Icon disambig
For the raiders that appear in Fallout 3, see Raiders (Fallout 3).
For the raiders that appear in Fallout 4, see Raiders (Fallout 4).
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Raiders take whatever they want, whenever they want, and their favorite pastimes are torture and murder.Fallout 3 loading screen

Raiders, sometimes referred to as bandits, are any group of wastelanders who pillage, plunder, murder, or otherwise ruin the day of anyone unfortunate enough to not be one of them. Raiders tend to organize into loose confederations of gangs in the post-apocalyptic wasteland and are a constant problem. Raiders typically prey upon travelers and very small towns, leaving more populous or larger areas alone.

Raider groups can be found nearly everywhere in the wasteland. Most are short-lived and loosely-organized gangs barely scraping out a living, typically without any real driving purpose beyond thrills and survival; though some, such as the Khans and the 80s, last long enough to form tribal connections and a unique culture based on raiding.[1]

Core RegionEdit


Besides a great number of raider gangs encountered throughout New California, there are three distinct raider groups referenced by the first Fallout: Jackals, Vipers, and Khans, although only the last one appears in the actual game. All three groups originated from Vault 15.

  • The Jackals: The first clan, the Jackals, are a typical group of crazies. They have no morals, and only one goal: survival. They use group tactics to overpower their enemies. They band together in their hideaway and fight over the spoils.
  • The Vipers: The second clan, the Vipers, are mysterious followers of ancient religion. They usually only come out at night to hunt for food or to conduct raids. They are ruthless in combat and prefer stealth to strength. They usually carry bone knives dipped in Pit Viper venom, which, when in the bloodstream, paralyzes the victim. Most victims captured in this way are taken back to their hideout.
  • The Khans: The last clan, the Khans, are probably the most dangerous and resourceful of the three Raider clans. They live the lifestyles of Mongol warriors, raiding towns, burning what they cannot take and capturing the survivors for use as slaves. They usually travel in small scouting bands, but sometimes they roam as full war parties. The Khans above all else respect strength. They are eager in combat to prove their worthiness to the clan by engaging in hand-to-hand combat with fists or clubs. The Khans carry very few firearms. Anyone showing superior strength is worthy of their respect.


There are numerous different groups of raiders in Fallout 2, which are still a common sight in the wasteland, but only a few groups played quite a major role.

  • Bishop's mercenaries: Operating out of a cave north of Broken Hills, protected by raised plates, falling traps and barbed wire-walls with locked and trapped doors. They were not true raiders, but mercenaries hired by the Bishop family of New Reno with arms supplied by the New California Republic. They merely posed as raiders to pressure Vault City to accept annexation by the NCR. They reside in the mercenaries' cave.
  • The New Khans: Reappearing in the second game, they are led by the only survivor of the original group. They are hiding out inside the secretive corridors of the ruined Vault 15, protected by squatters. Their leader Darion is paranoid and ridden with survivor's guilt about being the sole survivor of the original Khans who were wiped out by the Vault Dweller. As a result, they carry out many attacks on caravans and towns and, under Darion's orders, are extra fierce against the NCR.
  • Yakuza: Japanese-style raider gangs could be encountered during travels, armed with traditional swords.


By 2281, the New California Republic had effectively cleansed the region of raiders.[2] Eastward, Caesar's Legion had done the same thing in a different fashion,[3] but was arguably more raider-free than in New California, making Legion territory safer to visit to some traders.[4] Between the two factions, in the Mojave Wasteland, smaller gangs that technically fit the raider definition continue to exist, such as the Greasers and Scorpions in outer Vegas, with former ones having taken up new identities or striven from the traditional raider path, such as the Great Khans and Fiends.


Mini-FOT LogoThe following is based on Fallout Tactics and some details might contradict canon.

