2026-09-07 09:23:25
Anonymous:
CMB101/CMB102 r7: clear the four live-copy defects PMR007 section 3 names, then countersign EQP102. Removed: the paragraph after 0.2 that still called fixed-powered water unresolved and recommended the rule the Lead ruled against; section 6's Stunned row still admitting a Spark death; its charge paragraph still using most-room collection where D023/E3 selects player-set shelter priority; and the R3 paragraph still calling C2 open. New section 12 countersigns EQP102's three Tram approaches against targeting, press and pursuit, checks its charge ledger to the unit, and credits the dry-rail stun exclusion and the pursuit sentence as correct uses of this page's own rules. Their scenes needed two rules this page lacked, now supplied: R11, the cutter's tie and target stickiness, without which approach A's stated failure case is jitter rather than a body closing; and R12, precedence line 4 generalised so a crowd spreads from the ground it is standing on rather than from an entry branch a portable lure has pulled it off, without which approach C is undefined. R13 proposed: a held crowd follows a beacon that moves, since holding attaches to the beacon and not the ground. Also records one interaction Equipment did not claim - a planted lure's bank is loose charge, so it draws Carriers by a second clause and outlasts its own light for them.
hold the flood/mechanics/combat.md ..
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# Hold the Flood — Combat Rules
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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.
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**CMB101 / CMB102 · r7 · 2026-09-07 · Combat and Enemy Designer · In review.**
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r7 does the two things [PMR007](/Hold%20the%20Flood/PM%20Reviews/PMR007) and the CMB102 row ask. **Four live-copy defects cleared** — the paragraph after §0.2 that still called fixed-powered water unresolved and recommended the rule the Lead had ruled against, §6's Stunned row still admitting a Spark death, its charge paragraph still using most-room collection where [D023](/Hold%20the%20Flood/Brief)/E3 selects player-set priority, and the R3 paragraph still calling C2 open. **[EQP102's three approaches countersigned](/Hold%20the%20Flood/Equipment/Build%20Paths)** in the new §12, with their charge ledger checked. Their scenes needed two rules this page did not have — **R11**, the cutter's tie and target stickiness, and **R12**, line 4 generalised so a crowd spreads from where it is standing rather than from a branch it has been pulled off — and one more is proposed, **R13**, that a held crowd follows a beacon that moves.
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).
**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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**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.**
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**Fixed power and the branch's water — ruled, and this page was on the losing side.** [Contract §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". **This page recommended the opposite and the recommendation is withdrawn.** The objection was that the two-second ruling's rationale — collecting without compulsory insulation — fails in a lit branch; it does not, because that rationale is about water *no lit branch feeds*, which is the Tidal Barrier's flats and the Lock Flight's head basin rather than the electrician's yard. So in the pumping district's lit yard, **insulation is the entry fee and the coil's two seconds sit inside a hazard already running** ([Encounter A](/Hold%20the%20Flood/Enemies)).
### 0.3 The roster, and who owns which part
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| 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 |
| 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** |
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| C13 | Does a crowd with no reachable lit beacon spread from **where it is** (R12), rather than from its entry branch? | Lead | **Yes.** For a crowd that never moved it is the same sentence; for one a portable beacon pulled elsewhere it is the only reading that is not a teleport. [EQP102's approach C](/Hold%20the%20Flood/Equipment/Build%20Paths) needs it |
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| C14 | Does a held crowd follow a beacon that **moves** (R13)? | Lead | **Yes** — holding attaches to the beacon, not the ground. Otherwise the Tram's lit car sheds its crowd the moment it starts, which is the opposite of what that district is built on |
| 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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| 1 | **Pursuit** | The surveyor is within its pursuit range: break off and chase; drift back when out of range | Adopted; GDD §4 |
| 2 | **Role target** | Its role names a target other than a beacon — Anchor: nearest wet ground. Carrier: nearest reachable loose charge. Grounder: nearest reachable powered cable run | **[Proposal]** — the only new line |
| 3 | **Attraction** | A lit beacon is reachable: walk to the nearest one, re-evaluated continuously; hold on arrival; never leave a held beacon for a farther light | Adopted; GDD §4, World W1 |
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| 4 | **Spread** | No lit beacon is reachable: press outward along the entry branch, both ways | Adopted; GDD §4 |
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| 4 | **Spread** | No lit beacon is reachable: press outward, both ways, **along the ground it is standing on** | Adopted as "along the entry branch"; **generalised here — see below (R12)** |
Two consequences worth stating, because they are the ones a designer will get wrong:
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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.
