Fallout: Displaced Patriots Quest (Cancelled)

What rank do you want our commander to have? Read part 1 of the Quest setup for more details.

  • Brigadier General/Rear Admiral

    Votes: 3 9.4%
  • Major General/Rear Admiral+ (Compromise)

    Votes: 11 34.4%
  • Lieutenant General/Vice Admiral (Easy route)

    Votes: 18 56.3%

  • Total voters
    32
  • Poll closed .
Okay, so at the moment the total list of changes, both past and planned is as follows:
  • Removed Armory and Radio Tower from base
  • Added Aircraft Awning and Satellite Uplink to base
  • Removed Recon Squadron and Helicopter Attack/Transport Squadron
  • Added Heavy Bomber and Interceptor Squadrons (Total = Heavy Bombers, Interceptors, Fighters, Heavy Attack Helicopters)
  • Removed Mechanized battalion x1
  • Added Artillery battalion x1 (Total = Ranger x1, Engineer x2, Mechanized x2, Artillery x1, Armored x1, Heavy Transport x1)
At the moment it seems like there's just a little bit of debate as to whether or not we should get the awning right away, or swap it for something more valuable, and then build an awning on our first turn. My plan does include the specialised workshop option for aircraft to conduct maintenance, repairs, and upgrades, so it may be that the rad storms wouldn't be as much of an issue. That said we probably don't want to gamble too much.

Thoughts?

I'm against an awning because of the simplicity. I refuse to believe our engineers can't build one. If you really want to remove the armory because we can eventually build up a stockpile, you may as well replace it with something we can't build. Elite communications synergizes with satellite uplink and radio tower. Standard arms bay for fast rearming of aircraft. Advanced radar. Backup power. We don't know if we can easily replace the radio tower and the radio tower has multiple purposes such as broadcasting propaganda.
 
I'm against an awning because of the simplicity. I refuse to believe our engineers can't build one. If you really want to remove the armory because we can eventually build up a stockpile, you may as well replace it with something we can't build. Elite communications synergizes with satellite uplink and radio tower. Standard arms bay for fast rearming of aircraft. Advanced radar. Backup power. We don't know if we can easily replace the radio tower and the radio tower has multiple purposes such as broadcasting propaganda.

I'm going to back this, an awning is too priorty as we can't risk our valuable aircraft, but we can very quickly build one up.

I'm still against the armory, but there's plenty of valuable stuff we can't switch it for. Better comms, a radio tower, backup power, radar, take your pick.
 
Can they? I'm ignorant on the subject. @MajorKO do the other artillery options come with vehicles to tow them?

No they don't, however most other vehicles can easily do so. Humvees can manage lighter artillery, while artillery in the standard battalion can be done so by the transport trucks, either the M939 or M757. The bigger armored trailers meanwhile are meant more for carrying heavy equipment and vehicles. In a desperate situation however, I can imagine the substitutes can be made for towing the artillery, whether it be civilian vehicles or teams of oxen/brahmin/horses.

EDIT @MajorKO Also, is there going to be some sort of upkeep cost associated with units that we should be considering or will that be sufficiently abstracted that we shouldn't worry about on a per unit basis?

Upkeep shouldn't be an issue. If there's a situation/case where there is wear and tear and upkeep is required, it will be known.

@MajorKO Assuming that a UH-1Y Venom was fully armed, how many soldiers in power armour would it be able to carry? In addition, again assuming that they're fully fuelled and armed, how many power armoured soldiers can the UH-1N and VB-01 carry by comparison? I'd like to which is more suited to battlefield or tactical insertions and the like. I'd also appreciate it if you could tell us how the firepower of the VB-01 compares to the UH-1Y - how big is the difference exactly?

The venom would be able to at max hold about 4 power armored soldiers, along with 2 with no power armor. However, besides that and there weaponry, not much else would be able to be brought due to weight issues, which is also a main reason as to why there can't be more just sitting on the sides of the chopper. As for the others, well the UH-1N would be able to carry 4 power armored soldiers, and the VB-01 could carry either 6 power armored soldiers or 4 power armored soldiers and 4 regular ones, this one largely due to space rather then weight.
 
