In Fallout 5, deployment tools, gadgets, and deployable actions should reflect the rugged, improvisational, and lore-driven world of the Wasteland. These systems must evolve beyond simple mines and turrets, offering a layered tactical depth suitable for both survival and strategic playstyles. Below is a structured breakdown of how Deployment Tools, Gadgets, and Actions could be designed:
๐ง I. DEPLOYMENT TOOLS (Reusable or single-use, placed or projected)
1. Auto-Deploy Drones (ADDs)
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Types: Medical Drone, Recon Drone, Decoy Drone, EMP Drone
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Use: Thrown or placed; auto-activates when enemies approach.
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Lore: Pre-War tech scavenged and reprogrammed by scavenger engineers or Brotherhood mechanics.
2. Trap Deployment Kits
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Modular: Combine parts (spring coils, gas tanks, nails, pressure plates) to auto-assemble traps.
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Trap Examples:
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Cryo-Grenade Snare – freezes enemy in place.
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Sound Decoy + Tripwire – lures enemies into a blast zone.
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3. Field Turrets
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Types: Pipe-Gun Turret, Laser Pistol Mount, Plasma Disperser, Makeshift Auto-Crossbow.
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Tiers:
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Tier I: Crank-powered junk turret
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Tier II: Fusion cell-powered tripod turret
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Tier III: Brotherhood-calibrated smart-targeting sentry
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4. Portable Shield Emitters
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Styles:
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Bubble Shield: Protects a small radius for 5–10 seconds.
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Wall Projector: Creates an energy or scrap metal wall.
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Weakness: Drains power core or breaks if overwhelmed by force.
๐ ️ II. GADGETS & FIELD UTILITIES
1. Holotrap Projector
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Projects a hologram of the player or a famous Wastelander to confuse enemies.
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Enhanced versions play audio taunts or play dead.
2. Reclaimer Spider
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Deployable spider-bot that collects salvage during or after combat.
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Has a chance to unlock nearby safes or harvest energy cells from fallen robots.
3. Fog Canisters / Atmos Can Dispersers
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Releases localized fog, poison, or radiation clouds.
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Can be upgraded to include glowing shroom spores (causes panic in enemies).
4. Skullbind Signal Spike
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Summons tame local threats like feral dogs, molerats, or aggressive scavengers (based on perk).
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Tied to a cult or trapper faction lore (Skullbinders or Whispering Chain).
⚙️ III. ACTION-BASED DEPLOYMENTS (Combat & Exploration)
1. Cover Builder
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Quick-constructs scrap cover using nearby debris.
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Requires Perk: Wasteland Improviser.
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Adds a layer of cover-based combat not present in prior games.
2. Boobytrap Conversion
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Action to rig any existing junk pile, car, or corpse with explosive or baiting mechanics.
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Can trigger chain reactions if used creatively.
3. Vault-Tec Multi-Function Deployment Tool (V-MDT)
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A wrist-mounted device with swappable modules:
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Repair Bot
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Deployable Lighting
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Environmental Scanner
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Shock Tether (locks enemies in place temporarily)
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๐ง IV. AI & COMPANION DEPLOYABLES
1. Companion Position Commands
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Deployable flags or markers that order companions to hold, flank, snipe, or take cover.
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Encourages tactical control over AI teammates in combat.
2. Sidekick Utility Backpack
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Player installs deployables directly into a companion's loadout (e.g., “Slinger” pack for grenade nets or “Supporter” for stimpak dispersals).
๐ V. POWER & RESOURCE DEPENDENCY
1. Core-Based Systems
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Many deployables rely on Power Cores, Fusion Batteries, or Ultracap Cells.
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Higher-end gadgets may overheat or degrade over time without proper upkeep or perks.
2. Wasteland Makeshift Mods
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Gadgets wear down unless modified at a Deployment Bench.
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Optional bench upgrades:
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Field Calibration Lens (for turrets)
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Rapid Deployment Rails
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Trap Reinforcement Toolkit
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๐งฐ VI. USER INTERFACE & DEPLOYMENT WHEEL
Deployment HUD Enhancements:
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Radial Quick-Deploy Wheel for gadgets
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Stacked Queues (e.g., throw sound decoy > auto deploy turret > initiate ambush)
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Environmental Markers – highlights deployable-compatible terrain (e.g., walls for shield projectors)
๐งฌ VII. LORE-DRIVEN UPGRADES
Faction Modifiers:
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Brotherhood: Heavy tech; precision tools
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Enclave Remnants: Clean retro-futuristic tools with dark AI quirks
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Gunner Mercs: Military-grade tools with aggressive algorithms
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Vault Settlers: Experimental deployables and utility-first designs
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Raider Mods: Spiky, unreliable, sometimes hilarious effects
๐งจ VIII. ADVANCED COMBO SYSTEMS
1. Deployment Synergy Chains
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Players can link gadgets into sequential activation chains:
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Tripwire triggers Decoy Drone → Decoy triggers Plasma Disperser → Nearby shield powers up temporarily
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Customizable via a "Logic Chip" crafting item with a drag-and-drop UI.
