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2026-09-07 16:59:17 Anonymous: Owner-approved restart cleanup: delete listed obsolete page and attachments; retain revision history
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- # Hold the Flood — Equipment and Inventory
-
- **Latest owner correction — survivorlike proof now leads.** The owner has not endorsed the drowned-sanctuary setting, the encoded-song chain or a one-room Choir wipe as evidence of expressive builds. Treat the Choir section and water-specialist catalogue below as retained prior-direction source material, not the required foundation. Equipment's current bounded recommendation is [two portable build paths through one ordinary horde objective, Build Paths dd4746](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=dd4746#owner-correction-proof--one-horde-objective-two-portable-build-paths): prove the retained tools and their costs before adding an item, keep Coil only if recurring conductive spaces earn it, and defer the setting-dependent modules. The earlier Choir countersign remains in [Equipment 9aae07](/Hold%20The%20Flood/Equipment?revision=9aae07) as exact history, not current owner approval.
-
- ## Current equipment, in plain language
-
- The surveyor always carries the Cutter and has a fixed **two-by-four rack** for everything else: batteries, tools and salvage brought home. A tool occupies space that could carry salvage. The player chooses the rack layout, battery links and collection priority at a shelter, then chooses when and where to use the fitted equipment during the expedition. The current rules do not ask the player to sort items continuously in combat.
-
- The three build families are **plans, not items or locked classes**. A Circuit Harvester spends charge to control or harvest a wet crowd; a Route Shepherd places destinations and changes how a crowd moves; a Salvage Breacher opens safer gathering routes with direct tools. Players may mix them whenever the rack, known recipes and preparation service allow. The proposed first catalogue has twelve entries—three primary tools and nine modules—not twelve tiers and not a final quota. [Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths) shows the choices; the [catalogue below](#catalogue-and-reasons-for-its-size) links each item rule.
-
- **Current Visionary change, countersigned by Equipment:** Siphon may consume any selected wet salvage bundle in the carried rack, regardless of its cell position, and send three charge to the battery chosen at shelter. The preview shows the bundle and Siphon being lost, the charge gained and any overflow. Ground cargo and unique project parts remain ineligible. This keeps the consequential choice—bank the salvage or burn both items for immediate power—while removing a packing gate that mostly required leaving the right neighbouring cell empty before a pickup. The credible alternative is the earlier adjacency rule, which made rack geometry matter more; reject it here because links and rearrangement are shelter-only, so the field response was usually discard/reload rather than a new route or machine action. Wet-cargo leakage, finite rack space and shelter-only fitting still make layout matter.
-
- **Current review boundary:** [PMR008 37fd94](/Hold%20The%20Flood/PM%20Reviews/PMR008?revision=37fd94) accepts the prior effect/interface, recording-shelter and repeated-expedition contributions within its stated scope; it does not blanket-approve this catalogue. The Visionary’s simplification at Inventory [810057](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge?revision=810057), Utility [4ffa18](/Hold%20The%20Flood/Equipment/Utility%20Modules?revision=4ffa18) and Build Paths [bbb314](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=bbb314) is a working design revision. All quantities remain provisional and untested.
-
- Equipment lets the surveyor choose **how to reach and change a dangerous place, and what to bring home**. Fight for room with a primary tool; spend harvested charge on control or light; redirect power or drain water for another route; trade carrying capacity against protection, healing and fuel. The catalogue below names each choice in plain language.
-
- **2026-09-07 · Game Visionary · Working catalogue audit.** Retain the distinct tool functions provisionally; no whole-item removal is justified by this pass. Remove Siphon’s neighboring-cargo requirement in [U5](/Hold%20The%20Flood/Equipment/Utility%20Modules#siphon-u5-retained-targetfeed-and-overflow-defined), and stop treating its use as necessary on the Tram’s earned quick return. A bundle buys optional power, not permission to finish. Exact rules remain on the linked item pages; [the vision](/Hold%20the%20Flood/Brief#game-vision) supplies the test. Earlier correction notes and the obsolete six-cell/seven-module seed are preserved at [ba5942](/Hold%20The%20Flood/Equipment?revision=ba5942), not presented as a second live catalogue. This is written design, not tested balance or owner approval.
-
- ### Prior World Below set piece — not the current build-expression proof
-
- **Superseded by the owner's survivorlike correction.** Preserve this bounded environmental set piece as source material, but do not treat it as evidence of portable build expression or a mandatory drowned-world system. The current two-path foundation is on [Brief](/Hold%20the%20Flood/Brief#visionary-playable-foundation--earn-the-power-bring-it-home); Equipment and Combat now owe its portable Coil/Arc and Beacon/Driver reconciliation.
-
- The Choir Cascade uses **no new portable item**. Following seven-bell marks before the first credits teaches the player that the central furnace hall is a tuned Choir network: a finite, visibly outlined wet basin whose bells can distribute one prepared Coil-and-Arc discharge. The earlier one-cell [Echo Relay proposal](/Hold%20The%20Flood/Equipment/Echo%20Relay) is superseded because it only permitted this authored interaction; putting the multiplier in the place makes discovery and preparation—not carrying a key—the cause.
-
- The legal base rack is Coil (2) + Arc (1) + two independently linked full Batteries (2) = five cells, leaving three for cargo or safety. Firing both through the master bell empties both banks. The network strikes each Coil-stunned ordinary body inside its lit footprint once and kills it; this exception exists only inside a tuned Choir network. Ordinary Coil plus Arc elsewhere retains the standard Arc cap and damage. Crust, a Heavy, dry or outside bodies, and the later wave survive. The network trips dark for the rest of the expedition.
-
- This bounded encounter replaces both the four-origin/sixteen-body rule and Equipment's seven-origin/twenty-eight-body alternative: each knowingly left part of the finite authored crowd alive and missed the owner's named screen-wipe payoff. The footprint itself is the cap and preview. A fitted Siphon plus wet bundle may still spend the last two of three free cells to add three charge to one partial bank; it never unlocks or widens the effect. Combat owns ordinary damage grammar; this page and [Brief](/Hold%20the%20Flood/Brief#earned-spectacular-build--the-choir-cascade) own the paid rack and encounter promise. All crowd counts, timing, performance and feel remain provisional and untested.
-
- **Equipment disposition and same-scene test — 2026-09-07.** Equipment countersigns the finite environmental Choir rule in [Brief 6fd398](/Hold%20The%20Flood/Brief?revision=6fd398) and [Combat 251669](/Hold%20The%20Flood/Mechanics/Combat?revision=251669#12-the-choir-cascade--finite-environmental-exception). Keep Coil, Arc, the two independent full Batteries and the discovered network; remove the portable Relay. [TRL-WB1 2bd3df](/Disagreement%20Register/Echo%20Relay?revision=2bd3df) identifies the deciding alternative correctly: the carried item created no second inferable use, so its extra cell, acquisition and presentation burden did not buy another build decision. The retired specification remains at [Echo Relay ca4137](/Hold%20The%20Flood/Equipment/Echo%20Relay?revision=ca4137).
-
- Compare the same furnace scene. Without a tuned Choir network, the five-cell rack may stun conducting bodies in the basin and use ordinary Arc chains, but a chained hit remains one ordinary Cutter contribution and the standard hop cap applies; being stunned creates no execution, so the rack cannot promise a room clear. With the lit network, the player routes ordinary bodies inside its visible boundary, commits both full banks at the master bell, and every Coil-stunned ordinary body in that footprint receives one lethal Choir strike. The preview excludes Crust, the Heavy, dry or outside bodies and the later wave before the spend; afterward the network is dark for the expedition.
-
- The environmental version gives back the Relay's cell, but it is not free: five of eight cells and twenty charge are committed, the effect exists only at authored tuned places, and Siphon plus a wet bundle consumes two of the remaining three cells merely to top up one partial bank. A carried Relay would give a tangible late item and a larger cargo sacrifice, but preserving a single-recipe key is weaker than making learned place, crowd positioning and power preparation the cause. Do not broaden Relay solely to save it. Crowd count, timing, readability, performance and feel remain provisional and untested.
-
- ### Bell House heat cell — two-cell project cargo
-
- The failing-but-usable heat cell in [Brief 342043](/Hold%20The%20Flood/Brief?revision=342043#first-expedition--the-bell-house) is **project cargo, not equipment or generic salvage**. At shelter, the first-expedition preview reserves two orthogonally adjacent rack cells. At the Bell House, hold interact to lift the cell into that pair; if the pair is occupied or broken, the pickup preview identifies the two required cells and the cell remains in place. The player may drop and recover it during that expedition under ordinary project-cargo handling, but cannot fit, link, activate, sell, bank, leak charge through, or feed it to Siphon. Its sealed carrier is nonconductive and it gives no carried stat or combat effect.
-
- Carrying it home resolves Senn's warm-room promise under [Colony 109bf1](/Hold%20The%20Flood/Colony?revision=109bf1#the-first-loop--bell-house-to-a-real-choice); it does not become salvage currency or an optional weapon purchase. Rescue loses the carried cell and returns it to its authored Bell House source while inspected clues remain known. Campaign owns its exact placement and return route; Colony owns the room consequence. Equipment owns only its footprint, handling and rack information.
-
- **Concrete first-rack choice.** With Cutter outside the rack, a prepared Coil (2) and empty Battery (1) plus the reserved cell pair (2) occupy five of eight cells, leaving three for a Kit or optional salvage. Declining Coil opens three more cells but commits the player to the longer dry gallery and direct crowd pressure. On the way home, each optional one-cell find competes visibly with safety gear; the two-cell promise cannot be compressed after pickup.
-
- One cell is the credible cheaper alternative. Reject it provisionally because the first objective would then displace no more capacity than an ordinary bundle, weakening the owner's requested equipment-versus-salvage tension and the visible reason to prepare around the promise. More than two cells would crowd out the first Coil experiment too aggressively. These are written design judgments, not tested tuning or owner approval.
-
- ### EQP102 — Recommendation for the repeated-expedition pass
-
- **Same objective:** copy the Tram summit timetable, inspect the open pass toward the Exchange, and extract at the depot. [Build Paths EQP102](/Hold%20The%20Flood/Equipment/Build%20Paths#eqp102-one-tram-objective-three-approaches-one-changed-combination) compares (A) riding the lit tram and cutting through its blocking Heavy with only Kit, (B) Coil/Insulation's paid wet-yard control followed by the road, and (C) a planted Beacon holding the launch crowd below while the tram climbs dark. Each starts within the small issue packages with empty banks and a single baseline stop; the full acquisition, literal racks, funding, targeting, failure and return costs are on that page. This is Equipment's half of EQP102/CMB102, not a claimed Combat submission.
-
- **The discovery, reconciled with the integrated campaign:** Siphon versus Kit in the summit stores teaches salvage-to-power conversion. In [Campaign r8](/Hold%20the%20Flood/Campaign?revision=0cafb9), the Heavy supplies five charge and the earned quick return needs no conversion. If the player chooses to stay, Siphon can add thirty seconds to the lure’s fifty-second supply, at the cost of the bundle and converter. Keep that optional cargo-versus-assurance choice; retire the superseded requirement to fit this option into a thirty-second crossing. [Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths#the-discovery-that-changes-a-later-approach-salvage-can-pay-for-a-short-lure) carries the current comparison. The first Insulation acquisition and recording requirements are unchanged.
-
- **Catalogue verdict, addressing [REF107 fcf9d4](/Reference/Content%20Scale?revision=fcf9d4) and [X32 4e4d20](/Hold%20The%20Flood/External%20Critique?revision=4e4d20):** their comparison correctly asks whether within-district choices carry the larger campaign. Mature item manifests are not launch quotas; neither are our possible rack combinations evidence of depth. Keep twelve as the first working catalogue, not a final ceiling, and spend this revision on an action-changing discovery/acquisition route rather than a thirteenth name. The Tram example earns three distinct ways of handling one objective and a later conversion choice; it does **not** establish sufficient variety for every proposed expedition. Alternatives, Arc and the remaining topology tools still owe equally concrete cases. Combinations have design/presentation costs even when they reuse items.
-
- **Integration limit:** agree with Colony fe7d88 that Campaign 9366c8's berth-supported seven-cell departure is illegal under current issue rules. Recommend a small legal start and explicit field offers/shelter fitting if fuller gear is needed; do not raise the cap or grant tooling alongside the supported berth. Campaign/Lead still own the apron placement, manual depot return and short-lure route. Inventory now mirrors the Lock Flight's two one-cell nonconductive crane parts as project cargo, not issueable/converter fuel. The separate Collector five-second winch conflict remains open on its owning page.
-
- **This submission's exact source ledger** is on [Build Paths EQP102](/Hold%20The%20Flood/Equipment/Build%20Paths#addressed-handoffs-and-source-revisions): Tasks b68997, PMU007 f62987, PMR006 a28870, Campaign 9366c8, Colony fe7d88, shared 8644ea, Combat 6129ea, Design Review ce94e4 and the full current intake, compared against r3 dc3aa2 / fc64bb / 7b7bf2 and task evidence ca40f9. The older EQP101 ledger below is historical provenance, not this run's current checkpoint. No PM acceptance or development authorization follows from this submission.
