Kansas City

Before the Great War, Kansas City was a major nuclear launch site. After the city was hit by the bombs, the silo staff survived, but was turned into ghouls, who formed a town called Gravestone in the ruins of the city. The ghouls formed a cult worshipping the only nuclear bomb left intact in the silo, which they called "Plutonius". The ghoul in charge of both the town and the ghouls' weird religion was called the Bishop and his name was Defcon, the second, son of T-Minus. Around 2198, Gammorin's super mutant army established a base in southern area of Kansas City, and tried to assault Gravestone in order to get the atomic bomb worshipped by the ghouls. The ghouls hide in their cathedral, where "Plutonius" was held. They were eventually aided by the Midwestern Brotherhood of Steel squad, who, together with armed ghouls and acolytes of the cathedral, killed most of the attacking mutants. This squad was commaned by the warrior, who managed not only to protect the place, but also launched a retaliation attack on the Super Mutant base in Kansas city, killing their three commanders in the process and securing the area. In exchange for their aid the BoS demanded the ghouls to give them "Plutonius", which was later used to defeat the Calculator.

Mission walkthrough
This location and its associated mission is a highlight of the Fallout Tactics game. Some seconds after you arrive the ghoul town will be ambushed from three directions; north, west, and south. You can talk with the Bishop three times to get some antiradiation stuff, but as radiation is only an issue toward the end of the mission, this can wait till you've cleared out the mutants.

You have three objectives for this mission. First, defend the town against the waves of supermutant attacks with less than five ghoul causalities. Second, assassinate the three supermutant commanders. Third, kill all the remaining supermutants in the area.

To defend the cathedral you most likely want at least five team members. A sniper/machine gunner (probably your worst squad member) should go north, possibly with some granades to throw. Two small-gunners, one with perfect small guns skill and one with a good bursting weapon, should go to the west. The rest should go to the south gate, preferrably a sniper and two big-gun members. Focus the sniper on the heavily armoured mutants, who are carrying more than just a pipe. The mutants appear from nowhere and at the south and west gates, they come in waves.

North gate This gate bears the least of the brunt of the mutant assault. It is already defended with landmines and five ghouls. The ghouls however, only take occasional pot-shots at the mutants. However, since only about six mutants attack this gate, it can be defended with a single member of the party. Send someone like Farsight with a sniper rifle and a shotgun. Note that it is possible to leave this gate unmanned by a team member, or at least remove them after the first few mutants.

West gate This gate is more heavily attacked, but mainly by mutants with melee weapons. There are a couple of mutant snipers on the towers, however. The attacks come in waves, about three total, separated by a little time, so don't think that the attack on this gate is over after the first couple of waves. Place two team members here, such as a sniper and a gunner, or two machine gunners. It is possible to trap the area in front of this barricade with landmines, but your time is probably better spent placing your other team members.

South gate This gate takes the brunt of the attack. You'll want the rest of your team here. They should be heavily armed snipers and big-guns types. You can put a couple of team members on the towers/walls by this gate if you run them fast enough, though it's debatable whether this is worth the effort. You'll definitely need to push the mutants back on the ground, anyway. Destroying the mutant barricades awards a "clearing" bonus, even if there are mutants still around. There are three mutants at the extreme south end, which may or may not join in the melee. If not, you can take them out later with your full squad. Some of the mutants at this gate will have rocket launchers and miniguns. A good tactic is to use snipers to cripple an arm of such mutants so that they cannot use their big guns against you.

During the invasion, you must not allow more than five ghouls to die. This is especially difficult as some of the ghouls are positioned at the front fo the action. This is primarily the reason why you'll need to advance on mutant barricades at the south gate. Reports vary on whether fewer ghoul deaths alter the outcome. After this mission, you should be able to recruit ghouls from Brotherhood barracks. Of note, however, is that the ghouls guarding the gates are all armed with sniper rifles, so be sure to loot the bodies of any dead ghouls and/or steal some from the survivors.

The later part of this mission requires sneaking - did I mentioned it is strongly advised coming here at nighttime? - with the Caws in the hand, peeking on the enemy what amunition shall we load in (depends on armour), than sneaking tent to tent in the mutant camp. But beware: do not touch the bull horns: this time you do not break them instead activate.

Appearances in games
Kansas City appears only in Fallout Tactics.