Fire modes, fitted sights and lamps, and a tab rail
Selectable fire, with the modifiers on the choice Every weapon has carried a fireMode since the packs were first built and nothing read it: a musket could rip a ten-round burst and "rapid" bought a weapon nothing. FIRE_MODE now gates the burst rules and carries its own attack modifier — slow +10% and then you work for the next one, fast a second shot at -20% to both, rapid bursts, beam +5% and it can be held on the target for damage instead of hits. The gate lives in burstAttack too, so no macro can route round it. `fast` was on five catalogue weapons and was not in the system's list of modes at all, so re-saving one of them silently blanked it; the list is derived from the rule now. burstAttack shipped complete and was reachable from nothing. It is the resolution path the selector chooses, and takes the dialog's whole stack rather than charging the player twice for the same burst. Sights and lamps that apply themselves A sight is graded by range band, so a telescopic sight is a -10% liability inside ten metres and worth +20% at extreme, and it only counts if it fits. The band is already known when the modifier is wanted, so nothing is selected and nothing is forgotten. The dark costs something now; a carried lamp buys it back to dim, never to daylight, and the card says it shows them exactly where you are. A migration fits gear that predates the fields, matched on the stamped key rather than by name. The damage card The last card still wearing Foundry's stock dice styling — it posted a bare Roll and let the core template dress it. It renders through the module's own card now, with the Roll still on the message so dice stay inspectable. A rail instead of a strip Eight tabs across an 820px sheet compressed to 11px type. They run down the side now, one line each, with counts as badges; the sheet is 152px wider to pay for it. Also fixed: any weapon with a Coherence cost could not be attacked with AT ALL — the handler re-read the weapon after an await, when currentTarget is already null, and the attack died on a TypeError with nothing shown. And the duplicate-rule guard failed an honest table because FIRE_MODE and speedBands share two key names; it wants a majority now, and prints partial overlaps rather than swallowing them. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Claude Opus 5
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@@ -316,7 +316,7 @@ export const GEAR = [
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{ key: "anchor", name: "Personal anchor", mass: 0.1, desc: "Something that remembers you as you were. Restores 1 Coherence per period of downtime spent with it." },
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{ key: "key", name: "Crossing key", mass: 0.4, trad: "tradition_transposed", coherence: 1, desc: "Opens a path without a scheduled window. Costs 1 Coherence each time it is used." },
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/* --- standard agency issue: what every case draws from stores --- */
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{ key: "torch", name: "Field lamp", mass: 0.5, desc: "Sealed, sixty hours. Nothing on the far side is reliably lit." },
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{ key: "torch", name: "Field lamp", mass: 0.5, lit: true, desc: "Sealed, sixty hours. Nothing on the far side is reliably lit. Buys the dark back to dim, and tells the dark where you are." },
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{ key: "rope", name: "Line and harness", mass: 3.5, bonus: { fam: "athletics", value: 20 }, desc: "+20% Athletics for any climb or descent." },
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{ key: "rations", name: "Ration pack (3 days)", mass: 2.4, desc: "Restores 1 Resource to the case when shared by the whole team." },
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{ key: "water", name: "Filter flask", mass: 0.9, desc: "Makes almost anything drinkable. Almost." },
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@@ -381,6 +381,21 @@ export const GEAR = [
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{ key: "cordon_kit", name: "Cordon tape and signs", mass: 2.2, desc: "Two hundred metres of tape and four signs citing an Act that does not exist." },
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{ key: "clipboard", name: "Clipboard", mass: 0.4, desc: "Nobody stops a person carrying a clipboard. This is not a joke and is in the manual." },
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/* --- fitted to the weapon: these apply themselves off the range band --- *
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* A sight is not a flat bonus. It is ground for a distance, and it is a liability
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* at the others — which is why the telescopic sight costs you inside ten metres
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* and why nobody sensibly carries all four. */
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{ key: "sight_irons", name: "Aperture sights", mass: 0.2, optic: "irons", fits: "any",
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desc: "+5% short and medium. Iron, unbreakable, and no help at all past a hundred metres." },
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{ key: "sight_reflex", name: "Reflex sight", mass: 0.3, optic: "reflex", fits: "any",
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desc: "+10% short, +5% medium, nothing long, -10% extreme. Both eyes open, for rooms and corridors." },
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{ key: "sight_scope", name: "Telescopic sight", mass: 0.7, optic: "telescopic", fits: "rifle",
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desc: "-10% short, +5% medium, +15% long, +20% extreme. Rifles only. The penalty up close is the whole point of it." },
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{ key: "sight_thermal", name: "Thermal sight", mass: 1.1, optic: "thermal", fits: "rifle", era: "future",
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desc: "+5% out to long range, and the dark stops mattering — without a lamp to announce you. Rifles only." },
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{ key: "weapon_lamp", name: "Weapon lamp", mass: 0.2, lit: true,
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desc: "Clamps under the barrel. Buys the dark back to dim, and points at whatever you are pointing at." },
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/* --- looking at things --- */
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{ key: "uv_lamp", name: "Ultraviolet lamp", mass: 0.6, desc: "Shows what has been cleaned up and what has been written on the walls in the meantime." },
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{ key: "signal_mirror", name: "Signalling mirror", mass: 0.1, desc: "For line of sight without a signal. Also shows you what is behind you, which is the more common use." },
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