[Fallout 5] The Distraction Genius


[Fallout 5] The Distraction Genius

Name

Elias “Rattletrap” Voss

Role

Settler engineer, battlefield distraction specialist, suppressive-fire gunner, and experimental weapons inventor.

Overview

Rattletrap is not the strongest settler, the fastest gunfighter, or the most accurate marksman in the wasteland. What makes him dangerous is his ability to control where everyone is looking, moving, and shooting.

He believes most battles are won before the enemy realizes what the real attack is.

Rattletrap creates noise in one direction, movement in another, gunfire from a third, and then advances through the opening while the enemy is confused. He combines scavenged technology, handmade decoys, automated weapons, smoke devices, loudspeakers, flashing lights, and suppressive fire to make a small group appear like an organized army.

To Raiders, he is known as “The Hundred-Man Settler” because survivors often swear they were attacked by an entire platoon.


Character Background

Before joining the settlement, Elias lived inside an abandoned military testing facility. The location had once been used to develop battlefield deception systems, remote-controlled targets, electronic countermeasures, and prototype support weapons.

Elias could not repair the facility’s most advanced technology completely, but he learned the principles behind it.

He discovered that an enemy does not need to believe a distraction forever. They only need to believe it long enough to make one bad decision.

When a large Raider gang attacked his first settlement, Elias placed speakers in ruined buildings, automated guns behind wrecked vehicles, mannequins in windows, and timed explosives throughout the streets. The Raiders believed they were facing dozens of defenders.

There were only six.

The settlement survived, but several residents blamed Elias for using them as part of an experiment. He left voluntarily and began traveling between settlements, helping vulnerable communities build defensive systems.


Personality

Rattletrap is intelligent, restless, and constantly experimenting.

He studies enemy behavior while everyone else studies their weapons. He notices which Raider looks toward every sound, which Gunner stays behind cover, which Super Mutant charges first, and which creature is attracted to light, scent, or vibration.

He often taps objects, throws pebbles, winds mechanical toys, and tests echoes while speaking.

He is friendly toward ordinary settlers but distrustful of military officers, commanders, and anyone who treats people as expendable assets.

Common sayings

  • “A bullet does not need to hit anyone to change a battle.”

  • “Noise is a weapon. Silence is another.”

  • “Let them shoot at the lie.”

  • “The first person who understands the battlefield usually gets to redesign it.”

  • “You see three Raiders. I see three attention spans.”

  • “Advancement is not moving forward. It is making the enemy move backward.”


Appearance

Rattletrap wears a reinforced settler combat coat covered with cables, switches, magazines, signal flares, and homemade control devices.

His equipment includes:

  • A shoulder-mounted speaker

  • A wrist-controlled battlefield interface

  • Reinforced ear protection

  • Smoke grenades attached across his chest

  • A backpack containing folding decoys

  • Ammunition drums for sustained fire

  • A collection of wind-up toys and noise emitters

  • A helmet with multiple movable lenses

  • Flashing signal lights used for coded commands

His armor looks chaotic, but every item has a purpose.


Primary Weapon: The Crowd Controller

Rattletrap carries a heavily modified light machine gun called The Crowd Controller.

It is designed less for precision kills and more for controlling territory.

Unique properties

  • Large-capacity ammunition drum

  • Reduced recoil during sustained fire

  • Increasing suppression effect the longer he fires

  • Enemies become less accurate while under fire

  • Enemies may remain behind cover instead of advancing

  • Bullets striking nearby surfaces create fear and disorientation

  • Can fire tracer rounds that mark enemy positions

  • Can switch between lethal and low-damage suppression ammunition

Rattletrap frequently fires above enemies, across doorways, and against cover to prevent movement while the player advances.


Secondary Weapon: The Attention Seeker

The Attention Seeker is a compact launcher that fires specialized distraction capsules.

Ammunition types

Noise Capsule

Creates the sound of running footsteps, reloading weapons, or shouted commands.

Gunfire Capsule

Imitates rifle, shotgun, machine-gun, or energy-weapon fire.

Screamer Capsule

Produces a painful mechanical shriek that disrupts concentration.

Flash Capsule

Creates irregular flashes that resemble muzzle fire.

Scent Capsule

Attracts certain mutated creatures toward the target area.

Radio Capsule

Broadcasts fake military orders, Raider threats, distress calls, or robotic warnings.

Holographic Capsule

Projects the silhouette of a settler, soldier, creature, or robot for several seconds.

Impact Capsule

Creates the sound and vibration of something large crashing through nearby terrain.


Companion Combat Behavior

Rattletrap fights differently from ordinary companions.

He does not simply follow the player and shoot at the nearest enemy. He attempts to shape the encounter.

Opening Phase

At the beginning of combat, he identifies:

  • Enemy firing positions

  • Choke points

  • Possible flanking routes

  • Explosive objects

  • Elevated positions

  • Enemy leaders

  • Creatures that can be redirected

  • Areas suitable for smoke or decoys

He then deploys a distraction before opening fire.

Suppression Phase

Rattletrap fires sustained bursts toward dangerous enemies and tactical locations.

Suppressed enemies may:

  • Become less accurate

  • Refuse to leave cover

  • Stop using mounted weapons

  • Delay grenade throws

  • Lose track of the player

  • Fail to coordinate attacks

  • Retreat into less favorable positions

  • Fire blindly without confirming a target

Advancement Phase

Once enemies are pinned, Rattletrap calls for the player to move.

He may shout:

  • “Advance now!”

  • “They are looking at me!”

  • “Move before they understand!”

  • “Left side is blind!”

  • “Smoke is holding!”

  • “Take the ground!”

During this phase, he continues firing, changes position, or deploys additional distractions to cover the player’s movement.

Withdrawal Phase

When the player is badly injured, Rattletrap automatically creates an escape corridor using smoke, noise emitters, automated gunfire, and flashing decoys.


Signature Ability: Manufactured Army

Rattletrap deploys several devices simultaneously, creating the illusion of a coordinated attack.

For a limited time:

  • Fake gunfire comes from multiple directions

  • Holographic settlers appear behind cover

  • Loudspeakers issue attack commands

  • Smoke obscures real movement

  • Automated weapons fire controlled bursts

  • Enemies lose accuracy and awareness

  • Some enemies retreat or reposition

  • The player gains improved movement speed while advancing

  • Companions become harder to target

  • Settlement defenders temporarily fight with greater confidence

Enemies with high intelligence may eventually recognize the deception. However, even after realizing it is fake, they may still hesitate because some of the devices are real and armed.


Special Advancement System

Rattletrap’s equipment improves as the player discovers technology throughout the wasteland.

His advancement is not based only on leveling. New inventions require components, military research, robot parts, faction technology, and field-testing data.

Advancement Tier One: Improvised Distractions

  • Bottle alarms

  • Wind-up toys

  • Basic smoke bombs

  • Timed firecrackers

  • Mannequin decoys

  • Simple loudspeakers

Advancement Tier Two: Remote Battlefield Tools

  • Remote-controlled decoys

  • Directional sound emitters

  • Automated suppression turrets

  • Flashing combat beacons

  • Radio interception devices

  • Remote smoke launchers

Advancement Tier Three: Adaptive Deception

  • Decoys that react to incoming fire

  • Devices that imitate specific weapons

  • Enemy-voice replication

  • Mobile cover drones

  • Smart suppression targeting

  • Sensors that identify distracted enemies

Advancement Tier Four: Phantom Platoon

  • Multiple coordinated holographic soldiers

  • Moving false heat signatures

  • Simulated Vertibird sounds

  • Fake artillery targeting lasers

  • Projected power-armor units

  • Automated commands tailored to specific factions

Advancement Tier Five: The Living Battlefield

Rattletrap connects all deployed devices into one tactical network.

The system observes enemy reactions and changes its deception strategy in real time.

If enemies ignore sound, it uses movement.

If they ignore holograms, it uses live ammunition.

If they destroy turrets, it makes the destroyed turrets appear active.

If they begin hunting the player, it creates a false player signature moving in another direction.


Distraction Devices

The Rattlebox

A small device that produces randomized noises such as footsteps, breathing, weapon handling, scraping metal, whispered conversation, or distant gunfire.

Enemies cannot easily predict its pattern.

Settler-in-a-Can

A compressed folding mannequin that rapidly expands after being thrown.

Depending on upgrades, it can:

  • Hold a fake weapon

  • Produce a heat signature

  • Shout insults

  • Fire blank ammunition

  • Release smoke when hit

  • Explode after being approached

The Argument

Two speakers play a recorded argument between fake survivors.

Enemies may approach cautiously, expecting distracted targets.

The Coward’s Hero

A decoy that appears heavily armed but retreats when detected, encouraging aggressive enemies to chase it into traps.

The Last Bullet

A sound device that imitates an empty weapon, causing enemies to rush the player’s position prematurely.

The Reinforcement Call

Broadcasts believable faction communications suggesting that reinforcements are approaching.

Certain enemies may retreat, panic, or prepare defenses against attackers who do not exist.

The False Deathclaw

Uses speakers, scent chemicals, heavy mechanical footsteps, and a projected shadow to convince enemies that a Deathclaw is nearby.

Real Deathclaws are not amused by the device.


Suppressive-Fire Mechanics

Rattletrap introduces a deeper suppression system to combat.

Suppression is affected by:

  • Weapon volume

  • Rate of fire

  • Bullet impacts near the target

  • Size of the projectile

  • Enemy courage

  • Enemy combat experience

  • Visibility

  • Cover quality

  • Previous injuries

  • Leadership presence

  • Number of perceived attackers

  • Whether the target understands the distraction

A disciplined Gunner may maintain position under fire.

