New California Republic Rangers

Technically part of the New California Republic military, the NCR Rangers are practically a force unto themselves. They are a select group that is pledged to protect the people of the Wastes much like the Texas Rangers of old and the Desert Rangers of Nevada (whom they would later amalgamate into themselves in 2271). The Rangers are given exceptional leeway and flexibility to deal with both the intrusion of organized crime and the operation of slavers near the borders of NCR territory.

To this end, they employ high end equipment (combat armors, various assault rifles and heavy weapons and even vehicles), numerous safe-houses in the wastes and unorthodox tactics, especially against their sworn enemies, the slavers. A slaver is quite likely to end up with a slug in his head if he faces a Ranger. However, their methods don't endear people to them, and NCR Rangers typically have bounties on their head, even in NCR states.

Ghouls, super mutants, and humans were all known to serve in the NCR armed forces, even in the rangers.

By 2281 they represent the elite of the NCR military, often being given dangerous or prestitgious tasks, such as forming the elite bodyguard of the then President of the Republic, Aaron Kimball. A great many of them are kitted out with NCR Ranger combat armor. a symbol of their skills are bravery.

Joining the Rangers
In Fallout 2, the Chosen One can become an NCR Ranger, provided he or she hasn't made any poor karma choices in the past and is willing to perform a job to prove loyalty to the group's cause. If the player is already a slaver, the Rangers will be outright hostile. Players with low karma are also usually run out of the Rangers' base.

Neutral to high karma players are at least allowed to talk with the Rangers' spokeswoman, Elise. At this point, the player is offered a verbal challenge: they must clearly state, for the record, their position on slavers. If the player tells that some of his/her best friends are slavers, he/she'll be brushed off. Neutral responses, are not greeted with open arms, either, claiming that attitude allows slavers to exist in the first place. A hard-line abolitionist answer, however, raises Elise's interest, and she will offer a chance to back up words with actions. She has a simple quest: visit the slave pens on the outskirts of NCR, kill the slavers, and spring the slaves from captivity.

Successful completion of the quest and acceptance of the Ranger Oath leads to the player's induction into the Rangers.

Benefits of Rangerdom
There are few perks to being a Ranger. The sheriff of Redding, who is laid up with a leg injury when the player arrives, is more accepting of a player who is a Ranger (however, this has no actual effect). Predictably, slavers in the Den and out in the wasteland will be disapproving of a Ranger. Also, by joining the Rangers your reputation in the NCR will greatly increase.

Fighting the Rangers
If the player chooses to become a slaver, they may be waylaid from time to time while traveling in the wasteland by a Ranger patrol. Like the bounty hunters that attack a player who has been branded a Childkiller, the Rangers will attack all slavers -- and if this means the player, so be it.

A Ranger combat team is generally no pushover, but is not as serious a threat as an Enclave patrol. Patrols typically include three to seven Rangers.

2241

 * Elise
 * Gond
 * Rondo

Various unnamed NCR rangers make up patrols that circulate both around NCR itself and along major slave trafficking routes.

Ranks

 * Ranger Ghost
 * Elite Ranger
 * Andy (Retired after injury)

Appearances in games
NCR Rangers first appeared in Fallout 2, also appear in Fallout: New Vegas, and were going to appear in the canceled Fallout 3 (Van Buren).