@MajorKO what will the culture of our pre-war Americans be like? The information on pre-war america is sparse other than it being a cyberpunk dystopia with a 1950s aesthetic.

How much protection will our base and town have against radiation and rad storms? Will there be fallout shelters in the town or basements made to act as one? Will we have hazmat suits? We don't have enough power armor to protect everyone that way.
 
I'm against an awning because of the simplicity. I refuse to believe our engineers can't build one. If you really want to remove the armory because we can eventually build up a stockpile, you may as well replace it with something we can't build. Elite communications synergizes with satellite uplink and radio tower. Standard arms bay for fast rearming of aircraft. Advanced radar. Backup power. We don't know if we can easily replace the radio tower and the radio tower has multiple purposes such as broadcasting propaganda.
I'm going to back this, an awning is too priorty as we can't risk our valuable aircraft, but we can very quickly build one up.

I'm still against the armory, but there's plenty of valuable stuff we can't switch it for. Better comms, a radio tower, backup power, radar, take your pick.
I third this, we can whip up an awning much more easily than an armory.
 
@MajorKO what will the culture of our pre-war Americans be like? The information on pre-war america is sparse other than it being a cyberpunk dystopia with a 1950s aesthetic.

How much protection will our base and town have against radiation and rad storms? Will there be fallout shelters in the town or basements made to act as one? Will we have hazmat suits? We don't have enough power armor to protect everyone that way.

We at PPS are proud to present the cost effective and personal protection you deserve, the Pulowski Preservation shelter! These wonderful product can be located at every street corner and fully capable of protecting you and your belongings. :V

I'd imagine the base would have some thicker walls and maybe a reinforced bunker underneath for the command staff. But rad-storm is a post war thing.

Do we have national guard reservist?

Unlikely as we didn't chose the options with rolls for additional force.
 
Huh, Dad says that most towns with a military base has a bunch of reservist living in the town... So I thought the same applies here?
 
@MajorKO what will the culture of our pre-war Americans be like? The information on pre-war america is sparse other than it being a cyberpunk dystopia with a 1950s aesthetic.

Like it implies, it will largely be a time of 1950's optimism and asethetic, except gone a bit too far. Culture has for the most part stagnated, with anything new coming out either essentially being a rebrand, continuation, or just not branching out. A large problem would be that people would want to keep that optimism up to the extreme, even going so far as to ignore worsening conditions and effects overseas.

Then the 2060's and 2070's happened, which I imagine was sort of a similar impact of our own 1960's/1970's and the shattering of optimism back then. In this case however, it's much worse for a few reasons.

One: Resources, more specifically oil, were running out, causing shortages and no doubt layoffs too.

Two: The wakeup moment was likely much worse. For us, it was over a decade of wearing down and gradual decay in Vietnam. For Fallout Americans, it was the sudden invasion of Alaska. Not only was this more quick and shattering for morale, but it also drastically cut off one of the last sources of oil.

Three: During our own times, the 50's optimism only had 2 decades max to really set in. For Fallout America, that time was extended by a century. Yeah, having that optimistic feeling that's been all around your whole life suddenly disappear like that can is disorienting.

Four: Warmongering and fearmongering from major companies, specifically Vault-Tec, as well as the government to an extent, wore down on Americans very hard.

So yeah, I imagine it was sort of like that. Just before the nuclear exchange happened however, I imagine that there were a couple growing groups of people that were springing up. One was likely those that were dissatisfied by the government, and turned to other means to either relieve that frustration or act out on it. Another was those who were more hardened and aware of what exactly was going on, essentially a mixture of our 1980's and 2010's attitude. Of course, there were those that clung, almost delusionally for some, to the hope of things returning to normal.

How much protection will our base and town have against radiation and rad storms? Will there be fallout shelters in the town or basements made to act as one? Will we have hazmat suits? We don't have enough power armor to protect everyone that way.

Not a whole lot really. If you've read some of the story notes at the end of part 1, I mentioned that the eastern half of the pacific northwest got off pretty lightly, largely due to a mixture of fewer targets, more anti-missile defences, and the Cascade and Coastal ranges largely keeping the fallout to the west. In fact, most of the only nukes that got through and hit Cascadia were bombers, meaning that their loads were lighter.

