############################################################
##             Component Sets: Energy Weapons             ##
############################################################

# advanced combat laser (ships + creatures)
component_set = {
	key = ESC_LASER_6
	icon = GFX_esc_laser_6
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_LASER_6
	icon = GFX_esc_bio_laser_6
	icon_frame = 1
}

component_set = {
	key = ESC_LASER_CREATURE_6
	icon = GFX_esc_bio_laser_6
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# aurora laser (ships + creatures)
component_set = {
	key = ESC_LASER_7
	icon = GFX_esc_laser_7
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_LASER_7
	icon = GFX_esc_bio_laser_7
	icon_frame = 1
}

component_set = {
	key = ESC_LASER_CREATURE_7
	icon = GFX_esc_bio_laser_7
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# advanced plasma cannon (ships + creatures)
component_set = {
	key = ESC_PLASMA_4
	icon = GFX_esc_plasma_cannon_4
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_PLASMA_4
	icon = GFX_esc_bio_plasma_cannon_4
	icon_frame = 1
}

component_set = {
	key = ESC_PLASMA_CREATURE_4
	icon = GFX_esc_bio_plasma_cannon_4
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# dragonbreath cannon (ships + creatures)
component_set = {
	key = ESC_PLASMA_5
	icon = GFX_esc_plasma_cannon_5
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_PLASMA_5
	icon = GFX_esc_bio_plasma_cannon_5
	icon_frame = 1
}

component_set = {
	key = ESC_PLASMA_CREATURE_5
	icon = GFX_esc_bio_plasma_cannon_5
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# tachyon disruptor (ships + creatures)
component_set = {
	key = ESC_DISRUPTOR_4
	icon = GFX_esc_disruptor_4
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_DISRUPTOR_4
	icon = GFX_esc_bio_disruptor_4
	icon_frame = 1
}

component_set = {
	key = ESC_DISRUPTOR_CREATURE_4
	icon = GFX_esc_bio_disruptor_4
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# disruptor lance (ships + creatures)
component_set = {
	key = ESC_DISRUPTOR_5
	icon = GFX_esc_disruptor_5
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_DISRUPTOR_5
	icon = GFX_esc_bio_disruptor_5
	icon_frame = 1
}

component_set = {
	key = ESC_DISRUPTOR_CREATURE_5
	icon = GFX_esc_bio_disruptor_5
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# muon launcher (ships + creatures)
component_set = {
	key = ESC_ENERGY_TORPEDO_3
	icon = GFX_esc_energy_launcher_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_ENERGY_TORPEDO_3
	icon = GFX_esc_bio_energy_launcher_3
	icon_frame = 1
}

component_set = {
	key = ESC_ENERGY_TORPEDO_CREATURE_3
	icon = GFX_esc_bio_energy_launcher_3
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# antimatter launcher (ships + creatures)
component_set = {
	key = ESC_ENERGY_TORPEDO_4
	icon = GFX_esc_energy_launcher_4
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_ENERGY_TORPEDO_4
	icon = GFX_esc_bio_energy_launcher_4
	icon_frame = 1
}

component_set = {
	key = ESC_ENERGY_TORPEDO_CREATURE_4
	icon = GFX_esc_bio_energy_launcher_4
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# chrono-vortex cannon (ships + creatures)
component_set = {
	key = ESC_CHRONO_CANNON
	icon = GFX_esc_chrono_cannon
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_CHRONO_CANNON
	icon = GFX_esc_bio_chrono_cannon
	icon_frame = 1
}

component_set = {
	key = ESC_CHRONO_CANNON_CREATURE
	icon = GFX_esc_bio_chrono_cannon
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# amplified cloud lightning (ships + creatures)
component_set = {
	key = ESC_CLOUD_LIGHTNING_2
	icon = GFX_esc_cloud_lightning_2
	icon_frame = 1
}

component_set = {
	key = ESC_CLOUD_LIGHTNING_CREATURE_2
	icon = GFX_esc_cloud_lightning_2
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# thunderstorm generator (ships + creatures)
component_set = {
	key = ESC_CLOUD_LIGHTNING_3
	icon = GFX_esc_cloud_lightning_3
	icon_frame = 1
}

