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1 | # Hold the Flood — Utility Modules |
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| 3 | **EQP101 · r1 · 2026-09-06 UTC · Equipment and Build Designer · Catalogue proposal; transfer pending.** |
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| 4 | 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). |
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| 6 | 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. |
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| 8 | ## Battery — U1; retained, collection revised |
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| 10 | - **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. |
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| 11 | - **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. |
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| 12 | - **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. |
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| 13 | - **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. |
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| 14 | - **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. |
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| 16 | ## Insulation — U2; retained, its two jobs distinguished |
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| 18 | - **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. |
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| 19 | - **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. |
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| 20 | - **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. |
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| 21 | - **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. |
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| 22 | - **Acquisition:** first optional wet-route service cache, reachable by a dry detour; inspect to record the recipe. Then workshop starting choice or insulation-labelled caches. Essential wet-area clues need dry observation/free machinery alternatives supplied by Campaign and World. |
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| 24 | ## Portable Beacon — U3; retained, controls and drain specified |
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| 26 | - **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. |
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| 27 | - **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. |
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| 28 | - **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.” |
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| 29 | - **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. |
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| 30 | - **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. |
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| 31 | - **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. |
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| 33 | ## Kit — U4; retained, consumption and rescue clarified |
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| 35 | - **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. |
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| 36 | - **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. |
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| 37 | - **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. |
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| 38 | - **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. |
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| 39 | - **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. |
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| 41 | ## Siphon — U5; retained, target/feed and overflow defined |
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| 43 | - **Trigger / effect / target:** select one orthogonally touching wet salvage bundle, 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. |
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| 44 | - **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. A touching bundle may be chosen when triggering, including a newly picked-up one. |
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| 45 | - **Information / restrictions:** preview “lose 1 bundle and Siphon; bank +3; overflow N.” Requires an eligible non-planted, non-reserved battery and a touching bundle. 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. |
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| 46 | - **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. |
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| 47 | - **Acquisition:** clearly marked salvage-converter cache with ordinary cargo nearby; recipe by inspection; later cache or workshop choice. Competes with carrying that salvage home for colony development. No repeatable dismantling/recrafting loop is proposed. |
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| 49 | ## Cable Reel — U6; new topology tool |
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| 51 | - **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. |
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| 52 | - **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. |
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| 53 | - **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. |
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| 54 | - **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. |
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| 55 | - **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. |
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| 56 | - **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. |
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| 58 | ## Hand Pump — U7; completed Lead proposal |
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| 60 | **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. |
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| 62 | - **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. |
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| 63 | - **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. |
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| 64 | - **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. |
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| 65 | - **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, damages a target, or preserves a dry state across expeditions. Repeating a drain costs another five. No placement on arbitrary unbounded water and no free charge recovery when retrieving. |
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| 66 | - **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. |
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| 67 | - **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. |
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| 69 | 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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