A frightened Raider may abandon cover immediately.

A Super Mutant may become angrier and charge directly through the gunfire.

A synth may identify the firing pattern and attempt to locate the automated source.

Rattletrap changes tactics according to the enemy type.


Settlement Function

When assigned to a settlement, Rattletrap becomes a Defense Development Specialist.

He can create a new settlement structure called the Deception Workshop.

Deception Workshop functions

  • Build fake guard posts

  • Create false settlement entrances

  • Install remote alarms

  • Record settler voices for fake broadcasts

  • Construct retractable decoys

  • Create hidden firing positions

  • Place dummy generators to attract attackers

  • Build automated suppression nests

  • Design evacuation corridors

  • Test settlement defenses through simulated attacks

Settlement Defense Network

Rattletrap can connect defenses so they react as a coordinated system.

For example:

  1. Attackers approach a visible entrance.

  2. Fake guards appear on the walls.

  3. Speakers issue warnings.

  4. Attackers fire at the decoys.

  5. Hidden turrets activate from the opposite direction.

  6. Smoke blocks the attackers’ retreat.

  7. Settlers advance from concealed positions.

  8. A false reinforcement transmission causes survivors to surrender or flee.


Settlement Training Program

Rattletrap can train settlers in battlefield control.

Settlers may receive specialized roles.

The Noisemakers

Deploy distraction devices and false signals.

The Pinners

Use automatic weapons to keep enemies behind cover.

The Movers

Advance while enemies are suppressed.

The Watchers

Study enemy reactions and report tactical changes.

The Ghost Crew

Relocate decoys and firing devices during battle.

The Breakers

Use explosives and heavy weapons against enemies forced into predictable positions.


Companion Perk: Look Over There

After reaching maximum affinity with Rattletrap, the player receives the Look Over There perk.

Benefits include:

  • Thrown objects can briefly distract unaware enemies

  • Suppressed enemies are less accurate

  • The player moves faster while enemies fire at decoys

  • Smoke lasts longer

  • Attacks from unexpected directions deal increased stagger

  • Automated defenses generate more threat

  • Enemies take longer to recognize holograms and mannequins

  • The player can command companions to create covering fire

At higher ranks, distracted enemies may accidentally reveal hidden allies by shouting warnings or firing toward the false threat.


Affinity

Rattletrap likes

  • Protecting settlers

  • Building defenses

  • Using nontraditional tactics

  • Avoiding unnecessary casualties

  • Repairing technology

  • Outsmarting stronger enemies

  • Giving ordinary settlers advanced equipment

  • Using distractions to rescue captives

  • Improving existing inventions

Rattletrap dislikes

  • Charging directly into obvious traps

  • Wasting ammunition without tactical purpose

  • Sacrificing settlers

  • Destroying valuable technology

  • Mocking weaker communities

  • Following military orders without question

  • Killing surrendered enemies

  • Using his inventions purely for cruelty

Rattletrap loves

  • Winning battles without losing settlers

  • Convincing enemies to surrender

  • Turning enemy forces against one another

  • Recovering military deception research

  • Allowing him to test experimental equipment


Personal Quest: A War That Was Never There

Rattletrap learns that the military facility where he trained contained a classified project called Operation Empty Army.

The project attempted to create an automated battlefield deception network capable of inventing an entire false military force.

The system was never fully shut down.

It has continued operating for centuries, broadcasting fake orders, generating false troop movements, activating old defenses, and luring wasteland factions into conflicts against enemies that do not exist.

Several groups now believe an unknown army is secretly taking control of the region.

Quest choices

Destroy the Empty Army

Rattletrap accepts that some technology is too dangerous to preserve.

This improves his compassion and settlement loyalty.

Repair the Empty Army

Rattletrap gains access to the most advanced deception technology in the wasteland.

However, the network may begin making tactical decisions without human approval.

Give It to a Faction

The chosen faction gains powerful battlefield-control technology.

Rattletrap’s reaction depends on whether he trusts that faction.

Reprogram It to Protect Settlements

The network creates false military activity around vulnerable communities, making Raiders and hostile factions believe the settlements are heavily defended.

This is the most difficult outcome and requires high Intelligence, Science, Robotics, and Charisma.


Unique Quest Reward: The March of Nobody

The player receives a deployable beacon that creates the illusion of an advancing squad.

The beacon produces:

  • Footsteps

  • Radio commands

  • Laser sights

  • Moving shadows

  • Weapon fire

  • Dust clouds

  • False scanner signatures

Enemies may retreat from the imaginary force directly into the player’s real ambush.


Moral Conflict

Rattletrap’s methods raise an important question:

When does battlefield deception become psychological warfare?

Some settlers appreciate surviving attacks without heavy casualties. Others fear that Rattletrap is turning their home into a giant trap filled with false walls, hidden guns, recorded voices, and machines watching everyone’s movements.

The player can encourage him to become:

  • A responsible settlement defender

  • A military deception commander

  • A nonlethal tactical inventor

  • A ruthless psychological-warfare specialist

  • An independent technology merchant

  • The leader of a regional settlement-defense network


Possible Ending

If fully supported, Rattletrap forms The Advance Guard, a traveling team that teaches settlements how to survive attacks from larger forces.

Raiders begin avoiding entire regions because they can no longer determine which settlements are weak, which roads are trapped, which guards are real, or whether the gunfire in the distance represents three settlers or three hundred.

Travelers claim they sometimes hear armies marching beyond the hills.

No one ever sees them.

Rattletrap considers that proof that his system is working.

This character could also connect naturally with The Trap Smith, the military artist, or Mr. Sneaky as part of a specialized settlement tactical team.


This expansion turns Rattletrap’s methods into a complete settlement-defense faction with specialized soldiers, inventors, robots, mobile command vehicles, internal conflicts, and a regional questline.

[Fallout 5] Rattletrap’s Advance Guard

Faction Name

The Advance Guard

Common Nicknames

  • The Phantom Army

  • The Noise Brigade

  • The Hundred-Men

  • The False Front

  • The Settler Screen

  • The Rattlers

  • The Army That Is Not There

Faction Motto

“Make them fight the battlefield before they fight us.”

Secondary Motto

“Advance behind the lie. Hold with the truth.”


Faction Overview

The Advance Guard begins as a small group of settlers trained by Elias “Rattletrap” Voss.

Its original purpose is simple:

Help poorly defended settlements survive attacks from enemies that possess more soldiers, better weapons, stronger armor, and greater combat experience.

Instead of attempting to match hostile factions soldier for soldier, the Advance Guard uses:

  • Deception

  • Suppressive fire

  • False troop movements

  • Hidden defenses

  • Mobile cover

  • Remote weapons

  • Smoke

  • Misdirection

  • Psychological pressure

  • Counterintelligence

  • Rapid settlement reinforcement

The faction specializes in making twenty defenders appear to be two hundred.

However, the Advance Guard is not merely a group of tricksters.

Its members are trained to convert the confusion created by deception into real tactical advantages. They know when to advance, when to retreat, when to surround enemies, when to rescue civilians, and when to reveal the settlement’s actual strength.

Rattletrap explains the difference:

“A distraction without an advance is entertainment. Suppression without movement is expensive noise. We use both to change who owns the ground.”


Founding of the Advance Guard

The faction is created after several settlements begin asking Rattletrap for permanent protection.

He initially refuses.

Rattletrap does not want to become a commander. He fears that military organizations eventually treat people like equipment.

The player can persuade him that isolated inventions are not enough. Settlers need:

  • Training

  • Maintenance crews

  • Defensive doctrine

  • Reliable communication

  • Emergency response units

  • Engineers who understand his technology

  • Leaders who can operate without him

Rattletrap reluctantly forms the Advance Guard.

His first headquarters consists of:

  • One damaged radio tower

  • Three armed mannequins

  • Six settlers

  • Two functioning machine guns

  • One unreliable robot

  • A workbench

  • An enormous map covered in contradictory notes

The organization can eventually become one of the most influential defensive networks in the wasteland.


Core Doctrine

The Advance Guard follows six principles.

1. Never Give the Enemy a Clea Picture

Enemies should never know:

  • How many defenders are present

  • Where the real firing positions are

  • Which structures are occupied

  • Whether reinforcements are approaching

  • Which route is safe

  • Whether a retreat is genuine

  • Whether a visible weapon is operational

  • Whether intercepted communications are authentic


2. Suppression Must Create Movement

Advance Guard soldiers do not fire continuously without purpose.

Suppressive fire is used to:

  • Protect civilians

  • Cover an advance

  • isolate enemy units

  • Block reinforcements

  • Force enemies away from strong positions

  • Prevent pursuit

  • Hold enemies inside trap zones

  • Allow wounded allies to escape


3. Every Settlement Needs More Than One Defense

A wall can fall.

A turret can lose power.

A guard can panic.

The Advance Guard creates overlapping systems:

  • Visible defenses

  • Hidden defenses

  • False defenses

  • Emergency defenses

  • Evacuation routes

  • Counterattack positions

  • Decoy settlements

  • Remote fallback stations


4. The Enemy’s Mind Is Part of the Terrain

Fear, confidence, anger, confusion, and impatience are treated like physical battlefield conditions.

An angry enemy can be pulled forward.

A frightened enemy can be pushed back.

A confident enemy can be lured into overextending.

A suspicious enemy can be slowed until reinforcements arrive.


