Fallout: New Vegas

Fallout: New Vegas

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Minor Factions Guide
Da znorth3
This guide is an actively being updated, and contains in depth information surrounding all factions that cannot be sided with for the battle of hoover dam (NCR, Legion, House & Yes Man). Including lore, maps, and walk throughs.
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𝗘𝗻𝗱 𝗚𝗮𝗺𝗲 𝗙𝗮𝗰𝘁𝗶𝗼𝗻𝘀
Factions able to be recruited for the battle of hoover dam
Brotherhood of Steel
Although a major player in all all other installments in the franchise, the Brotherhood of Steel are a shell of their former selves in New Vegas. There is only several dozen people in the Mojave chapter of the Brotherhood and even fewer are permitted leave the bunker, with the only one the player ever encountering being Veronica. They exist solely in a single bunker in hidden valley, and are currently in a state of lock down following the deaths of several paladins throughout the wasteland. Those within aren't as thoroughly trained as previous iterations along with other chapters, and rarely ever get to see action.

For those unfamiliar with their history, the Brotherhood was founded by US Army Captain Roger Maxson in the days following the bombs dropping. The founding members originated from the same military base that the FEV (the virus that created the first generation of super mutants) was created in. This, along with the extinction level event they had just witnessed, created the Brotherhood's core ideology of protecting humanity from harmful technology along with the preservation of knowledge. While breakaway groups and distant chapters have paved their own way, this idea remains roughly the true to all versions of the BoS.

The courier is able to ally the Brotherhood to their side, despite everyone wanting to see them gone from the wasteland. The NCR has a bloody history with the brotherhood, and figure that if they don't strike first then the Brotherhood will. Caesar despises their technological dependency, religious zeal, and poor cultural identity. And House laughs at their ideology and knows that they would never support his vision for Vegas, only causing conflict in the name of their cause.

Quests: I Could Make You Care, Still In The Dark, Eyesight To The Blind & Tend To Your Business
Boomers
The boomers are a violently xenophobic group of airplane fanatics located in Nellis Air Force Base, located in the North West corner of the playable map. Anyone who tries to get close to their lands will be blown to pieces by a barrage from their howitzers.

The boomers originate from Vault 34, which can be found to the west of outer Vegas. The experiment here was seeing how dwellers given an unguarded surplus of weapons would react to an Overseer who restricted gun use. Unsurprisingly tensions rose between dwellers and the overseer, eventually resulting in the gun loving dwellers leaving the vault.

Once in the wasteland, the used their weapons to blow up hundreds of raiders and tribals, this would be an essential part of the boomer's culture. Eventually they would settle into Nellis Airforce Base, where they would eventually bring heavy artillery found in Area 2. From there the boomers would become fully self reliant, with solar panels for power and a farm for food.



The Boomers would never let anyone into Nellis AFB, which they refer to as the "Homeland", until the arrival of Courier 6 along with any potential companions they may have brought with them. They have also never left the Homeland, and will not depending on if the player completes certain quests or not.

While none of the three major factions view the Boomers as a direct threat, they do see their value in the coming battle and will want them to be recruited for it. Following victory at hoover dam the NCR will either ignore The Boomers, as will Mr. House, or attack and fail. Caesar will attack or ignore the Boomers depending on if they retrieved the plane from Lake Mead or not.

Quests
Young Hearts
Ant Misbehavin
Sunshine Boogie
Volare!
Enclave
While there are many factions in this guide I'll refer to as shells of their previous selves, this is no more true than with Enclave. In the previous two main series games the Enclave were the primary antagonists, in New Vegas they are so insignificant many players may not even realize they are in game.



Quests
For Auld Lang Syne - The sole quest of the Enclave is also the companion quest of Arcade Ganon, who can be easily recruited in the Old Mormon Fort by passing either a science or gay check. The only way to not get Ganon is if you are doing a legion play through, although he can be tricked by wearing an NCR uniform when first talking to him.

To active his quest bring him to the Crashed Vertibird southwest of Searchlight, and to the Repconn HQ. These have been marked in green in the map below. in To get to the Vertibird you'll need to fight about a dozen Mr. Gutsy's and Sentry Bots, so make sure to pack pulse charges. Once at/in the locations Arcade will allude to his past, and eventually open up about his childhood in the Enclave.