2. Trigger Beacons
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Manually placed or throwable items that activate all deployables in range.
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Useful for synchronized attacks, stealth takedowns, or defensive last stands.
3. Environmental Interaction Modules
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Let deployables hijack existing Wasteland hazards:
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Convert gas leaks into fire traps
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Modify broken Protectrons to guard the area
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Patch into security turrets with a “Turret Overwatch Chip”
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๐ฃ IX. DESTRUCTIBLE DEPLOYMENTS & COUNTERPLAY
1. Durability Tiers
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Gadgets come in three types:
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Scrap-Grade (fragile but cheap)
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Tuned-Grade (balanced)
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Hardened-Grade (expensive, resistant)
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2. Deployable Weak Spots
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Enemies can identify and destroy gadgets if not protected or cleverly placed.
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Some factions may learn player habits and actively counter deployables in later stages (e.g., Rust Wolves use jammers or EMP to blind drones).
3. Reinforcement Wraps
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An optional crafting system to give temporary armor plating or camouflage to your deployables.
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Can use tarps, scrap metal, or Radroach shells as shielding layers.
๐งญ X. STEALTH & INFILTRATION DEPLOYABLES
1. Silent Entry Kit
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Includes:
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Noise Dampener Mat: Blocks footsteps and mine sounds.
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Lock Bypass Tentacle: A tentacle-like device that auto-hacks terminals from a distance.
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Shadow Emitter: Reduces light in an area temporarily (great for ambushes or stealth takeouts).
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2. EMP Prowler Pulse
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Non-lethal pulse that:
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Temporarily disables enemy vision devices, alarms, or robot guards
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Scrambles targeting systems for a few seconds
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3. Wasteland Disguise Modules
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Temporary gadgets that emit scents, sounds, or holograms to mimic local enemies (like a Glowing Ghoul or Mirelurk Queen spawn)
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High skill required to avoid breaking disguise prematurely
๐ช XI. MELEE & CLOSE-QUARTER DEPLOYMENTS
1. Kneecapper Mines
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Deployable at short range to cripple limbs of rushing enemies (especially useful against Super Mutants or Deathclaws)
2. Bladewall Launcher
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A spring-powered device that ejects a temporary wall of jagged blades.
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Can be placed in tight corridors or hallways for room clearing and funneling.
3. Gutspike Anchor
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Throwable harpoon tether that pins one enemy in place for a short duration.
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Upgradable to deliver shocking or incendiary effects.
๐ง XII. FIELD MEDIC & SUPPORT DEPLOYABLES
1. Auto-Stim Injectors
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Wall-mounted or backpack deployables that heal you and companions when health dips below a set threshold.
2. Combat Revival Drone
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Revives companions mid-combat once per deployment.
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Higher-tier versions apply a damage resistance buff or temporary stealth field upon revival.
3. Mood Buff Diffuser
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Emits calming pheromones or morale-boosting tunes that:
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Reduce companion panic or fear states
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Increase AP regeneration
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Buff Charisma for speech challenges
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๐ฐ XIII. SETTLEMENT DEPLOYMENTS
1. Defensive Grid Nodes
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Placeable signal boosters that connect traps and turrets into a smart perimeter.
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Players can view a real-time tactical map via their Pip-Boy.
2. Fog Ward Towers
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Emits high-frequency pulses to keep Feral Ghouls, bugs, or synths at bay.
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Consumes bio-batteries, can be sabotaged by enemy factions in quests.
3. Banner of Allegiance
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Faction-specific banner that provides local buffs (attack, defense, morale) to NPCs in your settlement during invasions.
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Makes you a target for rival factions, especially if deployed on neutral turf.
๐งฌ XIV. EXPERIMENTAL OR RARE DEPLOYABLES
1. Vault-Tec "Time Bubble" Field
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Slows time in a dome-shaped area.
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Can be used defensively (escape) or offensively (line up shots).
2. Echo Repeater
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Replays a combat encounter from 10 seconds ago as a holographic illusion to confuse enemies.
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Rare Pre-War tech that requires significant energy.
3. Brainwave Harpoon
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Implants a short-term control override in one humanoid enemy.
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Creates a temporary ally or distraction.
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Risky — can backfire or cause subject to go berserk.
๐ฆ XV. DEPLOYMENT BACKPACKS & LOADOUT KITS
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Introduced as customizable gear slots:
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Engineer Pack: +1 turret, reduced cooldown
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Saboteur Pack: extra trap slots, cloaked mines
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Ranger Pack: deployable campfire, mini tent, supply chest
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Packs are visibly worn, with physical appearance changing based on upgrades (ropes, tools, flags, etc.)
๐ป XVI. ENEMY COUNTER-DEPLOYMENT TOOLS (NPC & PvE Reaction Systems)
1. Jammer Rods (Used by Factions like the Enclave or Tech Raiders)
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Disrupts nearby player gadgets for a short time.
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Creates a field where:
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Drones go inert.
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Traps cannot arm.