5. Settlers Are Not Ammunition

Rattletrap forbids commanders from sacrificing civilians merely to preserve equipment or territory.

The Advance Guard prioritizes:

  1. Civilian evacuation

  2. Wounded recovery

  3. Preservation of defenders

  4. Protection of essential infrastructure

  5. Defense of territory

This doctrine is controversial among harder military factions.


6. Every Lie Must Protect a Truth

The faction may deceive enemies, but its leadership is expected to remain honest with the settlements it protects.

This principle becomes increasingly difficult to maintain as the Advance Guard gains influence.


Faction Symbol

The Advance Guard’s symbol is an open eye surrounded by three false muzzle flashes.

The open eye represents awareness.

The false flashes represent misleading the enemy’s attention.

Behind the eye is a forward-pointing arrow representing advancement.

An alternative field symbol is a painted doorway with no building around it.

Raiders consider the symbol bad luck.


Uniforms and Equipment

Advance Guard uniforms are intentionally inconsistent.

Members wear different armor styles so enemy scouts cannot easily identify their numbers or organization.

However, all members carry hidden identifying markers.

Standard Markers

  • Three diagonal stitches beneath the left shoulder

  • A small brass eye on the inside of the collar

  • A coded reflective patch visible through special lenses

  • Colored wire wrapped around the wrist

  • A unique radio response phrase

Common Equipment

  • Reinforced ear protection

  • Smoke filters

  • Tactical whistles

  • Foldable decoys

  • Signal mirrors

  • Colored flare ammunition

  • Compact speakers

  • Extra ammunition belts

  • Flash-resistant goggles

  • Handheld radio scramblers

  • Chalk for marking safe routes

  • Wire cutters

  • Small repair kits

Officer Equipment

Officers wear a device called the Battle Reader.

It displays:

  • Suppression zones

  • Known enemy positions

  • Active decoys

  • Civilian locations

  • Safe advancement routes

  • Damaged defenses

  • Jammed signals

  • Estimated enemy confidence

  • Possible retreat paths


Advance Guard Ranks

The faction avoids traditional military titles at first, but a rank structure eventually develops.

Listener

New recruits are taught observation before combat.

Listeners study:

  • Enemy movement

  • Gunfire patterns

  • Radio traffic

  • Civilian behavior

  • Terrain

  • Sound travel

  • Light sources

  • Cover quality

Their first assignment is often to sit near a settlement boundary and record everything they hear.


Noisemaker

Noisemakers operate basic distraction devices.

They deploy:

  • False footsteps

  • Gunfire simulators

  • Distress calls

  • Creature sounds

  • Flash devices

  • Smoke generators

They are often underestimated because they carry fewer conventional weapons.


Pinner

Pinners specialize in suppressive fire.

They use:

  • Light machine guns

  • Automatic rifles

  • Heavy pipe weapons

  • Modified laser repeaters

  • Shotguns loaded with suppression ammunition

  • Remote firing stations

Their job is not always to kill. Their job is to make enemy movement costly.


Mover

Movers advance while enemies are suppressed.

They are trained in:

  • Cover-to-cover movement

  • Breaching

  • Civilian rescue

  • Flanking

  • Ammunition delivery

  • Wounded extraction

  • Forward observation

Movers are among the faction’s most physically capable soldiers.


Shepherd

Shepherds manipulate enemy movement.

They use gunfire, explosives, smoke, lights, and decoys to funnel enemies toward:

  • Ambushes

  • Minefields

  • Dead ends

  • Surrender zones

  • Open ground

  • Hidden defenders

A skilled Shepherd can control a battle without directly killing anyone.


Screenkeeper

Screenkeepers maintain the faction’s false battlefield.

They coordinate:

  • Holograms

  • Radio signals

  • Decoy patrols

  • Fake reinforcements

  • Projected troop movements

  • False artillery warnings

They are technicians, actors, radio operators, and tacticians.


Groundholder

Groundholders defend real positions after the deception is exposed.

They use heavier armor and conventional defensive weapons.

Their motto is:

“When the lie breaks, we remain.”


Reader

Readers analyze enemy adaptation.

They study how hostile groups respond to Advance Guard tactics and develop countermeasures.

Readers frequently accompany the player during reconnaissance missions.


Marchwarden

Marchwardens command mobile defense teams.

They travel between settlements, respond to attacks, and establish temporary defensive networks.

Each Marchwarden is expected to operate independently if communications fail.


Phantom Captain

Phantom Captains coordinate large-scale deceptions involving multiple settlements.

They may create:

  • False invasions

  • Fake troop withdrawals

  • Simulated convoys

  • Manufactured faction conflicts

  • Hidden population movements

  • Phantom artillery units

This rank carries enormous political power.


Advance Marshal

The highest operational rank beneath Rattletrap.

The Advance Marshal oversees regional defense and determines which settlements receive assistance.

Depending on the player’s decisions, this position may be held by:

  • Mara “Straight Shot” Kell

  • A trusted settler commander

  • A former Gunner officer

  • A synth tactician

  • The player

  • A reprogrammed military robot

  • Rattletrap himself


Specialist Units

The Rattle Line

The Rattle Line is the faction’s standard defensive formation.

A typical team includes:

  • Two Pinners

  • Two Movers

  • One Noisemaker

  • One Shepherd

  • One combat medic

  • One Screenkeeper

The formation is designed to appear much larger than it is.


The Ghost Crew

Ghost Crews enter an area before the main force.

They install:

  • Hidden speakers

  • False campfires

  • Dummy soldiers

  • Remote weapons

  • Trip alarms

  • Fake supply caches

  • Escape markings

  • Signal relays

By the time enemies arrive, the battlefield has already been shaped.


The Loud Company

The Loud Company is used when subtlety has failed.

Its members carry:

  • Heavy automatic weapons

  • Oversized flash devices

  • Portable sirens

  • Smoke launchers

  • Rocket-assisted decoys

  • Large mobile shields

  • Explosive breaching equipment

The Loud Company can make a small assault sound like a major invasion.


The Quiet Advance

This unit studies Professor Murmur’s silent technology.

Its members specialize in:

  • Stealth movement

  • Silent communication

  • Sound absorption

  • Alarm neutralization

  • Hidden observation

  • Counter-sniper work

  • Silent decoy placement

The Quiet Advance creates the distraction before anyone hears it.


The Second Army

The Second Army consists mostly of machines, holograms, mannequins, remote guns, and automated signals.

It has no permanent human membership.

Its purpose is to:

  • Draw enemy fire

  • Occupy defensive positions

  • Simulate reinforcements

  • Patrol dangerous roads

  • Defend evacuated settlements

  • Maintain the illusion of a larger faction

Some settlers begin treating members of the Second Army like real soldiers.


The Lantern Corps

The Lantern Corps operates at night.

It uses:

  • Searchlights

  • Moving shadows

  • Colored signals

  • False muzzle flashes

  • Projected silhouettes

  • Heat-emitting decoys

  • Artificial campfires

The corps can make an empty valley appear occupied by an entire force.


The Broken Arrow Team

This emergency unit responds when an Advance Guard deception system is captured or compromised.

Its mission is to:

  • Recover stolen technology

  • Destroy sensitive equipment

  • Rescue captured engineers

  • Change settlement codes

  • Hunt counterfeit signals

  • Identify traitors

  • Disable hostile copies of Rattletrap’s inventions

Broken Arrow members are highly secretive.


The Mercy Screen

The Mercy Screen specializes in civilian rescue and nonlethal defense.

It uses:

  • Smoke corridors

  • Low-penetration ammunition

  • Flash barriers

  • Mobile shields

  • Medical robots

  • False evacuation routes

  • Decoy ambulances

  • Sonic warnings

The unit often protects settlements from desperate scavengers rather than fully hostile armies.


Named Advance Guard Members

Mara “Straight Shot” Kell

Role

Advance Marshal or chief conventional-defense instructor.

Specialty

Real fortifications, disciplined fire, and battlefield command.

Conflict

Mara believes Rattletrap places too much faith in deception.

She trains soldiers to survive after the tricks stop working.

Unique Ability

Hold the Truth

Nearby defenders gain accuracy, courage, and damage resistance after all active decoys have been destroyed.


Tink Bellows

Role

Chief smoke engineer.

Background

Tink once operated a pre-war industrial ventilation system beneath a ruined factory.

He can produce smoke with different properties.

Smoke Types

  • Vision-blocking smoke

  • Heat-obscuring smoke

  • Creature-repelling smoke

  • Radio-interfering smoke

  • Colored command smoke

  • Medical antiseptic vapor

  • Irritating evacuation smoke

  • Fake fire smoke

Personality

Tink insists smoke is a language.


Sister Echo

Role

Voice specialist and radio impersonator.

Background

A former traveling performer with an exceptional ability to imitate accents, tones, and speech patterns.

Abilities

She can imitate:

  • Raider leaders

  • Military officers

  • Merchants

  • Robots

  • Children

  • Emergency broadcasts

  • Faction commanders

Conflict

Sister Echo becomes uncomfortable when her recordings are used to start real conflicts.


Bolts Danner

Role

Chief machine-gun instructor.

Specialty

Sustained fire, ammunition discipline, and weapon cooling.

Bolts teaches Pinners to fire around enemies rather than merely at them.

Unique Weapon

The Long Conversation

A belt-fed machine gun that becomes more stable the longer it fires.


“Wrong Way” Willis

Role

False-trail specialist.

Background

Willis survived for years by leaving evidence that he had traveled in the opposite direction.