From there you will have to track down the remaining members of the Enclave in the Mojave, their locations are marked in blue on the map to the left. Most of the members are happy to come back for a number of reasons, with the only members giving you a problem being Doctor Henry and Orion Moreno. Doctor Henry is in Jacobstown, and will require you to initiate the quest for Lily (the Nightkin companion) if you haven't completed it already. Moreno despises the NCR, and NCR-alligned players will need pass a speech check of 80 to recruit him.

Once you've convinced all of them to work together you'll meet at their bunker which is located east of Jacobstown and marked in red. Once in side you'll have to chose whether they'll fight for the NCR or Legion in the Battle of Hoover. If you're doing a House or Yes Man run you'll want to select NCR, as you fight along side the NCR at hoover dam.

Upon completing the quest you'll be awarded a suit of X-01 Power Armor (the bestiest and sexiest power armor), along with power armor training which lets you use any type of power armor.
Territories
The map below shows territories held by the Boomers (yellow), Enclave (red) & Steel Brotherhood (blue). While the Brotherhood and Enclave do have members outside the highlighted areas, these they live in areas held by other factions or communities.

𝗧𝗵𝗲 𝗙𝗮𝗺𝗶𝗹𝗶𝗲𝘀
The three factions running the casinos of The Strip
Omertas (Gammorah)
The Omertas are the lowest scum on the strip, and wear it like a badge of honor treating their casino more like a mob hot spot than a dignified casino. The prostitutes and dancers found within Gommarah are often addicted to chems and are being forced to continue working against their will.

The Omertas themselves were originally a nomadic tribe called the Slither Kin, and would lure travelers into their tents to drug, kill or enslave them. They held little value for human life, and this would not change following Mr. House's post-war rebuilding of the strip. The Omertas treat their business more like a mob, and their customers as bags of cash. They have no problem doing whatever it takes to keep their selves alive, even if that means going against each other.

Their leader is a man named Nero, who has collaborated in secret with Caesar (both early roman emperors) to attack the strip during the second battle of hoover dam to stop reinforcements from coming from the west. Although this will likely back fire on them regardless of the courier's intervention. The Omertas would likely be defeated by NCR MPs and Sucuritrons (MK I or II). Even if they we able to defeat them they would either be betrayed by Caesar, as he sees Vegas as his future capital and would never dream of giving it up to degenerates such as the Omertas. If the legion don't will they would likely be arrested by NCR reinforcements following the battle.


Quests: The White Wash, Bye Bye Love, How Little We Know
The Chairmen (Tops)
The tops is the most gambling oriented of the casinos on the strip. They have a few escorts, but not like gamorrah, their interior looks okay, and they don't really have food. But they do have entertainment which isn't that bad if you complete a quest for them. The Chairmen all talk like they are from the fiftys and it is really funny, I've heard it's paying homage to the former owners but I'm not sure if that is true. Their leader benny is the one who shot you in the face at the start of the game, and if you are a woman you can bang him if you have the black widow perk but it's really weird. Benny also has a reprogrammed sucritron in his room named "Yes Man", who you need for the independent new vegas ending.
The White Glove Society (Ultra Luxe)
The white glove Society runs the ultra luxe, which is the most expensive and high class casino on the strip. They have a fancy restraunt with a french name, their interior is beautiful and white (just like them), and they have a fountain on the exterior, no excorts unlike Gammorah and the Tops, and you actually need to have a sneak of fifty to bring hold out weapons in. They all wear tuxedos and dresses, white masks, and white gloves so they look very fancy, and their weapons are canes. Did I mention that they are cannibles and that their quest can involve killing one of your human companions so they can eat them?
𝗥𝗲𝘁𝗮𝗶𝗹𝗲𝗿𝘀
𝘍𝘢𝘤𝘵𝘪𝘰𝘯𝘴 𝘣𝘢𝘴𝘦𝘥 𝘢𝘳𝘰𝘶𝘯𝘥 𝘢 𝘣𝘶𝘴𝘪𝘯𝘦𝘴𝘴, 𝘣𝘶𝘵 𝘸𝘪𝘵𝘩 𝘱𝘰𝘵𝘦𝘯𝘵𝘪𝘢𝘭𝘭𝘺 𝘮𝘰𝘳𝘦 𝘴𝘶𝘳𝘳𝘰𝘶𝘯𝘥𝘪𝘯𝘨 𝘵𝘩𝘦𝘮
Crimson Caravan Company
The Crimson Caravan Company (CCC) is associated with the NCR through trading, and has been a major player in the south eastern US since before Fallout 1. Since then they've been able to dominate the trading market are particularly a monopoly by New Vegas. They are likely the richest non-government faction off the strip.

