAL_PL02=Aegis Small Quantum Fuel Tank
item_NameQFT_ANVL_SMAL_F7A=Anvil F7A Quantum Fuel Tank
item_NameQFT_ANVL_SMAL_PL01=Anvil Small Quantum Fuel Tank
item_NameQFT_ANVL_SMAL_PL02=Anvil Small Quantum Fuel Tank
item_NameQFT_CNOU_SMAL_PL01=Consolidated Outland Small Quantum Fuel Tank
item_NameQFT_CNOU_SMAL_PL02=Consolidated Outland Small Quantum Fuel Tank
item_NameQFT_CNOU_SMAL_PL03=Consolidated Outland Small Quantum Fuel Tank
item_NameQFT_DRAK_MEDI_PL01=Drake Medium Quantum Fuel Tank
item_NameQFT_ORIG_SMAL_PL01=Origin Jumpworks Small Quantum Fuel Tank
item_NameQFT_ORIG_SMAL_PL02=Origin Jumpworks Small Quantum Fuel Tank
item_NameQFT_ORIG_SMAL_PL03=Origin Jumpworks Small Quantum Fuel Tank
item_NameQFT_ORIG_SMAL_PL04=Origin Jumpworks Small Quantum Fuel Tank
item_NameQFT_RSI_MEDI_PL01=RSI Medium Quantum Fuel Tank
item_NameQFT_RSI_SMAL_PL01=RSI Small Quantum Fuel Tank
item_NameQFT_RSI_SMAL_PL02=RSI Small Quantum Fuel Tank
item_NameQFT_VNCL_SMAL_PL01=Vanduul Small Quantum Fuel Tank
item_NameQTNK_VNCL_Glaive=Quantum Fuel Tank
item_NameQTNK_VNCL_Scythe=Quantum Fuel Tank
item_NameRAFT_Paint_IAE2951_Blue_Black=RAFT Stormbringer Livery
item_NameRAFT_Paint_IAE2951_Grey_White=RAFT Polar Livery
item_NameRAFT_Paint_Lovestruck_Pink_Black=RAFT Lovestruck Livery
item_NameROC_Paint_Aphorite_Purple=ROC Aphorite Livery
item_NameROC_Paint_BlackCherry_black_red=ROC Black Cherry Livery
item_NameROC_Paint_Dolivine_Green=ROC Dolivine Livery
item_NameROC_Paint_Hadanite_Pink=ROC Hadanite Livery
item_NameROC_Paint_Harvester_orange=ROC Harvester Livery
item_NameROC_Paint_Hazard_yellow=ROC Hazard Livery
item_NameROC_Paint_Quicksilver_grey=ROC Quicksilver Livery
item_NameRRS_consumable_sedative=Drema Injector
item_NameRRS_consumable_sedative_01=Drema Injector
item_NameRRS_flashbang_grenade_01=Shutter Flashbang
item_NameRRS_smoke_grenade_01=Haze Smoke Grenade
item_NameRSI_3DRadarDisplay=RSI 3D Radar Display
item_NameRSI_Aurora_CL_shop=RSI Aurora CL
item_NameRSI_Aurora_ES_shop=RSI Aurora ES
item_NameRSI_Aurora_LN_Pilot_Seat=RSI Aurora LN Pilot Seat
item_NameRSI_Aurora_LN_shop=RSI Aurora LN
item_NameRSI_Aurora_LandingSystem=RSI Aurora Landing System
item_NameRSI_Aurora_MR_shop=RSI Aurora MR
item_NameRSI_Aurora_MultiLight=RSI Aurora External Lights
item_NameRSI_Aurora_Pilot_Seat=RSI Aurora Pilot Seat
item_NameRSI_Aurora_Pilot_Seat_Blue=RSI Aurora Pilot Seat Blue
item_NameRSI_Aurora_Pilot_Seat_Red=RSI Aurora Pilot Seat Red
item_NameRSI_Aurora_lights=@RSI Aurora Light Set
item_NameRSI_BallisticRepeater_S9=RSI Ballistic Repeater S9
item_NameRSI_Bengal_Seat_Pilot=RSI Bengal Pilot Seat
item_NameRSI_Bengal_Turret_AA_Cockpit=RSI Bengal AA Turret Cockpit
item_NameRSI_Bengal_Turret_STS=RSI Bengal STS Turret
item_NameRSI_CML_Chaff=RSI Noise Launcher
item_NameRSI_CML_Flare=RSI Decoy Launcher
item_NameRSI_Cockpit_Audio=RSI Cockpit Audio
item_NameRSI_Constellation_Andromeda_shop=RSI Constellation Andromeda
item_NameRSI_Constellation_Aquila_shop=RSI Constellation Aquila
item_NameRSI_Constellation_Base_Seat_Copilot_Left=RSI Constellation Co-Pilot Left Seat
item_NameRSI_Constellation_Base_Seat_Copilot_Right=RSI Constellation Co-Pilot Right Seat
item_NameRSI_Constellation_Base_Seat_Pilot=RSI Constellation Pilot Seat
item_NameRSI_Constellation_LandingSystem=RSI Constellation Landing System
item_NameRSI_Constellation_MissilePod=RSI Constellation Missile Pod
item_NameRSI_Constellation_MissilePod_S1_x7=RSI Constellation Side Missile Pod
item_NameRSI_Constellation_MissilePod_S2_x3=RSI Constellation Top Missile Pod
item_NameRSI_Constellation_MultiLight=RSI Constellation External Lights
item_NameRSI_Constellation_Seat_Pilot=RSI Constellation Pilot Seat
item_NameRSI_Constellation_Seat_Turret=RSI Constellation Turret Seat
item_NameRSI_Constellation_Seat_Turret_Bottom=RSI Constellation Lower Turret Seat
item_NameRSI_Constellation_Taurus_shop=RSI Constellation Taurus
item_NameRSI_Constellation_Turret_Base_Lower=RSI Constellation Turret
item_NameRSI_Constellation_Turret_Base_Upper=RSI Constellation Turret
item_NameRSI_Constellation_lights=RSI Constellation External Lights
item_NameRSI_Constellation_turret=RSI Constellation Turret
item_NameRSI_DefaultADS=RSI ADS
item_NameRSI_DefaultBattery=RSI Battery
item_NameRSI_DefaultCPU=RSI CPU
item_NameRSI_DefaultFlashlight=MicroTorch Flashlight
item_NameRSI_DefaultJetPack=RSI Default JetPack
item_NameRSI_DefaultMotherboard=RSI Motherboard
item_NameRSI_DefaultRadar_LongRange=RSI Long Range Radar
item_NameRSI_DefaultRadar_MidRange=RSI Medium Range Radar
item_NameRSI_DefaultRadar_ShortRange=RSI Short Range Radar
item_NameRSI_DefaultSignatureReductor=RSI Signature Reduction Device
item_NameRSI_DefaultTargetSelector=RSI Target Selection Device
item_NameRSI_DefaultTurretAIModule=Turret Module
item_NameRSI_DefaultWeaponBattery=RSI Weapon Battery
item_NameRSI_DefaultWeaponControl=RSI Weapon Control
item_NameRSI_EMP_Magstrand_S4=Magstrand EMP Generator
item_NameRSI_FXM_ESI_LowerRetro_S1=RSI FXM ESA Retro Thruster
item_NameRSI_FXM_ESI_S1=RSI FXM ESA Thruster
item_NameRSI_FXM_ESI_UpperRetro_S1=RSI FXM ESA Thruster
item_NameRSI_FXM_ESI_Wing_S1=RSI FXM ESA Thruster
item_NameRSI_Intakes_Aurora=RSI Aurora Intakes
item_NameRSI_Light_Armor=RSI Light Armor
item_NameRSI_Light_Helmet=RSI Light Helmet
item_NameRSI_Light_Helmet_01=RSI Default Helmet
item_NameRSI_Light_Helmet_02=RSI Default Helmet 2
item_NameRSI_Light_Helmet_03=RSI Default Helmet 3
item_NameRSI_Light_Helmet_04=RSI Default Helmet 4
item_NameRSI_Light_Helmet_05=RSI Default Helmet 5
item_NameRSI_Light_Helmet_06=RSI Default Helmet 6
item_NameRSI_Light_Helmet_07=RSI Default Helmet 7
item_NameRSI_Light_Helmet_08=RSI Default Helmet 8
item_NameRSI_Light_Helmet_09=RSI Default Helmet 9
item_NameRSI_Light_Helmet_Purple=RSI Light Helmet - Purple
item_NameRSI_Light_Helmet_Yellow=RSI Light Helmet - Yellow
item_NameRSI_MissileBay=RSI Missile Bay
item_NameRSI_Purple_Armor=RSI Armor - Purple
item_NameRSI_SelfDestruct=RSI Self Destruct
item_NameRSI_SelfDestruct_Long=RSI Self Destruct Long
item_NameRSI_VP_ESI_S1=RSI-KRIG Main Thruster
item_NameRSI_Yellow_Armor=RSI Armor - Yellow
item_NameRaft_Paint_Black_Yellow=RAFT Hazard Livery
item_NameRaft_Paint_Grey_LightGrey=RAFT Anchor Livery
item_NameRazor_Paint_2954Fortuna_Green_Grey=Razor Fortuna Livery
item_NameRazor_Paint_IAE2951_Blue_Black=Razor Stormbringer Livery
item_NameRazor_Paint_IAE2951_Grey_White=Razor Polar Livery
item_NameRazor_Paint_Red_White_Pink_Crusader=Razor Hosanna Livery
item_NameRazor_Paint_Sand_Orange_Hurston=Razor Central Tower Livery
item_NameRazor_Paint_Unity=Razor Foundation Fest Livery
item_NameRazor_Paint_White_Blue_Blue_microTech=Razor Aspire Livery
item_NameReclaimer_Paint_Aphorite_Purple=Reclaimer Aphorite Livery
item_NameReclaimer_Paint_Dolivine_Green=Reclaimer Dolivine Livery
item_NameReclaimer_Paint_Hadanite_Pink=Reclaimer Hadanite Livery
item_NameReclaimer_Paint_Showdown=Reclaimer Showdown Livery
item_NameRedLaserBolt=<-=MISSING=->
item_NameRedeemer_Paint_2953Fortuna_Green_Grey=Redeemer Fortuna Livery
item_NameRedeemer_Paint_BIS2953_Purple_Blue_Cyan=Redeemer 2953 Best in Show Livery
item_NameRedeemer_Paint_IAE2951_Blue_Black=Redeemer Stormbringer Livery
item_NameRedeemer_Paint_IAE2951_Grey_White_Camo=Redeemer Polar Camo Livery
item_NameRedeemer_Paint_Scrubland_Camo=Redeemer Scrubland Camo Livery
item_NameRedeemer_Paint_Seraphim_White_Black=Redeemer Seraphim Livery
item_NameRedeemer_Paint_Underworld_Black_Yellow=Redeemer Underworld Livery
item_NameRedeemer_Paint_Valencia=Redeemer Valencia Livery
item_NameReliant_Paint_Fleetweek_Level1_Military=Reliant Timberline Livery
item_NameReliant_Paint_Fleetweek_Level2_Camo=Reliant Frostbite Camo Livery
item_NameReliant_Paint_Invictus_blue_gold=Reliant Invictus Blue and Gold Livery
item_NameRetaliator_Paint_2950Invictus_1=Retaliator Invictus Blue and Gold Livery
item_NameRetaliator_Paint_2950Invictus_2=Retaliator Grey Livery
item_NameRetaliator_Paint_2950Invictus_3=Retaliator Twilight Livery
item_NameRetaliator_Paint_Desert_Sand_Red=Retaliator Calico Livery
item_NameRetaliator_Paint_Green_Dark_Green_Yellow=Retaliator Underbrush Livery
item_NameRetaliator_Paint_Yellow_Black=Retaliator Backlash Livery
item_NameRifle=@mp_eRifle
item_NameRifleBullet=@mp_eRifleBullet
item_NameSCAR=@mp_eScar
item_NameSCARAudio=<-=MISSING=->
item_NameSECO_Dual_Ink_Mark_204_Small=INK-Dual 204-S
item_NameSECO_S1_F1_Q1=SECO INK-1
item_NameSECO_S1_F1_Q1_Merlin=SECO INK-1 Merlin
item_NameSECO_S1_F1_Q1_Mustang=SECO INK-1 Mustang
item_NameSECO_S1_F1_Q1_Survival=SECO INK-1
item_NameSECO_S1_F4_DD=INK-Mark 104-ID
item_NameSECO_S1_F4_SD=INK-Splash 104-IS
item_NameSECO_S2_F4_DD=INK-Mark 204-ID
item_NameSECO_S2_F4_SD=INK-Splash 204-IS
item_NameSECO_S3_F4_DD=INK-Mark 304-ID
item_NameSECO_S3_F4_SD=INK-Splash 304-IS
item_NameSECO_S4_F4_DD=INK-Mark 404-ID
item_NameSECO_S4_F4_SD=INK-Splash 404-IS
item_NameSHLD_AEGS_S04_Idris=AEGS Idris Shield
item_NameSHLD_ASAS_S01_Cloak=Cloak
item_NameSHLD_ASAS_S01_Mirage=Mirage
item_NameSHLD_ASAS_S01_Obscura=Ascension Astro Obscura
item_NameSHLD_ASAS_S01_Shimmer=Shimmer
item_NameSHLD_ASAS_S01_Veil=Veil
item_NameSHLD_ASAS_S02_Shroud=Shroud
item_NameSHLD_BANU_S01_Suldrath=Suldrath
item_NameSHLD_BANU_S02_Sukoran=Sukoran
item_NameSHLD_BASL_S00_Castra=Castra
item_NameSHLD_BASL_S01_Bulwark=Bulwark
item_NameSHLD_BASL_S01_Guardian=Guardian
item_NameSHLD_BASL_S01_Palisade=Palisade
item_NameSHLD_BASL_S01_Steward=Steward
item_NameSHLD_BASL_S02_Aspis=Aspis
item_NameSHLD_BASL_S03_Stronghold=Stronghold
item_NameSHLD_BEHR_S01_5SA=5SA 'Rhada'
item_NameSHLD_BEHR_S01_6SA=6SA
item_NameSHLD_BEHR_S01_7sa=7SA
item_NameSHLD_BEHR_S02_5MA=5MA 'Chimalli'
item_NameSHLD_BEHR_S03_5CA=5CA 'Akura'
item_NameSHLD_BEHR_SMAL_PL01=BEHR Shield Small
item_NameSHLD_GODI_S01_AllStop=AllStop
item_NameSHLD_GODI_S01_AllStop_SCItem=AllStop
item_NameSHLD_GODI_S01_FR66=FR-66
item_NameSHLD_GODI_S01_ForceWall=ForceWall
item_NameSHLD_GODI_S01_SecureHyde=SecureHyde
item_NameSHLD_GODI_S02_FullStop=FullStop
item_NameSHLD_ORIG_S04_890J_SCItem=Glacis
item_NameSHLD_S01_CIV_SECO_Ink=INK
item_NameSHLD_S01_CMP_YORM_Targa=Targa
item_NameSHLD_SECO_MEDI_PL01=SECO Shield Medium
item_NameSHLD_SECO_S00_PIN=PIN
item_NameSHLD_SECO_S01_HEX=HEX
item_NameSHLD_SECO_S01_INK=INK
item_NameSHLD_SECO_S01_WEB=WEB
item_NameSHLD_SECO_S02_STOP=STOP
item_NameSHLD_SECO_SMAL_PL01=SECO Shield Small
item_NameSHLD_SECO_SMAL_PL01_Pirate=SECO Shield Small (Pirate)
item_NameSHLD_YORM_S01_Falco=Falco
item_NameSHLD_YORM_S01_Targa=Targa
item_NameSQ_Flair_Coin_1_a_1H=Ship Showdown '52 Mercury Coin
item_NameSQ_Flair_Coin_1_b_1H=Ship Showdown '52 Scorpius Coin
item_NameSQ_Flair_Coin_1_c_1H=Ship Showdown '52 C8X Pisces Coin
item_NameSQ_Flair_Coin_1_d_1H=Ship Showdown '52 Carrack Coin
item_NameSQ_Flair_Coin_1_e_1H=Ship Showdown '52 Coin
item_NameSRV_Paint_Black_Yellow=SRV Dark Storm Livery
item_NameSRV_Paint_Blue_Beige=SRV Sky Blue Livery
item_NameSRV_Paint_Lovestruck_Pink_Black=SRV Lovestruck Livery
item_NameSRV_Paint_White_Grey=SRV Overcast Livery
item_NameSTKA_AGH36_S3=Sterne Katzen AG Hornisse-36
item_NameSTOR_opencontainer_1_8_SCU=Stor*All 1/8 SCU Storage Box
item_NameSTV_Paint_Green_Black=STV Electric Green Livery
item_NameSTV_Paint_Grey=STV Cobalt Grey Livery
item_NameSTV_Paint_Racing_Blue_Blue_Blue_TigerStripes=STV Whirlwind Livery
item_NameSTV_Paint_Racing_Yellow_White_Grey_Stripes=STV Finish Line Livery
item_NameSTV_Paint_Silver_Blue=STV Blue Steel Livery
item_NameSabre_Paint_2952RedFestival_Red_Gold=Sabre 2952 Auspicious Red Monkey Livery
item_NameSabre_Paint_Beige_Black_Black=Sabre Landslide Livery
item_NameSabre_Paint_Black_Black_Gold_Carbon=Sabre Ashcloud Livery
item_NameSabre_Paint_Green_Black_Orange=Sabre Windbreak Livery
item_NameSabre_Paint_IAE2950_Grey_Blue=Sabre Stormbringer Livery
item_NameSabre_Paint_IAE2950_Grey_White_Camo=Sabre Polar Camo Livery
item_NameSanTokYai_Paint_AlienWeek_Teal_Pink=San'tok.yāi Harmony Livery
item_NameSanTokYai_Paint_AlienWeek_Teal_Red=San'tok.yāi Ocellus Livery
item_NameSanTokYai_Paint_Black_Black_Black_Tiger=San'tok.yāi Yilen Livery
item_NameSanTokYai_Paint_Red_Black_Black=San'tok.yāi Xuā'cha Livery
item_NameSanTokYai_Paint_White_White_Red=San'tok.yāi Tuiping Livery
item_NameScorpius_Paint_Avalanche_White_Grey=Scorpius Avalanche Livery
item_NameScorpius_Paint_BIS2952_Black_Red=Scorpius Red Alert Livery
item_NameScorpius_Paint_Blight_Green=Scorpius Blight Livery
item_NameScorpius_Paint_Lovestruck_Pink_Black=Scorpius Lovestruck Livery
item_NameScorpius_Paint_ShockForce_Yellow_Orange=Scorpius Shock Force Livery
item_NameScorpius_Paint_Stiletto_Grey_Orange=Scorpius Stiletto Livery
item_NameScorpius_Paint_Stinger_Black_Orange=Scorpius Stinger Livery
item_NameScorpius_Paint_Stormcloud_Grey=Scorpius Storm Cloud Livery
item_NameScorpius_Paint_Sunburn_White_Orange=Scorpius Sunburn Livery
item_NameScorpius_Paint_Tiburon_Grey_Red=Scorpius Tiburon Livery
item_NameScout_Paint_AlienWeek_Green_Red=Khartu-al Ocellus Livery
item_NameScout_Paint_AlienWeek_Teal_Red=Khartu-al Harmony Livery
item_NameScout_Paint_IAE2951_Blue_Black=Khartu-al Stormbringer Livery
item_NameScout_Paint_IAE2951_Grey_White=Khartu-al Polar Livery
item_NameShieldPane=Shield
item_NameShop_AstroArmada=Astro Armada
item_NameShop_CasabaOutlet=Casaba Outlet
item_NameShop_CubbyBlast=Cubby Blast
item_NameShop_DumpersDepot=Dumper's Depot
item_NameShop_MedicalUnit=Medical Unit
item_NameShubinTurretItem=Class 2b Mount
item_NameShubin_Ballistic_Unmanned_Turret=Shubin Unmanned Turret
item_NameShubin_TurretMissileRack=Behring Marksman HS Quad Platform
item_NameSilencer=@mp_eSilencer
item_NameSmallFish=Ribbon Fish
item_NameSpartan_Paint_IAE2951_Blue_Black=Spartan Stormbringer Livery
item_NameSpartan_Paint_IAE2951_Grey_White_Camo=Spartan Polar Camo Livery
item_NameSpartan_Paint_Ranger_GreenCamo=Spartan Ranger Livery
item_NameSpartan_Paint_Sidewinder_Brown=Spartan Sidewinder Livery
item_NameSpartan_Paint_Snowstorm_White=Spartan Snowstorm Livery
item_NameSpirit_A1_Paint_Green_Black_Orange=Spirit Intrepid Livery
item_NameSpirit_C1_Paint_Red_Black_White=Spirit Crimson Livery
item_NameSpirit_E1_Paint_Black_Black_Gold=Spirit Olympia Livery
item_NameSpirit_Paint_Black_Blue_White=Spirit Valor Livery
item_NameSpirit_Paint_Blue_White_Red=Spirit Stalwart Livery
item_NameSpirit_Paint_Grey_Grey_Blue=Spirit Resolute Livery
item_NameSpirit_Paint_Maroon_Beige_Blue=Spirit Ruby Livery
item_NameSpirit_Paint_White_Black_Red=Spirit Allegiant Livery
item_NameSpirit_Paint_White_Blue_Black=Spirit Ardent Livery
item_NameSpirit_Paint_Yellow_Black_Black=Spirit Radiant Livery
item_NameStarLifter_Paint_Pirateweek_Black_Clear=Hercules Starlifter Meridian Livery
item_NameStar_Fighter_Inferno_Paint_Ember_Black_Grey_Red=Ares Star Fighter Inferno Ember Livery
item_NameStar_Fighter_Ion_Paint_Radiance_White_Grey_Red=Ares Star Fighter Ion Radiance Livery
item_NameStar_Fighter_Paint_Celestial_Blue=Ares Star Fighter Celestial Blue Livery
item_NameStar_Fighter_Paint_Cinder_Grey_Black=Ares Star Fighter Cinder Livery
item_NameStar_Fighter_Paint_Flint_LightGrey=Ares Star Fighter Flint Livery
item_NameStar_Fighter_Paint_IAE2951_Blue_Black=Ares Star Fighter Stormbringer Livery
item_NameStar_Fighter_Paint_IAE2951_Grey_White_Camo=Ares Star Fighter Polar Camo Livery
item_NameStar_Fighter_Paint_Lovestruck_Pink_Black=Ares Star Fighter Lovestruck Livery
item_NameStar_Fighter_Paint_Outrider_Green_Black=Ares Star Fighter Outrider Livery
item_NameStar_Fighter_Paint_Pirateweek_Black_Clear=Ares Star Fighter Meridian Livery
item_NameStar_Fighter_Paint_Scrubland_Camo=Ares Star Fighter Scrubland Camo Livery
item_NameStar_Runner_Paint_2951Fortuna_Green_Grey=Mercury Star Runner Fortuna Livery
item_NameStar_Runner_Paint_BIS2951=Mercury Star Runner 2951 Best in Show Livery
item_NameStar_Runner_Paint_BIS2952_Black_Red=Mercury Star Runner Red Alert Livery
item_NameStar_Runner_Paint_Blackguard_black_blue=Mercury Star Runner Blackguard Livery
item_NameStar_Runner_Paint_Equinox_orange_black=Mercury Star Runner Equinox Livery
item_NameStar_Runner_Paint_IAE2950_Grey_White_Camo=Mercury Star Runner Polar Camo Livery
item_NameStar_Runner_Paint_Night_Runner=Mercury Star Runner Nightrunner Livery
item_NameStar_Runner_Paint_Pirateweek_Black_Clear=Mercury Star Runner Meridian Livery
item_NameStar_Runner_Paint_Silver_Spark_grey_yellow=Mercury Star Runner Silver Spark Livery
item_NameStar_Runner_Paint_Skyrider_Blue=Mercury Star Runner Skyrider Livery
item_NameStar_Runner_Paint_Unity=Mercury Star Runner Foundation Fest Livery
item_NameStarfarer_Paint_2950Invictus_1=Starfarer Black Livery
item_NameStarfarer_Paint_2950Invictus_2=Starfarer Light Grey Livery
item_NameStarfarer_Paint_2950Invictus_3=Starfarer Storm Surge Livery
item_NameStarfarer_Paint_Unity=Starfarer Foundation Fest Livery
item_NameStarfighter_Paint_Red_White_Pink_Crusader=Ares Star Fighter Hosanna Livery
item_NameStarfighter_Paint_Sand_Orange_Hurston=Ares Star Fighter Central Tower Livery
item_NameStarfighter_Paint_White_Blue_Blue_microTech=Ares Star Fighter Aspire Livery
item_NameStarlifter_Paint_2954Fortuna_Green_Grey=Hercules Starlifter Fortuna Livery
item_NameStarlifter_Paint_Argent_Silver=Hercules Starlifter Argent Livery
item_NameStarlifter_Paint_BIS2951=Hercules Starlifter 2951 Best in Show Livery
item_NameStarlifter_Paint_Cerberus_black=Hercules Starlifter Cerberus Livery
item_NameStarlifter_Paint_Draco_gold=Hercules Starlifter Draco Livery
item_NameStarlifter_Paint_Dryad_GreenCamo=Hercules Starlifter Dryad Livery
item_NameStarlifter_Paint_Fleetweek_Level1_Military=Hercules Starlifter Timberline Livery
item_NameStarlifter_Paint_Fleetweek_Level2_Camo=Hercules Starlifter Frostbite Camo Livery
item_NameStarlifter_Paint_Invictus_blue_gold=Hercules Starlifter Invictus Blue and Gold Livery
item_NameStarlifter_Paint_Sylvan_Green=Hercules Starlifter Sylvan Livery
item_NameStimpack=OneClick
item_NameStorAll_Big_Box_Model_A=Stor*All Big Box Model A
item_NameStorAll_Big_Box_Model_H=Stor*All Big Box Model H
item_NameStorAll_Mini=Stor*All Mini
item_NameStorm_Paint_Dark_Camo=Storm Darkside Livery
item_NameStorm_Paint_Green_Green_Camo=Storm Landfall Livery
item_NameStorm_Paint_White_Grey_TwoTone=Storm Summit Livery
item_NameStorm_Paint_White_White_Camo=Storm Frost Line Livery
item_NameStripedFish=Banded Fessle
item_NameSyulen_Paint_AlienWeek_Teal_Pink=Syulen Harmony Livery
item_NameSyulen_Paint_AlienWeek_Teal_Red=Syulen Ocellus Livery
item_NameSyulen_Paint_Chiing_WhiteGold=Syulen Ch.iing Livery
item_NameTALN_Retaliator_S5_Strike_TL_CS=Stalker V Torpedo
item_NameTHCN_S1_RPOD_4x_S2=Liberator
item_NameTHCN_S2_RPOD_8x_S2=Liberator Prime
item_NameTHCN_S3_RPOD_12x_S2=Liberator Ultra
item_NameTHRE_ANVL_F7A_Main=THRE F7A Main Thruster
item_NameTHRM_ANVL_Flex_F7A=THRM F7A Flex Thruster
item_NameTMBL_EMP_Device,P=Tumbril Cyclone EMP Device
item_NameTMBL_Storm_AA_Turret=Tumbril Storm AA Turret
item_NameTMBL_Storm_Turret=Tumbril Storm Turret
item_NameTOAG_LaserRepeater_S3=Yengtu Repeater
item_NameTOAG_LaserRepeater_S3_short=Yengtu
item_NameTOAG_launcher_ballistic_01=Kahix Missile Launcher
item_NameTOAG_launcher_ballistic_01_mag=Kahix M-Launcher Missile
item_NameTOAG_launcher_ballistic_01_short=Kahix M-Launcher
item_NameTRAS_LaserBeam_S4=Arame Laser Beam
item_NameTRAS_LaserBeam_S4_short=Arame
item_NameTRAS_LaserBeam_S5=Kombu Laser Beam
item_NameTRAS_LaserBeam_S5_short=Kombu
item_NameTRAS_LaserBeam_S6=Wakame Laser Beam
item_NameTRAS_LaserBeam_S6_short=Wakame
item_NameTable_Conference=Conference Table
item_NameTalon_Dominator_Platform_x4=Talon Quad Rack
item_NameTalon_Executioner_IR_Twin=Talon Executioner IR Twin
item_NameTalon_Paint_AlienWeek_Platinum_Silver_Purple_Mosaic=Talon Wanderer Livery
item_NameTalon_Paint_Blue=Talon Cobalt Livery
item_NameTalon_Paint_Harmony=Talon Harmony Livery
item_NameTalon_Paint_Ocellus_Green_Red=Talon Ocellus Livery
item_NameTalon_Paint_Red=Talon Crimson Livery
item_NameTalon_Stalker_Platform_x4=Talon Stalker Quad Rack
item_NameTalon_Stalker_Quad=Talon Quad Rack
item_NameTalon_Stalker_Twin=Talon Twin Rack
item_NameTankCannon=<-=MISSING=->
item_NameTicket_Darkwater_Gold_01=CDF F8C Certification Pass (Gold)
item_NameTicket_Darkwater_Plat_01=CDF F8C Certification Pass (Platinum)
item_NameTorshuCrab=Thorshu Grey
item_NameTrophyCase_12Ports=Trophy Case
item_NameUEE_medium_m_outfit=Medium Marine Armor
item_NameUMNT_ANVL_S5_Cap=Anvil Hornet Ghost Center Cap
item_NameUMNT_ANVL_S5_Rotodome=WillsOp Long Look Radar
item_NameUMNT_MISC_S03_PL01=Reliant Utility Mount Cap
item_NameUrsa_Paint_Black_White_Grey=Ursa Respite Livery
item_NameUrsa_Paint_Blue_White_Grey=Ursa Aja Livery
item_NameUrsa_Paint_Red=Ursa Red Livery
item_NameUrsa_Paint_Teal_White_Grey=Ursa Oasis Livery
item_NameVNCL_Blade_CML_Chaff=Vanduul Blade - Noise Launcher
item_NameVNCL_Blade_CML_Flare=Vanduul Blade - Decoy Launcher
item_NameVNCL_Blade_Fuel_Tank_S1=Vanduul Blade Fuel Tank
item_NameVNCL_Blade_LaserRepeater_S3=Vanduul S3 Repeater
item_NameVNCL_Blade_PlasmaCannon_S2=Vanduul S2 Repeater
item_NameVNCL_Blade_Platform_x2=Vanduul Dual Missile Platform
item_NameVNCL_Blade_Radar=Vanduul Blade Radar
item_NameVNCL_Blade_S1_Strike_FAF_IR=Vanduul Blade Strike Missile S1
item_NameVNCL_Blade_S1_TR4=Vanduul Blade Thruster
item_NameVNCL_Blade_S2_TR4=Vanduul Blade Thruster
item_NameVNCL_Blade_Seat_Pilot=Vanduul Blade Pilot Seat
item_NameVNCL_Blade_Shield=Vanduul Blade Shield Generator
item_NameVNCL_Blade_TR1_Joint=Vanduul Blade Joint Thruster
item_NameVNCL_Blade_TR2_Retro=Vanduul Blade Retro Thruster
item_NameVNCL_CML_Chaff=Vanduul Noise Launcher
item_NameVNCL_CML_Flare=Vanduul Decoy Launcher
item_NameVNCL_Cleaver_Engine=Vanduul Cleaver Engine
item_NameVNCL_Cleaver_Omni=Vanduul Cleaver Omni Thruster
item_NameVNCL_Cleaver_Retro=Vanduul Cleaver Retro Thruster
item_NameVNCL_Cockpit_Audio=Vanduul Cockpit Audio
item_NameVNCL_DF_MOUSE,P=Vanduul DF
item_NameVNCL_Fuel_Tank_S1=Vanduul Fuel Tank
item_NameVNCL_Fuel_Tank_Stinger_S1=Vanduul Stinger Fuel Tank
item_NameVNCL_Fuel_Tank_Void=Vanduul Void Fuel Tank
item_NameVNCL_Glaive_Aux_Fixed=Fixed Mav Thruster
item_NameVNCL_Glaive_Aux_Joint=Joint Mav Thruster
item_NameVNCL_Glaive_LandingSystem=Vanduul Glaive Landing System
item_NameVNCL_Glaive_Main_Fixed=Main Thruster
item_NameVNCL_Glaive_MultiLight=Vanduul Glaive External Lights
item_NameVNCL_Glaive_Retro_Fixed_Left=Retro Thruster
item_NameVNCL_Glaive_Retro_Fixed_Right=Retro Thruster
item_NameVNCL_Glaive_Shield=Vanduul Glaive Shield
item_NameVNCL_HS_MARK=Vanduul IR Missile
item_NameVNCL_LaserCannon_S1='WEAK' Repeater
item_NameVNCL_LaserCannon_S1_short=WEAK
item_NameVNCL_LaserCannon_S2='WASP' Repeater
item_NameVNCL_LaserCannon_S2_short=WASP
item_NameVNCL_Mark_Platform_x3=Vanduul Scythe Missile Platform x3
item_NameVNCL_Mark_Platform_x4=Vanduul Scythe Missile Platform x4
item_NameVNCL_MissileRack_Blade=Ramming Blade
item_NameVNCL_NC_S5_Q1='WAR' Neutron Cannon
item_NameVNCL_NeutronCannon_S5='WAR' Cannon
item_NameVNCL_NeutronCannon_S5_short=WAR
item_NameVNCL_PC_Scythe_Right='WAR' Plasma Cannon
item_NameVNCL_PlasmaCannon='WAR' Cannon
item_NameVNCL_PlasmaCannon_S2='WHIP' Cannon
item_NameVNCL_PlasmaCannon_S2_short=WHIP
item_NameVNCL_PlasmaCannon_S3='WARLORD' Cannon
item_NameVNCL_PlasmaCannon_S3_short=WARLORD
item_NameVNCL_PlasmaCannon_S5='WRATH' Cannon
item_NameVNCL_PlasmaCannon_S5_short=WRATH
item_NameVNCL_PlasmaCannon_Stinger_S5=Vanduul S5 Cannon
item_NameVNCL_SCYTHE_CML_Chaff=Vanduul Scythe - Noise Launcher
item_NameVNCL_SCYTHE_CML_Flare=Vanduul Scythe - Decoy Launcher
item_NameVNCL_Scythe_ADS='AIR' ADS
item_NameVNCL_Scythe_CPU='CORE' CPU
item_NameVNCL_Scythe_Fuel_Tanks=Fuel Tank
item_NameVNCL_Scythe_LandingSystem=Vanduul Scythe Landing System
item_NameVNCL_Scythe_MB='CLOUD' Avionics System
item_NameVNCL_Scythe_MissilePlatform_x3_Left=Scythe Missile Platform Left
item_NameVNCL_Scythe_MissilePlatform_x4=Scythe Missile Platform Left
item_NameVNCL_Scythe_MultiLight=Vanduul Scythe External Lights
item_NameVNCL_Scythe_Radar=Short Range Radar
item_NameVNCL_Scythe_Seat_Pilot=Vanduul Scythe Pilot Seat
item_NameVNCL_Scythe_Shield='SPARK' Shield
item_NameVNCL_Scythe_TC='CROSS' Targeting Computer
item_NameVNCL_Scythe_WCS='CAST' Weapons Control
item_NameVNCL_Spark_Shield_S3=Vanduul Spark Shield
item_NameVNCL_Spark_Shield_S3_Survival=Vanduul Spark Shield
item_NameVNCL_Stinger_CML_Chaff=Vanduul Stinger - Noise Launcher
item_NameVNCL_Stinger_CML_Flare=Vanduul Stinger - Decoy Launcher
item_NameVNCL_Stinger_NC_S5=Vanduul Stinger Neutron Cannon S5
item_NameVNCL_Stinger_Platform_x12=Vanduul Stinger Missile Rack x12
item_NameVNCL_Stinger_S1_HS=Vanduul Stinger S1 Missile
item_NameVNCL_Stinger_Seat_Pilot=Vanduul Stinger Pilot Seat
item_NameVNCL_Stinger_Shield_S3=Vanduul Stinger Shield Generator
item_NameVNCL_Stinger_TR1_Joint=Vanduul Stinger Joint Thruster
item_NameVNCL_Stinger_TR2_Retro=Vanduul Stinger Retro Thruster
item_NameVNCL_TachyonCannon_Kingship=Kingship Tachyon
item_NameVNCL_Throw_S3_TR4=Vanbuul Throw Thruster
item_NameVNCL_Trap_TR1_Fixed=Vanduul Trap Fixed Thruster
item_NameVNCL_Trunk_TR2_Retro=Vanduul Trunk Retro Thruster
item_NameVNCL_Twist_TR1_Joint=Vanduul Twist Joint Thruster
item_NameVNCL_VS_Spark_Shield_S3=Vanduul Spark Shield Generator
item_NameVNCL_Void_Engine=Vanduul Void Engine
item_NameVNCL_Void_Joint=Vanduul Void Joint Thruster
item_NameVNCL_Void_Retro=Vanduul Void Retro Thruster
item_NameVNCL_Void_Seat_Pilot=Vanduul Void Pilot Seat
item_NameVNCL_Void_Shield=Vanduul Void Shield
item_NameValkyrie_Paint_2950Invictus_1=Valkyrie Light Grey Livery
item_NameValkyrie_Paint_2950Invictus_2=Valkyrie Sage Livery
item_NameValkyrie_Paint_2950Invictus_3=Valkyrie Splinter Livery
item_NameValkyrie_Paint_BIS2950=Valkyrie 2950 Best In Show Livery
item_NameValkyrie_Paint_Unity=Valkyrie Foundation Fest Livery
item_NameVanguard_Paint_2953Fortuna_Green_Grey=Vanguard Fortuna Livery
item_NameVanguard_Paint_Fleetweek_Level1_Military=Vanguard Timberline Livery
item_NameVanguard_Paint_Fleetweek_Level2_Camo=Vanguard Frostbite Camo Livery
item_NameVanguard_Paint_Invictus_blue_gold=Vanguard Invictus Blue and Gold Livery
item_NameVanguard_Paint_SolarWinds_Metal_Red=Vanguard Solar Winds Livery
item_NameVehicle_Debris=Debris
item_NameVulture_Paint_Assembly=Vulture Assembly Livery
item_NameVulture_Paint_BIS2953_Purple_Blue_Cyan=Vulture 2953 Best in Show Livery
item_NameVulture_Paint_Beige_Tan_Beige_Pyro_Graffiti=Vulture Dying Star Livery (Modified)
item_NameVulture_Paint_Carbonide=Vulture Carbonide Livery
item_NameVulture_Paint_Fleetweek_Black_Pink_Stripe=Vulture Carnival Livery
item_NameVulture_Paint_Fleetweek_Black_Yellow=Vulture Pyrite Livery
item_NameVulture_Paint_Green_Black=Vulture Ghoulish Green Livery
item_NameVulture_Paint_Longhorn=Vulture Longhorn Livery
item_NameVulture_Paint_Luminalia_green_red=Vulture Deck the Hull Livery
item_NameVulture_Paint_Luminalia_white_blue=Vulture IceBreak Livery
item_NameVulture_Paint_Oriole=Vulture Oriole Livery
item_NameVulture_Paint_Unity=Vulture Foundation Fest Livery
item_NameWeapon_Mount_Class1_Placeholder_a=Class 1a Mount
item_NameWillsOp_TC=WillsOp Targeting Computer
item_NameX1_Paint_2954RedFestival_Red_Gold_Dog=X1 2954 Auspicious Red Dog Livery
item_NameX1_Paint_2954RedFestival_Red_Gold_Dragon=X1 2954 Auspicious Red Dragon Livery
item_NameX1_Paint_Black_Black_Orange=X1 Shadow Livery
item_NameX1_Paint_Blue_Black_White=X1 Blueshift Livery
item_NameX1_Paint_Grey_Orange_White=X1 Supersonic Livery
item_NameX1_Paint_Red_White_Black=X1 Scarlet Livery
item_NameXFRG_E_655_Engine_S6_Q1=XFRG E 655 Main Thruster
item_NameXFRG_E_655_Engine_S7_Q1=XFRG E 655 Main Thruster
item_NameXFRG_FP_RMI_S2_Q1=XForge P/S2-80 Main Engine
item_NameXFRG_Intakes_Aurora=XFRG Aurora Fuel Intakes
item_NameXFRG_Vanguard_D_S4_320_Aux=XFRG Vanguard D 320 Auxiliary Thruster
item_NameXFRG_Vanguard_D_S4_320_Main=XFRG Vanguard D 320 Main Thruster
item_NameXIAN_Cockpit_Audio=Xi'an Cockpit Audio
item_NameXIAN_LaserCannon_S3=XIAN S3 Cannon
item_NameXIAN_Scout_CML_Chaff=Aopoa Khartu-al - Noise Launcher
item_NameXIAN_Scout_CML_Flare=Aopoa Khartu-al - Decoy Launcher
item_NameXIAN_Scout_LandingSystem=Aopoa Khartu-al Landing System
item_NameXIAN_Scout_Maneuvering=Aopoa Khartu-al Thruster
item_NameXIAN_Scout_MultiLight=Aopoa Khartu-al External Lights
item_NameXIAN_Scout_Retro=Aopoa Khartu-al Retro Thruster
item_NameXIAN_Scout_Seat_Pilot=Aopoa Khartu-al Pilot Seat
item_NameXNAA_SanTokYai_Mount_Gimbal=San'tok.yāi Gimbal Mount
item_NameYORM_S2_F4_RC=YORM Dual Protector
item_NameYORM_S3_F4_RC=YORM Dual Protector
item_NameZoom=Mantis GT-220
item_Name_987_Jacket_01_01_01=Legion Jacket
item_Name_987_Jacket_02_01_01=Horde Jacket
item_Name_987_jacket_03_01_01=Tempo Jacket Gold
item_Name_987_jacket_03_01_02=Tempo Jacket Silver
item_Name_987_jacket_03_01_03=Tempo Jacket Sterling Silver
item_Name_987_jacket_03_01_04=Tempo Jacket Golden Brown
item_Name_987_jacket_03_01_05=Tempo Jacket Chocolate Mint
item_Name_987_jacket_03_01_18=Tempo Jacket Frost
item_Name_987_jacket_03_01_19=Tempo Jacket Purple
item_Name_987_jacket_03_01_9tails01=Tempo Jacket (Modified)
item_Name_987_jacket_05_01_01=Faction Jacket Purple
item_Name_987_jacket_05_01_02=Faction Jacket Red
item_Name_987_jacket_05_01_05=Faction Jacket Green
item_Name_987_jacket_05_01_06=Faction Jacket Teal
item_Name_987_jacket_05_01_10=Faction Jacket White
item_Name_987_jacket_05_01_12=Faction Jacket Black
item_Name_987_pants_01_01_01=Torreto Pants Blue
item_Name_987_pants_01_01_02=Torreto Pants Scarlet
item_Name_987_pants_01_01_03=Torreto Pants Orange
item_Name_987_pants_01_01_04=Torreto Pants Green
item_Name_987_pants_01_01_05=Torreto Pants Emerald
item_Name_987_pants_01_01_18=Torreto Pants Dark Blue
item_Name_987_pants_01_01_19=Torreto Pants Dark Purple
item_Name_987_pants_01_01_9tails01=Torreto Pants (Modified)
item_Name_987_pants_03_01_01=Union Pants Blue
item_Name_987_pants_03_01_02=Union Pants Red
item_Name_987_pants_03_01_05=Union Pants Green
item_Name_987_pants_03_01_06=Union Pants Teal
item_Name_987_pants_03_01_10=Union Pants White
item_Name_987_pants_03_01_12=Union Pants Black
item_Name_987_pants_03_01_9tails01=Union Pants (Modified)
item_Name_987_shirt_01_01_01=Hyper Vanguard Force T-Shirt
item_Name_987_shirt_03_01_01=Adrift Shirt Purple
item_Name_987_shirt_03_01_05=Adrift Shirt Green
item_Name_987_shirt_03_01_07=Adrift Shirt Blue
item_Name_987_shirt_03_01_10=Adrift Shirt White
item_Name_987_shirt_03_01_12=Adrift Shirt Black
item_Name_987_shirt_03_01_18=Adrift Shirt Dark Blue
item_Name_987_shirt_04_01_01=Tempus Tank Sable
item_Name_987_shirt_04_01_13=Tempus Tank Dark Umber
item_Name_987_shirt_04_01_15=Tempus Tank Olive
item_Name_987_shirt_04_01_16=Tempus Tank Grey
item_Name_987_shirt_04_01_17=Tempus Tank Charcoal
item_Name_987_shoes_01_01_01=UrbEx Boots Grey
item_Name_987_shoes_01_01_02=UrbEx Boots Dawn
item_Name_987_shoes_01_01_03=UrbEx Boots Scarlet
item_Name_987_shoes_01_01_05=UrbEx Boots Emerald
item_Name_987_shoes_01_01_18=UrbEx Boots Dark Blue
item_Name_987_shoes_01_01_9tails01,P=PH - 987_shoes_01_01_9tails01
item_Name_987_shoes_03_01_01,P=Name - 987 Shoes 03
item_Name_987_shoes_03_01_02,P=Name - 987 Shoes 03 Red
item_Name_987_shoes_03_01_03,P=Name - 987 Shoes 03 Orange
item_Name_987_shoes_03_01_04,P=Name - 987 Shoes 03 Yellow
item_Name_987_shoes_03_01_05,P=Name - 987 Shoes 03 Green
item_Name_987_shoes_03_01_06,P=Name - 987 Shoes 03 Teal
item_Name_ALB_Bandana_01_01_01=Burgundy Paisley Bandana
item_Name_ALB_Jacket_01_01_01=Tuvic Outerwear Jacket Mil-Green
item_Name_ALB_Jacket_01_01_11=Tuvic Outerwear Jacket Ash
item_Name_ALB_Jacket_01_01_12=Tuvic Outerwear Jacket Tactical
item_Name_ALB_Jacket_01_01_13=Tuvic Outerwear Jacket Crimson
item_Name_ALB_Jacket_01_01_15=Tuvic Outerwear Jacket Arctic
item_Name_ALB_Jacket_01_Ruso=Tuvic Outerwear Jacket Rust Society
item_Name_CBD_Hat_01_01_01=MC-DFA Hat
item_Name_CBD_Hat_01_01_02=MC-Gray Hat
item_Name_CBD_Hat_01_01_03=MC-Black Hat
item_Name_CBD_Hat_01_01_04=MC-Green Hat
item_Name_CBD_Hat_02_01_01=MC-Pinhead Hat
item_Name_CBD_Jacket_01_01_01=Daredevil Jacket
item_Name_CBD_Jacket_01_01_02=Nightdevil Jacket
item_Name_CBD_Pants_01_01_01=Skellig Pants Dark
item_Name_CBD_Pants_01_01_11=Skellig Pants Silver
item_Name_CBD_Pants_01_01_16=Skellig Pants Rot
item_Name_CBD_Pants_01_01_17=Skellig Pants Blueband
item_Name_CBD_Pants_01_01_20=Skellig Pants Dirt
item_Name_CBD_Shirt_01_01_01=Liar T-Shirt
item_Name_CBD_Shirt_01_02_01=Loudmouth T-Shirt
item_Name_CBD_Shirt_01_03_01=UEEx T-Shirt
item_Name_CBD_Shirt_01_04_01=Curser T-Shirt
item_Name_CBD_Shirt_02_01_01=Thrasher T-Shirt
item_Name_CBD_Shirt_02_02_01=Basher T-Shirt
item_Name_CBD_Shirt_02_03_01=Slacker T-Shirt
item_Name_CBD_Shirt_02_04_01=Face Melter T-Shirt
item_Name_CBD_trenchcoat_01=Duotone Duster
item_Name_CDS_Undersuit_Armor_01=TCS-4 Undersuit
item_Name_CDS_Undersuit_Armor_01_01_01=TCS-4 Undersuit Woodland
item_Name_CDS_Undersuit_Armor_01_01_10=TCS-4 Undersuit Arctic
item_Name_CDS_Undersuit_Armor_01_01_12=TCS-4 Undersuit Black/Grey
item_Name_CDS_Undersuit_Armor_01_01_15=TCS-4 Undersuit Desert
item_Name_CDS_Undersuit_Armor_01_01_18=TCS-4 Undersuit Twilight
item_Name_CDS_Undersuit_Armor_01_01_20=TCS-4 Undersuit Autumn
item_Name_CDS_Undersuit_Armor_02=TCS-4 Undersuit
item_Name_CDS_Undersuit_Armor_02_01_01=FBL-8u Undersuit Arctic Digital
item_Name_CDS_Undersuit_Armor_02_01_02=FBL-8u Undersuit Imperial Red
item_Name_CDS_Undersuit_Armor_02_01_03=FBL-8u Undersuit Desert Digital
item_Name_CDS_Undersuit_Armor_03=TCS-4 Undersuit
item_Name_COMP_BEHR_S00_CSVRP=CSV-RP
item_Name_COMP_BEHR_S00_CSVTL=CSV-TL
item_Name_COMP_BEHR_S01_CSRRP=CSR-RP
item_Name_COMP_BEHR_S01_CSRTL=CSR-TL
item_Name_COMP_BEHR_S02_CSMRP=CSM-RP
item_Name_COMP_BEHR_S02_CSMTL=CSM-TL
item_Name_COMP_BLTR_S01_Crypt=Crypt
item_Name_COMP_BLTR_S01_Cypher=Cypher
item_Name_COMP_BRRA_S01_Lamarr=Lamarr
item_Name_COMP_BRRA_S01_Pascal=Pascal
item_Name_COMP_Default=Computer
item_Name_COMP_FSIN_S02_CompuWare=CompuWare
item_Name_COMP_MITE_S01_dynaSys=dynaSys
item_Name_COMP_SADA_S01_Ferric=Ferric
item_Name_COMP_SADA_S01_Wolfram=Wolfram
item_Name_COMP_SADA_S02_Chrome=Chrome
item_Name_COMP_SADA_S02_Inox=Inox
item_Name_COMP_WLOP_S00_Chamfer=Chamfer
item_Name_COMP_WLOP_S00_Lattice=Lattice
item_Name_COMP_WLOP_S01_Baier=Baier
item_Name_COMP_WLOP_S01_Mitre=Mitre
item_Name_COMP_WLOP_S02_Baas=Baas
item_Name_COMP_WLOP_S02_Dado=Dado
item_Name_COMS_Controller=COMMS
item_Name_COOL_ACOM_S01_ZeroRush=ZeroRush
item_Name_COOL_AEGS_S01_Glacier=Glacier
item_Name_COOL_AEGS_S01_Tundra=Tundra
item_Name_COOL_AEGS_S02_Avalanche=Avalanche
item_Name_COOL_AEGS_S02_Boreal=Boreal
item_Name_COOL_AEGS_S02_Permafrost=Permafrost
item_Name_COOL_AEGS_S03_Tempest=Tempest
item_Name_COOL_Controller=HEAT
item_Name_COOL_Default=Cooler
item_Name_COOL_JSPN_S00_CryoStarSL=Cryo-Star SL
item_Name_COOL_JSPN_S01_CryoStar=Cryo-Star
item_Name_COOL_JSPN_S02_CryoStarEX=Cryo-Star EX
item_Name_COOL_JSPN_S03_CryoStarXL=Cryo-Star XL
item_Name_COOL_JUST_S01_EcoFlow=Eco-Flow
item_Name_COOL_JUST_S01_UltraFlow=Ultra-Flow
item_Name_COOL_JUST_S02_Snowfall=Snowfall
item_Name_COOL_JUST_S03_IceFlush=Ice-Flush
item_Name_COOL_LPLT_S01_FlashFreeze=FlashFreeze
item_Name_COOL_LPLT_S02_FullFrost=FullFrost
item_Name_COOL_LPLT_S02_WhiteOut=WhiteOut
item_Name_COOL_LPLT_S03_FrostBite=FrostBite
item_Name_COOL_TYDT_S01_SnowBlind=SnowBlind
item_Name_COOL_VNCL_S01_Cold=Cold
item_Name_COOL_WCPR_S00_Kelvid=Kelvid
item_Name_COOL_WCPR_S01_Gelid=Gelid
item_Name_COOL_WCPR_S02_Graupel=Graupel
item_Name_COOL_WCPR_S02_Taiga=Taiga
item_Name_CTL_Hat_01_01_01=Rabat Hat Blue
item_Name_CTL_Hat_01_01_02=Rabat Hat Navy
item_Name_CTL_Hat_01_01_03=Rabat Hat Red
item_Name_CTL_Hat_01_01_04=Rabat Hat Tan
item_Name_CTL_Hat_01_01_05=Rabat Hat Yellow
item_Name_CTL_Jacket_01_01_01=Sturgis Jacket Original
item_Name_CTL_Jacket_01_01_02=Sturgis Jacket Maroon
item_Name_CTL_Jacket_01_01_03=Sturgis Jacket Tan
item_Name_CTL_Jacket_01_01_04=Sturgis Jacket Olive
item_Name_CTL_Jacket_02_01_01=Rhodes Jacket White
item_Name_CTL_Jacket_02_01_02=Rhodes Jacket Navy
item_Name_CTL_Jacket_02_01_03=Rhodes Jacket Smoke
item_Name_CTL_Jacket_03_01_01=Lanxi Jacket Gray
item_Name_CTL_Jacket_03_01_02=Lanxi Jacket Maroon
item_Name_CTL_Jacket_03_01_03=Lanxi Jacket Green
item_Name_CTL_Pants_01_01_01=Perth Pants
item_Name_CTL_Pants_01_01_02=Perth Pants Maroon
item_Name_CTL_Pants_02_01_01=Guri Pants Lime
item_Name_CTL_Pants_02_01_02=Guri Pants Black
item_Name_CTL_Shirt_03_01_01=Bello T-Shirt Blue
item_Name_CTL_Shirt_03_01_02=Bello T-Shirt Maroon
item_Name_CTL_Shirt_03_01_03=Bello T-Shirt Black/Red
item_Name_CTL_Shirt_03_01_04=Bello T-Shirt White/Black
item_Name_CTL_Shirt_03_01_05=Bello T-Shirt Grey/White
item_Name_CTL_Shirt_03_01_06=Bello T-Shirt Black/Red
item_Name_CTL_Shirt_03_01_07=Bello T-Shirt Green
item_Name_CTL_Shirt_03_01_08=Bello T-Shirt Gray
item_Name_CTL_Shirt_03_01_09=Bello T-Shirt Blue/White
item_Name_CTL_Shirt_06_01_01=Bellito Shirt
item_Name_CTL_Torso_Jacket_04_01=(PH) F_CTL_Jacket_04_01
item_Name_Countermeasure_Decoy=Decoy
item_Name_Countermeasure_smokescreen=Noise
item_Name_Crus_whale_suit_01_01_01=Finley Mascot Costume
item_Name_DMC_Gloves_02_01_01=Mercury Gloves
item_Name_DMC_Jacket_01_01_01=Mountaintop Jacket Multitone
item_Name_DMC_Jacket_01_01_04=Mountaintop Jacket Hazard
item_Name_DMC_Jacket_01_01_12=Mountaintop Jacket Neutral
item_Name_DMC_Jacket_01_01_19=Mountaintop Jacket Vivid
item_Name_DMC_Jacket_01_01_20=Mountaintop Jacket Dune
item_Name_DMC_Jacket_02_01_01=Selby Jacket Black
item_Name_DMC_Jacket_02_01_02=Selby Jacket Desert
item_Name_DMC_Jacket_02_01_03=Selby Jacket Arctic
item_Name_DMC_Jacket_03_01_01=RangeFinder Jacket Element
item_Name_DMC_Jacket_03_01_11=RangeFinder Jacket Arctic
item_Name_DMC_Jacket_03_01_12=RangeFinder Jacket Gunmetal
item_Name_DMC_Jacket_03_01_17=RangeFinder Jacket Aqua
item_Name_DMC_Jacket_03_01_20=RangeFinder Jacket Sandstone
item_Name_DMC_Jacket_04_01_01=Invictus Flight Jacket
item_Name_DMC_Legs_Pants_02_01=(PH) F_DMC_Pants_02_01
item_Name_DMC_Pants_01_01_01=Foundation Pants Grey
item_Name_DMC_Pants_01_01_12=Foundation Pants Black
item_Name_DMC_Pants_01_01_15=Foundation Pants Desert
item_Name_DMC_Pants_01_01_16=Foundation Pants Olive
item_Name_DMC_Pants_01_01_20=Foundation Pants Khaki
item_Name_DMC_Pants_02_01_01=Astley Pants Black
item_Name_DMC_Pants_02_01_02=Astley Pants Sunset
item_Name_DMC_Pants_03_01_01=Frontier 05 Pants Classic
item_Name_DMC_Pants_03_01_11=Frontier 05 Pants Winter
item_Name_DMC_Pants_03_01_16=Frontier 05 Pants Spring
item_Name_DMC_Pants_03_01_19=Frontier 05 Pants Noble
item_Name_DMC_Pants_03_01_20=Frontier 05 Pants Harvest
item_Name_DMC_gloves_01_01_01=Gauntlet Gloves
item_Name_DMC_gloves_02_01_centurion=Mercury Gloves "Voyager"
item_Name_DOOR_Controller=SECURITY
item_Name_ELD_Jacket_01_01_01=Archibald Jacket Cinder
item_Name_ELD_Jacket_01_01_11=Archibald Jacket Smoke
item_Name_ELD_Jacket_01_01_13=Archibald Jacket Hearth
item_Name_ELD_Jacket_01_01_14=Archibald Jacket Autumn
item_Name_ELD_Jacket_01_01_15=Archibald Jacket Canvas
item_Name_ELD_Jacket_02_01_01=Geoffrey Jacket
item_Name_ELD_Pants_01_01_01=78-WH Pants
item_Name_ELD_Pants_01_01_02=78-GR Pants
item_Name_ELD_Pants_01_01_03=78-BL Pants
item_Name_ELD_Pants_01_02_01=99-GR/BL Pants
item_Name_ELD_Pants_01_02_02=99-BR/BL Pants
item_Name_ELD_Pants_02_01_01=88-RD Pants
item_Name_ELD_Pants_02_01_02=88-TN Pants
item_Name_ELD_Pants_03_01_01=EQ-B Pants
item_Name_ELD_Pants_04_01_01=CS-L Pants
item_Name_ELD_Pants_05_01_01=55-GR Pants
item_Name_ELD_Shirt_01_01_01=Hannu Shirt
item_Name_ELD_Shirt_02_01_01=Shackleton Shirt
item_Name_ELD_Shirt_03_01_01=Balboa Shirt
item_Name_ELD_Shirt_04_01_01,P=ELD - shirt (04) - name
item_Name_ELD_Shirt_04_assistance_dec=Rescue Required T-Shirt
item_Name_ELD_Shirt_04_ejection_dec=Ejection Rejection T-Shirt
item_Name_ELD_Shirt_04_grimhex_dec=Lost Wallet T-Shirt
item_Name_ELD_Shirt_04_lorville_dec=Lorville Blues T-Shirt
item_Name_ELD_Shirt_04_olisar_dec=Stuck at Olisar T-Shirt
item_Name_ELD_Shirt_04_required_dec=Vacuums Kill T-Shirt
item_Name_ELD_jacket_03_01_01=Parvat Jacket Stony Brae
item_Name_ELD_jacket_03_01_02=Parvat Jacket Backdraft
item_Name_ELD_jacket_03_01_03=Parvat Jacket Autumn Amber
item_Name_ELD_jacket_03_01_06=Parvat Jacket Forest Shade
item_Name_ELD_jacket_03_01_07=Parvat Jacket Mosaic Marble
item_Name_ELD_jacket_03_01_10=Parvat Jacket Snow Hearth
item_Name_ELD_jacket_03_01_12=Parvat Jacket Swirling Ash
item_Name_ELD_jacket_03_01_15=Parvat Jacket Summer Cedar
item_Name_ELD_jacket_03_01_16=Parvat Jacket Frozen Spring
item_Name_ELD_shirt_04_01_Cubby_blast=Cubby Blast T-Shirt
item_Name_ELD_shirt_04_01_G-loc=G-Loc T-Shirt
item_Name_ELD_shirt_04_01_big_bennys=Big Benny's T-Shirt
item_Name_ELD_shirt_04_01_carrack=Carrack T-Shirt
item_Name_ELD_shirt_04_01_cutlass=Cutlass T-Shirt
item_Name_ELD_shirt_04_01_dumpers_depo=Dumper's Depot T-Shirt
item_Name_ELD_shirt_04_01_eclipse=Eclipse T-Shirt
item_Name_ELD_shirt_04_01_pips=Pips T-Shirt
item_Name_ELD_shirt_04_01_torpedo_burrito=Torpedo Burrito T-Shirt
item_Name_ELD_shirt_04_01_valkyrie=Valkyrie T-Shirt
item_Name_EVL_Jacket_01_01_01=Manaslu Jacket
item_Name_EVL_Jacket_01_01_ruso=Manaslu Jacket Rust Society
item_Name_EVL_glasses_01=Theaters of War: Supreme Glasses
item_Name_FIO_glasses_01=Sarrab Glasses
item_Name_FIO_glasses_02=Ectio Glasses
item_Name_FLGT_Controller=SELF STATUS
item_Name_GRIN_refinery_apron_01_01_01=ThermoWeave Coat
item_Name_GRIN_refinery_backpack_01_01_01=ThermoWeave Breathing Apparatus
item_Name_GRIN_refinery_gloves_01_01_01=ThermoWeave Gloves
item_Name_GRIN_refinery_helmet_01_01_01=ThermoWeave Hood
item_Name_GRIN_refinery_pants_01_01_01=ThermoWeave Pants
item_Name_GRIN_utility_medium_arms_01_01_01=Aril Arms
item_Name_GRIN_utility_medium_arms_01_01_02=Aril Arms Black Cherry
item_Name_GRIN_utility_medium_arms_01_01_03=Aril Arms Harvester
item_Name_GRIN_utility_medium_arms_01_01_04=Aril Arms Hazard
item_Name_GRIN_utility_medium_arms_01_02_01=Aril Arms Quicksilver
item_Name_GRIN_utility_medium_backpack_01_01_01=Aril Backpack
item_Name_GRIN_utility_medium_backpack_01_01_02=Aril Backpack Black Cherry
item_Name_GRIN_utility_medium_backpack_01_01_03=Aril Backpack Harvester
item_Name_GRIN_utility_medium_backpack_01_01_04=Aril Backpack Hazard
item_Name_GRIN_utility_medium_backpack_01_02_01=Aril Backpack Quicksilver
item_Name_GRIN_utility_medium_backpack_02_01_01=Aril Backpack Collector
item_Name_GRIN_utility_medium_core_01_01_01=Aril Core
item_Name_GRIN_utility_medium_core_01_01_02=Aril Core Black Cherry
item_Name_GRIN_utility_medium_core_01_01_03=Aril Core Harvester
item_Name_GRIN_utility_medium_core_01_01_04=Aril Core Hazard
item_Name_GRIN_utility_medium_core_01_02_01=Aril Core Quicksilver
item_Name_GRIN_utility_medium_helmet_01_01_01=Aril Helmet
item_Name_GRIN_utility_medium_helmet_01_01_02=Aril Helmet Black Cherry
item_Name_GRIN_utility_medium_helmet_01_01_03=Aril Helmet Harvester
item_Name_GRIN_utility_medium_helmet_01_01_04=Aril Helmet Hazard
item_Name_GRIN_utility_medium_helmet_01_02_01=Aril Helmet Quicksilver
item_Name_GRIN_utility_medium_legs_01_01_01=Aril Legs
item_Name_GRIN_utility_medium_legs_01_01_02=Aril Legs Black Cherry
item_Name_GRIN_utility_medium_legs_01_01_03=Aril Legs Harvester
item_Name_GRIN_utility_medium_legs_01_01_04=Aril Legs Hazard
item_Name_GRIN_utility_medium_legs_01_02_01=Aril Legs Quicksilver
item_Name_GSB_Boots_01_01_01=Wanderer Boots Base
item_Name_GSB_Shoes_01_01_01=Bedrock Boots
item_Name_GSB_boots_01_01_imperator=Wanderer Boots "Pathfinder"
item_Name_GSB_boots_04_01_centurion=Landlite Boots "Voyager"
item_Name_GYS_helmet_01_01_imperator=Ready-Up Helmet "Pathfinder"
item_Name_HDH_Hat_01_01_01=Rabum Hat
item_Name_HTNK_Default=Hydrogen Fuel Tank
item_Name_HWK_Shoes_01_01_01=Couloir Shoes WhiteHex
item_Name_HWK_Shoes_01_01_02=Couloir Shoes White
item_Name_HWK_Shoes_01_01_03=Couloir Shoes Crimson
item_Name_HWK_Shoes_01_01_04=Couloir Shoes Brown
item_Name_HWK_Shoes_01_01_05=Couloir Shoes BrownHex
item_Name_HWK_Shoes_02_01_01=De Leon Shoes Black
item_Name_HairMod_black=Black
item_Name_HairMod_blonde=Blonde
item_Name_HairMod_blue_black=Blue/Black
item_Name_HairMod_brown=Brown
item_Name_HairMod_dark_blonde=Dark Blonde
item_Name_HairMod_dark_brown=Dark Brown
item_Name_HairMod_dark_red=Dark Red
item_Name_HairMod_grey=Grey
item_Name_HairMod_light_blonde=Light Blonde
item_Name_HairMod_light_brown=Light Brown
item_Name_HairMod_light_grey=Light Grey
item_Name_HairMod_light_red=Light Red
item_Name_HairMod_medium_blonde=Medium Blonde
item_Name_HairMod_medium_brown=Medium Brown
item_Name_HairMod_medium_red=Medium Red
item_Name_HairMod_red=Red
item_Name_HairMod_red_black=Red/Black
item_Name_HeatSink=HeatSink 
item_Name_INTK_Default=Fuel Intake 
item_Name_LIGHT_Controller=LIGHTS
item_Name_M116A_S1_Q1=Hydra Propulsion M1-16A Thruster
item_Name_M116B_S1_Q1=Hydra Propulsion M1-16B Thruster
item_Name_MISL_Controller=MISSILES
item_Name_MYM_Shirt_02_01_01=Atavi Shirt Dark
item_Name_MYM_Shirt_02_01_06=Atavi Shirt Multi-blue
item_Name_MYM_Shirt_02_01_10=Atavi Shirt White Gold
item_Name_MYM_Shirt_02_01_11=Atavi Shirt Gainsboro
item_Name_MYM_Shirt_02_01_15=Atavi Shirt Olive
item_Name_MYM_shirt_01_01_01=Davlos Shirt Charcoal
item_Name_MYM_shirt_01_01_03=Davlos Shirt Mustard
item_Name_MYM_shirt_01_01_11=Davlos Shirt Steel
item_Name_MYM_shirt_01_01_12=Davlos Shirt Night
item_Name_MYM_shirt_01_01_20=Davlos Shirt Chestnut
item_Name_MYM_shirt_02_01_imperator=Atavi Shirt "Pathfinder"
item_Name_NRS_Shoes_01_01_01=RipTops Shoes
item_Name_NRS_Shoes_02_01_01=Hi&Tight Shoes
item_Name_NVS_Jacket_01_01_01=Second Tevarin War Service Jacket
item_Name_NVS_Jacket_02_01_01=Second Tevarin War Red Dress Jacket
item_Name_NVS_Jacket_02_01_10=Second Tevarin War White Dress Jacket
item_Name_NVS_Pants_01_01_01=Second Tevarin War Service Trousers
item_Name_NVS_Pants_01_01_10=Second Tevarin War White Dress Trousers
item_Name_NVS_Pants_01_01_13=Second Tevarin War Red Dress Trousers
item_Name_OPS_Pants_01_01_01=Devereaux Pants
item_Name_OPS_Torso_Jacket_01_01=(PH) F_OPS_Torso_Jacket_01_01
item_Name_OPS_shirt_01_01_01=Thorby Shirt
item_Name_Outlaw_Heavy_Helmet=Slugger Helmet
item_Name_Outlaw_Light_Helmet=Sparrer Helmet
item_Name_Outlaw_Medium_Helmet=Brawler Helmet
item_Name_POWR_ACOM_S01_LumaCore=LumaCore
item_Name_POWR_ACOM_S02_SolarFlare=SolarFlare
item_Name_POWR_AEGS_S01_QuadraCell=QuadraCell
item_Name_POWR_AEGS_S02_Bolide=Bolide
item_Name_POWR_AEGS_S02_Vortex=Vortex
item_Name_POWR_AEGS_S03_Centurion=Centurion
item_Name_POWR_AEGS_S03_Fulgur=Fulgur
item_Name_POWR_AMRS_S01_DynaFlux=DynaFlux
item_Name_POWR_AMRS_S02_ExoGen=ExoGen
item_Name_POWR_AMRS_S02_TurboDrive=TurboDrive
item_Name_POWR_AMRS_S03_MegaFlux=MegaFlux
item_Name_POWR_AMRS_S03_SmartGen=SmartGen
item_Name_POWR_Controller=POWER
item_Name_POWR_Default=Power Plant
item_Name_POWR_JUST_S00_Defiant=Defiant
item_Name_POWR_JUST_S01_Breton=Breton
item_Name_POWR_JUST_S02_Diligence=Diligence
item_Name_POWR_JUST_S02_Sedulity=Sedulity
item_Name_POWR_JUST_S03_Durango=Durango
item_Name_POWR_JUST_S03_Reliance=Reliance
item_Name_POWR_LPLT_S00_IonWave=IonWave
item_Name_POWR_LPLT_S01_IonBurst=IonBurst
item_Name_POWR_LPLT_S02_FullForce=FullForce
item_Name_POWR_LPLT_S02_SparkJet=SparkJet
item_Name_POWR_LPLT_S03_IonSurgePro=IonSurge Pro
item_Name_POWR_SASU_S01_MagnaBloom=MagnaBloom
item_Name_POWR_SASU_S02_Radiance=Radiance
item_Name_POWR_SASU_S03_Celestial=Celestial
item_Name_POWR_SASU_S03_NewDawn=NewDawn
item_Name_POWR_TYDT_S01_Slipstream=Slipstream
item_Name_POWR_TYDT_S02_Cirrus=Cirrus
item_Name_POWR_VNCL_S01_HellsHeart=Hells Heart
item_Name_QDRV_ARCC_S01_Burst=Burst
item_Name_QDRV_ARCC_S02_Flash=Flash
item_Name_QDRV_ARCC_S02_Torrent=Torrent
item_Name_QDRV_Default=Quantum Drive
item_Name_QDRV_JUST_S01_Colossus=Colossus
item_Name_QDRV_JUST_S02_Yaluk=Yaluk
item_Name_QDRV_RACO_S01_Zephyr=Zephyr
item_Name_QDRV_RSI_S01_Atlas=Atlas
item_Name_QDRV_RSI_S02_Hemera=Hemera
item_Name_QDRV_TARS_S01_Voyage=Voyage
item_Name_QDRV_TARS_S02_Sojourn=Sojourn
item_Name_QDRV_WETK_S01_Beacon=Beacon
item_Name_QDRV_WETK_S01_VK00=VK-00
item_Name_QDRV_WETK_S02_Yeager=Yeager
item_Name_QRDV_ACAS_S01_Foxfire=FoxFire
item_Name_QRDV_ACAS_S01_LightFire=LightFire
item_Name_QTNK_Default=Quantum Fuel Tank
item_Name_R6P_Boots_01_01_01=Protean Boots
item_Name_R6P_Shoes_01_01_01=WK-8 Shoes
item_Name_RADR_BLTR_S01_Hunter=Hunter
item_Name_RADR_BLTR_S01_Pelerous=Pelerous
item_Name_RADR_BLTR_S01_Prophet=Prophet
item_Name_RADR_CHCO_S00_SurveyorGo=Surveyor-Go
item_Name_RADR_CHCO_S01_BroadspecLite=Broadspec-Lite
item_Name_RADR_CHCO_S01_ObserverLite=Observer-Lite
item_Name_RADR_CHCO_S01_SurveyorLite=Surveyor-Lite
item_Name_RADR_CHCO_S02_BroadSpec=BroadSpec
item_Name_RADR_CHCO_S02_FullSpec=FullSpec
item_Name_RADR_CHCO_S02_Surveyor=Surveyor
item_Name_RADR_Default=Radar
item_Name_RADR_GRNP_S00_Prevenir=Prevenir
item_Name_RADR_GRNP_S00_Sens=Sens
item_Name_RADR_GRNP_S01_Ecouter=Ecouter
item_Name_RADR_GRNP_S01_Tige=Tige
item_Name_RADR_GRNP_S01_Voir=Voir
item_Name_RADR_GRNP_S02_Epier=Epier
item_Name_RADR_GRNP_S02_V80112=V801-12
item_Name_RADR_GRNP_S02_Vigilance=Vigilance
item_Name_RADR_NAVE_S01_SNSR6=SNS-R6
item_Name_RADR_WLOP_S00_Denning=Denning
item_Name_RADR_WLOP_S00_Vogel=Vogel
item_Name_RADR_WLOP_S01_Backlund=Backlund
item_Name_RADR_WLOP_S01_Capston=Capston
item_Name_RADR_WLOP_S01_Fleming=Fleming
item_Name_RADR_WLOP_S02_Battani=Battani
item_Name_RADR_WLOP_S02_Chernykh=Chernykh
item_Name_RADR_WLOP_S02_Fawad=Fawad
item_Name_RMB_goggles_01=Avalos Scout Goggles
item_Name_RMB_goggles_02=Aponte Explorer Goggles
item_Name_SCU_Hat_02_01_01=IronBand Hard Hat
item_Name_SCU_Hat_03_01_01=Hardline Hard Hat Black
item_Name_SCU_Hat_03_01_03=Hardline Hard Hat Hazard
item_Name_SCU_Hat_03_01_06=Hardline Hard Hat White/Blue
item_Name_SCU_Hat_03_01_15=Hardline Hard Hat White
item_Name_SCU_Hat_03_01_slv=Hardline Hard Hat Chrome
item_Name_SCU_Pants_01_01_01=WorkLife Pants Black
item_Name_SCU_Pants_01_01_11=WorkLife Pants White
item_Name_SCU_Pants_01_01_15=WorkLife Pants Straw
item_Name_SCU_Pants_01_01_18=WorkLife Pants Blue
item_Name_SCU_Pants_01_01_20=WorkLife Pants Tan
item_Name_SCU_gloves_02_01_imperator=Davin Work Gloves "Pathfinder"
item_Name_SCU_goggles_01=Haruspec Goggles
item_Name_SCU_goggles_02_01_01=SightRight Goggles
item_Name_SCU_goggles_02_01_04=SightRight Goggles Yellow
item_Name_SCU_jacket_02_01_imperator=IndVest Jacket "Pathfinder"
item_Name_SCU_pants_02_01_imperator=Edgewear Pants "Pathfinder"
item_Name_SCU_pants_03_01_centurion=Clempt Pants "Voyager"
item_Name_SCU_shirt_01_01_centurion=Day One Shirt "Voyager"
item_Name_SHLD_ASAS_S01_Mirage=Mirage
item_Name_SHLD_ASAS_S01_Veil=Veil
item_Name_SHLD_ASAS_S02_Obscura=Obscura
item_Name_SHLD_ASAS_S02_Sheut=Sheut
item_Name_SHLD_ASAS_S02_Umbra=Umbra
item_Name_SHLD_BASL_S00_Bastion=Bastion
item_Name_SHLD_BASL_S00_Siege=Siege
item_Name_SHLD_BASL_S01_Guardian=Guardian
item_Name_SHLD_BASL_S01_Palisade=Palisade
item_Name_SHLD_BASL_S01_Steward=Steward
item_Name_SHLD_BASL_S02_Armada=Armada
item_Name_SHLD_BASL_S02_Citadel=Citadel
item_Name_SHLD_BASL_S02_Rampart=Rampart
item_Name_SHLD_BASL_S03_Barbican=Barbican
item_Name_SHLD_BASL_S03_Parapet=Parapet
item_Name_SHLD_BASL_S03_Ward=Ward
item_Name_SHLD_BEHR_S01_6SA=6SA 'Arbiter'
item_Name_SHLD_BEHR_S01_7SA=7SA 'Concord'
item_Name_SHLD_BEHR_S02_6MA=6MA 'Kozane'
item_Name_SHLD_BEHR_S02_7MA=7MA 'Lorica'
item_Name_SHLD_BEHR_S03_6CA=6CA 'Bila'
item_Name_SHLD_BEHR_S03_7CA=7CA 'Nargun'
item_Name_SHLD_Controller=SHIELDS
item_Name_SHLD_Default=Shield Generator
item_Name_SHLD_GODI_S01_FR66=FR-66
item_Name_SHLD_GODI_S02_CoverAll=CoverAll
item_Name_SHLD_GODI_S02_FR76=FR-76
item_Name_SHLD_GODI_S02_SecureShield=SecureShield
item_Name_SHLD_GODI_S03_FR86=FR-86
item_Name_SHLD_GODI_S03_FullBlock=FullBlock
item_Name_SHLD_GODI_S03_SecureScreen=SecureScreen
item_Name_SHLD_GODI_S03_SureStop=SureStop
item_Name_SHLD_SECO_S00_LOC=LOC
item_Name_SHLD_SECO_S00_RED=RED
item_Name_SHLD_SECO_S01_HEX=HEX
item_Name_SHLD_SECO_S02_BLOC=BLOC
item_Name_SHLD_SECO_S02_RPEL=RPEL
item_Name_SHLD_SECO_S03_ARMOR=ARMOR
item_Name_SHLD_SECO_S03_GUARD=GUARD
item_Name_SHLD_SECO_S03_HAVEN=HAVEN
item_Name_SHLD_VNCL_S01_Hide=Hide
item_Name_SHLD_YORM_S01_Jaghte=Jaghte
item_Name_SHLD_YORM_S02_Bamoty=Bamoty
item_Name_SHLD_YORM_S02_Haltur=Haltur
item_Name_SHLD_YORM_S02_Trenta=Trenta
item_Name_SPV_Jacket_01_01_01=Castillo Jacket Formal
item_Name_SPV_Jacket_01_01_07=Castillo Jacket Ocean
item_Name_SPV_Jacket_01_01_11=Castillo Jacket Fog
item_Name_SPV_glasses_01=AvantX Glasses
item_Name_SRVL_parasite_helmet_01=Parasite Replica Helmet
item_Name_SRVL_parasite_helmet_02=Parasite V: Dark Birth Replica Helmet
item_Name_SeatAccess_GenericBed=Bed
item_Name_SeatAccess_GenericExterior=Access
item_Name_SeatAccess_GenericSeat=Seat
item_Name_SeatAccess_GenericStanding=Station
item_Name_SelfStatus=SELF STATUS
item_Name_Slaver_Undersuit_Armor_02=Stoneskin-M Undersuit
item_Name_Slaver_Undersuit_Armor_03=Stoneskin-H Undersuit
item_Name_TARGET_Controller=TARGET SELECTOR
item_Name_TARG_Controller=TRGT. STATUS
item_Name_TMBL_vest_biker_01_01_01=Renegade Cut Vest
item_Name_TMBL_vest_cargo_01_01_01=Renegade Vest Cargo
item_Name_TMBL_vest_racing_01_01_01=Renegade Vest Racing
item_Name_TestString01=TEST STRING NAME
item_Name_Tractor_Beam=Tractor Beam
item_Name_Turret_AI=AI Turret
item_Name_Turret_Manned=Manned Turret
item_Name_Turret_Remote=Remote Turret
item_Name_UEE_Heavy_Helmet=Cyclops Helmet
item_Name_UEE_Light_Helmet=G-6 Helmet
item_Name_UEE_Medium_Helmet=G-8 Helmet
item_Name_UPS_Shoes_01_01_01=Edgeriders Shoes
item_Name_UPS_Shoes_01_01_03=Edgeriders Shoes Cherry Crush
item_Name_UPS_Shoes_01_01_04=Edgeriders Shoes Tangelo
item_Name_UPS_Shoes_01_01_06=Edgeriders Shoes Bluebee
item_Name_UPS_Shoes_01_01_10=Edgeriders Shoes Meringue
item_Name_UPS_Shoes_02_01_01=Crestfall Shoes
item_Name_WEAP_Controller=WEAPONS
item_Name_WeaponRack_Generic=Weapon Rack
item_Name_WheeledController=Drivetrain
item_Name_adv_agent_core=TrueDef-Pro Core
item_Name_adv_agent_helmet_01=Argus Helmet
item_Name_adv_agent_undersuit=Guardian Undersuit
item_Name_alb_Jacket_02_01_01=Softshell Jacket
item_Name_alb_bandana_02_01_01=Burgundy Paisley Bandana
item_Name_alb_gloves_01_01_01=Deri Gloves
item_Name_alb_gloves_01_01_11=Deri Gloves Ash
item_Name_alb_gloves_01_01_12=Deri Gloves Tactical
item_Name_alb_gloves_01_01_13=Deri Gloves Crimson
item_Name_alb_gloves_01_01_15=Deri Gloves Arctic
item_Name_alb_gloves_02_01_01=Parway Gloves
item_Name_alb_hat_01_01_01=Ketchum Beanie
item_Name_alb_hat_01_01_02=Ketchum Beanie Red
item_Name_alb_hat_01_01_03=Ketchum Beanie Orange
item_Name_alb_hat_01_01_04=Ketchum Beanie Yellow
item_Name_alb_hat_01_01_05=Ketchum Beanie Green
item_Name_alb_hat_01_01_06=Ketchum Beanie Seagreen
item_Name_alb_hat_01_01_07=Ketchum Beanie Blue
item_Name_alb_hat_01_01_08=Ketchum Beanie Purple
item_Name_alb_hat_01_01_09=Ketchum Beanie Violet
item_Name_alb_hat_01_01_10=Ketchum Beanie White
item_Name_alb_hat_01_01_11=Ketchum Beanie Grey
item_Name_alb_hat_01_01_12=Ketchum Beanie Black
item_Name_alb_hat_01_01_13=Ketchum Beanie Dark Red
item_Name_alb_hat_01_01_14=Ketchum Beanie Sienna
item_Name_alb_hat_01_01_15=Ketchum Beanie Tan
item_Name_alb_hat_01_01_16=Ketchum Beanie Dark Green
item_Name_alb_hat_01_01_17=Ketchum Beanie Aqua
item_Name_alb_hat_01_01_18=Ketchum Beanie Twilight
item_Name_alb_hat_01_01_19=Ketchum Beanie Imperial
item_Name_alb_hat_01_01_20=Ketchum Beanie Olive
item_Name_alb_hat_02_foundation01_06=Foundation Festival Beanie Teal
item_Name_alb_hat_02_foundation01_12=Foundation Festival Beanie Black
item_Name_alb_jacket_03_01_01=Taberna Jacket
item_Name_alb_jacket_03_01_11=Taberna Jacket Ash
item_Name_alb_jacket_03_01_12=Taberna Jacket Tactical
item_Name_alb_jacket_03_01_13=Taberna Jacket Crimson
item_Name_alb_jacket_03_01_15=Taberna Jacket Arctic
item_Name_alb_jacket_04_01_01=Loscha Work Vest
item_Name_alb_jacket_04_01_04=Loscha Work Vest Primrose
item_Name_alb_jacket_04_01_10=Loscha Work Vest Valencia
item_Name_alb_jacket_04_01_13=Loscha Work Vest Saddle
item_Name_alb_jacket_04_01_17=Loscha Work Vest Sirocco
item_Name_alb_jacket_05_01_01=Marshal Sleeveless Vest
item_Name_alb_jacket_05_01_04=Marshal Sleeveless Vest Sycamore
item_Name_alb_jacket_05_01_16=Marhsal Sleeveless Vest Hunter Green
item_Name_alb_jacket_05_01_18=Marhsal Sleeveless Vest Steel Blue
item_Name_alb_jacket_05_01_20=Marhsal Sleeveless Vest Copper
item_Name_alb_jumpsuit_01_01_01=Bannock Jumpsuit Warm Ash
item_Name_alb_jumpsuit_01_01_04=Bannock Jumpsuit Green
item_Name_alb_jumpsuit_01_01_07=Bannock Jumpsuit Blue
item_Name_alb_jumpsuit_01_01_10=Bannock Jumpsuit Cool Ash
item_Name_alb_jumpsuit_01_01_11=Bannock Jumpsuit Black
item_Name_alb_mask_01_01_01=Taos Balaclava and Goggles
item_Name_alb_mask_01_01_11=Taos Balaclava and Goggles Ash
item_Name_alb_mask_01_01_12=Taos Balaclava and Goggles Tactical
item_Name_alb_mask_01_01_13=Taos Balaclava and Goggles Crimson
item_Name_alb_mask_01_01_15=Taos Balaclava and Goggles Arctic
item_Name_alb_mask_02_01_01=Katla Mask
item_Name_alb_mask_02_01_04=Katla Mask Yellow
item_Name_alb_mask_02_01_13=Katla Mask Crimson
item_Name_alb_mask_02_01_17=Katla Mask Green
item_Name_alb_mask_02_01_19=Katla Mask Blue
item_Name_alb_mask_03_01_01=Salluq Mask Brown
item_Name_alb_mask_03_01_04=Salluq Mask Olive
item_Name_alb_mask_03_01_18=Salluq Mask Cobalt
item_Name_alb_pants_01_01_01=Tekaw Pants
item_Name_alb_pants_01_01_11=Tekaw Pants Ash
item_Name_alb_pants_01_01_12=Tekaw Pants Tactical
item_Name_alb_pants_01_01_13=Tekaw Pants Crimson
item_Name_alb_pants_01_01_15=Tekaw Pants Arctic
item_Name_alb_pants_02_01_01=Slickdry Waders
item_Name_alb_pants_02_01_04=Slickdry Waders Primrose
item_Name_alb_pants_02_01_10=Slickdry Waders Valencia
item_Name_alb_pants_02_01_13=Slickdry Waders Saddle
item_Name_alb_pants_02_01_17=Slickdry Waders Sirocco
item_Name_alb_pants_03_01_01=Allpa Pants Brown
item_Name_alb_pants_03_02_01=Allpa Pants Shadow
item_Name_alb_pants_03_03_01=Allpa Pants Olive
item_Name_alb_shirt_01_01_01=Harlowe Shirt
item_Name_alb_shirt_01_01_02=Harlowe Shirt Red
item_Name_alb_shirt_01_01_03=Harlowe Shirt Orange
item_Name_alb_shirt_01_01_04=Harlowe Shirt Yellow
item_Name_alb_shirt_01_01_05=Harlowe Shirt Green
item_Name_alb_shirt_01_01_06=Harlowe Shirt Seagreen
item_Name_alb_shirt_01_01_07=Harlowe Shirt Blue
item_Name_alb_shirt_01_01_08=Harlowe Shirt Purple
item_Name_alb_shirt_01_01_09=Harlowe Shirt Violet
item_Name_alb_shirt_01_01_10=Harlowe Shirt White
item_Name_alb_shirt_01_01_11=Harlowe Shirt Grey
item_Name_alb_shirt_01_01_12=Harlowe Shirt Black
item_Name_alb_shirt_01_01_13=Harlowe Shirt Dark Red
item_Name_alb_shirt_01_01_14=Harlowe Shirt Sienna
item_Name_alb_shirt_01_01_15=Harlowe Shirt Tan
item_Name_alb_shirt_01_01_16=Harlowe Shirt Dark Green
item_Name_alb_shirt_01_01_17=Harlowe Shirt Aqua
item_Name_alb_shirt_01_01_18=Harlowe Shirt Twilight
item_Name_alb_shirt_01_01_19=Harlowe Shirt Imperial
item_Name_alb_shirt_01_01_20=Harlowe Shirt Olive
item_Name_alb_shirt_02_01_01=Cliffback T-Shirt
item_Name_alb_shirt_02_01_02=Cliffback T-Shirt Red
item_Name_alb_shirt_02_01_03=Cliffback T-Shirt Orange
item_Name_alb_shirt_02_01_04=Cliffback T-Shirt Yellow
item_Name_alb_shirt_02_01_05=Cliffback T-Shirt Green
item_Name_alb_shirt_02_01_06=Cliffback T-Shirt Seagreen
item_Name_alb_shirt_02_01_07=Cliffback T-Shirt Blue
item_Name_alb_shirt_02_01_08=Cliffback T-Shirt Purple
item_Name_alb_shirt_02_01_09=Cliffback T-Shirt Violet
item_Name_alb_shirt_02_01_10=Cliffback T-Shirt White
item_Name_alb_shirt_02_01_11=Cliffback T-Shirt Grey
item_Name_alb_shirt_02_01_12=Cliffback T-Shirt Black
item_Name_alb_shirt_02_01_13=Cliffback T-Shirt Dark Red
item_Name_alb_shirt_02_01_14=Cliffback T-Shirt Sienna
item_Name_alb_shirt_02_01_15=Cliffback T-Shirt Tan
item_Name_alb_shirt_02_01_16=Cliffback T-Shirt Dark Green
item_Name_alb_shirt_02_01_17=Cliffback T-Shirt Aqua
item_Name_alb_shirt_02_01_18=Cliffback T-Shirt Twilight
item_Name_alb_shirt_02_01_19=Cliffback T-Shirt Imperial
item_Name_alb_shirt_02_01_20=Cliffback T-Shirt Desert
item_Name_alb_shirt_03_01_microtech=Harlowe Shirt microTech
item_Name_alb_shirt_04_01_01,P=PH - alb_shirt_04
item_Name_alb_shirt_05_01_01=Amaris Shirt
item_Name_alb_shirt_05_01_03=Amaris Shirt Ochre
item_Name_alb_shirt_05_01_11=Amaris Shirt Fogforest
item_Name_alb_shirt_05_01_15=Amaris Shirt Falstaff
item_Name_alb_shirt_05_01_17=Amaris Shirt Bayoux
item_Name_alb_shirt_06_01_01=Cassidy Shirt
item_Name_alb_shirt_06_01_11=Cassidy Shirt Stonewall
item_Name_alb_shirt_06_01_15=Cassidy Shirt Cloudcover
item_Name_alb_shirt_06_01_16=Cassidy Shirt Finch
item_Name_alb_shirt_06_01_18=Cassidy Shirt Daylight
item_Name_alb_shoes_01_01_01=Nivala Shoes
item_Name_alb_shoes_01_01_11=Nivala Shoes Ash
item_Name_alb_shoes_01_01_12=Nivala Shoes Tactical
item_Name_alb_shoes_01_01_13=Nivala Shoes Crimson
item_Name_alb_shoes_01_01_15=Nivala Shoes Arctic
item_Name_banu_lum_gloves_01_01_01=Good Gift Gloves
item_Name_banu_lum_jacket_01_01_01=Good Gift Sweater
item_Name_cba_boots_01_01_01=Cirrus Boots Gray
item_Name_cba_boots_01_01_02=Cirrus Boots Red
item_Name_cba_boots_01_01_03=Cirrus Boots Brown
item_Name_cba_boots_01_01_04=Cirrus Boots Yellow
item_Name_cba_boots_01_01_07=Cirrus Boots Teal
item_Name_cba_boots_01_01_08=Cirrus Boots Purple
item_Name_cba_boots_02_01_01=Pampero Boots Maroon
item_Name_cba_boots_02_01_03=Pampero Boots Brown
item_Name_cba_boots_02_01_04=Pampero Boots Yellow
item_Name_cba_boots_02_01_05=Pampero Boots Green
item_Name_cba_boots_02_01_07=Pampero Boots Teal
item_Name_cba_boots_02_01_08=Pampero Boots Purple
item_Name_cba_chef_hat_01_01_01=Grammercy Food Service Cover
item_Name_cba_chef_jacket_01_01_01=Grammercy Food Service Jacket
item_Name_cba_chef_pants_01_01_01=Grammercy Food Service Pants
item_Name_cba_chef_shoes_01_01_01=Variable Service Shoes
item_Name_cba_doctor_jacket_01_01_01=Galen Surgical Scrub Top
item_Name_cba_doctor_jacket_01_01_03=Galen Surgical Scrub Top Primrose
item_Name_cba_doctor_jacket_01_01_04=Galen Surgical Scrub Top Honeycomb
item_Name_cba_doctor_pants_01_01_01=Galen Surgical Scrub Pants
item_Name_cba_doctor_pants_01_01_03=Galen Surgical Scrub Pants Primrose
item_Name_cba_doctor_pants_01_01_04=Galen Surgical Scrub Pants Honeycomb
item_Name_cba_gloves_01_01_01=Arcus Gloves Gray
item_Name_cba_gloves_01_01_02=Arcus Gloves Red
item_Name_cba_gloves_01_01_03=Arcus Gloves Brown
item_Name_cba_gloves_01_01_04=Arcus Gloves Yellow
item_Name_cba_gloves_01_01_07=Arcus Gloves Teal
item_Name_cba_gloves_01_01_08=Arcus Gloves Purple
item_Name_cba_gloves_02_01_01=Fractus Gloves Maroon
item_Name_cba_gloves_02_01_03=Fractus Gloves Brown
item_Name_cba_gloves_02_01_04=Fractus Gloves Yellow
item_Name_cba_gloves_02_01_05=Fractus Gloves Green
item_Name_cba_gloves_02_01_07=Fractus Gloves Teal
item_Name_cba_gloves_02_01_08=Fractus Gloves Purple
item_Name_cba_jacket_01_01_01=Cumulus Jacket Gray
item_Name_cba_jacket_01_01_02=Cumulus Jacket Red
item_Name_cba_jacket_01_01_03=Cumulus Jacket Brown
item_Name_cba_jacket_01_01_04=Cumulus Jacket Yellow
item_Name_cba_jacket_01_01_07=Cumulus Jacket Teal
item_Name_cba_jacket_01_01_08=Cumulus Jacket Purple
item_Name_cba_jacket_02_01_01=Stratus Jacket Maroon
item_Name_cba_jacket_02_01_03=Stratus Jacket Brown
item_Name_cba_jacket_02_01_04=Stratus Jacket Yellow
item_Name_cba_jacket_02_01_05=Stratus Jacket Green
item_Name_cba_jacket_02_01_07=Stratus Jacket Teal
item_Name_cba_jacket_02_01_08=Stratus Jacket Purple
item_Name_cba_mask_01_01_01=Col Head Cover Maroon
item_Name_cba_mask_01_01_02=Col Head Cover Red
item_Name_cba_mask_01_01_03=Col Head Cover Brown
item_Name_cba_mask_01_01_04=Col Head Cover Yellow
item_Name_cba_mask_01_01_07=Col Head Cover Teal
item_Name_cba_mask_01_01_08=Col Head Cover Purple
item_Name_cba_mask_02_01_01=Gale Head Cover Maroon
item_Name_cba_mask_02_01_03=Gale Head Cover Brown
item_Name_cba_mask_02_01_04=Gale Head Cover Yellow
item_Name_cba_mask_02_01_05=Gale Head Cover Green
item_Name_cba_mask_02_01_07=Gale Head Cover Teal
item_Name_cba_mask_02_01_08=Gale Head Cover Purple
item_Name_cba_medical_gown_01_01_01=GME 338-10 Medical Gown
item_Name_cba_medical_gown_01_01_03=GME 338-10 Medical Gown Primrose
item_Name_cba_medical_gown_01_01_04=GME 338-10 Medical Gown Honeycomb
item_Name_cba_medical_slippers_01_01_01=GME 240-15 Patient Slippers
item_Name_cba_medical_slippers_01_01_03=GME 240-15 Patient Slippers Primrose
item_Name_cba_medical_slippers_01_01_04=GME 240-15 Patient Slippers Honeycomb
item_Name_cba_nurse_pants_01_01_01=Mahoney Nurse Scrub Pants
item_Name_cba_nurse_pants_01_01_03=Mahoney Nurse Scrub Pants Primrose
item_Name_cba_nurse_pants_01_01_04=Mahoney Nurse Scrub Pants Honeycomb
item_Name_cba_nurse_scrubs_01_01_01=Mahoney Nurse Scrub Top
item_Name_cba_nurse_scrubs_01_01_03=Mahoney Nurse Scrub Top Primrose
item_Name_cba_nurse_scrubs_01_01_04=Mahoney Nurse Scrub Top Honeycomb
item_Name_cba_pants_01_01_01=Cumulus Pants Gray
item_Name_cba_pants_01_01_02=Cumulus Pants Red
item_Name_cba_pants_01_01_03=Cumulus Pants Brown
item_Name_cba_pants_01_01_04=Cumulus Pants Yellow
item_Name_cba_pants_01_01_07=Cumulus Pants Teal
item_Name_cba_pants_01_01_08=Cumulus Pants Purple
item_Name_cba_pants_02_01_01=Stratus Pants Maroon
item_Name_cba_pants_02_01_03=Stratus Pants Brown
item_Name_cba_pants_02_01_04=Stratus Pants Yellow
item_Name_cba_pants_02_01_05=Stratus Pants Green
item_Name_cba_pants_02_01_07=Stratus Pants Teal
item_Name_cba_pants_02_01_08=Stratus Pants Purple
item_Name_cba_security_hat_01_01_01=Ajax Security Uniform Hat
item_Name_cba_security_jacket_01_01_01=Ajax Security Uniform Jacket
item_Name_cba_security_pants_01_01_01=Ajax Security Uniform Pants
item_Name_cba_security_shoes_01_01_01=Ajax Security Uniform Shoes
item_Name_cba_surgeon_dress_01_01_01=Shizhen Surgical Gown
item_Name_cba_surgeon_gloves_01_01_01=Ignaz Surgical Gloves
item_Name_cba_surgeon_mask_01_01_01=Shizhen Surgical Head Cover
item_Name_cba_surgeon_pants_01_01_01=Taussig Surgical Pants
item_Name_cba_surgeon_shoes_01_01_01=Lister Surgical Shoes
item_Name_cbd_boots_01_01_01,P=Placeholder - CBD Boots
item_Name_cbd_hat_02_01_centurion=MC-Pinhead Hat "Voyager"
item_Name_cbd_hat_03_01_01=BC-Grey Hat
item_Name_cbd_hat_03_01_cargo=Cargo Hat
item_Name_cbd_hat_03_01_fleetweek2021=Invictus Hat Blue
item_Name_cbd_hat_03_01_fleetweek2022,P=PH - cbd_hat_03_01_fleetweek2022
item_Name_cbd_hat_03_ArcCorp_01=ArcCorp Hat
item_Name_cbd_hat_03_Cry-Astro_01=Cry-Astro Hat
item_Name_cbd_hat_03_Microtech_01=microTech Hat
item_Name_cbd_hat_03_SakuraSun_01=Sakura Sun Hat
item_Name_cbd_hat_03_aegis_dec=Aegis Dynamics Hat
item_Name_cbd_hat_03_anvil_dec=Anvil Aerospace Hat
item_Name_cbd_hat_03_argo_dec=Argo Astronautics Hat
item_Name_cbd_hat_03_consolidated_dec=Consolidated Outland Hat
item_Name_cbd_hat_03_crusader_01=Crusader Hat
item_Name_cbd_hat_03_crusader_dec=Crusader Industries Hat
item_Name_cbd_hat_03_cvx01_01=Covalex Hat
item_Name_cbd_hat_03_drake_03=Drake Hat Red Logo
item_Name_cbd_hat_03_drake_dec=Drake Hat Yellow Logo
item_Name_cbd_hat_03_expo_dec=2949 Intergalactic Aerospace Expo Hat
item_Name_cbd_hat_03_fleetweek2023_11=Invictus Flyby Hat Grey
item_Name_cbd_hat_03_fleetweek2023_17=Invictus Flyby Hat Blue
item_Name_cbd_hat_03_fleetweek_01_dec=Invictus Hat Olive Green
item_Name_cbd_hat_03_fleetweek_02_dec=Invictus Hat Dark Green
item_Name_cbd_hat_03_foundation01_11=Foundation Festival Hat Grey
item_Name_cbd_hat_03_foundation01_12=Foundation Festival Hat Black
item_Name_cbd_hat_03_hd_01=Hurston Hat
item_Name_cbd_hat_03_iae2021_07=IAE 2951 Hat Blue
item_Name_cbd_hat_03_iae2021_10=IAE 2951 Hat White
item_Name_cbd_hat_03_iae2022_02=IAE 2952 Hat Red
item_Name_cbd_hat_03_iae2022_12=IAE 2952 Hat Black
item_Name_cbd_hat_03_iae2023_10=IAE 2953 Hat Purple
item_Name_cbd_hat_03_iae2023_19=IAE 2953 Hat White
item_Name_cbd_hat_03_itg_01=ITG Hat
item_Name_cbd_hat_03_ling_01=Ling Hat
item_Name_cbd_hat_03_misc_dec=MISC Hat
item_Name_cbd_hat_03_origin_dec=Origin Jumpworks Hat
item_Name_cbd_hat_03_redwind_01=Red Wind Hat
item_Name_cbd_hat_03_rsi_dec=RSI Hat
item_Name_cbd_hat_03_taba_01=TABA Hat
item_Name_cbd_hat_03_tumbril_01=Tumbril Hat
item_Name_cbd_hat_03_unified_01=UDF Hat
item_Name_cbd_jacket_02_01_01,P=Placeholder - CBD Jacket
item_Name_cbd_pants_02_01_01=Franz Pants
item_Name_cbd_pants_05_01_01=Courser Jeans Smoke
item_Name_cbd_pants_05_01_12=Courser Jeans Pitch
item_Name_cbd_pants_05_01_13=Courser Jeans Rust
item_Name_cbd_pants_05_01_16=Courser Jeans Charcoal
item_Name_cbd_pants_05_01_17=Courser Jeans Lead
item_Name_ccc_bear_helmet_01_01_01=Fieldsbury Dark Bear Helmet
item_Name_ccc_bear_helmet_01_01_03=Fieldsbury Dark Bear Helmet Orange
item_Name_ccc_bear_helmet_01_01_05=Fieldsbury Dark Bear Helmet Lime
item_Name_ccc_bear_helmet_01_01_06=Fieldsbury Dark Bear Helmet Blueberry
item_Name_ccc_bear_helmet_01_01_08=Fieldsbury Dark Bear Helmet Grape
item_Name_ccc_bear_helmet_01_01_09=Fieldsbury Dark Bear Helmet Guava
item_Name_ccc_combat_heavy_helmet_01_01_01,P=PH - ccc_combat_heavy_helmet_01_01_01
item_Name_ccc_heavy_armor_helmet_01_01_01=Neoni Tengubi Helmet
item_Name_ccc_heavy_armor_helmet_01_01_10=Neoni Yuki Onna Helmet
item_Name_ccc_heavy_armor_helmet_01_01_16=Neoni Jami Helmet
item_Name_ccc_medium_armor_arms_01_01_01=Aves Arms
item_Name_ccc_medium_armor_arms_01_01_shrike=Aves Shrike Arms
item_Name_ccc_medium_armor_arms_01_01_talon=Aves Talon Arms
item_Name_ccc_medium_armor_core_01_01_01=Aves Core
item_Name_ccc_medium_armor_core_01_01_shrike=Aves Shrike Core
item_Name_ccc_medium_armor_core_01_01_talon=Aves Talon Core
item_Name_ccc_medium_armor_helmet_01=Aves Helmet
item_Name_ccc_medium_armor_helmet_01_01_shrike=Aves Shrike Helmet
item_Name_ccc_medium_armor_helmet_01_01_talon=Aves Talon Helmet
item_Name_ccc_medium_armor_legs_01_01_01=Aves Legs
item_Name_ccc_medium_armor_legs_01_01_shrike=Aves Shrike Legs
item_Name_ccc_medium_armor_legs_01_01_talon=Aves Talon Legs
item_Name_ccc_scarecrow_helmet_01_01_01=The Hill Horror Helmet
item_Name_ccc_scarecrow_helmet_01_01_12=The Hill Horror Reborn Helmet
item_Name_ccc_vanduul_helmet_01_01_01=Snarling Vanduul Helmet
item_Name_ccc_viral_helmet_01_01_01=Lost Plague Helmet Radioactive Yellow
item_Name_ccc_viral_helmet_01_02_01=Lost Plague Helmet Biohazard Blue
item_Name_ccc_viral_helmet_01_03_01=Lost Plague Helmet Explosive Orange
item_Name_cds_armor_heavy_arms_01_iae2022_01=ADP-mk4 Arms Red Alert
item_Name_cds_armor_heavy_arms_02_01_01=ADP-mk4 Arms (Modified)
item_Name_cds_armor_heavy_core_01_iae2022_01=ADP-mk4 Core Red Alert
item_Name_cds_armor_heavy_core_02_01_01=ADP-mk4 Core (Modified)
item_Name_cds_armor_heavy_helmet_01_iae2022_01=ADP-mk4 Helmet Red Alert
item_Name_cds_armor_heavy_helmet_02_01_01=ADP-mk4 Helmet (Modified)
item_Name_cds_armor_heavy_legs_01_iae2022_01=ADP-mk4 Legs Red Alert
item_Name_cds_armor_heavy_legs_02_01_01=ADP-mk4 Legs (Modified)
item_Name_cds_armor_light_arms_02_01_01=FBL-8a Arms Arctic Digital
item_Name_cds_armor_light_arms_02_01_02=FBL-8a Arms Imperial Red
item_Name_cds_armor_light_arms_02_01_03=FBL-8a Arms Desert Digital
item_Name_cds_armor_light_core_02_01_01=FBL-8a Core Arctic Digital
item_Name_cds_armor_light_core_02_01_02=FBL-8a Core Imperial Red
item_Name_cds_armor_light_core_02_01_03=FBL-8a Core Desert Digital
item_Name_cds_armor_light_legs_02_01_01=FBL-8a Legs Arctic Digital
item_Name_cds_armor_light_legs_02_01_02=FBL-8a Legs Imperial Red
item_Name_cds_armor_light_legs_02_01_03=FBL-8a Legs Desert Digital
item_Name_cds_armor_medium_arms_01_01_10=ORC-mkX Arms Arctic
item_Name_cds_armor_medium_arms_01_01_15=ORC-mkX Arms Desert
item_Name_cds_armor_medium_arms_01_01_18=ORC-mkX Arms Twilight
item_Name_cds_armor_medium_arms_01_01_20=ORC-mkX Arms Autumn
item_Name_cds_armor_medium_arms_01_01_9tails01=ORC-mkX Arms (Modified)
item_Name_cds_armor_medium_arms_02_01_01=ORC-mkX Arms Singularity
item_Name_cds_armor_medium_arms_02_01_03=ORC-mkX Arms Nightfire
item_Name_cds_armor_medium_arms_02_01_11=ORC-mkX Arms Iceborn
item_Name_cds_armor_medium_core_01_01_01=ORC-mkX Core Woodland
item_Name_cds_armor_medium_core_01_01_10=ORC-mkX Core Arctic
item_Name_cds_armor_medium_core_01_01_15=ORC-mkX Core Desert
item_Name_cds_armor_medium_core_01_01_18=ORC-mkX Core Twilight
item_Name_cds_armor_medium_core_01_01_20=ORC-mkX Core Autumn
item_Name_cds_armor_medium_core_02_01_01=ORC-mkX Core Singularity
item_Name_cds_armor_medium_core_02_01_03=ORC-mkX Core Nightfire
item_Name_cds_armor_medium_core_02_01_11=ORC-mkX Core Iceborn
item_Name_cds_armor_medium_helmet_01_01_10=ORC-mkX Helmet Arctic
item_Name_cds_armor_medium_helmet_01_01_15=ORC-mkX Helmet Desert
item_Name_cds_armor_medium_helmet_01_01_18=ORC-mkX Helmet Twilight
item_Name_cds_armor_medium_helmet_01_01_20=ORC-mkX Helmet Autumn
item_Name_cds_armor_medium_helmet_02_01_01=ORC-mkX Helmet Singularity
item_Name_cds_armor_medium_helmet_02_01_03=ORC-mkX Helmet Nightfire
item_Name_cds_armor_medium_helmet_02_01_11=ORC-mkX Helmet Iceborn
item_Name_cds_armor_medium_legs_01_01_10=ORC-mkX Legs Arctic
item_Name_cds_armor_medium_legs_01_01_15=ORC-mkX Legs Desert
item_Name_cds_armor_medium_legs_01_01_18=ORC-mkX Legs Twilight
item_Name_cds_armor_medium_legs_01_01_20=ORC-mkX Legs Autumn
item_Name_cds_armor_medium_legs_02_01_01=ORC-mkX Legs Singularity
item_Name_cds_armor_medium_legs_02_01_03=ORC-mkX Legs Nightfire
item_Name_cds_armor_medium_legs_02_01_11=ORC-mkX Legs Iceborn
item_Name_cds_armor_medium_legs_02_01_9tails01=ORC-mkX Legs (Modified)
item_Name_cds_combat_heavy_backpack_01_01_01=CSP-68H Backpack
item_Name_cds_combat_heavy_backpack_01_iae2022_01=CSP-68H Backpack Red Alert
item_Name_cds_combat_light_arms_03_01_01=FBL-8a Arms (Modified)
item_Name_cds_combat_light_arms_04_01_01=FBL-8a Arms (Modified)
item_Name_cds_combat_light_backpack_01_01_01=CSP-68L Backpack
item_Name_cds_combat_light_backpack_02_01_01=CSP-68L Backpack Cayman
item_Name_cds_combat_light_backpack_02_02_01=CSP-68L Backpack Forest Camo
item_Name_cds_combat_light_backpack_02_03_01=CSP-68L Backpack Night Camo
item_Name_cds_combat_light_core_03_01_01=FBL-8a Core (Modified)
item_Name_cds_combat_light_core_04_01_01=FBL-8a Core (Modified)
item_Name_cds_combat_light_helmet_03_01_01=FBL-8a Helmet (Modified)
item_Name_cds_combat_light_helmet_04_01_01=FBL-8a Helmet (Modified)
item_Name_cds_combat_light_legs_03_01_01=FBL-8a Legs (Modified)
item_Name_cds_combat_light_legs_04_01_01=FBL-8a Legs (Modified)
item_Name_cds_combat_medium_arms_03_01_01=ORC-mkX Arms (XenoThreat)
item_Name_cds_combat_medium_arms_04_01_01=ORC-mkX Arms (XenoThreat v2)
item_Name_cds_combat_medium_backpack_01_01_01=CSP-68M Backpack
item_Name_cds_combat_medium_core_03_01_01=ORC-mkX Core (XenoThreat)
item_Name_cds_combat_medium_core_04_01_01=ORC-mkX Core (XenoThreat v2)
item_Name_cds_combat_medium_helmet_03_01_01=ORC-mkX Helmet (XenoThreat)
item_Name_cds_combat_medium_helmet_04_01_01=ORC-mkX Helmet (XenoThreat v2)
item_Name_cds_combat_medium_legs_03_01_01=ORC-mkX Legs (XenoThreat)
item_Name_cds_combat_medium_legs_04_01_01=ORC-mkX Legs (XenoThreat v2)
item_Name_cds_heavy_armor_01_arms=ADP-mk4 Arms Woodland
item_Name_cds_heavy_armor_01_arms_concierge=ADP-mk4 Arms Exec
item_Name_cds_heavy_armor_01_core=ADP-mk4 Core Woodland
item_Name_cds_heavy_armor_01_core_concierge=ADP-mk4 Core Exec
item_Name_cds_heavy_armor_01_legs=ADP-mk4 Legs Woodland
item_Name_cds_heavy_armor_01_legs_concierge=ADP-mk4 Legs Exec
item_Name_cds_heavy_armor_helmet_01=ADP-mk4 Helmet Woodland
item_Name_cds_heavy_armor_helmet_01_concierge=ADP-mk4 Helmet Exec
item_Name_cds_legacy_armor_heavy_arms_01_01_01=ADP Arms Woodland
item_Name_cds_legacy_armor_heavy_arms_01_01_02=ADP Arms Red
item_Name_cds_legacy_armor_heavy_arms_01_01_03=ADP Arms Orange
item_Name_cds_legacy_armor_heavy_arms_01_01_04=ADP Arms Yellow
item_Name_cds_legacy_armor_heavy_arms_01_01_05=ADP Arms Green
item_Name_cds_legacy_armor_heavy_arms_01_01_06=ADP Arms Seagreen
item_Name_cds_legacy_armor_heavy_arms_01_01_07=ADP Arms Blue
item_Name_cds_legacy_armor_heavy_arms_01_01_08=ADP Arms Purple
item_Name_cds_legacy_armor_heavy_arms_01_01_09=ADP Arms Violet
item_Name_cds_legacy_armor_heavy_arms_01_01_10=ADP Arms White
item_Name_cds_legacy_armor_heavy_arms_01_01_11=ADP Arms Grey
item_Name_cds_legacy_armor_heavy_arms_01_01_12=ADP Arms Black
item_Name_cds_legacy_armor_heavy_arms_01_01_13=ADP Arms Dark Red
item_Name_cds_legacy_armor_heavy_arms_01_01_14=ADP Arms Sienna
item_Name_cds_legacy_armor_heavy_arms_01_01_15=ADP Arms Tan
item_Name_cds_legacy_armor_heavy_arms_01_01_16=ADP Arms Dark Green
item_Name_cds_legacy_armor_heavy_arms_01_01_17=ADP Arms Aqua
item_Name_cds_legacy_armor_heavy_arms_01_01_18=ADP Arms Twilight
item_Name_cds_legacy_armor_heavy_arms_01_01_19=ADP Arms Imperial
item_Name_cds_legacy_armor_heavy_arms_01_01_20=ADP Arms Olive
item_Name_cds_legacy_armor_heavy_arms_01_01_9tails01=ADP Arms (Modified)
item_Name_cds_legacy_armor_heavy_arms_01_crus01_01=ADP Arms Crusader Edition
item_Name_cds_legacy_armor_heavy_core_01_01_02=ADP Core Red
item_Name_cds_legacy_armor_heavy_core_01_01_03=ADP Core Orange
item_Name_cds_legacy_armor_heavy_core_01_01_04=ADP Core Yellow
item_Name_cds_legacy_armor_heavy_core_01_01_05=ADP Core Green
item_Name_cds_legacy_armor_heavy_core_01_01_06=ADP Core Seagreen
item_Name_cds_legacy_armor_heavy_core_01_01_07=ADP Core Blue
item_Name_cds_legacy_armor_heavy_core_01_01_08=ADP Core Purple
item_Name_cds_legacy_armor_heavy_core_01_01_09=ADP Core Violet
item_Name_cds_legacy_armor_heavy_core_01_01_10=ADP Core White
item_Name_cds_legacy_armor_heavy_core_01_01_11=ADP Core Grey
item_Name_cds_legacy_armor_heavy_core_01_01_12=ADP Core Black
item_Name_cds_legacy_armor_heavy_core_01_01_13=ADP Core Dark Red
item_Name_cds_legacy_armor_heavy_core_01_01_14=ADP Core Sienna
item_Name_cds_legacy_armor_heavy_core_01_01_15=ADP Core Tan
item_Name_cds_legacy_armor_heavy_core_01_01_16=ADP Core Dark Green
item_Name_cds_legacy_armor_heavy_core_01_01_17=ADP Core Aqua
item_Name_cds_legacy_armor_heavy_core_01_01_18=ADP Core Twilight
item_Name_cds_legacy_armor_heavy_core_01_01_19=ADP Core Imperial
item_Name_cds_legacy_armor_heavy_core_01_01_20=ADP Core Olive
item_Name_cds_legacy_armor_heavy_core_01_01_9tails01=ADP Core (Modified)
item_Name_cds_legacy_armor_heavy_core_01_crus01_01=ADP Core Crusader Edition
item_Name_cds_legacy_armor_heavy_helmet_01_01_02=Balor HCH Helmet Red
item_Name_cds_legacy_armor_heavy_helmet_01_01_03=Balor HCH Helmet Orange
item_Name_cds_legacy_armor_heavy_helmet_01_01_04=Balor HCH Helmet Yellow
item_Name_cds_legacy_armor_heavy_helmet_01_01_05=Balor HCH Helmet Green
item_Name_cds_legacy_armor_heavy_helmet_01_01_06=Balor HCH Helmet Seagreen
item_Name_cds_legacy_armor_heavy_helmet_01_01_07=Balor HCH Helmet Blue
item_Name_cds_legacy_armor_heavy_helmet_01_01_08=Balor HCH Helmet Purple
item_Name_cds_legacy_armor_heavy_helmet_01_01_09=Balor HCH Helmet Violet
item_Name_cds_legacy_armor_heavy_helmet_01_01_10=Balor HCH Helmet White
item_Name_cds_legacy_armor_heavy_helmet_01_01_11=Balor HCH Helmet Grey
item_Name_cds_legacy_armor_heavy_helmet_01_01_12=Balor HCH Helmet Black
item_Name_cds_legacy_armor_heavy_helmet_01_01_13=Balor HCH Helmet Dark Red
item_Name_cds_legacy_armor_heavy_helmet_01_01_14=Balor HCH Helmet Sienna
item_Name_cds_legacy_armor_heavy_helmet_01_01_15=Balor HCH Helmet Tan
item_Name_cds_legacy_armor_heavy_helmet_01_01_16=Balor HCH Helmet Dark Green
item_Name_cds_legacy_armor_heavy_helmet_01_01_17=Balor HCH Helmet Aqua
item_Name_cds_legacy_armor_heavy_helmet_01_01_18=Balor HCH Helmet Twilight
item_Name_cds_legacy_armor_heavy_helmet_01_01_19=Balor HCH Helmet Imperial
item_Name_cds_legacy_armor_heavy_helmet_01_01_20=Balor HCH Helmet Olive
item_Name_cds_legacy_armor_heavy_helmet_01_crus01_01=Balor HCH Helmet Crusader Edition
item_Name_cds_legacy_armor_heavy_legs_01_01_02=ADP Legs Red
item_Name_cds_legacy_armor_heavy_legs_01_01_03=ADP Legs Orange
item_Name_cds_legacy_armor_heavy_legs_01_01_04=ADP Legs Yellow
item_Name_cds_legacy_armor_heavy_legs_01_01_05=ADP Legs Green
item_Name_cds_legacy_armor_heavy_legs_01_01_06=ADP Legs Seagreen
item_Name_cds_legacy_armor_heavy_legs_01_01_07=ADP Legs Blue
item_Name_cds_legacy_armor_heavy_legs_01_01_08=ADP Legs Purple
item_Name_cds_legacy_armor_heavy_legs_01_01_09=ADP Legs Violet
item_Name_cds_legacy_armor_heavy_legs_01_01_10=ADP Legs White
item_Name_cds_legacy_armor_heavy_legs_01_01_11=ADP Legs Grey
item_Name_cds_legacy_armor_heavy_legs_01_01_12=ADP Legs Black
item_Name_cds_legacy_armor_heavy_legs_01_01_13=ADP Legs Dark Red
item_Name_cds_legacy_armor_heavy_legs_01_01_14=ADP Legs Sienna
item_Name_cds_legacy_armor_heavy_legs_01_01_15=ADP Legs Tan
item_Name_cds_legacy_armor_heavy_legs_01_01_16=ADP Legs Dark Green
item_Name_cds_legacy_armor_heavy_legs_01_01_17=ADP Legs Aqua
item_Name_cds_legacy_armor_heavy_legs_01_01_18=ADP Legs Twilight
item_Name_cds_legacy_armor_heavy_legs_01_01_19=ADP Legs Imperial
item_Name_cds_legacy_armor_heavy_legs_01_01_20=ADP Legs Olive
item_Name_cds_legacy_armor_heavy_legs_01_crus01_01=ADP Legs Crusader Edition
item_Name_cds_legacy_armor_light_arms_01_01_01=PAB-1 Arms Woodland
item_Name_cds_legacy_armor_light_arms_01_01_02=PAB-1 Arms Red
item_Name_cds_legacy_armor_light_arms_01_01_03=PAB-1 Arms Orange
item_Name_cds_legacy_armor_light_arms_01_01_04=PAB-1 Arms Yellow
item_Name_cds_legacy_armor_light_arms_01_01_05=PAB-1 Arms Green
item_Name_cds_legacy_armor_light_arms_01_01_06=PAB-1 Arms Seagreen
item_Name_cds_legacy_armor_light_arms_01_01_07=PAB-1 Arms Blue
item_Name_cds_legacy_armor_light_arms_01_01_08=PAB-1 Arms Purple
item_Name_cds_legacy_armor_light_arms_01_01_09=PAB-1 Arms Violet
item_Name_cds_legacy_armor_light_arms_01_01_10=PAB-1 Arms White
item_Name_cds_legacy_armor_light_arms_01_01_11=PAB-1 Arms Grey
item_Name_cds_legacy_armor_light_arms_01_01_12=PAB-1 Arms Black
item_Name_cds_legacy_armor_light_arms_01_01_13=PAB-1 Arms Dark Red
item_Name_cds_legacy_armor_light_arms_01_01_14=PAB-1 Arms Sienna
item_Name_cds_legacy_armor_light_arms_01_01_15=PAB-1 Arms Tan
item_Name_cds_legacy_armor_light_arms_01_01_16=PAB-1 Arms Dark Green
item_Name_cds_legacy_armor_light_arms_01_01_17=PAB-1 Arms Aqua
item_Name_cds_legacy_armor_light_arms_01_01_18=PAB-1 Arms Twilight
item_Name_cds_legacy_armor_light_arms_01_01_19=PAB-1 Arms Imperial
item_Name_cds_legacy_armor_light_arms_01_01_20=PAB-1 Arms Desert
item_Name_cds_legacy_armor_light_arms_01_01_covalex,P=PH - cds_legacy_armor_light_arms_01_01_covalex
item_Name_cds_legacy_armor_light_arms_01_01_cryastro,P=PH - cds_legacy_armor_light_arms_01_01_cryastro
item_Name_cds_legacy_armor_light_arms_01_01_greycat,P=PH - cds_legacy_armor_light_arms_01_01_greycat
item_Name_cds_legacy_armor_light_arms_01_01_sakurasun,P=PH - cds_legacy_armor_light_arms_01_01_sakurasun
item_Name_cds_legacy_armor_light_arms_01_crus01_01=PAB-1 Arms Crusader Edition
item_Name_cds_legacy_armor_light_core_01_01_01=PAB-1 Core Woodland
item_Name_cds_legacy_armor_light_core_01_01_02=PAB-1 Core Red
item_Name_cds_legacy_armor_light_core_01_01_03=PAB-1 Core Orange
item_Name_cds_legacy_armor_light_core_01_01_04=PAB-1 Core Yellow
item_Name_cds_legacy_armor_light_core_01_01_05=PAB-1 Core Green
item_Name_cds_legacy_armor_light_core_01_01_06=PAB-1 Core Seagreen
item_Name_cds_legacy_armor_light_core_01_01_07=PAB-1 Core Blue
item_Name_cds_legacy_armor_light_core_01_01_08=PAB-1 Core Purple
item_Name_cds_legacy_armor_light_core_01_01_09=PAB-1 Core Violet
item_Name_cds_legacy_armor_light_core_01_01_10=PAB-1 Core White
item_Name_cds_legacy_armor_light_core_01_01_11=PAB-1 Core Grey
item_Name_cds_legacy_armor_light_core_01_01_12=PAB-1 Core Black
item_Name_cds_legacy_armor_light_core_01_01_13=PAB-1 Core Dark Red
item_Name_cds_legacy_armor_light_core_01_01_14=PAB-1 Core Sienna
item_Name_cds_legacy_armor_light_core_01_01_15=PAB-1 Core Tan
item_Name_cds_legacy_armor_light_core_01_01_16=PAB-1 Core Dark Green
item_Name_cds_legacy_armor_light_core_01_01_17=PAB-1 Core Aqua
item_Name_cds_legacy_armor_light_core_01_01_18=PAB-1 Core Twilight
item_Name_cds_legacy_armor_light_core_01_01_19=PAB-1 Core Imperial
item_Name_cds_legacy_armor_light_core_01_01_20=PAB-1 Core Desert
item_Name_cds_legacy_armor_light_core_01_01_covalex,P=PH - cds_legacy_armor_light_core_01_01_covalex
item_Name_cds_legacy_armor_light_core_01_01_cryastro,P=PH - cds_legacy_armor_light_core_01_01_cryastro
item_Name_cds_legacy_armor_light_core_01_01_greycat,P=PH - cds_legacy_armor_light_core_01_01_greycat
item_Name_cds_legacy_armor_light_core_01_01_sakurasun,P=PH - cds_legacy_armor_light_core_01_01_sakurasun
item_Name_cds_legacy_armor_light_core_01_crus01_01=PAB-1 Core Crusader Edition
item_Name_cds_legacy_armor_light_helmet_01_01_01=CBH-3 Helmet Base
item_Name_cds_legacy_armor_light_helmet_01_01_02=CBH-3 Helmet Red
item_Name_cds_legacy_armor_light_helmet_01_01_03=CBH-3 Helmet Orange
item_Name_cds_legacy_armor_light_helmet_01_01_04=CBH-3 Helmet Yellow
item_Name_cds_legacy_armor_light_helmet_01_01_05=CBH-3 Helmet Green
item_Name_cds_legacy_armor_light_helmet_01_01_06=CBH-3 Helmet Seagreen
item_Name_cds_legacy_armor_light_helmet_01_01_07=CBH-3 Helmet Blue
item_Name_cds_legacy_armor_light_helmet_01_01_08=CBH-3 Helmet Purple
item_Name_cds_legacy_armor_light_helmet_01_01_09=CBH-3 Helmet Violet
item_Name_cds_legacy_armor_light_helmet_01_01_10=CBH-3 Helmet White
item_Name_cds_legacy_armor_light_helmet_01_01_11=CBH-3 Helmet Grey
item_Name_cds_legacy_armor_light_helmet_01_01_12=CBH-3 Helmet Black
item_Name_cds_legacy_armor_light_helmet_01_01_13=CBH-3 Helmet Dark Red
item_Name_cds_legacy_armor_light_helmet_01_01_14=CBH-3 Helmet Sienna
item_Name_cds_legacy_armor_light_helmet_01_01_15=CBH-3 Helmet Tan
item_Name_cds_legacy_armor_light_helmet_01_01_16=CBH-3 Helmet Dark Green
item_Name_cds_legacy_armor_light_helmet_01_01_17=CBH-3 Helmet Aqua
item_Name_cds_legacy_armor_light_helmet_01_01_18=CBH-3 Helmet Twilight
item_Name_cds_legacy_armor_light_helmet_01_01_19=CBH-3 Helmet Imperial
item_Name_cds_legacy_armor_light_helmet_01_01_20=CBH-3 Helmet Olive
item_Name_cds_legacy_armor_light_helmet_01_01_covalex,P=PH - cds_legacy_armor_light_helmet_01_01_covalex
item_Name_cds_legacy_armor_light_helmet_01_01_cryastro,P=PH - cds_legacy_armor_light_helmet_01_01_cryastro
item_Name_cds_legacy_armor_light_helmet_01_01_greycat,P=PH - cds_legacy_armor_light_helmet_01_01_greycat
item_Name_cds_legacy_armor_light_helmet_01_01_sakurasun,P=PH - cds_legacy_armor_light_helmet_01_01_sakurasun
item_Name_cds_legacy_armor_light_helmet_01_crus01_01=CBH-3 Helmet Crusader Edition
item_Name_cds_legacy_armor_light_legs_01_01_01=PAB-1 Legs Woodland
item_Name_cds_legacy_armor_light_legs_01_01_02=PAB-1 Legs Red
item_Name_cds_legacy_armor_light_legs_01_01_03=PAB-1 Legs Orange
item_Name_cds_legacy_armor_light_legs_01_01_04=PAB-1 Legs Yellow
item_Name_cds_legacy_armor_light_legs_01_01_05=PAB-1 Legs Green
item_Name_cds_legacy_armor_light_legs_01_01_06=PAB-1 Legs Seagreen
item_Name_cds_legacy_armor_light_legs_01_01_07=PAB-1 Legs Blue
item_Name_cds_legacy_armor_light_legs_01_01_08=PAB-1 Legs Purple
item_Name_cds_legacy_armor_light_legs_01_01_09=PAB-1 Legs Violet
item_Name_cds_legacy_armor_light_legs_01_01_10=PAB-1 Legs White
item_Name_cds_legacy_armor_light_legs_01_01_11=PAB-1 Legs Grey
item_Name_cds_legacy_armor_light_legs_01_01_12=PAB-1 Legs Black
item_Name_cds_legacy_armor_light_legs_01_01_13=PAB-1 Legs Dark Red
item_Name_cds_legacy_armor_light_legs_01_01_14=PAB-1 Legs Sienna
item_Name_cds_legacy_armor_light_legs_01_01_15=PAB-1 Legs Tan
item_Name_cds_legacy_armor_light_legs_01_01_16=PAB-1 Legs Dark Green
item_Name_cds_legacy_armor_light_legs_01_01_17=PAB-1 Legs Aqua
item_Name_cds_legacy_armor_light_legs_01_01_18=PAB-1 Legs Twilight
item_Name_cds_legacy_armor_light_legs_01_01_19=PAB-1 Legs Imperial
item_Name_cds_legacy_armor_light_legs_01_01_20=PAB-1 Legs Desert
item_Name_cds_legacy_armor_light_legs_01_01_9tails01=PAB-1 Legs (Modified)
item_Name_cds_legacy_armor_light_legs_01_01_covalex,P=PH - cds_legacy_armor_light_legs_01_01_covalex
item_Name_cds_legacy_armor_light_legs_01_01_cryastro,P=PH - cds_legacy_armor_light_legs_01_01_cryastro
item_Name_cds_legacy_armor_light_legs_01_01_greycat,P=PH - cds_legacy_armor_light_legs_01_01_greycat
item_Name_cds_legacy_armor_light_legs_01_01_sakurasun,P=PH - cds_legacy_armor_light_legs_01_01_sakurasun
item_Name_cds_legacy_armor_light_legs_01_crus01_01=PAB-1 Legs Crusader Edition
item_Name_cds_legacy_armor_medium_arms_01_01_01=ORC-mkV Arms Woodland
item_Name_cds_legacy_armor_medium_arms_01_01_02=ORC-mkV Arms Red
item_Name_cds_legacy_armor_medium_arms_01_01_03=ORC-mkV Arms Orange
item_Name_cds_legacy_armor_medium_arms_01_01_04=ORC-mkV Arms Yellow
item_Name_cds_legacy_armor_medium_arms_01_01_05=ORC-mkV Arms Green
item_Name_cds_legacy_armor_medium_arms_01_01_06=ORC-mkV Arms Seagreen
item_Name_cds_legacy_armor_medium_arms_01_01_07=ORC-mkV Arms Blue
item_Name_cds_legacy_armor_medium_arms_01_01_08=ORC-mkV Arms Purple
item_Name_cds_legacy_armor_medium_arms_01_01_09=ORC-mkV Arms Violet
item_Name_cds_legacy_armor_medium_arms_01_01_10=ORC-mkV Arms White
item_Name_cds_legacy_armor_medium_arms_01_01_11=ORC-mkV Arms Grey
item_Name_cds_legacy_armor_medium_arms_01_01_12=ORC-mkV Arms Black
item_Name_cds_legacy_armor_medium_arms_01_01_13=ORC-mkV Arms Dark Red
item_Name_cds_legacy_armor_medium_arms_01_01_14=ORC-mkV Arms Sienna
item_Name_cds_legacy_armor_medium_arms_01_01_15=ORC-mkV Arms Tan
item_Name_cds_legacy_armor_medium_arms_01_01_16=ORC-mkV Arms Dark Green
item_Name_cds_legacy_armor_medium_arms_01_01_17=ORC-mkV Arms Aqua
item_Name_cds_legacy_armor_medium_arms_01_01_18=ORC-mkV Arms Twilight
item_Name_cds_legacy_armor_medium_arms_01_01_19=ORC-mkV Arms Imperial
item_Name_cds_legacy_armor_medium_arms_01_01_20=ORC-mkV Arms Desert
item_Name_cds_legacy_armor_medium_arms_01_01_covalex,P=PH - cds_legacy_armor_medium_arms_01_01_covalex
item_Name_cds_legacy_armor_medium_arms_01_01_cryastro,P=PH - cds_legacy_armor_medium_arms_01_01_cryastro
item_Name_cds_legacy_armor_medium_arms_01_01_greycat,P=PH - cds_legacy_armor_medium_arms_01_01_greycat
item_Name_cds_legacy_armor_medium_arms_01_01_sakurasun,P=PH - cds_legacy_armor_medium_arms_01_01_sakurasun
item_Name_cds_legacy_armor_medium_arms_01_crus01_01=ORC-mkV Arms Crusader Edition
item_Name_cds_legacy_armor_medium_core_01_01_01=ORC-mkV Core Woodland
item_Name_cds_legacy_armor_medium_core_01_01_02=ORC-mkV Core Red
item_Name_cds_legacy_armor_medium_core_01_01_03=ORC-mkV Core Orange
item_Name_cds_legacy_armor_medium_core_01_01_04=ORC-mkV Core Yellow
item_Name_cds_legacy_armor_medium_core_01_01_05=ORC-mkV Core Green
item_Name_cds_legacy_armor_medium_core_01_01_06=ORC-mkV Core Seagreen
item_Name_cds_legacy_armor_medium_core_01_01_07=ORC-mkV Core Blue
item_Name_cds_legacy_armor_medium_core_01_01_08=ORC-mkV Core Purple
item_Name_cds_legacy_armor_medium_core_01_01_09=ORC-mkV Core Violet
item_Name_cds_legacy_armor_medium_core_01_01_10=ORC-mkV Core White
item_Name_cds_legacy_armor_medium_core_01_01_11=ORC-mkV Core Grey
item_Name_cds_legacy_armor_medium_core_01_01_12=ORC-mkV Core Black
item_Name_cds_legacy_armor_medium_core_01_01_13=ORC-mkV Core Dark Red
item_Name_cds_legacy_armor_medium_core_01_01_14=ORC-mkV Core Sienna
item_Name_cds_legacy_armor_medium_core_01_01_15=ORC-mkV Core Tan
item_Name_cds_legacy_armor_medium_core_01_01_16=ORC-mkV Core Dark Green
item_Name_cds_legacy_armor_medium_core_01_01_17=ORC-mkV Core Aqua
item_Name_cds_legacy_armor_medium_core_01_01_18=ORC-mkV Core Twilight
item_Name_cds_legacy_armor_medium_core_01_01_19=ORC-mkV Core Imperial
item_Name_cds_legacy_armor_medium_core_01_01_20=ORC-mkV Core Desert
item_Name_cds_legacy_armor_medium_core_01_01_9tails01=ORC-mkV Core (Modified)
item_Name_cds_legacy_armor_medium_core_01_01_covalex,P=PH - cds_legacy_armor_medium_core_01_01_covalex
item_Name_cds_legacy_armor_medium_core_01_01_cryastro,P=PH - cds_legacy_armor_medium_core_01_01_cryastro
item_Name_cds_legacy_armor_medium_core_01_01_greycat,P=PH - cds_legacy_armor_medium_core_01_01_greycat
item_Name_cds_legacy_armor_medium_core_01_01_sakurasun,P=PH - cds_legacy_armor_medium_core_01_01_sakurasun
item_Name_cds_legacy_armor_medium_core_01_crus01_01=ORC-mkV Core Crusader Edition
item_Name_cds_legacy_armor_medium_helmet_01_01_01=G-2 Helmet Woodland
item_Name_cds_legacy_armor_medium_helmet_01_01_02=G-2 Helmet Red
item_Name_cds_legacy_armor_medium_helmet_01_01_03=G-2 Helmet Orange
item_Name_cds_legacy_armor_medium_helmet_01_01_04=G-2 Helmet Yellow
item_Name_cds_legacy_armor_medium_helmet_01_01_05=G-2 Helmet Green
item_Name_cds_legacy_armor_medium_helmet_01_01_06=G-2 Helmet Seagreen
item_Name_cds_legacy_armor_medium_helmet_01_01_07=G-2 Helmet Blue
item_Name_cds_legacy_armor_medium_helmet_01_01_08=G-2 Helmet Purple
item_Name_cds_legacy_armor_medium_helmet_01_01_09=G-2 Helmet Violet
item_Name_cds_legacy_armor_medium_helmet_01_01_10=G-2 Helmet White
item_Name_cds_legacy_armor_medium_helmet_01_01_11=G-2 Helmet Grey
item_Name_cds_legacy_armor_medium_helmet_01_01_12=G-2 Helmet Black
item_Name_cds_legacy_armor_medium_helmet_01_01_13=G-2 Helmet Dark Red
item_Name_cds_legacy_armor_medium_helmet_01_01_14=G-2 Helmet Sienna
item_Name_cds_legacy_armor_medium_helmet_01_01_15=G-2 Helmet Tan
item_Name_cds_legacy_armor_medium_helmet_01_01_16=G-2 Helmet Dark Green
item_Name_cds_legacy_armor_medium_helmet_01_01_17=G-2 Helmet Aqua
item_Name_cds_legacy_armor_medium_helmet_01_01_18=G-2 Helmet Twilight
item_Name_cds_legacy_armor_medium_helmet_01_01_19=G-2 Helmet Imperial
item_Name_cds_legacy_armor_medium_helmet_01_01_20=G-2 Helmet Desert
item_Name_cds_legacy_armor_medium_helmet_01_01_covalex,P=PH - cds_legacy_armor_medium_helmet_01_01_covalex
item_Name_cds_legacy_armor_medium_helmet_01_01_cryastro,P=PH - cds_legacy_armor_medium_helmet_01_01_cryastro
item_Name_cds_legacy_armor_medium_helmet_01_01_gld=G-2 Helmet Executive
item_Name_cds_legacy_armor_medium_helmet_01_01_greycat,P=PH - cds_legacy_armor_medium_helmet_01_01_greycat
item_Name_cds_legacy_armor_medium_helmet_01_01_sakurasun,P=PH - cds_legacy_armor_medium_helmet_01_01_sakurasun
item_Name_cds_legacy_armor_medium_helmet_01_crus01_01=G-2 Helmet Crusader Edition
item_Name_cds_legacy_armor_medium_legs_01_01_01=ORC-mkV Legs Woodland
item_Name_cds_legacy_armor_medium_legs_01_01_02=ORC-mkV Legs Red
item_Name_cds_legacy_armor_medium_legs_01_01_03=ORC-mkV Legs Orange
item_Name_cds_legacy_armor_medium_legs_01_01_04=ORC-mkV Legs Yellow
item_Name_cds_legacy_armor_medium_legs_01_01_05=ORC-mkV Legs Green
item_Name_cds_legacy_armor_medium_legs_01_01_06=ORC-mkV Legs Seagreen
item_Name_cds_legacy_armor_medium_legs_01_01_07=ORC-mkV Legs Blue
item_Name_cds_legacy_armor_medium_legs_01_01_08=ORC-mkV Legs Purple
item_Name_cds_legacy_armor_medium_legs_01_01_09=ORC-mkV Legs Violet
item_Name_cds_legacy_armor_medium_legs_01_01_10=ORC-mkV Legs White
item_Name_cds_legacy_armor_medium_legs_01_01_11=ORC-mkV Legs Grey
item_Name_cds_legacy_armor_medium_legs_01_01_12=ORC-mkV Legs Black
item_Name_cds_legacy_armor_medium_legs_01_01_13=ORC-mkV Legs Dark Red
item_Name_cds_legacy_armor_medium_legs_01_01_14=ORC-mkV Legs Sienna
item_Name_cds_legacy_armor_medium_legs_01_01_15=ORC-mkV Legs Tan
item_Name_cds_legacy_armor_medium_legs_01_01_16=ORC-mkV Legs Dark Green
item_Name_cds_legacy_armor_medium_legs_01_01_17=ORC-mkV Legs Aqua
item_Name_cds_legacy_armor_medium_legs_01_01_18=ORC-mkV Legs Twilight
item_Name_cds_legacy_armor_medium_legs_01_01_19=ORC-mkV Legs Imperial
item_Name_cds_legacy_armor_medium_legs_01_01_20=ORC-mkV Legs Desert
item_Name_cds_legacy_armor_medium_legs_01_01_9tails01=ORC-mkV Legs (Modified)
item_Name_cds_legacy_armor_medium_legs_01_01_covalex,P=PH - cds_legacy_armor_medium_legs_01_01_covalex
item_Name_cds_legacy_armor_medium_legs_01_01_cryastro,P=PH - cds_legacy_armor_medium_legs_01_01_cryastro
item_Name_cds_legacy_armor_medium_legs_01_01_greycat,P=PH - cds_legacy_armor_medium_legs_01_01_greycat
item_Name_cds_legacy_armor_medium_legs_01_01_sakurasun,P=PH - cds_legacy_armor_medium_legs_01_01_sakurasun
item_Name_cds_legacy_armor_medium_legs_01_crus01_01=ORC-mkV Legs Crusader Edition
item_Name_cds_legacy_heavy_armor_01_arms=ADP Arms Woodland
item_Name_cds_legacy_heavy_armor_01_core=ADP Core
item_Name_cds_legacy_heavy_armor_01_helmet=Balor HCH Helmet
item_Name_cds_legacy_heavy_armor_01_legs=ADP Legs Woodland
item_Name_cds_legacy_light_armor_01_arms=PAB-1 Arms
item_Name_cds_legacy_light_armor_01_core=PAB-1 Core
item_Name_cds_legacy_light_armor_01_helmet=CBH-3 Helmet Base
item_Name_cds_legacy_light_armor_01_legs=PAB-1 Legs
item_Name_cds_legacy_medium_armor_01_arms=ORC-mkV Arms
item_Name_cds_legacy_medium_armor_01_core=ORC-mkV Core
item_Name_cds_legacy_medium_armor_01_helmet=G-2 Helmet
item_Name_cds_legacy_medium_armor_01_legs=ORC-mkV Legs
item_Name_cds_light_armor_01_arms=Field Recon Suit Arms
item_Name_cds_light_armor_01_core=Field Recon Suit Core
item_Name_cds_light_armor_01_legs=Field Recon Suit Legs
item_Name_cds_light_helmet_01=Field Recon Suit Helmet
item_Name_cds_medium_armor_01_arms=ORC-mkX Arms Woodland
item_Name_cds_medium_armor_01_core=ORC-mkX Core Woodland
item_Name_cds_medium_armor_01_legs=ORC-mkX Legs Woodland
item_Name_cds_medium_armor_helmet_01=ORC-mkX Helmet Woodland
item_Name_cds_medium_armor_helmet_01_01_carrack=
item_Name_cds_undersuit_01_01_iae2022=TCS-4 Undersuit Red Alert
item_Name_cds_undersuit_01_crus01_01=TCS-4 Undersuit Crusader Edition
item_Name_cds_undersuit_helmet_01=A23 Helmet Woodland
item_Name_clda_env_armor_backpack_01=Novikov Backpack
item_Name_clda_env_armor_backpack_01_expo=Novikov "Expo" Backpack
item_Name_clda_env_armor_heavy_suit_01_01_9tails01=Novikov Exploration Suit (Modified)
item_Name_clda_env_heat_armor_backpack_01=Pembroke Backpack
item_Name_clda_env_heat_heavy_helmet_01=Pembroke Helmet
item_Name_clda_env_heat_heavy_suit_01=Pembroke Exploration Suit
item_Name_clda_env_heavy_arms_01=Novikov Arms
item_Name_clda_env_heavy_arms_01_expo=Novikov "Expo" Arms
item_Name_clda_env_heavy_backpack_01_iae2023_01=Novikov "Ascension" Backpack
item_Name_clda_env_heavy_core_01=Novikov Core
item_Name_clda_env_heavy_core_01_expo=Novikov "Expo" Core
item_Name_clda_env_heavy_helmet_01=Novikov Helmet
item_Name_clda_env_heavy_helmet_01_expo=Novikov "Expo" Helmet
item_Name_clda_env_heavy_helmet_01_iae2023_01=Novikov "Ascension" Helmet
item_Name_clda_env_heavy_legs_01=Novikov Legs
item_Name_clda_env_heavy_legs_01_expo=Novikov "Expo" Legs
item_Name_clda_env_heavy_suit_01=Novikov Exploration Suit
item_Name_clda_env_heavy_suit_01_expo=Novikov "Expo" Exploration Suit
item_Name_clda_env_heavy_unified_01_iae2023_01=Novikov "Ascension" Exploration Suit
item_Name_clda_gloves_01_01_01=Badami Gloves Deadwood
item_Name_clda_gloves_01_02_01=Badami Gloves Graphite
item_Name_clda_gloves_01_03_01=Badami Gloves Olivine
item_Name_clda_helmet_01_01_01=Badami Helmet Deadwood
item_Name_clda_helmet_01_02_01=Badami Helmet Graphite
item_Name_clda_helmet_01_03_01=Badami Helmet Olivine
item_Name_clda_undersuit_01_01_01=Levin Undersuit (Refurbished)
item_Name_clda_undersuit_01_01_04=Levin Undersuit Limelight (Refurbished)
item_Name_clda_undersuit_01_01_11=Levin Undersuit Greyscale (Refurbished)
item_Name_clda_undersuit_01_01_14=Levin Undersuit Ochre (Refurbished)
item_Name_clda_undersuit_01_01_15=Levin Undersuit Electrum (Refurbished)
item_Name_clda_undersuit_02_01_01=Markanda Undersuit (Refurbished)
item_Name_clda_undersuit_02_01_11=Markanda Undersuit Basalt (Refurbished)
item_Name_clda_undersuit_02_01_13=Markanda Undersuit Jasper (Refurbished)
item_Name_clda_undersuit_02_01_15=Markanda Undersuit Silt (Refurbished)
item_Name_clda_undersuit_02_01_20=Markanda Undersuit Deadwood (Refurbished)
item_Name_clda_undersuit_02_02_01=Markanda Undersuit Pyrotechnic
item_Name_clda_utility_heavy_backpack_01_01_01=Pembroke Backpack
item_Name_clda_utility_heavy_backpack_02_01_01=Pembroke Backpack RSI Ivory Edition
item_Name_clda_utility_heavy_backpack_02_01_04=Pembroke Backpack RSI Sunburst Edition
item_Name_clda_utility_heavy_backpack_02_01_12=Pembroke Backpack RSI Graphite Edition
item_Name_clda_utility_heavy_backpack_02_01_9tails01=Pembroke Backpack RSI Edition (Modified)
item_Name_clda_utility_heavy_helmet_01_01_01=Pembroke Helmet
item_Name_clda_utility_heavy_helmet_02_01_01=Pembroke Helmet RSI Ivory Edition
item_Name_clda_utility_heavy_helmet_02_01_04=Pembroke Helmet RSI Sunburst Edition
item_Name_clda_utility_heavy_helmet_02_01_12=Pembroke Helmet RSI Graphite Edition
item_Name_clda_utility_heavy_helmet_02_01_9tails01=Pembroke Helmet RSI Edition (Modified)
item_Name_clda_utility_heavy_helmet_03_01_01=Siebe Helmet
item_Name_clda_utility_heavy_helmet_03_01_07=Siebe Helmet Tidal Wave
item_Name_clda_utility_heavy_helmet_03_01_11=Siebe Helmet Thundercloud
item_Name_clda_utility_heavy_helmet_03_01_15=Siebe Helmet Beachhead
item_Name_clda_utility_heavy_suit_01_01_01=Pembroke Exploration Suit
item_Name_clda_utility_heavy_suit_02_01_01=Pembroke Exploration Suit RSI Ivory Edition
item_Name_clda_utility_heavy_suit_02_01_04=Pembroke Exploration Suit RSI Sunburst Edition
item_Name_clda_utility_heavy_suit_02_01_12=Pembroke Exploration Suit RSI Graphite Edition
item_Name_clda_utility_heavy_suit_02_01_9tails01=Pembroke Exploration Suit RSI Edition (Modified)
item_Name_colorMod_black=Black
item_Name_colorMod_blue=Blue
item_Name_colorMod_brown=Brown
item_Name_colorMod_dark_blue=Dark Blue
item_Name_colorMod_dark_green=Dark Green
item_Name_colorMod_dark_orange=Dark Orange
item_Name_colorMod_dark_purple=Dark Purple
item_Name_colorMod_dark_red=Dark Red
item_Name_colorMod_dark_teal=Dark Teal
item_Name_colorMod_green=Green
item_Name_colorMod_grey=Grey
item_Name_colorMod_orange=Orange
item_Name_colorMod_pink=Pink
item_Name_colorMod_purple=Purple
item_Name_colorMod_red=Red
item_Name_colorMod_tan=Tan
item_Name_colorMod_teal=Teal
item_Name_colorMod_white=White
item_Name_colorMod_yellow=Yellow
item_Name_ctl_deckcrew_undersuit_01_lum01_01=One Light Undersuit Red
item_Name_ctl_deckcrew_undersuit_01_lum01_06=One Light Undersuit Teal
item_Name_ctl_deckcrew_undersuit_01_lum01_07=One Light Undersuit Blue
item_Name_ctl_hat_01_cvx01_01=Rabat Hat Covalex
item_Name_ctl_hat_01_lum01_01=One Light Cap Red
item_Name_ctl_hat_01_lum01_06=One Light Cap Teal
item_Name_ctl_hat_01_lum01_07=One Light Cap Blue
item_Name_ctl_jacket_02_01_9tails01=Rhodes Jacket (Modified)
item_Name_ctl_jacket_05_01_01=Prestige Origin Racing Jacket
item_Name_ctl_jacket_05_02_01=Prestige Murray Cup Racing Jacket
item_Name_ctl_jacket_05_03_01=Prestige MISC Racing Jacket
item_Name_ctl_orison_shirt_01_01_01=Bello Shirt Midnight
item_Name_ctl_pants_03_01_01=Trace Pants
item_Name_ctl_shirt_01_lum01_01=One Light Shirt Red
item_Name_ctl_shirt_01_lum01_06=One Light Shirt Teal
item_Name_ctl_shirt_01_lum01_07=One Light Shirt Blue
item_Name_ctl_shirt_03_nvy01_01=Bello T-Shirt Navy
item_Name_ctl_shirt_07_01_01=Performance T-Shirt
item_Name_ctl_shirt_07_01_9tails01=Performance T-Shirt (Modified)
item_Name_ctl_shirt_07_nvy01_01=Performance T-Shirt
item_Name_ctl_shirt_07_nvy01_02_no_decal=Performance T-Shirt
item_Name_dmc_boots_04_01_01=Hardy Boots
item_Name_dmc_frontier_gloves_01_01_01=Adroit Gloves Charcoal
item_Name_dmc_frontier_gloves_01_01_15=Adroit Gloves Sage
item_Name_dmc_frontier_gloves_01_01_16=Adroit Gloves Jade
item_Name_dmc_frontier_gloves_01_01_17=Adroit Gloves Indigo
item_Name_dmc_frontier_gloves_01_01_20=Adroit Gloves Olive
item_Name_dmc_frontier_jacket_01_01_01=Silverton Jacket Brown
item_Name_dmc_frontier_jacket_01_01_15=Silverton Jacket Tan
item_Name_dmc_frontier_jacket_01_01_16=Silverton Jacket Pine
item_Name_dmc_frontier_jacket_01_01_17=Silverton Jacket Blue
item_Name_dmc_frontier_jacket_01_01_20=Silverton Jacket Onyx
item_Name_dmc_frontier_pants_01_01_01=Silverton Pants Charcoal
item_Name_dmc_frontier_pants_01_01_15=Silverton Pants Sage
item_Name_dmc_frontier_pants_01_01_16=Silverton Pants Jade
item_Name_dmc_frontier_pants_01_01_17=Silverton Pants Indigo
item_Name_dmc_frontier_pants_01_01_20=Silverton Pants Olive
item_Name_dmc_gloves_02_01_9tails01=Mercury Gloves (Modified)
item_Name_dmc_jacket_04_600i01_01=600i Flight Jacket
item_Name_dmc_jacket_04_fleetweek2024_01=Invictus Flight Jacket Steel
item_Name_dmc_jacket_04_mpuv01_01=MPUV-1C Flight Jacket
item_Name_dmc_jacket_04_starlifter01_01=Hercules Starlifter Flight Jacket
item_Name_dmc_jacket_04_starrunner01_01=Mercury Star Runner Flight Jacket
item_Name_dmc_jacket_05_01_01=Coloma Coat Navy and Sage
item_Name_dmc_jacket_05_01_07=Coloma Coat Blue and Brick
item_Name_dmc_jacket_05_01_10=Coloma Coat Ice and Iron
item_Name_dmc_jacket_05_01_11=Coloma Coat Iron and Silver
item_Name_dmc_jacket_05_01_15=Coloma Coat Sage and Navy
item_Name_dmc_jacket_06_01_01=Cardona Jacket Sand
item_Name_dmc_jacket_06_01_12=Cardona Jacket Iron
item_Name_dmc_jacket_06_01_13=Cardona Jacket Carmine
item_Name_dmc_jacket_06_01_14=Cardona Jacket Yellow
item_Name_dmc_jacket_06_01_18=Cardona Jacket Blue
item_Name_dmc_jacket_07_01_01=Kaswal Jacket Taupe
item_Name_dmc_jacket_07_01_11=Kaswal Jacket Iron
item_Name_dmc_jacket_07_01_13=Kaswal Jacket Brick
item_Name_dmc_jacket_07_01_16=Kaswal Jacket Pine
item_Name_dmc_jacket_07_01_20=Kaswal Jacket Sand
item_Name_dmc_jacket_08_01_01,P=PH - dmc_jacket_08_01_01
item_Name_dmc_jacket_09_01_01=Omnitrek Jacket
item_Name_dmc_jacket_10_01_01=Keystone Jacket Taupe
item_Name_dmc_jacket_10_01_12=Keystone Jacket Onyx
item_Name_dmc_jacket_10_01_13=Keystone Jacket Red
item_Name_dmc_jacket_10_01_14=Keystone Jacket Gold
item_Name_dmc_jacket_10_01_15=Keystone Jacket Silver
item_Name_dmc_jacket_11_01_01=Ridgely Jacket
item_Name_dmc_jacket_12_01_01=Camion Jacket
item_Name_dmc_pants_01_01_9tails01=Foundation Pants (Modified)
item_Name_dmc_pants_02_01_9tails01=Astley Pants (Modified)
item_Name_dmc_pants_03_01_9tails01=Frontier Pants (Modified)
item_Name_dmc_pants_04_01_01=K7 Pants
item_Name_dmc_pants_04_01_02=K7 Pants Red
item_Name_dmc_pants_04_01_03=K7 Pants Orange
item_Name_dmc_pants_04_01_04=K7 Pants Yellow
item_Name_dmc_pants_04_01_05=K7 Pants Green
item_Name_dmc_pants_04_01_06=K7 Pants Seagreen
item_Name_dmc_pants_04_01_07=K7 Pants Blue
item_Name_dmc_pants_04_01_08=K7 Pants Purple
item_Name_dmc_pants_04_01_09=K7 Pants Violet
item_Name_dmc_pants_04_01_10=K7 Pants White
item_Name_dmc_pants_04_01_11=K7 Pants Grey
item_Name_dmc_pants_04_01_12=K7 Pants Black
item_Name_dmc_pants_04_01_13=K7 Pants Dark Red
item_Name_dmc_pants_04_01_14=K7 Pants Sienna
item_Name_dmc_pants_04_01_15=K7 Pants Tan
item_Name_dmc_pants_04_01_16=K7 Pants Dark Green
item_Name_dmc_pants_04_01_17=K7 Pants Aqua
item_Name_dmc_pants_04_01_18=K7 Pants Twilight
item_Name_dmc_pants_04_01_19=K7 Pants Imperial
item_Name_dmc_pants_04_01_20=K7 Pants Olive
item_Name_dmc_pants_05_01_01=Razorback Pants
item_Name_dmc_pants_05_01_02=Razorback Pants Red
item_Name_dmc_pants_05_01_03=Razorback Pants Orange
item_Name_dmc_pants_05_01_04=Razorback Pants Yellow
item_Name_dmc_pants_05_01_05=Razorback Pants Green
item_Name_dmc_pants_05_01_06=Razorback Pants Seagreen
item_Name_dmc_pants_05_01_07=Razorback Pants Blue
item_Name_dmc_pants_05_01_08=Razorback Pants Purple
item_Name_dmc_pants_05_01_09=Razorback Pants Violet
item_Name_dmc_pants_05_01_10=Razorback Pants White
item_Name_dmc_pants_05_01_11=Razorback Pants Grey
item_Name_dmc_pants_05_01_12=Razorback Pants Black
item_Name_dmc_pants_05_01_13=Razorback Pants Dark Red
item_Name_dmc_pants_05_01_14=Razorback Pants Sienna
item_Name_dmc_pants_05_01_15=Razorback Pants Tan
item_Name_dmc_pants_05_01_16=Razorback Pants Dark Green
item_Name_dmc_pants_05_01_17=Razorback Pants Aqua
item_Name_dmc_pants_05_01_18=Razorback Pants Twilight
item_Name_dmc_pants_05_01_19=Razorback Pants Imperial
item_Name_dmc_pants_05_01_20=Razorback Pants Desert
item_Name_dmc_pants_06_01_01=Roughneck Pants
item_Name_dmc_pants_06_01_9tails01=Roughneck Pants (Modified)
item_Name_dmc_pants_07_01_01=Frontier 11 Classic Sand
item_Name_dmc_pants_07_01_13=Frontier 11 Classic Brick
item_Name_dmc_pants_07_01_16=Frontier 11 Classic Pine
item_Name_dmc_pants_07_01_17=Frontier 11 Classic Navy
item_Name_dmc_pants_07_01_18=Frontier 11 Classic Onyx
item_Name_dmc_pants_08_01_01=Chamar Pants
item_Name_dmc_shirt_01_01_01=Greenwater Shirt Walnut
item_Name_dmc_shirt_01_02_01=Greenwater Shirt Iron
item_Name_dmc_shirt_01_03_01=Greenwater Shirt Olive
item_Name_dnn_pants_03_01_01,P=PH - dnn_pants_03_01_01
item_Name_dnn_shirt_03_01_01,P=PH - dnn_shirt_03_01_01
item_Name_dnn_shoes_03_01_01,P=PH - dnn_shoes_03_01_01
item_Name_doom_armor_medium_arms_02_01_01=Stitcher Arms
item_Name_doom_armor_medium_core_02_01_01=Stitcher Core
item_Name_doom_armor_medium_legs_02_01_01=Stitcher Legs
item_Name_doom_combat_medium_backpack_01_01_01=Sinkhole Backpack
item_Name_doom_light_armor_helmet_01_01_01=
item_Name_doom_light_armor_helmet_01_01_02=
item_Name_doom_light_armor_helmet_01_01_03=
item_Name_doom_medium_armor_arms_01=Clash Arms
item_Name_doom_medium_armor_core_01=Clash Core
item_Name_doom_medium_armor_helmet_01=Death's Head Helmet
item_Name_doom_medium_armor_helmet_02=The Butcher Helmet
item_Name_doom_medium_armor_helmet_02_holiday=Holiday Butcher Helmet
item_Name_doom_medium_armor_legs_01=Clash Legs
item_Name_drn_business_jacket_01_01_01=Saskia Jacket
item_Name_drn_business_pants_01_01_01=Emilion Pants
item_Name_drn_business_shoes_01_01_01=Lorber Shoes
item_Name_drn_gloves_01_01_01=Debnam Gloves
item_Name_drn_gloves_01_01_02=Debnam Gloves Red
item_Name_drn_gloves_01_01_03=Debnam Gloves Orange
item_Name_drn_gloves_01_01_04=Debnam Gloves Yellow
item_Name_drn_gloves_01_01_05=Debnam Gloves Green
item_Name_drn_gloves_01_01_06=Debnam Gloves Seagreen
item_Name_drn_gloves_01_01_07=Debnam Gloves Blue
item_Name_drn_gloves_01_01_08=Debnam Gloves Purple
item_Name_drn_gloves_01_01_09=Debnam Gloves Violet
item_Name_drn_gloves_01_01_10=Debnam Gloves White
item_Name_drn_gloves_01_01_11=Debnam Gloves Grey
item_Name_drn_gloves_01_01_12=Debnam Gloves Black
item_Name_drn_gloves_01_01_13=Debnam Gloves Dark Red
item_Name_drn_gloves_01_01_14=Debnam Gloves Sienna
item_Name_drn_gloves_01_01_15=Debnam Gloves Tan
item_Name_drn_gloves_01_01_16=Debnam Gloves Dark Green
item_Name_drn_gloves_01_01_17=Debnam Gloves Aqua
item_Name_drn_gloves_01_01_18=Debnam Gloves Twilight
item_Name_drn_gloves_01_01_19=Debnam Gloves Imperial
item_Name_drn_gloves_01_01_20=Debnam Gloves Olive
item_Name_drn_gloves_01_01_9tails01=Debnam Gloves (Modified)
item_Name_drn_jacket_01_01_01=Adiva Jacket
item_Name_drn_jacket_01_01_02=Adiva Jacket Red
item_Name_drn_jacket_01_01_03=Adiva Jacket Orange
item_Name_drn_jacket_01_01_04=Adiva Jacket Yellow
item_Name_drn_jacket_01_01_05=Adiva Jacket Green
item_Name_drn_jacket_01_01_06=Adiva Jacket Seagreen
item_Name_drn_jacket_01_01_07=Adiva Jacket Blue
item_Name_drn_jacket_01_01_08=Adiva Jacket Purple
item_Name_drn_jacket_01_01_09=Adiva Jacket Violet
item_Name_drn_jacket_01_01_10=Adiva Jacket White
item_Name_drn_jacket_01_01_11=Adiva Jacket Grey
item_Name_drn_jacket_01_01_12=Adiva Jacket Black
item_Name_drn_jacket_01_01_13=Adiva Jacket Dark Red
item_Name_drn_jacket_01_01_14=Adiva Jacket Sienna
item_Name_drn_jacket_01_01_15=Adiva Jacket Tan
item_Name_drn_jacket_01_01_16=Adiva Jacket Dark Green
item_Name_drn_jacket_01_01_17=Adiva Jacket Aqua
item_Name_drn_jacket_01_01_18=Adiva Jacket Twilight
item_Name_drn_jacket_01_01_19=Adiva Jacket Imperial
item_Name_drn_jacket_01_01_20=Adiva Jacket Olive
item_Name_drn_jacket_10_01_01=Rokmor Suit Jacket
item_Name_drn_pants_01_01_01=LeMarque Pants
item_Name_drn_pants_01_01_02=LeMarque Pants Red
item_Name_drn_pants_01_01_03=LeMarque Pants Orange
item_Name_drn_pants_01_01_04=LeMarque Pants Yellow
item_Name_drn_pants_01_01_05=LeMarque Pants Green
item_Name_drn_pants_01_01_06=LeMarque Pants Seagreen
item_Name_drn_pants_01_01_07=LeMarque Pants Blue
item_Name_drn_pants_01_01_08=LeMarque Pants Purple
item_Name_drn_pants_01_01_09=LeMarque Pants Violet
item_Name_drn_pants_01_01_10=LeMarque Pants White
item_Name_drn_pants_01_01_11=LeMarque Pants Grey
item_Name_drn_pants_01_01_12=LeMarque Pants Black
item_Name_drn_pants_01_01_13=LeMarque Pants Dark Red
item_Name_drn_pants_01_01_14=LeMarque Pants Sienna
item_Name_drn_pants_01_01_15=LeMarque Pants Tan
item_Name_drn_pants_01_01_16=LeMarque Pants Dark Green
item_Name_drn_pants_01_01_17=LeMarque Pants Aqua
item_Name_drn_pants_01_01_18=LeMarque Pants Twilight
item_Name_drn_pants_01_01_19=LeMarque Pants Imperial
item_Name_drn_pants_01_01_20=LeMarque Pants Olive
item_Name_drn_pants_10_01_01=Furtimo Pants
item_Name_drn_senator_pants_03=Ember Pants
item_Name_drn_senator_shirt_03_01_01=Aero Shirt
item_Name_drn_shoes_01_01_01=Kino Shoes
item_Name_drn_shoes_01_01_02=Kino Shoes Red
item_Name_drn_shoes_01_01_03=Kino Shoes Orange
item_Name_drn_shoes_01_01_04=Kino Shoes Yellow
item_Name_drn_shoes_01_01_05=Kino Shoes Green
item_Name_drn_shoes_01_01_06=Kino Shoes Seagreen
item_Name_drn_shoes_01_01_07=Kino Shoes Blue
item_Name_drn_shoes_01_01_08=Kino Shoes Purple
item_Name_drn_shoes_01_01_09=Kino Shoes Violet
item_Name_drn_shoes_01_01_10=Kino Shoes White
item_Name_drn_shoes_01_01_11=Kino Shoes Grey
item_Name_drn_shoes_01_01_12=Kino Shoes Black
item_Name_drn_shoes_01_01_13=Kino Shoes Dark Red
item_Name_drn_shoes_01_01_14=Kino Shoes Sienna
item_Name_drn_shoes_01_01_15=Kino Shoes Tan
item_Name_drn_shoes_01_01_16=Kino Shoes Dark Green
item_Name_drn_shoes_01_01_17=Kino Shoes Aqua
item_Name_drn_shoes_01_01_18=Kino Shoes Twilight
item_Name_drn_shoes_01_01_19=Kino Shoes Imperial
item_Name_drn_shoes_01_01_20=Kino Shoes Olive
item_Name_drn_shoes_10_01_01=Torga Shoes
item_Name_dyl_dress_01_01_01=Martel Dress
item_Name_dyl_gloves_01_01_01=Opus Gloves
item_Name_dyl_gloves_02_01_01=Ahmanson Gloves
item_Name_dyl_jacket_02_01_01,P=DYL - jacket - name
item_Name_dyl_pants_02_01_01=Koal Pants
item_Name_dyl_shirt_02_01_01=Benaderet Dress
item_Name_dyl_shoes_01_01_01=Barrymore Pumps
item_Name_dyl_shoes_02_01_01=Barrymore Pumps
item_Name_eld_glasses_01_01_01,P=PH - eld_glasses_01_01_01
item_Name_eld_jacket_04_01_01,P=PH - eld_jacket_04_01_01
item_Name_eld_pants_02_cvx01_01=88-BR Pants
item_Name_eld_pants_07_01_01,P=PH - eld_pants_07_01_01
item_Name_eld_shirt_03_01_9tails01,P=PH - eld_shirt_03_01_9tails01
item_Name_eld_shirt_04_01_fleetweek2021=Invictus Flyby T-Shirt Blue
item_Name_eld_shirt_04_01_fleetweek2022,P=PH - eld_shirt_04_01_fleetweek2022
item_Name_eld_shirt_04_1million_01,P=Placeholder - eld_shirt_04_1million_01
item_Name_eld_shirt_04_2million_01,P=Placeholder - eld_shirt_04_2million_01
item_Name_eld_shirt_04_aegis_dec=Aegis Dynamics T-Shirt
item_Name_eld_shirt_04_anvil_dec=Anvil Aerospace T-Shirt
item_Name_eld_shirt_04_argo_dec=Argo Astronautics T-Shirt
item_Name_eld_shirt_04_banu01_01=Dream Wishes T-Shirt
item_Name_eld_shirt_04_banu02_01=Tonk T-Shirt
item_Name_eld_shirt_04_banu03_01=Duck Sword T-Shirt
item_Name_eld_shirt_04_banu04_01=Normstar T-Shirt
item_Name_eld_shirt_04_banu05_01=Human Food Bars T-Shirt
item_Name_eld_shirt_04_banu06_01=Big Barrys T-Shirt
item_Name_eld_shirt_04_banu07_01=Pyro Crab T-Shirt
item_Name_eld_shirt_04_banu08_01=Flatcat Fail T-Shirt
item_Name_eld_shirt_04_banu09_01=Talen T-Shirt
item_Name_eld_shirt_04_consolidated_dec=Consolidated Outland T-Shirt
item_Name_eld_shirt_04_crus01_01=Cloud City T-Shirt White
item_Name_eld_shirt_04_crus01_12=Cloud City T-Shirt Black
item_Name_eld_shirt_04_crus02_01=Orison T-Shirt White
item_Name_eld_shirt_04_crus02_12=Orison T-Shirt Black
item_Name_eld_shirt_04_crus03_01=Worthy Journey T-Shirt White
item_Name_eld_shirt_04_crus03_12=Worthy Journey T-Shirt Black
item_Name_eld_shirt_04_crus04_01=Crusader Industries T-Shirt White
item_Name_eld_shirt_04_crus04_12=Crusader Industries T-Shirt Black
item_Name_eld_shirt_04_crus05_01=Builders of Tomorrow T-Shirt White
item_Name_eld_shirt_04_crus05_12=Builders of Tomorrow T-Shirt Black
item_Name_eld_shirt_04_crus06_01=Skyhigh City T-Shirt White
item_Name_eld_shirt_04_crus06_12=Skyhigh City T-Shirt Black
item_Name_eld_shirt_04_crus07_01=Orison Shipyards T-Shirt White
item_Name_eld_shirt_04_crus07_12=Orison Shipyards T-Shirt Black
item_Name_eld_shirt_04_crusader_dec=Crusader Industries T-Shirt
item_Name_eld_shirt_04_drake_04=Drake T-Shirt Red Logo
item_Name_eld_shirt_04_drake_dec=Drake T-Shirt Yellow Logo
item_Name_eld_shirt_04_expo_dec=Intergalactic Aerospace Expo T-Shirt
item_Name_eld_shirt_04_fleetweek2023_11=Invictus 2953 T-Shirt Grey
item_Name_eld_shirt_04_fleetweek2023_17=Invictus 2953 T-Shirt Blue
item_Name_eld_shirt_04_fleetweek_01_dec=Invictus Flyby T-Shirt Olive Green
item_Name_eld_shirt_04_fleetweek_02_dec=Invictus Flyby T-Shirt Dark Green
item_Name_eld_shirt_04_iae2021_07=IAE 2951 T-Shirt Blue
item_Name_eld_shirt_04_iae2021_10=IAE 2951 T-Shirt White
item_Name_eld_shirt_04_iae2022_02=IAE 2952 T-shirt Red
item_Name_eld_shirt_04_iae2022_12=IAE 2952 T-shirt Black
item_Name_eld_shirt_04_iae2023_10=IAE 2953 Shirt Purple
item_Name_eld_shirt_04_iae2023_19=IAE 2953 Shirt White
item_Name_eld_shirt_04_microtech_gift=microTech T-Shirt
item_Name_eld_shirt_04_misc_dec=MISC T-Shirt
item_Name_eld_shirt_04_origin_dec=Origin Jumpworks T-Shirt
item_Name_eld_shirt_04_rsi_dec=RSI T-Shirt
item_Name_eld_shirt_04_tumbril_01=Tumbril T-Shirt
item_Name_eld_shirt_07_01_01=Yenny Shirt
item_Name_eld_shirt_09_01_01,P=PH - eld_shirt_09_01_01
item_Name_eyes_black=Black
item_Name_eyes_blue=Blue
item_Name_eyes_brown=Brown
item_Name_eyes_green=Green
item_Name_eyes_hazel=Hazel
item_Name_eyes_orange=Amber
item_Name_eyes_purple=Violet
item_Name_eyes_red=Crimson
item_Name_eyes_white=Pearl
item_Name_eyes_yellow=Yellow
item_Name_fio_bar_pants_01_01_01=Lux Pants
item_Name_fio_bar_shirt_01_01_01=Bibiana Shirt
item_Name_fio_executive_jacket_01_01_01=Giotto Jacket Crusader Edition
item_Name_fio_executive_jacket_01_01_06=Giotto Jacket Crusader Edition Teal
item_Name_fio_executive_jacket_01_01_18=Giotto Jacket Crusader Edition Dark Blue
item_Name_fio_executive_jacket_01_02_01=Giotto Jacket Crusader Edition Purple Pinstripe
item_Name_fio_executive_jacket_02_01_01=Giotto Jacket
item_Name_fio_executive_jacket_02_01_06=Giotto Jacket Teal
item_Name_fio_executive_jacket_02_01_18=Giotto Jacket Dark Blue
item_Name_fio_executive_jacket_02_02_01=Giotto Jacket Purple Pinstripe
item_Name_fio_executive_pants_01_01_01=Koya Pants
item_Name_fio_executive_pants_01_01_06=Koya Pants Grey
item_Name_fio_executive_pants_01_01_17=Koya Pants Dark Teal
item_Name_fio_executive_pants_01_01_18=Koya Pants Dark Blue
item_Name_fio_executive_pants_01_02_01=Koya Pants White Pinstripe
item_Name_fio_executive_shirt_01_01_01=Aranda Shirt Crusader Edition
item_Name_fio_executive_shirt_01_01_18=Aranda Shirt Crusader Edition Purple/Ivory
item_Name_fio_executive_shirt_01_02_01=Aranda Shirt Crusader Edition Blue/Beige
item_Name_fio_executive_shirt_01_03_01=Aranda Shirt Crusader Edition Purple Plaid/Blue Pinstripe
item_Name_fio_executive_shirt_02_01_01=Radford Shirt Crusader Edition
item_Name_fio_executive_shirt_02_02_01=Radford Shirt Crusader Edition Dark Blue
item_Name_fio_executive_shirt_02_03_01=Radford Shirt Crusader Edition Light Blue
item_Name_fio_executive_shirt_03_01_01=Radford Shirt Crusader Edition White Pinstripe
item_Name_fio_executive_shirt_03_02_01=Radford Shirt Crusader Edition White Grid
item_Name_fio_executive_shirt_03_03_01=Radford Shirt Crusader Edition White Wide Pinstripe
item_Name_fio_executive_shirt_03_04_01=Radford Shirt Crusader Edition Blue Wide Pinstripe
item_Name_fio_executive_shirt_04_01_01=Aranda Shirt
item_Name_fio_executive_shirt_04_01_18=Aranda Shirt Purple/Ivory
item_Name_fio_executive_shirt_04_02_01=Aranda Shirt Blue/Beige
item_Name_fio_executive_shirt_04_03_01=Aranda Shirt Purple Plaid/Blue Pinstripe
item_Name_fio_executive_shirt_05_01_01=Radford Shirt
item_Name_fio_executive_shirt_05_02_01=Radford Shirt Dark Blue
item_Name_fio_executive_shirt_05_03_01=Radford Shirt Light Blue
item_Name_fio_executive_shirt_06_01_01=Radford Shirt White Pinstripe
item_Name_fio_executive_shirt_06_02_01=Radford Shirt White Grid
item_Name_fio_executive_shirt_06_03_01=Radford Shirt White Wide Pinstripe
item_Name_fio_executive_shirt_06_04_01=Radford Shirt Blue Wide Pinstripe
item_Name_fio_gloves_01_01_01=Ventra Gloves
item_Name_fio_gloves_01_01_02=Ventra Gloves Red
item_Name_fio_gloves_01_01_03=Ventra Gloves Orange
item_Name_fio_gloves_01_01_04=Ventra Gloves Yellow
item_Name_fio_gloves_01_01_05=Ventra Gloves Green
item_Name_fio_gloves_01_01_06=Ventra Gloves Seagreen
item_Name_fio_gloves_01_01_07=Ventra Gloves Blue
item_Name_fio_gloves_01_01_08=Ventra Gloves Purple
item_Name_fio_gloves_01_01_09=Ventra Gloves Violet
item_Name_fio_gloves_01_01_10=Ventra Gloves White
item_Name_fio_gloves_01_01_11=Ventra Gloves Grey
item_Name_fio_gloves_01_01_12=Ventra Gloves Black
item_Name_fio_gloves_01_01_13=Ventra Gloves Dark Red
item_Name_fio_gloves_01_01_14=Ventra Gloves Sienna
item_Name_fio_gloves_01_01_15=Ventra Gloves Tan
item_Name_fio_gloves_01_01_16=Ventra Gloves Dark Green
item_Name_fio_gloves_01_01_17=Ventra Gloves Aqua
item_Name_fio_gloves_01_01_18=Ventra Gloves Twilight
item_Name_fio_gloves_01_01_19=Ventra Gloves Imperial
item_Name_fio_gloves_01_01_20=Ventra Gloves Olive
item_Name_fio_gloves_02_01_01=Montara Gloves
item_Name_fio_hat_01_01_01=Pacifica Hat
item_Name_fio_jacket_01_01_01=Ati Jacket
item_Name_fio_jacket_01_01_02=Ati Jacket Red
item_Name_fio_jacket_01_01_03=Ati Jacket Orange
item_Name_fio_jacket_01_01_04=Ati Jacket Yellow
item_Name_fio_jacket_01_01_05=Ati Jacket Green
item_Name_fio_jacket_01_01_06=Ati Jacket Seagreen
item_Name_fio_jacket_01_01_07=Ati Jacket Blue
item_Name_fio_jacket_01_01_08=Ati Jacket Purple
item_Name_fio_jacket_01_01_09=Ati Jacket Violet
item_Name_fio_jacket_01_01_10=Ati Jacket White
item_Name_fio_jacket_01_01_11=Ati Jacket Grey
item_Name_fio_jacket_01_01_12=Ati Jacket Black
item_Name_fio_jacket_01_01_13=Ati Jacket Dark Red
item_Name_fio_jacket_01_01_14=Ati Jacket Sienna
item_Name_fio_jacket_01_01_15=Ati Jacket Tan
item_Name_fio_jacket_01_01_16=Ati Jacket Dark Green
item_Name_fio_jacket_01_01_17=Ati Jacket Aqua
item_Name_fio_jacket_01_01_18=Ati Jacket Twilight
item_Name_fio_jacket_01_01_19=Ati Jacket Imperial
item_Name_fio_jacket_01_01_20=Ati Jacket Olive
item_Name_fio_pants_01_01_01=Lillo Pants
item_Name_fio_pants_01_01_02=Lillo Pants Red
item_Name_fio_pants_01_01_03=Lillo Pants Orange
item_Name_fio_pants_01_01_04=Lillo Pants Yellow
item_Name_fio_pants_01_01_05=Lillo Pants Green
item_Name_fio_pants_01_01_06=Lillo Pants Seagreen
item_Name_fio_pants_01_01_07=Lillo Pants Blue
item_Name_fio_pants_01_01_08=Lillo Pants Purple
item_Name_fio_pants_01_01_09=Lillo Pants Violet
item_Name_fio_pants_01_01_10=Lillo Pants White
item_Name_fio_pants_01_01_11=Lillo Pants Grey
item_Name_fio_pants_01_01_12=Lillo Pants Black
item_Name_fio_pants_01_01_13=Lillo Pants Dark Red
item_Name_fio_pants_01_01_14=Lillo Pants Sienna
item_Name_fio_pants_01_01_15=Lillo Pants Tan
item_Name_fio_pants_01_01_16=Lillo Pants Dark Green
item_Name_fio_pants_01_01_17=Lillo Pants Aqua
item_Name_fio_pants_01_01_18=Lillo Pants Twilight
item_Name_fio_pants_01_01_19=Lillo Pants Imperial
item_Name_fio_pants_01_01_20=Lillo Pants Olive
item_Name_fio_shirt_01_01_01=Concept Shirt
item_Name_fio_shirt_01_01_02=Concept Shirt Red
item_Name_fio_shirt_01_01_03=Concept Shirt Orange
item_Name_fio_shirt_01_01_04=Concept Shirt Yellow
item_Name_fio_shirt_01_01_05=Concept Shirt Green
item_Name_fio_shirt_01_01_06=Concept Shirt Seagreen
item_Name_fio_shirt_01_01_07=Concept Shirt Blue
item_Name_fio_shirt_01_01_08=Concept Shirt Purple
item_Name_fio_shirt_01_01_09=Concept Shirt Violet
item_Name_fio_shirt_01_01_10=Concept Shirt White
item_Name_fio_shirt_01_01_11=Concept Shirt Grey
item_Name_fio_shirt_01_01_12=Concept Shirt Black
item_Name_fio_shirt_01_01_13=Concept Shirt Dark Red
item_Name_fio_shirt_01_01_14=Concept Shirt Sienna
item_Name_fio_shirt_01_01_15=Concept Shirt Tan
item_Name_fio_shirt_01_01_16=Concept Shirt Dark Green
item_Name_fio_shirt_01_01_17=Concept Shirt Aqua
item_Name_fio_shirt_01_01_18=Concept Shirt Twilight
item_Name_fio_shirt_01_01_19=Concept Shirt Imperial
item_Name_fio_shirt_01_01_20=Concept Shirt Olive
item_Name_fio_shirt_01_01_9tails01=Concept Shirt (Modified)
item_Name_fio_shirt_02_01_01=Deo Shirt
item_Name_fio_shirt_02_01_02=Deo Shirt Red
item_Name_fio_shirt_02_01_03=Deo Shirt Orange
item_Name_fio_shirt_02_01_04=Deo Shirt Yellow
item_Name_fio_shirt_02_01_05=Deo Shirt Green
item_Name_fio_shirt_02_01_06=Deo Shirt Seagreen
item_Name_fio_shirt_02_01_07=Deo Shirt Blue
item_Name_fio_shirt_02_01_08=Deo Shirt Purple
item_Name_fio_shirt_02_01_09=Deo Shirt Violet
item_Name_fio_shirt_02_01_10=Deo Shirt White
item_Name_fio_shirt_02_01_11=Deo Shirt Grey
item_Name_fio_shirt_02_01_12=Deo Shirt Black
item_Name_fio_shirt_02_01_13=Deo Shirt Dark Red
item_Name_fio_shirt_02_01_14=Deo Shirt Sienna
item_Name_fio_shirt_02_01_15=Deo Shirt Tan
item_Name_fio_shirt_02_01_16=Deo Shirt Dark Green
item_Name_fio_shirt_02_01_17=Deo Shirt Aqua
item_Name_fio_shirt_02_01_18=Deo Shirt Twilight
item_Name_fio_shirt_02_01_19=Deo Shirt Imperial
item_Name_fio_shirt_02_01_20=Deo Shirt Desert
item_Name_fio_shirt_02_01_9tails01=Deo Shirt (Modified)
item_Name_fio_shoes_01_01_01=Prim Shoes
item_Name_fio_shoes_01_01_02=Prim Shoes Red
item_Name_fio_shoes_01_01_03=Prim Shoes Orange
item_Name_fio_shoes_01_01_04=Prim Shoes Yellow
item_Name_fio_shoes_01_01_05=Prim Shoes Green
item_Name_fio_shoes_01_01_06=Prim Shoes Seagreen
item_Name_fio_shoes_01_01_07=Prim Shoes Blue
item_Name_fio_shoes_01_01_08=Prim Shoes Purple
item_Name_fio_shoes_01_01_09=Prim Shoes Violet
item_Name_fio_shoes_01_01_10=Prim Shoes White
item_Name_fio_shoes_01_01_11=Prim Shoes Grey
item_Name_fio_shoes_01_01_12=Prim Shoes Black
item_Name_fio_shoes_01_01_13=Prim Shoes Dark Red
item_Name_fio_shoes_01_01_14=Prim Shoes Sienna
item_Name_fio_shoes_01_01_15=Prim Shoes Tan
item_Name_fio_shoes_01_01_16=Prim Shoes Dark Green
item_Name_fio_shoes_01_01_17=Prim Shoes Aqua
item_Name_fio_shoes_01_01_18=Prim Shoes Twilight
item_Name_fio_shoes_01_01_19=Prim Shoes Imperial
item_Name_fio_shoes_01_01_20=Prim Shoes Olive
item_Name_fio_shoes_01_01_9tails01=Prim Shoes (Modified)
item_Name_fio_suit_01_01_01=Marias Suit
item_Name_fro_shoes_01_01_01=Kinolo Shoes
item_Name_frontier_sandnomad_armor_01=Microid Battle Suit
item_Name_frontier_sandnomad_armor_01_Shared=The Microid Battle Suit is designed out of interlocking hardened composite technology to provide you maximum protection against everything from incoming fire to environmental hazards. The Microid utilizes TrueSight technology to keep you aware and in the fight.
item_Name_frontier_sandnomad_armor_helmet_01=Microid Battle Suit Helmet
item_Name_fta_medium_helmet_01_01_01,P=PH - fta_medium_helmet_01_01_01
item_Name_fta_medium_helmet_01_01_13,P=PH - fta_medium_helmet_01_01_13
item_Name_fta_medium_helmet_01_01_15,P=PH - fta_medium_helmet_01_01_15
item_Name_fta_medium_helmet_01_01_18,P=PH - fta_medium_helmet_01_01_18
item_Name_grin_toxic_jumpsuit_01_01_01=TruBarrier Hazard Suit Moss
item_Name_grin_toxic_jumpsuit_01_01_02=Tru Barrier Hazard Suit Cinnabar
item_Name_grin_toxic_jumpsuit_01_01_04=TruBarrier Hazard Suit Hi-Vis Yellow
item_Name_grin_toxic_jumpsuit_01_01_07=TruBarrier Hazard Suit Cobalt
item_Name_grin_toxic_jumpsuit_01_01_11=TruBarrier Hazard Suit Slate
item_Name_grin_toxic_jumpsuit_01_02_01=TruBarrier Hazard Suit Warning
item_Name_grin_toxic_jumpsuit_01_03_01=TruBarrier Hazard Suit Dark Biohazard
item_Name_grin_toxic_jumpsuit_01_04_01=TruBarrier Hazard Suit Hi-Vis Biohazard
item_Name_grin_toxic_mask_01_01_01=TruBarrier Hazard Suit Mask Moss
item_Name_grin_toxic_mask_01_01_02=TruBarrier Hazard Suit Mask Cinnabar
item_Name_grin_toxic_mask_01_01_04=TruBarrier Hazard Suit Mask Hi-Vis Yellow
item_Name_grin_toxic_mask_01_01_07=TruBarrier Hazard Suit Mask Cobalt
item_Name_grin_toxic_mask_01_01_11=TruBarrier Hazard Suit Mask Slate
item_Name_grin_toxic_mask_01_02_01=TruBarrier Hazard Suit Mask Warning
item_Name_grin_toxic_mask_01_03_01=TruBarrier Hazard Suit Mask Dark Biohazard
item_Name_grin_toxic_mask_01_04_01=TruBarrier Hazard Suit Mask Hi-Vis Biohazard
item_Name_grin_utility_medium_arms_01_01_iae2022=Aril Arms Red Alert
item_Name_grin_utility_medium_backpack_01_01_iae2022=Aril Backpack Red Alert
item_Name_grin_utility_medium_core_01_01_iae2022=Aril Core Red Alert
item_Name_grin_utility_medium_helmet_01_01_9tails01=Aril Helmet (Modified)
item_Name_grin_utility_medium_helmet_01_01_iae2022=Aril Helmet Red Alert
item_Name_grin_utility_medium_legs_01_01_9tails01=Aril Legs (Modified)
item_Name_grin_utility_medium_legs_01_01_iae2022=Aril Legs Red Alert
item_Name_gsb_boots_01_01_02=Wanderer Boots Redline
item_Name_gsb_boots_01_01_15=Wanderer Boots Nomad
item_Name_gsb_boots_01_01_16=Wanderer Boots Rocky
item_Name_gsb_boots_01_01_20=Wanderer Boots Forest
item_Name_gsb_boots_02_01_01=LifeCore Boots
item_Name_gsb_boots_03_01_01=Toughlife Boots
item_Name_gsb_boots_03_01_02=Toughlife Boots Red
item_Name_gsb_boots_03_01_03=Toughlife Boots Orange
item_Name_gsb_boots_03_01_04=Toughlife Boots Yellow
item_Name_gsb_boots_03_01_05=Toughlife Boots Green
item_Name_gsb_boots_03_01_06=Toughlife Boots Seagreen
item_Name_gsb_boots_03_01_07=Toughlife Boots Blue
item_Name_gsb_boots_03_01_08=Toughlife Boots Purple
item_Name_gsb_boots_03_01_09=Toughlife Boots Violet
item_Name_gsb_boots_03_01_10=Toughlife Boots White
item_Name_gsb_boots_03_01_11=Toughlife Boots Grey
item_Name_gsb_boots_03_01_12=Toughlife Boots Black
item_Name_gsb_boots_03_01_13=Toughlife Boots Dark Red
item_Name_gsb_boots_03_01_14=Toughlife Boots Sienna
item_Name_gsb_boots_03_01_15=Toughlife Boots Tan
item_Name_gsb_boots_03_01_16=Toughlife Boots Dark Green
item_Name_gsb_boots_03_01_17=Toughlife Boots Aqua
item_Name_gsb_boots_03_01_18=Toughlife Boots Twilight
item_Name_gsb_boots_03_01_19=Toughlife Boots Imperial
item_Name_gsb_boots_03_01_20=Toughlife Boots Olive
item_Name_gsb_boots_04_01_01=Landlite Boots
item_Name_gsb_boots_04_01_02=Landlite Boots Red
item_Name_gsb_boots_04_01_03=Landlite Boots Orange
item_Name_gsb_boots_04_01_04=Landlite Boots Yellow
item_Name_gsb_boots_04_01_05=Landlite Boots Green
item_Name_gsb_boots_04_01_06=Landlite Boots Seagreen
item_Name_gsb_boots_04_01_07=Landlite Boots Blue
item_Name_gsb_boots_04_01_08=Landlite Boots Purple
item_Name_gsb_boots_04_01_09=Landlite Boots Violet
item_Name_gsb_boots_04_01_10=Landlite Boots White
item_Name_gsb_boots_04_01_11=Landlite Boots Grey
item_Name_gsb_boots_04_01_12=Landlite Boots Black
item_Name_gsb_boots_04_01_13=Landlite Boots Dark Red
item_Name_gsb_boots_04_01_14=Landlite Boots Sienna
item_Name_gsb_boots_04_01_15=Landlite Boots Tan
item_Name_gsb_boots_04_01_16=Landlite Boots Dark Green
item_Name_gsb_boots_04_01_17=Landlite Boots Aqua
item_Name_gsb_boots_04_01_18=Landlite Boots Twilight
item_Name_gsb_boots_04_01_19=Landlite Boots Imperial
item_Name_gsb_boots_04_01_20=Landlite Boots Olive
item_Name_gsb_boots_05_01_01=Trailblazer Boots
item_Name_gsb_boots_06_01_01=TrailTuff Boots
item_Name_gsb_boots_07_01_01,P=PH - gsb_boots_07_01_01
item_Name_gsb_boots_08_01_01=SafeCore Boots
item_Name_gsb_boots_08_01_13=SafeCore Boots Tosca
item_Name_gsb_boots_08_01_15=SafeCore Boots Westar
item_Name_gsb_boots_08_01_17=SafeCore Boots Shuttle Gray
item_Name_gsb_boots_08_01_20=SafeCore Boots Armadillo
item_Name_gsb_boots_09_01_01=Rockridge Boots
item_Name_gsb_boots_09_01_10=Rockridge Boots Cloudcover
item_Name_gsb_boots_09_01_11=Rockridge Boots Stonewall
item_Name_gsb_boots_09_01_16=Rockridge Boots Finch
item_Name_gsb_boots_09_01_18=Rockridge Boots Daylight
item_Name_gsb_boots_10_01_01=Desert Cat Boots
item_Name_gsb_frontier_boots_01_01_01=Corsti Boots
item_Name_gsb_pants_01_01_01=Millrun Waders
item_Name_gsb_pants_01_01_03=Millrun Waders Mandalay
item_Name_gsb_pants_01_01_07=Millrun Waders Calypso
item_Name_gsb_pants_01_01_10=Millrun Waders Silvertusk
item_Name_gsb_pants_01_01_16=Millrun Waders Vineland
item_Name_gsb_shoes_01_01_9tails01=Bedrock Boots (Modified)
item_Name_gsb_shoes_02_01_01,P=PH - gsb_shoes_02_01_01
item_Name_gsb_shoes_03_01_01=Hillcrest Boots
item_Name_gsb_shoes_04_01_01=Snapback Boots
item_Name_gsb_shoes_05_01_01=Trekker Boots
item_Name_gys_hathor_hat_01_01_01=Theaters of War: Hathor Group Hat
item_Name_gys_helmet_01_01_01=Ready-Up Helmet
item_Name_gys_helmet_01_01_02=Ready-Up Helmet Red
item_Name_gys_helmet_01_01_03=Ready-Up Helmet Orange
item_Name_gys_helmet_01_01_04=Ready-Up Helmet Yellow
item_Name_gys_helmet_01_01_05=Ready-Up Helmet Green
item_Name_gys_helmet_01_01_06=Ready-Up Helmet Seagreen
item_Name_gys_helmet_01_01_07=Ready-Up Helmet Blue
item_Name_gys_helmet_01_01_08=Ready-Up Helmet Purple
item_Name_gys_helmet_01_01_09=Ready-Up Helmet Violet
item_Name_gys_helmet_01_01_10=Ready-Up Helmet White
item_Name_gys_helmet_01_01_11=Ready-Up Helmet Grey
item_Name_gys_helmet_01_01_12=Ready-Up Helmet Black
item_Name_gys_helmet_01_01_13=Ready-Up Helmet Dark Red
item_Name_gys_helmet_01_01_14=Ready-Up Helmet Sienna
item_Name_gys_helmet_01_01_15=Ready-Up Helmet Tan
item_Name_gys_helmet_01_01_16=Ready-Up Helmet Dark Green
item_Name_gys_helmet_01_01_17=Ready-Up Helmet Aqua
item_Name_gys_helmet_01_01_18=Ready-Up Helmet Twilight
item_Name_gys_helmet_01_01_19=Ready-Up Helmet Imperial
item_Name_gys_helmet_01_01_20=Ready-Up Helmet Olive
item_Name_gys_helmet_02_01_01=J-5 Helmet
item_Name_gys_helmet_02_01_14=J-5 Helmet Rust
item_Name_gys_helmet_02_01_15=J-5 Helmet Bracken
item_Name_gys_helmet_02_01_18=J-5 Helmet Teal
item_Name_gys_helmet_02_02_01=J-5 Helmet Pyrotechnic
item_Name_gys_jacket_01_01_01,P=PH - gys_jacket_01_01_01
item_Name_gys_pants_01_01_01,P=PH - gys_pants_01_01_01
item_Name_gys_undersuit_01_01_01,P=PH - gys_undersuit_01_01_01
item_Name_gys_undersuit_01_01_11,P=PH - gys_undersuit_01_01_11
item_Name_hdh_boots_01_01_01=Paradan Boots
item_Name_hdh_boots_01_01_13,P=PH - hdh_boots_01_01_13
item_Name_hdh_boots_01_01_16,P=PH - hdh_boots_01_01_16
item_Name_hdh_boots_01_01_17,P=PH - hdh_boots_01_01_17
item_Name_hdh_boots_01_01_18,P=PH - hdh_boots_01_01_18
item_Name_hdh_boots_02_01_01=Taftan Boots Sandalwood
item_Name_hdh_boots_02_01_13=Taftan Boots Mahogany
item_Name_hdh_boots_02_01_15=Taftan Boots Shale
item_Name_hdh_boots_02_01_16=Taftan Boots Olive
item_Name_hdh_boots_02_01_17=Taftan Boots Spruce
item_Name_hdh_gloves_01_01_01=Sootho Gloves
item_Name_hdh_gloves_01_01_03=Sootho Gloves Mandalay
item_Name_hdh_gloves_01_01_07=Sootho Gloves Calypso
item_Name_hdh_gloves_01_01_10=Sootho Gloves Silvertusk
item_Name_hdh_gloves_01_01_16=Sootho Gloves Vineland
item_Name_hdh_hat_03_01_01=Sorel Hat
item_Name_hdh_hat_03_01_13=Sorel Hat Tosca
item_Name_hdh_hat_03_01_15=Sorel Hat Westar
item_Name_hdh_hat_03_01_17=Sorel Hat Shuttle Gray
item_Name_hdh_hat_03_01_20=Sorel Hat Armadillo
item_Name_hdh_hat_04_01_01=Keldur Hat and Indigo Goggles
item_Name_hdh_hat_04_01_04=Keldur Hat and Walnut Goggles
item_Name_hdh_hat_04_01_07=Keldur Hat and Hickory Goggles
item_Name_hdh_hat_04_01_10=Keldur Hat and Midnight Goggles
item_Name_hdh_hat_04_01_11=Keldur Hat and Oak Goggles
item_Name_hdh_jacket_01_01_01=Reno Work Vest
item_Name_hdh_jacket_02_01_01=Tyros Jacket
item_Name_hdh_jacket_03_01_01,P=PH - hdh_jacket_03_01_01
item_Name_hdh_jacket_04_01_01,P=PH - hdh_jacket_04_01_01
item_Name_hdh_jacket_05_01_01=Tulsi Jacket Conifer
item_Name_hdh_jacket_05_01_02=Tulsi Jacket Redwood
item_Name_hdh_jacket_05_01_03=Tulsi Jacket Olive
item_Name_hdh_jacket_05_01_07=Tulsi Jacket Midnight
item_Name_hdh_jacket_05_01_11=Tulsi Jacket Ebony
item_Name_hdh_jacket_06_01_01=Vacha Jacket Sandalwood
item_Name_hdh_jacket_06_01_13=Vacha Jacket Mahogany
item_Name_hdh_jacket_06_01_16=Vacha Jacket Spruce
item_Name_hdh_jacket_06_01_17=Vacha Jacket Midnight
item_Name_hdh_jacket_06_01_18=Vacha Jacket Ebony
item_Name_hdh_jacket_07_01_01=Chada Collar and Panniers Sandalwood
item_Name_hdh_jacket_07_01_13=Chada Collar and Panniers Mahogany
item_Name_hdh_jacket_07_01_15=Chada Collar and Panniers Shale
item_Name_hdh_jacket_07_01_16=Chada Collar and Panniers Olive
item_Name_hdh_jacket_07_01_17=Chada Collar and Panniers Spruce
item_Name_hdh_jacket_08_01_01=Detara Jacket
item_Name_hdh_jacket_08_01_03=Detara Jacket Mandalay
item_Name_hdh_jacket_08_01_07=Detara Jacket Calypso
item_Name_hdh_jacket_08_01_10=Detara Jacket Silvertusk
item_Name_hdh_jacket_08_01_16=Detara Jacket VIneland
item_Name_hdh_jacket_09_01_01=Calister Jacket
item_Name_hdh_jacket_09_01_13=Calister Jacket Tosca
item_Name_hdh_jacket_09_01_15=Calister Jacket Westar
item_Name_hdh_jacket_09_01_17=Calister Jacket Shuttle Gray
item_Name_hdh_jacket_09_01_20=Calister Jacket Armadillo
item_Name_hdh_jacket_10_01_01=Brocius Waist Apron
item_Name_hdh_jacket_10_01_04=Brocius Waist Apron Daylight
item_Name_hdh_jacket_10_01_13=Brocius Waist Apron Stonewall
item_Name_hdh_jacket_10_01_15=Brocius Waist Apron Finch
item_Name_hdh_jacket_10_01_17=Brocius Waist Apron Cloudcover
item_Name_hdh_jacket_11_01_01=Sharud Wrap and Arm Bands
item_Name_hdh_jacket_11_01_04=Sharud Wrap and Arm Bands Olive
item_Name_hdh_jacket_11_01_13=Sharud Wrap and Arm Bands Redwood
item_Name_hdh_jacket_11_01_17=Sharud Wrap and Arm Bands Conifer
item_Name_hdh_jacket_11_01_19=Sharud Wrap and Arm Bands Spruce
item_Name_hdh_pants_01_01_01=Zelena Pants Conifer and Bisbee Boots
item_Name_hdh_pants_01_01_02=Zelena Pants Redwood and Bisbee Boots
item_Name_hdh_pants_01_01_03=Zelena Pants Olive and Bisbee Boots
item_Name_hdh_pants_01_01_07=Zelena Pants Midnight and Bisbee Boots
item_Name_hdh_pants_01_01_11=Zelena Pants Ebony and Bisbee Boots
item_Name_hdh_pants_02_01_01=Zelena Pants and Tall Bisbee Boots
item_Name_hdh_pants_02_01_02,P=PH - hdh_pants_02_01_02
item_Name_hdh_pants_02_01_03,P=PH - hdh_pants_02_01_03
item_Name_hdh_pants_02_01_07,P=PH - hdh_pants_02_01_07
item_Name_hdh_pants_02_01_11,P=PH - hdh_pants_02_01_11
item_Name_hdh_pants_03_01_01=Canelo Pants Marigold
item_Name_hdh_pants_03_01_13=Canelo Pants Rosewood
item_Name_hdh_pants_03_01_15=Canelo Pants Snow
item_Name_hdh_pants_03_01_16=Canelo Pants Laurel
item_Name_hdh_pants_03_01_17=Canelo Pants Twilight
item_Name_hdh_pants_04_01_01=Calister Pants
item_Name_hdh_pants_04_01_13=Calister Pants Tosca
item_Name_hdh_pants_04_01_15=Calister Pants Westar
item_Name_hdh_pants_04_01_17=Calister Pants Shuttle Gray
item_Name_hdh_pants_04_01_20=Calister Pants Armadillo
item_Name_hdh_pants_05_01_01=Guerra Pants
item_Name_hdh_pants_05_01_15=Guerra Pants Finch
item_Name_hdh_pants_05_01_16=Guerra Pants Cloudcover
item_Name_hdh_pants_05_01_18=Guerra Pants Stonewall
item_Name_hdh_pants_05_01_20=Guerra Pants Daylight
item_Name_hdh_pants_06_01_01=Kavir Pants
item_Name_hdh_pants_06_01_04=Kavir Pants Olive
item_Name_hdh_pants_06_01_13=Kavir Pants Redwood
item_Name_hdh_pants_06_01_17=Kavir Pants Conifer
item_Name_hdh_pants_06_01_19=Kavir Pants Spruce
item_Name_hdh_shirt_01_01_01=Samya Tank White
item_Name_hdh_shirt_01_01_13=Samya Tank Rosewood
item_Name_hdh_shirt_01_01_15=Samya Tank Birch
item_Name_hdh_shirt_01_01_16=Samya Tank Moss
item_Name_hdh_shirt_01_01_17=Samya Tank Storm
item_Name_hdh_shirt_02_01_01=Silco Shirt
item_Name_hdh_shirt_02_01_03=Silco Shirt Mandalay
item_Name_hdh_shirt_02_01_07=Silco Shirt Calypso
item_Name_hdh_shirt_02_01_10=Silco Shirt Silvertusk
item_Name_hdh_shirt_02_01_16=Silco Shirt Vineland
item_Name_hdh_shirt_03_01_01=Enkel Shirt
item_Name_hdh_shirt_03_01_04=Enkel Shirt Primrose
item_Name_hdh_shirt_03_01_10=Enkel Shirt Valencia
item_Name_hdh_shirt_03_01_13=Enkel Shirt Saddle
item_Name_hdh_shirt_03_01_17=Enkel Shirt Sirocco
item_Name_hdtc_undersuit_01_01_01=Lamont Undersuit
item_Name_hdtc_undersuit_01_01_03=Lamont Corvus Undersuit
item_Name_hdtc_undersuit_01_01_12=Lamont Arroyo Undersuit
item_Name_hdtc_undersuit_01_01_20=Lamont Tawny Undersuit
item_Name_hdtc_undersuit_01_01_xenothreat=Lamont Umbra Undersuit
item_Name_hdtc_utility_light_backpack_01_01_01=Cataby Backpack MPUV-1C Edition
item_Name_hwk_executive_shoes_01_01_01=Vivant Shoes
item_Name_hwk_executive_shoes_01_01_17=Vivant Shoes Grey
item_Name_hwk_executive_shoes_01_01_18=Vivant Shoes Dark Blue
item_Name_hwk_fashion_shoes_01_01_01=Matiese Shoes
item_Name_ksar_armor_heavy_helmet_01_01_01=Manticore Helmet
item_Name_ksar_light_armor_arms_01=Microid Battle Suit Arms
item_Name_ksar_light_armor_arms_01_01_11=Microid Battle Suit Arms Nomad
item_Name_ksar_light_armor_arms_01_02_01=Microid Battle Suit Arms Crucible
item_Name_ksar_light_armor_arms_01_02_15=Microid Battle Suit Arms Lodestone
item_Name_ksar_light_armor_arms_01_03_01=Microid Battle Suit Arms Badland
item_Name_ksar_light_armor_arms_01_03_11=Microid Battle Suit Arms Lowland
item_Name_ksar_light_armor_core_01=Microid Battle Suit Core
item_Name_ksar_light_armor_core_01_01_11=Microid Battle Suit Core Nomad
item_Name_ksar_light_armor_core_01_02_01=Microid Battle Suit Core Crucible
item_Name_ksar_light_armor_core_01_02_15=Microid Battle Suit Core Lodestone
item_Name_ksar_light_armor_core_01_03_01=Microid Battle Suit Core Badland
item_Name_ksar_light_armor_core_01_03_11=Microid Battle Suit Core Lowland
item_Name_ksar_light_armor_helmet_01=Microid Battle Suit Helmet
item_Name_ksar_light_armor_helmet_01_01_11=Microid Battle Suit Helmet Nomad
item_Name_ksar_light_armor_helmet_01_02_01=Microid Battle Suit Helmet Crucible
item_Name_ksar_light_armor_helmet_01_02_15=Microid Battle Suit Helmet Lodestone
item_Name_ksar_light_armor_helmet_01_03_01=Microid Battle Suit Helmet Badland
item_Name_ksar_light_armor_helmet_01_03_11=Microid Battle Suit Helmet Lowland
item_Name_ksar_light_armor_legs_01=Microid Battle Suit Legs
item_Name_ksar_light_armor_legs_01_01_11=Microid Battle Suit Legs Nomad
item_Name_ksar_light_armor_legs_01_02_01=Microid Battle Suit Legs Crucible
item_Name_ksar_light_armor_legs_01_02_15=Microid Battle Suit Legs Lodestone
item_Name_ksar_light_armor_legs_01_03_01=Microid Battle Suit Legs Badland
item_Name_ksar_light_armor_legs_01_03_11=Microid Battle Suit Legs Lowland
item_Name_ksar_undersuit_01=Scaleweave Undersuit
item_Name_ksar_undersuit_01_01_16=Scaleweave Undersuit Barrens
item_Name_ksar_undersuit_01_02_01=Scaleweave Undersuit Ironclad
item_Name_ksar_undersuit_01_02_11=Scaleweave Undersuit Whetstone
item_Name_ksar_undersuit_01_03_01=Scaleweave Undersuit Driftwood
item_Name_ksar_undersuit_01_03_20=Scaleweave Undersuit Quagmire
item_Name_mrai_flightsuit_01_01_01,P=PH - mrai_flightsuit_01_01_01
item_Name_mrai_flightsuit_01_02_01,P=PH - mrai_flightsuit_01_02_01
item_Name_mrai_flightsuit_01_03_01,P=PH - mrai_flightsuit_01_03_01
item_Name_mrai_flightsuit_01_04_01,P=PH - mrai_flightsuit_01_04_01
item_Name_mrai_flightsuit_01_05_01,P=PH - mrai_flightsuit_01_05_01
item_Name_mrai_flightsuit_helmet_01_01_01,P=PH - mrai_flightsuit_helmet_01_01_01
item_Name_mrai_flightsuit_helmet_01_02_01,P=PH - mrai_flightsuit_helmet_01_02_01
item_Name_mrai_flightsuit_helmet_01_03_01,P=PH - mrai_flightsuit_helmet_01_03_01
item_Name_mrai_flightsuit_helmet_01_04_01,P=PH - mrai_flightsuit_helmet_01_04_01
item_Name_mrai_flightsuit_helmet_01_05_01,P=PH - mrai_flightsuit_helmet_01_05_01
item_Name_mym_fashion_suit_01_01_01=Ambrus Suit
item_Name_mym_shirt_01_lum02_02=Forgiveness Sweater
item_Name_mym_shirt_01_lum02_07=Piconalia Sweater
item_Name_mym_shirt_03_01_01=Livia Shirt
item_Name_mym_shirt_03_01_9tails01=Livia Shirt (Modified)
item_Name_nbr_hat_01_01_01=Samark Woven Hat
item_Name_nrs_shoes_03_01_01=Li-Tok Boots
item_Name_nrs_shoes_03_01_02=Li-Tok Boots Red
item_Name_nrs_shoes_03_01_03=Li-Tok Boots Orange
item_Name_nrs_shoes_03_01_04=Li-Tok Boots Yellow
item_Name_nrs_shoes_03_01_05=Li-Tok Boots Green
item_Name_nrs_shoes_03_01_06=Li-Tok Boots Seagreen
item_Name_nrs_shoes_03_01_07=Li-Tok Boots Blue
item_Name_nrs_shoes_03_01_08=Li-Tok Boots Purple
item_Name_nrs_shoes_03_01_09=Li-Tok Boots Violet
item_Name_nrs_shoes_03_01_10=Li-Tok Boots White
item_Name_nrs_shoes_03_01_11=Li-Tok Boots Grey
item_Name_nrs_shoes_03_01_12=Li-Tok Boots Black
item_Name_nrs_shoes_03_01_13=Li-Tok Boots Dark Red
item_Name_nrs_shoes_03_01_14=Li-Tok Boots Sienna
item_Name_nrs_shoes_03_01_15=Li-Tok Boots Tan
item_Name_nrs_shoes_03_01_16=Li-Tok Boots Dark Green
item_Name_nrs_shoes_03_01_17=Li-Tok Boots Aqua
item_Name_nrs_shoes_03_01_18=Li-Tok Boots Twilight
item_Name_nrs_shoes_03_01_19=Li-Tok Boots Imperial
item_Name_nrs_shoes_03_01_20=Li-Tok Boots Olive
item_Name_nrs_shoes_03_01_9tails01,P=PH - nrs_shoes_03_01_9tails01
item_Name_nrs_shoes_05_01_01=Ardent Boots
item_Name_nrs_shoes_05_01_02=Ardent Boots Red
item_Name_nrs_shoes_05_01_03=Ardent Boots Orange
item_Name_nrs_shoes_05_01_04=Ardent Boots Yellow
item_Name_nrs_shoes_05_01_05=Ardent Boots Green
item_Name_nrs_shoes_05_01_06=Ardent Boots Seagreen
item_Name_nrs_shoes_05_01_07=Ardent Boots Blue
item_Name_nrs_shoes_05_01_08=Ardent Boots Purple
item_Name_nrs_shoes_05_01_09=Ardent Boots Violet
item_Name_nrs_shoes_05_01_10=Ardent Boots White
item_Name_nrs_shoes_05_01_11=Ardent Boots Grey
item_Name_nrs_shoes_05_01_12=Ardent Boots Black
item_Name_nrs_shoes_05_01_13=Ardent Boots Dark Red
item_Name_nrs_shoes_05_01_14=Ardent Boots Sienna
item_Name_nrs_shoes_05_01_15=Ardent Boots Tan
item_Name_nrs_shoes_05_01_16=Ardent Boots Dark Green
item_Name_nrs_shoes_05_01_17=Ardent Boots Aqua
item_Name_nrs_shoes_05_01_18=Ardent Boots Twilight
item_Name_nrs_shoes_05_01_19=Ardent Boots Imperial
item_Name_nrs_shoes_05_01_20=Ardent Boots Olive
item_Name_nvs_Shoes_01_01_01=Cuesta Shoes
item_Name_nvs_jumpsuit_01_01_01=Falston Jumpsuit
item_Name_nvs_jumpsuit_01_02_01=Falston Jumpsuit "Shubin Edition"
item_Name_nvs_jumpsuit_01_03_02=Falston Jumpsuit "Ling Edition"
item_Name_nvs_jumpsuit_01_04_17=Falston Jumpsuit "TABA Edition"
item_Name_nvs_jumpsuit_01_05_07=Falston Jumpsuit "ITG Edition"
item_Name_nvs_jumpsuit_01_06_11=Falston Jumpsuit "Red Wind Edition"
item_Name_nvs_jumpsuit_01_07_09=Falston Jumpsuit "UDF Edition"
item_Name_nvs_jumpsuit_01_08_12=Falston Jumpsuit "Covalex Edition"
item_Name_nvs_jumpsuit_01_09_07=Falston Jumpsuit "Crusader Edition"
item_Name_nvs_jumpsuit_01_10_04=Falston Jumpsuit "Hurston Edition"
item_Name_nvs_jumpsuit_01_11_07=Falston Jumpsuit "Cry-Astro Edition"
item_Name_nvs_jumpsuit_01_12_09=Falston Jumpsuit "Sakura Sun Edition"
item_Name_nvs_jumpsuit_01_13_06=Falston Jumpsuit "microTech Edition"
item_Name_nvs_jumpsuit_01_14_20=Falston Jumpsuit "ArcCorp Edition"
item_Name_nvs_jumpsuit_01_15_11,P=Falston Jumpsuit "Greycat Edition"
item_Name_nvy_pilot_flightsuit=OMNI-CFS-Diamond Flight Suit
item_Name_nvy_pilot_flightsuit_armor=AVS-E Undersuit
item_Name_nvy_pilot_flightsuit_helmet_01=APOS Helmet
item_Name_nvy_pilot_flightsuit_helmet_01_colton=APOS Helmet
item_Name_nvy_shoes_01_01_01=Waylite Shoes Cobalt
item_Name_nvy_shoes_01_01_13=Waylite Shoes Crimson
item_Name_nvy_shoes_01_01_15=Waylite Shoes Desert
item_Name_nvy_shoes_01_01_20=Waylite Shoes Chestnut
item_Name_nvy_shoes_01_01_gld=Waylite Shoes Gold
item_Name_nvy_shoes_02_01_01,P=PH - DF80s Shoes
item_Name_nvy_training_pants_01_01_01,P=PH - nvy_training_pants_01_01_01
item_Name_nvy_training_shirt_01_01_01=ActiveWear Training T-Shirt
item_Name_nvy_training_shoes_01_01_01=CloudSprint Shoes
item_Name_nvy_training_shorts_01_01_01=ActiveWear Training Shorts
item_Name_nvy_training_shorts_01_01_15=ActiveWear Training Shorts Khaki
item_Name_oct_boots_01_01_01=Bracewell Boots
item_Name_oct_boots_01_02_01=Bracewell Boots Grey
item_Name_oct_boots_01_03_01=Bracewell Boots Blue
item_Name_oct_boots_01_04_01=Bracewell Boots Blue and Grey
item_Name_oct_boots_02_01_01=Ridgewalker Boots
item_Name_oct_boots_02_01_17=Ridgewalker Boots Navy Blue
item_Name_oct_boots_02_01_18=Ridgewalker Boots Dark Blue
item_Name_oct_boots_02_01_9tails01=Ridgewalker Boots (Modified)
item_Name_oct_boots_03_01_01=Gilick Boots
item_Name_oct_boots_03_01_06=Gilick Boots White / Teal
item_Name_oct_boots_03_01_07=Gilick Boots White / Blue
item_Name_oct_boots_03_02_01=Gilick Boots Black / Dark Blue
item_Name_oct_glasses_01=Apex Glasses
item_Name_oct_glasses_Shared=Tough but stylish, these all-purpose performance glasses utilize scratch-resitant lens technology to keep your vision clear during training or competition.
