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Need ideas for Raider Groups/Clans


shadowkeeper790

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  • 4 months later...
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1. Chem head or skids

2 pretty much groups of addicts that gather together so not much structure

3 pretty much no armor what so ever just grubby clothing

4 only using knives and other crappy melee weapons maybe the odd one having a pipe pistol also tho when provoked to attack they use chems to help

5 You could put them all over the place like near raider outpost where they'd get most of their chems also outskirts of cities would make sense maybe even could give them a HQ in the subway somewhere and have some opium den kinda of a thing

6 just addicts down on their luck and see no alternative to this life style. they would not be a gang onto them self and i would imaagine if you came into contact they wouldnt attack you first and most would prolly run away if you attack but maybe some do kind of thing

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1. Name of Group or Clan

2.Names of Rank structure (like how raiders in game have different names for higher levels)

3.Equipment(Armor) â

4.Equipment(Weapons)

5.Possible Locations

6.Any miscellaneous stuff(backstory or quest line etc.)

1. Creation Clubbers

2. Intern, Junior, Senior, CEO, etc

3. Horse Armor

4. The Creation Club, which does bonus damage against anything modded. Also the Crashing Carbine, which makes your game crash if it hits you!

5. Anywhere, when you last epxect them! But mostly in offices and banks, around huge piles of money.

6. They really, really hate mods. If they see anything you created, they will use their clubs to clobber it to pieces! However, they are willing to sell you the same stuff, only worse, for a lot of caps.

 

 

... too much?

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  • 1 year later...

Hmm...I have A few minimalist ideas, do feel free to pick any of them:

 

>Minutemen Deserters: Originally was A group that followed James Wire to Libertalia after the decline of the Minutemen & yet still tried to maintain their old identity out of an old sense of pride before giving up entirely, now they still retain their iconic hats along with lazer muskets...though they utilize raider armor pieces, broadsiders, hunting rifles, miniguns & revolvers. Unfortunately, James Wire's actions led to inspiring A few random bands towards deserting & roaming the commonwealth (ranging from Bunker Hill section to Nahant Oceanic Society structure) to scavenge or extort. They wear different types of head-gear to differentiate their status. Their list names go as follows:

 

0. Minuteman Deserter (newsboy cap)

1. Minuteman Deserter Corporal (grey-knit)

2. Minuteman Deserter Sargeant (Helmet)

3. Minuteman Deserter Lieutenant (Beret)

4. Minuteman Deserter Captain(Militia Hat)

5. Minuteman Deserter Major (Macready Hat)

6. Minuteman Deserter Colonel (Garvey Hat)

Note: "Wire" would be #6,"Gabriel" is #5.

_______

>The Union Jack Raiders: The raider gang that followed the last of the Minutemen all the way from Lexington to Concord, they only wear Red Frock Coats with Tricorn Hats due to the abundance of these clothes in their territory & use lots of chems that give them A variety of buffs (obviously `inspired´ by Jared).

 

0. Union Jack Redcoat Raider

1. Union Jack Grenadier(wears ushanka hat)

2. Union Jack Duelist (beret, uses swords)

3. Union Jack Captain (pompadour wig)

Note: "Jared" would be #3, "Gristle" #2.

_______

>The Northstar Pirates: Self-explanatory, it is the stranded Norwegian crewmen who had to resort to being like raiders. They normally stick to their ship, but send an occasional salvage team to search the shores. They wear gear similar to Harbormen & Trappers, having similar weapons.

 

0. Northstar Crewman (wears Longshoreman)

1. Northstar Midshipman (wears Fisherman)

2. Northstar First Officer (wears Ushanka)

3. Northstar Captain(Fatigues & Sea Capt.)

Note: "Rags" would be considered #3.

_______

>Triggermen: Self-explanatory, often felt as though they were under-powered & not really some thing to be feared. Easy City Downs, Combat Zone & their default areas could be repopulated.

 

0. Triggerman (pistols & knives only)

1. Triggerman Associate (wears Bowler Hat)

2. Triggerman Bouncer (very tough bruiser)

3. Triggerman Enforcer (uses shotguns)

4. Triggerman Soldier (automatic weapons)

5. Triggerman Capo (wears Fedoras & Coats)

6. Triggerman Hitman (wears black, sniper)

7. Triggerman Underboss (wears clean suit)

8. Triggerman Boss (Tuxedo & Formal Hat)

Note: "Malone" & "Eddie" is #8.

"Dino" & "Sinjin" is #7.

"Kendra" & "Avery" is #6.

"Eager Earnie" is #5.

"Northy" & "Smiling Kate" is #4.

"Wayne Delancy" is #3 & "AJ" is #1.

_______

>The L&L Gang: An anti-synth gang that wears greaser jackets with operator gang leg armor & is well connected with other groups, each named member has two generic "L&L" members as their closest bodyguards. They especially hate The RailRoad, which is why they raided Kendall Hospital & killed every one. Joining the RailRoad results in them going from neutral, to hostile. Destroying the RailRoad makes them completely friendly & their leaders pop up as generic merchants at random locations. They only raid places that have synths.

 

0. "L&L Bully" (uses blunt melee weapons)

1. "L&L Thug" (uses pistols & shotguns)

2. "L&L Vandal" (uses Railway & Guass gun)

3. "L&L Gangster"(uses all automatic guns)

Note: "Sally" is #3, wears Airship Hat.

"Tatum" is #2, wears Triggerman Bowler.

"Stevie" is #2, wears Pompadour Wig.

"Maude" is #2, wears Patrolman Glasses.

"Johnny" is #1, wears Sunglasses.

