Ammunition was charged once before the shot loop rather than once per shot, so the
Webley put two rounds out and the cylinder went down by one. That is the exact
dishonesty the burst rules exist to avoid, and it landed on the mode that is supposed
to cost the most. Charged per shot now, and the loop stops when the weapon runs dry
part way through the action.
Found by playing the four modes side by side in the goods yard — one agent per mode,
all four at 60%, so the fight read the mode and not the shooter. Full log in
docs/REVIEW_LOG.md, including two findings left open: burst options are close to
unselectable once the light is bad, and a lamp currently lights only its carrier while
three agents stand in the same pool of it at -50%.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>