However, there are still a few 'radiation zones' however, and occasionally a small radstorm starts in one. However, the Displacement Zone shouldn't have much to worry about, as all major radstorms are west of the Cascades. However, a few particularly strong radstorms have managed to get passed the mountains, if only in a slightly weakened state. These often were very damaging and resulted in the final nail in the coffin for many communities and species of animals or plants that were barely clinging onto life.

Thankfully, those storms were only present in the early days, and the last one to get east was a century ago, and even then it only managed to make it a dozen miles or so east before tapering off. So we probably/possibly/maybe won't have to deal with any.

Huh, Dad says that most towns with a military base has a bunch of reservist living in the town... So I thought the same applies here?

While that would for the most part be true, it's not quite in this case. While many bases are built near towns, in this case it was a town built near a base so to say. Most of the people there already have an eligable family member in the military, usually at the base. The rest already work buisnesses and such to support said base and town. Also, while there are a few reservists in town, do keep in mind that just a short period of time ago, there was a frontline just a couple hours drive north of them, and that there are still conflicts with guerillas and 'Chinese supported groups'. As a result, many would likely be stationed closer to the border.
 
[X] Plan Bastion Mk.2

-[X] Base Features
Minor Base Features:
--[X] (Replaces Basic Communications equipment) Advanced communications equipment: This equipment will allow for communication with ground units up to 15 miles away rom the Displaced Zone, and up to 220 miles away with aircraft (Total: 15 energy).
--[X] (Requires Advanced communications equipment) Satellite uplink: When the area around the base was displaced in time, it turns out the radius went straight up into space. With this, 1 prewar communications and surveillance satellite is available, and links can be set up with up to 3 other normal satellites (Total: 25 energy).
--[X] Library: This library contains material both literature and practical knowledge, with the latter primarily composed of military textbooks/technical manuals, stories/journals of old war stories, and American history textbooks, to inspire young soldiers to remain patriotic (+5 morale, -1 turn to specialized training, Total: 5 energy).
--[X] Medbay: Allows for soldiers to be better treated, with a capacity of up to 50 wounded (-1 to turn recovery, +5 to survival role for mortally wounded, Total: 10 energy).
--[X] (Requires and replaces medbay): Advanced medbay: Gives even better care, with better equipment, training, an operating theater, dedicated medical robots, and even a pair of auto-docs (-2 to turn recovery, +15 to survival role for all mortally wounded, Total: 15 energy).
--[X] (Requires Advanced medbay) Cybernetic Augmentation theater: Allows for the crippled to receive basic general augmentations, as well as installation of prosthetic limbs (All crippled now automatically receive prosthetic limbs, which each cost 10 materials, -1 term recovery for limb loss, Total: 10 energy).
--[X] (Replaces Basic arms bay) Standard arms bay: Allows for more variety of ordinance, as well as making it quicker to rearm aircraft (Aircraft are now automatically rearmed as soon as action ends, Total: 15 energy).
--[X] (Partially replaces and requires Basic maintenance bay) Standard vehicle maintenance bay: A dedicated area to servicing, repairing, upgrading, and salvaging ground vehicles (-1 turn for repairing and salvaging ground vehicles (which means that lightly damaged vehicles (and possibly aircraft) are repaired instantly upon return), +5 roll on upgrading, Total energy: 10).
--[X] (Partially replaces and requires Basic maintenance bay) Standard aircraft maintenance bay: A dedicated area to servicing, repairing, upgrading, and salvaging aircraft ( -1 turn to repairing and salvaging aircraft, +5 roll on upgrading, Total energy: 10).
--[X] Req room: While there's already a small recreational room on base, this expands that into a small building. Equipped with multiple television sets, video and board games, books, pool tables, a mini bar, and more, it's designed to keep the troop's minds away from the horrors, both from the past and present (+10 Base moral, Total: 10 energy).

