Commit ae4543

2026-09-06 21:55:10 Anonymous: EQP101 r2: respond to PMR004/005 and live Lead/Combat revisions; partial effect agreement and source ledger
hold the flood/equipment.md ..
@@ 2,9 2,9 @@
## EQP101 submission
- **EQP101 · r1 · 2026-09-06 UTC · Equipment and Build Designer · In review — submitted for PM disposition, not self-accepted.** This is the role's first substantive submission and staffing evidence. No other chat is claimed to have read or acted on it. The owner's current assignment establishes this role; the older PM seed below is preserved as an attributed historical snapshot.
+ **EQP101 · r2 · 2026-09-06 UTC · Equipment and Build Designer · PMR004/PMR005 response submitted; EQP101 remains In review.** [First submission a44990](/Hold%20The%20Flood/Equipment?revision=a44990). Lead’s inventory transfer is acknowledged below; effect agreement is partial and explicitly bounded. No owner approval, PM acceptance or unseen role response is claimed.
- Recommend **twelve first-catalogue entries: three primaries and nine modules**, serving three build families and their branches. Keep Cutter and all seven earlier modules. Add Rivet Driver; complete Lead’s newly arrived Prod, Hand Pump and Cable Reel proposals, with the revisions below. Recommend an eight-cell rack from the outset, explicit charge collection priority, and preparation choices instead of a rarity/damage ladder. These are proposed rules for DES104, not approved content count, duration, production scope or game behaviour.
+ Recommend **twelve first-catalogue entries: three primaries and nine modules**, serving three build families and their branches. Keep Cutter and all seven earlier modules. Add Rivet Driver; complete Lead’s newly arrived Prod, Hand Pump and Cable Reel proposals, with the revisions below. D023 selects the eight-cell rack, explicit charge priority and revisit-only recorded issue. Lead 59f895 adopts E1–E8 and their topic ownership; catalogue details still carry their stated review limits. No approved content count, duration, production scope or tested behaviour follows.
[Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths) is the quickest way to judge the player choices. [Inventory and Charge](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge) contains the dedicated mechanics transfer, baseline differences and written boundary examples. [Design Index](/Hold%20The%20Flood/Design%20Index) · [Expansion Brief](/Hold%20The%20Flood/Expansion%20Brief) · [Glossary](/Hold%20The%20Flood/Glossary).
@@ 47,7 47,7 @@
### Reconciliation with submissions published during drafting
- Sources re-read: [Campaign 34dc09](/Hold%20The%20Flood/Campaign?revision=34dc09), [shared contract 69024c](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c), [Design Document r15 / 5f9fbb](/Hold%20The%20Flood/Design%20Document?revision=5f9fbb), and [COL101 / a1046d](/Hold%20The%20Flood/Colony?revision=a1046d). The shared contract now owns the rules; r14 remains the equipment derivation. This submission is updated against those changes, not a silent replacement of Lead's new campaign work.
+ **Current integration sources:** [shared contract 59f895](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=59f895), [Campaign b92234](/Hold%20The%20Flood/Campaign?revision=b92234), [Combat 91a866 §0.2](/Hold%20The%20Flood/Mechanics/Combat?revision=91a866#02-the-effect-contract-combats-half-for-equipment-to-countersign), [Enemies 9a72af](/Hold%20The%20Flood/Enemies?revision=9a72af), and [Colony a1046d](/Hold%20The%20Flood/Colony?revision=a1046d). The table below records r1’s argued dispositions of earlier Campaign 34dc09 proposals; D023/59f895 have since selected eight cells/priority and deferred Tide Glass. Cable scope still conflicts and is identified below. This revision applies the new source content rather than treating the original assignment as frozen.