There are many raider gangs throughout the territory of Chicago. The majority of these raiders are well organized, because of a need to become one faction: the presence of Brotherhood of Steel, super mutants and Calculator's robots. They are cruel, sadistic people who are usually found near the eastern part of the region, far from super mutants and robots. There are several notable groups present.

  • The Main Faction: The faction was formed after four major raider leaders of the region (Luke Daniels, Bo Duffy, Daisy-May Gomer, and Jesse Gomer) forged an alliance to become stronger in order to fight their overpowering enemies. Their main base where the leaders hold their meetings is Rock Falls.
  • Gang of Devil's Graveyard: Powerful gang of raiders led by a man known as Gargantua. Their base is a place called Devil's Graveyard.
  • Gang of Macomb: A gang which was formed to assault strangers around Macomb, a town suffering because of famine. These raiders are looking for food and use roofs as cover.
  • Ghoul-haters: This group is actually an extremist party, dedicated to the extermination of ghouls. They took over Springfield because the mayor claimed that ghouls are equal to normal, smoothskin people.
Mini-FOT LogoEnd of information based on Fallout Tactics.


FOBoSLogoThe following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources.

In Texas, only one known gang of raiders exists, but it is very large and powerful, being de facto rulers of the land. However, they have become but puppets to Attis, who use them to capture slaves for him. Their base is an old mill located in the town of Carbon, which is completely under their control aided by the Mayor who keeps them happy. The gang is unique because of its matriarchal rule, with female lieutenants and the main leader is known as Jane, Raider Matron. The gang wears a yellow emblem on their clothes to differentiate themselves from outsiders. Aside from normal weapons, the Carbon Raiders are well known for using killer dogs and special flamethrower weaponry. They have the ability to brew alcohol on radioactive subsistences.

FOBoSLogoEnd of information based on Fallout: Brotherhood of Steel.

Capital WastelandEdit

Main article: Raiders (Fallout 3)

Typical Capital Wasteland raiders

The raiders of Capital Wasteland are mostly hostile, lawless, chem-addled ruffians who roam the wastes of the Washington, D.C. area. They have little in common with the raider clans of the West Coast, except for the Fiends of the Mojave Wasteland. They are encountered in smaller groups and are armed with a fairly wide range of weaponry. They can occasionally be found hunting with guard dogs as well. All raiders wear some form of raider armor (though not at raider brothels in places like Evergreen Mills) and have dirty skin. The raiders of the Capital Wasteland have no central leader, leaders being at the level of individual gangs. However, in The Pitt, Ashur rules over a whole army of raiders.

Raiders have no alliances with other factions and will attack everyone but other raiders or slavers. They appear to be quite cruel, as places they inhabit are usually filled with the mutilated bodies of other raiders and wastelanders, implying that they torture captured enemies and occasionally their own.

The largest known band of raiders has set up a crude city in Evergreen Mills. This well-defended canyon gives them a base of operations. Rumor has it that they trade with slavers, selling their captives for cash.[1]

Mojave WastelandEdit

The mountains provide a surprising amount of cover, especially the rock-strewn washes that run east-west just south of Nelson. This is the perfect location for packs of anarchic hunters, grifters and psychotics to wait for an opportunity to steal, kidnap or kill. These loosely-knit raider gangs revel in chaos and anarchy. The Jackals are no more than a handful of scarred and tattooed reprobates, scraping out a living by preying on anything weaker than them. The slightly more organized Viper gang consist of a more skilled collection of ne'er-do-wells, dug in close to major roads to rob and plunder travelers and merchant caravans. Further north are two much more pitiful gangs, who have lost their brethren (both in violence, or by recruitment) to the Fiends; the Greaser gang who terrorize the North Vegas sewers, and the Scorpions, who fight intermittent skirmishes with Westside residents. There are also two other major raider groups: the Fiends and the drug-making and trafficking Great Khans. All these raiders have little driving purpose or goal, other than to live to see tomorrow and raise as much hell as possible in the present.[5]

The CommonwealthEdit

In the Commonwealth, raiders are more organized than seen previously. Raiders are now more technologically advanced and can utilize machine gun turrets and automatic spotlights - some raider leaders have even re-purposed power armor for themselves. However, raiders in the Commonwealth do not have a centralized organization and are split into several groups. According to terminals and dialogue, some of these groups antagonize each other, while some stay out of each other's way. For example, Red Tourette's group has constant skirmishes against Tower Tom's crew.