Major Base features:
--[X] Nuclear reactor: A large scale fusion reactor, capable of providing power to everything in the entire Displaced Zone and then some (Provides 800 energy).
--[X] Military Manufactory: This factory was built into the base to help build equipment and supply the war effort. While it can only produce smaller scale things such as infantry scale weaponry, individual machine/vehicle parts and the like, with time and upgrades it can eventually produce vehicles and larger scale machinery in whole, as well as the equipment required to build other infrastructure (Gain factory, Total: 30 energy).
--[X] Lab (Experimental): This lab located at the base is designed to experiment on a variety of things, from studying energy manipulation to creating biological viruses to tinkering with odd artifacts (Gains labratory to study the effects of the post-apocalyptic world, gain 50 people (10 researchers and 40 assistants/staff), gain 5 rolls on what the experiments are and the condition they are in, Total: 40 energy).
--[X] Lab (R&D): This lab located at the base is designed to create and experiment on new devices and equipment, as well as field test it before being sent further inland for processing and possible manufacturing. It has also been used for reverse engineering equipment captured from the Chinese and Canadians, as well as the occasional piece from the Soviet Union and Europe (Gains ability to reverse-engineer devices and equipment found in the wasteland, as well as develop new ones, gain 50 people (10 researchers and 40 assistants/staff), gain 5 rolls on what the experiments/devices are and their condition, Total: 35 energy).

-[X] Town
--[X][Large Town Upgrade] Yes
--[X] Advanced schools: The schools are among some of the top public ones in the state, and it shows. More terminals, bigger library, more advanced and expanded curriculum, and more.
--[X] Construction site: The town was still expanding even farther when the Displacement happened, resulting in about 200 skilled construction workers (+10 to building construction) and materials (300 materials).
--[X] Upgraded police force: The local police have worked greatly with the military at the base, with many themselves being former military. This has resulted in an expanded police force, with access to gear closer to that of the military, along with both a K-9 and swat unit (Surplus of following: +15/40 military-grade/civilian-grade firearms, +35/100 military-grade/civilian-grade sidearms, +40 civilian-grade body armor, +15 military-grade body armor, adds protectrons (25) and securitrons (12) to police force).
--[X] Farmland: The land is pretty good for agriculture, and as a result there are about 5 decently sized farms and orchards outside of town, each one growing a couple different crops (gain access to following un-irradiated crops and seeds: Wheat, corn, apples, pears, apricots, carrots, potatoes, black raspberries, cherries, grapes)(provides +10 food units per turn (2 for each farm).
--[X] Theater: There is a cinema in town, which may help keep people somewhat content (+5 town morale).
--[X] Hospital: There is a genuine hospital in town, equipped with it's own supplies and equipment (+200 medical units, +15 to survival roll of mortally wounded).
--[X] Waste disposal and sanitation station: Station dedicated to dealing with waste and recycling what's possible (Situation if not chosen).
--[X] Water treatment plant: Place dedicated to purifying water and sending it to the town and surrounding area (Situation if not chosen).

-[X] Terrain
--[X] Interstate: Several roadways, including an interstate, pass through the region.
--[X] Forest: In the Displaced Zone, part of the land is wooded, which contain both many useful resources and (non-mutated) animals.
--[X] River: There is a river running through the land which eventually connects to the Columbia river, providing a source of water and access to the waterways of Cascadia, but also open up the region to threats from aquatic creatures.
--[X] Fertile: The land is greatly fertile, increasing the food output of all farms and gardens by +1 per turn.
--[X] Mineral rich: The ground has plenty of minerals in it, perfect for harvesting and mining.
--[X] Lake: There is a decently large lake in the Zone, about a couple miles across. No doubt it has fish and resources that can be greatly used (roll for 1-6 fishing boats)

-[X] Units
--[X] 2 Ground Brigades, 4 Air Squadrons

Air:
--[X] Heavy bomber squadron (150 people, 5 B-52 'Stratofortress' heavy bombers).
--[X] Interceptor squadron (300 people, 10 F-4 'Phantom II' interceptor/fighter-bombers, 6 F-108 'Rapier' interceptors).
--[X] Fighter squadron (300 people, 15 P-80 'Meteor' jet fighters, 5 F-6 'Vigilante' multi-role fighters).
--[X] Helicopter heavy attack squadron (150 people, 8 AH-1 'Cobra' attack helicopters, 10 UH-1Y 'Venom' attack/transport helicopters).