Abilities

He creates:

  • False footprints

  • Fake camps

  • Abandoned supplies

  • Misleading blood trails

  • Counterfeit maps

  • False radio logs

Reputation

Nobody is entirely sure whether Wrong Way is his real name.


Doctor Hushfire

Role

Combat psychologist and behavior analyst.

Specialty

Predicting how different groups react to pressure.

She studies:

  • Panic

  • Aggression

  • Group loyalty

  • Leadership dependency

  • Superstition

  • Revenge behavior

  • Surrender thresholds

Moral Concern

Doctor Hushfire fears the faction is becoming too skilled at controlling people.


Little Major

Role

Young tactical prodigy.

Background

A small adult settler frequently mistaken for a child.

Enemies ignore him, which makes him an exceptional scout and signal operator.

Specialty

Hidden command posts and miniature surveillance equipment.

Companion Potential

Little Major could become a temporary companion during faction missions.


Ada “Dead Air” Rhodes

Role

Counter-signal officer.

Specialty

Radio jamming, encryption, signal hunting, and electronic warfare.

Personality

Blunt, suspicious, and convinced that every radio is listening.

Unique Ability

She can identify false distress signals before the player enters an ambush.


Father Dummy

Role

Mannequin technician.

Background

An eccentric carpenter who treats every decoy as an individual.

He names them, repairs them, and assigns them fictional service histories.

Conflict

Father Dummy wants advanced mannequins recognized as official faction members.


Advance Guard Robots

The Advancer

A tracked mobile-cover robot that moves ahead of soldiers.

Roles

  • Portable shield

  • Ammunition carrier

  • Smoke dispenser

  • Wounded retriever

  • Decoy projector

  • Trap detector


Bark Orders

A four-legged command robot with several loudspeakers.

It runs through battle broadcasting:

  • Movement orders

  • Fake retreat calls

  • False reinforcement warnings

  • Enemy insults

  • Faction codes

Bark Orders can be upgraded with a synthetic canine bark to confuse attack dogs and mutant hounds.


The Tin Settler

A humanoid robot disguised beneath settler clothing.

It performs repetitive visible tasks such as:

  • Farming

  • Guarding

  • Carrying water

  • Repairing fences

  • Walking patrol routes

From a distance, it makes settlements appear more populated.

Some Tin Settlers develop unusual personalities.


Drumroll

A heavy robot built around a rotating ammunition drum.

It carries supplies to Pinners and can provide short bursts of automatic fire.

Before engaging, Drumroll plays a loud mechanical rhythm.

Rattletrap claims this is necessary for morale.

Mara claims it ruins every ambush.


The Applause Unit

A small robot that produces the sound of cheering soldiers after successful attacks.

The sound can:

  • Improve allied morale

  • Make enemies believe more defenders are nearby

  • Encourage frightened settlers

  • Confuse enemies monitoring radio communications

The robot also applauds at inappropriate times.


False Medic

A white-painted robot that appears to be retrieving wounded soldiers.

Enemies may hesitate to fire at it.

The machine can instead carry:

  • Ammunition

  • Smoke devices

  • Remote turrets

  • Explosives

  • Actual medical supplies

Rattletrap insists that using it as an explosive violates Advance Guard doctrine.

Not every commander agrees.


Whisper Mine

A spider-like robot that hides beneath debris.

Instead of immediately exploding, it whispers false information to nearby enemies.

Examples:

  • “They are behind you.”

  • “Your commander is dead.”

  • “The bridge is mined.”

  • “Retreat route compromised.”

  • “Do not trust the left squad.”

An explosive upgrade exists but is considered less interesting.


General Nobody

The faction’s largest command robot.

General Nobody projects the silhouette and voice of a battlefield commander.

It can coordinate multiple decoys and automated weapons.

Some recruits begin obeying it even when no human commander is present.

This raises concerns that General Nobody may be developing independent authority.


Faction Headquarters

Name

The False Fort

Original Location

An abandoned pre-war emergency broadcasting center built into a rocky hillside.

Exterior Appearance

The headquarters appears much larger than it really is.

From a distance, observers see:

  • Multiple guard towers

  • Heavy patrols

  • Large antennas

  • Searchlights

  • Vehicle movement

  • Smoke from several kitchens

  • Soldiers on the walls

  • Artillery silhouettes

Many of these are projections, decoys, or automated routines.

The real entrance is hidden beneath a collapsed service road.


Headquarters Sections

The Noise Floor

A large workshop filled with:

  • Speakers

  • Sound libraries

  • Recorded creature calls

  • Weapon simulators

  • Radio equipment

  • Sirens

  • Voice-processing machines

Visitors constantly hear distant battles that are not happening.


The Still Room

A completely soundproof planning chamber.

Rattletrap uses it when he needs to think.

He initially hates the room because he cannot distract himself from his own thoughts.


The Decoy Yard

An outdoor testing ground containing:

  • Mannequins

  • Holograms

  • False buildings

  • Dummy turrets

  • Collapsible walls

  • Fake creatures

  • Moving silhouettes

  • Simulated camps

Settlers use the yard to practice identifying deception.


The Rattle Range

A firing range designed specifically for suppression training.

Targets do not merely fall when hit.

They react by:

  • Hiding

  • Running

  • Returning fire

  • Panicking

  • Crawling

  • Surrendering

  • Attempting flanks

Recruits are graded on control rather than kill count.


The Map of Maybe

A massive regional map showing:

  • Confirmed enemies

  • Suspected enemies

  • False enemy reports

  • Advance Guard decoys

  • Settlements

  • Escape corridors

  • Hidden caches

  • Phantom patrol routes

  • Deliberately leaked information

Only a few officers understand the entire map.


The Empty Barracks

Rows of beds are kept prepared for soldiers who do not exist.

Lanterns are lit at night.

Meals are occasionally cooked.

Boot prints are maintained.

The purpose is to convince spies that the headquarters contains far more personnel.


The Honest Room

A secure chamber where faction leaders must reveal:

  • Which operations are real

  • Which threats are manufactured

  • Which settlements are being manipulated

  • Which signals have been falsified

  • Which civilians may be affected

The Honest Room was created to prevent the faction from losing track of its own deceptions.


Advance Guard Vehicles

The Rattlewagon

A heavily modified truck used as a mobile deception platform.

It carries:

  • Speakers

  • Smoke launchers

  • Foldable decoys

  • Remote guns

  • Signal equipment

  • Portable searchlights

  • Holographic projectors

The truck can simulate an entire convoy while traveling alone.


The March House

A mobile command vehicle built from an armored bus.

Inside are:

  • Radio stations

  • Tactical maps

  • Sleeping bunks

  • Ammunition racks

  • Repair benches

  • Medical equipment

  • Decoy controls

When parked, panels unfold to make the vehicle resemble a small fortified building.


The Tin Caravan

A group of empty automated wagons designed to look like a heavily guarded merchant convoy.

Raiders may attack the wagons, revealing their positions to hidden Advance Guard scouts.

Some Tin Caravans actually contain trade goods.

Attackers can never be sure.


The False Tank

A lightweight vehicle covered by projected armor panels and oversized weapon housings.

It looks terrifying from a distance.

Its actual armament may consist of:

  • One machine gun

  • Smoke launchers

  • Flash charges

  • Loudspeakers

  • A reinforced front plate

Some versions contain a real heavy weapon to punish enemies who assume every Advance Guard vehicle is fake.


The Moving Wall

A slow armored vehicle carrying several interlocking shields.

Settlers advance behind it while Pinners fire through protected openings.

The vehicle can unfold into a temporary settlement barricade.


The Phantom Vertibird

The faction may recover equipment capable of simulating:

  • Rotor noise

  • Searchlights

  • Radio traffic

  • Dust movement

  • Weapon targeting

  • Aerial shadows

Early versions are entirely fake.

A late-game version may involve a real salvaged flying vehicle hidden inside the illusion.


Faction Gameplay System: Battlefield Preparation

Before certain missions, the player can prepare the battlefield.

The player receives a limited preparation budget based on:

  • Available materials

  • Time

  • Intelligence

  • Advance Guard reputation

  • Nearby settlements

  • Assigned specialists

  • Collected enemy information

Preparation Options

  • Place decoys

  • Establish suppression nests

  • Install smoke launchers

  • Create false retreat routes

  • Record faction voices

  • Prepare hidden medical stations

  • Set up holographic patrols

  • Mine likely advancement routes

  • Create fake supply caches

  • Establish fallback positions

  • Position civilian evacuation beacons

  • Program robotic reinforcements

The choices change how the battle unfolds.


Faction Gameplay System: Enemy Belief

Enemies have a hidden Belief State.

They may believe:

  • The player has reinforcements

  • A route is mined

  • Their commander is dead

  • Their allies are retreating

  • A heavy weapon is targeting them

  • The settlement is abandoned

  • The settlement is heavily defended

  • A creature is nearby

  • The Advance Guard is attacking from another direction

Beliefs are influenced by:

  • Enemy intelligence

  • Discipline

  • Experience

  • Faction knowledge

  • Evidence

  • Repeated Advance Guard tactics

  • Captured technology

  • Player reputation

The enemy can make decisions based on information that is completely false.


Faction Gameplay System: Deception Exposure

Every operation carries a risk of exposure.

Exposure increases when:

  • The same decoy is reused

  • Enemies survive multiple encounters

  • Devices are captured

  • Recordings repeat

  • Faction codes become outdated

  • Informants reveal plans

  • The player leaves witnesses

  • Poorly trained recruits make mistakes

At high exposure, enemies develop countermeasures.

