- Strength - Vault security
- Perception - Advance scout, first to be let out of the Vault to assess the situation
- Endurance - Vault damage control, trained in hazmat disposal
- Charisma - Storekeeper and trader
- Intelligence - Vault medic
- Agility - A thief who has avoided suspicion
- Luck - Resident bookie running bets on various sporting contests held in the Vault
- Jossed.
- Grognak the Barbarian - Combat Specialist
- The Silver Shroud - Infiltration/Scout
- Mistress of Mystery - Technical/Science skills
- Dr. Brainwash - Social Skills
- Jossed.
- Talon Company - An amoral mercenary outfit willing to do anything for the right amount of caps.
- Jossed, though a separate mercenary faction, the Hellcat Company, does appear.
- The Regulators - A group formed out of former law enforcement officers struggling to maintain order.
- Confirmed, except they were called “Responders”.
- The Kavaliers - A Confederate-themed group of ruthless slavers.
- Semi-confirmed in the form of Sargento's raider gang (though without the Confederate theme).
- Krivbeknists - A cult of sentient Ghouls centered around a Dunwich facility, worshipping a Cthulhu Expy that will serve as the Big Bad.
- Jossed, thought a cult worshiping The Mothman does appear, and the Mole Miners (mentioned below) appear to worship the Ultracite Titan.
- The Brownboots - A group of militant abolitionists fighting the Kavaliers who worship John Brown as a near-Messianic figure.
- Jossed; a group of anarchist secessionists known as the Free States appear in Harpers Ferry and its surrounds instead.
- The Humanitarians - A group of cannibals.
- Confirmed as a raider faction called the "Gourmands".
- The Fancy Lads and Ladettes - A group of people addicted to sweet foods, thereby willing to do anything for that sugar high, including raiding.
- Jossed.
- The Vault 87 Super Mutants - Word of God states that the Vault 87 muties were released from their Vault in 2078, so it'd make sense for them to possibly appear.
- Jossed, though a pre-war group of Super Mutants (dating from 2076) do appear, originating from Huntersville.
- The Greenboys - The last remnants/descendants of the Pre-War U.S. military and National Guard, who are still desperately trying to reassert control over the region.
- Confirmed in the form of the Old Guard. In addition, the Appalachian chapter of the Brotherhood of Steel was originally an elite Army Ranger unit known as Taggerdy's Thunder, and Paladin Rahmani of the Brotherhood's First Expeditionary Force served in the National Guard pre-war.
- The Minemen - A race of Morlock-esque mutants descended from people who fled into the countless abandoned coal mines dotting the region during the Great War, and have become vicious monsters due to a mix of mining pollutants and radiation.
- Confirmed in the form of the Mole Miners.
- An Enclave splinter faction - It's mentioned in the lore that there were multiple Enclave cells hiding in various parts of the country, but they lost contact with the main one on the oil rig when the bombs dropped. Perhaps you come across them in a bunker, and since it's only been 25 years (and you're a Vault Dweller) they don't have the same genocidal tendencies as the main branch.
- Confirmed.
- The Brotherhood of Steel - There's been other Retcons before, and it's possible they might still appear in the region because it's a Fallout game.
- Confirmed; the Brotherhood deploys an expeditionary force to Appalachia after they lose contact with Taggerdy's chapter (mentioned above).
- Vault-Tec: No doubt Vault-Tec would keep some of their scientists near one of their control Vaults so as to take notes.
- Jossed; no living human Vault-Tec personnel aside from Vault 76's Overseer and your fellow Residents appear, though several Mr. Handy robots appear at the Vault-Tec Agricultural Research Center in Flatwoods and Vault-Tec University in Morgantown, as well as a single Mr. Handy sales representative at the Shelters Claim Center near Vault 51.
Partly Jossed. Factions had formed in Appalachia after the war, but all of them were killed off prior to Vault 76 opening (though the Diehards raider clan, the Brotherhood of Steel and the Responders later re-establish their presences in the region). You can still get quests from them however, following up information you get from holotapes and robots you discover.
- Very likely, given that a puppet appeared in the original stream that led to 76 announcement.
- Potentially Confirmed, as the Overseer mentions that at least one baby was born in the Vault, with the event being the biggest source of cheer in the Vault until Reclamation Day.
- The Wasteland Pioneer
- The First of the Generation
- The Trailblazer
- The Scout
- The Reclaimer
- The Settler
- Vault Boy/Girl
- Vaulty McVaultface
- The Overseer/Overseer of 76
- 76
- All Jossed; they're called "The Resident" (though some of the NPCs do nickname the Vault 76 residents "Seventy-Sixers", and Roger Maxson was to refer to the Resident as "76" before his Mission Control role was cut from the final game.
- Confirmed at Bethesda's E3.
- Confirmed, with Isaac Garrahan's several pet sloths surviving the Great War and escaping their enclosure in the Garrahan Estate, with their mutated kin living in the Mire.
- Todd Howard actually confirmed real-time VATS in a post E3 interview.
- Confirmed as of the game's launch, though human NPCs were later introduced to the game starting with the Wastelanders update.
- Semi-confirmed, though not in the case of Vault 76; instead, Vault 94's GECK was accidentally activated when a group of suspicious wastelanders murdered the Vault's welcoming committee and attempted to destroy the GECK, resulting in the thick foliage and swamps now found in the Mire.
- Monticello, the plantation owned by Thomas Jefferson. It was used in recent years as a showcase of robot labor, but is now a source of homicidal robots. Find the deep dark centuries old secret that made those robots go haywire this early.
