Both 哨戒铁卫 S2s (深巡 行动能力剥夺, 雷蛇 反击电弧) are OFFENSIVE skills but waited for a hit: the official
技能策略 row `TANK | | | 0 | TAKE_DAMAGE` is documented for skillIndex 0, and reading it as a wildcard for
every index handed TAKE_DAMAGE to these two skillIndex-1 skills (issue #4).
The mode's rule (docs/research/03-operators.md §1.4, quoting the in-game help) is "offensive skills activate
when an enemy is in their skill range; defensive skills activate when the unit is receiving damage", so both
take the basic strategy instead.
- kits/tier1.js: `trigger: 'DEFAULT'` on 深巡's default S2 and on 雷蛇's. Only the rule changes — spCost /
initSp / spType still come from data. The defensive S1s (深巡 侵袭破坏应对, 雷蛇 充能防御) keep theirs.
- tests: the two 雷蛇 tests that pinned the hit-gated cast now assert the basic strategy, and their enemy
stands two tiles away so it never touches her; 深巡's test drops its forced dealDamage hit; a new test covers
all four records (normal + elite of both).
node --test: 2888 tests, 2871 pass, 0 fail, 17 skipped.