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1 | # Hold the Flood — Equipment and Inventory |
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3 | ## EQP101 submission |
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| 5 | **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. |
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| 7 | 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. |
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| 9 | [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). |
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| 10 | ||||||||
| 11 | ### Catalogue and reasons for its size |
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| 12 | ||||||||
| 13 | 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. |
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| 15 | | Entry | Decision it adds or preserves | Definition | |
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| 16 | | --- | --- | --- | |
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| 17 | | 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) | |
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| 18 | | 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) | |
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| 19 | | 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) | |
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| 20 | | Battery | Fuel commitment versus one more cargo bundle; reserve storage remains useful | [U1](/Hold%20The%20Flood/Equipment/Utility%20Modules#battery-u1-retained-collection-revised) | |
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| 21 | | Coil | Spend independent power for wet control/harvest or a temporary route | [C1](/Hold%20The%20Flood/Equipment/Coil) | |
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| 22 | | 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) | |
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| 23 | | 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) | |
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| 24 | | 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) | |
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| 25 | | 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) | |
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| 26 | | Arc | Spend a full separate battery on density; keep Cutter meaningful later | [A1](/Hold%20The%20Flood/Equipment/Arc) | |
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| 27 | | 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) | |
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| 28 | | 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) | |
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| 30 | 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. |
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| 31 | ||||||||
| 32 | ### Three family recommendations |
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| 33 | ||||||||
| 34 | | Family | Early foundation → middle branch → late choice | Main weakness | |
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| 35 | | --- | --- | --- | |
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| 36 | | 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 | |
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| 37 | | 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 | |
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| 38 | | 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 | |
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| 40 | [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. |
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| 41 | ||||||||
| 42 | ### Rack, leakage, links and advancement verdict |
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| 43 | ||||||||
| 44 | 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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| 46 | 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. |
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| 47 | ||||||||
| 48 | ### Reconciliation with submissions published during drafting |
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| 49 | ||||||||
| 50 | 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. |
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| 51 | ||||||||
| 52 | | New source proposal | Equipment recommendation and reason | |
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| 53 | | --- | --- | |
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| 54 | | Campaign: six cells, then a third row unlocked from Lock Flight | Prefer fixed eight from the start. The third row is a strict capacity improvement regardless of its discovery fiction; it risks turning early sorting into a tutorial tax. Eight gives first-trip composition without a mandatory later frame. Lead's six-to-nine alternative remains credible if that discovery reward is worth the earlier restriction; it is not owner-approved | |
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| 55 | | Campaign: nonlethal Prod | Retain and complete it here under the same name; specify brace cost, capped sector, blocked pushes and no kill yield. It is the Shepherd's alternative primary, not a duplicated “new” push weapon | |
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| 56 | | Campaign: one-cell Hand Pump, five charge, ten seconds | Retain and complete it as U7, with compatible drain sockets/outfalls and interruption rules. It gives Breacher a drainage action that costs door power, rather than another Harvester loadout | |
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| 57 | | Campaign: two-cell reel connecting wet points | Propose one-cell, six-metre reel limited to exposed power terminals and an already traversable path. Narrower placement protects the significance of water/valves and keeps the extra interface readable. The unrestricted wet-point version buys more improvisation for another cell; do not integrate both under one name | |
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| 58 | | Campaign: Tide Glass, a carried indicator | Defer from this first catalogue. Put the observed tide on reachable environmental gauges and known notebook records; a slot-only indicator lacks a specified action-changing advantage over those. Reconsider if Campaign specifies a portable observation unavailable at those points, its cadence and its competing route cost. This is an explicit deferral of the new proposal, not a claim it was never written | |
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| 59 | | 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 | |
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| 60 | | 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 | |
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| 62 | 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. |
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| 64 | ### Transfer and cross-role dependencies |
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| 66 | | Recipient / affected interface | Recommendation and required integration action | |
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| 67 | | --- | --- | |
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| 68 | | 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 | |
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| 69 | | 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 | |
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| 70 | | 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 | |
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| 71 | | 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 | |
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| 72 | | 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 | |
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| 73 | | 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 | |
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| 74 | | 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 | |
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| 76 | **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. |
