Great Khans

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Great Khans
leader(s)Papa Khan
Bitter-Root (formerly)
Manny Vargas (formerly)
Oscar Velasco
headquartersRed Rock Canyon
locationsRed Rock Drug Lab
Great Khan Encampment
Boulder City
belongs toKhans

The glory of the Great Khans will be restored, and once the NCR is pushed back to California, all the land from here to the Colorado will be ours.

— Papa Khan

The Great Khans is a raider gang found in the Mojave Wasteland in 2281.


The following section is transcluded from Khans. To modify, please edit the source page.

After the many battles that had shaken the Khans eventually led to their seemingly ultimate defeat, the survivors refused to give up their pride and heritage. From this point the Khans dispersed into the world to begin anew. While it is not known what happened to the other groups, the group that settled in the Mojave quickly became one of its major players.[1][2] Creating multiple settlements the Khans soon began raiding the other tribals of the surrounding area, as well as the few settlers that began to come from the New California Republic, who were considered both intruders and easy targets.[3] However, it was not long before Mr. House, the ruler of New Vegas, finally recovered his systems from the nuclear missiles that he could not shoot down. House quickly tried to resolve the conflicts by offering the tribes their own Casino to operate under him, but the Great Khans already owned a large amount of land and refused to give up their heritage and follow House's orders.

Knowing the Great Khans were his greatest threat not only because of their violence, but also because their hostility towards the factions of the Mojave could potentially hurt his plans for Hoover Dam, Mr. House gave the tribes that surrendered to him (the Boot Riders, the Mojave's cannibals, and the Slither Kin) large supplies of guns and ammunition as well as what little securitron assistance he could offer at that time, and prepared for war.[4] These tribes, aided by House, drove the Khans out of the northern Mojave,[5] pushing them out of the area around New Vegas and ending their time of power.[1]

A few years earlier the Followers taught the Khans basic science skills hoping that they would make medicine.[6][7]


The following section is transcluded from Fallout: New Vegas endings. To modify, please edit the source page.
# Slide Voice-over narration In-game condition
1 Great Khan end slide 01.png After generations of being beaten down, the Great Khans were finally broken by the Courier. Those few who avoided the Courier's wrath moved north, into the wilderness of Idaho, where they tried once more to rebuild. Kill Papa Khan and Regis
2 Great Khan end slide 01.png After the Second Battle of Hoover Dam, the Great Khans returned for a time to Red Rock Canyon. The NCR's pressing need to expand proved greater than its promise of amnesty, and before long the government decided the Khans had to go. The surviving Great Khans were relocated to an isolated, barren reservation, well north of NCR trade routes. Convince Papa Khan to break his alliance with Caesar's Legion, replace Papa Khan with Regis in For the Republic, Part 2, and complete the endgame quest Eureka! for the NCR.
3 Great Khan end slide 01.png For supporting the NCR, the Great Khans were ruthlessly hunted down by the victorious Legion. Caesar destroyed all evidence of their existence at Red Rock Canyon, and forbade mention of their name in any history. The Great Khans' legacy was swiftly forgotten. Convince Papa Khan to break his alliance with Caesar's Legion, complete the endgame quest Veni, Vidi, Vici for Caesar's Legion.
4 Great Khan end slide 02.png As reward for their loyal service, Caesar forcibly integrated the Great Khans into the Legion. The sick and elderly were killed, the women sold as wives to ranking officers, and the tribe's identity was annihilated. Though many Great Khans mourned the death of their tribe, many more were ultimately satisfied with their revenge against NCR. Do not convince Papa Khan to break his alliance with Caesar's Legion, complete the endgame quest Veni, Vidi, Vici for Caesar's Legion.
5 Great Khan end slide 01.png After driving the Legion out of the Mojave Wasteland, the victorious NCR turned its attention to those who had allied themselves with Caesar. The Great Khans were among the first tribes to suffer this fate, and the few who survived Hoover Dam were driven north, into the wilderness of Idaho. Do not convince Papa Khan to break his alliance with Caesar's Legion, complete the endgame quest Eureka! for the NCR.
6 Great Khan end slide 03.png During the Battle of Hoover Dam, the Great Khans quickly evacuated Red Rock Canyon and headed north and east into the plains of Wyoming. There, they reconnected with the Followers of the Apocalypse and rebuilt their strength. Bolstered by ancient knowledge of governance, economics, and transportation, they carved a mighty empire out of the ruins of the Northwest. Convince Papa Khan to break his alliance with Caesar's Legion, but do not replace him with Regis. Afterwards, convince Papa Khan that the Great Khans should claim their own legacy. This ending is compatible with all 4 endgame quests and will override the others if both conditions are met.
7 Great Khan end slide 03.png After their suicidal last stand at Hoover Dam, the Great Khans ceased to exist as a tribe. The few surviving members dispersed, joining up with other tribes and gangs across the Mojave, and quickly forgot their heritage. Do not convince Papa Khan to break his alliance with Caesar's Legion, complete either All or Nothing for Mr. House or No Gods, No Masters for an Independent Vegas or convince Papa Khan that the tribe has no true legacy.