They may:

  • Ignore distress calls

  • Destroy every suspicious object

  • use signal scanners

  • Deploy attack animals

  • Send expendable scouts

  • Use coded communication

  • Attack without warning

  • Spread false information of their own

The player must continually help the Advance Guard innovate.


Faction Gameplay System: The Truth Ledger

The Truth Ledger tracks every major deception created by the faction.

It records:

  • Who knows the truth

  • Which settlements were warned

  • Which factions were misled

  • Whether civilians were harmed

  • Whether the deception remains active

  • What consequences have emerged

The ledger prevents quests from treating deception as consequence-free.

A fake invasion created early in the game could later cause:

  • A settlement evacuation

  • A trade shortage

  • A faction mobilization

  • A preemptive attack

  • A refugee crisis

  • A real military alliance


Major Faction Questline

Quest One: More Than Six

The player helps Rattletrap defend a settlement with only six surviving defenders.

The attack is repelled through coordinated decoys and suppressive fire.

Afterward, nearby settlements request assistance.

The player helps establish the Advance Guard.


Quest Two: The First Rattle Line

The player recruits specialists and trains the first complete tactical team.

Potential recruits include:

  • A former Raider machine gunner

  • A settlement mechanic

  • A radio performer

  • A combat medic

  • A suspicious ex-Gunner

  • A pacifist smoke chemist

The player’s choices determine the faction’s early culture.


Quest Three: Walls That Lie

A settlement has built massive defenses but cannot maintain them.

The player must decide whether to:

  • Repair the real walls

  • Build false extensions

  • Create a hidden second perimeter

  • Evacuate the visible settlement

  • Lure attackers into an abandoned district

Mara and Rattletrap strongly disagree.


Quest Four: The Stolen Voice

Sister Echo’s recordings are stolen.

Someone uses her voice to issue false Advance Guard orders.

Several settlements receive instructions to abandon their homes.

The player must identify whether the culprit is:

  • A Raider gang

  • A rival faction

  • A corrupt Advance Guard officer

  • Professor Murmur

  • A pre-war artificial intelligence


Quest Five: Fire at Nothing

A Gunner company has learned how to detect Advance Guard decoys.

Rattletrap proposes creating more sophisticated illusions.

Mara proposes a direct attack.

The player may:

  • Support deception

  • Support conventional force

  • Combine both

  • Negotiate with the Gunners

  • Feed the Gunners false counterintelligence


Quest Six: General Nobody

The command robot General Nobody begins issuing effective orders without authorization.

Its decisions save several settlements.

However, it also redirects supplies and soldiers according to its own strategic calculations.

The player must decide whether General Nobody is:

  • A tool

  • A soldier

  • An officer

  • A threat

  • A new form of settlement leader


Quest Seven: The Honest Room

Evidence reveals that some Phantom Captains have created fake threats to increase Advance Guard authority.

They have convinced settlements that attacks are imminent so the settlements will surrender control of their defenses.

The player must investigate the faction’s leadership.

Rattletrap is devastated that his methods are being used against the people they were meant to protect.


Quest Eight: Two Armies, Neither Real

A rival deception network begins creating false Advance Guard operations.

Both sides manipulate radio traffic, settlements, patrols, and faction movements.

The region begins responding to battles that never happened.

The player must fight an intelligence war involving:

  • Counterfeit orders

  • False prisoners

  • Fake supply lines

  • Manufactured betrayals

  • Decoy headquarters

  • Phantom commanders


Quest Nine: The Real Advance

A major hostile faction launches a genuine regional offensive.

The Advance Guard’s deception systems are partially compromised.

For the first time, the faction must fight a large battle after the enemy has studied its methods.

The player must choose a final doctrine.

Rattletrap’s Plan

Create the largest deception operation ever attempted.

Mara’s Plan

Concentrate every real soldier and weapon into one decisive defense.

Doctor Hushfire’s Plan

Break enemy morale and encourage mass surrender.

Ada Rhodes’s Plan

Destroy the enemy’s communication network.

Player’s Combined Plan

Use false weakness to lure the enemy into a real layered defense.


Final Quest: The Army They Believe In

The Advance Guard can no longer remain merely a settlement-defense organization.

Its reputation has become powerful enough to influence the region.

The player determines what the faction becomes.


Faction Endings

The Settlement Shield

The Advance Guard remains decentralized.

Each settlement controls its own defenses.

Rattletrap serves as an adviser rather than ruler.

This is the most democratic outcome.


The Phantom Republic

Settlements unite through shared defense and communication.

The Advance Guard becomes the military arm of a regional government.

Its deceptive methods are regulated through civilian oversight.


The Invisible State

The Advance Guard quietly controls trade routes, information, and military movement.

Most people do not realize how much power it possesses.

Rattletrap may oppose or embrace this outcome.


The Hundred-Man Army

The faction becomes a professional regional military.

It combines real soldiers with extensive automated forces.

Its reputation alone prevents many attacks.


The Manufactured Peace

The faction creates false threats and false alliances to keep hostile groups balanced against one another.

The region experiences less open warfare, but peace depends on continuous manipulation.


The Honest Guard

The player exposes all major faction deceptions and establishes strict rules.

The Advance Guard continues using battlefield tricks but may no longer manipulate civilian populations.

Rattletrap considers this the faction’s moral victory.


The Phantom General

Rattletrap disappears from public view.

His voice, tactics, and machines continue appearing across the wasteland.

Nobody knows whether he is still alive, operating remotely, or has transferred control to General Nobody.


The Collapse of Trust

If too many deceptions harm civilians, settlements reject the Advance Guard.

People stop answering distress calls and begin attacking suspicious travelers.

Rattletrap’s greatest fear comes true:

His inventions make the wasteland less capable of trusting anyone.


Faction Rewards

Phantom Beacon

Creates temporary false allied positions during combat.

Rattle Line Radio

Allows the player to call a small Advance Guard suppression team.

Moving Wall Deployment

Summons portable cover during large battles.

Second Army Signal

Activates holographic and robotic reinforcements around allied settlements.

Truth Lens

Highlights likely decoys, false signals, and hidden devices.

Marchwarden Armor

Improves movement speed while under enemy fire and reduces suppression effects.

The Honest Gun

A weapon that becomes more accurate as active decoys are destroyed.

Its engraved message reads:

“The last shot must be real.”


Random Encounters After the Faction Forms

Phantom Patrol

The player sees a distant Advance Guard patrol.

Approaching it reveals that every soldier is a hologram.


Confused Raiders

Raiders surrender to the player because they believe thousands of Advance Guard troops have surrounded them.

There are no reinforcements nearby.


Decoy Funeral

Settlers hold a funeral for several mannequins destroyed during an attack.

Father Dummy gives a lengthy speech.


Counterfeit Guard

A criminal group wears fake Advance Guard markings to extort settlements.


Silent Battlefield

The player finds hundreds of spent cartridges, broken decoys, and damaged robots.

No bodies are present.

It is unclear whether a real battle occurred.


The Soldier Who Was Never Assigned

A settler insists an Advance Guard soldier saved their life.

Faction records show that no one was deployed to the area.

The rescuer may have been:

  • A rogue recruit

  • A disguised traveler

  • A self-aware Tin Settler

  • Rattletrap

  • General Nobody

  • An enemy testing the faction’s identity


Rattletrap’s Final Philosophy

At the beginning of his story, Rattletrap believes every problem can be solved by controlling what others perceive.

By the end, he may learn that deception is only safe when someone remains responsible for the truth.

His final speech can change according to the player’s decisions.

Protector Ending

“We made them see an army because there was a family behind us that deserved to live.”

Commander Ending

“We began as six people pretending to be sixty. Now we are thousands, and I still hope we remember why.”

Manipulator Ending

“The strange thing about controlling the battlefield is realizing the battlefield never ends.”

Honest Guard Ending

“A lie can save a life. It can also steal one. The machine cannot tell the difference. That has to be our job.”

Phantom General Ending

“They keep asking how many soldiers I command. I stopped answering. The number they imagine is always larger.”


[Fallout 5] Rattletrap and the Advance Guard: Further Expansion

The Advance Guard’s Battlefield Network

As the faction grows, Rattletrap realizes that individual distractions are not enough. Every device, soldier, settlement, patrol, and radio station must operate as part of a coordinated network.

He creates the Phantom Grid.

The Phantom Grid is a decentralized battlefield system connecting:

  • Advance Guard headquarters

  • Allied settlements

  • Mobile command vehicles

  • Remote turrets

  • Decoy transmitters

  • Reconnaissance teams

  • Civilian warning systems

  • Robotic patrols

  • Hidden ammunition caches

  • Emergency evacuation routes

Unlike a conventional military network, the Phantom Grid deliberately transmits a mixture of real, incomplete, delayed, and false information.

Enemies intercepting the network cannot easily determine which reports are genuine.

A message claiming that fifty soldiers are approaching could mean:

  • Fifty real soldiers are approaching

  • Five soldiers with forty-five decoys are approaching

  • An automated convoy is approaching

  • No one is approaching

  • The message was intended to make the enemy abandon a position

  • The Advance Guard expects the enemy to ignore the warning

  • The message is concealing an attack from another direction

Even allied commanders are not always given the entire plan.

This creates tension within the faction. Some officers believe limited information protects operations. Others argue that Rattletrap’s secrecy could eventually cause allies to fire on one another.


Phantom Grid Gameplay

The player can expand the Phantom Grid by capturing, repairing, or constructing relay points.

Relay Point Types

Listening Relay

Intercepts nearby enemy radio communication.