item_Name_oct_jacket_01_01_01=Tolo Jacket Crusader Edition
item_Name_oct_jacket_01_01_07=Tolo Jacket Crusader Edition Blue
item_Name_oct_jacket_01_02_01=Tolo Jacket Crusader Edition Teal Stripe
item_Name_oct_jacket_01_03_01=Tolo Jacket Crusader Edition Dark Teal Stripe
item_Name_oct_jacket_01_04_01=Tolo Jacket
item_Name_oct_jacket_01_04_07=Tolo Jacket Blue
item_Name_oct_jacket_01_05_01=Tolo Jacket Teal Stripe
item_Name_oct_jacket_01_06_01=Tolo Jacket Dark Teal Stripe
item_Name_oct_jacket_02_04_01=Kamar Jacket
item_Name_oct_jacket_02_04_10=Kamar Jacket Light Blue
item_Name_oct_jacket_02_05_01=Kamar Jacket Blue Striped
item_Name_oct_jacket_02_06_01=Kamar Jacket White and Turquoise
item_Name_oct_jacket_03_01_01=Zerua Jacket Crusader Edition
item_Name_oct_jacket_03_02_01=Zerua Jacket
item_Name_oct_jumpsuit_01_01_01=Ventris Jumpsuit Crusader Edition
item_Name_oct_jumpsuit_01_02_01=Ventris Jumpsuit Crusader Edition Blue
item_Name_oct_jumpsuit_01_03_01=Ventris Jumpsuit Crusader Edition Light Blue / Dark Teal
item_Name_oct_jumpsuit_01_04_01=Ventris Jumpsuit Crusader Edition Light Blue / Grey
item_Name_oct_jumpsuit_01_05_01=Ventris Jumpsuit
item_Name_oct_jumpsuit_01_06_01=Ventris Jumpsuit Blue
item_Name_oct_jumpsuit_01_07_01=Ventris Jumpsuit Light Blue / Dark Teal
item_Name_oct_jumpsuit_01_08_01=Ventris Jumpsuit Light Blue / Grey
item_Name_oct_pants_01_01_01=Altimont Pants
item_Name_oct_pants_01_01_06=Altimont Pants Teal
item_Name_oct_pants_01_01_07=Altimont Pants Blue
item_Name_oct_pants_01_01_17=Altimont Pants Dark Teal
item_Name_oct_pants_02_01_01=Cleo Pants
item_Name_oct_pants_02_01_17=Cleo Pants Dark Blue
item_Name_oct_pants_02_01_18=Cleo Pants Navy Blue
item_Name_oct_pants_03_01_01=Auditor Pants Grey
item_Name_oct_shirt_01_01_01=Auditor Shirt Crusader Edition
item_Name_oct_shirt_02_01_01=
item_Name_oct_shirt_03_01_01=Auditor Shirt Covalex Edition
item_Name_oct_shoes_01_01_01=Treadlight Shoes
item_Name_oct_shoes_02_01_01=Laska Shoes
item_Name_omc_light_armor_arms_01=Bastion Arms
item_Name_omc_light_armor_core_01=Bastion Core
item_Name_omc_light_armor_helmet_01=Bastion Helmet
item_Name_omc_light_armor_legs_01=Bastion Legs
item_Name_omc_undersuit_armor=Foundation Undersuit
item_Name_ops_jacket_01_01_01=Nyman Jacket
item_Name_ops_jacket_01_01_02=Nyman Jacket Red
item_Name_ops_jacket_01_01_03=Nyman Jacket Orange
item_Name_ops_jacket_01_01_04=Nyman Jacket Yellow
item_Name_ops_jacket_01_01_05=Nyman Jacket Green
item_Name_ops_jacket_01_01_06=Nyman Jacket Seagreen
item_Name_ops_jacket_01_01_07=Nyman Jacket Blue
item_Name_ops_jacket_01_01_08=Nyman Jacket Purple
item_Name_ops_jacket_01_01_09=Nyman Jacket Violet
item_Name_ops_jacket_01_01_10=Nyman Jacket White
item_Name_ops_jacket_01_01_11=Nyman Jacket Grey
item_Name_ops_jacket_01_01_12=Nyman Jacket Black
item_Name_ops_jacket_01_01_13=Nyman Jacket Dark Red
item_Name_ops_jacket_01_01_14=Nyman Jacket Sienna
item_Name_ops_jacket_01_01_15=Nyman Jacket Tan
item_Name_ops_jacket_01_01_16=Nyman Jacket Dark Green
item_Name_ops_jacket_01_01_17=Nyman Jacket Aqua
item_Name_ops_jacket_01_01_18=Nyman Jacket Twilight
item_Name_ops_jacket_01_01_19=Nyman Jacket Imperial
item_Name_ops_jacket_01_01_20=Nyman Jacket Olive
item_Name_ops_jacket_03_01_01=Tuvois Jacket
item_Name_ops_jacket_03_01_02=Tuvois Jacket Red
item_Name_ops_jacket_03_01_03=Tuvois Jacket Orange
item_Name_ops_jacket_03_01_04=Tuvois Jacket Yellow
item_Name_ops_jacket_03_01_05=Tuvois Jacket Green
item_Name_ops_jacket_03_01_06=Tuvois Jacket Seagreen
item_Name_ops_jacket_03_01_07=Tuvois Jacket Blue
item_Name_ops_jacket_03_01_08=Tuvois Jacket Purple
item_Name_ops_jacket_03_01_09=Tuvois Jacket Violet
item_Name_ops_jacket_03_01_10=Tuvois Jacket White
item_Name_ops_jacket_03_01_11=Tuvois Jacket Grey
item_Name_ops_jacket_03_01_12=Tuvois Jacket Black
item_Name_ops_jacket_03_01_13=Tuvois Jacket Dark Red
item_Name_ops_jacket_03_01_14=Tuvois Jacket Sienna
item_Name_ops_jacket_03_01_15=Tuvois Jacket Tan
item_Name_ops_jacket_03_01_16=Tuvois Jacket Dark Green
item_Name_ops_jacket_03_01_17=Tuvois Jacket Aqua
item_Name_ops_jacket_03_01_18=Tuvois Jacket Twilight
item_Name_ops_jacket_03_01_19=Tuvois Jacket Imperial
item_Name_ops_jacket_03_01_20=Tuvois Jacket Olive
item_Name_ops_jacket_04_01_01=Libio Jacket
item_Name_ops_jacket_04_01_02=Libio Jacket Red
item_Name_ops_jacket_04_01_03=Libio Jacket Orange
item_Name_ops_jacket_04_01_04=Libio Jacket Yellow
item_Name_ops_jacket_04_01_05=Libio Jacket Green
item_Name_ops_jacket_04_01_06=Libio Jacket Seagreen
item_Name_ops_jacket_04_01_07=Libio Jacket Blue
item_Name_ops_jacket_04_01_08=Libio Jacket Purple
item_Name_ops_jacket_04_01_09=Libio Jacket Violet
item_Name_ops_jacket_04_01_10=Libio Jacket White
item_Name_ops_jacket_04_01_11=Libio Jacket Grey
item_Name_ops_jacket_04_01_12=Libio Jacket Black
item_Name_ops_jacket_04_01_13=Libio Jacket Dark Red
item_Name_ops_jacket_04_01_14=Libio Jacket Sienna
item_Name_ops_jacket_04_01_15=Libio Jacket Tan
item_Name_ops_jacket_04_01_16=Libio Jacket Dark Green
item_Name_ops_jacket_04_01_17=Libio Jacket Aqua
item_Name_ops_jacket_04_01_18=Libio Jacket Twilight
item_Name_ops_jacket_04_01_19=Libio Jacket Imperial
item_Name_ops_jacket_04_01_20=Libio Jacket Olive
item_Name_ops_jacket_06_01_01,P=Carragio Jacket Charcoal
item_Name_ops_jacket_06_01_10=Carragio Jacket Grey
item_Name_ops_jacket_07_01_01=Waldron Jacket Blue
item_Name_ops_jacket_07_01_10=Waldron Jacket White
item_Name_ops_jacket_07_01_12=Waldron Jacket Black
item_Name_ops_pants_02_01_01=Mivaldi Pants
item_Name_ops_pants_02_01_02=Mivaldi Pants Red
item_Name_ops_pants_02_01_03=Mivaldi Pants Orange
item_Name_ops_pants_02_01_04=Mivaldi Pants Yellow
item_Name_ops_pants_02_01_05=Mivaldi Pants Green
item_Name_ops_pants_02_01_06=Mivaldi Pants Seagreen
item_Name_ops_pants_02_01_07=Mivaldi Pants Blue
item_Name_ops_pants_02_01_08=Mivaldi Pants Purple
item_Name_ops_pants_02_01_09=Mivaldi Pants Violet
item_Name_ops_pants_02_01_10=Mivaldi Pants White
item_Name_ops_pants_02_01_11=Mivaldi Pants Grey
item_Name_ops_pants_02_01_12=Mivaldi Pants Black
item_Name_ops_pants_02_01_13=Mivaldi Pants Dark Red
item_Name_ops_pants_02_01_14=Mivaldi Pants Sienna
item_Name_ops_pants_02_01_15=Mivaldi Pants Tan
item_Name_ops_pants_02_01_16=Mivaldi Pants Dark Green
item_Name_ops_pants_02_01_17=Mivaldi Pants Aqua
item_Name_ops_pants_02_01_18=Mivaldi Pants Twilight
item_Name_ops_pants_02_01_19=Mivaldi Pants Imperial
item_Name_ops_pants_02_01_20=Mivaldi Pants Olive
item_Name_ops_pants_02_01_9tails01=Mivaldi Pants (Modified)
item_Name_ops_pants_05_01_01=Lavelle Pants
item_Name_ops_pants_05_01_9tails01=Lavelle Pants (Modified)
item_Name_ops_pants_06_01_01=Waldron Pants Blue
item_Name_ops_pants_06_01_10=Waldron Pants White
item_Name_ops_pants_06_01_12=Waldron Pants Black
item_Name_ops_shirt_03_01_01,P=Placeholder - OPS Shirt
item_Name_ops_shirt_04_01_01=Torreto Shirt
item_Name_ops_shoes_02_01_01=Wan Shoes
item_Name_ops_shoes_03_01_01=Ivers Boots Blue
item_Name_ops_shoes_03_01_10=Ivers Boots White
item_Name_ops_shoes_03_01_12=Ivers Boots Black
item_Name_orig_armor_medium_helmet_01_01_01=Giocoso Helmet Ivory
item_Name_orig_armor_medium_helmet_01_01_07=Giocoso Helmet Azure
item_Name_orig_armor_medium_helmet_01_01_11=Giocoso Helmet Obsidian
item_Name_outlaw_legacy_armor_heavy_arms_01_01_01=Citadel Arms Base
item_Name_outlaw_legacy_armor_heavy_arms_01_01_13=Citadel Arms Dark Red
item_Name_outlaw_legacy_armor_heavy_arms_01_01_9tails01=Citadel Arms (Modified)
item_Name_outlaw_legacy_armor_heavy_core_01_01_01=Citadel Core Base
item_Name_outlaw_legacy_armor_heavy_core_01_01_13=Citadel Core Dark Red
item_Name_outlaw_legacy_armor_heavy_core_01_01_9tails01=Citadel Core (Modified)
item_Name_outlaw_legacy_armor_heavy_helmet_01_01_01=Fortifier Helmet Base
item_Name_outlaw_legacy_armor_heavy_helmet_01_01_13=Fortifier Helmet Dark Red
item_Name_outlaw_legacy_armor_heavy_legs_01_01_01=Citadel Legs Base
item_Name_outlaw_legacy_armor_heavy_legs_01_01_13=Citadel Legs Dark Red
item_Name_outlaw_legacy_armor_light_arms_01_01_01=Lynx Arms Base
item_Name_outlaw_legacy_armor_light_arms_01_01_11=Lynx Arms Cold Steel
item_Name_outlaw_legacy_armor_light_arms_01_02_01=Lynx Arms Draas
item_Name_outlaw_legacy_armor_light_arms_01_02_11=Lynx Arms Firebrick
item_Name_outlaw_legacy_armor_light_arms_01_03_01=Lynx Arms Sandstorm
item_Name_outlaw_legacy_armor_light_arms_01_03_11=Lynx Arms Lichen
item_Name_outlaw_legacy_armor_light_arms_01_04_02=Lynx Arms Red
item_Name_outlaw_legacy_armor_light_arms_01_04_03=Lynx Arms Orange
item_Name_outlaw_legacy_armor_light_arms_01_04_04=Lynx Arms Yellow
item_Name_outlaw_legacy_armor_light_arms_01_04_05=Lynx Arms Green
item_Name_outlaw_legacy_armor_light_arms_01_04_06=Lynx Arms Seagreen
item_Name_outlaw_legacy_armor_light_arms_01_04_07=Lynx Arms Blue
item_Name_outlaw_legacy_armor_light_arms_01_04_08=Lynx Arms Purple
item_Name_outlaw_legacy_armor_light_arms_01_04_09=Lynx Arms Violet
item_Name_outlaw_legacy_armor_light_arms_01_04_12=Lynx Arms Black
item_Name_outlaw_legacy_armor_light_arms_01_04_13=Lynx Arms Dark Red
item_Name_outlaw_legacy_armor_light_arms_01_04_14=Lynx Arms Sienna
item_Name_outlaw_legacy_armor_light_arms_01_04_9tails=Lynx Arms (Modified)
item_Name_outlaw_legacy_armor_light_arms_01_05_10=Lynx Arms White
item_Name_outlaw_legacy_armor_light_arms_01_05_11,P=Lynx Arms Grey
item_Name_outlaw_legacy_armor_light_arms_01_05_15=Lynx Arms Tan
item_Name_outlaw_legacy_armor_light_arms_01_05_16=Lynx Arms Dark Green
item_Name_outlaw_legacy_armor_light_arms_01_05_17=Lynx Arms Aqua
item_Name_outlaw_legacy_armor_light_arms_01_05_18=Lynx Arms Twilight
item_Name_outlaw_legacy_armor_light_arms_01_05_19=Lynx Arms Imperial
item_Name_outlaw_legacy_armor_light_arms_01_05_20=Lynx Arms Olive
item_Name_outlaw_legacy_armor_light_core_01_01_01=Lynx Core Base
item_Name_outlaw_legacy_armor_light_core_01_01_11=Lynx Core Cold Steel
item_Name_outlaw_legacy_armor_light_core_01_02_01=Lynx Core Draas
item_Name_outlaw_legacy_armor_light_core_01_02_11=Lynx Core Firebrick
item_Name_outlaw_legacy_armor_light_core_01_03_01=Lynx Core Sandstorm
item_Name_outlaw_legacy_armor_light_core_01_03_11=Lynx Core Lichen
item_Name_outlaw_legacy_armor_light_core_01_04_02=Lynx Core Red
item_Name_outlaw_legacy_armor_light_core_01_04_03=Lynx Core Orange
item_Name_outlaw_legacy_armor_light_core_01_04_04=Lynx Core Yellow
item_Name_outlaw_legacy_armor_light_core_01_04_05=Lynx Core Green
item_Name_outlaw_legacy_armor_light_core_01_04_06=Lynx Core Seagreen
item_Name_outlaw_legacy_armor_light_core_01_04_07=Lynx Core Blue
item_Name_outlaw_legacy_armor_light_core_01_04_08=Lynx Core Purple
item_Name_outlaw_legacy_armor_light_core_01_04_09=Lynx Core Violet
item_Name_outlaw_legacy_armor_light_core_01_04_12=Lynx Core Black
item_Name_outlaw_legacy_armor_light_core_01_04_13=Lynx Core Dark Red
item_Name_outlaw_legacy_armor_light_core_01_04_14=Lynx Core Sienna
item_Name_outlaw_legacy_armor_light_core_01_05_10=Lynx Core White
item_Name_outlaw_legacy_armor_light_core_01_05_11,P=Lynx Core Grey
item_Name_outlaw_legacy_armor_light_core_01_05_15=Lynx Core Tan
item_Name_outlaw_legacy_armor_light_core_01_05_16=Lynx Core Dark Green
item_Name_outlaw_legacy_armor_light_core_01_05_17=Lynx Core Aqua
item_Name_outlaw_legacy_armor_light_core_01_05_18=Lynx Core Twilight
item_Name_outlaw_legacy_armor_light_core_01_05_19=Lynx Core Imperial
item_Name_outlaw_legacy_armor_light_core_01_05_20=Lynx Core Olive
item_Name_outlaw_legacy_armor_light_helmet_01_01_01=Oracle Helmet Base
item_Name_outlaw_legacy_armor_light_helmet_01_01_11=Oracle Helmet Cold Steel
item_Name_outlaw_legacy_armor_light_helmet_01_02_01=Oracle Helmet Draas
item_Name_outlaw_legacy_armor_light_helmet_01_02_11=Oracle Helmet Firebrick
item_Name_outlaw_legacy_armor_light_helmet_01_03_01=Oracle Helmet Sandstorm
item_Name_outlaw_legacy_armor_light_helmet_01_03_11=Oracle Helmet Lichen
item_Name_outlaw_legacy_armor_light_helmet_01_04_02=Oracle Helmet Red
item_Name_outlaw_legacy_armor_light_helmet_01_04_03=Oracle Helmet Orange
item_Name_outlaw_legacy_armor_light_helmet_01_04_04=Oracle Helmet Yellow
item_Name_outlaw_legacy_armor_light_helmet_01_04_05=Oracle Helmet Green
item_Name_outlaw_legacy_armor_light_helmet_01_04_06=Oracle Helmet Seagreen
item_Name_outlaw_legacy_armor_light_helmet_01_04_07=Oracle Helmet Blue
item_Name_outlaw_legacy_armor_light_helmet_01_04_08=Oracle Helmet Purple
item_Name_outlaw_legacy_armor_light_helmet_01_04_09=Oracle Helmet Violet
item_Name_outlaw_legacy_armor_light_helmet_01_04_12=Oracle Helmet Black
item_Name_outlaw_legacy_armor_light_helmet_01_04_13=Oracle Helmet Dark Red
item_Name_outlaw_legacy_armor_light_helmet_01_04_14=Oracle Helmet Sienna
item_Name_outlaw_legacy_armor_light_helmet_01_04_9tails=Oracle Helmet (Modified)
item_Name_outlaw_legacy_armor_light_helmet_01_05_10=Oracle Helmet White
item_Name_outlaw_legacy_armor_light_helmet_01_05_11,P=Oracle Helmet Grey
item_Name_outlaw_legacy_armor_light_helmet_01_05_15=Oracle Helmet Tan
item_Name_outlaw_legacy_armor_light_helmet_01_05_16=Oracle Helmet Dark Green
item_Name_outlaw_legacy_armor_light_helmet_01_05_17=Oracle Helmet Aqua
item_Name_outlaw_legacy_armor_light_helmet_01_05_18=Oracle Helmet Twilight
item_Name_outlaw_legacy_armor_light_helmet_01_05_19=Oracle Helmet Imperial
item_Name_outlaw_legacy_armor_light_helmet_01_05_20=Oracle Helmet Olive
item_Name_outlaw_legacy_armor_light_legs_01_01_01=Lynx Legs Base
item_Name_outlaw_legacy_armor_light_legs_01_01_11=Lynx Legs Cold Steel
item_Name_outlaw_legacy_armor_light_legs_01_02_01=Lynx Legs Draas
item_Name_outlaw_legacy_armor_light_legs_01_02_11=Lynx Legs Firebrick
item_Name_outlaw_legacy_armor_light_legs_01_03_01=Lynx Legs Sandstorm
item_Name_outlaw_legacy_armor_light_legs_01_03_11=Lynx Legs Lichen
item_Name_outlaw_legacy_armor_light_legs_01_04_02=Lynx Legs Red
item_Name_outlaw_legacy_armor_light_legs_01_04_03=Lynx Legs Orange
item_Name_outlaw_legacy_armor_light_legs_01_04_04=Lynx Legs Yellow
item_Name_outlaw_legacy_armor_light_legs_01_04_05=Lynx Legs Green
item_Name_outlaw_legacy_armor_light_legs_01_04_06=Lynx Legs Seagreen
item_Name_outlaw_legacy_armor_light_legs_01_04_07=Lynx Legs Blue
item_Name_outlaw_legacy_armor_light_legs_01_04_08=Lynx Legs Purple
item_Name_outlaw_legacy_armor_light_legs_01_04_09=Lynx Legs Violet
item_Name_outlaw_legacy_armor_light_legs_01_04_12=Lynx Legs Black
item_Name_outlaw_legacy_armor_light_legs_01_04_13=Lynx Legs Dark Red
item_Name_outlaw_legacy_armor_light_legs_01_04_14=Lynx Legs Sienna
item_Name_outlaw_legacy_armor_light_legs_01_05_10=Lynx Legs White
item_Name_outlaw_legacy_armor_light_legs_01_05_11,P=Lynx Legs Grey
item_Name_outlaw_legacy_armor_light_legs_01_05_15=Lynx Legs Tan
item_Name_outlaw_legacy_armor_light_legs_01_05_16=Lynx Legs Dark Green
item_Name_outlaw_legacy_armor_light_legs_01_05_17=Lynx Legs Aqua
item_Name_outlaw_legacy_armor_light_legs_01_05_18=Lynx Legs Twilight
item_Name_outlaw_legacy_armor_light_legs_01_05_19=Lynx Legs Imperial
item_Name_outlaw_legacy_armor_light_legs_01_05_20=Lynx Legs Olive
item_Name_outlaw_legacy_armor_medium_arms_01_01_01=Inquisitor Arms Base
item_Name_outlaw_legacy_armor_medium_arms_01_01_02=Inquisitor Arms Red
item_Name_outlaw_legacy_armor_medium_arms_01_01_03=Inquisitor Arms Orange
item_Name_outlaw_legacy_armor_medium_arms_01_01_04=Inquisitor Arms Yellow
item_Name_outlaw_legacy_armor_medium_arms_01_01_05=Inquisitor Arms Green
item_Name_outlaw_legacy_armor_medium_arms_01_01_06=Inquisitor Arms Seagreen
item_Name_outlaw_legacy_armor_medium_arms_01_01_07=Inquisitor Arms Blue
item_Name_outlaw_legacy_armor_medium_arms_01_01_08=Inquisitor Arms Purple
item_Name_outlaw_legacy_armor_medium_arms_01_01_09=Inquisitor Arms Violet
item_Name_outlaw_legacy_armor_medium_arms_01_01_10=Inquisitor Arms White
item_Name_outlaw_legacy_armor_medium_arms_01_01_11=Inquisitor Arms Grey
item_Name_outlaw_legacy_armor_medium_arms_01_01_12=Inquisitor Arms Black
item_Name_outlaw_legacy_armor_medium_arms_01_01_13=Inquisitor Arms Dark Red
item_Name_outlaw_legacy_armor_medium_arms_01_01_14=Inquisitor Arms Sienna
item_Name_outlaw_legacy_armor_medium_arms_01_01_15=Inquisitor Arms Tan
item_Name_outlaw_legacy_armor_medium_arms_01_01_16=Inquisitor Arms Dark Green
item_Name_outlaw_legacy_armor_medium_arms_01_01_17=Inquisitor Arms Aqua
item_Name_outlaw_legacy_armor_medium_arms_01_01_18=Inquisitor Arms Twilight
item_Name_outlaw_legacy_armor_medium_arms_01_01_19=Inquisitor Arms Imperial
item_Name_outlaw_legacy_armor_medium_arms_01_01_20=Inquisitor Arms Olive
item_Name_outlaw_legacy_armor_medium_core_01_01_01=Inquisitor Core
item_Name_outlaw_legacy_armor_medium_core_01_01_02=Inquisitor Core Red
item_Name_outlaw_legacy_armor_medium_core_01_01_03=Inquisitor Core Orange
item_Name_outlaw_legacy_armor_medium_core_01_01_04=Inquisitor Core Yellow
item_Name_outlaw_legacy_armor_medium_core_01_01_05=Inquisitor Core Green
item_Name_outlaw_legacy_armor_medium_core_01_01_06=Inquisitor Core Seagreen
item_Name_outlaw_legacy_armor_medium_core_01_01_07=Inquisitor Core Blue
item_Name_outlaw_legacy_armor_medium_core_01_01_08=Inquisitor Core Purple
item_Name_outlaw_legacy_armor_medium_core_01_01_09=Inquisitor Core Violet
item_Name_outlaw_legacy_armor_medium_core_01_01_10=Inquisitor Core White
item_Name_outlaw_legacy_armor_medium_core_01_01_11=Inquisitor Core Grey
item_Name_outlaw_legacy_armor_medium_core_01_01_12=Inquisitor Core Black
item_Name_outlaw_legacy_armor_medium_core_01_01_13=Inquisitor Core Dark Red
item_Name_outlaw_legacy_armor_medium_core_01_01_14=Inquisitor Core Sienna
item_Name_outlaw_legacy_armor_medium_core_01_01_15=Inquisitor Core Tan
item_Name_outlaw_legacy_armor_medium_core_01_01_16=Inquisitor Core Dark Green
item_Name_outlaw_legacy_armor_medium_core_01_01_17=Inquisitor Core Aqua
item_Name_outlaw_legacy_armor_medium_core_01_01_18=Inquisitor Core Twilight
item_Name_outlaw_legacy_armor_medium_core_01_01_19=Inquisitor Core Imperial
item_Name_outlaw_legacy_armor_medium_core_01_01_20=Inquisitor Core Olive
item_Name_outlaw_legacy_armor_medium_helmet_01_01_01=Morningstar Helmet Base
item_Name_outlaw_legacy_armor_medium_helmet_01_01_02=Morningstar Helmet Red
item_Name_outlaw_legacy_armor_medium_helmet_01_01_03=Morningstar Helmet Orange
item_Name_outlaw_legacy_armor_medium_helmet_01_01_04=Morningstar Helmet Yellow
item_Name_outlaw_legacy_armor_medium_helmet_01_01_05=Morningstar Helmet Green
item_Name_outlaw_legacy_armor_medium_helmet_01_01_06=Morningstar Helmet Seagreen
item_Name_outlaw_legacy_armor_medium_helmet_01_01_07=Morningstar Helmet Blue
item_Name_outlaw_legacy_armor_medium_helmet_01_01_08=Morningstar Helmet Purple
item_Name_outlaw_legacy_armor_medium_helmet_01_01_09=Morningstar Helmet Violet
item_Name_outlaw_legacy_armor_medium_helmet_01_01_10=Morningstar Helmet White
item_Name_outlaw_legacy_armor_medium_helmet_01_01_11=Morningstar Helmet Grey
item_Name_outlaw_legacy_armor_medium_helmet_01_01_12=Morningstar Helmet Black
item_Name_outlaw_legacy_armor_medium_helmet_01_01_13=Morningstar Helmet Dark Red
item_Name_outlaw_legacy_armor_medium_helmet_01_01_14=Morningstar Helmet Sienna
item_Name_outlaw_legacy_armor_medium_helmet_01_01_15=Morningstar Helmet Tan
item_Name_outlaw_legacy_armor_medium_helmet_01_01_16=Morningstar Helmet Dark Green
item_Name_outlaw_legacy_armor_medium_helmet_01_01_17=Morningstar Helmet Aqua
item_Name_outlaw_legacy_armor_medium_helmet_01_01_18=Morningstar Helmet Twilight
item_Name_outlaw_legacy_armor_medium_helmet_01_01_19=Morningstar Helmet Imperial
item_Name_outlaw_legacy_armor_medium_helmet_01_01_20=Morningstar Helmet Olive
item_Name_outlaw_legacy_armor_medium_helmet_01_01_9tails01=Morningstar Helmet (Modified)
item_Name_outlaw_legacy_armor_medium_legs_01_01_01=Inquisitor Legs Base
item_Name_outlaw_legacy_armor_medium_legs_01_01_02=Inquisitor Legs Red
item_Name_outlaw_legacy_armor_medium_legs_01_01_03=Inquisitor Legs Orange
item_Name_outlaw_legacy_armor_medium_legs_01_01_04=Inquisitor Legs Yellow
item_Name_outlaw_legacy_armor_medium_legs_01_01_05=Inquisitor Legs Green
item_Name_outlaw_legacy_armor_medium_legs_01_01_06=Inquisitor Legs Seagreen
item_Name_outlaw_legacy_armor_medium_legs_01_01_07=Inquisitor Legs Blue
item_Name_outlaw_legacy_armor_medium_legs_01_01_08=Inquisitor Legs Purple
item_Name_outlaw_legacy_armor_medium_legs_01_01_09=Inquisitor Legs Violet
item_Name_outlaw_legacy_armor_medium_legs_01_01_10=Inquisitor Legs White
item_Name_outlaw_legacy_armor_medium_legs_01_01_11=Inquisitor Legs Grey
item_Name_outlaw_legacy_armor_medium_legs_01_01_12=Inquisitor Legs Black
item_Name_outlaw_legacy_armor_medium_legs_01_01_13=Inquisitor Legs Dark Red
item_Name_outlaw_legacy_armor_medium_legs_01_01_14=Inquisitor Legs Sienna
item_Name_outlaw_legacy_armor_medium_legs_01_01_15=Inquisitor Legs Tan
item_Name_outlaw_legacy_armor_medium_legs_01_01_16=Inquisitor Legs Dark Green
item_Name_outlaw_legacy_armor_medium_legs_01_01_17=Inquisitor Legs Aqua
item_Name_outlaw_legacy_armor_medium_legs_01_01_18=Inquisitor Legs Twilight
item_Name_outlaw_legacy_armor_medium_legs_01_01_19=Inquisitor Legs Imperial
item_Name_outlaw_legacy_armor_medium_legs_01_01_20=Inquisitor Legs Olive
item_Name_outlaw_legacy_armor_medium_legs_01_01_9tails01=Inquisitor Legs (Modified)
item_Name_outlaw_legacy_heavy_armor_arms_02_01_01=Citadel-SE Arms Maroon
item_Name_outlaw_legacy_heavy_armor_arms_02_01_10=Citadel-SE Arms White
item_Name_outlaw_legacy_heavy_armor_arms_02_01_16=Citadel-SE Arms Dark Green
item_Name_outlaw_legacy_heavy_armor_core_02_01_01=Citadel-SE Core Maroon
item_Name_outlaw_legacy_heavy_armor_core_02_01_10=Citadel-SE Core White
item_Name_outlaw_legacy_heavy_armor_core_02_01_16=Citadel-SE Core Dark Green
item_Name_outlaw_legacy_heavy_armor_helmet_02_01_01=Fortifier Helmet Maroon
item_Name_outlaw_legacy_heavy_armor_helmet_02_01_10=Fortifier Helmet White
item_Name_outlaw_legacy_heavy_armor_helmet_02_01_16=Fortifier Helmet Dark Green
item_Name_outlaw_legacy_heavy_armor_helmet_neoni=Fortifier Helmet Neoni Mod
item_Name_outlaw_legacy_heavy_armor_legs_02_01_01=Citadel-SE Legs Maroon
item_Name_outlaw_legacy_heavy_armor_legs_02_01_10=Citadel-SE Legs White
item_Name_outlaw_legacy_heavy_armor_legs_02_01_16=Citadel-SE Legs Dark Green
item_Name_outlaw_legacy_light_armor_arms=Lynx Arms Base
item_Name_outlaw_legacy_light_armor_core=Lynx Core Base
item_Name_outlaw_legacy_light_armor_helmet=Oracle Helmet Base
item_Name_outlaw_legacy_light_armor_legs=Lynx Legs Base
item_Name_outlaw_legacy_medium_armor_arms_02_01_01=Inquisitor Arms Neon Pink
item_Name_outlaw_legacy_medium_armor_arms_02_01_10=Inquisitor Arms Black Steel
item_Name_outlaw_legacy_medium_armor_arms_02_01_19=Inquisitor Arms Raven
item_Name_outlaw_legacy_medium_armor_core_02_01_01=Inquisitor Core Neon Pink
item_Name_outlaw_legacy_medium_armor_core_02_01_10=Inquisitor Core Black Steel
item_Name_outlaw_legacy_medium_armor_core_02_01_19=Inquisitor Core Raven
item_Name_outlaw_legacy_medium_armor_helmet_02_01_01=Morningstar Helmet Neon Pink
item_Name_outlaw_legacy_medium_armor_helmet_02_01_10=Morningstar Helmet Black Steel
item_Name_outlaw_legacy_medium_armor_helmet_02_01_19=Morningstar Helmet Raven
item_Name_outlaw_legacy_medium_armor_legs_02_01_01=Inquisitor Legs Neon Pink
item_Name_outlaw_legacy_medium_armor_legs_02_01_10=Inquisitor Legs Black Steel
item_Name_outlaw_legacy_medium_armor_legs_02_01_19=Inquisitor Legs Raven
item_Name_qrt_mantis_undersuit_01_01_01=Sabine Undersuit
item_Name_qrt_mantis_undersuit_01_01_crus,P=Sabine Undersuit (Crusader Industries Variant)
item_Name_qrt_mantis_undersuit_helmet_01_01_01=Calva Helmet
item_Name_qrt_specialist_medium_arms_01_01_01=Artimex Arms
item_Name_qrt_specialist_medium_arms_01_01_10=Artimex Arms Canuto
item_Name_qrt_specialist_medium_arms_01_01_12=Artimex Arms Nightwave
item_Name_qrt_specialist_medium_arms_01_01_15=Artimex Arms Lodestone
item_Name_qrt_specialist_medium_arms_01_01_16=Artimex Arms Wildwood
item_Name_qrt_specialist_medium_arms_01_01_9tails01=Artimex Arms (Modified)
item_Name_qrt_specialist_medium_arms_01_01_iae2022=Artimex Arms Red Alert
item_Name_qrt_specialist_medium_arms_02_01_01=Artimex Arms Hurston Dynamics Executive Security
item_Name_qrt_specialist_medium_core_01_01_01=Artimex Core
item_Name_qrt_specialist_medium_core_01_01_10=Artimex Core Canuto
item_Name_qrt_specialist_medium_core_01_01_12=Artimex Core Nightwave
item_Name_qrt_specialist_medium_core_01_01_15=Artimex Core Lodestone
item_Name_qrt_specialist_medium_core_01_01_16=Artimex Core Wildwood
item_Name_qrt_specialist_medium_core_01_01_9tails01=Artimex Core (Modified)
item_Name_qrt_specialist_medium_core_01_01_iae2022=Artimex Core Red Alert
item_Name_qrt_specialist_medium_core_02_01_01=Artimex Core Hurston Dynamics Executive Security
item_Name_qrt_specialist_medium_helmet_01_01_01=Artimex Helmet
item_Name_qrt_specialist_medium_helmet_01_01_10=Artimex Helmet Canuto
item_Name_qrt_specialist_medium_helmet_01_01_12=Artimex Helmet Nightwave
item_Name_qrt_specialist_medium_helmet_01_01_15=Artimex Helmet Lodestone
item_Name_qrt_specialist_medium_helmet_01_01_16=Artimex Helmet Wildwood
item_Name_qrt_specialist_medium_helmet_01_01_iae2022=Artimex Helmet Red Alert
item_Name_qrt_specialist_medium_helmet_02_01_01=Artimex Helmet Hurston Dynamics Executive Security
item_Name_qrt_specialist_medium_legs_01_01_01=Artimex Legs
item_Name_qrt_specialist_medium_legs_01_01_10=Artimex Legs Canuto
item_Name_qrt_specialist_medium_legs_01_01_12=Artimex Legs Nightwave
item_Name_qrt_specialist_medium_legs_01_01_15=Artimex Legs Lodestone
item_Name_qrt_specialist_medium_legs_01_01_16=Artimex Legs Wildwood
item_Name_qrt_specialist_medium_legs_01_01_iae2022=Artimex Legs Red Alert
item_Name_qrt_specialist_medium_legs_02_01_01=Artimex Legs Hurston Dynamics Executive Security
item_Name_r6p_boots_01_01_9tails01=Protean Boots (Modified)
item_Name_r6p_boots_02_01_01=Ponos Boots
item_Name_r6p_boots_02_01_02=Ponos Boots Red
item_Name_r6p_boots_02_01_03=Ponos Boots Orange
item_Name_r6p_boots_02_01_04=Ponos Boots Yellow
item_Name_r6p_boots_02_01_05=Ponos Boots Green
item_Name_r6p_boots_02_01_06=Ponos Boots Seagreen
item_Name_r6p_boots_02_01_07=Ponos Boots Blue
item_Name_r6p_boots_02_01_08=Ponos Boots Purple
item_Name_r6p_boots_02_01_09=Ponos Boots Violet
item_Name_r6p_boots_02_01_10=Ponos Boots White
item_Name_r6p_boots_02_01_11=Ponos Boots Grey
item_Name_r6p_boots_02_01_12=Ponos Boots Black
item_Name_r6p_boots_02_01_13=Ponos Boots Dark Red
item_Name_r6p_boots_02_01_14=Ponos Boots Sienna
item_Name_r6p_boots_02_01_15=Ponos Boots Tan
item_Name_r6p_boots_02_01_16=Ponos Boots Dark Green
item_Name_r6p_boots_02_01_17=Ponos Boots Aqua
item_Name_r6p_boots_02_01_18=Ponos Boots Twilight
item_Name_r6p_boots_02_01_19=Ponos Boots Imperial
item_Name_r6p_boots_02_01_20=Ponos Boots Desert
item_Name_r6p_boots_03_01_01,P=PH - r6p_boots_03_01_01
item_Name_r6p_boots_04_01_01=Cerrado Boots Wood
item_Name_r6p_boots_04_01_04=Cerrado Boots Bronze
item_Name_r6p_boots_04_01_18=Cerrado Boots Slate
item_Name_r6p_boots_05_01_01=Tussock Boots Coal
item_Name_r6p_boots_05_01_12=Tussock Boots Olivine
item_Name_r6p_boots_05_01_13=Tussock Boots Basalt
item_Name_r6p_boots_05_01_16=Tussock Boots Hematite
item_Name_r6p_boots_05_01_17=Tussock Boots Gravel
item_Name_r6p_gloves_01_01_01=Baru Gloves (Left Only)
item_Name_r6p_gloves_01_01_04=Baru Gloves Moss (Left Only)
item_Name_r6p_gloves_01_01_13=Baru Gloves Brick (Left Only)
item_Name_r6p_gloves_01_01_17=Baru Gloves Viridian (Left Only)
item_Name_r6p_gloves_01_01_19=Baru Gloves Slate (Left Only)
item_Name_r6p_gloves_02_01_01=Aster Gloves Sand
item_Name_r6p_gloves_02_01_04=Aster Gloves Moss
item_Name_r6p_gloves_02_01_18=Aster Gloves Twilight
item_Name_r6p_shoes_02_01_01=Tona Shoes
item_Name_r6p_shoes_02_01_02=Tona Shoes Red
item_Name_r6p_shoes_02_01_03=Tona Shoes Orange
item_Name_r6p_shoes_02_01_04=Tona Shoes Yellow
item_Name_r6p_shoes_02_01_05=Tona Shoes Green
item_Name_r6p_shoes_02_01_06=Tona Shoes Seagreen
item_Name_r6p_shoes_02_01_07=Tona Shoes Blue
item_Name_r6p_shoes_02_01_08=Tona Shoes Purple
item_Name_r6p_shoes_02_01_09=Tona Shoes Violet
item_Name_r6p_shoes_02_01_10=Tona Shoes White
item_Name_r6p_shoes_02_01_11=Tona Shoes Grey
item_Name_r6p_shoes_02_01_12=Tona Shoes Black
item_Name_r6p_shoes_02_01_13=Tona Shoes Dark Red
item_Name_r6p_shoes_02_01_14=Tona Shoes Sienna
item_Name_r6p_shoes_02_01_15=Tona Shoes Tan
item_Name_r6p_shoes_02_01_16=Tona Shoes Dark Green
item_Name_r6p_shoes_02_01_17=Tona Shoes Aqua
item_Name_r6p_shoes_02_01_18=Tona Shoes Twilight
item_Name_r6p_shoes_02_01_19=Tona Shoes Imperial
item_Name_r6p_shoes_02_01_20=Tona Shoes Olive
item_Name_r6p_shoes_03_01_01=Varhey Boots
item_Name_r6p_shoes_03_01_03=Varhey Boots Ochre
item_Name_r6p_shoes_03_01_11=Varhey Boots Fogforest
item_Name_r6p_shoes_03_01_15=Varhey Boots Falstaff
item_Name_r6p_shoes_03_01_17=Varhey Boots Bayoux
item_Name_r6p_shoes_04_01_01=Campo Shoes
item_Name_r6p_shoes_04_01_04=Campo Shoes Moss
item_Name_r6p_shoes_04_01_13=Campo Shoes Brick
item_Name_r6p_shoes_04_01_17=Campo Shoes Viridian
item_Name_r6p_shoes_04_01_19=Campo Shoes Slate
item_Name_rmb_gloves_01_01_01=Cody Gloves
item_Name_rmb_goggles_01_01_9tails01=Avalos Scout Goggles (Modified)
item_Name_rmb_goggles_04_01_01=XS-90 Explorer Goggles
item_Name_rmb_jacket_01_01_01=Kutty Jacket
item_Name_rmb_jacket_01_01_9tails01=Kutty Jacket (Modified)
item_Name_rmb_pants_01_01_01=Pollux Pants
item_Name_roo_tvshow_host=Nightfire Dress
item_Name_rrs_combat_heavy_backpack_01_01_01=Morozov-CH Backpack
item_Name_rrs_combat_heavy_backpack_01_01_03=Morozov-CH Backpack Terracotta
item_Name_rrs_combat_heavy_backpack_01_01_10=Morozov-CH Backpack Thule
item_Name_rrs_combat_heavy_backpack_01_01_12=Morozov-CH Backpack Aftershock
item_Name_rrs_combat_heavy_backpack_01_01_9tails01=Morozov-CH Backpack (Modified)
item_Name_rrs_combat_heavy_backpack_01_01_iae2022=Morozov-CH Backpack Red Alert
item_Name_rrs_combat_heavy_backpack_01_02_01=Morozov-CH Backpack Snowdrift
item_Name_rrs_combat_heavy_backpack_01_crus01_01=Morozov-CH Backpack Crusader Edition
item_Name_rrs_combat_heavy_backpack_02_01_01=Morozov-CH Backpack Brushdrift
item_Name_rrs_combat_heavy_backpack_03_01_01=Morozov-CH Backpack Redshift
item_Name_rrs_combat_heavy_backpack_04_01_01=Morozov-CH Backpack Pyrotechnic
item_Name_rrs_combat_heavy_backpack_04_02_01=Morozov-CH Backpack Gold Horizon
item_Name_rrs_combat_light_backpack_01_01_01=Arden-CL Backpack
item_Name_rrs_combat_light_backpack_01_01_iae2022=Arden-CL Backpack Red Alert
item_Name_rrs_combat_light_backpack_01_02_01=Arden-CL Backpack Balefire
item_Name_rrs_combat_light_backpack_01_03_01=Arden-CL Backpack Rime
item_Name_rrs_combat_light_backpack_01_04_01=Arden-CL Backpack Archangel
item_Name_rrs_specialist_heavy_arms_01_01_01=Morozov-SH Arms
item_Name_rrs_specialist_heavy_arms_01_01_03=Morozov-SH Arms Terracotta
item_Name_rrs_specialist_heavy_arms_01_01_10=Morozov-SH Arms Thule
item_Name_rrs_specialist_heavy_arms_01_01_12=Morozov-SH Arms Aftershock
item_Name_rrs_specialist_heavy_arms_01_01_9tails01=Morozov-SH Arms (Modified)
item_Name_rrs_specialist_heavy_arms_01_01_iae2022=Morozov-SH Arms Red Alert
item_Name_rrs_specialist_heavy_arms_01_02_01=Morozov-SH Arms Snowdrift
item_Name_rrs_specialist_heavy_arms_02_01_01=Morozov-SH Arms Brushdrift
item_Name_rrs_specialist_heavy_arms_03_01_01=Morozov-SH Arms Redshift
item_Name_rrs_specialist_heavy_arms_04_01_01=Morozov-SH-I Arms Pyrotechnic
item_Name_rrs_specialist_heavy_arms_04_02_01=Morozov-SH-I Arms Gold Horizon
item_Name_rrs_specialist_heavy_core_01_01_01=Morozov-SH Core
item_Name_rrs_specialist_heavy_core_01_01_03=Morozov-SH Core Terracotta
item_Name_rrs_specialist_heavy_core_01_01_10=Morozov-SH Core Thule
item_Name_rrs_specialist_heavy_core_01_01_12=Morozov-SH Core Aftershock
item_Name_rrs_specialist_heavy_core_01_01_9tails01=Morozov-SH Core (Modified)
item_Name_rrs_specialist_heavy_core_01_01_iae2022=Morozov-SH Core Red Alert
item_Name_rrs_specialist_heavy_core_01_02_01=Morozov-SH Core Snowdrift
item_Name_rrs_specialist_heavy_core_01_crus01_01=Morozov-SH Core Crusader Edition
item_Name_rrs_specialist_heavy_core_02_01_01=Morozov-SH Core Brushdrift
item_Name_rrs_specialist_heavy_core_03_01_01=Morozov-SH Core Redshift
item_Name_rrs_specialist_heavy_core_04_01_01=Morozov-SH-I Core Pyrotechnic
item_Name_rrs_specialist_heavy_core_04_02_01=Morozov-SH-I Core Gold Horizon
item_Name_rrs_specialist_heavy_helmet_01_01_01=Morozov-SH Helmet
item_Name_rrs_specialist_heavy_helmet_01_01_03=Morozov-SH Helmet Terracotta
item_Name_rrs_specialist_heavy_helmet_01_01_10=Morozov-SH Helmet Thule
item_Name_rrs_specialist_heavy_helmet_01_01_12=Morozov-SH Helmet Aftershock
item_Name_rrs_specialist_heavy_helmet_01_01_iae2022=Morozov-SH Helmet Red Alert
item_Name_rrs_specialist_heavy_helmet_01_02_01=Morozov-SH Helmet Snowdrift
item_Name_rrs_specialist_heavy_helmet_02_01_01=Morozov-SH Helmet Brushdrift
item_Name_rrs_specialist_heavy_helmet_03_01_01=Morozov-SH Helmet Redshift
item_Name_rrs_specialist_heavy_helmet_03_crus01_01=Morozov-SH Helmet Crusader Edition
item_Name_rrs_specialist_heavy_helmet_04_01_01=Morozov-SH-I Helmet Pyrotechnic
item_Name_rrs_specialist_heavy_helmet_04_02_01=Morozov-SH-I Helmet Gold Horizon
item_Name_rrs_specialist_heavy_legs_01_01_01=Morozov-SH Legs
item_Name_rrs_specialist_heavy_legs_01_01_03=Morozov-SH Legs Terracotta
item_Name_rrs_specialist_heavy_legs_01_01_10=Morozov-SH Legs Thule
item_Name_rrs_specialist_heavy_legs_01_01_12=Morozov-SH Legs Aftershock
item_Name_rrs_specialist_heavy_legs_01_01_9tails01=Morozov-SH Legs (Modified)
item_Name_rrs_specialist_heavy_legs_01_01_iae2022=Morozov-SH Legs Red Alert
item_Name_rrs_specialist_heavy_legs_01_02_01=Morozov-SH Legs Snowdrift
item_Name_rrs_specialist_heavy_legs_01_crus01_01=Morozov-SH Legs Crusader Edition
item_Name_rrs_specialist_heavy_legs_02_01_01=Morozov-SH Legs Brushdrift
item_Name_rrs_specialist_heavy_legs_03_01_01=Morozov-SH Legs Redshift
item_Name_rrs_specialist_heavy_legs_04_01_01=Morozov-SH-I Legs Pyrotechnic
item_Name_rrs_specialist_heavy_legs_04_02_01=Morozov-SH-I Legs Gold Horizon
item_Name_rrs_specialist_light_arms_01_01_01=Arden-SL Arms
item_Name_rrs_specialist_light_arms_01_01_iae2022=Arden-SL Arms Red Alert
item_Name_rrs_specialist_light_arms_01_02_01=Arden-SL Arms Balefire
item_Name_rrs_specialist_light_arms_01_03_01=Arden-SL Arms Rime
item_Name_rrs_specialist_light_arms_01_04_01=Arden-SL Arms Archangel
item_Name_rrs_specialist_light_arms_01_coramor_01=Arden-SL Arms Coramor Edition "Fate"
item_Name_rrs_specialist_light_arms_01_coramor_02=Arden-SL Arms Coramor Edition "Kismet"
item_Name_rrs_specialist_light_arms_01_crus01_01=Arden-SL Arms Crusader Edition
item_Name_rrs_specialist_light_core_01_01_01=Arden-SL Core
item_Name_rrs_specialist_light_core_01_01_9tails01=Arden-SL Core (Modified)
item_Name_rrs_specialist_light_core_01_01_iae2022=Arden-SL Core Red Alert
item_Name_rrs_specialist_light_core_01_02_01=Arden-SL Core Balefire
item_Name_rrs_specialist_light_core_01_03_01=Arden-SL Core Rime
item_Name_rrs_specialist_light_core_01_04_01=Arden-SL Core Archangel
item_Name_rrs_specialist_light_core_01_coramor_01=Arden-SL Core Coramor Edition "Fate"
item_Name_rrs_specialist_light_core_01_coramor_02=Arden-SL Core Coramor Edition "Kismet"
item_Name_rrs_specialist_light_helmet_01_01_01=Arden-SL Helmet
item_Name_rrs_specialist_light_helmet_01_01_9tails01=Arden-SL Helmet (Modified)
item_Name_rrs_specialist_light_helmet_01_01_iae2022=Arden-SL Helmet Red Alert
item_Name_rrs_specialist_light_helmet_01_02_01=Arden-SL Helmet Balefire
item_Name_rrs_specialist_light_helmet_01_03_01=Arden-SL Helmet Rime
item_Name_rrs_specialist_light_helmet_01_04_01=Arden-SL Helmet Archangel
item_Name_rrs_specialist_light_helmet_01_coramor_01=Arden-SL Helmet Coramor Edition "Fate"
item_Name_rrs_specialist_light_helmet_01_coramor_02=Arden-SL Helmet Coramor Edition "Kismet"
item_Name_rrs_specialist_light_legs_01_01_01=Arden-SL Legs
item_Name_rrs_specialist_light_legs_01_01_iae2022=Arden-SL Legs Red Alert
item_Name_rrs_specialist_light_legs_01_02_01=Arden-SL Legs Balefire
item_Name_rrs_specialist_light_legs_01_03_01=Arden-SL Legs Rime
item_Name_rrs_specialist_light_legs_01_04_01=Arden-SL Legs Archangel
item_Name_rrs_specialist_light_legs_01_coramor_01=Arden-SL Legs Coramor Edition "Fate"
item_Name_rrs_specialist_light_legs_01_coramor_02=Arden-SL Legs Coramor Edition "Kismet"
item_Name_rsi_deckcrew_armor_light_arms_01_01_01=MacFlex Arms Base
item_Name_rsi_deckcrew_armor_light_arms_01_01_02=MacFlex Arms Red
item_Name_rsi_deckcrew_armor_light_arms_01_01_03=MacFlex Arms Orange
item_Name_rsi_deckcrew_armor_light_arms_01_01_04=MacFlex Arms Yellow
item_Name_rsi_deckcrew_armor_light_arms_01_01_05=MacFlex Arms Green
item_Name_rsi_deckcrew_armor_light_arms_01_01_06=MacFlex Arms Seagreen
item_Name_rsi_deckcrew_armor_light_arms_01_01_07=MacFlex Arms Blue
item_Name_rsi_deckcrew_armor_light_arms_01_01_08=MacFlex Arms Purple
item_Name_rsi_deckcrew_armor_light_arms_01_01_09=MacFlex Arms Violet
item_Name_rsi_deckcrew_armor_light_arms_01_01_10=MacFlex Arms White
item_Name_rsi_deckcrew_armor_light_arms_01_01_11=MacFlex Arms Grey
item_Name_rsi_deckcrew_armor_light_arms_01_01_12=MacFlex Arms Black
item_Name_rsi_deckcrew_armor_light_arms_01_01_13=MacFlex Arms Dark Red
item_Name_rsi_deckcrew_armor_light_arms_01_01_14=MacFlex Arms Sienna
item_Name_rsi_deckcrew_armor_light_arms_01_01_15=MacFlex Arms Tan
item_Name_rsi_deckcrew_armor_light_arms_01_01_16=MacFlex Arms Dark Green
item_Name_rsi_deckcrew_armor_light_arms_01_01_17=MacFlex Arms Aqua
item_Name_rsi_deckcrew_armor_light_arms_01_01_18=MacFlex Arms Twilight
item_Name_rsi_deckcrew_armor_light_arms_01_01_19=MacFlex Arms Imperial
item_Name_rsi_deckcrew_armor_light_arms_01_01_20=MacFlex Arms Olive
item_Name_rsi_deckcrew_armor_light_core_01_01_01=MacFlex Core Base
item_Name_rsi_deckcrew_armor_light_core_01_01_02=MacFlex Core Red
item_Name_rsi_deckcrew_armor_light_core_01_01_03=MacFlex Core Orange
item_Name_rsi_deckcrew_armor_light_core_01_01_04=MacFlex Core Yellow
item_Name_rsi_deckcrew_armor_light_core_01_01_05=MacFlex Core Green
item_Name_rsi_deckcrew_armor_light_core_01_01_06=MacFlex Core Seagreen
item_Name_rsi_deckcrew_armor_light_core_01_01_07=MacFlex Core Blue
item_Name_rsi_deckcrew_armor_light_core_01_01_08=MacFlex Core Purple
item_Name_rsi_deckcrew_armor_light_core_01_01_09=MacFlex Core Violet
item_Name_rsi_deckcrew_armor_light_core_01_01_10=MacFlex Core White
item_Name_rsi_deckcrew_armor_light_core_01_01_11=MacFlex Core Grey
item_Name_rsi_deckcrew_armor_light_core_01_01_12=MacFlex Core Black
item_Name_rsi_deckcrew_armor_light_core_01_01_13=MacFlex Core Dark Red
item_Name_rsi_deckcrew_armor_light_core_01_01_14=MacFlex Core Sienna
item_Name_rsi_deckcrew_armor_light_core_01_01_15=MacFlex Core Tan
item_Name_rsi_deckcrew_armor_light_core_01_01_16=MacFlex Core Dark Green
item_Name_rsi_deckcrew_armor_light_core_01_01_17=MacFlex Core Aqua
item_Name_rsi_deckcrew_armor_light_core_01_01_18=MacFlex Core Twilight
item_Name_rsi_deckcrew_armor_light_core_01_01_19=MacFlex Core Imperial
item_Name_rsi_deckcrew_armor_light_core_01_01_20=MacFlex Core Olive
item_Name_rsi_deckcrew_armor_light_core_01_01_cargo=MacFlex Core "Rucksack"
item_Name_rsi_deckcrew_armor_light_helmet_01_01_01=Horizon Helmet Base
item_Name_rsi_deckcrew_armor_light_helmet_01_01_02=Horizon Helmet Red
item_Name_rsi_deckcrew_armor_light_helmet_01_01_03=Horizon Helmet Orange
item_Name_rsi_deckcrew_armor_light_helmet_01_01_04=Horizon Helmet Yellow
item_Name_rsi_deckcrew_armor_light_helmet_01_01_05=Horizon Helmet Green
item_Name_rsi_deckcrew_armor_light_helmet_01_01_06=Horizon Helmet Seagreen
item_Name_rsi_deckcrew_armor_light_helmet_01_01_07=Horizon Helmet Blue
item_Name_rsi_deckcrew_armor_light_helmet_01_01_08=Horizon Helmet Purple
item_Name_rsi_deckcrew_armor_light_helmet_01_01_09=Horizon Helmet Violet
item_Name_rsi_deckcrew_armor_light_helmet_01_01_10=Horizon Helmet White
item_Name_rsi_deckcrew_armor_light_helmet_01_01_11=Horizon Helmet Grey
item_Name_rsi_deckcrew_armor_light_helmet_01_01_12=Horizon Helmet Black
item_Name_rsi_deckcrew_armor_light_helmet_01_01_13=Horizon Helmet Dark Red
item_Name_rsi_deckcrew_armor_light_helmet_01_01_14=Horizon Helmet Sienna
item_Name_rsi_deckcrew_armor_light_helmet_01_01_15=Horizon Helmet Tan
item_Name_rsi_deckcrew_armor_light_helmet_01_01_16=Horizon Helmet Dark Green
item_Name_rsi_deckcrew_armor_light_helmet_01_01_17=Horizon Helmet Aqua
item_Name_rsi_deckcrew_armor_light_helmet_01_01_18=Horizon Helmet Twilight
item_Name_rsi_deckcrew_armor_light_helmet_01_01_19=Horizon Helmet Imperial
item_Name_rsi_deckcrew_armor_light_helmet_01_01_20=Horizon Helmet Olive
item_Name_rsi_deckcrew_armor_light_helmet_01_01_crus,P=Horizon Helmet (Crusader Variant)
item_Name_rsi_deckcrew_armor_light_legs_01_01_01=MacFlex Legs Base
item_Name_rsi_deckcrew_armor_light_legs_01_01_02=MacFlex Legs Red
item_Name_rsi_deckcrew_armor_light_legs_01_01_03=MacFlex Legs Orange
item_Name_rsi_deckcrew_armor_light_legs_01_01_04=MacFlex Legs Yellow
item_Name_rsi_deckcrew_armor_light_legs_01_01_05=MacFlex Legs Green
item_Name_rsi_deckcrew_armor_light_legs_01_01_06=MacFlex Legs Seagreen
item_Name_rsi_deckcrew_armor_light_legs_01_01_07=MacFlex Legs Blue
item_Name_rsi_deckcrew_armor_light_legs_01_01_08=MacFlex Legs Purple
item_Name_rsi_deckcrew_armor_light_legs_01_01_09=MacFlex Legs Violet
item_Name_rsi_deckcrew_armor_light_legs_01_01_10=MacFlex Legs White
item_Name_rsi_deckcrew_armor_light_legs_01_01_11=MacFlex Legs Grey
item_Name_rsi_deckcrew_armor_light_legs_01_01_12=MacFlex Legs Black
item_Name_rsi_deckcrew_armor_light_legs_01_01_13=MacFlex Legs Dark Red
item_Name_rsi_deckcrew_armor_light_legs_01_01_14=MacFlex Legs Sienna
item_Name_rsi_deckcrew_armor_light_legs_01_01_15=MacFlex Legs Tan
item_Name_rsi_deckcrew_armor_light_legs_01_01_16=MacFlex Legs Dark Green
item_Name_rsi_deckcrew_armor_light_legs_01_01_17=MacFlex Legs Aqua
item_Name_rsi_deckcrew_armor_light_legs_01_01_18=MacFlex Legs Twilight
item_Name_rsi_deckcrew_armor_light_legs_01_01_19=MacFlex Legs Imperial
item_Name_rsi_deckcrew_armor_light_legs_01_01_20=MacFlex Legs Olive
item_Name_rsi_deckcrew_light_armor_01_arms=MacFlex Arms
item_Name_rsi_deckcrew_light_armor_01_arms_ruso=MacFlex Arms "Rust Society"
item_Name_rsi_deckcrew_light_armor_01_core=MacFlex Core
item_Name_rsi_deckcrew_light_armor_01_core_ruso=MacFlex Core "Rust Society"
item_Name_rsi_deckcrew_light_armor_01_legs=MacFlex Legs
item_Name_rsi_deckcrew_light_armor_01_legs_ruso=MacFlex Legs "Rust Society"
item_Name_rsi_deckcrew_light_helmet_01=Horizon Helmet
item_Name_rsi_deckcrew_light_helmet_01_ruso=Horizon Helmet "Rust Society"
item_Name_rsi_deckcrew_undersuit_01=Beacon Undersuit
item_Name_rsi_deckcrew_undersuit_01_01_01=Beacon Undersuit Grey Multi
item_Name_rsi_deckcrew_undersuit_01_01_02=Beacon Undersuit Crimson
item_Name_rsi_deckcrew_undersuit_01_01_03=Beacon Undersuit Orange
item_Name_rsi_deckcrew_undersuit_01_01_04=Beacon Undersuit Yellow
item_Name_rsi_deckcrew_undersuit_01_01_05=Beacon Undersuit Green/White
item_Name_rsi_deckcrew_undersuit_01_01_06=Beacon Undersuit Grey/Aqua
item_Name_rsi_deckcrew_undersuit_01_01_07=Beacon Undersuit Sky/Grey
item_Name_rsi_deckcrew_undersuit_01_01_08=Beacon Undersuit Purple
item_Name_rsi_deckcrew_undersuit_01_01_09=Beacon Undersuit Pink/White
item_Name_rsi_deckcrew_undersuit_01_01_10=Beacon Undersuit White
item_Name_rsi_deckcrew_undersuit_01_01_11=Beacon Undersuit Grey
item_Name_rsi_deckcrew_undersuit_01_01_12=Beacon Undersuit Dark Grey
item_Name_rsi_deckcrew_undersuit_01_01_13=Beacon Undersuit Red/Black
item_Name_rsi_deckcrew_undersuit_01_01_14=Beacon Undersuit Orange/Black
item_Name_rsi_deckcrew_undersuit_01_01_15=Beacon Undersuit Tan/Brown
item_Name_rsi_deckcrew_undersuit_01_01_16=Beacon Undersuit Green/Black
item_Name_rsi_deckcrew_undersuit_01_01_17=Beacon Undersuit Woodland
item_Name_rsi_deckcrew_undersuit_01_01_18=Beacon Undersuit Twilight
item_Name_rsi_deckcrew_undersuit_01_01_19=Beacon Undersuit Purple/Black
item_Name_rsi_deckcrew_undersuit_01_01_20=Beacon Undersuit Brown/Black
item_Name_rsi_deckcrew_undersuit_01_ruso=Beacon Undersuit "Rust Society"
item_Name_rsi_explorer_01_arms=Venture Arms
item_Name_rsi_explorer_01_core=Venture Core
item_Name_rsi_explorer_01_helmet=Venture Helmet White
item_Name_rsi_explorer_01_legs=Venture Legs
item_Name_rsi_explorer_armor_light_arms_01_01_01=Venture Arms Base
item_Name_rsi_explorer_armor_light_arms_01_01_02=Venture Arms Red
item_Name_rsi_explorer_armor_light_arms_01_01_03=Venture Arms Orange
item_Name_rsi_explorer_armor_light_arms_01_01_04=Venture Arms Yellow
item_Name_rsi_explorer_armor_light_arms_01_01_05=Venture Arms Green
item_Name_rsi_explorer_armor_light_arms_01_01_06=Venture Arms Seagreen
item_Name_rsi_explorer_armor_light_arms_01_01_07=Venture Arms Blue
item_Name_rsi_explorer_armor_light_arms_01_01_08=Venture Arms Purple
item_Name_rsi_explorer_armor_light_arms_01_01_09=Venture Arms Violet
item_Name_rsi_explorer_armor_light_arms_01_01_10=Venture Arms White
item_Name_rsi_explorer_armor_light_arms_01_01_11=Venture Arms Grey
item_Name_rsi_explorer_armor_light_arms_01_01_12=Venture Arms Black
item_Name_rsi_explorer_armor_light_arms_01_01_13=Venture Arms Dark Red
item_Name_rsi_explorer_armor_light_arms_01_01_14=Venture Arms Sienna
item_Name_rsi_explorer_armor_light_arms_01_01_15=Venture Arms Tan
item_Name_rsi_explorer_armor_light_arms_01_01_16=Venture Arms Dark Green
item_Name_rsi_explorer_armor_light_arms_01_01_17=Venture Arms Aqua
item_Name_rsi_explorer_armor_light_arms_01_01_18=Venture Arms Twilight
item_Name_rsi_explorer_armor_light_arms_01_01_19=Venture Arms Imperial
item_Name_rsi_explorer_armor_light_arms_01_01_20=Venture Arms Olive
item_Name_rsi_explorer_armor_light_core_01_01_01=Venture Core Base
item_Name_rsi_explorer_armor_light_core_01_01_02=Venture Core Red
item_Name_rsi_explorer_armor_light_core_01_01_03=Venture Core Orange
item_Name_rsi_explorer_armor_light_core_01_01_04=Venture Core Yellow
item_Name_rsi_explorer_armor_light_core_01_01_05=Venture Core Green
item_Name_rsi_explorer_armor_light_core_01_01_06=Venture Core Seagreen
item_Name_rsi_explorer_armor_light_core_01_01_07=Venture Core Blue
item_Name_rsi_explorer_armor_light_core_01_01_08=Venture Core Purple
item_Name_rsi_explorer_armor_light_core_01_01_09=Venture Core Violet
item_Name_rsi_explorer_armor_light_core_01_01_10=Venture Core White
item_Name_rsi_explorer_armor_light_core_01_01_11=Venture Core Grey
item_Name_rsi_explorer_armor_light_core_01_01_12=Venture Core Black
item_Name_rsi_explorer_armor_light_core_01_01_13=Venture Core Dark Red
item_Name_rsi_explorer_armor_light_core_01_01_14=Venture Core Sienna
item_Name_rsi_explorer_armor_light_core_01_01_15=Venture Core Tan
item_Name_rsi_explorer_armor_light_core_01_01_16=Venture Core Dark Green
item_Name_rsi_explorer_armor_light_core_01_01_17=Venture Core Aqua
item_Name_rsi_explorer_armor_light_core_01_01_18=Venture Core Twilight
item_Name_rsi_explorer_armor_light_core_01_01_19=Venture Core Imperial
item_Name_rsi_explorer_armor_light_core_01_01_20=Venture Core Olive
item_Name_rsi_explorer_armor_light_helmet_01_01_01=Venture Helmet Base
item_Name_rsi_explorer_armor_light_helmet_01_01_02=Venture Helmet Red
item_Name_rsi_explorer_armor_light_helmet_01_01_03=Venture Helmet Orange
item_Name_rsi_explorer_armor_light_helmet_01_01_04=Venture Helmet Yellow
item_Name_rsi_explorer_armor_light_helmet_01_01_05=Venture Helmet Green
item_Name_rsi_explorer_armor_light_helmet_01_01_06=Venture Helmet Seagreen
item_Name_rsi_explorer_armor_light_helmet_01_01_07=Venture Helmet Blue
item_Name_rsi_explorer_armor_light_helmet_01_01_08=Venture Helmet Purple
item_Name_rsi_explorer_armor_light_helmet_01_01_09=Venture Helmet Violet
item_Name_rsi_explorer_armor_light_helmet_01_01_10=Venture Helmet White
item_Name_rsi_explorer_armor_light_helmet_01_01_11=Venture Helmet Grey
item_Name_rsi_explorer_armor_light_helmet_01_01_12=Venture Helmet Black
item_Name_rsi_explorer_armor_light_helmet_01_01_13=Venture Helmet Dark Red
item_Name_rsi_explorer_armor_light_helmet_01_01_14=Venture Helmet Sienna
item_Name_rsi_explorer_armor_light_helmet_01_01_15=Venture Helmet Tan
item_Name_rsi_explorer_armor_light_helmet_01_01_16=Venture Helmet Dark Green
item_Name_rsi_explorer_armor_light_helmet_01_01_17=Venture Helmet Aqua
item_Name_rsi_explorer_armor_light_helmet_01_01_18=Venture Helmet Twilight
item_Name_rsi_explorer_armor_light_helmet_01_01_19=Venture Helmet Imperial
item_Name_rsi_explorer_armor_light_helmet_01_01_20=Venture Helmet Olive
item_Name_rsi_explorer_armor_light_helmet_01_01_carrack=Venture Helmet Carrack Edition
item_Name_rsi_explorer_armor_light_helmet_01_iae2023_01=Venture Helmet Ascension
item_Name_rsi_explorer_armor_light_legs_01_01_01=Venture Legs Base
item_Name_rsi_explorer_armor_light_legs_01_01_02=Venture Legs Red
item_Name_rsi_explorer_armor_light_legs_01_01_03=Venture Legs Orange
item_Name_rsi_explorer_armor_light_legs_01_01_04=Venture Legs Yellow
item_Name_rsi_explorer_armor_light_legs_01_01_05=Venture Legs Green
item_Name_rsi_explorer_armor_light_legs_01_01_06=Venture Legs Seagreen
item_Name_rsi_explorer_armor_light_legs_01_01_07=Venture Legs Blue
item_Name_rsi_explorer_armor_light_legs_01_01_08=Venture Legs Purple
item_Name_rsi_explorer_armor_light_legs_01_01_09=Venture Legs Violet
item_Name_rsi_explorer_armor_light_legs_01_01_10=Venture Legs White
item_Name_rsi_explorer_armor_light_legs_01_01_11=Venture Legs Grey
item_Name_rsi_explorer_armor_light_legs_01_01_12=Venture Legs Black
item_Name_rsi_explorer_armor_light_legs_01_01_13=Venture Legs Dark Red
item_Name_rsi_explorer_armor_light_legs_01_01_14=Venture Legs Sienna
item_Name_rsi_explorer_armor_light_legs_01_01_15=Venture Legs Tan
item_Name_rsi_explorer_armor_light_legs_01_01_16=Venture Legs Dark Green
item_Name_rsi_explorer_armor_light_legs_01_01_17=Venture Legs Aqua
item_Name_rsi_explorer_armor_light_legs_01_01_18=Venture Legs Twilight
item_Name_rsi_explorer_armor_light_legs_01_01_19=Venture Legs Imperial
item_Name_rsi_explorer_armor_light_legs_01_01_20=Venture Legs Olive
item_Name_rsi_explorer_light_armor_01_01_centurion_arms=Venture Arms Voyager
item_Name_rsi_explorer_light_armor_01_01_centurion_core=Venture Core Voyager
item_Name_rsi_explorer_light_armor_01_01_centurion_legs=Venture Legs Voyager
item_Name_rsi_explorer_light_armor_01_01_imperator_arms=Venture Arms Pathfinder
item_Name_rsi_explorer_light_armor_01_01_imperator_core=Venture Core Pathfinder
item_Name_rsi_explorer_light_armor_01_01_imperator_legs=Venture Legs Pathfinder
item_Name_rsi_explorer_light_armor_01_arms=Venture Arms
item_Name_rsi_explorer_light_armor_01_arms_concierge=Venture Arms Executive
item_Name_rsi_explorer_light_armor_01_arms_ruso=Venture Arms "Rust Society"
item_Name_rsi_explorer_light_armor_01_core=Venture Core
item_Name_rsi_explorer_light_armor_01_core_concierge=Venture Core Executive
item_Name_rsi_explorer_light_armor_01_core_ruso=Venture Core "Rust Society"
item_Name_rsi_explorer_light_armor_01_helmet_ruso=Venture Helmet "Rust Society"
item_Name_rsi_explorer_light_armor_01_legs=Venture Legs
item_Name_rsi_explorer_light_armor_01_legs_concierge=Venture Legs Executive
item_Name_rsi_explorer_light_armor_01_legs_ruso=Venture Legs "Rust Society"
item_Name_rsi_explorer_light_arms_01_01_coramor=Venture Arms Lovestruck
item_Name_rsi_explorer_light_arms_01_02_coramor=Venture Arms Envy
item_Name_rsi_explorer_light_arms_01_03_coramor=Venture Arms Starcrossed
item_Name_rsi_explorer_light_arms_01_iae2023_01=Venture Arms Ascension
item_Name_rsi_explorer_light_core_01_01_coramor=Venture Core Lovestruck
item_Name_rsi_explorer_light_core_01_02_coramor=Venture Core Envy
item_Name_rsi_explorer_light_core_01_03_coramor=Venture Core Starcrossed
item_Name_rsi_explorer_light_core_01_iae2023_01=Venture Core Ascension
item_Name_rsi_explorer_light_helmet_01=Venture Helmet
item_Name_rsi_explorer_light_helmet_01_01_centurion=Venture Helmet Voyager
item_Name_rsi_explorer_light_helmet_01_01_imperator=Venture Helmet Pathfinder
item_Name_rsi_explorer_light_helmet_01_concierge=Venture Helmet Executive
item_Name_rsi_explorer_light_legs_01_01_coramor=Venture Legs Lovestruck
item_Name_rsi_explorer_light_legs_01_02_coramor=Venture Legs Envy
item_Name_rsi_explorer_light_legs_01_03_coramor=Venture Legs Starcrossed
item_Name_rsi_explorer_light_legs_01_iae2023_01=Venture Legs Ascension
item_Name_rsi_explorer_undersuit_01=Venture Undersuit Alpha
item_Name_rsi_explorer_undersuit_01_01_01=Venture Undersuit Base
item_Name_rsi_explorer_undersuit_01_01_02=Venture Undersuit Crimson
item_Name_rsi_explorer_undersuit_01_01_03=Venture Undersuit Orange
item_Name_rsi_explorer_undersuit_01_01_04=Venture Undersuit Yellow
item_Name_rsi_explorer_undersuit_01_01_05=Venture Undersuit Seagreen
item_Name_rsi_explorer_undersuit_01_01_06=Venture Undersuit Seagreen/Black
item_Name_rsi_explorer_undersuit_01_01_07=Venture Undersuit Blue
item_Name_rsi_explorer_undersuit_01_01_08=Venture Undersuit Purple/Violet
item_Name_rsi_explorer_undersuit_01_01_09=Venture Undersuit Pink/Black
item_Name_rsi_explorer_undersuit_01_01_10=Venture Undersuit Red/White
item_Name_rsi_explorer_undersuit_01_01_11=Venture Undersuit Grey/White
item_Name_rsi_explorer_undersuit_01_01_12=Venture Undersuit Black/Grey
item_Name_rsi_explorer_undersuit_01_01_13=Venture Undersuit Black/Red
item_Name_rsi_explorer_undersuit_01_01_14=Venture Undersuit Orange/Black
item_Name_rsi_explorer_undersuit_01_01_15=Venture Undersuit Tan/Brown
item_Name_rsi_explorer_undersuit_01_01_16=Venture Undersuit Green/Black
item_Name_rsi_explorer_undersuit_01_01_17=Venture Undersuit Black/Aqua
item_Name_rsi_explorer_undersuit_01_01_18=Venture Undersuit Blue/Black
item_Name_rsi_explorer_undersuit_01_01_19=Venture Undersuit Purple/Black
item_Name_rsi_explorer_undersuit_01_01_20=Venture Undersuit Olive/Black
item_Name_rsi_explorer_undersuit_01_01_centurion=Venture Undersuit Voyager
item_Name_rsi_explorer_undersuit_01_01_coramor=Venture Undersuit Lovestruck
item_Name_rsi_explorer_undersuit_01_01_imperator=Venture Undersuit Pathfinder
item_Name_rsi_explorer_undersuit_01_02_coramor=Venture Undersuit Envy
item_Name_rsi_explorer_undersuit_01_03_coramor=Venture Undersuit Starcrossed
item_Name_rsi_explorer_undersuit_01_concierge=Venture Undersuit Executive
item_Name_rsi_explorer_undersuit_01_iae2023_01=Venture Undersuit Ascension
item_Name_rsi_explorer_undersuit_01_ruso=Venture Undersuit "Rust Society"
item_Name_rsi_light_utility_backpack_01_01_01=MacFlex "Rucksack" Backpack
item_Name_rsi_light_utility_backpack_01_01_02=MacFlex Backpack Orange
item_Name_rsi_light_utility_backpack_01_01_04=MacFlex Backpack Canary Yellow
item_Name_rsi_light_utility_backpack_01_01_10=MacFlex Backpack White
item_Name_rsi_light_utility_backpack_01_01_11=MacFlex Backpack Grey
item_Name_rsi_light_utility_backpack_01_01_13=MacFlex Backpack Granite Red
item_Name_rsi_odyssey_caudillo_helmet_01_01_01=Caudillo Helmet Cobalt
item_Name_rsi_odyssey_caudillo_helmet_01_01_02=Caudillo Helmet Wildfire
item_Name_rsi_odyssey_caudillo_helmet_01_01_03=Caudillo Helmet Burnt Orange
item_Name_rsi_odyssey_caudillo_helmet_01_01_04=Caudillo Helmet Hazard
item_Name_rsi_odyssey_caudillo_helmet_01_01_10=Caudillo Helmet Ghost White
item_Name_rsi_odyssey_caudillo_helmet_01_01_11=Caudillo Helmet Steel
item_Name_rsi_odyssey_caudillo_helmet_01_01_9tails01=Caudillo Helmet (Modified)
item_Name_rsi_odyssey_undersuit_01=Odyssey II Undersuit Alpha
item_Name_rsi_odyssey_undersuit_01_01_01=Odyssey II Undersuit Woodland
item_Name_rsi_odyssey_undersuit_01_01_02=Odyssey II Undersuit Red/Black
item_Name_rsi_odyssey_undersuit_01_01_03=Odyssey II Undersuit Orange/Black
item_Name_rsi_odyssey_undersuit_01_01_04=Odyssey II Undersuit Yellow/Black
item_Name_rsi_odyssey_undersuit_01_01_05=Odyssey II Undersuit Green/Black
item_Name_rsi_odyssey_undersuit_01_01_06=Odyssey II Undersuit Seagreen/Black
item_Name_rsi_odyssey_undersuit_01_01_07=Odyssey II Undersuit Sky/Black
item_Name_rsi_odyssey_undersuit_01_01_08=Odyssey II Undersuit Purple/Black
item_Name_rsi_odyssey_undersuit_01_01_09=Odyssey II Undersuit Pink/Black
item_Name_rsi_odyssey_undersuit_01_01_10=Odyssey II Undersuit White/Black
item_Name_rsi_odyssey_undersuit_01_01_11=Odyssey II Undersuit Grey/Black
item_Name_rsi_odyssey_undersuit_01_01_12=Odyssey II Undersuit Exec
item_Name_rsi_odyssey_undersuit_01_01_13=Odyssey II Undersuit Sunset
item_Name_rsi_odyssey_undersuit_01_01_14=Odyssey II Undersuit Autumn
item_Name_rsi_odyssey_undersuit_01_01_15=Odyssey II Undersuit Tan/Black
item_Name_rsi_odyssey_undersuit_01_01_16=Odyssey II Undersuit Woodland
item_Name_rsi_odyssey_undersuit_01_01_17=Odyssey II Undersuit Multi
item_Name_rsi_odyssey_undersuit_01_01_18=Odyssey II Undersuit Black/Blue
item_Name_rsi_odyssey_undersuit_01_01_19=Odyssey II Undersuit Violet/Black
item_Name_rsi_odyssey_undersuit_01_01_20=Odyssey II Undersuit Brown/Grey
item_Name_rsi_odyssey_undersuit_helmet_01=Odyssey II Helmet Alpha
item_Name_rsi_odyssey_undersuit_helmet_01_01_02=Odyssey II Helmet Red
item_Name_rsi_odyssey_undersuit_helmet_01_01_03=Odyssey II Helmet Orange
item_Name_rsi_odyssey_undersuit_helmet_01_01_04=Odyssey II Helmet Yellow
item_Name_rsi_odyssey_undersuit_helmet_01_01_05=Odyssey II Helmet Green
item_Name_rsi_odyssey_undersuit_helmet_01_01_06=Odyssey II Helmet Seagreen
item_Name_rsi_odyssey_undersuit_helmet_01_01_07=Odyssey II Helmet Blue
item_Name_rsi_odyssey_undersuit_helmet_01_01_08=Odyssey II Helmet Purple
item_Name_rsi_odyssey_undersuit_helmet_01_01_09=Odyssey II Helmet Violet
item_Name_rsi_odyssey_undersuit_helmet_01_01_10=Odyssey II Helmet White
item_Name_rsi_odyssey_undersuit_helmet_01_01_11=Odyssey II Helmet Grey
item_Name_rsi_odyssey_undersuit_helmet_01_01_12=Odyssey II Helmet Black
item_Name_rsi_odyssey_undersuit_helmet_01_01_13=Odyssey II Helmet Dark Red
item_Name_rsi_odyssey_undersuit_helmet_01_01_14=Odyssey II Helmet Sienna
item_Name_rsi_odyssey_undersuit_helmet_01_01_15=Odyssey II Helmet Tan
item_Name_rsi_odyssey_undersuit_helmet_01_01_16=Odyssey II Helmet Dark Green
item_Name_rsi_odyssey_undersuit_helmet_01_01_17=Odyssey II Helmet Aqua
item_Name_rsi_odyssey_undersuit_helmet_01_01_18=Odyssey II Helmet Twilight
item_Name_rsi_odyssey_undersuit_helmet_01_01_19=Odyssey II Helmet Imperial
item_Name_rsi_odyssey_undersuit_helmet_01_01_20=Odyssey II Helmet Olive
item_Name_rsi_odyssey_undersuit_helmet_01_01_coramor=Odyssey II Helmet Lovestruck
item_Name_rsi_odyssey_undersuit_helmet_01_01_opaque=Odyssey II Helmet Obsidian
item_Name_rsi_odyssey_undersuit_helmet_01_01_xenothreat=Odyssey II Helmet Slate
item_Name_rsi_odyssey_undersuit_helmet_01_02_coramor=Odyssey II Helmet Envy
item_Name_rsi_odyssey_undersuit_helmet_01_03_coramor=Odyssey II Helmet Starcrossed
item_Name_rsi_pilot_flightsuit_01=Odyssey Desert Undersuit
item_Name_rsi_pilot_flightsuit_02=Odyssey Aqua Undersuit
item_Name_rsi_pilot_flightsuit_03=Odyssey Imperial Undersuit
item_Name_rsi_pilot_flightsuit_04=Odyssey Mono Undersuit
item_Name_rsi_pilot_flightsuit_05=Odyssey Night Undersuit
item_Name_rsi_pilot_flightsuit_06=Odyssey Exec Undersuit
item_Name_rsi_pilot_flightsuit_07=Odyssey Sunset Undersuit
item_Name_rsi_pilot_flightsuit_08=Odyssey Woodland Undersuit
item_Name_rsi_pilot_flightsuit_09=Odyssey Multi Undersuit
item_Name_rsi_pilot_flightsuit_helmet_01=Odyssey Helmet Tan
item_Name_rsi_pilot_flightsuit_helmet_01_01_02=Odyssey Helmet Aqua
item_Name_rsi_pilot_flightsuit_helmet_01_01_03=Odyssey Helmet Orange
item_Name_rsi_pilot_flightsuit_helmet_01_01_04=Odyssey Helmet White/Orange
item_Name_rsi_pilot_flightsuit_helmet_01_01_05=Odyssey Helmet Black/Gold
item_Name_rsi_pilot_flightsuit_helmet_01_01_06=Odyssey Helmet Exec
item_Name_rsi_pilot_flightsuit_helmet_01_01_07=Odyssey Helmet Sunset
item_Name_rsi_pilot_flightsuit_helmet_01_01_08=Odyssey Helmet Dark Green
item_Name_rsi_pilot_flightsuit_helmet_01_01_09=Odyssey Helmet Orange/Blue
item_Name_rsi_pilot_flightsuit_helmet_01_01_10=Odyssey Helmet Black
item_Name_rsi_utility_heavy_backpack_01_01_01=Zeus Exploration Suit Backpack
item_Name_rsi_utility_heavy_backpack_01_01_03=Zeus Exploration Suit Backpack Solar
item_Name_rsi_utility_heavy_backpack_01_01_12=Zeus Exploration Backpack Starscape
item_Name_rsi_utility_heavy_helmet_01_01_01=Zeus Exploration Suit Helmet
item_Name_rsi_utility_heavy_helmet_01_01_03=Zeus Exploration Suit Helmet Solar
item_Name_rsi_utility_heavy_helmet_01_01_12=Zeus Exploration Helmet Starscape
item_Name_rsi_utility_heavy_suit_01_01_01=Zeus Exploration Suit
item_Name_rsi_utility_heavy_suit_01_01_03=Zeus Exploration Suit Solar
item_Name_rsi_utility_heavy_suit_01_01_12=Zeus Exploration Suit Starscape
item_Name_sasu_armor_light_helmet_01_01_9tails01=Mandible Helmet (Modified)
item_Name_sasu_combat_heavy_helmet_01_01_01=Voidripper Helmet
item_Name_sasu_combat_heavy_helmet_01_01_03=Voidripper Sunbeam Helmet
item_Name_sasu_combat_heavy_helmet_01_01_10=Voidripper Sea Shiver Helmet
item_Name_sasu_combat_heavy_helmet_01_01_12=Voidripper Dark Cloud Helmet
item_Name_sasu_combat_heavy_helmet_01_01_9tails01=Voidripper Helmet (Modified)
item_Name_sasu_light_armor_helmet_01_01_01=Mandible Snowfly Helmet
item_Name_sasu_light_armor_helmet_01_01_02=Mandible Firestrike Helmet
item_Name_sasu_light_armor_helmet_01_01_03=Mandible Sandcrawler Helmet
item_Name_sasu_medium_armor_helmet_01_01_01=Star Kitten Helmet
item_Name_sasu_medium_armor_helmet_01_01_10=Star Kitten Sally Helmet
item_Name_sasu_medium_armor_helmet_01_01_19=Star Kitten Damon Helmet
item_Name_scu_apron_01_01_01=Clean and Clear Work Apron
item_Name_scu_gloves_02_01_01=Davin Work Gloves
item_Name_scu_gloves_02_01_02=Davin Work Gloves Red
item_Name_scu_gloves_02_01_03=Davin Work Gloves Orange
item_Name_scu_gloves_02_01_04=Davin Work Gloves Yellow
item_Name_scu_gloves_02_01_05=Davin Work Gloves Green
item_Name_scu_gloves_02_01_06=Davin Work Gloves Seagreen
item_Name_scu_gloves_02_01_07=Davin Work Gloves Blue
item_Name_scu_gloves_02_01_08=Davin Work Gloves Purple
item_Name_scu_gloves_02_01_09=Davin Work Gloves Violet
item_Name_scu_gloves_02_01_10=Davin Work Gloves White
item_Name_scu_gloves_02_01_11=Davin Work Gloves Grey
item_Name_scu_gloves_02_01_12=Davin Work Gloves Black
item_Name_scu_gloves_02_01_13=Davin Work Gloves Dark Red
item_Name_scu_gloves_02_01_14=Davin Work Gloves Sienna
item_Name_scu_gloves_02_01_15=Davin Work Gloves Tan
item_Name_scu_gloves_02_01_16=Davin Work Gloves Dark Green
item_Name_scu_gloves_02_01_17=Davin Work Gloves Aqua
item_Name_scu_gloves_02_01_18=Davin Work Gloves Twilight
item_Name_scu_gloves_02_01_19=Davin Work Gloves Imperial
item_Name_scu_gloves_02_01_20=Davin Work Gloves Olive
item_Name_scu_goggles_01_01_9tails01=Haruspec Goggles (Modified)
item_Name_scu_hat_04_01_01=FirmWear Hard Hat
item_Name_scu_hat_04_01_04,P=PH - scu_hat_04_01_04
item_Name_scu_hat_04_01_07,P=PH - scu_hat_04_01_07
item_Name_scu_hat_04_02_04,P=PH - scu_hat_04_02_04
item_Name_scu_hat_04_02_07,P=PH - scu_hat_04_02_07
item_Name_scu_hat_05_01_01=FirmWear SoundGuard Hard Hat
item_Name_scu_hat_05_01_04,P=PH - scu_hat_05_01_04
item_Name_scu_hat_05_01_07,P=PH - scu_hat_05_01_07
item_Name_scu_hat_05_02_04,P=PH - scu_hat_05_02_04
item_Name_scu_hat_05_02_07,P=PH - scu_hat_05_02_07
item_Name_scu_jacket_01_01_01=ClipVest Work Harness
item_Name_scu_jacket_01_01_02=ClipVest Work Harness Red
item_Name_scu_jacket_01_01_03=ClipVest Work Harness Orange
item_Name_scu_jacket_01_01_04=ClipVest Work Harness Yellow
item_Name_scu_jacket_01_01_05=ClipVest Work Harness Green
item_Name_scu_jacket_01_01_06=ClipVest Work Harness Seagreen
item_Name_scu_jacket_01_01_07=ClipVest Work Harness Blue
item_Name_scu_jacket_01_01_08=ClipVest Work Harness Purple
item_Name_scu_jacket_01_01_09=ClipVest Work Harness Violet
item_Name_scu_jacket_01_01_10=ClipVest Work Harness White
item_Name_scu_jacket_01_01_11=ClipVest Work Harness Grey
item_Name_scu_jacket_01_01_12=ClipVest Work Harness Black
item_Name_scu_jacket_01_01_13=ClipVest Work Harness Dark Red
item_Name_scu_jacket_01_01_14=ClipVest Work Harness Sienna
item_Name_scu_jacket_01_01_15=ClipVest Work Harness Tan
item_Name_scu_jacket_01_01_16=ClipVest Work Harness Dark Green
item_Name_scu_jacket_01_01_17=ClipVest Work Harness Aqua
item_Name_scu_jacket_01_01_18=ClipVest Work Harness Twilight
item_Name_scu_jacket_01_01_19=ClipVest Work Harness Imperial
item_Name_scu_jacket_01_01_20=ClipVest Work Harness Olive
item_Name_scu_jacket_02_01_01=IndVest Jacket
item_Name_scu_jacket_02_01_02=IndVest Jacket Red
item_Name_scu_jacket_02_01_03=IndVest Jacket Orange
item_Name_scu_jacket_02_01_04=IndVest Jacket Yellow
item_Name_scu_jacket_02_01_05=IndVest Jacket Green
item_Name_scu_jacket_02_01_06=IndVest Jacket Seagreen
item_Name_scu_jacket_02_01_07=IndVest Jacket Blue
item_Name_scu_jacket_02_01_08=IndVest Jacket Purple
item_Name_scu_jacket_02_01_09=IndVest Jacket Violet
item_Name_scu_jacket_02_01_10=IndVest Jacket White
item_Name_scu_jacket_02_01_11=IndVest Jacket Grey
item_Name_scu_jacket_02_01_12=IndVest Jacket Black
item_Name_scu_jacket_02_01_13=IndVest Jacket Dark Red
item_Name_scu_jacket_02_01_14=IndVest Jacket Sienna
item_Name_scu_jacket_02_01_15=IndVest Jacket Tan
item_Name_scu_jacket_02_01_16=IndVest Jacket Dark Green
item_Name_scu_jacket_02_01_17=IndVest Jacket Aqua
item_Name_scu_jacket_02_01_18=IndVest Jacket Twilight
item_Name_scu_jacket_02_01_19=IndVest Jacket Imperial
item_Name_scu_jacket_02_01_20=IndVest Jacket Olive
item_Name_scu_jacket_03_01_01=Cordimon Jacket
item_Name_scu_jacket_03_01_02=Cordimon Jacket Red
item_Name_scu_jacket_03_01_03=Cordimon Jacket Orange
item_Name_scu_jacket_03_01_04=Cordimon Jacket Yellow
item_Name_scu_jacket_03_01_05=Cordimon Jacket Green
item_Name_scu_jacket_03_01_06=Cordimon Jacket Seagreen
item_Name_scu_jacket_03_01_07=Cordimon Jacket Blue
item_Name_scu_jacket_03_01_08=Cordimon Jacket Purple
item_Name_scu_jacket_03_01_09=Cordimon Jacket Violet
item_Name_scu_jacket_03_01_10=Cordimon Jacket White
item_Name_scu_jacket_03_01_11=Cordimon Jacket Grey
item_Name_scu_jacket_03_01_12=Cordimon Jacket Black
item_Name_scu_jacket_03_01_13=Cordimon Jacket Dark Red
item_Name_scu_jacket_03_01_14=Cordimon Jacket Sienna
item_Name_scu_jacket_03_01_15=Cordimon Jacket Tan
item_Name_scu_jacket_03_01_16=Cordimon Jacket Dark Green
item_Name_scu_jacket_03_01_17=Cordimon Jacket Aqua
item_Name_scu_jacket_03_01_18=Cordimon Jacket Twilight
item_Name_scu_jacket_03_01_19=Cordimon Jacket Imperial
item_Name_scu_jacket_03_01_20=Cordimon Jacket Olive
item_Name_scu_jacket_03_01_centurion=Cordimon Jacket "Voyager"
item_Name_scu_jacket_04_01_01=ODOK Jacket
item_Name_scu_jacket_07_01_01=ToolSafe Vest
item_Name_scu_jacket_07_01_03=ToolSafe Vest Ochre
item_Name_scu_jacket_07_01_11=ToolSafe Vest Fogforest
item_Name_scu_jacket_07_01_15=ToolSafe Vest Falstaff
item_Name_scu_jacket_07_01_17=ToolSafe Vest Bayoux
item_Name_scu_jumpsuit_01_01_01=Ambit Coverall
item_Name_scu_mask_01_01_01=Tanuki Mask
item_Name_scu_pants_02_01_01=Edgewear Pants
item_Name_scu_pants_02_01_02=Edgewear Pants Red
item_Name_scu_pants_02_01_03=Edgewear Pants Orange
item_Name_scu_pants_02_01_04=Edgewear Pants Yellow
item_Name_scu_pants_02_01_05=Edgewear Pants Green
item_Name_scu_pants_02_01_06=Edgewear Pants Seagreen
item_Name_scu_pants_02_01_07=Edgewear Pants Blue
item_Name_scu_pants_02_01_08=Edgewear Pants Purple
item_Name_scu_pants_02_01_09=Edgewear Pants Violet
item_Name_scu_pants_02_01_10=Edgewear Pants White
item_Name_scu_pants_02_01_11=Edgewear Pants Grey
item_Name_scu_pants_02_01_12=Edgewear Pants Black
item_Name_scu_pants_02_01_13=Edgewear Pants Dark Red
item_Name_scu_pants_02_01_14=Edgewear Pants Sienna
item_Name_scu_pants_02_01_15=Edgewear Pants Tan
item_Name_scu_pants_02_01_16=Edgewear Pants Dark Green
item_Name_scu_pants_02_01_17=Edgewear Pants Aqua
item_Name_scu_pants_02_01_18=Edgewear Pants Twilight
item_Name_scu_pants_02_01_19=Edgewear Pants Imperial
item_Name_scu_pants_02_01_20=Edgewear Pants Olive
item_Name_scu_pants_03_01_01=Clempt Pants
item_Name_scu_pants_03_01_02=Clempt Pants Red
item_Name_scu_pants_03_01_03=Clempt Pants Orange
item_Name_scu_pants_03_01_04=Clempt Pants Yellow
item_Name_scu_pants_03_01_05=Clempt Pants Green
item_Name_scu_pants_03_01_06=Clempt Pants Seagreen
item_Name_scu_pants_03_01_07=Clempt Pants Blue
item_Name_scu_pants_03_01_08=Clempt Pants Purple
item_Name_scu_pants_03_01_09=Clempt Pants Violet
item_Name_scu_pants_03_01_10=Clempt Pants White
item_Name_scu_pants_03_01_11=Clempt Pants Grey
item_Name_scu_pants_03_01_12=Clempt Pants Black
item_Name_scu_pants_03_01_13=Clempt Pants Dark Red
item_Name_scu_pants_03_01_14=Clempt Pants Sienna
item_Name_scu_pants_03_01_15=Clempt Pants Tan
item_Name_scu_pants_03_01_16=Clempt Pants Dark Green
item_Name_scu_pants_03_01_17=Clempt Pants Aqua
item_Name_scu_pants_03_01_18=Clempt Pants Twilight
item_Name_scu_pants_03_01_19=Clempt Pants Imperial
item_Name_scu_pants_03_01_20=Clempt Pants Desert
item_Name_scu_pants_04_01_01=Caret Pants Dark Grey
item_Name_scu_pants_04_01_07=Caret Pants Navy Blue
item_Name_scu_pants_04_01_10=Caret Pants Light Grey
item_Name_scu_pants_04_01_11=Caret Pants Charcoal
item_Name_scu_pants_04_01_15=Caret Pants Army Green
item_Name_scu_pants_05_01_01=DuraWork Pants
item_Name_scu_pants_05_01_03=DuraWork Pants Ochre
item_Name_scu_pants_05_01_11=DuraWork Pants Fogforest
item_Name_scu_pants_05_01_15=DuraWork Pants Falstaff
item_Name_scu_pants_05_01_17=DuraWork Pants Bayoux
item_Name_scu_service_apron_01_01_01=Artisan Apron
item_Name_scu_service_apron_01_ellroys01_01=Artisan Apron Ellroy's
item_Name_scu_service_apron_01_kelto01_01=Artisan Apron Kel-To
item_Name_scu_service_apron_01_whammers01_01=Artisan Apron Whammer's
item_Name_scu_service_apron_02_01_01=Dash Apron
item_Name_scu_service_apron_02_ellroys01_01=Dash Apron Ellroy's
item_Name_scu_service_apron_02_kelto01_01=Dash Apron Kel-To
item_Name_scu_service_apron_02_whammers01_01=Dash Apron Whammer's
item_Name_scu_service_hat_01_01_01=Tipper Hat
item_Name_scu_service_hat_01_kelto01_01=Tipper Hat Kel-To
item_Name_scu_service_hat_01_whammers01_01=Tipper Hat Whammer's
item_Name_scu_service_hat_02_01_01=Tipper Hat
item_Name_scu_service_hat_02_ellroys01_01=Tipper Hat Ellroy's
item_Name_scu_service_hat_03_ellroys01_01=Spruce Cap Ellroy's
item_Name_scu_service_hat_03_kelto01_01=Spruce Cap Kel-To
item_Name_scu_service_hat_03_whammers01_01=Spruce Cap Whammer's
item_Name_scu_service_pants_01_01_01=TopLine Apron Pants
item_Name_scu_service_pants_01_ellroys01_01=TopLine Apron Pants Ellroy's
item_Name_scu_service_pants_01_kelto01_01=TopLine Apron Pants Kel-To
item_Name_scu_service_pants_01_whammers01_01=TopLine Apron Pants Whammer's
item_Name_scu_service_shirt_01_01_01,P=PH - scu_service_shirt_01_01_01
item_Name_scu_service_shirt_01_ellroys01_01,P=PH - scu_service_shirt_01_ellroys01_01
item_Name_scu_service_shirt_01_kelto01_01,P=PH - scu_service_shirt_01_kelto01_01
item_Name_scu_service_shirt_01_whammers01_01,P=PH - scu_service_shirt_01_whammers01_01
item_Name_scu_service_shirt_02_01_01,P=PH - scu_service_shirt_02_01_01
item_Name_scu_service_shirt_02_ellroys01_01,P=PH - scu_service_shirt_02_ellroys01_01
item_Name_scu_service_shirt_02_kelto01_01,P=PH - scu_service_shirt_02_kelto01_01
item_Name_scu_service_shirt_02_whammers01_01,P=PH - scu_service_shirt_02_whammers01_01
item_Name_scu_shirt_01_01_01=Day One Shirt
item_Name_scu_shirt_01_01_02=Day One Shirt Red
item_Name_scu_shirt_01_01_03=Day One Shirt Orange
item_Name_scu_shirt_01_01_04=Day One Shirt Yellow
item_Name_scu_shirt_01_01_05=Day One Shirt Green
item_Name_scu_shirt_01_01_06=Day One Shirt Seagreen
item_Name_scu_shirt_01_01_07=Day One Shirt Blue
item_Name_scu_shirt_01_01_08=Day One Shirt Purple
item_Name_scu_shirt_01_01_09=Day One Shirt Violet
item_Name_scu_shirt_01_01_10=Day One Shirt White
item_Name_scu_shirt_01_01_11=Day One Shirt Grey
item_Name_scu_shirt_01_01_12=Day One Shirt Black
item_Name_scu_shirt_01_01_13=Day One Shirt Dark Red
item_Name_scu_shirt_01_01_14=Day One Shirt Sienna
item_Name_scu_shirt_01_01_15=Day One Shirt Tan
item_Name_scu_shirt_01_01_16=Day One Shirt Dark Green
item_Name_scu_shirt_01_01_17=Day One Shirt Aqua
item_Name_scu_shirt_01_01_18=Day One Shirt Twilight
item_Name_scu_shirt_01_01_19=Day One Shirt Imperial
item_Name_scu_shirt_01_01_20=Day One Shirt Olive
item_Name_shb_security_uniform_armor_01_arms=Regal-CS1 Arms Scarlet
item_Name_shb_security_uniform_armor_01_core=Regal-CS1 Core Scarlet
item_Name_shb_security_uniform_armor_01_legs=Regal-CS1 Legs Scarlet
item_Name_shb_security_uniform_armor_02_arms=Regal-CS1 Arms Tactical
item_Name_shb_security_uniform_armor_02_core=Regal-CS1 Core Tactical
item_Name_shb_security_uniform_armor_02_legs=Regal-CS1 Legs Tactical
item_Name_shb_security_uniform_helmet_01=Regal-CS1 Helmet Scarlet
item_Name_shb_security_uniform_helmet_02=Regal-CS1 Helmet Tactical
item_Name_shb_security_uniform_undersuit_01=ProtSkin Undersuit Scarlet
item_Name_shb_security_uniform_undersuit_02=ProtSkin Undersuit Forest
item_Name_shb_starfarerpilot_flightsuit=GP-88 Undersuit
item_Name_skinMod_01=Skin 01
item_Name_skinMod_02=Skin 02
item_Name_skinMod_03=Skin 03
item_Name_skinMod_04=Skin 04
item_Name_skinMod_05=Skin 05
item_Name_skinMod_06=Skin 06
item_Name_skinMod_07=Skin 07
item_Name_skinMod_08=Skin 08
item_Name_skinMod_09=Skin 09
item_Name_slaver_armor_heavy_arms_01_01_01=Defiance Arms Tactical
item_Name_slaver_armor_heavy_arms_01_01_03=Defiance Arms Sunchaser
item_Name_slaver_armor_heavy_arms_01_01_10=Defiance Arms Hailstorm
item_Name_slaver_armor_heavy_arms_01_01_11=Defiance Arms Charcoal
item_Name_slaver_armor_heavy_arms_01_01_13=Defiance Arms Firestarter
item_Name_slaver_armor_heavy_arms_01_01_15=Defiance Arms Desert
item_Name_slaver_armor_heavy_arms_01_01_9tails01=Defiance Arms (Modified)
item_Name_slaver_armor_heavy_core_01_01_01=Defiance Core Tactical
item_Name_slaver_armor_heavy_core_01_01_03=Defiance Core Sunchaser
item_Name_slaver_armor_heavy_core_01_01_10=Defiance Core Hailstorm
item_Name_slaver_armor_heavy_core_01_01_11=Defiance Core Charcoal
item_Name_slaver_armor_heavy_core_01_01_13=Defiance Core Firestarter
item_Name_slaver_armor_heavy_core_01_01_15=Defiance Core Desert
item_Name_slaver_armor_heavy_core_01_01_9tails01=Defiance Core (Modified)
item_Name_slaver_armor_heavy_core_01_01_crus,P=Defiance Core (Crusader Industries Variant)
item_Name_slaver_armor_heavy_helmet_01_01_01=Defiance Helmet Tactical
item_Name_slaver_armor_heavy_helmet_01_01_03=Defiance Helmet Sunchaser
item_Name_slaver_armor_heavy_helmet_01_01_10=Defiance Helmet Hailstorm
item_Name_slaver_armor_heavy_helmet_01_01_11=Defiance Helmet Charcoal
item_Name_slaver_armor_heavy_helmet_01_01_13=Defiance Helmet Firestarter
item_Name_slaver_armor_heavy_helmet_01_01_15=Defiance Helmet Desert
item_Name_slaver_armor_heavy_helmet_01_01_9tails01=Defiance Helmet (Modified)
item_Name_slaver_armor_heavy_legs_01_01_01=Defiance Legs Tactical
item_Name_slaver_armor_heavy_legs_01_01_03=Defiance Legs Sunchaser
item_Name_slaver_armor_heavy_legs_01_01_10=Defiance Legs Hailstorm
item_Name_slaver_armor_heavy_legs_01_01_11=Defiance Legs Charcoal
item_Name_slaver_armor_heavy_legs_01_01_13=Defiance Legs Firestarter
item_Name_slaver_armor_heavy_legs_01_01_15=Defiance Legs Desert
item_Name_slaver_armor_heavy_legs_01_01_9tails01=Defiance Legs (Modified)
item_Name_slaver_armor_heavy_legs_01_01_crus,P=Defiance Legs (Crusader Industries Variant)
item_Name_slaver_armor_light_legs_01_01_9tails01=Calico Legs (Modified)
item_Name_slaver_light_armor_01_01_02_core=Calico Core Desert
item_Name_slaver_light_armor_01_arms=Calico Arms Tactical
item_Name_slaver_light_armor_01_core=Calico Core Tactical
item_Name_slaver_light_armor_01_legs=Calico Legs Tactical
item_Name_slaver_light_armor_02_01_02_core=Calico Core
item_Name_slaver_light_armor_02_arms=Calico Arms Desert
item_Name_slaver_light_armor_02_core=Calico Core
item_Name_slaver_light_armor_02_legs=Calico Legs Desert
item_Name_slaver_light_armor_helmet_01=Calico Helmet Tactical
item_Name_slaver_light_armor_helmet_01_01_02=Calico Helmet Desert
item_Name_slaver_light_armor_helmet_02=Renegade Helmet Tactical
item_Name_slaver_light_armor_helmet_02_01_02=Renegade Helmet Desert
item_Name_slaver_medium_armor_01_01_02_core=DustUp Core Desert
item_Name_slaver_medium_armor_01_arms=DustUp Arms Tactical
item_Name_slaver_medium_armor_01_core=DustUp Core Tactical
item_Name_slaver_medium_armor_01_legs=DustUp Legs Tactical
item_Name_slaver_medium_armor_02_01_02_core=DustUp Core
item_Name_slaver_medium_armor_02_arms=DustUp Arms Desert
item_Name_slaver_medium_armor_02_core=DustUp Core 
item_Name_slaver_medium_armor_02_legs=DustUp Legs Desert
item_Name_slaver_medium_armor_helmet_01=DustUp Helmet Tactical
item_Name_slaver_medium_armor_helmet_01_01_02=DustUp Helmet Desert
item_Name_slaver_medium_armor_helmet_01_starkitty=DustUp Helmet Star Kitten Custom
item_Name_slaver_undersuit_armor_01=Stoneskin Undersuit
item_Name_slaver_undersuit_armor_01_01_01=Stoneskin Undersuit
item_Name_slaver_undersuit_armor_01_01_02=Stoneskin Agra Undersuit
item_Name_slaver_undersuit_armor_02_01_01=Stoneskin Undersuit
item_Name_slaver_undersuit_helmet_01=Stoneskin Helmet Desert
item_Name_slaver_undersuit_helmet_02=Stoneskin Helmet Tactical
item_Name_spv_bioticorp_jacket_01_01_01=Libo Jacket
item_Name_spv_bioticorp_rep_gloves_01_01_01=Tigo Gloves
item_Name_spv_bioticorp_rep_heels_01_01_01=Dovo Shoes
item_Name_spv_bioticorp_rep_jacket_01_01_01,P=Placeholder - SPV Jacket
item_Name_spv_bioticorp_rep_pants_01_01_01=Aego Pants
item_Name_spv_bioticorp_rep_tanktop_01_01_01=Spar-Tee Shirt
item_Name_srvl_armor_heavy_arms_02_01_01=Dust Devil Armor Arms
item_Name_srvl_armor_heavy_core_02_01_01=Dust Devil Armor Core
item_Name_srvl_armor_heavy_legs_02_01_01=Dust Devil Armor Legs
item_Name_srvl_heavy_arms_01=Overlord Arms Supernova
item_Name_srvl_heavy_arms_01_01_03,P=- Survivalist Heavy Arms Orange
item_Name_srvl_heavy_arms_01_01_04=Overlord Arms Stinger
item_Name_srvl_heavy_arms_01_01_05=Overlord Arms Predator
item_Name_srvl_heavy_arms_01_01_06=Overlord Arms Riptide
item_Name_srvl_heavy_arms_01_01_10,P=- Survivalist Heavy Arms White
item_Name_srvl_heavy_arms_01_01_10blue,P=- Survivalist Heavy Arms White-Blue
item_Name_srvl_heavy_arms_01_01_11,P=- Survivalist Heavy Arms Grey
item_Name_srvl_heavy_arms_01_01_13,P=- Survivalist Heavy Arms Dark Red
item_Name_srvl_heavy_arms_01_01_18=Overlord Arms Switchback
item_Name_srvl_heavy_arms_01_01_19,P=- Survivalist Heavy Arms Dark Purple
item_Name_srvl_heavy_arms_01_01_20=Overlord Arms Dust Storm
item_Name_srvl_heavy_arms_01_01_gld,P=- Survivalist Heavy Arms Gold
item_Name_srvl_heavy_core_01=Overlord Core Supernova
item_Name_srvl_heavy_core_01_01_03,P=- Survivalist Heavy Core Orange
item_Name_srvl_heavy_core_01_01_04=Overlord Core Stinger
item_Name_srvl_heavy_core_01_01_05=Overlord Core Predator
item_Name_srvl_heavy_core_01_01_06=Overlord Core Riptide
item_Name_srvl_heavy_core_01_01_10,P=- Survivalist Heavy Core White
item_Name_srvl_heavy_core_01_01_10blue,P=- Survivalist Heavy Core White-Blue
item_Name_srvl_heavy_core_01_01_11,P=- Survivalist Heavy Core Grey
item_Name_srvl_heavy_core_01_01_13,P=- Survivalist Heavy Core Dark Red
item_Name_srvl_heavy_core_01_01_18=Overlord Core Switchback
item_Name_srvl_heavy_core_01_01_19,P=- Survivalist Heavy Core Dark Purple
item_Name_srvl_heavy_core_01_01_20=Overlord Core Dust Storm
item_Name_srvl_heavy_core_01_01_gld,P=- Survivalist Heavy Core Dark Gold
item_Name_srvl_heavy_helmet_01=Overlord Helmet Supernova
item_Name_srvl_heavy_helmet_01_01_03,P=- Survivalist Heavy Helmet Orange
item_Name_srvl_heavy_helmet_01_01_04=Overlord Helmet Stinger
item_Name_srvl_heavy_helmet_01_01_05=Overlord Helmet Predator
item_Name_srvl_heavy_helmet_01_01_06=Overlord Helmet Riptide
item_Name_srvl_heavy_helmet_01_01_10,P=- Survivalist Heavy Helmet White
item_Name_srvl_heavy_helmet_01_01_10blue,P=- Survivalist Heavy Helmet White-Blue
item_Name_srvl_heavy_helmet_01_01_11,P=- Survivalist Heavy Helmet Grey
item_Name_srvl_heavy_helmet_01_01_13,P=- Survivalist Heavy Helmet Dark Red
item_Name_srvl_heavy_helmet_01_01_18=Overlord Helmet Switchback
item_Name_srvl_heavy_helmet_01_01_19,P=- Survivalist Heavy Helmet Dark Purple
item_Name_srvl_heavy_helmet_01_01_20=Overlord Helmet Dust Storm
item_Name_srvl_heavy_helmet_01_01_gld,P=- Survivalist Heavy Helmet Gold
item_Name_srvl_heavy_legs_01=Overlord Legs Supernova
item_Name_srvl_heavy_legs_01_01_03,P=- Survivalist Heavy Legs Orange
item_Name_srvl_heavy_legs_01_01_04=Overlord Legs Stinger
item_Name_srvl_heavy_legs_01_01_05=Overlord Legs Predator
item_Name_srvl_heavy_legs_01_01_06=Overlord Legs Riptide
item_Name_srvl_heavy_legs_01_01_10,P=- Survivalist Heavy Legs White
item_Name_srvl_heavy_legs_01_01_10blue,P=- Survivalist Heavy Legs White-Blue
item_Name_srvl_heavy_legs_01_01_11,P=- Survivalist Heavy Legs Grey
item_Name_srvl_heavy_legs_01_01_13,P=- Survivalist Heavy Legs Dark Red
item_Name_srvl_heavy_legs_01_01_18=Overlord Legs Switchback
item_Name_srvl_heavy_legs_01_01_19,P=- Survivalist Heavy Legs Dark Purple
item_Name_srvl_heavy_legs_01_01_20=Overlord Legs Dust Storm
item_Name_srvl_heavy_legs_01_01_gld,P=- Survivalist Heavy Legs Gold
item_Name_srvl_helmet_01_01_01,P=PH - srvl_helmet_01_01_01_01
item_Name_srvl_jacket_01_01_01=Rustic Jacket Brown
item_Name_srvl_jacket_01_01_04=Rustic Jacket Green
item_Name_srvl_jacket_01_01_18=Rustic Jacket Blue
item_Name_srvl_jacket_02_01_01=Piecemeal Jacket Brown
item_Name_srvl_jacket_02_02_01=Piecemeal Jacket Grey
item_Name_srvl_jacket_02_03_01=Piecemeal Jacket Olive
item_Name_srvl_pants_01_01_01=Restored Pants Brown
item_Name_srvl_pants_01_01_04=Restored Pants Green
item_Name_srvl_pants_01_01_18=Restored Pants Blue
item_Name_srvl_shirt_01_01_01=Good Enough Shirt Brown
item_Name_srvl_shirt_01_01_04=Good Enough Shirt Green
item_Name_srvl_shirt_01_01_18=Good Enough Shirt Blue
item_Name_srvl_undersuit_01=Second Life Undersuit
item_Name_srvl_undersuit_helmet_01=Why Not? Helmet
item_Name_sw_hdh_large_pouch_01_01_01,P=[PH] HDH large pouch
item_Name_sw_hdh_moderate_pouch_01_01_01,P=[PH] HDH moderate pouch
item_Name_sw_hdh_small_pouch_01_01_01,P=[PH] HDH small pouch
item_Name_sw_large_pouch,P=Pouch - Large
item_Name_sw_moderate_pouch,P=Pouch - Moderate
item_Name_sw_small_pouch,P=Pouch - Small
item_Name_syfb_flightsuit_helmet_01_01_01=Xanthule Helmet
item_Name_syfb_flightsuit_helmet_01_01_02=Xanthule Sehya Helmet
item_Name_syfb_flightsuit_helmet_01_01_07=Xanthule Tahn Helmet
item_Name_syfb_flightsuit_helmet_01_iae2023_01=Xanthule Ascension Helmet
item_Name_syfb_flightsuit_suit_01_01_01=Xanthule Suit
item_Name_syfb_flightsuit_suit_01_01_02=Xanthule Sehya Suit
item_Name_syfb_flightsuit_suit_01_01_07=Xanthule Tahn Suit
item_Name_syfb_flightsuit_suit_01_iae2023_01=Xanthule Ascension Suit
item_Name_temp_hacking_chip=Hacking Chip
item_Name_temp_hacking_device=Hacking Device
item_Name_test_ping=Ping
item_Name_test_ping_Prospector=Ping
item_Name_thp_gloves_01_01_01=Ixonia Gloves Green
item_Name_thp_gloves_01_02_01=Ixonia Gloves Coal
item_Name_thp_helmet_01_01_01=Ixonia Helmet Desert Camo
item_Name_thp_helmet_01_02_01=Ixonia Helmet Verdant Steel
item_Name_thp_jacket_01_01_01=Ixonia Armor Desert Camo
item_Name_thp_jacket_01_02_01=Ixonia Armor Verdant Steel
item_Name_thp_light_arms_01_01_01=Aztalan Arms
item_Name_thp_light_arms_01_01_03=Aztalan Tamarack Arms
item_Name_thp_light_arms_01_01_12=Aztalan Galena Arms
item_Name_thp_light_core_01_01_01=Aztalan Core
item_Name_thp_light_core_01_01_03=Aztalan Tamarack Core
item_Name_thp_light_core_01_01_12=Aztalan Galena Core
item_Name_thp_light_helmet_01_01_01=Aztalan Helmet
item_Name_thp_light_helmet_01_01_03=Aztalan Tamarack Helmet
item_Name_thp_light_helmet_01_01_12=Aztalan Galena Helmet
item_Name_thp_light_legs_01_01_01=Aztalan Legs
item_Name_thp_light_legs_01_01_03=Aztalan Tamarack Legs
item_Name_thp_light_legs_01_01_12=Aztalan Galena Legs
item_Name_thp_pants_01_01_01=Ixonia Pants Desert Camo
item_Name_thp_pants_01_02_01=Ixonia Pants Swamp Camo
item_Name_thrusters=Thrusters
item_Name_tmbl_vest_biker_01_01_9tails01=Renegade Cut Vest (Modified)
item_Name_tmbl_vest_racing_01_01_9tails01=Renegade Racing Vest (Modified)
item_Name_uba_prison_backpack_01=Inmate Workpack
item_Name_uba_prison_undersuit_01=Inmate Worksuit
item_Name_uba_prison_undersuit_helmet_01=Inmate Work Helmet
item_Name_vgl_advocacy_lightarmor_arms_01=TrueDef-Pro Arms
item_Name_vgl_advocacy_lightarmor_core_01=TrueDef-Pro Core
item_Name_vgl_advocacy_lightarmor_helmet_01=Argus Helmet
item_Name_vgl_advocacy_lightarmor_legs_01=TrueDef-Pro Legs
item_Name_vgl_armor_light_arms_01_01_01=TrueDef-Pro Arms Base
item_Name_vgl_armor_light_arms_01_01_02=TrueDef-Pro Arms Red/Silver
item_Name_vgl_armor_light_arms_01_01_03=TrueDef-Pro Arms Yellow/Black
item_Name_vgl_armor_light_arms_01_01_04=TrueDef-Pro Arms Yellow/Grey
item_Name_vgl_armor_light_arms_01_01_05=TrueDef-Pro Arms Grey/Green
item_Name_vgl_armor_light_arms_01_01_06=TrueDef-Pro Arms Aqua/Black
item_Name_vgl_armor_light_arms_01_01_07=TrueDef-Pro Arms Gold/Grey/Black
item_Name_vgl_armor_light_arms_01_01_08=TrueDef-Pro Arms Black/White/Violet
item_Name_vgl_armor_light_arms_01_01_09=TrueDef-Pro Arms Black/Pink/Purple
item_Name_vgl_armor_light_arms_01_01_10=TrueDef-Pro Arms White/Silver/Grey
item_Name_vgl_armor_light_arms_01_01_11=TrueDef-Pro Arms Black/Silver
item_Name_vgl_armor_light_arms_01_01_12=TrueDef-Pro Arms Black/Grey
item_Name_vgl_armor_light_arms_01_01_13=TrueDef-Pro Arms Black/Grey/Red
item_Name_vgl_armor_light_arms_01_01_14=TrueDef-Pro Arms Black/Gold/Silver
item_Name_vgl_armor_light_arms_01_01_15=TrueDef-Pro Arms Black/Silver
item_Name_vgl_armor_light_arms_01_01_16=TrueDef-Pro Arms Black/Silver/Green
item_Name_vgl_armor_light_arms_01_01_17=TrueDef-Pro Arms Black/Aqua/Silver
item_Name_vgl_armor_light_arms_01_01_18=TrueDef-Pro Arms Black/Silver/Blue
item_Name_vgl_armor_light_arms_01_01_19=TrueDef-Pro Arms Black/Silver/Yellow
item_Name_vgl_armor_light_arms_01_01_20=TrueDef-Pro Arms Silver/Gold/Grey
item_Name_vgl_armor_light_arms_01_01_9tails01=TrueDef-Pro Arms (Modified)
item_Name_vgl_armor_light_core_01_01_01=TrueDef-Pro Core Base
item_Name_vgl_armor_light_core_01_01_02=TrueDef-Pro Core Red/Silver
item_Name_vgl_armor_light_core_01_01_03=TrueDef-Pro Core Yellow/Black
item_Name_vgl_armor_light_core_01_01_04=TrueDef-Pro Core Yellow/Grey
item_Name_vgl_armor_light_core_01_01_05=TrueDef-Pro Core Grey/Green
item_Name_vgl_armor_light_core_01_01_06=TrueDef-Pro Core Aqua/Black
item_Name_vgl_armor_light_core_01_01_07=TrueDef-Pro Core Gold/Grey/Black
item_Name_vgl_armor_light_core_01_01_08=TrueDef-Pro Core Black/White/Violet
item_Name_vgl_armor_light_core_01_01_09=TrueDef-Pro Core Black/Pink/Purple
item_Name_vgl_armor_light_core_01_01_10=TrueDef-Pro Core White/Silver/Grey
item_Name_vgl_armor_light_core_01_01_11=TrueDef-Pro Core Black/Silver
item_Name_vgl_armor_light_core_01_01_12=TrueDef-Pro Core Black/Grey
item_Name_vgl_armor_light_core_01_01_13=TrueDef-Pro Core Black/Grey/Red
item_Name_vgl_armor_light_core_01_01_14=TrueDef-Pro Core Black/Gold/Silver
item_Name_vgl_armor_light_core_01_01_15=TrueDef-Pro Core Black/Silver
item_Name_vgl_armor_light_core_01_01_16=TrueDef-Pro Core Black/Silver/Green
item_Name_vgl_armor_light_core_01_01_17=TrueDef-Pro Core Black/Aqua/Silver
item_Name_vgl_armor_light_core_01_01_18=TrueDef-Pro Core Black/Silver/Blue
item_Name_vgl_armor_light_core_01_01_19=TrueDef-Pro Core Black/Silver/Yellow
item_Name_vgl_armor_light_core_01_01_20=TrueDef-Pro Core Silver/Gold/Grey
item_Name_vgl_armor_light_core_01_01_9tails01=TrueDef-Pro Core (Modified)
item_Name_vgl_armor_light_helmet_01_01_01=Argus Helmet Base
item_Name_vgl_armor_light_helmet_01_01_02=Argus Helmet Red/Silver
item_Name_vgl_armor_light_helmet_01_01_03=Argus Helmet Yellow/Black
item_Name_vgl_armor_light_helmet_01_01_04=Argus Helmet Yellow/Grey
item_Name_vgl_armor_light_helmet_01_01_05=Argus Helmet Grey/Green
item_Name_vgl_armor_light_helmet_01_01_06=Argus Helmet Aqua/Black
item_Name_vgl_armor_light_helmet_01_01_07=Argus Helmet Gold/Grey/Black
item_Name_vgl_armor_light_helmet_01_01_08=Argus Helmet Black/White/Violet
item_Name_vgl_armor_light_helmet_01_01_09=Argus Helmet Black/Pink/Purple
item_Name_vgl_armor_light_helmet_01_01_10=Argus Helmet White/Silver/Grey
item_Name_vgl_armor_light_helmet_01_01_11=Argus Helmet Black/Silver
item_Name_vgl_armor_light_helmet_01_01_12=Argus Helmet Black/Grey
item_Name_vgl_armor_light_helmet_01_01_13=Argus Helmet Black/Grey/Red
item_Name_vgl_armor_light_helmet_01_01_14=Argus Helmet Black/Gold/Silver
item_Name_vgl_armor_light_helmet_01_01_15=Argus Helmet Black/Silver
item_Name_vgl_armor_light_helmet_01_01_16=Argus Helmet Black/Silver/Green
item_Name_vgl_armor_light_helmet_01_01_17=Argus Helmet Black/Aqua/Silver
item_Name_vgl_armor_light_helmet_01_01_18=Argus Helmet Black/Silver/Blue
item_Name_vgl_armor_light_helmet_01_01_19=Argus Helmet Black/Silver/Yellow
item_Name_vgl_armor_light_helmet_01_01_20=Argus Helmet Silver/Gold/Grey
item_Name_vgl_armor_light_legs_01_01_01=TrueDef-Pro Legs Base
item_Name_vgl_armor_light_legs_01_01_02=TrueDef-Pro Legs Red/Silver
item_Name_vgl_armor_light_legs_01_01_03=TrueDef-Pro Legs Yellow/Black
item_Name_vgl_armor_light_legs_01_01_04=TrueDef-Pro Legs Yellow/Grey
item_Name_vgl_armor_light_legs_01_01_05=TrueDef-Pro Legs Grey/Green
item_Name_vgl_armor_light_legs_01_01_06=TrueDef-Pro Legs Aqua/Black
item_Name_vgl_armor_light_legs_01_01_07=TrueDef-Pro Legs Gold/Grey/Black
item_Name_vgl_armor_light_legs_01_01_08=TrueDef-Pro Legs Black/White/Violet
item_Name_vgl_armor_light_legs_01_01_09=TrueDef-Pro Legs Black/Pink/Purple
item_Name_vgl_armor_light_legs_01_01_10=TrueDef-Pro Legs White/Silver/Grey
item_Name_vgl_armor_light_legs_01_01_11=TrueDef-Pro Legs Black/Silver
item_Name_vgl_armor_light_legs_01_01_12=TrueDef-Pro Legs Black/Grey
item_Name_vgl_armor_light_legs_01_01_13=TrueDef-Pro Legs Black/Grey/Red
item_Name_vgl_armor_light_legs_01_01_14=TrueDef-Pro Legs Black/Gold/Silver
item_Name_vgl_armor_light_legs_01_01_15=TrueDef-Pro Legs Black/Silver
item_Name_vgl_armor_light_legs_01_01_16=TrueDef-Pro Legs Black/Silver/Green
item_Name_vgl_armor_light_legs_01_01_17=TrueDef-Pro Legs Black/Aqua/Silver
item_Name_vgl_armor_light_legs_01_01_18=TrueDef-Pro Legs Black/Silver/Blue
item_Name_vgl_armor_light_legs_01_01_19=TrueDef-Pro Legs Black/Silver/Yellow
item_Name_vgl_armor_light_legs_01_01_20=TrueDef-Pro Legs Silver/Gold/Grey
item_Name_vgl_armor_medium_helmet_01_01_01=Paladin Helmet Black/Silver
item_Name_vgl_armor_medium_helmet_01_01_03=Paladin Helmet Black/Gold/Red
item_Name_vgl_armor_medium_helmet_01_01_11=Paladin Helmet White/Black
item_Name_vgl_specialist_heavy_helmet_01_01_01=Sangar Helmet
item_Name_vgl_specialist_heavy_helmet_01_01_03=Sangar Helmet Orange/Black
item_Name_vgl_specialist_heavy_helmet_01_01_10=Sangar Helmet Grey/Black
item_Name_vgl_specialist_heavy_helmet_01_01_9tails01=Sangar Helmet (Modified)
item_Name_vgl_specialist_light_core_01_01_xenothreat=TrueDef-Pro Core CDF
item_Name_vgl_undersuit_01_01_01=ForceFlex Undersuit Black/Gold
item_Name_vgl_undersuit_01_01_02=ForceFlex Undersuit Black/Red
item_Name_vgl_undersuit_01_01_03=ForceFlex Undersuit Black/Orange
item_Name_vgl_undersuit_01_01_04=ForceFlex Undersuit Black/Yellow
item_Name_vgl_undersuit_01_01_05=ForceFlex Undersuit Wood Camo
item_Name_vgl_undersuit_01_01_06=ForceFlex Undersuit Black/Seagreen
item_Name_vgl_undersuit_01_01_07=ForceFlex Undersuit Black/Blue
item_Name_vgl_undersuit_01_01_08=ForceFlex Undersuit Black/Purple
item_Name_vgl_undersuit_01_01_09=ForceFlex Undersuit Pink Camo
item_Name_vgl_undersuit_01_01_10=ForceFlex Undersuit Arctic Camo
item_Name_vgl_undersuit_01_01_11=ForceFlex Undersuit Greys
item_Name_vgl_undersuit_01_01_12=ForceFlex Undersuit DigiCamo
item_Name_vgl_undersuit_01_01_13=ForceFlex Undersuit Autumn Camo
item_Name_vgl_undersuit_01_01_14=ForceFlex Undersuit Black/Grey/Orange
item_Name_vgl_undersuit_01_01_15=ForceFlex Undersuit Forest Digi
item_Name_vgl_undersuit_01_01_16=ForceFlex Undersuit Woodland Digi
item_Name_vgl_undersuit_01_01_17=ForceFlex Undersuit Blue/Black/Tan
item_Name_vgl_undersuit_01_01_18=ForceFlex Undersuit Ocean Camo
item_Name_vgl_undersuit_01_01_19=ForceFlex Undersuit Purple/Gold
item_Name_vgl_undersuit_01_01_20=ForceFlex Undersuit Black/Grey/Tan
item_Name_vlg_backpack_heavy_01_01_01=Warden Backpack
item_Name_vpw_bouncer_boots_01_01_01=Good Boot
item_Name_vpw_bouncer_jacket_01_01_01=Creese Jacket
item_Name_vpw_bouncer_jacket_01_02_01=Creese Skullsnap Jacket
item_Name_vpw_bouncer_jacket_01_03_01=Creese Toxic Fog Jacket
item_Name_vpw_bouncer_jacket_01_04_01=Creese Copperhead Jacket
item_Name_vpw_bouncer_mask_01_01_01=Brace Mask
item_Name_vpw_bouncer_pants_01_01_01=Threshold Pants
item_Name_vpw_bouncer_pants_01_02_01=Threshold Skullsnap Pants
item_Name_vpw_bouncer_pants_01_03_01=Threshold Toxic Fog Pants
item_Name_vpw_bouncer_pants_01_04_01=Threshold Copperhead Pants
item_Name_vpw_bouncer_shirt_01_01_01=Tyger (Project Purple) Shirt
item_Nameammobox_pistol=Pistol Ammo Box
item_Nameammobox_rifle=Rifle Ammo Box
item_Nameapar_melee_01=Demon Fang Combat Knife
item_Nameapar_melee_01_short=Demon Fang Knife
item_Nameapar_special_ballistic_01=Scourge Railgun
item_Nameapar_special_ballistic_01_black02=Scourge "Nightstalker" Railgun
item_Nameapar_special_ballistic_01_black02_short=Scourge NS Railgun
item_Nameapar_special_ballistic_01_mag=Scourge Railgun Magazine (5 cap)
item_Nameapar_special_ballistic_01_short=Scourge Railgun
item_Nameapar_special_ballistic_01_tan01=Scourge "Desert Shadow" Railgun
item_Nameapar_special_ballistic_01_tan01_short=Scourge DS Railgun
item_Nameapar_special_ballistic_02=Animus Missile Launcher
item_Nameapar_special_ballistic_02_mag=Animus Missile Launcher Magazine (3 cap)
item_Nameapar_special_ballistic_02_missile=Animus Missile
item_Nameapar_special_ballistic_02_short=Animus M-Launcher
item_Namearma_barrel_comp_s1=Sion Compensator1
item_Namearma_barrel_comp_s2=Sion Compensator2
item_Namearma_barrel_comp_s3=Sion Compensator3
item_Namearma_barrel_flhd_s1=Veil Flash Hider1
item_Namearma_barrel_flhd_s2=Veil Flash Hider2
item_Namearma_barrel_flhd_s3=Veil Flash Hider3
item_Namearma_barrel_stab_s1=Emod Stabilizer1
item_Namearma_barrel_stab_s2=Emod Stabilizer2
item_Namearma_barrel_stab_s3=Emod Stabilizer3
item_Namearma_barrel_supp_s1=Tacit Suppressor1
item_Namearma_barrel_supp_s2=Tacit Suppressor2
item_Namearma_barrel_supp_s3=Tacit Suppressor3
item_Namebanu_melee_01=Njakte Knife
item_Namebanu_melee_01_blue01=Pambada Knife
item_Namebanu_melee_01_green01=Zogo Knife
item_Namebanu_melee_01_red01=Myuda Knife
item_Namebanu_melee_01_short=Njakte Knife
item_Namebanu_melee_02=Myondo Knife
item_Namebanu_melee_02_short=Myondo Knife
item_Namebanu_melee_03=Sizi Knife
item_Namebanu_melee_03_short=Sizi Knife
item_Namebathfloat_crusader_01=Finley the Stormwal Bath Float
item_Namebehr_areadenialsystem_01=BEHR PK-1 Sweeper
item_Namebehr_areadenialsystem_01_ammo=BEHR PK-1 Sweeper
item_Namebehr_conc_grenade_01=AP-7 Concussion Grenade
item_Namebehr_conc_grenade_01_ammo=Behring AP-7 Concussion Grenade
item_Namebehr_conc_grenade_01_short=AP-7 Concus. Grenade
item_Namebehr_emp_grenade_01=EP-5 EMP Grenade
item_Namebehr_emp_grenade_01_ammo=Behring EP-5 EMP Grenade
item_Namebehr_emp_grenade_01_short=EP-5 EMP Grenade
item_Namebehr_frag_grenade_01=MK-4 Frag Grenade
item_Namebehr_frag_grenade_01_ammo=Behring MK4 Frag Grenade
item_Namebehr_frag_grenade_01_short=MK-4 Frag Grenade
item_Namebehr_glauncher_ballistic_01=GP-33 MOD Grenade Launcher
item_Namebehr_glauncher_ballistic_01_black01=GP-33 MOD "Thunderclap" Grenade Launcher
item_Namebehr_glauncher_ballistic_01_black01_short=GP-33 TC G-Launcher
item_Namebehr_glauncher_ballistic_01_cen01=GP-33 MOD "Ashfall" Grenade Launcher
item_Namebehr_glauncher_ballistic_01_cen01_short=GP-33 AF G-Launcher
item_Namebehr_glauncher_ballistic_01_imp01=GP-33 MOD "Copperhead" Grenade Launcher
item_Namebehr_glauncher_ballistic_01_imp01_short=GP-33 CH G-Launcher
item_Namebehr_glauncher_ballistic_01_mag=GP-33 MOD Grenade Launcher Magazine (6 cap)
item_Namebehr_glauncher_ballistic_01_shin=GP-33 MOD "Umber" Grenade Launcher
item_Namebehr_glauncher_ballistic_01_shin_short=GP-33 UMB G-Launcher
item_Namebehr_glauncher_ballistic_01_short=GP-33 MOD G-Launcher
item_Namebehr_grav_grenade_01=DS-12 Force Propulsion Grenade
item_Namebehr_grav_grenade_01_ammo=Behring DS-12 Force Propulsion Grenade
item_Namebehr_grav_grenade_01_short=DS-12 Force Grenade
item_Namebehr_hmg_ballistic_01=FS-9H HMG
item_Namebehr_hmg_ballistic_01_mag=FS-9H Magazine (80 cap)
item_Namebehr_hmg_ballistic_01_short=FS-9H HMG
item_Namebehr_lidar_grenade_01=SC-1 LIDAR Grenade
item_Namebehr_lidar_grenade_01_ammo=Behring SC-1 LIDAR Grenade
item_Namebehr_lidar_grenade_01_short=SC-1 LIDAR Grenade
item_Namebehr_lmg_ballistic_01=FS-9 LMG
item_Namebehr_lmg_ballistic_01_luminalia_green01=FS-9 "Evergreen" LMG
item_Namebehr_lmg_ballistic_01_luminalia_green01_short=FS-9 EG LMG
item_Namebehr_lmg_ballistic_01_mag=FS-9 Magazine (75 cap)
item_Namebehr_lmg_ballistic_01_short=FS-9 LMG
item_Namebehr_lmg_ballistic_01_xenothreat01=FS-9 "Stoneface" LMG
item_Namebehr_lmg_ballistic_01_xenothreat01_short=FS-9 SF LMG
item_Namebehr_lmg_ballistic_01_yellow_grey01=FS-9 "Finish Line" LMG
item_Namebehr_lmg_ballistic_01_yellow_grey01_short=FS-9 FL LMG
item_Namebehr_ltm_kinetic_01,P=ADO-5 Laser Mine
item_Namebehr_ltm_kinetic_01_short,P=ADO-5
item_Namebehr_optics_holo_x1_s1=PT1 (1x Holographic)
item_Namebehr_optics_holo_x2_s1=PT2 (2x Holographic)
item_Namebehr_optics_holo_x3_s1=PT3 (3x Holographic)
item_Namebehr_optics_rdot_x1_s1=RF1 (1x Reflex)
item_Namebehr_optics_tsco_x16_s3=EE16 (16x Telescopic)
item_Namebehr_optics_tsco_x4_s2=EE04 (4x Telescopic)
item_Namebehr_optics_tsco_x8_s3=EE08 (8x Telescopic)
item_Namebehr_pistol_ballistic_01=S-38 Pistol
item_Namebehr_pistol_ballistic_01_300=S-38 "One Empire" Pistol
item_Namebehr_pistol_ballistic_01_300_short=S-38 1-Empire Pistol
item_Namebehr_pistol_ballistic_01_mag=S-38 Magazine (20 cap)
item_Namebehr_pistol_ballistic_01_short=S-38 Pistol
item_Namebehr_rifle_ballistic_01=P4-AR Rifle
item_Namebehr_rifle_ballistic_01_black02=P4-AR "Nightstalker" Rifle
item_Namebehr_rifle_ballistic_01_black02_short=P4-AR NS Rifle
item_Namebehr_rifle_ballistic_01_green01=P4-AR "Warhawk" Rifle
item_Namebehr_rifle_ballistic_01_green01_short=P4-AR WH Rifle
item_Namebehr_rifle_ballistic_01_iron=P4-AR Iron Sight
item_Namebehr_rifle_ballistic_01_mag=P4-AR Magazine (40 cap)
item_Namebehr_rifle_ballistic_01_short=P4-AR Rifle
item_Namebehr_rifle_ballistic_01_tan01=P4-AR "Desert Shadow" Rifle
item_Namebehr_rifle_ballistic_01_tan01_short=P4-AR DS Rifle
item_Namebehr_rifle_ballistic_01_white02=P4-AR "Boneyard" Rifle
item_Namebehr_rifle_ballistic_01_white02_short=P4-AR BY Rifle
item_Namebehr_rifle_ballistic_02=P8-AR Rifle
item_Namebehr_rifle_ballistic_02_mag=P8-AR Rifle Magazine (30 cap)
item_Namebehr_rifle_ballistic_02_short=P8-AR Rifle
item_Namebehr_rifle_ballistic_02a=P8-AR Rifle
item_Namebehr_rifle_ballistic_02a_short=P8-AR Rifle
item_Namebehr_shotgun_ballistic_01=BR-2 Shotgun
item_Namebehr_shotgun_ballistic_01_mag=BR-2 Shotgun Magazine (12 cap)
item_Namebehr_shotgun_ballistic_01_short=BR-2 Shotgun
item_Namebehr_smg_ballistic_01=P8-SC SMG
item_Namebehr_smg_ballistic_01_IAE2022=P8-SC "Red Alert" SMG
item_Namebehr_smg_ballistic_01_IAE2022_short=P8-SC RA SMG
item_Namebehr_smg_ballistic_01_black01=P8-SC "Midnight" SMG
item_Namebehr_smg_ballistic_01_black01_short=P8-SC "Midnight" SMG
item_Namebehr_smg_ballistic_01_black02=P8-SC "Nightstalker" SMG
item_Namebehr_smg_ballistic_01_black02_short=P8-SC NS SMG
item_Namebehr_smg_ballistic_01_gold01=P8-SC "Executive Edition" SMG
item_Namebehr_smg_ballistic_01_gold01_short=P8-SC EE SMG
item_Namebehr_smg_ballistic_01_green01=P8-SC "Warhawk" SMG
item_Namebehr_smg_ballistic_01_green01_short=P8-SC "Warhawk" SMG
item_Namebehr_smg_ballistic_01_iron=P8-SC SMG Iron Sight
item_Namebehr_smg_ballistic_01_mag=P8-SC SMG Magazine (45 cap)
item_Namebehr_smg_ballistic_01_short=P8-SC SMG
item_Namebehr_smg_ballistic_01_tan01=P8-SC "Desert Shadow" SMG
item_Namebehr_smg_ballistic_01_tan01_short=P8-SC DS SMG
item_Namebehr_smg_ballistic_01_white01=P8-SC "Stormfall" SMG
item_Namebehr_smg_ballistic_01_white01_short=P8-SC SF SMG
item_Namebehr_smg_ballistic_01_white02=P8-SC "Boneyard" SMG
item_Namebehr_smg_ballistic_01_white02_short=P8-SC "Boneyard" SMG
item_Namebehr_sniper_ballistic_01=P6-LR Sniper Rifle
item_Namebehr_sniper_ballistic_01_arctic01=P6-LR "Rime" Sniper Rifle
item_Namebehr_sniper_ballistic_01_arctic01_short=P6-LR R Sniper Rifle
item_Namebehr_sniper_ballistic_01_black01=P6-LR "Archangel" Sniper Rifle
item_Namebehr_sniper_ballistic_01_black01_short=P6-LR A Sniper Rifle
item_Namebehr_sniper_ballistic_01_mag=P6-LR Magazine (8 cap)
item_Namebehr_sniper_ballistic_01_short=P6-LR Sniper Rifle
item_Namebehr_special_ballistic_01=HP-284 Rocket Launcher
item_Namebehr_special_ballistic_01_mag=mX-SR Ammo
item_Namebehr_special_ballistic_01_short=HP-284 R-Launcher
item_Namecds_deployable_shield_01=CDS QuickCade
item_Namecds_deployable_shield_01_ammo=CDS QuickCade Ammo
item_Namecnou_mustang_s1_q2=Mustang ball turret
item_Namecrlf_consumable_adrenaline_01=AdrenaPen (Demexatrine)
item_Namecrlf_consumable_healing_01=MedPen (Hemozal)
item_Namecrlf_consumable_overdoseRevival_01=DetoxPen (Resurgera)
item_Namecrlf_consumable_oxygen_01=OxyPen
item_Namecrlf_consumable_painkiller_01=OpioPen (Roxaphen)
item_Namecrlf_consumable_radiation_01=DeconPen (Canoiodide)
item_Namecrlf_consumable_steroids_01=CorticoPen (Sterogen)
item_Namecrlf_medgun_01=ParaMed Medical Device
item_Namecrlf_medgun_01_grey01=ParaMed "Amalgam" Medical Device
item_Namecrlf_medgun_01_mag=ParaMed Refill
item_Namecrlf_medgun_01_purple01=ParaMed "Venule" Medical Device
item_Namecrlf_medgun_01_red01=ParaMed "Oxide" Medical Device
item_Namecrlf_medgun_01_short=ParaMed
item_Namecrlf_medgun_01_short_grey01=ParaMed "Amalgam"
item_Namecrlf_medgun_01_short_purple01=ParaMed "Venule"
item_Namecrlf_medgun_01_short_red01=ParaMed "Oxide"
item_Namecrlf_medgun_01_short_yellow01=ParaMed "Xanthic"
item_Namecrlf_medgun_01_yellow01=ParaMed "Xanthic" Medical Device
item_Namecrlf_medicalaid_01=CRLF DYNAPAK
item_Namedev_mount=Class 2b Mount
item_Namedrak_cutlass_s1_q2=Drake Cutlass Ball Turret
item_Namegmni_lmg_ballistic_01=F55 LMG
item_Namegmni_lmg_ballistic_01_blue_gold_01=F55 "Valor" LMG
item_Namegmni_lmg_ballistic_01_blue_gold_01_short=F55 V LMG
item_Namegmni_lmg_ballistic_01_green_red01=F55 "Alpine Sunset" LMG
item_Namegmni_lmg_ballistic_01_green_red01_short=F55 AS LMG
item_Namegmni_lmg_ballistic_01_mag=F55 LMG Magazine (150 cap)
item_Namegmni_lmg_ballistic_01_short=F55 LMG
item_Namegmni_optics_tsco_x4_s2=OT4-RF (4x Telescopic)
item_Namegmni_optics_tsco_x8_s3=OT8-RF (8x Telescopic)
item_Namegmni_pistol_ballistic_01=LH86 Pistol
item_Namegmni_pistol_ballistic_01_black02=LH86 "Nightstalker" Pistol
item_Namegmni_pistol_ballistic_01_black02_short=LH86 NS Pistol
item_Namegmni_pistol_ballistic_01_cen01=LH86 "Voyager" Pistol
item_Namegmni_pistol_ballistic_01_cen01_short=LH86 VG Pistol
item_Namegmni_pistol_ballistic_01_gold01=LH86 "Executive Edition" Pistol
item_Namegmni_pistol_ballistic_01_gold01_short=LH86 EE Pistol
item_Namegmni_pistol_ballistic_01_green01=LH86 "Warhawk" Pistol
item_Namegmni_pistol_ballistic_01_green01_short=LH86 WH Pistol
item_Namegmni_pistol_ballistic_01_green_grey01=LH86 "Luckbringer" Pistol
item_Namegmni_pistol_ballistic_01_green_grey01_short=LH86 LB Pistol
item_Namegmni_pistol_ballistic_01_imp01=LH86 "Pathfinder" Pistol
item_Namegmni_pistol_ballistic_01_imp01_short=LH86 PF Pistol
item_Namegmni_pistol_ballistic_01_mag=LH86 Pistol Magazine (13 cap)
item_Namegmni_pistol_ballistic_01_short=LH86 Pistol
item_Namegmni_pistol_ballistic_01_tan01=LH86 "Desert Shadow" Pistol
item_Namegmni_pistol_ballistic_01_tan01_short=LH86 DS Pistol
item_Namegmni_pistol_ballistic_01_white01=LH86 "Stormfall" Pistol
item_Namegmni_pistol_ballistic_01_white01_short=LH86 SF Pistol
item_Namegmni_pistol_ballistic_01_white02=LH86 "Boneyard" Pistol
item_Namegmni_pistol_ballistic_01_white02_short=LH86 BY Pistol
item_Namegmni_pistol_ballistic_02=LH86 Silenced Pistol
item_Namegmni_rifle_ballistic_01_IAE2023=S71 "Ascension" Rifle
item_Namegmni_rifle_ballistic_01_IAE2023_short=S71 AC Rifle
item_Namegmni_rifle_ballistic_01_firerats01=S71 "Bullseye" Rifle
item_Namegmni_rifle_ballistic_01_firerats01_short=S71 BE Rifle
item_Namegmni_rifle_ballistic_01_mag=S71 Rifle Magazine (30 cap)
item_Namegmni_shotgun_ballistic_01=R97 Shotgun
item_Namegmni_shotgun_ballistic_01_mag=R97 Shotgun Magazine (18 cap)
item_Namegmni_shotgun_ballistic_01_pink_red01=R97 "Kismet" Shotgun
item_Namegmni_shotgun_ballistic_01_pink_red01_short=R97 KS Shotgun
item_Namegmni_shotgun_ballistic_01_short=R97 Shotgun
item_Namegmni_smg_ballistic_01_Luminalia=C54 "Luminalia" SMG
item_Namegmni_smg_ballistic_01_Luminalia_short=C54 LN SMG
item_Namegmni_smg_ballistic_01_green_grey01=C54 "Luckbringer" SMG
item_Namegmni_smg_ballistic_01_green_grey01_short=C54 LB SMG
item_Namegmni_sniper_ballistic_01=A03 Sniper Rifle
item_Namegmni_sniper_ballistic_01_IAE2022=A03 "Red Alert" Sniper Rifle
item_Namegmni_sniper_ballistic_01_IAE2022_short=A03 RA Sniper Rifle
item_Namegmni_sniper_ballistic_01_arctic01=A03 "Canuto" Sniper Rifle
item_Namegmni_sniper_ballistic_01_arctic01_short=A03 C Sniper Rifle
item_Namegmni_sniper_ballistic_01_green_grey01=A03 "Luckbringer" Sniper Rifle
item_Namegmni_sniper_ballistic_01_green_grey01_short=A03 LB Sniper Rifle
item_Namegmni_sniper_ballistic_01_imp01=A03 "Wildwood" Sniper Rifle
item_Namegmni_sniper_ballistic_01_imp01_short=A03 WW Sniper Rifle
item_Namegmni_sniper_ballistic_01_mag=A03 Sniper Rifle Magazine (15 cap)
item_Namegmni_sniper_ballistic_01_short=A03 Sniper Rifle
item_Namegmni_sniper_ballistic_01_urban01=A03 "Lodestone" Sniper Rifle
item_Namegmni_sniper_ballistic_01_urban01_short=A03 LD Sniper Rifle
item_Namegrin_cutter_01=PH Grin Cutter
item_Namegrin_energy_multitool_01_mag=Pyro RYT Multi-Tool Battery
item_Namegrin_multitool_01=Pyro RYT Multi-Tool
item_Namegrin_multitool_01_black01=Pyro RYT "Black Cherry" Multi-Tool
item_Namegrin_multitool_01_black01_short=Pyro BC MultiTool
item_Namegrin_multitool_01_brown01=Pyro RYT "Mirage" Multi-Tool
item_Namegrin_multitool_01_brown01_short=Pyro M MultiTool
item_Namegrin_multitool_01_cutter=OxyTorch Cutter Attachment
item_Namegrin_multitool_01_healing=LifeGuard Medical Attachment
item_Namegrin_multitool_01_healing_mag=LifeGuard Refill
item_Namegrin_multitool_01_mag,P=Potential magazine item for Pyro Multi-Tool.
item_Namegrin_multitool_01_mining=OreBit Mining Attachment
item_Namegrin_multitool_01_orange01=Pyro RYT "Harvester" Multi-Tool
item_Namegrin_multitool_01_orange01_short=Pyro HV MultiTool
item_Namegrin_multitool_01_red01=Pyro RYT "Bloodline" Multi-Tool
item_Namegrin_multitool_01_red01_short=Pyro B MultiTool
item_Namegrin_multitool_01_salvage=Cambio-Lite SRT Attachment
item_Namegrin_multitool_01_salvage_mag=Cambio-Lite SRT Canister
item_Namegrin_multitool_01_salvage_mag_empty=Cambio-Lite SRT Canister (Empty)
item_Namegrin_multitool_01_short=Pyro MultiTool
item_Namegrin_multitool_01_silver01=Pyro RYT "Quicksilver" Multi-Tool
item_Namegrin_multitool_01_silver01_short=Pyro QS MultiTool
item_Namegrin_multitool_01_tractorbeam=TruHold Tractor Beam Attachment
item_Namegrin_multitool_01_white01=Pyro RYT "Ghost" Multi-Tool
item_Namegrin_multitool_01_white01_short=Pyro G MultiTool
item_Namegrin_paw=Pyro RYT Multi-Tool (Old Identifier!!!)
item_Namegrin_paw_laser=Pyro RYT Laser Sight
item_Namegrin_paw_mag=Pyro RYT Battery
item_Namegrin_salvage_01=Cambio SRT
item_Namegrin_tool_01_salvage_mag=Cambio SRT Canister
item_Namegrin_tool_01_salvage_mag_empty=Cambio SRT Canister (empty)
item_Namegrin_tractor_01=MaxLift Tractor Beam
item_Namegrin_tractor_01_mag=MaxLift Tractor Beam Battery
item_Namegrin_tractor_01_short=MaxLift Tractor
item_Namehdgw_pistol_ballistic_01=Salvo Frag Pistol
item_Namehdgw_pistol_ballistic_01_engraved01=Salvo Saeed Frag Pistol
item_Namehdgw_pistol_ballistic_01_engraved01_short=Salvo SD Frag Pistol
item_Namehdgw_pistol_ballistic_01_engraved02=Salvo Esteban Frag Pistol
item_Namehdgw_pistol_ballistic_01_engraved02_short=Salvo EB Frag Pistol
item_Namehdgw_pistol_ballistic_01_mag=Salvo Frag Pistol Magazine (8 cap)
item_Namehdgw_pistol_ballistic_01_short=Salvo Frag Pistol
item_Namejokr_decoy_grenade_01=Insta-Friends Radar Scatter Grenade
item_Namejokr_decoy_grenade_01_ammo=Joker Insta-Friends Decoy Grenade
item_Namejokr_decoy_grenade_01_short=InstaFriends Grenade
item_Namejokr_hologram_01=JOKR Doubletime Hologram
item_Namekegr_fire_extinguisher_01=APX Fire Extinguisher
item_Namekegr_fire_extinguisher_01_mag=APX Fire Extinguisher Canister
item_Namekegr_fire_extinguisher_01_short=APX Extinguisher
item_Nameklwe_grapplebeam_01=Kagi RTD
item_Nameklwe_lmg_energy_01=Demeco LMG
item_Nameklwe_lmg_energy_01_IAE2022=Demeco "Red Alert" LMG
item_Nameklwe_lmg_energy_01_IAE2022_short=Demeco RA LMG
item_Nameklwe_lmg_energy_01_mag=Demeco LMG Battery (100 cap)
item_Nameklwe_lmg_energy_01_purple_blue01=Demeco "Ultraviolet" LMG
item_Nameklwe_lmg_energy_01_purple_blue01_short=Demeco UV LMG
item_Nameklwe_lmg_energy_01_short=Demeco LMG
item_Nameklwe_optics_disp_x8_s3=Touchstone (8x Monitor)
item_Nameklwe_pistol_energy_01=Arclight Pistol
item_Nameklwe_pistol_energy_01_black01=Arclight "Midnight" Pistol
item_Nameklwe_pistol_energy_01_black01_short=Arclight MN Pistol
item_Nameklwe_pistol_energy_01_black02=Arclight "Nightstalker" Pistol
item_Nameklwe_pistol_energy_01_black02_short=Arclight NS Pistol
item_Nameklwe_pistol_energy_01_chromic01=Arclight "Glimmer" Pistol
item_Nameklwe_pistol_energy_01_chromic01_short=Arclight GM Pistol
item_Nameklwe_pistol_energy_01_engraved01=Arclight "Herrero" Pistol
item_Nameklwe_pistol_energy_01_engraved01_short=Arclight HR Pistol
item_Nameklwe_pistol_energy_01_gold01=Arclight "Executive Edition" Pistol
item_Nameklwe_pistol_energy_01_gold01_short=Arclight EE Pistol
item_Nameklwe_pistol_energy_01_green01=Arclight "Warhawk" Pistol
item_Nameklwe_pistol_energy_01_green01_short=Arclight WH Pistol
item_Nameklwe_pistol_energy_01_mag=Arclight Pistol Battery (30 cap)
item_Nameklwe_pistol_energy_01_short=Arclight Pistol
item_Nameklwe_pistol_energy_01_tan01=Arclight "Desert Shadow" Pistol
item_Nameklwe_pistol_energy_01_tan01_short=Arclight DS Pistol
item_Nameklwe_pistol_energy_01_white01=Arclight "Stormfall" Pistol
item_Nameklwe_pistol_energy_01_white01_short=Arclight SF Pistol
item_Nameklwe_pistol_energy_01_white02=Arclight "Boneyard" Pistol
item_Nameklwe_pistol_energy_01_white02_short=Arclight BY Pistol
item_Nameklwe_pistol_energy_02=Arclight Pistol
item_Nameklwe_pistol_energy_02_short=Arclight Pistol
item_Nameklwe_rifle_energy_01=Gallant Rifle
item_Nameklwe_rifle_energy_01_IAE2022=Gallant "Red Alert" Rifle
item_Nameklwe_rifle_energy_01_IAE2022_short=Gallant RA Rifle
item_Nameklwe_rifle_energy_01_black01=Gallant "Midnight" Rifle
item_Nameklwe_rifle_energy_01_black01_short=Gallant MN Rifle
item_Nameklwe_rifle_energy_01_black02=Gallant "Nightstalker" Rifle
item_Nameklwe_rifle_energy_01_black02_short=Gallant NS Rifle
item_Nameklwe_rifle_energy_01_gold01=Gallant "Executive Edition" Rifle
item_Nameklwe_rifle_energy_01_gold01_short=Gallant EE Rifle
item_Nameklwe_rifle_energy_01_green01=Gallant "Warhawk" Rifle
item_Nameklwe_rifle_energy_01_green01_short=Gallant WH Rifle
item_Nameklwe_rifle_energy_01_mag=Gallant Rifle Battery (45 cap)
item_Nameklwe_rifle_energy_01_reddot=Gallant Rifle Red Dot Sight
item_Nameklwe_rifle_energy_01_short=Gallant Rifle
item_Nameklwe_rifle_energy_01_tan01=Gallant "Desert Shadow" Rifle
item_Nameklwe_rifle_energy_01_tan01_short=Gallant DS Rifle
item_Nameklwe_rifle_energy_01_white01=Gallant "Stormfall" Rifle
item_Nameklwe_rifle_energy_01_white01_short=Gallant SF Rifle
item_Nameklwe_rifle_energy_01_white02=Gallant "Boneyard" Rifle
item_Nameklwe_rifle_energy_01_white02_short=Gallant BY Rifle
item_Nameklwe_smg_energy_01=Lumin V SMG
item_Nameklwe_smg_energy_01_blue_gold_01=Lumin V "Valor" SMG
item_Nameklwe_smg_energy_01_blue_gold_01_short=LV V SMG
item_Nameklwe_smg_energy_01_mag=Lumin V SMG Battery (45 cap)
item_Nameklwe_smg_energy_01_short=Lumin V SMG
item_Nameklwe_sniper_energy_01=Arrowhead Sniper Rifle
item_Nameklwe_sniper_energy_01_5x=Arrowhead Sniper Rifle 5x Scope
item_Nameklwe_sniper_energy_01_Luminalia_red01=Arrowhead "Lamplighter" Sniper Rifle
item_Nameklwe_sniper_energy_01_Luminalia_red01_short=Arrowhead LL Sniper
item_Nameklwe_sniper_energy_01_black01=Arrowhead "Midnight" Sniper Rifle
item_Nameklwe_sniper_energy_01_black01_short=Arrowhead MN Sniper
item_Nameklwe_sniper_energy_01_black02=Arrowhead "Nightstalker" Sniper Rifle
item_Nameklwe_sniper_energy_01_black02_short=Arrowhead NS Sniper
item_Nameklwe_sniper_energy_01_cen01=Arrowhead "Voyager" Sniper Rifle
item_Nameklwe_sniper_energy_01_cen01_short=Arrowhead VG Sniper
item_Nameklwe_sniper_energy_01_gold01=Arrowhead "Executive" Sniper Rifle
item_Nameklwe_sniper_energy_01_gold01_short=Arrowhead EE Sniper
item_Nameklwe_sniper_energy_01_green01=Arrowhead "Warhawk" Sniper Rifle
item_Nameklwe_sniper_energy_01_green01_short=Arrowhead WH Sniper
item_Nameklwe_sniper_energy_01_imp01=Arrowhead "Pathfinder" Sniper Rifle
item_Nameklwe_sniper_energy_01_imp01_short=Arrowhead PF Sniper
item_Nameklwe_sniper_energy_01_mag=Arrowhead Sniper Rifle Battery (16 cap)
item_Nameklwe_sniper_energy_01_short=Arrowhead Sniper
item_Nameklwe_sniper_energy_01_tan01=Arrowhead "Desert Shadow" Sniper Rifle
item_Nameklwe_sniper_energy_01_tan01_short=Arrowhead D Sniper
item_Nameklwe_sniper_energy_01_white01=Arrowhead "Stormfall" Sniper Rifle
item_Nameklwe_sniper_energy_01_white01_short=Arrowhead SF Sniper
item_Nameklwe_sniper_energy_01_white02=Arrowhead "Boneyard" Sniper Rifle
item_Nameklwe_sniper_energy_01_white02_short=Arrowhead BY Sniper
item_Nameklwe_ubarrel_flsh_s1=Brightspot Flashlight Purple
item_Nameklwe_ubarrel_flsh_s1_short=Brightspot FL Purple
item_Nameklwe_ubarrel_lasr_s1=Tracer Laser Pointer Orange
item_Nameklwe_ubarrel_lasr_s1_02=Tracer Laser Pointer Green
item_Nameklwe_ubarrel_lasr_s1_02_short=Tracer LP Green
item_Nameklwe_ubarrel_lasr_s1_short=Tracer LP Orange
item_Nameksar_melee_01=Sawtooth Combat Knife
item_Nameksar_melee_01_blue01=Sawtooth "Squall" Combat Knife
item_Nameksar_melee_01_blue01_short=Sawtooth SQ Knife
item_Nameksar_melee_01_brown01=Sawtooth "Sirocco" Combat Knife
item_Nameksar_melee_01_brown01_short=Sawtooth SR Knife
item_Nameksar_melee_01_red01=Sawtooth "Bloodstone" Combat Knife
item_Nameksar_melee_01_red01_short=Sawtooth BS Knife
item_Nameksar_melee_01_short=Sawtooth Knife
item_Nameksar_optics_tsco_x8_s3=Black Prism (8x Telescopic)
item_Nameksar_pistol_ballistic_01_IAE2023=Coda "Ascension" Pistol
item_Nameksar_pistol_ballistic_01_IAE2023_short=Coda AC Pistol
item_Nameksar_pistol_ballistic_01_headhunters01=Coda "Nighthawk" Pistol
item_Nameksar_pistol_ballistic_01_headhunters01_short=Coda NH Pistol
item_Nameksar_pistol_ballistic_01_mag=Coda Pistol Magazine (6 cap)
item_Nameksar_rifle_energy_01=Karna Rifle
item_Nameksar_rifle_energy_01_IAE2023=Karna "Ascension" Rifle
item_Nameksar_rifle_energy_01_IAE2023_short=Karna AC Rifle
item_Nameksar_rifle_energy_01_mag=Karna Rifle Battery (35 cap)
item_Nameksar_rifle_energy_01_pink_red01=Karna "Fate" Rifle
item_Nameksar_rifle_energy_01_pink_red01_short=Karna FT Rifle
item_Nameksar_rifle_energy_01_short=Karna Rifle
item_Nameksar_shotgun_ballistic_01=Ravager-212 Twin Shotgun
item_Nameksar_shotgun_ballistic_01_IAE2022=Ravager-212 "Red Alert" Twin Shotgun
item_Nameksar_shotgun_ballistic_01_IAE2022_short=Ravager RA Shotgun
item_Nameksar_shotgun_ballistic_01_luminalia_blue01=Ravager-212 "Bright Star" Twin Shotgun
item_Nameksar_shotgun_ballistic_01_luminalia_blue01_short=Ravager BS Shotgun
item_Nameksar_shotgun_ballistic_01_mag=Ravager-212 Twin Shotgun Magazine (16 cap)
item_Nameksar_shotgun_ballistic_01_short=Ravager-212 Shotgun
item_Nameksar_shotgun_energy_01=Devastator Shotgun
item_Nameksar_shotgun_energy_01_black01=Devastator "Midnight" Shotgun
item_Nameksar_shotgun_energy_01_black01_short=Devastator MN SG
item_Nameksar_shotgun_energy_01_black02=Devastator "Nightstalker" Shotgun
item_Nameksar_shotgun_energy_01_black02_short=Devastator NS SG
item_Nameksar_shotgun_energy_01_blue01=Devastator "Whirlwind" Shotgun
item_Nameksar_shotgun_energy_01_blue01_short=Devastator WW Shotgun
item_Nameksar_shotgun_energy_01_cen01=Devastator "Voyager" Shotgun
item_Nameksar_shotgun_energy_01_cen01_short=Devastator VG SG
item_Nameksar_shotgun_energy_01_gold01=Devastator "Executive Edition" Shotgun
item_Nameksar_shotgun_energy_01_gold01_short=Devastator EE SG
item_Nameksar_shotgun_energy_01_green01=Devastator "Warhawk" Shotgun
item_Nameksar_shotgun_energy_01_green01_short=Devastator WH SG
item_Nameksar_shotgun_energy_01_imp01=Devastator "Pathfinder" Shotgun
item_Nameksar_shotgun_energy_01_imp01_short=Devastator PF SG
item_Nameksar_shotgun_energy_01_mag=Devastator Shotgun Battery (12 cap)
item_Nameksar_shotgun_energy_01_short=Devastator Shotgun
item_Nameksar_shotgun_energy_01_tan01=Devastator "Desert Shadow" Shotgun
item_Nameksar_shotgun_energy_01_tan01_short=Devastator DS SG
item_Nameksar_shotgun_energy_01_white02=Devastator "Boneyard" Shotgun
item_Nameksar_shotgun_energy_01_white02_short=Devastator BY SG
item_Nameksar_smg_energy_01=Custodian SMG
item_Nameksar_smg_energy_01_black01=Custodian "Midnight" SMG
item_Nameksar_smg_energy_01_black01_short=Custodian MN SMG
item_Nameksar_smg_energy_01_black02=Custodian "Nightstalker" SMG
item_Nameksar_smg_energy_01_black02_short=Custodian NS SMG
item_Nameksar_smg_energy_01_cc17=Custodian "CitizenCon 2947" SMG
item_Nameksar_smg_energy_01_cc17_short=Custodian CC SMG
item_Nameksar_smg_energy_01_cc17a=Custodian "Foundry's Fire" SMG
item_Nameksar_smg_energy_01_cc17a_short=Custodian FF SMG
item_Nameksar_smg_energy_01_cc17b=Custodian "Citizen's Pride" SMG
item_Nameksar_smg_energy_01_cc17b_short=Custodian CP SMG
item_Nameksar_smg_energy_01_gold01=Custodian "Executive Edition" SMG
item_Nameksar_smg_energy_01_gold01_short=Custodian EE SMG
item_Nameksar_smg_energy_01_green01=Custodian "Warhawk" SMG
item_Nameksar_smg_energy_01_green01_short=Custodian WH SMG
item_Nameksar_smg_energy_01_mag=Custodian SMG Magazine (60 cap)
item_Nameksar_smg_energy_01_short=Custodian SMG
item_Nameksar_smg_energy_01_tan01=Custodian "Desert Shadow" SMG
item_Nameksar_smg_energy_01_tan01_short=Custodian DS SMG
item_Nameksar_smg_energy_01_white02=Custodian "Boneyard" SMG
item_Nameksar_smg_energy_01_white02_short=Custodian BY SMG
item_Nameksar_sniper_ballistic_01=Scalpel Sniper Rifle
item_Nameksar_sniper_ballistic_01_blue_white01=Scalpel "Permafrost" Sniper Rifle
item_Nameksar_sniper_ballistic_01_blue_white01_short=Scalpel PF Rifle
item_Nameksar_sniper_ballistic_01_mag=Scalpel Sniper Rifle Magazine (12 cap)
item_Nameksar_sniper_ballistic_01_short=Scalpel Sniper Rifle
item_Nameksar_special_energy_01=Firestorm Cannon
item_Nameksar_special_energy_01_short=Firestorm Cannon
item_Namelbco_optics_tsco_x16_s3=Omarof (16x Telescopic)
item_Namelbco_pistol_energy_01=Yubarev Pistol
item_Namelbco_pistol_energy_01_acid01=Yubarev "Venom" Pistol
item_Namelbco_pistol_energy_01_acid01_short=Yubarev "VN" Pistol
item_Namelbco_pistol_energy_01_chromic01=Yubarev "Mirage" Pistol
item_Namelbco_pistol_energy_01_chromic01_short=Yubarev MR Pistol
item_Namelbco_pistol_energy_01_mag=Yubarev Pistol Battery (10 cap)
item_Namelbco_pistol_energy_01_short=Yubarev Pistol
item_Namelbco_pistol_energy_01_sunset01=Yubarev "Igniter" Pistol
item_Namelbco_pistol_energy_01_sunset01_short=Yubarev "IG" Pistol
item_Namelbco_pistol_energy_cen01=Yubarev "Deadeye" Pistol
item_Namelbco_pistol_energy_cen01_short=Yubarev DE Pistol
item_Namelbco_sniper_energy_01=Atzkav Sniper Rifle
item_Namelbco_sniper_energy_01_acid01=Atzkav "Venom" Sniper Rifle
item_Namelbco_sniper_energy_01_acid01_short=Atzkav "VN" Sniper
item_Namelbco_sniper_energy_01_chromic01=Atzkav "Mirage" Sniper Rifle
item_Namelbco_sniper_energy_01_chromic01_short=Atzkav MR Sniper
item_Namelbco_sniper_energy_01_mag=Atzkav Sniper Rifle Battery (8 cap)
item_Namelbco_sniper_energy_01_short=Atzkav Sniper Rifle
item_Namelbco_sniper_energy_01_sunset01=Atzkav "Igniter" Sniper Rifle
item_Namelbco_sniper_energy_01_sunset01_short=Atzkav "IG" Sniper
item_Namelbco_sniper_energy_imp01=Atzkav "Deadeye" Sniper Rifle
item_Namelbco_sniper_energy_imp01_short=Atzkav DE Sniper
item_Namem_cds_undersuit_armor_02_star_marine_heavy=ADP-mk4 Heavy Armor
item_Namem_slaver_undersuit_armor_02_star_marine_heavy=Defiance Heavy Armor
item_Namemug_big_bennys_1_a=Big Benny's Mug
item_Namemug_orison_2_a=Finley the Stormwal Mug
item_Namemug_star_kitten_1_a=Star Kitten Mug
item_Namenone_melee_01=Prison Shiv
item_Namenone_melee_01_short=Prison Shiv
item_Namenone_shotgun_ballistic_01=Deadrig Shotgun
item_Namenone_shotgun_ballistic_01_mag=Deadrig Shotgun Magazine (8 cap)
item_Namenone_shotgun_ballistic_01_short=Deadrig
item_Namenvtc_optics_holo_x1_s1=Gamma (1x Holographic)
item_Namenvtc_optics_holo_x2_s1=Gamma Duo (2x Holographic)
item_Namenvtc_optics_holo_x3_s1=Gamma Plus (3x Holographic)
item_Namenvtc_optics_rdot_x1_s1=Delta (1x Reflex)
item_Namenvtc_optics_tsco_x4_s2=Tau Plus (4x Telescopic)
item_Namenvtc_optics_tsco_x8_s3=Theta Pro (8x Telescopic) 
item_Namenvtc_ubarrel_flsh_s1=FieldLite Flashlight
item_Namenvtc_ubarrel_flsh_s1_02=FieldLite Flashlight Blue
item_Namenvtc_ubarrel_flsh_s1_03=FieldLite Flashlight Yellow
item_Namenvtc_ubarrel_flsh_s1_04=FieldLite Flashlight Red
item_Namenvtc_ubarrel_lasr_s1=250-E Laser Pointer
item_Nameplushy_carrack_1_a_uncarryable=Carrack Plushie
item_Nameplushy_cutlass_black=Cutlass Black Plushie
item_Nameplushy_cutlass_blue=Cutlass Blue Plushie
item_Nameplushy_cutlass_red=Cutlass Red Plushie
item_Nameplushy_cutlass_steel=Cutlass Steel Plushie
item_Nameplushy_orison_whale_1_a_1H=Finley the Stormwal Plushie
item_Nameplushy_orison_whale_1_a_2H=Finley the Stormwal Large Plushie
item_Nameplushy_orison_whale_1_b_1H=Francis the Stormwal Plushie
item_Nameplushy_orison_whale_1_b_2H=Francis the Stormwal Large Plushie
item_Nameplushy_orison_whale_1_c_1H=Finley the Stormwal Luminalia Plushie
item_Nameplushy_orison_whale_1_c_2H=Finley the Stormwal Large Luminalia Plushie
item_Nameplushy_orison_whale_1_d_2H=Francis the Party Animal Plushie
item_Nameplushy_penguin_1=Pico the Penguin Plushie
item_Nameplushy_penguin_1_b=Pico the Penguin Party Animal Green Plushie
item_Nameplushy_penguin_2_b=Pico the Penguin Party Animal Purple Plushie
item_Nameplushy_penguin_2_c=Pico the Penguin Luminalia Plushie
item_Nameplushy_penguin_3_b=Pico the Penguin Party Animal Orange Plushie
item_Nameprar_pistol_energy_01=Judge Stun Pistol
item_Nameprar_pistol_energy_01_mag=
item_Nameprar_pistol_energy_01_short=Judge Stun Pistol
item_Namerrs_melee_01=TBF-4 Combat Knife
item_Namerrs_melee_01_arctic01=TBF-4 "Rime" Combat Knife
item_Namerrs_melee_01_fallout01=TBF-4 "Balefire" Combat Knife
item_Namerrs_melee_01_short=TBF-4 Combat Knife
item_Namerrs_melee_01_urban01=TBF-4 "Archangel" Combat Knife
item_Namerss_melee_01_arctic01_short=TBF-4 RM Knife
item_Namerss_melee_01_fallout01_short=TBF-4 BF Knife
item_Namerss_melee_01_urban01_short=TBF-4 AA Knife
item_Namesasu_pistol_toy_01_blue=WowBlast Desperado Toy Pistol Blue
item_Namesasu_pistol_toy_01_blue_short=WowBlast Ty Pistol B
item_Namesasu_pistol_toy_01_mag=WowBlast Desperado Toy Pistol Magazine (10 cap)
item_Namesasu_pistol_toy_01_orange=WowBlast Desperado Toy Pistol Orange
item_Namesasu_pistol_toy_01_orange_short=WowBlast Ty Pistol O
item_Namesasu_pistol_toy_01_red=WowBlast Desperado Toy Pistol Red
item_Namesasu_pistol_toy_01_red_short=WowBlast Ty Pistol R
item_Namesasu_pistol_toy_01_teal=WowBlast Desperado Toy Pistol Teal
item_Namesasu_pistol_toy_01_teal_short=WowBlast Ty Pistol T
item_Nametank125=<-=MISSING=->
item_Nametemp_optics_x1_s1=Temp Optic S1 X1
item_Nametemp_optics_x2_s1=Temp Optic S1 X2
item_Nametemp_optics_x3_s1=Temp Optic S1 X3
item_Nametemp_optics_x4_s2=Temp Optic S2 X4
item_Nametemp_optics_x8_s3=Temp Optic S3 X8
item_Nameun_portable_light_1_a_cyan=Cyan QuikFlarePro
item_Nameun_portable_light_1_a_green=Green QuikFlarePro
item_Nameun_portable_light_1_a_orange=Orange QuikFlarePro
item_Nameun_portable_light_1_a_pink=Pink QuikFlare
item_Nameun_portable_light_1_a_red=Red QuikFlarePro
item_Nameun_portable_light_1_a_yellow=Yellow QuikFlarePro
item_Nameutfl_melee_01=FSK-8 Combat Knife
item_Nameutfl_melee_01_browngold01=FSK-8 "Mirage" Combat Knife 
item_Nameutfl_melee_01_browngold01_short=FSK-8 MR Knife
item_Nameutfl_melee_01_greywhite01=FSK-8 "Ghost" Combat Knife 
item_Nameutfl_melee_01_greywhite01_short=FSK-8 GH Knife
item_Nameutfl_melee_01_redwhite01=FSK-8 "Bloodline" Combat Knife 
item_Nameutfl_melee_01_redwhite01_short=FSK-8 BL Knife
item_Nameutfl_melee_01_short=FSK-8 Combat Knife
item_Namevncl_glaive_lights_body=@VNCL General Body Light
item_Namevncl_glaive_lights_cockpit_int=@VNCL General Cockpit Lights
item_Namevncl_glaive_lights_engine=@VNCL General Engine Light
item_Namevncl_glaive_lights_port_wing=@VNCL Port Wing Light
item_Namevncl_glaive_lights_starboard_wing=@VNCL Starboard Wing Light
item_Namevncl_lights_body=@VNCL General Body Light
item_Namevncl_lights_cockpit_int=@VNCL General Cockpit Lights
item_Namevncl_lights_engine=VNCL General Engine Light
item_Namevncl_lights_port_wing=@VNCL Port Wing Light
item_Namevncl_lights_starboard_wing=@VNCL Starboard Wing Light
item_Namexian_special_launcher_01=I'rhal Missile Launcher
item_Namexian_special_launcher_01_short=I'rhal M-Launcher
item_ShipClass_Bomber=Bomber
item_ShipClass_Capital=Capital
item_ShipClass_Cargo=Cargo
item_ShipClass_Fighter=Fighter
item_ShipClass_PersonalTransport=Personal Transport
item_ShipClass_Versatile=Versatile
item_ShipFocus_Bomber=Bomber
item_ShipFocus_CapitalShip=Capital Ship
item_ShipFocus_Cargo=Cargo
item_ShipFocus_CarrierBasedBomber=Carrier-based Bomber
item_ShipFocus_CivilianCloseSupport=Civilian Close Support
item_ShipFocus_Corvette=Corvette
item_ShipFocus_Defense=Defense
item_ShipFocus_EMPWarefare=EMP Warefare
item_ShipFocus_Exploration=Exploration
item_ShipFocus_Fighter=Fighter
item_ShipFocus_Frigate=Frigate
item_ShipFocus_Gunship=Gunship
item_ShipFocus_HeavyBomber=Heavy bomber
item_ShipFocus_HeavyGunship=Heavy Gunship
item_ShipFocus_Infiltration=Infiltration
item_ShipFocus_InfoRunner=Info Runner
item_ShipFocus_Interceptor=Interceptor
item_ShipFocus_Interdiction=Interdiction
item_ShipFocus_LightCargo=Light Cargo
item_ShipFocus_LightFighter=Light Fighter
item_ShipFocus_LongRangeFighter=Long-range Fighter
item_ShipFocus_LuxuryTouring=Luxury Touring
item_ShipFocus_MediumFighter=Medium Fighter
item_ShipFocus_Mercantile=Mercantile
item_ShipFocus_MilitaryCloseSupport=Military Close Support
item_ShipFocus_MilitaryTransport=Military Transport
item_ShipFocus_Militia=Militia
item_ShipFocus_MilitiaPatrol=Militia / Patrol
item_ShipFocus_Mining=Mining
item_ShipFocus_MultiFunction=Multi-Function
item_ShipFocus_PassengerTransit=Passenger Transit
item_ShipFocus_Policing=Policing
item_ShipFocus_Racing=Racing
item_ShipFocus_Repair=Repair
item_ShipFocus_Scout=Scout
item_ShipFocus_SearchRescue=Search and Rescue
item_ShipFocus_ShortRangePatrol=Short Range Patrol Fighter
item_ShipFocus_SnubFighter=Snub Fighter
item_ShipFocus_Starter=Starter
item_ShipFocus_Superiority=Superiority
item_ShipFocus_Touring=Touring
item_ShipFocus_Trade=Trade
item_ShipFocus_Transport=Transport
item_ShipFocus_UltraLightGround=Ultra-light Ground
item_ShipFocus_Versatile=Versatile
item_SubTitle1_Glowing_Vine=Origin: Min 1b
item_SubTitle1_Hat_Monocle=2946 Dafne Collection
item_SubTitle1_Space_Cactus=Origin: Centauri II, Centauri
item_SubTitle1_Space_Flower=Origin: Terra, Terra
item_SubTitle1_Xian_Plant=Origin: Eealus III, Eealus
item_SubTitle2_Glowing_Vine=Average Lifespan: 1-2 years
item_SubTitle2_Hat_Monocle=Design by Derion
item_SubTitle2_Space_Cactus=Average Lifespan: 5-7 SEY
item_SubTitle2_Space_Flower=Average Lifespan: Estimated: 50-100 SEY
item_SubTitle2_Xian_Plant=Average Lifespan: proven 2000 SEY, estimated unknown
item_SubType20mm_AMMO=20mm
item_SubType25mm_AMMO=25mm
item_SubType35mm_AMMO=35mm
item_SubType40mm_AMMO=40mm
item_SubType50mm_AMMO=50mm
item_SubType60mm_AMMO=60mm
item_SubType60mm_Rail_AMMO=60mm Rail
item_SubTypeADSComputer=ADS Computer
item_SubTypeAmmoBox_Ballistic_120rd_106mm_exp=106mm EXP
item_SubTypeAmmo_25mm=25mm
item_SubTypeAmmo_28mm=28mm
item_SubTypeAmmo_30mm=30mm
item_SubTypeAmmo_35mm=35mm
item_SubTypeAmmo_60mm=60mm
item_SubTypeAmmo_Rail_60mm=60mm
item_SubTypeAmmo_Rail_80mm=80mm Rail
item_SubTypeArmor=Armor
item_SubTypeAutopilot=Autopilot
item_SubTypeAwesome=Awesome
item_SubTypeBallTurret=Ball Turret
item_SubTypeBombRack,P=Bomb Rack
item_SubTypeCPU=CPU
item_SubTypeCanardTurret=Canard Turret
item_SubTypeCargo=Cargo
item_SubTypeCockpit_Audio=Cockpit Audio
item_SubTypeConstellation=Constellation
item_SubTypeConstellationBottomTurret=Constellation Bottom Turret
item_SubTypeConstellationTopTurret=Constellation Top Turret
item_SubTypeCooler_AEGS_Gladius=Cooler AEGS Gladius
item_SubTypeCooler_ANVL_Hornet=Cooler Anvil Hornet
item_SubTypeCooler_Idris=Cooler Idris
item_SubTypeCooler_ORIG_300=Cooler ORIG 300
item_SubTypeCooler_RSI_Aurora=Cooler RSI Aurora
item_SubTypeCountermeasureLauncher=Countermeasure Launcher
item_SubTypeCountermeasureLauncher_AEGS_Gladius=Countermeasure Launcher AEGS Gladius
item_SubTypeCountermeasureLauncher_ANVL_Hornet=Countermeasure Launcher Anvil Hornet
item_SubTypeCountermeasureLauncher_ORIG_300=Countermeasure Launcher ORIG 300
item_SubTypeCountermeasureLauncher_ORIG_M50=Countermeasure Launcher ORIG M50
item_SubTypeCountermeasureLauncher_RSI_Aurora=Countermeasure Launcher RSI Aurora
item_SubTypeDefault=Default
item_SubTypeEngine_AEGS_Gladius=Engine AEGS Gladius
item_SubTypeEngine_ANVL_Hornet=Engine Anvil Hornet
item_SubTypeEngine_ANVL_Hornet_F7CS=Engine Anvil Hornet F7CS
item_SubTypeEngine_ORIG_300=Engine ORIG 300
item_SubTypeEngine_ORIG_315p=Engine ORIG 315p
item_SubTypeEngine_ORIG_325a=Engine ORIG 325a
item_SubTypeEngine_ORIG_350r=Engine ORIG 350r
item_SubTypeEngine_ORIG_m50=Engine ORIG m50
item_SubTypeEngine_RSI_Aurora_L=Engine RSI Aurora L
item_SubTypeExternal=External
item_SubTypeEyeWare=EyeWare
item_SubTypeFixedThruster=Fixed Thruster
item_SubTypeFlair_Hanging=Hanging
item_SubTypeFlair_Static=Dashboard
item_SubTypeFlashlight=Flashlight
item_SubTypeFlexThruster=Flex Thruster
item_SubTypeFuel=Fuel
item_SubTypeGadget=Gadgets
item_SubTypeGladius_Gun=Gladius Gun
item_SubTypeGladius_Missile=Gladius Missile
item_SubTypeGlaiveGun=Glaive Gun
item_SubTypeGrenade=Grenades
item_SubTypeGun=Gun
item_SubTypeGunBallTurret_ANVL_Hornet=Turret Anvil Hornet
item_SubTypeGunCanardTurret_ANVL_Hornet=Turret Anvil Hornet
item_SubTypeGunTurret=Gun Turret
item_SubTypeHeat=Heat
item_SubTypeIdris=Idris
item_SubTypeIdris_Turret=Idris Turret
item_SubTypeInterior_Audio=Interior Audio
item_SubTypeIron=Iron
item_SubTypeIronSight=Optics Attachment
item_SubTypeJointThruster=Joint Thruster
item_SubTypeKnife=Knife
item_SubTypeLandingSystem=Landing System
item_SubTypeLarge=Large
item_SubTypeMagazine=Magazines
item_SubTypeMale=Male
item_SubTypeMannedTurret=Manned Turret
item_SubTypeMedPack=Medical
item_SubTypeMedium=Medium
item_SubTypeMissile=Missile
item_SubTypeMissileRack=Missile Rack
item_SubTypeMissileRack_ANVL_Hornet=Missile Rack Anvil Hornet
item_SubTypeMissileRack_M50=Missile Rack M50
item_SubTypeMissileRack_ORIG_300=Missile Rack ORIG 300
item_SubTypeMissileRack_RSI_Aurora=Missile Rack RSI Aurora
item_SubTypeMissileTurret=Missile Turret
item_SubTypeMissileTurretRack=Missile Turret Rack
item_SubTypeMotherboard=Motherboard
item_SubTypeNoseMounted=Nose Mounted Gun
item_SubTypeOxygenCap=Oxygen
item_SubTypePilot=Pilot
item_SubTypePower=Power
item_SubTypePower_AEGS_Gladius=Power AEGS Gladius
item_SubTypePower_ANVL_Hornet=Power Anvil Hornet
item_SubTypePower_Idris=Power Idris
item_SubTypePower_ORIG_300=Power ORIG 300
item_SubTypePower_ORIG_M50=Power ORIG M50
item_SubTypePower_RSI_Aurora=Power RSI Aurora
item_SubTypePower_Shubin_Turret=Power Shubin Turret
item_SubTypeQDrive=
item_SubTypeRadar=Radar
item_SubTypeRocket=Rocket
item_SubTypeRollFlexThruster=Roll Flex Thruster
item_SubTypeScraperBeam=Scraper Beam
item_SubTypeScytheRightGun=Scythe Right Gun
item_SubTypeSignatureReductor=Signature Reductor
item_SubTypeSmall=Small
item_SubTypeTargetingComputer=Targeting Computer
item_SubTypeUndefined=
item_SubTypeVectorThruster=Vector Thruster
item_SubTypeWeapon=Weapons
item_Subtitle1_Dead_Tree=Origin: Hyperion, Fora
item_Subtitle1_Moss_Head=Origin: Conners Land and Load, Killian
item_Subtitle1_Space_Mushroom=Origin: Reisse, Rhetor
item_Subtitle2_Dead_Tree=Average Lifespan: 15-20 SEY
item_Subtitle2_Moss_Head=Average Lifespan: Indefinitely
item_Subtitle2_Space_Mushroom=Average Lifespan: 1-2 SEY
item_TypeAmmoBox=Ammo Box
item_TypeAmmoCrate=Ammunition Crate
item_TypeArmor=Armor
item_TypeAudio=Audio
item_TypeAvionics=Avionics
item_TypeBattery=Battery
item_TypeBodyArmor=Body Armor
item_TypeBomb=Bombs
item_TypeBombLauncher,P=Bomb Launcher
item_TypeBottle=Bottle
item_TypeButton=Button
item_TypeCargo=Cargo
item_TypeChar_Accessory_Eyes=Eyes
item_TypeChar_Accessory_Head=Head
item_TypeChar_Armor_Arms=Arms
item_TypeChar_Armor_Backpack=Backpacks
item_TypeChar_Armor_Helmet=Helmets
item_TypeChar_Armor_Legs=Legs
item_TypeChar_Armor_Torso=Torso
item_TypeChar_Armor_Undersuit=Undersuits
item_TypeChar_Body=Body
item_TypeChar_Clothing_Feet=Footwear
item_TypeChar_Clothing_Hands=Gloves
item_TypeChar_Clothing_Hat=Hats
item_TypeChar_Clothing_Legs=Legwear
item_TypeChar_Clothing_Torso_0=Shirts
item_TypeChar_Clothing_Torso_1=Jackets
item_TypeChar_Flair=Flair
item_TypeChar_Hair_Color=Hair Color
item_TypeChar_Head_Eyebrow=Eyebrow
item_TypeChar_Head_Eyelash=Eyelash
item_TypeChar_Head_Eyes=Eyes
item_TypeChar_Head_Hair=Hair
item_TypeChar_Lens=Lens
item_TypeChar_Skin_Color=Skin Color
item_TypeConsumable=Consumables
item_TypeContainer=Container
item_TypeCooler=Coolers
item_TypeDebris=Debris
item_TypeDisplay=Display
item_TypeDockingCollar=Docking Collar
item_TypeDoor=Door
item_TypeDrink=Drinks
item_TypeEMP=EMP
item_TypeExternalFuelTank=External Fuel Tank
item_TypeFPS_Consumable=Supplies
item_TypeFPS_Magazine=Magazine
item_TypeFPS_WeaponMelee=Melee Weapon
item_TypeFPS_WeaponShouldered=Shouldered Weapon
item_TypeFPS_WeaponSidearm=Sidearm Weapon
item_TypeFPS_WeaponStocked=Stocked Weapon
item_TypeFPS_WeaponUtility=Utility Weapon
item_TypeFlair_Cockpit=Cockpit Flair
item_TypeFlair_Floor=Floor
item_TypeFlair_Surface=Surface
item_TypeFlair_Wall=Wall
item_TypeFood=Foods
item_TypeFuelIntake=Fuel Intake
item_TypeFuelNozzle=Fuel Nozzle
item_TypeFuelPod=Fuel Pod
item_TypeFuelTank=Fuel Tank
item_TypeFuse,P=Fuse
item_TypeGadget=Gadgets
item_TypeGravityGenerator=Gravity Generator
item_TypeGrenade=Grenade
item_TypeJumpDrive=Jump Drive
item_TypeKnife=Knife
item_TypeLifeSupportVent,P=Room Vent
item_TypeLight=Light
item_TypeMainEngine=Main Engine
item_TypeMainThruster=Main Thruster
item_TypeManneuverThruster=Maneuver Thruster
item_TypeMiningArm=Mining Arm
item_TypeMiningModifier=Mining Modules
item_TypeMisc=Misc.
item_TypeMissile=Missiles
item_TypeMissileLauncher=Missile Racks
item_TypeMobiGlas=mobiGlas
item_TypeNOITEM_Vehicle=Vehicles
item_TypeNovelty=Novelty
item_TypeOrdinance=Ordnance
item_TypePaints=Liveries
item_TypePowerPlant=Power Plants
item_TypeQuantumDrive=Quantum Drives
item_TypeQuantumEnforcementDevice=Quantum Enforcement Device
item_TypeRadar=Radar
item_TypeRemovableChip=Device
item_TypeSalvageHead=Salvage Beam
item_TypeSeat=Seat
item_TypeSeatDashboard,P=Dashboard
item_TypeSelfDestruct=Self Destruct
item_TypeShield=Shield Generators
item_TypeShip=Ship
item_TypeSuit=Suit
item_TypeThruster=Thruster
item_TypeTurret=Turrets
item_TypeTurretBase=Turret Base
item_TypeVisor=Visor
item_TypeWeapon=Weapons
item_TypeWeaponAttachment=Attachments
item_TypeWeaponDefensive=Defensive
item_TypeWeaponGun=Guns
item_TypeWeaponMining=Mining Laser Heads
item_TypeWeaponMissile=Missiles
item_TypeWeaponPersonal=Prsnl. Wpns.
item_commodities_amiantpod=Amiant Pod
item_commodities_amiantpod_desc=Harvested from the amiant tree, the fibrous husks of these seed pods are used to make heat resistant textitles. Once removed, the husks must first be soaked in a chemical solution before the fibers can be seperated out.
