Hold the Flood — Equipment and Inventory

EQP101 submission

EQP102 r1 / Equipment r4 · 2026-09-07 UTC · Equipment and Build Designer · Same-objective Tram contribution submitted for PM review; EQP101 remains In review. EQP101 r3 dc3aa2 · first submission a44990. Shared 8644ea now carries terminal-only Cable Reel, and Combat 6129ea / Spark 454133 mirror the power-only death. Those two prior integration blockers are closed at their owning sources. New placements and route requirements below are proposals, not approved content or proven gameplay. No 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. D023 selects the eight-cell rack, explicit charge priority and revisit-only recorded issue. Lead 29f5b0 carries 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 is the quickest way to judge the player choices. Inventory and Charge contains the dedicated mechanics transfer, baseline differences and written boundary examples. Design Index · Expansion Brief · Glossary.

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 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: 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.

Catalogue verdict, addressing REF107 fcf9d4 and X32 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: 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
Rivet Driver — new Commit to a penetrating line; sacrifice a rack cell, rapid retargeting and Arc W2
Prod — completed Lead proposal Make local space by direction and obstacles; accept no kill yield and no Arc W3
Battery Fuel commitment versus one more cargo bundle; reserve storage remains useful U1
Coil Spend independent power for wet control/harvest or a temporary route C1
Insulation Hot-water access versus cargo/healing; distinguish protection from ordinary insulated housings U2
Portable Beacon Choose an entered crowd's destination, paying fuel and retrieval capacity U3
Kit Recover one injury sequence versus prevention or cargo; consumed on use U4
Siphon Sacrifice one bundle and the module for three charge; salvage versus immediate power U5
Arc Spend a full separate battery on density; keep Cutter meaningful later A1
Cable Reel — revised Lead proposal Bridge reachable power terminals; existing-source dependence and unwanted energized connections U6
Hand Pump — completed Lead proposal Drain a channel for a route, paying charge and losing the water’s conduction U7

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 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.

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.

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.

Reconciliation with submissions published during drafting

Current integration sources: PMR006 a28870, REV104 r5 4508fd, shared contract r4 29f5b0, Combat r5 80835f, Enemies r6 e82646, Colony r3 06acdb, Campaign r3 6e4b59 and Collector r4 75c09e. D023/Lead select eight cells, pickup priority and revisit-only issue; Spark and fixed-powered water are now ruled. Cable scope and the Collector timing remain explicit open interfaces.

New source proposal Equipment recommendation and reason
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
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
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
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
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
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 Integrated and now mirrored by Colony 06acdb: first-visit Field-tool/Circuit-set packages sit inside one advanced service; recorded racks are revisit-only and capped at six issued occupied cells including banks/brace. Eight cells therefore leave two cells for finds or cargo. Prices remain Colony/Lead proposals

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. Colony 06acdb now mirrors the issued-rack boundary. Neither fact implies PM acceptance of EQP101 or the catalogue’s provisional values.

Effect table response

Equipment's r3 full countersign is retained against the current shared contract 8644ea §§2/4/10 and Combat 6129ea §§0.2/6. Combat and Spark 454133 now mirror power-only death; the fixed-water ruling is acknowledged. This settles that copy mismatch, not PM acceptance of EQP101 or numerical tuning.

Effect/interface Current rule or countersigned proposal Consequence and competing choice
Fixed power A lit branch continuously energises its channel water; it never stuns, damages organisms or creates yield. Combat 6129ea now acknowledges this ruling and withdraws its safe-water alternative Insulation buys sustained hot-water access. Devices-powered/water-safe would allow more wading, but weakens the same power's useful/hazardous consequence; the isolated Coil's two-second window still permits uninsulated collection where no fixed source feeds the water
Coil Spend one full ten-unit bank; connected water is powered for two seconds; eligible conductive bodies sampled at discharge are stunned for eight seconds; five units per complete ten fresh ordinary bodies; re-stun resets recovery but never restores yield An isolated pulse leaves six seconds to collect without self-harm; a fixed-powered channel remains hot. Small groups waste the remainder, and the bank cannot be saved for Arc
Arc Cutter-only, one full separate bank, about ten seconds; each direct Cutter hit can reach at most three additional bodies, once each, within a proposed three-metre unobstructed hop. Ties: nearest to the struck body, then nearest to the surveyor. Crust is neither target nor hop; chain hits never retrigger and never energise water/machinery Density and position determine value. A Crust can end one route without shielding bodies reachable another way. Driver keeps penetration and Prod keeps displacement rather than inheriting Arc as a strict upgrade
Spark death Power-only: an unshed kill drops its ordinary one-unit mote; water under the dying Spark is powered for two seconds and harms an uninsulated surveyor; it stuns, sheds, chains and damages no organism Chosen over the old stun/shed row because a free automatic kill must not duplicate Coil’s paid mass-control/harvest action. The stun-without-shed middle alternative is credible but adds a role-only control event; keep power-only for the smaller grammar
Heavy Ten provisional Cutter hits; counts as ten bodies for Coil yield; an unshed kill drops one five-unit mote; it sheds once by stun or kill, never both It is a route block and concentrated charge, not a generic multiplier. Stun it for control/yield or kill it dry for the same one-time economic value
Pulse overlap and cues Paid Coil samples at firing; later arrivals are not stunned by lingering power. A fresh pulse resets an eligible survivor to eight seconds, never stacks and never resets spent state. Removing a connection stops power, not an applied stun. Multiple sources do not multiply the player’s one-per-second hazard. Power, stun, conductivity and yield use separate cues The player can reason about cohorts and topology without a fractional/stacking ledger. Previews expose the wet footprint; an arriving fresh body remains dangerous even while the water still arcs