component_set = {
	key = ESC_CLOUD_LIGHTNING_CREATURE_3
	icon = GFX_esc_cloud_lightning_3
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# plasma cutter (ships + creatures)
component_set = {
	key = ESC_MINING_LASER_2
	icon = GFX_esc_mining_laser_2
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_MINING_LASER_2
	icon = GFX_esc_bio_mining_laser_2
	icon_frame = 1
}

component_set = {
	key = ESC_MINING_LASER_CREATURE_2
	icon = GFX_esc_bio_mining_laser_2
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# advanced plasma cutter (ships + creatures)
component_set = {
	key = ESC_MINING_LASER_3
	icon = GFX_esc_mining_laser_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_MINING_LASER_3
	icon = GFX_esc_bio_mining_laser_3
	icon_frame = 1
}

component_set = {
	key = ESC_MINING_LASER_CREATURE_3
	icon = GFX_esc_bio_mining_laser_3
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# juggernaut beam cannon (ships + creatures)
component_set = {
	key = ESC_JUGGERNAUT_BEAM_CANNON_1
	icon = GFX_esc_juggernaut_laser_1
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_JUGGERNAUT_BEAM_CANNON_1
	icon = GFX_esc_bio_juggernaut_laser_1
	icon_frame = 1
}

# improved juggernaut beam cannon (ships + creatures)
component_set = {
	key = ESC_JUGGERNAUT_BEAM_CANNON_2
	icon = GFX_esc_juggernaut_laser_2
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_JUGGERNAUT_BEAM_CANNON_2
	icon = GFX_esc_bio_juggernaut_laser_2
	icon_frame = 1
}

# improved tachyon lance (ships + creatures)
component_set = {
	key = ESC_PARTICLE_LANCE_3
	icon = GFX_esc_particle_lance_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_PARTICLE_LANCE_3
	icon = GFX_esc_bio_particle_lance_3
	icon_frame = 1
}

component_set = {
	key = ESC_PARTICLE_LANCE_CREATURE_3
	icon = GFX_esc_bio_particle_lance_3
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# hyperdimensional lance (ships + creatures)
component_set = {
	key = ESC_PARTICLE_LANCE_4
	icon = GFX_esc_particle_lance_4
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_PARTICLE_LANCE_4
	icon = GFX_esc_bio_particle_lance_4
	icon_frame = 1
}

component_set = {
	key = ESC_PARTICLE_LANCE_CREATURE_4
	icon = GFX_esc_bio_particle_lance_4
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# light of destruction (titan) (ships + creatures)
component_set = {
	key = ESC_PARTICLE_LANCE_TITANIC
	icon = GFX_esc_particle_lance_titanic
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_PARTICLE_LANCE_TITANIC
	icon = GFX_esc_bio_particle_lance_titanic
	icon_frame = 1
}

# light of destruction (juggernaut) (ships + creatures)
component_set = {
	key = ESC_PARTICLE_LANCE_JUGGERNAUT
	icon = GFX_esc_particle_lance_titanic
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_PARTICLE_LANCE_JUGGERNAUT
	icon = GFX_esc_bio_particle_lance_titanic
	icon_frame = 1
}

# light of destruction (arkship)
component_set = {
	key = ESC_PARTICLE_LANCE_ARKSHIP
	icon = GFX_esc_particle_lance_titanic
	icon_frame = 1
}

# lightning cannon (ships + creatures)
component_set = {
	key = ESC_ARC_EMITTER_3
	icon = GFX_esc_arc_cannon_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_ARC_EMITTER_3
	icon = GFX_esc_bio_arc_cannon_3
	icon_frame = 1
}

component_set = {
	key = ESC_ARC_EMITTER_CREATURE_3
	icon = GFX_esc_bio_arc_cannon_3
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# arc cannon (ships + creatures)
component_set = {
	key = ESC_ARC_EMITTER_4
	icon = GFX_esc_arc_cannon_4
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_ARC_EMITTER_4
	icon = GFX_esc_bio_arc_cannon_4
	icon_frame = 1
}

component_set = {
	key = ESC_ARC_EMITTER_CREATURE_4
	icon = GFX_esc_bio_arc_cannon_4
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# divine thunder (titan) (ships + creatures)
component_set = {
	key = ESC_ARC_EMITTER_TITANIC
	icon = GFX_esc_arc_cannon_titanic
	icon_frame = 1
}

component_set = {
	key = ESC_ARC_BIO_EMITTER_TITANIC
	icon = GFX_esc_bio_arc_cannon_titanic
	icon_frame = 1
}

