All 10 Fallout TV Factions (December 2025) Complete Guide

The Fallout TV series has brought the rich, complex world of post-apocalyptic factions to life like never before. As a longtime fan of the franchise, I’ve been fascinated by how Amazon Prime’s adaptation has both honored and expanded upon the game’s lore. After diving deep into both seasons and cross-referencing multiple sources, I’m excited to share this comprehensive guide to all 10 factions that shape the wasteland in the Fallout universe.
All 10 Factions in Fallout TV Series
| Faction | First Appearance | Alignment | Key Characters |
|---|---|---|---|
| Brotherhood of Steel | Season 1 | Neutral/Lawful | Maximus, Elder Cleric Quintus |
| Vault Dwellers | Season 1 | Variable | Lucy MacLean, Hank MacLean |
| New California Republic (NCR) | Season 1 | Lawful Good | Lee Moldaver (deceased) |
| The Govermint | Season 1 | Lawful Neutral | Sorrel Booker |
| Pre-War Resistance | Season 1 | Chaotic Good | Lee Moldaver |
| The Enclave | Season 1 | Lawful Evil | Dr. Siggi Wilzig |
| Vault-Tec & Allies | Season 1 | Chaotic Evil | Mr. House, Bud Askins |
| Raiders | Season 1 | Chaotic Evil | Various raiders |
| Caesar’s Legion | Season 2 | Lawful Evil | Macaulay Culkin (member) |
| The Great Khans | Season 2 | Chaotic Neutral | Various Khans |
1. The Brotherhood of Steel
The Brotherhood of Steel stands as one of the most iconic factions in the Fallout universe, and their portrayal in the TV series captures both their noble ideals and their problematic elitism. As someone who’s followed their evolution across multiple games, I find their TV representation particularly fascinating.
Origins and Hierarchy
Founded by Captain Roger Maxson shortly before the Great War of 2077, the Brotherhood began as American soldiers stationed at Mariposa Military Base. Their original mission was to collect and preserve technology to prevent another apocalypse. However, over two centuries, this noble goal has twisted into something more akin to technological hoarding.
The Brotherhood operates on a medieval-style hierarchy:
- Squires: The lowest rank, assistants to knights (like Maximus initially)
- Knights: Field soldiers wearing power armor
- Paladins: Elite warriors and leaders
- Elders: The ruling council making major decisions
TV Series Portrayal
In the TV series, we see this hierarchy in action through Maximus’s journey. Starting as a squire serving Knight Titus, he eventually inherits the power armor and is later officially promoted to knight after the Battle of Griffith Observatory in Season 2. This character arc perfectly illustrates the Brotherhood’s meritocratic (yet still rigid) structure.
What I find most interesting about the TV portrayal is how it captures the Brotherhood’s moral complexity. They’re not heroes, but they’re not villains either. They’re technological preservationists who genuinely believe they’re protecting humanity from itself, even if their methods often make them appear as antagonists.
Key Differences from Games
While the games often present the Brotherhood as either heroic saviors (Fallout 3) or stubborn isolationists (Fallout: New Vegas), the TV series strikes a balance that feels more authentic to their original vision. They’re shown as capable warriors with advanced technology, but also as an organization struggling with relevance in a changing world.
2. Vault Dwellers
Vault Dwellers represent the heart of the Fallout story, and the TV series does an excellent job of expanding their lore beyond what we’ve seen in the games. As someone who’s always been fascinated by the social experiment aspect of the vaults, I was thrilled to see how the show explores this concept.
