Characters / Fallout: New Vegas - Other Factions

This is a partial character sheet for the Video Game Fallout: New Vegas. Visit here for the main character index. Subjective trope and audience reactions should go on the YMMV page.

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The Boomers

    In General
So you know about the vaults? Yes, we lived in one of those. Ours was numbered 34. In our vault, everyone had guns — but the overseer wouldn't let you fire off any of the really fun ones. I guess all the little pops and bangs at the firing range just got boring after a while!

A technologically advanced tribe originated from a group of emigrants from Vault 34, a vault in which the armory was overstocked and cannot be locked. They left after the Overseer attempted to implement gun control laws. They are currently living in Nellis Air Force Base to the northeast of Vegas and have developed a culture based around the use of weapons. The Boomer are very xenophobic and use artillery to blow up all outsiders that tries to approach their camp.
  • Ace Pilot: Due to them having access to aerial combat computer simulations at the base, they are one of only two minor factions (the other being the Enclave Remnants) that have access to air power.
  • Bad Ass Army: While they aren't as actively militant as the NCR or Legion, they certainly count as this. After the rebellion in the vault, they left into the wasteland and came under repeated attacks by raiders. Thanks to their heavy firepower, they had a kill ratio of over 40 to 1. And that's before they moved into Nellis air force base.
  • Badass Bystander:
    • All of their members are armed with explosive weapons. You'll occasionally see a Fat Man on a farmer. It is not a good idea to turn them hostile against you.
    • Also describes the faction as a whole. They've remained separated from the NCR/Legion/Mr. House battle for the Mojave because they've blown up anybody that's tried to approach them, no matter what they had to offer. In many of the endings, should the Courier complete their faction quest, the Boomers will still be left alone out of respect or fear.
  • Blood Knight: An entire faction of them. Their culture is dedicated towards the use of weapons and many of them cannot wait to go to fight in an actual battle.
  • Crazy Survivalists: Justified by a belief that outside humans are nothing but savages, but they can be convinced to change their view.
  • Death from Above: If you managed to help them recover the B-29 bomber and convince them to help in the battle, they will use the bomber to carpet bomb either Caesar's Legion or the NCR positions as you advance during the final battle at Hoover Dam
  • Defector from Decadence: In their opinion, at least. The truth is more complicated. They left the vault because the Overseer attempted to restrict the use of the huge stockpile of firearms in the Vault. Specifically, while they were allowed to shoot as much as they wanted in the gunnery range (the restrictions on access to guns came much later, after the Boomers had been gone for a long, long time), the Overseer stopped them from "exploding" even small bombs.
  • Establishing Character Moment: According to Pete, the first thing they did after leaving Vault 34 was to use grenades and flamethrowers against savages wielding knives.
  • Fantastic Racism: Towards all non-Boomers, who they refer to as "Savages". The Courier can eventually earn enough favor to be referred to as "Outsider", but even then, it's usually a Last-Second Word Swap.
  • Foil:
    • To the Brotherhood of Steel. Like the Brotherhood, the Boomers are isolationist tech fanatics who don't trust outsiders. However, their prejudice is justified: they were set upon by violent tribals after they emerged from the Vault, and their subsequent lack of contact (other than through a ten-gun salute) hasn't helped change this mindset. Even then, a lot of them have come to realize that their isolation cannot last forever, especially given the supply and maintenance problems that they're starting to have. By contrast, the Brotherhood has never been preoccupied with threats to its existence, and has completely failed to realize that the world has changed. Rather than try a different approach to stave off their decline, they instead cling to the teachings of their codex ever more tightly, in hopes that their adherence to dogma will eventually turn things around. That being said, the connection is very much apparent, as lampshaded by Veronica:
    "A bunch of shut-ins who scorn outsiders and hold technology over them. Gee, where have I heard that one before?"
    • At the end of Lonesome Road, which ending you choose leads to a better reputation from different factions in the Mojave. The Brotherhood and the Boomers have exactly the opposite prerequisites: Not launching the nukes gains you Brotherhood respect while nuking both the Long 15 and Dry Wells gains you Boomer respect.
    • They're also one to Arroyo from Fallout 2. Like the Vault 13 dissidents who went with the Vault Dweller, the Vault 34 ones desired to be free of their Overseer's oppressive rule. But unlike the former, whose settlement became a Tribal village, the latter opt to use an intact Air Force base as their community and retain a lot of their know-how and love for ordinance. As a result making themselves unique among most Tribals in being technologically advanced, if very xenophobic.
  • Gun Nut: Their main hat is a love of firearms due to coming from a vault with an overstocked armory. Their respect for weapons is the reason why you're allowed to carry your weapons openly in their territory.
  • Having a Blast: They primarily use explosive weaponry such as Grenade Rifles or Rocket Launchers.
  • Hidden Elf Village: In a manner of speaking. While the village isn't 'hidden', the Boomers are isolationist and disinterested in whatever happens beyond the airbase, bomb all potential visitors with artillery, and refer to all non-Boomers, the Courier included, as 'savages'.
  • I Know Mortal Kombat: They learned to fly planes after they found VR airflight simulators in their base.
  • Mad Bomber: They fire artillery at anyone that dare to get too close to their base. Nuking things gains you approval with them.
  • Meaningful Name: With a touch of irony. Obviously, the Boomers are known for making things explode, but they also came from a vault that was experiencing a significant population surge.
  • Properly Paranoid:
    • They bomb anyone that comes close to their settlement, knowing what's out in the wasteland, their not entirely wrong.
    • Their initially untrusting and weary attitude towards you is ultimately proven right if you choose to kill them instead of allying with or ignoring them.
  • This Means War!: According to the backstory, after repeated attempts to make contact failed, the NCR tried to cut off the Boomers' water supply from Lake Mead. The Boomers responded in just the way you'd expect. The NCR promptly turned the water back on.
  • Throw Down the Bomblet: What did you expect from a group whose members are all armed with grenade launchers and bazookas?
  • Undying Loyalty: To the Courier, if the B-29 is raised. They promise to support you specifically rather than any of the factions.
  • Veganopia: The Boomers evidently subsist on a vegan diet, growing soy and legumes for protein. They are also one of the more militaristic factions in the game.
  • Worthy Opponent: While the Boomers typically shoot approaching "savages" on sight, after the Courier braves the veritable Death Course that lies in front of their gates, dodging constant mortar fire the entire way, the Boomers are so taken aback by your display of insane tenacity, they decide it's worth hearing what you have to say.
  • You Are a Credit to Your Race: They are very impressed with a Sav—Outsider like the Courier. Dodging the bombardment to their base, helping many of their members, learning about their history (with several different checks to really impress Pete), and at last making their long-held dream come true.


Mother Pearl
Voiced by: Marianne Muellerleile

"Mother Pearl knows a storm is gathering. Times are changing. May be time for us to change a little, too."

The leader of the Boomers. Unlike her people, Mother Pearl is interested in forging limited ties with Outsiders, believing that the Boomers' future survival will depend on it.
  • I Was Quite a Looker: Pearl, if the art on the side of their B-29 is anything to go by.
  • Reasonable Authority Figure: In spades. She lets you in after you manage to survive the artillery assault and asks you to help her fellow Boomers out so they can get used to the idea not all outsiders are assholes. Her reasons for this include a realization that (A) they can't be xenophobes forever and (B) she wants to show her followers that they should trust other people, because one day it'll be inevitable.
  • Third-Person Person: Sometimes refers to herself in third person.
  • Wasteland Elder: She is one of the original Boomers who left Vault 34 and has capably led her tribe for many years, becoming wiser and more forward-thinking than the others.

Bright Brotherhood

    In General 
"We wish to escape the barbarity of the wasteland, especially the violence and bigotry of its human inhabitants. The creator has promised my flock a new land: a place of safety and healing... a paradise in the far beyond."
Jason Bright

A cult of ghouls (and one human convinced he's a ghoul) living in the REPCONN test facility who believe their destiny from God is to live on the Moon using the rocket ships in the facility.
  • Ax-Crazy: Josh Sawyer's mod puts a large number of hostile members of the cult on the road from Nipton to Novac. Presumably, they were right on the edge of feral ghouldom and the Nightkin's attack gave them a chance to escape.
  • Big Damn Heroes: For Novac, if their trip is successful.
  • Chekhov's Gunman: Deceased Bright Followers are found in a few hidden corners throughout the southwest of the map. They usually have valuable early-game energy weapons. Without context, though, the player will have no idea who these dead ghouls in robes are. If you have Sawyer's mod installed, you can also meet a large group of crazed brotherhood members on the road to Novac; Unfortunately, they're equipped with the same weapons their dead brethren have.
  • Crazy Survivalist: Harland, who manages to survive by himself against Nightkins by finding a good defensible position to snipe them, booby-trapping the surrounding area and living off on radroaches and condensation from pipes.
  • Cult: A benevolent version. They just want to find a place where ghouls can be free from persecution from the humans.
  • Cult Colony: They plan to use the REPCONN rockets to travel to their 'promised land'.
  • Fantastic Racism: Subverted in that the group itself for the most part bears no ill will towards humans, with only Chris being rude to the player. In fact, Jason believes that the Courier and Chris are the Chosen Ones of their faith and in his final speech grants both you and Chris sainthood.
  • Frickin' Laser Beams: They're all armed with laser guns. There's quite a lot of ash piles that used to be nightkin around their home base, and the dead Bright Followers you find in various hidden areas are usually a good source of energy weapons.
  • Guttural Growler: Being ghouls, this is par for the course. Strangely averted by their leader, Jason Bright, who sounds as if he has a heavenly echo in the background. Chris Haversam also has this despite being the only non-ghoul of their group. Since he thinks he is a ghoul, though, he might be deliberately putting on the voice. Although he still keeps it up even if you convince him he's human.
  • Hollywood Science: Just look at the designs of the rockets that they are planning to use.
  • Irony: From a gameplay standpoint, Jason is a walking example of this by mere virtue of being a Glowing One, which is Always Chaotic Evil by gameplay terms. He's also ironic in another way, since his cult revolves around the concept of a ghoul only society finding true peace, but to do so his cult requires absolute trust in two humans and using human technology (which in and of itself was partially responsible for making people ghouls due to its radioactive nature) to achieve their ends.
  • Ride of the Valkyries: Plays when they launch their rockets.
  • Too Dumb to Live: Subverted, as their fate upon launching their rockets is left ambiguous despite the prospect of them succeeding going against all known logic. In fact, in the best endings for Novac they somehow manage to return in order to either help defend the town from the Legion, or evacuate the residents before the Legion can kill them.

    Jason Bright 

Jason Bright
Voiced by: Graham Cuthbertson

"I am Jason Bright, the prophet of the Great Journey. All the ghouls you see here are members of my flock."

The founder and leader of the Bright Brotherhood and one of the few sentient glowing ghouls.
  • I Did What I Had to Do: In order to make use of Chris' skills and unable to convince him that he's not a ghoul, Jason went along with pretending that he's one of them. Jason's also shown to be regretful for what he had to do in order to get the rockets operational, though he tries to make amends by immortalizing Chris (and the Courier) as saints.
  • Good Shepherd: He cares about all ghouls, even the Feral ones, and his only motive really is to give them a land where they can all be happy.
  • Insult Backfire: If you make fun of his name, he will be glad that you appreciate the significance.
  • Meaningful Name: Which can be lampshaded by both you and Jason, since it was his name even before he became a Glowing One ghoul. He takes it as a sign that he has a higher calling that has been planned out for him.