- Pirates of Piedmont. Head to the Piedmont area to destroy a ruthless gang known as the River Reavers - only to find out that all isn’t what it seems.
- USAMRIID in Fort Dietrick, Maryland, where an infectious version of the FEV lurks.
- Fort Meade, Maryland where you must take control of the last surveillance satellite America has in orbit, and use it to solve an ethical conundrum.
- Confirmed in the form of Fissure Site Omega.
- A recurring theme throughout the game will be “we had to nuke the settlement in order to save it”.
- Indeed, Vault 76's Overseer expresses concern along these lines if you talk to her at her house in Sutton, fearing what will happen to Appalachia "if more nukes land on her than she can take".
- Jossed; the Vault 87 super mutants do not appear at all in this game. Instead, the super mutants in this game are the result of contamination of Huntersville's river water as part of an experiment by West Tek, and have characteristics in common with both the Mariposa super mutants from Fallout 2 as well as the Commonwealth super mutants from Fallout 4.
- Given that one of the monsters seen in the trailer was a silhouette with moth antenna and glowing eyes it's a definite possibility.
- Confirmed.
- Tying into this, the reason the Brotherhood expedition to DC missed anything in West Virginia is because (after seemingly losing two different branches to Appalachia back during Maxson's days) Lyon decided to avoid that area and take another route through Pittsburgh (which the Responders gave up on sending expeditions to by this point) to reach DC. They then focused either exclusively on the DC area prior to going to Boston or just expanded northeast between 3 & 4 (or saw no reason in 4 to comment on the West Virginian settlement they might've sen between games).
Beyond the meta, there are other reasons that seem to imply a retcon, namely the colored televisions and displays we see in the trailers, along with the overall drastically different feel of things. (admittedly, the latter might just be a side effect of the genre shift)
- Jossed.
- Jossed. Water in the area is radioactive already when you leave the vault.
- Jossed: The Scorched plague was created by the Enclave by exposing bats to biochemical agents and radiation, mutating them into the monstrous Scorchbeasts that spread the plague wherever they went. "Defiance" refers to the Brotherhood of Steel's original headquarters at Fort Defiance (formerly the Allegheny Asylum). The crashed space station was called the Valiant-1, and was home to an experimental project (either a weapon or a communications system) called the "Space Beam". The remnants of the Diehards raider gang would later return to Appalachia and make their home in the station's ruins, renaming it "the Crater".
- Indeed, the Overseer fears as much in the "Nuke Launch" log tape she records if one of the Residents launches a nuke anywhere other than a fissure site:Overseer: "[...] I've... lost my faith in Vault-Tec. They gave me a mission I could never accomplish on my own. They must have known I'd need your help. Did they also know what you'd do? It's just so hard not to feel... manipulated."
Due to the purity of the vault dwellers and the nature of their selection process the Enclave would desire to bolster their ranks with Vault 76 stock. So the Enclave show up, court them with trade and help them with the Scorched. The Enclave would be the first living people outside of the Vault they would encounter so it'd be easy for the Enclave to swoop in and help with the intention of getting new recruits. The Residents of Vault 76 are interested in restoring America, and so are the Enclave, so the goals also align.
- Vault 76's residents regularly enter the Wasteland, so after a few generations they will be no genetically purer than the average Wastelander. Even if they are somehow still pure, there is no guarantee that the Enclave won't just turn everyone into lab rats as they did with Vault 13.
They are from the Old World, which was, for all intents and purposes, a hellhole based upon ultra-authoritarian patriotism. They don't see nukes as horrifying deathbombs - they see them as tools of America to wipe out their enemies. Of course they would be in awe with such a power, they could wipe out the Chicoms and the Bullykovs of the world!
This game starts 6 days after the bombs drop. Luckily, you are safe as a newly promoted First Lieutenant in the Black Devils covert ops team for the Enclave, having served previously in the Anchorage Reclamation. You, your Captain and a squad are flown via vertibird to scout out the nearby ruins of what used to be San Francisco. A barrage of missiles takes down your vertibird, leaving you as the one survivor due to your new experimental X-01 Powered Armor being capable of surviving falls from most heights. The armor also keeps you safe - for now.
To find out who attacked you and why, you must continue to scout out the irradiated crumbling ruins of San Francisco. You must scavenge materials and research or find blueprints for upgrades to your power armor - upgrades that grant you capabilities such as a jet pack, stealth field, medic pump, increased DR, ER, poison resistance or radiation resistance, increased storm speed or decreased power consumption and so on. You must also scavenge, repair and upgrade weapons and improvised ammunition, with weapon degradation occurring as a result of using this improvised ammo. Deal with enemies crawling out of the rubble everywhere, ranging from feral ghouls to raiders to mutated animals.
Find out how a long running Poseidon Energy experiment led to the attack on you, and do everything you can to stop it - even if it means being identified as a traitor by your government and army.
This game takes place 6 months after the bombs dropped, in the year 2078. You were previously a private assigned to Roger Maxson’s company but now find yourself dubbed an “Initiate” and being forced to wear a new uniform and address your NCO as “Knight” and your officers as “Paladin”. And they refuse to let you train to use power armor. But they now give you combat armor, some weapons, dollar bills, meds and chems and send you out to scout the nearby town of Brentwood.
During the course of the game, you rank up to Knight, Senior Knight, Knight Sergeant and finally Knight Commander as you complete more missions for Roger Maxson. You enlist the aid of companions by completing recruitment and Loyalty Mission quests for them. You determine that something is causing robots to go haywire, excessive ghoulification and the creation of strange new animal chimeras that are particularly aggressive.