I do not own Fallout. If I did, this is how I'd do it.


Fallout: Orleans


Factional Forces: Enclave


Just a little breakdown of the various factions and their forces, as well as interesting/relevant points of note. Giving a sense of their organization, their types of mooks, their specialties, and any relevant politics of note.

Most enemies have a stronghold where they are exceptionally present. It could be their regional HQ, or just a beast nest. This is not their exclusive area, but at least one where they have an exceptional presence.


Enclave

Enclave forces are primarily broken across their political divide, between the 'pure' Enclave Army and the locally recruited National Guard created by Governor Hans. While Governor Hans is the single most powerful person in the Enclave in Orleans, and in charge of his own Enclave command and the local forces, he does not have operational control over the standard Enclave forces. There's a variety of political tensions between the various forces, reflecting the Enclave's internal power struggle of politics and priorities.

Enclave forces use energy weapons, and Enclave regulars are famous for their training and advanced power armor. Enclave forces focus on ranged combat and technological superiority, going for quality over quantity. When on the defensive, they like to set up barricades and turrets with clear sectors of fire.

The Enclave position on chems is that they are a liability for addiction and extortion, and that chem purchases benefit Orleans-affiliated traders. Chem use does occur, but is generally limited and officially discouraged.

The Enclave political and administrative capital is Downtown Orleans, with Governor Hans. The Enclave military leadership is located in Baton Rouge, though Louisiana Regional Airport serves as the main military base for supporting the army, with power armor technicians and equipment.


Eyebots (Regular and Duraframe)

Military

-Low tier drones and scouts. Duraframes are mod-low tier and accompany Enclave Army patrols.

-Regular Eyebots are weak and armed with basic lasers. They either support as sentries or escorts in safer Enclave territory, or as disposable scouting drones in the Bayou.

-Duraframe eyebots are better armored, and have a modified laser that decreases enemy perception and accuracy. While weak, when it hits as a head shot the player will suffer sun glare effect. Duraframes serve as sensor support for Enclave Army patrols, making it harder to ambush them.

-Eyebots serve as the Enclave replacement for guard dogs, and are regular guards for Enclave buildings of note. Like all other guard creatures, they can see through disguises if close enough.

-Regular encounters in the Bayou, either escorting Enclave patrols or as lone scouts.

Political

-The Eyebot project was restarted thanks to the success of ED-E and the legendary Courier. Whether ED-E made it to Navero or not, its presence and abilities in the Mohave reached the Enclave.

-On top of their surveillance capabilities, Eyebots have strong radios. This makes them popular with patrols as a means of staying in radio contact with base. Losing an Eyebot sparks concern for everyone involved. Overly cautious Enclave leaders won't even go out or remain on patrols in the Bayou without one, making Eyebots a favored Orleans target for sabotage.

-Frequently given as gifts to neutral villages the Enclave seeks favor with, providing helpful defense and radio contact in exchange for surveillance.

-All significant Enclave settlements have an eyebot, usually with the local leadership.


Enclave Scientists

Military

-Lowest tier above civilians

-Plasma pistols and often wear radiation gear.

-Only found in Enclave-secured areas.

-Always guarded by soldiers

Political

-All Enclave Scientists are 'pure' Enclave and Citizens. Non-Enclave scientists working for the Enclave are considered 'assistants', no matter how much they know, and will never rise above the Enclave Scientist.

-Technical/science elites of the wasteland. Enclave science is second to none.

-Politics vary, but many lean towards purists.

-Not all Enclave Scientists are mad scientists, but all the cool mad scientists are Enclave scientists.


Orleans Police

Military

-Lowest tier Enclave mooks.

-Laser pistols, shock batons, occasionally revolvers.

-Found mostly in Enclave-held population areas, and patrolling Enclave-held Orleans.

-Work in groups of themselves, occasionally supported by Enclave regular.

-A paramilitary security, not combat, force. Capable of beating civilians, but not organized military forces.

-More than NCR MPs, less than Fiend-raiders.

Political

-Created by Governor Hans for law enforcement, civilian pacification. Locally recruited.

-Reputation for corruption, abuse. Quality highly varies.