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Turrets randomly misfire or shut down.
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Visual: Emits flickering blue arcs with distorted sound.
2. Deployment Hackers (Specialist Enemies)
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Tech-savvy enemies can override and turn your turrets or traps against you mid-fight.
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Some carry portable override terminals or shoulder-worn hack drones.
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Requires either stealth, headshots, or EMP tools to prevent takeover.
3. Hunter AI Protocols
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Higher-tier enemies gain adaptive behavior:
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Ghouls may begin to crawl under tripwires
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Super Mutants throw debris at sentry drones
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Trained mercs will flank and destroy deployables first
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๐ XVII. ENVIRONMENT-REACTIVE DEPLOYMENTS
1. Wasteland Fuse Lines
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Placeable trails of conductive fuse rope:
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Can ignite oil slicks, flammable gases, or even fallen enemies
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Craftable from rubber, copper, and gunpowder
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Used to trigger remote traps without line-of-sight
2. Weather-Adaptive Devices
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Rain-Triggered Electroshock Spikes: Use puddles to shock multiple enemies
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Sandstorm Cloak Pods: Blend you and deployables into the dust
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Radstorm Dissipaters: Clear harmful radiation zones temporarily — risky if enemies rely on radiation
3. Magnetic Snares
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Anchored to metal surfaces only (e.g., train cars, old Vertibirds)
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Can trap synths or armored enemies by magnetizing their suits
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Pair with timed explosives or melee ambushes
๐ XVIII. BUILDABLE ENCOUNTER ZONES (AMBIENT DEPLOYMENTS)
These are semi-permanent setups players can build in dangerous zones, ideal for ambushes, scavenger holds, or fast-travel fallback points.
1. Hunter’s Blind
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A scrap camo post with:
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Manual turret
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Storage crate
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Concealed lookout slot
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Can only be deployed in brushy or wooded areas
2. Beacon Bunkers
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Micro-shelters with deployable distress beacons:
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Can attract trade, aid, or hostile patrols
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Requires beacon codes and batteries
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Great for triggering faction-specific skirmishes (e.g., Raiders vs. Brotherhood)
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3. Rogue Camp Shell
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Quick tent kit with:
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Sleeping bag
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Ammo dump (random loot generation depending on zone)
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Trap perimeter auto-set
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Must be packed up manually or risk looting by NPCs
๐ง XIX. DEPLOYMENT-SPECIFIC PERKS, SKILLS & CHECKS
1. Deployment Skill Tree (Optional S.P.E.C.I.A.L. Subsystem)
Tier I – Tinkerer Initiate
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+1 turret slot
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Deployables last 10% longer
Tier II – Wasteland Strategist
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Deployables highlight enemies in their range
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Traps can be disarmed and reclaimed
Tier III – Adaptive Field Commander
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Can issue commands to turrets/drones (hold, suppress, chase)
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Boosts defense/resistance when near multiple gadgets
Tier IV – Techno Phantom
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Deployables can cloak themselves or mimic corpses
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Rapid redeployment cooldowns
2. Deployment Skill Checks in Dialogue & Exploration
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Use your deployment knowledge to:
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Intimidate NPCs (“That room’s already laced with fragmentation tripwires…”)
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Spot trap trigger points others miss
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Rewire pre-set traps into allies or distractions during scripted encounters
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๐ฎ XX. DEPLOYMENT-MODDED WEAPONS & ARMOR
1. Launcher Hybrids
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Sentry Harpoon Gun: Fires auto-building turret nodes into surfaces
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Gas Nozzle Rifle: Shoots clouds of gas that react to sparks or flame
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Trap Bolt Crossbow: Embeds traps into walls or bodies, which explode if tampered with
2. Armor Mods
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Shoulder-Mounted Deployers: Launches micro-drones or tripmines
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Utility Kneepads: Allow fast trap placement while crouching
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Spine-Slot Module: Hosts a backup gadget that activates automatically when health is critical
๐ก XXI. CRAFTING & MODDING STATIONS FOR DEPLOYMENTS
1. The Deployment Bench
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Dedicated crafting station for all gadgets and tools
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Includes:
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Logic Layer: Set conditions (when, where, and how gadgets activate)
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Camouflage Station: Apply skins to blend gadgets into the environment
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Data Slot: Add pre-war AI cores for behavior modifiers
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2. Deployable Blueprint Editor
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Create preset deployment packs:
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"Raid Defense Mode"
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"Infiltration Mode"
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"Settlement Scavenger Run"
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Can hot-swap during gameplay from a Pip-Boy menu
๐ค XXII. COMPANION SYNERGY & LINKED DEPLOYMENTS
1. Companion-Triggered Gadgets
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Assign gadgets to companions for timed or situational deployment:
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Sneak command: Your stealth companion drops caltrops behind you.
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Heavy companion: Sets up mini-shields or carries a tripod turret on their back.
-
Scout AI dog: Plants frag mines or bait meat at key paths.