Ground:
--[X] (Can only take once) Ranger battalion (350 soldiers, 12 humvees, 12 LSV patrol vehicles, 3 UH-1N 'Twin Huey' helicopters).
--[X] Engineering battalion (750 soldiers, 6 M-ATV escort vehicles, 10 M9 combat engineering vehicles, 3 M60 AVLB bridge layers).
--[X] Engineering battalion (750 soldiers, 6 M-ATV escort vehicles, 10 M9 combat engineering vehicles, 3 M60 AVLB bridge layers).
--[X] Mechanized battalion (650 soldiers, 300 sets of T-45 power armor, 150 sets of T-51 power armor, 15 m1134 'Chariot' power armor transports).
--[X] Mechanized battalion (650 soldiers, 300 sets of T-45 power armor, 150 sets of T-51 power armor, 15 m1134 'Chariot' power armor transports).
--[X] Artillery battalion (500 soldiers, 14 M119 105mm howitzers, 8 M777 155mm howitzers, 4 LM07 laser batteries).
--[X] Armored battalion (550 soldiers, 15 M60 'Patton' main battle tanks, 6 M75 'Eisenhower' main battle tanks).
--[X] Heavy transport battalion (400 soldiers, 12 M757 heavy transport trucks, 5 Oshkosh M1070 transport trailers).

-[X] [Character] William Russell
--[X] Male
--[X] William Russell
--[X] 47 years old
--[X] Strength:3
--[X] Perception:5
--[X] Endurance:3
--[X] Charisma:8
--[X] Intelligence:10
--[X] Agility:3
--[X] Luck:8

-[X] [Wild Wasteland] No

-[X][Base Name] AFB Hamilton

-[X][Town Name] Hamilton

Okay, so this is very close to my previous plan, but with a couple of changes, which are as follows:
  • Removed Armory and Radio Tower from base
  • Added Standard Arms Bay and Satellite Uplink to base
  • Removed Recon Squadron and Helicopter Attack/Transport Squadron
  • Added Heavy Bomber and Interceptor Squadrons (Total = Heavy Bombers, Interceptors, Fighters, Heavy Attack Helicopters)
  • Removed Mechanized battalion x1
  • Added Artillery battalion x1 (Total = Ranger x1, Engineer x2, Mechanized x2, Artillery x1, Armored x1, Heavy Transport x1)
While the armory is nice, we have the ability to produce weapons, making starting with a surplus less useful. While I did consider choosing an awning to protect our aircraft, that is something that should be relatively simply to build. In the end I decided on the choice of the Standard Arms Bay, because it helps us to make the most of our air power, and because it explicitly adds new types of munitions that we can reverse engineer.

Regarding the radio tower, its nice, and certainly useful, but it's far less complicated than actually getting a surveillance satellite into orbit. While a radio tower could be built, albeit perhaps with some difficulty if resources are scarce, a satellite uplink is irreplaceable. The surveillance satellite also allows us to swap out the recon aircraft squadron for something a bit more useful.

So, I decided to remove the recon and helicopter attack/transport sqaudron, exchanging them for heavy bombers and interceptors. The Heavy Bombers likely won't see much use, but have incredible strategic value, and will allow us to wreck any high-tier enemies we encounter. Likewise, while interceptors also probably won't see much use, if we encounter an enemy with aircraft they'll be able to help us retain air superiority.

I've kept the fighters and heavy attack helicopters, as the former are versatile, and can perform well both in terms of tactical bombing runs and air superiority, while the latter provide devastating local fire support. The heavy attack helicopters do have attack/transport helicopters as well, with more firepower than vertibirds but less troop capacity. That means we shouldn't suffer too much from not having vertibirds, although I definitely want us to get our hands on some if we can.

Moving on to the army, and I've swapped one Mechanized Battalion for an Artillery Battalion. My logic here is mostly that this will allow us to reverse engineer and produce our own dedicated artillery, rounding out are capabilities in the long run. Power armor is great, but it doesn't make everything else obsolete. Standard artillery is also a bit more versatile than either the light or field variants, and seems a decent compromise in that respect.

If anyone has any final thoughts, then please let me know. However, I am reluctant to make changes unless they are small and have unanimous support.

