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Four craft playtest — Anchor, Refiner, Rigger, Fitter

Status: playable browser design proposal, 2026-10-19. Version craft-lab-2.0.0. These are combat prototypes, not canon rulings or a campaign balance commitment.

Play the four crafts.

Why these four

Each craft owns a different decision: Anchor stores and spends protection, Refiner prepares and consumes mixtures, Rigger builds and exploits connections, and Fitter assembles and operates equipment. Refiner replaces Switchwright; routing and wiring now belong to Rigger. Old Switchwright page links select Refiner.

The basis remains the original proposal, mechanics and lore fit, the orders' origins, the Decoupling, and campaign structure. Original Spire occupations provide plausible ancestors for these surviving trades. This does not add a new order or change House canon. Rigger does not recover the erased Harbormaster dock-craft.

Craft Original work → surviving use Repeated decision Main playtest risk
Anchor Stabilize structures and containment → hold failing ground Preserve assigned protection or spend it on a Strike? Defensive retention can become too safe.
Refiner Separate useful material from hazardous output → prepare controlled reactions Which ingredients, which formula, and what should remain afterward? Preparation may cost too much against a short-lived enemy.
Rigger Secure loads and access → connect unstable local overlaps Add a connection, exploit the current shape, or sever it for damage? Large components can commit the whole field too easily.
Fitter Install and maintain machinery → operate portable batteries Invest in another mount, command a volley, reload, repair, or sacrifice? Setup can be slow; strong volleys must justify it without erasing ammunition decisions.

Shared rules

  • Start at 85 HP with fourteen technique copies: two of each of seven powers.
  • Two actions per turn; each equipped copy activates once per turn. Each activation spends an action and a finite charge. The first activation locks equipment and stance.
  • Four typed technique slots. Only one copy of a named technique may be equipped. Replacement, depletion, and stance incompatibility destroy copies for the fight.
  • Two stance changes per fight, at most one per turn before acting. Compatible copies stay in their numbered slots. Switching never refills resources.
  • Draw two into reserve; retain at most two at End turn. Reserve discards may reshuffle. Destroyed copies never return.
  • Guard is assigned to a named enemy. Only that enemy spends it. Anchor retains according to stance and Density; other crafts retain zero at the next player turn. Enemy Block protects enemy HP.
  • Strike commits primary intent; Guard/Power commits alternate. Authored secondary effects commit their affected enemies. Existing commitments cannot be overwritten.
  • Taunt constrains the direct Strike target. Weakness subtracts two from every hit of the next Strike, including its triggered sentry shots, then clears.
  • Defeat all enemies to win. Lose at zero HP or when no charged Strike remains anywhere in the technique pool. A final-charge killing blow wins before exhaustion. Apparatus and delayed effects do not replace that Strike requirement.

Learning uses three enemies: Hound 60 HP / 8 attack, Wasp 48 / 6, Sentinel 42 / 5. The first five turns share a fixed intent opening across crafts; seed is 42. Pressure uses four enemies with varied intents, allowing larger connection shapes. Initial reserves and supply order support the lessons. Different tutorial lengths are intentional; their remaining HP is not a fair balance ranking. House techniques and run progression are outside this comparison.

Class systems

Anchor

Brace retains up to Density + 6 assigned Guard per enemy. Vent retains Density and spends up to 6 Guard assigned to a Strike's target for bonus first-hit damage. Density caps at 10. The tutorial now teaches the shared three-enemy encounter, stance destruction, protection conversion, and planning replacement Strikes.

Refiner

Each enemy holds up to two distinct persistent coatings: Solvent, Binder, Salts. Duplicates do not stack. Binder reduces its host's attacks by two while present. A formula uses the complete mixture; Distill consumes the selected ingredient, whereas Catalyze consumes everything and adds four reaction damage. An unprepared Controlled Reaction still deals six, without the Catalyze bonus. Precipitate converts coatings into assigned Guard instead of using their formula. Perfect Conversion requires two ingredients, adds six damage, and consumes both even in Distill. Catalyze adds its four as well.

Ingredients Reaction Base damage Other effects
Solvent Etching flash 8 Strip 4 enemy Block before damage.
Binder Crystal shell 6 Gain 6 assigned Guard.
Salts Salt flash 12 None.
Solvent + Salts Dissolution burst 16 Strip all enemy Block before damage.
Binder + Salts Bound detonation 12 Prepare 6 delayed damage.
Binder + Solvent Protective precipitate 8 Strip 6 Block; gain 10 assigned Guard.