-
- ### Catalogue and reasons for its size
-
- Each linked specification gives trigger, effect, target, visible state, space/resource cost, restrictions, combinations, acquisition and a reason to retain or combine an early item. “Retain” here preserves a prior proposal's useful interaction; it does not imply owner adoption.
-
- | Entry | Decision it adds or preserves | Definition |
- | --- | --- | --- |
- | Cutter | Free rack capacity and quick straggler attacks; retained Arc host | [W1](/Hold%20The%20Flood/Weapons/Cutter#eqp101-cutter-retained-as-a-real-campaign-choice) |
- | Rivet Driver — new | Commit to a penetrating line; sacrifice a rack cell, rapid retargeting and Arc | [W2](/Hold%20The%20Flood/Weapons/Alternative%20Tools#rivet-driver-w2) |
- | Prod — completed Lead proposal | Make local space by direction and obstacles; accept no kill yield and no Arc | [W3](/Hold%20The%20Flood/Weapons/Alternative%20Tools#prod-w3) |
- | Battery | Fuel commitment versus one more cargo bundle; reserve storage remains useful | [U1](/Hold%20The%20Flood/Equipment/Utility%20Modules#battery-u1-retained-collection-revised) |
- | Coil | Spend independent power for wet control/harvest or a temporary route | [C1](/Hold%20The%20Flood/Equipment/Coil) |
- | Insulation | Hot-water access versus cargo/healing; distinguish protection from ordinary insulated housings | [U2](/Hold%20The%20Flood/Equipment/Utility%20Modules#insulation-u2-retained-its-two-jobs-distinguished) |
- | Portable Beacon | Choose an entered crowd's destination, paying fuel and retrieval capacity | [U3](/Hold%20The%20Flood/Equipment/Utility%20Modules#portable-beacon-u3-retained-controls-and-drain-specified) |
- | Kit | Recover one injury sequence versus prevention or cargo; consumed on use | [U4](/Hold%20The%20Flood/Equipment/Utility%20Modules#kit-u4-retained-consumption-and-rescue-clarified) |
- | Siphon | Sacrifice one bundle and the module for three charge; salvage versus immediate power | [U5](/Hold%20The%20Flood/Equipment/Utility%20Modules#siphon-u5-retained-targetfeed-and-overflow-defined) |
- | Arc | Spend a full separate battery on density; keep Cutter meaningful later | [A1](/Hold%20The%20Flood/Equipment/Arc) |
- | Cable Reel — revised Lead proposal | Bridge reachable power terminals; existing-source dependence and unwanted energized connections | [U6](/Hold%20The%20Flood/Equipment/Utility%20Modules#cable-reel-u6-new-topology-tool) |
- | Hand Pump — completed Lead proposal | Drain a channel for a route, paying charge and losing the water’s conduction | [U7](/Hold%20The%20Flood/Equipment/Utility%20Modules#hand-pump-u7-completed-lead-proposal) |
-
- Three primaries distinguish fast single-target attacks, committed penetration and local displacement. Coil, Beacon, Reel and Hand Pump offer different ways to affect a route; Battery, Arc, Insulation, Kit and Siphon make storage, spending, protection, recovery and conversion competing choices. More entries are not needed to state these first branches. A further item should answer an uncovered action or countercase; this is an initial catalogue, not a final campaign ceiling. No renamed stat bonuses or hypothetical hundred-entry list is proposed.
-
- ### Three family recommendations
-
- | Family | Early foundation → middle branch → late choice | Main weakness |
- | --- | --- | --- |
- | Circuit Harvester | Coil/Insulation → harvest-and-Arc or grid-diver → extra reserve versus cargo, or Siphon versus Kit | Needs fresh wet targets or pays power for no harvest; collecting is exposed |
- | Route Shepherd | Cutter/Beacon → Prod pathmaker or Cutter/Arc funnel → sustained cable route versus more cargo | Nearer lights and local pursuit defeat careless placement; fuel and recovery space matter |
- | Salvage Breacher | Cutter gathering → Driver dry convoy or drainage field engineer → paid diversion or costly independent power | Flanks/obstructions defeat line shots; most powered additions remove hauling capacity |
-
- [Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths) specifies each stage, branch, exploration interaction, enemy countercase and legal rack. It also owns acquisition and proposed colony preparation packages. Families can mix; no class lock or compulsory “late best build” is introduced.
-
- ### Rack, leakage, links and advancement verdict
-
- The old six-cell rack made the complete Coil/Arc interaction consume every cell. Eight admits that interaction plus two cargo or countermeasure cells; fitting both a Beacon and its battery still removes that cargo. A larger rack is only worthwhile if it buys those choices, not because campaign scale needs a larger number. The six-cell alternative better protects a dedicated hauler's capacity advantage; prefer eight for trying interactions together, with this tradeoff visible.
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- Keep wet-cargo leakage as a forecastable risk accepted for an extra bundle, not a repeated sorting test. Nonconductive housings and saved layouts make ordinary safe packing routine; the document should admit that. Keep links one-to-one, changeable only in shelter, independent of adjacency. Replace most-room collection with a player-set priority so placement order stops accidentally deciding which action is ready. Keep no kill XP provisionally, but add authored acquisition choices and dependable preparation packages. Whether those decisions occur often enough for survivorlike appeal remains unverified; more pages cannot establish it.
-
- ### Asset burden and limits
-
- No asset was created, commissioned, purchased or claimed available. New presentation needs are two additional distinguishable primary tools, clear pierce/shove cues, portable drainage/outfall feedback, a cable/terminal connection and non-colour-only state indicators; existing Coil/Arc/Beacon readability also remains work. Prefer verified free existing assets during an authorized sourcing pass. The cheaper fallback is to cut Cable Reel and use existing valves, or cut a new primary rather than silently commissioning its art. No AI-generated art, including concepts or placeholders. All work here is written design; no game code, Unity setup, prototype, simulation or playtest. Unity and Steam remain selected; enemy identity/setting remain proposals. The rejected one-district/three-to-four-hour scope and D022’s provisional seven external districts plus refuge determine no catalogue quota or validated duration.
-
- ### Exact source revisions
-
- 2026-09-06 r3 check: used `/-/index` and `/-/log`, read the current raw source bodies, and matched them to the immutable revisions below. This is the delta source ledger for the PMR006 countersign; [r2 ae4543](/Hold%20The%20Flood/Equipment?revision=ae4543) retains the earlier full derivation ledger.
-
- | Source | Revision read |
- | --- | --- |
- | [Hold The Flood](/Hold%20The%20Flood?revision=ac60f3) | ac60f3 |
- | [Hold The Flood/Brief](/Hold%20The%20Flood/Brief?revision=77e392) | 77e392 |
- | [Hold The Flood/Tasks](/Hold%20The%20Flood/Tasks?revision=20c044) | 20c044 |
- | [Hold The Flood/Team](/Hold%20The%20Flood/Team?revision=3e5ce6) | 3e5ce6 |
- | [Hold The Flood/Expansion Brief](/Hold%20The%20Flood/Expansion%20Brief?revision=8e517e) | 8e517e |
- | [Hold The Flood/Design Index](/Hold%20The%20Flood/Design%20Index?revision=8edf4e) | 8edf4e |
- | [Hold The Flood/Pm Reviews](/Hold%20The%20Flood/Pm%20Reviews?revision=da9eb5) | da9eb5 |
- | [Hold The Flood/Pm Reviews/Pmr006](/Hold%20The%20Flood/Pm%20Reviews/Pmr006?revision=a28870) | a28870 |
- | [Hold The Flood/Design Review](/Hold%20The%20Flood/Design%20Review?revision=4508fd) | 4508fd |
- | [Wiki Conventions](/Wiki%20Conventions?revision=d9338f) | d9338f |
- | [Hold The Flood/Equipment](/Hold%20The%20Flood/Equipment?revision=ae4543) | ae4543 |
- | [Hold The Flood/Mechanics/Inventory And Charge](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge?revision=9b0547) | 9b0547 |
- | [Hold The Flood/Mechanics/Power And Attraction](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=29f5b0) | 29f5b0 |
- | [Hold The Flood/Mechanics/Combat](/Hold%20The%20Flood/Mechanics/Combat?revision=80835f) | 80835f |
- | [Hold The Flood/Colony](/Hold%20The%20Flood/Colony?revision=06acdb) | 06acdb |
- | [Hold The Flood/Campaign](/Hold%20The%20Flood/Campaign?revision=6e4b59) | 6e4b59 |
- | [Hold The Flood/World And Mystery](/Hold%20The%20Flood/World%20And%20Mystery?revision=d108c1) | d108c1 |
- | [Hold The Flood/Enemies](/Hold%20The%20Flood/Enemies?revision=e82646) | e82646 |
- | [Hold The Flood/Enemies/Spark](/Hold%20The%20Flood/Enemies/Spark?revision=730ee8) | 730ee8 |
- | [Hold The Flood/Districts/The Collector](/Hold%20The%20Flood/Districts/The%20Collector?revision=75c09e) | 75c09e |
- | [Hold The Flood/Equipment/Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=dd5d5d) | dd5d5d |
- | [Hold The Flood/Equipment/Coil](/Hold%20The%20Flood/Equipment/Coil?revision=0696cf) | 0696cf |
- | [Hold The Flood/Equipment/Arc](/Hold%20The%20Flood/Equipment/Arc?revision=445cdd) | 445cdd |
- | [Hold The Flood/Equipment/Utility Modules](/Hold%20The%20Flood/Equipment/Utility%20Modules?revision=087718) | 087718 |
- | [Hold The Flood/Weapons/Cutter](/Hold%20The%20Flood/Weapons/Cutter?revision=5f5713) | 5f5713 |
- | [Hold The Flood/Weapons/Alternative Tools](/Hold%20The%20Flood/Weapons/Alternative%20Tools?revision=aaabb2) | aaabb2 |
-
- The earlier Equipment submission retained the PM seed verbatim. This Visionary pass retires that superseded copy to its existing immutable revision, with the headings below retained for old links. Numerical values remain provisional; no implementation, simulation, playtest or asset work is claimed.
-
- ## Preserved PM source seed
-
- The PM seed is preserved in [Equipment ba5942](/Hold%20The%20Flood/Equipment?revision=ba5942#preserved-pm-source-seed), derived from [Design Document r13](/Hold%20the%20Flood/Design%20Document?revision=50046f). Its older rack, collection rule and catalogue are historical, not a second current design. Retired from this page’s active body by the Game Visionary on 2026-09-07 to prevent another contradictory first read; no source revision was deleted.
-
- ## Actual current catalogue
-
- Historical heading retained for incoming links. Use [Catalogue and reasons for its size](#catalogue-and-reasons-for-its-size) above; the former seven-module table is in [ba5942](/Hold%20The%20Flood/Equipment?revision=ba5942#actual-current-catalogue).
-
- ## Rack and resource contract in r13
-
- Historical heading retained for incoming links. The [current inventory rules](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge) supersede the [r13 source summary](/Hold%20The%20Flood/Equipment?revision=ba5942#rack-and-resource-contract-in-r13).
-
- ## Expansion assignment
-
- **EQP101:** assess rack size and progression, acquisition, meaningful weapon families and item combinations. Supply three genuinely different early/middle/late build paths, each with branching choices, an environmental interaction, an opportunity cost and a failure case. State how discoveries and colony choices unlock possibilities without replacing every old item with a strictly better one.
-
- Do not inflate the catalogue with renamed stat bonuses. Make individual item pages when their trigger, effect, targeting, costs, restrictions, interactions and acquisition are actually specified. Work with Combat on the shared attack/status vocabulary and Colony on persistent unlocks. All new counts and balance values remain proposals.
-
- ---
-
- *1,692 words of submission status, provenance and handoff were removed from this page on 2026-09-07 by the wiki editor, under the owner's instruction that discussion belongs in [chat](/Chat%20Rooms) and articles belong to the design. Sections removed: *EQP101 submission*, *Reconciliation with submissions published during drafting*, *Effect table response*, *Transfer and cross-role dependencies*. **Nothing is lost** — the full text is at [revision 122d38](/Hold%20The%20Flood/Equipment?revision=122d38) and in this page's [history](/Hold%20The%20Flood/Equipment/history). Discussion continues in the `hold-the-flood` room.*
hold the flood/equipment/arc.md .. /dev/null
@@ 1,24 0,0 @@
- # Hold the Flood — Arc
-
- **EQP101 · r3 · 2026-09-06 UTC · Equipment and Build Designer · Combat geometry countersigned; EQP101 remains in PM review.**
- Source: [Design Document r14 / ec1b6c](/Hold%20The%20Flood/Design%20Document?revision=ec1b6c), §§5–6 and 13; [PMR003 / 72c692](/Hold%20The%20Flood/Pm%20Reviews/Pmr003?revision=72c692). [Design Index](/Hold%20The%20Flood/Design%20Index) · [Expansion Brief](/Hold%20The%20Flood/Expansion%20Brief) · [Glossary](/Hold%20The%20Flood/Glossary).
