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	<!--					xsi:schemaLocation="uri:ea.com:eala:asset ..\..\..\..\..\..\Schemas\CnC3Types\0.0-dev\xsd\CnC3Types.xsd"> -->
	<Tags></Tags>
	<Includes>			
		<!-- Base Object -->
		<Include
			type="instance"
			source="DATA:NOD/Units/NODAvatar.xml" />
		<Include
			type="instance"
			source="ART:NUPurifier.xml" />
		<Include
			type="instance"
			source="ART:NUPurifier_D.xml" />
		<Include
			type="instance"
			source="ART:NUPurifier_FP.w3x" />
		<Include
			type="instance"
			source="ART:Decal_LeadershipBuff.xml" />			
	</Includes>
	<GameObject
		id="BlackHandCustomWarmech"
		inheritFrom="NODAvatar"
		SelectPortrait="Portrait_CustomWarmech"
		ButtonImage="Portrait_CustomWarmech"
		EditorSorting="UNIT"
		VoicePriority="226"
		BuildCost="3000"
		BuildTime="30"		
		KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VALID_TARGET_FOR_C4 VEHICLE CAN_SHOOT_OVER_WALLS CAN_BE_FAVORITE_UNIT ANTI_GARRISON"
		CommandSet="BlackHandCustomWarmechCommandSet"
		Side="BlackHand"
		EditorName="BlackHandPurifier"
		Description="Desc:BlackHandCustomWarmech"
		WorldMapArmoryUpgradesAllowed="Upgrade_BlackHandSecretShrinePurifyingFlame"
		TypeDescription="Type:BlackHandCustomWarmech">
		<DisplayName
			xai:joinAction="Replace">Name:BlackHandCustomWarmech</DisplayName>
		<DisplayUpgrade>Upgrade_BlackHandSecretShrinePurifyingFlame</DisplayUpgrade>
		<GameDependency
			xai:joinAction="Replace">
			<RequiredObject>BlackHandTechAssemblyPlant</RequiredObject>
		</GameDependency>
		<!--<ArmorSet
			Armor="NODAvatarArmor"
			DamageFX="VehicleDamageFX" />-->
		<LocomotorSet
			Locomotor="NODAvatarLocomotor"
			Condition="NORMAL"
			Speed="50.0" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<ScriptedModelDraw
				xai:joinAction="Replace"
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				ExtraPublicBone="FT_Turret FT_Pitch NUBEAM B_CLAWHANDR">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="NUMech_SKN" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_CLAWHANDR" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="B_CLAWHANDR" />
					<WeaponFireFXBone
						WeaponSlotID="1"
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="NUBEAM" />
					<WeaponLaunchBone
						WeaponSlotID="1"
						WeaponSlotType="SECONDARY_WEAPON"
						BoneName="NUBEAM" />
					<WeaponLaunchBone
						WeaponSlotID="2"
						WeaponSlotType="PRIMARY_WEAPON"
						BoneName="FT_Turret" />
					<Turret
						TurretNameKey="FT_Turret"
						TurretPitch="FT_Pitch"
						TurretID="2" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="NUPurifier_FP" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED USER_8">
					<Model
						Name="NUMech_SKN" />
					<Texture
						Original="NUMech"
						New="NUPurifier_D" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedElectric"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedElectricFlash"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedSpurt"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone02"
						FXParticleSystemTemplate="RedeemerDamageBlueFlashes"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone02"
						FXParticleSystemTemplate="RedeemerDamageBlueSpark"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone02"
						FXParticleSystemTemplate="RedeemerDamageBlueZap"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
				</ModelConditionState>

