Commit 80835f

2026-09-06 22:23:35 Anonymous: CMB101 r5: countersign the Lead's shared-contract r3 rulings. R1, R2, R4, R5 and R9 were adopted, R10 declined, and R3 ruled at two powered seconds with an eight-second stun - the effect table is amended to two seconds and no eight-second power copy remains anywhere on this page. Records Equipment's partial countersignature row by row and the one row still disputed. Adds section 0.5 stating the Spark disagreement with the dominance argument (a stunning-and-shedding Spark is a free coil, triggered by fire the player cannot withhold) and a middle option; adds section 0.6, the presentation-category table PMR006 assigns to Lead and Combat - one base body, five poses, two licensed edits, one scale, plus engine-drawn cues - which also settles the six-versus-eight count. Supplies the arc's hop reach, tie rule and Crust eligibility, and the Heavy's yield exception, both at Equipment's request. Narrows the stun trigger from 'current reaching a body' to explicit paid and role events. Adopts Equipment's pulse-overlap boundary. Reverses the fixed-power recommendation: open channel water should not be continuously energised, because otherwise the Lead's own reason for the two-second ruling fails.
hold the flood/mechanics/combat.md ..
@@ 1,7 1,7 @@
# Hold the Flood — Combat Rules
- **CMB101 · r4 · 2026-09-06 · Combat and Enemy Designer · In review — changes required (PMR005).**
- r4 answers [PMR005](/Hold%20the%20Flood/PM%20Reviews/PMR005) and does what it asks first: **the two stacked reconciliation appendices are consolidated into one current contract at §0**, with the history moved to a revision log at §12. Substantive changes: the precedence-line classification of the Campaign roles is corrected; the request to replace the Heavy's hit count with a phrase is **withdrawn**; the “nineteen kill motes” argument is **withdrawn** under D023's selected pickup priority; the tint finding is **narrowed** from a contradiction to a cue-budget concern; the cable reel claim is **corrected** against Equipment's actual revised definition; and R9's real open questions are restated rather than treated as settled.
+ **CMB101 · r5 · 2026-09-06 · Combat and Enemy Designer · In review — countersigning the Lead's rulings.**
+ 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.
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).
[Design Index](/Hold%20the%20Flood/Design%20Index) · [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Glossary](/Hold%20the%20Flood/Glossary) · [Enemies](/Hold%20the%20Flood/Enemies)
@@ 42,18 42,18 @@
| | **Fixed power** (panel-supplied) | **Coil** | **Arc** | **Spark's death** |
| --- | --- | --- | --- | --- |
- | **Power duration** (water energised) | While the branch is switched to it — a state, not an interval | **8 s — Equipment's number, adopted; this page's earlier 1 s and 1–2 s are both withdrawn** | **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 |
- | **Stun** | **None** — below bank strength | **8 s**, every conducting body in the connected water | None | **None** — below bank strength |
- | **Damage to the surveyor** | 1/s in the water unless insulated | 1/s for its 8 s unless insulated | None | 1/s for its 2 s unless insulated |
- | **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), adopted) | **None** |
+ | **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 |
+ | **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** |
+ | **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) |
+ | **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** |
| **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 |
- | **Charge yield** | None | 5 units per **complete ten** stunned bodies that have not already shed | 1-unit mote from each killed body that has not already shed; the drawn bank takes none of it | Its 1-unit mote if unshed — that is the *kill*. The discharge yields nothing |
+ | **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** |
| **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 |
- **Two consequences that are easy to get wrong.** A coil discharge into a channel that is *already* fixed-powered adds no hazard the player was not already standing in — its contribution is the stun. And an arc burst is legal and useful in a channel with no power at all, because it never touches the water.
+ **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.