    Chris Haversam 

Chris Haversam
Voiced by: Sam Riegel

A engineer from Vault 34, he fled the Vault after believing that he was becoming a ghoul. After joining the Bright Brotherhood, who failed to convince him that he was not a ghoul, he helped prepare their rockets for their journey to the moon.
  • Boomerang Bigot: He is incredibly bigoted towards humans despite the fact that he's a human himself, though unlike other examples it's simply cluelessness on his part rather than self-hatred.
  • Guttural Growler: He speaks in the same raspy voice that most Ghouls do despite being human, meaning you don't find out about his identity until you meet him face to face.
  • I Have Boobs, You Must Obey!: You need a fairly high Speech skill to convince Chris that he's not really a ghoul... or you could just have the Black Widow perk.
  • Minor Injury Overreaction: He believed that his natural male-pattern baldness was a 100% indisputable sign that he was turning into a ghoul. Even a group of actual ghouls couldn't convince him otherwise.
  • Properly Paranoid: A rather strange example. Formerly the engineer of Vault 34 who worked on the reactor, he left after his hair fell out due to natural reasons. He took it as evidence of his ghoulification. He becomes one of only a handful of non-Boomers to escape ghoulification, the other being a few survivors who are still trapped inside Vault 34.
  • Token Human: He is the only human in the Bright Brotherhood. Jason has stated that they have tried to tell Chis otherwise, but this just upset him and eventually they just let him believe what he wants.



Voiced by: Chris Ciulla

Harland is a mercenary hired by the Bright Brotherhood to help protect them while they make preparations for The "Great Journey". He was separated from the flock when the Nightkin arrived, and is encountered sitting in his kill-zone to ward off the nightkin.
  • The Big Guy: He serves as this for the Bright Brotherhood. While most of them are no slouches in combat, he is armed far more heavily, and has managed to single-handedly ward off an entire horde of nightkin in their own section of the building.
  • Crazy Survivalist: More emphasis on the survivalist, less on the crazy. He's survived on radroach meat for protein and condensation from the rusted pipes for water, and "does his business" in a far corner of the room. That said, even after you've established yourself as a non-threat, he'll attack you if you manage to make it past his traps without finding out the fate of his female companion for him.
  • Good Is Not Nice: He thinks Jason's teachings are complete nonsense, is only interested in the Bright Brotherhood for their women, but despite all this, he still has Good Karma.
  • Insistent Terminology: If you say he's trapped, he's very quick to correct you, insisting that his kill-zone is a tactical choice. Then he says this:
    Harland: Aw, who am I foolin'? I'm trapped.
  • Not in This for Your Revolution: Is openly skeptical of Jason's teachings and proudly admits to simply being there because the "ghoullettes" there are attractive to him.
  • Tactical Withdrawal: He insists that his kill-zone is this, but then realizes that he's really just trapped.
  • Token Good Teammate: Alongside Chris, he is the only member of the Bright Brotherhood to have Good Karma.
  • Worthy Opponent: Davison admits that Harland is "not squishy like the other ghouls."

Voiced by: Marc Graue

"Antler guides me in all things! As I in turn guide my kin!"

A Nightkin who leads a force of them to the REPCONN Test Site seeking Stealth Boys. He follows the orders of "Antler", a brahmin skull he carries with him.
  • A Father to His Men: He's seeking the Stealth Boys for the good of his followers, and does not send them into the storage room because Harland is too good a shot and has already killed three of them.
  • Berserk Button: Harming the actual Antler skull he has with him or killing too many of his other kin turns him hostile.
  • BFS: Fights with a bumper sword.
  • Consulting Mister Puppet: His relationship with Antler.
  • Funny Schizophrenia: His interactions with "Antler" are entirely Played for Laughs. Especially with how Antler sees to be the rational and peaceful one of the two, where Davision is paranoid and reacts to basically everything with barely restrained rage.
  • Genius Bruiser: By mutant standards. He may be insane but Davison is quite intelligent and articulate as far as most Nightkin go. And he's still a hulking eight-foot mutant with a sword made from a car bumper.
  • Morality Pet: Antler is this to him; Ironic, considering that Antler only exists in his head.
  • Reasonable Authority Figure: He told the Bright followers to stay in the upper levels for their own good, as he knows his kin are not as stable as he is and would harm them. He also agrees to let you search the site for Stealth Boys, to leave if you find them, and when you find evidence the Stealth Boys aren't there at all he's disappointed but leaves peacefully. However, it's also played with in that he claims Antler orders these things of him, while Davison himself distrusts you from the get-go and would happily rip your arms off for looking at him wrong.

Brotherhood of Steel

    In General
"We do not help them or let them in. We keep knowledge that they must never have."
The Brotherhood Codex

An exclusive and isolationist order of technology collectors, originally founded by a group of deserters from the US military, which have their headquarters in the Lost Hill bunker of Southern California. Their great mastery of pre-war technology meant that the organization at one point had a tight grip on the entire Core Region. But their dismissive and overbearing attitude towards outsiders and closed structure, from which they once drew their strength, have since dwindled their numbers and influence considerably, and they are now far past their prime. Their ongoing war against the NCR, due to a major disagreement about ownership of pre-war tech, has not helped matters, having resulted in many defeats and only a few victories for the Brotherhood, which has cost them many of their strongholds and forced quite a few of their local detachments either on the run or deep underground. One of these is the Mojave chapter, which has taken refuge in an old government bunker, Hidden Valley, from which they desperately keep trying to carry out the duties described in their Codex and reestablish contact with the HQ.
  • Attack! Attack! Attack!: The Brotherhood decided that the NCR didn't deserve anything that used electricity, so they attacked them and got bogged down in a losing war. Then the chapter under Father Elijah was deployed to the Mojave, took Helios, and... ended up being slaughtered. They still haven't stopped hostilities by the time the game begins. Ramos and Hardin are at least tactically savvy enough to know that Elijah made an absolutely terrible call.
  • Can't Catch Up: In the era of the earlier Fallout games, the BoS' access to Pre-War tech made them the undisputed most powerful faction in the Wasteland, second only to the Enclave, given that they had power armor, energy weapons, and military-grade heavy weaponry while everyone else was still living in huts and fighting with jury-rigged guns and armor. By the time of New Vegas, Pre-War tech (including energy weapons, robotics, and computers) have spread significantly and is now available to a wide variety of factions, most notably the NCR, and while the Brotherhood still has a very slight tech edge (maintaining a near-monopoly on Power Armor and having access to a very wide variety of energy weapons) they haven't managed to advance at all since the old days and overall have since been eclipsed by NCR as the Wasteland's dominant faction. It doesn't help that New Vegas survived the Great War relatively intact due to House's preparations, meaning that there was an abundance of Pre-War tech to scavenge, compared to the Core regions and the East Coast. As a result of this Low Culture, High Tech environment, their over-reliance on technological superiority simply doesn't cut it in the Mojave.
  • Creative Sterility: One of the major problems they're running into is they've basically run out of ideas, which is going to happen when you live in a hole in the ground for decades. Veronica and the former Elder (who went nuts trying to activate the Helios station and got half his men killed in the process) are about the only ones trying to get the Brotherhood out of this slump.
  • Death by Irony: Other than just shooting up Hidden Valley, there are two ways other ways that you can wipe out the Brotherhood. The first is by reseting the targeting data of the lasers security turrets at the first floor, killing everyone caught outside. The second is by making the bunker's reactor overload in a self-destruct sequence. This is extra ironic when you think about the Brotherhood's views on technology and how you just turned it against them.
  • Earn Your Happy Ending: The only ending they get that isn't a downer (either for them or because of them) is if the Courier makes a treaty between them and the NCR and then sides with the NCR at Hoover Dam. Otherwise, they either become high-tech raiders or get wiped out for good.
  • Elaborate Underground Base: Hidden Valley is a combination of barracks, armory, and fallout shelter, and has a convenient sandstorm generator to mask their comings and goings.
  • Enemy Mine: If you have McNamara as the Elder, he'll accept an alliance with the NCR before the battle of Hoover Dam, leading to the faction's and Veronica's best ending with an NCR victory and with Veronica being a Causeless Rebel.
  • Even Evil Has Standards: Elijah's absolutely insane obsession with technology and disregard for the lives of his men shocked even them. They've since dispatched assassins after him.
  • Failure Is the Only Option: To say the least, McNamara does not have very many good choices on his plate. If he continues to let things stay as they are, then the chapter will either die out, dissolve from infighting, or be discovered by outsiders who are unlikely to have an interest in the continued existence of the Brotherhood of Steel.
  • Fantastic Racism: If you bring Lily to their bunker they'll threaten to 'Put it down'. Though not touched on much in the game Marcus's dialogue in Fallout 2 and the citizens of Underworld reveal they swear on oath to destroy all Super Mutants regardless of intelligence and shoot Ghouls on sight. Though McNamara does mention that he was willing to leave the super mutant community on Black Mountain alone while it was still under Marcus' leadership.
  • Foil: To the Boomers and the Followers of the Apocalypse. And the Courier in the Good Karma Ending to Old World Blues, who becomes the benevolent new caretaker of the Big MT and chooses to release beneficial technology to the people of the Mojave on an as-needed basis.
  • The Fundamentalist: Many of its members obsessively follow their codex to the letter, generally to their detriment.
  • Gas Mask Mooks: It's part of the Power Armor.
  • Heavily Armored Mook: They have pretty good technology, and that includes weapons.
  • Hidden Elf Village: It's even called the Hidden Valley Bunker. Justified in that they're hiding because the majority of them died in the war with the NCR, less justified because, well, it was kind of their fault that happened...
  • Honor Before Reason: The Brotherhood follow their codex to the letter, even when it means that they will eventually die out as a result. More along the lines of "dogma before reason", as they're certainly not above cold-blooded murder if their codex dictates. This paints them as a staunchly conservative group to extremist levels willing to justify their ideals.
  • Internal Affairs: The Circle of Steel group, under whom Christine is an operative.
  • Jerkass: Most of them are xenophobic jerks who only care about the Brotherhood's well-being and have no interest in anything that isn't related to pre-war military technology.
    Veronica: Just because I love them, that doesn't mean some of them aren't assholes.
  • Keeper of Forbidden Knowledge: What they do. Unlike most other examples, they've taken it too far, becoming obsessed with the technology they "safeguard" and will probably never consider the Wasteland ready for the tech they've stockpiled.
  • Kick the Dog:
    • If you complete Veronica's side quest and convince her to leave the Brotherhood, she will try to join the Followers of the Apocalypse in one of their hospitals. The Followers will be happy to accept her but tell the two of you to return tomorrow. If you return 24 hours later, you will discovered that the BOS has massacred the entire hospital of unarmed doctors and even the patients to prevent Veronica from sharing her knowledge with them.
    • And if Veronica stays? Once you leave their headquarters you get accosted by a group of Paladins who demand a fight because Veronica dared to question the mandates of the Codex and they think she's trying to "poison" the mind of the Elder. Jeez.
    • Veronica's dialogue also indicates that, as a consequence of the Brotherhood being too xenophobic to recruit outsiders and reliant on reproduction to keep their numbers up, the Brotherhood has turned rather homophobic. In the case of Veronica's former lover, this intolerance ended up causing her to leave the Brotherhood altogether, further reducing their numbers.
    • If you decided to spare the Brotherhood in the Yes Man ending and had the rather bad idea of blowing up the Securitron army, the epilogue reveals that without the NCR or Mr. House to oppose them, the Brotherhood begin a campaign of open aggression on the New Vegas highways, attacking travelers that have in their possession technologies that the Brotherhood finds to be inappropriate. This happens even if you get them to sign a truce with the NCR first.
  • Jumping Off the Slippery Slope: If Hardin replaced McNamara as Elder, than he quickly transforms the Mojave Chapter from a bunch of heavily armed isolationists into little more than a Raider tribe in power armor that the Courier will likely be forced to massacre. Inverted if McNamara stays in power, where they actually start a slow process of shaping up, but only if the NCR is around as a constant check on them.
  • Knight Templar: Until either the Courier or Veronica show them their mistakes. Sadly, it still doesn't work. This only ends in the NCR ending (if you don't blow them up like Colonel Moore told you to) where they signed a truce with the NCR, who stay around to make it matter.
  • Last Stand: The Mojave Wasteland Brotherhood of Steel was almost destroyed by the New California Republic's army at Helios One. Turns out all the combat training, Powered Armor, and high-tech weaponry in the world isn't enough when you're virtually surrounded and outnumbered fifteen to one. If the Legion win the Battle of Hoover Dam and drive out the NCR, they take over the plant and make another last stand which sees them wiped out to a man.
  • Machine Worship: They don't worship technology per se, but the degree to which they revere and pursue it really does border on religious mania at times.
  • Not So Different:
    • Veronica notes that they're quite like the Boomers, being xenophobic isolationists who hoard military tech.
    • Parallels may also be drawn between them and the Followers of the Apocalypse; both gather technology and knowledge for the safety of mankind. The Followers, however, freely share what they have gathered for the benefit of the everyman, while the Brotherhood restricts it believing that it's knowledge that mankind must never have.
  • Oddly Small Organization: Justified in that most of them are, well, dead.
  • Power Armor: Standard issue among their members. While it does make them powerful, it can lead to Suicidal Overconfidence, since it doesn't make them invincible against the superior numbers of other factions.
  • Reasonable Authority Figure: Paladin Ramos, the head of security. If you tell him about two young members of the Brotherhood sneaking out to go hunting, he reveals that he was watching them the whole time, but nothing bad happened so he let it be.
  • The Remnant: The Brotherhood was already a Remnant to begin with, being descended from a group of US Army soldiers who mutinied around the time of the Great War, but the group you encounter in the Mojave takes it a step further, being a remnant of this remnant — they're the survivors of the last battle of the NCR/Brotherhood war. As they've had no contact from any other Brotherhood bases, they may as well be the only members of the faction left west of the Mississippi as far as they are concerned.
  • Serious Business: To them, their codex is serious business. Progressive members are prone to getting flat out murdered by the regressive members for even thinking about something that doesn't follow the codex to the letter.
  • Skilled, but Naïve: An unusual case, given the fact that the Brotherhood of Steel is one of the oldest factions still in existence. Although their military training and technological expertise is almost unmatched, their closed-mindedness is making them increasingly out-of-touch with reality. This in turn has led to increasingly poor judgment which, among other astoundingly bad decisions, is directly responsible for the disastrous operation at HELIOS One and the decline of the Brotherhood's power in the West.
  • Smug Snake: They won't hesitate to let you know how much better they are than you. They'll talk down to you and act like you and everybody else are idiots who shouldn't even be allowed to touch a laser pistol. Which then ties into...
  • Suicidal Overconfidence: They think Power Armor and energy weapons will let them take on anything. It gets over half of the Mojave chapter killed when they try to hold HELIOS One (a tactically indefensible position) with just over a hundred paladins against a few thousand NCR troopers, and would have likely kept on trying to hold it if Elijah didn't ditch them, leading his replacement to make the sensible decision to withdraw. Later on, you find a couple of dead paladins scattered across the wasteland: it's likely that at least two of the patrols perished because they were trying to get their hands on advanced weapons technology, only to get cut down by a dozen heavily armed robots or pulverized by a direct hit from an artillery shell.
  • Took a Level in Jerkass: The Brotherhood in past Fallout games weren't saints, but they were unambiguously heroic figures interested in protecting the wasteland from mutants, the Enclave, and raiders, and they were on friendly terms with other settlements. Here their isolationism is ramped up to the point that anything that isn't their problem isn't their concerned, they've been to war with NCR in the past, they're liable to strap a bomb collar onto you until you earn their trust, and a particularly zealous band of Paladins will kill a Followers of the Apocalypse camp in cold blood out of paranoia they might have been told some Brotherhood secrets.
  • Ungrateful Bastard: Even if you help them get back on their feet in the Wild Card ending, they will, without the watchful eye of the NCR to keep them in check, start to harass and even straight up rob caravans on the Long 15 who carries technology they deem inappropriate. Moreso if you replace McNamara with Hardin.

