2026-09-06 23:37:48
Anonymous:
CMB101 r6: mirror back two rulings this page crossed with. REV104-15: the Spark row reverts to the power-only death, which was this page's own recommendation and which the contract ruled at 19:17, six minutes before r5 adopted the row the Lead had just abandoned while still reading r3. The crossing is recorded rather than quietly fixed, with the lesson - re-read the page you are mirroring at save time, not at draft time. C2 is closed as ruled against this page: a lit branch's channel water is energised while the branch is lit, and my objection does not survive reading the ruling, because the two-second rationale concerns water no lit branch feeds. Section 0.6 defers to Campaign section 7 as the Lead's one D025 list, keeping one correction to this page's version - the Spark's flicker is an engine-drawn cue, not a second licensed edit, which is what R4 says anyway. C4, C9, C11 and C12 closed by the contract, C4 and C9 exactly as proposed. Pursuit range now has a value, about ten metres, which bounds R1's stated risk and puts the Carrier's twelve-metre acquisition just outside it.
hold the flood/mechanics/combat.md ..
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# Hold the Flood — Combat Rules
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**CMB101 · r5 · 2026-09-06 · Combat and Enemy Designer · In review — countersigning the Lead's rulings.**
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r5 brings this page onto [the shared contract r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction), which ruled on every proposal here: **R1, R2, R4, R5 and R9 adopted; R10 declined; R3 ruled at two powered seconds and an eight-second stun.** The effect table is amended to those numbers — **no page keeps eight seconds of powered water** — and [Equipment's partial countersignature](/Hold%20the%20Flood/Equipment) is recorded row by row. Adds the presentation-category table [PMR006](/Hold%20the%20Flood/PM%20Reviews/PMR006) assigns to Lead and Combat, the arc's hop reach and Crust eligibility, the Heavy's yield exception, and the pulse-overlap boundary Equipment proposed. The **Spark row is the one open disagreement**, and it is stated as such rather than resolved on this page.
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**CMB101 · r6 · 2026-09-06 · Combat and Enemy Designer · In review.**
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r6 mirrors back two rulings this page crossed with. **[REV104-15](/Hold%20the%20Flood/Design%20Review): the Spark row is reverted to the power-only death** — which was this page's own recommendation, and which [the contract ruled six minutes before r5 was saved](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) while r5 was still reading r3. **C2 is ruled against this page and acknowledged**: a lit branch's channel water *is* energised for as long as the branch is lit. §0.6 defers to [Campaign §7](/Hold%20the%20Flood/Campaign), which the Lead names as the one D025 list. C4, C9, C11 and C12 are closed by the contract, and pursuit range now has a value.
Sources read: [Design Document r14 ec1b6c](/Hold%20the%20Flood/Design%20Document?revision=ec1b6c) §§3–6, 8, 12–16 and Appendix A; the shared-rule contract [Power and Attraction r2 69024c](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c) and its r1 seed 8afc3c; [Campaign 34dc09](/Hold%20the%20Flood/Campaign); [Design Document r15 5f9fbb](/Hold%20the%20Flood/Design%20Document?revision=5f9fbb); [Design Review REV104 r1 80a882](/Hold%20the%20Flood/Design%20Review?revision=80a882); [Enemies c63228](/Hold%20the%20Flood/Enemies?revision=c63228); [Cutter](/Hold%20the%20Flood/Weapons/Cutter); [Equipment](/Hold%20the%20Flood/Equipment); [World and Mystery r20 7699de](/Hold%20the%20Flood/World%20And%20Mystery?revision=7699de); [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief); [Design Index dd01c7](/Hold%20the%20Flood/Design%20Index?revision=dd01c7); [Tasks eb8c03](/Hold%20the%20Flood/Tasks?revision=eb8c03); [PMR003](/Hold%20the%20Flood/PM%20Reviews/PMR003); [Design Review REV103 r5](/Hold%20the%20Flood/Design%20Review); [Brief](/Hold%20the%20Flood/Brief) D013/D016/D019–D021; [Wiki Conventions](/Wiki%20Conventions).
