comm_operator = Creature:new {
	objectName = "@mob/creature_names:comm_operator",
	randomNameType = NAME_GENERIC,
	randomNameTag = true,
	mobType = MOB_NPC,
	socialGroup = "imperial",
	faction = "imperial",
	level = 14,
	chanceHit = 0.3,
	damageMin = 150,
	damageMax = 160,
	baseXp = 714,
	baseHAM = 2000,
	baseHAMmax = 2400,
	armor = 0,
	resists = {0,0,0,0,0,0,0,0,-1},
	meatType = "",
	meatAmount = 0,
	hideType = "",
	hideAmount = 0,
	boneType = "",
	boneAmount = 0,
	milk = 0,
	tamingChance = 0,
	ferocity = 0,
	pvpBitmask = ATTACKABLE,
	creatureBitmask = PACK,
	optionsBitmask = AIENABLED,
	diet = HERBIVORE,

	templates = { "imperial_officer" },
	lootGroups = {
		{
			groups = {
				{group = "color_crystals", chance = 200000},
				{group = "junk", chance = 6900000},
				{group = "rifles", chance = 800000},
				{group = "pistols", chance = 800000},
				{group = "clothing_attachments", chance = 150000},
				{group = "armor_attachments", chance = 150000},
				{group = "wearables_common", chance = 1000000}
			}
		}
	},

	-- Primary and secondary weapon should be different types (rifle/carbine, carbine/pistol, rifle/unarmed, etc)
	-- Unarmed should be put on secondary unless the mobile doesn't use weapons, in which case "unarmed" should be put primary and "none" as secondary
	primaryWeapon = "imperial_pistol",
	secondaryWeapon = "imperial_carbine",
	conversationTemplate = "",
	reactionStf = "@npc_reaction/military",
	personalityStf = "@hireling/hireling_military",

	-- primaryAttacks and secondaryAttacks should be separate skill groups specific to the weapon type listed in primaryWeapon and secondaryWeapon
	-- Use merge() to merge groups in creatureskills.lua together. If a weapon is set to "none", set the attacks variable to empty brackets
	primaryAttacks = marksmanmid,
	secondaryAttacks = marksmanmid
}

CreatureTemplates:addCreatureTemplate(comm_operator, "comm_operator")