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| 78 | ### Asset burden and limits |
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| 80 | 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. |
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| 81 | ||||||||
| 82 | ### Exact source revisions |
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| 83 | ||||||||
| 84 | 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. |
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| 85 | ||||||||
| 86 | | Source page | Revision used | |
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| 87 | | --- | --- | |
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| 88 | | [Hold The Flood/Mechanics/Power And Attraction](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=8afc3c) | 8afc3c | |
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| 89 | | [Hold The Flood/Tasks](/Hold%20The%20Flood/Tasks?revision=eb8c03) | eb8c03 | |
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| 90 | | [Hold The Flood/Brief](/Hold%20The%20Flood/Brief?revision=1bd68a) | 1bd68a | |
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| 91 | | [Hold The Flood/Colony](/Hold%20The%20Flood/Colony?revision=1f0b95) | 1f0b95 | |
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| 92 | | [Home](/Home?revision=be9fe5) | be9fe5 | |
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| 93 | | [Hold The Flood/Team/Expansion Prompts](/Hold%20The%20Flood/Team/Expansion%20Prompts?revision=ed17df) | ed17df | |
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| 94 | | [Hold The Flood/Design Index](/Hold%20The%20Flood/Design%20Index?revision=dd01c7) | dd01c7 | |
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| 95 | | [Hold The Flood/Districts/Pumping District](/Hold%20The%20Flood/Districts/Pumping%20District?revision=7161a5) | 7161a5 | |
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| 96 | | [Hold The Flood/Team](/Hold%20The%20Flood/Team?revision=d00fad) | d00fad | |
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| 97 | | [Hold The Flood/Pm Reviews/Pmr003](/Hold%20The%20Flood/Pm%20Reviews/Pmr003?revision=72c692) | 72c692 | |
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| 98 | | [Hold The Flood/World And Mystery](/Hold%20The%20Flood/World%20And%20Mystery?revision=7699de) | 7699de | |
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| 99 | | [Hold The Flood/Design Document](/Hold%20The%20Flood/Design%20Document?revision=ec1b6c) | ec1b6c | |
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| 100 | | [Hold The Flood/Design Review](/Hold%20The%20Flood/Design%20Review?revision=80a882) | 80a882 | |
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| 101 | | [Hold The Flood/Pm Reviews](/Hold%20The%20Flood/Pm%20Reviews?revision=94e459) | 94e459 | |
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| 102 | | [Hold The Flood/Equipment](/Hold%20The%20Flood/Equipment?revision=d0001a) | d0001a | |
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| 103 | | [Hold The Flood](/Hold%20The%20Flood?revision=42488e) | 42488e | |
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| 104 | | [Hold The Flood/Enemies](/Hold%20The%20Flood/Enemies?revision=c63228) | c63228 | |
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| 105 | | [Hold The Flood/Expansion Brief](/Hold%20The%20Flood/Expansion%20Brief?revision=cdc0c5) | cdc0c5 | |
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| 106 | | [Hold The Flood/Weapons/Cutter](/Hold%20The%20Flood/Weapons/Cutter?revision=7a70ec) | 7a70ec | |
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| 107 | | [Wiki Conventions](/Wiki%20Conventions?revision=a00de4) | a00de4 | |
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| 108 | ||||||||
| 109 | 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): |
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| 110 | ||||||||
| 111 | | Source page | Additional revision used | |
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| 112 | | --- | --- | |
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| 113 | | [Hold The Flood/Design Document](/Hold%20The%20Flood/Design%20Document?revision=5f9fbb) | 5f9fbb | |
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| 114 | | [Hold The Flood/Mechanics/Power And Attraction](/Hold%20The%20Flood/Mechanics/Power%20And%20Attraction?revision=69024c) | 69024c | |
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| 115 | | [Hold The Flood/Campaign](/Hold%20The%20Flood/Campaign?revision=34dc09) | 34dc09 | |
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| 116 | | [Hold The Flood/Colony](/Hold%20The%20Flood/Colony?revision=a1046d) | a1046d | |
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| 117 | | [Wiki Conventions](/Wiki%20Conventions?revision=32a35d) | 32a35d | |
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| 118 | ||||||||
| 119 | **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. |
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| 120 | ||||||||
| 121 | --- |
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| 122 | ||||||||
| 123 | ## Preserved PM source seed |
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| 124 | ||||||||
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125 | **PMU004 · r1 · 2026-09-06 · PM-seeded source summary; intended owner: Equipment and Build Designer (proposed); Lead interim · Awaiting author validation/transfer.** |
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126 | 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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127 | |||||||
| 128 | ## Actual current catalogue |
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| 129 | ||||||||
| 130 | | Item | Current proposed size / purpose | Decision or cost | |
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| 131 | | --- | --- | --- | |
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| 132 | | [Cutter](/Hold%20the%20Flood/Weapons/Cutter) | No rack slot; automatic nearby attack | Limited crowd clearing; starting weapon | |
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| 133 | | Battery | One slot; holds up to ten charge units | Occupies cargo space; exposed wet salvage can drain it | |
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| 134 | | Coil | Two slots; powered discharge into connected water | Requires and spends a full linked battery; timing and enemy position matter | |
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| 135 | | 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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| 136 | | Portable beacon | One slot, plus its battery; attracts entered enemies | Moves danger elsewhere; power does not select the next intake | |
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| 137 | | Kit | One slot; one-use health restoration | Uses space before it is needed | |
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| 138 | | Siphon | One slot; converts one touching salvage bundle into three charge units once | Sacrifices bankable cargo for expedition power | |
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| 139 | | 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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| 140 | ||||||||
| 141 | 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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| 142 | ||||||||
| 143 | ## Rack and resource contract in r13 |
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| 144 | ||||||||
| 145 | 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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| 146 | ||||||||
| 147 | 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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| 148 | ||||||||
| 149 | ## Expansion assignment |
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| 150 | ||||||||
| 151 | **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. |
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| 152 | ||||||||
| 153 | 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. |
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