- **Unresolved and named, not papered over:** whether fixed panel power energises a branch's channel water at all. Nothing states it outright, [GDD §5](/Hold%20the%20Flood/Design%20Document?revision=ec1b6c)'s electrician waits in a lit yard *in insulation*, and GDD §8 has a coil discharge light the yard beacon "because it is on the same wet circuit". **Combat proceeds on yes**; Encounter A turns on it, and Encounter A says so. Lead rules (C10).
+ **Still unresolved, and now load-bearing in two directions:** whether fixed panel power energises a branch's open channel water. The contract lists the district's switched circuit as a source of current but never says the branch's water is a standing hazard. **The two readings pull opposite ways, and that is why it needs a ruling rather than an inference.** [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004) told this page that a lit yard's channel *is* fixed-powered and cannot go inert. But the Lead's stated reason for ruling two seconds is that a short window lets the surveyor collect *without insulation being compulsory* — which is false in a lit branch if the panel is holding that same water hot. **My recommendation, reversing r4's:** fixed power should **not** energise open channel water. Otherwise a lit branch is un-waded without insulation, which deletes the electrician's whole invitation play, and the Lead's own reason for the two-second ruling stops working. Equipment reads it the other way and countersigns a "continuous supplied-water hazard". **Lead owns it (C2); Encounter A prices both readings rather than assuming one.**
### 0.3 The roster, and who owns which part
@@ 62,7 62,7 @@
| Role | Owner | Precedence line it exercises ([§2](/Hold%20the%20Flood/Mechanics/Combat)) | Status |
| --- | --- | --- | --- |
| **[Walker](/Hold%20the%20Flood/Enemies/Walker)** | Campaign / Combat | **Line 3**, ordinary attraction | Base role. Naming accepted by PMR005 |
- | **Floater** | Campaign ([§3.1](/Hold%20the%20Flood/Campaign)) | **Line 2 while its water flows** (its target is the flow); **line 3 when it stops** | Adopted unchanged; definition stays attributed on Campaign until an author-coordinated transfer |
+ | **[Floater](/Hold%20the%20Flood/Enemies/Floater)** | **Combat**, transferred from Campaign by the contract r3 §7 | **Line 2 while its water flows** (its target is the flow); **line 3 when it stops** | Adopted unchanged, and now carried on a role page here with the Lead's definition attributed |
| **Heavy** | Campaign ([§4](/Hold%20the%20Flood/Campaign)) | **Line 3.** It is a Walker that a doorway cannot be cleared past quickly | Adopted. **This page's request to replace its ten-hit count with a phrase is withdrawn** — PMR005 declines it and is right that a number is inspectable where a phrase is not |
| **[Carrier](/Hold%20the%20Flood/Enemies/Carrier)** | Combat | **Line 2**, nearest reachable loose charge in acquisition range | Merge of Campaign's Static with this page's Carrier. Proposal |
| **[Anchor](/Hold%20the%20Flood/Enemies/Anchor)** | Combat | **Line 2**, nearest wet ground | Proposal |
@@ 70,17 70,59 @@
| **[Spark](/Hold%20the%20Flood/Enemies/Spark)** | Combat | **Line 3.** Ordinary behaviour; only its death differs | Proposal |
| **[Grounder](/Hold%20the%20Flood/Enemies/Grounder)** | Combat | **Line 2**, nearest reachable powered cable run | Proposal, pending the R9 questions in 0.4 |
- **Corrected here:** 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.
+ **The roster is eight, and the contract's §7 now lists all eight as Combat's**, with the Floater transferred here. r5 stops this page saying "six" anywhere.
+
+ **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.
+
+ ### 0.5 The Spark row — the one open disagreement, and my recommendation
+
+ [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:
+
+ - **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.
+ - **This page and the [Spark](/Hold%20the%20Flood/Enemies/Spark) page:** the two-second hazard threatens the surveyor and does nothing to organisms.
+
+ **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:
+
+ > **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.
+
+ It also spends the once-per-organism yield without a decision, which is the rule the whole charge economy rests on.
+
+ **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.
+
+ **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.