These raiding groups rarely have set names and are mostly referred to by their leaders, with some exceptions like the Forged and the L&L Gang, a loose alliance of raider gangs. Raiders seem to follow an unspoken chain of command, though not as structured as the Gunners.

The Nuka-World raiders are a completely different story from the Commonwealth raider gangs, as they are far more organized and better equipped. This loose triumvirate consists of the Operators, a mob-style gang driven by monetary gain; the Disciples, a highly sadistic and bloodthirsty gang that revel in murdering and torturing victims for sport; and the Pack, which, as the name suggests, follow an animal pack-based system and have an affinity for brightly colored armor and clothes. All three gangs follow an overall leader or "overboss." The current overboss is Colter.

In Fallout 4, raiders can be heard conversing with each other, sometimes telling stories or joking with each other. The members also seem to have close bonds with one another as they often get enraged when some of their comrades are killed. Notes and terminals also show that raiders care more about each other (e.g. Intervention note) though they still possess the same bloodthirstiness that raiders have in Fallout 3.

Raiders, like many factions, do not treat synths and the Railroad favorably. Most notable is the L&L gang, who have a reputation to be violent towards synths. This is evidenced by the mass-graves of Railroad operatives in Kendall Hospital, an ex-Railroad safehouse now controlled by raiders.

Raiders earn protection money from Bunker Hill caravans and spend money in places like Combat Zone, a raider-only bar, showhouse and wrestling ring.



Prior to 2102, there were five major raider gangs in Appalachia. These gangs were descended primarily from those trapped in ski resorts in the Savage Divide region. The rich tourists and staff first waited for rescue from the government, but when they realized help would not arrive, they turned to raiding any nearby survivors for supplies.

Each of the gangs focused on different aspects of raiding to survive, but each group ultimately met their end. The Blackwater Bandits specialized in stealth and theft but either died or became ghouls when one of their members damaged some machinery in the uranium mine they resided in, releasing dangerous levels of radiation. The Gourmands turned to cannibalism, but this eventually proved to be their undoing - some members began to eat the others in the group, and these members became wendigos. The Trappers favored using traps to ensnare their victims but were assaulted by the Huntersville super mutants who captured many and forced to others to flee the region. The Diehards were the most pacifist of the groups, preferring to avoid killing except in self-defense, however, this philosophy proved difficult in the wasteland and eventually drove their leader to suicide. Finally, the Cutthroats, who were known for their fierceness and willingness to go to extreme lengths to get revenge on those who opposed them, were wiped out primarily due to the Scorched Plague.

Gametitle-FO76 WL By 2103, three large raider gangs returned to Appalachia. Other smaller gangs are also seen, though only during certain quests.

One large raider gang is made up of former members of the original five gangs, and they are led by a former Diehard. Their main base is at the Crater but they do control some territory along the Ohio River. Either these raiders, or their rivals at Foundation, must be sided with to break into Vault 79.

Another large gang is the Free Radicals, who occupy an old lumber mill. Their members include the ex-cons and the former head guard of a prison in Maryland. They came to Appalachia looking for treasure, and can be either fought or sided with.

The final large gang is the Blood Eagles, who are most similar to the Fiends in New Vegas. They are led by a triumvirate of leaders - the Blood, the Eye, and the Claw, though they rarely live long[6] and can be replaced by another member of the gang, as long as they proved their loyalty and power. They are almost all addicted to a spiked version of Buffout, making them crazed so that they will attack anyone who is not part of the gang on sight. A former member, Beckett, is dedicated to eliminating the gang, and the Resident can assist him in doing so.