Great Khan camp in Red Rock Canyon

The Great Khans reside in Mongolian style tents called Gers (yurts) within Red Rock Canyon, however unlike the other settlers of the Mojave, these homes are used for little more than sleeping in, as they usually only have room for a couple beds and a central fire. A Great Khan often carries all of their possessions with them, if they should decide to have anything besides the bare essentials. Because of this, as well as their aggression, the other factions view them as savages. However, unlike the Jackals, Fiends, Scorpions, and Vipers, the Great Khans are not hostile towards new-comers. If the Great Khans begin to dislike someone, however, they will often show great hostility.

The Great Khans subsist mainly on hunting and farming. In the 2270s, the Followers of the Apocalypse taught the Great Khans reading, writing and basic science in hopes that would create medical supplies, but the efforts backfired.[8] Instead, the Khans began produce chemicals and drugs in the Red Rock drug lab. The canyon is a harsh environment for plants, however, leading to the Great Khans dependence on drugs, which they can create quite easily, and can sell to a multitude of factions. Coincidentally, one of their most frequent consumers is also their largest enemy, the New California Republic. The NCR officially has a ban on illegal drugs; however, the Crimson Caravan and wealthy merchants that make up the NCR frequently turn a blind eye in order to make a profit. While these merchants make up a large portion of their custom, their biggest consumer is, by far, the Fiends, violent raiders constantly searching for new and exciting drugs. However, the drug trade is not their only form of self-sufficiency. They constantly hunt geckos and bighorns for their meat and pelts, which are tanned into the leather outfits they wear. The Great Khans also wear crude armor plating on their legs, meaning they either have a loose grasp on basic mining and forging, or more likely that they use decorated and charred bones from the animals they hunt.

The Great Khans' preferred form of warfare is through war parties, where multiple central figures lead their own individual units into individual battles, and adapt on the fly, rather than being ordered by a main unit.

Outside relations[edit]

The Great Khans usually keep to themselves, rarely traveling too far from Red Rock Canyon, besides the odd raiding party or trek into Fiend territory, for fear of being spotted and hunted down by NCR patrols. They frequently visit the Fiends and other tribes or organizations dependent on their drugs.[9] The Great Khans are also hosting an emissary of Caesar's Legion, Karl, and have formed an alliance with the prospect of taking the fight to their mutual aggressor, the NCR.

Besides these people, they are quite isolated and hostile to many factions. They remain suspicious of strangers, because of their memory of what happened to them at Bitter Springs, although they are always ready to accept a newcomer and perform their brutal initiation rituals on them. They are unpredictable and brash and so should be treated with caution, as the wrong word will often set off a fuse in them. They are hostile against anyone wearing NCR apparel, including the Courier.


The Great Khans use a very random assortment of weapons throughout the Courier's involvement with them. While most Great Khans boast of their great strength, very few use melee weapons as their primary weapon, even though a large arena resides in the canyon, where multiple Khans hone their melee fighting abilities. At lower levels, the Great Khans use the 10mm and 9mm submachine guns, and at higher levels they use the hunting revolver and trail carbine, as well as the random odd weapons in between. Because of this, and also because of their tendency to fight in groups, the Great Khans are formidable opponents in a gun fight.

The Khans' primary source of revenue is drug production. Among many, they have managed to master the production of Jet. The quantities of brahmin dung used leave a nasty smell in the drug lab.[10]



Great Khans appear in Fallout: New Vegas and All Roads.