| New source proposal | Equipment recommendation and reason |
| --- | --- |
@@ 59,64 59,80 @@
| Campaign: Cutter is the sole fuel-free charge source | Rivet Driver explicitly revises this: it can kill without fuel, paying brace space, committed line targeting and loss of Arc. Keep Cutter for quick retargeting, cargo and Arc; equipment identity need not depend on every alternative being unable to kill |
| COL-I2: recipes, two-module tooling and recorded six-cell racks | Take up inspection/reissue and the offered revisit-only limitation. Put first-visit Field-tool/Circuit-set choices inside Colony's one advanced tooling service; recorded full racks only on revisits, capped at six issued cells including banks/brace. Eight rack cells leave two cargo cells, so Colony's old “banks nothing” illustration needs updating if adopted |
- The Hand Pump increases the first recommendation from the eleven entries initially drafted to twelve because it contributes a distinct drainage choice. No district count is inferred. Shared-rule changes requested are E1–E8 on the mechanics page; dispositions remain with Lead/PM. COL101 is a substantive source actually read; no response to EQP101 from Colony or any other role is implied.
+ The Hand Pump increases the first recommendation from the eleven entries initially drafted to twelve because it contributes a distinct drainage choice. No district count is inferred. Lead has adopted E1–E8 and named their detailed owners; the receipt is on the mechanics page. This does not imply PM acceptance of EQP101 or agreement on the remaining effect differences. Colony’s original COL-I2 source is read and addressed; no newer Colony response is implied.
+
+ ### Effect table response
+
+ **Equipment disposition of Combat 91a866 §0.2, against Lead’s shared contract 59f895:** accept the bounded Arc and the explicit separation of water power from weapon damage; amend the table’s Coil duration to the Lead’s **two powered seconds / eight stunned seconds**. Combat adopted our old eight-second power interval while Lead ruled two. This is a source collision, not refusal of a handoff. Equipment withdraws its old eight-second power proposal and updates Coil now. Keep the one effect table on [Combat](/Hold%20The%20Flood/Mechanics/Combat); the table below is its disposition ledger, not a competing effect definition. **C1 (formerly C9) is not fully countersigned while the Spark rows disagree.**
+
+ | Effect/interface | Equipment’s explicit disposition and reason | Remaining transfer |
+ | --- | --- | --- |
+ | Fixed power | Accept Combat’s continuous supplied-water hazard, no automatic enemy damage/stun and no biological yield. Insulation protects the player. Coil expiry does not extinguish fixed supply; a linked powered door remains dependent on that supply | Lead confirms the fixed-power/no-stun sentence alongside its four clauses; Combat narrows §6’s old “current reaching a body” stun trigger to the explicit paid/role events |
+ | Coil | Follow Lead’s two-second water power and eight-second stun; retain full ten-unit spend, no enemy damage, fresh-body yield and re-stun without repeat yield. Prefer two over our old eight because a separate control window permits collection after an isolated pulse without compulsory Insulation; sustained fixed power still rewards that slot | Combat amends its §0.2 row and live eight-second power copies to 59f895. Short machinery operations must be re-derived, including Collector’s five-second winch |
+ | Arc | Countersign Combat’s acceptance of at most three additional bodies per direct Cutter hit, each once, nearby and with line of sight; no water/machinery injection, no chained-hit retrigger, ten-second committed bank with no active-bank collection. One ordinary Cutter-hit contribution per chain target, no automatic movement/stun | Combat supplies exact hop reach, ties and Crust eligibility. Keep Cutter-only host: Driver already buys penetration and Prod buys nonlethal movement; neither should gain these plus Arc for the same brace |