    Nolan McNamara 

Elder Nolan McNamara
Voiced by: Yuri Lowenthal

"And so the lockdown has been extended. To go outside would be the death of us all."

Leader of the Mojave chapter of the Brotherhood of Steel. Since fleeing to the safety of the Hidden Valley Bunker, he has kept the Brotherhood on lockdown to prevent any further casualties.
  • Anti-Hero: He recognizes the group's flaws but works within the confines of the Codex to do the best he can to lead them, and he's open to peace negotiations with NCR.
  • Dirty Coward: Hardin believes he has become one, being traumatized by the loss of so many members of the Brotherhood at Helios One. McNamara will admit to a certain truth in that accusation.
    McNamara: People called me a hero after what happened at HELIOS, but I left that battle scarred by fear, and have allowed that weakness to govern my actions.
  • My Country, Right or Wrong: Despite knowing that the Brotherhood is likely going to crash and burn the way things are going he will not go against or bend the Codex, unlike Lyons in Fallout 3 who decided to disregard it.
  • Reasonable Authority Figure: He genuinely cares about his fellow Brothers, and will even agree to a truce with the NCR since he thinks it's the best course of action for the Brotherhood and Mojave in general. Unfortunately, while he is on some level painfully aware the Codex is the reason why the Brotherhood is slowly burning out, he cannot bring himself to outright go against it. McNamara also avoided conflict with the Super Mutants of Black Mountain when they were led by Marcus, whereas most Brotherhood members would have wiped them out without a second thought.
  • Tragic Villain: Knows that the road he's on will lead to the end of the Brotherhood, but he won't dare to go against the Codex.
  • You Are in Command Now: After Elijah disappeared during the battle at Helios One, McNamara took over command of the remaining Brotherhood forces and successfully broke through the NCR lines. After that, he was officially appointed as Elder of the chapter.

    Edgar Hardin 

Head Paladin Edgar Hardin
Voiced by: Jesse Burch

The head of the Mojave Chapter's military forces and second-in-command. He disagrees with staying on lockdown and is looking for an excuse to replace McNamara as Elder.
  • Anti-Mutiny: Decides to overthrow McNamara, believing he has secluded the Brotherhood out of fear and is allowing it to die a slow death hidden underground. He plans on doing this by finding evidence that McNamara is unfit for command in order to depose him. If you help him succeed he simply demotes McNamara rather than killing him.
  • Anti-Villain: He is more on the "villain" side than McNamara, being entirely devoted to the Codex and unwilling to negotiate, but everything he does he believes is for the good of the Brotherhood and the world.
  • Kick the Son of a Bitch: If you help him take over the Brotherhood of Steel, he'll then ask you to kill the Van Graffs, who are easily one of the most evil factions in the game.
  • Number Two: Serves as McNamara's right-hand.
  • Pet the Dog: Taught Veronica how to box after all the other Paladins refused to teach her. Hardin also makes sure to kill no one in his coup, including McNamara, simply demoting him to Knight and putting him to work, knowing that he had been traumatized by Helios One.

     Veronica Santangelo 

     Father Elijah and Christine Royce 

Enclave Remnants

    In General
'Dear old friends, remember Navarro.'

With the loss of its bases at the Oil Rig, Navarro and Raven Rock, the Enclave is little more than a bad memory, its surviving members either in hiding or attempting to integrate into the new world. Six such men and women have settled in the Mojave Wasteland and have tried to put their past behind them... but they might be convinced to take up arms once more and decide the fate of their new home, for auld lang syne.
  • Ace Pilot: Daisy Whitman.
  • Badass Bookworm/Combat Medic: Doctor Henry and Arcade Gannon.
  • Badass Grandpa: An entire Badass Crew of them. It has been decades since the Enclave's defeat and the survivors have all grown old. They can still be persuaded to go for one last hurrah at the Battle of Hoover Dam and kick the ass of your choosing.
    • If Caesar's Legion wins the Battle of Hoover Dam and Legate Lanius is in charge, he issues an order to hunt down and kill the Enclave Remnants. It's heavily implied if not outright stated that the Remnants fight off hundreds of Legion troops with no losses.
  • Big Damn Heroes: At the Battle of Hoover Dam, after you emerge from the Western Tower, you get Zerg Rushed by the Elite Mooks of whichever side you're fighting against. Unless you recruited the Remnants to fight for you, that is, in which case they literally drop out of the sky and curb-stomp the mooks almost before you realize they were there.
  • Blood Knight: The only ones who care which side they fight for at Hoover Dam are Johnson and Moreno. The others are only interested in riding out for one last hurrah and will ride for whichever army the Courier suggests.
  • Brutal Honesty: Doctor Henry is rather straightforward and upfront in admitting his past in the Enclave, at least compared to the others.
  • Call to Agriculture: Kreger works as a farmer in Westside.
  • Continuity Nod: To Fallout2.
    • Johnson was stationed at Navarro when the Chosen One got chewed out by Arch Dornan, though he apparently never found out who that person was.
    • Whitman flew the Vertibird that the Chosen One found crashed outside Klamath.
    • Remember Dr. Henry that gave you a quest in NCR? That's him.
  • Cool Plane: Their Vertibird, which is still in perfect working order despite lying fallow with no maintenance for decades.
  • Crazy Survivalist: Johnson gives off this vibe, although he's actually a Nice Guy.
  • Dare to Be Badass: How you get Moreno to fight for the NCR. With a high enough speech, the Courier goads him with the opportunity to show the pansy-ass NCR how a real soldier fights.
  • Defector from Decadence:
    • Putting human decency first, "Cannibal" Johnson regularly subverted Enclave orders, and he didn't shed any tears when the oil rig blew. He spends his remaining days in a cave killing raiders. Due to aforementioned human decency, he'll walk out when you tell the Remnants to support the Legion, though much unlike Moreno he doesn't threaten to attack.
    • Doctor Henry outright quit the Enclave even before its downfall, which was lucky for him, seeing as how he probably would have died in the destruction of the oil rig.
  • The Dreaded: By fighting in Hoover Dam, the Remnants remind the wasteland just how terrifying the Enclave are to the point that even Caesar decides to leave them alone. The only person who doesn't fear them is Lanius, who ends up losing hundreds of soldiers because of this.
  • Face–Heel Turn: If you tell the Remnants to support the NCR, Orion Moreno will walk out. You will have to either pass a speech check to make him stay or he will try to kill you.
  • Elaborate Underground Base/Emergency Stash: The Remnants Bunker.
  • Elite Mooks: To the Enclave in the past, and potentially to either the NCR or Legion at Hoover Dam.
  • Enemy Mine: If siding with the NCR against the Legion. If you have 80 speech, you can even convince Orion Moreno to stay. He'll even bitterly state:
    "I can't believe I'm helping the NCR!"
  • Foil: To the Brotherhood of Steel. Like the Brotherhood, they fought a bloody war with the NCR that they lost due to the NCR's numerical superiority overwhelming their superior training and equipment. Unlike the Brotherhood, however, they have (mostly) gotten over their defeat and moved on with their lives, rather than hunkering down in their bunker and plotting revenge.
  • For Science!: Doctor Henry, possibly. He tells the Courier that his work at Jacobstown is because he's The Atoner, but Arcade claims that Henry only cares about solving problems, not about whether his solutions help or hurt people. His project back in 2 provides evidence for both sides of the argument — on the one hand he clearly wasn't fond of the idea of just wiping out all the mainland humans seeing as he was working on trying to cure mutation instead even before defecting, on the other hand his reaction when finding out that the current version of his serum caused super-mutants injected with it to dissolve into goo was (paraphrased) 'It still has a few bugs, then'.
  • Gatling Good: Johnson and Moreno favor the gatling laser and the minigun, respectively.
  • Graceful Loser: All of the Remnants save for Moreno have gotten over being defeated by the NCR. Of course, it doesn't help that the NCR accuses Moreno of squatting in a house that he's lived in long before they came to the Mojave.
  • I'm a Humanitarian: Subverted with Cannibal Johnson, who is only called that because of a one-time incident where he took a bite out of a raider's heart to scare away the rest of the raider group.
  • The Last Dance: Particularly for Johnson, who prefers going out with a bang rather than dying quietly in his cave. From a gameplay perspective, this applies to Arcade as well, as he leaves your party once this quest is completed, and you won't meet him again until the final battle.
  • Mugging the Monster: The NCR trying to force Moreno out of his house.
  • Nazi Grandpa: They're elderly people with past connection with The Enclave, A Nazi by Any Other Name in this setting.
  • Nazi Hunter: Not themselves. Rather, they and others associated with the Enclave are being tracked down by the post-apocalyptic version, with the NCR serving that role.
  • One-Man Army: Each of them is individually a match for entire squads of Legionaries or NCR Troopers, being decked out in the game's best Powered Armor and carrying either tri-beam laser rifles or miniguns. This is shown further in the ending if Legion wins but Caesar dies: Lanius stubbornly keeps trying to have them killed, which costs him hundreds of soldiers.
  • Patriotic Fervor: Moreno was completely loyal to the Enclave and believed them to be the true successor of the government. According to Arcade, he remembered Moreno saying "Kiss America goodbye, boys" as they left Navarro.
  • Punch-Clock Villain: None of the Remnants are the evil bastards of the previous games, with only Moreno being a genuine believer in the Enclave cause. Captain Kreger admits that the leadership was pretty damn ruthless, but states that many of the basic rank-and-file troops were just interested in bringing order to the wastes, Not So Different from the NCR.
  • The Remnant: Uh, duh? See their name.
  • Retired Badass: Although they are all retired soldiers that most likely haven't seen combat for decades, they can still lay waste to entire squads of elite NCR or Legion troops with ease.
  • Retired Badass Roundup: For the final battle.
  • Retired Monster: Moreno really believed in the Enclave, but there is no Enclave anymore.
  • Roaring Rampage of Revenge: Their primary motivation for them to fight alongside the Legion in the final battle.
  • Sociopathic Soldier: Orion Moreno. His philosophy was that anyone, regardless of noncombatant status, who argued with a man wearing powered armor and carrying a minigun deserved whatever they got.
  • Squishy Wizard: Doctor Henry, due to his lack of Power Armor. Keep in mind this is only in comparison to the rest of the Remnants; his science suit still provides decent defense, and his Tri-beam Laser Rifle packs a punch, so he can dispatch the Elite Mooks of the Legion just as easily as the rest.
  • Team Dad: Judah Kreger is stated to be the one man who kept Johnson and Moreno in line and kept them all together.
  • Teeth-Clenched Teamwork: Johnson and Moreno hate each other so much that their working together is cited as Kreger's single greatest credential as a leader.
  • Token Evil Teammate: Orion Moreno. However, rather than being simply a murderous psychopath, he's portrayed as a tragic figure who honestly believed in what he was fighting for and could never get over the loss of his beloved nation.
  • Undying Loyalty: Orion Moreno never questioned the legitimacy of the Enclave and truly believed that they were the true heirs of America. Seeing his beloved nation die at the hands of the NCR is something that he could never forgive.
  • What the Hell, Hero?: Arcade Gannon and Cannibal Johnson will give a heaping of this to you if you ask the Remnants to support the Legion.
  • Written by the Winners: Moreno laments that, had the Enclave won, he would have been feted as a hero, instead of hunted as a war criminal.