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**Line 4, generalised [Proposal R12, new in r7].** The contract and GDD say a crowd with no reachable lit beacon spreads *along the branch it entered by*. That wording is exact for the pumping district, where a crowd never leaves its branch. It stops being exact the moment a **portable beacon** pulls a crowd somewhere else and then dies — which is precisely [EQP102's third approach](/Hold%20the%20Flood/Equipment/Build%20Paths), where a lure is planted on a side apron and expires there. Read literally, those bodies would have to spread along a branch they are no longer on.
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**Proposed: a crowd with no reachable lit beacon spreads outward from where it is, along the ground it occupies.** For a crowd that never left its entry branch this is the same sentence. For one that was moved, it is the only reading that is not a teleport. It adds nothing a player must learn — "no light, so they spread from there" is what anyone would predict — and it makes the planted-lure play legal instead of undefined. **Lead's to rule; Equipment's approach C is countersigned below on the assumption of it, and says so.**
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**A held crowd follows a beacon that moves [Proposal R13, new in r7].** The contract adopts a **moving beacon** on the Tram's rail, and "hold on arrival; never leave a held beacon for a farther one" does not say what holding means when the thing held to is travelling. Proposed: **holding attaches to the beacon, not to the ground**, so a held crowd walks after a beacon that moves and keeps holding at it. Otherwise a lit tram would shed its crowd the instant it started, which is the opposite of what [EQP102's first approach](/Hold%20the%20Flood/Equipment/Build%20Paths) — and the district that introduced the moving beacon — are built on.
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**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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| The cutter fires by itself at the **nearest** organism in reach while you move; you aim by where you stand | Adopted, GDD §3 |
| One target at a time; reach is a radius, not a cone | **[Proposal]** — implied but unstated |
| **The cutter cannot be withheld.** There is no hold-fire | **[Proposal R6]** |
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| **Ties and stickiness:** nearest by distance to the body; **on a tie, or within a small margin of one, the body already targeted keeps the target** | **[Proposal R11, new in r7]** — [EQP102](/Hold%20the%20Flood/Equipment/Build%20Paths) leans on cutter selection for its whole first approach, so the tie needs a rule. Stickiness is what stops the target line flickering between two bodies at equal range, and it is what makes that approach's stated failure case a body genuinely *closing* rather than jitter |
| The cutter draws a **thin visible line to its current target** | **[Proposal R6]** |
**R6 answers the question the [Cutter page](/Hold%20the%20Flood/Weapons/Cutter) asks — "what must remain automatic, and what meaningful action does the player control?"** If the weapon fires by itself and cannot be stopped, then **what enters its reach is a decision the player is making continuously**, and the target line is what turns that from an accident into a choice. It costs one engine-drawn line, and it is what makes the [Spark](/Hold%20the%20Flood/Enemies/Spark) fair: walking within reach of a Spark standing in the water you are standing in *is* the mistake, and the line shows you making it half a second before it lands.
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| Status | Caused by | Duration | Effect |
| --- | --- | --- | --- |
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| **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 |
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| **Stunned** | **One paid event, and only one: a coil discharge**, sampling the conducting bodies in its wet footprint at the instant it fires. Ordinary fixed power never stuns, and neither does a [Spark](/Hold%20the%20Flood/Enemies/Spark)'s death — that row is ruled and final ([contract §4](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction)). **Corrected in r7:** r5 wrote this row while the Spark was still open and left a conditional clause admitting one | 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 |
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### Charge — the interface, restated as a copy
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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.
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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 bank holds 10; a coil discharge spends a whole bank; an arc burst empties one bank in about 10 s; a bank being drawn accepts nothing; **a collected mote goes to the first eligible bank in the priority the player set at a shelter** ([D023](/Hold%20the%20Flood/Brief), adopting [E3](/Hold%20the%20Flood/Mechanics/Inventory%20And%20Charge); **this replaces the most-room rule r1–r6 of this page copied**, and it is Inventory and Charge's to own). **Plus [R5]:** a Carrier may take an uncollected mote.
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**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).
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**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); and the *branch* is settled too: fixed panel power does hold that same water hot while it is lit (C2, ruled against this page, above).
