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The Rust King's Army, also known as the Rust Kingdom, is a raider gang led by an intelligent super mutant known as the Rust King that controls much of the Burning Springs region of Ohio within Appalachia in 2105. They appear as a faction in Fallout 76, introduced in the Burning Springs update.
Background[]
This raider army is centered around its dominant leader, the Rust King, who sought to build an empire in the Burning Springs region after being let loose into the wasteland by an Enclave vertibird crash.[1][2] The Rust King started out his path to dominance and strength by launching small attacks on settlements himself, including assaults on the Ash Cave[3] and Highway Town. With the latter, the Rust King wrought destruction on the settlement and forced them to rebuild, weaker each time.[4] Eventually, he invited many of Highway Town's residents to join him, making up the ranks of his soon-to-be-powerful army. The Rust King declared that only the strongest among them would survive; parents and children alike killed each other in battle after being given this ultimatum and weapons to boot. Those who refused to participate became the first victims of the Rust King's army.[5]
Over time, the Rust King's Army grew into a large following, as the warlord directed his army in a conquest over southeastern, Appalachian Ohio. He spared Highway Town from further incursions of his wrath, allowing them to grow so that a worthy challenge could rise up and face him from the life of the settlement.[4] Runt describes this arrangement as the Rust King allowing Highway Town to exist for as long as they do not stand against him.[6] Raiders admired the Rust King for his strength and joined the membership of the Rust King's Army,[7] while others joined seemingly out of necessity as the raiders' power grew, viewing resistance as futile.[8]
The Rust King and his army settled into their headquarters after hearing whispers of a deathclaw nest at an old Abraxodyne Chemical plant. The Rust King and his men battled against the creatures as part of his growing conquest; many raiders died in the fight, while the Rust King himself incurred injuries that would have killed lesser men. The Rust King is alleged to have beheaded the deathclaws' matriarch with his bare hands, before adopting the eggs left behind. The chemical facility was christened the Rust Kingdom, over which the brutal, intelligent warlord ruled as king.[7]
The Rust King views deathclaws as kin, seeing similarities between his and their abilities as hunters. He directed the eggs to be raised into trained fighters,[9] and the Rust King's Army has since become known for their taming and training of deathclaws.[10] Despite the difficulty of the task, they have found success in this venture, as the Rust King even sought out skilled animal trainers to join the fold.[11][12] The deathclaws are raised at Jackson Junkyard, close by to the Rust Kingdom,[13] and they are brought back to participate as fighters in an arena. This arena was set up within the old Abraxodyne facility as entertainment for the Rust King,[14] while also allowing captives and fighters to prove their worth to the Rust King.[15][16]
Early on in the Rust King's conquest, he saw the strategic value of Fort Steuben after it had been scouted out by members of his army. The Rust King dispatched a war party to take over the fort, which was inhabited at the time. The denizens fought back and a siege ensued, with the combat lasting overnight. Once morning had passed, the Rust King's Army had reduced their defenses and stormed the fort, killing many of its inhabitants and claiming the territory for the Rust King. The survivors were sent to the Rust Kingdom's arena. Fort Steuben was a starting point for further conquests, as the kingdom grew in size and seized control of more locations around Burning Springs.[17] In December 2089, the Rust King met with Franklin Metter of the Ash Cavers. Metter, who was ill, dying and seeking a legacy, agreed to fold the Ash Cavers into the Rust King's ranks, where they continue to survive.[18] Other locations, such as the church at the South Ohio Evacuation Center, could be used a source of prey to teach the "young" of the Rust King's Army, and would eventually be annexed into their territory.[19]
Eventually, the bounds of the Rust King's territory hit the Ohio River. He took interest in potentially conquering lands east of the river, but became disinterested when scouts reported that Appalachia was weak, and the cultists of Point Pleasant were more interested in worshiping a bug for strength. The cultists became a mild nuisance after the North Road Bridge was reconstructed and they attempted to assault the Rust King's Army. The Rust King commanded that extra fortifications be built to mark the border of his kingdom, leading to the construction of Checkpoint Canyon and suppressing the cultists' ill-fated advance.[20]
As of 2105, the Rust King's Army still enjoys near-complete dominance over the Burning Springs region, and the king uses his army of raiders as "pest control" to deal with "vermin" in his lands.[21]
Locations[]
- The Rust Kingdom (headquarters)
- Abraxodyne Chemical power substation
- Checkpoint Canyon
- Fort Steuben
- Jackson Junkyard
- South Ohio Evacuation Center
- The Chop Shop
- Athens (quest-only)
Members[]
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- The Rust King - leader
- Ava - con artist