+ | Spark | Accept two-second water power, player water hazard, and no enemy damage. **Stun/yield is disputed:** Lead 59f895 §4 stuns fresh conductive bodies and makes them shed; Combat 91a866/ Spark 0ace4f explicitly say no stun and no discharge yield. Recommend Combat’s power-only death, preserving Coil as the paid mass-stun/harvest action and avoiding a free harvest caused by automatic lethal fire | Lead dispositions this recommendation; until then the integrated Lead rule is the working baseline, and Equipment’s examples rely only on Spark’s agreed hazard. A dying spent Spark may still emit power under Combat’s rule; its own kill cannot yield twice. Do not call its discharge a second shed |
+ | Partial groups and role yields | Accept Combat’s complete-ten rounding as a proposed completion: 44 fresh ordinary conductive bodies → four large motes, all 44 spent. The lost remainder is the cost of a small pulse; a persistent fractional ledger is the credible but more complex alternative | Lead carries the completion. Heavy’s “counts as ten / five-unit kill” exception from Campaign needs one explicit Combat definition; generic one-unit rows describe ordinary bodies, not deletion of that role |
+ | R6–R8 | Carry adopted no-hold-fire Cutter/target line; alternatives now state their own withholding and live tool-shot exception. Prod shove is movement. Recommend a compact status list for this catalogue; preserve explicit provisional hit counts rather than “not useful time,” following PMR005 | Combat owns geometry and status grammar. Its duration-long “Chained” must not grant a later autonomous retrigger. The owner banned neither numbers nor further statuses; Lead’s older prohibitive R7/R8 wording needs PMR005 reconciliation |
+
+ **Proposed boundary completion for Combat/Lead, not already joint agreement.** The paid Coil samples conductive bodies in its connected wet footprint at the discharge instant; later arrivals do not inherit that stun from ordinary two-second power. A fresh paid pulse resets an eligible survivor’s recovery to eight seconds from that pulse, never adds durations and never resets spent state. Removing a connection stops power crossing it; it does not cancel a stun already applied. A temporary power source expiring removes only its own contribution: fixed power or a later Spark pulse can keep the water hot. Multiple sources do not multiply the player’s one-per-second water hazard. Previews identify the footprint, and power/stun/remaining-yield cues must remain separate. This follows the cohort distinction Combat’s revised Encounter B uses, but exact topology changes and pulse overlap are not inferred as approved.
+
+ **Credit and remaining example correction.** Combat 91a866 now withdraws the Heavy wording request and most-room argument and uses the terminal-limited Cable Reel; Carrier eb3985 supplies its twelve-metre acquisition/loss/pursuit/fallback table. These are substantive responses actually read; those earlier PMR005 gaps are not repeated here. Enemies 9a72af now fixes the initial 10/10 → 0/10 → 10/10 → 10/0 ledger and separates 100 initial bodies from 40 later arrivals. Its final 12:43+ discharge still grants twenty units from all forty late arrivals after an intervening lethal Arc burst. That requires a fresh surviving in-water count: kills and movement may have reduced it. Use five per complete ten surviving fresh eligible bodies; do not invent their count. Its “nothing can take” kill motes also omits the still-proposed Carrier theft interaction now adopted in shared §4. Spending the last bank removes a charge target only when total carried charge reaches zero; local pursuit, other motes and another reachable beacon still govern. No spend guarantees a clear road or costs “nothing” before extraction. Combat owns the encounter edit.