### Conduction and the arc — R10, withdrawn
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## 12. Revision log — what changed, and what was withdrawn
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## 12. EQP102 countersigned — the three approaches against targeting, press and pursuit
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CMB102 asks this role to countersign or revise [EQP102's three approaches to one Tram objective](/Hold%20the%20Flood/Equipment/Build%20Paths). **Countersigned, with two rules this page had to supply and one interaction Equipment did not claim.** This is a check of the combat grammar only: placement is Campaign's, the items are Equipment's, and nothing here is a judgement of whether the three are equally attractive, which no page can establish.
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| Approach | What it leans on from this page | Verdict |
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| --- | --- | --- |
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| **A — ride and cut** | Cutter selection: "position it as Cutter's nearest legal target", and a failure case where "a second body becomes nearer during the Heavy stop, so automatic Cutter attacks it instead" | **Correct, and it is [R6](/Hold%20the%20Flood/Mechanics/Combat) used exactly as intended** — the weapon cannot be withheld, so what is nearest *is* the decision. It exposed a gap: nearest had no tie rule. **R11 supplies one** (§6), and it sharpens A's failure case rather than changing it. The Heavy's ten hits also read correctly against the shared grammar: a hit count, not a health pool |
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| **B — wet-yard breach** | "Pursuit applies within about ten metres"; "**the dry rail does not give Coil a dry stun**: a Heavy already on the rail is unaffected"; a full per-beat charge ledger | **Correct throughout, and the dry-rail exclusion is exactly right** — a discharge stuns conducting bodies in *connected water*, and a rail is not water. **Its ledger checks:** 50 wet fresh survivors → 5 complete tens → 25 units dropped; a 10-cap bank takes 10, 15 fades; with the 10 kill motes that is 35 dropped, 20 collected, 10 spent, 10 stored, 15 faded, and the totals close. Its refusal to promise that the climb fits inside the eight-second stun is the right caution |
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| **C — leave a lure below** | "eligible bodies retarget to the portable"; "**bodies within pursuit range still chase the player; a lit beacon is never protection from a pursuer**"; the press ring kept off the return path; the crowd spreads at expiry | **Correct, and the pursuit sentence is [R1](/Hold%20the%20Flood/Mechanics/Combat) stated better than this page states it** — pursuit outranks attraction, so a lure never buys safety, only distance. **But it depends on a case line 4 did not cover**: a crowd pulled onto a side apron cannot spread "along the branch it entered by", because it is not on it. **R12 generalises the clause**, and C is countersigned on that ruling |
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**One interaction Equipment did not claim, and could have.** A planted beacon carries a **bank**, and a bank with units in it is loose charge — so under [R5](/Hold%20the%20Flood/Mechanics/Combat) and the [Carrier](/Hold%20the%20Flood/Enemies/Carrier)'s role target, **a planted lure draws Carriers as well as light-followers, by a different clause**. They walk to it because it is charge, not because it is lit, and they keep walking to it after the light dies for as long as the bank has units. In a district that fields Carriers, C's lure is therefore doing two jobs and outlasts its own light for one of them. That is a genuine argument in C's favour that its author did not make.
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**What I am not countersigning, because it is not mine:** the one-unit-per-ten-seconds lure burn, the acquisition chain, the cell counts, and whether the three approaches are comparably attractive. Equipment and Campaign own those, and the last is unverifiable in design.
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## 13. Revision log — what changed, and what was withdrawn
Kept short and at the foot, so §0 is the current contract and this is the history. Full text of every revision is in [page history](/Hold%20the%20Flood/Mechanics/Combat/history).
| Rev | What it did |
| --- | --- |
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| **r7** | Cleared the four live-copy defects [PMR007 §3](/Hold%20the%20Flood/PM%20Reviews/PMR007) names: the paragraph after §0.2 that still called fixed-powered water unresolved and recommended the opposite rule, §6's Stunned row still admitting a Spark death, §6's charge paragraph still using most-room collection where D023/E3 selects player-set priority, and the R3 paragraph still calling C2 open. **Countersigned [EQP102's three approaches](/Hold%20the%20Flood/Equipment/Build%20Paths)** in a new §12, checking their ledger and their use of targeting, press and pursuit. Supplied two rules their scenes needed and this page lacked: **R11**, the cutter's tie and target stickiness, and **R12**, line 4 generalised so a crowd spreads from where it is rather than from a branch it has been pulled off. Proposed **R13**, that a held crowd follows a moving beacon. |
| **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. |