item_commodities_flareweedstalk=Flareweed Stalk
item_commodities_flareweedstalk_desc=Flareweed is a hearty plant that can survive in harsh environments. With a natural ability to filter out harmful elements from its water supply, flareweed stalks are frequently harvested to be used in filtration systems.
item_commodities_stonebugshell=Stone Bug Shell
item_commodities_stonebugshell_desc=Known to curl into a tight ball when threatened, the stone bug is sought after for its tough shell, which can be removed and used as a durable material that has even been utilized in certain armor composites.
item_commodities_ventslug=Vent Slug
item_commodities_ventslug_desc=NDR: 19\nHEI: 05\nEffects: Toxic, Cognitive Impairing\n\nThese slugs live in moist environments and eat mold that grows there. They can frequently be found inside and near life support vents where condensation can accumulate and are often brought aboard stations to help keep systems clean. Can be consumed, but they often can be mildly toxic to Humans owing to their diet. \n
item_commodities_wuotanseed=Wuotan Seed
item_commodities_wuotanseed_desc=Harvested from the wuotan plant, these seed pods become bioluminescent when ripe to draw attention and encourage their spread. They are often collected to utilize as a natural light source.
item_container_lootcontainer_1=Small Container
item_container_lootcontainer_1_desc=A small container used to hold various items.
item_container_lootcontainer_2=Standard Container
item_container_lootcontainer_2_desc=A standard container used to hold various items.
item_container_lootcontainer_3=Large Container
item_container_lootcontainer_3_desc=A large container used to hold various items.
item_container_lootcontainer_stash=Stash
item_container_lootcontainer_stash_desc=A hidden cache of various items.
item_corp_Aegis=Aegis Dynamics
item_corp_Anvil=Anvil Aerospace
item_corp_Banu=Banu
item_corp_ConsolidatedOutland=Consolidated Outland
item_corp_Crusader=Crusader Industries
item_corp_Drake=Drake
item_corp_Esperia=Vanduul / Esperia
item_corp_Kruger=Kruger Intergalactic
item_corp_MISC=MISC
item_corp_Origin=Origin
item_corp_RSI=RSI
item_corp_Vanduul=Vanduul
item_corp_Xian=Xi'an
item_descArchimedes_Paint_P72=Standard livery for the P-72 Archimedes.
item_descMerlin_Paint_P52=Standard livery for the P-52 Merlin.
item_descQDRV_RSI_S02_Khaos_SCItem=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 2\nGrade: C \nClass: Civilian\n\nRSI's Khaos has been tuned to provide dependable performance with reliable construction. Once you've got this strapped in, you'll appreciate the order this quantum drive brings to the chaos of travel.
item_descQDRV_RSI_S03_Erebos_SCItem=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 3\nGrade: A\nClass: Civilian\n\nThe Erebos exemplifies RSI's commitment to excellence. This high quality quantum drive constantly ranks atop "Best of" lists for both critics and consumers.
item_descQDRV_RSI_S03_Metis_SCItem=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 3\nGrade: C\nClass: Civilian\n\nThere's no room for error when bending space and time to travel incredible distances. So put your trust in RSI, a company that's delivered quality components to the public since the dawn of space flight.
item_descQDRV_RSI_S03_Tyche_SCItem=Item Type: Quantum Drive\nManufacturer: RSI\nSize: 3\nGrade: B\nClass: Civilian\n\nThe Tyche quantum drive harmoniously balances performance, durability, and stealth to create a well-rounded component capable of adeptly handling a variety of situations.
item_descQDRV_TARS_S01_Wayfare_SCItem=Item Type: Quantum Drive\nManufacturer: Tarsus \nSize: 1\nGrade: D \nClass: Civilian\n\nSpeed through space without breaking the bank. The Warfare is a small quantum drive from Tarsus that was specifically designed to help make space travel affordable for the masses.
item_descQDRV_TARS_S02_Quest_SCItem=Item Type: Quantum Drive\nManufacturer: Tarsus \nSize: 2\nGrade: D \nClass: Civilian\n\nWhy mess with perfection? Tarsus has been manufacturing the Quest drive for centuries to provide everyone an affordable medium-sized component to carry them on their adventures.
item_descQDRV_TARS_S03_Drifter_SCItem=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 3\nGrade: D\nClass: Civilian\n\nBalancing craftsmanship and cost, the Drifter provides renowned Tarsus performance at an affordable price.
item_descQDRV_TARS_S03_Wanderer_SCItem=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 3\nGrade: C\nClass: Civilian\n\nTarsus carefully designed and tuned the Wanderer into an all-around solid quantum drive, making it one of the more popular components in their revered line-up.
item_descQDRV_WETK_S02_XL1_SCItem=Item Type: Quantum Drive\nManufacturer: Wei-Tek\nSize: 2\nGrade: A \nClass: Military\n\nWei-Tek might be a new company, but their line of military-grade components is already gaining notoriety. The XL-1 is their premier medium quantum drive that expertly blends performance and durability.
item_descQDRV_WETK_S03_Balandin_SCItem=Item Type: Quantum Drive\nManufacturer: Wei-Tek\nSize: 3\nGrade: B\nClass: Military\n\nWei-Tek built the Balandin with military and security personnel in mind. Following a series of test runs by veterans, engineers accelerated the spool and calibration times while also improving the component's precision and stability.
item_descQDRV_WETK_S03_TS2_SCItem=Item Type: Quantum Drive\nManufacturer: Wei-Tek\nSize: 3\nGrade: A\nClass: Military\n\nAdvanced protective plating provides the TS-2 with superior durability and protection against the elements and aggressors, making it an ideal quantum drive for those moments when danger calls.
item_descReliant_Paint_Mako=Standard livery for the MISC Reliant Mako.
item_descReliant_Paint_Sen=Standard livery for the MISC Reliant Sen.
item_descReliant_Paint_Tana=Standard livery for the MISC Reliant Tana.
item_descUrsa_Paint_Emerald=Standard livery for the RSI Ursa Rover Fortuna.
item_desc_HexPenetratorchip=A custom chipset bearing a XenoThreat symbol. It appears to have a cryptokey interface for some encryption or decryption purpose.
item_desc_accesscard_001=This electronic card is an authentication device used to control access to secure systems. To ensure stolen cards cannot lead to ongoing security issues, each card must be reauthorized at regular intervals to remain active.
item_desc_eld_shirt_04_IAE2020=When Audrey Timmerman and friends gathered in 2670 to test her ship's experimental thrusters no one could have predicted the event would evolve into the Intergalactic Aerospace Expo. Nearly three centuries later, this grey t-shirt with white ribbing commemorates the 2950 IAE. Featuring the event's logo on the front and back, all proceeds from the shirt's sale will go to Simpods Pals, a charity founded by Timmerman to help underprivileged children learn to fly.
item_desc_hackingchip_001=This powerful cryptokey is considered to be one of the highest caliber hacking tools available. Long rumored to have been originally designed for Advocacy use, these difficult to acquire devices have only recently been making its way into the hands of criminals. Most who have used them say they are worth the effort to acquire. With the cryptokey's official Advocacy designation unknown, the name FUNT is a shortening of the device's common descriptor - 'fast and untraceable.'
item_desc_hackingchip_002=A modified version of the Tigersclaw cryptokey, the Ripper earned its name for being able to "rip systems apart.' Incredibly fast, what it gains in speed, it also gains in instability as the extra draws on the processor results in greater error frequency.
item_desc_hackingchip_003=A standard tool in many IT and CompSec kits, Blue Triangle's Tigersclaw is considered a go-to cryptokey for good reason. With decent speed and reliability, in the hands of a trained operator it can be used to gain admin-level repair privileges to most systems.
item_desc_hackingchip_004=Released by Lortell Computing as a way to gain access to a system with a lost or forgotten password, the slow but reliable Re-Authorizer cryptokey is considered an affordable option for people who want to attempt to repair their system themselves.
item_desc_hackingchip_005=Instructions for how to build this simple cryptokey were first published publicly in 2887 by political activist Aris Walesko who had hoped that it would lead to greater governmental transparency. Though not up to the standards of most modern security protocols, this slow and unreliable device it is still in use today owing to its ease of construction and wide availability from numerous small manufacturers.
item_desc_hackingchip_006=Initially made to allow microTech customer support technicians to access and diagnose security-locked systems, the icePick cryptokey was named by the team for its ability to "quickly break through frozen code-blocks." Today, the powerful enterprise-level cryptokey has become available for direct purchase, allowing users and private IT professionals to problem solve issues themselves when they cannot be serviced by microTech technician.
item_descklwe_sniper_energy_01=Manufacturer: Klaus & Werner\nItem Type: Sniper Rifle\nClass: Energy (Laser)\n\nBattery Size: 20\nRate Of Fire: 50 rpm\nEffective Range: 100 m\n\nAttachments: Optics (S3), Barrel (S2), Underbarrel (S2)\n\nKlaus & Werners Arrowhead Model VI long-range energy rifle features a fiberglass composite body capable of withstanding any number of rigorous environments both in atmosphere and out. Built with a precision stock, compound scope and built-in bipod, the Arrowhead offers a stable and devastating weapon for operators who want to keep their distance, but stay in the fight.
item_descklwe_sniper_energy_01_mag=Item Type: Battery\nCapacity: 16\n\nThis compact power source provides the Klaus & Werner Arrowhead rifle enough energy for 16 long-range precise shots.
item_descptv_paint_camo=ATC-F livery uses a non-reflective paint surface ideal for anyone looking to lower their profile in the wild. Perfect for military, sporting enthusiasts or naturalists.
item_descptv_paint_cherry=Speed isnt just about mechanics, its about perception. Your Greycat will look and feel faster without changing a thing. The Cherry livery topcoat system uses cutting-edge raw materials and composition coating technology to maintain its glossy finish.
item_descptv_paint_double=One of the most popular liveries on the Greycat, Agate Gray is a two-toned paint scheme that brings the buggys interior colors as accents on the exterior, unifying the Greycat into a single cohesive aesthetic.
item_descptv_paint_metal=Who says a buggy cant be elegant? The Gunmetal livery is a medium gloss, two-component technology that maximizes gloss retention and durability.
item_descptv_paint_stealth=The Tactical Stealth livery uses a near zero gloss paint that incorporates a catalyzed urethane process for unsurpassed durability making it highly resistant to UV rays, chemicals and chips.
item_descptv_paint_willys=Rifle Green livery uses a premium two-component technology designed to endure harsher environments without fading or scratching.
item_displayType_AmmoBox=Ammo Box
item_displayType_AreaWeapon=Area Weapon
item_displayType_ArmorArms=Armor: Arms
item_displayType_ArmorBackpack=Backpack
item_displayType_ArmorCore=Armor: Core
item_displayType_ArmorHands=Armor: Hands
item_displayType_ArmorLegs=Armor: Legs
item_displayType_Beam=Beam
item_displayType_Boots=Boots
item_displayType_Cannon=Cannon
item_displayType_Cooler=Cooler
item_displayType_Countermeasure=Countermeasure
item_displayType_Device=Device
item_displayType_Gatling=Gatling
item_displayType_Gloves=Gloves
item_displayType_Grenade=Grenade
item_displayType_Hat=Hat
item_displayType_Headwear=Headwear
item_displayType_HeavyCoat=Heavy Coat
item_displayType_Helmet=Helmet
item_displayType_Jacket=Jacket
item_displayType_Magazine=Magazine
item_displayType_MeleeWeapon=Melee Weapon
item_displayType_Mine=Mine
item_displayType_MiningLaser=Mining Laser
item_displayType_Missile=Ordnance
item_displayType_MissileRack=Missile Rack
item_displayType_MountFixed=Mount (Fixed)
item_displayType_MountFluid=Mount (Fluid)
item_displayType_Neutron=Neutron
item_displayType_Pants=Pants
item_displayType_PersonalFlare=Personal Flare
item_displayType_Pistol=Pistol
item_displayType_PowerPlant=Power Plant
item_displayType_QuantumDrive=Quantum Drive
item_displayType_Repeater=Repeater
item_displayType_Rifle=Rifle
item_displayType_Rocket=Rocket
item_displayType_SMG=SMG
item_displayType_ScatterGun=Scattergun
item_displayType_ShieldGenerator=Shield Generator
item_displayType_Shirt=Shirt
item_displayType_Shoes=Shoes
item_displayType_Shotgun=Shotgun
item_displayType_Shouldered=Shouldered
item_displayType_Sniper=Sniper
item_displayType_Special=Special
item_displayType_TractorBeam=Tractor Beam
item_displayType_Undersuit=Undersuit
item_displayType_bed_generic=Bed
item_displayType_bed_medical=Medical Bed
item_displayType_book_generic=Book
item_displayType_bottle_generic=Bottle
item_displayType_bottle_spray=Spray
item_displayType_carryable_condiment_generic=Condiment
item_displayType_carryable_condiment_ketchup=Ketchup
item_displayType_carryable_condiment_mustard,P=Mustard
item_displayType_carryable_condiment_pepper=Pepper
item_displayType_carryable_condiment_salt=Salt
item_displayType_carryable_condiment_soy=Soy
item_displayType_carryable_tin_generic=Tin
item_displayType_console_generic=Console
item_displayType_doorControl_generic=Door Control
item_displayType_doorControl_ship=Door Control
item_displayType_doorControl_ship_blinds=Blinds Control
item_displayType_doorControl_ship_elevator=Elevator Control
item_displayType_doorControl_ship_ramp=Ramp Control
item_displayType_drinkMaker_coffee=Coffee Machine
item_displayType_drinkMaker_dispenser=Drink Dispenser
item_displayType_flair_wallPoster_hook=Wall Display
item_displayType_keypadScreen_generic=Keypad
item_displayType_kioskScreen_ASOP=Screen
item_displayType_kioskScreen_generic=Screen
item_displayType_openable_ammo-box=Ammo Box
item_displayType_openable_cupboard=Cupboard
item_displayType_openable_door=Door
item_displayType_openable_drawer=Drawer
item_displayType_openable_generic=Openable
item_displayType_openable_mustangCargoBoxDoor=Cargo Door
item_displayType_openable_oven=Oven
item_displayType_openable_screen=Screen
item_displayType_openable_shower=Shower
item_displayType_openable_shutters=Shutters
item_displayType_openable_sink=Sink
item_displayType_openable_storage=Storage
item_displayType_openable_table=Table
item_displayType_openable_toilet=Toilet
item_displayType_openable_tray=Tray
item_displayType_pot_cosmetics=Cosmetics
item_displayType_seat_generic=Seat
item_displayType_seat_generic_box=Box
item_displayType_soap_generic=Soap
item_displayType_tube_generic=Tube
item_fuelnozzle_GRIN_Fast_Desc=Manufacturer: Greycat Industrial\nItem Type: Fuel Nozzle\nSafe Flow Rate: 0.3 SCU/s\n\nAllowing for a greatly increased overall flow rate, the Norfield fuel nozzle from Greycat prioritizes the fast and efficient transfer of fuel while only sacrificing some pod storage capacity. \n
item_fuelnozzle_GRIN_Fast_Name=Norfield
item_fuelnozzle_GRIN_Safe_Desc=Manufacturer: Greycat Industrial\nItem Type: Fuel Nozzle\nSafe Flow Rate: 0.8 SCU/s\n\nBy maintaining a higher working pressure, the Harkin fuel nozzle from Greycat not only provides for a wider range of safe flow rates, but allows the attached storage to hold additional fuel albeit at a slower overall transfer rate.\n
item_fuelnozzle_GRIN_Safe_Name=Harkin
item_fuelnozzle_MISC_Standard_Desc=Manufacturer: MISC\nItem Type: Fuel Nozzle\nSafe Flow Rate: 0.4 SCU/s\n\nThe nozzle of choice for the acclaimed MISC Starfarer, the RN-7s was designed to be a flexible fuel transfer option suited for a variety of situations.\n
item_fuelnozzle_MISC_Standard_Name=RN-7s
item_fuelpod_MISC_Standard_Desc=Manufacturer: MISC\nItem Type: Fuel Pod\nFlow Rate: 1.15 SCU/s\nCapacity: 60 SCU\n\nThe standard fuel pod of the Starfarer, the CR-60 was designed by MISC to be a well balanced fuel storage option ready to tackle a wide variety of jobs.\n
item_fuelpod_MISC_Standard_Name=CR-60
item_fuelpod_STOR_Fast_Desc=Manufacturer: Stor*All\nItem Type: Fuel Pod\nFlow Rate: 1.5 SCU/s\nCapacity: 50 SCU\n\nWhen it comes to balancing your bottom line, time is money. Thats why Stor*All designed the GSX-RF fuel pod to have one of the fastest flow rates on the market. While it does have a slightly reduced capacity, the time saved and modest improvements to the safe flow rate makes this an ideal solution for service ships.\n
item_fuelpod_STOR_Fast_Name=GSX-RF
item_fuelpod_STOR_Safe_Desc=Manufacturer: Stor*All\nItem Type: Fuel Pod\nFlow Rate: 0.9 SCU/s\nCapacity: 70 SCU\n\nBy using a triple reinforced outer plating rated far above industry standards, the GSX-HP fuel pod from Stor*All can handle higher pressures than your typical storage options. This allows you to transport more fuel and improves the safe flow rates of whichever nozzle you use.\n
item_fuelpod_STOR_Safe_Name=GSX-HP
item_nameANVL_S2_Rack_x2=Anvil Double S2 Missile Rack
item_nameArchimedes_Paint_P72=P-72 Archimedes Livery
item_nameCOOL_WCPR_S02_Aufeis_SCItem=Aufeis
item_nameCarryable_2H_MissionItem_EvidenceBox=Evidence
item_nameMerlin_Paint_P52=P52 Merlin Livery
item_nameQDRV_RSI_S02_Hemera_SCItem=Hemera
item_nameQDRV_RSI_S02_Khaos_SCItem=Khaos
item_nameQDRV_RSI_S03_Erebos_SCItem=Erebos
item_nameQDRV_RSI_S03_Metis_SCItem=Metis
item_nameQDRV_RSI_S03_Tyche_SCItem=Tyche
item_nameQDRV_TARS_S01_Wayfare_SCItem=Wayfare
item_nameQDRV_TARS_S02_Quest_SCItem=Quest
item_nameQDRV_TARS_S03_Drifter_SCItem=Drifter
item_nameQDRV_TARS_S03_Ranger_SCItem=Ranger
item_nameQDRV_TARS_S03_Wanderer_SCItem=Wanderer
item_nameQDRV_WETK_S02_XL1_SCItem=XL-1
item_nameQDRV_WETK_S03_Balandin_SCItem=Balandin
item_nameQDRV_WETK_S03_TS2_SCItem=TS-2
item_nameReliant_Paint_Mako=Reliant Mako Livery
item_nameReliant_Paint_Sen=Reliant Sen Livery
item_nameReliant_Paint_Tana=Reliant Tana Livery
item_nameShop_GarrityDefense=Garrity Defense
item_nameShop_LiveFireWeapons=Live Fire Weapons
item_nameUrsa_Paint_Emerald=Ursa Fortuna Livery
item_name_987_shoes_01_01_19=UrbEx Boots Dark Purple
item_name_HexPenetratorchip=XenoThreat Encryption Key
item_name_accesscard_001=Mainframe Access Card
item_name_cbd_hat_03_IAE2020=IAE 2950 Hat
item_name_eld_shirt_04_IAE2020=IAE 2950 T-Shirt
item_name_hackingchip_001=FUNT
item_name_hackingchip_002=Ripper
item_name_hackingchip_003=Tigersclaw
item_name_hackingchip_004=Re-Authorizer
item_name_hackingchip_005=Walesko
item_name_hackingchip_006=icePick
item_nameptv_paint_camo=PTV All Terrain Camouflage: Forest (ATC-F) Livery
item_nameptv_paint_cherry=PTV Cherry Livery
item_nameptv_paint_double=PTV Agate Gray Livery
item_nameptv_paint_metal=PTV Gunmetal Livery
item_nameptv_paint_stealth=PTV Tactical Stealth Livery
item_nameptv_paint_willys=PTV Rifle Green Livery
item_qt_Interdicted=INTERDICTED
item_qt_cooldown=Cooldown %0.1f
item_qt_drive_blocked_by_Navpoint=BLOCKED BY NAVPOINT
item_qt_drive_docked=DOCKED
item_qt_drive_hidden_by_Zone_Culling=ZONE CULLED
item_qt_drive_hidden_by_navpoint=HIDDEN BY NAVPOINT
item_qt_drive_hidden_in_adoption_radius=IN ADOPTION RADIUS
item_qt_drive_player_abort=ABORTED
item_qt_drive_range_reached=DRIVE RANGE REACHED
item_qt_drive_towed=TOWED
item_qt_drive_towing_too_heavy=TOWING TOO HEAVY
item_qt_no_drive_available=NO DRIVE
item_qt_no_target_selector=NO TARGET SELECTOR
item_qt_no_vehicle=NO VEHICLE
item_qt_notidle=QDRV NOT IDLE
item_qt_obstruction=Obstruction %0.1f km
item_qt_status_enclosed=IN ENCLOSED STRUCTURE
item_qt_status_insufficient_fuel=INSUFFICIENT FUEL
item_qt_status_interdiction=IN INTERDICTION FIELD
item_qt_status_invalid_target=INVALID TARGET
item_qt_status_no_fuel=NO FUEL
item_qt_status_no_power=NO POWER
item_qt_within_atmosphere=DISABLED IN ATMOSPHERE
item_salvageHead_GRIN_Standard_Desc=Manufacturer: Greycat Industrial\nItem Type: Salvage Head\nSize: 2\n\nModule Capacity: 3\nGimble Area: ???\n\nGreycat Industrial has spent centuries refining the Baler salvage head into its current form that's both durable and precise even under the harshest of conditions. Designed to swap between three modules, the Baler will be ready to rip apart whatever hull you find. Experience why it's the standard salvage head for countless personal and large-scale industrial operations across the universe.
item_salvageHead_GRIN_Standard_Name=Baler Salvage Head
item_scraper_GRIN_Large_Desc=Manufacturer: Greycat Industrial\nItem Type: Scraper Module\nExtraction Speed: 0.05/0.15\nRadius: 6m\nExtraction Efficiency: 65%\n\nScrape more of a hull in one pass with the Trawler scraper module. While the area of effect is larger than other modules, it is less efficient due to intense heat generating more burn off. Making the Trawler the ideal module to use when a job necessitates speed over efficiency.
item_scraper_GRIN_Large_Name=Trawler Scraper Module
item_scraper_GRIN_Small_Desc=Manufacturer: Greycat Industrial\nItem Type: Scraper Module\nExtraction Speed: 0.5/1.5\nRadius: 1.5m\nExtraction Efficiency: 90%\n\nThe Cinch is a precision scraper module that produces a small, focused beam perfect for extracting resources from every nook and cranny on a hull. While the beam's relatively small size requires more time to remove Recycled Material Composite (RMC), its excellent extraction rate will make the added effort worth it.
item_scraper_GRIN_Small_Name=Cinch Scraper Module
item_scraper_GRIN_Standard_Desc=Manufacturer: Greycat Industrial\nItem Type: Scraper Module\nExtraction Speed: 0.15/0.45\nRadius: 3.5m\nExtraction Efficiency: 70%\n\nIt's easy to see why the Abrade from Greycat Industrial is one of the most used scraper module in the 'verse. Its design delivers both a sizable area of effect and respectable extraction rate, creating a reliable beam that can scrape hulls quickly and efficiently.
item_scraper_GRIN_Standard_Name=Abrade Scraper Module
item_ship_items_176=
item_swap_only=Item can be swapped, but cannot be unequipped.
item_tholo_reconsider=Reconsider
item_tholo_run=Run
item_tholo_stay=Stay
item_weapons_145=
itemport_body_itemport=Body
itemport_eyes_itemport=Eye Color
itemport_hair_itemport=Hairstyle
itemport_hardpoint_heat_sink=Heat Sink
itemport_head_itemport=Face
itemport_material_variant=Hair Color
itemport_port_NameTurretAft=Aft Turret
itemport_port_NameTurretPort=Port Turret
itemport_port_NameTurretStarboard=Starboard Turret
itemport_skin_variant=Skin Tone
items_DescVNCL_Stinger_S1_HS,P=Vanduul Stinger
items_JournalEntryType_AudioLog=Audio
items_JournalEntryType_TextLog=Message
items_NameVNCL_Stinger_S1_HS,P=Vanduul Stinger
items_commodities_Astatine=Astatine
items_commodities_AudioVisualEquipment=Audio-Visual Equipment
items_commodities_AudioVisualEquipment_desc=Devices, cabling, and rigging used for multimedia presentations and events.
items_commodities_CK13GIDSeeds=CK13-GID Seed Blend
items_commodities_CK13GIDSeeds_desc=These genetically-modified barley seeds were banned because of their aggressive growth and high-levels of cross-pollination that has frequently ravaged any neighboring plant life. However, the plant's high yield and ease of growth have continued to make it a sought-after commodity.
items_commodities_Coal=Coal
items_commodities_ConstructionMaterials=Construction Materials
items_commodities_ConstructionMaterials_desc=Various supplies used to build, repair, and maintain buildings and structures.
items_commodities_ConsumerGoods=Consumer Goods
items_commodities_DCSR2=DCSR2
items_commodities_DCSR2_desc=An organically derived terpenoid lipid, dicylasterone (commonly known as DCSR2), has been banned from use in biomedical applications. Currently, it is most typically used in the manufacture of illegal narcotic 'SLAM.'
items_commodities_Fireworks=Fireworks
items_commodities_Fireworks_desc=Colorful pyrotechnic devices used at celebrations and special events.
items_commodities_GaspingWeevilEggs=Gasping Weevil Eggs
items_commodities_GaspingWeevilEggs_desc=The eggs of this small beetle are commonly held to be an aphrodisiac, but when allowed to hatch the weevils themselves will eat through sealants used in space station construction. Transport of the insect or its eggs is banned in the UEE.
items_commodities_HLX99Hyperprocessors=HLX99 Hyperprocessors
items_commodities_HLX99Hyperprocessors_desc=Commonly known as "Helixes" these Banu manufactured processing chips were designed for fullcore crypto-cracking and are used in the manufacture of computer system infiltration devices.
items_commodities_HumanFoodBars=Human Food Bars
items_commodities_HumanFoodBars_desc=Despite what the label on the packaging declares, the Banu manufactured "Human Food Bars" have been shown to contain multiple additives deemed unsafe for Human consumption.
items_commodities_Iron_ore_desc,P=Element Fe, strong, malleable, highly susceptible to rust and found in large volume across most star systems.
items_commodities_LifeCureMedSticks=LifeCure Medsticks
items_commodities_LifeCureMedSticks_desc=The use of these imitation CureLife Medpens has resulted in numerous deaths.
items_commodities_OsoianHides=Osoian Hides
items_commodities_PartyFavors=Party Favors
items_commodities_PartyFavors_desc=Small items used to help encourage a festive mood. Typically given or sold to celebrants in attendance at an event or party.
items_commodities_RS1OdyseySpacesuits=RS1 Odysey Spacesuits
items_commodities_RS1OdyseySpacesuits_desc=These imitation RSI Odyssey undersuits are cheaply made counterfeits that are hazardous to use.
items_commodities_RedfinEnergyModulator=Redfin Energy Modulators
items_commodities_RedfinEnergyModulator_desc=Made by various Banu manufacturers, this energy modulator is distinct for its red-hued heatsinks. Though it can be installed into most Human component subsystems to reduce power draw, its extremely dangerous fail rate has caused it to be banned for import into the UEE.
items_commodities_Souvenirs=Souvenirs
items_commodities_Souvenirs_desc=Mementos purchased to commemorate visiting a location or attending an special event.
items_commodities_Stims_desc=Composed of various combinations of tobacco, caffeine, and mood-enhancer, stims are smoked as a cigarette.
items_commodities_acryliplex=AcryliPlex Composite
items_commodities_acryliplex_desc=This composite is a moldable material used in the construction of explosives. In addition to being commonly used in demolition applications for heavy industry and mining, it is also used to create small potent warheads. Care must be taken while transporting larger quantities of the composite as it is impact and heat sensitive.
items_commodities_agricium=Agricium
items_commodities_agricium_desc=A rare and valuable silvery metal with a blue-green sheen. Malleable, ductile, and largely non-reactive.
items_commodities_agricium_ore=Agricium (Ore)
items_commodities_agricium_ore_desc=A rare and valuable silvery metal with a blue-green sheen. Malleable, ductile, and largely non-reactive.
items_commodities_agriculturalGoods=Agricultural Goods
items_commodities_agriculturalGoods_desc=Unprocessed crop and animal products used in the production of foodstuffs, textiles and bio-organic fuels.
items_commodities_agriculturalSupplies=Agricultural Supplies
items_commodities_agriculturalSupplies_desc=Items required for agricultural production. Includes fertilizers, feed, and pesticides.
items_commodities_altruciatoxin=Altruciatoxin
items_commodities_altruciatoxin_desc=Created by chemically processing the pollen of Revenant Tree (altrucia lacus), common effects of ingesting or smoking altruciatoxin include relaxing of the muscles, sensory enhancement, and lethargy. Heavy usage can cause staining of the tongue.
items_commodities_altruciatoxin_unprocessed=Revenant Tree Pollen
items_commodities_altruciatoxin_unprocessed_desc=The pollen of Revenant Tree (altrucia lacus).
items_commodities_aluminum=Aluminum
items_commodities_aluminum_desc=A chemically reactive, gray metal that is malleable, lightweight, ductile, strong, and resistant to corrosion. Capable of superconductivity.
items_commodities_aluminum_ore=Aluminum (Ore)
items_commodities_aluminum_ore_desc=A chemically reactive, gray metal that is malleable, lightweight, ductile, strong, and resistant to corrosion. Capable of superconductivity.
items_commodities_amioshiplague=Amioshi Plague
items_commodities_amioshiplague_desc=Not nearly as ominous as its name, the Amioshi Plague is an invasive lichen that grows in the cracks of rocks. While the core of the lichen burrows out of sight to try and absorb as much moisture as it can find, the part near the surface sprouts hooded scales that eject spores to spread to other rocks. It's relatively short maturation period is the origin of its name.\n
items_commodities_ammonia=Ammonia
items_commodities_ammonia_desc,P=Ammonia description.
items_commodities_antiHydrogen=Anti-Hydrogen
items_commodities_antiHydrogen_desc=The antimatter counterpart of hydrogen. Contains one positron and one antiproton. 
items_commodities_aphorite=Aphorite
items_commodities_aphorite_desc=Decorative jewel crystal prized for its multi-hued tones.
items_commodities_aphorite_raw=Aphorite (Raw)
items_commodities_aphorite_raw_desc=Decorative jewel crystal prized for its multi-hued tones.
items_commodities_argon=Argon
items_commodities_argon_desc=Chemically inert under most conditions, argon is an odorless, colorless gas that is as soluble in water as oxygen. Appears lilac in a discharge tube.
items_commodities_arsenic=Arsenic
items_commodities_arsenic_desc=A brittle, dense semimetal that is poisonous in large quantities.
items_commodities_astatine_desc=A dangerously radioactive, highly unstable halogen. Some of its isotopes have half-lives of one second or less.
items_commodities_atlasium=Atlasium
items_commodities_atlasium_desc=This very strong metal alloy is often one of the few materials salvageable from severe wreck sites.
items_commodities_beryl=Beryl
items_commodities_beryl_desc=A mineral that creates natural hexagonal crystals. Colorless in its pure form, its impure forms include the gems emerald and aquamarine.
items_commodities_beryl_raw=Beryl (Raw)
items_commodities_beryl_raw_desc=A mineral that creates natural hexagonal crystals. Colorless in its pure form, its impure forms include the gems emerald and aquamarine.
items_commodities_bexalite=Bexalite
items_commodities_bexalite_desc=This mineral harvested from worlds with no natural magnetic core, has found widespread use in electrical systems.
items_commodities_bexalite_raw=Bexalite (Raw)
items_commodities_bexalite_raw_desc=This mineral harvested from worlds with no natural magnetic core, has found widespread use in electrical systems.
items_commodities_bioplastic=Bioplastic
items_commodities_bioplastic_desc=A plastic replacement material created when fossil fuels began running low in Sol. It is derived from renewable biomass sources, often from vat grown bacteria but can be derived from industrial byproducts as well.
items_commodities_bluebilva=Blue Bilva
items_commodities_bluebilva_desc=NDR: 23\nHEI: 10\nEffects: Hydrating, Energizing\n\nThe Blue Bilva is known for its distinctive rich flavor; which is highly astringent, aromatic and very high in fructose. The fruit can also be identified by its slightly pointed, ovoid shape, and dark blue to indigo skin. The fibrous flesh of the bilva clings firmly to its large stone which is so hard that it can only be cracked through mechanical means. It takes about 11 months to ripen on the tree. It is commonly eaten dried or turned into brandy.
items_commodities_borase=Borase
items_commodities_borase_desc=This highly thermally conductive material is often formed from cosmic ray spallation and is most typically found in younger star systems.
items_commodities_borase_ore=Borase (Ore)
items_commodities_borase_ore_desc=This highly thermally conductive material is often formed from cosmic ray spallation and is most typically found in younger star systems.
items_commodities_boron=Boron
items_commodities_boron_desc=A metalloid element produced by supernovae and cosmic ray spallation. A semiconductor in its pure crystalline form.
items_commodities_cadmiumallinide=Cadmium Allinide
items_commodities_cadmiumallinide_desc=This refined form of cadmium has great energy potential and is used frequently in reactors and batteries.
items_commodities_carbon=Carbon
items_commodities_carbon_desc=Owing to carbon's ability to form a variety of allotropes with vastly different properties and its sheer abundance in the universe, this element is used in a wide variety of applications.
items_commodities_carbonsilk=Carbon-Silk
items_commodities_carbonsilk_desc=This light, flexible and incredibly strong material is woven from carbon strands collected from the secretions of specially bioengineered worms.
items_commodities_chlorine=Chlorine
items_commodities_chlorine_desc=A light gas with a high electron affinity and a yellow-green tone at room temperature. One of the halogens.
items_commodities_coal_desc=A combustible sedimentary rock primarily composed of carbon. Thought to originate from ancient peat.
items_commodities_cobalt=Cobalt
items_commodities_cobalt_desc=Cobalt description.
items_commodities_compboard=Compboard
items_commodities_compboard_desc=A main processing unit used inside various computers and electronics.
items_commodities_consumerGoods_desc=Commodities that are purchased by an individual to satisfy their wants or needs.
items_commodities_copper=Copper
items_commodities_copper_desc=A soft red-orange colored metal with high conductivity. Prone to oxidation unless properly treated.
items_commodities_copper_ore=Copper (Ore)
items_commodities_copper_ore_desc=A soft red-orange colored metal with high conductivity. Prone to oxidation unless properly treated.
items_commodities_corundum=Corundum
items_commodities_corundum_desc=The crystalline form of aluminum oxide. Used as a gem. Varieties include ruby, sapphire, and padparadscha.
items_commodities_corundum_raw=Corundum (Raw)
items_commodities_corundum_raw_desc=The crystalline form of aluminum oxide. Used as a gem. Varieties include ruby, sapphire, and padparadscha.
items_commodities_crudeOil=Crude Oil
items_commodities_crudeOil_desc=A compound composed of hydrocarbons and other organic molecules. Also referred to as unprocessed petroleum.
items_commodities_decaripod=Decari Pod
items_commodities_decaripod_desc=A large spore pod harvested from the decari that can be collected and used as a food source. However, the decari pod cannot be consumed directly. It must have its thick out layer and spiny filaments removed, and the fibrous hymenium cooked for a long time before it can be safely digested by Humans.
items_commodities_degnousroot=Degnous Root
items_commodities_degnousroot_desc=Degnous root is a macroalgae that was discovered in the shallow coastlines of Prime in Terra. Once harvested, degnous can be utilized as an ingredient in medical and health products thanks to its unique blend of amino acids.
items_commodities_diamond=Diamond
items_commodities_diamond_desc=An allotrope of the element carbon, diamonds form over billions of years under high heat and pressure. Extremely hard and thermally conductive.
items_commodities_diamond_raw=Diamond (Raw)
items_commodities_diamond_raw_desc=An allotrope of the element carbon, diamonds form over billions of years under high heat and pressure. Extremely hard and thermally conductive.
items_commodities_diamondlaminate=Diamond Laminate
items_commodities_diamondlaminate_desc=One of the hardest manufactured materials today, this glass-like substance is frequently used in the construction of cockpit windows.
items_commodities_diluthermex=Diluthermex
items_commodities_diluthermex_desc=An extremely heat resistant epoxy often used in the mounting and repair of ship thrusters. It is considered very difficult to transport in its uncured state as it becomes explosively unstable when exposed to Chan-Eisen fields during quantum travel. Specialized containers must be used to safely transport the epoxy long distances. Once set and cured, the Diluthermex is no longer reactive.
items_commodities_distilledSpirits=Distilled Spirits
items_commodities_distilledSpirits_desc=A purified beverage produced through the distillation of fermented substances. Possesses at least 20 percent of alcohol by volume.
items_commodities_dolivine=Dolivine
items_commodities_dolivine_desc=A dull green gemstone that is used decoratively but also can be used for industrial purposes thanks to its resistance to weathering and high density.
items_commodities_dolivine_raw=Dolivine (Raw)
items_commodities_dolivine_raw_desc=A dull green gemstone that is used decoratively but also can be used for industrial purposes thanks to its resistance to weathering and high density.
items_commodities_dopple=Dopple
items_commodities_dopple_desc=A dissociative drug that creates a strong feeling of separation. People, places, and objects familiar to the user take on a distorted and unreal quality. Some users report a detachment from emotions. Doplencyethorphine is used in small dosages medically to help with extreme emotion issues and rage management problems. Recreational users take it for the effect of resetting the mundane and everyday into something new and different. Side effects include memory loss, panic attacks, paranoia, and psychotic episodes.
items_commodities_dymantium=Dymantium
items_commodities_dymantium_desc=One of the toughest known metal alloys that can be forged. It is extremely difficult to manufacture and must be used with care in order to avoid accidentally weakening the material during application.
items_commodities_dynaflex=DynaFlex
items_commodities_dynaflex_desc=Developed for use by the military, this absorptive material can withstand severe stress owing to its flexibility.
items_commodities_elespo=Elespo
items_commodities_elespo_desc=A brand name of a light sponge-like material that has exceptional electrical absorption properties.
items_commodities_eriesium=Eriesium
items_commodities_eriesium_desc=An actinide element that is extremely rare in the UEE, eriesium is theorized to be an incredible power source if harnessed properly, but can also be deadly in its refined state.
items_commodities_etam=E'tam
items_commodities_etam_desc=Created from the leaves of indigenous plants, E'tam is an organic hallucinogenic drug used by the Xi'an to slow body function and focus in order to achieve a deeper meditative state. For Humans, the effects are much more severe. E'tam causes hyper awareness, cognitive enhancement and improved focus. Users can be so engrossed in tasks that they neglect to eat, sleep or take care of other body functions.
items_commodities_europium=Europium
items_commodities_europium_desc=The most reactive of the rare earth metals. Europium compounds are often phosphorescent.
items_commodities_fluorine=Fluorine
items_commodities_fluorine_desc=A toxic and highly reactive gas that appears pale yellow in its natural state. Very easily forms compounds with almost all other elements.
items_commodities_fotiascrub=Fotia Seedpod
items_commodities_fotiascrub_desc=The fotia scrub relies on solar flares for its reproduction. Rather than having traditional stamen and pollen, it allows radiation from flares to mutate its genetics before releasing its seedpod. Some enterprising individuals seek out and collect the seedpods because of their natural radiological properties that can be utilized in various ways.
items_commodities_freeze=Freeze
items_commodities_freeze_desc=A synthetic tranquilizer used for muscle therapy that causes very heavy sedation in the user while also activating the nerve endings in their muscles. Originally created as a way to rebuild damaged/rebuilt muscle tissue, it found another use as a sedative weight-loss supplement, and when in a concentrated form, as a party drug.
items_commodities_freshFood=Fresh Food
items_commodities_freshFood_desc=Various meats, grains and produce that have not yet been cooked, dried, salted, frozen, pickled, or otherwise preserved.
items_commodities_glow=Glow
items_commodities_glow_desc=A variant of the street drug known as "Neon," Glow is formulated to create more euphoric feelings and less hallucinations than are normally associated with other members of its chemical family. The telltale sign of a user is that swallowing the capsule often leaves glowing residue on the tongue. Some people microdose Glow to help them maintain a more positive attitude (being careful to drip the dose directly onto the back of their throat). The main risk is that once the effect wears off people can become suicidally depressed for a short while before their brain chemistry normalizes.
items_commodities_gold=Gold
items_commodities_gold_desc=A commonly found ductile metal favored for its conductivity. Though it falls in and out of fashion, it is often used for decorative purposes as well.\n
items_commodities_gold_ore=Gold (Ore)
items_commodities_gold_ore_desc=A commonly found ductile metal favored for its conductivity. Though it falls in and out of fashion, it is often used for decorative purposes as well.\n
items_commodities_goldenmedmon=Golden Medmon
items_commodities_goldenmedmon_desc=NDR: 39\nHEI: 19\nEffects: Energizing, Hydrating\n\nGrown in temperate climates on the Maru Ebony Tree, Golden Medmons are left to fall off the tree when ripe and collected. The fruit at that stage is extremely firm and astringent. They only become edible after being 'bletted' or softened through ethylene ripening.
items_commodities_hadanite=Hadanite
items_commodities_hadanite_desc=A crystal oscillator sought out for its extremely high frequency of vibration which makes it useful in various applications.
items_commodities_hadanite_raw=Hadanite (Raw)
items_commodities_hadanite_raw_desc=A crystal oscillator sought out for its extremely high frequency of vibration which makes it useful in various applications.
items_commodities_heartofthewoods=Heart of the Woods
items_commodities_heartofthewoods_desc=NDR: 31\nEffects: Toxic\n\nThis fungus produces fleshy deep-red caps that grow in a pattern resembling a internal structure of a heart. Found in cold climates, it typically grows on trees and decaying logs. Not yet successfully cultivated commercially, this deep flavored mushroom is prized by epicureans across the 'verse and can fetch a high price in the right markets. It does contain a mild toxin that is destroyed when cooked, so consuming raw should be avoided.
items_commodities_helium=Helium
items_commodities_helium_desc=An inert noble gas that is colorless, tasteless, and non-toxic. The second most abundant element in the universe. Produced within stars during the nuclear fusion of hydrogen.
items_commodities_hephaestanite=Hephaestanite
items_commodities_hephaestanite_desc=Found often near volcanic outcroppings, this mineral is commonly used for a thermal insulator.
items_commodities_hephaestanite_raw=Hephaestanite (Raw)
items_commodities_hephaestanite_raw_desc=Found often near volcanic outcroppings, this mineral is commonly used for a thermal insulator.
items_commodities_hydrogen=Hydrogen
items_commodities_hydrogen_desc=The most abundant element in the universe. The building block of stars. Highly flammable in its pure form.
items_commodities_inert_materials=Inert Materials
items_commodities_inert_materials_desc=Non-valuable materials collected during the mining process.
items_commodities_iodine=Iodine
items_commodities_iodine_desc=The heaviest stable halogen. Sublimes from a purple-black metallic solid into a violet gas.
items_commodities_iron,P=Iron
items_commodities_iron_desc,P=Element Fe, strong, malleable, highly susceptible to rust and found in large volume across most star systems.
items_commodities_iron_ore,P=Iron (Ore)
items_commodities_jahlium=Jahlium
items_commodities_jahlium_desc=This naturally occurring metal has found use in several industrial applications and in the production of steel alloys that were favored during 28th century space station construction.
items_commodities_janalite=Janalite
items_commodities_janalite_desc=This rare mineral is valued as an industrial anti-matter precursor. While more stable than other precursors like Feynmaline, it's tougher structure and energy resistance makes it much more difficult to utilize as well as collect.
items_commodities_janalite_raw=Janalite (Raw)
items_commodities_janalite_raw_desc=This rare mineral is valued as an industrial anti-matter precursor. While more stable than other precursors like Feynmaline, it's tougher structure and energy resistance makes it much more difficult to utilize as well as collect.
items_commodities_jumpinglimes=Jumping Limes
items_commodities_jumpinglimes_desc=NDR: 09\nHEI: 06\nEffects: Dehydrating\n\nGrows on a cactus in the deserts of Yar (Centauri II). A local variant that developed naturally after terraformation was complete, the spiny fruit start off purple and turn green when they are ripe.\n\nThey acquired their name because of the ease in which they fall off the cactus and attach themselves to clothing and skin, as if they "jumped" there.\n\nThe leathery, barbed skin must be peeled back to reveal the juicy flesh of the interior. The taste is sweet, extremely tart and astringent.\n\nLocals warn that if you become lost in the dessert you should be careful using jumping limes for hydration as they can make you feel even more thirsty.
items_commodities_kopionhorn=Kopion Horn
items_commodities_kopionhorn_cave=Cave Kopion Horn
items_commodities_kopionhorn_desc=The horn of the kopion is made of a unique combination of bone and naturally-occurring carbon nanomaterials. When properly processed, it can be used to aid in bone regeneration with a far greater rate of success than lab-grown materials. This application has made it a valuable commodity.
items_commodities_kopionhorn_savannah=Savannah Kopion Horn
items_commodities_kopionhorn_tundra=Tundra Kopion Horn
items_commodities_krypton=Krypton
items_commodities_krypton_desc=A colorless, tasteless noble gas that appears white in a discharge tube. One of the products of uranium fission. 
items_commodities_laranite=Laranite
items_commodities_laranite_desc=A somewhat radioactive, crystalline gemstone. Black with streaks of dark red, it can only be used as jewelry if shielded.
items_commodities_laranite_raw=Laranite (Raw)
items_commodities_laranite_raw_desc=A somewhat radioactive, crystalline gemstone. Black with streaks of dark red, it can only be used as jewelry if shielded.
items_commodities_lastaprene=Lastaprene
items_commodities_lastaprene_desc=An advanced synthetic polymer designed with optimal properties for several commercial applications. It has greater viscoelasticity than most commonly produced rubbers.
items_commodities_lithium=Lithium
items_commodities_lithium_desc=A soft metal with a silvery-white hue. In its natural state, it is highly reactive. Tarnishes quickly when exposed to air.
items_commodities_lycara=Lycara
items_commodities_lycara_desc=A extremely light and strong carbon composite material first developed for racing ship rudders.
items_commodities_magnesium=Magnesium
items_commodities_magnesium_desc=An alkaline earth metal with a low melting point. Produced within giant, aging stars, it is ninth most abundant element in the universe.
items_commodities_mala=Mala
items_commodities_mala_desc=Digestion of the unique toxins found in the Mala fly causes confusion of the congnitive pathways of the brain and results in synesthesia where different sensory experiences cross and mix. Effects described by users range widely; from being able to see music to tasting colors. Since pain does not register the same way while under the influence of the toxin, many people of have been severely injured while "sense swapping." For example, one user lost their arm after perceiving the heat from a thruster engine as pleasurable.
items_commodities_marokgem=Marok Gem
items_commodities_marokgem_desc=The marok has a gizzard, which takes food that has been previously swallowed from the stomach and "chews" it before passing it back into the stomach to be digested. To help this process, the marok's body secretes a substance that hardens into a large crystalline stone that stays in the gizzard and helps food get pulverized more efficiently. The stone has unique conductive properties that make it sought-after for use in computer chips.
items_commodities_maze=Maze
items_commodities_maze_desc=Street name for a tranquilizer and knock-out hallucinogen that's Tevarin in origin. Dosing up is like taking a massive journey into your own mind. To the outside world, youre nearly comatose, but to you, its a wild trip. A handful of religions have been started after a user took a trip into the maze. Aside from the toxic element, theres a chance you wont come down from the high. They call this getting disconnected. Users stay locked in their own head until their brain decays. Maze was originally used as a near religious experience for Tevarin warriors to find their path in life. Since the fall of the Tevarin empire, it's become corrupted into a purely recreational drug. The Tevarin who once treated this drug with reverence and ritual, now make boatloads of credits selling it to anyone who wants to risk a potentially dangerous trip.
items_commodities_medPens=MedPens
items_commodities_medPens_desc=The MedPen from CureLife is a complete multi-function individual first-aid system designed and constructed for the rigors of field use.
items_commodities_medicalSupplies=Medical Supplies
items_commodities_medicalSupplies_desc=A variety of items produced primarily to treat injury or illness.
items_commodities_mercury=Mercury
items_commodities_mercury_desc=Mercury description.
items_commodities_methane=Methane
items_commodities_methane_desc=A highly flammable gas composed of carbon and hydrogen. It is colorless and odorless in its natural state.
items_commodities_mixedMining=Mixed Mining
items_commodities_mixedMining_desc=A mixed collection of commodities obtained by mining
items_commodities_mobyGlass=mobyGlass Personal Computers
items_commodities_mobyGlass_desc=These knock-off mobiGlas use pirated software and are often infected with spyware and malicious programming.
items_commodities_neodymium=Neodymium
items_commodities_neodymium_desc=A reactive lanthanide that quickly oxidizes in air, forming layers of tarnish that can be readily peeled.
items_commodities_neograph=Neograph
items_commodities_neograph_desc=A recently discovered form of graphene, this complicated lattice structure of carbon molecules produces an extremely light and strong material.
items_commodities_neon=Neon
items_commodities_neon_desc=A psychoactive designer drug known for increased energy, euphoria, and mild hallucinations (particularly how the body processes light). Due to its chemical complexity, it's much more expensive than other street drugs, but is very popular in club culture.
items_commodities_nereus=Nereus
items_commodities_nereus_desc=Utilizing the dense mineral content of the soil on Pyro II, the nereus coats its spiral shaped seed pods with a shiny metallic-like outer coat. This extremely durable coat protects the seed from damage and ensures that it doesn't sprout until conditions are right.
items_commodities_nitrogen=Nitrogen
items_commodities_nitrogen_desc=A low-density, diatomic gas with no color or odor in its natural state. A necessary element in human respiration.
items_commodities_omnapoxy=Omnapoxy
items_commodities_omnapoxy_desc=Durable and resistant, this resin quickly sets when applied to form a hardened polymer.
items_commodities_osionHides_desc=The tanned skins from Osoians, a Fair Chance protected species from Oso II.
items_commodities_oxyPens=OxyPens
items_commodities_oxyPens_desc=The OxyPen is an easy-to-carry disposable first-aid system designed by CureLife to refill pressure suit oxygen reserves in emergency situations.
items_commodities_oxygen=Oxygen
items_commodities_oxygen_desc=The third most abundant element in the universe, oxygen is a highly reactive chalcogen gas that readily forms oxides with other materials.
items_commodities_oza=Oza
items_commodities_oza_desc=NDR: 09\nHEI: 07\nEffects: Hydrating\n\nA hybrid citrus first grown in Croshaw, it's hardiness, ease of transport, and juice yield has seen it rapidly spread across the Empire. It features thick, bumpy dark green skin, bright orange flesh ribbed with heavy pithing, and no seeds. \n\nTart, sweet and bitter, the taste of Oza often described as being a combination of all the other citrus types rolled into one fruit. Difficult to peel and fibrous, its pulp is not often eaten. Typically it is split open and sucked on, its flesh being discarded. It is also popularly used in many cocktail recipes.
items_commodities_partillium=Partillium
items_commodities_partillium_desc,P=Partillium description.
items_commodities_phosphorus=Phosphorus
items_commodities_phosphorus_desc=Elemental phosphorous is highly flammable and volatile. It readily forms compounds with other materials.
items_commodities_pingala=Pingala Seeds
items_commodities_pingala_desc=Every aspect of the pingala follows the golden ratio resulting a visually arresting plant. This include its seeds which are highly sought after by plant collectors. Especially since attempts to cultivate the pingala in greenhouse environments has proven extremely difficult.
items_commodities_pitambu=Pitambu
items_commodities_pitambu_desc=NDR: 25\nHEI: 10\nEffects: Hydrating, Hypo-Metabolic, Immune Boosting\n\nThe skin of the pitambu is thin and waxy and easily peeled away using its green leaf-like growths. Inside is a is crisp and watery, bright red flesh which is filled with tiny white seeds that have a mild, nutty taste. The flesh and seeds are traditionally consumed together.
items_commodities_polonium=Polonium
items_commodities_polonium_desc=A volatile, highly radioactive metal with no stable isotopes. It has a half-life of around 138 days.
items_commodities_potassium=Potassium
items_commodities_potassium_desc,P=Potassium description.
items_commodities_praseodymium=Praseodymium
items_commodities_praseodymium_desc=A malleable and ductile rare earth metal. Highly reactive. Pure praseodymium develops a green coat upon oxidizing.
items_commodities_pressurized_ice,P=Pressurized Ice
items_commodities_pressurized_ice_desc,P=Ice that has been purified and compressed to transparent by restricting natural expansion. This allows for more efficient transport in bulk.
items_commodities_processedFood=Processed Food
items_commodities_processedFood_desc=A nutritional substance that has been transformed trough physical or chemical means into food.
items_commodities_prota=Prota
items_commodities_prota_desc=A resilient slime mold that can form in extremely corrosive environments and pressure, Prota secretes a strong adhesive that can be distilled into a commercial-grade glue.
items_commodities_quantainium=Quantainium
items_commodities_quantainium_desc=A highly unstable mineral used in the production of quantum fuel.
items_commodities_quantainium_raw=Quantainium (Raw)
items_commodities_quantainium_raw_desc=A highly unstable mineral used in the production of quantum fuel.
items_commodities_quartz=Quartz
items_commodities_quartz_desc=A chiral crystal composed of silicon and oxygen that can be found in a wide variety of forms and colors.
items_commodities_quartz_raw=Quartz (Raw)
items_commodities_quartz_raw_desc=A chiral crystal composed of silicon and oxygen that can be found in a wide variety of forms and colors.
items_commodities_rantadung=Ranta Dung
items_commodities_rantadung_desc=A dry cube-shaped dung that comes from a large isopod-like crustacean known as a Ranta. It has recently been discovered that the dung contains a unique bacterial biome that helps the Ranta process and digest minerals and some researches are hopeful will lead to industrial or medical innovations.
items_commodities_raw_ice,P=Raw Ice
items_commodities_raw_ice_desc,P=Raw Ice can be refined into Hydrogen and Oxygen
items_commodities_raw_silicon,P=Raw Silicon
items_commodities_raw_silicon_desc,P=A strong and brittle element with good thermal conductivity. Crystalizes in a diamond form.
items_commodities_revenantpod=Revenant Pod
items_commodities_revenantpod_desc=Contrary to its ominous name, the Revenant is actually a variety of the Altrucia Tree, an indigenous plant of Terra known for its thick and colorful leaves. Geoengineers introduced fields of Altrucias to Hyperion in an effort to break up the dust storms. Although the project failed, the Altrucia trees adapted to the perpetual wind patterns, shedding its leaves and thickening the wood in the trunk. Botanists initially believed that the Altrucias had died, but on closer inspection, discovered that they were quite alive and thus, the name was born.The pods are collected because the pollen is processed and turned into Altruciatoxin.
items_commodities_riccite,P=Riccite
items_commodities_riccite_des,P=Riccite can be refined from Riccite Ore
items_commodities_riccite_ore,P=Riccite Ore
items_commodities_riccite_ore_des,P=Riccite Ore can be refined into Riccite
items_commodities_rubidium=Rubidium
items_commodities_rubidium_desc=A slightly radioactive metal containing an isotope with a half-life of 49 billion years. Ductile and soft.
items_commodities_sarilus=Sarilus
items_commodities_sarilus_desc=A material first introduced into Human manufacturing after trade with the Banu. It is extremely distortion resistant. Though Human made Sarilus does a good job, many hold that the Banu manufactured product is superior.
items_commodities_scr=SCR
items_commodities_scr_desc=After centuries of production, this common form of rubber emerged as the the industry standard. Standard Commercial Rubber (SCR) can be produced rapidly and cost effectively.
items_commodities_scrap=Scrap
items_commodities_scrap_desc=Waste that is ready to be converted into new materials for reuse.
items_commodities_selenium=Selenium
items_commodities_selenium_desc=A chalcogen often found in combination with heavy metals. In its refined form, it increases in electrical conductivity when exposed to light.
items_commodities_silicon=Silicon
items_commodities_silicon_desc=A strong and brittle element with good thermal conductivity. Crystalizes in a diamond form.
items_commodities_silnex=Silnex
items_commodities_silnex_desc=An advanced silica ceramic developed by early RSI researchers to allow ships to better withstand atmospheric reentry.
items_commodities_slam=SLAM
items_commodities_slam_desc=Most commonly ingested as a gas. Vials of SLAM are cracked and inhaled. Initially developed as a performance enhancer for athletes, SLAM targets the user's nervous system acting as a fear-inhibitor and painkiller. Once the severe physical side effects were discovered, the drug went underground and found popularity among mercs and outlaws who relied on it to provide that slight edge in combat. Unfortunately, SLAM is also heavily addictive, so many of these mercs ended up getting burned out on the drug. Heavy-duty SLAM junkies are easily identifiable in public; they have the shakes -- involuntary muscle twitches. Important to note that this is not a sign of withdrawal, simply a side effect.
items_commodities_sodium=Sodium
items_commodities_sodium_desc=Soft, shiny and silvery-white, the highly reactive sodium cannot be found as a native metal. It must be extracted from compounds.
items_commodities_special_holidaybox=Luminalia Gift
items_commodities_special_holidaybox_desc=A small, wrapped package meant to get you in the Luminalia spirit. Banu merchants celebrating the holiday used to hide small gifts aboard their ship to encourage revelers to explore all their wares. As the holiday grew in popularity within the UEE, Human merchants modified this tradition by hiding empty gift-wrapped packages around a space station or landing zone that could be exchanged for credits if returned unopened. The increased foot traffic into their stores spurned holiday sales and became a tradition in its own right. \n\nStow this gift for sentimental value, or sell it at a commodities terminal and spend the credits on a holiday gift for yourself.
items_commodities_special_lunar_envelope=Year of the Horse Envelope
items_commodities_special_lunar_envelope_1_dog_a=Year of the Dog Envelope
items_commodities_special_lunar_envelope_1_dog_a_desc=A gilded red envelope celebrating the Year of the Dog. Exchanging these envelopes is one of the most popular ways of celebrating Red Festival. Often the envelope may include a small amount of credits inside to help those you care about have a strong start in the upcoming cycle. Growing in popularity is the newer tradition of hiding the envelopes as a way of spreading good fortune and prosperity to those that fate has deemed in need.
items_commodities_special_lunar_envelope_1_monkey_a=Year of the Monkey Envelope
items_commodities_special_lunar_envelope_1_monkey_a_desc=A gilded red envelope celebrating the Year of the Monkey. Exchanging these envelopes is one of the most popular ways of celebrating Red Festival. Often the envelope may include a small amount of credits inside to help those you care about have a strong start in the upcoming cycle. Growing in popularity is the newer tradition of hiding the envelopes as a way of spreading good fortune and prosperity to those that fate has deemed in need.
items_commodities_special_lunar_envelope_1_ram_a=Year of the Ram Envelope
items_commodities_special_lunar_envelope_1_ram_a_desc=A gilded red envelope celebrating the Year of the Ram. Exchanging these envelopes is one of the most popular ways of celebrating Red Festival. Often the envelope may include a small amount of credits inside to help those you care about have a strong start in the upcoming cycle. Growing in popularity is the newer tradition of hiding the envelopes as a way of spreading good fortune and prosperity to those that fate has deemed in need.
items_commodities_special_lunar_envelope_1_rooster_a=Year of the Rooster Envelope
items_commodities_special_lunar_envelope_1_rooster_a_desc=A gilded red envelope celebrating the Year of the Rooster. Exchanging these envelopes is one of the most popular ways of celebrating Red Festival. Often the envelope may include a small amount of credits inside to help those you care about have a strong start in the upcoming cycle. Growing in popularity is the newer tradition of hiding the envelopes as a way of spreading good fortune and prosperity to those that fate has deemed in need. \n\nStow the envelope as a token of luck, share it with a friend or loved one to spread good fortune, or exchange it at a commodities terminal and use the credits for a prosperous beginning to a new cycle.
items_commodities_special_lunar_envelope_desc=A gilded red envelope celebrating the Year of the Horse. Exchanging gilded red envelopes is one of the most popular ways of celebrating Red Festival. Often the envelope may include a small amount of credits inside to help those you care about have a strong start in the upcoming cycle. Growing in popularity is the newer tradition of hiding the envelopes as a way of spreading good fortune and prosperity to those that fate has deemed in need. 
items_commodities_spiral=Lunes (Spiral Fruit)
items_commodities_spiral_desc=NDR: 23\nHEI: 10\nEffects: Hydrating\n\nThe Lunes is a deciduous tree native to the warmer areas of Osha in Kilian system. It bears an edible fruit known as a Lunes fruit or a Spiral Fruit based on the circular ridges that can form once the fruit begins to ripen. The fruits skin is covered with a short fuzz that is generally removed before consumption. When ripe, the Lunes is a very sweet and juicy flavor and have become a very popular summer delicacy, commonly found in ice cream and other desserts.
items_commodities_steel=Steel
items_commodities_steel_desc=An alloy of iron and carbon, this ancient material is still in uses thanks to its affordable price and high tensile strength.
items_commodities_stileron,P=Stileron
items_commodities_stileron_des,P=Stileron is notoriously difficult to refine, even more so than it is to mine. If not for it's uses it wouldn't be worth the effort.
items_commodities_stileron_ore,P=Stileron Ore
items_commodities_stileron_ore_des,P=Stileron ore can be refined into Stileron
items_commodities_stims=Stims
items_commodities_sulfermoss=Sulfer Moss
items_commodities_sulfermoss_desc=Found near warm vents, this algae feeds off the planets nutrient rich but extremely hard ground by slowly dissolving layers of the rock away.\n\nGrows in large textured patches, could potentially be like large grassy plains.
items_commodities_sunsetberry=Sunset Berries
items_commodities_sunsetberry_desc=NDR: 08\nHEI: 06\nEffect: Toxic\n\nThese sunset-hued berries grow best in cold climates. They are toxic and not suitable for Human consumption. Eating them can result in symptoms such as vomiting and extreme cramping. Higher dosages have been known to be fatal. While the raw unprocessed berries are very bitter and tannic, once fermented, the resulting poisonous brew has a very sweet taste and is more commonly known as "Death Wine." Recently, medical researchers are investigating if the toxin in sunset berries could be used to help treat nerve damage or neurological diseases.
items_commodities_taranite=Taranite
items_commodities_taranite_desc=Extremely conductive, this mineral was first discovered when a researcher noticed a breed of electrosensitive hermit crab using pieces of it to form its shell.
items_commodities_taranite_raw=Taranite (Raw)
items_commodities_taranite_raw_desc=Extremely conductive, this mineral was first discovered when a researcher noticed a breed of electrosensitive hermit crab using pieces of it to form its shell.
items_commodities_tellurim=Tellurium
items_commodities_tellurium_desc=Tellurium is a brittle, mildly toxic metalloid that is sometimes found in a chemical compound with gold. Has the highest melting and boiling points of the chalcogens.
items_commodities_thermalfoam=ThermalFoam
items_commodities_thermalfoam_desc=A light and flexible heat insulating foam. Must be stored under very high pressure to avoid it setting before application.
items_commodities_thorium=Thorium
items_commodities_thorium_desc=A naturally occurring, weakly radioactive metal. Easily forms alloys with other metals. When exposed to oxygen, its silvery surface turns black.
items_commodities_thrust=Thrust
items_commodities_thrust_desc=This cocktail of chemicals provides the user with a massive boost of energy, increased sociability, euphoria, and heightened tactile sensitivity. Rumored to have been developed as an energy drink base, this drug has proven popular among those wishing for extra energy or to "party longer." However, owing to the risk of heart attack, deadly dehydration, and seizures, the mix has been banned in most areas. Users can be identified by their stuttering, rambling speech, flushed skin, and sweating.
items_commodities_tin,P=Tin
items_commodities_tin_desc,P=Tin is a pliable, soft metal, with a silvery white-blue tint. It is conductive and resistance to corrosion.
items_commodities_tin_ore,P=Tin Ore
items_commodities_tin_ore_desc,P=Tin ore can be refined to various materials
items_commodities_titanium=Titanium
items_commodities_titanium_desc=This silver-colored chemical element is excellent at producing strong, lightweight alloys.
items_commodities_titanium_ore=Titanium (Ore)
items_commodities_titanium_ore_desc=This silver-colored chemical element is excellent at producing strong, lightweight alloys.
items_commodities_tritium=Tritium
items_commodities_tritium_desc,P=Tritium description.
items_commodities_tungsten=Tungsten
items_commodities_tungsten_desc=Used in many different alloys, tungsten in its pure form becomes malleable while maintaining its hardness. \n
items_commodities_tungsten_ore=Tungsten (Ore)
items_commodities_tungsten_ore_desc=Used in many different alloys, tungsten in its pure form becomes malleable while maintaining its hardness. \n
items_commodities_type_HPMC=HexaPolyMesh Coating
items_commodities_type_HPMC_desc=This liquid hexagonal lattice bonds readily to surfaces when electrically charged, solidifying almost instantaneously to create an incredibly strong and durable polymer mesh that maintains integrity at a range of temperatures and pressures.
items_commodities_type_Mineral=Mineral
items_commodities_type_Mineral_desc=Naturally occurring abiogenic compounds that are typically crystalline in nature with an ordered atomic arrangement.
items_commodities_type_RMC=Recycled Material Composite
items_commodities_type_RMC_desc=Recycled Material Composite, commonly referred to as RMC, is the end result of low-tier salvaging where a myriad of alloys and polymers are mixed together during the collection process.
items_commodities_type_agriculturalSupply=Agricultural Supply
items_commodities_type_agriculturalSupply_desc=Items required for agricultural production. Includes fertilizers, feed, and pesticides.
items_commodities_type_alloy=Alloy
items_commodities_type_alloy_desc=Substances that are compounds of two or more metals or other materials with improved properties over the base ingredients.
items_commodities_type_consumerGoods=Consumer Goods
items_commodities_type_consumerGoods_desc=Commodities that are purchased by an individual to satisfy their wants or needs.
items_commodities_type_drink=Drink
items_commodities_type_drink_desc=Liquids intended for consumption.
items_commodities_type_food=Food
items_commodities_type_food_desc=Any substance that can be safely consumed by a living organism for the purpose of nutritional support.
items_commodities_type_gas=Gas
items_commodities_type_gas_desc=A substance that when under standard pressure has vast distance between particles with weaker intermolecular bonds than other phases of matter.
items_commodities_type_manmade=Man-made
items_commodities_type_manmade_desc=Commodities manufactured or constructed through industrial processes rather as opposed to being naturally occurring.
items_commodities_type_medicalSupply=Medical Supply
items_commodities_type_medicalSupply_desc=A variety of items produced primarily to treat injury or illness.
items_commodities_type_metal=Metal
items_commodities_type_metal_desc=A solid material that typically shiny and opaque and possesses good electrical and thermal conductivity.
items_commodities_type_natural=Natural Materials
items_commodities_type_natural_desc=Materials that are naturally occurring and can be extracted directly from the environment.
items_commodities_type_nonmetals=Nonmetals
items_commodities_type_nonmetals_desc=These elements do not display the properties of a metal and are generally poor conductors of heat and electricity.
items_commodities_type_plasmaFuel=Plasma Fuel
items_commodities_type_plasmaFuel_desc=Plasma, derived from various gasses, that is energized and then used by thrusters to propel vehicles.
items_commodities_type_processedGoods=Processed Goods
items_commodities_type_processedGoods_desc=Items that are manufactured or assembled from a conglomeration of components.
items_commodities_type_quantumFuel=Quantum Fuel
items_commodities_type_quantumFuel_desc=Fuel used by quantum drives to propel ships at high speeds or, if equipped with a jump module, through jump tunnels to other systems.
items_commodities_type_scrap=Scrap
items_commodities_type_scrap_desc=Waste that is ready to be converted into new materials for reuse.
items_commodities_type_vice=Vice
items_commodities_type_vice_desc=Items that are regarded as immoral or harmful by society.
items_commodities_type_waste=Waste
items_commodities_type_waste_desc=Unwanted and unusable materials that are designated to be discarded.
items_commodities_uncutslam=Uncut SLAM
items_commodities_uncutslam_desc=Initially developed for athletes before being outlawed, SLAM acts as a combat performance enhancer, targeting the user's nervous system as a fear-inhibitor and painkiller. Uncut SLAM is the concentrated form of the drug, and must be diluted to non-lethal dosages before it can be packaged into dispersal vials and consumed.
items_commodities_uranium=Uranium
items_commodities_uranium_desc=Once enriched, radioactive uranium is commonly used in energy production. Though once depleted, its hardness lends itself to structural uses like plating.\n
items_commodities_waste=Waste
items_commodities_waste_desc=Unwanted and unusable materials that are designated to be discarded.
items_commodities_waste_rock=Rock
items_commodities_waste_rock_desc=Excess rock which is a by-product of the mining process.
items_commodities_widow=WiDoW
items_commodities_widow_desc=Thick, ink-black synthetic opioid commonly used as a recreational drug. WiDoW has spread like wildfire throughout the Empire thanks to the fact that it's relatively easy to produce. This also creates a wide variety of quality between batches of the drug. Designed to be injected as a liquid directly into the bloodstream, the name derived from one of the main side effects from extensive use, the drug stains the veins black, creating web-like subcutaneous patterns through the body. Illegal inside the UEE.
items_commodities_xapyen=Xa'Pyen
items_commodities_xapyen_desc=Only recently used in Human manufacturing, this complex alloy of Xi'an origin is a jack of all trades that is extremely useful in numerous applications.
items_commodities_xenon=Xenon
items_commodities_xenon_desc=A dense, odorless, colorless noble gas that is generally unreactive. Exhibits a bluish glow when excited by electrical discharge.
items_commodities_zetaprolanide=Zeta-Prolanide
items_commodities_zetaprolanide_desc=This chemical is an industrial reactant that has found widespread use neutralizing irradiated materials. Because of how volatile it is, it must be kept in an electrically charged state or else a rapid exothermic reaction may occur before desired.
items_commodities_zip=Zip
items_commodities_zip_desc=Zip is a hyper-accelerant that when added directly to the bloodstream, "supercharges" the user's nervous system causing sensory hallucinations such as colors become more vivid and hearing sounds that aren't there. These effects tend to make users seem to be in constant motion and easily distracted.
items_hangarNameAeroview=Aeroview
items_hangarNameRevelYork=Revel & York
items_hangarNameSelfLand=Self-Land
items_hangarNameVFGIndustrial=VFG Industrial
items_mission_desc_luxuryfood=A rare culinary delicacy.
items_mission_desc_medicalResearch=Research into a classified medical field.
items_mission_desc_metalSamples=A collection of exceptional quality metal samples.
items_mission_desc_mineralSamples=A collection of exceptional quality mineral samples.
items_mission_desc_modifiedCropSeed=Produce genetically modified to have more desirable traits. 
items_mission_desc_specialistDrugs=Newly formulated drugs.
items_mission_luxuryfood=Luxury Food
items_mission_medicalResearch=Medical Research
items_mission_metalSamples=Metal Samples
items_mission_mineralSamples=Mineral Samples
items_mission_modifiedCropSeed=Modified Crop Seed
items_mission_specialistDrugs=Specialist Drugs
items_scavengeable_Cigars=Cigars
items_scavengeable_DrugStash_Packet=Drug Packet
items_scavengeable_DrugStash_PillBag=Pill Bag
items_scavengeable_DrugStash_PillPot=Pill Pot
items_scavengeable_MooreEstateLonsdale=Moore Estate Cigars
items_scavengeable_RadegastWhisky=Radegast Whisky
items_spaceships_351=
items_spaceships_SearchRescue=Search and Rescue
journal_shopAlerts_aboveThresholdHeading=Overstock
journal_shopAlerts_belowThresholdHeading=Understock
journal_shopAlerts_bodyText=The following locations have issued adjusted commodity prices based on their current supply levels:
journal_shopAlerts_commodityHeading================================================\n--- %ls ---
journal_shopAlerts_itemAboveThreshold= - %ls @ %0.2f aUEC
journal_shopAlerts_itemBelowThreshold= - %ls @ %0.2f aUEC
journal_shopAlerts_noAlerts=There are currently no active commodity price alerts.
journal_shopAlerts_subHeading=Trade & Development Division
journal_shopAlerts_title=Commodity Price Alerts
kareah_datapad_CodeNullified=[Code Expired]
kareah_datapad_first_01_msg=Congratulations on your recent promotion. \n\nAs our new Chief of Security, we have the utmost confidence that you will ensure Security Post Kareah and all the evidence it protects are well defended. \n\nWe have recently updated our security protocols for the station and reset all relevant codes, including access to the evidence inventory system. Note that this access code is only good for a single use. After it is used, a new code will be generated to further heighten the posts security. The current code can be found at the bottom of this message. \n\nBest of luck to you. \n\nSasha Rust \nSecurity Director, Crusader Industries
kareah_datapad_first_01_recipient=To: Chief of Security
kareah_datapad_first_01_subject=Subject: Welcome to Kareah
kareah_datapad_first_02_msg=As part of our commitment to system security, we will routinely generate new access for all sensitive systems, including the stations evidence inventory system. \n\nYour new single-use access code can be found at the bottom of this message. Please delete this message as soon as you have the code committed to memory. \n\nNatasha Masuda \nInformation Technology Specialist, Crusader Security
kareah_datapad_first_02_recipient=To: Chief of Security
kareah_datapad_first_02_subject=Subject: Routine Security Update
kareah_datapad_repeat_01_msg=The Evidence Inventory System has detected that evidence withdrawn during the verification process has not been properly returned. \n\nA new single-use access code for the evidence inventory system has been generated and is listed below. Please check the terminal's records to confirm if any evidence is missing. \n\nRemember to delete this message at your earliest convenience. \n\nCrusader Automated Security System
kareah_datapad_repeat_01_recipient=To: Authorized Personnel
kareah_datapad_repeat_01_subject=Subject: Automated Security Reset
kareah_datapad_repeat_02_msg=As per our heightened security protocols, a new single-use access code for the evidence inventory system has been generated and is listed below. Please delete this message at your earliest convenience. \n\nCrusader Automated Security System
kareah_datapad_repeat_02_recipient=To: Authorized Personnel
kareah_datapad_repeat_02_subject=Subject: Automated Security Reset
kareahsweep_Kill_Counter_UI=Hostiles Remaining %ls
kareahsweep_combatpay_0001=In addition to the standard contract payment, there will be a bonus issued for each combatant you successfully neutralize. 
kareahsweep_combatpay_0002=Unfortunately, we've been unable to determine the size of the force you'll be up against, but will issue you Hazard Pay for each hostile you manage to deal with successfully. 
kareahsweep_combatpay_0003=I've also been cleared to issue Hazard Pay that scales for each outlaw you take care of. 
kareahsweep_combatpay_0004=And to preemptively answer your question, yes, in addition to the normal flat fee there will be Hazard Pay issued for each hostile you clear from the site. 
kareahsweep_desc=~mission(Description)
kareahsweep_desc_0001=We just received word that ~mission(Location) has been breached by an unknown number of ~mission(Client). Although it's unclear what exactly they're hoping to accomplish, I am pretty darn certain it's nothing good.\n\nSince we can't really have a bunch of hoods running around our unopened security station, Crusader is forming a combat response team ASAP. Grab whatever gear you'll need and head over to ~mission(Location) on the double. ~mission(CombatPay)And please, try to be safe!\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
kareahsweep_desc_0002=The security system on ~mission(Location) was just tripped by intruders identified as members of the ~mission(Client). Let me tell you from personal experience, these are some serious, no-good low-lifes. As you can imagine, ~mission(Contractor) is pretty eager to contract a team to head over and clear them out. ~mission(CombatPay)\n\nIf you're interested, hurry and grab whatever gear you'll need. It'd be great if we could settle this whole thing as quickly and safely as possible.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
kareahsweep_desc_0003=Members of a local criminal outfit, the ~mission(Client), were spotted breaking into one our stations. To deal with these dirtbag trespassers, a small team is being assembled to go in and clear them out of ~mission(Location). ~mission(CombatPay) \n\nNow, since we're in a rush, figured it couldn't hurt to cast a wide net to all contractors in the area, regardless of skill or track record. If you're available — and I'm assuming you are — hurry up and grab your equipment. Hate to think about the kind of damage these ~mission(Client) could be doing.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
kareahsweep_desc_0004=Moments ago, one of our offline stations was infilitrated by a crew believed to be part of the ~mission(Client). It's important that they're not allowed to carry out whatever criminal action they are planning. \n\nTo that end, we're assembling a squad of armed and trained operators to secure and eliminate any criminal elements present at ~mission(Location). ~mission(CombatPay)Contractors are expected to provide their own transportation and weapons. They are also expected to be able to look after themselves. Please do us all a favor and don't take this job if you can't handle it.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
kareahsweep_from=~mission(Contractor)
kareahsweep_obj_long_01=Travel and gain access to the infilitrated site.
kareahsweep_obj_long_02=Clear site of hostiles.
kareahsweep_obj_long_03=Combat and eliminate hostiles to collect Hazard Pay.
kareahsweep_obj_marker_00=Go to Kareah
kareahsweep_obj_marker_01=Infilitrated Site
kareahsweep_obj_marker_02=Hostile
kareahsweep_obj_short_01=Access Infiltrated Site
kareahsweep_obj_short_02=~mission(AI_Remaining) hostiles remaining
kareahsweep_obj_short_03=Hazard Pay Bonus
kareahsweep_title=~mission(Title)
kareahsweep_title_0001=Trespassers Detected at ~mission(Location)
kareahsweep_title_0002=Security Post Breached
kareahsweep_title_0003=~mission(Location) Infiltrated
kareahsweep_title_0004=Break In At ~mission(Location)
killallanimal_desc,P=Find ~mission(Items) on ~mission(Location) and cull some of the population
killallanimal_title,P=Exterminate the ~mission(Items)
killallanimals_desc,P=~mission(Contractor|KillAnimalsDesc)
killallanimals_desc_prev,P=We have a population issue on ~mission(Location) please find the following animals and help us reduce their population:\n~mission(Items|List)
killallanimals_from,P=~mission(Contractor|KillAnimalsFrom)
killallanimals_obj_hud_01=~mission(Creature) Killed %ls
killallanimals_obj_long_01=Exterminate ~mission(creature) on ~mission(Location).
killallanimals_obj_short_01=Exterminate ~mission(creature) on ~mission(Location)
killallanimals_title,P=~mission(Contractor|KillAnimalsTitle)
killallanimals_title_prev,P=Exterminate Animals
killallkopion_desc,P=Usually I am more of a dog person but...
killallkopion_obj_long,P=Locate Kopion around Stanton 4 and exterminate them
killallkopion_obj_short,P=Kopion's Killed %ls
killallkopion_title,P=Exterminate the Kopions
killallmarok_desc,P=Do they tweet or squawk
killallmarok_obj_long,P=Locate Marok around Stanton 4 and exterminate them
killallmarok_obj_short,P=Marok's Killed %ls
killallmarok_title,P=Exterminate the Maroks
killanimalslocation_desc,P=~mission(Contractor|KillAnimalsLocationDesc)
killanimalslocation_from,P=~mission(Contractor|KillAnimalsLocationFrom)
killanimalslocation_obj_hud_03,P=~mission(Creature) Remaining %ls
killanimalslocation_obj_hud_04,P=No ~mission(Creature) Remaining At This Location
killanimalslocation_obj_long_01,P=Clear all Nests of ~mission(Creature).
killanimalslocation_obj_long_02,P=Locate nest inside ~mission(location|address).
killanimalslocation_obj_long_03,P=Eliminate all the ~mission(Creature) inside the ~mission(location|address).
killanimalslocation_obj_long_05,P=Clear remaining nests of ~mission(Creature).
killanimalslocation_obj_short_01,P=Clear All Nests of ~mission(Creature)
killanimalslocation_obj_short_02,P=Locate ~mission(Location) Nest
killanimalslocation_obj_short_03,P=Eliminate All ~mission(Creature)
killanimalslocation_obj_short_05,P=Clear Remaining Nests of ~mission(Creature)
killanimalslocation_title,P=~mission(Contractor|KillAnimalsLocationTitle)
killatlocation_desc,P=Go to ~mission(Location) and eliminate the ~mission(Creature) Infestation
killatlocation_multi_obj_HUD,P=Total Remaining ~mission(Creature): %ls
killatlocation_multi_obj_HUD_01,P=Exterminate ~mission(Creature) Population in Dens
killatlocation_multi_obj_HUD_02,P=Clear Remaining Dens of ~mission(Creature)
killatlocation_multi_obj_HUD_short,P=Clear ~mission(Creature) Den
killatlocation_multi_obj_long,P=Exterminate all ~mission(Creature) at ~mission(Location|Address).
killatlocation_multi_obj_short,P=Exterminate ~mission(Creature) at ~mission(Location|Name)
killatlocation_multi_obj_target,P=Eliminate ~mission(Creature)
killatlocation_obj_long_01,P=Locate the sand cave on ~mission(Location)
killatlocation_obj_long_02,P=Kill all the ~mission(Creature) at the den %ls
killatlocation_obj_short_01,P=Exterminate ~mission(Creature) Population in Dens
killatlocation_obj_short_02,P=~mission(Creature) remaining &ls
killatlocation_title,P=Pest Control
killcollect_desc,P=~mission(Contractor|KillCollectDesc)
killcollect_from,P=~mission(Contractor|KillCollectFrom)
killcollect_obj_hud_01=~mission(items) Collected %ls
killcollect_obj_hud_02=Items Delivered %ls
killcollect_obj_long_01=Collect ~mission(items).
killcollect_obj_long_02=Deliver requested items to ~mission(Destination|Address).
killcollect_obj_short_01=Collect ~mission(items)
killcollect_obj_short_02=Deliver Items to ~mission(Destination)
killcollect_title,P=~mission(Contractor|KillCollectTitle)
killcollectanimal_desc,P=Animals were harmed in the process ~mission(Items|List)
killcollectanimal_obj_long,P=Collect ~mission(Items) for delivery
killcollectanimal_obj_short,P=~mission(Items) Collected %ls
killcollectanimal_title,P=Gather Animal Resources
killcollectanimals_deliver_obj_long,P=Deliver the requested items
killcollectanimals_deliver_obj_short,P=Delivered Items %ls
killcollectkopion_desc,P=Locate any type of Kopion and bring us some of their horns
killcollectkopion_title,P=Gather Kopion Horns
killcollectmarok_desc,P=Just a little bit gross
killcollectmarok_obj_long,P=Locate Maroks and collect their pearls
killcollectmarok_obj_short,P=~mission(Items) Collected %ls
killcollectmarok_title,P=Gather Marok Pearls
kiosk_AdditionsLabel=Total Received:
kiosk_AmountMax=MAX
kiosk_AmountMin=1
kiosk_AmountMinus=-
kiosk_AmountPlus=+
kiosk_Armor_Shop,P=Armor_Shop
kiosk_AttractTitle=Shopping Console
kiosk_Back=Back
kiosk_BrowseShop=Browse Shop
kiosk_Buy=Buy
kiosk_BuyOnly=Buy Only
kiosk_BuyToEquip=Buy To Equip
kiosk_Cancel=Cancel
kiosk_CargoShop=Cargo Shop
kiosk_ChangeItemPort=Change Item Port:
kiosk_Clothing_Shop,P=Clothing_Shop
kiosk_CommodityShop=Commodity Shop
kiosk_Compare=Compare
kiosk_Confirm=Confirm Purchase
kiosk_Congratulations=Congratulations!
kiosk_CurrentBalance=Current Balance:
kiosk_CurrentBalanceLabel=Current Balance:
kiosk_EmptyText=Select an item from the left to view its details
kiosk_EquipPlayerItemMessage=After purchasing, these items will be available to equip through your inventory.
kiosk_EquipToItemPort=Equip to Item Port:
kiosk_EquipVehicleItemMessage=After purchasing, you may equip these items through the Vehicle Manager app in your mobiGlas.
kiosk_InsufficientFunds=Insufficient Funds
kiosk_ItemWillReplace=Item will replace the equipped:
kiosk_LabelLoadout=Loadout:
kiosk_LabelPort=Item Port:
kiosk_LabelShip=Ship:
kiosk_Make_A_Transaction=Make a Transaction
kiosk_Medical_Shop=Medical_Shop
kiosk_NewBalance=New Balance:
kiosk_NewBalanceLabel=New Balance:
kiosk_PharmacyShop=Pharmacy Shop
kiosk_PleaseConfirm=Please Confirm
kiosk_PleaseWait=Please Wait
kiosk_ProcessingPurchase=Processing Purchase
kiosk_PurchaseShip=Purchase Ship
kiosk_PurchaseSuccessful=Purchase Successful
kiosk_PurchaseUnsuccessful=Purchase Unsuccessful
kiosk_RefineryShop=Refinery Shop
kiosk_SelectItemPort=Select Item Port
kiosk_SelectLoadout=Select Loadout
kiosk_SelectQuantity=Select Quantity:
kiosk_SelectShip=Select Ship
kiosk_Sell=Sell
kiosk_SellEquippedFor=Sell equipped for:
kiosk_SellNow=Sell Now
kiosk_ShipPurchase=Ship Purchase
kiosk_ShipPurchased=Ship Purchased
kiosk_Ship_Parts,P=Vehicle_Parts
kiosk_ShopNow=Shop Now
kiosk_Shop_Supplies=Shop Supplies
kiosk_Shop_Terminal=Shop_Terminal
kiosk_SizeLabel=Size:
kiosk_StockIn=In Stock
kiosk_StockOut=Out Of Stock
kiosk_StoreAsCargo=Store as cargo:
kiosk_StoreEquippedTo=Store equipped to:
kiosk_StoreInGlobalInventory=Store in Global Inventory
kiosk_SubtractionsLabel=Total Sale Price:
kiosk_TouchStart=Touch Screen\nTo Start
kiosk_TransactionComplete=Transaction Complete
kiosk_TransactionFailed=Transaction Failed
kiosk_TravelerStrapline=Get out there today
kiosk_VantageStrapline=A New Way To Look At Flying
kiosk_Weapons_Shop,P=Weapons_Shop
kiosk_WelcomeTo=Welcome To
kiosk_equippingto=You are equipping to:
kiosk_ui_Durability=Durability
kiosk_ui_Performance=Performance
kiosk_ui_Stealth=Stealth
kopion=Kopion
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lens_health_symptoms_respiratory_damage=Respiratory Damage
lens_health_target_hurt=Healing Required
lens_health_time_to_death=Time To Death:
lens_health_time_to_downed=Life Expectancy:
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manufacturer_Desc987=Known for their more aggressive urban styling. Asymmetrical. Bold graphic prints.
manufacturer_DescABIN=Purveyor of high-end hangar decorations.
manufacturer_DescACAS=Corp focusing on the structural (non-combat) aspects of the ship. Builds sleek, elegant but powerful power plants.
manufacturer_DescACDO=Responsible for building the CommRelay infrastructure around the UEE, Aciedo also developed the technology to allow for system to system communications.
manufacturer_DescACOM=In racing circles, the term ACOM has come to have two meanings. The first is an abbreviation of the phrase a commanding lead meaning to pull so far ahead that the rest of the pack doesnt stand a chance of catching up. The second is a more recent usage in that it refers to the start-up manufacturing company who took the phrase as their epithet. ACOM focuses on creating ship components that handle as much power as possible as quickly as possible in order to give pilots the all-important extra edge during a race. Founded by the children of famed pit crew chief Garrit Bijarani, siblings Jayce and Zan took four generations of racing knowledge and gave it form in ACOMs full line of power plants and coolers.
manufacturer_DescAEGS=Aegis grew to prominence as a manufacturer of military spacecraft during the First Tevarin War. Favored by Ivar Messer, their orbital bombers grew to public prominence after his infamous victory on Idris IV and became synonymous with the ruthless Messer regime that followed. After the Fall of the Imperator, Aegis' contracts were stripped, their ships fell out of favor with the public, and the company went into a tailspin. They downsized their craft production and turned to manufacturing parts. However, time heals all wounds and today Aegis has risen once again to be a top military contractor of ships and components. 
manufacturer_DescALB=Reflect your rugged independence and attitude with Alejo Brothers gear.
manufacturer_DescAMD=Renowned high-end electronics design and tuning company. The Mustang Omega was a collaboration between Consolidated Outland and AMD.
manufacturer_DescAMRS=Formed early in the Messer era by recent veterans Marcelo Amon and Travis Reese, A&R Co. is one of the oldest energy weapon manufacturers in the UEE. Their designs have always been user focused and they have a well-earned reputation for dependability and ease of use, something the company claims derives from a dedication to field testing that well exceeds what other companies do.
manufacturer_DescANVL=For civilians, Anvil Aerospace produces small fighting craft but with less of the pirate stigma. These ships are more expensive, less spit-and-glue, and built to take more hits than a comparable Drake model. The bulk of Anvil's income is from its military contracts with the UEE to design and build their warships, especially the iconic Hornet.
manufacturer_DescAPAR=Apocalypse Arms produces aggressive, devastating weapons inspired by Messer-Era technology.
manufacturer_DescARCC=This massive conglomerate owns one of the planets in the Stanton system, but got its start building fusion engines for industrial craft. They also have a division for terraforming that's diverged into more of a mining consortium.
manufacturer_DescARGO=This commercial ship manufacturer focuses on building shuttles, transport vessels and utility vehicles that can be seen around the universe.
manufacturer_DescARMA,P=ArmaMod Description
manufacturer_DescASAD,P=PH Associated Science and Development Description
manufacturer_DescASAS=Ascension Astro started off as a boutique specialty company; selling high-end, low IR thrusters to wealthy clients who wanted to fly their luxury ships while avoiding the eyes of greedy pirates. As good as their thrusters were at being low-sig, the effect was often ruined when the engines or shielding made by other manufacturers would be screaming the ships presence. Slowly, Ascension began expanding their line to include a whole suite of components that, when working in conjunction, would provide an extremely low profile and a safer journey.
manufacturer_DescATK=A small boutique company that grew into an empire, A-Tek makes high-tech performance wear. Their soft-soled shoes are designed to be lightweight and flexible, primarily purpose is to give the wearer some tread.
manufacturer_DescAVNG=Manufacturer of Graphene and graphene products. A subsidiary of Vance Superindustrial.
manufacturer_DescBANU,P=Banu society combines the Human concepts of family and corporations into a single social unit know as a Souli, a cohabitation focused centered around a specific skillset. These Banu guilds do not control an entire market, rather there are always numerous Souli competing for the same market as the guilds are constantly in flux. \n\nBecause of this, the Banu do not market specific brand Soulis. Instead they simply market all their wares to Humans as Banu built.
manufacturer_DescBASL=Defensive system manufacturer who produces shield systems, ship armor and personal armor for both the military and private sector.
manufacturer_DescBEHR=The Behring Research Consortium was founded in 2554 on Terra as the end result of several years of buyouts and consolidation of dozens of small research and development firms by Behring Equity Investments. By having so many different research units focusing on a wide variety of developments, the Behring group hoped to increase the likelihood of expensive research resulting in a marketable product. Their history speaks for itself as the famed laboratory is accredited for the standardization of laser weaponry and dozens of other innovations. Today, Behring is still going strong with their technological forward products featuring straight forward and simple designs, making everything from guns, missiles, sentry drones, to shields and armor.
manufacturer_DescBLTR=Makers of advanced computer and analytic systems, Blue Triangle prides itself on hiring only the best engineers and programmers, many of whom started their careers as black hat hackers. 
manufacturer_DescBRRA=Founded by a pair of aerospace engineers, Broad & Rabiee began with a line of computers and components before branching out to turrets.
manufacturer_DescCBA=Code Blue Apparel produces a wide variety of longwear professional uniforms and jumpsuits that focus on comfort and personality without sacrificing functionality.
manufacturer_DescCBD=CBD. They're clothes. Either buy them or don't.
manufacturer_DescCCC,P=CC's Conversions Description
manufacturer_DescCDS=Ground-combat defensive systems, covers a lot of commercial territory from personal armor to defense systems. Naming convention tend to be pretty straight-forward and logical.\n\nModels: PAB-4 (Personal Ablative/Ballistic Light Armor)\n\nQDB-12 QuiKCade (Quick Deployment Barricade)
manufacturer_DescCHCO=A dedicated manufacturer of communication, radar and scan systems. They are the rugged go-to company for miners and explorers alike with their sturdy, well-tested and dependable products.
manufacturer_DescCLDA,P=Caldera Description.
manufacturer_DescCNOU=Founded by maverick trillionaire Silas Koerner, Consolidated Outland is an up-and-coming spacecraft concern, the first ever headquartered on a frontier world. Koerner, who made his sizable fortune in jump-communications, founded the company as an attempt to strike back at what he sees as the overly-regulated spacecraft industry. With facilities established as far from possible from the prying eyes of competing corporations, Outland is quickly becoming one to watch.
manufacturer_DescCRLF=Makes medical packs for commercial purposes. Formed by a group of doctors, CureLife was the first company to offer heavy medical solutions to the general public.
manufacturer_DescCRUS=Makers of an extensive fleet of cargo, vehicle and data transport ships, and cutting edge shuttles, Crusader Industries is a titan of the aerospace industry. It is a company so powerful and prominent that it purchased a gas giant in the Stanton system to house its current headquarters. 
manufacturer_DescCTL=City Lights makes timeless, affordable fashion for the entire family.
manufacturer_DescDMC=Still renowned for their denim, DMC has become so much more. From durable outerwear to rugged fashion, DMC knows that feeling good is just as important as looking good.
manufacturer_DescDNN,P=PH - DoNoNo Description
manufacturer_DescDOOM,P=Extremely aggressive looking homemade armor meant to protect and intimidate. This kind of armor is not only expected to survive the apocalypse, but also dominate its aftermath.
manufacturer_DescDRAK=Makes affordable, modular ships that have become the go-to manufacturer for anyone looking to get their first ship, but have become associated with criminal elements.
manufacturer_DescDRN=With their muted colors and classic cuts, Derion has become the definition of high-end business wear for men and women.
manufacturer_DescDYL,P=- Dyna Lei Description
manufacturer_DescELD=Escar Limited takes comfortable casual wear to the next level through interesting textiles and exquisite craftsmanship.
manufacturer_DescESPR,P=Originally formed as an archive for ship designs, Esperia began to build historically accurate reproductions for collectors, enthusiasts, and even the military.
manufacturer_DescEVL=They can't define you. They can't tell you who you are. EvaLight and let your voice be heard.
manufacturer_DescFFSY,P=Failed laser weapon manufacturer. Transformed into an engineering firm that came up with the weapon mount system that's almost uniformly used.
manufacturer_DescFIO=A timeless elegance lends an ease of wear that defines each sophisticated piece in Fiore's signature collection.
manufacturer_DescFRO,P=PH - Feroh Description
manufacturer_DescFSIN=While their batteries and semiconductors can be found powering a wide variety of products across the Empire, their new computer division has been much praised as Friskers looks to expand its operations in the 30th century.  
manufacturer_DescGAMA=Responsible for the design and construction of any ships with commercial or industrial applications, Gatac Manufacture has a long-standing reputation as a knowledge-driven corporation producing not only cutting edge ships, but extremely reliable ones.
manufacturer_DescGATS,P=This Earth-based company is responsible for hard-hitting array of ship weapons.
manufacturer_DescGEND,P=PH Generic Drink Description
manufacturer_DescGENF,P=PH Generic Food Description
manufacturer_DescGMNI=Personal weapon manufacturer. Generally makes kinetic weapons, but has recently acquired Octa, a small energy weapon start-up. Weapons are named sequentially.
manufacturer_DescGODI=When Humanity started being attacked by Vanduul, it was often those who lived in the border system who suffered the most. Believing that civilian defensive components were not up to facing this deadly enemy, Gorgon Defender Industries, founded by former inhabitants of Caliban, was established to take military strength products and deliver it the population at large so they could properly protect themselves. With the strength of their designs, Gorgon earned a reputation that soon caught the eye of the military.
manufacturer_DescGRIN,P=A trusted manufacturer of industrial tools since 2337, the companys extensive line of industrial equipment and armor make it one of the most respected brand names around. Greycat has remained a UEE staple for centuries thanks to their streamlined-yet-inventive designs, exacting safety standards, and a diverse product line.
manufacturer_DescGRNP=Seeking to stand out in the crowded field of manufacturers and to compete with the more developed “homeworlds,” the governments of four outer systems banded together to subsidize the creation of GNP, an entirely new kind of company that specialized in designing everything from full-range sensor suites to ship engines.
manufacturer_DescGSB,P=GSB description
manufacturer_DescGYS,P=If you need it, Gyson makes it. The company and its subsidiaries produce everything from carpets to cleaning solvents to industrial uniforms and even EVA suits at prices that can't be beat.
manufacturer_DescHDGW,P=Hedeby Gunworks Description
manufacturer_DescHDH=Very simply made clothing that is made for extreme environments. Takes inspiration from middle east and inuit designs.
manufacturer_DescHDTC,P=PH Hardin Tactical Desc
manufacturer_DescHRST,P=Hurston Dynamics Manufacturer placeholder info about company.
manufacturer_DescHWK=When they say that shoes make the man, Hawksworth's are the shoes they are talking about. Formal, classic, and constructed to the same exacting standards that has made the Hawksworth brand the standard to beat.
manufacturer_DescJOKR,P=From the mind of underground engineer Barlowe Elias, Joker Engineering is here to push the boundaries of tech, the foundations of civilization with their wild products.
manufacturer_DescJSPN=J-Span does only one thing, but does it well. For over a century they have focused on producing quality coolers at a reasonable price. Half the time these days, when you pop the hull of a spacecraft, chances are youre going to find a J-Span. Plus, their coolers can be found in more than just ships. They have a wide variety of sizes and shapes that can be found in everything from land transports, to computer systems, to refrigerator units. Appealing to the broader consumer market, their units might not have all the bells and whistles as some of the other manufacturers lines, but for the most part they avoid their quirks as well.
manufacturer_DescJUST=Second only to RSI in terms of longevity in the space industry, Juno Starwerk was founded in the 24th century to build long haul freighters to support the rapid Human expansion into other star systems. Utilitarian above all us, these ships were designed to do one thing: haul as much weight as possible as cheaply as possible. While, over time, as competition increased, their share of the ship market shrank, their components had earned a reputation for dependability and ease of maintenance. Their direct sales of these components soon made up the majority of the companies income and in 2513, the ceased ship manufacture entirely to focus on supplying industrial strength components. In parts of the verse there are generations of mechanics who have passed knowledge and techniques for working on Juno power plants like family heirlooms. This long history also means that Juno parts and repairs are easy to come by.
manufacturer_DescKBAR,P=Headquartered in the Kiel system, KnightBridge Arms is there to protect you and yours. With a weapon for every price point, you can rest assured that KnightBridge has your back.
manufacturer_DescKLWE=Formed in 2893, Klaus & Werner makes guns, and they make them well. This simple philosophy was the brainchild of Hector Klaus, a successful weapons inventor who believed above all else that simplicity of design would triumph in a combat situation.
manufacturer_DescKRIG=Kruger Intergalactic started as a custom machined parts manufacturer on Borea in the Magnus system, eventually expanded into weapon development and finally as a manufacturer of short-range ships like the P-52.
manufacturer_DescKRON,P=Kroneg Description
manufacturer_DescKSAR=Kastak Arms makes inexpensive energy weapons with intimidating names like Devastator and Firestorm, and aggressively markets them to distressed parts of the Empire. Even though the company portrays itself as providing weapons for personal defense, the brand has become more readily identified with people who use them for aggressive and unlawful purposes.
manufacturer_DescLNA,P=PH - Luna Description
manufacturer_DescLOCO,P=A manufacturer of affordable computers, computer parts, and accessories. There products don't have a lot of bells and whistles and often incorporate last gen tech, but because of that, what they do produce is reliable. Produce the Re-Authorized brand cryptokey.
manufacturer_DescLPLT=Made out of less expensive materials, Lightning Power continues to introduce new aesthetic changes to their ship components while relying on tried and true technology to run them.
manufacturer_DescMISC=Mass produces very efficient, modular ships, mostly armored freighters of different sizes that make them the preferred brand for traders and larger corporations. Over thirty years ago, MISC signed a lend-lease agreement to establish a tech trade with XiAn engineers.
manufacturer_DescMITE=Ubiquitous around the Empire, microTech and their range of electronics, datapads, mobile interfaces, handheld sensors and computer software upgrades for starships are used daily by almost everyone. Their line of mobiGlas personal computers have become an integral part of daily life for millions of people.
manufacturer_DescMRAI=The Mirai design team is dedicated to pairing the craftsmanship of their parent company MISC with Xian technology and traditional Saisei aesthetics to create the next generation of cutting-edge vehicles.
manufacturer_DescMXOX,P=The leader in energy technology, maxOx has been providing precise and effective laser systems for a variety of applications from medical to combat.
manufacturer_DescMYM,P=MYM description
manufacturer_DescNAVE=In the short time the company has been around, Nav-E7 has become an institution. Manufacturing various pieces of equipment used on a wide range of ships has given them quick renown as most ships in the 'verse feature at least one of their products.
manufacturer_DescNOVP,P=An company out of Terra that offers missiles and rockets at a low price.
manufacturer_DescNRS,P=NorthStar Description
manufacturer_DescNVS,P=PH - Navy Surplus Description
manufacturer_DescNVTC=High-end company known for manufacturing technically precise and experimental optics and weapon attachments. Founded in 2811, NV-TAC initially built sensors for long-range scanning stations and surveying operations before shifting operations to the more profitable personal weapon market. Seen by some as too expensive and feature-dense, but beloved by soldiers and security professionals for their durable design, precision adjustments, and reliable performance.
manufacturer_DescNVY=(PH) UEE Navy - Description
manufacturer_DescOCT,P=PH Octagon Description
manufacturer_DescOPS=Classic, simple and timeless, OpalSky creates casual attire. What millionaires wear when lounging on their space yachts.
manufacturer_DescOrigin=Known primarily for high-end ship manufacturing, but also provides some custom parts for their ships - particularly maneuvering thrusters. Sleek and elegant fusion of art and engineering
manufacturer_DescQRT,P=Quirinus Tech Description
manufacturer_DescR6P=R6 Pro's rugged footwear is made to withstand wear and tear in even the most extreme environments, so even if you get knocked down, we're there to help you get back up again.
manufacturer_DescRACO=Manufacturer of consumer and pro-grade ship components, RAMP Corp sponsors the Team RAMP M50 racing team.
manufacturer_DescRMB,P=PH - Rambler Description
manufacturer_DescRRS=Roussimoff Rehabilitation Systems (RRS) is an Earth-based corporation that provides rehabilitation services, personal body armor and defensive systems throughout the UEE. Their arms division is responsible for a groundbreaking series of new weaponry designed to incapacitate opponents without taking lives.
manufacturer_DescRSI=The original creators of the engine that kickstarted Humanitys expansion into space, Roberts Space Industries builds a wide range of spaceships that serve all needs, from basic interstellar travel to deep exploration on the outer edges of the galaxy. The tagline is “Roberts Space Industries: Delivering the Stars since 2075”
manufacturer_DescSADA=Manufacturers of the AMX-1 Repair Drone and the M3-A Multifunction Space Drone, Saga Datasystems was founded in 2847 by Lavinia Kilo, an industrial engineer. Today, in addition to drones they make a wide range of computers and complex integrated systems. 
manufacturer_DescSASU=Soft drinks, high end kitchen equipment, childrens toys? Sakura Sun. Rover platforms, terraforming solutions, bioengineered livestock? Sakura Sun. High-tech wave cannons, starship power plants, antimatter ordinance? Sakura Sun! While corporate conglomerates are not uncommon, its rare for any company to advertise them all under the same banner. But at Sakura Sun, empire-building is in full effect: youll find a little bit of everything branded with a distinctive purple sun-and-cherry-blossom logo, from plastic Hi-Ho Flatcat figurines to top-of-the-line multi-particle/wave cannons. Stranger still, Sakura Sun has successfully gained a reputation as a company that not only does a little bit of everything, but does it well.
manufacturer_DescSCH,P=PH - Schui Description
manufacturer_DescSCU,P=SCU description
manufacturer_DescSECO=One of the earliest companies to begin selling energy based shielding to civilians when the technology was declassified, Seal Corp has been in the industry centuries longer than its current modern day competition. For a while, the term seal was ubiquitous with shield and Sammy the Seal Corp seal is still one of the most recognizable mascots across the verse. While they have lost some market share to competitors over the years, they are still the most widely used brand of shields and their products can be bought easily in almost every system.
manufacturer_DescSHIN,P=Shubin Interstellar Description
manufacturer_DescSPV=SPV brings you inventive twists and inspirational detailing for a day to night collection that is whatever you want it to be.
manufacturer_DescSYFB,P=PH Syang Fabrication Description
manufacturer_DescTALN,P=A Croshaw-based munitions manufacturer that focuses on missiles, bombs, and torpedoes. \n\nIf it exists, theres a Talon that can blow it up.
manufacturer_DescTARS=Founded by a pair of mechanics who were attempting to make an affordable module that would convert a quantum drive into a jump drive, Tarsus has evolved to become one of the main producers of dependable jump drives in the UEE. Over time they also expanded to build their own quantum drives as well. 
manufacturer_DescTHCN,P=Thermyte Concern
manufacturer_DescTHP,P=PH - Tehachapi Description
manufacturer_DescTKSU=Founded in 2894, Takuetsu is a leading die-cast model manufacturer based in Fujin City, Centauri system. The company is primarily known for their highly detailed models of spaceships but also makes a wide variety of other collectables.
manufacturer_DescTMBL=Tumbril Land Systems got its start manufacturing ultra-rugged land vehicles built to explore the strange and dangerous landscapes of newly discovered planets. With the onset of the First Tevarin War, Tumbril expanded their operations when they won a government contract to build tanks and other military vehicles for the UPE military. Over the centuries the company eventually folded. Today, the Tumbril brand has been revived to build land vehicles from tanks to exploration vehicles and personal HOVs in both the civilian and military market.
manufacturer_DescTYDT=Tyler Design & Tech began its life manufacturing generators, air purifiers, and other necessities for planetary settlers. Tyler focused on making products that, while not as powerful as some other brands, were durable and extremely efficient with little heat byproduct which led to the development of low-signature power plants.  It wasnt long before even the UEE Navy began to outfit some of their own stealth crafts with Tyler parts, and with their new success the company was able to expand their ship component line into what it is today.
manufacturer_DescUBA,P=- Universal Body Armor Description
manufacturer_DescUEE=The unified collection of planets and systems under Human control, the UEE strives to create a safe and just empire, championing equality and opportunity for all its inhabitants.
manufacturer_DescUNKN,P=PH Unknown Manufacturer Description
manufacturer_DescUPS=Upsiders is a lifestyle footwear brand with excellent options for every member of your family.
manufacturer_DescUTFL,P=Been around for a couple hundred years. Survival company that makes knives. Got their start by making combat knives for the UEE Army. Expanded their operations to the public after decades of proud service.
manufacturer_DescVGL=High-end Commercial and Personal armor manufacturer. Aside from combat uses, they build systems for heavy commercial and mining applications.\n\nModels: Achilles PDS (Heavy Combat Armor)\n\nZeus System (Titan Armor)
manufacturer_DescVNCL=Military designations for the various Vanduul ship components.
manufacturer_DescVPW,P=PH - Vaporwear Description
manufacturer_DescWCPR=Subsidiary of RSI, handles a small percentage of their thruster and ship options construction as well as cooling systems.
manufacturer_DescWETK=Upstart company made by former employees of Ascension Astro.
manufacturer_DescWLOP=WillsOp have products to cover the whole spectrum of electronic analysis from tracking and targeting to scanners and deep-space radar.
manufacturer_DescXNAA=Though many attributed their elevation to the sole provider of light craft to audacity and daring, Aopoa cemented their position thanks to the innovative dual-vector thruster technology that has revolutionized their ship design.
manufacturer_DescYORM=Gotlieb Yorm was a top racing pilot on the professional circuit, who was known for his willingness to do anything to shave a few more seconds off his lap times. For a short while, before the Safety Commission stepped in, he would race naked, claiming clothes were an unnecessary weight. Another such innovation that was considerably more successful (and modest) was his insistence that the shields being used on his racer were too powerful. He really only needed to be able to fend off a few shots, because after that he would either have maneuvered his ship out of targeting range, or he would have lost the race anyway. Gutting apart an existing shield by hand, Yorm hacked together a lighter shield that would draw less power and only protect him just enough to escape. Soon, many other racers were trying to mimic his efforts, and when Yorm retired, he went on to successfully sell his modified shield design.
manufacturer_Name987=987
manufacturer_NameABIN=Abernathy Interiors
manufacturer_NameACAS=Ace Astrogation
manufacturer_NameACDO=Aciedo CommRelay
manufacturer_NameACOM=ACOM
manufacturer_NameAEGS=Aegis Dynamics
manufacturer_NameALB=Alejo Brothers
manufacturer_NameAMD=Accelerated Mass Design
manufacturer_NameAMRS=Amon & Reese Co.
manufacturer_NameANVL=Anvil Aerospace
manufacturer_NameAPAR=Apocalypse Arms
manufacturer_NameARCC=ArcCorp
manufacturer_NameARGO=Argo Astronautics
manufacturer_NameARMA=ArmaMod
manufacturer_NameASAD,P=PH Associated Science and Development
manufacturer_NameASAS=Ascension Astro
manufacturer_NameATK=A-Tek
manufacturer_NameAVNG=adVance NanoGraph
manufacturer_NameBANU=Banu
manufacturer_NameBASL=Basilisk
manufacturer_NameBEHR=Behring
manufacturer_NameBLTR=Blue Triangle Inc.
manufacturer_NameBRRA=Broad & Rabiee
manufacturer_NameCBA=CBA
manufacturer_NameCBD=CBD
manufacturer_NameCCC,P=CC's Conversions
manufacturer_NameCDS=Clark Defense Systems
manufacturer_NameCHCO=Chimera Communications
manufacturer_NameCLDA=Caldera
manufacturer_NameCNOU=Consolidated Outland
manufacturer_NameCRLF=Curelife
manufacturer_NameCRUS=Crusader Industries
manufacturer_NameCTL=City Lights
manufacturer_NameDMC=Denim Manufacturing Company
manufacturer_NameDNN=DoNoNo
manufacturer_NameDOOM=Doomsday
manufacturer_NameDRAK=Drake Interplanetary
manufacturer_NameDRN=Derion
manufacturer_NameDYL=Dyna Lei
manufacturer_NameELD=Escar Limited
manufacturer_NameESPR=Esperia
manufacturer_NameEVL=Evalight
manufacturer_NameFFSY=Flashfire Systems
manufacturer_NameFIO=Fiore
manufacturer_NameFRO=Feroh
manufacturer_NameFSIN=Friskers Inc.
manufacturer_NameGAMA=Gatac Manufacture
manufacturer_NameGATS=Gallenson Tactical Systems
manufacturer_NameGEND,P=Consumable
manufacturer_NameGENF,P=Consumable
manufacturer_NameGMNI=Gemini
manufacturer_NameGODI=Gorgon Defender Industries
manufacturer_NameGRIN=Greycat Industrial
manufacturer_NameGRNP=GNP
manufacturer_NameGSB=GSB
manufacturer_NameGYS=Gyson Inc.
manufacturer_NameHDGW=Hedeby Gunworks
manufacturer_NameHDH=Habidash
manufacturer_NameHDTC=Hardin Tactical
manufacturer_NameHRST=Hurston Dynamics
manufacturer_NameHWK=Hawksworth's
manufacturer_NameJOKR=Joker Engineering
manufacturer_NameJSPN=J-Span
manufacturer_NameJUST=Juno Starwerk
manufacturer_NameKBAR=KnightBridge Arms
manufacturer_NameKLWE=Klaus & Werner
manufacturer_NameKRIG=Kruger Intergalatic
manufacturer_NameKRON=Kroneg
manufacturer_NameKSAR=Kastak Arms
manufacturer_NameLNA=Luna
manufacturer_NameLOCO=Lortell Computing
manufacturer_NameLPLT=Lightning Power Ltd.
manufacturer_NameMISC=Musashi Industrial & Starflight Concern
manufacturer_NameMITE=microTech
manufacturer_NameMRAI=Mirai
manufacturer_NameMXOX=maxOx
manufacturer_NameMYM=MYM
manufacturer_NameNAVE=Nav-E7 Gadgets
manufacturer_NameNOVP=Nova Pyrotechnica
manufacturer_NameNRS=NorthStar
manufacturer_NameNVS=Navy Surplus
manufacturer_NameNVTC=NV-TAC
manufacturer_NameNVY=UEE Navy
manufacturer_NameOCT=Octagon
manufacturer_NameOPS=OpalSky
manufacturer_NameOrigin=Origin Jumpworks
manufacturer_NameProtLife=ProtLife Insurance
manufacturer_NameQRT=Quirinus Tech
manufacturer_NameR6P=R6 Pro
manufacturer_NameRACO=RAMP Corporation
manufacturer_NameRMB=Rambler
manufacturer_NameRRS=Roussimoff Rehabilitation Systems
manufacturer_NameRSI=Roberts Space Industries
manufacturer_NameSADA=Saga Datasystems
manufacturer_NameSASU=Sakura Sun
manufacturer_NameSCH=Schui
manufacturer_NameSCU=SCU
manufacturer_NameSECO=Seal Corporation
manufacturer_NameSHIN=Shubin Interstellar
manufacturer_NameSPV=Spar Van Miles
manufacturer_NameSYFB=Syang Fabrication
manufacturer_NameTALN=Talon
manufacturer_NameTARS=Tarsus
manufacturer_NameTHCN=Thermyte Concern
manufacturer_NameTHP=Tehachapi
manufacturer_NameTKSU=Takuetsu
manufacturer_NameTMBL=Tumbril Land Systems
manufacturer_NameTYDT=Tyler Design & Tech
manufacturer_NameUBA=Universal Body Armor
manufacturer_NameUEE=United Empire of Earth
manufacturer_NameUNKN=Unknown
manufacturer_NameUPS=Upsiders
manufacturer_NameUTFL=UltiFlex
manufacturer_NameVGL=Virgil
manufacturer_NameVNCL=Vanduul
manufacturer_NameVPW=Vaporwear
manufacturer_NameWCPR=Wen/Cassel Propulsion
manufacturer_NameWETK=Wei-Tek
manufacturer_NameWLOP=WillsOp
manufacturer_NameXNAA=Aopoa
manufacturer_NameYORM=Yorm
masterMode_NAV=NAV Mode
masterMode_NAV_long=Navigation Mode
masterMode_NAV_short=NAV
masterMode_None=NONE
masterMode_None_Short=NONE
masterMode_SCM=SCM Mode
masterMode_SCM_long=Combat Mode
masterMode_SCM_short=SCM
me_blackboxillegal_title_0004=Retrieval
me_bounty_title_0003=Capture/Kill Order
me_planetcollect_steal_title_0003=Collection job
med_Admin_ClonesTab,P=Registered Imprints
med_Admin_LastClone,P=Last Regeneration
med_Admin_Patient,P=Patient
med_Admin_Procedure,P=Treatment
med_Admin_RemoveAll=Remove all
med_Admin_RemoveAllMessage=Remove all imprints stored at this location?
med_Admin_RemoveSelected,P=Remove Selected
med_Admin_Title=Admin
med_Admin_When,P=When
med_Clone_AdviceToSetRespawn=Please visit a different medical facility to update your regen location.
med_Clone_Cancel=Cancel
med_Clone_ChangeLocation=Change your preferred regen location?
med_Clone_CloningUnsupported=Current location does not support regeneration
med_Clone_Confirm=Confirm
med_Clone_CurrentLocation=Current Location
med_Clone_CurrentRespawn=Current Regen Location:
med_Clone_Distance=Distance:
med_Clone_FacilityFormName=Facility:
med_Clone_HistoryTab,P=History
med_Clone_HomeTitle=Primary Residence Facility
med_Clone_InsuranceTab,P=Insurance
med_Clone_LocationAlreadySet=As your Primary Residence, your imprint is already registered at this medical facility.
med_Clone_LocationTab,P=Location
med_Clone_ReleaseClone=Reset Location
med_Clone_ReleaseDesc=By confirming, you agree that upon death you will be regenerated near your Primary Residence. To transfer your imprint to a different facility in the future, please visit that location.
med_Clone_RespawnNotSupported=This medical facility does not currently support regeneration.
med_Clone_Title=Regeneration
med_Clone_TouchScreen=Please touch the screen to manage your regeneration options
med_Clone_TransferClone=Transfer Imprint
med_Clone_TransferTo=Transfer Imprint to
med_Clone_TransferToDesc=By confirming, you agree that upon death, you will be regenerated at this facility. To select a different facility, please visit that location to authorize the transfer of your imprint.
med_DropOff_Interior_A=Incapacitated patient drop off only!
med_DropOff_Interior_B=If you require personal medical assistance, please proceed to the medical facility's main entrance.
med_DropOff_PatientsTransferred=Medical Staff have been notified and are standing by to provide care.
med_DropOff_PlacePatient=Place Patients In Elevator
med_DropOff_ThankYou=Thank You
med_DropOff_Title=Emergency Drop Off
med_DropOff_TouchScreen=Press To Admit Patients
med_DropOff_UninjuredPlayers=All Non-Patients Must Exit Elevator to Proceed
med_Header_BedFullLocation=%s, %s
med_Header_OperatorName=Operator Name
med_Header_OperatorWallet,P=Operator Wallet
med_Header_PatientName=Patient Name
med_Header_Tier=Treatment Tier
med_Header_Title=Medical Assistant
med_Heal_AdministerDrugs=Administer Drugs
med_Heal_Amount=Dosage
med_Heal_AutoMed=Auto-Med
med_Heal_AutoMedDesc=Administer drugs to manage symptoms
med_Heal_AutoMedTip=Set Optimal Dosage to Manage Symptoms
med_Heal_AutoMedTipNoInjuries=Unavailable; No Injuries Detected
med_Heal_AutoMedTipUnavailable=Unavailable; Treating Injuries Recommended
med_Heal_AutoMedTitle=Auto-Medication
med_Heal_BloodDrugLevel=Blood drug level
med_Heal_Drug=Drug
med_Heal_DrugHeader=Prescribed Drugs for Symptoms:
med_Heal_Duration=Duration
med_Heal_Head=Head
med_Heal_HealingInProgress=Healing in progress...
med_Heal_Injury=Injury
med_Heal_LeftArm=Left Arm
med_Heal_LeftLeg=Left Leg
med_Heal_Medication=Medication
med_Heal_Minor=Minor
med_Heal_Moderate=Moderate
med_Heal_MoreInjuries=Other injuries have been detected
med_Heal_NA=-
med_Heal_NoInjuriesDetected=No Injuries Detected
med_Heal_NoMedicationRequired=No medication is required. Please check the treatment tab for available options.
med_Heal_NoSurgeryRequired=No treatments are currently required.
med_Heal_NoneSelected=Perform Treatments (None Selected)
med_Heal_Overdose=Add Resurgera
med_Heal_OverdoseRevival=Resurgera Added
med_Heal_PerformSurgery=Perform Treatments (x%i)
med_Heal_Procedure=Available Options
med_Heal_RecommendSurgery=Can Be Treated Here
med_Heal_Recommended=Recommended Action:
med_Heal_Reset=Reset
med_Heal_ReturnToHealing=Returning to Patient Care
med_Heal_ReturnToMainMenu=Returning to the Main Menu
med_Heal_RightArm=Right Arm
med_Heal_RightLeg=Right Leg
med_Heal_SelectInjury=Select Injury to View Information
med_Heal_SelectProcedure=Please select one or more treatments
med_Heal_Severe=Severe
med_Heal_Status=Status
med_Heal_SuccessfulTreatments=Treatment Successful
med_Heal_Surgery=Treatment
med_Heal_Tier=Tier
med_Heal_TierShort=T
med_Heal_Title=Patient Care
med_Heal_Torso=Torso
med_Heal_Treatment=Perform Treatment
med_Heal_UnavailableSurgery=WARNING - A T%i medical facility is needed. Medication is advised while in transit.
med_Heal_VisitFacility=Visit T%i facility for treatment
med_Start_Body=You have been regenerated following the expiration of your previous body
med_Start_CloneDesc=Manage imprint records and regeneration options.
med_Start_CloneMe=Regeneration
med_Start_ContinueButton=Continue
med_Start_CourtesyEquip=As a courtesy, a flight suit and helmet have been placed in your local storage
med_Start_DeathCauseTitle=Probable cause of death:
med_Start_EmergencyCourtesy=The items that were on your person have been recovered and placed in local storage
med_Start_EmergencyFees=Recovery and treatment fees have been covered by the UEE
med_Start_EmergencyRescue=You have been rescued following a medical emergency
med_Start_FeesCovered=Recovery and regeneration fees have been covered by the UEE
med_Start_HealDesc=View current status, customize treatment, and administer medication.
med_Start_HealMe=Medical Care
med_Start_LoggingIn=Accessing Records...
med_Start_ManageDesc=Manage the treatment, imprint and regeneration options at this location.
med_Start_ManageNetwork=Admin
med_Start_NoPatient=No patient in bed
med_Start_OnlyAdmins=You Are Not Authorized to Access
med_Start_Recommended=Recommended Option
med_Start_TouchScreenToBegin=Please touch the screen to begin
med_Start_ViewDesc=View patient's status, customize treatment, and administer medication.
med_Start_ViewPatient=Patient Care
med_Start_Welcome=Digital Medical Assistant
med_Start_WelcomeBack=Welcome back
med_Start_WelcomeCalliope=Please select an option from the available services
med_Start_WelcomeTo=Welcome to
med_TriageTouchScreen=Please touch the screen to recieve a medical room assignment
med_Triage_BasementPrefix=B
med_Triage_CheckIn=Patient Check In
med_Triage_CheckInFailed=Sorry, there are currently no rooms available
med_Triage_CheckingIn=Checking Availability...
med_Triage_Floor=, Floor
med_Triage_Lobby=Main Floor
med_Triage_ProceedTo=Please proceed to
med_Triage_Room=Room
med_Triage_TryAgainLater=Please try again later
med_Triage_Welcome=Welcome
med_damageType_bullet=Ballistic Weapon
med_damageType_collision=Collision
med_damageType_crash=Vehicle Collision
med_damageType_drown=Drowning
med_damageType_energyWeapon=Energy Weapon
med_damageType_explosion=Explosive
med_damageType_fallDamage=Falling Impact
med_damageType_melee=Melee Weapon
med_damageType_suffocate=Suffocation
med_damageType_suicide=Suicide
med_damageType_unarmedMelee=Unarmed Attack
med_deathReason_hitDamage=Severe Impact
med_deathReason_hitDamageInstantDeath=Fatal Impact
med_deathReason_hungerOrThirst=Malnutrition
med_deathReason_overdose=Overdose
med_deathReason_tempurature=Temp. Exposure
med_hospitalisationReason_died=Natural Causes
med_hospitalisationReason_incapacitatedAndBroughtToHangar=Arrived Incapacitated at Emergency Drop Off
med_hospitalisationReason_incapacitatedAndBroughtToHospital=Arrived Incapacitated at Medical Facility
med_hospitalisationReason_incapacitatedInLandingZone=Arrived Incapacitated in Landing Zone
med_hospitalisationReason_injuredAndBroughtToHangar=Arrived Injured at Emergency Drop Off
med_hospitalisationReason_selfCheckin=Self Admitted
med_statuseffect_bleed,P=Hæmorrhage
med_statuseffect_dead,P=Deceased
med_statuseffect_dehydrationdamage,P=Dehydration
med_statuseffect_depressurizationdamage,P=Depressurization
med_statuseffect_downeddamagedecay,P=Bleeding out
med_statuseffect_hyperthermiadamage,P=Hyperthermia
med_statuseffect_hypothermiadamage,P=Hypothermia
med_statuseffect_meleedamage,P=Melee damage
med_statuseffect_overdosedamage,P=Drug overdose
med_statuseffect_starvationdamage,P=Starvation
med_statuseffect_suffocationdamage,P=Asphyxiation
med_surgeryName_deadlyInjury_head=Treat Severe Head Injury
med_surgeryName_deadlyInjury_leftArm=Treat Severe Left Arm Injury
med_surgeryName_deadlyInjury_leftLeg=Treat Severe Left Leg Injury
med_surgeryName_deadlyInjury_rightArm=Treat Severe Right Arm Injury
med_surgeryName_deadlyInjury_rightLeg=Treat Severe Right Leg Injury
med_surgeryName_deadlyInjury_torso=Treat Severe Torso Injury
med_surgeryName_injury_head=Treat Minor Head Injury
med_surgeryName_injury_leftArm=Treat Minor Left Arm Injury
med_surgeryName_injury_leftLeg=Treat Minor Left Leg Injury
med_surgeryName_injury_rightArm=Treat Minor Right Arm Injury
med_surgeryName_injury_rightLeg=Treat Minor Right Leg Injury
med_surgeryName_injury_torso=Treat Minor Torso Injury
med_surgeryName_majorInjury_head=Treat Moderate Head Injury
med_surgeryName_majorInjury_leftArm=Treat Moderate Left Arm Injury
med_surgeryName_majorInjury_leftLeg=Treat Moderate Left Leg Injury
med_surgeryName_majorInjury_rightArm=Treat Moderate Right Arm Injury
med_surgeryName_majorInjury_rightLeg=Treat Moderate Right Leg Injury
med_surgeryName_majorInjury_torso=Treat Moderate Torso Injury
medbed_cancel_spawnpoint=Clear As Preferred ICU
medbed_clearall_spawnpoint=Clear All ICU Settings
medbed_heal=Treat Injuries
medbed_set_spawnpoint=Set As Preferred ICU
meet_miles_il_desc=~mission(Description)
meet_miles_il_desc_0001=Hey, got your name from a couple people I trust. I find myself in need of dependable people who are capable of pulling off discreet jobs. Come on by ~mission(Location) when you can and we'll talk.\n\nM
meet_miles_il_desc_0002=Been hearing a lot about you. Figured it might be in both of our best interest to talk. I'm over at ~mission(Location) if you're interested.
meet_miles_il_from=Miles Eckhart
meet_miles_il_marker_01=Miles Eckhart
meet_miles_il_obj_long_01=Meet with Miles Eckhart
meet_miles_il_obj_short_01=Meet Miles Eckhart
meet_miles_il_title=~mission(Title)
meet_miles_il_title_0001=Something on the side
meet_miles_il_title_0002=Extra work
meet_miles_il_title_0003=Job opportunity
meet_miles_il_title_0004=A paid favor
meet_miles_lg_desc=~mission(Description)
meet_miles_lg_desc_0001=Hey there. I run a small security company and we're always in the market for solid operators. Anyway, I've been hearing good things about you and figured we could help each other out. Let me know if you'd like to meet. If so, swing on by ~mission(Location) and we can talk.\n\nMiles Eckhart\nCEO\nECKHART SECURITY\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
meet_miles_lg_desc_0002=Miles Eckhart here. I got your name from our HR department. They've been hearing good things about you and recommended I reach out. Now, I like to meet somebody face to face before I get into business with them. Call me old fashioned. So why don't you swing by ~mission(Location) and we'll talk. See if we feel like working together.\n\nMiles Eckhart\nCEO\nECKHART SECURITY\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
meet_miles_lg_from=Miles Eckhart
meet_miles_lg_marker_01=Miles Eckhart
meet_miles_lg_obj_long_01=Meet with Miles Eckhart
meet_miles_lg_obj_short_01=Meet Miles Eckhart
meet_miles_lg_title=Eckhart Security Job Op
mfd_custom_view=Custom View
mfd_missile_armed,P=Armed
mfd_overall_view=Overall View
mfd_power_components=Power Components
mfd_power_components_label=comp
mfd_power_label=pwr
mfd_power_log=Power Log
mfd_power_log_label=log
mfd_power_overview=Power Overview
mfd_power_overview_label=ovr
mfd_power_view=Power View
mfd_scan_ID,P=Registered ID
mfd_target_integrity=Target Integrity
mfd_target_integrity_label=int
mfd_target_label=trg
mfd_target_profile=Target Profile
mfd_target_profile_label=prf
mfd_target_range=Target Range
mfd_target_range_label=rng
mfd_target_view=Target View
mfd_view_self_status_weapon_loadout,P=Weapons Loadout
mfd_weapon_designation_placeholder=XX-000
mgClovus_opensalvage_desc_001=Fortune has shined upon us once again. Ive just learned of a battle near ~mission(Location) thats just transpired far from the prying eyes of any meddlesome comm arrays, and reinforcements from either of the forces involved have yet to be dispatched. This means that there is a window of opportunity for an enterprising soul to pick the graveyard clean.\n \nId like to extend this opportunity to all my trusted contacts. Any and all interested parties can have the location… for the right price. Coordinates will be provided once you accept the contract and will remain available until you choose to terminate it.\n\nOf course, speed will be of the essence as you will not only face potential competition from other salvagers, but also the looming possibility of reinforcements arriving to survey the battlefield. \n\nIf youre still hesitating, just remember, fortune favors the bold.\n\n-cd
mgClovus_opensalvage_obj_00_long=Travel to the battlefield.
mgClovus_opensalvage_obj_00_short=Travel to the Battlefield
mgClovus_opensalvage_obj_01_long=Salvage the battlefield.
mgClovus_opensalvage_obj_01_marker=Salvage Area
mgClovus_opensalvage_obj_01_short=Salvage the Battlefield
mgClovus_opensalvage_title_001=In the Wake of Disaster
mg_battaglia_blackbox_danger_001=\nSPECIAL NOTES:\nIt is not clear yet what happened to the vessel, but there is a strong likelihood it was an outlaw attack. If so, there still may be hostiles in the area. Be on your guard. \n 
mg_battaglia_blackbox_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: BLACK BOX RECOVERY\n\nWORK BRIEF: \nWe've received word that an M.A. affiliated vessel was recently reported destroyed. To make sure that those responsible are held accountable and Survivor Benefits are properly paid, we need you to retrieve the flight recorder from the wreckage site and deliver it to ~mission(Destination).\n~mission(Timed)\nPAYMENT:\nStandard listed rate upon delivery of black box.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
mg_battaglia_blackbox_marker_01=Wreck Site
mg_battaglia_blackbox_marker_02=Black Box
mg_battaglia_blackbox_marker_03=Delivery Drop Off
mg_battaglia_blackbox_obj_long_01=Go to the wreck site and search for the black box.
mg_battaglia_blackbox_obj_long_02=Recover the black box from the wreckage.
mg_battaglia_blackbox_obj_long_03=Deliver black box to ~mission(Location).
mg_battaglia_blackbox_obj_short_01=Go To Wreck Site
mg_battaglia_blackbox_obj_short_02=Recover Black Box
mg_battaglia_blackbox_obj_short_03=Deliver Black Box
mg_battaglia_blackbox_timed_001=\nDURATION:\nSince there is a risk of scavengers picking the wreck site clean, this needs to be taken care of ASAP.\n 
mg_battaglia_blackbox_title_0001=Black Box Recovery
mg_battaglia_claimsweep_desc_001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: REMOVE THIEVES FROM ~mission(Location)\n\nWORK BRIEF: \nOne of our worksites over at ~mission(LagrangeLocation) got pinched. The legit miners were ousted and the dirtbags responsible rolled in, set up some nasty sentries, and began harvesting the claim for themselves. \n\nI need you to go in and clear out any trace of these stealing scum, orbital sentries and all, so that our people can get back to work.  \n\nPAYMENT:\nStandard listed rate upon successful removal of hostile threat.\n\nSPECIAL NOTES:\nThese orbital sentries pack a punch. See that you're outfitted properly to deal with them.\n\nAUTHORIZATION:\nBattaglia, Recco
mg_battaglia_claimsweep_title_001=Remove Thieves From ~mission(Location)
mg_battaglia_contractor=Recco Battaglia
mg_battaglia_deliver_ore_danger_001=\nSPECIAL NOTES:\nThere have been a lot of reports of increased outlaw activity in this sector. Be wary of anything suspicious. \n 
mg_battaglia_deliver_ore_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: ORE SAMPLE DELIVERY\n\nWORK BRIEF: \nYou are being contracted to bring a sample of ore from ~mission(Location) back to ~mission(Destination) for comparative mineral analysis.\n~mission(Timed)\nPAYMENT:\nStandard listed rate upon completion.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
mg_battaglia_deliver_ore_marker_01=Pickup Site
mg_battaglia_deliver_ore_marker_02=Sample
mg_battaglia_deliver_ore_marker_03=Drop Off
mg_battaglia_deliver_ore_obj_long_01=Go to ~mission(Location) to pick up ore sample.
mg_battaglia_deliver_ore_obj_long_02=Pick up the ore sample.
mg_battaglia_deliver_ore_obj_long_03=Deliver the sample to ~mission(Destination).
mg_battaglia_deliver_ore_obj_short_01=Go To Pickup Site
mg_battaglia_deliver_ore_obj_short_02=Pick Up Sample
mg_battaglia_deliver_ore_obj_short_03=Deliver Sample
mg_battaglia_deliver_ore_timed_001=\nDURATION:\nThe sample must be delivered in the allotted time. Late deliveries will be subject to penalties.\n 
mg_battaglia_deliver_ore_title_0001=Ore Sample Delivery
mg_battaglia_desc=~mission(Description)
mg_battaglia_escort_safety_danger_001=\nSPECIAL NOTES:\nThere is a good reason the miner is shelling out for an escort. The area has seen more than its fair share of trouble recently. Do what you have to so my miner comes back in one piece. \n\n
mg_battaglia_escort_safety_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: ARMED ESCORT\n\nWORK BRIEF: \nAn urgent comm has arrived from a miner out near ~mission(Location). They picked up a possible threat in the area and are rightly concerned that they will not be able to make it to ~mission(Destination) without an armed ship escorting them.\n~mission(Timed) \nPAYMENT:\nStandard listed rate once the miner is escorted to their final destination. If hostilities do occur, a combat pay bonus will be issued.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
mg_battaglia_escort_safety_destination_0001=a safe point
mg_battaglia_escort_safety_destination_0002=a point of safe egress
mg_battaglia_escort_safety_destination_0003=their destination
mg_battaglia_escort_safety_destination_0004=somewhere they can quantum from
mg_battaglia_escort_safety_marker_01=Distress Beacon
mg_battaglia_escort_safety_marker_02=Protect
mg_battaglia_escort_safety_marker_03=Destination
mg_battaglia_escort_safety_obj_long_01=Rendezvous at miner's distress beacon.
mg_battaglia_escort_safety_obj_long_02=Move into protective formation while the ship prepares to travel.
mg_battaglia_escort_safety_obj_long_03=Escort the miner to ~mission(Destination).
mg_battaglia_escort_safety_obj_opt_01=Combat Pay Bonus
mg_battaglia_escort_safety_obj_short_01=Rendezvous At Beacon
mg_battaglia_escort_safety_obj_short_02=Hold In Formation
mg_battaglia_escort_safety_obj_short_03=Escort To Safety
mg_battaglia_escort_safety_timed_001=\nDURATION:\nThis is an active situation and needs an immediate response.\n 
mg_battaglia_escort_safety_title_0001=Escort To Safety
mg_battaglia_escort_scan_complexity_001=a single nav point
mg_battaglia_escort_scan_complexity_002=a single location
mg_battaglia_escort_scan_complexity_003=several locations
mg_battaglia_escort_scan_complexity_004=multiple stops
mg_battaglia_escort_scan_complexity_005=several navpoints
mg_battaglia_escort_scan_complexity_006=a series of stops
mg_battaglia_escort_scan_complexity_007=a series of locations
mg_battaglia_escort_scan_complexity_008=a list of navpoints
mg_battaglia_escort_scan_danger_001=\nSPECIAL NOTES:\nThere is a good reason the miner is shelling out for an escort. The area has seen more than its fair share of trouble recently. Do what you have to so my miner comes back in one piece. \n\n
mg_battaglia_escort_scan_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: ARMED ESCORT\n\nWORK BRIEF: \nA miner is in need of an escort while they scan ~mission(Complexity) around ~mission(Location) for possible new dig sites. You will be expected to protect them should any trouble arise. \n \nPAYMENT:\nStandard listed rate once the miner is escorted to their final destination. If hostilities do occur, a combat pay bonus will be issued.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco\n
mg_battaglia_escort_scan_desc_0002=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: ARMED ESCORT\n\nWORK BRIEF: \nOne of our members needs an escort to watch their back at ~mission(Complexity) while they scan for potential dig sites around ~mission(Location). If anyone attempts to interfere with them, it'll be up to you to protect them. \n \nPAYMENT:\nStandard listed rate once the miner is escorted to their final destination. If hostilities do occur, a combat pay bonus will be issued.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
mg_battaglia_escort_scan_marker_01=Rendezvous
mg_battaglia_escort_scan_marker_02=Escort
mg_battaglia_escort_scan_marker_02a=Nav Point
mg_battaglia_escort_scan_marker_03=Protect
mg_battaglia_escort_scan_marker_05=Destination
mg_battaglia_escort_scan_obj_long_01=Meet with the miner's ship at the rendezvous beacon.
mg_battaglia_escort_scan_obj_long_02=Escort miner to the scanning site.
mg_battaglia_escort_scan_obj_long_03=Hold until scan is complete.
mg_battaglia_escort_scan_obj_long_04=Protect the miner against hostile forces.
mg_battaglia_escort_scan_obj_long_05=Escort miner to final destination.
mg_battaglia_escort_scan_obj_opt_01=Combat Pay Bonus
mg_battaglia_escort_scan_obj_short_01=Rendezvous with Ship
mg_battaglia_escort_scan_obj_short_02=Escort the Ship
mg_battaglia_escort_scan_obj_short_03=Hold Position
mg_battaglia_escort_scan_obj_short_04=Protect the Ship
mg_battaglia_escort_scan_obj_short_05=Escort To Destination
mg_battaglia_escort_scan_title_0001=Armed Escort
mg_battaglia_from=~mission(From)
mg_battaglia_intro_desc_0001=Miners Amalgamated Local Chapter 163 has for decades provided our miners with the support they need to thrive. As our motto proudly states, we are 'Stronger When United.'\n\nNow, we are looking for enterprising contractors to help continue this proud tradition by performing various logistical functions such as delivery runs, escort details, recovery operations, and more.\n\nIf interested, please contact our Senior Logistics Representative at ~mission(Location) for more information. \n\nWe look forward to hearing from you!
mg_battaglia_intro_marker_01=M.A. Rep
mg_battaglia_intro_obj_long_01=Meet with Miners Amalgamated Loc. 163 Logistics Rep at ~mission(Location).
mg_battaglia_intro_obj_short_01=Meet M.A. Rep
mg_battaglia_intro_title_0001=Miners Amalgamated Now Contracting
mg_battaglia_invite_desc_0001=New job came in that I could use you on. Swing by ~mission(Location) when you can.\n\n- Recco\n\n\nRecco Battaglia\nSr. Logistics Rep\nMiners Amalgamated Loc. 163\n'Strong When United'\n
mg_battaglia_invite_desc_0002=Have a job to discuss. See me at ~mission(Location) if you're interested.\n\n- Recco\n\nRecco Battaglia\nSr. Logistics Rep\nMiners Amalgamated Loc. 163\n'Strong When United'\n
mg_battaglia_invite_desc_0003=Not sure what you have on your plate, but if you're looking for work stop by ~mission(Location) and we can discuss.\n\n- Recco\n\n\nRecco Battaglia\nSr. Logistics Rep\nMiners Amalgamated Loc. 163\n'Strong When United'\n
mg_battaglia_invite_marker_01=Recco
mg_battaglia_invite_obj_long_01=Meet with Recco Battaglia at ~mission(Location).
mg_battaglia_invite_obj_short_01=Meet Recco
mg_battaglia_invite_title_0001=Job Opportunity w/ M.A.
mg_battaglia_invite_title_0002=Meet To Discuss Work
mg_battaglia_invite_title_0003=M.A. Work Offer
mg_battaglia_invite_title_0004=M.A. Job Opening
mg_battaglia_mg_battaglia_sectorsweep_danger_001=\nSPECIAL NOTES:\nThese outlaws have proven extremely dangerous time and time again. If you're going up against them, be ready for a real fight. \n 
mg_battaglia_mining_UI_Timer_001=Vessel to be returned within %ls
mg_battaglia_mining_desc_001=[Mining Temp Description] Go to ~mission(Startlocation)
mg_battaglia_mining_mission_marker_001=Retrieve Ship
mg_battaglia_mining_mission_marker_002=Go to ~mission(location)
mg_battaglia_mining_mission_marker_003=Return to mining area
mg_battaglia_mining_objective_display_001=Return loaned vessel %ls
mg_battaglia_mining_objective_display_002=Resources found
mg_battaglia_mining_objective_long_001=Acquire 'x' amount resources from mining
mg_battaglia_mining_objective_long_002=Retrieve ship from landing pad
mg_battaglia_mining_objective_long_003=Locate and mine the necessary resources at ~mission(location)
mg_battaglia_mining_objective_long_004= Return the loaned vessel within the allotted time or face vehicle theft charges
mg_battaglia_mining_objective_long_005=Amount of necessary resources gathered = (amount)
mg_battaglia_mining_objective_short_001=Mine resources
mg_battaglia_mining_objective_short_002=Retrieve loaned vessel
mg_battaglia_mining_objective_short_003=Resources located at ~mission(location)
mg_battaglia_mining_objective_short_004=Return Loaned Vessel
mg_battaglia_mining_objective_short_005=Necessary Resources
mg_battaglia_mining_title_001=Mining Temp Title
mg_battaglia_recover_cargo__desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: CARGO RECOVERY AND DELIVERY\n\nWORK BRIEF: \nSadly, a crew carrying a valuable shipment ran into trouble while in transit. Although the ship was badly damaged, we believe that the cargo is still intact at the wreckage site. You are being contracted to travel to the wreck site, recover the cargo, and deliver it to ~mission(Destination).\n~mission(Timed)\nPAYMENT:\nStandard listed rate upon delivery of the cargo.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco\n
mg_battaglia_recover_cargo__desc_0002=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: CARGO RECOVERY AND DELIVERY\n\nWORK BRIEF: \nAs has too often been the case these days, one of our crews ran into trouble and were forced to abandon ship leaving behind the valuable shipment they were transporting. You are being contracted to travel to the wreck site, recover the cargo, and deliver it to ~mission(Destination).\n~mission(Timed)\nPAYMENT:\nStandard listed rate upon delivery of the cargo.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
mg_battaglia_recover_cargo__title_0001=Cargo Recovery
mg_battaglia_recover_cargo_danger_001=\nSPECIAL NOTES:\nWe've been getting word of heavy outlaw activity in this sector. Be careful. Would hate to have another tragedy on this run. \n 
mg_battaglia_recover_cargo_marker_01=Wreck Site
mg_battaglia_recover_cargo_marker_02=Cargo
mg_battaglia_recover_cargo_marker_03=Delivery Drop Off
mg_battaglia_recover_cargo_obj_long_01=Go to wreckage site to retrieve cargo.
mg_battaglia_recover_cargo_obj_long_02=Recover the cargo from the wreckage.
mg_battaglia_recover_cargo_obj_long_03=Deliver the cargo to ~mission(Destination).
mg_battaglia_recover_cargo_obj_short_01=Go to Wreck Site
mg_battaglia_recover_cargo_obj_short_02=Recover the Cargo
mg_battaglia_recover_cargo_obj_short_03=Deliver the Cargo
mg_battaglia_recover_cargo_timed_001=\nDURATION:\nThe cargo has already been delayed once and we can't afford for it to miss the deadline. Late deliveries will be subject to penalties.\n 
mg_battaglia_recover_stolen_danger_001=\nSPECIAL NOTES:\nThere's a good chance that ~mission(TargetName) will be traveling with a crew. Use caution when approaching. \n\n
mg_battaglia_recover_stolen_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: STOLEN CARGO RECOVERY\n\nWORK BRIEF: \nAn outlaw by the name of ~mission(TargetName) attacked one of our remote mining outfits and managed to make off with a valuable haul. There is no way M.A. is going to let an attack on one our member stand like this. You are being contracted to find ~mission(TargetName|Last), recover the cargo by any means necessary, and deliver it to ~mission(Destination) so it can be returned to its rightful owners.\n~mission(Contractor|RecoveryTimed)\nPAYMENT:\nStandard listed rate upon return of the cargo.\n~mission(Contractor|RecoveryDanger)\nAUTHORIZATION:\nBattaglia, Recco
mg_battaglia_recover_stolen_desc_0002=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: STOLEN CARGO RECOVERY\n\nWORK BRIEF: \nAn M.A. affiliate was recently attacked and robbed by an outlaw named ~mission(TargetName). Thankfully, another associate has tipped us off on ~mission(TargetName|Last)'s current location. You are being contracted to confront this bandit and recover the stolen property by any means necessary. Once in your possession, deliver the goods to ~mission(Destination) and we'll get them to their rightful owner.\n~mission(Contractor|RecoveryTimed)\nPAYMENT:\nStandard listed rate upon return of the cargo.\n~mission(Contractor|RecoveryDanger)\nAUTHORIZATION:\nBattaglia, Recco
mg_battaglia_recover_stolen_marker_01=~mission(TargetName)
mg_battaglia_recover_stolen_marker_02=Neutralize
mg_battaglia_recover_stolen_marker_03=Stolen Property
mg_battaglia_recover_stolen_marker_04=Delivery Drop Off
mg_battaglia_recover_stolen_obj_long_01=Locate ~mission(TargetName)'s ship.
mg_battaglia_recover_stolen_obj_long_02=Neutralize ~mission(TargetName) before they can escape with the stolen property.
mg_battaglia_recover_stolen_obj_long_03=Recover the stolen property from the wreckage.
mg_battaglia_recover_stolen_obj_long_04=Deliver recovered property to ~mission(Destination).
mg_battaglia_recover_stolen_obj_short_01=Locate ~mission(TargetName)'s Ship
mg_battaglia_recover_stolen_obj_short_02=Neutralize ~mission(TargetName|Last)
mg_battaglia_recover_stolen_obj_short_03=Recover Stolen Property
mg_battaglia_recover_stolen_obj_short_04=Deliver Recovered Property
mg_battaglia_recover_stolen_timed_001=\nDURATION:\nIt's urgent we settle this matter ASAP. The recovery must be completed in the time allotted.\n 
mg_battaglia_recover_stolen_title_0001=Stolen Cargo Recovery
mg_battaglia_search_body_danger_001=\nSPECIAL NOTES:\nIt is not clear yet what happened to ~mission(TargetName|Last)'s vessel. There is a good chance it was an outlaw attack and if so, it is likely there are still hostiles in the area.\n   
mg_battaglia_search_body_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: CONFIRMATION OF MEMBER'S STATUS\n\nWORK BRIEF: \nAn M.A. member, ~mission(TargetName), was known to be working aboard a vessel that was just reported as destroyed. To make sure that Survivor Benefits are properly paid, you will be tasked with going to the vessel's wreckage site and confirming what exactly happened to ~mission(TargetName|Last).\n~mission(Timed)\nPAYMENT:\nStandard listed rate upon confirmation of ~mission(TargetName)'s status.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
mg_battaglia_search_body_marker_01=Wreck Site
mg_battaglia_search_body_marker_02=Identify
mg_battaglia_search_body_obj_long_01=Go to the wreck to search for ~mission(TargetName).
mg_battaglia_search_body_obj_long_02=Locate and identify ~mission(TargetName) among the wreckage.
mg_battaglia_search_body_obj_short_01=Go To Wreck Site
mg_battaglia_search_body_obj_short_02=Locate ~mission(TargetName|Last)
mg_battaglia_search_body_timed_001=\nDURATION:\nSince there is a risk of scavengers picking the wreck site clean, this needs to be taken care of ASAP.\n 
mg_battaglia_search_body_title_0001=Confirm ~mission(TargetName|Last)'s Status
mg_battaglia_search_crew_danger_001=\nSPECIAL NOTES:\nIt is not clear yet what happened to the vessel, but there is a good chance it was an outlaw attack. If so, it is likely there still may be hostiles in the area. Use extreme caution. \n 
mg_battaglia_search_crew_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: CONFIRMATION OF MISSING CREW'S STATUS\n\nWORK BRIEF: \nAn M.A. affilliated vessel was recently reported destroyed. To make sure that Survivor Benefits are properly paid, you will be tasked with going to the vessel's wreckage site and confirming what happened to all the missing crew members.\n~mission(Timed)\nPAYMENT:\nStandard listed rate upon entire crew's status confirmation.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
mg_battaglia_search_crew_marker_01=Wreck Site
mg_battaglia_search_crew_marker_02=Identify
mg_battaglia_search_crew_obj_long_01=Go to the wreck site to search for ~mission(TargetName).
mg_battaglia_search_crew_obj_long_02=Locate and identify the missing crew among the wreckage.
mg_battaglia_search_crew_obj_short_01=Go To Wreck Site
mg_battaglia_search_crew_obj_short_02=Locate Crew
mg_battaglia_search_crew_subobj_long_02a=Identify ~mission(TargetName).
mg_battaglia_search_crew_subobj_short_02a=Identify ~mission(TargetName|Last)
mg_battaglia_search_crew_timed_001=\nDURATION:\nSince there is a risk of scavengers picking the wreck site clean, this needs to be taken care of ASAP.\n 
mg_battaglia_search_crew_title_0001=Confirm Missing Crew's Status
mg_battaglia_sectorsweep_desc_0001=**** Miners Amalgamated Loc. 163 ****\n******/ 'Stronger When United' /******\n\nRE: CLEAR SECTOR OF HOSTILE THREAT\n\nWORK BRIEF: \nA group of outlaws operating in ~mission(Location) have made it impossible for miners to work in the area safely. In response, M.A. is hiring skilled operators to move through the sector and clear out any hostile forces there.\n\nPAYMENT:\nStandard listed rate upon successful removal of hostile threat.\n~mission(Danger)\nAUTHORIZATION:\nBattaglia, Recco
mg_battaglia_sectorsweep_marker_01=Rendezvous Point
mg_battaglia_sectorsweep_marker_02=Patrol Beacon
mg_battaglia_sectorsweep_marker_03=Eliminate
mg_battaglia_sectorsweep_marker_04=Hold Postion
mg_battaglia_sectorsweep_obj_long_01=Meet at the set rendezvous point while the route through the sector is coordinated.
mg_battaglia_sectorsweep_obj_long_02=Patrol the designated area to clear it of any hostiles.
mg_battaglia_sectorsweep_obj_long_03=Eliminate all hostiles from the patrol area.
mg_battaglia_sectorsweep_obj_long_04=Hold position until the next Patrol Area is determined.
mg_battaglia_sectorsweep_obj_short_01=Meet At Rendezvous
mg_battaglia_sectorsweep_obj_short_02=Go To Patrol Area
mg_battaglia_sectorsweep_obj_short_03=Eliminate Hostiles
mg_battaglia_sectorsweep_obj_short_04=Hold For Next Patrol Area
mg_battaglia_sectorsweep_title_0001=Clear Sector of Hostiles
mg_battaglia_space_recover_desc=~mission(Contractor|RecoverSpaceDescription)
mg_battaglia_space_recover_title=~mission(Contractor|RecoverSpaceTitle)
mg_battaglia_title=~mission(Title)
mg_clovus_acquirepart_desc=~mission(Desc)
mg_clovus_acquirepart_desc_01=It seems fortune has delivered unto us a most fortuitous opportunity. ~mission(Incident)\n\nAn associate of mine has expressed quite the interest in acquiring this curio, so I am tasking you to depart for the ~mission(Location), retrieve the ~mission(Item), and return it to me intact.\n\nNaturally, I will pay you handsomely upon completion. \n\n-cd\n\n~mission(Update)
mg_clovus_acquirepart_destruct_timer=~mission(Item) self destructs in %Is.
mg_clovus_acquirepart_from=~mission(From)
mg_clovus_acquirepart_incident_01=A Hurston satellite has quite ungracefully plummeted to the surface. Thankfully, it appears that a ~mission(Item) has miraculously survived the incident.
mg_clovus_acquirepart_marker_01=~mission(Location)
mg_clovus_acquirepart_marker_01a=Last Radar Contact
mg_clovus_acquirepart_marker_02=Access Panel
mg_clovus_acquirepart_marker_02a=Restart Satellite
mg_clovus_acquirepart_marker_02b=~mission(Item)
mg_clovus_acquirepart_marker_02c=Inspect Blades
mg_clovus_acquirepart_marker_03=Server Cradle
mg_clovus_acquirepart_obj_long_01=Travel to the last reported position and scan to locate ~mission(Location).
mg_clovus_acquirepart_obj_long_02=Find and destroy the ~mission(Item).
mg_clovus_acquirepart_obj_long_03=Start ~mission(Item) upload at a facility.
mg_clovus_acquirepart_obj_long_04=Protect ~mission(Item) during upload.
mg_clovus_acquirepart_obj_short_01=Travel To ~mission(Location)
mg_clovus_acquirepart_obj_short_02=Destory ~mission(Item)
mg_clovus_acquirepart_obj_short_03=Upload ~mission(Item) data.
mg_clovus_acquirepart_obj_short_04=Protect ~mission(Item).
mg_clovus_acquirepart_prot_timer=Protect ~mission(Item) %Is.
mg_clovus_acquirepart_subobj_long_01=Protect ~mission(Item) whilst it is ripped.
mg_clovus_acquirepart_subobj_long_02a=Navigate inside the satellite and restart the internal control systems to track the missing ~mission(Item).
mg_clovus_acquirepart_subobj_long_02b=Travel to the ~mission(Item)'s current location.
mg_clovus_acquirepart_subobj_long_02c=Prevent ~mission(Item) data upload.
mg_clovus_acquirepart_subobj_short_01a=Protect ~mission(Item)
mg_clovus_acquirepart_subobj_short_02a=Restart Satellite's Internal System
mg_clovus_acquirepart_subobj_short_02b=Travel To ~mission(Item)
mg_clovus_acquirepart_subobj_short_02c=Prevent ~mission(Item) rip.
mg_clovus_acquirepart_title=~mission(Title)
mg_clovus_acquirepart_title_01=Mana From Heaven
mg_clovus_acquirepart_update_01=UPDATE: Looks like someone has beaten us to the punch! Mercifully, if Hurston believes in one thing it's redundancy. If you restart the satellite's main internal control system, it should reactivate the ~mission(Item) and allow you to identify its current whereabouts. 
mg_clovus_acquirepart_upload_timer=Upload Time Remaining %ls.
mg_clovus_bladesteal_desc=~mission(Description)
mg_clovus_bladesteal_desc_001=A tremendous opportunity seems to have landed... well crashed in our favor. A Hurston satellite has quite ungracefully plummeted to the surface. Thankfully, it appears that a ~mission(Item) has miraculously survived the incident.\n\nNow, I know that there are plenty of Hurston's rivals who would be... eager... to get an advance look at this tech. I'm sure I could convince them to pay handsomely for an opportunity like this, but I'll need you to retrieve it. You can start your search at the ~mission(Location) and work out from there. \n\nOnce recovered, you will only have a short time to upload the information from the ~mission(Item) using the decryption software on a designated Hurston server before its security protocols cause it to self-destruct. Your best bet will be to access a data center inside one of the storage facilities that dot the surface of the planet. They typically have minimal security so I don't foresee you running into any issues. \n\nNeedless to say, I will pay you handsomely upon completion and we can both bask in knowledge that Hurston has been hit where it hurts.\n\n-cd\n\n~mission(Update)
mg_clovus_bladesteal_desc_002=I managed to intercept an interesting bit of news coming over the comms. It seems Hurston's fortunes are falling quite literally; one of their satellites has crashed to the surface. Not all is lost however, for the valuable ~mission(Item) onboard appears to have survived the impact. \n\nNow, this is one of those moments where enterprising individuals face a choice. Either do nothing, let Hurston reclaim their property and let this wretched world keep turning or seize the opportunity to capitalize. Personally, I'm leaning towards the latter and I'm hoping you feel the same. \n\nIf you were to obtain the part from the ~mission(location) before Hurston does, I'm sure I could find some parties interested in paying handsomely for a sneak peek at Hurston's hard work.\n\nOne catch (as always), is that in order to safely decrypt and extract the data, you must connect it to an official Hurston server before its security protocols cause it to self-destruct. I recommend using a storage facilities data terminal. They tend to be easier to access than anything that can be found in Lorville proper. Once the transfer is complete, I will issue your just rewards.\n\nBest of luck,\n\n-cd\n\n~mission(Update)
mg_clovus_bladesteal_desc_003=My Dear Compatriot,\n\nWonderful tidings. It seems that we have received an unexpected but most welcomed guest - a Hurston satellite has been ejected from orbit and crashed practically straight into our laps. Most importantly, the ~mission(Item) onboard has survived intact. \n\nNow, it just so happens that this cutting-edge Prototype has been long desired by some deep-pocketed associates of mine. If you were able to acquire this wayward Blade from the ~mission(Location) before Hurston manages to do so, I could ensure significant restitution for your time and troubles.\n\nThe only real wrinkle is that the information on the Prototype is inaccessible (and will self-destruct) unless connected to an official Hurston server. Fortunately, there is access to the said server dotted around the planet inside Hurston Storage Facilities. It should be short work for you to get the Blade and then take it to the server for decryption and extraction. Once the data transfer is finished, I will happily transfer the well-earned credits into your account. \n\nSafe travels,\n\n-cd\n\n~mission(Update)
mg_clovus_bladesteal_from=~mission(From)
mg_clovus_bladesteal_marker_01=Last Radar Contact
mg_clovus_bladesteal_marker_02=Access Panel
mg_clovus_bladesteal_marker_02a=Inspect Blades
mg_clovus_bladesteal_marker_02b=Prototype Blade
mg_clovus_bladesteal_marker_03=Hurston Server
mg_clovus_bladesteal_marker_03a=Nearest Hurston Server
mg_clovus_bladesteal_marker_04=Protect
mg_clovus_bladesteal_marker_05a=Destroy ~mission(Item)
mg_clovus_bladesteal_marker_06=Steal ~mission(Item)
mg_clovus_bladesteal_obj_destruct=Self Destruct: %Is
mg_clovus_bladesteal_obj_long_01=Travel to the last radar contact of the satellite and locate the ~mission(Location) before anyone else.
mg_clovus_bladesteal_obj_long_02=Find and recover the ~mission(Item) before anyone else can claim it.
mg_clovus_bladesteal_obj_long_03=Decrypt and transfer the information on the ~mission(Item) before it self-destructs by connecting it to a Hurston server inside a storage facility.
mg_clovus_bladesteal_obj_long_03a=Navigate inside the satellite and restart the internal control system to track the missing ~mission(Item).
mg_clovus_bladesteal_obj_long_04=Protect the ~mission(item) during data transfer.
mg_clovus_bladesteal_obj_long_04a=Travel to the ~mission(Item)'s current location and prevent the data from being stolen.
mg_clovus_bladesteal_obj_long_05a=Stop the decryption by destroying the ~mission(Item).
mg_clovus_bladesteal_obj_long_06=The ~misssion(Item) has been recovered by another interested party. Steal it back before it is destroyed.
mg_clovus_bladesteal_obj_marker_03a=Restart Satellite
mg_clovus_bladesteal_obj_short_01=Locate ~mission(Location)
mg_clovus_bladesteal_obj_short_02=Recover ~mission(Item)
mg_clovus_bladesteal_obj_short_03=Connect Blade to Server
mg_clovus_bladesteal_obj_short_03a=Restart Satellite's Internal System
mg_clovus_bladesteal_obj_short_04=Protect Data Transfer
mg_clovus_bladesteal_obj_short_04a=Travel To ~mission(Item)
mg_clovus_bladesteal_obj_short_05a=Destroy the ~mission(Item).
mg_clovus_bladesteal_obj_short_06=Steal ~mission(Item) Back
mg_clovus_bladesteal_obj_time=Time Remaining: %Is
mg_clovus_bladesteal_title=~mission(Title)
mg_clovus_bladesteal_title_01=Manna From Heaven
mg_clovus_bladesteal_title_02=A Bold Opportunity
mg_clovus_bladesteal_title_03=Ashes and Opportunities
mg_clovus_bladesteal_title_04=A Financial Windfall
mg_clovus_bladesteal_title_05=Crash and Earn
mg_clovus_bladesteal_update_01=UPDATE: Looks like someone has beaten us to the punch. We cannot allow some second rate hoods sell the data. My reputation would be devastated. There is no choice but for you to track the Blade down and stop the decryption before it's too late.\n\nMercifully, if Hurston believes in one thing it's redundancy. If you restart the satellite's main internal control system, it should reactivate the ~mission(Item) and allow you to identify its current status.
mg_clovus_bladesteal_update_02=UPDATE: It seems we were not the only ones eager to abscond with the blade. Can you imagine the impertinence of poaching in my territory? If word gets out, the implications could be ruinous. It cannot stand. The only option is for you to stop the decryption before they can complete their sale.\n\nTo track down the current location of the ~mission(Item), restart the satellite's main internal control system. It should activate the tracking protocol and allow you to find the culprits responsible.
mg_clovus_bladesteal_update_03=UPDATE: It seems Hurston Security's much more competent than I thought. They've identified your location and are sending mercenaries to your position as we speak. Protect the ~mission(Item) until the transfer is complete. Otherwise, all of this will be for naught.
mg_clovus_bladesteal_update_04=UPDATE: Unfortunate news. Hurston Security has gotten word of our little pilfering ploy and their ruthless thugs are hunting you down at this very moment. It is vital that you protect the ~mission(Item) until the transfer is complete. \n\nIt would be a shame to have come this far only to fail.
mg_clovus_from=Clovus Darneely
mg_clovus_havejob_desc=~mission(desc)
mg_clovus_havejob_desc_0001=I find myself in need of a competent pair of hands. Should you be interested, consider stopping by ~mission(location) at your earliest convenience.\n\n-cd
mg_clovus_havejob_desc_0002=I hope your travels have been treating you well. If you are in a position where you could use some additional funds, I may have a job for you. Come by ~mission(location) and we will talk.\n\n-cd
mg_clovus_havejob_desc_0003=The tides of fate seem to be lapping upon your shores. An intriguing job opportunity has crossed my path and I am inclined to send it your way. If you are interested, come to ~mission(location) and we will discuss.\n\n-cd
mg_clovus_havejob_desc_0004=I have always considered myself a connector of people more than anything else. To that end, an acquaintance of mine requires a task to be completed properly. Should you be interested, come by ~mission(location) and I will elaborate.\n\n-cd
mg_clovus_havejob_desc_0005=The need has arisen for a special someone to step up and perform a task. It will be paid, of course, upon successful completion. Should you be interested, come by ~mission(location) for details.\n\n-cd
mg_clovus_havejob_from=Clovus Darneely
mg_clovus_havejob_marker_01=Clovus
mg_clovus_havejob_obj_long_01=Meet with Clovus at Reclamation & Disposal.
mg_clovus_havejob_obj_short_01=Meet Clovus
mg_clovus_havejob_title=~mission(title)
mg_clovus_havejob_title_0001=An enticing offer
mg_clovus_havejob_title_0002=Employment opportunity
mg_clovus_havejob_title_0003=Added sweat to the brow
mg_clovus_havejob_title_0004=A fine day's work
mg_clovus_havejob_title_0005=The possibility of financial security
mg_clovus_invite_desc_0001=A colleague of mine passed your name along as someone who could be called upon to complete tasks. All your efforts would be appropriately compensated, of course.\n \nShould you find yourself in need of employment, pay me a visit at Reclamation & Disposal.\n\nRegards,\nClovus Darneely
mg_clovus_invite_from=Clovus Darneely
mg_clovus_invite_marker_01=Clovus
mg_clovus_invite_obj_long_01=Meet with Clovus at Reclamation & Disposal.
mg_clovus_invite_obj_short_01=Meet Clovus
mg_clovus_invite_title=~mission(title)
mg_clovus_invite_title_0001=Potential Opportunity
mg_clovus_satrecover_description=Prototype of CitCon mission.
mg_clovus_satrecover_obj_long_01=Locate the crashed relay.
mg_clovus_satrecover_obj_long_02=Retrieve Datachip
mg_clovus_satrecover_obj_long_03=Reboot the relay to remotely activate the datachip.
mg_clovus_satrecover_obj_long_04=Retrieve Datachip
mg_clovus_satrecover_obj_long_05=Return datachip to Clovus at Reclamation & Disposal.
mg_clovus_satrecover_obj_marker_01=Relay
mg_clovus_satrecover_obj_marker_03=Reboot
mg_clovus_satrecover_obj_marker_04=Datachip
mg_clovus_satrecover_obj_marker_05=Reclamation & Disposal
mg_clovus_satrecover_obj_short_01=Locate Crashed Relay
mg_clovus_satrecover_obj_short_02=Retrieve Datachip
mg_clovus_satrecover_obj_short_03=Reboot Relay
mg_clovus_satrecover_obj_short_04=Retrieve Datachip
mg_clovus_satrecover_obj_short_05=Return To Clovus
mg_clovus_satrecover_surfacerelay_model=Observer-Class LOS
mg_clovus_satrecover_title=CitCon_Prototype
mg_constantine_danger_001=Low
mg_constantine_danger_002=Medium
mg_constantine_danger_003=High
mg_constantine_description=~mission(Description)
mg_constantine_from=~mission(From)
mg_constantine_invite_desc=~mission(description)
mg_constantine_invite_desc_0001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: N/A\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: N/A\nRUSH CONTRACT: N/A\n\nI've recently been made aware of your work history and after careful review, I would like to invite you to meet with me to discuss your future with my family's company, Hurston Dynamics. \n\nMy office is located in the Central Business District at the Transfers Commodity Exchange. I am situated prominently in the rear above the trading floor. \n\nBest regards.\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
mg_constantine_invite_from=Constantine Hurston
mg_constantine_invite_marker_01=C. Hurston
mg_constantine_invite_marker_01a=Transfers Exchange
mg_constantine_invite_obj_long_01=Go to Transfers Commodity Exchange to meet with Jr. Outsourcing Agent Constantine Hurston.
mg_constantine_invite_obj_short_01=Meet With C. Hurston
mg_constantine_invite_title=~mission(title)
mg_constantine_invite_title_001=Outsourcing Opportunity
mg_constantine_oredelivery_desc_0001=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Ore Consignment\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: C. Hurston\nRISK ASSESSMENT: ~mission(Contractor|Danger)\nRUSH CONTRACT: ~mission(Contractor|Timed)\n\nOne of our mining stations, ~mission(Location), has completed processing a special order. A contractor is needed to collect the sample and deliver it back to ~mission(Destination).\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **
mg_constantine_oredelivery_title_001=Ore Consignment
mg_constantine_timed_001=Yes
mg_constantine_timed_002=No
mg_constantine_title=~mission(Title)
mg_klim_deliver_drug_desc_0001=There's no mystery to this. It's a simple delivery run. I got a batch of ~mission(Item) that I need moved to ~mission(Destination). ~mission(Contractor|Danger)~mission(Contractor|Timed) \n\n- Wallace
mg_klim_deliver_drug_desc_0002=I need myself a solid runner. Got a fresh batch of ~mission(Item) that needs to get dropped over at ~mission(Destination). ~mission(Contractor|Danger)Anyway, get it there safe and walk away. ~mission(Contractor|Timed)\n\n-Wallace
mg_klim_deliver_drug_desc_0003=I just whipped up a special batch of ~mission(Item) and I gotta say, it's a total monster. Talk about unplugging... Anyway, I need to get a sample out to some of my people, you know, start spreading the word with the wastoids that a new era's coming. That's where you come in. Take the package over to ~mission(Destination) and leave it there. My people will take it from there. ~mission(Contractor|Timed)Do that for me and I'll get you paid. ~mission(Contractor|Danger)\n\n- Wallace
mg_klim_deliver_drug_desc_0004=There's been a bit of a drought of ~mission(Item) in the system after someone spiked some of the chems in the last batch of the other local suppliers. Sounds like a primo chance to edge in on some marketshare, yeah? I whipped up a batch and need to start spreading it around. I'll hook you up with a package and you take it to ~mission(Destination). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n- Wallace
mg_klim_deliver_drug_desc_0005=I've been hearing rumbles that the Otoni Group's trying to crack into the narco market over here. They've been trying to seep swill quality product at twice the price. Now I've found a new synthetic that I can add to my ~mission(Item) that not only makes it cheaper to cook, but adds a wicked hook to the high. With my stuff, everybody wins. Except the Otonis. \n\nI put together a sample and need you to run it over to ~mission(destination). My crew will take it from there. ~mission(Contractor|Danger)After that, you get paid. ~mission(Contractor|Timed)\n\n- Wallace
mg_klim_deliver_drug_obj_long_01=Pick up product on Levski.
mg_klim_deliver_drug_obj_long_02=Pick up product
mg_klim_deliver_drug_obj_long_03=Deliver it to ~mission(Destination)
mg_klim_deliver_drug_obj_short_01=Go Here
mg_klim_deliver_drug_obj_short_02=Grab Stuff
mg_klim_deliver_drug_obj_short_03=Deliver Goods
mg_klim_deliver_drug_timed_0001=I got a lotta thirsty folks waiting on this, so get your hustle on, yeah? 
mg_klim_deliver_drug_timed_0002=Let's move this stuff on the quick. Faster they get it, the quicker they use it. 
mg_klim_deliver_drug_timed_0003=You'll be on a clock with this one. I need this delivered quick. 
mg_klim_deliver_drug_timed_0004=I need this done now. Okay? No sense in sitting on the stuff and letting the law catch wind of it. 
mg_klim_deliver_drug_title=~mission(Title)
mg_klim_deliver_drug_title_0001=Chem run
mg_klim_deliver_drug_title_0002=Need a re-up delivered
mg_klim_deliver_drug_title_0003=Need your services
mg_klim_deliver_drug_title_0004=mmmmmmmmmmmmmoney?
mg_klim_deliver_drug_title_0005=a quick little drop
mg_klim_deliver_drug_title_0006=how about a run?
mg_klim_deliver_drug_trouble_0001=Keep an eye out too. Word is there might be some undesirables circling. Armed ones. 
mg_klim_deliver_drug_trouble_0002=Also, a little bird told me this run might get a little dangerous, so better prep yourself. 
mg_klim_deliver_drug_trouble_0003=I'd bring some guns too if I was you. I have a feeling this might get a little dangerous. 
mg_klim_deliver_drug_trouble_0004=Keep your wits about you. These are dangerous times we're living in. 
mg_klim_from=Wallace Klim
mg_klim_from_001=Wallace
mg_klim_from_002=WK
mg_klim_from_003=Klim
mg_klim_from_004=ChemBuddy
mg_klim_invite_convo_opt_1=You invited me here.
mg_klim_invite_convo_opt_2=Nothing.
mg_klim_invite_desc=~mission(description)
mg_klim_invite_desc_0001=Hey there. Hear you handled yourself pretty well out there. If you find yourself on Grim HEX and looking for work, you should look me up. I'm always in the market for good people to work with.\n\n- Wallace
mg_klim_invite_desc_0002=You don't know me, but I know you... second-hand, of course. Anyway, I like the way you take care of business. Cool. Collected. A real professional. I need people like that from time to time to pull of jobs that need to get done right. If you're interested, come and find me on Grim HEX. We'll talk more.\n\n- Wallace
mg_klim_invite_desc_0003=I got your info from a contact of mine. Said you were the real deal. Didn't rattle. I'm in the market for those kind of people who can deliver a job as promised and not ask too many questions. If that's you, we should talk. Come by Grim HEX and hunt me down if you're interested.\n\n- Wallace
mg_klim_invite_from=Wallace Klim
mg_klim_invite_marker=Wallace
mg_klim_invite_obj_long=Meet with Wallace Klim in Grim HEX.
mg_klim_invite_obj_short=Meet with Wallace
mg_klim_invite_title=~mission(title)
mg_klim_invite_title_0001=looking for work
mg_klim_localdelivery_drugprod_desc_001=Need you to grease the wheels of production for me again.\n\n~mission(Itinerary)\n\nGet everything where it needs to go and not only will I be happy, you'll be making a lot of chemically dependent souls happy and earning a nice bit of scratch too.\n\n-Wallace\n
mg_klim_localdelivery_drugprod_desc_002=Want to help me sort out another batch off-site? \n\n~mission(Itinerary)\n\nIt'll be just like Luminalia, with you delivering goodies for all the good little chemists. Get everything to the right spot, and I'll make sure you get a nice reward too.\n\n-Wallace\n
mg_klim_localdelivery_drugprod_desc_003=If you're not too busy, hoping you can check in on my little helpers for me.\n\nVisit each one, drop off what they need, and make sure everything is running smoothly. \n\n~mission(Itinerary)\n\nFinish everything on the list and you'll be on the top of my list for really great people I can count on. It's a good list to be on if you like earning credits.\n\n-Wallace\n
mg_klim_localdelivery_drugprod_desc_intro=Normally, I like to cook everything from scratch myself. Pride in product and all. But every once in a while, whether it's too much demand or too much heat or whatever, I need to rely on other labs for an order. \n\nMy hands are tied up here though, so I could use someone to help oversee the whole production line for me. Couldn't think of anyone better and more available than you.\n\n~mission(Itinerary)\n\nJust don't get distracted in the middle and wander off. It happens more often than you'd think. Manage to finish the full list, and I'll see to it you get nice cut of the profits.\n\n-Wallace\n
mg_klim_localdelivery_drugprod_title_001=Production Oversight
mg_klim_localdelivery_drugprod_title_intro=A Batch from Scratch
mg_klim_planetcollect_chem_desc=~mission(Desc)
mg_klim_planetcollect_chem_desc_0001=I'm just about to start up a new batch and turns out I'm running low on some key ~mission(Item), so I need you to get them for me. Shouldn't be that rough of a gig really. Just head on over to ~mission(Location) and pick up a shipment. My contacts on the inside should have it all ready for you. Then just drop it over at ~mission(Destination), my people will take it from there. \n\nSee? not rough at all.\n\n- Wallace
mg_klim_planetcollect_chem_desc_0002=Here's the deets. Need some ~mission(Item) picked up from a supplier at ~mission(Location) and dumped over at ~mission(Destination). I already got somebody else lined up to bring it to me direct, so you don't gotta worry, just take your money and enjoy yourself.\n\n- Wallace
mg_klim_planetcollect_chem_desc_0003=My supply closet's dry and I got a batch cooking, so I need somebody to pick up some ~mission(Item) from ~mission(Location) and dumped at ~mission(Destination). I'll get someone else to bring it the rest of the way. Gotta keep the law confused, right? Anyway, I'll get you your credits once it's done.\n\n- Wallace
mg_klim_planetcollect_chem_desc_0004=Could you snag ~mission(Item) from some contacts of mine at ~mission(Location)? You don't even need to bring them back here. I've got another mug ready to pick them up at ~mission(Destination) and take them the rest of the way. \n\n- Wallace
mg_klim_planetcollect_chem_desc_0005=Fiends never stop fiending, right? I've run out of ingredients here and need a fresh supply of ~mission(Item) brought in so production doesn't slow down. I found a connect at ~mission(Location) who's willing to part with some. I just need you to pick it up and move it to ~mission(Destination). I'll take care of it from there. You'll have the credits after you make the drop.\n\n- Wallace
mg_klim_planetcollect_chem_obj_long_01=Go to pickup site.
mg_klim_planetcollect_chem_obj_long_02=Collect ~mission(Item) from site.
mg_klim_planetcollect_chem_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
mg_klim_planetcollect_chem_obj_short_01=Pickup Site
mg_klim_planetcollect_chem_obj_short_02=Collect Chemicals
mg_klim_planetcollect_chem_obj_short_03=Deliver Chemicals
mg_klim_planetcollect_chem_title=~mission(Title)
mg_klim_planetcollect_chem_title_0001=chem run
mg_klim_planetcollect_chem_title_0002=call for ~mission(Item)
mg_klim_planetcollect_chem_title_0003=need some mats
mg_klim_planetcollect_chem_title_0004=looking for a hookup
mg_klim_planetcollect_chem_title_0005=supply run
mg_miles_MissingPerson_desc=~mission(desc)
mg_miles_MissingPerson_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Missing Person\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nWe have been hired to track down ~mission(TargetName). While the target has been presumed dead, we need you to head to ~mission(location) and provide positive identification. ~mission(trouble)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_MissingPerson_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Missing Person\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n~mission(TargetName) has been missing for quite some time and is presumed dead. However, family members have hired us to provide proof so they can have closure. You will travel to ~mission(location) and positively identify the remains. ~mission(trouble)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_MissingPerson_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Missing Person\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nEckhart Security has been hired to positively identify the remains of ~mission(TargetName). Operator will travel to ~mission(location) and positively identify the target. ~mission(trouble)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_MissingPerson_desc_0004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Missing Person\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nSUBJECT: ~mission(TargetName)\n\nClient is looking for closure on a recent missing persons case. As the Advocacy and local law enforcement elements have declared the subject as deceased, they have enlisted our help to put the matter to rest. You will travel to ~mission(location) and positively identify the body. ~mission(rush)~mission(trouble)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_MissingPerson_desc_0005=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Missing Person\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nOperator will provide proof of death of ~mission(TargetName) by travelling to ~mission(location). ~mission(trouble)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_MissingPerson_location_0001=last known location
mg_miles_MissingPerson_location_0002=suspected location
mg_miles_MissingPerson_location_0003=~mission(TargetName|Last)'s last known location
mg_miles_MissingPerson_obj_long_01=Search for ~mission(TargetName) at ~mission(location).
mg_miles_MissingPerson_obj_long_02=Identify ~mission(TargetName|Last).
mg_miles_MissingPerson_obj_short_01=~mission(TargetName|Last)'s Location
mg_miles_MissingPerson_obj_short_02=Identify
mg_miles_MissingPerson_rush_0001=This is a priority contract. 
mg_miles_MissingPerson_rush_0002=The client has specified that they would like this resolved quickly. 
mg_miles_MissingPerson_rush_0003=This contract has been flagged as a rush job. 
mg_miles_MissingPerson_rush_0004=You will need to move quickly on this contract. 
mg_miles_MissingPerson_title=~mission(title) (~mission(TargetName))
mg_miles_MissingPerson_title_0001=Missing Person
mg_miles_MissingPerson_title_0002=Tracking Contract
mg_miles_MissingPerson_title_0003=Search: Missing Person
mg_miles_MissingPerson_trouble_0001=Reports indicate that hostiles have been spotted in the surrounding area. 
mg_miles_MissingPerson_trouble_0002=This contract will take you into a potential conflict zone. Prepare accordingly. 
mg_miles_MissingPerson_trouble_0003=Stay alert. Hostile elements have been known to operate in this area. 
mg_miles_MissingPerson_trouble_0004=Latest scans indicate that hostiles have been spotted in the area. Use caution. 
mg_miles_MissionLegal_from=Eckhart Security
mg_miles_assassin_danger_0001=Odds are ~mission(TargetName|Last) will put up a fight, so be ready. 
mg_miles_assassin_danger_0002=You better come at them with your A-game, this ain't gonna be easy. 
mg_miles_assassin_danger_0003=You'll want to arm up for this. ~mission(TargetName|NickOrFirst) won't go quietly. 
mg_miles_assassin_danger_0004=Based on their rep, I'd expect this op to be a brawl. 
mg_miles_assassin_danger_0005=I've heard the name before. Might wanna arm up and hit them before they see you coming. 
mg_miles_assassin_desc=~mission(Contractor|AssassinationDescription)
mg_miles_assassin_desc_0001=Here's the details on that little favor we talked about. You're looking for ~mission(TargetName) and I'll send you ~mission(location). ~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger)
mg_miles_assassin_desc_0002=Name: ~mission(TargetName)\n~mission(Contractor|AssassinationTimed) I've also attached ~mission(location) to this message. Make sure it gets done right. ~mission(Contractor|AssassinationDanger)
mg_miles_assassin_desc_0003=Target's name is ~mission(TargetName). I'll attach ~mission(location). ~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger) Whatever you gotta do, get it done.
mg_miles_assassin_desc_0004=Here you go.\nName:~mission(TargetName)\nIt ain't much but I've also tacked on ~mission(location), so you should be good to go. \n~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger)
mg_miles_assassin_desc_0005=Here's all the info I got. The target's name is ~mission(TargetName). Don't know what they did, but they sure pissed somebody off bad. Anyway, I'm sending ~mission(location). You find them, you end them, you get paid. Simple as that. ~mission(Contractor|AssassinationDanger) ~mission(Contractor|AssassinationTimed)
mg_miles_assassin_loc_0001=latest point of contact
mg_miles_assassin_loc_0002=the last point of contact
mg_miles_assassin_loc_0003=their last known whereabouts
mg_miles_assassin_loc_0004=their most recent sighting
mg_miles_assassin_obj_long_01=Search for target at ~mission(location).
mg_miles_assassin_obj_long_02=Find and neutralize ~mission(TargetName).
mg_miles_assassin_obj_short_01=Target's Location
mg_miles_assassin_obj_short_02=Kill Target
mg_miles_assassin_timed_0001=There's a clock on this op, so move quick. 
mg_miles_assassin_timed_0002=Word of this contract's bound to slip out, so I'd recommend taking out ~mission(TargetName|NickOrFirst) before they get wise and vanish. 
mg_miles_assassin_timed_0003=You might wanna hurry on this. 
mg_miles_assassin_timed_0004=Clients want this taken care of quick. 
mg_miles_assassin_timed_0005=This needs to be done now. Get me? 
mg_miles_assassin_title=~mission(Contractor|AssassinationTitle) (~mission(TargetName))
mg_miles_assassin_title_0001=A little job
mg_miles_assassin_title_0002=Need you to meet someone
mg_miles_assassin_title_0003=Conflict Resolution
mg_miles_assassin_title_0004=End of the line
mg_miles_assassin_title_0005=Hatchet job
mg_miles_blackboxillegal_desc=~mission(desc)
mg_miles_blackboxillegal_desc_0001=A ~mission(ship) met a tragic end and the hands of some individuals who have expressed deep remorse about the whole incident and are willing to pay to make it disappear. I'll need you to go to ~mission(location), snag the ~mission(item), and bring it to ~mission(destination) to get wiped. ~mission(rush)~mission(trouble)
mg_miles_blackboxillegal_desc_0002=One of my longtime clients has what you might call 'particular tastes' that don't quite fit within the boundaries of the law. Unfortunately for them, they also have a weak will, so they slip from time to time. I'm not going to name names, but let's just say, you've heard of them. Whenever they have one of their little 'accidents,' they're willing to pay to clean it up. This particular incident happened aboard a ~mission(ship), so I'll need you to go out to ~mission(location) and pull the ~mission(item). A contact of mine at ~mission(destination) can handle the scrub, so just give them the box and walk away. ~mission(rush)~mission(trouble)
mg_miles_blackboxillegal_desc_0003=Here's the details for the op I mentioned. I need you to snag a ~mission(item) from a ~mission(ship) that went down. This time though, I'm gonna need you to take it to ~mission(destination) instead. ~mission(trouble)I'll send you the ~mission(location). ~mission(rush)
mg_miles_blackboxillegal_desc_0004=Should be pretty straightforward. I'm gonna send you some location data for a downed ~mission(ship). You head to ~mission(location) and pull the ~mission(item). ~mission(trouble)Once you're clear, you're gonna take it to one of my people on ~mission(destination). ~mission(rush)
mg_miles_blackboxillegal_desc_0005=This is more of a paid favor than an official gig. I need a ~mission(ship)'s ~mission(item) retrieved and disposed of. You don't want to know the details here, but just understand that some really powerful people need this handled discretely. Once you've got it, all you gotta do is drop it off at ~mission(destination) and walk away. ~mission(trouble)~mission(rush)
mg_miles_blackboxillegal_obj_long_01=Go to ~mission(location)
mg_miles_blackboxillegal_obj_long_02=Recover the ~mission(item) from the wreckage.
mg_miles_blackboxillegal_obj_long_03=Deliver ~mission(item) to ~mission(destination).
mg_miles_blackboxillegal_obj_short_01=~mission(ship)'s Location
mg_miles_blackboxillegal_obj_short_02=Recover ~mission(item)
mg_miles_blackboxillegal_obj_short_03=Deliver ~mission(item)
mg_miles_blackboxillegal_rush_0001=You'll have to move quickly. The client needs this resolved now. 
mg_miles_blackboxillegal_rush_0002=I need this handled now, so drop whatever you're doing and get this done. 
mg_miles_blackboxillegal_rush_0003=Take care of this quick, okay? Sooner it goes away, the sooner you get paid. 
mg_miles_blackboxillegal_rush_0004=Client wants this to happen now, so take care of it. 
mg_miles_blackboxillegal_title=~mission(title) (~mission(item))
mg_miles_blackboxillegal_title_0001=Black Box Recovery
mg_miles_blackboxillegal_title_0002=Content Deletion
mg_miles_blackboxillegal_title_0003=Wipe job
mg_miles_blackboxillegal_trouble_0001=You're gonna be heading into a hot zone, so keep an eye out for trouble. 
mg_miles_blackboxillegal_trouble_0002=Got word there still might be hostiles in the area, so watch out. 
mg_miles_blackboxillegal_trouble_0003=Might still be some trouble in the area, so stay sharp. 
mg_miles_blackboxillegal_trouble_0004=Odds are this is gonna lead into a fight, so make sure you're armed up. 
mg_miles_blackboxlegal_desc=~mission(desc)
mg_miles_blackboxlegal_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nYou are tasked with the retrieval of a ~mission(item). You will make your way to ~mission(location), extract the ~mission(item) and take it to ~mission(destination). ~mission(trouble)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_blackboxlegal_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nThis is a standard black box retrieval op. Contractor will need to travel to the wreck of a ~mission(ship) and safely extract the ship's ~mission(item). ~mission(trouble)Client was very specific that the ~mission(item) can not be damaged in any way. Once complete, you will deliver the ~mission(item) to ~mission(destination).\n\n~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_blackboxlegal_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA ~mission(ship) has been reported as destroyed and the client has hired us to retrieve its ~mission(item) to understand what happened. You will travel to ~mission(location), retrieve the ~mission(item) and return it to ~mission(destination). ~mission(trouble)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_blackboxlegal_desc_0004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA ~mission(ship) declared overdue was confirmed destroyed earlier this week. The client has requested for a contractor to travel to ~mission(location) and retrieve its ~mission(item). You will enter the ~mission(ship), extract the ~mission(item) and safely transport it to ~mission(destination). ~mission(trouble)~mission(rush) \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_blackboxlegal_item_0001=black box
mg_miles_blackboxlegal_item_0002=flight record
mg_miles_blackboxlegal_item_0003=flight recorder
mg_miles_blackboxlegal_item_0004=NavDrive
mg_miles_blackboxlegal_loc_0001=the ~mission(ship)'s final postition
mg_miles_blackboxlegal_loc_0002=the last point of contact
mg_miles_blackboxlegal_loc_0003=the ~mission(ship)'s final position before its signal was lost
mg_miles_blackboxlegal_loc_0004=the wreckage
mg_miles_blackboxlegal_obj_long_01=Go to ~mission(location).
mg_miles_blackboxlegal_obj_long_02=Recover the ~mission(item) from the wreckage.
mg_miles_blackboxlegal_obj_long_03=Return ~mission(item) to ~mission(destination).
mg_miles_blackboxlegal_obj_short_01=~mission(ship)'s Location
mg_miles_blackboxlegal_obj_short_02=Recover ~mission(item)
mg_miles_blackboxlegal_obj_short_03=Return ~mission(item)
mg_miles_blackboxlegal_rush_0001=This is a valued client, so the company wants it resolved quickly. 
mg_miles_blackboxlegal_rush_0002=This is flagged as a priority mission. 
mg_miles_blackboxlegal_rush_0003=The client has requested a rush job on this op. 
mg_miles_blackboxlegal_title=~mission(title) (~mission(item))
mg_miles_blackboxlegal_title_0001=Black Box Recovery
mg_miles_blackboxlegal_trouble_0001=Intel suggests that hostile elements may be in the area. Standard ROE applies. 
mg_miles_blackboxlegal_trouble_0002=Combat is highly likely during this op. Use caution. 
mg_miles_blackboxlegal_trouble_0003=Analytics department has indicated that there is a high possibility of hostile contact. Prepare accordingly. 
mg_miles_bounty_desc=~mission(Contractor|BountyDescription)
mg_miles_bounty_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Bounty\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA legal bounty has been issued for ~mission(TargetName). ~mission(elite)This contract has been authorized to allow lethal force. ~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_bounty_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Bounty\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nWANTED: ~mission(TargetName)\nA legal bounty has been issued for the above mentioned for violation of Imperial law. ~mission(elite)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_bounty_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Bounty\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nYou are hereby authorized to track and subdue ~mission(TargetName). ~mission(elite)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_bounty_desc_0004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Bounty\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nWe have a sworn bounty contract for ~mission(TargetName). You are authorized to use whatever force is necessary to subdue the target. ~mission(elite)~mission(rush)\n\nPayment will be issued upon successful completion of contract.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_bounty_elite_0001=Based on our psychological profile, this is classified as a high-risk bounty. 
mg_miles_bounty_elite_0002=Target has been flagged as extremely dangerous. 
mg_miles_bounty_elite_0003=Use caution when engaging, the target will be armed and dangerous. 
mg_miles_bounty_location_0001=We have a potential last known location for the target.
mg_miles_bounty_location_0002=We will provide data that might indicate where ~mission(TargetName|Last) is hiding.
mg_miles_bounty_location_0003=Our sources have provided the target's last known whereabouts.
mg_miles_bounty_obj_long_01=Search for bountys current location. Track targets in unmonitored areas by scanning or reactivating comm arrays.
mg_miles_bounty_obj_long_02=Find and apprehend ~mission(TargetName).
mg_miles_bounty_obj_short_01=Locate Bounty
mg_miles_bounty_obj_short_02=Subdue Bounty
mg_miles_bounty_rush_0001=You'll have to move fast. 
mg_miles_bounty_rush_0002=You will have a very specific window of opportunity. Take them down before they disappear again. 
mg_miles_bounty_rush_0003=The target is a known flight risk, so you will need to act quickly. 
mg_miles_bounty_title=~mission(Contractor|BountyTitle): ~mission(TargetName)
mg_miles_bounty_title_0001=Bounty Issued
mg_miles_bounty_title_0002=Bounty Contract
mg_miles_bounty_title_E=CrimeStat 2 Bounty Contract
mg_miles_bounty_title_H=CrimeStat 4 Bounty Contract
mg_miles_bounty_title_M=CrimeStat 3 Bounty Contract
mg_miles_bounty_title_VE=CrimeStat 1 Bounty Contract
mg_miles_bounty_title_VH=CrimeStat 5 Bounty Contract
mg_miles_capturegang_complete_desc=\nAll the ranking members of the Arlington gang are now behind bars and their criminal gang is out of commission. \n\nThis was a pretty impressive collar. Good work.\n\n-Miles\n\nMiles Eckhart\nFounder & CEO\nEckhart Security, LLC.
mg_miles_capturegang_complete_title=Arlington Gang Incarcerated
mg_miles_capturegang_desc_001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n*********\n__Background Information__\nA group warrant has been issued for the notorious Arlington ship jacking gang after their recent brazen attempted theft of an Idris from a repair yard. While the heist was stopped, the members of the group have scattered to the black. Eckhart Security has been granted the bounty for the immediate capture of all high-level gang members: Maltrox Arlington, Kass Dent, Nicks Cantwell, Sam Weepy Arlington, Oslo Arlington, and Les Arlington.\n*********\n\nAn anonymous comm has tipped us off that Les Arlington, child of gang leader Maltrox Arlington, had been spotted picking up a delivery at a Covalex transfer center. We will provide you with the coordinates of where we believe their current whereabouts are.\n\nLes is an experienced pilot who has been flying for almost as long as theyve been walking and usually serves as the gangs get-away pilot. It may be worthwhile to bring extra support ships in order to cut off any attempts at escape.\n\nYou are authorized to use whatever force is necessary to neutralize the target. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_capturegang_desc_002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n*********\n__Background Information__\nA group warrant has been issued for the notorious Arlington ship jacking gang after their recent brazen attempted theft of an Idris from a repair yard. While the heist was stopped, the members of the group have scattered to the black. Eckhart Security has been granted the bounty for the immediate capture of all high-level gang members: Maltrox Arlington, Kass Dent, Nicks Cantwell, Sam Weepy Arlington, Oslo Arlington, and Les Arlington.\n*********\n\nWe have received word that Nicks Cantwell, long-time acquaintance and confident of Maltrox Arlington, was spotted trying to purchase a high-density mining laser, the kind frequently used in past ship-jacking attempts to strategically breach hulls. We have provided coordinates for Nicks last known location. \n\nNicks is a highly regarded munitions expert among criminal circles and often leaves a path of destruction in his wake. It is advised to bring an increased level of firepower to this encounter.\n\nYou are authorized to use whatever force is necessary to neutralize the target. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_capturegang_desc_003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n*********\n__Background Information__\nA group warrant has been issued for the notorious Arlington ship jacking gang after their recent brazen attempted theft of an Idris from a repair yard. While the heist was stopped, the members of the group have scattered to the black. Eckhart Security has been granted the bounty for the immediate capture of all high-level gang members: Maltrox Arlington, Kass Dent, Nicks Cantwell, Sam Weepy Arlington, Oslo Arlington, and Les Arlington.\n*********\n\nSam Weepy Arlington was flagged by automated security systems at an R&R after being involved in a drunken brawl. Weepy was able to clear the station before response teams arrived, but we have been able to track him down to where we currently think hes holed up.\n\nWeepy is gang leader Maltrox Arlingtons uncle and main enforcer. His anger issues combined with a long history of substance abuse make him a true wildcard. Expect him to put up significant resistance when cornered by you and your mustered forces.\n\nYou are authorized to use whatever force is necessary to neutralize the target. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_capturegang_desc_004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n*********\n__Background Information__\nA group warrant has been issued for the notorious Arlington ship jacking gang after their recent brazen attempted theft of an Idris from a repair yard. While the heist was stopped, the members of the group have scattered to the black. Eckhart Security has been granted the bounty for the immediate capture of all high-level gang members: Maltrox Arlington, Kass Dent, Nicks Cantwell, Sam Weepy Arlington, Oslo Arlington, and Les Arlington.\n*********\n\nRecently a security terminal was illegally accessed using a unique custom cryptokey that had been utilized in a heist last year by one Oslo Arlington, the younger sibling of gang leader Maltrox Arlington. While we were unable to positively confirm if the terminal was hacked by Oslo or not, we feel it is worth investigating.\n\nExtremely intelligent, tech savvy and a renowned strategist, Oslo has proven difficult to capture in the past. If this lead does result in finding Oslo, a well coordinated tactical strike team would be advantageous to a successful engagement. \n\nYou are authorized to use whatever force is necessary to neutralize the target. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_capturegang_desc_005=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n*********\n__Background Information__\nA group warrant has been issued for the notorious Arlington ship jacking gang after their recent brazen attempted theft of an Idris from a repair yard. While the heist was stopped, the members of the group have scattered to the black. Eckhart Security has been granted the bounty for the immediate capture of all high-level gang members: Maltrox Arlington, Kass Dent, Nicks Cantwell, Sam Weepy Arlington, Oslo Arlington, and Les Arlington.\n*********\n\nTwo bank guards were reported missing last week. A few hours ago, their bodies turned up in a trash heap in Magnus with their biometrics stolen. Thankfully, a nearby dumpling cart had a security camera that captured the corpses being dropped. Facial recognition was able to ID one Kass Dent, romantic partner to Maltrox Arlington and parent of Les Arlington. Using the vid to construct a timeline, we have provided the coordinates of where Kass is currently believed to be hiding. \n\nKass is suspected of a long list of murders, with these two only being the most recent. We recommend only bringing highly skilled wingman to try and keep the casualty count at a minimum. \n\nYou are authorized to use whatever force is necessary to neutralize the target. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_capturegang_desc_006=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\n*********\n__Background Information__\nA group warrant has been issued for the notorious Arlington ship jacking gang after their recent brazen attempted theft of an Idris from a repair yard. While the heist was stopped, the members of the group have scattered to the black. Eckhart Security has been granted the bounty for the immediate capture of all high-level gang members: Maltrox Arlington, Kass Dent, Nicks Cantwell, Sam Weepy Arlington, Oslo Arlington, and Les Arlington.\n*********\n\nMaltrox Arlington has been keeping a low profile recently, but we think he's come out of hiding. A patrol was refueling at a station when one of their ships was boosted. Maltrox is the most likely suspect. While the regtag was temporarily deactivated, we have been able to trace the ships quantum signature and have provided you those coordinates.\n\nA third generation criminal, the Arlington gang has been under Maltroxs leadership for the past six years. Be aware, this is a smart, aggressive, and very dangerous target. The more resources you can bring to bear, the more likely it is that we can bring Maltrox in one and for all. \n\nYou are authorized to use whatever force is necessary to neutralize the target. \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_capturegang_desc_idris=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nIt appears that second time's the charm for the Arlington gang. After one failed attempt, the recently escaped criminal family has managed to boost an Idris from a repair yard. Now we know what the mining laser and biometrics they stole were for. \n\nSince we had such success capturing them the first time, Eckhart Security has been granted the warrant for the gangs arrest. This is going to take considerable firepower to bring down a capital ship of this ability.\n\nYou are authorized to use whatever force is necessary to track down the Idris and neutralize the gang.\n\nPayment will be issued upon successful completion of contract and will be adjusted based on the final evaluation of you and your team's combat effectiveness rating. \n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_capturegang_escape_desc=\nGuess we celebrated too soon. Word came in a little while that there was a prison break. The Arlington gang somehow smuggled in components for an explosive and broke out.\n\nQuality work by whatever genius decided to put them all into the same holding facility. \n\nNot sure if they are the revenge type, but figured you deserved a head's up in case they come gunning for you. \n\n-Miles\n\nMiles Eckhart\nFounder & CEO\nEckhart Security, LLC.
mg_miles_capturegang_escape_title=Arlington Gang Escaped
mg_miles_capturegang_eventTeam_Currentplayer=Squad Combat Rating: ~Mission(PlayerScore)
mg_miles_capturegang_eventTeam_currentleader=Your Squad are Combat Leaders
mg_miles_capturegang_eventTeam_topplayer=Combat Leaders: ~mission(TopPlayer) / Rating: ~Mission(TopPlayerScore)
mg_miles_capturegang_event_Currentplayer=Combat Rating: ~Mission(PlayerScore)
mg_miles_capturegang_event_currentleader=You are the Combat Leader
mg_miles_capturegang_event_topplayer=Combat Leader: ~mission(TopPlayer) / Rating: ~Mission(TopPlayerScore)
mg_miles_capturegang_idris_marker_001=Stolen Idris
mg_miles_capturegang_idris_obj_long_001=Travel to the last known coordinates of the Arlington gang's stolen Idris.
mg_miles_capturegang_idris_obj_long_002=Neutralize all members of the Arlington gang. 
mg_miles_capturegang_idris_obj_short_001=Locate Idris
mg_miles_capturegang_idris_obj_short_002=Neutralize Arlington Gang: %|s
mg_miles_capturegang_idris_subobj_long_002a=Neutralize Les Arlington.
mg_miles_capturegang_idris_subobj_long_002b=Neutralize Nicks Cantwell
mg_miles_capturegang_idris_subobj_long_002c=Neutralize Sam 'Weepy' Cantwell
mg_miles_capturegang_idris_subobj_long_002d=Neutralize Oslo Arlington
mg_miles_capturegang_idris_subobj_long_002e=Neutralize Kass Dent
mg_miles_capturegang_idris_subobj_long_002f=Neutralize Maltrox Arlington
mg_miles_capturegang_marker_001=Les Arlington
mg_miles_capturegang_marker_002=Nicks Cantwell
mg_miles_capturegang_marker_003=Sam Weepy Arlington
mg_miles_capturegang_marker_004=Oslo Arlington
mg_miles_capturegang_marker_005=Kass Dent
mg_miles_capturegang_marker_006=Maltrox Arlington
mg_miles_capturegang_obj_long_001=Travel to Arlington gang member ~mission(Target)'s last known coordinates and locate the target.
mg_miles_capturegang_obj_long_002=Engage ~mission(Target) and neutralize the target.
mg_miles_capturegang_obj_short_001=Locate ~mission(Target)
mg_miles_capturegang_obj_short_002=Neutralize ~mission(Target)
mg_miles_capturegang_title_001=Capture Arlington Gang Member Les Arlington
mg_miles_capturegang_title_002=Capture Arlington Gang Member Nicks Cantwell
mg_miles_capturegang_title_003=Capture Arlington Gang Member Sam Weepy Arlington
mg_miles_capturegang_title_004=Capture Arlington Gang Member Oslo Arlington
mg_miles_capturegang_title_005=Capture Arlington Gang Member Kass Dent
mg_miles_capturegang_title_006=Capture Arlington Gang Leader Maltrox Arlington
mg_miles_capturegang_title_idris=Idris Stolen By Arlington Gang
mg_miles_collectcargo_legal_danger_0001=This contract has been flagged for potential combat encounters. 
mg_miles_collectcargo_legal_danger_0002=Operator should prepare for hostile contact. 
mg_miles_collectcargo_legal_danger_0003=Intel reports that hostile elements have been spotted in the area. Use caution. 
mg_miles_collectcargo_legal_danger_0004=Operator is cleared for combat engagement. Standard ROE applies. 
