Fallout 4

Reinforcement Radio Base Edition
Updated for v3.0.0
Overview
The base edition of the mod is the building block for the other variations. Reliant only on Fallout4.esm and purposefully trying not to customise or edit too much it is designed for the Minutemen Militia Squad call in to hopefully be compatible with most other Minutemen mods out of the box. Example load order:

Fallout4.esm
ReinforcementRadio - Base.esp


It features the radio item that when used allows reinforcements to be called from the following factions:

  • Gunners
  • Minutemen

Each faction has a unique set of squads / teams that can be called in to support the player. These are explained in further detail below, along with explaining any criteria that may be required for their availability.

Dependencies recap

Gunner Faction
The Gunners are implemented in a way that they are not hostile to the player during or after the hiring period. They are different to other factions reinforcements in that there is a caps cost for every time you request support. The following Squads are available:

Gunner Squad
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Gunner Squad

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Details:
Minimum Player level: 5
Squad size: 4
Call in cost: 300 caps
Task duration: 5 mins (real time)
Cooldown period: 12 hrs (ingame)

Squad and equipment composition:
Levelled Gunners: 4
Weapons: based on Gunners levelled lists

Upgrades:
None


Gunner Sniper Team
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Gunner Sniper Team

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Details:
Minimum Player level: 15
Squad size: 2
Call in cost: 500 caps
Task duration: 5 mins (real time)
Cooldown period: 12 hrs (ingame)

Squad and equipment composition:
Levelled Gunner Snipers: 2
Weapons: Sniper Rifles based on Gunners levelled lists

Upgrades:
None


Gunner Power Armour Team
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Gunner Power Armour Team

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Details:
Minimum Player level: 35
Squad size: 3
Call in cost: 1000 caps
Task duration: 5 mins (real time)
Cooldown period: 12 hrs (ingame)

Squad and equipment composition:
Levelled Gunner: 1
Levelled Gunner Boss (PA): 2
Weapons: Weapons based on Gunners levelled lists

Upgrades:
None


Minutemen Faction
The minutemen are originally the focus of the mod, the idea is that the squads called in using the radio are to supplement the flaregun rather than outright replace it. Acquiring Minutemen squads differs from the Gunners in that once the initial training costs have been met calling in the reinforcements is free. This is to simulate the expansion of the Minutemen as the game progresses and the factions 'grows' through the story. Each squad has a player level and global settlement population requirement before it can be used. This system is done through the Master Drill Sergeant,  a new unique character introduced with the mod.

Master Drill Sergeant
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Master Drill Sergeant

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The Drill Sgt will appear at The Castle after the completion of the Minutemen quest 'Old Guns'. He arrives randomly at some point between 12 - 48hrs (game time) after he hears the artillery fire and the relaunch of the Minutemen Radio.

Currently he has a default vendor voice set, through interaction with him you can access his barter menu that will allow the acquisition of training manuals that when used 'unlock' that squad type to be called in via the radio. There is a misc quest that will alert you to when new training manuals are ready for collection.


Militia Section
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Militia Section

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Details:
Minimum Player level: 0
Population required: 0
Squad size: 6
Training cost: None
Task duration: 5 mins (real time)
Cooldown period: 12 hrs (ingame)

Squad and equipment composition:
Levelled Minutemen: 6
Weapons: Weapons based on levelled list

Upgrades:
Increase Squad size: +2


Infantry Section
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Infantry Section

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Details:
Minimum Player level: 0
Population required: 10
Squad size: 6
Training cost: 300 caps
Task duration: 5 mins (real time)
Cooldown period: 12 hrs (ingame)

Squad and equipment composition:
Infantry Sergeant: 1
Infantry Soldier: 5
Weapons: Hunting Rifles, Laser Muskets, SMGs, CombatRifles
Armour: Leather

Upgrades:
Increase Squad size: +2


Elite Section
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Elite Section

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Details:
Minimum Player level: 20
Population required: 50
Squad size: 4
Training cost: 400 caps
Task duration: 5 mins (real time)
Cooldown period: 12 hrs (ingame)

Squad and equipment composition:
Elite Sergeant: 1
Elite Soldier: 5
Weapons: Laser Rifles
Armour: Combat Armour

Upgrades:
Increase Squad size: +2


Mechanised Infantry Team
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Mech Inf Team

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Details:
Minimum Player level: 30
Population required: 100
Squad size: 3
Training cost: 750 caps
Task duration: 5 mins (real time)
Cooldown period: 12 hrs (ingame)

Squad and equipment composition:
Mech Inf Sergeant: 1
Mech Inf Trooper (PA): 1
Mech Inf Technician: 1
Weapons: Laser Guns (Sgt and Technician), Minigun or Gat Laser (PA Trooper)

Upgrades:
Increase Squad size: +1 (PA)

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Sars99