This page attempts to list examples of retroactive continuity (retcons) in the Fallout TV series.
Ever since the Fallout series' inception, changes to lore have been implemented with every new entry in the series, as either additions or revisions.
The wasteland consists of many, often isolated regions, and overall covers whole landmasses. Flora and fauna vary from region to region, as well as the impacts of the Great War. The grade of civilization depends on this, and cultural differences between north and south, east and west, existed already in the pre-War era. Communication nowadays often relies on folk memories, with all of their inaccuracies, personal interpretations, and recordings from the past, which have been affected by radiation and decay.
This article serves as a catalog for these changes to the lore, established with the Fallout TV series.
For more detailed information, please refer to each topic's main article.
Brotherhood of Steel[]
| Retcon Type |
|---|
![]() |
As of season 1, the Brotherhood of Steel in the west is shown to have grown significantly with the help of the Arthur Maxson's Brotherhood of Steel and adopted overt religious customs.
Additionally, the Brotherhood's ranks have changed:
- The western chapter shown in the TV series as well as the Commonwealth chapter have established a new leadership rank of clerics.
- The western chapter has grouped together all of its recruits as aspirants regardless of age, where they would have been initiates or squires previously, dependent on age.
- Squire now refers to a specific rank (or role) for aspirants who are assigned as support units to knights, instead of child recruits.
Enclave[]
| Retcon Type |
|---|
![]() |
As shown with Siggi Wilzig's escape from an unnamed Enclave research colony, the Enclave are still active in at least one site and performing ongoing research. This contrasts with the endings of both Fallout 2 and Fallout 3, where the Enclave were shown to be thoroughly defeated, with Fallout: New Vegas suggesting that the Enclave only survived as isolated, completely disorganized remnants on the West Coast.
However, Fallout 76 established the existence of an Appalachian Enclave, the status of which is unclear by later points in the timeline.
Frederick Sinclair[]
| Retcon Type |
|---|
![]() |
Frederick Sinclair's portrayal contrasts vastly with his characterization in Dead Money. It is unknown if this is a deliberate change to Sinclair's character or simply a contradiction.
- See: here for more information about the contradictions between Sinclair's portrayal in the Fallout: New Vegas add-ons and the TV series.
Ghoul biology[]
| Retcon Type |
|---|
![]() |
See the main article for more details about ghoul biology.
In multiple episodes, ghouls are shown to require an unnamed drug within vials to keep themselves from turning feral, as seen with Roger and the Ghoul.
Promotional images implied that this drug was RadAway, but, in all episodes it is shown, there are no labels to identify it. Later updates for Fallout 76 have seemingly incorporated this addition; ghoul players can use a mysterious chem called "The Fix" to stave off ferality.
Great War time[]
| Retcon Type |
|---|
![]() |
In the first episode of the series "The End", the Great War is shown to have occurred midday or the afternoon in Los Angeles. This contradicts the time of day the Great War is stated to have started in Fallout 4 in The Switchboard terminal entries, at 9:42AM EST.
Shady Sands[]
| Retcon Type |
|---|
![]() |
Shady Sands, the capital of the New California Republic, is shown to have been either moved from the middle of New California to the Boneyard (Los Angeles) or as having always been there.
Power armor additional features/weak point[]
| Retcon Type |
|---|
![]() |
The TV series' version of T-60 power armor is capable of flight through built jets in the forearms instead of an external back jetpack as seen with T-60 power armor in previous games. The Ghoul also uses his knowledge of a weak point in the armor in The Beginning in season 1 to take out several Brotherhood of Steel knights. Additionally,the TV series' T-60 power armor helmets have a built-in lift for removing the face plate to expose the face of the user.
Another difference is that fusion cores cannot be removed without a specialized key, and that removing the core of a power armor suit that is currently worn makes the armor lock down, trapping the user inside. In past games, power armor wearers have been able to exit the armor when the core is ejected.