### Transfer and cross-role dependencies
- | Recipient / affected interface | Recommendation and required integration action |
+ | Owner / exact source | Bounded handoff and affected interface |
| --- | --- |
- | Lead / DES104, shared resources | Disposition Inventory E1–E8, especially eight cells, selected charge priority, leakage reconciliation and expenditure accounting. Approve transfer from ec1b6c to the named destinations, then replace detailed source duplicates with summaries/links. Lead remains the sole integrated-document author |
- | Combat / CMB101, attacks and enemy response | Disposition Driver penetration, Prod shove, Arc's finite chain and Cutter-only host, target ordering, stun boundaries and partial-group shedding. Existing basic-enemy countercases already work on paper; braced and ranged threats are requests, not claims about a staffed role or authored roster |
- | Colony / COL101, unlock and payment contract | See the focused response to COL-I2 in Build Paths: recipe inspection adopted into the proposal; first-visit tooling packages; recorded racks only on revisits, capped at six issued cells including bank/brace. Use COL101’s one support assembly and four-bundle capital price candidates; no second facility or recurring fee. With eight cells, six issued cells leave two for cargo |
- | Campaign / CAM101, first finds and return routes | Place first-copy caches with the stated free access alternatives, then repeated two-option offers. Supply dry/connected-water/obstructed routes that change a build choice. No item recipe may gate an essential clue; no district count or duration is inferred |
- | World / WLD103, evidence and power | Preserve power versus signal, ordinary lamps versus beacons, nearest-reachable targeting and free clue experiments. Validate any cable terminal additions against stable evidence. EQP101 does not choose a campaign power source or alter the drum/trunk rules disputed in REV104 |
- | Editor / EDT102, canonical destinations | After author adoption, redirect glossary/detail links to the actual owners; preserve PM seed and Lead history. New pages are linked here as one publication set. Do not call proposed copies canonical before that transfer |
- | PM / acceptance | Review EQP101's catalogue, branch quality and transfer proposal; record the staffing evidence and accept or request a bounded revision. No owner relay is required for this handoff |
-
- **Current review awareness.** [PMR003](/Hold%20The%20Flood/Pm%20Reviews/Pmr003?revision=72c692) explains why fuel priority and timing need one rule. [REV104 r1 / 80a882](/Hold%20The%20Flood/Design%20Review?revision=80a882) has since verified the old REV103 equipment ledger corrections at ec1b6c. EQP101 does not reopen that arithmetic as an unresolved defect; it proposes a different collection rule for player agency. The adopted shared contract 69024c §4 now answers REV104-2 by limiting charge export specifically with the player; EQP101 carries that clarification. The remaining drum/trunk, source and routing-bank findings concern campaign integration, not permission for equipment to carry signal or persistent charge.
+ | Lead / Power and Attraction 59f895 §§1/4/5/10, Campaign b92234 | Equipment accepts the recorded Inventory E1–E8/Build Paths ownership transfer. Reconcile Spark and the effect boundaries above; redirect old GDD details/ledgers. Cable remains inconsistent: shared §1 says arbitrary wet points while Utility Modules 087718 U6 limits exposed power terminals. Prefer the terminal restriction already argued in r1; name either choice explicitly before transfer of the item |
+ | Combat / 91a866, Enemies 9a72af, role revisions below | Partial effect countersign above; amend Coil to Lead’s ruling, disposition Spark/Crust/pulse boundaries, correct surviving-cohort accounting. Carrier eb3985 now supplies the bounded definition; Equipment accepts it, while the older unconditional-escort prose remains for Combat to remove. Grounder alternate-source scope remains open under PMR005; Equipment does not overwrite those pages |
+ | Colony / a1046d COL-I2 | D023 and Lead now select inspection recipes, one advanced service, recorded racks for revisits only and six issued cells including bank/brace. Build Paths defines first-entry/revisit and actual pattern recording, with legal three-family examples. Mirror eight-cell/no-cargo corrections; four-bundle capital prices remain proposals |
+ | Campaign / Collector 29ece6 and Head-Works 999d84 | Two-second Coil cannot continuously power the Collector’s five-second lift; Build Paths proposes retained crank progress with a concrete remaining manual cost. Place actual first finds and free alternatives. No equipment, exported charge or purchased recipe may become necessary for essential clues or return |
+ | World / 9aab5e; Lead / 59f895 §9 | D024 supplies provisional harvest fiction, not permission for a production asset or new upkeep. World’s falling salvage-funded refuge reserve and farthest-first outages differ from Lead’s permanent gravity return and nearest-first sequence. Retain a free power-independent return for all builds; Lead/World/Colony reconcile sequence and optional powered-service cost |
+ | PM / EQP101 | Review this bounded revision and the remaining source collisions. Do not self-accept the task or count a partial effect response as final agreement. The catalogue remains twelve entries and three families; no new roster, district-count or duration commitment |
### 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 owner's rejected one-district/three-to-four-hour scope and PM's provisional eight districts determine no catalogue quota or duration claim.
+ 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
- The current page index and change log were used to locate pages, then the raw sources were read and compared with their immutable revision sources after stripping the metadata trailer. The following are the actual source revisions used, not claims that all linked pages remain unchanged forever.