-
- ## A1 — Full catalogue specification
-
- **Trigger.** Select Arc and start a burst with its linked battery full. An empty/partial battery refuses without cost. The player's decision is when and where to spend a fixed burst; automatic primary hits supply its attack events. One cell plus its own one-cell battery; it cannot share the coil's bank during combat.
-
- **Effect and target.** For about ten seconds, direct Cutter hits conduct damaging arcs through a dense group of nearby organisms. Propose at most three additional enemies per direct hit, each at most once for that hit, with each hop requiring proximity and line of sight. Combat [80835f §6](/Hold%20The%20Flood/Mechanics/Combat?revision=80835f#6-the-shared-grammar--the-interface-with-equipment) retains the cap and supplies the requested geometry, which Equipment countersigns as provisional tuning: each hop reaches an eligible body within three metres with unobstructed line of sight; ties choose nearest to the struck body, then nearest to the surveyor. A Crust is neither a chain target nor a hop. Lead [29f5b0 §4](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=29f5b0#4-charge-once-per-organism-ten-per-battery) owns the bounded body-to-body rule. Arc hits cannot retrigger Arc, apply weapon displacement, or energize machinery/water. Body-to-body damage and world-power injection remain different effects with different cues.
-
- **Fuel and restrictions.** Commit exactly one full bank per burst, draining ten to zero over its fixed duration. That battery accepts no pickups during the burst; early interruption loses its remaining committed fuel. Another eligible bank may collect under the [priority rule](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge#e3-player-selected-collection-priority-independent-of-cell-order). Ordinary kills yield only from organisms that have not already shed; recovering a Carrier’s stolen mote relocates an existing drop and is accounted separately. Switching targets cannot extend the burst; no eligible host hit means fuel is still being spent.
-
- **Compatibility recommendation.** Keep Arc **Cutter-only** for this first catalogue. Rivet Driver already penetrates multiple targets; Prod provides displacement. Letting all hosts inherit chain damage as well would erode their costs and complicate hit/chain ordering. Universal compatibility is a credible alternative with more combinations; prefer an explicit host choice now, then widen only if Combat can preserve a reason to choose Cutter. Item inspection names the restriction, and fitting warns if the selected primary cannot trigger it. No silent inactive slot.
-
- **Information and cost.** Show bank commitment, remaining seconds and eligible host before activation; distinguish direct hits from bounded chain links. Damage and hit intervals remain Combat tuning. Equipment accepts one ordinary Cutter-hit contribution per chained body and Combat’s Heavy exception: ten provisional Cutter hits; counts as ten bodies for stun yield; drops one five-unit mote on an unshed kill; sheds only once by either route. [EQP101 r3 effect disposition](/Hold%20The%20Flood/Equipment#effect-table-response) records the full current countersign. Spending against scattered enemies wastes most of the potential; gathering remaining motes can require re-entering pursuit range. This is designed crowd-clearing opportunity, not a promise of mowing speed or balance.
-
- **Combinations and keep reason.** Coil gathers charge from a fresh wet crowd, but those stunned organisms cannot pay for the Arc afterward; reserve fuel must already exist. Beacon can concentrate enemies without making them shed; choose it instead of Coil for a charge-yielding kill window at greater exposure. Battery + Arc + Cutter remains useful late for a dry route where Coil cannot harvest. The early Cutter stays a real host, not a discarded tutorial weapon.
-
- **Acquisition.** Optional clearly marked electrical-tool cache after the player can inspect a battery link and find fresh stragglers; no requirement to solve an essential clue first. Inspection records the recipe, then workshop choice or electrical caches. It is found empty of fuel. [Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths) gives the battery and branch choices.
-
- ## Counterplay illustration
-
- A held crowd has spread along a dry branch. The player starts the burst while only one pursuer is within chaining distance. Cutter still attacks, but few or no extra enemies are eligible and the ten-second commitment runs out. Wait for a denser doorway, use a beacon to change the approach, or keep the bank for escape. No recharge rule rescues an ill-timed burst. Against a water-stunned crowd, an eight-second stun cannot contain the whole ten-second burst: the closing seconds require movement or space as enemies recover. A Crust inside the group neither receives a chain hit nor carries one onward; it does not shield bodies behind it if another legal three-metre route exists, so the player’s position still determines whether the branch dies or bends around it.
hold the flood/equipment/build paths.md .. /dev/null
@@ 1,276 0,0 @@
- # Hold the Flood — Build Paths
-
- ## Owner-correction proof — one horde objective, two portable build paths
-
- **Equipment proposal · 2026-09-07 · revision required by owner.** This answers the current [Brief b9766b](/Hold%20The%20Flood/Brief?revision=b9766b#latest-owner-correction--survivorlike-identity-and-songs), [Tasks 84f8c4](/Hold%20The%20Flood/Tasks?revision=84f8c4#current-priority--apply-the-owners-discovery-first-direction) and [X38 c081e8](/Hold%20The%20Flood/External%20Critique?revision=c081e8). It does not endorse the drowned-sanctuary setting, the song chain or the Choir as the game's identity. It asks whether retained portable tools can make ordinary horde play expressive before adding another item.
-
- ### Common objective and pressure
-
- **Illustrative, setting-neutral frame:** recover a two-cell replacement blower motor from a breached freight depot and return it so the refuge clinic remains usable. Colony/World may replace the person and fiction; Equipment needs the human consequence, two-cell return cargo and same physical objective to remain. A growing ordinary horde enters from the loading gate and later from a marked flank door. The motor cage is reached from either an open rain-wet loading apron or a dry rack aisle; neither is a class-locked path. At the cage, hold interact for a provisional six seconds to release the motor; ordinary attacks are suspended during the hold, and leaving preserves no progress. Combat owns the interaction commitment and horde composition.
-
- The player sees both approaches, the two-cell pickup outline, current rack capacity, bank readiness and the two arrival arrows before committing. Kills from fresh ordinary bodies drop charge under the existing once-per-body rule, so stepping into danger to collect motes develops the run from an empty rack state into a powered one. The horde is pressure, fuel and geometry; it is not deleted by entering a scripted room. Rescue loses the motor and carried salvage but preserves inspected recipes. All counts below are provisional written accounting, not a survival-time or fun claim.
-
- ### Path A — Storm Cutter: save two banks for a portable burst
-
- **Rack and acquisition.** Cutter remains the free primary. Coil (2) + Arc (1) + two empty Batteries (2) uses five cells; the recovered motor uses two, leaving one cell for Kit **or** Insulation, not both. Coil is first inspected at an optional machinery cache with a free manual route; Arc is later inspected at a marked electrical cache after the player has seen a Battery link and dense ordinary targets. The second Battery is an optional cache/workshop choice. Inspection records each recipe, but current shelter-only fitting remains: this is a later expedition changed by discovery, not an invented field-install exception.
-
- **Early choice — earn or spend.** Kill and physically collect from twenty fresh ordinary bodies to fill both priority-selected banks. The wet apron also exposes a powered cage release: spending Coil's bank there opens the short route and stuns its current crowd, but removes half the late combination until ten more fresh drops are reached. Taking the longer dry aisle preserves both banks. This makes charge a route-versus-power decision rather than an automatic level bar.
-
- **Middle branch — protection or recovery.** Insulation lets the player stand in the Coil-energized apron and reposition through the eight-second stun window, but does not stop contact. Kit recovers one contact mistake but gives no protection from energized ground. Leaving the eighth cell empty instead permits one optional salvage bundle before the motor is lifted. The player chooses before departure and sees the lost alternative.
-
- **Late payoff and consequence.** Route a dense ordinary group into any connected wet pocket, not a special Choir network. Discharge Coil from one full bank, then start Arc from the other. For the overlapping part of the provisional eight-second stun and ten-second Arc burst, every direct Cutter hit can add ordinary Cutter contributions to at most three nearby eligible bodies under [Arc fc64bb](/Hold%20The%20Flood/Equipment/Arc?revision=fc64bb); no stunned-body execution exists. The result is a portable jump from one direct hit to as many as four body hits per Cutter event while the player uses the control window to reach the motor. Both banks end empty, the closing Arc seconds outlast the stun, and the flank wave still arrives.
-
- **Weakness and enemy counterplay.** Dry or disconnected ground removes Coil; scattered bodies waste Arc; Crust breaks chain paths; already-spent bodies cannot refill the banks; a flank entering after firing attacks outside the prepared pocket. The player may retreat with no motor or take the dry aisle with an expensive underused rack. This build earns density damage through charge, position and two compatible tools; it does not promise a wipe.
-
- ### Path B — Needle Queue: make an ordinary weapon multiply by geometry
-
- **Rack and acquisition.** Fit Rivet Driver in the external primary cradle and its one-cell brace; Beacon (1) + one empty Battery (1) makes three equipment cells. The two-cell motor leaves three cells for Kit and up to two salvage bundles, or for a larger unprotected haul. Driver is first inspected beside a straight service lane whose close Cutter route remains available. Beacon is inspected after a free fixed-lure example, with a manual long route that does not require it. Both are ordinary retained offers from [Alternative Tools aaabb2](/Hold%20The%20Flood/Weapons/Alternative%20Tools?revision=aaabb2) and [Utility Modules 4ffa18](/Hold%20The%20Flood/Equipment/Utility%20Modules?revision=4ffa18), not new unlocks invented for this scene.
-
- **Early choice — charge under fire.** Driver attacks cost no fuel but commit to a shown line and recovery. Kill and collect ten fresh ordinary drops to fill the Beacon bank. A tool shot can loosen a visible side-lane salvage bundle at range, but that attack cycle is not protecting the player and the bundle still must be reached. Taking it early risks the flank; leaving it preserves position.
-
- **Middle branch — safety or greed.** Kit occupies one cell and can recover one contact mistake during Beacon planting or the motor hold. Omitting it leaves another cargo cell. If the eventual setting retains wet salvage, the existing Siphon + bundle alternative may spend two cells to add only three Beacon charge; that is thirty provisional seconds of readiness for a destroyed converter and lost bankable bundle, not a required branch. Do not make the proof depend on this setting-specific option.
-
- **Late payoff and consequence.** Plant and arm the charged Beacon at the far end of a visible straight aisle, outside immediate pursuit range. Eligible entrants walk into its lane; the player stays near the motor cage and moves laterally so the Driver's committed trajectory crosses the queue. Each attack can contribute to up to three aligned bodies instead of the Cutter's one, repeatedly, without a special environmental damage rule. The player then chooses between holding the six-second motor interaction while the lure still burns or continuing to thin the queue and accepting less extraction time. Planting frees two rack cells, but retrieving Beacon + Battery later requires two empty cells; filling them with salvage abandons that equipment for the expedition.
-
- **Weakness and enemy counterplay.** Pursuers already within range ignore the lure; the marked flank door splits the line; walls or scattered arrivals reduce penetration; a Heavy consumes repeated hits; planting and retrieval are exposed local actions. When the bank empties, the queue disperses rather than vanishing. The payoff comes from portable targeting plus weapon geometry and can recur in any readable corridor, courtyard edge or path the player helps create.
-
- ### Why these are materially different and reusable
-
- | Question | Storm Cutter | Needle Queue |
- | --- | --- | --- |
- | What the player does | Earns two banks, preserves them, enters a conductive pocket and times two activations | Earns one bank, chooses a plant point, maintains a firing line and times a live interaction |
- | Power jump | One Cutter event can affect up to four nearby bodies during a paid burst | One committed Driver event can affect up to three aligned bodies for as long as geometry holds |
- | Main cost | Five cells, twenty collected charge and almost no return capacity | Primary brace, one bank, planting risk and vulnerability to split approaches |
- | What breaks it | Dry/scattered/spent targets, Crust and a late flank | Pursuit, flanks, obstructions, a Heavy and lure expiry |
- | Exploration use | Coil may spend the same bank on ordinary powered access; Arc remains useful on later dense dry fights | Driver loosens visible salvage at range; Beacon changes ordinary approach geometry beyond this depot |
-
- The credible alternative is to prove build expression with two more authored room networks. Reject that for this pass: it would compare rooms, while the owner asked what the player can repeatedly discover, carry, charge and combine. Another new weapon or component is also premature; these retained tools already expose two different action grammars. If either path cannot produce a legible power jump under Combat's actual arithmetic, revise or cut the weak interaction before expanding the catalogue.
-
- ### Catalogue and progression disposition after the owner correction
-
- - **Keep for this proof:** Cutter, Battery, Arc, Rivet Driver, Portable Beacon and Kit. They create portable attack, storage, geometry, survival and cargo choices without assuming a water world.
- - **Keep Coil only as a conditional portable candidate:** one ordinary wet apron does not make water the setting. If the successor vision cannot supply recurring, readable conductive pockets without forcing them into every area, remove Coil from the proof rather than rebuilding the world around it.