Delayed detonation resolves once before enemy responses, spends its prepared damage, and respects enemy Block and existing commitments. A defeated target loses its coatings and pending detonation. Mixtures survive stance changes.

Rigger

Mooring Line chooses both endpoints. Wires persist until severed or an endpoint dies; new wires never replace previous ones. Duplicate wires and self-connections are illegal. Damage and debuffs scale with each enemy's number of direct connections; a component-wide effect visits each reachable enemy once, without recursive repeats.

Moor adds two Guard to Threshold Screen per affected enemy and gives Fray two enemy phases. Cross adds two Tension Pulse damage per enemy and gives Fray one phase. Fray reduces attacks by 1 + direct connections. Reapplication keeps the higher strength/duration rather than adding stacks. Expose Joints stores a next-hit bonus of twice each enemy's degree, consumed separately on each enemy. Sever Junction snapshots its hits before removing the target's incident wires. Death removes only that enemy's incident wires.

Four graph shapes have discoverable bonuses. They function immediately; the notebook records discoveries on this browser but grants no unlocks. Pure previews do not save discoveries. Previous restores combat state while preserving learned notebook entries. The tutorial introduces one pattern; Pressure leaves the others for exploration.

Design reference: secret wiring recipes and effects (spoilers) | Wiring | Shape | Effect | | --- | --- | --- | | Closed Circuit | A triangle anywhere in the connected component. | Fray applied through it gains one enemy phase. | | Tension Line | Exactly four enemies in one three-wire chain. | A Tension Pulse from an endpoint adds six damage at the opposite endpoint. | | Spider Junction | Exactly four enemies, one center and three unconnected spokes. | Sever Junction at the center adds six damage to each spoke. | | Full Lattice | At least four enemies with every pair connected. | Tension Pulse and Sever Junction gain three per hit; Fray gains one phase. Replaces the Circuit bonus. | The rare Full Lattice technique connects every living pair in one paid activation. With only three enemies it forms a Closed Circuit, not the advanced four-enemy wiring.

Fitter

Four apparatus mounts are separate from four technique slots. A rack can hold at most three sentries and one of each equipment piece. Installation costs actions and charges; installed apparatus survives technique replacement and stance changes.

Apparatus Starting resources / effect
Repeater 8 hull, 3 rounds, 5 damage per shot.
Lance 6 hull, 2 rounds, 7 damage per shot.
Recoil Brace Every actual sentry shot grants two Guard against its target.
Feed Rig Extend Feed supplies one additional round to every sentry.

Harness improves Rivet Gun to nine damage and triggers the selected loaded sentry. Emplace adds two damage to every Full Battery shot and uses assigned sentry hull to intercept attacks after Guard, in installation order. There is no automatic shot at End turn. Full Battery commands all loaded sentries at the selected target; each firing sentry spends one round and re-aims there. If the target dies, remaining sentries hold fire and keep their rounds and assignment.

Extend Feed reloads every sentry for one round (two with Feed Rig), capped at four. Field Service repairs four hull and changes aim without reloading. Emergency Discharge consumes one selected sentry for 4 + 4 per remaining round, freeing its mount. Destroyed hull loses its remaining ammunition. Supporting equipment has no separate charge pool; its benefits depend on paid shots or paid reloads, so it does not create free combat actions.

Tutorials and presentation

All four retain the hands-on tutorial: highlighted controls, nearby explanation and arrow, real activations, Previous, individual response frames, and Take over. Every stance preview names destroyed copies and their lost charges. Reserve prompts preselect one required copy of each named technique.

Refiner's mixture panel shows the current formula. Rigger has a live wiring diagram and discovery notebook. Fitter shows all four mounts, ammunition, hull, and aim. The field guide lists powers, stances, and worked turns executed through the same engine as the tutorial. Selecting blueprints, targets, or reagents costs no action.

Class drives the eventual silhouette: Anchor bracing plates and counterweights, Refiner sealed vessels and extraction tools, Rigger reels and line launchers, Fitter detachable apparatus and ammunition feeds. Stances should change working posture or tool configuration. House marks and trim can share these class models.

Validation

Run node --test scripts/test-craft-playtest.mjs and the website production build in src/www-react. Tests cover guide legality, pure/exact previews, shared rules, formulas, delayed reactions, connection scaling and discoveries, finite ammunition, coordinated firing, interception, and stance preservation. Browser QA covers all four guided fights, rewinds, mobile controls, and feedback selection without submitting test feedback.