The Fiends

    The Fiends
Pack of drugged-out killers. They're addicted to every stim, every pill, every psychoactive enema on this fucked-up earth.
Major Dhatri

A band of Raiders prowling New Vegas' outskirts, notorious for their drug-fueled savagery. This and their stockpile of advanced weaponry makes them a constant menace to the inhabitants of Westside and the NCR headquarters at Camp McCarran.
  • Always Chaotic Evil: They're Fallout raiders taken Up to Eleven. Loosely organized, completely hooked up on chems, attack all others on sight (with a few exceptions) and lives by Rape, Pillage, and Burn.
  • Axe-Crazy: Drugs have driven most Fiends out of their minds to the point where the only thing they understand is violence.
  • Decapitated Army: By killing their leaders, the Courier can weaken the Fiends to the point that they're essentially wiped out in the epilogue.
  • The Dragon: To the Legion. While most of its other allies are in the background taking care of other business, the Fiends are giving NCR almost as much trouble as the Legion itself.
  • Drugs Are Bad: The main reason why they are so screwed up is because they are all drug addicts.
  • Dummied Out: There are friendly dialogue scripts for the three Fiend bosses in the overworld.
  • Even Evil Has Standards:
    • The Fiends are a gang of drug addicts, rapists, slavers, and murderers. But even among their own ranks, they acknowledge that Cook-Cook is the worst of them all, and he even freaks them out a bit for it.
    • Diane of the Great Khans implies that the reason a lot of the Fiends are encountered outside Vault 3 is because their minds are so fried on drugs and alcohol, they're unstable and violent even around their allies. Thus the more able-minded Fiends that live in the vault don't let them in because they're too dangerous.
  • Flunky Boss: All the Fiend leaders are accompanied by around four to six decently-armed fiends guarding them. Violetta has around eight dogs instead. Motor-Runner, however, is alone in his throne room with only two very weak dogs. Of course, you already had to fight through dozens of Fiends in the vault just to get to him... unless you Speech checked your way in or went on behalf of the Khans. Still have to fight your way out, of course, but he only has about six Fiends in his section, same as the others.
  • Five-Bad Band:
    • Big Bad: Motor-Runner
    • The Dragon/ Evil Genius: Cook-Cook, being the most dangerous of them and also having a suprisingly high Intelligence stat.
    • The Brute: Driver Nephi, being a strong and sturdy melee combatant with several killings under his skeeve.
    • Dark Action Girl: Violet, the token female Fiend leader who at least isn't as depraved as Cook-Cook or as brutish as Nephi-
  • Hard-Coded Hostility: The Fiends will always be hostile to the Courier as they're not even a faction that you can gain reputation with. At best, you can talk your way into Vault 3 so that the Fiends there think you're there to deliver drugs and won't attack you unless you shoot first.
  • Meaningful Name: "Fiends," both as the most irredeemably evil faction in the game, and a shortening of the slang term "dope fiend" meaning someone in the final stages of addiction to a harmful drug.
  • Pragmatic Villainy: The Fiends make a point of staying away from Westside after deciding that Mean Sonofabitch is more trouble than it's worth to kill.
  • Tragic Monster: Of a sort. As noted by Corporal Betsy, there's no way to tell if any individual Fiend is genuinely pure evil (like the leaders) or a broken shell of a man/woman so hopelessly drugged out that they're literally incapable of discerning right from wrong. Blagging your way into Vault 3 and mingling with the ordinary Fiends emphasizes this. They talk and act like scared teenagers sitting upon a massive pile of contraband in their clubhouse that they're all too strung out to clean up. The kicker is when you find some of them lying on beds in the dormitories; checking them reveals they aren't sleeping, they've OD'd and none of their compatriots have even bothered to check on them. These guys are so monumentally stoned they don't seem able to link your arrival with the subsequent violent death of their leader.
  • The Usual Adversaries: Textbook examples, both from the perspective of the player and the NCR.
  • Villain by Default: They are basically a slightly organized band of raiders that kill, burn, steal and rape everything they see.
  • Wacky Wayside Tribe: They don't really have much significance in the story other than acting as yet another obstacle for the NCR (and an NCR-allied Courier) to overcome. Their origin isn't specified either. If you don't side with the NCR you can easily never see these guys.
    • Duke in particular stands out, being the only Fiend with no dialog {If you include the cut dialog for Cook-Cook, Nephi and Violet}, no quest where you have to kill him for a bounty, and no real backstory or history with the NCR. Yet he's also one of the very few characters in the game to have Very Evil Karma.
  • With Friends Like These...: They have a loose alliance with the Legion who feed them intel about Camp McCarran. It doesn't stop them from firing at a Legion-aligned Courier, and their relationship is strained to the point that Caesar has them exterminated should they survive into the endgame.
  • You Have Outlived Your Usefulness: If Caesar wins Hoover Dam he exterminates them due to their reliance on Chems.
  • Zerg Rush: Their tactics against Camp McCarran. However, once you kill their leaders, they become much less capable, to the point that they're wiped out in the epilogue.


Voiced by: Jesse Burch

"Sounds good to me, and to the dogs, too! Dinnertime, boys!"

The leader of the Fiends, Motor-Runner commands his raiders from within the depths of Vault 3. The "most sane" of the gang, Motor-Runner commands from the back lines, letting his three sub-bosses to take charge of the groups above ground, while still maintaining enough control to form the drug-addled people into a credible fighting force. Motor-Runner has survived multiple assassinations, and by the time of the game has still yet to be killed (even by an NCR Ranger). Motor-Runner is strong and durable and his "Motor Runner's Buff" perk grants him extra Damage Resistance and Damage Threshold and lets him hit harder with his chainsaw. As such, Motor-Runner is not to be trifled with.
  • Affably Evil: Rather hilarious when you realize that the leader of the most evil faction in the game is the only member who isn't automatically hostile to you, probably because he's the only one not on a massive amount of drugs. Motor-Runner is actually extremely polite should the Courier manage to speak with him, treating you with a measure of respect, is willing to bargain for drug prices, genuinely cares about the Fiends under him (referring to them as "my people" and leading them to Vault 3 to help protect them), and will even graciously accept the player's challenge to a fight... despite having butchered the Vault's defenseless inhabitants, who welcomed them with open arms.
  • Benevolent Boss: He treats his men well, and the reason they are in South Vegas in the first place is that Motor-Runner conquered Vault 3 to give them a safe place to live.
  • Chainsaw Good: He wields a chainsaw into battle.
  • Orcus on His Throne: Motor-Runner, literally. While you run around New Vegas gunning fields down by the dozen, he just sits on that chair of his.


Voiced by: Gregory Allen Williams

The most feared member of the Fiends, Cook-Cook is notorious for raping and burning his victims. Cook-Cook acts as one of Motor-Runner's sub-bosses, keeping command of the Fiends above with the threat of being cooked alive or worse. He is also noted to be very close to his pet Brahmin Queenie, disgustingly close, and will rampage about if she is killed. He is noted to be unhygienic and smelly but allowed to cook because that's one of the few things he's good at, making meals out of anything that passes into his little corner of turf be it "Brahmin, mole rats, lizards... the occasional traveler lost in the wrong part of town".
  • Axe-Crazy: He is utterly insane and sadistic, butchering almost everyone he comes across that isn't a Fiend.
  • Berserk Button: If anything so much as happens to Queenie, Cook-Cook's favorite Brahmin, he will completely lose his shit and attack everything. And his mind's already on the edge as it is.
  • Bestiality Is Depraved: It's implied that Cook-Cook really loves his Brahmin. As if being a cannibalistic Pyromaniac with a penchant for rape isn't enough to tell you how depraved he is. In cut dialogue, he goes off the deep end and promises that he'll "going to burn the world for" Queenie... starting with the Fiends.
  • Depraved Bisexual: When he purchased a family from slavers, he didn't even wait until the slavers turned around before he began raping them, beginning with their son.
  • The Dreaded: While Motor-Runner is the gang's leader, Cook-Cook is the one that everyone fears, to the point that even his own fellow Fiends don't want to get too involved with him.
    Little Buster: The rapist with the flamethrower? Yeah, that's a combination I stay the fuck away from.
  • Fat Bastard: Some of Betsy's dialogue indicates Cook-Cook was supposed to be one, if not for the engine's limited number of character models.
  • The Friend Nobody Likes: No one in the Fiends likes Cook-Cook, and they only keep him around because he's a good chef. In Dummied Out dialogue, Driver Nephi will warn the Courier "Listen... you don't want to mess with Cook-Cook. And you really don't want to let him get you alone. Trust me," and Violet says "Driver Nephi'll brain your skull in! Cook-Cook... don't even want to know what he'll do."
  • Genius Ditz: Despite being completely off his gourd, Cook-Cook has an Intelligence score of 9. Might have something to do with the Mentats he takes.
  • I'm a Humanitarian: Cut dialogue for Cook-Cook reveals he's into cannibalism too, though his special stew doesn't use human flesh.
  • Kill It with Fire: His favorite method of killing. He will likely be armed with an incinerator when the player finds him.
  • Laughably Evil: The cut dialog for the Fiend bosses is actually kind of funny, albeit incredibly screwed up.
    Cook-Cook: Who am I? I'm the scariest motherfucker you're gonna meet! I'm Cook-Cook, bitch, better not forget it!
    Cook-Cook: NCR? Bunch of soft little bitches, they've got no stomach for life in the wasteland. Got some choice strange, though, I'll give 'em that. Heh heh... yeah. I'll give 'em *that* all right.
    Cook-Cook: Hey there, sweet thing, want a ride on the Cook-Cook Express?
  • Morality Pet: Cook-Cook has a pet brahmin named "Queenie". If you kill her he'll go berserk and attack the other Fiends. His cut dialogue concerning her indicates that he might like her a bit too much...
  • Motor Mouth: The cut dialogue made Cook Cook a fast-talking Large Ham.
  • The Pig Pen: None of the Fiends are all that clean as it is, but Cook-Cook is implied to really stink.
  • Rape Is a Special Kind of Evil: Cook-Cook's penchant for rape and setting his victims on fire means that he's one of the few characters with "Very Evil" karma, making him just as evil as Vulpes Inculta.
    * Repetitive Name
  • Supreme Chef: He is apparently such a good chef that the Fiends keep him around despite being disgusted by him otherwise.


