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 .
[X] Plan: Getting a handle on things.

[X] (1 of 2 Mandatory)(Situation (Part 2) choice 2) Biohazard Containment - Light Decontamination: There is something loose inside the experimental lab, something that is dangerous. While decontamination is the only thing that will safely clear the lab, a lighter version can be done instead. This will destroy any biological threats inside the lab, as well as fragile equipment and notes. However, it will allow most other equipment and the projects themselves to survive, as well as any living things, threat or survivor. (20/40/80 chance of success, 1 turn, clears lab of biological contaminants, possibly starts miniturn to retake lab from ??? and ???, notes and fragile equipment lost, Experimental Lab open for repair and restoration).

[X] I can see my house from here: The satellite as it is will provide a pretty basic view of the surrounding area. However with this, you can gain a more accurate read on the situation. Of course, nothing can beat boots on the ground, but this is the next best thing (70% chance of success, 1 turn, gain information on condition of town, Displaced Zone, and area outside of it).

[X] Where is my air cover: Our own AA defenses are going haywire, making it a risk to send up aircraft. This must be stopped (60% chance of success, 1 turn, turns off affected AA turrets, allows aircraft to freely take off/land).


[X] Patch the holes: The arms bay was thankfully barely damaged by the explosion. Perhaps it is time to repair the arms bay, because while the bay is still operational, those holes in the wall pose a big risk (70% chance of success, 1 turn, cost: 50 materials, repairs arms bay).

[X] Wild town: Due to the chaos of the event, the town's people are in turmoil. It would be best if the unit(s) at the town assist the local police in easing tensions and dealing with rising problems (75% chance of success, 1 turn, opens up other town options, reduces town morale penalty for displacement by half (-20 > -10).

[X] (Can only be taken before or during 'Wild Town') A safer route: The power armor troops are a force to be quite fearful of, something that you don't want if you wish to calm down your own people. Perhaps another battalion would be better suited (1 turn, +10 to Wild Town roll).
-[x] [Ranger battalion] Choose what battalion, or a part of one (company(s)) to replace the mechanized battalion


[X] Free action
[X] OP


The reason I'm going with Rangers as a replacement for the Mechanized Battalion is because they are the least threatening force we have to try and calm the people down while with at the moment while still being suited for this sort of task. I'm pretty sure it will send the wrong message if we send our Armored Battalion as a replacement and sadly we did not choose to have a Military Police battalion to be part of the base, Even if they would be the ones most suited for this task.

Question for MajorKO, Could you give us a informational sheet which lists all of our forces and what we have on the base please? It would make it easier to know what we have available. Along with a Character Sheet, Please?
 
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@MajorKO is it possible for us to send the mechanized unit to set up a defensive perimeter while we station other companies in the town? It will give the impression the powered armor soldiers are meant to protect them from outside threats, not police them. If we can't because that would be like an extra action, can we keep a company of powered armor soldiers and tell them to stay on the borders of the town, like on the main roads that lead in and out? That way we still get a bonus. I"ll remove the mechanized company if we can't. MajorKO said a mechanized company on the outskirts won't remove the bonus.

I know we have no personal actions yet, but I'm having our character oversee the decontamination. He has maxed intelligence and high charisma and luck as an officer. William is very competent so that will hopefully do something like provide a bonus or ensure we do better.

Light Decontamination is the only choice because the other destroys two base features we bought. I don't see why we need a trusted volunteer unless it turns out MajorKO has unusually bad luck. Chain of Command makes the most sense for our character to attempt and it will give us valuable intel, a potential ally or a group to absorb. There is a possibility we weren't the only ones Displaced. Having a functioning armory should help with decontamination. We have to go out because we need food. The defenses for the town are heavy and versatile enough to protect it from all threats until we can send reinforcements. I left out the rangers because we"ll want to use them for special forces operations, not to garrison a town.

