Lt. Carrie Boyd

 is living in the Mojave Wasteland in 2281.

Background
Lieutenant Boyd appears to be the head MP at Camp McCarran. She is in charge of prisoner interrogation and she also keeps tabs on missing personnel, comings and goings into the station's control tower, and items that seem to be coming up short on the inventory lists. Lieutenant Boyd retains a sarcastic and laconic demeanor in spite of (or perhaps because of) the amount of work on her plate.

Interactions with the player character
Lt. Boyd will be standing in the interrogation chamber on the west side of the second floor of the McCarran Terminal Building until the player finishes The Silent Treatment. Afterwards, she will move around the building, but can often be found in her office on the east side of the second floor.

Appearances
appears in Fallout: New Vegas. Voiced by Laura Bailey

Bugs

 * During the interrogation, if you have auto-save on, or save just as Boyd walks through the door (for me, she had just started to make her way to the door), the game bugs and you will be stuck in the room. Silus will not turn hostile and you will most likely have all your weapons still on you. However, Silus can still be beaten to the point of talking, and even killed, but the door will remain locked, and at no point will Boyd unlock the door, or even respond (she may even walk out of the room permanently). Reloading a different save fixes the bug, unless the save occurred in the above situation. However, each time you reload, certain aspects of the room might change, for example, Boone or ED-E may start in the room with you, Silus will automatically start hostile, or you will be caught in the door, unable to move. So far nothing has been proved to fix this save game ruining bug.


 * In the above bug, it is possible to talk with Boyd, and your companions, by abusing the 3rd person camera. By getting as close as possible to the window, and just moving the cursor and your character slightly, you can talk and even pickpocket her. If you are caught pickpocketing, Boyd will even make her way through the locked door, and then back out again, without any chance of you doing so.


 * A bug appears to be triggered by speaking to Silus before Boyd has taken up her wait position outside the room. She will only react to a conversation if she is in place when the trigger occurs.  If you start talking too early, the conversation pauses the rest of reality and when you exit the conversation she will resume her march, hit her mark and then begin waiting for a trigger that has already occurred.  If this happens you will need to commence beating Silus in order to set off a second trigger for her to respond to. And, if you continue to beat and kill Silus after Boyd asks you to leave and Silus becomes passive, Boyd may get stuck and not be able to communicate with the player after they exit the interrogation room.


 * If you tell one of your companions to wait while in the interrogation room and you don't tell him to follow you before you finish the interrogation, he will be locked in the room and you will unable to get him, or any other followers to follow you


 * to fix issues with the door, i helped myself by creating a small plugin with geck: go to cell CampMCTermInt02 search for the two objects 000fb2f3 and 00172534 and set their scale to 0.2. or alternatively you can click ~ to open the console, click on the door to select it, and write unlock on the console. The door will be open for you and your companion.