-Grown out of Hans' control: Enclave military supports Orleans Police against Hans.

-The native-born leader of Orleans Police is regarded as brutish but effective. Supported by Enclave Purists and a local-born purish himself, he is beyond Governor Hans ability to replace or reign in.


Orleans National Guard

Military

-Low/medium-tier combat mooks. By far the most common Enclave force.

-Laser rifles, non-power armor body armors, occasionally pre-war US combat rifles.

-By the end-game, 'elite' may wear non-powered power armor scrounged from losses.

-Most common Enclave military force to be found on patrols, low/mid-importance garrisons.

-Work on their own, occasionally supported by Enclave Marines

-A low-intensity combat/occupation force. Capable of fighting off Raiders, struggles with Orleans mooks.

Political

-National Guard reports to Governor Hans and the 'civilian' government, not the Enclave military.

-Quality varies, but generally a more positive reputation with locals than the Enclave regulars. Less inclined to harshly crack down on the locals, but at the same time this leads to more corruption and personal favors to old friends.

-Often seen and derided as Governor Hans own private force, both as his enforcers and pet project to prove utility of locals.

-Motivations vary and can frequently include mundane employment, but optimistic sentiments exist and range from buying the Enclave's propaganda-patriotism, hopes for a return of technology, and hopes of a return of democracy to Orleans that was lost with Napoleon.

-Pre-game loss of control of Orleans Police saw Hans pick the leaders of the ONG that had at least two of three traits: ability, morality, or loyalty to Hans. This was to avoid losing control, and keep a more publicly-accepted force.

-The leader of the ONG is personally loyal to Governor Hans.


National Guard Heavy Trooper

Military

-High-tier mooks. Replace some of the medium-tier regular National Guard in the finale if conditions are met.

-Heavy trooper armor is Brotherhood T-51b armor hastily stripped of servo-motors and repainted.

-Wield high-end laser weapons: tril-lasers, laser rcws, and short-medium range focus.

-Mixed in with Enclave Marines.

Political

-Only appears in combat in the finale itself. Otherwise a few suits of armor can be found in the Enclave's power armor lab.

-Supports the player if the player is siding with the Enclave, Hans is alive, and destroyed the Brotherhood violently in a way allowing salvage. If conditions aren't met, regular National Guard instead. If opposing the Enclave, a few will be present regardless.

-A last-minute move by Hans to make use of captured Brotherhood power armor before the final final battle. Technically violates Enclave policy towards arming the Guard, but it comes to late to be a factor.

-Given to National Guards attached the Enclave Marines, who already hand-pick their Guard supplement. Guards who work with the Marines are already considered Marines in spirit, and are exceptionally loyal, motivated, and able.


Enclave Officers

Military

-Lower-tier on own, lower-mid in groups.

-Plasma pistols, grenades, but low-armor.

-Lead Regular, Guard, and Police forces.

-In combat, boost ability of allied forces.

Political

-The Enclave military leadership structure. Not all units have an officer, but most buildings or outposts will.

-All Enclave Officers are 'pure' Enclave citizens.

-Highly educated, historically-literate, and frequently look down on local knowledge.

-Represent the political divide within the Enclave. A large split on whether the Orleans campaign and the locals are worth it.

-Officers who support Hans tend to work with Orleans Guard. Generally more open minded, or at least less disdainful and willing to accept results.

-Officers who don't try to stay with the Regulars, and resent having to command locals. More likely to be fragged by their subordinates.


Enclave Regulars

Military

-Medium/high-tier combat mooks

-Laser and Plasma weapons, Enclave Power Armor, occasional plasma mines or grenades

-Upper-tier forces that go on patrols, guard important garrisons

-Support lower forces, or work on their own.

-Dedicated combat forces. Superior to most Orleans forces, matched by Brotherhood of Steel Knights.

Political

-Under the control of the Enclave military chain of command, not Governor Hans.

-Attitudes towards war vary, but prevalent pessimistic views that the war is not worth the costs.

-Dissatisfaction with Hans is not a majority view, but not uncommon. Many dislike the stalemate, but recognize that the early years were worse.

