startingConditions: # allowedVehicles: # - STR_NONE # defaultArmor: # STR_SOLDIER: # STR_TYPEA_UC: 100 # STR_SOLDIER2: # STR_TYPEA_UC: 100 # allowedArmors: # - STR_TYPEA_UC # - STR_TYPEB_UC - type: STR_DEEPSPACE allowedArmors: - STR_LIB_ARMOR_UC - STR_DEV_ARMOR_UC - STR_HONOR_ARMOR_UC - STR_ASS_ARMOR_UC - STR_APOT_ARMOR_UC - STR_TECH_ARMOR_UC - STR_SARGENT_ARMOR_UC - STR_CHAP_ARMOR_UC - STR_CAPTAIN_UC - STR_GREYKNIGHT_UC - STR_PERSONAL_ARMOR_UC - STR_PERSONAL_ARMOR_CIVILIAN - STR_POWER_SUIT_UC - STR_TSARGENT_UC - STR_FLYING_SUIT_UC - CENT_ARMOR_UC - BIKE_ARMOR_UC - STR_JARMOR_UC - STR_ADEPTAS_ARMOR_UC armorTransformations: STR_JARMOR_UC: STR_JARMORH_UC STR_ADEPTAS_ARMOR_UC: STR_ADEPTAS_ARMORH_UC allowedCraft: - STR_AVENGER - STR_TTASS - STR_TTDEV - STR_TTSCT - STR_LIGHTNING - STR_THUNDERHAWNK - STR_OLDTHUNDERHAWNK - STR_FIRESTORM - STR_CHAPTERARMY - type: STR_FOREST_CONDITIONAL #FOREST armorTransformations: STR_SCOUTH_UC: STR_SCOUTHG_UC - type: STR_SNOW_CONDITIONAL #SNOW armorTransformations: STR_SCOUTH_UC: STR_SCOUTHW_UC - type: STR_URBAN_CONDITIONAL #WAR armorTransformations: STR_SCOUTH_UC: STR_SCOUTHB_UC - type: STR_DESERT_CONDITIONAL #DESERT armorTransformations: STR_SCOUTH_UC: STR_SCOUTHY_UC - type: STR_COLONY_CONDITIONAL #COLONY armorTransformations: STR_SCOUTH_UC: STR_SCOUTHR_UC