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* EnforcedColdWar: [[spoiler:An ending with the least amount of killing has this for three out of the four factions: through careful politicking, a diplomatic Sole Survivor can manage to only destroy the Institute, while leaving the Minutemen, Railroad, and Brotherhood of Steel to survive. The "Cold War" part comes from the fact that some elements of the Railroad and Brotherhood are just itching to finally take the other faction out for good, only stopped by you staying their hands through refusing to pull the trigger.]]
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* VigilanteMilitia: Armed citizen-soldiers banding together to be the "we" in WeHelpTheHelpless.

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* VigilanteMilitia: Armed citizen-soldiers banding together to be for mutual defense against [[EverythingIsTryingToKillYou the "we" in WeHelpTheHelpless.menaces of the Wasteland]].
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* VigilanteMilitia: Armed citizen-soldiers banding together to be the "we" in WeHelpTheHelpless.

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* DarkhorseVictory: If you choose to complete the endgame with the Minutemen, they definitely qualify for this. The Institute are feared as a seemingly invincible and untraceable boogeyman and the Brotherhood are so powerful and overt in their displays of power that both the Railroad and the Institute immediately clock them as direct and dangerous threats. Even the Railroad, weakened as they are, have been fighting the Institute for years and have managed to gain at least one sympathetic ear inside it. The Minutemen, on the other hand, have [[DecapitatedArmy fallen apart without a leader figure to hold them together]], and many of those who survived [[FromCamoflageToCriminal have given up on saving people and chosen to become Raiders]]. It's only with the Sole Survivor stepping in to fill the vacuum of power and helping Preston Garvey re-establish contact with the scattered settlements of the Commonwealth, build up said settlements, establish supply lines between them, retake the abandoned Fort Independence and as a result, re-establish Radio Freedom and crack open the armory to acquire the plans for Minutemen artillery, that the Minutemen can even ''start'' to become a viable BigGood faction for the Commonwealth. [[spoiler:If the player completes the Minutemen endgame, [=NPCs=] for the Brotherhood of Steel are quite surprised and, on some level, impressed, but also express annoyance and jealousy that the player denied them their chance of glorious victory over the Institute.]]

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* DarkhorseVictory: If you choose to complete the endgame with the Minutemen, they definitely qualify for this. The Institute are feared as a seemingly invincible and untraceable boogeyman and the Brotherhood are so powerful and overt in their displays of power that both the Railroad and the Institute immediately clock them as direct and dangerous threats. Even the Railroad, weakened as they are, have been fighting the Institute for years and have managed to gain at least one sympathetic ear inside it. The Minutemen, on the other hand, have [[DecapitatedArmy fallen apart without a leader figure to hold them together]], and many of those who survived [[FromCamoflageToCriminal [[FromCamouflageToCriminal have given up on saving people and chosen to become Raiders]]. It's only with the Sole Survivor stepping in to fill the vacuum of power and helping Preston Garvey re-establish contact with the scattered settlements of the Commonwealth, build up said settlements, establish supply lines between them, retake the abandoned Fort Independence and as a result, re-establish Radio Freedom and crack open the armory to acquire the plans for Minutemen artillery, that the Minutemen can even ''start'' to become a viable BigGood faction for the Commonwealth. [[spoiler:If the player completes the Minutemen endgame, [=NPCs=] for the Brotherhood of Steel are quite surprised and, on some level, impressed, but also express annoyance and jealousy that the player denied them their chance of glorious victory over the Institute.]]