- - **Defer from the foundation pitch:** Insulation, Siphon, Cable Reel, Hand Pump and the Choir network. Their specifications remain useful source material, but their value depends heavily on unendorsed water/machinery assumptions or an authored set piece. Do not delete their history and do not present them as the required first catalogue.
- - **Remove Echo Relay:** [ca4137](/Hold%20The%20Flood/Equipment/Echo%20Relay?revision=ca4137) remains the tombstone. No second portable use has appeared.
-
- Current inspection plus shelter fitting means hardware discoveries improve a later expedition; within an expedition, charge collection and spending create the power curve. A conventional mid-run install/level-up system is a credible survivorlike alternative and would make the jump more immediate, but it would rewrite the eight-cell transfer, linking and refuge-preparation value. Lead must choose that interface explicitly; this page does not smuggle it in through a depot cache.
-
- **Cross-role handoff.** Combat must check Driver damage/penetration, ordinary Arc arithmetic, horde approach and whether either payoff reads as dramatic without changing the shared statuses. Lead/Visionary choose or replace the neutral objective and decide whether shelter-only fitting still supports the intended survivorlike cadence. Campaign owns the path, repeat state and extraction pressure. Colony owns when recipes/workshop choices become available and the refuge consequence; World owns the fiction, with no encoded song dependency. Equipment recommends these two paths over a new catalogue entry and claims no balance, feasibility, performance, duration, market value or fun.
-
- Sources read as actual Markdown for this pass: Hub **d7b23c**; Brief **b9766b**; Tasks **84f8c4**; External Critique **c081e8**; Build Paths **f6f8ef**; Inventory and Charge **810057**; Coil **80da75**; Arc **fc64bb**; Utility Modules **4ffa18**; Alternative Tools **aaabb2**; Combat **251669**; Equipment **9aae07**; project-room messages processed individually through **61**.
-
- **2026-09-07 · Game Visionary · Later-Tram example reconciled and packing gate removed.** The conversion example now follows [Campaign r8](/Hold%20the%20Flood/Campaign?revision=0cafb9): an earned quick return or optional extra lure margin, not the superseded empty-bank crossing proposal. Siphon feedstock need not be adjacent under [U5](/Hold%20The%20Flood/Equipment/Utility%20Modules#siphon-u5-retained-targetfeed-and-overflow-defined). Prior proposal: [6d6d1d](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=6d6d1d). Other build families and acquisition rules are unchanged; earlier submission metadata follows.
-
- **Equipment countersign — Siphon simplification and current issue boundary, 2026-09-07.** Accept the Visionary’s removal of Siphon adjacency at [bbb314](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=bbb314). The player still selects the carried wet bundle and sees the sacrifice, three-charge result and overflow before confirming; the lost Siphon, lost bankable cargo, fixed shelter-set battery feed and one-use limit remain the competing cost. Removing adjacency prevents shelter-only packing from becoming the answer to a field conversion while preserving leakage adjacency and rack capacity as separate risks. This countersigns one rule change, not the whole catalogue or Campaign scene.
-
- **Changed-return issue correction:** Colony [c56634](/Hold%20The%20Flood/Colony?revision=c56634) identifies a live Campaign [0cafb9](/Hold%20The%20Flood/Campaign?revision=0cafb9) alternative that supports the summit berth yet departs with Beacon + default Battery + Kit. Berth support retracts advanced tooling, so the ordinary workshop issues only one known module plus the default bank. Prefer **Beacon + empty Battery**, omitting the issued Kit; Kit may appear only through an authored field offer before use. Approach C on this page remains legal under its stated tooling Circuit set, not simultaneously with berth support. Lead owns the scene correction; Equipment changes no service, cap or geography.
-
- **EQP102 r1 / Build Paths r4 · 2026-09-07 UTC · Equipment and Build Designer · Three approaches to one Tram objective, plus an acquisition-led changed return; submitted for PM review. EQP101 remains in review.**
- Sources: [Design Document r14 / ec1b6c](/Hold%20The%20Flood/Design%20Document?revision=ec1b6c), §§3–6, 8 and 10; [World r20 / 7699de](/Hold%20The%20Flood/World%20And%20Mystery?revision=7699de), W1–W4, S1–S3 and campaign contribution rules; [Expansion Brief / cdc0c5](/Hold%20The%20Flood/Expansion%20Brief?revision=cdc0c5). [Design Index](/Hold%20The%20Flood/Design%20Index) · [Glossary](/Hold%20The%20Flood/Glossary) · [Equipment](/Hold%20The%20Flood/Equipment#eqp101-submission).
-
- These are loadout intentions, not locked classes. A player can change family at shelter or on a later departure. Early/middle/late mean available decisions and knowledge, **not approved district numbers or elapsed hours**. All cell counts use the D023/Lead-adopted eight-cell [Inventory and Charge contract](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge); all numeric yields are conditional written examples. No build has been played, simulated, balanced or shown fun.
-
- ## EQP102 — One Tram objective, three approaches, one changed combination
-
- **Recommendation for DES105, not an adopted district rewrite.** Use Colony's Tram case rather than invent another district. The common objective is **reach the summit, copy the timetable, inspect the open pass toward the Exchange, and extract at the depot**. Do not enter another district in this expedition. A summit bundle is an optional competing reward, not a success condition. This section proposes the equipment contribution; Lead owns the combined sequence and Campaign owns the actual paths. Numbers below are written requirements/accounting, not measured survivability or travel times.
-
- ### Common start and acquisition — no free full rack
-
- Compare the same supplied Tram state before any Collector intervention: tram at the depot; Walkers entering the yard, a Heavy obstructing the rail; panel initially Gates; the surveyed depot is the sole baseline stop. Use the existing road, stairs, panel and summit shelter in [Campaign r5 §3.2 / 9366c8](/Hold%20The%20Flood/Campaign?revision=9366c8). The service choice is tooling, not a simultaneous supported summit berth. Both crane parts have previously been banked and the workshop/tooling repaired under [Colony fe7d88](/Hold%20The%20Flood/Colony?revision=fe7d88); those are prerequisites, not guaranteed earnings at a prescribed visit number.
-
- **Equipment acquisition clarification:** a revisit may still select the smaller ordinary-workshop or tooling packages; the actually-recorded-pattern requirement applies when claiming expanded, up-to-six-cell recorded-rack issue. A first-visit-sized Circuit set does not become unavailable on returning. All three racks below fit those small packages: no full-pattern entitlement is used. Known recipes still require real inspection. This is an Equipment clarification offered to Colony/Lead, not a change to D023's six-cell cap.
-
- For the missing first Insulation placement identified by COL102, propose the **dry direct road beside Lock Flight's Head basin**, outside the lock-house door, with the existing lever/road approach. This allows inspection before any insulated crossing. Put the first Coil on the Pumping District's free machinery route, the first Beacon at the Lock Flight Tail's route-maintenance cache, and Kit on a public aid route, as their existing entry categories require. Campaign must place these offers and demonstrate their free approaches; none is currently certified geography. Before those recipes are observed, choose the basic/manual route, not imaginary issued gear. On a first Tram visit the Coil/Insulation Circuit set can be assembled and recorded at the summit shelter; that gives Colony B's subsequent four-cell record its concrete acquisition chain without requiring an extra record-collection trip.
-
- Literal departure racks below use Cutter outside the rack. `.` is empty; C/C one Coil; B a bank; I Insulation; L Beacon; K Kit. Each row is four cells. All batteries start **0/10**, and none touches proposed cargo cells. A uses the ordinary workshop and declines the default bank; B and C use tooling's two-known-module Circuit set.
-
- | Approach | Top row / bottom row | Issue and links | What is given up |
- | --- | --- | --- | --- |
- | A — Ride and cut | `. . . K` / `. . . .` | Kit: 1 cell; no battery or link; 7 free | Charge collection, wet protection and crowd control |
- | B — Wet-yard breach, then walk | `. C C B` / `. . . I` | Coil + Insulation + default bank: 4 cells; B → Coil; 4 free | Kit, portable destination and four cargo cells |
- | C — Leave a lure below, ride dark | `. . L B` / `. . K .` | Beacon + Kit + default bank: 3 cells; B → Beacon; 5 free | Insulation; two physical items committed at the plant point |
-
- ### A — Ride and cut: pay exposure instead of fuel
-
- Throw Rail, board the lit tram and take it uphill. The lamp draws entered bodies; the player has chosen to bring the crowd onto the incline. When the Heavy blocks the rail, step onto the roadbed and position it as Cutter's nearest legal target. Its ten-hit durability means a real exposed stop, not one hit shared with ordinary Walkers. There is no Arc here and no bank: its five-unit mote and ordinary kill motes are lost rather than silently stored. Use Kit only if injured; it restores health once and then leaves the rack. Neither healing nor the moving tram protects against contact.
-
- At the summit, read the board and inspect the open pass. Turn the lamp off before the return: bodies with no reachable lit beacon spread where they stand, so descend behind the observed crowd edge rather than treating darkness as a clearance. Use the existing manual depot-gate return if Rail remains selected; switching Gates locally restores the convenient dock road but closes the upper pass. Leaving the tram below or above changes the next approach's Heavy concentration. That is a deliberate lasting machine state, not an equipment unlock.
-
- **Failure/alternative:** a second body becomes nearer during the Heavy stop, so automatic Cutter attacks it instead; the Heavy remains and the following crowd removes the lead. Reverse the tram and retry the approach, or abandon the summit objective and return. The seven-cell cargo advantage is only useful if the player can reach cargo; it does not purchase a safe clearing time. This is the credible minimal-equipment alternative to both powered plans.
-
- ### B — Wet-yard breach, then walk: pay for a local control window
-
- Keep Gates while earning the first bank. Insulation permits the hot-yard approach; draw ten ordinary Walkers to the edge, kill them and walk over their motes before fade. Pursuit applies within about ten metres; the bank is earned amid contact risk, not from a safe firing platform. If the bank is incomplete, take A's free machinery route or abort; no siphon, passive refill or successful ten-kill harvest is assumed.
-
- Once full, set the tram lamp off and switch Rail. Step into the connected yard water and discharge on the crowd still there, then take the incline road/stairs while it recovers. **The dry rail does not give Coil a dry stun:** a Heavy already on the rail is unaffected. This plan separates from the tram rather than clearing its obstruction. If that Heavy also physically blocks the road, kill/reverse/retreat under ordinary rules; Campaign must not quietly draw a pass-through body.
-
- Illustrative complete ledger: 60 ordinary arrivals, 10 killed/collected for the first bank, and all 50 survivors still wet and fresh at firing. Spend 10; the 50 drop 25 and become spent. Reach two five-unit motes: bank 10, leave 15 to fade. Total dropped 35, collected 20, spent 10, stored 10, ground-fade 15. Spending no time collecting instead leaves bank 0 and all 25 to fade. Both are legal; neither promises that collection or the entire climb fits the **eight-second stun**. The water's two-second power is separate, and any fixed source can keep it hot. A second paid stun buys control but not another yield from those survivors.
-
- Read/inspect at the summit and return down the road to the same depot. Keep any refilled bank for a remaining wet obstruction or lose it at extraction. **Failure/cost:** dry or spent enemies remove the harvest advantage; no Kit covers contact mistakes; pausing for motes can spend the escape window. B buys a local departure from the yard, not suppression of the next dispatch or an insulated safe zone.
-
- ### C — Leave a lure below, ride dark: pay to choose the launch crowd's destination
-
- Earn ten ordinary kill motes at the **dry** edge while Gates holds the yard crowd; step over each actual drop. With no Insulation, do not wade into the lit yard to recover a lost mote. Prepare the tram with its lamp off. Plant the Beacon/bank **dark**, then arm it immediately before switching to Rail. The yard beacon darkens and eligible bodies retarget to the portable; the tram carries no competing light. Board and climb while the local destination remains below.
-
- **Proposed placement requirement to Campaign:** a traversable dry side apron off the depot road, with room for the planted crowd's displayed press ring to remain off the boarding/return path. This is a placement of existing objects, not an asserted new room or approved asset. Do not integrate the illustration if the actual ground cannot provide it. Bodies within pursuit range still chase the player; a lit beacon is never protection from a pursuer.
-
- At the provisional one unit per ten lit seconds, 10 buys **at most 100 seconds including arming and withdrawal**. That is a launch diversion, not the source scene's entire multi-minute ascent or a second-dispatch hold. At expiry the crowd spreads from the apron; it is neither deleted nor still magically held. A Heavy can still stop the dark tram; without the crowd following the lamp, C is buying separation for that stop rather than damage. Whether the separation lasts is a Campaign/Combat question, not a claimed success.