[X] Save the Labs and Town
[X] (LOCKED) High speed inte- err, I mean radio
[X] (LOCKED) I feel unprotected
[X] (TEMP LOCKED) (Requires 'High speed inte- err, I mean radio' to be in progress or done) The chain of command
[X] (1 of 2 Mandatory)(Situation (Part 2) choice 2) Biohazard Containment - Light Decontamination
-[X] Oversee the operation
[X] I can see my house from here
[X] Reorganize the arsenal
[X] Funeral: We've already lost some people, and no doubt more may follow. So it is time to bury the dead, and prepare for the rest (2 turns, buries soldiers, ends morale penalty for arms bay explosion).
-[X] Do this after decontamination so we don't have to do this again.

[X] Wild town
[X] (Can only be taken before or during 'Wild Town') A safer route
-[X] 1 Engineering Company (150 soldiers, 1 M-ATV, 2 M9 CEV)
-[X] 1 Artillery Company (100 soldiers, 2 M119 105mm howitzer, 2 M777 155mm howitzer, 1 M07 laser battery)
-[X] 1 Armored Company (110 soldiers, 3 M60 Patton)
-[X] 1 Heavy Transport Company (80 soldiers, 3 M757 HTT)
-[X] 1 Mechanized Company (130 soldiers, 60 T-45 power armor, 30 T-51 power armor, 3 M1134 Chariot)
--[X] Stationed around the borders of the town. Out of sight, out of mind.
-[X] Subtly remind the commander they are there to protect US citizens, and many of them are family members of the soldiers under his or her command.
-[X] Make sure the soldiers sent have family in the town for the morale of the soldiers and to make them less likely to create incidents. This also lets soldiers stay at the home of their family. For the town it improves a morale for the town and puts a human face on the soldiers. They're not just soldiers, but their family and the family of their neighbors.
-[X] Have the assigned commander coordinate with the police chief to make sure morale is restored. Have the soldiers receive training on policing and COIN after the town is back to normal. A portion of the soldiers will be trained at a time so security isn't compromised.

[X] Free action
[X] OP
 
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[X] Wild town: Due to the chaos of the event, the town's people are in turmoil. It would be best if the unit(s) at the town assist the local police in easing tensions and dealing with rising problems (75% chance of success, 1 turn, opens up other town options, reduces town morale penalty for displacement by half (-20 > -10).

[X] Defensive perimeter: With the way things are, we can't risk an attack on the town. Defensive measures would help fend off an assault... from an outside force at least (60% chance of success, 1 turn, cost: 20 materials, adds +5 to combat roll if attacked from outside force, -5 to combat roll if attacked from inside force, bonuses/penalties negated if no militia/military unit is stationed in town).

[X] Free action

[X] OP
 
Question for MajorKO, Could you give us a informational sheet which lists all of our forces and what we have on the base please? It would make it easier to know what we have available. Along with a Character Sheet, Please?

I'll be doing that sometime before the weekend is over at the latest, as well as what current modifiers we have, such as bonuses to combat rolls, penalties to morale, etc.

@MajorKO is it possible for us to send the mechanized unit to set up a defensive perimeter while we station other companies in the town? It will give the impression the powered armor soldiers are meant to protect them from outside threats, not police them. If we can't because that would be like an extra action, can we keep a company of powered armor soldiers and tell them to stay on the borders of the town, like on the main roads that lead in and out? That way we still get a bonus. I"ll remove the mechanized company if we can't

Having a mechanized company will be fine for the purpose of achieving the action if they generally stay on the town outskirts. A full on battalion though won't do, so they'll have to return to base or go somewhere else.
 
[X] Save the Labs and Town

Hopefully we won't have lost everything from the labs, and we'll be able to salvage something.
 
m1134 'Chariot' power armor transports

Are these in the fanfiction wiki? I looked it up and got this. https://wikivisually.com/wiki/M1134_Anti-Tank_Guided_Missile_Vehicle Is it supposed to be the APC from Fallout 4? Is it something original? How many powered armor soldiers can they carry? We have one for every thirty soldiers.

