Fallout 4/Characters/Factions: Difference between revisions

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== Main Storyline Factions ==
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== Main Storyline Factions ==
=== In General ===
* [[Central Theme]]: As with the rest of the game, each of the factions are heavily based around the concept of moving on from trauma and [[Quest for Identity|struggling with/searching for an identity]].
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** Commonwealth Minutemen - Balanced/Ranger. As a citizen army, the Minutemen are varied in their equipment, though pipe weapons or laser muskets and a modicum of leather or metal armor is most common. But don't be fooled by their ramshackle appearance, though, as they're deceptively competent, determined, pragmatic and ''very'' numerous. The Minutemen also have access to Pre-War howitzers, letting them shell enemy forces into dust should conventional firepower prove insufficient. In the end-game, they {{spoiler|infiltrate the Institute, hijack their teleporter to call in troops, take all records they can find of Institute tech (including those on Synth construction, teleportation, and laser weaponry) fight their way through to the Institute's reactor, and set it to blow behind them. They also optionally take out the Brotherhood by shooting down their airship with artillery and then holding the Castle against a massive aerial assault}}.
** Brotherhood of Steel - Elitist/Brute. The Brotherhood of Steel are foreign invaders and very few in number - but as the only faction with ready access to military training, vast armories of advanced weapons and Power Armor (with the exception of ''possibly'' of the Minutemen if you personally maintain and equip them with your own fleet of armor suits), their Knights & Paladins are some of the toughest and well-equipped of all the faction's [[Mooks]]. The Brotherhood also have access to Vertibird gunships, giving them air support. In the end-game, they {{spoiler|get a Pre-War [[Humongous Mecha]] named Liberty Prime up and running and use it to smash their way into the Institute}}.
** The Institute - Spammer/Technical. The Institute are an enigmatic cabal of scientists who have mastered the art of robotics technology to the extent where they can mass-produce [[Ridiculously -Human Robots]]. However, their research is not geared for weapons development, so Institute forces lack Power Armor and their laser weapons are inferior in quality to Pre-War designs. Compensating for that, they can also move their Synths anywhere in the Commonwealth due to {{spoiler|their teleportation technology}}. Through subtle manipulation and subterfuge, the Institute controls the Commonwealth in secret. In the end-game, they {{spoiler|wipe out the Railroad by infiltrating their headquarters and wipe out the Brotherhood by hijacking Liberty Prime with a computer virus, using him to shoot down the Brotherhood's airship}}.
** The Railroad - Guerrilla/Espionage. The Railroad are a collection of idealists from all walks of life, united in their wish to see the Synths freed from the Institute's oppressive grasp. Though far too few and lacking the technology of the Brotherhood or the training of the Minutemen to be an effective fighting force (barring a handful of "Heavies" to do some limited open fighting when necessary), the Railroad are masters of stealth and covert action, operating in the shadows and using intelligence to stay one step ahead of their rivals. In the end-game, {{spoiler|the Railroad take out both the Institute and the Brotherhood by infiltrating agents into their centers of command and blowing them sky-high}}.
* [[Faction Calculus]]: ''Another'' non-strategy game example.
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=== The East Coast Brotherhood of Steel ===
[[File:BoS East Coast Flag 2287.png|thumb|'''Ad Victoriam''']]
{{quote|"This campaign will be costly and many lives will be lost. But in the end, we will be saving humankind from its worst enemy - itself."|Elder Arthur Maxson}}
<blockquote>"This campaign will be costly and many lives will be lost. But in the end, we will be saving humankind from its worst enemy - itself." - Elder Arthur Maxson</blockquote>The local chapter of the Brotherhood of Steel (an isolationist pseudo-religious knightly order of technophiles), returning from ''Fallout 3''. Arthur Maxson has taken over as the chapter's new Elder, and their chapter's ideals have since become an amalgam of the Western chapters and Lyons' version of the Eastern chapter. They're still friendlier to Wastelanders like before, but no longer consider protecting the public to be their sole mandate; rather, the protection of the public is an indirect benefit due to their emphasis on establishing order throughout the Wasteland and attacking violent Super Mutants, Raiders, Feral Ghouls and other threats that endanger Wastelanders while they search for advanced technology. Additionally, their recruiting tactics are fairly open compared to the original Brotherhood, who very rarely accept outsiders. Unfortunately, they're now more vocal in their [[Fantastic Racism]], and have heavy imperialist overtones when interacting with weaker factions. They've arrived in the Commonwealth after getting unique energy readings, and are going to war with the Institute in order to wipe out all Synths (who they see as worse than the atomic bomb in terms of a threat to humanity).
 