-
2. Duo Deployment Combos
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When paired with certain companions, unlock special actions:
-
Nick Valentine: Holo-deployables project illusions of enemies to confuse AI.
-
Strong: Can manually throw deployables for farther range or impact-based traps.
-
Codsworth: Auto-repairs any nearby deployables over time and emits bonus heat damage around fire traps.
-
3. Bond Level Upgrades
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Increased trust with companions unlocks co-deployment tactics:
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Joint trap setup animations
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Mid-fight gadget handoffs
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Companion-exclusive gadgets (like Piper’s Flash Beacon or Boone’s Remote Claymore)
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๐งฌ XXIII. CREATURE-BASED OR BIOLOGICAL DEPLOYMENTS
1. Tamed Creatures with Deploy Functions
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Trainable Wasteland beasts can:
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Drop acid sacks as area denial traps
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Carry toxins that explode on death
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Distract enemies while gadgets activate
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Examples:
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Radmole Diggers: Bury explosive caches underground
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Mutant Fleas: Released from canisters to swarm and obscure vision
2. Biogrenades
-
Deployable organic sacs harvested from mutated wildlife:
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Spore Burst: Emits a cloud of fungal confusion
-
Glowing Pustule: Radiates intense light + low-grade radiation for defense
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3. Mycelium Nodes
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Fungal deployment traps that spread and grow if not dealt with.
-
Can infect terrain and gradually hinder enemies.
-
Risk: may attract unwanted wild mutant creatures if left active.
๐ XXIV. STORY-BASED LEGENDARY DEPLOYABLES
1. The Vault 37 Duplicator Pod
-
Found in a long-lost experimental vault. Deploys a one-time-use holographic clone of the player that:
-
Mirrors last 10 seconds of combat
-
Can draw enemy aggro, run distractions, or trigger ambushes
-
Degrades rapidly into static and collapses into a rare part
-
2. Sierra Deployment Belt
-
Nuka-Cola–themed gadget utility belt:
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Launches bubbly acid grenades
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Deploys carbonated smoke
-
Emits Nuka-Jingle to taunt enemies (increases chance they ignore stealth)
-
3. Enclave Breach Box
-
Ultra-rare tactical crate dropped during faction endgame.
-
Can deploy:
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Micro nukes
-
EMP mines
-
Super Sentry (60-second lifespan)
-
Locked behind DNA-print verification (player must beat a related quest)
-
-
⛓ XXV. TRAP LINKING & CHAIN-REACTION ENGINE
1. Trap Logic Layer
-
Trap nodes have “IF–THEN” linking logic:
-
If tripwire = triggered → activate turret AND ignite gas cloud
-
If decoy = destroyed → drop bear trap
-
If radiation detected → fire pulse mine → retract
-
2. Sound and Motion-Based Triggers
-
Link gadgets by noise or proximity:
-
Loud gadgets draw enemies into a kill zone.
-
Silent gadgets wait for motion or light changes.
-
Creative players can use environmental lighting or physics.
-
3. Wired-Grid Zones
-
At high Engineering skill, build physical trap networks:
-
Wires connect spike launchers, flame sprayers, and junk cannons.
-
Chain reaction creates custom mini-dungeon of horrors.
-
AI survivors may warn others of your “fortress builds.”
-
๐งญ XXVI. DEPLOYMENT-THEMED QUESTLINES
1. “The Mechanist Returns”
-
Rebuild or confront a new Mechanist faction centered on automated deployables and programmable traps.
-
Offers access to:
-
Holo-construct decoys
-
AI-controlled trap drones
-
Questline unlocks defensive programming skill tree
-
2. “The Whispering Chain”
-
Join a trap-worship cult (see: Skullbinders).
-
Learn deadly “ritual” traps that drain life or disorient through sound hallucinations.
-
Path gives access to:
-
Biological deployables
-
Disguise-based landmines
-
Voice-activated explosive chants
-
3. “Signal to Noise”
-
A mysterious signal leads to a bunker filled with prototypes.
-
Uncover a Pre-War trap AI that became sentient and builds its own labyrinths.
-
Player must use deployables in specific patterns to navigate and survive.
๐งฒ XXVII. ROGUELIKE DEPLOYMENT MODES & CHALLENGES
1. Wasteland Deployment Gauntlet
-
Enter procedurally generated enemy fortresses and only bring:
-
Gadgets
-
Traps
-
No traditional weapons
-
-
Score multipliers for creative kills, trap chains, zero-detection clears.
2. Deployment Puzzle Zones
-
Logic-based areas where traps must be used non-lethally to:
-
Herd creatures
-
Guide energy
-
Solve door sequences or disable terminals
๐ค XXII. COMPANION SYNERGY & LINKED DEPLOYMENTS
1. Companion-Triggered Gadgets
-
Assign gadgets to companions for timed or situational deployment:
-
Sneak command: Your stealth companion drops caltrops behind you.
-
Heavy companion: Sets up mini-shields or carries a tripod turret on their back.
-
Scout AI dog: Plants frag mines or bait meat at key paths.