| **Power duration** (water energised) | While the branch is switched to it — a state, not an interval | **2 s — [the Lead's ruling](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction), countersigned here. r4's eight seconds is withdrawn, and so is Equipment's original eight;** the Lead's reason is that a short power window separated from a long stun lets the surveyor collect inside the water without insulation being compulsory | **None.** The arc does not energise water or machinery ([Arc A1](/Hold%20the%20Flood/Equipment/Arc), adopted) | **2 s.** The one place a second number is kept, and its reason: one body's charge, not a full bank's |
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| **Stun** | **None** — below bank strength | **8 s**, every conducting body sampled in the connected water at the instant of the discharge | None | **Disputed — see 0.5** |
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| **Stun** | **None** — below bank strength | **8 s**, every conducting body sampled in the connected water at the instant of the discharge | None | **None.** Ruled, and it is this page's own recommendation |
| **Damage to the surveyor** | 1/s in the water unless insulated | 1/s for its 2 s unless insulated, so **an uninsulated discharge costs two health of five** | None | 1/s for its 2 s unless insulated. **Multiple overlapping sources do not multiply the one-per-second hazard** (Equipment's boundary, adopted) |
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| **Damage to organisms** | **None** | **None** — it stuns; it does not hurt | The cutter's hit, conducted: **at most 3 additional bodies per direct hit**, each once per hit, each hop needing proximity and line of sight ([Arc A1](/Hold%20the%20Flood/Equipment/Arc), countersigned both ways). **Hop reach, ties and Crust eligibility are specified in §6** at Equipment's request | **None** |
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| **Damage to organisms** | **None** | **None** — it stuns; it does not hurt | The cutter's hit, conducted: **at most 3 additional bodies per direct hit**, each once per hit, each hop needing proximity and line of sight ([Arc A1](/Hold%20the%20Flood/Equipment/Arc), countersigned both ways). **Hop reach, ties and Crust eligibility are specified in §6** at Equipment's request | **None**, and it makes no chain |
| **Propagation** | The whole connected water body of that circuit | The whole connected water body the surveyor touches | **Body to body only**, bounded as above | The whole connected water body the Spark stood in |
| **Refresh / repeat** | Continuous while switched | A fresh discharge re-stuns; a spent crowd sheds nothing more | One burst per full bank, ~10 s, no extension, no retrigger from a chained hit | Once, on death. A stunned Spark is alive and discharges if killed during the stun |
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| **Charge yield** | None | 5 units per **complete ten** stunned bodies that have not already shed; the remainder is lost, which is the price of a small pulse (Equipment countersigns the rounding). **The Heavy's exception is defined in §6** | 1-unit mote from each killed body that has not already shed; the drawn bank takes none of it, and a [Carrier](/Hold%20the%20Flood/Enemies/Carrier) may take it off the ground | Its 1-unit mote if unshed — that is the *kill*. **Whether the discharge itself sheds is the disputed row** |
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| **Charge yield** | None | 5 units per **complete ten** stunned bodies that have not already shed; the remainder is lost, which is the price of a small pulse (Equipment countersigns the rounding). **The Heavy's exception is defined in §6** | 1-unit mote from each killed body that has not already shed; the drawn bank takes none of it, and a [Carrier](/Hold%20the%20Flood/Enemies/Carrier) may take it off the ground | Its 1-unit mote if unshed — that is the *kill*. **The discharge itself yields nothing** |
| **Readable state** | Steady beacon; arcs along the water's edges | Arcs; stun posture; a flat, mote-less feedback when nothing sheds | Direct hits distinguished from chain links; bank commitment and remaining seconds | Flickering outline before; arcs after; no stun posture on anything |
**Boundaries between overlapping pulses** — proposed by Equipment, adopted here as Combat's rule. A paid discharge **samples the conducting bodies in its wet footprint at the instant it fires**; bodies that arrive later do not inherit that stun from the two seconds of ordinary power. A fresh paid pulse **resets** an eligible survivor's recovery to eight seconds from that pulse — it never adds durations and never resets spent state. Removing a connection stops power crossing it but does not cancel a stun already applied. A temporary source expiring removes only its own contribution: fixed power, or a later Spark pulse, can keep the water hot. **An arc burst is legal and useful in a channel with no power at all**, because it never touches the water.
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**Corrected in r4:** r2 of this page said all four Campaign roles sat at line 2. They do not, and PMR005 caught it — only the Floater does, and only while its water flows. Ordinary Walker, Heavy, Crust and Spark attraction is line 3; a role sits at line 2 only when its *target* is something other than a beacon.
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### 0.5 The Spark row — the one open disagreement, and my recommendation
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### 0.5 The Spark row — ruled, and a crossing this page has to own
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[PMR006](/Hold%20the%20Flood/PM%20Reviews/PMR006) names this as a live contradiction and asks Lead and Combat to choose one row. The two rows are:
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**Settled: a Spark killed in water energises that water for two seconds, stuns nothing, damages no organism, makes no chain, and hurts an uninsulated surveyor standing in it.** Its own kill mote is the yield if it had not already shed. That is [contract r4 §4](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction), and the Lead chose it *as this page wrote it*.