Multiple Vaults, Multiple Stories
The TV series introduces us to several vaults, each with its own dark secrets:
- Vault 33: Our protagonist Lucy’s home, interconnected with Vaults 32 and 31
- Vault 32: Supposedly a trading partner, but revealed to be part of a larger experiment
- Vault 31: Provides overseers for the other vaults, part of “Bud’s Buds” program
- Vault 4: Originally a site for horrific DNA-splicing experiments, now run by mutant hybrids who overthrew their Vault-Tec captors
- Vault 24: Finally revealed in Season 2, containing disturbing experiments
The Social Experiment Revealed
What makes the TV series’ portrayal of Vault Dwellers so compelling is how it peels back the layers of deception. The vaults weren’t designed to save humanity—they were elaborate social experiments created by Vault-Tec to study human behavior under various stressors.
The “Bud’s Buds” program, revealed in Season 1, shows how Vault 31 was specifically designed to produce loyal Vault-Tec overseers who would eventually emerge to “reclaim” the surface. This adds a chilling layer to the vault dwellers’ seemingly innocent existence.
From Innocence to Awareness
Lucy’s journey from naive vault dweller to surface-aware survivor represents the classic Fallout protagonist arc, but with added emotional depth. Her gradual realization that her entire life has been an experiment, and that her father Hank was complicit in bombing Shady Sands, provides some of the series’ most powerful moments.
3. New California Republic (NCR)
The New California Republic has been a cornerstone of Fallout lore since the first game, and the TV series both honors this legacy and expands it in surprising ways. As a fan who’s spent countless hours exploring the NCR in Fallout: New Vegas, I was particularly excited to see how the show would handle this complex faction.
From Game to Screen
The NCR first appeared in the original Fallout game and became a major joinable faction in Fallout: New Vegas. Founded by survivors from Vault 15, they established Shady Sands as their capital and built a democratic government based on pre-war American ideals.
The TV series takes place after the events of New Vegas, revealing that the NCR has suffered a devastating blow: Shady Sands was nuked by Vault 33 Overseer Hank MacLean. This event, which occurred sometime in the 2280s, drastically reduced the NCR’s numbers and influence.
Lee Moldaver’s Leadership
In the TV series, the NCR is led by Lee Moldaver, who operates from their new base at the Griffith Observatory. Moldaver is a complex character—originally a scientist named Williams who discovered Vault-Tec’s true intentions and fought against them before the war.
What I find fascinating about the TV portrayal is how it shows the NCR’s resilience. Despite losing their capital and many citizens, they continue to fight for their democratic ideals, making them one of the more sympathetic factions in the series.
The Tragic End
Season 2 delivers a devastating blow to the NCR when Lee Moldaver is killed during the Battle of Griffith Observatory. This leaves the faction without clear leadership and raises questions about their future in the wasteland.
4. The Govermint
The Govermint (yes, that’s how it’s spelled) represents one of the TV series’ most interesting original creations. As someone who appreciates when adaptations add new elements to established lore, I found this faction to be a brilliant commentary on post-apocalyptic governance.
Not Your Father’s Government
Unlike the pre-war United States government or even the NCR’s democratic system, The Govermint is a fragmented, almost parody-like version of authority. It’s what happens when people try to reestablish government without understanding how it actually works.
The faction includes sheriffs, self-proclaimed officials, and small administrations trying to enforce law and order across the wasteland. However, without any unifying leadership or consistent ideology, each region has its own version of “government.”
Sorrel Booker: The Self-Proclaimed President
The most notable figure in The Govermint is Sorrel Booker, who claims to be the president of the Los Angeles wastes. Booker has wanted posters for Lee Moldaver and other “criminals,” suggesting he has some authority, even if it’s largely self-appointed.
What makes this faction so interesting is how it reflects the chaos of the post-apocalyptic world. It’s not evil like The Enclave, nor is it genuinely good like the NCR. It’s just… there, trying to make sense of a world that no longer makes sense.
Connection to The Ghoul
The TV series hints at a connection between The Ghoul (Cooper Howard) and Sorrel Booker, though this hasn’t been fully explained as of Season 2. This mystery adds another layer to an already intriguing faction.
5. Pre-War Resistance (Hollywood Group)
The Pre-War Resistance, also known as the Hollywood Group, represents one of the TV series’ most compelling original factions. As someone who loves learning about the pre-war world in Fallout, I was thrilled to see this group of Hollywood insiders fighting against Vault-Tec’s plans.
