Powder Ganger

Powder Gangers are members of the powder gangs living in the Mojave Desert in 2281.

Background
The Powder Gangers were prisoners brought into Nevada by the NCR to rebuild the railroads. Housed in the New California Republic Correctional Facility, the prisoners were subjected to extremely harsh discipline leading some to plan a revolt. Having been supplied with dynamite for the purposes of breaking up rocks on the railroad, a small number of prisoners proceeded to sneak small portions back into their cells and used it to start a prison riot. The revolt was successful and the prisoners took over the facility, killing most of the former guards. Since then they have set up numerous camps that shake down or kill unsuspecting passers-by. They have taken to calling themselves Powder Gangers in reference to the explosives they use as weapons.

Ringo, a caravan guard, once held off an attack by Powder Gangers, killing three of their men in the process. He then beat a hasty retreat to Goodsprings to escape their overwhelming numbers. Trudi let him take shelter at an abandoned gas station in the town. The Ganger Joe Cobb followed him to Goodsprings but has not been successful in finding his hideout. While Ringo is not afraid to face the Powder Gangers again, he knows that he needs some support to ensure success. There are two options for the Courier to choose from: help the Powder Gangers take over Goodsprings or get the town together and fight off the invaders.

Killing a Powder Ganger at one of the camps or at most of the other locations is likely to garner the Courier some infamy with the faction unless it is performed quietly (or loudly but from extreme sneak attack ranges). The player should be careful of this course of action if they wish to side with Gangers against Goodsprings or to complete some of the Gangers' missions at NCRCF.

Interactions with the player character
I Fought the Law

Combat Notes
Powder Gangers are glorified Raiders. Their defense is rather weak unless the Ganger in question is fortunate enough to possess, the somewhat more uncommon, Powder Ganger Guard Armor which possesses a bulletproof vest and is superior to many early-game forms of armor (most notably the Raider Armor favored by Fiends). Their offense is similarly unremarkable, as most of them are armed with fairly low-level weapons. The noteworthy parts of combat with Powder Gangers are two-fold: 1) their extensive use of gunpowder weapons (such as Dynamite and Powder Charges); and 2) their tendency to appear in sizable groups. The Powder Gangers are likely to be the first organized and armed group that the player encounters.

Powder Gangers are easily dealt with by most weapons, and are especially vulnerable to explosives and hollow-point rounds. Early-game players are advised to avoid using these rounds on ones with Guard Armor early on, however, as the damage reduction from the target's armor will often eclipse and outperform the damage bonus the ammo type gives to early guns. Late-game weapons, however, can cheerfully ignore this drawback.

Gangers at Vault 19 and the NCR Correction Facility are better equipped. Most of the personnel at these sites will have the aforementioned Guard Armor, and will be positioned better with better weapons. Expect guard-tower snipers armed with Varmint Rifles and the errant Cowboy Repeater or Hunting Rifle. Grunts in these places are more-likely to carry guns like the .357 Magnum Revolver, 9mm SMG (Fallout: New Vegas), and 10mm SMG (Fallout: New Vegas), while melee combatants are more likely to trade-up their Knives and Tire Irons for the likes of Machetes and Combat knife (Fallout: New Vegas). Commanders and bodyguard units will be even better-armed, packing Plasma Pistols and Rippers.

Variants

 * Powder Ganger
 * Powder Gang Guard
 * Powder Gang Bodyguard
 * Eddie
 * Chavez
 * Meyers
 * Carter (Fallout: New Vegas)
 * Cooke
 * Scrambler
 * Philip Lem
 * Joe Cobb

Appearances
Powder Gangers appear in Fallout: New Vegas.

Bugs

 * It is somewhat common for Powder Gangers to be invisible and friendly when approached, providing only a "Talk" option if you happen to get close enough to one of the unseen enemies. When spoken to they will instantly appear and begin attacking.