Voiced by: Katherine Pawlak

A Fiend leader with an affinity for dogs and one of the NCRs top targets. One of Motor-Runner's sub-bosses Violet is deranged even by Fiend standards; constantly strung out on Psycho, Violet is extremely protective of her dogs (of whom she bred herself) and dislikes anyone looking at them, talking about them, or asking to take them. She is also implied to be a cannibal and feeds the meat of her victims to her dogs.
  • Ax-Crazy: Like most Fiends outside of Vault 3, Violet is violent and brutal at all times.
  • The Beast Master: She has a whole pack of dogs at her beck and call.
  • Berserk Button: Dummied out content had her going berserk should something happen to her dogs.
  • I'm a Humanitarian: She's inclined to use people for meat whether it be for her dogs or herself.
  • You No Take Candle: How Violet talks in the Dummied Out dialogue:
    "Dogs? Good dogs! My dogs! Fiend dogs. Tear you up, arf arf arf! HA HA!"

    Driver Nephi 

Driver Nelphi
Voiced by: Jesse Burch

A fiend leader who likes to beat his victims to death with a driver. As durable as he is fast, Driver Nephi's longevity is also due to him using his own men as meat-shields. As implied by Elder Bert Gunnarsson, Driver Nephi was once a part of New Cannan and was a Mormon missionary that went out of Utah to preach. He fell into drug use with the Fiends and became one of the hardest fighters.
  • Face–Heel Turn: It's implied that Nephi was a former New Canaanite.
  • Golf Clubbing: His signature weapon is a driver iron and he is very good with it.
  • Hidden Depths: Cut dialogue with the Followers Doctor Bert Gunnarsson reveals that Driver Nephi used to be part of the Mormon Church and they were close friends before Nephi fell into a bad crowd. If the player kills Nephi before talking to Bert, he will comment that he hopes Nephi will somehow find peace in the afterlife, even with the other dialogue cut.
  • Lightning Bruiser: Has a reputation as very tough and fast melee fighter, who has killed at least a dozen NCR troopers, with just his golf club. True to his reputation, he has very high Strength and Endurance and moves 25% faster than the other Fiends.
  • Made of Iron: He is said to be so tough, a .308 round put in him by a First Recon Sniper didn't even faze him.
  • Sir Swears-a-Lot: Cut dialogue has him swear the most out of all of the Fiend leaders with him saying "fuck" six times in his limited dialogue tree.

Followers of the Apocalypse

    In General
Humanity lost many things after the war. Methods of agriculture, techniques for survival. We took it upon ourselves to piece together this knowledge and bring it back to them. Other things weren't lost but were blocked from our collective memory. Knowledge of what we're capable of, and how things spiral out of control. It's in our nature to want to forget truths that keep us awake at night. And for that reason, it's all the more important that the Followers walk the wastes to remind people of them.
Ignacio Rivas

A quasi-religious order and humanitarian organization that originated from the Los Angeles Boneyard, headquartered in the ruins of the former LA Public Library. The Followers are dedicated to helping the less fortunate people in the wasteland by providing them with education and medical aid with the long-term goal of ensuring that humanity does not repeat the mistakes that led to the Great War.
  • Being Good Sucks: Most of their endings see them kicked out of the Mojave, overwhelmed with patients, or simply hunted down and killed. Though if the NCR wins and you can convince the Followers to work with them they will continue to provide their services with full government support, while if Caesar is alive for a Legion victory he lets them go out of respect for his old life.
  • Beware the Nice Ones: They're normally pacifists. However, if they believe it'll help the less fortunate, they can and will kill without hesitation. Plus, Caesar used to be one of their members.
  • Bittersweet Ending: Pretty much any ending they get, unless you get them to support the NCR's annexation of the Mojave or leave Caesar in charge of the Legion and then help them win at Hoover Dam.
  • Bomb-Throwing Anarchists: They're accused of this, but they're not. Usually.
  • Disaster Scavengers: They entire goal is to seek out Pre-War tech and use it for humanitarian purposes. Arcade points out that simply scavenging can't go on forever and they do also try to gain the knowledge to produce things themselves.
  • Freaky Fashion, Mild Mind: Despite sporting a prominent mohawk, Julie Farkas is one of the kindest individuals of the game.
  • Hero with Bad Publicity: As one of the most moral organizations in the Fallout universe, they have some very serious publicity issues. At best, people view them as well-intentioned Wide Eyed Idealists that are too naive to survive in this Crapsack World. At worst, they are seen as anarchistic cultists with dangerous ideas that need to be destroyed. The bad publicity comes out in a very specific ending to a quest, The White Wash, after it's been uncovered that a rogue Follower killed an NCR Trooper for finding out that the Followers were stealing water from the NCR for the town of Westside to grow crops. Turning in said Follower has Carrie Boyd mention that this isn't the first time something like this has happened and that she's unsure their actions are helping or hurting their cause because they piss off people with power by doing the occasionally right thing the wrong way.
  • The Mole: Ignacio Rivas is quickly revealed to be this to the NCR operation in Helios 1, so they don't find out whatever kind of weapon the facility was really made for.
  • Not So Different: To the Brotherhood of Steel. Ultimately, the goal of both factions is to gather technology and knowledge, for the sake of what they deem as a noble cause.
  • What Happened to the Mouse?: We don't get an ending for them with Mr. House. However, Yes Man states that House planned to enlist them to provide medical aid throughout the region as a "mitigating contingency", which is exactly what you do in the Independent ending.

Great Khans

    In General
You want to hear the story of the Great Khans? It's a long one, full of honor, glory and betrayal. We have suffered, but we will regain our glory.
Papa Khan

A tribe of Mongolian-themed raiders that originated from the same vault as the NCR, their long-time enemy. As the NCR expanded through the Core Regions the Khans were pushed into the Mojave, only for Mr. House to evict them once he took control of New Vegas. The Great Khans resettled at Bitter Springs and raided from it for a few years, until the NCR retaliated with an attack that turned into a massacre. The remaining Great Khans have holed up in Red Rock Canyon, where they eke out a meager existence by manufacturing and selling chems, but an alliance with Caesar's Legion might give the Khans a chance to strike back against their old foes and regain their past glory...
  • A Lighter Shade of Grey: Between the Powder Gangers, Fiends, Vipers, and of course the Legion, the Great Khans are practically the Token Good Teammates. At the least, they're considerably less evil than the Legion's other allies.
  • Asshole Victim: While most members of the NCR agree that what happened at Bitter Springs was messed up, former Khan-turned-NCR soldier Bitter-Root maintains that they had it coming. Objectively speaking, the Khans did provoke the NCR with attacks on civilians and soldiers alike, ignoring warnings of reprisal as empty threats. Even after Bitter Springs, when the Followers of the Apocalypse tried to teach them how to make medicine, the Khans instead used that knowledge to become drug dealers, causing the Followers to withdraw their support in disgust.
  • The Atoner: If you convince them to claim their own legacy, one ending has them reconnect with the Followers. Unlike last time, however, where they abused their kindness, and became chem dealers, they use the knowledge given by them to "carve a mighty empire out of the ruins of the Northwest".
  • Defector from Decadence: From the original Khans. In their case, both Manny Vargas and Bitter Root are this for them. You can also help Jerry the Punk become a member of the Followers of the Apocalypse. Subverted with Manny, as he's still on good terms with the other Khans and states that he left the NCR after Bitter Springs.
  • Downer Ending: The only way for them to get a Happy Ending is to convince them to leave the Mojave in search of their legacy. Otherwise, they get wiped out, are forcibly assimilated into Caesar's Legion, or are relocated to a barren reservation.
  • Drugs Are Bad: They're pretty much the prime chem providers in the Mojave, and it's outright stated that their sales and manufacture is what keeps the Fiends going. Subverted in that the manufacturers can be convinced that there's money to be had in medical supplies, too, after which they'll begin making and selling Stimpaks on the cheap alongside their usual chems. However, their drug cook Jack is one of the nicer Khans.
  • Death Seeker: If you convince the Khans to break the alliance with the Legion, it's possible to get them to launch a suicide attack against them in the battle for Hoover Dam.
  • Friendly Enemy: Even if you're opposed to the Legion they'll still welcome you if you help them out.
  • Gang Initiation Fight: Becoming an official member of the Khans involves the person taking a beating from all the Khans without giving in. At the least, you can try as many times as you want. Jerry the Punk laments the fact that he's just not tough enough to handle initiation.
  • Genius Bruiser: Regis, who sleeps next to a stack of books.
  • Genius Ditz: Jack might talk like a stoned-out hippie, but he's also a talented chemist who took to the Followers' lessons.
  • Glass Cannon: They wield powerful weaponry such as Grenade Rifles and Hunting Revolvers, but they're clad in practically leather armor, which provides little protection against most other weaponry and go down easily in a few shots.
  • Glory Seeker: One of the main reasons they are siding with the Legion is to both get revenge against the NCR and to gain glory to their people. Giving them information about their namesake from the Followers of the Apocalypse and showing them the real intentions of the Legion convinces them to switch sides, however.
  • A Handful for an Eye: By completing her sidequest, Diane can teach you the Khan Trick, an unarmed move in which you toss sand at you opponent's eyes.
  • Heel–Face Turn: In the endgame slides, if you convince Papa Khan to decline the Legion offer and then inspire him with the history of the Mongols, the Khans reunite with the Followers of the Apocalypse and pick up some more useful knowledge than making chems: governance, commerce, and the like. They then go off and try their own hand at nation-building. Even better it works, the ending slideshow says they formed a "mighty empire" in Wyoming. The fact that the Followers helped them hints towards a more civilized empire instead of another Legion.
  • Horrible Judge of Character: Thanks to Karl, they really believe that Caesar's Legion is going to change the M.O. they've used on 86 prior tribes just for them.
  • Monster Sob Story: They've done a lot of shady things in the past, they're still doing them in the present, and they by and large brought most of their problems down upon themselves. But they lost a lot of innocent lives to the NCR at Bitter Springs and they just haven't been able to find a good home for themselves.
  • Noble Savage: Zigzagged; while they have a personal code of honor, are much more civilized than the other raider tribes, and will engage in reasonable diplomacy, they're also mass-murdering anarchists who provide much of the region with street drugs.
  • Pragmatic Villainy:
    • Unlike other Raider groups, the Khans don't kill for shit and giggles, they only do so if you have something they actually want. Otherwise, they leave you alone and may even be open to trade (as long as it's drugs you want, because that's all they have). It might not seem like much, but in the Crapsack World of Fallout it's enough for non-Khan Mojave residents to credit the group with at least a small amount of respect. It helps that their primary targets are NCR communities, whom Mojave communities generally resent.
    • You can use an argument along these lines to convince the Khan's drug cooks to produce medicines: a more diverse product line will increase their profits, and there's less chance of their customers dying.
  • Proud Warrior Race Guy: The mindset of most of the tribe, especially Papa Khan. His motivation for siding with the Legion is that he feels his once-mighty tribe has been disgraced with their defeat by NCR, and Caesar will help them return to their glory days.
  • The Quisling: Papa is so keen for vengeance against the NCR that he's easily swayed by Karl's rhetoric, and sides with the Legion despite their practice of backstabbing and press-ganging every tribe who allied with them in the past. His second-in-command, Regis, is the reverse; less motivated by hatred of the NCR than his brethren, and mistrustful of the Legion, he'd happily call a truce between the Khans and NCR in the name of long-term stability in the Mojave. note 
  • Reasonable Authority Figure: Regis is even more reasonable than Papa Khan. He has doubts to the Legion, but won’t go against the alliance without sufficient proof.
  • The Remnant: The tribe was founded by survivors from The New Khans, who in turn was founded by the sole surviving member of the original Khans. Both of these groups were hunted to near extinction by the NCR, with help from respectively the Chosen One and the Vault Dweller.
  • Screw This, I'm Outta Here!: After convincing Papa Khan to break the alliance with the Legion, you can tell them to leave the Mojave to seek their fates elsewhere. Nonetheless, it's possible that they'll come to the Courier's aid in the final battle.
  • The Stoner: Jack the drug cook.
  • Suicidal Overconfidence: They attacked the NCR even after the NCR proved to be way more powerful than them. This resulted in the Great Khans being forced out of Bitter Springs, with most of them dying. By the time the game starts, they are just a small, isolated village in the canyons, yet they still insist on allying against the NCR, which rules over all of California and most of Nevada at this point. It's heavily implied it was to keep the NCR away. Didn't work.
  • The Spartan Way: The way that they train their children to become warriors is not nice at all. Some don't survive, though if you fail and survive, you're allowed to try again.
  • Sympathetic P.O.V.: The All Roads comic really makes you feel sorry for them.
  • Token Good Teammate: They're a rough and ruthless bunch, but they are by far the least evil of the Legion and its allies. They're also the only one that can be dealt with completely peacefully.
  • Took a Level in Kindness: They’re by no means saints, but they're far from the antagonizing Khans in the previous games.
  • True Companions: Each one of them is this to the other Khans.
  • Undying Loyalty: Loyalty is big for the Khans, but not in a threatening way like the Omertas. They're just a very close-knit group that looks out for their own. If the Courier befriends them, they're one of the most accepting and friendly factions there is towards him/her.
  • Vapor Wear: Some female Khans wear open vests with no shirt or bra underneath. Of course, the vest stays in place so as to always be covering the right spots.
  • What the Hell, Hero?: Karl's reaction to you will vary based on your reputation with The Legion. If you have tampered their efforts and have a negative reputation, he will warn you that you're dangerously close to be marked to death. And if you've killed Caesar, he'll be pissed!