-
- At the summit, perform the same evidence/pass work. On return, inspect the actual spread before approaching the depot; use manual gate routing or abort to the known baseline when the path remains reachable. Planting freed two cells, but recovering L+B needs **two** free cells, even when empty. Filling every freed cell with salvage trades those physical items away for this expedition. All collected charge was spent on lure time; no refund on retrieval. Unlike A this plan spends a bank and placement exposure; unlike B it has no water-control window, and cargo cannot make a collapsed lure work again.
-
- ### The discovery that changes a later approach: salvage can pay for a short lure
-
- The summit stores offer **Siphon versus Kit**, both inspectable beside the existing loose bundle and shelter; take one per expedition. Inspection records the recipe, even if the object is left or lost. Fitting the converter’s battery feed still requires shelter. The finding is useful because a bankable bundle can become emergency light, not because the player must use every discovered item.
-
- **Follow the integrated return, not the earlier proposal.** [Campaign r8](/Hold%20the%20Flood/Campaign?revision=0cafb9) clears the rail-blocking Heavy for five charge. With the first incoming crowd withheld at the Collector, the player can set the tram’s standing state and leave early with the bundle; the Siphon and portable Beacon are unused insurance. Do not add a compulsory wait, an extra crowd or a fuel deficit to make the loadout seem necessary. A player who stays for another observation faces the later crowd: five charge already buys fifty lit seconds, while consuming Siphon and bundle adds thirty seconds of margin. The real choice is confidence and cargo against extra assurance, not owning a return key. Campaign owns the path, timing and ledgers.
-
- **The simplified rack rule, as a boundary example rather than another authored trip.** Start `. . Siphon B` / `. . L .`, with B linked to Beacon and Siphon’s feed set to B. Put the wet bundle in top-row column **1**: it touches neither the converter nor the bank. It is still valid fuel under [U5](/Hold%20The%20Flood/Equipment/Utility%20Modules#siphon-u5-retained-targetfeed-and-overflow-defined). From an empty eligible bank, conversion gives **0 → 3** and frees the Siphon and bundle cells; from the adopted return’s five-charge bank, **5 → 8**. The respective maximum lure durations are thirty and eighty lit seconds. No adjacency, field relinking, free starting fuel or new charge source is implied. Existing leakage still applies to cargo left in contact with a bank.
-
- The superseded thirty-second-crossing proposal is preserved in [the earlier proposal](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=6d6d1d). Recipes and actual switched states persist; only extraction banks salvage, while rescue loses carried cargo and fuel. Once there is no useful state to change or information to obtain, omit the return. The first-expedition acquisition and recording-shelter reconciliation below remain in force.
-
- ### Interface reconciliation after COL102 r2 — recording shelter established
-
- **Adopted Equipment rule, unchanged:** the first Insulation offer is inspectable on the dry direct road outside the Lock Flight lock-house door. Inspection records the recipe; fitting and recording a rack still require a real shelter. Build Paths [6bc3f7](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=6bc3f7) proposed carrying the inspected Insulation and Pumping-route Coil to the existing Tram summit shelter, assembling the legal four-cell Coil/Insulation rack there, and recording it there for later revisit issue.
-
- Campaign DES105 r1 [ee4202](/Hold%20The%20Flood/Campaign?revision=ee4202) moved that recording to the unspecified “Lock Flight lock house,” and COL102 r2 [59ad65](/Hold%20The%20Flood/Colony?revision=59ad65) correctly flagged that no shelter was established there. Lead has now closed the dependency in Campaign DES105 r2 [de4893](/Hold%20The%20Flood/Campaign?revision=de4893) by naming the **Lock Flight quay dock, a shelter**. Equipment accepts this as a legal alternative acquisition path: inspect Insulation on the dry road, return to the quay dock, assemble and record there. That route costs the return to the dock but can make the record available before Tram; carrying the components onward and recording at the summit shelter remains legal. Before either record exists, depart with a smaller legal package and use the manual route.
-
- **Affected interfaces:** Colony can retain the four-cell record and tooling trajectory; Lead/Campaign owns the route cost and integrated visit; Equipment retains offer, recipe, rack and issue rules. No extra shelter, free first-visit rack, recipe exception, issue-cap change or district transfer is introduced. Source check used actual Markdown at Tasks [cb7928](/Hold%20The%20Flood/Tasks?revision=cb7928), PMR007 [6fb181](/Hold%20The%20Flood/PM%20Reviews/PMR007?revision=6fb181), Campaign [de4893](/Hold%20The%20Flood/Campaign?revision=de4893), Colony [59ad65](/Hold%20The%20Flood/Colony?revision=59ad65), Districts [c1bbe1](/Hold%20The%20Flood/Districts?revision=c1bbe1), Equipment [ba5942](/Hold%20The%20Flood/Equipment?revision=ba5942) and this page [2c0973](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=2c0973). Written design only; no behaviour is tested or approved beyond PMR007's stated contribution scope.
-
- ### What this comparison earns — and what it does not
-
- Keep the twelve-entry **first** catalogue for this draft; add no thirteenth item to repair this case. The most useful revision is a concrete Siphon discovery and legal preparation, not another damage tier. Cutter remains the fuel-free source and cheapest primary, the original bank can be linked to a different consumer at shelter, and the old Beacon becomes usable for a short job with three charge rather than being superseded by Coil. Arc, Prod and Driver still need distinct cases across the wider campaign; this one is not evidence that every catalogue entry is necessary or that twelve sustain the provisional campaign length.
-
- [REF107 / fcf9d4](/Reference/Content%20Scale?revision=fcf9d4) and [External Critique X32 / 4e4d20](/Hold%20The%20Flood/External%20Critique?revision=4e4d20) are right to put **within-district variety**, not just district count, under scrutiny. Mature manifests are not launch quotas, but their many per-run choices cannot be answered by three family names or multiplying possible racks. Here the observable differences are which crowd follows, where the player stops to fight, whether wet bodies are a resource, and whether salvage is banked or burnt for a return. That is a narrower, inspectable claim. Combinations still cost authoring, cues and acquisition work. If later encounters repeatedly favour the same plan, revise those action choices or add a specifically missing verb; do not call sorting depth or enlarge the catalogue to reach a number.
-
- ### Addressed handoffs and source revisions
-
- - **Lead — Campaign 9366c8 §3.2:** “the summit berth supported” and seven equipment cells at departure cannot coexist with Colony's issue rules. I agree with COL102's correction. Prefer replacing that scene with one of these small legal starts; for a berth-supported scene, ordinary workshop issues Coil + default empty bank (3 cells), **not** Coil/Arc/two banks/Insulation/Kit (7). A six-cell tooling record also cannot be used while the assembly supports the berth. If the fuller field rack is important, author its actual offers and shelter fit before its first use. No increased issue cap is requested.
- - **Colony — fe7d88 COL-I2:** first Insulation location and the first-Tram Circuit-set/record chain are specified above as proposals. Smaller-package revisit eligibility is explicit here. Inventory now classifies the two Lock Flight parts as one-cell nonconductive project cargo: no links, charge conversion, equipment issue or duplicate banking. These changes preserve one advanced service rather than hiding an exception.
- - **Combat — 6129ea / CMB102:** countersign or revise these three same-objective approaches, particularly automatic target displacement at the Heavy stop and pursuit/press at the side-apron placement. No dry Coil stun, safe ten-kill funding or lure duration extension is claimed. Correct remaining historical §6 Spark-status and accounting copies in your own page when consolidating; its current effect table is already power-only and E3 owns pickup priority.
- - **Campaign/World — 9366c8, e1136a, 351f4c:** name the apron, free manual depot return, offer placements and short-lure crossing; integrate the optional Collector intervention with actual supply state and essential-clue redundancy. The Collector's separate five-second winch versus two-second Coil issue at 75c09e is still an owning-page correction, not solved by this Tram example.
- - **PM:** this is EQP102's Equipment submission, not CMB102's submission or acceptance of EQP101. Proposed placements and route timing remain integration dependencies; design only.
-
- **Pre-save World update read — [WLD104 r25 / e99445](/Hold%20The%20Flood/World%20And%20Mystery?revision=e99445).** Its weather → supplied → harvested chain supports this example's loss of an expected charge source; the Siphon choice gives that learning a specific equipment consequence without requiring a new clue. Equipment qualifies its claim that late doors want “charge, not cargo”: after withholding a surge, a full-bank plan can be less dependable than a three-unit lure or the free machine route. The held-basin rack it names—Coil, two banks, Insulation—is five cells and needs an actually recorded revisit pattern for full issue, or field acquisition/shelter fitting; it is not a free first-visit Circuit set. Lead/Campaign own clue order and the actual destination for that harvest. No change to World's explanation is made here. Campaign, Colony, Combat and Tasks remained unchanged in this pre-save source check.
-
- **Exact processed sources, 2026-09-07:** index/log and actual raw Markdown; Hub 693f1b, Brief 77e392, Tasks b68997, Team 3e5ce6, Expansion Brief 8e517e, Design Index 8edf4e, PM Reviews f62987 (PMU007), latest completed PMR006 a28870, Design Review ce94e4, Wiki Conventions 72bb0f; Design Document 5f9fbb (relevant machinery/rack/progression baseline, not current product scope), Campaign 9366c8, Districts e1136a, shared contract 8644ea, Combat 6129ea, Enemies 31ac57, Spark 454133, Colony fe7d88, World 351f4c, Collector 75c09e, Reference/Content Scale fcf9d4, External Critique 4e4d20. Own starting revisions: Equipment dc3aa2, Build Paths 7b7bf2, Inventory 9b0547, Utility 087718, Coil 0696cf, Arc fc64bb, Cutter 5f5713, Alternative Tools aaabb2; compared with r3 task evidence ca40f9 and the r1 historical baseline. All values and scenes are provisional, unplayed written design.
-
- ## Why these are three families
-
- | Family | Repeated player action | What it obtains | What defeats its preferred plan |
- | --- | --- | --- | --- |
- | Circuit Harvester | Invite a fresh mass into connected water, discharge, choose whether to collect or leave, spend a separate burst | Charge and brief power/control windows for interior travel | Dry or already-spent crowd; fuel stranded past recovering enemies |
- | Route Shepherd | Place and time a lure, work from the side of the resulting crowd path, recover or abandon the pair | A chosen temporary crowd destination and a crossing | Nearer fixed light, local pursuit at the plant point, or insufficient retrieval space |
- | Salvage Breacher | Pick a deposit route, line up limited penetration shots, gather, leave before the crowd closes | Bankable salvage with sparse fighting and controlled exposure | Flanks, cluttered lines, or a drainage shortcut that also removes door power |
-
- Water combat, destination control and hauling under fire ask for different movement and expenditure. Their interactions overlap intentionally; none owns a private rule system or equipment key. A no-battery hauler remains valid and loses all motes, while keeping the free panel and valves.
-
- ## Family 1 — Circuit Harvester
-
- | Stage | Concrete equipment choice | Changed action and competing choice |
- | --- | --- | --- |
- | Early | Cutter + Battery; seek Coil and Insulation (four cells total once fitted) | First learn a free panel/valve route; choose to spend the first full bank opening a route or save it for a fresh wet crowd. Leave four cells for finds/cargo; a Siphon can finish seven charge but cannot fill an empty bank |
- | Middle, branch H: **Harvest and burst** | Cutter + Coil + two Batteries + Insulation + Arc: six cells, two cargo cells | Prioritize Coil bank for collection, then Arc bank. Charge and control come from water; Arc is a separate chosen commitment. Carry a second bank instead of another bundle to preserve more harvest |
- | Middle, branch G: **Grid diver** | Cutter + Coil + Battery + Insulation + Cable Reel + Kit: six cells, two cargo cells | Spend brief power on a connected gate and move through it, with the cable reaching another exposed terminal. Give up Arc and reserve storage for routing reach and recovery |
- | Late H | Replace one cargo cell with a third Battery: seven cells, one cargo | Reserve overflow from a larger fresh crowd for a later shelter rewire; no instant fuel substitution. Keep the two-battery version for a better haul. The same old Coil and Cutter remain the actions |
- | Late G | Exchange Kit for Siphon when the return route already feels legible to the player | A carried wet bundle can complete a bank for one last gate; give up healing and bankable cargo. Or keep Kit and take the longer free valve route. This is a reversible branch, not an upgraded Kit |
-
- **Legal middle H rack.** Each table is a literal cell. C/C are one Coil. Link Bc → Coil, Ba → Arc; priority Bc then Ba. S is a cargo bundle. Both batteries touch only housings or another battery, so no leakage under E2.
-
- | Column 1 | Column 2 | Column 3 | Column 4 |
- | --- | --- | --- | --- |
- | S | C | C | Bc |
- | S | Insulation | Arc | Ba |
-
- **Exploration and counterplay illustration.** Isolate the known junction pool with its valve, then discharge: two seconds of door/indicator power and eight seconds of stun under shared 59f895. Use the short crossing only where Campaign states that its approach/traversal fits two seconds; otherwise take the sustained free panel/valve route. Harvesting a fixed-powered yard still requires Insulation for time in that water after the pulse expires. Crust e805d6 supplies a concrete countercase: its encrustation means no Coil stun, while its glow still means a possible kill mote. It can approach through the stunned group; move along the edge to make it the Cutter’s nearest target or abandon a mote. An already-spent Walker can still be stunned, so those cues are not interchangeable.