Judge each craft's repeated decisions before tuning numbers. These longer teaching fights deliberately expose the systems and do not establish equivalent difficulty.

Implemented powers and worked turns

Charges below are per copy. Worked turns are generated by executing the same guide actions in the pure engine; they are teaching examples, not optimal play.

Anchor

Power Type Charges Effect
Dense Impact Strike 3 Deal 6 + 2 × Density.
Foundry Bulwark Guard 3 Gain 6 assigned Guard and 1 Density.
Bastion Chorus Guard 2 Gain 4 separate Guard against every living enemy. Commit all alternate intents.
Holdfast Array Guard 2 Gain 9 assigned Guard.
Tectonic Anchor Power 2 Gain 2 Density (maximum 10).
Plate Cycler Strike 2 Deal 4 damage three times; gain 1 Density.
Tonnage Verdict Strike 1 Deal 10. Spend 1 Density, if available, for +10.

Turn 1

  • Foundry Bulwark: Calibration Hound: assigned Guard 0 → 6; commits Buff. Density 0 → 1. Actions 2 → 1.
  • Bastion Chorus: Calibration Hound: assigned Guard 6 → 10. Compiler Wasp: assigned Guard 0 → 4; commits Debuff. Gate Sentinel: assigned Guard 0 → 4; commits Block. Actions 1 → 0.
  • Calibration Hound gains 2 Strength (2 total). No attack now.
  • Compiler Wasp applies Weakness: your next Strike loses 2 per hit. No attack.
  • Gate Sentinel gains 8 enemy Block (8 total). No attack.

Turn 2

  • Switch to Vent. Destroy: Foundry Bulwark (2 charges), Bastion Chorus (1 charges).
  • Equip Plate Cycler in slot 2.
  • Plate Cycler: Calibration Hound: 12 HP damage (60 → 48); assigned Guard 7 → 1; commits Attack. Density 1 → 2. Weakness consumed. Actions 2 → 1.
  • Tectonic Anchor: Density 2 → 4. Actions 1 → 0.
  • Calibration Hound attacks for 10 (base + Strength 10, after Binder/Fray). Assigned Guard absorbs 1; sentry hull absorbs 0. HP 85 → 76.
  • Compiler Wasp attacks for 6 (base + Strength 6, after Binder/Fray). Assigned Guard absorbs 4; sentry hull absorbs 0. HP 76 → 74.
  • Gate Sentinel attacks for 5 (base + Strength 5, after Binder/Fray). Assigned Guard absorbs 4; sentry hull absorbs 0. HP 74 → 73.

Turn 3

  • Equip Tonnage Verdict in slot 1.
  • Tonnage Verdict: Calibration Hound: 20 HP damage (48 → 28); commits Attack. Density 4 → 3. Depleted technique destroyed; it cannot be drawn again. Actions 2 → 1.
  • Plate Cycler: Calibration Hound: 12 HP damage (28 → 16). Density 3 → 4. Depleted technique destroyed; it cannot be drawn again. Actions 1 → 0.

After player turn 3: 73 HP; Calibration Hound 16 HP, Compiler Wasp 48 HP, Gate Sentinel 42 HP.

Refiner

Power Type Charges Effect
Controlled Reaction Strike 3 React the target’s coatings. Distill consumes your selected reagent; Catalyze consumes all and adds 4 damage. No coating: deal 6.
Solvent Wash Power 3 Remove up to 6 enemy Block and apply Solvent. Maximum two different coatings per enemy.
Binding Compound Guard 3 Gain 5 assigned Guard and apply Binder. While coated in Binder, this enemy’s attacks deal 2 less.
Salt Charge Power 3 Apply volatile Salts. Coatings persist until consumed or the enemy dies; duplicates do not stack.
Precipitate Guard 2 Consume coating(s) using your stance. Gain 8 + 2 per coating present as assigned Guard; Catalyze adds 4 Guard.
Extract Impurity Power 2 Remove up to 2 enemy Strength and apply Solvent. Works without Strength if there is room for Solvent.
Perfect Conversion Strike 1 Rare: requires two coatings. Trigger their formula with +6 damage and consume both. Catalyze also adds its 4 damage.