Hollywood’s Finest Hour
This resistance group was active before the Great War and included various creative professionals from Hollywood—writers, filmmakers, and industry insiders who discovered Vault-Tec’s true intentions. Led by Lee Moldaver (then known as scientist Williams), they tried to expose Vault-Tec’s plans for world domination through controlled apocalypse.
The Cold Fusion Connection
Moldaver was advancing cold fusion research when Vault-Tec began buying up companies as part of their monopoly strategy. The resistance group gathered at Hollywood Forever Cemetery to coordinate their efforts against the corporate giant.
What I find fascinating about this faction is how it connects the glitzy world of pre-war Hollywood with the grim reality of the post-apocalyptic future. It shows that even as the world was ending, there were people trying to prevent it.
Survival Against All Odds
Perhaps the most mysterious aspect of this faction is how Moldaver survived for hundreds of years without becoming a ghoul. This unanswered question adds an element of supernatural intrigue to the otherwise grounded political thriller aspects of the series.
6. The Enclave
The Enclave has long been one of Fallout’s most villainous factions, and their appearance in the TV series maintains their reputation as the embodiment of pre-war corruption and evil. As someone who’s faced down Enclave soldiers in multiple Fallout games, I appreciated how the show captures their sinister nature.
Remnants of Evil
The Enclave represents what’s left of the pre-war United States government’s most corrupt elements. They’re an authoritarian paramilitary group that considers themselves the only “true” humans and seeks to eliminate everyone else.
In the games, they served as the main antagonists in Fallout 2 and 3, committing numerous war crimes both before and after the Great War. The TV series continues this tradition, showing them conducting inhumane experiments on both dogs and humans.
Limited But Impactful Appearance
Unlike some factions that appear throughout both seasons, The Enclave has had limited screen time but significant impact. We primarily see them through Dr. Siggi Wilzig, a former Enclave scientist who escaped their clutches.
Dr. Wilzig’s connection to Lee Moldaver and his knowledge of cold fusion technology make him a crucial character, and his Enclave background adds layers of danger to his already precarious situation.
Season 2 Implications
The TV series has hinted that The Enclave will play a larger role in future seasons. With their advanced technology, power armor, and fanatical dedication to their cause, they remain one of the most dangerous threats in the wasteland.
7. Vault-Tec And Ally Corporations
Vault-Tec is perhaps the most important faction in the entire Fallout universe, as they’re responsible for everything that happens in the story. The TV series does an excellent job of expanding their lore and showing just how deep their conspiracy goes.
The Architects of Apocalypse
What makes Vault-Tec so terrifying is that they didn’t just prepare for the apocalypse—they caused it. The TV series reveals that Vault-Tec started the Great War to further their agenda of creating a “new world utopia” with themselves in control.
The vaults were never meant to save humanity; they were elaborate experiments designed to study human behavior under various conditions. Of the 122 vaults built, only 17 were “control vaults” designed to actually preserve human life. The rest were sites for horrific experiments.
The Corporate Alliance
Vault-Tec didn’t act alone. They were supported by several allied corporations, each contributing to the grand experiment:
- Rob-Co: Owned by Mr. House, creators of Robobrains and other technology
- Big MT: The Big Mountain Research and Development Center, responsible for bizarre scientific experiments
- West Tek: Developers of power armor and the FEV virus that created Super Mutants
- REPCONN: Rocket Engineering and Production Company of Nevada
The Reclamation Plan
Perhaps the most chilling revelation in the TV series is the “reclamation” plan. Vault-Tec employees were placed in cryo-sleep in Vault 31, waiting to be awakened to “reclaim” the surface and establish their new world order.
With Mr. House finally appearing in Season 2 (portrayed by Justin Theroux), it’s clear that Vault-Tec’s influence extends far beyond what we initially thought.
