<?xml version="1.0" encoding="utf-8" ?>

<!--
	<activities>
		<li>Manipulation_way1</li>
	</activities>
	
	means that this body part is responsible for Manipulation activity in group "way1".
	Efficiency of Pawn activity X is minimum of all X activity groups efficiency values.
	X activity group efficiency is average value of all body parts efficiency values responsible for this activity in this group.
	
-->

<Defs>

	<!--QX==================== Imperial Guard Factions - Tyranid Parts =========================QX-->

	<BodyPartDef>				<!--QX===== Tyranid PART  - FRAME =====QX-->
		<defName>TYFrame</defName>
		<label>Tyranid Body</label>
		<hitPoints>40</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<hitChanceFactors>
			<li>
				<key>Blunt</key>
				<value>0</value>
			</li>
		</hitChanceFactors>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - CARAPACE =====QX-->
		<defName>TYCarapace</defName>
		<label>Tyranid Carapace</label>
		<hitPoints>40</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - BODY =====QX-->
		<defName>TYBody</defName>
		<label>Tyranid Body</label>
		<hitPoints>40</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
	    <tags>
			<li>Spine</li>
		</tags>
		<isAlive>false</isAlive>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - ORGANS =====QX-->
		<defName>TYOrgans</defName>
		<label>Tyranid Organs</label>
		<hitPoints>14</hitPoints>
		<frostbiteVulnerability>5</frostbiteVulnerability>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>BloodPumpingSource</li>
			<li>BloodFiltrationSource</li>
			<li>MetabolismSource</li>
		</tags>
	</BodyPartDef>
	
	<BodyPartDef> 				<!--QX===== Tyranid PART  - NECK =====QX-->
		<defName>TYPronotum</defName>
		<label>Tyranid Pronotum</label>
		<hitPoints>20</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<tags>
			<li>BreathingPathway</li>
			<li>EatingPathway</li>
			<li>TalkingPathway</li>
		</tags>
	</BodyPartDef>
	
	<BodyPartDef>				<!--QX===== Tyranid PART  - HEAD =====QX-->
		<defName>TYHead</defName>
		<label>Tyranid Head</label>
		<hitPoints>30</hitPoints>
		<oldInjuryBaseChance>0.08</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<tags>
			<li>HearingSource</li>
		</tags>
	</BodyPartDef>
	
	<BodyPartDef>				<!--QX===== Tyranid PART  - RIGHT EYE =====QX-->
		<defName>TYRightEye</defName>
		<label>Tyranid Right Eye</label>
		<hitPoints>14</hitPoints>
		<frostbiteVulnerability>5</frostbiteVulnerability>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<tags>
			<li>SightSource</li>
		</tags>
	</BodyPartDef>
	
	<BodyPartDef>				<!--QX===== Tyranid PART  - LEFT EYE =====QX-->
		<defName>TYLeftEye</defName>
		<label>Tyranid Left Eye</label>
		<hitPoints>14</hitPoints>
		<frostbiteVulnerability>5</frostbiteVulnerability>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<tags>
			<li>SightSource</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - BRAIN =====QX-->
		<defName>TYBrain</defName>
		<label>Tyranid Brain</label>
		<hitPoints>14</hitPoints>
		<frostbiteVulnerability>5</frostbiteVulnerability>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<tags>
			<li>ConsciousnessSource</li>
			<li>SightSource</li>
		</tags>
	</BodyPartDef>
	
	<BodyPartDef>				<!--QX===== Tyranid PART  - JAWS =====QX-->
		<defName>TYJaws</defName>
		<label>Tyranid Jaws</label>
		<hitPoints>14</hitPoints>
		<frostbiteVulnerability>5</frostbiteVulnerability>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<tags>
			<li>EatingSource</li>
			<li>TalkingSource</li>
			<li>BreathingSource</li>
		</tags>
	</BodyPartDef>
		
	<BodyPartDef>				<!--QX===== Tyranid PART  - RIGHT ARM =====QX-->
		<defName>TYRightArm</defName>
		<label>Tyranid Right Arm</label>
		<hitPoints>20</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>ManipulationLimbCore</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - RIGHT ELBOW =====QX-->
		<defName>TYRightElbow</defName>
		<label>Tyranid Right Elbow</label>
		<hitPoints>16</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>ManipulationLimbSegment</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - RIGHT CLAW HAND =====QX-->
		<defName>TYRightClawHand</defName>
		<label>Tyranid Right Claw</label>
		<hitPoints>10</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>Manipulation_tool</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - LEFT ARM =====QX-->
		<defName>TYLeftArm</defName>
		<label>Tyranid Left Arm</label>
		<hitPoints>20</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - LEFT ELBOW =====QX-->
		<defName>TYLeftElbow</defName>
		<label>Tyranid Left Elbow</label>
		<hitPoints>16</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>MovingLimbCore</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - LEFT CLAW HAND =====QX-->
		<defName>TYLeftClawHand</defName>
		<label>Tyranid Left Claw</label>
		<hitPoints>10</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>MovingLimbSegment</li>
		</tags>
	</BodyPartDef>
	
	<BodyPartDef>				<!--QX===== Tyranid PART  - RIGHT LEG =====QX-->
		<defName>TYRightLeg</defName>
		<label>Tyranid Right Leg</label>
		<hitPoints>20</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - RIGHT KNEE =====QX-->
		<defName>TYRightKnee</defName>
		<label>Tyranid Right Knee</label>
		<hitPoints>16</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>MovingLimbCore</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - RIGHT CLAW FOOT =====QX-->
		<defName>TYRightClaw</defName>
		<label>Tyranid Right Claw</label>
		<hitPoints>10</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>MovingLimbSegment</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - LEFT LEG =====QX-->
		<defName>TYLeftLeg</defName>
		<label>Tyranid Left Leg</label>
		<hitPoints>20</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - LEFT KNEE =====QX-->
		<defName>TYLeftKnee</defName>
		<label>Tyranid Left Knee</label>
		<hitPoints>16</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>MovingLimbCore</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - LEFT CLAW FOOT =====QX-->
		<defName>TYLeftClaw</defName>
		<label>Tyranid Left Claw</label>
		<hitPoints>10</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>MovingLimbSegment</li>
		</tags>
	</BodyPartDef>
	
	<BodyPartDef>				<!--QX===== Tyranid PART  - DEATHSPITTER FRAME =====QX-->
		<defName>TYDeathSpitter</defName>
		<label>Tyranid Death Spitter</label>
		<hitPoints>15</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - DEATHSPITTER WEAPON =====QX-->
		<defName>TYSpltterWeapon</defName>
		<label>Tyranid Death Spitter Weapon</label>
		<hitPoints>10</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>ManipulationLimbCore</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - DEATHSPITTER TRIGGER =====QX-->
		<defName>TYSpitterTrigger</defName>
		<label>Tyranid Death Spitter Trigger</label>
		<hitPoints>5</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>ManipulationLimbSegment</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>				<!--QX===== Tyranid PART  - DEATHSPITTER TRIGGER TENDON =====QX-->
		<defName>BDSpitterTendon</defName>
		<label>Tyranid Death Spitter Tendon</label>
		<hitPoints>5</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>Manipulation_tool</li>
		</tags>
	</BodyPartDef>
	
</Defs>