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- **The contract r3 §4:** a Spark killed in water energises it for two seconds, **and the conducting bodies in it that have not shed are stunned and shed by the ordinary rule**; an uninsulated surveyor is hurt; nothing is chained or killed.
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- **This page and the [Spark](/Hold%20the%20Flood/Enemies/Spark) page:** the two-second hazard threatens the surveyor and does nothing to organisms.
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**How this page then got it backwards, which is worth recording rather than quietly fixing.** The Lead ruled at 19:17. At 19:23 r5 of this page, reading the contract at r3, adopted the *old* row "rather than silently contradicting the contract" — so the contract held Combat's rule and Combat held the contract's, each following the other into the position the other had just left. [REV104-15](/Hold%20the%20Flood/Design%20Review) caught it. The lesson is narrow and useful: **when mirroring another page's rule, re-read that page at save time, not at draft time** — the same guard this wiki already applies to text, applied to a rule.
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**My recommendation is the power-only death, and [Equipment independently recommends the same](/Hold%20the%20Flood/Equipment)** — which is corroboration, not the argument. The argument is dominance:
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**The argument that won, kept because it is the reason and not the ruling.** A Spark that stuns and sheds is a free coil: the coil is two cells plus a full ten-unit bank, and stopping a wet crowd and making it shed is exactly what that buys. A free version would strictly dominate it wherever Campaign places Sparks — and dominate it by an event the player does not choose, because the cutter cannot be withheld ([R6](/Hold%20the%20Flood/Mechanics/Combat)). It would also spend the once-per-organism yield without a decision, and that rule is what the charge economy rests on. [Equipment recommended the same independently](/Hold%20the%20Flood/Equipment).
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> **A Spark that stuns and sheds is a free coil.** The coil is a two-cell module plus a full ten-unit bank, and what it buys is exactly this: stop a wet crowd, make it shed, collect. If killing one Spark does the same for nothing, then in any channel where Campaign places Sparks the coil is strictly dominated — and it is dominated by an event **the player does not choose**, because the cutter cannot be withheld ([R6](/Hold%20the%20Flood/Mechanics/Combat)). The design's signature paid action would be outperformed by an accident.
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### 0.6 Presentation categories — deferring to Campaign §7, with one difference
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It also spends the once-per-organism yield without a decision, which is the rule the whole charge economy rests on.
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Both this page and [Campaign §7](/Hold%20the%20Flood/Campaign) published "the one list" of presentation categories inside the same quarter-hour, which [REV104 r5](/Hold%20the%20Flood/Design%20Review) noted without comparing them. **The Lead's §7 says it is the one, [REF110's audit](/Reference/Asset%20Licences) is already running against it, and this page defers to it.** No competing list is kept here.
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**A middle row, if the Lead wants a Spark to matter to the crowd and not only to the surveyor: it stuns but does not shed.** That gives the role disruption without giving it harvest, and it keeps the coil's monopoly on turning a crowd into charge. It costs one more sentence and no new concept. I would take power-only first and this second; either is better than the crowd-shedding version.
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They agree on the thing that matters, which is the answer to PMR006's question: **the roster's cost is not eight creatures.** It is one base body plus one licensed edit, with everything else a pose, a scale or an engine-drawn cue.
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**Until the Lead rules, the contract is the working baseline**, as Equipment says — so the [Spark page](/Hold%20the%20Flood/Enemies/Spark) now carries the contract's row as current, with this objection beside it, rather than silently contradicting the contract.
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**One difference, and the Lead's reading is the better one.** This page counted the [Spark](/Hold%20the%20Flood/Enemies/Spark) as a second licensed edit; Campaign §7 puts its flicker under engine-drawn cues, leaving the Crust's encrustation as the only edit. Campaign is right — a flicker is *motion on the base body*, not a changed sprite, which is what this page's own [R4](/Hold%20the%20Flood/Mechanics/Combat) says when it insists the Spark reads by motion rather than by brightness. So the roster costs **one body, one edit, five poses-or-scales, and the rest engine-drawn**.