+
+ ### 0.6 Presentation categories — the list PMR006 asks Lead and Combat for
+
+ 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.
+
+ **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.
+
+ | Role | Presentation category | What it actually needs |
+ | --- | --- | --- |
+ | **Walker** | **Base body** | The one enemy asset. GDD §14 already records it as the project's first likely approval request |
+ | **Anchor** | **Pose** | The base body, half-submerged and still, low in the water |
+ | **Grounder** | **Pose + position** | The base body up a cable, off the ground. Nothing else is ever there, so position carries the identification |
+ | **Carrier** | **Pose + existing UI** | The base body leaning toward its target, which the forecast overlay already draws |
+ | **Floater** | **Pose + engine-drawn cue** | The base body riding low, with a wake. Wake is engine-drawn |
+ | **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 |
+ | **Spark** | **Licensed edit + engine-drawn cue** | Same outline with a flicker. Flicker is motion, not a second sprite |
+ | **Heavy** | **Scaled base body** | Bulk. The one role whose cue is size, and the reason Campaign gives for it is economic rather than visual |
+ | — | **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 |
+ | — | **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 |
+
+ **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.
### 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 + Lead | It adopts Equipment's numbers wherever they differed from mine. PMR004 asked for one table jointly submitted; this is half of one |
- | C2 | Does fixed panel power energise a branch's channel water? | Lead | **Yes.** Encounter A turns on it and says so |
- | C3 | Is press bounded by crowd size, drawn as a ring (R2)? | Lead | **Bounded.** Less simulation than the alternative, and it makes GDD §15's tuning bound checkable on paper — against the *third* dispatch's merged crowd, not the first surge |
- | C4 | R9 — a Grounder darkens a beacon. **Which connected consumers lose power? What alternate supply exists? What is the recovery?** | Lead + World, in the shared topology contract | Passing the contract's §7 prohibitions is necessary and not sufficient, and PMR005 is right to say so. My position: a grounded run loses **everything on that run**, beacon and hatch alike, because that is the rule already applied; there is **no alternate supply**; recovery is killing the body or re-switching the branch. Written as a proposal into the topology contract, not asserted here |
- | C5 | R10 — does an arc chain travel through energised water? | Lead | **Withdrawn.** The bounded body-to-body chain is adopted; expanded electrical reach needs an argued change, not an inference from the word *current*. Retained as a documented alternative in the revision log |
+ | 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)** |
+ | 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 |
+ | 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 |
+ | 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 |
+ | C5 | ~~R10 — arc through energised water?~~ | — | **Closed. Declined** by the contract, as this page had already withdrawn it. Recorded there as the alternative |
+ | 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 |
+ | 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 |
| 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 |
@@ 238,19 280,21 @@
| Status | Caused by | Duration | Effect |
| --- | --- | --- | --- |
- | **Stunned** | Current reaching a conducting body through connected water | 8 s (adopted, GDD §13) | Does not move or act; sheds its large-mote share once |
+ | **Stunned** | **A paid or role event, not "current reaching a body"** — narrowed in r5 at Equipment's request. The events are: a coil discharge sampling the body in its wet footprint at the instant it fires, and (if the Lead keeps the contract's row, §0.5) a Spark's death in water. Ordinary fixed power never stuns | 8 s. A fresh pulse resets an eligible survivor to 8 s from that pulse; durations never add | Does not move or act; sheds its large-mote share once |
| **Spent** | Having shed, by any means | Rest of the expedition | Yields no further charge; does not glow (R4) |
| **Chained** | Being hit while an arc burst is running | The burst | The hit conducts onward to another body |
+ **Chain geometry, supplied at Equipment's request (proposals).** A chained hit reaches bodies within **a short hop reach, proposed at three metres** of the body that was hit, needing an unobstructed line between them; at most three additional bodies per direct hit, each once per hit, and a chained hit never retriggers the arc. **Ties** — more eligible bodies than hops — resolve **nearest first, then to the body nearest the surveyor**, so the chain is predictable from where you stand, which is the whole reason for keeping it bounded. **[Crust](/Hold%20the%20Flood/Enemies/Crust) eligibility: a Crust is never a chain target and never a hop.** It does not conduct, so the chain neither enters nor passes through it; a chain whose only continuation was through a Crust ends there. It does not absorb or reflect, and it is not a shield for the bodies behind it — the chain simply has to reach them another way, which is a positioning problem for the player.