mg_miles_collectcargo_legal_desc=~mission (description)
mg_miles_collectcargo_legal_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Cargo Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nClients have lost an ~mission(item) in transit. The ~mission(ship) charged with transporting it went down. You will need to go to ~mission(location), retrieve the ~mission(item), and deliver it to ~mission(destination). ~mission(timed) ~mission(danger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_collectcargo_legal_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Cargo Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nA ~mission(ship) that was transporting a ~mission(item) went down in system. Clients have tasked us with heading to the ~mission(location), retrieving the ~mission(item) and delivering it to ~mission(destination). ~mission(timed) ~mission(danger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_collectcargo_legal_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Cargo Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nThis is a standard retrieval op. You are to retrieve a ~mission(item) from the wreckage of a ~mission(ship) and deliver it safely to ~mission(destination). We will provide ~mission(location). ~mission(danger) Take all neccessary steps to ensure that the ~mission(item) is intact. ~mission(timed)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_collectcargo_legal_desc_0004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Cargo Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nOur client has recently lost a ~mission(ship) while in transit. Although the company has registered the loss with local authorities and insurance, they have requested for one of our operatives to travel to the ~mission(location) and retrieve a particular ~mission(item) that was being transported and continue its transport to ~mission(destination). ~mission(timed) ~mission(danger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_collectcargo_legal_desc_0005=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Cargo Retrieval\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nContract requires the safe retrieval of a ~mission(item) from a ~mission(ship) wreck and subsequent delivery to ~mission(destination). Head to the ~mission(location) and take care of it. ~mission(timed) ~mission(danger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_collectcargo_legal_obj_long_01=Go to ~mission(location)
mg_miles_collectcargo_legal_obj_long_02=Retrieve the ~mission(item)
mg_miles_collectcargo_legal_obj_long_03=Deliver the ~mission(item) to ~mission(destination)
mg_miles_collectcargo_legal_obj_short_01=Wreck Site
mg_miles_collectcargo_legal_obj_short_02=Retrieve ~mission(item)
mg_miles_collectcargo_legal_obj_short_03=Deliver ~mission(item)
mg_miles_collectcargo_legal_timed_0001=This is a priority contract. 
mg_miles_collectcargo_legal_timed_0002=Client has also stipulated a timed delivery on this. 
mg_miles_collectcargo_legal_timed_0003=Client has requested expedited service on this contract. 
mg_miles_collectcargo_legal_timed_0004=This contract comes with a tight delivery deadline. 
mg_miles_collectcargo_legal_title=~mission (title) (Approval: ~mission(approvalcode))
mg_miles_collectcargo_legal_title_0001=Cargo Retrieval
mg_miles_collectcargo_legal_title_0002=Secure Cargo
mg_miles_collectcargo_legal_title_0003=Cargo Salvage
mg_miles_delivercargo_lawful_danger_0001=You are cleared to engage any hostiles you encounter. 
mg_miles_delivercargo_lawful_danger_0002=Intel suggests a high probability of hostile engagement. Plan accordingly. 
mg_miles_delivercargo_lawful_danger_0003=This contract has been flagged as a potential combat mission. 
mg_miles_delivercargo_lawful_danger_0004=Latest intel indicates an increase in violent contact in this contract's area of operations. Operator should be prepared for potential combat. 
mg_miles_delivercargo_lawful_danger_0005=Operator is cleared for hostile engagement. Standard ROE applies. 
mg_miles_delivercargo_lawful_desc=~mission(description)
mg_miles_delivercargo_lawful_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Delivery\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nClient has requested a delivery run. You will pick up a ~mission(item) at ~mission(location) and transport it safely to ~mission(destination). ~mission(danger)~mission(timed) \n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_delivercargo_lawful_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Delivery\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nStandard courier contract. Operator will be required to transport ~mission(item) from ~mission(location) to ~mission(destination). ~mission(danger)~mission(timed)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_delivercargo_lawful_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Delivery\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nOperator will be responsible for the safe and efficient transport of a ~mission(item).\nPICKUP: ~mission(location)\nDELIVER TO: ~mission(destination)\nOTHER NOTES:\n~mission(request)\n~mission(timed)\n~mission(danger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_delivercargo_lawful_obj_long_01=Go to ~mission(location)
mg_miles_delivercargo_lawful_obj_long_02=Pick up ~mission(item)
mg_miles_delivercargo_lawful_obj_long_03=Deliver ~mission(item) to ~mission(destination)
mg_miles_delivercargo_lawful_obj_short_01=Pickup Site
mg_miles_delivercargo_lawful_obj_short_02=Pickup
mg_miles_delivercargo_lawful_obj_short_03=Deliver
mg_miles_delivercargo_lawful_timed_0001=This has been designated as a priority mission. 
mg_miles_delivercargo_lawful_timed_0002=The client has requested a rush delivery. 
mg_miles_delivercargo_lawful_timed_0003=Please complete this contract as quickly as possible. 
mg_miles_delivercargo_lawful_timed_0004=This is an urgent contract. Please complete quickly. 
mg_miles_delivercargo_lawful_timed_0005=The client has requested expedited service for this contract. 
mg_miles_delivercargo_lawful_title=~mission(title) (Approval: ~mission(approvalcode))
mg_miles_delivercargo_lawful_title_0001=Delivery
mg_miles_delivercargo_lawful_title_0002=Courier Op
mg_miles_delivercargo_lawful_title_0003=Cargo Delivery
mg_miles_delivercargo_lawful_var_0001=Client has requested that the ~mission (item) is not stored in direct sunlight. 
mg_miles_delivercargo_lawful_var_0002=Client has requested that the ~mission(item) is not placed near excessive low frequency emitters. 
mg_miles_delivercargo_lawful_var_0003=Client has requested that the ~mission(item) is not opened. 
mg_miles_delivercargo_lawful_var_0004=Client has requested that ~mission(item) must be protected from excessive concussive emitters. 
mg_miles_escort_scan_desc=~mission(Desc)
mg_miles_escort_scan_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Escort\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nSurvey ship has requested ~mission(EscortType) to accompany during scanning activity. Rendezvous with your contact at ~mission(location). You will need to stay within acceptable proximity to client and protect them in the event of hostile contact. Intended route will be dictated by client.\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_escort_scan_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Escort\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA client has requested ~mission(EscortType). You will not only escort the client, but protect them in the event hostile contact. You will rendezvous at ~mission(location) and Client will provide information about proposed route.\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_escort_scan_obj_long_01=Go to ~mission(location)
mg_miles_escort_scan_obj_long_02=Hold until further support.
mg_miles_escort_scan_obj_long_03=Hold until scan is complete.
mg_miles_escort_scan_obj_long_04=Escort ~mission(ClientType) to nav point.
mg_miles_escort_scan_obj_long_04a=Protect the ~mission(ClientType)
mg_miles_escort_scan_obj_long_04b=Combat Pay Bonus
mg_miles_escort_scan_obj_long_05=Escort ~mission(ClientType) to final destination.
mg_miles_escort_scan_obj_short_01=Meet client
mg_miles_escort_scan_obj_short_02=Hold For Support
mg_miles_escort_scan_obj_short_03=Hold position.
mg_miles_escort_scan_obj_short_04=Escort
mg_miles_escort_scan_obj_short_04a=Protect
mg_miles_escort_scan_obj_short_05=Escort
mg_miles_escort_scan_obj_short_05a=Destination
mg_miles_escort_scan_title=~mission(title) (Approval: ~mission(ApprovalCode))
mg_miles_escortscan_title_0001=Escort Contract
mg_miles_escortscan_title_0002=Op File: Escort Mission (Survey)
mg_miles_escortscan_title_0003=Escort Mission
mg_miles_escortscan_title_0004=Escort Op (Survey)
mg_miles_groupbounty_desc_001=CONTRACT TYPE: Group Warrant\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nIn relation to a jointly committed crime, a group warrant has been issued for:\n     ~mission(Target1)\n     ~mission(Target2)\n     ~mission(Target3)\n\nIt is currently believed that they are no longer traveling together in order to evade capture, and may soon flee the system. You should strongly consider recruiting additional help in order to execute all the warrants in the limited time frame. \n\nYou are authorized to use whatever force is necessary to neutralize the targets. \n\nPayment will be issued upon successful completion of contract when all targets have been dealt with in the allotted time.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_groupbounty_title_001=Group Warrant Issued
mg_miles_havejob_desc=~mission(Desc)
mg_miles_havejob_desc_0001=Hey, come by when you get a chance. There's a job waiting. I'm over at ~mission(location).
mg_miles_havejob_desc_0002=Come by ~mission(location) when you can. Got a job for you.
mg_miles_havejob_desc_0003=If you're looking for work, I have a gig for you. Come by ~mission(location) when you're ready.
mg_miles_havejob_desc_0004=A new contract just came across my glas and you popped into my head. Might be a good time for us to talk. Come to ~mission(location) and find me.\n\n-Eckhart
mg_miles_havejob_desc_0005=It's looking like I might be able to make use of someone with your skill set. Why don't you head to ~mission(location) and we can discuss the particulars.
mg_miles_havejob_desc_0006=If you're not too busy, I got something cooking that might be of interest to you. See me at ~mission(location) and I'll fill you in.
mg_miles_havejob_desc_0007=Got another gig waiting for you at ~mission(location) if you're interested.\n\n-Eckhart
mg_miles_havejob_desc_0008=When you're free you should pay me a visit at ~mission(location). There's a job I have in mind for you.
mg_miles_havejob_desc_0009=I think it's time we talk again. Stop by ~mission(location).
mg_miles_havejob_desc_0010=A client just hit me up with an interesting offer. Thought I'd loop you in. I'm at ~mission(location) when you're ready to talk.
mg_miles_havejob_from=Miles Eckhart
mg_miles_havejob_marker_01=Miles Eckhart
mg_miles_havejob_obj_long_01=Meet with Miles Eckhart
mg_miles_havejob_obj_short_01=Meet Miles Eckhart
mg_miles_havejob_title=~mission(title)
mg_miles_havejob_title_0001=Have a job
mg_miles_havejob_title_0002=Op for you
mg_miles_havejob_title_0003=Job op
mg_miles_havejob_title_0004=Business opportunity
mg_miles_havejob_title_0005=Possible Contract
mg_miles_havejob_title_0006=Let's Meet
mg_miles_havejob_title_0007=Come See Me
mg_miles_havejob_title_0008=New Contract Offer
mg_miles_mission_app_0001=ME-01
mg_miles_mission_app_0002=BH-05
mg_miles_mission_app_0003=WR-06
mg_miles_mission_app_0004=TR-08
mg_miles_mission_app_0005=DV-33
mg_miles_mission_app_0006=SR-12
mg_miles_mission_app_0007=CV-21
mg_miles_planetcollect_drug_desc=~mission(desc)
mg_miles_planetcollect_drug_desc_0001=So here's the deal. I don't normally like to get mixed up with this stuff, but a job's a job, right? Anyway, there's a shipment of ~mission(item) down on ~mission(location). I need it moved to ~mission(destination). That's it. No questions. ~mission(rush)~mission(trouble)
mg_miles_planetcollect_drug_desc_0002=Job's pretty simple. Need you to go to ~mission(location), grab a box and run it to ~mission(destination). I'm gonna tell you up front, the box is full of ~mission(item), so don't do anything stupid and get yourself caught, okay? Once it's done, I'll transfer the money. ~mission(rush)~mission(trouble)
mg_miles_planetcollect_drug_desc_0003=This is a straight up boxman job. Run a crate of ~mission(item) from ~mission(location) over to ~mission(destination) and get paid. ~mission(rush)~mission(trouble)
mg_miles_planetcollect_drug_desc_0004=Some lowlife's paying serious creds to move a crate of ~mission(item) from ~mission(location) to ~mission(destination). Knock it out and be done with it. ~mission(rush)~mission(trouble)
mg_miles_planetcollect_drug_desc_0005=I need a courier to run some product from ~mission(location) to ~mission(destination). Don't look in the box and don't ask questions. ~mission(rush)~mission(trouble)
mg_miles_planetcollect_drug_desc_0006=Guess the ~mission(item) junkies are getting desperate. Some dealers need a pickup from ~mission(location) run over to ~mission(destination). ~mission(rush)~mission(trouble) These guys are scum, but they're paying well, so I figured, what the hell.
mg_miles_planetcollect_drug_desc_0007=Gonna need you to run a box of ~mission(item) from ~mission(location) to ~mission(destination). ~mission(rush)~mission(trouble)Keep a low profile and we'll both get paid.
mg_miles_planetcollect_drug_desc_0008=Job's don't get much simpler than this. Go to ~mission(location), pick up a box and take it to ~mission(destination). ~mission(rush)~mission(trouble)That's it. Credits will be transferred upon completion. Ask no questions and you'll hear no lies.
mg_miles_planetcollect_drug_desc_0009=Client needs some of their product moved from ~mission(location) to ~mission(destination). ~mission(rush)~mission(trouble)Shouldn't be a problem, so don't make it one.
mg_miles_planetcollect_drug_obj_long_01=Go to ~mission(Location)
mg_miles_planetcollect_drug_obj_long_02=Pick up product
mg_miles_planetcollect_drug_obj_long_03=Deliver it to ~mission(Destination)
mg_miles_planetcollect_drug_obj_short_01=Go Here
mg_miles_planetcollect_drug_obj_short_02=Grab Stuff
mg_miles_planetcollect_drug_obj_short_03=Deliver Goods
mg_miles_planetcollect_drug_rush_0001=Gonna need you to do this quick, okay? 
mg_miles_planetcollect_drug_rush_0002=Take care of this quick, okay? 
mg_miles_planetcollect_drug_rush_0003=I'll need this done quick. 
mg_miles_planetcollect_drug_rush_0004=Don't waste time on this, okay, slick? 
mg_miles_planetcollect_drug_title=~mission(title)
mg_miles_planetcollect_drug_title_0001=Need a pick up
mg_miles_planetcollect_drug_title_0002=Package
mg_miles_planetcollect_drug_title_0003=Favor for a friend
mg_miles_planetcollect_drug_title_0004=Courier gig
mg_miles_planetcollect_drug_title_0005=Pick up
mg_miles_planetcollect_drug_troub_0001=Keep an eye out. Word is, some hitters got an interest in this package as well. 
mg_miles_planetcollect_drug_troub_0002=This might get a little violent, so make sure you're stocked and locked. 
mg_miles_planetcollect_drug_troub_0003=Word's out on this little job, so there might be some other 'interested parties' who like to shoot first if you catch me. 
mg_miles_planetcollect_drug_troub_0004=Make sure you're armed. There's a good possibility this run might get a little rough. 
mg_miles_planetcollect_steal_desc=~mission(desc)
mg_miles_planetcollect_steal_desc_0001=Here's the deal. I need a ~mission(item) moved from ~mission(location) to ~mission(destination). Should be a snooze, but I need it done right. ~mission(trouble)~mission(rush)
mg_miles_planetcollect_steal_desc_0002=Some people I know have a little problem. They left some of their property on ~mission(location) and find themselves in need of courier. I figured you could go, pick it up and drop it off for them at ~mission(destination). Shouldn't be too tough, right? ~mission(rush)~mission(trouble)
mg_miles_planetcollect_steal_desc_0003=Pretty simple. Grab ~mission(item) from ~mission(location) and drop off at ~mission(destination). ~mission(trouble)~mission(rush) Do that without getting pinched, losing the ~mission(item) or getting dead and we all get paid.
mg_miles_planetcollect_steal_desc_0004=Need you to run a ~mission(item) from ~mission(location) to ~mission(destination). ~mission(rush)Once it's been delivered, I'll get you your cut. ~mission(trouble)
mg_miles_planetcollect_steal_desc_0005=Should be a pretty straightforward gig. Go to ~mission(location), pick up a ~mission(item) and run it to ~mission(destination). ~mission(trouble)Once you drop it off and the thing's in one piece, you'll get your money. ~mission(rush)
mg_miles_planetcollect_steal_desc_0006=Here's the lowdown on that delivery run:\n\nLocation: ~mission(location)\nPickup: ~mission(item)\nDrop off: ~mission(destination)\n\n~mission(trouble)~mission(rush) That should do it otherwise. You got any questions? Figure them out for yourself.
mg_miles_planetcollect_steal_desc_0007=Job seems pretty straightforward. You just go to ~mission(location), pick up a ~mission(item) and take it to ~mission(destination). ~mission(rush)~mission(trouble)Do what you can to make it a clean run and we all win.
mg_miles_planetcollect_steal_obj_long_01=Go to ~mission(location)
mg_miles_planetcollect_steal_obj_long_02=Acquire the ~mission(item)
mg_miles_planetcollect_steal_obj_long_03=Deliver ~mission(item) to ~mission(destination)
mg_miles_planetcollect_steal_obj_short_01=Go Here
mg_miles_planetcollect_steal_obj_short_02=Grab Stuff
mg_miles_planetcollect_steal_obj_short_03=Deliver ~mission(item)
mg_miles_planetcollect_steal_rush_0001=I'm gonna need you to put a rush on this. 
mg_miles_planetcollect_steal_rush_0002=Need this done quick, so don't mess around. 
mg_miles_planetcollect_steal_rush_0003=Also, the clients need this delivered pronto, so don't be late. 
mg_miles_planetcollect_steal_rush_0004=Gonna need this done ASAP. 
mg_miles_planetcollect_steal_rush_0005=Client's breathing down my neck about this, so put them ease and take care of it quick, okay? 
mg_miles_planetcollect_steal_rush_0006=Move fast, okay? I want this done. 
mg_miles_planetcollect_steal_title=~mission(title)
mg_miles_planetcollect_steal_title_0001=Pickup
mg_miles_planetcollect_steal_title_0002=Cargo pickup
mg_miles_planetcollect_steal_troub_0001=Another thing, there might be some heavies in the area, so watch your back. 
mg_miles_planetcollect_steal_troub_0002=If you run into any trouble, well, you know what to do. 
mg_miles_planetcollect_steal_troub_0003=There shouldn't be any trouble on this run, but you never know. 
mg_miles_planetcollect_steal_troub_0004=I guess it goes without saying that you should take care of any obstacles that happen to show up. 
mg_miles_planetcollect_steal_troub_0005=Anyone gets in your way, handle it. 
mg_miles_planetcollect_steal_troub_0006=You run into any problems, drop them. Don't want any loose ends. 
mg_miles_recoverStolen_danger_0001=This contract as been flagged as a potential candidate for lethal engagement, so prepare accordingly. 
mg_miles_recoverStolen_danger_0002=Intel suggests that hostile elements may intervene in the execution of this contract. 
mg_miles_recoverStolen_danger_0003=There is a high possibility of hostile contact, prepare accordingly. 
mg_miles_recoverStolen_danger_0004=You are cleared to engage any hostile elements that you encounter. 
mg_miles_recoverStolen_desc=~mission(Contractor|RecoverSpaceDescription)
mg_miles_recoverStolen_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: ~mission(Contractor|RecoverSpaceTitle)\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nOur client recently had one of their ships destroyed and cargo taken. They have expressed an interest in reclaiming the property lost in the attack and have hired us to do so. You will be tasked with returning to the ~mission(location) and retrieving the ~mission(Item). ~mission(Contractor|RecoverSpaceDanger) Once obtained, you will deliver the ~mission(Item) to ~mission(destination). ~mission(Contractor|RecoverSpaceTimed)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_recoverStolen_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: ~mission(Contractor|RecoverSpaceTitle)\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nYou are tasked with the safe recovery of stolen property. ~mission(Contractor|RecoverSpaceTimed) Sources have provided the ~mission(location). ~mission(Contractor|RecoverSpaceDanger) Once obtained, you will deliver the ~mission(Item) to ~mission(destination).\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_recoverStolen_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: ~mission(Contractor|RecoverSpaceTitle)\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nA client has requested the safe retrieval of ~mission(Item) initially believed lost during a recent outlaw attack. They have provided the ~mission(location), so you will travel there and recover the ~mission(Item). ~mission(Contractor|RecoverSpaceDanger) Once obtained, you will deliver their property to ~mission(destination). ~mission(Contractor|RecoverSpaceTimed)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_recoverStolen_desc_0004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: ~mission(Contractor|RecoverSpaceTitle)\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nThis contract requires the safe recovery of ~mission(Item) believed lost in an outlaw attack. Client requires operator to travel to the ~mission(location), secure the cargo, and deliver to ~mission(destination). ~mission(Contractor|RecoverSpaceTimed) ~mission(Contractor|RecoverSpaceDanger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_recoverStolen_desc_0005=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: ~mission(Contractor|RecoverSpaceTitle)\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(Contractor|ApprovalCode)\n\nFOR IMMEDIATE PROCESSING\n\nClient is looking for the safe retrieval of ~mission(Item). ~mission(Contractor|RecoverSpaceTimed) Latest intel have locked down the ~mission(location). Once recovered, you are to deliver the cargo to ~mission(destination). ~mission(Contractor|RecoverSpaceDanger)\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_recoverStolen_item_0001=stolen merch
mg_miles_recoverStolen_item_0002=crate
mg_miles_recoverStolen_item_0003=cargo
mg_miles_recoverStolen_item_0004=merch
mg_miles_recoverStolen_item_0005=package
mg_miles_recoverStolen_location_0001=~mission(Contractor|RecoveryItem)'s last known position
mg_miles_recoverStolen_location_0002=current location
mg_miles_recoverStolen_location_0003=~mission(Contractor|RecoveryItem)'s current position
mg_miles_recoverStolen_location_0004=last known whereabouts
mg_miles_recoverStolen_location_0005=location
mg_miles_recoverStolen_obj_long_01=Go to ~mission(location)
mg_miles_recoverStolen_obj_long_02=Retrieve Stolen Goods
mg_miles_recoverStolen_obj_long_03=Deliver to ~mission(destination)
mg_miles_recoverStolen_obj_short_01=Cargo Location
mg_miles_recoverStolen_obj_short_02=Stolen Goods
mg_miles_recoverStolen_obj_short_03=Deliver
mg_miles_recoverStolen_timed_0001=This is a priority assignment. Please complete in haste. 
mg_miles_recoverStolen_timed_0002=The client has paid for expedited service, so this will need to be resolved quickly. 
mg_miles_recoverStolen_timed_0003=You will need to move quickly on this assignment. 
mg_miles_recoverStolen_timed_0004=We need this handled quickly. 
mg_miles_recoverStolen_title=~mission(Contractor|RecoverSpaceTitle)
mg_miles_recoverStolen_title_0001=Retrieval of Stolen Goods
mg_miles_recoverStolen_title_0002=Cargo Retrieval
mg_miles_spacecollect_steal_desc=~mission(desc)
mg_miles_spacecollect_steal_desc_0001=Here's the deal. A ~mission(ship) went and got itself detonated. Clients want someone to go out to ~mission(location) and retrieve the ~mission(item). Once you've got it, take it on over to ~mission(destination). ~mission(trouble)~mission(rush) Easy, right?
mg_miles_spacecollect_steal_desc_0002=Long story short, a ~mission(ship) came to an unfortunate end while in transit. Client wants the ~mission(item) pulled from ~mission(location) and dropped at ~mission(destination). The less you know, the better. ~mission(rush)~mission(trouble)
mg_miles_spacecollect_steal_desc_0003=Here's that spacewalk I was telling you about. Need you to snag the ~mission(item) from ~mission(location). ~mission(trouble)Once you got it, take it over to ~mission(destination). You'll get paid on dropoff. ~mission(rush)
mg_miles_spacecollect_steal_desc_0004=This is a straight up retrieval gig. I need you to run some ~mission(item) from ~mission(location) to ~mission(destination). ~mission(rush)Once it's been delivered, you'll get your cut. ~mission(trouble)
mg_miles_spacecollect_steal_desc_0005=So this guy I run favors for got himself in a bit of a jam. One of his ~mission(ship) went and got itself blown up while on a run. He still needs a ~mission(item) it was transporting delivered to ~mission(destination) though and he's willing to pay out to get it there. That's where you come in. Go to ~mission(location), grab the package and finish the run. ~mission(trouble)When you drop it off in one piece, you'll get your money. ~mission(rush)
mg_miles_spacecollect_steal_desc_0006=Got wind that a ~mission(ship) got punched out while transporting some interesting cargo. Figure it couldn't hurt to go and snag it now, right? Head over to ~mission(location) and take the ~mission(item) to ~mission(destination). I'll make sure you get compensated for your trouble. ~mission(trouble)~mission(rush)
mg_miles_spacecollect_steal_desc_0007=This ~mission(ship) I'd been following got itself blown up recently. While it's a truly sad situation for everyone involved, business is business and this ship happened to be carrying something rather precious that still needs to get where it's going. You need to retrieve the ~mission(item) from ~mission(location) and get it to ~mission(destination). ~mission(rush)~mission(trouble) \n\nYou pull this off, not only will you be in my good graces, you'll make some nice creds too.
mg_miles_spacecollect_steal_obj_long_01=Go to the ~mission(location).
mg_miles_spacecollect_steal_obj_long_02=Retrieve the ~mission(item) from wreckage.
mg_miles_spacecollect_steal_obj_long_03=Deliver the ~mission(item) to ~mission(location).
mg_miles_spacecollect_steal_obj_short_01=Wreck Site
mg_miles_spacecollect_steal_obj_short_02=Take ~mission(item)
mg_miles_spacecollect_steal_obj_short_03=Deliver ~mission(item)
mg_miles_spacecollect_steal_rush_0001=I'm gonna need you to put a rush on this. 
mg_miles_spacecollect_steal_rush_0002=Need this done quick, so don't mess around. 
mg_miles_spacecollect_steal_rush_0003=Also, this needs to be delivered pronto, so don't be late. 
mg_miles_spacecollect_steal_rush_0004=I need this done quick, so no screwing around. 
mg_miles_spacecollect_steal_rush_0005=Take care of it quick, okay? 
mg_miles_spacecollect_steal_rush_0006=Move fast, okay? I want this done. 
mg_miles_spacecollect_steal_title=~mission(title)
mg_miles_spacecollect_steal_title_0001=Pickup
mg_miles_spacecollect_steal_title_0002=Cargo pickup
mg_miles_spacecollect_steal_title_0003=Collection job
mg_miles_spacecollect_steal_troub_0001=Keep an eye out. Word is the area's turning hostile. 
mg_miles_spacecollect_steal_troub_0002=So you know, this op might get a little dangerous. 
mg_miles_spacecollect_steal_troub_0003=I trust you'll take care of anyone who interferes. 
mg_miles_spacecollect_steal_troub_0004=I guess it goes without saying that you should take care of any obstacles that happen to show up. 
mg_miles_spacecollect_steal_troub_0005=You come across anyone looking for a fight, deal with them. 
mg_miles_spacecollect_steal_troub_0006=Anyone gives you any hassle, end them. 
mg_miles_sweeplegal_danger_001=Intel reports that ~mission(client) are common in your area, indicating that they may have a small base there. Expect a fight if encountered. 
mg_miles_sweeplegal_danger_002=Use extreme caution. Latest CrimeStats indicate an increased number of attacks on your route. 
mg_miles_sweeplegal_danger_003=The likelihood of heavy enemy engagement is very high. Make sure you prepare accordingly. 
mg_miles_sweeplegal_danger_004=The ~mission(client) have been ramping up their aggression recently. You should expect heavy resistance if engaged. 
mg_miles_sweeplegal_desc=~mission(description)
mg_miles_sweeplegal_desc_0001=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Hostile Sweep\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nLocal authorities have been battling outlaw elements in system and have reached out for assistance. You are to fly to ~mission(rendezvous) and clear out any hostile elements you encounter. ~mission(danger)\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_sweeplegal_desc_0002=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Hostile Sweep\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\n~mission(contractor) have reached out looking for combat assistance dealing with ~mission(client) in the area. They have provided a series of points and requested that an operator visit and sweep them for hostile elements. Standard ROE applies if engaged. ~mission(danger)\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_sweeplegal_desc_0003=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Hostile Sweep\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nThis contract is a simple sweep and clear. You will check a series of points around ~mission(rendezvous) and clear any hostile presence in the areas. ~mission(danger)\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_sweeplegal_desc_0004=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Hostile Sweep\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\n~mission(contractor) have reached out for assistance dealing with a ~mission(client) problem in the area. They have provided a series of points in ~mission(rendezvous) that need to be checked and cleared. ~mission(danger)\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_sweeplegal_desc_0005=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Hostile Sweep\nCONTRACTOR STATUS: Independent\nApproval code: = ~mission(approvalcode)\n\nFOR IMMEDIATE PROCESSING\n\nEckhart Security will be lending a hand to ~mission(contractor) to help with security in system. You will be given an AO of several points and will be responsible for sweeping the area and clearing of any hostile elements. Intel suggests that you may be coming in contact with ~mission(client). ~mission(danger)\n\nIf you accept this contract, you must be ready and able to start work immediately.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mg_miles_sweeplegal_obj_long_01=Patrol all designated areas and clear any hostiles.
mg_miles_sweeplegal_obj_short_01=Patrol Area
mg_miles_sweeplegal_obj_short_02=Eliminate Hostiles
mg_miles_sweeplegal_obj_short_02a=Patrol Beacon
mg_miles_sweeplegal_title=~mission(title) (Approval: ~mission(approvalcode)
mg_miles_sweeplegal_title_0001=Sweep and Clear
mg_miles_sweeplegal_title_0002=Target: ~mission(client) / Multiple engagement
mg_miles_sweeplegal_title_0003=Sector Sweep
mg_miles_sweeplegal_title_0004=Staged Op: Sector Clearance
mg_miles_sweeplegal_title_0005=Search and Destroy
mg_miles_sweeplegal_title_0006=Combat Assist
mg_pacheco_DestroyEvidence_desc_001=It turns out that security over at ~mission(location|address) got their hands on a box of evidence that shouldnt exist. Im gonna pay you to destroy it for me.\n\nGetting to the evidence wont be a walk in the park. Youll have to make it past the stations turrets and heavy security, and then take out the Chief of Security in order to get their access code to the Evidence Storage Unit. And even thats not straightforward since the Chief only deals with high-level emergencies so Im thinking youll have to shoot up the place pretty good before they feel its worth showing up. Bringing a crew with you and approaching the station carefully is probably a good idea.\n\nOnce the Evidence Inventory System is started up, the box I want should be easy to find - it's blue and has "EVIDENCE" written on it. Destroy that and Ill get you paid.\n\nWhat you do after that is up to you. Theres probably plenty of other valuable crap locked up in the Evidence Storage if youre willing to hang around long enough to grab it, but thats on you.\n\n-Twitch\n
mg_pacheco_DestroyEvidence_title_001=Not A Shred of Evidence
mg_pacheco_StealEvidence_desc_001=Long story short, one of my people got pinched with some evidence that could make things very uncomfortable for me and some of my associates. Thats why I want you to go to ~mission(location|address) and steal it for me.\n\nIt wont be easy. Not only is the station protected by turrets and crawling with security, but the access code to activate the Evidence Storage Unit is kept by the Chief of Security. In order to get to them, youll need to create enough havoc to force the Chief to come deal with you in person. I usually dont like loud and messy, but this job calls for it. It wouldn't be a bad idea to approach the station carefully and bring a crew along to help.\n\nOn the bright side, the evidence I want should be easy to spot. The box is blue and says "EVIDENCE" on the side. Anything else you want to take from storage and sell is fine with me as long as you remember that Im your priority. \n\nOnce you have my evidence, drop it off at ~mission(destination|address) and we can call it a day.\n\n-Twitch\n
mg_pacheco_StealEvidence_desc_002=I'll spare you the details, but I need a bit of leverage in a tricky negotiation and know exactly where to get it. Thats why Im sending you to go to ~mission(location|address) and steal a box of evidence for me.\n \nNow, I wont lie to you. The jobs a toughy. The station is thick with turrets and security, and the only access code to the Evidence Storage Unit is kept by the Chief of Security. To make things worse, that snotty bastard doesnt like to get their hands dirty unless its a full-blown emergency which means that youll have to escalate things before the Chief will even bother coming round.\n\nOnce you do activate the Evidence Inventory System, the box I want should be the first one out. Now, there might be more boxes coming out after it, you can consider those your bonus payment. \n\nJust be sure that you take care of dropping off my evidence at ~mission(destination|address) first and foremost.\n\nI figure if you approach the station carefully and bring the right crew along, we should all be able to get what we want. \n\n-Twitch\n
mg_pacheco_StealEvidence_title_001=Burden of Proof
mg_pacheco_assassin_law_desc_001=Never trust a screw not to twist. One of the BlacJac officers whos supposed to be looking after our interests is taking a double dip and working for another crew. Cant have that. \n\nHunt down Officer ~mission(TargetName) and take care of it. Just be ready for a hard fight from all their BlacJac friends.\n\n-Twitch \n
mg_pacheco_assassin_law_desc_002=A BlacJac officer by the name of ~mission(TargetName) has put it in their mind that theyre going to be a hero and put a stop to our operation once and for all. \n\nProblem is that this shiner is smart and motivated enough to be an actual threat. \n\nWe need them stopped dead in their tracks before something sticks. And I dont care how many BlacJacs you have to cut down to see it through.\n\n-Twitch\n
mg_pacheco_assassin_law_desc_003=~mission(TargetName), a long time BlacJac officer on our payroll, suddenly decided to grow a conscience and the new look doesnt suit them at all. \n\nWe need ~mission(TargetName|Last) silenced before they have a chance to come clean.\n\nTake care of them and any BlacJacs that want to come along for the ride.\n\n-Twitch\n\n
mg_pacheco_assassin_law_desc_004=Dont get me wrong, I love credits as much as the next person, but loyalty has a value beyond money. \n\nOfficer ~mission(TargetName) has decided that we arent paying them enough and is threatening to let their BlacJac bosses in on some of our business dealings.\n\nYoure going to go put and end to this bastards greed once and for all. \n\nDont be surprised if they run crying to BlacJac for help once the shooting starts. Just do what you have to and get it done.\n\n-Twitch \n
mg_pacheco_assassin_law_title_001=Criminal Justice
mg_pacheco_assassin_law_title_002=Wrong Arm of the Law
mg_pacheco_assassin_law_title_003=Officer Down
mg_pacheco_assassin_law_title_004=Justice Reform
mg_pacheco_assassin_sync_danger_high=Also, know that these two have thick crimestat files and plenty of friends. They're not gonna be pushovers, but I trust you can handle it.\n\n
mg_pacheco_assassin_sync_danger_low=And in case you're worried, these two upstarts are about as newborn as they come. Shouldn't be any trouble for someone with your skills.\n\n\n
mg_pacheco_assassin_sync_danger_medium=My sources say that these two are entirely dumb so they usually fly with backup. Don't expect them to go down without at least a little bit of a fight.\n\n
mg_pacheco_assassin_sync_desc_001=A little while ago I got a not to subtle blackmail threat. We were able to track it down to two operators who go by ~mission(TargetName) and ~mission(TargetName2).\n\nYou're going to send a message about what we do to people who try to take advantage of us.\n\nForm a crew and hunt these bastards down. And because we can't risk them leaking the information they have, you need to kill both of them at the same time. \n\n~Mission(Danger) Make it so no one thinks about blackmailing us again for a long time.\n\n-Twitch
mg_pacheco_assassin_sync_desc_002=My employers want ~mission(TargetName) and ~mission(TargetName2) dead.\n\nMore importantly, they want them dead at the same time. \n\nCoordinate with some hired guns you trust to perform a simultaneous hit.\n\n~Mission(Danger) However it goes down, make it clean and on't let either of them get away. \n\n-Twitch
mg_pacheco_assassin_sync_desc_003=Two slaggers, ~mission(TargetName) and ~mission(TargetName2), are trying to muscle in our territory. Not going to happen because you're going to kill them.\n\nAnd to stamp down this little operation once and for all, you're going to kill them both at the same time. \n\nFind whoever you want to help to track down one while you handle the other, but just be sure that everyone's targeted once the shooting starts.\n\n~Mission(Danger)-Twitch
mg_pacheco_assassin_sync_title_001=Simultaneous Hit
mg_pacheco_asteroidchase_desc_0001=(PH) There's a really irritating scumbag hiding in the asteroids. Take him out.
mg_pacheco_asteroidchase_desc_0002=(PH) Did you know that cowards like to use asteroids to hide when they cross my constituents? That's where you come in.
mg_pacheco_asteroidchase_desc_0003=(PH) Every once in a while we like to take a stroll through certain asteroid fields to make sure certain backstabbing traitors aren't hiding there. Can you help us out?
mg_pacheco_asteroidchase_desc_0004=(PH) Pro-tip: Don't cross my organization and then go cower in an asteroid field, or we'll send someone to take care of it. Someone like you.
mg_pacheco_asteroidchase_title_0001=<ph>(PH) An Inconvenient Target</ph>
mg_pacheco_basesweep_law_desc_001=Got a tip that theres an operation being planned to raid one of my businesses. Need you to go down to ~mission(Location) and clear out all the BlacJac scum you find. \n\nThat should be more than enough chaos so I have time to get everything sorted on my end. \n\n-Twitch\n
mg_pacheco_basesweep_law_desc_002=I have something big in the works but in order to pull it off Im going to need to make sure that BlacJac wont have enough resources available and that theyll be suitably distracted. \n\nFigured Id kill two birds and have you go raid ~mission(Location) and kill every officer you find there. \n\nThat should get their attention.\n\n-Twitch\n
mg_pacheco_basesweep_law_desc_003=A crew of mine were stopped mid-job by a BlacJac patrol. What should have been a simple arrest turned into a damn bloodbath thanks to the overzealous bootstompers playing judge and jury. \n\nCant have my people done like that. I want you to go to ~mission(Location) and take every last one of them out.\n\nThey dont want to play by the rules, then they dont get to play at all.\n\n-Twitch \n
mg_pacheco_basesweep_law_title_001=BlacJac Blackout
mg_pacheco_basesweep_law_title_002=Dearly Departed
mg_pacheco_basesweep_law_title_003=Down for the Count
mg_pacheco_desc=~mission(Description)
mg_pacheco_from=Tecia Pacheco
mg_pacheco_invite_desc_001=Like the title says, stop by and see me next time you're in Area18 and crimestat free.\n\nDon't keep me waiting.\n\n-Twitch
mg_pacheco_invite_desc_002=The boss gave me a heads up about something brewing on the horizon and I'm pretty sure you're gonna want a piece.\n\nGet your ass over to Area18 and I'll fill you in.\n\nJust make sure to clear any legal troubles first. Can't afford security sniffing around.\n\n-Twitch
mg_pacheco_invite_desc_003=Things are about to get busy and I'm gonna need some extra bodies who are crimestat free and willing to work hard.\n\nIf you stop by Area18 in time, I can see about cutting you in.\n\nJust find me when you get here.\n\n-Twitch
mg_pacheco_invite_desc_004=I might have a lead on some work, but only if you don't have security or advocacy chasing you.\n\nFind me next time you're in Area18 if you're interested.\n\n-Twitch
mg_pacheco_invite_marker_01=Twitch
mg_pacheco_invite_obj_long_01=Meet Twitch in the back alley of Area18.
mg_pacheco_invite_obj_short_01=Meet Twitch
mg_pacheco_invite_title_001=Time for a Visit
mg_pacheco_invite_title_002=We Need to Talk
mg_pacheco_invite_title_003=Come See Me
mg_pacheco_invite_title_004=Let's Meet
mg_pacheco_prisonerbreak_desc_001=Heres the deal - A couple of long timers got snagged pulling a job for me and I want you to spring them. \n\nA friendly mechanic has arranged for their prison transport to run into some trouble en route, venting the front door and bringing the ship to a halt. Youre gonna go, dispatch any security escorting the transport, find the prisoner manifest aboard, and use it to locate my crews cryopods.\n\nThe popsicles Im after are ~mission(NameSave1), ~mission(NameSave2), ~mission(NameSave3), and ~mission(NameKill1). All have been loyal and deserve better than rotting in jail.\n\nAt least I think they've been loyal... I'm still wondering how they got pinched in the first place. I can't shake the feeling that one of them may have been doubling dealing. Tell you what, if you find any proof that one of my crew has been working with the Advocacy, liquidate their cryopod and Ill see you get a bonus. \n\nOnce you've activated the right pods and my people are starting to thaw, get the hell out of there and let my team handle the rest. This last bit is important. See, once theyre defrosted, they're gonna be sent off to retirement. No sense in them knowing any more about my business than they already do, i.e. I dont want these lunks seeing your face or even knowing you exist. \n\nOnce youre back on your way, Ill send you a hefty pile of creds.\n\nNow just in case youre getting any ideas along the lines of “Why dont I just free everyone?” or “Wouldnt it be easier to shut them all up permanently?” Forget it. The politics of this whole thing is more complicated than you need to know. Just understand that if any extra prisoners get freed or die without me ordering it, youll be the one who pays. Want all your money? Do what youre told and thats it. \n\n-Twitch
mg_pacheco_prisonerbreak_desc_002=Heres the deal - A couple of long timers got snagged pulling a job for me and I want you to spring them. \n\nA friendly mechanic has arranged for their prison transport to run into some trouble en route, venting the front door and bringing the ship to a halt. Youre gonna go, dispatch any security escorting the transport, find the prisoner manifest aboard, and use it to locate my crews cryopods.\n\nThe popsicles Im after are ~mission(NameSave2), ~mission(NameKill1), ~mission(NameSave3), and ~mission(NameSave1). All have been loyal and deserve better than rotting in jail.\n\nAt least I think they've been loyal... I'm still wondering how they got pinched in the first place. I can't shake the feeling that one of them may have been doubling dealing. Tell you what, if you find any proof that one of my crew has been working with the Advocacy, liquidate their cryopod and Ill see you get a bonus. \n\nOnce you've activated the right pods and my people are starting to thaw, get the hell out of there and let the retrieval team handle the rest. This last bit is important. See, once theyre defrosted, they're gonna be sent off to retirement. No sense in them knowing any more about my business than they already do, i.e. I dont want these lunks seeing your face or even knowing you exist. \n\nOnce youre back on your way, Ill send you a hefty pile of well deserved creds.\n\nNow just in case youre getting any ideas along the lines of “Why dont I just free everyone?” or “Wouldnt it be easier to shut them all up permanently?” Forget it. The politics of this whole thing is more complicated than you need to know. Just trust me when I say that if any extra prisoners get freed or die without me ordering it, youll be the one who pays. Want all your money? Do what youre told and thats it. \n\n-Twitch
mg_pacheco_prisonerbreak_desc_003=Heres the deal - A couple of long timers got snagged pulling a job for me and I want you to spring them. \n\nA friendly mechanic has arranged for their prison transport to run into some trouble en route, venting the front door and bringing the ship to a halt. Youre gonna go, dispatch any security escorting the transport, find the prisoner manifest aboard, and use it to locate my crews cryopods.\n\nThe popsicles Im after are ~mission(NameKill1), ~mission(NameSave2), ~mission(NameSave1), and ~mission(NameSave3). All have been loyal and deserve better than rotting in jail.\n\nAt least I think they've been loyal... I'm still wondering how they got pinched in the first place. I can't shake the feeling that one of them may have been doubling dealing. Tell you what, if you find any proof that one of my crew has been working with the Advocacy, liquidate their cryopod and Ill see you get a bonus. \n\nOnce you've activated the right pods and my people are starting to thaw, get the hell out of there and let the retrieval team handle the rest. This last bit is important. See, once theyre defrosted, they're gonna be sent off to retirement. No sense in them knowing any more about my business than they already do, i.e. I dont want these lunks seeing your face or even knowing you exist. \n\nOnce youre back on your way, Ill send you a hefty pile of well deserved creds.\n\nNow just in case youre getting any ideas along the lines of “Why dont I just free everyone?” or “Wouldnt it be easier to shut them all up permanently?” Forget it. The politics of this whole thing is more complicated than you need to know. Just trust me when I say that if any extra prisoners get freed or die without me ordering it, youll be the one who pays. Want all your money? Do what youre told and thats it. \n\n-Twitch
mg_pacheco_prisonerbreak_title_001=The Price of Freedom
mg_pacheco_stealstash__desc_0001=Word is that security are gonna hit a stash house known as ~mission(Location) that some scabbers are using to store a treasure trove of narcotics. Among their supply, they've managed to snag a particular package of Maze. Seems like they're trying to up their station in the world.\n\nPrice of Maze on the street is skyrocketing... which is weird. Stuff just looks like wood chips to me. Anyway, I've gotten word that BlacJac's been tipped off to this little operation, so let's just say, this presents us with a unique opportunity. I know when the raid's going to start, so I want you to hit the stash before they show up and bring the Maze back. \n\nYou'll need a ship that can haul at least one box, but feel free to use something bigger. Anything else in the facility is up for grabs if you want to bother lifting it. Just be sure to deliver our Maze to ~mission(Destination) and we'll be square. Copy? \n\nIf you run into any resistance, I'll trust you'll deal with it, but the Maze is the real prize here.\n\n-Twitch
mg_pacheco_stealstash__desc_0002=Some of our competition over at ~mission(Location) is about to run into massive load of bad luck. BlacJac's caught wind of their stash house and are posting up to raid it.\n\nI've managed to find out exactly when they're going to hit the stash house, but I want you to hit it first. I imagine that the crew that's operating the stash won't be too enthusiastic about you robbing their supply, so if you run into any opposition, handle it.\n\nI want you to go in and steal their supply of Maze before security destroys it. Like I said, there's a bunch of drugs in there, but lucky for you Maze just looks like pieces of tree bark which should make it stand out. If you bring a ship that can hold enough cargo, you're welcome to help yourself to any of the other drugs in there. \n\nJust make sure that you can at least haul out the one box of Maze we're paying you for over to ~mission(Destination).\n\n-Twitch
mg_pacheco_stealstash__desc_0003=There's this little corner of heaven called ~mission(Location) that some of the local scumbags use to hand off drug shipments. You ever hear of it? \n\nWell, as of a few hours ago, a source told me that they were moving a package of Maze through there. I'm not sure if you've ever danced with that stuff before, but it looks like bits of bark.\n\nMy employers want it, but for whatever reason, they aren't willing to declare open war on this group. Apparently they're protected by somebody. Anyway, I tipped off BlacJac about the stash and they're getting ready to raid it. \n\nI want you to go in and secure the Maze before the place gets burned. Odds are this stash is gonna be guarded, so make sure you break some weapons. If you want to help yourself to anything else in there, that's on you to bring a ship big enough to haul it out. But at the very least bring a ship that can handle carting off the one box of Maze that's ours to ~mission(Destination). \n\nDon't worry about clearing out scavs you find there, either. Unless they get in your way that is. Thankfully, BlacJac'll get blamed for whatever body count gets left behind.\n\n-Twitch
mg_pacheco_stealstash__title_0001=Their Loss, Our Gain
mg_pacheco_stealstash_marker_01=*DEPRECIATED* - Vessel Pick Up
mg_pacheco_stealstash_marker_02=Stash
mg_pacheco_stealstash_marker_03=Maze
mg_pacheco_stealstash_marker_04=Drop Off
mg_pacheco_stealstash_obj_display_timer=Security Dispatched: %ls
mg_pacheco_stealstash_obj_long_01=*DEPRECIATED* - Go to the ~mission(Destination) and retrieve the provided vessel.
mg_pacheco_stealstash_obj_long_02=Go to the stash at ~mission(Location) with vehicle that can transport at least 1 SCU.
mg_pacheco_stealstash_obj_long_03=Acquire a package of Maze from the stash.
mg_pacheco_stealstash_obj_long_05=*DEPRECIATED* - Exit the vessel and stand clear.
mg_pacheco_stealstash_obj_short_01=*DEPRECIATED* - Pick Up Provided Vessel
mg_pacheco_stealstash_obj_short_02=Go To Stash
mg_pacheco_stealstash_obj_short_03=Acquire Maze From Stash
mg_pacheco_stealstash_obj_short_05=*DEPRECIATED* - Stand Clear Of Vessel
mg_pacheco_stealstash_subobj_long_04=Deliver the Maze to the ~mission(Destination).
mg_pacheco_stealstash_subobj_short_04=Deliver Maze
mg_pacheco_title=~mission(Title)
mg_ruto_RetrieveConsignment_desc_001=Oh hello, I recently overheard a little bit of intel that ~mission(location|address) received some confidential materials that are of great interest to an acquaintance of mine. So interesting that theyre willing to pay for someone to storm the facility, grab the goods, and deliver them to ~mission(DropOff1|address). Now I expect there to be plenty of security, who will most likely put up a fight, so Id bring a gun or two. \n\nWord is the confidential materials were delivered in a consignment alongside other stuff and are now being stored in the facilitys automated vault. Senior security officers on-site carry datapads containing retrieval codes used to access the vault. Youll have to get your hands on a datapad before using the package conveyor to retrieve the boxes. \n\nIf you need a little sweetener, Ive seen the manifest and can confirm that the other crates being stored at the facility are pretty choice. My client could care less about what happens to them, so theyre yours to do as you please. Run this right and those extra crates could be a nice bonus on top of the delivery fee for you.
mg_ruto_RetrieveConsignment_title_001=get the goods
mg_ruto_UGF_destroy_E_desc_001=Seems theres a new upstart in the sector who hasnt been paying the right dues to the right people. To teach them a little lesson, my client wants you to go down to ~mission(Location|Address) and destroy all the drugs on site.\n\nThe low-level lugs they got on site will probably make a stink about it and try to stop you. Handle them however you want but getting rid of the product is the most important thing.\n
mg_ruto_UGF_destroy_E_title_001=limited supply
mg_ruto_UGF_destroy_H_desc_001=A client of mines trying to negotiate a deal, but isnt having much luck. The other party feels like they got all the leverage because theyre sitting comfortably on a pile of inventory. To help move the negotiations along, Im gonna need you to head down to ~mission(Location|Address) and destroy all the drugs on site. \n\nNow, I should probably tell you that the sites being protected by some very serious people, so getting to the stash is going to be a bit tricky, but I trust youll find a way. \n
mg_ruto_UGF_destroy_H_title_001=inventory clear out
mg_ruto_UGF_destroy_desc_001=One of my clients has been unhappy to learn that someone's been muscling in on their territory. Now rather than going down the more traditional route of killing some people and starting a whole thing, theyve opted to send a different kind of message instead.\n\nYoure gonna go down to ~mission(Location|Address) and destroy all the drugs on site. \n\nOf course, if someone does wanna pick a fight with you, feel free to defend yourself, but getting rid of the product is the most important thing.\n
mg_ruto_UGF_destroy_title_001=out of stock
mg_ruto_UGF_eliminateall_Lawnocivs_desc_001=Everybody holds grudges, right? I mean, when you get popped pulling a crime, I get that youre a little sour, but thats pretty much the game, right?
mg_ruto_UGF_eliminateall_Lawnocivs_title_001=live and let an independent contractor deal out revenge
mg_ruto_UGF_eliminateall_allies_desc_001=One of my clients is planning a hostile takeover of a rival at ~mission(Location|Address), but word got out, and now theyre worried theyre not going to have enough fire power to see it through.\n\nI figured you would be the perfect addition to tip the scale in their favor and help my clients people wipe out this other gang.\n\nThis last part is important though they dont want any workers hurt. Theyre hoping to be able to start production again almost immediately and dont want to bother with hiring new staff. Got that? Kill goons with guns, dont kill workers.\n
mg_ruto_UGF_eliminateall_allies_title_001=hostile takeover
mg_ruto_UGF_eliminateall_civsonly_desc_001=A client is getting out produced by a new competitor and is looking to throw a wrench into the works.\n\nYoure going to head to ~mission(Location|Address) and kill all the civies who work there. \n\nDo what you want with the gun-toting goons guarding the workers, but remember that they arent the priority. \n
mg_ruto_UGF_eliminateall_civsonly_title_001=too many cooks
mg_ruto_UGF_eliminateall_desc_001=This is a bit aggressive for my taste, but credits are credits, right?\n\nGot a client who's looking for a highly motivated individual to head over to ~mission(Location|Address) and kill everyone whos there. \n\nBasically, start shooting and dont stop. You'll get paid once the site's clear.\n
mg_ruto_UGF_eliminateall_nocivs_desc_001=I know someone whos looking to start up a new business, but theyre having a hard time hiring the skilled workers they need.\n\nNow the thing is, they found the perfect crew over at ~mission(Location|Address), but the people they work for wont let them go. Even hired extra armed guards to make sure of it.\n\nWhat I want you to do, is go there and kill all the guards while making sure all the workers remain unharmed. \n
mg_ruto_UGF_eliminateall_nocivs_title_001=good helps hard to find
mg_ruto_UGF_eliminateall_title_001=makin a mess
mg_ruto_UGF_steal_desc_001=This one should be a ringer for somebody like you. Theres a package being held at ~mission(Location|Address) and I need you to bring it to ~mission(Destination|Address). \n\nThere's one super tiny issue that you should know about. Theres gonna be a crap ton of security down there. But I'm sure it should be fine.\n\n:)
mg_ruto_UGF_steal_title_001=grab and go
mg_ruto_assassin_danger_0001=And from what I've been hearing, this scav's dangerous. If you wanna stay healthy, be smart about how you handle this one. 
mg_ruto_assassin_danger_0002=Apparently, this scav's totalled up a hefty body count over the years. Don't underestimate them. 
mg_ruto_assassin_danger_0003=And so you know, you won't be the first person who's gone after ~mission(TargetName|NickOrFirst). People think that they're a little bulletproof. Might take a few shots to keep 'em down. 
mg_ruto_assassin_danger_0004=Bit of warning, my hunch says ~mission(TargetName|NickOrFirst)'s gonna give you a good fight. See that you put up a better one. 
mg_ruto_assassin_desc=~mission(Contractor|AssassinationDescription)
mg_ruto_assassin_desc_0001=The ~mission(Client) got a serious problem with ~mission(TargetName) and guess what? You're gonna be their problem solver. ~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger) And feel free to be as noisy as you like on this one. It'll help send a message to anyone else who's thinking about making trouble.
mg_ruto_assassin_desc_0002=I'm helping ~mission(Client) to arrange a funeral for ~mission(TargetName). I'm in charge of the entertainment but the only thing we're missing now is a corpse. Try taking a look at ~mission(Location) and see if you can scare one up. ~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger)
mg_ruto_assassin_desc_0003=~mission(TargetName) is a ghost. Problem is, no one's told them they're dead yet. The ~mission(Client) wanted you to deliver the message. ~mission(Contractor|AssassinationTimed)I hear they're still haunting ~mission(Location) so you might want to start looking there first. ~mission(Contractor|AssassinationDanger)
mg_ruto_assassin_desc_0004=A piece of trash that goes by the name of ~mission(TargetName) just surfaced at ~mission(Location). Need you to put them down. ~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger) Last piece of advice - don't try to talk to them first or anything weird. Just do the job.
mg_ruto_assassin_desc_0005=Long story short, ~mission(TargetName) screwed over the ~mission(Client) and as it turns out, it's going to be the last thing they ever do. ~mission(Contractor|AssassinationDanger) A friend of the ~mission(Client) spotted them near ~mission(Location) so I'd suggest starting there. ~mission(Contractor|AssassinationTimed) You find them, you put them down. Make it messy, make it clean. They didn't specify and I don't care. Just see that it's done right.
mg_ruto_assassin_desc_0006=The ~mission(Client) put out a hit on some local that's been stirring up trouble and you're going to execute it. Target's name is ~mission(TargetName) and though I don't have precise lock on their location, I'll send ~mission(Location) and you can go from there. ~mission(Contractor|AssassinationTimed) ~mission(Contractor|AssassinationDanger)
mg_ruto_assassin_location_0001=the coordinates where they were last spotted
mg_ruto_assassin_location_0002=their last known location
mg_ruto_assassin_location_0003=where they like to hang out
mg_ruto_assassin_location_0004=one of the spots they're known to frequent
mg_ruto_assassin_obj_long_01=Search for ~mission(TargetName) at ~mission(Location).
mg_ruto_assassin_obj_long_02=Eliminate ~mission(TargetName|Last).
mg_ruto_assassin_obj_short_01=Locate Target
mg_ruto_assassin_obj_short_02=Eliminate Target
mg_ruto_assassin_timed_0001=The sooner this is over, the better. 
mg_ruto_assassin_timed_0002=This bastard's run before, so take care of this before they can run again. 
mg_ruto_assassin_timed_0003=~mission(Client) have made it clear that this is really, really, really important to them. See that you get it squared away as fast as humanly possible. 
mg_ruto_assassin_timed_0004=Did I mention there's a clock on this? No? Well, there is. 
mg_ruto_assassin_title=~mission(Contractor|AssassinationTitle)
mg_ruto_assassin_title_0001=future ghost
mg_ruto_assassin_title_0002=empty casket
mg_ruto_assassin_title_0003=problem elimination
mg_ruto_assassin_title_0004=permanent lesson
mg_ruto_assassin_title_0005=gone for good
mg_ruto_assassin_title_0006=target erased
mg_ruto_assassin_title_0007=goodbye ~mission(TargetName)
mg_ruto_blackboxillegal_danger_0001=Based on the ~mission(ship)'s location, I'd gear up for a fight. 
mg_ruto_blackboxillegal_danger_0002=I'd guess you're gonna have to fight someone on this. 
mg_ruto_blackboxillegal_danger_0003=Prep for a fight. Word around the campfire is that some heavy hitters are circling this one. 
mg_ruto_blackboxillegal_danger_0004=There's a good chance this one might get ugly. 
mg_ruto_blackboxillegal_desc=~mission(desc)
mg_ruto_blackboxillegal_desc_0001=Seems the ~mission(client) are trying to erase how a ~mission(ship) got itself vented. I'll send you the location of ~mission(location), so go, pull the ~mission(item) and drop it off with a contact of mine at ~mission(destination). They'll take care of the rest. ~mission(rush)~mission(trouble)
mg_ruto_blackboxillegal_desc_0002=~mission(rush)You gotta head out to the wreck of a ~mission(ship), pull a ~mission(item), and run it to ~mission(destination). ~mission(trouble)~mission(client) will transfer your money when they get confirmation it's done.
mg_ruto_blackboxillegal_desc_0003=Not sure if you heard, but a ~mission(ship) got wasted recently in sys. Now, I'm not going to say who, but let's just that the person or persons responsible need someone to steal the ~mission(item) before it falls into the law's hands. I'll hook you up with the location of ~mission(location). ~mission(trouble)Once you get the ~mission(item), you run it over to ~mission(destination) where they'll scrub it. That's it. ~mission(rush)
mg_ruto_blackboxillegal_desc_0004=Got a client who came asking about a ~mission(ship) that went down recently. They're very interested in someone retrieving the ~mission(item) and taking it to ~mission(destination). ~mission(rush)Of course, they're willing to pay for this. ~mission(trouble)
mg_ruto_blackboxillegal_desc_0005=Got a straight boost job here. You go out to the ~mission(ship)'s wreck and pull the ~mission(item). Anything else you wanna grab is yours for the taking. ~mission(rush)I got all the details about ~mission(location), but once you get it, run it to my people over at ~mission(destination) and get paid. Should be squeezy. ~mission(trouble)
mg_ruto_blackboxillegal_obj_long_01=Go to ~mission(location).
mg_ruto_blackboxillegal_obj_long_02=Get the ~mission(item) from ~mission(location)
mg_ruto_blackboxillegal_obj_long_03=Deliver ~mission(item) to ~mission(destination)
mg_ruto_blackboxillegal_obj_long_03a=Black Box
mg_ruto_blackboxillegal_obj_short_01=Wreck Site
mg_ruto_blackboxillegal_obj_short_02=Grab Black Box
mg_ruto_blackboxillegal_obj_short_03=Deliver Black Box
mg_ruto_blackboxillegal_timed_0001=This is rush job, okay? Can't waste time on this one. 
mg_ruto_blackboxillegal_timed_0002=Need you to knock this out quick. They're paying for fast results. 
mg_ruto_blackboxillegal_timed_0003=Understand that you'll be on a clock for this one. 
mg_ruto_blackboxillegal_timed_0004=This is a priority gig, so no screwing around. Get it done fast. 
mg_ruto_blackboxillegal_title=~mission(title)
mg_ruto_blackboxillegal_title_0001=box pull
mg_ruto_blackboxillegal_title_0002=box runner
mg_ruto_blackboxillegal_title_0003=data wipe
mg_ruto_blackboxillegal_title_0004=damn evidence
mg_ruto_clearcrimestat_datachip_desc=A datachip containing confidential information belonging to Klescher Rehabilitation Facilities.
mg_ruto_clearcrimestat_datachip_name=Klescher Datachip
mg_ruto_clearcrimestat_datachip_shortname=Klescher Datachip
mg_ruto_clearcrimestat_norep_desc_01=Hi there. We havent had a chance to work together yet but Im in a bit of a bind here and I could use another body. Not for nothing, of course. Im all for a good quid pro quo.\n\nOne of my associates who was serving some time in Klescher was supposed to bring me a datachip, but then they went quiet. Now Im assuming theyre dead, but heres the deal: if you finish his job, I wipe your crimestat. Not bad, right?\n\nYour predecessor was apparently planning on using some old tunnels to make his escape. He made it sound like they weren't exactly the easiest thing to access, but I trust you can figure it out. I'm guessing you'll find his body somewhere in there and if were lucky, he'll still have the chip on him.\n\nOnce you get it, finish getting out however you can. Then get the data to me. Theres a spot nearby you can upload the chips contents. You might want to watch out for Hurston Security, though. They've been a hassle lately, so I wouldn't be surprised if you ran into them. After I get the data and validate it, Ill wipe your crimestat. \n\nThen you can go and enjoy your newfound freedom. If you do this right, maybe Ill have more lucrative work for you down the line.
mg_ruto_clearcrimestat_norep_title_01=need an out?
mg_ruto_clearcrimestat_obj_long_01=Reach the Escape Tunnel.
mg_ruto_clearcrimestat_obj_marker_01=Escape Tunnel
mg_ruto_clearcrimestat_obj_short_01=Reach the Escape Tunnel
mg_ruto_clearcrimestat_rep_desc_01=Hey there. I heard you ended up in Klescher which is a real drag. But it might actually be a lucky day for both of us.\n\nLong story short, I had somebody sneaking a datachip out of the prison, but they never got back to me. I know for a fact they havent left the facility, so I think something might have happened to them. While tragic, business must carry on. If you can get the chip and finish the job, I can clear your crimestat for you. What do you say?\n\nOf course, I don't know exactly how far they got, but I can tell you that the prison's got a whole network of hidden tunnels my guy was planning on using to make his escape. My guess is his corpse is rotting away somewhere there.\n\nOnce you find the body, Im hoping the chip will still be on him. When youve got it, finish escaping and get the data to me. Theres a spot nearby you can upload the chips contents. \n\nOne warning though, you might want to watch out for Hurston Security. They've been a hassle lately, so I wouldn't be surprised if you ran into them.\n\nWhen I've got the data Ill wipe your crimestat and then, voila, youll be free and clear. What you do after that is entirely up to you.
mg_ruto_clearcrimestat_rep_title_01=let's help each other
mg_ruto_collect_reclaimer_desc=Hey there. \n\nNine Tails got themselves a little problem. As it turns out, they got a little side biz in the underground organ trade. Now that an area I generally like to steer well clear of, but a gigs a gig, right? It seems that one of their mobile butcher shops aboard the 'October Rising' got pinched by private security while out chopping. Now the Nine Tails are willing to cut ties with the ship and its crew (who are probably all dead anyway), but they need a particular crate extracted. Guess it was a special order or something.\n\nAnyway, get aboard the October Rising, get the package, and get out.\n\nSecuritys still hanging around so watch yourself and maybe bring some friends, but remember, your priority is the package. If you're looking to save yourself some extra hassle, you could also black out the area by shutting down the nearest comm array if you want to avoid the crimestats for, you know, killing a bunch of a security. But hey, you do you.\n\nOnce youre out, drop the package off at the clinic on Grim HEX and Ill sort your payment.\n\nEasy peasy,\n\nRuto
mg_ruto_collect_reclaimer_obj_long_01=Travel to the last known location of the October Rising.
mg_ruto_collect_reclaimer_obj_long_02=Board the October Rising.
mg_ruto_collect_reclaimer_obj_long_03=Grab the crate in the ship.
mg_ruto_collect_reclaimer_obj_long_04=Deliver the crate to the Grim HEX clinic.
mg_ruto_collect_reclaimer_obj_marker_01=Last Known Location
mg_ruto_collect_reclaimer_obj_marker_02=October Rising
mg_ruto_collect_reclaimer_obj_marker_03=Nine Tails Crate
mg_ruto_collect_reclaimer_obj_marker_04=Drop Off
mg_ruto_collect_reclaimer_obj_short_01=Travel to Last Known Location
mg_ruto_collect_reclaimer_obj_short_02=Board the October Rising
mg_ruto_collect_reclaimer_obj_short_03=Grab Crate in Ship
mg_ruto_collect_reclaimer_obj_short_04=Deliver to Grim HEX
mg_ruto_collect_reclaimer_ship_name=October Rising
mg_ruto_collect_reclaimer_title=Breach and Steal
mg_ruto_commhack_danger_0001=You might run into some trouble out there. I trust you know how to handle that. 
mg_ruto_commhack_danger_0002=I'm not gonna lie. You may have to fight some people on this one. 
mg_ruto_commhack_danger_0003=Oh, one more thing. You might have to kill some people to pull this off. 
mg_ruto_commhack_danger_0004=Hope you're up for a scrap. This job's set to get nasty. 
mg_ruto_commhack_desc=~mission(desc)
mg_ruto_commhack_desc_0001=Some ~mission(gang) are looking to get CommArray ~mission(CommArray) taken offline. ~mission(rush)Don't care how it's done. Just needs to get done. Sort it out for them and you'll get a nice bonus. ~mission(threat) ~mission(time)
mg_ruto_commhack_desc_0002=Look, no one likes being monitored while they work, right? So all we're going to do is take down Array ~mission(CommArray) for a little while while some people do some work. ~mission(rush)We don't need to get into who's doing what or any of the other details, the important thing is that once it's offline, some credits are going to find their way into your account courtesy of some ~mission(gang). ~mission(Time)Sounds good, right? ~mission(threat)
mg_ruto_commhack_desc_0003=I just got paid to manufacture a blackout. Which means that you can get paid for executing one. It's fairly simple, head over to CommArray ~mission(CommArray) and shut it down. ~mission(time)~mission(rush)~mission(threat)
mg_ruto_commhack_desc_0004=I was contacted by some ~mission(gang) to provide a little privacy. Guess they have a job or something going down. Anyway, that's not for you. You are going to bring down CommArray ~mission(CommArray). ~mission(time)~mission(rush)Take it down and I'll pay you out. ~mission(threat)
mg_ruto_commhack_desc_0005=So it seems somebody wants to make an area less secure. Shocking, right? As a struggling businessman in these tough economic times, I am uncomfortable with such a request, but I feel obligated to my clients. Customer service is very important to me. Anyway, you'll need to gain entry to CommArray ~mission(CommArray) and shut it down. Just an FYI, the ~mission(gang) who are putting up the creds for this are VIP, so make sure it's done right. ~mission(rush)~mission(threat)
mg_ruto_commhack_obj_long_01=Go to CommArray ~mission(CommArray).
mg_ruto_commhack_obj_long_02=Disable uplink at CommArray ~mission(CommArray).
mg_ruto_commhack_obj_short_01=Hack Site
mg_ruto_commhack_obj_short_02=Disable Uplink
mg_ruto_commhack_rush_0001=Get a move on, yeah? Need this done quick. 
mg_ruto_commhack_rush_0002=Gonna need this handled on the quick side too, if you get me. 
mg_ruto_commhack_rush_0003=Don't mess around. This has got to get done now. 
mg_ruto_commhack_rush_0004=You need to move quick on this one. 
mg_ruto_commhack_time_0001=One more thing though, you're gonna need to make sure it stays off for a while. The pros need time to work, if you get me. 
mg_ruto_commhack_time_0002=When it's done, I'm gonna need you to babysit the array. Make sure no do-gooders come and switch it back on. 
mg_ruto_commhack_time_0003=Here's the deal. Once the array's down, make sure it stays down. 
mg_ruto_commhack_time_0004=You'll need to stick around once the hack's done. I need that blackout sustained for a bit. 
mg_ruto_commhack_title=~mission(title) (~mission(CommArray))
mg_ruto_commhack_title_0001=Blackout
mg_ruto_commhack_title_0002=Dark zone
mg_ruto_commhack_title_0003=Comm Down
mg_ruto_commhack_title_0004=Cover Needed
mg_ruto_commhack_title_0005=Array Hack
mg_ruto_commhack_title_0006=Disruption Needed
mg_ruto_commhack_title_0007=Service Interrupt
mg_ruto_confirmkill_danger_0001=You might run into a little trouble out there. I mean, that's fitting right? You are going out to find a body. 
mg_ruto_confirmkill_danger_0002=And arm up. You're heading to a crime scene, you know. 
mg_ruto_confirmkill_danger_0003=Keep an eye on your scans. There might be some unfriendly sorts out there. 
mg_ruto_confirmkill_danger_0004=This might go without saying, you are hunting down a corpse after all, but there might be a bit of violence out on this job. 
mg_ruto_confirmkill_desc=~mission(Desc)
mg_ruto_confirmkill_desc_0001=A bit of backstory on this one. Some random scav has been going around claiming that they offed a big time hitter by the name of ~mission(TargetName). Claims that they caught ~mission(TargetName|NickOrFirst) right in the middle of pulling a job. Now the thing is, if ~mission(TargetName|NickOrFirst) is really dead... well... that creates complications for the ~mission(Client). \n\nAnyway, after some careful negotiations from yours truly, they've coughed up some creds to pay for someone to go out and verify that ~mission(TargetName|Last) is actually dead. ~mission(Timed)You will just need to go to ~mission(Location), find the body and confirm. ~mission(Danger)
mg_ruto_confirmkill_desc_0002=Here's a bit of dreadful business to throw your way. ~mission(Client) had a recent op that apparently turned into a total shitshow. Mayhem and carnage to the nth degree. Anyway, the rumor was that ~mission(TargetName) got clipped in the exchange, but now people are saying that the bastard's still alive. \n\nAnyway, the ~mission(Client) need to know one way or the other. That's why I'm having you go out to ~mission(Location) and confirm that they're a corpsicle. Once you get the ID, you get paid. ~mission(Danger)Pretty simple, right? ~mission(Timed)
mg_ruto_confirmkill_desc_0003=Everyone's been talking about ~mission(TargetName) recently. The ~mission(Client) have been saying that they were killed a few days ago in the middle of pulling a job for them, but... well, let's just say that they're a less than accurate source of information. Anyway, I've got a client who's eager to prove them wrong, so they're shelling out some creds to get a positive id on the body. I'll hook you up with the ~mission(Location). You have a look and tell me if you find them. ~mission(Timed)~mission(Danger)
mg_ruto_confirmkill_desc_0004=Got a simple, but kinda disgusting job here. In a recent raid, ~mission(TargetName)'s ticket got punched and I guess the ~mission(Client) want some proof of old ~mission(TargetName|NickOrFirst)'s remains for... something. I honestly don't know why. Maybe they're worried that the bastard is playing dead just to steal from them. Anyway, they gave me the ~mission(Location) and are paying for someone to go out and confirm the kill. ~mission(Timed)~mission(Danger)
mg_ruto_confirmkill_desc_0005=The ~mission(Client) hired a hitter to take out a rival who's been poaching on their turf, but between you and me, I guess they didn't really get their credits worth because the guy forgot to provide proof that ~mission(TargetName) was actually dead. Anyway, I told them I could provide that, and by that, I mean you could provide it. All you gotta do is go to  ~mission(Location) and confirm that ~mission(TargetName|NickOrFirst)'s touching void. ~mission(Danger)Once I get confirmation, you get paid. ~mission(Timed)
mg_ruto_confirmkill_location_0001=the ship's remains
mg_ruto_confirmkill_location_0002=the last point of contact
mg_ruto_confirmkill_location_0003=~mission(TargetName|Last)'s last known position
mg_ruto_confirmkill_location_0004=the wreckage
mg_ruto_confirmkill_location_0005=the wreck site
mg_ruto_confirmkill_location_0006=the derelict
mg_ruto_confirmkill_obj_long_01=Go to ~mission(Location).
mg_ruto_confirmkill_obj_long_02=Locate ~mission(TargetName)
mg_ruto_confirmkill_obj_long_02a=Confirm
mg_ruto_confirmkill_obj_short_01=Wreck Site
mg_ruto_confirmkill_obj_short_02=Locate Corpse
mg_ruto_confirmkill_timed_0001=Do hurry up, will you? Body probably won't be there forever. 
mg_ruto_confirmkill_timed_0002=Another thing, the clients would like to know now, so get to it. 
mg_ruto_confirmkill_timed_0003=I don't really know how long bodies stick around for, so I'd recommend getting a move on. 
mg_ruto_confirmkill_timed_0004=You might want to move fast. God knows what's happening to that body right now. 
mg_ruto_confirmkill_title=~mission(Title)
mg_ruto_confirmkill_title_0001=ID check
mg_ruto_confirmkill_title_0002=a bit of proof
mg_ruto_confirmkill_title_0003=tag and bag
mg_ruto_confirmkill_title_0004=dead man's shoes
mg_ruto_confirmkill_title_0005=ghost hunter
mg_ruto_deliver_drug_desc=~mission(Desc)
mg_ruto_deploypiggyback_danger_0001=Odds are, anyone you come across won't be too pleased to see you. I trust you'll be able to handle them. 
mg_ruto_deploypiggyback_danger_0002=I'm not anticipating this to be a smooth run though, so I'd make sure your guns are working. 
mg_ruto_deploypiggyback_danger_0003=I'm not gonna lie. This one might get a little rough. 
mg_ruto_deploypiggyback_danger_0004=Just gonna say, the last couple people I've sent on these runs have gotten tuned up, so stay sharpish. 
mg_ruto_deploypiggyback_danger_0005=Might wanna get ready for a fight too. You never know. 
mg_ruto_deploypiggyback_desc=~mission(Desc)
mg_ruto_deploypiggyback_desc_0001=This one's gonna be a little tricky. The ~mission(Client) need someone to set up a ~mission(Item) so they can eavesdrop on the local suckers. You have to pick up the ~mission(Item) from ~mission(Location), set the thing up at ~mission(Destination) and get out. ~mission(Danger)Once it's up and running, you'll get your creds.
mg_ruto_deploypiggyback_desc_0002=Need someone to set up a snooping device for the ~mission(Client) and they're gonna pay well to make it happen. First you'll need to pick up a ~mission(Item). I think they got one set aside over at ~mission(Location). Anyway, whenever you've got one, make your way over to ~mission(Destination). ~mission(Danger)You gotta set it up at the right spot or it won't work. Once the thing's running, get the hell out of there. Creds will be waiting when you're clear.
mg_ruto_deploypiggyback_desc_0003=~mission(Client) are paying for someone to drop a ~mission(Item) over at ~mission(Destination). ~mission(Danger)Pick up the ~mission(Item) from ~mission(Location) and get to it.
mg_ruto_deploypiggyback_desc_0004=You ever work with a ~mission(Item)? It's fairly simple stuff. Take it to an area, turn the thing on, and it taps into nearby comms. Nice little system if you're looking to dig up a little intel, maybe scout out a couple marks to hit. Anyway, I need one dropped at ~mission(Destination) for this thing I'm looking into and I need you to set it up. ~mission(Danger)Head over to ~mission(Location) and pick it up, they got one set aside for you. I'll transfer the credits once you got it active.
mg_ruto_deploypiggyback_desc_0005=I guess the ~mission(Client) are cooking up something big. They've requested a ~mission(Item) get set up over at ~mission(Destination). You'll need to grab one from ~mission(Location), head over and set it up. They're pretty self-explanatory, so don't sweat the set up. ~mission(Danger)\n\nAnyway, once you got the ~mission(Item) in place and active, get the hell out of there. I'll pay you after.
mg_ruto_deploypiggyback_desc_0006=Got client who's looking to put some ears on ~mission(Destination). All you gotta do is head over to ~mission(Location), pick up a ~mission(Item) then go set it up. ~mission(Danger)Job ain't over until the ~mission(Item)'s up and running, so make sure it's safe and operational. Once they get the data stream, you get the creds. Simple, right?
mg_ruto_deploypiggyback_obj_long_01=Go to ~mission(Location).
mg_ruto_deploypiggyback_obj_long_02=Collect the ~mission(Item).
mg_ruto_deploypiggyback_obj_long_03=Go to ~mission(Destination) to deploy ~mission(Item).
mg_ruto_deploypiggyback_obj_long_04=Deploy and activate the ~mission(Item).
mg_ruto_deploypiggyback_obj_short_01=~mission(Location)
mg_ruto_deploypiggyback_obj_short_02=Collect Piggyback
mg_ruto_deploypiggyback_obj_short_03=Deploy Site
mg_ruto_deploypiggyback_obj_short_04=Deploy
mg_ruto_deploypiggyback_obj_short_04a=Piggyback
mg_ruto_deploypiggyback_title=~mission(Title)
mg_ruto_deploypiggyback_title_0001=need a tap
mg_ruto_deploypiggyback_title_0002=listening device drop
mg_ruto_deploypiggyback_title_0003=it's all about the intel
mg_ruto_deploypiggyback_title_0004=hack Benson Mining Outpost
mg_ruto_deploypiggyback_title_0005=connect the streams
mg_ruto_deploypiggyback_title_0006=data link
mg_ruto_distraction_analogy_001=I want you to make what the 'duul did to Vega look like a weekend on Goss. 
mg_ruto_distraction_analogy_002=I want you to make people think you're the second coming of Ivar Messar or... you know, one of the bad ones. 
mg_ruto_distraction_analogy_003=By the time you're done, I want your name to be a warning. 
mg_ruto_distraction_desc=~mission(description)
mg_ruto_distraction_desc_0001=I have to say, this might be one of the best plans I've ever come up with. See, the ~mission(client) are looking to pull off the job of the century, but no way they'd get away clean. That is of course, unless there's something even bigger going down at the same time. You're gonna be the something bigger. I'm talking chaos on a whole new scale. \n\n~mission(wanted)With that nasty of a reputation, all you have to do is go visit a ~mission(Location) in the area and shoot at everything that shows up. I'll even tip off the authorities so they know exactly where you are. I figure with all the noise you'll be making, no way anyone gives two shits about what the ~mission(client) are up to.
mg_ruto_distraction_desc_0002=This is the sort of job most scavers only dream about getting paid for. How often do you get paid to make as big of a mess as you can?\n\n~mission(wanted)Between the bounty on your head, and me telling everyone where to find you, you should have about every ship in the sector on your ass in seconds. I figure we'll have you make your stand at a ~mission(Location) and I'll make sure word gets out on where to find you. Then all you have to do is keep them occupied for as long as you can. \n\nOf course, you're probably wondering why you're doing all this. While I can't tell you the details, let's just say that the ~mission(client) are going to be very appreciative for you keeping all the security forces occupied.
mg_ruto_distraction_desc_0003=The ~mission(client) are gonna pay you to unleash as much hell as you can in the sector. ~mission(wanted)You show up at a ~mission(Location) guns blazing, I put the word out on the spec, and just like that, everybody is looking the other way while the real job is going down. Classic misdirection.
mg_ruto_distraction_desc_0004=You know how I normally want my people to keep a low profile? Well, not this time. The ~mission(client) need you to tie up every bit of law in the sector. Make them so busy they won't notice anything else going on. I'm talking next level destruction. ~mission(analogy)~mission(wanted)\n\nEven better is I'll tip off everyone before hand so they know exactly where to find you. I'm thinking a ~mission(Location) since those are usually patrolled to begin with. Then all that's left is for you to take down as many of the bastards as you can. Should make headlines on the spec for weeks.
mg_ruto_distraction_obj_Marker_02=~mission(Location)
mg_ruto_distraction_obj_long_01=Achieve a level five crimestat.
mg_ruto_distraction_obj_long_01a=Maintain a level five crimestat.
mg_ruto_distraction_obj_long_02=Go to this local ~mission(Location) and wait for security to show up.
mg_ruto_distraction_obj_long_03=Cause a scene to keep security forces distracted.
mg_ruto_distraction_obj_marker_03=Distract
mg_ruto_distraction_obj_short_01=Raise Crimestat to 5
mg_ruto_distraction_obj_short_01a=Maintain Crimestat
mg_ruto_distraction_obj_short_02=Go To ~mission(Location)
mg_ruto_distraction_obj_short_03=Create Distraction
mg_ruto_distraction_title=~mission(title)
mg_ruto_distraction_title_0001=a little distraction
mg_ruto_distraction_title_0002=make some noise
mg_ruto_distraction_title_0003=unleash the beast
mg_ruto_distraction_title_0004=all eyes on you
mg_ruto_distraction_wanted_001=To make sure that they're paying attention, you're gonna have to get yourself to crimestat 5 and stay there. Only way to guarantee that every security hack and bounty hunter in the sector is gonna be making eyes at you.
mg_ruto_distraction_wanted_002=Here's the real fun part. In order to pull this off, I need you to get a level 5 crimestat. Hack a comm array, kill a bunch of people. I don't really care how. Just get to level 5 and stay there. That way there's no chance they're gonna be able to ignore a dangerous criminal such as yourself.
mg_ruto_distraction_wanted_003=Now, the reason I wanted you for this job specifically is cause of your crimestat level. Only a level 5 like yourself is a big enough threat to pull the kind of heat I'm talking about. Just do me a favor and make sure you stay at a 5 till this is all over. 
mg_ruto_distraction_wanted_004=Plus, with your crimestat at a 5, you're the ideal candidate to pull this job off. Everyone within the system will be beating each other senseless to get a crack at taking you down. It's perfect. As long as you stay a level 5 that is. 
mg_ruto_distraction_wanted_005=In order for this to work, you're gonna need to have a crimestat 5. That's the only way to make sure every security hack and bounty hunter in the sector is gonna be making eyes at you. Now, as it happens, I'm plugged directly into the system's ECN, so once you take the gig, I'll make you notorious.
mg_ruto_distraction_wanted_006=The catch is you gotta instantly become the system's most wanted to get the kinda heat we want all focused on you. Fortunately, I got myself a backdoor into your criminal files to make that happen. All you gotta do is say yes and your crimestat goes through the roof, then you just focus on raising some hell out there.
mg_ruto_from=Ruto
mg_ruto_from_001=Ruto
mg_ruto_from_002=Imperator Costigan
mg_ruto_from_003=The Grand Imperator
mg_ruto_from_004=Imperator Corruption
mg_ruto_havejob_desc=~mission(desc)
mg_ruto_havejob_desc_0001=Next time you're in Grim HEX swing by Technotic and we can discuss how you and I can help each other out.
mg_ruto_havejob_desc_0002=Got a hot fresh one here, and thought you might like yourself a slice. Stop by Technotic if you're interested.
mg_ruto_havejob_desc_0003=Hey, swing by ~mission(location). Got something for you.
mg_ruto_havejob_desc_0004=Big plans are in the works and I think you're gonna want to be a part of them. Head to Technotic and we'll discuss the nitty gritty.
mg_ruto_havejob_desc_0005=New job's in the works. If you want a slice of the credits hit me up at ~mission(location).
mg_ruto_havejob_desc_0006=Turns out I'm in need of an extra set of hands. Play your cards right, and I'm thinking it might be you. I'll tell you all about it at the shop.
mg_ruto_havejob_desc_0007=If you're looking for work, swing by the shop and I'll get you sorted.
mg_ruto_havejob_desc_0008=Have a gig that I'm thinking of bringing you in on. Could be a decent payday for everyone if it pans out. Why don't you come by ~mission(location) and we'll hash specifics.
mg_ruto_havejob_desc_0009=Things are starting to heat up. Don't want to say too much right now, but stop by the shop and I'll fill you in.
mg_ruto_havejob_desc_0010=Get your ass over to ~mission(location). I'm setting something up and I've got a little part I'd like you to play.
mg_ruto_havejob_obj_long_01=Meet with Ruto
mg_ruto_havejob_obj_short_01=Ruto
mg_ruto_havejob_title=~mission(title)
mg_ruto_havejob_title_0001=job opportunity
mg_ruto_havejob_title_0002=a little favor
mg_ruto_havejob_title_0003=swing on by
mg_ruto_havejob_title_0004=need to talk
mg_ruto_havejob_title_0005=you busy?
mg_ruto_havejob_title_0006=new gig
mg_ruto_havejob_title_0007=let's talk
mg_ruto_havejob_title_0008=got something for you
mg_ruto_intromission_desc=~mission(Description)
mg_ruto_intromission_desc_0001=Hi there. I've been hearing your name pop up a lot recently on security channels. Seems you're pretty hell bent on making life difficult for those authority types. I'll be honest. I like that kind of initiative. I know some people who might be interested in subsidizing your anti-social habits. But I'm getting ahead of myself. \n\nI'd like to see how you operate in the field myself, so here's the deal, the ~mission(Client) have pushed someone into the sweet hereafter and have paid for someone to make the remains disappear. That's considerate, right? No sense letting trash like that stink up ~mission(Location01). Anyway, I'd like you to go there, collect the boxes and dispose of them. Don't really care where as long as it's off-world and not in front of some cops. Simple, right? Anyway, you do this and we can talk about further, more lucrative, employment opportunities. ~mission(Timed)
mg_ruto_intromission_desc_0002=You're becoming quite popular among the unsavories. My name's Ruto. You've probably heard of me. I'm a sort of talent scout for unsavories myself and I'm pretty good at it, if I say so. Part of the reason for that is standards. Not a lot of people have 'em. Me, I need to know that when I give a job to one of my people, that they'll execute it. Otherwise, it's just chaos, you know? But the bad kind. \n\nAnyway, I think we might be able to help each other out. First though, I need to see you in action for myself. The ~mission(Client) ghosted some idiot down at ~mission(Location01) and need the packaged up remains disposed of. Feels like something you could handle, no? Knock this out and maybe we can talk more. ~mission(Timed)
mg_ruto_intromission_desc_0003=Why hello. Been watching you for a while now. Not in a creepy way or anything, more like professional curiosity. See, I make it my business to know who's making moves in my system. If I see someone with potential, let's just say, I bring them into the fold. \n\nAnyway, I think you might be the kinda person I should know better. But first, I've got a little job for you. Something simple to show me that you're not one of these lazy kids I see on the spectrum. That you're a real go-getter. \n\nThere's remains of a body down at ~mission(Location01). I won't tell you who did it or why. Only that the boxes need to get gone. Take them off-world somewhere and dump it. You do that and maybe I can fill you in on all the exciting opportunities available to an entrepreneurial go-getter like yourself. ~mission(Timed)
mg_ruto_intromission_obj_long_01=Go to ~mission(location)
mg_ruto_intromission_obj_long_02=Collect the body.
mg_ruto_intromission_obj_long_03=Get rid of the corpse off-world.
mg_ruto_intromission_obj_marker_01=Pickup Site
mg_ruto_intromission_obj_marker_02=Corpse
mg_ruto_intromission_obj_short_01=Go to pickup site
mg_ruto_intromission_obj_short_02=Collect body
mg_ruto_intromission_obj_short_03=Dump body
mg_ruto_intromission_timed_0001=Need to take care of this quick though. Sorry. Hate to rush, but you know, clients are paying.
mg_ruto_intromission_timed_0002=Oh, I'll need you to sort this out on the quicker side.
mg_ruto_intromission_timed_0003=One more thing, you'll need to hurry. Clients want this handled now.
mg_ruto_intromission_timed_0004=Yeah, probably should mention that I need this taken care of immediately, so off you go.
mg_ruto_intromission_title=~mission(Title)
mg_ruto_intromission_title_0001=job opportunity
mg_ruto_intromission_title_0002=got a minute?
mg_ruto_intromission_title_0003=a little arrangement
mg_ruto_intromission_title_0004=help wanted
mg_ruto_intromission_title_0005=jobs, right?
mg_ruto_invite_desc=~mission(description)
mg_ruto_invite_desc_0001=You handled yourself pretty well. I suppose it's time we meet up and make this official. Sound good? I'm working out of this old tech shop on Grim HEX called Technotic. Just come on in and find me in the back. ~mission(oldman) Anyway, swing by when you can.
mg_ruto_invite_desc_0002=Thanks for taking care of that little job for me. Hope it wasn't too messy. Anyway, as promised, I'd like to invite you down and see if we can't work out a little arrangement. If you're interested, head on over to Grim HEX. Somewhere in the back halls, you'll find a run down little hole called Technotic. I'm in the back. ~mission(oldman)
mg_ruto_invite_desc_0003=I think it's about time we talked about your future. Don't you think? You ever been to Grim HEX before? Nasty little corner of nothing in the field above Yela. Swing on by and look for a tech shop called Technotic. I'm in the back. ~mission(oldman) Anyway, we'll have a little chat about your future, yeah? See if we can help each other out.
mg_ruto_invite_obj_long_01=Meet with Ruto in Grim HEX
mg_ruto_invite_obj_marker_01=Ruto
mg_ruto_invite_obj_short_01=Meet with Ruto
mg_ruto_invite_oldman_001=Don't mind the guy at the front. He's kinda like a watch dog. Just older... and quieter.
mg_ruto_invite_oldman_002=Whatever you do. Don't piss off the guy at the front. He may not look like much, but he's an ex-Marine.
mg_ruto_invite_oldman_003=Word of warning, the guy I have guarding the counter is violent. Real violent. If you see him wearing green, run. That's his trigger color.
mg_ruto_invite_oldman_004=Make sure the guy in the front doesn't talk your ear off.
mg_ruto_invite_oldman_005=Don't worry about the antique at the front counter. He came with the place.
mg_ruto_invite_title=~mission(title)
mg_ruto_invite_title_0001=a mutually beneficial arrangement
mg_ruto_invite_title_0002=good job, now more jobs
mg_ruto_invite_title_0003=up for a face to face?
mg_ruto_invite_title_0004=think it's time we meet
mg_ruto_invite_title_0005=let's do this
mg_ruto_outpost_repair_DIY_0001=my dad trying to fix the air recycler
mg_ruto_outpost_repair_DIY_0002=my old roommate trying to make his own quantum fuel
mg_ruto_outpost_repair_DIY_0003=the time this banger I ran with rigged his gun to be autofire and nearly destroyed his ship
mg_ruto_outpost_repair_DIY_0004=this old miner who figured she could build herself a better EVA suit.
mg_ruto_outpost_repair_danger_0001=The longer they're dark, the more credits we lose. Need them up and running ASAP. 
mg_ruto_outpost_repair_danger_0002=A lot of people are waiting on them to be up and running again, so basically, hurry the hell up with this. 
mg_ruto_outpost_repair_danger_0003=A lot of credits run through the place which makes this repair pretty damn urgent. 
mg_ruto_outpost_repair_danger_0004=Some other jobs I got cooking are waiting on this being taken care of and I don't like being kept waiting. Faster you get this done the better. 
mg_ruto_outpost_repair_danger_0005=Not to rush you or anything, but this needs to get taken care of fast. 
mg_ruto_outpost_repair_desc=~mission(Desc)
mg_ruto_outpost_repair_desc_0001=Normally people in our rarified profession don't mind working in the shadows, but having zero power is a bit much. It's even starting to hurt the operations down over at ~mission(Destination). See if you can go sort them out with a new battery, okay? ~mission(Timed)
mg_ruto_outpost_repair_desc_0002=A storm down surface side a little while back caused some damage and now ~mission(Destination) doesn't have any power at all. Can't really afford to have them down for long, so I need you to bring them a replacement battery. ~mission(Timed)
mg_ruto_outpost_repair_desc_0003=Some wingnut over at ~mission(Destination) tried fixing an electrical problem on their own and now the whole outpost doesn't have power. Got to love that DIY attitude. I'm having flashbacks to ~mission(DIY). ~mission(Timed)Anyway, do me a favor and run a battery down there.
mg_ruto_outpost_repair_desc_0004=I'm hoping you have some maintenance experience, because I need someone to bring a replacement battery down to ~mission(Destination). ~mission(Timed)And if anyone's there when you show up, don't let them talk you into cleaning up or anything. The contract is just for the battery.
mg_ruto_outpost_repair_desc_0005=Got word from ~mission(Destination) that they've gone dark. Not sure what the hell they're doing there, but this is like the fifth time they've lost power this month. Probably trying to run a hot tub or something off the gennie. Either way, gonna need you to bring them a replacement battery. ~mission(Timed)
mg_ruto_outpost_repair_obj_long_01=Acquire replacement battery.
mg_ruto_outpost_repair_obj_long_02=Go to ~mission(Location).
mg_ruto_outpost_repair_obj_long_03=Restore power to ~mission(Location).
mg_ruto_outpost_repair_obj_short_01=Battery
mg_ruto_outpost_repair_obj_short_02=Repair Site
mg_ruto_outpost_repair_obj_short_03=Restore Power
mg_ruto_outpost_repair_title=~mission(Title)
mg_ruto_outpost_repair_title_0001=battery run
mg_ruto_outpost_repair_title_0002=black out
mg_ruto_outpost_repair_title_0003=power outage
mg_ruto_outpost_repair_title_0004=replacement battery
mg_ruto_outpost_repair_title_0005=outpost offline
mg_ruto_planetcollect_body_desc=~mission(Description)
mg_ruto_planetcollect_body_desc_0001=There was an 'accident' and now there's a couple of boxes of remains where they shouldn't be. ~mission(Client) need a cleaner to cart them off-world. ~mission(Timed)And don't tell me what you do with them. It's probably better if I don't know.
mg_ruto_planetcollect_body_desc_0002=The ~mission(Client) had a change of leadership and their former manager's been made redundant right through the eyes. Now they need someone to "clear out the desk," so to speak, and dump everything off-world. ~mission(Timed)Really makes me appreciate being self-employed.
mg_ruto_planetcollect_body_desc_0003=Bit of a going away party / funeral that I want you to attend. The guest of honor needs a ride off-world and you're gonna give it to 'em. Dead bastard really should have known better than to skim from the ~mission(Client). ~mission(Timed)
mg_ruto_planetcollect_body_desc_0004=Guess there was a bit of a disagreement between a couple of ~mission(Client) that got pretty heated. Anyway, they need someone to escort whatever's left of the losing side off the premises. ~mission(Timed)
mg_ruto_planetcollect_body_desc_0005=One of the big truths in this 'verse is that dead bodies seldom go anywhere on their own. That's why the ~mission(Client) need us to move one for them. I'm sure you can figure out somewhere suitably private to take the remains. ~mission(Timed)
mg_ruto_planetcollect_body_obj_long_01=Go to ~mission(Location01|Address).
mg_ruto_planetcollect_body_obj_long_02=Collect all boxes containing remains and remove them from the site.
mg_ruto_planetcollect_body_obj_long_03=Get rid of the remains off-world.
mg_ruto_planetcollect_body_obj_short_01=Collection Site
mg_ruto_planetcollect_body_obj_short_02=Collect Remains
mg_ruto_planetcollect_body_obj_short_03=Dump Remains
mg_ruto_planetcollect_body_obj_short_03a=Boxes
mg_ruto_planetcollect_body_timed_0001=The longer this sits, the more likely someone who shouldn't stumbles across it. Can't risk that. Not to mention the stench. 
mg_ruto_planetcollect_body_timed_0002=The ~mission(Client) are a little on edge about the remains just sitting out there. I've told them there's nothing to worry about, but let's go ahead and take care of this as fast as possible. 
mg_ruto_planetcollect_body_timed_0003=We need to hurry up and take care of this before before someone starts poking around. 
mg_ruto_planetcollect_body_timed_0004=Gonna call this a rush job. Remain are not going anywhere, but the ~mission(Client) will feel a lot better once everything's been taken care of. 
mg_ruto_planetcollect_body_timed_0005=Don't take too long on this. Last thing we need is for someone else to get to the remains before you do. 
mg_ruto_planetcollect_body_title=~mission(Title)
mg_ruto_planetcollect_body_title_0001=personnel change
mg_ruto_planetcollect_body_title_0002=cleaning house
mg_ruto_planetcollect_body_title_0003=early retirement
mg_ruto_planetcollect_body_title_0004=one last trip
mg_ruto_planetcollect_body_title_0005=rest in peace
mg_ruto_planetcollect_body_title_0006=final destination
mg_ruto_planetcollect_chem_marker_03=Chemicals
mg_ruto_planetcollect_drug_desc_0001=This is a simple delivery run. Pick up a box of ~mission(drug) from ~mission(location) and take it to ~mission(destination). ~mission(trouble)~mission(rush)
mg_ruto_planetcollect_drug_desc_0002=Short and sweet. You're gonna head to~mission(location) and pick up a shipment of ~mission(drug). Make sure you keep a low profile and run it to ~mission(destination)". Simple. ~mission(rush)~mission(threat)One more thing. This is for the ~mission(client), so don't screw it up.
mg_ruto_planetcollect_drug_desc_0003=Word's come down that the ~mission(client) need some product moved from ~mission(location) and delivered to ~mission(destination). ~mission(rush)~mission(trouble)Hopefully I don't need to reiterate this, but don't even think about sampling the supply.
mg_ruto_planetcollect_drug_desc_0004=Apparently there's been a high demand for ~mission(drug), so the ~mission(client) need to re-up their dealers. You're gonna head down to ~mission(location), pick up the package and take it to ~mission(destination). ~mission(rush)~mission(trouble)
mg_ruto_planetcollect_drug_desc_0005=Here you go. Like I said, it's a pretty straightforward job. ~mission(client) need some ~mission(drug) grabbed from ~mission(location) and taken to ~mission(destination). ~mission(trouble)You do this right and not only will you stay in my good graces, you'll make some nice creds as well. Seems fair, right? ~mission(rush)
mg_ruto_planetcollect_drug_rush_0001=This job comes with a timetable, so I'm gonna need you to move quick on this. 
mg_ruto_planetcollect_drug_rush_0002=Hurry up too. I'm told the masses are eager for their party favors. 
mg_ruto_planetcollect_drug_rush_0003=You'll be on a clock with this one. The~mission(client) need their supply quick. 
mg_ruto_planetcollect_drug_rush_0004=Move quick. I'm gonna be timing you on this one. 
mg_ruto_planetcollect_drug_title_0001=courier
mg_ruto_planetcollect_drug_title_0002=package run
mg_ruto_planetcollect_drug_title_0003=delivery needed
mg_ruto_planetcollect_drug_title_0004=courier gig
mg_ruto_planetcollect_drug_title_0005=smuggler wanted
mg_ruto_planetcollect_drug_title_0006=a simple run
mg_ruto_planetcollect_drug_trouble_0001=This is a drug run, so keep an eye out for baddies, yeah? 
mg_ruto_planetcollect_drug_trouble_0002=A little bird told me that there might be some heavies out gunning for this job too. 
mg_ruto_planetcollect_drug_trouble_0003=You might need to fight some people on this one. Just so you know. 
mg_ruto_planetcollect_drug_trouble_0004=Be ready for a scrap. I'm not expecting this one to go smoothly. 
mg_ruto_planetcollect_steal_danger_0001=Make sure you bring some guns. There's a high potentiality that this one might get a little rough. 
mg_ruto_planetcollect_steal_danger_0002=There's a good chance you might need to kill some people on this one. I trust you don't have a problem with that. 
mg_ruto_planetcollect_steal_danger_0003=And keep your eyes open. Word is there are predators circling, if you get my meaning. 
mg_ruto_planetcollect_steal_danger_0004=You don't mind killing people right? I'm not promising anything, but you might want to make sure you got some guns. 
mg_ruto_planetcollect_steal_danger_0005=Guy I know said that this job might've been shopped around before it landed with me, so there might be some unfriendly competition out there. Handle them. 
mg_ruto_planetcollect_steal_desc=~mission(desc)
mg_ruto_planetcollect_steal_desc_0001=~mission(client) need a ~mission(item) transported from ~mission(location) and dropped at ~mission(destination). ~mission(rush)~mission(trouble)
mg_ruto_planetcollect_steal_desc_0002=You know how to move a box, right? This is right up your alley then. Pick up a ~mission(item) at ~mission(location) and run it over to ~mission(destination). ~mission(trouble)Get it done right and the ~mission(client) cut you some creds. Simple. ~mission(rush)
mg_ruto_planetcollect_steal_desc_0003=We've been hired by the ~mission(client) to move some cargo. Now, they didn't tell me what's in the box and you're going to be paid not to care. All you gotta do is snag the ~mission(item) from ~mission(location) and get it to ~mission(destination) in one piece. ~mission(rush)~mission(threat) \n\nOh, do me a favor and don't look inside, okay?
mg_ruto_planetcollect_steal_desc_0004=As far as gigs go, they don't get much more basic than this. All you gotta do is go to ~mission(location) and snag a ~mission(item). Once you got it, take it over to ~mission(destination) and dump it. That's it. Seriously. ~mission(rush)~mission(trouble)
mg_ruto_planetcollect_steal_desc_0005=This is a a straight cargo run. The ~mission(item) needs to get from ~mission(location) to ~mission(destination). ~mission(rush)~mission(trouble)This is a job for the ~mission(client), so don't screw it up.
mg_ruto_planetcollect_steal_desc_0006=Got a simple run for you. Well... it should be pretty simple. ~mission(client) need a ~mission(item) moved from ~mission(location) to ~mission(destination). ~mission(rush)~mission(threat)Get the ~mission(item) there in one piece and you get paid. Like I said, simple.
mg_ruto_planetcollect_steal_obj_long_01=Go to ~mission(location).
mg_ruto_planetcollect_steal_obj_long_02=Acquire the ~mission(item)
mg_ruto_planetcollect_steal_obj_long_03=Deliver it to ~mission(destination)
mg_ruto_planetcollect_steal_obj_short_01=Go Here
mg_ruto_planetcollect_steal_obj_short_02=Grab Stuff
mg_ruto_planetcollect_steal_obj_short_03=Deliver Goods
mg_ruto_planetcollect_steal_rush_0001=I'm gonna need you to go light speed on this one. 
mg_ruto_planetcollect_steal_rush_0002=Think you can prioritize this? Clients were very insistent that it happens quickly. 
mg_ruto_planetcollect_steal_rush_0003=Hurry up on this one. There are people waiting. 
mg_ruto_planetcollect_steal_rush_0004=If you do this job, make sure you take care of it quick. 
mg_ruto_planetcollect_steal_rush_0005=Move quick and get this done. 
mg_ruto_planetcollect_steal_title=~mission(title)
mg_ruto_planetcollect_steal_title_0001=need something nicked
mg_ruto_planetcollect_steal_title_0002=quick run
mg_ruto_planetcollect_steal_title_0003=pick up, drop off, you know...
mg_ruto_planetcollect_steal_title_0004=that thing I was telling you about
mg_ruto_planetcollect_steal_title_0005=prime opportunity
mg_ruto_planetcollect_waste_desc=~mission(Description)
mg_ruto_planetcollect_waste_desc_0001=Here's the deal. Some people I know have some ~mission(Item) that needs disposing of. I know. I know. Not exactly the type of work you dreamed of doing, but creds are creds, right? Times like these, people should be grateful for anything that comes their way. All you gotta do is pick up the ~mission(Item) and dump it off-world. Don't care where, but maybe not in front of some cops.
mg_ruto_planetcollect_waste_desc_0002=Kind of a basic run. Not really worth your talents, but hey, a gig's a gig, right? All you gotta do is pick up some ~mission(Item) and get rid of it. That's it.
mg_ruto_planetcollect_waste_desc_0003=Need you to swing by one of my clients and take away some ~mission(Item). They're paying to get it off-site and off-world, but don't care what happens after that, so neither do I. Do it and you'll get paid.
mg_ruto_planetcollect_waste_desc_0004=Looks like a friend needs some ~mission(Item) disposed of without any questions. Head there, grab the ~mission(Item) and dump it off-world. They don't come much simpler.
mg_ruto_planetcollect_waste_desc_0005=Hope you don't mind getting your hands dirty. I'm serious. This isn't a metaphor. There's some ~mission(Item) that needs to get dumped. Head on over and they should have it all boxed up and waiting for you to get off-world. One time contract. Standard pay.
mg_ruto_planetcollect_waste_desc_0006=This here's a quick one. Shouldn't be too much trouble. There's some ~mission(Item) that needs to disappear. Pick it up, dump it off, get paid.
mg_ruto_planetcollect_waste_obj_long_01=Go to ~mission(Location01|Address).
mg_ruto_planetcollect_waste_obj_long_02=Collect all ~mission(Item).
mg_ruto_planetcollect_waste_obj_long_03=Get rid of ~mission(Item) off-world.
mg_ruto_planetcollect_waste_obj_short_01=Pickup Site
mg_ruto_planetcollect_waste_obj_short_02=Collect Waste
mg_ruto_planetcollect_waste_obj_short_03=Remove Waste
mg_ruto_planetcollect_waste_obj_short_03a=Waste
mg_ruto_planetcollect_waste_title=~mission(Title)
mg_ruto_planetcollect_waste_title_0001=crap toss
mg_ruto_planetcollect_waste_title_0002=bio-waste dump
mg_ruto_planetcollect_waste_title_0003=disposal
mg_ruto_sectorsweep_danger_001=And I don't know if they've been doing some special training, or if they changed what they've been feeding the bastards, but some of these security pilots aren't half bad at fighting. Make sure you go in ready. 
mg_ruto_sectorsweep_danger_002=Now, if this was a one on one, I'd put my credits on you hands down, but since these sec-jobs tend to travel in packs, clearing them out may end up being a pretty tough fight. Not trying to scare you off, just think you should know what you're in for. 
mg_ruto_sectorsweep_danger_003=Be good to teach these corporate guns that standing up to the ~mission(client) doesn't pay. However hard they fight - and trust me, they're gonna fight - you fight back even harder. 
mg_ruto_sectorsweep_danger_004=Of course, as much as we make fun of these security hacks, don't underestimate them. Any idiot with a gun can kill you if you get sloppy. 
mg_ruto_sectorsweep_desc=~mission(description)
mg_ruto_sectorsweep_desc_0001=~mission(contractor) have gone ahead and started poking around somewhere they shouldn't. You're gonna make them stop. Head out to ~mission(location) and clear every last one of those advocacy-wannabes from along their patrol route. ~mission(danger)
mg_ruto_sectorsweep_desc_0002=Seems ~mission(contractor) has started patrolling out over in ~mission(location) by some of the ~mission(client)' territory. They'd normally take care of it themselves but since they've got something bigger in the works that they'd rather not risk, decided to hire an outsider to sweep the area clear. ~mission(danger)Last thing, try not to let any of them escape. It's not really professional, you know?
mg_ruto_sectorsweep_desc_0003=The ~mission(client) have a score all lined up, but they can't do anything about because some over-achieving ~mission(contractor) lugs are patrolling ~mission(location). Need you to fly along the route and take out any security you find. ~mission(danger)
mg_ruto_sectorsweep_desc_0004=I tried to warn them, but the ~mission(client) got overeager and now, thanks to them attacking too many civies, ~mission(contractor)'s stepping up patrols through ~mission(location). Gotten so bad they can't do business as long as security's there. That's where we come in. You're going to fly the patrol route and sweep it clean. ~mission(danger)Honestly though, I think you're gonna have a lot of fun with this one.
mg_ruto_sectorsweep_desc_0005=Despite the best efforts of myself and the other criminally-minded individuals in this sector, ~mission(contractor) is still trying to clean the place up. They even started patrolling out in ~mission(location). Can you believe it? There's no way we're gonna let that kind of initiative stand, so that's why you're going to fly along this patrol and clear them the hell out. ~mission(danger)
mg_ruto_sectorsweep_obj_long_01=Visit all of the patrol beacons and clear out any security.
mg_ruto_sectorsweep_obj_marker_02=Patrol Beacon
mg_ruto_sectorsweep_obj_short_01=Go To Patrol Beacon
mg_ruto_sectorsweep_obj_short_02=Eliminate Security
mg_ruto_sectorsweep_obj_short_03=Go To Next Patrol Beacon
mg_ruto_sectorsweep_title=~mission(title)
mg_ruto_sectorsweep_title_0001=cleaning house
mg_ruto_sectorsweep_title_0002=security sweep
mg_ruto_sectorsweep_title_0003=bad neighbors
mg_ruto_sectorsweep_title_0004=all clear
mg_ruto_sectorsweep_title_0005=get out
mg_ruto_spacecargo_illegal_danger_0001=Word is there's trouble in the area, so keep sharp. 
mg_ruto_spacecargo_illegal_danger_0002=Anyone messes with you, you drop them, yeah? 
mg_ruto_spacecargo_illegal_danger_0003=Another thing, this'll take you in some rough parts of space. I'd recommend guns. Lots of guns. 
mg_ruto_spacecargo_illegal_danger_0004=You know, looking at the ~mission(ship)'s position, I'm thinking you might wanna make sure your guns are all charged up. 
mg_ruto_spacecargo_illegal_danger_0005=One of my people told me the ~mission(client) might've shopped this job around, so you may run into some trouble. 
mg_ruto_spacecargo_illegal_desc=~mission(desc)
mg_ruto_spacecargo_illegal_desc_0001=A ~mission(ship) got punched out while on the drift. ~mission(client) are paying for someone to go out and pull a ~mission(item) from the wreck. ~mission(trouble)Once you get it, they want it dropped over at ~mission(destination). Sort it and you get paid. I'll send all the details about ~mission(location). ~mission(rush)
mg_ruto_spacecargo_illegal_desc_0002=I'll keep this simple. I need you to extract a ~mission(item) from the corpse of a ~mission(ship) and leave it at ~mission(destination). ~mission(rush)The ~mission(client) passed along the location of ~mission(location). ~mission(trouble)
mg_ruto_spacecargo_illegal_desc_0003=~mission(client) are hiring. They want someone to head out to ~mission(location) and snag a ~mission(item) from the wreck. I don't know if they killed the ~mission(ship) and I don't really care. Once you got the ~mission(item), just take it over to ~mission(destination) and drop it off. ~mission(rush)~mission(trouble)
mg_ruto_spacecargo_illegal_desc_0004=This is that gig I was telling you about. Seems pretty casual, if you ask me, but I don't have to go out there. Anyway, ~mission(client) want someone to pull a ~mission(item) from a ~mission(ship) corpse and run it over to ~mission(destination). ~mission(trouble)That's it. ~mission(rush)
mg_ruto_spacecargo_illegal_desc_0005=I know how much love crawling around the wreckage of a ~mission(ship) so I saved this one just for you. And guess what, the ~mission(client) will even pay you for it. All you gotta do is snag a ~mission(item) while you're out there and take it to ~mission(destination). I'll send you the details on ~mission(location). ~mission(rush)~mission(trouble)
mg_ruto_spacecargo_illegal_desc_0006=I'm gonna include the exact job request from the ~mission(client) in its entirety just so you can see what I have to deal with:\n\nhy Ruta, my offaz an i went an downed a ~mission(ship) off in the black. bozz wanna boxes from it but didnt tell us. we three bottlz inna night and needin someone to go grab it. i sendin creds for it. \n\nI just don't know how some of these idiots stay alive as long as they do, much less fly a spaceship. Anyway, to translate, they need a ~mission(item) grabbed from ~mission(location) and delivered to ~mission(destination). They'll pay you after if they aren't too drunk. ~mission(rush)~mission(trouble)
mg_ruto_spacecargo_illegal_obj_long_01=Go to ~mission(location).
mg_ruto_spacecargo_illegal_obj_long_02=Acquire the ~mission(item)
mg_ruto_spacecargo_illegal_obj_long_03=Deliver it to ~mission(destination)
mg_ruto_spacecargo_illegal_obj_short_01=Go Here
mg_ruto_spacecargo_illegal_obj_short_02=Grab Stuff
mg_ruto_spacecargo_illegal_obj_short_03=Deliver Goods
mg_ruto_spacecargo_illegal_timed_0001=They're gonna need this delivered sharpish. 
mg_ruto_spacecargo_illegal_timed_0002=And get a move on, yeah? I need this done now. 
mg_ruto_spacecargo_illegal_timed_0003=Let's put on our speedy pants for this one, okay? This needs to get done sooner than later. 
mg_ruto_spacecargo_illegal_timed_0004=Gonna need you to move fast on this. The ~mission(client) want it done now. 
mg_ruto_spacecargo_illegal_timed_0005=If you do this, move fast, okay? The pay comes with a clock. 
mg_ruto_spacecargo_illegal_title=~mission(title)
mg_ruto_spacecargo_illegal_title_0001=space boost
mg_ruto_spacecargo_illegal_title_0002=wreck diving
mg_ruto_spacecargo_illegal_title_0003=need a scavenger
mg_ruto_spacecargo_illegal_title_0004=need a ~mission(item)
mg_ruto_spacecargo_illegal_title_0005=retrieval
mg_ruto_spacecargo_illegal_title_0006=No questions
mg_ruto_spacecargo_illegal_title_0007=blah blah
mg_ruto_spacecargo_illegal_title_0008=~mission(ship) dive
mg_ruto_spacecargo_illegal_title_0009=package run
mg_ruto_spacecargo_illegal_title_0010=pick up drop off
mg_ruto_spacesteal_danger_0001=Odds are this job's gonna get a little bloody. Might wanna ready yourself for that.
mg_ruto_spacesteal_danger_0002=Handle anyone that gets in your way.
mg_ruto_spacesteal_danger_0003=Get ready for some violence, yeah? I don't think this'll go peacefully.
mg_ruto_spacesteal_danger_0004=I'd bring some guns too. You know, in case this gets ugly.
mg_ruto_spacesteal_desc=~mission(Contractor|StealDescription)
mg_ruto_spacesteal_desc_0001=Here's the deal, got a tip from ~mission(Contractor|StealNickname) that some skag named ~mission(TargetName) got real ambitious and snagged a ~mission(Contractor|StealItem) from some suckers. That's all well and good, but it seems that they owe some creds to the ~mission(client) and have been refusing to use their newfound wealth to settle up. Now, the ~mission(client) want someone to ghost 'em and retrieve the ~mission(Contractor|StealItem) from the wreck. That way, they get their money back and remind any future idiots that they gotta pay their debts. ~mission(Contractor|StealTimed) Once you get the goods, drop them off at ~mission(destination) and get paid. ~mission(Contractor|StealDanger)
mg_ruto_spacesteal_desc_0002=How do you feel about thieving from thieves? Shouldn't matter, right? The ~mission(client) are looking to hire someone to obtain ~mission(Contractor|StealItem) from some geezer's ship. Find them, hit them, grab the stuff and drop it at ~mission(destination). That'll be that. ~mission(Contractor|StealTimed) ~mission(Contractor|StealDanger)
mg_ruto_spacesteal_desc_0003=Here's that robbery I was telling you about. Need you to hit some poor bastard named ~mission(TargetName) who's made the massive mistake of acquiring some ~mission(Contractor|StealItem) that the ~mission(client) are looking to obtain. ~mission(Contractor|StealDanger) Once you got it, run it over to ~mission(destination) and I'll make sure your credits are waiting. After my cut, of course. ~mission(Contractor|StealTimed)
mg_ruto_spacesteal_desc_0004=How're your boosting skills these days? Job's fairly simple. Track down a ship owned by ~mission(TargetName), take it out and retrieve a ~mission(Contractor|StealItem) from the wreckage. ~mission(Contractor|StealTimed) ~mission(Danger) Once you got it, all you gotta do is drop off the ~mission(Contractor|StealItem) over at ~mission(destination). Pay's coming down from ~mission(client), so make sure you deliver.
mg_ruto_spacesteal_desc_0005=~mission(client) are paying for someone to knock over ~mission(TargetName)'s ship and steal a ~mission(Contractor|StealItem). Contract's very specific that they got to go. No bargains, no mercy, just one to the dome and a trip to their cargo hold. Take the stuff to ~mission(destination) and get paid. ~mission(Contractor|StealTimed) ~mission(Contractor|StealDanger)
mg_ruto_spacesteal_desc_0006=Friend of mine said that ~mission(nickname) was posted up in Old38 wasted out of their mind, bragging about how ~mission(TargetName) had scored a ~mission(Contractor|StealItem) that was, and I quote, 'valuable as hell.' Now, I floated this tidbit out to the sharks and the ~mission(client) were the most interested. They're willing to pay for you to head out, track down ~mission(TargetName|Last)'s ship and snatch the loot. Once you do, run it over to ~mission(destination) and drop it off. ~mission(client) will transfer the creds once they get it. ~mission(Contractor|StealTimed) ~mission(Contractor|StealDanger) I think we've all learned a valuable lesson about the dangers of bragging, haven't we?
mg_ruto_spacesteal_nickname_0001=Needles
mg_ruto_spacesteal_nickname_0002=Little Mop
mg_ruto_spacesteal_nickname_0003=Knuckles Mackleroy
mg_ruto_spacesteal_nickname_0004=Clip Wilson
mg_ruto_spacesteal_nickname_0005=Tee-Cee
mg_ruto_spacesteal_obj_long_01=Track down ~mission(TargetName)'s ship.
mg_ruto_spacesteal_obj_long_02=Take out ~mission(TargetName|Last).
mg_ruto_spacesteal_obj_long_03=Grab the ~mission(Contractor|StealItem).
mg_ruto_spacesteal_obj_long_04=Deliver ~mission(Contractor|StealItem) to ~mission(destination)
mg_ruto_spacesteal_obj_short_01=~mission(TargetName)
mg_ruto_spacesteal_obj_short_02=Kill Target
mg_ruto_spacesteal_obj_short_03=Grab goods
mg_ruto_spacesteal_obj_short_04=Deliver goods
mg_ruto_spacesteal_obj_short_04a=Stolen goods
mg_ruto_spacesteal_timed_0001=Gonna need you to burn on this. Time's tight.
mg_ruto_spacesteal_timed_0002=Move fast, okay? I want this handled quickly.
mg_ruto_spacesteal_timed_0003=I'm gonna need you to hop on this quick. ~mission(client) want it resolved.
mg_ruto_spacesteal_timed_0004=This is a priority gig. Hear me? If you're in, you get it done. No wasting around.
mg_ruto_spacesteal_title=~mission(Contractor|StealTitle)
mg_ruto_spacesteal_title_0001=smash and grab
mg_ruto_spacesteal_title_0002=boost job
mg_ruto_spacesteal_title_0003=hit and a heist
mg_ruto_spacesteal_title_0004=spaceway robbery
microTech_RepUI_Area=Stanton IV, UEE
microTech_RepUI_Description=Ubiquitous around the Empire, microTech and their range of electronics, datapads, mobile interfaces, handheld sensors and computer software upgrades for starships are used daily by almost everyone. Their line of mobiGlas personal computers have become an integral part of daily life for millions of people. Additionally, the company purchased the rights to planet Stanton IV and use the icy world as their current headquarters.
microTech_RepUI_Focus=Computers, Electronics
microTech_RepUI_Founded=2782
microTech_RepUI_Headquarters=New Babbage, microTech, Stanton System
microTech_RepUI_Leadership=El Filipiak, CEO
microTech_RepUI_Name=microTech
mileseckhart_from_illegal=M
mining_consumable_instability=Instability (~MiningModifierMethod(instability))
misfire_General_Cooler_Critical=Failure
misfire_General_Cooler_Major=Reduction
misfire_General_Cooler_Minor=Fluctuation
misfire_General_EMP_Critical=Critical Misfire
misfire_General_EMP_Major=Major Misfire
misfire_General_EMP_Minor=Minor Misfire
misfire_General_PowerPlant_Critical=Restarting
misfire_General_PowerPlant_Major=Unstable
misfire_General_PowerPlant_Minor=Anomaly
misfire_General_QuantumDrive_Critical=Critical Misfire
misfire_General_QuantumDrive_Major=Major Misfire
misfire_General_QuantumDrive_Minor=Minor Misfire
misfire_General_Shield_Critical=Failure
misfire_General_Shield_Major=Drain
misfire_General_Shield_Minor=Irregularity
misfire_General_Thruster_Critical=Resetting
misfire_General_Thruster_Major=Surging
misfire_General_Thruster_Minor=Fluctuation
misfires_misfire=Misfire
missionManager_BountyTest_Killer_Description=Bounty Survival Job Description
missionManager_BountyTest_Killer_ShortTitle=Bounty Survival Job Short Title
missionManager_BountyTest_Killer_Title=Bounty Survival Job Title
missionManager_BountyTest_Victim_Description=Bounty Hunt Job Description
missionManager_BountyTest_Victim_ShortTitle=Bounty Hunt Job Short Title
missionManager_BountyTest_Victim_Title=Bounty Hunt Job Title
missionManager_BravoAssault_DescriptionFirst=Hey, it's Ruto again. I've been picking up traffic that Crusader's hiring independent contractors to guard Kareah. They're really gonna jam up any attempt to drop our CrimeStat, if you get my drift.
missionManager_BravoAssault_DescriptionSecond=Crusader got another sucker to guard Kareah. Do us a favor and take them out.
missionManager_BravoAssault_Objective01_Long=Eliminate the security on Kareah
missionManager_BravoAssault_Objective01_Short=Eliminate Security
missionManager_BravoAssault_Title=Eliminate Security on Kareah
missionManager_BravoAssault_Title_Short=Kill Kareah Security
missionManager_BravoDefenderFail_Description_outtake=Immediately return all Crusader Security equipment and vacate the premises.\nFailure to do so will result in criminal charges.
missionManager_BravoDefender_Description=Hello, we have learned of your continued efforts to increase public safety in our area and wanted to propose an exciting job opportunity.\n\nWe've suffered some construction issues on Security Post Kareah that have delayed its opening. Unfortunately, since it's connected to our criminal database, local thugs have been using it to erase their criminal records. I've gotten approval to contract independent operators as temporary security personnel to guard these terminals against unauthorized access. If you subdue any trespassers, we will provide additional compensation as hazard pay.\n\nIf you accept this position, we will provide you with the equipment to complete your job. Please understand that you will have to stay on-site for the duration of your shift. Should an emergency arise before your shift is over, you just need to resign your post at the security office before leaving. Unauthorized departure will be considered a breach of contract and result in criminal charges.\n\nSincerely,\nPauline Nesso, Facilities Manager\nSecurity Post Kareah, Crusader Industries
missionManager_BravoDefender_Objective01_Long=Report to the security office at Security Post Kareah
missionManager_BravoDefender_Objective01_Short=Report for Duty
missionManager_BravoDefender_Objective02_Long=Collect your equipment from the locker
missionManager_BravoDefender_Objective02_Short=Collect Equipment
missionManager_BravoDefender_Objective03_Long=Protect the database terminal from unauthorized users 
missionManager_BravoDefender_Objective03_Short=Protect Terminal
missionManager_BravoDefender_Objective04_Long=To end your contract early, report back to the security terminal and sign out.
missionManager_BravoDefender_Objective04_Short=End Contract
missionManager_BravoDefender_Objective05_Long=Return your equipment to the locker
missionManager_BravoDefender_Objective05_Short=Return Equipment
missionManager_BravoDefender_Title=Crusader Security: Guard Opportunity
missionManager_BravoDefender_Title_Short=Security Guard Post
missionManager_Charlie_Description=Immediate need for an experienced and discreet Private Investigator near Crusader to look into an insurance matter.\n\nFlat rate. No expenses. Start date will be as soon as possible. Sufficient evidence must be submitted in order to complete the contract.
missionManager_Charlie_From=Elaine Ward
missionManager_Charlie_Objective_01_LongDescription=Go to the Covalex Shipping Hub to investigate the cause of the incident.
missionManager_Charlie_Objective_01_ShortDescription=Go to the Covalex Shipping Hub
missionManager_Charlie_Objective_01a_LongDescription=Locate the entrance of the station to begin investigation.
missionManager_Charlie_Objective_01a_ShortDescription=Enter the Station
missionManager_Charlie_Objective_02_LongDescription=Search Covelax Shipping Hub and submit any evidence when you feel you have enough information.
missionManager_Charlie_Objective_02_ShortDescription=Find and Submit the Evidence
missionManager_Charlie_Objective_03_LongDescription=Submit evidence from Covalex once investigation is complete.
missionManager_Charlie_Objective_03_ShortDescription=Submit Evidence
missionManager_Charlie_Objective_03a_LongDescription=Evidence Found: Darnell Ward was drinking the night before the incident. 
missionManager_Charlie_Objective_03a_ShortDescription=Evidence Found
missionManager_Charlie_Objective_03b_LongDescription=Evidence Found: Gundo Station safety protocols were overridden under the authorization of Darnell Ward.
missionManager_Charlie_Objective_03c_LongDescription=Evidence Found: Mel Ososky stole D. Ward's authorization passcode and deactivated safety protocols.
missionManager_Charlie_Title=Private Investigator Wanted
missionManager_Charlie_Title_Short=P.I. Wanted
missionManager_CommsArrays_Mission_1_Title_Short=Repair ~mission(CommArray)
missionManager_CommsArrays_Mission_2_Title_Short=Repair Array 275
missionManager_CommsArrays_Mission_3_Title_Short=Repair Array 306
missionManager_CommsArrays_Mission_4_Title_Short=Repair Array 472
missionManager_CommsArrays_Mission_5_Title_Short=Repair Array 556
missionManager_CommsArrays_Mission_6_Title_Short=Repair Array 625
missionManager_CommsArrays_Mission_7_Title_Short=Repair Array 730
missionManager_CommsArrays_Mission_8_Title_Short=Repair Array 849
missionManager_CommsArrays_Mission_Description=We are looking to immediately hire temporary contract system technicians to assist in the maintenance of Comm Arrays located near Crusader. Previous experience a plus. Arrays require a hard reset so experience with EVA in a hazardous environment is a must.\n\nAciedo CommRelay
missionManager_CommsArrays_Mission_Title=Temporary Contract Position: Comm Technician
missionManager_CommsArrays_Mission_Title_Short=Comm Tech Contract
missionManager_CommsArrays_Objective01-08_ShortDescription=Restore Uplink
missionManager_CommsArrays_Objective01_LongDescription=Restore the uplink at Comm Array 126
missionManager_CommsArrays_Objective02_LongDescription=Restore the uplink at Comm Array 275
missionManager_CommsArrays_Objective03_LongDescription=Restore the uplink at Comm Array 306
missionManager_CommsArrays_Objective04_LongDescription=Restore the uplink at Comm Array 472
missionManager_CommsArrays_Objective05_LongDescription=Restore the uplink at Comm Array 556
missionManager_CommsArrays_Objective06_LongDescription=Restore the uplink at Comm Array 625
missionManager_CommsArrays_Objective07_LongDescription=Restore the uplink at Comm Array 730
missionManager_CommsArrays_Objective08_LongDescription=Restore the uplink at Comm Array 849
missionManager_CrusaderBounty_Description=An extremely dangerous and violent fugitive has been reported in the Crusader vicinity. \n\nWhile Crusader Security is working tirelessly to deal with the problem, any civilians who encounter this Public Enemy are advised to use extreme caution and, if necessary, lethal force.\n\nA reward will be furnished for assistance leading to the fugitives arrest or elimination.\n\nYour safety and security are our top priority,\nSasha Rust, Security Director, Crusader Industries\n\n
missionManager_CrusaderBounty_Objective_01_Long=Eliminate Public Enemy "%ls"
missionManager_CrusaderBounty_Objective_01_Long_Temp=Eliminate Public Enemy %s
missionManager_CrusaderBounty_Objective_01_Short=Public Enemy
missionManager_CrusaderBounty_Objective_02_Long=Prevent Public Enemy "%ls" from hacking down his CrimeStat.
missionManager_CrusaderBounty_Objective_02_Long_Temp=Prevent Public Enemy %s from hacking down his CrimeStat.
missionManager_CrusaderBounty_Objective_02_Short=Prevent Hack
missionManager_CrusaderBounty_Title=Public Enemy Declared - Reward Offered\n
missionManager_CrusaderBounty_Title_Short=Public Enemy
missionManager_CrusaderHunted_Description=Woah! Looks like someones been busy.\n\nThat price just put on your head is some serious chunk of credits. Public Enemy number one. Doesnt get much more serious than that. \n\nId hate to see someone so passionate about their work get put down, so I figured Id give you some friendly advice. The way I see it, youve got two ways out of this. One, you run and hide in some remote corner of black 'til everyone forgets about all the horrible things you've done (I got a feeling that might take a while). Two, you hack a terminal and lower your crimestat before some greedy civie sparks you. \n\nWhatever you do, good luck out there. \n\nAnd lose my contact info for a while.\n\n-Ruto
missionManager_CrusaderHunted_Objective_01_Long=Lose your CrimeStat rating
missionManager_CrusaderHunted_Objective_01_Short=Lose CrimeStat
missionManager_CrusaderHunted_Objective_02_Long=Eliminate sufficient of your hunters to deter the rest
missionManager_CrusaderHunted_Objective_02_Short=Eliminate Hunters
missionManager_CrusaderHunted_Objective_03_Long=Lower your CrimeStat rating or survive for the duration of the warrant
missionManager_CrusaderHunted_Objective_03_Short=Survive Warrant
missionManager_CrusaderHunted_Title=Tips and Tricks to Surviving Your Death Warrant
missionManager_CrusaderHunted_Title_Short=Death Warrant
missionManager_CrusaderWantedTutorial_Description=Hey,\n\nGetting a crimestat can be a real pain, right? One little mistake in a monitored zone and you got security whacks crawling all over you. \n\nSure, you could lay low 'til the heat is off, but youre in luck cause I know a little fix to improve just about any crimestat situation.\n\nAll you need to do is head to Security Post Kareah and find a terminal hooked into the Imperial Criminal Database. It's not exactly the easiest station to get into since Crusader Security started using it as an evidence lock up and there's officers crawling all over the place, but beggars cant be choosers, right?\n\nJust grab a cryptokey (Technotics in Grim HEX might be able to set you up), sneak or fight your way into Kareah, hack the criminal database, and just like that, no more crimestat ratings. I'm sure it sounds easier than it actually is.\n \nOf course, you're welcomed to go get some rehab instead.\n\n-Ruto\n
missionManager_CrusaderWantedTutorial_Objective_1_Long=Hack the terminal at Security Post Kareah
missionManager_CrusaderWantedTutorial_Objective_1_Short=Hack Terminal
missionManager_CrusaderWantedTutorial_Title=Fixing Your Little CrimeStat Problem
missionManager_CrusaderWantedTutorial_Title_Short=Reduce CrimeStat
missionManager_DeathRace_Description=Description
missionManager_DeathRace_Field01=Kill Enemy Pirates
missionManager_DeathRace_Field02=Kill Enemy Pirates
missionManager_DeathRace_Field03=Kill Enemy Pirates
missionManager_DeathRace_Finish=Race to Finish
missionManager_DeathRace_GoTo_Long=Check out race location
missionManager_DeathRace_GoTo_Short=Race
missionManager_DeathRace_Start=Starting Point
missionManager_DeathRace_Title=Title
missionManager_DeathRace_Title_Short=Title Short
missionManager_Homestead01_Mission_Description=Locate and investigate the source of a faint distress beacon
missionManager_Homestead01_Mission_Title=Investigate Distress Beacon
missionManager_Homestead01_Mission_Title_Short=Distress Beacon
missionManager_Homestead01_Objective01_LongDescription=Locate distress beacon and investigate the area
missionManager_Homestead01_Objective01_ShortDescription=Distress Beacon
missionManager_Homestead01_Objective02_LongDescription=Locate new distress beacon and investigate the area
missionManager_Homestead01_Objective02_ShortDescription=Escape Pod: EP19
missionManager_Homestead01_Objective03_LongDescription=Locate and investigate the distress beacon cluster
missionManager_Homestead01_Objective03_ShortDescription=Orpheus Horizon Blackbox
missionManager_Homestead02_Mission_Description=Investigate the source of the new distress beacon
missionManager_Homestead02_Mission_Title=Investigate New Distress Beacon
missionManager_Homestead02_Mission_Title_Short=New Distress Beacon
missionManager_Homestead03_Mission_Description=Locate and investigate the distress beacon cluster
missionManager_Homestead03_Mission_Title=Investigate Distress Beacon Cluster
missionManager_Homestead03_Mission_Title_Short=Distress Beacon Cluster
missionManager_Homestead_Constellation_LandingArea_Mission_Desc=Constellation Landing Area Mission Desc
missionManager_Homestead_Constellation_LandingArea_Mission_ShortTitle=Constellation Landing Area Mission Short Title
missionManager_Homestead_Constellation_LandingArea_Mission_Title=Constellation Landing Area Mission Title
missionManager_Homestead_Constellation_LandingArea_Objective_LongDesc=Constellation Landing Area Objective Long Desc
missionManager_Homestead_Constellation_LandingArea_Objective_ShortDesc=Constellation Landing Area Objective Short Desc
missionManager_PanelRepair_LongDescription=*WIP* There has been reports of several network panels around the station malfunctioning causing issues within our internal systems. We are looking for someone who can investigate these network panels and potentially fix the issue.
missionManager_PanelRepair_Objective_01_LongDescription=*WIP* Locate and fix the broken network panels around the station
missionManager_PanelRepair_Objective_01_Marker=*WIP* Network Panel
missionManager_PanelRepair_Objective_01_ShortDescription=*WIP* Fix broken panels
missionManager_PanelRepair_Objective_02_LongDescription=**OLD Locate the outpost and replace the power core to regain power to the outpost
missionManager_PanelRepair_Objective_02_ShortDescription=**OLD Replace Power Core
missionManager_PanelRepair_ShortDescription=*WIP* Fix the malfunctioning panels
missionManager_PanelRepair_Title=*WIP* ~mission(Location) - Repair the Station Circuits (WIP)
missionManager_Research03_Mission_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
missionManager_Research03_Mission_Title=ICC Scan Probe Assistance
missionManager_Research03_Mission_Title_Short=ICC Assistance
missionManager_Research03_Objective01_LongDescription=Report to ICC Scan Probe for details
missionManager_Research03_Objective01_ShortDescription=Report to Probe
missionManager_Research03_Objective02_LongDescription=Travel to unidentified signal location at 2910-UEE217
missionManager_Research03_Objective02_ShortDescription=Unidentified Signal
missionManager_Research03_Objective03_LongDescription=Locate and identify the signal
missionManager_Research03_Objective03_ShortDescription=Identify Signal
missionManager_Research04_Mission_Description=The Imperial Cartography Center has received an emergency communication and requests assistance from ships in the area.
missionManager_Research04_Mission_Title=ICC Scan Probe Assistance
missionManager_Research04_Mission_Title_Short=ICC Assistance
missionManager_Research04_Objective01_LongDescription=Report to ICC Scan Probe for information
missionManager_Research04_Objective01_ShortDescription=Report to Probe
missionManager_Research04_Objective02_LongDescription=Travel to the distress signal location at 2913-UEE548
missionManager_Research04_Objective02_ShortDescription=Distress Beacon
missionManager_Research04_Objective03_LongDescription=Protect the immobilized civilian
missionManager_Research04_Objective03_ShortDescription=Protect Civilian
missionManager_Research05_Mission_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
missionManager_Research05_Mission_Title=ICC Scan Probe Assistance
missionManager_Research05_Mission_Title_Short=ICC Assistance
missionManager_Research05_Objective01_LongDescription=Report to ICC Scan Probe for information
missionManager_Research05_Objective01_ShortDescription=Report to Probe
missionManager_Research05_Objective02_LongDescription=Travel to the distress signal location at 2913-UEE620
missionManager_Research05_Objective02_ShortDescription=Distress Beacon
missionManager_Research05_Objective03_LongDescription=Eliminate the Pirate Threat attacking the ICC Researcher Ship
missionManager_Research05_Objective03_ShortDescription=Protect Ship
missionManager_Research06_Mission_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
missionManager_Research06_Mission_Title=ICC Scan Probe Assistance
missionManager_Research06_Mission_Title_Short=ICC Assistance
missionManager_Research06_Objective01_LongDescription=Report to ICC Scan Probe for information
missionManager_Research06_Objective01_ShortDescription=Report to Probe
missionManager_Research06_Objective02_LongDescription=Travel to unidentified signal location at 2921-CRU324
missionManager_Research06_Objective02_ShortDescription=Unidentified Signal
missionManager_Research06_Objective03_LongDescription=Locate and identify the signal
missionManager_Research06_Objective03_ShortDescription=Identify Signal
missionManager_Research07_Mission_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
missionManager_Research07_Mission_Title=ICC Scan Probe Assistance
missionManager_Research07_Mission_Title_Short=ICC Assistance
missionManager_Research07_Objective01_LongDescription=Report to ICC Scan Probe for information
missionManager_Research07_Objective01_ShortDescription=Report to Probe
missionManager_Research07_Objective02_LongDescription=Travel to unidentified signal location at 2928-CRU716
missionManager_Research07_Objective02_ShortDescription=Unidentified Signal
missionManager_Research07_Objective03_LongDescription=Locate and identify the signal
missionManager_Research07_Objective03_ShortDescription=Identify Signal
missionManager_Research08_Mission_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
missionManager_Research08_Mission_Title=ICC Scan Probe Assistance
missionManager_Research08_Mission_Title_Short=ICC Assistance
missionManager_Research08_Objective01_LongDescription=Report to ICC Scan Probe for information
missionManager_Research08_Objective01_ShortDescription=Report to Probe
missionManager_Research08_Objective02_LongDescription=Travel to unidentified signal location at 2930-CRU983
missionManager_Research08_Objective02_ShortDescription=Unidentified Signal
missionManager_Research08_Objective03_LongDescription=Locate and identify the signal
missionManager_Research08_Objective03_ShortDescription=Identify Signal
missionManager_StarfarerWreck_Mission_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
missionManager_StarfarerWreck_Mission_Title=ICC Scan Probe Assistance
missionManager_StarfarerWreck_Mission_Title_Short=ICC Assistance
missionManager_StarfarerWreck_Objective01_LongDescription=Report to ICC Scan Probe for information
missionManager_StarfarerWreck_Objective01_ShortDescription=Report to Probe
missionManager_StarfarerWreck_Objective02_LongDescription=Locate the Starfarer wreckage site
missionManager_StarfarerWreck_Objective02_ShortDescription=Locate wreckage
missionManager_StarfarerWreck_Objective03_LongDescription=Retrieve the blackbox data from inside the Starfarer
missionManager_StarfarerWreck_Objective03_ShortDescription=Retrieve the blackbox
missionManager_StarfarerWreck_Objective04_LongDescription=Retrieve the blackbox data from inside the Starfarer
missionManager_StarfarerWreck_Objective04_ShortDescription=Retrieve the blackbox
missionManager_StarfarerWreck_Objective05_LongDescription=Report back to the ICC Probe to deliver the blackbox recordings
missionManager_StarfarerWreck_Objective05_ShortDescription=Return to ICC Probe
missionManager_VendingRepair_LongDescription=*WIP* There has been reports of several vending machines around the station malfunctioning. We are looking for someone who can investigate these machines and potentially fix the issue.
missionManager_VendingRepair_Obj_02_Long_StrutA=*WIP* Locate and fix the vending machine in Strut A
missionManager_VendingRepair_Obj_02_Long_StrutB=*WIP* Locate and fix the vending machine in Strut B
missionManager_VendingRepair_Obj_02_Long_StrutC=*WIP* Locate and fix the vending machine in Strut C
missionManager_VendingRepair_Obj_02_Long_StrutD=*WIP* Locate and fix the vending machine in Strut D
missionManager_VendingRepair_Obj_02_Short_StrutA=*WIP* Fix Vending Machine
missionManager_VendingRepair_Obj_02_Short_StrutB=*WIP* Fix Vending Machine
missionManager_VendingRepair_Obj_02_Short_StrutC=*WIP* Fix Vending Machine
missionManager_VendingRepair_Obj_02_Short_StrutD=*WIP* Fix Vending Machine
missionManager_VendingRepair_Objective_01_LongDescription=*WIP* Locate and fix the broken vending machines around the station
missionManager_VendingRepair_Objective_01_ShortDescription=*WIP* Fix Vending Machines
missionManager_VendingRepair_ShortDescription=*WIP* Fix the broken vending machines
missionManager_VendingRepair_Title=*WIP* ~mission(Location) - Repair the vending machines
mission_Defend_ICCProbe_Description=The Imperial Cartography Center has put out a request for assistance to any ships in the area.
mission_Defend_ICCProbe_Objective01_LongDescription=Report to ICC Scan Probe for information
mission_Defend_ICCProbe_Objective01_ShortDescription=Report to Probe
mission_Defend_ICCProbe_Objective02_LongDescription=Travel to the distress signal location
mission_Defend_ICCProbe_Objective02_ShortDescription=Distress Beacon
mission_Defend_ICCProbe_Objective03_LongDescription=Eliminate the Pirate Threat attacking the ICC Researcher Ship
mission_Defend_ICCProbe_Objective03_ShortDescription=Protect Ship
mission_Defend_ICCProbe_Title=ICC Scan Probe Assistance
mission_Defend_ICCProbe_Title_Short=ICC Assistance
mission_Demo_MissingPersons_Planet_Description=The Conlow lost contact attempting a delivery on Daymar. The ship's owner has issued a contract to specifically investigate the fate of the Pilot and Chief Engineer. Though not required, we will authorize further compensation for any supplemental information regarding the rest of the crew.
mission_Demo_MissingPersons_Planet_Objective010_LongDescription=Locate 2nd Gunner
mission_Demo_MissingPersons_Planet_Objective011_LongDescription=Optional: Locate remaining crew
mission_Demo_MissingPersons_Planet_Objective011_ShortDescription=Locate Remaining Crew
mission_Demo_MissingPersons_Planet_Objective01_LongDescription=Go to the ~mission(Ship) last known location
mission_Demo_MissingPersons_Planet_Objective01_ShortDescription=Last Known Location
mission_Demo_MissingPersons_Planet_Objective02_LongDescription=Locate the ~mission(Ship)
mission_Demo_MissingPersons_Planet_Objective02_ShortDescription=Locate Ship
mission_Demo_MissingPersons_Planet_Objective03_LongDescription=Locate Pilot & Chief Engineer
mission_Demo_MissingPersons_Planet_Objective03_ShortDescription=Locate Primary Crew
mission_Demo_MissingPersons_Planet_Objective04_LongDescription=Locate Pilot
mission_Demo_MissingPersons_Planet_Objective05_LongDescription=Locate Chief Engineer
mission_Demo_MissingPersons_Planet_Objective06_LongDescription=Locate Asst. Engineer
mission_Demo_MissingPersons_Planet_Objective07_LongDescription=Locate Navigator
mission_Demo_MissingPersons_Planet_Objective08_LongDescription=Locate Cargo Officer
mission_Demo_MissingPersons_Planet_Objective09_LongDescription=Locate 1st Gunner
mission_Demo_MissingPersons_Planet_Title=Investigate Missing Ship (The Conlow)
mission_Demo_MissingPersons_Planet_Title_Short=Dashiell Appraisal Services
mission_Gamescom2017_Blackbox_Description=ECKHART SECURITY, LLC.\nCONTRACTS & DISPATCH\n\nCONTRACT TYPE: Retrieval\nCONTRACTOR STATUS: Independent\nAPPROVAL CODE: ME-01\n\nFOR IMMEDIATE PROCESSING\n\nA government witness was being transported across the system to testify in the trial of a major Syndicate Boss when their transport was shot down. The lawyers want to prove that they were targeted by Syndicate assassins, so theyre paying good money to retrieve the black box which recorded the crime. Unfortunately, its highly likely that if the Syndicate did organize the hit, theyll be sending people to retrieve the black box to wipe the data, so youll have to hurry.\n\nPayment will be issued upon successful completion of contract.\n\nThis contract is non-negotiable.\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mission_Gamescom2017_Blackbox_Title=Retrieve black box
mission_Gamescom2017_Invite_Desc=ECKHART SECURITY, LLC.\n\nHey,\n\nAnother job's popped up. Thought you'd be a good fit.\n\n- Miles\n\nMiles Eckhart\nCEO\nECKHART SECURITY\n\nThis message may contain confidential, proprietary, privileged and/or private information. The information is intended to be for the use of the individual or entity designated above.
mission_Gamescom2017_Invite_Title=New op just came on the radar
mission_Gamescom2017_Invite_TitleShort=Job Opportunity
mission_Gamescom2017_Objective01_LongDescription=Go to the wreck site
mission_Gamescom2017_Objective01_Marker=Recovery Site
mission_Gamescom2017_Objective02_LongDescription=Recover the black box from the wreckage
mission_Gamescom2017_Objective02_Marker=Recover black box
mission_Gamescom2017_Objective03_LongDescription=Deliver the black box to Grim HEX
mission_Gamescom2017_Objective03_Marker=Deliver to Grim HEX
mission_Item_0114=TDC-XX Blade
mission_Item_0115=SLAM
mission_Item_0116=Neon
mission_Item_0117=Maze
mission_Item_0118=E'tam
mission_Item_0119=Slow
mission_Item_0120=Redline
mission_Item_0121=Bounce
mission_Item_0122=Berserker
mission_Item_0123=Happy
mission_Item_0124=Sunshine
mission_Item_0125=Bright
mission_Item_0126=Slip
mission_Item_0127=Reg
mission_Item_0128=WonderTime
mission_Item_0129=Blinder
mission_Item_0130=ticktock
mission_Item_0131=raw chems
mission_Item_0132=gifts
mission_Item_0133=Safe
mission_Item_0134=Remains
mission_Item_0135=Crate of Osoian Hides
mission_Item_0136=CK13_GID Seed Blend Crate
mission_Item_0137=Crate of Gasping Weevil Eggs
mission_Item_0138=Box of mobyGlass Computers
mission_Item_0139=Box of RS1 Odysey Spacesuits
mission_Item_0140=Box of LifeCure Medsticks
mission_Item_0141=Shipment of Redfin Modulators
mission_Item_0142=Shipment of HLX99 Hyperprocessors
mission_Item_0143=Shipment of Human Food Bars
mission_Item_0144=Cryptokey
mission_client_0001=Shubin Interstellar
mission_client_0002=ArcCorp
mission_client_0003=Aegis Dynamics
mission_client_0004=Anvil Aerospace
mission_client_0005=ESI
mission_client_0006=Polaris Ironworks
mission_client_0007=Sakura Sun
mission_client_0008=RSI
mission_client_0009=Crusader Industries
mission_client_0010=microTech
mission_client_0011=Crusader Restaurant Supply
mission_client_0012=PriceRight Wholesale
mission_client_0013=Kel-To
mission_client_0014=Torreele Foodstuffs
mission_client_0015=Bevic Group
mission_client_0016=Orison Hospital
mission_client_0017=Crusader Emergency Response
mission_client_0018=Rayari, Inc. Corporate
mission_client_0019=CureLife
mission_client_0020=Nine Tails
mission_client_0021=Dusters
mission_client_0022=Low Riders
mission_client_0023=NovaRiders
mission_client_0024=bosses
mission_client_0025=capos
mission_client_0026=heavy hitters
mission_client_0027=people I know
mission_client_0028=individuals
mission_client_0029=professionals
mission_client_0030=Crusader
mission_client_0031=Aciedo
mission_client_0032=Crusader Security
mission_client_0033=Benson Mining
mission_client_0034=Kudre Ore
mission_client_0035=Tram & Myers Mining
mission_client_0036=Tram & Myers
mission_client_0037=Gallete Farms
mission_client_0038=Bountiful Harvest
mission_client_0039=United Farm Collective
mission_client_0040=the People's Alliance
mission_client_0041=Rayari
mission_client_0042=Rayari, Inc.
mission_client_0043=Terra Mills
mission_contractor_0001=Dunder Shipping Logistics
mission_contractor_0002=SVF Cargo Services
mission_contractor_0003=Covalex Independent Contractors
mission_contractor_0004=Timely Delivery Service
mission_contractor_0005=Unified Distribution Management
mission_contractor_0006=Banshee Courier Services
mission_contractor_0007=Rapid Transport Solutions
mission_contractor_0008=Stanton Procurements
mission_contractor_0009=Ling Family Hauling
mission_contractor_0010=Topside Transfers
mission_contractor_0011=Pontrelli Express Shipping
mission_contractor_0012=Red Wind Linehaul
mission_contractor_0013=FTL Couriers
mission_contractor_0014=Rosenblum Reclamation
mission_contractor_0015=Clean Crusade
mission_contractor_0016=Imperial Waste Managemet
mission_contractor_0017=Unisan Custodial Operations
mission_contractor_0018=MTG On-Site Collection
mission_contractor_0019=Amalga Disposal Services
mission_contractor_0020=< / NOT AVAILABLE / >
mission_contractor_0021=PRIVATE SENDER
mission_contractor_0022=NOT LISTED
mission_contractor_0023=** ERROR **
mission_contractor_0024=?????
mission_contractor_0025=Aciedo
mission_contractor_0026=Crusader Security
mission_contractor_0027=ICC
mission_contractor_0028=Imperial Cartography Center
mission_contractor_0029=Emergency Communication Network
mission_contractor_0030=Rayari, Inc.
mission_contractor_0031=Shubin Interstellar
mission_contractor_0032=Rayari
mission_contractor_0033=Shubin
mission_contractor_0034=Eclipse Mutual
mission_contractor_0035=Olympus Principal
mission_contractor_0036=Prime First
mission_contractor_0037=Säkort Actuaries
mission_contractor_0038=Eclipse Mutual
mission_contractor_0039=Above & Beyond Insurance
mission_contractor_0040=Imperial Financial
mission_contractor_0041=FinBot Financial Solutions
mission_contractor_0042=BHM Alliance
mission_contractor_0043=Northrock Service Group
mission_contractor_0044=BlacJac Security
mission_contractor_0045=Hurston Dynamics
mission_contractor_0046=ArcCorp
mission_contractor_0047=Everline Structures Incorporated
mission_contractor_0048=Yorm
mission_contractor_0049=Dashiell Appraisal Services
mission_contractor_0050=Carson & Meeks Investigations
mission_contractor_0051=TriStar Private Intelligence
mission_contractor_0052=Gallete Family Farms
mission_contractor_0053=Bountiful Harvest Hydroponics
mission_contractor_0054=Benson Mining
mission_contractor_0055=Kudre Ore
mission_contractor_0056=Tram & Myers Mining
mission_item_0001=food
mission_item_0002=ingredients
mission_item_0003=produce
mission_item_0004=food supplies
mission_item_0005=seeds
mission_item_0006=agricultural samples
mission_item_0007=foodstuffs
mission_item_0008=crops
mission_item_0009=ore
mission_item_0010=minerals
mission_item_0011=refined ore
mission_item_0012=raw metal
mission_item_0013=aluminium
mission_item_0014=titanium
mission_item_0015=tungsten
mission_item_0016=gold
mission_item_0017=agricium
mission_item_0018=quartz
mission_item_0019=corundum
mission_item_0020=beryls
mission_item_0021=diamonds
mission_item_0022=laranite
mission_item_0023=medical samples
mission_item_0024=medicines
mission_item_0025=medical supplies
mission_item_0026=chemicals
mission_item_0027=research materials
mission_item_0028=biological samples
mission_item_0029=genetic samples
mission_item_0030=research supplies
mission_item_0031=waste
mission_item_0032=trash
mission_item_0033=scrap
mission_item_0034=scrap metal
mission_item_0035=waste materials
mission_item_0036=garbage
mission_item_0037=scrap materials
mission_item_0038=bio-waste
mission_item_0039=product
mission_item_0040=Altruciatoxin
mission_item_0041=Dust
mission_item_0042=Candy
mission_item_0043=RoundOff
mission_item_0044=WiDoW
mission_item_0045=NightNight
mission_item_0046=Drizzle
mission_item_0047=party favors
mission_item_0048=re-up
mission_item_0049=you-know-what
mission_item_0050=grade-A
mission_item_0051=primo sherm
mission_item_0052=box
mission_item_0053=crate
mission_item_0054=shipment
mission_item_0055=package
mission_item_0056="special something"
mission_item_0057=bit of tuck
mission_item_0058=piece of kit
mission_item_0059=material samples
mission_item_0060=metal samples
mission_item_0061=mineral samples
mission_item_0062=precious metals
mission_item_0063=rations
mission_item_0064=genmod seeds
mission_item_0065=modified seeds
mission_item_0066=seedlings
mission_item_0067=specialty seeds
mission_item_0068=high-yield seeds
mission_item_0069=grain seeds
mission_item_0070=hybrid seeds
mission_item_0071=special order medications
mission_item_0072=prescription medications
mission_item_0073="scrap"
mission_item_0074=research probe
mission_item_0075=probe
mission_item_0076=data probe
mission_item_0077=scan probe
mission_item_0078=piggyback
mission_item_0079=listening device
mission_item_0080=comm tap
mission_item_0081=relay hack
mission_item_0082=black box
mission_item_0083=ship computer
mission_item_0084=flight recorder
mission_item_0085=NavDrive
mission_item_0086=flight data
mission_item_0087=ship data recorder
mission_item_0088=very specific crate
mission_item_0089=valuable item
mission_item_0090=certain object
mission_item_0091=gold shipment
mission_item_0092=diamond shipment
mission_item_0093=ore samples
mission_item_0094=rock samples
mission_item_0095=hybridized sorghum seeds\n
mission_item_0096=EDR compound fertilizer
mission_item_0097=watermelon
mission_item_0098=blue bilva fruit
mission_item_0099=blubee fruit
mission_item_0100=lunes fruit
mission_item_0101=spiral fruit
mission_item_0102=first aid
mission_item_0103=pills
mission_item_0104=dietary suppliments
mission_item_0105=vitamins
mission_item_0106=lab gear
mission_item_0107=tissue samples
mission_item_0108=virus cultures
mission_item_0109=junk
mission_item_0110=toxic waste
mission_item_0111=toxic sludge
mission_item_0112=Prototype TDC-XX Blade
mission_item_0113=a prototype vegetable
mission_items_BlackBox=Flight Recorder
mission_items_BlackBox_Description=Device used to record a vehicle's final moments during an attack or accident.
mission_items_Confidential=Confidential
mission_items_Derelict=Derelict
mission_items_Derelict_Description=The ruined remains of an unfortunate vehicle.
mission_items_QTDistressBeacon=Distress Beacon
mission_items_QTDistressBeacon_Description=The last known position of a vessel in danger. All craft should use extreme caution when approaching. 
mission_items_QTPatrolBeacon=Patrol Beacon
mission_items_QTPatrolBeacon_Description=Security forces have designated this area for operational use.
mission_items_QTQuantumBeacon=Quantum Beacon
mission_items_QTQuantumBeacon_Description=This area of interest is only accessible via quantum travel by individuals who have been granted authorization. 
mission_items_QTRendezvousBeacon=Rendezvous Beacon
mission_items_QTRendezvousBeacon_Description=Arranged meeting place for your upcoming appointment.  
mission_location_0124_add=Comm Array ST1-48 around Magda
mission_location_0125_add=Comm Array ST1-92 around Aberdeen
mission_location_0126_add=Comm Array ST1-13 around Arial
mission_location_0127_add=Comm Array ST1-61 around Hurston
mission_location_nyx_001=Levski
mission_location_nyx_002=Cafe Musain
mission_location_nyx_003=Cafe Musain in Levski
mission_location_nyx_004=Borehole Station
mission_location_nyx_005=Borehole Station in Levski
mission_location_nyx_006=Delamar Wreck Site
mission_location_nyx_007=a wreck site on Delamar
mission_location_pyro_015=Rustville
mission_location_pyro_015a=Rustville on Pyro I
mission_location_pyro_016=Yang's Place
mission_location_pyro_016a=Yang's Place on Pyro II
mission_location_pyro_017=Sunset Mesa
mission_location_pyro_017a=Sunset Mesa on Pyro II
mission_location_pyro_018=Jackson's Swap
mission_location_pyro_018a=Jackson's Swap on Pyro II
mission_location_pyro_019=Last Ditch
mission_location_pyro_019a=Last Ditch on Pyro II
mission_location_pyro_020=Bueno Ravine
mission_location_pyro_020a=Bueno Ravine on Pyro III
mission_location_pyro_021=Shepherd's Rest
mission_location_pyro_021a=Shepherd's Rest on Pyro III
mission_location_pyro_022=Shadowfall
mission_location_pyro_023=The Yard
mission_location_pyro_023a=The Yard on Pyro III
mission_location_pyro_024=The Golden Riviera
mission_location_pyro_024a=The Golden Riviera on Pyro III
mission_location_pyro_025=Pyro I Abandoned Outpost
mission_location_pyro_025a=an abandoned outpost on Pyro I
mission_location_pyro_026=Pyro II Abandoned Outpost
mission_location_pyro_026a=an abandoned outpost on Pyro II
mission_location_pyro_027=Pyro III Abandoned Outpost
mission_location_pyro_027a=an abandoned outpost on Pyro III
mission_location_pyro_028=Ruin Station
mission_location_pyro_028a=Ruin Station above Pyro VI
mission_location_pyro_029=PYAM-FARSTAT-1-2
mission_location_pyro_029a=PYAM-FARSTAT-1-2 at the L2 Lagrange of Pyro I
mission_location_pyro_02a=Shadowfall on Pyro III
mission_location_pyro_030=PYAM-FARSTAT-1-3
mission_location_pyro_030a=PYAM-FARSTAT-1-3 at the L3 Lagrange of Pyro I
mission_location_pyro_031=PYAM-FARSTAT-1-5
mission_location_pyro_031a=PYAM-FARSTAT-1-5 at the L5 Lagrange of Pyro I
mission_location_pyro_032=PYAM-FARSTAT-2-0
mission_location_pyro_032a=PYAM-FARSTAT-2-0 above Pyro II
mission_location_pyro_033=PYAM-FARSTAT-2-3
mission_location_pyro_033a=PYAM-FARSTAT-2-3 at the L3 Lagrange of Pyro II
mission_location_pyro_034=Checkmate
mission_location_pyro_034a=Checkmate at the L4 Lagrange of Pyro II
mission_location_pyro_035=Orbituary
mission_location_pyro_035a=Orbituary above Pyro III
mission_location_pyro_036=Starlight Service Station
mission_location_pyro_036a=Starlight Service Station at the L1 Lagrange of Pyro III
mission_location_pyro_037=Patch City
mission_location_pyro_037a=Patch City at the L3 Lagrange of Pyro III
mission_location_pyro_038=PYAM-FARSTAT-3-5
mission_location_pyro_038a=PYAM-FARSTAT-3-5 at the L5 Lagrange of Pyro III
mission_location_pyro_039=PYAM-FARSTAT-5-1
mission_location_pyro_039a=PYAM-FARSTAT-5-1 at the L1 Lagrange of Pyro V
mission_location_pyro_040=Gaslight
mission_location_pyro_040a=Gaslight at the L2 Lagrange of Pyro V
mission_location_pyro_041=PYAM-FARSTAT-5-3
mission_location_pyro_041a=PYAM-FARSTAT-5-3 at the L3 Lagrange of Pyro V
mission_location_pyro_042=Rod's Fuel 'N Supplies
mission_location_pyro_042a=Rod's Fuel 'N Supplies at the L4 Lagrange of Pyro V
mission_location_pyro_043=Rat's Nest
mission_location_pyro_043a=Rat's Nest at the L5 Lagrange of Pyro V
mission_location_pyro_044=PYAM-FARSTAT-6-2
mission_location_pyro_044a=PYAM-FARSTAT-6-2 at the L2 Lagrange of Pyro VI
mission_location_pyro_045=Endgame
mission_location_pyro_045a=Endgame at the L3 Lagrange of Pyro VI
mission_location_pyro_046=Dudley & Daughters
mission_location_pyro_046a=Dudley & Daughters at the L4 Lagrange of Pyro VI
mission_location_pyro_047=Megumi Refueling
mission_location_pyro_047a=Megumi Refueling at the L5 Lagrange of Pyro VI
mission_location_pyro_048=Pyro I Cave
mission_location_pyro_048a=a cave on Pyro I
mission_location_pyro_049=Pyro II Cave
mission_location_pyro_049a=a cave on Pyro II
mission_location_pyro_050=Pyro III Cave
mission_location_pyro_050a=a cave on Pyro III
mission_location_pyro_051=Pyro IV Cave
mission_location_pyro_051a=a cave on Pyro IV
mission_location_pyro_052=Pyro V Cave
mission_location_pyro_052a=a cave on Pyro V
mission_location_pyro_053=Pyro VI Cave
mission_location_pyro_053a=a cave on Pyro VI
mission_location_pyro_054=Ignis Cave
mission_location_pyro_054a=cave on Ignis
mission_location_pyro_055=Vatra Cave
mission_location_pyro_055a=a cave on Vatra
mission_location_pyro_056=Adir Cave
mission_location_pyro_056a=a cave on Adir
mission_location_pyro_057=Fairo Cave
mission_location_pyro_057a=a cave on Fairo
mission_location_pyro_058=Fuego Cave
mission_location_pyro_058a=a cave on Fuego
mission_location_pyro_059=Vuur Cave
mission_location_pyro_059a=a cave on Vuur
mission_location_pyro_060=Hangar 13
mission_location_pyro_060_alt=Hangar 11
mission_location_pyro_060_alt_02=Hangar 12
mission_location_pyro_060a=Hangar 13 inside PYAM-FARSTAT-1-2 at the L2 Lagrange of Pyro I
mission_location_pyro_060b=Hangar 13 inside PYAM-FARSTAT-1-3 at the L3 Lagrange of Pyro I
mission_location_pyro_060c=Hangar 13 inside PYAM-FARSTAT-1-5 at the L5 Lagrange of Pyro I
mission_location_pyro_060d=Hangar 13 inside PYAM-FARSTAT-2-0 above Pyro II
mission_location_pyro_060e=Hangar 13 inside PYAM-FARSTAT-2-3 at the L3 Lagrange of Pyro II
mission_location_pyro_060f=Hangar 13 inside Checkmate at the L4 Lagrange of Pyro II
mission_location_pyro_060g=Hangar 11 inside Orbituary above Pyro III
mission_location_pyro_060h=Hangar 12 inside Starlight Service Station at the L1 Lagrange of Pyro III
mission_location_pyro_060i=Hangar 12 inside Patch City at the L3 Lagrange of Pyro III
mission_location_pyro_060j=Hangar 13 inside PYAM-FARSTAT-3-5 at the L5 Lagrange of Pyro III
mission_location_pyro_060k=Hangar 13 inside PYAM-FARSTAT-5-1 at the L1 Lagrange of Pyro V
mission_location_pyro_060l=Hangar 13 inside Gaslight at the L2 Lagrange of Pyro V
mission_location_pyro_060m=Hangar 13 inside PYAM-FARSTAT-5-3 at the L3 Lagrange of Pyro V
mission_location_pyro_060n=Hangar 13 inside Rod's Fuel 'N Supplies at the L4 Lagrange of Pyro V
mission_location_pyro_060o=Hangar 13 inside Rat's Nest at the L5 Lagrange of Pyro V
mission_location_pyro_060p=Hangar 13 inside PYAM-FARSTAT-6-2 at the L2 Lagrange of Pyro VI
mission_location_pyro_060q=Hangar 13 inside Endgame at the L3 Lagrange of Pyro VI
mission_location_pyro_060r=Hangar 13 inside Dudley & Daughters at the L4 Lagrange of Pyro VI
mission_location_pyro_060s=Hangar 13 inside Megumi Refueling at the L5 Lagrange of Pyro VI
mission_location_pyro_061=Maintenance Area-01
mission_location_pyro_061_02=Maintenance Area-02
mission_location_pyro_061_03=Maintenance Area-03
mission_location_pyro_061a=the maintenance area inside PYAM-FARSTAT-1-2 at the L2 Lagrange of Pyro I
mission_location_pyro_061b=the maintenance area inside PYAM-FARSTAT-1-3 at the L3 Lagrange of Pyro I
mission_location_pyro_061c=the maintenance area inside PYAM-FARSTAT-1-5 at the L5 Lagrange of Pyro I
mission_location_pyro_061d=the maintenance area inside PYAM-FARSTAT-2-0 above Pyro II
mission_location_pyro_061e=the maintenance area inside PYAM-FARSTAT-2-3 at the L3 Lagrange of Pyro II
mission_location_pyro_061f=Maintenance Area-01 inside Checkmate at the L4 Lagrange of Pyro II
mission_location_pyro_061f_02=Maintenance Area-02 inside Checkmate at the L4 Lagrange of Pyro II
mission_location_pyro_061f_03=Maintenance Area-03 inside Checkmate at the L4 Lagrange of Pyro II
mission_location_pyro_061g=Maintenance Area-01 inside Orbituary above Pyro III
mission_location_pyro_061g_02=Maintenance Area-02 inside Orbituary above Pyro III
mission_location_pyro_061g_03=Maintenance Area-03 inside Orbituary above Pyro III
mission_location_pyro_061h=Maintenance Area-01 inside Starlight Service Station at the L1 Lagrange of Pyro III
mission_location_pyro_061h_02=Maintenance Area-02 inside Starlight Service Station at the L1 Lagrange of Pyro III
mission_location_pyro_061i=Maintenance Area-01 inside Patch City at the L3 Lagrange of Pyro III
mission_location_pyro_061i_02=Maintenance Area-02 inside Patch City at the L3 Lagrange of Pyro III
mission_location_pyro_061j=the maintenance area inside PYAM-FARSTAT-3-5 at the L5 Lagrange of Pyro III
mission_location_pyro_061k=the maintenance area inside PYAM-FARSTAT-5-1 at the L1 Lagrange of Pyro V
mission_location_pyro_061l=Maintenance Area-01 inside Gaslight at the L2 Lagrange of Pyro V
mission_location_pyro_061l_02=Maintenance Area-02 inside Gaslight at the L2 Lagrange of Pyro V
mission_location_pyro_061m=the maintenance area inside PYAM-FARSTAT-5-3 at the L3 Lagrange of Pyro V
mission_location_pyro_061n=Maintenance Area-01 inside Rod's Fuel 'N Supplies at the L4 Lagrange of Pyro V
mission_location_pyro_061n_02=Maintenance Area-02 inside Rod's Fuel 'N Supplies at the L4 Lagrange of Pyro V
mission_location_pyro_061o=Maintenance Area-01 inside Rat's Nest at the L5 Lagrange of Pyro V
mission_location_pyro_061o_02=Maintenance Area-02 inside Rat's Nest at the L5 Lagrange of Pyro V
mission_location_pyro_061p=the maintenance area inside PYAM-FARSTAT-6-2 at the L2 Lagrange of Pyro VI
mission_location_pyro_061q=Maintenance Area-01 inside Endgame at the L3 Lagrange of Pyro VI
mission_location_pyro_061q_02=Maintenace Area-02 inside Endgame at the L3 Lagrange of Pyro VI
mission_location_pyro_061r=Maintenance Area-01 inside Dudley & Daughters at the L4 Lagrange of Pyro VI
mission_location_pyro_061r_02=Maintenance Area-02 inside Dudley & Daughters at the L4 Lagrange of Pyro VI
mission_location_pyro_061s=Maintenance Area-01 inside Megumi Refueling at the L5 Lagrange of Pyro VI
mission_location_pyro_061s_02=Maintenance Area-02 inside Megumi Refueling at the L5 Lagrange of Pyro VI
mission_location_pyro_062=Abandoned Section
mission_location_pyro_062a=the abandoned section inside PYAM-FARSTAT-1-2 at the L2 Lagrange of Pyro I
mission_location_pyro_062b=the abandoned section inside PYAM-FARSTAT-1-3 at the L3 Lagrange of Pyro I
mission_location_pyro_062c=the abandoned section inside PYAM-FARSTAT-1-5 at the L5 Lagrange of Pyro I
mission_location_pyro_062d=the abandoned section inside PYAM-FARSTAT-2-0 above Pyro II
mission_location_pyro_062e=the abandoned section inside PYAM-FARSTAT-2-3 at the L3 Lagrange of Pyro II
mission_location_pyro_062f=the abandoned section inside Checkmate at the L4 Lagrange of Pyro II
mission_location_pyro_062g=the abandoned section inside Orbituary above Pyro III
mission_location_pyro_062h=the abandoned section inside Starlight Service Station at the L1 Lagrange of Pyro III
mission_location_pyro_062i=the abandoned section inside Patch City at the L3 Lagrange of Pyro III
mission_location_pyro_062j=the abandoned section inside PYAM-FARSTAT-3-5 at the L5 Lagrange of Pyro III
mission_location_pyro_062k=the abandoned section inside PYAM-FARSTAT-5-1 at the L1 Lagrange of Pyro V
mission_location_pyro_062l=the abandoned section inside Gaslight at the L2 Lagrange of Pyro V
mission_location_pyro_062m=the abandoned section inside PYAM-FARSTAT-5-3 at the L3 Lagrange of Pyro V
mission_location_pyro_062n=the abandoned section inside Rod's Fuel 'N Supplies at the L4 Lagrange of Pyro V
mission_location_pyro_062o=the abandoned section inside Rat's Nest at the L5 Lagrange of Pyro V
mission_location_pyro_062p=the abandoned section inside PYAM-FARSTAT-6-2 at the L2 Lagrange of Pyro VI
mission_location_pyro_062q=the abandoned section inside Endgame at the L3 Lagrange of Pyro VI
mission_location_pyro_062r=the abandoned section inside Dudley & Daughters at the L4 Lagrange of Pyro VI
mission_location_pyro_062s=the abandoned section inside Megumi Refueling at the L5 Lagrange of Pyro VI
mission_location_stanton_0001=the Shubin outpost on Daymar
mission_location_stanton_0002=the mining outpost on Daymar
mission_location_stanton_0003=the Daymar Shubin outpost
mission_location_stanton_0004=the Shubin mining facility on Daymar
mission_location_stanton_0005=the mine on Daymar
mission_location_stanton_0006=the refinery outpost on Daymar
mission_location_stanton_0007=the mining outpost on Yela
mission_location_stanton_0008=the refinery outpost on Yela
mission_location_stanton_0009=the mining facility on Yela
mission_location_stanton_0010=the ArcCorp outpost on Daymar
mission_location_stanton_0011=ArcCorp's mining outpost on Daymar
mission_location_stanton_0012=the Shubin ore refinery on Daymar
mission_location_stanton_0013=the ArcCorp mining facility on Daymar
mission_location_stanton_0014=the ArcCorp refinery on Daymar
mission_location_stanton_0015=Daymar
mission_location_stanton_0016=Yela
mission_location_stanton_0017=Shubin's Daymar outpost
mission_location_stanton_0018=ArcCorp's Daymar facility
mission_location_stanton_0019=the mining outpost
mission_location_stanton_0020=the mining facility
mission_location_stanton_0021=Shubin Mining Facility SCD-1
mission_location_stanton_0022=ArcCorp Mining Area 141
mission_location_stanton_0023=Benson Mining Outpost
mission_location_stanton_0024=the Terra Mills outpost on Cellin
mission_location_stanton_0025=the farming outpost on Cellin
mission_location_stanton_0026=the Cellin farming outpost
mission_location_stanton_0027=the farm on Cellin
mission_location_stanton_0028=the hydroponics farm on Cellin
mission_location_stanton_0029=Cellin's Terra Mills outpost
mission_location_stanton_0030=Cellin
mission_location_stanton_0031=Terra Mills
mission_location_stanton_0032=the farm
mission_location_stanton_0033=Terra Mills HydroFarm
mission_location_stanton_0034=Gallete Farms
mission_location_stanton_0035=Gallete Family Farms
mission_location_stanton_0036=the Rayari, Inc. outpost on Yela
mission_location_stanton_0037=Rayari
mission_location_stanton_0038=the Rayari outpost
mission_location_stanton_0039=Yela's Rayari lab
mission_location_stanton_0040=the Rayari lab on Yela
mission_location_stanton_0041=the lab
mission_location_stanton_0042=the research outpost on Yela
mission_location_stanton_0043=the research outpost
mission_location_stanton_0044=Deakins Research Outpost
mission_location_stanton_0045=the Shubin outpost on Daymar
mission_location_stanton_0046=the lab on Yela
mission_location_stanton_0047=a stash house on Yela
mission_location_stanton_0048=a stash house on Cellin
mission_location_stanton_0049=a stash house on Daymar
mission_location_stanton_0050=a stash house
mission_location_stanton_0051=the drug lab on Daymar
mission_location_stanton_0052=Jumptown on Daymar
mission_location_stanton_0053=Jumptown
mission_location_stanton_0058=Port Olisar
mission_location_stanton_0059=the Port Olisar Transfer Hub
mission_location_stanton_0060=Dumper's Depot
mission_location_stanton_0061=Grim HEX
mission_location_stanton_0062=Green Imperial
mission_location_stanton_0063=Grim HEX
mission_location_stanton_0064=G-HEX
mission_location_stanton_0065=Kudre Ore
mission_location_stanton_0066=ArcCorp Mining Area157
mission_location_stanton_0067=ArcCorp's Yela facility
mission_location_stanton_0068=the ArcCorp outpost on Yela
mission_location_stanton_0069=Tram & Myers Mining
mission_location_stanton_0070=Tram & Myers
mission_location_stanton_0071=Benson Mining
mission_location_stanton_0072=Levski
mission_location_stanton_0073=Delamar
mission_location_stanton_0074=the People's Alliance
mission_location_stanton_0075=Bountiful Harvest
mission_location_stanton_0076=Bountiful Harvest Hydroponics
mission_location_stanton_0077=the farm on Daymar
mission_location_stanton_0078=Hickes Research Outpost
mission_location_stanton_0079=the Rayari, Inc. outpost on Cellin
mission_location_stanton_0080=Cellin's Rayari lab
mission_location_stanton_0081=the Rayari lab on Cellin
mission_location_stanton_0082=the research outpost on Cellin
mission_location_stanton_0083=a dead drop
mission_location_stanton_0084=a dead drop on Daymar
mission_location_stanton_0085=a dead drop on Yela
mission_location_stanton_0086=a dead drop on Cellin
mission_location_stanton_0087=somewhere private
mission_location_stanton_0088=this quiet, out-of-the-way place
mission_location_stanton_0089=a shelter on Daymar
mission_location_stanton_0090=a shelter on Yela
mission_location_stanton_0091=a shelter on Cellin
mission_location_stanton_0092=Olisar
mission_location_stanton_0093=a specific point of interest
mission_location_stanton_0094=a site of potential scientific significance
mission_location_stanton_0095=the asteroid field orbiting Yela
mission_location_stanton_0096=a local asteroid belt
mission_location_stanton_0100=Yela's asteroid belt
mission_location_stanton_0102=the asteroids surrounding Delamar
mission_location_stanton_0103=the asteroids surrounding Yela
mission_location_stanton_0104=specific coordinates
mission_location_stanton_0105=Comm Array ST2-76
mission_location_stanton_0105_add=Comm Array ST2-76 around Yela
mission_location_stanton_0106=Comm Array ST2-47
mission_location_stanton_0106_add=Comm Array ST2-47 around Daymar
mission_location_stanton_0107=Comm Array ST2-28
mission_location_stanton_0107_add=Comm Array ST2-28 around Cellin
mission_location_stanton_0108=Comm Array ST2-55
mission_location_stanton_0108_add=Comm Array ST2-55 around Crusader
mission_location_stanton_0109=the abandoned outpost on Yela
mission_location_stanton_0110=the abandoned outpost on Daymar
mission_location_stanton_0111=the abandoned outpost on Cellin
mission_location_stanton_0112=a Cry-Astro station
mission_location_stanton_0113=this chemist on Yela
mission_location_stanton_0114=Technotics on Grim HEX
mission_location_stanton_0115=Refueling Station
mission_location_stanton_0116=Shipping Hub
mission_location_stanton_0117=Security Post
mission_location_stanton_0118=Security Post Kareah
mission_location_stanton_0118_add=Security Post Kareah around Cellin
mission_location_stanton_0119=Kareah
mission_location_stanton_0120=Covalex Station Gundo
mission_location_stanton_0121=a crash site
mission_location_stanton_0122=a shipwreck
mission_location_stanton_0123=a wreck site
mission_location_stanton_0124=Comm Array ST1-48
mission_location_stanton_0125=Comm Array ST1-92
mission_location_stanton_0126=Comm Array ST1-13
mission_location_stanton_0127=Comm Array ST1-61
mission_location_stanton_0128=Reclamation & Disposal
mission_location_stanton_0129=that dreadful Reclamation store
mission_location_stanton_0130=Hickes Research Outpost on Cellin
mission_location_stanton_0131=Terra Mills HydroFarm on Cellin
mission_location_stanton_0132=ArcCorp Mining Area 141 on Daymar
mission_location_stanton_0133=Shubin Mining Facility SCD-1 on Daymar
mission_location_stanton_0134=ArcCorp Mining Area 157 on Yela
mission_location_stanton_0135=Deakins Research Outpost on Yela
mission_location_stanton_0136=Crash Site
mission_location_stanton_0137=Teasa Spaceport
mission_location_stanton_0138=HDMS-Stanhope
mission_location_stanton_0139=HDMS-Stanhope on Hurston
mission_location_stanton_0140=HDMS-Hadley
mission_location_stanton_0141=HDMS-Hadley on Hurston
mission_location_stanton_0142=HDMS-Thedus
mission_location_stanton_0143=HDMS-Thedus on Hurston
mission_location_stanton_0144=HDMS-Ackley
mission_location_stanton_0145=HDMS-Ackley on Hurston
mission_location_stanton_0146=HDMS-Oparei
mission_location_stanton_0147=HDMS-Oparei on Hurston
mission_location_stanton_0148=HDMS-Edmond
mission_location_stanton_0149=HDMS-Edmond on Hurston
mission_location_stanton_0150=HDMS-Ryder
mission_location_stanton_0151=HDMS-Ryder on Ita
mission_location_stanton_0152=HDMS-Woodruff
mission_location_stanton_0153=HDMS-Woodruff on Ita
mission_location_stanton_0154=HDMS-Perlman
mission_location_stanton_0155=HDMS-Perlman on Magda
mission_location_stanton_0156=HDMS-Hahn
mission_location_stanton_0157=HDMS-Hahn on Magda
mission_location_stanton_0158=HDMS-Anderson
mission_location_stanton_0159=HDMS-Anderson on Aberdeen
mission_location_stanton_0160=HDMS-Norgaard
mission_location_stanton_0161=HDMS-Norgaard on Aberdeen
mission_location_stanton_0162=HDMS-Lathan
mission_location_stanton_0163=HDMS-Lathan on Arial
mission_location_stanton_0164=HDMS-Bezdek
mission_location_stanton_0165=HDMS-Bezdek on Arial
mission_location_stanton_0166=HDSF-Adlai
mission_location_stanton_0167=HDSF-Adlai on Hurston
mission_location_stanton_0168=HDSF-Hendricks
mission_location_stanton_0169=HDSF-Hendricks on Hurston
mission_location_stanton_0170=HDSF-Colfax
mission_location_stanton_0171=HDSF-Colfax on Hurston
mission_location_stanton_0172=HDSF-Sherman
mission_location_stanton_0173=HDSF-Sherman on Hurston
mission_location_stanton_0174=HDSF-Elbridge
mission_location_stanton_0175=HDSF-Elbridge on Hurston
mission_location_stanton_0176=HDSF-Hobart
mission_location_stanton_0177=HDSF-Hobart on Hurston
mission_location_stanton_0178=HDSF-Millerand
mission_location_stanton_0179=HDSF-Millerand on Hurston
mission_location_stanton_0180=HDSF-Tompkins
mission_location_stanton_0181=HDSF-Tompkins on Hurston
mission_location_stanton_0182=HDSF-Breckinridge
mission_location_stanton_0183=HDSF-Breckinridge on Hurston
mission_location_stanton_0184=HDSF-Zacharias
mission_location_stanton_0185=HDSF-Zacharia on Hurston
mission_location_stanton_0186=HDSF-Rufus
mission_location_stanton_0187=HDSF-Rufus on Hurston
mission_location_stanton_0188=HDSF-Tamar
mission_location_stanton_0189=HDSF-Tamar on Hurston
mission_location_stanton_0190=HDSF-Ishmael
mission_location_stanton_0191=HDSF-Ishmael on Hurston
mission_location_stanton_0192=HDSF-Damaris
mission_location_stanton_0193=HDSF-Damaris on Hurston
mission_location_stanton_0194=HDSF-Hiram
mission_location_stanton_0195=HDSF-Hiram on Hurston
mission_location_stanton_0196=HDSF-Barnabas
mission_location_stanton_0197=HDSF-Barnabas on Hurston
mission_location_stanton_0198=Lorville
mission_location_stanton_0199=L19 Habs in Lorville
mission_location_stanton_0200=ship graveyards around Aberdeen
mission_location_stanton_0201=sections above Aberdeen's atmosphere
mission_location_stanton_0202=HDMS-Pinewood
mission_location_stanton_0203=HDMS-Pinewood on Hurston
mission_location_stanton_0204=Arial
mission_location_stanton_0205=Aberdeen
mission_location_stanton_0206=Magda
mission_location_stanton_0207=Ita
mission_location_stanton_0208=Lorville Gate 01
mission_location_stanton_0209=Lorville Gate 02
mission_location_stanton_0210=Lorville Gate 03
mission_location_stanton_0211=Lorville Gate 04
mission_location_stanton_0212=Lorville Gate 05
mission_location_stanton_0213=Lorville Gate 06
mission_location_stanton_0214=L19 Admin Office in Lorville
mission_location_stanton_0215=Reclamation and Disposal in Lorville
mission_location_stanton_0216=L19 Metro Station in Lorville
mission_location_stanton_0217=a Hurston Weapons Testing Site above Aberdeen
mission_location_stanton_0218=a Hurston Weapons Testing Site above Ita
mission_location_stanton_0219=a Hurston Weapons Testing Site above Magda
mission_location_stanton_0220=a Hurston Weapons Testing Site above Arial
mission_location_stanton_0221=a Yela asteroid cluster
mission_location_stanton_0222=a mined asteroid cluster around Yela
mission_location_stanton_0223="The Pit"
mission_location_stanton_0224="Wheeler's"
mission_location_stanton_0225=a Private Landing Pad
mission_location_stanton_0226=a Private Landing Pad in Area18
mission_location_stanton_0227="The Orphanage"
mission_location_stanton_0228="The Orphanage" on Lyria
mission_location_stanton_0229="The Pit" on Lyria
mission_location_stanton_0230="Wheeler's" on Lyria
mission_location_stanton_0231=ArcCorp Mining Area 045
mission_location_stanton_0232=ArcCorp Mining Area 045 on Wala
mission_location_stanton_0233=ArcCorp Mining Area 048
mission_location_stanton_0234=ArcCorp Mining Area 048 on Wala
mission_location_stanton_0235=ArcCorp Mining Area 056
mission_location_stanton_0236=ArcCorp Mining Area 056 on Wala
mission_location_stanton_0237=ArcCorp Mining Area 061
mission_location_stanton_0238=ArcCorp Mining Area 061 on Wala
mission_location_stanton_0239=Ashburn Channel Aid Shelter
mission_location_stanton_0240=Ashburn Channel Aid Shelter on Cellin
mission_location_stanton_0241=Aston Ridge Aid Shelter
mission_location_stanton_0242=Aston Ridge Aid Shelter on Yela
mission_location_stanton_0243=Dunlow Ridge Aid Shelter
mission_location_stanton_0244=Dunlow Ridge Aid Shelter on Daymar
mission_location_stanton_0245=Eager Flats Aid Shelter
mission_location_stanton_0246=Eager Flats Aid Shelter on Daymar
mission_location_stanton_0247=Flanagan's Ravine Aid Shelter
mission_location_stanton_0248=Flanagan's Ravine Aid Shelter on Cellin
mission_location_stanton_0249=Julep Ravine Aid Shelter
mission_location_stanton_0250=Julep Ravine Aid Shelter on Cellin
mission_location_stanton_0251=Kosso Basin Aid Shelter
mission_location_stanton_0252=Kosso Basin Aid Shelter on Yela
mission_location_stanton_0253=Loveridge Mineral Reserve
mission_location_stanton_0254=Loveridge Mineral Reserve on Lyria
mission_location_stanton_0255=Mogote Aid Shelter
mission_location_stanton_0256=Mogote Aid Shelter on Cellin
mission_location_stanton_0257=Nakamura Valley Aid Shelter
mission_location_stanton_0258=Nakamura Valley Aid Shelter on Yela
mission_location_stanton_0259=Shubin Mining Facility SAL-2
mission_location_stanton_0260=Shubin Mining Facility SAL-2 on Lyria
mission_location_stanton_0261=Shubin Mining Facility SAL-5
mission_location_stanton_0262=Shubin Mining Facility SAL-5 on Lyria
mission_location_stanton_0263=Talarine Divide Aid Shelter
mission_location_stanton_0264=Talarine Divide Aid Shelter on Yela
mission_location_stanton_0265=Tamdon Plains Aid Shelter
mission_location_stanton_0266=Tamdon Plains Aid Shelter on Daymar
mission_location_stanton_0267=Wolf Point Aid Shelter
mission_location_stanton_0268=Wolf Point Aid Shelter on Daymar
mission_location_stanton_0269=Paradise Cove
mission_location_stanton_0270=Paradise Cove on Wala
mission_location_stanton_0271=Humboldt Mines
mission_location_stanton_0272=Humboldt Mines on Lyria
mission_location_stanton_0273=Gallete Family Farms on Cellin
mission_location_stanton_0274=Tram & Myers Mining on Cellin
mission_location_stanton_0275=Bountiful Harvest on Daymar
mission_location_stanton_0276=Kudre Ore on Daymar
mission_location_stanton_0277=Benson Mining on Yela
mission_location_stanton_0278=Teddy's Playhouse
mission_location_stanton_0279=Teddy's Playhouse on Lyria
mission_location_stanton_0280="Elsewhere"
mission_location_stanton_0281="Elsewhere" on Lyria
mission_location_stanton_0282=Shubin Processing Facility SPAL-3
mission_location_stanton_0283=Shubin Processing Facility SPAL-3 on Lyria
mission_location_stanton_0284=Shubin Processing Facility SPAL-7
mission_location_stanton_0285=Shubin Processing Facility SPAL-7 on Lyria
mission_location_stanton_0286=Shubin Processing Facility SPAL-9
mission_location_stanton_0287=Shubin Processing Facility SPAL-9 on Lyria
mission_location_stanton_0288=Shubin Processing Facility SPAL-12
mission_location_stanton_0289=Shubin Processing Facility SPAL-12 on Lyria
mission_location_stanton_0290=Comm Array ST3-90
mission_location_stanton_0290_add=Comm Array ST3-90 around ArcCorp
mission_location_stanton_0291=Comm Array ST3-18
mission_location_stanton_0291_add=Comm Array ST3-18 around Lyria
mission_location_stanton_0292=Comm Array ST3-35
mission_location_stanton_0292_add=Comm Array ST3-35 around Wala
mission_location_stanton_0293=Comm Array ST1-02
mission_location_stanton_0293_add=Comm Array ST1-02 around Ita
mission_location_stanton_0294=IO-North Admin Office
mission_location_stanton_0295=IO-North Admin Office in Area18
mission_location_stanton_0296=Adira Falls Apartments
mission_location_stanton_0297=Adira Falls Apartments in Area18
mission_location_stanton_0298=Riker Memorial Spaceport
mission_location_stanton_0299=Riker Memorial Spaceport in Area18
mission_location_stanton_0300=Landing Pad Locker
mission_location_stanton_0301=a Landing Pad Locker in Area18
mission_location_stanton_0302=a Landing Pad Locker on ArcCorp
mission_location_stanton_0303=a Private Landing Pad on ArcCorp
mission_location_stanton_0304=a Salvage Yard on Hurston
mission_location_stanton_0305=Reclamation & Disposal Orinth
mission_location_stanton_0306=Reclamation & Disposal Orinth on Hurston
mission_location_stanton_0307=a Salvage Yard on Daymar
mission_location_stanton_0308=Brio's Breaker Yard
mission_location_stanton_0309=Brio's Breaker Yard on Daymar
mission_location_stanton_0310=a Salvage Yard on Wala
mission_location_stanton_0311=Samson & Son's Salvage Center
mission_location_stanton_0312=Samson & Son's Salvage Center on Wala
mission_location_stanton_0313=Operations Depot Lyria-1
mission_location_stanton_0314=Operations Depot on Lyria
mission_location_stanton_0315=HDRSO-Bramen
mission_location_stanton_0316=HDSRO-Bramen on Hurston
mission_location_stanton_0317=a cave on Hurston
mission_location_stanton_0318=Hurston Cave
mission_location_stanton_0319=a cave on Daymar
mission_location_stanton_0320=Daymar Cave
mission_location_stanton_0321=a cave on Aberdeen
mission_location_stanton_0322=Aberdeen Cave
mission_location_stanton_0428=a Salvage Yard on Euterpe
mission_location_stanton_0429=Devlin Scrap & Salvage
mission_location_stanton_0430=Devlin Scrap & Salvage on Euterpe
mission_location_stanton_0431=a Landing Pad Locker on microTech
mission_location_stanton_0432=Barton Flats Aid Shelter on Aberdeen
mission_location_stanton_0433=the Daymar wreck site
mission_location_stanton_0434=the wreck site on Daymar
mission_location_stanton_0435=the Cellin wreck site
mission_location_stanton_0436=the wreck site on Cellin
mission_location_stanton_0437=the Yela wreck site
mission_location_stanton_0438=the wreck site on Yela
mission_location_stanton_323=Comm Array ST4-22
mission_location_stanton_324=Comm Array ST4-31
mission_location_stanton_325=Comm Array ST4-59
mission_location_stanton_326=Comm Array ST4-64
mission_location_stanton_327=M&V Bar
mission_location_stanton_328=M&V Bar in Lorville
mission_location_stanton_329=Comm Array ST4-22 around microTech
mission_location_stanton_330=Comm Array ST4-31 around Calliope
mission_location_stanton_331=Comm Array ST4-59 around Clio
mission_location_stanton_332=Comm Array ST4-64 around Euterpe
mission_location_stanton_333=Port Tressler
mission_location_stanton_334=Port Tressler above microTech
mission_location_stanton_335=Everus Harbor
mission_location_stanton_336=Everus Harbor above Hurston
mission_location_stanton_337=Baijini Point
mission_location_stanton_338=Baijini Point above ArcCorp
mission_location_stanton_339=New Babbage
mission_location_stanton_340=New Babbage on microTech
mission_location_stanton_341=Calhoun Pass Emergency Shelter
mission_location_stanton_342=Calhoun Pass Emergency Shelter on microTech
mission_location_stanton_343=Point Wain Emergency Shelter
mission_location_stanton_344=Point Wain Emergency Shelter on microTech
mission_location_stanton_345=Nuiqsut Emergency Shelter
mission_location_stanton_346=Nuiqsut Emergency Shelter on microTech
mission_location_stanton_347=Clear View Emergency Shelter
mission_location_stanton_348=Clear View Emergency Shelter on microTech
mission_location_stanton_349="The Necropolis"
mission_location_stanton_350="The Necropolis" on microTech
mission_location_stanton_351=Outpost 54
mission_location_stanton_352=Outpost 54 on microTech
mission_location_stanton_353=Rayari Deltana Research Outpost
mission_location_stanton_354=Rayari Deltana Research Outpost on microTech
mission_location_stanton_355=Rayari Livengood Research Outpost
mission_location_stanton_356=Rayari Livengood Research Outpost on microtech
mission_location_stanton_357=Shubin Mining Facility SM0-13
mission_location_stanton_358=Shubin Mining Facility SM0-13 on microTech
mission_location_stanton_359=Shubin Mining Facility SM0-22
mission_location_stanton_360=Shubin Mining Facility SM0-22 on microTech
mission_location_stanton_361=Shubin Mining Facility SM0-18
mission_location_stanton_362=Shubin Mining Facility SM0-18 on microTech
mission_location_stanton_363=Shubin Mining Facility SM0-10
mission_location_stanton_364=Shubin Mining Facility SM0-10 on microTech
mission_location_stanton_365=Rayari Kaltag Research Outpost
mission_location_stanton_366=Rayari Kaltag Research Outpost on Calliope
mission_location_stanton_367=Rayari Anvik Research Outpost
mission_location_stanton_368=Rayari Anvik Research Outpost on Calliope
mission_location_stanton_369=Shubin Mining Facility SMCa-6
mission_location_stanton_370=Shubin Mining Facility SMCa-6 on Calliope
mission_location_stanton_371=Shubin Mining Facility SMCa-8
mission_location_stanton_372=Shubin Mining Facility SMCa-8 on Calliope
mission_location_stanton_373=Rayari McGrath Research Outpost
mission_location_stanton_374=Rayari McGrath Research Outpost on Clio
mission_location_stanton_375=Rayari Cantwell Research Outpost
mission_location_stanton_376=Rayari Cantwell Research Outpost on Clio
mission_location_stanton_377=MT DataCenter 5WQ-R2V-C
mission_location_stanton_378=MT DataCenter 5WQ-R2V-C on microTech
mission_location_stanton_379=MT DataCenter 2UB-RB9-5
mission_location_stanton_380=MT DataCenter 2UB-RB9-5 on microTech
mission_location_stanton_381=MT DataCenter 8FK-Q2X-K
mission_location_stanton_382=MT DataCenter 8FK-Q2X-K on microTech
mission_location_stanton_383=MT DataCenter E2Q-NSG-Y
mission_location_stanton_384=MT DataCenter E2Q-NSG-Y on microTech
mission_location_stanton_385=MT DataCenter 4HJ-LVE-A
mission_location_stanton_386=MT DataCenter 4HJ-LVE-A on microTech
mission_location_stanton_387=MT DataCenter D79-ECG-R
mission_location_stanton_388=MT DataCenter D79-ECG-R on microTech
mission_location_stanton_389=MT DataCenter QVX-J88-J
mission_location_stanton_390=MT DataCenter QVX-J88-J on microTech
mission_location_stanton_391=MT DataCenter TMG-XEV-2
mission_location_stanton_392=MT DataCenter TMG-XEV-2 on microTech
mission_location_stanton_393=a Landing Pad Locker in New Babbage
mission_location_stanton_394=Aspire Grand
mission_location_stanton_395=Aspire Grand in New Babbage
mission_location_stanton_396=NB Int. Spaceport
mission_location_stanton_397=NB Int. Spaceport on microTech
mission_location_stanton_398=MT Planetary Services
mission_location_stanton_399=MT Planetary Services in the New Babbage Plaza
mission_location_stanton_400=Shubin Processing Facility SPMC-3
mission_location_stanton_401=Shubin Processing Facility SPMC-3 on Calliope
mission_location_stanton_402=Shubin Processing Facility SPMC-5
mission_location_stanton_403=Shubin Processing Facility SPMC-5 on Calliope
mission_location_stanton_404=Shubin Processing Facility SPMC-10
mission_location_stanton_405=Shubin Processing Facility SPMC-10 on Calliope
mission_location_stanton_406=Shubin Processing Facility SPMC-11
mission_location_stanton_407=Shubin Processing Facility SPMC-11 on Calliope
mission_location_stanton_408=Shubin Processing Facility SPMC-14
mission_location_stanton_409=Shubin Processing Facility SPMC-14 on Calliope
mission_location_stanton_410=Shubin Processing Facility SPMC-1
mission_location_stanton_411=Shubin Processing Facility SPMC-1 on Calliope
mission_location_stanton_412=microTech Cave
mission_location_stanton_413=a cave on microTech
mission_location_stanton_414=Calliope Cave
mission_location_stanton_415=a cave on Calliope
mission_location_stanton_416=Clio Cave
mission_location_stanton_417=a cave on Clio
mission_location_stanton_418=Euterpe Cave
mission_location_stanton_419=a cave on Euterpe
mission_location_stanton_420=Shady Glen Farms
mission_location_stanton_421=Shady Glen Farms on Wala
mission_location_stanton_422=Bud's Growery
mission_location_stanton_423=Bud's Growery on Euterpe
mission_location_stanton_424=Raven's Roost
mission_location_stanton_425=Raven's Roost on MicroTech
mission_location_stanton_426=Wally's Bar
mission_location_stanton_427=Wally's Bar in New Babbage
mission_location_stanton_439=the Hurston wreck site
mission_location_stanton_440=the wreck site on Hurston
mission_location_stanton_441=the Ariel wreck site
mission_location_stanton_442=the wreck site on Ariel
mission_location_stanton_443=Aberdeen wreck site
mission_location_stanton_444=the wreck site on Aberdeen
mission_location_stanton_445=the Magda wreck site
mission_location_stanton_446=the wreck site on Magda
mission_location_stanton_447=the Ita wreck site
mission_location_stanton_448=the wreck site on Ita
mission_location_stanton_449=the Lyria wreck site
mission_location_stanton_450=the wreck site on Lyria
mission_location_stanton_451=the Wala wreck site
mission_location_stanton_452=the wreck site on Wala
mission_location_stanton_453=the microTech wreck site
mission_location_stanton_454=the wreck site on microTech
mission_location_stanton_455=the Calliope wreck site
mission_location_stanton_456=the wreck site on Calliope
mission_location_stanton_457=the Clio wreck site
mission_location_stanton_458=the wreck site on Clio
mission_location_stanton_459=the Euterpe wreck site
mission_location_stanton_460=the wreck site on Euterpe
mission_location_stanton_461=a Landing Pad Locker in Orison
mission_location_stanton_462=Security Post Dipur
mission_location_stanton_463=Security Post Dipur on Cellin
mission_location_stanton_464=Security Post Lespin
mission_location_stanton_465=Security Post Lespin on Cellin
mission_location_stanton_466=Security Post Criska
mission_location_stanton_467=Security Post Criska on Cellin
mission_location_stanton_468=NT-999-XV
mission_location_stanton_469=NT-999-XV on Cellin
mission_location_stanton_470=Security Post Thaquray
mission_location_stanton_471=Security Post Thaquray on Daymar
mission_location_stanton_472=Security Post Moluto
mission_location_stanton_473=Security Post Moluto on Daymar
mission_location_stanton_474=Security Post Prashad
mission_location_stanton_475=Security Post Prashad on Daymar
mission_location_stanton_476=NT-999-XVI
mission_location_stanton_477=NT-999-XVI on Daymar
mission_location_stanton_478=the Garden
mission_location_stanton_479=the Garden on Daymar
mission_location_stanton_480=TPF
mission_location_stanton_481=TPF on Daymar
mission_location_stanton_482=Security Post Opal
mission_location_stanton_483=Security Post Opal on Yela
mission_location_stanton_484=Security Post Wan
mission_location_stanton_485=Security Post Wan on Yela
mission_location_stanton_486=NT-999-XXII
mission_location_stanton_487=NT-999-XXII on Yela
mission_location_stanton_488="Utopia"
mission_location_stanton_489="Utopia" on Yela
mission_location_stanton_490=Connor's
mission_location_stanton_491=Connor's on Yela
mission_location_stanton_492=Afterlife
mission_location_stanton_493=Afterlife on Yela
mission_location_stanton_494="Launch Pad"
mission_location_stanton_495="Launch Pad" on Lyria
mission_location_stanton_496="Buckets"
mission_location_stanton_497="Buckets" on Lyria
mission_location_stanton_498=Shubin Processing Facility SPAL-16
mission_location_stanton_499=Shubin Processing Facility SPAL-16 on Lyria
mission_location_stanton_500=Shubin Processing Facility SPAL-21
mission_location_stanton_501=Shubin Processing Facility SPAL-21 on Lyria
mission_location_stanton_502="Lost and Found"
mission_location_stanton_503="Lost and Found" on Wala
mission_location_stanton_504=Good Times Temple
mission_location_stanton_505=Good Times Temple on Wala
mission_location_stanton_506=ArcCorp Processing Center 115
mission_location_stanton_507=ArcCorp Processing Center 115 on Wala
mission_location_stanton_508=ArcCorp Processing Center 123
mission_location_stanton_509=ArcCorp Processing Center 123 on Wala
mission_location_stanton_510=MT DataCenter KH3-AAE-L
mission_location_stanton_511=MT DataCenter KH3-AAE-L on microTech
mission_location_stanton_512=MT DataCenter L8P-JUC-8
mission_location_stanton_513=MT DataCenter L8P-JUC-8 on microTech
mission_location_stanton_514=MT OpCenter TLI-4
mission_location_stanton_515=MT OpCenter TLI-4 on microTech
mission_location_stanton_516=Ghost Hollow
mission_location_stanton_517=Ghost Hollow on microTech
mission_location_stanton_518=microTech Derelict Outpost
mission_location_stanton_519=a derelict outpost on microTech
mission_location_stanton_520=Whistler's Crypt
mission_location_stanton_521=Whistler's Crypt on Daymar
mission_location_stanton_522=Solanki Platform
mission_location_stanton_523=Solanki Platform at Inspiration Park near Orison
mission_location_stanton_524=Brushwood Platform
mission_location_stanton_525=Brushwood Platform at Inspiration Park near Orison
mission_location_stanton_526=Hartmoore Platform
mission_location_stanton_527=Hartmoore Platform at Inspiration Park near Orison
mission_location_stanton_528=Admin Center
mission_location_stanton_529=Admin Center at Inspiration Park near Orison
mission_location_stanton_530=SNK-A
mission_location_stanton_531=SNK-A on Solanki Platform near Orison
mission_location_stanton_532=SNK-B
mission_location_stanton_533=SNK-B on Solanki Platform near Orison
mission_location_stanton_534=SNK-C
mission_location_stanton_535=SNK-C on Solanki Platform near Orison
mission_location_stanton_536=SNK-D
mission_location_stanton_537=SNK-D on Solanki Platform near Orison
mission_location_stanton_538=BWD-A1
mission_location_stanton_539=BWD-A1 on Brushwood Platform near Orison
mission_location_stanton_540=BWD-A2
mission_location_stanton_541=BWD-A2 on Brushwood Platform near Orison
mission_location_stanton_542=BWD-B
mission_location_stanton_543=BWD-B on Brushwood Platform near Orison
mission_location_stanton_544=BWD-C
mission_location_stanton_545=BWD-C on Brushwood Platform near Orison
mission_location_stanton_546=BWD-D
mission_location_stanton_547=BWD-D on Brushwood Platform near Orison
mission_location_stanton_548=BWD-E
mission_location_stanton_549=BWD-E on Brushwood Platform near Orison
mission_location_stanton_550=BWD-F
mission_location_stanton_551=BWD-F on Brushwood Platform near Orison
mission_location_stanton_552=BWD-G
mission_location_stanton_553=BWD-G on Brushwood Platform near Orison
mission_location_stanton_554=BWD-H
mission_location_stanton_555=BWD-H on Brushwood Platform near Orison
mission_location_stanton_556=HMR-A
mission_location_stanton_557=HMR-A on Hartmoore Platform near Orison
mission_location_stanton_558=HMR-B
mission_location_stanton_559=HMR-B on Hartmoore Platform near Orison
mission_location_stanton_560=HMR-C
mission_location_stanton_561=HMR-C on Hartmoore Platform near Orison
mission_location_stanton_562=HMR-D
mission_location_stanton_563=HMR-D on Hartmoore Platform near Orison
mission_location_stanton_564=HMR-E
mission_location_stanton_565=HMR-E on Hartmoore Platform near Orison
mission_location_stanton_566=HMR-F
mission_location_stanton_567=HMR-F on Hartmoore Platform near Orison
mission_location_stanton_568=HMR-G
mission_location_stanton_569=HMR-G on Hartmoore Platform near Orison
mission_location_stanton_570=HMR-H
mission_location_stanton_571=HMR-H on Hartmoore Platform near Orison
mission_location_stanton_572=HMR-I
mission_location_stanton_573=HMR-I on Hartmoore Platform near Orison
mission_location_stanton_574=Technology Support Services
mission_location_stanton_575=Technology Support Services on the Admin Center near Orison
mission_location_stanton_576=Account Management Office
mission_location_stanton_577=Account Management Office on the Admin Center near Orison
mission_location_stanton_578=Finance Group
mission_location_stanton_579=Finance Group on the Admin Center near Orison
mission_location_stanton_580=Flight Crew Training Center
mission_location_stanton_581=Flight Crew Training Center on the Admin Center near Orison
mission_location_stanton_582=HDES-Calthrope
mission_location_stanton_583=HDES-Calthrope on Hurston
mission_location_stanton_584=HDES-Dobbs
mission_location_stanton_585=HDES-Dobbs on Aberdeen
mission_location_stanton_586=Klescher Rehabilitation
mission_location_stanton_587=Klescher Rehabilitation Facilities on Aberdeen
mission_location_stanton_588=Ruto's Associate
mission_location_stanton_589=Ruto's Associate in the Escape Tunnel
mission_location_stanton_590=Ruto's Satellite
mission_location_stanton_591=Ruto's Satellite near Barton Flats on Aberdeen
mission_location_stanton_592=Hurston Derelict Outpost
mission_location_stanton_593=a derelict outpost on Hurston
mission_location_stanton_594=Magda Derelict Outpost
mission_location_stanton_595=a derelict outpost on Magda
mission_location_stanton_596=Ita Derelict Outpost
mission_location_stanton_597=a derelict outpost on Ita
mission_location_stanton_598=Daymar Derelict Outpost
mission_location_stanton_599=a derelict outpost on Daymar
mission_location_stanton_600=Yela Derelict Outpost
mission_location_stanton_601=a derelict outpost on Yela
mission_location_stanton_602=Lyria Derelict Outpost
mission_location_stanton_603=a derelict outpost on Lyria
mission_location_stanton_604=Wala Derelict Outpost
mission_location_stanton_605=a derelict outpost on Wala
mission_location_stanton_606=Clio Derelict Outpost
mission_location_stanton_607=a derelict outpost on Clio
mission_location_stanton_608=Euterpe Derelict Outpost
mission_location_stanton_609=a derelict outpost on Euterpe
mission_location_stanton_610=Derelict Outpost
mission_location_stanton_611=a derelict outpost
mission_location_stanton_612=Wallace's Lab
mission_location_stanton_613=Wallace's Lab at Grim HEX
mission_location_stanton_614=Covalex Station Gundo around Daymar
mission_location_stanton_615=Seraphim Station
mission_location_stanton_616=Seraphim Station above Crusader
mission_location_stanton_617=REC-A
mission_location_stanton_618=Building A on a Recreation Platform in Cloudrest Retreat
mission_location_stanton_619=REC-B
mission_location_stanton_620=Building B on a Recreation Platform in Cloudrest Retreat
mission_location_stanton_621=REC-C
mission_location_stanton_622=Building C on a Recreation Platform in Cloudrest Retreat
mission_location_stanton_623=REC-D
mission_location_stanton_624=Building D on a Recreation Platform in Cloudrest Retreat
mission_location_stanton_625=REC-E
mission_location_stanton_626=Building E on a Recreation Platform in Cloudrest Retreat
mission_location_stanton_627=REC-F
mission_location_stanton_628=Building F on a Recreation Platform in Cloudrest Retreat
mission_location_stanton_629=REC-G
mission_location_stanton_630=Building G on a Recreation Platform in Cloudrest Retreat
mission_location_stanton_631=REC-H
mission_location_stanton_632=Building H on a Recreation Platform in Cloudrest Retreat
mission_location_stanton_633=REC-I
mission_location_stanton_634=Building I on a Recreation Platform in Cloudrest Retreat
mission_location_stanton_635=RSRT-A
mission_location_stanton_636=Building A on a Resort Platform in Cloudrest Retreat
mission_location_stanton_637=RSRT-B
mission_location_stanton_638=Building B on a Resort Platform in Cloudrest Retreat
mission_location_stanton_639=RSRT-C
mission_location_stanton_640=Building C on a Resort Platform in Cloudrest Retreat
mission_location_stanton_641=RSRT-D
mission_location_stanton_642=Building D on a Resort Platform in Cloudrest Retreat
mission_location_stanton_643=RSRT-A
mission_location_stanton_644=Building A on a Resort Platform in Cloudrest Retreat
mission_location_stanton_645=RSRT-B
mission_location_stanton_646=Building B on a Resort Platform in Cloudrest Retreat
mission_location_stanton_647=RSRT-C
mission_location_stanton_648=Building C on a Resort Platform in Cloudrest Retreat
mission_location_stanton_649=RSRT-D
mission_location_stanton_650=Building D on a Resort Platform in Cloudrest Retreat
mission_location_stanton_651=REZ-A
mission_location_stanton_652=Building A on a Residency Platform in Empyrean Park
mission_location_stanton_653=REZ-B
mission_location_stanton_654=Building B on a Residency Platform in Empyrean Park
mission_location_stanton_655=REZ-C
mission_location_stanton_656=Building C on a Residency Platform in Empyrean Park
mission_location_stanton_657=REZ-D
mission_location_stanton_658=Building D on a Residency Platform in Empyrean Park
mission_location_stanton_659=REZ-E
mission_location_stanton_660=Building E on a Residency Platform in Empyrean Park
mission_location_stanton_661=REZ-F
mission_location_stanton_662=Building F on a Residency Platform in Empyrean Park
mission_location_stanton_663=REZ-G
mission_location_stanton_664=Building G on a Residency Platform in Empyrean Park
mission_location_stanton_665=REZ-H
mission_location_stanton_666=Building H on a Residency Platform in Empyrean Park
mission_location_stanton_667=REZ-I
mission_location_stanton_668=Building I on a Residency Platform in Empyrean Park
mission_location_stanton_669=ADMN-A
mission_location_stanton_670=Building A on an Admin Platform in Empyrean Park
mission_location_stanton_671=RSRT-A
mission_location_stanton_672=Building A on a Resort Platform in Prospect Point
mission_location_stanton_673=RSRT-B
mission_location_stanton_674=Building B on a Resort Platform in Prospect Point
mission_location_stanton_675=RSRT-C
mission_location_stanton_676=Building C on a Resort Platform in Prospect Point
mission_location_stanton_677=RSRT-D
mission_location_stanton_678=Building D on a Resort Platform in Prospect Point
mission_location_stanton_679=RSRT-A
mission_location_stanton_680=Building A on a Resort Platform in Prospect Point
mission_location_stanton_681=RSRT-B
mission_location_stanton_682=Building B on a Resort Platform in Prospect Point
mission_location_stanton_683=RSRT-C
mission_location_stanton_684=Building C on a Resort Platform in Prospect Point
mission_location_stanton_685=RSRT-D
mission_location_stanton_686=Building D on a Resort Platform in Prospect Point
mission_location_stanton_687=REC-A
mission_location_stanton_688=Building A on a Recreation Platform in Prospect Point
mission_location_stanton_689=REC-B
mission_location_stanton_690=Building B on a Recreation Platform in Prospect Point
mission_location_stanton_691=REC-C
mission_location_stanton_692=Building C on a Recreation Platform in Prospect Point
mission_location_stanton_693=REC-D
mission_location_stanton_694=Building D on a Recreation Platform in Prospect Point
mission_location_stanton_695=REC-E
mission_location_stanton_696=Building E on a Recreation Platform in Prospect Point
mission_location_stanton_697=REC-F
mission_location_stanton_698=Building F on a Recreation Platform in Prospect Point
mission_location_stanton_699=REC-G
mission_location_stanton_700=Building G on a Recreation Platform in Prospect Point
mission_location_stanton_701=REC-H
mission_location_stanton_702=Building H on a Recreation Platform in Prospect Point
mission_location_stanton_703=REC-I
mission_location_stanton_704=Building I on a Recreation Platform in Prospect Point
mission_location_stanton_705=ADMN-A
mission_location_stanton_706=Building A on an Admin Platform in Prospect Point
mission_location_stanton_707=ADMN-B
mission_location_stanton_708=Building B on an Admin Platform in Prospect Point
mission_location_stanton_709=ADMN-C
mission_location_stanton_710=Building C on an Admin Platform in Prospect Point
mission_location_stanton_711=ADMN-D
mission_location_stanton_712=Building D on an Admin Platform in Prospect Point
mission_location_stanton_713=ADMN-B
mission_location_stanton_714=Building B on an Admin Platform in Empyrean Park
mission_location_stanton_715=ADMN-C
mission_location_stanton_716=Building C on an Admin Platform in Empyrean Park
mission_location_stanton_717=ADMN-D
mission_location_stanton_718=Building D on an Admin Platform in Empyrean Park
mission_location_stanton_719=RSRT-A
mission_location_stanton_720=Building A on a Resort Platform in Empyrean Park
mission_location_stanton_721=RSRT-B
mission_location_stanton_722=Building B on a Resort Platform in Empyrean Park
mission_location_stanton_723=RSRT-C
mission_location_stanton_724=Building C on a Resort Platform in Empyrean Park
mission_location_stanton_725=RSRT-D
mission_location_stanton_726=Building D on a Resort Platform in Empyrean Park
mission_location_stanton_727=Zephyr
mission_location_stanton_728=Zephyr on Hurston
mission_location_stanton_729=Maker's Point
mission_location_stanton_730=Maker's Point on Hurston
mission_location_stanton_731=Ludlow
mission_location_stanton_732=Ludlow on Hurston
mission_location_stanton_733=Picker's Field
mission_location_stanton_734=Picker's Field on Hurston
mission_location_stanton_735=Finn's Folly
mission_location_stanton_736=Finn's Folly on Hurston
mission_location_stanton_737=Weeping Cove
mission_location_stanton_738=Weeping Cove on Hurston
mission_location_stanton_739=Cutter's Rig
mission_location_stanton_740=Cutter's Rig on Hurston
mission_location_stanton_741=Rappel
mission_location_stanton_742=Rappel on Hurston
mission_location_stanton_743=Frostbite
mission_location_stanton_744=Frostbite on microTech
mission_location_stanton_745=Razor's Edge
mission_location_stanton_746=Razor's Edge on microTech
mission_location_stanton_747=Bloodshot Ridge
mission_location_stanton_748=Bloodshot Ridge on microTech
mission_location_stanton_749=Harper's Point
mission_location_stanton_750=Harper's Point on microTech
mission_location_stanton_751=Astor's Clearing
mission_location_stanton_752=Astor's Clearing on microTech
mission_location_stanton_753=Moreland Hills
mission_location_stanton_754=Moreland Hills on microTech
mission_location_stanton_755=Dunboro
mission_location_stanton_756=Dunboro on microTech
mission_location_stanton_757=Covalex Distribution Center S1DC06
mission_location_stanton_758=Covalex Distribution Center S1DC06 on Hurston
mission_location_stanton_759=HDPC-Cassillo
mission_location_stanton_760=HDPC-Cassillo on Hurston
mission_location_stanton_761=HDPC-Farnesway
mission_location_stanton_762=HDPC-Farnesway on Hurston
mission_location_stanton_763=Sakura Sun Magnolia Workcenter
mission_location_stanton_764=Sakura Sun Magnolia Workcenter on Hurston
mission_location_stanton_765=Covalex Distribution Center S1DC11
mission_location_stanton_766=Covalex Distribution Center S1DC11 on Hurston
mission_location_stanton_767=Covalex Distribution Center S1DC14
mission_location_stanton_768=Covalex Distribution Center S1DC14 on Hurston
mission_location_stanton_769=Cry-Astro Processing Plant 19-02
mission_location_stanton_770=Cry-Astro Processing Plant 19-02 on microTech
mission_location_stanton_771=Greycat Stanton I Production Complex-B
mission_location_stanton_772=Greycat Stanton I Production Complex-B on Hurston
mission_location_stanton_773=Cry-Astro Processing Plant 34-12
mission_location_stanton_774=Cry-Astro Processing Plant 34-12 on microTech
mission_location_stanton_775=microTech Logistics Depot S4LD01
mission_location_stanton_776=microTech Logistics Depot S4LD01 on Stanton IV
mission_location_stanton_777=microTech Logistics Depot S4LD13
mission_location_stanton_778=microTech Logistics Depot S4LD13 on Stanton IV
mission_location_stanton_779=Covalex Distribution Center S3BDC01
mission_location_stanton_780=Covalex Distribution Center S3BDC01 on Wala
mission_location_stanton_781=Covalex Distribution Center S4DC01
mission_location_stanton_782=Covalex Distribution Center S4DC01 on microTech
mission_location_stanton_783=Covalex Distribution Center S4DC05
mission_location_stanton_784=Covalex Distribution Center S4DC05 on microTech
mission_location_stanton_785=Greycat Stanton IV Production Complex-A
mission_location_stanton_786=Greycat Stanton IV Production Complex-A on microTech
mission_location_stanton_787=Sakura Sun Goldenrod Workcenter
mission_location_stanton_788=Sakura Sun Goldenrod Workcenter on microTech
mission_location_stanton_789=Magda Cave
mission_location_stanton_790=a cave on Magda
mission_location_stanton_791=Ita Cave
mission_location_stanton_792=a cave on Ita
mission_location_stanton_793=Wala Cave
mission_location_stanton_794=a cave on Wala
mission_location_stanton_795=Echo Isle
mission_location_stanton_796=Echo Isle on Hurston
mission_location_stanton_797=Dupree Industrial Manufacturing Facility
mission_location_stanton_798=Dupree Industrial Manufacturing Facility on Hurston
mission_location_stanton_secdep1=HDOF-Palomar
mission_location_stanton_secdep1_add=HDOF-Palomar on Hurston
mission_ship_0001=Starfarer
mission_ship_0002=Constellation
mission_ship_0003=Freelancer
mission_ship_0004=Connie
mission_ship_0005=Lancer
mission_ship_0006=Caterpillar
mission_ship_0007=Cat
missionstatus_abandoned=Abandoned
missionstatus_accepted=Accepted
missionstatus_completed=Complete
missionstatus_failed=Failed
missionstatus_withdrawn=Withdrawn
mm_LobbyStatus_Busy=Busy
mm_LobbyStatus_InAMatch=In a Match
mm_LobbyStatus_Ready=Ready
mobiGlas_AppName_AssetManager=NikNax
mobiGlas_AppName_Assets,P=Assets
mobiGlas_AppName_Comms=Comms
mobiGlas_AppName_ContactsScreen=CommLink
mobiGlas_AppName_Contracts=Contracts
mobiGlas_AppName_CryAstro=Vehicle Maintenance Services
mobiGlas_AppName_Galactipedia=Galactipedia
mobiGlas_AppName_Health=Health
mobiGlas_AppName_HomeScreen=Home
mobiGlas_AppName_InventoryManager=Inventory
mobiGlas_AppName_Journal=Journal
mobiGlas_AppName_Landing=Landing
mobiGlas_AppName_Maps=Maps
mobiGlas_AppName_Messages=Messages
mobiGlas_AppName_MissionMgr=Contracts Manager
mobiGlas_AppName_NikNax=NikNax
mobiGlas_AppName_PersonalManager=Equipment Manager
mobiGlas_AppName_PersonalStatus=Personal Status
mobiGlas_AppName_PlayerTrade=mo.Trader
mobiGlas_AppName_PortModification=LiveWorks AR
mobiGlas_AppName_Rep=Rep
mobiGlas_AppName_Reputation=Delphi
mobiGlas_AppName_ShipStatus=Ship Status
mobiGlas_AppName_SkyLine=SkyLine
mobiGlas_AppName_Starmap=Starmap
mobiGlas_AppName_VMA=Vehicles
mobiGlas_AppName_VehicleManager=Vehicle Loadout Manager
mobiGlas_AppName_Wallet,P=Wallet
mobiGlas_ContractManager_Heading=View, accept, and create contracts
mobiGlas_CryAstro_Description=While parked at an appropriate pad or hangar, simply utilize this app from the pilots seat to purchase various maintenance services offered at the location.
