WEAPONS: eight natural attacks, so an animal can fight as itself
The catalogue had `punch` (1d3) and `grasp` (1d6+1 blunt) and nothing else a creature owns. Every biter and gorer in the bestiary therefore carried a grasping limb and stated its real damage in tactics prose, which simulate.mjs cannot read. Two silent consequences: the measured damage was the grasp's rather than the creature's, and because grasp is blunt, the edged and piercing wound paths never fired for any animal in the game — a boar's tusk, a wolf's bite and a gryphon's talon all resolved as blunt. bite 1d6 piercing gore 1d8+1 piercing claw 1d6 edged hoof 1d6+2 blunt talon 1d6+1 piercing trample 1d10 blunt beak 1d6+1 piercing constrict 1d6 blunt All fam "brawl", like punch and grasp, so they need no new skill family and arrive usable. Calibrated against the melee line already in the table: dagger 1d4+2, baton 1d6+2, machete 1d8+1, prybar 1d10. Reported independently by three of the four bestiary authors. All 23 guards pass. Nothing uses these yet — the creatures are re-pointed next. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Claude Opus 5
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@@ -109,6 +109,29 @@ export const WEAPONS = [
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// of them are Vesh; it is the generic heavy natural attack and now says so. The KEY is
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// of them are Vesh; it is the generic heavy natural attack and now says so. The KEY is
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// unchanged, so every kit reference and every built pack still resolves.
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// unchanged, so every kit reference and every built pack still resolves.
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{ key: "grasp", name: "Grasping limb", cls: "melee", fam: "brawl", spec: "", dmg: "1d6+1", wound: "blunt", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0 },
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{ key: "grasp", name: "Grasping limb", cls: "melee", fam: "brawl", spec: "", dmg: "1d6+1", wound: "blunt", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0 },
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/* --- natural attacks --------------------------------------------------------- *
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* Added because the bestiary could not express what an animal does. Until now the
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* only natural attacks were `punch` (1d3) and `grasp` (1d6+1, blunt), so every
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* biter and gorer in the book carried a grasping limb and stated its real damage
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* in its tactics prose — which simulate.mjs cannot read. Two consequences, both
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* silent: the measured damage was the grasp's and not the creature's, and because
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* `grasp` is blunt, the edged and piercing wound paths never fired for any animal
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* in the game. A boar's tusk, a wolf's bite and a gryphon's talon all resolved as
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* blunt trauma.
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*
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* All of these are `fam: "brawl"` — a creature rolls its Brawl to use its own body,
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* the same as `punch` and `grasp` — so they arrive with a skill every creature has
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* and need no new skill family. Damage is calibrated against the melee line already
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* in this table: dagger 1d4+2, baton 1d6+2, machete 1d8+1, prybar 1d10. */
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{ key: "bite", name: "Bite", cls: "melee", fam: "brawl", spec: "", dmg: "1d6", wound: "piercing", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0 },
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{ key: "claw", name: "Claw", cls: "melee", fam: "brawl", spec: "", dmg: "1d6", wound: "edged", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0 },
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{ key: "talon", name: "Talon", cls: "melee", fam: "brawl", spec: "", dmg: "1d6+1", wound: "piercing", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0 },
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{ key: "beak", name: "Beak", cls: "melee", fam: "brawl", spec: "", dmg: "1d6+1", wound: "piercing", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0 },
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{ key: "gore", name: "Horn / tusk", cls: "melee", fam: "brawl", spec: "", dmg: "1d8+1", wound: "piercing", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0 },
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{ key: "hoof", name: "Hoof / kick", cls: "melee", fam: "brawl", spec: "", dmg: "1d6+2", wound: "blunt", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0 },
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{ key: "trample", name: "Trample", cls: "melee", fam: "brawl", spec: "", dmg: "1d10", wound: "blunt", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0 },
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{ key: "constrict", name: "Constriction", cls: "melee", fam: "brawl", spec: "", dmg: "1d6", wound: "blunt", mod: true, ranges: [0,0,0], fire: "", cap: 0, mass: 0 },
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{ key: "shortbow", name: "Hunting bow", cls: "bow", fam: "missile_weapon",spec: "bow", dmg: "1d6+1", wound: "piercing", mod: false, ranges: [30,60,90], fire: "single", cap: 12, mass: 1 },
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{ key: "shortbow", name: "Hunting bow", cls: "bow", fam: "missile_weapon",spec: "bow", dmg: "1d6+1", wound: "piercing", mod: false, ranges: [30,60,90], fire: "single", cap: 12, mass: 1 },
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{ key: "pistol_light", name: "Compact pistol", cls: "firearm", fam: "firearm", spec: "pistol", dmg: "1d6+2", wound: "piercing", mod: false, ranges: [10,30,90], fire: "rapid", cap: 8, mass: 0.7, trad: "tradition_agency" },
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{ key: "pistol_light", name: "Compact pistol", cls: "firearm", fam: "firearm", spec: "pistol", dmg: "1d6+2", wound: "piercing", mod: false, ranges: [10,30,90], fire: "rapid", cap: 8, mass: 0.7, trad: "tradition_agency" },
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{ key: "pistol_med", name: "Service pistol", cls: "firearm", fam: "firearm", spec: "pistol", dmg: "1d8+2", wound: "piercing", mod: false, ranges: [10,30,90], fire: "rapid", cap: 15, mass: 1.1, trad: "tradition_agency" },
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{ key: "pistol_med", name: "Service pistol", cls: "firearm", fam: "firearm", spec: "pistol", dmg: "1d8+2", wound: "piercing", mod: false, ranges: [10,30,90], fire: "rapid", cap: 15, mass: 1.1, trad: "tradition_agency" },
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