Fallout faction overhaul project
Reputation image from Fallout: New Vegas.
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
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. 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.  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. These tribes, aided by House, drove the Khans out of the northern Mojave, pushing them out of the area around New Vegas and ending their time of power.
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 on hunting and farming, as well as producing 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.
 Relations with the outside
The Great Khans usually keep to themselves, rarely traveling too far from Red Rock Canyon, besides the odd raiding party or trek to Fiend territory, for fear of being killed by NCR troops. They frequently visit the Fiends and other tribes or organizations dependent on their drugs. Besides these people, they are quite isolated and hostile to many factions. They remain suspicious of many 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 submachine gun and 9mm submachine gun, 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.
 Behind the scenes
- 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".
- 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. It has been reported that at
- Why Can't We Be Friends quest, the dialog option needed from Papa Khan may not show up. When trying to complete 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. When completing and turning in the portion of the
- 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. After killing
- Lucky 38 Presidential Suite. 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 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. Three Great Khans may come with the Courier through the elevator to the
- 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.
- 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.
- Sometimes Great Khans will spawn near the player including NCR bases.
- 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."
- 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.)
- 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)
- 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."
- 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)
- Yes Man's dialogue: "They were one of the tribes the Three Families pushed out of Vegas! A whole bunch got killed!
- Julie Farkas's dialogue: "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."
- Fallout: New Vegas Official Game Guide Collector's Edition p.43:
"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."
- Cass: "God, you can smell the Brahmin shit from the jet all over this place."