				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED USER_8">
					<Model
						Name="NUMech_SKN" />
					<Texture
						Original="NUMech"
						New="NUPurifier_D" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedElectric"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedElectricFlash"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedSpurt"
						FollowBone="true" />						
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING USER_8">
					<Model
						Name="NUMechR_SKN" />
					<Texture
						Original="NUPurifier"
						New="NUPurifier_D" />						
					<ParticleSysBone
						BoneName="B_UArmL"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_UArmL"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_UArmL"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FArmR"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FArmR"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FArmR"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
					<Model
						Name="NUMech_SKN" />
					<Texture
						Original="NUMech"
						New="NUPurifier_D" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedElectric"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedElectricFlash"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedSpurt"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
					<Model
						Name="NUMech_SKN" />
					<Texture
						Original="NUMech"
						New="NUPurifier_D" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedElectric"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedElectricFlash"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_ThighR"
						FXParticleSystemTemplate="RedeemerDamagedSpurt"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone02"
						FXParticleSystemTemplate="RedeemerDamageBlueFlashes"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone02"
						FXParticleSystemTemplate="RedeemerDamageBlueSpark"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="Bone02"
						FXParticleSystemTemplate="RedeemerDamageBlueZap"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Model
            					Name="NUMechR_SKN" />
					<Texture
						Original="NUPurifier"
						New="NUPurifier_D" />
					<ParticleSysBone
						BoneName="B_UArmL"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_UArmL"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_UArmL"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FArmR"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FArmR"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FArmR"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="B_FlameTank"
						FXParticleSystemTemplate="GDIDebrisSmallSmoke"
						FollowBone="true" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_8">
					<Model
						Name="NUMech_SKN" />
					<Texture
						Original="NUMech"
						New="NUPurifier" />							
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_9">
					<Model
						Name="NUMech_SKN" />
					<Texture
						Original="NUMech"
						New="NUPurifier" />							
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_6">
					<Model
						Name="NUMech_SKN" />
					<Texture
						Original="NUMech"
						New="NUMech_K" />							
				</ModelConditionState>				
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RANDOMSTART"
					StateName="STATE_bored">
					<Animation
						AnimationName="NUMECH_BIDA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_SelectedPose" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="COMING_OUT_OF_FACTORY"
					StateName="STATE_built">
					<Animation
						AnimationName="NUMECH_BLDA"
						AnimationBlendTime="0"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DYING">
					<Animation
						AnimationName="NUMech_DIEB"
						AnimationMode="ONCE"
						AnimationBlendTime="15"/>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="AFFECTED_BY_EMP">
					<Animation
						AnimationName="NUMECH_BIDA"
						AnimationMode="MANUAL"
						AnimationBlendTime="15" />
				</AnimationState>
				<!-- being fixed by engineer from being a husk -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_5"
					StateName="STATE_Getup">
					<Animation
						AnimationName="NUMECH_GTPA"
						AnimationBlendTime="0"
						AnimationMode="ONCE" />
				</AnimationState>
				<!-- UPGRADE TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_1"
					StateName="STATE_UpgradeAnimation">
					<Animation
						AnimationName="NUMECH_GRBD"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Getup" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_2"
					StateName="STATE_UpgradeAnimation">
					<Animation
						AnimationName="NUMECH_GRBA"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Getup" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_3"
					StateName="STATE_UpgradeAnimation">
					<Animation
						AnimationName="NUMECH_GRBB"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Getup" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USER_4"
					StateName="STATE_UpgradeAnimation">
					<Animation
						AnimationName="NUMECH_GRBC"
						AnimationMode="ONCE" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_Getup" then
						CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
