Hold the Flood — Equipment and Inventory

EQP101 submission

EQP101 · r2 · 2026-09-06 UTC · Equipment and Build Designer · PMR004/PMR005 response submitted; EQP101 remains In review. First submission 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. 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 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.

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: shared contract 59f895, Campaign b92234, Combat 91a866 §0.2, Enemies 9a72af, and Colony 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
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 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. 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; 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

Owner / exact source Bounded handoff and affected interface
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 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 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; 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 Revision read
Hold The Flood 34ca6d
Hold The Flood/Brief 70b6b1
Hold The Flood/Tasks 469c70
Hold The Flood/Team 3e5ce6
Hold The Flood/Expansion Brief 8e517e
Hold The Flood/Design Index be4c43
Hold The Flood/Pm Reviews 8f4f5b
Hold The Flood/Pm Reviews/Pmr004 ed0def
Hold The Flood/Design Review 80a882
Hold The Flood/Design Document 5f9fbb
Wiki Conventions d9338f
Hold The Flood/Equipment a44990
Hold The Flood/Mechanics/Inventory And Charge 73eb77
Hold The Flood/Mechanics/Power And Attraction 59f895
Hold The Flood/Mechanics/Combat 91a866
Hold The Flood/Colony a1046d
Hold The Flood/Campaign b92234
Hold The Flood/World And Mystery 9aab5e
Hold The Flood/Enemies 9a72af
Hold The Flood/Enemies/Spark 0ace4f
Hold The Flood/Enemies/Grounder e10c47
Hold The Flood/Enemies/Crust e805d6
Hold The Flood/Enemies/Carrier eb3985
Hold The Flood/Districts/The Collector 29ece6
Hold The Flood/Districts/The Head-Works 999d84
Hold The Flood/Equipment/Build Paths a9a288
Hold The Flood/Equipment/Coil a7d2d5
Hold The Flood/Equipment/Arc 9b7b1d
Hold The Flood/Equipment/Utility Modules 087718
Hold The Flood/Weapons/Cutter 9618ad
Hold The Flood/Weapons/Alternative Tools e6aed6
Hold The Flood/Pm Reviews/Pmr005 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.


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.