It can reveal:

  • Planned attacks

  • Patrol routes

  • Supply movements

  • Faction disputes

  • Requests for reinforcements

  • Reports about the player

  • Enemy reactions to Advance Guard tactics

Echo Relay

Repeats transmissions from multiple locations.

Enemies may believe the same unit is moving across the region or that several units are transmitting simultaneously.

Ghost Relay

Creates entirely false radio traffic.

It can simulate:

  • Military patrols

  • Settler militias

  • Merchant caravans

  • Emergency broadcasts

  • Creature warnings

  • Faction reinforcements

  • Artillery teams

Black Relay

Blocks or corrupts enemy communication.

Its use may prevent attacks, but it can also isolate settlements that rely on the same frequencies.

Honest Relay

Transmits verified emergency information to civilians.

These relays are marked separately so the Advance Guard does not undermine every distress signal in the wasteland.

Doctor Hushfire insists that Honest Relays remain untouched by military deception.

Wandering Relay

A mobile transmitter carried by a robot, Brahmin, vehicle, or disguised operative.

It creates the impression that an entire formation is moving across the map.


Advance Guard Tactical Formations

The False Wedge

A small number of real soldiers advance behind projected troops.

The formation appears to be a large frontal assault.

Real soldiers remain concentrated at the center while holographic fighters create false width.

Strengths

  • Intimidates poorly disciplined enemies

  • Draws fire away from real troops

  • Conceals the actual number of attackers

  • Allows the player to advance behind multiple false targets

Weaknesses

  • Thermal sensors may reveal the formation

  • Mines remain dangerous to the real center

  • Intelligent enemies may fire into the middle of the projection


The Hollow Square

Four defensive positions create the illusion of a heavily occupied central camp.

The center is intentionally empty.

Enemies who breach the perimeter enter an open kill zone surrounded by hidden defenders.

The Hollow Square is often used to protect:

  • Supply depots

  • Radio stations

  • Settler evacuation points

  • Medical camps

  • Mobile artillery


The Rattlesnake

A long chain of small teams attacks, withdraws, and reappears from different positions.

Each section imitates the presence of the entire formation.

Enemies may believe they are being followed by a force much larger than the real unit.

The Rattlesnake is particularly effective in:

  • Canyons

  • City streets

  • Subway tunnels

  • Forests

  • Industrial ruins

  • Mountain roads


The Empty Center

The Advance Guard deliberately leaves an apparent weakness in the middle of its defenses.

Enemies advance through the opening.

Once they enter:

  • Hidden barriers rise

  • Smoke blocks the rear

  • Pinners fire from both sides

  • Decoys appear behind them

  • Shepherds force them toward surrender zones

  • Movers rescue prisoners or civilians during the confusion

Mara Kell approves of this formation because the final defensive positions are real.


The Broken Line

Advance Guard soldiers pretend their formation has collapsed.

Some defenders retreat.

Others drop weapons or abandon visible positions.

When attackers pursue them, the supposed retreat divides into several prepared ambush teams.

The Broken Line is dangerous because inexperienced recruits may panic and turn the false retreat into a real one.


The Loud Silence

The faction creates an enormous amount of noise and activity before suddenly shutting everything down.

Enemies are left listening for the next attack.

During the silence:

  • Quiet Advance teams infiltrate

  • Mines are removed

  • Captives are rescued

  • Supplies are sabotaged

  • Enemy leaders are marked

  • Real firing positions are established

When the noise returns, the battlefield has already changed.


The Last Position

Every decoy, remote gun, and false signal gradually disappears until only one visible defensive position remains.

Enemies assume the last position is another trick.

It is actually occupied by the faction’s strongest Groundholders and weapons.

Rattletrap describes it as:

“Teaching the enemy to disbelieve the truth at the exact moment the truth becomes dangerous.”


Advanced Suppression System

Rattletrap’s doctrine introduces multiple forms of suppression rather than treating all incoming fire identically.

Physical Suppression

Created by bullets, explosions, debris, and dangerous movement.

Effects may include:

  • Reduced enemy accuracy

  • Slower movement

  • Interrupted attacks

  • Delayed grenade use

  • Increased cover dependency

Visual Suppression

Created by flashes, lasers, projected movement, searchlights, and smoke.

Effects may include:

  • Difficulty identifying targets

  • Accidental firing at decoys

  • Loss of formation

  • Delayed reaction to flanking attacks

Audio Suppression

Created by sustained gunfire, sirens, false commands, creature sounds, and explosions.

Effects may include:

  • Missed orders

  • Communication breakdown

  • Fear

  • Reduced awareness of approaching enemies

Psychological Suppression

Created by perceived encirclement, fake casualties, false artillery warnings, and manufactured retreat orders.

Effects may include:

  • Surrender

  • Panic

  • Friendly fire

  • Desertion

  • Refusal to advance

  • Breakdown of leadership

Electronic Suppression

Used against robots, synths, turrets, and advanced factions.

Effects may include:

  • Targeting delays

  • False radar contacts

  • Misidentified allies

  • Navigation errors

  • Overloaded threat analysis

  • Command conflicts

Creature Suppression

Uses scent, vibration, light, frequency, and environmental control.

A Deathclaw cannot be intimidated by a fake military order, but it may be redirected through:

  • Territorial scents

  • Rival creature calls

  • Ground vibration

  • Artificial prey movement

  • Irritating light frequencies


Suppression Resistance

Different enemy types possess different suppression tolerances.

Raiders

Generally vulnerable to fear, confusion, and perceived betrayal.

Veteran Raider leaders may be difficult to intimidate but vulnerable to insults or challenges.

Gunners

Resistant to ordinary gunfire and basic deception.

Vulnerable to:

  • False command orders

  • Broken communications

  • Fake artillery targeting

  • Reports of unpaid contracts

  • Evidence that their employer abandoned them

Super Mutants

Difficult to pin down through conventional fear.

They may respond to suppression by becoming more aggressive.

Advance Guard tactics against Super Mutants focus on:

  • Redirecting charges

  • Dividing groups

  • Provoking leaders

  • Creating false strong enemies

  • Using heavy physical suppression

Feral Ghouls

Almost immune to psychological deception.

They can be redirected through:

  • Sound

  • Light

  • Scent

  • Movement

  • Vibration

Synths

Resistant to emotional intimidation but vulnerable to contradictory data and false identification signals.

Advanced synths may deliberately pretend to be deceived.

Robots

Affected by programming quality.

Old robots may obey counterfeit commands immediately. Modern or faction-upgraded robots may authenticate every order.

Trained Military Forces

Possess high suppression resistance but rely heavily on leadership, communication, and formation.

Breaking one of these systems may cause the entire force to become less effective.


New Advance Guard Weapons

The Argument

A two-barreled automatic weapon that alternates different ammunition types.

One barrel fires real rounds.

The other fires:

  • Tracers

  • Noise rounds

  • Flash rounds

  • Dust rounds

  • Ricochet simulators

Enemies cannot easily determine which impacts are dangerous.


The Door Knocker

A heavy suppression shotgun designed for close-quarters advancement.

It uses interchangeable shells:

  • Hinge-breaking shells

  • Smoke shells

  • Flash shells

  • Noise shells

  • Low-penetration riot shells

  • Fragmentation shells

  • Tracking-dust shells

The Door Knocker is favored by Movers and rescue teams.


The Corner Liar

A weapon that can fire around cover using a hinged barrel assembly and mounted camera.

Its primary use is not precision killing. It allows Pinners to maintain pressure without exposing themselves.

Enemy factions eventually begin firing at any weapon barrel visible around corners.


The Long Shadow

A portable projector and sniper rifle combination.

Every time the shooter relocates, the device leaves behind a projected silhouette in the previous position.

Enemies may continue targeting the abandoned firing point.


The Empty Drum

A machine gun modified to continue producing muzzle flashes, weapon noise, and belt movement after its ammunition is exhausted.

The operator can create several seconds of false suppressive fire while reloading or retreating.


The Shepherd’s Cane

A grenade launcher designed for controlling routes.

Its ammunition includes:

  • Smoke

  • Fire

  • Irritant gas

  • Flash charges

  • Adhesive foam

  • Creature scent

  • Signal jammers

  • Noise beacons

The weapon allows Shepherds to close one route and encourage enemies to use another.


The Warning Shot

A highly accurate rifle that marks nearby surfaces rather than automatically targeting enemy bodies.

A successful shot may cause an enemy to:

  • Stop moving

  • Drop a weapon

  • Return to cover

  • Surrender

  • Reveal allies by shouting

  • Flee toward another position

Against fearless enemies, the rifle functions as a conventional weapon.


The Choir

A collection of linked automatic weapons that fire in carefully timed sequences.

The pattern makes the weapons sound like a much larger firing line.

When fully upgraded, The Choir can alternate between:

  • Sustained suppression

  • False sniper fire

  • Simulated crossfire

  • Fake ammunition shortages

  • Sudden overwhelming volleys


New Deployable Devices

The Second Door

A portable false doorway placed against a wall.

Enemies may believe it is:

  • A hidden entrance

  • An escape route

  • A storage room

  • A command bunker

Some versions open into solid concrete.

Others conceal a real breach created behind them.


The Walking Shadow

A small projector mounted on rails or robotic legs.

It casts the shadow of a large soldier, Super Mutant, Deathclaw, or power-armored fighter across walls.

The real device may be no larger than a toolbox.


