Rule fire control's forks: unaided fire is a last resort
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -248,6 +248,29 @@ asserting a named test goes red with a no-op control.
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## Rulings (operator and Self, 2026-09-19)
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- **Q4, unaided accuracy: really, really bad.** Operator: "Targeting with the mark one eyeball
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should be really, really bad." A ship with no targeting system can hit something close,
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slow and unaware, and little else. That makes the targeting subsystem **required equipment**
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rather than an upgrade: every hull needs somewhere to put one, the catalog needs them at
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several price points, and a stripped hull is a genuine handicap. Hands picks the other two
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balance numbers; this one is authored to make unaided fire a last resort, and the operator
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tunes it in play.
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- **Q1, turrets: author `FiringArc: 360`.** No new type for what a number already says.
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- **Q2, player fire is arc-gated** like everyone else's. Manual and programmatic must not be
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two truths.
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- **Q3, death removes the ship**, and loot stays as it is until the pickup cut.
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- **Q5, seed the rolls in this campaign.** Two lines here beats waiting on an unstarted cut.
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- **Q6, snapshot at fire, not at commit** (Self, accepting Imagination's counter-proposal to
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the stats map's §8 seam). A shot carries the gun that fired it: its parameters freeze when
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the trigger is pulled, and nothing about the shooter's heat, power or wear changes them
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mid-flight. Evasion still decides the outcome, because deviation is measured at arrival
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against the predicted intercept. `docs/stats-and-power-cut.md` §8 said "snapshot at commit";
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that is superseded, and the resolver's promise (a current value, not a stable one) is
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honoured either way.
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- **Q7, mine proximity physics: leave it.**
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## 0b. Identity, lifecycle, authority
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One row per kind this campaign introduces. No cut below is mapped with a cell empty.
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