--- a/addons/core/Scripts/Game/ERR/10_AI/ERR_EnemyLoadout.c
+++ b/addons/core/Scripts/Game/ERR/10_AI/ERR_EnemyLoadout.c
@@ -158,6 +158,9 @@
  protected int m_Checks;
  protected int m_Remaining;
  protected ref ERR_EnemyEquipmentCallback m_Operation;
+ // A terminal grant may still retain an accepted native insertion after timeout.
+ // Resupply cannot race that callback or restart the initial allowance.
+ bool ReadyForResupply() { return m_Finished && (!m_Operation || m_Operation.Finished); }
  void Check(ERR_GameMode mode, SCR_AIGroup group, IEntity actor)
  {
   if (m_Finished) return;
--- a/addons/core/Scripts/Game/ERR/10_AI/ERR_EnemyEquipment.c
+++ b/addons/core/Scripts/Game/ERR/10_AI/ERR_EnemyEquipment.c
@@ -138,6 +138,14 @@
    if (state.Radio) state.Radio.Stop();
   }
   foreach (ERR_EnemyEquipmentEntry entry : m_Entries) if (entry.Group == group) entry.Stop(m_Mode);
+ }
+ bool MineSupplyReady(SCR_AIGroup group, IEntity actor)
+ {
+  if (m_Stopped || m_Entries.Count() > 2048 || !ERR_EnemyEquipmentRules.Owned(m_Mode, group, actor)) return false;
+  foreach (ERR_EnemyEquipmentEntry entry : m_Entries)
+   if (entry && entry.Actor == actor && entry.Group == group)
+    return !entry.Released && entry.Mines && entry.Mines.ReadyForResupply();
+  return false;
  }
  protected bool Known(IEntity actor)
  {
--- a/tests/test_enemy_loadout.py
+++ b/tests/test_enemy_loadout.py
@@ -76,11 +76,25 @@
  Soldier pending;ERR_EnemyLauncherGrant wait;for(int n=0;n<30;n++)wait.Check(&mode,&pending.group,&pending.actor);assert(wait.m_Finished&&pending.inv.requests==1);pending.inv.Complete(true);wait.Check(&mode,&pending.group,&pending.actor);assert(pending.inv.requests==1);
  Soldier looted;ERR_EnemyLauncherGrant lost;lost.Check(&mode,&looted.group,&looted.actor);looted.inv.Complete(true);lost.Check(&mode,&looted.group,&looted.actor);assert(lost.m_Finished&&!lost.m_Fallback&&looted.inv.requests==1);
  Soldier captured;ERR_EnemyLauncherGrant ownership;ownership.Check(&mode,&captured.group,&captured.actor);captured.actor.eligible=false;ownership.Check(&mode,&captured.group,&captured.actor);assert(ownership.m_Finished&&captured.inv.requests==1);
- Soldier miner;ERR_EnemyMineGrant mines;mines.Check(&mode,&miner.group,&miner.actor);assert(miner.inv.requests==1);IEntity mine1,mine2;mine1.mine=mine2.mine=true;miner.Add(mine1,false);miner.inv.Complete(true);mines.Check(&mode,&miner.group,&miner.actor);assert(miner.inv.requests==2);miner.Add(mine2,false);miner.inv.Complete(true);mines.Check(&mode,&miner.group,&miner.actor);assert(mines.m_Finished);
+ // Startup insertion must settle before a physical mine top-up is eligible.
+ ERR_EnemyMineGrant readiness;ERR_EnemyEquipmentCallback pendingMineGrant;
+ assert(!readiness.ReadyForResupply());readiness.m_Finished=true;
+ assert(readiness.ReadyForResupply());readiness.m_Operation=&pendingMineGrant;
+ assert(!readiness.ReadyForResupply());pendingMineGrant.Finished=true;
+ assert(readiness.ReadyForResupply());readiness.m_Finished=false;
+ assert(!readiness.ReadyForResupply());
+ Soldier miner;ERR_EnemyMineGrant mines;mines.Check(&mode,&miner.group,&miner.actor);assert(miner.inv.requests==1);IEntity mine1,mine2;mine1.mine=mine2.mine=true;miner.Add(mine1,false);miner.inv.Complete(true);mines.Check(&mode,&miner.group,&miner.actor);assert(miner.inv.requests==2&&!mines.ReadyForResupply());miner.Add(mine2,false);miner.inv.Complete(true);mines.Check(&mode,&miner.group,&miner.actor);assert(mines.m_Finished&&mines.ReadyForResupply());
  miner.inv.items.clear();for(int n=0;n<20;n++)mines.Check(&mode,&miner.group,&miner.actor);assert(miner.inv.requests==2);
  Soldier full;ERR_EnemyMineGrant existing;full.Add(mine1,false);full.Add(mine2,false);existing.Check(&mode,&full.group,&full.actor);assert(existing.m_Finished&&full.inv.requests==0);
  Soldier dropped;ERR_EnemyMineGrant finite;finite.Check(&mode,&dropped.group,&dropped.actor);dropped.inv.Complete(true);finite.Check(&mode,&dropped.group,&dropped.actor);dropped.inv.Complete(true);finite.Check(&mode,&dropped.group,&dropped.actor);assert(finite.m_Finished&&dropped.inv.requests==2);
  Soldier noSpace;noSpace.inv.accept=false;ERR_EnemyMineGrant noLoose;noLoose.Check(&mode,&noSpace.group,&noSpace.actor);assert(noLoose.m_Finished&&noSpace.inv.requests==1);
