<?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 - Traitor Guard BlightDrone Parts =========================QX-->

	<BodyPartDef>
		<defName>BDFrame</defName>
		<label>Blightdrone Frame</label>
		<hitPoints>20</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDCarapace</defName>
		<label>Blightdrone Carapace</label>
		<hitPoints>20</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDBody</defName>
		<label>Blight Drone Body</label>
		<hitPoints>20</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
	    <tags>
			<li>Spine</li>
		</tags>
		<isAlive>false</isAlive>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDOrgans</defName>
		<label>Bright Drone Organs</label>
		<hitPoints>7</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>
			<li>BreathingSource</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDBrain</defName>
		<label>Blight Drone Brain</label>
		<hitPoints>7</hitPoints>
		<frostbiteVulnerability>5</frostbiteVulnerability>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<tags>
			<li>ConsciousnessSource</li>
			<li>SightSource</li>
			<li>HearingSource</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDRightRotor</defName>
		<label>Blight Drone Right Roter</label>
		<hitPoints>10</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDRightRotorHousing</defName>
		<label>Blight Drone Right Rotor Housing</label>
		<hitPoints>8</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>MovingLimbCore</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDRightRotorBlade</defName>
		<label>Blight Drone Right Rotor Blade</label>
		<hitPoints>5</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>MovingLimbSegment</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDLeftRotor</defName>
		<label>Blight Drone Left Rotor</label>
		<hitPoints>10</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDLeftRotorHousing</defName>
		<label>Blight Drone Left Rotor Housing</label>
		<hitPoints>8</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>MovingLimbCore</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDLeftRotorBlade</defName>
		<label>Blight Drone Left Rotor Blade</label>
		<hitPoints>5</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>false</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>MovingLimbSegment</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDTurret</defName>
		<label>Blight Drone Turret</label>
		<hitPoints>15</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDTurretWeapon</defName>
		<label>Blight Drone Turret Weapon</label>
		<hitPoints>10</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>ManipulationLimbCore</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDTurretActuator1</defName>
		<label>Blight Drone Turret Inner Actuator</label>
		<hitPoints>5</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>ManipulationLimbSegment</li>
		</tags>
	</BodyPartDef>

	<BodyPartDef>
		<defName>BDTurretActuator2</defName>
		<label>Blight Drone Turret Outer Actuator</label>
		<hitPoints>5</hitPoints>
		<oldInjuryBaseChance>0</oldInjuryBaseChance>
		<skinCovered>true</skinCovered>
		<isSolid>true</isSolid>
		<isAlive>false</isAlive>
		<tags>
			<li>Manipulation_tool</li>
		</tags>
	</BodyPartDef>

</Defs>