# divine thunder (juggernaut) (ships + creatures)
component_set = {
	key = ESC_ARC_EMITTER_JUGGERNAUT
	icon = GFX_esc_arc_cannon_titanic
	icon_frame = 1
}

component_set = {
	key = ESC_ARC_BIO_EMITTER_JUGGERNAUT
	icon = GFX_esc_bio_arc_cannon_titanic
	icon_frame = 1
}

# divine thunder (arkship)
component_set = {
	key = ESC_ARC_EMITTER_ARKSHIP
	icon = GFX_esc_arc_cannon_titanic
	icon_frame = 1
}

# arc energy shockwave
component_set = {
	key = ESC_ARC_SHOCKWAVE
	icon = GFX_esc_arc_shockwave
	icon_frame = 1
}

# arc energy shockwave (arkship)
component_set = {
	key = ESC_ARC_SHOCKWAVE_ARKSHIP
	icon = GFX_esc_arc_shockwave
	icon_frame = 1
}

# dark matter halo blast
component_set = {
	key = ESC_DARK_MATTER_SHOCKWAVE
	icon = GFX_esc_dark_matter_shockwave
	icon_frame = 1
}

# dark matter halo blast (arkship)
component_set = {
	key = ESC_DARK_MATTER_SHOCKWAVE_ARKSHIP
	icon = GFX_esc_dark_matter_shockwave
	icon_frame = 1
}

# wave-motion gun (ships + creatures)
component_set = {
	key = ESC_WAVEMOTIONGUN_1
	icon = GFX_esc_wave_motion_gun_1
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_WAVEMOTIONGUN_1
	icon = GFX_esc_wave_motion_gun_1
	icon_frame = 1
}

component_set = {
	key = ESC_WAVEMOTIONGUN_CREATURE_1
	icon = GFX_esc_wave_motion_gun_1
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# dimensional wave cannon (ships + creatures)
component_set = {
	key = ESC_WAVEMOTIONGUN_2
	icon = GFX_esc_wave_motion_gun_2
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_WAVEMOTIONGUN_2
	icon = GFX_esc_wave_motion_gun_2
	icon_frame = 1
}

component_set = {
	key = ESC_WAVEMOTIONGUN_CREATURE_2
	icon = GFX_esc_wave_motion_gun_2
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# titanic dimensional wave cannon (titan) (ships + creatures)
component_set = {
	key = ESC_WAVEMOTIONGUN_3
	icon = GFX_esc_wave_motion_gun_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_WAVEMOTIONGUN_3
	icon = GFX_esc_wave_motion_gun_3
	icon_frame = 1
}

# titanic dimensional wave cannon (juggernaut) (ships + creatures)
component_set = {
	key = ESC_WAVEMOTIONGUN_JUGGERNAUT
	icon = GFX_esc_wave_motion_gun_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_WAVEMOTIONGUN_JUGGERNAUT
	icon = GFX_esc_wave_motion_gun_3
	icon_frame = 1
}

# titanic dimensional wave cannon (arkship)
component_set = {
	key = ESC_WAVEMOTIONGUN_3_ARKSHIP
	icon = GFX_esc_wave_motion_gun_3
	icon_frame = 1
}

# arc-en-ciel (x-slot) (ships + creatures)
component_set = {
	key = ESC_ARC_EN_CIEL
	icon = GFX_esc_arc_en_ciel
	icon_frame = 1
}

# arc-en-ciel (titan) (ships + creatures)
component_set = {
	key = ESC_ARC_EN_CIEL_TITANIC
	icon = GFX_esc_arc_en_ciel
	icon_frame = 1
}

# arc-en-ciel (arkship)
component_set = {
	key = ESC_ARC_EN_CIEL_ARKSHIP
	icon = GFX_esc_arc_en_ciel
	icon_frame = 1
}

# arc-en-ciel (juggernaut) (ships + creatures)
component_set = {
	key = ESC_ARC_EN_CIEL_JUGGERNAUT
	icon = GFX_esc_arc_en_ciel
	icon_frame = 1
}