Turn 1

  • Solvent Wash: Calibration Hound: coatings: Solvent; commits Buff. Actions 2 → 1.
  • Salt Charge: Calibration Hound: coatings: Solvent + Salts. Actions 1 → 0.
  • Calibration Hound gains 2 Strength (2 total). No attack now.
  • Compiler Wasp attacks for 6 (base + Strength 6, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 85 → 79.
  • Gate Sentinel attacks for 5 (base + Strength 5, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 79 → 74.

Turn 2

  • Controlled Reaction: Calibration Hound: 16 HP damage (60 → 44); coatings: Salts; commits Attack. Actions 2 → 1.
  • Binding Compound: Calibration Hound: assigned Guard 0 → 5; coatings: Salts + Binder. Actions 1 → 0.
  • Calibration Hound attacks for 8 (base + Strength 10, after Binder/Fray). Assigned Guard absorbs 5; sentry hull absorbs 0. HP 74 → 71.
  • Compiler Wasp attacks for 6 (base + Strength 6, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 71 → 65.
  • Gate Sentinel attacks for 5 (base + Strength 5, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 65 → 60.

Turn 3

  • Switch to Catalyze. Destroy: Binding Compound (2 charges).
  • Equip Perfect Conversion in slot 3.
  • Perfect Conversion: Calibration Hound: 22 HP damage (44 → 22); pending detonation 0 → 6; coatings: none; commits Attack. Depleted technique destroyed; it cannot be drawn again. Actions 2 → 1.
  • Solvent Wash: Compiler Wasp: coatings: Solvent; commits Debuff. Actions 1 → 0.
  • Calibration Hound: bound detonation deals 6 HP damage before enemy responses. The prepared charge is consumed.
  • Calibration Hound attacks for 10 (base + Strength 10, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 60 → 50.
  • Compiler Wasp applies Weakness: your next Strike loses 2 per hit. No attack.
  • Gate Sentinel attacks for 5 (base + Strength 5, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 50 → 45.

Turn 4

  • Salt Charge: Compiler Wasp: coatings: Solvent + Salts; commits Debuff. Actions 2 → 1.
  • Controlled Reaction: Compiler Wasp: 18 HP damage (48 → 30); coatings: none. Weakness consumed. Actions 1 → 0.

After player turn 4: 45 HP; Calibration Hound 16 HP, Compiler Wasp 30 HP, Gate Sentinel 42 HP.

Rigger

Power Type Charges Effect
Tension Pulse Strike 3 Hit every enemy in the target’s connected component once: 4 + 2 per direct connection. Cross adds 2. Special wirings modify this pulse.
Mooring Line Power 4 Join your target to the selected second endpoint. Existing connections remain. Both endpoints commit alternate intents.
Threshold Screen Guard 3 Each connected enemy receives separate Guard: 3 + its direct connections. Moor adds 2.
Fray Wire Power 3 Every connected enemy loses 1 + its direct connections from its attacks. Lasts 2 enemy phases in Moor, 1 in Cross; some wirings extend it. Refreshes, never adds stacks.
Sever Junction Strike 2 Hit the target for 8 + 3 per direct connection and each immediate neighbor for 4 + 2 per its connections. Then remove the target’s incident wires. Special wirings can amplify it.
Expose Joints Power 2 Each connected enemy’s next incoming hit gains 2 × its direct connections. Does not stack; consumed separately on each enemy.
Full Lattice Power 1 Rare: connect every living enemy to every other. Commits all alternate intents. Four enemies can form an advanced wiring.

Turn 1

  • Mooring Line: Calibration Hound: commits Buff. Compiler Wasp: commits Debuff. Connections: Calibration Hound ↔ Compiler Wasp. Actions 2 → 1.
  • Threshold Screen: Calibration Hound: assigned Guard 0 → 6. Compiler Wasp: assigned Guard 0 → 6. Actions 1 → 0.
  • Calibration Hound gains 2 Strength (2 total). No attack now.
  • Compiler Wasp applies Weakness: your next Strike loses 2 per hit. No attack.
  • Gate Sentinel attacks for 5 (base + Strength 5, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 85 → 80.

Turn 2

  • Mooring Line: Compiler Wasp: commits Block. Gate Sentinel: commits Block. Connections: Calibration Hound ↔ Compiler Wasp; Compiler Wasp ↔ Gate Sentinel. Actions 2 → 1.
  • Fray Wire: Calibration Hound: Fray: attacks −2, 2 enemy phases; commits Buff. Compiler Wasp: Fray: attacks −3, 2 enemy phases. Gate Sentinel: Fray: attacks −2, 2 enemy phases. Actions 1 → 0.
  • Calibration Hound gains 2 Strength (4 total). No attack now.
  • Compiler Wasp gains 8 enemy Block (8 total). No attack.
  • Gate Sentinel gains 8 enemy Block (8 total). No attack.

