You leave the dock with the cutter, one empty battery in an otherwise empty rack, and whatever starting module the workshop lets you choose. All numbers are proposals.
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**Modules in the minimum scope:** battery (1 slot), coil (2 slots, horizontal or vertical), insulation (1), beacon (1), kit (1), siphon (1: consumes one touching bundle for three units of charge, once, for the player who needs power and has only salvage), and the arc (section 6), recommended in the minimum scope because it is what makes the game a survivorlike on its own rule. Seven types; the concept's ceiling was ten.
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**Modules in the minimum scope:** battery (1 slot), coil (2 slots, horizontal or vertical), insulation (1), beacon (1), kit (1), siphon (1: the converter and one carried wet salvage bundle are consumed for three units once; no neighboring-cell requirement — [current U5](/Hold%20The%20Flood/Equipment/Utility%20Modules#siphon-u5-retained-targetfeed-and-overflow-defined), Visionary correction 2026-09-07), and the arc (section 6), recommended in the minimum scope because it is what makes the game a survivorlike on its own rule. Seven types; the concept's ceiling was ten.
**What the rack is and is not.** It is a small item game on purpose: six slots, a handful of modules, one conduction rule, and three named loadouts. It is not the game's pillar of expression by itself, and an owner expecting a grid-inventory game with hundreds of items should not expect it here; that would be a different product with a different content budget. Expression in this design is the combination of loadout, panel setting, route and held dock, and the rack's job is to make the loadout half of that visible and slightly costly. If the owner wants the rack to carry more, the honest cost is module count, roughly twenty to thirty with real interactions, and that is a scope decision, not a tuning one.