Add Iron Coast II Black Tide eight-mission campaign
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@@ -98,6 +98,21 @@ another special never disables it. Its pulses consume no equipment.
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## Economy and limits
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Stage 2 adds two reusable selected specials, measured separately through the
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same real `World::step` and script path for 700 ticks (30 seconds).
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**Railburst Cannon**, priced at **685,000**, delivered 44.80 damage/s to an
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aligned air or ground target and 102.40 combined across its three-target
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forward column. It dealt zero damage to off-axis fixtures. Its narrow alignment
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requirement and finite penetration put it below Lightning Cannon's more flexible
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chain utility. **Depth Charge**, priced at **525,000**, delivered 36.00 damage/s
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to an aligned ground target and 74.00 combined in its bounded ground cluster.
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Air and off-axis fixtures took zero damage. With starter guns, the corresponding
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single-ground results were 67.93 and 59.13 damage/s. These prices reflect their
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specialist roles; campaign missions do not loan or award either item.
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The complete observations and fixture constraints are in
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[Railburst](../mods/iron_coast_railburst/validation/balance.json) and
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[Depth Charge](../mods/iron_coast_depth_charge/validation/balance.json).
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Controlled first-mission runs starting with 100 energy and zero credits earned
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42,775 credits at difficulty 1 and 59,025 at difficulty 2 with starter guns.
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The in-game registration flow starts with 10,000 credits and 75 energy, matching
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