Turn 3

  • Mooring Line: Calibration Hound: commits Buff. Gate Sentinel: commits Block. Connections: Calibration Hound ↔ Compiler Wasp; Compiler Wasp ↔ Gate Sentinel; Calibration Hound ↔ Gate Sentinel. New wiring: Closed Circuit. Fray applied through this component lasts one extra enemy phase. Actions 2 → 1.
  • Fray Wire: Calibration Hound: Fray: attacks −3, 3 enemy phases. Compiler Wasp: Fray: attacks −3, 3 enemy phases; commits Debuff. Gate Sentinel: Fray: attacks −3, 3 enemy phases. Actions 1 → 0.
  • Calibration Hound gains 2 Strength (6 total). No attack now.
  • Compiler Wasp applies Weakness: your next Strike loses 2 per hit. No attack.
  • Gate Sentinel gains 8 enemy Block (16 total). No attack.

Turn 4

  • Switch to Cross. Destroy: Threshold Screen (2 charges).
  • Equip Expose Joints in slot 4.
  • Expose Joints: Calibration Hound: next-hit bonus 0 → 4; commits Buff. Compiler Wasp: next-hit bonus 0 → 4; commits Debuff. Gate Sentinel: next-hit bonus 0 → 4; commits Block. Actions 2 → 1.
  • Tension Pulse: Calibration Hound: 12 HP damage (60 → 48); next-hit bonus 4 → 0. Compiler Wasp: 4 HP damage (48 → 44); Block 8 → 0; next-hit bonus 4 → 0. Gate Sentinel: Block 16 → 4; next-hit bonus 4 → 0. Weakness consumed. Actions 1 → 0.
  • Calibration Hound gains 2 Strength (8 total). No attack now.
  • Compiler Wasp applies Weakness: your next Strike loses 2 per hit. No attack.
  • Gate Sentinel gains 8 enemy Block (12 total). No attack.

Turn 5

  • Equip Sever Junction in slot 3.
  • Sever Junction: Calibration Hound: 12 HP damage (48 → 36); commits Attack. Compiler Wasp: 6 HP damage (44 → 38); commits Attack. Gate Sentinel: Block 12 → 6; commits Attack. Connections: Compiler Wasp ↔ Gate Sentinel. Weakness consumed. Actions 2 → 1.
  • Tension Pulse: Compiler Wasp: 8 HP damage (38 → 30). Gate Sentinel: 2 HP damage (42 → 40); Block 6 → 0. Actions 1 → 0.

After player turn 5: 80 HP; Calibration Hound 36 HP, Compiler Wasp 30 HP, Gate Sentinel 40 HP.

Fitter

Power Type Charges Effect
Rivet Gun Strike 3 Deal 9 in Harness, 6 in Emplace. Harness also fires your selected sentry at this target if it has ammunition.
Assemble Sentry Power 4 Install your chosen Repeater (8 hull, 3 rounds, 5 damage) or Lance (6 hull, 2 rounds, 7 damage). Four shared mounts; at most three sentries.
Fit Equipment Power 2 Install a Recoil Brace (+2 assigned Guard per sentry shot) or Feed Rig (+1 round per sentry when Extend Feed is used). One of each; uses a mount.
Full Battery Strike 3 Aim every loaded sentry at the target and fire each once. Every shot spends a round. Emplace adds 2 damage per shot.
Extend Feed Power 2 Add 1 round to every sentry; Feed Rig adds another. Maximum 4 rounds each. This spends a real action and technique charge.
Field Service Guard 2 Gain 4 assigned Guard. Repair your selected sentry by 4 hull and reassign it to this enemy. No ammunition restored.
Emergency Discharge Strike 1 Sacrifice the selected sentry: deal 4 + 4 per remaining round. Removes that apparatus and frees its mount.

Turn 1

  • Assemble Sentry: Calibration Hound: commits Buff. Apparatus (1/4): Repeater #1: 8 hull, 3 rounds, aimed at Calibration Hound. Actions 2 → 1.
  • Fit Equipment: Apparatus (2/4): Repeater #1: 8 hull, 3 rounds, aimed at Calibration Hound; Recoil Brace #2. Actions 1 → 0.
  • Calibration Hound gains 2 Strength (2 total). No attack now.
  • Compiler Wasp attacks for 6 (base + Strength 6, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 85 → 79.
  • Gate Sentinel attacks for 5 (base + Strength 5, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 79 → 74.