The player can either side with the CCC and make money working for them, or uncover a conspiracy of corporate sabotage and murder by completing Cass' companion quest.
Garrets (Atomic Wrangler)
The garret twins run the atomic wrangler which is the only casino in freeside. The twins Francine and James both have quests for you, also you can pay James to give you Karma in freeside which is pretty cool. Jame's quest involves getting escorts *cough cough*prositutes, and ends with you finding out that he has a robot fetish - wierdo.

Quests
Debts Collector
Wang Dang Atomic Tango
Vann Graffs (Silver Rush)
The Vann Graffs are the main seller of energy weapons in New Vegas and are one of the strongest families in New Reno. If you do their quest, which is pretty easy, you have to let them kill Rose of Sharon Cassidy. They want to kill Cass because they are involved in a conspiracy with the Crimson Caravan that has to do with a caravan monopoly and Cass is a lose end. Also, if you do the Brotherhood of Steel main quest then you have to kill all of them, because they distribute technology to the general public - something the brotherhood is morally opposed to because their mission is to hoard all tech so no one can use it but them. Wait no I mean, presurve and keep all technology so humanity cannot use it to destroy them selves again.

Quests
Birds of a Feather
Gun Runners
The Gun Runners are a weapons manufacturing company, they have no bosses and make all their products. They make good weapons and have a DLC based around them. For the Vann Graffs' quest you have to steal weapon blueprints which is a kind of hard infultration if you don't have a stealth boy on you.
𝗥𝗮𝗶𝗱𝗲𝗿𝘀
Groups who survive off attacking travelers and raiding settlements
Fiends
The Fiends are the biggest, baddest, and most dangerous group of raiders in all of New Vegas. They can be found in the west of the strip. The fiends are Legion collaborators and are frequently given information on NCR patrols by Legionary spies. As implied by their name, they are addicted to a variety of chems that are supplied by the Great Khans (another Legion ally), showing a rare case of alliances among raiders in the wasteland.

The Fiends are generally hostile to the Courier unless you go into Vault 3 (their base), and claim to be a drug runner for the Khans. Their leader, Motor Runner, can be found in Vault 3 and is unsurprisingly high as a kite. The Fiends are also some of the most disgusting people in the wasteland, forcing themselves on to anyone they please and senselessly murdering anyone they feel like.
Vipers
The Vipers are a small raiding faction with several raiding camps that can be found scattered through out the wasteland. The version of the group found in the Mojave have no distinct culture, and will almost surely soon be eradicated regardless of the outcome in the second battle of hoover dam.

But it was not always this way for the vipers, who originally came from Vault 15 - the same vault as the Great Khans, Jackals, and New California Republic. Early members of the Vipers believed in snake gods, and had their entire culture based around vipers. Ritualistic snake bites caused mutations in their blood stream that resulted in the wastelanders losing their minds, helping build the raider aspect of their culture. The high Viper priest, called The Great Snakekeeper, would oversee this along with human sacrifices. Viper raiders, then known as Warriors of the Snake, would dip their weapons in poison, in attempt to get closer to the snakes they worshiped.

As time went on so would the demand for something to be done about the Vipers, which would eventually come when a fight between the Vipers and Brotherhood of Steel resulted in the death of a High Elder. This caused the Brotherhood to destroy the Viper's camps, and permanently set back the group. From there the growing NCR would push the raiders out of their lands until they were where we find them in the game, in which their need for survival has surpassed any interest in maintaining their distant culture.
Great Khans
Like many of the tribes in New Vegas, the version of the Khans seen in New Vegas is their weakest version yet. Unlike the Vipers and Jackals, they've still been able to retain their cultural identity after being pushed around for the last 200 years to some extent.

In the Fallout 1 they captured Tandi, the daughter of the leader of Shady Sands and future founder of the New California Republic. They would be brought to near extinction following a rescue mission by the Vault Dweller. The would return as the New Khans in Fallout 2, where they would once again be almost destroyed by the Chosen One.