Behind the scenes[edit]

  • The tribe's culture is based on the Mongol warriors under the rule of Genghis Khan.
  • The tribe also lends much of its aesthetic appeal to the American biker sub-culture that budded in the late seventies to the early nineties.
  • It is very likely they are also a nod to the real world outlaw motorcycle gang "The Mongols".


Khans in Nellis Airforce Base.
  • Xbox 360Icon xbox360.png It has been reported that at Nellis Airforce Base, after trying to convince the boomers to aid the NCR, coming out of Pearl's shack there were two generic Great Khans.
  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png When trying to complete the Why Can't We Be Friends quest, the dialog option needed from Papa Khan may not show up.
  • PCIcon pc.png Xbox 360Icon xbox360.png When completing and turning in the portion of the Aba Daba Honeymoon quest that involves the delivery to Motor-Runner when already "Idolized" with the Khans, the player may gain reputation with them, but somehow be cycled back down to "Accepted." This may be related to keeping the Khans faction uniform on when handing the quest in.
  • Xbox 360Icon xbox360.png After killing Oscar Velasco in the side quest Climb Ev'ry Mountain, the player might find three Great Khans watching over them while they sleep. Three different Great Khans will appear at each bed and will not move or interact with the player. When talking to them, they will say 'Hi' and nothing else. Their appearance is probably due to the player's Great Khan reputation going down after murdering one of their clan; however, no attempt is made by them to attack or confront the player.
  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png A Great Khan may run up to you at any place in the Mojave and try to enter conversation but will not say anything. The screen zooms into her face and zooms back out. This may interrupt resting times as well, except when resting at places such as the Lucky 38 Presidential Suite.
  • PCIcon pc.png Xbox 360Icon xbox360.png Three Great Khans may come with the Courier through the elevator to the Lucky 38 Presidential Suite one day seemingly at random, after completing Oh my Papa and convincing the Great Khans to leave Red Rock Canyon. They wander around and interact with any companions that are staying in the Suite.
  • When talking with the water seller in Freeside, a Khan could be present. After switching to third person view, when trying to kill the Khan, the game will most likely crash.
  • Xbox 360Icon xbox360.png After becoming the leader of the Great Khans, the armorer in the Great Khan armory will stop selling you weapons and the option to engage in trading will not even show up.
  • PCIcon pc.png PlayStation 3Icon ps3.png Sometimes Great Khans will spawn near the player including NCR bases.
  • Xbox 360Icon xbox360.png The Khans will also spawn in areas that don't accept them (behind the Securitrons at the Strip Gate for example), this will generally result in them engaging whomever is hostile to the them.
  • After talking Oscar Velasco into returning to the Khans, he can sometimes be found wandering outside near the sharecropper farms and fiend territory.
  • Regardless of your reputation with the Great Khans, they will sometimes say "Come to gawk at the Great Khans have you? Fuck off."
  • PCIcon pc.png During fast travel or when waiting, one, two, or three Great Khans will appear - even in NCR camps. After extensive in-game testing, I don't believe this is related to a particular quest. Bug is related to reputation combination for Great Khans (tested on a save prior to making contact with Great Khans, using console to adjust fame/infamy.) Bug occurs consistently and repeatably when Great Khan reputation is Mixed, Unpredictable, Soft-hearted Devil, Dark Hero or Wild Child. (Fix On PC: use console to set fame/infamy so reputation is not one of the problem reputations.)



