Follow TV Tropes

Following

History Characters / Fallout4Factions

Go To

OR

Is there an issue? Send a MessageReason:
None


* TheMafia: Their theme. Some of the ghouls are old enough to have been in the actual Mafia before the Great War.

to:

* TheMafia: Their They have an organized crime theme. Some of the ghouls are old enough to have been in the actual Mafia before the Great War.
Is there an issue? Send a MessageReason:
None


* BeingGoodSucks: The Minutemen are the most straightforwardly good faction, but they've suffered embarrassing defeat after embarrassing defeat, to the point that the group is almost dead by the time the Soul Survivor awakens. They're by far the weakest faction of the main four, at least before you start helping them rebuild.

to:

* BeingGoodSucks: The Minutemen are the most straightforwardly good faction, but they've suffered embarrassing defeat after embarrassing defeat, to the point that the group is almost dead by the time the Soul Sole Survivor awakens. They're by far the weakest faction of the main four, at least before you start helping them rebuild.
Is there an issue? Send a MessageReason:
None


* ChurchOfHappyology: The Hubologists are heavily inspired by a certain religion which was founded by a certain science fiction writer, all the way down to a certain idea of spirits of the dead plaguing the living.

to:

* ChurchOfHappyology: The Hubologists are heavily inspired by a certain religion which was founded by a certain science fiction writer, all the way down to a certain idea of spirits of the dead plaguing the living.living and charging money for treatments..

Added: 652

Changed: 252

Is there an issue? Send a MessageReason:
None


* TheMafia: Their theme. Some of the ghouls are old enough that they were in the actual Mafia before the Great War.

to:

* TheMafia: Their theme. Some of the ghouls are old enough that they were to have been in the actual Mafia before the Great War.



* TheWorfEffect: As dangerous as the Forged can be, them being crushed by a squad of Enclave Remnants drives home how formidable the latter are.



* ElaborateUndergroundBase: Downplayed. While the Atlantic Offices might not look like much at first glance, Major Elias and his men have done a decent job converting the ruins into a functional field HQ befitting the Enclave. Given enough time and resources, it's suggested that they could have turned it into a veritable bunker complex.



* {{Foil}}: To the Enclave Remnants in ''New Vegas''. While those in the Mojave are technically deserters and stragglers whose only crime is having once served under the Enclave, the ones in the Commonwealth are still explicitly in service and following orders.
* GreaterScopeVillain: The logs found in the Atlantic Offices reveal that they're taking orders from somewhere or someone. Possibly from either Colonel Autumn or the Chicago outpost.

to:

* {{Foil}}: To the Enclave Remnants in ''New Vegas''. While those Those in the Mojave are technically deserters and stragglers whose stragglers, many of whom are guilty only crime is of either having once served under the Enclave, the Enclave or being born into it. The ones in the Commonwealth Commonwealth, meanwhile, are still explicitly in service and active duty, are following orders.
orders from their unseen superiors, and are permanently hostile.
* GreaterScopeVillain: The logs found in the Atlantic Offices reveal that they're taking orders from somewhere or someone. somewhere. Possibly from either Colonel Autumn or the Chicago outpost.outpost or even [[VideoGame/Fallout3 Colonel Autumn]].
* LeaveNoWitnesses: Major Elias is shown as having express orders of shooting any "non-Enclave personnel" on sight if they risk compromising the location of the field HQ.

Added: 1400

Changed: 346

Removed: 101

Is there an issue? Send a MessageReason:
Adding the Enclave as introduced in the "Echoes of the Past" questline


!Non-Hostile Minor Factions

[[folder:The USS ''Constitution'' Crew]]

A group of robots who have commandeered the USS ''Constitution'' and are looking to set sail with it.

to:

!Non-Hostile Minor Factions

[[folder:The USS ''Constitution'' Crew]]

Enclave Remnants]]

A group contingent of robots who have commandeered Enclave forces that has established a foothold in the USS ''Constitution'' Commonwealth, led by Major Elias. Converting the Atlantic Offices in the Glowing Sea into a makeshift HQ, these Enclave Remnants are seeking any valuable equipment they could find, and are looking to set sail with it.potentially make the region a new permanent stronghold.


Added DiffLines:

* EliteMooks: The Enclave Remnants are heavily armored and well-equipped by default, which isn't even getting to the ones donning Hellfire Power Armor.
* {{Foil}}: To the Enclave Remnants in ''New Vegas''. While those in the Mojave are technically deserters and stragglers whose only crime is having once served under the Enclave, the ones in the Commonwealth are still explicitly in service and following orders.
* GreaterScopeVillain: The logs found in the Atlantic Offices reveal that they're taking orders from somewhere or someone. Possibly from either Colonel Autumn or the Chicago outpost.
* MinorCrimeRevealsMajorPlot: What starts out as an investigation into a missing caravan leads to the discovery of a deeper Enclave plot to secure the Commonwealth.
* NotQuiteDead: As it turns out, the Brotherhood of Steel didn't quite eliminate the Enclave's presence in the East Coast as thoroughly as hoped, given that a contingent has begun encroaching on the Commonwealth.
* ThoseWereOnlyTheirScouts: As formidable as Major Elias and his men are, it's revealed that they're simply the vanguard of a potential Enclave push into the Commonwealth. The Sole Survivor, however, can stop them before they could go that far.