mobiGlas_CryAstro_ServicesHeading=Repair, Restock, and Refuel… all from your cockpit!
mobiGlas_MissingBennysDatapad_01_Subtitle=ISSUING OFFICER: M. Trovitz
mobiGlas_MissingBennysDatapad_01_Text=LAST UPDATED: 2945-03-21_16:44SET\n\nOn 2945-03-03 we received our first report of missing BIG BENNY brand vending machines from the Port Olisar commuter hub station. Alby Mollion, the on call manager, explained that a TERRA MILLS SERVICE TECHNICIAN had come to repair the machine and informed him that it would have to be taken to an offsite center. The following week, shift supervisor Tony Losong contacted Terra Mills Service Center to inquire about the repair only to learn that the so-called service technician had not in fact been associated with the company. It was at this point that Crusader Security was contacted by the Port Olisar administrators to look into the matter. Security vids pulled from the stations feed captured the suspect leaving with the machine in question but so far, facial match has been a dead end. It is surmised that the suspect was wearing spoofs, faux-vis, or some combination thereof. Attempts to track the suspects transport also proved futile as the regtags were traced back to a decommissioned hauler. \n\nOn 2945-03-05, we received a second report from CryAstro station 1267SC where their Big Benny unit was also taken under the guise of repair. Not long after, dozens of similar reports from other stations around the Crusader sector began to trickle in, stating that a false Terra Mills technician had removed their Big Benny machines. Those separate reports were vetted and indexed under this main casefile once the connection was confirmed. \n\nIn the meanwhile, we have been working with Terra Mills to issue a general warning to all Big Benny machine owners to be on the lookout for unscheduled service technicians and that they should always demand to see credentials. An image of the suspect has likewise been circulated. However, since 2945-03-12 there have been no further reports.\nIn attempt to track down the culprit we have notified scrap yards and secondhand sellers to alert us if someone tries to offer a Big Benny unit for sale. We have also tasked Terra Mills with tracing unusual refill orders surmising that the stolen machines may eventually require more Kacho to be stocked. \n\n**EDIT 2945-03-21 ** We did have a possible hit on the VSS we put out on the suspects transport, but reached a dead end after we lost the trail near Grim HEX. We currently dont have the resources to investigate directly, but I have put in a request for a CI to follow up.\n\n
mobiGlas_MissingBennysDatapad_01_Title=CASEFILE #232131089 VENDING MACHINE THEFT
mobiGlas_MissingBennysDatapad_AboveAndBeyond_Subtitle=Crusader Visitor Information Center
mobiGlas_MissingBennysDatapad_AboveAndBeyond_Text=Millions of people from around the Empire come to visit Crusader every year. From stunning vistas planetside to a bevy of unique and memorable locations in the surrounding environs, theres plenty of reasons why Crusader is considered by many to be “Above and Beyond.”\n\nWhat better way to explore the grand expanses of the Crusader than by riding aboard a Genesis Starliner that was built planetside by Crusader Industries. These luxurious cruise ships offer tours of not only the gorgeous upper atmosphere of Crusader proper, but offer a myriad of options and destinations. Why not start with a sunset tour to see a Genesis being built right before your eyes in the beautiful latticework of Crusader Industries; expansive shipyards? From there you can cruise along to the lower atmosphere to experience the colorful cacophony of one of our famous “light storms” or head out into orbit to visit the beautiful icy moon of Yela. Named for the oldest sibling in the childhood favorite fairy tale “A Gift for Baba,” a visit to this frozen landscape will surely have all the makings of a tale of your own.\n  \nFor more information on tickets and timetables, or to learn more about places to see and visit during your stay, please contact the Crusader Visitor Information Center.
mobiGlas_MissingBennysDatapad_AboveAndBeyond_Title=CRUSADER ABOVE AND BEYOND
mobiGlas_MissingBennysDatapad_Artists_Subtitle=Personal Datapad - Dreams, Thoughts, and Inspiration
mobiGlas_MissingBennysDatapad_Artists_Text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\n• Remember, this is a free flowing expression of your thoughts. Dont hold back. Dont edit. Be true and you will find truth.\n\n• Impact over substance or transformation over rehabilitation?\n\n• The medium is part of discussion as much as the discussion itself is a medium of the art, but when that message overcomes the piece, is that the ultimate goal? Should the work stand or topple? Stop to ask what if but make sure the remaining question is always why.\n\n• Found another critique - “Though the work is an assault on the space, there remains little bite behind the attack. The only kindness in the experience is that the all the leftover resin has been promised to a local art school. Hopefully it may find use as art yet.” This is what I need. This pain. \n\n• While I had some concerns at first, I am thrilled that my new hab is proving a fruitful ground for inspiration. Leaving the comfortable familiar behind and embracing the chaos of Grim HEX has been so cathartic I have begun to count losing all my credits as a blessing. \n\n• You see these other artists who “make it.” Denara with his looms lapping up the critics praise, or Tamsa and her painted ships. Their embracing of the commercialization of art is the very poison that is destroying our souls. To expose how deep this commoditization of Humanity would be a true work of inspiration.\n\n• I watched an ambush today outside the base. It was thrilling and terrifying at the same time, but it was the aftermath that struck me the most. The silence after the predators had flown away, stripping the cargo of their prey, I found myself transfixed by the drifting hulk of the wreck. The twisted shapes losing all function and becoming pure form. Definitely a motif to be explored further. \n\n• I met a woman today who goes by the name Threetoe. She told me that if she was to die shed want to be floated out in the asteroids by the Big Sister.” She explained how her mother used to read the A Gift for Baba to her growing up and she always related to the character. It amazes me the impact these stories of our youth can shape our very being. What replaces them as we grow older? The stories stop, but the need persists. What are the fairy tales that give us comfort now? The answer came to me as my thoughts were interrupted by cries of “So Yum, So Wow” from a nearby Big Bennys machine. This is how the story of Humanity will be told. This corrupt consumerism will be the monument that we leave behind. \n\n• A monument for me to leave behind …\n\n
mobiGlas_MissingBennysDatapad_Artists_Title=INSTALLATION 3 IDEATION JOURNAL
mobiGlas_MissingBennys_Artist_mobi_Text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nThe project is nearly finished. It's been a hard installation but the wonderful fatigue of my body is the most alive I have felt in months. It took me all day, but I think I figured out how to fix the machine I've been having trouble balancing. Once I get that done, only two more to go. Nothing like overcoming challenges to reinvigorate the soul.\n\nI can feel in every essence of my being just how important this work will be.\n\nThe questions remains though, what is the best way to reveal this unprecedented work to humanity? Do I stay silent to allow the naturally curious be the chosen few, spreading the gospel of Benny until the masses descend upon the site eager to know real truth? Or do I anonymously message an art critic or two to help them along the way? \n\nIt is almost tempting to stay here and await their arrival just to see what their reaction will be.\n
mobiGlas_MissingBennys_Artist_mobi_Title=THE GRAND UNVEILING
mobiGlas_MissingBennys_Artist_mobi_subitle=Musings on My Discovery
mobiGlas_PlayerLoadout_Heading=Customize your personal gear
mobiGlas_PlayerTrade_BrandText=Secure and convenient personal transactions from anywhere to anyone.
mobiGlas_PlayerTrade_BrandText_Title=The Trade You Trust
mobiGlas_PlayerTrade_CancelButton=Cancel
mobiGlas_PlayerTrade_ContactsList_Title=YOUR FRIENDS
mobiGlas_PlayerTrade_Currency_Merit=Merit
mobiGlas_PlayerTrade_Currency_Title=Currency:
mobiGlas_PlayerTrade_Currency_aUEC=aUEC
mobiGlas_PlayerTrade_CurrentBalance=Your Current Balance
mobiGlas_PlayerTrade_HomeScreenButton_SendGift=Begin
mobiGlas_PlayerTrade_PartyList_Title=YOUR PARTY
mobiGlas_PlayerTrade_RecipientInfo_Title=Sending To
mobiGlas_PlayerTrade_SearchResultsList_Title=SEARCH RESULTS
mobiGlas_PlayerTrade_SelectReceiver_NoResults=No Results
mobiGlas_PlayerTrade_SelectReceiver_Searching=Searching...
mobiGlas_PlayerTrade_SelectRecipient_Button=Select
mobiGlas_PlayerTrade_SelectRecipient_Title=Select Recipient
mobiGlas_PlayerTrade_SendButton=Send
mobiGlas_PlayerTrade_SendStatus_AcceptButton=Accept
mobiGlas_PlayerTrade_SendStatus_Failed_ButtonContext=Please try again.
mobiGlas_PlayerTrade_SendStatus_Failed_ButtonText=Start Over
mobiGlas_PlayerTrade_SendStatus_Failed_Desc=We're sorry, something went wrong.\nApologies for any inconvenience.
mobiGlas_PlayerTrade_SendStatus_Failed_Title=Transaction Failed
mobiGlas_PlayerTrade_SendStatus_Sending_ButtonContext=Please be patient.
mobiGlas_PlayerTrade_SendStatus_Sending_Desc=One moment while we communicate with the mo.Trader network.
mobiGlas_PlayerTrade_SendStatus_Sending_Title=Processing Transaction
mobiGlas_PlayerTrade_SendStatus_Success_ButtonContext=Make another transfer?
mobiGlas_PlayerTrade_SendStatus_Success_ButtonText_No=No
mobiGlas_PlayerTrade_SendStatus_Success_ButtonText_Yes=Yes
mobiGlas_PlayerTrade_SendStatus_Success_Desc=has received:
mobiGlas_PlayerTrade_SendStatus_Success_Title=Transaction Successful
mobiGlas_PlayerTrade_Tax_Explanation=% Service Fee
mobiGlas_PlayerTrade_Total=Total:
mobiGlas_PlayerTrade_WindowTitle_ChooseAmount=TRANSFER DETAILS
mobiGlas_PlayerTrade_WindowTitle_SelectRecipient=Select Recipient
mobiGlas_PlayerTrade_YouPay_Title=Total Cost:
mobiGlas_PlayerTrade_YouSend_Title=You Send:
mobiGlas_Reputation_Allies=Allies
mobiGlas_Reputation_NPCInfo_Association=Association
mobiGlas_Reputation_NPCInfo_Biography=Biography
mobiGlas_Reputation_NPCInfo_Location=Location
mobiGlas_Reputation_NPCInfo_Occupation=Occupation
mobiGlas_Reputation_NoReputation=Complete work for an organization or contact to earn reputation.
mobiGlas_Reputation_OrgInfo_Area=Area of Operation
mobiGlas_Reputation_OrgInfo_Focus=Focus
mobiGlas_Reputation_OrgInfo_Founded=Founded
mobiGlas_Reputation_OrgInfo_Headquarters=Headquarters
mobiGlas_Reputation_OrgInfo_Leadership=Leadership
mobiGlas_Reputation_Rivals=Rivals
mobiGlas_Reputation_ScopeTitle_Affinity=Affinity
mobiGlas_Reputation_ScopeTitle_Reliability=Confidence
mobiGlas_Reputation_SetFavorite=Falling
mobiGlas_Reputation_Stance_Ally=Ally
mobiGlas_Reputation_Stance_Hostile=Hostile
mobiGlas_Reputation_Stance_Neutral=Neutral
mobiGlas_Reputation_Standing=Standing
mobiGlas_Reputation_Standing_Criminal=Criminal
mobiGlas_Reputation_Standing_Lawful=Lawful
mobiGlas_Reputation_Tab_Career=Career
mobiGlas_Reputation_Tab_Contacts=Contacts
mobiGlas_Reputation_Tab_Dossier=Dossier
mobiGlas_Reputation_Tab_Factions,P=Factions
mobiGlas_Reputation_Tab_Organizations=Factions
mobiGlas_Reputation_Unknown=???
mobiGlas_Reputation_Velocity_Falling=Falling
mobiGlas_Reputation_Velocity_Rising=Rising
mobiGlas_Reputation_discountSidearmsGarrity,P=On sidearms at Garrity Defense
mobiGlas_Reputation_itemDiscount,P=Discount
mobiGlas_ShipLoadout_Heading=Customize and Maintain Various Vehicle Loadouts
mobiGlas_app_cargo=mG.cargoManager
mobiGlas_app_contacts=mG.contacts
mobiGlas_app_favorite=ADD FAVORITE
mobiGlas_app_sleeve=mG.sleeve
mobiGlas_app_wear=mG.wear
mobiGlas_ar_context1=CONNECTED TO
mobiGlas_ar_context2=AR NETWORK v1.0
mobiGlas_ar_filter1=EXPLORATION
mobiGlas_ar_filter2=COMMS
mobiGlas_ar_filter3=JOBS
mobiGlas_ar_label_NPC=NPC
mobiGlas_assetManager_amount=x
mobiGlas_assetManager_directoryBackslash=\
mobiGlas_assetManager_directoryUnderscore=__
mobiGlas_assetManager_filter=Filter
mobiGlas_assetManager_hideFilters=Hide Filters
mobiGlas_assetManager_items=Items
mobiGlas_assetManager_labelName=Name
mobiGlas_assetManager_labelQuantity=Quantity
mobiGlas_assetManager_labelType=Type
mobiGlas_assetManager_next=Next
mobiGlas_assetManager_noAssetSelected=No item selected\nSelect item to view details
mobiGlas_assetManager_objectInformation=Object Information
mobiGlas_assetManager_openLocation=Open
mobiGlas_assetManager_pagetitle=NikNax
mobiGlas_assetManager_previous=Prev
mobiGlas_assetManager_refresh=Refresh
mobiGlas_assetManager_searchHelper=Search the results...
mobiGlas_assetManager_showFilters=Show Filters
mobiGlas_assetManager_statContents=Contents
mobiGlas_assetManager_statContentsTest=StatContent
mobiGlas_assetManager_statRange=Range
mobiGlas_assetManager_statStorage=Storage
mobiGlas_assetManager_statWeight=Weight
mobiGlas_commLink_AddToContacts=Friend Request Sent
mobiGlas_commLink_AudioDisabled=Audio Disabled
mobiGlas_commLink_AudioEnabled=Audio Enabled
mobiGlas_commLink_BlockPlayer=Player Blocked
mobiGlas_commLink_BookmarkAdd=Bookmark Added
mobiGlas_commLink_BookmarkRemoved=Bookmark Removed
mobiGlas_commLink_ChannelsTab=Channels
mobiGlas_commLink_ChatColorChanged=Channel Color Updated
mobiGlas_commLink_ColorChanged=Text Color Updated
mobiGlas_commLink_Connected=Connection Established
mobiGlas_commLink_ContactsTab=Friends
mobiGlas_commLink_DisbandGroup=Group Disbanded
mobiGlas_commLink_FeedDisabled=Feed Notifications: Disabled
mobiGlas_commLink_FeedMentioned=Feed Notifications: Mentions only
mobiGlas_commLink_FeedMessage=Feed Notifications: All Messages
mobiGlas_commLink_FeedVisor=Feed Notifications: Push to Visor
mobiGlas_commLink_InviteGroupToParty=Bulk Party Invite Sent
mobiGlas_commLink_InviteToGroup=Channel Invite Sent
mobiGlas_commLink_InviteToParty=Party Invite Sent
mobiGlas_commLink_KickFromGroup=Member Kicked
mobiGlas_commLink_LeaveGroup=Channel Left
mobiGlas_commLink_MakeGroupLeader=Leader Assigned
mobiGlas_commLink_ManageTab=Manage
mobiGlas_commLink_MembersTab=Members
mobiGlas_commLink_MicDisabled=Microphone Disabled
mobiGlas_commLink_MicEnabled=Microphone Enabled
mobiGlas_commLink_MicrophoneOff=Microphone Disabled
mobiGlas_commLink_MicrophoneOn=Microphone Enabled
mobiGlas_commLink_Mute=Audio Disabled
mobiGlas_commLink_NewChannelCreated=New Channel Created
mobiGlas_commLink_NotifyMention=Notify on Mention
mobiGlas_commLink_NotifyMessage=Notify on Message
mobiGlas_commLink_NotifyNone=Mute Notifications
mobiGlas_commLink_NotifyVisor=Push to Visor
mobiGlas_commLink_PendingTab=Pending
mobiGlas_commLink_PlayerMute=Player Muted
mobiGlas_commLink_PlayerUnmute=Player Unmuted
mobiGlas_commLink_RemoveFromContacts=Friend Removed
mobiGlas_commLink_Unmute=Audio Enabled
mobiGlas_commLink_VideoOff=Video Disabled
mobiGlas_commLink_VideoOn=Video Enabled
mobiGlas_hint_Audio_Enabled=Audio feed enabled
mobiGlas_hint_Audio_Mute=Audio feed muted
mobiGlas_hint_Audio_Unmute=Audio feed unmuted
mobiGlas_hint_Channel_Created=Channel created
mobiGlas_hint_Channel_InviteSent=Channel invitation sent
mobiGlas_hint_Channel_NameChanged=Channel Name updated
mobiGlas_hint_Channel_NicknameChanged=Channel Nickname updated
mobiGlas_hint_Color_Update=Channel color updated
mobiGlas_hint_Favorite_Added=Channel added to Favorites
mobiGlas_hint_Favorite_Removed=Channel removed from Favorites
mobiGlas_hint_FeedState_All=Notify for all messages
mobiGlas_hint_FeedState_Mentions=Notify for mentions only
mobiGlas_hint_FeedState_None=Never notify
mobiGlas_hint_FeedState_Visor=Push new messages to Visor
mobiGlas_hint_Microphone_Mute=Microphone feed muted
mobiGlas_hint_Microphone_Unmute=Microphone feed unmuted
mobiGlas_hint_Video_Disabled=Video feed disabled
mobiGlas_hint_Video_Enabled=Video feed enabled
mobiGlas_home_Astro=Welcome to Astro Armada
mobiGlas_home_Contracts=Contracts
mobiGlas_home_Cubby=Welcome to Cubby Blast
mobiGlas_home_Dumper=Welcome to Dumper's Depot
mobiGlas_home_Law,P=Law
mobiGlas_home_Medical=Welcome to the Medical Unit
mobiGlas_home_MissionManager=Mission Manager
mobiGlas_home_NoLocation,P=No Location
mobiGlas_home_Reputation=Reputation
mobiGlas_home_Scheduler=mG.scheduler
mobiGlas_home_Scheduler_desc=AT HOME OR OUT IN SPACE, NEVER FORGET A DEADLINE
mobiGlas_home_ShipStatus=Ship Status
mobiGlas_home_Social=Social
mobiGlas_home_coming=COMING SOON
mobiGlas_home_connexion=CONNECTING TO MOBIGLAS NETWORK
mobiGlas_home_favorite=FAVORITE
mobiGlas_home_loadingapp=LOADING APP
mobiGlas_home_notifications=NOTIFICATIONS
mobiGlas_launcher_info_eva_fuel=Eva Fuel
mobiGlas_launcher_info_oxygen_tank=Tank O2
mobiGlas_launcher_info_power_output=Power
mobiGlas_launcher_info_suit_oxygen=Suit O2
mobiGlas_no_port_selected=No Port Selected
mobiGlas_notification_shop_sync=Syncing to %S inventory...\n
mobiGlas_notification_shop_title=mG easyShop
mobiGlas_ui_ApplyChanges=Apply Changes
mobiGlas_ui_AwaitingJournalData=Awaiting Journal Selection
mobiGlas_ui_AwaitingJournalDescription=Select an available journal entry from the left to view its details.
mobiGlas_ui_AwaitingSelection=Awaiting Selection...
mobiGlas_ui_CompletedMissionHeader=COMPLETED MISSIONS
mobiGlas_ui_ContactsDescription=View available contacts and open comm channels
mobiGlas_ui_ContactsTitle=CommLink
mobiGlas_ui_ContractType=Contract Type
mobiGlas_ui_CreateABeacon=Create a Beacon
mobiGlas_ui_CreateABeacon_MaxAmount=(Max: 2,000,000,000)
mobiGlas_ui_CreateABeacon_Subtitle=Use the create beacon button above to create a new contract.
mobiGlas_ui_CreateBeacon_Heading=Create Service Beacon
mobiGlas_ui_CreateBeacon_SubHeading=Broadcast your own contracts to nearby pilots. First, choose the type of service beacon you wish to create, then specify a location. You can request contracts be taken by only those of a certain rating. Finally, be sure to specify the price of the contract.
mobiGlas_ui_CreateNew=Create New
mobiGlas_ui_CrimeStatLabel=CrimeStat
mobiGlas_ui_CryAstroTitle=Vehicle Maintenance Services
mobiGlas_ui_EquipmentManager=Equipment Manager
mobiGlas_ui_Inventory=Inventory
mobiGlas_ui_InventoryDescription=All equipment and items owned
mobiGlas_ui_InventorySelectionPlaceholderDescription=Select an item from the left to view its details.
mobiGlas_ui_InventoryTitle=Inventory
mobiGlas_ui_JournalAudioTextEntry_Added=Journal Audio Entry Added
mobiGlas_ui_JournalDescription,P=Journal Entries
mobiGlas_ui_JournalEntryType_AudioLog=Audio
mobiGlas_ui_JournalEntryType_TextLog=Message
mobiGlas_ui_JournalEntryType_VideoLog=Video
mobiGlas_ui_JournalEntry_Added=Journal Entry Added
mobiGlas_ui_JournalEntry_Updated=Journal Entry Updated
mobiGlas_ui_JournalMessage=Message
mobiGlas_ui_JournalTitle=Journal
mobiGlas_ui_JournalVideoTextEntry_Added=Journal Video Entry Added
mobiGlas_ui_LiveWorksARDescription=Modify ship port equipment.
mobiGlas_ui_LiveWorksARTitle=LiveWorks AR
mobiGlas_ui_Loading=Loading...
mobiGlas_ui_Loadouts=Loadouts
mobiGlas_ui_MarkAllRead=Mark All Read
mobiGlas_ui_MissionEvent_Activated=Contract Accepted: %s
mobiGlas_ui_MissionEvent_Available=Contract Available: %s
mobiGlas_ui_MissionEvent_Complete=Contract Complete: %s
mobiGlas_ui_MissionEvent_Deactivate=Contract Withdrawn: %s
mobiGlas_ui_MissionEvent_Fail=Contract Failed: %s
mobiGlas_ui_MissionManager_CurrentObjectives=Current Objectives
mobiGlas_ui_MissionManager_NoTracked,P=No Mission Tracked
mobiGlas_ui_MissionManager_contractedBy=Contracted By
mobiGlas_ui_MissionManager_offered=Offered
mobiGlas_ui_MissionManager_tracked=Tracked
mobiGlas_ui_MissionRewardUpdated=Reward Updated: %s
mobiGlas_ui_MissionType_Defend=Defend
mobiGlas_ui_MissionType_Delivery=Delivery
mobiGlas_ui_MissionType_Escort=Escort
mobiGlas_ui_MissionType_Investigate=Investigate
mobiGlas_ui_MissionType_Job=Job
mobiGlas_ui_MissionType_Rescue=Rescue
mobiGlas_ui_MissionType_Research=Research
mobiGlas_ui_MissionType_Search=Search
mobiGlas_ui_MissionType_ServiceBeacon=Service Beacons
mobiGlas_ui_MissionType_Survival=Survival
mobiGlas_ui_Mission_Shared=Contract Shared: %s
mobiGlas_ui_MyBeacons=My Beacons
mobiGlas_ui_MyContractReputation=My Contract Ratings
mobiGlas_ui_MyRating=My Rating:
mobiGlas_ui_NoBeacons=No Beacons
mobiGlas_ui_NoBeaconsSubtitle=You currently have no active beacons at this time.
mobiGlas_ui_NoContractsAvailable=No Contracts Available
mobiGlas_ui_NoContractsSubtitle=No contracts are available at this time.
mobiGlas_ui_NoMissionsAvailable=NO MISSIONS AVAILABLE                   
mobiGlas_ui_ObjectiveEvent_Activated=New Objective: %s
mobiGlas_ui_ObjectiveEvent_Complete=Objective Complete: %s
mobiGlas_ui_ObjectiveEvent_Deactivated=Objective Withdrawn: %s
mobiGlas_ui_ObjectiveEvent_Fail=Objective Failed: %s
mobiGlas_ui_PersonalStatus_Atmos=Atmos
mobiGlas_ui_PersonalStatus_Danger=Danger
mobiGlas_ui_PersonalStatus_Environment=Environment
mobiGlas_ui_PersonalStatus_Ext=Ext
mobiGlas_ui_PersonalStatus_ExtTemp=Ext Temp
mobiGlas_ui_PersonalStatus_Fuel=Fuel
mobiGlas_ui_PersonalStatus_Gravity=Gravity
mobiGlas_ui_PersonalStatus_Nominal=Nominal
mobiGlas_ui_PersonalStatus_Oxygen=Oxygen
mobiGlas_ui_PersonalStatus_Pressure=Pressure
mobiGlas_ui_PersonalStatus_Radiation=Radiation
mobiGlas_ui_PersonalStatus_Safe=Safe
mobiGlas_ui_PersonalStatus_Suit=Suit
mobiGlas_ui_PersonalStatus_Vacuum=Vacuum
mobiGlas_ui_PlayerLoadoutEquipWarning=All instances of this item are equipped elsewhere. Please choose a location to transfer this item from:
mobiGlas_ui_PortModifier_CurrentlyEquipped=CURRENTLY EQUIPPED
mobiGlas_ui_PortModifier_Item_Blocked=ITEM BLOCKED
mobiGlas_ui_PortModifier_Item_Disabled=DISABLED
mobiGlas_ui_PortModifier_Item_Pending=ITEM PENDING
mobiGlas_ui_PortModifier_Label_Item=ITEM:
mobiGlas_ui_PortModifier_Label_Size=SIZE:
mobiGlas_ui_PortModifier_Label_Type=TYPE:
mobiGlas_ui_PortModifier_NoItems=NO ITEMS TO DISPLAY
mobiGlas_ui_PortModifier_Unattached=None (%i)
mobiGlas_ui_PrimaryMissionHeader=PRIMARY MISSIONS
mobiGlas_ui_ProviderRating=Performance Rating
mobiGlas_ui_ProviderRating_Desc=Your rating in terms of providing contract services.
mobiGlas_ui_Purchase=PURCHASE
mobiGlas_ui_RatingRequirement=Rating Requirement
mobiGlas_ui_Reputation_CrimeStat=CrimeStat
mobiGlas_ui_Reputation_LocalJurisdiction=Local Jurisdiction
mobiGlas_ui_RequestorRating=Employer Rating
mobiGlas_ui_RequestorRating_Desc=Your rating in terms of requesting contract services.
mobiGlas_ui_RequiredRating=Required:
mobiGlas_ui_SaveAndApply=Save Changes and Apply
mobiGlas_ui_SaveAndEquip=Save Changes and Equip
mobiGlas_ui_SaveChanges=Save Changes
mobiGlas_ui_SecondaryMissionHeader=SECONDARY MISSIONS
mobiGlas_ui_ShipSelectionDescription=Request and Maintain Your Vehicles
mobiGlas_ui_ShipSelectionTitle=Vehicle Valet
mobiGlas_ui_TutorialMissionEvent_Activated=Tutorial Started: %s
mobiGlas_ui_TutorialMissionEvent_Complete=Tutorial Complete: %s
mobiGlas_ui_TutorialMissionEvent_Deactivate=Tutorial Withdrawn: %s
mobiGlas_ui_TutorialMissionEvent_Fail=Tutorial Failed: %s
mobiGlas_ui_ViewContractReputation=View Contract Ratings
mobiGlas_ui_addcart=ADD TO CART
mobiGlas_ui_back=BACK
mobiGlas_ui_balance=CURRENT BALANCE
mobiGlas_ui_buy=BUY NOW
mobiGlas_ui_cancel=CANCEL
mobiGlas_ui_copyright=COPYRIGHT © 2932
mobiGlas_ui_feature=FEATURED ITEM
mobiGlas_ui_greeble_1,P=MOBIGLAS V.2.4.95
mobiGlas_ui_mobiGlasDescription=Welcome to Your Personalized mobiGlas Network
mobiGlas_ui_mobiGlasName=mobiGlas
mobiGlas_ui_mobiGlasNetwork25=mobiGlas Network 2.5
mobiGlas_ui_notification_Friend_Added=You have added %S to your Contacts.
mobiGlas_ui_notification_Friend_Request_Received=%S has sent you a contact request.
mobiGlas_ui_notification_Friend_Request_Sent=Sent contact request to %S
mobiGlas_ui_notification_GotoLastInstance=Go to last instance? Press ~action(ui_notification|ui_notification_accept)\n to join or ~action(ui_notification|ui_notification_decline)\n to decline.
mobiGlas_ui_notification_GotoLastInstance_NotFound=Instance not found.
mobiGlas_ui_notification_Group_Accepted=%S has accepted your invitation.
mobiGlas_ui_notification_Group_Created=Group created.
mobiGlas_ui_notification_Group_Invite=%S has invited you to their group.
mobiGlas_ui_notification_Group_Invite_Declined=%S has declined your invitation.
mobiGlas_ui_notification_Group_Invite_Timeout=The invitation you sent to %S has timed out.
mobiGlas_ui_notification_Group_Member_Joined=%S has joined the group.
mobiGlas_ui_notification_Group_Member_Kicked=%S has been kicked from the group.
mobiGlas_ui_notification_Group_Member_Left=%S has left the group.
mobiGlas_ui_notification_Group_Self_Join=You have joined %S's group.
mobiGlas_ui_notification_Group_Self_Kicked=You have been kicked from the group.
mobiGlas_ui_notification_Group_Self_Left=You have left the group.
mobiGlas_ui_notification_Hangar_Access_Accepted=%S has accepted your hangar invite.
mobiGlas_ui_notification_Hangar_Access_Granted=%S has granted you access to their hangar. Use the elevator to reach it.
mobiGlas_ui_notification_Hangar_Access_Revoked=%S has revoked your access to their hangar.
mobiGlas_ui_notification_Hangar_Access_Title=Hangar invite
mobiGlas_ui_notification_Party_Accepted=%S has accepted your invitation.
mobiGlas_ui_notification_Party_Created=Party created
mobiGlas_ui_notification_Party_Disband=Your party has disbanded.
mobiGlas_ui_notification_Party_Invite=%S has invited you to their party.
mobiGlas_ui_notification_Party_Invite_Accepted=
mobiGlas_ui_notification_Party_Invite_Declined=%S has declined your invitation.
mobiGlas_ui_notification_Party_Invite_Timeout=The invitation you sent to %S has timed out.
mobiGlas_ui_notification_Party_Launch=Party launch received from party leader %S. Press ~action(ui_notification|ui_notification_accept)\n to join or ~action(ui_notification|ui_notification_decline)\n to decline.
mobiGlas_ui_notification_Party_Launch_Accepted=%S has accepted your party launch.
mobiGlas_ui_notification_Party_Launch_AlreadyInInstance=%S is already in your instance.
mobiGlas_ui_notification_Party_Launch_Declined=%S has declined your party launch.
mobiGlas_ui_notification_Party_Launch_Failed=Party launch failed.
mobiGlas_ui_notification_Party_Launch_Full=Current instance does not have enough room for the party. Press ~action(ui_notification|ui_notification_accept)\n to re-queue for a new instance or ~action(ui_notification|ui_notification_decline)\n to skip.
mobiGlas_ui_notification_Party_Launch_InstanceNotFound=Party launch failed because instance was not found.
mobiGlas_ui_notification_Party_Launch_NotInInstance=Party launch failed because you are currently not in an instance.
mobiGlas_ui_notification_Party_Launch_NotInParty=Party launched failed because your are not in a party.
mobiGlas_ui_notification_Party_Launch_NotLeader=Party launched failed because you are not the party leader.
mobiGlas_ui_notification_Party_Launch_Sent=Party launch sent.
mobiGlas_ui_notification_Party_Member_Joined=%S has joined the party.
mobiGlas_ui_notification_Party_Member_Kicked=%S has been kicked from the party.
mobiGlas_ui_notification_Party_Member_Left=%S has left the party.
mobiGlas_ui_notification_Party_New_Leader=%S is now the party leader.
mobiGlas_ui_notification_Party_PlayerAlreadyInAParty=%S is already in a party.
mobiGlas_ui_notification_Party_Self_Join=You have joined %S's party.
mobiGlas_ui_notification_Party_Self_Kicked=You have been kicked from the party.
mobiGlas_ui_notification_Party_Self_Left=You have left the party.
mobiGlas_ui_notification_Party_Title=Party
mobiGlas_ui_notification_Recovery=Recovery
mobiGlas_ui_notification_RestrictedArea_Despawn=For your safety, you've been relocated.
mobiGlas_ui_notification_RestrictedArea_Disallow=The grace period has expired and you've been relocated.
mobiGlas_ui_notification_RestrictedArea_Title=Restricted Area
mobiGlas_ui_notification_Server_Join=You have joined the Global Chat.
mobiGlas_ui_notification_SolarFlareHazard_DangerZone_0=Solar Anomaly Detected. Proceed With Caution.
mobiGlas_ui_notification_SolarFlareHazard_DangerZone_1=Coronal Mass Ejection Imminent. Take Cover.
mobiGlas_ui_notification_SolarFlareHazard_DangerZone_2=Coronal Mass Ejection Detected
mobiGlas_ui_notification_SolarFlareHazard_Finished=Solar Activity At Acceptable Levels.
mobiGlas_ui_notification_SolarFlareHazard_SafeZone=Currently Shielded From Solar Flare.
mobiGlas_ui_personalstatus_AttributesTitle=Attributes
mobiGlas_ui_personalstatus_Attributes_Beginner=Beginner
mobiGlas_ui_personalstatus_Attributes_Fitness=Fitness
mobiGlas_ui_personalstatus_Attributes_Fortitude=Fortitude
mobiGlas_ui_personalstatus_Attributes_Reflex=Reflex
mobiGlas_ui_personalstatus_Attributes_Strength=Strength
mobiGlas_ui_personalstatus_BloodDrugLevel=Blood Drug Level
mobiGlas_ui_personalstatus_BloodDrugLevelShort,P=Drug Level
mobiGlas_ui_personalstatus_BodyTemperature=Body Temp
mobiGlas_ui_personalstatus_Conditions=Conditions and Effects
mobiGlas_ui_personalstatus_CurrentStateTitle=Current State
mobiGlas_ui_personalstatus_Drugs=Active Drugs
mobiGlas_ui_personalstatus_Health=Health
mobiGlas_ui_personalstatus_HeartRate=Heart Rate
mobiGlas_ui_personalstatus_Hunger=Hunger
mobiGlas_ui_personalstatus_Hydration=Hydration
mobiGlas_ui_personalstatus_PhysicalStatusTitle=Physical Status
mobiGlas_ui_personalstatus_SkillsTitle=Skills
mobiGlas_ui_personalstatus_SuitEnvironmentTitle=Suit and Environment Status
mobiGlas_ui_services_confirm=CONFIRM
mobiGlas_ui_shipSatus_Ammunition=Ammunition
mobiGlas_ui_shipSatus_Ballistic=Ballistic
mobiGlas_ui_shipSatus_ConnectionLost=Connection Lost
mobiGlas_ui_shipSatus_Connections=Connections
mobiGlas_ui_shipSatus_Connectivity=Connectivity
mobiGlas_ui_shipSatus_Damage=Damage
mobiGlas_ui_shipSatus_Hydrogen=Hydrogen
mobiGlas_ui_shipSatus_NoShip,P=Ship Data: Null
mobiGlas_ui_shipSatus_NoShip_message,P=Please connect to your ship
mobiGlas_ui_shipSatus_Ordnance=Ordnance
mobiGlas_ui_shipSatus_RemoteRetrieval=Remote Retrieval
mobiGlas_ui_shop_Astro_welcome=The latest models and widest selection of brand new ships in the galaxy. From trusted manufacturers like RSI, Origin, Aegis and many more. \nThanks for visiting Astro-Armada.
mobiGlas_ui_shop_Cubby_header=ARCCORP'S OLDEST WEAPON SHOP
mobiGlas_ui_shop_Cubby_welcome=Welcome to Cubby Blast. In my shop, you'll find rifles, guns and personal defense of all kinds for your jobs.
mobiGlas_ui_shop_DDepot_welcome=
mobiGlas_ui_shop_Dump_testi1=“As soon as I set foot on the ground after landing, Dumpers Depot is my first stop. I cant believe how much good scrap they have in there.”
mobiGlas_ui_shop_Dump_testi2=“Why buy new when you can buy as good as new at Dumpers Depot.”
mobiGlas_ui_shop_Dump_testi3=“I feel like home inside a Dumpers Depot, I love the smell of engine parts in the morning!”
mobiGlas_ui_shop_Dump_welcome=WELCOME TO DUMPER'S DEPOT
mobiGlas_ui_shop_Medical1=medicalUNIT offers immediate, comprehensive and professional healthcare services to get you in your ship as fast as possible. Whether you`re suffering from shattered bones, an outerspace sickness or a chemical burn that requires face reconstruction, we can help you feel better faster with superior medical care. medicalUNIT Urgent Care have several locations in UEE space at your convenience, always close to a public landing pad.
mobiGlas_ui_shop_Medical2=medicalUNIT, always there for you.
mobiGlas_ui_shop_available=NOW AVAILABLE
mobiGlas_ui_shop_catalog=CATALOG
mobiGlas_ui_shop_options=OPTIONS & PACKAGES
mobiGlas_ui_shop_viewcatalogbtn=VIEW THE CATALOG
mobiGlas_ui_social_NearbyPlayers=Nearby Players
mobiGlas_ui_social_OnlineFriends=Online Friends
mobiGlas_ui_social_Party=Party
mobiGlas_ui_wallet_selectuser=Please select a receiver
mobiGlas_ui_widget_Comms_ChatHeading=Ship Chat
mobiGlas_ui_widget_Comms_CommsHeading=UEE Communication
mobiGlas_ui_widget_Comms_LastRead=Last Read
mobiGlas_ui_widget_Comms_MarkAllRead=Mark All As Read
mobiGlas_ui_widget_Comms_MessagesHeading=Messages
mobiGlas_ui_widget_Contact_Add=ADD
mobiGlas_ui_widget_Contact_Add_Contact=Send Friend Request
mobiGlas_ui_widget_Contact_Add_Result_Error_CannotAddItself=You cannot add yourself as a contact!
mobiGlas_ui_widget_Contact_Add_Result_Error_ListFull=Friend list is full
mobiGlas_ui_widget_Contact_Add_Result_Error_NoAccountForNickname=Player Handle not found
mobiGlas_ui_widget_Contact_Add_Result_Error_RelationNotFound=Relation not found
mobiGlas_ui_widget_Contact_Add_Result_Error_Unknown=An unknown error occured
mobiGlas_ui_widget_Contact_Add_Result_Error_ValidationFailed=Player has already been added as a friend
mobiGlas_ui_widget_Contact_Add_Result_Success=Friend request sent
mobiGlas_ui_widget_Contact_Add_To_Party=Invite to party
mobiGlas_ui_widget_Contact_Availability_Away=AWAY
mobiGlas_ui_widget_Contact_Availability_Dnd=DO NOT DISTURB
mobiGlas_ui_widget_Contact_Availability_InYourParty=IN YOUR PARTY
mobiGlas_ui_widget_Contact_Availability_InYourPartyOffline=IN PARTY BUT OFFLINE
mobiGlas_ui_widget_Contact_Availability_LookingForGame=LOOKING FOR GAME
mobiGlas_ui_widget_Contact_Availability_Offline=OFFLINE
mobiGlas_ui_widget_Contact_Availability_Online=ONLINE
mobiGlas_ui_widget_Contact_Availability_OnlineForFriend=ONLINE FOR CONTACT
mobiGlas_ui_widget_Contact_Availability_PartyLeader=PARTY LEADER
mobiGlas_ui_widget_Contact_Confirm=CONFIRM
mobiGlas_ui_widget_Contact_Hangar_Access_Enabled=// HANGAR ACCESS ENABLED
mobiGlas_ui_widget_Contact_Hangar_Access_Error=// ERROR
mobiGlas_ui_widget_Contact_Hangar_Access_Pending=// CHANGE PENDING
mobiGlas_ui_widget_Contact_Header=FRIENDS
mobiGlas_ui_widget_Contact_Invite=INVITE
mobiGlas_ui_widget_Contact_Invite_Sent=INVITE SENT
mobiGlas_ui_widget_Contact_Invite_To_Hangar=Invite to Hangar
mobiGlas_ui_widget_Contact_Kick=Kick from party
mobiGlas_ui_widget_Contact_Leave_Party=Leave Party
mobiGlas_ui_widget_Contact_Party_Invite_Sent=PARTY INVITATION PENDING
mobiGlas_ui_widget_Contact_Promote_Leader=Make party leader
mobiGlas_ui_widget_Contact_Remove=REMOVE
mobiGlas_ui_widget_Contact_Remove_Contact=Remove Friend
mobiGlas_ui_widget_Contact_Revoke_Invite=Revoke Invitation
mobiGlas_ui_widget_Contact_Revoke_Invite_To_Party=Revoke party invitation
mobiGlas_ui_widget_Contact_Send_Message=Send Private Message
mobiGlas_ui_widget_Contact_Title=FRIENDS
mobiGlas_ui_widget_Contact_WaitingForServer=WAITING...
mobiGlas_ui_widget_Party_Header=PARTY
mobiglas_AlphaStation_WelcomeMessage_BodyText=On behalf of our entire staff and Crusader Industries, thank you for choosing Port Olisar for your visit to the Crusader area. We realize that there are many fine stations available, so we sincerely appreciate your business and look forward to providing an enjoyable experience.\n\nWe would like to call your attention to two important services:\n\n*Accessing Your Ship*\nIf you arrived at the station in a personal craft, Port Olisar is proud to feature UniCorp Limiteds cutting edge all-in-one automated ship organization program, ASOP. To retrieve your vessel, visit one of the ASOP terminals located in the Ship Deck, and once selected, your ship will be delivered to an available landing pad. \n\n*Safety Protocols*\nFor the safety of our guests, Port Olisar has been declared an Armistice Zone. Combat is prohibited and the use of all personal and ship weapons is strictly limited. If you would like more information about the Armistice Initiative, please contact a staff member or visit the Advocacy on the spectrum.\n\nAlso, please note that Port Olisar and the area above Crusader are a UEE Monitored zone. Our Comm Arrays are linked to the UEEs Emergency Communication Network (ECN) and, when operational, will alert authorities immediately if you are involved in an accident, crime or life-threatening situation. While traveling, please maintain an active CommLink to ensure continued usage of the ECN.\n\nAnd of course, feel free to take advantage of our other top-class amenities:\n\n*Big Bennys Kacho-To-Go*\nWhenever youre in the mood to “Grab Eat,” make sure to check out our Big Bennys Kacho-To-Go vending unit featuring the original noodle recipe made famous on Lo and their new spicy Mathania Red variety!\n\n*EZHab Rest Area*\nWhatever the length of your stay, take a moment to relax in our comfortable and private EZHab sleeping accommodations available for rent. \n\n*Complimentary Shuttles*\nIf your travel plans include a trip to Crusaders surface, Port Olisar offers daily complimentary shuttles to Platinum Bay landing park in Orison; featuring breathtaking views of Crusader Industries famous construction yards. For schedule information, please contact a staff member. \n\nIf there is anything we can do to make your stay more comfortable please do not hesitate to ask any member of our staff or myself. We would be delighted to help you. \n\nWith kindest regards,\nSelma Hoss\n\nManaging Director\nPort Olisar Station, Crusader, Stanton\n
mobiglas_AlphaStation_WelcomeMessage_SubHeading=Olisar Hospitality Team
mobiglas_AlphaStation_WelcomeMessage_Title=Welcome to Port Olisar!
mobiglas_Alpha_Aciedo_Contract_Body=We are looking to immediately hire temporary contract system technicians to assist in the maintenance of Comm Arrays located near Crusader. Previous experience a plus. Arrays require a hard reset so experience with EVA in a hazardous environment is a must.
mobiglas_Alpha_Aciedo_Contract_Title=Temporary Contract Position: Comm Technician
mobiglas_Alpha_Crusader_CommsWarning_Body=We wish to notify you that you may experience difficulties with your comm system while traveling in the vicinity of Crusader. We apologize for the inconvenience. Our security teams are currently working to correct this issue and have the errant Arrays reconnected soon.\n\nPlease note, this outage also compromises the Emergency Communications Network grid, so security forces will be unable to respond in the event of a ship malfunction or criminal activity. We highly recommend adjusting your flight plan accordingly.\n\nCrusader Industries thanks you for your patience in this matter,\n\nLorenzo Momar\nVice President, Interstellar Communications Division, Crusader Industries
mobiglas_Alpha_Crusader_CommsWarning_Title=Crusader Industries Safety Alert: Comm Signal Disruption
mobiglas_Author_Aciedo=Aciedo CommRelay
mobiglas_Author_CrusaderIndustriesComms=Crusader Industries Interstellar Communications Division
mobiglas_Author_CrusaderSecurity=Crusader Security Team
mobiglas_Author_ElaineWard=Elaine Ward
mobiglas_Author_PaulineNesso=Pauline Nesso
mobiglas_Blackbox_01_sub_title=Ship RegTag #ST4OR-763538
mobiglas_Blackbox_01_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\nSEN HONDO: Crusader SHQ - This is pilot Hondo. Patrol Group 17's been ambushed. I think it's the Nine Tails. They had scan blocks. Didn't seem 'em till it was too late. Taking heavy damage. It's not good. I've lost power to thrusters 3 and 4. Shit 6 is gone. I'm not going to be able to- \n\n/**End_Transcription**/\n
mobiglas_Blackbox_01_title=Emergency Flight Data (EDR-47392)
mobiglas_Blackbox_02_sub_title=Ship RegTag #SL3PR-82343
mobiglas_Blackbox_02_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\nERIN DEMETER: Damn it. Damn it. It was a scythe. You hear me, Donny? A damn scythe. Thought it was one of the converted jobs. Some hotshot showing off. But it was 'duul. Thing flew at me like like - like - shit. I barely got a shot off... Donny, do right by me okay? \n\n/**End_Transcription**/\n
mobiglas_Blackbox_02_title=Emergency Flight Data (EDR-48172)
mobiglas_Blackbox_03_sub_title=Ship RegTag #VA2ET-72853
mobiglas_Blackbox_03_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\nRYAN PARTHI: Mayday, mayday. If anyone can hear me, my convoy was hit while in transit. Bastards had taken out the array so we couldn't get out a proper distress. They shot up my ship and vented the others... vented them like they were nothing. They're dragging my ship somewhere. Guess they thought they killed me. I'm sending out a low pulse distress, hopefully they won't pick it up. If you're in the area. Please, help.\n\n/**End_Transcription**/
mobiglas_Blackbox_03_title=Emergency Flight Data (EDR-83376)
mobiglas_Blackbox_04_sub_title=Ship RegTag #RE2PS-27391
mobiglas_Blackbox_04_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\nDANNY COLLINS: Day seventy-three. Very excited to be coming up to Crusader. Ever since the jump point, I've been working out a rough schedule of what to visit. By my estimation, I can sightsee for four hours if I want to keep my schedule for the rest of the system. <pause> That's weird... just got an alert that says an airlock was triggered... I swear the new operating system is designed to not work with these older models. Anyway, still undecided about whether to visit Hurston or not. Place is already kinda-\n\nUNIDENTIFIED: Kinda scary?\n\n/**End_Transcription**/\n<pause><bang></bang></pause></pause>
mobiglas_Blackbox_04_title=Emergency Flight Data (EDR-797522)
mobiglas_Blackbox_05_sub_title=Unknown Ship RegTag #EL4NE-67983
mobiglas_Blackbox_05_text= /**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\nJORDAN MUSCOVIC: To those that find this, know that though my journey has ended, it was finding my way here that made the path worth taking... I am glad that I could be part of your story too. Share it well and safe travels.\n\n/**End_Transcription**/\n
mobiglas_Blackbox_05_title=Emergency Flight Data (EDR-41435)
mobiglas_Blackbox_06_sub_title=Unknown Ship RegTag #CR2AL-243123
mobiglas_Blackbox_06_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\nCASEY VANDALUSA: Hey Jenny, think you could head on back and whip us up a cup of something hot? I am about to pass- <beep> Got a contact. Multiples. Lets see what their regs say... Not coming up. Forget the drink, I need you on shields, now. <gunfire impact="">\n<alarms>\n<ship alerts="">\n\n/**End_Transcription**/\n<beep> <gunfire impact=""><alarms><ship alerts=""></ship></alarms></gunfire></beep></ship></alarms></gunfire></beep>
mobiglas_Blackbox_06_title=Emergency Flight Data (EDR-47826)
mobiglas_BravoDefender_AbandonedPost_text=By taking unauthorized leave of Security Post Kareah, you have violated the terms of your contract with Crusader Industries. \n\nAll remuneration is forfeit and criminal charges have been filed.\n\nAuthorized by:\nPauline Nesso, Facilities Manager\nSecurity Post Kareah, Crusader Industries
mobiglas_BravoDefender_AbandonedPost_title=Breach of Crusader Security Contract
mobiglas_BravoDefender_Failure_text=Post Kareah's security databases were illegally accessed while under your watch.\nThis is unacceptable and a breach of your employment terms.\n\nYou are hereby terminated from your position.\n\nAll remuneration is now forfeit. Immediately vacate the premises.\n\nThis message authorized by:\nPauline Nesso, Facilities Manager\nSecurity Post Kareah, Crusader Industries
mobiglas_BravoDefender_Failure_title=Failure to Fufill Crusader Security Contract
mobiglas_BravoDefender_Quit_text=You have chosen to terminate your position as Crusader Security early.\n\nAll remuneration is now forfeit. Immediately vacate the premises.\n\nThis message authorized by:\nPauline Nesso, Facilities Manager\nSecurity Post Kareah, Crusader Industries
mobiglas_BravoDefender_Quit_title=Termination Notice
mobiglas_BravoDefender_ThankYou_Title=Crusader Security Contract Completed
mobiglas_BravoDefender_ThankYou_text=Congratulations on the successful completion of your security contract with Crusader Industries. Payment has been transferred to your account. \n\nIn addition, as thanks for your exemplary work, please feel free to keep the equipment provided for your own personal use.\n\nRegards,\nPauline\n\nPauline Nesso, Facilities Manager\nSecurity Post Kareah, Crusader Industries
mobiglas_Bravo_Backstory_Body=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nTo: SASHA RUST\nFrom: Pauline Nesso\nSubject: Filtration Problem\n2945.11.07.11:23SET\n\nSir,\n\nI am afraid Kareah has not been cleared for habitation. I just got the estimate from the repair crew. Its not good. The whole air filter system is going to need to be replaced and thats going to take some time. Not to mention getting the extra expenditure cleared by Central is going to be a bit of a to-do after the struggle we had getting the last increase through the board.\n\nIm afraid there is no way we can proceed with opening the station as planned, and, unless you object, Im going to keep the patrols operating out of their existing posts and delay their transfers until we have a better grasp on the updated timeline.\n\nNot going to lie, it's a major setback. I know how much having this new facility operating meant to you. Darston and myself are going to do everything we can to help get us back on track. \n\nSee you tomorrow,\nPauline\n\nPauline Nesso\n\nFacilities Manager\nCrusader Security\nSecurity Post Kareah
mobiglas_Bravo_Backstory_Title=Filtration Problem
mobiglas_CharlieStation_Darnell_Transcript_subtitle=Covalex Employee Datapad - Darnell Ward
mobiglas_CharlieStation_Darnell_Transcript_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nMessage 1327896\nTo: Darnell Ward\nFrom: Racine Chodary\n2945.08.27.10:03SET\n\nRACINE CHODARY: Darnell, it's Racine over at Corporate Ops. Give me a shout back when you clock in. Just wanted to follow up on the distro issue. Talk to you in a bit.\n\nMessage 1327897\nTo: Darnell Ward\nFrom: Racine Chodary\n2945.08.27.11:21SET\n\nRACINE CHODARY: Darnell. Racine again. Still need to sync up about the power distribution problem. Where are you, man?\n\nMessage 1327898\nTo: Darnell Ward\nFrom: Racine Chodary\n2945.08.27.13:11SET\n\nRACINE CHODARY: Getting tired of waiting, Darnell. Call me.\n\n//**TRANSCRIPTION_END**//
mobiglas_CharlieStation_Darnell_Transcript_title=D.Ward - Recovered Comm
mobiglas_CharlieStation_Elaine_Conclusion_Guilty_Drunk_Transcript_text=ELAINE WARD: I wanted to let you know that I have received the information you sent, and will be uploading the payment to your account. \n\nI guess I shouldn't be surprised. I knew how hard that struggle was, but I guess... I guess I had hoped for better. \n\nAfter all that, it seems that Covalex was right. I'm sorry he cost those people their lives... and at least I know the truth now.
mobiglas_CharlieStation_Elaine_Conclusion_Guilty_Transcript_text=ELAINE WARD: I wanted to let you know that I have received the information you sent, and will be uploading the payment to your account. \n\nAfter all that it seems that Covalex was right. I'm sorry he cost those people their lives... And at least I know the truth now.
mobiglas_CharlieStation_Elaine_Conclusion_Guilty_Transcript_title=Covalex Information Received
mobiglas_CharlieStation_Elaine_Conclusion_Innocent_Bonus_Transcript_title=Great News!
mobiglas_CharlieStation_Elaine_Conclusion_Innocent_Transcript_text=ELAINE WARD: I wanted to let you know that I got the information you sent, and if what you found is true, I owe you a very big thank you and Covalex owes me and my husband an apology. \n\nThank you again. I'm uploading your payment to your account now.
mobiglas_CharlieStation_Elaine_Conclusion_Innocent_Transcript_title=Thank You
mobiglas_CharlieStation_Elaine_Epilogue_Innocent_Bonus_Transcript_text=ELAINE WARD: I just wanted to let you know that the information you found worked. Covalex exonerated my husband and the insurance company gave me the full claim.\n\nOn top of all that, the Advocacy was able to arrest the people that Mel Ososky had been working with. It turns out there was a reward for information leading to the smuggling rings arrest and I want you to have it.\n\nI cannot express how much I appreciate the hard work you did on my behalf. It made all the difference. \n\nBest of luck of to you, and thanks for everything.\n
mobiglas_CharlieStation_Elaine_Epilogue_Innocent_Transcript_text=ELAINE WARD: I just wanted to let you know that the information you found worked. Covalex exonerated my husband and the insurance company gave me the full claim.\n\nI cannot express how much I appreciate the hard work you did on my behalf. It made all the difference.\n\nBest of luck of to you, and thanks for everything.
mobiglas_CharlieStation_Elaine_Epilogue_Innocent_Transcript_title=Good News!
mobiglas_CharlieStation_Elaine_Insurance_text=To: Elaine Ward\nFrom: Imperial General Insurance\nSubject: Darnell Ward Beneficiary Claim\n2945.10.27.011:13SET\n\nDear Elaine Ward,\n\nAs you know, I have been investigating your beneficiary claim resulting from the loss of Darnell Ward. We are sorry to inform you that after careful consideration and review, our investigation has revealed the cause of loss is not covered by the employee policy provided by Covalex Shipping.\n\nPersonal Life Policy 02107 02012000 notes the following exclusions under which benefits will not be paid if the loss:\n\n(A) results from the Insured's alcoholism or addiction to drugs or narcotics; but not addiction which results from the administration of those substances in accordance with the advice and written instructions of a Licensed Health Care Practitioner.\n(B) results from the Insured's participation in a felony, riot or insurrection, or involvement in an illegal occupation.\n\nThe preponderance of the evidence collected at Covalex Gundo Station and witness statements indicate that the insured was intoxicated to the point they he lost normal control of his mental and physical facilities and that this intoxication was a contributing cause of the accident.\n\nIt is against the law and considered a felony for an individual to cause the death of another by the operation of devices while under the influence of intoxicants. Even if there may be intervening factors between the fact of operation and the death of another. Felony exclusion makes no benefits payable. \n\nSince your claim was denied, you have the right to an internal appeal. You may request one by filling out a DCR-90 form. If you have questions regarding the information contained in this letter, please feel free to contact our claims department. \n\nSincerely,\n\nJessie Holzburg\n\nClaims Adjuster\nImperial General Insurance
mobiglas_CharlieStation_Elaine_Insurance_title=FW: Darnell Ward Beneficiary Claim
mobiglas_CharlieStation_Elaine_Intro_Transcript_text=ELAINE WARD: Thank you for getting in touch with me.\n\nMy husband recently died aboard the Covalex Shipping Hub, but the company is refusing to pay out his insurance claim because they say he was at fault. It's ridiculous. There is no way that's true. I know my husband. Darnell had his problems but that's all in the past.\n\nI want you to go Covalex and send me evidence that my husband is innocent. But even if you find out he isn't, you'll still get paid. I know your time is valuable and really, I just want to know the truth.\n \nGood luck, and I hope to hear from you soon one way or another.
mobiglas_CharlieStation_Elaine_Intro_Transcript_title=Covalex Investigation
mobiglas_CharlieStation_Kiyomi_Datapad_subtitle=Covalex Employee Datapad - Kiyomi Santos
mobiglas_CharlieStation_Kiyomi_Datapad_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nTo: \nFrom: Kiyomi Santos\nSub: Master Override Code\n>> UNSENT DRAFT\n\nHi Scott,\n\nWhile performing a routine security check on personal access codes for the sleeping pods, I noticed that Mel's access code is different than the one we have on file. I don't know if it was a holdover from the last shift or if she changed it without authorization, but went ahead and reset it to a new Unlock code (attached). \n\nDo you want to send the update to Corporate or should I? Also, I can remind Mel about our security policy if you want. Not sure how you prefer to handle this kind of stuff.\n\nBest,\n\nKiyomi\n\n**/[POD 3 - M.OSOSKY] UNLOCK CODE ATTACHED/**
mobiglas_CharlieStation_Kiyomi_Datapad_title=K.Santos - Recovered Data
mobiglas_CharlieStation_Mel_Datapad_subtitle=Covalex Employee Datapad - Mel Ososky
mobiglas_CharlieStation_Mel_Datapad_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\n/**MESSAGE_01**/\n\nTo: Gundo Station Staff\nFrom: Covalex Security\nSubject: EMPLOYEE NOTICE - New Scan Protocols\n2945.08.20.09:23SET\n\nRecently, there has been an increase in contraband and black market activity in the Stanton System. The Advocacy and Crusader Industries Security forces have reached out and asked for Covalex Shipping's help in curtailing such activities.\n\nAs many of you know, Covalex Shipping has a long history in helping authorities eliminate the transport of illegal goods. As such, starting this week, all cargo moving through Covalex Shipping centers in Stanton will be subject to heightened scan protocols and security measures. Training vids and procedure manuals are being circulated and are also available on the intraspec under Covalex>Security>Stanton.\n\nYour help in this important matter is greatly appreciated. If you have any questions please contact myself or your supervisor.\n\nWorking together, we can deliver a difference.\n \nSincerely,\n\nSashi Michaels, Chief Security Officer\nCovalex Shipping - Stanton\n\n/**MESSAGE_02**/\n\nTo: Mel Ososky\nFrom: Astro Armada Sales Team\nSubject: Plan-And-Fly Service\n2945.08.15.08:54SET\n\nTo Ms. Ososky,\n\nThank you for visiting Astro Armada's Plan-And-Fly service. The custom Freelancer you designed has a build-time of four weeks based on the options chosen.\n\nPlease contact our sales office if you would like to put down a payment and get the ball rolling.\n \nBest regards,\n \nSean Halloway\nSenior Sales Associate\nAstro Armada Branch 334\nArea18/ArcCorp/Stanton
mobiglas_CharlieStation_Mel_Datapad_title=M.Ososky - Recovered Data
mobiglas_CharlieStation_Mel_Secret_Transcript_subtitle=Personal Datapad - Mel Ososky
mobiglas_CharlieStation_Mel_Secret_Transcript_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: RedSand\nFrom: Mel Ososky\nSubject: Laundry Pick Up\n2945.08.27.14:47SET\n\nMEL OSOSKY: Hey, wanted to let you know that I get the ops guy's passcode last night. Took a whole damn bottle of Esquire to do it. Talk about being able to hold your liquor. I set the routine to bypass the monitoring protocols at 1400. The crates should go through no problem. Just be ready at the drop, alright? By the way, had to change over the security stuff. Location and lock codes attached.\n\n/**END_TRANSCRIPTION**/
mobiglas_CharlieStation_Mel_Secret_Transcript_title=M.Ososky - Recovered Comm
mobiglas_CharlieStation_Racine_Transcript_subtitle=Covalex Employee Datapad - Racine Chodary
mobiglas_CharlieStation_Racine_Transcript_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nMessage 1327899\nTo: Racine Chodary\nFrom: Darnell Ward\n2945.08.27.13:33SET\n\nDARNELL WARD: Hey Rac, it's Darnell.\n\nRACINE CHODARY: Where the hell have you been? Your shift started three hours ago.\n\nDARNELL WARD: I know. I'm sorry. So I did a breakdown of the current power flow for the station and it's looking like I'll need to run a stress test on the whole system to see where the runoff is.\n\nRACINE CHODARY: Yeah, okay. Just be careful.\n\nDARNELL WARD: Will do. I'll keep a close eye on it.\n\nRACINE CHODARY: Sounds good. You sure you're okay? You sound terrible.\n\nDARNELL WARD: Yeah. It was Scott's birthday last night, so we were all up a little later than we should've been.\n\nRACINE CHODARY: Alright. Let me know when you're finished running the test.\n\nDARNELL WARD: Will do.\n\n//**TRANSCRIPTION_END**//
mobiglas_CharlieStation_Racine_Transcript_title=R.Chodary - Recovered Comm
mobiglas_CharlieStation_Ross_Datapad_subtitle=Covalex Employee Datapad Ross Biollo
mobiglas_CharlieStation_Ross_Datapad_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Road_Roller\nFrom: Ross Biollo \nRE: Thank You Gift\n2945.08.23.14:03SET\n\nLove them! Can you do me a favor and drop them off in my bunk? I've attached the code so you can get in.\n\n**/[POD 5 - R.BIOLLO] UNLOCK CODE ATTACHED/**\n\n>To: Ross Biollo\n>From: Road_Roller\n>SUBJECT: Thank You Gift\n>2945.08.23.13.58SET\n>\n>Hey Ross,\n>Got you a little something for all your help. Hope you like smoking Moores! \n>Where should I put them?\n>\n>-RR\n\n//**TRANSCRIPTION_END**//
mobiglas_CharlieStation_Ross_Datapad_title=R. Biollo Recovered Comm
mobiglas_CharlieStation_Scott_Datapad_subtitle=Covalex Employee Datapad - Scott Hammell
mobiglas_CharlieStation_Scott_Datapad_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nANNUAL EMPLOYEE REVIEWS - WIP \n\nRoss Biollo Notes: \n- Has developed a strong rapport with the haulers which can be good and bad. \n- Needs to make sure that professionalism isn't lost completely. \n- Two citations this year for the not properly logging crates. Needs to be more detail focused. One more strike? \n- Does a lot to help maintain crew morale. \n\nDarnell Ward Notes: \n- Was a little abrasive at first when he came back, but has settled back into a solid routine. Once in a while still have to remind him about watching his attitude. \n- Punctuality problems seemed to have gone away. Has been on time regularly for past 3 months. \n- Keeps personal space clean. \n- Can sometimes be too diligent in trying to figure out a problem. Over thinks things sometimes which means tasks can take a little longer than expected. \n- Also can lead to taking unnecessary risks. \n- Very proactive though. Will address issues without needing to be told to do so. \n\nNico Theolone Notes: \n- Very focused. \n- Gets job done. \n- Figure out how to mention deodorant thing??? \n\nKiyomi Santos Notes: \n- So far so good. Seems to be stepping into the position well. \n- Good attitude. \n- Reports could be a little cleaner. Have noticed a few typos and errors. Simple things. Should take the time to double check before filing. \n- Schedule rotation suggestion was a good one. \n- Possible candidate for advanced training \n\nMel Ososky Notes: \n- Needs to be more mindful of using mobiGlas during work hours. \n- Has helped to improve the distro rate. Moving more crates through thanks to oversight on the cargo manifests. \n- Can be territorial with responsibilities. Needs to be more willing to let others help. \n\nSelf Eval Notes: \n- Need to be better about respecting that personal hours. I have sometimes taken advantage of employees living onsite and it can blur the lines between on and off hours. Downtime is important. \n- Profits have exceeded the 3% growth mandated by Covalex, in large part to my management. \n- Employee retention has increased. Turnover rate has significantly dropped. \n- Need to be better about following up on things earlier. Don't assume employees are tracking deadlines.
mobiglas_CharlieStation_Scott_Datapad_title=S.Hammell - Recovered Data
mobiglas_CharlieStation_Scott_Transcript_subtitle=Covalex Employee Datapad - Scott Hammell
mobiglas_CharlieStation_Scott_Transcript_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**VID_TRANSCRIPTION**/\n\nTo: Anya Sugari\nFrom: Scott Hammell\nSubject: Thanks for the Gift!!!\n2945.08.26.22:45SET\n\nSCOTT HAMMELL: Hey babe, just got the package you sent. Thanks a million for the mobi mod. It's incredible. Sorry for the noise. The crew surprised me with a shindig.\n\nMEL OSOSKY: Damn right we did! Hey, Anya!\n\nSCOTT HAMMELL: Holy shit, is that a bottle of Esquire?\n\nMEL OSOSKY: Damn right.\n\nSCOTT HAMMELL: How'd you afford this?\n\nMEL OSOSKY: Less talk, more drinking. Darnell! Hey Darnell! Get in on this.\n\nDARNELL WARD: No, thanks.\n\nMEL OSOSKY: Come on.\n\nSCOTT HAMMELL: Jeez Darnell, just one.\n\nDARNELL WARD: Maybe a sip.\n\nSCOTT HAMMELL: There we go.\n\nMEL OSOSKY: Bye Anya. Let's go, Darnell. One more.\n\nSCOTT HAMMELL: Hey. I'm gonna get back to it, but let me know how your dissertation's going. Anyway, I love you and I miss you. Thank you again for the present. Bye babe.\n\n/**END_TRANSCIPTION**/
mobiglas_CharlieStation_Scott_Transcript_title=S.Hammell - Recovered Comm
mobiglas_CharlieStation_Server_Records_subtitle=Covalex Station Gundo: Server Archives
mobiglas_CharlieStation_Server_Records_text=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n\nCSHSCG--GUNDOSERVER_BLUEHEART:\\> Get-ArchiveLog -NameSpace root\\systemcheckSNS -List -AllSpaces dc1 : ObjectMarker { $_.dnn -notmatch "__" }\nADL_ElectricalSystemCheck/auto {GH 09.7 norm, BT 13.5,,,}\nADL_LifeSystemCheck/auto {CAa 126 norm, jL .007,,,}\nADL_PressureSystemCheck/auto {PB 1002 norm, SvS 01,,,}\nADL_DataSystemCheck/auto {mast allGreen norm, kbb 9999,,,}\nADL_ScannerSweep/auto {resultsfiled-all $-log}\nADL_ElectricalSystemCheck/auto {GH 09.6 norm, BT 14.1,,,}\nADL_LifeSystemCheck/auto {CAa 151 norm, jL .007,,,}\nADL_PressureSystemCheck/auto {PB 0986 norm, SvS 01,,,}\nADL_DataSystemCheck/auto {mast allGreen norm, kbb 9998,,,}\nADL_ScannerSweep/auto {resultsfiled-all $-log}\nADL_ElectricalSystemCheck/auto {GH 09.7 norm, BT 13.9,,,}\nADL_LifeSystemCheck/auto {CAa 146 norm, jL .007,,,}\nADL_PressureSystemCheck/auto {PB 1013 norm, SvS 01,,,}\nADL_DataSystemCheck/auto {mast allGreen norm, kbb 9999,,,}\nADL_ScannerSweep/auto {resultsfiled-all $-log}\n\nRUNPROTOCOL stresstest_v3.dnn AUTHORIZE:dward ...\nADL_ElectricalSystemCheck/auto {GH 09.9 alert, BT 16.1,,,}\nADL_LifeSystemCheck/auto {CAa 126 norm, jL .007,,,}\nADL_PressureSystemCheck/auto {PB 1002 norm, SvS 01,,,}\nADL_DataSystemCheck/auto {mast allGreen norm, kbb 9999,,,}\nADL_ScannerSweep/auto {resultsfiled-all $-log}\nADL_ElectricalSystemCheck/auto {GH 11.3 alert, BT 21.2,,,}\nADL_LifeSystemCheck/auto {CAa 126 norm, jL .007,,,}\nADL_PressureSystemCheck/auto {PB 1002 norm, SvS 01,,,}\nADL_DataSystemCheck/auto {mast allGreen norm, kbb 9999,,,}\nADL_ScannerSweep/auto {resultsfiled-all $-log}\n\nRUNPROTOCOL all_monitor_silence.dnn AUTHORIZE:dward ...\nADL_ElectricalSystemCheck/silent\nADL_LifeSystemCheck/silent\nADL_PressureSystemCheck/silent\nADL_DataSystemCheck/silent\nADL_ScannerSweep/silent\nADL_ElectricalSystemCheck/silent\nADL_LifeSystemCheck/silent\nADL_PressureSystemCheck/silent\nADL_DataSystemCheck/silent\nADL_ScannerSweep/silent\nADL_ElectricalSystemCheck/silent\n***WARNING POWER SYSTEM OVERHEATING***\n\nADL_ElectricalSystemCheck/silent\n***WARNING POWER SYSTEM OVERHEATING***\n\nADL_ElectricalSys-\n***ALERT POWER SYSTEM OFFLINE***\n***ALERT DECOMPRESSION DETECTED***\n***SYSTEM FAILURE***\n***SYSTEM FAILURE***\n///...
mobiglas_CharlieStation_Server_Records_title=Server Log
mobiglas_Charlie_DropPad_bodytext=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/** LOCK CODE ACCEPTED **/\n\nTo: Mel Ososky\nFrom: RedSand\nSubject: Laundry Stain\n\nHey Mel,\nI know we were supposed to do a few more drops, but the timeline has escalated. Ladybird got grabbed up yesterday and Hundo swears she was followed on her last run. Its only a matter of time before they trace the full network. No choice but to cut clean and drift. Boss wants you to abandon Covalex and head to the current stash. Need all hands if were going to walk away with credits earned. \n\n-RedSand\n\n/** ATTCH: stash.coordinates **/\n
mobiglas_Charlie_DropPad_subtitle=The Drop Datapad - RedSand
mobiglas_Charlie_DropPad_title=RedSand - Recovered Comm
mobiglas_CrusaderBountyReward_Sub_Title=Crusader Security Team
mobiglas_CrusaderBountyReward_Text=We at Crusader Security would like to formally thank you for your assistance in eliminating such a dangerous enemy to the publics safety. We can all rest a little bit in easier knowing that such a malicious threat has been resolutely dealt with.\n\nAs a token of our appreciation for your meritorious service and in recognition of your selflessness, the promised reward has been delivered and is awaiting you at Port Olisar.\n\nMay it serve you in good health,\nSasha Rust, Security Director, Crusader Industries
mobiglas_CrusaderBountyReward_Title=Meritorious Service
mobiglas_CryAstro_GeneralWelcome=Welcome to the vehicle maintenance services app
mobiglas_CryAstro_Instructions_01=Dock with a refueling vehicle, or supported pad or hangar
mobiglas_CryAstro_Instructions_02=Use this app from your pilot's seat
mobiglas_CryAstro_Instructions_03=You can then choose a service for your vehicle
mobiglas_CryAstro_NoService=No Service Required
mobiglas_CryAstro_Processing=Processing
mobiglas_CryAstro_Refuel=Refuel
mobiglas_CryAstro_RefuelIncomplete=Refuelling incomplete. %i aUEC refunded.
mobiglas_CryAstro_Refuel_Hydrogen=Refuel Hydrogen
mobiglas_CryAstro_Refuel_Quantum=Refuel Quantum
mobiglas_CryAstro_Repair=Repair
mobiglas_CryAstro_Restock=Restock
mobiglas_CryAstro_TransactionFailed=Your transaction has failed. Please try again later.
mobiglas_CryAstro_Unavailable=No services available in your location
mobiglas_CryAstro_WelcomeLocation=Welcome to %s. Please choose a service:
mobiglas_OutlawThanksPlayer_Sub_Title=Ruto
mobiglas_OutlawThanksPlayer_Text=What did I tell you? Easy, right? Hack one terminal, and poof, lower crimestat. Seems like we make a pretty good team. Me doing the thinking, you doing the doing. \n\nWho knows, maybe well get the chance to work together again sometime. \n\n-Ruto
mobiglas_OutlawThanksPlayer_Title=Worked Like a Charm
mobiglas_Yela_Advisory_Body=***ATTENTION***\n\nA Travel Advisory is in effect for all ships near Yela (Stanton 2c). \n\nAlthough the area is heavily policed by Crusader Security, outlaw groups are currently known to operate in the area and attacks are still possible. The majority of ambushes have been reported in the asteroid field located near Yela. Crusader Security strongly recommends that travelers carefully evaluate the risks to their personal safety, and when possible, avoid travel in the region all together. \n\nThis Travel Advisory authorized by Sasha Rust, Security Director, Crusader Security.
mobiglas_Yela_Advisory_Title=Yela Travel Advisory
mobiglas_health_BloodLoss=Bleeding out
mobiglas_health_BloodLossEffect_1=Health loss
mobiglas_health_Condition_Intoxicated=Intoxicated
mobiglas_health_Danger=Danger
mobiglas_health_DrugEffect_BloodVisionMask=Occular Inflammation Masked
mobiglas_health_DrugEffect_ConcussionMask=Concussion Masked
mobiglas_health_DrugEffect_ImpairedMobilityMask=Impaired Mobility Masked
mobiglas_health_DrugEffect_LockMask=Partial Paralysis Masked
mobiglas_health_DrugEffect_MoveSpeedMask=Muscle Fatigue Masked
mobiglas_health_DrugEffect_StaminaRegenMask=Respiritory Damage Masked
mobiglas_health_EffectMasked=[masked]
mobiglas_health_Head=Head
mobiglas_health_HeadInjuryEffect_1=Ocular Inflammation
mobiglas_health_HeadInjuryEffect_2=Concussion
mobiglas_health_HeadInjuryEffect_3=Visit Medical Bay ASAP
mobiglas_health_Injury=Injury
mobiglas_health_IntoxicationEffect_1=Blood drug level high
mobiglas_health_IntoxicationEffect_2=Cognitive function impaired
mobiglas_health_IntoxicationEffect_3=Overdose - seek medical attention
mobiglas_health_LeftArm=Left Arm
mobiglas_health_LeftLeg=Left Leg
mobiglas_health_LimbInjuryEffect_1=Muscle fatigue
mobiglas_health_LimbInjuryEffect_2=Visit Medical Bay ASAP
mobiglas_health_LimbInjuryEffect_3=Partial paralysis
mobiglas_health_RightArm=Right Arm
mobiglas_health_RightLeg=Right Leg
mobiglas_health_Severity_Minor=Minor
mobiglas_health_Severity_Moderate=Moderate
mobiglas_health_Severity_Severe=Severe
mobiglas_health_Torso=Torso
mobiglas_health_TorsoInjuryEffect_1=Respiritory function impaired
mobiglas_health_TorsoInjuryEffect_2=Pulmonary haemorrhage detected
mobiglas_health_TorsoInjuryEffect_3=Visit Medical Bay ASAP
mobiglas_ui_Appointment=Appointment
mobiglas_ui_BountyHunter=Bounty Hunter
mobiglas_ui_ECN=ECN Alert
mobiglas_ui_Investigation=Investigation
mobiglas_ui_Maintenance=Maintenance
mobiglas_ui_Mercenary=Mercenary
mobiglas_ui_Mining=Mining
mobiglas_ui_Priority=Priority
mobiglas_ui_Race=Racing
mobiglas_ui_Race_CurrentCheckpoint=Checkpoint
mobiglas_ui_Race_NextCheckpoint=Next Checkpoint
mobiglas_ui_Salvage=Salvage
mobiglas_ui_VMA=Vehicle Loadout Manager
mobiglas_ui_VMA_noticeMessage=Only showing ships and equipment located in %s.\nFor a broader list of your assets, use NikNax.
mobiglas_ui_VMA_subtitle=Customize your ship loadout
mobiglas_ui_new=New
mtps_RetrieveConsignment_desc_001=ABOUT THE JOB\nmicroTech Protection Services need a security professional for a retrieval op at ~mission(Location). The location is currently under attack and security forces on-site are unresponsive and presumed dead. We believe confidential materials recently delivered to the facility for temporary holding were the target of the raid. Your main focus will be collecting those boxes and delivering them to a secure location. \n\nFor security reasons, the confidential materials were delivered as part of a larger shipment and secured in the automated vault. The materials have unique retrieval codes that must be entered on the keypad at the package conveyor. Protocols require that only senior security officers can carry a datapad containing a code, but considering the volatile situation, we can't guarantee that the Nine Tails havent taken possession of them. Once secured, deliver all of the confidential materials to ~mission(dropoff1) for payment.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|address).\n• Use force as necessary to collect the confidential materials.\n• Deliver the confidential materials to ~mission(dropoff1|address).\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment. \n• Access to a spaceship that can transport cargo.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n• Experience hauling important cargo.
mtps_RetrieveConsignment_title_001=Defend Location and Deliver Confidential Materials
mtps_UGF_defend_E_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary professional who can assemble a security team in order to protect ~mission(Location|Address) against any minor threats. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Provide own security team to assist.\n• Protect the site against hostile threats; using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with managing a team.\n
mtps_UGF_defend_E_title_001=Defend Location Against Minor Threats
mtps_UGF_defend_S_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary professional who can assemble a security team in order to protect ~mission(Location|Address) against deadly hostile threats. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Provide own security team to assist.\n• Protect the site against hostile threats; using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with managing a team.\n
mtps_UGF_defend_S_title_001=Defend Location Against Deadly Threats
mtps_UGF_defend_VE_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary professional who can assemble a security team in order to protect ~mission(Location|Address) against any threats that should arise. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Provide own security team to assist.\n• Protect the site against hostile threats; using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with managing a team.\n
mtps_UGF_defend_VE_title_001=Defend Location
mtps_UGF_defend_VH_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary professional who can assemble a security team in order to protect ~mission(Location|Address) against serious hostile threats. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Provide own security team to assist.\n• Protect the site against hostile threats; using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with managing a team.\n
mtps_UGF_defend_VH_title_001=Defend Location Against Serious Threats
mtps_UGF_defend_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary professional who can assemble a security team in order to protect ~mission(Location|Address) against hostile threats. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Provide own security team to assist.\n• Protect the site against hostile threats; using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with managing a team.\n
mtps_UGF_defend_title_001=Defend Location Against Moderate Threats
mtps_UGF_destroy_E_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary or security professional to report to ~mission(Location|Address) and destroy the contraband being stored there. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Clear the site of contraband; using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• No ongoing addiction issues.\n
mtps_UGF_destroy_E_title_001=Clear Site of Contraband
mtps_UGF_destroy_H_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary or security professional to report to ~mission(Location|Address) and destroy the narcotics being stored there. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Clear the site of narcotics; using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• No ongoing addiction issues.\n
mtps_UGF_destroy_H_title_001=Clear Site of Narcotics
mtps_UGF_destroy_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary or security professional to report to ~mission(Location|Address) and destroy the drugs being stored there. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Clear the site of drugs; using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• No ongoing addiction issues.\n
mtps_UGF_destroy_title_001=Clear Site of Drugs
mtps_UGF_eliminateall_allies_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary professional who can quickly and safely assist the security team stationed at ~mission(Location|Address) in protecting the site against hostile threats. \n\nBe aware that any friendly fire, accidental or otherwise, will not be tolerated. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Help the local security team protect the site; using force as necessary.\n• Avoid any friendly fire incidents.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n
mtps_UGF_eliminateall_allies_desc_intro=ABOUT THE JOB\nmicroTech Protection Services is in need of new, qualified, and detail-oriented security professionals to expand our existing roster. To evaluate your skills, we would like you to assist in protecting ~mission(Location|Address) against hostile threats. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Help protect the site; using force as necessary.\n• Avoid any friendly fire incidents.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n
mtps_UGF_eliminateall_allies_desc_rehire=ABOUT THE JOB\nWhile your past performance has not been to our standards, microTech Protection Services has decided to offer you a chance to redeem yourself. \n\nIn an effort to reevaluate your skills, microTech Protection Services would like you to assist in protecting ~mission(Location|Address) against hostile threats. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Help protect the site; using force as necessary.\n• Avoid any friendly fire incidents.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n
mtps_UGF_eliminateall_allies_title_001=Defend Occupants
mtps_UGF_eliminateall_allies_title_intro=Security Contractor Evaluation
mtps_UGF_eliminateall_allies_title_rehire=Security Contractor Reevaluation
mtps_UGF_eliminateall_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented security professional who can quickly and safely assist us in the complete removal of illegal occupants who have temporarily gained control of ~mission(Location|Address).\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Remove all illegal occupants found within the site; using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n
mtps_UGF_eliminateall_nocivs_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary professional who can quickly and safely assist us in the complete removal of illegal occupants who have temporarily gained control of ~mission(Location|Address).\n\nBe aware that our intel shows there are civilian workers onsite. Since their connection with the gang is unclear, they should be considered non-combatants. Any hostile action towards them will not be tolerated. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Remove all hostile occupants found within the site; using force if necessary.\n• Ensure the safety of any civilians who may be onsite. \n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n
mtps_UGF_eliminateall_title_001=Remove Illegal Occupants
mtps_basesweep_desc_01=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented mercenary professional who can quickly and safely assist us in the complete removal of illegal occupants who have temporarily gained control of ~mission(Location|Address).\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Remove all illegal occupants found within the site; using force as necessary. \n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n\n
mtps_basesweep_title_01=Remove Illegal Occupants
mtps_bounty_desc_ERT=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend the extreme-risk target ~mission(TargetName) from ~mission(Location|Address). \n\nAn extreme-risk target typically pilots a sub-capital class vessel, has several heavily-armed allies, and is expected to be very difficult to apprehend. It may be useful to bring along support staff to assist with engaging this target.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to vehicle suitably outfitted for combat.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_desc_HRT=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend the high-risk target ~mission(TargetName) from ~mission(Location|Address). \n\nA high-risk target typically pilots a large multicrew vessel, has several known allies, and is expected to be difficult to apprehend. It may be useful to bring along support staff to assist with engaging this target.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to vehicle suitably outfitted for combat.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_desc_LRT=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend the low-risk target ~mission(TargetName) from ~mission(Location|Address). \n\nA low-risk target typically pilots a single seater craft, has several known allies, and should be straightforward to apprehend.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to vehicle suitably outfitted for combat.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_desc_MRT=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend the moderate-risk target ~mission(TargetName) from ~mission(Location|Address). \n\nA moderate-risk target typically pilots a small multicrew vessel, has several known allies, and may be slightly difficult to apprehend.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to vehicle suitably outfitted for combat.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_desc_VHRT=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend the very high-risk target ~mission(TargetName) from ~mission(Location|Address). \n\nA very high-risk target typically pilots a large multicrew vessel, has several heavily-armed allies, and is expected to be difficult to apprehend. It may be useful to bring along support staff to assist with engaging this target.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to vehicle suitably outfitted for combat.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_desc_VLRT=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend the very low-risk target ~mission(TargetName) from ~mission(Location|Address). \n\nA very low-risk target typically pilots a single seater craft, has few known allies, and should be relatively easy to apprehend.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to vehicle suitably outfitted for combat.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_desc_intro=ABOUT THE JOB\nmicroTech Protection Services is in need of new qualified bounty hunters to expand our existing roster. To evaluate your skills, we would like you to assist us in the apprehension of ~mission(TargetName) from ~mission(Location|Address).\n\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to vehicle suitably outfitted for combat.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_desc_rehire=ABOUT THE JOB\nWhile your past performance has not been to our standards, microTech Protection Services has decided to offer you a chance to redeem yourself. \n\nTo reevaluate your skills, we would like you to apprehend ~mission(TargetName) from ~mission(Location|Address).\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to vehicle suitably outfitted for combat.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_fps_UGF_bountyonly_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to assist in the apprehension of ~mission(TargetName) from ~mission(Location|Address). \n\nWhile there will be other criminals and civilians at the site, we ask that you only actively engage with the bounty. In an effort to minimize liability, ancillary causalities are not permitted on this contract.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n• Ensure zero ancillary casualties.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_fps_UGF_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend ~mission(TargetName) from ~mission(Location|Address). \n\nWhile there will be other criminals at the site, your main focus should be on completing the bounty.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_fps_UGF_nocivs_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to assist in the apprehension of ~mission(TargetName) from ~mission(Location|Address). We are aware that there may be civilians on site, so please be mindful of possible crossfire.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n• Ensure no civilian casualties.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_fps_desc_001=ABOUT THE JOB\nmicroTech Protection Services is looking for a qualified bounty hunter to apprehend ~mission(TargetName) from ~mission(Location|Address). \n\nWhile there will be other criminals at the site, your main focus should be on completing the bounty.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_fps_desc_first_001=ABOUT THE JOB\nmicroTech Protection Services is in need of new qualified bounty hunters to expand our existing roster. To evaluate your skills, we would like you to assist us in the apprehension of ~mission(TargetName) from ~mission(Location|Address).\n\nWhile there will be other criminals at the site, your main focus should be on completing the bounty.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_fps_desc_rehire_001=ABOUT THE JOB\nWhile your past performance has not been to our standards, microTech Protection Services has decided to offer you a chance to redeem yourself. \n\nTo reevaluate your skills, we would like you to apprehend ~mission(TargetName) from ~mission(Location|Address).\n\nWhile there will be other criminals at the site, your main focus should be on completing the bounty.\n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Neutralize ~mission(TargetName); using force as necessary.\n\nMINIMUM QUALIFICATIONS\n• Bounty Hunters Guild membership and appropriate certification.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Ability to handle high pressure situations.\n
mtps_bounty_fps_title_001=Active Bounty: ~mission(TargetName) (MRT)
mtps_bounty_fps_title_first_001=Active Bounty Evaluation
mtps_bounty_fps_title_rehire_001=Active Bounty Reevaluation
mtps_bounty_title_ERT=Active Bounty: ~mission(TargetName) (ERT)
mtps_bounty_title_HRT=Active Bounty: ~mission(TargetName) (HRT)
mtps_bounty_title_LRT=Active Bounty: ~mission(TargetName) (LRT)
mtps_bounty_title_MRT=Active Bounty: ~mission(TargetName) (MRT)
mtps_bounty_title_VHRT=Active Bounty: ~mission(TargetName) (VHRT)
mtps_bounty_title_VLRT=Active Bounty: ~mission(TargetName) (VLRT)
mtps_bounty_title_intro=Active Bounty Evaluation
mtps_bounty_title_rehire=Bounty Apprehension Reevaluation
mtps_destroyprobe_desc_001=ABOUT THE JOB\nAt microTech, we aim to foster a contract experience that is collaborative, friendly and fun. We are looking for a detail-oriented pilot who brings an analytical mind to problem solving and deep knowledge of strategic combat solutions to complete this project on time and with few to no errors. \n\nRESPONSIBILITIES\n* Scan the area to locate the ~mission(Contractor|DestroyProbeAmount) that have been preforming illegal surveillance while hidden in microTech controlled space. \n* These so-called "data skimmers" are equipped with security protocols that will attempt to upload their datastores when attacked.\n* Destroy all the skimmers before the upload can complete.\n \nLOCATION\n~mission(Location|Address)\n\nMINIMUM QUALIFICATIONS\n* Equivalency degree or equivalent practical experience.\n* 2 years of combined mercenary and security experience with an emphasis on combat piloting.\n* Ability to procure a combat rated ship.\n* Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n* Experience with PDC Monitors.\n* Strong scanning and demolition skills.
mtps_destroyprobe_title_001=Illegal Monitors Detected
mtps_from=MT Protection Services
murderspree_desc=~mission(DistractionKillDescription|Description)
murderspree_desc_0001=I got a bit of a sob story for you. Year ago to the day, Navy squad came and dusted some of my best. Spaced 'em in the middle of a job with nary a warnin'. Hardly seems right. \n\nNow I'm thinkin' it's about time to settle the score. Heard that there was a level 5 in system and it's too good of a chance to pass up. See, as long as your crimestat's that high, the brave little starmen are gonna be huntin' you down anytime security gets wind of ya. Here's what I say, let 'em. \n\nEvery one of them blues that comes to hunt you, you take them out first. Get ~mission(KillCount) of them and I figure that'll be justice for my crew and a fine payout for you. \n\nOne little bit extra - once you land the first shot, I need you to do it all in a set amount of time: ~mission(KillTime). The same as it took them to wipe us out. Call me sentimental.
murderspree_desc_0002=Since you're a level 5, I'm assuming you're one crazy bastard. Exactly the type I need to settle a bet I have going. \n\nMy idiot friend says there's no way someone could take out ~mission(KillCount) Navy starmen in ~mission(KillTime). I say that all you need is the right person for the job. Plus, as long as your crimestat stays that high, any security you run into should summon the Navy right to you. Easy pickings. \n\nWhat do you say? Do it and half the winnings are yours. The timer starts as soon as you shoot the first one.\n\n
murderspree_desc_0003=I'm sure you're aware, but recently the Navy's been trying to clean up Stanton. As someone who's clearly no fan of the law, that's pretty bad for you, and even worse for me. I work for one of the big security firms in the system (not saying which) and all our jobs have dried up since the Navy started taking on a larger role.\n\nWhat I need is a disaster that can prove to the suits with the credits that the Navy aren't the saviors they think they are. \n\nYou're going to be my disaster.\n\nI'll pay you some serious credits to take out ~mission(KillCount) Navy starmen in under ~mission(KillTime). And with your crimestat at level 5, the heroic Navy will show up any time you run into security making it that much simpler. Ill start the time once the first shot lands. Figure a spree of this magnitude should be enough to scare just about anyone into hiring my firm.
murderspree_from=~mission(DistractionKillFrom)
murderspree_obj_display_01=Navy Starmen Killed: %ls
murderspree_obj_display_02=Time Remaining: %ls
murderspree_obj_long_01=Eliminate ~mission(KillCount) Navy starmen in the alloted time.
murderspree_obj_short_01=Eliminate ~mission(KillCount) Navy Starmen
murderspree_title=~mission(DistractionKillDescription|Title)
murderspree_title_0001=Blood for Blood
murderspree_title_0002=High Stakes
murderspree_title_0003=Naval Strike
mustcomesecond_obj_display_01,P=Luca Brunt: Place second in the race (can't be tied)
mustcomesecond_obj_long_01,P=Luca Brunt: UEC ~mission(MustComeSecondReward) - Place second in the race (can't be tied)
mustcomesecond_obj_short_01,P=Place second in the race (can't be tied)
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net_dialog_resync_time,P=Re-syncing with server.\nPlease wait %.1f seconds.
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ninetails_assassination_Danger_Easy_001=NineTails Danger Easy placeholder text
ninetails_assassination_Danger_Hard_001=NineTails Danger Hard placeholder text
ninetails_assassination_Danger_Intro_001=NineTails Danger Intro placeholder text
ninetails_assassination_Danger_Medium_001=NineTails Danger Medium placeholder text
ninetails_assassination_Timed_Easy_001=NineTails Timed Easy placeholder text
ninetails_assassination_Timed_Intro_001=NineTails Timed Intro placeholder text
ninetails_assassination_Timed_Medium_001=NineTails Timed Medium placeholder text
ninetails_assassination_desc_Easy_001=NineTails Title Easy Description placeholder ~mission(Contractor|AssassinationEasyDanger) (Contractor|AssassinationEasyTimed)
ninetails_assassination_desc_Intro_001=NineTails Title Intro Description placeholder ~mission(Contractor|AssassinationIntroDanger) (Contractor|AssassinationIntroTimed)
ninetails_assassination_desc_Medium_001=NineTails Title Medium Description placeholder ~mission(Contractor|AssassinationMediumDanger) (Contractor|AssassinationMediumTimed)
ninetails_assassination_title_Easy_001=NineTails Title Easy placeholder
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ninetails_assassination_title_Medium_001=NineTails Title Medium placeholder
ninetails_steal_Danger_Hard_001=NineTails Steal Hard Danger placeholder text
ninetails_steal_Desc_Hard_001=NineTails Steal Hard Description placeholder text ~mission(Danger) (Contractor|StealHardTimed)
ninetails_steal_Timed_Hard_001=NineTails Steal Hard Timed placeholder text
ninetails_steal_Title_Hard_001=NineTails Steal Hard Title placeholder text
northrock_boarders_890J_VIP_desc_001,P=Rescue VIP
northrock_boarders_890J_VIP_title_001,P=URGENT: VIP in danger
northrock_boarders_890J_desc_001=An executive client just informed us that their 890 Jump had been intercepted at ~mission(Location) and boarded by outlaws. They would prefer to have this handled privately owing to the sensitive nature of proprietary data that's being stored aboard. \n\nYour first priority will be to clear all outlaws as quickly as possible so that a recovery team can be dispatched to return the ship to the owner. The longer the outlaws have control of the vessel, the higher the chance it will be lost. I recommend you acquire a team for this outing to expedite matters. \n\nNote that thanks to a small contingent of Security Personnel who stayed aboard, all surviving members of the crew were able to flee in an escape craft. The current status of the remaining security is unknown, but just in case, keep an eye out for friendlies when you engage the hostiles.\n\nSecondly, if at all possible, the client is *very* interested in preventing the theft of the aforementioned data. If you are able to stop the theft of their confidential data stores before they are transmitted, a generous bonus will be issued.\n\nNeedless to say, this is a client I would very much like to keep happy. \n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_boarders_890J_title_001=URGENT: Boarding Action In Progress
northrock_bounty_PVP_desc_001=We have received a contract to track down a suspect by the name of ~mission(TargetName) who has so far managed to evade capture. \n\nI was hoping you that with your guild certification, you'd be able to handle this one for us. Expect them to be more difficult that your average target.\n\nGood luck,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_PVP_desc_002=Have another skip for you to track down - ~mission(TargetName).\n\nThis suspect is probably going to be trickier than average to bring in so try to stay a step or two ahead of them and you should be alright.\n\nThanks for handling this,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_PVP_desc_003=Got a suspect by the name of ~mission(TargetName) that needs to be brought in. Heads up though, they are a bit of wildcard. Not sure what you might come up against trying to apprehend them. Sure you can handle it though.\n\nGood luck,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_PVP_desc_first=Hi,\n\nHope you don't mind but I was made of your Bounty Hunters Guild status and wanted to reach out and see if you would be interesting in contracting with Northrock Service Group, one of the top rated private security firms in the system.\n\nIf you are interested, the first step would be complete a pro tem suspect apprehension. It's less of an evaluation and more of a chance to make sure that we can have a good working relationship. \n\nThe suspect you would be after is known as ~mission(TargetName). They are known to be particularly elusive so you may have your work cut out for you.\n\nHope to hear from you soon, \n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_PVP_desc_rehire=Hey again,\n\nIt's been a little while, hope everything's okay. I know things didn't end on the best terms, but after discussing it over with management, I would like to offer you a chance to redeem yourself. You had potential and I hate to think that you didn't have a proper chance to show what you're capable of.\n\nApprehend ~mission(TargetName) and we can see about getting your employment status reinstated.\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_PVP_title_001=Apprehend Suspect: ~mission(TargetName)
northrock_bounty_PVP_title_first=Pro Tem Suspect Apprehension
northrock_bounty_PVP_title_rehire=Pro Tem Suspect Apprehension (Reevaluation)
northrock_bounty_desc_001=Got issued another bounty that we could use you on. This one's for ~mission(TargetName). I don't expect them to go down easy, but that shouldn't be a problem for you. They're last know location was at ~mission(Location|Address).\n\nSee that you get it done,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_desc_002=Your services are needed once again. This time to track and bring down the notorious ~mission(TargetName). They were last seen at ~mission(Location|Address). \n\nDo me a favor and keep it as clean as you can, okay? Might be extra eyes on this one.\n\nThanks for handling this,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_desc_003=Have a bounty for you. ~mission(TargetName). Not the most high-profile collar, but a nasty piece of work nonetheless. Be good for everyone in the system to have this settled. Their last known location was at ~mission(Location|Address).\n\nGood luck on the hunt,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_desc_first=Hey,\n\nHope everything is going all right. I may have reached out to you already, but just in case, I wanted to message you again. I'm a logistics officer for the Stanton branch of Northrock Service Group, one of the top rated private security firms in the system, and we are looking to expand our portfolio of qualified contractors.\n\nNow, even though you are certified by the Bounty Hunters Guild, Northrock will need you to complete a pro tem contract to make sure you're a good match. I'm thinking I'll start you off collecting the bounty on ~mission(TargetName). They were last seen at ~mission(Location|Address). \n\nGet that done and we'll see about getting you more work.\n\nHope to hear from you soon, \n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_desc_rehire=So, enough time has passed that I got management to agree to giving you a second chance at being a bounty hunter for Northrock. If you are able to prove yourself capable of successfully completing a contract that is.\n\nApprehend ~mission(TargetName) and we can see about getting you reinstated. They were last seen at ~mission(Location|Address).\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_fps_UGF_boss_desc_001=Hey, \n\nHave an interesting bounty for you. A high level criminal by the name ~mission(TargetName) has been located at ~mission(Location|Address). \n\nBased on our intel, its highly unlikely that the targets going to be sitting and waiting out in the open. You most likely will have to infiltrate the facility and draw them out. \n\nSomething like a large firefight should be enough to do the trick. \n\nBest of luck,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group\n
northrock_bounty_fps_UGF_boss_nocivs_desc_001=Hey, \n\nGot a contract for you that requires a bit more tactics than usual. A high-level criminal by the name ~mission(TargetName) is hiding with a large contingent of outlaws at ~mission(Location|Address). \n\nOur intel suggests that ~mission(TargetName|Last)s forces most likely will act as defensive line in order to protect their boss. My best guess is that you will have to deal with them before you gain access to ~mission(TargetName|Last).\n\nThat said, I dont want you shooting indiscriminately. Sometimes these outlaws keep civilians around and they should be treated like non-combatants.\n\nBest of luck,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group\n
northrock_bounty_fps_title_001=Bounty Assignment: ~mission(TargetName) (HRT)
northrock_bounty_prisoner_desc_001=Convicted criminal ~mission(TargetName) has escaped from a local rehab facility and Northrock's been contracted to return the inmate to custody. In my experience, escaped prisoners tend not to give up peacefully, so use any method you can to find and subdue the escapee. \n\nMight be worth staking out spots where they could attempt to hack their record clean. Wouldn't be the first time a prisoner has tried to wipe their sentence after escaping.\n\nGood hunting,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_prisoner_desc_002=Northrock received a bounty on a prison escapee that goes by the name ~mission(TargetName). They'll probably try to lay low for awhile, but the best way for them to do that is to hack their record clean. I'd start by checking out local spots where they might be able to gain access to the network.\n\nAnd word of warning - expect a fight. People fresh our of jail tend to have extra motivation for not going back.\n\nGood hunting,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_prisoner_desc_003=Hey,\n\nGot a bit of a livewire for you. Convicted criminal ~mission(TargetName) managed to escape from lockup and are on the run.\n\nNo clear sign where they might be headed, but I'd say check any spots in the area where they might be able to hack their record clear. The smarter crooks tend to start there. \n\nBet they are not going to be happy about running into you.\n\nGood hunting,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_prisoner_desc_intro=Hey There,\n\nMy name is Braden Corchado and I'm a logistics officer for Northrock Service Group, the leading independently-owned security firm operating in the Stanton system. I may have reached out already, but we try to make it a point of approaching anyone who meets our high standards and encouraging them to complete a pro tem contract. \n\nYou can't do much better than become a Northrock contractor. We have a solid reputation for offering challenging and interesting work at a higher rate of pay then many of our competitors in system. \n\nNow, to get approved, you will need to apprehend one ~mission(TargetName). They have recently escaped from the detention center and your job will be to track them down before they can disappear completely off the grid. \n\nA little hint is that it's safe to assume that the target is going to go try to clear their record. I recommend triangulating your search between the detention center they escaped from and locations where they can hack into the record system.\n\nGet this done and we'll see about getting you more work.\n\nHope to hear from you soon, \n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_prisoner_desc_rehire=Hey,\n\nI know it's been a little while, but if you are still interested in doing contract work for Northrock, I convinced the management to give you a reevaluation. If you can successfully complete a bounty for us, we can see about getting your employment status reinstated.\n\nThis pro tem contract is to track down escaped criminal ~mission(TargetName). Try your best to get to them before they can wipe their record at database access point or the job's going to be significantly more difficult.\n\nHoping we can trust you on this.\n \nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_bounty_prisoner_title_001=Escapee Bounty Assignment: ~mission(TargetName)
northrock_bounty_prisoner_title_intro=Pro Tem Escapee Bounty Contract
northrock_bounty_prisoner_title_rehire=Pro Tem Escapee Bounty Contract (Reevaluation)
northrock_bounty_title_001=Bounty Assignment: ~mission(TargetName)
northrock_bounty_title_E=Bounty Assignment: ~mission(TargetName) (LRT)
northrock_bounty_title_H=Bounty Assignment: ~mission(TargetName) (HRT)
northrock_bounty_title_M=Bounty Assignment: ~mission(TargetName) (MRT)
northrock_bounty_title_S=Bounty Assignment: ~mission(TargetName) (ERT)
northrock_bounty_title_VE=Bounty Assignment: ~mission(TargetName) (VLRT)
northrock_bounty_title_VH=Bounty Assignment: ~mission(TargetName) (VHRT)
northrock_bounty_title_first=Pro Tem Bounty Contract
northrock_bounty_title_rehire=Pro Tem Bounty Contract (Reevaluation)
northrock_from_001=Northrock Service Group
northrock_groupbounty_desc_01=Local law just bounced us a group warrant. They're looking for the capture of several individuals wanted in connection with a major heist, aka ~mission(Target1), ~mission(Target2), and ~mission(Target3).\n\nTake care of the lot in the time allotted, and we're looking a fairly sizable payday. \n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_groupbounty_desc_02=Advocacy have been hunting down a group, but haven't had much luck. Lucky for them, NorthRock is ready to pick up the slack.\n\nWe got a time restricted warrant for:\n- ~mission(Target1)\n- ~mission(Target2)\n- ~mission(Target3)\n\nBe careful when you engage the targets. I don't want any of them slipping the net and costing us credits. \n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_groupbounty_desc_03=I feel like you've proven yourself capable, so I think you should be able to handle this time restricted group warrant. \n\nWe're sending you out to neutralize ~mission(Target1), ~mission(Target2), and ~mission(Target3). They're most likely not flying together anymore, but at one point they were operating as a pretty cutthroat gang. Racked up quite the hefty felony list before they disbanded.\n\nIt'll be more dangerous trying to capture them all in time, but the payout should be worth it.\n\nFly smart,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_groupbounty_desc_04=Authorities are pretty eager to capture a trio of outlaws in connection with recent crime spree: ~mission(Target1), ~mission(Target2), and ~mission(Target3). \n\nThey're in the wind at the moment, but I trust that you'll be able to track each and every one of them down.\n\nThe payout for apprehending all three should make up for the extra effort needed to capture them in time.\n\nGood luck,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_groupbounty_desc_05=Northrock got handed a bounty for three criminal associates on the run: ~mission(Target1), ~mission(Target2), and ~mission(Target3). \n\nIf they're smart, chances are they split up, so be ready to hunt them down individually.\n\nGood news is that the pay should make dealing with tight time restriction and extra travel worth it.\n\nFly safe,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_groupbounty_desc_intro=Hey,\n\nHope everything is going all right. I may have reached out already, but I wanted to be sure and introduce myself. I'm a logistics officer for Northrock Service Group, the leading independently-owned security firm operating in the Stanton system today, providing a variety of services to all major governmental bodies as well as various private concerns. The reason I am contacting you is because we believe someone with your skills could be a boon to our clients. \n\nNot only that, but I think we'd be good fit for you. Our contractors traditionally get a higher rate of pay than a lot of our competitors in system, and a lot of them tell me how they really enjoy being tasked with the challenging and interesting work we offer. \n\nNow, Northrock holds itself to such high-standards so before we can make anything official, you'll need to achieve approved contractor status by completing a pro tem contract. \n\nI was hoping you could capture several wanted members of an outlaw gang: ~mission(Target1), ~mission(Target2), and ~mission(Target3).\n\nGet that done and we'll see about getting you more work.\n\nHope to hear from you soon, \n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_groupbounty_desc_rehire=Hey,\n\nI've been thinking over everything that went down and decided to speak to management. They've agreed to give you another chance but only if you successfully complete a contract for us.\n\nWe can look at reinstating your employment status if you can bring in this criminal trio:\n~mission(Target1)\n~mission(Target2)\n~mission(Target3)\n\nThey evaded the last Associate who went after them, so you bringing them all in would definitely earn you some points.\n\nHopefully you've gotten your act together since your last job.\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_groupbounty_title_01=Bounty Assignment: Group Warrant (MRT)
northrock_groupbounty_title_02=Bounty Assignment: Group Warrant (HRT)
northrock_groupbounty_title_03=Bounty Assignment: Group Warrant (VHRT)
northrock_groupbounty_title_04=Bounty Assignment: Group Warrant (ERT)
northrock_groupbounty_title_intro=Pro Tem Group Warrant Contract
northrock_groupbounty_title_rehire=Pro Tem Group Warrant (Reevaluation)
northrock_recoverspace_desc_0001=Bit of burner came in. A client of ours got robbed while in transit between systems. Current intel indicates that the job was pulled by a local thug named ~mission(TargetName). Thankfully, they still seem to have the stolen ~mission(Contractor|RecoverSpaceItem) in their possession. \n\nNeed you to track this bastard down, recover the property, and return it to our client at ~mission(Destination). \n\nGood hunting,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_recoverspace_desc_0002=Just got a bit of good news. One of our sources got a tip on some stolen property we've been looking for. Seems that a shady character by the name of ~mission(TargetName) is transporting through the system.\n\nI want you to go find this ~mission(TargetName|Last), recover the stolen ~mission(Contractor|RecoverSpaceItem) and drop it off at ~mission(Destination). \n\nThink you can take care of that?\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_recoverspace_desc_0003=So it seems that some missing ~mission(Contractor|RecoverSpaceItem) just turned up. Guess where? \n\nIn the back of a thief named ~mission(TargetName)'s ship. Don't know if they actually pulled the job or just ended up holding the stuff, but it's going to cost them big time.\n\nYou're going to go hunt ~mission(TargetName|Last) and convince them to give you the stolen property back. Once you've recovered everything, fly it back to ~mission(Destination). We can take it from there. \n\nGo out there and get it done,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group
northrock_recoverspace_title_0001=Property Retrieval
notification_PlayerTrade_Notification_RecipientSuccess_Desc=~playerTrade(TraderName) has sent you:\n~playerTrade(CurrencyValueUEC) ~playerTrade(CurrencyTypeUEC)\n~playerTrade(CurrencyValueMER) ~playerTrade(CurrencyTypeMER)
notification_PlayerTrade_Notification_RecipientSuccess_Title=Transfer Recieved
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notification_PlayerTrade_Notification_SenderSuccess_Desc=You sent ~playerTrade(TraderName):\n~playerTrade(CurrencyValueUEC) ~playerTrade(CurrencyTypeUEC)\n~playerTrade(CurrencyValueMER) ~playerTrade(CurrencyTypeMER)
notification_PlayerTrade_Notification_SenderSuccess_Title=Transfer Sent
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notification_beacon_combatAssist_detected_desc_Easy=[LOW THREAT] Combat Assist Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC. Distance: ~serviceBeacon(DistToInitiator).
notification_beacon_combatAssist_detected_desc_Hard=[HIGH THREAT] Combat Assist Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC. Distance: ~serviceBeacon(DistToInitiator).
notification_beacon_combatAssist_detected_desc_Medium=[MODERATE THREAT] Combat Assist Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC. Distance: ~serviceBeacon(DistToInitiator).
notification_beacon_combatAssist_detected_desc_VeryHard=[CRITICAL THREAT] Combat Assist Request From: ~serviceBeacon(InitiatorName). Payment: ~serviceBeacon(PaymentAmount) aUEC. Distance: ~serviceBeacon(DistToInitiator).
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notification_beacon_complete_desc=Your ~serviceBeacon(ContractType) contracts complete.
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notification_invite_friend_request_declined_desc=
notification_invite_friend_request_declined_prompt=
notification_invite_friend_request_declined_title=Friend Request Declined
notification_invite_friend_request_received_desc=
notification_invite_friend_request_received_prompt=Add to Friends?
notification_invite_friend_request_received_title=Friend Request
notification_invite_lobby_Desc=%s
notification_invite_lobby_Prompt=Accept Invitation?
notification_invite_lobby_Title=Invited To Lobby
notification_invite_received_Desc=%s
notification_invite_received_Prompt=Accept Invitation?
notification_invite_received_Title=Party Invite Received
notification_invite_sent_Desc=%s
notification_invite_sent_Prompt=Awaiting Response
notification_invite_sent_Title=Invite Sent
notification_invite_sent_to_target_Desc=%s
notification_invite_sent_to_target_Prompt=Awaiting Response
notification_invite_sent_to_target_Title=Invite Sent To
notification_invite_timeout_Desc=%s
notification_invite_timeout_Prompt=
notification_invite_timeout_Title=Invite Expired
notification_leader_changed_Desc=%s
notification_leader_changed_Prompt=
notification_leader_changed_Title=New Party Leader
notification_leader_toPU_Desc=Initiated by %s
notification_leader_toPU_Prompt=Join Party In PU?
notification_leader_toPU_Title=Party Launching
notification_local_player_joined_Desc=%s
notification_local_player_joined_Prompt=
notification_local_player_joined_Title=You have joined
notification_local_player_joined_auto_Desc=%s
notification_local_player_joined_auto_Prompt=
notification_local_player_joined_auto_Title=New Member Joined
notification_local_player_kicked_Desc=%s
notification_local_player_kicked_Prompt=
notification_local_player_kicked_Title=Member Kicked
notification_local_player_left_Desc=%s
notification_local_player_left_Prompt=
notification_local_player_left_Title=Member Left
notification_member_joined_Desc=%s
notification_member_joined_Prompt=
notification_member_joined_Title=New Member Joined
notification_member_kicked_Desc=%s
notification_member_kicked_Prompt=
notification_member_kicked_Title=Member Kicked
notification_member_left_Desc=%s
notification_member_left_Prompt=
notification_member_left_Title=Member Left
notification_party_launch_accepted_Desc=%s
notification_party_launch_accepted_Prompt=
notification_party_launch_accepted_Title=Party Launch Accepted
notification_party_launch_already_in_session_Desc=Party already in your session
notification_party_launch_already_in_session_Prompt=
notification_party_launch_already_in_session_Title=Party Launch Failed
notification_party_launch_declined_Prompt=
notification_party_launch_declined_Title=Party Launch Declined
notification_party_launch_failed_Desc=
notification_party_launch_failed_Prompt=
notification_party_launch_failed_Title=Party Launch Failed
notification_party_launch_full_Desc=Not enough room for Party
notification_party_launch_full_Prompt=
notification_party_launch_full_Title=Session Full
notification_party_launch_not_in_party_Desc=You are not a Party Member
notification_party_launch_not_in_party_Prompt=
notification_party_launch_not_in_party_Title=Party Launch Failed
notification_party_launch_not_in_session_Desc=Not in a session
notification_party_launch_not_in_session_Prompt=
notification_party_launch_not_in_session_Title=Party Launch Failed
notification_party_launch_not_leader_Desc=You are not a Party Leader
notification_party_launch_not_leader_Prompt=
notification_party_launch_not_leader_Title=Party Launch Failed
notification_party_launch_sent_Desc=Notice sent to members
notification_party_launch_sent_Prompt=
notification_party_launch_sent_Title=Party Launch Sent
notification_party_launch_session_not_found_Desc=Session not found
notification_party_launch_session_not_found_Prompt=
notification_party_launch_session_not_found_Title=Party Launch Failed
notification_party_member_started_QT_to_you=%s has started to QT to your current location.
notification_party_session_full_Desc=Cannot Join With Party
notification_party_session_full_Prompt=
notification_party_session_full_Title=Session Full
notification_prompt_accept=Press '%s' to Accept
notification_prompt_decline=Press '%s' to Decline
notification_prompt_dismiss=Press '%s' to Dismiss
notification_recovery_joinlast_failed_Desc=Session not found
notification_recovery_joinlast_failed_Prompt=
notification_recovery_joinlast_failed_Title=Joining Session Failed
notification_recovery_joinlastsession_Desc=Reconnect to previous session
notification_recovery_joinlastsession_Prompt=Join Now?
notification_recovery_joinlastsession_Title=Join Last Session
openbounty_desc=~mission(Contractor|OpenBountyDescription)
openbounty_from=~mission(Contractor|OpenBountyFrom)
openbounty_obj_long_01=Locate CrimeStat rated criminals and neutralize any encountered. Criminals part of paid contract work do not qualify.
openbounty_obj_short_01=Total Criminals Neutralized: ~mission(TotalNeutralizedCrimeStatAll)
openbounty_subobj_01a=CrimeStat 1's Neutralized: ~mission(TotalNeutralizedCrimeStat1)
openbounty_subobj_01b=CrimeStat 2's Neutralized: ~mission(TotalNeutralizedCrimeStat2)
openbounty_subobj_01c=CrimeStat 3's Neutralized: ~mission(TotalNeutralizedCrimeStat3)
openbounty_subobj_01d=CrimeStat 4's Neutralized: ~mission(TotalNeutralizedCrimeStat4)
openbounty_subobj_01e=CrimeStat 5's Neutralized: ~mission(TotalNeutralizedCrimeStat5)
openbounty_title=~mission(Contractor|OpenBountyTitle)
operatorMode_AirTrafficController,P=Air Traffic Controller
operatorMode_AirTrafficController_Navigation=Air Traffic Controller (NAV)
operatorMode_AirTrafficController_SCM,P=Air Traffic Controller (SCM)
operatorMode_AirTrafficController_Short=ATC
operatorMode_Combat,P=Guns
operatorMode_Combat_Navigation=Guns (NAV)
operatorMode_Combat_SCM,P=Guns (SCM)
operatorMode_Combat_Short=GUNS
operatorMode_Flight,P=Flight
operatorMode_Flight_Navigation=Flight (NAV)
operatorMode_Flight_SCM,P=Flight (SCM)
operatorMode_Flight_Short=FLT
operatorMode_Inactive,P=Inactive
operatorMode_Inactive_Navigation=Inactive (NAV)
operatorMode_Inactive_SCM,P=Inactive (SCM)
operatorMode_Inactive_Short=NONE
operatorMode_Mining,P=Mining
operatorMode_Mining_Navigation=Mining (NAV)
operatorMode_Mining_SCM,P=Mining (SCM)
operatorMode_Mining_Short=MNG
operatorMode_Missile,P=Missile
operatorMode_Missile_Navigation=Missile (NAV)
operatorMode_Missile_SCM,P=Missile (SCM)
operatorMode_Missile_Short=MISL
operatorMode_None,P=None
operatorMode_None_Navigation=None (NAV)
operatorMode_None_SCM,P=None (SCM)
operatorMode_None_Short=NONE
operatorMode_QuantumNavigation,P=Quantum Navigation
operatorMode_QuantumNavigation_Navigation=Quantum Navigation (NAV)
operatorMode_QuantumNavigation_SCM,P=Quantum Navigation (SCM)
operatorMode_QuantumNavigation_Short=QTM
operatorMode_Refuel,P=Refuel
operatorMode_Refuel_Navigation,P=Refuel (NAV)
operatorMode_Refuel_SCM,P=Refuel (SCM)
operatorMode_Refuel_Short=RFL
operatorMode_Salvage,P=Salvage
operatorMode_Salvage_Navigation=Salvage (SCM)
operatorMode_Salvage_SCM,P=Salvage (NAV)
operatorMode_Salvage_Short=SLVG
operatorMode_Scanning,P=Scanning
operatorMode_Scanning_Navigation=Scanning (NAV)
operatorMode_Scanning_SCM,P=Scanning (SCM)
operatorMode_Scanning_Short=SCN
operatorMode_Turret,P=Turret
operatorMode_Turret_Navigation=Turret (NAV)
operatorMode_Turret_SCM,P=Turret (SCM)
operatorMode_Turret_Short=TUR
outlawsweep_combatpay_0001=In addition to the standard contract payment, there will be a bonus issued for each combatant you successfully neutralize. 
outlawsweep_combatpay_0002=Unfortunately, we've been unable to determine the size of the force you'll be up against, but will issue you Hazard Pay for each hostile you manage to deal with successfully. 
outlawsweep_combatpay_0003=I've also been cleared to issue Hazard Pay that scales for each outlaw you take care of. 
outlawsweep_combatpay_0004=And to preemptively answer your question, yes, in addition to the normal flat fee there will be Hazard Pay issued for each hostile you clear from the site. 
outlawsweep_desc_0001=Word has just arrived that a group associated with the notorious ~mission(Client) gang has been spotted at ~mission(Location). While their intentions remain uncertain, we can all agree that it is too dangerous to allow them to carry out whatever misdeeds they are hoping to accomplish. \n\nCrusader is forming a combat response team ASAP. Grab whatever gear you'll need and head over to ~mission(Location) on the double. ~mission(CombatPay)And please, try to be safe!\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
outlawsweep_desc_0002=Outlaws identified as members of the ~mission(Client) have been seen infilitrating a ~mission(Location). We've been after these particular bad eggs for a while now, so as you can imagine ~mission(Contractor) is pretty eager to assemble a team to deal with them. ~mission(CombatPay)\n\nIf you're interested, grab whatever gear you'll need and get going. It'd be great if we could settle this whole thing as quickly and safely as possible.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Bautista\nID# 948J030K
outlawsweep_desc_0003=Armed members of a local criminal outfit, the ~mission(Client), were seen at ~mission(Location). We can only assume their intentions are hostile so a small team is being assembled to go and clear them out. ~mission(CombatPay) \n\nNow, since we don't want them to give us the slip, figured it would be wise to contact all operators in the area, regardless of skill or track record. If you're available — and I'm assuming you are — hurry up and grab your equipment. These ~mission(Client) are well overdue for their day of reckoning.\n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
outlawsweep_desc_0004=Moments ago, we received a tip that several members of the ~mission(Client) outlaw organization were reported at ~mission(Location). It's vital that we stop them before they can commit any more criminal acts.\n\nTo that end, we're assembling a squad of armed and trained operators to go in and secure the site. ~mission(CombatPay)Contractors are expected to provide their own transportation and weapons. I feel like shouldn't have to say that, but you'd be surprised how many so-called 'professionals' accept a contract thinking they can borrow some from us. Next thing you'll know they'll be asking us to squeeze the trigger for them too. \n\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Gibbs\nID# 91G66BW0
outlawsweep_obj_long_01=Travel to the site where the hostiles have been spotted.
outlawsweep_obj_long_02=Clear site of hostiles.
outlawsweep_obj_long_03=Combat and eliminate hostiles to collect Hazard Pay.
outlawsweep_obj_marker_01=Hostiles
outlawsweep_obj_marker_02=Hostile
outlawsweep_obj_short_01=Travel To Site
outlawsweep_obj_short_02=Clear All Hostiles
outlawsweep_obj_short_03=Hazard Pay Bonus
outlawsweep_title_0001=Known Criminals Sighted
outlawsweep_title_0002=Criminal Activity in Progress
outlawsweep_title_0003=Wanted Criminals Spotted
outlawsweep_title_0004=Report of Hostile Activity
outpost_repair_desc=~mission(Description)
outpost_repair_desc_0001=Hey, we're having some power issues at one our outpost structures and could really use a qualified electrical technician to bring and install a replacement unit. ~mission(Timed)Thanks.
outpost_repair_desc_0002=Not sure if it was the recent weather conditions or if it's simply normal wear and tear, but one of our buildings is having severe power issues. Looking to hire a tech to come assess the problem and perform any maintenance required. ~mission(Timed)You are expected to coordinate your own travel as well as bring any replacement parts needed.
outpost_repair_desc_0003=A building at ~mission(Destination) requires maintenance due to power related issues and a technician is needed to execute the onsite repairs. Please make sure to bring any supplies or replacement parts needed with you, as we will not be able to provide any. ~mission(Timed)
outpost_repair_desc_0004=Any experience with power conduits, outposts, or general electrical maintenance? If so, then you might be perfect to help us sort a problem we've been having at ~mission(Destination). Need a self-starter type to acquire any necessary replacement materials and then complete any and all repairs required. ~mission(Timed)Payment upon completion. You are expected to cover your own incidentals.
outpost_repair_desc_0005=Okay, this is getting seriously frustrating. We've been trying to handle this electrical problem at ~mission(Destination) ourselves and nothing seems to fix it. Guess it's time to admit that the we may need outside help. We are hoping to find someone who can provide the replacement parts needed and help us figure this out once and for all. ~mission(Timed)
outpost_repair_desc_0006=In search of a someone to bring and install a replacement battery at ~mission(Destination). ~mission(Timed)Prior experience with this sort of thing is a plus. Note that the moon where we are located may have different gravity conditions than you are accustomed to working in.
outpost_repair_from=~mission(Contractor)
outpost_repair_obj_long_01=Acquire replacement battery needed to repair the outpost.
outpost_repair_obj_long_02=Go to the repair site at ~mission(Destination).
outpost_repair_obj_long_03=Restore power to ~mission(Destination) with the replacement battery.
outpost_repair_obj_marker_01=Battery
outpost_repair_obj_marker_02=Repair Site
outpost_repair_obj_marker_03=Replace Battery
outpost_repair_obj_short_01=Acquire Battery Replacement
outpost_repair_obj_short_02=Go To Repair Site
outpost_repair_obj_short_03=Restore the Power
outpost_repair_timed_0001=We are in a big hurry to get this sorted. Anything you could do to speed things along is appreciated. 
outpost_repair_timed_0002=This is a pretty urgent request as we can't work at full capacity until the problem is fixed. 
outpost_repair_timed_0003=The longer this problem goes unaddressed, the bigger of an issue it's becoming. Would be great to see this taken care of sooner than later. 
outpost_repair_timed_0004=We have a few pressing deadlines coming up, so we are looking at a pretty big headache if this isn't taken care of as soon as possible. 
outpost_repair_timed_0005=Now, we don't want you to rush or do sloppy work or anything, but if there is any way of speeding things along, that would help us out immensely. 
outpost_repair_title=~mission(Title)
outpost_repair_title_0001=Outpost Repair
outpost_repair_title_0002=Onsite Repair & Installation
outpost_repair_title_0003=Electrical Issues
outpost_repair_title_0004=Power Problems
outpost_repair_title_0005=Electrical Technician Needed
outpost_repair_title_0006=Repair Technician Wanted
outpost_repair_title_0007=Repair Request
p_protectandresupply_PreXeno_desc,P=Attention CDF volunteers, XenoThreat finally launched their attack against Jericho Station at the Pyro Gateway in Stanton.\n\nThe Navy has requested CDF forces to help combat XenoThreat forces in the area and/or recover supplies from the wreckage and safely deliver them to Jericho station. \n\nThe Navy has organized a community stipend to handle the distribution of payment. This will be distributed among all CDF volunteers at assigned intervals. An indicator will appear on your HUD to measure these payouts.\n\nPlease note that the supplies are highly volatile if not handled correctly. Use caution while transporting these materials:\n* Zeta-Prolanide degrades over time until breaking down completely.\n* AcryliPlex Composite becomes explosively unstable if damaged.\n* Diluthermex releases a destructive energy pulse if exposed to quantum travel.\n\nSAIC Rowena Dulli from the Advocacy is the official attaché to the CDF and will be running the operation.
p_protectandresupply_PreXeno_title=Overdrive Initative: Xenothreat Ambush - Support Needed
p_protectandresupply_desc=*FOR IMMEDIATE SYSTEM-WIDE RELEASE*\n\nAttention, XenoThreat forces started to ambush Naval convoy ships transporting vital supplies while en route to Jericho station at the Pyro Gateway in the Stanton System. The Navy has requested CDF forces to help recover these supplies from the wreckage and safely deliver them to Jericho station. All available CDF volunteers are encouraged to provide support.\n\nPlease note that some of these supplies are highly volatile if not handled correctly. Use caution while transporting these materials:\n* Zeta-Prolanide degrades over time until breaking down completely.\n* AcryliPlex Composite becomes explosively unstable if damaged.\n* Diluthermex releases a destructive energy pulse if exposed to quantum travel.\n \nAdditionally, while not as volatile, the supplies of DynaFlex lost during the attack are still urgently needed by the Navy to complete their repairs of the Javelin and should be a priority for recovery. \n\nAlso, XenoThreat hostiles might still be in the area so be careful. CDF volunteers with combat experience are also urged to contribute by securing these areas from lingering XenoThreat forces.\n\nSAIC Rowena Dulli from the Advocacy is the official attaché to the CDF and will be running the operation.
p_protectandresupply_desc_v2=*FOR IMMEDIATE SYSTEM-WIDE RELEASE*\n\nAttention, XenoThreat forces started to ambush Naval convoy ships transporting vital supplies while en route to Jericho station at the Pyro Gateway in the Stanton System. The Navy has requested CDF forces to help recover these supplies from the wreckage and safely deliver them to Jericho. \n\nThe Navy has organized a community stipend to handle the distribution of payment. This will be distributed among all CDF volunteers at assigned intervals. An indicator will appear on your HUD to measure these payouts.\n\nPlease note that some of these supplies are highly volatile if not handled correctly. Use caution while transporting these materials:\n* Zeta-Prolanide degrades over time until breaking down completely.\n* AcryliPlex Composite becomes explosively unstable if damaged.\n* Diluthermex releases a destructive energy pulse if exposed to quantum travel.\n \nAdditionally, while not as volatile, the supplies of DynaFlex lost during the attack are still urgently needed by the Navy to complete their repairs of the Javelin and should be a priority for recovery. \n\nAlso, XenoThreat hostiles might still be in the area so be careful. CDF volunteers with combat experience are also urged to contribute by securing these areas from lingering XenoThreat forces.\n\nSAIC Rowena Dulli from the Advocacy is the official attaché to the CDF and will be running the operation.
p_protectandresupply_from=CIVILIAN DEFENSE FORCE INITIATIVE
p_protectandresupply_obj_display_01=Report for Duty
p_protectandresupply_obj_display_02=Report to Wreck Site
p_protectandresupply_obj_display_03=Recover Supplies or Repel XenoThreat
p_protectandresupply_obj_display_03a=Zeta-Prolanide (~mission(Supply1RecoveredTotal)/~mission(Supply1ToRecover)) AcryliPlex (~mission(Supply2RecoveredTotal)/~mission(Supply2ToRecover)) Diluthermex (~mission(Supply3RecoveredTotal)/~mission(Supply3ToRecover))
p_protectandresupply_obj_display_03f=Combat Payout
p_protectandresupply_obj_display_04=Repel XenoThreat Attacking Javelin
p_protectandresupply_obj_display_04a=Combat Payout
p_protectandresupply_obj_display_04a_alt=Payment Indicator
p_protectandresupply_obj_display_04c=Docked Javelin
p_protectandresupply_obj_long_01=Make your way to the Naval station INS Jericho for additional orders.
p_protectandresupply_obj_long_02=Report to the wreck site to retrieve cargo. Keep an eye out for hostiles in the area.
p_protectandresupply_obj_long_03=Recover supplies from wreckage and deliver to INS Jericho or engage XenoThreat hostiles.
p_protectandresupply_obj_long_03a=Recover ~mission(Supply1ToRecover) of Zeta-Prolanide. WARNING: Time Sensitive.
p_protectandresupply_obj_long_03b=Recover ~mission(Supply2ToRecover) of AcryliPlex. WARNING: Damage Sensitive.
p_protectandresupply_obj_long_03c=Recover ~mission(Supply3ToRecover) of Diluthermex. WARNING: Quantum Sensitive.
p_protectandresupply_obj_long_03d=Secure area around wreck sites from XenoThreat forces.
p_protectandresupply_obj_long_03e=Deliver the resources to the Navy Quartermaster aboard Jericho station.
p_protectandresupply_obj_long_04=Protect Jericho station from XenoThreat forces.
p_protectandresupply_obj_marker_01=Report for Duty
p_protectandresupply_obj_marker_02=Wreck Site
p_protectandresupply_obj_marker_03e1=Deliver To Jericho Station
p_protectandresupply_obj_marker_03e2=Landing Area
p_protectandresupply_obj_marker_03e3=Turn in at Kiosk
p_protectandresupply_obj_marker_03e4=Supply Ship
p_protectandresupply_obj_marker_03e5=Locate Supply Ship
p_protectandresupply_obj_marker_04=XenoThreat Idris
p_protectandresupply_obj_short_01=Report to Naval Station Jericho
p_protectandresupply_obj_short_02=Recover Supplies or Engage XenoThreat
p_protectandresupply_obj_short_03=Recover Supplies from Wreckage
p_protectandresupply_obj_short_03d=Provide Combat Support for Recovery Ships
p_protectandresupply_obj_short_03e=Deliver Supplies to Jericho Station
p_protectandresupply_obj_short_04=Repel XenoThreat Assault
p_protectandresupply_title=CDF ALERT: Xenothreat Ambush - Support Needed
p_protectandresupply_wreck_000=Wreckage
p_protectandresupply_wreck_001=Supply Ship Alpha
p_protectandresupply_wreck_002=Supply Ship Bravo
p_protectandresupply_wreck_003=Supply Ship Charlie
p_protectandresupply_wreck_004=Supply Ship Delta
p_protectandresupply_wreck_005=Supply Ship Echo
p_protectandresupply_wreck_006=Supply Ship Foxtrot
p_protectandresupply_wreck_007=Supply Ship Golf
p_protectandresupply_wreck_008=Supply Ship Hotel
p_protectandresupply_wreck_009=Supply Ship India
p_protectandresupply_wreck_010=Supply Ship Juliet
p_protectandresupply_wreck_011=Supply Ship Kilo
p_protectandresupply_wreck_012=Supply Ship Lima
p_protectandresupply_wreck_013=Supply Ship Mike
p_protectandresupply_wreck_014=Supply Ship November
p_protectandresupply_wreck_015=Supply Ship Papa
p_protectandresupply_wreck_016=Supply Ship Oscar
p_protectandresupply_wreck_017=Supply Ship Quebec
p_protectandresupply_wreck_018=Supply Ship Romeo
p_protectandresupply_wreck_019=Supply Ship Sierra
p_protectandresupply_wreck_020=Supply Ship Tango
p_protectandresupply_wreck_021=Supply Ship Uniform
p_showdown_PreXeno_desc=Attention, Naval forces have regrouped for the final assault that XenoThreat have been planning. The Navy has officially requested any CDF volunteers to help provide combat support in this final push to secure our system. This will include volunteers outside of those who have participated in the Overdrive Initiative.\n\nSAIC Rowena Dulli from the Advocacy is the official attaché to the CDF and will be running the operation.\n\nIf successful, this will complete this Overdrive Initiative series and you will receive temporary access to the F7A Hornets or a free upgrade if you currently own an F7C.
p_showdown_PreXeno_title=Overdrive Initative: Attack on XenoThreat
p_showdown_desc=*FOR IMMEDIATE SYSTEM-WIDE RELEASE*\n\nAttention, Naval forces have regrouped for a final assault on the XenoThreat outlaw pack that have been plaguing Stanton System. The Navy has officially requested for any CDF volunteers to help provide combat support in this final push to secure our system.\n\nSAIC Rowena Dulli from the Advocacy is the official attaché to the CDF and will be running the operation.
p_showdown_from=CIVILIAN DEFENSE FORCE INITIATIVE
p_showdown_obj_display_00=Protect Javelin During Launch Prep
p_showdown_obj_display_01=Report for Battle
p_showdown_obj_display_02=Repel XenoThreat
p_showdown_obj_display_02A=Board Idris and Neutralize XenoThreat Leader
p_showdown_obj_display_02B=Destroy the Idris
p_showdown_obj_long_00=Protect the Javelin as it prepares to launch from INS Jericho at the Pyro Gateway.
p_showdown_obj_long_01=Report for final showdown against XenoThreat forces.
p_showdown_obj_long_02=Repel XenoThreat by destroying their capital ship and support fighters.
p_showdown_obj_long_02A=Board the Idris and neutralize the XenoThreat leader.
p_showdown_obj_long_02B=Destroy the Idris and any supporting XenoThreat ships.
p_showdown_obj_marker_00=Javelin
p_showdown_obj_marker_01=Wreck Site
p_showdown_obj_marker_02=XenoThreat Capital Ship
p_showdown_obj_marker_03=XenoThreat Capital Ship
p_showdown_obj_short_00=Protect Javelin During Launch Prep
p_showdown_obj_short_01=Report for Battle
p_showdown_obj_short_02=Showdown with XenoThreat Forces
p_showdown_obj_short_02A=Board Idris to Neutralize XenoThreat Leader
p_showdown_obj_short_02B=Destroy the Idris
p_showdown_title=CDF ALERT: Attack on XenoThreat
panel_call=CALL
panel_close=CLOSE
panel_down=DOWN
panel_lock=LOCK
panel_open=OPEN
panel_up=UP
pause_Cancel=Cancel
pause_ChromaticAberration=Chromatic Aberration
pause_CommsWizard_CameraSetup=Camera Setup
pause_CommsWizard_FPS=FPS
pause_CommsWizard_FeedUnavailable=Feed Unavailable
pause_CommsWizard_HeadtrackingSetup=Head Tracking Setup
pause_CommsWizard_Recording=Recording
pause_CommsWizard_SelectCamera=Select A Video Recording Device
pause_CommsWizard_SelectHeadtrackingSource=Select A Head Tracking Source
pause_CommsWizard_SelectMicrophone=Select An Audio Recording Device
pause_CommsWizard_SetMicrophoneVolume=Set Audio Recording Volume
pause_CommsWizard_Test=Test Microphone
pause_CommsWizard_VoiceSetup=Audio Communication Setup
pause_Confirm=Confirm
pause_FilmGrain=Film Grain
pause_ForegroundMainMenuButtonAc=ARENA COMMANDER
pause_ForegroundMainMenuButtonBack=RESUME
pause_ForegroundMainMenuButtonEA=ELECTRONIC ACCESS
pause_ForegroundMainMenuButtonExit=QUIT GAME
pause_ForegroundMainMenuButtonExitToMenu=EXIT TO MENU
pause_ForegroundMainMenuButtonFrontend=Frontend
pause_ForegroundMainMenuButtonHangar=GO TO HANGAR
pause_ForegroundMainMenuButtonOptions=OPTIONS
pause_ForegroundMainMenuButtonReturnToGame=RETURN TO GAME
pause_ForegroundMainMenuButtonTutorial=BASIC TRAINING
pause_ForegroundMainMenuButtonUniverse=UNIVERSE
pause_ForegroundMainMenuScreenDesc=
pause_ForegroundMainMenuScreenName=MAIN MENU
pause_ForegroundOptionMenuButtonApply=APPLY
pause_ForegroundOptionMenuButtonAudio=AUDIO
pause_ForegroundOptionMenuButtonBack=BACK
pause_ForegroundOptionMenuButtonCommsSettings=COMMS, FOIP & HEAD TRACKING
pause_ForegroundOptionMenuButtonControls=CONTROLS
pause_ForegroundOptionMenuButtonGameSettings=GAME SETTINGS
pause_ForegroundOptionMenuButtonGraphics=GRAPHICS
pause_ForegroundOptionMenuButtonKeyBinding=KEYBINDINGS
pause_ForegroundOptionMenuButtonOption=Option Test
pause_ForegroundOptionMenuButtonReset=RESET
pause_ForegroundOptionMenuScreenDesc=
pause_ForegroundOptionMenuScreenName=OPTIONS MENU
pause_KeybindingConfirmPopUpTitle=That input is already used by the following. Is this OK?
pause_MotionBlur=Motion Blur
pause_No=No
pause_OptionChangeWaitPopUpText=The new option value is being applied
pause_OptionChangeWaitPopUpTextRevert=Do you want to keep this new value? The change will automatically be reverted in %i %s
pause_OptionChangeWaitPopUpTitle=PLEASE WAIT
pause_OptionChangeWaitPopUpTitleRevert=OPTION VALUE APPLIED
pause_OptionsABToggle=Boost Toggle
pause_OptionsAudioCameraShakeStrength=Audio-Driven Camera Shake Strength
pause_OptionsAudioFullShipVerbosity=Full
pause_OptionsAudioHighShipVerbosity=High
pause_OptionsAudioIgnoreWindowFocus=Play Audio when Game in Background
pause_OptionsAudioLowShipVerbosity=Low
pause_OptionsAudioMediumShipVerbosity=Medium
pause_OptionsAudioPanningRule=Device Optimization
pause_OptionsAudioPanningRuleHeadphones=Headphones
pause_OptionsAudioPanningRuleSpeakers=Speakers
pause_OptionsAudioShipVerbosityOff=Off
pause_OptionsAutoZoomOnSelectedTarget=Vehicles - Targeting - Enable Auto Zoom On Locked Target
pause_OptionsAutoZoomOnSelectedTargetStrength=Vehicles - Targeting - Max Auto Zoom Level
pause_OptionsBombsDesiredImpactPointContextualLookDirection=Look Direction Only in Free Look
pause_OptionsBombsDesiredImpactPointDirection=Bombs - Desired Impact Point Direction
pause_OptionsBombsDesiredImpactPointUseFixedAim=Fixed Aim Direction Always
pause_OptionsBombsDesiredImpactPointUseLookDirection=Look Direction Always
pause_OptionsBrakeBoost=Space Brake Uses Boost
pause_OptionsBrightness=Brightness (SDR)
pause_OptionsCalibrate=Calibrate
pause_OptionsCalibrateFOIP=Faceware - Calibrate FOIP (Camera must be connected!)
pause_OptionsCalibrateFOIPDesc=Recalibrates the camera when Faceware is being used.
pause_OptionsCameraSpringMovement=Camera Spring Movement
pause_OptionsCinematicCameras=Cinematic Cameras
pause_OptionsCockpitAudioSubtitles=Cockpit Audio Subtitles
pause_OptionsCommsCallsNotifications=Social - Comms Calls Notifications
pause_OptionsCommsCallsNotifications_Anyone=From Anyone
pause_OptionsCommsCallsNotifications_FriendsOnly=Friends Only
pause_OptionsComstabDefaultOn=Flight - Comstab Defaults On
pause_OptionsContextualDialogSubtitles=Contextual Dialog Subtitles
pause_OptionsContrast=Contrast (SDR)
pause_OptionsControlHints=Control Hints
pause_OptionsCoupledDefaultOn=Flight - Coupled Mode Defaults On
pause_OptionsCoupledToggle=Flight - Coupled Mode Toggle
pause_OptionsCrosshairMode=Crosshair Mode
pause_OptionsCrosshairMode_AlwaysOff=Always Off
pause_OptionsCrosshairMode_AlwaysOn=Always On
pause_OptionsCrosshairMode_InCombat=In Combat
pause_OptionsCrosshairOpacity=Crosshair Opacity
pause_OptionsCrouchToggle=Crouch Toggle
pause_OptionsCurrencyTransferNotifcations,P=Social - Currency Transfer Notifications
pause_OptionsCurrencyTransferNotifcations_Anyone=From Anyone
pause_OptionsCurrencyTransferNotifcations_FriendsOnly=Friends Only
pause_OptionsDefaultConvergenceDistance=Vehicles - Weapons - Default Convergence Distance
pause_OptionsDefualtWeaponsGimbalModeAuto=Auto
pause_OptionsDefualtWeaponsGimbalModeFixed=Fixed
pause_OptionsDefualtWeaponsGimbalModeManual=Manual
pause_OptionsDisableGsafeBoost=Flight - GSafe - Disable When Boosting
pause_OptionsDisableVOIP=Disable VOIP
pause_OptionsDynamicRange=Dynamic Range
pause_OptionsEnableCombatMusic=Combat Music
pause_OptionsEnableDirectThrottle=Enable Direct Throttle
pause_OptionsEnableFOIP=Faceware - Enable FOIP (Facial tracking)
pause_OptionsEnableFOIPDesc=Enables facial tracking via Faceware technology. A web cam must be connected.
pause_OptionsEnableRaceCommentary=Race Mode Commentary
pause_OptionsFOIPEnableFreeLook=Enable Free Look
pause_OptionsFOIPEnableFreeLookOnlyWhileSeated=Enable Free Look Only When Seated
pause_OptionsFOV=Field Of View
pause_OptionsFacewareNotRecommended=CPU intense!
pause_OptionsFacewareRecommended=Recommended
pause_OptionsFlashSoundVolume=Flash Video Sound Volume
pause_OptionsFlightESP=Flight Targeting E.S.P.
pause_OptionsFlightLagPipReticle=Lag
pause_OptionsFlightLeadPipReticle=Lead
pause_OptionsFlightPipReticle=Vehicles - Targeting - PIP Reticle
pause_OptionsFlightProximityAssist=Enable Flight Proximity Assist
pause_OptionsFlightProximityAssistEnabled=Flight - Proximity Assist Defaults On
pause_OptionsFlightSpacebrakeEngagesBoost=Flight - Spacebrake Engages Boost
pause_OptionsFlightSpeedLimiterDefaultOn=Flight - Speed Limiter Defaults On
pause_OptionsFoIPCamera=Faceware - Camera Selection
pause_OptionsFoIPCameraMode=Faceware - Camera Device (* = recommended, prefer MJPG!)
pause_OptionsFoIPCameraModeDesc=Allows you to select the camera plus resolution and FPS. Entries below 30 fps, below 320 pixels width or above 1920 pixels width are excluded. The higher resolution and fps are, the more of a performance impact you will see.
pause_OptionsFoIPCameraRotation=Faceware - Camera Rotation
pause_OptionsFoipPreoptimization=Faceware - Pre-Optimize (turning it off will be slow!)
pause_OptionsFoipPreoptimizationDesc=Renders the image down before face tracking is executed
pause_OptionsFoipRotation_0=No rotation
pause_OptionsFoipRotation_180=180 degrees
pause_OptionsFoipRotation_270=270 degrees
pause_OptionsFoipRotation_90=90 degrees
pause_OptionsFriendRequests=Social - Friend Requests
pause_OptionsFriendRequestsNotifications=Social - Friend Request Notifications
pause_OptionsFriendRequestsNotifications_Disabled=Disabled
pause_OptionsFriendRequestsNotifications_Enabled=Enabled
pause_OptionsFriendRequests_Disabled=Disabled
pause_OptionsFriendRequests_Enabled=Enabled
pause_OptionsFullAudioDynamicRange=Full Range
pause_OptionsGForceHeadBobAdsModifier=G-Force Induced Head-Bob - ADS Modifier
pause_OptionsGForceHeadBobScale=G-Force Induced Head Movement
pause_OptionsGForceZoomScale=G-Force Induced Afterburner Zoom
pause_OptionsGamma=Gamma (SDR)
pause_OptionsGraphicsRenderer=Graphics Renderer
pause_OptionsGraphicsRenderer_Desc=Determines which Graphics API will be used for rendering (Requires Game Restart).
pause_OptionsGraphics_RequireRestartText=Change requires a game restart before taking effect
pause_OptionsGraphics_RequireRestartTitle=RESTART REQUIRED
pause_OptionsGroundVehDefualtWeaponsGimbalMode=Vehicles - Ground - Weapons - Gimbal Mode - Default
pause_OptionsGsafeDefaultOn=Flight - GSafe - Defaults On
pause_OptionsHDR,P=HDR (Experimental)
pause_OptionsHDRMaxBrightness,P=HDR Peak Brightness
pause_OptionsHDRReferenceWhite,P=HDR Brightness (Ref-White)
pause_OptionsHangar=Hangar
pause_OptionsHeadMotionShake=Third Person Traversal Camera Shake
pause_OptionsHeadTrackingFaceWareAdaptiveSmoothingThreshold=Head Tracking - Faceware - Smoothing Threshold (degrees)
pause_OptionsHeadTrackingFaceWareDeadzone=Head Tracking - Faceware - Threshold (degrees)
pause_OptionsHeadTrackingFaceWareDeadzoneCenter=Head Tracking - Faceware - Forward Dead Zone (degrees)
pause_OptionsHeadTrackingFaceWareDeadzoneOffset=Head Tracking - Faceware - Tracking Threshold (degrees)
pause_OptionsHeadTrackingFaceWarePositionMultiplier=Head Tracking - Faceware - 3rd Person Camera Position Scale
pause_OptionsHeadTrackingFaceWareSmoothing=Head Tracking - Faceware - Smoothing Speed
pause_OptionsHeadTrackingHoldUseRaw=Head Tracking - Hold - Use Raw Device Input (Ignores Calibrate)
pause_OptionsHeadTrackingHoldUseRawDuringHold=Head Tracking - General - Hold - Use Device Offset
pause_OptionsHeadTrackingInactivityTime=Head Tracking - General - Disable after x seconds of missing input
pause_OptionsHeadTrackingPitchMaxAngle=Head Tracking - Faceware - Max Angle - Pitch
pause_OptionsHeadTrackingPitchMultiplier=Head Tracking - Faceware - Sensitivity - Pitch
pause_OptionsHeadTrackingPitchSensitivity=Head Tracking - Faceware - Sensitivity - Pitch
pause_OptionsHeadTrackingRollMaxAngle=Head Tracking - Faceware - Max Angle - Roll
pause_OptionsHeadTrackingRollMultiplier=Head Tracking - Faceware - Sensitivity - Roll
pause_OptionsHeadTrackingRollSensitivity=Head Tracking - Faceware - Sensitivity - Roll
pause_OptionsHeadTrackingToggleUseRaw=Head Tracking - Toggle - Use Raw Device Input (Ignores Calibrate)
pause_OptionsHeadTrackingYawMaxAngle=Head Tracking - Faceware - Max Angle - Yaw
pause_OptionsHeadTrackingYawMultiplier=Head Tracking - Faceware - Sensitivity - Yaw
pause_OptionsHeadTrackingYawSensitivity=Head Tracking - Faceware - Sensitivity - Yaw
pause_OptionsHeadtrackingEnableRoll=Head Tracking - Enable Rolling (Seated Only!)
pause_OptionsHeadtrackingEnableRollFPS=Head Tracking - General - Enable Roll in FPS
pause_OptionsHeadtrackingEnableRollSeat=Head Tracking - General - Enable Roll in Seats
pause_OptionsHeadtrackingSeatPositionOffsetEnabled=Head Tracking - General - Use Position Offsets in Cockpits
pause_OptionsHeadtrackingSource=Head Tracking - General - Source
pause_OptionsHeadtrackingSourceDebug=Debug Device
pause_OptionsHeadtrackingSourceDisabled=Disabled - No source
pause_OptionsHeadtrackingSourceEyeX=EyeX
pause_OptionsHeadtrackingSourceFaceware=Faceware (FOIP must be enabled!)
pause_OptionsHeadtrackingSourceHMD=HMD
pause_OptionsHeadtrackingSourceHeadTracker=Proprietary Device (TrackIR, etc.)
pause_OptionsHeadtrackingSourceTobii=Tobii
pause_OptionsHeadtrackingSourceTrackIR=TrackIR
pause_OptionsHeadtrackingThirdPersonDisableDuringInventory=Head Tracking - General - External View - Disabled In Inventory
pause_OptionsHeadtrackingToggleAutoCalibrate=Head Tracking - General - Toggle - Auto Recalibrate
pause_OptionsHeadtrackingToggleDisableDuringADS=Head Tracking - General - Disable During ADS
pause_OptionsHeadtrackingToggleDisableDuringIM=Head Tracking - General - Toggle - Disable During Interaction Mode
pause_OptionsHeadtrackingToggleDisableDuringMobiGlas=Head Tracking - General - Toggle - Disable During mobiGlas
pause_OptionsHeadtrackingToggleDisableDuringSeat=Head Tracking - General - Toggle - Disable While Seated
pause_OptionsHeadtrackingToggleDisableDuringWalking=Head Tracking - General - Toggle - Disable During FPS
pause_OptionsHeadtrackingToggleEnabled=Head Tracking - General - Toggle - Enabled 
pause_OptionsHeadtrackingToggleThirdPersonCameraEnabled=Head Tracking - General - External View Toggle Enabled
pause_OptionsHeadtrackingTypeAlways=Always
pause_OptionsHeadtrackingTypeSeatsOnly=Seats only
pause_OptionsHitmarkerMode=Hitmarker enabled
pause_OptionsInteractionHighlightMode=Highlighting Mode
pause_OptionsInteractionHighlightModeAlways=Always
pause_OptionsInteractionHighlightModeInIM=Interaction Mode
pause_OptionsInteractionPromptDisplayInputIcon=Interaction Prompt: Display Input Icon
pause_OptionsInteractionToggle=Interaction Mode Toggle
pause_OptionsInvertController=Invert Controller
pause_OptionsInvertFlightController=Invert Flight Controller
pause_OptionsInvertFlightMouse=Invert Flight Mouse
pause_OptionsInvertMouse=Invert Mouse
pause_OptionsLeanToggle=Lean Toggle
pause_OptionsLevelActivatedVoiceTx=Enable Level-Activated Voice Transmission
pause_OptionsLookAheadAimCursor=Pilot - Look Ahead - Strength - Aiming Cursor
pause_OptionsLookAheadConfigForward=Pilot - Look Ahead - Strength - Forward vector
pause_OptionsLookAheadConfigHorizonAlignment=Pilot - Look Ahead - Strength - Horizon Head Alignment
pause_OptionsLookAheadConfigHorizonLookAt=Pilot - Look Ahead - Strength - Horizon
pause_OptionsLookAheadConfigRoll=Pilot - Look Ahead - Strength - Roll Into Turns
pause_OptionsLookAheadConfigTarget=Pilot - Look Ahead - Strength - Look At Target
pause_OptionsLookAheadConfigVelocityVector=Pilot - Look Ahead - Strength - Velocity Vector
pause_OptionsLookAheadConfigYawPitch=Pilot - Look Ahead - Strength - Look Into Turns
pause_OptionsLookAheadEnabled=Look Ahead Enabled (Pilot / Turret)
pause_OptionsLookAheadJumpPointTunnel=Pilot - Look Ahead - Strength - Jump Point Tunnel
pause_OptionsLookAheadQuantumBoostTarget=Pilot - Look Ahead - Strength - Quantum Boost Target
pause_OptionsLookAheadType=Look Ahead Type
pause_OptionsLookAheadTypeDefault=Experimental
pause_OptionsLookAheadTypeLegacy=Legacy
pause_OptionsLookAheadVjoy=Pilot - Look Ahead - Strength - VJoy
pause_OptionsLookAhead_Turret_Forward=Turrets - Look Ahead - Strength - Forward vector
pause_OptionsLookAhead_Turret_PitchYaw=Turrets - Look Ahead - Strength - Movement
pause_OptionsLookAhead_Turret_TargetTracking=Turrets - Look Ahead -Strength - Target Tracking
pause_OptionsLookAhead_Turret_VJoy=Turrets - Look Ahead - Strength - VJoy
pause_OptionsManualGimbalDefault=Vehicles - Weapons - Gimbal Mode - Manual - Default Slaving
pause_OptionsManualGimbalDefaultSlaveToLook=Use Look Direction
pause_OptionsManualGimbalDefaultSlaveToVJoy=Use VJoy
pause_OptionsManualGimbalFreeLook=Vehicles - Weapons - Gimbal Mode - Manual - Free Look Slaving
pause_OptionsManualGimbalFreeLookForceSlaveToLook=Force Using Look Direction
pause_OptionsManualGimbalFreeLookForceSlaveToVjoy=Force Using to VJoy
pause_OptionsManualGimbalFreeLookSameAsDefault=Same As Default
pause_OptionsMasterVolume=Master Volume
pause_OptionsMediumAudioDynamicRange=Medium Range
pause_OptionsMicrophoneDevice=Microphone Device (* OS Default, ! unplugged)
pause_OptionsMicrophoneVolume=Microphone Volume
pause_OptionsMinimumAudioDynamicRange=Minimum Range
pause_OptionsMissileIncreaseCountLoop=Missiles - Armed Missile Count Can Loop
pause_OptionsMouseADSSensitivity=Mouse Sensitivity - ADS - %
pause_OptionsMouseADSSensitivityZoomMultiplier=Mouse Sensitivity - ADS - Zoom Scaling %
pause_OptionsMouseADSSensitivityZoomMultiplierToggle=Mouse Sensitivity - ADS - Zoom Scaling Enabled
pause_OptionsMouseAcceleration=Mouse Acceleration
pause_OptionsMouseSensitivity=Mouse Sensitivity
pause_OptionsMouseSmoothing=Mouse Smoothing
pause_OptionsMusicVolume=Music Volume
pause_OptionsMuteMicrophone=Mute Microphone
pause_OptionsPartyInvitesNotifications=Social - Party Invite Notifications
pause_OptionsPartyInvitesNotifications_Anyone=From Anyone
pause_OptionsPartyInvitesNotifications_FriendsOnly=Friends Only
pause_OptionsPartyNameplateDistance=Party Nameplate Distance
pause_OptionsPlanetVolumetricClouds=Planet Volumetric Clouds
pause_OptionsProneToggle=Prone Toggle
pause_OptionsQRCode=Session Information QR Code
pause_OptionsQuality=Quality
pause_OptionsResolution=Resolution
pause_OptionsSCMsafeDefaultOn=Flight - SCM Safety Defaults On
pause_OptionsScatterDist=Scattered Object Distance
pause_OptionsScreenSpaceShadows=Screen Space Shadows
pause_OptionsShake=Global Camera Shake
pause_OptionsShipComputerSpeechVolume=Ship Computer Speech Volume
pause_OptionsShipComputerVerbosity=Ship Computer Verbosity
pause_OptionsShipEntryLabelsEnabled=Ship Entry Labels Enabled
pause_OptionsShowContactDistance=Show Contact Distance
pause_OptionsShowContactFriendlyNameplate=Show Friendly Contact Nameplate
pause_OptionsShowContactNeutralHostileNameplate=Show Neutral/Hostile Contact Nameplate
pause_OptionsShowContactPartyNameplate=Show Party Contact Nameplate
pause_OptionsShowEmissionsText=Emissions HUD - Display Signature Values
pause_OptionsShowHints=Show Hints
pause_OptionsShowPartyNameplate=Show Party Nameplate
pause_OptionsSimulationAnnouncerVolume=Simulation Announcer Volume
pause_OptionsSoundEffectsVolume=Sound Effects Volume
pause_OptionsSpaceshipDefualtWeaponsGimbalMode=Vehicles - Spaceship - Weapons - Gimbal Mode - Default
pause_OptionsSpeakerVolume=VOIP Audio Volume
pause_OptionsSpeechVolume=Speech Volume
pause_OptionsSpeedLimiterDefaultOn=Speed Limiter Defaults On
pause_OptionsSpeedThrottleMode=Default Movement Speed Select On
pause_OptionsSprintToggle=Sprint Toggle
pause_OptionsTargetingAutoSelectionBehaviour=Vehicles - Targeting - Auto Selection Behavior
pause_OptionsTargetingAutoSelectionUseLookDirection=Use Look Direction
pause_OptionsTargetingAutoSelectionUseVJoy=Use VJoy
pause_OptionsTargetingPinnedOverflowBehaviour=Vehicles - Targeting - Pinning - Overflow Behavior
pause_OptionsTargetingPinnedOverflowDisabled=Overflow Disabled
pause_OptionsTargetingPinnedOverflowEnabled=Overflow Enabled
pause_OptionsTargetingShowDistance=Vehicles - Targeting - Locked - Show Distance
pause_OptionsTargetingShowHeading=Vehicles - Targeting - Locked - Show Heading
pause_OptionsTargetingShowName=Vehicles - Targeting - Locked - Show Name
pause_OptionsTargetingShowTrail=Vehicles - Targeting - Locked - Show Trail
pause_OptionsTemporalSupersampling=Temporal Supersampling
pause_OptionsTerrainTessDist=Terrain Tessellation Distance
pause_OptionsTextInputRepeatDelay=Text Input Repeat Delay
pause_OptionsTextInputRepeatRate=Text Input Repeat Rate
pause_OptionsThrustInvertToggle=Flight - HOTAS Thrust Invert Toggle
pause_OptionsTobiiGazeInputCameraBoost=Camera Boost (Disables Input Mix)
pause_OptionsTobiiGazeInputInputMix=Input Mix (Disables Camera Boost)
pause_OptionsUIAspectModifier=UI - Aspect Modifier
pause_OptionsUpscaling=Upscaling
pause_OptionsUpscalingTechnique=Upscaling Technique
pause_OptionsUseOperatingSystemMicrophone=Use Operating System Default
pause_OptionsVOIPVolume=VOIP receive / output Volume
pause_OptionsVibration=Vibration
pause_OptionsVoiceLevelOffThreshold=Voice Level Off Threshold (dB)
pause_OptionsVoiceLevelOnThreshold=Voice Level On Threshold (dB)
pause_OptionsWaterMaxRegionSims=Water - Number of Simulated Regions
pause_OptionsWeaponMountUseFPSRotation=Weapon Mount - Use FPS-Style Mouse Rotation (Instead of Turret)
pause_OptionsWeaponsAutoPreferred=Vehicles - Weapons - Gimbal Mode - Auto - Defaults On If Available
pause_OptionsWeaponsFixedIsDefault=Vehicles - Weapons - Gimbal Mode - Fixed - Defaults On
pause_OptionsWindowMode=Window Mode
pause_OptionsZoomToggle=Aim Down Sights Toggle
pause_Options_Esp_DampeningCurvature=Enhanced Stick Precision Damping Curvature
pause_Options_Esp_ZoneSize=Enhanced Stick Precision Zone Size (degrees)
pause_Options_PitchLadder=Pilot - Default Pitch Ladder Mode
pause_Options_PitchLadderForwardHudOnly=Vehicle HUD
pause_Options_PitchLadderMixed=Mixed
pause_Options_PitchLadderOff=Off
pause_Options_PitchLadderViewDirectionOnly=Look Direction
pause_Options_salvage_aim_nudge_sensitivity=Salvage - Aim Nudge Sensitivity
pause_Options_salvage_free_gimbal_locks_rotation,P=Salvage - Mouse Input - Lock vehicle rotation when using free gimbal in salvage mode
pause_Options_targeting_crosshair_animation_enabled=Vehicles - Targeting - Enable Crosshair Animation
pause_Options_tractor_beam_rotation_mode=Tractor Beam -Rotate using object space instead of player space
pause_Options_turret_esp_dampening=Turret E.S.P. - Dampening Curvature
pause_Options_turret_esp_default_on=Turret E.S.P. - Enabled By Default
pause_Options_turret_esp_zone=Turret E.S.P. - Zone Size (degrees)
pause_Options_turret_esp_zone_inner=Turret E.S.P. - Inner Zone Size (percent of zone size)
pause_Options_turret_esp_zone_outer=Turret E.S.P. - Zone Size (degrees)
pause_Options_turret_relative_mouse_mode_is_default=Turrets - Mouse Input - Defaults to Relative Mouse Mode
pause_Options_velocity_indicator_display=Pilot - Velocity Indicator
pause_Options_velocity_indicator_display_always_off=Always Off
pause_Options_velocity_indicator_display_always_on=Always On
pause_Options_velocity_indicator_display_fading=Fading
pause_Options_vjoy_mgv_deadzone=Driver - VJoy - Mouse Deadzone (% of the range)
pause_Options_vjoy_mgv_range_pitch=Driver - VJoy - Range Pitch (degrees)
pause_Options_vjoy_mgv_range_yaw=Driver - VJoy - Range Yaw (degrees)
pause_Options_vjoy_pilot_deadzone=Pilot - VJoy - Mouse Deadzone (% of the range)
pause_Options_vjoy_pilot_draw_deadzone=VJoy - Show deadzone for mouse
pause_Options_vjoy_pilot_range_pitch=Pilot - VJoy - Range Pitch (degrees)
pause_Options_vjoy_pilot_range_yaw=Pilot - VJoy - Range Yaw (degrees)
pause_Options_vjoy_pilot_visibility=VJoy - Visibility
pause_Options_vjoy_turret_deadzone=Turrets - VJoy - Mouse Deadzone (% of the range)
pause_Options_vjoy_turret_draw_deadzone=Turrets - VJoy - Deadzone
pause_Options_vjoy_turret_range_pitch=Turrets - VJoy - Range Pitch (degrees)
pause_Options_vjoy_turret_range_yaw=Turrets - VJoy - Range Yaw (degrees)
pause_Options_vjoy_turret_visibility=Turrets - VJoy - Visibility
pause_Options_vjoy_visibility_always=Always Visible
pause_Options_vjoy_visibility_mouse_input_only=Visible only with mouse input
pause_Options_vjoy_visibility_never=Disabled
pause_PopupExitToMenuDesc=Please confirm your choice.
pause_PopupHangarExitDesc=Are you sure that you want to go to your Hangar?
pause_PopupHangarExitTitle=Go to Hangar
pause_PopupMenuExitToMenuTitle=Exit to Menu
pause_Sharpening=Sharpening
pause_SubtitlesEnabled=Subtitles Enabled
pause_VSync=VSync
pause_WeaponAimAutoLockChase=Snap Aim Pip To Target
pause_WeaponGimbalLockToggle=Weapon Gimbal Lock Defaults On
pause_Yes=Yes
pause_options_auto_gimbal_mode=Aiming - Auto Gimbal Display
pause_options_auto_gimbal_mode_on_pip=On Average PIP
pause_options_auto_gimbal_mode_on_target=On Target With Gimbal Indicators
pause_options_esp_dampening_curvature=Pilot E.S.P. - Dampening Curvature
pause_options_esp_strength=Pilot E.S.P. - Strength
pause_options_esp_zone_outer=Pilot E.S.P. - Zone Size (degrees)
pause_options_faceware_couple_position_offset_to_orientation=Head Tracking - Faceware - Position Offset Based On Rotation
pause_options_faceware_position_deadzone_forward_back=Head Tracking - Faceware - Position - Dead Zone Forward / Back
pause_options_faceware_position_deadzone_left_right=Head Tracking - Faceware - Position - Dead Zone Left / Right
pause_options_faceware_position_deadzone_up_down=Head Tracking - Faceware - Position - Dead Zone Up / Down
pause_options_faceware_position_scale=Head Tracking - Faceware - Position - Input Scale
pause_options_flight_rel_throttle_threshold=Pilot - Relative Throttle - Axis Crossing Trap Threshold
pause_options_flight_rel_throttle_trap_time=Pilot - Relative Throttle - Axis Crossing Trap Time (sec)
pause_options_guns_fallback_convergence=Guns - Fallback Convergence Distance (meters)
pause_options_head_tracking_faceware_rotation_deadzone_pitch=Head Tracking - Faceware - Dead Zone - Pitch
pause_options_head_tracking_faceware_rotation_deadzone_roll=Head Tracking - Faceware - Dead Zone - Roll
pause_options_head_tracking_faceware_rotation_deadzone_yaw=Head Tracking - Faceware - Dead Zone - Yaw
pause_options_head_tracking_tobii_couple_position_offset_to_orientation=Head Tracking - Tobii - Position Offset Based On Rotation
pause_options_head_tracking_tobii_enabled=Head Tracking - Tobii - Extended View Enabled
pause_options_head_tracking_tobii_gaze_bomb_desired_impact_point=Head Tracking - Tobii - Gaze Based Desired Impact Point
pause_options_head_tracking_tobii_gaze_missile_lock=Head Tracking - Tobii - Gaze Based Missile Lock
pause_options_head_tracking_tobii_gaze_target_selection=Head Tracking - Tobii - Gaze Based Target Selection
pause_options_head_tracking_tobii_position_deadzone_x=Head Tracking - Tobii - Position - Dead Zone Left / Right
pause_options_head_tracking_tobii_position_deadzone_y=Head Tracking - Tobii - Position - Dead Zone Forward / Back
pause_options_head_tracking_tobii_position_deadzone_z=Head Tracking - Tobii - Position - Dead Zone Up / Down
pause_options_head_tracking_tobii_position_scale=Head Tracking - Tobii - Position - Input Scale
pause_options_head_tracking_tobii_profile0_camera_boost_gaze_deadzone=Head Tracking - Tobii - Seat - Camera Boost Deadzone
pause_options_head_tracking_tobii_profile0_camera_boost_value=Head Tracking - Tobii - Seat - Camera Boost Value
pause_options_head_tracking_tobii_profile0_eye_head_tracking_ratio=Head Tracking - Tobii - Seat - Input Mix (0: Gaze, 1: Head)
pause_options_head_tracking_tobii_profile0_gaze_input_method=Head Tracking - Tobii - Seat - Input Gaze Method
pause_options_head_tracking_tobii_profile0_gaze_responsiveness=Head Tracking - Tobii - Seat - Input Mix Gaze Responsiveness
pause_options_head_tracking_tobii_profile0_head_center_stabilization=Head Tracking - Tobii - Seat - Center Stabilization
pause_options_head_tracking_tobii_profile0_head_sensitivity_pitch=Head Tracking - Tobii - Seat - Head Sensitivity Pitch
pause_options_head_tracking_tobii_profile0_head_sensitivity_roll=Head Tracking - Tobii - Seat - Head Sensitivity Roll
pause_options_head_tracking_tobii_profile0_head_sensitivity_yaw=Head Tracking - Tobii - Seat - Head Sensitivity Yaw
pause_options_head_tracking_tobii_profile0_head_view_auto_center=Head Tracking - Tobii - Seat - Auto Center Enabled
pause_options_head_tracking_tobii_profile1_camera_boost_gaze_deadzone=Head Tracking - Tobii - FPS - Camera Boost Deadzone
pause_options_head_tracking_tobii_profile1_camera_boost_value=Head Tracking - Tobii - FPS - Camera Boost Value
pause_options_head_tracking_tobii_profile1_camera_boost_value_0=Head Tracking - Tobii - FPS - Camera Boost Value
pause_options_head_tracking_tobii_profile1_eye_head_tracking_ratio=Head Tracking - Tobii - FPS - Input Mix (0: Gaze, 1: Head)
pause_options_head_tracking_tobii_profile1_gaze_input_method=Head Tracking - Tobii - FPS - Input Gaze Method
pause_options_head_tracking_tobii_profile1_gaze_responsiveness=Head Tracking - Tobii - FPS - Input Mix Gaze Responsiveness
pause_options_head_tracking_tobii_profile1_head_center_stabilization=Head Tracking - Tobii - FPS - Center Stabilization
pause_options_head_tracking_tobii_profile1_head_sensitivity_pitch=Head Tracking - Tobii - FPS - Head Sensitivity Pitch
pause_options_head_tracking_tobii_profile1_head_sensitivity_roll=Head Tracking - Tobii - FPS - Head Sensitivity Roll
pause_options_head_tracking_tobii_profile1_head_sensitivity_yaw=Head Tracking - Tobii - FPS - Head Sensitivity Yaw
pause_options_head_tracking_tobii_profile1_head_view_auto_center=Head Tracking - Tobii - FPS - Auto Center Enabled
pause_options_headtracking_global_smoothing_position=Head Tracking - General - Global Smoothing - Position
pause_options_headtracking_global_smoothing_rotation=Head Tracking - General - Global Smoothing - Rotation
pause_options_look_ahead_auto_padlock_enabled=Pilot / Driver / Turret - Automatically Enable Target Padlock
pause_options_look_ahead_dampening_zone=Look Ahead - Dampening Zone
pause_options_look_ahead_mgv_enabled=Driver - Look Ahead - Enabled
pause_options_look_ahead_mgv_forward=Driver - Look Ahead - Strength - Forward
pause_options_look_ahead_mgv_horizon_alignment=Driver - Look Ahead - Strength - Horizon Alignment
pause_options_look_ahead_mgv_pitch_yaw=Driver - Look Ahead - Strength - Look Into Turns
pause_options_look_ahead_mgv_target_tracking=Driver - Look Ahead - Strength - Target Tracking
pause_options_look_ahead_mgv_vjoy=Driver - Look Ahead - Strength - VJoy
pause_options_look_ahead_ship_enabled=Pilot - Look Ahead - Enabled
pause_options_look_ahead_turret_enabled=Turret - Look Ahead - Enabled
pause_options_look_ahead_turret_forward=Turret - Look Ahead - Strength - Forward Vector
pause_options_look_ahead_turret_pitch_yaw=Turret - Look Ahead - Strength - Look Into Turns
pause_options_look_ahead_turret_target_tracking=Turret - Look Ahead - Strength - Target Tracking
pause_options_look_ahead_turret_vjoy=Turret - Look Ahead - Strength - VJoy
pause_options_mgv_manual_gimbal_default=Driver - Weapons - Manual Gimbal Mode - Default Slaving
pause_options_mgv_manual_gimbal_freelook=Driver - Weapons - Manual Gimbal Mode - Freelook Slaving
pause_options_pip_combined_single_type=Aiming - Default PIP Combination Type
pause_options_pip_lead_lag_type=Aiming - Default Lead / Lag Type
pause_options_spaceship_manual_gimbal_default=Pilot - Weapons - Manual Gimbal Mode - Default Slaving
pause_options_spaceship_manual_gimbal_freelook=Pilot - Weapons - Manual Gimbal Mode - Freelook Slaving
pause_options_vehicle_seat_exit_needs_hold=Vehicles - Exiting Combat Seats Requires Hold (250ms)
pause_options_weapons_pip_all=Average PIP For All Weapons
pause_options_weapons_pip_combined=One PIP Per Weapon Type
pause_options_weapons_pip_single=One PIP Per Weapon
pause_options_weapons_show_precision_lines=Aiming - Show Precision Lines
pause_zoomSpeed=Star Map Zoom Speed
pickanddestroy_obj_display_01a,P=Luca Brunt: Shoot a racer to confirm target
pickanddestroy_obj_display_01b,P=Luca Brunt: Kill ~mission(SubObjective_PickAndDestroyRacer) in %ls
pickanddestroy_obj_display_02,P=Luca Brunt: Finish the race
pickanddestroy_obj_long_01,P=Luca Brunt: UEC ~mission(PickAndDestroyReward) - Pick a target and kill them within the given time and finish the race.
pickanddestroy_obj_long_01a,P=Shoot a racer to confirm target
pickanddestroy_obj_long_01b,P=Kill ~mission(SubObjective_PickAndDestroyRacer) within the given time
pickanddestroy_obj_short_01,P=Pick a target
pickanddestroy_obj_short_01a,P=Shoot a racer to confirm target
pickanddestroy_obj_short_01b,P=Kill ~mission(SubObjective_PickAndDestroyRacer) within time
pit_qswheel_combatThrowables_fromInventory=Stored Throwables
pit_qswheel_consumables_fromInventory=Stored Consumables
pit_qswheel_deployables_fromInventory=Stored Deployables
pit_qswheel_weapons_fromInventory=Stored Weapons & Gadgets
pit_status_ArmLockMasked=Arm Partial Paralysis Alleviated
pit_status_DrugMasking=Drug Masking
pit_status_HeadInjury=Head Injury Severity:
pit_status_LeftArmInjury=Left Arm Injury Severity:
pit_status_LeftLegInjury=Left Leg Injury Severity:
pit_status_MaskedSymptoms=Masked Symptoms;\n
pit_status_ProneLockMasked=Leg Partial Paralysis Alleviated
pit_status_RightArmInjury=Right Arm Injury Severity:
pit_status_RightLegInjury=Right Leg Injury Severity:
pit_status_TorsoInjury=Torso Injury Severity:
pit_weapon_attachments_drop_prompt_cancel=Cancel
pit_weapon_attachments_drop_prompt_caption=Detaching the current attachment will result in it being dropped.
pit_weapon_attachments_drop_prompt_caption_formatted=Detaching %s will result in the attachment being dropped.
pit_weapon_attachments_drop_prompt_confirm=Drop Attachment
pit_weapon_attachments_drop_prompt_label=No Storage Available
pit_weapon_attachments_drop_prompt_title=Attachment Swap Warning
pit_weapon_attachments_scroll=Scroll
planetcollect_drug_danger_0001=Try to keep a low profile. Things have been heating up around here enough as is. 
planetcollect_drug_danger_0002=If you run into any trouble during the run, I'm trusting you can handle yourself. 
planetcollect_drug_danger_0003=Word of warning. From what I hear, security's been increasing their presence in the area. Take the appropriate precautions. 
planetcollect_drug_danger_0004=I'm not expecting anything, but if security does show their face, take care of it. 
planetcollect_drug_danger_0005=I'm expecting you to keep the drop on the lowburn. Don't want any heat on this. 
planetcollect_drug_desc=~mission(Description)
planetcollect_drug_desc_0001=Looks like the ~mission(Client) got a ~mission(Item) shipment that needs to be picked up from ~mission(Location) and taken to ~mission(Destination). ~mission(Timed) ~mission(Danger)
planetcollect_drug_desc_0002=A ~mission(Item) shipment needs to be snagged for the ~mission(Client). The order's waiting at ~mission(Location). Once you got it, drop it at ~mission(Destination). ~mission(Timed) ~mission(Danger)
planetcollect_drug_desc_0003=The ~mission(Client) want a shipment of ~mission(Item) grabbed from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed) ~mission(Danger)
planetcollect_drug_desc_0004=Need someone I can trust to pick up some ~mission(Item) from ~mission(Location) and take the package to ~mission(Destination). ~mission(Timed) ~mission(Danger)
planetcollect_drug_desc_0005=If someone's going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed) ~mission(Danger)
planetcollect_drug_desc_0006=Here's the deal, the ~mission(Client) need a shipment of ~mission(Item) from ~mission(Location). Once you got it, drop it off at ~mission(Destination). ~mission(Timed)~mission(Danger)
planetcollect_drug_desc_0007=You need credits? I need someone to grab ~mission(Item) from ~mission(Location). Easy right? Just take the package to ~mission(Destination) and everybody'll be happy. ~mission(Timed)And just to be perfectly clear, you screw with me on this and you're gonna regret it.
planetcollect_drug_desc_0008=If anybody out there's been looking for an excuse to visit ~mission(Location), this is your lucky day! The ~mission(Client) need their ~mission(Item) picked up and taken to ~mission(Destination). Pretty sweet deal, right? ~mission(Timed)~mission(Danger)
planetcollect_drug_desc_0009=The ~mission(Client) have a bunch of ~mission(Item) they need brought to ~mission(Destination). If you go to ~mission(Location) and pick it up, there's some creds in it for your trouble. ~mission(Timed)
planetcollect_drug_desc_0010=Need a runner. ~mission(Timed)Got a package waiting at ~mission(Location) ready to be brought to ~mission(Destination). ~mission(Danger)
planetcollect_drug_desc_0011=got ~mission(Item) 2 move. U pick up. take 2 ~mission(Destination). ~mission(Client) pay u all da creds!!!!
planetcollect_drug_desc_0012=NEED DRUGS. BRING THEM TO ME.
planetcollect_drug_desc_0013=Got a whole crapton of ~mission(Item) just sitting at ~mission(Location) waiting to be picked up. ~mission(Timed)~mission(Danger)
planetcollect_drug_from=~mission(Contractor)
planetcollect_drug_obj_Display_Pickup_legal=pickup from ~mission(Location)
planetcollect_drug_obj_long_01=Go to ~mission(Location) to pickup the ~mission(Item).
planetcollect_drug_obj_long_02=Grab the crate with the ~mission(Item).
planetcollect_drug_obj_long_03=Deliver the goods to ~mission(Destination).
planetcollect_drug_obj_marker_01=Pickup Site
planetcollect_drug_obj_marker_02=Product
planetcollect_drug_obj_marker_03=Delivery Drop Off
planetcollect_drug_obj_short_01=Go To Pickup Site
planetcollect_drug_obj_short_02=Pick Up Product
planetcollect_drug_obj_short_03=Deliver the Goods
planetcollect_drug_timed_0001=You're gonna be on a clock for this, so move quick. 
planetcollect_drug_timed_0002=Need this done quick, so don't mess around. 
planetcollect_drug_timed_0003=Clients need this delivered pronto, so don't be late. 
planetcollect_drug_timed_0004=The ~mission(Client) need this fast, so make sure you're not late. 
planetcollect_drug_timed_0005=Clock's tickin' on this one. 
planetcollect_drug_title=~mission(Title)
planetcollect_drug_title_0001=Runner Needed
planetcollect_drug_title_0002=Package Delivery
planetcollect_drug_title_0003=Pick Up Needed
planetcollect_drug_title_0004=Delivery Job. No Questions.
planetcollect_drug_title_0005=Hot Drop
planetcollect_drug_title_0006=Grab and Drop
planetcollect_drugs_002=
planetcollect_food_desc=~mission(Description)
planetcollect_food_desc_0001=~mission(Client) has a shipment of ~mission(Item) that it needs picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
planetcollect_food_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). ~mission(Timed)The order will need to be picked up from ~mission(Location) and delivered to ~mission(Destination).
planetcollect_food_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Timed)
planetcollect_food_desc_0004=Need someone to pick up an order of ~mission(Item) from ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
planetcollect_food_desc_0005=If someone is going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed)
planetcollect_food_desc_0006=Delivery Order from ~mission(Client) -\nPick up ~mission(Item) from ~mission(Location).\nTransport to ~mission(Destination).\n~mission(Timed)
planetcollect_food_desc_0007=This job's your basic run of the mill delivery contract. Pick up point is ~mission(Location) and the drop off is ~mission(Destination). You'd be delivering some ~mission(Item). Whole thing's pretty much what you'd expect. ~mission(Timed)
planetcollect_food_from=~mission(Contractor)
planetcollect_food_obj_long_01=Go to ~mission(Location) to pick up cargo.
planetcollect_food_obj_long_02=Pick up ~mission(Item) shipment.
planetcollect_food_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
planetcollect_food_obj_marker_01=Pickup Site
planetcollect_food_obj_marker_02=Cargo
planetcollect_food_obj_marker_03=Delivery Drop Off
planetcollect_food_obj_short_01=Go To Pickup Site
planetcollect_food_obj_short_02=Pick Up Cargo
planetcollect_food_obj_short_03=Deliver the Cargo
planetcollect_food_timed_0001=These are perishable, so speed is important. 
planetcollect_food_timed_0002=The cargo's perishable, so the shipping deadline must be observed. 
planetcollect_food_timed_0003=The delivery has a hard deadline since the cargo is perishable. 
planetcollect_food_timed_0004=Timing is going to be important since this is perishable cargo. 
planetcollect_food_timed_0005=Note: Items are perishable. Delivery must be made in the allotted time. 
planetcollect_food_timed_0006=The ~mission(Item) are expected to arrive while they're still fresh. Please respect the deadline. 
planetcollect_food_title=~mission(Title) (~mission(Item))
planetcollect_food_title_0001=Cargo Transport Needed
planetcollect_food_title_0002=Delivery
planetcollect_food_title_0003=Shipment Transport
planetcollect_food_title_0004=Cargo Delivery
planetcollect_food_title_0005=Delivery Ready For Pick Up
planetcollect_food_title_0006=Scheduled Shipment
planetcollect_food_title_0007=Delivery Needed
planetcollect_food_title_0008=Delivery Opportunity
planetcollect_food_title_0009=Delivery Request
planetcollect_illegalwaste_desc=~mission(Description)
planetcollect_illegalwaste_desc_0001=I need you to pick up a package and get rid of it. ~mission(Timed)\n\nDon't give a crap where you take it as long as it's off-world and no one ever finds it. ~mission(Stops)
planetcollect_illegalwaste_desc_0002=I don't know what happened, and I don't really care, but someone made a pretty big mess and we're looking for a discrete individual to make the problem vanish by disposing of a package. \n\nPretty simple, really. It's not like I'm asking you to ~mission(FakeOut). ~mission(Stops)~mission(Timed)
planetcollect_illegalwaste_desc_0003=Just got an urgent comm from some people I used to run with. They're not saying much but it sounds like they had a pretty serious 'accident.' Want someone to take care of dumping a package off-world. \n\n~mission(Stops)I'd plan on getting your ship's cargo bay washed when this is done. ~mission(Timed)
planetcollect_illegalwaste_desc_0004=Got a request for a cleaner. There's a package wrapped up and ready to drag off-world, just need a ship to take it somewhere that security won't think to look. \n\n~mission(Stops)And don't even think about opening it up. Whatever's in there is better left sealed up. ~mission(Timed)
planetcollect_illegalwaste_desc_0005=Best part of our line of work? You never know what you're going to be doing one day to the next. \n\nTake today for instance. Today you're going to be making a package disappear off-world. ~mission(Stops)~mission(Timed)\n\nHow 'bout that? Who knows what you'll be doing tomorrow, right?
planetcollect_illegalwaste_desc_0006=I need you to ~mission(FakeOut) ... Ha! Wouldn't that be awesome? \n\nKidding aside, I need you to grab a package and dump it off-world. ~mission(Timed) ~mission(Stops)Thanks.
planetcollect_illegalwaste_fakeout_0001=rob the Prime Central Core Bank
planetcollect_illegalwaste_fakeout_0002=kidnap the Imperator
planetcollect_illegalwaste_fakeout_0003=steal a Bengal
planetcollect_illegalwaste_fakeout_0004=infiltrate the Advocacy headquarters
planetcollect_illegalwaste_fakeout_0005=eliminate the Syndicate
planetcollect_illegalwaste_from=~mission(Contractor)
planetcollect_illegalwaste_item_0001=some leftover chemicals
planetcollect_illegalwaste_item_0002=a bunch of toxic sludge
planetcollect_illegalwaste_item_0003=some by-product
planetcollect_illegalwaste_item_0004=some waste
planetcollect_illegalwaste_item_0005=a bunch of trash
planetcollect_illegalwaste_item_0006=some garbage or whatever
planetcollect_illegalwaste_item_0007=an ex-employee
planetcollect_illegalwaste_item_0008=a corpse
planetcollect_illegalwaste_item_0009=a body
planetcollect_illegalwaste_obj_long_01=Go to the collection site to pick up ~mission(Item).
planetcollect_illegalwaste_obj_long_02=Collect the 'trash' for removal.
planetcollect_illegalwaste_obj_long_03=Take the 'trash' and dump off-world.
planetcollect_illegalwaste_obj_long_Location01=Go to ~mission(Location01|Address) and collect ~mission(Item).
planetcollect_illegalwaste_obj_long_Location02=Go to ~mission(Location02|Address) and collect ~mission(Item).
planetcollect_illegalwaste_obj_long_main_01=Remove the waste from the collection sites
planetcollect_illegalwaste_obj_marker_01=Collection Site
planetcollect_illegalwaste_obj_marker_03=Dispose of 'Trash'
planetcollect_illegalwaste_obj_short_01=Go To Collection Site
planetcollect_illegalwaste_obj_short_02=Collect the 'Trash'
planetcollect_illegalwaste_obj_short_03=Dump 'Trash' Off-World
planetcollect_illegalwaste_obj_short_03a='Trash'
planetcollect_illegalwaste_stops_0001=The package in question will be waiting for you at ~mission(Location01|Address).
planetcollect_illegalwaste_stops_0002=Anyway, grab the package from ~mission(Location01|Address) and drop it where ever. 
planetcollect_illegalwaste_stops_0003=And in case you're curious, the pickup is at ~mission(Location01|Address).
planetcollect_illegalwaste_stops_0004=Make sure you got room. This'll be a couple stops. 
planetcollect_illegalwaste_stops_0005=Since you'll be out there, I figure you can clean up a few other messes while you're at it. 
planetcollect_illegalwaste_stops_0006=There are a few other stops I'll need you to make as well. 
planetcollect_illegalwaste_timed_0001=Not a lot of time on this. Puts everyone at risk the longer it sits out there. 
planetcollect_illegalwaste_timed_0002=They're expecting this to be taken care of right away. Not sure why it's so urgent, but it's not really any of my business. 
planetcollect_illegalwaste_timed_0003=Get a move on, too. Quicker it's done, the quicker they can get back to business as usual. 
planetcollect_illegalwaste_timed_0004=They need this sorted out, so see if you can hurry it up, okay? 
planetcollect_illegalwaste_title=~mission(Title)
planetcollect_illegalwaste_title_0001=Big Dump
planetcollect_illegalwaste_title_0002=Wasted
planetcollect_illegalwaste_title_0003=Clean Up
planetcollect_illegalwaste_title_0004=Cleaner Needed
planetcollect_illegalwaste_title_0005=Messy Situation
planetcollect_illegalwaste_title_0006=Magic Trick
planetcollect_legal_desc=~mission(Description)
planetcollect_legal_desc_0001=Attention Available Pilots: ~mission(Client) has a shipment of ~mission(Item) that it needs picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
planetcollect_legal_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). ~mission(Timed)The order will need to be picked up from ~mission(Location) and delivered to ~mission(Destination).
planetcollect_legal_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Timed)
planetcollect_legal_desc_0004=Need someone to pick up an order of ~mission(Item) from ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
planetcollect_legal_desc_0005=If someone is going to be near ~mission(Location), I need ~mission(Item) picked up and taken to ~mission(Destination). ~mission(Timed)
planetcollect_legal_desc_0006=Delivery Order from ~mission(Client) -\nPick up ~mission(Item) from ~mission(Location).\nTransport to ~mission(Destination).\n~mission(Timed)
planetcollect_legal_desc_0007=This job from ~mission(Client) is your basic run of the mill delivery contract. Pick up point is ~mission(Location) and the drop off is ~mission(Destination). You'd be transporting some ~mission(Item). Whole thing's pretty much what you'd expect. ~mission(Timed)
planetcollect_legal_desc_0008=Just got a pick up scheduled by ~mission(Client) -\n\nTO: ~mission(Contractor)\nFROM: ~mission(Client)\n'We've got ~mission(Item) that we'd like picked up and taken to ~mission(Destination). ~mission(Timed)Thanks!'\n\nNeed a ship near ~mission(Location) to handle the delivery. Competitive rates. Previous courier or delivery experience a plus.
planetcollect_legal_desc_0009=Seems that ~mission(Client) is eager to ship ~mission(Item) from ~mission(Location) and have contracted for a delivery. ~mission(Timed)The order is headed to ~mission(Destination). Plan accordingly.
planetcollect_legal_desc_0010=Got word that ~mission(Client) is looking to hire a ship to deliver an order of ~mission(Item) from ~mission(Location) to ~mission(Destination). ~mission(Timed)Pay is non-negotiable. Ship is expected to provide own insurance.