-In general, disdain for the locals.

-The 'darker' side of the Purists is more prevalent.


Enclave Veterans

Military

-Plasma Weapons exclusively, advanced Enclave Power Armor, Plasma Grenades or Mines

-Elite-tier forces.

-Only support Regulars, elite forces.

-Dedicated combat forces. Marginally superior to Brotherhood of Steel Paladins.

Political

-Enclave veteran forces brought in as reinforcements for the final push.

-Come from elsewhere across North America, from other Enclave bases.

-Includes two types: D.C. Veterans, and Veteran Purists.

-Purist Veterans are from other Enclave facilities, and tend towards Purist thoughts. Highly critical of Governor Hans and Locals, and tend to view their arrival as imminent victory. Not used to stalemate or defeats.

-D.C. Veterans, learning from their defeat, are more approving/accepting of Governor Hans's efforts to take advantage of the locals. However, many are also more inclined to more abusive tactics and coercion of locals.


Enclave Marines

Military

-Marine Power Armor is slightly weaker than basic Enclave Power Armor, but has a lower weight and encumbrance. It is just as strong but lighter than Brotherhood Power Armor.

-Has higher radiation resistance for swimming through radioactive waters. Possible speed boost for swimming vis-à-vis other power armors as well. Wearing the Marine armor set will also give the water breather effect.

-Enclave Marines are the only Enclave force to not use energy weapons. Marines carry top-tier ballistic weapons, explosives, and melee. This reflects both the relative technological gap, and reliability concerns in water.

-High Tier. Generally on par with Brotherhood of Steel due to not using energy weapons, but exceptionally effective against Orleans and pirates thanks to high-DPS weapons.

-Work in their own groups, sometimes support by the Marine National Guard. Generally avoid mixing with Enclave Regulars, Police.
-Effectively Hans' Special Operations Forces. They do the most raiding and operations behind enemy lines, often infiltrating by river.

Political

-Captain Hans' personal command. The only Enclave military forces he has direct authority over.

-Black Sheep of the official Enclave military, unknown to most Enclave personnel until the war. A 'recent' reveal, with lots of doubt and questions about their history.

-Marked by a devoted American nationalism, Marine spirit, and a lack of traditional Enclave purism. Take the Marine Core spirit to cultish levels.
-Personally loyal to Governor Hans, to the point of will kill other Enclave figures if ordered to. Will refuse to answer to other Enclave officers who ask about their Bunker or who oppose Governor Hans.

-Tied to Governor Hans' 'illegitimacy.' Their dark secret is that their bunker was compromised, leading to genetic impurity and degenerating into a Brotherhood-esque tribal society. Corps and Country is more than their culture, it's a religion. Literal, if subtle, worship of Uncle Sam, and they view Hans as a prophet and possible reincarnation.

-Discovering the secret would be tied to the Enclave Coup quest. Revealing it would see Governor Hans overthrown and executed.

-Most notable member is Bella, though she keeps it a secret.

-Ending state separate from the Enclave, depending on Hans' state. If Hans is dead, they'll be increasingly add odds with the Enclave purists. If Hans is alive, they'll stick with him.


Enclave Heavies

Military

-Heaviest Power Armor and Weapons: Inferno Armor, Gatling Weapons, cutting-edge plasma, the best the Enclave has.

-Elite-tier. Only show up towards the end-game.

-Work with Enclave Regulars, Veterans, or on their own.

-Strongest mooks in the game.

Political

-Pure Enclave special forces.

-Under the direct control of the Enclave Military.

-Have been called in from across North America and the Enclave's support bases.


Author Note:

The basic bestiary for non-beasts. It looks complicated, but this is really pretty close to what FNV had with the NCR and its various unit types. The Enclave's military has the most weight on the political divisions, but is what we would consider the most professional army of the war.


Secret of the Bayou:

Time to talk about power armor in the Enclave.

First off, the Navigator can get power armor training from three main sources. Doing the Brotherhood of Steel quest chain to gain their trust and access to their base is one. Power armor training is an explicit reward in one of the DLC. And the Enclave is another source, requiring access to the Airport and some convincing of the techies inside. Both of which can be done by giving suits of power armor... or, with a good skill check, wearing a power armor costume to get inside and some mad speech skill.