						end
					</Script>
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT_HIGH_SPEED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
						AnimationName="NUMECH_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="1"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTL" />
					<FXEvent
						Frame="25"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTR" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT_HIGH_SPEED"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
					<Animation
						AnimationName="NUMECH_WLKA"
						AnimationMode="LOOP"
						Distance="45" />
					<FXEvent
						Frame="1"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTL" />
					<FXEvent
						Frame="25"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTR" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_LEFT">
					<Animation
						AnimationName="NUMECH_TRNL"
						AnimationMode="LOOP" />
					<FXEvent
						Frame="0"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTL" />
					<FXEvent
						Frame="20"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTR" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="TURN_RIGHT">
					<Animation
						AnimationName="NUMECH_TRNR"
						AnimationMode="LOOP" />
					<FXEvent
						Frame="0"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTR" />
					<FXEvent
						Frame="20"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTL" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ACCELERATE">
					<Animation
						AnimationName="NUMECH_ACCL"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DECELERATE">
					<Animation
						AnimationName="NUMECH_DECL"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="MOVING"
					Flags="MAINTAIN_FRAME_ACROSS_STATES">
          <Animation
						AnimationName="NUMECH_WLKA"
						AnimationMode="LOOP"
						Distance="45" 
            AnimationSpeedFactorMin="0.8"
            AnimationSpeedFactorMax="1.0"
            AnimationBlendTime="15" />
          <Animation
						AnimationName="NUMECH_WLKB"
						AnimationMode="LOOP"
						Distance="45" 
            AnimationSpeedFactorMin="0.8"
            AnimationSpeedFactorMax="1.0"
            AnimationBlendTime="15" />
          <Animation
						AnimationName="NUMECH_WLKC"
						AnimationMode="LOOP"
						Distance="45" 
            AnimationSpeedFactorMin="0.8"
            AnimationSpeedFactorMax="1.0"
            AnimationBlendTime="15" />
					<FXEvent
						Frame="1"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTL" />
					<FXEvent
						Frame="25"
						FireWhenSkipped="true"
						Effect="FX_NODAvatarFootprint"
						Bone="B_FOOTR" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_built" then
						CurDrawableSetTransitionAnimState("TRANS_built")
						end
					</Script>						
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_A USER_10 WEAPONSLOTID_01">
					<Animation
						AnimationName="NUMECH_ATKB"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_B WEAPONSLOTID_01">
					<Animation
						AnimationName="NUMECH_ATKB"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="USING_WEAPON_A WEAPONSLOTID_01">
					<Animation
						AnimationName="NUMECH_ATKA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACKING USER_10">
					<Animation
						AnimationName="NUMECH_ATKB"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="ATTACKING">
					<Animation
						AnimationName="NUMECH_ATKA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
				</AnimationState>
				<!-- SELECTED -->
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="SELECTED"
					StateName="STATE_SelectedPose">
					<Animation
						AnimationName="NUMECH_AIDA"
						AnimationMode="LOOP"
						AnimationBlendTime="15" />
					<Script>
						Prev = CurDrawablePrevAnimationState()
						if Prev == "STATE_bored" then
						CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
						end
					</Script>
				</AnimationState>
				<!-- TRANSITIONS -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IdleToSelected">
					<Animation
						AnimationName="NUMECH_BATA"
						AnimationMode="ONCE" />
				</AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_SelectedToIdle">
					<Animation
						AnimationName="NUMECH_ABTA"
						AnimationMode="ONCE" />
				</AnimationState>
				<!--   Transitions -->
				<AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_built">
					<Animation
						AnimationName="NUMECH_BLDA"
						AnimationBlendTime="0"
						AnimationMode="ONCE"></Animation>
				</AnimationState>
			</ScriptedModelDraw>
			<ScriptedModelDraw
				xai:joinAction="Replace"
				id="ModuleTag_DrawFX"
				AttachToBoneInAnotherModule="FT_Pitch">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"></AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_A WEAPONSLOTID_02 USER_8">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankAdd"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankAdd02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankStart"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankDistort"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankGround"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>