* [[Absolute Xenophobe]]: While the Brotherhood doesn't hate people regardless of their background, the color of their skin or even how irradiated they may be, it absolutely ''loathes'' Ghouls, Super Mutants and especially Synths. It's also justified in that their ranks are made up primarily of people recruited from the Capital Wasteland, and thus would find little reason to find their "enemies" in the Commonwealth to be all that different from what they had to put up with before.
** Their disdain against Synths and what the Institute is doing are also given added weight given how they find little reason to trust AI given that President Eden of the Enclave was a major thorn to them back in the Capital Wasteland.
* [[AIA.I. Is a Crapshoot]]: One of the reasons they give as to why Synths and the Institute have to be stopped. They also tend to see Synths as being a perverse mockery of humanity.
* [[Altum Videtur]]: ''Ad Victoriam''. Literally meaning, "To victory".
* [[Badass Army]]: They're the only faction in the Commonwealth with access to Vertibirds and whole divisions of Power Armored soldiers, with the firepower to match.
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=== The Institute ===
[[File:Fo4-institute-logo-orange.png|thumb|'''Mankind Redefined''']]
{{quote|"Haven't you been paying attention? You don't ''find'' the Institute - The Institute finds ''you''."|Conrad Kellogg}}
<blockquote>"Haven't you been paying attention? You don't ''find'' the Institute - The Institute finds ''you''." - Conrad Kellogg</blockquote>A mysterious cabal of [[Mad Scientist|Mad Scientists]] descended from the staff of the Commonwealth Institute of Technology (the Falloutverse's [[Fictional Counterpart|M.I.T. analogue]]). Little is known about them, apart from that no one has been able to find their base of operations and that they're the creators of the Synths. To the rest of the Commonwealth, they're seen as the local boogeyman since they rule the entire region (along with what's implied to be most of New England) from the shadows.
 
