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by The Ödland Reich of New Franken. . 2,451 reads.

Lore Factions S.P.E.C.I.A.L.

Lore Factions S.P.E.C.I.A.L.

The Fallout Wasteland has many factions pining for power within it. Here is a brief list of lore factions in the fallout, along with their corresponding nation.


Enclave

Color: Dark Grey
Leader:
Members:
Perks: The only group that starts with plasma weapons, the enclave have access to: Enclave bases across America, X-01 power armor, Laser rifles/pistols, and Vertibirds.

SPECIAL Stats

Science

7

Preparedness

7

Expansion

4

Combat

8

Industry

6

Authority

7

Luck

1

Brotherhood of Steel


Color: Silver
Leader:
Members:
Perks: One of the few groups that starts with pre-War technolgy, the Brotherhood of Steel have access to: BoS bases across America, The Prdweyn, T-60 power armor, Laser rifles/pistols, Vertibirds, and Liberty Prime.

SPECIAL Stats

Science

6

Preparedness

7

Expansion

3

Combat

7

Industry

7

Authority

8

Luck

1

New California Republic


Color: Dark Green
Leader:
Members:
Perks: One of the few groups that starts with massive amounts of land, the New California Republic have access to: T-45 power armor (servos removed), Vertibirds (about 4) and control of Hoover dam.

SPECIAL Stats

Science

4

Preparedness

5

Expansion

6

Combat

6

Industry

8

Authority

5

Luck

6

Caesar's Legion


Color: Dark Red
Leader:
Members:
Perks: Greater hand-to-hand combat skills, roman looking uniforms, sneak attack skill, located in area around across the eastern side of the Hoover Dam, special spy network.

SPECIAL Stats

Science

3

Preparedness

8

Expansion

6

Combat

9

Industry

4

Authority

7

Luck

3

Vault-Tec Vaults


Color: Dodger Blue
Leader:
Members:
Perks: The vaults of the wasteland vary in both size and access to technology, and are penetrable underground fortresses, provided its dwellers don't attract the attention of persistent raider groups.

SPECIAL Stats

Science

5

Preparedness

8

Expansion

5

Combat

6

Industry

6

Authority

5

Luck

5

New Vegas


Color: Gold
Leader:
Members:
Perks: Control of the strip, an army of MK I Securitrons and a lot of leverage with the NCR over Hoover Dam.

SPECIAL Stats

Science

7

Preparedness

5

Expansion

2

Combat

5

Industry

6

Authority

5

Luck

10

The Institute


Color: Orange
Leader:
Members:
Perks: One of the few groups that start with post-War technology, can make Synths, have a teleportor and can manufacture laser weapons.

SPECIAL Stats

Science

10

Preparedness

9

Expansion

2

Combat

5

Industry

6

Authority

6

Luck

2

Commonwealth Minutemen


Color: Blue
Leader:
Members:
Perks: One of the few groups that start with laser weapons and have access to artillery at the Castle.

SPECIAL Stats

Science

4

Preparedness

8

Expansion

6

Combat

6

Industry

5

Authority

5

Luck

6

The Gunners


Color: Army Green
Leader:
Members:

SPECIAL Stats

Science

4

Preparedness

7

Expansion

4

Combat

8

Industry

5

Authority

8

Luck

4

The Shi


Color: Burnt Orange
Leader:
Members:
Perks: TBD

SPECIAL Stats

Science

10

Preparedness

7

Expansion

1

Combat

5

Industry

7

Authority

6

Luck

4

*NOTE* These SPECIALs are not final. If you wish to play one of them please notify a councilor.

Children of Atom


Color: Green Yellow
Leader:
Members:
Perks: Only group that starts out with Gamma weapons (Pistols and Rifles), Most Children of Atom have way higher radiation resistance and have a (damaged) submarine as their HQ.

SPECIAL Stats

Science

8

Preparedness

8

Expansion

2

Combatantcy

6

Industry

3

Authority

7

Lucrativeness

6

The Railroad


Color: Brown
Leader:
Members:
Perks: The only group that starts with Gauss rifles, have a spy network, can detect synths and are very secretive.

SPECIAL Stats

Science

8

Preparedness

7

Expansion

4

Combat

5

Industry

6

Authority

7

Luck

3

The Ödland Reich of New Franken

Edited:

RawReport