-
2. Duo Deployment Combos
-
When paired with certain companions, unlock special actions:
-
Nick Valentine: Holo-deployables project illusions of enemies to confuse AI.
-
Strong: Can manually throw deployables for farther range or impact-based traps.
-
Codsworth: Auto-repairs any nearby deployables over time and emits bonus heat damage around fire traps.
-
3. Bond Level Upgrades
-
Increased trust with companions unlocks co-deployment tactics:
-
Joint trap setup animations
-
Mid-fight gadget handoffs
-
Companion-exclusive gadgets (like Piper’s Flash Beacon or Boone’s Remote Claymore)
-
๐งฌ XXIII. CREATURE-BASED OR BIOLOGICAL DEPLOYMENTS
1. Tamed Creatures with Deploy Functions
-
Trainable Wasteland beasts can:
-
Drop acid sacks as area denial traps
-
Carry toxins that explode on death
-
Distract enemies while gadgets activate
-
Examples:
-
Radmole Diggers: Bury explosive caches underground
-
Mutant Fleas: Released from canisters to swarm and obscure vision
2. Biogrenades
-
Deployable organic sacs harvested from mutated wildlife:
-
Spore Burst: Emits a cloud of fungal confusion
-
Glowing Pustule: Radiates intense light + low-grade radiation for defense
-
3. Mycelium Nodes
-
Fungal deployment traps that spread and grow if not dealt with.
-
Can infect terrain and gradually hinder enemies.
-
Risk: may attract unwanted wild mutant creatures if left active.
๐ XXIV. STORY-BASED LEGENDARY DEPLOYABLES
1. The Vault 37 Duplicator Pod
-
Found in a long-lost experimental vault. Deploys a one-time-use holographic clone of the player that:
-
Mirrors last 10 seconds of combat
-
Can draw enemy aggro, run distractions, or trigger ambushes
-
Degrades rapidly into static and collapses into a rare part
-
2. Sierra Deployment Belt
-
Nuka-Cola–themed gadget utility belt:
-
Launches bubbly acid grenades
-
Deploys carbonated smoke
-
Emits Nuka-Jingle to taunt enemies (increases chance they ignore stealth)
-
3. Enclave Breach Box
-
Ultra-rare tactical crate dropped during faction endgame.
-
Can deploy:
-
Micro nukes
-
EMP mines
-
Super Sentry (60-second lifespan)
-
Locked behind DNA-print verification (player must beat a related quest)
-
-
⛓ XXV. TRAP LINKING & CHAIN-REACTION ENGINE
1. Trap Logic Layer
-
Trap nodes have “IF–THEN” linking logic:
-
If tripwire = triggered → activate turret AND ignite gas cloud
-
If decoy = destroyed → drop bear trap
-
If radiation detected → fire pulse mine → retract
-
2. Sound and Motion-Based Triggers
-
Link gadgets by noise or proximity:
-
Loud gadgets draw enemies into a kill zone.
-
Silent gadgets wait for motion or light changes.
-
Creative players can use environmental lighting or physics.
-
3. Wired-Grid Zones
-
At high Engineering skill, build physical trap networks:
-
Wires connect spike launchers, flame sprayers, and junk cannons.
-
Chain reaction creates custom mini-dungeon of horrors.
-
AI survivors may warn others of your “fortress builds.”
-
๐งญ XXVI. DEPLOYMENT-THEMED QUESTLINES
1. “The Mechanist Returns”
-
Rebuild or confront a new Mechanist faction centered on automated deployables and programmable traps.
-
Offers access to:
-
Holo-construct decoys
-
AI-controlled trap drones
-
Questline unlocks defensive programming skill tree
-
2. “The Whispering Chain”
-
Join a trap-worship cult (see: Skullbinders).
-
Learn deadly “ritual” traps that drain life or disorient through sound hallucinations.
-
Path gives access to:
-
Biological deployables
-
Disguise-based landmines
-
Voice-activated explosive chants
-
3. “Signal to Noise”
-
A mysterious signal leads to a bunker filled with prototypes.
-
Uncover a Pre-War trap AI that became sentient and builds its own labyrinths.
-
Player must use deployables in specific patterns to navigate and survive.
๐งฒ XXVII. ROGUELIKE DEPLOYMENT MODES & CHALLENGES
1. Wasteland Deployment Gauntlet
-
Enter procedurally generated enemy fortresses and only bring:
-
Gadgets
-
Traps
-
No traditional weapons
-
-
Score multipliers for creative kills, trap chains, and zero-detection clears.
2. Deployment Puzzle Zones
-
Logic-based areas where traps must be used non-lethally to:
-
Herd creatures
-
Guide energy
-
Solve door sequences or disable terminals
๐ชค XXVIII. TRICK GADGETS & FAKE-OUT DEPLOYABLES
1. Loot Trap Crates
-
Appear as normal loot chests but:
-
Trigger explosions
-
Release stun gas
-
Spray tagging dye, marking the opener for ambushes
-
-
Useful for baiting enemies or PvP environments
2. Dummy Companion Hologram
-
Deployable decoy that mimics a known companion (Dogmeat, Piper, etc.)