# matter annihilator
component_set = {
	key = ESC_EXTRADIMENSIONAL_WEAPON_2
	icon = GFX_esc_extradimensional_cannon_2
	icon_frame = 1
}

component_set = {
	key = ESC_ED_WEAPON_CREATURE_2
	icon = GFX_esc_extradimensional_cannon_2
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# matter annihilator (x-slot)
component_set = {
	key = ESC_EXTRADIMENSIONAL_WEAPON_2_X
	icon = GFX_esc_extradimensional_cannon_2
	icon_frame = 1
}

# matter annihilator (titanic)
component_set = {
	key = ESC_EXTRADIMENSIONAL_WEAPON_2_T
	icon = GFX_esc_extradimensional_cannon_2
	icon_frame = 1
}

# matter annihilator (arkship)
component_set = {
	key = ESC_EXTRADIMENSIONAL_WEAPON_2_ARKSHIP
	icon = GFX_esc_extradimensional_cannon_2
	icon_frame = 1
}


# reality eraser
component_set = {
	key = ESC_EXTRADIMENSIONAL_WEAPON_3
	icon = GFX_esc_extradimensional_cannon_3
	icon_frame = 1
}

component_set = {
	key = ESC_ED_WEAPON_CREATURE_3
	icon = GFX_esc_extradimensional_cannon_3
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# reality eraser (x-slot)
component_set = {
	key = ESC_EXTRADIMENSIONAL_WEAPON_3_X
	icon = GFX_esc_extradimensional_cannon_3
	icon_frame = 1
}

# reality eraser (titanic)
component_set = {
	key = ESC_EXTRADIMENSIONAL_WEAPON_3_T
	icon = GFX_esc_extradimensional_cannon_3
	icon_frame = 1
}

# reality eraser (arkship)
component_set = {
	key = ESC_EXTRADIMENSIONAL_WEAPON_3_ARKSHIP
	icon = GFX_esc_extradimensional_cannon_3
	icon_frame = 1
}

############################################################
##             Component Sets: Kinetic Weapons            ##
############################################################

# advanced gauss cannon (ships + creatures)
component_set = {
	key = ESC_MASS_DRIVER_6
	icon = GFX_esc_mass_driver_6
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_MASS_DRIVER_6
	icon = GFX_esc_bio_mass_driver_6
	icon_frame = 1
}

component_set = {
	key = ESC_MASS_DRIVER_CREATURE_6
	icon = GFX_esc_bio_mass_driver_6
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# strike cannon (ships + creatures)
component_set = {
	key = ESC_MASS_DRIVER_7
	icon = GFX_esc_mass_driver_7
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_MASS_DRIVER_7
	icon = GFX_esc_bio_mass_driver_7
	icon_frame = 1
}

component_set = {
	key = ESC_MASS_DRIVER_CREATURE_7
	icon = GFX_esc_bio_mass_driver_7
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# advanced kinetic artillery (ships + creatures)
component_set = {
	key = ESC_ARTILLERY_3
	icon = GFX_esc_kinetic_artillery_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_ARTILLERY_3
	icon = GFX_esc_bio_kinetic_artillery_3
	icon_frame = 1
}

component_set = {
	key = ESC_ARTILLERY_CREATURE_3
	icon = GFX_esc_bio_kinetic_artillery_3
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# skypiercer cannon (ships + creatures)
component_set = {
	key = ESC_ARTILLERY_4
	icon = GFX_esc_kinetic_artillery_4
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_ARTILLERY_4
	icon = GFX_esc_bio_kinetic_artillery_4
	icon_frame = 1
}

component_set = {
	key = ESC_ARTILLERY_CREATURE_4
	icon = GFX_esc_bio_kinetic_artillery_4
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# improved stormfire autocannon
component_set = {
	key = ESC_AUTOCANNON_4
	icon = GFX_esc_autocannon_4
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_AUTOCANNON_4
	icon = GFX_esc_bio_autocannon_4
	icon_frame = 1
}

component_set = {
	key = ESC_AUTOCANNON_CREATURE_4
	icon = GFX_esc_creature_autocannon_4
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# shredder autocannon
component_set = {
	key = ESC_AUTOCANNON_5
	icon = GFX_esc_autocannon_5
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_AUTOCANNON_5
	icon = GFX_esc_bio_autocannon_5
	icon_frame = 1
}

