Commit 7e588c

2026-09-06 23:37:48 Anonymous: CMB101 r7: carry two rulings r6 had not read. C2 ruled against this page - a lit branch's channel water is energised for as long as the branch is lit - so Encounter A stops pricing two readings and carries the one: insulation is the entry fee for the invited yard, and the coil's two seconds sit inside a hazard already running. The Spark is settled as the power-only death, this page's own recommendation, after the crossing REV104-15 caught; neither encounter places Sparks, so no beat changes for that. Rules-check block updated to match.
hold the flood/enemies.md ..
@@ 1,7 1,7 @@
# Hold the Flood — Enemies and Encounters
- **CMB101 · r6 · 2026-09-06 · Combat and Enemy Designer · In review — on the Lead's ruled contract.**
- r6 brings this page onto [the shared contract r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction), which adopted the precedence stack, bounded press, the one-bit glow, the Carrier's mote and the Grounder, declined R10, and **ruled the coil at two powered seconds with an eight-second stun**. **The roster is eight, not six** — the contract transfers the Floater here, and it has a page. Encounter A now prices the one reading that is still open instead of assuming it; Encounter B's closing beat is corrected against [Equipment's](/Hold%20the%20Flood/Equipment) three findings — the surviving cohort, the Carrier's theft, and an overclaim about what spending a bank buys. The presentation count [PMR006](/Hold%20the%20Flood/PM%20Reviews/PMR006) asked to be reconciled is settled as categories on [Combat Rules §0.6](/Hold%20the%20Flood/Mechanics/Combat).
+ **CMB101 · r7 · 2026-09-06 · Combat and Enemy Designer · In review.**
+ r7 carries two rulings. **[Contract r4 §2](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) rules C2 against this page: a lit branch's channel water *is* energised for as long as the branch is lit** — so Encounter A stops pricing two readings and carries the one, and insulation is the entry fee for the invited yard. **[Contract r4 §4](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) settles the Spark as the power-only death**, this page's own recommendation; the [Spark page](/Hold%20the%20Flood/Enemies/Spark) and [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat) are reverted to it after a crossing [REV104-15](/Hold%20the%20Flood/Design%20Review) caught. Neither encounter places Sparks, so no beat changes for that.
Sources read: [Design Document r14 ec1b6c](/Hold%20the%20Flood/Design%20Document?revision=ec1b6c) §§3–6, 8, 12–16, App. A; [Enemies r1 c63228](/Hold%20the%20Flood/Enemies?revision=c63228); 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) (DES104); [Design Document r15 5f9fbb](/Hold%20the%20Flood/Design%20Document?revision=5f9fbb); [Design Review REV104 r1 80a882](/Hold%20the%20Flood/Design%20Review?revision=80a882); [Colony COL101 a1046d](/Hold%20the%20Flood/Colony?revision=a1046d); [Cutter](/Hold%20the%20Flood/Weapons/Cutter); [Equipment](/Hold%20the%20Flood/Equipment); [Colony](/Hold%20the%20Flood/Colony); [Pumping District](/Hold%20the%20Flood/Districts/Pumping%20District); [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); [Glossary](/Hold%20the%20Flood/Glossary); [Wiki Conventions](/Wiki%20Conventions).
[Design Index](/Hold%20the%20Flood/Design%20Index) · [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Glossary](/Hold%20the%20Flood/Glossary) · [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat)
@@ 127,7 127,7 @@
| 8:25 | **The stun takes 44 bodies: 40 Walkers and the 4 Anchors.** The 4 Crusts standing in the same water do not conduct and do not stop. | [R7](/Hold%20the%20Flood/Mechanics/Combat); [Crust](/Hold%20the%20Flood/Enemies/Crust) |
| 8:25 | **The shed: one 5-unit large mote per complete ten stunned. 44 stunned → 4 large motes, 20 units**, lying along the stunned mass. The four Anchors are now spent and stop glowing; the channel's charge is gone for the rest of the expedition. | Contract clause 4; [R4](/Hold%20the%20Flood/Mechanics/Combat) |
| 8:25–8:27 | **The discharge keeps the water hot for two seconds** — the Lead's ruling, countersigned here and by Equipment. An uninsulated surveyor pays **two health of five** for their own discharge and can then collect for the rest of the stun without insulation. | [Contract r3 §4](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction), R3 ruled; GDD §3 (1 health/second) |
- | 8:25–8:33 | **What the panel is doing to the same water is the one thing still open, so this scene prices both readings rather than picking one.** *If fixed power energises the branch's open channel* — PMR004's reading, which Equipment countersigns — the yard has been hot since 7:30, insulation is the entry fee for the whole encounter, and an uninsulated player loses eight health they do not have. *If it does not* — my recommendation, and the reading the Lead's own two-second rationale needs — the channel is inert except for those two seconds, insulation is worth a slot rather than mandatory, and the encounter is playable without it at a cost of two health. **The scene works either way; only the price of the insulation slot changes.** | Open question C2 on [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat). r4 asserted the first reading; r6 stops asserting it |
+ | 8:25–8:33 | **And the panel has been holding that same water hot since 7:30, which is now ruled rather than argued.** A lit branch's channel water is energised for as long as the branch is lit — so **insulation is the entry fee for this whole encounter**, not a hedge against two seconds, and an uninsulated player wading in to discharge loses health every second they stand there. The discharge's two seconds are contained inside a hazard that was already running; its contribution is the stun. | [Contract r4 §2](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction), C2 ruled. **r6 of this page priced two readings and recommended the other one; the ruling went the other way and the objection did not survive reading it** — the two-second rationale is about water no lit branch feeds, which is the Tidal Barrier's flats, not the electrician's yard |