Two smaller gangs are seen in Appalachia - one, a group led by Edwin (and later his niece Ronny) who often fight with the Blood Eagles and two, a group led by Sargento who run a fighting arena in the Watoga Civic Center.


Notable membersEdit

Fallout 3

The Pitt

Fallout: New Vegas

Fallout 4

Creation Club

Fallout 76

Blood Eagles

Fallout Shelter

Other former members


Raiders appear in all Fallout games and are mentioned in the Fallout Bible.


  1. 1.0 1.1 Fallout 3 Official Game Guide Game of the Year Edition p.42: "Raiders
    Chaos and anarchy. Or if you prefer, anarchy and chaos. Raiders revel in both. Numerous Raider groups dot the wasteland. Most are no more than a handful of people scraping out a living by preying on anything weaker than them. They have no driving purpose or goal, other than to live to see tomorrow and raise as much hell as possible today.
    The largest known band of Raiders has set up a crude city in Evergreen Mills. This well-defended canyon gives them a base of operations. Rumor has it they trade with Slavers, selling their captives for cash."
    (Fallout 3 Official Game Guide faction profiles)
  2. The Courier: "Are you from California?"
    Jas Wilkins: "Born and raised. Things back in California are better than they've ever been, according to my grandpa. The Raiders are mostly gone now and it's easy enough to get a job at one of the mills or farms. But now there's taxes and laws and other things. The NCR keeps things safe and orderly, but it's all very boring. So, I came out east towards the frontier."
    (Jas Wilkins' dialogue)
  3. The Courier: "How do you feel about Caesar's Legion?"
    Raul Tejada: "I don't really have a problem with them. People around here tend to see them as invading marauders planning to burn and pillage the countryside. But I've been to Arizona, boss. Before the Legion, it was a nasty place, so thick with raiders you couldn't trade with a town two miles up the road. Caesar's laws aren't nice, and their actions aren't always pretty. But then, neither am I, but you keep me around."
    (Raul Tejada's dialogue)
  4. The Courier: "Do they deal with any caravans at all?"
    Rose of Sharon Cassidy: "There's some caravans that deal with the Legion, yes. And as much as it pains me to say it, any caravan marked by the Legion is safe as houses. They guard their roads, their supply lines - even Fiends would hesitate before going after any trader dealing with Legion."
    (Rose of Sharon Cassidy's dialogue)
  5. Fallout: New Vegas Official Game Guide Collector's Edition p. 44: "Raider: Greaser Gang
    Raider: Jackal Gang
    Raider: Scorpion Gang
    Raider: Viper Gang
    The Joshua Tree-speckled mountains provide a surprising amount of cover, especially the rock-strewn washes that run east-west just south of Nelson. This is the perfect location for packs of anarchic hunters, grifters, and psychotics to wait for an opportunity to steal, kidnap, or kill. These loosely-knit Raider gangs revel in chaos and anarchy. The Jackals are no more than a handful of scarred and tattooed reprobates, scraping out a living by praying on anything weaker than them. The (slightly) more moreIcon sic organized Viper Gang consists of a slightly more skilled collection of ne'er-do-wells, dug in close to major roads to rob and plunder travellersIcon sic and Merchant Caravans. Further north, are two much more pitiful gangs, who have lost their brethren (both in violence, or by recruitment) to the Fiends; the stinking Greaser Gang who terrorize the North Vegas Sewers, and the Scorpion Gang, who fight intermittent skirmishes with Westside residents. All these Raiders have no driving purpose or goal, other than to live to see tomorrow and raise as much hell as possible today."
    (Fallout: New Vegas Official Game Guide faction profiles)
  6. Fallout 76 loading screens: "Thanks to their anarchic nature, would-be leaders among the Blood Eagles tend to have very limited lifespans."
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