component_set = {
	key = ESC_AUTOCANNON_CREATURE_5
	icon = GFX_esc_creature_autocannon_5
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# improved giga-cannon
component_set = {
	key = ESC_MASS_ACCELERATOR_3
	icon = GFX_esc_mass_accelerator_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_MASS_ACCELERATOR_3
	icon = GFX_esc_bio_mass_accelerator_3
	icon_frame = 1
}

component_set = {
	key = ESC_MASS_ACCELERATOR_CREATURE_3
	icon = GFX_esc_bio_mass_accelerator_3
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# the grand cannon
component_set = {
	key = ESC_MASS_ACCELERATOR_4
	icon = GFX_esc_mass_accelerator_4
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_MASS_ACCELERATOR_4
	icon = GFX_esc_bio_mass_accelerator_4
	icon_frame = 1
}

component_set = {
	key = ESC_MASS_ACCELERATOR_CREATURE_4
	icon = GFX_esc_bio_mass_accelerator_4
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# rkkv (titan)
component_set = {
	key = ESC_MASS_ACCELERATOR_TITANIC
	icon = GFX_esc_mass_accelerator_titanic
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_MASS_ACCELERATOR_TITANIC
	icon = GFX_esc_mass_accelerator_titanic
	icon_frame = 1
}

# rkkv (juggernaut)
component_set = {
	key = ESC_MASS_ACCELERATOR_JUGGERNAUT
	icon = GFX_esc_mass_accelerator_titanic
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_MASS_ACCELERATOR_JUGGERNAUT
	icon = GFX_esc_mass_accelerator_titanic
	icon_frame = 1
}

# rkkv (arkship)
component_set = {
	key = ESC_MASS_ACCELERATOR_ARKSHIP
	icon = GFX_esc_mass_accelerator_titanic
	icon_frame = 1
}

# hailstorm autocannon
component_set = {
	key = ESC_AUTOCANNON_X_1
	icon = GFX_esc_x_autocannon_1
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_AUTOCANNON_X_1
	icon = GFX_esc_bio_x_autocannon_1
	icon_frame = 1
}

# firestorm autocannon
component_set = {
	key = ESC_AUTOCANNON_X_2
	icon = GFX_esc_x_autocannon_2
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_AUTOCANNON_X_2
	icon = GFX_esc_bio_x_autocannon_2
	icon_frame = 1
}

# tempest autocannon (titan)
component_set = {
	key = ESC_AUTOCANNON_T
	icon = GFX_esc_x_autocannon_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_AUTOCANNON_T
	icon = GFX_esc_bio_x_autocannon_3
	icon_frame = 1
}

# tempest autocannon (juggernaut)
component_set = {
	key = ESC_AUTOCANNON_J
	icon = GFX_esc_x_autocannon_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_AUTOCANNON_J
	icon = GFX_esc_bio_x_autocannon_3
	icon_frame = 1
}

# tempest autocannon (arkship)
component_set = {
	key = ESC_AUTOCANNON_ARKSHIP
	icon = GFX_esc_x_autocannon_3
	icon_frame = 1
}

# juggernaut artillery
component_set = {
	key = ESC_JUGGERNAUT_ARTILLERY_1
	icon = GFX_esc_juggernaut_cannon_1
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_JUGGERNAUT_ARTILLERY_1
	icon = GFX_esc_bio_juggernaut_cannon_1
	icon_frame = 1
}

# improved juggernaut artillery
component_set = {
	key = ESC_JUGGERNAUT_ARTILLERY_2
	icon = GFX_esc_juggernaut_cannon_2
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_JUGGERNAUT_ARTILLERY_2
	icon = GFX_esc_bio_juggernaut_cannon_2
	icon_frame = 1
}

# ferromagentic liquid cannon
component_set = {
	key = ESC_MHD_CANNON_1
	icon = GFX_esc_mhd_cannon_1
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_MHD_CANNON_1
	icon = GFX_esc_bio_mhd_cannon_1
	icon_frame = 1
}

component_set = {
	key = ESC_MHD_CANNON_CREATURE_1
	icon = GFX_esc_bio_mhd_cannon_1
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# improved ferromagnetic liquid cannon
component_set = {
	key = ESC_MHD_CANNON_2
	icon = GFX_esc_mhd_cannon_2
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_MHD_CANNON_2
	icon = GFX_esc_bio_mhd_cannon_2
	icon_frame = 1
}

component_set = {
	key = ESC_MHD_CANNON_CREATURE_2
	icon = GFX_esc_bio_mhd_cannon_2
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# magnetohydrodynamic cannon (titan)
component_set = {
	key = ESC_MHD_CANNON_TITANIC
	icon = GFX_esc_mhd_cannon_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_MHD_CANNON_TITANIC
	icon = GFX_esc_bio_mhd_cannon_3
	icon_frame = 1
}

