Fallout 4: Anniversary Edition - Factions
The organisations competing for the future of the Commonwealth in Fallout 4: Anniversary Edition. Four of them (the Minutemen, the Brotherhood of Steel, the Railroad and the Institute) offer a full questline and their own ending, and the player can only carry one of them into the endgame. The rest a...
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of 11 entries
· updated 2026-09-15
| Name | Type | Description | Region | Points Of Interest |
|---|---|---|---|---|
| The Minutemen | Playable Faction / Militia | A volunteer militia of settlers who once protected the Commonwealth from raiders and were destroyed at Quincy by the Gunners' betrayal before the game begins. | The Commonwealth | The Castle, their restored headquarters Artillery support unlocked by retaking the Castle Radiant settlement defense quests The Minutemen ending, which spares the other major factions |
| Brotherhood of Steel | Playable Faction / Military Order | A techno-military order descended from a pre-war army unit, arrived in the Commonwealth aboard the airship Prydwen under Elder Arthur Maxson to seize the Institute's technology and destroy the synths. | The Prydwen, above Boston Airport | The Prydwen airship and Boston Airport base Liberty Prime, the restored pre-war robot Vertibird transport and signal-grenade support Proctor Teagan's weapons requisition and the Brotherhood ending |
| The Railroad | Playable Faction / Clandestine Network | A secret organisation dedicated to freeing synths from the Institute, using dead drops, code phrases and disguise to move escaped synths to safety through the Safehouse network and the memory-wiping services of the Memory Den. | Under the Old North Church, Boston | Railroad headquarters under the Old North Church Deacon's disguise network and dead-drop missions Ballistic weave and the Deliverer unique pistol The Railroad ending, which evacuates the synths before destroying the Institute |
| The Institute | Playable Faction / Scientific Directorate | A sealed underground research society that survived the war and rebuilt itself around advanced robotics, genetics and teleportation, led by the Director, Shaun. | Beneath the ruins of the Commonwealth Institute of Technology | Institute teleportation and the Molecular Relay Courser synth enforcers and the SRB Synth Retention Bureau and the escaped-synth trade The Institute ending and Father's succession |
| The Gunners | Antagonist Faction / Mercenary Army | A professional mercenary army that sells violence to whoever pays, known for salvage equipment, organized ranks and a willingness to wipe out entire settlements. | The Commonwealth and its coasts | Quincy Ruins, their fortified stronghold Gunner Plaza and other vertical bases High-level combat rifle and combat armor drops The Mass Fusion Building's Gunners and their officers |
| Raiders of the Commonwealth | Antagonist Faction / Gangs | The loose collection of raider gangs that occupy the Commonwealth's ruins, running drug labs, extorting settlements and warring on each other as readily as on anyone else. | Across the Commonwealth | Saugus Ironworks and the Forged Corvega Assembly Plant and the raiders of Lexington Beantown Brewery, Dunwich Borers and other gang dens Raider power armor and unique weapons such as the Shishkebab |
| The Triggermen | Antagonist Faction / Organized Crime | The Commonwealth's organized crime outfit, styled after pre-war gangsters in suits and fedoras and armed with .45 submachine guns. | Goodneighbor, Diamond City and Boston's north end | Skinny Malone's Vault 114 operation Goodneighbor's protection and debt trade Submachine gun and .45 ammunition sources The Museum of Witchcraft and Boston's organized-crime ruins |
| The Atom Cats | Neutral Faction / Greaser Crew | A small power-armor crew who model themselves on 1950s greasers and hot-rodders, collecting T-60 suits, trading in fusion cores and refusing to take the wasteland seriously. | The Atom Cats Garage, south-east Commonwealth | The Atom Cats Garage, their base and shop Fusion core sales and power armor mod supplies Zeke, Rowan and the crew's jukebox culture Their unique T-60 power armor paint scheme |
| The Children of Atom | Neutral to Hostile Faction / Radiation Cult | A cult that worships radiation as the divine light of Atom and seeks to spread it across the world. | The Glowing Sea and Far Harbor's Nucleus | The Crater of Atom in the Glowing Sea The Nucleus submarine base in Far Harbor Mother Isolde, Brother Devin and the cult hierarchy Radiation-damage weapons and their Atom's Judgement super sledge |
| The Rust Devils | Antagonist Faction / Automatron | A raider gang from the Automatron add-on that specializes in capturing and rebuilding robots, fielding salvaged Mister Handies, Sentry Bots and Assaultrons alongside conventional raiders. | Roads and ruins south of Boston | Salvaged robot war parties on the Commonwealth's roads Java's and Ivey's robot-heavy camps Salvageable robot parts for the Robot Workbench Their rivalry with the Mechanist's own robot army |
| The Pack, Disciples and Operators | Antagonist / Playable Faction / Nuka-World | The three raider gangs that share Nuka-World, each with its own culture and territory. | Nuka-World | Mason and the Pack's Bradberton Amphitheater Nisha and the Disciples' Fun House Mags and William Black and the Operators' Parlor The Overboss's seat at the Fizztop Grille and the power-plant ending |
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