Khans

The Khans are a raider tribe descended from one of the three raider clans that originated from Vault 15.

Khans
The Khans first adopted the lifestyle of warriors, raiding towns for loot, burning what they cannot use, and capturing survivors as slaves. The group fought the Jackals four years after emergence from the vault, forcing it to flee California northeast in 2125.Fallout Bible 6: "In some ancient design documentation that I think was written by Scott Campbell, one of the original designers (I'm still checking if it was him, so I may need to print a retraction on the credits), there was actually supposed to be three groups of raiders: The Jackals, the Khans, and the Vipers. Not only did they raid local towns and caravans, but they also preyed on each other - as you'll see from the descriptions below, their behavior and habits in F1 dictated (or were dictated by) their name choice. ''The Khans: The last group, the Khans, is probably the most dangerous. They live the lifestyles of Mongol warriors, raiding towns, burning what they cannot take and capturing the survivors for use as slaves. They usually travel in small scouting bands, but sometimes they roam as full war parties. The Khans above all else respect strength. They are eager in combat to prove their worthiness to the clan by engaging in hand to hand combat with fists or clubs. The Khans carry very few firearms (since they are for cowards). Anyone showing superior strength is worthy of their respect. The leader of the Khans is so because no one has beaten him in combat.'' One interesting thing listed in the original documentation is that all raider bands were supposedly all from Vault 15 after it opened, but they all splintered off into different groups from the overpopulated Vault. ''All of these raider groups officially exist in the Fallout universe, though only the Khans are in southern California at the start of Fallout 1. The handful of Vipers that survived Rhombus' campaign of extermination in 2155 fled North and East, following the same path the Jackals took after they had their asses handed to them by the Khans thirty years before."''

By 2161, the Khans operated under Garl Death-Hand, a violent man who killed his own father to secure his position. His war band became a more or less permanent element of the wasteland, raiding smaller settlements and communities while trading with larger towns like Junktown and the Hub. Garl's delusions of grandeur led him to believe that he can take over the world, earning him the mockery of the more law-abiding inhabitants of the wastelands. Their raids gradually intensified, to the point that many settlements up north were facing destruction.

New Khans
When the group kidnapped Tandi, the Vault Dweller came into the settlement and slaughtered the raiders. With the largest of the raider bands gone, the stability that followed allowed the New California Republic to emerge. Darion, son of Garl Death-Hand, escaped the conflict and slowly reformed the Khans. Darion was forced to supplement his tribe with mercenaries.

In 2241, Darion had established a base in the ruins of Vault 15. In exchange for his promise of returning the vault to full functionality, the squatters already living there deterred NCR attempts to retake the vault. When Darion's mercenaries were not kidnapping squatters,  Darion also managed to plant a spy in the NCR Congress, giving him near perfect intel on the NCR. The Chosen One managed to broker a deal between the squatters and the Republic, resulting in Darion's death.

Appearances
The Khans appear in Fallout and Fallout 2.