In the design process, there was some serious debate about whether the National Guard should get any power armor, or even stripped/salvaged power armor, towards the end-game. A National Guard equivalent to the NCR's heavy troopers who use stripped power armor, in this case using armor salvaged from the Brotherhood of Steel after you beat them for the Enclave. To this date I'm torn about it- I won't include it as a standard encounter, but there's a possible roleplaying element to it- a sort of reward if you neutralize the Brotherhood in a more fatal way that lets you steal their tech (whether by violence or poisoning/irradiating their vault, rather than just self-destruction or sealing it shut).

Enclave standard policy for power armor is that it is property of the state, no ifs ands or buts. The Enclave has an exceptionally generous bounty/reward system for wastelanders who turn in power armor, even broken armor: a complete, working suit of power armor can get a local exempted from Enclave taxes for life. Recovered power armors, even 'old' models, are recycled and repaired to supplement and maintain the Enclave's own power armor. The Regulars have never been so desperate as to need to wear an old model outright, but since they use many shared parts the damage to one can be repaired with the other.

People who don't turn in power armor... well, if they aren't the Brotherhood of Steel, they might be arrested or killed for it if the Enclave thought it could get away with it. The Navigator is safe enough, but a potential encounter in Enclave if wearing armor (or non-powered armor) would be a confrontation with an IRS squad: you could give over your armor for a reward, bribe them to look the other way (for a few in-game months), fight them off, or (if positive reputation and/or sided with them at Act 1) appeal for an exemption to get a permit. If the encounter was made if the player had power armor in their inventory, it could even serve as a lead-in to the Enclave route of getting power armor training.

But this is mostly because the Navigator is a special snowflake- the Enclave otherwise doesn't tolerate non-Enclave personnel in power armor, and you need the special permit to even handle the stuff as a merchant. Enclave policy from the military, a fight not even Hans could win if he tried (which he won't), is that the National Guard will not be trained in power armor in case of defectors. Part of this is honest security concerns, and part of it is because if Hans were able to train personally loyal Guards how to use power armor, he would and so expand his power base vis-a-vis the military. The question of non-powered powered armor is ambiguous, but a de fato no: not enough spare sets to arm a significant force, and what is salvaged is always in short supply to maintain the Enclave armors. The Enclave keeps a few proof-of-concept models in their power armor shop, but that's it.

The difference comes with the fall of the Brotherhood of Steel. When it comes to handling the Brotherhood, there are always at least two ways to end them: violently in a way that allows salvage, or sneakily in a way that doesn't. The 'sneaky' way would usually be a Bunker override and self-destruct: it's the non-violent way, can is easy to do once you gain the Brotherhood's trust by doing their quests. The salvage way... well, guns blazing is one way, but another 'sneaky' way would be to exploit the trust to poison the life support somehow. Poison the water, flood with vault with reactor radiation, whatever.

Point is, the Brotherhood is crippled, and if the Enclave can take its stuff then Hans has a small army of extra power armor to make use of. As the Bunker can only be destroyed right before the finale (the option won't be present before the mission), Hans's supporters and Marines make their move at the eleventh hour. If they win the battle, they can get away with it because it was stripped power armor, and if they lose the battle it won't matter. And, since there's a very limited amount of time to do this, the Enclave focuses on stripping the best suits of armor first: hence the T-51b Heavy Armor.

Or so goes the in-story justification. On the meta-level the inclusion of an Enclave Heavy Trooper was a very last-minute addition, more as a RPG Consequence than anything else. If you're fighting the Enclave, they're just a last, ineffectual speed bump. If you fight the Enclave, the conditionals make them the difference between a meatshield force and having an easy walkthrough as your accompanying grunts steamroll the Orleans grunts.

I also felt the Enclave Heavy Trooper should be the T-51b armor to reflect the Enclave's higher-technology bias: even when arming their grunts, they'll still focus on quality over quantity. But that was as much for the variety between all the faction's Heavy Troopers.