    Papa Khan
Voiced by: Ian Gregory

"I am the chief of the Great Khans — the Khan of Khans, if you like. This is my tribe and these are my people."

The chieftain of the Great Khans. He was a follower of Darion of the New Khans, and was one of the few survivors of their battle against the New California Republic. Leading the survivors to the Mojave, Papa Khan reformed them into the Great Khans and has desperately sought to survive while surrounded by enemies new and old.
  • A Father to His Men: As much as Papa Khan lets his hatred of the NCR blind him, he truly does care for his people and will actually listen to his advisers if they speak out against him, after which with some extra convincing from the Courier he'll break his alliance with the Legion.
  • Berserk Button: Insulting the Khans in front of him is a terrible idea. If you get Karl to do just this or give Papa his diary where he privately insults the Khans, he'll be gunned down by all the Khans in the building at Papa Khan's command.
  • Hidden Depths: While he may at first glance seem like nothing more than a slightly more reasonable tribal leader who is blinded by his hatred of the NCR, Papa Khan is actually quite intelligent and wants a better future for his people. If he reconnects with the Followers of the Apocalypse, he can do just that, building a civilization in Wyoming.
  • Honor Before Reason: Even after you provide proof to Papa Khan that the Legion's intentions are not pure, he's still hesitant to break off ties with them due to his Glory Seeker tendencies; he still leans on allying with them if only to have his tribe go out in a blaze of glory. It takes even more legwork to convince him that there are better ways to go about that.
  • Klingon Promotion: If you impress Papa Khan enough, he will make you his heir. Then you can stealth-kill him if you want.
  • Reasonable Authority Figure: For all his faults, Papa Khan will listen to his people and takes any evidence presented against the Legion seriously.
  • Too Dumb to Live: He really wants to get revenge against the NCR, and is swayed by the Legion's promise that Caesar will allow him to rule all the land west of the Colorado just because he allied with him despite the Legion's long and well-known history of backstabbing. He will, however, listen to his advisers and reconsider the deal if you convince enough of them to speak out against the alliance. It probably doesn't help that a Frumentarius is there specifically to sweet-talk him and the Khans into thinking how awesome the Legion is, even telling a female Khan about being a Legionnaire.

The Kings

    In General
"The Kings are about an idea. Where every man is free to follow his own path, do his own thing. Where every man is a king in his own right."
The King

The only bigger gang to refuse House's ultimatum of a casino on the Strip in exchange for their subjugation. As a punishment, they were pushed back to the slum of Freeside, which they now uphold a loose control over.
  • All Hail The Great God Elvis: When the Kings found the King's School of Impersonation, they took the massive amounts of recordings, posters, imagery and imitation instructions to indicate that Elvis (not that they know his actual name) was actually a god figure from before the war that people worshiped.
  • Anarchy Is Chaos: The King and Pacer both agree that their image of Freeside is a town where everyone can be free to do what they want, but they disagree on what this means. The King imagines a society where every citizen is free to pursue their own path, so long as they respect the rights of others — well within the spectrum of anarchist politics. Pacer is happy to live in a society where the strong take from the weak and the weak can like it or go live somewhere else — assuming that, as second-in-command of the biggest gang, he'll be in the 'strong' category. Unsurprisingly, his attack on the NCR relief effort ended terribly and if rest of The Kings go down his path and attack the trained and heavily armed troops, they will get massacred and Freeside will end up under martial law, while The King's willingness to compromise will allow them to end the situation peacefully.
  • Asshole Victim: If you kill Pacer without being caught or implicating the NCR, The King is the only one who's sad about his demise. Doubly so if Pacer's death happens as a result of trying to kill The King if you convince him to make peace with the NCR.
  • Earn Your Happy Ending: The Kings die or suffer horribly in most of the game's endings, but they do have their Golden Ending where they get to maintain their principles, get what they want, and don't lose many people in trying to fight the NCR.
  • Elvis Impersonator: An entire gang of them, all convinced it's a pre-war religion. Only The King and Pacer put on the voice, but this might be justified since King says the tapes broke a few years ago. They're the oldest members and might be the only ones still alive to have heard them.
  • Entitled Bastard: Zig-zagged, they aren't fond of the NCR squatters putting a drain on their resources, and The King is not pleased when he finds out the NCR is giving handouts to its citizens but not to the proper citizens of the area. However, it turns out NCR wanted to supply everyone, but the messenger they sent to negotiate with The King was beaten and turned away by Pacer, so they were only given enough support to take care of their own. The player has the option to eventually smooth things out and get the two to agree to a truce, which leads into NCR providing relief support to Freeside if you complete the game for NCR.
  • Establishing Character Moment: If you pay Pacer's toll to get in to talk to him and mention it to him, The King apologizes for Pacer acting up and refunds you personally, and if you paid the max of 500 caps to get in, he makes a crack that you must have really wanted to meet him.
  • Face–Heel Turn: If you convince them to make peace with the NCR, Pacer becomes enraged over the King "selling" out and attacks him. In front of several loyal Kings, NCR Troopers, and your party. The only way to avoid this and still end the quest peacefully is to complete "King's Gambit" and use your favor to have the King agree to make peace...or use a mod that lets you point out to Pacer how stupid his attempted overthrow of the King really is.
  • Future Imperfect: The Kings actually have absolutely no idea who Elvis really is. When they first discovered the school of impersonation filed with holotapes, jackets, and a seemingly unlimited supply of hair gel, they concluded that Elvis was worshiped and the building was his temple.
  • Gang of Hats: More like a gang of perfectly coiffed 'dos. They decided to all become Elvis impersonators because why not?
  • Greaser Delinquents: They're a hybrid of this trope and Elvis impersonators.
  • Heel–Face Turn: Cut material shows that it would have been possible to talk down Pacer from his mutiny with a high enough speech skill. Certain mods restore this.
  • Horrible Judge of Character: The King continues to display Undying Loyalty to Pacer long after it becomes obvious that the man is a two-faced weasel who's been manipulating him into a fight with the NCR. The King actually lets on that he knows that Pacer is xenophobic but overlooks this because a) he can understand Pacer's reasons b) a lot of Freeside feels the same and c) Pacer is still his best friend and in any other matter has the King's best interests at heart. He just doesn't know how much Pacer hates the NCR.
  • The Lancer: Pacer is The King's second-in-command.
  • Neighborhood Friendly Gangsters: The Kings take this a step further by acting as Freeside's de facto police force, and the closest thing they have to a government.
  • Nice Guy: The King is a rather personable and likable person, who despite being noted as something of a hothead remains a Reasonable Authority Figure for the most part. The Kings as a whole are very generous, giving freebies to a Courier who's proved helpful to the people of Freeside. If they have a flaw, it's a mild excess of hometown pride.
  • Reasonable Authority Figure: The King is one of the few politically powerful figures out there motivated by a genuine desire to help the people. He dislikes the NCR squatters around, but it's due to pride and miscommunication, and it's possible to smooth things out and make peace between them.
  • Spell My Name with a "The": The King. The fact that this makes him "The King of Kings" is noted by Rotface.
  • Suicidal Overconfidence:
    • In a quest involving the NCR's and King's conflict, the NCR sends a platoon of fully armed soldiers to the King's HQ. The King tells you to explain what's going on before his gang kills the soldiers. You have the option of telling him to calm down since his gang stands no chance if they start a fight. He'll take this as a challenge, and order his gang to open fire, upon which they are all gunned down.
    • This is basically what happens in all but a few of the King's endings. They decide to pick a fight with the victors of the Mojave and get themselves killed. The NCR is the only faction that's willing to even have a peaceful solution with them (aside from the Courier, of course), while Mr. House will only go so far as to leave them alone.
    • Speaking of peace with the NCR, if the Courier gets the King to sign a truce with them, Pacer storms in, angry that the King had "sold out", and attacks him — along with the King's loyal guards... and several, heavily armed NCR soldiers... oh, and YOU too.
  • Token Evil Teammate: Pacer is the only member of the Kings set to Evil Karma.
  • You Owe Me: After completing a series of quests for The King, he gives you the permission to ask for a favor, ranging from membership to a fake passport to the Strip. Later on, you can use this favor to make The King agree to a truce with the NCR.