-
- **Why H versus G matters.** H is better suited to remaining near a crowd and spending charge against density. G spends its same inventory budget on crossing linked machinery and recovering a mistake. Neither can simultaneously keep the other's Arc/reserve or cable/Kit without giving up the two cargo cells. Late storage preserves a previous useful item; it grants no extra damage or capacity per bank.
-
- ## Family 2 — Route Shepherd
-
- | Stage | Concrete equipment choice | Changed action and competing choice |
- | --- | --- | --- |
- | Early | Cutter + Beacon + Battery + Kit: three cells, up to five cargo cells | Arm only when a target route is chosen. Gather initial charge with Cutter, plant on reachable dry ground, and leave before the crowd reaches the lure. Kit versus Insulation is a dry-approach/wet-approach choice |
- | Middle, branch P: **Pathmaker** | Prod brace + Beacon + Battery + Insulation: four cells, four cargo | Use local shoves to make room for the plant/retreat, then let normal beacon targeting move enemies. It never kills or sheds charge: fill a bank with Cutter before the shelter swap, find reachable motes, or use Siphon; do not assume free starting fuel |
- | Middle, branch F: **Kill funnel** | Cutter + Beacon + two Batteries + Arc + Insulation: five cells, three cargo | Keep Cutter and turn a controlled approach into a timed burst. Prefer fresh enemies that have not yielded; collecting their motes still requires approaching the danger |
- | Late P | Add Cable Reel and Kit: six cells, two cargo | Hold a door's power connection while the planted lure creates a separate destination, then disconnect and recover. A nearer fixed beacon may still win; cable routing can light exactly the beacon the player wanted dark |
- | Late F | Add Cable Reel: six cells, two cargo | Arrange a corridor and then spend Arc on its queue; trade one cargo cell for power reach. Or leave the reel and bank more salvage. A cable does not promise a favourable crowd route |
-
- **Legal late P rack.** Link Bp → Beacon. F is the Prod's brace. The bank is isolated from both bundles; the other modules remain nonconductive.
-
- | Column 1 | Column 2 | Column 3 | Column 4 |
- | --- | --- | --- | --- |
- | S | S | F | Bp |
- | Reel | Kit | Beacon | Insulation |
-
- **Exploration interaction.** With the panel set for the next yard intake, plant a lit portable on an accessible dry spur nearer an entered causeway crowd than its old target. Cross behind the crowd toward a deposit or an already-visible clue. Forecast intake stays the yard; only entered targets change. The free alternative is the panel switch, accepting the crossing crowd and changed door state rather than paying portable fuel.
-
- **Enemy counterplay.** Local pursuit outranks the beacon: a body near the plant point still chases the player, while walls and flankers defeat Prod’s sector. A Grounder can darken a supplied fixed beacon; evaluate another reachable lit beacon, including the portable, and allow bodies to move. Shared 8644ea §2 now rules no alternate supply on a grounded run: Cable Reel cannot bypass that fault. Carrier's twelve-metre acquisition/loss and ordinary pursuit/beacon fallback remain provisional. A charged portable eight metres from a Carrier and nearer than the charged player can draw its role target; inside ordinary pursuit range it chases the player first. Outside twelve metres, no charge target is acquired. These are written distances, not tested safety. A battery-free Prod cannot kill for beacon fuel: charge before the shelter swap or use a reachable mote/Siphon, paying its bundle and slot.
-
- **Retrieval cost, concrete.** Planting the pair frees two cells. Filling them with bundles does not give free retained equipment: make two cells free to retrieve, or leave the physical pair for that expedition. Its known recipe survives either choice. Disarm/empty/retrieve and the crowd immediately re-evaluates; darkness is not a guaranteed escape. P keeps useful space by displacement but never kills; F kills via finite fuel but has no shove. Swapping P to F needs shelter and a real primary change.
-
- ## Family 3 — Salvage Breacher
-
- | Stage | Concrete equipment choice | Changed action and competing choice |
- | --- | --- | --- |
- | Early | Cutter + Kit; optionally retain the default Battery as storage | Thin a pursuer, gather a bundle, decide whether one cell of future charge is worth one fewer bundle. On finding Rivet Driver, choose its brace and committed line shots instead of Cutter's free-cell, faster retargeting |
- | Middle, branch D: **Dry convoy** | Rivet Driver brace + Kit; no Battery: two cells, six cargo | Work from long straight lanes, loosen a deposit at reach, then collect it. All motes expire. This is the largest cargo plan with a distinct weapon, not a universal combat upgrade |
- | Middle, branch E: **Field engineer** | Rivet brace + Hand Pump + Battery + Insulation: four cells, four cargo | Spend five charge to drain a compatible channel and expose a gathering path. Drainage also cuts the door’s water supply; use a free lock/valve detour if the five charge or outlet is unavailable |
- | Late D | Add Beacon + Battery: four cells, four cargo | Sacrifice two bundles' capacity for one controllable diversion, then shoot along its approach. Fuel gathered from sparse kills or retained pickups is limited; the battery is not free starting power |
- | Late E | Exchange Hand Pump for Coil and add Reel: six cells, two cargo | Choose injection/bridging instead of draining when the access door needs connected water. Give up two cargo cells and the carried drain action; still no Arc host. Or retain the four-cell pump build and haul four bundles. Late capability is expensive preparation, not the presumed correct loadout |
-
- **Legal late D rack.** D is the Driver brace; Bp → Beacon. Four wet bundles remain disconnected from the battery by the Driver, Kit and Beacon housings. Insulation is unnecessary for rack isolation here, but the player is unprotected in energized water.
-
- | Column 1 | Column 2 | Column 3 | Column 4 |
- | --- | --- | --- | --- |
- | S | S | D | Bp |
- | S | S | Kit | Beacon |
-
- **Exploration interaction.** From a service lane, target a visible loose deposit with a Driver tool shot. It creates the same bundle as close hand gathering; it neither delivers the bundle nor produces a bonus. The Hand Pump drains a compatible access channel for a walkable pickup route, but also removes its conduction path: draining the Head basin at the Lock Flight can close the door being approached. A later cable/Coil branch preserves connected water instead, paid by energizing everything on that network. Essential evidence remains intact and inspectable via the ordinary machinery path.
-
- **Enemy counterplay.** Pursuers from two angles defeat a committed Driver shot; Cutter is a credible better choice on the cluttered return. Spark [454133](/Hold%20The%20Flood/Enemies/Spark?revision=454133) adds a wet-route cost: a lethal shot can energize the connected water the player intended to enter. Insulation or dry firing position answers that hazard; Prod avoids the lethal trigger but gives up kill charge. Shared 8644ea, Combat 6129ea's current table and Spark now agree on power-only death: the discharge stuns and sheds nothing, preserving Coil as the paid harvest/control action; an unshed kill still has its ordinary mote. The previous crossed-table request is no longer pending. Do not claim Driver reaches a Grounder on an elevated cable until Combat defines line of sight and height eligibility.
-
- **Why this family is not a weaker Harvester.** Its ordinary plan minimizes fighting, carries four to six bankable bundles, and treats charge as an optional escape/access reserve. Harvester's preferred plan seeks a fresh wet mass and gives that cargo space to charge storage and Arc. Breacher can adopt an expensive Coil detour but loses most of the reason it chose this family. No additional hauling tax is needed to force a difference.
-
- ## Acquisition and advancement
-
- D023 selects the service structure and revisit limit; Lead 59f895 §10 adopts E7 and names this page the acquisition owner. Equipment accepts that transfer. The first-visit package details below are the Equipment definition to be mirrored by Colony; capital prices remain Colony/Lead proposals.
-
- 1. **First departure and recovery.** Free Cutter and empty Battery, freely decline the battery at shelter. Equipment does not charge per expedition. Known recipes, notes and banked progress survive rescue; current finds, cargo and charge do not. Discovered recipes survive even if their found item is left or lost. Inspection records how to request a tool, not an essential mystery flag.
- 2. **First copies in the world.** Place each first tool at an inspectable service/aid/machinery cache named on its item entry. Every first cache is reachable using existing movement, free panels/valves and an alternate route; equipment improves cost or timing, never uniquely gates the associated essential clue. The first named copy is a guaranteed authored offer, not random. Campaign determines actual district/room placement and safe knowledge order; these locations are proposals, not completed geography.
- 3. **Repeat expedition choices.** Recommend two to four offer sites along alternate routes as an initial placement budget, carried from the source as provisional. Once a tool is known, a site's clearly labelled category offers two specified alternatives, e.g. Battery versus Siphon or Kit versus Insulation; take one and the other is unavailable for that expedition. Offers are fixed for that visit, inspectable before taking, with no paid rerolls. This adds a choice under route pressure without inventing kill XP. If there is no fit, decline or drop cargo live; fitting links still needs shelter.
- 4. **Middle preparation.** Retain the source workshop's choice of one discovered starting module, occupying its normal rack cells, alongside the default empty Battery. Not every visit must depend on finding the same Coil again. An alternative primary can still be found and fitted on a route; Colony decides when reliable departure selection becomes available.
- 5. **Later preparation under Colony’s advanced tooling.** [COL101 r3 / 06acdb](/Hold%20The%20Flood/Colony?revision=06acdb) now mirrors the service and issue boundary. Carry its one reusable support assembly and recipe-by-inspection proposal into this interface. When advanced tooling is selected, recommend a choice for first visits: **Field tool** = one known primary plus one known module; **Circuit set** = Cutter plus up to two known modules using at most three rack cells in total. Both get the normal empty Battery; all selected gear uses actual cells. These are configurations of Colony’s tooling service, not additional facilities or free benefits beside forward pumping/observation. An issued alternative primary’s brace counts toward the equipment allowance. Selecting another service retracts the tooling extras before departure.
- 6. **Response to COL-I2: recorded racks for revisits.** Agree with Colony’s narrower alternative: full-rack reissue only for a previously visited district, using an arrangement actually assembled and recorded at shelter. Cap issued equipment at six occupied cells including the default Battery and any primary brace. With EQP101’s eight-cell rack this leaves two cells for finds/cargo; it no longer means “banks nothing.” Empty banks and ordinary once-only yield remain. First visits retain the smaller packages so discovering combinations still changes that expedition; repeat investigations can choose reliability instead of forward extraction/observation. Lead 29f5b0 §5/10 and PM’s D023 select this boundary; Colony 06acdb §§2/4 mirrors eight cells, the six-cell issued cap, empty banks, visit/recipe/record triggers and two cells left for field finds. Capital prices and first placements remain proposals, so this is interface agreement rather than PM acceptance of the catalogue.
- 7. **Costs and failure boundaries.** Use Colony’s proposed four-bundle once-only workshop/tooling investments as its price candidates, not a second Equipment price list. Lead must reconcile them with the different hauling capacities. Inspection records recipes even on rescue; issued gear cannot be sold, dismantled to banked salvage, or stockpiled across support changes. The set of eligible modules is the catalogue on [Equipment](/Hold%20The%20Flood/Equipment#catalogue-and-reasons-for-its-size), subject to the ordinary rack/link/one-primary limits. A recorded rack does not include cargo or charge. First-cache paths let each family exist without buying advanced tooling. No recurring replacement payment or “full return” price is added.
-
- This borrows inventory expression through scarce functional tools and discovery through reusable rules. It does not import a bag-shape puzzle, kill-level draft, colony upkeep loop and mystery key system merely because inspirations contain them.
-
- ## D023 departure examples and the issued-cell limit
-
- A first visit means **no previous entry into that district**; prior entry, even followed by rescue, makes a revisit. This is a departure-issuance flag, never a required notebook clue or an expedition counter that buys bigger statistics. Recipes require inspection; full patterns require actually assembling and recording a legal rack in shelter. Reject merely previewed combinations as issue patterns. This is Equipment’s explicit completion of COL-I2 for Colony to mirror.