@Captain Hunt the fifth threadmark has the character stats, base features and town features we voted on.

Hopefully we won't have lost everything from the labs, and we'll be able to salvage something.

Hopefully! I'm putting William in charge of the light decontamination in the hope his high intelligence, charisma and luck will pull us out of losing both labs.

Next turn we should fix the air defenses and start ground patrols.
 
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Are these in the fanfiction wiki? I looked it up and got this. https://wikivisually.com/wiki/M1134_Anti-Tank_Guided_Missile_Vehicle Is it supposed to be the APC from Fallout 4? Is it something original? How many powered armor soldiers can they carry? We have one for every thirty soldiers.

The M1134 is a variant of the now mostly obsolete M113 apc. There are not many changes besides the rear half of the vehicle being gutted and doubled in length, making it distinct from most other M113 models. It is able to hold up to 10 seated and 3 standing soldiers in power armor, or 8 seated and 2 standing if there is an engineering workstation at the back for light repairs and onsite maintenance. A few more can also climb on board the apc itself and ride on top of it (up to 4), while any more would have to take other transportation, which was often provided from other units. Keep in mind that the M1134 is more meant for frontline and rapid duty insertion and at most war zone convoys, not regular transportation. Also, the M1134 is one of my own creations, not something from real life or the Fallout fandom, so it's not going to be seen anywhere else. Just think of it as a normal M113, but with the space behind the top turret doubled in length, with appropriate changes to the tracks as needed.
 
The Militarization of Hamilton

There is no United States of America outside of Hamilton to get supplies or reinforcements from. The town and airforce base are on their own. They will soon discover there are successor states that will threaten the national security of what remains of the USA. After the food crisis is resolved and the base is fully operational, the biggest weakness of Hamilton will be manpower. Hundreds of men and women will have to be trained to replenish losses we take and to protect the town.

1. Hamilton Police: After we can supply the soldiers with what they need, we"ll have to begin militarizing the police. Since there appears to only be fifty five police officers, they"ll be the fastest to equip and train. They must all be raised to SWAT standards in training and equipment so they can act as a military police unit and better protect the town from external threats.
2. Reservists: Around the first six hundred most fit people will be selected out of Hamilton to become reserves. This will be around 7.5% of the town population. They"ll be trained and equipped as soldiers. As KIAs increase, they will replace soldiers and police officers. Reservists who are not transferred to active duty will be tasked with protecting the town from any attack. The third purpose of reservists is to allow for rotational tours of duty .
3. Second wave of Reserves: The next six hundred soldiers. They will be trained and equipped after we finish with the first wave. They are the next 7.5% of the population.
4. Emergency reserves: The next 10% of the population. Due to the lower standards they should not be expected to replace soldiers or police officers. Instead they are to serve as the second and rear line of defense to the town. When the town is under attack we're going to need as many armed people as possible.
5. Robots and Drones: As we train reserves, we should look into the manufacture of robots and simple drones, whether they be AI or remotely controlled by a human. The more robots and drones we have, the less soldiers who will be in the sights of enemy guns.
6. Natives: As casualties increase and as our borders expand, recruiting natives will become more appealing. There are simply too many possibilities of what kind of natives we"ll encounter in the quest. Tribals are a poor fit to enlist into the United States militarry and are better off as auxilliary units in a local area because they know the land and the people.

With the exception of robots and drones, we do not have the manpower to expand the size of our active duty military. Our military is big enough to occupy a large region to increase our population by the tens of thousands or hundreds of thousands. If we wanted to stretch ourselves, we could plausibly occupy all of Cascadia and that would become easier with the training of allied native militias.

