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						if Prev == "STATE_Idle" then
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				UVWorldSize="100.0"
				NumTubeSides="8"
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					<ParticleSys>NUBlkHndStreamGlow</ParticleSys>
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				SinkRate="2.4"
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				Suppressability="500"
				SuppressionDuration="5s"
				AttributeModifierSuppressed="Modifier_Test_Suppression"
				AttributeModifierForceMove="Modifier_Test_Suppression_ForceMove" />
			<FindCoverBehavior
				id="ModuleTag_FCB"
				CoverScanRange="10.0"
				AttributeModifierInCover="Modifier_Cover" />
			<LargeGroupAudioUpdate
				id="LGAU">
				<Key>GDI_ZoneTrooper</Key>
			</LargeGroupAudioUpdate>
			<AudioLoopUpgrade id="NOD_PurifyingFlame_Upgrade" SoundToPlay="NOD_PurifyingFlame_UpgradeMS">
				<TriggeredBy>Upgrade_BlackHandSecretShrinePurifyingFlame</TriggeredBy>
			</AudioLoopUpgrade>
		</Behaviors>
		<AI>
			<AIUpdate
				id="ModuleTag_06"
				AutoAcquireEnemiesWhenIdle="YES">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
			</AIUpdate>
		</AI>
		<Body>
			<ActiveBody
				id="ModuleTag_03"
				MaxHealth="500" />
		</Body>
		<ClientBehaviors>
			<AnimationSoundClientBehavior id="ModuleTag_ASCB">
				<Sound Sound="Bodyfall" Animation="NU_BlkHnd_LNDA" Frame="5" />
			</AnimationSoundClientBehavior>
			<ModelConditionAudioLoopClientBehavior
				id="ModuleTag_NOD_BlackHand_FlameWeaponLoopMS">
				<ModelConditionSound
					Sound="NOD_BlackHand_FlameWeaponLoopMS"
					RequiredFlags="USING_WEAPON_A"
					ExcludedFlags="DYING" />
			</ModelConditionAudioLoopClientBehavior>
		</ClientBehaviors>
		<Geometry
			IsSmall="true">
			<Shape
				Type="CYLINDER"
				MajorRadius="7.0"
				Height="13.0"
				ContactPointGeneration="SQUAD_MEMBER" />
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="NOD_BlackHand_VoiceAttack"
				AudioType="voiceAttack" />
			<AudioEntry
				Sound="NOD_BlackHand_VoiceAttackBuildingClear"
				AudioType="voiceAttackGarrisonedStructure" />
			<AudioEntry
				Sound="NOD_BlackHand_VoiceCreate"
				AudioType="voiceFullyCreated" />
			<AudioEntry
				Sound="NOD_BlackHand_VoiceGarrison"
				AudioType="voiceGarrison" />
			<AudioEntry
				Sound="NOD_BlackHand_VoiceMove"
				AudioType="voiceGuard" />
			<AudioEntry
				Sound="NOD_BlackHand_VoiceMove"
				AudioType="voiceMove" />
			<AudioEntry
				Sound="NOD_BlackHand_VoiceMoveAttack"
				AudioType="voiceAttackAfterMoving" />
			<AudioEntry
				Sound="NOD_BlackHand_VoiceRetreat"
				AudioType="voiceRetreatToCastle" />
			<AudioEntry
				Sound="NOD_BlackHand_VoiceSelectMS"
				AudioType="voiceSelect" />
			<AudioEntry
				Sound="NOD_BlackHand_VoiceSelectBattleMS"
				AudioType="voiceSelectBattle" />
		</AudioArrayVoice>
		<!--
NOD_BlackHand_VoiceSuppress
-->
		<!--
		<AudioArraySound>
			<AudioEntry Sound="AudioEvent:TEMP_PredatorMoveStart" AudioType="soundMoveStart" />
			<AudioEntry Sound="AudioEvent:PredatorAmbientLoop" AudioType="soundAmbient" />
		</AudioArraySound>
-->
		<ShadowInfo
			Type="DECAL"
			SizeX="14"
			SizeY="14"
			Texture="ShadowI" />
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="400"
			MaxVisionBonusPercent="300"
			VisionBonusTestRadius="200"
			VisionBonusPercentPerFoot="1" />
	</GameObject>
</AssetDeclaration>