-
Enemies target it, allowing flanks or escape
-
Optional upgrade: Explodes in a blast of scrap when damaged
3. Weapon Cache Trap
-
Fake ammo box drops a mine if opened improperly
-
Can be disarmed and rigged again
-
Great for area denial in survival scenarios
๐ง XXIX. PSYCHOLOGICAL WARFARE TOOLS
1. Voicebox Projector
-
Deployable speaker that:
-
Mimics Brotherhood, Raider, or Synth commands
-
Causes panic, confusion, or misdirection
-
-
Paired with a Distorted Comms Mod for eerie effects (e.g., ghostly calls, “Unit down!”)
2. Shadowcaster Beacon
-
Emits moving shadows across surfaces
-
Triggers fear-based responses in lower-tier enemies (Ghouls, Raiders)
-
Faction-specific AI may hallucinate or flee
3. Grave Marker Decoy
-
Fake grave with a companion’s name on it
-
Used in psychological campaigns
-
Lowers morale of enemies with unique dialogue
-
Triggers special interactions from known characters
-
๐ XXX. MODDER-FRIENDLY DEPLOYABLE CREATION SYSTEMS
1. Gadget Forge Kit
-
In-game UI (modder/dev accessible) for crafting custom deployables:
-
Drag & drop shapes
-
Assign behavior nodes (detect, fire, buff, detonate)
-
Visual skin layer and sound bank selector
-
Logic scripting via node-based system or in-game terminal code
-
2. Trap Scripting Language (TSL)
-
Built-in light scripting interface for modders or advanced players
-
Examples:
3. Deployment Showroom Mode
-
Standalone deployable-testing arena
-
Test against waves, creatures, or simulation dummies
-
Export .JSON-like blueprint packages for mod upload
-
Hook into modding hub (e.g., Nexus-style support)
-
๐ง♂️ XXXI. NPC REACTIONS TO DEPLOYMENTS
1. Deployment-Aware AI Behavior
-
Higher-level AI adjust to repeat strategies:
-
"He’s using tripwire again" → Enemies crawl or flank
-
"He traps loot crates" → Enemies hesitate near containers
-
-
Can lead to unique dialog:
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“Don’t touch that! Might be one of his tricks.”
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2. Enemy Deployers
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Opposing factions begin using their own gadget classes:
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Raider Deployers: Crude flametraps, junk mines, fear totems
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Enclave Deployers: Laser arrays, drone pods
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Children of Atom: Radiation blooms, martyr-triggered gas clouds
-
3. Civilian Reactions
-
Settlers, caravaners, or scavengers react differently:
-
Praise your tactical genius (“Smart to set traps near the crops.”)
-
Complain if deployables harm livestock
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Try stealing gadgets if unsupervised
-
๐ซ XXXII. MULTIPLAYER/CO-OP DEPLOYABLES (OPTIONAL ONLINE FEATURES)
1. Linked Deployment Grids
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Teams can synchronize deployables across zones:
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Player 1 deploys traps, Player 2 triggers distractions
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Shared HUD with heat maps and gadget durability meters
-
2. Support Drone Drop
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Player can call a shared deployable to aid teammate:
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Med Drone, Shield Emitter, or Ammo Pod
-
Has cooldown and must be recharged
-
3. Decoy Co-Op Signature
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Deployable projects a false version of a teammate:
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Confuses both AI and PvP enemies
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Optional: Trigger fake death animation when destroyed
-
⚔️ XXXIII. DEPLOYMENT CHALLENGE RANKINGS & COLLECTION SYSTEM
1. Deployment Tracker Module
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Logs:
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Total gadgets deployed
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Kill/debuff count per deployable
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Rarity of enemy defeated using deployment only
-
2. Ranked “Engineer Hunter” Feats
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Unlock titles or cosmetics:
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Jury-Rigged Genius
-
Wasteland Engineer
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Trap Messiah
-
-
Some factions react differently based on feat title shown
3. Deployable Collectibles
-
Rare deployables hidden in vaults, bunkers, or caravans:
-
ZAX Mini-Cube: Thinks for itself and randomly changes functions
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Sonic Rose Mine: Plays classical music before exploding in a sonic wave
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Quantum Skip Plate: Teleports enemies a few feet in a random direction
๐บ XXXIV. RELIC DEPLOYABLES OF THE OLD WORLD
These rare deployables are remnants of pre-War experimentation or black-budget defense programs.
1. D.O.T. Node (Department of Offense Terminal)
-
A palm-sized, AI-driven battlefield assessor that:
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Auto-deploys tiny drone shrapnel mines around the area
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Issues real-time threat evaluations via your HUD
-
Only usable once per in-game day due to its unstable neural core
-
2. Ministry of Morale Distraction Box
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Projects wartime propaganda, holograms, and music:
-
Calms allied troops and agitates enemies
-
Pre-War slogan variations like “Productivity is Happiness!”
