Fiends



The Fiends are a faction in the Mojave Wasteland in 2281.

Background
Vault 3 was once an ordinary, happy vault. Unfortunately, it—and the entire southwestern part of the New Vegas conurbation—has been taken over by a large force of raiders calling themselves the Fiends. They are unexceptional in every way, but there are a slew of them. The vault itself is wide-open, practically being a feral den for the Fiends and their huge packs of dogs. Whether it is murder, rape, or shooting innocents for sport, the Fiends are more than happy to bring their anarchy to this area, which has become a source of growing concern for the NCR. The Fiends are erratic and dangerous; their mental stability isn’t helped by the fact that they are almost constantly high on chems, most of which are provided by the Great Khans.

Organization
The Fiends have little organization except for their occupation of Vault 3. Violet, Cook-cook, Driver Nephi, and Motor-Runner seem to be the central leaders, with Motor-Runner being the main leader since he is the one running Vault 3. They also, like many other raiders, split into small war-parties, usually between 3-4 members, which allows them to cover an enormous portion of New Vegas.

Relations with the outside
The Fiends attack anyone aside from the Great Khans, who supply them with chems. With a Speech skill of 64, you can tell the Fiend guarding Vault 3's entrance that you are a chem supplier, which you can sell for 20 caps each (22 with a Barter skill of 65). The Fiends are a constant problem for the NCR, especially for Camp McCarran. It has been big enough that Major Dhatri is putting bounties on the leaders' heads.

While they are initially hostile towards everyone, they do cooperate with a few other wasteland inhabitants. Cook-Cook is known to have bought people from Saint James and Dermot, while Caesar's Legion frequently provides the Fiends with intel on NCR troop movements, helping them set up ambushes and mine roads.

Technology
The Fiends make use of what is available in their surroundings, with the most basic approach. Outside, they are usually gathered around campfires, where much of their scavenged items such as first aid and ammunition boxes can be found. At times, they utilize traps in order to protect their shelter, evident in the many traps found inside Zapp's Neon Signs.

They have a varied set of weapons: energy weapons like laser RCWs and plasma rifles are quite common, while some of them carry flamers. Basic melee weapons include hatchets, knives, and pool cues, while advanced melee weapons like the chainsaw and Ripper are found among a few members. They are mostly found carrying basic guns like caravan shotguns, varmint rifles, and silenced .22 SMGs.

Appearances
Fiends only appear in Fallout: New Vegas and the graphic novel All Roads.

Bugs
When you have dealt with Motor-Runner and the Fiends in a friendly way during Aba Daba Honeymoon or by passing a Speech Check at the entrance to Vault 3 the Fiends might become permanently friendly. Entering in the console will make them hostile again.