| 8:26–8:33 | Seven seconds of stun left to collect in. The battery is empty and holds ten, so **at most two of the four motes can be banked**; the other ten units cannot be taken however fast the player moves. | GDD §5 (a battery holds 10; a full one takes nothing) and §6, which states this break-even in the same words |
| 8:26–8:33 | Six Crusts are loose — four of them standing among the stunned bodies. Any within pursuit range chase. Each takes three cutter hits. The cutter fires at the **nearest** body, which among 44 stunned Walkers is usually not the Crust closing on you; the target line shows which one it has picked. | Stack line 1; GDD §3; [R6](/Hold%20the%20Flood/Mechanics/Combat) |
| 8:33 | Stun ends. The 40 Walkers resume toward the beacon. **The four Anchors do not move.** The channel is still occupied, and re-routing will not change that. | Stack lines 2 and 3 |
@@ 141,7 141,7 @@
- **Shed.** 44 ÷ 10 = 4 complete tens → 4 large motes → 20 units. ✔ *(The "one per complete ten" rounding is a proposal; the source states the ratio but not the rounding.)*
- **Bankable.** Capacity 10, so 2 motes. This reproduces GDD §6 exactly: "a discharge spends ten, a stunned surge of forty sheds twenty, and a single battery can hold only ten of them". ✔
- **Anchors shed?** They were stunned in connected water, so yes — and they are therefore spent for the expedition, which is why the channel is worth nothing on a second visit that hour. ✔ Consistent with once-per-organism.
- - **Is the channel energised, and by what?** By the panel, from 7:30, for as long as the yard is lit — not by the coil, whose eight seconds are contained inside that. **r3 said the water went inert one second after the discharge, which contradicted its own setup; [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004) found it and it is corrected above.** ✔ *(subject to C10, the reading that fixed power energises a branch's water; nothing else in the scene changes if the Lead rules otherwise, except that insulation becomes optional and the encounter gets easier)*
+ - **Is the channel energised, and by what? Settled.** By the panel, from 7:30, for as long as the yard is lit — the coil's two seconds sit inside that and add no hazard the player was not already in. ✔ r3 had the water go inert after the discharge, which contradicted its own setup ([PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004) found it); r6 priced both readings while the ruling already existed; **r7 carries the ruling.**
- **Do the Anchors take damage standing in energised water all expedition?** No. Under the intensity rule in [§0B](/Hold%20the%20Flood/Mechanics/Combat), energised water harms the surveyor and does nothing to organisms; only a bank-strength discharge reaches a body, and it stuns rather than damages. ✔
### What the encounter is actually for
@@ 290,6 290,7 @@
| Rev | What it did |
| --- | --- |
+ | **r7** | Carried two rulings this page had not read when r6 saved. **C2 ruled against this page:** a lit branch's channel water is energised while the branch is lit, so Encounter A carries one reading instead of pricing two, and insulation is the entry fee. **The Spark is settled as the power-only death**, this page's own recommendation, after a crossing in which Combat adopted the row the Lead had abandoned six minutes earlier ([REV104-15](/Hold%20the%20Flood/Design%20Review)). Neither encounter places Sparks, so no beat changed for that. |
| **r6** | Brought onto the Lead's ruled [contract r3](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction): coil at two powered seconds and an eight-second stun, R10 declined, the precedence stack, bounded press, one-bit glow, the Carrier's mote and the Grounder all adopted. **Roster stated as eight, not six**, with the Floater transferred here and given a page. Encounter A now prices both readings of the open fixed-power question instead of asserting one. Encounter B corrected on [Equipment's](/Hold%20the%20Flood/Equipment) three findings: the closing discharge's yield cannot be stated because the burst killed an unknown share of the late cohort; a Carrier can take the motes the surveyor cannot; and emptying the last bank buys neither safety nor a clear road. |
| **r5** | Answered [PMR005](/Hold%20the%20Flood/PM%20Reviews/PMR005). Withdrew the Heavy wording request and the "nineteen kill motes" argument under D023; narrowed the tint finding to a cue-budget concern; corrected the cable reel against Equipment U6's actual definition; gave the Carrier one complete bounded behaviour definition and checked Encounter B against the stated distance; corrected the "escort that does not give up" line in §1. |
| **r4** | Answered [PMR004 §2](/Hold%20the%20Flood/PM%20Reviews/PMR004), which found real errors in both encounters. Encounter A had let a fixed-powered channel go inert; Encounter B's bank arithmetic left two empty banks where the rules leave one full one, and ignored the cohort that arrived after the discharge. Both corrected and re-checked, and the scene now ends on a rule nobody had used — charge left in a bank is lost at the dock. The Grounder beat now runs the retarget test before spreading. The Crust's "harmless confusion" claim withdrawn. The elites recommendation rescoped as a price list, not a prohibition. |
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