-
May accidentally attract Feral Ghouls seeking the sound
-
3. Vault R&D Experimental Pylons
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A pair of unstable pylons that:
-
Create energy arcs between them when enemies cross the beam
-
Can be configured to shock, incinerate, or stagger
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Explode in chain lightning if overused
-
๐ก XXXV. FACTION-EXCLUSIVE DEPLOYMENT PHILOSOPHIES
Each major faction in Fallout 5 might approach deployables based on ideology and resources:
1. Brotherhood of Steel
-
Emphasis: Power, precision, legacy
-
Deployables:
-
Sentry Autocannons with advanced targeting HUDs
-
EMP-resistant Shield Emitters
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Deployable Paladin Banners (temporary morale buff aura)
-
2. Railroad
-
Emphasis: Covert subversion
-
Deployables:
-
Holo-cloaks that project false walls
-
Voice Decoys that replay Synth distress calls
-
Freedom Flame Mines (spread fire in the shape of an R)
-
3. Children of Atom
-
Emphasis: Radiation worship & chaos
-
Deployables:
-
Atomic Bloom Traps (spread irradiated spores)
-
Fission Cages (radiation AoE prisons)
-
Glowing Totems that alter perception, time, and light
-
4. Commonwealth Coalition (New Faction)
-
Emphasis: Resourcefulness & rebuilding
-
Deployables:
-
Automated Water Canisters that heal and cleanse
-
Power Mesh Pads that act as temporary cover and batteries
-
Peace Horns: Loud but non-lethal deployables to deter wild creatures
-
๐ฒ XXXVI. ENVIRONMENTAL CAMOUFLAGE KITS
Tactical camouflage to hide traps and gadgets in the environment.
1. Terrain Mesh Throw
-
Drapes over deployables to mimic terrain (sandbags, rock clusters, shrub layer)
-
Intelligent adaptive coloring shifts with lighting
2. Ghillie Module Spray
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A one-time-use canister that:
-
Sprays mossy, earthy textures
-
Temporarily confuses scanners or vision-based enemy AI
-
Smells bad — may attract scavenger creatures
-
3. Scrappile Mimicry Kit
-
Re-skins gadgets to look like junk piles, ruined electronics, or skeletal remains
-
Works exceptionally well in junkyards or urban decay areas
๐ฎ XXXVII. DEPLOYMENT RITUALS & SUPERSTITIONS (WASTELAND CULTURE)
Adds lore-rich flavor and unique buffs tied to how deployables are placed.
1. Three-Snap Trap Placement (Raider Belief)
-
Raiders snap their fingers 3 times while placing mines.
-
Rumor: Avoids misfires; Effect: Slightly reduced chance of gadget backfire.
2. Hex-Wired Circuitry (Cult Engineers)
-
Wires are twisted into sigil shapes before placement.
-
Traps occasionally trigger with spectral echoes or minor hallucinations.
3. "Speak the Trap’s Name"
-
Scavvers name traps aloud before deployment (“Guttermaid,” “Ol’ Glory,” etc.)
-
Grants temporary AP regeneration or trap duration bonus depending on charisma.
๐ XXXVIII. DEPLOYMENT VENDORS & TRADE MECHANICS
Deployable-focused commerce systems and NPCs.
1. Gadgeteers Guild Caravan
-
Wandering merchants who specialize in:
-
Trap schematics
-
Deployment batteries
-
Banned pre-War tech with odd effects
-
-
Accept caps, scrap, or performance-based barter (e.g., “Show me a trap kill and I’ll trade.”)
2. Deployment Betting Booths
-
Certain settlements may host side-activities where:
-
Players place bets on deployment-based arena battles
-
Deploy traps in advance, then trigger a wave of creatures
-
Earn bottle caps, rare parts, or fame if your traps perform well
-
3. Trap Trade Benches
-
Found near neutral zones and scavenger hubs.
-
Trade one gadget or trap for another using random roll lootboxes.
-
Optional: leave a gadget for another traveler (online/offline asynchronous trade system)
๐งฒ XXXIX. DEPLOYABLE-BASED ENEMY CONVERSION
Recruit or turn enemies into allies via trap-like tools.
1. Behavioral Override Collar
-
Stuns and reprograms robots, turrets, or cybernetic enemies for short-term use
-
Upgradable to long-term control based on Science skill
2. Pacification Net
-
Electromagnetic trap net that delivers:
-
Neuromuscular disruption
-
Optional pacifying chemicals
-
-
Allows enemy interrogation or later recruitment
3. Wastelander Conversion Cache
-
Drop a satchel of food, drink, weapons, and chem for hostile NPCs
-
Some may abandon their cause
-
Others might defect or trade intelligence
-
Risk: may be looted or spark faction conflict
-
๐️ Fallout 5 – DEPLOYMENT SKILL TREE (S.P.E.C.I.A.L. Integrated)
"A good plan can win a war before the first shot is fired."
A tactical mastery tree for players who specialize in traps, turrets, drones, ambushes, and battlefield control.