* [[Ambiguously Evil]]: The morality of their actions depends on how sapient the player decides to see Synths as. Only the ''majority'' of the morality of their actions though, as an addendum.
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** They're arguably even more of one to the Followers of the Apocalypse than the Railroad are. The Followers strive to not only gather knowledge but also apply and spread it around (often with limited resources and/or under less than ideal conditions), which has also carried over among those who broke off to join the NCR's "Office of Science and Industry". The Institute, meanwhile, can't seem to come to terms with what to actually '''do''' about all the knowledge gathered and "applied" over the centuries.
* [[For Science!]]: Some of their zanier projects come across as this, such as Clayton Holdren's Synth Gorillas.
* [[Gameplay and Story Integration]]: [[Mecha-Mooks|Gen 1 and 2 Synths]] are [[Robotic Reveal|obviously mechanical creations]], while [[Artificial Human|Gen 3 Synths]] look [[Ridiculously -Human Robots|virtually identical to humans]]. In fact, one of the game's main themes is [[What Measure Is a Non-Human?|questioning whether or not Gen 3 Synths are worthy of sapience]]. Reflecting this, the Legendary weapons effect "Assassin's" (which deals 50% more damage against humans) only works on Gen 3 Synths, and the "Troubleshooter's" effect (which deals 50% more damage against robots) only works on Gen 1 and 2 Synths.
* [[Hard on Soft Science]]: The Institute appears to have a near-complete lack of any social scientific endeavors. This serves as a deconstruction, though, as while they have plenty of answers to "Can we?", they almost always pick the wrong answer to "''Should'' we?". Due to this, the Commonwealth sees them as a boogeyman instead of a force for good. However, their excellent manipulation of the surface and remaking of cultural identities shows they have at least ''some'' knowledge in this spectrum.
* [[Hidden Elf Village]]: Deconstructed.{{context}}
* [[Hoist Byby His Own Petard]]{{context}}
* [[Hollywood Tactics]]: Zig-Zagged.{{context}}
* [[Hypocrite]]: Their motto is 'Mankind Redefined". They've achieved this with the Synths - and yet they refuse to see Synths as equals to humanity.
** For all their pretensions to being intellectually superior and meritocratic, its human staff and personnel have an almost religious reverence for Father, however much they try to downplay it.
* [[I Did What I Had to Do]]: [[Not So Different|Much like the East Coast Brotherhood of Steel]], many of the Institute's members don't come across as particularly happy or satisfied about the monstrous things their organization has done, but nonetheless accomplish them because they think they're necessary for the future of humanity.
* [[Internal Homage]]: To [[Fallout 1|The Master's Unity]], strangely enough. Both are mysterious factions with [[Cult]]-like undertones dedicated to creating a "[[Superior Species]]" (along with [[Super Soldier]]s) and [[Well Intentioned Extremist|want to sincerely guide the world]] into what they feel will be a utopian society.
* [[Irony]]{{context}}
* [[Jerkass Has a Point]]:
** The Institute's main ethos is that the surface world is a lost cause impossible to save, and so society must be restarted under their control underground. While this outlook is [[Kick the Dog|remarkably cruel]] (especially considering how the ''Fallout'' series has a main theme of [[A World Half Full|society progressing forward]] after the [[Atomic Hate|Great War]]), one can certainly see where they're coming from. After all, virtually every Post-War faction in the series has [[Grey and Gray Morality|major self-destructive flaws]] that can inspire many like the Institute to [[Screw This, I'm Outta Here|simply throw up their hands in disgust]] and abandon the whole affair. For example:
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*** The [[A Nazi by Any Other Name|Enclave]] is completely genocidal (intent on [[Final Solution|wiping out all surviving Wastelanders with extreme prejudice]]).
* [[Just a Machine]]: How they treat Synths, even the SRB Coursers.
* [[Kick the Dog]]{{context}}
* [[Kill and Replace]]: {{spoiler|How the Institute seeds Synth infiltrators across the Commonwealth}}.
* [[Know-Nothing Know-It-All]]: Zig-Zagged and ultimately subverted.
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* [[A Million Is a Statistic]]: They don't particularly care for how many Synths are lost out in the open, so long as they have the means to keep making more.
* [[Monster Progenitor]]: {{spoiler|They're the reason why there are Super Mutants in the Commonwealth}}.
* [[NecessaryNecessarily Evil ]]: Even more so than their other antics, those in-the-know in the Institute increasingly see the likes of {{spoiler|Kellogg}} as this.
* [[Non Action Guy]]: The entire faction is this, [[Justified Trope|what with them being an entirely civilian organization]] made up of scientists, intellectuals and assorted staff whose combat experience is wholly academic. {{spoiler|Further highlighted in Kellogg's memories, which show just how dependent the Institute are on Synths}}.
* [[Not Me This Time]]: {{spoiler|Although taking the blame for the failure of the Commonwealth Provisional Government, the Institute insists that they had nothing to do with said failure. [[Ambiguous Situation|Though it's left ambiguous]] whether it's true or a case of them trying to deny any culpability}}.
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** Ironically enough, to the Enclave. Particularly in how like them, the Institute isn't afraid to abuse their technological superiority, cross morally dubious lines for their goals or how they'll bring "civilization" back to the Wasteland... whether its denizens like it or not.
* [[Not So Similar]]: While there are some similarities between the East Coast Brotherhood and the Institute, however much both may like to think otherwise, the latter aren't afraid to rule from the shadows or cross certain ethical lines if it means (supposedly) safeguarding humanity's future.
* [[Pet the Dog]]{{context}}
* [[The Power of Creation]]: Their main advantage isn't '''just''' that they've created [[Artificial Human|Artificial Humans]], but that they've created their own manufacturing base. Unlike even the Brotherhood of Steel, who largely need to still scavenge for weapons left over from the Pre-War days, the Institute can just make everything themselves.
* [[Pragmatic Villainy]]: They will recruit Wastelanders into their ranks if they're seen as intelligent enough for their standards.
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* [[Teleporters and Transporters]]: The standard way for Institute Synths and personnel to go to and from the surface of the Commonwealth. {{spoiler|It also explains why the Institute's actual location is so well-hidden}}.
* [[Theme Naming]]: Downplayed. While it's not universal, a few Institute members share the names of prominent scientists - the Sole Survivor can meet a Newton, a Higgs and a Loken (presumably, Brent Loken).
* [[Token Evil Teammate]]: It's implied that the rest of the Institute sees the [[Secret Police|Synth Retention Bureau]] as this (along with being a [[NecessaryNecessarily Evil]]).
* [[Town with a Dark Secret]]: In a sense.
* [[Villain Ball]]
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=== The Commonwealth Minutemen & Settlers ===
[[File:Commonwealth minutemen.jpg|thumb|'''United We Stand''']]
{{quote|"Protect the people at a minute's notice."|Preston Garvey}}
<blockquote>"Protect the people at a minute's notice." - Preston Garvey</blockquote>A peaceful organization of volunteer soldiers that used to serve as the protectors of the Commonwealth, but have [[Understatement|since then fallen on hard times]]. However, the Sole Survivor, Preston Garvey, and their allies can restore them to their former prominence ([[Up To Eleven|and even more]]).
 