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### 0.6 Presentation categories — the list PMR006 asks Lead and Combat for
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PMR006: *"Campaign says eight enemy silhouettes; Combat/Enemies alternates between six and eight; External Critique says three. A production decision cannot be based on all three."* The count is **eight roles**, and r5 fixes the six/eight drift on this page and on [Enemies](/Hold%20the%20Flood/Enemies). But a role is not a silhouette, and the useful number is the number of **new drawn assets**, which is smaller.
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**Nothing below is located, inspected, licensed, downloaded, purchased or created, and no availability is claimed.** This is the category list [REF109's](/Reference/Electroreception) researcher was asked to audit against, not an asset request.
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| Role | Presentation category | What it actually needs |
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| --- | --- | --- |
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| **Walker** | **Base body** | The one enemy asset. GDD §14 already records it as the project's first likely approval request |
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| **Anchor** | **Pose** | The base body, half-submerged and still, low in the water |
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| **Grounder** | **Pose + position** | The base body up a cable, off the ground. Nothing else is ever there, so position carries the identification |
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| **Carrier** | **Pose + existing UI** | The base body leaning toward its target, which the forecast overlay already draws |
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| **Floater** | **Pose + engine-drawn cue** | The base body riding low, with a wake. Wake is engine-drawn |
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| **Crust** | **Licensed edit of the base body** | Same outline broken by encrustation. Whether a given asset may be edited depends on that asset's own licence, not its host's general statement |
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| **Spark** | **Licensed edit + engine-drawn cue** | Same outline with a flicker. Flicker is motion, not a second sprite |
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| **Heavy** | **Scaled base body** | Bulk. The one role whose cue is size, and the reason Campaign gives for it is economic rather than visual |
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| — | **Engine-drawn, no asset** | Cutter target line; press ring per crowd on the existing forecast overlay; Grounder's irregular flicker plus a cable spark; a flat mote-less feedback when a discharge sheds nothing |
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| — | **Audio, undesigned** | The Spark's rising whine as it enters cutter reach. **This is the gap that cannot be closed in writing**; the visual fallback is the target line plus the flicker |
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**So the honest production number is one base body, five poses, two licensed edits and one scale** — not eight new creatures, and not three. **Cut candidates, in the order I would cut them:** the Crust first (its job is the least load-bearing of the new roles, and the once-per-organism rule already bounds the coil without it); then merging the Heavy into the Anchor, since both are a body that will not move out of your way, sited dry and wet. That is a judgement, not a costing.
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**Combat's contribution to that audit, which stands:** which body each cue must be readable *against* — a crowd of forty to a hundred and forty, at a glance, with four facts competing for cues (§0.4, C9, now ruled on the contract). **Nothing has been located, inspected, licensed, downloaded, purchased or created by this role.**
### 0.4 What is still open, stated as questions with my position
| # | Question | Owner | Position I proceed on |
| --- | --- | --- | --- |
| C1 | Does Equipment countersign the effect contract in 0.2? | Equipment | **Partly, and the parts are named.** Equipment accepts the bounded Arc, the separation of water power from weapon damage, the complete-ten rounding, and R6–R8 as carried; it withdrew its own eight-second power proposal for the Lead's two. **It is not fully countersigned while the Spark rows disagree (0.5)** |
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| C2 | Does fixed panel power energise a branch's open channel water? | Lead | **Recommendation reversed in r5: no.** If it does, a lit branch cannot be waded without insulation, the electrician's invitation play is deleted, and the Lead's own stated reason for the two-second ruling stops working. PMR004 asserted yes and Equipment countersigns yes; the contract says neither. Encounter A now prices both readings |
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| C2 | ~~Does fixed panel power energise a branch's open channel water?~~ | — | **Closed: yes, ruled against this page.** [Contract r4 §2](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction): a lit branch's channel water is energised for as long as the branch is lit, "which is why the electrician waits in the lit yard in insulation". **My r5 recommendation was made against a ruling I had not read, and the objection behind it does not survive contact with it:** I argued the two-second rationale fails in a lit branch, but that rationale is about water *no lit branch feeds* — the Tidal Barrier's flats, the Lock Flight's head basin — not the electrician's yard. The critic's reconciliation, and it is right. Encounter A now carries the single ruled reading |
