Khans

The  are a band of brutally vicious and semi-organized raiders with a high survivalist-lifestyle thinking and have adopted a "the strongest rights over the weak" philosophy. They are probably the most dangerous of the three raider groups that originated from Vault 15, the other ones being the Vipers and the Jackals. The Great Khans were viewed by most wastelanders as the producers of the drug trade. They are believed to make Jet, Psycho, and any other addiction causing drug. Their main base in 2161 was located southeast of Shady Sands. At least twice the Khans have suffered brutal, near-defeat, but like a Phoenix, the group has always managed to rise again from its ashes.

Characteristics
The Khans 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 prefer melee weapons to firearms, although higher-ups carry a few small arms. Some of them are said to have worn tire armor.

The Khans
In 2161, during Fallout 1, the Khans set up camp in and around an open house to the southeast of Shady Sands, with tents around for lesser raiders. The leader of the Khans at that time was Garl who was ultimately killed when the Vault Dweller came to rescue Tandi, who had been kidnapped by the raiders. The Vault Dweller also killed most of Garl's companions, except for one young fellow called Darion. Despite the menacing attitude they portrayed, Ian summed them up pretty well; a "crummy" band of raiders, mostly due to their low numbers.

New Khans
Darion became paranoid and obsessed with revenge against the Vault Dweller and Tandi, who later became President of the New California Republic. He was riddled with guilt because he had lived, while the rest of his gang had been slaughtered. He organized a raider gang called the New Khans who occupied Vault 15, the same Vault from which the original Khans came. In an ironic twist of fate, Darion, now an old man, was killed in 2242 by the Chosen One, the grandchild of the Vault Dweller who had killed his companions 80 years earlier.

Great Khans
The Great Khans are yet another incarnation of the gang, led by Papa Khan in the Mojave Wasteland. The Khans were hired by Benny to find and capture the Courier. Benny shoots the Courier and flees with the Khans and the Platinum chip. They head through Primm, Novac and Boulder City before being betrayed by Benny. They start a shootout with the New California Republic soldiers and take some of the guards hostage. The player has to choose between bribing the guards to let the Khans flee, killing the Khans or, if you have enough Speech skill, strike a deal with the NCR and the Khans. Killing the NCR in the area and returning to Jessup makes him remark on why you would help them out when the odds were against them and he goes on to give you a lighter he claims that Benny owned, telling you to "shove it up Benny's ass". The hostages will be freed and the NCR will let the Khans go away. You will earn a good Khan reputation as a reward. You may also perform a quest at Red Rock Canyon to convince their leader Papa Khan to end his alliance with Caesar. If you are not able to convice The Great Khans to end the alliance then your only choice is to destroy them. Most Great Khans wield 9mm SMG (Fallout: New Vegas) which pack a punch if you're being shot at by multiple Khans. At higher levels they can carry Hunting shotguns or Hunting revolvers.

Appearances
The Khans are the only one of the three raider-groups planned for the original Fallout (Vipers and Jackals being the others) to appear in the game as a faction. They also appear in Fallout 2 and Fallout: New Vegas.

Gallery
Chanowie Ханы