+
+ **The Heavy's yield exception, defined here because Equipment asked for one Combat definition.** Generic rows in the effect contract describe *ordinary* bodies. A **Heavy counts as ten bodies for a stun's yield** and **drops one five-unit large mote when killed** rather than a one-unit kill mote. It sheds once, like everything else, and by either route: a Heavy stunned in water has shed and its later kill yields nothing, and a Heavy killed by the cutter has shed and a later stun yields nothing from it. That is the whole exception; nothing else about it differs from a Walker except its provisional ten-hit durability, which stays an explicit number ([PMR005](/Hold%20the%20Flood/PM%20Reviews/PMR005)).
+
No slows, burns, poisons or fears **in this draft**. One ruling made here rather than routed: the [prod](/Hold%20the%20Flood/Weapons/Alternative%20Tools)'s push is **movement, not a status** — it has no duration and nothing reads it off a body — so the prod does not make a fourth.
### Charge — the interface, restated as a copy
Canonical on the Design Document; copied here so an Equipment reader has the contract in one place. Kill mote 1 unit; a stun sheds one 5-unit large mote per 10 stunned; each organism sheds once, then is spent; motes fade in seconds; a battery holds 10; a coil discharge spends a whole battery; an arc burst empties one battery in about 10 s; a battery being drawn accepts nothing; a collected mote goes to the battery with the most room. **Plus [R5]:** a Carrier may take an uncollected mote.
- **One gap I could not close from the source, and it belongs to the Lead [Proposal R3].** How long does a coil discharge keep the water energised? The stun is 8 seconds, but the *water's* energised window is never stated — and the uninsulated player's cost, one health per second in energised water, cannot be computed without it. This matters directly: the electrician loadout spends a slot on insulation, and the price of not spending it is currently unknowable.
-
- **Settled in r3: 8 seconds, adopting [Equipment's Coil C1](/Hold%20the%20Flood/Equipment/Coil).** r1 of this page proposed 1 second and r2 revised it to 1–2; both are withdrawn. Equipment's number ties the powered interval to the stun interval the source scene already uses, and one number is better than two. **The consequence is real and accepted: insulation is effectively required to collect inside a channel you have discharged into**, which is exactly the shape GDD §5's electrician rack already has — coil, battery, insulation. The full row is in the effect contract at [§0.2](/Hold%20the%20Flood/Mechanics/Combat).
+ **R3 — closed by the Lead's ruling.** r1 of this page asked how long a coil discharge keeps the water energised, because the source stated the stun and not the water, so the uninsulated cost of one's own discharge could not be computed. r1 proposed one second, r2 one to two, r3 adopted Equipment's eight. **[The contract r3 rules two seconds of powered water and an eight-second stun](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction), and this page and Equipment both countersign it** — Equipment withdrawing its eight, this page withdrawing the eight it had adopted from Equipment. An uninsulated discharge therefore costs **two health of five**, and the collection window inside the stun is not gated on insulation. The row is in the effect contract at [§0.2](/Hold%20the%20Flood/Mechanics/Combat); what remains open is not the pulse but the *branch* — whether fixed panel power holds that same water hot anyway (C2).
### Conduction and the arc — R10, withdrawn
@@ 325,6 369,7 @@
| Rev | What it did |
| --- | --- |
+ | **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. |
| **r2** | Re-checked every proposal against the Lead's shared-rule contract and Campaign page, which landed while r1 was being written. Renamed the base role Drifter → Walker. |
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