Nellis Air Force Base

 is located east of Fields' Shack on the northeast outskirts of New Vegas. It is a pre-War military facility that is home to the Boomers. Before the Great War, Bombers and Fighters were stationed at Nellis, but none of them returned from their missions on that day. The Air Force also used Nellis as a facility for training pilots using virtual reality simulators similar to the ones found in Vault 112 and the Outcast Outpost.

The base was a target for a nuclear strike, killing everybody within and destroying all of the planes that had been left behind when the majority of the planes were scrambled, going to China in retaliation against the first nuclear attacks. After the dust settled, the base was heavily irradiated, keeping people from taking residence there until it was claimed by the Boomers, who, using their Pip-Boy Geiger counters, knew that enough time had passed that the radiation was not enough to pose any significant danger to them. They use the base's remaining defensive structures and their own stockpile of heavy arms to keep any strangers from setting foot anywhere nearby. Since reading about a crashed, but still functional bomber in Lake Mead, the Boomers now use the virtual reality pods to train potential pilots in the hopes they may one day take flight in the behemoth.

Layout
Nellis' location is discreet and well-defended, most accessible by a cracked and cratered road littered with signs suggesting that entrance in to the facility is a privilege, not a right. The front gate is vigilantly guarded day and night.

Upon entrance, the most obvious structures are the control tower and hangars, to the west. Two runways run parallel to the east, occupying a majority of the bases' territory. The Boomers have made good use of the land between them, converting a parcel into an irrigated farm plot. The pipes are connected to an inaccessible shack, implying they have access to reclamation facilities. North of the farm is the Nellis Array, which provides power for the entire facility via solar panels.

One hangar houses the remaining parts of a B-29 bomber, while the other is used for social functions. The VR terminals used to train pilots, mess hall and storage are housed inside this bunker. During the day, several important members of the Boomers can be found gathered here.

Quonset huts and shacks provide living, medical and educational quarters on the west side of the base. Pearl and Loyal have their own homes, while the rest of the Boomers make due with segregated barracks. Of note is a bio-diesel storage hut near the crane and tracks, giving the player a hint of what the Boomers are capable of, despite their isolation. Also, the Boomer Museum is located in a quonset hut here.

Inhabitants

 * Argyll
 * Boomer Munitions Manager
 * Jack
 * Lindsay
 * Loyal
 * Pearl
 * Pete
 * Raquel
 * Mini Boomers
 * Boomer teacher
 * A few Mr. Gutsies
 * Boomer Chef

Location

 * George's note will tell you about a train tunnel to the south. The tunnel is directly east of Raul's Shack. Be prepared, as a Deathclaw can spawn there. The door requires a lockpick skill of 100 to enter. After you exit the tunnel, go right and follow the train tracks east. Run until you reach the fence, and then follow the fence left to the entrance. The Boomers will not attack you whilst you are beside the fence.
 * Alternatively, you can follow the train tracks south of Field's Shack to reach the tunnel entrance, and then continue following the tracks to the fence. You will take some damage before reaching the tunnel entrance, but it's smooth sailing from there.
 * In addition, George will provide the Courier with Nellis Artillery Timing Details. Use the safe spots mentioned in the note and the reloading between each salvo of artillery to run across.
 * If you happen to have a Turbo with you, you can use it when you hear the shells dropping to run past them while receiving minuscule damage (crippling, at worst).
 * Rather than follow George's instructions, you can run along the left side of the village, against the cliff. At a few points, the right leg and arm may become crippled. However, if you run continuously along the wall, you can make it alive. This is much easier than trying to follow George's note, and allows you to avoid the Deathclaw at the train tunnel.