- Runt - Highway Town associate
- Beastmaster Lina - deathclaw trainer
- Rust raiders - generic members
- Silas - former fighter
Variants[]
Missing data (Levels/Health)
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| Image | Name | Attack type | Level | HP | Form ID |
|---|---|---|---|---|---|
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Rust raider | Various | ? | ? | 007F0A63 (template) 007F0A64 (melee) 008325F5 (pistols) 00818AD5 (crowd) 0081ACBA (random encounter) |
| Rust raider deserter | Various | ? | ? | 0083D22E (random encounter) | |
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Rust raider gunner | Ranged | ? | ? | 007F0A65 (standard) 008325F6 (missiles) 007F0A67 (heavy) 008342A8 (standard, Gearin' Up) 008342A9 (heavy, Gearin' Up) |
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Rust raider brawler | Heavy melee | ? | ? | 007F0A66 (standard) 008342A7 (Gearin' Up) |
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Rust raider grenadier | Explosives | ? | ? | 008325F7 |
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Rust raider shotgunner | Shotguns | ? | ? | 008325F3 |
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Rust raider marksman | Long ranged | ? | ? | 008325F4 |
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Rust raider ambush captain | Various | ? | ? | 00863F54 (Welcoming Committee) |
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Rust Kingdom raider | Various (quest-only) | ? | ? | 0082F9AA 0082F9A9 0083188B 0083188C 0085CD35 |
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Deathclaw handler | Various | ? | ? | 007F0A68 |
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Rust guard | Various | ? | ? | 007F0A69 (template) 007F0A6B (ranged) 007F0A6A (melee) 0084CA42 (Buckeye Blues) 00818AD6 (crowd) |
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Rust guard crusher | Heavy melee | ? | ? | 007F0A6C |
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Rust guard punisher | Heavy ranged | ? | ? | 007F0A6D |
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Rust guard champion | Various | ? | ? | 0082EBCE (power armor) 008280B3 (boss) |
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Rust guard patrol captain | Heavy melee | ? | ? | 00883C41 (Insurrection) |
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Rust suicider | Various | ? | ? | 0083A20F (When the Rust Settles) |
Related quests[]
- Welcoming Committee
- Might Makes Right
- Insurrection
- When the Rust Settles
- Bounty Hunting: Grunt Hunt
- Bounty Hunting: Head Hunt
- Event: Gearin' Up
Interactions with the player character[]
Members of the Rust King's Army, Rust raiders, are found all throughout the Burning Springs region of Appalachia, including in locations they control, as well as random encounters. Most Rust raiders are hostile, though a few are not, such as arena guards encountered during Welcoming Committee, Beastmaster Lina at Jackson Junkyard, and some other generic Rust raiders in random encounters.
The Rust King's Army plays a central role in the quest line of the Burning Springs update; during the first quest, the Vault 76 dweller is kidnapped by the Rust King's Army and brought as tribute to the Rust Kingdom's arena, where they meet the Rust King himself. Afterward, they prove their worth by performing tasks for a recruiter named Runt during the quest Might Makes Right. Runt is then killed by Eugene, who ostensibly presents a plan to combat the control that the Rust King's Army has over the region and dethrone the Rust King himself. After recruiting assistance for this plan in the quest Insurrection, the plot comes to a head in When the Rust Settles, during which a betrayal is revealed and the Rust King's Army maintains their control over the region, for the time being.
Rust raiders also appear during bounty hunting quests (Grunt Hunts and Head Hunts), in which they appear to protect the bounty targets singled out by the quests, seemingly like mercenaries. Rogue, hostile raiders from the Rust King's Army also appear as hostiles in the public event Gearin' Up.
Notes[]
- The names "Rust King's Army"[22][23][24][25][26][27] and "Rust Kingdom"[28][29] are both used to refer to this faction controlled by the Rust King, but "Rust King's Army" appears more prevalently in dialogue. Additionally, some mentions of the "Rust Kingdom" may instead refer to the Rust Kingdom location, rather than the faction itself.[30][31] The faction used in the game's files to control its NPCs (form ID 007F0A52) has the name "Rust King's Army Faction."
- Although the named targets in Head Hunts, as well as the outlaws in Grunt Hunts, may be supported by Rust raiders, it is not confirmed if all of the bounty hunting targets are meant to specifically be members of the Rust King's Army, as this is never explicitly stated by the quest or in dialogue with the Ghoul. Additionally, the Ghoul even says that the Rust King "doesn't interfere" with his bounty-hunting business, and thus he has no reason to interfere with the Rust King's business.[32] The targets have their own internal faction in the game's files, separate from the Rust King's Army, and do not share their dialogue, instead using generic combat grunts, many of which are actually shared with voice types from Wastelanders.
Appearances[]
The Rust King's Army appears only in Fallout 76, introduced in the Burning Springs update.
Gallery[]
References[]
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