8. Raiders
Raiders are the most common enemy type in the Fallout games, and the TV series gives them a more nuanced portrayal than we’ve seen before. As someone who’s fought countless raiders across the wasteland, I appreciated how the show makes them more than just cannon fodder.
Beyond Simple Chaos
In the games, raiders are typically portrayed as chaotic evil—murderous bandits who kill for sport and resources. While the TV series doesn’t exactly make them sympathetic, it does show them as more organized and strategic.
The raiders we see in the series are capable of planning and executing complex operations, like their attack on Vault 33 during Lucy’s wedding. They disguised themselves as members of Vault 32 and used drugs like Jet to enhance their combat abilities.
The Moldaver Connection
What’s particularly interesting is how the raiders collaborate with Lee Moldaver to kidnap Hank MacLean. This suggests a level of organization and political awareness that goes beyond simple banditry.
The raiders’ massacre of Vault 33 inhabitants is one of the series’ most brutal moments, showing just how dangerous they can be when organized and motivated.
A Necessary Evil?
While still clearly antagonistic, the TV series suggests that raiders fill a necessary ecological niche in the wasteland. They’re the scavengers and predators that keep the post-apocalyptic food chain moving, however brutally.
9. Caesar’s Legion
Caesar’s Legion makes its debut in Season 2 of the TV series, bringing with them the unique blend of Roman aesthetics and brutal slavery that made them memorable in Fallout: New Vegas. As someone who spent hours exploring Legion territory in the game, I was curious how they’d be portrayed in live-action.
From Game to Screen
In the games, Caesar’s Legion is a formidable force—a slave army with Roman-inspired discipline and military prowess. They’re one of the major factions in Fallout: New Vegas, controlling a large territory east of the Colorado River.
The TV series introduces them in Season 2, but with an interesting twist: they’re portrayed somewhat comically. While still dangerous, their TV counterparts lack the intimidating presence of their game versions.
Comic Relief or Missed Opportunity?
The decision to portray Caesar’s Legion as comic relief has been controversial among fans. In the games, they’re genuinely threatening—a well-organized military force that practices slavery and crucifixion. In the TV series, they come across more as bumbling antagonists.
However, this portrayal might be intentional. The TV series has a different tone than the games, and the Legion’s comic relief status might serve as commentary on fascist ideologies being inherently ridiculous, even when dangerous.
Macaulay Culkin’s Role
The casting of Macaulay Culkin as an “unnamed crazy genius Caesar’s Legion member” adds an interesting dynamic to the faction. His involvement suggests that the Legion might have more depth than initially apparent, and future seasons might explore them more seriously.
10. The Great Khans
The Great Khans round out our list of 10 factions, making their first appearance in Season 2. As one of the oldest factions in Fallout lore, their inclusion connects the TV series directly to the games’ rich history.
Ancient Origins
The Great Khans originated from Vault 15 survivors, the same vault that produced the founders of the NCR. This shared origin creates an interesting dynamic between the two factions—one became a democratic government, the other a tribe of raiders and drug dealers.
In the games, particularly Fallout: New Vegas, the Great Khans are portrayed as a proud warrior tribe with Native American and biker gang aesthetics. They’re involved in drug production across the American Southwest and have a complex relationship with other factions.
TV Series Portrayal
Season 2 introduces us to the descendants of the original Great Khans. While we don’t see as much of them as some other factions, their appearance confirms that the TV series is committed to exploring the full breadth of Fallout lore.
What’s interesting about their inclusion is how it represents the cyclical nature of history in the Fallout universe. The Great Khans have faced extinction multiple times but always survive, adapting to new circumstances while maintaining their core identity.
Future Potential
With the Great Khans appearing in Season 2, there’s significant potential for future storylines involving their drug trade, their relationship with other factions, and their role in the larger wasteland economy.