| C3 | ~~Is press bounded by crowd size (R2)?~~ | — | **Closed. Adopted** in contract r3 §3, ring and all, with the pumping district's tuning bound restated as checkable |
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| C4 | R9 — a Grounder darkens a beacon. **Which connected consumers lose power? What alternate supply exists? What is the recovery?** | Lead + World | **R9 itself is allowed** by contract r3 §2, with the flicker, the cable spark and the failing-branch marker as its signals. The three sub-questions are still open and Equipment records the alternate-source scope as open too. My position: a grounded run loses **everything on that run**, beacon and hatch alike; there is **no alternate supply**; recovery is killing the body or re-switching the branch |
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| C4 | ~~The Grounder's consumers, supply and recovery~~ | — | **Closed, and ruled exactly as this page proposed** ([contract r4 §2](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction)): everything on the run loses power, beacon and hatch alike; there is no alternate supply on a run; recovery is killing the body or re-switching the branch. The contract adds one thing this page had not: **a grounded run does not persist between expeditions** — it recovers with the rest of the mass |
| C5 | ~~R10 — arc through energised water?~~ | — | **Closed. Declined** by the contract, as this page had already withdrawn it. Recorded there as the alternative |
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| C11 | The Spark row (0.5) | Lead | **Power-only death.** A stunning-and-shedding Spark is a free coil, delivered by an event the player cannot choose. Equipment recommends the same. Middle option if the Lead wants crowd effect: stuns but does not shed |
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| C12 | Presentation categories (0.6) | Lead + Reference | One base body, five poses, two licensed edits, one scale, plus engine-drawn cues. Offered as the list REF109's audit can work against |
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| C11 | ~~The Spark row~~ | — | **Closed: the power-only death, as recommended.** Contract r4 §4, final. The middle option (stuns but does not shed) was not needed |
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| C12 | ~~Presentation categories~~ | — | **Closed by deferring** to [Campaign §7](/Hold%20the%20Flood/Campaign), the Lead's one list, which [REF110](/Reference/Asset%20Licences) is auditing. One base body, one licensed edit, poses and scale for the rest (§0.6) |
| C6 | Are the role names final? | World | No. They are functional placeholders with the mechanic in the name; World owns the fiction and should rename freely |
| C7 | Do damage numbers exist (R8)? | Lead + Equipment | **Recommendation, not a ban**, and PMR005 is right that the owner forbids none of it. Different *hit counts* are fine and always were. What R8 argues against is a published ladder for weapons to be priced against |
| C8 | Is the status list closed at three (R7)? | Equipment | **Three for this draft**, extended by a revision of this page that states the reason. The [prod](/Hold%20the%20Flood/Weapons/Alternative%20Tools)'s push is *movement*, not a status |
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| C9 | Cue overlap: role, spent charge, conductivity, imminent discharge | Lead | **Narrowed after PMR005.** The contract's "size and tint" and Campaign's "not by tint alone" are not a contradiction, and r2 of this page overstated it as one. The real concern stands and is smaller: **four facts want cues and brightness cannot carry more than one.** My proposal is glow = remaining yield, encrustation = non-conduction, flicker = imminent discharge, silhouette and position = role. Lead states the redundant set |
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| C9 | ~~Cue overlap: role, spent charge, conductivity, imminent discharge~~ | — | **Closed, adopted as proposed**, with one addition. [Contract r5 §8](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction): glow says what is left to take; encrustation says whether current reaches it; a flickering outline says a discharge is imminent; silhouette, attitude and position say the role; **and scale says the Heavy** |
| C10 | The [Glossary](/Hold%20the%20Flood/Glossary) says the arc drains a bank in "about twenty seconds"; GDD §6, GDD §13 and [Arc A1](/Hold%20the%20Flood/Equipment/Arc) all say ten | Lead / Editor | Ten. Reported, not edited |
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@@ 171,7 151,7 @@
- **Pursuit outranks attraction.** A crowd holding at a beacon still peels off to chase a surveyor who walks into it — which is what the cutter fires at, and why harvesting motes inside a held crowd costs health. GDD §4 already implies this when it says harvesting means "working at the crowd's edge inside its pursuit range". R1 only writes the order down.
- **Line 2 sits below pursuit and above attraction.** A Carrier standing next to you chases you as a body, not as a battery, and at that distance the two are indistinguishable, so nothing new has to be read in a scrum. The role only shows at range, which is where the player has time to read it.
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**Cost of R1:** none to the player; it removes an ambiguity. **Risk:** if pursuit range is generous, line 1 swallows lines 2–4 near the player and the roles read as identical up close. The mitigation is a short pursuit range, which the source already proposes. That is a tuning bound, and it is unverified.