๐ง LINKED PRIMARY ATTRIBUTES:
-
INTELLIGENCE – For tech fabrication, command logic, and AI overrides
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PERCEPTION – For trap awareness, targeting, and environmental scanning
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AGILITY – For fast placement, stealth deployment, and rapid escape
-
CHARISMA (Support Perks) – For companion command tools and morale gadgets
I. TINKERER CORE (INTELLIGENCE)
Build smarter, deploy stronger.
๐ Tinkerer's Touch (Rank 1–3)
Effect:
-
Rank 1: Deployables last 20% longer.
-
Rank 2: Reduce crafting cost of gadgets by 25%.
-
Rank 3: Gain +1 extra deployment slot.
Icon: Vault Boy welding a tiny turret with a magnifying glass.
Requires: INT 3+
๐งท Modular Architect (Rank 1–4)
Effect:
-
Unlocks custom mod slots for turrets, drones, traps (e.g., fire vs shock vs cryo).
-
Rank 4: Adds "adaptive mode" to gadgets (auto-mods to match enemy resistance).
Icon: Vault Boy plugging wires into a toolbox with sparks flying.
Requires: INT 6+
๐ก Command Protocols (Rank 1–3)
Effect:
-
Rank 1: Issue Hold/Attack/Move orders to drones and turrets.
-
Rank 2: Can designate targets for gadgets.
-
Rank 3: "Overdrive Command" — makes all deployables fire 2x faster for 5 seconds (cooldown).
Icon: Vault Boy in a general’s hat shouting into a radio tower.
Requires: INT 8+
II. FIELD REACTIVE (PERCEPTION)
Know your battlefield before it knows you.
๐ Trap Savant (Rank 1–3)
Effect:
-
See enemy traps in V.A.T.S.
-
Place your own traps silently
-
Rank 3: Auto-detect deployable placements from enemies and override basic ones
Icon: Vault Boy looking through binoculars at a mine glowing red
Requires: PER 4+
๐งญ Environmental Exploiter (Rank 1–2)
Effect:
-
Highlight trapable elements (gas vents, spark lines, crumbling walls)
-
Can link traps to environmental features
Icon: Vault Boy pointing at a crumbling wall with a glowing trap marker
Requires: PER 5+
๐ง Targeting Link (Rank 1–3)
Effect:
-
Turrets and drones gain increased hit chance in V.A.T.S. zones
-
Rank 3: Automatically coordinates turret fire on crippled limbs or weak points
Icon: Vault Boy wearing a VR headset showing a glowing weak spot
Requires: PER 7+
III. AMBUSH & ESCAPE (AGILITY)
Get in, set up, vanish. Let your gadgets do the killing.
๐ฏ Quick Deploy (Rank 1–3)
Effect:
-
Faster trap and turret placement by 25% → 50%
-
Rank 3: You can throw deployables mid-sprint
Icon: Vault Boy throwing a trap behind him while running
Requires: AGI 4+
๐ซฅ Cloak & Craft (Rank 1–2)
Effect:
-
Trap placement while crouching makes you invisible for 3 seconds
-
Rank 2: Deployables placed while crouched are automatically camouflaged
Icon: Vault Boy wearing a bush disguise holding a tripmine
Requires: AGI 6+
๐ฅ Backstep Ambush (Rank 1–3)
Effect:
-
First deployable to go off after stealth is broken deals +100% damage
-
Rank 3: Grants AP refund when an ambush kill succeeds
Icon: Vault Boy tiptoeing behind a raider and clicking a remote
Requires: AGI 7+
IV. TEAM SYNERGY (CHARISMA)
Better with allies — even robot ones.
๐️ Commander’s Mark (Rank 1–3)
Effect:
-
Companions gain a +10/20/30% buff when within 10m of your deployables
Icon: Vault Boy planting a flag while Dogmeat salutes
Requires: CHA 4+
๐ซ Tactical Morale Boosters (Rank 1–2)
Effect:
-
Field tools grant nearby companions minor buffs (AP regen, accuracy, suppression resistance)
Icon: Vault Boy cranking a boombox while companions flex
Requires: CHA 6+
V. MASTER DEPLOYMENT PERK
⚔️ Overlord of the Field (Rank 1 Only – Unique)
Effect:
-
All deployables auto-link into a battlefield AI network
-
Each kill or disable from a gadget adds +2% damage to all others (stacks to 20%)
-
You can toggle all deployables into "Aggressive" or "Defensive" mode with one Pip-Boy command
Icon: Vault Boy standing atop a hill surrounded by robotic turrets and drones saluting
Requires: INT 10, PER 8, AGI 6
๐ฆ BONUS: DEPLOYMENT ICON PACK IDEAS
Icon | Use |
---|---|
⚙️ Gear with a red button | Activation-type perks (Overdrive, Quick Deploy) |
๐️ Surveillance eye | Vision, trap-detection, field control perks |
๐ก️ Mini wall + turret | Defensive and team synergy perks |
๐ฉ Drone with bolts | Engineering, AI, or auto-repair perks |
๐ถ Antenna pinging | Network-based gadget coordination |
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