Town Defenses: Hamilton has to become a fortress. Checkpoints and a defensive perimeter is a start. We have to control the movement of our citizens for now, prevent anyone unwanted from entering our town without our knowledge until they decapitate someone, and protect the town from all out assaults. HESCO barriers provide a cheap and easy to make wall that protects the town from small arms fire and blasts from explosions. Sentry towers are similarly cheap and primitive. Barbed wire and concrete barriers will limit the mobility of the enemy.
 
The Militarization of Hamilton

There is no United States of America outside of Hamilton to get supplies or reinforcements from. The town and airforce base are on their own. They will soon discover there are successor states that will threaten the national security of what remains of the USA. After the food crisis is resolved and the base is fully operational, the biggest weakness of Hamilton will be manpower. Hundreds of men and women will have to be trained to replenish losses we take and to protect the town.

1. Hamilton Police: After we can supply the soldiers with what they need, we"ll have to begin militarizing the police. Since there appears to only be fifty five police officers, they"ll be the fastest to equip and train. They must all be raised to SWAT standards in training and equipment so they can act as a military police unit and better protect the town from external threats.
2. Reservists: Around the first six hundred most fit people will be selected out of Hamilton to become reserves. This will be around 7.5% of the town population. They"ll be trained and equipped as soldiers. As KIAs increase, they will replace soldiers and police officers. Reservists who are not transferred to active duty will be tasked with protecting the town from any attack. The third purpose of reservists is to allow for rotational tours of duty .
3. Second wave of Reserves: The next six hundred soldiers. They will be trained and equipped after we finish with the first wave. They are the next 7.5% of the population.
4. Emergency reserves: The next 10% of the population. Due to the lower standards they should not be expected to replace soldiers or police officers. Instead they are to serve as the second and rear line of defense to the town. When the town is under attack we're going to need as many armed people as possible.
5. Robots and Drones: As we train reserves, we should look into the manufacture of robots and simple drones, whether they be AI or remotely controlled by a human. The more robots and drones we have, the less soldiers who will be in the sights of enemy guns.
6. Natives: As casualties increase and as our borders expand, recruiting natives will become more appealing. There are simply too many possibilities of what kind of natives we"ll encounter in the quest. Tribals are a poor fit to enlist into the United States militarry and are better off as auxilliary units in a local area because they know the land and the people.

With the exception of robots and drones, we do not have the manpower to expand the size of our active duty military. Our military is big enough to occupy a large region to increase our population by the tens of thousands or hundreds of thousands. If we wanted to stretch ourselves, we could plausibly occupy all of Cascadia and that would become easier with the training of allied native militias.

Town Defenses: Hamilton has to become a fortress. Checkpoints and a defensive perimeter is a start. We have to control the movement of our citizens for now, prevent anyone unwanted from entering our town without our knowledge until they decapitate someone, and protect the town from all out assaults. HESCO barriers provide a cheap and easy to make wall that protects the town from small arms fire and blasts from explosions. Sentry towers are similarly cheap and primitive. Barbed wire and concrete barriers will limit the mobility of the enemy.

I agree with these measures, out of curiosity I wonder if us pre-war people have genetics improved on a noticeable level from wastelanders? Could we form our elite units from pre-war people?
 
I agree with these measures, out of curiosity I wonder if us pre-war people have genetics improved on a noticeable level from wastelanders? Could we form our elite units from pre-war people?
We're definitely taller. Decades to centuries of scrambling for food has probably stunted everyone's growth. I can't speak knowledgeably to the genetic differences, but we're likely around three to four inches taller, if not a bit more.
 
We're definitely taller. Decades to centuries of scrambling for food has probably stunted everyone's growth. I can't speak knowledgeably to the genetic differences, but we're likely around three to four inches taller, if not a bit more.

Hahaha this gives me flashbacks to a quest where numenorians end up is westerns and are just these talk indombitable big humans that start taking over the continent xD.

Edit: so how tall are supernatants then? Are they just a bit above average pre war height?
 
I agree with these measures, out of curiosity I wonder if us pre-war people have genetics improved on a noticeable level from wastelanders? Could we form our elite units from pre-war people?