* [[The Alliance]]: They're a group of allied settlements and Wastelanders working together for the betterment of the Commonwealth, while opposing those who seek to lord over it like the Institute. And while they're not the beginnings of a NCR-like government by themselves, they can nonetheless help lay down the foundations for something like it.
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=== The Railroad ===
[[File:Th.jpg|thumb|'''Follow The Freedom Trail''']]
<blockquote>{{quote|"I have a question, the ''only'' question that matters: Would you risk your life for your fellow man? Even if that man is a Synth?" - |Desdemona</blockquote>A faction of ordinary Wastelanders dedicated to fighting for the freedom and protection of Synths. They're run as an equal-parts espionage organization and people-smuggling operation, and are so secretive that many in the Commonwealth see them as just a myth. Their goal of saving and protecting Synths puts them in conflict with both the Institute (who see Synths as just tools for their own use) and the Brotherhood of Steel (who see Synths as dangerous technology that must be destroyed).}}
A faction of ordinary Wastelanders dedicated to fighting for the freedom and protection of Synths. They're run as an equal-parts espionage organization and people-smuggling operation, and are so secretive that many in the Commonwealth see them as just a myth. Their goal of saving and protecting Synths puts them in conflict with both the Institute (who see Synths as just tools for their own use) and the Brotherhood of Steel (who see Synths as dangerous technology that must be destroyed).
 
* [[Activist Fundamentalist Antics]]: They turn this trope [[Up to Eleven|Up To Eleven]].
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* [[We Can Rule Together]]: {{spoiler|With the Minutemen}}.
* [[Well-Intentioned Extremist]]: What their plans ultimately amount to. Freeing Synths, in their eyes, is worth whatever the cost - no matter how bloody the outcome.
* [[Zombie Advocate]]: They vehemently defend Synths even as more people grow disdainful of them. There's also Railroad members that want to liberate Gen 1 and 2 Synths - whose programming is so limited that they mindlessly attack anything outside of Institute jurisdiction.
 