# magnetohydrodynamic cannon (juggernaut)
component_set = {
	key = ESC_MHD_CANNON_JUGGERNAUT
	icon = GFX_esc_mhd_cannon_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_MHD_CANNON_JUGGERNAUT
	icon = GFX_esc_bio_mhd_cannon_3
	icon_frame = 1
}

# magnetohydrodynamic cannon (arkship)
component_set = {
	key = ESC_MHD_CANNON_ARKSHIP
	icon = GFX_esc_mhd_cannon_3
	icon_frame = 1
}

# asteroid thrower
component_set = {
	key = ESC_ASTEROID_THROWER
	icon = GFX_esc_asteroid_cannon
	icon_frame = 1
}

# asteroid thrower (arkship
component_set = {
	key = ESC_ASTEROID_THROWER_ARKSHIP
	icon = GFX_esc_asteroid_cannon
	icon_frame = 1
}

############################################################
##             Component Sets: Missile Weapons            ##
############################################################

# joker missiles (ships + creatures)
component_set = {
	key = ESC_MISSILE_6
	icon = GFX_esc_missile_6
	icon_frame = 1
}

component_set = {
	key = ESC_MISSILE_CREATURE_6
	icon = GFX_esc_bio_missile_6
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# wraith missiles (ships + creatures)
component_set = {
	key = ESC_MISSILE_7
	icon = GFX_esc_missile_7
	icon_frame = 1
}

component_set = {
	key = ESC_MISSILE_CREATURE_7
	icon = GFX_esc_bio_missile_7
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# plasma missiles (ships + creatures)
component_set = {
	key = ESC_PLASMA_MISSILE_1
	icon = GFX_esc_plasma_missile_1
	icon_frame = 1
}

component_set = {
	key = ESC_PLASMA_MISSILE_CREATURE_1
	icon = GFX_esc_plasma_missile_1
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# improved plasma missiles (ships + creatures)
component_set = {
	key = ESC_PLASMA_MISSILE_2
	icon = GFX_esc_plasma_missile_2
	icon_frame = 1
}

component_set = {
	key = ESC_PLASMA_MISSILE_CREATURE_2
	icon = GFX_esc_plasma_missile_2
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# incinerator missiles (ships + creatures)
component_set = {
	key = ESC_PLASMA_MISSILE_3
	icon = GFX_esc_plasma_missile_3
	icon_frame = 1
}

component_set = {
	key = ESC_PLASMA_MISSILE_CREATURE_3
	icon = GFX_esc_plasma_missile_3
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# desolator torpedoes (ships + creatures)
component_set = {
	key = ESC_TORPEDO_4
	icon = GFX_esc_torpedo_4
	icon_frame = 1
}

component_set = {
	key = ESC_TORPEDO_CREATURE_4
	icon = GFX_esc_bio_torpedo_4
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# eradicator torpedoes (ships + creatures)
component_set = {
	key = ESC_TORPEDO_5
	icon = GFX_esc_torpedo_5
	icon_frame = 1
}

component_set = {
	key = ESC_TORPEDO_CREATURE_5
	icon = GFX_esc_bio_torpedo_5
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# corrosive warhead torpedoes (ships + creatures)
component_set = {
	key = ESC_CORROSIVE_WARHEAD
	icon = GFX_esc_corrosive_warhead_torpedo
	icon_frame = 1
}

component_set = {
	key = ESC_CORROSIVE_WARHEAD_CREATURE
	icon = GFX_esc_bio_corrosive_warhead_torpedo
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# typhoon missiles (ships + creatures)
component_set = {
	key = ESC_SWARMER_MISSILES_3
	icon = GFX_esc_swarmer_missiles_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_SWARMER_MISSILES_3
	icon = GFX_esc_bio_swarmer_missiles_3
	icon_frame = 1
}