Turn 2

  • Assemble Sentry: Compiler Wasp: commits Block. Apparatus (3/4): Repeater #1: 8 hull, 3 rounds, aimed at Calibration Hound; Recoil Brace #2; Lance #3: 6 hull, 2 rounds, aimed at Compiler Wasp. Actions 2 → 1.
  • Rivet Gun: Calibration Hound: 14 HP damage (60 → 46); assigned Guard 0 → 2; commits Attack. Apparatus (3/4): Repeater #1: 8 hull, 2 rounds, aimed at Calibration Hound; Recoil Brace #2; Lance #3: 6 hull, 2 rounds, aimed at Compiler Wasp. Actions 1 → 0.
  • Calibration Hound attacks for 10 (base + Strength 10, after Binder/Fray). Assigned Guard absorbs 2; sentry hull absorbs 0. HP 74 → 66.
  • Compiler Wasp gains 8 enemy Block (8 total). No attack.
  • Gate Sentinel attacks for 5 (base + Strength 5, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 66 → 61.

Turn 3

  • Switch to Emplace. Destroy: Field Service (2 charges).
  • Equip Full Battery in slot 1.
  • Equip Extend Feed in slot 3.
  • Full Battery: Calibration Hound: 16 HP damage (46 → 30); assigned Guard 0 → 4; commits Attack. Apparatus (3/4): Repeater #1: 8 hull, 1 rounds, aimed at Calibration Hound; Recoil Brace #2; Lance #3: 6 hull, 1 rounds, aimed at Calibration Hound. Actions 2 → 1.
  • Extend Feed: Apparatus (3/4): Repeater #1: 8 hull, 2 rounds, aimed at Calibration Hound; Recoil Brace #2; Lance #3: 6 hull, 2 rounds, aimed at Calibration Hound. Actions 1 → 0.
  • Calibration Hound attacks for 10 (base + Strength 10, after Binder/Fray). Assigned Guard absorbs 4; sentry hull absorbs 6. HP 61 → 61.
  • Compiler Wasp attacks for 6 (base + Strength 6, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 61 → 55.
  • Gate Sentinel attacks for 5 (base + Strength 5, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 55 → 50.

Turn 4

  • Fit Equipment: Compiler Wasp: commits Debuff. Apparatus (4/4): Repeater #1: 2 hull, 2 rounds, aimed at Calibration Hound; Recoil Brace #2; Lance #3: 6 hull, 2 rounds, aimed at Calibration Hound; Feed Rig #4. Depleted technique destroyed; it cannot be drawn again. Actions 2 → 1.
  • Full Battery: Compiler Wasp: 8 HP damage (48 → 40); Block 8 → 0; assigned Guard 0 → 4. Apparatus (4/4): Repeater #1: 2 hull, 1 rounds, aimed at Compiler Wasp; Recoil Brace #2; Lance #3: 6 hull, 1 rounds, aimed at Compiler Wasp; Feed Rig #4. Actions 1 → 0.
  • Calibration Hound attacks for 10 (base + Strength 10, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 50 → 40.
  • Compiler Wasp applies Weakness: your next Strike loses 2 per hit. No attack.
  • Gate Sentinel attacks for 5 (base + Strength 5, after Binder/Fray). Assigned Guard absorbs 0; sentry hull absorbs 0. HP 40 → 35.

Turn 5

  • Extend Feed: Compiler Wasp: commits Debuff. Apparatus (4/4): Repeater #1: 2 hull, 3 rounds, aimed at Compiler Wasp; Recoil Brace #2; Lance #3: 6 hull, 3 rounds, aimed at Compiler Wasp; Feed Rig #4. Depleted technique destroyed; it cannot be drawn again. Actions 2 → 1.
  • Full Battery: Gate Sentinel: 12 HP damage (42 → 30); assigned Guard 0 → 4; commits Attack. Apparatus (4/4): Repeater #1: 2 hull, 2 rounds, aimed at Gate Sentinel; Recoil Brace #2; Lance #3: 6 hull, 2 rounds, aimed at Gate Sentinel; Feed Rig #4. Weakness consumed. Depleted technique destroyed; it cannot be drawn again. Actions 1 → 0.

After player turn 5: 35 HP; Calibration Hound 30 HP, Compiler Wasp 40 HP, Gate Sentinel 30 HP.