2026-09-06 21:25:49
Anonymous:
CMB101 r2: reconcile with DES104 - rule citations move to the shared-rule contract Power and Attraction r2 69024c, base role renamed Drifter to Walker. No behaviour changed.
hold the flood/enemies/anchor.md ..
@@ 1,6 1,6 @@
# Hold the Flood — Anchor
-
**CMB101 · r1 · 2026-09-06 · Combat and Enemy Designer · In review — proposed role, new.**
+
**CMB101 · r2 · 2026-09-06 · Combat and Enemy Designer · In review — proposed role, new.**
Source rules it is built on: [Design Document r14 ec1b6c](/Hold%20the%20Flood/Design%20Document?revision=ec1b6c) §§3–5; shared grammar and the precedence stack: [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat).
| **Trigger** | None. It is already standing in the water when the player arrives, and it has been since before the expedition began |
| **Action** | Precedence line 2: walk to the **lowest reachable wet ground** and stay there. It never answers a beacon, never answers the panel, and never joins a crowd. Within pursuit range it chases like anything else (line 1) and returns to its water when the player leaves |
| **Threat** | A permanent contact hazard exactly where the player must wade — one health of five per contact. It is not dangerous; it is *immovable*, and that is the threat. Every clever routing plan leaves it standing |
-
| **Hit count** | Three, as a Drifter. It has no more health than anything else and that is the point |
+
| **Hit count** | Three, as a Walker. It has no more health than anything else and that is the point |
| **Conducts?** | Yes, fully. It is always in water, so it is always a valid coil target — the one body the coil never misses |
| **Charge** | Sheds once, like anything else. Because it is always in water, it is reliably part of a stun's yield |
@@ 49,7 49,7 @@
- **Standing before the expedition begins, never arriving in a surge.** It is a feature of the terrain and the player must be able to see it and plan around it on arrival. A surge that delivers Anchors would be a surge that cannot be read, and it would break the composition budget's intent.
- Place at the lowest wet ground on a route the player has a reason to use. An Anchor in water nobody crosses is decoration.
-
- Counts toward the district's limit of three distinct non-Drifter roles.
+
- Counts toward the district's limit of three distinct non-Walker roles.
- **The standing problem** pattern in [Enemies §6](/Hold%20the%20Flood/Enemies) is a large Anchor concentration used as a district's persistent named obstacle, in place of a boss. Placement of that is Campaign's.
## Asset note
@@ 60,3 60,7 @@
- **Does an Anchor stunned in water shed, given it never moved?** My position: yes, on the plain reading of the once-per-organism rule; nothing in the source ties shedding to having travelled. Consequence: a district's Anchors are a small, fixed, once-per-expedition harvest, which is a mild but real reason to bring the coil to a district that has them.
- **Does draining its water strand it, or does it walk?** My position: it walks, slowly and visibly, to the next lowest wet ground. A stranded body would be a new state to read; a walking one uses line 2 unchanged and makes the pump a *steering* tool rather than a delete button.
+
+
## Reconciliation with DES104 (added in this revision)
+
+
The Lead published [Campaign 34dc09](/Hold%20the%20Flood/Campaign) and the shared-rule contract [Power and Attraction r2 69024c](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c) while this page was being drafted. Two consequences for this page. **The rule source is now the contract, not GDD §4** — where this page cites the Design Document for a shared rule, cite the contract; the rules are the same and it is the one to cite. **The base role is called Walker there**, and this page's Drifter is the same role; Walker is the surviving name and [the role page is at Walker](/Hold%20the%20Flood/Enemies/Walker). The full reconciliation — what held, what conflicts, and the merged roster — is in [Enemies §0](/Hold%20the%20Flood/Enemies).