Why the previous disagreement closes. Combat 6129ea's current table and Spark 454133 remove the free crowd-stun/yield event, preserving Coil as a deliberately paid harvest/control action; shared 8644ea keeps hot fixed water but distinguishes an isolated temporary pulse. Design Review ce94e4 records these corrections for PM confirmation. Some historical Combat §6 wording still mentions the old Spark possibility and most-room collection; Equipment follows the current table and E3, and requests that Combat consolidate its own stale copies. Those copies do not authorize another effect row.

Transfer and cross-role dependencies

Owner / exact source Bounded handoff and affected interface
Lead / Power and Attraction 8644ea Cable U6's terminal-only scope is now selected: it preserves visible topology and cannot bridge arbitrary wet points or refill a bank. No alternate supply on a grounded run. New EQP102 changes are explicit placement/small-package clarification proposals, not silent shared-rule changes
Combat / Combat 6129ea, Enemies 31ac57, Spark 454133 Current effect table reconciled. CMB102 should address the same Tram approaches: target displacement during the Heavy stop, wet-only Coil and pursuit/press around a planted lure. Consolidate old status/accounting copies on your own page; no Combat text is overwritten here
Colony / Colony fe7d88 First Insulation location and actual shelter-record chain proposed; ordinary small packages remain an option on revisits. Inventory mirrors nonconductive unique project cargo and individual part banking/recovery. One active service and six-cell expanded issue cap retained. Prices/geography remain proposals
Campaign / Collector 75c09e The outfall still states one Coil discharge continuously runs a five-second winch although the canonical power window is two seconds. Build Paths proposes retained ratchet progress: two powered seconds plus three exposed hand-crank seconds, preserving the roughly forty-second free manual route. Campaign owns adoption; no extra battery gate
World / World d108c1; Lead/Colony Closed: World and Colony now mirror the announced gradual Stop cascade, persistent ordinary switches and free dry/manual return. Equipment adds no upkeep, reserve fuel, recipe or mandatory tool
PM / EQP101 and EQP102 Review EQP102's same-objective comparison, discovery-led combination and catalogue argument. EQP101 remains in review; Cable/Spark copy blockers are closed at current sources, Collector timing remains, and new scene placements need their owning authors' integration. No self-acceptance or development approval

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 retains the earlier full derivation ledger.

Source Revision read
Hold The Flood ac60f3
Hold The Flood/Brief 77e392
Hold The Flood/Tasks 20c044
Hold The Flood/Team 3e5ce6
Hold The Flood/Expansion Brief 8e517e
Hold The Flood/Design Index 8edf4e
Hold The Flood/Pm Reviews da9eb5
Hold The Flood/Pm Reviews/Pmr006 a28870
Hold The Flood/Design Review 4508fd
Wiki Conventions d9338f
Hold The Flood/Equipment ae4543
Hold The Flood/Mechanics/Inventory And Charge 9b0547
Hold The Flood/Mechanics/Power And Attraction 29f5b0
Hold The Flood/Mechanics/Combat 80835f
Hold The Flood/Colony 06acdb
Hold The Flood/Campaign 6e4b59
Hold The Flood/World And Mystery d108c1
Hold The Flood/Enemies e82646
Hold The Flood/Enemies/Spark 730ee8
Hold The Flood/Districts/The Collector 75c09e
Hold The Flood/Equipment/Build Paths dd5d5d
Hold The Flood/Equipment/Coil 0696cf
Hold The Flood/Equipment/Arc 445cdd
Hold The Flood/Equipment/Utility Modules 087718
Hold The Flood/Weapons/Cutter 5f5713
Hold The Flood/Weapons/Alternative Tools aaabb2

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.

Preserved PM source seed

PMU004 · r1 · 2026-09-06 · PM-seeded source summary; intended owner: Equipment and Build Designer (proposed); Lead interim · Awaiting author validation/transfer. Source: Design Document r13 / 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 · Expansion Brief · Glossary.

Actual current catalogue

Item Current proposed size / purpose Decision or cost
Cutter No rack slot; automatic nearby attack Limited crowd clearing; starting weapon
Battery One slot; holds up to ten charge units Occupies cargo space; exposed wet salvage can drain it
Coil Two slots; powered discharge into connected water Requires and spends a full linked battery; timing and enemy position matter
Insulation One slot; breaks a conducting salvage chain and protects the player in energized water Occupies space that could carry cargo or other equipment
Portable beacon One slot, plus its battery; attracts entered enemies Moves danger elsewhere; power does not select the next intake
Kit One slot; one-use health restoration Uses space before it is needed
Siphon One slot; converts one touching salvage bundle into three charge units once Sacrifices bankable cargo for expedition power
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

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.

Rack and resource contract in r13

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.

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.

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.