planetcollect_legal_from=~mission(Contractor)
planetcollect_legal_obj_Display_Pickup_legal=Pick Up from ~mission(Location)
planetcollect_legal_obj_display_drop_legal=Deliver ~mission(Item) to ~mission(Destination)
planetcollect_legal_obj_long_01=Go to ~mission(Location) to pick up cargo.
planetcollect_legal_obj_long_02=Pick up shipment of ~mission(Item).
planetcollect_legal_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
planetcollect_legal_obj_marker_01=Pickup Site
planetcollect_legal_obj_marker_02=Cargo
planetcollect_legal_obj_marker_03=Delivery Drop Off
planetcollect_legal_obj_short_legal_01=Go To Pickup Site
planetcollect_legal_obj_short_legal_02=Pick Up Cargo
planetcollect_legal_obj_short_legal_03=Deliver the ~mission(Item)
planetcollect_legal_title=~mission(Title) (~mission(Item))
planetcollect_legal_title_0001=Cargo Transport Needed
planetcollect_legal_title_0002=Delivery
planetcollect_legal_title_0003=Shipment Transport
planetcollect_legal_title_0004=Cargo Delivery
planetcollect_legal_title_0005=Delivery Ready For Pick Up
planetcollect_legal_title_0006=Scheduled Shipment
planetcollect_legal_title_0007=Delivery Needed
planetcollect_legal_title_0008=Delivery Opportunity
planetcollect_legal_title_0009=Delivery Request
planetcollect_meds_danger_0001=Please use caution since the ~mission(Item) are rated hazardous. 
planetcollect_meds_danger_0002=Be aware that this order has a biohazard rating. 
planetcollect_meds_danger_0003=Caution will be needed as the cargo is rated biohazardous. 
planetcollect_meds_desc=~mission(Description)
planetcollect_meds_desc_0001=~mission(Client) has a shipment of ~mission(Item) that it needs picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Danger)~mission(Timed)
planetcollect_meds_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). ~mission(Timed)~mission(Danger)The order will need to be picked up from ~mission(Location) and delivered to ~mission(Destination).
planetcollect_meds_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Danger)~mission(Timed)
planetcollect_meds_desc_0004=Need someone to pick up an order of ~mission(Item) from ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
planetcollect_meds_desc_0005=If someone's going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed)~mission(Danger)
planetcollect_meds_desc_0006=Delivery Order from ~mission(Client) -\nPick up ~mission(Item) from ~mission(Location).\nTransport to ~mission(Destination).\n~mission(Timed)\n~mission(Danger)
planetcollect_meds_from=~mission(Contractor)
planetcollect_meds_obj_long_01=Go to ~mission(Location) to pick up cargo.
planetcollect_meds_obj_long_02=Pick up shipment of ~mission(Item).
planetcollect_meds_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
planetcollect_meds_obj_marker_01=Pickup Site
planetcollect_meds_obj_marker_02=Cargo
planetcollect_meds_obj_marker_03=Delivery Drop Off
planetcollect_meds_obj_short_01=Go To Pickup Site
planetcollect_meds_obj_short_02=Pick Up Cargo
planetcollect_meds_obj_short_03=Deliver the Cargo
planetcollect_meds_timed_0001=The ~mission(Item) are perishable, so speed is important. 
planetcollect_meds_timed_0002=The cargo's perishable, so the shipping deadline must be observed. 
planetcollect_meds_timed_0003=The delivery has a hard deadline since the cargo is perishable. 
planetcollect_meds_timed_0004=Timing is going to be important since this is perishable cargo. 
planetcollect_meds_timed_0005=Note: Items are perishable. Delivery must be made in the allotted time. 
planetcollect_meds_timed_0006=This is an emergency rush order with a tight deadline. 
planetcollect_meds_timed_0007=This is a rush order since some sick people's lives are counting on getting the ~mission(Item) in time. 
planetcollect_meds_timed_0008=~mission(Client) made it clear that this is a bit of an emergency, so they're expecting the ~mission(Item) to reach them before the deadline.  
planetcollect_meds_title=~mission(Title) (~mission(Item))
planetcollect_meds_title_0001=Cargo Transport
planetcollect_meds_title_0002=Delivery
planetcollect_meds_title_0003=Shipment Transport
planetcollect_meds_title_0004=Cargo Delivery
planetcollect_meds_title_0005=Delivery Ready For Pick Up
planetcollect_meds_title_0006=Scheduled Shipment
planetcollect_meds_title_0007=Delivery Needed
planetcollect_meds_title_0008=Delivery Opportunity
planetcollect_meds_title_0009=Delivery Request
planetcollect_ore_desc=~mission(Description)
planetcollect_ore_desc_0001=~mission(Client) has a shipment of ~mission(Item) that needs to be picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
planetcollect_ore_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). The order needs to be picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
planetcollect_ore_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Timed)
planetcollect_ore_desc_0004=Need someone to pick up some ~mission(Item) from ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
planetcollect_ore_desc_0005=If someone is going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed)
planetcollect_ore_desc_0006=Delivery Order from ~mission(Client) - \nPick up ~mission(Item) from ~mission(Location). \nTransport to ~mission(Destination). \n~mission(Timed)
planetcollect_ore_desc_0007=Looking to hire a ship to deliver an order from ~mission(Location) to ~mission(Destination). ~mission(Timed)Pay is non-negotiable. Ship is expected to provide own insurance.
planetcollect_ore_from=~mission(Contractor)
planetcollect_ore_obj_long_01=Go to ~mission(Location) to pick up cargo.
planetcollect_ore_obj_long_02=Pick up shipment of ~mission(Item).
planetcollect_ore_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
planetcollect_ore_obj_marker_01=Pick Up Site
planetcollect_ore_obj_marker_02=Cargo
planetcollect_ore_obj_marker_03=Delivery Drop Off
planetcollect_ore_obj_short_01=Go To Pickup Site
planetcollect_ore_obj_short_02=Pick Up Cargo
planetcollect_ore_obj_short_03=Deliver Cargo
planetcollect_ore_timed_0001=~mission(Client) said it was a rush job, so you'll need to move fast. 
planetcollect_ore_timed_0002=~mission(Client) needs this stuff ASAP, so you'll have to move. 
planetcollect_ore_timed_0003=This is a rush order, so you need to move quick. 
planetcollect_ore_timed_0004=The delivery has a hard deadline, so keep that in mind. 
planetcollect_ore_timed_0005=This order has a required delivery time. 
planetcollect_ore_timed_0006=You'll have to hurry with this one. ~mission(Client) need it by a specific time. 
planetcollect_ore_timed_0007=Please be aware that this contract has a firm deadline. 
planetcollect_ore_title=~mission(Title) (~mission(Item))
planetcollect_ore_title_0001=Cargo Transport Needed
planetcollect_ore_title_0002=Delivery
planetcollect_ore_title_0003=Shipment Transport
planetcollect_ore_title_0004=Cargo Delivery
planetcollect_ore_title_0005=Delivery Ready For Pick Up
planetcollect_ore_title_0006=Scheduled Shipment
planetcollect_ore_title_0007=Delivery Needed
planetcollect_ore_title_0008=Delivery Opportunity
planetcollect_ore_title_0009=Delivery Request
planetcollect_oresamp_009=Delivery Drop Off
planetcollect_oresamp_desc=~mission(Description)
planetcollect_oresamp_desc_0001=~mission(Client) has a shipment of ~mission(Item) that needs to be picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
planetcollect_oresamp_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). The order needs to be picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
planetcollect_oresamp_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Timed)
planetcollect_oresamp_desc_0004=Need someone to pick up some ~mission(Item) that ~mission(Client) has waiting at ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
planetcollect_oresamp_desc_0005=If someone is going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed)
planetcollect_oresamp_desc_0006=Delivery Order from ~mission(Client) - \nPick up ~mission(Item) from ~mission(Location). \nTransport to ~mission(Destination). \n~mission(Timed)
planetcollect_oresamp_desc_0007=Looking to hire a ship to deliver an order from ~mission(Location) to ~mission(Destination). ~mission(TimedPay) is non-negotiable. Ship is expected to provide own insurance.
planetcollect_oresamp_desc_0008=Just got an pick up scheduled by ~mission(Client) -\n\nTO: ~mission(Contractor)\nFROM: ~mission(Client)\n'We have a crate with ~mission(Item) that we need taken to ~mission(Destination). ~mission(Timed)Thanks!'\n\nNeed a ship in the area to handle the delivery. Competitive rates. Previous courier or delivery experience a plus.
planetcollect_oresamp_from=~mission(Contractor)
planetcollect_oresamp_location_0001=their facility on Daymar
planetcollect_oresamp_location_0002=their outpost on Daymar
planetcollect_oresamp_location_0003=their refinery on Daymar
planetcollect_oresamp_location_0004=their facility on Yela
planetcollect_oresamp_location_0005=their outpost on Yela
planetcollect_oresamp_location_0006=their refinery on Yela
planetcollect_oresamp_location_0007=their facility on Cellin
planetcollect_oresamp_location_0008=their outpost on Cellin
planetcollect_oresamp_location_0009=their refinery on Cellin
planetcollect_oresamp_obj_long_01=Go to ~mission(Location) to pick up cargo.
planetcollect_oresamp_obj_long_02=Pick up ~mission(Item) shipment.
planetcollect_oresamp_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
planetcollect_oresamp_obj_marker_01=Pickup Site
planetcollect_oresamp_obj_marker_02=Cargo
planetcollect_oresamp_obj_short_01=Go To Pickup Site
planetcollect_oresamp_obj_short_02=Pick Up Cargo
planetcollect_oresamp_obj_short_03=Deliver the Cargo
planetcollect_oresamp_title=~mission(Title) (~mission(Item))
planetcollect_oresamp_title_0001=Cargo Transport Needed
planetcollect_oresamp_title_0002=Delivery
planetcollect_oresamp_title_0003=Shipment Transport
planetcollect_oresamp_title_0004=Cargo Delivery
planetcollect_oresamp_title_0005=Delivery Ready For Pick Up
planetcollect_oresamp_title_0006=Scheduled Shipment
planetcollect_oresamp_title_0007=Delivery Needed
planetcollect_oresamp_title_0008=Delivery Opportunity
planetcollect_oresamp_title_0009=Delivery Request
planetcollect_research_danger_0001=Please use caution since the ~mission(Item) are rated hazardous. 
planetcollect_research_danger_0002=Be aware that this order has a biohazard rating. 
planetcollect_research_danger_0003=Caution will be needed as the cargo is rated biohazardous. 
planetcollect_research_desc=~mission(Description)
planetcollect_research_desc_0001=~mission(Client) has a shipment of ~mission(Item) that it needs picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Danger)~mission(Timed)
planetcollect_research_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). ~mission(Timed)~mission(Danger)The order will need to be picked up from ~mission(Location) and delivered to ~mission(Destination).
planetcollect_research_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Danger)~mission(Timed)
planetcollect_research_desc_0004=Need someone to pick up an order of ~mission(Item) from ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
planetcollect_research_desc_0005=If someone's going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed)~mission(Danger)
planetcollect_research_desc_0006=Delivery Order from ~mission(Client) -\nPick up ~mission(Item) from ~mission(Location).\nTransport to ~mission(Destination).\n~mission(Timed)\n~mission(Danger)
planetcollect_research_from=~mission(Contractor)
planetcollect_research_obj_long_01=Go to ~mission(Location) to pick up cargo.
planetcollect_research_obj_long_02=Pick up shipment of ~mission(Item).
planetcollect_research_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
planetcollect_research_obj_marker_01=Pickup Site
planetcollect_research_obj_marker_02=Cargo
planetcollect_research_obj_marker_03=Delivery Drop Off
planetcollect_research_obj_short_01=Go To Pickup Site
planetcollect_research_obj_short_02=Pick Up Cargo
planetcollect_research_obj_short_03=Deliver Cargo
planetcollect_research_timed_0001=The ~mission(Item) are perishable, so speed is important. 
planetcollect_research_timed_0002=The cargo's perishable, so the shipping deadline must be observed. 
planetcollect_research_timed_0003=The delivery has a hard deadline since the cargo is perishable. 
planetcollect_research_timed_0004=Timing is going to be important since this is perishable cargo. 
planetcollect_research_timed_0005=Note: Items are perishable. Delivery must be made in the allotted time. 
planetcollect_research_timed_0006=This is an emergency rush order with a tight deadline. 
planetcollect_research_timed_0007=This is a rush order since some sick people's lives are counting on getting the ~mission(Item) in time. 
planetcollect_research_timed_0008=~mission(Client) made it clear that this is a bit of an emergency, so they're expecting the ~mission(Item) to reach them before the deadline. 
planetcollect_research_title=~mission(Title) (~mission(Item))
planetcollect_research_title_0001=Cargo Transport Needed
planetcollect_research_title_0002=Delivery
planetcollect_research_title_0003=Shipment Transport
planetcollect_research_title_0004=Cargo Delivery
planetcollect_research_title_0005=Delivery Ready For Pick Up
planetcollect_research_title_0006=Scheduled Shipment
planetcollect_research_title_0007=Delivery Needed
planetcollect_research_title_0008=Delivery Opportunity
planetcollect_research_title_0009=Delivery Request
planetcollect_seeds_desc=~mission(Description)
planetcollect_seeds_desc_0001=Got a job from ~mission(Client) that needs to get done. A shipment of ~mission(Item) needs to be picked up from ~mission(Location) and delivered to ~mission(Destination). ~mission(Timed)
planetcollect_seeds_desc_0002=A shipment of ~mission(Item) has been scheduled for delivery by ~mission(Client). ~mission(Timed)The order will need to be picked up from ~mission(Location) and delivered to ~mission(Destination).
planetcollect_seeds_desc_0003=An order has been placed by ~mission(Client) to pick up a shipment of ~mission(Item) from ~mission(Location) and drop it off at ~mission(Destination). ~mission(Timed)
planetcollect_seeds_desc_0004=Need someone to pick up an order of ~mission(Item) from ~mission(Location) and take the shipment to ~mission(Destination). ~mission(Timed)
planetcollect_seeds_desc_0005=If someone is going to be near ~mission(Location), I need some ~mission(Item) grabbed and taken to ~mission(Destination). ~mission(Timed)
planetcollect_seeds_desc_0006=Delivery Order from ~mission(Client) -\nPick up ~mission(Item) from ~mission(Location).\nTransport to ~mission(Destination).\n~mission(Timed)
planetcollect_seeds_desc_0007=This job's your basic run of the mill delivery contract. Pick up point is ~mission(Location) and the drop off is ~mission(Destination). You'd be transporting some ~mission(Item). Whole thing's pretty much what you'd expect. ~mission(Timed)
planetcollect_seeds_desc_0008=Some farmers are eager to get their hands on some of the fancy ~mission(Item) that ~mission(Location) makes and have contracted for a delivery. ~mission(Timed)The order is headed to ~mission(Destination). Plan accordingly.
planetcollect_seeds_from=~mission(Contractor)
planetcollect_seeds_obj_long_01=Go to ~mission(Location).
planetcollect_seeds_obj_long_02=Pick up shipment of ~mission(Item) from site.
planetcollect_seeds_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
planetcollect_seeds_obj_marker_01=Pickup Site
planetcollect_seeds_obj_marker_02=Cargo
planetcollect_seeds_obj_marker_03=Delivery Drop Off
planetcollect_seeds_obj_short_01=Go To Pickup Site
planetcollect_seeds_obj_short_02=Pick Up Cargo
planetcollect_seeds_obj_short_03=Deliver the Cargo
planetcollect_seeds_timed_0001=These are perishable, so speed is important. 
planetcollect_seeds_timed_0002=The cargo's perishable, so the shipping deadline must be observed. 
planetcollect_seeds_timed_0003=The delivery has a hard deadline since the cargo is perishable. 
planetcollect_seeds_timed_0004=Timing is going to be important since this is perishable cargo. 
planetcollect_seeds_timed_0005=Note: Items are perishable. Delivery must be made in the allotted time. 
planetcollect_seeds_timed_0006=The ~mission(Item) are expected to arrive while they're still fresh. Please respect the deadline. 
planetcollect_seeds_title=~mission(Title) (~mission(Item))
planetcollect_seeds_title_0001=Cargo Transport Needed
planetcollect_seeds_title_0002=Delivery
planetcollect_seeds_title_0003=Shipment Transport
planetcollect_seeds_title_0004=Cargo Delivery
planetcollect_seeds_title_0005=Delivery Ready For Pick Up
planetcollect_seeds_title_0006=Scheduled Shipment
planetcollect_seeds_title_0007=Delivery Needed
planetcollect_seeds_title_0008=Delivery Opportunity
planetcollect_seeds_title_0009=Delivery Request
planetcollect_steal_danger_0001=Try to keep a low profile. Things have been heating up around here enough as is. 
planetcollect_steal_danger_0002=If you run into any trouble, I'm trusting you can handle yourself. 
planetcollect_steal_danger_0003=Word of warning. Security's been increasing their presence in the area. Take the appropriate precautions. 
planetcollect_steal_danger_0004=I'm not expecting any trouble, but if security does show up, take care of it. 
planetcollect_steal_danger_0005=I'm expecting you to keep the drop on the low. Don't want any heat on this. 
planetcollect_steal_desc=~mission(Description)
planetcollect_steal_desc_0001=The ~mission(Client) got a ~mission(Item) they want grabbed from ~mission(Location) and taken to ~mission(Destination). ~mission(Timed)~mission(Danger)
planetcollect_steal_desc_0002=A certain ~mission(Item) at ~mission(Location) needs to be snagged for the ~mission(Client). ~mission(Danger)Once you got the ~mission(Item), drop it at ~mission(Destination). ~mission(Timed)
planetcollect_steal_desc_0003=The ~mission(Client) are looking to relocate a valuable ~mission(Item). Grab it from ~mission(Location), deliver it to ~mission(Destination), and they'll make sure you get fairly compensated. ~mission(Timed)~mission(Danger)
planetcollect_steal_desc_0004=Lookin' for a trustworthy soul to acquire a ~mission(Item) from ~mission(Location) and take it to ~mission(Destination). ~mission(Timed)~mission(Danger)
planetcollect_steal_desc_0005=If you're looking for something to do, the ~mission(Client) need a ~mission(Item) grabbed from ~mission(Location) and taken to ~mission(Destination). ~mission(Timed)~mission(Danger)
planetcollect_steal_desc_0006=Here's the deal, the ~mission(Client) need a specific ~mission(Item) from ~mission(Location). Once you acquire it, drop it off at ~mission(Destination). ~mission(Timed)~mission(Danger)
planetcollect_steal_desc_0007=How does earnin' a bunch of credits sound? All you got to do is grab a ~mission(Item) from ~mission(Location). Pretty cherry deal, right? Just take it to ~mission(Destination) and everybody'll be happy. ~mission(Timed)~mission(Danger)And just to be perfectly clear, you screw with me on this, you're gonna regret it.
planetcollect_steal_desc_0008=Any operators out there got a little extra time on their hands? Looking for someone to head to ~mission(Location). The ~mission(Client) need a ~mission(Item) picked up and taken to ~mission(Destination). Should be straightforward enough. ~mission(Timed)
planetcollect_steal_desc_0009=The ~mission(Client) have a ~mission(Item) they need brought to ~mission(Destination). If you go to ~mission(Location) and pick it up, there's some creds in it for your trouble. ~mission(Timed)~mission(Danger)
planetcollect_steal_desc_0010=Listen up. ~mission(Timed)There's a package waiting at ~mission(Location) ready to be brought to ~mission(Destination). ~mission(Danger)
planetcollect_steal_desc_0011=U get ~mission(Item). U take 2 ~mission(Destination). all the creds!! CREDS TIMES A BILLION. do it! ~mission(Client) = super legit
planetcollect_steal_desc_0012=plz gib ~mission(Item) to ~mission(Client). ~mission(Location) has. take to ~mission(Destination). will pay.
planetcollect_steal_from=~mission(Contractor)
planetcollect_steal_obj_long_01=Head to ~mission(Location) to pick up the goods.
planetcollect_steal_obj_long_02=Acquire the ~mission(Item).
planetcollect_steal_obj_long_03=Deliver the goods to ~mission(Destination).
planetcollect_steal_obj_marker_01=Pickup Site
planetcollect_steal_obj_marker_02=Goods
planetcollect_steal_obj_marker_03=Delivery Drop Off
planetcollect_steal_obj_short_01=Go To Pickup Site
planetcollect_steal_obj_short_02=Acquire the Goods
planetcollect_steal_obj_short_03=Deliver the Goods
planetcollect_steal_timed_0001=You're gonna be on a clock, so move quick. 
planetcollect_steal_timed_0002=Need this done quick, so don't mess around. 
planetcollect_steal_timed_0003=Clients need this delivered pronto, so don't be late. 
planetcollect_steal_timed_0004=The ~mission(Client) need this fast, so make sure you're not late. 
planetcollect_steal_timed_0005=Clock's tickin' on this one. 
planetcollect_steal_timed_0006=The ~mission(Client) aren't going to wait forever, so handle it ASAP. 
planetcollect_steal_timed_0007=This job's got a narrow window of opportunity. See that you don't miss it. 
planetcollect_steal_title=~mission(Title)
planetcollect_steal_title_0001=D-Liver
planetcollect_steal_title_0002=Take Away
planetcollect_steal_title_0003=Special Order
planetcollect_steal_title_0004=Grab 'N Go
planetcollect_steal_title_0005=Drop Off
planetcollect_steal_title_0006=Go Fetch
planetcollect_steal_title_0007=Quick Run
planetcollect_steal_title_0008=Pick Up
planetcollect_steal_title_0009=You Busy?
planetcollect_steal_title_0010=Procurement
planetcollect_waste_desc=~mission(Description)
planetcollect_waste_desc_0001=Had a request come in for disposal services. ~mission(Stops)You'll be expected to properly dispose of the ~mission(Item) after it has been collected either by selling it for processing or some other means.
planetcollect_waste_desc_0002=We've got a disposal contract that's up for grabs. ~mission(Stops)It ain't the most glamorous gig, but hey, someone's got to clean it up, right? And at least it's honest pay. More than I can say for a lot of other jobs out there. Who knows, maybe you'll be lucky and find someone to buy the ~mission(Item) off you.
planetcollect_waste_desc_0003=Standard disposal job. ~mission(Stops)It's up to you how you handle disposing of the ~mission(Item) after removing it. Sell it, save it. Don't really care. As long as it's gone, you get the credits.
planetcollect_waste_desc_0004=Looking for a runner to remove some ~mission(Item). ~mission(Stops)Don't really have a preference for how you dispose of the stuff, so it's your choice if you trade it to a scrap dealer or just incinerate it.
planetcollect_waste_desc_0005=Seems like there's a bunch of ~mission(Item) piling up that's ready for removal. ~mission(Stops)Standard pay plus whatever you can make selling the ~mission(Item). One time contract.
planetcollect_waste_desc_0006=There's a whole heap of ~mission(Item) waiting to be hauled for disposal. Everything is boxed up and ready to go. ~mission(Stops)And, as a bonus, you get to keep whatever you collect for trade. Job's yours if you're interested.
planetcollect_waste_from=~mission(Contractor)
planetcollect_waste_obj_long_01=Go to ~mission(Location) for waste collection.
planetcollect_waste_obj_long_02=Collect all the ~mission(Item).
planetcollect_waste_obj_long_03=Take and remove the ~mission(Item) from the outpost.
planetcollect_waste_obj_long_Location01=Go to ~mission(Location01|Address) and collect all the ~mission(Item). 
planetcollect_waste_obj_long_Location02=Go to ~mission(Location02|Address) and collect all the ~mission(Item).
planetcollect_waste_obj_long_Location03=Go to ~mission(Location03|Address) and collect all the ~mission(Item).
planetcollect_waste_obj_long_main_01=Remove the waste from the outposts.
planetcollect_waste_obj_long_main_01_Counter=Outposts Completed %ls
planetcollect_waste_obj_marker_01=Collection Site
planetcollect_waste_obj_marker_03=Remove Waste
planetcollect_waste_obj_short_01=Go To Collection Site
planetcollect_waste_obj_short_02=Collect Waste
planetcollect_waste_obj_short_03=Remove Waste From Outpost
planetcollect_waste_obj_short_3a=~mission(Item)
planetcollect_waste_obj_short_3a_L01_counter=~mission(Item) Remaining %ls
planetcollect_waste_obj_short_3a_L02_counter=Waste Remaining %ls
planetcollect_waste_obj_short_3a_L03_counter=Waste Remaining %ls
planetcollect_waste_stops_0001=It's just one stop, so it shouldn't take too long. 
planetcollect_waste_stops_0002=Only one pick up this time. 
planetcollect_waste_stops_0003=It's only a single collection point and then you're done. 
planetcollect_waste_stops_0004=You'll be picking up from a few different locations. 
planetcollect_waste_stops_0005=It's a fairly simple route servicing a few locals. 
planetcollect_waste_stops_0006=One of our regulars normally does the stops on this route, but you'd be filling in for them. 
planetcollect_waste_title=~mission(Title) (~mission(Item))
planetcollect_waste_title_0001=Collection & Disposal
planetcollect_waste_title_0002=Removal Services Needed
planetcollect_waste_title_0003=Disposal Request
port_NameCoolerLeft=Right Cooler
port_NameCoolerRight=Left Cooler
port_NameGravLev01=Grav Lev 1
port_NameGravLev02=Grav Lev 2
port_NameGravLev03=Grav Lev 3
port_NameGravLev04=Grav Lev 4
port_NameGravLev05=Grav Lev 5
port_NameGravLev06=Grav Lev 6
port_NameGravLev07=Grav Lev 7
port_NameGravLev08=Grav Lev 8
port_NameGravityGen=Gravity Generator
port_NameSalvageTurret1=Salvage Turret 1
port_NameSalvageTurret2=Salvage Turret 2
port_NameShieldGen07=Shield Generator 7
port_NameShieldGen08=Shield Generator 8
port_NameShieldGen09=Shield Generator 9
port_NameShieldGen10=Shield Generator 10
port_NameThrustMain=Main Thruster
port_NameThrustMain01=Main Thruster 1
port_NameThrustMain02=Main Thruster 2
port_NameThrustMain03=Main Thruster 3
port_NameThrustMain04=Main Thruster 4
port_NameThrustMain05=Main Thruster 5
port_NameThrustMain06=Main Thruster 6
port_NameThrustMain07=Main Thruster 7
port_NameThrustMain08=Main Thruster 8
port_NameThrustMain09=Main Thruster 9
port_NameThrustMain10=Main Thruster 10
port_NameThrustMain11=Main Thruster 11
port_NameThrustMain12=Main Thruster 12
port_NameThrustManoeuv01=Maneuvering Thruster 1
port_NameThrustManoeuv02=Maneuvering Thruster 2
port_NameThrustManoeuv03=Maneuvering Thruster 3
port_NameThrustManoeuv04=Maneuvering Thruster 4
port_NameThrustManoeuv05=Maneuvering Thruster 5
port_NameThrustManoeuv06=Maneuvering Thruster 6
port_NameThrustManoeuv07=Maneuvering Thruster 7
port_NameThrustManoeuv08=Maneuvering Thruster 8
port_NameThrustManoeuv09=Maneuvering Thruster 9
port_NameThrustManoeuv10=Maneuvering Thruster 10
port_NameThrustManoeuv11=Maneuvering Thruster 11
port_NameThrustManoeuv12=Maneuvering Thruster 12
port_NameThrustManoeuv13=Maneuvering Thruster 13
port_NameThrustManoeuv14=Maneuvering Thruster 14
port_NameThrustManoeuv15=Maneuvering Thruster 15
port_NameThrustManoeuv16=Maneuvering Thruster 16
port_NameThrustManoeuv17=Maneuvering Thruster 17
port_NameThrustManoeuv18=Maneuvering Thruster 18
port_NameThrustManoeuv19=Maneuvering Thruster 19
port_NameThrustManoeuv20=Maneuvering Thruster 20
port_NameThrustManoeuv21=Maneuvering Thruster 21
port_NameThrustManoeuv22=Maneuvering Thruster 22
port_NameThrustManoeuv23=Maneuvering Thruster 23
port_NameThrustManoeuv24=Maneuvering Thruster 24
port_NameThrustManoeuv25=Maneuvering Thruster 25
port_NameThrustManoeuv26=Maneuvering Thruster 26
port_NameThrustManoeuv27=Maneuvering Thruster 27
port_NameThrustManoeuv28=Maneuvering Thruster 28
port_NameThrustManoeuv29=Maneuvering Thruster 29
port_NameThrustManoeuv30=Maneuvering Thruster 30
port_NameThrustManoeuv31=Maneuvering Thruster 31
port_NameThrustManoeuv32=Maneuvering Thruster 32
port_NameThrustManoeuv33=Maneuvering Thruster 33
port_NameThrustManoeuv34=Maneuvering Thruster 34
port_NameThrustManoeuv35=Maneuvering Thruster 35
port_NameThrustManoeuv36=Maneuvering Thruster 36
port_NameThrustManoeuv37=Maneuvering Thruster 37
port_NameThrustManoeuv38=Maneuvering Thruster 38
port_NameThrustManoeuv39=Maneuvering Thruster 39
port_NameThrustManoeuv40=Maneuvering Thruster 40
port_NameThrustManoeuv41=Maneuvering Thruster 41
port_NameThrustManoeuv42=Maneuvering Thruster 42
port_NameThrustManoeuv43=Maneuvering Thruster 43
port_NameThrustManoeuv44=Maneuvering Thruster 44
port_NameThrustManoeuv45=Maneuvering Thruster 45
port_NameThrustManoeuv46=Maneuvering Thruster 46
port_NameThrustManoeuv47=Maneuvering Thruster 47
port_NameThrustManoeuv48=Maneuvering Thruster 48
port_NameThrustManoeuv49=Maneuvering Thruster 49
port_NameThrustManoeuv50=Maneuvering Thruster 50
port_NameThrustManoeuv51=Maneuvering Thruster 51
port_NameThrustManoeuv52=Maneuvering Thruster 52
port_NameThrustRetro=Retro Thruster
port_NameThrustRetro01=Retro Thruster 1
port_NameThrustRetro02=Retro Thruster 2
port_NameThrustRetro03=Retro Thruster 3
port_NameThrustRetro04=Retro Thruster 4
port_NameThrusterLeftAuxEng=Left Auxiliary Engine
port_NameThrusterMain=Thruster Main
port_NameThrusterMainAux=Thruster Main Aux
port_NameThrusterMainAuxL=Thruster Main Aux Left
port_NameThrusterMainAuxR=Thruster Main Aux Right
port_NameThrusterMainC=Thruster Main Center
port_NameThrusterMainL=Thruster Main Left
port_NameThrusterMainLL=Thruster Main Lower Left
port_NameThrusterMainLR=Thruster Main Lower Right
port_NameThrusterMainR=Thruster Main Right
port_NameThrusterMainUL=Thruster Main Upper Left
port_NameThrusterMainUR=Thruster Main Upper Right
port_NameThrusterMavFL=Thruster Front Left
port_NameThrusterMavFLB=Thruster Front Left Bottom
port_NameThrusterMavFLC=Thruster Front Lower Center
port_NameThrusterMavFLL=Thruster Front Lower Left
port_NameThrusterMavFLLA=Thruster Front Lower Left A
port_NameThrusterMavFLLB=Thruster Front Lower Left B
port_NameThrusterMavFLLO=Thruster Front Lower Left Outer
port_NameThrusterMavFLR=Thruster Front Lower Right
port_NameThrusterMavFLRA=Thruster Front Lower Right A
port_NameThrusterMavFLRB=Thruster Front Lower Right B
port_NameThrusterMavFLRO=Thruster Front Lower Right Outer
port_NameThrusterMavFLS=Thruster Front Left Side
port_NameThrusterMavFLT=Thruster Front Left Top
port_NameThrusterMavFML=Thruster Front Mid Left
port_NameThrusterMavFMR=Thruster Front Mid Right
port_NameThrusterMavFR=Thruster Front Right
port_NameThrusterMavFRB=Thruster Front Right Bottom
port_NameThrusterMavFRS=Thruster Front Right Side
port_NameThrusterMavFRT=Thruster Front Right Top
port_NameThrusterMavFUC=Thruster Front Upper Center
port_NameThrusterMavFUL=Thruster Front Upper Left
port_NameThrusterMavFULO=Thruster Front Upper Left Outer
port_NameThrusterMavFUR=Thruster Front Upper Right
port_NameThrusterMavFURO=Thruster Front Upper Right Outer
port_NameThrusterMavMFL=Thruster Mid-Front Left
port_NameThrusterMavMFLL=Thruster Mid-Front Lower Left
port_NameThrusterMavMFLLA=Thruster Mid-Front Lower Left A
port_NameThrusterMavMFLLB=Thruster Mid-Front Lower Left B
port_NameThrusterMavMFLR=Thruster Mid-Front Lower Right
port_NameThrusterMavMFLRA=Thruster Mid-Front Lower Right A
port_NameThrusterMavMFLRB=Thruster Mid-Front Lower Right B
port_NameThrusterMavMFR=Thruster Mid-Front Right
port_NameThrusterMavMFUC=Thruster Mid-Front Upper Center
port_NameThrusterMavMFUL=Thruster Mid-Front Upper Left
port_NameThrusterMavMFUR=Thruster Mid-Front Upper Right
port_NameThrusterMavML=Thruster Mid Left
port_NameThrusterMavMLL=Thruster Mid Lower Left
port_NameThrusterMavMLR=Thruster Mid Lower Right
port_NameThrusterMavML_=Thruster Mid Lower
port_NameThrusterMavMR=Thruster Mid Right
port_NameThrusterMavMRL=Thruster Mid-Rear Left
port_NameThrusterMavMRLL=Thruster Mid-Rear Lower Left
port_NameThrusterMavMRLLA=Thruster Mid-Rear Lower Left A
port_NameThrusterMavMRLLB=Thruster Mid-Rear Lower Left B
port_NameThrusterMavMRLR=Thruster Mid-Rear Lower Right
port_NameThrusterMavMRLRA=Thruster Mid-Rear Lower Right A
port_NameThrusterMavMRLRB=Thruster Mid-Rear Lower Right B
port_NameThrusterMavMROL=Thruster Mid-Rear Outer Left
port_NameThrusterMavMROR=Thruster Mid-Rear Outer Right
port_NameThrusterMavMRR=Thruster Mid-Rear Right
port_NameThrusterMavMRUC=Thruster Mid-Rear Upper Center
port_NameThrusterMavMRUL=Thruster Mid-Rear Upper Left
port_NameThrusterMavMRUR=Thruster Mid-Rear Upper Right
port_NameThrusterMavMU=Thruster Mid Upper
port_NameThrusterMavMUL=Thruster Mid Upper Left
port_NameThrusterMavMUR=Thruster Mid Upper Right
port_NameThrusterMavOFL=Thruster Outer Front Left
port_NameThrusterMavOFR=Thruster Outer Front Right
port_NameThrusterMavORL=Thruster Outer Rear Left
port_NameThrusterMavORR=Thruster Outer Rear Right
port_NameThrusterMavRL=Thruster Rear Left
port_NameThrusterMavRLB=Thruster Rear Left Bottom
port_NameThrusterMavRLC=Thruster Rear Lower Center
port_NameThrusterMavRLL=Thruster Rear Lower Left
port_NameThrusterMavRLLA=Thruster Rear Lower Left A
port_NameThrusterMavRLLB=Thruster Rear Lower Left B
port_NameThrusterMavRLR=Thruster Rear Lower Right
port_NameThrusterMavRLRA=Thruster Rear Lower Right A
port_NameThrusterMavRLRB=Thruster Rear Lower Right B
port_NameThrusterMavRLS=Thruster Rear Left Side
port_NameThrusterMavRLT,P=Thruster Rear Left Top
port_NameThrusterMavRML=Thruster Rear Mid Left
port_NameThrusterMavRMR=Thruster Rear Mid Right
port_NameThrusterMavRR=Thruster Rear Right
port_NameThrusterMavRRB=Thruster Rear Right Bottom
port_NameThrusterMavRRS=Thruster Rear Right Side
port_NameThrusterMavRRT,P=Thruster Rear Right Top
port_NameThrusterMavRUC=Thruster Rear Upper Center
port_NameThrusterMavRUL=Thruster Rear Upper Left
port_NameThrusterMavRUR=Thruster Rear Upper Right
port_NameThrusterRetro=Thruster Retro
port_NameThrusterRetroBodyL=Thruster Retro Body Left
port_NameThrusterRetroBodyR=Thruster Retro Body Right
port_NameThrusterRetroFL=Thruster Retro Front Left
port_NameThrusterRetroFLC=Thruster Retro Front Lower Center
port_NameThrusterRetroFR=Thruster Retro Front Right
port_NameThrusterRetroFUC=Thruster Retro Front Upper Center
port_NameThrusterRetroFUL=Thruster Retro Front Upper Left
port_NameThrusterRetroFUR=Thruster Retro Front Upper Right
port_NameThrusterRetroL=Thruster Retro Left
port_NameThrusterRetroLL=Thruster Retro Lower Left
port_NameThrusterRetroLR=Thruster Retro Lower Right
port_NameThrusterRetroMFLC=Thruster Retro Mid-Front Lower Center
port_NameThrusterRetroMFUC=Thruster Retro Mid-Front Upper Center
port_NameThrusterRetroMFUL=Thruster Retro Mid-Front Upper Left
port_NameThrusterRetroMFUR=Thruster Retro Mid-Front Upper Right
port_NameThrusterRetroMRUC=Thruster Retro Mid-Rear Upper Center
port_NameThrusterRetroMRUL=Thruster Retro Mid-Rear Upper Right
port_NameThrusterRetroMRUR=Thruster Retro Mid-Rear Upper Left
port_NameThrusterRetroR=Thruster Retro Right
port_NameThrusterRetroUL=Thruster Retro Upper Left
port_NameThrusterRetroUR=Thruster Retro Upper Right
port_NameThrusterRetroWingL=Thruster Retro Wing Left
port_NameThrusterRetroWingR=Thruster Retro Wing Right
port_NameThrusterRightAuxEng=Right Auxiliary Engine
port_NameThrusterTurbine=VTOL Turbine
port_NameThrusterVTOLFront=Front VTOL Engine
port_NameThrusterVTOLFrontLeft=Front Left VTOL Engine
port_NameThrusterVTOLFrontRight=Front Right VTOL Engine
port_NameThrusterVTOLRearLeft=Rear Left VTOL Engine
port_NameThrusterVTOLRearRight=Rear Right VTOL Engine
prisonerbreak_desc=~mission(Contractor|PrisonerBreakDescription)
prisonerbreak_display_002=Security Escorts Remaining: %ls
prisonerbreak_display_004=Security Forces Remaining: %ls
prisonerbreak_display_006=Revive Correct Prisoners: %ls
prisonerbreak_from=~mission(Contractor|PrisonerBreakFrom)
prisonerbreak_marker_001=Prisoner Transport
prisonerbreak_obj_long_001=Travel to the prisoner transport.
prisonerbreak_obj_long_002=Eliminate the transport's security escorts. 
prisonerbreak_obj_long_003=Gain access and board the prisoner transport.
prisonerbreak_obj_long_004=Eliminate the security forces aboard the transport.
prisonerbreak_obj_long_005=Locate and download the full prisoner manifest for the transport. Use it to identify the appropriate cryopods.
prisonerbreak_obj_long_006=Find the correct cryopods to revive their occupants.  
prisonerbreak_obj_long_008=Leave the vicinity of the prisoner transport before the prisoners fully revive.
prisonerbreak_obj_short_001=Travel To Transport
prisonerbreak_obj_short_002=Eliminate Security Escorts
prisonerbreak_obj_short_003=Board Transport
prisonerbreak_obj_short_004=Eliminate Security Forces
prisonerbreak_obj_short_005=Download Prisoner Manifest
prisonerbreak_obj_short_006=Revive Correct Prisoners
prisonerbreak_obj_short_008=Leave Transport Vicinity
prisonerbreak_optobj_long_007=(Bonus) Eliminate the cryopod containing the informant.
prisonerbreak_optobj_long_007a=Eliminate ~mission(NameKill1).
prisonerbreak_optobj_short_007=(Bonus) Eliminate Informant
prisonerbreak_optobj_short_007a=Eliminate ~mission(NameKill1)
prisonerbreak_subobj_006a=Revive ~mission(NameSave1).
prisonerbreak_subobj_006b=Revive ~mission(NameSave2).
prisonerbreak_subobj_006c=Revive ~mission(NameSave3).
prisonerbreak_subobj_006d=Revive ~mission(NameKill1).
prisonerbreak_title=~mission(Contractor|PrisonerBreakTitle)
prisonermanifest_body_001=The following individuals listed within this manifest are now in the official custody of this transport and are to remain in stasis for the entirety of their journey until they are remanded to the care of an authorized Klescher Rehabilitation Facility.\n\nMANIFEST: \n\nName: ~mission(RandomName17), Prisoner ID: ~mission(RandomInteger17)\n\nName: ~mission(NameSave1), Prisoner ID: ~mission(AIIntegerSave1)\n\nName: ~mission(RandomName28), Prisoner ID: ~mission(RandomInteger28)\n\nName: ~mission(RandomName16), Prisoner ID: ~mission(RandomInteger16)\n\nName: ~mission(RandomName8), Prisoner ID: ~mission(RandomInteger8)\n\nName: ~mission(RandomName18), Prisoner ID: ~mission(RandomInteger18)\n\nName: ~mission(RandomName11), Prisoner ID: ~mission(RandomInteger11)\n\nName: ~mission(RandomName6), Prisoner ID: ~mission(RandomInteger6)\n\nName: ~mission(RandomName1), Prisoner ID: ~mission(RandomInteger1)\n\nName: ~mission(RandomName22), Prisoner ID: ~mission(RandomInteger22)\n\nName: ~mission(RandomName13), Prisoner ID: ~mission(RandomInteger13)\n\nName: ~mission(RandomName27), Prisoner ID: ~mission(RandomInteger27)\n\nName: ~mission(NameSave3), Prisoner ID: ~mission(AIIntegerSave3)\n\nName: ~mission(NameKill1), Prisoner ID: ~mission(AIIntegerKill)\n\nName: ~mission(RandomName25), Prisoner ID: ~mission(RandomInteger25)\n\nName: ~mission(RandomName9), Prisoner ID: ~mission(RandomInteger9)\n\nName: ~mission(RandomName19), Prisoner ID: ~mission(RandomInteger19)\n\nName: ~mission(RandomName24), Prisoner ID: ~mission(RandomInteger24)\n\nName: ~mission(NameSave2), Prisoner ID: ~mission(AIIntegerSave2)\n\nName: ~mission(RandomName10), Prisoner ID: ~mission(RandomInteger10)\n\nName: ~mission(RandomName26), Prisoner ID: ~mission(RandomInteger26)\n\nName: ~mission(RandomName2), Prisoner ID: ~mission(RandomInteger2)\n\nName: ~mission(RandomName14), Prisoner ID: ~mission(RandomInteger14)\n\nName: ~mission(RandomName20), Prisoner ID: ~mission(RandomInteger20)\n\nName: ~mission(RandomName15), Prisoner ID: ~mission(RandomInteger15)\n\nName: ~mission(RandomName3), Prisoner ID: ~mission(RandomInteger3)\n\nName: ~mission(RandomName21), Prisoner ID: ~mission(RandomInteger21)\n\nName: ~mission(RandomName5), Prisoner ID: ~mission(RandomInteger5)\n\nName: ~mission(RandomName23), Prisoner ID: ~mission(RandomInteger23)\n\nName: ~mission(RandomName7), Prisoner ID: ~mission(RandomInteger7)\n\nName: ~mission(RandomName12), Prisoner ID: ~mission(RandomInteger12)\n\nName: ~mission(RandomName4), Prisoner ID: ~mission(RandomInteger4)\n\n*NOTE* \nThe Advocacy and OIJ have requested that following inmates be processed first upon arrival and taken directly to interview holding cells. At no time should they be left alone with the general population as the risk of reprisals is high.  \n~mission(RandomInteger22)\n~mission(AIIntegerKill)\n~mission(RandomInteger6)\n~mission(RandomInteger17)\n\n
prisonermanifest_body_002=The following individuals listed within this manifest are now in the official custody of this transport and are to remain in stasis for the entirety of their journey until they are remanded to the care of an authorized Klescher Rehabilitation Facility.\n\nMANIFEST: \n\nName: ~mission(RandomName4), Prisoner ID: ~mission(RandomInteger4)\n\nName: ~mission(NameSave2), Prisoner ID: ~mission(AIIntegerSave2)\n\nName: ~mission(RandomName15), Prisoner ID: ~mission(RandomInteger15)\n\nName: ~mission(RandomName18), Prisoner ID: ~mission(RandomInteger18)\n\nName: ~mission(RandomName27), Prisoner ID: ~mission(RandomInteger27)\n\nName: ~mission(RandomName19), Prisoner ID: ~mission(RandomInteger19)\n\nName: ~mission(RandomName9), Prisoner ID: ~mission(RandomInteger9)\n\nName: ~mission(RandomName13), Prisoner ID: ~mission(RandomInteger13)\n\nName: ~mission(RandomName26), Prisoner ID: ~mission(RandomInteger26)\n\nName: ~mission(NameKill1), Prisoner ID: ~mission(AIIntegerKill)\n\nName: ~mission(RandomName12), Prisoner ID: ~mission(RandomInteger12)\n\nName: ~mission(NameSave1), Prisoner ID: ~mission(AIIntegerSave1)\n\nName: ~mission(RandomName14), Prisoner ID: ~mission(RandomInteger14)\n\nName: ~mission(RandomName2), Prisoner ID: ~mission(RandomInteger2)\n\nName: ~mission(RandomName16), Prisoner ID: ~mission(RandomInteger16)\n\nName: ~mission(RandomName7), Prisoner ID: ~mission(RandomInteger7)\n\nName: ~mission(RandomName6), Prisoner ID: ~mission(RandomInteger6)\n\nName: ~mission(RandomName24), Prisoner ID: ~mission(RandomInteger24)\n\nName: ~mission(RandomName25), Prisoner ID: ~mission(RandomInteger25)\n\nName: ~mission(RandomName28), Prisoner ID: ~mission(RandomInteger28)\n\nName: ~mission(RandomName22), Prisoner ID: ~mission(RandomInteger22)\n\nName: ~mission(RandomName20), Prisoner ID: ~mission(RandomInteger20)\n\nName: ~mission(RandomName5), Prisoner ID: ~mission(RandomInteger5)\n\nName: ~mission(NameSave3), Prisoner ID: ~mission(AIIntegerSave3)\n\nName: ~mission(RandomName8), Prisoner ID: ~mission(RandomInteger8)\n\nName: ~mission(RandomName11), Prisoner ID: ~mission(RandomInteger11)\n\nName: ~mission(RandomName10), Prisoner ID: ~mission(RandomInteger10)\n\nName: ~mission(RandomName1), Prisoner ID: ~mission(RandomInteger1)\n\nName: ~mission(RandomName3), Prisoner ID: ~mission(RandomInteger3)\n\nName: ~mission(RandomName23), Prisoner ID: ~mission(RandomInteger23)\n\nName: ~mission(RandomName17), Prisoner ID: ~mission(RandomInteger17)\n\nName: ~mission(RandomName21), Prisoner ID: ~mission(RandomInteger21)\n\n*NOTE* \nThe Advocacy and OIJ have requested that following inmates be processed first upon arrival and taken directly to interview holding cells. At no time should they be left alone with the general population as the risk of reprisals is high. \n~mission(AIIntegerKill)\n~mission(RandomInteger11)\n~mission(RandomInteger7)\n\n
prisonermanifest_body_003=The following individuals listed within this manifest are now in the official custody of this transport and are to remain in stasis for the entirety of their journey until they are remanded to the care of an authorized Klescher Rehabilitation Facility.\n\nMANIFEST: \n\nName: ~mission(RandomName8), Prisoner ID: ~mission(RandomInteger8)\n\nName: ~mission(RandomName17), Prisoner ID: ~mission(RandomInteger17)\n\nName: ~mission(RandomName22), Prisoner ID: ~mission(RandomInteger22)\n\nName: ~mission(RandomName16), Prisoner ID: ~mission(RandomInteger16)\n\nName: ~mission(NameSave3), Prisoner ID: ~mission(AIIntegerSave3)\n\nName: ~mission(RandomName19), Prisoner ID: ~mission(RandomInteger19)\n\nName: ~mission(RandomName14), Prisoner ID: ~mission(RandomInteger14)\n\nName: ~mission(RandomName26), Prisoner ID: ~mission(RandomInteger26)\n\nName: ~mission(RandomName11), Prisoner ID: ~mission(RandomInteger11)\n\nName: ~mission(RandomName27), Prisoner ID: ~mission(RandomInteger27)\n\nName: ~mission(RandomName2), Prisoner ID: ~mission(RandomInteger2)\n\nName: ~mission(RandomName4), Prisoner ID: ~mission(RandomInteger4)\n\nName: ~mission(NameKill1), Prisoner ID: ~mission(AIIntegerKill)\n\nName: ~mission(RandomName1), Prisoner ID: ~mission(RandomInteger1)\n\nName: ~mission(RandomName5), Prisoner ID: ~mission(RandomInteger5)\n\nName: ~mission(RandomName25), Prisoner ID: ~mission(RandomInteger25)\n\nName: ~mission(RandomName18), Prisoner ID: ~mission(RandomInteger18)\n\nName: ~mission(RandomName7), Prisoner ID: ~mission(RandomInteger7)\n\nName: ~mission(RandomName21), Prisoner ID: ~mission(RandomInteger21)\n\nName: ~mission(NameSave1), Prisoner ID: ~mission(AIIntegerSave1)\n\nName: ~mission(RandomName10), Prisoner ID: ~mission(RandomInteger10)\n\nName: ~mission(RandomName15), Prisoner ID: ~mission(RandomInteger15)\n\nName: ~mission(RandomName6), Prisoner ID: ~mission(RandomInteger6)\n\nName: ~mission(RandomName9), Prisoner ID: ~mission(RandomInteger9)\n\nName: ~mission(RandomName3), Prisoner ID: ~mission(RandomInteger3)\n\nName: ~mission(RandomName12), Prisoner ID: ~mission(RandomInteger12)\n\nName: ~mission(RandomName23), Prisoner ID: ~mission(RandomInteger23)\n\nName: ~mission(RandomName28), Prisoner ID: ~mission(RandomInteger28)\n\nName: ~mission(RandomName13), Prisoner ID: ~mission(RandomInteger13)\n\nName: ~mission(RandomName20), Prisoner ID: ~mission(RandomInteger20)\n\nName: ~mission(RandomName24), Prisoner ID: ~mission(RandomInteger24)\n\nName: ~mission(NameSave2), Prisoner ID: ~mission(AIIntegerSave2)\n\n*NOTE* \nThe Advocacy and OIJ have requested that following inmates be processed first upon arrival and taken directly to interview holding cells. At no time should they be left alone with the general population as the risk of reprisals is high. \n~mission(RandomInteger12)\n~mission(RandomInteger13)\n~mission(AIIntegerKill)\n~mission(RandomInteger14)\n\n
prisonermanifest_body_004=The following individuals listed within this manifest are now in the official custody of this transport and are to remain in stasis for the entirety of their journey until they are remanded to the care of an authorized Klescher Rehabilitation Facility.\n\nMANIFEST: \n\nName: ~mission(RandomName13), Prisoner ID: ~mission(RandomInteger13)\n\nName: ~mission(RandomName1), Prisoner ID: ~mission(RandomInteger1)\n\nName: ~mission(RandomName14), Prisoner ID: ~mission(RandomInteger14)\n\nName: ~mission(RandomName20), Prisoner ID: ~mission(RandomInteger20)\n\nName: ~mission(RandomName8), Prisoner ID: ~mission(RandomInteger8)\n\nName: ~mission(RandomName2), Prisoner ID: ~mission(RandomInteger2)\n\nName: ~mission(RandomName5), Prisoner ID: ~mission(RandomInteger5)\n\nName: ~mission(RandomName4), Prisoner ID: ~mission(RandomInteger4)\n\nName: ~mission(RandomName6), Prisoner ID: ~mission(RandomInteger6)\n\nName: ~mission(NameSave1), Prisoner ID: ~mission(AIIntegerSave1)\n\nName: ~mission(RandomName7), Prisoner ID: ~mission(RandomInteger7)\n\nName: ~mission(RandomName9), Prisoner ID: ~mission(RandomInteger9)\n\nName: ~mission(RandomName3), Prisoner ID: ~mission(RandomInteger3)\n\nName: ~mission(NameSave2), Prisoner ID: ~mission(AIIntegerSave2)\n\nName: ~mission(RandomName26), Prisoner ID: ~mission(RandomInteger26)\n\nName: ~mission(RandomName28), Prisoner ID: ~mission(RandomInteger28)\n\nName: ~mission(RandomName19), Prisoner ID: ~mission(RandomInteger19)\n\nName: ~mission(NameKill1), Prisoner ID: ~mission(AIIntegerKill)\n\nName: ~mission(RandomName16), Prisoner ID: ~mission(RandomInteger16)\n\nName: ~mission(NameSave3), Prisoner ID: ~mission(AIIntegerSave3)\n\nName: ~mission(RandomName10), Prisoner ID: ~mission(RandomInteger10)\n\nName: ~mission(RandomName25), Prisoner ID: ~mission(RandomInteger25)\n\nName: ~mission(RandomName21), Prisoner ID: ~mission(RandomInteger21)\n\nName: ~mission(RandomName22), Prisoner ID: ~mission(RandomInteger22)\n\nName: ~mission(RandomName17), Prisoner ID: ~mission(RandomInteger17)\n\nName: ~mission(RandomName27), Prisoner ID: ~mission(RandomInteger27)\n\nName: ~mission(RandomName11), Prisoner ID: ~mission(RandomInteger11)\n\nName: ~mission(RandomName24), Prisoner ID: ~mission(RandomInteger24)\n\nName: ~mission(RandomName23), Prisoner ID: ~mission(RandomInteger23)\n\nName: ~mission(RandomName18), Prisoner ID: ~mission(RandomInteger18)\n\nName: ~mission(RandomName12), Prisoner ID: ~mission(RandomInteger12)\n\nName: ~mission(RandomName15), Prisoner ID: ~mission(RandomInteger15)\n\n*NOTE* \nThe Advocacy and OIJ have requested that following inmates be processed first upon arrival and taken directly to interview holding cells. At no time should they be left alone with the general population as the risk of reprisals is high. \n~mission(RandomInteger12)\n~mission(RandomInteger4)\n~mission(RandomInteger9)\n~mission(RandomInteger17)\n~mission(AIIntegerKill)\n\n
prisonermanifest_body_005=The following individuals listed within this manifest are now in the official custody of this transport and are to remain in stasis for the entirety of their journey until they are remanded to the care of an authorized Klescher Rehabilitation Facility.\n\nMANIFEST: \n\nName: ~mission(RandomName24), Prisoner ID: ~mission(RandomInteger24)\n\nName: ~mission(RandomName14), Prisoner ID: ~mission(RandomInteger14)\n\nName: ~mission(RandomName20), Prisoner ID: ~mission(RandomInteger20)\n\nName: ~mission(RandomName22), Prisoner ID: ~mission(RandomInteger22)\n\nName: ~mission(RandomName17), Prisoner ID: ~mission(RandomInteger17)\n\nName: ~mission(RandomName27), Prisoner ID: ~mission(RandomInteger27)\n\nName: ~mission(RandomName16), Prisoner ID: ~mission(RandomInteger16)\n\nName: ~mission(RandomName8), Prisoner ID: ~mission(RandomInteger8)\n\nName: ~mission(NameSave1), Prisoner ID: ~mission(AIIntegerSave1)\n\nName: ~mission(RandomName15), Prisoner ID: ~mission(RandomInteger15)\n\nName: ~mission(RandomName25), Prisoner ID: ~mission(RandomInteger25)\n\nName: ~mission(RandomName12), Prisoner ID: ~mission(RandomInteger12)\n\nName: ~mission(RandomName1), Prisoner ID: ~mission(RandomInteger1)\n\nName: ~mission(RandomName6), Prisoner ID: ~mission(RandomInteger6)\n\nName: ~mission(RandomName9), Prisoner ID: ~mission(RandomInteger9)\n\nName: ~mission(RandomName13), Prisoner ID: ~mission(RandomInteger13)\n\nName: ~mission(RandomName11), Prisoner ID: ~mission(RandomInteger11)\n\nName: ~mission(RandomName7), Prisoner ID: ~mission(RandomInteger7)\n\nName: ~mission(RandomName3), Prisoner ID: ~mission(RandomInteger3)\n\nName: ~mission(RandomName19), Prisoner ID: ~mission(RandomInteger19)\n\nName: ~mission(RandomName4), Prisoner ID: ~mission(RandomInteger4)\n\nName: ~mission(RandomName21), Prisoner ID: ~mission(RandomInteger21)\n\nName: ~mission(NameSave3), Prisoner ID: ~mission(AIIntegerSave3)\n\nName: ~mission(NameKill1), Prisoner ID: ~mission(AIIntegerKill)\n\nName: ~mission(NameSave2), Prisoner ID: ~mission(AIIntegerSave2)\n\nName: ~mission(RandomName26), Prisoner ID: ~mission(RandomInteger26)\n\nName: ~mission(RandomName5), Prisoner ID: ~mission(RandomInteger5)\n\nName: ~mission(RandomName28), Prisoner ID: ~mission(RandomInteger28)\n\nName: ~mission(RandomName18), Prisoner ID: ~mission(RandomInteger18)\n\nName: ~mission(RandomName10), Prisoner ID: ~mission(RandomInteger10)\n\nName: ~mission(RandomName23), Prisoner ID: ~mission(RandomInteger23)\n\nName: ~mission(RandomName2), Prisoner ID: ~mission(RandomInteger2)\n\n*NOTE* \nThe Advocacy and OIJ have requested that following inmates be processed first upon arrival and taken directly to interview holding cells. At no time should they be left alone with the general population as the risk of reprisals is high. \n~mission(RandomInteger1)\n~mission(AIIntegerKill)\n\n
prisonermanifest_body_006=The following individuals listed within this manifest are now in the official custody of this transport and are to remain in stasis for the entirety of their journey until they are remanded to the care of an authorized Klescher Rehabilitation Facility.\n\nMANIFEST: \n\nName: ~mission(RandomName21), Prisoner ID: ~mission(RandomInteger21)\n\nName: ~mission(RandomName14), Prisoner ID: ~mission(RandomInteger14)\n\nName: ~mission(RandomName22), Prisoner ID: ~mission(RandomInteger22)\n\nName: ~mission(RandomName10), Prisoner ID: ~mission(RandomInteger10)\n\nName: ~mission(RandomName26), Prisoner ID: ~mission(RandomInteger26)\n\nName: ~mission(NameSave3), Prisoner ID: ~mission(AIIntegerSave3)\n\nName: ~mission(RandomName5), Prisoner ID: ~mission(RandomInteger5)\n\nName: ~mission(NameKill1), Prisoner ID: ~mission(AIIntegerKill)\n\nName: ~mission(RandomName2), Prisoner ID: ~mission(RandomInteger2)\n\nName: ~mission(RandomName7), Prisoner ID: ~mission(RandomInteger7)\n\nName: ~mission(RandomName12), Prisoner ID: ~mission(RandomInteger12)\n\nName: ~mission(RandomName24), Prisoner ID: ~mission(RandomInteger24)\n\nName: ~mission(RandomName13), Prisoner ID: ~mission(RandomInteger13)\n\nName: ~mission(RandomName9), Prisoner ID: ~mission(RandomInteger9)\n\nName: ~mission(RandomName17), Prisoner ID: ~mission(RandomInteger17)\n\nName: ~mission(RandomName8), Prisoner ID: ~mission(RandomInteger8)\n\nName: ~mission(RandomName23), Prisoner ID: ~mission(RandomInteger23)\n\nName: ~mission(RandomName20), Prisoner ID: ~mission(RandomInteger20)\n\nName: ~mission(RandomName11), Prisoner ID: ~mission(RandomInteger11)\n\nName: ~mission(RandomName18), Prisoner ID: ~mission(RandomInteger18)\n\nName: ~mission(RandomName27), Prisoner ID: ~mission(RandomInteger27)\n\nName: ~mission(RandomName15), Prisoner ID: ~mission(RandomInteger15)\n\nName: ~mission(RandomName6), Prisoner ID: ~mission(RandomInteger6)\n\nName: ~mission(NameSave1), Prisoner ID: ~mission(AIIntegerSave1)\n\nName: ~mission(RandomName16), Prisoner ID: ~mission(RandomInteger16)\n\nName: ~mission(RandomName25), Prisoner ID: ~mission(RandomInteger25)\n\nName: ~mission(RandomName3), Prisoner ID: ~mission(RandomInteger3)\n\nName: ~mission(RandomName19), Prisoner ID: ~mission(RandomInteger19)\n\nName: ~mission(RandomName1), Prisoner ID: ~mission(RandomInteger1)\n\nName: ~mission(NameSave2), Prisoner ID: ~mission(AIIntegerSave2)\n\nName: ~mission(RandomName28), Prisoner ID: ~mission(RandomInteger28)\n\nName: ~mission(RandomName4), Prisoner ID: ~mission(RandomInteger4)\n\n*NOTE* \nThe Advocacy and OIJ have requested that following inmates be processed first upon arrival and taken directly to interview holding cells. At no time should they be left alone with the general population as the risk of reprisals is high. \n~mission(RandomInteger19)\n~mission(AIIntegerKill)\n~mission(RandomInteger6)\n~mission(RandomInteger21)\n~mission(RandomInteger16)\n
prisonermanifest_from=Klescher Rehabilitation Facilities
prisonermanifest_title=Prisoner Transport Manifest
procedural_text_null=
protlife_blackbox_recover_desc_01=A vehicle claim has recently been filed by one of our clients and as the insurer, we at Olympus Principal need an investigator to check out ~mission(Location|Address), locate the black box and return it to ~mission(Destination) for analysis. \n\nNote that until we can determine the factors contributing to the craft's disappearance, extreme caution should be used in the area.
protlife_blackbox_recover_desc_02=A vessel owned by one of our policy holders has been rendered inoperable and a contractor is needed to perform the investigation on behalf of Olympus Principal. To determine the specifics of what happened, the flight recorder needs to be recovered from ~mission(Location|Address) and delivered to ~mission(Destination). \n\nWhen approaching the incident site, please be on alert in case dangerous or hostile elements are still present.
protlife_blackbox_recover_desc_03=Olympus Principal is seeking an investigator to locate the remains of recently lost vessel, extract its flight recorder from ~mission(Location|Address), and deliver the black box to ~mission(Destination). We can then review the data and properly process our client's claim of loss.\n\nAs we are currently unaware of all the pertinent details surrounding the vehicle's destruction, proceed to the incident site with caution.
protlife_blackbox_recover_title_01=Investigate Wreckage Claim
protlife_from=Olympus Principal
protlife_searchbody_cave_danger_0001=As we do not know what fate befell ~mission(TargetName|Last), we strongly encourage you to use all caution while exploring the site. There may be hostiles or unexpected hazards present. 
protlife_searchbody_cave_danger_0002=Please be aware that we cannot confirm nor deny the presence of hostiles or hazards at this site. All we know for certain is that ~mission(TargetName|Last) has not returned and we would hate for the same thing to happen to you. The important thing is that you use the utmost caution while exploring the site. 
protlife_searchbody_cave_desc_0001=One of our long standing clients, ~mission(TargetName), was recently reported missing. Before we can determine the proper distribution of benefits, we need you to find confirmation of their current status. \n\nOur preliminary investigation team has learned that ~mission(TargetName|Last) had previously been conducting research at ~mission(Location|Address). It is our recommendation that you start your search there. ~mission(Location|CaveSize)\n\n~mission(Contractor|Timed)~mission(Contractor|SearchBodyCaveDanger)
protlife_searchbody_cave_desc_0002=The family of ~mission(TargetName) has filed a benefits claim in response to security being unable to locate or contact them for over two weeks. Before we settle the matter, it is our hope that we can employ you to follow one last lead. \n\nIt is our belief that ~mission(TargetName|Last) may have perished during a recreational visit to ~mission(Location|Address). We would like you to travel there and see if you can confirm what happened. ~mission(Location|CaveSize) \n\n~mission(Contractor|Timed)~mission(Contractor|SearchBodyCaveDanger)
protlife_searchbody_cave_desc_0003=We are seeking an investigator to locate and confirm the status of one, ~mission(TargetName), who was last reported to be heading to ~mission(Location|Address). ~mission(Location|CaveSize)\n\nWe cannot properly process their policy payout without this additional information. \n\n~mission(Contractor|Timed)~mission(Contractor|SearchBodyCaveDanger)
protlife_searchbody_cave_desc_0004=Olympus Principal is seeking the current location of our client, ~mission(TargetName), who has unfortunately been reported missing. We have recently been able to trace their movements to ~mission(Location|Address). ~mission(Location|CaveSize)\n\nYou are being contracted to conduct a thorough onsite investigation, so that we may hopefully find ~mission(TargetName|Last) and render assistance as needed.\n \n~mission(Contractor|SearchBodyCaveDanger) ~mission(Contractor|Timed)
protlife_searchbody_cave_title_0001=Investigate Missing Client ~mission(TargetName)
protlife_timed_0001=Note that a certain amount urgency is warranted. The completion of this matter by the deadline would be appreciated. 
protlife_timed_0002=Note that this matter needs to be settled ASAP and before the set deadline expires. 
pyro2_Outpost_col_m_scrp_indy_001_desc=Givin salvage a better tomorrow.
pyro_asteroid_cluster_001=Cluster TYS-098
pyro_asteroid_cluster_002=Cluster NBD-102
pyro_asteroid_cluster_003=Cluster PQE-291
pyro_asteroid_cluster_004=Cluster WDH-387
pyro_asteroid_cluster_005=Cluster CAJ-445
pyro_asteroid_cluster_006=Cluster BGR-560
pyro_asteroid_cluster_007=Cluster SGL-693
pyro_asteroid_cluster_008=Cluster KKE-717
pyro_asteroid_cluster_009=Cluster MNK-833
pyro_asteroid_cluster_010=Cluster JWY-925
pyro_asteroid_cluster_011=Cluster SZA-178
pyro_asteroid_cluster_012=Cluster HJS-232
pyro_asteroid_cluster_013=Cluster RSC-340
pyro_asteroid_cluster_014=Cluster DLO-486
pyro_asteroid_cluster_015=Cluster EMM-567
pyro_asteroid_cluster_016=Cluster VUP-613
pyro_asteroid_cluster_017=Cluster FSN-704
pyro_asteroid_cluster_018=Cluster GRP-839
pyro_asteroid_cluster_019=Cluster LHB-976
pyro_asteroid_cluster_020=Cluster YKA-011
pyro_asteroid_cluster_desc=A small group of asteroids that share orbital characteristics.
pyro_stationdecal_01=PYROTECHNIC AMALGAMATED
pyro_stationdecal_02=FUEL AND RESOURCES
pyro_stationdecal_03=STATION ID:
pyro_stationdecal_P1L2=PYAM-FARSTAT-1-2
pyro_stationdecal_P1L3=PYAM-FARSTAT-1-3
pyro_stationdecal_P1L5=PYAM-FARSTAT-1-5
pyro_stationdecal_P2L0=PYAM-FARSTAT-2-0
pyro_stationdecal_P2L3=PYAM-FARSTAT-2-3
pyro_stationdecal_P2L4=PYAM-FARSTAT-2-4
pyro_stationdecal_P3L0,P=ORBITUARY
pyro_stationdecal_P3L5=PYAM-FARSTAT-3-5
pyro_stationdecal_P5L1=PYAM-FARSTAT-5-1
pyro_stationdecal_P5L2,P=GASLIGHT
pyro_stationdecal_P5L3=PYAM-FARSTAT-5-3
pyro_stationdecal_P5L4,P=ROD'S FUEL 'N SUPPLIES
pyro_stationdecal_P5L5,P=RAT'S NEST
pyro_stationdecal_P6L0=PYAM-FARSTAT-6-0
pyro_stationdecal_P6L2=PYAM-FARSTAT-6-2
pyro_stationdecal_P6L3=PYAM-FARSTAT-6-3
pyro_stationdecal_P6L4,P=DUDLEY & DAUGHTERS
pyro_stationdecal_P6L5,P=MEGUMI REFUELING
quantum_hud_aligned=Aligned Members %i / %i
quantum_hud_spooled=Spooled Members %i / %i
racelastforxcheckpoints_obj_display_01,P=Luca Brunt: Ensure the race lasts for ~mission(RaceLastsForXCheckpoints).
racelastforxcheckpoints_obj_long_01,P=Luca Brunt: UEC ~mission(RaceLastsForXCheckpointsReward) - Ensure the race lasts for ~mission(RaceLastsForXCheckpoints) and finish the race.
racelastforxcheckpoints_obj_short_01,P=Ensure the race lasts for ~mission(RaceLastsForXCheckpoints) checkpoints.
rc_ScanInfo_ComponentStatus_Destroyed=Destroyed
rc_ScanInfo_ComponentStatus_PowerOff=Offline
rc_ScanInfo_ComponentStatus_PowerOn=Online
recoverspace__obj_long_01=Locate ~mission(TargetName)'s ship with the ~mission(Contractor|RecoveryItem) onboard.
recoverspace__obj_long_02=Neutralize ~mission(TargetName) before they can escape with the ~mission(Contractor|RecoveryItem).
recoverspace__obj_long_03=Recover ~mission(Contractor|RecoveryItem) from the ship wreckage.
recoverspace__obj_long_04=Deliver ~mission(Contractor|RecoveryItem) to ~mission(Destination).
recoverspace__obj_marker_01=~mission(TargetName)
recoverspace__obj_marker_02=Neutralize
recoverspace__obj_marker_03=~mission(Contractor|RecoveryItem)
recoverspace__obj_marker_04=Delivery Drop Off
recoverspace__obj_short_01=Locate ~mission(TargetName)'s Ship
recoverspace__obj_short_02=Neutralize Target
recoverspace__obj_short_03=Recover Property
recoverspace__obj_short_04=Deliver Recovered Property
recoverspace_desc=~mission(Contractor|RecoverSpaceDescription)
recoverspace_from=~mission(Contractor|RecoverSpaceFrom)
recoverspace_title=~mission(Contractor|RecoverSpaceTitle)
recoverstash_desc=~mission(Contractor|RecoverStashDesc)
recoverstash_dropoff_obj_long_01=Deliver all of the stash to ~mission(Destination|Address).
recoverstash_dropoff_obj_marker_00=Drop Off
recoverstash_dropoff_obj_short_01=Deliver Stash To ~mission(Destination)
recoverstash_from=~mission(Contractor|RecoverStashFrom)
recoverstash_header=Current Contract: ~mission(Contractor|RecoverStashTitle)
recoverstash_mgtitle=~mission(Contractor|RecoverStashTitle) - ~mission(Reward)
recoverstash_pickup_obj_long_00=Find all of the stash at ~mission(Location|Address).
recoverstash_pickup_obj_long_01=Find the first part of the stash.
recoverstash_pickup_obj_long_02=Find the second part of the stash.
recoverstash_pickup_obj_long_03=Find the third part of the stash.
recoverstash_pickup_obj_marker_00=Stash
recoverstash_pickup_obj_short_00=Stash Found: %ls
recoverstash_steal_desc=~mission(Contractor|RecoverStashStealDesc)
recoverstash_steal_header=~mission(Contractor|RecoverStashStealTitle) - ~mission(Reward)
recoverstash_steal_mgtitle=Current Contract: ~mission(Contractor|RecoverStashStealTitle)
recoverstolen_danger_0001=We expect things should go relatively smoothly, but be ready just in case they don't. 
recoverstolen_danger_0002=We've got our hands full right now, so if things go south out there we won't be able to provide you with any back up. Go in expecting to handle any surprises on your own. 
recoverstolen_danger_0003=We did some preliminary scouting of the site and it should be clear, but experienced operators know better than to rely on that to keep them safe. 
recoverstolen_danger_0004=The thieves responsible might still be lurking around, so use caution. 
recoverstolen_desc=~mission(Description)
recoverstolen_desc_0001=We have been fortunate enough to track down a ~mission(Contractor|RecoveryItem) that recently was reported stolen. It is being held in ~mission(Location). We need an operator to go in, reclaim their property and return it to ~mission(Destination). ~mission(Contractor|RecoveryTimed) ~mission(Contractor|RecoveryDanger)
recoverstolen_desc_0002=An informant of ours has given us word that a ~mission(Contractor|RecoveryItem) taken from ~mission(Destination) is being held at ~mission(Location). We are seeking a independent operator to handle the retrieval of said ~mission(Contractor|RecoveryItem) on our behalf and return it to its rightful owners. ~mission(Contractor|RecoveryTimed) ~mission(Contractor|RecoveryDanger)
recoverstolen_desc_0003=This rarely happens, but believe it or not some missing property that's been our radar just surfaced at ~mission(Location). Intact too! Now all we need is someone to give the whole thing a happy ending and return the ~mission(Contractor|RecoveryItem) to our clients at ~mission(Destination). ~mission(Contractor|RecoveryTimed) ~mission(Contractor|RecoveryDanger)
recoverstolen_desc_0004=After contacting us about a recent theft at ~mission(Destination), we were able to apply our tradecraft and trace their stolen ~mission(Contractor|RecoveryItem) to ~mission(Location). All the hard work is done, all that's left is the actually physical retrieval. Think you're up for it? ~mission(Contractor|RecoveryTimed) ~mission(Contractor|RecoveryDanger)
recoverstolen_desc_0005=Every time you think criminals can't get any dumber, they surprise you again. These geniuses stole some~mission(Contractor|RecoveryItem) from ~mission(Destination) but we were able to trace it right back to their ~mission(Location). Should be a simple matter for an operator to head in, retrieve the item, and return it to its proper owners.~mission(Contractor|RecoveryTimed) ~mission(Contractor|RecoveryDanger) Though if I'm being honest, I wouldn't be surprised if these draggers thought it was magic or something once they notice the ~mission(Contractor|RecoveryItem) is missing.
recoverstolen_desc_0006=Good news. After a client of ours suffered a theft, we were able to trace their ~mission(Contractor|RecoveryItem) to where the criminals were holding it at ~mission(Location). We are looking for someone to finish the op, and return the property to ~mission(Destination). ~mission(Contractor|RecoveryTimed) ~mission(Contractor|RecoveryDanger)
recoverstolen_from=~mission(Contractor)
recoverstolen_obj_long_01=Go to ~mission(Location) to retrieve the stolen goods.
recoverstolen_obj_long_02=Locate and recover the stolen ~mission(Item).
recoverstolen_obj_long_03=Deliver ~mission(Item) to ~mission(Destination).
recoverstolen_obj_marker_01=Stolen Goods
recoverstolen_obj_marker_03=Delivery Drop Off
recoverstolen_obj_short_01=Go To Stolen Goods
recoverstolen_obj_short_02=Recover Stolen Goods
recoverstolen_obj_short_03=Deliver Recovered Goods
recoverstolen_space_danger_0001=It would be prudent to go into this contract expecting the thief to be armed and extremely hostile. 
recoverstolen_space_danger_0002=Unfortunately, if things go south out there, ~mission(contractor) cannot commit combat support at this time. Take this contract at your own risk. 
recoverstolen_space_danger_0003=Use caution approaching this perp. No telling how they might react when you get them cornered. 
recoverstolen_space_danger_0004=And since this dragger is well-connected, don't be surprised if some of their ~mission(client) friends show up. 
recoverstolen_space_desc=~mission(Contractor|RecoverSpaceDescription)
recoverstolen_space_desc_0001=An independent investigation has resulted in the location of a recently stolen ~mission(Contractor|RecoveryItem) being tracked down. We believe it to currently be in the possession of one ~mission(TargetName), an affiliate of the ~mission(client) with a known record. ~mission(contractor) is looking for a skilled individual to track down ~mission(TargetName)'s ship, recover the lost property, and return it to ~mission(destination). ~mission(Contractor|RecoveryTimed) ~mission(Danger)
recoverstolen_space_desc_0002=~mission(contractor) is seeking an experienced operator to handle the retrieval of a stolen ~mission(Contractor|RecoveryItem) which our investagtion team has learned to be aboard the ship of known ~mission(location) affiliate; ~mission(TargetName). Once recovered, the ~mission(Contractor|RecoveryItem) will need to be taken to its rightful owners at ~mission(destination). ~mission(Contractor|RecoveryTimed) ~mission(Danger)
recoverstolen_space_desc_0003=Small miracle. Some good folks over at ~mission(destination) had a ~mission(Contractor|RecoveryItem) stolen from them, but we've actually been able to track it down. Turns out some scag by the name of ~mission(TargetName) has the stolen ~mission(Contractor|RecoveryItem) aboard their ship right now. However, a skilled operator should be able to hunt their ship down and return the property to where it belongs. ~mission(Contractor|RecoveryTimed) ~mission(Danger)
recoverstolen_space_desc_0004=A ~mission(Contractor|RecoveryItem) was reported stolen by one of the workers over at ~mission(destination). As a nice change of pace, we actually got a solid lead on the ~mission(client) member that pulled the job who's currently going by the handle: ~mission(TargetName). Now all we need is a suitable contractor to handle the recovery operation on our behalf. ~mission(Contractor|RecoveryTimed) ~mission(Danger) Serious applicants only. EDIT: ** THIS IS NOT A GUILD JOB **
recoverstolen_space_desc_0005=We have it on good authority that a stolen ~mission(Contractor|RecoveryItem) is currently aboard the ship of ~mission(TargetName). ~mission(contractor) needs a pilot, preferably with combat experience, to retrieve the stolen property and return it to its proper owners at ~mission(destination). ~mission(Contractor|RecoveryTimed) ~mission(Danger)\n\n*This contract agreement is considered at-will, and may be terminated at any time by either party.
recoverstolen_space_desc_0006=Got a break today. After a client of ours over at ~mission(destination) got robbed, we were able to trace their stolen ~mission(Contractor|RecoveryItem) to the ship of one ~mission(TargetName). With your help, we are hopeful that we will be able to locate the perpatrator and recover the property intact. ~mission(Contractor|RecoveryTimed) ~mission(Danger)
recoverstolen_space_desc_easy=~mission(Contractor|RecoveryEasyDescription)
recoverstolen_space_desc_hard=~mission(Contractor|RecoveryHardDescription)
recoverstolen_space_desc_medium=~mission(Contractor|RecoveryMediumDescription)
recoverstolen_space_from=~mission(contractor)
recoverstolen_space_obj_long_01=Locate ~mission(TargetName)'s ship and the stolen ~mission(Item).
recoverstolen_space_obj_long_02=Neutralize ~mission(TargetName) before they can escape with the stolen ~mission(Item).
recoverstolen_space_obj_long_03=Recover the stolen ~mission(Item) from the wreckage.
recoverstolen_space_obj_long_04=Deliver the recovered ~mission(Item) to ~mission(destination).
recoverstolen_space_obj_marker_01=~mission(TargetName)
recoverstolen_space_obj_marker_02=Neutralize
recoverstolen_space_obj_marker_04=Delivery Drop Off
recoverstolen_space_obj_short_01=Locate ~mission(TargetName)'s Ship
recoverstolen_space_obj_short_02=Neutralize the Thief
recoverstolen_space_obj_short_03=Recover Stolen Property
recoverstolen_space_obj_short_04=Deliver Recovered Property
recoverstolen_space_obj_short_04a=Stolen Property
recoverstolen_space_timed_0001=Timing's going to be tight on this. We need to recover the property before it can be sold off or moved out of system. 
recoverstolen_space_timed_0002=Our intel indicates that a sale might be happening sooner than later, which means we're going to need you to move swiftly on this. 
recoverstolen_space_timed_0003=Not a lot of time to waste on this since ~mission(TargetName) is a definite flight risk. 
recoverstolen_space_timed_0004=To help limit any additional complications from springing up, we need this contract completed ASAP. 
recoverstolen_space_timed_0005=As far as timing goes on this, afraid there's not a lot of wiggle room. Every second that passes, the chances of success only get worse. 
recoverstolen_space_title=~mission(Contractor|RecoverSpaceTitle)
recoverstolen_space_title_0001=Recover Stolen Property
recoverstolen_space_title_0002=Retrieve Property From Thief
recoverstolen_space_title_0003=Reclaim Stolen Items
recoverstolen_space_title_0004=Stolen Goods Found
recoverstolen_space_title_0005=Property Retrieval
recoverstolen_space_title_0006=Thief Located
recoverstolen_space_title_easy=~mission(Contractor|RecoveryEasyTitle)
recoverstolen_space_title_hard=~mission(Contractor|RecoveryHardTitle)
recoverstolen_space_title_medium=~mission(Contractor|RecoveryMediumTitle)
recoverstolen_timed_0001=Time is unfortunately of the essence here. We need to recover the property before it can be moved to a different location. 
recoverstolen_timed_0002=Our reconnaissance showed that if we want this operation to succeed, the retrieval must be handled swiftly. 
recoverstolen_timed_0005=This is a priority task, so it will need to be resolved quickly. 
recoverstolen_timed_0006=This package needs to be retrieved as soon as possible in order to limit any additional complications. 
recoverstolen_timed_0007=This job's got a narrow window of opportunity. See that you don't miss it. 
recoverstolen_title=~mission(Title)
recoverstolen_title_0001=Recover Property
recoverstolen_title_0002=Property Retrieval
recoverstolen_title_0003=Property Reclamation
recoverstolen_title_0004=Stolen Goods Located
recoverstolen_title_0005=Retrieve Stolen Property
recoverstolen_title_0006=Stolen Property Found
recovery_desc=~mission(Contractor|RecoverItemDescription)
recovery_from=~mission(Contractor|RecoverItemFrom)
recovery_obj_long_01=Go to ~mission(Location) to recover the ~mission(Item).
recovery_obj_long_02=Recover the ~mission(Item).
recovery_obj_long_03=Deliver the ~mission(Item) to ~mission(Destination).
recovery_obj_marker_01=Recovery Site
recovery_obj_marker_02=Recover
recovery_obj_marker_03=Delivery Drop Off
recovery_obj_short_01=Go To Recovery Site
recovery_obj_short_02=Recover ~mission(Item)
recovery_obj_short_03=Deliver Recoverd ~mission(Item)
recovery_title=~mission(Contractor|RecoverItemTitle)
redwind_Danger_001=Word of caution, this route might get pretty hairy with the way things are right now. If you take this job, make sure you are ready to do what needs doing. 
redwind_Danger_002=And a heads up that we've had a few pilots run into trouble on this route before. That's not saying the same thing's gonna happen to you, but be ready just in case. 
redwind_Danger_003=And to just put it out there, we have reason to believe that there might be additional risk associated with this route. Faint of heart need not apply. 
redwind_Danger_004=It's probably worth mentioning that this route has seen more than it's fair share of excitement recently. Outlaws and worse. Doesn't matter how long you've been flying, make sure you're prepared. Not only for the shipment's safety, but your own. 
redwind_Danger_005=Red Wind has rated this route as one of our more dangerous ones. Not trying to dissuade you, but want to make sure you go in prepared. 
redwind_SignOff_001=\nDO NOT TAKE THIS CONTRACT - unless you are reliable. Red Wind has a reputation that our clients trust and for good reason. 
redwind_SignOff_002=\n\nBE AWARE - in addition for being known as a dependable shipping service, Red Wind is also known for tracking down people who double cross us. If you're looking for an easy 'soft grab', we ain't it. Trustworthy pilots only. 
redwind_SignOff_003=TO ALL VETS - Red Wind appreciates your service to our Empire! Your struggles mean our freedom! 
redwind_SignOff_004=WE ARE EQUAL OPPORTUNITY - Red Wind Linehaul is and always has been an equal opportunity contractor. If you think you can do a good job for us, then by all means sign up. 
redwind_SignOff_005=TRUST GOES TWO WAYS - By taking this contract you are pledging not to screw us over, and Red Wind Linehaul pledges to treat you the same. 
redwind_SignOff_006=CELEBRATING 35 YEARS - Red Wind Linehaul is proud to have provided reliable shipment and delivery services for 35 years. To our loyal customers and dedicated contractors, we thank you! 
redwind_Timed_001=This is a rush job so see that you hurry and finish on time. 
redwind_Timed_002=There's a tight deadline on this one so keep an eye on the clock. 
redwind_Timed_003=We need the contract finished by the expected deadline, no exceptions. 
redwind_Timed_004=Make sure to keep a close watch on the time. The tight deadline doesn't leave too much room for error. 
redwind_Timed_005=Since the contract has a tight deadline, you're expected to manage your time wisely. 
redwind_UGF_collect_desc_001=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nGot a shipment waiting to be hauled from ~mission(Location|Address) to ~mission(Destination|Address). \n\nIll be up front with you though, this spot doesnt have the cleanest of reputations. That being said, they still need packages delivered and they got credits, so thats all square. But if you go in there, theres a good chance you might run into some trouble.\n\nDont take the job if you cant handle that.\n\n\n\nTO ALL VETS - Red Wind appreciates your service to our Empire! Your struggles mean our freedom! \n
redwind_UGF_collect_title_001=RED WIND DELIVERY PILOT NEEDED
redwind_courier_dc_small_title_001=Red Wind Local Shipment Route
redwind_courier_fromdc_med_desc_001=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nGot a request in from ~mission(Pickup1|Address) that they have a fair number of packages waiting in the ~mission(Pickup1) that they need delivered. \n\nBefore you take the contract, just make sure you got a ship with enough room. Tractor beam wouldnt hurt either.\n\nPACKAGES FOR PICK UP \n · All Packages in the ~mission(Pickup1) at ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5|Address)\n · Package #~mission(item6|serialnumber) to the ~mission(Dropoff5|Address)\n · Package #~mission(item7|serialnumber) to the ~mission(Dropoff6|Address)\n · Package #~mission(item8|serialnumber) to the ~mission(Dropoff6|Address)\n · Package #~mission(item9|serialnumber) to the ~mission(Dropoff7|Address)\n · Package #~mission(item10|serialnumber) to the ~mission(Dropoff7|Address)\n\n\nWE ARE EQUAL OPPORTUNITY - Red Wind Linehaul is and always has been an equal opportunity contractor. If you think you can do a good job for us, then by all means sign up. \n
redwind_courier_fromdc_small_desc_001=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\nThe folks over at ~mission(Pickup1|Address) have few packages in the ~mission(Pickup1) they want delivered. Easy credits for doing a basic load and drop.\n\nPACKAGES FOR PICK UP \n · All Packages in the ~mission(Pickup1) at ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(item1|serialnumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(item2|serialnumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(item3|serialnumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(item4|serialnumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(item5|serialnumber) to the ~mission(Dropoff5|Address)\n\n\nTO ALL VETS - Red Wind appreciates your service to our Empire! Your struggles mean our freedom! \n
redwind_courier_todc_med_desc_001=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nTheres a sizeable allotment of packages that need to be taken to the ~mission(Dropoff1) at ~mission(Dropoff1|Address). As long as your ship has enough room, this should be a relatively simple run.\n\nPACKAGES FOR PICK UP (ANY ORDER) \n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5|Address)\n · Package #~mission(item6|serialnumber) from the ~mission(Pickup5|Address)\n · Package #~mission(item7|serialnumber) from the ~mission(Pickup6|Address)\n · Package #~mission(item8|serialnumber) from the ~mission(Pickup6|Address)\n · Package #~mission(item9|serialnumber) from the ~mission(Pickup7|Address)\n · Package #~mission(item10|serialnumber) from the ~mission(Pickup7|Address)\n\nDROP OFF LOCATION\n · All Packages delivered to the ~mission(Dropoff1) at ~mission(Dropoff1|Address)\n\n\n\nDO NOT TAKE THIS CONTRACT - unless you are reliable. Red Wind has a reputation that our clients trust and for good reason. \n
redwind_courier_todc_small_desc_001=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nGot a small bunch of packages that need to be grabbed and taken to the ~mission(Dropoff1) at ~mission(Dropoff1|Address). Should be fairly simple all things considered.\n\nPACKAGES FOR PICK UP (ANY ORDER) \n · Package #~mission(item1|serialnumber) from the ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from the ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from the ~mission(Pickup3|Address)\n · Package #~mission(item4|serialnumber) from the ~mission(Pickup4|Address)\n · Package #~mission(item5|serialnumber) from the ~mission(Pickup5|Address)\n\nDROP OFF LOCATION\n · All Packages delivered to the ~mission(Dropoff1) at ~mission(Dropoff1|Address)\n\n\n\nTRUST GOES TWO WAYS - By taking this contract you are pledging not to screw us over, and Red Wind Linehaul pledges to treat you the same. \n
redwind_delivery_desc_0001=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nAll pilots looking for work - Shipping contract up for grabs. \n\nGot a shipment waiting to be hauled from ~mission(Location|Address) to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
redwind_delivery_desc_0002=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nNeed independent pilots to cart a shipment from ~mission(Location|Address) over to ~mission(Destination|Address). \n\nNot too independent though. Don't care what the side of your ship says, you take this job you're still flying for Red Wind. ~mission(Contractor|Timed)~mission(Contractor|Danger) \n\n~mission(Contractor|SignOff)
redwind_delivery_desc_0003=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nLooking for a pilot to run a route from ~mission(Location|Address) all the way to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
redwind_delivery_desc_0004=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nHey all, Red Wind is temporarily staffing up. \n\nIf you're available to run a shipment from ~mission(Location|Address) to ~mission(Destination|Address) let us know. ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
redwind_delivery_desc_0005=RED WIND LINEHAUL\n'YOUR GOODS IN GOOD HANDS'\n----------------------------\n\nIf you are a pilot in good standing looking for work, Red Wind has an open contract in need of immediate temporary staffing. \n\nPilot will be expected to pick up a shipment from ~mission(Location) for delivery to ~mission(Destination). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
redwind_delivery_title_001=RED WIND DELIVERY PILOT NEEDED
refinery_ui_BottomCard_Func_01=20-01
refinery_ui_BottomCard_Func_02=13-4F
refinery_ui_BottomCard_Func_03=54-37
refinery_ui_BottomCard_Func_04=F3-BC
refinery_ui_BottomCard_Func_05=C4-80
refinery_ui_BottomCard_Func_06=16-1A
refinery_ui_BottomCard_Func_07=A9-HS
refinery_ui_BottomCard_Func_08=B7-56
refinery_ui_BottomCard_Func_09=FF-E9
refinery_ui_BottomCard_Func_10=2B-22
refinery_ui_BottomCard_Func_11=BD-98
refinery_ui_BottomCard_Func_12=5D-NH
refinery_ui_BottomCard_Func_13=0B-0B
refinery_ui_BottomCard_Func_14=AD-CE
refinery_ui_Button_Cancel=Cancel
refinery_ui_Button_Collect=Collect
refinery_ui_Button_Confirm=Confirm
refinery_ui_Button_SetupWorkOrder=Setup Work Order
refinery_ui_Button_StopAndCollect=Stop & Collect
refinery_ui_CancelDialog_Blurb=You are about to cancel a work order that is currently in progress. You will only receive the currently processed materials and we will discard the rest. If this is acceptable to you, click Confirm, otherwise click Cancel.
refinery_ui_CancelDialog_Title=Cancel Work Order?
refinery_ui_Capacity=// Refinery Capacity
refinery_ui_Capacity_Extreme=Refinery currently has an extreme workload. A large surcharge will be added.
refinery_ui_Capacity_High=Refinery currently has a heavy workload. A moderate surcharge will be added.
refinery_ui_Capacity_Low=Refinery currently has a light workload. No surcharge at this time.
refinery_ui_Capacity_Medium=Refinery currently has a moderate workload. A small surcharge will be added.
refinery_ui_ConfirmDialog_Blurb=To confirm the delivery of this work order, please click Collect below, otherwise click Cancel.
refinery_ui_ConfirmDialog_Title=Confirm Delivery
refinery_ui_CurrentCapacity=Current Capacity
refinery_ui_DeliverFailed=An error occurred while delivering your shipment. Please try again later.
refinery_ui_Details=Details
refinery_ui_Funds=// Funds
refinery_ui_Goodbye_Blurb=Thank you for visiting! \n\nWe appreciate you choosing us for your refinement needs and look forward to helping you again soon.
refinery_ui_Goodbye_Title=Signing Out
refinery_ui_JobCard_CardNum_01=01
refinery_ui_JobCard_CardNum_02=02
refinery_ui_JobCard_CardNum_03=03
refinery_ui_JobCard_Table_Cost=Cost
refinery_ui_JobCard_Table_Done=Done
refinery_ui_JobCard_Table_MaterialsSelected=Materials Selected
refinery_ui_JobCard_Table_MaterialsYielded=Materials Yielded (cSCU)
refinery_ui_JobCard_Table_QTY=QTY
refinery_ui_JobCard_Table_Refine=Refine
refinery_ui_JobCard_Table_SubLabel_NoYes=(No/Yes)
refinery_ui_JobCard_Table_SubLabel_cSCU=(cSCU)
refinery_ui_JobCard_Table_ToDo=To Do
refinery_ui_JobCard_Table_Yield=Yield
refinery_ui_JobCard_VehicleCargo_Free=Available cSCU
refinery_ui_JobCard_VehicleCargo_Insufficient=Insufficent cSCU
refinery_ui_JobCard_VehicleCargo_Required=Required cSCU
refinery_ui_JobCreationFailed=An error occurred while creating your job. Please try again later.
refinery_ui_Manifest_FreeSpace=Free Space
refinery_ui_Manifest_Inert=Inert
refinery_ui_Manifest_Refinable=Refinable
refinery_ui_Notification_JobCancelled=Work Order Cancelled
refinery_ui_Notification_JobCreated=Work Order Accepted
refinery_ui_Notification_JobDelivered=Work Order Delivered
refinery_ui_Notification_OrderProcessing=Processing Your Request
refinery_ui_Notification_OrderProcessing_PleaseWait=Please wait for your work order to processed.
refinery_ui_ProcessingTime=Processing Time
refinery_ui_ProcessingType_FastCareful=Pyrometric Chromalysis
refinery_ui_ProcessingType_FastCareful_Desc=This higher-than-average priced refinement process uses a series of very precisely controlled heating chambers to slowly extract the wanted material over the course of the thermal cycle and remove insoluble impurities through chromalysis to result in an above average yield.
refinery_ui_ProcessingType_FastCareful_Details=Low Speed // High Cost // High Yield
refinery_ui_ProcessingType_FastNormal=Gaskin Process
refinery_ui_ProcessingType_FastNormal_Desc=This process exposes raw material to quick bursts of Gaskin solvents to break down and remove impurities through inductive filtration. This fast but expensive process results in an average final yield.
refinery_ui_ProcessingType_FastNormal_Details=High Speed // High Cost // Moderate Yield\n
refinery_ui_ProcessingType_FastWasteful=XCR Reaction
refinery_ui_ProcessingType_FastWasteful_Desc=This process employs an array of highly corrosive reaction agents to rapidly dissolve unwanted materials. Developed by the Navy to expedite wartime material production, this costly refinement method makes up for its lower than average yield with its high rate of turnover.
refinery_ui_ProcessingType_FastWasteful_Details=High Speed // High Cost // Low Yield
refinery_ui_ProcessingType_NormalCareful=Ferron Exchange
refinery_ui_ProcessingType_NormalCareful_Desc=This recently developed process returns a high yield of refined product at a slightly below-average rate for a nominal cost. By using a resonant distillation process inside a flux-retort, the desired materials can be separated from the raw slag while minimizing waste.
refinery_ui_ProcessingType_NormalCareful_Details=Low Speed // Moderate Cost // High Yield
refinery_ui_ProcessingType_NormalNormal=Electrostarolysis
refinery_ui_ProcessingType_NormalNormal_Desc=This moderately priced electrochemical process uses a pure sample of the desired final material as an anode to attract and bond the chemically dissolved raw material resulting in an average yield percentage and processing time.
refinery_ui_ProcessingType_NormalNormal_Details=Moderate Speed // Moderate Cost // Moderate Yield\n
refinery_ui_ProcessingType_NormalWasteful=Cormack Method
refinery_ui_ProcessingType_NormalWasteful_Desc=This readily available and relatively quick process, invented by Art Cormack in 2321, injects the molten material with a stream of reactive gas that bonds with common impurities. The resulting insoluble byproduct can then be filtered from the refined molten slurry producing a relatively low final yield.
refinery_ui_ProcessingType_NormalWasteful_Details=High Speed // Moderate Cost // Low Yield
refinery_ui_ProcessingType_SlowCareful=Dinyx Solventation
refinery_ui_ProcessingType_SlowCareful_Desc=This process slowly sublimates raw materials in a pressurized Dinyx chamber and then over time recrystallizes the vaporization in zero gravity to remove impurities as off-cast and produce a high yield of refined product.
refinery_ui_ProcessingType_SlowCareful_Details=Very Low Speed // Low Cost // High Yield
refinery_ui_ProcessingType_SlowNormal=Thermonatic Deposition
refinery_ui_ProcessingType_SlowNormal_Desc=Through slow application of repeated heating and cooling cycles, the raw materials can be separated according to their specific thermonatic properties and produce a moderate refined yield.
refinery_ui_ProcessingType_SlowNormal_Details=Low Speed // Low Cost // Moderate Yield
refinery_ui_ProcessingType_SlowWasteful=Kazen Winnowing
refinery_ui_ProcessingType_SlowWasteful_Desc=Despite its moderate processing rate and relatively low yield, Kazen Winnowing, first developed in the 22nd century, is still frequently used thanks to its relatively simple set-up and lower price point. Once the raw material reaches its liquidis temperature, high pressure gas is introduced and used to winnow any remaining impurities.
refinery_ui_ProcessingType_SlowWasteful_Details=Moderate Speed // Low Cost // Low Yield
refinery_ui_Profile=Profile
refinery_ui_RefinementCenter=Refinement Center
refinery_ui_RefineryCapacity=// Refinery Capacity
refinery_ui_RemainingTime=Time Remaining
refinery_ui_SetupError=Error: No valid connection to refinery network detected. Contact engineering team.
refinery_ui_Specializations=// Material Specializations
refinery_ui_Specializations_Desc=This location specializes in refining the materials listed which can result in higher yields, faster turnaround, and lower costs.
refinery_ui_Station=Station
refinery_ui_Terminal=Terminal
refinery_ui_TopBar_ModuleNumber=// Module-FD67
refinery_ui_TopBar_SoftwareVersion=// Refinery System C47.02
refinery_ui_User=User
refinery_ui_User_2=// User
refinery_ui_VehicleManifest=// Manifest
refinery_ui_VehicleSelection=// Material Selection
refinery_ui_VehicleSelection_Dropdown=Select Storage Option
refinery_ui_VehicleSelection_Dropdown_0=Select Material Location
refinery_ui_Welcome_AfterFirstTime_01=Welcome back,
refinery_ui_Welcome_AfterFirstTime_02=There are
refinery_ui_Welcome_AfterFirstTime_03=completed work orders waiting for you and
refinery_ui_Welcome_AfterFirstTime_04=work orders currently processing.
refinery_ui_Welcome_Begin=Click Begin to log in.
refinery_ui_Welcome_FirstTime_01=Welcome,
refinery_ui_Welcome_FirstTime_02=to the
refinery_ui_Welcome_Introduction=With top-of-the-line equipment and a staff with decades of experience processing raw ore and materials, just about the only thing that doesn't need refining is our customer service.
refinery_ui_Welcome_Introduction_Begin=If you're ready to start a new work order, simply click Begin below.
refinery_ui_Welcome_Introduction_ReadyToStart=If you're ready to start a new work order, or you want to check the progress of an existing work order, simply click Begin below.
refinery_ui_WorkOrderCard=Work Order
refinery_ui_WorkOrderCard_InManifest=// In Manifest
refinery_ui_WorkOrderCard_ProcessSelection=// Processing Selection, Yield and Costs
refinery_ui_WorkOrderCard_Processing=// Processing
refinery_ui_WorkOrderCard_RawMaterials=// Raw Materials
refinery_ui_WorkOrderCard_Results=// Results
refinery_ui_WorkOrderCard_Title_Completed=Completed
refinery_ui_WorkOrderCard_Title_Processing=Processing
refinery_ui_WorkOrderCard_Title_Setup=Setup
refinery_ui_WorkOrderCard_ToRefine=// To Refine
refinery_ui_WorkOrderCard_WorkOrderDetails=// Details
refinery_ui_WorkOrderComplete=Work Order Complete
refinery_ui_WorkOrderCost=Total Cost
refinery_ui_errorMessage=Error:
refinery_ui_getQuote=Get Quote
refinery_ui_gettingQuote=LOADING
refinery_ui_jobComplete=A Refinery Work Order has been Completed at %ls
refinery_ui_multipleJobsComplete=%u Refinery Work Orders have been Completed at %ls
refinery_ui_no_data=--
refinery_ui_no_quote=Quote Needed
refinery_ui_serviceError=Something went wrong (Error code: ~RefineryMethod(error)).
refinery_ui_warningMessage=Warning: Accepting this work order will discard one or more materials. They can not be recovered once processing begins. If this is acceptable to you, please click Confirm below, otherwise click Cancel.
refueling_HUD_Beacon_Hydrogen,P=Hydrogen Fuel
refueling_HUD_Beacon_Quantum,P=Quantum Fuel
refueling_HUD_Beacon_inNeed,P=Hold M to activate a Stranded/Refueling Beacon and offer a reward of 15000 aUEC
refueling_HUD_Beacon_offer,P=Hold M to activate a Fuel Offer Beacon
refueling_HUD_Beacon_typeOffer,P=Refueling Offer
refueling_HUD_Beacon_typeRequest,P=Refueling Request
refueling_ui_Abort_Description=Warning - This will detach the boom and halt the refueling process.\nPlease Confirm
refueling_ui_Abort_Yes=Yes
refueling_ui_Arm_BoomCamera=Boom Cam
refueling_ui_Attached_NoVehicle=No Ship Attached \nto Boom
refueling_ui_Attached_NoVehicleSherlock=WARNING! FUEL LOSS!\nNo Ship Attached\nDeactivate Nozzle
refueling_ui_Attached_ShipAttached=Ship Attached:
refueling_ui_Docking_Docked=Docked
refueling_ui_Docking_InProgress=Waiting for Docking
refueling_ui_Docking_Waiting=Waiting...
refueling_ui_FuelTank_A=Fuel Tank A
refueling_ui_FuelTank_AuxillaryStorage=Refinery Storage
refueling_ui_FuelTank_B=Fuel Tank B
refueling_ui_FuelTank_ControlClose=Close
refueling_ui_FuelTank_ControlOpen=Out
refueling_ui_FuelTank_ControlPump=In
refueling_ui_FuelTank_Controls=Fuel Pod Control
refueling_ui_FuelTank_Empty=Empty
refueling_ui_FuelTank_FuelTank=Pod
refueling_ui_FuelTank_Health=// Integrity
refueling_ui_FuelTank_Internal=Internal Pump
refueling_ui_FuelTank_Management=Pod Management
refueling_ui_FuelTank_NotAttached=No Pod Detected
refueling_ui_FuelTank_Overview=Fuel Pod Overview
refueling_ui_FuelTank_Percent=%
refueling_ui_FuelTank_Pod01=Pod 1
refueling_ui_FuelTank_Pod02=Pod 2
refueling_ui_FuelTank_Pod03=Pod 3
refueling_ui_FuelTank_Pod04=Pod 4
refueling_ui_FuelTank_Pod05=Pod 5
refueling_ui_FuelTank_Pod06=Pod 6
refueling_ui_FuelTank_Scoop=Scoop
refueling_ui_FuelTank_Solid=Solids
refueling_ui_FuelTank_StatusDanger=Danger!
refueling_ui_FuelTank_StatusOK=Nominal
refueling_ui_FuelTank_StatusWarning=Warning!
refueling_ui_FuelTank_Title=Fuel Pod Summary
refueling_ui_FuelTank_Waste=Mixed Liquids
refueling_ui_General_Abort=Terminate
refueling_ui_General_Active=Active
refueling_ui_General_AmountFuel=Select Fuel Amount
refueling_ui_General_BoomArm=Boom
refueling_ui_General_Caution=Caution: Reduce Flow Rate
refueling_ui_General_DeployArm=Deploy Boom
refueling_ui_General_Destroyed=Destroyed
refueling_ui_General_Detach=Detach
refueling_ui_General_Error=Error
refueling_ui_General_External=External
refueling_ui_General_Flow=SCU / s
refueling_ui_General_FuelPod=Fuel Pod
refueling_ui_General_HydrogenFuel=Hydrogen
refueling_ui_General_InProgress=In Progress
refueling_ui_General_Inactive=Inactive
refueling_ui_General_InternalTank=Internal Tank
refueling_ui_General_OperationSystem=// Refueling System V72.00
refueling_ui_General_QuantumFuel=Quantum
refueling_ui_General_Refueling=Refueling Overview
refueling_ui_General_SCU=SCU
refueling_ui_General_Status=Status:
refueling_ui_General_WaitingDeploy=Waiting for Boom Deployment
refueling_ui_General_WaitingRetract=Waiting for Boom Retraction
refueling_ui_HUD_RefuelingInProgress=Refuel in Progress - Do not lift off
refueling_ui_HUD_RefuelingInProgressDocked=Refuel in Progress - Do not undock
refueling_ui_HUD_RepairInProgress=Repair in Progress - Do not lift off
refueling_ui_HUD_RestockingInProgress=Restock in Progress - Do not lift off
refueling_ui_Information_Amount=Total Amount:
refueling_ui_Information_Confirm=Confirm
refueling_ui_Information_Delivered=Fuel Delivered:
refueling_ui_Information_Title=Refueling Summary
refueling_ui_Login_Headline=Mode Selection
refueling_ui_Login_ModeSelect=Select an Option
refueling_ui_Login_Operation=- Ship Refining and Refueling Systems
refueling_ui_Login_Overview=Overview
refueling_ui_Login_Refining=Refining
refueling_ui_Login_Refuel=Refueling
refueling_ui_Login_RefuelRefine=Refuel and Refine
refueling_ui_Nozzle_Active=Nozzle: Open
refueling_ui_Nozzle_ControlFlow=Control Flow Rate
refueling_ui_Nozzle_DestroyedWarning=Warning: Refueling not possible due to damaged nozzle. Please repair or replace the nozzle before proceeding.
refueling_ui_Nozzle_FlowRate=Flow Rate
refueling_ui_Nozzle_FlowRateCurrent=Current Flow Rate:
refueling_ui_Nozzle_FlowRateHigh=WARNING! \nReduce Flow Rate!
refueling_ui_Nozzle_FlowRateOk=Nominal
refueling_ui_Nozzle_Health=Integrity //
refueling_ui_Nozzle_Inactive=Nozzle: Closed
refueling_ui_Nozzle_Nozzle=Nozzle
refueling_ui_Nozzle_NozzleControl=Nozzle Controls
refueling_ui_Nozzle_SafeFlow=Safe Flow Rate:
refueling_ui_PopUp_Aborted=Refueling was aborted.
refueling_ui_PopUp_DeliveredAmount=of Fuel delivered
refueling_ui_PopUp_Destroyed=Nozzle destroyed and refueling process halted.
refueling_ui_PopUp_Undocked=The attached ship has undocked during the refueling process.
refueling_ui_Price_Locked=Locked
refueling_ui_Price_ResetToAuto=Auto Price
refueling_ui_Price_SetFuelPrice=Enter Fuel Price
refueling_ui_Price_SetPrice=Set Fuel Prices
refueling_ui_Price_Title=Fuel Prices
refueling_ui_Price_UEC=aUEC / SCU
refueling_ui_Price_Unlocked=Unlocked
refueling_ui_Progress_Completed=Completed
refueling_ui_Progress_EstimatedTime=Estimated Time:
refueling_ui_Progress_Payment=Payment Received:
refueling_ui_Progress_Remaining=Remaining:
refueling_ui_Progress_Title=Refueling Process:
refueling_ui_Purchase_PurchaseActive=Fuel Purchase Unlocked at Docked Ship
refueling_ui_Purchase_PurchaseWaiting=Waiting for Docked Ship to Purchase Fuel
refueling_ui_State_Phase03=Purchased
refueling_ui_State_Phase04=Start Refueling
refueling_ui_State_Phase05=Finished
refueling_ui_Warning_BoomArm=Please deploy Boom to allow docking to your ship.
refueling_ui_Warning_Functional=Fuel Pod Operational
refueling_ui_Warning_HydrogenOpen=Hydrogen pods are ready. Open the nozzle to begin fuel transfer.
refueling_ui_Warning_PodStatus=Fuel Pod Status:
refueling_ui_Warning_PodsClosed=Warning: Fuel pods are closed. Please open fuel pods before proceeding.
refueling_ui_Warning_QuantumOpen=Quantum Pods are open. Open the nozzle to begin Quantum Fuel transfer.
refueling_ui_Warning_Spillage=Spillage
refueling_ui_Warning_TextSpillage=Warning: Fuel spillage!
refueling_ui_Warning_Warning=Warning!
refueling_ui_legend_close=Close: Stops the flow of fuel from the Fuel Pod.
refueling_ui_legend_open=Out: Allows fuel to flow out of the Fuel Pod into connected pipes.
refueling_ui_legend_pump=In: Injects fuel into Fuel Pod from other Fuel Pods.
refueling_ui_legend_title=Legend
respawn_hud_andOthers=and others
respawn_hud_capturedby=Captured by:
respawn_hud_convictions=Convictions:
respawn_hud_diagnosis=Diagnosis:
respawn_hud_killedBy=Killed by:
respawn_hud_medbedsinuse=ICUs in use:
respawn_hud_outofrange=Preferred ICU Out of Range
respawn_hud_queuelength=ICU Queue Position:
respawn_hud_reset=ICU Preference Reset to Default
respawn_hud_respawnMessage=You will respawn in:
respawn_hud_sentBackToPrison=Tracked and Arrested by Security Forces
respawn_hud_sentence=Sentence:
respawn_hud_sentenceHoursAndMerits=%iH %iM / %i MERITS
respawn_hud_sentenceMinutesAndMerits=%iM / %i MERITS
respawn_hud_skipqueue=Press ~action(default|respawn) to Leave Queue & Use Default Location
respawn_hud_standardearthtime=Standard Earth Time
respawn_hud_unavailable=Preferred ICU Unavailable
respawn_hud_waitingforicu=Waiting for free ICU
room_briefing_room=Briefing Room
room_brig=Brig
room_cargo_bay=Cargo Bay
room_casaba_outlet=Casaba Outlet
room_dumpers_depot=Dumper's Depot
room_engine_room=Engine Room
room_garrity_defence=Garrity Defence
room_live_fire=Live Fire
room_main_bridge=Main Bridge
room_med_bay=Med Bay
room_mess_hall=Mess Hall
room_ship_terminals=Ship Terminals
room_sleeping_pods=Sleeping Pods
room_sleeping_quarters=Sleeping Quarters
roughready_bounty_cargoship_desc_001=Rough & Ready recently provided fueling services for a hauler named ~mission(TargetName), who agreed to deliver their next load of supplies to us as compensation. Well, we just found out that the lying skag sold their latest shipment to a rival gang instead. \n\nWere looking for someone to track down and eliminate ~mission(TargetName|Last) for the double cross. \n\nAn old friend of mine just spotted the skag at ~mission(Location|Address). Looks like they're loaded with more cargo thats not coming our way, and traveling with an escort. Were only paying you to take out the ship, so anything you find aboard is yours to keep.\n\n- Smokey\n
roughready_bounty_cargoship_desc_002=My associates and I brokered a deal with a hauler named ~mission(TargetName) to deliver supplies to us. Funny thing is the shipment never showed up. They claimed pirates raided their ship and took our supplies, but it turns out that storys 100% ranta dung.\n\nLying to back out of our deal cant go unanswered and youre going to make that message abundantly clear. ~mission(TargetName|Last) was recently seen with an escort at ~mission(Location|Address). As long as you kill ~mission(TargetName|Last), we dont care what happens to the cargo theyre hauling. \n\n- Smokey\n
roughready_bounty_cargoship_desc_003=Some asshole going by the name ~mission(TargetName) has been running a scheme where their cargo ship requests refueling services only to ambush our ships when they get there. Even loaded the damn thing up with real cargo to make sure it passes scans. Weve spread the word so nobody in Rough & Ready will fall for the trap again, but I want this skag punished. \n\nI think ~mission(TargetName|Last) knows a lot of our people on sight, so Im guessing itll be better to pay you to take care of it. Heard that they were spotted around ~mission(Location|Address). Head there now and take care of that cargo ship and anyone protecting it once and for all. \n\n- Smokey\n
roughready_bounty_cargoship_title_001=Double Dealing
roughready_bounty_cargoship_title_002=Failed Delivery
roughready_bounty_cargoship_title_003=Trigger A Trap
roughready_bounty_desc_001=Interested in doing a little hunting? \n\n~mission(TargetName) sabotaged one of our fuel shipments and cost us a ton of creds, so Im looking for someone to make em pay for what they did. Just got word ~mission(TargetName|Last) was spotted at ~mission(Location|Address). If you head there now, theres a good chance you can pick up their trail and take em out for good. \n\n~mission(TargetName|Last) didnt work alone, so dont be surprised if theyre traveling with extra protection.\n\n- Smokey\n
roughready_bounty_desc_003=I have a delicate situation that needs handling. After years of being a loyal member of Rough & Ready, ~mission(TargetName) defected from the gang and is out there shopping secrets to our rivals. We need ~mission(TargetName|Last) ghosted immediately. \n\nWith stuff like this, Ive found its always better to pay someone unassociated with us to do the deed. Scans picked up ~mission(TargetName|Last) near ~mission(Location|Address) not too long ago. Well pay you well to head there now and take care em for us. \n\n~mission(TargetName|Last) isnt an idiot and knows well be coming after em. Be prepared for a helluva fight and dont expect em to be alone.\n\n- Smokey \n
roughready_bounty_title_001=Strike Saboteur
roughready_bounty_title_002=Long Overdue
roughready_bounty_title_003=Parting Gift
roughready_claimsweep_desc_easy=The Rough & Ready crew is looking for someone to handle a delicate situation. Weve discovered a ship and orbital sentries at ~mission(location|address) spyin on us. Were in a bit of a bind because we dont want to start a larger fight with whoevers behind this. Thats why were looking for some hired help who can quickly and discreetly take care of it for us. Interested?\n\nLast thing, once youre out there, make sure to keep an eye on that ship. Bet as soon as you start blowin up their sentries theyre gonna try to bring in some help to stop you.\n \n- Smokey\n
roughready_claimsweep_desc_hard=The Rough & Ready crew is looking for an independent merc interested in something heavy. Weve been keeping an eye on a developing situation at ~mission(location|address) where ships are guarding several orbital sentries spying on our operations. \n\nNow, I mightve been born at night, but it wasnt last night. Considering the blatant way theyre set up, whoevers responsible had to know wed eventually discover it. Almost feels like theyre baiting R&R into attacking it, and I dont want us falling for it. \n\nInstead, youre gonna do it for us and get paid a damn good amount of creds for your effort. The ships stationed there will be less suspicious of an unaffiliated ship approaching and make it harder to pin the attack on us. \n\nJust be sure to plan accordingly before heading in. Maybe bring your own reinforcements in case any of their ships escape and call in some of their own. \n\n- Smokey\n
roughready_claimsweep_desc_intro=My associates and I have found ourselves in a little predicament and could use some help. Theres an orbital sentry at ~mission(location|address) thats spying on us. We dont know who put it there, but it sure as hell cant stay. \n\nThing is were business minded folks first and foremost and worry that if we blow it up ourselves itll start shit. Thats why its better if someone like you does it. Should be a quick and easy gig for someone interested in earning some creds. \n\n- Smokey
roughready_claimsweep_desc_medium=Recently made an interesting discovery that someone set up a handful of orbital sentries at ~mission(location|address). Guess theyre trying to grab some info about our operations there. They even have a few ships guarding to make sure nothing happens to them. \n\nOf course, we want these bastards gone, but Im worried that getting rid of it ourselves would be bad for business. Thats why were looking for a little plausible deniability. Someone from outside of R&R to eliminate the problem, so whoever is behind it cant directly tie the attack back to us. I know this wont be a walk in the park, especially with those guards lurking. Who knows how many reinforcements they have at the ready? But if you manage to get it done, were prepared to see you paid right. \n\nThink youve got the skills to pull this off? \n\n- Smokey\n
roughready_claimsweep_desc_rand=Interested in getting your hands dirty? Turns out someone set up a little operation at ~mission(location|address) to spy on Rough & Readys business dealings. Theyve got several orbital sentries and guard ships posted there. We dont know whos behind it, what kind of reinforcements they have waiting, or why theyre targeting us, but its definitely not for something good. \n\nNow, we could take care of it ourselves but have business interests to consider. Sometimes the best way to protect those interests is to hire mercs to do our dirty work. If youre interested in making good creds and gaining a little good will with the R&R, nows your chance. Interested? \n\n- Smokey
roughready_claimsweep_title_easy=Silence Spying Op
roughready_claimsweep_title_hard=Stomp Spying Op
roughready_claimsweep_title_intro=Stop Spying Op
roughready_claimsweep_title_medium=Squash Spying Op
roughready_claimsweep_title_rand=Suppress Spying Op
roughready_eliminateall_hangar_desc_01=We got some outlaws overstaying their welcome on one of our stations. They tried to pull a fast one on us but now theyre trapped in ~mission(location|address). We need you to clear em out. \n\nRough & Ready doesnt want a single one of them left alive when youre through. Dont care how messy it gets as long as it gets done, got it?\n\n- Smokey
roughready_eliminateall_hangar_title_01=Unwanted Guests
roughready_eliminateall_maintenance_desc_01=Rough & Ready has a rat problem. One of our crews tried to pull a little mutiny and now theyve taken over ~mission(location|address).\n\nSince I cant be 100% sure they dont have sympathizers onboard the station, I want you to handle putting down these traitors for me.\n\nIf you can clear out our little pest issue youll be paid handsomely. Just dont leave a single one of them alive. Dont want anyone else getting funny ideas.\n\n- Smokey
roughready_eliminateall_maintenance_desc_02=Comms come in from one of our Rooks that a gangs been secretly operating out of ~mission(location|address).\n\nCant have that on our turf. Wed handle it ourselves, but the whole situations embarrassing enough as is, so rather than have our people draw any more attention to it, I want you to handle the problem for us. \n\nOf course, youll be paid well for your services.\n\n- Smokey
roughready_eliminateall_maintenance_title_01=Extermination Job
roughready_eliminateall_maintenance_title_02=Unwelcome Competition
roughready_from=Rough & Ready
roughready_salvage_chickenship_desc_001=So, theres a ~mission(ship) near ~mission(location|address) just floating all by its lonesome. Its good salvage, but none of our crews have the time right now. We figured to give you first snap at it.\n\nIf you want the coords, well sell them to you for a price. Then youre free to pick the wreck as clean as you like and sell it all for a tidy profit. When youre done, just abandon the contract to clear the coords from your map.\n\nNow, you might run into some trouble out there from rival scavs, but Im sure it wont be anything you cant handle. \n\n- Smokey
roughready_salvage_chickenship_title_001=Wrecked ~mission(Ship) on the Drift
roughready_salvage_nodanger_desc_001=Got a ~mission(ship) floatin near ~mission(location|address) thats fully out of commission and in dire need of scrapping. If youre interested in salvaging whats left of the hull & cargo, it can be all yours, for a fair price, too.\n\nPlus, you dont have to worry much about any distractions while youre workin since youll be near one of our stations and we make sure folks behave themselves.\n\nAnd when youre all done harvesting what you want, you can go ahead and abandon the contract to clear its coords off your map.\n\n- Smokey
roughready_salvage_nodanger_title_001=Wrecked ~mission(Ship) for Sale
roughready_searchbody_danger_station_desc_001=After hearing rumors that we mightve gotten a bad case of squatters over at ~mission(location|address), I had sent one of my more trusted people to investigate. \n\nBad news is that I havent heard from them since. \n\nId like for you to head over and see if you can find ~mission(TargetName)s current whereabouts. Ill leave it up to you how you want to deal with any scum you come across. \n\nConfirm where ~mission(TargetName|last) is, and therell be a reward in it for you.\n\n- Smokey \n
roughready_searchbody_danger_station_title_001=~mission(TargetName) Gone Missing
roughready_searchbody_nodanger_station_desc_001=Ive got people left and right askin me if I know what happened to ~mission(TargetName). Now personally, Id be more than happy to see em gone for good, but for whatever reason they got friends in high places demanding answers. \n\nI cant spare any of my people to go on a wild goose chase, but you on the other hand seem like the perfect candidate. Go over to ~mission(location|address) and see if you can find what happened to them. Youll get paid if you find where they are. \n\n10 credits says they got way too high and passed out in a dark corner somewhere. \n\n-Smokey\n
roughready_searchbody_nodanger_station_title_001=~mission(TargetName) Vanished
salvage_FillerStation_AutoEject,P=Auto Eject
salvage_FillerStation_CommodityBox=Content:
salvage_FillerStation_Complete=Process Complete
salvage_FillerStation_Cost=Cost:
salvage_FillerStation_CraftingInProgress=Crafting in Progress
salvage_FillerStation_CrateSize16SCU=16 SCU - 20 seconds
salvage_FillerStation_CrateSize1SCU=1 SCU - 2 seconds
salvage_FillerStation_CrateSize2SCU=2 SCU - 4 seconds
salvage_FillerStation_CrateSize4SCU=4 SCU - 8 seconds
salvage_FillerStation_CrateSize8SCU=8 SCU - 12 seconds
salvage_FillerStation_Create=Craft
salvage_FillerStation_ErrorFull=Box is full. Please remove and replace with an empty box.
salvage_FillerStation_ErrorJammed,P=Please clear the conveyor belt, then press the eject button to continue.
salvage_FillerStation_ErrorMaterial=Missing material! Cannot produce selected items. Please check that the inserted box has enough matching material.
salvage_FillerStation_ErrorRemoveItem=An item is blocking the compartment, please remove it.
salvage_FillerStation_FillerStation=Filler Station
salvage_FillerStation_FillingBox,P=Filling Box in Progress
salvage_FillerStation_InsufficientMaterials=Some options are disabled due to insufficient materials.
salvage_FillerStation_PLACEHOLDER=Repair Ammo Name Long
salvage_FillerStation_PLACEHOLDER_content=RMC
salvage_FillerStation_PreparingToCraft,P=Preparing to craft
salvage_FillerStation_PreparingToEject=Preparing to Eject
salvage_FillerStation_SelectCargoSize=Select Box Size
salvage_FillerStation_SelectCargoToEject=Select Cargo to Eject
salvage_FillerStation_SelectItemsToCreate=Select Items to Craft
salvage_FillerStation_TitleContent=Content Of Inserted Box:
salvage_FillerStation_TitleError=Error
salvage_FillerStation_TitleInProgress=In Progress
salvage_FillerStation_TitleSuccess=Success
salvage_FillerStation_TotalInternalStorage=Total Internal Storage:
salvage_HUD_Abbreviation_Disintegration=DIS
salvage_HUD_Abbreviation_Fracture=FRA
salvage_HUD_Abbreviation_Head=HD
salvage_HUD_Altitude,P=Altitude
salvage_HUD_Cargo=Depot
salvage_HUD_CargoBoxCreation=Fabricating Cargo Box
salvage_HUD_Converging=Beam Spacing
salvage_HUD_FillerStationStatus_ContinueEjecting,P=Continue Ejecting
salvage_HUD_FillerStationStatus_Ejecting=Ejecting
salvage_HUD_FillerStationStatus_Full=Full
salvage_HUD_FillerStationStatus_Obstructed=Blocked
salvage_HUD_FillerStationStatus_Ready=Ready
salvage_HUD_Force=Force
salvage_HUD_Force_Critical=Force Critical
salvage_HUD_Force_Moderate=Force Insufficient
salvage_HUD_Force_Sufficient=Force Sufficient
salvage_HUD_Mode=Mode:
salvage_HUD_MunchingTitle=Structural Salvage
salvage_HUD_Munching_ArmDeploying=Arm Deploying
salvage_HUD_Munching_ArmGearDown=Cannot Deploy:\nGear Down
salvage_HUD_Munching_ArmNoPower=Cannot Deploy:\nPower Required
salvage_HUD_Munching_Countdown=Countdown
salvage_HUD_Munching_FieldMode=Field Mode
salvage_HUD_Munching_FieldMode_Disintegration=Disintegration Field
salvage_HUD_Munching_FieldMode_Fracture=Fracture Field
salvage_HUD_Munching_FieldMode_Suction=Suction
salvage_HUD_Munching_FieldYield=Target Yield
salvage_HUD_Munching_FieldYieldExceedsCargo=Targets in field exceed available space in depot
salvage_HUD_Munching_Fracturing=Fracturing
salvage_HUD_Munching_TargetTitle=Target
salvage_HUD_Munching_Volume=Volume
salvage_HUD_NoPower=No Power
salvage_HUD_SalvageHead=Salvage Heads
salvage_HUD_SalvageMode=Salvage Mode
salvage_HUD_Scan_Debris=Debris
salvage_HUD_ScraperBeam_ActiveDiameter=Diameter
salvage_HUD_ScraperBeam_ActiveEfficiency=Efficiency
salvage_HUD_ScraperBeam_ActiveSpeed=Speed
salvage_HUD_Surface_invalid=Surface Invalid
salvage_HUD_Surface_valid=Surface Valid
salvage_HUD_Surface_valid_shield=Target Shielded
salvage_HUD_TargetStatus_AtExtremity=No Material
salvage_HUD_TargetStatus_Locked=Target Locked
salvage_HUD_TargetStatus_OutOfRange=Out Of Range
salvage_HUD_TargetStatus_RatioLimit=No Material
salvage_HUD_TargetStatus_TooBig=Size Exceeded
salvage_HUD_TargetStatus_TooSmall=Size Insufficient
salvage_HUD_TargetStatus_Towed=Target In Tow
salvage_HUD_TargetStatus_Tracking,P=Tracking Target
salvage_HUD_TargetStatus_Valid=Target Valid
salvage_HUD_TowingMode=Towing Mode
salvage_HUD_TractorBeam_ActiveAngle=Max Angle
salvage_HUD_TractorBeam_ActiveForce=Max Force
salvage_HUD_TractorBeam_ActiveRange=Max Range
salvage_HUD_TractorBeam_ActiveType=Beam Type
salvage_HUD_TractorBeam_ActiveVolume=Max Volume
salvage_HUD_TractorBeam_Module=Tractor Beam Module
salvage_HUD_TractorBeam_Supporting=Supporting
salvage_HUD_TractorBeam_TypeTowing=Towing
salvage_HUD_TractorBeam_TypeTractor=Tractor
salvage_HUD_VolumeUnitCubicMetres=m³
sandbox_criminals_desc=***WIP*** Eliminate criminals for money.\n\nPayouts per criminal eliminated:\n\nCrimestat 1, ~mission(RewardValue_Wanted1) uec\nCrimestat 2, ~mission(RewardValue_Wanted2) uec\nCrimestat 3, ~mission(RewardValue_Wanted3) uec\nCrimestat 4, ~mission(RewardValue_Wanted4) uec\nCrimestat 5, ~mission(RewardValue_Wanted5) uec
sandbox_criminals_obj_long_01=***WIP*** Keep any eye out for criminals and eliminate them for payment
sandbox_criminals_obj_short_01=***WIP*** Eliminate criminals for payment
sandbox_criminals_title=***WIP*** Eliminate criminals for money
scan_data_ammo=Ammo
scan_data_career=Career
scan_data_carrying=Carrying
scan_data_channels=Comms Channels:
scan_data_classification=Classification
scan_data_comms_encrypted=Encrypted
scan_data_comms_listening=Listening
scan_data_composition=Composition
scan_data_confidence=CONFIDENCE:
scan_data_contents=Contents
scan_data_density=Density
scan_data_door=Door:
scan_data_faction=Faction
scan_data_fuel_flight=Thurst Fuel
scan_data_fuel_quantum=Quantum Fuel
scan_data_hacking_available,P=Available
scan_data_hacking_unavailable,P=Missing
scan_data_health=Health
scan_data_instability=Instability
scan_data_invalid=Invalid
scan_data_inventorycontents=Inventory Contents:
scan_data_lock_ping_controls=Lock Ping Controls to Scanning Mode
scan_data_maintenanceport,P=Maintenance Port:
scan_data_mass=Mass
scan_data_material=Material
scan_data_max=Max
scan_data_model=Model
scan_data_name=Name
scan_data_noise=Noise:
scan_data_optimalpowerwindow=Optimal Power Window
scan_data_overview=Overview
scan_data_owner=Owner
scan_data_passengers_noneDetected=No Lifesigns Detected
scan_data_pilot=Pilot
scan_data_ping_cooldown=Ping Cooldown
scan_data_ping_fov=FOV
scan_data_power,P=Power:
scan_data_power_powered,P=Powered
scan_data_power_supplystatus,P=Supply:
scan_data_power_switchstatus,P=Switch:
scan_data_power_transfer_resistance=Power Transfer Resistance
scan_data_power_turnedoff,P=Off
scan_data_power_turnedon,P=On
scan_data_power_unpowered,P=Unpowered
scan_data_progress=Scan Progress
scan_data_rating=Rating
scan_data_reaquiring=Reacquiring
scan_data_role=Role
scan_data_scanning=SCANNING
scan_data_show_scan_highlight_fps=Show Scan Wave Highlights on FPS Contacts
scan_data_show_scan_highlight_vehicles=Show Scan Wave Highlights on Vehicle Contacts
scan_data_size=Size
scan_data_species=Species
scan_data_status=Status
scan_data_strength=Signal Strength
scan_data_type=Type
scan_data_visible=Visible
scrambleracesubmissions_obj_display_01,P=Luca Brunt: Pending update
scrambleracesubmissions_obj_long_01,P=Luca Brunt: Await update
scrambleracesubmissions_obj_short_01,P=Await update
seachbody_obj_short_02a=Identify
searchbody_Interaction=Send Location
searchbody_LastKnown=Investigation Point
searchbody_cave_desc=~mission(Contractor|SearchBodyCaveDescription)
searchbody_cave_from=~mission(Contractor|SearchBodyCaveFrom)
searchbody_cave_obj_long_01=Go to the ~mission(Location|Address) to search for ~mission(TargetName).
searchbody_cave_obj_long_02=Confirm the whereabouts of the missing person, ~mission(TargetName).
searchbody_cave_obj_marker_01=Locate Missing Person
searchbody_cave_obj_short_01=Go To ~mission(Location|Address)
searchbody_cave_obj_short_02=Locate Missing Person
searchbody_cave_title=~mission(Contractor|SearchBodyCaveTitle)
searchbody_danger_0001=We would be remiss if we did not remind you that venturing into the wreck site will potentially be hazardous, and all caution should be used.  
searchbody_danger_0002=It goes without saying, but be careful out there. We would hate for whatever or whoever happened to the ~mission(Ship) to happen to you. 
searchbody_danger_0003=It's possible that the ~mission(Ship) was the victim of foul play, so make sure to take your time and don't get sloppy. Caution is the keyword.  
searchbody_desc=~mission(Description)
searchbody_desc_0001=The family of ~mission(TargetName) is hoping to find some closure. While there is confirmation that the ~mission(Ship) ~mission(TargetName|First)were serving aboard did not survive its journey, the family wants to know for sure what happened. ~mission(Contractor) is looking for someone with tact and discretion to investigate ~mission(Location) and see if they can learn ~mission(TargetName|First)'s fate. ~mission(Timed)~mission(Danger)Your assistance in the matter is appreciated.
searchbody_desc_0002=Recently, a ~mission(Ship) ran into some unfortunate luck and was destroyed. Since around that same time, no one has heard or seen ~mission(TargetName) and it is our current belief that they may have been aboard when the ~mission(Ship) met its fate. We are looking for a contractor to complete a survey onsite at ~mission(Location) and ascertain if ~mission(TargetName|Last) is there. ~mission(Timed)~mission(Danger)
searchbody_desc_0003=We are in need of a contractor to locate one, ~mission(TargetName), who was last seen working aboard a ~mission(Ship) that was recently reported as destroyed. ~mission(Timed)~mission(Danger)Payment will be issued upon receiving confirmation of ~mission(TargetName|Last)'s whereabouts.
searchbody_desc_0004=~mission(Contractor) is currently seeking a contractor to help confirm the status of ~mission(TargetName). According to our initial research, it is believed that ~mission(TargetName|First) was serving aboard a ~mission(Ship) that befell a tragic accident. We would require you to travel to ~mission(Location) and conduct an onsite search, so that we may determine if ~mission(TargetName|First) did indeed perish aboard and inform the parents. ~mission(Timed)~mission(Danger)
searchbody_desc_0005=Not expecting a happy outcome on this one. ~mission(TargetName) was last heard from when they boarded a ~mission(Ship). That same ship was reported destroyed. Now, the family wants to confirm what happened one way or the other. That's where you come in. Go, search ~mission(Location), locate ~mission(TargetName|Last) and we can hopefully give them a little peace of mind. ~mission(Timed)~mission(Danger)
searchbody_from=~mission(Contractor)
searchbody_location_0001=the ship's remains
searchbody_location_0002=the last point of contact
searchbody_location_0003=the ~mission(Ship)'s last known position
searchbody_location_0005=the wreckage
searchbody_location_0006=the wreck site
searchbody_location_0008=the ~mission(Ship)'s remains
searchbody_location_0009=the derelict
searchbody_obj_long_01=Go to ~mission(Location) to search for ~mission(TargetName).
searchbody_obj_long_02=Locate ~mission(Role) ~mission(TargetName|Last)
searchbody_obj_marker_01=Derelict Site
searchbody_obj_short_01=Go To Derelict Site
searchbody_obj_short_02=Locate ~mission(Role)
searchbody_timed_0001=We would all like to see this matter closed as quickly as possible, and as such, a certain amount urgency is warranted. 
searchbody_timed_0002=We've been asked to expedite matters, and are looking to settle this ASAP. 
searchbody_timed_0003=~mission(TargetName|First) has been missing for some time, so anything you could do to settle this as quickly as possible would be great. 
searchbody_title=~mission(Title)
searchbody_title_0001=Missing Person
searchbody_title_0002=Searching for ~mission(TargetName|Last)
searchbody_title_0003=Missing Persons Report
searchbody_title_0004=Missing Persons Case
searchcrew_Counter_UI=Crew found %ls
searchcrew_danger_0001=We would be remiss if we did not remind you that venturing into the wreck site will potentially be hazardous, and all caution should be used.  
searchcrew_danger_0002=It goes without saying, but be careful out there. We would hate for whatever or whoever happened to the ~mission(Ship) to happen to you. 
searchcrew_danger_0003=It's possible that the ~mission(Ship) was the victim of foul play, so make sure to take your time and don't get sloppy. Caution is the keyword.  
searchcrew_desc=~mission(Description)
searchcrew_desc_0001=The family members of the crew serving aboard a ~mission(Ship) that was recently reported as destroyed are hoping to find some closure. ~mission(Contractor) is looking for contractors to investigate ~mission(Location) and see if they can learn the crew's fate. ~mission(Timed)~mission(Danger)Your assistance in the matter is much appreciated.
searchcrew_desc_0002=Recently, a ~mission(Ship) ran into some unfortunate luck and was destroyed. Since that unfortunate incident, no one has heard or seen any of the crew since and it is our current belief that none may have survived. We are looking for contractors to complete a survey onsite at ~mission(Location) and positively identify all the missing crewmembers. ~mission(Timed)~mission(Danger)
searchcrew_desc_0003=We are in need of contractors to locate the missing crew of a ~mission(Ship) that was recently reported as destroyed. ~mission(Timed)~mission(Danger)Payment will be issued upon receiving confirmation of the full complement's whereabouts.
searchcrew_desc_0004=~mission(Contractor) is currently seeking contractors to help confirm the status of the crew aboard a ~mission(Ship) that befell a tragic accident. We would require you to travel to ~mission(Location) and conduct an onsite search on our behalf so that we may determine what happened to the missing crew and inform the relatives. ~mission(Timed)~mission(Danger)
searchcrew_desc_0005=Not expecting a happy outcome on this one. A ~mission(Ship) was reported destroyed and now the family of the crew wants to confirm what happened one way or the other. We need contractors to search ~mission(Location), locate all the missing people, so we can give their relatives a little peace of mind. ~mission(Timed)~mission(Danger)
searchcrew_from=~mission(Contractor)
searchcrew_location_0001=the ship's remains
searchcrew_location_0002=the last point of contact
searchcrew_location_0003=the ~mission(Ship)'s last known position
searchcrew_location_0005=the wreckage
searchcrew_location_0006=the wreck site
searchcrew_location_0008=the ~mission(Ship)'s remains
searchcrew_location_0009=the derelict
searchcrew_obj_long_01=Go to ~mission(Location) to search for missing crew.
searchcrew_obj_long_02=Locate the missing crew members.
searchcrew_obj_marker_01=Derelict Site
searchcrew_obj_short_01=Go To Derelict Site
searchcrew_obj_short_02=Locate the Crew
searchcrew_obj_short_02a=Identify
searchcrew_timed_0001=We would all like to see this matter closed as quickly as possible, and as such, a certain amount urgency is warranted. 
searchcrew_timed_0002=We've been asked to expedite matters, and are looking to settle this ASAP. 
searchcrew_timed_0003=The crew has been missing for a while now and anything you could do to settle this as quickly as possible would be great. 
searchcrew_title=~mission(Title)
searchcrew_title_0001=Missing Crew
searchcrew_title_0002=Crewmembers Missing
searchcrew_title_0003=~mission(Ship)'s Crew Missing
searchcrew_title_0004=Search for Missing Crew
sectorsweep_HoldPosition_Timer=Await Further Instruction %ls
sectorsweep_PatrolPoint_Timer=Reach Patrol Area %ls
sectorsweep_Rendevouz_Timer=Reach Rendezvous %ls
sectorsweep_danger_001=Do not underestimate the ~mission(Client)' flying skills. They have proven themselves more than capable so far. 
sectorsweep_danger_002=Make sure to use extreme caution with your approach. It's been a real mess out there. 
sectorsweep_danger_003=And so we're perfectly clear, this is a potentially dangerous contract, so you are undertaking this at your own risk. 
sectorsweep_danger_004=It's not going to be an easy task. The ~mission(Client) have some serious fighters in their ranks. 
sectorsweep_desc=~mission(Contractor|SectorSweepDescription)
sectorsweep_desc_0001=The ~mission(Client) have been aggressively operating in ~mission(Location) and after their most recent attack, the local authorities have decided enough is enough. ~mission(Contractor) are looking for operators to head out immediately to the rendezvous and begin sweeping through the entire sector, clearing out any ~mission(Client) they come across. ~mission(Jingo)~mission(Danger)
sectorsweep_desc_0002=The death toll has been on the rise in ~mission(Location) as the ~mission(Client) have increased hostile actions in the sector. In order to stem this unfortunate trend, we are seeking mercenaries to head out ASAP and launch an immediate counter action, removing any and all threats from the area before there is any further loss of life. ~mission(Danger)
sectorsweep_desc_0003=Mercenaries are needed to eliminate a hostile group that have been attacking ships near ~mission(Location). Initial intelligence reports indicate that the group is comprised of members from the ~mission(Client), a local gang known to operate in the sector. We are not sure how long this intel will be good for, so operators need to be ready to move fast. ~mission(Danger)~mission(Jingo)
sectorsweep_desc_0004=Trouble in ~mission(Location) is about to boil over and we want it stopped before that happens. ~mission(Jingo)Operators are needed to assist in clearing the ~mission(Client) out of the designated sectors. Be ready to roll out as soon as you are able. ~mission(Danger)
sectorsweep_desc_0005=We've been having growing problems with the ~mission(Client) out near ~mission(Location). ~mission(Jingo)As such, and owing to the urgency of the situation, financial incentives have been allocated in order to hire mercenaries to assist with clearing their hunting grounds as soon as possible. ~mission(Danger)
sectorsweep_from=~mission(Contractor|SectorSweepFrom)
sectorsweep_jingo_0001=It's time that we show these bastards that they can't do whatever they want without paying the consequences. 
sectorsweep_jingo_0002=This can't be allowed to go on any longer. It's time we took a stand. 
sectorsweep_jingo_0003=These outlaws have been running roughshod over the people of Crusader for too long. It's time for a change. 
sectorsweep_jingo_0004=It will be a relief to see these cutthroats put down once and for all. 
sectorsweep_obj_Destroy=Destroy Pirates
sectorsweep_obj_HoldPosition=Await Further Instruction 
sectorsweep_obj_Search=Search Area
sectorsweep_obj_long_00=Meet at the set rendezvous point while the patrol route is coordinated.
sectorsweep_obj_long_01=Patrol the designated area to clear it of any hostiles.
sectorsweep_obj_long_02=Eliminate all hostiles from the patrol area.
sectorsweep_obj_long_03=Hold position until the next Patrol Area is determined.
sectorsweep_obj_marker_00=Rendezvous Point
sectorsweep_obj_marker_01=Patrol Beacon
sectorsweep_obj_marker_02=Eliminate
sectorsweep_obj_marker_03=Hold Postion
sectorsweep_obj_short_00=Meet At Rendezvous
sectorsweep_obj_short_01=Go To Patrol Area
sectorsweep_obj_short_02=Eliminate Hostiles
sectorsweep_obj_short_02a=Patrol Beacon
sectorsweep_obj_short_03=Hold For Next Patrol Area
sectorsweep_title=~mission(Contractor|SectorSweepTitle)
sectorsweep_title_0001=Eliminate ~mission(Client) Nest
sectorsweep_title_0002=Clear Out ~mission(Client) Hunting Grounds
sectorsweep_title_0003=Sector Sweep
sectorsweep_title_0004=Outlaw Roundup
sectorsweep_title_0005=Tactical Raid
security_033=
security_ABORTED=PROCESS ABORTED
security_AUTHORISED=ACCESS AUTHORISED
security_Accessing=Accessing Database
security_Altering=Altering Record
security_Analysing=Analysing
security_Biometric=Biometric Scan Required
security_Connecting=KNOCK2 Connecting
security_DASHBOARD=EMPLOYEE DASHBOARD
security_DATABASE=CRIMINAL DATABASE
security_Disonnecting=KNOCK2 Disonnecting
security_Found=Record Found
security_INITIATE=INITIATE SCAN
security_INTERRUPTED=INTERRUPTED!
security_LOGIN=LOGIN
security_LOGOUT=LOG OUT
security_Locating=Locating Record
security_Loggedin=Logged In
security_Loggingout=Logging Out
security_MAINFRAME=SECURITY MAINFRAME
security_MODIFIED=RECORD MODIFIED
security_Permissions=Granting Permissions
security_Records=Accessing Records
security_Restarting=System Restarting
security_SUCCESS=SUCCESS
security_UNAUTHORISED=UNAUTHORISED ACCESS
security_hacknum1=[1/6]
security_hacknum2=[2/6]
security_hacknum3=[3/6]
security_hacknum4=[4/6]
security_hacknum5=[5/6]
security_hacknum6=[6/6]
security_hacknumX=[--x--]
select_action=Please select an action.
shop_name_aparelli=Aparelli
shop_name_arccorp=ArcCorp
shop_name_armor=Armor
shop_name_astroarmada=Astro Armada
shop_name_cargodepot=Cargo Services
shop_name_casaba=Casaba Outlet
shop_name_centermass=CenterMass
shop_name_clothing=Clothing
shop_name_commodities=Commodities
shop_name_conscientousobjects=Conscientious Objects
shop_name_cordrys=Cordry's
shop_name_cousincrows=Cousin Crow's
shop_name_covalex=Covalex Shipping
shop_name_crusaderindustries=Crusader Industries
shop_name_crusaderprovidencesurplus=Providence Surplus
shop_name_cubbyblast=Cubby Blast
shop_name_dumpersdepot=Dumper's Depot
shop_name_factoryline=Factory Line
shop_name_fpsweapons=Personal Weapons
shop_name_ftl=FTL
shop_name_garritydefense=Garrity Defense
shop_name_grimhex=GrimHEX
shop_name_hurstondynamics=Hurston Dynamics
shop_name_kctrending=KC Trending
shop_name_kelto=Kel-To
shop_name_livefireweapons=Live Fire Weapons
shop_name_makau=Makau
shop_name_microtech=microTech
shop_name_newdeal=New Deal
shop_name_omegapro=Omega Pro
shop_name_oresales=Ore Sales
shop_name_pharmacy=Pharmacy
shop_name_platinumbay=Platinum Bay
shop_name_portolisar=Port Olisar
shop_name_regal=Regal Luxury Rentals
shop_name_shipweapons=Ship Weapons
shop_name_shubin=Shubin Interstellar
shop_name_skutters=Skutters
shop_name_tammanyandsons=Tammany and Sons
shop_name_tdd=Trade & Development Division
shop_name_teachs=Teach's Ship Shop
shop_name_traveler=Traveler Rentals
shop_name_vantage=Vantage Rentals
shop_ui_1DayRental,P=1 Day Rental
shop_ui_3_days=3 days
shop_ui_7_days,P=7 days
shop_ui_AllManufacturers=All Manufacturers
shop_ui_AreYouSure=Are you sure?
shop_ui_Average_Value=Average Value per SCU:
shop_ui_Average_Value_Title=Per SCU:
shop_ui_AwaitingItemSelection=Awaiting Item Selection
shop_ui_BuyAmountString=Amount to Purchase
shop_ui_BuyToEquip=Buy and Equip Immediately
shop_ui_BuyToInventory=Buy to Store as Inventory
shop_ui_BuyToInventoryDescription=Items bought as inventory can be equipped from your Local Inventory or Vehicle Manager as appropriate.
shop_ui_BuyingConfirmationMessage=Buying [quantity] units of [item]
shop_ui_BuyingConfirmationMessage_Ship=Purchasing the [item]
shop_ui_BuyingConfirmationMessage_Singular=Buying [quantity] unit of [item]
shop_ui_CommodityKiosk_BlockedCargoGridSpace=Blocked Cargo Grid Space
shop_ui_CommodityKiosk_CargoGrid=Cargo Grid
shop_ui_CommodityKiosk_Demand_Critical=Out of Stock
shop_ui_CommodityKiosk_Demand_Emergent=Inventory Updating
shop_ui_CommodityKiosk_Demand_High=Low Inventory
shop_ui_CommodityKiosk_Demand_Low=High Inventory
shop_ui_CommodityKiosk_Demand_Medium=Medium Inventory
shop_ui_CommodityKiosk_Demand_None=Max Inventory
shop_ui_CommodityKiosk_Demand_VeryHigh=Very Low Inventory
shop_ui_CommodityKiosk_Demand_VeryLow=Very High Inventory
shop_ui_CommodityKiosk_DynamicEventEffectedThisItem=A recent event has affected this item.
shop_ui_CommodityKiosk_EmptyCargoGridSpace=Empty Cargo Grid Space
shop_ui_CommodityKiosk_EnterAmount=Enter Amount
shop_ui_CommodityKiosk_FullCargoGridSpace=Full Cargo Grid Space
shop_ui_CommodityKiosk_GEN_STG=Total\nGEN STG
shop_ui_CommodityKiosk_GenStgAggregateOccupancy=Aggregate of all General Storage occupancy.
shop_ui_CommodityKiosk_GeneralStorage=General Storage
shop_ui_CommodityKiosk_IllegalItemDescription=Item marked as illegal or stolen.
shop_ui_CommodityKiosk_InDemand=In Demand
shop_ui_CommodityKiosk_InDemand_CargoHold=Ready for Trade
shop_ui_CommodityKiosk_InStock=In Stock
shop_ui_CommodityKiosk_InvalidSelection=Invalid Container Selection
shop_ui_CommodityKiosk_InvalidSelection_Tooltip=Resource Container does not accept this type of cargo.
shop_ui_CommodityKiosk_InvalidShipSelected=Selected Inventory Not Accessible \nat this Location
shop_ui_CommodityKiosk_MakeASelection=Make a Selection
shop_ui_CommodityKiosk_NoDemand=No Demand
shop_ui_CommodityKiosk_NoMarket=Cannot Sell
shop_ui_CommodityKiosk_NoStock=Out Of Stock
shop_ui_CommodityKiosk_OwnedByPartyMembers,P=Owned by party member(s)
shop_ui_CommodityKiosk_PartiallyFullCargoGridSpace=Partially Full Cargo Grid Space
shop_ui_CommodityKiosk_PickupFromWarehouse=Pickup From Cargo Deck Required
shop_ui_CommodityKiosk_PleaseSelectValidInventory=Please Select a Valid Inventory \nto Make a Transaction
shop_ui_CommodityKiosk_Prohibited=Prohibited
shop_ui_CommodityKiosk_RSRC_CTR=Total\nRSRC CTR
shop_ui_CommodityKiosk_ResourceContainer=Resource Container
shop_ui_CommodityKiosk_RsrcCtrAggregateCapacity=Aggregate of all Resource Container capacities.
shop_ui_CommodityKiosk_SelectAnInventory=Select an Inventory
shop_ui_CommodityKiosk_SelectSubCategory=Select Sub-Category
shop_ui_CommodityKiosk_SelectSubInventory=Select Sub-Inventory
shop_ui_CommodityKiosk_SelectionError=Selection Error
shop_ui_CommodityKiosk_ShipRequiresWarehouseServices=Attention: Vehicle must be brought to a Cargo Deck to complete this transaction.
shop_ui_CommodityKiosk_ShipRequiresWarehouseServices2=Attention: Contact Cargo Services and bring this ship to a Cargo Deck to complete this transaction.
shop_ui_CommodityKiosk_ShopInventory=Shop Inventory
shop_ui_CommodityKiosk_ShopTab_Demand=Sell
shop_ui_CommodityKiosk_ShopTab_Supply=Buy
shop_ui_CommodityKiosk_Supply_Critical=Max Inventory
shop_ui_CommodityKiosk_Supply_Emergent=Inventory Updating
shop_ui_CommodityKiosk_Supply_High=High Inventory
shop_ui_CommodityKiosk_Supply_Low=Low Inventory
shop_ui_CommodityKiosk_Supply_Medium=Medium Inventory
shop_ui_CommodityKiosk_Supply_None=No Inventory
shop_ui_CommodityKiosk_Supply_VeryHigh=Very High Inventory
shop_ui_CommodityKiosk_Supply_VeryLow=Very Low Inventory
shop_ui_CommodityKiosk_TransferToWarehouse=Transfer To Cargo Deck Required
shop_ui_CommodityKiosk_Unit=Unit
shop_ui_CommodityKiosk_UnregisteredItem=Unregistered Item
shop_ui_CommodityKiosk_WarehouseTransactions=Cargo Transactions
shop_ui_CommodityKiosk_YourInventories=Your Inventories
shop_ui_Confirm=Confirm
shop_ui_CostMessage=[cost] aUEC
shop_ui_DeliveryLocationReminder=All items will be immediately delivered to your Local Inventory.
shop_ui_DemandString=%S Demand:
shop_ui_DurabilityTitle=Durability
shop_ui_GotIt=Got it!
shop_ui_InsufficientFundsMsg=You do not have the necessary funds for this purchase.
shop_ui_InsufficientStockMsg=Insufficient stock to complete this purchase.
shop_ui_ItemPurchaseReplacementWarning=Items currently equipped to this port will be stored in your Local Inventory.
shop_ui_LabelFilling=Filling
shop_ui_LabelKSCU=KSCU
shop_ui_LabelMER=MER
shop_ui_LabelMlnSCU=MSCU
shop_ui_LabelSCU=SCU
shop_ui_LabelSPU=SPU
shop_ui_LabelUnits=Units
shop_ui_LabelaREC=REC
shop_ui_LabelaUEC=aUEC
shop_ui_LabelcSCU=cSCU
shop_ui_LabelmSCU=µSCU
shop_ui_LabelmiSCU=mSCU
shop_ui_Name=Name
shop_ui_NoCommoditiesInCargo=No commodities found in this location's cargo
shop_ui_NoThanks=No Thanks
shop_ui_NoUnrefinedMaterialsInCargo=No unrefined materials found in this location's cargo
shop_ui_NumCCU=%i cCU
shop_ui_NumMCU=%i µSCU
shop_ui_NumSCU=%i SCU
shop_ui_Perc=Perc
shop_ui_PerformanceTitle=Performance
shop_ui_PleaseSelectLocation=Please select a location
shop_ui_PricePerUnit=Price / Unit
shop_ui_ProcessingOrder=Processing Order
shop_ui_ProcessingOrderLow=[Processing Order]
shop_ui_PurchaseString=Purchase %S
shop_ui_Quantity=Quantity
shop_ui_REC_per_day=REC per day
shop_ui_REC_per_num_days=REC per %i days
shop_ui_REC_per_week=REC per week
shop_ui_RefineOre=REFINE ORE
shop_ui_RefineryOptions=Refinery Options:
shop_ui_RefinerySaleSuccessMsg=All units of Unrefined Materials have been sold.
shop_ui_RefinerySellingConfirmationMessage=Selling all Units of Unrefined Materials
shop_ui_RefineryTerminal_Button_Cancel=Cancel
shop_ui_RefineryTerminal_ListFields_Amount_AmountDelivering=Delivering
shop_ui_RefineryTerminal_ListFields_Amount_AmountDiscarded=Discarding
shop_ui_RefineryTerminal_ListFields_Amount_AmountIn=Amount In
shop_ui_RefineryTerminal_ListFields_Amount_AmountOut=Amount Out
shop_ui_RemainingBalance=Remaining Balance
shop_ui_Rented_Ships_Locked=Rented Ships cannot have their Loadout altered
shop_ui_RentingConfirmationMessage_Ship=Renting the [item]
shop_ui_SaleSuccessMsg=[quantity] units of [item] have been sold.
shop_ui_SaleSuccessMsg_Singular=[quantity] unit of [item] has been sold.
shop_ui_SelectCommodity=SELECT A COMMODITY
shop_ui_SelectLocation=SELECT A LOCATION
shop_ui_SellAmountString=Amount to Sell:
shop_ui_SellFromInventory=Sell from Inventory
shop_ui_SellFromShip=Sell from Ship
shop_ui_SellString=Sell %S
shop_ui_SellToRefinery=SELL TO REFINERY
shop_ui_SellingConfirmationMessage=Selling [quantity] units of [item]
shop_ui_SellingConfirmationMessage_Singular=Selling [quantity] unit of [item]
shop_ui_ServiceError=Service Error!
shop_ui_StartingAt,P=Starting At
shop_ui_StatAbsorption=Absorption
shop_ui_StatDistortion=Distortion
shop_ui_StatHeat=Heat
shop_ui_StatPower=Power
shop_ui_StatRegen=Regen
shop_ui_StatShieldHealth=Shield Health
shop_ui_StatWear=Wear
shop_ui_SuccessMsg=[quantity] units of [item] is being delivered to your [destination].
shop_ui_SuccessMsg2=The shipment will appear in the destination inventory shortly.
shop_ui_SuccessMsg2_Ship=It will become available at ASOP terminals shortly.
shop_ui_SuccessMsg_Ship=Your [item] is being transferred now.
shop_ui_SuccessMsg_Singular=[quantity] unit of [item] is being delivered to your [destination].
shop_ui_TimedOutMsg=Purchase timed out!
shop_ui_TotalTransactionCost=Total transaction cost:
shop_ui_TotalTransactionReceived=You will receive:
shop_ui_TransactionDetails=Transaction Details
shop_ui_TransactionFailed=Your transaction has Failed
shop_ui_TransactionSucceeded=Your transaction has Succeeded
shop_ui_TryAgainLater=Please try again later.
shop_ui_UnrefinedMaterialValue=Unrefined Material Value
shop_ui_UnrefinedMaterials=Unrefined Materials
shop_ui_Value_Total=Total:
shop_ui_View_Loadout=View Loadout
shop_ui_WaitingOnTransaction=Waiting for previous transaction to finish.
shop_ui_amount=Amount
shop_ui_amount_indicator=x
shop_ui_attachments=Attachments
shop_ui_balance_after_transaction=AFTER-PURCHASE BALANCE
shop_ui_balance_current=CURRENT BALANCE
shop_ui_bundled_with=COMES BUNDLED WITH
shop_ui_buttondisable_insufficientmoney=Insufficient Funds
shop_ui_buttondisable_insufficientspace=Insufficient Space
shop_ui_buttondisable_insufficientvolume=Insufficient Volume
shop_ui_buttondisable_inventoryerror=Inventory Error
shop_ui_buttondisable_outofstock=Out of Stock
shop_ui_buttondisable_unknownerror=Unknown Error
shop_ui_buyThisVehicle,P=Buy This Vehicle
shop_ui_buyVehicle,P=Buy Vehicle
shop_ui_buying_destination_header_low=/Destination
shop_ui_buying_destination_header_med=Destination
shop_ui_buying_header_low=/../Available_Items.sds
shop_ui_buying_header_med=Available Items
shop_ui_cancel_purchase=CANCEL PURCHASE
shop_ui_cargo_list=Cargo List
shop_ui_checkout=CHECKOUT
shop_ui_commodities=Commodities
shop_ui_commodity=Commodity
shop_ui_commodity_cargo=Commodity Cargo
shop_ui_commodity_cargo_value=--
shop_ui_component=Component
shop_ui_confirm_purchase=CONFIRM PURCHASE
shop_ui_confirm_rental=CONFIRM RENTAL
shop_ui_confirmation=CONFIRMATION
shop_ui_continue_shopping=CONTINUE SHOPPING
shop_ui_dayRental,P=Day Rental
shop_ui_dayRentalPriceExplanation,P=Cost per day reduces the longer you rent the ship.
shop_ui_day_left=1 day
shop_ui_days_hours_left=%id %ih
shop_ui_days_left=%i days 
shop_ui_days_minutes_left=%id %im
shop_ui_deliver=DELIVER TO
shop_ui_delivered_result=WILL BE DELIVERED TO:
shop_ui_delivery_destination=DELIVERY DESTINATION
shop_ui_demand_for_resource=Demand For Resource
shop_ui_details=DETAILS
shop_ui_dropdownClarificationTextBuy=(Ships without cargo grids not listed.)
shop_ui_dropdownClarificationTextSell=(Ships without cargo not listed.)
shop_ui_dropdown_allOptions,P=All Options
shop_ui_dropdown_categoryHeader=Choose Category
shop_ui_dropdown_locationHeaderBuy=Choose Destination
shop_ui_dropdown_locationHeaderSell=Choose Source
shop_ui_dropdown_subCategoryHeader=Choose Subcategory
shop_ui_dropdown_subLocationHeaderBuy,P=Choose Sub-Destination
shop_ui_dropdown_subLocationHeaderSell,P=Choose Sub-Source
shop_ui_empty_cargo_space=Empty Cargo Space
shop_ui_equip=EQUIP NOW
shop_ui_error_title=An error has occurred!
shop_ui_exit=EXIT
shop_ui_facility_total_inventory=Facility Total Inventory
shop_ui_filters=Filters
shop_ui_for=for
shop_ui_funds=Funds
shop_ui_gifted=GIFTED
shop_ui_header_low=SCR_InvConsole v1.5a Trial *Expired*
shop_ui_headerbtn_buy=BUY
shop_ui_headerbtn_sell=SELL
shop_ui_hour_left=1 hour
shop_ui_hours_left=%i hours
shop_ui_hours_minutes_left=%ih %im
shop_ui_insufficient_credits=INSUFFICIENT CREDITS
shop_ui_inventory=INVENTORY
shop_ui_item_action_buy=BUY
shop_ui_item_action_equip=EQUIP NOW
shop_ui_item_action_preview=INSPECT
shop_ui_item_action_rent=RENT
shop_ui_item_action_try=TRY ON
shop_ui_item_action_try_armor=TRY ON ARMOR
shop_ui_item_action_try_boots=TRY ON BOOTS
shop_ui_item_action_try_gloves=TRY ON GLOVES
shop_ui_item_action_try_hat=TRY ON HAT
shop_ui_item_action_try_jacket=TRY ON JACKET
shop_ui_item_action_try_pants=TRY ON PANTS
shop_ui_item_action_try_shirt=TRY ON SHIRT
shop_ui_item_action_try_shoes=TRY ON SHOES
shop_ui_item_action_try_suit=TRY ON SUIT
shop_ui_item_action_unequip=UNEQUIP
shop_ui_item_baseValue,P=Base Value
shop_ui_item_buy=Buy
shop_ui_item_color=COLOR
shop_ui_item_condition=Condition
shop_ui_item_description=DESCRIPTION
shop_ui_item_destroy,P=Destroy
shop_ui_item_fashion_type=FASHION TYPE
shop_ui_item_licenseRequired,P=Restricted Item
shop_ui_item_licenseRequiredTooltip,P=You do not have the required\nreputation to purchase this item.
shop_ui_item_manufacturer=MANUFACTURER
shop_ui_item_material=MATERIAL
shop_ui_item_ports=ITEM PORTS
shop_ui_item_quickBuy=Quick Buy
shop_ui_item_quickSell=Quick Sell
shop_ui_item_sell=Sell
shop_ui_item_sellAll,P=Sell All...
shop_ui_item_size=Volume:
shop_ui_item_state_equipped=(EQUIPPED)
shop_ui_item_state_purchase=PURCHASE
shop_ui_item_style=STYLE
shop_ui_item_totalValue=Total Value
shop_ui_item_type=TYPE
shop_ui_item_unregistered,P=Unregistered Item
shop_ui_item_wearModifier,P=Wear Modifier
shop_ui_list_column_item_name=ITEM NAME
shop_ui_list_column_price=PRICE
shop_ui_list_column_quantity_owned=QTY OWNED
shop_ui_loading=Loading...
shop_ui_loading_modules_low=Loading Modules...
shop_ui_loading_tooltip_desc=Moving cargo takes time! Buying or selling cargo will leave your ship inoperable while it's being situated.
shop_ui_location_buy_header_low=/Delivery_Locations
shop_ui_location_buy_header_med=Delivery Locations
shop_ui_location_sell_header_low=/Sell_From_Location
shop_ui_location_sell_header_med=Sell From Location
shop_ui_minute_left=1 minute
shop_ui_minutes_left=%i minutes
shop_ui_no_logo=NO LOGO
shop_ui_num_REC=%d REC
shop_ui_pageNavigation_negative_01=-1
shop_ui_pageNavigation_negative_10=-10
shop_ui_pageNavigation_negative_firstpage=First
shop_ui_pageNavigation_positive_01=+1
shop_ui_pageNavigation_positive_10=+10
shop_ui_pageNavigation_positive_lastpage=Last
shop_ui_per_day,P=per day
shop_ui_per_scu=Per SCU:
shop_ui_prices_from=From: %s
shop_ui_processing=PROCESSING
shop_ui_purchase_complete=PURCHASE COMPLETE!
shop_ui_purchase_details=PURCHASE DETAILS
shop_ui_rent=Rent
shop_ui_rentThisVehicle,P=Rent This Vehicle
shop_ui_rentVehicle,P=Rent Vehicle
shop_ui_rented=Already Rented
shop_ui_resultmsg_databaseerror=Transaction failed
shop_ui_resultmsg_insufficient_stock=Insufficient stock
shop_ui_resultmsg_insufficientfunds=Insufficient funds
shop_ui_resultmsg_invalidbuyer=Unable to locate buyer account
shop_ui_resultmsg_invaliditem=Item not for sale
shop_ui_resultmsg_serviceerror=Unable to contact purchasing services
shop_ui_resultmsg_timed_out=Timed out
shop_ui_retrieving_data_med=Retrieving Data
shop_ui_rotate=ROTATE
shop_ui_selling_header_low=/../Acceptable_Items.sds
shop_ui_selling_header_med=Acceptable Items
shop_ui_selling_source_header_low=/Source
shop_ui_selling_source_header_med=Source
shop_ui_ship_downtime=Ship Downtime:
shop_ui_slots_available=SLOTS AVAILABLE AT DESTINATION
shop_ui_slots_needed=SLOTS NEEDED AT DESTINATION
shop_ui_sort=Sort
shop_ui_storage_inventory_levels=Storage Inventory Levels
shop_ui_stow_equipped=ADD TO LOADOUT
shop_ui_tooltip_button_buymode,P=Switch shop to Buy Mode.
shop_ui_tooltip_button_sellmode,P=Switch shop to Sell Mode.
shop_ui_tooltip_buyButton,P=Switch shop to Buy Mode.
shop_ui_tooltip_sellButton,P=Switch shop to Sell Mode.
shop_ui_tooltip_text_choosecategory=Select a category of items to filter by.
shop_ui_tooltip_text_choosedestination=Select the storage location for purchased items.
shop_ui_tooltip_text_choosesource=Select the source location of items you wish to sell.
shop_ui_tooltip_text_choosesubcategory=Select a subcategory of items to filter by.
shop_ui_tooltip_text_wearandtear=Condition
shop_ui_tooltip_text_wearandtear_warning,P=(Warning! Item is in danger of being destroyed)
shop_ui_total_cargo_space=Total Cargo Space
shop_ui_total_commodity_cargo_value=Total Commodity Cargo Value
shop_ui_total_value=Total Value:
shop_ui_touch_anywhere=Touch anywhere to begin
shop_ui_touch_anywhere_low=[ Touch Screen to Begin ]
shop_ui_trading_console=Trading Console
shop_ui_trading_shipping_console=Trading & Shipping Console
shop_ui_transactionResult_00_Success=Success
shop_ui_transactionResult_01_AuthorityError=Authority Error
shop_ui_transactionResult_02_TransactionServiceError=Transaction Service Error
shop_ui_transactionResult_03_InvalidLocation=Invalid Location
shop_ui_transactionResult_04 _InvalidPlayerInventoryId=Invalid UserInventory Id
shop_ui_transactionResult_05 _InventoryContainerRequestFail=Inventory Container Request Fail
shop_ui_transactionResult_06 _InventoryItemFail=Inventory Item Fail
shop_ui_transactionResult_07_InventoryItemContentFail=Inventory Item Content Fail
shop_ui_transactionResult_08_InvalidQuantityError=Invalid Quantity Error
shop_ui_transactionResult_09_QuickBuyRestockingError=Quick Buy Restocking Error
shop_ui_transactionResult_10_InvalidTransactionFlow=Invalid Transaction Flow
shop_ui_transactionResult_11_InvalidLocationSource=Invalid Location Source
shop_ui_transactionResult_12_InvalidShop=Invalid Shop
shop_ui_transactionResult_13_InvalidShopType=Invalid Shop Type
shop_ui_transactionResult_14_InternalError=Internal Error
shop_ui_transactionResult_15_InvalidRentalOption=Invalid Rental Option
shop_ui_transactionResult_16_ShipNotInValidLocation=Vehicle Not In Valid Location
shop_ui_transactionResult_17_NoItemsInSaleError=No Items In Sale Error
shop_ui_transactionResult_18_WaitingForPendingResult=Waiting For Pending Result
shop_ui_transactionResult_19_ActorDoesNotOwnSaleItem=User Does Not Own Sale Item
shop_ui_transactionResult_20_TransactionCostMismatch=Transaction Cost Mismatch
shop_ui_transactionResult_21_ItemMaxStockError=Item Max Stock Error
shop_ui_transactionResult_22_ItemNotSellable=Item Not Sellable
shop_ui_transactionResult_23_ItemNotBuyable=Item Not Buyable
shop_ui_transactionResult_24_TimedOut=Timed Out
shop_ui_transactionResult_25_InsuffientStock=Insufficent Stock
shop_ui_transactionResult_26_ServiceError=Service Error
shop_ui_transactionResult_27_DatabaseError=Database Error
shop_ui_transactionResult_28_InvalidBuyer=Invalid Buyer
shop_ui_transactionResult_29_InvalidItem=Invalid Item
shop_ui_transactionResult_30_InvalidRequest=Invalid Request
shop_ui_transactionResult_31_InsufficentFunds=Insufficent Funds
shop_ui_transactionResult_32_InvalidEntityClassGUID=Invalid Entity Class GUID
shop_ui_transactionResult_33_InvalidKioskId=Invalid Kiosk ID
shop_ui_transactionResult_34_InvalidSellPrice=Invalid Sell Price
shop_ui_transactionResult_35_InvalidMineableEntry=Invalid Mineable Entry
shop_ui_transactionResult_36_PlayerIdMismatch=User ID Mismatch
shop_ui_transactionResult_37_CargoCreationFailed=Cargo Transfer Failed
shop_ui_transactionResult_38_WalletNotFound=Wallet Not Found
shop_ui_transactionResult_39_MissingResourceDataType=Missing Resource Data Type
shop_ui_transactionResult_40_PlayerInVehicle=Cargo transactions cannot be completed while vehicle is occupied.
shop_ui_transactionResult_41_InvalidParentState=Selected Ship's Cargo Spindles Are Stowed
shop_ui_transactionResult_42_InvalidResourceTypeGuid=Invalid Resource Type Guid
shop_ui_transactionResult_43_CargoRemovalFailed=Cargo Removal Failed
shop_ui_transactionResult_44_WalletUpdateFailed=Wallet Update Failed
shop_ui_transactionResult_45_ResourceContainerQueryFailed=Resource Container Query Failed
shop_ui_transactionResult_46_PricePerUnitMisMatch=Price Per Unit Mismatch
shop_ui_transactionResult_47_InvalidContainer=Invalid Container
shop_ui_transactionResult_48_EntityQueryFailed=Entity Query Failed
shop_ui_transactionResult_49_MissingSnapshot=Missing Snapshot
shop_ui_transactionResult_50_MissingSnapshotData=Missing Snapshot Data
shop_ui_transactionResult_51_SnapshotGetFail=Snapshot Get Fail
shop_ui_transactionResult_52_VehicleMustNotBeOccupied=Vehicle Must Not Be Occupied
shop_ui_transactionResult_53_InvalidContainerDestination=Invalid Container Destination
shop_ui_transactionResult_54_DeliverItemsToWarehouse=Contact Cargo Services to Transfer Items
shop_ui_transactionResult_55_PickupItemsFromWarehouse=Contact Cargo Services to Pickup Items
shop_ui_transactionResult_56_ExceededBuyLimit=Buy Limit Exceeded
shop_ui_transaction_buyingConfirmation=Buying Confirmation
shop_ui_transaction_complete=Transaction Complete
shop_ui_transaction_confirmYourChoice,P=Confirm Your Choice
shop_ui_transaction_console=Transaction Console
shop_ui_transaction_cost=TRANSACTION COST
shop_ui_transaction_error,P=Transaction Error
shop_ui_transaction_notice_body,P=You do not have sufficient space to store this purchase. Please select an alternate destination to have your purchases delivered to.
shop_ui_transaction_notice_header=Insufficient Storage
shop_ui_transaction_processing=Processing Transaction
shop_ui_transaction_quantityMax=Max
shop_ui_transaction_quantityMultiplier=Quantity Multiplier
shop_ui_transaction_sellAllConfirmation,P=Sell All Confirmation
shop_ui_transaction_sellingConfirmation=Selling Confirmation
shop_ui_unrefined_cargo=Unrefined Cargo
shop_ui_unrefined_cargo_value=--
shop_ui_unrefined_materials=Unrefined Materials
shop_ui_value=Value
shop_ui_vehicleSuccessMessage,P=Your vehicle will be available soon at any Fleet Manager terminal.
shop_ui_wallet=Wallet:
shop_ui_week_left=1 week
shop_ui_weeks_days_left=%iw %id
shop_ui_weeks_hours_left=%iw %ih
shop_ui_weeks_left=%i weeks
shop_ui_weeks_minutes_left=%iw %im
shop_ui_welcomeMessage=Welcome Valued Customer
show_dirt,P=Show Dirt
show_wear,P=Show Wear
shubin_claimsweep_desc_001=POSTING: Security / Mercenary \nLOCATION: ~mission(LagrangeLocation)\nWORK EXPERIENCE: Combat Pilot (Military Experience a Plus)\nTERMS*: \nA recently acquired Shubin Interstellar mining claim awaiting processing was discovered to have been jumped by a rogue mining outfit who are actively stealing ore from the site. While local authorities have been notified, there is concern that valuable assets may be harvested before an official investigation can be launched.\n\nTherefore, as is our right as claim holders, we wish to secure a mercenary force to go to ~mission(Location), destroy the orbital sentries that are protecting this illegal operation, and clear the site for Shubin repossession. \n\n\n\n\n*Shubin Interstellar is an equal opportunity contractor. By accepting this contract you are assuming any and all risks associated with the work outlined herein and in no way can Shubin Interstellar be held accountable for any damages accrued during the duration of the contract.
shubin_claimsweep_desc_002=POSTING: Security / Mercenary \nLOCATION: ~mission(LagrangeLocation)\nWORK EXPERIENCE: Combat Pilot (Military Experience a Plus)\nTERMS*: \nA local Stanton independent mining team was working ~mission(Location) as Shubin Interstellar contractors when a hostile force attacked and took over the site. We believe that the perpetrators are still at the claim using the equipment left behind to harvest the valuable ore there for themselves.\n\nAmong the equipment lost were orbital sentries that had unfortunately not yet been fully deployed at the time of the attack. Long range scans of the claim have led us to conclude that the outlaws have activated the orbital sentries and are using them to protect their illegal operations.\n\nTo reclaim the site, we are seeking contractors to go to ~mission(Location), destroy the orbital sentries, and clear the site for Shubin repossession. \n\n\n\n\n*Shubin Interstellar is an equal opportunity contractor. By accepting this contract you are assuming any and all risks associated with the work outlined herein and in no way can Shubin Interstellar be held accountable for any damages accrued during the duration of the contract.
shubin_claimsweep_desc_easy=POSTING: Security / Mercenary \nLOCATION: ~mission(LagrangeLocation)\nWORK EXPERIENCE: Combat Pilot (Military Experience a Plus)\nTERMS*: \nWe just received word that a Shubin contractor was chased off one of our claims by outlaws who are operating there illegally. Further complicating matters, they have set up a few orbital sentries to protect themselves while they mine. \n\nOur hope is to contract with a mercenary who can search for and destroy the sentries at ~mission(location). If you do encounter an illegal miner at the site, be mindful that it is common practice for these types to contact reinforcements for assistance. It might be better to neutralize them as quickly as possible before they can do so. \n\n\n\n\n*Shubin Interstellar is an equal opportunity contractor. By accepting this contract you are assuming any and all risks associated with the work outlined herein and in no way can Shubin Interstellar be held accountable for any damages accrued during the duration of the contract.\n
shubin_claimsweep_desc_hard=POSTING: Security / Mercenary \nLOCATION: ~mission(LagrangeLocation)\nWORK EXPERIENCE: Combat Pilot (Military Experience a Plus)\nTERMS*: \nA local Stanton independent mining team was working ~mission(Location) as Shubin Interstellar contractors when a hostile force attacked and took over the site. We believe that the perpetrators are still at the claim using the equipment left behind to harvest the valuable ore there for themselves.\n\nAmong the equipment lost were a handful of orbital sentries that had unfortunately not yet been fully deployed at the time of the attack. Long range scans of the claim have led us to conclude that the outlaws have activated the orbital sentries and are using them to protect their illegal operations.\n\nTo reclaim the site, we are seeking contractors to go to ~mission(Location), destroy the orbital sentries, and clear the site of hostile miners. Efficiency is strongly recommended as there is a high risk they will call for reinforcements once they discover theyre being evicted. \n\n\n\n\n*Shubin Interstellar is an equal opportunity contractor. By accepting this contract you are assuming any and all risks associated with the work outlined herein and in no way can Shubin Interstellar be held accountable for any damages accrued during the duration of the contract.\n
shubin_claimsweep_desc_intro=POSTING: Security / Mercenary \nLOCATION: ~mission(LagrangeLocation)\nWORK EXPERIENCE: Combat Pilot (Military Experience a Plus)\nTERMS*: \nIt was recently discovered that a Shubin mining claim has been illegally poached by a rogue miner. While the miner themselves seems to no longer be stealing ore from the site, they did leave behind an orbital sentry which is preventing us from reclaiming it thanks to its offensive capabilities.\n\nWe are looking for a mercenary willing to travel to ~mission(location) hunt down the sentry and destroy it in preparation for Shubin repossession of the site.\n\n\n\n\n*Shubin Interstellar is an equal opportunity contractor. By accepting this contract you are assuming any and all risks associated with the work outlined herein and in no way can Shubin Interstellar be held accountable for any damages accrued during the duration of the contract.\n
shubin_claimsweep_desc_med=POSTING: Security / Mercenary \nLOCATION: ~mission(LagrangeLocation)\nWORK EXPERIENCE: Combat Pilot (Military Experience a Plus)\nTERMS*: \nA recently acquired Shubin Interstellar mining claim awaiting processing was discovered to have been jumped by a rogue mining outfit who are actively stealing ore from the site. While local authorities have been notified, there is concern that valuable assets may be harvested before an official investigation can be launched.\n\nTherefore, as is our right as claim holders, we wish to secure a mercenary force to go to ~mission(Location) and destroy the several orbital sentries that are protecting this illegal operation. Caution is advised as there may still be a few illegal miners at the location along with any reinforcements they muster. \n\n\n\n\n*Shubin Interstellar is an equal opportunity contractor. By accepting this contract you are assuming any and all risks associated with the work outlined herein and in no way can Shubin Interstellar be held accountable for any damages accrued during the duration of the contract.\n
shubin_claimsweep_desc_rand=POSTING: Security / Mercenary \nLOCATION: ~mission(LagrangeLocation)\nWORK EXPERIENCE: Combat Pilot (Military Experience a Plus)\nTERMS*: \nWhile conducting a survey of Shubin claims in the sector, we were disheartened to learn that a small team of outlaws have set up shop at ~mission(Location) and have been illegal harvesting resources. Worse, they have established a defensive perimeter with several orbital sentries dotted around the site making it difficult for us to evict them. \n\nIn order that we may repossess the claim site, we are seeking mercenary contractors to find and destroy the handful of orbital sentries. Adding additional difficulty to the task is that we are unclear as to the exact fighting strength of these outlaw miners. If they are given the chance to summon reinforcements expect anything from a small contingency to a full squad of trained fighters. \n\n\n\n\n*Shubin Interstellar is an equal opportunity contractor. By accepting this contract you are assuming any and all risks associated with the work outlined herein and in no way can Shubin Interstellar be held accountable for any damages accrued during the duration of the contract.\n
shubin_claimsweep_title_001=Remove Claimjumpers
shubin_claimsweep_title_easy=Remove Claimjumpers
shubin_claimsweep_title_hard=Oust Claimjumpers
shubin_claimsweep_title_intro=Clear Claimjumpers
shubin_claimsweep_title_med=Expel Claimjumpers
shubin_claimsweep_title_rand=Evict Claimjumpers
shubin_from=Shubin Interstellar
shuttle_at=Shuttle At
shuttle_in_transit_to=Shuttle In Transit To
shuttle_is_at_location=Shuttle Location
sm_ui_CTRL_A=A
sm_ui_CTRL_A_Contested=Alpha Contested
sm_ui_CTRL_A_Hacked=Alpha Hacked
sm_ui_CTRL_A_Lost=Alpha Lost
sm_ui_CTRL_A_Offline=Alpha Offline
sm_ui_CTRL_A_Online=Alpha Online
sm_ui_CTRL_Alpha=Alpha
sm_ui_CTRL_B=B
sm_ui_CTRL_B_Contested=Bravo Contested
sm_ui_CTRL_B_Hacked=Bravo Hacked
sm_ui_CTRL_B_Lost=Bravo Lost
sm_ui_CTRL_B_Offline=Bravo Offline
sm_ui_CTRL_B_Online=Bravo Online
sm_ui_CTRL_Bravo=Bravo
sm_ui_CTRL_C=C
sm_ui_CTRL_C_Contested=Charlie Contested
sm_ui_CTRL_C_Hacked=Charlie Hacked
sm_ui_CTRL_C_Lost=Charlie Lost
sm_ui_CTRL_C_Offline=Charlie Offline
sm_ui_CTRL_C_Online=Charlie Online
sm_ui_CTRL_Captured=%s Captured
sm_ui_CTRL_Charlie=Charlie
sm_ui_CTRL_Contested=%s Contested
sm_ui_CTRL_D=D
sm_ui_CTRL_D_Contested=Delta Contested
sm_ui_CTRL_D_Hacked=Delta Hacked
sm_ui_CTRL_D_Lost=Delta Lost
sm_ui_CTRL_D_Offline=Delta Offline
sm_ui_CTRL_D_Online=Delta Online
sm_ui_CTRL_Delta=Delta
sm_ui_CTRL_Description=Quick rounds assault and defense where teams are encouraged to communicate and use tactics.
sm_ui_CTRL_Draw=Draw
sm_ui_CTRL_E=E
sm_ui_CTRL_E_Contested=Echo Contested
sm_ui_CTRL_E_Hacked=Echo Hacked
sm_ui_CTRL_E_Lost=Echo Lost
sm_ui_CTRL_E_Offline=Echo Offline
sm_ui_CTRL_E_Online=Echo Online
sm_ui_CTRL_Echo=Echo
sm_ui_CTRL_Loc_Display_Name=Control
sm_ui_CTRL_Lose_Marines=Marines Lose
sm_ui_CTRL_Lose_Outlaws=Outlaws Lose
sm_ui_CTRL_Lost=%s Lost
sm_ui_CTRL_Neutralized=%s Neutralized
sm_ui_CTRL_Popup_Hacking=Hacking
sm_ui_CTRL_Prompt_Defend=Defend
sm_ui_CTRL_Prompt_Hack=Hack
sm_ui_CTRL_Prompt_Hacked=Hacked
sm_ui_CTRL_Prompt_Lost=Lost
sm_ui_CTRL_Prompt_Mission=Hack the Terminals
sm_ui_CTRL_Prompt_Neutral=Neutral
sm_ui_CTRL_Win_Marines=Marines Win
sm_ui_CTRL_Win_Outlaws=Outlaws Win
sm_ui_Head=Head
sm_ui_OxygenDispenser=Oxygen Dispenser
sm_ui_RoundsWon=ROUNDS WON
spacecargo_illegal_analogy_0001=a bunch of fries and no ketchup
spacecargo_illegal_analogy_0002=a rifle and no bullets
spacecargo_illegal_analogy_0003=a comb does for a bald man
spacecargo_illegal_analogy_0004=a Banu promise
spacecargo_illegal_danger_0001=Try to keep a low profile. Things have been heating up around here enough as is. 
spacecargo_illegal_danger_0002=If you run into any trouble, I'm trusting you can handle yourself. 
spacecargo_illegal_danger_0003=Word of warning. Security's been increasing their presence in the area. Take the appropriate precautions. 
spacecargo_illegal_danger_0004=I'm not expecting any trouble, but if security does show up, take care of it. 
spacecargo_illegal_danger_0005=I'm expecting you to keep the drop on the low. Don't want any heat on this. 
spacecargo_illegal_desc=~mission(Description)
spacecargo_illegal_desc_0001=A ~mission(Ship) that was carrying a box of ~mission(Item) was taken out. Now that choice pluck is just sitting out there. The ~mission(Client) are willing to pay good credits for someone to snag it and take it to ~mission(Destination). ~mission(Timed)~mission(Danger)
spacecargo_illegal_desc_0002=Got wind that a shipment of ~mission(Item) that the ~mission(Client) have been after turned up a on ~mission(Ship) that was headed out of system. Luckily, they didn't get too far. All that's left is for someone to go grab the goods from the ~mission(Location) and drop it off at ~mission(Destination). ~mission(Timed)~mission(Danger)
spacecargo_illegal_desc_0003=Anyone good with salvage looking for work? Got a crate of ~mission(Item) waiting to be recovered near a blown up ~mission(Ship) that the ~mission(Client) need taken to ~mission(Destination). ~mission(Timed)~mission(Danger)And don't comm me about how you're great at EVAing if you don't have a way to fly yourself out there. Some scub with a pack and no transport does me as much good as ~mission(Analogy).
spacecargo_illegal_desc_0004=There's a clearance sale going down at a dead ~mission(Ship) and the ~mission(Client) are looking for a runner to grab a box of ~mission(Item) and haul it to ~mission(Destination). ~mission(Timed)This is the perfect gig for someone looking to de-green their rep. ~mission(Danger)
spacecargo_illegal_desc_0005=A ~mission(Ship) with some valuable cargo blew up and the ~mission(Client) are paying to have this shipment of ~mission(Item) taken to ~mission(Destination). ~mission(Timed)~mission(Danger)If I hear that this package winds up somewhere else, and I find out you had something to do with that, then I'll ~mission(Threat).
spacecargo_illegal_desc_0006=Hey! Who wants to go wreckdiving? There's a mangled mess of a ~mission(Ship) that needs a crate of ~mission(Item) plucked from it and delivered to ~mission(Destination). Interested? What if I told you that the ~mission(Client) are footing the bill? ~mission(Timed)~mission(Danger)
spacecargo_illegal_from=~mission(Contractor)
spacecargo_illegal_location_0001=the remains
spacecargo_illegal_location_0002=the last point of contact
spacecargo_illegal_location_0003=the ~mission(Ship)'s last known position
spacecargo_illegal_location_0004=the ~mission(Ship)'s wreck
spacecargo_illegal_location_0005=the kill site
spacecargo_illegal_obj_long_01=Go to ~mission(Location) to retrieve package.
spacecargo_illegal_obj_long_02=Acquire the shipment of ~mission(Item) from the wreckage.
spacecargo_illegal_obj_long_03=Deliver it to ~mission(Destination).
spacecargo_illegal_obj_marker_01=Wreck Site
spacecargo_illegal_obj_marker_02=The Goods
spacecargo_illegal_obj_short_01=Go To Wreck Site
spacecargo_illegal_obj_short_02=Grab the Goods
spacecargo_illegal_obj_short_03=Deliver Goods
spacecargo_illegal_threat_0001=paint the inside of your helmet red
spacecargo_illegal_threat_0002=make you wish you had been on Vega when the 'duul attacked
spacecargo_illegal_threat_0003=arrange a vacation for you inside the nearest star
spacecargo_illegal_threat_0004=make an example of you
spacecargo_illegal_timed_0001=There's a deadline on this, as in if we don't get this valuable item fast, somebody's going to wind up dead. 
spacecargo_illegal_timed_0002=Need this done quick, so don't mess around. 
spacecargo_illegal_timed_0003=Expect you to get there ASAP before some hopper stumbles across the ~mission(Ship) and salvages it first. 
spacecargo_illegal_timed_0004=The ~mission(Client) need this fast, so make sure you're not late. 
spacecargo_illegal_timed_0005=This stuff isn't gonna float out there forever, so handle it before it's too late. 
spacecargo_illegal_timed_0006=This job's got a narrow window of opportunity. See that you don't miss it. 
spacecargo_illegal_title=~mission(Title)
spacecargo_illegal_title_0001=Property Reclamation
spacecargo_illegal_title_0002=Take Away
spacecargo_illegal_title_0003=Lost and Found
spacecargo_illegal_title_0004=A Light Touch
spacecargo_illegal_title_0005=Floater
spacecargo_illegal_title_0006=Grab 'N Go
spacecargo_illegal_title_0007=Go Fish
spacecargo_illegal_title_0008=Search and Seizure
spacecargo_illegal_title_0009=Appropriation
spacecargo_illegal_title_0010=Procurement
spacecargo_legal_danger_0001=When approaching the site, stay alert. Outlaws have been known to operate in that area. 
spacecargo_legal_danger_0002=If you run into any trouble, I'm trusting you can handle yourself. 
spacecargo_legal_danger_0003=You should know that security's warned of increased outlaw activity in the area. Take the appropriate precautions. 
spacecargo_legal_danger_0004=Stay sharp though. That area's a known outlaw hunting ground. 
spacecargo_legal_danger_0005=Other pilots have said that that area has gotten dangerous, so be careful. 
spacecargo_legal_desc_0001=~mission(Contractor) lost a ship in transit and needs to retrieve a specific shipment of ~mission(Item) from the wreckage. If accepted, you will need to safely extract the ~mission(Item) from ~mission(Location|Address) and deliver it to ~mission(Destination). ~mission(Timed)~mission(Danger)
spacecargo_legal_desc_0002=Can anybody out there help me? A ship I hired to transport a very important delivery was attacked on its way to ~mission(Destination). I need someone to go to ~mission(Location|Address) and retrieve the shipment of ~mission(Item). ~mission(Timed)The job will be bonded through ~mission(Contractor), so you don't have worry about being stiffed. Just bring it to ~mission(Destination) and you'll get paid. Simple. ~mission(Danger)
spacecargo_legal_desc_0003=A ~mission(Ship) transport was attacked and destroyed before it could reach its final destination. Local authorities have been notified, but the client still requires delivery of their package of ~mission(Item), so we need someone to extract the shipment from ~mission(Location|Address) and complete the intended delivery to ~mission(Destination). ~mission(Timed)~mission(Danger)
spacecargo_legal_desc_0004=~mission(Contractor) is looking to hire a freelance pilot for a retrieval job. A ~mission(Ship) was lost in transit, so you will be tasked with navigating to ~mission(Location|Address) and extracting a crate of ~mission(Item) from the wreckage. You will then need to deliver the shipment to ~mission(Destination). Payment will be issued upon delivery.\n\n~mission(Timed)\n\n~mission(Danger)
spacecargo_legal_desc_0005=Due to unfortunate circumstances, a cargo ship was lost while in transit through the system. However, ~mission(Contractor) requires a specific box of ~mission(Item) to be retrieved from ~mission(Location|Address) and delivered to ~mission(Destination). ~mission(Timed)Once the shipment has been safely delivered, your payment will be immediately transferred. ~mission(Danger)
spacecargo_legal_desc_0006=~mission(Contractor) requires independent pilot for a retrieval job at a ~mission(Ship) wreck site. You will be tasked with finding and extracting a shipment of ~mission(Item) from ~mission(Location|Address) and delivering it to its intended destination at ~mission(Destination). ~mission(Timed)~mission(Danger)Payment will be immediately transferred upon successful completion. \n\nThis job has been bonded through ~mission(Contractor).
spacecargo_legal_location_0001=the remains
spacecargo_legal_location_0002=the last point of contact
spacecargo_legal_location_0003=the ~mission(ship)'s last known position
spacecargo_legal_location_0004=the ~mission(ship)'s debris
spacecargo_legal_location_0005=the wreckage
spacecargo_legal_timed_0001=Time is unfortunately of the essence here. 
spacecargo_legal_timed_0002=Due to outside elements, this retrieval must be handled quickly. 
spacecargo_legal_timed_0003=This delivery is already overdue, so you will have to move fast. 
spacecargo_legal_timed_0004=The client has designated this as a rush job. 
spacecargo_legal_timed_0005=This is a priority task, so it will need to be resolved quickly.
spacecargo_legal_timed_0006=This shipment needs to be retrieved quickly, so you'll need to collect it ASAP. 
spacecargo_legal_timed_0007=This job's got a narrow window of opportunity. See that you don't miss it. 
spacecargo_legal_title_0001=Cargo Recovery
spacecargo_legal_title_0002=Cargo Retrieval
spacecargo_legal_title_0003=Cargo Salvage
spacecargo_legal_title_0004=Cargo Collection
spacecargo_legal_title_0005=Retrieval Needed
spacecargo_legal_title_0006=Lost Cargo
spacecargo_legal_title_0007=Cargo Assist
spacecargo_legal_title_0008=Shipment Lost
spacecargo_legal_title_0009=Need a Hand
spacecargo_legal_title_0010=Lost in Space
spacecollect_cargo_desc=~mission(Description)
spacecollect_cargo_from=~mission(Contractor)
spacecollect_cargo_obj_long_01=Go to ~mission(Location) for retrieval.
spacecollect_cargo_obj_long_02=Retrieve the shipment of ~mission(Item) from the wreck.
spacecollect_cargo_obj_long_03=Deliver the shipment of ~mission(Item) to ~mission(Destination).
spacecollect_cargo_obj_short_01=Travel To Wreck Site
spacecollect_cargo_obj_short_02=Retrieve the Cargo
spacecollect_cargo_obj_short_03=Deliver the Cargo
spacecollect_cargo_title=~mission(Title)
spacecollect_legal_obj_marker_01=Wreck Site
spacecollect_legal_obj_marker_02=Cargo
spacecollect_legal_obj_marker_03=Delivery Drop Off
spaceship_defensive=Space Ship - Defensive Functionality
spaceship_general=Space Ship - General Functionality
spacesteal_danger_0001=If they end up putting up any kind of fight, be ready to put them down. 
spacesteal_danger_0002=Anyone gives you any trouble out there, you drop them. Understand? 
spacesteal_danger_0003=This is a civvy ship, but that doesn't mean you shouldn't be ready to fight. 
spacesteal_danger_0004=Not sure if the ship's gonna have escorts or not, so be ready for anything. 
spacesteal_danger_0005=I don't expect ~mission(TargetName|Last) to give you much trouble. They usually fly solo and if they do drag along friends, it's not much.   
spacesteal_danger_0006=I'm thinking grabbing the ~mission(Contractor|StealItem) should be pretty straightforward since they usually fly by themselves. But even if they do dig up an escort, it's gonna be dreg pilots at best. Nothing you should worry about, really.  
spacesteal_danger_0007=From what I remember, ~mission(TargetName|Last) usually flies this little multicrew dragbox. Shouldn't be too much trouble, but it might get tricky if they've got friends along. 
spacesteal_danger_0008=I expect that ~mission(TargetName|Last) is going to be flying what they normally do - a small multicrew thing. The real issue will be if they decide to bring any of their friends along to fly escorts. 
spacesteal_danger_0009=Word of warning. It might take a bit of doing to get the ~mission(Contractor|StealItem) since they'll be flying a pretty hefty freighter and most likely the bastards will be bringing escorts along. Cost of doing business, I suppose. 
spacesteal_danger_0010=Be mindful that ~mission(TargetName|Last) is going to be carting the goods in a pretty sizeable ship. Plus, they usually spring for extra security on top of that. Not gonna lie, it won't be easy, but the haul should be worth it. 
spacesteal_desc=~mission(Contractor|StealDescription)
spacesteal_desc_0001=Got an opportunity that's too good to pass up. This pilot by the name of ~mission(TargetName) is gonna be transporting a ~mission(Contractor|StealItem) that the ~mission(Contractor|Name) have been dying to get their hands on. I was thinking you could do them a favor and grab it for them. ~mission(Contractor|StealTimed)You show up at ~mission(destination) with that ~mission(Contractor|StealItem) and you're gonna be on their golden list for sure. ~mission(Danger)
spacesteal_desc_0002=Need someone to do a bit of aggressive acquisition for the ~mission(Contractor|Name). They got their heart set on a certain ~mission(Contractor|StealItem) and guess what? It's going to be sitting pretty aboard some hap's ship. All you got to do is pay this ~mission(TargetName) a visit, grab the goods, and fly 'em over to ~mission(destination). ~mission(Contractor|StealTimed) ~mission(Danger)That's it. The credits are basically yours already.
spacesteal_desc_0003=Heard a few whispers that a ship's pushing off with some precious cargo aboard, but thanks to me and you, it's not going to stay that way for long. You're gonna find where ~mission(TargetName)'s ship is flying and relieve it of its burden. ~mission(Danger) Once you got it, drop the ~mission(Contractor|StealItem) off at ~mission(destination) and the ~mission(Contractor|Name) will see that you're compensated for your efforts. ~mission(Contractor|StealTimed)
spacesteal_desc_0004=Payday! The ~mission(Contractor|Name) want a ~mission(Contractor|StealItem) that ~mission(TargetName) has aboard their ship and it's up to you to get it for them. Let me tell you, you're going to make some sweet, sweet creds if you're the one to bring it to ~mission(destination). ~mission(Contractor|StealTimed) ~mission(Danger) One last thing. I shouldn't even have to say this, but if you so much as think about keeping the goods for yourself, understand that you won't live long enough to enjoy it.
spacesteal_desc_0005=Attention - If your name is ~mission(TargetName), go ahead and save yourself a world of hurt and just bring the ~mission(Contractor|StealItem) to ~mission(destination). If you're not that sap, then I'd like to present a business opportunity. How would you like to make some credits by chasing down ~mission(TargetName|Last) and taking the ~mission(Contractor|StealItem) from them? ~mission(Contractor|StealTimed) ~mission(Danger)
spacesteal_desc_0006=Not sure if you remember this, but a little while back ~mission(Contractor|StealNickname) boosted this amazing haul but then immediately lost it like a giant idiot. Well, everyone and their grandmother has been looking for it, but yours truly actually found it. The ~mission(Contractor|StealItem)'s aboard the ship of someone named ~mission(TargetName). Now I never heard of them, but whoever they are they're going to regret every stumbling upon that stash. The ~mission(Contractor|Name) will pay us a finder's fee if we can grab it and take it to ~mission(destination). ~mission(Contractor|StealTimed) ~mission(Danger) Get it done and we'll both be legends.
spacesteal_desc_easy=~mission(Contractor|StealEasyDescription)
spacesteal_desc_hard=~mission(Contractor|StealHardDescription)
spacesteal_desc_medium=~mission(Contractor|StealMediumDescription)
spacesteal_from=~mission(Contractor|StealFrom)
spacesteal_nickname_0001=Slippery Mike
spacesteal_nickname_0002=Jimmy Two Hands
spacesteal_nickname_0003=Threader
spacesteal_nickname_0004=Foresight
spacesteal_nickname_0005=Nodder
spacesteal_obj_long_01=Track down ~mission(TargetName)'s ship.
spacesteal_obj_long_02=Take out ~mission(TargetName|Last) before they can escape with the goods.
spacesteal_obj_long_03=Grab the ~mission(Contractor|StealItem) from the wreckage.
spacesteal_obj_long_04=Deliver ~mission(Contractor|StealItem) to ~mission(location).
spacesteal_obj_marker_01=~mission(TargetName)
spacesteal_obj_marker_02=Eliminate
spacesteal_obj_marker_04=Delivery Drop Off
spacesteal_obj_short_01=Track Down Target
spacesteal_obj_short_02=Eliminate the Target
spacesteal_obj_short_03=Grab the Goods
spacesteal_obj_short_04=Deliver Goods
spacesteal_obj_short_04a=Goods
spacesteal_timed_0001=We've been waiting for a chance this good. Hate for it to slip away because you dragged ass. 
spacesteal_timed_0002=Take care of this right away. The ~mission(client) will not be happy if they hear they lost the ~mission(Contractor|StealItem) because you were too slow. 
spacesteal_timed_0003=I should probably mention that the ship's going to be heading out of system soon which means you don't have a lot of time to take care of this. 
spacesteal_timed_0004=Consider this job a code red. The ~mission(client) don't want to wait another second to get their hands on this score. 
spacesteal_title=~mission(Contractor|StealTitle)
spacesteal_title_0001=Five Finger Discount
spacesteal_title_0002=Take Away
spacesteal_title_0003=Shopping Spree
spacesteal_title_0004=Piñata
spacesteal_title_0005=Smash & Grab
spacesteal_title_0006=Procurement Job
spacesteal_title_easy=~mission(Contractor|StealEasyTitle)
spacesteal_title_hard=~mission(Contractor|StealHardTitle)
spacesteal_title_medium=~mission(Contractor|StealMediumTitle)
stanton1_surface_relay=Downded Relay AC-652
stanton2_Shipping_Covalex=Covalex Shipping Hub Gundo
stanton2_Shipping_Covalex_CargoBay=Cargo Bay
stanton2_Shipping_Covalex_desc=Formerly Covalexs prime shipping hub for the system, Gundo suffered an unfortunate accident and have since moved operations to Orison directly for the time being.
stanton2_asteroidfield_1=2904-UEE649
stanton2_asteroidfield_2=2909-UEE831
stanton2_asteroidfield_3=2910-UEE217
stanton2_asteroidfield_4=2913-UEE548
stanton2_asteroidfield_5=2913-UEE620
stanton2_asteroidfield_6=2921-CRU324
stanton2_asteroidfield_7=2928-CRU716
stanton2_asteroidfield_8=2930-CRU983
stanton2_housing_grimhex=Grim HEX
stanton2_housing_grimhex_clinic=Green Imperial Medical
stanton2_housing_grimhex_clinic_desc=Green Imperial Medical offers basic health services as a convenience for residents of the housing exchange.
stanton2_housing_grimhex_desc=The Green Imperial Housing Exchange provides affordable and clean living options for local workers. Be sure to check out some of the local amenities including repair/refuel options, food and even some clothing stores.\n**** OFFICIALLY CLOSED ****
stanton2_researchSatellite275=ICC Probe 275
stanton2_researchSatellite306=ICC Probe 306
stanton2_researchSatellite472=ICC Probe 472
stanton2_researchSatellite556=ICC Probe 556
stanton2_researchSatellite625=ICC Probe 625
stanton2_researchSatellite730=ICC Probe 730
stanton2_researchSatellite849=ICC Probe 849
stanton2_researchSatellite_126=ICC Probe 126
stanton2_researchSatellite_Desc_Shared=Part of the Imperial Cartography Center, this research probe is categorized as part of the Deep Space Scanning & AstroGraphical network, one of the many turn-key facilities the UEE places in systems to casually sweep for jump points.
stanton2_restockStation042=Cry-Astro Service 042
stanton2_restockStation126=Cry-Astro Service 151
stanton2_restockStation275=Cry-Astro Service 262
stanton2_restockStation306=Cry-Astro Service 370
stanton2_restockStation472=Cry-Astro Service 404
stanton2_restockStation556=Cry-Astro Service 501
stanton2_restockStation625=Cry-Astro Service 685
stanton2_restockStation730=Cry-Astro Service 793
stanton2_restockStation849=Cry-Astro Service 824
stanton2_restockStationCry_Desc_Shared=This station is a franchise of Cry-Astro and provides facilities to restock and refuel a wide variety of ships.
stanton2_restockStation_Generic=Cry-Astro Service
stanton2_security_kareah=Security Post Kareah
stanton2_security_kareah_desc=A brand new outpost built to house an extended Crusader Security presence in this sector. It is expected to be open and operating soon.
stanton2_transfer_Port_Olisar=Port Olisar
stanton2_transfer_Port_Olisar_desc=Located in the trade lanes above Crusader, Port Olisar offers a breathtaking view of the planet below. Owned and operated by Crusader Industries, Port Olisar acts as a gateway to the companys vast planetary holdings and orbital shipyards. The station offers a wide variety of shops and services including: Refueling, Restocking, Ship Weapons, Ship Components, Personal Armor, Personal Weapons, Clothing, and Habs.