Powder Gangers

    In General

A group of escaped convicts originated from NCR territory. The NCR originally brought them from the west to use as cheap labor to work on a railway line. But the convicts managed to take control of their prison and formed into a loosely organized group of thugs and raiders.
  • A House Divided: There are at least five factions of Powder Gangers, though only one still goes by that title (the others are known simply as "Escaped Convicts").
    • The main group is based in the NCRCF, and is led by a thug called Eddie. They are easily the biggest Powder Ganger group, stretching all across the Mojave Wasteland with several members, including several Powder Ganger camps, Nipton and, depending on Player Choice, Goodsprings among their territory.
    • There is also a very small group led by a man named Chavez, which has turned on Eddie and inhabits the gang's southern camp.
    • The original leader of the prison break — the anti-NCR rebel Samuel Cooke — has since led a splinter group to set up in Vault 19 and plan further anti-government actions.
    • Some of the Vault 19 group, led by small-time thief Philip Lem, are tired of being on the run and want to surrender to the NCR.
    • Finally, another group tried to take over the town of Primm and hole up in the Bison Steve Casino. They will always attack you.
  • Anti-Villain: There's a variety of crooks in the gang, and of course some are considerably worse than others. Some of the lighter grey members were sentenced to the camp for skimming medical supplies to sell, being framed for stealing from a casino or being a Cowboy Cop-type sheriff. Additionally, some of them stay only with the gang because they have nowhere else to go and know that, even if they didn't take part in the breakout, they'll be shot on sight because they're all guilty in NCR's eyes.
  • Bit-Part Badguys: To an extent; they're a mild challenge at first when dynamite is still considered threatening. They never upgrade beyond that. You do. Towards the end of the game, they're not even a speedbump, but you'll still run across them from time to time on the west side. That said, they fare much better then The Jackals, Vipers and Scorpians, since there are a few quests where you either fend off or help the Powder Gangers.
  • Bomb-Throwing Anarchists: Samuel Cooke. It's what got him tossed into prison in the first place. The others, however, are just petty thugs.
  • The Brute: Scrambler, Eddie's right-hand man and bodyguard, has a 10/10 strength stat and unlike the other gang members, he prefers hand to hand combat over guns and explosives.
  • Curb-Stomp Battle: They end up on the wrong end of this trope if you side with the NCR in "I Fought the Law", falling easily before the NCR forces sent to retake the facility.
    • Even if you side with the Powder Gangers they'll end up on the wrong side of this. You'll really have to get creative and effectively carry them through the battle if you want them to make it through without casualties.
    • If they survive said attack, but the player goes on to finish either the NCR or Legion route, said victorious faction will lead an attack on the NCRCF that results in the Powder Gangers getting slaughtered.
  • Even Evil Has Standards: Samuel Cooke is a Bomb Throwing Anarchist in every sense of the words, but even he thinks the Fiends are a pack of strung-out freaks best avoided.
    • Most of the Powder Gangers are weary of Scrambler, and they will warn you not to approach him when he's "acting up again".
  • Grenade Spam: Dynamite spam, to be more specific. Low-level players beware, as all that dynamite means lots of damage taken and crippled legs.
  • Genre Blind: They barely tried to fortify the NCRCF building after their breakout weakened the defenses, their guard force was dense enough to let some nameless schmuck run around their bases unmolested after paying a hundred cap toll, and it never occurred to Eddie that hiring said nameless schmuck could potentially (no pun intended) blow up in his face.
  • Goldfish Poop Gang: They aren't very comedic, but they are more an annoyance than a true threat.
  • The Goomba: The Powder Gangers are weak to an almost pathetic extent, and basically exist to give something for the player to kill in the first few hours of the game.
  • Karma Houdini: If you help them or at least Eddie survive the NCR's assault on the NCRCF Building by killing the NCR troops before they can get to him, and complete the game on the House/Independent route, they'll get away with their actions and go on to continue robbing and killing caravans without any punishment.
  • Throw Down the Bomblet: Share this gimmick with the Boomers, though to a lesser degree; the Boomers prefer firing explosives via mortars and howitzers, while the Powder Ganger's signature weapon is dynamite, thrown by hand.
  • Hypocritical Humor: Boxcars can't seem to grasp what your problem with the Powder Gangers is and act like he's an innocent victim. Nevermind that his gang tried to attack the town that saved your life for sheltering a man that killed some Powder Gangers in self-defense.
  • No Woman's Land: One can only imagine, based on some comments the gangers make and the fact that they're all escaped convicts, what happens to women caught in their territory all alone. There are no female Powder Gangers, though this is probably justified given that the NCRCF was probably a men's correctional facility.
  • Oh, Crap!: If you've killed enough Powder Gangers to have a bad faction reputation with them, Boxcars in Nipton is not happy to see you, referring to you as the Powder Ganger's own personal "Grim fuckin' Reaper".
  • Pet the Dog: Eddie, the ruthless gang leader for most of the Powder Gangers, is not a very nice guy and is at first not very nice to you either. But if you have good reputation with the Powder Gangers, he'll thank you by giving you free explosive supplies every few days, and he'll also thank you if you save his life during the NCR's attack on the prison by telling you that you can stick around whenever you want.
  • The Rustler: They steal cattle too.
  • The Scrounger: Carter, the Powder Gangers' trader. As he puts it, he was always the guy who could "get things" when they were all locked up. Naturally, though, he doesn't have a very impressive selection of wares or a lot of caps to spare.
  • Sir Swears-a-Lot: Boxcars' limited dialogue includes a lot of swearing.
  • Starter Villain: The Powder Gangers are the first faction to antagonize the player and the first you see antagonizing innocent people. The final tutorial quest even points you in the direction of defending Goodsprings from a pack of them. Inverted if you instead choose to ally with and help them out.
  • The Starscream: Philip Lem, who thinks Cooke will drag the Vault 19 gang to their death and wants to surrender to the NCR before that happens.
  • Tempting Fate: Build a prison in a remote and isolated location, fill it with violent criminals, give them access to a large cache of explosives, and then leave the prison undermanned and poorly-equipped to handle a mass break-out. Nope, don't see anything wrong there.
    • On top of that, bring a known anarchist who has used explosives before and then, ignore the warden's pleas that said Bomb Throwing Anarchist, has amassed a large following among the prisoners and are acting suspicions.
  • Villain Decay: Early in the game they're pretty dangerous, but they start to lose menace after you see them crucified by Caesar's Legion in Nipton. By the middle of an average playthrough, they cease being a real threat.
  • Wake-Up Call Boss: Eddie's plasma pistol packs a punch, and he has an entire roomful of bodyguards with armor and SMGs. If you head to the NCRCF facility straight away, he's almost bound to catch you by surprise.
  • Weapon of Choice: As one can probably tell by their name, they happen to like explosives, specifically dynamite. They also tend to protect their camps with mines.
  • Working on the Chain Gang: The origin of the faction; they used the dynamite provided for their work to escape, because duh. "Chain gangs, basically" is the first thing Trudy has to say when you ask her about them, and likely the first thing you'll hear about them at all.

The Van Graffs

    In General
Voiced by: Courtenay Taylor (Gloria Van Graff) and Emerson Brooks (Jean-Baptiste Cutting)

"While I respect their business acumen, I'm obligated to try to destroy them however I can. That's business, after all."

The Van Graff crime family is a large and powerful crime family that grew out of New Reno, and specializes in the weapons trade, specifically energy weapons. For that reason, they are the biggest competition of the Gun Runners, who have so far outmaneuvered them due to superior manufacturing facilities and favor with NCR. They've begun expanding into the Mojave and have set up a business, the Silver Rush, in the ruins of an old casino in Freeside. The current heads of the family are siblings Gloria and Jean-Baptiste Van Graff.
  • Affably Evil: They're a fairly friendly and polite group... who are using blackmail, murder, and theft to marginalize the competition and expand their reach and profits.
  • All There in the Manual: A lot of their backstory isn't found in-game. The family was formed in New Reno by Tiaret Van Graff, who has ten children, all by different fathers, and uses them as her lieutenants to expand the family business. Gloria and Jean-Baptiste just happen to be the two sent to the Mojave.
  • Arms Dealer: Their specialty is energy weapons.
  • Big, Screwed-Up Family: Gloria implies that the Van Graffs, in addition to their size, aren't exactly the most close-knit or cohesive of families. And that she's glad to be out in New Vegas instead of further west.
  • Canon Immigrant: The Van Graffs were first mentioned in the J.E. Sawyer's Fallout Role-Playing Game, and were planned to be in Van Buren before it was canned. This is their first appearance in a canon Fallout game.
  • Corrupt Corporate Executive: Their business practices are very immoral.
  • The Dog Bites Back: The Van Graffs have a nasty habit of murdering their competition and doing whatever they can or want to make a profit. There are not just one, but three potential opportunities for this to bite them in the ass real hard.
    • One of the customers you have to pat down for weapons at the start of the Van Graffs quest is a suicide bomber who lost relatives to them. If you let him inside the store, he'll kill the entire group in a massive explosion.
    • Then there's the standard way of handling Cass's quest, where she and the Courier kill the Van Graffs and Alice Mclafferty out of revenge for Cass's caravan employees being slaughtered.
    • Lastly, if you complete Cass's quest peacefully, but also help Alice sabotage the Gun Runners, she and the Van Graffs will be ambushed and murdered by a "Raider Group" who are heavily implied to be the Gun Runners seeking vengeance.
  • The Dragon: Jean-Baptiste to Gloria. He loves personally doing her dirty work.
  • Establishing Character Moment: The first time you enter their store, you interrupt them negotiating with a customer. They execute one of their own employees in order to demonstrate how ruthless they can be.
  • Flunky Boss: If you try to kill Gloria and Jean-Baptiste, they'll be backed up by 5 Van Graff thugs (six if you count the doorman) wearing full combat armor and carrying hard hitting plasma rifles. Needless to say, this makes the fight very hard at lower levels.
  • For the Evulz: Apparently, this is the motivation for Jean-Baptiste when he executes Cass.
  • Frickin' Laser Beams: Their specialty is a variety of laser and plasma weaponry. Gloria personally prefers her men to be armed with plasma rifles for the greater stopping power, but sells both herself.
  • Gun Porn: Their store is full of some very cool energy weapons on display. And the best part is you can kill them and take all of it with no repercussions from anyone outside their security team. Killing them and their security team, however...
  • Informed Attribute: They're supposedly a much larger and more powerful organization than the player sees. Gloria claims the Van Graffs have the men and arms to field a small army if they needed it.
  • King Mook: Jean-Baptiste is a normal Van Graff thug, except he has his health and skills inflated to boss-like levels.
  • Legitimate Businessmen's Social Club: They're a crime family masquerading as a legitimate arms business.
  • Made of Iron: Jean-Baptiste has good armor and twice as much health as a Companion.
  • Meaningful Name: Their name comes from Van de Graaf, a type of electric generator. Appropriate, considering their affinity for energy weapons.
  • Oddly Small Organization: Justified, since they are only one chapter of their family organization, which has a much larger presence back west.
  • Pragmatic Villainy:
    • When you work for them as a door guard, your orders are to be polite but stern to customers, and keep out the riff-raff with non-violent means unless they start a fight. They're in the business of encouraging fights elsewhere, not on their doorstep.
    • The reason that they have been secretly working with NCR to take down the Legion isn't because they oppose slavery, but because the NCR's economy is three times larger than the Legion's and therefore pays better. There's also the major fact that Caesar is infamous for pulling a You Have Outlived Your Usefulness on his allies once they're no longer needed, and (unlike Papa Khan or the Omertas) Gloria is smart enough not to imagine that she'd somehow be an exception.
  • Shoplift and Die: Ordinary merchants have themselves and maybe a guard or two on hand. These guys have no less than five heavily armed and armored guards, who will open fire if you so much as take a microfusion cell.
  • The Spymaster: After the 1.02 patch, if you solve Cass' quest the peaceful way by turning over evidence of their plot to collaborate with the Crimson Caravan to gain monopoly over all commercial actives in the Mojave to the NCR officials, they will be permanently hostile and shoot you on sight. Most likely because they have informants in the NCR government that informed them of what you did.
  • Woman Scorned: Dummied Out dialogue establishes that Gloria was in a relationship with the guy that gets killed by Jean-Baptiste as an "example". Despite her warnings to him that she can be a very jealous woman, she caught him being serviced at Gomorrah. She was not pleased.
  • Worthy Opponent: The Gun Runners. Which is why Gloria is obligated to obliterate them however she can.

Crimson Caravans

    Alice McLafferty
Voiced by: Marianne Muellerleile

The head of the Crimson Caravan company's branch in New Vegas.
  • Affably Evil: She's a friendly old lady, but she's also very amoral and ruthless.
  • Bad Boss: If you're incompetent, anyways. At the same time...
  • Benevolent Boss: Uphold your contract and work hard, she'll treat you fair. With a little encouragement, she will also let a few things slide in the name of love.
  • Bitch in Sheep's Clothing: She may seem nice at first, but she's busy making underground deals to kill off her competition. Literally.
  • The Chessmaster: The Van Buren incarnation of "Ailis" was going to be supplying both sides of the war between the Brotherhood and NCR to make more money and weaken both of them, and had the ultimate plan to take over Hoover Dam and destroy the Brotherhood to make herself a war hero to NCR. Her New Vegas incarnation is only a step or two down, making deals with the Van Graffs for the two to help the other take out their competition.
  • Corrupt Corporate Executive: Does all sorts of shady and illegal things to one-up or muscle out her competitors, from corporate espionage to outright murder.
  • Fate Worse than Death: At the end of Cass's companion quest, the player can convince her that tying Alice and the company up in NCR legal redtape will do far more damage to the company and her than simply shooting her.
  • Laser-Guided Karma: Depending on how you go about committing corporate espionage on the Gun Runners for her, she might end up getting killed by "raiders" using advanced weapons and military tactics. The Gun Runners deny having any public knowledge of the attack.
  • Pet the Dog: The Courier can convince her to still pay Janet the wages she's owed despite breaking her contract. One way to do so is to ask her whether she wants to ruin Janet's chance at love. McLaffery grumps about being sentimental, but agrees to pay the owed wages.
  • Pragmatic Villainy: While the tasks many of her outside contractors are given are unsafe, Alice notes that they always get paid well for their efforts — you don't build a thriving business as a cheat who goes back on deals. She also notes that the only one that is straight-up immoral/illegal— committing industrial espionage on the Gun Runners— is strictly optional, and there is no penalty or reprisal for Couriers who refuse it.