[X] Married with children
-[X] Pre/early teen (9 years old).
-[X] Pre/early teen (15 years old).
-[X] Late teen/young adult (19 years old).

Edited to add my vote for marriage/kids. Not compulsory by any means, but it would make sense given that the character I made is in his late 40s.
 
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[X] Plan Bastion Mk.2

[X]Married with children
-[X] Pre/early teen (9 years old).
-[X] Pre/early teen (15 years old).
-[X] Late teen/young adult (19 years old).
 
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@Gunman @Bones @Sgtsoldier123 @saintsboss99 @Ghostdevil @Captain Hunt @Japanime @butchock @Derek58 @Mask @Erzherzog_Karl

Hi guys, just thought I'd let you know that the second version of my plan is up. If you notice any mistakes, please let me know!

[X] Plan Bastion Mk.2
Don't forget to add your vote for marriage/kids! Might make it easier for the QM to tally, although having two votes going at the same time will be a bit of a mess.
 
[X] Plan Bastion Mk.2

I'm cool with the changes.

[X] Married with children
-[X] Pre/early teen (9 years old).
-[X] Pre/early teen (15 years old).
-[X] Late teen/young adult (19 years old).
 
[X] Plan Bastion Mk.2

[X] Married with children
-[X] Pre/early teen (9 years old).
-[X] Pre/early teen (15 years old).
-[X] Late teen/young adult (19 years old).
 
[X] Plan Bastion Mk.2

[X] Married with children
-[X] Pre/early teen (9 years old).
-[X] Pre/early teen (15 years old).
-[X] Late teen/young adult (19 years old).
 
[X] Plan Bastion Mk.2

[X]Married with children
-[X] Pre/early teen (9 years old).
-[X] Pre/early teen (15 years old).
-[X] Late teen/young adult (19 years old).
 
[X] Plan Bastion Mk.2

[X]Married with children
-[X] Pre/early teen (9 years old).
-[X] Pre/early teen (15 years old).
-[X] Late teen/young adult (19 years old).
 
[X] Plan Bastion Mk.2
[X]Married with children
-[X] Pre/early teen (9 years old).
-[X] Pre/early teen (15 years old).
-[X] Late teen/young adult (19 years old).
 
Not a whole lot really. If you've read some of the story notes at the end of part 1, I mentioned that the eastern half of the pacific northwest got off pretty lightly, largely due to a mixture of fewer targets, more anti-missile defences, and the Cascade and Coastal ranges largely keeping the fallout to the west. In fact, most of the only nukes that got through and hit Cascadia were bombers, meaning that their loads were lighter.
We at PPS are proud to present the cost effective and personal protection you deserve, the Pulowski Preservation shelter! These wonderful product can be located at every street corner and fully capable of protecting you and your belongings. :V

I'd imagine the base would have some thicker walls and maybe a reinforced bunker underneath for the
However, there are still a few 'radiation zones' however, and occasionally a small radstorm starts in one. However, the Displacement Zone shouldn't have much to worry about, as all major radstorms are west of the Cascades. However, a few particularly strong radstorms have managed to get passed the mountains, if only in a slightly weakened state. These often were very damaging and resulted in the final nail in the coffin for many communities and species of animals or plants that were barely clinging onto life.

command staff. But rad-storm is a post war thing.

Nobody has fallout shelters? There are no government buildings besides the base that can act as one? Do we have NBC suits for our normal soldiers?

As soon as our character finds out about the apocalypse, how there is still radiation after 200 years and about rad storms? We're going to have to radiation proof our entire community.

[X] Plan Bastion Mk.2

This is the best plan we can make for what we want to do. I can't argue with the logic of replacing the armory and radio tower with a satellite uplink and standard arms bay.
 
[X] Plan Bastion Mk.2

[X] Married with children
-[X] Pre/early teen (9 years old).
-[X] Pre/early teen (15 years old).
-[X] Late teen/young adult (19 years old).

Well, lets see how this will turn out.
 
[X] Plan Bastion Mk.2

[X] Married with children
-[X] Pre/early teen (9 years old).
-[X] Pre/early teen (15 years old).
-[X] Late teen/young adult (19 years old).
 
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