== ''Far Harbor'' Factions ==
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** To the Triggermen. Both superficially share an Old World motif and a more professional attitude, but while the Triggermen actually try to be like the original Mafia and Boston gangsters of old, the Operators don't even pretend to have something akin to a consistent moral or ethical code like those mobsters.
* [[The Mafia]]: They behave and generally operate more like this than as Raiders.
* [[Only Sane Man]]: They certainly feel this way about not only themselves in comparison to the other raider gangs, they also feel this way about the people who built Nuka-World.
 
=== The Nuka-Town USA Traders ===
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==== Judge Zeller's Army ====
Controlling the East Boston Preparatory School, Judge Zeller operates a particularly brutal group renown for compelling its members into “Blood Contracts” via brutal torture. Despite his institution of these "Blood Contracts," Zeller extorts Bunker Hill while also regularly attacking its caravans (thereby breaking his ''own'' contract with them). As consequence, Kessler notes in her terminal that this is an unsustainable arrangement, and she plots to take him out via the Sole Survivor. Zeller gets his resources most likely from only raiding, and his "Army" likely numbers no more than a couple dozen fighters.
 
==== Crazy Bosco's Empire ====
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==== Libertalia ====
Based in a floating city of shipwrecks found in Boston Harbor near Nahant. This massive Raider stronghold is comprised of [[Fallen Hero|former Minutemen]] and newer Raider recruits led by Captain James Wire. Initially, the Minutemen settled here after the Fall of the Castle, and the citizen soldiers tried to get jobs as caravan guards. Unfortunately, after they got stiffed one too many times on food payments, they devolved into being Raiders (by threatening to attack caravans if they didn't hand them over food and caps), with Wire's last entry being him admitting that his former General would be disgusted at what he's become. [[Ignored Epiphany|He shrugs it off]] though, calmly noting that [[Villain Has a Point|principles are worthless to a starving man]]. Wire is mentioned as one of the Raider Lords paid over by Kessler at Bunker Hill, and it's mentioned that his Raiders are [[Noble Demon|relatively orderly around her caravans]]. During the Institute main quest "Synth Retention", Wire disappears and is replaced by the Railroad-rescued Synth Gabriel/B5-92. Turns out that [[Nice Job Breaking It, Hero|the mind-wipe process most Synths go through gave him violent psychosis]], which led to him taking over Libertalia and using the Raiders there to oppress nearby settlements. The Institute then send the Courser X6-88 and the Sole Survivor [[Kick the Son of a Bitch|to wipe them all out]], both to [[Pet the Dog|protect the nearby Settlers]] and to bring B5-92 back to the Institute.
 
==== Slough's Gang ====
Controlling Quincy Quarries, Slough and his crew are comprised entirely of Ghouls. The Quarries are heavily irradiated, with geysers in the quarry regularly emitting severe radiation poisoning. The gang uses this to their advantage, as its radiation affords them healing while providing only damage against any human attackers. Unfortunately, it also restricts how far they can go on assaults away from the quarries, and so they mostly get their resources by raiding the local Gunner detachment. The group likely numbers no more than a couple dozen Ghouls. Notably, beneath the quarries is Vault 88 if the ''Vault-Tec Workshop'' DLC is installed, and they'll be shown trying (to no avail) to break into the Vault and plunder its (non-existent) stores.
 
==== Scutter's Gang ====
Controls Hyde Park (a small and mostly flooded town south of Boston) with a small group of Raiders. Crazy Bosco knows of him for his refusal to submit to his rule, and Scutter's group likely numbers no more than a couple dozen fighters. The gang is currently being infiltrated by Gunners which has led to a huge witch hunt among the gang. The Gunners are hoping to capitalize upon once their numbers have been whittled down enough, but are currently too preoccupied to really do anything else but watch it all play out. Notably, [[All There in the Manual|according to the Fallout 4 Survival Guide]], Scutter’s crew has a reputation for [[Genuine Human Hide|“skinning and wearing their victims."]]
 