As was the case for the other raider tribes, the expansion of the NCR caused these once prominent gangs to head east. The now Great Khans would see themselves dominate the area for a time, becoming the most feared tribe in the Mojave. This would not last, as when Mr. House would awaken to select three tribes in Vegas to become the families of his Casinos, he would cast aside the Khans. Once again dealt a bad hand, the Great Khans would head north east to the settlement of Bitter Springs.

Around the same time this was happening, the NCR arrived in the Mojave. This would be disastrous for the Khans and would eventually lead to the Bitter Springs Massacre, in which NCR soldiers would kill dozens of unarmed Khan men, women, and children. This would cause them to relocate for the third time in a decade to Red Rock Canyon, where they reside in the game.

‎ ‎ ‎ ‎ ‎
Within the canyon they have yutes and many cultural structures, but most importantly their drug lab. Many of the drugs found in the Mojave come from the Red Rock, even those taken by the fearsome fiends. At this point they have given up on raiding for a living and instead have turned to drug dealing. Despite how much work they are able to sell, the Khans still struggle consistently stay fed.

Their long history with the NCR is far from forgotten, especially in the eyes of their leader Papa Khan who has recently been talking with a legionary. The legionary Karl has given them promises of greatness, revenge, and that within the legion their enduring culture will be respected. All of this is false and the Khans have no clue. Their ignorance is no more apparent than when they attempt to send out a drug runner into Arizona, a state almost completely controlled by the Legion.

Without the couriers guidance, the Khans will be absorbed into the monolithic legion if they do not perish during the Second Battle of Hoover Dam. Under the instruction of the NCR, the Great Khans would be eradicated once and for all before the battle even began.

Quests
Boulder City Showdown - On the way to Vegas players are encouraged to take a detour to Boulder City to talk to the Khans who worked with Benny to shoot you as part of the They Went That-a-Way quest. Once in Boulder, an NCR officer give you a run down about how there's currently a stand still between the NCR and Khans, with the Khans holding captives. This gives the player a number of choices on how to deal with the situation.

Kill the Khans - The best way to go if you plan on killing the Khans is to walk up into the building where Jessup (one of the guys Benny worked with) is holed up and then shoot up everyone in his building. This way they can't kill the hostages during the gunfight.

Talk Down the Khans

Save the hostages

Cry Me A River - To start the quest you're going to want to talk to Jerry The Punk, the Khan to the right with the awful haircut. He can usually be found in front of, inside of, or around the big circle of spikes (seen behind him) reciting corny poetry. When talking to him you'll need to pass a small speech check of about 30 to convince him to ditch the Khans for the Followers of the Apocalypse. From there it's just a matter of fast traveling to and from Old Mormon Fort.

Don't Make a Beggar of Me - The hardest part of this quest will be actually getting to the location, Great Khans Entrapment, which is located north of Goodsprings Cemetary but not accessible directly from it due to the maintains. So instead you'll have to come in from Quary Junction to the North, the place the most deathclawy area in the game, or from the west which has cazadors and a few deathclaws which are much easier to avoid.

Once up there talk to Mellisa, the woman with the crazy hair, about how the Khans got up there and what to do to help. She'll tell you they're missing a shipment of chems and will send you to Sloan slow to look for it. In Sloan, go into the office to search for the chems on the second floor. When you don't find them in the suit case talk to the guy who gives you the warning about deathclaws, then he'll send you to Primm to talk to an NCR soldier who got paid to run chems but flaked out. To get the money back from him either pass a speech check of 40, barter of 35, strength of 7 or just pay the missing 300 caps yourself. All of this choices instantly give you the money. From there just go back to Melisa for 150 caps and some karma.

Aba Daba Honeymoon

Oh My Papa
Jackals
The Jackals are another disorganized group of raiders scattered throughout the Mojave, just like the Vipers. Despite coming from the same vault as the Vipers and Khans, they feel no love to them and are just as violent towards them as they would any one else. The Jackals get their name from their cannibalistic nature, which only exists in cut content from Interplay's Fallout games.

Special thanks to PhantomCosades, who's comment is the only reason I know any of this.
Scorpions
The Scorpions are a tiny gang that are only located in the Monte Carlos Suites, located two blocks south of The Thorn. They sell and do drugs, and are in a losing gang war with the fiends.
Powder Gangers
The Powder Gangers are a recently formed group of convicts that have just taken over an NCR prison located half way in between Goodsprings and Primm. The group gets their name for their love of dynamite, which they had previously been using to mine resources for railways used by the NCR.