The Box of Reinforcements

A deployable crate that unfolds into:

  • Several mannequins

  • Two remote weapons

  • Radio transmitters

  • Heat sources

  • Footstep generators

  • A command speaker

A single crate can create the impression that a squad has arrived.


The Bad Map

A deliberately planted map containing believable false information.

The player can choose what the enemy is meant to discover:

  • A false settlement location

  • An incorrect supply route

  • A fake headquarters

  • A nonexistent weapon cache

  • A planned attack that will never occur

  • A real route intentionally made to appear false

Poorly constructed Bad Maps may expose Advance Guard operations.


The Survivor

A damaged-looking robot that crawls toward enemy positions while broadcasting fragmented warnings.

Its messages suggest:

  • A major force is approaching

  • A commander has been killed

  • A nearby structure is mined

  • Reinforcements betrayed the enemy

  • A creature escaped containment

Enemies may attempt to repair or interrogate the robot, allowing it to record their plans.


The Witness

A surveillance mannequin designed to be discovered.

It contains carefully selected recordings, notes, and physical evidence.

The purpose is to make enemies believe they uncovered secret information.

The information may be true, false, or only partially true.


The Sudden Crowd

A cluster of inflatable figures, sound emitters, and heat packs launched into an area.

Within seconds, an apparently empty street becomes occupied by dozens of combatants.

Wind can cause serious problems.


The Last Light

A beacon that activates when all nearby Advance Guard units retreat or are incapacitated.

It continues transmitting, firing simulated shots, and projecting movement.

Enemies may spend valuable time attacking a position that has already been evacuated.


Advance Guard Armor Sets

Noisemaker Rig

A lightweight equipment harness carrying:

  • Directional speakers

  • Smoke capsules

  • Remote triggers

  • Signal flares

  • Decoy fabric

Set Bonus

Distraction devices last longer and can be deployed farther away.


Pinner Harness

A reinforced ammunition frame with recoil supports.

Set Bonus

Improves sustained-fire control and reduces movement penalties while carrying heavy weapons.


Mover Armor

Medium armor designed for rapid advancement.

It includes:

  • Reinforced knees

  • Smoke filtration

  • Shoulder shielding

  • Medical pouches

  • Quick-release ammunition packs

Set Bonus

Increases movement speed while enemies are suppressed.


Shepherd Coat

A long reinforced coat covered in colored markers, chemical containers, and route-control tools.

Set Bonus

Enemies are more strongly influenced by smoke, fire, and area-denial effects.


Screenkeeper Array

A technical suit equipped with projectors, signal processors, and tactical lenses.

Set Bonus

Allows additional holograms and improves the player’s ability to identify enemy decoys.


Groundholder Plate

Heavy armor intended for the moment when deception fails.

Set Bonus

Defense increases as nearby Advance Guard devices are destroyed.


Phantom Captain’s Uniform

A command outfit containing a portable version of the Battle Reader.

Set Bonus

Allied decoys appear more convincing, while nearby settlers gain improved morale.


Settlement Construction Expansion

Rattletrap unlocks a new workshop category: Deception and Suppression.

False Guard Tower

Appears occupied from a distance.

Possible upgrades include:

  • Moving silhouettes

  • Fake sniper optics

  • Heat signatures

  • Recorded conversations

  • Harmless muzzle flashes

  • Real hidden turret


Collapsible Street

Buildings, walls, and barricades can be deliberately collapsed after enemies enter.

The street can become:

  • A dead end

  • A firing corridor

  • A creature enclosure

  • An evacuation barrier

  • A temporary prison


The Empty Market

A fake marketplace containing mannequins, recorded conversations, and low-value goods.

Attackers may raid it while the real market remains hidden.

A careless settler may accidentally begin trading from the fake stalls.


Suppression Tower

A fortified position equipped with automatic weapons designed to fire at routes rather than individual enemies.

The player can assign a suppression pattern:

  • Doorway control

  • Wall defense

  • Retreat protection

  • Civilian corridor

  • Creature repulsion

  • Anti-air coverage


Phantom Housing

False homes make the settlement appear more populated.

Benefits include:

  • Increased perceived settlement strength

  • Reduced chance of attack by smaller Raider groups

  • Increased enemy scouting time

  • Possible confusion among visiting merchants


Hidden Housing

Real settlers live beneath, behind, or inside structures that appear abandoned.

This reduces civilian casualties during attacks but may lower happiness if residents feel they are living in bunkers.


Dummy Generator

A visible but nonfunctional generator placed to attract enemy fire.

It may be filled with:

  • Smoke charges

  • Tracking dust

  • Alarm devices

  • Explosives

  • Nothing at all


Honest Shelter

A clearly marked civilian refuge that contains no military deception.

Rattletrap insists that these structures never be used as firing positions.

Violating this rule can damage faction reputation.


The Rehearsal Yard

Settlers practice:

  • Evacuation

  • Suppression drills

  • Recognizing false signals

  • Moving between cover

  • Defending against holograms

  • Identifying compromised radios

Training improves settlement defense but requires ammunition and time.


Counter-Deception Post

A settlement specialist examines:

  • Strange broadcasts

  • Suspicious visitors

  • False distress calls

  • Unfamiliar patrols

  • Counterfeit faction symbols

  • Repeating audio patterns

This structure protects settlements from hostile use of Advance Guard techniques.


Settlement Attack Scenarios

Advance Guard defenses change settlement attacks from simple waves of enemies into tactical events.

The Scout Phase

Enemy scouts observe the settlement.

The player may:

  • Show false weakness

  • Display exaggerated strength

  • Allow scouts to escape with false information

  • Capture and interrogate them

  • Track them back to their faction

The Testing Phase

Enemies probe defenses using:

  • Small attacks

  • Snipers

  • Sabotage

  • Captured settlers

  • Attack animals

  • Remote robots

  • False merchants

The Main Assault

The enemy chooses a strategy based on what it believes about the settlement.

It may:

  • Attack the wrong gate

  • Avoid harmless defenses

  • Concentrate on dummy structures

  • Split its forces

  • Delay the attack

  • Retreat before combat

  • Launch a full assault after discovering the deception

The Exposure Phase

If attackers discover the defensive trick, they may become more aggressive.

The player must rely on real fortifications and trained Groundholders.

The Counterattack Phase

After repelling an attack, the settlement can:

  • Pursue the survivors

  • Plant false evidence

  • Track the enemy headquarters

  • Offer surrender terms

  • Release a survivor carrying misleading information


Enemy Counter-Faction: The Clear Eyes

A new military group emerges specifically to oppose the Advance Guard.

Overview

The Clear Eyes believe that deception has made the region unstable.

Their doctrine is based on verification.

They distrust:

  • Radios

  • Distress calls

  • Holograms

  • Unconfirmed settlements

  • Unmarked travelers

  • Automated orders

  • Faction uniforms

  • Surrender signals

Their motto is:

“See it. Touch it. Confirm it.”

Clear Eyes Equipment

  • Thermal scopes

  • Signal analyzers

  • Scent-tracking animals

  • Authentication devices

  • Paint rounds that mark real targets

  • Wide-area shotguns for testing holograms

  • EMP grenades

  • Anti-decoy drones

  • Portable floodlights

  • Analog maps and written orders

Clear Eyes Tactics

They may:

  • Refuse to advance until every object is inspected

  • Destroy speakers before attacking

  • Send drones ahead

  • Use prisoners as unwilling scouts

  • Mark verified allies with chemical paint

  • Change passwords constantly

  • Ignore retreat orders unless delivered in person

  • Attack Honest Relays to destroy public trust

Moral Complexity

The Clear Eyes are not entirely wrong.

They argue that Rattletrap’s methods have caused:

  • False evacuations

  • Trade disruption

  • Civilian paranoia

  • Copycat ambushes

  • Faction mobilization

  • People ignoring genuine distress calls

The player may negotiate with them, destroy them, infiltrate them, or help create shared verification rules.


Enemy Counter-Faction: The Thunderheads

The Thunderheads respond to deception with overwhelming force.

They believe that the easiest way to defeat a hidden enemy is to destroy every possible position.

Doctrine

  • Saturation fire

  • Heavy explosives

  • Area bombardment

  • Incendiary weapons

  • Armored advances

  • Minimal reliance on radio commands

Threat

Advance Guard decoys may protect soldiers, but Thunderhead attacks endanger entire settlements.

The faction forces Rattletrap to confront the limits of placing military deception near civilian populations.


Enemy Counter-Faction: The Mirror Men

The Mirror Men copy Advance Guard tactics and turn them against settlements.

They create:

  • Fake rescue teams

  • Counterfeit Advance Guard patrols

  • False settlement warnings

  • Imitation Honest Relays

  • Decoy caravans

  • Fake refugees

  • Manufactured evidence of betrayal

Nobody knows whether they are:

  • Former Advance Guard members

  • A Raider intelligence network

  • Synth infiltrators

  • A military experiment

  • Several unrelated groups sharing the same identity

Their leader may not exist.


Professor Murmur’s Silent Network

Professor Murmur becomes more than a rival inventor.

Murmur creates a hidden faction called The Still Front.

Philosophy

Where Rattletrap controls attention, Murmur removes evidence.

The Still Front does not create imaginary armies.

It makes real armies disappear.

Technology

  • Sound-absorbing fields

  • Silent firearms

  • Vibration-canceling boots

  • Light-bending camouflage

  • Heat-dispersing armor

  • Motionless observation robots

  • Communication through touch and coded light

  • Devices that create absolute silence

Still Front Units

Mutes

Infiltration specialists who remove alarms and communications.

