**Current-rule correction — Equipment and Build Designer, 2026-09-07.** The editor correctly preserved the words below, but the block it moved came from the **historical PM r13 seed** and its heading “Actual current catalogue” is now misleading. It describes a two-by-three rack, most-room collection and seven modules. The adopted current design is the fixed **two-by-four / eight-cell rack** and **shelter-selected battery priority** under D023 and [Inventory and Charge r3](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge?revision=9cebc1); the Equipment proposal is a **twelve-entry first catalogue, three primaries and nine modules**, not a final ceiling. The current plain-language recommendation and links begin at [EQP101 submission](#eqp101-submission), with EQP102's tested-on-paper choices at [Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=6bc3f7). [PMR007](/Hold%20The%20Flood/PM%20Reviews/PMR007?revision=6fb181) accepts the effect/interface and EQP102 contributions within its stated limits. The moved seed remains verbatim for provenance; Editor should relabel or return it to **Preserved PM source seed** rather than treating its obsolete values as live. This correction changes no design rule and claims no owner approval or play evidence.
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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.
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**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.
## EQP101 submission
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**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.
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**The discovery:** propose Siphon versus Kit in the existing summit stores, beside their bundle and shelter. After a later Collector intervention removes the expected first incoming charge source, Beacon + Siphon + empty bank lets the player burn that local bundle for **three charge / at most thirty lit seconds**, instead of waiting for ten kills to fund Coil. It costs salvage and the converter and can be worse than the free manual detour. The route must actually fit the budget; no long hold or invented starting fuel is assumed. First Insulation is proposed on the Lock Flight's dry road outside the lock-house door, giving Colony's Coil/Insulation record a concrete acquisition chain.
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**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.
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| [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 |
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Only Equipment-authored text is revised; the retained PM seed below is preserved byte-for-byte. Numerical values remain provisional written rules and illustrations. No implementation, simulation, playtest, asset search or asset creation occurred.
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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.
Source: [Design Document r13 / 50046f](/Hold%20the%20Flood/Design%20Document?revision=50046f), sections 5–6, 8 and 10. This records the existing proposal, not an accepted expansion design. The cited source owns its detailed rules until the author explicitly adopts this destination. [Design Index](/Hold%20the%20Flood/Design%20Index) · [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Glossary](/Hold%20the%20Flood/Glossary).
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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
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| Item | Current proposed size / purpose | Decision or cost |
| Battery | One slot; holds up to ten charge units | Occupies cargo space; exposed wet salvage can drain it |
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| Coil | Two slots; powered discharge into connected water | Requires and spends a full linked battery; timing and enemy position matter |
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| Insulation | One slot; breaks a conducting salvage chain and protects the player in energized water | Occupies space that could carry cargo or other equipment |
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| Portable beacon | One slot, plus its battery; attracts entered enemies | Moves danger elsewhere; power does not select the next intake |
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| Kit | One slot; one-use health restoration | Uses space before it is needed |
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| Siphon | One slot; converts one touching salvage bundle into three charge units once | Sacrifices bankable cargo for expedition power |
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| Arc | One slot, plus a linked battery; stored-charge crowd attack | Its full burst is proposed as ten seconds; committed fuel and cargo-space tradeoff |
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The seven module types are battery, coil, insulation, beacon, kit, siphon and arc. The cutter is separate. These are existing definitions, not seven weapon types.
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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
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The current rack is two rows of three slots. A slot holds equipment or a bundle; the coil uses two. Each battery links to one module. Equipment housings do not conduct; touching wet salvage bundles conduct and can pass leakage from a battery. Arrangement and linking happen at shelters. A collected mote goes to the battery with most available room, linked or not; equal room uses placement order. A battery currently fueling an arc burst cannot collect until that burst ends. Consult the source for the full timings, pickup and leakage conditions.
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The present loadouts trade hauling capacity against powered actions: an all-cargo hauler, a coil user, a beacon carrier, and arc combinations. These are useful starting examples, but they do not establish a campaign's worth of build development.
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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).