More of the owner's answers about how the original plays, applied to the charge and to weapon readiness.

**What changed**

- **The charger's hyper armour.** For roughly the first half of the rush (0.333 s here) stuns and other reactions are ignored, so a charge cannot be stopped by being hit at the start. Damage still applies. Later in the rush, or when the charge stops against something, a stun ends it. Charge collisions are now resolved after all contacts in a tick, so head-on charges no longer depend on which player was processed first.
- **The ready hold is 10 s.** After a shot the weapon stays up for 10 s before lowering. This is the owner's rough memory of the original and is **unverified**; it will be checked against the original.
- **Raise rules confirmed.** The first shot after a weapon switch waits for the raise; weapons that are always up never wait, also after a sprint or a roll. Tests now pin these rules.
- The network protocol moved to version 21 for the longer ready timer.

**What is provisional**

"Roughly halfway" through the attack part of the rush is the owner's description. The 0.333 s figure is our reading of it, because the game's animation data marks the whole clip rather than half of it. Whether the armour should end at first contact (it does now) is an open question for the owner.

*Unofficial fan project: not affiliated with or endorsed by Games Workshop, Relic, THQ, Sega or Focus. Screenshots show original game assets rendered from the owner's own install of Warhammer 40,000: Space Marine (2011); no game files are distributed.*