"Tammy" is #1, wears Newsboy Cap.

"Bruiser" is #1 & uses only melee.

_______

>The Abbey Of The Road: Known very briefly in Fallout 3's Point Lookout D.L.C. A group of Christian Vigilante Missionaries who preach the gospel & hunt down sources of evil, they make all old churches (with the exception of Concord & RailRoad church locations) as their outposts. The leader (Pastor) of each outpost acts as A merchant who sells aid items in addition to being A Doctor. If you kill innocents, you aggravate them & they'll send in hit-squads. They wear Black Suits, Tuxedos & Pastor's Vestments with Formal Hats. They have A close connection with "Clements", so they have A few of their own who volunteer in his chapel to assist & provide protection where-ever he goes.

 

0. Abbey Preacher (Dirty Black Suit)

1. Abbey Deacon (Clean Black Suit)

2. Abbey Missionary (Tuxedo)

4. Abbey Pastor (Vestments & Formal Hat)

Note: They use flame weapons to "cleanse".

It may be possible to add in A radiant quests that involves rescuing some one who is injured at A random location &/or hunting down some one doing "unholy deeds", if it is desired.

_______

>Salem Witch Coven: A shadowy cult that worships various dark deities (Ug-Qualtoth being one of them), they are A Matriarchal group comprised of "Psykers" with various degrees of power & indulge in taking slaves so that they would be processed accordingly. They have A fondness for the Disciples Raider gang due to the them being largely compromised of blood-thirty women & may peacefully make occasional visits to those outposts to trade. They also have an obsessive interest with Lorenzo due to his powers & artifact, which is why they raided Parson's Asylum, heavily involved in the "Cabot Secret" questline. Killing any female will result in them going aggravated & send out hit-squads regard-less if whether you did it as self-defense or as an unprovoked attack. They prefer stealth, bladed melee, plasma weapons, gamma guns & cryo in addition to their "psyker abilities" (which are reminiscent of Lorenzo's). Their style is not much different than that of "Operators", A mixture of Goth & Posh. For armor pieces...the "uninitiated" wear only leather armor, the lower ranking "initiated" wear disciples wraps, higher ranking wear disciples straps. They have one hidden cave they operate from some place near the town, but often have coven members hiding in plain site & some times at seemingly random locations (especially near Salem's Museum).

 

0. Salem Slave (always male, wears rags)

1. Salem Servant (both genders,long johns)

2. Salem Bezerk Servant (tougher #1's)

3. Salem Witch (uses Road Leathers,Psyker)

4. Salem Priestess (uses Corset,Psyker)

5. Salem High Priestess (uses strap armor)

6. Salem Matriarch (Feather Dress & Crown)

Note: #3-#6 are all "Psykers" of varying degrees of power, with #6 being the most powerful & acts as an alternative Doctor who provides aid items as well as "Mysterious Serum". A possible radiant quests may involve enslaving some one randomly &/or killing off members of the Abbey, if it is desired.

 

>END<

 

Sorry for the long read!, so what do you all think thus far? (curious). ð¤£ðâº

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  • 3 months later...

1. The Buccaneers

2. The overboss of the gang would be the Admiral or Commodore, likely named Bloodbeard or something of the sort. Possibly he named himself after Blackbeard personally.

Following the boss would be his First Mate, then the Buccaneer Captain as the highest level common raider.

As for heavy hitters, I see them having some kind of 'whaler' or other hunter-type that uses the Harpoon Gun from Far Harbor. Possibly a Mirelurk Queen Hunter?

 

Ultimately, the hierarchy would be something like

Swabbie -> Deckhand -> Pirate -> Marauder -> Whaler -> Captain -> First Mate -> Admiral

 

3. As for armor, the lower rankes (Swabbies, Deckhands, and Pirates) would be largely ragged-looking, clothing themselves in the Tattered Rags, Drifter's Outfit, Radstag Hide Outfit, Winter Jacket and Jeans, Hooded Rags, Longshoreman's Outfit, possibly MacCready's Duster, if you're up for using unique outfits. As for hats, I would say the Minuteman's Hat, Wrapped Cap, Fisherman's Hat, and Grey Knit Cap. As for proper armor, metal and raider gear would fit just fine.

 

The Captains, First Mates, and Admiral would naturally be in higher quality clothes, likely wearing the Faded Duster, Colonial Duster, and the Hunter's Long Coat, with pirate and tricorn hats.

 

The Hunters and Marauders would be fully decked out in Coastal Armor, Trapper Armor, and the Hunter's Pelt Outfit.

 

4. The Buccaneers would be heavily melee-based, preferring Bladed Tire Irons, Machetes, Boards, Meat Hooks and Pole Hooks. Officers (Captains and above) would carry Chinese Officer Swords and Revolutionary Swords.

 

As for guns, pipe weapons are the clear go-to, though I also see them fielding .44 Magnums and Double-Barreled Shotguns. As said before, the Whalers would use Harpoon Guns as their sole heavy weapons.

 

5. Being pirates, it's fitting that the Buccaneers can be encountered all across the coastline, from Salem all the way to Warwick, as well as Spectacle Island and possibly the large rivers leading inland. Their main base of operations would be Libertalia.

 

6. Libertalia shares its name with a legendary pirate community supposedly founded on Madagascar, so it's only fitting that it also be host to the pirates of Massachusetts Bay.

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Nice necro, you two. Seems dead for almost two years now...

 

Speaking of which... why are there no ghoul raider gangs? Ghouls are people, too. just slightly more dead than the average raider.

The Triggermen? They seem to be mostly ghouls, if not all.

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