

Elite Army: They don't have a lot of fighters, but those they have are a mix of well-equipped Heavies in heavily armored leather coats and elite spies and saboteurs, seasoned with some crackerjack basement techies.They're currently operating from the catacombs under a church. or more specifically, a Pre-War military intelligence bunker built under that donut shop. Elaborate Underground Base: Their previous Headquarters, the Switchboard, was under a donut shop.One of their enemies, the Brotherhood of Steel, are neither illiterate nor native to the Commonwealth, and will easily get past the Railroad's defenses during both of their storylines. Didn't Think This Through: Deacon defends their HQ's password, "Railroad" by noting that most people in the Commonwealth are illiterate.In either the Brotherhood or Institute routes, the Sole Survivor uses their knowledge as an "ally" of the Railroad to bring them down. Death by Irony: The Railroad are a fanatical organization that relies on converting moles to gather intelligence.Another Goliath enters when the Brotherhood of Steel shows up. The Institute is arguably the single most powerful organization in Post-War New England. David Versus Goliath: The Railroad is a loose confederation of Wastelanders with a few scientists and Synths of note.Additionally, they may even acquire PAM, the predictive analysis machine, and reconfigure her for their own uses. The Brotherhood will discover the newly established Railroad HQ and exterminate them all. The Railroad suffers another one of these if the player character sides with the Brotherhood.The main reason for this is that Railroad heavies have Gauss rifles and can use them to blast through the Brotherhood, and their armor has a high enough energy resistance to be effective against the Institute and Brotherhood's mostly laser weapons, along with a strong numerical advantage over the Brotherhood. The Battle of Bunker Hill can potentially be one in their favor, though few characters comment upon it.Curb-Stomp Battle: Suffered one of these when their home base was attacked by the Institute and the group was almost wiped out.However, they're frighteningly effective and can strike down considerably more powerful organizations. Bunny-Ears Lawyer: They're an odd bunch of people, to say the least.It's completely voluntary, but almost all of them agree to it since they want to leave their hellish memories in the Institute as far behind them as possible. Brainwashing for the Greater Good: They offer the Synths they meet new memories to help them acclimate to the Wasteland and live normal lives as humans.

Brainwashed and Crazy: The Brainwashing for the Greater Good example below can backfire as it means these Synths have no idea they should care about their pasts or Synth rights.Bomb-Throwing Anarchists: While the Railroad aren't technically anarchists, they do have certain links to the stereotypical view of the anarchist movement from the perspective of the West, what with the Railroad being a highly segemented organization prone to issues involving Right Hand Versus Left Hand, them not having any real plan for the future after their bloody revolution succeeds, prioritizing the value and freedom of the individual above the group, and causing the whole Commonwealth to descend into chaos after they wipe out both the Brotherhood and Institute.Glory and others think of them as living beings, others like Desdemona don't want to touch the debate til the current issues are resolved. They do have a rift on whether to consider the earlier generations of Synths and other robots as people, like the Mr.As far as they're concerned, the Institute is a group of slavers and Synths are slaves.

The Railroad doesn't believe the issue of Synths is a debatable one.