Video
os191FeeG3s

Notable Loot

 * Schematics - Rock-It Launcher in the SE corner of the hangar.
 * Deans Electronics inside Loyal's House.
 * Howitzer Firing Mechanism in one of the Gun Cabinets inside Nellis Workshop, as well as a copy of Fixin' Things.
 * ¡La Fantoma!, Patriot's Cookbook, and Tales of Chivalrie are on or above Pete's bed in Nellis Boomer Museum.
 * Snowglobe - Nellis AFB inside Nellis Boomer Museum.(may cause game to freeze)
 * Duck and Cover! inside Pearl's Barracks (the house where you meet Mother Pearl) among the books on bookshelf behind her.(must be stolen)
 * Patriot's Cookbook inside Men's Barracks on top of bookshelf
 * Boxing Times, Programmer's Digest, Fixin' Things on top of Boomer Teacher's Desk.
 * Lad's Life, Patriot's Cookbook, Today's Physician Inside Boomer Teacher's Desk (Very Easy Lock).
 * Fat Man and 3 Mini nukes can be pick-pocketed from a Boomer while they are sleeping in one of three tents southeast of the Mess Hall & Munitions Storage hangar. Another Mini nuke can be stolen from the boomers munitions store. Its located in a wooden box on the top shelf.
 * Thump-Thump can be found in the Nellis array generator building bottom floor next to a skeleton and to the left of the ant mound.
 * 102 Maize inside the base Bio-diesel Refinery, very useful to Hardcore Characters. Located North Northeast of the Nellis Boomer Museum
 * 2 Sunset Sarsaparilla star bottle cap can be found on the northeastern most table in the mess hall hangar among other bottle caps
 * 2 Mini Nukes and 2 Missile ammo with other Ammo Boxes, Found in bottom floor of Nellis Array next to Big door (only door on bottom floor(opens to a tunnel that goes outside)) on the shelving. (There are 2 Mini Nukes - one may be on the ground under the shelf).
 * Today's Physician can be found in the Children's Barracks in the "drawer" of the end-table with the lamp.
 * Weapon Repair Kit can be found in the Mess Hall & Munitions Storage building on the shelves near the work bench in the far back corner from the entrance.
 * A key to a gun case (locked very hard - lockpick 100 necessary without the key) in the armory of Vault 34 can be found in a filing cabinet in Pearl's barracks.

Related Quests

 * Ant Misbehavin'
 * Sunshine Boogie
 * Volare!
 * Young Hearts
 * Wild Card:Side Bets
 * Still in the Dark
 * The House Always Wins, III
 * Render Unto Caesar
 * Things That Go Boom
 * I Could Make You Care

Appearances
appears in Fallout: New Vegas.

Bugs

 * There is a glitch in the stairs and floor of the small room in the train tunnel to the south that causes the player to fall through into empty space. After falling through it will port you back to the beginning of the tunnel.


 * The guard that opens the gate for you will stand with his back turned to the gate and will not talk to the player.


 * For some players shelling continues when near the Nellis fence and just inside the base. This makes you explode when fast-traveling to Nellis.


 * For some players, if you attack the guards and Mr. Gutsys near the fences, one of the guards may become glitched so that he is invincible, and no new guards will spawn to let you into the gate. FIX: While standing at the gate go into VATS and disarm one of the roaming patrols. The (non-glitched) guard with the rocket launcher seemed to be the easiest.  When successfully done a fight will ensue, but holstering your weapon will end the fight, and the glitched out guard who SHOULD be letting you in will FREEZE in whatever position he was in when the fight ended.  Get the fight to end with the guy near enough to the fence, and you can talk to him through it.  He will be surprised/impressed that you reached the base, and call a woman who teleports you in.


 * Sometimes the texturs and layout maps fail to load correctly for a while, leaving any character or robot that wanders into the afflicted area stuck in the ground if it reverts to normal. (Verification needed)


 * There is a Greenhouse that has planks nailed to it's main door that the player can still activate, but nothing happens.


 * If you leave the gate open to the entrance of the air base, some of the children or "little boomers" may walk out and get attacked by the mortars. They don't die or even get affected by the missles, they just keep walking and never come back. When you walk with them they don't shoot the mortars, when you take about 2 - 5 steps away they start shooting again.


 * Sometimes the guards at the front gate or in guard towers will randomly attack you, even at Accepted status.

You might get attacked by the mortars, even though you are accepted by the boomers. This might be caused by talking to the guards at the gate, the first time, before the mortars has stopped firing.