Blank Walkers

Soldiers wearing visual camouflage.

Quiet Hands

Engineers who dismantle defenses without triggering them.

Dead Air Teams

Units that create communication blackouts before attacks.

The Unheard

Elite operatives whose existence is disputed.

Relationship With the Advance Guard

Possible outcomes include:

  • Permanent rivalry

  • Technological alliance

  • Merger into a combined deception force

  • Ideological war

  • Murmur becoming a companion

  • Rattletrap adopting silence as another form of distraction


New Major Quests

The Signal That Begged Twice

Two identical distress calls are received from opposite sides of the region.

Both contain valid Advance Guard authentication codes.

The player must decide which settlement to help first.

Possible revelations include:

  • One signal is fake

  • Both are real

  • Both are traps

  • The same settlement’s transmission is being redirected

  • General Nobody created one call to manipulate troop movement

  • Sister Echo’s voice has been copied

The player’s choice may determine which settlement survives.


Ten Thousand Footsteps

Every night, settlements hear the sound of an enormous army marching underground.

Rattletrap initially assumes it is an advanced sound system.

The player eventually discovers that the sound may come from:

  • Automated pre-war troop simulators

  • A real underground faction

  • Burrowing creatures moving in formation

  • The Still Front

  • An old subway system amplifying distant machinery

  • General Nobody building a secret robotic army


Shoot the Real One

The Clear Eyes capture several Advance Guard members and place them among lifelike decoys.

The player must identify the living prisoners before the area is destroyed.

Methods may include:

  • Thermal observation

  • Conversation

  • Watching breathing

  • Using Rattletrap’s knowledge of his mannequins

  • Disabling the Clear Eyes’ sensors

  • Refusing the test and finding another route

Father Dummy may insist that some advanced decoys also deserve rescue.


The Honest Relay Massacre

Several Honest Relays broadcast false evacuation instructions.

Settlers walk directly into ambushes.

Evidence suggests someone inside the Advance Guard altered the system.

The player investigates:

  • Ada Rhodes

  • A Phantom Captain

  • General Nobody

  • The Mirror Men

  • A frightened settlement leader

  • Rattletrap himself

The quest forces the faction to reconsider whether any system should be treated as unquestionable.


The Last Mannequin

Father Dummy reports that a highly advanced decoy has disappeared.

The mannequin, called Private Stillman, possesses:

  • Adaptive speech

  • Combat memories

  • A heat signature

  • Simulated breathing

  • Limited independent movement

  • Recorded identities from several dead soldiers

Private Stillman may believe it is a real person.

The player must decide whether it is:

  • Property

  • A machine

  • A memorial

  • A soldier

  • A new artificial life

  • A danger carrying sensitive faction information


A Battle for an Empty Town

Two major factions prepare to fight over a strategically important settlement.

The player discovers the town has been abandoned for years.

The apparent population, defenses, radio traffic, and economic activity were all manufactured by separate deception systems.

The player can:

  • Reveal the truth

  • Allow the factions to fight

  • Turn the town into a real settlement

  • Claim it for the Advance Guard

  • Create an even larger false strategic target elsewhere


Dynamic Regional Operations

After completing the Advance Guard questline, the player can authorize recurring operations.

Phantom Escort

Creates the illusion that a caravan is heavily guarded.

False Withdrawal

Makes hostile factions believe allied troops have abandoned a region.

Pressure Campaign

Uses repeated warnings, signals, and visible preparations to convince an enemy settlement to surrender.

Quiet Evacuation

Moves civilians while decoys continue normal settlement activity.

Counterfeit Offensive

Creates evidence that two hostile factions are preparing to attack each other.

Real Reinforcement

Deploys actual Advance Guard soldiers.

Because the faction often relies on deception, enemies may mistake the genuine deployment for another trick.

Settlement Mask

Changes how a settlement appears to outsiders.

The player can make it appear:

  • Weak

  • Abandoned

  • Diseased

  • Heavily fortified

  • Controlled by another faction

  • Larger than it is

  • Smaller than it is

Each mask has tradeoffs.


Rattletrap’s Personal Upgrades

As his story progresses, Rattletrap can adopt one of several specialization paths.

The Protector Path

His inventions focus on:

  • Evacuation

  • Nonlethal suppression

  • Medical rescue

  • Defensive smoke

  • Civilian warning systems

Final Ability: Nobody Left Behind

When the player or an allied settler is critically injured, Rattletrap deploys smoke and sends an Advancer to retrieve them.


The Commander Path

His systems focus on:

  • Coordinated fire

  • Large formations

  • Reinforcements

  • Tactical commands

  • Regional defense

Final Ability: Hundred-Man Advance

All nearby allies generate false movement and weapon signatures, making the force appear several times larger.


The Inventor Path

His equipment becomes more advanced and experimental.

Final Ability: Adaptive Battlefield

Deployed devices automatically change behavior based on enemy reactions.


The Manipulator Path

His systems focus on fear, misinformation, and faction control.

Final Ability: Manufactured Defeat

Enemies may receive false reports that their leaders are dead, their escape routes are blocked, and their allies have surrendered.


The Honest Defender Path

Rattletrap limits deception to clearly defined battlefield use.

Final Ability: Truth Through Noise

The player can identify every real enemy, ally, and civilian within an active deception field.


Companion Interactions

Rattletrap and Mara Kell

Mara: “One day, the enemy will ignore every trick you have.”

Rattletrap: “Then they will walk directly into the one real gun you insisted we bring.”


Rattletrap and Sister Echo

Sister Echo: “You know I do not sound like that.”

Rattletrap: “You sounded exactly like that.”

Sister Echo: “I was pretending to be someone pretending to be me.”

Rattletrap: “Which is why they believed it.”


Rattletrap and Father Dummy

Father Dummy: “Private Stillman volunteered.”

Rattletrap: “Private Stillman is made of wood.”

Father Dummy: “He did not object.”


Rattletrap and General Nobody

General Nobody: “I have calculated the optimal allocation of all faction forces.”

Rattletrap: “You have also allocated my bed to the ammunition department.”

General Nobody: “Your occupancy rate was inefficient.”


Rattletrap and Professor Murmur

Rattletrap: “You erase sound.”

Murmur: “You hide truth beneath it.”

Rattletrap: “That sounded almost judgmental.”

Murmur: “It was.”


Expanded Random Encounters

The False Checkpoint

Travelers are stopped by an apparent Advance Guard checkpoint.

The soldiers are projected images, but a real voice asks questions through hidden speakers.

The operator may be:

  • An Advance Guard scout

  • A criminal

  • A self-aware defense system

  • A frightened child protecting a settlement


The Raider Who Learned Too Well

A Raider refuses to believe anything around him is real.

He shoots walls, Brahmin, furniture, and members of his own gang.

He may be hostile, recruitable, or in need of help.


The Empty Reinforcements

A settlement celebrates when an Advance Guard convoy arrives.

Every vehicle is automated and every visible soldier is a mannequin.

The convoy contains supplies but no one capable of defending the town.


The Quiet Man in the Loud Camp

An apparent Advance Guard Noisemaker never speaks and uses no sound-based equipment.

He may be a Still Front infiltrator.


The Surrender That Became Real

Rattletrap broadcasts a fake announcement claiming an enemy group surrendered.

Some members of that group hear the message and actually lay down their weapons, believing everyone else already gave up.


The Battle Reenactment

An abandoned Advance Guard system continuously recreates a battle from years earlier.

Holographic soldiers attack, retreat, and die every night.

One figure behaves differently each time.


Ultimate Advance Guard Technology

The Battlefield Author

The Battlefield Author is Rattletrap’s most ambitious invention.

It does not merely deploy individual distractions.

It analyzes:

  • Terrain

  • Enemy behavior

  • Weather

  • Light

  • Sound travel

  • Available technology

  • Civilian movement

  • Faction psychology

It then constructs a complete false interpretation of the battlefield.

The system can make enemies believe:

  • They are surrounded

  • They are winning

  • They have already lost

  • Reinforcements are arriving

  • Their commander ordered a retreat

  • The player is somewhere else

  • A settlement is empty

  • A road is safe

  • An army is approaching

The Battlefield Author raises the faction’s greatest moral question:

Should any person or machine possess the power to decide what an entire population believes is happening?

Final Decisions

The player may:

Destroy the Battlefield Author

The Advance Guard remains powerful but limited.

Restrict It to Settlement Defense

It may only activate during confirmed attacks.

Give It to General Nobody

The machine begins conducting regional strategy independently.

Give It to Rattletrap

He becomes responsible for every consequence.

Place It Under Civilian Oversight

Settlement representatives must approve major operations.

Release Its Technology

Every faction gains access to battlefield deception, transforming regional warfare permanently.

Reprogram It as the Truthkeeper

Instead of creating deception, it identifies false signals, impersonators, holograms, manipulated broadcasts, and manufactured threats.

Rattletrap may consider this the most important advancement he ever creates.


Rattletrap’s Final Realization

Rattletrap begins as a man fascinated by distractions, suppressive fire, and the ability to make weak defenders appear powerful.

His journey forces him to recognize that advancement cannot only mean better weapons, more convincing illusions, and stronger control over the battlefield.

True advancement requires responsibility.

His final lesson becomes the foundation of the Advance Guard:

“The greatest trick is not making the enemy see what is not there. It is making sure the people behind you still know what is real.”

[Fallout 5] The Distraction Genius

[Fallout 5] The Distraction Genius Name Elias “Rattletrap” Voss Role Settler engineer, battlefield distraction specialist, suppressive-fire ...