It determines is how intelligent a supermutant will be. The institute wanted "pure" human DNA to make their synths. They're the same except for when Fallout demands a plot device for wastelanders to kidnap vault dwellers.

We're definitely taller. Decades to centuries of scrambling for food has probably stunted everyone's growth. I can't speak knowledgeably to the genetic differences, but we're likely around three to four inches taller, if not a bit more.

Not all of them will be short from malnourishment. The NCR will be around the same height.
 
Yo guys, I've been sick the past few days so I haven't had a chance to do much. I still have to tail end of it, and between that, missed school work, and starting scholarship work I'm still going to be quite busy. Regardless, I'll try to keep the quest up and running.

So voting will be closed by noon tomorrow, and the next turn out hopefully by Monday/Tuesday.
 
Vote on how to proceed
Hey everyone, so I know it's been a while, to say the least. I'm sorry that the quest has been left alone for so long, but things in life got busy for a while, and then I lost some of my motivation to keep the quest going. Also, after reviewing the quest, I realized that the scale of the quest was a bit too much for me, especially for a noob like me who hadn't written anything else besides school essays within the last few years.

I do have some motivation and (maybe) time now, but that might change as I'll be getting a job soon and have college approaching. None the less, depending on what we decide to do, I'll do my best to update, even if it may be sporadic. So seeing as how you guys are the readers and some of you likely have a strong opinion about the quest, we'll be holding a vote here. At the moment, we have a few options:

1. [] I try to continue doing the quest as is (May be the most difficult of the options).

2. [] I restart the entire quest and start from the beginning (Would allow me to iron out some early mistakes and oversights, as well as put in a couple of new ideas).

3. [] Same as option 2, but instead I downsize the quest (Would allow me to put quest into a more easy and managable size, as well as avoid more mistakes).

4. [] I leave the quest on hiatus/abandoned, and instead work on either another quest or a fanfiction. If I do this, it will likely be Fallout, Kancolle, or something a bit more original (Allow for 1-3 new stories, will almost certainly be smaller scale and easier to manage, allow for newer ideas). Among the ideas are:
- Option 3
- Fallout Boomer quest or self-insert fanfiction.
- Fallout AI quest or self-insert fanfiction.
- Fallout Mr. House (blank-slate) quest.
- Fallout self-insert general survival quest or fanfiction (either around the time the bombs drop (give or take some months) or at a specific setting (Fallout NV, Fallout 4, Original setting)
- Kancolle self insert fanfiction
- Kancolle self insert (abyssal) fanfiction
- Sci-Fi Arkship quest (think aftermath of a different version of Seedship phone game).
- Post apocalyptic survival quest
- Post apocalyptic mild-gamer fanfiction.

Now for option 4, the ideas listed aren't really options to choose from, but instead a general idea of what I might do if it is chosen. Also, if option 4 (and maybe option 3) is chosen, then one of you can feel free to adopt/take over the Displaced Quest, or even make your own based off of it. If you do want to adopt it, then pm me and I'll see if we can work something out.

One last thing. Regardless of what is chosen, I'll probably be doing a couple one-shot stories, with some possibly revolving around one of the ideas described. Without further ado, let the thread be updated, and the discussion begin.
 
[X] I restart the entire quest and start from the beginning (Would allow me to iron out some early mistakes and oversights, as well as put in a couple of new ideas).

While it would be nice to see this continued, I'd be more satisfied with a restart to this concept.
Edit: You know what be neat? A quest about a Chinese submarine in post war America.
 
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[X] I restart the entire quest and start from the beginning (Would allow me to iron out some early mistakes and oversights, as well as put in a couple of new ideas).
 
[X] I restart the entire quest and start from the beginning (Would allow me to iron out some early mistakes and oversights, as well as put in a couple of new ideas).
 
[x] Same as option 2, but instead I downsize the quest (Would allow me to put quest into a more easy and managable size, as well as avoid more mistakes).
 
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