component_set = {
	key = ESC_SWARMER_MISSILES_CREATURE_3
	icon = GFX_esc_swarmer_missiles_creature_3
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# hurricane missiles (ships + creatures)
component_set = {
	key = ESC_SWARMER_MISSILES_4
	icon = GFX_esc_swarmer_missiles_4
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_SWARMER_MISSILES_4
	icon = GFX_esc_bio_swarmer_missiles_4
	icon_frame = 1
}

component_set = {
	key = ESC_SWARMER_MISSILES_CREATURE_4
	icon = GFX_esc_swarmer_missiles_creature_4
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# exotic matter warhead
component_set = {
	key = ESC_XMISSILE_1
	icon = GFX_esc_x_missiles_1
	icon_frame = 1
}

# strange matter warhead
component_set = {
	key = ESC_XMISSILE_2
	icon = GFX_esc_x_missiles_2
	icon_frame = 1
}

# reflex warhead launcher (titan)
component_set = {
	key = ESC_XMISSILE_3_TITANIC
	icon = GFX_esc_x_missiles_3
	icon_frame = 1
}

# reflex warhead launcher (juggernaut)
component_set = {
	key = ESC_XMISSILE_3_JUGGERNAUT
	icon = GFX_esc_x_missiles_3
	icon_frame = 1
}

# reflex warhead launcher (arkship)
component_set = {
	key = ESC_XMISSILE_3_ARKSHIP
	icon = GFX_esc_x_missiles_3
	icon_frame = 1
}

############################################################
##              Component Sets: Point Defense             ##
############################################################

# improved flak artillery (ships + creatures)
component_set = {
	key = ESC_FLAK_CANNON_4
	icon = GFX_esc_flak_cannon_4
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_FLAK_CANNON_4
	icon = GFX_esc_bio_flak_cannon_4
	icon_frame = 1
}

component_set = {
	key = ESC_FLAK_CANNON_CREATURE_4
	icon = GFX_esc_bio_flak_cannon_4
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# ironcloud defender (ships + creatures)
component_set = {
	key = ESC_FLAK_CANNON_5
	icon = GFX_esc_flak_cannon_5
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_FLAK_CANNON_5
	icon = GFX_esc_bio_flak_cannon_5
	icon_frame = 1
}

component_set = {
	key = ESC_FLAK_CANNON_CREATURE_5
	icon = GFX_esc_bio_flak_cannon_5
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# protector point defense (ships + creatures)
component_set = {
	key = ESC_POINT_DEFENSE_4
	icon = GFX_esc_pd_cannon_4
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_POINT_DEFENSE_4
	icon = GFX_esc_bio_pd_cannon_4
	icon_frame = 1
}

component_set = {
	key = ESC_POINT_DEFENSE_CREATURE_4
	icon = GFX_esc_bio_pd_cannon_4
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# iron curtain point defense (ships + creatures)
component_set = {
	key = ESC_POINT_DEFENSE_5
	icon = GFX_esc_pd_cannon_5
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_POINT_DEFENSE_5
	icon = GFX_esc_bio_pd_cannon_5
	icon_frame = 1
}

component_set = {
	key = ESC_POINT_DEFENSE_CREATURE_5
	icon = GFX_esc_bio_pd_cannon_5
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# juggernaut point defense (ships + creatures)
component_set = {
	key = ESC_JUGGERNAUT_POINT_DEFENSE_1
	icon = GFX_esc_pd_cannon_juggernaut_1
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_JUGGERNAUT_POINT_DEFENSE_1
	icon = GFX_esc_bio_pd_cannon_juggernaut_1
	icon_frame = 1
}

# improved juggernaut point defense (ships + creatures)
component_set = {
	key = ESC_JUGGERNAUT_POINT_DEFENSE_2
	icon = GFX_esc_pd_cannon_juggernaut_2
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_JUGGERNAUT_POINT_DEFENSE_2
	icon = GFX_esc_bio_pd_cannon_juggernaut_2
	icon_frame = 1
}

# lightstorm PD (ships + creatures)
component_set = {
	key = ESC_LIGHTSTORM_PD
	icon = GFX_esc_pd_cannon_laser
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_LIGHTSTORM_PD
	icon = GFX_esc_bio_pd_cannon_laser
	icon_frame = 1
}

component_set = {
	key = ESC_LIGHTSTORM_PD_CREATURE
	icon = GFX_esc_bio_pd_cannon_laser
	icon_frame = 1
	is_space_fauna_component_set = yes
}