==== Ack-Ack's Gang ====
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* [[Hulk Speak]]
* [[Hidden Depths]]: A rather surprising case. According to Strong, most Commonwealth Super Mutants operate in a ''collectivist'' mindset, equally sharing their resources among each other for a common goal and almost never fighting each other.
* [[I'm Aa Humanitarian]]: The main reason why they attack Commonwealth settlements is to take the residents away for food.
* [[It Can Think]]: Some Super Mutants are surprisingly intelligent in combat despite being members of what's essentially an entire (sub)species of brutish savages.
* [[Large Ham]]
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* [[Energy Weapon|Energy Weapons]]: One of the main gameplay differences between Gunners and Raiders is that Gunners tend to use lasers and plasma weapons while Raiders almost always use bullets.
* [[Evil Counterpart]]/[[Foil]]: To the Commonwealth Minutemen. The Gunners are a group of aggressive mercenaries and [[Sociopathic Soldier|Sociopathic Soldiers]] intent on using extreme military discipline to conquer the entire Commonwealth. They're also one of the only factions to have access to Pre-War military tech, being that they mostly use [[Energy Weapon|Energy Weapons]] and even have ''[[Hellish Copter|Vertibirds]]'' on their side. The Commonwealth Minutemen, in contrast, are a band of heroic militiamen and citizen soldiers that want to help unite the Commonwealth together by protecting settlements and laying the groundwork for a new society. They seem to rely mostly on [[HAD to Be Sharp|Had To Be Sharp]] for training their soldiers and rely on [[Scavenger World|cobbled-together weapons]], [[Death From Above|19th-century howitzers]] and [[Combat Pragmatist|anything they can grab]] [[Chronic Hero Syndrome|for protecting the innocent]]. It's not that big a surprise that these factions utterly despise each other and are in the midst of a vicious war.
* [[Even Evil Has Standards]]: Oddly, they DO adhere to certain boundaries, which is why Diamond City and Goodneighbour are off limits as targets as well as Bunker Hill to a degree. There are also a far less common threat to settlements than Raiders or other flora and fauna.
* [[Expy]]: Of the Talon Company mercenaries from the Capital Wasteland.
** To a lesser extent, they're also ones of the Slavers of Paradise Falls.
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** Although Goodneighbor is to Diamond City what Freeside is to the New Vegas Strip, Goodneighbor is, despite its rough appearance, far more organized, can fend for itself, and is actually ''safe''. Though similarly to the Followers of the Apocalypse having a presence in Freeside, the Railroad's generally benign (if rather discreet) presence helps as well.
* [[Neighborhood Friendly Gangsters]]: Goodneighbor is protected by a gang called the Neighborhood Watch, who dress in three-piece suits, wield tommy guns and are technically Triggermen.
* [[Rule-Abiding Rebel]]: To a degree. While many are varying levels of shady or even outright scummy, they are generally civil and mostly respectful to each other and even visitors who don't start anything. The catch is that if the loose rules that govern the place are broken or they are NOT in Goodneighbor, those very same people have no compunction about screwing you over.
* [[Small Town Rivalry]]: With Diamond City. Also justified in that it was largely founded by former citizens of Diamond City. {{spoiler|That the Mayors of Diamond City and Goodneighbor are brothers also helps}}.
* [[Suspiciously Similar Substitute]]: After a fashion to Freeside in ''New Vegas'', though subverted in that it's actually rather livable.
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* [[Wacky Wayside Tribe]]: One of the darker examples of this trope within the series.
* [[Well-Intentioned Extremist]]: The Sole Survivor can both agree with their ultimate end goals ({{spoiler|freeing the Commonwealth from the Institute}}) and disagree with their methods ({{spoiler|brutally torturing all suspected Synths - including the innocent ones already rescued by the Railroad}}).
* [[Whole -Plot Reference]]: The storyline of Covenant is more or less based after the towns of Andale from ''[[Fallout 3]]'' and Hackdirt from ''[[The Elder Scrolls IV: Oblivion]]''.
 