  1. 1.0 1.1 The Courier: "Maybe you could give me the short version."
    Papa Khan: "In a hurry, are you? Very well then: The Great Khans came east out of the NCR 14 years ago. We ruled the Wastes, then, and called no man master. But we underestimated the Families of the Strip, and they drove us back to Bitter Springs, where we remained until the NCR arrived and drove us here."
    (Papa Khan's dialogue)
  2. The Courier: "Julie Farkas said you might know something about the Great Khans."
    Ezekiel: "Oh my, yes! They're a fascinating tribe with a long and, unfortunately, tragic history. Their original incarnation, much farther out west, was almost completely wiped out by one of those itinerant heroes so common in the post-War years. Then of course the "New Khans" suffered a similar fate, some say at the hands of the same hero, though of course the dates are all wrong for that."
    The Courier: "This is fascinating. Please continue."
    Ezekiel: "Well, after they migrated to the Mojave, we established relations with them, but that soured when all they wanted was to make drugs. The NCR eventually took them down quite a bit, but the really fascinating thing about them is the origin of their culture as a whole. You see...."
    (Ezekiel's dialogue)
  3. The Courier: "Tell me about Papa Khan."
    Regis: "Papa is one of the best leaders the Khans have ever had. He's kept us together through all of our hardships, ever since we left California. Bitter Springs changed him, though. He started to really hate the NCR after the Massacre, and sometimes I worry that's poisoned his mind."
    (Regis' dialogue)
  4. The Courier: "How did the Three Families defeat you?"
    Papa Khan: "They allied with Mr. House, the self-proclaimed master of New Vegas. He supported them with the resources of New Vegas: weapons, technology, caps. They were better equipped, and we could not stand against them."
    (Papa Khan's dialogue)
  5. The Courier: "Tell me what you know about the Great Khans."
    Yes Man: "They've been kicked around a lot, but no one's finished them off! Not yet, anyway!"
    The Courier: "How have the Khans been kicked around?"
    Yes Man: "They were one of the tribes the Three Families pushed out of Vegas! A whole bunch got killed! So they settled at Bitter Springs, but they kept being so obnoxious, the NCR had to kill a whole bunch more of them! So then they settle at Red Rock Canyon! There's just no getting rid of them!"
    (Yes Man's dialogue)
  6. The Courier: "I'm looking for something that could inspire the Great Khans. Know of anything like that?"
    Julie Farkas: "The Great Khans? Oh, you mean those raiders that used to clash with the Vegas tribes? Yes, some years back we taught them reading, writing, basic science - we hoped they would use it to make medical supplies, but they turned to drugs. I was never much involved in the cultural side of that project, but Ezekiel was."
    (Julie Farkas' dialogue)
  7. Fallout: New Vegas Official Game Guide Collector's Edition p.43: "Great Khans"
    "The Great Khans are the only truly organised band of raiders in the Mojave, and as befits their warrior culture, men and women both can hold their own in a fight, whether a brawl or a shootout. As a tribe, however, the Great Khans are but a shadow of their former selves, their numbers and morale ravaged by a series of massacres and displacements. From their rocky stronghold at Red Rock Canyon, they eke out a living by drug-trafficking and the occasional raid or salvage find."
    "Since the Bitter Springs massacre, the tribe has aspired to little more than survival and isolated, petty acts of vengeance on the occasional NCR citizen or deserter. The arrival of a Legion emissary, Karl, has changed this. Papa Khan, the tribe's leader, wants to believe Karl's assurances that the Great Khans will be absorbed intact by the Legion, assuming an honored place as one of its elite cohorts. To lead the assaults on Hoover Dam and the Vegas Strip would make for fine acts of vengeance. The rest of the Great Khans are not so convinced."
    "Much as they want to exact revenge on the NCR and Mr. House's Three Families, they know that they lack the strength to do so. Indeed, they believe it is only a matter of time before their enemies track them down, and that the Great Khans would be unlikely to survive such a confrontation. The looming conflict between Caesar's Legion and the NCR and the message from Karl offers the possibility of a new way forward."
  8. The Courier: "I'm looking for something that could inspire the Great Khans. Know of anything like that?"
    Julie Farkas: "The Great Khans? Oh, you mean those raiders that used to clash with the Vegas tribes? Yes, some years back we taught them reading, writing, basic science - we hoped they would use it to make medical supplies, but they turned to drugs. I was never much involved in the cultural side of that project, but Ezekiel was."
    (Julie Farkas' dialogue)
  9. The Courier: "Who do you sell to?"
    Diane: "We make regular shipments to a lot of settlements around the Mojave - a lot of our business comes from the Fiends lately. Personally, I think they're kind of creepy, but Papa likes the fact that they get hopped up on Psycho and harass NCR patrols."
    Diane's dialogue (Fallout: New Vegas))
  10. Rose of Sharon Cassidy: "God, you can smell the Brahmin shit from the jet all over this place."
    (Rose of Sharon Cassidy's dialogue)