** Finally, after all this (and building up Independence to stand up to an enemy siege), the Minutemen have to break into the Institute by [[spoiler:exploiting a severe loophole in their water supply, allowing the Sole Survivor to hijack their Molecular Relay and teleport Preston (if not already with them), Sturges and a small number of volunteers inside the Institute, whereupon they destroy the place]]. Doing this results in a major recruiting surplus, allowing the Minutemen to send representatives to Diamond City and occupy all the major road checkpoints, ensuring that the Commonwealth will be safer than ever under their protection.
* EliteMooks: The Minutemen basically serve in this role for the general settlers making up their allied settlements (read: the player's settlements).
** Also an inversion, as the Minutemen are the only major faction ''without'' some form of EliteMooks. The Brotherhood has their ''many'' power armor troopers, the Institute have their Coursers, and even the Railroad has Heavies equipped with heavy weapons and armor. Minutemen in comparison are individually quite weak, unarmored, and equipped only with pipe weapons or Laser Muskets, but not only are there a ''lot'' more of them, but they have really big long-reaching guns backing them up.

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** Finally, after all this (and building up Independence to stand up to an enemy siege), the Minutemen have to break into the Institute by [[spoiler:exploiting a severe loophole in their water supply, allowing the Sole Survivor to hijack their Molecular Relay and teleport Preston (if not already with them), Sturges and a small number of volunteers inside the Institute, whereupon they destroy the place]]. Doing this results in a major recruiting surplus, allowing the Minutemen to send representatives to Diamond City and occupy checkpoints along all the major road checkpoints, roads, ensuring that the Commonwealth will be safer than ever under their protection.
* EliteMooks: The Minutemen basically serve in this role for the general settlers making up their allied settlements (read: the player's settlements).
**
settlements). Also an inversion, as the Minutemen are the only major faction ''without'' some form of EliteMooks. The Brotherhood has their ''many'' power armor troopers, the Institute have their Coursers, and even the Railroad has Heavies equipped with heavy weapons and armor. Minutemen in comparison are individually quite weak, unarmored, and equipped only with pipe weapons or Laser Muskets, but not only are there a ''lot'' more of them, but they have really big long-reaching guns backing them up.



* CurbStompBattle: On the giving end towards the Minutemen during the Quincy Massacre. The only surviving Minuteman was Preston and two other subordinates (who would later lose their own lives to the Feral Ghouls in Lexington), with the others all killed.
** In "Hunter/Hunted," they are on the receiving end of one thanks to both Z2-47 and you.

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* CurbStompBattle: On the giving end towards the Minutemen during the Quincy Massacre. The only surviving Minuteman was Preston and two other subordinates (who would later lose their own lives to the Feral Ghouls in Lexington), with the others all killed.
**
killed. In "Hunter/Hunted," they are on the receiving end of one thanks to both Z2-47 and you.


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* DistinctionWithoutADifference: They may not ''literally'' be a Raider gang, but it's often remarked on by both companions and settlers that the Gunners ''act'' like Raiders in every way that matters.
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* TwoferTokenMinority: Roxy is a black woman while the rest of the gang except Rowdy are white men.
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Johnny D.


* TokenMinority: Roxy is the only non-white member of the gang.

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* GreaserDelinquents: [[PlayingWithATrope Played With]]. Greasers, yes. Delinquents, no. They're a post-apocalyptic textbook example with their leather jackets, blue jeans, slicked-back hair and retro nicknames, and their love of customizing Power Armor like cars, to the point that they even have a short drag racing strip set up-for Power Armor racing! Subverted in that they are also avid poetry buffs who hold regular Poetry nights (about Powered Armors!)

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* GreaserDelinquents: [[PlayingWithATrope Played With]]. Greasers, yes. Delinquents, no. They're a post-apocalyptic textbook example with their leather jackets, blue jeans, slicked-back hair and retro nicknames, and their love of customizing Power Armor like cars, to the point that they even have a short drag racing strip set up-for Power Armor racing! Subverted in that they are also avid poetry buffs who hold regular Poetry nights (about Powered Armors!)Armors!) and don't engage in any criminal activity, even helping the local farm out.


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* TokenMinority: Roxy is the only non-white member of the gang.
* TwoGirlsToATeam: Rowdy and Roxy.
* TwoferTokenMinority: Roxy is a black woman while the rest of the gang except Rowdy are white men.

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