Commit eb3985

2026-09-06 21:42:16 Anonymous: CMB101 r4: answers PMR005 point 2. The bounded merge with Campaign's Static is now one complete behaviour definition in the operative table - twelve-metre acquisition range, loss-of-target condition, ordinary pursuit precedence at line 1, and fallback to ordinary Walker behaviour at line 3 when no loose charge is in range - instead of an unbounded rule with a short-range recommendation appended after it. The unbounded version is withdrawn, and the escort-that-does-not-give-up claim with it. Mote theft remains labelled a proposal; the discarded ranged spark is not reintroduced.
hold the flood/enemies/carrier.md ..
@@ 1,6 1,7 @@
# Hold the Flood — Carrier
- **CMB101 · r2 · 2026-09-06 · Combat and Enemy Designer · In review — proposed role, new. Depends on [R5](/Hold%20the%20Flood/Mechanics/Combat).**
+ **CMB101 · r4 · 2026-09-06 · Combat and Enemy Designer · In review — proposed role, new. Depends on [R5](/Hold%20the%20Flood/Mechanics/Combat).
+ r4 answers [PMR005](/Hold%20the%20Flood/PM%20Reviews/PMR005): the bounded merge with Campaign's Static is now **one complete behaviour definition** in the table below — acquisition range, loss-of-target condition, ordinary pursuit precedence and fallback to a beacon — rather than an unbounded rule with a short-range recommendation appended after it. The unbounded version is withdrawn.**
Source rules it is built on: [Design Document r14 ec1b6c](/Hold%20the%20Flood/Design%20Document?revision=ec1b6c) §§3–6; shared grammar and the precedence stack: [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat).
[Enemies](/Hold%20the%20Flood/Enemies) · [Design Index](/Hold%20the%20Flood/Design%20Index) · [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Glossary](/Hold%20the%20Flood/Glossary)
@@ 16,8 17,11 @@
| | |
| --- | --- |
- | **Trigger** | Loose charge within reach — a mote lying on the ground, a battery with units in it in the surveyor's rack, or a planted beacon's battery |
- | **Action** | Precedence line 2: walk to the **nearest reachable loose charge**, using exactly the grammar the player already knows from beacons — nearest, reachable, continuously re-evaluated. It **ignores fixed beacons entirely**: they are on the district's mains, not a battery, and there is nothing to take |
+ | **Trigger** | Loose charge inside its **acquisition range**, proposed at **twelve metres**: a mote on the ground, a bank with units in it in the surveyor's rack, or a planted beacon's battery |
+ | **Action** | Precedence line 2: walk to the **nearest reachable loose charge in range**, using the grammar the player already knows from beacons — nearest, reachable, continuously re-evaluated. It **ignores fixed beacons entirely** when it has a target: they are on the district's mains, not a bank, and there is nothing to take |
+ | **Loses its target when** | The source leaves the twelve-metre range, or falls to zero units, or is picked up by the surveyor, or is taken by another Carrier |
+ | **Falls back to** | **Ordinary Walker behaviour, precedence line 3** — nearest reachable lit beacon, hold, spread — the moment no loose charge is in range. It does not idle and does not keep walking toward a source it can no longer sense |
+ | **Ordinary pursuit still applies** | Line 1 outranks its role target, as for every body: inside pursuit range it chases the surveyor as a body, not as a bank, and drifts back when out of range. So in a scrum it is indistinguishable from a Walker, which is deliberate |
| **On arrival** | At a mote: takes it, and the mote is gone from the floor ([R5](/Hold%20the%20Flood/Mechanics/Combat)). At the surveyor or a planted beacon: it is simply there, in contact range, doing contact damage |
| **Threat** | It comes to you regardless of your routing, and it eats the harvest you spent a battery to create. A player carrying twenty units has an escort that does not lose interest |
| **Hit count** | Three. No more health than anything else |
@@ 44,7 48,7 @@
| Collect faster and accept the losses | The charge you did not reach walked away rather than fading |
| Carry no battery at all — the hauler rack | You harvest nothing, all expedition |
- **The competing choice this role creates is the good one:** hoarding charge for the finale makes you hunted; spending it makes you safe and poor. Nothing else in the design puts a cost on *having* resources rather than on getting or using them.
+ **The competing choice this role creates is the good one:** hoarding charge for the finale makes you hunted *wherever a Carrier can acquire you*; spending it makes you safe and poor. Nothing else in the design puts a cost on *having* resources rather than on getting or using them. **Corrected in r4:** r1 said carrying charge bought an escort that would not give up. Under the bounded definition above it does give up, at twelve metres, and that bound is the point — district-wide attraction would tax being rich rather than price it.
## Machinery and equipment
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9