stanton3_private_landingpad=Private Landing Pad
starmap_boxout_Greeble_1,P=PROXY:B-TYPE MODE: YES
starmap_boxout_Greeble_2,P=AR SCAN
starmap_boxout_Greeble_3,P=GTP
starmap_boxout_Greeble_4,P=895
starmap_boxout_Greeble_5,P=/// SCAN COUNT:098
starmap_boxout_Greeble_6,P=REG ID: UEE-2846-00-A CX
starmap_partymember=Party Member
stealfromship_desc=~mission(Contractor|StealFromShipDescription)
stealfromship_from=~mission(Contractor|StealFromShipFrom)
stealfromship_obj_long_01=Track down ~mission(TargetName)'s ship.
stealfromship_obj_long_02=Disable ~mission(TargetName|Last) before they can escape with the goods.
stealfromship_obj_long_03=Retrieve the goods from the wreckage.
stealfromship_obj_long_04=Deliver goods to ~mission(Destination).
stealfromship_obj_marker_01=~mission(TargetName)
stealfromship_obj_marker_02=Disable
stealfromship_obj_marker_03=Goods
stealfromship_obj_marker_04=Drop Off
stealfromship_obj_short_01=Track Down Target
stealfromship_obj_short_02=Disable the Target
stealfromship_obj_short_03=Retrieve Goods
stealfromship_obj_short_04=Deliver Goods
stealfromship_title=~mission(Contractor|StealFromShipTitle)
stealitem_dc_desc=~mission(Contractor|StealItemDescription)
stealitem_dc_from=~mission(Contractor|StealItemFrom)
stealitem_dc_obj_long_01=Steal goods from ~mission(Location|address).
stealitem_dc_obj_long_02=Deliver the goods to ~mission(Destination|address).
stealitem_dc_obj_marker_01=Steal Goods
stealitem_dc_obj_marker_02=Drop Off
stealitem_dc_obj_short_01=Steal Goods From ~mission(Location)
stealitem_dc_obj_short_02=Deliver Goods to ~mission(Destination)
stealitem_dc_title=~mission(Contractor|StealItemTitle)
stealitem_desc=~mission(Contractor|StealItemDescription)
stealitem_from=~mission(Contractor|StealItemFrom)
stealitem_obj_long_01=Go to a ~mission(Location) to pick up the goods.
stealitem_obj_long_02=Acquire the goods from ~mission(Location).
stealitem_obj_long_03=Deliver the goods to ~mission(Destination).
stealitem_obj_marker_01=Pickup Site
stealitem_obj_marker_02=The Goods
stealitem_obj_marker_03=Delivery Drop Off
stealitem_obj_short_01=Go To Pickup Site
stealitem_obj_short_02=Acquire the Goods
stealitem_obj_short_03=Deliver the Goods
stealitem_title=~mission(Contractor|StealItemTitle)
stomp_warning_text=Making changes here will reset other settings.
swapWheel_title_openInventory=Open Inventory
swapWheel_title_store=Store
swapWheel_title_swap_drop=Drop (Swap)
swapWheel_title_swap_store=Store (Swap)
system_WaitingForSafeLogout=Waiting for safe logout...
system_deepSpace=deep space
takecheckpointsxandy_obj_display_01a,P=Take Checkpoint ~mission(TakeCheckpointX)
takecheckpointsxandy_obj_display_01b,P=Take Checkpoint ~mission(TakeCheckpointY)
takecheckpointsxandy_obj_display_02,P=Luca Brunt: Finish the race
takecheckpointsxandy_obj_long_01,P=Luca Brunt: UEC ~mission(TakeCheckpointsXAndYReward) - Take checkpoint ~mission(TakeCheckpointX) and checkpoint ~mission(TakeCheckpointY) and finish the race.
takecheckpointsxandy_obj_long_01a,P=Take checkpoint ~mission(TakeCheckpointX).
takecheckpointsxandy_obj_long_01b,P=Take checkpoint ~mission(TakeCheckpointY).
takecheckpointsxandy_obj_short_01,P=Take checkpoint ~mission(TakeCheckpointX) and checkpoint ~mission(TakeCheckpointY).
target_hud_auto_targeting_on=AUTO TARGETING ENABLED
target_hud_auto_targeting_on_short=AUTO TRGT
terminal_atm_banking_chip_value_001=UEC Available on Chit. What Would You Like to Do?
terminal_atm_banking_deposit_001=Deposit Funds
terminal_atm_banking_free_withdrawals=Withdraw Funds
terminal_atm_banking_insert_chip_001=Please Insert Credit Chit Below
terminal_atm_banking_preparing_account_001=Locating Your Account Information...
terminal_atm_banking_reading_chip_001=Verifying Credit Chit
terminal_atm_banking_slogan_001=This Terminal is a Secure Authorized UEC Teller
terminal_atm_banking_title_001=Central Core Bank
terminal_atm_banking_updated_001=Account has been Updated
terminal_atm_banking_wait_001=Processing. Please Wait...
terminal_atm_banking_welcome_001=Welcome Account Holder
terminal_mtps_codescreen_01=Infusing technology with Humanity.
test_special_chars=@ : . ! ? ' , " £ $ % & * ( ) { } [ ] ~ / \ < > | + - = ` ;
text_AUEC_deducted_text=Deducted %i aUEC
text_MER_deducted_text=Deducted %i Merits
text_MER_reward_text=Awarded %i Merits
text_REC_reward_text=REC Awarded: %i
text_UEC_refund_text=Refunded %i aUEC
text_UEC_reward_text=Awarded %i aUEC
text_areamap_Title=Map Focus
text_areamap_btnDown=Down Level
text_areamap_btnPlayer=Player
text_areamap_btnUp=Up Level
text_collectible_datapad_collect=Scanned %ls
text_collectible_reward_text=%ls, reward %i
text_collectible_type_datapad=Datapad
text_datapad_pickup_prototype=<b>- Captains Log: August 21st 2993 -</b>\nNew Crew Member aboard today, Pvt. Robbie Elms. \nHandsome lad... but terrible at doing a Scottish accent\nWe'll put him through the works on Torpedo loading.\n<b>- End of Log -</b>
text_dfm_ac_ui_330=
text_dfm_ea_PreloadingRom=PRELOADING ROM...
text_hostility_EnterMonitoredArea=CommLink Established
text_hostility_LeaveMonitoredArea=CommLink Lost
text_hostility_Wanted=CrimeStat Rating Increased
text_level_info_description_Area18=Area18 is one of the main commercial ports for interplanetary traffic for the surrounding region of ArcCorp. Travellers can find a variety of goods from trusted names as well as local providers, if theyre not overwhelmed by the sights and sounds of this landing zone.
text_level_info_description_Crusader=Located in the trade lanes above Crusader, Port Olisar offers a breathtaking view of the planet below. Owned and operated by Crusader Industries, Port Olisar acts as a gateway to the companys vast planetary holdings and orbital shipyards. The station offers accommodations to everyone from visiting executives to pilots traveling through the system. Port Olisar also features parking options for larger scale ships with complimentary shuttles to the surface below.
text_level_info_description_Levski=This mining facility was abandoned for years before UEE refugees took up residence. Dedicated to creating an egalitarian society, this group of activists wanted to build the kind of community that the Messers had taken away. Levski has evolved into a self-sustaining port of political activists and those wishing to escape the eye of the Empire.
text_level_info_description_MMHC=For years, the Million Mile High Club has been impressing refined and sophisticated clientele with its unique blend of luxury and comfort. Designed by famed architectural firm Ido, this executive lounge features polished hardwood floors, a fully-stocked bar and two floor-to-ceiling aquariums. Whether hosting work associates, friends to watch the latest SataBall match or pulling out the stops for an all-night affair, the Million Mile High Club is the perfect venue for any kind of occasion.
text_level_info_description_hangarApp=Personal Hangar Description
text_level_info_primary_title_Area18=STANTON III
text_level_info_primary_title_Crusader=STANTON II
text_level_info_primary_title_Levski=NYX
text_level_info_primary_title_MMHC=MMHC
text_level_info_secondary_title_Area18=ArcCorp
text_level_info_secondary_title_Crusader=Crusader
text_level_info_secondary_title_Levski=Delamar
text_level_info_secondary_title_MMHC=Million Mile High Club
text_level_info_subtitle_Area18=Area18
text_level_info_subtitle_Crusader=Port Olisar
text_level_info_subtitle_Levski=Levski
text_level_info_subtitle_MMHC=Welcome!
text_level_info_subtitle_hangarApp=Personal Hangar Subtitle
text_level_info_title_hangarApp=Personal Hangar Title
text_loading_screen_loading_text=LOADING
text_loading_screen_title_format= - 
text_music_Moonlight_Sonata=Moonlight Sonata
text_ui_SIUnit_Acceleration=m/s^2
text_ui_SIUnit_Area=m^2
text_ui_SIUnit_Distance=m
text_ui_SIUnit_Force=N
text_ui_SIUnit_Percent=%
text_ui_SIUnit_Power=W
text_ui_SIUnit_Speed=m/s
text_ui_SIUnit_Temperature=°C
text_ui_SIUnit_Volume=SCU
text_ui_SIUnit_Weight=g
text_ui_charactercustomizer_Gradient,P=Dye Gradient
text_ui_charactercustomizer_accept,P=Accept
text_ui_charactercustomizer_advanced,P=Advanced
text_ui_charactercustomizer_allhair,P=All Hair
text_ui_charactercustomizer_allprogess,P=All progress will be lost.
text_ui_charactercustomizer_areyousure,P=Are you sure you wish to save this character as
text_ui_charactercustomizer_areyousureleave,P=Are you sure you wish to leave the Character Customizer?
text_ui_charactercustomizer_blend,P=Blend
text_ui_charactercustomizer_blendamount,P=Blend Amount
text_ui_charactercustomizer_bodytype,P=Body Type
text_ui_charactercustomizer_color,P=Color
text_ui_charactercustomizer_copyfrom,P=Apply from
text_ui_charactercustomizer_darkness,P=Darkness
text_ui_charactercustomizer_delete,P=Are you sure you want to delete
text_ui_charactercustomizer_done,P=Set this as your default Star Citizen character
text_ui_charactercustomizer_dyeamount,P=Dye Amount
text_ui_charactercustomizer_dyecolor,P=Dye Color
text_ui_charactercustomizer_dyeroots,P=Dye Roots
text_ui_charactercustomizer_dyerootsdisc,P=Whether or not to use natural color for the roots.
text_ui_charactercustomizer_dyevariation,P=Dye Variation
text_ui_charactercustomizer_eyebrows,P=Eyebrows
text_ui_charactercustomizer_eyebrowscolor,P=Eyebrow color
text_ui_charactercustomizer_eyecolor,P=Eye Color
text_ui_charactercustomizer_eyes,P=Eyes
text_ui_charactercustomizer_facialhair,P=Facial Hair
text_ui_charactercustomizer_facialhaircolor,P=Facial hair color
text_ui_charactercustomizer_facialrecognition,P=Facial Recognition Active
text_ui_charactercustomizer_facialrecognitionnotactive,P=Facial Recognition Not Active
text_ui_charactercustomizer_finalizecharacter,P=Do you wish to finalize your character?
text_ui_charactercustomizer_frecklesamount,P=Freckles Amount
text_ui_charactercustomizer_frecklesopacity,P=Freckles Opacity
text_ui_charactercustomizer_hair,P=Hair
text_ui_charactercustomizer_haircolor,P=Hair color
text_ui_charactercustomizer_hairdye,P=Hair Dye
text_ui_charactercustomizer_header,P=Character Customizer
text_ui_charactercustomizer_header_0,P=Character Customizer
text_ui_charactercustomizer_loadsave,P=Load & Save
text_ui_charactercustomizer_lockskintone,P=Lock Skin Tone
text_ui_charactercustomizer_lockskintonedisc,P=Toggles whether to use the original color when changing skin texture.
text_ui_charactercustomizer_makeup,P=Makeup
text_ui_charactercustomizer_makeupmetalness,P=Metallic Finish
text_ui_charactercustomizer_makeupopacity,P=Makeup Opacity
text_ui_charactercustomizer_makeupslot1,P=Cheeks
text_ui_charactercustomizer_makeupslot2,P=Eyes
text_ui_charactercustomizer_makeupslot3,P=Lips
text_ui_charactercustomizer_makeupsmoothness,P=Smoothness
text_ui_charactercustomizer_naturalcolor,P=Natural Color
text_ui_charactercustomizer_nosaves,P=No saves available
text_ui_charactercustomizer_overwrite,P=This will overwrite the previous character of the same name.
text_ui_charactercustomizer_pleasesave,P=Please save your character.
text_ui_charactercustomizer_pressspace,P=Press [Space] to activate
text_ui_charactercustomizer_profilename,P=Profile Name
text_ui_charactercustomizer_question,P=?
text_ui_charactercustomizer_randomize,P=Randomize
text_ui_charactercustomizer_randomizeall,P=Randomize All
text_ui_charactercustomizer_redness,P=Redness
text_ui_charactercustomizer_redo,P=Redo
text_ui_charactercustomizer_reset,P=Reset
text_ui_charactercustomizer_review,P=Review
text_ui_charactercustomizer_reviewwarning,P=Please note, you will not be able to make any additional changes once you accept.
text_ui_charactercustomizer_rootcolor,P=Root Color
text_ui_charactercustomizer_rootdyecolor,P=Root Dye Color
text_ui_charactercustomizer_sculpt,P=Sculpt
text_ui_charactercustomizer_sculpthint,P=Click and drag sculpt nodes
text_ui_charactercustomizer_selectbody,P=Select Body Type
text_ui_charactercustomizer_skin,P=Skin
text_ui_charactercustomizer_styling,P=Styling
text_ui_charactercustomizer_sunspotsamount,P=Sun Spots Amount
text_ui_charactercustomizer_sunspotsopacity,P=Sun Spots Opacity
text_ui_charactercustomizer_texture,P=Texture
text_ui_charactercustomizer_tipcolor,P=Tip Color
text_ui_charactercustomizer_tipdyecolor,P=Tip Dye Color
text_ui_charactercustomizer_title,P=Calliope Bio Reconstruction
text_ui_charactercustomizer_undo,P=Undo
text_ui_charactercustomizer_variation,P=Variation
text_ui_charactercustomizer_version,P=: Version 01.05.03
text_ui_chractercustomizer_dna,P=DNA
text_ui_currency_AUEC=AUEC
text_ui_currency_MER=MER
text_ui_currency_REC=REC
text_ui_currency_UEC=<img src='../Textures/icon_common_currency_uec.dds'/>
text_ui_lens_East,P=E
text_ui_lens_East_90,P=90
text_ui_lens_North,P=N
text_ui_lens_North_0,P=0
text_ui_lens_South,P=S
text_ui_lens_South_180,P=180
text_ui_lens_West,P=W
text_ui_lens_West_270,P=270
text_ui_menus_1189=
text_ui_menus_271=
text_ui_menus_713=
text_ui_tags_EM1_close=</EM_1>
text_ui_tags_EM1_open=<EM_1>
text_ui_tags_EM2_close=</EM_2>
text_ui_tags_EM2_open=<EM_2>
text_ui_tags_EM3_close=</EM_3>
text_ui_tags_EM3_open=<EM_3>
text_ui_tags_EM4_close=</EM_4>
text_ui_tags_EM4_open=<EM_4>
text_ui_tags_EM5_close=</EM_5>
text_ui_tags_EM5_open=<EM_5>
text_ui_template_footer=Footer text
text_ui_template_headertitle=Header Title
text_ui_template_itemlabel=Item Label
text_ui_template_listitem=List Item text
text_ui_template_title=Screen Title
text_ui_units_%=%
text_ui_units_000=000
text_ui_units_EVA,P=EVA
text_ui_units_Temp,P=Temp
text_ui_units_angle=º
text_ui_units_bpm=bpm
text_ui_units_colon=:
text_ui_units_credits=¤
text_ui_units_currency,P=Testing: <img src='..\Textures\General\TextEmbeddedImages\text_embedded_currency_symbol.dds'/><img src='..\Textures\Displays\Tests\BuildingBlocksAnimations\BigBennys\bennysbowl.dds'/>
text_ui_units_degrees=ºC
text_ui_units_degrees_frac=%.*f ºC
text_ui_units_hpa,P=hPa
text_ui_units_hyphen=-
text_ui_units_kPa,P=kPa
text_ui_units_m=m
text_ui_units_mg=mg
text_ui_units_micro_scu=µSCU
text_ui_units_milliSievert=mSv
text_ui_units_mrem,P=Rem
text_ui_units_newton_n=N
text_ui_units_percent,P=%
text_ui_units_persecond,P=/s
text_ui_units_s=s
text_ui_units_scu=SCU
text_ui_units_slash=/
text_ui_units_tonnes,P=t
transit_arriving_in=Arriving In
transit_carriage_elevator=Elevator
transit_carriage_shuttle=Shuttle
transit_carriage_train=Train
transit_carriage_tram=Tram
transit_departing_in=Departing In
transit_elevator_arriving_in=Elevator Arriving In
transit_elevator_departing_in=Elevator Departing In
transit_elevator_in_transit=Elevator In Transit
transit_generic_arriving_in=Next Arrival In
transit_generic_departure_in=Departure In
transit_generic_in_transit=Currently In Transit
transit_generic_next_stop=Next Stop
transit_shuttle_arriving_at=Arriving At
transit_shuttle_arriving_in=Shuttle Arriving In
transit_shuttle_arriving_in_in=In
transit_shuttle_departing_in=Shuttle Departing In
transit_shuttle_in_transit=Shuttle In Transit
transit_train_arriving_in=Train Arriving In
transit_train_departing_in=Train Departing In
transit_train_in_transit=Train In Transit
transit_tram_arriving_in=Tram Arriving In
transit_tram_departing_in=Tram Departing In
transit_tram_in_transit=Tram In Transit
tutorial_from=How to Play Guide
ugf_assassinate_desc=Go kill a guy.
ugf_assassinate_obj1_long=Kill this guy he deserves it.
ugf_assassinate_obj1_marker=Target.
ugf_assassinate_obj1_short=Murder.
ugf_assassinate_subobj1_long=You gotta go to the UGF.
ugf_assassinate_subobj1_marker=Entrance.
ugf_assassinate_subobj1_short=Got to UGF.
ugf_assassinate_title=Kill A Dude.
ugf_clearall_objectivedisplay=Remaining Dudes %ls.
ui_ACDescLong=Climb into a sim cab and put your pilot skills to the test. Aim to achieve the best lap time in the racing arena, or join a co-op space battle to determine who is the best dogfighter.
ui_Abandon=Abandon
ui_AcceptMission=Accept Contract
ui_AcceptOffer=Accept Offer
ui_Accepted=Accepted
ui_AccessArenaCommander=Access to the Arena Commander
ui_Accessible=Accessible
ui_Active_Scanning_Mode=CHARGING PULSE
ui_AddFriendsHelper=Add contact's handle here
ui_Alphabetical=Alphabetical
ui_Apply=Apply
ui_ApplyFilters=Apply Filters
ui_ApplyTT=Apply Changes
ui_ApplyToShip=Apply to Ship
ui_Apply_all_caps=APPLY
ui_ApproveTransfer=CONFIRM TRANSFER
ui_ArmourCapacityUnits=SP
ui_ArrangeItemsBy=Arrange Items By...
ui_Auxiliary=Auxiliary
ui_Available=General
ui_Avionics=Avionics
ui_AwaitingMissionData=Select a Contract
ui_AwaitingMissionDescription=Select an available entry from the left to view its details.
ui_Back=Back
ui_BackTT=Back
ui_Beacon=Beacons
ui_BeginMatch=Begin Match
ui_BestLap=BEST LAP
ui_BlockingMessagePopUpButtonConfirm=Ok
ui_CCCamera=CAMERA
ui_CCEVA=E.V.A.
ui_CCEVAAdv=E.V.A. (Advanced)
ui_CCFPS=ON FOOT
ui_CCFPSAdv=ON FOOT (Advanced)
ui_CCSpaceFlight=FLIGHT
ui_CCSpaceFlightAdv=FLIGHT (Advanced)
ui_CCVehicle=Vehicle
ui_CC_ApplySkin,P=APPLY SKIN
ui_CC_BeginBlending,P=BEGIN BLENDING
ui_CC_BlendDisabled=Blending Disabled
ui_CC_BlendEnabled=Blending Enabled
ui_CC_BlendHint=- Blend multiple sources to customize features -
ui_CC_Brows,P=BROWS
ui_CC_Brows_Description,P=Blend Brows Only
ui_CC_ChangeColor,P=CHANGE COLOR
ui_CC_Cheeks,P=CHEEKS
ui_CC_Cheeks_Description,P=Blend Cheeks Only
ui_CC_Crown,P=CROWN
ui_CC_Crown_Description,P=Blend Crowns Only
ui_CC_CycleThroughSources,P=CYCLE THROUGH AVAILABLE SOURCES
ui_CC_Ears,P=EARS
ui_CC_Ears_Description,P=Blend Ears Only
ui_CC_Eyes,P=EYES
ui_CC_Eyes_Description,P=Blend Eye Shape And Select Color
ui_CC_Gender,P=GENDER
ui_CC_Gender_Description,P=Select Your Gender
ui_CC_Hair,P=HAIR
ui_CC_Hair_Description,P=Select A Hairstyle And Color
ui_CC_InitialHead,P=INITIAL HEAD
ui_CC_InitialHead_Description,P=Select Your Base Head
ui_CC_Jaw,P=JAW
ui_CC_Jaw_Description,P=Blend Jaws Only
ui_CC_Mouth,P=MOUTH
ui_CC_Mouth_Description,P=Blend Mouths Only
ui_CC_Nose,P=NOSE
ui_CC_Nose_Description,P=Blend Nose Only
ui_CC_RandomizeAll=Randomize All
ui_CC_RandomizeBrow=Randomize Brow
ui_CC_RandomizeCheek=Randomize Cheeks
ui_CC_RandomizeCrown=Randomize Crown
ui_CC_RandomizeEars=Randomize Ears
ui_CC_RandomizeEyes=Randomize Eyes
ui_CC_RandomizeHair=Randomize Hair
ui_CC_RandomizeHead=Randomize Head
ui_CC_RandomizeJaw=Randomize Jaw
ui_CC_RandomizeMouth=Randomize Mouth
ui_CC_RandomizeNose=Randomize Nose
ui_CC_Review,P=REVIEW
ui_CC_Review_Description,P=Review Your Citizen
ui_CC_WarningStomp,P=Making changes here will reset any selections already made
ui_CC_WholeHead,P=WHOLE HEAD
ui_CC_WholeHead_Description,P=Blend All Features At Once
ui_CGAdvanCamControls=Camera - Advanced Camera Controls
ui_CGEAGeneral=Electronic Access - General
ui_CGEASpectator=Electronic Access - Spectator
ui_CGEVA=E.V.A - All
ui_CGEVAZGT=E.V.A. - Zero-G Traversal
ui_CGEmotes=Social - Emotes
ui_CGFPSMovement=On Foot - All
ui_CGInteraction=Quick Keys, Interactions, and Inner Thought
ui_CGLightController=Lights
ui_CGOpticalTracking=VOIP, FOIP and Head Tracking
ui_CGSeatGeneral=Vehicles - Seats and Operator Modes
ui_CGSpaceFlight=Flight_General
ui_CGSpaceFlightAI=Flight - AI
ui_CGSpaceFlightCockpit=Vehicles - Cockpit
ui_CGSpaceFlightDefensive=Vehicles - Shields and Countermeasures
ui_CGSpaceFlightHUD=Flight - HUD
ui_CGSpaceFlightMining=Vehicles - Mining
ui_CGSpaceFlightMissiles=Vehicles - Missiles
ui_CGSpaceFlightMovement=Flight - Movement
ui_CGSpaceFlightPower=Flight - Power
ui_CGSpaceFlightRadar=Flight - Radar
ui_CGSpaceFlightSalvage,P=Vehicles - Salvage
ui_CGSpaceFlightScanning=Vehicles - Scanning
ui_CGSpaceFlightTargetHailing=Flight - Target Hailing
ui_CGSpaceFlightTargeting=Vehicles - Targeting
ui_CGSpaceFlightTargetingAdvanced=Vehicles - Target Cycling
ui_CGSpaceFlightTurrets=Turrets
ui_CGSpaceFlightView=Vehicles - View
ui_CGSpaceFlightWeapons=Vehicles - Weapons
ui_CGStopWatch=Stop Watch
ui_CGUIGeneral=Social - General
ui_CGUIInvite=Social - Invites
ui_CGVehicleGeneral=Ground Vehicle - General
ui_CGVehicleGunner=Ground Vehicle - Gunner
ui_CGVehicleMobiGlas=Vehicle - Mobiglas
ui_CGVehicleMovement=Ground Vehicle - Movement
ui_CG_Capacitor_Assignment=Vehicles - Power Triangle Assignment
ui_CG_MFDs,P=Vehicles - Multi Function Displays (MFDs)
ui_CG_SR_Mode=Server Renderer (dev only)
ui_CG_Turret_Advanced=Turret Advanced
ui_CG_Turret_Main=Turrets
ui_CG_Turret_Movement=Turret Movement
ui_CIARMode=AR Mode
ui_CIATCLoadingRequest=Request Cargo Loading
ui_CIATCRequest=Request Landing
ui_CIATCRequestDesc=Contacts ATC and other landing services.
ui_CIATCRequest_Landing=Request Landing
ui_CIATCRequest_Takeoff=Request Takeoff
ui_CIAccelRangeAbs=Acceleration Limiter Up / Down (abs.)
ui_CIAccelRangeAbsDesc=Acceleration Limiter Up / Down (abs.) - Decreases / increases acceleration limiter.
ui_CIAccelRangeDown=Acceleration Limiter Decrease
ui_CIAccelRangeDownDesc= Acceleration Limiter Decrease
ui_CIAccelRangeRel=Acceleration Limiter Up / Down (rel.)
ui_CIAccelRangeRelDesc=Acceleration Limiter Up / Down (rel.) - Decreases / increases acceleration limiter relative to old value
ui_CIAccelRangeUp=Acceleration Limiter Increase
ui_CIAccelRangeUpDesc=Acceleration Limiter Increase
ui_CIAccelScaleAbs=Thrust Magnitude Control Up / Down (abs.)
ui_CIAccelScaleAbsDesc=Thrust Magnitude Control Up / Down (abs.) - Decreases / increases acceleration magnitude relative to old value
ui_CIAccelScaleDown=Thrust Magnitude Control Down
ui_CIAccelScaleDownDesc=Thrust Magnitude Control Down - Decreases acceleration magnitude relative to old value
ui_CIAccelScaleRel=Thrust Magnitude Control Up / Down (rel.)
ui_CIAccelScaleRelDesc=Thrust Magnitude Control Up / Down (rel.) - Decreases / increases acceleration magnitude relative to old value
ui_CIAccelScaleUp=Thrust Magnitude Control Up
ui_CIAccelScaleUpDesc=Thrust Magnitude Control Up - Increases acceleration magnitude relative to old value
ui_CIAdvanCamClearSave=Clear Saved View
ui_CIAdvanCamDOFDecrease=Decrease DoF
ui_CIAdvanCamDOFIncrease,P=Increase DoF
ui_CIAdvanCamFOVDecrease=Decrease FoV
ui_CIAdvanCamFOVIncrease=Increase FoV
ui_CIAdvanCamLoad1=Load View 1
ui_CIAdvanCamLoad2=Load View 2
ui_CIAdvanCamLoad3=Load View 3
ui_CIAdvanCamLoad4=Load View 4
ui_CIAdvanCamLoad5=Load View 5
ui_CIAdvanCamLoad6=Load View 6
ui_CIAdvanCamLoad7=Load View 7
ui_CIAdvanCamLoad8=Load View 8
ui_CIAdvanCamLoad9=Load View 9
ui_CIAdvanCamModifier=Advanced Camera Controls Modifier (Hold)
ui_CIAdvanCamSave1=Save View 1
ui_CIAdvanCamSave2=Save View 2
ui_CIAdvanCamSave3=Save View 3
ui_CIAdvanCamSave4=Save View 4
ui_CIAdvanCamSave5=Save View 5
ui_CIAdvanCamSave6=Save View 6
ui_CIAdvanCamSave7=Save View 7
ui_CIAdvanCamSave8=Save View 8
ui_CIAdvanCamSave9=Save View 9
ui_CIAdvanCamViewReset=Reset Current View
ui_CIAdvanCamXOffsetNeg=X Offset Negative
ui_CIAdvanCamXOffsetPos=X Offset Positive
ui_CIAdvanCamYOffsetNeg=Y Offset Negative / Spectator Freecam Focal Point Backward
ui_CIAdvanCamYOffsetPos=Y Offset Positive / Spectator Freecam Focal Point Forward
ui_CIAdvanCamZOffsetNeg=Z Offset Negative
ui_CIAdvanCamZOffsetPos=Z Offset Positive
ui_CIAfterburner=Boost
ui_CIAttackAll=Fire Weapon All
ui_CIAttackGroup1=Fire Weapon Group 1
ui_CIAttackGroup2=Fire Weapon Group 2
ui_CIAttackGroup3=Fire Weapon Group 3
ui_CIAttackGroup4=Fire Weapon Group 4
ui_CIAutoland=Autoland
ui_CIAutolandDesc=Activate Autoland
ui_CIBombs_HudRangeDecrease=Bombs - Decrease HUD Range
ui_CIBombs_HudRangeDecreaseDes=Decreases range by one step in the bomb alignment HUD
ui_CIBombs_HudRangeIncrease=Bombs - Increase HUD Range
ui_CIBombs_HudRangeIncreaseDesc=Increases range by one step in the bomb alignment HUD
ui_CIBombs_HudRangeReset=Bombs - Reset HUD Range
ui_CIBombs_HudRangeResetDesc=Resets to the default range in the bomb alignment HUD
ui_CIBombs_ToggleDesiredImpactPoint,P=Bombs - Toggle Desired Impact Point (Tap)
ui_CIBombs_ToggleDesiredImpactPointHold,P=Bombs - Toggle Desired Impact Point (Hold)
ui_CIBoost=Boost
ui_CIBrake=Spacebrake
ui_CICenterAim=Reset aim
ui_CICockpitCanopyToggleAll_Close_All=Cockpit Canopy\n(Close)
ui_CICockpitCanopyToggleAll_Open_All=Cockpit Canopy\n(Open)
ui_CICockpitDoorsCloseAll=Close All Doors
ui_CICockpitDoorsCloseAllDesc= Close All Doors
ui_CICockpitDoorsLockAll=Lock All Doors
ui_CICockpitDoorsLockAllDesc= Lock All Doors
ui_CICockpitDoorsOpenAll=Open All Doors
ui_CICockpitDoorsOpenAllDesc= Open All Doors
ui_CICockpitDoorsToggleAll=Open/Close Doors (Toggle)
ui_CICockpitDoorsToggleAllDesc=Toggle Open/Close Doors
ui_CICockpitDoorsToggleAll_Close_All=Doors\n(Close All)
ui_CICockpitDoorsToggleAll_Open_All=Doors\n(Open All)
ui_CICockpitDoorsUnlockAll=Unlock All Doors
ui_CICockpitDoorsUnlockAllDesc= Unlock All Doors
ui_CICockpitFlightReady=Flight / Systems Ready
ui_CICockpitFlightReadyDesc=Flight / Systems Ready
ui_CICockpitLockToggleAll=Lock/Unlock Doors (Toggle)
ui_CICockpitLockToggleAllDesc=Toggle Lock/Unlock Doors
ui_CICockpitLockToggleAllPorts_Lock_All=Ports\n(Lock All)
ui_CICockpitLockToggleAllPorts_Unlock_All=Ports\n(Unlock All)
ui_CICockpitLockToggleAll_Lock_All=Doors\n(Lock All)
ui_CICockpitLockToggleAll_Unlock_All=Doors\n(Unlock All)
ui_CICockpitPortsToggleAllDesc=Toggle Open/Close Ports
ui_CICoolerThrottleDown=Decrease Cooler Rate
ui_CICoolerThrottleUp=Increase Cooler Rate
ui_CICoupleAimMove=Switch Look Ahead on / off
ui_CICustomizeWeapon=Customize Weapon
ui_CICustomizeWeaponDesc=Customize Weapon
ui_CICycleAudioChannel=Cycle through audio channels
ui_CICycleAudioChannelDesc=Cycle through audio channels
ui_CICycleCMBack=Cycle countermeasure ammo (Back)
ui_CICycleCMFwd=Cycle countermeasure ammo
ui_CICycleIFCSSafeties=Cycle IFCS safeties
ui_CICycleMouseAimMode=Cycle mouse aim mode
ui_CICycleMouseMoveMode=Cycle mouse mode (VJoy / Relative)
ui_CICycleMouseMoveModeDesc=Switches the mouse behavior for ship rotations between a relative (FPS style) and a Vjoy mode.
ui_CICycleRadarRange=Radar cycle range
ui_CICycleView=Cycle camera view
ui_CICycleViewMode=Cycle camera orbit mode
ui_CICycleViewSecondary=Cycle camera secondary view
ui_CICycleWeaponAmmoBack=Cycle Missile Type (Back)
ui_CICycleWeaponAmmoFwd=Cycle Missile Type (Forward)
ui_CIDecoupledBrake=Decoupled spacebrake
ui_CIDecoupledPitch=Decoupled pitch
ui_CIDecoupledPitchDown=Decoupled pitch down
ui_CIDecoupledPitchUp=Decoupled pitch up
ui_CIDecoupledRoll=Decoupled roll
ui_CIDecoupledRollLeft=Decoupled roll left
ui_CIDecoupledRollRight=Decoupled roll right
ui_CIDecoupledStrafeBack=Decoupled strafe back
ui_CIDecoupledStrafeDown=Decoupled strafe down
ui_CIDecoupledStrafeFwd=Decoupled strafe forward
ui_CIDecoupledStrafeFwdBack=Decoupled strafe forward / back
ui_CIDecoupledStrafeLeft=Decoupled strafe left
ui_CIDecoupledStrafeLeftRight=Decoupled strafe left / right
ui_CIDecoupledStrafeRight=Decoupled strafe right
ui_CIDecoupledStrafeUp=Decoupled strafe up
ui_CIDecoupledStrafeUpDown=Decoupled strafe up / down
ui_CIDecoupledYaw=Decoupled yaw
ui_CIDecoupledYawLeft=Decoupled yaw left
ui_CIDecoupledYawRight=Decoupled yaw right
ui_CIDecreaseMiningThrottle=Decrease Mining Laser Power
ui_CIDecreaseMiningThrottleDesc= Decrease Mining Laser Power
ui_CIDeployLandingSystem=Landing System (Deploy)
ui_CIDismissCorpseMarker=Dismiss Corpse Marker
ui_CIDownedRevivalRequest=Request Rescue (while Incapacitated)
ui_CIDropItem=Drop Item
ui_CIDropItemDesc= Drop Item
ui_CIDynamicZoomAbs=Dynamic Zoom In and Out (abs.)
ui_CIDynamicZoomAbsDesc=Axis assignment for dynamic zoom
ui_CIDynamicZoomAbsToggle=Dynamic Zoom Toggle (abs.)
ui_CIDynamicZoomAbsToggleDesc=Holds the dynamic zoom as long as the button is held
ui_CIDynamicZoomIn=Dynamic Zoom In (rel.)
ui_CIDynamicZoomInMaxHold=Dynamic Zoom In Max (Hold)
ui_CIDynamicZoomInOut=Dynamic Zoom In and Out (rel.)
ui_CIDynamicZoomOut=Dynamic Zoom Out (rel.)
ui_CIEVABoost=Boost
ui_CIEVABrake=Brake
ui_CIEVADetach=Detach from Surface
ui_CIEVAFreelook=Freelook (Hold)
ui_CIEVALaunch=Launch from Surface
ui_CIEVAPitch=Pitch Up/Down
ui_CIEVAPitchDown=Pitch Down
ui_CIEVAPitchUp=Pitch Up
ui_CIEVARoll=Roll Left/Right
ui_CIEVARollLeft=Roll Left
ui_CIEVARollRight=Roll Right
ui_CIEVAStrafeBack=Strafe Backward
ui_CIEVAStrafeDown=Strafe Down
ui_CIEVAStrafeForward=Strafe Forward
ui_CIEVAStrafeLateral=Strafe Left/Right
ui_CIEVAStrafeLeft=Strafe Left
ui_CIEVAStrafeLongitudinal=Strafe Forward/Backward
ui_CIEVAStrafeRight=Strafe Right
ui_CIEVAStrafeUp=Strafe Up
ui_CIEVAStrafeVertical=Strafe Up/Down
ui_CIEVAViewPitch=View Up/Down
ui_CIEVAViewPitchDown=View Down
ui_CIEVAViewPitchUp=View Up
ui_CIEVAViewYaw=View Left/Right
ui_CIEVAViewYawLeft=View Left
ui_CIEVAViewYawRight=View Right
ui_CIEVAYaw=Yaw Left/Right
ui_CIEVAYawLeft=Yaw Left
ui_CIEVAYawRight=Yaw Right
ui_CIEject=Eject
ui_CIEmergencyExit=Emergency Exit Seat
ui_CIEmergencyExitDesc=Press LShift + H to engage emergency exit
ui_CIEmoteAgree=Agree
ui_CIEmoteAngry=Angry
ui_CIEmoteAtease=At Ease
ui_CIEmoteAttention=Attention
ui_CIEmoteBlah=Blah
ui_CIEmoteBored=Bored
ui_CIEmoteBow=Bow
ui_CIEmoteBurp=Burp
ui_CIEmoteCheer=Cheer
ui_CIEmoteChicken=Chicken
ui_CIEmoteClap=Clap
ui_CIEmoteCome=Come
ui_CIEmoteCry=Cry
ui_CIEmoteDance=Dance
ui_CIEmoteDisagree=Disagree
ui_CIEmoteFailure=Failure
ui_CIEmoteFlex=Flex
ui_CIEmoteFlirt=Flirt
ui_CIEmoteForward=Forward
ui_CIEmoteGasp=Gasp
ui_CIEmoteGloat=Gloat
ui_CIEmoteGreet=Greet
ui_CIEmoteLaugh=Laugh
ui_CIEmoteLaunch=Confirm Launch
ui_CIEmoteLaunchDesc=Confirms the launch of the vehicle
ui_CIEmoteLeft=Left
ui_CIEmoteNo=No
ui_CIEmotePoint=Point
ui_CIEmoteRight=Right
ui_CIEmoteRude=Rude
ui_CIEmoteSalute=Salute
ui_CIEmoteSit=Sit
ui_CIEmoteSleep=Sleep
ui_CIEmoteSmell=Smell
ui_CIEmoteStop=Stop
ui_CIEmoteTaunt=Taunt
ui_CIEmoteThreaten=Threaten
ui_CIEmoteWait=Wait
ui_CIEmoteWave=Wave
ui_CIEmoteWhistle=Whistle
ui_CIEmoteYes=Yes
ui_CIEquipHelmetToggle=Equip Helmet (Toggle)
ui_CIEquipHelmetToggle_Equip=Helmet\n(Equip)
ui_CIEquipHelmetToggle_EquipFromPort=Helmet\n(Equip)
ui_CIEquipHelmetToggle_Unequip=Helmet\n(Unequip & Carry)
ui_CIEquipHelmetToggle_UnequipToPort=Helmet\n(Attach to Hip)
ui_CIExit=Exit seat
ui_CIFOIPRecalibrate=FOIP Recalibrate 
ui_CIFOIPRecalibrateDesc= FOIP Recalibrate
ui_CIFPSAimDownSight=Aim Down Sight
ui_CIFPSAttack1=Firearm - Attack
ui_CIFPSAttackMelee=Melee - Attack (Ranged Weapon + Takedowns)
ui_CIFPSAuxiliaryWeaponAction=FPS Underbarrel Attachment Action
ui_CIFPSAuxiliaryWeaponActionDesc= FPS Underbarrel Attachment Action
ui_CIFPSAxisLookPitch=Look (Pitch)
ui_CIFPSAxisLookYaw=Look (Yaw)
ui_CIFPSAxisMoveForwardBackward=Move Forward / Backward
ui_CIFPSAxisMoveLeftToRight=Move Left / Right
ui_CIFPSCancelItem=Cancel Item List
ui_CIFPSCombatHeal=Heal
ui_CIFPSCombatHealTarget=Heal Target
ui_CIFPSHandGrenade=Hand Grenade
ui_CIFPSHoldBreath=Hold Breath (ADS)
ui_CIFPSHolsterWeapon=Holster Weapon
ui_CIFPSHolsterWeapon_Equip_Previous=Equip Previous Weapon
ui_CIFPSHolsterWeapon_Holster=Holster Weapon
ui_CIFPSHolsterWeapon_Holster_Consumable=Holster Consumable
ui_CIFPSHolsterWeapon_LowerFists=Lower Fists
ui_CIFPSLeanLeft=Lean Left
ui_CIFPSLeanRight=Lean Right
ui_CIFPSListGadgets=Gadgets List
ui_CIFPSListGrenades=Grenades List
ui_CIFPSListLargeWeapons=Large Weapons List
ui_CIFPSListMediumWeapons=Medium Weapons List
ui_CIFPSListSmallWeapons=Small Weapons List
ui_CIFPSMeleeAttackHeavyLeft=Melee - Attack Heavy Left (Hold)
ui_CIFPSMeleeAttackHeavyRight=Melee - Attack Heavy Right (Hold) 
ui_CIFPSMeleeAttackLightLeft=Melee - Attack Light Left 
ui_CIFPSMeleeAttackLightRight=Melee - Attack Light Right
ui_CIFPSMeleeAttackSyringeStab=Medical Pen - Inject Other
ui_CIFPSMeleeBlock=Melee - Block (Hold)
ui_CIFPSMoveBack=Move Backwards
ui_CIFPSMoveDodgeBack=Dodge Back 
ui_CIFPSMoveDodgeLeft=Dodge left 
ui_CIFPSMoveDodgeRight=Dodge Right
ui_CIFPSMoveForward=Move Forward
ui_CIFPSMoveJump=Jump
ui_CIFPSMoveLeft=Move Left
ui_CIFPSMoveModeAccelerate=Speed Throttle Accelerate
ui_CIFPSMoveModeDecelerate=Speed Throttle Decelerate
ui_CIFPSMoveModeSpeedDec=Default Movement Speed Decrease
ui_CIFPSMoveModeSpeedInc=Default Movement Speed Increase
ui_CIFPSMoveModeSprint=Sprint
ui_CIFPSMoveModeWalk=Walk
ui_CIFPSMoveRight=Move Right
ui_CIFPSNextItem=Next Item
ui_CIFPSNextWeapon=Next Weapon
ui_CIFPSOpenLoadout=Loadout
ui_CIFPSOxygenCapsule=Refill Oxygen
ui_CIFPSOxygenCapsuleDesc=Refill Oxygen
ui_CIFPSPadMoveJump=Jump
ui_CIFPSPadStanceProne=Prone
ui_CIFPSPreviousItem=Previous Item
ui_CIFPSPreviousWeapon=Previous Weapon
ui_CIFPSProneRollLeft=Roll Left (while Prone)
ui_CIFPSProneRollRight=Roll Right (while Prone)
ui_CIFPSReload=Reload
ui_CIFPSSelectContract=Select Contract Item
ui_CIFPSSelectContractDesc=Select Contract Item
ui_CIFPSSelectGadget=Select Gadget
ui_CIFPSSelectItem=Take Item
ui_CIFPSSelectMeleeWeapon=Select Melee
ui_CIFPSSelectMeleeWeaponDesc=Select Melee
ui_CIFPSSelectPrimary=Select Primary Weapon
ui_CIFPSSelectSecondary=Select Secondary Weapon
ui_CIFPSSelectSidearm=Select Sidearm
ui_CIFPSSelectUnarmedCombat=Unarmed Combat
ui_CIFPSSelectUtilityItem,P=Select Utility Item
ui_CIFPSSelectUtilityItemDesc,P=Select Utility Item
ui_CIFPSStanceCrouch=Crouch
ui_CIFPSStanceCrouch_Crouch=Crouch
ui_CIFPSStanceCrouch_Stand=Stand
ui_CIFPSStanceProne=Prone
ui_CIFPSStanceProne_Prone=Prone
ui_CIFPSStanceProne_Stand=Stand
ui_CIFPSToggle1stPersonFreeLook=Free Look (Hold)
ui_CIFPSToggle1stPersonFreeLookDesc=Holding enables free look in first person
ui_CIFPSToggle3rdPersonFreeView=Free View Camera (Hold)
ui_CIFPSToggle3rdPersonFreeViewDesc=Holding allows free view camera in third person
ui_CIFPSToggleCursorInput=Cursor Input (Toggle)
ui_CIFPSToggleFlashLight=Flashlight (Toggle)
ui_CIFPSToggleFlashLight_Disable=Flashlight\n(Disable)
ui_CIFPSToggleFlashLight_Enable=Flashlight\n(Enable)
ui_CIFPSToggleMagBoots=Magnetic Boots (Toggle)
ui_CIFPSToggleThirdPerson=Third Person View (Toggle)
ui_CIFPSTractorBeamDecreaseDistance=Tractor Beam - Decrease Distance
ui_CIFPSTractorBeamDecreaseDistanceDesc=Decreases the target distance for an object controlled with the Tractor Beam.
ui_CIFPSTractorBeamIncreaseDistance=Tractor Beam - Increase Distance
ui_CIFPSTractorBeamIncreaseDistanceDesc=Increases the target distance for an object controlled with the Tractor Beam.
ui_CIFPSTractorBeamVehicleDecreaseDistance,P=Tractor Beam Vehicle - Decrease Distance
ui_CIFPSTractorBeamVehicleDecreaseDistanceDesc,P=Decreases the target distance for an object controlled with the Vehicle Tractor Beam.
ui_CIFPSTractorBeamVehicleIncreaseDistance,P=Tractor Beam Vehicle- Increase Distance
ui_CIFPSTractorBeamVehicleIncreaseDistanceDesc,P=Increases the target distance for an object controlled with the Vehicle Tractor Beam.
ui_CIFPSUse=Use
ui_CIFPSUseAttachmentBottom,P=Use Attachment Bottom
ui_CIFPSUseAttachmentTop,P=Use Attachment Top
ui_CIFPSUseItem=Throw Item
ui_CIFPSVisorModeNext=Visor Mode (Next)
ui_CIFPSVisorModePrev=Visor Mode (Previous)
ui_CIFPSWeaponChangeFireMode=Change Fire Mode
ui_CIFPSWeaponStanceToggle=Weapon Stance (Toggle)
ui_CIFPSWeaponZeroingDecrease=Weapon Zeroing Decrease
ui_CIFPSWeaponZeroingDecreaseDesc=Adjust the weapon scope to accommodate a closer target distance into sighting.
ui_CIFPSWeaponZeroingIncrease=Weapon Zeroing Increase / Auto
ui_CIFPSWeaponZeroingIncreaseDesc=Adjust the weapon scope to accommodate a farther target distance into sighting.
ui_CIFPSZoomIn=Zoom In (ADS)
ui_CIFPSZoomInOut=Zoom In / Out (ADS)
ui_CIFPSZoomOut=Zoom Out (ADS)
ui_CIForceRespawn=Force Re-spawn (E.V.A. / On Foot)
ui_CIGimbalLock=Cycle Gimbal Assist / Standard Gimbal / Gimbal Lock modes
ui_CIGimbalLock_Gimbal_Assist=Gimbal Mode Cycle\n(Engage Gimbal Assist)
ui_CIGimbalLock_Gimbal_Free=Gimbal Mode Cycle\n(Engage Free Gimbals)
ui_CIGimbalLock_Gimbal_Lock=Gimbal Mode Cycle\n(Engage Gimbal Lock)
ui_CIGimbalMode=Gimbal Mode - Cycle (Fixed, Auto, Free)
ui_CIGimbalModeDesc=Switches the used gimbal mode if its available
ui_CIHUDCancel=HUD back / cancel
ui_CIHUDConfirm=HUD confirm
ui_CIHUDCycleScreenBackward=HUD cycle screen backward
ui_CIHUDCycleScreenForward=HUD cycle screen forward
ui_CIHUDInteract=HUD interact mode (Toggle)
ui_CIHUDMaximise=HUD maximise (Toggle)
ui_CIHUDOverview=HUD show overview
ui_CIHUDPanelDown=HUD move focus down
ui_CIHUDPanelLeft=HUD move focus left
ui_CIHUDPanelRight=HUD move focus right
ui_CIHUDPanelUp=HUD move focus up
ui_CIHUDPower=HUD show power management
ui_CIHUDShields=HUD show shield management
ui_CIHUDToggleCursor=HUD mouse cursor (Toggle)
ui_CIHUDWeapons=HUD show weapons grouping
ui_CIHailTarget=Hail Target
ui_CIHailTargetDesc=HailTarget
ui_CIHeadTrackCalibrate=Head Tracking Recalibrate
ui_CIHeadTrackCalibrateDesc=Recenters Head Tracking
ui_CIHeadTrackCameraEnabled=Enable / Disable Head Tracking for 3rd Person Camera (Toggle)
ui_CIHeadTrackCameraEnabledDesc=Enables or disables head tracking in external cameras.
ui_CIHeadTrackEnabled=Enable Head Tracking (Toggle)
ui_CIHeadTrackEnabledDesc=Switches head tracking on / off (Toggle)
ui_CIHeadTrackHold=Head Tracking (Hold)
ui_CIHeadTrackHoldDesc=Enables head tracking as long as the button is held down
ui_CIHeadTrackRecenterDevice=Recenter Head Tracking Device (except TrackIR)
ui_CIHeadTrackRecenterDeviceDesc=Recenters head tracking device inputs.
ui_CIHelmetVisorWipe=Wipe Helmet Visor
ui_CIHelmetVisorWipeDesc=Quickly wipe your helmet visor to improve visibility
ui_CIIncapacitatedRespawn=Regen (while Incapacitated)
ui_CIIncreaseMiningThrottle=Increase Mining Laser Power
ui_CIIncreaseMiningThrottleDesc=Increase Mining Laser Power
ui_CIInnerThought=Inner Thought
ui_CIInnerThoughtSecondary=Inner Thought Secondary
ui_CIInpsectItem=Inspect Item
ui_CIInpsectItemDesc=Inspect Item
ui_CIInteract=Interact / USE
ui_CIInteractionActivate=Activate Inner Thought
ui_CIInteractionActivateDesc= Activate Interaction
ui_CIInteractionFocus=Focus
ui_CIInteractionFocusDesc= Focus
ui_CIInteractionLootingToggleWeaponAttachments,P=Looting - Toggle Weapon Attachments
ui_CIInteractionMode=Interaction Mode
ui_CIInteractionModeDesc= Interaction Mode
ui_CIInteractionPersonal=Personal Inner Thought (PIT)
ui_CIInteractionPersonalDesc= Personal Inner Thought
ui_CIInteractionPersonalInventory=Personal Commodity Inventory (Toggle)
ui_CIInteractionPlacementX=Placement left / right
ui_CIInteractionPlacementXDesc= Placement left / right
ui_CIInteractionPlacementY=Placement up / down
ui_CIInteractionPlacementYDesc= Placement up / down
ui_CIInteractionQuick=Interaction quick select
ui_CIInteractionQuickDesc=Interaction quick select
ui_CIInviteIgnore=Ignore Invite (hold)
ui_CIInviteIgnoreDesc= Ignore Invite
ui_CIJettisonVolatileCargo=Jettison Cargo
ui_CIJumpDriveEngageJump=Jump Drive - Engage Jump
ui_CIJumpDriveJumpRequest=Jump Drive - Request Jump
ui_CILandingTargetLock=Landing Target Lock On (Toggle)
ui_CILaunchCM=Launch countermeasure
ui_CILaunchMissile=Launch missile (Hold)
ui_CILockMissile=Acquire missile lock (Tap)
ui_CILookAheadOn=Enable / Disable Look Ahead
ui_CILookAheadOnDesc=Enables and disables Look Ahead Mode
ui_CILookAheadStartTargetTracking=Enable / Disable Target Padlock (Toggle, Hold)
ui_CILookAheadStartTargetTrackingDesc=Allows you to track a locked target with your head
ui_CILookBehind=Look behind
ui_CIMFDCancelLong,P=Cancel (Long Press)
ui_CIMFDCancelShort,P=Cancel (Short Press)
ui_CIMFDCycleViewBackwardsLong,P=Cycle MFD View - Backwards (Long Press)
ui_CIMFDCycleViewBackwardsShort,P=Cycle MFD View - Backwards (Short Press)
ui_CIMFDCycleViewForwardLong,P=Cycle MFD View - Forwards (Long Press)
ui_CIMFDCycleViewForwardShort,P=Cycle MFD View - Forwards (Short Press)
ui_CIMFDHardSelectLeftCastLong,P=Focus - Left MFD Cast (Long Press)
ui_CIMFDHardSelectLeftCastShort,P=Focus - Left MFD Cast (Short Press)
ui_CIMFDHardSelectLong,P=Focus MFD (Long Press)
ui_CIMFDHardSelectMFD10Long,P=Focus - MFD 10 (Long Press)
ui_CIMFDHardSelectMFD10Short,P=Focus - MFD 10 (Short Press)
ui_CIMFDHardSelectMFD1Long,P=Focus - MFD 1 (Long Press)
ui_CIMFDHardSelectMFD1Short,P=Focus - MFD 1 (Short Press)
ui_CIMFDHardSelectMFD2Long,P=Focus - MFD 2 (Long Press)
ui_CIMFDHardSelectMFD2Short,P=Focus - MFD 2 (Short Press)
ui_CIMFDHardSelectMFD3Long,P=Focus - MFD 3 (Long Press)
ui_CIMFDHardSelectMFD3Short,P=Focus - MFD 3 (Short Press)
ui_CIMFDHardSelectMFD4Long,P=Focus - MFD 4 (Long Press)
ui_CIMFDHardSelectMFD4Short,P=Focus - MFD 4 (Short Press)
ui_CIMFDHardSelectMFD5Long,P=Focus - MFD 5 (Long Press)
ui_CIMFDHardSelectMFD5Short,P=Focus - MFD 5 (Short Press)
ui_CIMFDHardSelectMFD6Long,P=Focus - MFD 6 (Long Press)
ui_CIMFDHardSelectMFD6Short,P=Focus - MFD 6 (Short Press)
ui_CIMFDHardSelectMFD7Long,P=Focus - MFD 7 (Long Press)
ui_CIMFDHardSelectMFD7Short,P=Focus - MFD 7 (Short Press)
ui_CIMFDHardSelectMFD8Long,P=Focus - MFD 8 (Long Press)
ui_CIMFDHardSelectMFD8Short,P=Focus - MFD 8 (Short Press)
ui_CIMFDHardSelectMFD9Long,P=Focus - MFD 9 (Long Press)
ui_CIMFDHardSelectMFD9Short,P=Focus - MFD 9 (Short Press)
ui_CIMFDHardSelectPrimaryLong,P=Focus - Primary MFD (Long Press)
ui_CIMFDHardSelectPrimaryShort,P=Focus - Primary MFD (Short Press)
ui_CIMFDHardSelectRightCastLong,P=Focus - Right MFD Cast (Long Press)
ui_CIMFDHardSelectRightCastShort,P=Focus - Right MFD Cast (Short Press)
ui_CIMFDHardSelectShort,P=Focus MFD (Short Press)
ui_CIMFDNavigateDownLong,P=Move MFD selection - Down (Long Press)
ui_CIMFDNavigateDownShort,P=Move MFD selection - Down (Short Press)
ui_CIMFDNavigateLeftLong,P=Move MFD selection - Left (Long Press)
ui_CIMFDNavigateLeftShort,P=Move MFD selection - Left (Short Press)
ui_CIMFDNavigateRightLong,P=Move MFD selection - Right (Long Press)
ui_CIMFDNavigateRightShort,P=Move MFD selection - Right (Short Press)
ui_CIMFDNavigateUpLong,P=Move MFD selection- Up (Long Press)
ui_CIMFDNavigateUpShort,P=Move MFD selection - Up (Short Press)
ui_CIMFDSelectViewCommsLong,P=Change View - Communications (Long Press)
ui_CIMFDSelectViewCommsShort,P=Change View - Communications (Short Press)
ui_CIMFDSelectViewConfigurationLong,P=Change View - Vehicle Configuration (Long Press)
ui_CIMFDSelectViewConfigurationShort,P=Change View - Vehicle Configuration (Short Press)
ui_CIMFDSelectViewDiagnosticsLong,P=Change View - Diagnostics (Long Press)
ui_CIMFDSelectViewDiagnosticsShort,P=Change View - Diagnostics (Short Press)
ui_CIMFDSelectViewIFCSLong,P=Change View - IFCS (Long Press)
ui_CIMFDSelectViewIFCSShort,P=Change View - IFCS (Short Press)
ui_CIMFDSelectViewResourceNetworkLong,P=Change View - Resource Network (Long Press)
ui_CIMFDSelectViewResourceNetworkShort,P=Change View - Resource Network (Short Press)
ui_CIMFDSelectViewScanningLong,P=Change View - Scanning (Long Press)
ui_CIMFDSelectViewScanningShort,P=Change View - Scanning (Short Press)
ui_CIMFDSelectViewSelfStatusLong,P=Change View - Self Status (Long Press)
ui_CIMFDSelectViewSelfStatusShort,P=Change View - Self Status (Short Press)
ui_CIMFDSelectViewTargetStatusLong,P=Change View - Target Status (Long Press)
ui_CIMFDSelectViewTargetStatusShort,P=Change View - Target Status (Short Press)
ui_CIMFDSnapDown=MFD Down
ui_CIMFDSnapLeft=MFD Left
ui_CIMFDSnapRight=MFD Right
ui_CIMFDSnapUp=MFD Up
ui_CIMFDSoftSelectLeftCastLong,P=Select - Left MFD Cast (Long Press)
ui_CIMFDSoftSelectLeftCastShort,P=Select - Left MFD Cast (Short Press)
ui_CIMFDSoftSelectMFD10Long,P=Select - MFD 10 (Long Press)
ui_CIMFDSoftSelectMFD10Short,P=Select - MFD 10 (Short Press)
ui_CIMFDSoftSelectMFD1Long,P=Select - MFD 1 (Long Press)
ui_CIMFDSoftSelectMFD1Short,P=Select - MFD 1 (Short Press)
ui_CIMFDSoftSelectMFD2Long,P=Select - MFD 2 (Long Press)
ui_CIMFDSoftSelectMFD2Short,P=Select - MFD 2 (Short Press)
ui_CIMFDSoftSelectMFD3Long,P=Select - MFD 3 (Long Press)
ui_CIMFDSoftSelectMFD3Short,P=Select - MFD 3 (Short Press)
ui_CIMFDSoftSelectMFD4Long,P=Select - MFD 4 (Long Press)
ui_CIMFDSoftSelectMFD4Short,P=Select - MFD 4 (Short Press)
ui_CIMFDSoftSelectMFD5Long,P=Select - MFD 5 (Long Press)
ui_CIMFDSoftSelectMFD5Short,P=Select - MFD 5 (Short Press)
ui_CIMFDSoftSelectMFD6Long,P=Select - MFD 6 (Long Press)
ui_CIMFDSoftSelectMFD6Short,P=Select - MFD 6 (Short Press)
ui_CIMFDSoftSelectMFD7Long,P=Select - MFD 7 (Long Press)
ui_CIMFDSoftSelectMFD7Short,P=Select - MFD 7 (Short Press)
ui_CIMFDSoftSelectMFD8Long,P=Select - MFD 8 (Long Press)
ui_CIMFDSoftSelectMFD8Short,P=Select - MFD 8 (Short Press)
ui_CIMFDSoftSelectMFD9Long,P=Select - MFD 9 (Long Press)
ui_CIMFDSoftSelectMFD9Short,P=Select - MFD 9 (Short Press)
ui_CIMFDSoftSelectPrimaryLong,P=Select - Primary MFD (Long Press)
ui_CIMFDSoftSelectPrimaryShort,P=Select - Primary MFD (Short Press)
ui_CIMFDSoftSelectRightCastLong,P=Select - Right MFD Cast (Long Press)
ui_CIMFDSoftSelectRightCastShort,P=Select - Right MFD Cast (Short Press)
ui_CIMap=Map
ui_CIMapDesc= Map
ui_CIMatchTargetSpeed=Match target velocity
ui_CIMiningConsumable1=Activate Mining Module (Slot 1)
ui_CIMiningConsumable2=Activate Mining Module (Slot 2)
ui_CIMiningConsumable3=Activate Mining Module (Slot 3)
ui_CIMiningConsumableDesc=Activate a Mining Module
ui_CIMiningMode,P=Toggle Mining Operator Mode
ui_CIMiningModeDesc=Mining Mode Toggle
ui_CIMiningMode_Disable=Mining Mode\n(Disable)
ui_CIMiningMode_Enable=Mining Mode\n(Enable)
ui_CIMiningThrottle=Increase / Decrease Mining Laser Power
ui_CIMiningThrottleDesc= Increase / Decrease Mining Laser Power
ui_CIMissileMode,P=Toggle Missile Operator Mode
ui_CIMissiles_CinematicCameraHold,P=Enable Cinematic Camera (Hold)
ui_CIMissiles_CinematicCameraToggle,P=Enable Cinematic Camera (Toggle)
ui_CIMissiles_CycleBack=Cycle Previous Missile Type
ui_CIMissiles_CycleFwd=Cycle Next Missile Type
ui_CIMissiles_DecreaseMax=Decrease Number of Armed Missiles
ui_CIMissiles_IncreaseMax=Increase Number of Armed Missiles
ui_CIMissiles_Launch=Launch Missiles (Hold)
ui_CIMissiles_LaunchToggle=Launch Missiles (Tap)
ui_CIMissiles_ResetMax=Reset Number of Armed Missiles
ui_CIMobiGlas=mobiGlas (Toggle)
ui_CIModifyPort=Port Modification Interact
ui_CIOpenScoreboard=Scoreboard
ui_CIPingAngDec=Decrease Ping Angle
ui_CIPingAngDecDesc=Decrease the angle of the Ping Wave
ui_CIPingAngInc=Increase Ping Angle
ui_CIPingAngIncDesc=Increase the angle of the Ping Wave
ui_CIPitch=Pitch
ui_CIPitchAim=Aim up / down
ui_CIPitchDown=Pitch down
ui_CIPitchUp=Pitch up
ui_CIPitchView=Look up / down
ui_CIPoweSetOffDesc=Set Power Off
ui_CIPoweThrusterSetOffDesc=Set Thrusters Power Off
ui_CIPowerFocusShields=Increase Priority - Shields
ui_CIPowerFocusThrusters=Increase Priority - Thrusters
ui_CIPowerFocusWeapons=Increase Priority - Weapons
ui_CIPowerPresetToggleShields=Toggle Power - Shields
ui_CIPowerPresetToggleShields_Disable=Shields\n(Disable)
ui_CIPowerPresetToggleShields_Enable=Shields\n(Enable)
ui_CIPowerPresetToggleThrusters=Toggle Power - Thrusters
ui_CIPowerPresetToggleThrusters_Disable=Thrusters\n(Disable)
ui_CIPowerPresetToggleThrusters_Enable=Thrusters\n(Enable)
ui_CIPowerPresetToggleWeapons=Toggle Power - Weapons
ui_CIPowerPresetToggleWeapons_Disable=Weapons\n(Disable)
ui_CIPowerPresetToggleWeapons_Enable=Weapons\n(Enable)
ui_CIPowerResetFocus=Reset Priority
ui_CIPowerSetOff=Set Power Off
ui_CIPowerSetOn=Set Power On
ui_CIPowerSetOnDesc=Set Power On
ui_CIPowerShieldsSetOff=Set Shields Power Off
ui_CIPowerShieldsSetOffDesc=Set Shields Power Off
ui_CIPowerShieldsSetOn=Set Shields Power On
ui_CIPowerShieldsSetOnDesc=Set Shields Power On
ui_CIPowerThrottleDown=Decrease Throttle
ui_CIPowerThrottleMax=Increase Throttle to Max
ui_CIPowerThrottleMin=Decrease Throttle to Min
ui_CIPowerThrottleUp=Increase Throttle
ui_CIPowerThrusterSetOff=Set Thrusters Power Off
ui_CIPowerThrusterSetOn=Set Thrusters Power On
ui_CIPowerToggle=Toggle Power - All
ui_CIPowerToggleDesc= Toggle Power - All
ui_CIPowerToggle_Disable=Power\n(Disable)
ui_CIPowerToggle_Enable=Power\n(Enable)
ui_CIPowerWeaponsSetOff=Set Weapons Power Off
ui_CIPowerWeaponsSetOffDesc=Set Weapons Power Off
ui_CIPowerWeaponsSetOn=Set Weapons Power On
ui_CIPowerWeaponsSetOnDesc=Set Weapons Power On
ui_CIProximityPushToTalk=VOIP Push To Talk (Proximity only)
ui_CIProximityPushToTalkDesc=VOIP Push To Talk (Proximity only)
ui_CIPushToHeadTrack=FOIP Head Tracking (Toggle)
ui_CIPushToHeadTrackDesc= FOIP Head Tracking (Toggle)
ui_CIPushToTalk=VOIP Push To Talk
ui_CIPushToTalkDesc=VOIP Push To Talk
ui_CIQuantumDriveToggle=Quantum Drive
ui_CIQuantumTravelSystemToggle,P=Toggle Quantum Operator Mode
ui_CIQuantumTravelSystemToggle_Disable=Quantum Drive\n(Disable)
ui_CIQuantumTravelSystemToggle_Enable=Quantum Drive\n(Enable)
ui_CIRadarPIBToggle=Personal Identification Broadcast System (Toggle)
ui_CIRespawn=Re-spawn
ui_CIRetractLandingSystem=Landing System (Retract)
ui_CIRoll=Roll
ui_CIRollLeft=Roll left
ui_CIRollRight=Roll right
ui_CIRotateAimDown=Aim down
ui_CIRotateAimLeft=Aim left
ui_CIRotateAimRight=Aim right
ui_CIRotateAimUp=Aim up
ui_CIRotateViewDown=Look down
ui_CIRotateViewLeft=Look left
ui_CIRotateViewRight=Look right
ui_CIRotateViewUp=Look up
ui_CISalvageBeamSpacingAbs=Absolute Beam Spacing
ui_CISalvageBeamSpacingAbsDesc=Adjust the absolute spacing between the Vulture's two salvage heads.
ui_CISalvageBeamSpacingAxisToggle=Salvage Beam Axis (Toggle)
ui_CISalvageBeamSpacingAxisToggleDesc=Set the orientation axis of the salvage beam to vertical or horizontal.
ui_CISalvageBeamSpacingRel=Relative Beam Spacing
ui_CISalvageBeamSpacingRelDesc=Adjust the relative spacing between the Vulture's two salvage heads.
ui_CISalvageCycleModifiersFocused,P=Cycle Focused Salvage Modifiers
ui_CISalvageCycleModifiersFocusedDesc,P=Cycle through available modifiers on the Focused salvage head(s)
ui_CISalvageCycleModifiersLeft=Cycle Left Salvage Modifiers
ui_CISalvageCycleModifiersLeftDesc=Cycle through available modifiers on the left salvage head or salvage turret.
ui_CISalvageCycleModifiersRight=Cycle Right Salvage Modifiers
ui_CISalvageCycleModifiersRightDesc=Cycle through available modifiers on the right salvage head or salvage turret.
ui_CISalvageCycleModifiersStructural,P=Cycle Structural Salvage Modes
ui_CISalvageCycleModifiersStructuralDesc,P=Cycle through available modes on the Structural Salvage tool.
ui_CISalvageDecreaseBeamSpacing=Decrease Beam Spacing
ui_CISalvageDecreaseBeamSpacingDesc=Decrease the spacing between the Vulture's two salvage heads.
ui_CISalvageFireToggleDisintegrate,P=Toggle Fire Disintegrate
ui_CISalvageFireToggleDisintegrateDesc,P=Toggle firing the Disintegration tool
ui_CISalvageFireToggleFocused,P=Toggle Fire Focused
ui_CISalvageFireToggleFocusedDesc,P=Toggle firing the Focused salvage tools
ui_CISalvageFireToggleFracture,P=Toggle Fire Fracture
ui_CISalvageFireToggleFractureDesc,P=Toggle firing the Fracturing tool
ui_CISalvageFireToggleLeft,P=Toggle Fire Left
ui_CISalvageFireToggleLeftDesc,P=Toggle firing the Left salvage tool
ui_CISalvageFireToggleRight,P=Toggle Fire Right
ui_CISalvageFireToggleRightDesc,P=Toggle firing the Right salvage tool
ui_CISalvageFocusAll,P=Focus all salvage heads
ui_CISalvageFocusAllDesc,P=Focus all salvage heads
ui_CISalvageFocusDisintegrate,P=Focus Disintegration tool
ui_CISalvageFocusDisintegrateDesc,P=Focus Disintegration tool
ui_CISalvageFocusFracture,P=Focus Fracture tool
ui_CISalvageFocusFractureDesc,P=Focus Fracture tool
ui_CISalvageFocusLeft,P=Focus left salvage head
ui_CISalvageFocusLeftDesc,P=Focus left salvage head
ui_CISalvageFocusRight,P=Focus right salvage head
ui_CISalvageFocusRightDesc,P=Focus right salvage head
ui_CISalvageGimbalReset=Salvage Mode Gimbal Reset
ui_CISalvageGimbalToggle=Salvage Mode Gimbal (Toggle)
ui_CISalvageGimbalToggleDesc=Toggle between gimbled and fixed salvage targeting modes.
ui_CISalvageIncreaseBeamSpacing=Increase Beam Spacing
ui_CISalvageIncreaseBeamSpacingDesc=Increase the spacing between the Vulture's two salvage heads.
ui_CISalvageMode,P=Toggle Salvage Operator Mode
ui_CISalvageModeDesc=Activate salvage mode when seated.
ui_CISalvageNudgeDown_Left,P=Nudge left salvage tool down
ui_CISalvageNudgeDown_LeftDesc,P=Nudge left salvage tool down
ui_CISalvageNudgeDown_Right,P=Nudge right salvage tool down
ui_CISalvageNudgeDown_RightDesc,P=Nudge right salvage tool down
ui_CISalvageNudgeLeft_Left,P=Nudge left salvage tool left
ui_CISalvageNudgeLeft_LeftDesc,P=Nudge left salvage tool left
ui_CISalvageNudgeLeft_Right,P=Nudge right salvage tool left
ui_CISalvageNudgeLeft_RightDesc,P=Nudge right salvage tool left
ui_CISalvageNudgeRight_Left,P=Nudge left salvage tool right
ui_CISalvageNudgeRight_LeftDesc,P=Nudge left salvage tool right
ui_CISalvageNudgeRight_Right,P=Nudge right salvage tool right
ui_CISalvageNudgeRight_RightDesc,P=Nudge right salvage tool right
ui_CISalvageNudgeUp_Left,P=Nudge left salvage tool up
ui_CISalvageNudgeUp_LeftDesc,P=Nudge left salvage tool up
ui_CISalvageNudgeUp_Right,P=Nudge right salvage tool up
ui_CISalvageNudgeUp_RightDesc,P=Nudge right salvage tool up
ui_CIScanningActivate=Activate Scanning
ui_CIScanningActivateDesc=Activates the Scanning
ui_CIScanningFocus=Scanning Mode - Focus Target
ui_CIScanningFocusDesc,P=Scanning Mode - Focus Target
ui_CIScanningMode,P=Toggle Scanning Operator Mode
ui_CIScanningModeDesc,P=Scanning Mode Toggle
ui_CIScanningMode_Disable=Scan Mode\n(Disable)
ui_CIScanningMode_Enable=Scan Mode\n(Enable)
ui_CIScanningRadarAngDec=Decrease Scanning Angle
ui_CIScanningRadarAngDecDesc=Decrease the angle of the Scanning Cone
ui_CIScanningRadarAngInc=Increase Scanning Angle 
ui_CIScanningRadarAngIncDesc=Increase the angle of the Scanning Cone
ui_CIScanningRadarPing=Activate Ping (Hold & Release)
ui_CIScanningRadarPingDesc=Activates the Ping Wave
ui_CIScanningTag=Scanning Mode - Tag Target
ui_CIScanningTagDesc,P=Scanning Mode - Tag Target
ui_CISelfDestruct=Self Destruct
ui_CISelfDestruct_Disengage=Disengage Self Destruct
ui_CISelfDestruct_Engage=Engage Self Destruct
ui_CIShieldLevelBack=Shield raise level back
ui_CIShieldLevelBottom=Shield raise level bottom
ui_CIShieldLevelFront=Shield raise level front
ui_CIShieldLevelLeft=Shield raise level left
ui_CIShieldLevelReset=Shield reset levels
ui_CIShieldLevelRight=Shield raise level right
ui_CIShieldLevelTop=Shield raise level top
ui_CISpectatorCamNext=Spectator Camera (Next)
ui_CISpectatorCamPrev=Spectator Camera (Previous)
ui_CISpectatorHudToggle=Spectator Camera HUD (Toggle)
ui_CISpectatorModeNext=Spectator Camera Mode (Next)
ui_CISpectatorModePrev=Spectator Camera Mode (Previous)
ui_CISpectatorRotatePitch=Spectator Camera Rotate Pitch
ui_CISpectatorRotateYaw=Spectator Camera Rotate Yaw
ui_CISpectatorTargetLock=Spectator Camera Lock Target
ui_CISpectatorTargetNext=Spectator Camera Target (Next)
ui_CISpectatorTargetPrev=Spectator Camera Target (Previous)
ui_CISpectatorZoom=Spectator Camera Zoom
ui_CISpectatorZoomIn=Spectator Camera Zoom In
ui_CISpectatorZoomOut=Spectator Camera Zoom Out
ui_CISpeedRangeAbs=Speed Limiter (Abs.)
ui_CISpeedRangeAbsDesc= Speed Limiter (Abs.)
ui_CISpeedRangeDown=Speed Limiter - Decrease
ui_CISpeedRangeDownDesc= Speed Limiter Decrease
ui_CISpeedRangeRel=Speed Limiter (Rel.)
ui_CISpeedRangeRelDesc= Speed Limiter (Rel.)
ui_CISpeedRangeUp=Speed Limiter - Increase
ui_CISpeedRangeUpDesc=Speed Limiter Increase
ui_CIStrafeBack=Throttle back (abs.)
ui_CIStrafeDown=Strafe down (abs.)
ui_CIStrafeFwd=Throttle forward (abs.)
ui_CIStrafeFwdBack=Throttle forward / back (abs.)
ui_CIStrafeLeft=Strafe left (abs.)
ui_CIStrafeLeftRight=Strafe left / right (abs.)
ui_CIStrafeLongitudinalInvert=Throttle - Forward / Back Invert
ui_CIStrafeLongitudinalInvertDesc=Inverts Strafe Longitudinal Absolute Axis Half (Neutral - Backward)
ui_CIStrafeRight=Strafe right (abs.)
ui_CIStrafeUp=Strafe up (abs.)
ui_CIStrafeUpDown=Strafe up / down (abs.)
ui_CITargetHeadTracking=Target focus
ui_CITargetReticleMode=Switch Flight Lead / Lag Reticle (Toggle)
ui_CITargetTrackingAutoZoomEnabled=Auto Zoom On Selected Target On / Off (Toggle, Hold)
ui_CITargetTrackingAutoZoomEnabledDesc=Allows you to enable and disable auto zoom on selected targets.
ui_CITargetingCycleAllBack=Cycle Lock - All - Back
ui_CITargetingCycleAllFwd=Cycle Lock - All - Forward
ui_CITargetingCycleAllReset=Cycle Lock - All - Reset to Closest
ui_CITargetingCycleAttackerBack=Cycle Lock - Attackers - Back
ui_CITargetingCycleAttackerFwd=Cycle Lock - Attackers - Forward
ui_CITargetingCycleAttackerReset=Cycle Lock - Attackers - Reset to Closest
ui_CITargetingCycleFriendlyBack=Cycle Lock - Friendlies - Back
ui_CITargetingCycleFriendlyFwd=Cycle Lock - Friendlies - Forward
ui_CITargetingCycleFriendlyReset=Cycle Lock - Friendlies - Reset to Closest
ui_CITargetingCycleHostileBack=Cycle Lock - Hostiles - Back
ui_CITargetingCycleHostileFwd=Cycle Lock - Hostiles - Forward
ui_CITargetingCycleHostileReset=Cycle Lock - Hostiles - Reset to Closest
ui_CITargetingCycleInViewBack=Cycle Lock - In View - Back
ui_CITargetingCycleInViewFwd=Cycle Lock - In View - Forward
ui_CITargetingCycleInViewReset=Cycle Lock - In View - Under Reticle
ui_CITargetingCyclePinnedBack=Cycle Lock - Pinned - Back
ui_CITargetingCyclePinnedFwd=Cycle Lock - Pinned - Forward
ui_CITargetingCyclePinnedReset=Cycle Lock - Pinned - Reset to First
ui_CITargetingCycleSelectionBack=Cycle Selection - Back
ui_CITargetingCycleSelectionFwd=Cycle Selection - Forward
ui_CITargetingCycleSelectionReset=Cycle Selection - Reset to Auto
ui_CITargetingCycleSubtargetBack=Cycle Lock - Sub-Target - Back
ui_CITargetingCycleSubtargetCategoryBack=Cycle Lock - Sub-Target Category - Back
ui_CITargetingCycleSubtargetCategoryFwd=Cycle Lock - Sub-Target Category - Forward
ui_CITargetingCycleSubtargetFwd=Cycle Lock - Sub-Target - Forward
ui_CITargetingCycleSubtargetReset=Cycle Lock - Sub-Target - Reset to Main Target
ui_CITargetingLockIndex1=Pin Index 1 - Lock / Unlock Pinned Target
ui_CITargetingLockIndex2=Pin Index 2 - Lock / Unlock Pinned Target
ui_CITargetingLockIndex3=Pin Index 3 - Lock / Unlock Pinned Target
ui_CITargetingLockSelected=Lock Selected Target
ui_CITargetingLockSelectedDesc=Lock Selected Target
ui_CITargetingPinIndex1=Pin Index 1 - Pin / Unpin Selected Target
ui_CITargetingPinIndex1Hold=Pin Index 1 - Pin / Unpin Selected Target (Hold)
ui_CITargetingPinIndex2=Pin Index 2 - Pin / Unpin Selected Target
ui_CITargetingPinIndex2Hold=Pin Index 2 - Pin / Unpin Selected Target (Hold)
ui_CITargetingPinIndex3=Pin Index 3 - Pin / Unpin Selected Target
ui_CITargetingPinIndex3Hold=Pin Index 3 - Pin / Unpin Selected Target (Hold)
ui_CITargetingPinSelected=Pin Selected Target
ui_CITargetingPinSelectedHold=Pin Selected Target (Hold)
ui_CITargetingRemoveAllPinned=Remove All Pinned Targets
ui_CITargetingUnlockTarget=Unlock Locked Target
ui_CITargetingUnpinTarget=Unpin Selected Target
ui_CITargetingUnpinTargetHold=Unpin Selected Target (Hold)
ui_CIThrottle=Throttle up / down (abs.)
ui_CIThrottleDown=Throttle down
ui_CIThrottleMax=Throttle max
ui_CIThrottleMinMax=Throttle min / max (Toggle)
ui_CIThrottleRel=Throttle up / down (rel.)
ui_CIThrottleUp=Throttle up
ui_CIThrottleZero=Throttle zero
ui_CIThrowOver=Throw - Overarm & Two-Handed
ui_CIThrowPowerDecrease=Decrease Throw Power
ui_CIThrowPowerDecreaseDesc= Decrease Throw Power
ui_CIThrowUnder=Throw - Underarm
ui_CIThrustAbsFull=Thrust Absolute Axis Full
ui_CIThrustAbsFullDesc=Absolute Thrust Axis On The Full Range (Forward - Backward)
ui_CIThrustAbsHalf=Thrust Absolute Axis Half
ui_CIThrustAbsHalfDesc=Absolute Thrust Axis On The Half Range (Forward - Neutral)
ui_CIThrustBackward=Thrust Backward
ui_CIThrustBackwardDesc=Thrust Backward (Simulated Analog Stick)
ui_CIThrustForward=Thrust Forward
ui_CIThrustForwardDesc=Thrust Forward (Simulated Analog Stick)
ui_CIThrustMax=Thrust Max Snap
ui_CIThrustMaxDesc=Snaps Thrust To 100%
ui_CIThrustMin=Thrust Min Snap
ui_CIThrustMinDesc=Snaps Thrust to -100%
ui_CIToggleComstab=Command level stability (Toggle)
ui_CIToggleCruise=Cruise Control (Toggle)
ui_CIToggleCruiseDesc=Toggles Cruise Control mode on and off
ui_CIToggleCruise_Disable=Cruise Control\n(Disable)
ui_CIToggleCruise_Enable=Cruise Control\n(Enable)
ui_CIToggleDecoupledMode=Decoupled Mode (Toggle, Hold)
ui_CIToggleDecoupledMode_State_Disable=Decoupled mode\n(Disable)
ui_CIToggleDecoupledMode_State_Enable=Decoupled mode\n(Enable)
ui_CIToggleESP=E.S.P. - Toggle On / Off (Press)
ui_CIToggleESP_Disable=E.S.P\n(Disable)
ui_CIToggleESP_Enable=E.S.P\n(Enable)
ui_CIToggleExteriorLights=Exterior Lights (Toggle)
ui_CIToggleExteriorLightsDesc=Exterior Lights (Toggle)
ui_CIToggleGSafe=G-Force Safety On/Off (Toggle / Hold)
ui_CIToggleGSafe_Disable=G-Safe\n(Disable)
ui_CIToggleGSafe_Enable=G-Safe\n(Enable)
ui_CIToggleInteriorLights=Interior Lights (Toggle)
ui_CIToggleInteriorLightsDesc=Interior Lights (Toggle)
ui_CIToggleLandingMode=Autoland Mode (Toggle)
ui_CIToggleLandingSystem=Landing System (Toggle)
ui_CIToggleLandingSystem_CancelDocking=Docking\n(Cancel)
ui_CIToggleLandingSystem_Deploy=Landing Gear\n(Deploy)
ui_CIToggleLandingSystem_Dock=Docking\n(Initiate)
ui_CIToggleLandingSystem_Retract=Landing Gear\n(Retract)
ui_CIToggleLandingSystem_Undock=Docking\n(Undock)
ui_CIToggleLights=Headlights (Toggle)
ui_CIToggleLights_Disable=Headlights\n(Disable)
ui_CIToggleLights_Enable=Headlights\n(Enable)
ui_CIToggleLockRotation=Lock Pitch / Yaw Movement (Toggle / Hold)
ui_CIToggleLockRotationDesc=While active no rotational inputs are allowed to your ship. This is useful for arresting movement when you lost control using a mouse.
ui_CIToggleMiningLaserFire=Fire Mining Laser (Toggle)
ui_CIToggleMiningLaserFireDesc= Fire Mining Laser (Toggle)
ui_CIToggleMiningLaserType=Switch Mining Laser (Toggle)
ui_CIToggleMiningLaserTypeDesc= Switch Mining Laser (Toggle)
ui_CIToggleSpeedLimiter=Speed Limiter - On/Off (Hold / Toggle)
ui_CIToggleSpeedLimiterDesc=Toggles Speed Limiter on and off
ui_CIToggleVTOL=Toggle VTOL
ui_CIToggleVTOL_Disable=VTOL\n(Disable)
ui_CIToggleVTOL_Enable=VTOL\n(Enable)
ui_CITurretCycleMouseMoveMode=Toggle Turret Mouse Movement (VJoy, FPS style)
ui_CITurretCycleMouseMoveModeDesc=Enables / Disables relative mouse mode for turrets
ui_CITurretGyroMode=Turret Gyro Stabilization (Toggle)
ui_CITurretGyroModeDesc=Turret Gyro Stabilization (Toggle)
ui_CITurretGyroMode_Disable=Gyro Stabilization\n(Disable)
ui_CITurretGyroMode_Enable=Gyro Stabilization\n(Enable)
ui_CITurretRecenter=Recenter Turret (Hold)
ui_CITurretSpeedLimiterToggle=Turret - Speed Limiter - On/Off (Hold/Toggle)
ui_CITurretSpeedLimiterToggleDesc=Toggles the limiter for the rotational turret speed
ui_CIUI2DCursor=2D UI Cursor Toggle
ui_CIUIChatCycleLobb=Cycle Lobby
ui_CIUIChatCycleLobbyDesc=Press to cycle through subscribed lobbies in chat
ui_CIUIChatFocus=Chat Window Focus
ui_CIUIChatToggle=Chat Window (Toggle)
ui_CIUIContactsToggle=CommLink App (Toggle)
ui_CIUIInviteAccept=Accept Invite
ui_CIUIInviteBlock=Block Invite
ui_CIUIInviteReject=Reject Invite
ui_CIUnlockMissile=Release all missile locks (Tap)
ui_CIUnlockMissileDesc=Releases all all active missile locks
ui_CIUnlockView=Freelook (Hold)
ui_CIUnlockViewHold=Freelook (Hold)
ui_CIVehicleBrake=Brake
ui_CIVehicleDriveAxis=Drive Forward / Backward
ui_CIVehicleDriveAxisTurn=Turn Left / Right
ui_CIVehicleDriveBackward=Drive Backward
ui_CIVehicleDriveForward=Drive Forward
ui_CIVehicleDriveLeft=Turn Left
ui_CIVehicleDriveRight=Turn Right
ui_CIVehicleHorn=Horn
ui_CIVehiclePrimaryFire=Primary Fire
ui_CIVehicleSecondaryFire=Secondary Fire
ui_CIViewSelf=FOIP Selfie Cam
ui_CIViewSelfDesc=FOIP Selfie Cam
ui_CIYaw=Yaw
ui_CIYawAim=Aim left / right
ui_CIYawLeft=Yaw left
ui_CIYawRight=Yaw right
ui_CIYawRollSwap=Swap Yaw / Roll (Toggle)
ui_CIYawView=Look left / right
ui_CIZoomIn=Zoom in (3rd person view)
ui_CIZoomOut=Zoom out (3rd person view)
ui_CI_Countermeasures_Decoy_Decrement=Decoy - Decrease Burst Size (tap)
ui_CI_Countermeasures_Decoy_DecrementDesc=Decreases the burst size by one.
ui_CI_Countermeasures_Decoy_Increment=Decoy - Increase Burst Size (tap)
ui_CI_Countermeasures_Decoy_IncrementDesc=Increases the burst size by one.
ui_CI_Countermeasures_Decoy_Launch_Panic=Decoy - Panic Launch (tap)
ui_CI_Countermeasures_Decoy_Launch_PanicDesc=Launches a large percentage of the countermeasure magazine.
ui_CI_Countermeasures_Launch_All=Launch All Countermeasures
ui_CI_Countermeasures_Launch_AllDesc=Launches all available countermeasures.
ui_CI_Countermeasures_Launch_Decoy=Decoy - Launch Burst (tap), Set and Launch Burst (hold)
ui_CI_Countermeasures_Launch_DecoyDesc=Launches a decoy countermeasure.
ui_CI_Countermeasures_Launch_Noise=Noise - Deploy (Tap)
ui_CI_Countermeasures_Launch_NoiseDesc=Deploys a noise countermeasure.
ui_CI_TurretChangeMovementType=Change Preferred Movement Type
ui_CI_TurretChangeMovementTypeDesc=Change the preferred movement type.
ui_CI_TurretChangeWeaponFireMode=Cycle fire mode (staggered / combined)
ui_CI_TurretInstantZoom=Turret Instant Zoom
ui_CI_TurretLimiterAbsolute=Turret - Speed Limiter (abs)
ui_CI_TurretLimiterRelative=Turret - Speed Limiter (rel)
ui_CI_TurretLimiterRelativeDecrease=Turret - Speed Limiter - Decrease (rel)
ui_CI_TurretLimiterRelativeDecreaseDesc=Decreases the speed of the turret.
ui_CI_TurretLimiterRelativeDesc=Changes the setting for the velocity limiter for a relative axis (e.g. mouse wheels)
ui_CI_TurretLimiterRelativeIncrease=Turret - Speed Limiter - Increase (rel)
ui_CI_TurretLimiterRelativeIncreaseDesc=Increases the speed of the turret.
ui_CI_TurretRemoteExit=Exit Remote Turret
ui_CI_TurretToggleESPDesc=Enables / Disables Turret E.S.P.
ui_CI_TurrretToggleESP=Turret E.S.P. Toggle On / Off
ui_CI_VWeaponChangeWeaponFireMode=Cycle Fire Mode (Staggered / Combined)
ui_CI_VWeaponChangeWeaponFireModeDesc=Cycle through staggered and combined fire modes.
ui_CI_hud_vjoy_cycle=VJoy - Show / Hide (Toggle)
ui_CI_hud_vjoy_cycleDesc=Shows and hides the VJoy indication
ui_CLOpticalTracking=VOIP, FOIP and Head Tracking
ui_CMBlank=Clear All Device Bindings
ui_CMBlankDesc=Unbinds all controls and activation modes for each selected device
ui_CMGamePadAdvanced=Rheolydd Cymhleth
ui_CMGamePadBasic=Gamepad Basic
ui_CMGamePadBasic2=Gamepad Basic 2
ui_CMGamePadLegacy=Gamepad Legacy
ui_CMJoystickLogitechG940=Logitech G940
ui_CMJoystickSaitekX52=Saitek X52
ui_CMJoystickSaitekX52Pro=Saitek X52 Pro
ui_CMJoystickSaitekX55=Saitek X55
ui_CMJoystickSaitekX56=Saitek X56
ui_CMJoystickTMWarthog=Thrustmaster Warthog
ui_CMJoystickXRoll=Joystick - Roll & Yaw Swap
ui_CMKeyboardAdvanced=Keyboard Advanced
ui_CMKeyboardBasic=Keyboard Basic
ui_CMKeyboardLegacy=Keyboard Legacy
ui_CMKeyboardModSwap=Keyboard Ctrl Modifier
ui_CMThrustmasterT16000MDesc=Thrustmaster T16000M
ui_CMThrustmasterT16000MName=Thrustmaster T16000M
ui_COAccelRange=Acceleration Limiter (Abs.)
ui_COAimMode=Aim Mode
ui_COAimModePitch=Aim Mode (Pitch)
ui_COAimModeYaw=Aim Mode (Yaw)
ui_COAnyVehicle=Any Vehicle
ui_CODynamicZoom=Dynamic Zoom (rel.)
ui_CODynamicZoomAbs=Dynamic Zoom (abs)
ui_COFPS=On Foot
ui_COFPSMove=FPS Movement
ui_COFPSMoveForwardBackward=FPS Movement (Forward/Backward)
ui_COFPSMoveLeftRight=FPS Movement (Left/Right)
ui_COFPSView=On Foot View
ui_COFPSViewPitch=On Foot (Pitch)
ui_COFPSViewYaw=On Foot (Yaw)
ui_COFlight=Flight 
ui_COFlightAim=Flight Aim
ui_COFlightAimPitch=Flight Aim (Pitch)
ui_COFlightAimYaw=Flight Aim (Yaw)
ui_COFlightMove=Flight Movement
ui_COFlightPitch=Flight (Pitch)
ui_COFlightRoll=Flight (Roll)
ui_COFlightRotation=Flight Rotation
ui_COFlightStrafe=Flight Strafe
ui_COFlightThrottle=Flight Throttle
ui_COFlightThrottleRel=Flight Throttle Up / Down (Rel.)
ui_COFlightViewX=Flight View (Yaw)
ui_COFlightViewY=Flight View (Pitch)
ui_COFlightYaw=Flight (Yaw)
ui_COFreeLook=Free Look Mode
ui_COGroundVehicleMove=Ground Vehicle Move Forward / Backwards
ui_COGroundVehicleMoveBackward,P=Ground Vehicle Move Backwards
ui_COGroundVehicleMoveForward,P=Ground Vehicle Move Forward
ui_COGroundVehicleViewX=Ground Vehicle View (Yaw)
ui_COGroundVehicleViewY=Ground Vehicle View (Pitch)
ui_COInversionSettings=Inversion Settings
ui_COInvert=Invert
ui_COInvertPitch=Invert Pitch
ui_COInvertRoll=Invert Roll
ui_COInvertYaw=Invert Yaw
ui_COLeftRight=Look Left/Right
ui_COMannedGroundVehicle=Ground Vehicle
ui_COMasterSensitivity=Master Sensitivity
ui_COMasterSensitivityCurvesJoystick=Joystick Sensitivity Curves
ui_COMasterSensitivityCurvesMouse=Mouse Sensitivity Curves
ui_COMasterSensitivityCurvesThumb=Thumbstick Sensitivity Curves
ui_COMining=Mining
ui_COMiningThrottle=Mining Throttle
ui_COPitch=Pitch
ui_CORelativeMode=Relative Mode
ui_CORelativeModePitch=Relative Mode (Pitch)
ui_CORelativeModeRoll=Relative Mode (Roll)
ui_CORelativeModeYaw=Relative Mode (Yaw)
ui_CORoll=Roll
ui_COSensitivityAll=Sensitivity All
ui_COSpeedRange=Speed Range (Abs.)
ui_COStrafeBackward=Flight Strafe Backward
ui_COStrafeForward=Flight Strafe Forward
ui_COStrafeForwardBackward=Flight Strafe (Forward/Backward)
ui_COStrafeLeftRight=Flight Strafe (Left/Right)
ui_COStrafeUpDown=Flight Strafe (Up/Down)
ui_COThrottleSensitivity=Throttle
ui_COTurret=Turrets
ui_COTurretAim=Turret
ui_COTurretAimPitch=Turret Aim Pitch
ui_COTurretAimYaw=Turret Aim Yaw
ui_COTurretRelativeMode=Turret Relative Mode
ui_COUpDown=Look Up/Down
ui_COVJFixedMode=Virtual Joystick Mode (Gimbal Lock)
ui_COVJFixedModePitch=Virtual Joystick Mode (Gimbal Lock / Pitch)
ui_COVJFixedModeRoll=Virtual Joystick Mode (Gimbal Lock / Roll)
ui_COVJFixedModeYaw=Virtual Joystick Mode (Gimbal Lock / Yaw)
ui_COVJMode=Virtual Joystick Mode
ui_COVJModePitch=Virtual Joystick Mode (Pitch)
ui_COVJModeRoll=Virtual Joystick Mode (Roll)
ui_COVJModeYaw=Virtual Joystick Mode (Yaw)
ui_COViewSensitivity=View
ui_COYaw=Yaw
ui_CO_TurretLimiterAbsolute=Turret - Speed Limiter (abs)
ui_CO_TurretLimiterRelative=Turret - Speed Limiter (rel)
ui_CO_TurretRelativeModePitch=Turret Relative Mode Pitch
ui_CO_TurretRelativeModeYaw=Turret Relative Mode Yaw
ui_CO_Turret_VJMode=Turret - VJoy Mode
ui_CO_Turret_VJoyModePitch=Turret - VJoy - Pitch
ui_CO_Turret_VJoyModeYaw=Turret - VJoy - Yaw
ui_Cancel=Cancel
ui_CancelMission=Cancel Beacon
ui_Cancel_all_caps=CANCEL
ui_Capacity=Capacity
ui_Captures=CAPTURES
ui_Cargo_JettisonCargo=Jettison Cargo
ui_Category_All=All Categories
ui_ChangePending=Change Pending
ui_ChangesApplied=Changes Applied
ui_ChangesSavedToLoadout=Changes Saved to Loadout
ui_Chat=Chat
ui_ChatHelper=Press ENTER to chat
ui_CivilianLoadouts=Civilian Loadouts
ui_ClIFCSShift=IFCS Mode Shift
ui_ClassSelection=Class Selection
ui_Close=Close
ui_Commodities=Commodities
ui_CompleteMission=Submit
ui_Confirm=Confirm
ui_Confirmation=Confirmation
ui_ConflictDetected=Confirm Transfer Conflict
ui_ConflictDetected_Body=This transfer includes items currently equipped to other vehicles.\nTransferring will unequip those items from their currently location and potentially render that vehicle inoperable.\n\nPlease confirm that you understand the risks of this transfer.
ui_ContactList=Friend List
ui_ControllerSettings=Key Bindings
ui_ControllerSettingsTT=View Key Bindings
ui_ControllerType=Controller
ui_ControllerTypeTT=Bindings for this Controller
ui_CurrentlyEquipped=Currently Equipped
ui_CurveCustomData=Custom
ui_CurveEditingPopUpDescription=To add a key point double click on the curve, to delete a key point select it and press delete.
ui_CurveEditingPopUpTitle=Editing
ui_Customize=Customize
ui_Days=%id
ui_DaysHoursMinutes=%id %ih %im
ui_DaysHoursMinutesSeconds=%id %ih %im %is
ui_DeadzoneJoystickRotx=Deadzone Joystick X Rotation
ui_DeadzoneJoystickRoty=Deadzone Joystick Y Rotation
ui_DeadzoneJoystickRotz=Deadzone Joystick Z Rotation
ui_DeadzoneJoystickSlider1=Deadzone Joystick Slider 1
ui_DeadzoneJoystickSlider2=Deadzone Joystick Slider 2
ui_DeadzoneJoystickX=Deadzone Joystick X Axis
ui_DeadzoneJoystickY=Deadzone Joystick Y Axis
ui_DeadzoneJoystickZ=Deadzone Joystick Z Axis
ui_DeadzoneXIThumbl=Deadzone Gamepad Thumb Left
ui_DeadzoneXIThumbr=Deadzone Gamepad Thumb Right
ui_Deaths=DEATHS
ui_Defense=Defense
ui_DoubleTapInput=(Double Tap)
ui_EditCurve=Edit Curve
ui_Efficiency=Efficiency
ui_Emotes_PITWheelCategory=Emotes - PIT Category
ui_Empty=Empty
ui_EmptyInventoryMessage=Inventory Is Empty 
ui_EmptyPort=Empty Port
ui_English=English
ui_EquipLoadout=Equip Loadout
ui_Equipment=Equipment
ui_Equipped=Equipped
ui_Exit=Exit
ui_ExitGame=Do you want to exit the game?
ui_ExitGameTitle=Exit
ui_ExitGame_Hostility,P=Your avatar will remain in game for a time after you exit the game.\nIt is recommended you find somewhere safe to log out.\nDo you still Wish to exit game
ui_ExitMenu_Hostility=Warning, you are in combat. If you exit now, your avatar will remain in game for a time.\n\nTo avoid this, wait until you are no longer in active combat.
ui_ExitToHanger=Return to the Hangar
ui_ExitToHangerQ=Return to the Hangar?
ui_ExitToMain=Exit to Main
ui_Exit_0,P=Exit
ui_Export=Export
ui_ExportControlProfilePopUpDescription=
ui_ExportControlProfilePopUpOverwrite=These settings already exist and will be overwritten if you press Save.
ui_ExportControlProfilePopUpTitle=Save Control Settings
ui_Favorite=Favorite
ui_FieldLoadouts=Field Loadouts
ui_Filtering=Filtering
ui_FindMatch=Find Match
ui_FlightMode_QuickSelectRadialMenu=Flight Mode Select Radial Menu
ui_FlightSystems_PITWheelCategory=Flight Systems - PIT Category
ui_Free=Free
ui_Friends=Friends
ui_Fullscreen=Fullscreen
ui_FullscreenTT=Toggle Fullscreen Mode
ui_G940=Logitech G940 HOTAS
ui_Game=Star Citizen
ui_GameMode=GAME MODE:
ui_GameModeSelectionScreenName=GAME MODE SELECTION
ui_GamePad=GamePad
ui_GamePadSensitivity=GamePad Sensitvity
ui_GameSettings=Game Settings
ui_GameSettingsTT=Change Game Settings
ui_GameTitle_ArenaCommander=Arena Commander
ui_GameTitle_StarMarine=Star Marine
ui_General=General
ui_German=Deutsch
ui_GoBack=Go Back
ui_Grade=Grade
ui_GraphicSettings=Graphics Settings
ui_GraphicSettingsTT=Change Graphics Settings
ui_GraphicSettingsTitle=Graphics Settings
ui_GraphicsHigh=High
ui_GraphicsLow=Low
ui_GraphicsMedium=Medium
ui_GraphicsRestartMessage=Change to graphics quality requires restarting for full effect.
ui_GraphicsRestartTitle=Restart Required
ui_GraphicsVeryHigh=Very High
ui_Grenade_QuickSelectRadialMenu=Throwable Select Radial Menu
ui_Header_PrivateCustomMatch=PRIVATE CUSTOM MATCH
ui_Header_TeamSetup=TEAM SETUP (OPTIONAL)
ui_Helmet=Helmet
ui_History=History
ui_Hold_KEY_ToRespawn=Hold [~action(default|respawn)] to respawn
ui_Hotas=Hotas
ui_HotasX55=Saitek X55 HOTAS
ui_HotasX55Warthog=Thrustmaster Warthog HOTAS
ui_Hours=%ih
ui_HoursMinutesSeconds=%ih %im %is
ui_Import=Import
ui_ImportControlProfileDropDownTitle=CONTROL PROFILES
ui_ImportControlProfilePopUpDescription=
ui_ImportControlProfilePopUpListImportHeader=Device Profiles
ui_ImportControlProfilePopUpListTargetHeader=Select Device to Load To
ui_ImportControlProfilePopUpTitle=Load Control Settings
ui_ImportProfileWarning=Warning: Importing changes will overwrite your existing profile.
ui_InUse=In Use
ui_InventoryCannotAcceptItemFromPlayers=Item Not Accepted
ui_InventoryFull=Inventory Is Full
ui_InventoryNotEnoughSpace=Not Enough Space To Store Item 
ui_Inventory_ContainerStatus_NotEnoughSpace=Not Enough Available SCU
ui_Inventory_ContainerStatus_TooSmall=Too Large For Container
ui_Inventory_ContainerType_Armor_Backpack=Backpack
ui_Inventory_ContainerType_Armor_Legs=Leg Armor
ui_Inventory_ContainerType_Armor_Torso=Core Armor
ui_Inventory_ContainerType_Clothing_Legs=Hip Pockets
ui_Inventory_ContainerType_Clothing_Torso0=Shirt Pockets
ui_Inventory_ContainerType_Clothing_Torso1=Jacket Pockets
ui_Inventory_ContainerType_Drawer=Storage Drawer
ui_Inventory_ContainerType_DrawerClothing=Clothing Drawer
ui_Inventory_ContainerType_External=External
ui_Inventory_ContainerType_LootableContainer=Container
ui_Inventory_ContainerType_StorageLocker=Storage Locker
ui_InvertController=Invert Controller
ui_InvertControllerTT=Invert Controller Vertical Axis
ui_InvertFlightController=Invert Flight Controller
ui_InvertFlightControllerTT=Invert Flight Controller Vertical Axis
ui_InvertFlightMouse=Invert Flight Mouse
ui_InvertFlightMouseTT=Invert Flight Mouse Vertical Axis
ui_InvertMouse=Invert Mouse
ui_InvertMouseTT=Invert Mouse Vertical Axis
ui_InvitePartyToInstance=Invite Party to Instance
ui_ItemActions_PITWheelCategory=Item Actions - PIT Category
ui_ItemAttributes=Item Attributes
ui_ItemName=Item Name
ui_ItemTypes=Item Types
ui_ItemsAvailable=Available
ui_ItemsPendingTransfer=Items Pending Transfer
ui_Japanese=日本
ui_JoinFriendsError_ServerFull=Server Full
ui_JoinParty=Join Party
ui_JoinTheseFriends=Join these friends
ui_JoyStick=JoyStick
ui_JoyStickHotas=Joystick / HOTAS
ui_KeyBindingConfirmPopUpTitle=The input %S is already used by the following. Are you sure you want to proceed?
ui_KeyBoard=Keyboard
ui_KeyboardMouse=Keyboard / Mouse
ui_Kills=KILLS
ui_Korean=한국어
ui_Laps=Laps
ui_LaunchMatch=Launch Game
ui_Leaderboards=LEADERBOARDS
ui_Leave=Leave
ui_Load=Load
ui_Loading=Loading
ui_LoadingLocations=Loading Locations
ui_LoadingScreen_Desc_BrokenMoon=Taranis was discovered in 2478 by the famed UNE survey ship Mythic Horizon. Home to a Type-A Main Sequence star and four planets, the system only had a single high-risk candidate for terraforming in its initial scouting report. Shortly after discovery, the system was the site of a tragedy: one of Mythic Horizons survey boats was lost with all hands in a meteor strike.\n\nAlthough the system is sparsely inhabited, intrepid miners have been known to seek their fortune among the asteroid and lunar debris fields of the Taranis system. Criminal elements have also taken to the fields as refuge or to launch attacks.
ui_LoadingScreen_Desc_Demien=Set up shortly after the UEE claimed Nexus system, Demien was one of the operations/housing/transfer stations set up for the workers attempting to terraform Nexus II. The planet was never successfully terraformed though, because the station has a much darker reputation: the site of the infamous Walzer Massacre of 2935. This incident marked the first serious clash between the UEE and the criminal element that were driven out of their system.\n\nThe incident occurred in between shifts, when members of the Horizon Crew slipped aboard the station and murdered anyone they came across. One survivor managed to make it to a comm station and alert authorities. By the time they arrived, there were only outlaws left. Local authorities were significantly outgunned and were forced to call in the Marines to retake the base. The ensuing battle lasted for six hours as Marines and Criminals fought over every centimeter of territory.
ui_LoadingScreen_Desc_DyingStar=Modeled after the Pyro system, this lawless frontier system features a dim red dwarf known as a "flare star" at its core. Six burned-out planets remain, none of which are capable of supporting life due to the violent changes in Pyro's stellar luminosity. Between super-flare events capable of melting ice on the daytime side of Pyro IV, huge sunspots cover a large portion of Pyro's star, greatly reducing its brightness. 
ui_LoadingScreen_Desc_Echo11=A former extraction facility built into the asteroid that it was burrowing into. Echo11 was built by the Hathor Group and abandoned just like they abandoned the system. Since then, its become a den for squatters and outlaws.\n\nRecently, its been used for some of the more aggressive outlaw packs to stage surgical strikes on UEE forces. The base has been launched into the public consciousness after a series of high-risk Advocacy raids attempted to take out members of Argul Dawn who had been preying on supply ships for weeks.
ui_LoadingScreen_Desc_NewHorizon=Built on the planet Green in Ellis system, New Horizon is home to the Empire's most expensive hotels and extravagant casinos and has just recently been cleared to host both Classic and Blitz races\n\nSituated in the lower atmosphere of Green in the Ellis system, New Horizon raceway features some of the most beloved tracks in Murray Cup history. From the classic Old Vanderval route through the Defford Link, racers of all levels flock to the system to hone their skills for a shot at glory in the Murray Cup.
ui_LoadingScreen_Desc_PU=Located in the Stanton system, the space around the planet Crusader has become a bustling hub of transports and tourism. Managed by Crusader Industries, visitors are invited to visit the lunar beauty of the three moons; Cellin, Yela and Daymar, or enjoy a relaxing vista aboard Port Olisar.\n\nTravelers are advised to keep a close eye on their scanners as criminal activity has unfortunately been on the rise for the past year.\n 
ui_LoadingScreen_Pyro_SolarFlare_Desc=Pyros variable type-K main sequence star is infamous for its unpredictable solar flares that create hazardous travel conditions across the system. Be on the lookout for warnings of solar anomalies so that you can seek shelter before a mass coronal ejection causes damage to your vehicle or yourself.
ui_LoadingScreen_Pyro_SolarFlare_Name=Solar Anomalies
ui_LoadingShip=Loading Ship
ui_LoadoutCustomization=LOADOUT CUSTOMIZATION
ui_LoadoutSelection=Loadout Selection
ui_Location=Location
ui_LockedGameModeTooltip=Only lobby leader can edit.
ui_LookAhead_ReticleOffset=Look Ahead Reticle Offset
ui_LookAhead_Sensitivity=Look Ahead Sensitivity
ui_LookAhead_aimdecay=Look Ahead Aim Decay
ui_MFD_View_Communications=Communications
ui_MFD_View_Configuration=Configuration
ui_MFD_View_Diagnostics=Diagnostics
ui_MFD_View_IFCS=IFCS
ui_MFD_View_Invalid=Unknown MFD View
ui_MFD_View_None=None
ui_MFD_View_Off,P=MFD Turned Off
ui_MFD_View_ResourceNetwork,P=Power Management
ui_MFD_View_Scanning=Scanning
ui_MFD_View_SelfStatus=Self Status
ui_MFD_View_TargetStatus=Target Status
ui_MFD_symbol_separator=-
ui_Map=Map
ui_MapSelectionScreenName=MAP SELECTION
ui_Marines=Marines
ui_Menu=Menu
ui_MiningModeActions_PITWheelCategory=Mining Mode Actions - PIT Category
ui_Mining_Consumable_Brandt=Brandt Module (~AttachableModifierMethod(charges))
ui_Mining_Consumable_Brandt_Desc=Mining Module (Active):\nReduces Instability by 75% but reduces Charge Rates by 25%, making it temporarily easier but slower to mine a Deposit.\nDuration: 90s\nUses: 5
ui_Mining_Consumable_Forel=Forel Module (~AttachableModifierMethod(charges))
ui_Mining_Consumable_Forel_Desc=Mining Module (Active):\nFluctuates the Mining Laser into a tremor that reduces the Resistance of the deposit by 20% but increases Instability by 10% and Shatter Damage by 50%.\nDuration: 90s\nUses: 5
ui_Mining_Consumable_Lifeline=Lifeline Module (~AttachableModifierMethod(charges))
ui_Mining_Consumable_Lifeline_Desc=Mining Module (Active):\nStabilizes the Deposit, reducing the Charge Rates of the deposit by 90% as well as reducing Shatter Damage by 90% if the deposit breaks. Mining laser must remain active on the deposit to maintain the effect. \nDuration: 20s\nUses: 5
ui_Mining_Consumable_Optimum=Optimum Module (~AttachableModifierMethod(charges))
ui_Mining_Consumable_Optimum_Desc=Mining Module (Active):\nIncreases the Optimal Charge Window size on the current Deposit by 75%, making it easier to mine, but increasing Instability by 10%.\nDuration: 20s\nUses: 5
ui_Mining_Consumable_Rime=Rime Module (~AttachableModifierMethod(charges))
ui_Mining_Consumable_Rime_Desc=Mining Module (Active):\nVent heat from the Deposit, reducing all Charge Levels by 50%.\nDuration: Instant\nUses: 5
ui_Mining_Consumable_Stampede=Stampede Module (~AttachableModifierMethod(charges))
ui_Mining_Consumable_Stampede_Desc=Mining Module (Active):\nFires a pulse down the length of the beam increasing the Charge Rates of the Deposit by 125% but also increasing the Instability of the Deposit by 10%.\nDuration: 60s\nUses: 5
ui_Mining_Consumable_Surge=Surge Module (~AttachableModifierMethod(charges))
ui_Mining_Consumable_Surge_Desc=Mining Module (Active):\nFires a pulse down the length of the beam at the Deposit that detonates, increasing the Total Charge Level of the Deposit by 40%, but also increases the Shatter Damage of the Deposit by 200% and the Overcharge Rate of the Deposit by 100% for 30 seconds.\nDuration: Instant (with 30s debuff)\nUses: 5
ui_Mining_Consumable_Torpid=Torpid Module (~AttachableModifierMethod(charges))
ui_Mining_Consumable_Torpid_Desc=Mining Module (Active):\nDecreases the Resistance of the Deposit by 20% but also decreases All Charge Rates of the Deposit by 20%, allowing more difficult Deposits to be mined at the expense of speed.\nDuration: 90s\nUses: 5
ui_Mining_Consumables=Mining Modules
ui_Mining_Gadget_Button_Activate=Activate
ui_Mining_Gadget_Button_Calibrate=Calibrate
ui_Mining_Gadget_Button_Deactivate=Deactivate
ui_Mining_Gadget_Button_Unlock=Detach
ui_Mining_Gadget_Health=Gadget Condition
ui_Mining_Gadget_Placement_Advisory=Ensure 60% consistent surface proximity for secure attachment
ui_Mining_Gadget_Properties=Device Properties:
ui_Mining_Gadget_Slider_1_Name=Propagation
ui_Mining_Gadget_Slider_2_Name=Field Range
ui_Mining_Gadget_Slider_3_Name=Axial Scatter
ui_Mining_Gadget_Status=Status:
ui_Mining_Gadget_Status_Active=Active
ui_Mining_Gadget_Status_Active_Advisory=High powered waveform - Use appropriate safety equipment - Always turn off device before detaching
ui_Mining_Gadget_Status_Active_Warning=Caution - Device Active
ui_Mining_Gadget_Status_Inactive=Inactive
ui_Mining_Gadget_Status_ReadyForCalibration=Calibrating
ui_Mining_Gadget_Status_ReadyForPlacement=Place Gadget on Mineable Deposit
ui_Mining_Gadget_WaveformMatch_Instructions=Match the Waveform of the Deposit as closely as possible using the sliders below to Calibrate the Mining Gadget
ui_Mining_Gadget_WaveformMatch_Percentage=Waveform Accuracy
ui_Mining_Gadget_Working_Fluff_Text_A=Hub Pairing Strength
ui_Mining_Gadget_Working_Fluff_Text_B=Signal Fidelity
ui_Mining_Gadget_Working_Fluff_Text_C=Extraction Band
ui_Mining_Gadget_Working_Fluff_Text_D=Optics Integrity
ui_Mining_Gadget_Working_Fluff_Text_E=Battery Charge
ui_Mining_Gadget_Working_Fluff_Text_F=Heat Sink Efficiency
ui_Mining_Gadgets=Mining Gadgets
ui_Mining_Laser_Heads=Mining Laser Heads
ui_Mining_MiningLaser=Mining Laser
ui_Mining_MiningLaser_CurrentRange=Current Range
ui_Mining_MiningLaser_DifficultyForecast_Challenging=Hard
ui_Mining_MiningLaser_DifficultyForecast_Easy=Easy
ui_Mining_MiningLaser_DifficultyForecast_Extreme=Challenging
ui_Mining_MiningLaser_DifficultyForecast_Fair=Medium
ui_Mining_MiningLaser_DifficultyForecast_Impossible=Impossible
ui_Mining_MiningLaser_DifficultyForecast_Title=Difficulty Rating
ui_Mining_MiningLaser_LaserRange=Laser Range
ui_Mining_MiningLaser_LaserRange_0m=0m
ui_Mining_MiningLaser_RangeEffectiveness=Effective Range
ui_Mining_MiningLaser_RangeEffectiveness_Adequate=Sufficient
ui_Mining_MiningLaser_RangeEffectiveness_Inadequate=Insufficient
ui_Mining_MiningLaser_RangeEffectiveness_Optimal=Optimal
ui_Mining_MiningLaser_RangeEffectiveness_OutOfRange=Out of Range
ui_Mining_ShipMiningArm=Mining Arm
ui_Mining_SubItem=Sub-Item Slot
ui_Minutes=%im
ui_MinutesSeconds=%im %is
ui_MissionManager=Contract Manager
ui_MobiGlasActions_PITWheelCategory=Mobiglas Actions - PIT Category
ui_ModularKit_DropdownMenu_Default_Placeholder=Select an option
ui_Months=%im
ui_Mouse=Mouse
ui_MouseSensitivity=Mouse Sensitivity
ui_MouseSensitivityTT=Change Mouse Sensitivity
ui_Multiplayer=MULTIPLAYER
ui_MusicVolume=Music Volume
ui_MusicVolumeTT=Change Music Volume
ui_MyTeam=My Team
ui_Name=NAME
ui_Next=Next
ui_No=No
ui_NotAvailable=N/A
ui_NotReady=Not Ready
ui_Notification_Kick_Warning=You will be kicked from the server in %i seconds due to inactivity.
ui_NumFriendsTooltip=You have %i friends on this server.
ui_OR=OR
ui_Occupies=Volume
ui_OfTotalPages=OF
ui_Offense=Offense
ui_Offers=Personal
ui_OnlyInCargoGrid=Only Available When In A Cargo Grid
ui_OpenSpace=Open Space:
ui_OpenSpaceSCU=Open Space (SCU)
ui_Other=Other
ui_Outlaws=Outlaws
ui_PISWheel_defaultItemAction_SetPrimary=Set as Primary
ui_PISWheel_defaultItemAction_SetSecondary=Set as Secondary
ui_PITWheel_SelectFavoriteSlot=Select Favorite Slot
ui_PITWheel_UnavailableInGreenZone=Unavailable while in an Armistice Zone
ui_PSCompletion_title=Pirates Defeated
ui_PSCompletion_unlock=The Pirate Caterpillar is now unlocked for you to buy in the Pledge Store, for a limited time.
ui_PartyOptions=Party Options
ui_Payment=Payment
ui_Pending=Pending
ui_PendingLoadoutChange=Pending Loadout Change
ui_PersonalInventory=Personal Inventory
ui_PersonalMonitor=Personal Monitor
ui_PersonalStorage=Personal Storage
ui_Ping=PING
ui_PlayerActions_PITWheelCategory=Player Actions - PIT Category
ui_PlayerChoiceZoomIn=Interaction Mode Zoom In
ui_PlayerChoiceZoomInDesc=Interaction Mode Zoom In
ui_PlayerChoiceZoomOut=Interaction Mode Zoom Out
ui_PlayerChoiceZoomOutDesc= Interaction Mode Zoom Out
ui_PortLockAll=Port Lock All
ui_PortLockToggleAll=Port Lock Toggle All
ui_PortName=Port Name
ui_PortUnlockAll=Port Unlock All
ui_PresetWarningPopUpDescription=Do you still wish to proceed?
ui_PresetWarningPopUpTitle=Warning
ui_Press_KEY_SkipIntro=Press [~action(default|ready)] to skip intro
ui_Press_KEY_ToOpenSpawnScreen=Press [~action(default|respawn)] for spawn screen
ui_Press_KEY_ToReclaim=Press [~action(default|respawn)] to reclaim
ui_Press_KEY_ToRespawn=Press [~action(default|respawn)] to respawn
ui_Press_Key_ToRetry=Press [~action(default|retry)] to retry
ui_Previous=Previous
ui_Primary=Primary
ui_PrimaryObjectives=Primary Objectives
ui_Private=PRIVATE
ui_PrivateMatch_Desc=Custom and private unranked matches
ui_PromptClickModify=Click to Modify
ui_PromptDoubleclickRebind=Double Click to Rebind
ui_PromptPressDoubleTap=Set Double Tap
ui_PromptPressExpand=Press to Expand
ui_PromptPressLock=Press to Lock
ui_PromptPressMinimize=Press to Minimize
ui_PromptPressModify=Press to Modify
ui_PromptPressRebind=Press to Rebind
ui_PromptPressSelect=Press to Select
ui_PromptPressUnbind=Press to Unbind
ui_PromptPressUnlock=Press to Unlock
ui_PromptPressUnselect=Press to Unselect
ui_Quality=Quality
ui_QualityTT=Graphics Quality
ui_Quit=Quit
ui_RaceTime=RACE TIME
ui_Randomize=Randomize
ui_Rank=RANK
ui_ReadOnly=Read-Only
ui_Ready=Ready
ui_Ready_To_Scan=READY TO SCAN
ui_RebindingKey=Rebinding
ui_RebindingWaintingAxisInput=Waiting for axis type input
ui_RebindingWaintingButtonInput=Waiting for button type input
ui_RebindingWaintingInput=Waiting for Input
ui_ReceivedFrom=From
ui_RefreshList=Refresh List
ui_RefreshMissions=Refresh Contracts
ui_Region=REGION:
ui_Region_ASIA=ASIA
ui_Region_AUS=AUS
ui_Region_All=ALL
ui_Region_BEST=BEST
ui_Region_EU=EU
ui_Region_USA=USA
ui_RejectMission=Reject Contract
ui_RejectOffer=Reject Offer
ui_Rematch=Rematch
ui_RemoteTurretZoomIn=Zoom In (Remote Turret)
ui_RemoteTurretZoomInDesc=Zoom In (Remote Turret)
ui_RemoteTurretZoomOut=Zoom Out (Remote Turret)
ui_RemoteTurretZoomOutDesc=Zoom Out (Remote Turret)
ui_RemoteTurretZoomOutToggle=Zoom Toggle (Remote Turret)
ui_RemoteTurretZoomOutToggleDesc=Zoom Toggle (Remote Turret)
ui_RemoteTurret_PITWheelCategory=Remote Turret - PIT Category
ui_RepLevelAny=Any Rep Level
ui_RepLevelFiveStar=Five Star Minimum
ui_RepLevelFourStar=Four Star Minimum
ui_RepLevelOneStar=One Star Minimum
ui_RepLevelThreeStar=Three Star Minimum
ui_RepLevelTwoStar=Two Star Minimum
ui_Reset=Reset
ui_ResetConfirmationPopUpDescription=Are you sure that you want to reset these settings?
ui_ResetConfirmationPopUpTitle=Warning
ui_ResetTT=Reset Changes
ui_ResetToDefaults=Reset to defaults
ui_Resolution=Resolution
ui_ResolutionTT=Change Resolution
ui_Resume=Resume
ui_ResumeTT=Resume
ui_Return_all_caps=RETURN
ui_Revert=Revert
ui_SMDescLong=Play as either a Star Marine or Outlaw in simulated FPS battles. Gear up, grab your friends, and get ready for strategic firefights set in a number of memorable arenas.
ui_SaturationJoystickRotx=Saturation Joystick X Rotation
ui_SaturationJoystickRoty=Saturation Joystick Y Rotation
ui_SaturationJoystickRotz=Saturation Joystick Z Rotation
ui_SaturationJoystickSlider1=Saturation Joystick Slider 1
ui_SaturationJoystickSlider2=Saturation Joystick Slider 2
ui_SaturationJoystickX=Saturation Joystick X Axis
ui_SaturationJoystickY=Saturation Joystick Y Axis
ui_SaturationJoystickZ=Saturation Joystick Z Axis
ui_Save=Save
ui_SaveChanges=Save Changes
ui_SaveLoadout=Save Loadout
ui_ScanChargeBar_Charging=Charging
ui_ScanChargeBar_Cooling=Cooling
ui_ScanChargeBar_Ready=Ready
ui_Scanning_Target=SCANNING TARGET
ui_Score=SCORE
ui_Secondary=Secondary
ui_SecondaryObjectives=Optional Objectives
ui_Seconds=%is
ui_SelectLanguage=
ui_SelectLoadout=Select Loadout
ui_SelectPortToModify=Select Ship Port to Modify
ui_SelectTransferLocation=Select Transfer Location
ui_Settings=Settings
ui_ShareMission=Share
ui_Ship=Ship
ui_ShipCustomization=Ship Customization
ui_ShipSelector_Info_AwaitingDelivery=Awaiting Delivery
ui_ShipSelector_Info_Checking=Checking...
ui_ShipSelector_Info_Deliverable=Deliverable
ui_ShipSelector_Info_Destroyed=Destroyed
ui_ShipSelector_Info_Impounded=Impounded
ui_ShipSelector_Info_InBay=In Bay
ui_ShipSelector_Info_InsuranceClaimed=Insurance Claimed
ui_ShipSelector_Info_MovingToStorage=Moving to Storage
ui_ShipSelector_Info_OnPad=On Pad
ui_ShipSelector_Info_Refueling=Refueling
ui_ShipSelector_Info_RepairsInProgress=Repairs In Progress
ui_ShipSelector_Info_RetrievalQueued=Retrieval Queued
ui_ShipSelector_Info_Retrieving=Retrieving
ui_ShipSelector_Info_Stored=Stored
ui_ShipSelector_Info_Tracked=Tracked
ui_ShipSelector_Info_Unknown=Unknown
ui_ShipSystems_PITWheelCategory=Ship Systems - PIT Category
ui_ShowEverything=Show Everything
ui_Singleplayer=SINGLEPLAYER
ui_Size=Size
ui_SoundSettings=Sound Settings
ui_SoundSettingsTT=Change Sound Settings
ui_SoundSettingsTitle=Sound Settings
ui_SoundVolume=Sound Volume
ui_SoundVolumeTT=Change Sound Volume
ui_StandardAtmosphereUnit=atm
ui_StoreAll=Store All Commodities
ui_StoreAllItemsOnFloor=This will store all of your commodities, from your personal inventory, in a cargo box on the floor
ui_SubmitButton=Broadcast Beacon
ui_SwitchTeam=Switch Teams
ui_Target_Scanning_Mode=TARGET SCANNING MODE
ui_Target_Tracked=TARGET TRACKED
ui_TeamSetup=Team Setup
ui_TeamTotals=TEAM TOTALS
ui_Them=Them
ui_TimeLimit=Time Limit
ui_TimeRemaining=Contract Availability
ui_ToggleControlList=ADVANCED CONTROLS CUSTOMIZATION
ui_ToggleDefaultPresetImage=DEFAULT PRESET IMAGE
ui_Track=Track
ui_TransferFailed=Transfer Failed!
ui_TransferItems=Transfer Items
ui_TransferSuccessful=Transfer Successful!
ui_TransferringFrom=Transferring From
ui_Type=Type
ui_Type_All=All Types
ui_Unaccessible=Unaccessible
ui_Unequipped=Unequipped
ui_Untrack=Untrack
ui_VSCompletion_purchase=The Vanduul Glaive is now unlocked for rent in the Electronic Access Store.
ui_VSCompletion_title=Vanduul Defeated
ui_VSCompletion_unlock=The Vanduul Glaive is now unlocked for you to buy in the Pledge Store, for a limited time.
ui_VehicleActions_PITWheelCategory=Vehicle Actions - PIT Category
ui_VideoVolume=Video Volume
ui_VideoVolumeTT=Change Video Volume
ui_ViewCurve=Cancel and edit curve
ui_WarningChildState=One or more child options will be override, do you want to propagate the parent value?
ui_WarningCurvePopUpComponentTitle=Warning
ui_WarningDeleteCurve=Your modification will delete your custom curve and set an exponent value (used to generate a new curve). Do you want to continue?
ui_WarningDeleteCurveChild=Your modification will delete your custom curve and set an exponent value (used to generate a new curve). One or several child options might be changed in the process. Do you want to continue?
ui_WarningDeleteExponent=Your modification will delete the exponent and set a new curve. Do you want to continue?
ui_WarningDeleteExponentChild=Your modification will delete the exponent and set a new curve. One or several child option might be changed in the process. Do you want to continue?
ui_WeaponSelection_PITWheelCategory=Weapon Selection - PIT Category
ui_WeaponSystems_PITWheelCategory=Weapon Systems - PIT Category
ui_Weapon_QuickSelectRadialMenu=Weapon Select Radial Menu
ui_Weeks=%iw
ui_WillReplace=Will Replace
ui_Years=%iy
ui_Yes=Yes
ui_You=You
ui_ac_ArenaCommanderLobby_ShipSlotsText=SHIP SLOTS
ui_ac_ElectronicAccessLobby_AddNewContact=Add New Contact
ui_ac_ElectronicAccessLobby_ContactListText=Contact List
ui_ac_MissingBadgeTooltip=You do not have the required badge to access this screen
ui_ac_ShipDetailsPermissionChangeWarning_ScreenDesc=Applying this change will cause players to be kicked from your ship. Do you still wish to proceed?
ui_ac_ShipDetails_EmptySeatPlayerName=EMPTY SEAT
ui_ac_ShipDetails_GuestJoin=Enter Seat
ui_ac_ShipDetails_GuestLeave=Leave Ship
ui_ac_ShipDetails_GuestLocked=Locked
ui_ac_ShipDetails_GuestOccupied=Occupied
ui_ac_ShipDetails_Gunner=Gunner
ui_ac_ShipDetails_OwnerAIOccupied=AI Occupied
ui_ac_ShipDetails_OwnerLocked=Locked
ui_ac_ShipDetails_OwnerOpenToAll=Open to All
ui_ac_ShipDetails_OwnerOpenToLobby=Open to Lobby
ui_ac_ShipDetails_OwnerOpenToParty=Open to Party
ui_ac_ShipDetails_Pilot=Pilot
ui_ac_ShipDetails_ScreenDescGuest=This screen shows the current seat assignments for the selected ship and if slots are available to join.
ui_ac_ShipDetails_ScreenDescOwner=Use this screen to see what seats are occupied on your ship and whether you would like to make these seats available to players or NPC crewmembers.
ui_ac_ShipDetails_ScreenName=SHIP DETAILS
ui_ac_ShipDetails_ShipChangeButtonText=CHANGE SHIP
ui_ac_SingleSeaterShipChangeNotice_ScreenDesc=The ship owner has selected a single seat vehicle and can no longer be joined.
ui_ac_TeamA=Team 1
ui_ac_TeamB=Team 2
ui_ac_lobby_ChangeShip=Change Ship
ui_ac_lobby_SelectedShip=Selected Ship
ui_ac_lobby_ShipSelectionButtonText=Select Ship
ui_aiming=Aiming and Weapons
ui_applyChanges=Apply Changes?
ui_bodydrag=Drag Body
ui_bodydragDrop=Drop Body
ui_buyIn=Fee:
ui_calibration_warning=Warning!\nAlign To Target
ui_cg_docking=Flight - Docking
ui_cg_quantum_travel=Flight - Quantum Travel
ui_chemsymbol_Ammonia=NH<font size="%d">3</font>
ui_chemsymbol_Argon=Ar
ui_chemsymbol_CarbonDioxide=CO<font size="%d">2</font>
ui_chemsymbol_CarbonMonoxide=CO
ui_chemsymbol_FineParticulateMatter=PM<font size="%d">2.5</font>
ui_chemsymbol_Helium=He
ui_chemsymbol_Hydrogen=H
ui_chemsymbol_HydrogenCyanide=HCN
ui_chemsymbol_HydrogenDioxide=H<font size="%d">2</font>O
ui_chemsymbol_Methane=CH<font size="%d">4</font>
ui_chemsymbol_Methanol=CH<font size="%d">3</font>OH
ui_chemsymbol_Nitrogen=N
ui_chemsymbol_Oxygen=O<font size="%d">2</font>
ui_chemsymbol_Sarin=GB
ui_chemsymbol_SodiumChloride=NaCl
ui_chemsymbol_SulphurDioxide=SO<font size="%d">2</font>
ui_chemsymbol_SulphurMonoxide=SO
ui_ci_TurretToggleEsp_disable=Disable Turret E.S.P.
ui_ci_TurretToggleesp_enable=Enable Turret E.S.P.
ui_ci_mgv_v_pitch_hotas=Pitch Up / Down (Axis / HOTAS)
ui_ci_mgv_v_pitch_hotas_desc=Pitch Up / Down (HOTAS)
ui_ci_mgv_v_pitch_mouse=Pitch Up / Down (Mouse)
ui_ci_mgv_v_pitch_mouse_desc=Pitch Up / Down (Mouse)
ui_ci_mgv_v_yaw_hotas=Yaw Left / Right (Axis / HOTAS)
ui_ci_mgv_v_yaw_hotas_desc=Yaw Left / Right (HOTAS)
ui_ci_mgv_v_yaw_mouse=Yaw Left / Right (Mouse)
ui_ci_mgv_v_yaw_mouse_desc=Yaw Left / Right (Mouse)
ui_ci_transform_cycle=Cycle Configuration
ui_ci_transform_cycle_desc=Cycle between the vehicle's expanded and retracted configurations.
ui_ci_transform_deploy=Expand Configuration
ui_ci_transform_deploy_desc=Expands the vehicle's configuration.
ui_ci_transform_retract=Retract Configuration
ui_ci_transform_retract_desc=Retracts the vehicle's configuration.
ui_ci_turret_change_position=Change Turret Position
ui_ci_v_exit=Leave Vehicle Seat (Hold)
ui_ci_v_exit_desc=Leave the currently used vehicle seat.
ui_ci_v_ifcs_speed_limiter_reset_scm=Speed Limiter - Reset to SCM
ui_ci_v_ifcs_speed_limiter_reset_scm_desc=Resets Speed Limiter to full SCM.
ui_ci_v_weapon_manual_gimbal_cycle_source=Manual Gimbal Mode - Swap VJoy / Look Direction (Toggle, Hold)
ui_ci_v_weapon_manual_gimbal_cycle_source_desc=This will cause the aim reticle to either follow the VJoy indication on the HUD or your look direction.
ui_ci_v_weapon_manual_gimbal_lock_vector=Manual Gimbal Mode - Lock Aim Vector
ui_ci_v_weapon_manual_gimbal_lock_vector_desc=Locks the aim vector in manual gimbal mode.
ui_co_dynamic_zoom_abs=Dynamic Zoom (abs)
ui_co_dynamic_zoom_rel=Dynamic Zoom (rel)
ui_co_eva=FPS EVA
ui_co_eva_move_strafe_lateral=Strafe Left / Right
ui_co_eva_move_strafe_longitudinal=Strafe Forward / Backward
ui_co_eva_move_strafe_vertical=Strafe Up / Down
ui_co_eva_roll=Roll Left / Right
ui_co_flight_move_accel_range_abs=Acceleration Limiter (abs)
ui_co_flight_move_accel_range_rel=Acceleration Limiter (rel)
ui_co_flight_move_space_brake=Space Brake
ui_co_flight_move_speed_range_abs=Velocity Limiter (abs)
ui_co_flight_move_speed_range_rel=Velocity Limiter (rel)
ui_combatPayoutLabel=aUEC Payment
ui_controlhint_ADS_exit=Aim (exit)
ui_controlhint_PIT_actionRebind_cancel=Cancel
ui_controlhint_PIT_close=Close
ui_controlhint_PIT_contextual_menu=Context. Menu
ui_controlhint_PIT_navigate=Select / Navigate
ui_controlhint_PIT_navigate_back=Back / Exit
ui_controlhint_PIT_pages=Page Navigation
ui_controlhint_ads=Aim
ui_controlhint_ads_medgun=Settings (Aim)
ui_controlhint_auto_zero=Auto Zero
ui_controlhint_block=Block
ui_controlhint_boats_movement=Move
ui_controlhint_boats_power_toggle=Power (Toggle)
ui_controlhint_boats_standingDriver_exit=Exit
ui_controlhint_boats_steer=Steer
ui_controlhint_bodydrag_drop=Drop Body
ui_controlhint_call_accept=Accept Call
ui_controlhint_call_decline=Decline Call
ui_controlhint_cancel_place=Cancel Place
ui_controlhint_cancel_throw=Cancel Throw
ui_controlhint_chat_get_help=Chat
ui_controlhint_consumable=Consumable Quick Select
ui_controlhint_crouch=Crouch
ui_controlhint_crouch_toggle=Crouch (Toggle)
ui_controlhint_customize_multiTool_empty=Tool Attach.
ui_controlhint_defaultItemAction_secondaryActionViaPrompt=Interact (Secondary)
ui_controlhint_dodge=Dodge
ui_controlhint_down=Down
ui_controlhint_eva=EVA
ui_controlhint_eva_attach_to_grip=Grip
ui_controlhint_eva_attach_to_surface=Attach (Surface)
ui_controlhint_eva_roll=Roll
ui_controlhint_eva_thrust_horizontal=Thrust (Lateral)
ui_controlhint_eva_thrust_stop=Stop
ui_controlhint_eva_thrust_vertical=Thrust (Vertical)
ui_controlhint_exit=Exit
ui_controlhint_fire=Fire
ui_controlhint_fire_chargebeam=Fire (Charge)
ui_controlhint_fire_cuttingbeam=Fire
ui_controlhint_fire_drainbeam=Fire (Drain)
ui_controlhint_fire_healbeam=Fire (Heal)
ui_controlhint_fire_healbeam_self=Fire (Self)
ui_controlhint_fire_medicalbeam=Fire (Dose)
ui_controlhint_fire_medicalbeam_self=Fire (Self)
ui_controlhint_fire_miningbeam=Fire (Toggle)
ui_controlhint_fire_repairbeam=Fire (Repair)
ui_controlhint_fire_salvagebeam=Fire (Salvage)
ui_controlhint_fire_tractorbeam=Fire (Toggle)
ui_controlhint_firemode=Fire Mode
ui_controlhint_firemode_heal=Aim at Self
ui_controlhint_firemode_heal_exit=Aim Fwd.
ui_controlhint_firemode_repair=Repair Mode
ui_controlhint_firemode_salvage=Salvage Mode
ui_controlhint_fps_weapon_underbarrel_attachment=Underbarrel
ui_controlhint_freelook=Freelook (Tog.)
ui_controlhint_groundVehicle_atc_request_exit=Request Exit
ui_controlhint_groundVehicle_atc_request_garage=Hail (Request Garage)
ui_controlhint_groundVehicle_brake=Brake
ui_controlhint_groundVehicle_engine_toggle=Engine (Toggle)
ui_controlhint_groundVehicle_horn=Horn
ui_controlhint_groundVehicle_mobiGlas_commlink_garage=CommLink (Reqeust Garage)
ui_controlhint_groundVehicle_movement=Forward/Back
ui_controlhint_groundVehicle_power_toggle=Power (Toggle)
ui_controlhint_groundVehicle_seat_exit_exterior=Exit Vehicle
ui_controlhint_groundVehicle_seat_exit_interior=Exit Seat
ui_controlhint_groundVehicle_steer=Steer
ui_controlhint_hacking_minigame_ability_inject=Capture Node
ui_controlhint_hacking_minigame_ability_ping=Ping
ui_controlhint_hacking_minigame_ability_slowdown=DDos
ui_controlhint_hacking_minigame_ability_swap=Swap Node
ui_controlhint_hacking_minigame_ability_swap_rotate=Rotate Swap Node
ui_controlhint_hacking_minigame_abort=Exit Hacking
ui_controlhint_hacking_minigame_camera_control=Rotate Board
ui_controlhint_hacking_minigame_movement=Move
ui_controlhint_heal_player=Heal Player
ui_controlhint_helmetToggle_inHands_toHead=Helmet: Equip
ui_controlhint_helmetToggle_onHead_toHip=Helmet: Hip Attach
ui_controlhint_helmetToggle_onHip_toHead=Helmet: Equip
ui_controlhint_holster=Holster
ui_controlhint_holster_unarmed_combat=Lower Fists
ui_controlhint_inventory_contextual_menu,P=Context. Menu
ui_controlhint_inventory_contextual_menu_select=Select
ui_controlhint_inventory_double_click=Quick Equip
ui_controlhint_inventory_drag_to_move=Click & Drag
ui_controlhint_inventory_exit=Close Inventory
ui_controlhint_inventory_quick_move=Quick Move
ui_controlhint_jump=Jump
ui_controlhint_jump_standup=Jump (Stand)
ui_controlhint_kiosk_exit=Exit (Move)
ui_controlhint_kiosk_focus=Screen Focus
ui_controlhint_kiosk_navigate=Select / Navigate
ui_controlhint_ladder_dodge=Dodge (Lean)
ui_controlhint_ladder_exit=Let go (Fall)
ui_controlhint_ladder_jump=Jump (Push Off)
ui_controlhint_ladder_midpoint_exit=Exit (Step Off)
ui_controlhint_ladder_old_slide=Slide
ui_controlhint_ladder_slide_down=Fast Climb / Slide
ui_controlhint_ladder_sprint=Fast Climb
ui_controlhint_lean_left=Lean Left (Toggle)
ui_controlhint_lean_right=Lean Right (Toggle)
ui_controlhint_look_pis=Interact / Look
ui_controlhint_lootui_toggle_view=Toggle Items/Attire
ui_controlhint_lootui_toggle_weapon_attachments=Toggle Attachments
ui_controlhint_mantle_or_vault=Mantle / Vault
ui_controlhint_medgun_setDosage=Set Dose
ui_controlhint_melee=Melee
ui_controlhint_melee_heavy_attack=Stab (Heavy)
ui_controlhint_melee_light_attack=Slash (Light)
ui_controlhint_mining_power_control=Power Control
ui_controlhint_mission_accept=Accept Mission
ui_controlhint_mission_decline=Decline Mission
ui_controlhint_mobiglas_open=mobiGlas
ui_controlhint_mobiglas_open_beacon_medical=mobiGlas (Request Medic)
ui_controlhint_moboglas_inUse_chat=Comms
ui_controlhint_moboglas_inUse_exit=Exit
ui_controlhint_moboglas_inUse_map=Map
ui_controlhint_moboglas_open_map=mobiGlas (Map)
ui_controlhint_move_to_exit=Move To Exit
ui_controlhint_navigate=Navigate / Select
ui_controlhint_or=Or
ui_controlhint_pc_choice_interaction_mode=Interact
ui_controlhint_pc_choice_interaction_system=Interact Mode
ui_controlhint_pc_drink_glug=Drink
ui_controlhint_pc_drink_sip=Sip
ui_controlhint_pc_food=Eat
ui_controlhint_pc_personal_thought=PIT Menu
ui_controlhint_pc_personal_thought_holdingFoodOrDrink_wearingHelmet=PIT (helmet)
ui_controlhint_pc_qs_consumables=Consumables
ui_controlhint_pc_qs_consumables_adrenaline=Consumables (AdrenaPen)
ui_controlhint_pc_qs_consumables_heal=Consumables (MedPen)
ui_controlhint_pc_qs_consumables_oxygen,P=Consumables (OxyPen)
ui_controlhint_pc_qs_consumables_painkiller=Consumables (OpioPen)
ui_controlhint_pc_qs_consumables_radiation=Consumables (DeconPen)
ui_controlhint_pc_qs_consumables_steroids=Consumables (CorticoPen)
ui_controlhint_pc_qs_deployable=Deployables
ui_controlhint_pc_qs_throwable=Throwables
ui_controlhint_pc_qs_weapons_heal_medgun=Select Med-Gun
ui_controlhint_pc_qs_weapons_heal_multitool=Select Med-Tool
ui_controlhint_pc_qs_weapons_primary=Weapons
ui_controlhint_pc_quick_interact=Interact
ui_controlhint_pc_quick_interact_offscreen=Interact (Offscreen)
ui_controlhint_pen_medical_maskSymptoms_other=Inject Other
ui_controlhint_pen_medical_maskSymptoms_self=Mask Symptoms (Self)
ui_controlhint_pen_medical_overdoserevival_other=Inject Other
ui_controlhint_pen_medical_overdoserevival_self=Reduce B.D.L. (Self)
ui_controlhint_pen_medical_performanceEnhancing_other=Inject Other
ui_controlhint_pen_medical_performanceEnhancing_self=Buff (Self)
ui_controlhint_pen_medpen_healOther=Inject Other
ui_controlhint_pen_medpen_healSelf=Heal (Self)
ui_controlhint_pen_oxypen_other=Inject Other
ui_controlhint_pen_oxypen_self=Oxygenate (Self)
ui_controlhint_pen_sedative_other=Sedative (Inject Other)
ui_controlhint_personal_inventory=Inventory
ui_controlhint_personal_inventory_drink=Inventory (Drink)
ui_controlhint_personal_inventory_food=Inventory (Food)
ui_controlhint_personal_inventory_medpen=Inventory (MedPen)
ui_controlhint_pis_wheel=Interaction Wheel
ui_controlhint_pis_wheel_cancel=Cancel/Exit
ui_controlhint_pis_wheel_contextual_menu=Customize
ui_controlhint_pis_wheel_heldItem_defaultAction=Held Item: Interact
ui_controlhint_pis_wheel_navigate_pages=Pages
ui_controlhint_pis_wheel_release_to_select=Release to Select
ui_controlhint_pis_wheel_select=Select
ui_controlhint_pl_exit=Exit
ui_controlhint_place=Place
ui_controlhint_prime_throw_overarm=Prime & Throw
ui_controlhint_prime_throw_underarm=Underarm
ui_controlhint_primed_cancel=Cancel Grenade
ui_controlhint_prone=Prone
ui_controlhint_prone_exit=Prone (Exit)
ui_controlhint_pushable_sprint=Run
ui_controlhint_puzzle_valve_turn=Turn Valve
ui_controlhint_qswheel_cancel_exit=Cancel & Exit
ui_controlhint_qswheel_contextual=Contextual Menu
ui_controlhint_qswheel_highlight=Highlight Segment
ui_controlhint_qswheel_navigate=Navigate
ui_controlhint_qswheel_pages=Page Navigation
ui_controlhint_qswheel_select=Select
ui_controlhint_qswheel_select_release_input_navigate=Release to Navigate
ui_controlhint_qswheel_select_release_input_select=Release to Select
ui_controlhint_rangedWeapon_melee=Weapon Melee Attack
ui_controlhint_reload=Reload
ui_controlhint_respawn=Regen (Respawn)
ui_controlhint_restrain=Restrain
ui_controlhint_roll=Roll
ui_controlhint_rotate=Rotate
ui_controlhint_run=Run
ui_controlhint_scan_charged=Charged Scan
ui_controlhint_scan_quick=Scan
ui_controlhint_separatorPlaceholder=,
ui_controlhint_separatorPlaceholder_and=+
ui_controlhint_separatorPlaceholder_upto=-
ui_controlhint_ships_atc_request_docking=Request Docking
ui_controlhint_ships_atc_request_landing=Request Landing
ui_controlhint_ships_atc_request_takeoff=Request Takeoff
ui_controlhint_ships_bombs_canceltImpactPoint=Remove Bomb Target
ui_controlhint_ships_bombs_cycle_fwd=Bomb Cycle (Fwd)
ui_controlhint_ships_bombs_drop=Drop Bomb
ui_controlhint_ships_bombs_hud_range=HUD Range +/-
ui_controlhint_ships_bombs_setImpactPoint=Bomb Target (Toggle)
ui_controlhint_ships_cm_decoy_burst_increase_decrease=Decoy Burst +/-
ui_controlhint_ships_cm_decoy_launch=Decoy (CM)
ui_controlhint_ships_cm_decoy_noise_launch=Decoy/Noise (CM)
ui_controlhint_ships_cm_decoy_panic=Decoy Panic (CM)
ui_controlhint_ships_cm_noise_launch=Noise (CM)
ui_controlhint_ships_cruisecontrol_toggle=Cruise Ctrl. (Toggle)
ui_controlhint_ships_decoupled_toggle=Decoupled (Toggle)
ui_controlhint_ships_docking_auto-dock=Auto-Dock
ui_controlhint_ships_docking_camtoggle=Docking Cam. (Toggle)
ui_controlhint_ships_docking_modetoggle=Dock. Mode (Toggle)
ui_controlhint_ships_docking_undock=Undock
ui_controlhint_ships_gforce_safety_toggle=G-Force Safety (Toggle)
ui_controlhint_ships_gsafe-toggle=G-Safe (Toggle)
ui_controlhint_ships_landing_autoland=Autoland
ui_controlhint_ships_landing_mode_deploy=Landing Gear (Deploy)
ui_controlhint_ships_landing_mode_retract=Landing Gear (Retract)
ui_controlhint_ships_landing_mode_toggle=Landing Gear (Toggle)
ui_controlhint_ships_locktarget_attacker_inview=Target Attacker (In View)
ui_controlhint_ships_locktarget_cycle_attackers_fwd=Target Attacker (Cycle)
ui_controlhint_ships_locktarget_cycle_hostiles_fwd=Target Hostile (Cycle)
ui_controlhint_ships_locktarget_cycle_inview=Target (In View)
ui_controlhint_ships_locktarget_hostile_inview=Target Hostile (In View)
ui_controlhint_ships_masterMode_cycle_fwd=Master Md. (tog.)
ui_controlhint_ships_mining_change_laser_type_extract=Laser Type (Extract)
ui_controlhint_ships_mining_change_laser_type_fracture=Laser Type (Fracture)
ui_controlhint_ships_mining_consumable=Mining Module
ui_controlhint_ships_mining_fire=Fire (Toggle)
ui_controlhint_ships_mining_mode_toggle=Mining Mode (Toggle)
ui_controlhint_ships_mining_power_range=Laser Power
ui_controlhint_ships_missileMode_armedMissiles_increase=Arm More Missiles
ui_controlhint_ships_missileMode_armedMissiles_increase_decrease=Arm Missiles +/-
ui_controlhint_ships_missileMode_armedMissiles_reset=Reset Armed Count
ui_controlhint_ships_missileMode_cycle_fwd=Missile Cycle (Fwd)
ui_controlhint_ships_missileMode_launch=Launch Missile
ui_controlhint_ships_missileMode_toggle=Missile Mode (Toggle)
ui_controlhint_ships_mobiGlas_commlink_docking=CommLink (Dock Req.)
ui_controlhint_ships_mobiGlas_commlink_landing=CommLink (Land Req.)
ui_controlhint_ships_operatorMode_cycle_fwd=Operator Md. (Fwd)
ui_controlhint_ships_operatorMode_qs_wheel=Operator Md. Select
ui_controlhint_ships_pin=Pin
ui_controlhint_ships_power_toggle=Power (Toggle)
ui_controlhint_ships_precision_targeting=Precision Aim (Tog.)
ui_controlhint_ships_qtm_boost=Quantum Boost
ui_controlhint_ships_qtm_engage=QT Engage
ui_controlhint_ships_qtm_toggle=QT Mode (Toggle)
ui_controlhint_ships_rotationlock-toggle=Rotation-Lock (Toggle)
ui_controlhint_ships_rotationlock_toggle=Rotation Lock (Toggle)
ui_controlhint_ships_salvage_beam_axis_scroll,P=Beam Spacing
ui_controlhint_ships_salvage_beam_axis_toggle,P=Beam Spacing Axis
ui_controlhint_ships_salvage_beamtoggle,P=Engage Tool
ui_controlhint_ships_salvage_cyclemodifiers,P=Cycle Tool Mode
ui_controlhint_ships_salvage_focus,P=Focus Tool (L/R)
ui_controlhint_ships_salvage_focus_all,P=Focus Tool (L+R)
ui_controlhint_ships_salvage_focus_fracture,P=Focus Tool (Fracture)
ui_controlhint_ships_salvage_focus_left,P=Focus Tool (L)
ui_controlhint_ships_salvage_focus_right,P=Focus Tool (R)
ui_controlhint_ships_salvage_gimbal=Gimbal (Toggle)
ui_controlhint_ships_salvage_mode_toggle=Salvage Mode (Toggle)
ui_controlhint_ships_scm_speedlimit=Max. Speed +/-
ui_controlhint_ships_seat_eject=Eject
ui_controlhint_ships_seat_exit=Exit Seat
ui_controlhint_ships_seat_exit_ship=Exit Ship
ui_controlhint_ships_strafe_xy-plane=Move (Lateral)
ui_controlhint_ships_strafe_z=Move (Vertical)
ui_controlhint_ships_strafe_z_down=Strafe (Down)
ui_controlhint_ships_strafe_z_up=Strafe (Up)
ui_controlhint_ships_subtarget_cycle_fwd=Sub-Target (fwd)
ui_controlhint_ships_target_request_docking=Hail (Request Docking)
ui_controlhint_ships_thrusters_afterburners=Boost (Accel.)
ui_controlhint_ships_thrusters_toggle=Thrusters (Toggle)
ui_controlhint_ships_volatileCargo_jettison=Jettison Cargo
ui_controlhint_shop_exit,P=Exit
ui_controlhint_shop_rotate=Rotate
ui_controlhint_sip_drink=Sip
ui_controlhint_slide=Slide
ui_controlhint_sprint=Sprint
ui_controlhint_stabilize=Hold Breath
ui_controlhint_swap_wheel_cancel=Exit/Cancel
ui_controlhint_swap_wheel_page_navigate=Pages
ui_controlhint_swap_wheel_select=Select
ui_controlhint_takedown_lethal=Takedown (Lethal)
ui_controlhint_takedown_none_lethal=Takedown (Non-Lethal)
ui_controlhint_throw=Throw
ui_controlhint_toggleOptionOn_ADS_exit=Aim (exit)
ui_controlhint_toggleOptionOn_ADS_toggleOn=Aim (toggle)
ui_controlhint_toggleOptionOn_InteractionMode_exit=Interaction Mode (exit)
ui_controlhint_toggleOptionOn_pushable_sprint_exit=Run (toggle)
ui_controlhint_toggleOptionOn_sprint_exit=Sprint (toggle)
ui_controlhint_toggle_attachment=Toggle Attachment
ui_controlhint_tractorbeam_detach_mode=Detach Mode
ui_controlhint_tractorbeam_distance_control=Beam Length
ui_controlhint_tractorbeam_rotation_control=Rotate Target
ui_controlhint_tractorbeam_traversal_mode=Traversal Mode
ui_controlhint_turret_firemode_toggle=Fire Mode
ui_controlhint_turret_gimbalmode_cycle=Gimbal Mode (fwd)
ui_controlhint_turret_gyromode=Gyro Mode
ui_controlhint_turret_look_pis_powerOff=Interact (Power On)
ui_controlhint_turret_seat_exit_toexterior=Exit Vehicle
ui_controlhint_unarmed_block=Unarmed Block
ui_controlhint_unarmed_heavy_attack=Heavy Attack
ui_controlhint_unarmed_light_attack=Light Attack
ui_controlhint_up=Up
ui_controlhint_visor_dirty_wipe=Wipe Visor
ui_controlhint_visor_wipe=Wipe Visor
ui_controlhint_weapon=Weapon Select
ui_controlhint_weapon_block=Weapon Block
ui_controlhint_weapon_customize=Customize
ui_controlhint_weapon_customize_addHealing=Tool Attach (Heal)
ui_controlhint_weapon_quick=Weapon Quick Select
ui_controlhint_zero-g-traversal_detach=Let Go
ui_controlhint_zero-g-traversal_launch=Launch
ui_controlhint_zero-g-traversal_sprint=Skim Surface
ui_controlhint_zeroing=Sight Dist. +/-
ui_controlhint_zeroing_auto_adjust=Auto (Sight Dist.)
ui_controlsSettings=Game Settings
ui_copy=Copy
ui_cut=Cut
ui_datapad_attachment=1 Attachment
ui_datapad_close=Close
ui_datapad_date=Date:
ui_datapad_date_placeholder=00 / 00 / 0000
ui_datapad_date_placeholder_period=00.00.0000
ui_datapad_email=Email
ui_datapad_files=Files
ui_datapad_from=From:
ui_datapad_home=Home
ui_datapad_notes=Notes
ui_datapad_subject=Subject:
ui_datapad_time_placeholder=00:00
ui_datapad_to=To:
ui_datapad_unlock=Touch to Unlock
ui_date_format=%d/%d/%d
ui_deselect=Deselect
ui_destDropDownLabel=Select Destination
ui_dest_cargo=Cargo Center
ui_dest_clinic=Clinic
ui_dest_commercial=Galleria
ui_dest_entry_exit=Hangars & Habs
ui_dest_entry_pyro=Entrance
ui_dest_habs=Habs
ui_dest_javelin_tour=Javelin Tour
ui_dest_lowerdecks,P=Lower Decks
ui_dest_maintenanceshaft_01=Maintenance Shaft 01
ui_dest_maintenanceshaft_02=Maintenance Shaft 02
ui_dest_maintenanceshaft_03=Maintenance Shaft 03
ui_dest_maintenanceshaft_04=Maintenance Shaft 04
ui_dest_maintenanceshaft_05=Maintenance Shaft 05
ui_dest_maintenanceshaft_06=Maintenance Shaft 06
ui_dest_refinery=Refinery
ui_dest_security_dock=Security Dock
ui_dest_security_dock_a_deck=Security Dock A Deck
ui_dest_security_dock_b_deck=Security Dock B Deck
ui_dest_security_dock_c_deck=Security Dock C Deck
ui_dest_workerarea,P=Worker's Area
ui_destinationSelector=Destination
ui_diag_no=No
ui_diag_ok=Ok
ui_diag_yes=Yes
ui_disconnect_cause_anticheat=Anticheat
ui_disconnect_cause_anticheat_error=Anticheat Encountered An Error
ui_disconnect_cause_anticheat_timeout=Anticheat Timed Out During Initialization
ui_disconnect_cause_anticheat_violation=Anticheat Detected a File Integrity Violation
ui_disconnect_cause_authentication_failed=Authentication Failed:\nThe server rejected the connection because it was not authorized.\nPlease try again.
ui_disconnect_cause_banned=Banned:\nThis user account has been banned.
ui_disconnect_cause_cant_connect=Connection Failed:\nUnable to connect to server.\nIf the problem persists please check the internet connection.
ui_disconnect_cause_class_registry_mismatch=Class Registry Mismatch:\nDisconnected due to data mismatch with server.\nPlease run the launcher as administrator and verify the game installation has been updated to the latest version.
ui_disconnect_cause_connect_timeout=Connection Timeout:\nTimeout while connecting to server.\nIf the problem persists please check the internet connection.
ui_disconnect_cause_context_corruption=Context Corruption:\nDisconnected due to internal network error.
ui_disconnect_cause_failed_to_spawn_ship=Failed to spawn spaceship:\nPlease re-select a ship in the menus and try again.
ui_disconnect_cause_game_already_started=Game Session Already Started:\nGame mode cannot be joined mid-game.\nTo find to another game to join please try again from the menus.
ui_disconnect_cause_game_error=Game Error:\nThe game detected an unexpected error and disconnected.
ui_disconnect_cause_global_ban1=Globally Banned(1):\nThis user account has been banned.
ui_disconnect_cause_globally_banned=Globally Banned:\nThis user account has been banned.
ui_disconnect_cause_kicked=Kicked:\nUser initiated kick from server.
ui_disconnect_cause_kicked_friendly_fire=Friendly Fire:\nDisconnected for dealing too much friendly fire.
ui_disconnect_cause_kicked_full_wanted_kill=Wanted Death:\nDied while at highest wanted level.
ui_disconnect_cause_kicked_high_ping=Poor Connection:\nDisconnected due to poor quality connection.\nIf the problem persists please check the internet connection.
ui_disconnect_cause_kicked_idling=Inactivity:\nDisconnected for being inactive for too long.
ui_disconnect_cause_no_controller=No Controller:\nPlease ensure your keyboard, mouse and controller are correctly connected.
ui_disconnect_cause_not_dx11_capable=DirectX 11 Not Found:\nStar Citizen requires a minimum of DirectX 11 to run.
ui_disconnect_cause_nub_destroyed=Nub Shutdown:\nThe nub has been shutdown.
ui_disconnect_cause_protocol_error=Protocol Error:\nA malformed network packet triggered disconnection.
ui_disconnect_cause_resolve_failed=Resolve Fail:\nFailed to resolve address of network host.\nIf the problem persists please check the internet connection and DNS settings.
ui_disconnect_cause_sanction_violation=Disconnected due to sanction enforcement
ui_disconnect_cause_serialized_component_mismatch=Serializer Mismatch:\nA network serializer did not match the server version.\nPlease run the launcher as administrator and verify the game installation has been updated to the latest version.
ui_disconnect_cause_server_full=Server Full:\nThe selected instance is full.\nPlease try again.
ui_disconnect_cause_session_ended=Session Ended:\nThe session has ended.
ui_disconnect_cause_socket_send=Socket Error:\nUnable to send data.\nIf the problem persists please check the internet connection.
ui_disconnect_cause_timeout=Connection Lost:\nGame client has lost its connection to the game server.
ui_disconnect_cause_unknown=Unknown:\nAn unknown error was detected.
ui_disconnect_cause_user_requested=User Requested:\nA user action triggered disconnection.
ui_disconnect_cause_version_mismatch=Version Mismatch:\nPlease run the launcher as administrator and verify the game installation has been updated to the latest version.
ui_disconnect_cause_view_state=View State Error:\nAn error occurred during a view state transition.
ui_disconnect_unlocalized_error=Unlocalized Error
ui_disconnect_warning_anticheat=Anticheat Sandbox is No Longer Valid
ui_disconnected_body=Please check connectivity
ui_disconnected_title=No signal detected
ui_ea_LobbyConnection_Message=Retrieving lobby information
ui_ea_MissingBadgeTooltip=You do not have the required permissions to access this screen
ui_error_corrupted_p4k=Error: Corrupted P4K File Detected.
ui_error_file_decompression=Error: Issue During File Decompression.
ui_error_read_data=Error: Problem Reading Data from Disk. ErrorCode:
ui_error_read_permission=Error: File Read Permission Denied.
ui_error_type_disconnection_cause=Disconnection
ui_error_type_lobby_error=Lobby Error
ui_error_type_lobby_internal_error=Lobby Internal Error
ui_error_type_services_connection=CIG services
ui_error_write_permission=Error: File Write Permission Denied.
ui_escortPayoutLabel=aUEC Payment Per Minute
ui_flight_strafe_forward_back_rel=Throttle - Forward / Backwards (rel.)
ui_game_popup_error=ERROR - %s (CODE %i)\n%s
ui_hacking_BLTR=Blue Triangle
ui_hacking_BootCode=import Data\nimport BLTR Tigersclaw boot sequence connection protocols,Engine\nBLTR Tigersclaw boot sequence connection protocols_Max = 3995.00\nBLTR Tigersclaw boot sequence connection protocols_Min = 0.00\ndef BLTR Tigersclaw boot sequence connection protocols(speed):\nreturn 1.0 - speed\npart_monitor = 27\n\nBLTR Tigersclaw boot sequence connection protocols_Data = []\ntry:\nfor i in range(BLTR Tigersclaw boot sequence connection protocols_MaxCapacity, 0, -1):\nfor monitor_check_1 in range(part_monitor):\nBLTR Tigersclaw boot sequence connection protocols_switch = -1\ncounter = -1\n\nfor monitor_check_2 in range(part_monitor):\nif monitor_check_2 % part_monitor == 0:\nBLTR Tigersclaw boot sequence connection protocols_switch += 1\ncounter = 0\n\nif i-1 == 0:\narr = i-1 + BLTR Tigersclaw boot sequence connection protocols_switch\n\nelse:\ndata_arr = ((i-1) * part_monitor) + BLTR Tigersclaw boot sequence connection protocols_switch\nBLTR Tigersclaw boot sequence connection protocols_Data.append(BLTR Tigersclaw boot sequence connection protocols_Data[data_arr][target_pixel])\n\nexcept Exception as e:\nprint(' ---- Error with BLTR Tigersclaw boot sequence connection protocols # '+str(e))\n\ncom.INIT\ncom.boot.app\nBT.TC.Annotationconfigapplicationcontext\n\n////////////////////////////////////////////////////////////////\n\nInitializing Application\n\nAttempting to Connect to Host System ...........................\n\n\nConnection Established _
ui_hacking_BootProgress=Boot Progress
ui_hacking_BootSequence=Boot Sequence
ui_hacking_BootStatus=Boot Status
ui_hacking_Crypto_Key=Crypto_Key
ui_hacking_Crypto_Key_version=.HC_v.4.0
ui_hacking_Tigersclaw=Tigersclaw
ui_hacking_ability=Ability
ui_hacking_ability_activate_hotkey=[F]
ui_hacking_ability_activate_name=Decrypt
ui_hacking_ability_activate_name_gui=DECRYPT.bat
ui_hacking_ability_activate_tooltip=Decrypts data containerd inside your current node, to enables Data Fragment Linking.\nHotkey: [F] or [LMB]
ui_hacking_ability_countdown_prefix=T-
ui_hacking_ability_countdown_seconds_suffix=s
ui_hacking_ability_insert_node=Insert Node
ui_hacking_ability_node_insertion=Node Insertion
ui_hacking_ability_ping_hotkey=[TAB]
ui_hacking_ability_ping_name=Ping
ui_hacking_ability_ping_name_gui=PING.bat
ui_hacking_ability_ping_tooltip=Reveals the current network and surrounding nodes. Targets current node.\nHotkey: [TAB]
ui_hacking_ability_slowdown_hotkey=[Q]
ui_hacking_ability_slowdown_name=DDoS
ui_hacking_ability_slowdown_name_gui=DDoS.bat
ui_hacking_ability_slowdown_tooltip=Distributed Denial of Service attack. Floods the target system, slowing down the Anti Virus system.\nCommand: DDOS\nHotkey: [Q]
ui_hacking_ability_state_charge_up=Uploading
ui_hacking_ability_state_cool_down=Cool Down
ui_hacking_ability_state_in_use=Injecting
ui_hacking_ability_state_invalid=Invalid
ui_hacking_ability_state_stand_by=Ready
ui_hacking_ability_swap_hotkey=[S]
ui_hacking_ability_swap_name=Swap
ui_hacking_ability_swap_name_gui=SWAP.bat
ui_hacking_ability_swap_tooltip=Swap out nodes in the network to create new paths.\nHotkey: [S]
ui_hacking_ability_wrap_hotkey=[E]
ui_hacking_ability_wrap_name=Wrap
ui_hacking_ability_wrap_name_gui=WRAP.bat
ui_hacking_ability_wrap_tooltip=Wrap around to the opposite network if two opposite edge nodes have outgoing connections.\nHotkey: [E]
ui_hacking_abort=Exit Hacking Software
ui_hacking_abort_cancel=No, keep hacking
ui_hacking_abort_confirm=Yes, exit hacking
ui_hacking_abort_warning=Are you sure you want to exit the hacking software?
ui_hacking_abort_warning_count_as_fail=Exiting now will notify authorities!
ui_hacking_abort_warning_not_count_as_fail=You can safely exit without notifying authorities.
ui_hacking_access_denied=Access Denied
ui_hacking_access_granted=Access Granted
ui_hacking_chip_required=Hacking Chip Required
ui_hacking_device_chip_uses_remaining=Remaining Chip Uses:
ui_hacking_device_required=Hacking Device Required
ui_hacking_fail_denied=Denied
ui_hacking_fail_error=Error
ui_hacking_fail_your_access_is=Your Access Is
ui_hacking_help=Help
ui_hacking_help_controls_heading=How to control your agent
ui_hacking_help_controls_title=Controls
ui_hacking_help_readme=README
ui_hacking_highlight_target_id=Highlight Target
ui_hacking_input_movement=W, A, S, D - Agent Movement
ui_hacking_input_rotate_camera=MMB (Hold) + AxisXY - Rotate Camera
ui_hacking_input_rotate_node=MMB (Up/Down) - Rotate Swap Node
ui_hacking_input_scheme=Input Scheme:
ui_hacking_input_scheme_legacy=Legacy
ui_hacking_input_scheme_swapHold=Swap Hold
ui_hacking_input_scheme_swapToggle=Swap Toggle
ui_hacking_input_toggle_ability_mode=
ui_hacking_input_use_ability=LMB - Use Swap Ability
ui_hacking_instagate_hack=Hack
ui_hacking_login_admin=Admin
ui_hacking_login_password=Password:
ui_hacking_login_password_hidden=*****
ui_hacking_login_password_visible_1=54AFB
ui_hacking_login_username=Username:
ui_hacking_move_target_id=Move Target
ui_hacking_node=Node
ui_hacking_node_crossing=Crossing
ui_hacking_node_current=Current Node
ui_hacking_node_id_separator=,
ui_hacking_node_id_x_0=A
ui_hacking_node_id_x_1=B
ui_hacking_node_id_x_2=C
ui_hacking_node_id_x_3=D
ui_hacking_node_id_x_4=E
ui_hacking_node_id_x_5=F
ui_hacking_node_id_x_6=G
ui_hacking_node_id_x_7=H
ui_hacking_node_id_x_8=I
ui_hacking_node_id_x_9=J
ui_hacking_node_id_x_invalid=-
ui_hacking_node_id_x_unknown=?
ui_hacking_node_id_y_0=1
ui_hacking_node_id_y_1=2
ui_hacking_node_id_y_2=3
ui_hacking_node_id_y_3=4
ui_hacking_node_id_y_4=5
ui_hacking_node_id_y_5=6
ui_hacking_node_id_y_6=7
ui_hacking_node_id_y_7=8
ui_hacking_node_id_y_8=9
ui_hacking_node_id_y_9=10
ui_hacking_node_id_y_invalid=-
ui_hacking_node_id_y_unknown=?
ui_hacking_node_n=N
ui_hacking_node_straigth=Corridor
ui_hacking_node_tjunction=T-Junction
ui_hacking_node_turn=Turn
ui_hacking_objectives_header=Objectives
ui_hacking_objectives_type_A=Type A
ui_hacking_objectives_type_B=Type B
ui_hacking_objectives_type_C=Type C
ui_hacking_pickup=Objective
ui_hacking_pseudocode=if (currentNodeState == EHackingNodeVisualState::OffBoard && pAgent && pAgent->GetSpareNodeId() == nodeId)\n {\n nodePos.x = pInsertionSlot->xPos;\n nodePos.y = pInsertionSlot->yPos;\n currentNodeState = EHackingNodeVisualState::Preview;\n wallEffect = 1.0f;\n nodeAllegiance = static_cast<int>(pAgent->GetRole());\n }
ui_hacking_rotation=Node Rotation
ui_hacking_rotation_input_clockwise=E
ui_hacking_rotation_input_counter_clockwise=Q
ui_hacking_software_name=haXX-2000
ui_hacking_splash_screen_loading=Loading Hacking Software
ui_hacking_splash_screen_success=Hack Successful
ui_hacking_swap_target_id=Swap Target
ui_hacking_terminal=
ui_hacking_terminal_ability_charge_up=Executing...
ui_hacking_terminal_ability_cool_down=Cooling Down
ui_hacking_terminal_ability_in_use=Executing...
ui_hacking_terminal_ability_stand_by=Ready
ui_hacking_terminal_anti_virus_alert_enter=WARNING! Suspicious activity detected.
ui_hacking_terminal_anti_virus_alert_exit=No suspicious activity found
ui_hacking_terminal_anti_virus_pursuit_enter=WARNING! Malicous Software detected!
ui_hacking_terminal_anti_virus_pursuit_exit=No Malicious Software found
ui_hacking_terminal_anti_virus_swap_completed=Swap completed.
ui_hacking_terminal_async_process_separator=======================================
ui_hacking_terminal_command_commands=COMMANDS
ui_hacking_terminal_command_commands_desc=Shows this command list
ui_hacking_terminal_command_commands_screen=Type "HELP" to get help using the terminal.\nType "COMMANDS" to get a list of all available commands.
ui_hacking_terminal_command_exit=EXIT
ui_hacking_terminal_command_exit_desc=Exits the software
ui_hacking_terminal_command_help=HELP
ui_hacking_terminal_command_help_desc=Shows the help screen
ui_hacking_terminal_command_help_screen_info=Use the keyboard to write commands.\nUse [Enter/Return] to execute commands.\nUse [Backspace] to erase a character.\nUse [TAB] to autocomplete your command.
ui_hacking_terminal_command_inject=INJECT
ui_hacking_terminal_command_inject_completed=Injection completed.
ui_hacking_terminal_command_inject_desc=Injects trojan into weak point. Targets current node
ui_hacking_terminal_command_inject_in_use=Injecting trojan into weak point.
ui_hacking_terminal_command_inject_invalid_exec_node_already_activated=File already infected.
ui_hacking_terminal_command_inject_invalid_exec_node_proximity=File proximity required.
ui_hacking_terminal_command_invalid_arg_header=Inputted command is a recognized command but contains faulty arguments!
ui_hacking_terminal_command_invalid_arg_header_formatted='%s' is a recognized command but contains faulty arguments!
ui_hacking_terminal_command_invalid_exec_ability_charge_up=Command is being processed. Please wait.
ui_hacking_terminal_command_invalid_exec_ability_cool_down=Command is resetting. Please wait.
ui_hacking_terminal_command_invalid_exec_ability_in_use=Command is already in use. Please wait.
ui_hacking_terminal_command_invalid_exec_header=Inputted command is a recognized command but could not be executed!
ui_hacking_terminal_command_invalid_exec_header_formatted='%s' is a recognized command but could not be executed.
ui_hacking_terminal_command_move=MOVE [X] [Y]
ui_hacking_terminal_command_move_desc=Set move target \nUsage: MOVE [X] [Y] \nAttributes:\n[X] X coordinate of the target node \n[Y] Y coordinate of the target node \nExample: MOVE B 5
ui_hacking_terminal_command_move_formatted=MOVE %s %s
ui_hacking_terminal_command_move_in_use=Moving to target node
ui_hacking_terminal_command_move_invalid_arg_=Set move target \nUsage: MOVE [X] [Y] \nAttributes:\n[X] X coordinate of the target node \n[Y] Y coordinate of the target node \nExample: MOVE B 5
ui_hacking_terminal_command_move_invalid_exe_target_hidden=Target node is hidden and cannot be targeted.
ui_hacking_terminal_command_move_invalid_exe_target_not_on_network=Target node is unreachable from current network.
ui_hacking_terminal_command_ping=PING
ui_hacking_terminal_command_ping_desc=Pings the current network and surrounding nodes.
ui_hacking_terminal_command_ping_in_use=Pinging current and surrounding networks
ui_hacking_terminal_command_swap=SWAP [X] [Y] [ROT]
ui_hacking_terminal_command_swap_desc=Swaps a target node for a node\nUsage: SWAP [X] [Y] [ROT]\nAttributes:\n[X] X coordinate of the target node \n[Y] Y coordinate of the target node \n[ROT] Rotation of the new node in degrees\nExample: SWAP A 2 90
ui_hacking_terminal_command_swap_formatted=SWAP %s %s %s
ui_hacking_terminal_command_swap_in_use=Swapping network node %s
ui_hacking_terminal_command_swap_invalid_arg_coord_x=%s is not a valid X coordinate. Valid X coordinate range: %s
ui_hacking_terminal_command_swap_invalid_arg_coord_y=%s is not a valid Y coordinate. Valid Y coordinate range: %s
ui_hacking_terminal_command_swap_invalid_arg_rotation=%s is not a valid rotation. Valid rotations: 0, 90, 180, 270
ui_hacking_terminal_command_swap_invalid_exec_node_hidden=This node is hidden and cannot yet be targeted.
ui_hacking_terminal_command_swap_invalid_exec_node_untargetable=This node cannot be targeted.
ui_hacking_terminal_command_swap_invalid_exec_spare_node_unavailible=Spare node is unavailable.
ui_hacking_terminal_command_wrap=WRAP
ui_hacking_terminal_command_wrap_completed=Wrap Around competed
ui_hacking_terminal_command_wrap_in_use=Exploiting navigational network structure
ui_hacking_terminal_command_wrap_invalid_arg_axis=Please specify the warp axis, e.g. X or Y
ui_hacking_terminal_command_wrap_invalid_arg_corner_axis=There are multiple possible warp directions, please specify the warp axis, e.g. X or Y
ui_hacking_terminal_command_wrap_invalid_exec_destination_hidden=Opposite edge node is hidden.
ui_hacking_terminal_command_wrap_invalid_exec_destination_orientation=Requires the opposite edge node to have a connection leading off the network cluster.
ui_hacking_terminal_command_wrap_invalid_exec_target_not_edge=Edge node with a connection leading off the network cluster required.
ui_hacking_terminal_error_invalid_arg_format=Argument %d has invalid formatting. %s is expecting %s
ui_hacking_terminal_error_invalid_arg_too_few=Too few arguments. Command is expecting %d number of arguments.
ui_hacking_terminal_error_invalid_arg_too_many=Too many arguments. Command is expecting %d number of arguments.
ui_hacking_terminal_error_invalid_arg_type=Argument %d is of an invalid type. %s is expecting %s
ui_hacking_terminal_error_invalid_command=Is not recognized as a valid command.
ui_hacking_terminal_error_prefix=Error
ui_hacking_terminal_error_unknown=Unkown Error! Something went wrong.
ui_hacking_terminal_error_unrecognized_command=Unrecognized command.
ui_hacking_terminal_game_over_intruder_captured=Malicious Software quarantined.
ui_hacking_terminal_game_over_intruder_win=Private Key Obtained!
ui_hacking_terminal_game_over_manual_exit=Exiting...
ui_hacking_terminal_header_active_commands=Active commands:
ui_hacking_terminal_header_command=Command:
ui_hacking_terminal_link_point_activated=Link Point activated
ui_hacking_terminal_link_point_deactivated=File restoration completed successfully!
ui_hacking_terminal_link_point_deactivating=WARNING! Corrupted file detected! Restoring file from backup.
ui_hacking_terminal_link_point_deactivating_interrupted=WARNING! File restoration cancelled!
ui_hacking_terminal_link_point_linked=Link connection established.
ui_hacking_terminal_link_point_unlinked=Link connection broken.
ui_hacking_terminal_param_type_char=char
ui_hacking_terminal_param_type_coordinate=Coordinate
ui_hacking_terminal_param_type_float=float
ui_hacking_terminal_param_type_int=int
ui_hacking_terminal_root=\\Root\
ui_hacking_terminal_software_info=----------------------------------------------------------------\nKey Decrypt Helper OS v0.3.15.1\n(c) Blue Triangle Inc. All rights reserved.\n----------------------------------------------------------------
ui_hacking_terminal_system_start_up_intro=Initializing...\nConnecting...\nConnection Established\nFetching network cluster state\nLoading 3D network visualization \nPlease stand by...
ui_hacking_terminal_system_start_up_outro=Initialization successful.\nAwaiting user input...
ui_hacking_terminal_system_timed_out=Access code has expired!
ui_hacking_terminal_three_dots=...
ui_hacking_terminal_warning_ability_swap=WARNING! Anti-Virus Network Scrambling active
ui_hacking_terminal_warning_anti_virus=WARNING! Anti-Virus detected within the system
ui_hacking_terminal_warning_fog_of_war=WARNING! System networks are hidden.
ui_hacking_terminal_warning_timer_active=WARNING! Valid Access Code is expiring
ui_hacking_terminal_warning_timer_active_formatted=WARNING! Valid Access Code expires in %s s.
ui_hacking_threat_lvl=Threat Level
ui_hacking_threat_lvl_0=No threats detected
ui_hacking_threat_lvl_1=Suspected Intrusion
ui_hacking_threat_lvl_2=Low Alert
ui_hacking_threat_lvl_3=Medium Alert
ui_hacking_threat_lvl_4=High Alert
ui_hacking_threat_meter=Threat Detection
ui_hacking_threat_point=Threat Point
ui_hacking_threat_points=Threat Points
ui_hacking_time_elapsed=Time Elapsed:
ui_hacking_time_remaining=Time Remaining:
ui_hacking_tutorial_fog_of_war_text=Nodes are initially hidden. Your Tigerclaw Agent reveals Nodes on your Network when in proximity.\n\nTigerclaw can also reveal your entire Network of Nodes, as well as surrounding Network Nodes with the command:\nPING\nor\nRun the PING.bat file.
ui_hacking_tutorial_fog_of_war_title=Mapping out the Networks
ui_hacking_tutorial_intruder_win_condition_overview_short_text=Find, Decrypt and Link all Sensitive Data Fragments.
ui_hacking_tutorial_intruder_win_condition_overview_short_title=Data Fragment Link Status
ui_hacking_tutorial_intruder_win_condition_overview_text=To successfully bypass the Security System, Tigerclaw requires you to identify, Decrypt and Link together several Sensitive Data Fragments, SE-DA-FRAG, SeDaFrag or SDF.
ui_hacking_tutorial_intruder_win_condition_overview_title=Exploiting Sensitive Data Fragments
ui_hacking_tutorial_intruder_win_condition_part_1_text=Once an SDF has been identified, it needs decrypting to allow Linking.\nMove you HARI Agent onto the SDF and Decrypt it with the command:\nINJC\nor\nRun the INJC.bat file.
ui_hacking_tutorial_intruder_win_condition_part_1_title=Decrypting
ui_hacking_tutorial_intruder_win_condition_part_2_text=A Link can be established when two or more SDFs of matching Type have been Decrypted and are located within the same Network. \n\nWhen all Sensitive Data Fragments have been Linked, HARI can exploit the Links to grant you access to the system.
ui_hacking_tutorial_intruder_win_condition_part_2_title=Linking
ui_hacking_tutorial_movement_text=The System consists of multiple Networks. Tigerclaw represents your presence within a Network with the Blue Cube Tigerclaw Agent. \n\nNavigate to a Node on your Network using the command:\nGOTO [Node ID] \nor \nClick a Node to run the GOTO.bat file on that Node.\n
ui_hacking_tutorial_movement_title=Navigating your Network
ui_hacking_tutorial_overview_text=BlueTriangle Tigerclaw Augmented Reality Interface. Tigerclaw is a Security Network Navigation Assistant and Visualization tool, bring digital trespassing to your Reality Enhancement Eye Lens.\n\nTigerclaw has already established an anonymous and secure link between your Eye Lens and the targets Security System. To successfully bypass the Security System, you need to navigate the Node Networks to find, capture and link up Data Fragments. \n
ui_hacking_tutorial_overview_title=About
ui_hacking_tutorial_spawning_text=Connect to and enter a Node Network through any exposed Port Node by entering the command:\nCNCT [COORD]\nor \nClick a Port Node to run the GOTO.bat file.
ui_hacking_tutorial_spawning_title=Connect to Node Network
ui_hacking_tutorial_sub_title=How to use your BlueTriangle Tigerclaw Augmented Reality Interface.
ui_hacking_tutorial_swap_text=You can swap Nodes out to change the Networks using the command:\nSWAP [Node ID] [Rotation] \nor \nClick a Node to run the SWAP.bat file.\n
ui_hacking_tutorial_swap_title=Node Swapping\n
ui_hacking_tutorial_title=READ.ME
ui_helper_IssuesDetected=Issues Detected
ui_helper_ItemSelection=Select an item to attach to this port
ui_helper_PortSelection=Select port to modify
ui_helper_SubmenuDescription=All instances of this item are currently equipped to other ships. Please choose which ship to transfer this item from:
ui_input_TM_T16000M_TWCS=Thrustmaster T.16000M + TWCS
ui_input_TM_T16000M_TWCS_desc=Default profile for T.16000M plus TWCS Throttle from Thrustmaster
ui_input_TM_T16000M_dual=Thrustmaster T.16000M Dual
ui_input_TM_T16000M_dual_desc=Default profile for T.16000M Dual sticks from Thrustmaster
ui_input_TM_T16000M_right=Thrustmaster T.16000M Right Handed
ui_input_TM_T16000M_right_desc=Default profile for T.16000M right handed only stick from Thrustmaster
ui_input_TM_TFlight_Hotas_X=Thrustmaster T.Flight HOTAS X
ui_input_TM_TFlight_Hotas_X_desc=Default profile for Thrustmaster T.Flight HOTAS X
ui_input_TM_Warthog_HOTAS=Thrustmaster Warthog HOTAS
ui_input_TM_Warthog_HOTAS_desc=Default profile for the Thrustmaster Warthog HOTAS without rudder
ui_input_TM_Warthog_HOTAS_pedal=Thrustmaster Warthog HOTAS + Rudders
ui_input_TM_Warthog_HOTAS_pedal_desc=Default profile for the Thrustmaster Warthog HOTAS including pedals / rudders
ui_input_gameglass_keyboard=GameGlass Keyboard
ui_input_gameglass_keyboard_desc=GameGlass Keyboard profile.
ui_input_vkb_nxt_pr_dual=VKB Gladiator NXT Premium Dual
ui_input_vkb_nxt_pr_dual_desc=Default profile for the VKB Gladiator NXT Premium Dual stick setup
ui_input_vkb_scg_pr_dual=VKB SCG Premium Dual
ui_input_vkb_scg_pr_dual_desc=Default profile for the VKB SCG Premium Dual stick setup
ui_interactor_AAA_secdock_a_dockingport=Sec. Port-A
ui_interactor_AAA_secdock_b_dockingport=Sec. Port-B
ui_interactor_AAA_secdock_c_dockingport=Sec. Port-C
ui_interactor_Anniversary2019_AEGS=AEGIS Hall A
ui_interactor_Anniversary2019_ANVL=Anvil Hall A
ui_interactor_Anniversary2019_AOPOA_BANU_ESPR=AOPOA, Banu, Esperia Hall A
ui_interactor_Anniversary2019_ARGO_MISC=ARGO, MISC Hall A
ui_interactor_Anniversary2019_BestInShow=Best In Show Hall A
ui_interactor_Anniversary2019_DRAK=Drake Hall A
ui_interactor_Anniversary2019_KRIG_CNOU_TMBL=Kruger Intergalactic, Consolidated Industries, Tumbril Hall A
ui_interactor_Anniversary2019_ORIG=Origin Hall A
ui_interactor_Anniversary2019_RSI=RSI Hall A
ui_interactor_B1=B1
ui_interactor_B10=B10
ui_interactor_B2=B2
ui_interactor_B3=B3
ui_interactor_B4=B4
ui_interactor_B5=B5
ui_interactor_B6=B6
ui_interactor_B7=B7
ui_interactor_B8=B8
ui_interactor_B9=B9
ui_interactor_Bridge=Bridge
ui_interactor_Bridge_Airlock=Bridge Airlock
ui_interactor_CC19_Atrium=Atrium
ui_interactor_CC19_Maintenance=Maintenance
ui_interactor_CC19_Research=Research Lab
ui_interactor_CC19_ServerFarm=Server Farm
ui_interactor_Hangar=Hangar
ui_interactor_IAE2950_Hall_01=C.O. Hall
ui_interactor_IAE2950_Hall_02=Aegis Hall
ui_interactor_IAE2950_Hall_03=Anvil Hall
ui_interactor_IAE2950_Hall_04=Crusader Hall
ui_interactor_IAE2950_Hall_05=MISC Hall
ui_interactor_IAE2950_Hall_06=Drake Hall
ui_interactor_IAE2950_Hall_07=Xeno Hall
ui_interactor_IAE2950_Hall_08=Origin Hall
ui_interactor_IAE2950_Hall_09=RSI Hall
ui_interactor_IAE2950_Hall_10=Showcase Hall
ui_interactor_IAE2950_Lobby=Expo Lobby
ui_interactor_IFCS_decouple_TEMP=IFCS Decouple TEMP
ui_interactor_IFCS_flight_mode_TEMP=IFCS Flight Mode TEMP
ui_interactor_Invictus2020_Group1=Ship Hall: RSI, Origin
ui_interactor_Invictus2020_Group1_Ground=Vehicle Hall: RSI, Tumbril, Origin, Anvil
ui_interactor_Invictus2020_Group2=Ship Hall: Anvil Aerospace
ui_interactor_Invictus2020_Group3=Ship Hall: Aegis Dynamics
ui_interactor_Invictus2020_Group4=Ship Hall: Support & Logistics
ui_interactor_Invictus2020_Group5=Ship Hall: Drake DefenseCon
ui_interactor_Invictus_DrakeDefenseCon=DefenseCon
ui_interactor_Invictus_conventionhall=Convention Hall
ui_interactor_Main_Deck=Main Deck
ui_interactor_QD_Off=QD OFF
ui_interactor_QD_On=QD ON
ui_interactor_QDampener_Activate=Q DAMPENER ACTIVATE
ui_interactor_QDampener_Deactivate=Q DAMPENER DEACTIVATE
ui_interactor_QED_Off=QED OFF
ui_interactor_QED_On=QED ON
ui_interactor_QSnare_Cancel=Q SNARE CANCEL
ui_interactor_QSnare_Charge=Q SNARE CHARGE
ui_interactor_QSnare_Initiate=Q SNARE INITIATE
ui_interactor_ST1_Transit_spaceport=Teasa Spaceport
ui_interactor_ST2_CrusaderShowroom=Crusader Showroom
ui_interactor_ST2_GreenCircle=Green Circle Lobby
ui_interactor_ST2_commercial_platform=Cloudview Center
ui_interactor_ST2_industrial_platform=Providence Industrial Platform
ui_interactor_ST2_spaceport=August Dunlow Spaceport
ui_interactor_ST2_transit_commercial=Skyway Shuttle Cloudview Station
ui_interactor_ST2_transit_convention_centre=Skyway Shuttle Vision Station
ui_interactor_ST2_transit_generic=Shuttle Station
ui_interactor_ST2_transit_industrial=Skyway Shuttle Providence Station
ui_interactor_ST2_transit_spaceport=Skyway Shuttle Dunlow Station
ui_interactor_ST2_voyager_bar=Voyager Bar
ui_interactor_ST3_ADF_Lobby=Adira Falls Lobby
ui_interactor_ST3_ION_Centermass=Centermass
ui_interactor_ST3_ION_Lobby=IO-North Lobby
ui_interactor_ST3_Transit_Bevic=Bevic Convention Center
ui_interactor_ST3_Transit_central=Area18 Plaza
ui_interactor_ST3_Transit_spaceport=Riker Memorial Spaceport
ui_interactor_ST4_Tobin_ApexHall=Apex Hall
ui_interactor_ST4_Tobin_ZenithHall=Zenith Hall
ui_interactor_ST4_Transit_Tobin=Tobin Center
ui_interactor_ST4_Transit_spaceport=Main Spaceport
ui_interactor_aegs_001=Aegis Dynamics Hall A
ui_interactor_aegs_002=Aegis Dynamics Hall B
ui_interactor_aegs_003=Idris Pavilion
ui_interactor_anvil_001=Anvil Aerospace Hall
ui_interactor_aopoatumbril_001=Exotic Vehicle Exhibition
ui_interactor_basement=Basement
ui_interactor_call_elevator=Call Elevator
ui_interactor_call_shuttle=Call Shuttle
ui_interactor_cancel=Cancel
ui_interactor_capture=Capture
ui_interactor_cargodeck_01=Cargo Deck 01
ui_interactor_cargodeck_02=Cargo Deck 02
ui_interactor_cargodeck_03=Cargo Deck 03
ui_interactor_cargodeck_04=Cargo Deck 04
ui_interactor_cargodeck_05=Cargo Deck 05
ui_interactor_cargodeck_06=Cargo Deck 06
ui_interactor_cargodeck_07=Cargo Deck 07
ui_interactor_cargodeck_08=Cargo Deck 08
ui_interactor_cargodeck_09=Cargo Deck 09
ui_interactor_cargodeck_10=Cargo Deck 10
ui_interactor_cargodeck_11=Cargo Deck 11
ui_interactor_cargodeck_12=Cargo Deck 12
ui_interactor_cargodeck_13=Cargo Deck 13
ui_interactor_cargodeck_14=Cargo Deck 14
ui_interactor_cargodeck_15=Cargo Deck 15
ui_interactor_cargodeck_16=Cargo Deck 16
ui_interactor_cargodeck_17=Cargo Deck 17
ui_interactor_cargodeck_18=Cargo Deck 18
ui_interactor_cargodeck_19=Cargo Deck 19
ui_interactor_cargodeck_20=Cargo Deck 20
ui_interactor_cargodeck_21=Cargo Deck 21
ui_interactor_cargodeck_22=Cargo Deck 22
ui_interactor_cargodeck_23=Cargo Deck 23
ui_interactor_cargodeck_24=Cargo Deck 24
ui_interactor_cargodeck_25=Cargo Deck 25
ui_interactor_cargodeck_26=Cargo Deck 26
ui_interactor_cargodeck_27=Cargo Deck 27
ui_interactor_cargodeck_28=Cargo Deck 28
ui_interactor_cargodeck_29=Cargo Deck 29
ui_interactor_cargodeck_30=Cargo Deck 30
ui_interactor_cargodeck_31=Cargo Deck 31
ui_interactor_cargodeck_32=Cargo Deck 32
ui_interactor_cargodeck_33=Cargo Deck 33
ui_interactor_cargodeck_34=Cargo Deck 34
ui_interactor_cargodeck_35=Cargo Deck 35
ui_interactor_cargodeck_36=Cargo Deck 36
ui_interactor_cargodeck_37=Cargo Deck 37
ui_interactor_cargodeck_38=Cargo Deck 38
ui_interactor_cargodeck_39=Cargo Deck 39
ui_interactor_cargodeck_40=Cargo Deck 40
ui_interactor_cargodeck_41=Cargo Deck 41
ui_interactor_cargodeck_42=Cargo Deck 42
ui_interactor_cargodeck_43=Cargo Deck 43
ui_interactor_cargodeck_44=Cargo Deck 44
ui_interactor_cargodeck_45=Cargo Deck 45
ui_interactor_cargodeck_46=Cargo Deck 46
ui_interactor_cargodeck_47=Cargo Deck 47
ui_interactor_cargodeck_48=Cargo Deck 48
ui_interactor_carrack_Cartography=Cartography Deck
ui_interactor_carrack_LowerEngineering=Lower Engineering
ui_interactor_carrack_UpperEngineering=Upper Engineering
ui_interactor_carrack_armoury=Armoury
ui_interactor_carrack_cargopod=Cargo Pod
ui_interactor_carrack_catwalk=Catwalk
ui_interactor_carrack_crew_deck=Habitation Deck
ui_interactor_carrack_garage=Sub Deck
ui_interactor_carrack_lowerbridge=Lower Bridge
ui_interactor_carrack_technical=Technical Deck
ui_interactor_carrack_upperbridge=Upper Bridge
ui_interactor_carry=Carry
ui_interactor_close=Close
ui_interactor_close_Interior=Close Interior
ui_interactor_close_cargo_bay=Close Cargo Bay
ui_interactor_close_copilot_canopy=Close Copilot Canopy
ui_interactor_close_door=Close Door
ui_interactor_close_exterior=Close  Exterior
ui_interactor_close_front_cargo_bay=Close Front Cargo Bay
ui_interactor_close_front_hangar_doors=Close Front Hangar Doors
ui_interactor_close_ladder=Close Ladder
ui_interactor_close_left_door=Close Left Door
ui_interactor_close_lower_turret=Close Lower Turret Bay Doors
ui_interactor_close_pilot_canopy=Close Pilot Canopy
ui_interactor_close_ramp=Lower Ramp
ui_interactor_close_rear_cargo_bay=Close Rear Cargo Bay
ui_interactor_close_rear_hangar_doors=Close Rear Hangar Doors
ui_interactor_close_right_door=Close Right Door
ui_interactor_close_upper_turret=Close Upper Turret Bay Doors
ui_interactor_comms=Communications
ui_interactor_deploy=Deploy
ui_interactor_deploy_gun=Deploy Heavy Machine Gun
ui_interactor_deploy_missile=Deploy Missile Launcher
ui_interactor_dismount=Dismount
ui_interactor_dockingport_01=Docking Port 01
ui_interactor_dockingport_02=Docking Port 02
ui_interactor_dockingport_03=Docking Port 03
ui_interactor_dockingport_04=Docking Port 04
ui_interactor_dockingport_05=Docking Port 05
ui_interactor_dockingport_06=Docking Port 06
ui_interactor_dockingport_07=Docking Port 07
ui_interactor_dockingport_08=Docking Port 08
ui_interactor_dockingport_09=Docking Port 09
ui_interactor_dockingport_10=Docking Port 10
ui_interactor_dockingport_11=Docking Port 11
ui_interactor_dockingport_12=Docking Port 12
ui_interactor_dockingport_13=Docking Port 13
ui_interactor_dockingport_14=Docking Port 14
ui_interactor_dockingport_15=Docking Port 15
ui_interactor_dockingport_16=Docking Port 16
ui_interactor_dockingport_17=Docking Port 17
ui_interactor_dockingport_18=Docking Port 18
ui_interactor_dockingport_19=Docking Port 19
ui_interactor_dockingport_20=Docking Port 20
ui_interactor_doors_TEMP=External Doors TEMP
ui_interactor_drake_001=Drake Interplanetary Showcase
ui_interactor_drop=Drop
ui_interactor_eject=Eject
ui_interactor_elevator=Elevator
ui_interactor_elevator_called=Elevator Called
ui_interactor_elevator_door_open_symbol=<|>
ui_interactor_elevator_down=Go Down
ui_interactor_elevator_roof=Roof
ui_interactor_elevator_up=Go Up
ui_interactor_engage_systems=Engage Systems
ui_interactor_engine_off=Engine Off
ui_interactor_engine_on=Engine On
ui_interactor_enter=Enter
ui_interactor_enter_atc_seat=Enter Air Traffic Controller Seat
ui_interactor_enter_bottom_front_remote_turret=Enter Lower Front Remote Turret
ui_interactor_enter_bottom_rear_remote_turret=Enter Lower Rear Remote Turret
ui_interactor_enter_front_remote_turret_seat=Enter Front Remote Turret Seat
ui_interactor_enter_gunner_seat=Enter Gunner Seat
ui_interactor_enter_pilot_seat=Enter Pilot Seat
ui_interactor_enter_pilot_seat_zerog=Enter Pilot Seat - Zero G
ui_interactor_enter_prisoner_seat=Enter Prisoner Seat
ui_interactor_enter_rear_remote_turret_seat=Enter Rear Remote Turret Seat
ui_interactor_enter_ship=Enter Ship
ui_interactor_enter_top_front_remote_turret=Enter Upper Front Remote Turret
ui_interactor_enter_top_rear_remote_turret=Enter Upper Rear Remote Turret
ui_interactor_enter_zerog=Enter - Zero G
ui_interactor_exit=Exit
ui_interactor_exit_bed=Exit Bed
ui_interactor_exit_front=Exit Front
ui_interactor_exit_left=Exit Left
ui_interactor_exit_prisoner_seat=Exit Prisoner Seat
ui_interactor_exit_rear=Exit to Rear
ui_interactor_exit_right=Exit Right
ui_interactor_exit_seat=Exit Seat
ui_interactor_exit_ship=Exit Ship
ui_interactor_exit_zerog=Exit - Zero G
ui_interactor_flight_ready=Flight Ready
ui_interactor_flip=Flip
ui_interactor_floor_01=Floor 01
ui_interactor_floor_02=Floor 02
ui_interactor_floor_03=Floor 03
ui_interactor_floor_04=Floor 04
ui_interactor_floor_05=Floor 05
ui_interactor_floor_06=Floor 06
ui_interactor_floor_07=Floor 07
ui_interactor_floor_08=Floor 08
ui_interactor_floor_09=Floor 09
ui_interactor_floor_10=Floor 10
ui_interactor_floor_11=Floor 11
ui_interactor_floor_12=Floor 12
ui_interactor_floor_13=Floor 13
ui_interactor_floor_14=Floor 14
ui_interactor_floor_15=Floor 15
ui_interactor_floor_16=Floor 16
ui_interactor_floor_17=Floor 17
ui_interactor_floor_18=Floor 18
ui_interactor_floor_19=Floor 19
ui_interactor_floor_20=Floor 20
ui_interactor_floor_21=Floor 21
ui_interactor_floor_22=Floor 22
ui_interactor_floor_23=Floor 23
ui_interactor_floor_24=Floor 24
ui_interactor_floor_25=Floor 25
ui_interactor_floor_26=Floor 26
ui_interactor_floor_27=Floor 27
ui_interactor_floor_28=Floor 28
ui_interactor_floor_29=Floor 29
ui_interactor_floor_30=Floor 30
ui_interactor_floor_31=Floor 31
ui_interactor_floor_32=Floor 32
ui_interactor_floor_33=Floor 33
ui_interactor_floor_34=Floor 34
ui_interactor_floor_35=Floor 35
ui_interactor_floor_36=Floor 36
ui_interactor_floor_37=Floor 37
ui_interactor_floor_38=Floor 38
ui_interactor_floor_39=Floor 39
ui_interactor_floor_40=Floor 40
ui_interactor_floor_41=Floor 41
ui_interactor_floor_42=Floor 42
ui_interactor_floor_43=Floor 43
ui_interactor_floor_44=Floor 44
ui_interactor_floor_45=Floor 45
ui_interactor_floor_46=Floor 46
ui_interactor_floor_47=Floor 47
ui_interactor_floor_48=Floor 48
ui_interactor_floor_49=Floor 49
ui_interactor_floor_50=Floor 50
ui_interactor_garage_01=Garage 01
ui_interactor_garage_02=Garage 02
ui_interactor_garage_03=Garage 03
ui_interactor_garage_04=Garage 04
ui_interactor_garage_05=Garage 05
ui_interactor_garage_06=Garage 06
ui_interactor_garage_07=Garage 07
ui_interactor_garage_08=Garage 08
ui_interactor_garage_09=Garage 09
ui_interactor_garage_10=Garage 10
ui_interactor_garage_11=Garage 11
ui_interactor_garage_12=Garage 12
ui_interactor_garage_13=Garage 13
ui_interactor_garage_14=Garage 14
ui_interactor_garage_15=Garage 15
ui_interactor_garage_16=Garage 16
ui_interactor_garage_17=Garage 17
ui_interactor_garage_18=Garage 18
ui_interactor_garage_19=Garage 19
ui_interactor_garage_20=Garage 20
ui_interactor_generic_cargo=Cargo Transfer
ui_interactor_generic_deck=Deck
ui_interactor_generic_floor=Floor
ui_interactor_generic_foyer=Foyer
ui_interactor_generic_garage=Garage
ui_interactor_generic_hab=Habitation
ui_interactor_generic_hangar=Hangar
ui_interactor_generic_lobby=Lobby
ui_interactor_generic_main=Main
ui_interactor_generic_maintenance=Maintenance
ui_interactor_generic_pad=Pad
ui_interactor_generic_refinery=Refinery
ui_interactor_generic_seat=Sit
ui_interactor_generic_security=Security
ui_interactor_generic_spaceport=Spaceport
ui_interactor_ground_floor=Ground Floor
ui_interactor_hangar_01=Hangar 01
ui_interactor_hangar_02=Hangar 02
ui_interactor_hangar_03=Hangar 03
ui_interactor_hangar_04=Hangar 04
ui_interactor_hangar_05=Hangar 05
ui_interactor_hangar_06=Hangar 06
ui_interactor_hangar_07=Hangar 07
ui_interactor_hangar_08=Hangar 08
ui_interactor_hangar_09=Hangar 09
ui_interactor_hangar_10=Hangar 10
ui_interactor_hangar_11=Hangar 11
ui_interactor_hangar_12=Hangar 12
ui_interactor_hangar_13=Hangar 13
ui_interactor_hangar_14=Hangar 14
ui_interactor_hangar_15=Hangar 15
ui_interactor_hangar_16=Hangar 16
ui_interactor_hangar_17=Hangar 17
ui_interactor_hangar_18=Hangar 18
ui_interactor_hangar_19=Hangar 19
ui_interactor_hangar_20=Hangar 20
ui_interactor_hangar_21=Hangar 21
ui_interactor_hangar_22=Hangar 22
ui_interactor_hangar_23=Hangar 23
ui_interactor_hangar_24=Hangar 24
ui_interactor_hangar_25=Hangar 25
ui_interactor_hangar_26=Hangar 26
ui_interactor_hangar_27=Hangar 27
ui_interactor_hangar_28=Hangar 28
ui_interactor_hangar_29=Hangar 29
ui_interactor_hangar_30=Hangar 30
ui_interactor_krugerargocnou_001=IAE New Manufacturer Hall
ui_interactor_ladder=Use Ladder
ui_interactor_landing_system_TEMP=Landing Gear TEMP
ui_interactor_level_01=Level 01
ui_interactor_level_02=Level 02
ui_interactor_level_03=Level 03
ui_interactor_level_04=Level 04
ui_interactor_level_05=Level 05
ui_interactor_level_06=Level 06
ui_interactor_level_07=Level 07
ui_interactor_level_08=Level 08
ui_interactor_level_09=Level 09
ui_interactor_level_10=Level 10
ui_interactor_lights_exterior_TEMP=External Lights TEMP
ui_interactor_lights_interior_TEMP=Interior Lights TEMP
ui_interactor_lights_off=Lights Off
ui_interactor_lights_on=Lights On
ui_interactor_lobby=Lobby
ui_interactor_locked=Locked
ui_interactor_logout=Log Out
ui_interactor_misc_001=MISC Presentation Hall
ui_interactor_modify=Modify
ui_interactor_nav_computer_TEMP=Star Map TEMP
ui_interactor_open=Open
ui_interactor_open_cargo_bay=Open Cargo Bay
ui_interactor_open_copilot_canopy=Open Copilot Canopy
ui_interactor_open_door=Open Door
ui_interactor_open_exterior=Open Exterior
ui_interactor_open_front_cargo_bay=Open Front Cargo Bay
ui_interactor_open_front_hangar_doors=Open Front Hangar Doors
ui_interactor_open_interior=Open Interior
ui_interactor_open_ladder=Open Ladder
ui_interactor_open_left_door=Open Left Door
ui_interactor_open_lower_turret=Open Lower Turret Bay Doors
ui_interactor_open_pilot_canopy=Open Pilot Canopy
ui_interactor_open_ramp=Raise Ramp
ui_interactor_open_rear_cargo_bay=Open Rear Cargo Bay
ui_interactor_open_rear_hangar_doors=Open Rear Hangar Doors
ui_interactor_open_right_door=Open Right Door
ui_interactor_open_upper_turret=Open Upper Turret Bay Doors
ui_interactor_origin_001=Origin Jumpworks Collection
ui_interactor_pad_01=Pad 01
ui_interactor_pad_02=Pad 02
ui_interactor_pad_03=Pad 03
ui_interactor_pad_04=Pad 04
ui_interactor_pad_05=Pad 05
ui_interactor_pad_06=Pad 06
ui_interactor_pad_07=Pad 07
ui_interactor_pad_08=Pad 08
ui_interactor_pad_09=Pad 09
ui_interactor_pad_10=Pad 10
ui_interactor_pad_11=Pad 11
ui_interactor_pad_12=Pad 12
ui_interactor_pad_13=Pad 13
ui_interactor_pad_14=Pad 14
ui_interactor_pad_15=Pad 15
ui_interactor_pad_16=Pad 16
ui_interactor_pad_17=Pad 17
ui_interactor_pad_18=Pad 18
ui_interactor_pad_19=Pad 19
ui_interactor_pad_20=Pad 20
ui_interactor_pickup_ammo=Refill Ammo
ui_interactor_pickup_grenade=Refill Grenades
ui_interactor_place=Place
ui_interactor_power_off=Power Off
ui_interactor_power_on=Power On
ui_interactor_press=Press
ui_interactor_quick_seat_enter=Quick Enter
ui_interactor_quick_seat_exit=Quick Exit
ui_interactor_radar_TEMP=Radar TEMP
ui_interactor_reclaimer_elevator_cargo=Cargo Hold
ui_interactor_reclaimer_elevator_exit=Exit Ship
ui_interactor_reclaimer_elevator_habitation=Habitation Deck
ui_interactor_reclaimer_elevator_salvage1=Salvage Hold
ui_interactor_reclaimer_elevator_salvage2=Salvage Processing
ui_interactor_reclaimer_elevator_salvage3=Salvage Balcony
ui_interactor_remove=Remove
ui_interactor_retract=Retract
ui_interactor_retract_missile=Retract Missile Launcher
ui_interactor_roofpads=Roof Pads
ui_interactor_rsi_001=RSI Experience
ui_interactor_secdock_a_deck_left=Sec. Deck-A (L)
ui_interactor_secdock_a_deck_right=Sec. Deck-A (R)
ui_interactor_secdock_a_dockingport=Sec. Port-A
ui_interactor_secdock_b_deck_left=Sec. Deck-B (L)
ui_interactor_secdock_b_deck_right=Sec. Deck-B (R)
ui_interactor_secdock_b_dockingport=Sec. Port-B
ui_interactor_secdock_c_deck_left=Sec. Deck-C (L)
ui_interactor_secdock_c_deck_right=Sec. Deck-C (R)
ui_interactor_secdock_c_dockingport=Sec. Port-C
ui_interactor_self_destruct_TEMP=Self Destruct TEMP
ui_interactor_send_elevator=Send Elevator
ui_interactor_shields_TEMP=Shields TEMP
ui_interactor_shuttle_called=Shuttle Called
ui_interactor_stop_playing=Stop Playing
ui_interactor_sublevel_01=Sublevel 01
ui_interactor_sublevel_02=Sublevel 02
ui_interactor_sublevel_03=Sublevel 03
ui_interactor_sublevel_04=Sublevel 04
ui_interactor_sublevel_05=Sublevel 05
ui_interactor_sublevel_06=Sublevel 06
ui_interactor_sublevel_07=Sublevel 07
ui_interactor_sublevel_08=Sublevel 08
ui_interactor_sublevel_09=Sublevel 09
ui_interactor_sublevel_10=Sublevel 10
ui_interactor_sublevel_generic=Sublevel
ui_interactor_surface_level=Surface Level
ui_interactor_systems_TEMP=Systems TEMP
ui_interactor_turret_fire_mode=Switch Fire Mode
ui_interactor_turret_gyro=Switch Gyro Mode
ui_interactor_turret_sensitivity_decrease=Decrease Sensitivity
ui_interactor_turret_sensitivity_increase=Increase Sensitivity
ui_interactor_turret_sensitivity_reset=Reset Sensitivity
ui_interactor_use_bed=Enter Bed
ui_interactor_use_bottom_bunk=Enter Bottom Bunk
ui_interactor_use_canopy=Use Canopy
ui_interactor_use_captains_seat=Enter Captain's Seat
ui_interactor_use_cartograph_station=Use Cartography Station
ui_interactor_use_claw_seat=Enter Claw Operator Seat
ui_interactor_use_command_station=Enter Command Station
ui_interactor_use_copilot_ladder=Use Copilot Ladder
ui_interactor_use_copilot_seat=Enter Copilot Seat
ui_interactor_use_copilot_seat_dragonfly=Mount Passenger Seat
ui_interactor_use_door=Use Door
ui_interactor_use_driver_seat=Enter Driver Seat
ui_interactor_use_drone_seat=Enter Drone Operator Seat
ui_interactor_use_engineer_seat=Enter Engineer Seat
ui_interactor_use_engineer_station=Use Engineer Station
ui_interactor_use_ladder=Use Ladder
ui_interactor_use_lower_turret=Enter Lower Turret
ui_interactor_use_passenger_seat=Enter Passenger Seat
ui_interactor_use_pilot_ladder=Use Pilot Ladder
ui_interactor_use_pilot_seat=Enter Pilot Seat
ui_interactor_use_pilot_seat_dragonfly=Mount Pilot Seat
ui_interactor_use_remote_turret=Enter Remote Turret
ui_interactor_use_remote_turret_1=Enter Remote Turret 1
ui_interactor_use_remote_turret_2=Enter Remote Turret 2
ui_interactor_use_remote_turret_3=Enter Remote Turret 3
ui_interactor_use_remote_turret_seat,P=Enter Remote Turret Seat
ui_interactor_use_salvage_seat=Enter Salvage Operator Seat
ui_interactor_use_scanning_station=Enter Scanning Station
ui_interactor_use_seat=Enter Seat
ui_interactor_use_support_seat=Enter Support Seat
ui_interactor_use_support_station=Use Support Station
ui_interactor_use_tbeam_seat=Enter Tractor Beam Operator Seat
ui_interactor_use_toilet=Enter Toilet
ui_interactor_use_top_bunk=Enter Top Bunk
ui_interactor_use_tractor_beam=Use Tractor Beam
ui_interactor_use_turret=Enter Turret
ui_interactor_use_upper_turret=Enter Upper Turret
ui_interactor_use_weapons_seat=Enter Weapons Seat
ui_interactor_weapons_TEMP=Weapon Systems TEMP
ui_inventory_ammo_contains=Ammo Count
ui_inventory_btn_Apply=Apply
ui_inventory_btn_Clear=Clear
ui_inventory_btn_Done=Done
ui_inventory_consumable_contains=Contents Remaining
ui_inventory_filter_category_name_ammo=Ammo
ui_inventory_filter_category_name_armor=Armor
ui_inventory_filter_category_name_armor_arms=Arms
ui_inventory_filter_category_name_armor_backpack=Backpacks
ui_inventory_filter_category_name_armor_core=Core
ui_inventory_filter_category_name_armor_flair=Flair
ui_inventory_filter_category_name_armor_helmets=Helmets
ui_inventory_filter_category_name_armor_legs=Legs
ui_inventory_filter_category_name_clothing=Clothing
ui_inventory_filter_category_name_clothing_backpacks=Backpacks
ui_inventory_filter_category_name_clothing_eyewear=Eyewear
ui_inventory_filter_category_name_clothing_feet=Footwear
ui_inventory_filter_category_name_clothing_hands=Gloves
ui_inventory_filter_category_name_clothing_hats=Headwear
ui_inventory_filter_category_name_clothing_legs=Legwear
ui_inventory_filter_category_name_clothing_torso0=Shirts
ui_inventory_filter_category_name_clothing_torso1=Jackets
ui_inventory_filter_category_name_commodities=Commodities
ui_inventory_filter_category_name_consumables_chips=Cryptokeys
ui_inventory_filter_category_name_consumables_medical=Medical
ui_inventory_filter_category_name_containers,P=Containers
ui_inventory_filter_category_name_custom=Custom
ui_inventory_filter_category_name_drink=Beverages
ui_inventory_filter_category_name_food=Food
ui_inventory_filter_category_name_gadgetattachments=Attachments
ui_inventory_filter_category_name_gadgets=Gadgets
ui_inventory_filter_category_name_harvestables=Harvested
ui_inventory_filter_category_name_melee=Melee
ui_inventory_filter_category_name_mineablefps=Mined
ui_inventory_filter_category_name_other=Other
ui_inventory_filter_category_name_pistols=Sidearms
ui_inventory_filter_category_name_shouldered=Special
ui_inventory_filter_category_name_stocked=Primary
ui_inventory_filter_category_name_sustenance=Sustenance
ui_inventory_filter_category_name_technology=Technology
ui_inventory_filter_category_name_throwables=Throwables
ui_inventory_filter_category_name_undersuits=Undersuits
ui_inventory_filter_category_name_utility=Utility
ui_inventory_filter_category_name_vehicle=Vehicles
ui_inventory_filter_category_name_vehicle_cooler=Coolers
ui_inventory_filter_category_name_vehicle_countermeasure=CM Launchers
ui_inventory_filter_category_name_vehicle_emp=EMP
ui_inventory_filter_category_name_vehicle_mining=Mining
ui_inventory_filter_category_name_vehicle_missilerack=Missile Racks
ui_inventory_filter_category_name_vehicle_ordnance=Ordnance
ui_inventory_filter_category_name_vehicle_paint=Liveries
ui_inventory_filter_category_name_vehicle_parts,P=Vehicle Parts
ui_inventory_filter_category_name_vehicle_powerplant=Power Plants
ui_inventory_filter_category_name_vehicle_quantumdrive=Quantum Drives
ui_inventory_filter_category_name_vehicle_shield=Shields
ui_inventory_filter_category_name_vehicle_turret=Turrets
ui_inventory_filter_category_name_vehicle_weapon=Weapons
ui_inventory_filter_category_name_weaponattachments=Attachments
ui_inventory_filter_category_name_weapons=Weapons
ui_inventory_interaction_discardItem=Discard Item
ui_inventory_interaction_equipAll=Equip All
ui_inventory_interaction_moveAll=Move All
ui_inventory_interaction_swapview,P=Swap View
ui_inventory_repool_backpack_combine,P=Combining magazines in compartment
ui_inventory_repool_filling,P=Filling up magazines
ui_inventory_repool_in_progress,P=Repool in progress
ui_inventory_repool_suit_combine,P=Combining magazines on suit
ui_inventory_repool_unstow,P=Unstowing magazines
ui_inventory_settings=Settings
ui_inventory_settings_itemport_helpers=Item Port Helpers
ui_inventory_settings_tooltips=Tooltips
ui_inventory_tab_external=External
ui_inventory_tab_location=Local
ui_inventory_tab_player=Personal
ui_inventory_tab_vehicle=Vehicles
ui_inventory_takeall,P=Take All
ui_inventory_warning_discardItem=WARNING\nThis item and any items currently equipped to it, or stored within it, will be permanently lost.\n\nAre you sure you want to discard this item?
