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committedMar 18, 2025··
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‎data/images/recordsheets/templates_iso/advaero_reverse.svg

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‎data/images/recordsheets/templates_us/advaero_reverse.svg

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‎data/mekfiles/vehicles/TRO Vehicle Annex/VTOL/SOAR VTOL.blk

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#Saved from version 0.50.0-SNAPSHOT on 2024-06-29
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#Saved from version 0.50.04-SNAPSHOT on 2025-03-15
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<UnitType>
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SupportVTOL
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</UnitType>
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</armor_type>
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<armor_tech>
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<armor_tech_rating>
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</armor_tech_rating>
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<armor_tech_level>
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</armor_tech>
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</armor_tech_level>
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<armor>
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‎data/mekfiles/verify.txt

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‎data/scenariotemplates/Assassination.xml

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<shortBriefing>Eliminate VIP, minimize own losses.</shortBriefing>
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<detailedBriefing>This is a precision strike inside an active warzone. The enemy dominates the field, but we’re not here for a prolonged engagement—we’re here for a kill mission. Your primary objective is to assassinate a high-value target before they can escape. This individual is critical to the enemy’s war effort, and their elimination will shift the balance in our favor.
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We expect a fierce but contained battle. Your forces will be operating behind enemy lines, deep within hostile territory. Extraction is not a priority—the enemy will retain control of the battlefield when the dust settles. Your task is to neutralize the VIP and preserve at least 50% of your forces while executing the operation.</detailedBriefing>
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We expect a fierce but contained battle. Your forces will be operating behind enemy lines, deep within hostile territory. Extraction is not a priority—the enemy will retain control of the battlefield when the dust settles. Your task is to neutralize the VIP, no other considerations are of value.</detailedBriefing>
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<battlefieldControl>ENEMY</battlefieldControl>
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<mapParameters>
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<allowedTerrainTypes />

‎data/scenariotemplates/Close Air Support.xml

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</failureEffect>
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</failureEffects>
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<additionalDetails />
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<description>Preserve 50% of the following force(s) and unit(s):</description>
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<destinationEdge>NONE</destinationEdge>
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<objectiveCriterion>Preserve</objectiveCriterion>
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<percentage>50</percentage>
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<timeLimitAtMost>true</timeLimitAtMost>
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<timeLimitType>None</timeLimitType>
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</scenarioObjective>
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<scenarioObjective>
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<associatedForceNames>
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<associatedForceName>Player</associatedForceName>
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</associatedForceNames>
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<associatedUnitIDs />
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<successEffects>
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<successEffect>
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<effectType>ScenarioVictory</effectType>
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<effectScaling>Fixed</effectScaling>
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<howMuch>1</howMuch>
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</successEffect>
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</successEffects>
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<failureEffects>
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<failureEffect>
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<effectType>ScenarioDefeat</effectType>
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<effectScaling>Fixed</effectScaling>
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<howMuch>1</howMuch>
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</failureEffect>
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</failureEffects>
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<additionalDetails />
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<description>Preserve 50% of the following forces. +1 SVP if succeeded, -1 SVP if failed.</description>
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<destinationEdge>NONE</destinationEdge>
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<objectiveCriterion>Preserve</objectiveCriterion>
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<successEffect>
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<effectType>ScenarioVictory</effectType>
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<effectScaling>Fixed</effectScaling>
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<howMuch>2</howMuch>
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<howMuch>1</howMuch>
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</successEffect>
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</successEffects>
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<failureEffects>
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</failureEffect>
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</failureEffects>
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<additionalDetails />
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<description>Destroy or rout 50% of the following forces. +2 SVP if succeeded, -1 SVP if failed.</description>
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<description>Destroy or rout 50% of the following forces. +1 SVP if succeeded, -1 SVP if failed.</description>
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<destinationEdge>NONE</destinationEdge>
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<objectiveCriterion>ForceWithdraw</objectiveCriterion>
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<percentage>50</percentage>

‎data/scenariotemplates/Deep Raid Defense.xml

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<actualDeploymentZone>-1</actualDeploymentZone>
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<allowAeroBombs>false</allowAeroBombs>
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<allowedUnitType>-2</allowedUnitType>
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<arrivalTurn>-3</arrivalTurn>
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<arrivalTurn>0</arrivalTurn>
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<canReinforceLinked>true</canReinforceLinked>
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<contributesToBV>true</contributesToBV>
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<contributesToMapSize>true</contributesToMapSize>

‎data/scenariotemplates/Deep Raid.xml

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<actualDeploymentZone>-1</actualDeploymentZone>
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<allowAeroBombs>false</allowAeroBombs>
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<allowedUnitType>-2</allowedUnitType>
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<arrivalTurn>-3</arrivalTurn>
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<arrivalTurn>0</arrivalTurn>
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<canReinforceLinked>true</canReinforceLinked>
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<contributesToBV>false</contributesToBV>
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<contributesToMapSize>true</contributesToMapSize>

‎data/scenariotemplates/Frontline Disruption.xml

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<actualDeploymentZone>-1</actualDeploymentZone>
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<allowAeroBombs>false</allowAeroBombs>
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<allowedUnitType>-2</allowedUnitType>
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<arrivalTurn>-1</arrivalTurn>
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<arrivalTurn>0</arrivalTurn>
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<canReinforceLinked>false</canReinforceLinked>
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<contributesToBV>true</contributesToBV>
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<contributesToMapSize>true</contributesToMapSize>
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<actualDeploymentZone>-1</actualDeploymentZone>
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<allowAeroBombs>false</allowAeroBombs>
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<allowedUnitType>-2</allowedUnitType>
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<arrivalTurn>-1</arrivalTurn>
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<arrivalTurn>0</arrivalTurn>
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<canReinforceLinked>false</canReinforceLinked>
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<contributesToBV>false</contributesToBV>
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<contributesToMapSize>true</contributesToMapSize>

‎data/scenariotemplates/Tactical Withdrawal.xml

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<actualDeploymentZone>-1</actualDeploymentZone>
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<allowAeroBombs>false</allowAeroBombs>
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<allowedUnitType>-2</allowedUnitType>
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<arrivalTurn>-1</arrivalTurn>
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<arrivalTurn>0</arrivalTurn>
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<canReinforceLinked>false</canReinforceLinked>
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<contributesToBV>true</contributesToBV>
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<contributesToMapSize>true</contributesToMapSize>
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<actualDeploymentZone>-1</actualDeploymentZone>
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<allowAeroBombs>false</allowAeroBombs>
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<allowedUnitType>-2</allowedUnitType>
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<arrivalTurn>-1</arrivalTurn>
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<arrivalTurn>2</arrivalTurn>
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<canReinforceLinked>false</canReinforceLinked>
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<contributesToBV>false</contributesToBV>
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<contributesToMapSize>false</contributesToMapSize>

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