Great Khans

The Great Khans are a raider tribe in the Mojave Wasteland in 2281. They are the third incarnation of the Khans. The Great Khans are the only truly organized band of raiders in the Mojave and, as befits their warrior culture, men and women both can hold their own in a fight, whether in a brawl or a shootout. As a tribe however, the Great Khans are but a shadow of their former selves. Both their numbers and morale have been ravaged by a series of massacres and displacements. From their rocky stronghold at Red Rock Canyon, they make a living by drug-trafficking and the occasional raid or salvage find.

Society
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 newcomers. If the Great Khans begin to dislike someone, however, they will often show great hostility.

The Great Khans subsist mainly on hunting and farming, and profit from the sales of chemicals and drugs produced in the Red Rock drug lab. In the 2270s, the Followers of the Apocalypse taught the Great Khans reading, writing and basic science in hopes that would create medical supplies, but the efforts backfired. Instead, the Khans began to produce chems 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
Since the Bitter Springs Massacre, the tribe has aspired to little more than survival and isolation, with occasional acts of vengeance upon the NCR refugees and soldiers by lone Khans. The Great Khans usually keep to themselves, rarely traveling too far from Red Rock Canyon, besides the odd raiding party or trek into Fiend territory, for fear of being spotted and hunted down by NCR patrols. They frequently visit the Fiends and other tribes or organizations dependent on their drugs. The Great Khans are also hosting an emissary of Caesar's Legion, Karl, and have formed an alliance with the prospect of taking the fight to their mutual aggressor, the NCR.

Besides these people, they are quite isolated and hostile to many factions. They remain suspicious of 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.

Technology
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 and 9mm submachine guns, 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.

The Khans' primary source of revenue is drug production. Among many, they have managed to master the production of Jet. The quantities of brahmin dung used leave a nasty smell in the drug lab.

Appearances
The Great Khans appear in Fallout: New Vegas and All Roads.

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.

Bugs

 * If you convince Papa Khan that his people should claim their own destiny, the game can regard this as if you killed them all instead. NPCs will remark that "I heard the Great Khans got massacred at Red Rock Canyon; no survivors this time," and relevant dialogue will be the same as if the Khans had all been killed.
 * It has been reported that at Nellis Air Force Base, after trying to convince the Boomers to aid the NCR, coming out of Pearl's shack there were two generic Great Khans.
 * When trying to complete the Why Can't We Be Friends? quest, the dialogue option needed from Papa Khan may not show up especially if you are near the end of the Oh My Papa quest.
 * When completing and turning in the portion of 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.
 * After killing 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.
 * 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.
 * Three Great Khans may come with the Courier through the elevator to the 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.
 * 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.
 * 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.
 * During fast travel or when waiting, one, two, or three Great Khans will appear - even in NCR camps. This bug is related to reputation combination for Great Khans. The 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.)