Feb 22, 2019 We've got to stop them pesky Raiders! Rise Of The Raiders by Belicore Enhanced Battle Rifle by mctammer https.
Raider Armor | Fallout Wiki | Fandom
Unlike Mojave Wildlife, this mod is more of an overhaul of New Vegas's rather lacklustre raider-types, fixing what I consider to be one of the major unsolved balance and progression issues the game still has. This is in addition to hand-placing many more raiders for you to encounter on your travels through the wastes. For Fallout: New Vegas on the PC, a GameFAQs message board topic titled 'mods for increasing no of mutants and raiders'.
Infobox incomplete The infobox template in this article is missing some required data. You can help The Vault by filling it in. |
Missing data A template in this article or section is missing some data. You can help The Vault by filling it in. |
Better image needed An image on this page has quality issues that need to be rectified. Please help The Vault by editing or replacing it with a better version. |
Jackal gang member | |||||||||||||||||||||||||||||||||||||||||||
|
Jackal gang members are members of the Jackals gang in the Mojave Wasteland in the year 2281. These low-level raiders are encountered relatively early in Fallout: New Vegas, appearing primarily in the area south of Goodsprings and west of Camp Searchlight.
- 4Interactions with the player character
Background
The Jackals are one of the three raider gangs that originated from the inhabitants of Vault 15 (the others being the Vipers and the Khans). The Jackals are a very weak group of raiders in Fallout: New Vegas, having been reduced to a shadow of their former strength by the lawbringing forces of the New California Republic.
Characteristics
Most Jackal gang members are generally poorly equipped, with the majority of them being limited to low-level melee weapons such as knives or lead pipes. One or two Jackals in a group of 4-6 may carry a 10mm pistol or a Varmint rifle, and a Jackal may extremely rarely be equipped with a cowboy repeater. Their armor is likewise very poor, with most wearing either Wasteland outfits, Merc outfits, or (slightly less commonly) Leather armor. Occasionally, a Jackal Gang Member may be equipped with Metal armor. A low-level character can usually take them down with minimal hit-point loss, although a Jackal with metal armor can resist weak firearms (with a DT as high as 12, although any AP ammunition will negate the entire resistance) and pose a moderate threat.
Most groups of Jackal gang members are lead by a Jackal gang leader, who has slightly superior health and combat skills.
Jackals are hostile towards most other Mojave Wasteland inhabitants, including the player and even other raider groups such as the Powder Gangers and Vipers. They are mutually neutral towards giant mantises, which infest some of their hideouts such as the Nevada Highway Patrol station.
Locations
In their weakened state, the Jackals generally lack the resources to patrol the Mojave, and are usually only encountered at specific Jackal hideouts, most of which are in the southwest quadrant of the world map. Jackals can be found encamped at the Nevada Highway Patrol station south of Primm, the Nipton Road Pit Stop on the road to Nipton, occupying the Prospector's Den, and occupying Bradley's shack. Two can also be found in a sheet metal shack south of the Northern Passage at the northern perimeter of the city of New Vegas.
Interactions with the player character
Interactions overview
This character has no special interactions. |
Inventory
Apparel | Metal armor Wasteland outfit Leather armor Merc grunt outfit |
---|---|
Weapon | Cowboy repeater Varmint rifle 10mm pistol Lead pipe Knife |
Carried items | Pack of cigarettes Bobby pin Bottle caps Hammer Whet stone Wrench Leather belt Turpentine Coffee mug Duct tape |
Drops on death | empty |
Notes
- After installing the 1.3 patch on you console, Jackal gang members may carry grenade rifles at level 10 or above.
Fallout New Vegas Raider Wastehound Helmet
Appearances
Jackal gang members appear only in Fallout: New Vegas. Asymtek automove 201 programming manual.
Gallery
Jackal gang member attacking.
Release the Raiders! | |||||
|
Release the Raiders! is a repeatable quest in Fallout Shelter.
Synopsis
Death wasn't in Vault 144. He's in a cave somewhere, and Vault 144 Dwellers are still out there trying to wake him up. It's time to meet back up with War to give him a status report! And while we're at it, we can keep the Warshippers out of trouble by asking them to find the cave..
Objectives
Get the Warshippers to look for Death's cave.
Dialogue
- You can't stop me! This world belongs to the Radroach! (_RaiderLine_1);
- Under the covers?! We only just met! (_Conversation_1_NPCEnd_1);
- Isn't it? And if things don't work out, we can always go back to fighting. Win-win. (_Conversation_1_NPCEnd_2);
- It is? Okay. Whatever you say.. (_Conversation_1_NPCEnd_3);
- Exactly, but he really, really loves that thing! (_Conversation_1_NPCEnd_4);
- (Suddenly stops whispering.) (_Conversation_1_NPCStart_1);
- Oh! Hello. You don't have to worry about us. We don’t want to fight. (_Conversation_1_NPCStart_2);
- The Pests are attacking, but we're going to work things out over an ice cold Nuka-Cola. (_Conversation_1_NPCStart_3);
- You're undercover for the Weekly Exposition, aren't you? (_Conversation_1_Team_1);
- That's wonderful! (_Conversation_1_Team_2);
- Eagle. The code word is “eagle.” (_Conversation_1_Team_3);
- The Pests are after War's Power Armor? (_Conversation_1_Team_4);
- Listen up! It's Three Dog on the air. (_Conversation_2_NPCStart_1);
- He's warning everyone about Vault 144.. (_Conversation_2_NPCStart_2);
- Settlers will be wary of any Dwellers now, including us! (_Conversation_2_NPCStart_3);
- But it should slow them down while we look for Death's cave. (_Conversation_2_NPCStart_4);
- DEATH? I AM BECOME DEATH! AND THE WASTELAND WILL BURN! (_Conversation_3_NPCEnd_1);
- THOSE PESTS STOLE MY POWER ARMOR! (_Conversation_3_NPCStart_1);
- I'm sorry, I'm just lost without it. I.. I.. must.. become War. The one they believe in. (_Conversation_3_NPCStart_2);
- I.. am.. War. I am War. I am War. I AM WAR. I AM WAR! (_Conversation_3_NPCStart_3);
- PESTILENCE IS DEAD! EVEN IF I HAVE TO TEAR THE WASTELAND APART! (_Conversation_3_NPCStart_4);
- But what about our truce? What about Death? (_Conversation_3_Team_1);
- Yes! TO BE CONCLUDED! (_Conversation_4_NPCEnd_1);
- Can the Wasteland be saved from War's fury? (_Conversation_4_NPCStart_1);
- Will the Horsemen be stopped once and for all? (_Conversation_4_NPCStart_2);
- And how many have already figured out who Death is? (_Conversation_4_NPCStart_3);
- All will be revealed when the story continues in Part 3! (_Conversation_4_NPCStart_4);
- Another cliffhanger? Seriously? (_Conversation_4_Team_1);