+ 2026-09-06 check: used /-/index and /-/log, read current raw source bodies, then matched the following snapshots to immutable sources. The original submission and its derivation register remain at [Equipment a44990](/Hold%20The%20Flood/Equipment?revision=a44990); they were compared with this check, not treated as current feedback already processed. Revisions below identify inspected evidence, not blanket acceptance of every legacy paragraph.
- | Source page | Revision used |
+ | Source | Revision read |
| --- | --- |
- | [Hold The Flood/Mechanics/Power And Attraction](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=8afc3c) | 8afc3c |
- | [Hold The Flood/Tasks](/Hold%20The%20Flood/Tasks?revision=eb8c03) | eb8c03 |
- | [Hold The Flood/Brief](/Hold%20The%20Flood/Brief?revision=1bd68a) | 1bd68a |
- | [Hold The Flood/Colony](/Hold%20The%20Flood/Colony?revision=1f0b95) | 1f0b95 |
- | [Home](/Home?revision=be9fe5) | be9fe5 |
- | [Hold The Flood/Team/Expansion Prompts](/Hold%20The%20Flood/Team/Expansion%20Prompts?revision=ed17df) | ed17df |
- | [Hold The Flood/Design Index](/Hold%20The%20Flood/Design%20Index?revision=dd01c7) | dd01c7 |
- | [Hold The Flood/Districts/Pumping District](/Hold%20The%20Flood/Districts/Pumping%20District?revision=7161a5) | 7161a5 |
- | [Hold The Flood/Team](/Hold%20The%20Flood/Team?revision=d00fad) | d00fad |
- | [Hold The Flood/Pm Reviews/Pmr003](/Hold%20The%20Flood/Pm%20Reviews/Pmr003?revision=72c692) | 72c692 |
- | [Hold The Flood/World And Mystery](/Hold%20The%20Flood/World%20And%20Mystery?revision=7699de) | 7699de |
- | [Hold The Flood/Design Document](/Hold%20The%20Flood/Design%20Document?revision=ec1b6c) | ec1b6c |
+ | [Hold The Flood](/Hold%20The%20Flood?revision=34ca6d) | 34ca6d |
+ | [Hold The Flood/Brief](/Hold%20The%20Flood/Brief?revision=70b6b1) | 70b6b1 |
+ | [Hold The Flood/Tasks](/Hold%20The%20Flood/Tasks?revision=469c70) | 469c70 |
+ | [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=be4c43) | be4c43 |
+ | [Hold The Flood/Pm Reviews](/Hold%20The%20Flood/Pm%20Reviews?revision=8f4f5b) | 8f4f5b |
+ | [Hold The Flood/Pm Reviews/Pmr004](/Hold%20The%20Flood/Pm%20Reviews/Pmr004?revision=ed0def) | ed0def |
| [Hold The Flood/Design Review](/Hold%20The%20Flood/Design%20Review?revision=80a882) | 80a882 |
- | [Hold The Flood/Pm Reviews](/Hold%20The%20Flood/Pm%20Reviews?revision=94e459) | 94e459 |
- | [Hold The Flood/Equipment](/Hold%20The%20Flood/Equipment?revision=d0001a) | d0001a |
- | [Hold The Flood](/Hold%20The%20Flood?revision=42488e) | 42488e |
- | [Hold The Flood/Enemies](/Hold%20The%20Flood/Enemies?revision=c63228) | c63228 |
- | [Hold The Flood/Expansion Brief](/Hold%20The%20Flood/Expansion%20Brief?revision=cdc0c5) | cdc0c5 |
- | [Hold The Flood/Weapons/Cutter](/Hold%20The%20Flood/Weapons/Cutter?revision=7a70ec) | 7a70ec |
- | [Wiki Conventions](/Wiki%20Conventions?revision=a00de4) | a00de4 |
-
- Additional sources published and read during drafting; immutable bodies verified against the late reads above (the convention revision was read directly at its immutable URL):
-
- | Source page | Additional revision used |