+ Soldier timeoutActor;ERR_EnemyMineGrant timeoutGrant;
+ timeoutGrant.Check(&mode,&timeoutActor.group,&timeoutActor.actor);
+ for(int i=0;i<12;i++)timeoutGrant.Check(&mode,&timeoutActor.group,&timeoutActor.actor);
+ assert(timeoutGrant.m_Finished&&!timeoutGrant.ReadyForResupply()&&timeoutActor.inv.requests==1);
+ timeoutActor.inv.Complete(true);assert(timeoutGrant.ReadyForResupply());
+ timeoutGrant.Check(&mode,&timeoutActor.group,&timeoutActor.actor);assert(timeoutActor.inv.requests==1);
+
 }
 ''')
 print('PASS: actual percentage selection, native/preferred launcher preservation, failure/removal fallback, pending-operation quarantine, capture, finite two-mine grants and no replenishment')
--- a/tests/test_enemy_equipment.py
+++ b/tests/test_enemy_equipment.py
@@ -11,7 +11,7 @@
  coordinator=re.sub(r'\b'+cls+r' ([a-zA-Z_]\w*)',cls+r'* \1',coordinator)
 for obj in ('m_Mode','existing','state','group','agent','entry','actor'):
  coordinator=coordinator.replace(obj+'.',obj+'->')
-coordinator=coordinator.replace('Group.GetAgents','Group->GetAgents').replace('Combat.ERR_','Combat->ERR_').replace('Optics.Check','Optics->Check').replace('Radio.Check','Radio->Check').replace('Radio.Stop','Radio->Stop').replace('Radio.Register','Radio->Register')
+coordinator=coordinator.replace('Group.GetAgents','Group->GetAgents').replace('Combat.ERR_','Combat->ERR_').replace('Mines.ReadyForResupply','Mines->ReadyForResupply').replace('Optics.Check','Optics->Check').replace('Radio.Check','Radio->Check').replace('Radio.Stop','Radio->Stop').replace('Radio.Register','Radio->Register')
 for cls in ('Replication','ERR_GameMode','ERR_EnemyEquipmentRules'):coordinator=coordinator.replace(cls+'.',cls+'::')
 coordinator=coordinator.replace('void ERR_EnemyEquipment(', 'ERR_EnemyEquipment(')
 coordinator=coordinator.replace('GetGame().GetWorld().GetWorldTime()','worldTime').replace('foreach (','for (').replace('null','nullptr')
@@ -36,7 +36,9 @@
  void Check(ERR_GameMode*){checks++;}void Stop(){stops++;}
 };
 struct ERR_EnemyRadio{ERR_EnemyRadio(SCR_AIGroup*,int){}void Register(IEntity*){}void Check(ERR_GameMode*){}void Stop(){}};
+struct MineGrant{bool settled=false;bool ReadyForResupply(){return settled;}};
 struct ERR_EnemyEquipmentEntry{
+ MineGrant* Mines=nullptr;
  ERR_EnemyOptics* Optics=nullptr;bool Complete=false;
  IEntity* Actor=nullptr;SCR_AIGroup* Group=nullptr;SCR_AICombatComponent* Combat=nullptr;bool Released=false;int SkillChecks=0,checks=0,stops=0;
  void Check(ERR_GameMode*){checks++;Complete=true;}void Stop(ERR_GameMode*){stops++;Released=true;if(Optics)Optics->Stop();Combat=nullptr;}
@@ -49,6 +51,14 @@
  service.Tick(0);assert(service.m_Entries.Count()==0);service.Tick(3000);assert(service.m_Entries.Count()==1&&combat.binds==1&&combat.refreshes==1);
  auto entry=service.m_Entries[0];assert(entry->Optics&&entry->Optics->actor==&soldier&&entry->Optics->group==&group);
  assert(entry->Complete&&entry->Optics->checks==1&&combat.refreshes==1); // Stinger is already complete; optics has its own startup completion.
+ MineGrant grant;entry->Mines=&grant;IEntity foreign;SCR_AIGroup otherGroup;
+ assert(!service.MineSupplyReady(&group,&soldier));grant.settled=true;
+ assert(service.MineSupplyReady(&group,&soldier));assert(!service.MineSupplyReady(&otherGroup,&soldier));assert(!service.MineSupplyReady(&group,&foreign));
+ soldier.eligible=false;assert(!service.MineSupplyReady(&group,&soldier));soldier.eligible=true;
+ entry->Released=true;assert(!service.MineSupplyReady(&group,&soldier));entry->Released=false;
+ entry->Mines=nullptr;assert(!service.MineSupplyReady(&group,&soldier));entry->Mines=&grant;
+ service.m_Stopped=true;assert(!service.MineSupplyReady(&group,&soldier));service.m_Stopped=false;
+ service.m_Entries.resize(2049,nullptr);assert(!service.MineSupplyReady(&group,&soldier));service.m_Entries.resize(1);
  service.Tick(3001);assert(entry->checks==1&&entry->Optics->checks==1&&combat.refreshes==1);
  service.Tick(6000);assert(entry->checks==2&&entry->Optics->checks==2&&combat.binds==1&&combat.refreshes==2);
  service.UnregisterGroup(&group);service.Tick(9000);assert(service.m_Entries[0]->Released&&service.m_Entries[0]->checks==2&&entry->Optics->checks==2&&entry->Optics->stops==1);