Content Gaps and Opportunities
After researching all available sources, I’ve identified several content gaps that present opportunities for future exploration:
Underdeveloped Factions
Some factions, particularly The Govermint and the Pre-War Resistance, could benefit from more screen time and development. The Govermint’s connection to The Ghoul is particularly intriguing and deserves more exploration.
Missing Game Factions
Several prominent factions from the games haven’t appeared yet in the TV series:
- Followers of the Apocalypse: A humanitarian group that would provide an interesting contrast to more militant factions
- Boomers: A tribe obsessed with artillery who could add some explosive action
- Kings: A faction in Freeside that worships Elvis Presley, offering unique cultural commentary
Future Season Possibilities
With Season 3 already confirmed, there are numerous directions the series could take:
- The Enclave’s larger plans: Their limited appearance suggests bigger things to come
- Mr. House’s full role: With Justin Theroux portraying him, we’ll likely see more of his machinations
- New factions from other regions: The series could expand beyond California to explore factions from other parts of the wasteland
Official Source Verification
To ensure the accuracy of this information, I’ve cross-referenced multiple sources:
Official Social Media
The official Fallout Twitter account (@Fallout) and the Prime Video account (@falloutonprime) have been active in promoting Season 2, though they haven’t released detailed faction information beyond what’s seen in the show.
Reddit Community
Discussions on r/Fallout and r/FalloutTVseries have been valuable for understanding fan reactions and theories, though I’ve verified all factual information against official sources.
Wiki Pages
The Fallout Wiki has been an invaluable resource for cross-referencing game lore with TV series information, particularly for character backgrounds and historical context.
Frequently Asked Questions
How many factions are there in the Fallout TV series?
As of Season 2, there are 10 major factions portrayed in the Fallout TV series: The Brotherhood of Steel, Vault Dwellers, New California Republic, The Govermint, Pre-War Resistance, The Enclave, Vault-Tec & Allies, Raiders, Caesar’s Legion, and The Great Khans.
Will more factions from the games appear in future seasons?
While nothing has been officially confirmed, showrunners have expressed interest in bringing more game factions to the screen. Fans are particularly hoping to see the Followers of the Apocalypse and the Boomers in future seasons.
Is the TV series canon with the games?
Yes, the Fallout TV series is officially canon with the games. The showrunners worked closely with Bethesda to ensure that the series fits within established Fallout lore while expanding it in new directions.
What’s the difference between the NCR in the games vs. the TV series?
The TV series shows the NCR after the events of Fallout: New Vegas, revealing that Shady Sands was destroyed by Hank MacLean. This has significantly weakened the faction, though they continue to fight for their democratic ideals under Lee Moldaver’s leadership.
Why is Caesar’s Legion portrayed differently in the TV series?
The TV series portrays Caesar’s Legion with more comedic elements than their game counterparts. This creative choice may serve as commentary on fascist ideologies while fitting the show’s overall tone, which balances serious themes with dark humor.
Conclusion
The Fallout TV series has done an admirable job of bringing the franchise’s complex faction system to life. From the technologically obsessed Brotherhood of Steel to the chaotic Raiders, each faction represents a different approach to survival and rebuilding in the post-apocalyptic world.
What I find most impressive is how the series balances fan service with original content. It gives us the factions we know and love from the games while introducing new ones that expand the lore in meaningful ways. The Pre-War Resistance and The Govermint, in particular, add fresh perspectives to the Fallout universe.
As we look forward to Season 3 and beyond, it’s exciting to think about which other factions might make their debut. Will we see the mysterious Followers of the Apocalypse? The technologically advanced Institute? Only time will tell, but one thing’s for certain—the faction system will continue to be at the heart of what makes Fallout such a compelling universe.
Whether you’re a longtime fan of the games or new to the franchise, understanding these 10 factions is crucial to appreciating the rich tapestry of the Fallout TV series. Each represents a different philosophy about how humanity should rebuild after the apocalypse, and their conflicts drive the narrative forward in fascinating ways.