			<ScriptedModelDraw
				id="ModuleTag_DrawUpgradedFlameFX"
				AttachToBoneInAnotherModule="FT_Pitch">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="FXInvisBone" />
				</ModelConditionState>
				<AnimationState
					ParseCondStateType="PARSE_DEFAULT"></AnimationState>
				<AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FIRING_A WEAPONSLOTID_02 USER_9">
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankPurifyingAdd"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankPurifyingAdd02"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankPurifyingFire"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankPurifyingStart"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankPurifyingDistort"
						FollowBone="true" />
					<ParticleSysBone
						BoneName="INVISBONE01"
						FXParticleSystemTemplate="FlameTankPurifyingGround"
						FollowBone="true" />
				</AnimationState>
			</ScriptedModelDraw>
			
			<ScriptedModelDraw
							id="ModuleTag_Draw_Selected_Repair_Decal"
							OkToChangeModelColor="true">
							<ModelConditionState
								ParseCondStateType="PARSE_DEFAULT">
								<Model Name="" />
							</ModelConditionState>
							<ModelConditionState
								ParseCondStateType="PARSE_NORMAL"
								ConditionsYes="SELECTED">
								<Model Name="FXInvisBone" />
								<ShadowInfo
									Type="ADDITIVE_DECAL"
									SizeX="300"
									SizeY="300"
									OverrideLODVisibility="true"
									MaxHeight="200"
									UseHouseColor="true"
									Texture="Decal_LeadershipBuff" 
									LocalPlayerOnly="true"
								/>
							</ModelConditionState>
			</ScriptedModelDraw>

		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				xai:joinAction="Replace"
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="true"
					InterleavedStyle="INTERLEAVE_RANDOM">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="NODAvatarLaser" />
					<Weapon
						Ordering="SECONDARY_WEAPON"
						Template="NODAvatarBeamCannonLaser"
						ObjectStatus="WEAPON_UPGRADED_02" />
				</WeaponSlotHardpoint>
				<WeaponSlotTurret
					ID="2">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="BlackHandCustomWarmechFlamer" />
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="BlackHandCustomWarmechUpgradedFlamer"
						ObjectStatus="WEAPON_UPGRADED_01" />
					<TurretSettings
						TurretTurnRate="180"
						TurretPitchRate="60"
						AllowsPitch="true"
						MinimumPitch="-45d"
						MinIdleScanTime="1.0s"
						MaxIdleScanTime="2.0s"
						MinIdleScanAngle="0.0"
						MaxIdleScanAngle="90.0">
						<TurretAITargetChooserData
							CanAcquireDynamicIfAssignedOutOfRange="true" />
					</TurretSettings>
				</WeaponSlotTurret>
			</WeaponSetUpdate>
			
			<ModelConditionUpgrade
				id="ModuleTag_BlackHandNormalFlameUpgrade"
				AddConditionFlags="USER_8">
				<TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_GDINormalFlameUpgrade"
				AddConditionFlags="USER_8">
				<TriggeredBy>Upgrade_GDIFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_NODNormalFlameUpgrade"
				AddConditionFlags="USER_8">
				<TriggeredBy>Upgrade_NODFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_AlienNormalFlameUpgrade"
				AddConditionFlags="USER_8">
				<TriggeredBy>Upgrade_AlienFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_SteelTalonsNormalFlameUpgrade"
				AddConditionFlags="USER_8">
				<TriggeredBy>Upgrade_SteelTalonsFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_Reaper17NormalFlameUpgrade"
				AddConditionFlags="USER_8">
				<TriggeredBy>Upgrade_Reaper17Faction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_ZOCOMNormalFlameUpgrade"
				AddConditionFlags="USER_8">
				<TriggeredBy>Upgrade_ZOCOMFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_MarkedOfKaneNormalFlameUpgrade"
				AddConditionFlags="USER_8">
				<TriggeredBy>Upgrade_MarkedOfKaneFaction</TriggeredBy>
			</ModelConditionUpgrade>
			<ModelConditionUpgrade
				id="ModuleTag_Traveler59NormalFlameUpgrade"
				AddConditionFlags="USER_8">
				<TriggeredBy>Upgrade_Traveler59Faction</TriggeredBy>
			</ModelConditionUpgrade>
			
			<ModelConditionUpgrade
				id="ModuleTag_PurifyingFlameUpgrade"
				AddConditionFlags="USER_9"
				RemoveConditionFlags="USER_8">
				<TriggeredBy>Upgrade_BlackHandSecretShrinePurifyingFlame</TriggeredBy>
			</ModelConditionUpgrade>
			