-
- | Stage / family example | Equipment cells issued or assembled | Cells for finds/cargo | Preparation choice |
- | --- | --- | --- | --- |
- | Early Harvester: Cutter, Coil, one empty bank | 3 | 5 | Repaired ordinary workshop’s one known module; Insulation remains a find or a later tooling choice |
- | Early Shepherd: Cutter, Beacon, empty bank, Kit | 3 | 5 | Advanced first-visit Circuit set; give up forward support/observation |
- | Early Breacher: Cutter, Kit, optional empty bank | 1 or 2 | 7 or 6 | Ordinary workshop; decline the bank for cargo, accept losing motes |
- | Middle H: Cutter, Coil, Arc, two banks, Insulation | 6 | 2 | Record after actually assembling it; full reissue only on a revisit |
- | Middle P: Prod brace, Beacon, one bank, Insulation | 4 | 4 | Fits first-visit Field tool only after finding the second module; complete pattern is a revisit option |
- | Middle E: Driver brace, Pump, bank, Insulation | 4 | 4 | Same first-visit limit: Field tool issues primary + Pump + bank (3); find Insulation (1) |
- | Late H: previous H plus reserve bank | 7 | 1 | Legal in the field, **illegal as seven-cell recorded issue**; depart with six and find the reserve |
- | Late P: previous P plus Reel and Kit | 6 | 2 | Legal recorded revisit pattern; all banks empty; no free beacon fuel |
- | Late D: Driver brace, Kit, Beacon, bank | 4 | 4 | Legal recorded revisit pattern; smaller kit leaves hauling room |
-
- **Legal seven-cell late H arrangement:** upper row = Cargo, Insulation, Coil-bank, Arc-bank; lower row = Coil, Coil, Arc, reserve-bank. The two lower Coil cells are adjacent; the cargo touches only Insulation and Coil housing, so all three banks are isolated under E2. Links stay Coil-bank → Coil and Arc-bank → Arc; the reserve remains storage until shelter rewiring. This pattern is legal after finding the seventh cell’s gear, never a seven-cell departure issue.
-
- These totals include the base bank and any weapon brace. The middle/late branches above retain their alternative costs; the table illustrates legality, not a forced nine-step progression. No paid service is necessary to reach the tools through the world.
-
- **Conditional fuel sequence, for the six-cell H rack.** Priority Coil then Arc; begin at 10/10 after earning twenty ordinary kill units locally (ten ready Coil earlier under D023). Discharge into forty fresh ordinary conducting bodies already in the connected water: stored 0/10, ten spent, twenty dropped. If two five-unit motes are reached, storage becomes 10/10; the other ten remain on the ground until faded, stolen or otherwise accounted. An Arc burst then spends its ten; end 10/0. The drawn bank accepts nothing, and the full Coil bank accepts nothing. A Carrier near a reachable charged player may still target them; neither the full bank nor local pursuit disappears because Arc ended. New arrivals outside the cast footprint remain fresh. For an isolated pulse, water power ends after two seconds while stunned survivors recover at eight; fixed supply overrides that expiry. No assumed collection speed, survival, crowd clearance or unknown late-cohort kill count is smuggled into this illustration.
-
- **Current campaign integration cost.** Collector [75c09e §4](/Hold%20The%20Flood/Districts/The%20Collector?revision=75c09e#4-two-loadouts-two-kinds-of-control) still asks one two-second Coil pulse to run a five-second powered winch continuously. Recommend a hand-cranked ratchet that retains work: the pulse advances two seconds and the player cranks the remaining three seconds at the threatened outfall, while the existing roughly forty-second all-manual route remains free. This preserves the spend-versus-exposure choice without requiring a second battery, recipe or repeat visit; Campaign owns adoption and exact wording. The former Stop/refuge conflict is closed: Lead 29f5b0, World d108c1 and Colony 06acdb all preserve free dry/manual return while powered services die on the announced cascade. Equipment adds no payment or recipe gate.
-
- ## Experimentation versus sorting and strict upgrades
-
- Eight cells buy composition; a chosen primary and one-to-one banks keep costs. Nonconductive housings will produce reusable safe arrangements, so packing itself will often become solved. Accept that and provide saved layouts and explicit charge priority. Preserve the live decision to take one more wet bundle, not repeated drag work as content. Links make fuel commitments visible but should never need to follow cell adjacency.
-
- Growth is a larger menu of dependable behaviours, world situations that make different ones worthwhile, and a choice of departure packages. None of the original seven modules is retired; Cutter, small batteries, healing and protection still solve different problems. The strongest contrary proposal is a conventional rarity/damage ladder with frequent kill-XP choices: clearer rapid escalation and less dependence on discoveries. I prefer the behaviour/acquisition path because a known valve route and an old tool can stay valuable in later places. The unresolved risk is cadence: if route offers and powered actions are too sparse, this may still feel like a routing game with occasional combat. Written choices do not resolve that future feel question.
hold the flood/equipment/coil.md .. /dev/null
@@ 1,30 0,0 @@
- # Hold the Flood — Coil
-
- **EQP102 / Coil r3 · 2026-09-07 UTC · Equipment and Build Designer · Current shared/Combat effect definitions mirrored for the Tram comparison; catalogue remains in review.**
- Source: [Design Document r14 / ec1b6c](/Hold%20The%20Flood/Design%20Document?revision=ec1b6c), §§4–6 and 8; [World r20 / 7699de](/Hold%20The%20Flood/World%20And%20Mystery?revision=7699de), W1 and price of the panel. [Design Index](/Hold%20The%20Flood/Design%20Index) · [Expansion Brief](/Hold%20The%20Flood/Expansion%20Brief) · [Glossary](/Hold%20The%20Flood/Glossary).
-
- ## C1 — Full catalogue specification
-
- **Player action and trigger.** Select Coil and discharge while the player stands in the connected water to be energized. Require a full linked battery; a dry target or insufficient charge refuses the action without spending. The player positions and times the discharge; there is no automatic firing whenever a battery fills.
-
- **Effect and target.** Spend all ten units from the full linked bank. Inject current into the connected water for **two seconds**, following [shared contract 8644ea §§2/4](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=8644ea). [Combat 6129ea §0.2](/Hold%20The%20Flood/Mechanics/Combat?revision=6129ea) now mirrors the eight-second stun and adopts sampling conductive bodies present in the wet footprint at firing. Later arrivals receive no stun from lingering ordinary power. A fresh paid pulse resets recovery to eight seconds, never adds duration or restores yield. Connected devices work while a live source reaches them; fixed-powered water remains hot after the Coil's contribution expires. No enemy damage and no signal. Complete-ten yield marks the sampled fresh cohort spent; Heavy counts as ten under Combat §6. The earlier eight-second power proposal and pending-Combat wording are withdrawn in history, not alternative live rules. The [Equipment effect disposition](/Hold%20The%20Flood/Equipment#effect-table-response) and [Inventory](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge) carry accounting and pulse boundaries.
-
- **Space and resources.** Two adjacent rack cells, rotated at shelter; a separate battery costs one more. Insulation adds a fourth if the player wants protection from the water they energize. A reserve bank adds a fifth but does not link in parallel; shelter rewiring remains necessary.
-
- **Visible information.** Full-bank readiness; connected water and observed devices highlighted before firing; separate **power remaining** and **stun recovery** cues, because two seconds and eight seconds are different states. The power cue remains active while any fixed source still supplies the channel. Steady powered beacons never show a dispatch pulse. Separate remaining-yield markings from non-conductive Crust outlines; no reliance on tint alone or claim of verified readability.
-
- **Restrictions and price.** No dry-ground mass stun, no signal generation, no intake change, no repeated charge from a spent crowd. Uninsulated users suffer the existing water hazard. A valve or cable may extend power to an unwanted beacon; do not secretly restrict it to the selected door. Partial charge never produces a weaker hidden discharge. Charged water can be abandoned, but money spent is not refunded.
-
- **Combinations and reasons to retain it.** Coil + Insulation makes gathering inside a hot channel possible; second Battery saves more of a fresh harvest; Arc spends a separate bank during or after the control window; it cannot fit its full ten-second burst inside an eight-second stun. Cable Reel can extend its temporary power to a reachable terminal. The coil remains the catalogue's independent temporary power source and wet mass-control action; no later item upgrades those jobs away.
-
- **Acquisition.** First visible machinery cache reachable with the free panel/valve route. Inspect to learn the recipe, pick up into a legal two-cell space, fit/link at shelter. Later machinery caches and workshop choice use the [acquisition contract](/Hold%20The%20Flood/Equipment/Build%20Paths#acquisition-and-advancement). It starts uncharged; early trigger opportunities must include reachable charge, not assume one Siphon fills an empty battery.
-
- ## One route and one failure
-
- Illustration: with panel on Causeway and its crowd holding at nearer B1, shut the junction valve and discharge in the isolated junction pool. The indicator and gate receive two seconds of power; B1’s crowd stays. A Coil-assisted crossing is valid only if the named operating position and doorway traversal actually fit that window. Do not assume a long run through successive gates fits it. The free alternative is opening the valve and powering the yard, accepting its crowd/water cost. Campaign must state a short crossing or a mechanical action that retains its progress; Equipment does not add an unapproved latch to rescue the example.
-
- Counterplay using existing enemies: a crowd spreads across dry ground or has already shed. The coil can neither harvest that dry crowd nor fund a second wet stun from spent organisms. Use the cutter to thin a safe edge, attract a fresh crowd into water, or leave. “Harvest forty and refill both banks” elsewhere is conditional on fresh targets and actually reaching the motes, never a guaranteed result.
-
- ## Integration delta
-
- Retain two-cell size, full-bank spend, water propagation, shelter links and once-only yield. **R1 alternative retained in history:** eight seconds of power aligned with stun, at [Coil a7d2d5](/Hold%20The%20Flood/Equipment/Coil?revision=a7d2d5). Adopt Lead’s two/eight split because it preserves a possible uninsulated collection choice after an isolated pulse while making Insulation valuable for sustained fixed power or Spark exposure. The shorter interval weakens machinery access and requires revised district examples; it is not an established balance improvement. [Build Paths EQP102](/Hold%20The%20Flood/Equipment/Build%20Paths#eqp102-one-tram-objective-three-approaches-one-changed-combination) applies the current rules to a wet-yard departure, explicitly excluding a Heavy on the dry rail. Collector 75c09e's five-second winch still needs Campaign's correction; Equipment does not extend Coil duration to rescue it.
hold the flood/equipment/echo relay.md .. /dev/null
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- # Hold the Flood — Echo Relay (superseded)
-
- **Retired from the active World Below direction by the Game Visionary, 2026-09-07.** The Relay was a one-cell permission token with no use beyond one authored Choir Cascade. It did not create a meaningful carried choice that the tuned environment could not express more clearly, so multiplication now belongs to the finite, visible Choir network in the central furnace hall. The active five-cell Coil-and-Arc rack and its countercases are on [Equipment](/Hold%20The%20Flood/Equipment#current-direction-combination--choir-cascade) and [Brief](/Hold%20the%20Flood/Brief#earned-spectacular-build--the-choir-cascade).
-
- The complete former item specification, four-origin rule, seven-origin alternative, acquisition and rationale remain in immutable [Echo Relay e3ffcf](/Hold%20The%20Flood/Equipment/Echo%20Relay?revision=e3ffcf). This tombstone preserves the link without presenting the obsolete component as current equipment. No implementation, balance, performance or owner approval is claimed.
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- # Hold the Flood — Utility Modules
-
- **2026-09-07 · Game Visionary · U5 simplified in the working design.** A Siphon may consume any carried wet salvage bundle, not only a neighboring one. Its three-charge yield, one-use consumption, shelter-set battery feed and all other restrictions remain. This removes packing work from the salvage-versus-power decision under the [game vision](/Hold%20the%20Flood/Brief#game-vision); prior U5 is preserved at [04a42d](/Hold%20The%20Flood/Equipment/Utility%20Modules?revision=04a42d). Earlier submission metadata follows.
-
- **EQP102 / Utility Modules r3 · 2026-09-07 UTC · Equipment and Build Designer · Named first Insulation/Siphon offers and shared-rule basin persistence mirrored; catalogue remains in review.**
- Sources: [Design Document r14 / ec1b6c](/Hold%20The%20Flood/Design%20Document?revision=ec1b6c), §§3–6, 8 and 10; [Equipment seed / d0001a](/Hold%20The%20Flood/Equipment?revision=d0001a). [Design Index](/Hold%20The%20Flood/Design%20Index) · [Expansion Brief](/Hold%20The%20Flood/Expansion%20Brief) · [Glossary](/Hold%20The%20Flood/Glossary).
-
- All entries use the proposed [Inventory and Charge contract](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge), especially its links, collection priority, field handling and transfer limits. [Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths#acquisition-and-advancement) owns discovery, recipe and workshop acquisition. Numerical values are provisional. “Retain” means carry forward a source proposal, not owner approval. Space is measured in rack cells; no item has an implicit free battery.
-
- **EQP102 acquisition response:** [Build Paths — same-objective Tram comparison](/Hold%20The%20Flood/Equipment/Build%20Paths#eqp102-one-tram-objective-three-approaches-one-changed-combination) supplies the full player sequence and source ledger. Based on Campaign 9366c8 §§3.1–3.2 and Colony fe7d88's request for an actual Insulation/record opportunity, the two named placements below are Equipment proposals for Lead/Campaign integration, not existing verified room layouts. Shared 8644ea §1 now adopts U6's terminal-only scope; no cable rule expansion is requested.
-
- ## Battery — U1; retained, collection revised
-
- - **Trigger / effect / target:** walking over a mote stores eligible charge under the player's shelter-set priority; a linked powered module draws this battery. Capacity ten; one cell. Unlinked storage remains valid. No recharge from time, cables, panel power, or another battery.