[[/folder]]

!Non-Hostile Minor Factions

[[folder:The USS ''Constitution'' Crew]]

A group of robots who have commandeered the USS ''Constitution'' and are looking to set sail with it.
----
Is there an issue? Send a MessageReason:
None


* PunnyName: With the exception of Cleansed, the members have names relating to going in a circular motion: '''Spin'''ney, '''Roll'''er, '''Hoop'''er, and '''Turn'''er.

to:

* PunnyName: With the exception of Cleansed, the members have names relating to going in a circular motion: '''Hub'''bel, '''Spin'''ney, '''Roll'''er, '''Hoop'''er, and '''Turn'''er.

Added: 231

Changed: 78

Is there an issue? Send a MessageReason:
None


A religious sect that first discovered in ''VideoGame/Fallout2'', and are now encountered in Nuka-World. They are searching the park for a decommissioned UFO ride they believe is a spaceship that can take them to their promised land.

to:

A religious sect that founded pre-Great War by science fiction author Dick Hubbell. They first discovered appear in ''VideoGame/Fallout2'', and are now encountered in Nuka-World. They are searching the park for a decommissioned UFO ride they believe is a spaceship that can take them to their promised land.


Added DiffLines:

* CargoCult: They believe that an old Gravitron amusement park ride is a genuine spaceship that will take them to their new home on planet Quetzal.


Added DiffLines:

* MysteryCult: They have secrets that are only revealed if you reach a certain rank.
Is there an issue? Send a MessageReason:
Fixing a sinkhole


** [[BadassArmy The East Coast]] [[TheOrder Brotherhood of Steel]] [[TookALevelInJerkass have reverted back to their former conservatism]], becoming arrogant, xenophobic, tech-grabbing conquerors who are pushing their way into the Boston region and who are characterized by both extreme {{Fantastic Racism}} and a high-minded paternalism[[note]]which is even openly lampshaded by Piper as [[DoesThisRemindYouOfAnything having shades of fascism]][[/note]]. However, they also dedicate themselves to wiping out real threats such as Feral Ghouls, Raiders and Commonwealth Super Mutants and actually have the military power to ensure security. And they do this all while genuinely upholding their public welfare commitments to Wastelanders just as much as their original directives.

to:

** [[BadassArmy The East Coast]] [[TheOrder Coast Brotherhood of Steel]] Steel [[TookALevelInJerkass have reverted back to their former conservatism]], becoming arrogant, xenophobic, tech-grabbing conquerors who are pushing their way into the Boston region and who are characterized by both extreme {{Fantastic Racism}} and a high-minded paternalism[[note]]which is even openly lampshaded by Piper as [[DoesThisRemindYouOfAnything having shades of fascism]][[/note]]. However, they also dedicate themselves to wiping out real threats such as Feral Ghouls, Raiders and Commonwealth Super Mutants and actually have the military power to ensure security. And they do this all while genuinely upholding their public welfare commitments to Wastelanders just as much as their original directives.
Is there an issue? Send a MessageReason:
Trope was cut/disambiguated due to cleanup


** [[BadassArmy The East Coast]] [[TheOrder Brotherhood of Steel]] [[TookALevelInJerkass have reverted back to their former conservatism]], becoming arrogant, xenophobic, tech-grabbing conquerors who are pushing their way into the Boston region and who are characterized by both extreme {{Fantastic Racism}} and a high-minded paternalism[[note]]which is even openly lampshaded by Piper as [[DoesThisRemindYouOfAnything having shades of fascism]][[/note]]. However, they also dedicate themselves to [[KickTheSonOfABitch wiping out real threats]] such as Feral Ghouls, Raiders and Commonwealth Super Mutants and actually have the military power to ensure security. And they do this all while genuinely upholding their public welfare commitments to Wastelanders just as much as their original directives.

to:

** [[BadassArmy The East Coast]] [[TheOrder Brotherhood of Steel]] [[TookALevelInJerkass have reverted back to their former conservatism]], becoming arrogant, xenophobic, tech-grabbing conquerors who are pushing their way into the Boston region and who are characterized by both extreme {{Fantastic Racism}} and a high-minded paternalism[[note]]which is even openly lampshaded by Piper as [[DoesThisRemindYouOfAnything having shades of fascism]][[/note]]. However, they also dedicate themselves to [[KickTheSonOfABitch wiping out real threats]] threats such as Feral Ghouls, Raiders and Commonwealth Super Mutants and actually have the military power to ensure security. And they do this all while genuinely upholding their public welfare commitments to Wastelanders just as much as their original directives.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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.]]
Is there an issue? Send a MessageReason:
None


* VigilanteMilitia: Armed citizen-soldiers banding together to be the "we" in WeHelpTheHelpless.

to:

* VigilanteMilitia: Armed citizen-soldiers banding together to be for mutual defense against [[EverythingIsTryingToKillYou the "we" in WeHelpTheHelpless.menaces of the Wasteland]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* VigilanteMilitia: Armed citizen-soldiers banding together to be the "we" in WeHelpTheHelpless.

Added: 201

Changed: 608

Removed: 582

Is there an issue? Send a MessageReason:
None


* 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.]]

to:

* 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.

to:

** 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.

to:

* 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.


Added DiffLines:

* 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.
Is there an issue? Send a MessageReason:
None


* TwoferTokenMinority: Roxy is a black woman while the rest of the gang except Rowdy are white men.
Is there an issue? Send a MessageReason:
Johnny D.


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

Added: 196

Changed: 76

Is there an issue? Send a MessageReason:
None


* 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!)

to:

* 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.


Added DiffLines:

* 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.

Top