The uprising that caused the correctional facility to be taken over was lead by Sam Cooke (who shares his name with the King Of Soul), an anti-NCR terrorist who had previously been attacking NCR traders and patrols. Following the prison break Cooke and many other convicts left for Vault 19 in the North. Those who remained used the guards guns and the dynamite they had been using to fight off the NCR and intimidate locals.

Quests
Run Goodsprings Run, Why Can't We Just Friends? (Samuel Cooke Route), Why Can't We Just Friends? (Phillip Lem Route), I Found The Law
Raider Lands
Locations where raiders were raiding/could be found when the game started. I've exaggerated many of the borders for your convenience, as a lot of these locations are tiny.

𝗙𝗿𝗲𝗲𝘀𝗶𝗱𝗲𝗿𝘀
Factions appearing in Freeside that don't fall into other categories
Followers of the Apocalypse
Of all the horrible people and groups in the fallout universe, the followers stick out as one of the few beacons of hope in the wasteland. They make for one of the most altruistic and intelligent factions in any of the games, and only fight in defense. Members heal the sick and wounded, and work to recover addicts.
The Kings
The Kings are the ruling gang of Freeside, the area south of New Vegas, and they have an amazing backstory. After House assimilated three of the Mojave's tribes into the families, he kicked out the other tribes including the ones who became The Kings. The leader of The Kings, The King, brought them to a building called "The King's School Of Impersonation".

Once in their new home they found it to be a Pre-War Church based around a man named "The King", a man so fly that people came from all over the world to be him.To respect The King, the wastelanders decided it was only right to remake themselves in the image of "The King". Every member is dressed like Elvis, has their hair up like Elvis, do a southern accent, and are dressed like they're in the Jailhouse Rock music video.


Quests

GI Blues, Ain't Nothin But A Hound Dog
Ending
Thank you for reading all of, or any of, this ridiculously long guide. If you're interested in any similarly long guides by me check out these

Legion Guide • Vault Guide • Companion Guide • NCR Guide • House Guide • Settlement Guide
13 commenti
HulkTheSurgeon 11 mar 2024, ore 8:05 
The Boomers actually do help in the 2nd Hoover Dam fight. You just need to do all their quests and have a high reputation, and they use the plane you rigged up to slam the Legion.
THE GOBLIN MAN (REAL) 7 mar 2024, ore 16:29 
thankls but you forgot the boggles mr schargtarags in butfucksnoware happy to see youe talk aotu them i lvoe tem so much i love them hte fireds have wae a a qwuesat btwa so makea sure you asdhadksjl mn m dfd AAHHA HAHAH AH AHHH
Red Menace 27 feb 2024, ore 14:54 
where do you see the tops having escorts lol?
geico biped 8 ott 2021, ore 16:06 
P!ng0 you king :steamthumbsup:
P!ng0 1 giu 2020, ore 9:55 
There are some missing:

[h1]Westside:[/h1] A faction with normal people who simply want to live independant and created some kind of socialist society. They run the Thorn.

[h1]Primm:[/h1]: A small group of people with a destroyed city overrun by powder gansters. Important for selling stuff in the early game and for ED-E.

[h1]Novac[/h1]: People who are trading with stuff they found. The city is important to the player for getting a hotel room, the 1st act of the game and companion Boone.

[h1]Jacobstown[/h1]: Mutants run this hotel far away from human beings. Important for some queste (Hound Dog). The area in the Northwestern Mojave is for additional loot.

PhantomCosades 26 mag 2020, ore 10:29 
not true about the jackals, if you go by van buren they're cannibals from vault 15
Erinys Employee 22 mag 2020, ore 13:50 
Thank you Based God:cleankey:
tins 21 mag 2020, ore 16:09 
thank you based god
Magic 9 mag 2020, ore 12:07 
good guide, well writed
Maestro Jonas 9 mag 2020, ore 9:47 
You forgot about the most important faction: Goodsprings, ruled by Supreme Leader Easeh Peete. The only thing holding them from conquering the wasteland is their water fountais wich are full of geckos. And they have Sunny "Stupid Name" Smiles who hates bottles and makes you shoot a bunch of them