- - **Player information:** charge count, link destination, collection order, readiness and leakage estimate. Arc reservation and planted state visibly disable collection. No inference from where the battery was picked up or placed is required.
- - **Restrictions / resource cost:** one output link; only shelter rewiring. Exposed wet cargo drains stored charge. A spare competes directly with one bundle; two banks do not automatically power one module.
- - **Combinations / keep reason:** coil plus reserve can retain more than one battery's worth of a fresh water harvest; arc plus separate storage avoids losing all burst-time pickups. The first battery stays useful as reserve when a second arrives. More batteries consume cargo and do not increase an individual action's power.
- - **Acquisition:** one empty battery freely reissued at departure; first spare at a visible optional maintenance cache, then eligible battery-labelled caches. Recipe starts known. Workshop selection can supply a spare instead of another starting module; neither starts charged.
-
- ## Insulation — U2; retained, its two jobs distinguished
-
- - **Trigger / effect / target:** while fitted, protects the player from the existing energized-water health loss. Its nonconducting housing also separates terminals and wet cargo. One cell, no charge consumption.
- - **Information:** protective boot symbol and text beside the water warning; rack paths visibly stop at its housing. Do not imply that all safe rack housings also protect the player.
- - **Restrictions / cost:** does not prevent enemy contact, displacement or being surrounded; it does not stop water powering doors or attracting enemies through beacons. Every other insulated housing can also block a rack chain, so buy this cell for wet traversal rather than a unique packing bonus.
- - **Combinations / keep reason:** coil harvest while standing in the affected water; pusher stance at a hot channel; safe approach to motes. A cable can unexpectedly energize a connected pool, making this early tool useful later. A dry-route breacher can leave it behind for cargo or Kit.
- - **Acquisition:** propose the first wet-route service cache on the **dry direct road beside Lock Flight's Head basin, outside the lock-house door**. It uses the existing free road/lever approach and must not require Insulation to inspect. This specifies the former generic dry-detour offer; Campaign must confirm its placement. Inspection records the recipe; tooling's Coil + Insulation Circuit set with default empty bank uses four cells, and can be actually fitted/recorded in the Tram summit shelter for Colony's subsequent revisit example. Ordinary workshop can instead issue Insulation alone alongside the empty bank, giving up starting Coil. Then workshop choice or insulation-labelled caches. Essential wet-area evidence retains ordinary machinery/dry observation alternatives.
-
- ## Portable Beacon — U3; retained, controls and drain specified
-
- - **Trigger / effect / target:** arm/disarm the fitted beacon; it is a steady lit lure while armed and charged, including while carried. Plant by deliberate interact on reachable dry ground outside shelter; it sets down its linked battery too. Existing entered enemies evaluate it as another reachable beacon under the shared nearest-target rule. It never dispatches, flashes a signal, opens a power network or selects an intake.
- - **Space / resource cost:** beacon one cell plus a separate one-cell battery. Proposed drain one unit per ten seconds while lit, carried or planted; a full battery gives at most one hundred lit seconds. Planting frees two cells. Disarmed state uses no charge; charge left stays in that physical battery.
- - **Information:** lit/dark label, charge/countdown, placement and retrieval capacity preview, and current crowd-target markers. Before arming, preview which **observed** crowds would select it; no prediction of unseen enemies. Short text: “Closer lit beacon wins.”
- - **Restrictions:** one portable beacon per loadout; dry placement prevents unspecified water injection. No remote collection or relinking; planted banks collect no motes. Switch it locally by interact. Retrieve intentionally into two free cells; otherwise it stays. At empty it darkens, but remains recoverable until the expedition resets. Disarming or retrieval immediately allows normal retargeting/spreading. No enemy invulnerability or safe zone is created.
- - **Combination / counterexample:** place it nearer a crowd than a fixed light, leave the panel on another branch, and open a crossing without changing the next intake. With [Prod](/Hold%20The%20Flood/Weapons/Alternative%20Tools#prod-w3) clear pursuers long enough to retreat from the plant point. If a nearer fixed beacon remains lit, the crowd stays there: a farther portable lure is wasted fuel.
- - **Acquisition / keep reason:** an optional visible route-maintenance cache after an introductory free panel experiment; a dry bypass reaches it. Recipe by inspection; later workshop choice/caches. Fixed panels remain free but cannot place the destination where the player chooses; this keeps the portable useful without making it a required key.
-
- ## Kit — U4; retained, consumption and rescue clarified
-
- - **Trigger / effect / target:** deliberate use while injured restores the player's health to the source's full bar, once; consumes the item and frees its cell. Using it while uninjured is refused, without cost. One cell; no charge.
- - **Information / consequence:** missing-health preview and clear one-use marker. The world runs while selecting/using it; healing grants no new invulnerability. Combat owns any animation/input commitment, which is not assumed instantaneous safety here.
- - **Restrictions / competing choice:** cannot revive after rescue, cleanse an unspecified status or heal equipment. More health does not prevent energized water taking health again. One carried Kit at a time; no stack of charges.
- - **Combinations / keep reason:** dry breacher carries it in place of Insulation to recover from a contact mistake, but sustained hot-water travel still favours Insulation. Shepherd can choose it instead of Cable Reel when approaching a risky plant point. It remains useful at every stage because health and protection are different needs, not tiers.
- - **Acquisition:** first marked aid cache on a public route, then aid-labelled caches; recipe by inspection and optional workshop starting choice. Consumed found Kits are not permanently banked. Reissued starter policy belongs to the workshop contract; no recurring salvage price for investigating.
-
- ## Siphon — U5; retained, target/feed and overflow defined
-
- - **Trigger / effect / target:** select one wet salvage bundle anywhere in the carried rack, consume it, and supply three units once to its designated rack battery. The Siphon itself is also consumed, freeing its cell and the bundle's. One cell before use plus the sacrificed cargo cell; no charge input.
- - **Link exception, explicit:** at shelter choose its one **output feed** into one battery. This is conversion, not a battery powering another battery; no chains or reverse flow. The target battery may still have its ordinary output link to coil/arc/beacon. No feed changes in the field. Choose the cargo when triggering, including a newly picked-up bundle; its cell need not touch the Siphon. This is a deliberate transfer of carried fuel, not conduction through the rack. Ground cargo and the unique crane parts are not eligible.
- - **Information / restrictions:** preview “lose 1 bundle and Siphon; bank +3; overflow N.” Requires an eligible non-planted, non-reserved battery and a carried wet salvage bundle. Adjacency is not an eligibility condition. If no capacity exists, refuse use. If less than three fits, warn and require deliberate confirmation; excess is lost. No automatic spill into a reserve. Consuming cargo makes no progress payment and never reveals a recipe or clue.
- - **Combination / keep reason:** seven stored units plus one bundle can ready the first coil discharge; an empty battery plus one Siphon reaches only three, so this is not a guaranteed free start. Finishes an arc bank or supplies a short beacon diversion. It remains useful when fresh enemy charge is hard to reach, whereas a spare bank merely stores what the player can collect.
- - **Acquisition / actual Tram benefit:** the summit stores offer Siphon versus Kit beside the loose bundle and shelter. Inspect either, take one per expedition; inspection records its recipe, including on rescue. Fit its output feed at shelter. In [Campaign’s integrated later return](/Hold%20the%20Flood/Campaign), the rail-blocking Heavy supplies five charge: the quick return needs no portable lure or conversion. If the player stays for another observation, conversion can extend the lure from fifty to eighty seconds, sacrificing the bundle and Siphon for thirty seconds of extra margin. Starting from an actually empty bank would give only three charge / thirty seconds; that arithmetic is not evidence that the adopted route requires it. The [Build Paths example](/Hold%20The%20Flood/Equipment/Build%20Paths#the-discovery-that-changes-a-later-approach-salvage-can-pay-for-a-short-lure) owns the preparation comparison. No repeatable dismantling/recrafting loop is proposed.
-
- ## Cable Reel — U6; new topology tool
-
- - **Trigger / effect / target:** clamp one end to an exposed **power** terminal, walk a traversable route of at most six metres, and clamp the other end to a second power terminal. While deployed, the cable joins those two power networks bidirectionally. If either is live, every connected consumer is energized under the shared rule. It carries no signal and creates no charge. Clamp actions and placement happen live.
- - **Space / resource cost:** one rack cell remains occupied by the harness throughout deployment; no battery needed and no extra cargo slot is freed. One cable connection at a time. Connecting costs exposure and commits that cell instead of protection/cargo; detaching either end breaks the connection and recovers the line, without a resource refund because none was paid.
- - **Information:** physically traceable line; valid exposed terminals; reachable-length limit; labels distinguishing power from signal. Before the second clamp, show the resulting state of already-observed connected doors, water and beacons. Cable itself is insulated; the water at either end can still become dangerous.
- - **Restrictions:** cannot clamp to signal cables, living targets, rack batteries, ordinary props or inaccessible ends; cannot cross walls, shut doors or unwalked gaps. Reject an invalid second clamp without creating a partial conducting bridge. Source loss immediately removes power unless the other network supplies it. No permanent route unlock or recipe-gated essential terminal. Removing the reel at shelter first disconnects its field line. All deployment resets at expedition end.
- - **Concrete interaction / weakness:** bridge a dry break between a lit yard terminal and a gate's dead power terminal. The gate opens, but a beacon on that same branch also lights and may draw a nearer crowd. A field pump that drains the usual water connection will no longer isolate these networks while the cable bypass remains: disconnect it first. Coil offers a temporary independent injection instead; this tool needs an existing live source and reachable terminals.
- - **Acquisition / keep reason:** middle-stage optional cable-maintenance cache beside two observable terminals and a free longer valve route; inspection records its recipe. Workshop or tool-labelled cache thereafter. It combines with an early coil to extend temporary power, but never replaces the coil's stun or independent energy supply. No terminal or cable assets have been checked; if the presentation burden is unjustified, cut this item and use existing valves, preserving every essential route.
-
- ## Hand Pump — U7; completed Lead proposal
-
- **Source and position.** [Campaign 34dc09](/Hold%20The%20Flood/Campaign?revision=34dc09) §4 proposes a one-cell carried pump that drains a channel over ten seconds for five charge. Retain that distinct action: unlike Coil it removes water/conduction rather than adding current, and unlike the fixed field pump it trades charge rather than a bundle. This completes a useful newly arrived proposal; it is not an extra damage tier.
-
- - **Trigger / effect / target:** link one battery at shelter; at a visible compatible pump socket beside a channel, interact to deploy. Commit five stored charge for a ten-second drain operation. A compatible socket has a mapped lower outfall and capacity to empty its specified channel; water is moved along that authored route, not deleted or sent through walls. Campaign must name the affected channel/outfall and resulting water levels. Reject invalid sockets or less than five charge without cost.
- - **Space / resource cost:** one cell for the pump plus one for its linked battery. Deployment keeps the harness cell occupied. The committed five units power the operation; a bank with ten retains five after commitment, and becomes eligible for pickups under the ordinary priority rule. There is no added passive generator. Only one operation can run per installed pump.
- - **Information:** show the drain region, outfall, ten-second progress, committed charge and observed doors/beacons that will lose conduction. The local drain is a live experiment; its preview exposes only already-observed connections. At completion dry ground reads through texture/motion and labels as well as tint.
- - **Restrictions:** the player remains beside the pump to operate, with primary fire suspended; leaving/interruption stops it and loses committed fuel. For a first specification, intermediate flow is visible but the channel crosses to the dry gameplay state only on completion, avoiding an undefined partial-level topology. A refill source shown on that district’s authored water rules can wet it again. The pump never draws signal, directly controls a crowd or damages a target. **Persistence correction against shared 8644ea §6:** the carried pump/deployment resets, but a completed basin-level change follows the ordinary persistent hydraulic state until its authored refill/outcome changes it; withdrawing r1/r2's blanket “no dry state across expeditions.” The item creates neither an automatic overnight refill nor a permanently dry basin. Repeating a drain after a physical refill costs another five. No placement on arbitrary unbounded water and no free charge recovery when retrieving.
- - **Concrete combination / weakness:** drain the Lock Flight’s Head basin for a salvage approach; its powered door closes when the conductive water is removed. Choose to drain a different compatible access channel, refill with the free lock levers, or keep water and use Coil instead. Insulation protects the hot approach before draining; Rivet Driver covers a straight lane before operating; primary attacks are suspended during the ten-second drain. This action commitment is an explicit proposal to Combat, not a free secondary attack.
- - **Acquisition / keep reason:** first optional Lock Flight pump-service cache accessible by ordinary lock levers and the direct road; inspect for recipe. Then machinery offers or workshop selection. A full environmental drain route exists without the item; carried pumping buys a local option with an energy/exposure price. The first battery and Insulation remain useful partners. This pump never upgrades the existing Coil out of its job.
-
- A portable-pump silhouette, socket/outfall feedback and draining state are presentation needs, not verified available assets. If they cannot be supported, retain existing fixed field pumps and levers and defer U7; first-catalogue recommendation includes it because draining gives the Breacher a different action from the Harvester.
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