Hold the Flood — Equipment and Inventory
EQP101 submission
EQP101 · r3 · 2026-09-06 UTC · Equipment and Build Designer · PMR006 effect countersign submitted; EQP101 remains In review. r2 ae4543 · first submission a44990. Equipment now countersigns the current Lead contract and Combat’s supplied Arc/Heavy boundaries. Combat and Spark retain crossed old copies identified by REV104-15; that mirror work is theirs. 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. 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.
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.
Rack, leakage, links and advancement verdict
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 fully countersigns the current shared-effect contract at Lead 29f5b0 §§2/4/10, with Combat’s detailed Arc and Heavy rules at 80835f §6. This closes Equipment’s half of PMR006’s joint handoff. It does not claim Combat/Spark have mirrored the later Lead revision, PM has accepted EQP101, or any value is tuned.
| 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. This is Lead’s ruling. Combat 80835f recommends the credible alternative—devices powered but water safe—but that recommendation postdates the ruling it had not seen | The chosen rule makes Insulation valuable in a lit yard and may force a dry route. The alternative opens more wading but weakens the visible “power is useful and hazardous” identity. Prefer the ruled hot-water version unless Lead explicitly reverses it |
| 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 |
Crossed copies, not a remaining Equipment disagreement. Combat 80835f countersigns the Coil and pulse boundaries and supplies Arc/Heavy details. Its Spark table and Spark 730ee8 were written against contract r3 six minutes after Lead r4 selected power-only; REV104-15 assigns the minimal mirror to Combat/Spark. Enemies e82646 corrects Equipment’s surviving-cohort, Carrier and false-safety findings. Its Encounter A still prices both fixed-power readings; Lead’s later yes ruling should replace that branch on its next owning revision.
Transfer and cross-role dependencies
| Owner / exact source | Bounded handoff and affected interface |
|---|---|
| Lead / Power and Attraction 29f5b0 | Spark, fixed-powered water, Coil, pulse boundaries, Heavy yield, Grounder recovery and persistence are now dispositioned. One Equipment conflict remains: shared §1 still describes Cable Reel between arbitrary wet points, while Utility Modules 087718 U6 limits it to exposed power terminals on traversable ground. Prefer terminal-only because unrestricted wet-point conduction bypasses water/valve topology; Lead must name one scope |
| Combat / Combat 80835f, Enemies e82646, Spark 730ee8 | Equipment countersigns the current effect grammar and Combat’s Arc/Heavy completions. Combat/Spark mirror Lead r4’s Spark power-only and acknowledge the fixed-powered-water ruling, per REV104-15. No Equipment-authored Combat page is overwritten |
| Colony / Colony 06acdb | Mirrored: eight cells, six occupied cells issued on revisits, first-entry/recipe/record triggers, empty banks and two cells for finds. Exact repair prices and placements remain proposals, but no issue-rule change is requested |
| 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 | Review this revision-specific full Equipment countersign and the two remaining equipment-facing dependencies—Cable scope and Collector timing. Do not self-accept EQP101 or infer owner 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.
