Anomalous and Apex now draw weapons, armour and gear from the posting on
top of the natural attacks they already carry. Their hide stays, and
locationArmourFor adds worn pieces to it, so Apex · Containment stands at
17 torso armour: 7 hide, 7 breaching suit, 3 riot shield raised. Mean
damage across the 61 weapons is 6.9 and the heaviest ordinary one means
9.0, so nothing but the Unmaker reliably breaks it.
Chosen deliberately with that number in hand. The spec records the
counterplay already in the rules — the shield only counts raised, and
exposedHideFor halves hide on a grounded creature outside the vital — and
obliges Phase 5 to simulate both tiers standing and grounded rather than
assert a lethality band.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
generateNPC reads R.core, R.support and R.label. It does not read R.kit,
which generateDialog prints as DRAWS FROM STORES and generateCharacter
issues. The card promises a marksman rifle and a breaching suit; the actor
gets a utility knife.
Design: the posting says what it carries, the tier says how much of it and
how good with it. Kit keys classify by which pack they resolve in rather
than by a second hand-written list. Attacks derive from the issued weapon's
own skillFamilyId/skillSpecialisationId, which retires the weapon-to-skill
pairing table. Armour becomes an equipped item and naturalArmour drops to 0
on the four human tiers, which moves the numbers and so gets measured.
check-generator.mjs is written first and observed failing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>