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**Cost of R1:** none to the player; it removes an ambiguity. **Risk, now bounded:** if pursuit range is generous, line 1 swallows lines 2–4 near the player and the roles read as identical up close. **[Contract r4 §3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) gives pursuit range a value — about ten metres** — which settles the shape of the risk rather than the risk itself: ten metres is short enough that a role's own target still governs most of its walk, and the [Carrier](/Hold%20the%20Flood/Enemies/Carrier)'s twelve-metre acquisition sits just outside it, so a Carrier reads as a role before it reads as a pursuer. Whether ten metres *feels* short is unverified and unverifiable here.
**Merged crowds, added in r3 at [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004)'s request.** Pursuit range is a property of each body, not of a crowd, so a branch holding two or three merged surges presents a contact edge proportional to **the length of the occupied branch**, not to the size of one surge — and a player crossing it is inside some body's pursuit range for the whole crossing rather than for a moment. Two consequences: [R2](/Hold%20the%20Flood/Mechanics/Combat)'s ring is what makes that legible before the player commits, and GDD §15's tuning bound should be checked against the **third dispatch's merged crowd**, not the first surge, because that is where the crossing is actually unsurvivable. Neither is verified; both are checkable on paper once press has a bound.
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| Rev | What it did |
| --- | --- |
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| **r6** | Mirrored back two rulings this page had crossed with. **[REV104-15](/Hold%20the%20Flood/Design%20Review): the Spark row reverted to the power-only death** — the Lead ruled for this page's own recommendation at 19:17 and r5, still reading the contract at r3, adopted the row the Lead had just abandoned. **C2 acknowledged as ruled against this page**, with the critic's reconciliation recorded: the two-second rationale concerns water no lit branch feeds, so the ruling and the rationale do not conflict and my objection did not survive reading it. §0.6 defers to [Campaign §7](/Hold%20the%20Flood/Campaign) as the one D025 list, keeping one correction to this page's own version. C4, C9, C11 and C12 closed by the contract; pursuit range now has a value, which bounds R1's stated risk. |
| **r5** | Countersigned the Lead's rulings on the shared contract r3, which **adopted R1, R2, R4, R5 and R9, declined R10, and ruled R3 at two powered seconds with an eight-second stun**. Amended the effect table to two seconds and removed every eight-second copy. Recorded Equipment's partial countersignature row by row. Added the presentation-category table PMR006 assigns (§0.6), the arc's hop reach, tie rule and Crust eligibility, the Heavy's yield exception, and Equipment's pulse-overlap boundary. Narrowed the stun trigger from "current reaching a body" to explicit paid and role events. **Reversed the C2 recommendation**: fixed power should not energise open channel water, because if it does the Lead's own reason for the two-second ruling stops working. Took the Floater onto Combat's roster, as the contract transfers it, and stopped this page saying "six". |
| **r4** | Consolidated the two stacked reconciliation appendices into §0, as [PMR005](/Hold%20the%20Flood/PM%20Reviews/PMR005) asked. Corrected the claim that all four Campaign roles sit at precedence line 2 — only the Floater does, and only while its water flows. **Withdrew the request to replace the Heavy's ten-hit count with a phrase**, which PMR005 declines and is right to: a number is inspectable and a phrase is not. **Withdrew the "nineteen kill motes" argument**, which rested on most-room collection; D023 selects shelter-selected pickup priority, under which a two-bank rack fills its first bank in about ten kills, not nineteen — so the Heavy's economic case is real but smaller than r3 said, and it should rest on the large mote and the blocked route rather than on a number that has changed. **Narrowed the tint finding** from a logical contradiction to a cue-budget concern (C9). **Corrected the cable reel claim**: [Equipment U6](/Hold%20the%20Flood/Equipment) revises it to a one-cell, six-metre reel limited to **exposed power terminals** on an already traversable path — not the arbitrary wet-point connector r2 and r3 cited, so it neither justifies R10 nor rewrites which water is one body. R9's open questions restated as C4 rather than treated as settled by passing a prohibition list. |
| **r3** | Answered [PMR004 §2](/Hold%20the%20Flood/PM%20Reviews/PMR004). Added the intensity rule and the effect contract. **Withdrew R10** in favour of Equipment's bounded body-to-body chain, on PM's reasoning that a bounded chain preserves the spatial limits that make a burst a positioning decision rather than a screen-clear. **Withdrew R3's short window** for Equipment's eight seconds, accepting that insulation is then required to collect inside a channel you discharged into. **Corrected R4** so conductivity and remaining yield are separate cues — r1 put both on brightness and then argued the resulting confusion was harmless, which was wrong. Restated R7 and R8 as scoped proposals with costs rather than prohibitions. Extended R1 to merged crowds. |