############################################################
##              Component Sets: Strike Crafts             ##
############################################################

# assault strike crafts (fighters)
component_set = {
	key = ESC_FIGHTERS_HANGAR_4
	icon = GFX_esc_strikecrafts_interceptor_4
	icon_frame = 1
}

# assault strike crafts (bombers)
component_set = {
	key = ESC_BOMBERS_HANGAR_4
	icon = GFX_esc_strikecrafts_bomber_4
	icon_frame = 1
}

# siegebreaker strike crafts (fighters)
component_set = {
	key = ESC_FIGHTERS_HANGAR_5
	icon = GFX_esc_strikecrafts_interceptor_5
	icon_frame = 1
}

# siegebreaker strike crafts (bombers)
component_set = {
	key = ESC_BOMBERS_HANGAR_5
	icon = GFX_esc_strikecrafts_bomber_5
	icon_frame = 1
}

# voidstalker strike crafts (fighters)
component_set = {
	key = ESC_FIGHTERS_HANGAR_6
	icon = GFX_esc_strikecrafts_interceptor_6
	icon_frame = 1
}

# voidstaker strike crafts (bombers)
component_set = {
	key = ESC_BOMBERS_HANGAR_6
	icon = GFX_esc_strikecrafts_bomber_6
	icon_frame = 1
}

# mercenaty squadron (fighter)
component_set = {
	key = ESC_MERCENRY_HANGAR_1
	icon = GFX_esc_strikecrafts_mercenary_1
	icon_frame = 1
}

# elite mercenary (fighter)
component_set = {
	key = ESC_MERCENRY_HANGAR_2
	icon = GFX_esc_strikecrafts_mercenary_2
	icon_frame = 1
}

# highbred amoeba (bomber) (ships + creatures)
component_set = {
	key = ESC_AMOEBA_2
	icon = GFX_esc_strikecrafts_amoeba_2
	icon_frame = 1
}

component_set = {
	key = ESC_AMOEBA_CREATURE_2
	icon = GFX_esc_strikecrafts_amoeba_2
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# genetically-engineered amoeba (bomber) (ships + creatures)
component_set = {
	key = ESC_AMOEBA_BIO_3
	icon = GFX_esc_strikecrafts_amoeba_3_bio
	icon_frame = 1
}

component_set = {
	key = ESC_AMOEBA_BIO_CREATURE_3
	icon = GFX_esc_strikecrafts_amoeba_3_bio
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# perfect space organism (bomber) (ships + creatures)
component_set = {
	key = ESC_AMOEBA_BIO_4
	icon = GFX_esc_strikecrafts_amoeba_4_bio
	icon_frame = 1
}

component_set = {
	key = ESC_AMOEBA_BIO_CREATURE_4
	icon = GFX_esc_strikecrafts_amoeba_4_bio
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# cybernetically-augmented amoeba (bomber) (ships + creatures)
component_set = {
	key = ESC_AMOEBA_CYBER_3
	icon = GFX_esc_strikecrafts_amoeba_3_cyber
	icon_frame = 1
}

component_set = {
	key = ESC_AMOEBA_CYBER_CREATURE_3
	icon = GFX_esc_strikecrafts_amoeba_3_cyber
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# bionic amoeba (bomber) (ships + creatures)
component_set = {
	key = ESC_AMOEBA_CYBER_4
	icon = GFX_esc_strikecrafts_amoeba_4_cyber
	icon_frame = 1
}

component_set = {
	key = ESC_AMOEBA_CYBER_CREATURE_4
	icon = GFX_esc_strikecrafts_amoeba_4_cyber
	icon_frame = 1
	is_space_fauna_component_set = yes
}

# ravaging swarmers (bomber) (ships + creatures)
component_set = {
	key = ESC_SWARMER_STRIKECRAFT_2
	icon = GFX_esc_strikecrafts_scourge_2
	icon_frame = 1
}

component_set = {
	key = ESC_SWARMER_STRIKECRAFT_CREATURE_2
	icon = GFX_esc_strikecrafts_scourge_2
	icon_frame = 1
	is_space_fauna_component_set = yes
}