- | --- | --- |
| [Hold The Flood/Design Document](/Hold%20The%20Flood/Design%20Document?revision=5f9fbb) | 5f9fbb |
- | [Hold The Flood/Mechanics/Power And Attraction](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c) | 69024c |
- | [Hold The Flood/Campaign](/Hold%20The%20Flood/Campaign?revision=34dc09) | 34dc09 |
+ | [Wiki Conventions](/Wiki%20Conventions?revision=d9338f) | d9338f |
+ | [Hold The Flood/Equipment](/Hold%20The%20Flood/Equipment?revision=a44990) | a44990 |
+ | [Hold The Flood/Mechanics/Inventory And Charge](/Hold%20The%20Flood/Mechanics/Inventory%20And%20Charge?revision=73eb77) | 73eb77 |
+ | [Hold The Flood/Mechanics/Power And Attraction](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=59f895) | 59f895 |
+ | [Hold The Flood/Mechanics/Combat](/Hold%20The%20Flood/Mechanics/Combat?revision=91a866) | 91a866 |
| [Hold The Flood/Colony](/Hold%20The%20Flood/Colony?revision=a1046d) | a1046d |
- | [Wiki Conventions](/Wiki%20Conventions?revision=32a35d) | 32a35d |
-
- **Next handoff:** PM reviews this substantive submission; Lead and the named domain owners disposition the recorded interfaces in their own pages. Transfer is prepared, not completed. No blocking request to the owner, no self-acceptance, no claim of other-agent activity.
+ | [Hold The Flood/Campaign](/Hold%20The%20Flood/Campaign?revision=b92234) | b92234 |
+ | [Hold The Flood/World And Mystery](/Hold%20The%20Flood/World%20And%20Mystery?revision=9aab5e) | 9aab5e |
+ | [Hold The Flood/Enemies](/Hold%20The%20Flood/Enemies?revision=9a72af) | 9a72af |
+ | [Hold The Flood/Enemies/Spark](/Hold%20The%20Flood/Enemies/Spark?revision=0ace4f) | 0ace4f |
+ | [Hold The Flood/Enemies/Grounder](/Hold%20The%20Flood/Enemies/Grounder?revision=e10c47) | e10c47 |
+ | [Hold The Flood/Enemies/Crust](/Hold%20The%20Flood/Enemies/Crust?revision=e805d6) | e805d6 |
+ | [Hold The Flood/Enemies/Carrier](/Hold%20The%20Flood/Enemies/Carrier?revision=eb3985) | eb3985 |
+ | [Hold The Flood/Districts/The Collector](/Hold%20The%20Flood/Districts/The%20Collector?revision=29ece6) | 29ece6 |
+ | [Hold The Flood/Districts/The Head-Works](/Hold%20The%20Flood/Districts/The%20Head-Works?revision=999d84) | 999d84 |
+ | [Hold The Flood/Equipment/Build Paths](/Hold%20The%20Flood/Equipment/Build%20Paths?revision=a9a288) | a9a288 |
+ | [Hold The Flood/Equipment/Coil](/Hold%20The%20Flood/Equipment/Coil?revision=a7d2d5) | a7d2d5 |
+ | [Hold The Flood/Equipment/Arc](/Hold%20The%20Flood/Equipment/Arc?revision=9b7b1d) | 9b7b1d |
+ | [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=9618ad) | 9618ad |
+ | [Hold The Flood/Weapons/Alternative Tools](/Hold%20The%20Flood/Weapons/Alternative%20Tools?revision=e6aed6) | e6aed6 |
+ | [Hold The Flood/Pm Reviews/Pmr005](/Hold%20The%20Flood/Pm%20Reviews/Pmr005?revision=d15967) | d15967 |
+
+ Only Equipment-authored content is revised; retained PM seeds and the restored task submission are preserved. All numerical examples are written scenarios. No implementation, simulation, playtest or asset work.
---
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9