=== The Atom Cats ===
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* [[Armor Is Useless]]: Averted with their unique Robot Armor. It's superior to Metal Armor in protection and is almost equal to the lighter Synth Armor (ballistic protection is better, but energy protection is slightly worse).
* [[Big Bad Wannabe]]: They would ''normally'' be a pretty serious antagonist, but are quickly crushed by Ada and the Sole Survivor. They're also small potatoes to forces like the [[Badass Army|Brotherhood of Steel]] and the [[Mad Scientist|Institute]].
* [[Cut Lex Luthor Aa Check]]: They would probably get a lot more caps working as mechanics and guards for settlements. Amusingly, the Sole Survivor can actually take advantage of this, using the Rust Devils' unique robot mods to help build their own [[Mecha Mook|Mecha-Mooks]] so as to help the [[The Alliance|Commonwealth Minutemen]].
* [[Decapitated Army]]: Averted. Even after the death of their leader Ivey, they will still be active in the Commonwealth.
* [[Disk One Final Boss]]: They ''would'' normally be a pretty credible threat to the entire Commonwealth, with them already able to take out a lot of the Mechanist's robots...and then they get their asses handed to them by Ada and the Sole Survivor.
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<blockquote>"We will restore justice and bring about the dawn of a new age!" - The Mechanist's Eyebots</blockquote>The main antagonists of the ''Automatron'' DLC, although they're mostly active in the first and last thirds of the story (respectively, before ''and'' after the Rust Devils are taken care of). This consists of both the various hordes of mechanized monsters released upon the Commonwealth by the Mechanist and the "Robobrains", advanced Pre-War robots with [[Wetware CPU|human and animal brains serving as their CPUs]] that are the commanders of specific squads of the robots. Oddly, while they go around killing anything in their path, they're also followed by Eyebots talking about how the robots shouldn't be feared and how they will bring about a new era of peace and safety in the Commonwealth.
 
* [[AIA.I. Is a Crapshoot]]: With a horrifying twist. Thery ARE following their directives to do what's best for the Commonwealth, but HOW they interpreted those orders is another story: {{spoiler|They figured humans are gonna die off so easily they might as well [[Mercy Kill]] them before anything else in the Commonwealth gets to them first}}. It's still technically making the Commonwealth safer, since part of the aforementioned spoiler is making the Commonwealth more dangerous.
* [[Badass Army]]: They're surprisingly tough in a fight, ''especially'' at a lower level.
* [[Badass Automaton]]: What they all are.
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* [[Gone Horribly Right]]: The Mechanist's armies are following their directives and orders a bit ''too'' well, and too literally to boot.
* [[Grew Beyond Their Programming]]: The Robobrains most certainly have - and '''not''' in good directions.
* [[Humans Are BastardsThe Real Monsters]]: At least the mass majority of the ones whose brains were put in robotic shells.
* [[Jerkass]]: At best, this is what most of the Robobrains are that are remotely aware.
* [[Just a Machine]]: The majority of the forces count as this. Averted with the Robobrains, who serve as commanders and thusly have more self-awareness in order to properly come up with strategies for battle.
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* [[Murder Is the Best Solution]]
* [[Mythology Gag]]
* [[Omnicidal Maniac]]: What the minions of the Mechanist have become. {{spoiler|To the Mechanist's credit, though, this they were not aware of and are horrified to discover.}}.
* [[Shout Out]]: As seen in the various experiment logs, the vast majority of subjects reacted to {{spoiler|being forced into a robotic body}} by [[Driven to Suicide|committing suicide]]. Additionally, only the [[Humans Are BastardsThe Real Monsters|most depraved examples of humanity]] were able to {{spoiler|withstand the implantation process}}, and even then became murderous {{spoiler|without routine control measures}}. All of the above is a [[Homage]] to ''[[RoboCop|RoboCop 2]]''.
* [[Small Role, Big Impact]]
* [[Took a Level in Badass]]: The Robobrains have done this by ''far'' in comparison to the versions of them seen in previous games.
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=== Vault 88 Dwellers ===
 
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[[Category:Fallout 4]]
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{{reflist}}
[[Category:Fallout 4{{TOPLEVELPAGE}}]]
[[Category:Characters]]