Nomads are intimidating freelancers that the rest of the bandits look up to for some reason; it’s not like banditry is a democracy with elected officials who happen to be called nomads, after all. But they’re big, and imposing, and they can assemble sentences one after another much more successfully than goliaths, who mostly struggle just to walk around daintily without losing their minds. Nomads themselves are hateful and reclusive, and end up disdainful of their de facto authority. They’d rather not be bandits, truth be told, but all the other bandits follow them around and obey their orders. So what’s a nomad to do?
To alleviate the pressure of having to order around all the other idiot bandits, nomads do two things: the first is that they drape themselves head to toe in heavy clothing and coverings, and sometimes go the extra mile with armor plating and actual physical shields; the second is that, when they’re sporting metal shields, they’ll sometimes secure a live Psycho Midget to the front of the shield. Now, is a raving and restrained Psycho Midget going to deter someone from shooting at the armored, violent nomad? Or is the Psycho Midget going to somehow, by imposition of its flesh, add to the bullet sponging power of the much, much harder and sturdier surface upon which it is unfortunately attached? The answer to both of these is “no.” But they make the nomad feel a little better.
In the presence of other bandits, nomads can issue commands that lesser bandits will follow. It’s hard enough getting a psycho to sit still or pay attention, let alone process a sentence, and ditto Raging Goliaths, who have lost all sense of anything except the sense of smashing. But other bandits will listen up when nomads speak.
Their heavy duty outfits weigh nomads down, making them slower than other enemies. Their movement is also restricted, so they don’t take cover. Their weaponry is varied; their arsenal ranges from conventional firearms just like bandits and Vault Hunters, to special shock or fire throwing gear.
 List of Nomads
|Name||Health Multiplier||Shield Level||Damage Multiplier||XP Value||Crit Areas||Weak/Res|
|Loot Midget Nomad||12||--||4||Tough+||Head||/--|
|Captain Flynt||19||tvhm: 1||25||Super Badass||Head||--/|
|Doc Mercy||15||1||5||Super Badass||Head||/--|
|Assassin Oney||19||1||5||Super Badass||Head||/--|
|Bad Maw||18||--||4||Super Badass||Head||/--|
|Mad Mike||16||1||6||Super Badass||Head||/--|
|Prospector Zeke||16||1||6||Super Badass||Head||/--|
The Nomad is a heavily-armed armored bandit.
"Walk softly and Carry a big... Midget" is a reference to Force Commander Gabriel Angelos' quote "Walk softly and carry a big gun" in the Warhammer 40,000: Dawn of War game and/or more likely from the Ice-T song "Big Gun" (featured in the cult classic Tank Girl). It is a variation of the old saying "Speak softly and carry a big stick", which gained wide-spread notoriety when used by Theodore Roosevelt in one of his speeches.
| Antagonists |
|Hyperion forces||Constructors • Engineers • Loaders • Surveyors|
|Bandit clans||Goliaths • Marauders • Nomads • Psychos • Rats|
|Creatures||Bullymongs • Crystalisks • Rakks • Skags • Spiderants • Stalkers • Threshers • Varkids|