State of Utobitha

     In General 

" Well Rhonda, I'm a little concerned about the number of humans that keep coming to Black Mountain. Honestly, I think they're a little jealous of the ideal society we've built here, Rhonda. And I can't blame them. We have everything we need here. Food, shelter, safety, entertainment. It really is a paradise. But humans need to be aware that Black Mountain is no place for them. In fact, it's even dangerous for them here. First of all, there's the radiation. That warm, peaceful glow that we all know and love doesn't have the same effect on humans. You see, humans are weak, and have an inherent defect that causes them to fall apart when exposed to radiation."
— Tabitha's radio broadcast

The State of Utobitha is Super Mutant and Nightkin "nation" located in the irradiated ruins of the Black Mountain Satellite Instillation. It originated as Marcus's first attempt to build a settlement where he and the other mutants could live in peace, but the disagreements with the more aggressively anti-human Tabitha, as well as her Nightkin and Gen 2 Super Mutant followers lead to Marcus and most of the Super Mutant still loyal to him being pushed out and Tabitha establishing her own little nation in Black Mountain, where she broadcasts her mad ramblings for her followers and any nearby humans to hear, and the Super Mutants under her command can attack any humans unfortunate enough to wander by without repercussion.
  • Enemy Civil War: It's possible to trigger one between the Nightkin and the Gen 2 Super Mutants, by convincing Tabitha over a Ham Radio, that the Super Mutants are a threat to her.
  • Fantastic Racism: Other then the Mutant's disdain for humans, the Nightkin (or at least Tabitha) think of themselves as superior to the Gen 2 Super Mutants, who they refer to a "dumb-dumbs".
  • Token Good Teammate: Neil, a Super Mutant still loyal to Marcus that was left behind to keep tabs on Tabitha and the others, is the only Super Mutant left at Black Mountain that won't attack you on site, but still seems to be accepted, if only barley by the rest of the mutants.

Voiced by: Fred Tatasciore

"Threats all around us! Converging, like a noose! Tightening! Two-head bear people astride battle cattles!"

The hilariously insane super mutant leader of the "State of Utobitha" stationed at Black Mountain.
  • And the Adventure Continues: If the Courier manages to reactivate Rhonda, Tabitha and the robot will go on adventures deep within Legion territory. Tales of their exploits will entertain children for years to come.
  • Anti-Villain: The Woobie variety as most of her... eccentricities stem from her Stealth-Boy-induced insanity.
  • Ax-Crazy: She's only slightly more sane than the super mutants in DC.
  • Cloud Cuckoolander: Maybe even a little Crazy Awesome.
  • Everyone Has Standards: Even she's afraid of the Legion.
  • Faux Affably Evil: She is Ax-Crazy and has been raiding cattle convoys.
  • Just the First Citizen: Her position in the State of Utobitha is "Best Friend Tabitha".
  • Harmless Villain: Other than broadcasting her own particular brand of crazy over radio for anyone to hear, Tabitha is mostly content to remain in Black Mountain without causing any trouble for the rest of the Mojave Wasteland (although it's mentioned during the Jacobstown quest that her super mutants have been raiding NCR cattle convoys).
  • Freudian Slip: During one of her broadcasts where she talks about centaurs:
    "Rhonda": We're back with Best Friend Tabitha, who was telling us why humans should STAY THE HELL AWAY, err, keep their distance from the State of Utobitha.
  • Funny Schizophrenia: Unlike Lily or Dog/God, her insanity is 100% Played for Laughs.
  • Large Ham: So much that she has her own...
  • Living Emotional Crutch: Rhonda was hers. Marcus notes that she only really started losing it once Rhonda got damaged and shut down.
  • Pet the Dog:
    • Done offscreen, but she did save Mean Sonofabitch years ago while he was being tortured by NCR troopers.
    • If you fix Rhonda she sincerely thanks you, rewards you for your help and leaves without a fight.
  • Punctuated! For! Emphasis!: "CENTAURS! EAT! HUMANS, RHONDA!"
  • Robosexual: It's never brought up explicitly, but part of Tabitha's backstory is that she fell in love with Rhonda, the disabled Mr. Handy. This would also technically make her a lesbian. Though hilariously Rhonda always has a male voice.
  • Sitcom Arch-Nemesis: Raul, who she threatens to execute every day, only to decided against it since he hasn't oulived his usefulness yet. If you never rescued Raul or dealt with Tabitha, the ending shows this is still going on long past the Courier's victory.
  • Small Name, Big Ego: As the leader of the "State of Utobitha".
  • The Starscream: To Marcus, who she kicked out of Black Mountain before the events of the game.
  • Talking to Themself: Her radio show with "Rhonda". This only becomes apparent when you find out that Rhonda is a Mr. Handy robot and currently deactivated, while "Rhonda's" voice on the radio is clearly that of a Super mutant. Several broadcasts also reveal this, although it's difficult to spot unless you know the secret beforehand. Raoul catches himself nearly addressing "Rhonda" as Tabitha, Tabitha's "Rhonda" voice slips when she gets upset... and at one point, she tells Rhonda that she misses her every day. On some level, she's aware of the truth.
  • You Have Outlived Your Usefulness: Wants to do this with Raul, only for him to remind her that he hasn't outlived his usefulness.


Voiced by: Fred Tatasciore

"Hello. Could you please direct me to mistress Tabitha?"

Rhonda was Tabitha's robot and best friend before the super mutants came to Black Mountain. At some point, Rhonda became deactivated and was left inside the Storage Building, inadvertently causing Tabitha's mental and emotional deterioration, that lead to taking over Black Mountain and broadcasting her little radio show with her imaginary substitute of Rhonda.

  • Living Emotional Crutch: To Tabitha, who has developed a split personality version of Rhonda to fill the void left, after Rhonda was deactivated.
  • Morality Pet: To Tabitha, who decides to leave Black Mountain peacefully, if Courier Six revives Rhonda and reunites them.
  • Robot Buddy: Again, to Tabitha.
  • Satellite Character: Rhonda isn't really given any characterization, beyond being Tabitha's friend and being potential tool in solving the situation on Black Mountain peacefully. Possibly justified, as Rhonda is still just a Mr. Handy that likely isn't programmed to want anything more, than being by its master's side.
  • Undying Loyalty: The first thing Rhonda does upon being reactivated, is ask where Tabitha is, and if the player had already killed her at that point, Rhonda will become hostile.

     Raul Tejada 

Minor Gangs


One of the three tribes, made out of the four groups to leave Vault 15, they used to be a feared tribe in the west, until battles with the NCR reduced them to a small band of opportunistic bandits.
  • A House Divided: Like Powder Gangers. They are informally organized into small family groups which sometimes fight among themselves.
  • All There in the Manual: Pretty much all of their backstory.
  • The Beastmaster: Similar to the vipers and the mole rats they share they bases with the giant preying mantis.
  • Bit Part Badguy: They fair somewhat better than the Powder Gang, but arguably still fall into this.
  • Cannibal Clan: Basically.
  • Dirty Coward: They are considered this by other factions, due to their dishonorable tactics. Though game-play wise this is mostly an Informed Attribute.
  • Fantastic Racism: They apparently hate mutants, because they taste bad...
  • How the Mighty Have Fallen: Like the Vipers, they used to be a force to be reckoned with, until warfare with the NCR reduced them to scattered "families" of bandits.
  • I'm a Humanitarian: They became cannibals, after a harsh winter that hit the original vault dwellers, forced them into eating their dead to survive.


"The Scorpions hang out at the Monte Carlo when they aren't slinging chems or getting their heads blown off by the Fiends."

A relativity small gang of raiders that attack travelers and frequently harass the nearby town of Westside, as well as getting into fairly one-sided fights with the Fiends.
  • Bit Part Badguy: By the time you're most likely to see them, they probably won't even be a threat, unless you decide to storm their base unprepared.
  • Boisterous Weakling: They think they're a powerful gang, but as stated by an NPC, they get their heads blown off whenever they go up against the nearby Fiends, who are armed with laser weaponry. The Scorpions are armed with 10mm pistols and submachine guns or sawed-off shotguns or carry switchblades and lead pipes. The best they have is a Ripper.
  • Dirty Coward: Some of them will hide while the player kills their fellow gang members.
  • Drugs Are Bad: it's not Mitch compared to the Great Khans but they do have a drug sell business on the side.
  • Private Military Contractor: They wish they were! They try to pass themselves off as mercenaries but they can't handle anything in the Wasteland and no one is stupid enough to hire them.
  • The Scapegoat: A quest concerning a water supply to Westside turns out to have involved an ex-Follower of the Apocalypse killing an NCR soldier. You have the option to pin the blame for it on the Scorpions.
  • Wacky Wayside Tribe: They have no bearing on the plot what so ever. note 


One of the three tribes, made out of the four groups to leave Vault 15, they used to be a feared tribe in the west, until battles with the Brotherhood of Steel reduced them to a small band of opportunistic bandits. Unlike other raider bands, they have a defined culture and religion.
  • All There in the Manual: Pretty much all of their backstory.
  • Bit Part Badguy: Like the Jackals above.
  • Bullying the Dragon: They really shouldn't have picked a fight with The Brotherhood.
  • The Beastmaster: They seem to have developed some sort of alliance with the native mole rats, with whom they share overlapping territory. Supplementary material has also mentioned them taming or having so sort of control over snakes.
  • Elite Mook: The Gunslinger.
  • Heavily Armored Mook: They'll occasionally wear Metal Armour.
  • How the Mighty Have Fallen: Like the Jackals, they used to be a force to be reckoned with, until warfare with the Brotherhood reduced them to scattered "families" of bandits.
  • Not Worth Killing: According to supplementary materials, their conflict with the Brotherhood went nowhere for a long time because the enormous disparity in power meant the Vipers couldn't manage to kill anyone, and the Brotherhood didn't consider them worth actively fighting against. This changed when during one skirmish the poisoned blade from a Viper managed to just scratch one Brotherhood member, who then succumbed to the poison. The Brotherhood responded with a Curb-Stomp Battle.
  • Religion of Evil: They are revealed through the supplementary material to be the decedents of a viper worshiping cult. The details are here


Voiced by: Dave Mitchell

"Wrangle up a stool and listen to ol' Festus jaw awhile!"

An old pre-war robot in the lobby of the Sunset Sarsaparilla factory, he tells people that an amazing prize awaits anyone who can gather 50 sunset sarsaparilla bottle caps with blue stars on them and bring them to him.
  • Ascended Fanon: In-universe example. After the Sunset Sarsaparilla company got flooded with calls and letters asking if there was a contest for redeeming bottle caps, the company realized these rumors had caused their sales to jump 300%. So they brought in Festus and created the star caps to harness these rumors as a marketing scheme, acting like there had been a contest in place all along.
  • Bragging Rights Reward: The "reward" for getting 50 star caps is being able to hear an obviously made-up story about how the drink originated from a drifter. The player can rightfully complain about this, and Festus responds that such complaints have been addressed, and a physical reward is in the factory's storage room. The "real" reward then zigzags this trope. The reward Festus means is a worthless toy sheriff's badge, but the player can also find several thousand bottle caps and a unique laser pistol in the room.
  • Collection Sidequest: You want 50 caps to get that reward? Prepare to scour the Mojave and chug every bottle of sarsaparilla you find to get enough.
  • Cowboy: Designed with this motif.
  • Unwitting Instigator of Doom: The legend of the star caps has spread so far that most people don't even know what it actually means, they just know there's a treasure out there somewhere for someone who can get 50 stars. As a result some people are going around killing others to get their hands on them.