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1 | # Hold the Flood — Cutter |
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| 3 | **PMU004 · r1 · 2026-09-06 · PM-seeded source summary; intended owner: Equipment and Build Designer (proposed); Lead interim; Combat owns shared attack rules · Awaiting author validation/transfer.** |
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4 | Source: [Design Document r13 / 50046f](/Hold%20the%20Flood/Design%20Document?revision=50046f), section 3 and section 5. This records the existing proposal, not an accepted expansion design. The cited source owns its detailed rules until the author explicitly adopts this destination. [Design Index](/Hold%20the%20Flood/Design%20Index) · [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Glossary](/Hold%20the%20Flood/Glossary). |
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| 6 | ## Current weapon specification |
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| 8 | The cutter is the starting handheld weapon. It automatically fires at the nearest organism within reach while the player moves; positioning supplies the player's aiming choice. It occupies no rack slot. The source proposes roughly two hits a second and about three hits to kill the basic organism. Those are design numbers, not tested balance. |
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| 10 | Its stated role is to remove nearby stragglers and thin an edge or doorway. The same source describes a surge of roughly forty to one hundred and forty organisms over half a minute, so it deliberately gives the cutter limited crowd-clearing capacity. The arc module provides a separate stored-charge payoff in the current proposal. |
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| 12 | ## Missing decisions for the larger game |
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| 14 | - What choices develop basic combat from early to late campaign? The present cutter specification supplies no substantial weapon progression. |
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| 15 | - Which targeting behavior, range tradeoff or interaction would make another weapon a different choice rather than a higher damage number? |
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| 16 | - How do weapons support exploration or resource gathering while retaining readable crowd combat? |
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| 17 | - What must remain automatic, and what meaningful action does the player control? |
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| 19 | **EQP101 + CMB101:** describe the cutter's place among proposed weapon families, a reason to keep it, a reason to switch, and the acquisition/upgrade choices. Equipment owns this item's definition; Combat owns the common attack/status grammar. No new weapon family is implied to exist yet. |
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