			
		<!--	
			<SubObjectsUpgrade
				xai:joinAction="Replace"
				id="ModuleTag_ShowFlamer"
				ShowSubObjects="FLAMETANK">
				<TriggeredBy>Upgrade_BlackHandFaction</TriggeredBy>
			</SubObjectsUpgrade>
		-->
			<StatusBitsUpgrade
				id="ModuleTag_VeterancyUpgrade"
				StatusToSet="WEAPON_UPGRADED_03">
				<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
			</StatusBitsUpgrade>

			<StatusBitsUpgrade
				xai:joinAction="Replace"
				id="ModuleTag_StatusBitUpgradeFor01"
				StatusToSet="WEAPON_UPGRADED_01">
				<TriggeredBy>Upgrade_BlackHandSecretShrinePurifyingFlame</TriggeredBy>
			</StatusBitsUpgrade>
			
			<!-- dying, spawn a husk -->
			<CreateObjectDie
				xai:joinAction="Replace"
				id="ModuleTag_CreateObjectDie"
				CreationList="BlackHandCustomWarmechDieOCL">
				<DieMuxData
					DeathTypes="ALL" />
			</CreateObjectDie>
      			
      		<!--
      			<AttributeModifierAuraUpdate
				id="ModuleTag_AttributeModifierAuraUpdate"
				AttributeModifierName="AttributeModifier_BlackHandLeadership"
				RefreshDelay="5.0s"
				Range="150"
				InitiallyActive="true">
        		<ObjectFilter
					Rule="NONE"
					Relationship="ALLIES"
					Include="INFANTRY"></ObjectFilter>
      			</AttributeModifierAuraUpdate>	
      		-->
      		
      		<!-- <FireWeaponUpdate
				id="ModuleTag_FireWeaponUpdate">
				<FireWeaponNugget
					WeaponName="ConfessorSquadLeadershipBuff"
					FireDelay="0s"
					FireInterval="1s"
				/>
			</FireWeaponUpdate> -->
			
			<AttributeModifierAuraUpdate
					id="ModuleTag_AttributeModifierAuraUpdate"
					AttributeModifierName="Confessor_Militant_AttributeModifier"
			   		RefreshDelay="1.0s"
			 		Range="150"
					InitiallyActive="true">
					<ObjectFilter
       					Rule="ANY"
       					Relationship="ALLIES"
						Include="INFANTRY">                                     
					</ObjectFilter>
			</AttributeModifierAuraUpdate>
		
		</Behaviors>
		
		<AI>
			<AIUpdate
				id="ModuleTag_AI"
				xai:joinAction="Replace"
				AutoAcquireEnemiesWhenIdle="YES"
				AILuaEventsList="BlackHandCustomWarmechFunctions">
				<UnitAITargetChooserData />
			</AIUpdate>
		</AI>
		
		<AudioArrayVoice>
			<AudioEntry Sound="NOD_Purifier_VoiceAttack" AudioType="voiceAttack" />
			<AudioEntry Sound="NOD_Purifier_VoiceCreate" AudioType="voiceCreated" />
			<AudioEntry Sound="NOD_Purifier_VoiceMove" AudioType="voiceMove" />
			<AudioEntry Sound="NOD_Purifier_VoiceMove" AudioType="voiceGuard" />
			<AudioEntry Sound="NOD_Purifier_VoiceRetreat" AudioType="voiceRetreatToCastle" />
			<AudioEntry Sound="NOD_Purifier_VoiceSelectMS" AudioType="voiceSelect" />
			<AudioEntry Sound="NOD_Purifier_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
			<NamedEntry Sound="NOD_Purifier_VoiceTakeTechnology" Name="InitiateTakeTechnology" />
		</AudioArrayVoice>
	</GameObject>
</AssetDeclaration>