ui_itemsSelected=Items Selected: 
ui_label_Caller=Caller
ui_label_Emergency,P=Emergency
ui_label_EndTransmission=End Transmission
ui_label_IncomingTransmission=Incoming Transmission
ui_label_Tannoy,P=Tannoy
ui_label_accessdenied=Access Denied
ui_label_accessgranted=Access Granted
ui_label_accessrequired=Access Required
ui_label_align=Align
ui_label_auxiliary,P=Auxiliary
ui_label_blocked=Blocked
ui_label_closed=Closed
ui_label_closing=Closing
ui_label_decommissioned=Decommissioned
ui_label_depressurized=Depressurized
ui_label_disabled=Disabled
ui_label_doorControl=Door Control:
ui_label_doors=Doors
ui_label_elevatoroffline,P=Elevator Offline
ui_label_enabled=Enabled
ui_label_level=Level
ui_label_lights=Lights
ui_label_lock=Lock
ui_label_locked=Locked
ui_label_lowpower=Low Power
ui_label_noaccess=No Access
ui_label_notinuse=Not In Use
ui_label_off=Off
ui_label_on=On
ui_label_open=Open
ui_label_opening=Opening
ui_label_play=Play
ui_label_playing=Now Playing
ui_label_presentpass=Present Pass
ui_label_presstoclose=Press To Close
ui_label_presstoopen=Press To Open
ui_label_pressureSensor=Pressure Sensor
ui_label_pressurized=Pressurized
ui_label_proximitySensor=Proximity Sensor
ui_label_reconnectpower=Re-Connect Door Power
ui_label_removedebris=Remove Debris To Access
ui_label_security=Security
ui_label_sensors=Sensors
ui_label_signal,P=Connection: Nominal - Signal Strength: Strong
ui_label_strength=Strength
ui_label_unlock=Unlock
ui_label_unlocked=Unlocked
ui_leaderboards_Accuracy=Accuracy
ui_leaderboards_Ace=Ace
ui_leaderboards_AvgMatch=Avg Match
ui_leaderboards_Captures=Captures
ui_leaderboards_Controller=Controller
ui_leaderboards_Deaths=Deaths
ui_leaderboards_DmgDealt=Dmg Dealt
ui_leaderboards_DmgRatio=Dmg Ratio
ui_leaderboards_DmgTaken=Dmg Taken
ui_leaderboards_Draws=Draws
ui_leaderboards_FastestLap=Fastest Lap
ui_leaderboards_FastestRace=Fastest Race
ui_leaderboards_FindPilotOrOrg=Find Pilot or Organization
ui_leaderboards_FirstBlood=First Blood
ui_leaderboards_FlightTime=Flight Time
ui_leaderboards_KillDeath=Kill/Death
ui_leaderboards_Kills=Kills
ui_leaderboards_Loadout=Loadout
ui_leaderboards_Losses=Losses
ui_leaderboards_MVP=MVP
ui_leaderboards_Matches=Matches
ui_leaderboards_MaxWaves=Max Waves
ui_leaderboards_Page=Page
ui_leaderboards_Pilot=Pilot
ui_leaderboards_PlayTime=Play Time
ui_leaderboards_Player=Player
ui_leaderboards_Rating=Rating
ui_leaderboards_Score=Score
ui_leaderboards_ScoreMin=Score/Min
ui_leaderboards_Ship=Ship
ui_leaderboards_ShotsFired=Shots Fired
ui_leaderboards_ShotsHit=Shots Hit
ui_leaderboards_Weapon=Weapon
ui_leaderboards_WinLoss=Win/Loss
ui_leaderboards_Wins=Wins
ui_leaderboards_extendedstats=Extended Player Stats
ui_leaderboards_findme=FIND MY RANK
ui_leaderboards_gamemode=Game Mode
ui_leaderboards_map=Map
ui_leaderboards_organizations=Organizations
ui_leaderboards_pilots=Pilots
ui_leaderboards_rank=Rank
ui_leaderboards_season=Season
ui_logout_blocked_ContainsVehicles=Unowned Vehicles In Ship
ui_logout_blocked_Destroyed=Ship Destroyed
ui_logout_blocked_HasPassengers=Ship Has Passengers
ui_logout_blocked_InAnotherVehicle=Ship In Another Vehicle
ui_logout_blocked_InArmisticeZone=Ship in Armistice Zone
ui_logout_blocked_InCombat=In Combat
ui_logout_blocked_InLandingArea=Ship In Landing Area
ui_logout_blocked_InQuantum=Ship In Quantum
ui_logout_blocked_NotLanded=Ship Not Landed
ui_logout_blocked_NotOwner=Do Not Own Ship
ui_looting_swap_info_pop_up,P=Not all attachments fit in swapping items.\nDo you still wish to proceed?
ui_marine_heavy=ADP-mk4 Heavy Armor
ui_marine_light=FRS Light Armor
ui_marine_medium=ORC-mkX Medium Armor
ui_menu_lobby_error_1=For tasks that return multiple results the callback will be called with this error if there is a valid result and the callback will be called again.
ui_menu_lobby_error_10=The session could not be created because there are too many session already created.
ui_menu_lobby_error_11=The specified session handle does not exist.
ui_menu_lobby_error_12=The task being performed is invalid.
ui_menu_lobby_error_14=Connection to session host failed.
ui_menu_lobby_error_15=Can't join session because it is full.
ui_menu_lobby_error_16=Can't join session because it is not available.
ui_menu_lobby_error_17=User is not unauthorized to join this game session
ui_menu_lobby_error_18=An invalid parameter was passed to function.
ui_menu_lobby_error_19=The current task has timed out waiting for a response0.
ui_menu_lobby_error_2=The service is not supported on this platform.
ui_menu_lobby_error_21=Trying to join a session that has already been joined.
ui_menu_lobby_error_23=Trying to write to a leaderboard for a user who is not in the session.
ui_menu_lobby_error_24=Trying to register too much user data.
ui_menu_lobby_error_25=Client/server version mismatch -- Bad packet length
ui_menu_lobby_error_26=Client/server version mismatch -- Bad product version
ui_menu_lobby_error_27=Client/server version mismatch -- Bad class registry hash
ui_menu_lobby_error_28=Trying to use an invalid user id.
ui_menu_lobby_error_4=Service has not been initialised.
ui_menu_lobby_error_47=If SessionEnd or SessionDelete is called for an invalid session, return this as a successful failure.
ui_menu_lobby_error_5=The task could not be started because too many tasks are already running.
ui_menu_lobby_error_6=Not enough memory to complete task.
ui_menu_lobby_error_60=No valid ping value found for user in session
ui_menu_lobby_error_7=Trying to register too much session user data.
ui_menu_lobby_error_71=Unable to retrieve a dedicated server from the dedicated server arbitrator.
ui_menu_lobby_error_8=Using a session user data id that has not been registered.
ui_menu_lobby_error_81=Internal Error
ui_menu_lobby_error_9=Live - The data type of the session user data is not compatible with the data type defined in the xlast program.
ui_menu_lobby_internal_error=Lobby Internal Error Descriptions
ui_missingtext=MISSING TEXT!
ui_mission_deadline=- Deadline:
ui_mission_reward_bonus=%s + Bonuses
ui_mission_reward_max=Up to
ui_mission_reward_min_max=%d to %d %s
ui_missionstatus_abandoned=Abandoned
ui_missionstatus_active=Active
ui_missionstatus_completed=Completed
ui_missionstatus_failed=Failed
ui_missionstatus_withdrawn=Withdrawn
ui_navpoint_Interdiction_Event=QUANTUM SNARE EVENT
ui_newline_character= \n
ui_noData=No Data
ui_noEntry=No Entry
ui_none=None
ui_null_availability_timer=Unspecified
ui_old_screen_code=RPLC 0011
ui_options=Options
ui_paste=Paste
ui_pause_PopupCanceExitlButtonText,P=No, return to game
ui_pause_PopupCancelMenuButtonText=Return to Game
ui_pause_PopupConfirmExitButtonText,P=Yes, I am safe
ui_pause_PopupConfirmMenuButtonText=Proceed to Menu
ui_pause_PopupExitingToMenu,P=Exiting to menu...
ui_pause_PopupQuitGameButtonText=Quit to Desktop
ui_pause_PopupQuitGame_Title=Quit Game
ui_pause_PopupQuittingGame,P=Quitting game...
ui_payoutLabel=Set Payment Amount
ui_pit_inventory_ammorepool=Combine All Ammo
ui_pit_inventory_split=Split
ui_pregame_Hangars=Hangars
ui_pregame_Hangars_desc=Hangars provide a private area to view and modify your ship loadouts.
ui_pregame_SpacePorts=Space Ports
ui_pregame_SpacePorts_desc=Explore some of the unique locations of the Star Citizen Universe.
ui_pregame_VisitHangar=Hangar
ui_pregame_VisitSpacePort=Location
ui_pregame_arenacommander_desc=Battle against foes and fight alongside friends in high-speed multiplayer dogfights and races.
ui_pregame_hangar_aeroview_callout1=AEHA
ui_pregame_hangar_aeroview_callout2=Ship Capacity: Up to XXX
ui_pregame_hangar_aeroview_callout3=High-tech
ui_pregame_hangar_aeroview_desc=Equally capable of holding a client meeting as well as a ship, Aeroview Hangars have become the definitive choice for the discerning executive. Built with a proprietary modular system, an Aeroview Hangar can be customized around your needs, even accommodating larger ships than most other civilian hangar providers on the market. With an overlooking office space, you wont ever be far from your business, wherever it may take you.
ui_pregame_hangar_aeroview_history=Aeroview proudly claims to be the oldest established hangar manufacturer in Human space. Their design and construction of hangars goes back more than 300 years. In the 27th century, Arthur Nassir formed the company around a rigid code of business ethics focusing largely on design quality, a dedication to ergonomics, and an extreme respect for client confidentiality. Aeroview also famously reserves the right to refuse service to any non-Citizens. While hangar design and housing is tangential, at best, to piracy, Nassirs outspoken contempt for those who fly outside the law led to the companys code. When Aeroview was purchased by Shubin Interstellar, the conditions of the sale insisted that the code be adhered to in perpetuity. /n/nWhile the code remains intact, Aeroviews original business model does not. The Aeroview hangars of the 28th century were palatial affairs built on a case-by-case basis to the specifications of the social elite capable of owning their own spacecraft. In recent years, Aeroview has adapted their tactics to follow in SELF-LANDs footsteps (although they would never admit it). Instead of custom-building high-class hangars on an individual basis, they now produce a line of modular “business hangars” priced to sell to successful businessmen and other executive-level clients. Unlike other modular hangar companies, Aeroview does not lease the property on which their hangars are established. This is left up to the individual consumer to determine; the Aeroview hangar can be erected at any point in the UEE given 48-hours notification (24 hours, for a steep rush construction fee). Of special note, Aeroview has found particular success in developing hangars for larger scale craft or craft that require additional space for support equipment. Pilots of ships like Freelancers, with multiple crew housings, or Hornets, with weapons racks and a need for more intensive hull repair facilities, generally find it more cost effective to purchase a single Aeroview hangar rather than multiple SELF-LANDs.
ui_pregame_hangar_architecture=Architecture:
ui_pregame_hangar_callsign=Call Sign:
ui_pregame_hangar_revelyork_callout1=REYO
ui_pregame_hangar_revelyork_callout2=Ship Capacity: Up to XXX
ui_pregame_hangar_revelyork_callout3=Super-Modernism
ui_pregame_hangar_revelyork_desc=Excellence. Refinement. Function. These are the pillars that the architects at Revel & York hold dear when building a hangar facility. They understand that your hangar is not just a space. That it is an extension, a manifestation of its owner. Featuring handcrafted wood paneling, botanical gardens and dynamic wallscreens, Revel & York hangars will feel more like home than home.
ui_pregame_hangar_revelyork_history=When the Revel & York engineering corporation set about designing its first hangar some thirty years ago, the reaction was laughter. The company, known best for excessively expensive and visibly uncomfortable furniture, was entering a field dominated by aerospace giants. The laughter ceased quickly as the Revel & York “deluxe” line of hangars became the de-facto spacecraft garage of the rich and powerful. The companys cavernous hangars, established on ideal landing spaces in top-dollar land agreements, earned their standing reputation for excellence and quality. /n/nRevel & York designers work directly with pilots to develop a hangar experience like no other. R&Y is the only company currently constructing modular hangars designed to support merchantman-class spacecraft like the Constellation and Caterpillar, locking them into a valuable if small segment of the population. Their hangar designs have earned their reputation: between interlocking catwalks (with motorized lifts!) to allow pilots to supervise their spacecraft from overhead, to specially designed Greycat PV buggies for transporting ship crews from module to module, everything is designed for not just the elite pilots usability but also their overall enjoyment. SELF-LAND and competitors make a place to put your ship; Revel & York makes a place for you to take it in.
ui_pregame_hangar_selfland_callout1=SELA
ui_pregame_hangar_selfland_callout2=Ship Capacity: Up to XXX
ui_pregame_hangar_selfland_callout3=Low-tech/Colonialism
ui_pregame_hangar_selfland_desc=Affordable and utilitarian hangars available in every system of the Empire. Self-Land prides themselves on providing a safe and secure landing experience whether youre in Terra or Fora. Their modular design and use of prefabricated materials means that Self-Land hangars can be constructed in almost any existing structure, leading to their extensive presence around the UEE.
ui_pregame_hangar_selfland_history=Incorporated by Peter Weathermen, a wealthy guild licensed shipper who made his living on the active spacelanes, SELF-LAND hangars have become an ever-present reminder of just how easy it is for Humans to travel the stars. The corporation was founded on the philosophy that the temporary hangars available to transiting pilots were inaccessible, unaffordable and most importantly unsafe. (Weathermen began developing the company after he was jumped by a gang of dock-thugs who stripped his Starfarer to the hull plating.) /n/nStarting in the mid-29th century, SELF-LAND began a franchising-based expansion across the Human-inhabited galaxy. The first SELF-LAND was established by Weathermen on Vann in the Croshaw System. Seemingly overnight, the company had expanded to a dozen worlds … and then a hundred. Today, the SELF-LAND corporation boasts that they maintain at least one facility on every world in the UEE, with some planets (Terra chief among them) having as many as sixty different complexes. SELF-LAND hangars are fully modular and environmentally controlled. Prefabricated out of the most available common metals, they arent necessarily attractive to look at … but they are comfortable and familiar. The SELF-LAND experience on a colony world near Vanduul space is exactly the same as that available to a pilot berthing on Earth. The SELF-LAND corporation takes care of everything, from structure design to land titles. Because of their design, the same hangar type can be used in configurations ranging from skyscraping heights, to the breadth of a plain, to stacked underground, or to honeycombed deep within asteroids.
ui_pregame_hangar_vfgindustrial_callout1=VFGI
ui_pregame_hangar_vfgindustrial_callout2=Ship Capacity: Up to XXX
ui_pregame_hangar_vfgindustrial_callout3=Low-tech/Colonialism
ui_pregame_hangar_vfgindustrial_desc=For commercial and industrial needs, why not consider a hangar from VFG Industrial? Inspired by military design principles, their effective and durable structures are capable of sustaining inhospitable conditions. With a VFG hangar, theres no such thing as off limits.
ui_pregame_hangar_vfgindustrial_history=Tom Vivien, Walter Fink and Ulla Gandil were members of the UEE Army Corp of Engineers who specialized in quickly building pressurized landing zones in combat zones during their service. They founded VFG Industrial shortly after being discharged and attempted to bring their expertise to the civilian market. With so many mining groups and terraformers out there, they believed there was a demand for functional and well-crafted hangars in 'non-ideal' conditions. They were correct, clients came in droves, until the Army attempted to sue them for patent theft. The lawsuit claimed that VFG's entire business was built upon proprietary design briefs written for and owned by the Army. VFG tried to settle in for a long fight, but soon began to run out of resources. With a freeze on their business, no more money was coming in, but the three refused to back down./n/nWhen things seemed bleakest, they received a reprieve, of sorts. ArcCorp was very interested in their hangar building methods, specifically for their mining and terraforming subsidiaries, but also to mass-market to the public. The members of VFG were divided. Fink utterly refused to sell to the MegaCorp, but the other two knew they had no choice. The three finally agreed to sell. ArcCorp's lawyers took over their defense and within a matter of weeks managed to work some backroom black magic to hamstring the Army's case. Fink took a substantial buyout and left the firm. Tom Vivien and Ulla Gandil are technically still on the board, but control of the company has shifted to ArcCorp.
ui_pregame_persistentuniverse=Persistent Universe
ui_pregame_persistentuniverse_desc=Experience the Star Citizen Alpha universe. Join your friends, visit space stations, execute contracts, all in a persistent expanding universe.
ui_pregame_port_Area18_callout1=Cubby Blast, Casaba Outlet, Dumper's Depot, Astro Armada, Traveler Rentals
ui_pregame_port_Area18_callout2=Riker Memorial Spaceport, G-Loc Bar, TDD, ArcCorp Distro, Adira Falls, Bevic Convention Center
ui_pregame_port_Area18_callout3=BlacJac Security
ui_pregame_port_Area18_desc=Area18 is one of the main commercial ports for interplanetary traffic in the surrounding region of ArcCorp. Travellers can find a variety of goods from trusted names as well as local providers, if theyre not overwhelmed by the sights and sounds of this landing zone.
ui_pregame_port_Area18_history,P=PLACEHOLDER  TO BE FILLED IN..... Area18 History
ui_pregame_port_Area18_name=Area18
ui_pregame_port_Checkmate_desc=Located at the L4 Lagrange point of Pyro II, this dilapidated station was originally established by Pyrotechnic Amalgamated to supply their workers with fuel and other resources. Today, the fierce Rough & Ready gang uses the station to offer outlaws traveling the system a place to stop for fuel, supplies, and a bit of entertainment. Just be sure to mind your manners.
ui_pregame_port_Checkmate_name=Checkmate
ui_pregame_port_GrimHex_callout1=Skutters, KCTrending, Parts, Technotic
ui_pregame_port_GrimHex_callout2=Old '38 Bar, Trade Terminals, None of Your Business
ui_pregame_port_GrimHex_callout3=No Security
ui_pregame_port_GrimHex_desc=A cheap Housing Exchange (also known as a HEX) built into a hollowed out asteroid to provide affordable living. As mining opportunities dried up, the station declined and slowly transformed into a market for drugs and petty crime. Locals now refer to the station as Grim HEX.
ui_pregame_port_GrimHex_name=Grim HEX
ui_pregame_port_Levski_callout1=Conscientious Objects, Cordy's, Dumper's Depot, Teach's Ship Shop, Grand Barter
ui_pregame_port_Levski_callout2=Café Musain, Miners Amalgamated Loc. 163, Trade Terminals, Liberty Maintenance
ui_pregame_port_Levski_callout3=People's Alliance
ui_pregame_port_Levski_desc=This mining facility was abandoned for years before UEE refugees took up residence. Dedicated to the creation of an egalitarian society, Levski has evolved into a self-sustaining port of political activists and those wishing to escape the eye of the Empire.
ui_pregame_port_Levski_name=Levski
ui_pregame_port_Lorville_callout1=Tammany & Sons, Hurston Dynamics Showcase, New Deal Ship Market
ui_pregame_port_Lorville_callout2=Reclamation & Disposal, Transfers Market, M&V Bar, L19 Residences, Desmond Memorial Convention Center
ui_pregame_port_Lorville_callout3=Hurston Security
ui_pregame_port_Lorville_desc=The capital of Hurston and the corporate headquarters for the eponymous weapons manufacturer, Lorville is a company town with a population predominately comprised of Hurston Dynamics employees and the security forces that supervise their labors.
ui_pregame_port_Lorville_name=Lorville
ui_pregame_port_MileMillionHighClub_callout1=No Shops
ui_pregame_port_MileMillionHighClub_callout2=No Amenities
ui_pregame_port_MileMillionHighClub_callout3=No Security Features
ui_pregame_port_MileMillionHighClub_desc=Designed by famed architectural firm Ido, this executive lounge features polished hardwood floors, a fully-stocked bar and two floor-to-ceiling aquariums. Whether hosting work associates, friends to watch the latest SataBall match or pulling out the stops for an all-night affair, the Million Mile High Club is the perfect venue for any kind of occasion.
ui_pregame_port_MileMillionHighClub_history=
ui_pregame_port_MileMillionHighClub_name=Million Mile High Club
ui_pregame_port_NewBabbage_callout1=CenterMass, Omega Pro, Aparelli, Regal Luxury Rentals, The Factory Line
ui_pregame_port_NewBabbage_callout2=NBIS, The Nest, MT Planetary Services, TDD, Wally's Bar, FTL, Shubin Interstellar Services
ui_pregame_port_NewBabbage_callout3=microTech Security
ui_pregame_port_NewBabbage_desc=Built to keep the world's freezing temperatures at bay, New Babbage is a luxurious city with top-class amenities and domed open spaces designed to inspire the creativity and productivity of the cutting edge companies and tech firms drawn here by microTech's innovative spirit.
ui_pregame_port_NewBabbage_name=New Babbage
ui_pregame_port_Olisar_callout1=LiveFire Weapons, Garrity Defense, Casaba Outlet, Dumper's Depot
ui_pregame_port_Olisar_callout2=EZ Habs, Trade Terminals, Vending Machines
ui_pregame_port_Olisar_callout3=Crusader Security
ui_pregame_port_Olisar_desc=Located in the trade lanes above Crusader, Port Olisar offers a breathtaking view of the planet below. Owned and operated by Crusader Industries, Port Olisar acts as a gateway to the companys vast planetary holdings and orbital shipyards.
ui_pregame_port_Olisar_history,P=PLACEHOLDER TO BE FILLED IN..... Port Olisar History
ui_pregame_port_Olisar_name=Port Olisar
ui_pregame_port_Orison_callout1=Crusader Showroom, Cousin Crow's Custom Craft, Kel-To ConStore
ui_pregame_port_Orison_callout2=August Dunlow Spaceport, TDD, Covalex, FTL, Green Circle, Voyager Bar
ui_pregame_port_Orison_callout3=Crusader Security
ui_pregame_port_Orison_desc=Located high above the clouds, Orison is built upon a military-constructed latticework of inhabitable floating platforms which Crusader Industries uses to manufacture their large-scale ships. The shipyards themselves are famously beautiful and have made Orison a prime tourist destination in the Stanton system.
ui_pregame_port_Orison_name=Orison
ui_pregame_pyro_desc=With violent and unpredictable solar flares creating a less than hospitable environment, the Pyro system was left unclaimed by the Empire, leaving unscrupulous mining consortiums, like Pyrotechnic Amalgamated, looking to harvest as much ore as they could. With the system now depleted, it is currently inhabited by down-on-their luck settlers trying their best to survive and fierce outlaw gangs vying endlessly for control of what sparse resources are left.
ui_pregame_pyro_name=Pyro System
ui_pregame_selectdestination=Please Select Destination
ui_pregame_stanton_callout1=Shopping and trade opportunities available throughout the system.
ui_pregame_stanton_callout2=Port Olisar, Lorville, Area18, Rest & Relax Stations, Levski, Green Imperial HEX (CLOSED)
ui_pregame_stanton_callout3=ECN monitored space patrolled by local corporate security.
ui_pregame_stanton_desc=While the UEE still controls the rights to the system overall, the four planets that reside here were sold by the government to four separate megacorporations Hurston (Stanton I), Crusader (Stanton II), ArcCorp (Stanton III), and microTech (Stanton IV). These worlds became the first privately-owned planets in the Empire. Developed quickly, Stanton has grown into an economic powerhouse with large amounts of businesses and manufacturers flocking to the commercially-focused system. Of course, such rapid growth is not without problems - crime has become an increasing concern as the corporate governments and security forces strive to maintain the law and uphold peace.
ui_pregame_stanton_name=Stanton System
ui_pregame_starmarine_desc=Itching for some intense FPS action? Pick a loadout and join in on some multiplayer mayhem!
ui_repDropDownLabel=Required Provider Rep
ui_reputationSelector=Minimum Provider Rating
ui_rewards=PAYMENT
ui_selectBeaconType=Beacon Type
ui_services_error_ACCOUNT_ALREADY_LOGGED_IN=Account already logged in.\nDuplicate session ID found.\nPlease try again in a moment.
ui_services_error_ACCOUNT_DATA_FAILED=Account data update failed.\nSynchronizing account data with the game network either failed or timed out.\nPlease try again.
ui_services_error_ACCOUNT_LOGIN_FAILED=Account login failed.\nPlease verify your login credentials and try again.
ui_services_error_ACCOUNT_LOGIN_LOCKED=Account login locked.\nIf you recently reset your character, Please try again later.\nIf you don't know why your account is locked, please contact CIG Support.
ui_services_error_ACCOUNT_LOGIN_TIMED_OUT=Account login timeout.\nPlease try again.
ui_services_error_ACCOUNT_WAITING_FOR_RECONNECT=You have been disconnected. You have two minutes to reconnect before the client shuts down.
ui_services_error_CONNECTION_FAILED=CIG services connection failed.\nUnable to connect to game network.\nIf the problem persists please check the internet connection.
ui_services_error_CONNECTION_KICKED_CS=An Admin has kicked you from the server.
ui_services_error_CONNECTION_KICKED_LOGIN_QUEUE_PROCESS_PLAYER_TIMEOUT=Disconnected from server. Login queue process player timeout.
ui_services_error_CONNECTION_KICKED_LOGIN_QUEUE_TIMEOUT=Disconnected from server.  Login queue timeout.
ui_services_error_CONNECTION_KICKED_MOD=(PH) Kicked from server.
ui_services_error_CONNECTION_KICKED_MULTIPLE_LOGIN=Disconnected from server. Your account has logged in from another computer.
ui_services_error_CONNECTION_TIMED_OUT=CIG services connection timed out.\nUnable to connect to the game network.\nIf the problem persists please check the internet connection.
ui_services_error_CONNECTION_UNINITIALIZED=CIG services connection unavailable.\nPlease verify your login credentials and try again.
ui_services_error_CONNECTION_WAITING_FOR_RECONNECT=You have been disconnected. You have two minutes to reconnect before the client shuts down.
ui_services_error_PERSISTENT_VARIABLE_REQUEST_FAILED=CIG services persistent variable request failed\nIf the problem persists please check the internet connection.
ui_ship_recall=Recall Last Vehicle
ui_ship_recall_desc=Activate ship recall on the last flying vehicle used
ui_shop_moreInfo=More Info
ui_shop_quickBuy=Quick Buy - ~shopInteractionData(price) UEC
ui_showCreateWidget=Create Beacon
ui_showotheractions=Show Actions
ui_slaver_heavy=Defiance Heavy Armor
ui_slaver_light=Calico Light Armor
ui_slaver_medium=DustUp Medium Armor
ui_sm_SaveLoadout=Save Loadout
ui_sm_TeamA=Marines
ui_sm_TeamB=Outlaws
ui_sm_loadout_ArmorSelectionText=Select Armor Type
ui_sm_loadout_CheckboxText,P=Filter Locked Items
ui_sm_loadout_ConfirmLoadout=CONFIRM LOADOUT
ui_sm_loadout_GrenadeText=Grenades
ui_sm_loadout_HeadText=Head
ui_sm_loadout_HeavyArmorButton=Heavy Armor
ui_sm_loadout_HelmetsText=(PH) Helmets
ui_sm_loadout_LightArmorButton=Light Armor
ui_sm_loadout_MediumArmorButton=Medium Armor
ui_sm_loadout_MediumWeaponLabel=Primary Weapon
ui_sm_loadout_NoneSelectionText=None
ui_sm_loadout_RenamePreset=Rename Preset
ui_sm_loadout_SavePreset=Save Preset
ui_sm_loadout_ScreenDesc=Customize your weapon and equipment loadout.
ui_sm_loadout_ScreenName=Character Loadout
ui_sm_loadout_SmallWeaponLabel=Sidearm
ui_sm_loadout_TeamButtonMarines,P=Join the Outlaws
ui_sm_loadout_TeamButtonOutlaws,P=Join the Marines
ui_sm_loadout_WeaponText=Weapons
ui_sm_loadout_elimination=DEFAULT LOADOUT 1
ui_sm_loadout_marine,P=Control - Marine
ui_sm_loadout_slaver,P=Control - Outlaw
ui_sm_loadoutitem_Locked=Locked
ui_sm_lobby_LoadoutSelectionButtonText=Loadout Selection
ui_spawn_ship_error,P=Failed to spawn ship from your account.
ui_stopwatch_reset=Reset (Long Press)
ui_stopwatch_trigger=Start / Pause (Short Press)
ui_test_build_disclamer=TEST VERSION - This is an early test build and not indicative of gameplay/content on the official live servers.
ui_test_lorum1=Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
ui_test_lorum2=Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
ui_test_lorum3=Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam, eaque ipsa quae ab illo inventore veritatis et quasi architecto beatae vitae dicta sunt explicabo. Nemo enim ipsam voluptatem quia voluptas sit aspernatur aut odit aut fugit, sed quia consequuntur magni dolores eos qui ratione voluptatem sequi nesciunt. Neque porro quisquam est, qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit, sed quia non numquam eius modi tempora incidunt ut labore et dolore magnam aliquam quaerat voluptatem. Ut enim ad minima veniam, quis nostrum exercitationem ullam corporis suscipit laboriosam, nisi ut aliquid ex ea commodi consequatur? Quis autem vel eum iure reprehenderit qui in ea voluptate velit esse quam nihil molestiae consequatur, vel illum qui dolorem eum fugiat quo voluptas nulla pariatur?
ui_triggerTask=Trigger Task
ui_turnover=Turn Over
ui_turret_esp_hold=Turret E.S.P. - Enable Temporarily (Hold)
ui_turret_remote_cycle_next=Next Remote Turret
ui_turret_remote_cycle_prev=Previous Remote Turret
ui_unequip=Unequip
ui_v_auto_precision_mode_off=Automatic Precision Mode - Disable
ui_v_auto_precision_mode_on=Automatic Precision Mode - Enable
ui_v_auto_precision_mode_toggle=Automatic Precision Mode - Toggle
ui_v_auto_targeting_disable_long=Auto Targeting - Toggle Off (Long Press)
ui_v_auto_targeting_disable_long_desc=Auto Targeting - Toggle Off (Long Press)
ui_v_auto_targeting_disable_short=Auto Targeting - Toggle Off (Short Press)
ui_v_auto_targeting_disable_short_desc=Auto Targeting - Toggle Off (Short Press)
ui_v_auto_targeting_enable_long=Auto Targeting - Toggle On (Long Press)
ui_v_auto_targeting_enable_long_desc=Auto Targeting - Toggle On (Long Press)
ui_v_auto_targeting_enable_short=Auto Targeting - Toggle On (Short Press)
ui_v_auto_targeting_enable_short_desc=Auto Targeting - Toggle On (Short Press)
ui_v_auto_targeting_toggle_long=Auto Targeting - Toggle On/Off (Long Press)
ui_v_auto_targeting_toggle_long_desc=Auto Targeting - Toggle On/Off (Long Press)
ui_v_auto_targeting_toggle_short=Auto Targeting - Toggle On/Off (Short Press)
ui_v_auto_targeting_toggle_short_desc=Auto Targeting - Toggle On/Off (Short Press)
ui_v_capacitor_assignment_engine_combined_decrease_min=Engines - Decrease (Tap) / Set to Min (Hold)
ui_v_capacitor_assignment_engine_combined_increase_max=Engines - Increase (Tap) / Set to Max (Hold)
ui_v_capacitor_assignment_engine_decrease=Engines - Decrease (Tap)
ui_v_capacitor_assignment_engine_increase=Engines - Increase (Tap)
ui_v_capacitor_assignment_engine_max=Engines - Set to Max (Tap)
ui_v_capacitor_assignment_engine_min=Engines - Set to Min (Tap)
ui_v_capacitor_assignment_reset=Reset Assignments
ui_v_capacitor_assignment_shield_combined_decrease_min=Shields - Decrease (Tap) / Set to Min (Hold)
ui_v_capacitor_assignment_shield_combined_increase_max=Shields - Increase (Tap) / Set to Max (Hold)
ui_v_capacitor_assignment_shield_decrease=Shields - Decrease (Tap)
ui_v_capacitor_assignment_shield_increase=Shields - Increase (Tap)
ui_v_capacitor_assignment_shield_max=Shields - Set to Max (Tap)
ui_v_capacitor_assignment_shield_min=Shields - Set to Min (Tap)
ui_v_capacitor_assignment_weapon_combined_decrease_min=Weapons - Decrease (Tap) / Set to Min (Hold)
ui_v_capacitor_assignment_weapon_combined_increase_max=Weapons - Increase (Tap) / Set to Max (Hold)
ui_v_capacitor_assignment_weapon_decrease=Weapons - Decrease (Tap)
ui_v_capacitor_assignment_weapon_increase=Weapons - Increase (Tap)
ui_v_capacitor_assignment_weapon_max=Weapons - Set to Max (Tap)
ui_v_capacitor_assignment_weapon_min=Weapons - Set to Min (Tap)
ui_v_cycle_pitch_ladder_mode=Cycle Pitch Ladder Mode
ui_v_cycle_pitch_ladder_mode_desc=Cycles the pitch ladder mode between off, HUD, look direction and mixed.
ui_v_dock_toggle_view=Toggle Docking Camera
ui_v_dock_toggle_view_desc=Toggles the docking camera.
ui_v_ifcs_esp_hold=E.S.P. - Enable Temporarily (Hold)
ui_v_ifcs_gravity_compensation_off=Gravity Compensation - Disable
ui_v_ifcs_gravity_compensation_on=Gravity Compensation - Enable
ui_v_ifcs_gsafe_off=G-Force safety off
ui_v_ifcs_gsafe_off_desc=G-Force safety off
ui_v_ifcs_gsafe_on=G-Force safety on
ui_v_ifcs_gsafe_on_desc=G-Force safety on
ui_v_ifcs_throttle_set_normal=Throttle - Cruise Mode - Disable
ui_v_ifcs_throttle_set_sticky=Throttle - Cruise Mode - Enable
ui_v_ifcs_throttle_swap_mode=Throttle - Cruise Mode - Toggle
ui_v_ifcs_toggle_gravity_compensation=Gravity Compensation - Toggle
ui_v_ifcs_toggle_gravity_compensation_desc=Gravity Compensation - Toggle
ui_v_invoke_docking=Invoke Docking
ui_v_invoke_docking_desc=Invokes docking.
ui_v_master_mode_cycle,P=Cycle Master Mode (Short Press)
ui_v_master_mode_cycle_long=Cycle Master Mode (Long Press)
ui_v_master_mode_set_nav=Set Master Mode to Nav
ui_v_master_mode_set_scm=Set Master Mode to SCM
ui_v_operator_mode_toggle_next=Next Operator Mode
ui_v_operator_mode_toggle_prev=Previous Operator Mode
ui_v_set_flight_mode,P=Set Flight Operator Mode
ui_v_set_flight_mode_desc,P=Set Flight Operator Mode
ui_v_set_guns_mode,P=Set Guns Operator Mode
ui_v_set_guns_mode_desc,P=Set Guns Operator Mode
ui_v_set_mining_mode,P=Set Mining Operator Mode
ui_v_set_mining_mode_desc,P=Set Mining Operator Mode
ui_v_set_missile_mode,P=Set Missile Operator Mode
ui_v_set_missile_mode_desc,P=Set Missile Operator Mode
ui_v_set_quantum_mode,P=Set Quantum Operator Mode
ui_v_set_quantum_mode_desc,P=Set Quantum Operator Mode
ui_v_set_salvage_mode,P=Set Salvage Operator Mode
ui_v_set_salvage_mode_desc,P=Set Salvage Operator Mode
ui_v_set_scan_mode,P=Set Scanning Operator Mode
ui_v_set_scan_mode_desc,P=Set Scanning Operator Mode
ui_v_strafe_abs_rel_swap=Throttle - Swap Relative and Absolute
ui_v_strafe_abs_rel_swap_desc=Throttle - Swap Relative and Absolute
ui_v_strafe_back=Throttle - Decrease
ui_v_strafe_back_abs=Throtte - Backward (abs.)
ui_v_strafe_back_abs_desc=Throtte - Backward (abs.)
ui_v_strafe_back_abs_rel=Throttle - Backward (abs. & rel.)
ui_v_strafe_back_abs_rel_desc=Throttle - Backward (abs. & rel.)
ui_v_strafe_back_rel=Throttle - Backward (rel.)
ui_v_strafe_back_rel_desc=Throttle - Backward (rel.)
ui_v_strafe_forward=Throttle - Increase
ui_v_strafe_forward_abs=Throtte - Forward (abs.)
ui_v_strafe_forward_abs_desc=Throtte - Forward (abs.)
ui_v_strafe_forward_abs_rel=Throttle - Forward (abs. & rel.)
ui_v_strafe_forward_abs_rel_desc=Throttle - Forward (abs. & rel.)
ui_v_strafe_forward_rel=Throttle - Forward (rel.)
ui_v_strafe_forward_rel_desc=Throttle - Forward (rel.)
ui_v_strafe_longitudinal=Throttle - Forward / Back
ui_v_strafe_longitudinal_abs=Throttle - Forward / Backward (abs.)
ui_v_strafe_longitudinal_abs_desc=Throttle - Forward / Backward (abs.)
ui_v_strafe_longitudinal_abs_rel=Throttle - Forward / Backward (abs. & rel.)
ui_v_strafe_longitudinal_abs_rel_desc=Throttle - Forward / Backward (abs. & rel.)
ui_v_strafe_longitudinal_rel=Throttle - Forward / Backward (rel.)
ui_v_strafe_longitudinal_rel_desc=Throttle - Forward / Backward (rel.)
ui_v_strafe_reset_rel_long=Throttle - Remove Trim (long)
ui_v_strafe_reset_rel_long_desc=Throttle - Remove Trim (long)
ui_v_strafe_reset_rel_short=Throttle - Remove Trim (short)
ui_v_strafe_reset_rel_short_desc=Throttle - Remove Trim (short)
ui_v_strafe_set_rel_from_abs_long=Throttle - Set Trim (long)
ui_v_strafe_set_rel_from_abs_long_desc=Throttle - Set Trim (long)
ui_v_strafe_set_rel_from_abs_short=Throttle - Set Trim (short)
ui_v_strafe_set_rel_from_abs_short_desc=Throttle - Set Trim (short)
ui_v_strafe_trim_reset_long=Throttle - Trim - Release (Long Press)
ui_v_strafe_trim_reset_long_desc=Throttle - Trim - Release (Long Press)
ui_v_strafe_trim_reset_short=Throttle - Trim - Release (Short Press)
ui_v_strafe_trim_reset_short_desc=Throttle - Trim - Release (Short Press)
ui_v_strafe_trim_set_100_long=Throttle - Trim - Set To 100% (Long Press)
ui_v_strafe_trim_set_100_long_desc=Throttle - Trim - Set To 100% (Long Press)
ui_v_strafe_trim_set_100_short=Throttle - Trim - Set To 100% (Short Press)
ui_v_strafe_trim_set_100_short_desc=Throttle - Trim - Set To 100% (Short Press)
ui_v_strafe_trim_set_50_long=Throttle - Trim - Set To 50% (Long Press)
ui_v_strafe_trim_set_50_long_desc=Throttle - Trim - Set To 50% (Long Press)
ui_v_strafe_trim_set_50_short=Throttle - Trim - Set To 50% (Short Press)
ui_v_strafe_trim_set_50_short_desc=Throttle - Trim - Set To 50% (Short Press)
ui_v_strafe_trim_set_long=Throttle - Trim - Set (Long Press)
ui_v_strafe_trim_set_long_desc=Throttle - Trim - Set (Long Press)
ui_v_strafe_trim_set_short=Throttle - Trim - Set (Short Press)
ui_v_strafe_trim_set_short_desc=Throttle - Trim - Set (Short Press)
ui_v_target_under_reticle=Lock Target Under Reticle
ui_v_target_under_reticle_desc=Lock Target Under Reticle
ui_v_target_unlock=Unlock Current Target
ui_v_target_unlock_desc=Unlock Current Target
ui_v_toggle_docking_mode=Toggle Docking Mode
ui_v_toggle_docking_mode_desc=Toggles docking mode.
ui_v_toggle_flight_mode,P=Toggle Flight Operator Mode
ui_v_toggle_guns_mode,P=Toggle Guns Operator Mode
ui_v_toggle_qdrive_engagement=Engage Quantum Drive (Hold)
ui_v_toggle_qdrive_engagement_desc=Engages the quantum drive.
ui_v_weapon_ads_cycle_tracking=Precision Targeting - Toggle Camera Tracking
ui_v_weapon_ads_hold=Precision Targeting - Enable (Hold)
ui_v_weapon_ads_stable_max_zoom_hold=Precision Targeting - Max Zoom (Hold)
ui_v_weapon_ads_toggle=Precision Targeting - Toggle
ui_v_weapon_convergence_distance_abs=Manual Convergence Distance (abs.)
ui_v_weapon_convergence_distance_abs_desc=Sets the Manual Convergence Distance on an absolute axis
ui_v_weapon_convergence_distance_limiter_rel_desc=Sets the manual convergence distance on a relative axis
ui_v_weapon_convergence_distance_rel=Manual Convergence Distance (rel.)
ui_v_weapon_convergence_distance_rel_decrease=Manual Convergence Distance - Decrease
ui_v_weapon_convergence_distance_rel_decrease_desc=Decreases the Manual Convergence Distance
ui_v_weapon_convergence_distance_rel_increase=Manual Convergence Distance - Increase
ui_v_weapon_convergence_distance_rel_increase_desc=Increases the Manual Convergence Distance
ui_v_weapon_convergence_distance_set_default=Manual Convergence Distance - Reset
ui_v_weapon_convergence_distance_set_default_desc=Resets the Manual Convergence Distance to the default value
ui_v_weapon_gimbal_mode_cycle_fixed_auto=Cycle Fixed / Auto Gimbal Modes
ui_v_weapon_gimbal_mode_set_auto=Set Auto Gimbal Mode (Short Press)
ui_v_weapon_gimbal_mode_set_auto_long=Set Auto Gimbal Mode (Long Press)
ui_v_weapon_gimbal_mode_set_fixed=Set Fixed Gimbal Mode (Short Press)
ui_v_weapon_gimbal_mode_set_fixed_long=Set Fixed Gimbal Mode (Long Press)
ui_v_weapon_gimbal_mode_set_manual=Set Manual Gimbal Mode (Short Press)
ui_v_weapon_gimbal_mode_set_manual_long=Set Manual Gimbal Mode (Long Press)
ui_v_weapon_pip_combination_type_set_combined_all=PIP Combination Type: Set Average Of All
ui_v_weapon_pip_combination_type_set_combined_weapon_group=PIP Combination Type: Set One PIP Per Weapon Type
ui_v_weapon_pip_combination_type_set_single=PIP Combination Type: Set One PIP Per Weapon
ui_v_weapon_pip_combination_type_toggle=PIP Combination Type: Toggle
ui_v_weapon_pip_fade_off=PIP Fading Off
ui_v_weapon_pip_fade_off_desc=PIP Fading Off
ui_v_weapon_pip_fade_on=PIP Fading On
ui_v_weapon_pip_fade_on_desc=PIP Fading On
ui_v_weapon_pip_fade_toggle=PIP Fading Toggle
ui_v_weapon_pip_fade_toggle_desc=PIP Fading Toggle
ui_v_weapon_pip_prec_line_off=PIP Precision Lines Off
ui_v_weapon_pip_prec_line_off_desc=PIP Precision Lines Off
ui_v_weapon_pip_prec_line_on=PIP Precision Lines On
ui_v_weapon_pip_prec_line_on_desc=PIP Precision Lines On
ui_v_weapon_pip_prec_line_toggle=PIP Precision Lines Toggle
ui_v_weapon_pip_prec_line_toggle_desc=PIP Precision Lines Toggle
ui_v_weapon_pip_set_lag=Set Lag PIPs
ui_v_weapon_pip_set_lead=Set Lead PIPs
ui_v_weapon_pip_toggle_lead_lag=Toggle Lead / Lag PIPs
ui_v_weapon_preset_attack=Weapon Preset - Fire
ui_v_weapon_preset_next=Weapon Presets - Next
ui_v_weapon_preset_prev=Weapon Presets - Previous
ui_v_weapon_suppress_aim_assists_hold=Suppress Aim Assists (Hold)
ui_v_weapon_ui_scale_off=Gunnery UI Magnification Off
ui_v_weapon_ui_scale_off_desc=Gunnery UI Magnification Off
ui_v_weapon_ui_scale_on=Gunnery UI Magnification On
ui_v_weapon_ui_scale_on_desc=Gunnery UI Magnification On
ui_v_weapon_ui_scale_toggle=Gunnery UI Magnification Toggle
ui_v_weapon_ui_scale_toggle_desc=Gunnery UI Magnification Toggle
ui_weapon_convergence_distance_abs=Manual Convergence Distance (abs.)
ui_weapon_convergence_distance_rel=Manual Convergence Distance (rel.)
ui_weapons_ammo=Ammo
ui_weapons_charge=Charge
ui_weapons_chargedrain_battery=Battery
ui_weapons_chargedrain_charge=Charge
ui_weapons_chargedrain_charging=Charging
ui_weapons_chargedrain_depleting=Depleting
ui_weapons_chargedrain_drain=Drain
ui_weapons_chargedrain_draining=Draining
ui_weapons_chargedrain_drainingavailable=Draining Available
ui_weapons_chargedrain_drainingunavailable=Draining Unavailable
ui_weapons_chargedrain_ec=EC:
ui_weapons_chargedrain_generator=Generator
ui_weapons_chargedrain_idle=Idle
ui_weapons_chargedrain_infinite=Infinite - On The Grid
ui_weapons_chargedrain_inpoerable=Inoperable
ui_weapons_chargedrain_nocharge=No Charge
ui_weapons_chargedrain_offline=Offline
ui_weapons_chargedrain_powered=Powered
ui_weapons_chargedrain_powersource=Power Source
ui_weapons_chargedrain_prime=Prime
ui_weapons_chargedrain_prime_required=Priming Required
ui_weapons_chargedrain_primed=Primed
ui_weapons_chargedrain_priming=Priming
ui_weapons_chargedrain_ready=Ready
ui_weapons_chargedrain_status=Status:
ui_weapons_chargedrain_unit_ec=ec
ui_weapons_chargedrain_unit_volts=v
ui_weapons_energy=Energy
ui_weapons_firemode_burst=Burst
ui_weapons_firemode_charge=Charge
ui_weapons_firemode_double=Double
ui_weapons_firemode_narrow=Narrow
ui_weapons_firemode_rapid=Rapid
ui_weapons_firemode_scatter=Scatter
ui_weapons_firemode_single=Single
ui_weapons_mode=Mode
ui_weapons_multi_02_Charging,P=Charging
ui_weapons_multi_02_Draining,P=Draining
ui_weapons_multi_02_Electro,P=Electro
ui_weapons_multi_02_Material,P=Material
ui_weapons_multi_02_Move,P=Move
ui_weapons_multi_02_Power,P=Power
ui_weapons_multi_02_Repairing,P=Repairing
ui_weapons_multi_02_Rotating,P=Rotating
ui_weapons_multi_02_Salvaging,P=Salvaging
ui_weapons_multi_02_Stored,P=Stored
ui_weapons_multi_02_Target,P=Target
ui_weapons_multi_02_Tractor,P=Tractor
ui_weapons_multi_02_Tractoring,P=Tractoring
ui_weapons_multi_Charging=Charging
ui_weapons_multi_Danger=Danger
ui_weapons_multi_Fracturing=Fracturing
ui_weapons_multi_Scanned=Scanned
ui_weapons_multi_Scanning=Scanning
ui_weapons_multi_beam_breaking=Tether Breaking
ui_weapons_multi_charge=Charge
ui_weapons_multi_cutter=Cutter
ui_weapons_multi_detaching=Detaching
ui_weapons_multi_distance_notarget=-.-
ui_weapons_multi_drain=Drain
ui_weapons_multi_gathering=Collecting
ui_weapons_multi_grappling=Zero-G Traversal
ui_weapons_multi_healing=Healing
ui_weapons_multi_mass_error=Mass Exceeded
ui_weapons_multi_mining=Mining
ui_weapons_multi_pull=Pulling
ui_weapons_multi_push=Pushing
ui_weapons_multi_range_error=Out Of Range
ui_weapons_multi_range_warning=Range Warning
ui_weapons_multi_repair=Repair
ui_weapons_multi_rotation=Rotating
ui_weapons_multi_salvage=Salvage
ui_weapons_multi_standing_on_target=Safety Violation
ui_weapons_multi_status=Status
ui_weapons_multi_tractor=Tractor
ui_weapons_multi_unauthorised_error=Unauthorised
ui_weapons_multi_valid_target=Within Range
ui_weapons_multi_volume_error=Volume Exceeded
ui_weapons_multi_volumemass_error=Volume & Mass Exceeded
ui_weapons_multiply=x
ui_weapons_outof=Out Of
ui_weapons_reload=[R] Reload
ui_weapons_repair_error_canister_empty=Canister Empty
ui_weapons_repair_error_cant_repair=Cannot Repair Material
ui_weapons_repair_error_cant_repair_further=Cannot Repair Further
ui_weapons_repair_error_cant_repair_further_call_to_action=Cannot Repair Further\nRepair Station Required
ui_weapons_repair_error_cant_repair_vehicle_part=Cannot Repair Part
ui_weapons_repair_error_no_repair_needed=Repairs Not Needed
ui_weapons_repair_error_too_damaged,P=Item Beyond Repair
ui_weapons_repair_fire_mode_active=Repairing
ui_weapons_repair_fire_mode_name=Repair
ui_weapons_repair_hull_repair=Hull Repair
ui_weapons_repair_hull_repairing=Hull Repairing
ui_weapons_repair_material_detected=Repairable Damage Detected
ui_weapons_repair_readout_material=Repairable Material:
ui_weapons_salvage_error_canister_full=Canister full!
ui_weapons_salvage_error_cant_salvage=Cannot Salvage Material
ui_weapons_salvage_error_cant_salvage_further=No Salvagable Material Remaining
ui_weapons_salvage_error_cant_salvage_vehicle_part=Cannot Salvage Part
ui_weapons_salvage_fire_mode_active=Salvaging
ui_weapons_salvage_fire_mode_name=Salvage
ui_weapons_salvage_hull_scrape=Hull Scrape
ui_weapons_salvage_hull_scraping=Hull Scraping
ui_weapons_salvage_material_detected=Salvageable Material Detected
ui_weapons_salvage_readout_material=Salvageable Material:
ui_weapons_salvage_repair_ammo=RMC Container:
ui_weapons_salvage_repair_error_beam_range=Beam Out Of Range
ui_weapons_salvage_repair_error_shields=Shields Active
ui_weapons_salvage_repair_readout_material=Material Detected:
ui_weapons_salvage_repair_unknown_part=Unknown Part
ui_weapons_salvage_repair_unknown_target=Unknown Target
ui_weapons_salvage_repair_vehicle_hull=Vehicle Hull
ui_weapons_salvage_repair_vehicle_part_health=Part Integrity:
ui_weapons_tractor_BeamForce=Beam Force
ui_weapons_tractor_BeamRange=Beam Range
ui_weapons_tractor_Overpower=Overpower
ui_weapons_tractor_mode_detach=Detachment
ui_weapons_tractor_mode_standard=Traversal
ui_weapons_tractor_state_Invalid=Attaching Invalid
ui_weapons_tractor_state_Misaligned=Item Misaligned
ui_weapons_tractor_state_ToCargoGrid=Attaching to Cargo Grid
ui_weapons_tractor_state_Valid=Attaching Valid
ui_weapons_tractor_warning_InUse=Port Is Occupied
ui_weapons_tractor_warning_VehicleLocked=Vehicle Locked
ui_weapons_tractor_warning_WrongSize=Size Mismatch
ui_weapons_warning_broken=Broken
ui_weapons_warning_jammed=Jammed
ui_weapons_warning_overheated,P=overheat
ui_weapons_warning_temperature,P=Temperature
unittest_string=ACE BURGERS!!!!!!
usable_activate=Activate
usable_close=Close
usable_deactivate=Deactivate
usable_eject=Eject
usable_grab=Grab
usable_open=Open
usable_pickup=Pick up
usable_powerOn=Power on
usable_refillMedPens=Refill MedPens
usable_retrieveData=Retrieve Data
usable_scan=Scan
usable_seal_airlock=Seal Airlock
usable_search=Search
usable_start=Start
usable_stop=Stop
usable_transferData=Transfer data
usable_upload=Upload
usable_use=Use
vahicle_DescAEGS_Nautilus=Manufacturer: Aegis Dynamics\nFocus: Minelayer\n\nWith four centuries of distinguished service under its belt, The Aegis Dynamics Nautilus tactical minelayer represents the ultimate in strategic combat engineering, with fully-integrated mine-deployment, sweeping and disarming capabilities.
vaughn_assassination_E_desc_001=~mission(TargetName) needs to be eliminated. My contacts tell me they will have one or two escorts, but nothing you can't handle. Find them near ~mission(Location|Address).\n\nMost Sincerely,\nVaughn\n
vaughn_assassination_E_desc_002=Another assignment for you. ~mission(TargetName). Current location is suspected to be ~mission(Location|Address).\n\nI trust you to eliminate them and handily deal with whatever escort they have manage to drag up.\n\nMost Sincerely,\nVaughn\n
vaughn_assassination_E_desc_003=I need an associate to put down ~mission(TargetName).\n\nHowever, I do not expect them to go quietly as they have obtained an escort or two to serve as protection.\n\nTravel to ~mission(Location|Address), deal with the lot, and eliminate ~mission(TargetName).\n\nMost Sincerely,\nVaughn\n
vaughn_assassination_E_desc_intro=You have been doing such a fine job as of late, that I have decided to see if you are not capable of more.\n\nThis mark will be slightly more difficult that what you have undertaken so far, but I still expect it to be a rather straightforward affair.\n\nYour target is ~mission(TargetName). They will most likely be traveling with an escort or two near ~mission(Location|Address), and with their connections there is a good chance they will be more skilled than your average pilot. \n\nLet us see what you can do with the odds stacked against your favor.\n\nMost Sincerely,\nVaughn\n
vaughn_assassination_E_title_001=A Straightforward Task
vaughn_assassination_E_title_002=An Uncomplicated Task
vaughn_assassination_E_title_003=A Basic Task
vaughn_assassination_E_title_intro=Spread Your Wings
vaughn_assassination_FPS_UGF_illegal_boss_desc_001=I am not sure if youre acquainted with ~mission(Location|Address), but ~mission(TargetName) is the one who calls the shots there. I need them eliminated.\n\nThat is easier said then done, I'm afraid. They are notoriously reluctant to see to matters personally, preferring their underlings to handle the dirty work. That said, eliminate enough of the underlings and they will have no choice but to deal with you themselves.\n\nEarnestly,\nVaughn\n
vaughn_assassination_FPS_UGF_illegal_desc_001=They say there is no honor among thieves. Today, it seems, you're targeting one of your own. \n\nPlease head to ~mission(Location|Address) and kill ~mission(TargetName). What you do with the others there is entirely up to you.\n\nEarnestly,\nVaughn\n
vaughn_assassination_FPS_UGF_illegal_title_001=All Things Come To An End
vaughn_assassination_FPS_UGF_illegal_title_002=There Is A Season
vaughn_assassination_FPS_UGF_illegal_title_003=Struck Down In Their Prime
vaughn_assassination_FPS_UGF_legal_boss_desc_001=A senior security official by the name of ~mission(TargetName) is about to have their long career come to a very violent and sudden end. While they are currently at ~mission(Location|Address), they will not be easy to get to. I fear that a bit of work will be required to draw them out. \n\nI recommend killing enough of their underlings that they will be forced to face you personally. Of course, once they do decide to finally show their face, it should be a rather straightforward matter. \n\nEarnestly,\nVaughn\n
vaughn_assassination_FPS_UGF_legal_boss_nocivs_desc_001=A senior security official by the name of ~mission(TargetName) has been marked for termination. While they can be found at ~mission(Location|Address), they will not be easy to get to. I fear that a bit of work will be required to draw them out. \n\nNormally, I would recommend killing enough of their underlings that they will be forced to face you personally. However, in this instance a more delicate touch is required. While you should feel free to eliminate any and all of the security forces on site, you must ensure the safety of all the civilian workers there.\n\nTiresome for sure, but a requirement none the less. \n\nEarnestly,\nVaughn\n
vaughn_assassination_FPS_UGF_legal_desc_001=A security officer by the name of ~mission(TargetName) is in desperate need of an early retirement. They are currently stationed at ~mission(Location|Address) along with a host of other eager types in uniforms. \n\nFeel free to indulge your violent whims, but it is only the death of ~mission(TargetName) which will earn you my credit and thanks.\n\nEarnestly,\nVaughn\n
vaughn_assassination_FPS_UGF_legal_title_001=They Will Be Missed
vaughn_assassination_FPS_UGF_legal_title_002=Not Long For This Universe
vaughn_assassination_FPS_UGF_legal_title_003=Dearly Departed
vaughn_assassination_FPS_UGF_targetonly_desc_001=Normally I give you free reign to indulge your darker impulses, but in this instance, restraint is the key. \n\nWhile ~mission(Location|Address) is sure to be teeming with all sorts of life, you are charged with killing ~mission(TargetName) and only them. \n\nNo other deaths will be tolerated. \n\nEarnestly,\nVaughn\n
vaughn_assassination_FPS_UGF_targetonly_title_001=Measure Twice, Cut Once
vaughn_assassination_FPS_UGF_targetonly_title_002=The Devil's In The Details
vaughn_assassination_FPS_UGF_targetonly_title_003=Be More Precise
vaughn_assassination_FPS_desc_001=I want you to focus your efforts on one ~mission(TargetName). You should be able to find them and at ~mission(Location|Address). My sources indicate that they might not be alone. ~mission(Location|CaveSize)\n\nAt the very least kill ~mission(TargetName). The others are none of my concern.\n\nEarnestly,\nVaughn\n
vaughn_assassination_FPS_desc_002=It appears that one ~mission(TargetName) has been making quite the impression. I received multiple commissions to see them killed. Lucky for them since the individual offers were not high enough, but pooled together are more than sufficient.\n\nFind them at ~mission(Location|Address). I was made to understand that they will not be alone so caution is the key. ~mission(Location|CaveSize)\n\nEarnestly,\nVaughn\n
vaughn_assassination_FPS_desc_003=The time has come for one ~mission(TargetName) to bid adieu to this cruel world. \n\nYou will find them and some faithful companions sequestered at ~mission(Location|Address). ~mission(Location|CaveSize)\n\nThey think that teamwork will be enough to overcome your considerable skills. I would wager my credits on you.\n\nEarnestly,\nVaughn
vaughn_assassination_FPS_desc_intro=Firstly, allow me to introduce myself, or more precisely, my vocation. I am sought out when someone is in need of elimination, and I, in return, find the one who shall execute it. \n\nThis provides security to all parties involved as none know the identity of the other. An ideal situation as far as these things go.\n\nI was recently made aware that you may have a proclivity for killing and if true, why should we both not profit from these much needed skills? As such, I offer an opportunity - \n \nSeek out and kill ~mission(TargetName) over at ~mission(Location|Address). What you do with the others who may also be residing there is up to you. ~mission(Location|CaveSize) \n\nSuccessfully complete this task, and I have a suspicion it shall be the start of something quite grand.\n\nSincerely,\nVaughn\n
vaughn_assassination_FPS_desc_rehire=While it is true that you have acquitted yourself quite poorly the last time you attempted an assassination on my behalf, let it not be said that I cannot find it within my heart to forgive.\n\nI'm going to offer you a chance to prove yourself capable once more. \n\nSeek out ~mission(TargetName) who is hiding at ~mission(Location|Address) and kill them and whoever else attempts to interfere. ~mission(Location|CaveSize)\n\nDo this and you can consider yourself forgiven.\n\nSincerely,\nVaughn\n
vaughn_assassination_FPS_title_001=An Intimate Affair
vaughn_assassination_FPS_title_002=The Whites Of Their Eyes
vaughn_assassination_FPS_title_003=A Personal Touch
vaughn_assassination_FPS_title_intro=A Chance to Prove Your Mettle
vaughn_assassination_FPS_title_rehire=Another Chance to Prove Your Mettle
vaughn_assassination_H_desc_001=Killing ~mission(TargetName) may end up being quite the challenge. They are aboard a well-protected ship near ~mission(Location|Address) and are most likely in the company of skilled escorts.\n\nA cautious approach may be wise.\n\nWarmest Regards,\nVaughn\n
vaughn_assassination_H_desc_002=I am eager to see how you will handle this next assignment.\n\n~mission(TargetName) will be traveling near ~mission(Location) with trained escorts aboard a heavily defended ship. Killing them will be no mean feat.\n\nBut I am starting to suspect that you may enjoy the challenge.\n\nWarmest Regards,\nVaughn\n
vaughn_assassination_H_desc_003=We have been hired to end the life of ~mission(TargetName). However, they have all the earmarks of a challenging assignment - a well fortified vessel with skilled escorts.\n\nOf course, you have proven yourself most adroit and handling the difficult tasks. You will find the target near ~mission(Location|Address).\n\nWarmest Regards,\nVaughn\n
vaughn_assassination_H_desc_intro=I have always been forthright with you, so I will say that this next contract will be extremely difficult.\n\n~mission(TargetName) is notorious for not only their own deadly skills in the cockpit, but they travel with equally deadly compatriots as well. The client neglected to mention to me that several other contractors have failed in the past.\n\nIt will be up to you to track ~mission(TargetName) to ~mission(Location|Address) and kill them. I am afraid it will not be easy. However, you have always risen to the challenge thus far and I'm hopeful that you can do so once more.\n\nWarmest Regards,\nVaughn\n
vaughn_assassination_H_title_001=A Difficult Task
vaughn_assassination_H_title_002=An Arduous Task
vaughn_assassination_H_title_003=A Challenging Task
vaughn_assassination_H_title_intro=Above and Beyond
vaughn_assassination_M_desc_001=The latest name for our list is ~mission(TargetName).\n\nThey will be traveling around ~mission(Location|Address) in a better class of ship and with a better class of escort. Approach with caution, and try to make this a clean kill.\n\nRegards,\nVaughn\n
vaughn_assassination_M_desc_002=Good news. Received the name of our next victim.\n\nI believe you will find ~mission(TargetName) to be piloting a fairly well-armed vessel while in the company of a few skilled pilots somewhere near ~mission(Location|Address).\n\nI can't say it will be an easy assignment, but it should at least be interesting.\n\nRegards,\nVaughn\n
vaughn_assassination_M_desc_003=Our next target, one ~mission(TargetName), might have received word that there is a price on their head. \n\nThey have upgraded their protection detail and are traveling near ~mission(Location|Address) on a better defended ship than usual.\n\nInconvenient, but not insurmountable.\n\nRegards,\nVaughn\n
vaughn_assassination_M_desc_intro=I have a special assignment for you near ~mission(Location|Address). \n\nThe name is ~mission(TargetName).\n\nNormally, I would task this to one of my more experienced associates, but the timetable on the life of ~mission(TargetName|Last) has moved up, so the responsibility falls unto you.\n\nKnow that this may be your most difficult assignment to date. Do not be surprised if you encounter several well-trained pilots serving as escorts to the target, who themselves are known to be quite the pilot. \n\nI suspect making a clean kill may prove a bit tricky, but I have the utmost faith in your ability.\n\nRegards,\nVaughn\n
vaughn_assassination_M_title_001=A Complicated Task
vaughn_assassination_M_title_002=A Demanding Task
vaughn_assassination_M_title_003=A Task Requiring Skill
vaughn_assassination_M_title_intro=More Than Capable
vaughn_assassination_S_desc_001=I fear this is another one of those assignments that will take your full skillset to see to completion.\n\n~mission(TargetName) is aboard a very heavily armed vessel protected by at least two equally armed escorts. They are traveling near ~mission(Location|Address).\n\nNot for the faint of heart.\n\nFondly,\nVaughn
vaughn_assassination_S_desc_002=If you hadn't already proven yourself time and again, I would say that this next kill would most definitely cement my esteem of your abilities.\n\nAboard a heavily defended and well escorted ship traveling near ~mission(Location|Address) is one ~mission(TargetName). Please kill them.\n\nFondly Yours,\nVaughn\n
vaughn_assassination_S_desc_003=Powerful people make powerful enemies as is evident in this next assignment. \n\nDespite ~mission(TargetName)'s well-appointed vessel and extremely qualified escort ships, it is up to you to see them dead. You should be able to find them near ~mission(Location|Address).\n\nYou have my full faith.\n\nFondly,\nVaughn
vaughn_assassination_S_desc_intro=When I received the name ~mission(TargetName), I knew that you were the one for the assignment.\n\nThey and their wingmen will most likely be your equal in terms of combat skill, but I am wagering they will not have your instincts. \n\nNormally, I wouldn't even take such a difficult contract but you have proven yourself such an asset that I feel confident the outcome will be favorable.\n\nYou should be able to find ~mission(TargetName|Last) near ~mission(Location|Address).\n\nI eagerly await the good news.\n\nFondly Yours,\nVaughn\n
vaughn_assassination_S_title_001=A Troublesome Task
vaughn_assassination_S_title_002=An Extremely Difficult Task
vaughn_assassination_S_title_003=An Onerous Task
vaughn_assassination_S_title_intro=It's Impossible Until It's Done
vaughn_assassination_VE_desc_001=I have a new assignment for you.\n\nDispatch ~mission(TargetName). You should be able to find them at ~mission(Location|Address). \n\nI do not expect them to put up much of a struggle. At least not a formidable one.\n\nSincerely,\nVaughn\n
vaughn_assassination_VE_desc_002=It has been requested that ~mission(TargetName) be killed. I suspect they will not be too difficult to deal with once you find them near ~mission(Location|Address).\n\nSincerely,\nVaughn\n
vaughn_assassination_VE_desc_003=The next name on my list is one ~mission(TargetName). \n\nFrom what I gather, they can be found near ~mission(Location|Address) and you should be able to put them down rather easily.\n\nSincerely,\nVaughn
vaughn_assassination_VE_desc_intro=Firstly, allow me to introduce myself. To put it rather dramatically, I deal in lives. \n\nPeople hire me when some soul needs to be extinguished, and I in return employ the perfect person to serve as the extinguishant. This provides security to all parties involved as none know the identity of the other. An ideal situation as far as these things go.\n\nI was recently made aware that you may possess skills that would make you of service to me and decided that it would be worthwhile to pursue the validity of this claim. \n \nIf you have any interest in forging a working relationship, I will need a demonstration of said skills. \n\nSeek out and discreetly kill ~mission(TargetName) over at ~mission(Location|Address).\n\nDo so successfully and you will be rewarded. Not only that, but you will have proven yourself worthy of further consideration.\n\nSincerely,\nVaughn\n
vaughn_assassination_VE_desc_rehire=It is not often in life that we get another chance to make a first impression, but I am going to provide to you with just that.\n\nTo say I was disappointed in how things last transpired on your last assassination attempt would be a severe understatement. However, here is your chance to prove yourself capable of more. \n\nKill ~mission(TargetName) over at ~mission(Location|Address) and I will consider the slate wiped clean. \n\nSincerely,\nVaughn\n
vaughn_assassination_VE_title_001=A Simple Task
vaughn_assassination_VE_title_002=A Rudimentary Task
vaughn_assassination_VE_title_003=A Negligible Task
vaughn_assassination_VE_title_intro=A Chance to Impress
vaughn_assassination_VE_title_rehire=Another Chance to Impress
vaughn_assassination_VH_desc_001=An tricky assignment has just arrived that I think you will be ideally suited for.\n\nExpect to encounter ~mission(TargetName) aboard a heavily armed vessel near ~mission(Location|Address) and accompanied by some of the most highly-seasoned pilots that can be hired. \n\nDeal with the escorts as you wish. As long as you kill ~mission(TargetName), I will be more than satisfied.\n\nRespectfully,\nVaughn\n
vaughn_assassination_VH_desc_002=I just got off of a comm with a client who felt obligated to monologue about why he needed a target dead. \n\nI will spare you the details, but know that the assignment's name is ~mission(TargetName). They are a relatively high profile individual and will be traveling near ~mission(Location|Address) in a heavily guarded ship with highly qualified escorts.\n\nI suspect there will most likely be a full defensive reaction to any hostile actions so be prepared.\n\nRespectfully,\nVaughn
vaughn_assassination_VH_desc_003=Believe it or not, but this assignment's name is near identical to one of my earliest contracts. I can't tell if that's because it's a popular name or if it reflects on my having been in the business a very long time.\n\nThat said, this ~mission(TargetName) is very different than the earlier one I dealt with. This one is traveling near ~mission(Location|Address) in a heavily fortified ship with well armed guards escorting them. \n\nIf I am not mistaken, they are going to put up quite the resistance, but hopefully this ~mission(TargetName) will soon be as dead as the first.\n\nRespectfully,\nVaughn\n
vaughn_assassination_VH_desc_intro=I will not skirt the truth of it. This will be my second attempt at dispatching ~mission(TargetName). The first time cost me a very talented asset.\n\nIt turns out that ~mission(TargetName|Last) is not only a skilled combatant themselves, but they travel with several highly skilled companions making them most difficult to kill. I have traced their current whereabouts to ~mission(Location|Address).\n\nWhile I would hate to see the same unfortunate fate befall you, I believe that you shall triumph where others failed.\n\nI sincerely hope you prove me right.\n\nRespectfully,\nVaughn
vaughn_assassination_VH_title_001=A Very Difficult Task
vaughn_assassination_VH_title_002=A Very Challenging Task
vaughn_assassination_VH_title_003=A Most Trying Task
vaughn_assassination_VH_title_intro=A Most Elusive Mark
vaughn_assassination_description_E=~mission(Contractor|BountyDescriptionEasy)
vaughn_assassination_description_H=~mission(Contractor|BountyDescriptionHard)
vaughn_assassination_description_M=~mission(Contractor|BountyDescriptionMedium)
vaughn_assassination_description_S=~mission(Contractor|BountyDescriptionSuper)
vaughn_assassination_description_VE=~mission(Contractor|BountyDescriptionVeryEasy)
vaughn_assassination_description_VH=~mission(Contractor|BountyDescriptionVeryHard)
vaughn_assassination_title_E=~mission(Contractor|BountyTitleEasy)
vaughn_assassination_title_H=~mission(Contractor|BountyTitleHard)
vaughn_assassination_title_M=~mission(Contractor|BountyTitleMedium)
vaughn_assassination_title_S=~mission(Contractor|BountyTitleSuper)
vaughn_assassination_title_VE=~mission(Contractor|BountyTitleVeryEasy)
vaughn_assassination_title_VH=~mission(Contractor|BountyTitleVeryHard)
vaughn_from=Vaughn
vehicel_DescANVL_Valkyrie=Manufacturer: Anvil Aerospace \nFocus: Military / Industrial\n\nThe Valkyrie ups the ante on troop transport. Designed to carry up to twenty soldiers, as well as vehicles, to the most hostile locations, this conflict-ready mil-spec craft is a formidable force, both offensively and defensively. Built with military and private defense contractors in mind, the Valkyrie is one of the most efficient and effective personnel transports in its class.
vehicl_DescMISC_Hull_B=Manufacturer: MISC\nFocus: Heavy Freight\n\nThe MISC Hull B is a rugged option for pilots seeking a dedicated cargo transport. While not as large as some of the other Hull-series models, the Hull B's smaller profile provides greater flexibility and more access options.
vehicle_DebugName=This is a 32 character long name
vehicle_DebugSerial=12345678
vehicle_DescAEGS_Avenger_Stalker=Manufacturer: Aegis Dynamics\nFocus: Interdiction\n\nInitially designed as Aegis frontline carrier ship for the military, the Avenger Stalker took a different path, ultimately having a long and storied career as the standard patrol craft of the UEE Advocacy. Utilizing its cargo hold for prisoner transport, the Avenger features a sturdy, reliable hull and the capacity for larger-than-expected engine mounts.
vehicle_DescAEGS_Avenger_Titan=Manufacturer: Aegis Dynamics\nFocus: Light Freight \n\nLacking the Prisoner Cells of the Stalker or the EMP Generator of the Warlock, the Titans hold is free to carry cargo. Couple that available space with the Avengers tried and true combat abilities and youve got a light cargo hauler thats more than capable of handling itself in a fight.
vehicle_DescAEGS_Avenger_Titan_Renegade=Manufacturer: Aegis Dynamics\nFocus: Light Freight\n\nCreated as part of the Masters of Flight series in conjunction with the flight-sim Arena Commander, the Renegade pays tribute to famed pilot Danny Solomon for his notable work with the Advocacy to bring justice to Bremen. This Avenger Titan comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring this iconic ship.
vehicle_DescAEGS_Avenger_Warlock=Manufacturer: Aegis Dynamics\nFocus: Interdiction\n\nThe Avenger Warlock was built towards a single design philosophy: stop ships, dont destroy them. Probably the closest to a non-lethal fighter, the Warlock is outfitted with a Behring REP-8 EMP Generator, capable of emitting a powerful electromagnetic wave to disable any electronics unfortunate enough to be within the blast radius.
vehicle_DescAEGS_Eclipse=Manufacturer: Aegis Dynamics\nFocus: Stealth Bomber\n\nThe Aegis Eclipse is a bomber designed to get in and strike before it's ever even spotted. After extensive service with the UEE, this high-tech military equipment made its civilian market debut in 2947.
vehicle_DescAEGS_Gladius=Manufacturer: Aegis Dynamics\nFocus: Light Fighter\n\nThe Gladius is an older design which has been updated over the years to keep up with modern technology. In military circles, the Gladius is beloved for its performance and its simplicity. A fast, light fighter with a laser-focus on dogfighting, the Gladius is an ideal interceptor or escort ship.
vehicle_DescAEGS_Gladius_PIR,P= Aegis Gladius Pirate
vehicle_DescAEGS_Gladius_Valiant=Manufacturer: Aegis Dynamics\nFocus: Light Fighter \n\nCreated as part of the Masters of Flight series in conjunction with the flight-sim Arena Commander, the Valiant pays tribute to famed defense pilot Condi Hillard for being the first Human on record to defeat a Vanduul in combat. This Gladius comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring her iconic ship.
vehicle_DescAEGS_Hammerhead=Manufacturer: Aegis Dynamics \nFocus: Heavy Gunship\n\nA fast patrol ship with multiple turrets designed to combat fighters, the Hammerhead is equally suited to support larger capital ships in a fleet or act as a flagship for fighter groups.
vehicle_DescAEGS_Idris=Manufacturer: Aegis Dynamics\nFocus: Frigate\n\nA mark two 'peacekeeper' variant developed for the UEE patrol services, the Idris-P strips the standard ship's ship-to-ship gun and spinal mount in favor of additional cargo capacity and superior speed.
vehicle_DescAEGS_Javelin=Manufacturer: Aegis Dynamics\nFocus: Destroyer\n\nDesigned for use by the UEE military, the Javelin is a massive, modular capital ship that can be appropriated for entrepreneurial use. With a detailed interior, plenty of modular room options, and a high crew capacity, the Javelin is a ship that has made a name for itself in a variety of roles.
vehicle_DescAEGS_Reclaimer=Manufacturer: Aegis Dynamics\nFocus: Heavy Salvage\n\nThe Aegis Reclaimer is an industrial salvage ship. Equipped with a reinforced cargo bay, a long-range jump drive and launch pods for unmanned drones, the Reclaimer is an ideal ship for taking advantage of deep space wrecks. Tractor beams, floodlights, scanner options and docking ports round out the tools on this capable, utilitarian spacecraft.
vehicle_DescAEGS_Redeemer=Manufacturer: Aegis Dynamics\nFocus: Gunship \n\nDesigned by Aegis Dynamics, the Redeemer is a powerful fighting ship capable of holding its own in combat with a powerful weapons payload. Dotted with turrets and missiles, the Redeemer also doubles as an armored landing craft capable of delivering soldiers to the frontlines.
vehicle_DescAEGS_Retaliator=Manufacturer: Aegis Dynamics\nFocus: Heavy Gunship\n\nThis civilian refit of the Retaliator updates the military ship's chassis with unladen space able to be fitted with various modules to suit your needs.
vehicle_DescAEGS_Retaliator_Bomber=Manufacturer: Aegis Dynamics\nFocus: Heavy Bomber\n\nOne of the United Empire of Earth's most powerful warbirds, Aegis Dynamics' Retaliator is a fearsome weapons platform designed to strike and kill capital ships. A key portion of the UEE's power projection, Retaliator squadrons have served with distinction against outlaws, the Vanduul, and elsewhere.
vehicle_DescAEGS_Sabre=Manufacturer: Aegis Dynamics\nFocus: Stealth Fighter\n\nPart of Aegis Dynamics Phase Two of new ship models, the Sabre was designed as a space superiority fighter for those situations where you need to leave a lighter footprint. Designed to be a rapid responder, the Sabre is more than capable of establishing battlefield dominance for any number of combat scenarios.
vehicle_DescAEGS_Sabre_Comet=Manufacturer: Aegis Dynamics\nFocus: Stealth Fighter\n\nCreated as part of the Masters of Flight series in conjunction with the flight-sim Arena Commander, the Comet pays tribute to famed pilot Captain Kamur Dalion for his work with Aegis to usher in a new era of combat ship design. This Sabre comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring this iconic ship.
vehicle_DescAEGS_Sabre_Firebird=Manufacturer: Aegis Dynamics\nFocus: Medium Fighter\n \nWhen frontline skirmishes call for a swift and decisive offensive, the Sabre Firebird is the ideal medium fighter for any arsenal. Taking the already battle proven Sabre Raven, Aegis has designed the Firebird variant with an enhanced missile launcher capable of engaging with a wide array of threats.
vehicle_DescAEGS_Sabre_Raven=Manufacturer: Aegis Dynamics \nFocus: Interdiction\n\nAegis Dynamics have raised the bar yet again with their Raven variant, maintaining all the speed and maneuverability of its Sabre forebear, but with a lower ship signature, making it a fast, stealthy infiltrator.
vehicle_DescAEGS_Vanguard=Manufacturer: Aegis Dynamics\nFocus: Heavy Fighter\n\nA hard-charging bulldog of a fighter which features extensive forward-mounted weaponry designed to tear through the shields and armor of other spacecraft. So-named because their multiple-jump range allows them to form the vanguard of any military expedition, Vanguards have seen extensive service against the Vanduul.
vehicle_DescAEGS_Vanguard_Harbinger=Manufacturer: Aegis Dynamics\nFocus: Bomber\n\nThe Vanguard Harbinger is Earth's standard fighter/bomber, converting the standard Warden's escape pod into a potent bomb bay. The extended range of the Vanguard and the relatively small profile mean that it can go where carrier-based ships or larger strategic bombers don't, strike hard, and then make it back to base.
vehicle_DescAEGS_Vanguard_Hoplite=Manufacturer: Aegis Dynamics\nFocus: Dropship \n\nThe Vanguard Hoplite is a cross between the winning Vanguard deep space fighter and a dedicated boarding ship. Adapted from proven assault ship designs, the Hoplite is the perfect tool for inserting an armored strike team with enough firepower to get them out again.
vehicle_DescAEGS_Vanguard_Sentinel=Manufacturer: Aegis Dynamics\nFocus: Interdiction \n\nThe Vanguard Sentinel is a ship that's designed to fight smart instead of taking enemies head on. The conversion features an AR cockpit, an external e-War pod, decoy missiles and a set of EMP charges. Vanguard Sentinels often provide necessary combat support for combined operations. A lone Sentinel is frequently paired with Harbinger bombers and Warden escorts for large attack missions.
vehicle_DescAEGS_Vulcan=Manufacturer: Aegis Dynamics\nFocus: Medium Repair / Medium Refuel\n\nRefuel. Repair. Rearm. Become a one-person support crew with Aegis Dynamics versatile Vulcan, supplying aid to pilots on the fly. Whether pinned down under heavy fire and in need of ammunition, low on quantum fuel after an ill-planned jump, or stranded in unknown space with a busted thruster, a pilot in distress can always count on a Vulcan and its cadre of drones to lend speedy, efficient assistance.
vehicle_DescANVL_Arrow=Manufacturer: Anvil Aerospace \nFocus: Light Fighter\n\nUnmatched design, blazing top speed, and ultra-responsive maneuverability make the Arrow the most agile scrapper in its class. With a robust weapons package that provides firepower to spare, this is truly the classic light fighter, updated for the next generation of combat.
vehicle_DescANVL_Ballista=Manufacturer: Anvil Aerospace\nFocus: Anti-Aircraft\n\nKeep your airspace clear of danger with the Anvil Ballista. Originally designed to defend outposts from Vanduul attacks, this mobile missile defense system packs a powerful loadout, allowing the Ballista to stand firm against any threat, whether it arrives by air or land.
vehicle_DescANVL_Ballista_Dunestalker=Manufacturer: Anvil Aerospace\nFocus: Anti-Aircraft\n\nKeep your airspace clear of danger with the Anvil Ballista. Originally designed to defend outposts from Vanduul attacks, this mobile missile defense system packs a powerful loadout, allowing the Ballista to stand firm against any threat, whether it arrives by air or land. The Dunestalker variant features a naturalistic paint scheme ideal for blending into harsh landscapes.
vehicle_DescANVL_Ballista_Snowblind=Manufacturer: Anvil Aerospace\nFocus: Anti-Aircraft\n\nKeep your airspace clear of danger with the Anvil Ballista. Originally designed to defend outposts from Vanduul attacks, this mobile missile defense system packs a powerful loadout, allowing the Ballista to stand firm against any threat, whether it arrives by air or land. The Snowblind variant comes in a grey camouflage pattern to keep it concealed against rocky or lunar terrain.
vehicle_DescANVL_C8R_Pisces_Rescue=Manufacturer: Anvil Aerospace\nFocus: Medical\n\nWith the addition of an onboard Tier 3 Medical Bed, the C8R Pisces can treat minor injuries and keep a patient stable while transporting them to the safety of a larger ship, station, or nearby medical facility, making it an invaluable asset for short-range search and rescue.
vehicle_DescANVL_C8X_Pisces_Expedition=Manufacturer: Anvil Aerospace\nFocus: Exploration / Pathfinder\n\nSporting more guns and a limited-edition livery, the C8X Pisces Expedition turns the stout snub into a perfectly viable standalone exploration vessel. With its compact frame, deft maneuverability, and seating for three, the Pisces Expedition is ready to take on its own adventures.
vehicle_DescANVL_C8_Pisces=Manufacturer: Anvil Aerospace\nFocus: Exploration / Pathfinder\n\nWith its compact frame, deft maneuverability, and seating for three, the C8 Pisces snub craft, included with every Carrack, is built by Anvil Aerospace for scouting ahead or exploring environments inaccessible to its larger carrier ship.
vehicle_DescANVL_Carrack=Manufacturer: Anvil Aerospace\nFocus: Expedition / Pathfinder\n\nAdventure calls and Anvil Aerospace answers with the Carrack. Built to endure extreme conditions in both space and atmosphere, this self-sustaining explorer has more than earned its long-standing status as the go-to pathfinder for both military and civilian service.
vehicle_DescANVL_Carrack_Expedition=Manufacturer: Anvil Aerospace\nFocus: Expedition / Pathfinder\n\nAdventure calls and Anvil Aerospace answers with the Carrack. Built to endure extreme conditions in both space and atmosphere, this self-sustaining explorer has more than earned its long-standing status as the go-to pathfinder for both military and civilian service. The 'Expedition' edition features a special livery ideal for boldly traveling the stars.
vehicle_DescANVL_Centurion=Manufacturer: Anvil Aerospace\nFocus: Combat\n\nBuilt on Anvil's popular Atlas Platform, the Centurion presents a tactical solution for short-range anti-aircraft operations. Thanks to the Centurions custom energy-based AA turret, your forces can establish ground superiority by assuring immediate threats from above are dealt with quickly and efficiently.
vehicle_DescANVL_Crucible=Manufacturer: Anvil Aerospace\nFocus: Heavy Repair\n\nA so-called "flying toolbox," the Crucible is Anvil Aerospace's first dedicated repair ship. Featuring a rotating control bridge and a detachable pressurized workspace, the Crucible is a versatile mobile garage equipped with repair arms, a drone operation center, and all the equipment needed to overhaul a damaged craft back into fighting shape.
vehicle_DescANVL_Gladiator=Manufacturer: Anvil Aerospace\nFocus: Bomber\n\nThe civilian model of the Gladiator appeals to those that want to explore the verse with a bit of added security. Supporting a maximum of two, the Gladiator is perfectly equipped to explore and fight with or without a wingman. The Civilian model allows pilots to choose between an extra cargo hold or a bomb bay.
vehicle_DescANVL_Hawk=Manufacturer: Anvil Aerospace \nFocus: Light Fighter\n\nA small, light fighter with an emphasis on weaponry, the Hawk boasts an impressive arsenal of lethal and non-lethal weapons, making it a perfect ship for independent bounty hunters or local security looking for a little more punch.
vehicle_DescANVL_Hornet_F7A=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nThe UEE Navy's premier carrier-based fighter craft, the F7A Hornet Mk I is the front-line attack ship for military combat missions. While not outfitted for long range runs, the Hornet can take her share of hits and dish out a powerful response.
vehicle_DescANVL_Hornet_F7A_Mk2=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n \nUshering in a new age of space superiority, Anvil Aerospace has re-engineered the celebrated Hornet for the next generation of fighter combat. Purpose built for the UEE Navy, the F7A Hornet Mk II maintains the spirit of the original while incorporating even more powerful offensive capabilities.
vehicle_DescANVL_Hornet_F7C=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nTo the enemy, it is a weapon never to be underestimated. To allies, it's a savior. The F7C Hornet Mk I is the same dependable and resilient multi-purpose fighter that has become the face of the UEE Navy. The F7C is the foundation to build on and meet whatever requirements you have in mind.
vehicle_DescANVL_Hornet_F7CM=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nThe closest to the Military load-out as is legally possible for a Civilian model, the F7C-M Super Hornet Mk I reattaches the ball turret and offers near milspec parts under the hood. Proving that two heads are better than one, a second seat has been added to split the logistic and combat duty, making the Super Hornet a truly terrifying mark to engage.
vehicle_DescANVL_Hornet_F7CM_Heartseeker=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nDesigned for pilots whose true love is the pulse-pounding thrill of a harrowing dogfight, the limited-edition F7C-M Heartseeker Mk I is 'the one' for true combat die-hards. Loaded with top-of-the-line components and outfitted with four imposing Behring laser cannons, this fierce eradicator hones the legendary combat proficiency of the Super Hornet to give you the ultimate edge in space combat.
vehicle_DescANVL_Hornet_F7CR=Manufacturer: Anvil Aerospace\nFocus: Pathfinder\n\nIf the Ghost is made to hide, the Tracker is made to seek. The F7C-R Hornet Tracker Mk I boasts an advanced radar suite making it ideal for deep-space explorers who require depth and accuracy in their scan packages. Local militia and larger merc units will also repurpose Trackers to act as mobile C&C ships for their squadrons.
vehicle_DescANVL_Hornet_F7CS=Manufacturer: Anvil Aerospace\nFocus: Stealth Fighter\n\nThrough a combination of low-emission drives, low-draw weapons, and Void Armor technology capable of diffusing scans, the F7C-S Hornet Ghost Mk I is built for the pilot who wants to keep a low profile. The Ghost is capable of slipping past the most ardent of observers to accomplish whatever goal you need to accomplish. Don't worry, we won't ask.
vehicle_DescANVL_Hornet_F7C_Mk2=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n \nStraight from the front lines to your personal hangar, the re-engineered F7C Hornet Mk II takes the latest battlefield upgrades and makes them available to private pilots across the empire. The fighter features an improved power system utilized by an overhauled weapon and missile package
vehicle_DescANVL_Hornet_F7C_Wildfire=Manufacturer: Anvil Aerospace\nFocus: Medium Fighter\n\nCreated as part of the Masters of Flight series in conjunction with the flight-sim Arena Commander, the Wildfire pays tribute to famed pilot Aria Reilly for her distinguished service with the legendary Squadron 42. This F7C Hornet Mk I comes equipped with her own personally selected loadout preferences and a custom special edition livery honoring her iconic ship.
vehicle_DescANVL_Hurricane=Manufacturer: Anvil Aerospace\nFocus: Heavy Fighter\n\nBig things do come in small packages: the Hurricane is a fighting spacecraft that packs a deadly punch into a slight fuselage. The spacecraft compensates for its lack of creature comforts with its powerful armament: six guns capable of blasting their way through nearly anything. Hurricane pilots have yet to find an enemy shield they can't knock down.
vehicle_DescANVL_Legionnaire=Manufacturer: Anvil Aerospace\nFocus: Boarding\n\nWhen the operation calls for a hostile takeover of an enemy vehicle or station, the Anvil Legionnaire is ready to report for duty. With eight drop seats, versatile docking options, and an advanced security infiltration system, even the most difficult of boarding actions is feasible with the Legionnaire in your fleet.
vehicle_DescANVL_Liberator=Manufacturer: Anvil Aerospace\nFocus: Transporter\n\nAnvil continues its tradition of excellence with the Liberator, an open-air vehicle carrier designed with the same quantum drive and long-distance capabilities of military-spec carriers and pathfinders but tailored to the civilian market. The Liberator is the ideal carrier to put your fleet on the front line of any operation.
vehicle_DescANVL_Lightning_F8=Manufacturer: Anvil Aerospace\nFocus: Heavy Fighter\n\nFew vehicles employed by the proud men and women who serve in our Empires Navy inspire the awe of the legendary F8 Lightning. A force to be reckoned with, the F8 has secured Humanitys freedom from numerous threats at home and abroad countless times.
vehicle_DescANVL_Lightning_F8A,P=Manufacturer: Anvil Aerospace \nFocus: Heavy Fighter\n\nDesigned as the next generation super space superiority fighter, particularly with fighting the Vanduul in mind, it is a more nimble, more heavily armed fighter craft than its F7 predecessor. Discarding the second turret for more fixed weaponry, the Lightning is designed to take out any target that is in front of it - and it's easy to get a target in front of it.
vehicle_DescANVL_Lightning_F8C=Manufacturer: Anvil Aerospace \nFocus: Heavy Fighter\n\nFew vehicles employed by the proud men and women who serve in our Empire's Navy inspire the awe of the legendary F8 Lightning. A force to be reckoned with, the F8 has secured Humanity's freedom from numerous threats at home and abroad countless times. Now, that same next generation space superiority fighter is available to become a part of your personal fleet with the Anvil F8C civilian variant.
vehicle_DescANVL_Lightning_F8C_Exec=Manufacturer: Anvil Aerospace \nFocus: Heavy Fighter\n\nAlways ready to improve upon near-perfection, Anvil has coordinated with the Chairman's Club to create this stunning work of flying art, the F8C Lighting Executive Edition. The hull has been beautifully accentuated with a unique premium livery, while in the cockpit you'll find sumptuous gold and metallic detailing, a fitting crown for this king of heavy fighters.
vehicle_DescANVL_Spartan=Manufacturer: Anvil Aerospace\nFocus: Troop Transport\n\nBuilt on Anvils robust Atlas Platform, the same chassis used for their devastating Ballista air defense system, the Spartan is a fully armored transport outfitted with eight jump seats. The Spartans rugged frame makes it perfect for all kinds of terrain, and its remote Gatling turret helps clear the area for easier deployment.
vehicle_DescANVL_Terrapin=Manufacturer: Anvil Aerospace\nFocus: Pathfinder\n\nPresenting the Anvil Aerospace U4A-3 Terrapin-class Scanning/Exploration Ship. The Terrapin was developed near the end of the 28th century to serve as the first ship in the Empires defensive restructuring of the Navy. The Terrapins watchword is protection, with extensive shield systems and armor layers designed to provide the maximum possible defense for pilot and crew. While it lacks the maneuverability of a dedicated fighter, it does maintain an advanced, hard-hitting array of weapons intended to keep the most fearsome Vanduul raider at bay.
vehicle_DescANVL_Valkyrie_CitizenCon=Manufacturer: Anvil Aerospace \nFocus: Military / Industrial\n\nFor over a century, Anvil ships have distinguished themselves in countless civilian and military combat operations. Honor that proud tradition of security with the limited Liberator Edition Valkyrie, featuring an exclusive trim package commemorating the ship's debut at CitizenCon 2948.
vehicle_DescARGO_MPUV=Manufacturer: Argo Astronautics\nFocus: Light Freight\n\nThe Argo Astronautics MPUV Cargo is a dedicated merchant transfer ship. A ubiquitous intergalactic stevedore, vast numbers of MPUV Cargos are responsible for loading and unloading goods onto ships that can't otherwise land on planets or drydocks, such as the Hull D and the Orion. Some hauler captains choose to own and operate their own Argo, while others prefer to contract with the local Argo owners found at many of the busier ports.
vehicle_DescARGO_MPUV_2951_BIS=Manufacturer: Argo Astronautics\nFocus: Light Freight\n\nThe Argo Astronautics MPUV Cargo is a dedicated merchant transfer ship. A ubiquitous intergalactic stevedore, vast numbers of MPUV Cargos are responsible for loading and unloading goods onto ships that can't otherwise land on planets or drydocks, such as the Hull D and the Orion. Some hauler captains choose to own and operate their own Argo, while others prefer to contract with the local Argo owners found at many of the busier ports. To celebrate the MPUV Cargo being voted a Best in Show finalist for 2951, this edition of the ship features a special blue and black livery already applied.
vehicle_DescARGO_MPUV_Tractor=Manufacturer: Argo Astronautics\nFocus: Cargo Handling\n\nThe Argo Astronautics MPUV-1T is outfitted with a tractor beam to allow it to handily move cargo containers on and off larger hauling vessels. Its smaller size and maneuverability make it an ideal support vehicle at landing zones and space stations.
vehicle_DescARGO_MPUV_Transport=Manufacturer: Argo Astronautics\nFocus: Transport\n\nThe Argo Astronautics MPUV-1P (commonly Argo Personnel). This version of the Argo is geared towards a simple but incredibly important responsibility: moving grounds of people from place to place. The UEE Navy uses MPUV-1Ps extensively, and any new recruit can likely recall those terrifying moments in which such a ship carried them to their first space assignment. In civilian hands, Argo Personnel ships are adapted for everything from standard taxi services to use as makeshift combat dropships. The Argo MPUV-1P is capable of carrying up to eight humans and their equipment.
vehicle_DescARGO_Mole=Manufacturer: Argo Astronautics\nFocus: Mining\n\nArgos iconic multi-operator laser extractor, more commonly referred to as the MOLE, lets you work faster and more effectively than ever before, thanks to its patented trilateral mining system. Three independently controlled articulated extraction stations allow for maximum power and near-limitless versatility. The MOLE lives by the adage "many hands make for light work".
vehicle_DescARGO_Mole_Carbon=Manufacturer: Argo Astronautics\nFocus: Mining\n\nArgos iconic multi-operator laser extractor, more commonly referred to as the MOLE, lets you work faster and more effectively than ever before, thanks to its patented trilateral mining system. Three independently controlled articulated extraction stations allow for maximum power and near-limitless versatility. The Carbon Edition offers the MOLE's revered mining ability with a distinctive all-black finish.
vehicle_DescARGO_Mole_Talus=Manufacturer: Argo Astronautics\nFocus: Mining\n\nArgos iconic multi-operator laser extractor, more commonly referred to as the MOLE, lets you work faster and more effectively than ever before, thanks to its patented trilateral mining system. Three independently controlled articulated extraction stations allow for maximum power and near-limitless versatility. The MOLE Talus Edition boasts the same mining proficiency as the standard ship along with a more discreet gray skin.\n
vehicle_DescARGO_RAFT=Manufacturer: Argo Astronautics\nFocus: Cargo\n\nThe Argo RAFT features a hefty 96 SCU cargo hold, and is capable of carrying up to three standardized 32 SCU cargo containers. Perfect for entry-level haulers and old pros alike, the RAFT is an ideal solution for reliable local freight transport.
vehicle_DescARGO_SRV=Manufacturer: Argo Astronautics\nFocus: Industrial, Civilian\n\nWhen it comes to getting the job done, Argo doesnt mess around. From simple freight and cargo towing to harrowing search-and-rescue operations, the SRV handles whatever you can throw at it. The bespoke tractor system utilizes an innovative plate and arm combination, allowing for effortless solo use as well as precision team towing for bigger jobs. Your crew and passengers stay safe too thanks to durable shields and heavy-duty armor that keep the cockpit and components secure when the situation gets hairy.
vehicle_DescBANU_Merchantman=Manufacturer: Banu\nFocus: Freight\n\nBanu traders are renowned for their merchant prowess, traveling the spacelanes and trading with everyone they meet. Their sturdy, dedicated trading ships have proven themselves a vessel ideally suited to the task, and are so prized that they are frequently passed down from generation to generation of Banu.
vehicle_DescBanu_Defender=Manufacturer: Banu \nFocus: Light Fighter\n\nMeet the Banu Defender, a multi-crew fighter whose patchwork design highlights technology from a variety of species. Featuring modest accommodations for its crew and easy access to components, the Defender gets its name from the role it serves: the first line of defense against enemy attacks. That's why the Defender makes the ideal companion to the Merchantman: one to do the heavy hauling and the other to perform the deadly dogfighting.
vehicle_DescCNOU_HoverQuad=Manufacturer: Consolidated Outland\nFocus: Transport\n\nDesigned as a companion ground vehicle for the Nomad, the HoverQuad's sleek angular frame utilizes four gravlev pads for maximum maneuverability, making it the perfect transport across all kinds of surfaces.
vehicle_DescCNOU_Mustang_Alpha=Manufacturer: Consolidated Outland \nFocus: Light Freight\n\nInspired by Consolidated Outland CEO Silas Koerners cutting edge vision, the Mustang Alpha is a sleek, stylish spacecraft that uses ultralight alloys to push power ratios to the limits, albeit sometimes unsafely. And now, with the optional Cargo Carrier, you can have the Alphas advantages without sacrificing carrying capacity.
vehicle_DescCNOU_Mustang_Alpha_CitizenCon18=Manufacturer: Consolidated Outland \nFocus: Light Freight\n\nDesigned to commemorate the 2948 CitizenCon, this customized model of the newly revised Mustang Alpha features an exclusive new paintjob designed by Silas Koerner himself. 
vehicle_DescCNOU_Mustang_Beta=Manufacturer: Consolidated Outland \nFocus: Pathfinder\n\nThe Mustang Beta, with its unprecedented range, is made for long duration flights. The factory standard Tarsus Leaper Jump Engine enables the Beta to travel to the galaxys farthest systems with ease, while the ships unique Com4T living quarters will make the journey feel like you never left home.
vehicle_DescCNOU_Mustang_Delta=Manufacturer: Consolidated Outland \nFocus: Light Fighter\n\nWhile it may not be able to go toe to toe with some of the military specific ships, by reinforcing the Mustangs already strong hull construction with Consolidated Outlands own line of Cavalry Class Mass Reduction Armor, the Delta has a reduced cross-sectional signature that evens the playing field.
vehicle_DescCNOU_Mustang_Gamma=Manufacturer: Consolidated Outland \nFocus: Racing\n\nConsolidated Outlands design and engineering teams have managed to tweak and refine the Mustang into an admirable racer. The end result, the Mustang Gamma, has smooth acceleration, and power on demand thanks to an innovative package featuring three powerful Magma Jet engines for maximum thrust.
vehicle_DescCNOU_Mustang_Omega=Manufacturer: Consolidated Outland \nFocus: Racing\n\nConsolidated Outland teamed up with custom tuning company Accelerated Mass Design to create a limited edition racer that features a ramped up fuel intake for faster recycling of the ships already impressive boost system. To cap off the collaboration, AMD enlisted resident underground artist Sektor8 to design the dynamic paint job.
vehicle_DescCNOU_Nomad=Manufacturer: Consolidated Outland \nFocus: Light Freight\n\nWith the versatility of a medium-sized multi-purpose freighter packed into a stylish, compact frame, the Consolidated Outland Nomad is the model of self-sufficiency, the spirit of the open sky, and the perfect solution for anyone yearning to start a brand-new adventure.
vehicle_DescCNOU_Pioneer=Manufacturer: Consolidated Outland\nFocus: Heavy Construction\n\nAfter their auspicious debut with the Mustang, Consolidated Outland has gone and changed the game again with the reveal of the Pioneer. This self-contained mobile construction yard is capable of creating planetary modular structures, ushering a new wave of aspiring colonists to customize their new homes on the frontier.
vehicle_DescCRUS_A1_Spirit=Manufacturer: Crusader Industries\nFocus: Light Bomber\n\nCrusader Industries brings its usual commitment to excellence directly to the civilian market with the A1 Spirit, a mid-size multi-purpose starship equipped as a light bomber but packing enough versatility to tackle multiple roles and unpredictable jobs.
vehicle_DescCRUS_C1_Spirit=Manufacturer: Crusader Industries\nFocus: Transport\n\nCrusader Industries brings its usual commitment to excellence directly to the civilian market with the C1 Spirit, a mid-size multi-purpose starship built for cargo transport and delivery but packing enough versatility to tackle multiple roles and unpredictable jobs.
vehicle_DescCRUS_E1_Spirit=Manufacturer: Crusader Industries\nFocus: Touring\n\nCrusader Industries brings its usual commitment to excellence directly to the civilian market with the E1 Spirit, a mid-size multi-purpose starship aiming to redefine executive travel while packing enough versatility to tackle multiple roles and unpredictable jobs.
vehicle_DescCRUS_Star_Runner=Manufacturer: Crusader Industries\nFocus: Medium Freight\n\nIf you need it there fast and unscathed, the Mercury checks all the boxes expected of a dependable courier vessel and then some. Built with the same engineering and design principles that have made Crusader Industries the go-to manufacturer for galactic transport on any scale, the Mercury Star Runner will let you stay ahead of schedule, trouble, and the competition.
vehicle_DescCRUS_Star_Runner_2951_BIS=Manufacturer: Crusader Industries\nFocus: Medium Freight\n\nIf you need it there fast and unscathed, the Mercury checks all the boxes expected of a dependable courier vessel and then some. Built with the same engineering and design principals that has made Crusader Industries the go-to manufacturer for galactic transport on any scale, the Mercury Star Runner will let you stay ahead of schedule, trouble, and the competition. To celebrate the Star Runner being voted a Best in Show finalist for 2951, this edition of the ship features a special blue and black livery already applied.
vehicle_DescCRUS_Starfighter_Inferno=Manufacturer: Crusader Industries\nFocus: Heavy Fighter\n\nWhether heading up a crew or hunting big ships solo, the Ares Inferno is a force to be reckoned with. This ballistic Gatling-equipped variant tears through gunship armor and turns smaller fighters to dust in seconds.
vehicle_DescCRUS_Starfighter_Ion=Manufacturer: Crusader Industries\nFocus: Heavy Fighter\n\nSpark fear in the corridors of the most formidable gunships and frigates with the Ares Ion. This laser-equipped variant delivers extremely powerful shots to quickly disable the shields of even the biggest enemy vessels.
vehicle_DescCRUS_Starlifter_2951_BIS=Manufacturer: Crusader Industries\nFocus: Medium Freight\n\nUtilizing the patented Hercules military-grade spaceframe and expanding cargo capacity, while sacrificing barely any firepower, the C2 has taken the private sector by storm. It has become the industry standard for racing teams, ship dealers and manufacturers, construction orgs, mining corporations, and even large-scale touring entertainment outfits. To celebrate the Hercules being voted a Best in Show finalist for 2951, this edition of the ship features a special blue and black livery already applied.
vehicle_DescCRUS_Starlifter_A2=Manufacturer: Crusader Industries\nFocus: Medium Freight / Gunship\n\nThe A2 gunship has been used to devastating effect in airborne assaults, search and rescue operations, and landing initiatives. With more than double the firepower of the M2, and a custom bomb bay capable of delivering a staggering payload, the A2 caters to anyone hauling massive amounts of cargo through potentially unfriendly skies.
vehicle_DescCRUS_Starlifter_C2=Manufacturer: Crusader Industries\nFocus: Medium Freight\n\nUtilizing the patented Hercules military-grade spaceframe and expanding cargo capacity, while sacrificing barely any firepower, the C2 has taken the private sector by storm. It has become the industry standard for racing teams, ship dealers and manufacturers, construction orgs, mining corporations, and even large-scale touring entertainment outfits.
vehicle_DescCRUS_Starlifter_M2=Manufacturer: Crusader Industries\nFocus: Medium Freight / Combat\n\nThe M2 Hercules is the UEE's premier tactical starlifter. The large-scale transport's potent combination of capacity, maneuverability, durability, and robust weapons package assures your cargo and crew get to where theyre going in one piece.
vehicle_DescCRUS_Starliner=Manufacturer: Crusader Industries\nFocus: Passenger\n\nThe Genesis is yet another landmark in Crusader Industries proud history of transport designs. This ship utilizes award-winning manufacturing techniques and the highest quality parts to create one thing; a next-generation passenger ship at a price that wont break your budget.
vehicle_DescComingSoon=We've got exciting things in the works that we can't wait to share with you.
vehicle_DescDRAK_Buccaneer=Manufacturer: Drake Interplanetary\nFocus: Interdiction\n\nThe Buccaneer has been designed from the ground up to fly and fight the way you live. No leather interiors or hyperpillows here: the Bucc is a scrapper designed to maneuver and fight above its weight class. This rough-and-tumble frontier fighter can be maintained in the worst of conditions in order to keep real, working space crews alive.
vehicle_DescDRAK_Caterpillar=Manufacturer: Drake Interplanetary\nFocus: Transport\n\nFirst introduced in 2871, Drake Interplanetary's Caterpillar has long proven to be a reliable, cost-effective multi-role vessel, capable of being outfitted for everything from mercantile operations to combat support. Long hailed as a hard-fought alternative to the ubiquitous Hull series, the Caterpillar is a freighter that doesn't skimp on weaponry or customization.
vehicle_DescDRAK_Caterpillar_Pirate=Manufacturer: Drake Interplanetary\nFocus: Transport\n\nFirst introduced in 2871, Drake Interplanetary's Caterpillar has long proven to be a reliable, cost-effective multi-role vessel, capable of being outfitted for everything from mercantile operations to combat support. Long hailed as a hard-fought alternative to the ubiquitous Hull series, the Caterpillar is a freighter that doesn't skimp on weaponry or customization. This model features a unique livery applied by the previous owners.
vehicle_DescDRAK_Caterpillar_ShipShowdown=Manufacturer: Drake Interplanetary\nFocus: Transport\n\nFirst introduced in 2871, Drake Interplanetary's Caterpillar has long proven to be a reliable, cost-effective multi-role vessel, capable of being outfitted for everything from mercantile operations to combat support. Long hailed as a hard-fought alternative to the ubiquitous Hull series, the Caterpillar is a freighter that doesn't skimp on weaponry or customization.
vehicle_DescDRAK_Corsair=Manufacturer: Drake Interplanetary\nFocus: Exploration\n\nHeed the call of uncharted space and harness the spirit of exploration with the Drake Corsair. Utilizing a unique asymmetrical hull design, this versatile explorer can go wherever the winds of adventure may steer you.
vehicle_DescDRAK_Cutlass_Black=Manufacturer: Drake Interplanetary\nFocus: Medium Fighter / Medium Freight\n\nDrake Interplanetary claims that the Cutlass Black is a low-cost, easy-to-maintain solution for local in-system militia units. The larger-than-average cargo hold, RIO seat and dedicated tractor mount are, the company literature insists, for facilitating search and rescue operations.
vehicle_DescDRAK_Cutlass_Black_ShipShowdown=Manufacturer: Drake Interplanetary\nFocus: Medium Fighter / Medium Freight\n\nDrake Interplanetary claims that the Cutlass Black is a low-cost, easy-to-maintain solution for local in-system militia units. The larger-than-average cargo hold, RIO seat and dedicated tractor mount are, the company literature insists, for facilitating search and rescue operations.
vehicle_DescDRAK_Cutlass_Blue=Manufacturer: Drake Interplanetary\nFocus: Interdiction\n\nSleek, mean, and royal. The Cutlass Blue adds missiles, a more aggressive engine, and Durasteel holding cells in the cargo bay to the standard model. The Cutlass Blue is the outworld militia standard ship of choice for patrols.
vehicle_DescDRAK_Cutlass_Red=Manufacturer: Drake Interplanetary\nFocus: Medical\n\nThe Cutlass Red converts the standard cargo hold to a well-equiped medical facility including an Autodoc. This starbound ambulance features the Nav-E7 Echo Transponder, a long range scanner, and a Secure Plus Docking Collar, making it ideal for search and rescue. This model also features a unique Red Crossbones skin.
vehicle_DescDRAK_Cutlass_Steel=Manufacturer: Drake Interplanetary\nFocus: Medium Fighter / Medium Troop Transport\n\nWith the Cutlass Steel, Drake Interplanetary has once again reinvented their classic design to create a next generation combat transport ship through the addition of dedicated jump seats and an expanded arsenal. Its a dangerous verse out there, and the Cutlass Steel is ready to cut a path through whatever stands in the way of you and your dedicated crew.
vehicle_DescDRAK_Cutter=Manufacturer: Drake Interplanetary\nFocus: Light Freight\n\nDesigned for hard-working folks of all stripes, the Cutter packs 4 SCU of cargo room and plenty of wallop into a rough and tumble, compact frame. It's a ship that truly embodies the spirit of Drake: that no matter who you are or what you do, you can reach the stars.
vehicle_DescDRAK_Cutter_Rambler=Manufacturer: Drake Interplanetary\nFocus: Expedition\n\nThe brass at Drake heard what you had to say, and their answer was the Cutter Rambler. Building upon the original, the Rambler preserves a full 2 SCU of cargo room while adding in requested creature comforts and enough personal storage to make even the longest journey go by in a flash.
vehicle_DescDRAK_Cutter_Scout=Manufacturer: Drake Interplanetary\nFocus: Recon\n\nPairing down the rough and tumble, compact frame of the Cutter to the bare essentials, Drake took an already impressive ship and transformed it into the ideal scouting vessel. Featuring improved radar and scanning capabilities paired with more power and cooling, the Cutter Scout is ready to fly ahead of the pack.
vehicle_DescDRAK_Dragonfly=Manufacturer: Drake Interplanetary\nFocus: Racing\n\nThe Drake Dragonfly is the perfect snub ship for anyone looking to live on the edge. With nothing separating the pilot from the dangers of space, the Dragonfly is as much an adventure as a ship! Dual-mode conversion allows the Dragonfly to operate on the ground or in space, and a rear-facing second seat means you can even take a passenger!
vehicle_DescDRAK_Dragonfly_Pink=Manufacturer: Drake Interplanetary\nFocus: Racing\n\nThe Drake Dragonfly is the perfect snub ship for anyone looking to live on the edge. With nothing separating the pilot from the dangers of space, the Dragonfly is as much an adventure as a ship! Dual-mode conversion allows the Dragonfly to operate on the ground or in space, and a rear-facing second seat means you can even take a passenger! This model features a custom paintjob of Genady Kuzo's beloved Star Kitten character.
vehicle_DescDRAK_Dragonfly_Yellow=Manufacturer: Drake Interplanetary\nFocus: Racing\n\nThe Drake Dragonfly is the perfect snub ship for anyone looking to live on the edge. With nothing separating the pilot from the dangers of space, the Dragonfly is as much an adventure as a ship! Dual-mode conversion allows the Dragonfly to operate on the ground or in space, and a rear-facing second seat means you can even take a passenger! This model features a custom Yellowjacket paintjob.
vehicle_DescDRAK_Herald=Manufacturer: Drake Interplanetary\nFocus: Medium Data\n\nThe Drake Herald is a small, armored ship designed to safely get information from Point A to Point B. Featuring a powerful central engine (for high speed transit and generating the power needed for effective data encryption/containment), advanced encryption software and an armored computer core, the Herald is unique among personal spacecraft in that it is designed to be easily cleaned when in danger of capture.
vehicle_DescDRAK_Kraken=Manufacturer: Drake Interplanetary\nFocus: Light Carrier\n\nThe Kraken is a protector and a beacon of freedom in a too-often cruel universe. For those tasked with safekeeping Citizens unable to protect themselves, the Kraken is both a sanctuary and a self-contained war machine ready to take on the most daunting adversaries. Drake has thrown out the rule book to redefine private-use capital-class ships, attack carriers, and the very nature of personal freedom. It's nothing if not a testament to the empowerment of the people.
vehicle_DescDRAK_Kraken_Privateer=Manufacturer: Drake Interplanetary\nFocus: Light Carrier\n\nDrake Interplanetary has partnered with Cousin Crow's Custom Craft, well known for its quality aftermarket conversions of large-scale vessels, to redefine interstellar commerce with Kraken Privateer. This official conversion endows the ferocious Kraken attack carrier with a private marketplace.
vehicle_DescDRAK_Mule=Manufacturer: Drake Interplanetary\nFocus: Cargo\n\nThe six-wheeled Drake Mule is a dependable workhouse for all sorts of loading and hauling jobs. Whether transporting cargo over rough terrain or ferrying it onto larger vessels and cargo decks, the Mule sees even the toughest contracts through to the end. Plain and simple.
vehicle_DescDRAK_Vulture=Manufacturer: Drake Interplanetary\nFocus: Light Salvage\n\nAnswer to no one, cut out the middle man, and throw caution to the wind. Rip wrecks like a pro and carve out your own place in the great big empty behind the stick of this rough, rugged salvage machine from Drake Interplanetary.
vehicle_DescEA_GroundRadar,P=< PLACEHOLDER >
vehicle_DescEA_OrbitalMiningLaser,P=< PLACEHOLDER >
vehicle_DescESPR_Prowler=Manufacturer: Esperia\nFocus: Dropship\n\nNamed after the UPE military designation, the Prowler is a modernized version of the infamous Tevarin boarding craft from the First Tevarin War. The Prowlers effectiveness as a rapid personnel deployment vehicle was mainly due to its silence. With the Prowler, you will find the perfect fusion of two cultures: the elegance and effectiveness of the Tevarin war machine combined with the reliability of modern UEE technology.
vehicle_DescESPR_Talon=Manufacturer: Esperia\nFocus: Light Fighter\n\nThe Talon represents Esperia's continuing effort to preserve historically significant Tevarin ship designs. A maneuverable single-seat combat ship with light armor but powerful, directional "Phalanx" shields, the Talon is made to strike first and strike hard before using the shields to cover its escape.
vehicle_DescESPR_Talon_Shrike=Manufacturer: Esperia\nFocus: Light Fighter\n\nThe Talon represents Esperia's continuing effort to preserve historically significant Tevarin ship designs. A maneuverable single-seat combat ship with light armor but powerful, directional "Phalanx" shields, the Talon is made to strike first and strike hard before using the shields to cover its escape. The infamous Shrike variant model is armed with additional internal missile racks.
vehicle_DescGAMA_Syulen=Manufacturer: Gatac Manufacture\nFocus: Cargo\n\nThe Syulen cargo vessel has been artfully crafted by the renowned House Gatac to be well suited for both Human and Xian pilots. With a refined agile frame, the Syulen lends itself to ferrying important deliveries across the universe, or as the ideal ship for those making their transport career debut.
vehicle_DescGRIN_Cydnus=Greycat Cydnus Mining Bot
vehicle_DescGRIN_PTV=Manufacturer: Greycat Industrial\nFocus: Personal Transport\n\nThe Greycat PTV is a simple and practical buggy frequently used to reduce long walk distance in large hangers or outpost.
vehicle_DescGRIN_ROC=Manufacturer: Greycat Industrial\nFocus: Mining\n\nBy focusing on the essentials of terrestrial-based mining, Greycat Industrial designed their hardworking, no-nonsense ROC (Remote Ore Collector) to complement the miners who use it. From its precision gimbaled mining arm to its all-terrain wheels, this solo-operated vehicle shows how important it is to have the right tool for the job.
vehicle_DescGRIN_ROC_DS=Manufacturer: Greycat Industrial\nFocus: Mining\n\nBy focusing on the essentials of terrestrial-based mining, Greycat Industrial designed their hardworking, no-nonsense ROC-DS (Remote Ore Collector Dual Seat) to let mining pairs do more while in the field. The ROC-DS raises the ground-mining game by adding extra cargo capacity and a second seat to operate the precision gimbaled mining arm. Greycat even upgraded the driver's cab with a protective enclosure to allow for longer excursions in harsh conditions. With the ROC-DS, mining duos now have the right tool to comfortably collect more ore.
vehicle_DescKRIG_P52_Merlin=Manufacturer: Kruger Intergalactic\nFocus: Snub Fighter\n\nDesigned in conjunction with RSI, this elegant short-range snub fighter represents the first ship produced under the Kruger Intergalactic brand. Utilizing centuries of manufacturing expertise, the compact precision of the Kruger hull blends perfectly with the trusted RSI thrusters to grant the Merlin exceptional handling and maneuverability while ensuring that it is capable of fulfilling a variety of roles from combat to scouting to scanning.
vehicle_DescKRIG_P72_Archimedes=Manufacturer: Kruger Intergalactic\nFocus: Racer\n\nWhether for added security, exploring a system or simply the joy of flying, the Kruger Intergalactics P-72 Archimedes snub craft was designed to deliver exceptional handling and nimble acceleration in a sleek and stylish package.
vehicle_DescKRIG_P72_Archimedes_Emerald=Manufacturer: Kruger Intergalactic\nFocus: Racer\n\nWhether for added security, exploring a system or simply the joy of flying, the Kruger Intergalactic P-72 Archimedes snub craft was designed to deliver exceptional handling and nimble acceleration in a sleek and stylish package. The Emerald limited edition features a special "lucky" paint job.
vehicle_DescMISC_Endeavor=Manufacturer: MISC\nFocus: Science\n\nMusashi Industrial & Starflight Concern is proud to present the Endeavor-class research vessel, a fully modular space platform designed to be adapted for a variety of scientific and medical tasks. Initially developed as a floating laboratory, the MISC Endeavor can be outfitted for everything from spatial telescopy to use as a mobile hospital.
vehicle_DescMISC_Expanse=Manufacturer: MISC\nFocus: Refining\n\nThe MISC Expanses self-contained refinery system seeks to redefine the industry standard for entry-level, vehicular-based mineral processing. Specifically designed to operate in tandem with mining ships like the MISC Prospector, the Expanse is the perfect complement to any mining operation thanks to its ability to transform full raw mineral pods into sellable material.
vehicle_DescMISC_Freelancer=Manufacturer: MISC\nFocus: Medium Freight\n\nFreelancers are used as long haul merchant ships by major corporations, but they are just as frequently repurposed as dedicated exploration vessels by independent captains who want to operate on the fringes of the galaxy.
vehicle_DescMISC_Freelancer_DUR=Manufacturer: MISC\nFocus: Expedition \n\nThe Freelancer DUR variant specializes in exploration. Sacrificing 25% cargo capacity of the standard Freelancer for an enhanced jump drive, a more advanced scanner, and an expanded fuel tank may seem like a bad call to some, but those who value discovery over profit will find it to be their ship of choice.
vehicle_DescMISC_Freelancer_MAX=Manufacturer: MISC\nFocus: Medium Freight\n\nFreelancer variant with additional cargo capacity at the expense of weapons. The Freelancer MAX variant sacrifices weaponry for an increased cargo capacity making it ideal for equipment or raw materials transport.
vehicle_DescMISC_Freelancer_MIS=Manufacturer: MISC\nFocus: Gunship\n\nThe Freelancer MIS is a limited edition militarized variant of the classic mercantile ship developed by the UEE. These were produced in very small quantity due to some early payload incidents. This version sacrifices the majority of the cargo capacity to make way for missiles.
vehicle_DescMISC_Hull_A=Manufacturer: MISC\nFocus: Medium Freight\n\nThe smallest, most affordable Hull. The Hull A is great for those just striking out in the galaxy on their own. The Hull A is most similar to the Aurora and Mustang, but lacks the jack of all trades nature. Where the others trade cargo capacity for firepower or speed, the Hull A is 100% on-mission transport.
vehicle_DescMISC_Hull_C=Manufacturer: MISC\nFocus: Heavy Freight\n\nOften called the most common ship in the galaxy, the Hull C is the most-produced of the range and is considered by many to be the most versatile. Intended to hit the sweet spot between the smaller single-person transports and the massive superfreighters that make up the rest of the range, the Hull C offers the expansive modularity of the larger ships while still retaining a modicum of the maneuverability allowed the low end of the range.
vehicle_DescMISC_Hull_D=Manufacturer: MISC\nFocus: Heavy Freight\n\nThe Hull D from MISC kicks off the larger end of the cargo transport spectrum with a massive ship built around a rugged frame. The Hull D is commonly operated by mid-sized organizations and often used as a flagship for mercantile operations.
vehicle_DescMISC_Hull_E=Manufacturer: MISC\nFocus: Heavy Freight\n\nOne of the largest specialized freighters available on the market today, the Hull E offers unparalleled storage. Ideal for tackling the largest of cargo transport jobs, the MISC Hull E has proven indispensable for making much of the Empire's intersystem commerce possible.
vehicle_DescMISC_Odyssey=Manufacturer: MISC\nFocus: Exploration\n\nSurvey distant frontiers and explore the furthest reaches of space with the MISC Odyssey, the most advanced and complete exploration ship available to civilians. Designed to be supremely self-sufficient, the Odyssey comes with an on-board refinery with built-in mining tech, expansive capacity for supplies, and a hangar capable of housing a small ship, along with comprehensive, comfortable accommodations for a crew of seven.
vehicle_DescMISC_Prospector=Manufacturer: MISC\nFocus: Mining\n\nFor years, the Prospector has been the universes preferred mining vessel for solo operators. Featuring MISCs sleek design sensibility and a bevy of upgraded high-tech mining tools, the 2947 Prospector perfectly balances form and functionality.
vehicle_DescMISC_Razor=Manufacturer: Mirai \nFocus: Racing\n\nThis advanced racer features an advanced composite spaceframe that puts pure speed ahead of everything else... it's the ship for pilots who want to leave the competition in the dust.
vehicle_DescMISC_Razor_EX=Manufacturer: Mirai\nFocus: Stealth\n\nOutfitted with signature-reducing materials, the Razor EX was a specialty build for the UEE Advocacy for use in surveillance and extraction operations. Although the EX was ultimately rejected for widespread use, a variation of the model was released for members of the public looking to keep a lower profile.
vehicle_DescMISC_Razor_LX=Manufacturer: Mirai\nFocus: Luxury\n\nThe Razor gets supercharged. The LX features an overclocked engine to unleash blazing top speeds. This power comes at a cost with reduced maneuverability and armaments making it ideal for straight-shot racing. But who needs weapons when youre leaving your competition in the dust.
vehicle_DescMISC_Reliant=Manufacturer: MISC\nFocus: Light Freight\n\nWith the Reliant Kore, MISC adds to its already impressive lineup of ships, a smaller introductory-class spacecraft. Utilizing advanced XiAn designs, the Reliant features broad, sleek wings, omni-directional thrusters and a fully-articulated two-seat cockpit that supports horizontal and vertical flight modes. All of this combines with a larger carrying capacity than many ships in its class to make the Kore a natural choice for short-range hauling, or with the simple addition of a few optional components, this can-do ship can do anything you dream of.
vehicle_DescMISC_Reliant_Mako=Manufacturer: MISC\nFocus: Reporting\n\nThe Empire depends on up-to-the-second information, which is why reporters need to be able to go where the news is happening: wherever, whenever. Enter the Mako, all the flexibility and dependability of a MISC Reliant combined with a state-of-the-art Cernan camera package to capture every moment as it happens with the clarity and accuracy that makes headlines.
vehicle_DescMISC_Reliant_Sen=Manufacturer: MISC\nFocus: Light Science\n\nMagellan, Pierce, Croshaw, names that echo through history thanks to their adventurous spirit, a curious nature, and a reliable ship. The Reliant Sen is a versatile mobile science platform; outfitted with long range capabilities to take you further, longer, and the advanced Samos sensor suite. Perfect for the aspiring explorer who wants to whisper their name into the halls of history.
vehicle_DescMISC_Reliant_Tana=Manufacturer: MISC\nFocus: Light Fighter\n\nWith Humanity ever-expanding through the universe, the need for a versatile lightweight fighter has expanded with it. Easy to maintain with a rugged construction, the Reliant Tana makes for an ideal choice for frontier and outpost defense thanks to its custom high-yield power plant, stronger shields, and additional weapon mounts.
vehicle_DescMISC_Starfarer=Manufacturer: MISC\nFocus: Heavy Refueling\n\nThe Starfarer differs from traditional bulk freighters in one key way: it is a dedicated fuel platform. The Starfarer is designed not only to load, store and protect fuel stasis units, it is designed to take in spaceborne gases and refine them for use without landing. And while it excels at this, the Starfarer can also be used to ferry traditional bulk cargo pods.
vehicle_DescMISC_Starfarer_Gemini=Manufacturer: MISC\nFocus: Heavy Refueling\n\nThe United Empire of Earth military uses an adapted rough and tumble variant of the Starfarer for their front line operations. The G2M Gemini, more commonly the Starfarer Gemini or Star G, trades some cargo capacity and maneuverability in exchange for reinforced armor, increased shielding, more powerful engines and stronger versions of the three manned turrets.
vehicle_DescMRAI_Pulse=Manufacturer: Mirai\nFocus: Combat\n \nThe engineers at Mirai set out to craft an open-canopy bike capable of more. A more intimate connection between pilot and performance with a form-fitting silhouette. A more intuitive way to tame formidable landscapes with a responsive grav-lev system. A more intelligent combat experience with a custom weapon fully integrated into the spirit of the vehicle. The end result? The Mirai Pulse.\n
vehicle_DescMRAI_Pulse_LX=Manufacturer: Mirai\nFocus: Racing\n \nSeamlessly pairing pilot and pure speed, the Mirai Pulse LX grav-lev bike soars over terrain like no open-canopy racer before. Feel your heartrate quicken as you experience first-hand the Pulses ground-breaking responsiveness and form-fitting silhouette. \n
vehicle_DescMisc_Fury=Manufacturer: Mirai\nFocus: Snub Fighter\n\nFeaturing best-in-class maneuverability and fully integrated, cutting-edge Xian tech, the next-generation Fury snub fighter from Mirai uses its four halo-mounted size 2 laser repeaters to redefine short-range space combat.
vehicle_DescMisc_Fury_LX=Manufacturer: Mirai\nFocus: Racing\n\nFeaturing best-in-class maneuverability and fully integrated, cutting-edge Xian tech, the next-generation Fury LX racing ship from Mirai switches out the lithe ships offensive capabilities to make room for additional maneuvering thrusters perfect for getting across the finish line.
vehicle_DescMisc_Fury_Miru=Manufacturer: Mirai\nFocus: Snub Bomber\n\nFeaturing best-in-class maneuverability and fully integrated, cutting-edge Xian tech, the next-generation Fury MX snub bomber from Mirai uses its twenty halo-mounted missiles to devastate targets during short-range space combat.
vehicle_DescORIG_100i=Manufacturer: Origin Jumpworks\nFocus: Starter / Touring\n\nTour the universe with the perfect coupling of luxury and performance. The 100i features Origin Jumpworks' patented AIR fuel system, making it the most efficient and eco-friendly ship on the market. Capable of long distance flights that most ships of its size aren't equipped for, the 100i is perfect for solo pilots looking to turn heads without sacrificing functionality or reliability.
vehicle_DescORIG_125a=Manufacturer: Origin Jumpworks\nFocus: Starter / Light Fighter\n\nRisks were meant to be taken, but why risk running out of fuel in the heat of battle? With the AIR fuel system, a souped-up weapons package, and all the luxury and refinement you've come to expect from Origin Jumpworks, the 125a has been designed for the discerning maverick.
vehicle_DescORIG_135c=Manufacturer: Origin Jumpworks\nFocus: Starter / Light Freighter\n\nWith a deceptive amount of storage space in its sleek, stylish frame, and Origin's patented AIR fuel system, the 135c model is the obvious choice for musicians, couriers, and anyone trying to get the party started. Get it there fast, and look good while you're doing it.
vehicle_DescORIG_300i=Manufacturer: Origin Jumpworks\nFocus: Touring\n\nIf you're going to travel the stars... why not do it in style? The 300i is Origin Jumpworks' premiere luxury spacecraft. It is a sleek, silver killer that sends as much of a message with its silhouette as it does with its particle cannons.
vehicle_DescORIG_315p=Manufacturer: Origin Jumpworks\nFocus: Pathfinder\n\nExploration is man's highest calling. Prepare to chart distant horizons with man's most sophisticated piece of technology, the Origin 315p. Featuring a more robust power plant and a custom scanning package, exclusively designed by Chimera Communications.
vehicle_DescORIG_325a=Manufacturer: Origin Jumpworks\nFocus: Interdiction\n\nJust because it's a rough galaxy doesn't mean you need to sacrifice your comfort: the 325a can come out on top in any dogfight. The 325a features an advanced weapon payload as well as a custom targeting system designed especially for the 325a by WillsOp.
vehicle_DescORIG_350r=Manufacturer: Origin Jumpworks\nFocus: Racing\n\nOrigin Jumpwork's 300 series is the ultimate fusion of elegance and astroengineering. Every component is individually calibrated to ensure your ship stays in perfect harmony. By far the fastest member of the family, the 350r refocus the 300's power and translates it into pure speed.
vehicle_DescORIG_400i=Manufacturer: Origin Jumpworks\nFocus: Pathfinder\n\nTo explore the stars is a most noble endeavor, and Origin Jumpworks has risen to the occasion in crafting the 400i high-performance pathfinder. With class-leading range, substantial defensive capabilities, and a factory-equipped scanning array, the 400i is ready to take on the harshest corners of the galaxy while maintaining the comfort and elegance Origin is known for.
vehicle_DescORIG_600i=Manufacturer: Origin Jumpworks\nFocus: Touring\n\nThis multi-role luxury vessel from Origin Jumpworks features an exquisitely detailed hull design that balances performance and versatility in a sleek and timeless form. The 600i is designed with a cutting-edge modular technology, allowing you to customize your ship for your needs.
vehicle_DescORIG_600i_2951_BIS=Manufacturer: Origin Jumpworks\nFocus: Touring\n\nThis multi-role luxury vessel from Origin Jumpworks features an exquisitely detailed hull design that balances performance and versatility in a sleek and timeless form. The 600i is designed with a cutting-edge modular technology, allowing you to customize your ship for your needs. To celebrate the 600i being voted a Best in Show finalist for 2951, this edition of the ship features a special blue and black livery already applied.
vehicle_DescORIG_600i_Touring=Manufacturer: Origin Jumpworks\nFocus: Touring\n\nThis multi-role luxury vessel from Origin Jumpworks features an exquisitely detailed hull design that balances performance and versatility in a sleek and timeless form. The 600i is designed with a cutting-edge modular technology, allowing you to customize your ship for your needs.
vehicle_DescORIG_85X=Manufacturer: Origin Jumpworks\nFocus: Touring\n\nElegantly styled and meticulously constructed, the 85X is a versatile and comprehensive away-vessel that features precision control in and out of atmosphere. Utilizing much of the same thruster technology as the 300 series, it has the power of a racer with the reliability of a touring ship. Whether descending down to the planet surface or taking in the sights of your system, this runabout continues Origins proud tradition of turning heads.
vehicle_DescORIG_890Jump=Manufacturer: Origin Jumpworks\nFocus: Touring\n\nWith an elegant, sleek exterior that belies its spacious interior, the 890 Jump is a true engineering marvel; crafted to impress from every angle by combining a unique, innovative design with the finest materials and the most advanced technology. The result is a vessel that is in a class all of its own, a masterpiece worthy of the name Origin.
vehicle_DescORIG_G12=Manufacturer: Origin Jumpworks\nFocus: Exploration\n\nTrek to the edge of the galaxy with confidence thanks to Origins trademark build quality and design. Built with the most extreme environments in mind, the G12 suits all types of planetary travel, from traversing tundras to sightseeing.
vehicle_DescORIG_G12a=Manufacturer: Origin Jumpworks\nFocus: Combat\n\nThe G12a combines military might with Origins unique approach to high-end engineering. Designed for all offensive ground-based operations, its the ideal partner for long-range perimeter patrols, intercepting assailants, and exploring dangerous new locales.
vehicle_DescORIG_G12r=Manufacturer: Origin Jumpworks\nFocus: Racing\n\nStripped back and meticulously engineering for performance, Origin has taken everything learned from preparing the 350r and M50 ships for competition and added it to the ubiquitous ground racer. Lighter, faster, and with a built-in EMP for protection, its ready for anything the outlands can throw at it.
vehicle_DescORIG_X1=Manufacturer: Origin Jumpworks\nFocus: Touring\n\nWelcome to the next level with the X1, Origin Jumpworks' high performance open-canopy vehicle. Built from lightweight polymers, the X1 takes speed and agility to the next level thanks to seamlessly integrated engine technology and joint vector thruster placement. Innovative design and high-quality engineering weave together to create a flight experience like no other.
vehicle_DescORIG_X1_Force=Manufacturer: Origin Jumpworks\nFocus: Pathfinder\n\nBuilt to endure tougher environments and look good doing it, the X1 Force is a modified version of the base X1 model featuring additional defensive elements to toughen up this speedy and agile open-canopy bike, allowing it to serve in a variety of roles, from exploring worlds to potential security infiltration ops.
vehicle_DescORIG_X1_Velocity=Manufacturer: Origin Jumpworks\nFocus: Racing\n\nHow do you make fast go faster? Origin Jumpworks' X1 Velocity dares to push the boundaries of speed by stripping down the base X1 to its core elements; eliminating the weapon mount and incorporating new Syntek composites to create a lighter chassis for overall weight loss.
vehicle_DescORIG_m50=Manufacturer: Origin Jumpworks\nFocus: Racing\n\nIf you want to get from point A to point B as quickly as possible and with as much style as possible then Origin's M50 is for you. Featuring supercharged engines that counter a tiny weapons loadout, the M50 is a ship for going FAST.
vehicle_DescRSI_Apollo_Triage=Manufacturer: RSI\nFocus: Medical\n\nThe legendary Apollo Triage from Roberts Space Industries is the gold standard in medevac and rapid emergency response vehicles. Updated to support regeneration technology, the Apollo has a long history providing critical aid to the Empire and beyond for well over two centuries.
vehicle_DescRSI_Arrastra=Manufacturer: RSI\nFocus: Heavy Mining\n\nWith all the risks involved in mining the universes vast stores of valuable resources, Roberts Space Industries wants to make sure that choosing the right ship isnt one of them. The Arrastra industrial mining platform was concepted from the struts up with safety and efficiency in mind; remote operator seats provide extra protection to your crew, the onboard refinery is ideal for a more profitable workflow, the automated mineral storage pipeline effortlessly prepares your gathered resources for transfer, and the auxiliary garage allows for increased operational flexibility while on site.
vehicle_DescRSI_Aurora_CL=Manufacturer: RSI\nFocus: Light Freight\n\nCustomized for mercantile and trading excursions, the Aurora Clipper is the perfect vessel for aspiring entrepreneurs and seasoned traders alike. Swapping a smaller power plant and armor capabilities for an expanded cargo capacity, the Clipper ups the ante for personal merchant craft.
vehicle_DescRSI_Aurora_ES=Manufacturer: RSI\nFocus: Pathfinder\n\nThe Aurora is the modern day descendant of the Roberts Space Industries X-7 spacecraft which tested the very first jump engines. Utilitarian to a T, the Aurora is the perfect beginner's ship: what it lacks in style it makes up for in ample room for upgrade modules.
vehicle_DescRSI_Aurora_LN=Manufacturer: RSI\nFocus: Light Fighter\n\nWith a more robust shield generator and a pair of additional weapon hard points, the Legionnaire is a dedicated combat fighter, built to handle any obstacle the universe can throw at you.
vehicle_DescRSI_Aurora_LX=Manufacturer: RSI\nFocus: Pathfinder\n\nBe proud of your roots with the brand-new Aurora Deluxe, built for the discerning pilot who never forgets where he or she came from. The LX features patent leather interior to guarantee comfort for those long stretches in the deep black.
vehicle_DescRSI_Aurora_MR=Manufacturer: RSI\nFocus: Light Fighter\n\nPerhaps you're looking for something that offers carrying capacity but has combat capabilities too? The Aurora Marque comes with a pair of Behring-quality lasers and a high quality gun cooler system.
vehicle_DescRSI_Bengal=<-=MISSING=->
vehicle_DescRSI_Constellation_Andromeda=Manufacturer: RSI\nFocus: Medium Freight / Gunship\n\nThe Constellation Andromeda, a multi-person freighter, is the most popular ship in RSI's current production array. Constellations are beloved by smugglers and merchants alike because they are modular, high powered... and just downright iconic-looking.
vehicle_DescRSI_Constellation_Aquila=Manufacturer: RSI\nFocus: Expedition\n\nExplore any distant horizons! The Constellation Aquila features a redesigned cockpit for maximum visibility, advanced sensors and an onboard Ursa rover for planetary exploration. Lets see whats out there!
vehicle_DescRSI_Constellation_Phoenix=Manufacturer: RSI\nFocus: Touring\n\nA dedicated luxury spacecraft for the discerning star captain. The Constellation Phoenix can be operated as an organization command ship and features a luxurious redesigned interior. Includes a hidden sensor-dampened area for your most precious cargo. The Phoenix comes with a Lynx rover and a Kruger P-72 Archimedes Fighter.
vehicle_DescRSI_Constellation_Phoenix_Emerald=Manufacturer: RSI \nFocus: Touring\n\nWhether you are a discerning socialite or a freewheeling party animal, the Constellation Phoenix Emerald is your personal passport to entertainment. With a swank interior cabin designed specifically for revelry, and a limited edition "lucky" paint job, the Emerald is the perfect venue to sip a glass of Radegast Gold or throw back a green Sleeping Tiger Malt while hurtling luxuriously through the stars. Just be sure to bring a designated pilot.
vehicle_DescRSI_Constellation_Taurus=Manufacturer: RSI\nFocus: Medium Freight\n\nEnjoy the adventure of a multi-crew Constellation on a budget! The Constellation Taurus is a dedicated freighter. Fully configurable but without all the bells-and-whistles, the Taurus is a great way to get started with crewed ships.
vehicle_DescRSI_Galaxy=Manufacturer: RSI\nFocus: Modular\n\nFeaturing a fully modular design and an onboard hangar capable of deploying small ships, the cutting-edge Galaxy has versatility built into its DNA with a highly configurable main cabin that can be outfitted with comprehensive facilities to support cargo, medical, or refining operations.
vehicle_DescRSI_Lynx=Manufacturer: RSI\nFocus: Exploration\n\nRSI designed the Lynx Rover to be a vehicle capable of exploring a wide variety of terrains while still delivering a top-rated and finely tuned driving experience.
vehicle_DescRSI_Mantis=Manufacturer: RSI\nFocus: Interdiction\n\nStop ships dead in their tracks with RSIs premier Quantum Enforcement ship. The Mantis features a tailor-made Quantum Enforcement Device from Wei-Tek, capable of ripping ships out of QT with its Quantum Snare and preventing hasty escapes with its Quantum Dampener.
vehicle_DescRSI_Perseus=Manufacturer: RSI\nFocus: Gunship\n\nWhen RSI set out to make the definitive modern statement in persuasive prevention, they looked into their own past, to the historic gunships designated Perseus. Capable of shredding sub-capital class goliaths, the mere presence of a Perseus gunship in a blockade or patrol squad is enough to make your most aggressive enemies think twice before engaging, just like its vintage namesake.
vehicle_DescRSI_Polaris=Manufacturer: Roberts Space Industries\nFocus: Corvette\n\nThe Polaris is a nimble corvette-class capital ship that packs a powerful punch with a full armament of turrets and torpedoes. Intended for use as both a naval patrol ship and to serve as the flagship of militia operations, Polaris has the capacity to perform search and rescue operations, light strike missions and general security patrols. The Polaris includes the facilities to repair, rearm and refuel a single fighter, light bomber or support ship.
vehicle_DescRSI_Scorpius=Manufacturer: RSI\nFocus: Heavy Fighter\n\nWith an adaptable bi-wing configuration and revolutionary rail-mounted remote turret, the Scorpius offers unprecedented fire coverage, allowing for both defensive and assault-minded applications.
vehicle_DescRSI_Scorpius_Antares=Manufacturer: RSI\nFocus: Heavy Fighter / Interdiction\n\nRSI has updated the signature Scorpius adaptable bi-wing configuration and added a bespoke Quantum Dampener and EMP Device exclusively designed by their in-house team to create the powerful Scorpius Antares. Built with stopping power in mind, the Scorpius Antares is engineered to bring any chase to a quick finish.
vehicle_DescRSI_URSA_Medivac=Manufacturer: RSI\nFocus: Medical\n \nEven in the most remote of planetside destinations, there are people who could use a helping hand. Designed by RSI to cross even the most rugged terrain, the Ursa Medivac features a Tier 3 Medical Bed ideal for offering aid wherever its needed most.
vehicle_DescRSI_Ursa_Rover=Manufacturer: RSI\nFocus: Exploration\n\nBuilt by RSI specifically for the planetside explorer, the Ursa Rover offers civilians military-grade all-terrain capabilities and stands as the rugged standard in ground-based scouting, mapping and discovery applications.
vehicle_DescRSI_Ursa_Rover_Emerald=Manufacturer: RSI\nFocus: Exploration\n\nFortune favors the bold. The most trusted name in all-terrain exploration embodies the essence of good fortune and success with this commemorative limited-edition Ursa Rover.
vehicle_DescRSI_Zeus_CL=Manufacturer: Roberts Space Industries\nFocus: Medium Freight\n\nReady to ferry a whole new generation of travelers across the universe, Roberts Space Industries is proud to introduce a starship eight centuries in the making - the all-new Zeus Mk II spacecraft. Paying homage to the classic design that launched Humanity to the stars in 2140, the Zeus Mk II has been updated to exceed modern standards while retaining the heart of this beloved spacefaring icon. With a focus on commerce, the Zeus Mk II CL edition features additional cargo space and a tractor beam ideal for handling large volumes of cargo.
vehicle_DescRSI_Zeus_ES=Manufacturer: Roberts Space Industries\nFocus: Exploration\n\nReady to ferry a whole new generation of travelers across the universe, Roberts Space Industries is proud to introduce a starship eight centuries in the making - the all-new Zeus Mk II spacecraft. Paying homage to the classic design that launched Humanity to the stars in 2140, the Zeus Mk II has been updated to exceed modern standards while retaining the heart of this beloved spacefaring icon. With a focus on exploration, the Zeus Mk II ES edition features a robust radar package for finding new discoveries, and enhanced weaponry and shielding to help bring them back home.\n
vehicle_DescRSI_Zeus_MR=Manufacturer: Roberts Space Industries\nFocus: Interdiction\n\nReady to ferry a whole new generation of travelers across the universe, Roberts Space Industries is proud to introduce a starship eight centuries in the making - the all-new Zeus Mk II spacecraft. Paying homage to the classic design that launched Humanity to the stars in 2140, the Zeus Mk II has been updated to exceed modern standards while retaining the heart of this beloved spacefaring icon. With a focus on security, the Zeus Mk II MR edition features an EMP device and quantum dampener to help neutralize hostile forces.
vehicle_DescTMBL_Cyclone=Manufacturer: Tumbril Land Systems\nFocus: Exploration / Recon\n\nWith a potent combination of speed, maneuverability, and rugged durability, the Cyclone is a perfect choice for local deliveries and transport between planetside homesteads and outposts.
vehicle_DescTMBL_Cyclone_AA=Manufacturer: Tumbril Land Systems \nFocus: Combat\n\nA battlefield equalizer, the Cyclone AA comes equipped with a surface-to-air missile and countermeasure package to provide cover for ground troops against airborne targets.
vehicle_DescTMBL_Cyclone_MT=Manufacturer: Tumbril Land Systems \nFocus: Combat\n\nFollowing the success of the initial release of the Cyclone, Tumbril has taken your feedback and expanded their popular line of tactical vehicles with the all new Cyclone MT. Outfitted with a combination gun and missile turret, this module offers increased combat options in the field.
vehicle_DescTMBL_Cyclone_RC=Manufacturer: Tumbril Land Systems \nFocus: Racing\n\nFor those who like to push the limits of speed, the Cyclone RC features a modified intake system to allow for controlled bursts of speed as well as tools to customize handling.
vehicle_DescTMBL_Cyclone_RN=Manufacturer: Tumbril Land Systems \nFocus: Recon\n\nStay mobile and aware with the Cyclone RN. This light reconnaissance vehicle is the perfect solution for scouting runs, providing fast and detailed scans of terrain as well as beacon placement.
vehicle_DescTMBL_Cyclone_TR=Manufacturer: Tumbril Land Systems \nFocus: Combat\n\nDesigned for militia and security use, the Cyclone TR module features upgraded armor and a single Human-operated turret capable of mounting a Size 1 weapon and a responsive 360° field of fire.
vehicle_DescTMBL_Nova=Manufacturer: Tumbril Land Systems\nFocus: Combat\n\nTumbril's new Nova is a classic battlefield warrior, reimagined for the modern age. This heavy tank offers a devastating combination of weaponry to eliminate threats on the ground and in the air.
vehicle_DescTMBL_Ranger_TR=Manufacturer: Tumbril Land Systems\nFocus: Combat\n\nWith a powerful frame, proprietary X-TEC adaptive tread tires, and Reactive Response precision steering and braking, the Tumbril Ranger lets you embrace the renegade spirit of the open road while staying thoroughly grounded. But adventure doesn't always go to plan, so the Ranger TR comes equipped with dual weapon mounts to make sure you're more than covered.
vehicle_DescTMBL_Storm=Manufacturer: Tumbril Land Systems\nFocus: Combat\n \nOriginally introduced in 2606 during the Second Tevarin War, the Tumbril Storm single-operator mini-tank was built to blitz battlefields and take out enemy artillery. Reimagined from the ground up to be faster, stronger, and more impactful than ever, the latest Storm is a true force of nature, well-suited to the frenetic landscape of modern warfare.
vehicle_DescTMBL_Storm_AA=Manufacturer: Tumbril Land Systems\nFocus: Combat\n\nOriginally introduced in 2606 during the Second Tevarin War, the Tumbril Storm single-operator mini-tank was built to blitz battlefields and take out enemy artillery. Reimagined from the ground up to be faster, stronger, and more impactful than ever, the Storm AA is a true force of nature, equipped with a barrage of missiles to provide cover against airborne and ground targets.
vehicle_DescVNCL_Blade=Manufacturer: Esperia\nFocus: Light Fighter\n\nThese light fighters, designation 'Blade', are often used by Vanduul as scouts and first wave assault crafts. They have also served well as skirmisher units due to their speed allowing them to chase down any ships attempting to flee the area. For some decades, United Empire of Earth aggressor squadrons have operated replica Blade fighters produced under exclusive contract by Esperia, Inc.
vehicle_DescVNCL_Glaive=Manufacturer: Esperia\nFocus: Medium Fighter\n\nThe Glaive is a symmetrical version of the Scythe. Generally flown by Vanduul with more combat experience, they are better armed and have two huge blades/wings as opposed to one on the standard Scythe.
vehicle_DescVNCL_Kingship,P=Vanduul Kingship
vehicle_DescVNCL_Scythe=Manufacturer: Esperia\nFocus: Medium Fighter\n\nFast becoming the symbol of the Vanduul Race, the Scythe is the foot soldier in every raid and the target of every human fighter pilot. Featuring a hefty weapons payload, the Scythe's real asset is its maneuverability, found in the twin main and twelve maneuvering thrusters. This captured Vanduul-made Scythe has been modified by Esperia to be flyable by Human pilots.
vehicle_DescXIAN_Nox=Manufacturer: Aopoa\nFocus: Racing\n\nHit the skids with the 2947 Nox. This speedy and maneuverable open-canopy racer from Aopoa is capable of zipping along planet surfaces or deep space. Available for the first time in Human space, the Nox has been specifically redesigned for Human pilots and is ready to race.
vehicle_DescXIAN_Nox_Kue=Manufacturer: Aopoa \nFocus: Racing\n\nDeriving its name from the Xian word for thrust, the Nox Kue delivers that and more. This limited version of the open-canopy racer features a stunning brushed-silver finish and was specifically created to celebrate the inaugural sale of the first Nox for Human riders.
vehicle_DescXIAN_Railen=Manufacturer: Gatac Manufacture\nFocus: Cargo\n\nGatacs first foray into the Human market, the Railen is an elegant interspecies vessel perfect for any Human or Xian pilot looking for a safe, reliable solution for commercial-grade medium cargo hauling, and is a prime example of why the Xian Empire has trusted House Gatac with production of its industrial vessels for centuries.
vehicle_DescXIAN_Scout=Manufacturer: Aopoa\nFocus: Light Fighter\n\nThe Xi'an Aopoa corporation manufactures an export model of the Qhire Khartu, the Khartu-al, for sale to human civilians as a dedicated scout/explorer. The export model features the same Xi'an maneuvering rig, but control surfaces modified for Human use and a more limited armament.
vehicle_DescXNAA_SantokYai=Manufacturer: Aopoa\nFocus: Medium Fighter\n\nHarnessing the power of next-generation Xi'an flight systems, upgraded dual-vector thrusters, and a daunting weapons package, Aopoa has crafted a fighter that retains the nimble dexterity and tight handling the brand is known for.
vehicle_Descprobe_comms_1_a=Manufacturer: Chimera Communications \nFocus: Recon\n\nThe Auris, from manufacturer Chimera Communications, allows you to easily collect and store transmissions, making it ideal for short-range activity monitoring. Designed to be virtually invisible while operating, this low-powered Passive Data Collection (PDC) Monitor is perfect for providing extra security to any station or facility with detailed logging of data transmissions and local ship traffic records. Plus, the included backup burst transmitter allows for the datastores to be transferred in the case of an emergency, providing extra peace of mind.
vehicle_FactionAdvocacy=Advocacy
vehicle_FactionBounty_Hunter=Bounty Hunter
vehicle_FactionCivilians=Civilians
vehicle_FactionCriminal=Criminal
vehicle_FactionMiners=Miners
vehicle_FactionPirates=Pirates
vehicle_FactionPrivate_Security=Private Security
vehicle_FactionSlavers=Slavers
vehicle_FactionUEE=UEE
vehicle_FactionVanduul=Vanduul
vehicle_FactionXian=Xi'an
vehicle_NameAEGS_Avenger_Dead=Advocacy Avenger
vehicle_NameAEGS_Avenger_Stalker=Aegis Avenger Stalker
vehicle_NameAEGS_Avenger_Titan=Aegis Avenger Titan
vehicle_NameAEGS_Avenger_Titan_Renegade=Aegis Avenger Titan Renegade
vehicle_NameAEGS_Avenger_Warlock=Aegis Avenger Warlock
vehicle_NameAEGS_Eclipse=Aegis Eclipse
vehicle_NameAEGS_Gladius=Aegis Gladius
vehicle_NameAEGS_Gladius_PIR=Aegis Gladius Pirate
vehicle_NameAEGS_Gladius_Valiant=Aegis Gladius Valiant
vehicle_NameAEGS_Hammerhead=Aegis Hammerhead
vehicle_NameAEGS_Hammerhead_Showdown=Aegis Hammerhead 2949 Best In Show Edition
vehicle_NameAEGS_Idris=Aegis Idris
vehicle_NameAEGS_Javelin=Aegis Javelin
vehicle_NameAEGS_Nautilus=Aegis Nautilus
vehicle_NameAEGS_Reclaimer=Aegis Reclaimer
vehicle_NameAEGS_Reclaimer_Showdown=Aegis Reclaimer 2949 Best In Show Edition
vehicle_NameAEGS_Redeemer=Aegis Redeemer
vehicle_NameAEGS_Retaliator=Aegis Retaliator
vehicle_NameAEGS_Retaliator_Bomber=Aegis Retaliator Bomber
vehicle_NameAEGS_Sabre=Aegis Sabre
vehicle_NameAEGS_Sabre_Comet=Aegis Sabre Comet
vehicle_NameAEGS_Sabre_Firebird=Aegis Sabre Firebird
vehicle_NameAEGS_Sabre_Raven=Aegis Sabre Raven
vehicle_NameAEGS_Vanguard=Aegis Vanguard Warden
vehicle_NameAEGS_Vanguard_Harbinger=Aegis Vanguard Harbinger
vehicle_NameAEGS_Vanguard_Hoplite=Aegis Vanguard Hoplite
vehicle_NameAEGS_Vanguard_Sentinel=Aegis Vanguard Sentinel
vehicle_NameAEGS_Vulcan=Aegis Vulcan
vehicle_NameANVL_Arrow=Anvil Arrow
vehicle_NameANVL_Ballista=Anvil Ballista
vehicle_NameANVL_Ballista_Dunestalker=Anvil Ballista Dunestalker
vehicle_NameANVL_Ballista_Snowblind=Anvil Ballista Snowblind
vehicle_NameANVL_C8R_Pisces_Rescue=Anvil C8R Pisces Rescue
vehicle_NameANVL_C8X_Pisces_Expedition=Anvil C8X Pisces Expedition
vehicle_NameANVL_C8_Pisces=Anvil C8 Pisces
vehicle_NameANVL_Centurion=Anvil Centurion
vehicle_NameANVL_Crucible=Anvil Crucible
vehicle_NameANVL_Gladiator=Anvil Gladiator
vehicle_NameANVL_Hawk=Anvil Hawk
vehicle_NameANVL_Hornet_F7A=Anvil F7A Hornet Mk I
vehicle_NameANVL_Hornet_F7A_Mk2=Anvil F7A Hornet Mk II
vehicle_NameANVL_Hornet_F7C=Anvil F7C Hornet Mk I
vehicle_NameANVL_Hornet_F7CM=Anvil F7C-M Super Hornet Mk I
vehicle_NameANVL_Hornet_F7CM_Heartseeker=Anvil F7C-M Hornet Heartseeker Mk I
vehicle_NameANVL_Hornet_F7CR=Anvil F7C-R Hornet Tracker Mk I
vehicle_NameANVL_Hornet_F7CS=Anvil F7C-S Hornet Ghost Mk I
vehicle_NameANVL_Hornet_F7C_Mk2=Anvil F7C Hornet Mk II
vehicle_NameANVL_Hornet_F7C_Wildfire=Anvil F7C Hornet Wildfire Mk I
vehicle_NameANVL_Hurricane=Anvil Hurricane
vehicle_NameANVL_Legionnaire=Anvil Legionnaire
vehicle_NameANVL_Liberator=Anvil Liberator
vehicle_NameANVL_Lightning_F8=Anvil F8A Lightning
vehicle_NameANVL_Lightning_F8C=Anvil F8C Lightning
vehicle_NameANVL_Lightning_F8C_Exec=Anvil F8C Lightning Executive Edition
vehicle_NameANVL_Spartan=Anvil Spartan
vehicle_NameANVL_Terrapin=Anvil Terrapin
vehicle_NameANVL_Valkyrie=Anvil Valkyrie
vehicle_NameANVL_Valkyrie_CitizenCon=Anvil Valkyrie Liberator
vehicle_NameARGO_MPUV=Argo MPUV Cargo
vehicle_NameARGO_MPUV_2951_BIS=Argo MPUV Cargo 2951 BIS
vehicle_NameARGO_MPUV_Tractor=Argo MPUV Tractor
vehicle_NameARGO_MPUV_Transport=Argo MPUV Personnel
vehicle_NameARGO_Mole=Argo MOLE
vehicle_NameARGO_Mole_Carbon=Argo MOLE Carbon
vehicle_NameARGO_Mole_Talus=Argo MOLE Talus
vehicle_NameARGO_RAFT=Argo RAFT
vehicle_NameARGO_SRV=Argo SRV
vehicle_NameBANU_Merchantman=Banu Merchantman
vehicle_NameBanu_Defender=Banu Defender
vehicle_NameCNOU_HoverQuad=C.O. HoverQuad
vehicle_NameCNOU_Mustang_Alpha=C.O. Mustang Alpha
vehicle_NameCNOU_Mustang_Alpha_CitizenCon2018=C.O. Mustang CitizenCon 2948 Edition
vehicle_NameCNOU_Mustang_Beta=C.O. Mustang Beta
vehicle_NameCNOU_Mustang_Delta=C.O. Mustang Delta
vehicle_NameCNOU_Mustang_Gamma=C.O. Mustang Gamma
vehicle_NameCNOU_Mustang_Omega=C.O. Mustang Omega
vehicle_NameCNOU_Nomad=C.O. Nomad
vehicle_NameCNOU_Pioneer=C.O. Pioneer
vehicle_NameCRUS_A1_Spirit=Crusader A1 Spirit
vehicle_NameCRUS_C1_Spirit=Crusader C1 Spirit
vehicle_NameCRUS_E1_Spirit=Crusader E1 Spirit
vehicle_NameCRUS_Star_Runner=Crusader Mercury Star Runner
vehicle_NameCRUS_Star_Runner_2951_BIS=Crusader Mercury 2951 BIS
vehicle_NameCRUS_Starfighter_Inferno=Crusader Ares Star Fighter Inferno
vehicle_NameCRUS_Starfighter_Ion=Crusader Ares Star Fighter Ion
vehicle_NameCRUS_Starlifter_2951_BIS=Crusader C2 Hercules 2951 BIS
vehicle_NameCRUS_Starlifter_A2=Crusader A2 Hercules Starlifter
vehicle_NameCRUS_Starlifter_C2=Crusader C2 Hercules Starlifter
vehicle_NameCRUS_Starlifter_M2=Crusader M2 Hercules Starlifter
vehicle_NameCRUS_Starliner=Crusader Genesis Starliner
vehicle_NameComingSoon=Coming Soon
vehicle_NameDRAK_Buccaneer=Drake Buccaneer
vehicle_NameDRAK_Caterpillar=Drake Caterpillar
vehicle_NameDRAK_Caterpillar_PU_Hijacked=KRF Inmate Transport
vehicle_NameDRAK_Caterpillar_Pirate=Drake Caterpillar Pirate
vehicle_NameDRAK_Caterpillar_ShipShowdown=Drake Caterpillar 2949 Best In Show Edition
vehicle_NameDRAK_Corsair=Drake Corsair
vehicle_NameDRAK_Cutlass_Black=Drake Cutlass Black
vehicle_NameDRAK_Cutlass_Black_ShipShowdown=Drake Cutlass 2949 Best In Show Edition
vehicle_NameDRAK_Cutlass_Blue=Drake Cutlass Blue
vehicle_NameDRAK_Cutlass_Red=Drake Cutlass Red
vehicle_NameDRAK_Cutlass_Steel=Drake Cutlass Steel
vehicle_NameDRAK_Cutter=Drake Cutter
vehicle_NameDRAK_Cutter_Rambler=Drake Cutter Rambler
vehicle_NameDRAK_Cutter_Scout=Drake Cutter Scout
vehicle_NameDRAK_Dragonfly=Drake Dragonfly
vehicle_NameDRAK_Dragonfly_Pink=Drake Dragonfly Star Kitten
vehicle_NameDRAK_Dragonfly_Yellow=Drake Dragonfly Yellowjacket
vehicle_NameDRAK_Herald=Drake Herald
vehicle_NameDRAK_Herald_Blue=Drake Herald Blue
vehicle_NameDRAK_Herald_Red=Drake Herald Red
vehicle_NameDRAK_Kraken=Drake Kraken
vehicle_NameDRAK_Kraken_Privateer=Drake Kraken Privateer
vehicle_NameDRAK_Mule=Drake Mule
vehicle_NameDRAK_Vulture=Drake Vulture
vehicle_NameEA_GroundRadar=Radar Dish
vehicle_NameEA_OrbitalMiningLaser=Orbital Mining Laser
vehicle_NameESPR_Prowler=Esperia Prowler
vehicle_NameESPR_Talon=Esperia Talon
vehicle_NameESPR_Talon_Shrike=Esperia Talon Shrike
vehicle_NameGAMA_Syulen=Gatac Syulen
vehicle_NameGRIN_Cydnus=GRIN Mining Bot
vehicle_NameGRIN_PTV=Greycat PTV
vehicle_NameGRIN_ROC=Greycat ROC
vehicle_NameGRIN_ROC_DS=Greycat ROC-DS
vehicle_NameGRIN_STV=Greycat STV
vehicle_NameKRIG_P52_Merlin=Kruger P-52 Merlin
vehicle_NameKRIG_P72_Archimedes=Kruger P-72 Archimedes
vehicle_NameKRIG_P72_Archimedes_Emerald=Kruger P-72 Archimedes Emerald
vehicle_NameMISC_Endeavor=MISC Endeavor
vehicle_NameMISC_Expanse=MISC Expanse
vehicle_NameMISC_Freelancer=MISC Freelancer
vehicle_NameMISC_Freelancer_DUR=MISC Freelancer DUR
vehicle_NameMISC_Freelancer_MAX=MISC Freelancer MAX
vehicle_NameMISC_Freelancer_MIS=MISC Freelancer MIS
vehicle_NameMISC_Hull_A=MISC Hull A
vehicle_NameMISC_Hull_B=MISC Hull B
vehicle_NameMISC_Hull_C=MISC Hull C
vehicle_NameMISC_Hull_D=MISC Hull D
vehicle_NameMISC_Hull_E=MISC Hull E
vehicle_NameMISC_Odyssey=MISC Odyssey
vehicle_NameMISC_Prospector=MISC Prospector
vehicle_NameMISC_Razor=Mirai Razor
vehicle_NameMISC_Razor_EX=Mirai Razor EX
vehicle_NameMISC_Razor_LX=Mirai Razor LX
vehicle_NameMISC_Reliant=MISC Reliant Kore
vehicle_NameMISC_Reliant_Mako=MISC Reliant Mako
vehicle_NameMISC_Reliant_Sen=MISC Reliant Sen
vehicle_NameMISC_Reliant_Tana=MISC Reliant Tana
vehicle_NameMISC_Starfarer=MISC Starfarer
vehicle_NameMISC_Starfarer_Gemini=MISC Starfarer Gemini
vehicle_NameMRAI_Pulse=Mirai Pulse
vehicle_NameMRAI_Pulse_LX=Mirai Pulse LX
vehicle_NameMisc_Fury=Mirai Fury
vehicle_NameMisc_Fury_LX=Mirai Fury LX
vehicle_NameMisc_Fury_Miru=Mirai Fury MX
vehicle_NameORIG_100i=Origin 100i
vehicle_NameORIG_125a=Origin 125a
vehicle_NameORIG_135c=Origin 135c
vehicle_NameORIG_300i=Origin 300i
vehicle_NameORIG_315p=Origin 315p
vehicle_NameORIG_325a=Origin 325a
vehicle_NameORIG_350r=Origin 350r
vehicle_NameORIG_400i=Origin 400i
vehicle_NameORIG_600i=Origin 600i
vehicle_NameORIG_600i_2951_BIS=Origin 600i 2951 BIS
vehicle_NameORIG_600i_Executive=Origin 600i Executive Edition
vehicle_NameORIG_600i_Touring=Origin 600i Touring
vehicle_NameORIG_85X=Origin 85X Limited
vehicle_NameORIG_890Jump=Origin 890 Jump
vehicle_NameORIG_890Jump_Hijacked=Origin 890 Jump
vehicle_NameORIG_G12=Origin G12
vehicle_NameORIG_G12a=Origin G12a
vehicle_NameORIG_G12r=Origin G12r
vehicle_NameORIG_X1=Origin X1
vehicle_NameORIG_X1_Force=Origin X1 Force
vehicle_NameORIG_X1_Velocity=Origin X1 Velocity
vehicle_NameORIG_m50=Origin M50 Interceptor
vehicle_NameRSI_Apollo_Triage=RSI Apollo Triage
vehicle_NameRSI_Arrastra=RSI Arrastra
vehicle_NameRSI_Aurora_CL=RSI Aurora CL
vehicle_NameRSI_Aurora_ES=RSI Aurora ES
vehicle_NameRSI_Aurora_LN=RSI Aurora LN
vehicle_NameRSI_Aurora_LX=RSI Aurora LX
vehicle_NameRSI_Aurora_MR=RSI Aurora MR
vehicle_NameRSI_Bengal=RSI Bengal Carrier
vehicle_NameRSI_Constellation_Andromeda=RSI Constellation Andromeda
vehicle_NameRSI_Constellation_Aquila=RSI Constellation Aquila
vehicle_NameRSI_Constellation_Phoenix=RSI Constellation Phoenix
vehicle_NameRSI_Constellation_Phoenix_Emerald=RSI Constellation Phoenix Emerald
vehicle_NameRSI_Constellation_Taurus=RSI Constellation Taurus
vehicle_NameRSI_Galaxy=RSI Galaxy
vehicle_NameRSI_Lynx=RSI Lynx
vehicle_NameRSI_Mantis=RSI Mantis
vehicle_NameRSI_Perseus=RSI Perseus
vehicle_NameRSI_Polaris=RSI Polaris
vehicle_NameRSI_Scorpius=RSI Scorpius
vehicle_NameRSI_Scorpius_Antares=RSI Scorpius Antares
vehicle_NameRSI_Scorpius_Interdiction=RSI Scorpius Antares
vehicle_NameRSI_URSA_Medivac=RSI Ursa Medivac
vehicle_NameRSI_Ursa_Rover=RSI Ursa
vehicle_NameRSI_Ursa_Rover_Emerald=RSI Ursa Fortuna
vehicle_NameRSI_Zeus_CL=RSI Zeus Mk II CL
vehicle_NameRSI_Zeus_ES=RSI Zeus Mk II ES
vehicle_NameRSI_Zeus_MR=RSI Zeus Mk II MR
vehicle_NameTMBL_Cyclone=Tumbril Cyclone
vehicle_NameTMBL_Cyclone_AA=Tumbril Cyclone AA
vehicle_NameTMBL_Cyclone_MT=Tumbril Cyclone MT
vehicle_NameTMBL_Cyclone_RC=Tumbril Cyclone RC
vehicle_NameTMBL_Cyclone_RN=Tumbril Cyclone RN
vehicle_NameTMBL_Cyclone_TR=Tumbril Cyclone TR
vehicle_NameTMBL_Nova=Tumbril Nova
vehicle_NameTMBL_Ranger_TR=Tumbril Ranger TR
vehicle_NameTMBL_Storm=Tumbril Storm
vehicle_NameTMBL_Storm_AA=Tumbril Storm AA
vehicle_NameVNCL_Blade=Esperia Blade
vehicle_NameVNCL_Cleaver=Vanduul Cleaver
vehicle_NameVNCL_Glaive=Esperia Glaive
vehicle_NameVNCL_Kingship=Vanduul Kingship
vehicle_NameVNCL_Scythe=Vanduul Scythe
vehicle_NameXIAN_Nox=Aopoa Nox
vehicle_NameXIAN_Nox_Kue=Aopoa Nox Kue
vehicle_NameXIAN_Railen=Gatac Railen
vehicle_NameXIAN_Scout=Aopoa Khartu-al
vehicle_NameXNAA_SantokYai=Aopoa San'tok.yāi
vehicle_Nameprobe_comms_1_a=CHCO Auris PDC Monitor
vehicle_TypeStarFighter=Star Fighter
vehicle_TypeTransport=Transport
vehicle_UniqueNameFormatNumber=%s - %u
vehicle_UniqueNameFormatString=%s - %s
vehicle_class_bomber=Bomber
vehicle_class_corvette=Corvette
vehicle_class_courier=Courier
vehicle_class_destroyer=Destroyer
vehicle_class_dropship=Drop Ship
vehicle_class_expedition=Expedition
vehicle_class_frigate=Frigate
vehicle_class_gunship=Gunship
vehicle_class_heavybomber=Heavy Bomber
vehicle_class_heavyfighter=Heavy Fighter
vehicle_class_heavyfreight=Heavy Freight
vehicle_class_heavymining=Heavy Mining
vehicle_class_heavyrefuelling=Heavy Refuelling
vehicle_class_heavyrepair=Heavy Repair
vehicle_class_heavysalvage=Heavy Salvage
vehicle_class_heavyscience=Heavy Science
vehicle_class_heavytank=Heavy Tank
vehicle_class_interceptor=Interceptor
vehicle_class_interdiction=Interdiction
vehicle_class_lightfighter=Light Fighter
vehicle_class_lightfreight=Light Freight
vehicle_class_lightmining=Light Mining
vehicle_class_lightsalvage=Light Salvage
vehicle_class_lightscience=Light Science
vehicle_class_lighttank=Light Tank
vehicle_class_luxury=Luxury
vehicle_class_medical=Medical
vehicle_class_mediumdata=Medium Data
vehicle_class_mediumfighter=Medium Fighter
vehicle_class_mediumfightermediumfreight=Medium Fighter / Medium Freight
vehicle_class_mediumfreight=Medium Freight
vehicle_class_mediumfreightgunshio=Medium Freight / Gun Ship
vehicle_class_mediummining=Medium Mining
vehicle_class_passenger=Passenger
vehicle_class_pathfinder=Pathfinder
vehicle_class_racing=Racing
vehicle_class_reporting=Reporting
vehicle_class_snubbomber=Snub Bomber
vehicle_class_snubfighter=Snub Fighter
vehicle_class_starterlightfreight=Starter / Light Freight
vehicle_class_starterpathfinder=Starter / Pathfinder
vehicle_class_stealthbomber=Stealth Bomber
vehicle_class_stealthfighter=Stealth Fighter
vehicle_class_turret=Turret
vehicle_container_Confidental=Reminder: Vehicle storage containers must be passcode locked at all times.
vehicle_container_Key001=Container
vehicle_container_Key002=Status
vehicle_container_Key003=Passcode
vehicle_container_Two_status=02
vehicle_container_one_code=Container code:
vehicle_container_one_status=01
vehicle_container_status001=Empty
vehicle_container_status002=Occupied
vehicle_deck_Tech=Tech Deck
vehicle_deck_bridge=Bridge
vehicle_deck_cargo=Cargo Deck
vehicle_deck_engineering=Engineering
vehicle_deck_fuel=Fueling Deck
vehicle_deck_habitation=Habitation
vehicle_deck_lower=Lower Deck
vehicle_deck_lower_cargo=Lower Cargo Deck
vehicle_deck_main=Main Deck
vehicle_deck_sub_deck=Sub Deck
vehicle_deck_upper=Upper Deck
vehicle_deck_upper_cargo=Upper Cargo Deck
vehicle_focus_all,P=All
vehicle_focus_combat=Combat
vehicle_focus_competition=Competition
vehicle_focus_exploration=Exploration
vehicle_focus_ground=Ground
vehicle_focus_groundcombat=Ground Combat
vehicle_focus_multirole=Multi-Role
vehicle_focus_resources=Industrial
vehicle_focus_support=Support
vehicle_focus_transporter=Transporter
vehicle_gunnery_hud_ads_acquiring=Acquiring:
vehicle_gunnery_hud_ads_mode_fixed=FIXED
vehicle_gunnery_hud_ads_mode_manual=MANUAL
vehicle_gunnery_hud_ads_no_subtargets=waiting for subtarget scan
vehicle_gunnery_hud_ads_out_of_range=OUT OF RANGE
vehicle_gunnery_hud_ads_shoot=SHOOT!
vehicle_gunnery_hud_ads_subtargets_available=Sub-targets available
vehicle_gunnery_hud_ads_weapon_count_on_target=Weapons Ready:
vehicle_interactor_AutoLand_Disable=Disengage AutoLand
vehicle_interactor_AutoLand_Enable=Engage AutoLand
vehicle_interactor_ConvergenceRange_Long=Long-Range Convergence
vehicle_interactor_ConvergenceRange_Medium=Mid-Range Convergence
vehicle_interactor_ConvergenceRange_Short=Short-Range Convergence
vehicle_interactor_CountermeasureFire=Fire Countermeasures
vehicle_interactor_CountermeasureType_Chaff=Set Noise
vehicle_interactor_CountermeasureType_Flare=Set Decoy
vehicle_interactor_Coupled_Enable=Enable Coupled Flight
vehicle_interactor_CruiseControl_Disable=Disengage Cruise Control
vehicle_interactor_CruiseControl_Enable=Engage Cruise Control
vehicle_interactor_CycleHud_Flight=Flight HUD
vehicle_interactor_CycleHud_Mining=Mining HUD
vehicle_interactor_CycleHud_Quantum=Quantum HUD
vehicle_interactor_CycleHud_Scanning=Scanning HUD
vehicle_interactor_DarkFilter_Disable=Dark Filter Off
vehicle_interactor_DarkFilter_Enable=Dark Filter On
vehicle_interactor_Decoupled_Enable=Disable Coupled Flight
vehicle_interactor_ESP_Disable=Disable ESP
vehicle_interactor_ESP_Enable=Enable ESP
vehicle_interactor_ExtendSpindle=Extend Cargo Spindle
vehicle_interactor_ExteriorLights_Disable=Exterior Lights Off
vehicle_interactor_ExteriorLights_Enable=Exterior Lights On
vehicle_interactor_FirePattern_Staggered=Use Staggered Fire
vehicle_interactor_FirePattern_Synchronized=Use Synchronized Fire
vehicle_interactor_GSafe_Disable=Disable G-Safe Limiters
vehicle_interactor_GSafe_Enable=Enable G-Safe Limiters
vehicle_interactor_GimbalType_AimAssist=Engage Aim Assist
vehicle_interactor_GimbalType_Fixed=Engage Gimbal Lock
vehicle_interactor_GimbalType_Gimbal=Engage Free Gimbals
vehicle_interactor_Headlights_Disable=Headlights Off
vehicle_interactor_Headlights_Enable=Headlights On
vehicle_interactor_InteriorLights_Disable=Interior Lights Off
vehicle_interactor_InteriorLights_Enable=Interior Lights On
vehicle_interactor_LandingGear_Deploy=Deploy Landing Gear
vehicle_interactor_LandingGear_Retract=Retract Landing Gear
vehicle_interactor_MarkFriendly=Mark Target Friendly
vehicle_interactor_MarkHostile=Mark Target Hostile
vehicle_interactor_MiningArm_Disable=Retract Mining Arm
vehicle_interactor_MiningArm_Enable=Deploy Mining Arm
vehicle_interactor_Missiles_ArmMissile=Arm Missile
vehicle_interactor_Missiles_CycleMissiles=Cycle Missiles
vehicle_interactor_Missiles_DisarmMissiles=Disarm Missiles
vehicle_interactor_Missiles_FireMissiles=Fire Missiles
vehicle_interactor_NavFilter_None=Display Off
vehicle_interactor_NavFilter_POI=Navigation Display On
vehicle_interactor_NavFilter_Quantum=Quantum Display On
vehicle_interactor_PinTarget=Pin Target
vehicle_interactor_PipType_Lag=Use Lag Pips
vehicle_interactor_PipType_Lead=Use Lead Pips
vehicle_interactor_PowerSafety_Disable=Overclock Safeties Off
vehicle_interactor_PowerSafety_Enable=Overclock Safeties On
vehicle_interactor_ProximityAssist_Disable=Disable Proximity Flight Assist
vehicle_interactor_ProximityAssist_Enable=Enable Proximity Flight Assist
vehicle_interactor_QuantumSpool_Disable=Disable Quantum Spooling
vehicle_interactor_QuantumSpool_Enable=Enable Quantum Spooling
vehicle_interactor_QuantumTravel_Disable=Disengage Quantum Travel
vehicle_interactor_QuantumTravel_Enable=Engage Quantum Travel
vehicle_interactor_RetractSpindle=Retract Cargo Spindle
vehicle_interactor_ScanRange_Long=Long-Range Scan
vehicle_interactor_ScanRange_Medium=Mid-Range Scan
vehicle_interactor_ScanRange_Short=Short-Range Scan
vehicle_interactor_Screens_Disable=Screens Off
vehicle_interactor_Screens_Enable=Screens On
vehicle_interactor_Sensors_Disable=Sensors Off
vehicle_interactor_Sensors_Enable=Sensors On
vehicle_interactor_SubTarget_Engines=Target Engines
vehicle_interactor_SubTarget_None=Disable Component Targeting
vehicle_interactor_SubTarget_Turrets=Target Turrets
vehicle_interactor_TransformShip,P=Transform Ship
vehicle_interactor_Transponder_Disable=Transponder Off
vehicle_interactor_Transponder_Enable=Transponder On
vehicle_interactor_Turret_Deploy=Deploy Turret
vehicle_interactor_Turret_Retract=Retract Turret
vehicle_interactor_UnPinTarget=Unpin Target
vehicle_interactor_VTOL_Disable=Disable VTOL
vehicle_interactor_VTOL_Enable=Enable VTOL
vehicle_interactor_Viewport_Disable=Viewport Off
vehicle_interactor_Viewport_Enable=Viewport On
vehicle_interactor_WeaponRack_Deploy=Deploy Weapon Rack
vehicle_interactor_WeaponRack_Retract=Retract Weapon Rack
vehicle_interactor_Weapons_Disable=Weapons Off
vehicle_interactor_Weapons_Enable=Weapons On
vehicle_interactor_Wing_ExtendRetract=Wing Extend / Retract
vehicle_nameANVL_Carrack=Anvil Carrack
vehicle_nameANVL_Carrack_Expedition=Anvil Carrack Expedition
vehicle_room_airlock=Airlock
vehicle_room_armory=Armory
vehicle_room_atrium=Atrium
vehicle_room_bar=Bar
vehicle_room_bathroom=Bathroom
vehicle_room_battle_bridge=Battle Bridge
vehicle_room_bomb_bay=Bomb Bay
vehicle_room_bridge=Bridge
vehicle_room_brig=Brig
vehicle_room_captain=Captain's Quarters
vehicle_room_cargo_bay=Cargo Bay
vehicle_room_cockpit=Cockpit
vehicle_room_component_access=Component Access
vehicle_room_crew=Crew Quarters
vehicle_room_docking_bay=Docking Bay
vehicle_room_drones=Drone Depot
vehicle_room_drop_bay=Drop Bay
vehicle_room_engineering=Engineering
vehicle_room_escapepods=Escape Pods
vehicle_room_escaperaft=Escape Raft
vehicle_room_foyer=Foyer
vehicle_room_garage=Garage
vehicle_room_habitation=Habitation
vehicle_room_hangar=Hangar
vehicle_room_hottub=Hot Tub
vehicle_room_kitchen=Kitchen
vehicle_room_locker=Locker
vehicle_room_lounge=Lounge
vehicle_room_lower_cargo_bay=Lower Cargo Bay
vehicle_room_medical=Med Bay
vehicle_room_messhall=Mess Hall
vehicle_room_mining=Mining Station
vehicle_room_neck=Corridor
vehicle_room_passenger_quarters=Passenger Quarters
vehicle_room_passenger_seating=Passenger Seating
vehicle_room_pool=Pool
vehicle_room_prisoner_storage=Prisoner Storage
vehicle_room_recreation=Recreation
vehicle_room_restaurant=Dining Hall
vehicle_room_salvage=Salvage Station
vehicle_room_sauna=Sauna
vehicle_room_scanning=Scanning
vehicle_room_server=Server Room
vehicle_room_snub_bay=Snub Bay
vehicle_room_spa=Spa
vehicle_room_sub_cargo_bay=Sub Cargo Bay
vehicle_room_torpedo_bay=Torpedo Bay
vehicle_room_tractor_control=Tractor Station
vehicle_room_turret=Turret Access
vehicle_room_xo_quarters=XO Quarters
vehicles_DescOrbital_Sentry=The Overseer, from manufacturer Broad & Raibee, allows for defensive activity monitoring in a given area. When a threat is detected, the Overseer is capable of targeting and engaging trespassing hostiles with brutal efficiency making it perfect for providing extra security to any station, facility, or controlled sector.
vehicles_DescOrbital_Sentry_Prototype_1=The details of this prototype defensive monitor are the intellectual property of Hurston Dynamics and are confidential. Hurston Dynamics is not responsible for any damages caused to individuals who trespass onto DM-7R1 testing sites.
vehicles_NameOrbital_Sentry=Broad & Rabiee Overseer Orbital Sentry
vehicles_NameOrbital_Sentry_Prototype_1=Hurston Dynamics DM-7R1 Orbital Sentry
warning_hunger_declining=Nutrition Levels Declining
warning_hunger_low=Caution! Nutrition Levels Low
warning_hunger_optimal=Optimal Nutrition Level Achieved
warning_hunger_verylow=Warning! Nutrition Levels Dangerously Low
warning_thirst_declining=Hydration Levels Declining
warning_thirst_low=Caution! Hydration Levels Low
warning_thirst_optimal=Optimal Hydration Level Achieved
warning_thirst_verylow=Warning! Hydration Levels Dangerously Low
weapon_stats_ammo_string_5mm_ballistic=5 mm ballistic ammo
weapon_stats_name_capacity=Ammo capacity
weapon_stats_name_damage=Damage
weapon_stats_name_effectiveRange=Effective range
weapon_stats_name_firerate=Fire rate
weapon_stats_name_handling=Handling
weapon_stats_name_modes=Fire modes
weapon_stats_name_velocity=Muzzle velocity
weapon_stats_name_weight=Weight
weapon_stats_unit_rpm=rpm
weapons_heal_BDL_critical_safety=BDL Safety On
weapons_heal_blood_drug_level=Blood Drug Level
weapons_heal_blood_drug_level_abbr=BDL
weapons_heal_button_auto=Auto
weapons_heal_button_clear=Clear
weapons_heal_critical_BDL=BDL Critical
weapons_heal_health=Health
weapons_heal_mode_advanced=Advanced
weapons_heal_mode_advanced_abbr=Adv.
weapons_heal_mode_basic=Basic
weapons_heal_out_of_ammo=Vial Empty
weapons_heal_out_of_range=Out Of Range
wildstar_from=Wildstar Racing
winwithoutkillingracer_obj_display_01,P=Luca Brunt: Win the race without killing any other racer.
winwithoutkillingracer_obj_long_01,P=Luca Brunt: UEC ~mission(WinWithoutKillingRacerReward) - Win the race without killing any other racer.
winwithoutkillingracer_obj_short_01,P=Win the race without killing any other racer.
xdamagetoracersinorder_obj_display_01,P=Luca Brunt: (~mission(XDamageToRacersCurrentNum)/~mission(XDamageToRacersTotalNum)) Damage ~mission(XDamageToRacerTarget) ~mission(XDamageToCurrentTargetProxy)/~mission(XDamageThreshold)
xdamagetoracersinorder_obj_display_02,P=Luca Brunt: Next target in %ls
xdamagetoracersinorder_obj_display_03,P=Luca Brunt: Finish the race
xdamagetoracersinorder_obj_long_01,P=Luca Brunt: UEC ~mission(XDamageToRacersInOrderReward) - Cause ~mission(XDamageThreshold) damage to ~mission(XDamageToRacersCurrentNum)/~mission(XDamageToRacersTotalNum) racers in the order specified and finish the race.
xdamagetoracersinorder_obj_long_01a,P=(1/3) Damage ~mission(XDamageToRacerTarget1) ~mission(XDamageToCurrentTarget1)/~mission(XDamageThreshold)
xdamagetoracersinorder_obj_long_01b,P=(2/3) Damage ~mission(XDamageToRacerTarget2) ~mission(XDamageToCurrentTarget2)/~mission(XDamageThreshold)
xdamagetoracersinorder_obj_long_01c,P=(3/3) Damage ~mission(XDamageToRacerTarget3) ~mission(XDamageToCurrentTarget3)/~mission(XDamageThreshold)
xdamagetoracersinorder_obj_proxytarget_display_01a,P=~mission(XDamageToCurrentTarget1)
xdamagetoracersinorder_obj_proxytarget_display_01b,P=~mission(XDamageToCurrentTarget2)
xdamagetoracersinorder_obj_proxytarget_display_01c,P=~mission(XDamageToCurrentTarget3)
xdamagetoracersinorder_obj_short_01,P=Damage ~mission(XDamageToRacersTotalNum) racers in the order specified
xdamagetoracersinorder_obj_short_01a,P=(1/3) Damage ~mission(XDamageToRacerTarget1) ~mission(XDamageToCurrentTarget1)/~mission(XDamageThreshold)
xdamagetoracersinorder_obj_short_01b,P=(2/3) Damage ~mission(XDamageToRacerTarget2) ~mission(XDamageToCurrentTarget2)/~mission(XDamageThreshold)
xdamagetoracersinorder_obj_short_01c,P=(3/3) Damage ~mission(XDamageToRacerTarget3) ~mission(XDamageToCurrentTarget3)/~mission(XDamageThreshold)
xenothreat_defend_HH_H_desc_001=The Headhunters still havent learned their place in Pyro and are about to launch a full raid at ~mission(location|address). Unfortunately for them, youre going to stop it. \n\nHead there ASAP, recruit allies if you need to, and prepare to neutralize their raiding party by any means necessary. That includes dealing with whatever reinforcements they decide to throw your way. \n\nYou have my full support.\n\nComm. Spec. Engler\n
xenothreat_defend_HH_H_title_001=Halt Incoming Headhunter Raid
xenothreat_defend_HH_M_desc_001=One of our scouts has been tracking increased Headhunter movement around ~mission(location|address) and we believe that they are prepping to launch a full attack there. \n\nWe have a small window of opportunity to neutralize their offensive, so we want you to get on site and prepare to mount a defense before the Headhunter forces arrive. \n\nWith the numbers they have in the area, theres little chance theyll be convinced to give up after a single attempt, so prep for reinforcements. \n\nComm. Spec. Engler\n
xenothreat_defend_HH_M_title_001=Halt Incoming Headhunter Attack
xenothreat_defend_HH_VH_desc_001=The amount of time the Headhunters waste taking us on, when they could be fighting Humanitys real enemies is infuriating to say the least. And now, theyve decided to launch a raid against ~mission(location|address). They cant be allowed to succeed.\n\nGather any supplies and support youll need and head there before the attack starts. Im guessing they wont be prepared to be met with any formidable resistance, at least for the first wave of the assault. Any reinforcements they send will be better equipped, so be ready. \n\nHopefully once you put them down, theyll finally learn their lesson. \n\nComm. Spec. Engler\n
xenothreat_defend_HH_VH_title_001=Halt Incoming Headhunter Incursion
xenothreat_destroy_server_HH_desc_01=One of our datarunners went MIA while transporting vital operational information. A few hours ago, we determined that they were hit by a Headhunter raiding party and the contents of the ships datastores were transferred to their servers at ~mission(location|address). \n\nWhile we have every reason to believe that our encryption will hold, we cannot take the risk that the contents of those files will be exposed. You are being ordered to head there and ensure our data remains private by destroying the Headhunter servers.\n\nI strongly encourage thoroughness. Raze everything and everyone you can to the ground.\n\nComm. Spec. Engler\n
xenothreat_destroy_server_HH_title_01=Total Server Wipe
xenothreat_eliminateall_CFP_outpost_desc_01=The group of instigators that calls itself “Citizens for Pyro” can no longer be allowed to continue spreading their lies and propaganda without repercussion.\n\nAs a sharp reminder of who really controls Pyro we have issued a kill order to eradicate all “Citizen” presence at ~mission(location|address). Resistance is likely, but we expect you to handle it with little difficulty. Do as directed and youll be paid well for your work.\n\nComm. Spec. Engler
xenothreat_eliminateall_CFP_outpost_title_01=Kill Order: "Citizens" at ~mission(location)
xenothreat_eliminateall_HH_derelicts_desc_01=Weve gotten intel that the Headhunters are trying to make a move at ~mission(location|address).\n\nIt seems theyre still under the misguided impression that Pyro belongs to them. Break them of their delusions and leave none alive. Youll be compensated upon your successful completion of this mission.\n\nComm. Spec. Engler
xenothreat_eliminateall_HH_derelicts_title_01=Kill Order: Headhunters at ~mission(location)
xenothreat_eliminatespecific_desc_001=XenoThreats efforts to keep outside influences from infecting this system is being tested by a group that dares to call itself Citizens for Pyro. A prominent group member, ~mission(TargetName), has established operations at ~mission(Location|Address) and is already hard at work spreading their lies and propaganda to anyone that will listen. If we want Pyro to remain independent of UEE and alien influence, then something must be done about this now. \n\nThats why XenoThreat is issuing a kill order for ~mission(TargetName|Last). And knowing how important they are to Citizens for Pyros operations, I wouldnt be surprised if you had to fight your way through a bunch of their most fanatical followers first before you even get a shot at them. But remember ~mission(TargetName|Last) is your target, and payment hinges solely on you making sure theyre eliminated. \n\nComm. Spec. Engler
xenothreat_eliminatespecific_desc_002=The Headhunters have assembled a special strike team whose sole purpose is to attack, disrupt, and undermine our operations. As much as Im loath to admit it, theyve had a few small successes and are quickly becoming a concern. \n\nXenoThreat knows the best way to kill a snake is by cutting off its head, so were issuing a kill order for the strike teams commander ~mission(TargetName), who according to our intelligence sources, has been hiding at ~mission(Location|Address) for a few days now. \n\nId expect strong resistance from the Headhunter forces there. From what weve heard, ~mission(TargetName|Last) got this command partially because of the fierce loyalty they inspire in others. Putting your own crew together to tackle this would be a solid operational strategy. \n\nHappy Head Hunting,\n\nComm. Spec. Engler
xenothreat_eliminatespecific_title_001=Fight for a Free Pyro
xenothreat_eliminatespecific_title_002=Head Hunting
xenothreat_from=XenoThreat